+++ /dev/null
-#pragma once
-
-/*!
- * @file types.h
- * @brief グローバルな構造体の定義 / global type declarations
- * @date 2014/08/10
- * @author
- * <pre>
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- * </pre>
- * @details
- * <pre>
- * このファイルはangband.hでのみインクルードすること。
- * This file should ONLY be included by "angband.h"
- *
- * Note that "char" may or may not be signed, and that "signed char"
- * may or may not work on all machines. So always use "s16b" or "s32b"
- * for signed values. Also, note that unsigned values cause math problems
- * in many cases, so try to only use "u16b" and "u32b" for "bit flags",
- * unless you really need the extra bit of information, or you really
- * need to restrict yourself to a single byte for storage reasons.
- *
- * Also, if possible, attempt to restrict yourself to sub-fields of
- * known size (use "s16b" or "s32b" instead of "int", and "byte" instead
- * of "bool"), and attempt to align all fields along four-byte words, to
- * optimize storage issues on 32-bit machines. Also, avoid "bit flags"
- * since these increase the code size and slow down execution. When
- * you need to store bit flags, use one byte per flag, or, where space
- * is an issue, use a "byte" or "u16b" or "u32b", and add special code
- * to access the various bit flags.
- *
- * Many of these structures were developed to reduce the number of global
- * variables, facilitate structured program design, allow the use of ascii
- * template files, simplify access to indexed data, or facilitate efficient
- * clearing of many variables at once.
- *
- * Certain data is saved in multiple places for efficient access, currently,
- * this includes the tval/sval/weight fields in "object_type", various fields
- * in "header_type", and the "m_idx" and "o_idx" fields in "grid_type". All
- * of these could be removed, but this would, in general, slow down the game
- * and increase the complexity of the code.
- * </pre>
- */
-
-#include "h-type.h"
-#include "defines.h"
-//#include "player-skill.h"
-
-
-/*
- * Information about "ego-items".
- */
-
-typedef struct ego_item_type ego_item_type;
-
-struct ego_item_type
-{
- STR_OFFSET name; /* Name (offset) */
- STR_OFFSET text; /* Text (offset) */
-
- INVENTORY_IDX slot; /*!< 装備部位 / Standard slot value */
- PRICE rating; /*!< ベースアイテムからの価値加速 / Rating boost */
-
- DEPTH level; /* Minimum level */
- RARITY rarity; /* Object rarity */
-
- 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 */
-
- PARAMETER_VALUE max_pval; /* Maximum pval */
-
- PRICE cost; /* Ego-item "cost" */
-
- BIT_FLAGS flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
- BIT_FLAGS gen_flags; /* flags for generate */
-
- IDX act_idx; /* Activative ability index */
-};
-
-
-
-
-/*
- * Monster blow structure
- *
- * - Method (RBM_*)
- * - Effect (RBE_*)
- * - Damage Dice
- * - Damage Sides
- */
-
-typedef struct monster_blow monster_blow;
-
-struct monster_blow
-{
- BLOW_METHOD method;
- BLOW_EFFECT effect;
- DICE_NUMBER d_dice;
- DICE_SID d_side;
-};
-
-
-typedef struct mbe_info_type mbe_info_type;
-
-struct mbe_info_type
-{
- int power; /* The attack "power" */
- int explode_type; /* Explosion effect */
-};
-
-
-/*
- * Object information, for a specific object.
- *
- * Note that a "discount" on an item is permanent and never goes away.
- *
- * Note that inscriptions are now handled via the "quark_str()" function
- * applied to the "note" field, which will return NULL if "note" is zero.
- *
- * Note that "object" records are "copied" on a fairly regular basis,
- * and care must be taken when handling such objects.
- *
- * Note that "object flags" must now be derived from the object kind,
- * the artifact and ego-item indexes, and the two "xtra" fields.
- *
- * Each grid points to one (or zero) objects via the "o_idx"
- * field (above). Each object then points to one (or zero) objects
- * via the "next_o_idx" field, forming a singly linked list, which
- * in game terms, represents a "stack" of objects in the same grid.
- *
- * Each monster points to one (or zero) objects via the "hold_o_idx"
- * field (below). Each object then points to one (or zero) objects
- * via the "next_o_idx" field, forming a singly linked list, which
- * in game terms, represents a pile of objects held by the monster.
- *
- * The "held_m_idx" field is used to indicate which monster, if any,
- * is holding the object. Objects being held have "ix=0" and "iy=0".
- */
-
-typedef struct object_type object_type;
-
-struct object_type
-{
- 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 */
-
- OBJECT_TYPE_VALUE tval; /* Item type (from kind) */
- OBJECT_SUBTYPE_VALUE sval; /* Item sub-type (from kind) */
-
- PARAMETER_VALUE pval; /* Item extra-parameter */
-
- DISCOUNT_RATE discount; /* Discount (if any) */
-
- ITEM_NUMBER number; /* Number of items */
-
- WEIGHT weight; /* Item weight */
-
- ARTIFACT_IDX name1; /* Artifact type, if any */
- EGO_IDX name2; /* Ego-Item type, if any */
-
- XTRA8 xtra1; /* Extra info type (now unused) */
- XTRA8 xtra2; /* Extra info activation index */
- XTRA8 xtra3; /* Extra info for weaponsmith */
- 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 */
- XTRA16 xtra5; /*!< 捕らえたモンスターの最大HP / 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 */
-
- ARMOUR_CLASS ac; /* Normal AC */
-
- DICE_NUMBER dd;
- DICE_SID ds; /* Damage dice/sides */
-
- TIME_EFFECT timeout; /* Timeout Counter */
-
- byte ident; /* Special flags */
- byte marked; /* Object is marked */
-
- u16b inscription; /* Inscription index */
- u16b art_name; /* Artifact name (random artifacts) */
-
- byte feeling; /* Game generated inscription number (eg, pseudo-id) */
-
- BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
- BIT_FLAGS curse_flags; /* Flags for curse */
-
- OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
- MONSTER_IDX held_m_idx; /* Monster holding us (if any) */
-
- 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 */
-};
-
-
-
-/*
- * An entry for the object/monster allocation functions
- *
- * Pass 1 is determined from allocation information
- * Pass 2 is determined from allocation restriction
- * Pass 3 is determined from allocation calculation
- */
-
-typedef struct alloc_entry alloc_entry;
-
-struct alloc_entry
-{
- KIND_OBJECT_IDX index; /* The actual index */
-
- 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 */
-};
-
-
-/*
- * A store owner
- */
-typedef struct owner_type owner_type;
-
-struct owner_type
-{
- concptr owner_name; /* Name */
- PRICE max_cost; /* Purse limit */
- byte max_inflate; /* Inflation (max) */
- byte min_inflate; /* Inflation (min) */
- byte haggle_per; /* Haggle unit */
- byte insult_max; /* Insult limit */
- byte owner_race; /* Owner race */
-};
-
-
-
-
-/*
- * A store, with an owner, various state flags, a current stock
- * of items, and a table of items that are often purchased.
- */
-typedef struct store_type store_type;
-
-struct store_type
-{
- byte type; /* Store type */
-
- byte owner; /* Owner index */
- byte extra; /* Unused for now */
-
- s16b insult_cur; /* Insult counter */
-
- s16b good_buy; /* Number of "good" buys */
- s16b bad_buy; /* Number of "bad" buys */
-
- s32b store_open; /* Closed until this current_world_ptr->game_turn */
-
- s32b last_visit; /* Last visited on this current_world_ptr->game_turn */
-
- s16b table_num; /* Table -- Number of entries */
- s16b table_size; /* Table -- Total Size of Array */
- s16b *table; /* Table -- Legal item kinds */
-
- s16b stock_num; /* Stock -- Number of entries */
- s16b stock_size; /* Stock -- Total Size of Array */
- object_type *stock; /* Stock -- Actual stock items */
-};
-
-
-/*
- * The "name" of spell 'N' is stored as spell_names[X][N],
- * where X is 0 for mage-spells and 1 for priest-spells.
- */
-typedef struct magic_type magic_type;
-
-struct magic_type
-{
- 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 */
-};
-
-
-/*
- * Player sex info
- */
-
-typedef struct player_sex player_sex;
-
-struct player_sex
-{
- concptr title; /* Type of sex */
- concptr winner; /* Name of winner */
-#ifdef JP
- concptr E_title; /* 英語性別 */
- concptr E_winner; /* 英語性別 */
-#endif
-};
-
-
-/*
- * Player racial info
- */
-
-typedef struct player_race player_race;
-
-struct player_race
-{
- concptr title; /* Type of race */
-
-#ifdef JP
- concptr E_title; /* 英語種族 */
-#endif
- s16b r_adj[6]; /* Racial stat bonuses */
-
- s16b r_dis; /* disarming */
- s16b r_dev; /* magic devices */
- s16b r_sav; /* saving throw */
- s16b r_stl; /* stealth */
- s16b r_srh; /* search ability */
- s16b r_fos; /* search frequency */
- s16b r_thn; /* combat (normal) */
- s16b r_thb; /* combat (shooting) */
-
- byte r_mhp; /* Race hit-dice modifier */
- byte r_exp; /* Race experience factor */
-
- byte b_age; /* base age */
- byte m_age; /* mod age */
-
- byte m_b_ht; /* base height (males) */
- byte m_m_ht; /* mod height (males) */
- byte m_b_wt; /* base weight (males) */
- byte m_m_wt; /* mod weight (males) */
-
- byte f_b_ht; /* base height (females) */
- byte f_m_ht; /* mod height (females) */
- byte f_b_wt; /* base weight (females) */
- byte f_m_wt; /* mod weight (females) */
-
- byte infra; /* Infra-vision range */
-
- u32b choice; /* Legal class choices */
-/* byte choice_xtra; */
-};
-
-
-typedef struct player_seikaku player_seikaku;
-struct player_seikaku
-{
- concptr title; /* Type of seikaku */
-
-#ifdef JP
- concptr E_title; /* 英語性格 */
-#endif
-
- s16b a_adj[6]; /* seikaku stat bonuses */
-
- s16b a_dis; /* seikaku disarming */
- s16b a_dev; /* seikaku magic devices */
- s16b a_sav; /* seikaku saving throw */
- s16b a_stl; /* seikaku stealth */
- s16b a_srh; /* seikaku search ability */
- s16b a_fos; /* seikaku search frequency */
- s16b a_thn; /* seikaku combat (normal) */
- s16b a_thb; /* seikaku combat (shooting) */
-
- s16b a_mhp; /* Race hit-dice modifier */
-
- byte no; /* の */
- byte sex; /* seibetu seigen */
-};
-
-
-/*
- * Most of the "player" information goes here.
- *
- * This stucture gives us a large collection of player variables.
- *
- * This structure contains several "blocks" of information.
- * (1) the "permanent" info
- * (2) the "variable" info
- * (3) the "transient" info
- *
- * All of the "permanent" info, and most of the "variable" info,
- * is saved in the savefile. The "transient" info is recomputed
- * whenever anything important changes.
- */
-
-typedef struct player_type player_type;
-
-struct player_type
-{
- POSITION oldpy; /* Previous player location -KMW- */
- POSITION oldpx; /* Previous player location -KMW- */
-
- SEX_IDX psex; /* Sex index */
- RACE_IDX prace; /* Race index */
- CLASS_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 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 inside_arena; /* Is character inside arena? */
- QUEST_IDX inside_quest; /* Inside quest level */
- bool inside_battle; /* Is character inside tougijou? */
-
- 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 */
-
- 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 */
- 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;
- GAME_TURN resting; /* Current counter for resting, if any */
-
- PATRON_IDX chaos_patron;
-
- BIT_FLAGS muta1; /*!< レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
- #define MUT1_SPIT_ACID 0x00000001L /*!< 突然変異: 酸の唾 */
- #define MUT1_BR_FIRE 0x00000002L /*!< 突然変異: 炎のブレス */
- #define MUT1_HYPN_GAZE 0x00000004L /*!< 突然変異: 催眠睨み */
- #define MUT1_TELEKINES 0x00000008L /*!< 突然変異: 念動力 */
- #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
- #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
- #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
- #define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血 */
- #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
- #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
- #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
- #define MUT1_EAT_ROCK 0x00000800L /*!< 突然変異: 岩喰い */
- #define MUT1_SWAP_POS 0x00001000L /*!< 突然変異: 位置交換 */
- #define MUT1_SHRIEK 0x00002000L /*!< 突然変異: 叫び */
- #define MUT1_ILLUMINE 0x00004000L /*!< 突然変異: 照明 */
- #define MUT1_DET_CURSE 0x00008000L /*!< 突然変異: 呪い感知 */
- #define MUT1_BERSERK 0x00010000L /*!< 突然変異: 狂戦士化 */
- #define MUT1_POLYMORPH 0x00020000L /*!< 突然変異: 変身 */
- #define MUT1_MIDAS_TCH 0x00040000L /*!< 突然変異: ミダスの手 */
- #define MUT1_GROW_MOLD 0x00080000L /*!< 突然変異: カビ発生 */
- #define MUT1_RESIST 0x00100000L /*!< 突然変異: エレメント耐性 */
- #define MUT1_EARTHQUAKE 0x00200000L /*!< 突然変異: 地震 */
- #define MUT1_EAT_MAGIC 0x00400000L /*!< 突然変異: 魔力喰い */
- #define MUT1_WEIGH_MAG 0x00800000L /*!< 突然変異: 魔力感知 */
- #define MUT1_STERILITY 0x01000000L /*!< 突然変異: 増殖阻止 */
- #define MUT1_PANIC_HIT 0x02000000L /*!< 突然変異: ヒットアンドアウェイ */
- #define MUT1_DAZZLE 0x04000000L /*!< 突然変異: 眩惑 */
- #define MUT1_LASER_EYE 0x08000000L /*!< 突然変異: レーザー・アイ */
- #define MUT1_RECALL 0x10000000L /*!< 突然変異: 帰還 */
- #define MUT1_BANISH 0x20000000L /*!< 突然変異: 邪悪消滅 */
- #define MUT1_COLD_TOUCH 0x40000000L /*!< 突然変異: 凍結の手 */
- #define MUT1_LAUNCHER 0x80000000L /*!< 突然変異: アイテム投げ */
-
- BIT_FLAGS muta2; /*!< 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
- #define MUT2_BERS_RAGE 0x00000001L /*!< 突然変異: 狂戦士化の発作 */
- #define MUT2_COWARDICE 0x00000002L /*!< 突然変異: 臆病 */
- #define MUT2_RTELEPORT 0x00000004L /*!< 突然変異: ランダムテレポート / Random teleport, instability */
- #define MUT2_ALCOHOL 0x00000008L /*!< 突然変異: アルコール分泌 */
- #define MUT2_HALLU 0x00000010L /*!< 突然変異: 幻覚を引き起こす精神錯乱 */
- #define MUT2_FLATULENT 0x00000020L /*!< 突然変異: 猛烈な屁 */
- #define MUT2_SCOR_TAIL 0x00000040L /*!< 突然変異: サソリの尻尾 */
- #define MUT2_HORNS 0x00000080L /*!< 突然変異: ツノ */
- #define MUT2_BEAK 0x00000100L /*!< 突然変異: クチバシ */
- #define MUT2_ATT_DEMON 0x00000200L /*!< 突然変異: デーモンを引き付ける */
- #define MUT2_PROD_MANA 0x00000400L /*!< 突然変異: 制御できない魔力のエネルギー */
- #define MUT2_SPEED_FLUX 0x00000800L /*!< 突然変異: ランダムな加減速 */
- #define MUT2_BANISH_ALL 0x00001000L /*!< 突然変異: ランダムなモンスター消滅 */
- #define MUT2_EAT_LIGHT 0x00002000L /*!< 突然変異: 光源喰い */
- #define MUT2_TRUNK 0x00004000L /*!< 突然変異: 象の鼻 */
- #define MUT2_ATT_ANIMAL 0x00008000L /*!< 突然変異: 動物を引き寄せる */
- #define MUT2_TENTACLES 0x00010000L /*!< 突然変異: 邪悪な触手 */
- #define MUT2_RAW_CHAOS 0x00020000L /*!< 突然変異: 純カオス */
- #define MUT2_NORMALITY 0x00040000L /*!< 突然変異: ランダムな変異の消滅 */
- #define MUT2_WRAITH 0x00080000L /*!< 突然変異: ランダムな幽体化 */
- #define MUT2_POLY_WOUND 0x00100000L /*!< 突然変異: ランダムな傷の変化 */
- #define MUT2_WASTING 0x00200000L /*!< 突然変異: 衰弱 */
- #define MUT2_ATT_DRAGON 0x00400000L /*!< 突然変異: ドラゴンを引き寄せる */
- #define MUT2_WEIRD_MIND 0x00800000L /*!< 突然変異: ランダムなテレパシー */
- #define MUT2_NAUSEA 0x01000000L /*!< 突然変異: 落ち着きの無い胃 */
- #define MUT2_CHAOS_GIFT 0x02000000L /*!< 突然変異: カオスパトロン */
- #define MUT2_WALK_SHAD 0x04000000L /*!< 突然変異: ランダムな現実変容 */
- #define MUT2_WARNING 0x08000000L /*!< 突然変異: 警告 */
- #define MUT2_INVULN 0x10000000L /*!< 突然変異: ランダムな無敵化 */
- #define MUT2_SP_TO_HP 0x20000000L /*!< 突然変異: ランダムなMPからHPへの変換 */
- #define MUT2_HP_TO_SP 0x40000000L /*!< 突然変異: ランダムなHPからMPへの変換 */
- #define MUT2_DISARM 0x80000000L /*!< 突然変異: ランダムな武器落とし */
-
- BIT_FLAGS muta3; /*!< 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
- #define MUT3_HYPER_STR 0x00000001L /*!< 突然変異: 超人的な力 */
- #define MUT3_PUNY 0x00000002L /*!< 突然変異: 虚弱 */
- #define MUT3_HYPER_INT 0x00000004L /*!< 突然変異: 生体コンピュータ */
- #define MUT3_MORONIC 0x00000008L /*!< 突然変異: 精神薄弱 */
- #define MUT3_RESILIENT 0x00000010L /*!< 突然変異: 弾力のある体 */
- #define MUT3_XTRA_FAT 0x00000020L /*!< 突然変異: 異常な肥満 */
- #define MUT3_ALBINO 0x00000040L /*!< 突然変異: アルビノ */
- #define MUT3_FLESH_ROT 0x00000080L /*!< 突然変異: 腐敗した肉体 */
- #define MUT3_SILLY_VOI 0x00000100L /*!< 突然変異: 間抜けなキーキー声 */
- #define MUT3_BLANK_FAC 0x00000200L /*!< 突然変異: のっぺらぼう */
- #define MUT3_ILL_NORM 0x00000400L /*!< 突然変異: 幻影に覆われた体 */
- #define MUT3_XTRA_EYES 0x00000800L /*!< 突然変異: 第三の目 */
- #define MUT3_MAGIC_RES 0x00001000L /*!< 突然変異: 魔法防御 */
- #define MUT3_XTRA_NOIS 0x00002000L /*!< 突然変異: 騒音 */
- #define MUT3_INFRAVIS 0x00004000L /*!< 突然変異: 赤外線視力 */
- #define MUT3_XTRA_LEGS 0x00008000L /*!< 突然変異: 追加の脚 */
- #define MUT3_SHORT_LEG 0x00010000L /*!< 突然変異: 短い脚 */
- #define MUT3_ELEC_TOUC 0x00020000L /*!< 突然変異: 電撃オーラ */
- #define MUT3_FIRE_BODY 0x00040000L /*!< 突然変異: 火炎オーラ */
- #define MUT3_WART_SKIN 0x00080000L /*!< 突然変異: イボ肌 */
- #define MUT3_SCALES 0x00100000L /*!< 突然変異: 鱗肌 */
- #define MUT3_IRON_SKIN 0x00200000L /*!< 突然変異: 鉄の肌 */
- #define MUT3_WINGS 0x00400000L /*!< 突然変異: 翼 */
- #define MUT3_FEARLESS 0x00800000L /*!< 突然変異: 恐れ知らず */
- #define MUT3_REGEN 0x01000000L /*!< 突然変異: 急回復 */
- #define MUT3_ESP 0x02000000L /*!< 突然変異: テレパシー */
- #define MUT3_LIMBER 0x04000000L /*!< 突然変異: しなやかな肉体 */
- #define MUT3_ARTHRITIS 0x08000000L /*!< 突然変異: 関節の痛み */
- #define MUT3_BAD_LUCK 0x10000000L /*!< 突然変異: 黒いオーラ(不運) */
- #define MUT3_VULN_ELEM 0x20000000L /*!< 突然変異: 元素攻撃弱点 */
- #define MUT3_MOTION 0x40000000L /*!< 突然変異: 正確で力強い動作 */
- #define MUT3_GOOD_LUCK 0x80000000L /*!< 突然変異: 白いオーラ(幸運) */
-
- 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 */
-
- ENERGY energy_need; /* Energy needed for next move */
- ENERGY enchant_energy_need; /* Energy needed for next upkeep effect */
-
- 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;
- #define ATTACK_CONFUSE 0x00000001 /*!< プレイヤーのステータス:混乱打撃 */
- #define ATTACK_XXX1 0x00000002 /*!< プレイヤーのステータス:未使用1 */
- #define ATTACK_XXX2 0x00000004 /*!< プレイヤーのステータス:未使用2 */
- #define ATTACK_XXX3 0x00000008 /*!< プレイヤーのステータス:未使用3 */
- #define ATTACK_ACID 0x00000010 /*!< プレイヤーのステータス:魔法剣/溶解 */
- #define ATTACK_ELEC 0x00000020 /*!< プレイヤーのステータス:魔法剣/電撃 */
- #define ATTACK_FIRE 0x00000040 /*!< プレイヤーのステータス:魔法剣/火炎 */
- #define ATTACK_COLD 0x00000080 /*!< プレイヤーのステータス:魔法剣/冷凍 */
- #define ATTACK_POIS 0x00000100 /*!< プレイヤーのステータス:魔法剣/毒殺 */
- #define ATTACK_HOLY 0x00000200 /*!< プレイヤーのステータス:対邪?(未使用) */
- #define ATTACK_SUIKEN 0x00000400 /*!< プレイヤーのステータス:酔拳 */
-
- /*
- * p_ptr->special_defenseによる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;
- #define DEFENSE_ACID 0x00000001 /*!< プレイヤーのステータス:酸免疫 */
- #define DEFENSE_ELEC 0x00000002 /*!< プレイヤーのステータス:電撃免疫 */
- #define DEFENSE_FIRE 0x00000004 /*!< プレイヤーのステータス:火炎免疫 */
- #define DEFENSE_COLD 0x00000008 /*!< プレイヤーのステータス:冷気免疫 */
- #define DEFENSE_POIS 0x00000010 /*!< プレイヤーのステータス:毒免疫 */
- #define KAMAE_GENBU 0x00000020 /*!< プレイヤーのステータス:玄武の構え */
- #define KAMAE_BYAKKO 0x00000040 /*!< プレイヤーのステータス:白虎の構え */
- #define KAMAE_SEIRYU 0x00000080 /*!< プレイヤーのステータス:青竜の構え */
- #define KAMAE_SUZAKU 0x00000100 /*!< プレイヤーのステータス:朱雀の構え */
- #define KATA_IAI 0x00000200 /*!< プレイヤーのステータス:居合 */
- #define KATA_FUUJIN 0x00000400 /*!< プレイヤーのステータス:風塵 */
- #define KATA_KOUKIJIN 0x00000800 /*!< プレイヤーのステータス:降鬼陣 */
- #define KATA_MUSOU 0x00001000 /*!< プレイヤーのステータス:無想 */
- #define NINJA_KAWARIMI 0x00002000 /*!< プレイヤーのステータス:変わり身 */
- #define NINJA_S_STEALTH 0x00004000 /*!< プレイヤーのステータス:超隠密 */
- #define MAX_KAMAE 4 /*!< 修行僧の構え最大数 */
- #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU) /*!< 修行僧の構えビット配列 */
- #define MAX_KATA 4 /*!< 修行僧の型最大数 */
- #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU) /*!< 修行僧の型ビット配列 */
-
- ACTION_IDX action; /* Currently action */
- #define ACTION_NONE 0 /*!< 持続行動: なし */
- #define ACTION_SEARCH 1 /*!< 持続行動: 探索 */
- #define ACTION_REST 2 /*!< 持続行動: 休憩 */
- #define ACTION_LEARN 3 /*!< 持続行動: 青魔法ラーニング */
- #define ACTION_FISH 4 /*!< 持続行動: 釣り */
- #define ACTION_KAMAE 5 /*!< 持続行動: 修行僧の構え */
- #define ACTION_KATA 6 /*!< 持続行動: 剣術家の型 */
- #define ACTION_SING 7 /*!< 持続行動: 歌 */
- #define ACTION_HAYAGAKE 8 /*!< 持続行動: 早駆け */
- #define ACTION_SPELL 9 /*!< 持続行動: 呪術 */
-
- 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 */
-
- MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
- MAGIC_NUM2 magic_num2[108]; /*!< 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;
-
- 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 */
-
- u16b total_winner; /* Total winner */
- u16b panic_save; /* Panic save */
-
- u16b noscore; /* Cheating flags */
-
- bool wait_report_score; /* Waiting to report score */
- bool is_dead; /* Player is dead */
- bool now_damaged;
- bool ambush_flag;
-
- bool wizard; /* Player is in wizard mode */
-
- MONSTER_IDX riding; /* Riding on a monster of this index */
- byte knowledge; /* Knowledge about yourself */
- BIT_FLAGS visit; /* Visited towns */
-
- RACE_IDX 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 today_mon; /* Wanted monster */
-
- 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 */
-
- byte feeling; /* Most recent dungeon feeling */
- s32b feeling_turn; /* The current_world_ptr->game_turn of the last dungeon feeling */
-
- object_type *inventory_list; /* The player's p_ptr->inventory_list [INVEN_TOTAL] */
- s16b inven_cnt; /* Number of items in inventory */
- s16b equip_cnt; /* Number of items in equipment */
-
- /*** Temporary fields ***/
-
- bool playing; /* True if player is playing */
- bool leaving; /* True if player is leaving */
-
- bool monk_armour_aux;
- bool monk_notify_aux;
-
- 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 */
-
- IDX health_who; /* Health bar trackee */
-
- MONRACE_IDX monster_race_idx; /* Monster race trackee */
-
- KIND_OBJECT_IDX object_kind_idx; /* Object kind trackee */
-
- s16b new_spells; /* Number of spells available */
- s16b old_spells;
-
- 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;
-
- 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;
-
- POSITION cur_lite; /* Radius of lite (if any) */
-
- BIT_FLAGS update; /* Pending Updates */
- #define PU_BONUS 0x00000001L /*!< ステータス更新フラグ: 能力値修正 / Calculate bonuses */
- #define PU_TORCH 0x00000002L /*!< ステータス更新フラグ: 光源半径 / Calculate torch radius */
- #define PU_HP 0x00000010L /*!< ステータス更新フラグ: HP / Calculate chp and mhp */
- #define PU_MANA 0x00000020L /*!< ステータス更新フラグ: MP / Calculate csp and msp */
- #define PU_SPELLS 0x00000040L /*!< ステータス更新フラグ: 魔法学習数 / Calculate spells */
- #define PU_COMBINE 0x00000100L /*!< アイテム処理フラグ: アイテムの結合を要する / Combine the pack */
- #define PU_REORDER 0x00000200L /*!< アイテム処理フラグ: アイテムの並び替えを要する / Reorder the pack */
- #define PU_AUTODESTROY 0x00000400L /*!< アイテム処理フラグ: アイテムの自動破壊を要する / Auto-destroy marked item */
- #define PU_UN_VIEW 0x00010000L /*!< ステータス更新フラグ: 地形の視界外化 / Forget view */
- #define PU_UN_LITE 0x00020000L /*!< ステータス更新フラグ: 明暗範囲の視界外化 / Forget lite */
- #define PU_VIEW 0x00100000L /*!< ステータス更新フラグ: 視界 / Update view */
- #define PU_LITE 0x00200000L /*!< ステータス更新フラグ: 明暗範囲 / Update lite */
- #define PU_MON_LITE 0x00400000L /*!< ステータス更新フラグ: モンスターの光源範囲 / Monster illumination */
- #define PU_DELAY_VIS 0x00800000L /*!< ステータス更新フラグ: 視界の追加更新 / Mega-Hack -- Delayed visual update */
- #define PU_MONSTERS 0x01000000L /*!< ステータス更新フラグ: モンスターのステータス / Update monsters */
- #define PU_DISTANCE 0x02000000L /*!< ステータス更新フラグ: プレイヤーとモンスターの距離 / Update distances */
- #define PU_FLOW 0x10000000L /*!< ステータス更新フラグ: プレイヤーから各マスへの到達距離 / Update flow */
-
- 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;
-
-
- /*** Extracted fields ***/
-
- 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 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 */
-
- 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) */
- s16b to_a; /* Bonus to ac */
-
- s16b to_m_chance; /* Minusses to cast chance */
-
- bool ryoute;
- bool migite;
- bool hidarite;
- 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 */
-
- byte pspeed; /* Current speed */
-
- ENERGY energy_use; /* Energy use this current_world_ptr->game_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 */
-};
-
-
-/*
- * A structure to hold "rolled" information
- */
-typedef struct birther birther;
-
-struct birther
-{
- SEX_IDX psex; /* Sex index */
- RACE_IDX prace; /* Race index */
- CLASS_IDX pclass; /* Class index */
- CHARACTER_IDX pseikaku; /* Seikaku index */
- REALM_IDX realm1; /* First magic realm */
- REALM_IDX realm2; /* Second magic realm */
-
- s16b age;
- s16b ht;
- s16b wt;
- s16b sc;
-
- PRICE au; /*!< 初期の所持金 */
-
- 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];
-
- PATRON_IDX chaos_patron;
-
- s16b vir_types[8];
-
- char history[4][60];
-
- bool quick_ok;
-};
-
-
-/* For Monk martial arts */
-
-typedef struct martial_arts martial_arts;
-
-struct martial_arts
-{
- concptr desc; /* A verbose attack description */
- PLAYER_LEVEL min_level; /* Minimum level to use */
- int chance; /* Chance of 'success' */
- int dd; /* Damage dice */
- int ds; /* Damage sides */
- int effect; /* Special effects */
-};
-
-typedef struct kamae kamae;
-
-struct kamae
-{
- concptr desc; /* A verbose kamae description */
- PLAYER_LEVEL min_level; /* Minimum level to use */
- concptr info;
-};
-
-
-/* Imitator */
-
-typedef struct monster_power monster_power;
-struct monster_power
-{
- PLAYER_LEVEL level;
- MANA_POINT smana;
- PERCENTAGE fail;
- int manedam;
- int manefail;
- int use_stat;
- concptr name;
-};
-
-
-/*
- * A structure describing a town with
- * stores and buildings
- */
-typedef struct town_type town_type;
-struct town_type
-{
- GAME_TEXT name[32];
- u32b seed; /* Seed for RNG */
- store_type *store; /* The stores [MAX_STORES] */
- byte numstores;
-};
-
-/*
- * Sort-array element
- */
-typedef struct tag_type tag_type;
-
-struct tag_type
-{
- int tag;
- int index;
-};
-
-typedef bool (*monsterrace_hook_type)(MONRACE_IDX r_idx);
-
-
-/*
- * This seems like a pretty standard "typedef"
- */
-typedef int (*inven_func)(object_type *);
-
-
-typedef struct
-{
- FEAT_IDX feat; /* Feature tile */
- PERCENTAGE percent; /* Chance of type */
-}
-feat_prob;
-
-
-/*!
- * @struct autopick_type
- * @brief 自動拾い/破壊設定データの構造体 / A structure type for entry of auto-picker/destroyer
- */
-typedef struct {
- concptr 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 */
- concptr 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' */
- BIT_FLAGS flag[2]; /*!< キーワードに関する汎用的な条件フラグ / Misc. keyword to be matched */
- byte action; /*!< 対象のアイテムを拾う/破壊/放置するかの指定フラグ / Auto-pickup or Destroy or Leave items */
- byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
- byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
-} autopick_type;
-
-
-/*
- * A structure type for terrain template of saving dungeon floor
- */
-typedef struct
-{
- BIT_FLAGS info;
- FEAT_IDX feat;
- FEAT_IDX mimic;
- s16b special;
- u16b occurrence;
-} cave_template_type;
-
-
-#ifdef TRAVEL
-/*
- * A structure type for travel command
- */
-typedef struct {
- int run; /* Remaining grid number */
- int cost[MAX_HGT][MAX_WID];
- POSITION x; /* Target X */
- POSITION y; /* Target Y */
- DIRECTION dir; /* Running direction */
-} travel_type;
-#endif
-
-typedef struct {
- int flag;
- int type;
- concptr name;
-} dragonbreath_type;