5 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
8 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
10 * This software may be copied and distributed for educational, research,\n
11 * and not for profit purposes provided that this copyright and statement\n
12 * are included in all such copies. Other copyrights may also apply.\n
14 * Do not edit this file unless you know *exactly* what you are doing.\n
16 * Some of the values in this file were chosen to preserve game balance,\n
17 * while others are hard-coded based on the format of old save-files, the\n
18 * definition of arrays in various places, mathematical properties, fast\n
19 * computation, storage limits, or the format of external text files.\n
21 * Changing some of these values will induce crashes or memory errors or\n
22 * savefile mis-reads. Most of the comments in this file are meant as\n
23 * reminders, not complete descriptions, and even a complete knowledge\n
24 * of the source may not be sufficient to fully understand the effects\n
25 * of changing certain definitions.\n
27 * Lastly, note that the code does not always use the symbolic constants\n
28 * below, and sometimes uses various hard-coded values that may not even\n
29 * be defined in this file, but which may be related to definitions here.\n
30 * This is of course bad programming practice, but nobody is perfect...\n
32 * For example, there are MANY things that depend on the screen being\n
33 * 80x24, with the top line used for messages, the bottom line being\n
34 * used for status, and exactly 22 lines used to show the dungeon.\n
35 * Just because your screen can hold 46 lines does not mean that the\n
36 * game will work if you try to use 44 lines to show the dungeon.\n
38 * You have been warned.\n
43 * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
44 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
49 * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
50 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
55 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
56 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
61 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
62 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
67 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
68 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
73 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
74 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
81 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
83 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
84 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
85 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
87 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
90 * Size of memory reserved for initialization of some arrays
92 #define FAKE_NAME_SIZE 40 * 1024L /*!< ゲーム情報の種別毎に用意される名前用バッファの容量 */
93 #define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
94 #define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
96 #define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
99 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
100 * @details Note that the "lite radius" will NEVER exceed 14, and we would
101 * never require more than 581 entries in the array for circular "lite".
106 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
107 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
108 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
109 * we would never require more than 1520 entries in the array.
111 #define MON_LITE_MAX 1536
114 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
115 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
116 * was octagonal, we would never require more than 1520 entries in the array.
118 #define VIEW_MAX 1536
121 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
122 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
123 * of "update_view()" and "update_lite()". We must also be as large as the
124 * largest illuminatable room, but no room is larger than 800 grids. We
125 * must also be large enough to allow "good enough" use as a circular queue,
126 * to calculate monster flow, but note that the flow code is "paranoid".
128 #define TEMP_MAX 2298
131 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
132 * @details We must be large for proper functioning of delayed redrawing.
133 * We must also be as large as two times of the largest view area.
134 * Note that maximum view grids are 1149 entries.
136 #define REDRAW_MAX 2298
140 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
141 * @note Default: assume at most 256 macros are used
143 #define MACRO_MAX 256
146 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
148 * Default: assume at most 512 different inscriptions are used<br>
149 * Was 512... 256 quarks added for random artifacts<br>
151 #define QUARK_MAX 768
154 * OPTION: Maximum number of messages to remember (see "io.c")
155 * Default: assume maximal memorization of 2048 total messages
157 #define MESSAGE_MAX 81920
160 * OPTION: Maximum space for the message text buffer (see "io.c")
161 * Default: assume that each of the 2048 messages is repeated an
162 * average of three times, and has an average length of 48
164 #define MESSAGE_BUF 655360
168 * Maximum number of "normal" pack slots, and the index of the "overflow"
169 * slot, which can hold an item, but only temporarily, since it causes the
170 * pack to "overflow", dropping the "last" item onto the ground. Since this
171 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
172 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
173 * by the fact that the screen can only show 23 items plus a one-line prompt.
175 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
178 * Player sex constants (hard-coded by save-files, arrays, etc)
183 /*** Screen Locations ***/
185 #define VER_INFO_ROW 3 //!< タイトル表記(行)
192 /* Which features are dynamic */
193 #define have_dynamic_flags(ARRAY) \
194 (!!((ARRAY)[(FF_INSTANT / 32)] & \
195 ((1UL << (FF_INSTANT % 32)) | \
196 (1UL << (FF_EXPLODE % 32)) | \
197 (1UL << (FF_TIMED % 32)) | \
198 (1UL << (FF_ERUPT % 32)) | \
199 (1UL << (FF_STRIKE % 32)) | \
200 (1UL << (FF_SPREAD % 32)))))
204 * Feature action flags
206 #define FAF_DESTROY 0x01
207 #define FAF_NO_DROP 0x02
208 #define FAF_CRASH_GLASS 0x04
210 #define feat_locked_door_random(DOOR_TYPE) \
211 (feat_door[(DOOR_TYPE)].num_locked ? \
212 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
214 #define feat_jammed_door_random(DOOR_TYPE) \
215 (feat_door[(DOOR_TYPE)].num_jammed ? \
216 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
220 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
222 #define CEM_RIDING 0x0001
223 #define CEM_P_CAN_ENTER_PATTERN 0x0002
226 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
227 #define MAX_GOLD 18 /* Number of "gold" entries */
232 * Old variables for object flags such as flags1, flags2, and flags3
233 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
234 * object flags. And each flag is refered by single index number
235 * instead of a bit mask.
237 * Therefore it's very easy to add a lot of new flags; no one need to
238 * worry about in which variable a new flag should be put, nor to
239 * modify a huge number of files all over the source directory at once
240 * to add new flag variables such as flags4, a_ability_flags1, etc...
242 * All management of flags is now treated using a set of macros
243 * instead of bit operations.
244 * Note: These macros are using division, modulo, and bit shift
245 * operations, and it seems that these operations are rather slower
246 * than original bit operation. But since index numbers are almost
247 * always given as constant, such slow operations are performed in the
248 * compile time. So there is no problem on the speed.
250 * Exceptions of new flag management is a set of flags to control
251 * object generation and the curse flags. These are not yet rewritten
252 * in new index form; maybe these have no merit of rewriting.
255 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
256 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
257 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
258 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
259 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
262 * Is the monster seen by the player?
265 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
266 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
269 /*** Color constants ***/
273 * Hack -- attempt to reduce various values
277 # define MACRO_MAX 128
279 # define QUARK_MAX 128
281 # define MESSAGE_MAX 128
283 # define MESSAGE_BUF 4096
291 * Available graphic modes
293 #define GRAPHICS_NONE 0
294 #define GRAPHICS_ORIGINAL 1
295 #define GRAPHICS_ADAM_BOLT 2
296 #define GRAPHICS_HENGBAND 3
306 * Modes for the tokenizer
308 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
313 #define SECRET_TOWN 5
317 #define MAX_MONSPELLS 96
318 #define MONSPELL_TYPE_BOLT 1
319 #define MONSPELL_TYPE_BALL 2
320 #define MONSPELL_TYPE_BREATH 3
321 #define MONSPELL_TYPE_SUMMON 4
322 #define MONSPELL_TYPE_OTHER 5
325 #define EATER_CHARGE 0x10000L
326 #define EATER_ROD_CHARGE 0x10L
329 #define DETECT_RAD_DEFAULT 30
330 #define DETECT_RAD_MAP 30
331 #define DETECT_RAD_ALL 255
333 /* Maximum "Nazguls" number */
334 #define MAX_NAZGUL_NUM 5
336 #define DO_AUTOPICK 0x01
337 #define DO_AUTODESTROY 0x02
338 #define DO_DISPLAY 0x04
339 #define DONT_AUTOPICK 0x08
340 #define ITEM_DISPLAY 0x10
341 #define DO_QUERY_AUTOPICK 0x20
343 #define VIRTUE_LARGE 1
344 #define VIRTUE_SMALL 2
346 #define SPELL_DD_S 27
347 #define SPELL_DD_T 13
349 #define SPELL_KABE 20
351 #define KNOW_STAT 0x01
352 #define KNOW_HPRATE 0x02
356 #define DUNGEON_FEAT_PROB_NUM 3
359 * Flags for save/load temporal saved floor file
361 #define SLF_SECOND 0x0001 /* Called from another save/load function */
362 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
365 /* Sub-alignment flags for neutral monsters */
366 #define SUB_ALIGN_NEUTRAL 0x0000
367 #define SUB_ALIGN_EVIL 0x0001
368 #define SUB_ALIGN_GOOD 0x0002
370 /* Is "teleport level" ineffective to this target? */
371 #define TELE_LEVEL_IS_INEFF(TARGET) \
372 (p_ptr->inside_arena || p_ptr->inside_battle || \
373 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
374 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
375 (current_floor_ptr->dun_level >= 1) && ironman_downward))
379 * Max numbers of macro trigger names
381 #define MAX_MACRO_MOD 12
382 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
384 /* Max size of screen dump buffer */
385 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
387 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
388 #define MTIMED_FAST 1 /* Monster is temporarily fast */
389 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
390 #define MTIMED_STUNNED 3 /* Monster is stunned */
391 #define MTIMED_CONFUSED 4 /* Monster is confused */
392 #define MTIMED_MONFEAR 5 /* Monster is afraid */
393 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
397 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
398 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
399 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
400 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
401 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
402 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
403 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
406 * Bit flags for screen_object()
408 #define SCROBJ_FAKE_OBJECT 0x00000001
409 #define SCROBJ_FORCE_DETAIL 0x00000002
412 * For travel command (auto run)
416 #define CONCENT_RADAR_THRESHOLD 2
417 #define CONCENT_TELE_THRESHOLD 5
420 #define hex_spelling_any() \
421 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
422 #define hex_spelling(X) \
423 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
424 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
425 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
426 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
427 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
428 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
431 Language selection macro
434 #define _(JAPANESE,ENGLISH) (JAPANESE)
436 #define _(JAPANESE,ENGLISH) (ENGLISH)
439 /* Lite flag macro */
440 #define have_lite_flag(ARRAY) \
441 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
443 #define have_dark_flag(ARRAY) \
444 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
446 /* Spell Type flag */
447 #define MONSTER_TO_PLAYER 0x01
448 #define MONSTER_TO_MONSTER 0x02
450 /* summoning number */
451 #define S_NUM_6 (easy_band ? 2 : 6)
452 #define S_NUM_4 (easy_band ? 1 : 4)
454 /* monster spell number */
455 #define RF4_SPELL_START 32 * 3
456 #define RF5_SPELL_START 32 * 4
457 #define RF6_SPELL_START 32 * 5
459 #define RF4_SPELL_SIZE 32
460 #define RF5_SPELL_SIZE 32
461 #define RF6_SPELL_SIZE 32
463 /* Spell Damage Calc Flag*/
473 /* Cheat Info Type */
474 #define CHEAT_OBJECT 0
475 #define CHEAT_MONSTER 1
476 #define CHEAT_DUNGEON 2
479 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
480 #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 */
483 * チートオプションの最大数 / Number of cheating options