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[Refactor] #38862 Moved angband.h, h-*.h and system-variables.c/h
[hengband/hengband.git] / src / avatar.c
index c47c955..fa6504f 100644 (file)
     included in all such copies.
 */
 
-#include "angband.h"
+#include "system/angband.h"
 #include "avatar.h"
-#include "realm.h"
+#include "realm/realm.h"
+#include "player/player-race.h"
+#include "player/player-class.h"
 
 /*!
  * 徳の名称 / The names of the virtues
@@ -51,11 +53,11 @@ concptr virtue[MAX_VIRTUE] =
  * @return 比較の真偽値を返す
  * @todo 引数名を直しておく
  */
-bool compare_virtue(int type, int num, int tekitou)
+bool compare_virtue(player_type *creature_ptr, int type, int num, int tekitou)
 {
        int vir;
-       if (virtue_number(type))
-               vir = p_ptr->virtues[virtue_number(type) - 1];
+       if (virtue_number(creature_ptr, type))
+               vir = creature_ptr->virtues[virtue_number(creature_ptr, type) - 1];
        else
                vir = 0;
 
@@ -77,14 +79,14 @@ bool compare_virtue(int type, int num, int tekitou)
  * @param type 確認したい徳のID
  * @return スロットがあるならばスロットのID(0~7)+1、ない場合は0を返す。
  */
-int virtue_number(int type)
+int virtue_number(player_type *creature_ptr, int type)
 {
        int i;
 
        /* Search */
        for (i = 0; i < 8; i++)
        {
-               if (p_ptr->vir_types[i] == type) return i + 1;
+               if (creature_ptr->vir_types[i] == type) return i + 1;
        }
 
        /* No match */
@@ -96,12 +98,12 @@ int virtue_number(int type)
  * @param which 確認したい徳のID
  * @return なし
  */
-static void get_random_virtue(int which)
+static void get_random_virtue(player_type *creature_ptr, int which)
 {
        int type = 0;
 
        /* Randomly choose a type */
-       while (!(type) || virtue_number(type))
+       while (!(type) || virtue_number(creature_ptr, type))
        {
                switch (randint1(29))
                {
@@ -136,7 +138,7 @@ static void get_random_virtue(int which)
        }
 
        /* Chosen */
-       p_ptr->vir_types[which] = (s16b)type;
+       creature_ptr->vir_types[which] = (s16b)type;
 }
 
 /*!
@@ -144,21 +146,21 @@ static void get_random_virtue(int which)
  * @param realm 魔法領域のID
  * @return 対応する徳のID
  */
-static VIRTUES_IDX get_realm_virtues(REALM_IDX realm)
+static VIRTUES_IDX get_realm_virtues(player_type *creature_ptr, REALM_IDX realm)
 {
        switch (realm)
        {
        case REALM_LIFE:
-               if (virtue_number(V_VITALITY)) return V_TEMPERANCE;
+               if (virtue_number(creature_ptr, V_VITALITY)) return V_TEMPERANCE;
                else return V_VITALITY;
        case REALM_SORCERY:
-               if (virtue_number(V_KNOWLEDGE)) return V_ENCHANT;
+               if (virtue_number(creature_ptr, V_KNOWLEDGE)) return V_ENCHANT;
                else return V_KNOWLEDGE;
        case REALM_NATURE:
-               if (virtue_number(V_NATURE)) return V_HARMONY;
+               if (virtue_number(creature_ptr, V_NATURE)) return V_HARMONY;
                else return V_NATURE;
        case REALM_CHAOS:
-               if (virtue_number(V_CHANCE)) return V_INDIVIDUALISM;
+               if (virtue_number(creature_ptr, V_CHANCE)) return V_INDIVIDUALISM;
                else return V_CHANCE;
        case REALM_DEATH:
                return V_UNLIFE;
@@ -167,16 +169,16 @@ static VIRTUES_IDX get_realm_virtues(REALM_IDX realm)
        case REALM_ARCANE:
                return 0;
        case REALM_CRAFT:
-               if (virtue_number(V_ENCHANT)) return V_INDIVIDUALISM;
+               if (virtue_number(creature_ptr, V_ENCHANT)) return V_INDIVIDUALISM;
                else return V_ENCHANT;
        case REALM_DAEMON:
-               if (virtue_number(V_JUSTICE)) return V_FAITH;
+               if (virtue_number(creature_ptr, V_JUSTICE)) return V_FAITH;
                else return V_JUSTICE;
        case REALM_CRUSADE:
-               if (virtue_number(V_JUSTICE)) return V_HONOUR;
+               if (virtue_number(creature_ptr, V_JUSTICE)) return V_HONOUR;
                else return V_JUSTICE;
        case REALM_HEX:
-               if (virtue_number(V_COMPASSION)) return V_JUSTICE;
+               if (virtue_number(creature_ptr, V_COMPASSION)) return V_JUSTICE;
                else return V_COMPASSION;
        };
 
@@ -189,7 +191,7 @@ static VIRTUES_IDX get_realm_virtues(REALM_IDX realm)
  * @details 職業に応じて1~4種が固定、種族に応じて1種類が与えられ、後は重複なくランダムに選択される。
  * @return なし
  */
-void get_virtues(void)
+void get_virtues(player_type *creature_ptr)
 {
        int i = 0, j = 0;
        s16b tmp_vir;
@@ -197,183 +199,183 @@ void get_virtues(void)
        /* Reset */
        for (i = 0; i < 8; i++)
        {
-               p_ptr->virtues[i] = 0;
-               p_ptr->vir_types[i] = 0;
+               creature_ptr->virtues[i] = 0;
+               creature_ptr->vir_types[i] = 0;
        }
 
        i = 0;
 
        /* Get pre-defined types */
        /* 1 or more virtues based on class */
-       switch (p_ptr->pclass)
+       switch (creature_ptr->pclass)
        {
        case CLASS_WARRIOR:
        case CLASS_SAMURAI:
-               p_ptr->vir_types[i++] = V_VALOUR;
-               p_ptr->vir_types[i++] = V_HONOUR;
+               creature_ptr->vir_types[i++] = V_VALOUR;
+               creature_ptr->vir_types[i++] = V_HONOUR;
                break;
        case CLASS_MAGE:
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
-               p_ptr->vir_types[i++] = V_ENCHANT;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_ENCHANT;
                break;
        case CLASS_PRIEST:
-               p_ptr->vir_types[i++] = V_FAITH;
-               p_ptr->vir_types[i++] = V_TEMPERANCE;
+               creature_ptr->vir_types[i++] = V_FAITH;
+               creature_ptr->vir_types[i++] = V_TEMPERANCE;
                break;
        case CLASS_ROGUE:
        case CLASS_SNIPER:
-               p_ptr->vir_types[i++] = V_HONOUR;
+               creature_ptr->vir_types[i++] = V_HONOUR;
                break;
        case CLASS_RANGER:
        case CLASS_ARCHER:
-               p_ptr->vir_types[i++] = V_NATURE;
-               p_ptr->vir_types[i++] = V_TEMPERANCE;
+               creature_ptr->vir_types[i++] = V_NATURE;
+               creature_ptr->vir_types[i++] = V_TEMPERANCE;
                break;
        case CLASS_PALADIN:
-               p_ptr->vir_types[i++] = V_JUSTICE;
-               p_ptr->vir_types[i++] = V_VALOUR;
-               p_ptr->vir_types[i++] = V_HONOUR;
-               p_ptr->vir_types[i++] = V_FAITH;
+               creature_ptr->vir_types[i++] = V_JUSTICE;
+               creature_ptr->vir_types[i++] = V_VALOUR;
+               creature_ptr->vir_types[i++] = V_HONOUR;
+               creature_ptr->vir_types[i++] = V_FAITH;
                break;
        case CLASS_WARRIOR_MAGE:
        case CLASS_RED_MAGE:
-               p_ptr->vir_types[i++] = V_ENCHANT;
-               p_ptr->vir_types[i++] = V_VALOUR;
+               creature_ptr->vir_types[i++] = V_ENCHANT;
+               creature_ptr->vir_types[i++] = V_VALOUR;
                break;
        case CLASS_CHAOS_WARRIOR:
-               p_ptr->vir_types[i++] = V_CHANCE;
-               p_ptr->vir_types[i++] = V_INDIVIDUALISM;
+               creature_ptr->vir_types[i++] = V_CHANCE;
+               creature_ptr->vir_types[i++] = V_INDIVIDUALISM;
                break;
        case CLASS_MONK:
        case CLASS_FORCETRAINER:
-               p_ptr->vir_types[i++] = V_FAITH;
-               p_ptr->vir_types[i++] = V_HARMONY;
-               p_ptr->vir_types[i++] = V_TEMPERANCE;
-               p_ptr->vir_types[i++] = V_PATIENCE;
+               creature_ptr->vir_types[i++] = V_FAITH;
+               creature_ptr->vir_types[i++] = V_HARMONY;
+               creature_ptr->vir_types[i++] = V_TEMPERANCE;
+               creature_ptr->vir_types[i++] = V_PATIENCE;
                break;
        case CLASS_MINDCRAFTER:
        case CLASS_MIRROR_MASTER:
-               p_ptr->vir_types[i++] = V_HARMONY;
-               p_ptr->vir_types[i++] = V_ENLIGHTEN;
-               p_ptr->vir_types[i++] = V_PATIENCE;
+               creature_ptr->vir_types[i++] = V_HARMONY;
+               creature_ptr->vir_types[i++] = V_ENLIGHTEN;
+               creature_ptr->vir_types[i++] = V_PATIENCE;
                break;
        case CLASS_HIGH_MAGE:
        case CLASS_SORCERER:
-               p_ptr->vir_types[i++] = V_ENLIGHTEN;
-               p_ptr->vir_types[i++] = V_ENCHANT;
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_ENLIGHTEN;
+               creature_ptr->vir_types[i++] = V_ENCHANT;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
                break;
        case CLASS_TOURIST:
-               p_ptr->vir_types[i++] = V_ENLIGHTEN;
-               p_ptr->vir_types[i++] = V_CHANCE;
+               creature_ptr->vir_types[i++] = V_ENLIGHTEN;
+               creature_ptr->vir_types[i++] = V_CHANCE;
                break;
        case CLASS_IMITATOR:
-               p_ptr->vir_types[i++] = V_CHANCE;
+               creature_ptr->vir_types[i++] = V_CHANCE;
                break;
        case CLASS_BLUE_MAGE:
-               p_ptr->vir_types[i++] = V_CHANCE;
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_CHANCE;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
                break;
        case CLASS_BEASTMASTER:
-               p_ptr->vir_types[i++] = V_NATURE;
-               p_ptr->vir_types[i++] = V_CHANCE;
-               p_ptr->vir_types[i++] = V_VITALITY;
+               creature_ptr->vir_types[i++] = V_NATURE;
+               creature_ptr->vir_types[i++] = V_CHANCE;
+               creature_ptr->vir_types[i++] = V_VITALITY;
                break;
        case CLASS_MAGIC_EATER:
-               p_ptr->vir_types[i++] = V_ENCHANT;
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_ENCHANT;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
                break;
        case CLASS_BARD:
-               p_ptr->vir_types[i++] = V_HARMONY;
-               p_ptr->vir_types[i++] = V_COMPASSION;
+               creature_ptr->vir_types[i++] = V_HARMONY;
+               creature_ptr->vir_types[i++] = V_COMPASSION;
                break;
        case CLASS_CAVALRY:
-               p_ptr->vir_types[i++] = V_VALOUR;
-               p_ptr->vir_types[i++] = V_HARMONY;
+               creature_ptr->vir_types[i++] = V_VALOUR;
+               creature_ptr->vir_types[i++] = V_HARMONY;
                break;
        case CLASS_BERSERKER:
-               p_ptr->vir_types[i++] = V_VALOUR;
-               p_ptr->vir_types[i++] = V_INDIVIDUALISM;
+               creature_ptr->vir_types[i++] = V_VALOUR;
+               creature_ptr->vir_types[i++] = V_INDIVIDUALISM;
                break;
        case CLASS_SMITH:
-               p_ptr->vir_types[i++] = V_HONOUR;
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_HONOUR;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
                break;
        case CLASS_NINJA:
-               p_ptr->vir_types[i++] = V_PATIENCE;
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
-               p_ptr->vir_types[i++] = V_FAITH;
-               p_ptr->vir_types[i++] = V_UNLIFE;
+               creature_ptr->vir_types[i++] = V_PATIENCE;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_FAITH;
+               creature_ptr->vir_types[i++] = V_UNLIFE;
                break;
        };
 
        /* Get one virtue based on race */
-       switch (p_ptr->prace)
+       switch (creature_ptr->prace)
        {
        case RACE_HUMAN: case RACE_HALF_ELF: case RACE_DUNADAN:
-               p_ptr->vir_types[i++] = V_INDIVIDUALISM;
+               creature_ptr->vir_types[i++] = V_INDIVIDUALISM;
                break;
        case RACE_ELF: case RACE_SPRITE: case RACE_ENT:
-               p_ptr->vir_types[i++] = V_NATURE;
+               creature_ptr->vir_types[i++] = V_NATURE;
                break;
        case RACE_HOBBIT: case RACE_HALF_OGRE:
-               p_ptr->vir_types[i++] = V_TEMPERANCE;
+               creature_ptr->vir_types[i++] = V_TEMPERANCE;
                break;
        case RACE_DWARF: case RACE_KLACKON: case RACE_ANDROID:
-               p_ptr->vir_types[i++] = V_DILIGENCE;
+               creature_ptr->vir_types[i++] = V_DILIGENCE;
                break;
        case RACE_GNOME: case RACE_CYCLOPS:
-               p_ptr->vir_types[i++] = V_KNOWLEDGE;
+               creature_ptr->vir_types[i++] = V_KNOWLEDGE;
                break;
        case RACE_HALF_ORC: case RACE_AMBERITE: case RACE_KOBOLD:
-               p_ptr->vir_types[i++] = V_HONOUR;
+               creature_ptr->vir_types[i++] = V_HONOUR;
                break;
        case RACE_HALF_TROLL: case RACE_BARBARIAN:
-               p_ptr->vir_types[i++] = V_VALOUR;
+               creature_ptr->vir_types[i++] = V_VALOUR;
                break;
        case RACE_HIGH_ELF: case RACE_KUTAR:
-               p_ptr->vir_types[i++] = V_VITALITY;
+               creature_ptr->vir_types[i++] = V_VITALITY;
                break;
        case RACE_HALF_GIANT: case RACE_GOLEM: case RACE_ANGEL: case RACE_DEMON:
-               p_ptr->vir_types[i++] = V_JUSTICE;
+               creature_ptr->vir_types[i++] = V_JUSTICE;
                break;
        case RACE_HALF_TITAN:
-               p_ptr->vir_types[i++] = V_HARMONY;
+               creature_ptr->vir_types[i++] = V_HARMONY;
                break;
        case RACE_YEEK:
-               p_ptr->vir_types[i++] = V_SACRIFICE;
+               creature_ptr->vir_types[i++] = V_SACRIFICE;
                break;
        case RACE_MIND_FLAYER:
-               p_ptr->vir_types[i++] = V_ENLIGHTEN;
+               creature_ptr->vir_types[i++] = V_ENLIGHTEN;
                break;
        case RACE_DARK_ELF: case RACE_DRACONIAN: case RACE_S_FAIRY:
-               p_ptr->vir_types[i++] = V_ENCHANT;
+               creature_ptr->vir_types[i++] = V_ENCHANT;
                break;
        case RACE_NIBELUNG:
-               p_ptr->vir_types[i++] = V_PATIENCE;
+               creature_ptr->vir_types[i++] = V_PATIENCE;
                break;
        case RACE_IMP:
-               p_ptr->vir_types[i++] = V_FAITH;
+               creature_ptr->vir_types[i++] = V_FAITH;
                break;
        case RACE_ZOMBIE: case RACE_SKELETON:
        case RACE_VAMPIRE: case RACE_SPECTRE:
-               p_ptr->vir_types[i++] = V_UNLIFE;
+               creature_ptr->vir_types[i++] = V_UNLIFE;
                break;
        case RACE_BEASTMAN:
-               p_ptr->vir_types[i++] = V_CHANCE;
+               creature_ptr->vir_types[i++] = V_CHANCE;
                break;
        }
 
        /* Get a virtue for realms */
-       if (p_ptr->realm1)
+       if (creature_ptr->realm1)
        {
-               tmp_vir = get_realm_virtues(p_ptr->realm1);
-               if (tmp_vir) p_ptr->vir_types[i++] = tmp_vir;
+               tmp_vir = get_realm_virtues(creature_ptr, creature_ptr->realm1);
+               if (tmp_vir) creature_ptr->vir_types[i++] = tmp_vir;
        }
-       if (p_ptr->realm2)
+       if (creature_ptr->realm2)
        {
-               tmp_vir = get_realm_virtues(p_ptr->realm2);
-               if (tmp_vir) p_ptr->vir_types[i++] = tmp_vir;
+               tmp_vir = get_realm_virtues(creature_ptr, creature_ptr->realm2);
+               if (tmp_vir) creature_ptr->vir_types[i++] = tmp_vir;
        }
 
        /* Eliminate doubles */
@@ -381,15 +383,15 @@ void get_virtues(void)
        {
                for (j = i + 1; j < 8; j++)
                {
-                       if ((p_ptr->vir_types[j] != 0) && (p_ptr->vir_types[j] == p_ptr->vir_types[i]))
-                               p_ptr->vir_types[j] = 0;
+                       if ((creature_ptr->vir_types[j] != 0) && (creature_ptr->vir_types[j] == creature_ptr->vir_types[i]))
+                               creature_ptr->vir_types[j] = 0;
                }
        }
 
        /* Fill in the blanks */
        for (i = 0; i < 8; i++)
        {
-               if (p_ptr->vir_types[i] == 0) get_random_virtue(i);
+               if (creature_ptr->vir_types[i] == 0) get_random_virtue(creature_ptr, i);
        }
 }
 
@@ -400,59 +402,59 @@ void get_virtues(void)
  * @param amount 加減量
  * @return なし
  */
-void chg_virtue(int virtue_id, int amount)
+void chg_virtue(player_type *creature_ptr, int virtue_id, int amount)
 {
        int i = 0;
 
        for (i = 0; i < 8; i++)
        {
-               if (p_ptr->vir_types[i] == virtue_id)
+               if (creature_ptr->vir_types[i] == virtue_id)
                {
                        if (amount > 0)
                        {
-                               if ((amount + p_ptr->virtues[i] > 50) && one_in_(2))
+                               if ((amount + creature_ptr->virtues[i] > 50) && one_in_(2))
                                {
-                                       p_ptr->virtues[i] = MAX(p_ptr->virtues[i], 50);
+                                       creature_ptr->virtues[i] = MAX(creature_ptr->virtues[i], 50);
                                        return;
                                }
-                               if ((amount + p_ptr->virtues[i] > 80) && one_in_(2))
+                               if ((amount + creature_ptr->virtues[i] > 80) && one_in_(2))
                                {
-                                       p_ptr->virtues[i] = MAX(p_ptr->virtues[i], 80);
+                                       creature_ptr->virtues[i] = MAX(creature_ptr->virtues[i], 80);
                                        return;
                                }
-                               if ((amount + p_ptr->virtues[i] > 100) && one_in_(2))
+                               if ((amount + creature_ptr->virtues[i] > 100) && one_in_(2))
                                {
-                                       p_ptr->virtues[i] = MAX(p_ptr->virtues[i], 100);
+                                       creature_ptr->virtues[i] = MAX(creature_ptr->virtues[i], 100);
                                        return;
                                }
-                               if (amount + p_ptr->virtues[i] > 125)
-                                       p_ptr->virtues[i] = 125;
+                               if (amount + creature_ptr->virtues[i] > 125)
+                                       creature_ptr->virtues[i] = 125;
                                else
-                                       p_ptr->virtues[i] = p_ptr->virtues[i] + amount;
+                                       creature_ptr->virtues[i] = creature_ptr->virtues[i] + amount;
                        }
                        else
                        {
-                               if ((amount + p_ptr->virtues[i] < -50) && one_in_(2))
+                               if ((amount + creature_ptr->virtues[i] < -50) && one_in_(2))
                                {
-                                       p_ptr->virtues[i] = MIN(p_ptr->virtues[i], -50);
+                                       creature_ptr->virtues[i] = MIN(creature_ptr->virtues[i], -50);
                                        return;
                                }
-                               if ((amount + p_ptr->virtues[i] < -80) && one_in_(2))
+                               if ((amount + creature_ptr->virtues[i] < -80) && one_in_(2))
                                {
-                                       p_ptr->virtues[i] = MIN(p_ptr->virtues[i], -80);
+                                       creature_ptr->virtues[i] = MIN(creature_ptr->virtues[i], -80);
                                        return;
                                }
-                               if ((amount + p_ptr->virtues[i] < -100) && one_in_(2))
+                               if ((amount + creature_ptr->virtues[i] < -100) && one_in_(2))
                                {
-                                       p_ptr->virtues[i] = MIN(p_ptr->virtues[i], -100);
+                                       creature_ptr->virtues[i] = MIN(creature_ptr->virtues[i], -100);
                                        return;
                                }
-                               if (amount + p_ptr->virtues[i] < -125)
-                                       p_ptr->virtues[i] = -125;
+                               if (amount + creature_ptr->virtues[i] < -125)
+                                       creature_ptr->virtues[i] = -125;
                                else
-                                       p_ptr->virtues[i] = p_ptr->virtues[i] + amount;
+                                       creature_ptr->virtues[i] = creature_ptr->virtues[i] + amount;
                        }
-                       p_ptr->update |= (PU_BONUS);
+                       creature_ptr->update |= (PU_BONUS);
                        return;
                }
        }
@@ -464,15 +466,15 @@ void chg_virtue(int virtue_id, int amount)
  * @param amount セットしたい値。
  * @return なし
  */
-void set_virtue(int virtue_id, int amount)
+void set_virtue(player_type *creature_ptr, int virtue_id, int amount)
 {
        int i = 0;
 
        for (i = 0; i < 8; i++)
        {
-               if (p_ptr->vir_types[i] == virtue_id)
+               if (creature_ptr->vir_types[i] == virtue_id)
                {
-                       p_ptr->virtues[i] = (s16b)amount;
+                       creature_ptr->virtues[i] = (s16b)amount;
                        return;
                }
        }
@@ -483,7 +485,7 @@ void set_virtue(int virtue_id, int amount)
  * @param OutFile ファイルポインタ。
  * @return なし
  */
-void dump_virtues(FILE *OutFile)
+void dump_virtues(player_type *creature_ptr, FILE *OutFile)
 {
        int v_nr = 0;
 
@@ -492,11 +494,11 @@ void dump_virtues(FILE *OutFile)
        for (v_nr = 0; v_nr < 8; v_nr++)
        {
                GAME_TEXT vir_name [20];
-               int tester = p_ptr->virtues[v_nr];
+               int tester = creature_ptr->virtues[v_nr];
 
-               strcpy(vir_name, virtue[(p_ptr->vir_types[v_nr])-1]);
+               strcpy(vir_name, virtue[(creature_ptr->vir_types[v_nr])-1]);
 
-               if (p_ptr->vir_types[v_nr] == 0 || p_ptr->vir_types[v_nr] > MAX_VIRTUE)
+               if (creature_ptr->vir_types[v_nr] == 0 || creature_ptr->vir_types[v_nr] > MAX_VIRTUE)
                        fprintf(OutFile, _("おっと。%sの情報なし。", "Oops. No info about %s."), vir_name);
 
                else if (tester < -100)