-/* File: types.h */
-
-/* Purpose: global type declarations */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
- */
-
-
-/*
+/*!
+ * @file types.h
+ * @brief グローバルな構造体の定義 / global type declarations
+ * @date 2014/08/10
+ * @author
+ * <pre>
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
+ * </pre>
+ * @details
+ * <pre>
+ * このファイルはangband.hでのみインクルードすること。
* This file should ONLY be included by "angband.h"
- */
-
-/*
+ *
* Note that "char" may or may not be signed, and that "signed char"
* may or may not work on all machines. So always use "s16b" or "s32b"
* for signed values. Also, note that unsigned values cause math problems
* in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
* of these could be removed, but this would, in general, slow down the game
* and increase the complexity of the code.
+ * </pre>
*/
+/*
+ * Feature state structure
+ *
+ * - Action (FF_*)
+ * - Result (f_info ID)
+ */
+typedef struct feature_state feature_state;
+struct feature_state
+{
+ byte action;
+ s16b result;
+};
-/*
- * Information about terrain "features"
+/*!
+ * @struct feature_type
+ * @brief 地形情報の構造体 / Information about terrain "features"
*/
typedef struct feature_type feature_type;
struct feature_type
{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
+ u32b name; /*!< 地形名参照のためのネームバッファオフセット値 / Name (offset) */
+ u32b text; /*!< 地形説明参照のためのネームバッファオフセット値 / Text (offset) */
+ s16b tag; /*!< 地形特性タグ参照のためのネームバッファオフセット値 / Tag (offset) */
+
+ s16b mimic; /*!< 未確定時の外形地形ID / Feature to mimic */
- byte mimic; /* Feature to mimic */
+ u32b flags[FF_FLAG_SIZE]; /*!< 地形の基本特性ビット配列 / Flags */
- byte extra; /* Extra byte (unused) */
+ u16b priority; /*!< 縮小表示で省略する際の表示優先度 / Map priority */
+ s16b destroyed; /*!< 一度*破壊*に巻き込まれたかどうかのフラグ / Default destroyed state */
- s16b unused; /* Extra bytes (unused) */
+ feature_state state[MAX_FEAT_STATES]; /*!< feature_state テーブル */
- byte d_attr; /* Default feature attribute */
- byte d_char; /* Default feature character */
+ byte subtype; /*!< 副特性値 */
+ byte power; /*!< 地形強度 */
+ byte d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
+ byte d_char[F_LIT_MAX]; /*!< デフォルトの地形シンボルアルファベット / Default feature character */
- byte x_attr; /* Desired feature attribute */
- byte x_char; /* Desired feature character */
+ byte x_attr[F_LIT_MAX]; /*!< 設定変更後の地形シンボルカラー / Desired feature attribute */
+ byte x_char[F_LIT_MAX]; /*!< 設定変更後の地形シンボルアルファベット / Desired feature character */
};
-/*
- * Information about object "kinds", including player knowledge.
- *
+/*!
+ * @struct object_kind
+ * @brief ベースアイテム情報の構造体 / Information about object "kinds", including player knowledge.
+ * @details
+ * ゲーム進行用のセーブファイル上では aware と tried のみ保存対象とすること。と英文ではあるが実際はもっとある様子である。 /
* Only "aware" and "tried" are saved in the savefile
*/
struct object_kind
{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
-
- byte tval; /* Object type */
- byte sval; /* Object sub type */
+ u32b name; /*!< ベースアイテム名参照のためのネームバッファオフセット値 / Name (offset) */
+ u32b text; /*!< 解説テキスト参照のためのネームバッファオフセット値 / Text (offset) */
+ u32b flavor_name; /*!< 未確定名参照のためのネームバッファオフセット値 / Flavor name (offset) */
- s16b pval; /* Object extra info */
+ byte tval; /*!< ベースアイテム種別の大項目値 Object type */
+ byte sval; /*!< ベースアイテム種別の小項目値 Object sub type */
- s16b to_h; /* Bonus to hit */
- s16b to_d; /* Bonus to damage */
- s16b to_a; /* Bonus to armor */
+ s16b pval; /*!< ベースアイテムのpval(能力修正共通値) Object extra info */
- s16b ac; /* Base armor */
+ s16b to_h; /*!< ベースアイテムの命中修正値 / Bonus to hit */
+ s16b to_d; /*!< ベースアイテムのダメージ修正値 / Bonus to damage */
+ s16b to_a; /*!< ベースアイテムのAC修正値 / Bonus to armor */
- byte dd, ds; /* Damage dice/sides */
-
- s16b weight; /* Weight */
+ s16b ac; /*!< ベースアイテムのAC基本値 / Base armor */
- s32b cost; /* Object "base cost" */
+ byte dd, ds; /*!< ダメージダイスの数と大きさ / Damage dice/sides */
- u32b flags1; /* Flags, set 1 */
- u32b flags2; /* Flags, set 2 */
- u32b flags3; /* Flags, set 3 */
+ s16b weight; /*!< ベースアイテムの重量 / Weight */
- u32b gen_flags; /* flags for generate */
+ s32b cost; /*!< ベースアイテムの基本価値 / Object "base cost" */
- byte locale[4]; /* Allocation level(s) */
- byte chance[4]; /* Allocation chance(s) */
+ u32b flags[TR_FLAG_SIZE]; /*!< ベースアイテムの基本特性ビット配列 / Flags */
- byte level; /* Level */
- byte extra; /* Something */
+ u32b gen_flags; /*!< ベースアイテムの生成特性ビット配列 / flags for generate */
+ byte locale[4]; /*!< ベースアイテムの生成階テーブル / Allocation level(s) */
+ byte chance[4]; /*!< ベースアイテムの生成確率テーブル / Allocation chance(s) */
- byte d_attr; /* Default object attribute */
- byte d_char; /* Default object character */
+ byte level; /*!< ベースアイテムの基本生成階 / Level */
+ byte extra; /*!< その他色々のビットフラグ配列 / Something */
+ byte d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
+ byte d_char; /*!< デフォルトのアイテムシンボルアルファベット / Default object character */
- byte x_attr; /* Desired object attribute */
- byte x_char; /* Desired object character */
+ byte x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
+ byte x_char; /*!< 設定変更後のアイテムシンボルアルファベット / Desired object character */
+ s16b flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
- byte flavor; /* Special object flavor (or zero) */
+ bool easy_know; /*!< ベースアイテムが初期からベース名を判断可能かどうか / This object is always known (if aware) */
- bool easy_know; /* This object is always known (if aware) */
+ bool aware; /*!< ベースアイテムが鑑定済かどうか / The player is "aware" of the item's effects */
+ bool tried; /*!< ベースアイテムを未鑑定のまま試したことがあるか / The player has "tried" one of the items */
- bool aware; /* The player is "aware" of the item's effects */
-
- bool tried; /* The player has "tried" one of the items */
+ byte act_idx; /*!< 発動能力のID / Activative ability index */
};
-/*
- * Information about "artifacts".
- *
- * Note that the save-file only writes "cur_num" to the savefile.
- *
- * Note that "max_num" is always "1" (if that artifact "exists")
- */
-
typedef struct artifact_type artifact_type;
+/*!
+ * @struct artifact_type
+ * @brief 固定アーティファクト情報の構造体 / Artifact structure.
+ * @details
+ * @note
+ * the save-file only writes "cur_num" to the savefile.
+ * "max_num" is always "1" (if that artifact "exists")
+ */
struct artifact_type
{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
+ u32b name; /*!< アーティファクト名(headerオフセット参照) / Name (offset) */
+ u32b text; /*!< アーティファクト解説(headerオフセット参照) / Text (offset) */
- byte tval; /* Artifact type */
- byte sval; /* Artifact sub type */
+ byte tval; /*!< ベースアイテム大項目ID / Artifact type */
+ byte sval; /*!< ベースアイテム小項目ID / Artifact sub type */
- s16b pval; /* Artifact extra info */
+ s16b pval; /*!< pval修正値 / Artifact extra info */
- s16b to_h; /* Bonus to hit */
- s16b to_d; /* Bonus to damage */
- s16b to_a; /* Bonus to armor */
+ s16b to_h; /*!< 命中ボーナス値 / Bonus to hit */
+ s16b to_d; /*!< ダメージボーナス値 / Bonus to damage */
+ s16b to_a; /*!< ACボーナス値 / Bonus to armor */
- s16b ac; /* Base armor */
+ s16b ac; /*!< 上書きベースAC値 / Base armor */
- byte dd, ds; /* Damage when hits */
+ byte dd, ds; /*!< ダイス値 / Damage when hits */
- s16b weight; /* Weight */
+ s16b weight; /*!< 重量 / Weight */
- s32b cost; /* Artifact "cost" */
+ s32b cost; /*!< 基本価格 / Artifact "cost" */
- u32b flags1; /* Artifact Flags, set 1 */
- u32b flags2; /* Artifact Flags, set 2 */
- u32b flags3; /* Artifact Flags, set 3 */
+ u32b flags[TR_FLAG_SIZE]; /*! アイテムフラグ / Artifact Flags */
- u32b gen_flags; /* flags for generate */
+ u32b gen_flags; /*! アイテム生成フラグ / flags for generate */
+
+ byte level; /*! 基本生成階 / Artifact level */
+ byte rarity; /*! レアリティ / Artifact rarity */
- byte level; /* Artifact level */
- byte rarity; /* Artifact rarity */
+ byte cur_num; /*! 現在の生成数 / Number created (0 or 1) */
+ byte max_num; /*! (未使用)最大生成数 / Unused (should be "1") */
- byte cur_num; /* Number created (0 or 1) */
- byte max_num; /* Unused (should be "1") */
+ s16b floor_id; /*! アイテムを落としたフロアのID / Leaved on this location last time */
+
+ byte act_idx; /*! 発動能力ID / Activative ability index */
};
s32b cost; /* Ego-item "cost" */
- u32b flags1; /* Ego-Item Flags, set 1 */
- u32b flags2; /* Ego-Item Flags, set 2 */
- u32b flags3; /* Ego-Item Flags, set 3 */
+ u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
u32b gen_flags; /* flags for generate */
+
+ byte act_idx; /* Activative ability index */
};
};
+typedef struct mbe_info_type mbe_info_type;
+
+struct mbe_info_type
+{
+ int power; /* The attack "power" */
+ int explode_type; /* Explosion effect */
+};
+
/*
* Monster "race" information, including racial memories
struct monster_race
{
- u32b name; /* Name (offset) */
+ u32b name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
#ifdef JP
- u32b E_name; /* ±Ñ¸ì̾ (offset) */
+ u32b E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
#endif
- u32b text; /* Text (offset) */
+ u32b text; /*!< 思い出テキストのオフセット / Lore text offset */
- byte hdice; /* Creatures hit dice count */
- byte hside; /* Creatures hit dice sides */
+ byte hdice; /*!< HPのダイス数 / Creatures hit dice count */
+ byte hside; /*!< HPのダイス面数 / Creatures hit dice sides */
- s16b ac; /* Armour Class */
+ s16b ac; /*!< アーマークラス / Armour Class */
- s16b sleep; /* Inactive counter (base) */
- byte aaf; /* Area affect radius (1-100) */
- byte speed; /* Speed (normally 110) */
+ s16b sleep; /*!< 睡眠値 / Inactive counter (base) */
+ byte aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
+ byte speed; /*!< 加速(110で+0) / Speed (normally 110) */
- s32b mexp; /* Exp value for kill */
+ s32b mexp; /*!< 殺害時基本経験値 / Exp value for kill */
- s16b extra; /* Unused (for now) */
+ s16b extra; /*!< 未使用 / Unused (for now) */
- byte freq_inate; /* Inate spell frequency */
- byte freq_spell; /* Other spell frequency */
+ byte freq_spell; /*!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency */
u32b flags1; /* Flags 1 (general) */
u32b flags2; /* Flags 2 (abilities) */
u32b flags7; /* Flags 7 (movement related abilities) */
u32b flags8; /* Flags 8 (wilderness info) */
u32b flags9; /* Flags 9 (drops info) */
+ u32b flagsr; /* Flags R (resistances info) */
monster_blow blow[4]; /* Up to four blows per round */
+ u16b reinforce_id[6];
+ u16b reinforce_dd[6];
+ u16b reinforce_ds[6];
+
+ u16b artifact_id[4]; /* 特定アーティファクトドロップID */
+ u16b artifact_rarity[4]; /* 特定アーティファクトレア度 */
+ u16b artifact_percent[4]; /* 特定アーティファクトドロップ率 */
+
+ u32b arena_ratio; /* アリーナの評価修正値(%基準 / 0=100%) / Arena */
s16b next_r_idx;
u32b next_exp;
byte cur_num; /* Monster population on current level */
+ s16b floor_id; /* Location of unique monster */
+
s16b r_sights; /* Count sightings of this monster */
s16b r_deaths; /* Count deaths from this monster */
- s16b r_pkills; /* Count monsters killed in this life */
+ s16b r_pkills; /* Count visible monsters killed in this life */
+ s16b r_akills; /* Count all monsters killed in this life */
s16b r_tkills; /* Count monsters killed in all lives */
byte r_wake; /* Number of times woken up (?) */
byte r_drop_gold; /* Max number of gold dropped at once */
byte r_drop_item; /* Max number of item dropped at once */
- byte r_cast_inate; /* Max number of inate spells seen */
byte r_cast_spell; /* Max number of other spells seen */
byte r_blows[4]; /* Number of times each blow type was seen */
u32b r_flags4; /* Observed racial flags */
u32b r_flags5; /* Observed racial flags */
u32b r_flags6; /* Observed racial flags */
- u32b r_flags7; /* Observed racial flags */
+ /* u32b r_flags7; */ /* Observed racial flags */
+ u32b r_flagsr; /* Observed racial resistance flags */
};
{
u16b info; /* Hack -- cave flags */
- byte feat; /* Hack -- feature type */
+ s16b feat; /* Hack -- feature type */
s16b o_idx; /* Object in this grid */
s16b special; /* Special cave info */
- byte mimic; /* Feature to mimic */
+ s16b mimic; /* Feature to mimic */
byte cost; /* Hack -- cost of flowing */
byte dist; /* Hack -- distance from player */
byte name2; /* Ego-Item type, if any */
byte xtra1; /* Extra info type (now unused) */
- byte xtra2; /* Extra info index */
- byte xtra3; /* Extra info */
- s16b xtra4; /* Extra info */
- s16b xtra5; /* Extra info */
+ byte xtra2; /* Extra info activation index */
+ byte xtra3; /* Extra info for weaponsmith */
+ s16b xtra4; /* Extra info fuel or captured monster's current HP */
+ s16b xtra5; /* Extra info captured monster's max HP */
s16b to_h; /* Plusses to hit */
s16b to_d; /* Plusses to damage */
byte feeling; /* Game generated inscription number (eg, pseudo-id) */
- u32b art_flags1; /* Flags, set 1 Alas, these were necessary */
- u32b art_flags2; /* Flags, set 2 for the random artifacts of*/
- u32b art_flags3; /* Flags, set 3 Zangband */
+ u32b art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
u32b curse_flags; /* Flags for curse */
s16b next_o_idx; /* Next object in stack (if any) */
s16b held_m_idx; /* Monster holding us (if any) */
-
-#ifdef SCRIPT_OBJ_KIND
- char *name;
-
- byte d_attr; /* Default object attribute */
- byte d_char; /* Default object character */
-
-
- byte x_attr; /* Desired object attribute */
- byte x_char; /* Desired object character */
-
-
- byte flavor; /* Special object flavor (or zero) */
-
- bool easy_know; /* This object is always known (if aware) */
-
-
- bool aware; /* The player is "aware" of the item's effects */
-
- bool tried; /* The player has "tried" one of the items */
-#endif /* SCRIPT_OBJ_KIND */
};
s16b hp; /* Current Hit points */
s16b maxhp; /* Max Hit points */
s16b max_maxhp; /* Max Max Hit points */
+ u32b dealt_damage; /* Sum of damages dealt by player */
- s16b csleep; /* Inactive counter */
+ s16b mtimed[MAX_MTIMED]; /* Timed status counter */
byte mspeed; /* Monster "speed" */
s16b energy_need; /* Monster "energy" */
- byte fast; /* Monster is stunned */
- byte slow; /* Monster is stunned */
- byte stunned; /* Monster is stunned */
- byte confused; /* Monster is confused */
- byte monfear; /* Monster is afraid */
- byte invulner; /* Monster is temporarily invulnerable */
-
byte cdis; /* Current dis from player */
byte mflag; /* Extra monster flags */
u32b exp;
-#ifdef WDT_TRACK_OPTIONS
-
- byte ty; /* Y location of target */
- byte tx; /* X location of target */
-
- byte t_dur; /* How long are we tracking */
-
- byte t_bit; /* Up to eight bit flags */
-
-#endif /* WDT_TRACK_OPTIONS */
-
-#ifdef DRS_SMART_OPTIONS
-
u32b smart; /* Field for "smart_learn" */
-#endif /* DRS_SMART_OPTIONS */
-
+ s16b parent_m_idx;
};
};
-/*
- * Structure for the "quests"
- */
typedef struct quest_type quest_type;
+/*!
+ * @struct quest_type
+ * @brief クエスト情報の構造体 / Structure for the "quests".
+ */
+
struct quest_type
{
- s16b status; /* Is the quest taken, completed, finished? */
+ s16b status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
- s16b type; /* The quest type */
+ s16b type; /*!< クエストの種別 / The quest type */
- char name[60]; /* Quest name */
- s16b level; /* Dungeon level */
- s16b r_idx; /* Monster race */
+ char name[60]; /*!< クエスト名 / Quest name */
+ s16b level; /*!< 処理階層 / Dungeon level */
+ s16b r_idx; /*!< クエスト対象のモンスターID / Monster race */
- s16b cur_num; /* Number killed */
- s16b max_num; /* Number required */
+ s16b cur_num; /*!< 撃破したモンスターの数 / Number killed */
+ s16b max_num; /*!< 求められるモンスターの撃破数 / Number required */
- s16b k_idx; /* object index */
- s16b num_mon; /* number of monsters on level */
+ s16b k_idx; /*!< クエスト対象のアイテムID / object index */
+ s16b num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
- byte flags; /* quest flags */
- byte dungeon; /* quest dungeon */
+ byte flags; /*!< クエストに関するフラグビット / quest flags */
+ byte dungeon; /*!< クエスト対象のダンジョンID / quest dungeon */
- byte complev; /* player level (complete) */
+ byte complev; /*!< クリア時プレイヤーレベル / player level (complete) */
+ u32b comptime; /*!< クリア時ゲーム時間 / quest clear time*/
};
cptr title; /* Type of sex */
cptr winner; /* Name of winner */
#ifdef JP
- cptr E_title; /* ±Ñ¸ìÀÊÌ */
- cptr E_winner; /* ±Ñ¸ìÀÊÌ */
+ cptr E_title; /* 英語性別 */
+ cptr E_winner; /* 英語性別 */
#endif
};
cptr title; /* Type of race */
#ifdef JP
- cptr E_title; /* ±Ñ¸ì¼ï² */
+ cptr E_title; /* 英語種族 */
#endif
s16b r_adj[6]; /* Racial stat bonuses */
cptr title; /* Type of class */
#ifdef JP
- cptr E_title; /* ±Ñ¸ì¿¦¶È */
+ cptr E_title; /* 英語職業 */
#endif
s16b c_adj[6]; /* Class stat modifier */
cptr title; /* Type of seikaku */
#ifdef JP
- cptr E_title; /* ±Ñ¸ìÀ³Ê */
+ cptr E_title; /* 英語性格 */
#endif
s16b a_adj[6]; /* seikaku stat bonuses */
s16b a_mhp; /* Race hit-dice modifier */
- byte no; /* ¤Î */
+ byte no; /* の */
byte sex; /* seibetu seigen */
};
byte hitdie; /* Hit dice (sides) */
u16b expfact; /* Experience factor
- * Note: was byte, causing overflow for Amberite
- * characters (such as Amberite Paladins)
- */
+ * Note: was byte, causing overflow for Amberite
+ * characters (such as Amberite Paladins)
+ */
s16b age; /* Characters age */
s16b ht; /* Height */
s32b au; /* Current Gold */
+ s32b max_max_exp; /* Max max experience (only to calculate score) */
s32b max_exp; /* Max experience */
s32b exp; /* Cur experience */
- u16b exp_frac; /* Cur exp frac (times 2^16) */
+ u32b exp_frac; /* Cur exp frac (times 2^16) */
s16b lev; /* Level */
s16b inside_quest; /* Inside quest level */
bool inside_battle; /* Is character inside tougijou? */
- s16b rewards[MAX_BACT]; /* Status of rewards in town */
-
s32b wilderness_x; /* Coordinates in the wilderness */
s32b wilderness_y;
bool wild_mode;
- s16b mhp; /* Max hit pts */
- s16b chp; /* Cur hit pts */
- u16b chp_frac; /* Cur hit frac (times 2^16) */
+ s32b mhp; /* Max hit pts */
+ s32b chp; /* Cur hit pts */
+ u32b chp_frac; /* Cur hit frac (times 2^16) */
- s16b msp; /* Max mana pts */
- s16b csp; /* Cur mana pts */
- u16b csp_frac; /* Cur mana frac (times 2^16) */
+ s32b msp; /* Max mana pts */
+ s32b csp; /* Cur mana pts */
+ u32b csp_frac; /* Cur mana frac (times 2^16) */
s16b max_plv; /* Max Player Level */
s16b stat_max_max[6]; /* Maximal "maximal" stat values */
s16b stat_cur[6]; /* Current "natural" stat values */
+ s16b learned_spells;
+ s16b add_spells;
+
u32b count;
- s16b fast; /* Timed -- Fast */
- s16b slow; /* Timed -- Slow */
- s16b blind; /* Timed -- Blindness */
+ s16b fast; /* Timed -- Fast */
+ s16b slow; /* Timed -- Slow */
+ s16b blind; /* Timed -- Blindness */
s16b paralyzed; /* Timed -- Paralysis */
s16b confused; /* Timed -- Confusion */
s16b afraid; /* Timed -- Fear */
- s16b image; /* Timed -- Hallucination */
+ s16b image; /* Timed -- Hallucination */
s16b poisoned; /* Timed -- Poisoned */
- s16b cut; /* Timed -- Cut */
- s16b stun; /* Timed -- Stun */
+ s16b cut; /* Timed -- Cut */
+ s16b stun; /* Timed -- Stun */
s16b protevil; /* Timed -- Protection */
s16b invuln; /* Timed -- Invulnerable */
s16b ult_res; /* Timed -- Ultimate Resistance */
- s16b hero; /* Timed -- Heroism */
- s16b shero; /* Timed -- Super Heroism */
+ s16b hero; /* Timed -- Heroism */
+ s16b shero; /* Timed -- Super Heroism */
s16b shield; /* Timed -- Shield Spell */
s16b blessed; /* Timed -- Blessed */
s16b tim_invis; /* Timed -- See Invisible */
s16b tim_regen;
s16b kabenuke;
s16b tim_stealth;
- s16b tim_ffall;
+ s16b tim_levitation;
s16b tim_sh_touki;
s16b lightspeed;
s16b tsubureru;
byte mimic_form;
s16b tim_mimic;
s16b tim_sh_fire;
+ s16b tim_sh_holy;
+ s16b tim_eyeeye;
- /* for mirror master */
+ /* for mirror master */
s16b tim_reflect; /* Timed -- Reflect */
s16b multishadow; /* Timed -- Multi-shadow */
s16b dustrobe; /* Timed -- Robe of dust */
s16b virtues[8];
s16b vir_types[8];
- s16b word_recall; /* Word of recall counter */
- byte recall_dungeon;
+ s16b word_recall; /* Word of recall counter */
+ s16b alter_reality; /* Alter reality counter */
+ byte recall_dungeon; /* Dungeon set to be recalled */
- s16b energy_need; /* Energy needed for next move */
+ s16b energy_need; /* Energy needed for next move */
+ s16b enchant_energy_need; /* Energy needed for next upkeep effect */
- s16b food; /* Current nutrition */
+ s16b food; /* Current nutrition */
- u32b total_weight; /* Total weight being carried */
+ u32b special_attack; /* Special attack capacity -LM- */
+ u32b special_defense; /* Special block capacity -LM- */
+ byte action; /* Currently action */
+
+ u32b spell_learned1; /* bit mask of spells learned */
+ u32b spell_learned2; /* bit mask of spells learned */
+ u32b spell_worked1; /* bit mask of spells tried and worked */
+ u32b spell_worked2; /* bit mask of spells tried and worked */
+ u32b spell_forgotten1; /* bit mask of spells learned but forgotten */
+ u32b spell_forgotten2; /* bit mask of spells learned but forgotten */
+ byte spell_order[64]; /* order spells learned/remembered/forgotten */
+
+ s16b spell_exp[64]; /* Proficiency of spells */
+ s16b weapon_exp[5][64]; /* Proficiency of weapons */
+ s16b skill_exp[10]; /* Proficiency of misc. skill */
+
+ s32b magic_num1[108]; /* Array for non-spellbook type magic */
+ byte magic_num2[108]; /* Flags for non-spellbook type magics */
+
+ s16b mane_spell[MAX_MANE];
+ s16b mane_dam[MAX_MANE];
+ s16b mane_num;
+
+ s16b concent; /* Sniper's concentration level */
+
+ s16b player_hp[PY_MAX_LEVEL];
+ char died_from[80]; /* What killed the player */
+ cptr last_message; /* Last message on death or retirement */
+ char history[4][60]; /* Textual "history" for the Player */
+
+ u16b total_winner; /* Total winner */
+ u16b panic_save; /* Panic save */
+
+ u16b noscore; /* Cheating flags */
+
+ bool wait_report_score; /* Waiting to report score */
+ bool is_dead; /* Player is dead */
+
+ bool wizard; /* Player is in wizard mode */
+
+ s16b riding; /* Riding on a monster of this index */
+ byte knowledge; /* Knowledge about yourself */
+ s32b visit; /* Visited towns */
+
+ byte start_race; /* Race at birth */
+ s32b old_race1; /* Record of race changes */
+ s32b old_race2; /* Record of race changes */
+ s16b old_realm; /* Record of realm changes */
- u32b special_attack; /* Special attack capacity -LM- */
- u32b special_defense; /* Special block capacity -LM- */
- byte action; /* Currently action */
+ 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 */
+
+ bool dtrap; /* Whether you are on trap-safe grids */
+ s16b 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 */
+
+
+ /*** Temporary fields ***/
+
+ bool playing; /* True if player is playing */
+ bool leaving; /* True if player is leaving */
+
+ byte exit_bldg; /* Goal obtained in arena? -KMW- */
+
+ bool leaving_dungeon; /* True if player is leaving the dungeon */
+ bool teleport_town;
+ bool enter_dungeon; /* Just enter the dungeon */
s16b health_who; /* Health bar trackee */
s16b object_kind_idx; /* Object kind trackee */
s16b new_spells; /* Number of spells available */
-
s16b old_spells;
- s16b learned_spells;
- s16b add_spells;
+
+ s16b old_food_aux; /* Old value of food */
bool old_cumber_armor;
bool old_cumber_glove;
bool old_monlite;
s16b old_lite; /* Old radius of lite (if any) */
- s16b old_view; /* Old radius of view (if any) */
-
- s16b old_food_aux; /* Old value of food */
-
bool cumber_armor; /* Mana draining armor */
bool cumber_glove; /* Mana draining gloves */
s16b stat_use[6]; /* Current modified stats */
s16b stat_top[6]; /* Maximal modified stats */
+ bool sutemi;
+ bool counter;
+
+ s32b align; /* Good/evil/neutral */
+ s16b run_py;
+ s16b run_px;
+
+
+ /*** Extracted fields ***/
+
+ u32b total_weight; /* Total weight being carried */
+
s16b stat_add[6]; /* Modifiers to stat values */
s16b stat_ind[6]; /* Indexes into stat tables */
bool sustain_chr; /* Keep charisma */
u32b cursed; /* Player is cursed */
- bool sutemi;
- bool counter;
- bool can_swim; /* No damage falling */
- bool ffall; /* No damage falling */
- bool lite; /* Permanent light */
+ bool can_swim; /* No damage falling */
+ bool levitation; /* No damage falling */
+ bool lite; /* Permanent light */
bool free_act; /* Never paralyzed */
bool see_inv; /* Can see invisible */
bool regenerate; /* Regenerate hit pts */
- bool hold_life; /* Resist life draining */
+ bool hold_exp; /* Resist exp draining */
+
bool telepathy; /* Telepathy */
+ bool esp_animal;
+ bool esp_undead;
+ bool esp_demon;
+ bool esp_orc;
+ bool esp_troll;
+ bool esp_giant;
+ bool esp_dragon;
+ bool esp_human;
+ bool esp_evil;
+ bool esp_good;
+ bool esp_nonliving;
+ bool esp_unique;
+
bool slow_digest; /* Slower digestion */
bool bless_blade; /* Blessed blade */
bool xtra_might; /* Extra might bow */
bool heavy_spell;
bool warning;
bool mighty_throw;
+ bool see_nocto; /* Noctovision */
+
+ s16b to_dd[2]; /* Extra dice/sides */
+ s16b to_ds[2];
s16b dis_to_h[2]; /* Known bonus to hit (wield) */
s16b dis_to_h_b; /* Known bonus to hit (bow) */
byte tval_ammo; /* Correct ammo tval */
- s16b pspeed; /* Current speed */
+ byte pspeed; /* Current speed */
- /*** Pet commands ***/
- s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
- s16b pet_extra_flags; /* Length of the imaginary "leash" for pets */
+ s16b energy_use; /* Energy use this turn */
- /*** Temporary fields ***/
- byte exit_bldg; /* Goal obtained in arena? -KMW- */
- byte leftbldg; /* did we just leave a special area? -KMW- */
- bool leaving; /* True if player is leaving */
-
- bool leaving_dungeon; /* True if player is leaving the dungeon */
- bool teleport_town;
-
- s32b align; /* Good/evil/neutral */
- s16b today_mon;
-
- s16b riding;
- byte knowledge;
- s32b visit;
-
- s32b magic_num1[108];
- byte magic_num2[108];
-
- byte start_race;
- s32b old_race1;
- s32b old_race2;
- s16b old_realm;
-
- s16b run_py;
- s16b run_px;
-
- /* Add some variables for disturb_trap_detect. Not saved. -BR- */
- byte dtrap_x; /* X location of last trap detection */
- byte dtrap_y; /* Y location of last trap detection */
- byte dtrap_rad; /* radius of last trap detection */
+ int y; /* Player location in dungeon */
+ int x; /* Player location in dungeon */
+ char name[32]; /* Current player's character name */
};
char history[4][60];
- byte quests;
bool quick_ok;
};
typedef struct border_type border_type;
struct border_type
{
- byte north[MAX_WID];
- byte south[MAX_WID];
- byte east[MAX_HGT];
- byte west[MAX_HGT];
- byte north_west;
- byte north_east;
- byte south_west;
- byte south_east;
+ s16b north[MAX_WID];
+ s16b south[MAX_WID];
+ s16b east[MAX_HGT];
+ s16b west[MAX_HGT];
+ s16b north_west;
+ s16b north_east;
+ s16b south_west;
+ s16b south_east;
};
struct tag_type
{
int tag;
- void *pointer;
+ int index;
};
typedef bool (*monster_hook_type)(int r_idx);
char how[40]; /* Method of death (string) */
};
+
+typedef struct
+{
+ s16b feat; /* Feature tile */
+ byte percent; /* Chance of type */
+}
+feat_prob;
+
+
/* A structure for the != dungeon types */
typedef struct dungeon_info_type dungeon_info_type;
struct dungeon_info_type {
byte dy;
byte dx;
- byte floor1; /* Floor tile 1 */
- byte floor_percent1; /* Chance of type 1 */
- byte floor2; /* Floor tile 2 */
- byte floor_percent2; /* Chance of type 2 */
- byte floor3; /* Floor tile 3 */
- byte floor_percent3; /* Chance of type 3 */
- byte outer_wall; /* Outer wall tile */
- byte inner_wall; /* Inner wall tile */
- s16b stream1; /* stream tile */
- s16b stream2; /* stream tile */
- byte fill_type1; /* Cave tile 1 */
- byte fill_percent1; /* Chance of type 1 */
- byte fill_type2; /* Cave tile 2 */
- byte fill_percent2; /* Chance of type 2 */
- byte fill_type3; /* Cave tile 3 */
- byte fill_percent3; /* Chance of type 3 */
- s16b mindepth; /* Minimal depth */
- s16b maxdepth; /* Maximal depth */
- byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
+ feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
+ s16b outer_wall; /* Outer wall tile */
+ s16b inner_wall; /* Inner wall tile */
+ s16b stream1; /* stream tile */
+ s16b stream2; /* stream tile */
+
+ s16b mindepth; /* Minimal depth */
+ s16b maxdepth; /* Maximal depth */
+ byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
s16b pit;
s16b nest;
byte mode; /* Mode of combinaison of the monster flags */
u32b mflags7;
u32b mflags8;
u32b mflags9;
+ u32b mflagsr;
char r_char[5]; /* Monster race allowed */
int final_object; /* The object you'll find at the bottom */
};
-/*
- * A structure type for entry of auto-picker/destroyer
+/*!
+ * @struct autopick_type
+ * @brief 自動拾い/破壊設定データの構造体 / A structure type for entry of auto-picker/destroyer
*/
typedef struct {
- cptr name; /* Items which have 'name' as part of its name match */
- cptr insc; /* Items will be auto-inscribed as 'insc' */
- byte action; /* Auto-pickup or Destroy or Leave items */
- u32b flag[2]; /* Misc. keyword to be matched */
- byte dice; /* Weapons which have more than 'dice' dice match */
+ cptr name; /*!< 自動拾い/破壊定義の名称一致基準 / Items which have 'name' as part of its name match */
+ cptr insc; /*!< 対象となったアイテムに自動で刻む内容 / Items will be auto-inscribed as 'insc' */
+ u32b flag[2]; /*!< キーワードに関する汎用的な条件フラグ / Misc. keyword to be matched */
+ byte action; /*!< 対象のアイテムを拾う/破壊/放置するかの指定フラグ / Auto-pickup or Destroy or Leave items */
+ byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
+ byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
} autopick_type;
+
+/*
+ * A structure type for the saved floor
+ */
+typedef struct
+{
+ s16b floor_id; /* No recycle until 65536 IDs are all used */
+ byte savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
+ s16b dun_level;
+ s32b last_visit; /* Time count of last visit. 0 for new floor. */
+ u32b visit_mark; /* Older has always smaller mark. */
+ s16b upper_floor_id; /* a floor connected with level teleportation */
+ s16b lower_floor_id; /* a floor connected with level tel. and trap door */
+} saved_floor_type;
+
+
+/*
+ * A structure type for terrain template of saving dungeon floor
+ */
+typedef struct
+{
+ u16b info;
+ s16b feat;
+ s16b mimic;
+ s16b special;
+ u16b occurrence;
+} cave_template_type;
+
+
+/*!
+ * @struct arena_type
+ * @brief 闘技場のモンスターエントリー構造体 / A structure type for arena entry
+ */
+typedef struct
+{
+ s16b r_idx; /*!< 闘技場のモンスター種族ID(0ならば表彰式) / Monster (0 means victory prizing) */
+ byte tval; /*!< モンスター打倒後に得られるアイテムの大カテゴリID / tval of prize (0 means no prize) */
+ byte sval; /*!< モンスター打倒後に得られるアイテムの小カテゴリID / sval of prize */
+} arena_type;
+
+
+/*
+ * A structure type for doors
+ */
+typedef struct
+{
+ s16b open;
+ s16b broken;
+ s16b closed;
+ s16b locked[MAX_LJ_DOORS];
+ s16b num_locked;
+ s16b jammed[MAX_LJ_DOORS];
+ s16b num_jammed;
+} door_type;
+
+
+#ifdef TRAVEL
+/*
+ * A structure type for travel command
+ */
+typedef struct {
+ int run; /* Remaining grid number */
+ int cost[MAX_HGT][MAX_WID];
+ int x; /* Target X */
+ int y; /* Target Y */
+ int dir; /* Running direction */
+} travel_type;
+#endif
+
+typedef struct {
+ cptr flag;
+ byte index;
+ byte level;
+ s32b value;
+ struct {
+ int constant;
+ int dice;
+ } timeout;
+ cptr desc;
+} activation_type;
+
+typedef struct {
+ int flag;
+ int type;
+ cptr name;
+} dragonbreath_type;