#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) */
+extern const byte adj_mag_study[];
+extern const byte adj_mag_mana[];
+extern const byte adj_mag_fail[];
+extern const byte adj_mag_stat[];
+extern const byte adj_chr_gold[];
+extern const byte adj_int_dev[];
+extern const byte adj_wis_sav[];
+extern const byte adj_dex_dis[];
+extern const byte adj_int_dis[];
+extern const byte adj_dex_ta[];
+extern const byte adj_str_td[];
+extern const byte adj_dex_th[];
+extern const byte adj_str_th[];
+extern const byte adj_str_wgt[];
+extern const byte adj_str_hold[];
+extern const byte adj_str_dig[];
+extern const byte adj_dex_safe[];
+extern const byte adj_con_fix[];
+extern const byte adj_con_mhp[];
+extern const byte adj_chr_chm[];
+
+
extern const concptr stat_names[6];
extern const concptr stat_names_reduced[6];
struct player_type
{
+ int player_uid;
+ int player_euid;
+ int player_egid;
+
POSITION oldpy; /* Previous player location -KMW- */
POSITION oldpx; /* Previous player location -KMW- */
s16b arena_number; /* monster number in arena -KMW- */
bool inside_arena; /* Is character inside arena? */
QUEST_IDX inside_quest; /* Inside quest level */
- bool inside_battle; /* Is character inside tougijou? */
+ 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 */
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;
SPELL_IDX 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];
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 */
POSITION run_px;
DIRECTION fishing_dir;
+ MONSTER_IDX pet_t_m_idx;
+ MONSTER_IDX riding_t_m_idx;
/*** Extracted fields ***/
char base_name[32]; /*!< Stripped version of "player_name" */
};
+extern player_type *p_ptr;
-extern concptr your_alignment(void);
+extern concptr your_alignment(player_type *creature_ptr);
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 s16b calc_num_fire(object_type *o_ptr);
-extern void calc_bonuses(void);
-extern WEIGHT weight_limit(void);
-extern bool has_melee_weapon(int i);
-extern bool is_heavy_shoot(object_type *o_ptr);
+extern s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);
+extern void calc_bonuses(player_type *creature_ptr);
+extern WEIGHT weight_limit(player_type *creature_ptr);
+extern bool has_melee_weapon(player_type *creature_ptr, int i);
+extern bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr);
-extern bool heavy_armor(void);
+extern bool heavy_armor(player_type *creature_ptr);
extern void update_creature(player_type *creature_ptr);
-extern BIT_FLAGS16 empty_hands(bool riding_control);
-extern bool player_has_no_spellbooks(void);
+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(POSITION y, POSITION x);
-extern void sanity_blast(monster_type *m_ptr, bool necro);
+extern bool player_place(player_type *creature_ptr, POSITION y, POSITION x);
+extern void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro);
-extern void check_experience(void);
-extern void wreck_the_pattern(void);
+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(void);