3 * @brief グローバルな構造体の定義 / global type declarations
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
14 * このファイルはangband.hでのみインクルードすること。
15 * This file should ONLY be included by "angband.h"
17 * Note that "char" may or may not be signed, and that "signed char"
18 * may or may not work on all machines. So always use "s16b" or "s32b"
19 * for signed values. Also, note that unsigned values cause math problems
20 * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
21 * unless you really need the extra bit of information, or you really
22 * need to restrict yourself to a single byte for storage reasons.
24 * Also, if possible, attempt to restrict yourself to sub-fields of
25 * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
26 * of "bool"), and attempt to align all fields along four-byte words, to
27 * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
28 * since these increase the code size and slow down execution. When
29 * you need to store bit flags, use one byte per flag, or, where space
30 * is an issue, use a "byte" or "u16b" or "u32b", and add special code
31 * to access the various bit flags.
33 * Many of these structures were developed to reduce the number of global
34 * variables, facilitate structured program design, allow the use of ascii
35 * template files, simplify access to indexed data, or facilitate efficient
36 * clearing of many variables at once.
38 * Certain data is saved in multiple places for efficient access, currently,
39 * this includes the tval/sval/weight fields in "object_type", various fields
40 * in "header_type", and the "m_idx" and "o_idx" fields in "cave_type". All
41 * of these could be removed, but this would, in general, slow down the game
42 * and increase the complexity of the code.
48 * @struct feature_state
49 * @brief 地形状態変化指定構造体 / Feature state structure
51 typedef struct feature_state feature_state;
55 FF_FLAGS_IDX action; /*!< 変化条件をFF_*のIDで指定 / Action (FF_*) */
56 STR_OFFSET result_tag; /*!< 変化先ID / Result (f_info ID) */
57 FEAT_IDX result; /*!< 変化先ID / Result (f_info ID) */
62 * @struct feature_type
63 * @brief 地形情報の構造体 / Information about terrain "features"
66 typedef struct feature_type feature_type;
70 STR_OFFSET 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) */
71 STR_OFFSET 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) */
72 STR_OFFSET 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) */
75 STR_OFFSET destroyed_tag;
77 FEAT_IDX mimic; /*!< 未確定時の外形地形ID / Feature to mimic */
78 FEAT_IDX destroyed; /*!< *破壊*に巻き込まれた時の地形移行先(未実装?) / Default destroyed state */
80 BIT_FLAGS flags[FF_FLAG_SIZE]; /*!< 地形の基本特性ビット配列 / Flags */
82 FEAT_PRIORITY priority; /*!< 縮小表示で省略する際の表示優先度 / Map priority */
84 feature_state state[MAX_FEAT_STATES]; /*!< feature_state テーブル */
86 FEAT_SUBTYPE subtype; /*!< 副特性値 */
87 FEAT_POWER power; /*!< 地形強度 */
89 SYMBOL_COLOR d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
90 SYMBOL_CODE 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 */
92 SYMBOL_COLOR x_attr[F_LIT_MAX]; /*!< 設定変更後の地形シンボルカラー / Desired feature attribute */
93 SYMBOL_CODE 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 */
99 * @brief ベースアイテム情報の構造体 / Information about object "kinds", including player knowledge.
101 * 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。 /
102 * Only "aware" and "tried" are saved in the savefile
105 typedef struct object_kind object_kind;
109 STR_OFFSET 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) */
110 STR_OFFSET 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) */
111 STR_OFFSET 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) */
113 OBJECT_TYPE_VALUE tval; /*!< ベースアイテム種別の大項目値 Object type */
114 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテム種別の小項目値 Object sub type */
116 PARAMETER_VALUE pval; /*!< ベースアイテムのpval(能力修正共通値) Object extra info */
118 HIT_PROB to_h; /*!< ベースアイテムの命中修正値 / Bonus to hit */
119 HIT_POINT to_d; /*!< ベースアイテムのダメージ修正値 / Bonus to damage */
120 ARMOUR_CLASS to_a; /*!< ベースアイテムのAC修正値 / Bonus to armor */
122 ARMOUR_CLASS ac; /*!< ベースアイテムのAC基本値 / Base armor */
125 DICE_SID ds; /*!< ダメージダイスの数と大きさ / Damage dice/sides */
127 WEIGHT weight; /*!< ベースアイテムの重量 / Weight */
129 PRICE cost; /*!< ベースアイテムの基本価値 / Object "base cost" */
131 BIT_FLAGS flags[TR_FLAG_SIZE]; /*!< ベースアイテムの基本特性ビット配列 / Flags */
133 BIT_FLAGS gen_flags; /*!< ベースアイテムの生成特性ビット配列 / flags for generate */
135 DEPTH locale[4]; /*!< ベースアイテムの生成階テーブル / Allocation level(s) */
136 PROB chance[4]; /*!< ベースアイテムの生成確率テーブル / Allocation chance(s) */
138 DEPTH level; /*!< ベースアイテムの基本生成階 / Level */
139 BIT_FLAGS8 extra; /*!< その他色々のビットフラグ配列 / Something */
141 SYMBOL_COLOR d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
142 SYMBOL_CODE 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 */
144 SYMBOL_COLOR x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
145 SYMBOL_CODE 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 */
147 s16b flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
149 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) */
151 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 */
153 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 */
155 ACTIVATION_IDX act_idx; /*!< 発動能力のID / Activative ability index */
160 typedef struct artifact_type artifact_type;
163 * @struct artifact_type
164 * @brief 固定アーティファクト情報の構造体 / Artifact structure.
167 * the save-file only writes "cur_num" to the savefile.
168 * "max_num" is always "1" (if that artifact "exists")
172 STR_OFFSET name; /*!< アーティファクト名(headerオフセット参照) / Name (offset) */
173 STR_OFFSET text; /*!< アーティファクト解説(headerオフセット参照) / Text (offset) */
175 OBJECT_TYPE_VALUE tval; /*!< ベースアイテム大項目ID / Artifact type */
176 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテム小項目ID / Artifact sub type */
178 PARAMETER_VALUE pval; /*!< pval修正値 / Artifact extra info */
180 HIT_PROB to_h; /*!< 命中ボーナス値 / Bonus to hit */
181 HIT_POINT to_d; /*!< ダメージボーナス値 / Bonus to damage */
182 ARMOUR_CLASS to_a; /*!< ACボーナス値 / Bonus to armor */
184 ARMOUR_CLASS ac; /*!< 上書きベースAC値 / Base armor */
187 DICE_SID ds; /*!< ダイス値 / Damage when hits */
189 WEIGHT weight; /*!< 重量 / Weight */
191 PRICE cost; /*!< 基本価格 / Artifact "cost" */
193 BIT_FLAGS flags[TR_FLAG_SIZE]; /*! アイテムフラグ / Artifact Flags */
195 BIT_FLAGS gen_flags; /*! アイテム生成フラグ / flags for generate */
197 DEPTH level; /*! 基本生成階 / Artifact level */
198 RARITY rarity; /*! レアリティ / Artifact rarity */
200 byte cur_num; /*! 現在の生成数 / Number created (0 or 1) */
201 byte max_num; /*! (未使用)最大生成数 / Unused (should be "1") */
203 s16b floor_id; /*! アイテムを落としたフロアのID / Leaved on this location last time */
205 byte act_idx; /*! 発動能力ID / Activative ability index */
210 * Information about "ego-items".
213 typedef struct ego_item_type ego_item_type;
217 STR_OFFSET name; /* Name (offset) */
218 STR_OFFSET text; /* Text (offset) */
220 INVENTORY_IDX slot; /*!< 装備部位 / Standard slot value */
221 PRICE rating; /*!< ベースアイテムからの価値加速 / Rating boost */
223 DEPTH level; /* Minimum level */
224 RARITY rarity; /* Object rarity */
226 HIT_PROB max_to_h; /* Maximum to-hit bonus */
227 HIT_POINT max_to_d; /* Maximum to-dam bonus */
228 ARMOUR_CLASS max_to_a; /* Maximum to-ac bonus */
230 PARAMETER_VALUE max_pval; /* Maximum pval */
232 PRICE cost; /* Ego-item "cost" */
234 BIT_FLAGS flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
235 BIT_FLAGS gen_flags; /* flags for generate */
237 IDX act_idx; /* Activative ability index */
244 * Monster blow structure
252 typedef struct monster_blow monster_blow;
263 typedef struct mbe_info_type mbe_info_type;
267 int power; /* The attack "power" */
268 int explode_type; /* Explosion effect */
273 * Monster "race" information, including racial memories
275 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
277 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
279 * Note that "cur_num" (and "max_num") represent the number of monsters
280 * of the given race currently on (and allowed on) the current level.
281 * This information yields the "dead" flag for Unique monsters.
283 * Note that "max_num" is reset when a new player is created.
284 * Note that "cur_num" is reset when a new level is created.
286 * Note that several of these fields, related to "recall", can be
287 * scrapped if space becomes an issue, resulting in less "complete"
288 * monster recall (no knowledge of spells, etc). All of the "recall"
289 * fields have a special prefix to aid in searching for them.
293 typedef struct monster_race monster_race;
297 STR_OFFSET name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
299 STR_OFFSET E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
301 STR_OFFSET text; /*!< 思い出テキストのオフセット / Lore text offset */
303 DICE_NUMBER hdice; /*!< HPのダイス数 / Creatures hit dice count */
304 DICE_SID hside; /*!< HPのダイス面数 / Creatures hit dice sides */
306 ARMOUR_CLASS ac; /*!< アーマークラス / Armour Class */
308 SLEEP_DEGREE sleep; /*!< 睡眠値 / Inactive counter (base) */
309 POSITION aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
310 SPEED speed; /*!< 加速(110で+0) / Speed (normally 110) */
312 EXP mexp; /*!< 殺害時基本経験値 / Exp value for kill */
314 BIT_FLAGS16 extra; /*!< 未使用 / Unused (for now) */
316 RARITY freq_spell; /*!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency */
318 BIT_FLAGS flags1; /* Flags 1 (general) */
319 BIT_FLAGS flags2; /* Flags 2 (abilities) */
320 BIT_FLAGS flags3; /* Flags 3 (race/resist) */
321 BIT_FLAGS flags4; /* Flags 4 (inate/breath) */
322 BIT_FLAGS flags7; /* Flags 7 (movement related abilities) */
323 BIT_FLAGS flags8; /* Flags 8 (wilderness info) */
324 BIT_FLAGS flags9; /* Flags 9 (drops info) */
325 BIT_FLAGS flagsr; /* Flags R (resistances info) */
327 BIT_FLAGS a_ability_flags1; /* Activate Ability Flags 5 (normal spells) */
328 BIT_FLAGS a_ability_flags2; /* Activate Ability Flags 6 (special spells) */
329 BIT_FLAGS a_ability_flags3; /* Activate Ability Flags 7 (implementing) */
330 BIT_FLAGS a_ability_flags4; /* Activate Ability Flags 8 (implementing) */
332 monster_blow blow[4]; /* Up to four blows per round */
333 MONRACE_IDX reinforce_id[6];
334 DICE_NUMBER reinforce_dd[6];
335 DICE_SID reinforce_ds[6];
337 ARTIFACT_IDX artifact_id[4]; /* 特定アーティファクトドロップID */
338 RARITY artifact_rarity[4]; /* 特定アーティファクトレア度 */
339 PERCENTAGE artifact_percent[4]; /* 特定アーティファクトドロップ率 */
341 PERCENTAGE arena_ratio; /* アリーナの評価修正値(%基準 / 0=100%) / Arena */
343 MONRACE_IDX next_r_idx;
346 DEPTH level; /* Level of creature */
347 RARITY rarity; /* Rarity of creature */
350 SYMBOL_COLOR d_attr; /* Default monster attribute */
351 SYMBOL_CODE d_char; /* Default monster character */
354 SYMBOL_COLOR x_attr; /* Desired monster attribute */
355 SYMBOL_CODE x_char; /* Desired monster character */
358 MONSTER_NUMBER max_num; /* Maximum population allowed per level */
359 MONSTER_NUMBER cur_num; /* Monster population on current level */
361 FLOOR_IDX floor_id; /* Location of unique monster */
364 MONSTER_NUMBER r_sights; /* Count sightings of this monster */
365 MONSTER_NUMBER r_deaths; /* Count deaths from this monster */
367 MONSTER_NUMBER r_pkills; /* Count visible monsters killed in this life */
368 MONSTER_NUMBER r_akills; /* Count all monsters killed in this life */
369 MONSTER_NUMBER r_tkills; /* Count monsters killed in all lives */
371 byte r_wake; /* Number of times woken up (?) */
372 byte r_ignore; /* Number of times ignored (?) */
374 byte r_xtra1; /* Something (unused) */
375 byte r_xtra2; /* Something (unused) */
377 ITEM_NUMBER r_drop_gold; /*!< これまでに撃破時に落とした財宝の数 / Max number of gold dropped at once */
378 ITEM_NUMBER r_drop_item; /*!< これまでに撃破時に落としたアイテムの数 / Max number of item dropped at once */
380 byte r_cast_spell; /* Max number of other spells seen */
382 byte r_blows[4]; /* Number of times each blow type was seen */
384 u32b r_flags1; /* Observed racial flags */
385 u32b r_flags2; /* Observed racial flags */
386 u32b r_flags3; /* Observed racial flags */
387 u32b r_flags4; /* Observed racial flags */
388 u32b r_flags5; /* Observed racial flags */
389 u32b r_flags6; /* Observed racial flags */
390 /* u32b r_flags7; */ /* Observed racial flags */
391 u32b r_flagsr; /* Observed racial resistance flags */
397 * Information about "vault generation"
400 typedef struct vault_type vault_type;
404 STR_OFFSET name; /* Name (offset) */
405 STR_OFFSET text; /* Text (offset) */
407 ROOM_IDX typ; /* Vault type */
408 PROB rat; /* Vault rating (unused) */
409 POSITION hgt; /* Vault height */
410 POSITION wid; /* Vault width */
415 * Information about "skill"
418 typedef struct skill_table skill_table;
422 SUB_EXP w_start[5][64]; /* start weapon exp */
423 SUB_EXP w_max[5][64]; /* max weapon exp */
424 SUB_EXP s_start[10]; /* start skill */
425 SUB_EXP s_max[10]; /* max skill */
430 * A single "grid" in a Cave
432 * Note that several aspects of the code restrict the actual cave
433 * to a max size of 256 by 256. In partcular, locations are often
434 * saved as bytes, limiting each coordinate to the 0-255 range.
436 * The "o_idx" and "m_idx" fields are very interesting. There are
437 * many places in the code where we need quick access to the actual
438 * monster or object(s) in a given cave grid. The easiest way to
439 * do this is to simply keep the index of the monster and object
440 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
441 * Several other methods come to mind, which require only half this
442 * amound of memory, but they all seem rather complicated, and would
443 * probably add enough code that the savings would be lost. So for
444 * these reasons, we simply store an index into the "o_list" and
445 * "m_list" arrays, using "zero" when no monster/object is present.
447 * Note that "o_idx" is the index of the top object in a stack of
448 * objects, using the "next_o_idx" field of objects (see below) to
449 * create the singly linked list of objects. If "o_idx" is zero
450 * then there are no objects in the grid.
452 * Note the special fields for the "MONSTER_FLOW" code.
455 typedef struct cave_type cave_type;
459 u16b info; /* Hack -- cave flags */
461 FEAT_IDX feat; /* Hack -- feature type */
462 OBJECT_IDX o_idx; /* Object in this grid */
463 MONSTER_IDX m_idx; /* Monster in this grid */
465 /*! 地形の特別な情報を保存する / Special cave info
466 * 具体的な使用一覧はクエスト行き階段の移行先クエストID、
467 * 各ダンジョン入口の移行先ダンジョンID、
472 FEAT_IDX mimic; /* Feature to mimic */
474 byte cost; /* Hack -- cost of flowing */
475 byte dist; /* Hack -- distance from player */
476 byte when; /* Hack -- when cost was computed */
482 * Simple structure to hold a map location
484 typedef struct coord coord;
495 * Object information, for a specific object.
497 * Note that a "discount" on an item is permanent and never goes away.
499 * Note that inscriptions are now handled via the "quark_str()" function
500 * applied to the "note" field, which will return NULL if "note" is zero.
502 * Note that "object" records are "copied" on a fairly regular basis,
503 * and care must be taken when handling such objects.
505 * Note that "object flags" must now be derived from the object kind,
506 * the artifact and ego-item indexes, and the two "xtra" fields.
508 * Each cave grid points to one (or zero) objects via the "o_idx"
509 * field (above). Each object then points to one (or zero) objects
510 * via the "next_o_idx" field, forming a singly linked list, which
511 * in game terms, represents a "stack" of objects in the same grid.
513 * Each monster points to one (or zero) objects via the "hold_o_idx"
514 * field (below). Each object then points to one (or zero) objects
515 * via the "next_o_idx" field, forming a singly linked list, which
516 * in game terms, represents a pile of objects held by the monster.
518 * The "held_m_idx" field is used to indicate which monster, if any,
519 * is holding the object. Objects being held have "ix=0" and "iy=0".
522 typedef struct object_type object_type;
526 KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
528 POSITION iy; /* Y-position on map, or zero */
529 POSITION ix; /* X-position on map, or zero */
531 OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
532 OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
534 PARAMETER_VALUE pval; /* Item extra-parameter */
536 DISCOUNT_RATE discount; /* Discount (if any) */
538 ITEM_NUMBER number; /* Number of items */
540 WEIGHT weight; /* Item weight */
542 IDX name1; /* Artifact type, if any */
543 IDX name2; /* Ego-Item type, if any */
545 XTRA8 xtra1; /* Extra info type (now unused) */
546 XTRA8 xtra2; /* Extra info activation index */
547 XTRA8 xtra3; /* Extra info for weaponsmith */
548 XTRA16 xtra4; /*!< 光源の残り寿命、あるいは捕らえたモンスターの現HP / Extra info fuel or captured monster's current HP */
549 XTRA16 xtra5; /*!< 捕らえたモンスターの最大HP / Extra info captured monster's max HP */
551 HIT_PROB to_h; /* Plusses to hit */
552 HIT_POINT to_d; /* Plusses to damage */
553 ARMOUR_CLASS to_a; /* Plusses to AC */
555 ARMOUR_CLASS ac; /* Normal AC */
558 DICE_SID ds; /* Damage dice/sides */
560 TIME_EFFECT timeout; /* Timeout Counter */
562 byte ident; /* Special flags */
564 byte marked; /* Object is marked */
566 u16b inscription; /* Inscription index */
567 u16b art_name; /* Artifact name (random artifacts) */
569 byte feeling; /* Game generated inscription number (eg, pseudo-id) */
571 BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
572 BIT_FLAGS curse_flags; /* Flags for curse */
574 IDX next_o_idx; /* Next object in stack (if any) */
575 IDX held_m_idx; /* Monster holding us (if any) */
577 ARTIFACT_BIAS_IDX artifact_bias; /*!< ランダムアーティファクト生成時のバイアスID */
583 * Monster information, for a specific monster.
585 * Note: fy, fx constrain dungeon size to 256x256
587 * The "hold_o_idx" field points to the first object of a stack
588 * of objects (if any) being carried by the monster (see above).
591 typedef struct monster_type monster_type;
595 MONRACE_IDX r_idx; /* Monster race index */
596 IDX ap_r_idx; /* Monster race appearance index */
597 byte sub_align; /* Sub-alignment for a neutral monster */
599 POSITION fy; /* Y location on map */
600 POSITION fx; /* X location on map */
602 HIT_POINT hp; /* Current Hit points */
603 HIT_POINT maxhp; /* Max Hit points */
604 HIT_POINT max_maxhp; /* Max Max Hit points */
605 u32b dealt_damage; /* Sum of damages dealt by player */
607 TIME_EFFECT mtimed[MAX_MTIMED]; /* Timed status counter */
609 SPEED mspeed; /* Monster "speed" */
610 ACTION_ENERGY energy_need; /* Monster "energy" */
612 POSITION cdis; /* Current dis from player */
614 BIT_FLAGS8 mflag; /* Extra monster flags */
615 BIT_FLAGS8 mflag2; /* Extra monster flags */
617 bool ml; /* Monster is "visible" */
619 OBJECT_IDX hold_o_idx; /* Object being held (if any) */
621 POSITION target_y; /* Can attack !los player */
622 POSITION target_x; /* Can attack !los player */
624 STR_OFFSET nickname; /* Monster's Nickname */
628 BIT_FLAGS smart; /* Field for "smart_learn" */
630 MONSTER_IDX parent_m_idx;
637 * An entry for the object/monster allocation functions
639 * Pass 1 is determined from allocation information
640 * Pass 2 is determined from allocation restriction
641 * Pass 3 is determined from allocation calculation
644 typedef struct alloc_entry alloc_entry;
648 KIND_OBJECT_IDX index; /* The actual index */
650 DEPTH level; /* Base dungeon level */
651 PROB prob1; /* Probability, pass 1 */
652 PROB prob2; /* Probability, pass 2 */
653 PROB prob3; /* Probability, pass 3 */
655 u16b total; /* Unused for now */
661 * Available "options"
663 * - Address of actual option variable (or NULL)
665 * - Normal Value (TRUE or FALSE)
667 * - Option Page Number (or zero)
669 * - Savefile Set (or zero)
670 * - Savefile Bit in that set
672 * - Textual name (or NULL)
673 * - Textual description
676 typedef struct option_type option_type;
694 typedef struct quest_type quest_type;
698 * @brief クエスト情報の構造体 / Structure for the "quests".
703 QUEST_STATUS status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
704 QUEST_TYPE type; /*!< クエストの種別 / The quest type */
706 char name[60]; /*!< クエスト名 / Quest name */
707 DEPTH level; /*!< 処理階層 / Dungeon level */
708 MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
710 MONSTER_NUMBER cur_num; /*!< 撃破したモンスターの数 / Number killed */
711 MONSTER_NUMBER max_num; /*!< 求められるモンスターの撃破数 / Number required */
713 KIND_OBJECT_IDX k_idx; /*!< クエスト対象のアイテムID / object index */
714 MONSTER_NUMBER num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
716 BIT_FLAGS flags; /*!< クエストに関するフラグビット / quest flags */
717 DUNGEON_IDX dungeon; /*!< クエスト対象のダンジョンID / quest dungeon */
719 PLAYER_LEVEL complev; /*!< クリア時プレイヤーレベル / player level (complete) */
720 REAL_TIME comptime; /*!< クリア時ゲーム時間 / quest clear time*/
727 typedef struct owner_type owner_type;
731 cptr owner_name; /* Name */
733 PRICE max_cost; /* Purse limit */
735 byte max_inflate; /* Inflation (max) */
736 byte min_inflate; /* Inflation (min) */
738 byte haggle_per; /* Haggle unit */
740 byte insult_max; /* Insult limit */
742 byte owner_race; /* Owner race */
749 * A store, with an owner, various state flags, a current stock
750 * of items, and a table of items that are often purchased.
752 typedef struct store_type store_type;
756 byte type; /* Store type */
758 byte owner; /* Owner index */
759 byte extra; /* Unused for now */
761 s16b insult_cur; /* Insult counter */
763 s16b good_buy; /* Number of "good" buys */
764 s16b bad_buy; /* Number of "bad" buys */
766 s32b store_open; /* Closed until this turn */
768 s32b last_visit; /* Last visited on this turn */
770 s16b table_num; /* Table -- Number of entries */
771 s16b table_size; /* Table -- Total Size of Array */
772 s16b *table; /* Table -- Legal item kinds */
774 s16b stock_num; /* Stock -- Number of entries */
775 s16b stock_size; /* Stock -- Total Size of Array */
776 object_type *stock; /* Stock -- Actual stock items */
781 * The "name" of spell 'N' is stored as spell_names[X][N],
782 * where X is 0 for mage-spells and 1 for priest-spells.
784 typedef struct magic_type magic_type;
788 PLAYER_LEVEL slevel; /* Required level (to learn) */
789 MANA_POINT smana; /* Required mana (to cast) */
790 PERCENTAGE sfail; /* Minimum chance of failure */
791 EXP sexp; /* Encoded experience bonus */
796 * Information about the player's "magic"
798 * Note that a player with a "spell_book" of "zero" is illiterate.
801 typedef struct player_magic player_magic;
805 OBJECT_TYPE_VALUE spell_book; /* Tval of spell books (if any) */
806 int spell_xtra; /* Something for later */
808 int spell_stat; /* Stat for spells (if any) */
809 int spell_type; /* Spell type (mage/priest) */
811 int spell_first; /* Level of first spell */
812 int spell_weight; /* Weight that hurts spells */
814 magic_type info[MAX_MAGIC][32]; /* The available spells */
823 typedef struct player_sex player_sex;
827 cptr title; /* Type of sex */
828 cptr winner; /* Name of winner */
830 cptr E_title; /* 英語性別 */
831 cptr E_winner; /* 英語性別 */
840 typedef struct player_race player_race;
844 cptr title; /* Type of race */
847 cptr E_title; /* 英語種族 */
849 s16b r_adj[6]; /* Racial stat bonuses */
851 s16b r_dis; /* disarming */
852 s16b r_dev; /* magic devices */
853 s16b r_sav; /* saving throw */
854 s16b r_stl; /* stealth */
855 s16b r_srh; /* search ability */
856 s16b r_fos; /* search frequency */
857 s16b r_thn; /* combat (normal) */
858 s16b r_thb; /* combat (shooting) */
860 byte r_mhp; /* Race hit-dice modifier */
861 byte r_exp; /* Race experience factor */
863 byte b_age; /* base age */
864 byte m_age; /* mod age */
866 byte m_b_ht; /* base height (males) */
867 byte m_m_ht; /* mod height (males) */
868 byte m_b_wt; /* base weight (males) */
869 byte m_m_wt; /* mod weight (males) */
871 byte f_b_ht; /* base height (females) */
872 byte f_m_ht; /* mod height (females) */
873 byte f_b_wt; /* base weight (females) */
874 byte f_m_wt; /* mod weight (females) */
876 byte infra; /* Infra-vision range */
878 u32b choice; /* Legal class choices */
879 /* byte choice_xtra; */
887 typedef struct player_class player_class;
891 cptr title; /* Type of class */
894 cptr E_title; /* 英語職業 */
896 s16b c_adj[6]; /* Class stat modifier */
898 s16b c_dis; /* class disarming */
899 s16b c_dev; /* class magic devices */
900 s16b c_sav; /* class saving throws */
901 s16b c_stl; /* class stealth */
902 s16b c_srh; /* class searching ability */
903 s16b c_fos; /* class searching frequency */
904 s16b c_thn; /* class to hit (normal) */
905 s16b c_thb; /* class to hit (bows) */
907 s16b x_dis; /* extra disarming */
908 s16b x_dev; /* extra magic devices */
909 s16b x_sav; /* extra saving throws */
910 s16b x_stl; /* extra stealth */
911 s16b x_srh; /* extra searching ability */
912 s16b x_fos; /* extra searching frequency */
913 s16b x_thn; /* extra to hit (normal) */
914 s16b x_thb; /* extra to hit (bows) */
916 s16b c_mhp; /* Class hit-dice adjustment */
917 s16b c_exp; /* Class experience factor */
919 byte pet_upkeep_div; /* Pet upkeep divider */
923 typedef struct player_seikaku player_seikaku;
924 struct player_seikaku
926 cptr title; /* Type of seikaku */
929 cptr E_title; /* 英語性格 */
932 s16b a_adj[6]; /* seikaku stat bonuses */
934 s16b a_dis; /* seikaku disarming */
935 s16b a_dev; /* seikaku magic devices */
936 s16b a_sav; /* seikaku saving throw */
937 s16b a_stl; /* seikaku stealth */
938 s16b a_srh; /* seikaku search ability */
939 s16b a_fos; /* seikaku search frequency */
940 s16b a_thn; /* seikaku combat (normal) */
941 s16b a_thb; /* seikaku combat (shooting) */
943 s16b a_mhp; /* Race hit-dice modifier */
946 byte sex; /* seibetu seigen */
951 * Most of the "player" information goes here.
953 * This stucture gives us a large collection of player variables.
955 * This structure contains several "blocks" of information.
956 * (1) the "permanent" info
957 * (2) the "variable" info
958 * (3) the "transient" info
960 * All of the "permanent" info, and most of the "variable" info,
961 * is saved in the savefile. The "transient" info is recomputed
962 * whenever anything important changes.
965 typedef struct player_type player_type;
969 POSITION oldpy; /* Previous player location -KMW- */
970 POSITION oldpx; /* Previous player location -KMW- */
972 CHARACTER_IDX psex; /* Sex index */
973 CHARACTER_IDX prace; /* Race index */
974 CHARACTER_IDX pclass; /* Class index */
975 CHARACTER_IDX pseikaku; /* Seikaku index */
976 REALM_IDX realm1; /* First magic realm */
977 REALM_IDX realm2; /* Second magic realm */
978 CHARACTER_IDX oops; /* Unused */
980 DICE_SID hitdie; /* Hit dice (sides) */
981 u16b expfact; /* Experience factor
982 * Note: was byte, causing overflow for Amberite
983 * characters (such as Amberite Paladins)
986 s16b age; /* Characters age */
987 s16b ht; /* Height */
988 s16b wt; /* Weight */
989 s16b sc; /* Social Class */
991 PRICE au; /* Current Gold */
993 EXP max_max_exp; /* Max max experience (only to calculate score) */
994 EXP max_exp; /* Max experience */
995 EXP exp; /* Cur experience */
996 u32b exp_frac; /* Cur exp frac (times 2^16) */
998 PLAYER_LEVEL lev; /* Level */
1000 s16b town_num; /* Current town number */
1001 s16b arena_number; /* monster number in arena -KMW- */
1002 bool inside_arena; /* Is character inside arena? */
1003 QUEST_IDX inside_quest; /* Inside quest level */
1004 bool inside_battle; /* Is character inside tougijou? */
1006 POSITION wilderness_x; /* Coordinates in the wilderness */
1007 POSITION wilderness_y;
1010 HIT_POINT mhp; /* Max hit pts */
1011 HIT_POINT chp; /* Cur hit pts */
1012 u32b chp_frac; /* Cur hit frac (times 2^16) */
1014 MANA_POINT msp; /* Max mana pts */
1015 MANA_POINT csp; /* Cur mana pts */
1016 u32b csp_frac; /* Cur mana frac (times 2^16) */
1018 s16b max_plv; /* Max Player Level */
1020 BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
1021 BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
1022 BASE_STATUS stat_cur[6]; /* Current "natural" stat values */
1024 s16b learned_spells;
1029 TIME_EFFECT fast; /* Timed -- Fast */
1030 TIME_EFFECT slow; /* Timed -- Slow */
1031 TIME_EFFECT blind; /* Timed -- Blindness */
1032 TIME_EFFECT paralyzed; /* Timed -- Paralysis */
1033 TIME_EFFECT confused; /* Timed -- Confusion */
1034 TIME_EFFECT afraid; /* Timed -- Fear */
1035 TIME_EFFECT image; /* Timed -- Hallucination */
1036 TIME_EFFECT poisoned; /* Timed -- Poisoned */
1037 TIME_EFFECT cut; /* Timed -- Cut */
1038 TIME_EFFECT stun; /* Timed -- Stun */
1040 TIME_EFFECT protevil; /* Timed -- Protection */
1041 TIME_EFFECT invuln; /* Timed -- Invulnerable */
1042 TIME_EFFECT ult_res; /* Timed -- Ultimate Resistance */
1043 TIME_EFFECT hero; /* Timed -- Heroism */
1044 TIME_EFFECT shero; /* Timed -- Super Heroism */
1045 TIME_EFFECT shield; /* Timed -- Shield Spell */
1046 TIME_EFFECT blessed; /* Timed -- Blessed */
1047 TIME_EFFECT tim_invis; /* Timed -- See Invisible */
1048 TIME_EFFECT tim_infra; /* Timed -- Infra Vision */
1049 TIME_EFFECT tsuyoshi; /* Timed -- Tsuyoshi Special */
1050 TIME_EFFECT ele_attack; /* Timed -- Elemental Attack */
1051 TIME_EFFECT ele_immune; /* Timed -- Elemental Immune */
1053 TIME_EFFECT oppose_acid; /* Timed -- oppose acid */
1054 TIME_EFFECT oppose_elec; /* Timed -- oppose lightning */
1055 TIME_EFFECT oppose_fire; /* Timed -- oppose heat */
1056 TIME_EFFECT oppose_cold; /* Timed -- oppose cold */
1057 TIME_EFFECT oppose_pois; /* Timed -- oppose poison */
1059 TIME_EFFECT tim_esp; /* Timed ESP */
1060 TIME_EFFECT wraith_form; /* Timed wraithform */
1062 TIME_EFFECT resist_magic; /* Timed Resist Magic (later) */
1063 TIME_EFFECT tim_regen;
1064 TIME_EFFECT kabenuke;
1065 TIME_EFFECT tim_stealth;
1066 TIME_EFFECT tim_levitation;
1067 TIME_EFFECT tim_sh_touki;
1068 TIME_EFFECT lightspeed;
1069 TIME_EFFECT tsubureru;
1070 TIME_EFFECT magicdef;
1071 TIME_EFFECT tim_res_nether; /* Timed -- Nether resistance */
1072 TIME_EFFECT tim_res_time; /* Timed -- Time resistance */
1073 MIMIC_RACE_IDX mimic_form;
1074 TIME_EFFECT tim_mimic;
1075 TIME_EFFECT tim_sh_fire;
1076 TIME_EFFECT tim_sh_holy;
1077 TIME_EFFECT tim_eyeeye;
1079 /* for mirror master */
1080 TIME_EFFECT tim_reflect; /* Timed -- Reflect */
1081 TIME_EFFECT multishadow; /* Timed -- Multi-shadow */
1082 TIME_EFFECT dustrobe; /* Timed -- Robe of dust */
1084 PATRON_IDX chaos_patron;
1092 TIME_EFFECT word_recall; /* Word of recall counter */
1093 TIME_EFFECT alter_reality; /* Alter reality counter */
1094 DUNGEON_IDX recall_dungeon; /* Dungeon set to be recalled */
1096 ENERGY energy_need; /* Energy needed for next move */
1097 ENERGY enchant_energy_need; /* Energy needed for next upkeep effect */
1099 FEED food; /* Current nutrition */
1101 BIT_FLAGS special_attack; /* Special attack capacity -LM- */
1102 BIT_FLAGS special_defense; /* Special block capacity -LM- */
1103 ACTION_IDX action; /* Currently action */
1105 BIT_FLAGS spell_learned1; /* bit mask of spells learned */
1106 BIT_FLAGS spell_learned2; /* bit mask of spells learned */
1107 BIT_FLAGS spell_worked1; /* bit mask of spells tried and worked */
1108 BIT_FLAGS spell_worked2; /* bit mask of spells tried and worked */
1109 BIT_FLAGS spell_forgotten1; /* bit mask of spells learned but forgotten */
1110 BIT_FLAGS spell_forgotten2; /* bit mask of spells learned but forgotten */
1111 SPELL_IDX spell_order[64]; /* order spells learned/remembered/forgotten */
1113 SUB_EXP spell_exp[64]; /* Proficiency of spells */
1114 SUB_EXP weapon_exp[5][64]; /* Proficiency of weapons */
1115 SUB_EXP skill_exp[GINOU_MAX]; /* Proficiency of misc. skill */
1117 MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
1118 MAGIC_NUM2 magic_num2[108]; /*!< Flags for non-spellbook type magics */
1120 SPELL_IDX mane_spell[MAX_MANE];
1121 HIT_POINT mane_dam[MAX_MANE];
1124 s16b concent; /* Sniper's concentration level */
1126 HIT_POINT player_hp[PY_MAX_LEVEL];
1127 char died_from[80]; /* What killed the player */
1128 cptr last_message; /* Last message on death or retirement */
1129 char history[4][60]; /* Textual "history" for the Player */
1131 u16b total_winner; /* Total winner */
1132 u16b panic_save; /* Panic save */
1134 u16b noscore; /* Cheating flags */
1136 bool wait_report_score; /* Waiting to report score */
1137 bool is_dead; /* Player is dead */
1139 bool wizard; /* Player is in wizard mode */
1141 MONSTER_IDX riding; /* Riding on a monster of this index */
1142 byte knowledge; /* Knowledge about yourself */
1143 BIT_FLAGS visit; /* Visited towns */
1145 byte start_race; /* Race at birth */
1146 BIT_FLAGS old_race1; /* Record of race changes */
1147 BIT_FLAGS old_race2; /* Record of race changes */
1148 s16b old_realm; /* Record of realm changes */
1150 s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
1151 s16b pet_extra_flags; /* Various flags for controling pets */
1153 s16b today_mon; /* Wanted monster */
1155 bool dtrap; /* Whether you are on trap-safe grids */
1156 s16b floor_id; /* Current floor location */
1158 bool autopick_autoregister; /* auto register is in-use or not */
1160 byte feeling; /* Most recent dungeon feeling */
1161 s32b feeling_turn; /* The turn of the last dungeon feeling */
1164 /*** Temporary fields ***/
1166 bool playing; /* True if player is playing */
1167 bool leaving; /* True if player is leaving */
1169 byte exit_bldg; /* Goal obtained in arena? -KMW- */
1171 bool leaving_dungeon; /* True if player is leaving the dungeon */
1173 bool enter_dungeon; /* Just enter the dungeon */
1175 IDX health_who; /* Health bar trackee */
1177 IDX monster_race_idx; /* Monster race trackee */
1179 IDX object_kind_idx; /* Object kind trackee */
1181 s16b new_spells; /* Number of spells available */
1184 s16b old_food_aux; /* Old value of food */
1186 bool old_cumber_armor;
1187 bool old_cumber_glove;
1188 bool old_heavy_wield[2];
1189 bool old_heavy_shoot;
1190 bool old_icky_wield[2];
1191 bool old_riding_wield[2];
1192 bool old_riding_ryoute;
1195 s16b old_lite; /* Old radius of lite (if any) */
1197 bool cumber_armor; /* Mana draining armor */
1198 bool cumber_glove; /* Mana draining gloves */
1199 bool heavy_wield[2]; /* Heavy weapon */
1200 bool heavy_shoot; /* Heavy shooter */
1201 bool icky_wield[2]; /* Icky weapon */
1202 bool riding_wield[2]; /* Riding weapon */
1203 bool riding_ryoute; /* Riding weapon */
1206 s16b cur_lite; /* Radius of lite (if any) */
1209 u32b notice; /* Special Updates (bit flags) */
1210 u32b update; /* Pending Updates (bit flags) */
1211 u32b redraw; /* Normal Redraws (bit flags) */
1212 u32b window; /* Window Redraws (bit flags) */
1214 s16b stat_use[6]; /* Current modified stats */
1215 s16b stat_top[6]; /* Maximal modified stats */
1220 ALIGNMENT align; /* Good/evil/neutral */
1225 /*** Extracted fields ***/
1227 WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
1229 s16b stat_add[6]; /* Modifiers to stat values */
1230 s16b stat_ind[6]; /* Indexes into stat tables */
1232 bool immune_acid; /* Immunity to acid */
1233 bool immune_elec; /* Immunity to lightning */
1234 bool immune_fire; /* Immunity to fire */
1235 bool immune_cold; /* Immunity to cold */
1237 bool resist_acid; /* Resist acid */
1238 bool resist_elec; /* Resist lightning */
1239 bool resist_fire; /* Resist fire */
1240 bool resist_cold; /* Resist cold */
1241 bool resist_pois; /* Resist poison */
1243 bool resist_conf; /* Resist confusion */
1244 bool resist_sound; /* Resist sound */
1245 bool resist_lite; /* Resist light */
1246 bool resist_dark; /* Resist darkness */
1247 bool resist_chaos; /* Resist chaos */
1248 bool resist_disen; /* Resist disenchant */
1249 bool resist_shard; /* Resist shards */
1250 bool resist_nexus; /* Resist nexus */
1251 bool resist_blind; /* Resist blindness */
1252 bool resist_neth; /* Resist nether */
1253 bool resist_fear; /* Resist fear */
1254 bool resist_time; /* Resist time */
1256 bool reflect; /* Reflect 'bolt' attacks */
1257 bool sh_fire; /* Fiery 'immolation' effect */
1258 bool sh_elec; /* Electric 'immolation' effect */
1259 bool sh_cold; /* Cold 'immolation' effect */
1261 bool anti_magic; /* Anti-magic */
1262 bool anti_tele; /* Prevent teleportation */
1264 bool sustain_str; /* Keep strength */
1265 bool sustain_int; /* Keep intelligence */
1266 bool sustain_wis; /* Keep wisdom */
1267 bool sustain_dex; /* Keep dexterity */
1268 bool sustain_con; /* Keep constitution */
1269 bool sustain_chr; /* Keep charisma */
1271 BIT_FLAGS cursed; /* Player is cursed */
1273 bool can_swim; /* No damage falling */
1274 bool levitation; /* No damage falling */
1275 bool lite; /* Permanent light */
1276 bool free_act; /* Never paralyzed */
1277 bool see_inv; /* Can see invisible */
1278 bool regenerate; /* Regenerate hit pts */
1279 bool hold_exp; /* Resist exp draining */
1281 bool telepathy; /* Telepathy */
1295 bool slow_digest; /* Slower digestion */
1296 bool bless_blade; /* Blessed blade */
1297 bool xtra_might; /* Extra might bow */
1298 bool impact[2]; /* Earthquake blows */
1299 bool pass_wall; /* Permanent wraithform */
1306 bool see_nocto; /* Noctovision */
1308 DICE_NUMBER to_dd[2]; /* Extra dice/sides */
1311 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) */
1312 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) */
1313 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) */
1314 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 */
1315 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 */
1317 s16b to_h[2]; /* Bonus to hit (wield) */
1318 s16b to_h_b; /* Bonus to hit (bow) */
1319 s16b to_h_m; /* Bonus to hit (misc) */
1320 s16b to_d[2]; /* Bonus to dam (wield) */
1321 s16b to_d_m; /* Bonus to dam (misc) */
1322 s16b to_a; /* Bonus to ac */
1324 s16b to_m_chance; /* Minusses to cast chance */
1331 ARMOUR_CLASS ac; /*!< 装備無しの基本AC / Base ac */
1333 ACTION_SKILL_POWER see_infra; /*!< 赤外線視能力の強さ /Infravision range */
1334 ACTION_SKILL_POWER skill_dis; /*!< 行動技能値:解除能力 / Skill: Disarming */
1335 ACTION_SKILL_POWER skill_dev; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
1336 ACTION_SKILL_POWER skill_sav; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
1337 ACTION_SKILL_POWER skill_stl; /*!< 行動技能値:隠密 / Skill: Stealth factor */
1338 ACTION_SKILL_POWER skill_srh; /*!< 行動技能値:知覚 / Skill: Searching ability */
1339 ACTION_SKILL_POWER skill_fos; /*!< 行動技能値:探索 / Skill: Searching frequency */
1340 ACTION_SKILL_POWER skill_thn; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
1341 ACTION_SKILL_POWER skill_thb; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
1342 ACTION_SKILL_POWER skill_tht; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
1343 ACTION_SKILL_POWER skill_dig; /*!< 行動技能値:掘削 / Skill: Digging */
1345 s16b num_blow[2]; /* Number of blows */
1346 s16b num_fire; /* Number of shots */
1348 byte tval_xtra; /* Correct xtra tval */
1349 byte tval_ammo; /* Correct ammo tval */
1351 byte pspeed; /* Current speed */
1353 ENERGY energy_use; /* Energy use this turn */
1355 POSITION y; /* Player location in dungeon */
1356 POSITION x; /* Player location in dungeon */
1357 char name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
1362 * A structure to hold "rolled" information
1364 typedef struct birther birther;
1368 byte psex; /* Sex index */
1369 byte prace; /* Race index */
1370 byte pclass; /* Class index */
1371 byte pseikaku; /* Seikaku index */
1372 REALM_IDX realm1; /* First magic realm */
1373 REALM_IDX realm2; /* Second magic realm */
1380 PRICE au; /*!< 初期の所持金 */
1382 BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
1383 BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
1384 HIT_POINT player_hp[PY_MAX_LEVEL];
1386 PATRON_IDX chaos_patron;
1390 char history[4][60];
1396 /* For Monk martial arts */
1398 typedef struct martial_arts martial_arts;
1402 cptr desc; /* A verbose attack description */
1403 int min_level; /* Minimum level to use */
1404 int chance; /* Chance of 'success' */
1405 int dd; /* Damage dice */
1406 int ds; /* Damage sides */
1407 int effect; /* Special effects */
1410 typedef struct kamae kamae;
1414 cptr desc; /* A verbose kamae description */
1415 int min_level; /* Minimum level to use */
1420 typedef struct mind_type mind_type;
1429 typedef struct mind_power mind_power;
1432 mind_type info[MAX_MIND_POWERS];
1437 typedef struct monster_power monster_power;
1438 struct monster_power
1451 * A structure to describe a building.
1454 typedef struct building_type building_type;
1456 struct building_type
1458 char name[20]; /* proprietor name */
1459 char owner_name[20]; /* proprietor name */
1460 char owner_race[20]; /* proprietor race */
1462 char act_names[8][30]; /* action names */
1463 PRICE member_costs[8]; /* Costs for class members of building */
1464 PRICE other_costs[8]; /* Costs for nonguild members */
1465 char letters[8]; /* action letters */
1466 s16b actions[8]; /* action codes */
1467 s16b action_restr[8]; /* action restrictions */
1469 CLASS_IDX member_class[MAX_CLASS]; /* which classes are part of guild */
1470 RACE_IDX member_race[MAX_RACES]; /* which classes are part of guild */
1471 REALM_IDX member_realm[MAX_MAGIC+1]; /* which realms are part of guild */
1476 typedef struct border_type border_type;
1479 s16b north[MAX_WID];
1480 s16b south[MAX_WID];
1491 * A structure describing a wilderness area
1492 * with a terrain or a town
1494 typedef struct wilderness_type wilderness_type;
1495 struct wilderness_type
1507 * A structure describing a town with
1508 * stores and buildings
1510 typedef struct town_type town_type;
1514 u32b seed; /* Seed for RNG */
1515 store_type *store; /* The stores [MAX_STORES] */
1520 typedef struct dun_type dun_type;
1523 byte min_level; /* Minimum level in the dungeon */
1524 byte max_level; /* Maximum dungeon level allowed */
1526 cptr name; /* The name of the dungeon */
1530 * Sort-array element
1532 typedef struct tag_type tag_type;
1540 typedef bool (*monster_hook_type)(MONRACE_IDX r_idx);
1544 * This seems like a pretty standard "typedef"
1546 typedef int (*inven_func)(object_type *);
1550 * Semi-Portable High Score List Entry (128 bytes) -- BEN
1552 * All fields listed below are null terminated ascii strings.
1554 * In addition, the "number" fields are right justified, and
1555 * space padded, to the full available length (minus the "null").
1557 * Note that "string comparisons" are thus valid on "pts".
1560 typedef struct high_score high_score;
1564 char what[8]; /* Version info (string) */
1566 char pts[10]; /* Total Score (number) */
1568 char gold[10]; /* Total Gold (number) */
1570 char turns[10]; /* Turns Taken (number) */
1572 char day[10]; /* Time stamp (string) */
1574 char who[16]; /* Player Name (string) */
1576 char uid[8]; /* Player UID (number) */
1578 char sex[2]; /* Player Sex (string) */
1579 char p_r[3]; /* Player Race (number) */
1580 char p_c[3]; /* Player Class (number) */
1581 char p_a[3]; /* Player Seikaku (number) */
1583 char cur_lev[4]; /* Current Player Level (number) */
1584 char cur_dun[4]; /* Current Dungeon Level (number) */
1585 char max_lev[4]; /* Max Player Level (number) */
1586 char max_dun[4]; /* Max Dungeon Level (number) */
1588 char how[40]; /* Method of death (string) */
1594 FEAT_IDX feat; /* Feature tile */
1595 PERCENTAGE percent; /* Chance of type */
1600 /* A structure for the != dungeon types */
1601 typedef struct dungeon_info_type dungeon_info_type;
1602 struct dungeon_info_type {
1603 STR_OFFSET name; /* Name */
1604 STR_OFFSET text; /* Description */
1609 feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
1610 feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
1611 FEAT_IDX outer_wall; /* Outer wall tile */
1612 FEAT_IDX inner_wall; /* Inner wall tile */
1613 FEAT_IDX stream1; /* stream tile */
1614 FEAT_IDX stream2; /* stream tile */
1616 DEPTH mindepth; /* Minimal depth */
1617 DEPTH maxdepth; /* Maximal depth */
1618 PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
1621 BIT_FLAGS8 mode; /* Mode of combinaison of the monster flags */
1623 int min_m_alloc_level; /* Minimal number of monsters per level */
1624 int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
1626 BIT_FLAGS flags1; /* Flags 1 */
1628 BIT_FLAGS mflags1; /* The monster flags that are allowed */
1637 BIT_FLAGS m_a_ability_flags1;
1638 BIT_FLAGS m_a_ability_flags2;
1639 BIT_FLAGS m_a_ability_flags3;
1640 BIT_FLAGS m_a_ability_flags4;
1642 char r_char[5]; /* Monster race allowed */
1643 KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
1644 ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
1645 MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
1647 byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
1655 * @struct autopick_type
1656 * @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
1659 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 */
1660 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' */
1661 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 */
1662 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 */
1663 byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
1664 byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
1669 * A structure type for the saved floor
1673 s16b floor_id; /* No recycle until 65536 IDs are all used */
1674 byte savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
1676 s32b last_visit; /* Time count of last visit. 0 for new floor. */
1677 u32b visit_mark; /* Older has always smaller mark. */
1678 s16b upper_floor_id; /* a floor connected with level teleportation */
1679 s16b lower_floor_id; /* a floor connected with level tel. and trap door */
1684 * A structure type for terrain template of saving dungeon floor
1693 } cave_template_type;
1697 * @struct arena_type
1698 * @brief 闘技場のモンスターエントリー構造体 / A structure type for arena entry
1702 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) */
1703 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) */
1704 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 */
1709 * A structure type for doors
1716 FEAT_IDX locked[MAX_LJ_DOORS];
1717 FEAT_IDX num_locked;
1718 FEAT_IDX jammed[MAX_LJ_DOORS];
1719 FEAT_IDX num_jammed;
1725 * A structure type for travel command
1728 int run; /* Remaining grid number */
1729 int cost[MAX_HGT][MAX_WID];
1730 int x; /* Target X */
1731 int y; /* Target Y */
1732 int dir; /* Running direction */
1752 } dragonbreath_type;