-#include "system/angband.h"
-#include "market/building-util.h"
+#include "market/building-util.h"
#include "term/screen-processor.h"
/*!
#pragma once
+#include "system/angband.h"
+
void clear_bldg(int min_row, int max_row);
void building_prt_gold(player_type *player_ptr);
-#include "system/angband.h"
-#include "market/gold-magnification-table.h"
+#include "market/gold-magnification-table.h"
/*
* Buying and selling adjustments for race combinations.
#pragma once
+#include "system/angband.h"
+
byte rgold_adj[MAX_RACES][MAX_RACES];
-#include "system/angband.h"
-#include "monster-attack/insults-moans.h"
+#include "monster-attack/insults-moans.h"
/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
concptr desc_insult[MAX_INSULTS] = {
#pragma once
+#include "system/angband.h"
+
#define MAX_INSULTS 10
#define MAX_MOANS 4
-#include "system/angband.h"
-#include "monster-attack/monster-attack-types.h"
+#include "monster-attack/monster-attack-types.h"
#include "spell/spell-types.h"
/*!
#pragma once
+#include "system/angband.h"
+
/*!
* @note モンスターの打撃方法 / New monster blow methods
* 打撃の種別に応じて傷と朦朧が発生するかがコメントの通りに決まる
* いくら増やしてもよいが、horror_desc_evil とhorror_desc_neutralの個数は同一にすること
*/
-#include "system/angband.h"
#include "monster/horror-descriptions.h"
/*!
#pragma once
+#include "system/angband.h"
+
/* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
#define MAX_SAN_HORROR_SUM 20 /*!< 恐ろしい対象の形容数(合計) */
#define MAX_SAN_HORROR_COMMON 5 /*!< 恐ろしい対象の形容数(正常時、邪悪・中立共通) */
included in all such copies.
*/
-#include "system/angband.h"
#include "player/avatar.h"
#include "realm/realm-names-table.h"
#include "player/player-race-types.h"
-/* avatar.c */
+#pragma once
+
+#include "system/angband.h"
+
#define MAX_VIRTUE 18 /*!< 徳定義の最大数 */
#define V_COMPASSION 1
#define VIRTUE_LARGE 1
#define VIRTUE_SMALL 2
-extern bool compare_virtue(player_type *creature_ptr, int type, int num, int tekitou);
-extern int virtue_number(player_type *creature_ptr, int type);
-extern concptr virtue[MAX_VIRTUE];
-extern void get_virtues(player_type *creature_ptr);
-extern void chg_virtue(player_type *creature_ptr, int virtue, int amount);
-extern void set_virtue(player_type *creature_ptr, int virtue, int amount);
-extern void dump_virtues(player_type *creature_ptr, FILE *OutFile);
+
+bool compare_virtue(player_type *creature_ptr, int type, int num, int tekitou);
+int virtue_number(player_type *creature_ptr, int type);
+concptr virtue[MAX_VIRTUE];
+void get_virtues(player_type *creature_ptr);
+void chg_virtue(player_type *creature_ptr, int virtue, int amount);
+void set_virtue(player_type *creature_ptr, int virtue, int amount);
+void dump_virtues(player_type *creature_ptr, FILE *OutFile);
-#include "system/angband.h"
-#include "player/player-skill.h"
+#include "player/player-skill.h"
/*
* The skill table
#pragma once
+#include "system/angband.h"
+
+#define GINOU_SUDE 0
+#define GINOU_NITOURYU 1
+#define GINOU_RIDING 2
+#define GINOU_SHIELD 3
+#define GINOU_TEMPMAX 4
+
+/* Proficiency level */
+#define EXP_LEVEL_UNSKILLED 0
+#define EXP_LEVEL_BEGINNER 1
+#define EXP_LEVEL_SKILLED 2
+#define EXP_LEVEL_EXPERT 3
+#define EXP_LEVEL_MASTER 4
+
+/* Proficiency of weapons and misc. skills (except riding) */
+#define WEAPON_EXP_UNSKILLED 0
+#define WEAPON_EXP_BEGINNER 4000
+#define WEAPON_EXP_SKILLED 6000
+#define WEAPON_EXP_EXPERT 7000
+#define WEAPON_EXP_MASTER 8000
+
+/* Proficiency of riding */
+#define RIDING_EXP_UNSKILLED 0
+#define RIDING_EXP_BEGINNER 500
+#define RIDING_EXP_SKILLED 2000
+#define RIDING_EXP_EXPERT 5000
+#define RIDING_EXP_MASTER 8000
+
+/* Proficiency of spells */
+#define SPELL_EXP_UNSKILLED 0
+#define SPELL_EXP_BEGINNER 900
+#define SPELL_EXP_SKILLED 1200
+#define SPELL_EXP_EXPERT 1400
+#define SPELL_EXP_MASTER 1600
+
extern const concptr exp_level_str[5];
/*
* Information about "skill"
*/
-
-typedef struct skill_table skill_table;
-
-struct skill_table
-{
+typedef struct skill_table {
SUB_EXP w_start[5][64]; /* start weapon exp */
SUB_EXP w_max[5][64]; /* max weapon exp */
SUB_EXP s_start[10]; /* start skill */
SUB_EXP s_max[10]; /* max skill */
-};
+} skill_table;
extern skill_table *s_info;
-
-#define GINOU_SUDE 0
-#define GINOU_NITOURYU 1
-#define GINOU_RIDING 2
-#define GINOU_SHIELD 3
-#define GINOU_TEMPMAX 4
-
-/* Proficiency level */
-#define EXP_LEVEL_UNSKILLED 0
-#define EXP_LEVEL_BEGINNER 1
-#define EXP_LEVEL_SKILLED 2
-#define EXP_LEVEL_EXPERT 3
-#define EXP_LEVEL_MASTER 4
-
-/* Proficiency of weapons and misc. skills (except riding) */
-#define WEAPON_EXP_UNSKILLED 0
-#define WEAPON_EXP_BEGINNER 4000
-#define WEAPON_EXP_SKILLED 6000
-#define WEAPON_EXP_EXPERT 7000
-#define WEAPON_EXP_MASTER 8000
-
-/* Proficiency of riding */
-#define RIDING_EXP_UNSKILLED 0
-#define RIDING_EXP_BEGINNER 500
-#define RIDING_EXP_SKILLED 2000
-#define RIDING_EXP_EXPERT 5000
-#define RIDING_EXP_MASTER 8000
-
-/* Proficiency of spells */
-#define SPELL_EXP_UNSKILLED 0
-#define SPELL_EXP_BEGINNER 900
-#define SPELL_EXP_SKILLED 1200
-#define SPELL_EXP_EXPERT 1400
-#define SPELL_EXP_MASTER 1600
-#include "system/angband.h"
-#include "realm/realm-names-table.h"
+#include "realm/realm-names-table.h"
#ifdef JP
/*!
#pragma once
+#include "system/angband.h"
#include "realm/realm-types.h"
+
#define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
#define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)