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 "grid_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 current_floor_ptr->grid_array
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 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 * "current_floor_ptr->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 grid_type grid_type;
457 BIT_FLAGS info; /* Hack -- current_floor_ptr->grid_array 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 current_floor_ptr->grid_array 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 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 0 = dead. */
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 /* TODO: クローン、ペット、有効化は意義が異なるので別変数に切り離すこと。save/loadのバージョン更新が面倒そうだけど */
624 BIT_FLAGS smart; /*!< Field for "smart_learn" - Some bit-flags for the "smart" field */
625 #define SM_RES_ACID 0x00000001 /*!< モンスターの学習フラグ: プレイヤーに酸耐性あり */
626 #define SM_RES_ELEC 0x00000002 /*!< モンスターの学習フラグ: プレイヤーに電撃耐性あり */
627 #define SM_RES_FIRE 0x00000004 /*!< モンスターの学習フラグ: プレイヤーに火炎耐性あり */
628 #define SM_RES_COLD 0x00000008 /*!< モンスターの学習フラグ: プレイヤーに冷気耐性あり */
629 #define SM_RES_POIS 0x00000010 /*!< モンスターの学習フラグ: プレイヤーに毒耐性あり */
630 #define SM_RES_NETH 0x00000020 /*!< モンスターの学習フラグ: プレイヤーに地獄耐性あり */
631 #define SM_RES_LITE 0x00000040 /*!< モンスターの学習フラグ: プレイヤーに閃光耐性あり */
632 #define SM_RES_DARK 0x00000080 /*!< モンスターの学習フラグ: プレイヤーに暗黒耐性あり */
633 #define SM_RES_FEAR 0x00000100 /*!< モンスターの学習フラグ: プレイヤーに恐怖耐性あり */
634 #define SM_RES_CONF 0x00000200 /*!< モンスターの学習フラグ: プレイヤーに混乱耐性あり */
635 #define SM_RES_CHAOS 0x00000400 /*!< モンスターの学習フラグ: プレイヤーにカオス耐性あり */
636 #define SM_RES_DISEN 0x00000800 /*!< モンスターの学習フラグ: プレイヤーに劣化耐性あり */
637 #define SM_RES_BLIND 0x00001000 /*!< モンスターの学習フラグ: プレイヤーに盲目耐性あり */
638 #define SM_RES_NEXUS 0x00002000 /*!< モンスターの学習フラグ: プレイヤーに因果混乱耐性あり */
639 #define SM_RES_SOUND 0x00004000 /*!< モンスターの学習フラグ: プレイヤーに轟音耐性あり */
640 #define SM_RES_SHARD 0x00008000 /*!< モンスターの学習フラグ: プレイヤーに破片耐性あり */
641 #define SM_OPP_ACID 0x00010000 /*!< モンスターの学習フラグ: プレイヤーに二重酸耐性あり */
642 #define SM_OPP_ELEC 0x00020000 /*!< モンスターの学習フラグ: プレイヤーに二重電撃耐性あり */
643 #define SM_OPP_FIRE 0x00040000 /*!< モンスターの学習フラグ: プレイヤーに二重火炎耐性あり */
644 #define SM_OPP_COLD 0x00080000 /*!< モンスターの学習フラグ: プレイヤーに二重冷気耐性あり */
645 #define SM_OPP_POIS 0x00100000 /*!< モンスターの学習フラグ: プレイヤーに二重毒耐性あり */
646 #define SM_OPP_XXX1 0x00200000 /*!< 未使用 / (unused) */
647 #define SM_CLONED 0x00400000 /*!< クローンである / Cloned */
648 #define SM_PET 0x00800000 /*!< ペットである / Pet */
649 #define SM_IMM_ACID 0x01000000 /*!< モンスターの学習フラグ: プレイヤーに酸免疫あり */
650 #define SM_IMM_ELEC 0x02000000 /*!< モンスターの学習フラグ: プレイヤーに電撃免疫あり */
651 #define SM_IMM_FIRE 0x04000000 /*!< モンスターの学習フラグ: プレイヤーに火炎免疫あり */
652 #define SM_IMM_COLD 0x08000000 /*!< モンスターの学習フラグ: プレイヤーに冷気免疫あり */
653 #define SM_FRIENDLY 0x10000000 /*!< 友好的である / Friendly */
654 #define SM_IMM_REFLECT 0x20000000 /*!< モンスターの学習フラグ: プレイヤーに反射あり */
655 #define SM_IMM_FREE 0x40000000 /*!< モンスターの学習フラグ: プレイヤーに麻痺耐性あり */
656 #define SM_IMM_MANA 0x80000000 /*!< モンスターの学習フラグ: プレイヤーにMPがない */
658 MONSTER_IDX parent_m_idx;
665 * An entry for the object/monster allocation functions
667 * Pass 1 is determined from allocation information
668 * Pass 2 is determined from allocation restriction
669 * Pass 3 is determined from allocation calculation
672 typedef struct alloc_entry alloc_entry;
676 KIND_OBJECT_IDX index; /* The actual index */
678 DEPTH level; /* Base dungeon level */
679 PROB prob1; /* Probability, pass 1 */
680 PROB prob2; /* Probability, pass 2 */
681 PROB prob3; /* Probability, pass 3 */
683 u16b total; /* Unused for now */
689 * Available "options"
691 * - Address of actual option variable (or NULL)
693 * - Normal Value (TRUE or FALSE)
695 * - Option Page Number (or zero)
697 * - Savefile Set (or zero)
698 * - Savefile Bit in that set
700 * - Textual name (or NULL)
701 * - Textual description
704 typedef struct option_type option_type;
722 typedef struct quest_type quest_type;
726 * @brief クエスト情報の構造体 / Structure for the "quests".
731 QUEST_STATUS status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
732 QUEST_TYPE type; /*!< クエストの種別 / The quest type */
734 GAME_TEXT name[60]; /*!< クエスト名 / Quest name */
735 DEPTH level; /*!< 処理階層 / Dungeon level */
736 MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
738 MONSTER_NUMBER cur_num; /*!< 撃破したモンスターの数 / Number killed */
739 MONSTER_NUMBER max_num; /*!< 求められるモンスターの撃破数 / Number required */
741 KIND_OBJECT_IDX k_idx; /*!< クエスト対象のアイテムID / object index */
742 MONSTER_NUMBER num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
744 BIT_FLAGS flags; /*!< クエストに関するフラグビット / quest flags */
745 DUNGEON_IDX dungeon; /*!< クエスト対象のダンジョンID / quest dungeon */
747 PLAYER_LEVEL complev; /*!< クリア時プレイヤーレベル / player level (complete) */
748 REAL_TIME comptime; /*!< クリア時ゲーム時間 / quest clear time*/
755 typedef struct owner_type owner_type;
759 concptr owner_name; /* Name */
760 PRICE max_cost; /* Purse limit */
761 byte max_inflate; /* Inflation (max) */
762 byte min_inflate; /* Inflation (min) */
763 byte haggle_per; /* Haggle unit */
764 byte insult_max; /* Insult limit */
765 byte owner_race; /* Owner race */
772 * A store, with an owner, various state flags, a current stock
773 * of items, and a table of items that are often purchased.
775 typedef struct store_type store_type;
779 byte type; /* Store type */
781 byte owner; /* Owner index */
782 byte extra; /* Unused for now */
784 s16b insult_cur; /* Insult counter */
786 s16b good_buy; /* Number of "good" buys */
787 s16b bad_buy; /* Number of "bad" buys */
789 s32b store_open; /* Closed until this current_world_ptr->game_turn */
791 s32b last_visit; /* Last visited on this current_world_ptr->game_turn */
793 s16b table_num; /* Table -- Number of entries */
794 s16b table_size; /* Table -- Total Size of Array */
795 s16b *table; /* Table -- Legal item kinds */
797 s16b stock_num; /* Stock -- Number of entries */
798 s16b stock_size; /* Stock -- Total Size of Array */
799 object_type *stock; /* Stock -- Actual stock items */
804 * The "name" of spell 'N' is stored as spell_names[X][N],
805 * where X is 0 for mage-spells and 1 for priest-spells.
807 typedef struct magic_type magic_type;
811 PLAYER_LEVEL slevel; /* Required level (to learn) */
812 MANA_POINT smana; /* Required mana (to cast) */
813 PERCENTAGE sfail; /* Minimum chance of failure */
814 EXP sexp; /* Encoded experience bonus */
819 * Information about the player's "magic"
821 * Note that a player with a "spell_book" of "zero" is illiterate.
824 typedef struct player_magic player_magic;
828 OBJECT_TYPE_VALUE spell_book; /* Tval of spell books (if any) */
829 int spell_xtra; /* Something for later */
831 int spell_stat; /* Stat for spells (if any) */
832 int spell_type; /* Spell type (mage/priest) */
834 int spell_first; /* Level of first spell */
835 int spell_weight; /* Weight that hurts spells */
837 magic_type info[MAX_MAGIC][32]; /* The available spells */
846 typedef struct player_sex player_sex;
850 concptr title; /* Type of sex */
851 concptr winner; /* Name of winner */
853 concptr E_title; /* 英語性別 */
854 concptr E_winner; /* 英語性別 */
863 typedef struct player_race player_race;
867 concptr title; /* Type of race */
870 concptr E_title; /* 英語種族 */
872 s16b r_adj[6]; /* Racial stat bonuses */
874 s16b r_dis; /* disarming */
875 s16b r_dev; /* magic devices */
876 s16b r_sav; /* saving throw */
877 s16b r_stl; /* stealth */
878 s16b r_srh; /* search ability */
879 s16b r_fos; /* search frequency */
880 s16b r_thn; /* combat (normal) */
881 s16b r_thb; /* combat (shooting) */
883 byte r_mhp; /* Race hit-dice modifier */
884 byte r_exp; /* Race experience factor */
886 byte b_age; /* base age */
887 byte m_age; /* mod age */
889 byte m_b_ht; /* base height (males) */
890 byte m_m_ht; /* mod height (males) */
891 byte m_b_wt; /* base weight (males) */
892 byte m_m_wt; /* mod weight (males) */
894 byte f_b_ht; /* base height (females) */
895 byte f_m_ht; /* mod height (females) */
896 byte f_b_wt; /* base weight (females) */
897 byte f_m_wt; /* mod weight (females) */
899 byte infra; /* Infra-vision range */
901 u32b choice; /* Legal class choices */
902 /* byte choice_xtra; */
910 typedef struct player_class player_class;
914 concptr title; /* Type of class */
917 concptr E_title; /* 英語職業 */
919 s16b c_adj[6]; /* Class stat modifier */
921 s16b c_dis; /* class disarming */
922 s16b c_dev; /* class magic devices */
923 s16b c_sav; /* class saving throws */
924 s16b c_stl; /* class stealth */
925 s16b c_srh; /* class searching ability */
926 s16b c_fos; /* class searching frequency */
927 s16b c_thn; /* class to hit (normal) */
928 s16b c_thb; /* class to hit (bows) */
930 s16b x_dis; /* extra disarming */
931 s16b x_dev; /* extra magic devices */
932 s16b x_sav; /* extra saving throws */
933 s16b x_stl; /* extra stealth */
934 s16b x_srh; /* extra searching ability */
935 s16b x_fos; /* extra searching frequency */
936 s16b x_thn; /* extra to hit (normal) */
937 s16b x_thb; /* extra to hit (bows) */
939 s16b c_mhp; /* Class hit-dice adjustment */
940 s16b c_exp; /* Class experience factor */
942 byte pet_upkeep_div; /* Pet upkeep divider */
946 typedef struct player_seikaku player_seikaku;
947 struct player_seikaku
949 concptr title; /* Type of seikaku */
952 concptr E_title; /* 英語性格 */
955 s16b a_adj[6]; /* seikaku stat bonuses */
957 s16b a_dis; /* seikaku disarming */
958 s16b a_dev; /* seikaku magic devices */
959 s16b a_sav; /* seikaku saving throw */
960 s16b a_stl; /* seikaku stealth */
961 s16b a_srh; /* seikaku search ability */
962 s16b a_fos; /* seikaku search frequency */
963 s16b a_thn; /* seikaku combat (normal) */
964 s16b a_thb; /* seikaku combat (shooting) */
966 s16b a_mhp; /* Race hit-dice modifier */
969 byte sex; /* seibetu seigen */
974 * Most of the "player" information goes here.
976 * This stucture gives us a large collection of player variables.
978 * This structure contains several "blocks" of information.
979 * (1) the "permanent" info
980 * (2) the "variable" info
981 * (3) the "transient" info
983 * All of the "permanent" info, and most of the "variable" info,
984 * is saved in the savefile. The "transient" info is recomputed
985 * whenever anything important changes.
988 typedef struct player_type player_type;
992 POSITION oldpy; /* Previous player location -KMW- */
993 POSITION oldpx; /* Previous player location -KMW- */
995 SEX_IDX psex; /* Sex index */
996 RACE_IDX prace; /* Race index */
997 CLASS_IDX pclass; /* Class index */
998 CHARACTER_IDX pseikaku; /* Seikaku index */
999 REALM_IDX realm1; /* First magic realm */
1000 REALM_IDX realm2; /* Second magic realm */
1001 CHARACTER_IDX oops; /* Unused */
1003 DICE_SID hitdie; /* Hit dice (sides) */
1004 u16b expfact; /* Experience factor
1005 * Note: was byte, causing overflow for Amberite
1006 * characters (such as Amberite Paladins)
1009 s16b age; /* Characters age */
1010 s16b ht; /* Height */
1011 s16b wt; /* Weight */
1012 s16b sc; /* Social Class */
1014 PRICE au; /* Current Gold */
1016 EXP max_max_exp; /* Max max experience (only to calculate score) */
1017 EXP max_exp; /* Max experience */
1018 EXP exp; /* Cur experience */
1019 u32b exp_frac; /* Cur exp frac (times 2^16) */
1021 PLAYER_LEVEL lev; /* Level */
1023 TOWN_IDX town_num; /* Current town number */
1024 s16b arena_number; /* monster number in arena -KMW- */
1025 bool inside_arena; /* Is character inside arena? */
1026 QUEST_IDX inside_quest; /* Inside quest level */
1027 bool inside_battle; /* Is character inside tougijou? */
1029 DUNGEON_IDX dungeon_idx; /* current dungeon index */
1030 POSITION wilderness_x; /* Coordinates in the wilderness */
1031 POSITION wilderness_y;
1034 HIT_POINT mhp; /* Max hit pts */
1035 HIT_POINT chp; /* Cur hit pts */
1036 u32b chp_frac; /* Cur hit frac (times 2^16) */
1037 PERCENTAGE mutant_regenerate_mod;
1039 MANA_POINT msp; /* Max mana pts */
1040 MANA_POINT csp; /* Cur mana pts */
1041 u32b csp_frac; /* Cur mana frac (times 2^16) */
1043 s16b max_plv; /* Max Player Level */
1045 BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
1046 BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
1047 BASE_STATUS stat_cur[6]; /* Current "natural" stat values */
1049 s16b learned_spells;
1054 TIME_EFFECT fast; /* Timed -- Fast */
1055 TIME_EFFECT slow; /* Timed -- Slow */
1056 TIME_EFFECT blind; /* Timed -- Blindness */
1057 TIME_EFFECT paralyzed; /* Timed -- Paralysis */
1058 TIME_EFFECT confused; /* Timed -- Confusion */
1059 TIME_EFFECT afraid; /* Timed -- Fear */
1060 TIME_EFFECT image; /* Timed -- Hallucination */
1061 TIME_EFFECT poisoned; /* Timed -- Poisoned */
1062 TIME_EFFECT cut; /* Timed -- Cut */
1063 TIME_EFFECT stun; /* Timed -- Stun */
1065 TIME_EFFECT protevil; /* Timed -- Protection */
1066 TIME_EFFECT invuln; /* Timed -- Invulnerable */
1067 TIME_EFFECT ult_res; /* Timed -- Ultimate Resistance */
1068 TIME_EFFECT hero; /* Timed -- Heroism */
1069 TIME_EFFECT shero; /* Timed -- Super Heroism */
1070 TIME_EFFECT shield; /* Timed -- Shield Spell */
1071 TIME_EFFECT blessed; /* Timed -- Blessed */
1072 TIME_EFFECT tim_invis; /* Timed -- See Invisible */
1073 TIME_EFFECT tim_infra; /* Timed -- Infra Vision */
1074 TIME_EFFECT tsuyoshi; /* Timed -- Tsuyoshi Special */
1075 TIME_EFFECT ele_attack; /* Timed -- Elemental Attack */
1076 TIME_EFFECT ele_immune; /* Timed -- Elemental Immune */
1078 TIME_EFFECT oppose_acid; /* Timed -- oppose acid */
1079 TIME_EFFECT oppose_elec; /* Timed -- oppose lightning */
1080 TIME_EFFECT oppose_fire; /* Timed -- oppose heat */
1081 TIME_EFFECT oppose_cold; /* Timed -- oppose cold */
1082 TIME_EFFECT oppose_pois; /* Timed -- oppose poison */
1084 TIME_EFFECT tim_esp; /* Timed ESP */
1085 TIME_EFFECT wraith_form; /* Timed wraithform */
1087 TIME_EFFECT resist_magic; /* Timed Resist Magic (later) */
1088 TIME_EFFECT tim_regen;
1089 TIME_EFFECT kabenuke;
1090 TIME_EFFECT tim_stealth;
1091 TIME_EFFECT tim_levitation;
1092 TIME_EFFECT tim_sh_touki;
1093 TIME_EFFECT lightspeed;
1094 TIME_EFFECT tsubureru;
1095 TIME_EFFECT magicdef;
1096 TIME_EFFECT tim_res_nether; /* Timed -- Nether resistance */
1097 TIME_EFFECT tim_res_time; /* Timed -- Time resistance */
1098 MIMIC_RACE_IDX mimic_form;
1099 TIME_EFFECT tim_mimic;
1100 TIME_EFFECT tim_sh_fire;
1101 TIME_EFFECT tim_sh_holy;
1102 TIME_EFFECT tim_eyeeye;
1104 /* for mirror master */
1105 TIME_EFFECT tim_reflect; /* Timed -- Reflect */
1106 TIME_EFFECT multishadow; /* Timed -- Multi-shadow */
1107 TIME_EFFECT dustrobe; /* Timed -- Robe of dust */
1110 GAME_TURN resting; /* Current counter for resting, if any */
1112 PATRON_IDX chaos_patron;
1114 BIT_FLAGS muta1; /*!< レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
1115 #define MUT1_SPIT_ACID 0x00000001L /*!< 突然変異: 酸の唾 */
1116 #define MUT1_BR_FIRE 0x00000002L /*!< 突然変異: 炎のブレス */
1117 #define MUT1_HYPN_GAZE 0x00000004L /*!< 突然変異: 催眠睨み */
1118 #define MUT1_TELEKINES 0x00000008L /*!< 突然変異: 念動力 */
1119 #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
1120 #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
1121 #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
1122 #define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血 */
1123 #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
1124 #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
1125 #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
1126 #define MUT1_EAT_ROCK 0x00000800L /*!< 突然変異: 岩喰い */
1127 #define MUT1_SWAP_POS 0x00001000L /*!< 突然変異: 位置交換 */
1128 #define MUT1_SHRIEK 0x00002000L /*!< 突然変異: 叫び */
1129 #define MUT1_ILLUMINE 0x00004000L /*!< 突然変異: 照明 */
1130 #define MUT1_DET_CURSE 0x00008000L /*!< 突然変異: 呪い感知 */
1131 #define MUT1_BERSERK 0x00010000L /*!< 突然変異: 狂戦士化 */
1132 #define MUT1_POLYMORPH 0x00020000L /*!< 突然変異: 変身 */
1133 #define MUT1_MIDAS_TCH 0x00040000L /*!< 突然変異: ミダスの手 */
1134 #define MUT1_GROW_MOLD 0x00080000L /*!< 突然変異: カビ発生 */
1135 #define MUT1_RESIST 0x00100000L /*!< 突然変異: エレメント耐性 */
1136 #define MUT1_EARTHQUAKE 0x00200000L /*!< 突然変異: 地震 */
1137 #define MUT1_EAT_MAGIC 0x00400000L /*!< 突然変異: 魔力喰い */
1138 #define MUT1_WEIGH_MAG 0x00800000L /*!< 突然変異: 魔力感知 */
1139 #define MUT1_STERILITY 0x01000000L /*!< 突然変異: 増殖阻止 */
1140 #define MUT1_PANIC_HIT 0x02000000L /*!< 突然変異: ヒットアンドアウェイ */
1141 #define MUT1_DAZZLE 0x04000000L /*!< 突然変異: 眩惑 */
1142 #define MUT1_LASER_EYE 0x08000000L /*!< 突然変異: レーザー・アイ */
1143 #define MUT1_RECALL 0x10000000L /*!< 突然変異: 帰還 */
1144 #define MUT1_BANISH 0x20000000L /*!< 突然変異: 邪悪消滅 */
1145 #define MUT1_COLD_TOUCH 0x40000000L /*!< 突然変異: 凍結の手 */
1146 #define MUT1_LAUNCHER 0x80000000L /*!< 突然変異: アイテム投げ */
1148 BIT_FLAGS muta2; /*!< 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
1149 #define MUT2_BERS_RAGE 0x00000001L /*!< 突然変異: 狂戦士化の発作 */
1150 #define MUT2_COWARDICE 0x00000002L /*!< 突然変異: 臆病 */
1151 #define MUT2_RTELEPORT 0x00000004L /*!< 突然変異: ランダムテレポート / Random teleport, instability */
1152 #define MUT2_ALCOHOL 0x00000008L /*!< 突然変異: アルコール分泌 */
1153 #define MUT2_HALLU 0x00000010L /*!< 突然変異: 幻覚を引き起こす精神錯乱 */
1154 #define MUT2_FLATULENT 0x00000020L /*!< 突然変異: 猛烈な屁 */
1155 #define MUT2_SCOR_TAIL 0x00000040L /*!< 突然変異: サソリの尻尾 */
1156 #define MUT2_HORNS 0x00000080L /*!< 突然変異: ツノ */
1157 #define MUT2_BEAK 0x00000100L /*!< 突然変異: クチバシ */
1158 #define MUT2_ATT_DEMON 0x00000200L /*!< 突然変異: デーモンを引き付ける */
1159 #define MUT2_PROD_MANA 0x00000400L /*!< 突然変異: 制御できない魔力のエネルギー */
1160 #define MUT2_SPEED_FLUX 0x00000800L /*!< 突然変異: ランダムな加減速 */
1161 #define MUT2_BANISH_ALL 0x00001000L /*!< 突然変異: ランダムなモンスター消滅 */
1162 #define MUT2_EAT_LIGHT 0x00002000L /*!< 突然変異: 光源喰い */
1163 #define MUT2_TRUNK 0x00004000L /*!< 突然変異: 象の鼻 */
1164 #define MUT2_ATT_ANIMAL 0x00008000L /*!< 突然変異: 動物を引き寄せる */
1165 #define MUT2_TENTACLES 0x00010000L /*!< 突然変異: 邪悪な触手 */
1166 #define MUT2_RAW_CHAOS 0x00020000L /*!< 突然変異: 純カオス */
1167 #define MUT2_NORMALITY 0x00040000L /*!< 突然変異: ランダムな変異の消滅 */
1168 #define MUT2_WRAITH 0x00080000L /*!< 突然変異: ランダムな幽体化 */
1169 #define MUT2_POLY_WOUND 0x00100000L /*!< 突然変異: ランダムな傷の変化 */
1170 #define MUT2_WASTING 0x00200000L /*!< 突然変異: 衰弱 */
1171 #define MUT2_ATT_DRAGON 0x00400000L /*!< 突然変異: ドラゴンを引き寄せる */
1172 #define MUT2_WEIRD_MIND 0x00800000L /*!< 突然変異: ランダムなテレパシー */
1173 #define MUT2_NAUSEA 0x01000000L /*!< 突然変異: 落ち着きの無い胃 */
1174 #define MUT2_CHAOS_GIFT 0x02000000L /*!< 突然変異: カオスパトロン */
1175 #define MUT2_WALK_SHAD 0x04000000L /*!< 突然変異: ランダムな現実変容 */
1176 #define MUT2_WARNING 0x08000000L /*!< 突然変異: 警告 */
1177 #define MUT2_INVULN 0x10000000L /*!< 突然変異: ランダムな無敵化 */
1178 #define MUT2_SP_TO_HP 0x20000000L /*!< 突然変異: ランダムなMPからHPへの変換 */
1179 #define MUT2_HP_TO_SP 0x40000000L /*!< 突然変異: ランダムなHPからMPへの変換 */
1180 #define MUT2_DISARM 0x80000000L /*!< 突然変異: ランダムな武器落とし */
1182 BIT_FLAGS muta3; /*!< 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
1183 #define MUT3_HYPER_STR 0x00000001L /*!< 突然変異: 超人的な力 */
1184 #define MUT3_PUNY 0x00000002L /*!< 突然変異: 虚弱 */
1185 #define MUT3_HYPER_INT 0x00000004L /*!< 突然変異: 生体コンピュータ */
1186 #define MUT3_MORONIC 0x00000008L /*!< 突然変異: 精神薄弱 */
1187 #define MUT3_RESILIENT 0x00000010L /*!< 突然変異: 弾力のある体 */
1188 #define MUT3_XTRA_FAT 0x00000020L /*!< 突然変異: 異常な肥満 */
1189 #define MUT3_ALBINO 0x00000040L /*!< 突然変異: アルビノ */
1190 #define MUT3_FLESH_ROT 0x00000080L /*!< 突然変異: 腐敗した肉体 */
1191 #define MUT3_SILLY_VOI 0x00000100L /*!< 突然変異: 間抜けなキーキー声 */
1192 #define MUT3_BLANK_FAC 0x00000200L /*!< 突然変異: のっぺらぼう */
1193 #define MUT3_ILL_NORM 0x00000400L /*!< 突然変異: 幻影に覆われた体 */
1194 #define MUT3_XTRA_EYES 0x00000800L /*!< 突然変異: 第三の目 */
1195 #define MUT3_MAGIC_RES 0x00001000L /*!< 突然変異: 魔法防御 */
1196 #define MUT3_XTRA_NOIS 0x00002000L /*!< 突然変異: 騒音 */
1197 #define MUT3_INFRAVIS 0x00004000L /*!< 突然変異: 赤外線視力 */
1198 #define MUT3_XTRA_LEGS 0x00008000L /*!< 突然変異: 追加の脚 */
1199 #define MUT3_SHORT_LEG 0x00010000L /*!< 突然変異: 短い脚 */
1200 #define MUT3_ELEC_TOUC 0x00020000L /*!< 突然変異: 電撃オーラ */
1201 #define MUT3_FIRE_BODY 0x00040000L /*!< 突然変異: 火炎オーラ */
1202 #define MUT3_WART_SKIN 0x00080000L /*!< 突然変異: イボ肌 */
1203 #define MUT3_SCALES 0x00100000L /*!< 突然変異: 鱗肌 */
1204 #define MUT3_IRON_SKIN 0x00200000L /*!< 突然変異: 鉄の肌 */
1205 #define MUT3_WINGS 0x00400000L /*!< 突然変異: 翼 */
1206 #define MUT3_FEARLESS 0x00800000L /*!< 突然変異: 恐れ知らず */
1207 #define MUT3_REGEN 0x01000000L /*!< 突然変異: 急回復 */
1208 #define MUT3_ESP 0x02000000L /*!< 突然変異: テレパシー */
1209 #define MUT3_LIMBER 0x04000000L /*!< 突然変異: しなやかな肉体 */
1210 #define MUT3_ARTHRITIS 0x08000000L /*!< 突然変異: 関節の痛み */
1211 #define MUT3_BAD_LUCK 0x10000000L /*!< 突然変異: 黒いオーラ(不運) */
1212 #define MUT3_VULN_ELEM 0x20000000L /*!< 突然変異: 元素攻撃弱点 */
1213 #define MUT3_MOTION 0x40000000L /*!< 突然変異: 正確で力強い動作 */
1214 #define MUT3_GOOD_LUCK 0x80000000L /*!< 突然変異: 白いオーラ(幸運) */
1219 TIME_EFFECT word_recall; /* Word of recall counter */
1220 TIME_EFFECT alter_reality; /* Alter reality counter */
1221 DUNGEON_IDX recall_dungeon; /* Dungeon set to be recalled */
1223 ENERGY energy_need; /* Energy needed for next move */
1224 ENERGY enchant_energy_need; /* Energy needed for next upkeep effect */
1226 FEED food; /* Current nutrition */
1228 BIT_FLAGS special_attack; /* Special attack capacity -LM- */
1229 BIT_FLAGS special_defense; /* Special block capacity -LM- */
1230 ACTION_IDX action; /* Currently action */
1232 BIT_FLAGS spell_learned1; /* bit mask of spells learned */
1233 BIT_FLAGS spell_learned2; /* bit mask of spells learned */
1234 BIT_FLAGS spell_worked1; /* bit mask of spells tried and worked */
1235 BIT_FLAGS spell_worked2; /* bit mask of spells tried and worked */
1236 BIT_FLAGS spell_forgotten1; /* bit mask of spells learned but forgotten */
1237 BIT_FLAGS spell_forgotten2; /* bit mask of spells learned but forgotten */
1238 SPELL_IDX spell_order[64]; /* order spells learned/remembered/forgotten */
1240 SUB_EXP spell_exp[64]; /* Proficiency of spells */
1241 SUB_EXP weapon_exp[5][64]; /* Proficiency of weapons */
1242 SUB_EXP skill_exp[GINOU_MAX]; /* Proficiency of misc. skill */
1244 MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
1245 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 */
1247 SPELL_IDX mane_spell[MAX_MANE];
1248 HIT_POINT mane_dam[MAX_MANE];
1251 s16b concent; /* Sniper's concentration level */
1253 HIT_POINT player_hp[PY_MAX_LEVEL];
1254 char died_from[80]; /* What killed the player */
1255 concptr last_message; /* Last message on death or retirement */
1256 char history[4][60]; /* Textual "history" for the Player */
1258 u16b total_winner; /* Total winner */
1259 u16b panic_save; /* Panic save */
1261 u16b noscore; /* Cheating flags */
1263 bool wait_report_score; /* Waiting to report score */
1264 bool is_dead; /* Player is dead */
1268 bool wizard; /* Player is in wizard mode */
1270 MONSTER_IDX riding; /* Riding on a monster of this index */
1271 byte knowledge; /* Knowledge about yourself */
1272 BIT_FLAGS visit; /* Visited towns */
1274 RACE_IDX start_race; /* Race at birth */
1275 BIT_FLAGS old_race1; /* Record of race changes */
1276 BIT_FLAGS old_race2; /* Record of race changes */
1277 s16b old_realm; /* Record of realm changes */
1279 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1280 s16b pet_extra_flags; /* Various flags for controling pets */
1282 s16b today_mon; /* Wanted monster */
1284 bool dtrap; /* Whether you are on trap-safe grids */
1285 FLOOR_IDX floor_id; /* Current floor location */
1287 bool autopick_autoregister; /* auto register is in-use or not */
1289 byte feeling; /* Most recent dungeon feeling */
1290 s32b feeling_turn; /* The current_world_ptr->game_turn of the last dungeon feeling */
1293 /*** Temporary fields ***/
1295 bool playing; /* True if player is playing */
1296 bool leaving; /* True if player is leaving */
1298 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1300 bool leaving_dungeon; /* True if player is leaving the dungeon */
1302 bool enter_dungeon; /* Just enter the dungeon */
1304 IDX health_who; /* Health bar trackee */
1306 MONRACE_IDX monster_race_idx; /* Monster race trackee */
1308 KIND_OBJECT_IDX object_kind_idx; /* Object kind trackee */
1310 s16b new_spells; /* Number of spells available */
1313 s16b old_food_aux; /* Old value of food */
1315 bool old_cumber_armor;
1316 bool old_cumber_glove;
1317 bool old_heavy_wield[2];
1318 bool old_heavy_shoot;
1319 bool old_icky_wield[2];
1320 bool old_riding_wield[2];
1321 bool old_riding_ryoute;
1324 POSITION old_lite; /* Old radius of lite (if any) */
1326 bool cumber_armor; /* Mana draining armor */
1327 bool cumber_glove; /* Mana draining gloves */
1328 bool heavy_wield[2]; /* Heavy weapon */
1329 bool heavy_shoot; /* Heavy shooter */
1330 bool icky_wield[2]; /* Icky weapon */
1331 bool riding_wield[2]; /* Riding weapon */
1332 bool riding_ryoute; /* Riding weapon */
1335 POSITION cur_lite; /* Radius of lite (if any) */
1337 BIT_FLAGS update; /* Pending Updates */
1338 #define PU_BONUS 0x00000001L /*!< ステータス更新フラグ: 能力値修正 / Calculate bonuses */
1339 #define PU_TORCH 0x00000002L /*!< ステータス更新フラグ: 光源半径 / Calculate torch radius */
1340 #define PU_HP 0x00000010L /*!< ステータス更新フラグ: HP / Calculate chp and mhp */
1341 #define PU_MANA 0x00000020L /*!< ステータス更新フラグ: MP / Calculate csp and msp */
1342 #define PU_SPELLS 0x00000040L /*!< ステータス更新フラグ: 魔法学習数 / Calculate spells */
1343 #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 */
1344 #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 */
1345 #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 */
1346 #define PU_UN_VIEW 0x00010000L /*!< ステータス更新フラグ: 地形の視界外化 / Forget view */
1347 #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 */
1348 #define PU_VIEW 0x00100000L /*!< ステータス更新フラグ: 視界 / Update view */
1349 #define PU_LITE 0x00200000L /*!< ステータス更新フラグ: 明暗範囲 / Update lite */
1350 #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 */
1351 #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 */
1352 #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 */
1353 #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 */
1354 #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 */
1356 BIT_FLAGS redraw; /* Normal Redraws */
1357 BIT_FLAGS window; /* Window Redraws */
1359 s16b stat_use[A_MAX]; /* Current modified stats */
1360 s16b stat_top[A_MAX]; /* Maximal modified stats */
1365 ALIGNMENT align; /* Good/evil/neutral */
1368 DIRECTION fishing_dir;
1371 /*** Extracted fields ***/
1373 WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
1375 s16b stat_add[A_MAX]; /* Modifiers to stat values */
1376 s16b stat_ind[A_MAX]; /* Indexes into stat tables */
1378 bool immune_acid; /* Immunity to acid */
1379 bool immune_elec; /* Immunity to lightning */
1380 bool immune_fire; /* Immunity to fire */
1381 bool immune_cold; /* Immunity to cold */
1383 bool resist_acid; /* Resist acid */
1384 bool resist_elec; /* Resist lightning */
1385 bool resist_fire; /* Resist fire */
1386 bool resist_cold; /* Resist cold */
1387 bool resist_pois; /* Resist poison */
1389 bool resist_conf; /* Resist confusion */
1390 bool resist_sound; /* Resist sound */
1391 bool resist_lite; /* Resist light */
1392 bool resist_dark; /* Resist darkness */
1393 bool resist_chaos; /* Resist chaos */
1394 bool resist_disen; /* Resist disenchant */
1395 bool resist_shard; /* Resist shards */
1396 bool resist_nexus; /* Resist nexus */
1397 bool resist_blind; /* Resist blindness */
1398 bool resist_neth; /* Resist nether */
1399 bool resist_fear; /* Resist fear */
1400 bool resist_time; /* Resist time */
1401 bool resist_water; /* Resist water */
1403 bool reflect; /* Reflect 'bolt' attacks */
1404 bool sh_fire; /* Fiery 'immolation' effect */
1405 bool sh_elec; /* Electric 'immolation' effect */
1406 bool sh_cold; /* Cold 'immolation' effect */
1408 bool anti_magic; /* Anti-magic */
1409 bool anti_tele; /* Prevent teleportation */
1411 bool sustain_str; /* Keep strength */
1412 bool sustain_int; /* Keep intelligence */
1413 bool sustain_wis; /* Keep wisdom */
1414 bool sustain_dex; /* Keep dexterity */
1415 bool sustain_con; /* Keep constitution */
1416 bool sustain_chr; /* Keep charisma */
1418 BIT_FLAGS cursed; /* Player is cursed */
1420 bool can_swim; /* No damage falling */
1421 bool levitation; /* No damage falling */
1422 bool lite; /* Permanent light */
1423 bool free_act; /* Never paralyzed */
1424 bool see_inv; /* Can see invisible */
1425 bool regenerate; /* Regenerate hit pts */
1426 bool hold_exp; /* Resist exp draining */
1428 bool telepathy; /* Telepathy */
1442 bool slow_digest; /* Slower digestion */
1443 bool bless_blade; /* Blessed blade */
1444 bool xtra_might; /* Extra might bow */
1445 bool impact[2]; /* Earthquake blows */
1446 bool pass_wall; /* Permanent wraithform */
1453 bool see_nocto; /* Noctovision */
1455 DICE_NUMBER to_dd[2]; /* Extra dice/sides */
1458 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) */
1459 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) */
1460 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) */
1461 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 */
1462 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 */
1464 s16b to_h[2]; /* Bonus to hit (wield) */
1465 s16b to_h_b; /* Bonus to hit (bow) */
1466 s16b to_h_m; /* Bonus to hit (misc) */
1467 s16b to_d[2]; /* Bonus to dam (wield) */
1468 s16b to_d_m; /* Bonus to dam (misc) */
1469 s16b to_a; /* Bonus to ac */
1471 s16b to_m_chance; /* Minusses to cast chance */
1478 ARMOUR_CLASS ac; /*!< 装備無しの基本AC / Base ac */
1480 ACTION_SKILL_POWER see_infra; /*!< 赤外線視能力の強さ /Infravision range */
1481 ACTION_SKILL_POWER skill_dis; /*!< 行動技能値:解除能力 / Skill: Disarming */
1482 ACTION_SKILL_POWER skill_dev; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
1483 ACTION_SKILL_POWER skill_sav; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
1484 ACTION_SKILL_POWER skill_stl; /*!< 行動技能値:隠密 / Skill: Stealth factor */
1487 * 行動技能値:知覚 / Skill: Searching ability
1488 * 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
1489 * 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。
1490 * 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。
1492 ACTION_SKILL_POWER skill_srh;
1494 ACTION_SKILL_POWER skill_fos; /*!< 行動技能値:探索 / Skill: Searching frequency */
1495 ACTION_SKILL_POWER skill_thn; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
1496 ACTION_SKILL_POWER skill_thb; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
1497 ACTION_SKILL_POWER skill_tht; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
1498 ACTION_SKILL_POWER skill_dig; /*!< 行動技能値:掘削 / Skill: Digging */
1500 s16b num_blow[2]; /* Number of blows */
1501 s16b num_fire; /* Number of shots */
1503 byte tval_xtra; /* Correct xtra tval */
1504 byte tval_ammo; /* Correct ammo tval */
1506 byte pspeed; /* Current speed */
1508 ENERGY energy_use; /* Energy use this current_world_ptr->game_turn */
1510 POSITION y; /* Player location in dungeon */
1511 POSITION x; /* Player location in dungeon */
1512 GAME_TEXT name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
1517 * A structure to hold "rolled" information
1519 typedef struct birther birther;
1523 SEX_IDX psex; /* Sex index */
1524 RACE_IDX prace; /* Race index */
1525 CLASS_IDX pclass; /* Class index */
1526 CHARACTER_IDX pseikaku; /* Seikaku index */
1527 REALM_IDX realm1; /* First magic realm */
1528 REALM_IDX realm2; /* Second magic realm */
1535 PRICE au; /*!< 初期の所持金 */
1537 BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
1538 BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
1539 HIT_POINT player_hp[PY_MAX_LEVEL];
1541 PATRON_IDX chaos_patron;
1545 char history[4][60];
1551 /* For Monk martial arts */
1553 typedef struct martial_arts martial_arts;
1557 concptr desc; /* A verbose attack description */
1558 PLAYER_LEVEL min_level; /* Minimum level to use */
1559 int chance; /* Chance of 'success' */
1560 int dd; /* Damage dice */
1561 int ds; /* Damage sides */
1562 int effect; /* Special effects */
1565 typedef struct kamae kamae;
1569 concptr desc; /* A verbose kamae description */
1570 PLAYER_LEVEL min_level; /* Minimum level to use */
1575 typedef struct mind_type mind_type;
1578 PLAYER_LEVEL min_lev;
1579 MANA_POINT mana_cost;
1584 typedef struct mind_power mind_power;
1587 mind_type info[MAX_MIND_POWERS];
1592 typedef struct monster_power monster_power;
1593 struct monster_power
1606 * A structure to describe a building.
1609 typedef struct building_type building_type;
1611 struct building_type
1613 GAME_TEXT name[20]; /* proprietor name */
1614 GAME_TEXT owner_name[20]; /* proprietor name */
1615 GAME_TEXT owner_race[20]; /* proprietor race */
1617 GAME_TEXT act_names[8][30]; /* action names */
1618 PRICE member_costs[8]; /* Costs for class members of building */
1619 PRICE other_costs[8]; /* Costs for nonguild members */
1620 char letters[8]; /* action letters */
1621 BACT_IDX actions[8]; /* action codes */
1622 BACT_RESTRICT_IDX action_restr[8]; /* action restrictions */
1624 CLASS_IDX member_class[MAX_CLASS]; /* which classes are part of guild */
1625 RACE_IDX member_race[MAX_RACES]; /* which classes are part of guild */
1626 REALM_IDX member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1631 typedef struct border_type border_type;
1634 s16b north[MAX_WID];
1635 s16b south[MAX_WID];
1645 * A structure describing a town with
1646 * stores and buildings
1648 typedef struct town_type town_type;
1652 u32b seed; /* Seed for RNG */
1653 store_type *store; /* The stores [MAX_STORES] */
1658 * Sort-array element
1660 typedef struct tag_type tag_type;
1668 typedef bool (*monsterrace_hook_type)(MONRACE_IDX r_idx);
1672 * This seems like a pretty standard "typedef"
1674 typedef int (*inven_func)(object_type *);
1678 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1680 * All fields listed below are null terminated ascii strings.
1682 * In addition, the "number" fields are right justified, and
1683 * space padded, to the full available length (minus the "null").
1685 * Note that "string comparisons" are thus valid on "pts".
1688 typedef struct high_score high_score;
1692 GAME_TEXT what[8]; /* Version info (string) */
1693 GAME_TEXT pts[10]; /* Total Score (number) */
1694 GAME_TEXT gold[10]; /* Total Gold (number) */
1695 GAME_TEXT turns[10]; /* Turns Taken (number) */
1696 GAME_TEXT day[10]; /* Time stamp (string) */
1697 GAME_TEXT who[16]; /* Player Name (string) */
1698 GAME_TEXT uid[8]; /* Player UID (number) */
1699 GAME_TEXT sex[2]; /* Player Sex (string) */
1700 GAME_TEXT p_r[3]; /* Player Race (number) */
1701 GAME_TEXT p_c[3]; /* Player Class (number) */
1702 GAME_TEXT p_a[3]; /* Player Seikaku (number) */
1704 GAME_TEXT cur_lev[4]; /* Current Player Level (number) */
1705 GAME_TEXT cur_dun[4]; /* Current Dungeon Level (number) */
1706 GAME_TEXT max_lev[4]; /* Max Player Level (number) */
1707 GAME_TEXT max_dun[4]; /* Max Dungeon Level (number) */
1709 GAME_TEXT how[40]; /* Method of death (string) */
1715 FEAT_IDX feat; /* Feature tile */
1716 PERCENTAGE percent; /* Chance of type */
1721 /* A structure for the != dungeon types */
1722 typedef struct dungeon_type dungeon_type;
1723 struct dungeon_type {
1725 STR_OFFSET name; /* Name */
1726 STR_OFFSET text; /* Description */
1731 feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
1732 feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
1733 FEAT_IDX outer_wall; /* Outer wall tile */
1734 FEAT_IDX inner_wall; /* Inner wall tile */
1735 FEAT_IDX stream1; /* stream tile */
1736 FEAT_IDX stream2; /* stream tile */
1738 DEPTH mindepth; /* Minimal depth */
1739 DEPTH maxdepth; /* Maximal depth */
1740 PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1743 BIT_FLAGS8 mode; /* Mode of combinaison of the monster flags */
1745 int min_m_alloc_level; /* Minimal number of monsters per level */
1746 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1748 BIT_FLAGS flags1; /* Flags 1 */
1750 BIT_FLAGS mflags1; /* The monster flags that are allowed */
1759 BIT_FLAGS m_a_ability_flags1;
1760 BIT_FLAGS m_a_ability_flags2;
1761 BIT_FLAGS m_a_ability_flags3;
1762 BIT_FLAGS m_a_ability_flags4;
1764 char r_char[5]; /* Monster race allowed */
1765 KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
1766 ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
1767 MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1769 PROB special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
1777 * @struct autopick_type
1778 * @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
1781 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 */
1782 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' */
1783 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 */
1784 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 */
1785 byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
1786 byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
1791 * A structure type for the saved floor
1795 FLOOR_IDX floor_id; /* No recycle until 65536 IDs are all used */
1796 s16b savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
1798 s32b last_visit; /* Time count of last visit. 0 for new floor. */
1799 u32b visit_mark; /* Older has always smaller mark. */
1800 FLOOR_IDX upper_floor_id; /* a floor connected with level teleportation */
1801 FLOOR_IDX lower_floor_id; /* a floor connected with level tel. and trap door */
1806 * A structure type for terrain template of saving dungeon floor
1815 } cave_template_type;
1819 * @struct arena_type
1820 * @brief 闘技場のモンスターエントリー構造体 / A structure type for arena entry
1824 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) */
1825 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) */
1826 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 */
1834 * A structure type for travel command
1837 int run; /* Remaining grid number */
1838 int cost[MAX_HGT][MAX_WID];
1839 POSITION x; /* Target X */
1840 POSITION y; /* Target Y */
1841 DIRECTION dir; /* Running direction */
1861 } dragonbreath_type;
1864 grid_type *grid_array[MAX_HGT];
1865 DEPTH dun_level; /*!< 現在の実ダンジョン階層base_levelの参照元となる / Current dungeon level */
1866 DEPTH base_level; /*!< 基本生成レベル、後述のobject_level, monster_levelの参照元となる / Base dungeon level */
1867 DEPTH object_level; /*!< アイテムの生成レベル、current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level */
1868 DEPTH monster_level; /*!< モンスターの生成レベル、current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level */
1869 POSITION width; /* Current dungeon width */
1870 POSITION height; /* Current dungeon height */
1871 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
1873 GAME_TURN generated_turn; /* Turn when level began */
1875 object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
1876 OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
1878 monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
1879 MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
1881 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
1882 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
1884 POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
1885 POSITION lite_y[LITE_MAX];
1886 POSITION lite_x[LITE_MAX];
1888 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
1889 POSITION mon_lite_y[MON_LITE_MAX];
1890 POSITION mon_lite_x[MON_LITE_MAX];
1892 POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
1893 POSITION view_y[VIEW_MAX];
1894 POSITION view_x[VIEW_MAX];
1896 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
1897 POSITION redraw_y[REDRAW_MAX];
1898 POSITION redraw_x[REDRAW_MAX];
1903 POSITION max_wild_x; /*!< Maximum size of the wilderness */
1904 POSITION max_wild_y; /*!< Maximum size of the wilderness */
1905 GAME_TURN game_turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */
1906 GAME_TURN game_turn_limit; /*!< game_turnの最大値 / Limit of game_turn */
1907 GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game current_world_ptr->game_turn in dungeon */
1908 GAME_TURN dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game_turn in dungeon */
1909 MONSTER_IDX timewalk_m_idx; /*!< 現在時間停止を行っているモンスターのID */
1911 MONRACE_IDX bounty_r_idx[MAX_KUBI];
1913 u32b play_time; /*!< 実プレイ時間 */