<ClCompile Include="..\..\src\monsterrace.c" />\r
<ClCompile Include="..\..\src\object-boost.c" />\r
<ClCompile Include="..\..\src\object-curse.c" />\r
+ <ClCompile Include="..\..\src\object-ego.c" />\r
<ClCompile Include="..\..\src\object-flavor.c" />\r
<ClCompile Include="..\..\src\object-flavor.h" />\r
<ClCompile Include="..\..\src\object-hook.c" />\r
<ClInclude Include="..\..\src\mutation.h" />\r
<ClInclude Include="..\..\src\object-boost.h" />\r
<ClInclude Include="..\..\src\object-curse.h" />\r
+ <ClInclude Include="..\..\src\object-ego.h" />\r
<ClInclude Include="..\..\src\object-hook.h" />\r
<ClInclude Include="..\..\src\object-broken.h" />\r
<ClInclude Include="..\..\src\object.h" />\r
<ClCompile Include="..\..\src\monsterrace.c">
<Filter>monster</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\object-ego.c">
+ <Filter>object</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\angband.h" />
<ClInclude Include="..\..\src\autopick.h">
<Filter>object</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\object-ego.h">
+ <Filter>object</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\angband.rc" />
object-curse.c object-curse.h object-broken.c object-broken.h \
object-hook.c object-hook.h object1.c object2.c object.h \
objectkind.c objectkind.h objectkind-hook.c objectkind-hook.h \
- object-flavor.c object-flavor.h \
+ object-flavor.c object-flavor.h object-ego.c object-ego.h \
\
patron.h patron.c \
\
#include "objectkind.h"
#include "object-boost.h"
#include "object-curse.h"
+#include "object-ego.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "spells-object.h"
#include "player-move.h"
#include "player-class.h"
#include "objectkind.h"
+#include "object-ego.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "monster-status.h"
#include "files.h"
#include "objectkind.h"
+#include "object-ego.h"
#include "grid.h"
/*!
#include "world.h"
#include "rooms-vault.h"
#include "objectkind.h"
+#include "object-ego.h"
#include "monsterrace.h"
dungeon_grid letter[255];
extern char *f_name;
extern char *f_tag;
-extern ego_item_type *e_info;
-extern char *e_name;
-extern char *e_text;
-
extern concptr ANGBAND_SYS;
extern concptr ANGBAND_KEYBOARD;
extern concptr ANGBAND_GRAF;
#include "world.h"
#include "player-effects.h"
#include "objectkind.h"
+#include "object-ego.h"
static bool mon_invis;
static POSITION mon_fy, mon_fx;
#include "player-skill.h"
#include "player-class.h"
#include "objectkind.h"
+#include "object-ego.h"
#ifndef MACINTOSH
#ifdef CHECK_MODIFICATION_TIME
#include "player-class.h"
#include "world.h"
#include "objectkind.h"
+#include "object-ego.h"
/*
--- /dev/null
+#include "angband.h"
+#include "object-ego.h"
+
+/*
+ * The ego-item arrays
+ */
+ego_item_type *e_info;
+char *e_name;
+char *e_text;
--- /dev/null
+#pragma once
+
+/*
+ * 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 */
+};
+
+extern ego_item_type *e_info;
+extern char *e_name;
+extern char *e_text;
+
#include "files.h"
#include "world.h"
#include "monsterrace.h"
+#include "object-ego.h"
/*!
* @brief 最初から簡易な名称が明らかになるベースアイテムの判定。 / Certain items, if aware, are known instantly
#include "floor.h"
#include "cmd-activate.h"
#include "objectkind.h"
+#include "object-ego.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "player-move.h"
#include "grid.h"
#include "objectkind.h"
#include "object-boost.h"
+#include "object-ego.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "object-curse.h"
#include "player-effects.h"
#include "monster.h"
#include "monsterrace-hook.h"
+#include "object-ego.h"
/*!
* @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
#include "avatar.h"
#include "spells-status.h"
#include "realm-hex.h"
+#include "object-ego.h"
#include "object-hook.h"
#include "wild.h"
#include "spells-floor.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 */
-};
-
typedef struct mbe_info_type mbe_info_type;
*/
birther previous_char;
-/*
- * The ego-item arrays
- */
-ego_item_type *e_info;
-char *e_name;
-char *e_text;
-
concptr ANGBAND_SYS = "xxx"; //!< Hack -- The special Angband "System Suffix" This variable is used to choose an appropriate "pref-xxx" file