3 * @brief グローバルな構造体の定義 / global type declarations
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
14 * このファイルはangband.hでのみインクルードすること。
15 * This file should ONLY be included by "angband.h"
17 * Note that "char" may or may not be signed, and that "signed char"
18 * may or may not work on all machines. So always use "s16b" or "s32b"
19 * for signed values. Also, note that unsigned values cause math problems
20 * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
21 * unless you really need the extra bit of information, or you really
22 * need to restrict yourself to a single byte for storage reasons.
24 * Also, if possible, attempt to restrict yourself to sub-fields of
25 * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
26 * of "bool"), and attempt to align all fields along four-byte words, to
27 * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
28 * since these increase the code size and slow down execution. When
29 * you need to store bit flags, use one byte per flag, or, where space
30 * is an issue, use a "byte" or "u16b" or "u32b", and add special code
31 * to access the various bit flags.
33 * Many of these structures were developed to reduce the number of global
34 * variables, facilitate structured program design, allow the use of ascii
35 * template files, simplify access to indexed data, or facilitate efficient
36 * clearing of many variables at once.
38 * Certain data is saved in multiple places for efficient access, currently,
39 * this includes the tval/sval/weight fields in "object_type", various fields
40 * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
41 * of these could be removed, but this would, in general, slow down the game
42 * and increase the complexity of the code.
48 * @struct feature_state
49 * @brief 地形状態変化指定構造体 / Feature state structure
51 typedef struct feature_state feature_state;
55 FF_FLAGS_IDX action; /*!< 変化条件をFF_*のIDで指定 / Action (FF_*) */
56 STR_OFFSET result_tag; /*!< 変化先ID / Result (f_info ID) */
57 FEAT_IDX result; /*!< 変化先ID / Result (f_info ID) */
62 * @struct feature_type
63 * @brief 地形情報の構造体 / Information about terrain "features"
66 typedef struct feature_type feature_type;
70 STR_OFFSET name; /*!< 地形名参照のためのネームバッファオフセット値 / Name (offset) */
71 STR_OFFSET text; /*!< 地形説明参照のためのネームバッファオフセット値 / Text (offset) */
72 STR_OFFSET tag; /*!< 地形特性タグ参照のためのネームバッファオフセット値 / Tag (offset) */
75 STR_OFFSET destroyed_tag;
77 FEAT_IDX mimic; /*!< 未確定時の外形地形ID / Feature to mimic */
78 FEAT_IDX destroyed; /*!< *破壊*に巻き込まれた時の地形移行先(未実装?) / Default destroyed state */
80 BIT_FLAGS flags[FF_FLAG_SIZE]; /*!< 地形の基本特性ビット配列 / Flags */
82 FEAT_PRIORITY priority; /*!< 縮小表示で省略する際の表示優先度 / Map priority */
84 feature_state state[MAX_FEAT_STATES]; /*!< feature_state テーブル */
86 FEAT_SUBTYPE subtype; /*!< 副特性値 */
87 FEAT_POWER power; /*!< 地形強度 */
89 TERM_COLOR d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
90 SYMBOL_CODE d_char[F_LIT_MAX]; /*!< デフォルトの地形シンボルアルファベット / Default feature character */
92 TERM_COLOR x_attr[F_LIT_MAX]; /*!< 設定変更後の地形シンボルカラー / Desired feature attribute */
93 SYMBOL_CODE x_char[F_LIT_MAX]; /*!< 設定変更後の地形シンボルアルファベット / Desired feature character */
99 * @brief ベースアイテム情報の構造体 / Information about object "kinds", including player knowledge.
101 * ゲーム進行用のセーブファイル上では aware と tried のみ保存対象とすること。と英文ではあるが実際はもっとある様子である。 /
102 * Only "aware" and "tried" are saved in the savefile
105 typedef struct object_kind object_kind;
109 STR_OFFSET name; /*!< ベースアイテム名参照のためのネームバッファオフセット値 / Name (offset) */
110 STR_OFFSET text; /*!< 解説テキスト参照のためのネームバッファオフセット値 / Text (offset) */
111 STR_OFFSET flavor_name; /*!< 未確定名参照のためのネームバッファオフセット値 / Flavor name (offset) */
113 OBJECT_TYPE_VALUE tval; /*!< ベースアイテム種別の大項目値 Object type */
114 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテム種別の小項目値 Object sub type */
116 PARAMETER_VALUE pval; /*!< ベースアイテムのpval(能力修正共通値) Object extra info */
118 HIT_PROB to_h; /*!< ベースアイテムの命中修正値 / Bonus to hit */
119 HIT_POINT to_d; /*!< ベースアイテムのダメージ修正値 / Bonus to damage */
120 ARMOUR_CLASS to_a; /*!< ベースアイテムのAC修正値 / Bonus to armor */
122 ARMOUR_CLASS ac; /*!< ベースアイテムのAC基本値 / Base armor */
125 DICE_SID ds; /*!< ダメージダイスの数と大きさ / Damage dice/sides */
127 WEIGHT weight; /*!< ベースアイテムの重量 / Weight */
129 PRICE cost; /*!< ベースアイテムの基本価値 / Object "base cost" */
131 BIT_FLAGS flags[TR_FLAG_SIZE]; /*!< ベースアイテムの基本特性ビット配列 / Flags */
133 BIT_FLAGS gen_flags; /*!< ベースアイテムの生成特性ビット配列 / flags for generate */
135 DEPTH locale[4]; /*!< ベースアイテムの生成階テーブル / Allocation level(s) */
136 PROB chance[4]; /*!< ベースアイテムの生成確率テーブル / Allocation chance(s) */
138 DEPTH level; /*!< ベースアイテムの基本生成階 / Level */
139 BIT_FLAGS8 extra; /*!< その他色々のビットフラグ配列 / Something */
141 TERM_COLOR d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
142 SYMBOL_CODE d_char; /*!< デフォルトのアイテムシンボルアルファベット / Default object character */
144 TERM_COLOR x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
145 SYMBOL_CODE x_char; /*!< 設定変更後のアイテムシンボルアルファベット / Desired object character */
147 IDX flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
149 bool easy_know; /*!< ベースアイテムが初期からベース名を判断可能かどうか / This object is always known (if aware) */
151 bool aware; /*!< ベースアイテムが鑑定済かどうか / The player is "aware" of the item's effects */
153 bool tried; /*!< ベースアイテムを未鑑定のまま試したことがあるか / The player has "tried" one of the items */
155 ACTIVATION_IDX act_idx; /*!< 発動能力のID / Activative ability index */
160 typedef struct artifact_type artifact_type;
163 * @struct artifact_type
164 * @brief 固定アーティファクト情報の構造体 / Artifact structure.
167 * the save-file only writes "cur_num" to the savefile.
168 * "max_num" is always "1" (if that artifact "exists")
172 STR_OFFSET name; /*!< アーティファクト名(headerオフセット参照) / Name (offset) */
173 STR_OFFSET text; /*!< アーティファクト解説(headerオフセット参照) / Text (offset) */
175 OBJECT_TYPE_VALUE tval; /*!< ベースアイテム大項目ID / Artifact type */
176 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテム小項目ID / Artifact sub type */
178 PARAMETER_VALUE pval; /*!< pval修正値 / Artifact extra info */
180 HIT_PROB to_h; /*!< 命中ボーナス値 / Bonus to hit */
181 HIT_POINT to_d; /*!< ダメージボーナス値 / Bonus to damage */
182 ARMOUR_CLASS to_a; /*!< ACボーナス値 / Bonus to armor */
184 ARMOUR_CLASS ac; /*!< 上書きベースAC値 / Base armor */
187 DICE_SID ds; /*!< ダイス値 / Damage when hits */
189 WEIGHT weight; /*!< 重量 / Weight */
191 PRICE cost; /*!< 基本価格 / Artifact "cost" */
193 BIT_FLAGS flags[TR_FLAG_SIZE]; /*! アイテムフラグ / Artifact Flags */
195 BIT_FLAGS gen_flags; /*! アイテム生成フラグ / flags for generate */
197 DEPTH level; /*! 基本生成階 / Artifact level */
198 RARITY rarity; /*! レアリティ / Artifact rarity */
200 byte cur_num; /*! 現在の生成数 / Number created (0 or 1) */
201 byte max_num; /*! (未使用)最大生成数 / Unused (should be "1") */
203 FLOOR_IDX floor_id; /*! アイテムを落としたフロアのID / Leaved on this location last time */
205 byte act_idx; /*! 発動能力ID / Activative ability index */
210 * Information about "ego-items".
213 typedef struct ego_item_type ego_item_type;
217 STR_OFFSET name; /* Name (offset) */
218 STR_OFFSET text; /* Text (offset) */
220 INVENTORY_IDX slot; /*!< 装備部位 / Standard slot value */
221 PRICE rating; /*!< ベースアイテムからの価値加速 / Rating boost */
223 DEPTH level; /* Minimum level */
224 RARITY rarity; /* Object rarity */
226 HIT_PROB max_to_h; /* Maximum to-hit bonus */
227 HIT_POINT max_to_d; /* Maximum to-dam bonus */
228 ARMOUR_CLASS max_to_a; /* Maximum to-ac bonus */
230 PARAMETER_VALUE max_pval; /* Maximum pval */
232 PRICE cost; /* Ego-item "cost" */
234 BIT_FLAGS flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
235 BIT_FLAGS gen_flags; /* flags for generate */
237 IDX act_idx; /* Activative ability index */
244 * Monster blow structure
252 typedef struct monster_blow monster_blow;
263 typedef struct mbe_info_type mbe_info_type;
267 int power; /* The attack "power" */
268 int explode_type; /* Explosion effect */
273 * Monster "race" information, including racial memories
275 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
277 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
279 * Note that "cur_num" (and "max_num") represent the number of monsters
280 * of the given race currently on (and allowed on) the current level.
281 * This information yields the "dead" flag for Unique monsters.
283 * Note that "max_num" is reset when a new player is created.
284 * Note that "cur_num" is reset when a new level is created.
286 * Note that several of these fields, related to "recall", can be
287 * scrapped if space becomes an issue, resulting in less "complete"
288 * monster recall (no knowledge of spells, etc). All of the "recall"
289 * fields have a special prefix to aid in searching for them.
293 typedef struct monster_race monster_race;
297 STR_OFFSET name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
299 STR_OFFSET E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
301 STR_OFFSET text; /*!< 思い出テキストのオフセット / Lore text offset */
303 DICE_NUMBER hdice; /*!< HPのダイス数 / Creatures hit dice count */
304 DICE_SID hside; /*!< HPのダイス面数 / Creatures hit dice sides */
306 ARMOUR_CLASS ac; /*!< アーマークラス / Armour Class */
308 SLEEP_DEGREE sleep; /*!< 睡眠値 / Inactive counter (base) */
309 POSITION aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
310 SPEED speed; /*!< 加速(110で+0) / Speed (normally 110) */
312 EXP mexp; /*!< 殺害時基本経験値 / Exp value for kill */
314 BIT_FLAGS16 extra; /*!< 未使用 / Unused (for now) */
316 RARITY freq_spell; /*!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency */
318 BIT_FLAGS flags1; /* Flags 1 (general) */
319 BIT_FLAGS flags2; /* Flags 2 (abilities) */
320 BIT_FLAGS flags3; /* Flags 3 (race/resist) */
321 BIT_FLAGS flags4; /* Flags 4 (inate/breath) */
322 BIT_FLAGS flags7; /* Flags 7 (movement related abilities) */
323 BIT_FLAGS flags8; /* Flags 8 (wilderness info) */
324 BIT_FLAGS flags9; /* Flags 9 (drops info) */
325 BIT_FLAGS flagsr; /* Flags R (resistances info) */
327 BIT_FLAGS a_ability_flags1; /* Activate Ability Flags 5 (normal spells) */
328 BIT_FLAGS a_ability_flags2; /* Activate Ability Flags 6 (special spells) */
329 BIT_FLAGS a_ability_flags3; /* Activate Ability Flags 7 (implementing) */
330 BIT_FLAGS a_ability_flags4; /* Activate Ability Flags 8 (implementing) */
332 monster_blow blow[4]; /* Up to four blows per round */
333 MONRACE_IDX reinforce_id[6];
334 DICE_NUMBER reinforce_dd[6];
335 DICE_SID reinforce_ds[6];
337 ARTIFACT_IDX artifact_id[4]; /* 特定アーティファクトドロップID */
338 RARITY artifact_rarity[4]; /* 特定アーティファクトレア度 */
339 PERCENTAGE artifact_percent[4]; /* 特定アーティファクトドロップ率 */
341 PERCENTAGE arena_ratio; /* アリーナの評価修正値(%基準 / 0=100%) / Arena */
343 MONRACE_IDX next_r_idx;
346 DEPTH level; /* Level of creature */
347 RARITY rarity; /* Rarity of creature */
349 TERM_COLOR d_attr; /* Default monster attribute */
350 SYMBOL_CODE d_char; /* Default monster character */
352 TERM_COLOR x_attr; /* Desired monster attribute */
353 SYMBOL_CODE x_char; /* Desired monster character */
356 MONSTER_NUMBER max_num; /* Maximum population allowed per level */
357 MONSTER_NUMBER cur_num; /* Monster population on current level */
359 FLOOR_IDX floor_id; /* Location of unique monster */
362 MONSTER_NUMBER r_sights; /* Count sightings of this monster */
363 MONSTER_NUMBER r_deaths; /* Count deaths from this monster */
365 MONSTER_NUMBER r_pkills; /* Count visible monsters killed in this life */
366 MONSTER_NUMBER r_akills; /* Count all monsters killed in this life */
367 MONSTER_NUMBER r_tkills; /* Count monsters killed in all lives */
369 byte r_wake; /* Number of times woken up (?) */
370 byte r_ignore; /* Number of times ignored (?) */
372 byte r_xtra1; /* Something (unused) */
373 byte r_xtra2; /* Something (unused) */
375 ITEM_NUMBER r_drop_gold; /*!< これまでに撃破時に落とした財宝の数 / Max number of gold dropped at once */
376 ITEM_NUMBER r_drop_item; /*!< これまでに撃破時に落としたアイテムの数 / Max number of item dropped at once */
378 byte r_cast_spell; /* Max number of other spells seen */
380 byte r_blows[4]; /* Number of times each blow type was seen */
382 u32b r_flags1; /* Observed racial flags */
383 u32b r_flags2; /* Observed racial flags */
384 u32b r_flags3; /* Observed racial flags */
385 u32b r_flags4; /* Observed racial flags */
386 u32b r_flags5; /* Observed racial flags */
387 u32b r_flags6; /* Observed racial flags */
388 /* u32b r_flags7; */ /* Observed racial flags */
389 u32b r_flagsr; /* Observed racial resistance flags */
395 * Information about "vault generation"
398 typedef struct vault_type vault_type;
402 STR_OFFSET name; /* Name (offset) */
403 STR_OFFSET text; /* Text (offset) */
405 ROOM_IDX typ; /* Vault type */
406 PROB rat; /* Vault rating (unused) */
407 POSITION hgt; /* Vault height */
408 POSITION wid; /* Vault width */
413 * Information about "skill"
416 typedef struct skill_table skill_table;
420 SUB_EXP w_start[5][64]; /* start weapon exp */
421 SUB_EXP w_max[5][64]; /* max weapon exp */
422 SUB_EXP s_start[10]; /* start skill */
423 SUB_EXP s_max[10]; /* max skill */
428 * A single "grid" in a Cave
430 * Note that several aspects of the code restrict the actual cave
431 * to a max size of 256 by 256. In partcular, locations are often
432 * saved as bytes, limiting each coordinate to the 0-255 range.
434 * The "o_idx" and "m_idx" fields are very interesting. There are
435 * many places in the code where we need quick access to the actual
436 * monster or object(s) in a given cave grid. The easiest way to
437 * do this is to simply keep the index of the monster and object
438 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
439 * Several other methods come to mind, which require only half this
440 * amound of memory, but they all seem rather complicated, and would
441 * probably add enough code that the savings would be lost. So for
442 * these reasons, we simply store an index into the "o_list" and
443 * "m_list" arrays, using "zero" when no monster/object is present.
445 * Note that "o_idx" is the index of the top object in a stack of
446 * objects, using the "next_o_idx" field of objects (see below) to
447 * create the singly linked list of objects. If "o_idx" is zero
448 * then there are no objects in the grid.
450 * Note the special fields for the "MONSTER_FLOW" code.
453 typedef struct cave_type cave_type;
457 BIT_FLAGS info; /* Hack -- cave flags */
459 FEAT_IDX feat; /* Hack -- feature type */
460 OBJECT_IDX o_idx; /* Object in this grid */
461 MONSTER_IDX m_idx; /* Monster in this grid */
463 /*! 地形の特別な情報を保存する / Special cave info
464 * 具体的な使用一覧はクエスト行き階段の移行先クエストID、
465 * 各ダンジョン入口の移行先ダンジョンID、
470 FEAT_IDX mimic; /* Feature to mimic */
472 byte cost; /* Hack -- cost of flowing */
473 byte dist; /* Hack -- distance from player */
474 byte when; /* Hack -- when cost was computed */
480 * Simple structure to hold a map location
482 typedef struct coord coord;
493 * Object information, for a specific object.
495 * Note that a "discount" on an item is permanent and never goes away.
497 * Note that inscriptions are now handled via the "quark_str()" function
498 * applied to the "note" field, which will return NULL if "note" is zero.
500 * Note that "object" records are "copied" on a fairly regular basis,
501 * and care must be taken when handling such objects.
503 * Note that "object flags" must now be derived from the object kind,
504 * the artifact and ego-item indexes, and the two "xtra" fields.
506 * Each cave grid points to one (or zero) objects via the "o_idx"
507 * field (above). Each object then points to one (or zero) objects
508 * via the "next_o_idx" field, forming a singly linked list, which
509 * in game terms, represents a "stack" of objects in the same grid.
511 * Each monster points to one (or zero) objects via the "hold_o_idx"
512 * field (below). Each object then points to one (or zero) objects
513 * via the "next_o_idx" field, forming a singly linked list, which
514 * in game terms, represents a pile of objects held by the monster.
516 * The "held_m_idx" field is used to indicate which monster, if any,
517 * is holding the object. Objects being held have "ix=0" and "iy=0".
520 typedef struct object_type object_type;
524 KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
526 POSITION iy; /* Y-position on map, or zero */
527 POSITION ix; /* X-position on map, or zero */
529 OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
530 OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
532 PARAMETER_VALUE pval; /* Item extra-parameter */
534 DISCOUNT_RATE discount; /* Discount (if any) */
536 ITEM_NUMBER number; /* Number of items */
538 WEIGHT weight; /* Item weight */
540 ARTIFACT_IDX name1; /* Artifact type, if any */
541 EGO_IDX name2; /* Ego-Item type, if any */
543 XTRA8 xtra1; /* Extra info type (now unused) */
544 XTRA8 xtra2; /* Extra info activation index */
545 XTRA8 xtra3; /* Extra info for weaponsmith */
546 XTRA16 xtra4; /*!< 光源の残り寿命、あるいは捕らえたモンスターの現HP / Extra info fuel or captured monster's current HP */
547 XTRA16 xtra5; /*!< 捕らえたモンスターの最大HP / Extra info captured monster's max HP */
549 HIT_PROB to_h; /* Plusses to hit */
550 HIT_POINT to_d; /* Plusses to damage */
551 ARMOUR_CLASS to_a; /* Plusses to AC */
553 ARMOUR_CLASS ac; /* Normal AC */
556 DICE_SID ds; /* Damage dice/sides */
558 TIME_EFFECT timeout; /* Timeout Counter */
560 byte ident; /* Special flags */
561 byte marked; /* Object is marked */
563 u16b inscription; /* Inscription index */
564 u16b art_name; /* Artifact name (random artifacts) */
566 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
568 BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
569 BIT_FLAGS curse_flags; /* Flags for curse */
571 OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
572 MONSTER_IDX held_m_idx; /* Monster holding us (if any) */
574 ARTIFACT_BIAS_IDX artifact_bias; /*!< ランダムアーティファクト生成時のバイアスID */
580 * Monster information, for a specific monster.
581 * Note: fy, fx constrain dungeon size to 256x256
582 * The "hold_o_idx" field points to the first object of a stack
583 * of objects (if any) being carried by the monster (see above).
586 typedef struct monster_type monster_type;
590 MONRACE_IDX r_idx; /* Monster race index */
591 MONRACE_IDX ap_r_idx; /* Monster race appearance index */
592 byte sub_align; /* Sub-alignment for a neutral monster */
594 POSITION fy; /* Y location on map */
595 POSITION fx; /* X location on map */
597 HIT_POINT hp; /* Current Hit points */
598 HIT_POINT maxhp; /* Max Hit points */
599 HIT_POINT max_maxhp; /* Max Max Hit points */
600 HIT_POINT dealt_damage; /* Sum of damages dealt by player */
602 TIME_EFFECT mtimed[MAX_MTIMED]; /* Timed status counter */
604 SPEED mspeed; /* Monster "speed" */
605 ACTION_ENERGY energy_need; /* Monster "energy" */
607 POSITION cdis; /* Current dis from player */
609 BIT_FLAGS8 mflag; /* Extra monster flags */
610 BIT_FLAGS8 mflag2; /* Extra monster flags */
612 bool ml; /* Monster is "visible" */
614 OBJECT_IDX hold_o_idx; /* Object being held (if any) */
616 POSITION target_y; /* Can attack !los player */
617 POSITION target_x; /* Can attack !los player */
619 STR_OFFSET nickname; /* Monster's Nickname */
623 BIT_FLAGS smart; /* Field for "smart_learn" */
625 MONSTER_IDX parent_m_idx;
632 * An entry for the object/monster allocation functions
634 * Pass 1 is determined from allocation information
635 * Pass 2 is determined from allocation restriction
636 * Pass 3 is determined from allocation calculation
639 typedef struct alloc_entry alloc_entry;
643 KIND_OBJECT_IDX index; /* The actual index */
645 DEPTH level; /* Base dungeon level */
646 PROB prob1; /* Probability, pass 1 */
647 PROB prob2; /* Probability, pass 2 */
648 PROB prob3; /* Probability, pass 3 */
650 u16b total; /* Unused for now */
656 * Available "options"
658 * - Address of actual option variable (or NULL)
660 * - Normal Value (TRUE or FALSE)
662 * - Option Page Number (or zero)
664 * - Savefile Set (or zero)
665 * - Savefile Bit in that set
667 * - Textual name (or NULL)
668 * - Textual description
671 typedef struct option_type option_type;
689 typedef struct quest_type quest_type;
693 * @brief クエスト情報の構造体 / Structure for the "quests".
698 QUEST_STATUS status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
699 QUEST_TYPE type; /*!< クエストの種別 / The quest type */
701 GAME_TEXT name[60]; /*!< クエスト名 / Quest name */
702 DEPTH level; /*!< 処理階層 / Dungeon level */
703 MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
705 MONSTER_NUMBER cur_num; /*!< 撃破したモンスターの数 / Number killed */
706 MONSTER_NUMBER max_num; /*!< 求められるモンスターの撃破数 / Number required */
708 KIND_OBJECT_IDX k_idx; /*!< クエスト対象のアイテムID / object index */
709 MONSTER_NUMBER num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
711 BIT_FLAGS flags; /*!< クエストに関するフラグビット / quest flags */
712 DUNGEON_IDX dungeon; /*!< クエスト対象のダンジョンID / quest dungeon */
714 PLAYER_LEVEL complev; /*!< クリア時プレイヤーレベル / player level (complete) */
715 REAL_TIME comptime; /*!< クリア時ゲーム時間 / quest clear time*/
722 typedef struct owner_type owner_type;
726 concptr owner_name; /* Name */
727 PRICE max_cost; /* Purse limit */
728 byte max_inflate; /* Inflation (max) */
729 byte min_inflate; /* Inflation (min) */
730 byte haggle_per; /* Haggle unit */
731 byte insult_max; /* Insult limit */
732 byte owner_race; /* Owner race */
739 * A store, with an owner, various state flags, a current stock
740 * of items, and a table of items that are often purchased.
742 typedef struct store_type store_type;
746 byte type; /* Store type */
748 byte owner; /* Owner index */
749 byte extra; /* Unused for now */
751 s16b insult_cur; /* Insult counter */
753 s16b good_buy; /* Number of "good" buys */
754 s16b bad_buy; /* Number of "bad" buys */
756 s32b store_open; /* Closed until this turn */
758 s32b last_visit; /* Last visited on this turn */
760 s16b table_num; /* Table -- Number of entries */
761 s16b table_size; /* Table -- Total Size of Array */
762 s16b *table; /* Table -- Legal item kinds */
764 s16b stock_num; /* Stock -- Number of entries */
765 s16b stock_size; /* Stock -- Total Size of Array */
766 object_type *stock; /* Stock -- Actual stock items */
771 * The "name" of spell 'N' is stored as spell_names[X][N],
772 * where X is 0 for mage-spells and 1 for priest-spells.
774 typedef struct magic_type magic_type;
778 PLAYER_LEVEL slevel; /* Required level (to learn) */
779 MANA_POINT smana; /* Required mana (to cast) */
780 PERCENTAGE sfail; /* Minimum chance of failure */
781 EXP sexp; /* Encoded experience bonus */
786 * Information about the player's "magic"
788 * Note that a player with a "spell_book" of "zero" is illiterate.
791 typedef struct player_magic player_magic;
795 OBJECT_TYPE_VALUE spell_book; /* Tval of spell books (if any) */
796 int spell_xtra; /* Something for later */
798 int spell_stat; /* Stat for spells (if any) */
799 int spell_type; /* Spell type (mage/priest) */
801 int spell_first; /* Level of first spell */
802 int spell_weight; /* Weight that hurts spells */
804 magic_type info[MAX_MAGIC][32]; /* The available spells */
813 typedef struct player_sex player_sex;
817 concptr title; /* Type of sex */
818 concptr winner; /* Name of winner */
820 concptr E_title; /* 英語性別 */
821 concptr E_winner; /* 英語性別 */
830 typedef struct player_race player_race;
834 concptr title; /* Type of race */
837 concptr E_title; /* 英語種族 */
839 s16b r_adj[6]; /* Racial stat bonuses */
841 s16b r_dis; /* disarming */
842 s16b r_dev; /* magic devices */
843 s16b r_sav; /* saving throw */
844 s16b r_stl; /* stealth */
845 s16b r_srh; /* search ability */
846 s16b r_fos; /* search frequency */
847 s16b r_thn; /* combat (normal) */
848 s16b r_thb; /* combat (shooting) */
850 byte r_mhp; /* Race hit-dice modifier */
851 byte r_exp; /* Race experience factor */
853 byte b_age; /* base age */
854 byte m_age; /* mod age */
856 byte m_b_ht; /* base height (males) */
857 byte m_m_ht; /* mod height (males) */
858 byte m_b_wt; /* base weight (males) */
859 byte m_m_wt; /* mod weight (males) */
861 byte f_b_ht; /* base height (females) */
862 byte f_m_ht; /* mod height (females) */
863 byte f_b_wt; /* base weight (females) */
864 byte f_m_wt; /* mod weight (females) */
866 byte infra; /* Infra-vision range */
868 u32b choice; /* Legal class choices */
869 /* byte choice_xtra; */
877 typedef struct player_class player_class;
881 concptr title; /* Type of class */
884 concptr E_title; /* 英語職業 */
886 s16b c_adj[6]; /* Class stat modifier */
888 s16b c_dis; /* class disarming */
889 s16b c_dev; /* class magic devices */
890 s16b c_sav; /* class saving throws */
891 s16b c_stl; /* class stealth */
892 s16b c_srh; /* class searching ability */
893 s16b c_fos; /* class searching frequency */
894 s16b c_thn; /* class to hit (normal) */
895 s16b c_thb; /* class to hit (bows) */
897 s16b x_dis; /* extra disarming */
898 s16b x_dev; /* extra magic devices */
899 s16b x_sav; /* extra saving throws */
900 s16b x_stl; /* extra stealth */
901 s16b x_srh; /* extra searching ability */
902 s16b x_fos; /* extra searching frequency */
903 s16b x_thn; /* extra to hit (normal) */
904 s16b x_thb; /* extra to hit (bows) */
906 s16b c_mhp; /* Class hit-dice adjustment */
907 s16b c_exp; /* Class experience factor */
909 byte pet_upkeep_div; /* Pet upkeep divider */
913 typedef struct player_seikaku player_seikaku;
914 struct player_seikaku
916 concptr title; /* Type of seikaku */
919 concptr E_title; /* 英語性格 */
922 s16b a_adj[6]; /* seikaku stat bonuses */
924 s16b a_dis; /* seikaku disarming */
925 s16b a_dev; /* seikaku magic devices */
926 s16b a_sav; /* seikaku saving throw */
927 s16b a_stl; /* seikaku stealth */
928 s16b a_srh; /* seikaku search ability */
929 s16b a_fos; /* seikaku search frequency */
930 s16b a_thn; /* seikaku combat (normal) */
931 s16b a_thb; /* seikaku combat (shooting) */
933 s16b a_mhp; /* Race hit-dice modifier */
936 byte sex; /* seibetu seigen */
941 * Most of the "player" information goes here.
943 * This stucture gives us a large collection of player variables.
945 * This structure contains several "blocks" of information.
946 * (1) the "permanent" info
947 * (2) the "variable" info
948 * (3) the "transient" info
950 * All of the "permanent" info, and most of the "variable" info,
951 * is saved in the savefile. The "transient" info is recomputed
952 * whenever anything important changes.
955 typedef struct player_type player_type;
959 POSITION oldpy; /* Previous player location -KMW- */
960 POSITION oldpx; /* Previous player location -KMW- */
962 SEX_IDX psex; /* Sex index */
963 RACE_IDX prace; /* Race index */
964 CLASS_IDX pclass; /* Class index */
965 CHARACTER_IDX pseikaku; /* Seikaku index */
966 REALM_IDX realm1; /* First magic realm */
967 REALM_IDX realm2; /* Second magic realm */
968 CHARACTER_IDX oops; /* Unused */
970 DICE_SID hitdie; /* Hit dice (sides) */
971 u16b expfact; /* Experience factor
972 * Note: was byte, causing overflow for Amberite
973 * characters (such as Amberite Paladins)
976 s16b age; /* Characters age */
977 s16b ht; /* Height */
978 s16b wt; /* Weight */
979 s16b sc; /* Social Class */
981 PRICE au; /* Current Gold */
983 EXP max_max_exp; /* Max max experience (only to calculate score) */
984 EXP max_exp; /* Max experience */
985 EXP exp; /* Cur experience */
986 u32b exp_frac; /* Cur exp frac (times 2^16) */
988 PLAYER_LEVEL lev; /* Level */
990 s16b town_num; /* Current town number */
991 s16b arena_number; /* monster number in arena -KMW- */
992 bool inside_arena; /* Is character inside arena? */
993 QUEST_IDX inside_quest; /* Inside quest level */
994 bool inside_battle; /* Is character inside tougijou? */
996 POSITION wilderness_x; /* Coordinates in the wilderness */
997 POSITION wilderness_y;
1000 HIT_POINT mhp; /* Max hit pts */
1001 HIT_POINT chp; /* Cur hit pts */
1002 u32b chp_frac; /* Cur hit frac (times 2^16) */
1004 MANA_POINT msp; /* Max mana pts */
1005 MANA_POINT csp; /* Cur mana pts */
1006 u32b csp_frac; /* Cur mana frac (times 2^16) */
1008 s16b max_plv; /* Max Player Level */
1010 BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
1011 BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
1012 BASE_STATUS stat_cur[6]; /* Current "natural" stat values */
1014 s16b learned_spells;
1019 TIME_EFFECT fast; /* Timed -- Fast */
1020 TIME_EFFECT slow; /* Timed -- Slow */
1021 TIME_EFFECT blind; /* Timed -- Blindness */
1022 TIME_EFFECT paralyzed; /* Timed -- Paralysis */
1023 TIME_EFFECT confused; /* Timed -- Confusion */
1024 TIME_EFFECT afraid; /* Timed -- Fear */
1025 TIME_EFFECT image; /* Timed -- Hallucination */
1026 TIME_EFFECT poisoned; /* Timed -- Poisoned */
1027 TIME_EFFECT cut; /* Timed -- Cut */
1028 TIME_EFFECT stun; /* Timed -- Stun */
1030 TIME_EFFECT protevil; /* Timed -- Protection */
1031 TIME_EFFECT invuln; /* Timed -- Invulnerable */
1032 TIME_EFFECT ult_res; /* Timed -- Ultimate Resistance */
1033 TIME_EFFECT hero; /* Timed -- Heroism */
1034 TIME_EFFECT shero; /* Timed -- Super Heroism */
1035 TIME_EFFECT shield; /* Timed -- Shield Spell */
1036 TIME_EFFECT blessed; /* Timed -- Blessed */
1037 TIME_EFFECT tim_invis; /* Timed -- See Invisible */
1038 TIME_EFFECT tim_infra; /* Timed -- Infra Vision */
1039 TIME_EFFECT tsuyoshi; /* Timed -- Tsuyoshi Special */
1040 TIME_EFFECT ele_attack; /* Timed -- Elemental Attack */
1041 TIME_EFFECT ele_immune; /* Timed -- Elemental Immune */
1043 TIME_EFFECT oppose_acid; /* Timed -- oppose acid */
1044 TIME_EFFECT oppose_elec; /* Timed -- oppose lightning */
1045 TIME_EFFECT oppose_fire; /* Timed -- oppose heat */
1046 TIME_EFFECT oppose_cold; /* Timed -- oppose cold */
1047 TIME_EFFECT oppose_pois; /* Timed -- oppose poison */
1049 TIME_EFFECT tim_esp; /* Timed ESP */
1050 TIME_EFFECT wraith_form; /* Timed wraithform */
1052 TIME_EFFECT resist_magic; /* Timed Resist Magic (later) */
1053 TIME_EFFECT tim_regen;
1054 TIME_EFFECT kabenuke;
1055 TIME_EFFECT tim_stealth;
1056 TIME_EFFECT tim_levitation;
1057 TIME_EFFECT tim_sh_touki;
1058 TIME_EFFECT lightspeed;
1059 TIME_EFFECT tsubureru;
1060 TIME_EFFECT magicdef;
1061 TIME_EFFECT tim_res_nether; /* Timed -- Nether resistance */
1062 TIME_EFFECT tim_res_time; /* Timed -- Time resistance */
1063 MIMIC_RACE_IDX mimic_form;
1064 TIME_EFFECT tim_mimic;
1065 TIME_EFFECT tim_sh_fire;
1066 TIME_EFFECT tim_sh_holy;
1067 TIME_EFFECT tim_eyeeye;
1069 /* for mirror master */
1070 TIME_EFFECT tim_reflect; /* Timed -- Reflect */
1071 TIME_EFFECT multishadow; /* Timed -- Multi-shadow */
1072 TIME_EFFECT dustrobe; /* Timed -- Robe of dust */
1074 PATRON_IDX chaos_patron;
1076 BIT_FLAGS muta1; /*!< レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
1077 #define MUT1_SPIT_ACID 0x00000001L /*!< 突然変異: 酸の唾 */
1078 #define MUT1_BR_FIRE 0x00000002L /*!< 突然変異: 炎のブレス */
1079 #define MUT1_HYPN_GAZE 0x00000004L /*!< 突然変異: 催眠睨み */
1080 #define MUT1_TELEKINES 0x00000008L /*!< 突然変異: 念動力 */
1081 #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
1082 #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
1083 #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
1084 #define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血 */
1085 #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
1086 #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
1087 #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
1088 #define MUT1_EAT_ROCK 0x00000800L /*!< 突然変異: 岩喰い */
1089 #define MUT1_SWAP_POS 0x00001000L /*!< 突然変異: 位置交換 */
1090 #define MUT1_SHRIEK 0x00002000L /*!< 突然変異: 叫び */
1091 #define MUT1_ILLUMINE 0x00004000L /*!< 突然変異: 照明 */
1092 #define MUT1_DET_CURSE 0x00008000L /*!< 突然変異: 呪い感知 */
1093 #define MUT1_BERSERK 0x00010000L /*!< 突然変異: 狂戦士化 */
1094 #define MUT1_POLYMORPH 0x00020000L /*!< 突然変異: 変身 */
1095 #define MUT1_MIDAS_TCH 0x00040000L /*!< 突然変異: ミダスの手 */
1096 #define MUT1_GROW_MOLD 0x00080000L /*!< 突然変異: カビ発生 */
1097 #define MUT1_RESIST 0x00100000L /*!< 突然変異: エレメント耐性 */
1098 #define MUT1_EARTHQUAKE 0x00200000L /*!< 突然変異: 地震 */
1099 #define MUT1_EAT_MAGIC 0x00400000L /*!< 突然変異: 魔力喰い */
1100 #define MUT1_WEIGH_MAG 0x00800000L /*!< 突然変異: 魔力感知 */
1101 #define MUT1_STERILITY 0x01000000L /*!< 突然変異: 増殖阻止 */
1102 #define MUT1_PANIC_HIT 0x02000000L /*!< 突然変異: ヒットアンドアウェイ */
1103 #define MUT1_DAZZLE 0x04000000L /*!< 突然変異: 眩惑 */
1104 #define MUT1_LASER_EYE 0x08000000L /*!< 突然変異: レーザー・アイ */
1105 #define MUT1_RECALL 0x10000000L /*!< 突然変異: 帰還 */
1106 #define MUT1_BANISH 0x20000000L /*!< 突然変異: 邪悪消滅 */
1107 #define MUT1_COLD_TOUCH 0x40000000L /*!< 突然変異: 凍結の手 */
1108 #define MUT1_LAUNCHER 0x80000000L /*!< 突然変異: アイテム投げ */
1110 BIT_FLAGS muta2; /*!< 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
1111 #define MUT2_BERS_RAGE 0x00000001L /*!< 突然変異: 狂戦士化の発作 */
1112 #define MUT2_COWARDICE 0x00000002L /*!< 突然変異: 臆病 */
1113 #define MUT2_RTELEPORT 0x00000004L /*!< 突然変異: ランダムテレポート / Random teleport, instability */
1114 #define MUT2_ALCOHOL 0x00000008L /*!< 突然変異: アルコール分泌 */
1115 #define MUT2_HALLU 0x00000010L /*!< 突然変異: 幻覚を引き起こす精神錯乱 */
1116 #define MUT2_FLATULENT 0x00000020L /*!< 突然変異: 猛烈な屁 */
1117 #define MUT2_SCOR_TAIL 0x00000040L /*!< 突然変異: サソリの尻尾 */
1118 #define MUT2_HORNS 0x00000080L /*!< 突然変異: ツノ */
1119 #define MUT2_BEAK 0x00000100L /*!< 突然変異: クチバシ */
1120 #define MUT2_ATT_DEMON 0x00000200L /*!< 突然変異: デーモンを引き付ける */
1121 #define MUT2_PROD_MANA 0x00000400L /*!< 突然変異: 制御できない魔力のエネルギー */
1122 #define MUT2_SPEED_FLUX 0x00000800L /*!< 突然変異: ランダムな加減速 */
1123 #define MUT2_BANISH_ALL 0x00001000L /*!< 突然変異: ランダムなモンスター消滅 */
1124 #define MUT2_EAT_LIGHT 0x00002000L /*!< 突然変異: 光源喰い */
1125 #define MUT2_TRUNK 0x00004000L /*!< 突然変異: 象の鼻 */
1126 #define MUT2_ATT_ANIMAL 0x00008000L /*!< 突然変異: 動物を引き寄せる */
1127 #define MUT2_TENTACLES 0x00010000L /*!< 突然変異: 邪悪な触手 */
1128 #define MUT2_RAW_CHAOS 0x00020000L /*!< 突然変異: 純カオス */
1129 #define MUT2_NORMALITY 0x00040000L /*!< 突然変異: ランダムな変異の消滅 */
1130 #define MUT2_WRAITH 0x00080000L /*!< 突然変異: ランダムな幽体化 */
1131 #define MUT2_POLY_WOUND 0x00100000L /*!< 突然変異: ランダムな傷の変化 */
1132 #define MUT2_WASTING 0x00200000L /*!< 突然変異: 衰弱 */
1133 #define MUT2_ATT_DRAGON 0x00400000L /*!< 突然変異: ドラゴンを引き寄せる */
1134 #define MUT2_WEIRD_MIND 0x00800000L /*!< 突然変異: ランダムなテレパシー */
1135 #define MUT2_NAUSEA 0x01000000L /*!< 突然変異: 落ち着きの無い胃 */
1136 #define MUT2_CHAOS_GIFT 0x02000000L /*!< 突然変異: カオスパトロン */
1137 #define MUT2_WALK_SHAD 0x04000000L /*!< 突然変異: ランダムな現実変容 */
1138 #define MUT2_WARNING 0x08000000L /*!< 突然変異: 警告 */
1139 #define MUT2_INVULN 0x10000000L /*!< 突然変異: ランダムな無敵化 */
1140 #define MUT2_SP_TO_HP 0x20000000L /*!< 突然変異: ランダムなMPからHPへの変換 */
1141 #define MUT2_HP_TO_SP 0x40000000L /*!< 突然変異: ランダムなHPからMPへの変換 */
1142 #define MUT2_DISARM 0x80000000L /*!< 突然変異: ランダムな武器落とし */
1144 BIT_FLAGS muta3; /*!< 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
1145 #define MUT3_HYPER_STR 0x00000001L /*!< 突然変異: 超人的な力 */
1146 #define MUT3_PUNY 0x00000002L /*!< 突然変異: 虚弱 */
1147 #define MUT3_HYPER_INT 0x00000004L /*!< 突然変異: 生体コンピュータ */
1148 #define MUT3_MORONIC 0x00000008L /*!< 突然変異: 精神薄弱 */
1149 #define MUT3_RESILIENT 0x00000010L /*!< 突然変異: 弾力のある体 */
1150 #define MUT3_XTRA_FAT 0x00000020L /*!< 突然変異: 異常な肥満 */
1151 #define MUT3_ALBINO 0x00000040L /*!< 突然変異: アルビノ */
1152 #define MUT3_FLESH_ROT 0x00000080L /*!< 突然変異: 腐敗した肉体 */
1153 #define MUT3_SILLY_VOI 0x00000100L /*!< 突然変異: 間抜けなキーキー声 */
1154 #define MUT3_BLANK_FAC 0x00000200L /*!< 突然変異: のっぺらぼう */
1155 #define MUT3_ILL_NORM 0x00000400L /*!< 突然変異: 幻影に覆われた体 */
1156 #define MUT3_XTRA_EYES 0x00000800L /*!< 突然変異: 第三の目 */
1157 #define MUT3_MAGIC_RES 0x00001000L /*!< 突然変異: 魔法防御 */
1158 #define MUT3_XTRA_NOIS 0x00002000L /*!< 突然変異: 騒音 */
1159 #define MUT3_INFRAVIS 0x00004000L /*!< 突然変異: 赤外線視力 */
1160 #define MUT3_XTRA_LEGS 0x00008000L /*!< 突然変異: 追加の脚 */
1161 #define MUT3_SHORT_LEG 0x00010000L /*!< 突然変異: 短い脚 */
1162 #define MUT3_ELEC_TOUC 0x00020000L /*!< 突然変異: 電撃オーラ */
1163 #define MUT3_FIRE_BODY 0x00040000L /*!< 突然変異: 火炎オーラ */
1164 #define MUT3_WART_SKIN 0x00080000L /*!< 突然変異: イボ肌 */
1165 #define MUT3_SCALES 0x00100000L /*!< 突然変異: 鱗肌 */
1166 #define MUT3_IRON_SKIN 0x00200000L /*!< 突然変異: 鉄の肌 */
1167 #define MUT3_WINGS 0x00400000L /*!< 突然変異: 翼 */
1168 #define MUT3_FEARLESS 0x00800000L /*!< 突然変異: 恐れ知らず */
1169 #define MUT3_REGEN 0x01000000L /*!< 突然変異: 急回復 */
1170 #define MUT3_ESP 0x02000000L /*!< 突然変異: テレパシー */
1171 #define MUT3_LIMBER 0x04000000L /*!< 突然変異: しなやかな肉体 */
1172 #define MUT3_ARTHRITIS 0x08000000L /*!< 突然変異: 関節の痛み */
1173 #define MUT3_BAD_LUCK 0x10000000L /*!< 突然変異: 黒いオーラ(不運) */
1174 #define MUT3_VULN_ELEM 0x20000000L /*!< 突然変異: 元素攻撃弱点 */
1175 #define MUT3_MOTION 0x40000000L /*!< 突然変異: 正確で力強い動作 */
1176 #define MUT3_GOOD_LUCK 0x80000000L /*!< 突然変異: 白いオーラ(幸運) */
1181 TIME_EFFECT word_recall; /* Word of recall counter */
1182 TIME_EFFECT alter_reality; /* Alter reality counter */
1183 DUNGEON_IDX recall_dungeon; /* Dungeon set to be recalled */
1185 ENERGY energy_need; /* Energy needed for next move */
1186 ENERGY enchant_energy_need; /* Energy needed for next upkeep effect */
1188 FEED food; /* Current nutrition */
1190 BIT_FLAGS special_attack; /* Special attack capacity -LM- */
1191 BIT_FLAGS special_defense; /* Special block capacity -LM- */
1192 ACTION_IDX action; /* Currently action */
1194 BIT_FLAGS spell_learned1; /* bit mask of spells learned */
1195 BIT_FLAGS spell_learned2; /* bit mask of spells learned */
1196 BIT_FLAGS spell_worked1; /* bit mask of spells tried and worked */
1197 BIT_FLAGS spell_worked2; /* bit mask of spells tried and worked */
1198 BIT_FLAGS spell_forgotten1; /* bit mask of spells learned but forgotten */
1199 BIT_FLAGS spell_forgotten2; /* bit mask of spells learned but forgotten */
1200 SPELL_IDX spell_order[64]; /* order spells learned/remembered/forgotten */
1202 SUB_EXP spell_exp[64]; /* Proficiency of spells */
1203 SUB_EXP weapon_exp[5][64]; /* Proficiency of weapons */
1204 SUB_EXP skill_exp[GINOU_MAX]; /* Proficiency of misc. skill */
1206 MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
1207 MAGIC_NUM2 magic_num2[108]; /*!< 魔道具術師の取り込み済魔道具使用回数 / Flags for non-spellbook type magics */
1209 SPELL_IDX mane_spell[MAX_MANE];
1210 HIT_POINT mane_dam[MAX_MANE];
1213 s16b concent; /* Sniper's concentration level */
1215 HIT_POINT player_hp[PY_MAX_LEVEL];
1216 char died_from[80]; /* What killed the player */
1217 concptr last_message; /* Last message on death or retirement */
1218 char history[4][60]; /* Textual "history" for the Player */
1220 u16b total_winner; /* Total winner */
1221 u16b panic_save; /* Panic save */
1223 u16b noscore; /* Cheating flags */
1225 bool wait_report_score; /* Waiting to report score */
1226 bool is_dead; /* Player is dead */
1228 bool wizard; /* Player is in wizard mode */
1230 MONSTER_IDX riding; /* Riding on a monster of this index */
1231 byte knowledge; /* Knowledge about yourself */
1232 BIT_FLAGS visit; /* Visited towns */
1234 RACE_IDX start_race; /* Race at birth */
1235 BIT_FLAGS old_race1; /* Record of race changes */
1236 BIT_FLAGS old_race2; /* Record of race changes */
1237 s16b old_realm; /* Record of realm changes */
1239 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1240 s16b pet_extra_flags; /* Various flags for controling pets */
1242 s16b today_mon; /* Wanted monster */
1244 bool dtrap; /* Whether you are on trap-safe grids */
1245 FLOOR_IDX floor_id; /* Current floor location */
1247 bool autopick_autoregister; /* auto register is in-use or not */
1249 byte feeling; /* Most recent dungeon feeling */
1250 s32b feeling_turn; /* The turn of the last dungeon feeling */
1253 /*** Temporary fields ***/
1255 bool playing; /* True if player is playing */
1256 bool leaving; /* True if player is leaving */
1258 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1260 bool leaving_dungeon; /* True if player is leaving the dungeon */
1262 bool enter_dungeon; /* Just enter the dungeon */
1264 IDX health_who; /* Health bar trackee */
1266 MONRACE_IDX monster_race_idx; /* Monster race trackee */
1268 KIND_OBJECT_IDX object_kind_idx; /* Object kind trackee */
1270 s16b new_spells; /* Number of spells available */
1273 s16b old_food_aux; /* Old value of food */
1275 bool old_cumber_armor;
1276 bool old_cumber_glove;
1277 bool old_heavy_wield[2];
1278 bool old_heavy_shoot;
1279 bool old_icky_wield[2];
1280 bool old_riding_wield[2];
1281 bool old_riding_ryoute;
1284 s16b old_lite; /* Old radius of lite (if any) */
1286 bool cumber_armor; /* Mana draining armor */
1287 bool cumber_glove; /* Mana draining gloves */
1288 bool heavy_wield[2]; /* Heavy weapon */
1289 bool heavy_shoot; /* Heavy shooter */
1290 bool icky_wield[2]; /* Icky weapon */
1291 bool riding_wield[2]; /* Riding weapon */
1292 bool riding_ryoute; /* Riding weapon */
1295 s16b cur_lite; /* Radius of lite (if any) */
1297 BIT_FLAGS update; /* Pending Updates */
1298 #define PU_BONUS 0x00000001L /*!< ステータス更新フラグ: 能力値修正 / Calculate bonuses */
1299 #define PU_TORCH 0x00000002L /*!< ステータス更新フラグ: 光源半径 / Calculate torch radius */
1300 #define PU_HP 0x00000010L /*!< ステータス更新フラグ: HP / Calculate chp and mhp */
1301 #define PU_MANA 0x00000020L /*!< ステータス更新フラグ: MP / Calculate csp and msp */
1302 #define PU_SPELLS 0x00000040L /*!< ステータス更新フラグ: 魔法学習数 / Calculate spells */
1303 #define PU_COMBINE 0x00000100L /*!< アイテム処理フラグ: アイテムの結合を要する / Combine the pack */
1304 #define PU_REORDER 0x00000200L /*!< アイテム処理フラグ: アイテムの並び替えを要する / Reorder the pack */
1305 #define PU_AUTODESTROY 0x00000400L /*!< アイテム処理フラグ: アイテムの自動破壊を要する / Auto-destroy marked item */
1306 #define PU_UN_VIEW 0x00010000L /*!< ステータス更新フラグ: 地形の視界外化 / Forget view */
1307 #define PU_UN_LITE 0x00020000L /*!< ステータス更新フラグ: 明暗範囲の視界外化 / Forget lite */
1308 #define PU_VIEW 0x00100000L /*!< ステータス更新フラグ: 視界 / Update view */
1309 #define PU_LITE 0x00200000L /*!< ステータス更新フラグ: 明暗範囲 / Update lite */
1310 #define PU_MON_LITE 0x00400000L /*!< ステータス更新フラグ: モンスターの光源範囲 / Monster illumination */
1311 #define PU_DELAY_VIS 0x00800000L /*!< ステータス更新フラグ: 視界の追加更新 / Mega-Hack -- Delayed visual update */
1312 #define PU_MONSTERS 0x01000000L /*!< ステータス更新フラグ: モンスターのステータス / Update monsters */
1313 #define PU_DISTANCE 0x02000000L /*!< ステータス更新フラグ: プレイヤーとモンスターの距離 / Update distances */
1314 #define PU_FLOW 0x10000000L /*!< ステータス更新フラグ: プレイヤーから各マスへの到達距離 / Update flow */
1316 BIT_FLAGS redraw; /* Normal Redraws */
1317 BIT_FLAGS window; /* Window Redraws */
1319 s16b stat_use[6]; /* Current modified stats */
1320 s16b stat_top[6]; /* Maximal modified stats */
1325 ALIGNMENT align; /* Good/evil/neutral */
1328 DIRECTION fishing_dir;
1331 /*** Extracted fields ***/
1333 WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
1335 s16b stat_add[6]; /* Modifiers to stat values */
1336 s16b stat_ind[6]; /* Indexes into stat tables */
1338 bool immune_acid; /* Immunity to acid */
1339 bool immune_elec; /* Immunity to lightning */
1340 bool immune_fire; /* Immunity to fire */
1341 bool immune_cold; /* Immunity to cold */
1343 bool resist_acid; /* Resist acid */
1344 bool resist_elec; /* Resist lightning */
1345 bool resist_fire; /* Resist fire */
1346 bool resist_cold; /* Resist cold */
1347 bool resist_pois; /* Resist poison */
1349 bool resist_conf; /* Resist confusion */
1350 bool resist_sound; /* Resist sound */
1351 bool resist_lite; /* Resist light */
1352 bool resist_dark; /* Resist darkness */
1353 bool resist_chaos; /* Resist chaos */
1354 bool resist_disen; /* Resist disenchant */
1355 bool resist_shard; /* Resist shards */
1356 bool resist_nexus; /* Resist nexus */
1357 bool resist_blind; /* Resist blindness */
1358 bool resist_neth; /* Resist nether */
1359 bool resist_fear; /* Resist fear */
1360 bool resist_time; /* Resist time */
1362 bool reflect; /* Reflect 'bolt' attacks */
1363 bool sh_fire; /* Fiery 'immolation' effect */
1364 bool sh_elec; /* Electric 'immolation' effect */
1365 bool sh_cold; /* Cold 'immolation' effect */
1367 bool anti_magic; /* Anti-magic */
1368 bool anti_tele; /* Prevent teleportation */
1370 bool sustain_str; /* Keep strength */
1371 bool sustain_int; /* Keep intelligence */
1372 bool sustain_wis; /* Keep wisdom */
1373 bool sustain_dex; /* Keep dexterity */
1374 bool sustain_con; /* Keep constitution */
1375 bool sustain_chr; /* Keep charisma */
1377 BIT_FLAGS cursed; /* Player is cursed */
1379 bool can_swim; /* No damage falling */
1380 bool levitation; /* No damage falling */
1381 bool lite; /* Permanent light */
1382 bool free_act; /* Never paralyzed */
1383 bool see_inv; /* Can see invisible */
1384 bool regenerate; /* Regenerate hit pts */
1385 bool hold_exp; /* Resist exp draining */
1387 bool telepathy; /* Telepathy */
1401 bool slow_digest; /* Slower digestion */
1402 bool bless_blade; /* Blessed blade */
1403 bool xtra_might; /* Extra might bow */
1404 bool impact[2]; /* Earthquake blows */
1405 bool pass_wall; /* Permanent wraithform */
1412 bool see_nocto; /* Noctovision */
1414 DICE_NUMBER to_dd[2]; /* Extra dice/sides */
1417 HIT_PROB dis_to_h[2]; /*!< 判明している現在の表記上の近接武器命中修正値 / Known bonus to hit (wield) */
1418 HIT_PROB dis_to_h_b; /*!< 判明している現在の表記上の射撃武器命中修正値 / Known bonus to hit (bow) */
1419 HIT_POINT dis_to_d[2]; /*!< 判明している現在の表記上の近接武器ダメージ修正値 / Known bonus to dam (wield) */
1420 ARMOUR_CLASS dis_to_a; /*!< 判明している現在の表記上の装備AC修正値 / Known bonus to ac */
1421 ARMOUR_CLASS dis_ac; /*!< 判明している現在の表記上の装備AC基礎値 / Known base ac */
1423 s16b to_h[2]; /* Bonus to hit (wield) */
1424 s16b to_h_b; /* Bonus to hit (bow) */
1425 s16b to_h_m; /* Bonus to hit (misc) */
1426 s16b to_d[2]; /* Bonus to dam (wield) */
1427 s16b to_d_m; /* Bonus to dam (misc) */
1428 s16b to_a; /* Bonus to ac */
1430 s16b to_m_chance; /* Minusses to cast chance */
1437 ARMOUR_CLASS ac; /*!< 装備無しの基本AC / Base ac */
1439 ACTION_SKILL_POWER see_infra; /*!< 赤外線視能力の強さ /Infravision range */
1440 ACTION_SKILL_POWER skill_dis; /*!< 行動技能値:解除能力 / Skill: Disarming */
1441 ACTION_SKILL_POWER skill_dev; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
1442 ACTION_SKILL_POWER skill_sav; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
1443 ACTION_SKILL_POWER skill_stl; /*!< 行動技能値:隠密 / Skill: Stealth factor */
1446 * 行動技能値:知覚 / Skill: Searching ability
1447 * この値はsearch()による地形の隠し要素発見処理などで混乱、盲目、幻覚、無光源などの
1448 * 状態異常がない限り、難易度修正などがないままそのままパーセンテージ値として使われる。
1449 * 100以上ならば必ず全てのトラップなどを見つけることが出来る。
1451 ACTION_SKILL_POWER skill_srh;
1453 ACTION_SKILL_POWER skill_fos; /*!< 行動技能値:探索 / Skill: Searching frequency */
1454 ACTION_SKILL_POWER skill_thn; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
1455 ACTION_SKILL_POWER skill_thb; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
1456 ACTION_SKILL_POWER skill_tht; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
1457 ACTION_SKILL_POWER skill_dig; /*!< 行動技能値:掘削 / Skill: Digging */
1459 s16b num_blow[2]; /* Number of blows */
1460 s16b num_fire; /* Number of shots */
1462 byte tval_xtra; /* Correct xtra tval */
1463 byte tval_ammo; /* Correct ammo tval */
1465 byte pspeed; /* Current speed */
1467 ENERGY energy_use; /* Energy use this turn */
1469 POSITION y; /* Player location in dungeon */
1470 POSITION x; /* Player location in dungeon */
1471 GAME_TEXT name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
1476 * A structure to hold "rolled" information
1478 typedef struct birther birther;
1482 SEX_IDX psex; /* Sex index */
1483 RACE_IDX prace; /* Race index */
1484 CLASS_IDX pclass; /* Class index */
1485 CHARACTER_IDX pseikaku; /* Seikaku index */
1486 REALM_IDX realm1; /* First magic realm */
1487 REALM_IDX realm2; /* Second magic realm */
1494 PRICE au; /*!< 初期の所持金 */
1496 BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
1497 BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
1498 HIT_POINT player_hp[PY_MAX_LEVEL];
1500 PATRON_IDX chaos_patron;
1504 char history[4][60];
1510 /* For Monk martial arts */
1512 typedef struct martial_arts martial_arts;
1516 concptr desc; /* A verbose attack description */
1517 int min_level; /* Minimum level to use */
1518 int chance; /* Chance of 'success' */
1519 int dd; /* Damage dice */
1520 int ds; /* Damage sides */
1521 int effect; /* Special effects */
1524 typedef struct kamae kamae;
1528 concptr desc; /* A verbose kamae description */
1529 int min_level; /* Minimum level to use */
1534 typedef struct mind_type mind_type;
1543 typedef struct mind_power mind_power;
1546 mind_type info[MAX_MIND_POWERS];
1551 typedef struct monster_power monster_power;
1552 struct monster_power
1565 * A structure to describe a building.
1568 typedef struct building_type building_type;
1570 struct building_type
1572 GAME_TEXT name[20]; /* proprietor name */
1573 GAME_TEXT owner_name[20]; /* proprietor name */
1574 char owner_race[20]; /* proprietor race */
1576 GAME_TEXT act_names[8][30]; /* action names */
1577 PRICE member_costs[8]; /* Costs for class members of building */
1578 PRICE other_costs[8]; /* Costs for nonguild members */
1579 char letters[8]; /* action letters */
1580 BACT_IDX actions[8]; /* action codes */
1581 BACT_RESTRICT_IDX action_restr[8]; /* action restrictions */
1583 CLASS_IDX member_class[MAX_CLASS]; /* which classes are part of guild */
1584 RACE_IDX member_race[MAX_RACES]; /* which classes are part of guild */
1585 REALM_IDX member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1590 typedef struct border_type border_type;
1593 s16b north[MAX_WID];
1594 s16b south[MAX_WID];
1605 * A structure describing a wilderness area
1606 * with a terrain or a town
1608 typedef struct wilderness_type wilderness_type;
1609 struct wilderness_type
1621 * A structure describing a town with
1622 * stores and buildings
1624 typedef struct town_type town_type;
1628 u32b seed; /* Seed for RNG */
1629 store_type *store; /* The stores [MAX_STORES] */
1634 typedef struct dun_type dun_type;
1637 DEPTH min_level; /* Minimum level in the dungeon */
1638 DEPTH max_level; /* Maximum dungeon level allowed */
1639 concptr name; /* The name of the dungeon */
1643 * Sort-array element
1645 typedef struct tag_type tag_type;
1653 typedef bool (*monsterrace_hook_type)(MONRACE_IDX r_idx);
1657 * This seems like a pretty standard "typedef"
1659 typedef int (*inven_func)(object_type *);
1663 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1665 * All fields listed below are null terminated ascii strings.
1667 * In addition, the "number" fields are right justified, and
1668 * space padded, to the full available length (minus the "null").
1670 * Note that "string comparisons" are thus valid on "pts".
1673 typedef struct high_score high_score;
1677 GAME_TEXT what[8]; /* Version info (string) */
1678 GAME_TEXT pts[10]; /* Total Score (number) */
1679 GAME_TEXT gold[10]; /* Total Gold (number) */
1680 GAME_TEXT turns[10]; /* Turns Taken (number) */
1681 GAME_TEXT day[10]; /* Time stamp (string) */
1682 GAME_TEXT who[16]; /* Player Name (string) */
1683 GAME_TEXT uid[8]; /* Player UID (number) */
1684 GAME_TEXT sex[2]; /* Player Sex (string) */
1685 GAME_TEXT p_r[3]; /* Player Race (number) */
1686 GAME_TEXT p_c[3]; /* Player Class (number) */
1687 GAME_TEXT p_a[3]; /* Player Seikaku (number) */
1689 GAME_TEXT cur_lev[4]; /* Current Player Level (number) */
1690 GAME_TEXT cur_dun[4]; /* Current Dungeon Level (number) */
1691 GAME_TEXT max_lev[4]; /* Max Player Level (number) */
1692 GAME_TEXT max_dun[4]; /* Max Dungeon Level (number) */
1694 GAME_TEXT how[40]; /* Method of death (string) */
1700 FEAT_IDX feat; /* Feature tile */
1701 PERCENTAGE percent; /* Chance of type */
1706 /* A structure for the != dungeon types */
1707 typedef struct dungeon_info_type dungeon_info_type;
1708 struct dungeon_info_type {
1710 STR_OFFSET name; /* Name */
1711 STR_OFFSET text; /* Description */
1716 feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
1717 feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
1718 FEAT_IDX outer_wall; /* Outer wall tile */
1719 FEAT_IDX inner_wall; /* Inner wall tile */
1720 FEAT_IDX stream1; /* stream tile */
1721 FEAT_IDX stream2; /* stream tile */
1723 DEPTH mindepth; /* Minimal depth */
1724 DEPTH maxdepth; /* Maximal depth */
1725 PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1728 BIT_FLAGS8 mode; /* Mode of combinaison of the monster flags */
1730 int min_m_alloc_level; /* Minimal number of monsters per level */
1731 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1733 BIT_FLAGS flags1; /* Flags 1 */
1735 BIT_FLAGS mflags1; /* The monster flags that are allowed */
1744 BIT_FLAGS m_a_ability_flags1;
1745 BIT_FLAGS m_a_ability_flags2;
1746 BIT_FLAGS m_a_ability_flags3;
1747 BIT_FLAGS m_a_ability_flags4;
1749 char r_char[5]; /* Monster race allowed */
1750 KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
1751 ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
1752 MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1754 PROB special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
1762 * @struct autopick_type
1763 * @brief 自動拾い/破壊設定データの構造体 / A structure type for entry of auto-picker/destroyer
1766 concptr name; /*!< 自動拾い/破壊定義の名称一致基準 / Items which have 'name' as part of its name match */
1767 concptr insc; /*!< 対象となったアイテムに自動で刻む内容 / Items will be auto-inscribed as 'insc' */
1768 BIT_FLAGS flag[2]; /*!< キーワードに関する汎用的な条件フラグ / Misc. keyword to be matched */
1769 byte action; /*!< 対象のアイテムを拾う/破壊/放置するかの指定フラグ / Auto-pickup or Destroy or Leave items */
1770 byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
1771 byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
1776 * A structure type for the saved floor
1780 FLOOR_IDX floor_id; /* No recycle until 65536 IDs are all used */
1781 s16b savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
1783 s32b last_visit; /* Time count of last visit. 0 for new floor. */
1784 u32b visit_mark; /* Older has always smaller mark. */
1785 FLOOR_IDX upper_floor_id; /* a floor connected with level teleportation */
1786 FLOOR_IDX lower_floor_id; /* a floor connected with level tel. and trap door */
1791 * A structure type for terrain template of saving dungeon floor
1800 } cave_template_type;
1804 * @struct arena_type
1805 * @brief 闘技場のモンスターエントリー構造体 / A structure type for arena entry
1809 MONRACE_IDX r_idx; /*!< 闘技場のモンスター種族ID(0ならば表彰式) / Monster (0 means victory prizing) */
1810 OBJECT_TYPE_VALUE tval; /*!< モンスター打倒後に得られるアイテムの大カテゴリID / tval of prize (0 means no prize) */
1811 OBJECT_SUBTYPE_VALUE sval; /*!< モンスター打倒後に得られるアイテムの小カテゴリID / sval of prize */
1816 * A structure type for doors
1823 FEAT_IDX locked[MAX_LJ_DOORS];
1824 FEAT_IDX num_locked;
1825 FEAT_IDX jammed[MAX_LJ_DOORS];
1826 FEAT_IDX num_jammed;
1832 * A structure type for travel command
1835 int run; /* Remaining grid number */
1836 int cost[MAX_HGT][MAX_WID];
1837 POSITION x; /* Target X */
1838 POSITION y; /* Target Y */
1839 DIRECTION dir; /* Running direction */
1859 } dragonbreath_type;