<ClCompile Include="..\..\src\cmd-read.c" />\r
<ClCompile Include="..\..\src\cmd-smith.c" />\r
<ClCompile Include="..\..\src\core.c" />\r
+ <ClCompile Include="..\..\src\creature.c" />\r
<ClCompile Include="..\..\src\dungeon-file.c" />\r
<ClCompile Include="..\..\src\dungeon.c" />\r
<ClCompile Include="..\..\src\feature.c" />\r
<ClInclude Include="..\..\src\cmd-read.h" />\r
<ClInclude Include="..\..\src\cmd-usestaff.h" />\r
<ClInclude Include="..\..\src\core.h" />\r
+ <ClInclude Include="..\..\src\creature.h" />\r
<ClInclude Include="..\..\src\defines.h" />\r
<ClInclude Include="..\..\src\dungeon-file.h" />\r
<ClInclude Include="..\..\src\dungeon.h" />\r
<ClCompile Include="..\..\src\realm.c">
<Filter>spells</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\creature.c">
+ <Filter>creature</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\defines.h" />
<ClInclude Include="..\..\src\report.h">
<Filter>io</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\creature.h">
+ <Filter>creature</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
<Filter Include="core">
<UniqueIdentifier>{cbc72021-c88c-4625-b89b-ef126e300cf8}</UniqueIdentifier>
</Filter>
+ <Filter Include="creature">
+ <UniqueIdentifier>{60e19cec-2b2f-46e7-9de6-e441c26fb1b3}</UniqueIdentifier>
+ </Filter>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\angband.rc" />
\
patron.h patron.c \
\
- projection.h projection.c\
+ projection.h projection.c \
\
+ creature.h creature.c \
player-move.c player-move.h player-damage.c player-damage.h player-status.c player-status.h \
player-effects.c player-effects.h player-skill.c player-skill.h player-class.c player-class.h \
player-race.c player-race.h player-pesonality.c player-pesonality.h player-sex.c player-sex.h \
#include "util.h"
#include "core.h"
+#include "creature.h"
+
#include "birth.h"
#include "bldg.h"
#include "cmd-activate.h"
--- /dev/null
+#include "angband.h"
+#include "creature.h"
+
+/*!
+ * @brief 加速値による実質速度修正倍率テーブル /
+ * This table allows quick conversion from "speed" to "energy"
+ * @details
+ * <pre>
+ * The basic function WAS ((S>=110) ? (S-110) : (100 / (120-S)))
+ * Note that table access is *much* quicker than computation.
+ *
+ * Note that the table has been changed at high speeds. From
+ * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
+ * at speeds above "Fast (+30)", one approaches an asymptotic
+ * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
+ * is relatively easy to reach "Fast (+30)" and get about 40
+ * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
+ * and you must get all the way to "Fast (+50)" to reach the
+ * point of getting 45 energy per current_world_ptr->game_turn. After that point,
+ * furthur increases in speed are more or less pointless,
+ * except to balance out heavy p_ptr->inventory_list.
+ *
+ * Note that currently the fastest monster is "Fast (+30)".
+ *
+ * It should be possible to lower the energy threshhold from
+ * 100 units to 50 units, though this may interact badly with
+ * the (compiled out) small random energy boost code. It may
+ * also tend to cause more "clumping" at high speeds.
+ * </pre>
+ */
+const byte extract_energy[200] =
+{
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
+ /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
+ /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
+ /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
+ /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
+ /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
+ /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
+ /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
+ /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
+ /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
+ /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
+ /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
+ /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
+ /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
+};
--- /dev/null
+#pragma once
+
+/*! @brief \8fÁ\94ï\82·\82é\8ds\93®\83G\83l\83\8b\83M\81[\92l\82ð\90³\8bK\97\90\90\94\82Å\95Ô\82·(\92\86\89\9b100/\95ª\8eU25) / Random energy */
+#define ENERGY_NEED() (randnor(100, 25))
+
+/*! @brief \89Á\91¬\92l\82É\89\9e\82¶\82½\8aî\96{\8ds\93®\83G\83l\83\8b\83M\81[\8fÁ\94ï\97Ê\82ð\95Ô\82· / Extract energy from speed (Assumes that SPEED is unsigned) */
+#define SPEED_TO_ENERGY(SPEED) (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
+
+extern const byte extract_energy[200];
#define SPECIAL_KEY_STORE 253
#define SPECIAL_KEY_QUIT 252
-/*! @brief 消費する行動エネルギー値を正規乱数で返す(中央100/分散25) / Random energy */
-#define ENERGY_NEED() (randnor(100, 25))
-
-/*! @brief 加速値に応じた基本行動エネルギー消費量を返す / Extract energy from speed (Assumes that SPEED is unsigned) */
-#define SPEED_TO_ENERGY(SPEED) (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
-
/*
* Misc constants
extern const byte adj_con_fix[];
extern const byte adj_con_mhp[];
extern const byte adj_chr_chm[];
-extern const byte extract_energy[200];
extern const concptr color_names[16];
extern const concptr stat_names[6];
#include "cmd-dump.h"
#include "cmd-pet.h"
+#include "creature.h"
#include "melee.h"
#include "spells.h"
#include "spells-summon.h"
#include "angband.h"
#include "util.h"
+#include "creature.h"
#include "cmd-dump.h"
#include "dungeon.h"
#include "floor.h"
#include "view-mainwindow.h"
#include "world.h"
#include "monsterrace.h"
+#include "creature.h"
#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
#include "angband.h"
#include "util.h"
+#include "creature.h"
+
#include "artifact.h"
#include "cmd-dump.h"
#include "floor.h"
#include "angband.h"
#include "util.h"
+#include "creature.h"
+
#include "artifact.h"
#include "cmd-pet.h"
#include "cmd-dump.h"
#include "bldg.h"
#include "util.h"
+#include "creature.h"
+
#include "dungeon.h"
#include "floor.h"
#include "floor-town.h"
};
/*!
- * @brief 加速値による実質速度修正倍率テーブル /
- * This table allows quick conversion from "speed" to "energy"
- * @details
- * <pre>
- * The basic function WAS ((S>=110) ? (S-110) : (100 / (120-S)))
- * Note that table access is *much* quicker than computation.
- *
- * Note that the table has been changed at high speeds. From
- * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
- * at speeds above "Fast (+30)", one approaches an asymptotic
- * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
- * is relatively easy to reach "Fast (+30)" and get about 40
- * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
- * and you must get all the way to "Fast (+50)" to reach the
- * point of getting 45 energy per current_world_ptr->game_turn. After that point,
- * furthur increases in speed are more or less pointless,
- * except to balance out heavy p_ptr->inventory_list.
- *
- * Note that currently the fastest monster is "Fast (+30)".
- *
- * It should be possible to lower the energy threshhold from
- * 100 units to 50 units, though this may interact badly with
- * the (compiled out) small random energy boost code. It may
- * also tend to cause more "clumping" at high speeds.
- * </pre>
- */
-const byte extract_energy[200] =
-{
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
- /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
- /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
- /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
- /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
- /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
- /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
- /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
- /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
- /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
- /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
- /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
- /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
-};
-
-
-/*!
* @brief 色名称テーブル / Hack -- the "basic" color names (see "TERM_xxx")
*/
const concptr color_names[16] =