From: Deskull Date: Sat, 9 Dec 2017 06:47:16 +0000 (+0900) Subject: #37287 #37353 (2.2.0.89) ACTION_SKILL_POWER 型を定義し、型の置換を継続中。 / Define ACTION_SKILL_POW... X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=commitdiff_plain;h=a65ea453a9fa9683b714854af82ddfb9af4252bd;hp=a3d340bf1c7eb5203d3859e002954d9b2f440d6e #37287 #37353 (2.2.0.89) ACTION_SKILL_POWER 型を定義し、型の置換を継続中。 / Define ACTION_SKILL_POWER, ongoing type replacement. --- diff --git a/src/h-type.h b/src/h-type.h index 90f7ea4b2..2efa3664a 100644 --- a/src/h-type.h +++ b/src/h-type.h @@ -176,7 +176,6 @@ typedef s32b EXP; /*!< ゲーム中の主経験値の型定義 */ 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 */ @@ -226,8 +225,10 @@ typedef byte BLOW_EFFECT; /*!< モンスターの打撃効果ID */ 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 ***/ diff --git a/src/types.h b/src/types.h index 14ad051e3..a083bb5a0 100644 --- a/src/types.h +++ b/src/types.h @@ -1265,7 +1265,7 @@ struct player_type 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 */ @@ -1302,21 +1302,20 @@ struct player_type 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 */ @@ -1326,20 +1325,19 @@ struct player_type 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 */ @@ -1350,11 +1348,11 @@ struct player_type 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 */ };