struct feature_type
{
- 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) */
+ 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) */
+ 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) */
+ 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) */
- s16b mimic; /*!< 未確定時の外形地形ID / Feature to mimic */
+ IDX mimic; /*!< 未確定時の外形地形ID / Feature to mimic */
- u32b flags[FF_FLAG_SIZE]; /*!< 地形の基本特性ビット配列 / Flags */
+ BIT_FLAGS flags[FF_FLAG_SIZE]; /*!< 地形の基本特性ビット配列 / Flags */
u16b priority; /*!< 縮小表示で省略する際の表示優先度 / Map priority */
- s16b destroyed; /*!< *破壊*に巻き込まれた時の地形移行先(未実装?) / Default destroyed state */
+ IDX destroyed; /*!< *破壊*に巻き込まれた時の地形移行先(未実装?) / Default destroyed state */
feature_state state[MAX_FEAT_STATES]; /*!< feature_state テーブル */
byte subtype; /*!< 副特性値 */
- byte power; /*!< 地形強度 */
+ FEAT_POWER 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 */
+ 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 */
+ 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 */
- 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 */
+ 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 */
+ 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 */
};
struct object_kind
{
- 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) */
+ 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) */
+ 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) */
+ 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) */
- 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 */
+ OBJECT_TYPE_VALUE tval; /*!< ベースアイテム種別の大項目値 Object type */
+ OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテム種別の小項目値 Object sub type */
- s16b pval; /*!< ベースアイテムのpval(能力修正共通値) Object extra info */
+ PARAMETER_VALUE pval; /*!< ベースアイテムのpval(能力修正共通値) Object extra info */
- 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 */
+ HIT_PROB to_h; /*!< ベースアイテムの命中修正値 / Bonus to hit */
+ HIT_POINT to_d; /*!< ベースアイテムのダメージ修正値 / Bonus to damage */
+ ARMOUR_CLASS to_a; /*!< ベースアイテムのAC修正値 / Bonus to armor */
- s16b ac; /*!< ベースアイテムのAC基本値 / Base armor */
+ ARMOUR_CLASS ac; /*!< ベースアイテムのAC基本値 / Base armor */
- byte dd, ds; /*!< ダメージダイスの数と大きさ / Damage dice/sides */
+ DICE_NUMBER dd;
+ DICE_SID ds; /*!< ダメージダイスの数と大きさ / Damage dice/sides */
- s16b weight; /*!< ベースアイテムの重量 / Weight */
+ WEIGHT weight; /*!< ベースアイテムの重量 / Weight */
- s32b cost; /*!< ベースアイテムの基本価値 / Object "base cost" */
+ PRICE cost; /*!< ベースアイテムの基本価値 / Object "base cost" */
- u32b flags[TR_FLAG_SIZE]; /*!< ベースアイテムの基本特性ビット配列 / Flags */
+ BIT_FLAGS flags[TR_FLAG_SIZE]; /*!< ベースアイテムの基本特性ビット配列 / Flags */
- u32b gen_flags; /*!< ベースアイテムの生成特性ビット配列 / flags for generate */
+ BIT_FLAGS 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) */
+ DEPTH 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 level; /*!< ベースアイテムの基本生成階 / Level */
+ DEPTH 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 */
+ SYMBOL_COLOR d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
+ 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 */
- 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 */
+ SYMBOL_COLOR x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
+ 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 */
s16b flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
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 */
- byte act_idx; /*!< 発動能力のID / Activative ability index */
+ IDX act_idx; /*!< 発動能力のID / Activative ability index */
};
*/
struct artifact_type
{
- 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) */
+ STR_OFFSET name; /*!< アーティファクト名(headerオフセット参照) / Name (offset) */
+ STR_OFFSET text; /*!< アーティファクト解説(headerオフセット参照) / Text (offset) */
- 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 */
+ OBJECT_TYPE_VALUE tval; /*!< ベースアイテム大項目ID / Artifact type */
+ OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテム小項目ID / Artifact sub type */
- s16b pval; /*!< pval修正値 / Artifact extra info */
+ PARAMETER_VALUE pval; /*!< pval修正値 / Artifact extra info */
- 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 */
+ HIT_PROB to_h; /*!< 命中ボーナス値 / Bonus to hit */
+ HIT_POINT to_d; /*!< ダメージボーナス値 / Bonus to damage */
+ ARMOUR_CLASS to_a; /*!< ACボーナス値 / Bonus to armor */
- s16b ac; /*!< 上書きベースAC値 / Base armor */
+ ARMOUR_CLASS ac; /*!< 上書きベースAC値 / Base armor */
- byte dd, ds; /*!< ダイス値 / Damage when hits */
+ DICE_NUMBER dd;
+ DICE_SID ds; /*!< ダイス値 / Damage when hits */
- s16b weight; /*!< 重量 / Weight */
+ WEIGHT weight; /*!< 重量 / Weight */
- s32b cost; /*!< 基本価格 / Artifact "cost" */
+ PRICE cost; /*!< 基本価格 / Artifact "cost" */
- u32b flags[TR_FLAG_SIZE]; /*! アイテムフラグ / Artifact Flags */
+ BIT_FLAGS flags[TR_FLAG_SIZE]; /*! アイテムフラグ / Artifact Flags */
- u32b gen_flags; /*! アイテム生成フラグ / flags for generate */
+ BIT_FLAGS 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 */
+ DEPTH level; /*! 基本生成階 / Artifact level */
+ RARITY rarity; /*! レアリティ / 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") */
struct ego_item_type
{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
+ STR_OFFSET name; /* Name (offset) */
+ STR_OFFSET text; /* Text (offset) */
byte slot; /* Standard slot value */
byte rating; /* Rating boost */
- byte level; /* Minimum level */
- byte rarity; /* Object rarity */
+ DEPTH level; /* Minimum level */
+ RARITY rarity; /* Object rarity */
- byte max_to_h; /* Maximum to-hit bonus */
- byte max_to_d; /* Maximum to-dam bonus */
- byte max_to_a; /* Maximum to-ac bonus */
+ HIT_PROB max_to_h; /* Maximum to-hit bonus */
+ HIT_POINT max_to_d; /* Maximum to-dam bonus */
+ ARMOUR_CLASS max_to_a; /* Maximum to-ac bonus */
- byte max_pval; /* Maximum pval */
+ PARAMETER_VALUE max_pval; /* Maximum pval */
- s32b cost; /* Ego-item "cost" */
+ PRICE cost; /* Ego-item "cost" */
- u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
+ BIT_FLAGS flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
+ BIT_FLAGS gen_flags; /* flags for generate */
- u32b gen_flags; /* flags for generate */
-
- byte act_idx; /* Activative ability index */
+ IDX act_idx; /* Activative ability index */
};
{
byte method;
byte effect;
- byte d_dice;
- byte d_side;
+ DICE_NUMBER d_dice;
+ DICE_SID d_side;
};
struct monster_race
{
- u32b name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
+ STR_OFFSET name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
#ifdef JP
- u32b E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
+ STR_OFFSET E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
#endif
- u32b text; /*!< 思い出テキストのオフセット / Lore text offset */
+ STR_OFFSET text; /*!< 思い出テキストのオフセット / Lore text offset */
- 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 */
+ DICE_NUMBER hdice; /*!< HPのダイス数 / Creatures hit dice count */
+ DICE_SID hside; /*!< HPのダイス面数 / Creatures hit dice sides */
- s16b ac; /*!< アーマークラス / Armour Class */
+ ARMOUR_CLASS ac; /*!< アーマークラス / Armour Class */
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) */
+ SPEED speed; /*!< 加速(110で+0) / Speed (normally 110) */
- s32b mexp; /*!< 殺害時基本経験値 / Exp value for kill */
+ EXP mexp; /*!< 殺害時基本経験値 / Exp value for kill */
s16b extra; /*!< 未使用 / Unused (for now) */
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 flags3; /* Flags 3 (race/resist) */
- u32b flags4; /* Flags 4 (inate/breath) */
- 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) */
+ BIT_FLAGS flags1; /* Flags 1 (general) */
+ BIT_FLAGS flags2; /* Flags 2 (abilities) */
+ BIT_FLAGS flags3; /* Flags 3 (race/resist) */
+ BIT_FLAGS flags4; /* Flags 4 (inate/breath) */
+ BIT_FLAGS flags7; /* Flags 7 (movement related abilities) */
+ BIT_FLAGS flags8; /* Flags 8 (wilderness info) */
+ BIT_FLAGS flags9; /* Flags 9 (drops info) */
+ BIT_FLAGS flagsr; /* Flags R (resistances info) */
- u32b a_ability_flags1; /* Activate Ability Flags 5 (normal spells) */
- u32b a_ability_flags2; /* Activate Ability Flags 6 (special spells) */
- u32b a_ability_flags3; /* Activate Ability Flags 7 (implementing) */
- u32b a_ability_flags4; /* Activate Ability Flags 8 (implementing) */
+ BIT_FLAGS a_ability_flags1; /* Activate Ability Flags 5 (normal spells) */
+ BIT_FLAGS a_ability_flags2; /* Activate Ability Flags 6 (special spells) */
+ BIT_FLAGS a_ability_flags3; /* Activate Ability Flags 7 (implementing) */
+ BIT_FLAGS a_ability_flags4; /* Activate Ability Flags 8 (implementing) */
monster_blow blow[4]; /* Up to four blows per round */
- u16b reinforce_id[6];
- u16b reinforce_dd[6];
- u16b reinforce_ds[6];
+ MONRACE_IDX reinforce_id[6];
+ DICE_NUMBER reinforce_dd[6];
+ DICE_SID 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 */
+ ARTIFACT_IDX artifact_id[4]; /* 特定アーティファクトドロップID */
+ RARITY artifact_rarity[4]; /* 特定アーティファクトレア度 */
+ PERCENTAGE 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 */
+ PERCENTAGE arena_ratio; /* アリーナの評価修正値(%基準 / 0=100%) / Arena */
- s16b next_r_idx;
- u32b next_exp;
+ MONRACE_IDX next_r_idx;
+ EXP next_exp;
- byte level; /* Level of creature */
- byte rarity; /* Rarity of creature */
+ DEPTH level; /* Level of creature */
+ RARITY rarity; /* Rarity of creature */
- byte d_attr; /* Default monster attribute */
- byte d_char; /* Default monster character */
+ SYMBOL_COLOR d_attr; /* Default monster attribute */
+ SYMBOL_CODE d_char; /* Default monster character */
- byte x_attr; /* Desired monster attribute */
- byte x_char; /* Desired monster character */
+ SYMBOL_COLOR x_attr; /* Desired monster attribute */
+ SYMBOL_CODE x_char; /* Desired monster character */
byte max_num; /* Maximum population allowed per level */
struct vault_type
{
- u32b name; /* Name (offset) */
- u32b text; /* Text (offset) */
+ STR_OFFSET name; /* Name (offset) */
+ STR_OFFSET text; /* Text (offset) */
byte typ; /* Vault type */
-
byte rat; /* Vault rating */
-
- byte hgt; /* Vault height */
- byte wid; /* Vault width */
+ POSITION hgt; /* Vault height */
+ POSITION wid; /* Vault width */
};
struct skill_table
{
- s16b w_start[5][64]; /* start weapon exp */
- s16b w_max[5][64]; /* max weapon exp */
- s16b s_start[10]; /* start skill */
- s16b s_max[10]; /* max skill */
+ SUB_EXP w_start[5][64]; /* start weapon exp */
+ SUB_EXP w_max[5][64]; /* max weapon exp */
+ SUB_EXP s_start[10]; /* start skill */
+ SUB_EXP s_max[10]; /* max skill */
};
{
u16b info; /* Hack -- cave flags */
- s16b feat; /* Hack -- feature type */
-
- s16b o_idx; /* Object in this grid */
-
- s16b m_idx; /* Monster in this grid */
+ FEAT_IDX feat; /* Hack -- feature type */
+ OBJECT_IDX o_idx; /* Object in this grid */
+ MONSTER_IDX m_idx; /* Monster in this grid */
s16b special; /* Special cave info */
- s16b mimic; /* Feature to mimic */
+ FEAT_IDX mimic; /* Feature to mimic */
byte cost; /* Hack -- cost of flowing */
byte dist; /* Hack -- distance from player */
struct coord
{
- byte y;
- byte x;
+ POSITION y;
+ POSITION x;
};
struct object_type
{
- idx k_idx; /* Kind index (zero if "dead") */
+ KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
- position iy; /* Y-position on map, or zero */
- position ix; /* X-position on map, or zero */
+ POSITION iy; /* Y-position on map, or zero */
+ POSITION ix; /* X-position on map, or zero */
- byte tval; /* Item type (from kind) */
- byte sval; /* Item sub-type (from kind) */
+ OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
+ OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
- s16b pval; /* Item extra-parameter */
+ PARAMETER_VALUE pval; /* Item extra-parameter */
- discount_rate discount; /* Discount (if any) */
+ DISCOUNT_RATE discount; /* Discount (if any) */
- item_number number; /* Number of items */
+ ITEM_NUMBER number; /* Number of items */
- s16b weight; /* Item weight */
+ WEIGHT weight; /* Item weight */
- byte name1; /* Artifact type, if any */
- byte name2; /* Ego-Item type, if any */
+ IDX name1; /* Artifact type, if any */
+ IDX name2; /* Ego-Item type, if any */
- byte xtra1; /* Extra info type (now unused) */
- 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 */
+ XTRA8 xtra1; /* Extra info type (now unused) */
+ XTRA8 xtra2; /* Extra info activation index */
+ XTRA8 xtra3; /* Extra info for weaponsmith */
+ XTRA16 xtra4; /* Extra info fuel or captured monster's current HP */
+ XTRA16 xtra5; /* Extra info captured monster's max HP */
- hit_prob to_h; /* Plusses to hit */
- hit_point to_d; /* Plusses to damage */
- armour_class to_a; /* Plusses to AC */
+ HIT_PROB to_h; /* Plusses to hit */
+ HIT_POINT to_d; /* Plusses to damage */
+ ARMOUR_CLASS to_a; /* Plusses to AC */
- armour_class ac; /* Normal AC */
+ ARMOUR_CLASS ac; /* Normal AC */
- byte dd, ds; /* Damage dice/sides */
+ DICE_NUMBER dd;
+ DICE_SID ds; /* Damage dice/sides */
- s16b timeout; /* Timeout Counter */
+ TIME_EFFECT timeout; /* Timeout Counter */
byte ident; /* Special flags */
byte feeling; /* Game generated inscription number (eg, pseudo-id) */
- u32b art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
-
- u32b curse_flags; /* Flags for curse */
+ BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
+ BIT_FLAGS curse_flags; /* Flags for curse */
- s16b next_o_idx; /* Next object in stack (if any) */
-
- idx held_m_idx; /* Monster holding us (if any) */
+ IDX next_o_idx; /* Next object in stack (if any) */
+ IDX held_m_idx; /* Monster holding us (if any) */
};
struct monster_type
{
- s16b r_idx; /* Monster race index */
- s16b ap_r_idx; /* Monster race appearance index */
+ MONRACE_IDX r_idx; /* Monster race index */
+ IDX ap_r_idx; /* Monster race appearance index */
byte sub_align; /* Sub-alignment for a neutral monster */
- position fy; /* Y location on map */
- position fx; /* X location on map */
+ POSITION fy; /* Y location on map */
+ POSITION fx; /* X location on map */
- hit_point hp; /* Current Hit points */
- hit_point maxhp; /* Max Hit points */
- hit_point max_maxhp; /* Max Max Hit points */
+ HIT_POINT hp; /* Current Hit points */
+ HIT_POINT maxhp; /* Max Hit points */
+ HIT_POINT max_maxhp; /* Max Max Hit points */
u32b dealt_damage; /* Sum of damages dealt by player */
- s16b mtimed[MAX_MTIMED]; /* Timed status counter */
+ TIME_EFFECT mtimed[MAX_MTIMED]; /* Timed status counter */
- byte mspeed; /* Monster "speed" */
- action_energy energy_need; /* Monster "energy" */
+ SPEED mspeed; /* Monster "speed" */
+ ACTION_ENERGY energy_need; /* Monster "energy" */
- position cdis; /* Current dis from player */
+ POSITION cdis; /* Current dis from player */
- byte mflag; /* Extra monster flags */
- byte mflag2; /* Extra monster flags */
+ BIT_FLAGS8 mflag; /* Extra monster flags */
+ BIT_FLAGS8 mflag2; /* Extra monster flags */
bool ml; /* Monster is "visible" */
- idx hold_o_idx; /* Object being held (if any) */
+ OBJECT_IDX hold_o_idx; /* Object being held (if any) */
- s16b target_y; /* Can attack !los player */
- s16b target_x; /* Can attack !los player */
+ POSITION target_y; /* Can attack !los player */
+ POSITION target_x; /* Can attack !los player */
- u16b nickname; /* Monster's Nickname */
+ STR_OFFSET nickname; /* Monster's Nickname */
- u32b exp;
+ EXP exp;
- u32b smart; /* Field for "smart_learn" */
+ BIT_FLAGS smart; /* Field for "smart_learn" */
- s16b parent_m_idx;
+ MONSTER_IDX parent_m_idx;
};
struct alloc_entry
{
- s16b index; /* The actual index */
+ IDX index; /* The actual index */
- byte level; /* Base dungeon level */
- byte prob1; /* Probability, pass 1 */
- byte prob2; /* Probability, pass 2 */
- byte prob3; /* Probability, pass 3 */
+ DEPTH level; /* Base dungeon level */
+ PROB prob1; /* Probability, pass 1 */
+ PROB prob2; /* Probability, pass 2 */
+ PROB prob3; /* Probability, pass 3 */
u16b total; /* Unused for now */
};
s16b type; /*!< クエストの種別 / The quest type */
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 */
+ DEPTH level; /*!< 処理階層 / Dungeon level */
+ MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
- 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 */
+ MONSTER_NUMBER cur_num; /*!< 撃破したモンスターの数 / Number killed */
+ MONSTER_NUMBER max_num; /*!< 求められるモンスターの撃破数 / Number required */
- 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 */
+ IDX k_idx; /*!< クエスト対象のアイテムID / object index */
+ MONSTER_NUMBER num_mon; /*!< QUEST_TYPE_KILL_NUMBER時の目標撃破数 number of monsters on level */
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 */
struct magic_type
{
- byte slevel; /* Required level (to learn) */
- byte smana; /* Required mana (to cast) */
- byte sfail; /* Minimum chance of failure */
- byte sexp; /* Encoded experience bonus */
+ PLAYER_LEVEL slevel; /* Required level (to learn) */
+ MANA_POINT smana; /* Required mana (to cast) */
+ PERCENTAGE sfail; /* Minimum chance of failure */
+ EXP sexp; /* Encoded experience bonus */
};
struct player_magic
{
- int spell_book; /* Tval of spell books (if any) */
+ OBJECT_TYPE_VALUE spell_book; /* Tval of spell books (if any) */
int spell_xtra; /* Something for later */
int spell_stat; /* Stat for spells (if any) */
struct player_type
{
- s16b oldpy; /* Previous player location -KMW- */
- s16b oldpx; /* Previous player location -KMW- */
-
- character_idx psex; /* Sex index */
- character_idx prace; /* Race index */
- character_idx pclass; /* Class index */
- character_idx pseikaku; /* Seikaku index */
- character_idx realm1; /* First magic realm */
- character_idx realm2; /* Second magic realm */
- character_idx oops; /* Unused */
-
- byte hitdie; /* Hit dice (sides) */
+ POSITION oldpy; /* Previous player location -KMW- */
+ POSITION oldpx; /* Previous player location -KMW- */
+
+ CHARACTER_IDX psex; /* Sex index */
+ CHARACTER_IDX prace; /* Race index */
+ CHARACTER_IDX pclass; /* Class index */
+ CHARACTER_IDX pseikaku; /* Seikaku index */
+ REALM_IDX realm1; /* First magic realm */
+ REALM_IDX realm2; /* Second magic realm */
+ CHARACTER_IDX 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 wt; /* Weight */
s16b sc; /* Social Class */
+ PRICE au; /* Current Gold */
- s32b au; /* Current Gold */
-
- s32b max_max_exp; /* Max max experience (only to calculate score) */
- s32b max_exp; /* Max experience */
- s32b exp; /* Cur experience */
+ 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) */
- s16b lev; /* Level */
+ PLAYER_LEVEL lev; /* Level */
s16b town_num; /* Current town number */
s16b arena_number; /* monster number in arena -KMW- */
bool inside_arena; /* Is character inside arena? */
- s16b inside_quest; /* Inside quest level */
+ QUEST_IDX inside_quest; /* Inside quest level */
bool inside_battle; /* Is character inside tougijou? */
- s32b wilderness_x; /* Coordinates in the wilderness */
- s32b wilderness_y;
+ POSITION wilderness_x; /* Coordinates in the wilderness */
+ POSITION wilderness_y;
bool wild_mode;
- s32b mhp; /* Max hit pts */
- s32b chp; /* Cur hit pts */
+ HIT_POINT mhp; /* Max hit pts */
+ HIT_POINT chp; /* Cur hit pts */
u32b chp_frac; /* Cur hit frac (times 2^16) */
- s32b msp; /* Max mana pts */
- s32b csp; /* Cur mana pts */
+ 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 */
- 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 */
+ 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 kabenuke;
- 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 */
- byte mimic_form;
- time_effect tim_mimic;
- time_effect tim_sh_fire;
- time_effect tim_sh_holy;
- time_effect tim_eyeeye;
+ 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 kabenuke;
+ 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 */
+ 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 */
+ TIME_EFFECT tim_reflect; /* Timed -- Reflect */
+ TIME_EFFECT multishadow; /* Timed -- Multi-shadow */
+ TIME_EFFECT dustrobe; /* Timed -- Robe of dust */
s16b chaos_patron;
- u32b muta1;
- u32b muta2;
- u32b muta3;
+ BIT_FLAGS muta1;
+ BIT_FLAGS muta2;
+ BIT_FLAGS muta3;
s16b virtues[8];
s16b vir_types[8];
- s16b word_recall; /* Word of recall counter */
- s16b alter_reality; /* Alter reality counter */
- byte 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 */
- s16b energy_need; /* Energy needed for next move */
- s16b 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 */
- s16b food; /* Current nutrition */
+ FEED food; /* Current nutrition */
- u32b special_attack; /* Special attack capacity -LM- */
- u32b special_defense; /* Special block capacity -LM- */
+ BIT_FLAGS special_attack; /* Special attack capacity -LM- */
+ BIT_FLAGS 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 */
+ 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 */
- s16b spell_exp[64]; /* Proficiency of spells */
- s16b weapon_exp[5][64]; /* Proficiency of weapons */
- s16b 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 */
- s32b magic_num1[108]; /* Array for non-spellbook type magic */
- byte magic_num2[108]; /* Flags for non-spellbook type magics */
+ MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
+ MAGIC_NUM2 magic_num2[108]; /*!< Flags for non-spellbook type magics */
- s16b mane_spell[MAX_MANE];
- s16b mane_dam[MAX_MANE];
+ SPELL_IDX mane_spell[MAX_MANE];
+ HIT_POINT mane_dam[MAX_MANE];
s16b mane_num;
s16b concent; /* Sniper's concentration level */
- s16b player_hp[PY_MAX_LEVEL];
+ HIT_POINT 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 */
bool wizard; /* Player is in wizard mode */
- s16b riding; /* Riding on a monster of this index */
+ MONSTER_IDX riding; /* Riding on a monster of this index */
byte knowledge; /* Knowledge about yourself */
- s32b visit; /* Visited towns */
+ BIT_FLAGS visit; /* Visited towns */
byte start_race; /* Race at birth */
- s32b old_race1; /* Record of race changes */
- s32b old_race2; /* Record of race changes */
+ 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 */
bool teleport_town;
bool enter_dungeon; /* Just enter the dungeon */
- s16b health_who; /* Health bar trackee */
+ IDX health_who; /* Health bar trackee */
- s16b monster_race_idx; /* Monster race trackee */
+ IDX monster_race_idx; /* Monster race trackee */
- s16b object_kind_idx; /* Object kind trackee */
+ IDX object_kind_idx; /* Object kind trackee */
s16b new_spells; /* Number of spells available */
s16b old_spells;
bool counter;
s32b align; /* Good/evil/neutral */
- s16b run_py;
- s16b run_px;
+ POSITION run_py;
+ POSITION run_px;
/*** Extracted fields ***/
s16b energy_use; /* Energy use this turn */
- int y; /* Player location in dungeon */
- int x; /* Player location in dungeon */
+ POSITION y; /* Player location in dungeon */
+ POSITION x; /* Player location in dungeon */
char name[32]; /* Current player's character name */
};
byte prace; /* Race index */
byte pclass; /* Class index */
byte pseikaku; /* Seikaku index */
- byte realm1; /* First magic realm */
- byte realm2; /* Second magic realm */
+ REALM_IDX realm1; /* First magic realm */
+ REALM_IDX realm2; /* Second magic realm */
s16b age;
s16b ht;
s32b au;
- s16b stat_max[6]; /* Current "maximal" stat values */
- s16b stat_max_max[6]; /* Maximal "maximal" stat values */
- s16b player_hp[PY_MAX_LEVEL];
+ BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
+ BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
+ HIT_POINT player_hp[PY_MAX_LEVEL];
s16b chaos_patron;
int town;
int road;
u32b seed;
- s16b level;
+ DEPTH level;
byte entrance;
};
int index;
};
-typedef bool (*monster_hook_type)(int r_idx);
+typedef bool (*monster_hook_type)(MONRACE_IDX r_idx);
/*
typedef struct
{
- s16b feat; /* Feature tile */
- byte percent; /* Chance of type */
+ FEAT_IDX feat; /* Feature tile */
+ PERCENTAGE percent; /* Chance of type */
}
feat_prob;
/* A structure for the != dungeon types */
typedef struct dungeon_info_type dungeon_info_type;
struct dungeon_info_type {
- u32b name; /* Name */
- u32b text; /* Description */
+ STR_OFFSET name; /* Name */
+ STR_OFFSET text; /* Description */
- byte dy;
- byte dx;
+ POSITION dy;
+ POSITION dx;
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;
+ FEAT_IDX outer_wall; /* Outer wall tile */
+ FEAT_IDX inner_wall; /* Inner wall tile */
+ FEAT_IDX stream1; /* stream tile */
+ FEAT_IDX stream2; /* stream tile */
+
+ DEPTH mindepth; /* Minimal depth */
+ DEPTH maxdepth; /* Maximal depth */
+ PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ BIT_FLAGS16 pit;
+ BIT_FLAGS16 nest;
byte mode; /* Mode of combinaison of the monster flags */
int min_m_alloc_level; /* Minimal number of monsters per level */
int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
- u32b flags1; /* Flags 1 */
+ BIT_FLAGS flags1; /* Flags 1 */
- u32b mflags1; /* The monster flags that are allowed */
- u32b mflags2;
- u32b mflags3;
- u32b mflags4;
- u32b mflags7;
- u32b mflags8;
- u32b mflags9;
- u32b mflagsr;
+ BIT_FLAGS mflags1; /* The monster flags that are allowed */
+ BIT_FLAGS mflags2;
+ BIT_FLAGS mflags3;
+ BIT_FLAGS mflags4;
+ BIT_FLAGS mflags7;
+ BIT_FLAGS mflags8;
+ BIT_FLAGS mflags9;
+ BIT_FLAGS mflagsr;
- u32b m_a_ability_flags1;
- u32b m_a_ability_flags2;
- u32b m_a_ability_flags3;
- u32b m_a_ability_flags4;
+ BIT_FLAGS m_a_ability_flags1;
+ BIT_FLAGS m_a_ability_flags2;
+ BIT_FLAGS m_a_ability_flags3;
+ BIT_FLAGS m_a_ability_flags4;
char r_char[5]; /* Monster race allowed */
int final_object; /* The object you'll find at the bottom */
{
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;
+ DEPTH 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 */
*/
typedef struct
{
- s16b open;
- s16b broken;
- s16b closed;
- s16b locked[MAX_LJ_DOORS];
- s16b num_locked;
- s16b jammed[MAX_LJ_DOORS];
- s16b num_jammed;
+ FEAT_IDX open;
+ FEAT_IDX broken;
+ FEAT_IDX closed;
+ FEAT_IDX locked[MAX_LJ_DOORS];
+ FEAT_IDX num_locked;
+ FEAT_IDX jammed[MAX_LJ_DOORS];
+ FEAT_IDX num_jammed;
} door_type;