if (!select_personality(creature_ptr, &k, &str, sym))
return FALSE;
- creature_ptr->pseikaku = (CHARACTER_IDX)k;
+ creature_ptr->pseikaku = (player_personality_type)k;
ap_ptr = &seikaku_info[creature_ptr->pseikaku];
char tmp[64];
#ifdef JP
SEX_IDX psex; /* Sex index */
player_race_table prace; /* Race index */
player_class_type pclass; /* Class index */
- CHARACTER_IDX pseikaku; /* Seikaku index */
+ player_personality_type pseikaku; /* Seikaku index */
REALM_IDX realm1; /* First magic realm */
REALM_IDX realm2; /* Second magic realm */
* @param next_realm 変更先の魔法領域ID
* @return なし
*/
-static void change_realm2(player_type *caster_ptr, CHARACTER_IDX next_realm)
+static void change_realm2(player_type *caster_ptr, player_personality_type next_realm)
{
int i, j = 0;
char tmp[80];
rd_byte(&tmp8u);
previous_char.pclass = (player_class_type)tmp8u;
rd_byte(&tmp8u);
- previous_char.pseikaku = (CHARACTER_IDX)tmp8u;
+ previous_char.pseikaku = (player_personality_type)tmp8u;
rd_byte(&tmp8u);
previous_char.realm1 = (REALM_IDX)tmp8u;
rd_byte(&tmp8u);
creature_ptr->pclass = (player_class_type)tmp8u;
rd_byte(&tmp8u);
- creature_ptr->pseikaku = (CHARACTER_IDX)tmp8u;
+ creature_ptr->pseikaku = (player_personality_type)tmp8u;
rd_byte(&creature_ptr->psex);
rd_byte(&tmp8u);
#pragma once
-typedef enum player_personality_table {
+typedef enum player_personality_type {
SEIKAKU_FUTUU = 0,
SEIKAKU_CHIKARA = 1,
SEIKAKU_KIREMONO = 2,
SEIKAKU_GAMAN = 10,
SEIKAKU_MUNCHKIN = 11,
SEIKAKU_CHARGEMAN = 12,
-} player_personality_table;
+} player_personality_type;
#pragma once
#include "market/building.h"
+#include "player/player-personalities-table.h"
+
struct floor_type;
typedef struct floor_type floor_type;
SEX_IDX psex; /* Sex index */
player_race_table prace; /* Race index */
player_class_type pclass; /* Class index */
- CHARACTER_IDX pseikaku; /* Seikaku index */
+ player_personality_type pseikaku; /* Seikaku index */
REALM_IDX realm1; /* First magic realm */
REALM_IDX realm2; /* Second magic realm */
- CHARACTER_IDX oops; /* Unused */
+ player_personality_type oops; /* Unused */
DICE_SID hitdie; /* Hit dice (sides) */
u16b expfact; /* Experience factor
typedef s16b FLOOR_IDX; /*!< ゲーム中のフロアID型を定義 */
typedef byte SEX_IDX; /*!< ゲーム中のプレイヤー性別ID型を定義 */
-typedef s16b CHARACTER_IDX; /*!< ゲーム中のプレイヤー性格ID型を定義 */
typedef s16b MIMIC_RACE_IDX; /*!< ゲーム中のプレイヤー変身種族ID型を定義 */
typedef s16b PATRON_IDX; /*!< ゲーム中のプレイヤーパトロンID型を定義 */
typedef s32b ACTION_IDX; /*!< プレイヤーが現在取っている常時行動のID定義 */