<ClCompile Include="..\..\src\object-hook.c" />\r
<ClCompile Include="..\..\src\objectkind-hook.c" />\r
<ClCompile Include="..\..\src\player-damage.c" />\r
- <ClCompile Include="..\..\src\player-item.c" />\r
+ <ClCompile Include="..\..\src\player-status.c" />\r
<ClCompile Include="..\..\src\realm-craft.c" />\r
<ClCompile Include="..\..\src\realm-crusade.c" />\r
<ClCompile Include="..\..\src\realm-daemon.c" />\r
<ClInclude Include="..\..\src\object-hook.h" />\r
<ClInclude Include="..\..\src\objectkind-hook.h" />\r
<ClInclude Include="..\..\src\player-damage.h" />\r
- <ClInclude Include="..\..\src\player-item.h" />\r
+ <ClInclude Include="..\..\src\player-status.h" />\r
<ClInclude Include="..\..\src\readdib.h" />\r
<ClInclude Include="..\..\src\realm-arcane.h" />\r
<ClInclude Include="..\..\src\realm-chaos.h" />\r
object-curse.c object-curse.h \
object-hook.c object-hook.h object1.c object2.c \
objectkind-hook.c objectkind-hook.h obj_kind.c \
- player-damage.c player-damage.h \
+ player-damage.c player-damage.h player-status.c player-status.h \
racial.c \
realm-arcane.c \
realm-arcane.h realm-chaos.c realm-chaos.h realm-craft.c realm-craft.h \
#include "cmd-zaprod.h"
#include "cmd-zapwand.h"
-#include "player-item.h"
#include "object-hook.h"
#include "angband.h"
#include "cmd-pet.h"
#include "world.h"
+#include "player-status.h"
/*
extern HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear);
extern ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
extern int bow_tmul(OBJECT_SUBTYPE_VALUE sval);
-extern cptr your_alignment(void);
-extern int weapon_exp_level(int weapon_exp);
-extern int riding_exp_level(int riding_exp);
-extern int spell_exp_level(int spell_exp);
extern void display_rumor(bool ex);
/* artifact.c */
#include "angband.h"
#include "world.h"
+#include "player-status.h"
/*
+++ /dev/null
-#include "angband.h"
-#include "player-item.h"
-
-/*!
- * @brief get_item()からのリファクタリング
- * @return アイテムのポインタ、キャンセルや不能ならNULLを返す。
- */
-object_type *ref_item(player_type *player_ptr, cptr pmt, cptr str, BIT_FLAGS mode)
-{
- OBJECT_IDX idx;
- (player_ptr); // しばらくは未使用
-
- if(!get_item(&idx, pmt, str, mode)) return NULL;
- return idx >= 0 ? &inventory[idx] : &o_list[0 - idx];
-}
\ No newline at end of file
+++ /dev/null
-
-extern object_type *ref_item(player_type *player_ptr, cptr pmt, cptr str, BIT_FLAGS mode);
-
--- /dev/null
+#include "angband.h"
+#include "player-status.h"
+
+/*
+ * Return alignment title
+ */
+cptr your_alignment(void)
+{
+ if (p_ptr->align > 150) return _("大善", "Lawful");
+ else if (p_ptr->align > 50) return _("中善", "Good");
+ else if (p_ptr->align > 10) return _("小善", "Neutral Good");
+ else if (p_ptr->align > -11) return _("中立", "Neutral");
+ else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
+ else if (p_ptr->align > -151) return _("中悪", "Evil");
+ else return _("大悪", "Chaotic");
+}
+
+
+/*
+ * Return proficiency level of weapons and misc. skills (except riding)
+ */
+int weapon_exp_level(int weapon_exp)
+{
+ if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+ else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+ else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+ else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
+ else return EXP_LEVEL_MASTER;
+}
+
+
+/*
+ * Return proficiency level of riding
+ */
+int riding_exp_level(int riding_exp)
+{
+ if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+ else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+ else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+ else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
+ else return EXP_LEVEL_MASTER;
+}
+
+
+/*
+ * Return proficiency level of spells
+ */
+int spell_exp_level(int spell_exp)
+{
+ if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+ else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+ else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+ else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
+ else return EXP_LEVEL_MASTER;
+}
+
--- /dev/null
+extern cptr your_alignment(void);
+extern int weapon_exp_level(int weapon_exp);
+extern int riding_exp_level(int riding_exp);
+extern int spell_exp_level(int spell_exp);
*/\r
\r
#include "angband.h"\r
+#include "player-status.h"\r
\r
/*!\r
* @brief 自己分析処理(Nethackからのアイデア) / self-knowledge... idea from nethack.\r
#include "angband.h"
#include "object-hook.h"
#include "melee.h"
+#include "player-status.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
return (tmul);
}
-/*
- * Return alignment title
- */
-cptr your_alignment(void)
-{
- if (p_ptr->align > 150) return _("大善", "Lawful");
- else if (p_ptr->align > 50) return _("中善", "Good");
- else if (p_ptr->align > 10) return _("小善", "Neutral Good");
- else if (p_ptr->align > -11) return _("中立", "Neutral");
- else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
- else if (p_ptr->align > -151) return _("中悪", "Evil");
- else return _("大悪", "Chaotic");
-}
-
-
-/*
- * Return proficiency level of weapons and misc. skills (except riding)
- */
-int weapon_exp_level(int weapon_exp)
-{
- if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of riding
- */
-int riding_exp_level(int riding_exp)
-{
- if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of spells
- */
-int spell_exp_level(int spell_exp)
-{
- if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
/*
* Display a rumor and apply its effects