typedef s16b SUB_EXP; /*!< ゲーム中の副経験値の型定義 */
typedef s16b TERM_COLOR; /*!< テキスト表示色の型定義 */
-
typedef s32b OBJECT_TYPE_VALUE; /*!< ゲーム中のアイテム主分類の型定義 */
typedef s32b OBJECT_SUBTYPE_VALUE; /*!< ゲーム中のアイテム副分類の型定義 */
typedef s16b PARAMETER_VALUE; /*!< ゲーム中のアイテム能力値の型定義 */
typedef int EFFECT_ID; /*!< 効果属性ID */
-typedef s16b QUEST_TYPE; /*!< クエストの種別ID */
-typedef s16b QUEST_STATUS; /*!< クエストの状態ID */
+typedef s16b QUEST_TYPE; /*!< クエストの種別ID */
+typedef s16b QUEST_STATUS; /*!< クエストの状態ID */
+
+typedef s16b ACTION_SKILL_POWER; /*!< 行動技能値 */
/*** Pointers to all the basic types defined above ***/
bool sustain_con; /* Keep constitution */
bool sustain_chr; /* Keep charisma */
- u32b cursed; /* Player is cursed */
+ BIT_FLAGS cursed; /* Player is cursed */
bool can_swim; /* No damage falling */
bool levitation; /* No damage falling */
bool mighty_throw;
bool see_nocto; /* Noctovision */
- s16b to_dd[2]; /* Extra dice/sides */
- s16b to_ds[2];
+ DICE_NUMBER to_dd[2]; /* Extra dice/sides */
+ DICE_SID to_ds[2];
- s16b dis_to_h[2]; /* Known bonus to hit (wield) */
- s16b dis_to_h_b; /* Known bonus to hit (bow) */
- s16b dis_to_d[2]; /* Known bonus to dam (wield) */
- s16b dis_to_a; /* Known bonus to ac */
+ 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 dis_ac; /* 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_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 hidarite;
bool no_flowed;
- s16b ac; /* Base ac */
-
- s16b see_infra; /* Infravision range */
+ ARMOUR_CLASS ac; /*!< 装備無しの基本AC / Base ac */
- s16b skill_dis; /* Skill: Disarming */
- s16b skill_dev; /* Skill: Magic Devices */
- s16b skill_sav; /* Skill: Saving throw */
- s16b skill_stl; /* Skill: Stealth factor */
- s16b skill_srh; /* Skill: Searching ability */
- s16b skill_fos; /* Skill: Searching frequency */
- s16b skill_thn; /* Skill: To hit (normal) */
- s16b skill_thb; /* Skill: To hit (shooting) */
- s16b skill_tht; /* Skill: To hit (throwing) */
- s16b skill_dig; /* Skill: Digging */
+ 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 */
+ ACTION_SKILL_POWER skill_srh; /*!< 行動技能値:知覚 / Skill: Searching ability */
+ 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 pspeed; /* Current speed */
- s16b energy_use; /* Energy use this turn */
+ ENERGY energy_use; /* Energy use this turn */
POSITION y; /* Player location in dungeon */
POSITION x; /* Player location in dungeon */
- char name[32]; /* Current player's character name */
+ char name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
};