Hengband  2.2.1
player-status.h
[詳解]
1 #pragma once
2 
3 #include "floor.h"
4 
5 /*
6  * Most of the "player" information goes here.
7  *
8  * This stucture gives us a large collection of player variables.
9  *
10  * This structure contains several "blocks" of information.
11  * (1) the "permanent" info
12  * (2) the "variable" info
13  * (3) the "transient" info
14  *
15  * All of the "permanent" info, and most of the "variable" info,
16  * is saved in the savefile. The "transient" info is recomputed
17  * whenever anything important changes.
18  */
19 
20 /*
21  * Player constants
22  */
23 #define PY_MAX_EXP 99999999L /*!< プレイヤー経験値の最大値 / Maximum exp */
24 #define PY_MAX_GOLD 999999999L /*!< プレイヤー所持金の最大値 / Maximum gold */
25 #define PY_MAX_LEVEL 50 /*!< プレイヤーレベルの最大値 / Maximum level */
26 
27 #define GINOU_MAX 10
28 #define MAX_MANE 16
29 
30 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
31 #define MAGIC_FAIL_5PERCENT 0x0002
32 #define MAGIC_GAIN_EXP 0x0004
33 
34 /*
35  * Magic-books for the realms
36  */
37 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
38 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
39 
40 /* no_flowed 判定対象となるスペル */
41 #define SPELL_DD_S 27
42 #define SPELL_DD_T 13
43 #define SPELL_SW 22
44 #define SPELL_KABE 20
45 
46 /* Empty hand status */
47 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
48 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
49 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
50 
51 /*
52  * Player sex constants (hard-coded by save-files, arrays, etc)
53  */
54 #define SEX_FEMALE 0
55 #define SEX_MALE 1
56 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
57 
58 extern const byte adj_mag_study[];
59 extern const byte adj_mag_mana[];
60 extern const byte adj_mag_fail[];
61 extern const byte adj_mag_stat[];
62 extern const byte adj_chr_gold[];
63 extern const byte adj_int_dev[];
64 extern const byte adj_wis_sav[];
65 extern const byte adj_dex_dis[];
66 extern const byte adj_int_dis[];
67 extern const byte adj_dex_ta[];
68 extern const byte adj_str_td[];
69 extern const byte adj_dex_th[];
70 extern const byte adj_str_th[];
71 extern const byte adj_str_wgt[];
72 extern const byte adj_str_hold[];
73 extern const byte adj_str_dig[];
74 extern const byte adj_dex_safe[];
75 extern const byte adj_con_fix[];
76 extern const byte adj_con_mhp[];
77 extern const byte adj_chr_chm[];
78 
79 
80 extern const concptr stat_names[6];
81 extern const concptr stat_names_reduced[6];
82 
83 typedef struct player_type player_type;
84 struct floor_type;
85 
87 {
91 
93  POSITION oldpy; /* Previous player location -KMW- */
94  POSITION oldpx; /* Previous player location -KMW- */
95 
96  SEX_IDX psex; /* Sex index */
97  RACE_IDX prace; /* Race index */
98  CLASS_IDX pclass; /* Class index */
99  CHARACTER_IDX pseikaku; /* Seikaku index */
100  REALM_IDX realm1; /* First magic realm */
101  REALM_IDX realm2; /* Second magic realm */
102  CHARACTER_IDX oops; /* Unused */
103 
104  DICE_SID hitdie; /* Hit dice (sides) */
105  u16b expfact; /* Experience factor
106  * Note: was byte, causing overflow for Amberite
107  * characters (such as Amberite Paladins)
108  */
109 
110  s16b age; /* Characters age */
111  s16b ht; /* Height */
112  s16b wt; /* Weight */
113  s16b sc; /* Social Class */
114 
115  PRICE au; /* Current Gold */
116 
117  EXP max_max_exp; /* Max max experience (only to calculate score) */
118  EXP max_exp; /* Max experience */
119  EXP exp; /* Cur experience */
120  u32b exp_frac; /* Cur exp frac (times 2^16) */
121 
122  PLAYER_LEVEL lev; /* Level */
123 
124  TOWN_IDX town_num; /* Current town number */
125  s16b arena_number; /* monster number in arena -KMW- */
126  bool inside_arena; /* Is character inside arena? */
127  QUEST_IDX inside_quest; /* Inside quest level */
128  bool phase_out; /*!< フェイズアウト状態(闘技場観戦状態などに利用、NPCの処理の対象にならず自身もほとんどの行動ができない) */
129 
130  DUNGEON_IDX dungeon_idx; /* current dungeon index */
131  POSITION wilderness_x; /* Coordinates in the wilderness */
133  bool wild_mode;
134 
135  HIT_POINT mhp; /* Max hit pts */
136  HIT_POINT chp; /* Cur hit pts */
137  u32b chp_frac; /* Cur hit frac (times 2^16) */
139 
140  MANA_POINT msp; /* Max mana pts */
141  MANA_POINT csp; /* Cur mana pts */
142  u32b csp_frac; /* Cur mana frac (times 2^16) */
143 
144  s16b max_plv; /* Max Player Level */
145 
146  #define A_STR 0
147  #define A_INT 1
148  #define A_WIS 2
149  #define A_DEX 3
150  #define A_CON 4
151  #define A_CHR 5
152  #define A_MAX 6
153  BASE_STATUS stat_max[6]; /* Current "maximal" stat values */
154  BASE_STATUS stat_max_max[6]; /* Maximal "maximal" stat values */
155  BASE_STATUS stat_cur[6]; /* Current "natural" stat values */
156 
159 
161 
162  TIME_EFFECT fast; /* Timed -- Fast */
163  TIME_EFFECT slow; /* Timed -- Slow */
164  TIME_EFFECT blind; /* Timed -- Blindness */
165  TIME_EFFECT paralyzed; /* Timed -- Paralysis */
166  TIME_EFFECT confused; /* Timed -- Confusion */
167  TIME_EFFECT afraid; /* Timed -- Fear */
168  TIME_EFFECT image; /* Timed -- Hallucination */
169  TIME_EFFECT poisoned; /* Timed -- Poisoned */
170  TIME_EFFECT cut; /* Timed -- Cut */
171  TIME_EFFECT stun; /* Timed -- Stun */
172 
173  TIME_EFFECT protevil; /* Timed -- Protection */
174  TIME_EFFECT invuln; /* Timed -- Invulnerable */
175  TIME_EFFECT ult_res; /* Timed -- Ultimate Resistance */
176  TIME_EFFECT hero; /* Timed -- Heroism */
177  TIME_EFFECT shero; /* Timed -- Super Heroism */
178  TIME_EFFECT shield; /* Timed -- Shield Spell */
179  TIME_EFFECT blessed; /* Timed -- Blessed */
180  TIME_EFFECT tim_invis; /* Timed -- See Invisible */
181  TIME_EFFECT tim_infra; /* Timed -- Infra Vision */
182  TIME_EFFECT tsuyoshi; /* Timed -- Tsuyoshi Special */
183  TIME_EFFECT ele_attack; /* Timed -- Elemental Attack */
184  TIME_EFFECT ele_immune; /* Timed -- Elemental Immune */
185 
186  TIME_EFFECT oppose_acid; /* Timed -- oppose acid */
187  TIME_EFFECT oppose_elec; /* Timed -- oppose lightning */
188  TIME_EFFECT oppose_fire; /* Timed -- oppose heat */
189  TIME_EFFECT oppose_cold; /* Timed -- oppose cold */
190  TIME_EFFECT oppose_pois; /* Timed -- oppose poison */
191 
192  TIME_EFFECT tim_esp; /* Timed ESP */
193  TIME_EFFECT wraith_form; /* Timed wraithform */
194 
195  TIME_EFFECT resist_magic; /* Timed Resist Magic (later) */
204  TIME_EFFECT tim_res_nether; /* Timed -- Nether resistance */
205  TIME_EFFECT tim_res_time; /* Timed -- Time resistance */
211 
212  /* for mirror master */
213  TIME_EFFECT tim_reflect; /* Timed -- Reflect */
214  TIME_EFFECT multishadow; /* Timed -- Multi-shadow */
215  TIME_EFFECT dustrobe; /* Timed -- Robe of dust */
216 
217  bool timewalk;
218 
219 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
220 #define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
221  GAME_TURN resting; /* Current counter for resting, if any */
222 
224 
225  BIT_FLAGS muta1; /*!< レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
226 #define MUT1_SPIT_ACID 0x00000001L /*!< 突然変異: 酸の唾 */
227 #define MUT1_BR_FIRE 0x00000002L /*!< 突然変異: 炎のブレス */
228 #define MUT1_HYPN_GAZE 0x00000004L /*!< 突然変異: 催眠睨み */
229 #define MUT1_TELEKINES 0x00000008L /*!< 突然変異: 念動力 */
230 #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
231 #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
232 #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
233 #define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血 */
234 #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
235 #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
236 #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
237 #define MUT1_EAT_ROCK 0x00000800L /*!< 突然変異: 岩喰い */
238 #define MUT1_SWAP_POS 0x00001000L /*!< 突然変異: 位置交換 */
239 #define MUT1_SHRIEK 0x00002000L /*!< 突然変異: 叫び */
240 #define MUT1_ILLUMINE 0x00004000L /*!< 突然変異: 照明 */
241 #define MUT1_DET_CURSE 0x00008000L /*!< 突然変異: 呪い感知 */
242 #define MUT1_BERSERK 0x00010000L /*!< 突然変異: 狂戦士化 */
243 #define MUT1_POLYMORPH 0x00020000L /*!< 突然変異: 変身 */
244 #define MUT1_MIDAS_TCH 0x00040000L /*!< 突然変異: ミダスの手 */
245 #define MUT1_GROW_MOLD 0x00080000L /*!< 突然変異: カビ発生 */
246 #define MUT1_RESIST 0x00100000L /*!< 突然変異: エレメント耐性 */
247 #define MUT1_EARTHQUAKE 0x00200000L /*!< 突然変異: 地震 */
248 #define MUT1_EAT_MAGIC 0x00400000L /*!< 突然変異: 魔力喰い */
249 #define MUT1_WEIGH_MAG 0x00800000L /*!< 突然変異: 魔力感知 */
250 #define MUT1_STERILITY 0x01000000L /*!< 突然変異: 増殖阻止 */
251 #define MUT1_PANIC_HIT 0x02000000L /*!< 突然変異: ヒットアンドアウェイ */
252 #define MUT1_DAZZLE 0x04000000L /*!< 突然変異: 眩惑 */
253 #define MUT1_LASER_EYE 0x08000000L /*!< 突然変異: レーザー・アイ */
254 #define MUT1_RECALL 0x10000000L /*!< 突然変異: 帰還 */
255 #define MUT1_BANISH 0x20000000L /*!< 突然変異: 邪悪消滅 */
256 #define MUT1_COLD_TOUCH 0x40000000L /*!< 突然変異: 凍結の手 */
257 #define MUT1_LAUNCHER 0x80000000L /*!< 突然変異: アイテム投げ */
258 
259  BIT_FLAGS muta2; /*!< 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
260 #define MUT2_BERS_RAGE 0x00000001L /*!< 突然変異: 狂戦士化の発作 */
261 #define MUT2_COWARDICE 0x00000002L /*!< 突然変異: 臆病 */
262 #define MUT2_RTELEPORT 0x00000004L /*!< 突然変異: ランダムテレポート / Random teleport, instability */
263 #define MUT2_ALCOHOL 0x00000008L /*!< 突然変異: アルコール分泌 */
264 #define MUT2_HALLU 0x00000010L /*!< 突然変異: 幻覚を引き起こす精神錯乱 */
265 #define MUT2_FLATULENT 0x00000020L /*!< 突然変異: 猛烈な屁 */
266 #define MUT2_SCOR_TAIL 0x00000040L /*!< 突然変異: サソリの尻尾 */
267 #define MUT2_HORNS 0x00000080L /*!< 突然変異: ツノ */
268 #define MUT2_BEAK 0x00000100L /*!< 突然変異: クチバシ */
269 #define MUT2_ATT_DEMON 0x00000200L /*!< 突然変異: デーモンを引き付ける */
270 #define MUT2_PROD_MANA 0x00000400L /*!< 突然変異: 制御できない魔力のエネルギー */
271 #define MUT2_SPEED_FLUX 0x00000800L /*!< 突然変異: ランダムな加減速 */
272 #define MUT2_BANISH_ALL 0x00001000L /*!< 突然変異: ランダムなモンスター消滅 */
273 #define MUT2_EAT_LIGHT 0x00002000L /*!< 突然変異: 光源喰い */
274 #define MUT2_TRUNK 0x00004000L /*!< 突然変異: 象の鼻 */
275 #define MUT2_ATT_ANIMAL 0x00008000L /*!< 突然変異: 動物を引き寄せる */
276 #define MUT2_TENTACLES 0x00010000L /*!< 突然変異: 邪悪な触手 */
277 #define MUT2_RAW_CHAOS 0x00020000L /*!< 突然変異: 純カオス */
278 #define MUT2_NORMALITY 0x00040000L /*!< 突然変異: ランダムな変異の消滅 */
279 #define MUT2_WRAITH 0x00080000L /*!< 突然変異: ランダムな幽体化 */
280 #define MUT2_POLY_WOUND 0x00100000L /*!< 突然変異: ランダムな傷の変化 */
281 #define MUT2_WASTING 0x00200000L /*!< 突然変異: 衰弱 */
282 #define MUT2_ATT_DRAGON 0x00400000L /*!< 突然変異: ドラゴンを引き寄せる */
283 #define MUT2_WEIRD_MIND 0x00800000L /*!< 突然変異: ランダムなテレパシー */
284 #define MUT2_NAUSEA 0x01000000L /*!< 突然変異: 落ち着きの無い胃 */
285 #define MUT2_CHAOS_GIFT 0x02000000L /*!< 突然変異: カオスパトロン */
286 #define MUT2_WALK_SHAD 0x04000000L /*!< 突然変異: ランダムな現実変容 */
287 #define MUT2_WARNING 0x08000000L /*!< 突然変異: 警告 */
288 #define MUT2_INVULN 0x10000000L /*!< 突然変異: ランダムな無敵化 */
289 #define MUT2_SP_TO_HP 0x20000000L /*!< 突然変異: ランダムなMPからHPへの変換 */
290 #define MUT2_HP_TO_SP 0x40000000L /*!< 突然変異: ランダムなHPからMPへの変換 */
291 #define MUT2_DISARM 0x80000000L /*!< 突然変異: ランダムな武器落とし */
292 
293  BIT_FLAGS muta3; /*!< 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
294 #define MUT3_HYPER_STR 0x00000001L /*!< 突然変異: 超人的な力 */
295 #define MUT3_PUNY 0x00000002L /*!< 突然変異: 虚弱 */
296 #define MUT3_HYPER_INT 0x00000004L /*!< 突然変異: 生体コンピュータ */
297 #define MUT3_MORONIC 0x00000008L /*!< 突然変異: 精神薄弱 */
298 #define MUT3_RESILIENT 0x00000010L /*!< 突然変異: 弾力のある体 */
299 #define MUT3_XTRA_FAT 0x00000020L /*!< 突然変異: 異常な肥満 */
300 #define MUT3_ALBINO 0x00000040L /*!< 突然変異: アルビノ */
301 #define MUT3_FLESH_ROT 0x00000080L /*!< 突然変異: 腐敗した肉体 */
302 #define MUT3_SILLY_VOI 0x00000100L /*!< 突然変異: 間抜けなキーキー声 */
303 #define MUT3_BLANK_FAC 0x00000200L /*!< 突然変異: のっぺらぼう */
304 #define MUT3_ILL_NORM 0x00000400L /*!< 突然変異: 幻影に覆われた体 */
305 #define MUT3_XTRA_EYES 0x00000800L /*!< 突然変異: 第三の目 */
306 #define MUT3_MAGIC_RES 0x00001000L /*!< 突然変異: 魔法防御 */
307 #define MUT3_XTRA_NOIS 0x00002000L /*!< 突然変異: 騒音 */
308 #define MUT3_INFRAVIS 0x00004000L /*!< 突然変異: 赤外線視力 */
309 #define MUT3_XTRA_LEGS 0x00008000L /*!< 突然変異: 追加の脚 */
310 #define MUT3_SHORT_LEG 0x00010000L /*!< 突然変異: 短い脚 */
311 #define MUT3_ELEC_TOUC 0x00020000L /*!< 突然変異: 電撃オーラ */
312 #define MUT3_FIRE_BODY 0x00040000L /*!< 突然変異: 火炎オーラ */
313 #define MUT3_WART_SKIN 0x00080000L /*!< 突然変異: イボ肌 */
314 #define MUT3_SCALES 0x00100000L /*!< 突然変異: 鱗肌 */
315 #define MUT3_IRON_SKIN 0x00200000L /*!< 突然変異: 鉄の肌 */
316 #define MUT3_WINGS 0x00400000L /*!< 突然変異: 翼 */
317 #define MUT3_FEARLESS 0x00800000L /*!< 突然変異: 恐れ知らず */
318 #define MUT3_REGEN 0x01000000L /*!< 突然変異: 急回復 */
319 #define MUT3_ESP 0x02000000L /*!< 突然変異: テレパシー */
320 #define MUT3_LIMBER 0x04000000L /*!< 突然変異: しなやかな肉体 */
321 #define MUT3_ARTHRITIS 0x08000000L /*!< 突然変異: 関節の痛み */
322 #define MUT3_BAD_LUCK 0x10000000L /*!< 突然変異: 黒いオーラ(不運) */
323 #define MUT3_VULN_ELEM 0x20000000L /*!< 突然変異: 元素攻撃弱点 */
324 #define MUT3_MOTION 0x40000000L /*!< 突然変異: 正確で力強い動作 */
325 #define MUT3_GOOD_LUCK 0x80000000L /*!< 突然変異: 白いオーラ(幸運) */
326 
329 
330  TIME_EFFECT word_recall; /* Word of recall counter */
331  TIME_EFFECT alter_reality; /* Alter reality counter */
332  DUNGEON_IDX recall_dungeon; /* Dungeon set to be recalled */
333 
334  ENERGY energy_need; /* Energy needed for next move */
335  ENERGY enchant_energy_need; /* Energy needed for next upkeep effect */
336 
337  FEED food; /* Current nutrition */
338 
339  /*
340  * p_ptr->special_attackによるプレイヤーの攻撃状態の定義 / Bit flags for the "p_ptr->special_attack" variable. -LM-
341  *
342  * Note: The elemental and poison attacks should be managed using the
343  * function "set_ele_attack", in spell2.c. This provides for timeouts and
344  * prevents the player from getting more than one at a time.
345  */
347 #define ATTACK_CONFUSE 0x00000001 /*!< プレイヤーのステータス:混乱打撃 */
348 #define ATTACK_XXX1 0x00000002 /*!< プレイヤーのステータス:未使用1 */
349 #define ATTACK_XXX2 0x00000004 /*!< プレイヤーのステータス:未使用2 */
350 #define ATTACK_XXX3 0x00000008 /*!< プレイヤーのステータス:未使用3 */
351 #define ATTACK_ACID 0x00000010 /*!< プレイヤーのステータス:魔法剣/溶解 */
352 #define ATTACK_ELEC 0x00000020 /*!< プレイヤーのステータス:魔法剣/電撃 */
353 #define ATTACK_FIRE 0x00000040 /*!< プレイヤーのステータス:魔法剣/火炎 */
354 #define ATTACK_COLD 0x00000080 /*!< プレイヤーのステータス:魔法剣/冷凍 */
355 #define ATTACK_POIS 0x00000100 /*!< プレイヤーのステータス:魔法剣/毒殺 */
356 #define ATTACK_HOLY 0x00000200 /*!< プレイヤーのステータス:対邪?(未使用) */
357 #define ATTACK_SUIKEN 0x00000400 /*!< プレイヤーのステータス:酔拳 */
358 
359  /*
360  * p_ptr->special_defenseによるプレイヤーの防御状態の定義 / Bit flags for the "p_ptr->special_defense" variable. -LM-
361  */
363 #define DEFENSE_ACID 0x00000001 /*!< プレイヤーのステータス:酸免疫 */
364 #define DEFENSE_ELEC 0x00000002 /*!< プレイヤーのステータス:電撃免疫 */
365 #define DEFENSE_FIRE 0x00000004 /*!< プレイヤーのステータス:火炎免疫 */
366 #define DEFENSE_COLD 0x00000008 /*!< プレイヤーのステータス:冷気免疫 */
367 #define DEFENSE_POIS 0x00000010 /*!< プレイヤーのステータス:毒免疫 */
368 #define KAMAE_GENBU 0x00000020 /*!< プレイヤーのステータス:玄武の構え */
369 #define KAMAE_BYAKKO 0x00000040 /*!< プレイヤーのステータス:白虎の構え */
370 #define KAMAE_SEIRYU 0x00000080 /*!< プレイヤーのステータス:青竜の構え */
371 #define KAMAE_SUZAKU 0x00000100 /*!< プレイヤーのステータス:朱雀の構え */
372 #define KATA_IAI 0x00000200 /*!< プレイヤーのステータス:居合 */
373 #define KATA_FUUJIN 0x00000400 /*!< プレイヤーのステータス:風塵 */
374 #define KATA_KOUKIJIN 0x00000800 /*!< プレイヤーのステータス:降鬼陣 */
375 #define KATA_MUSOU 0x00001000 /*!< プレイヤーのステータス:無想 */
376 #define NINJA_KAWARIMI 0x00002000 /*!< プレイヤーのステータス:変わり身 */
377 #define NINJA_S_STEALTH 0x00004000 /*!< プレイヤーのステータス:超隠密 */
378 #define MAX_KAMAE 4 /*!< 修行僧の構え最大数 */
379 #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU) /*!< 修行僧の構えビット配列 */
380 #define MAX_KATA 4 /*!< 修行僧の型最大数 */
381 #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU) /*!< 修行僧の型ビット配列 */
382 
383  ACTION_IDX action; /* Currently action */
384 #define ACTION_NONE 0 /*!< 持続行動: なし */
385 #define ACTION_SEARCH 1 /*!< 持続行動: 探索 */
386 #define ACTION_REST 2 /*!< 持続行動: 休憩 */
387 #define ACTION_LEARN 3 /*!< 持続行動: 青魔法ラーニング */
388 #define ACTION_FISH 4 /*!< 持続行動: 釣り */
389 #define ACTION_KAMAE 5 /*!< 持続行動: 修行僧の構え */
390 #define ACTION_KATA 6 /*!< 持続行動: 剣術家の型 */
391 #define ACTION_SING 7 /*!< 持続行動: 歌 */
392 #define ACTION_HAYAGAKE 8 /*!< 持続行動: 早駆け */
393 #define ACTION_SPELL 9 /*!< 持続行動: 呪術 */
394 
395  BIT_FLAGS spell_learned1; /* bit mask of spells learned */
396  BIT_FLAGS spell_learned2; /* bit mask of spells learned */
397  BIT_FLAGS spell_worked1; /* bit mask of spells tried and worked */
398  BIT_FLAGS spell_worked2; /* bit mask of spells tried and worked */
399  BIT_FLAGS spell_forgotten1; /* bit mask of spells learned but forgotten */
400  BIT_FLAGS spell_forgotten2; /* bit mask of spells learned but forgotten */
401  SPELL_IDX spell_order[64]; /* order spells learned/remembered/forgotten */
402 
403  SUB_EXP spell_exp[64]; /* Proficiency of spells */
404  SUB_EXP weapon_exp[5][64]; /* Proficiency of weapons */
405  SUB_EXP skill_exp[GINOU_MAX]; /* Proficiency of misc. skill */
406 
407  MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
408  MAGIC_NUM2 magic_num2[108]; /*!< 魔道具術師の取り込み済魔道具使用回数 / Flags for non-spellbook type magics */
409 
413  bool new_mane;
414 
415  #define CONCENT_RADAR_THRESHOLD 2
416  #define CONCENT_TELE_THRESHOLD 5
417  s16b concent; /* Sniper's concentration level */
418 
420  char died_from[80]; /* What killed the player */
421  concptr last_message; /* Last message on death or retirement */
422  char history[4][60]; /* Textual "history" for the Player */
423 
424  u16b total_winner; /* Total winner */
425  u16b panic_save; /* Panic save */
426 
427  u16b noscore; /* Cheating flags */
428 
429  bool wait_report_score; /* Waiting to report score */
430  bool is_dead; /* Player is dead */
433  BIT_FLAGS change_floor_mode; /*!<フロア移行処理に関するフラグ / Mode flags for changing floor */
434 
435  bool reset_concent; /* Concentration reset flag */
436 
437  MONSTER_IDX riding; /* Riding on a monster of this index */
438 
439  #define KNOW_STAT 0x01
440  #define KNOW_HPRATE 0x02
441  BIT_FLAGS8 knowledge; /* Knowledge about yourself */
442  BIT_FLAGS visit; /* Visited towns */
443 
444  RACE_IDX start_race; /* Race at birth */
445  BIT_FLAGS old_race1; /* Record of race changes */
446  BIT_FLAGS old_race2; /* Record of race changes */
447  s16b old_realm; /* Record of realm changes */
448 
449  s16b pet_follow_distance; /* Length of the imaginary "leash" for pets */
450  s16b pet_extra_flags; /* Various flags for controling pets */
451 
452  s16b today_mon; /* Wanted monster */
453 
454  bool dtrap; /* Whether you are on trap-safe grids */
455  FLOOR_IDX floor_id; /* Current floor location */
456 
457  bool autopick_autoregister; /* auto register is in-use or not */
458 
459  byte feeling; /* Most recent dungeon feeling */
460  s32b feeling_turn; /* The turn of the last dungeon feeling */
461 
462  /*
463  * Maximum number of "normal" pack slots, and the index of the "overflow"
464  * slot, which can hold an item, but only temporarily, since it causes the
465  * pack to "overflow", dropping the "last" item onto the ground. Since this
466  * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
467  * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
468  * by the fact that the screen can only show 23 items plus a one-line prompt.
469  * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
470  */
471  #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
472  #define INVEN_RARM 24 /*!< アイテムスロット…右手 */
473  #define INVEN_LARM 25 /*!< アイテムスロット…左手 */
474  #define INVEN_BOW 26 /*!< アイテムスロット…射撃 */
475  #define INVEN_RIGHT 27 /*!< アイテムスロット…右手指 */
476  #define INVEN_LEFT 28 /*!< アイテムスロット…左手指 */
477  #define INVEN_NECK 29 /*!< アイテムスロット…首 */
478  #define INVEN_LITE 30 /*!< アイテムスロット…光源 */
479  #define INVEN_BODY 31 /*!< アイテムスロット…体 */
480  #define INVEN_OUTER 32 /*!< アイテムスロット…体の上 */
481  #define INVEN_HEAD 33 /*!< アイテムスロット…頭部 */
482  #define INVEN_HANDS 34 /*!< アイテムスロット…腕部 */
483  #define INVEN_FEET 35 /*!< アイテムスロット…脚部 */
484  #define INVEN_AMMO 23 /*!< used for get_random_ego() */
485  #define INVEN_TOTAL 36 /*!< Total number of inventory_list slots (hard-coded). */
486  #define INVEN_FORCE 1111 /*!< inventory_list slot for selecting force (hard-coded). */
487  object_type *inventory_list; /* The player's inventory */
488  s16b inven_cnt; /* Number of items in inventory */
489  s16b equip_cnt; /* Number of items in equipment */
490 
491  /*** Temporary fields ***/
492 
493  bool playing; /* True if player is playing */
494  bool leaving; /* True if player is leaving */
495 
498 
500  byte exit_bldg; /* Goal obtained in arena? -KMW- */
501 
502  bool leaving_dungeon; /* True if player is leaving the dungeon */
504  bool enter_dungeon; /* Just enter the dungeon */
505 
506  IDX health_who; /* Health bar trackee */
507 
508  MONRACE_IDX monster_race_idx; /* Monster race trackee */
509 
510  KIND_OBJECT_IDX object_kind_idx; /* Object kind trackee */
511 
512  s16b new_spells; /* Number of spells available */
514 
515  s16b old_food_aux; /* Old value of food */
516 
521  bool old_icky_wield[2];
525 
526  POSITION old_lite; /* Old radius of lite (if any) */
527 
528  bool cumber_armor; /* Mana draining armor */
529  bool cumber_glove; /* Mana draining gloves */
530  bool heavy_wield[2]; /* Heavy weapon */
531  bool heavy_shoot; /* Heavy shooter */
532  bool icky_wield[2]; /* Icky weapon */
533  bool riding_wield[2]; /* Riding weapon */
534  bool riding_ryoute; /* Riding weapon */
535  bool monlite;
536 
537  POSITION cur_lite; /* Radius of lite (if any) */
538 
539  BIT_FLAGS update; /* Pending Updates */
540 #define PU_BONUS 0x00000001L /*!< ステータス更新フラグ: 能力値修正 / Calculate bonuses */
541 #define PU_TORCH 0x00000002L /*!< ステータス更新フラグ: 光源半径 / Calculate torch radius */
542 #define PU_HP 0x00000010L /*!< ステータス更新フラグ: HP / Calculate chp and mhp */
543 #define PU_MANA 0x00000020L /*!< ステータス更新フラグ: MP / Calculate csp and msp */
544 #define PU_SPELLS 0x00000040L /*!< ステータス更新フラグ: 魔法学習数 / Calculate spells */
545 #define PU_COMBINE 0x00000100L /*!< アイテム処理フラグ: アイテムの結合を要する / Combine the pack */
546 #define PU_REORDER 0x00000200L /*!< アイテム処理フラグ: アイテムの並び替えを要する / Reorder the pack */
547 #define PU_AUTODESTROY 0x00000400L /*!< アイテム処理フラグ: アイテムの自動破壊を要する / Auto-destroy marked item */
548 #define PU_UN_VIEW 0x00010000L /*!< ステータス更新フラグ: 地形の視界外化 / Forget view */
549 #define PU_UN_LITE 0x00020000L /*!< ステータス更新フラグ: 明暗範囲の視界外化 / Forget lite */
550 #define PU_VIEW 0x00100000L /*!< ステータス更新フラグ: 視界 / Update view */
551 #define PU_LITE 0x00200000L /*!< ステータス更新フラグ: 明暗範囲 / Update lite */
552 #define PU_MON_LITE 0x00400000L /*!< ステータス更新フラグ: モンスターの光源範囲 / Monster illumination */
553 #define PU_DELAY_VIS 0x00800000L /*!< ステータス更新フラグ: 視界の追加更新 / Mega-Hack -- Delayed visual update */
554 #define PU_MONSTERS 0x01000000L /*!< ステータス更新フラグ: モンスターのステータス / Update monsters */
555 #define PU_DISTANCE 0x02000000L /*!< ステータス更新フラグ: プレイヤーとモンスターの距離 / Update distances */
556 #define PU_FLOW 0x10000000L /*!< ステータス更新フラグ: プレイヤーから各マスへの到達距離 / Update flow */
557 
558  BIT_FLAGS redraw; /* Normal Redraws */
559  BIT_FLAGS window; /* Window Redraws */
560 
561  s16b stat_use[A_MAX]; /* Current modified stats */
562  s16b stat_top[A_MAX]; /* Maximal modified stats */
563 
564  bool sutemi;
565  bool counter;
566 
567  ALIGNMENT align; /* Good/evil/neutral */
571 
574 
575  /*** Extracted fields ***/
576 
577  s16b running; /* Current counter for running, if any */
578  bool suppress_multi_reward; /*!< 複数レベルアップ時のパトロンからの報酬多重受け取りを防止 */
579 
580  WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
581 
582  s16b stat_add[A_MAX]; /* Modifiers to stat values */
583  s16b stat_ind[A_MAX]; /* Indexes into stat tables */
584 
586  bool is_fired;
588 
589  bool immune_acid; /* Immunity to acid */
590  bool immune_elec; /* Immunity to lightning */
591  bool immune_fire; /* Immunity to fire */
592  bool immune_cold; /* Immunity to cold */
593 
594  bool resist_acid; /* Resist acid */
595  bool resist_elec; /* Resist lightning */
596  bool resist_fire; /* Resist fire */
597  bool resist_cold; /* Resist cold */
598  bool resist_pois; /* Resist poison */
599 
600  bool resist_conf; /* Resist confusion */
601  bool resist_sound; /* Resist sound */
602  bool resist_lite; /* Resist light */
603  bool resist_dark; /* Resist darkness */
604  bool resist_chaos; /* Resist chaos */
605  bool resist_disen; /* Resist disenchant */
606  bool resist_shard; /* Resist shards */
607  bool resist_nexus; /* Resist nexus */
608  bool resist_blind; /* Resist blindness */
609  bool resist_neth; /* Resist nether */
610  bool resist_fear; /* Resist fear */
611  bool resist_time; /* Resist time */
612  bool resist_water; /* Resist water */
613 
614  bool reflect; /* Reflect 'bolt' attacks */
615  bool sh_fire; /* Fiery 'immolation' effect */
616  bool sh_elec; /* Electric 'immolation' effect */
617  bool sh_cold; /* Cold 'immolation' effect */
618 
619  bool anti_magic; /* Anti-magic */
620  bool anti_tele; /* Prevent teleportation */
621 
622  bool sustain_str; /* Keep strength */
623  bool sustain_int; /* Keep intelligence */
624  bool sustain_wis; /* Keep wisdom */
625  bool sustain_dex; /* Keep dexterity */
626  bool sustain_con; /* Keep constitution */
627  bool sustain_chr; /* Keep charisma */
628 
629  BIT_FLAGS cursed; /* Player is cursed */
630 
631  bool can_swim; /* No damage falling */
632  bool levitation; /* No damage falling */
633  bool lite; /* Permanent light */
634  bool free_act; /* Never paralyzed */
635  bool see_inv; /* Can see invisible */
636  bool regenerate; /* Regenerate hit pts */
637  bool hold_exp; /* Resist exp draining */
638 
639  bool telepathy; /* Telepathy */
642  bool esp_demon;
643  bool esp_orc;
644  bool esp_troll;
645  bool esp_giant;
647  bool esp_human;
648  bool esp_evil;
649  bool esp_good;
652 
653  bool slow_digest; /* Slower digestion */
654  bool bless_blade; /* Blessed blade */
655  bool xtra_might; /* Extra might bow */
656  bool impact[2]; /* Earthquake blows */
657  bool pass_wall; /* Permanent wraithform */
658  bool kill_wall;
659  bool dec_mana;
662  bool warning;
664  bool see_nocto; /* Noctovision */
666 
667  DICE_NUMBER to_dd[2]; /* Extra dice/sides */
669 
670  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) */
671  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) */
672  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) */
673  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 */
674  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 */
675 
676  s16b to_h[2]; /* Bonus to hit (wield) */
677  s16b to_h_b; /* Bonus to hit (bow) */
678  s16b to_h_m; /* Bonus to hit (misc) */
679  s16b to_d[2]; /* Bonus to dam (wield) */
680  s16b to_d_m; /* Bonus to dam (misc) */
681  s16b to_a; /* Bonus to ac */
682 
683  s16b to_m_chance; /* Minusses to cast chance */
684 
685  bool ryoute;
686  bool migite;
687  bool hidarite;
688  bool no_flowed;
689 
690  ARMOUR_CLASS ac; /*!< 装備無しの基本AC / Base ac */
691 
692  ACTION_SKILL_POWER see_infra; /*!< 赤外線視能力の強さ /Infravision range */
693  ACTION_SKILL_POWER skill_dis; /*!< 行動技能値:解除能力 / Skill: Disarming */
694  ACTION_SKILL_POWER skill_dev; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
695  ACTION_SKILL_POWER skill_sav; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
696  ACTION_SKILL_POWER skill_stl; /*!< 行動技能値:隠密 / Skill: Stealth factor */
697 
698  /*!
699  * 行動技能値:知覚 / Skill: Searching ability
700  * この値はsearch()による地形の隠し要素発見処理などで混乱、盲目、幻覚、無光源などの
701  * 状態異常がない限り、難易度修正などがないままそのままパーセンテージ値として使われる。
702  * 100以上ならば必ず全てのトラップなどを見つけることが出来る。
703  */
705 
706  ACTION_SKILL_POWER skill_fos; /*!< 行動技能値:探索 / Skill: Searching frequency */
707  ACTION_SKILL_POWER skill_thn; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
708  ACTION_SKILL_POWER skill_thb; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
709  ACTION_SKILL_POWER skill_tht; /*!< 行動技能値:投射命中能力 / Skill: To hit (throwing) */
710  ACTION_SKILL_POWER skill_dig; /*!< 行動技能値:掘削 / Skill: Digging */
711 
712  s16b num_blow[2]; /* Number of blows */
713  s16b num_fire; /* Number of shots */
714 
715  byte tval_xtra; /* Correct xtra tval */
716  byte tval_ammo; /* Correct ammo tval */
717 
718  byte pspeed; /* Current speed */
719 
720  ENERGY energy_use; /* Energy use this turn */
721 
722  POSITION y; /* Player location in dungeon */
723  POSITION x; /* Player location in dungeon */
724  GAME_TEXT name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
725  char base_name[32]; /*!< Stripped version of "player_name" */
726 
727 };
728 extern player_type *p_ptr;
729 
730 extern concptr your_alignment(player_type *creature_ptr);
731 extern int weapon_exp_level(int weapon_exp);
732 extern int riding_exp_level(int riding_exp);
733 extern int spell_exp_level(int spell_exp);
734 
735 extern s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);
736 extern void calc_bonuses(player_type *creature_ptr);
737 extern WEIGHT weight_limit(player_type *creature_ptr);
738 extern bool has_melee_weapon(player_type *creature_ptr, int i);
739 extern bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr);
740 
741 extern bool heavy_armor(player_type *creature_ptr);
742 extern void update_creature(player_type *creature_ptr);
743 extern BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control);
744 extern bool player_has_no_spellbooks(player_type *creature_ptr);
745 
746 extern void take_turn(player_type *creature_ptr, PERCENTAGE need_cost);
747 extern void free_turn(player_type *creature_ptr);
748 
749 extern bool player_place(player_type *creature_ptr, POSITION y, POSITION x);
750 extern void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro);
751 
752 extern void check_experience(player_type *creature_ptr);
753 extern void wreck_the_pattern(player_type *creature_ptr);
754 extern void cnv_stat(int val, char *out_val);
755 extern s16b modify_stat_value(int value, int amount);
756 extern long calc_score(player_type *creature_ptr);
757 
758 extern const s32b player_exp[PY_MAX_LEVEL];
759 extern const s32b player_exp_a[PY_MAX_LEVEL];
760 
761 
762 /* Temporary flags macro */
763 #define IS_FAST() (p_ptr->fast || music_singing(p_ptr, MUSIC_SPEED) || music_singing(p_ptr, MUSIC_SHERO))
764 #define IS_INVULN() (p_ptr->invuln || music_singing(p_ptr, MUSIC_INVULN))
765 #define IS_HERO() (p_ptr->hero || music_singing(p_ptr, MUSIC_HERO) || music_singing(p_ptr, MUSIC_SHERO))
766 #define IS_BLESSED() (p_ptr->blessed || music_singing(p_ptr, MUSIC_BLESS) || hex_spelling(HEX_BLESS))
767 #define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
768 #define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
769 #define IS_OPPOSE_FIRE() (p_ptr->oppose_fire || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
770 #define IS_OPPOSE_COLD() (p_ptr->oppose_cold || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
771 #define IS_OPPOSE_POIS() (p_ptr->oppose_pois || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
772 #define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(p_ptr, MUSIC_MIND) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
773 #define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(p_ptr, MUSIC_STEALTH))
774 
775 #define P_PTR_KI (p_ptr->magic_num1[0])
776 
777 /*
778  * Player "food" crucial values
779  */
780 #define PY_FOOD_MAX 15000 /*!< 食べ過ぎ~満腹の閾値 / Food value (Bloated) */
781 #define PY_FOOD_FULL 10000 /*!< 満腹~平常の閾値 / Food value (Normal) */
782 #define PY_FOOD_ALERT 2000 /*!< 平常~空腹の閾値 / Food value (Hungry) */
783 #define PY_FOOD_WEAK 1000 /*!< 空腹~衰弱の閾値 / Food value (Weak) */
784 #define PY_FOOD_FAINT 500 /*!< 衰弱~衰弱(赤表示/麻痺)の閾値 / Food value (Fainting) */
785 #define PY_FOOD_STARVE 100 /*!< 衰弱(赤表示/麻痺)~飢餓ダメージの閾値 / Food value (Starving) */
786 
787 /*
788  * Player regeneration constants
789  */
790 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
791 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
792 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
793 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
794 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
795 
796 #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
797 
798 
799 extern void cheat_death(player_type *creature_ptr);
MONSTER_IDX riding_t_m_idx
Definition: player-status.h:573
bool old_cumber_glove
Definition: player-status.h:518
byte MAGIC_NUM2
プレイヤーの汎用魔法情報配列2の型定義
Definition: h-type.h:241
bool ambush_flag
Definition: player-status.h:432
void calc_bonuses(player_type *creature_ptr)
プレイヤーの全ステータスを更新する / Calculate the players current "state", taking into account not only race/class in...
Definition: player-status.c:1368
TIME_EFFECT magicdef
Definition: player-status.h:203
TIME_EFFECT tim_mimic
Definition: player-status.h:207
bool esp_good
Definition: player-status.h:649
int spell_exp_level(int spell_exp)
Definition: player-status.c:1334
const byte adj_dex_th[]
器用度による命中修正テーブル Stat Table (DEX) – bonus to hit (plus 128)
Definition: player-status.c:860
void wreck_the_pattern(player_type *creature_ptr)
種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
Definition: player-status.c:5166
TIME_EFFECT ele_immune
Definition: player-status.h:184
s16b FEED
ゲーム中の滋養度の型定義
Definition: h-type.h:210
TIME_EFFECT poisoned
Definition: player-status.h:169
s16b pet_extra_flags
Definition: player-status.h:450
BIT_FLAGS spell_learned1
Definition: player-status.h:395
BIT_FLAGS window
Definition: player-status.h:559
bool esp_undead
Definition: player-status.h:641
bool counter
Definition: player-status.h:565
MANA_POINT msp
Definition: player-status.h:140
const char * concptr
文字列定数用ポインタ定義 / A simple pointer (to unmodifiable strings)
Definition: h-type.h:47
bool resist_fire
Definition: player-status.h:596
POSITION wilderness_x
Definition: player-status.h:131
TIME_EFFECT multishadow
Definition: player-status.h:214
MONSTER_IDX pet_t_m_idx
Definition: player-status.h:572
bool reset_concent
Definition: player-status.h:435
bool esp_orc
Definition: player-status.h:643
BIT_FLAGS redraw
Definition: player-status.h:558
BIT_FLAGS old_race1
Definition: player-status.h:445
TIME_EFFECT blessed
Definition: player-status.h:179
s16b arena_number
Definition: player-status.h:125
bool immune_acid
Definition: player-status.h:589
s16b sc
Definition: player-status.h:113
BIT_FLAGS muta2
常時効果つきの変異1 / Randomly activating mutations must be MUT2_*
Definition: player-status.h:259
SUB_EXP weapon_exp[5][64]
Definition: player-status.h:404
s16b CHARACTER_IDX
ゲーム中のプレイヤー性格ID型を定義
Definition: h-type.h:121
ACTION_SKILL_POWER skill_thn
行動技能値:打撃命中能力 / Skill: To hit (normal)
Definition: player-status.h:707
bool cumber_glove
Definition: player-status.h:529
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
Definition: player-status.h:673
bool esp_evil
Definition: player-status.h:648
bool sustain_str
Definition: player-status.h:622
bool levitation
Definition: player-status.h:632
bool resist_elec
Definition: player-status.h:595
const byte adj_chr_chm[]
魅力による魅了能力修正テーブル / Stat Table (CHR) – charm
Definition: player-status.c:1235
const byte adj_wis_sav[]
賢さによる魔法防御修正テーブル Stat Table (WIS) – Saving throw
Definition: player-status.c:625
POSITION cur_lite
Definition: player-status.h:537
bool telepathy
Definition: player-status.h:639
s16b IDX
ゲーム中のID型を定義
Definition: h-type.h:112
Definition: monster.h:39
s16b REALM_IDX
ゲーム中の魔法領域ID型を定義
Definition: h-type.h:131
int player_egid
Definition: player-status.h:90
Definition: object.h:189
POSITION x
Definition: player-status.h:723
#define PY_MAX_LEVEL
プレイヤーレベルの最大値 / Maximum level
Definition: player-status.h:25
Definition: floor.h:85
bool migite
Definition: player-status.h:686
BIT_FLAGS update
Definition: player-status.h:539
TIME_EFFECT dustrobe
Definition: player-status.h:215
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)
Definition: player-status.h:670
bool bless_blade
Definition: player-status.h:654
ACTION_SKILL_POWER skill_sav
行動技能値:魔法防御 / Skill: Saving throw
Definition: player-status.h:695
s32b EXP
ゲーム中の主経験値の型定義
Definition: h-type.h:199
s16b ACTION_SKILL_POWER
行動技能値
Definition: h-type.h:257
s16b old_spells
Definition: player-status.h:513
bool leaving
Definition: player-status.h:494
bool heavy_spell
Definition: player-status.h:661
bool anti_tele
Definition: player-status.h:620
s16b stat_use[A_MAX]
Definition: player-status.h:561
s16b vir_types[8]
Definition: player-status.h:328
SUB_EXP spell_exp[64]
Definition: player-status.h:403
s16b stat_top[A_MAX]
Definition: player-status.h:562
s32b SPELL_IDX
各魔法領域/職業能力ごとの呪文ID型定義
Definition: h-type.h:243
s16b equip_cnt
Definition: player-status.h:489
TIME_EFFECT shero
Definition: player-status.h:177
u32b exp_frac
Definition: player-status.h:120
s32b WEIGHT
ゲーム中の重量の型定義(ポンド)
Definition: h-type.h:205
TIME_EFFECT tim_invis
Definition: player-status.h:180
void cnv_stat(int val, char *out_val)
現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
Definition: player-status.c:5642
DUNGEON_IDX dungeon_idx
Definition: player-status.h:130
WEIGHT total_weight
所持品と装備品の計算総重量 / Total weight being carried
Definition: player-status.h:580
const s32b player_exp[PY_MAX_LEVEL]
基本必要経験値テーブル / Base experience levels, may be adjusted up for race and/or class
Definition: player-status.c:226
ENERGY enchant_energy_need
Definition: player-status.h:335
s16b today_mon
Definition: player-status.h:452
char history[4][60]
Definition: player-status.h:422
void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
Definition: player-status.c:5133
bool is_dead
Definition: player-status.h:430
TIME_EFFECT resist_magic
Definition: player-status.h:195
TIME_EFFECT tim_esp
Definition: player-status.h:192
bool warning
Definition: player-status.h:662
RACE_IDX start_race
Definition: player-status.h:444
const byte adj_str_wgt[]
腕力による基本所持重量値テーブル Stat Table (STR) – weight limit in deca-pounds
Definition: player-status.c:954
bool resist_time
Definition: player-status.h:611
bool slow_digest
Definition: player-status.h:653
u16b panic_save
Definition: player-status.h:425
POSITION run_py
Definition: player-status.h:568
BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
プレイヤーの現在開いている手の状態を返す
Definition: player-status.c:4941
const byte adj_mag_mana[]
知力/賢さによるMP修正テーブル Stat Table (INT/WIS) – extra 1/4-mana-points per level
Definition: player-status.c:390
bool esp_nonliving
Definition: player-status.h:650
BIT_FLAGS spell_forgotten1
Definition: player-status.h:399
const byte adj_str_hold[]
腕力による武器重量限界値テーブル Stat Table (STR) – weapon weight limit in pounds
Definition: player-status.c:1001
BIT_FLAGS muta3
常時効果つきの変異2 / Other mutations will be mainly in MUT3_*
Definition: player-status.h:293
bool resist_blind
Definition: player-status.h:608
TIME_EFFECT tim_regen
Definition: player-status.h:196
bool cumber_armor
Definition: player-status.h:528
DUNGEON_IDX recall_dungeon
Definition: player-status.h:332
BIT_FLAGS8 knowledge
Definition: player-status.h:441
void check_experience(player_type *creature_ptr)
プレイヤーの経験値について整合性のためのチェックと調整を行う / Advance experience levels and print experience
Definition: player-status.c:5483
bool resist_neth
Definition: player-status.h:609
ACTION_SKILL_POWER skill_stl
行動技能値:隠密 / Skill: Stealth factor
Definition: player-status.h:696
s32b MAGIC_NUM1
プレイヤーの汎用魔法情報配列1の型定義
Definition: h-type.h:240
int player_uid
Definition: player-status.h:88
CHARACTER_IDX oops
Definition: player-status.h:102
const byte adj_mag_fail[]
知力/賢さによる最低魔法失敗率テーブル Stat Table (INT/WIS) – Minimum failure rate (percentage)
Definition: player-status.c:437
int DICE_NUMBER
ゲーム中のダイス数の型定義
Definition: h-type.h:207
TIME_EFFECT hero
Definition: player-status.h:176
TIME_EFFECT tsuyoshi
Definition: player-status.h:182
bool resist_dark
Definition: player-status.h:603
bool resist_shard
Definition: player-status.h:606
s16b CLASS_IDX
ゲーム中のプレイヤー職業ID型を定義
Definition: h-type.h:120
const byte adj_mag_study[]
知力/賢さによるレベル毎の習得可能魔法数テーブル Stat Table (INT/WIS) – Number of half-spells per level
Definition: player-status.c:343
u32b csp_frac
Definition: player-status.h:142
GAME_TEXT name[32]
現在のプレイヤー名 / Current player's character name
Definition: player-status.h:724
byte exit_bldg
Definition: player-status.h:500
TIME_EFFECT cut
Definition: player-status.h:170
bool resist_cold
Definition: player-status.h:597
void cheat_death(player_type *creature_ptr)
Definition: player-status.c:5788
u16b total_winner
Definition: player-status.h:424
TIME_EFFECT slow
Definition: player-status.h:163
bool resist_chaos
Definition: player-status.h:604
bool lite
Definition: player-status.h:633
bool old_icky_wield[2]
Definition: player-status.h:521
s16b PATRON_IDX
ゲーム中のプレイヤーパトロンID型を定義
Definition: h-type.h:123
void sanity_blast(player_type *creature_ptr, monster_type *m_ptr, bool necro)
ELDRITCH_HORRORによるプレイヤーの精神破壊処理
Definition: player-status.c:5205
BIT_FLAGS visit
Definition: player-status.h:442
SPELL_IDX spell_order[64]
Definition: player-status.h:401
bool heavy_armor(player_type *creature_ptr)
プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
Definition: player-status.c:4962
HIT_POINT player_hp[PY_MAX_LEVEL]
Definition: player-status.h:419
bool free_act
Definition: player-status.h:634
TIME_EFFECT tim_eyeeye
Definition: player-status.h:210
s16b MIMIC_RACE_IDX
ゲーム中のプレイヤー変身種族ID型を定義
Definition: h-type.h:122
byte leave_bldg
Definition: player-status.h:499
byte SEX_IDX
ゲーム中のプレイヤー性別ID型を定義
Definition: h-type.h:118
BIT_FLAGS spell_learned2
Definition: player-status.h:396
bool can_swim
Definition: player-status.h:631
bool sutemi
Definition: player-status.h:564
bool old_heavy_shoot
Definition: player-status.h:520
s16b QUEST_IDX
ゲーム中のクエストID型を定義
Definition: h-type.h:136
floor_type * current_floor_ptr
Definition: player-status.h:92
bool kill_wall
Definition: player-status.h:658
EXP exp
Definition: player-status.h:119
BIT_FLAGS special_attack
Definition: player-status.h:346
TIME_EFFECT confused
Definition: player-status.h:166
concptr last_message
Definition: player-status.h:421
s16b to_m_chance
Definition: player-status.h:683
TIME_EFFECT wraith_form
Definition: player-status.h:193
s16b modify_stat_value(int value, int amount)
能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。 Modify a stat value by a "modifier", return new value
Definition: player-status.c:5684
const byte adj_int_dev[]
知力による魔道具使用修正テーブル Stat Table (INT) – Magic devices
Definition: player-status.c:578
TIME_EFFECT fast
Definition: player-status.h:162
bool hack_mutation
Definition: player-status.h:585
s16b learned_spells
Definition: player-status.h:157
concptr your_alignment(player_type *creature_ptr)
Definition: player-status.c:1293
s16b MONRACE_IDX
ゲーム中のモンスター種族ID型を定義
Definition: h-type.h:128
bool impact[2]
Definition: player-status.h:656
TOWN_IDX town_num
Definition: player-status.h:124
const s32b player_exp_a[PY_MAX_LEVEL]
基本必要強化値テーブル(アンドロイド専用)
Definition: player-status.c:284
bool has_melee_weapon(player_type *creature_ptr, int i)
プレイヤーが現在右手/左手に武器を持っているか判定する /
Definition: player-status.c:4931
s16b old_realm
Definition: player-status.h:447
HIT_POINT mane_dam[MAX_MANE]
Definition: player-status.h:411
int weapon_exp_level(int weapon_exp)
Definition: player-status.c:1308
bool sh_cold
Definition: player-status.h:617
s32b HIT_POINT
HPとその増減量の型定義
Definition: h-type.h:161
s16b num_blow[2]
Definition: player-status.h:712
TIME_EFFECT image
Definition: player-status.h:168
EXP max_max_exp
Definition: player-status.h:117
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
bool see_inv
Definition: player-status.h:635
bool old_monlite
Definition: player-status.h:524
bool old_riding_wield[2]
Definition: player-status.h:522
s16b FLOOR_IDX
ゲーム中のフロアID型を定義
Definition: h-type.h:116
unsigned short u16b
Definition: h-type.h:99
BASE_STATUS stat_max_max[6]
Definition: player-status.h:154
KIND_OBJECT_IDX object_kind_idx
Definition: player-status.h:510
bool mighty_throw
Definition: player-status.h:663
bool sh_fire
Definition: player-status.h:615
bool is_fired
Definition: player-status.h:586
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
bool anti_magic
Definition: player-status.h:619
PLAYER_LEVEL lev
Definition: player-status.h:122
TIME_EFFECT oppose_fire
Definition: player-status.h:188
char GAME_TEXT
ゲーム中のテキスト型定義
Definition: h-type.h:152
const byte adj_dex_ta[]
器用さによるAC修正テーブル Stat Table (DEX) – bonus to ac (plus 128)
Definition: player-status.c:766
BIT_FLAGS old_race2
Definition: player-status.h:446
s16b ht
Definition: player-status.h:111
s16b pet_follow_distance
Definition: player-status.h:449
signed long s32b
Definition: h-type.h:107
s16b mane_num
Definition: player-status.h:412
BASE_STATUS stat_cur[6]
Definition: player-status.h:155
#define A_MAX
Definition: player-status.h:152
s16b PLAYER_LEVEL
ゲーム中のプレイヤーレベルの型を定義
Definition: h-type.h:197
bool xtra_might
Definition: player-status.h:655
TIME_EFFECT oppose_cold
Definition: player-status.h:189
s16b BASE_STATUS
ゲーム中の基礎能力値型を定義
Definition: h-type.h:175
bool resist_nexus
Definition: player-status.h:607
bool old_heavy_wield[2]
Definition: player-status.h:519
bool sustain_chr
Definition: player-status.h:627
HIT_POINT chp
Definition: player-status.h:136
const byte adj_con_mhp[]
耐久による基本HP自然治癒値テーブル / Stat Table (CON) – extra 1/4-hitpoints per level (plus 128)
Definition: player-status.c:1188
s16b ENERGY
ゲーム中の行動エネルギーの型定義
Definition: h-type.h:192
bool resist_pois
Definition: player-status.h:598
SEX_IDX psex
Definition: player-status.h:96
TIME_EFFECT tsubureru
Definition: player-status.h:202
bool dec_mana
Definition: player-status.h:659
TIME_EFFECT lightspeed
Definition: player-status.h:201
bool old_riding_ryoute
Definition: player-status.h:523
bool sh_elec
Definition: player-status.h:616
SUB_EXP skill_exp[GINOU_MAX]
Definition: player-status.h:405
MAGIC_NUM2 magic_num2[108]
魔道具術師の取り込み済魔道具使用回数 / Flags for non-spellbook type magics
Definition: player-status.h:408
u16b BIT_FLAGS16
16ビットのフラグ配列の型定義
Definition: h-type.h:226
bool now_damaged
Definition: player-status.h:431
REALM_IDX realm1
Definition: player-status.h:100
s16b RACE_IDX
ゲーム中のプレイヤー種族ID型を定義
Definition: h-type.h:119
bool ryoute
Definition: player-status.h:685
POSITION old_lite
Definition: player-status.h:526
s32b ACTION_IDX
プレイヤーが現在取っている常時行動のID定義
Definition: h-type.h:124
ACTION_SKILL_POWER skill_tht
行動技能値:投射命中能力 / Skill: To hit (throwing)
Definition: player-status.h:709
s16b TOWN_IDX
ゲーム中の町ID型を定義
Definition: h-type.h:114
bool immune_cold
Definition: player-status.h:592
const byte adj_str_dig[]
腕力による採掘能力修正値テーブル Stat Table (STR) – digging value
Definition: player-status.c:1048
void update_creature(player_type *creature_ptr)
update のフラグに応じた更新をまとめて行う / Handle "update"
Definition: player-status.c:4985
bool immune_elec
Definition: player-status.h:590
bool leaving_dungeon
Definition: player-status.h:502
bool pass_wall
Definition: player-status.h:657
CHARACTER_IDX pseikaku
Definition: player-status.h:99
s16b to_a
Definition: player-status.h:681
bool no_flowed
Definition: player-status.h:688
bool monk_armour_aux
Definition: player-status.h:496
bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
Definition: player-status.c:5149
s16b SUB_EXP
ゲーム中の副経験値の型定義
Definition: h-type.h:200
TIME_EFFECT tim_stealth
Definition: player-status.h:198
EXP max_exp
Definition: player-status.h:118
TIME_EFFECT tim_levitation
Definition: player-status.h:199
s16b max_plv
Definition: player-status.h:144
MONRACE_IDX monster_race_idx
Definition: player-status.h:508
u32b chp_frac
Definition: player-status.h:137
bool see_nocto
Definition: player-status.h:664
const byte adj_con_fix[]
耐久による基本HP自然治癒値テーブル / Stat Table (CON) – base regeneration rate
Definition: player-status.c:1141
bool heavy_shoot
Definition: player-status.h:531
TIME_EFFECT alter_reality
Definition: player-status.h:331
bool icky_wield[2]
Definition: player-status.h:532
BIT_FLAGS spell_forgotten2
Definition: player-status.h:400
byte BIT_FLAGS8
8ビットのフラグ配列の型定義
Definition: h-type.h:227
ACTION_IDX action
Definition: player-status.h:383
BIT_FLAGS cursed
Definition: player-status.h:629
s32b PERCENTAGE
ゲーム中のパーセント表記の型定義(/100倍)
Definition: h-type.h:222
bool inside_arena
Definition: player-status.h:126
MIMIC_RACE_IDX mimic_form
Definition: player-status.h:206
s16b DUNGEON_IDX
ゲーム中のダンジョンID型を定義
Definition: h-type.h:130
ENERGY energy_need
Definition: player-status.h:334
TIME_EFFECT oppose_acid
Definition: player-status.h:186
bool monlite
Definition: player-status.h:535
s32b feeling_turn
Definition: player-status.h:460
s16b KIND_OBJECT_IDX
ゲーム中のベースアイテムID型を定義
Definition: h-type.h:142
const byte adj_int_dis[]
知力によるトラップ解除修正テーブル Stat Table (INT) – disarming
Definition: player-status.c:719
DICE_SID hitdie
Definition: player-status.h:104
TIME_EFFECT shield
Definition: player-status.h:178
MAGIC_NUM1 magic_num1[108]
Array for non-spellbook type magic
Definition: player-status.h:407
POSITION y
Definition: player-status.h:722
bool esp_human
Definition: player-status.h:647
object_type * inventory_list
Definition: player-status.h:487
s32b GAME_TURN
ゲーム中のターンの型定義
Definition: h-type.h:219
ACTION_SKILL_POWER skill_dig
行動技能値:掘削 / Skill: Digging
Definition: player-status.h:710
bool riding_wield[2]
Definition: player-status.h:533
const byte adj_str_td[]
腕力によるダメージ修正テーブル Stat Table (STR) – bonus to dam (plus 128)
Definition: player-status.c:813
TIME_EFFECT ult_res
Definition: player-status.h:175
bool esp_animal
Definition: player-status.h:640
bool teleport_town
Definition: player-status.h:503
bool esp_demon
Definition: player-status.h:642
bool heavy_wield[2]
Definition: player-status.h:530
u16b expfact
Definition: player-status.h:105
bool esp_dragon
Definition: player-status.h:646
HIT_POINT mhp
Definition: player-status.h:135
IDX health_who
Definition: player-status.h:506
bool autopick_autoregister
Definition: player-status.h:457
bool invoking_midnight_curse
Definition: player-status.h:665
TIME_EFFECT blind
Definition: player-status.h:164
s16b MONSTER_IDX
ゲーム中のモンスター個体ID型を定義
Definition: h-type.h:129
TIME_EFFECT tim_infra
Definition: player-status.h:181
bool resist_disen
Definition: player-status.h:605
QUEST_IDX inside_quest
Definition: player-status.h:127
player_type * p_ptr
Definition: player-status.c:1288
s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
装備中の射撃武器の威力倍率を返す / calcurate the fire rate of target object
Definition: player-status.c:4836
char base_name[32]
Stripped version of "player_name"
Definition: player-status.h:725
bool sustain_wis
Definition: player-status.h:624
TIME_EFFECT ele_attack
Definition: player-status.h:183
TIME_EFFECT tim_reflect
Definition: player-status.h:213
const byte adj_str_th[]
腕力による命中修正テーブル Stat Table (STR) – bonus to hit (plus 128)
Definition: player-status.c:907
s16b to_h_m
Definition: player-status.h:678
TIME_EFFECT afraid
Definition: player-status.h:167
SPELL_IDX mane_spell[MAX_MANE]
Definition: player-status.h:410
DIRECTION fishing_dir
Definition: player-status.h:570
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)
Definition: player-status.h:671
BIT_FLAGS change_floor_mode
フロア移行処理に関するフラグ / Mode flags for changing floor
Definition: player-status.h:433
unsigned long u32b
Definition: h-type.h:108
long calc_score(player_type *creature_ptr)
スコアを計算する / Hack – Calculates the total number of points earned -JWT-
Definition: player-status.c:5730
void free_turn(player_type *creature_ptr)
Definition: player-status.c:5138
s16b add_spells
Definition: player-status.h:158
bool riding_ryoute
Definition: player-status.h:534
s16b to_d[2]
Definition: player-status.h:679
RACE_IDX prace
Definition: player-status.h:97
const concptr stat_names_reduced[6]
能力値テーブル(能力低下時) / Abbreviations of damaged stats
Definition: player-status.c:61
BASE_STATUS stat_max[6]
Definition: player-status.h:153
s16b new_spells
Definition: player-status.h:512
POSITION wilderness_y
Definition: player-status.h:132
int DIRECTION
ゲーム中の方角の型定義
Definition: h-type.h:198
bool reflect
Definition: player-status.h:614
bool immune_fire
Definition: player-status.h:591
bool sustain_con
Definition: player-status.h:626
TIME_EFFECT word_recall
Definition: player-status.h:330
ACTION_SKILL_POWER skill_fos
行動技能値:探索 / Skill: Searching frequency
Definition: player-status.h:706
const byte adj_chr_gold[]
魅力による店での取引修正テーブル Stat Table (CHR) – payment percentages
Definition: player-status.c:531
s32b MANA_POINT
ゲーム中のMP型を定義
Definition: h-type.h:169
PERCENTAGE mutant_regenerate_mod
Definition: player-status.h:138
bool resist_acid
Definition: player-status.h:594
s16b inven_cnt
Definition: player-status.h:488
BIT_FLAGS spell_worked1
Definition: player-status.h:397
s16b to_h[2]
Definition: player-status.h:676
TIME_EFFECT tim_res_time
Definition: player-status.h:205
TIME_EFFECT paralyzed
Definition: player-status.h:165
s16b virtues[8]
Definition: player-status.h:327
CLASS_IDX pclass
Definition: player-status.h:98
TIME_EFFECT kabenuke
Definition: player-status.h:197
bool easy_spell
Definition: player-status.h:660
ACTION_SKILL_POWER skill_dev
行動技能値:魔道具使用 / Skill: Magic Devices
Definition: player-status.h:694
s16b num_fire
Definition: player-status.h:713
TIME_EFFECT tim_sh_fire
Definition: player-status.h:208
TIME_EFFECT invuln
Definition: player-status.h:174
TIME_EFFECT stun
Definition: player-status.h:171
s16b TIME_EFFECT
ゲーム中の時限期間の型を定義
Definition: h-type.h:182
bool resist_fear
Definition: player-status.h:610
#define GINOU_MAX
Definition: player-status.h:27
ACTION_SKILL_POWER skill_thb
行動技能値:射撃命中能力 / Skill: To hit (shooting)
Definition: player-status.h:708
u16b noscore
Definition: player-status.h:427
TIME_EFFECT tim_sh_holy
Definition: player-status.h:209
const concptr stat_names[6]
能力値テーブル / Abbreviations of healthy stats
Definition: player-status.c:48
bool suppress_multi_reward
複数レベルアップ時のパトロンからの報酬多重受け取りを防止
Definition: player-status.h:578
Definition: player-status.h:86
TIME_EFFECT protevil
Definition: player-status.h:173
bool old_cumber_armor
Definition: player-status.h:517
bool hold_exp
Definition: player-status.h:637
s16b wt
Definition: player-status.h:112
char died_from[80]
Definition: player-status.h:420
MONSTER_IDX riding
Definition: player-status.h:437
ACTION_SKILL_POWER skill_dis
行動技能値:解除能力 / Skill: Disarming
Definition: player-status.h:693
bool playing
Definition: player-status.h:493
s32b PRICE
ゲーム中の金額価値の型定義
Definition: h-type.h:209
byte pspeed
Definition: player-status.h:718
bool sustain_dex
Definition: player-status.h:625
signed short s16b
Definition: h-type.h:98
BIT_FLAGS spell_worked2
Definition: player-status.h:398
const byte adj_dex_safe[]
器用さによる盗難防止&体当たり成功判定修正テーブル Stat Table (DEX) – chance of avoiding "theft" and "falling"
Definition: player-status.c:1094
bool regenerate
Definition: player-status.h:636
bool wait_report_score
Definition: player-status.h:429
bool monk_notify_aux
Definition: player-status.h:497
WEIGHT weight_limit(player_type *creature_ptr)
プレイヤーの所持重量制限を計算する / Computes current weight limit.
Definition: player-status.c:4914
BIT_FLAGS special_defense
Definition: player-status.h:362
bool wild_mode
Definition: player-status.h:133
byte tval_ammo
Definition: player-status.h:716
s16b age
Definition: player-status.h:110
bool esp_troll
Definition: player-status.h:644
u32b count
Definition: player-status.h:160
bool resist_sound
Definition: player-status.h:601
s16b stat_add[A_MAX]
Definition: player-status.h:582
s16b to_h_b
Definition: player-status.h:677
bool esp_unique
Definition: player-status.h:651
int riding_exp_level(int riding_exp)
Definition: player-status.c:1321
bool resist_water
Definition: player-status.h:612
TIME_EFFECT oppose_pois
Definition: player-status.h:190
MANA_POINT csp
Definition: player-status.h:141
s16b running
Definition: player-status.h:577
bool player_has_no_spellbooks(player_type *creature_ptr)
プレイヤーが魔道書を一冊も持っていないかを判定する
Definition: player-status.c:5113
s16b old_food_aux
Definition: player-status.h:515
PRICE au
Definition: player-status.h:115
s16b stat_ind[A_MAX]
Definition: player-status.h:583
DICE_NUMBER to_dd[2]
Definition: player-status.h:667
int DICE_SID
ゲーム中のダイス面の型定義
Definition: h-type.h:208
PATRON_IDX chaos_patron
Definition: player-status.h:223
bool esp_giant
Definition: player-status.h:645
byte tval_xtra
Definition: player-status.h:715
TIME_EFFECT tim_sh_touki
Definition: player-status.h:200
int player_euid
Definition: player-status.h:89
bool phase_out
フェイズアウト状態(闘技場観戦状態などに利用、NPCの処理の対象にならず自身もほとんどの行動ができない)
Definition: player-status.h:128
GAME_TURN resting
Definition: player-status.h:221
const byte adj_mag_stat[]
知力/賢さによる魔法失敗率修正テーブル Stat Table (INT/WIS) – Various things
Definition: player-status.c:484
DICE_SID to_ds[2]
Definition: player-status.h:668
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
Definition: player-status.h:674
TIME_EFFECT tim_res_nether
Definition: player-status.h:204
s16b HIT_PROB
ゲーム中の装備命中修正値を定義
Definition: h-type.h:173
const byte adj_dex_dis[]
器用さによるトラップ解除修正テーブル Stat Table (DEX) – disarming
Definition: player-status.c:672
bool new_mane
Definition: player-status.h:413
BIT_FLAGS muta1
レイシャル型の変異 / "Activatable" mutations must be in MUT1_*
Definition: player-status.h:225
s32b ALIGNMENT
善悪属性の型定義
Definition: h-type.h:149
POSITION oldpy
Definition: player-status.h:93
ENERGY energy_use
Definition: player-status.h:720
byte feeling
Definition: player-status.h:459
s16b to_d_m
Definition: player-status.h:680
ACTION_SKILL_POWER skill_srh
行動技能値:知覚 / Skill: Searching ability この値はsearch()による地形の隠し要素発見処理などで混乱、盲目、幻覚、無光源などの 状態異常がない限り、難易度修正などがない...
Definition: player-status.h:704
bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
Definition: view-mainwindow.c:2067
#define MAX_MANE
Definition: player-status.h:28
TIME_EFFECT oppose_elec
Definition: player-status.h:187
POSITION oldpx
Definition: player-status.h:94
bool enter_dungeon
Definition: player-status.h:504
s16b ARMOUR_CLASS
ゲーム中の行動アーマークラス型を定義
Definition: h-type.h:181
ARMOUR_CLASS ac
装備無しの基本AC / Base ac
Definition: player-status.h:690
ALIGNMENT align
Definition: player-status.h:567
REALM_IDX realm2
Definition: player-status.h:101
bool timewalk
Definition: player-status.h:217
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)
Definition: player-status.h:672
bool sustain_int
Definition: player-status.h:623
bool dtrap
Definition: player-status.h:454
s16b concent
Definition: player-status.h:417
bool hidarite
Definition: player-status.h:687
bool resist_conf
Definition: player-status.h:600
bool level_up_message
Definition: player-status.h:587
ACTION_SKILL_POWER see_infra
赤外線視能力の強さ /Infravision range
Definition: player-status.h:692
bool resist_lite
Definition: player-status.h:602
FEED food
Definition: player-status.h:337
FLOOR_IDX floor_id
Definition: player-status.h:455
POSITION run_px
Definition: player-status.h:569