#pragma once
-#include "system/angband.h"
-
-/* 人畜無害なenumヘッダを先に読み込む */
-#include "mutation/mutation-flag-types.h"
-#include "player-info/base-status-types.h"
-#include "player/player-classes-types.h"
-#include "player/player-personalities-types.h"
-#include "player/player-race-types.h"
-#include "spell/spells-util.h"
-#include "util/flag-group.h"
-
-/*
- * Most of the "player" information goes here.
- *
- * This stucture gives us a large collection of player variables.
- *
- * This structure contains several "blocks" of information.
- * (1) the "permanent" info
- * (2) the "variable" info
- * (3) the "transient" info
- *
- * All of the "permanent" info, and most of the "variable" info,
- * is saved in the savefile. The "transient" info is recomputed
- * whenever anything important changes.
- */
-
-/*
- * Player constants
- */
-#define PY_MAX_EXP 99999999L /*!< プレイヤー経験値の最大値 / Maximum exp */
-#define PY_MAX_GOLD 999999999L /*!< プレイヤー所持金の最大値 / Maximum gold */
-#define PY_MAX_LEVEL 50 /*!< プレイヤーレベルの最大値 / Maximum level */
-
-#define GINOU_MAX 10
-#define MAX_MANE 16
-
-#define MAGIC_GLOVE_REDUCE_MANA 0x0001
-#define MAGIC_FAIL_5PERCENT 0x0002
-#define MAGIC_GAIN_EXP 0x0004
-
-/* no_flowed 判定対象となるスペル */
-#define SPELL_DD_S 27
-#define SPELL_DD_T 13
-#define SPELL_SW 22
-#define SPELL_WALL 20
-
-/*!< Empty hand status */
-enum empty_hand_status {
- EMPTY_HAND_NONE = 0x0000, /*!<Both hands are used */
- EMPTY_HAND_SUB = 0x0001, /*!<Sub hand is empty */
- EMPTY_HAND_MAIN = 0x0002 /*!<Main hand is empty */
-};
-
-/*!< Weapon hand status */
-enum player_hand { PLAYER_HAND_MAIN = 0x0000, PLAYER_HAND_SUB = 0x0001, PLAYER_HAND_OTHER = 0x0002 };
-
/*
- * Player sex constants (hard-coded by save-files, arrays, etc)
+ * @file player-status.h
+ * @brief プレイヤーのステータスに関する状態取得処理ヘッダ
*/
-#define SEX_FEMALE 0
-#define SEX_MALE 1
-#define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
-
-typedef struct floor_type floor_type;
-typedef struct object_type object_type;
-
-enum class RF_ABILITY;
-
-typedef struct player_type {
- int player_uid{};
- int player_euid{};
- int player_egid{};
-
- floor_type *current_floor_ptr{};
- POSITION oldpy{}; /* Previous player location -KMW- */
- POSITION oldpx{}; /* Previous player location -KMW- */
-
- SEX_IDX psex{}; /* Sex index */
- player_race_type prace{}; /* Race index */
- player_class_type pclass{}; /* Class index */
- player_personality_type pseikaku{}; /* Seikaku index */
- REALM_IDX realm1{}; /* First magic realm */
- REALM_IDX realm2{}; /* Second magic realm */
- REALM_IDX element{}; //!< 元素使い領域番号 / Elementalist system index
- player_personality_type oops{}; /* Unused */
-
- DICE_SID hitdie{}; /* Hit dice (sides) */
- u16b expfact{}; /* Experience factor
- * Note: was byte, causing overflow for Amberite
- * characters (such as Amberite Paladins)
- */
-
- s16b age{}; /* Characters age */
- s16b ht{}; /* Height */
- s16b wt{}; /* Weight */
- s16b sc{}; /* Social Class */
-
- PRICE au{}; /* Current Gold */
-
- EXP max_max_exp{}; /* Max max experience (only to calculate score) */
- EXP max_exp{}; /* Max experience */
- EXP exp{}; /* Cur experience */
- u32b exp_frac{}; /* Cur exp frac (times 2^16) */
-
- PLAYER_LEVEL lev{}; /* Level */
-
- TOWN_IDX town_num{}; /* Current town number */
- s16b arena_number{}; /* monster number in on_defeat_arena_monster -KMW- */
- bool phase_out{}; /*!< フェイズアウト状態(闘技場観戦状態などに利用、NPCの処理の対象にならず自身もほとんどの行動ができない) */
-
- DUNGEON_IDX dungeon_idx{}; /* current dungeon index */
- POSITION wilderness_x{}; /* Coordinates in the wilderness */
- POSITION wilderness_y{};
- bool wild_mode{};
-
- HIT_POINT mhp{}; /* Max hit pts */
- HIT_POINT chp{}; /* Cur hit pts */
- u32b chp_frac{}; /* Cur hit frac (times 2^16) */
- PERCENTAGE mutant_regenerate_mod{};
-
- MANA_POINT msp{}; /* Max mana pts */
- MANA_POINT csp{}; /* Cur mana pts */
- u32b csp_frac{}; /* Cur mana frac (times 2^16) */
-
- s16b max_plv{}; /* Max Player Level */
-
- BASE_STATUS stat_max[A_MAX]{}; /* Current "maximal" stat values */
- BASE_STATUS stat_max_max[A_MAX]{}; /* Maximal "maximal" stat values */
- BASE_STATUS stat_cur[A_MAX]{}; /* Current "natural" stat values */
-
- s16b learned_spells{};
- s16b add_spells{};
-
- u32b count{};
-
- TIME_EFFECT fast{}; /* Timed -- Fast */
- TIME_EFFECT slow{}; /* Timed -- Slow */
- TIME_EFFECT blind{}; /* Timed -- Blindness */
- TIME_EFFECT paralyzed{}; /* Timed -- Paralysis */
- TIME_EFFECT confused{}; /* Timed -- Confusion */
- TIME_EFFECT afraid{}; /* Timed -- Fear */
- TIME_EFFECT image{}; /* Timed -- Hallucination */
- TIME_EFFECT poisoned{}; /* Timed -- Poisoned */
- TIME_EFFECT cut{}; /* Timed -- Cut */
- TIME_EFFECT stun{}; /* Timed -- Stun */
-
- TIME_EFFECT protevil{}; /* Timed -- Protection */
- TIME_EFFECT invuln{}; /* Timed -- Invulnerable */
- TIME_EFFECT ult_res{}; /* Timed -- Ultimate Resistance */
- TIME_EFFECT hero{}; /* Timed -- Heroism */
- TIME_EFFECT shero{}; /* Timed -- Super Heroism */
- TIME_EFFECT shield{}; /* Timed -- Shield Spell */
- TIME_EFFECT blessed{}; /* Timed -- Blessed */
- TIME_EFFECT tim_invis{}; /* Timed -- See Invisible */
- TIME_EFFECT tim_infra{}; /* Timed -- Infra Vision */
- TIME_EFFECT tsuyoshi{}; /* Timed -- Tsuyoshi Special */
- TIME_EFFECT ele_attack{}; /* Timed -- Elemental Attack */
- TIME_EFFECT ele_immune{}; /* Timed -- Elemental Immune */
-
- TIME_EFFECT oppose_acid{}; /* Timed -- oppose acid */
- TIME_EFFECT oppose_elec{}; /* Timed -- oppose lightning */
- TIME_EFFECT oppose_fire{}; /* Timed -- oppose heat */
- TIME_EFFECT oppose_cold{}; /* Timed -- oppose cold */
- TIME_EFFECT oppose_pois{}; /* Timed -- oppose poison */
-
- TIME_EFFECT tim_esp{}; /* Timed ESP */
- TIME_EFFECT wraith_form{}; /* Timed wraithform */
-
- TIME_EFFECT resist_magic{}; /* Timed Resist Magic (later) */
- TIME_EFFECT tim_regen{};
- TIME_EFFECT tim_pass_wall{};
- TIME_EFFECT tim_stealth{};
- TIME_EFFECT tim_levitation{};
- TIME_EFFECT tim_sh_touki{};
- TIME_EFFECT lightspeed{};
- TIME_EFFECT tsubureru{};
- TIME_EFFECT magicdef{};
- TIME_EFFECT tim_res_nether{}; /* Timed -- Nether resistance */
- TIME_EFFECT tim_res_time{}; /* Timed -- Time resistance */
- MIMIC_RACE_IDX mimic_form{};
- TIME_EFFECT tim_mimic{};
- TIME_EFFECT tim_sh_fire{};
- TIME_EFFECT tim_sh_holy{};
- TIME_EFFECT tim_eyeeye{};
-
- /* for mirror master */
- TIME_EFFECT tim_reflect{}; /* Timed -- Reflect */
- TIME_EFFECT multishadow{}; /* Timed -- Multi-shadow */
- TIME_EFFECT dustrobe{}; /* Timed -- Robe of dust */
-
- bool timewalk{};
-
-#define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
-#define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
- GAME_TURN resting{}; /* Current counter for resting, if any */
-
- PATRON_IDX chaos_patron{};
-
- FlagGroup<MUTA> muta{}; /*!< 突然変異 / mutations */
-
- s16b virtues[8]{};
- s16b vir_types[8]{};
-
- TIME_EFFECT word_recall{}; /* Word of recall counter */
- TIME_EFFECT alter_reality{}; /* Alter reality counter */
- DUNGEON_IDX recall_dungeon{}; /* Dungeon set to be recalled */
-
- ENERGY energy_need{}; /* Energy needed for next move */
- ENERGY enchant_energy_need{}; /* Energy needed for next upkeep effect */
-
- FEED food{}; /* Current nutrition */
-
- /*
- * p_ptr->special_attackによるプレイヤーの攻撃状態の定義 / Bit flags for the "p_ptr->special_attack" variable. -LM-
- *
- * Note: The elemental and poison attacks should be managed using the
- * function "set_ele_attack", in spell2.c. This provides for timeouts and
- * prevents the player from getting more than one at a time.
- */
- BIT_FLAGS special_attack{};
-
- /* プレイヤーの防御状態の定義 / Bit flags for the "p_ptr->special_defense" variable. -LM- */
- BIT_FLAGS special_defense{};
- ACTION_IDX action{}; /* Currently action */
- BIT_FLAGS spell_learned1{}; /* bit mask of spells learned */
- BIT_FLAGS spell_learned2{}; /* bit mask of spells learned */
- BIT_FLAGS spell_worked1{}; /* bit mask of spells tried and worked */
- BIT_FLAGS spell_worked2{}; /* bit mask of spells tried and worked */
- BIT_FLAGS spell_forgotten1{}; /* bit mask of spells learned but forgotten */
- BIT_FLAGS spell_forgotten2{}; /* bit mask of spells learned but forgotten */
- SPELL_IDX spell_order[64]{}; /* order spells learned/remembered/forgotten */
-
- SUB_EXP spell_exp[64]{}; /* Proficiency of spells */
- SUB_EXP weapon_exp[5][64]{}; /* Proficiency of weapons */
- SUB_EXP skill_exp[GINOU_MAX]{}; /* Proficiency of misc. skill */
-
- MAGIC_NUM1 magic_num1[MAX_SPELLS]{}; /*!< Array for non-spellbook type magic */
- MAGIC_NUM2 magic_num2[MAX_SPELLS]{}; /*!< 魔道具術師の取り込み済魔道具使用回数 / Flags for non-spellbook type magics */
-
- RF_ABILITY mane_spell[MAX_MANE]{};
- HIT_POINT mane_dam[MAX_MANE]{};
- s16b mane_num{};
- bool new_mane{};
-
-#define CONCENT_RADAR_THRESHOLD 2
-#define CONCENT_TELE_THRESHOLD 5
- s16b concent{}; /* Sniper's concentration level */
-
- HIT_POINT player_hp[PY_MAX_LEVEL]{};
- char died_from[MAX_MONSTER_NAME]{}; /* What killed the player */
- concptr last_message{}; /* Last message on death or retirement */
- char history[4][60]{}; /* Textual "history" for the Player */
-
- u16b panic_save{}; /* Panic save */
-
- bool wait_report_score{}; /* Waiting to report score */
- bool is_dead{}; /* Player is dead */
- bool now_damaged{};
- bool ambush_flag{};
- BIT_FLAGS change_floor_mode{}; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
-
- bool reset_concent{}; /* Concentration reset flag */
-
- MONSTER_IDX riding{}; /* Riding on a monster of this index */
-
-#define KNOW_STAT 0x01
-#define KNOW_HPRATE 0x02
- BIT_FLAGS8 knowledge{}; /* Knowledge about yourself */
- BIT_FLAGS visit{}; /* Visited towns */
-
- player_race_type start_race{}; /* Race at birth */
- BIT_FLAGS old_race1{}; /* Record of race changes */
- BIT_FLAGS old_race2{}; /* Record of race changes */
- s16b old_realm{}; /* Record of realm changes */
-
- s16b pet_follow_distance{}; /* Length of the imaginary "leash" for pets */
- s16b pet_extra_flags{}; /* Various flags for controling pets */
-
- MONSTER_IDX today_mon{}; //!< 日替わり賞金首を知っていればそのモンスターID、知らなければ 0
-
- bool dtrap{}; /* Whether you are on trap-safe grids */
- FLOOR_IDX floor_id{}; /* Current floor location */
- bool autopick_autoregister{}; /* auto register is in-use or not */
-
- byte feeling{}; /* Most recent dungeon feeling */
- s32b feeling_turn{}; /* The turn of the last dungeon feeling */
-
- object_type *inventory_list{}; /* The player's inventory */
- s16b inven_cnt{}; /* Number of items in inventory */
- s16b equip_cnt{}; /* Number of items in equipment */
-
- /*** Temporary fields ***/
-
- bool select_ring_slot{};
-
- bool playing{}; /* True if player is playing */
- bool leaving{}; /* True if player is leaving */
-
- bool monk_notify_aux{};
-
- byte leave_bldg{};
- byte exit_bldg{}; /* Goal obtained in on_defeat_arena_monster? -KMW- */
-
- bool leaving_dungeon{}; /* True if player is leaving the dungeon */
- bool teleport_town{};
- bool enter_dungeon{}; /* Just enter the dungeon */
-
- IDX health_who{}; /* Health bar trackee */
-
- MONRACE_IDX monster_race_idx{}; /* Monster race trackee */
-
- KIND_OBJECT_IDX object_kind_idx{}; /* Object kind trackee */
-
- s16b new_spells{}; /* Number of spells available */
- s16b old_spells{};
-
- s16b old_food_aux{}; /* Old value of food */
-
- bool old_cumber_armor{};
- bool old_cumber_glove{};
- bool old_heavy_wield[2]{};
- bool old_heavy_shoot{};
- bool old_icky_wield[2]{};
- bool old_riding_wield[2]{};
- bool old_riding_ryoute{};
- bool old_monlite{};
- int extra_blows[2]{};
-
- POSITION old_lite{}; /* Old radius of lite (if any) */
-
- bool cumber_armor{}; /* Mana draining armor */
- bool cumber_glove{}; /* Mana draining gloves */
- bool heavy_wield[2]{}; /* Heavy weapon */
- bool icky_wield[2]{}; /* Icky weapon */
- bool riding_wield[2]{}; /* Riding weapon */
- bool riding_ryoute{}; /* Riding weapon */
- bool monlite{};
- BIT_FLAGS yoiyami{};
- BIT_FLAGS easy_2weapon{};
- BIT_FLAGS down_saving{};
-
- POSITION cur_lite{}; /* Radius of lite (if any) */
-
- BIT_FLAGS update{}; /* Pending Updates */
- BIT_FLAGS redraw{}; /* Normal Redraws */
- BIT_FLAGS window_flags{}; /* Window Redraws */
- s16b stat_use[A_MAX]{}; /* Current modified stats */
- s16b stat_top[A_MAX]{}; /* Maximal modified stats */
-
- bool sutemi{};
- bool counter{};
-
- ALIGNMENT align{}; /* Good/evil/neutral */
- POSITION run_py{};
- POSITION run_px{};
- DIRECTION fishing_dir{};
-
- MONSTER_IDX pet_t_m_idx{};
- MONSTER_IDX riding_t_m_idx{};
-
- /*** Extracted fields ***/
-
- s16b running{}; /* Current counter for running, if any */
- bool suppress_multi_reward{}; /*!< 複数レベルアップ時のパトロンからの報酬多重受け取りを防止 */
-
- s16b stat_add[A_MAX]{}; /* Modifiers to stat values */
- s16b stat_index[A_MAX]{}; /* Indexes into stat tables */
-
- bool hack_mutation{};
- bool is_fired{};
- bool level_up_message{};
-
- BIT_FLAGS anti_magic{}; /* Anti-magic */
- BIT_FLAGS anti_tele{}; /* Prevent teleportation */
-
- BIT_FLAGS cursed{}; /* Player is cursed */
-
- bool can_swim{}; /* No damage falling */
- BIT_FLAGS levitation{}; /* No damage falling */
- BIT_FLAGS lite{}; /* Permanent light */
- BIT_FLAGS free_act{}; /* Never paralyzed */
- BIT_FLAGS see_inv{}; /* Can see invisible */
- BIT_FLAGS regenerate{}; /* Regenerate hit pts */
- BIT_FLAGS hold_exp{}; /* Resist exp draining */
-
- BIT_FLAGS telepathy{}; /* Telepathy */
- BIT_FLAGS esp_animal{};
- BIT_FLAGS esp_undead{};
- BIT_FLAGS esp_demon{};
- BIT_FLAGS esp_orc{};
- BIT_FLAGS esp_troll{};
- BIT_FLAGS esp_giant{};
- BIT_FLAGS esp_dragon{};
- BIT_FLAGS esp_human{};
- BIT_FLAGS esp_evil{};
- BIT_FLAGS esp_good{};
- BIT_FLAGS esp_nonliving{};
- BIT_FLAGS esp_unique{};
-
- BIT_FLAGS slow_digest{}; /* Slower digestion */
- BIT_FLAGS bless_blade{}; /* Blessed blade */
- BIT_FLAGS xtra_might{}; /* Extra might bow */
- BIT_FLAGS impact{}; /* Earthquake blows */
- BIT_FLAGS dec_mana{};
- BIT_FLAGS easy_spell{};
- BIT_FLAGS heavy_spell{};
- BIT_FLAGS warning{};
- BIT_FLAGS mighty_throw{};
- BIT_FLAGS see_nocto{}; /* Noctovision */
- bool invoking_midnight_curse{};
-
- DICE_NUMBER to_dd[2]{}; /* Extra dice/sides */
- DICE_SID to_ds[2]{};
-
- 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) */
- 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) */
- 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) */
- 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 */
- 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 */
-
- s16b to_h[2]{}; /* Bonus to hit (wield) */
- s16b to_h_b{}; /* Bonus to hit (bow) */
- s16b to_h_m{}; /* Bonus to hit (misc) */
- s16b to_d[2]{}; /* Bonus to dam (wield) */
- s16b to_d_m{}; /* Bonus to dam (misc) */
- ARMOUR_CLASS to_a{}; /* Bonus to ac */
-
- s16b to_m_chance{}; /* Minusses to cast chance */
-
- bool no_flowed{};
-
- ARMOUR_CLASS ac{}; /*!< 装備無しの基本AC / Base ac */
-
- ACTION_SKILL_POWER see_infra{}; /*!< 赤外線視能力の強さ /Infravision range */
- ACTION_SKILL_POWER skill_dis{}; /*!< 行動技能値:解除能力 / Skill: Disarming */
- ACTION_SKILL_POWER skill_dev{}; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
- ACTION_SKILL_POWER skill_sav{}; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
- ACTION_SKILL_POWER skill_stl{}; /*!< 行動技能値:隠密 / Skill: Stealth factor */
-
- /*!
- * 行動技能値:知覚 / Skill: Searching ability
- * 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
- * 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。
- * 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。
- */
- ACTION_SKILL_POWER skill_srh{};
-
- ACTION_SKILL_POWER skill_fos{}; /*!< 行動技能値:探索 / Skill: Searching frequency */
- ACTION_SKILL_POWER skill_thn{}; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
- ACTION_SKILL_POWER skill_thb{}; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
- ACTION_SKILL_POWER skill_tht{}; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
- ACTION_SKILL_POWER skill_dig{}; /*!< 行動技能値:掘削 / Skill: Digging */
-
- s16b num_blow[2]{}; /* Number of blows */
- s16b num_fire{}; /* Number of shots */
-
- byte tval_xtra{}; /* (Unused)Correct xtra tval */
- byte tval_ammo{}; /* Correct ammo tval */
-
- s16b pspeed{}; /*!< 現在の速度 / Current speed */
-
- ENERGY energy_use{}; /*!< 直近のターンに消費したエネルギー / Energy use this turn */
-
- POSITION y{}; /*!< ダンジョンの現在Y座標 / Player location in dungeon */
- POSITION x{}; /*!< ダンジョンの現在X座標 / Player location in dungeon */
- GAME_TEXT name[32]{}; /*!< 現在のプレイヤー名 / Current player's character name */
- char base_name[32]{}; /*!< Stripped version of "player_name" */
-} player_type;
-
-extern player_type *p_ptr;
-
-extern concptr your_alignment(player_type *creature_ptr, bool with_value = false);
-extern int weapon_exp_level(int weapon_exp);
-extern int riding_exp_level(int riding_exp);
-extern int spell_exp_level(int spell_exp);
-
-extern int calc_weapon_weight_limit(player_type *creature_ptr);
-extern WEIGHT calc_inventory_weight(player_type *creature_ptr);
-
-extern s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);
-extern WEIGHT calc_weight_limit(player_type *creature_ptr);
-extern bool has_melee_weapon(player_type *creature_ptr, int i);
-
-extern bool heavy_armor(player_type *creature_ptr);
-extern void update_creature(player_type *creature_ptr);
-extern BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control);
-extern bool player_has_no_spellbooks(player_type *creature_ptr);
-
-extern void take_turn(player_type *creature_ptr, PERCENTAGE need_cost);
-extern void free_turn(player_type *creature_ptr);
-
-extern bool player_place(player_type *creature_ptr, POSITION y, POSITION x);
-
-extern void check_experience(player_type *creature_ptr);
-extern void wreck_the_pattern(player_type *creature_ptr);
-extern void cnv_stat(int val, char *out_val);
-extern s16b modify_stat_value(int value, int amount);
-extern long calc_score(player_type *creature_ptr);
-
-extern bool is_blessed(player_type *creature_ptr);
-extern bool is_time_limit_esp(player_type *creature_ptr);
-extern bool is_time_limit_stealth(player_type *creature_ptr);
-extern 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);
-
-/*
- * Player "food" crucial values
- */
-#define PY_FOOD_MAX 15000 /*!< 食べ過ぎ~満腹の閾値 / Food value (Bloated) */
-#define PY_FOOD_FULL 10000 /*!< 満腹~平常の閾値 / Food value (Normal) */
-#define PY_FOOD_ALERT 2000 /*!< 平常~空腹の閾値 / Food value (Hungry) */
-#define PY_FOOD_WEAK 1000 /*!< 空腹~衰弱の閾値 / Food value (Weak) */
-#define PY_FOOD_FAINT 500 /*!< 衰弱~衰弱(赤表示/麻痺)の閾値 / Food value (Fainting) */
-#define PY_FOOD_STARVE 100 /*!< 衰弱(赤表示/麻痺)~飢餓ダメージの閾値 / Food value (Starving) */
-
-/*
- * Player regeneration constants
- */
-#define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
-#define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
-#define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
-#define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
-#define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
-
-extern void stop_singing(player_type *creature_ptr);
-extern void stop_mouth(player_type *caster_ptr);
-extern PERCENTAGE calculate_upkeep(player_type *creature_ptr);
-extern bool music_singing(player_type *caster_ptr, int music_songs);
+#include "system/angband.h"
-#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])
+struct object_type;;
+struct player_type;
+int spell_exp_level(int spell_exp);
+
+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);
+
+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 *player_ptr, POSITION y, POSITION x);
+
+void check_experience(player_type *player_ptr);
+void wreck_the_pattern(player_type *player_ptr);
+void cnv_stat(int val, char *out_val);
+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);