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[Refactor] 乗馬スキルの上昇処理を PlayerSkill クラスに移設
[hengbandforosx/hengbandosx.git] / src / player / player-status.h
index d8ffb8a..b67c106 100644 (file)
@@ -2,68 +2,40 @@
 
 /*
  * @file player-status.h
- * @brief ã\83\97ã\83¬ã\83¼ヤーのステータスに関する状態取得処理ヘッダ
+ * @brief ã\83\97ã\83¬ã\82¤ヤーのステータスに関する状態取得処理ヘッダ
  */
 
 #include "system/angband.h"
 
-#include "spell/spells-util.h"
-#include "util/flag-group.h"
-
-// @todo 地雷、FlagGroupと強い関係がある
-#include "player/player-classes-types.h"
-#include "player/player-personalities-types.h"
-#include "player/player-race-types.h"
-
-typedef struct object_type object_type;
-typedef struct player_type player_type;
-concptr your_alignment(player_type *creature_ptr, bool with_value = false);
-int weapon_exp_level(int weapon_exp);
-int riding_exp_level(int riding_exp);
+struct object_type;;
+struct player_type;
 int spell_exp_level(int spell_exp);
 
-int calc_weapon_weight_limit(player_type *creature_ptr);
-WEIGHT calc_inventory_weight(player_type *creature_ptr);
-
-s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);
-WEIGHT calc_weight_limit(player_type *creature_ptr);
-bool has_melee_weapon(player_type *creature_ptr, int i);
-
-bool heavy_armor(player_type *creature_ptr);
-void update_creature(player_type *creature_ptr);
-BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control);
-bool player_has_no_spellbooks(player_type *creature_ptr);
+WEIGHT calc_weapon_weight_limit(player_type *player_ptr);
+WEIGHT calc_bow_weight_limit(player_type *player_ptr);
+WEIGHT calc_inventory_weight(player_type *player_ptr);
 
-void take_turn(player_type *creature_ptr, PERCENTAGE need_cost);
-void free_turn(player_type *creature_ptr);
+int16_t calc_num_fire(player_type *player_ptr, object_type *o_ptr);
+WEIGHT calc_weight_limit(player_type *player_ptr);
+void update_creature(player_type *player_ptr);
+bool player_has_no_spellbooks(player_type *player_ptr);
 
-bool player_place(player_type *creature_ptr, POSITION y, POSITION x);
+bool player_place(player_type *player_ptr, POSITION y, POSITION x);
 
-void check_experience(player_type *creature_ptr);
-void wreck_the_pattern(player_type *creature_ptr);
+void check_experience(player_type *player_ptr);
+void wreck_the_pattern(player_type *player_ptr);
 void cnv_stat(int val, char *out_val);
-s16b modify_stat_value(int value, int amount);
-long calc_score(player_type *creature_ptr);
-
-bool is_blessed(player_type *creature_ptr);
-bool is_time_limit_esp(player_type *creature_ptr);
-bool is_time_limit_stealth(player_type *creature_ptr);
-bool can_two_hands_wielding(player_type *creature_ptr);
-bool is_fast(player_type *creature_ptr);
-bool is_invuln(player_type *creature_ptr);
-bool is_hero(player_type *creature_ptr);
-bool is_shero(player_type *creature_ptr);
-bool is_echizen(player_type *creature_ptr);
-bool is_in_dungeon(player_type *creature_ptr);
-
-void stop_singing(player_type *creature_ptr);
-void stop_mouth(player_type *caster_ptr);
-PERCENTAGE calculate_upkeep(player_type *creature_ptr);
-bool music_singing(player_type *caster_ptr, int music_songs);
-
-// @todo 後で普通の関数に直す
-#define SINGING_SONG_EFFECT(P_PTR) ((P_PTR)->magic_num1[0])
-#define INTERUPTING_SONG_EFFECT(P_PTR) ((P_PTR)->magic_num1[1])
-#define SINGING_COUNT(P_PTR) ((P_PTR)->magic_num1[2])
-#define SINGING_SONG_ID(P_PTR) ((P_PTR)->magic_num2[0])
-#define music_singing_any(CREATURE_PTR) (((CREATURE_PTR)->pclass == CLASS_BARD) && (CREATURE_PTR)->magic_num1[0])
+int16_t modify_stat_value(int value, int amount);
+long calc_score(player_type *player_ptr);
+
+bool is_blessed(player_type *player_ptr);
+bool is_time_limit_esp(player_type *player_ptr);
+bool is_time_limit_stealth(player_type *player_ptr);
+bool is_fast(player_type *player_ptr);
+bool is_invuln(player_type *player_ptr);
+bool is_hero(player_type *player_ptr);
+bool is_shero(player_type *player_ptr);
+bool is_echizen(player_type *player_ptr);
+bool is_chargeman(player_type *player_ptr);
+
+void stop_mouth(player_type *player_ptr);