-#pragma once
+#pragma once
#include "system/angband.h"
/* 人畜無害なenumヘッダを先に読み込む */
#include "player/player-classes-types.h"
-#include "player/player-race-types.h"
#include "player/player-personalities-types.h"
+#include "player/player-race-types.h"
#include "spell/spells-util.h"
/*
/*
* 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 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 GINOU_MAX 10
#define MAX_MANE 16
#define MAGIC_GLOVE_REDUCE_MANA 0x0001
-#define MAGIC_FAIL_5PERCENT 0x0002
-#define MAGIC_GAIN_EXP 0x0004
+#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_SW 22
#define SPELL_WALL 20
/* Empty hand status */
/*
* Player sex constants (hard-coded by save-files, arrays, etc)
*/
-#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) */
+#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) */
extern const byte adj_mag_study[];
extern const byte adj_mag_mana[];
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];
typedef struct floor_type floor_type;
typedef struct object_type object_type;
-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
- * 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 arena -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 */
-
- #define A_STR 0
- #define A_INT 1
- #define A_WIS 2
- #define A_DEX 3
- #define A_CON 4
- #define A_CHR 5
- #define A_MAX 6
- BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
- BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
- BASE_STATUS stat_cur[6]; /* 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 */
+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
+ * 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 arena -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 */
+
+#define A_STR 0
+#define A_INT 1
+#define A_WIS 2
+#define A_DEX 3
+#define A_CON 4
+#define A_CHR 5
+#define A_MAX 6
+ BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
+ BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
+ BASE_STATUS stat_cur[6]; /* 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 */
+ 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_* */
+ 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_* */
- 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-
- *
- * 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;
+ /*
+ * 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 */
+ /* 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 */
+ 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 */
+ 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;
+ 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 */
+#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[80]; /* 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[80]; /* 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 */
+#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 */
+ 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 */
+ s16b today_mon; /* Wanted monster */
- 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 ***/
+ /*** Temporary fields ***/
- 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_armour_aux;
- bool monk_notify_aux;
+ bool monk_armour_aux;
+ bool monk_notify_aux;
- byte leave_bldg;
- byte exit_bldg; /* Goal obtained in arena? -KMW- */
+ byte leave_bldg;
+ 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 */
+ 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;
+ 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 heavy_shoot; /* Heavy shooter */
- bool icky_wield[2]; /* Icky weapon */
- bool riding_wield[2]; /* Riding weapon */
- bool riding_ryoute; /* Riding weapon */
- bool monlite;
+ bool cumber_armor; /* Mana draining armor */
+ bool cumber_glove; /* Mana draining gloves */
+ bool heavy_wield[2]; /* Heavy weapon */
+ bool heavy_shoot; /* Heavy shooter */
+ bool icky_wield[2]; /* Icky weapon */
+ bool riding_wield[2]; /* Riding weapon */
+ bool riding_ryoute; /* Riding weapon */
+ bool monlite;
bool yoiyami;
bool easy_2weapon;
- bool down_saving;
-
-
- 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 */
-
- 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 */
-
- WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
-
- 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;
-
- bool immune_acid; /* Immunity to acid */
- bool immune_elec; /* Immunity to lightning */
- bool immune_fire; /* Immunity to fire */
- bool immune_cold; /* Immunity to cold */
-
- bool resist_acid; /* Resist acid */
- bool resist_elec; /* Resist lightning */
- bool resist_fire; /* Resist fire */
- bool resist_cold; /* Resist cold */
- bool resist_pois; /* Resist poison */
-
- bool resist_conf; /* Resist confusion */
- bool resist_sound; /* Resist sound */
- bool resist_lite; /* Resist light */
- bool resist_dark; /* Resist darkness */
- bool resist_chaos; /* Resist chaos */
- bool resist_disen; /* Resist disenchant */
- bool resist_shard; /* Resist shards */
- bool resist_nexus; /* Resist nexus */
- bool resist_blind; /* Resist blindness */
- bool resist_neth; /* Resist nether */
- bool resist_fear; /* Resist fear */
- bool resist_time; /* Resist time */
- bool resist_water; /* Resist water */
-
- bool reflect; /* Reflect 'bolt' attacks */
- bool sh_fire; /* Fiery 'immolation' effect */
- bool sh_elec; /* Electric 'immolation' effect */
- bool sh_cold; /* Cold 'immolation' effect */
-
- bool anti_magic; /* Anti-magic */
- bool anti_tele; /* Prevent teleportation */
-
- bool sustain_str; /* Keep strength */
- bool sustain_int; /* Keep intelligence */
- bool sustain_wis; /* Keep wisdom */
- bool sustain_dex; /* Keep dexterity */
- bool sustain_con; /* Keep constitution */
- bool sustain_chr; /* Keep charisma */
-
- BIT_FLAGS cursed; /* Player is cursed */
-
- 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_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 impact[2]; /* Earthquake blows */
- bool pass_wall; /* Permanent wraithform */
- bool kill_wall;
- bool dec_mana;
- bool easy_spell;
- bool heavy_spell;
- bool warning;
- bool mighty_throw;
- bool 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 two_handed_weapon;
- bool right_hand_weapon;
- bool left_hand_weapon;
- 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; /* Correct xtra tval */
- byte tval_ammo; /* Correct ammo tval */
-
- s16b pspeed; /* Current speed */
-
- ENERGY energy_use; /* Energy use this turn */
-
- POSITION y; /* Player location in dungeon */
- POSITION x; /* 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" */
-
- int hold; /*!< 現在装備可能な武器重量 / Weapon weight limit */
+ bool down_saving;
+
+ 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 */
+
+ 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 */
+
+ WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
+
+ 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;
+
+ bool immune_acid; /* Immunity to acid */
+ bool immune_elec; /* Immunity to lightning */
+ bool immune_fire; /* Immunity to fire */
+ bool immune_cold; /* Immunity to cold */
+
+ bool resist_acid; /* Resist acid */
+ bool resist_elec; /* Resist lightning */
+ bool resist_fire; /* Resist fire */
+ bool resist_cold; /* Resist cold */
+ bool resist_pois; /* Resist poison */
+
+ bool resist_conf; /* Resist confusion */
+ bool resist_sound; /* Resist sound */
+ bool resist_lite; /* Resist light */
+ bool resist_dark; /* Resist darkness */
+ bool resist_chaos; /* Resist chaos */
+ bool resist_disen; /* Resist disenchant */
+ bool resist_shard; /* Resist shards */
+ bool resist_nexus; /* Resist nexus */
+ bool resist_blind; /* Resist blindness */
+ bool resist_neth; /* Resist nether */
+ bool resist_fear; /* Resist fear */
+ bool resist_time; /* Resist time */
+ bool resist_water; /* Resist water */
+
+ bool reflect; /* Reflect 'bolt' attacks */
+ bool sh_fire; /* Fiery 'immolation' effect */
+ bool sh_elec; /* Electric 'immolation' effect */
+ bool sh_cold; /* Cold 'immolation' effect */
+
+ bool anti_magic; /* Anti-magic */
+ bool anti_tele; /* Prevent teleportation */
+
+ bool sustain_str; /* Keep strength */
+ bool sustain_int; /* Keep intelligence */
+ bool sustain_wis; /* Keep wisdom */
+ bool sustain_dex; /* Keep dexterity */
+ bool sustain_con; /* Keep constitution */
+ bool sustain_chr; /* Keep charisma */
+
+ BIT_FLAGS cursed; /* Player is cursed */
+
+ 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_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 impact[2]; /* Earthquake blows */
+ bool pass_wall; /* Permanent wraithform */
+ bool kill_wall;
+ bool dec_mana;
+ bool easy_spell;
+ bool heavy_spell;
+ bool warning;
+ bool mighty_throw;
+ bool 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 two_handed_weapon;
+ bool right_hand_weapon;
+ bool left_hand_weapon;
+ 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; /* Correct xtra tval */
+ byte tval_ammo; /* Correct ammo tval */
+
+ s16b pspeed; /* Current speed */
+
+ ENERGY energy_use; /* Energy use this turn */
+
+ POSITION y; /* Player location in dungeon */
+ POSITION x; /* 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" */
+
+ int hold; /*!< 現在装備可能な武器重量 / Weapon weight limit */
} player_type;
extern player_type *p_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) */
+#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 */
+#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 cheat_death(player_type *creature_ptr);