Hengband  2.2.1
関数 | 変数
selfinfo.c ファイル

自己分析処理/ Self knowledge [詳解]

#include "angband.h"
#include "util.h"
#include "player-status.h"
#include "player-race.h"
#include "player-class.h"
#include "avatar.h"
#include "realm.h"
#include "realm-hex.h"
#include "realm-song.h"
selfinfo.c の依存先関係図:

関数

void self_knowledge (player_type *creature_ptr)
 自己分析処理(Nethackからのアイデア) / self-knowledge... [詳解]
 
static int report_magics_aux (int dur)
 魔法効果時間のターン数に基づいて表現IDを返す。 [詳解]
 
void report_magics (player_type *creature_ptr)
 現在の一時的効果一覧を返す / Report all currently active magical effects. [詳解]
 

変数

static concptr report_magic_durations []
 

詳解

自己分析処理/ Self knowledge

日付
2018/09/07
著者
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
This software may be copied and distributed for educational, research,
and not for profit purposes provided that this copyright and statement
are included in all such copies.  Other copyrights may also apply.
2018 Deskull

spell2s.cから分離

関数詳解

◆ report_magics()

void report_magics ( player_type creature_ptr)

現在の一時的効果一覧を返す / Report all currently active magical effects.

戻り値
なし
呼び出し関係図:

◆ report_magics_aux()

static int report_magics_aux ( int  dur)
static

魔法効果時間のターン数に基づいて表現IDを返す。

引数
dur効果ターン数
戻り値
効果時間の表現ID
被呼び出し関係図:

◆ self_knowledge()

void self_knowledge ( player_type creature_ptr)

自己分析処理(Nethackからのアイデア) / self-knowledge...

idea from nethack.

戻り値
なし
Useful for determining powers and
resistences of items.  It saves the screen, clears it, then starts listing
attributes, a screenful at a time.  (There are a LOT of attributes to
list.  It will probably take 2 or 3 screens for a powerful character whose
using several artifacts...) -CFT
It is now a lot more efficient. -BEN-
See also "identify_fully()".
Use the "show_file()" method, perhaps.
呼び出し関係図:

変数詳解

◆ report_magic_durations

concptr report_magic_durations[]
static
初期値:
=
{
"for a short time",
"for a little while",
"for a while",
"for a long while",
"for a long time",
"for a very long time",
"for an incredibly long time",
"until you hit a monster"
}