Hengband  2.2.1
データ構造 | マクロ定義 | 型定義 | 関数 | 変数
util.h ファイル
#include "geometry.h"
util.h の依存先関係図:

[ソースコード]

データ構造

struct  tag_type
 
struct  alloc_entry
 

マクロ定義

#define A2I(X)   ((X) - 'a')
 
#define I2A(X)   ((char)(X) + 'a')
 
#define D2I(X)   ((X) - '0')
 
#define I2D(X)   ((X) + '0')
 
#define KTRL(X)   ((X) & 0x1F)
 
#define ESCAPE   '\033'
 
#define KEYMAP_MODE_ORIG   0
 オリジナルキー配置 / Mode for original keyset commands [詳解]
 
#define KEYMAP_MODE_ROGUE   1
 ローグライクキー配置 / Mode for roguelike keyset commands [詳解]
 
#define KEYMAP_MODES   2
 キー配置の数 / Number of keymap modes [詳解]
 
#define SCREEN_BUF_MAX_SIZE   (4 * 65536)
 Max size of screen dump buffer [詳解]
 
#define CHEAT_OBJECT   0
 
#define CHEAT_MONSTER   1
 
#define CHEAT_DUNGEON   2
 
#define CHEAT_MISC   3
 
#define MAX_MACRO_MOD   12
 
#define MAX_MACRO_TRIG   200
 登録を許すマクロ(トリガー)の最大数 [詳解]
 
#define have_flag(ARRAY, INDEX)   !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
 
#define add_flag(ARRAY, INDEX)   ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
 
#define remove_flag(ARRAY, INDEX)   ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
 
#define is_pval_flag(INDEX)   ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
 
#define have_pval_flags(ARRAY)   !!((ARRAY)[0] & (0x00003f7f))
 
#define _(JAPANESE, ENGLISH)   (ENGLISH)
 
#define MUSIC_BASIC_DEFAULT   0
 
#define MUSIC_BASIC_GAMEOVER   1
 
#define MUSIC_BASIC_EXIT   2
 
#define MUSIC_BASIC_TOWN   3
 
#define MUSIC_BASIC_FIELD1   4
 
#define MUSIC_BASIC_FIELD2   5
 
#define MUSIC_BASIC_FIELD3   6
 
#define MUSIC_BASIC_DUN_LOW   7
 
#define MUSIC_BASIC_DUN_MED   8
 
#define MUSIC_BASIC_DUN_HIGH   9
 
#define MUSIC_BASIC_DUN_FEEL1   10
 
#define MUSIC_BASIC_DUN_FEEL2   11
 
#define MUSIC_BASIC_WINNER   12
 
#define MUSIC_BASIC_BUILD   13
 
#define MUSIC_BASIC_WILD   14
 
#define MUSIC_BASIC_QUEST   15
 
#define MUSIC_BASIC_ARENA   16
 
#define MUSIC_BASIC_BATTLE   17
 
#define MUSIC_BASIC_QUEST_CLEAR   18
 
#define MUSIC_BASIC_FINAL_QUEST_CLEAR   19
 
#define MUSIC_BASIC_AMBUSH   20
 
#define MUSIC_BASIC_MAX   21
 BGM定義の最大数 [詳解]
 
#define SOUND_HIT   1
 
#define SOUND_MISS   2
 
#define SOUND_FLEE   3
 
#define SOUND_DROP   4
 
#define SOUND_KILL   5
 
#define SOUND_LEVEL   6
 
#define SOUND_DEATH   7
 
#define SOUND_STUDY   8
 
#define SOUND_TELEPORT   9
 
#define SOUND_SHOOT   10
 
#define SOUND_QUAFF   11
 
#define SOUND_ZAP   12
 
#define SOUND_WALK   13
 
#define SOUND_TPOTHER   14
 
#define SOUND_HITWALL   15
 
#define SOUND_EAT   16
 
#define SOUND_STORE1   17
 
#define SOUND_STORE2   18
 
#define SOUND_STORE3   19
 
#define SOUND_STORE4   20
 
#define SOUND_DIG   21
 
#define SOUND_OPENDOOR   22
 
#define SOUND_SHUTDOOR   23
 
#define SOUND_TPLEVEL   24
 
#define SOUND_SCROLL   25
 
#define SOUND_BUY   26
 
#define SOUND_SELL   27
 
#define SOUND_WARN   28
 
#define SOUND_ROCKET   29
 Somebody's shooting rockets [詳解]
 
#define SOUND_N_KILL   30
 The player kills a non-living/undead monster [詳解]
 
#define SOUND_U_KILL   31
 The player kills a unique [詳解]
 
#define SOUND_QUEST   32
 The player has just completed a quest [詳解]
 
#define SOUND_HEAL   33
 The player was healed a little bit [詳解]
 
#define SOUND_X_HEAL   34
 The player was healed full health [詳解]
 
#define SOUND_BITE   35
 A monster bites you [詳解]
 
#define SOUND_CLAW   36
 A monster claws you [詳解]
 
#define SOUND_M_SPELL   37
 A monster casts a miscellaneous spell [詳解]
 
#define SOUND_SUMMON   38
 A monster casts a summoning spell [詳解]
 
#define SOUND_BREATH   39
 A monster breathes [詳解]
 
#define SOUND_BALL   40
 A monster casts a ball / bolt spell [詳解]
 
#define SOUND_M_HEAL   41
 A monster heals itself somehow [詳解]
 
#define SOUND_ATK_SPELL   42
 A monster casts a misc. [詳解]
 
#define SOUND_EVIL   43
 Something nasty has just happened! [詳解]
 
#define SOUND_TOUCH   44
 A monster touches you [詳解]
 
#define SOUND_STING   45
 A monster stings you [詳解]
 
#define SOUND_CRUSH   46
 A monster crushes / envelopes you [詳解]
 
#define SOUND_SLIME   47
 A monster drools/spits/etc on you [詳解]
 
#define SOUND_WAIL   48
 A monster wails [詳解]
 
#define SOUND_WINNER   49
 Just won the game! [詳解]
 
#define SOUND_FIRE   50
 An item was burned [詳解]
 
#define SOUND_ACID   51
 An item was destroyed by acid [詳解]
 
#define SOUND_ELEC   52
 An item was destroyed by electricity [詳解]
 
#define SOUND_COLD   53
 An item was shattered [詳解]
 
#define SOUND_ILLEGAL   54
 Illegal command attempted [詳解]
 
#define SOUND_FAIL   55
 Fail to get a spell off / activate an item [詳解]
 
#define SOUND_WAKEUP   56
 A monster wakes up [詳解]
 
#define SOUND_INVULN   57
 Invulnerability! [詳解]
 
#define SOUND_FALL   58
 Falling through a trapdoor... [詳解]
 
#define SOUND_PAIN   59
 A monster is in pain! [詳解]
 
#define SOUND_DESTITEM   60
 An item was destroyed by misc. [詳解]
 
#define SOUND_MOAN   61
 A monster makes a moan/beg/insult attack [詳解]
 
#define SOUND_SHOW   62
 A monster makes a "show" attack [詳解]
 
#define SOUND_UNUSED   63
 (no sound for gaze attacks) [詳解]
 
#define SOUND_EXPLODE   64
 Something (or somebody) explodes [詳解]
 
#define SOUND_GLASS   65
 A glass feature was crashed [詳解]
 
#define SOUND_REFLECT   66
 A bolt was reflected [詳解]
 
#define SOUND_MAX   67
 効果音定義の最大数 [詳解]
 
#define QUARK_MAX   768
 銘情報の最大数 / Maximum number of "quarks" (see "io.c") [詳解]
 
#define MESSAGE_MAX   81920
 
#define MESSAGE_BUF   655360
 
#define term_screen   (angband_term[0])
 
#define SEEK_SET   0
 
#define SEEK_CUR   1
 
#define SEEK_END   2
 
#define F_UNLCK   0
 
#define F_RDLCK   1
 
#define F_WRLCK   2
 
#define CHECK_OKAY_CANCEL   0x01
 
#define CHECK_NO_ESCAPE   0x02
 
#define CHECK_NO_HISTORY   0x04
 
#define CHECK_DEFAULT_Y   0x08
 
#define SKEY_MOD_MASK   0x0f00
 
#define SKEY_MOD_SHIFT   0x0100
 
#define SKEY_MOD_CONTROL   0x0200
 
#define SKEY_MASK   0xf000
 
#define SKEY_DOWN   0xf001
 
#define SKEY_LEFT   0xf002
 
#define SKEY_RIGHT   0xf003
 
#define SKEY_UP   0xf004
 
#define SKEY_PGUP   0xf005
 
#define SKEY_PGDOWN   0xf006
 
#define SKEY_TOP   0xf007
 
#define SKEY_BOTTOM   0xf008
 

型定義

typedef struct tag_type tag_type
 
typedef struct alloc_entry alloc_entry
 

関数

int usleep (huge usecs)
 
errr path_parse (char *buf, int max, concptr file)
 
errr path_build (char *buf, int max, concptr path, concptr file)
 ファイル入出力のためのパス生成する。/ Create a new path by appending a file (or directory) to a path. [詳解]
 
FILE * my_fopen (concptr file, concptr mode)
 
FILE * my_fopen_temp (char *buf, int max)
 
errr my_fgets (FILE *fff, char *buf, huge n)
 
errr my_fputs (FILE *fff, concptr buf, huge n)
 
errr my_fclose (FILE *fff)
 
errr fd_kill (concptr file)
 
errr fd_move (concptr file, concptr what)
 
errr fd_copy (concptr file, concptr what)
 
int fd_make (concptr file, BIT_FLAGS mode)
 
int fd_open (concptr file, int flags)
 
errr fd_lock (int fd, int what)
 
errr fd_seek (int fd, huge n)
 
errr fd_chop (int fd, huge n)
 
errr fd_read (int fd, char *buf, huge n)
 
errr fd_write (int fd, concptr buf, huge n)
 
errr fd_close (int fd)
 
void flush (void)
 
void bell (void)
 
errr play_music (int type, int num)
 
void select_floor_music (player_type *player_ptr)
 
void sound (int num)
 
void move_cursor (int row, int col)
 
void text_to_ascii (char *buf, concptr str)
 
void ascii_to_text (char *buf, concptr str)
 
errr macro_add (concptr pat, concptr act)
 
sint macro_find_exact (concptr pat)
 
char inkey (void)
 
concptr quark_str (STR_OFFSET num)
 
void quark_init (void)
 
u16b quark_add (concptr str)
 
s32b message_num (void)
 保存中の過去ゲームメッセージの数を返す。 / How many messages are "available"? [詳解]
 
concptr message_str (int age)
 過去のゲームメッセージを返す。 / Recall the "text" of a saved message @params age メッセージの世代 [詳解]
 
void message_add (concptr msg)
 ゲームメッセージをログに追加する。 / Add a new message, with great efficiency @params str 保存したいメッセージ [詳解]
 
void msg_erase (void)
 
void msg_print (concptr msg)
 
void msg_print_wizard (int cheat_type, concptr msg)
 
void msg_format (concptr fmt,...)
 
void msg_format_wizard (int cheat_type, concptr fmt,...)
 
void screen_save (void)
 
void screen_load (void)
 
void c_put_str (TERM_COLOR attr, concptr str, TERM_LEN row, TERM_LEN col)
 
void put_str (concptr str, TERM_LEN row, TERM_LEN col)
 
void c_prt (TERM_COLOR attr, concptr str, TERM_LEN row, TERM_LEN col)
 
void prt (concptr str, TERM_LEN row, TERM_LEN col)
 
void c_roff (TERM_COLOR attr, concptr str)
 
void roff (concptr str)
 
void clear_from (int row)
 
bool askfor_aux (char *buf, int len, bool numpad_cursor)
 
bool askfor (char *buf, int len)
 
bool get_string (concptr prompt, char *buf, int len)
 
bool get_check (concptr prompt)
 
bool get_check_strict (concptr prompt, BIT_FLAGS mode)
 
bool get_com (concptr prompt, char *command, bool z_escape)
 
QUANTITY get_quantity (concptr prompt, QUANTITY max)
 
void pause_line (int row)
 
void request_command (int shopping)
 
bool is_a_vowel (int ch)
 
int get_keymap_dir (char ch)
 
errr type_string (concptr str, uint len)
 
void roff_to_buf (concptr str, int wlen, char *tbuf, size_t bufsize)
 
size_t my_strcpy (char *buf, concptr src, size_t bufsize)
 
size_t my_strcat (char *buf, concptr src, size_t bufsize)
 
char * my_strstr (concptr haystack, concptr needle)
 
char * my_strchr (concptr ptr, char ch)
 
void str_tolower (char *str)
 
int inkey_special (bool numpad_cursor)
 
void repeat_push (COMMAND_CODE what)
 
bool repeat_pull (COMMAND_CODE *what)
 
void repeat_check (void)
 

変数

u32b message__next
 
u32b message__last
 
u32b message__head
 
u32b message__tail
 
u32bmessage__ptr
 
char * message__buf
 
bool msg_flag
 
s16b macro__num
 
concptrmacro__pat
 
concptrmacro__act
 
boolmacro__cmd
 
char * macro__buf
 
bool get_com_no_macros
 
bool inkey_base
 
bool inkey_xtra
 
bool inkey_scan
 
bool inkey_flag
 
bool use_menu
 
pos_list tmp_pos
 
STR_OFFSET quark__num
 
concptrquark__str
 
int max_macrotrigger
 現在登録中のマクロ(トリガー)の数 [詳解]
 
concptr macro_template
 Angband設定ファイルのT: タグ情報から読み込んだ長いTコードを処理するために利用する文字列ポインタ [詳解]
 
concptr macro_modifier_chr
 &x# で指定されるマクロトリガーに関する情報を記録する文字列ポインタ [詳解]
 
concptr macro_modifier_name [MAX_MACRO_MOD]
 マクロ上で取り扱う特殊キーを文字列上で表現するためのフォーマットを記録した文字列ポインタ配列 [詳解]
 
concptr macro_trigger_name [MAX_MACRO_TRIG]
 マクロのトリガーコード [詳解]
 
concptr macro_trigger_keycode [2][MAX_MACRO_TRIG]
 マクロの内容 [詳解]
 
COMMAND_CODE command_cmd
 
COMMAND_ARG command_arg
 各種コマンドの汎用的な引数として扱う / Gives argument of current command [詳解]
 
s16b command_rep
 各種コマンドの汎用的なリピート数として扱う / Gives repetition of current command [詳解]
 
DIRECTION command_dir
 各種コマンドの汎用的な方向値処理として扱う/ Gives direction of current command [詳解]
 
s16b command_see
 
TERM_LEN command_gap
 
s16b command_wrk
 
s16b command_new
 
concptr keymap_act [KEYMAP_MODES][256]
 
const char hexsym [16]
 10進数から16進数への変換テーブル / Global array for converting numbers to uppercase hecidecimal digit This array can also be used to convert a number to an octal digit [詳解]
 

マクロ定義詳解

◆ _

#define _ (   JAPANESE,
  ENGLISH 
)    (ENGLISH)

◆ A2I

#define A2I (   X)    ((X) - 'a')

◆ add_flag

#define add_flag (   ARRAY,
  INDEX 
)    ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))

◆ CHEAT_DUNGEON

#define CHEAT_DUNGEON   2

◆ CHEAT_MISC

#define CHEAT_MISC   3

◆ CHEAT_MONSTER

#define CHEAT_MONSTER   1

◆ CHEAT_OBJECT

#define CHEAT_OBJECT   0

◆ CHECK_DEFAULT_Y

#define CHECK_DEFAULT_Y   0x08

◆ CHECK_NO_ESCAPE

#define CHECK_NO_ESCAPE   0x02

◆ CHECK_NO_HISTORY

#define CHECK_NO_HISTORY   0x04

◆ CHECK_OKAY_CANCEL

#define CHECK_OKAY_CANCEL   0x01

◆ D2I

#define D2I (   X)    ((X) - '0')

◆ ESCAPE

#define ESCAPE   '\033'

◆ F_RDLCK

#define F_RDLCK   1

◆ F_UNLCK

#define F_UNLCK   0

◆ F_WRLCK

#define F_WRLCK   2

◆ have_flag

#define have_flag (   ARRAY,
  INDEX 
)    !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))

◆ have_pval_flags

#define have_pval_flags (   ARRAY)    !!((ARRAY)[0] & (0x00003f7f))

◆ I2A

#define I2A (   X)    ((char)(X) + 'a')

◆ I2D

#define I2D (   X)    ((X) + '0')

◆ is_pval_flag

#define is_pval_flag (   INDEX)    ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))

◆ KEYMAP_MODE_ORIG

#define KEYMAP_MODE_ORIG   0

オリジナルキー配置 / Mode for original keyset commands

◆ KEYMAP_MODE_ROGUE

#define KEYMAP_MODE_ROGUE   1

ローグライクキー配置 / Mode for roguelike keyset commands

◆ KEYMAP_MODES

#define KEYMAP_MODES   2

キー配置の数 / Number of keymap modes

◆ KTRL

#define KTRL (   X)    ((X) & 0x1F)

◆ MAX_MACRO_MOD

#define MAX_MACRO_MOD   12

◆ MAX_MACRO_TRIG

#define MAX_MACRO_TRIG   200

登録を許すマクロ(トリガー)の最大数

◆ MESSAGE_BUF

#define MESSAGE_BUF   655360

◆ MESSAGE_MAX

#define MESSAGE_MAX   81920

◆ MUSIC_BASIC_AMBUSH

#define MUSIC_BASIC_AMBUSH   20

◆ MUSIC_BASIC_ARENA

#define MUSIC_BASIC_ARENA   16

◆ MUSIC_BASIC_BATTLE

#define MUSIC_BASIC_BATTLE   17

◆ MUSIC_BASIC_BUILD

#define MUSIC_BASIC_BUILD   13

◆ MUSIC_BASIC_DEFAULT

#define MUSIC_BASIC_DEFAULT   0

◆ MUSIC_BASIC_DUN_FEEL1

#define MUSIC_BASIC_DUN_FEEL1   10

◆ MUSIC_BASIC_DUN_FEEL2

#define MUSIC_BASIC_DUN_FEEL2   11

◆ MUSIC_BASIC_DUN_HIGH

#define MUSIC_BASIC_DUN_HIGH   9

◆ MUSIC_BASIC_DUN_LOW

#define MUSIC_BASIC_DUN_LOW   7

◆ MUSIC_BASIC_DUN_MED

#define MUSIC_BASIC_DUN_MED   8

◆ MUSIC_BASIC_EXIT

#define MUSIC_BASIC_EXIT   2

◆ MUSIC_BASIC_FIELD1

#define MUSIC_BASIC_FIELD1   4

◆ MUSIC_BASIC_FIELD2

#define MUSIC_BASIC_FIELD2   5

◆ MUSIC_BASIC_FIELD3

#define MUSIC_BASIC_FIELD3   6

◆ MUSIC_BASIC_FINAL_QUEST_CLEAR

#define MUSIC_BASIC_FINAL_QUEST_CLEAR   19

◆ MUSIC_BASIC_GAMEOVER

#define MUSIC_BASIC_GAMEOVER   1

◆ MUSIC_BASIC_MAX

#define MUSIC_BASIC_MAX   21

BGM定義の最大数

◆ MUSIC_BASIC_QUEST

#define MUSIC_BASIC_QUEST   15

◆ MUSIC_BASIC_QUEST_CLEAR

#define MUSIC_BASIC_QUEST_CLEAR   18

◆ MUSIC_BASIC_TOWN

#define MUSIC_BASIC_TOWN   3

◆ MUSIC_BASIC_WILD

#define MUSIC_BASIC_WILD   14

◆ MUSIC_BASIC_WINNER

#define MUSIC_BASIC_WINNER   12

◆ QUARK_MAX

#define QUARK_MAX   768

銘情報の最大数 / Maximum number of "quarks" (see "io.c")

覚え書き
Default: assume at most 512 different inscriptions are used
Was 512... 256 quarks added for random artifacts

◆ remove_flag

#define remove_flag (   ARRAY,
  INDEX 
)    ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))

◆ SCREEN_BUF_MAX_SIZE

#define SCREEN_BUF_MAX_SIZE   (4 * 65536)

Max size of screen dump buffer

◆ SEEK_CUR

#define SEEK_CUR   1

◆ SEEK_END

#define SEEK_END   2

◆ SEEK_SET

#define SEEK_SET   0

◆ SKEY_BOTTOM

#define SKEY_BOTTOM   0xf008

◆ SKEY_DOWN

#define SKEY_DOWN   0xf001

◆ SKEY_LEFT

#define SKEY_LEFT   0xf002

◆ SKEY_MASK

#define SKEY_MASK   0xf000

◆ SKEY_MOD_CONTROL

#define SKEY_MOD_CONTROL   0x0200

◆ SKEY_MOD_MASK

#define SKEY_MOD_MASK   0x0f00

◆ SKEY_MOD_SHIFT

#define SKEY_MOD_SHIFT   0x0100

◆ SKEY_PGDOWN

#define SKEY_PGDOWN   0xf006

◆ SKEY_PGUP

#define SKEY_PGUP   0xf005

◆ SKEY_RIGHT

#define SKEY_RIGHT   0xf003

◆ SKEY_TOP

#define SKEY_TOP   0xf007

◆ SKEY_UP

#define SKEY_UP   0xf004

◆ SOUND_ACID

#define SOUND_ACID   51

An item was destroyed by acid

◆ SOUND_ATK_SPELL

#define SOUND_ATK_SPELL   42

A monster casts a misc.

offensive spell

◆ SOUND_BALL

#define SOUND_BALL   40

A monster casts a ball / bolt spell

◆ SOUND_BITE

#define SOUND_BITE   35

A monster bites you

◆ SOUND_BREATH

#define SOUND_BREATH   39

A monster breathes

◆ SOUND_BUY

#define SOUND_BUY   26

◆ SOUND_CLAW

#define SOUND_CLAW   36

A monster claws you

◆ SOUND_COLD

#define SOUND_COLD   53

An item was shattered

◆ SOUND_CRUSH

#define SOUND_CRUSH   46

A monster crushes / envelopes you

◆ SOUND_DEATH

#define SOUND_DEATH   7

◆ SOUND_DESTITEM

#define SOUND_DESTITEM   60

An item was destroyed by misc.

means

◆ SOUND_DIG

#define SOUND_DIG   21

◆ SOUND_DROP

#define SOUND_DROP   4

◆ SOUND_EAT

#define SOUND_EAT   16

◆ SOUND_ELEC

#define SOUND_ELEC   52

An item was destroyed by electricity

◆ SOUND_EVIL

#define SOUND_EVIL   43

Something nasty has just happened!

◆ SOUND_EXPLODE

#define SOUND_EXPLODE   64

Something (or somebody) explodes

◆ SOUND_FAIL

#define SOUND_FAIL   55

Fail to get a spell off / activate an item

◆ SOUND_FALL

#define SOUND_FALL   58

Falling through a trapdoor...

◆ SOUND_FIRE

#define SOUND_FIRE   50

An item was burned

◆ SOUND_FLEE

#define SOUND_FLEE   3

◆ SOUND_GLASS

#define SOUND_GLASS   65

A glass feature was crashed

◆ SOUND_HEAL

#define SOUND_HEAL   33

The player was healed a little bit

◆ SOUND_HIT

#define SOUND_HIT   1

◆ SOUND_HITWALL

#define SOUND_HITWALL   15

◆ SOUND_ILLEGAL

#define SOUND_ILLEGAL   54

Illegal command attempted

◆ SOUND_INVULN

#define SOUND_INVULN   57

Invulnerability!

◆ SOUND_KILL

#define SOUND_KILL   5

◆ SOUND_LEVEL

#define SOUND_LEVEL   6

◆ SOUND_M_HEAL

#define SOUND_M_HEAL   41

A monster heals itself somehow

◆ SOUND_M_SPELL

#define SOUND_M_SPELL   37

A monster casts a miscellaneous spell

◆ SOUND_MAX

#define SOUND_MAX   67

効果音定義の最大数

◆ SOUND_MISS

#define SOUND_MISS   2

◆ SOUND_MOAN

#define SOUND_MOAN   61

A monster makes a moan/beg/insult attack

◆ SOUND_N_KILL

#define SOUND_N_KILL   30

The player kills a non-living/undead monster

◆ SOUND_OPENDOOR

#define SOUND_OPENDOOR   22

◆ SOUND_PAIN

#define SOUND_PAIN   59

A monster is in pain!

◆ SOUND_QUAFF

#define SOUND_QUAFF   11

◆ SOUND_QUEST

#define SOUND_QUEST   32

The player has just completed a quest

◆ SOUND_REFLECT

#define SOUND_REFLECT   66

A bolt was reflected

◆ SOUND_ROCKET

#define SOUND_ROCKET   29

Somebody's shooting rockets

◆ SOUND_SCROLL

#define SOUND_SCROLL   25

◆ SOUND_SELL

#define SOUND_SELL   27

◆ SOUND_SHOOT

#define SOUND_SHOOT   10

◆ SOUND_SHOW

#define SOUND_SHOW   62

A monster makes a "show" attack

◆ SOUND_SHUTDOOR

#define SOUND_SHUTDOOR   23

◆ SOUND_SLIME

#define SOUND_SLIME   47

A monster drools/spits/etc on you

◆ SOUND_STING

#define SOUND_STING   45

A monster stings you

◆ SOUND_STORE1

#define SOUND_STORE1   17

◆ SOUND_STORE2

#define SOUND_STORE2   18

◆ SOUND_STORE3

#define SOUND_STORE3   19

◆ SOUND_STORE4

#define SOUND_STORE4   20

◆ SOUND_STUDY

#define SOUND_STUDY   8

◆ SOUND_SUMMON

#define SOUND_SUMMON   38

A monster casts a summoning spell

◆ SOUND_TELEPORT

#define SOUND_TELEPORT   9

◆ SOUND_TOUCH

#define SOUND_TOUCH   44

A monster touches you

◆ SOUND_TPLEVEL

#define SOUND_TPLEVEL   24

◆ SOUND_TPOTHER

#define SOUND_TPOTHER   14

◆ SOUND_U_KILL

#define SOUND_U_KILL   31

The player kills a unique

◆ SOUND_UNUSED

#define SOUND_UNUSED   63

(no sound for gaze attacks)

◆ SOUND_WAIL

#define SOUND_WAIL   48

A monster wails

◆ SOUND_WAKEUP

#define SOUND_WAKEUP   56

A monster wakes up

◆ SOUND_WALK

#define SOUND_WALK   13

◆ SOUND_WARN

#define SOUND_WARN   28

◆ SOUND_WINNER

#define SOUND_WINNER   49

Just won the game!

◆ SOUND_X_HEAL

#define SOUND_X_HEAL   34

The player was healed full health

◆ SOUND_ZAP

#define SOUND_ZAP   12

◆ term_screen

#define term_screen   (angband_term[0])

型定義詳解

◆ alloc_entry

typedef struct alloc_entry alloc_entry

◆ tag_type

typedef struct tag_type tag_type

関数詳解

◆ ascii_to_text()

void ascii_to_text ( char *  buf,
concptr  str 
)
呼び出し関係図:

◆ askfor()

bool askfor ( char *  buf,
int  len 
)
呼び出し関係図:

◆ askfor_aux()

bool askfor_aux ( char *  buf,
int  len,
bool  numpad_cursor 
)
呼び出し関係図:

◆ bell()

void bell ( void  )
呼び出し関係図:

◆ c_prt()

void c_prt ( TERM_COLOR  attr,
concptr  str,
TERM_LEN  row,
TERM_LEN  col 
)
呼び出し関係図:

◆ c_put_str()

void c_put_str ( TERM_COLOR  attr,
concptr  str,
TERM_LEN  row,
TERM_LEN  col 
)
呼び出し関係図:

◆ c_roff()

void c_roff ( TERM_COLOR  attr,
concptr  str 
)
呼び出し関係図:

◆ clear_from()

void clear_from ( int  row)
呼び出し関係図:

◆ fd_chop()

errr fd_chop ( int  fd,
huge  n 
)

◆ fd_close()

errr fd_close ( int  fd)

◆ fd_copy()

errr fd_copy ( concptr  file,
concptr  what 
)
呼び出し関係図:

◆ fd_kill()

errr fd_kill ( concptr  file)
呼び出し関係図:

◆ fd_lock()

errr fd_lock ( int  fd,
int  what 
)

◆ fd_make()

int fd_make ( concptr  file,
BIT_FLAGS  mode 
)
呼び出し関係図:

◆ fd_move()

errr fd_move ( concptr  file,
concptr  what 
)
呼び出し関係図:

◆ fd_open()

int fd_open ( concptr  file,
int  flags 
)
呼び出し関係図:

◆ fd_read()

errr fd_read ( int  fd,
char *  buf,
huge  n 
)

◆ fd_seek()

errr fd_seek ( int  fd,
huge  n 
)

◆ fd_write()

errr fd_write ( int  fd,
concptr  buf,
huge  n 
)

◆ flush()

void flush ( void  )

◆ get_check()

bool get_check ( concptr  prompt)
呼び出し関係図:

◆ get_check_strict()

bool get_check_strict ( concptr  prompt,
BIT_FLAGS  mode 
)
呼び出し関係図:

◆ get_com()

bool get_com ( concptr  prompt,
char *  command,
bool  z_escape 
)
呼び出し関係図:

◆ get_keymap_dir()

int get_keymap_dir ( char  ch)

◆ get_quantity()

QUANTITY get_quantity ( concptr  prompt,
QUANTITY  max 
)
呼び出し関係図:

◆ get_string()

bool get_string ( concptr  prompt,
char *  buf,
int  len 
)
呼び出し関係図:

◆ inkey()

char inkey ( void  )
呼び出し関係図:

◆ inkey_special()

int inkey_special ( bool  numpad_cursor)
呼び出し関係図:

◆ is_a_vowel()

bool is_a_vowel ( int  ch)

◆ macro_add()

errr macro_add ( concptr  pat,
concptr  act 
)
呼び出し関係図:

◆ macro_find_exact()

sint macro_find_exact ( concptr  pat)
呼び出し関係図:

◆ message_add()

void message_add ( concptr  str)

ゲームメッセージをログに追加する。 / Add a new message, with great efficiency @params str 保存したいメッセージ

戻り値
なし
呼び出し関係図:

◆ message_num()

s32b message_num ( void  )

保存中の過去ゲームメッセージの数を返す。 / How many messages are "available"?

戻り値
残っているメッセージの数

◆ message_str()

concptr message_str ( int  age)

過去のゲームメッセージを返す。 / Recall the "text" of a saved message @params age メッセージの世代

戻り値
メッセージの文字列ポインタ
呼び出し関係図:

◆ move_cursor()

void move_cursor ( int  row,
int  col 
)
呼び出し関係図:

◆ msg_erase()

void msg_erase ( void  )
呼び出し関係図:

◆ msg_format()

void msg_format ( concptr  fmt,
  ... 
)
呼び出し関係図:

◆ msg_format_wizard()

void msg_format_wizard ( int  cheat_type,
concptr  fmt,
  ... 
)
呼び出し関係図:

◆ msg_print()

void msg_print ( concptr  msg)
呼び出し関係図:

◆ msg_print_wizard()

void msg_print_wizard ( int  cheat_type,
concptr  msg 
)
呼び出し関係図:

◆ my_fclose()

errr my_fclose ( FILE *  fff)

◆ my_fgets()

errr my_fgets ( FILE *  fff,
char *  buf,
huge  n 
)

◆ my_fopen()

FILE* my_fopen ( concptr  file,
concptr  mode 
)
呼び出し関係図:

◆ my_fopen_temp()

FILE* my_fopen_temp ( char *  buf,
int  max 
)
呼び出し関係図:

◆ my_fputs()

errr my_fputs ( FILE *  fff,
concptr  buf,
huge  n 
)

◆ my_strcat()

size_t my_strcat ( char *  buf,
concptr  src,
size_t  bufsize 
)
呼び出し関係図:

◆ my_strchr()

char* my_strchr ( concptr  ptr,
char  ch 
)

◆ my_strcpy()

size_t my_strcpy ( char *  buf,
concptr  src,
size_t  bufsize 
)

◆ my_strstr()

char* my_strstr ( concptr  haystack,
concptr  needle 
)

◆ path_build()

errr path_build ( char *  buf,
int  max,
concptr  path,
concptr  file 
)

ファイル入出力のためのパス生成する。/ Create a new path by appending a file (or directory) to a path.

引数
bufファイルのフルを返すバッファ
maxbufのサイズ
pathファイルパス
fileファイル名
戻り値
エラーコード(ただし常に0を返す)

This requires no special processing on simple machines, except for verifying the size of the filename, but note the ability to bypass the given "path" with certain special file-names.

Note that the "file" may actually be a "sub-path", including a path and a file.

Note that this function yields a path which must be "parsed" using the "parse" function above.

呼び出し関係図:

◆ path_parse()

errr path_parse ( char *  buf,
int  max,
concptr  file 
)
呼び出し関係図:

◆ pause_line()

void pause_line ( int  row)
呼び出し関係図:

◆ play_music()

errr play_music ( int  type,
int  num 
)
呼び出し関係図:

◆ prt()

void prt ( concptr  str,
TERM_LEN  row,
TERM_LEN  col 
)
呼び出し関係図:

◆ put_str()

void put_str ( concptr  str,
TERM_LEN  row,
TERM_LEN  col 
)
呼び出し関係図:

◆ quark_add()

u16b quark_add ( concptr  str)
呼び出し関係図:

◆ quark_init()

void quark_init ( void  )
呼び出し関係図:

◆ quark_str()

concptr quark_str ( STR_OFFSET  num)

◆ repeat_check()

void repeat_check ( void  )
呼び出し関係図:

◆ repeat_pull()

bool repeat_pull ( COMMAND_CODE what)

◆ repeat_push()

void repeat_push ( COMMAND_CODE  what)

◆ request_command()

void request_command ( int  shopping)
呼び出し関係図:

◆ roff()

void roff ( concptr  str)
呼び出し関係図:

◆ roff_to_buf()

void roff_to_buf ( concptr  str,
int  wlen,
char *  tbuf,
size_t  bufsize 
)

◆ screen_load()

void screen_load ( void  )
呼び出し関係図:

◆ screen_save()

void screen_save ( void  )
呼び出し関係図:

◆ select_floor_music()

void select_floor_music ( player_type player_ptr)
呼び出し関係図:

◆ sound()

void sound ( int  num)
呼び出し関係図:

◆ str_tolower()

void str_tolower ( char *  str)

◆ text_to_ascii()

void text_to_ascii ( char *  buf,
concptr  str 
)
呼び出し関係図:

◆ type_string()

errr type_string ( concptr  str,
uint  len 
)
呼び出し関係図:

◆ usleep()

int usleep ( huge  usecs)
被呼び出し関係図:

変数詳解

◆ command_arg

COMMAND_ARG command_arg

各種コマンドの汎用的な引数として扱う / Gives argument of current command

◆ command_cmd

COMMAND_CODE command_cmd

◆ command_dir

DIRECTION command_dir

各種コマンドの汎用的な方向値処理として扱う/ Gives direction of current command

◆ command_gap

TERM_LEN command_gap

◆ command_new

s16b command_new

◆ command_rep

s16b command_rep

各種コマンドの汎用的なリピート数として扱う / Gives repetition of current command

◆ command_see

s16b command_see

◆ command_wrk

s16b command_wrk

◆ get_com_no_macros

bool get_com_no_macros

◆ hexsym

const char hexsym[16]

10進数から16進数への変換テーブル / Global array for converting numbers to uppercase hecidecimal digit This array can also be used to convert a number to an octal digit

◆ inkey_base

bool inkey_base

◆ inkey_flag

bool inkey_flag

◆ inkey_scan

bool inkey_scan

◆ inkey_xtra

bool inkey_xtra

◆ keymap_act

concptr keymap_act[KEYMAP_MODES][256]

◆ macro__act

concptr* macro__act

◆ macro__buf

char* macro__buf

◆ macro__cmd

bool* macro__cmd

◆ macro__num

s16b macro__num

◆ macro__pat

concptr* macro__pat

◆ macro_modifier_chr

concptr macro_modifier_chr

&x# で指定されるマクロトリガーに関する情報を記録する文字列ポインタ

◆ macro_modifier_name

concptr macro_modifier_name[MAX_MACRO_MOD]

マクロ上で取り扱う特殊キーを文字列上で表現するためのフォーマットを記録した文字列ポインタ配列

◆ macro_template

concptr macro_template

Angband設定ファイルのT: タグ情報から読み込んだ長いTコードを処理するために利用する文字列ポインタ

◆ macro_trigger_keycode

concptr macro_trigger_keycode[2][MAX_MACRO_TRIG]

マクロの内容

◆ macro_trigger_name

concptr macro_trigger_name[MAX_MACRO_TRIG]

マクロのトリガーコード

◆ max_macrotrigger

int max_macrotrigger

現在登録中のマクロ(トリガー)の数

◆ message__buf

char* message__buf

◆ message__head

u32b message__head

◆ message__last

u32b message__last

◆ message__next

u32b message__next

◆ message__ptr

u32b* message__ptr

◆ message__tail

u32b message__tail

◆ msg_flag

bool msg_flag

◆ quark__num

STR_OFFSET quark__num

◆ quark__str

concptr* quark__str

◆ tmp_pos

pos_list tmp_pos

◆ use_menu

bool use_menu