#include "angband.h"
#include "util.h"
#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
#include "market/building.h"
#include "core.h"
#include "core/show-file.h"
-
-#include "angband.h"
+#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "spells.h"
#include "spells-summon.h"
*/
#include "angband.h"
+#include "main/sound-definitions-table.h"
#include "cmd/cmd-activate.h"
#include "cmd/cmd-basic.h"
#include "angband.h"
#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
#include "core.h"
#include "gameterm.h"
#include "angband.h"
+#include "main/sound-definitions-table.h"
#include "util.h"
#include "object-flavor.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "monsterrace-hook.h"
#include "player-status.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "autopick.h"
#include "gameterm.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "gameterm.h"
#include "cmd-basic.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "floor.h"
#include "grid.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "birth.h"
#include "selfinfo.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "cmd/cmd-spell.h"
#include "io/write-diary.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "player-race.h"
#include "spells-summon.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "avatar.h"
#include "player-status.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "avatar.h"
#include "spells.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "artifact.h"
#include "cmd-pet.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "gameterm.h"
#include "monster.h"
#include "signal-handlers.h"
#include "util.h"
#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
#include "core.h"
#include "inet.h"
#include "gameterm.h"
#pragma once
+#define SOUND_HIT 1
+#define SOUND_MISS 2
+#define SOUND_FLEE 3
+#define SOUND_DROP 4
+#define SOUND_KILL 5
+#define SOUND_LEVEL 6
+#define SOUND_DEATH 7
+#define SOUND_STUDY 8
+#define SOUND_TELEPORT 9
+#define SOUND_SHOOT 10
+#define SOUND_QUAFF 11
+#define SOUND_ZAP 12
+#define SOUND_WALK 13
+#define SOUND_TPOTHER 14
+#define SOUND_HITWALL 15
+#define SOUND_EAT 16
+#define SOUND_STORE1 17
+#define SOUND_STORE2 18
+#define SOUND_STORE3 19
+#define SOUND_STORE4 20
+#define SOUND_DIG 21
+#define SOUND_OPENDOOR 22
+#define SOUND_SHUTDOOR 23
+#define SOUND_TPLEVEL 24
+#define SOUND_SCROLL 25
+#define SOUND_BUY 26
+#define SOUND_SELL 27
+#define SOUND_WARN 28
+#define SOUND_ROCKET 29 /*!< Somebody's shooting rockets */
+#define SOUND_N_KILL 30 /*!< The player kills a non-living/undead monster */
+#define SOUND_U_KILL 31 /*!< The player kills a unique */
+#define SOUND_QUEST 32 /*!< The player has just completed a quest */
+#define SOUND_HEAL 33 /*!< The player was healed a little bit */
+#define SOUND_X_HEAL 34 /*!< The player was healed full health */
+#define SOUND_BITE 35 /*!< A monster bites you */
+#define SOUND_CLAW 36 /*!< A monster claws you */
+#define SOUND_M_SPELL 37 /*!< A monster casts a miscellaneous spell */
+#define SOUND_SUMMON 38 /*!< A monster casts a summoning spell */
+#define SOUND_BREATH 39 /*!< A monster breathes */
+#define SOUND_BALL 40 /*!< A monster casts a ball / bolt spell */
+#define SOUND_M_HEAL 41 /*!< A monster heals itself somehow */
+#define SOUND_ATK_SPELL 42 /*!< A monster casts a misc. offensive spell */
+#define SOUND_EVIL 43 /*!< Something nasty has just happened! */
+#define SOUND_TOUCH 44 /*!< A monster touches you */
+#define SOUND_STING 45 /*!< A monster stings you */
+#define SOUND_CRUSH 46 /*!< A monster crushes / envelopes you */
+#define SOUND_SLIME 47 /*!< A monster drools/spits/etc on you */
+#define SOUND_WAIL 48 /*!< A monster wails */
+#define SOUND_WINNER 49 /*!< Just won the game! */
+#define SOUND_FIRE 50 /*!< An item was burned */
+#define SOUND_ACID 51 /*!< An item was destroyed by acid */
+#define SOUND_ELEC 52 /*!< An item was destroyed by electricity */
+#define SOUND_COLD 53 /*!< An item was shattered */
+#define SOUND_ILLEGAL 54 /*!< Illegal command attempted */
+#define SOUND_FAIL 55 /*!< Fail to get a spell off / activate an item */
+#define SOUND_WAKEUP 56 /*!< A monster wakes up */
+#define SOUND_INVULN 57 /*!< Invulnerability! */
+#define SOUND_FALL 58 /*!< Falling through a trapdoor... */
+#define SOUND_PAIN 59 /*!< A monster is in pain! */
+#define SOUND_DESTITEM 60 /*!< An item was destroyed by misc. means */
+#define SOUND_MOAN 61 /*!< A monster makes a moan/beg/insult attack */
+#define SOUND_SHOW 62 /*!< A monster makes a "show" attack */
+#define SOUND_UNUSED 63 /*!< (no sound for gaze attacks) */
+#define SOUND_EXPLODE 64 /*!< Something (or somebody) explodes */
+#define SOUND_GLASS 65 /*!< A glass feature was crashed */
+#define SOUND_REFLECT 66 /*!< A bolt was reflected */
#define SOUND_MAX 67 /*!< 効果音定義の最大数 / Maximum numbers of sound effect */
extern const concptr angband_sound_name[SOUND_MAX];
#include "angband.h"
#include "say-comments.h"
+#include "main/sound-definitions-table.h"
#include "market/store-owner-comments.h"
#include "market/store-util.h"
#include "avatar.h"
#include "core.h"
#include "util.h"
#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
#include "gameterm.h"
#include "floor.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "mind.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "creature.h"
#include "io/write-diary.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "core.h"
#include "io/write-diary.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "cmd-pet.h"
#include "floor.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "floor.h"
#include "grid.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "floor.h"
#include "grid.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "world.h"
#include "gameterm.h"
#include "core.h"
#include "util.h"
#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
#include "gameterm.h"
#include "avatar.h"
#include "save.h"
#include "files.h"
-
/*!
-* todo 元々「破損したアイテムの数」をreturnしていました
-* しかし調査の結果、どの関数も戻り値を使用していませんでした
-* よって戻りをvoidとし、破損したアイテム数を計上しているローカル変数を削除しました
-* 確認後、問題がなければ本コメントを削除の上コミット願います
-* そして英語のコメントにある「stealing」とは一体…詳細不明につき残しました
-* なお「toryを省略する必要はないじゃろ」との独断により関数名を変更しました
-* 気に入らなければ元に戻して下さい。。。 by Hourier
-* ***
-* @brief アイテムを指定確率で破損させる /
-* Destroys a type of item on a given percent chance
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param typ 破損判定関数ポインタ
-* @param perc 基本確率
-* @return なし
-* @details
-* Note that missiles are no longer necessarily all destroyed
-* Destruction taken from "melee.c" code for "stealing".
-* New-style wands and rods handled correctly. -LM-
-*/
+ * @brief アイテムを指定確率で破損させる /
+ * Destroys a type of item on a given percent chance
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param typ 破損判定関数ポインタ
+ * @param perc 基本確率
+ * @return なし
+ * @details
+ * Note that missiles are no longer necessarily all destroyed
+ * Destruction taken from "melee.c" code for "stealing".
+ * New-style wands and rods handled correctly. -LM-
+ */
void inventory_damage(player_type *player_ptr, inven_func typ, int perc)
{
INVENTORY_IDX i;
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
-
int take_hit(player_type *creature_ptr, int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
{
int old_chp = creature_ptr->chp;
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "realm-song.h"
#include "autopick.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "market/building.h"
#include "quest.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "gameterm.h"
#include "player-status.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "io/write-diary.h"
#include "cmd/cmd-pet.h"
#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "creature.h"
#include "core.h"
#include "gameterm.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "object-ego.h"
#include "creature.h"
#include "angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
#include "io/write-diary.h"
#include "cmd/cmd-dump.h"
extern concptr keymap_act[KEYMAP_MODES][256];
-/*** Sound constants ***/
-
-/*
- * Mega-Hack -- some primitive sound support (see "main-win.c")
- *
- * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
- */
-#define SOUND_HIT 1
-#define SOUND_MISS 2
-#define SOUND_FLEE 3
-#define SOUND_DROP 4
-#define SOUND_KILL 5
-#define SOUND_LEVEL 6
-#define SOUND_DEATH 7
-#define SOUND_STUDY 8
-#define SOUND_TELEPORT 9
-#define SOUND_SHOOT 10
-#define SOUND_QUAFF 11
-#define SOUND_ZAP 12
-#define SOUND_WALK 13
-#define SOUND_TPOTHER 14
-#define SOUND_HITWALL 15
-#define SOUND_EAT 16
-#define SOUND_STORE1 17
-#define SOUND_STORE2 18
-#define SOUND_STORE3 19
-#define SOUND_STORE4 20
-#define SOUND_DIG 21
-#define SOUND_OPENDOOR 22
-#define SOUND_SHUTDOOR 23
-#define SOUND_TPLEVEL 24
-#define SOUND_SCROLL 25
-#define SOUND_BUY 26
-#define SOUND_SELL 27
-#define SOUND_WARN 28
-#define SOUND_ROCKET 29 /*!< Somebody's shooting rockets */
-#define SOUND_N_KILL 30 /*!< The player kills a non-living/undead monster */
-#define SOUND_U_KILL 31 /*!< The player kills a unique */
-#define SOUND_QUEST 32 /*!< The player has just completed a quest */
-#define SOUND_HEAL 33 /*!< The player was healed a little bit */
-#define SOUND_X_HEAL 34 /*!< The player was healed full health */
-#define SOUND_BITE 35 /*!< A monster bites you */
-#define SOUND_CLAW 36 /*!< A monster claws you */
-#define SOUND_M_SPELL 37 /*!< A monster casts a miscellaneous spell */
-#define SOUND_SUMMON 38 /*!< A monster casts a summoning spell */
-#define SOUND_BREATH 39 /*!< A monster breathes */
-#define SOUND_BALL 40 /*!< A monster casts a ball / bolt spell */
-#define SOUND_M_HEAL 41 /*!< A monster heals itself somehow */
-#define SOUND_ATK_SPELL 42 /*!< A monster casts a misc. offensive spell */
-#define SOUND_EVIL 43 /*!< Something nasty has just happened! */
-#define SOUND_TOUCH 44 /*!< A monster touches you */
-#define SOUND_STING 45 /*!< A monster stings you */
-#define SOUND_CRUSH 46 /*!< A monster crushes / envelopes you */
-#define SOUND_SLIME 47 /*!< A monster drools/spits/etc on you */
-#define SOUND_WAIL 48 /*!< A monster wails */
-#define SOUND_WINNER 49 /*!< Just won the game! */
-#define SOUND_FIRE 50 /*!< An item was burned */
-#define SOUND_ACID 51 /*!< An item was destroyed by acid */
-#define SOUND_ELEC 52 /*!< An item was destroyed by electricity */
-#define SOUND_COLD 53 /*!< An item was shattered */
-#define SOUND_ILLEGAL 54 /*!< Illegal command attempted */
-#define SOUND_FAIL 55 /*!< Fail to get a spell off / activate an item */
-#define SOUND_WAKEUP 56 /*!< A monster wakes up */
-#define SOUND_INVULN 57 /*!< Invulnerability! */
-#define SOUND_FALL 58 /*!< Falling through a trapdoor... */
-#define SOUND_PAIN 59 /*!< A monster is in pain! */
-#define SOUND_DESTITEM 60 /*!< An item was destroyed by misc. means */
-#define SOUND_MOAN 61 /*!< A monster makes a moan/beg/insult attack */
-#define SOUND_SHOW 62 /*!< A monster makes a "show" attack */
-#define SOUND_UNUSED 63 /*!< (no sound for gaze attacks) */
-#define SOUND_EXPLODE 64 /*!< Something (or somebody) explodes */
-#define SOUND_GLASS 65 /*!< A glass feature was crashed */
-#define SOUND_REFLECT 66 /*!< A bolt was reflected */
-
/*!
* @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
* @note