#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.
};
/*!< Weapon hand status */
-typedef enum player_hand {
- PLAYER_HAND_MAIN = 0x0000,
- PLAYER_HAND_SUB = 0x0001,
- PLAYER_HAND_OTHER = 0x0002
-} player_hand;
+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)
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 */
- player_personality_type oops; /* Unused */
-
- DICE_SID hitdie; /* Hit dice (sides) */
- u16b expfact; /* Experience factor
+ 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;
+ 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 */
+ TIME_EFFECT tim_reflect{}; /* Timed -- Reflect */
+ TIME_EFFECT multishadow{}; /* Timed -- Multi-shadow */
+ TIME_EFFECT dustrobe{}; /* Timed -- Robe of dust */
- bool timewalk;
+ 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 */
+ GAME_TURN resting{}; /* Current counter for resting, if any */
- PATRON_IDX chaos_patron;
+ PATRON_IDX chaos_patron{};
- BIT_FLAGS muta1; /*!< レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
- BIT_FLAGS muta2; /*!< 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
- BIT_FLAGS muta3; /*!< 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
+ FlagGroup<MUTA> muta{}; /*!< 突然変異 / mutations */
- s16b virtues[8];
- s16b vir_types[8];
+ 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 */
+ 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 */
+ ENERGY energy_need{}; /* Energy needed for next move */
+ ENERGY enchant_energy_need{}; /* Energy needed for next upkeep effect */
- FEED food; /* Current nutrition */
+ 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-
* 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;
+ 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 */
-
- SPELL_IDX mane_spell[MAX_MANE];
- HIT_POINT mane_dam[MAX_MANE];
- s16b mane_num;
- bool new_mane;
+ 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 */
+ 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 */
+ 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 */
+ 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 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 */
+ bool reset_concent{}; /* Concentration reset flag */
- MONSTER_IDX riding; /* Riding on a monster of this index */
+ 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 */
+ 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 */
+ 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 */
+ s16b pet_follow_distance{}; /* Length of the imaginary "leash" for pets */
+ s16b pet_extra_flags{}; /* Various flags for controling pets */
- s16b today_mon; /* Wanted monster */
+ 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 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 */
+ 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 */
+ 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 */
+ 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 select_ring_slot{};
- bool playing; /* True if player is playing */
- bool leaving; /* True if player is leaving */
+ bool playing{}; /* True if player is playing */
+ bool leaving{}; /* True if player is leaving */
- bool monk_notify_aux;
+ bool monk_notify_aux{};
- byte leave_bldg;
- byte exit_bldg; /* Goal obtained in on_defeat_arena_monster? -KMW- */
+ 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 */
+ 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 */
+ IDX health_who{}; /* Health bar trackee */
- MONRACE_IDX monster_race_idx; /* Monster race trackee */
+ MONRACE_IDX monster_race_idx{}; /* Monster race trackee */
- KIND_OBJECT_IDX object_kind_idx; /* Object kind trackee */
+ KIND_OBJECT_IDX object_kind_idx{}; /* Object kind trackee */
- s16b new_spells; /* Number of spells available */
- s16b old_spells;
+ s16b new_spells{}; /* Number of spells available */
+ s16b old_spells{};
- s16b old_food_aux; /* Old value of food */
+ 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];
+ 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) */
+ 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;
+ 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) */
+ POSITION cur_lite{}; /* Radius of lite (if any) */
- BIT_FLAGS update; /* Pending Updates */
- BIT_FLAGS redraw; /* Normal Redraws */
- BIT_FLAGS window; /* Window Redraws */
- s16b stat_use[A_MAX]; /* Current modified stats */
- s16b stat_top[A_MAX]; /* Maximal modified stats */
+ 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;
+ bool sutemi{};
+ bool counter{};
- ALIGNMENT align; /* Good/evil/neutral */
- POSITION run_py;
- POSITION run_px;
- DIRECTION fishing_dir;
+ 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;
+ 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_ind[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 */
+ 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
* 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_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 */
+ 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 */
+ 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 */
+ byte tval_xtra{}; /* (Unused)Correct xtra tval */
+ byte tval_ammo{}; /* Correct ammo tval */
- s16b pspeed; /*!< 現在の速度 / Current speed */
+ 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 */
+ 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" */
+ 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);
+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 WEIGHT calc_inventory_weight(player_type *creature_ptr);
extern s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);
-extern void calc_bonuses(player_type *creature_ptr);
extern WEIGHT calc_weight_limit(player_type *creature_ptr);
extern bool has_melee_weapon(player_type *creature_ptr, int i);
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