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
41 #define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
44 * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
46 * 本FAKE_VERSIONそのものは未使用である。Zangと整合性を合わせるための疑似的処理のためFAKE_VER_MAJORは実値-10が該当のバージョン番号となる。
48 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
49 * Program Version of Hengband version is
50 * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
53 #define FAKE_VERSION 0
55 #define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
56 #define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
57 #define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */
58 #define FAKE_VER_EXTRA 7 /*!< ゲームのバージョン番号定義(エクストラ番号) */
62 * @brief バージョンが開発版が安定版かを返す
64 #define IS_STABLE_VERSION (FAKE_VER_MINOR % 2 == 0 && FAKE_VER_EXTRA == 0)
67 * @brief セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
69 * 当面FAKE_VER_*を参照しておく。
71 * First three digits may be same as the Program Version. But not
72 * always same. It means that newer version may preserves lower
73 * compatibility with the older version.
74 * For example, newer Hengband 1.4.4 creates savefiles marked with
75 * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
76 * savefile of Hengband 1.4.4 (lower compatibility!).
77 * Upper compatibility is always guaranteed.
80 #define H_VER_MAJOR (FAKE_VER_MAJOR-10) /*!< セーブファイル上のバージョン定義(メジャー番号) */
81 #define H_VER_MINOR FAKE_VER_MINOR /*!< セーブファイル上のバージョン定義(マイナー番号) */
82 #define H_VER_PATCH FAKE_VER_PATCH /*!< セーブファイル上のバージョン定義(パッチ番号) */
83 #define H_VER_EXTRA FAKE_VER_EXTRA /*!< セーブファイル上のバージョン定義(エクストラ番号) */
85 #define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
86 #define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
89 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
90 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
95 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
96 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
101 * @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)
102 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
107 * @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)
108 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
113 * @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)
114 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
116 #define SCREEN_HGT 22
119 * @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)
120 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
122 #define SCREEN_WID 66
125 * @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)
126 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
131 * @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)
132 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
139 #define MAX_ARENA_MONS 41 /*<! 闘技場のイベント件数 -KMW- */
140 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
143 #define MAX_BLDG 32 /*!< 施設の種類最大数 / Number of buildings */
146 #define BUILDING_NON_MEMBER 0 /*!< 不明(現在未使用) */
147 #define BUILDING_MEMBER 1 /*!< 不明(現在未使用) */
148 #define BUILDING_OWNER 2 /*!< 施設の種族/職業条件が一致している状態値 */
150 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
151 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
152 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
154 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
155 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
156 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
157 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
160 /* カオスの変異 / Chaos mutations */
163 #define MAX_MA 17 /*!< 修行僧マーシャルアーツの技数 / Monk martial arts... */
164 #define MA_KNEE 1 /*!< 金的効果ID */
165 #define MA_SLOW 2 /*!< 膝蹴り効果ID */
167 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
171 #define MAX_SILLY_ATTACK 41 /*!< 幻覚時のジョークメッセージ最大数 */
173 #define MAX_SILLY_ATTACK 29 /*!< Hallucination stuff */
176 #define MIND_MINDCRAFTER 0 /*!< 特殊能力: 超能力 */
177 #define MIND_KI 1 /*!< 特殊能力: 練気 */
178 #define MIND_BERSERKER 2 /*!< 特殊能力: 怒り */
179 #define MIND_MIRROR_MASTER 3 /*!< 特殊能力: 鏡魔法 */
180 #define MIND_NINJUTSU 4 /*!< 特殊能力: 忍術 */
184 * Size of memory reserved for initialization of some arrays
186 #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 */
187 #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 */
188 #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 */
190 #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 */
195 * @brief ダンジョンの最深層 / Maximum dungeon level.
197 * The player can never reach this level
198 * in the dungeon, and this value is used for various calculations
199 * involving object and monster creation. It must be at least 100.
200 * Setting it below 128 may prevent the creation of some objects.
202 #define MAX_DEPTH 128
204 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
207 * @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")
208 * @details Note that the "lite radius" will NEVER exceed 14, and we would
209 * never require more than 581 entries in the array for circular "lite".
214 * @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")
215 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
216 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
217 * we would never require more than 1520 entries in the array.
219 #define MON_LITE_MAX 1536
222 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
223 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
224 * was octagonal, we would never require more than 1520 entries in the array.
226 #define VIEW_MAX 1536
229 * @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")
230 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
231 * of "update_view()" and "update_lite()". We must also be as large as the
232 * largest illuminatable room, but no room is larger than 800 grids. We
233 * must also be large enough to allow "good enough" use as a circular queue,
234 * to calculate monster flow, but note that the flow code is "paranoid".
236 #define TEMP_MAX 2298
239 * @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")
240 * @details We must be large for proper functioning of delayed redrawing.
241 * We must also be as large as two times of the largest view area.
242 * Note that maximum view grids are 1149 entries.
244 #define REDRAW_MAX 2298
246 #define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
247 #define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
248 #define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
255 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
256 * @note Default: assume at most 256 macros are used
258 #define MACRO_MAX 256
261 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
263 * Default: assume at most 512 different inscriptions are used<br>
264 * Was 512... 256 quarks added for random artifacts<br>
266 #define QUARK_MAX 768
269 * OPTION: Maximum number of messages to remember (see "io.c")
270 * Default: assume maximal memorization of 2048 total messages
272 #define MESSAGE_MAX 81920
275 * OPTION: Maximum space for the message text buffer (see "io.c")
276 * Default: assume that each of the 2048 messages is repeated an
277 * average of three times, and has an average length of 48
279 #define MESSAGE_BUF 655360
283 * Maximum value storable in a "byte" (hard-coded)
285 #define MAX_UCHAR 255
288 * Maximum value storable in a "s16b" (hard-coded)
290 #define MAX_SHORT 32767
293 * Maximum length of object's name
298 * Special internal key
300 #define SPECIAL_KEY_QUEST 255
301 #define SPECIAL_KEY_BUILDING 254
302 #define SPECIAL_KEY_STORE 253
303 #define SPECIAL_KEY_QUIT 252
309 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
310 #define TURNS_PER_TICK 10L /*!< 時間経過処理を行うターン数の刻み / Number of energy-gain-turns per ticks */
311 #define INN_DUNGEON_TURN_ADJ 10 /*!< 宿屋で時間をつぶした場合に増えるcurrent_world_ptr->dungeon_turnの倍率 */
312 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
313 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
314 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
315 #define BTH_PLUS_ADJ 3 /*!< 武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit */
316 #define MON_MULT_ADJ 8 /*!< モンスターの増殖しにくさの基本倍率 / High value slows multiplication */
317 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
318 #define MON_DRAIN_LIFE 2 /*!< モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit */
319 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
323 #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
329 #define PY_MAX_EXP 99999999L /*!< プレイヤー経験値の最大値 / Maximum exp */
330 #define PY_MAX_GOLD 999999999L /*!< プレイヤー所持金の最大値 / Maximum gold */
331 #define PY_MAX_LEVEL 50 /*!< プレイヤーレベルの最大値 / Maximum level */
334 * Player regeneration constants
336 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
337 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
338 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
339 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
340 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
343 * 職業ごとの選択可能な魔法領域現在の所 bitrh.cとtables.cでのみ使用。
344 * Possible realms that can be chosen currently used only by birth.c and tables.c
348 #define CH_SORCERY 0x02
349 #define CH_NATURE 0x04
350 #define CH_CHAOS 0x08
351 #define CH_DEATH 0x10
352 #define CH_TRUMP 0x20
353 #define CH_ARCANE 0x40
354 #define CH_ENCHANT 0x80
355 #define CH_DAEMON 0x100
356 #define CH_CRUSADE 0x200
358 #define CH_MUSIC 0x08000 /* This is 16th bit */
359 #define CH_HISSATSU 0x10000
360 #define CH_HEX 0x20000
368 #define REALM_SORCERY 2
369 #define REALM_NATURE 3
370 #define REALM_CHAOS 4
371 #define REALM_DEATH 5
372 #define REALM_TRUMP 6
373 #define REALM_ARCANE 7
374 #define REALM_CRAFT 8
375 #define REALM_DAEMON 9
376 #define REALM_CRUSADE 10
378 #define MIN_TECHNIC 16
379 #define REALM_MUSIC 16
380 #define REALM_HISSATSU 17
384 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
385 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
387 #define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)
388 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
389 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
390 #define is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)
393 * Magic-books for the realms
395 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
396 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
400 * Mode constant for do_spell()
412 * Maximum number of "normal" pack slots, and the index of the "overflow"
413 * slot, which can hold an item, but only temporarily, since it causes the
414 * pack to "overflow", dropping the "last" item onto the ground. Since this
415 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
416 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
417 * by the fact that the screen can only show 23 items plus a one-line prompt.
419 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
422 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
424 #define INVEN_RARM 24 /*!< アイテムスロット…右手 */
425 #define INVEN_LARM 25 /*!< アイテムスロット…左手 */
426 #define INVEN_BOW 26 /*!< アイテムスロット…射撃 */
427 #define INVEN_RIGHT 27 /*!< アイテムスロット…右手指 */
428 #define INVEN_LEFT 28 /*!< アイテムスロット…左手指 */
429 #define INVEN_NECK 29 /*!< アイテムスロット…首 */
430 #define INVEN_LITE 30 /*!< アイテムスロット…光源 */
431 #define INVEN_BODY 31 /*!< アイテムスロット…体 */
432 #define INVEN_OUTER 32 /*!< アイテムスロット…体の上 */
433 #define INVEN_HEAD 33 /*!< アイテムスロット…頭部 */
434 #define INVEN_HANDS 34 /*!< アイテムスロット…腕部 */
435 #define INVEN_FEET 35 /*!< アイテムスロット…脚部 */
438 * used for get_random_ego()
440 #define INVEN_AMMO 23
443 * Total number of p_ptr->inventory_list slots (hard-coded).
445 #define INVEN_TOTAL 36
448 * Fake p_ptr->inventory_list slot for selecting force (hard-coded).
450 #define INVEN_FORCE 1111
454 * Indexes of the various "stats" (hard-coded by savefiles, etc).
465 * Player sex constants (hard-coded by save-files, arrays, etc)
472 * Player race constants (hard-coded by save-files, arrays, etc)
475 #define RACE_HALF_ELF 1
477 #define RACE_HOBBIT 3
480 #define RACE_HALF_ORC 6
481 #define RACE_HALF_TROLL 7
482 #define RACE_AMBERITE 8
483 #define RACE_HIGH_ELF 9
484 #define RACE_BARBARIAN 10
485 #define RACE_HALF_OGRE 11
486 #define RACE_HALF_GIANT 12
487 #define RACE_HALF_TITAN 13
488 #define RACE_CYCLOPS 14
490 #define RACE_KLACKON 16
491 #define RACE_KOBOLD 17
492 #define RACE_NIBELUNG 18
493 #define RACE_DARK_ELF 19
494 #define RACE_DRACONIAN 20
495 #define RACE_MIND_FLAYER 21
497 #define RACE_GOLEM 23
498 #define RACE_SKELETON 24
499 #define RACE_ZOMBIE 25
500 #define RACE_VAMPIRE 26
501 #define RACE_SPECTRE 27
502 #define RACE_SPRITE 28
503 #define RACE_BEASTMAN 29
505 #define RACE_ANGEL 31
506 #define RACE_DEMON 32
507 #define RACE_DUNADAN 33
508 #define RACE_S_FAIRY 34
509 #define RACE_KUTAR 35
510 #define RACE_ANDROID 36
511 #define RACE_MERFOLK 37
514 * Maximum number of player "race" types (see "table.c", etc)
520 * Player class constants (hard-coded by save-files, arrays, etc)
522 #define CLASS_WARRIOR 0
524 #define CLASS_PRIEST 2
525 #define CLASS_ROGUE 3
526 #define CLASS_RANGER 4
527 #define CLASS_PALADIN 5
528 #define CLASS_WARRIOR_MAGE 6
529 #define CLASS_CHAOS_WARRIOR 7
531 #define CLASS_MINDCRAFTER 9
532 #define CLASS_HIGH_MAGE 10
533 #define CLASS_TOURIST 11
534 #define CLASS_IMITATOR 12
535 #define CLASS_BEASTMASTER 13
536 #define CLASS_SORCERER 14
537 #define CLASS_ARCHER 15
538 #define CLASS_MAGIC_EATER 16
539 #define CLASS_BARD 17
540 #define CLASS_RED_MAGE 18
541 #define CLASS_SAMURAI 19
542 #define CLASS_FORCETRAINER 20
543 #define CLASS_BLUE_MAGE 21
544 #define CLASS_CAVALRY 22
545 #define CLASS_BERSERKER 23
546 #define CLASS_SMITH 24
547 #define CLASS_MIRROR_MASTER 25
548 #define CLASS_NINJA 26
549 #define CLASS_SNIPER 27
551 #define SEIKAKU_FUTUU 0
552 #define SEIKAKU_CHIKARA 1
553 #define SEIKAKU_KIREMONO 2
554 #define SEIKAKU_SHIAWASE 3
555 #define SEIKAKU_SUBASI 4
556 #define SEIKAKU_INOCHI 5
557 #define SEIKAKU_COMBAT 6
558 #define SEIKAKU_NAMAKE 7
559 #define SEIKAKU_SEXY 8
560 #define SEIKAKU_LUCKY 9
561 #define SEIKAKU_GAMAN 10
562 #define SEIKAKU_MUNCHKIN 11
563 #define SEIKAKU_CHARGEMAN 12
565 /*** Screen Locations ***/
567 #define VER_INFO_ROW 3 //!< タイトル表記(行)
574 * Number of feats we change to (Excluding default). Used in f_info.txt.
576 #define MAX_FEAT_STATES 8
580 * Wilderness terrains
582 #define TERRAIN_EDGE 0 /* Edge of the World */
583 #define TERRAIN_TOWN 1 /* Town */
584 #define TERRAIN_DEEP_WATER 2 /* Deep water */
585 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
586 #define TERRAIN_SWAMP 4 /* Swamp */
587 #define TERRAIN_DIRT 5 /* Dirt */
588 #define TERRAIN_GRASS 6 /* Grass */
589 #define TERRAIN_TREES 7 /* Trees */
590 #define TERRAIN_DESERT 8 /* Desert */
591 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
592 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
593 #define TERRAIN_MOUNTAIN 11 /* Mountain */
595 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
599 * Feature flags - should be used instead of feature indexes unless generating.
600 * Originally from UnAngband, and modified into TR-like style in Hengband
603 #define FF_LOS 0 /*!< 視界が通る地形である */
604 #define FF_PROJECT 1 /*!< 飛び道具が通過できる地形である */
605 #define FF_MOVE 2 /*!< 移動可能な地形である */
606 #define FF_PLACE 3 /*!< モンスター配置をしても良い地形である(cave_empty_bold/cave_empty_gridで利用) */
607 #define FF_DROP 4 /*!< アイテムを落としてよい地形である */
608 #define FF_SECRET 5 /*!< 隠し扉やトラップが潜んでいる地形である */
609 #define FF_NOTICE 6 /*!< 何か興味を引くものがある地形である(シフトキー+方向で走行中の時に止まる基準) */
610 #define FF_REMEMBER 7 /*!< 常に記憶対象となる地形である(記憶喪失時に忘れたりしなくなる) */
611 #define FF_OPEN 8 /*!< 開けるコマンドの対象となる地形である */
612 #define FF_CLOSE 9 /*!< 閉じるコマンドの対象となる地形である */
613 #define FF_BASH 10 /*!< 体当たりコマンドの対象となる地形である */
614 #define FF_SPIKE 11 /*!< くさびを打つコマンドの対象となる地形である */
615 #define FF_DISARM 12 /*!< 解除コマンドの対象となる地形である */
616 #define FF_STORE 13 /*!< 店舗の入口となる地形である */
617 #define FF_TUNNEL 14 /*!< 魔王変化などで掘り進められる地形である */
618 #define FF_MAY_HAVE_GOLD 15 /*!< 何か財宝を隠した可能性のある地形である?(f_infoに使用している地形なし) */
619 #define FF_HAS_GOLD 16 /*!< 財宝を含んだ地形である */
620 #define FF_HAS_ITEM 17 /*!< アイテムを含んだ地形である */
621 #define FF_DOOR 18 /*!< ドアのある地形である */
622 #define FF_TRAP 19 /*!< トラップのある地形である */
623 #define FF_STAIRS 20 /*!< 階段のある地形である */
624 #define FF_GLYPH 21 /*!< 守りのルーンが張られた地形である */
625 #define FF_LESS 22 /*!< 階上に通じる地形である */
626 #define FF_MORE 23 /*!< 階下に通じる地形である */
627 #define FF_AVOID_RUN 24 /*!< 自動移動機能時に障害として迂回すべき地形である */
628 #define FF_FLOOR 25 /*!< 床のある地形である */
629 #define FF_WALL 26 /*!< 壁のある地形である */
630 #define FF_PERMANENT 27 /*!< 絶対に破壊できない永久地形である */
631 /* #define FF_XXX00 28 未定義 */
632 /* #define FF_XXX01 29 未定義 */
633 /* #define FF_XXX02 30 未定義 */
634 #define FF_HIT_TRAP 31 /*!< トラップのある地形である(TRAPと常に重複している?) */
635 /* #define FF_BRIDGE 32 未使用 */
636 /* #define FF_RIVER 33 未使用 */
637 /* #define FF_LAKE 34 未使用 */
638 /* #define FF_BRIDGED 35 未使用 */
639 /* #define FF_COVERED 36 未使用 */
640 #define FF_GLOW 37 /*!< 常に光っている地形である */
641 #define FF_ENSECRET 38 /*!< 不明(f_info.txt上で利用している地形がない) */
642 #define FF_WATER 39 /*!< 水のある地形である */
643 #define FF_LAVA 40 /*!< 溶岩のある地形である */
644 #define FF_SHALLOW 41 /*!< 浅い地形である */
645 #define FF_DEEP 42 /*!< 深い地形である */
646 #define FF_POISON_PUDDLE 43 /*!< 毒溜まりがある */
647 #define FF_HURT_ROCK 44 /*!< 岩石溶解の対象となる地形である */
648 /* #define FF_HURT_FIRE 45 */ /*!< 未使用 */
649 /* #define FF_HURT_COLD 46 */ /*!< 未使用 */
650 /* #define FF_HURT_ACID 47 */ /*!< 未使用 */
651 #define FF_COLD_PUDDLE 48 /*!< 冷気溜まりがある */
652 #define FF_ACID_PUDDLE 49 /*!< 酸溜まりがある */
653 /* #define FF_OIL 50 */ /*!< 未使用 */
654 #define FF_ELEC_PUDDLE 51 /*!< 接地部が帯電している */
655 /* #define FF_CAN_CLIMB 52 */ /*!< 未使用 */
656 #define FF_CAN_FLY 53 /*!< 飛行可能な地形である */
657 #define FF_CAN_SWIM 54 /*!< 泳ぐことが可能な地形である */
658 #define FF_CAN_PASS 55 /*!< 通過可能な地形である */
659 /* #define FF_CAN_OOZE 56 */ /*!< 未使用 */
660 #define FF_CAN_DIG 57 /*!< 掘削コマンドの対象となる地形である */
661 /* #define FF_HIDE_ITEM 58 未使用 */
662 /* #define FF_HIDE_SNEAK 59 未使用 */
663 /* #define FF_HIDE_SWIM 60 未使用 */
664 /* #define FF_HIDE_DIG 61 未使用 */
665 /* #define FF_KILL_HUGE 62 未使用 */
666 /* #define FF_KILL_MOVE 63 未使用 */
667 /* #define FF_PICK_TRAP 64 未使用 */
668 /* #define FF_PICK_DOOR 65 未使用 */
669 /* #define FF_ALLOC 66 未使用 */
670 /* #define FF_CHEST 67 未使用 */
671 /* #define FF_DROP_1D2 68 未使用 */
672 /* #define FF_DROP_2D2 69 未使用 */
673 /* #define FF_DROP_GOOD 70 未使用 */
674 /* #define FF_DROP_GREAT 71 未使用 */
675 /* #define FF_HURT_POIS 72 未使用 */
676 /* #define FF_HURT_ELEC 73 未使用 */
677 /* #define FF_HURT_WATER 74 未使用 */
678 /* #define FF_HURT_BWATER 75 未使用 */
679 /* #define FF_USE_FEAT 76 未使用 */
680 /* #define FF_GET_FEAT 77 未使用 */
681 /* #define FF_GROUND 78 未使用 */
682 /* #define FF_OUTSIDE 79 未使用 */
683 /* #define FF_EASY_HIDE 80 未使用 */
684 /* #define FF_EASY_CLIMB 81 未使用 */
685 /* #define FF_MUST_CLIMB 82 未使用 */
686 #define FF_TREE 83 /*!< 木の生えた地形である */
687 /* #define FF_NEED_TREE 84 未使用 */
688 /* #define FF_BLOOD 85 未使用 */
689 /* #define FF_DUST 86 未使用 */
690 /* #define FF_SLIME 87 未使用 */
691 #define FF_PLANT 88 /*!< 植物の生えた地形である */
692 /* #define FF_XXX2 89 未定義 */
693 /* #define FF_INSTANT 90 未使用 */
694 /* #define FF_EXPLODE 91 未使用 */
695 /* #define FF_TIMED 92 未使用 */
696 /* #define FF_ERUPT 93 未使用 */
697 /* #define FF_STRIKE 94 未使用 */
698 /* #define FF_SPREAD 95 未使用 */
699 #define FF_SPECIAL 96 /*!< クエストやダンジョンに関わる特別な地形である */
700 #define FF_HURT_DISI 97 /*!< 分解属性の対象となる地形である */
701 #define FF_QUEST_ENTER 98 /*!< クエストの入り口である */
702 #define FF_QUEST_EXIT 99 /*!< クエストの出口である */
703 #define FF_QUEST 100 /*!< クエストに関する地形である */
704 #define FF_SHAFT 101 /*!< 坑道である。(2階層移動する階段である) */
705 #define FF_MOUNTAIN 102 /*!< ダンジョンの山地形である */
706 #define FF_BLDG 103 /*!< 施設の入り口である */
707 #define FF_MINOR_GLYPH 104 /*!< 爆発のルーンのある地形である */
708 #define FF_PATTERN 105 /*!< パターンのある地形である */
709 #define FF_TOWN 106 /*!< 広域マップ用の街がある地形である */
710 #define FF_ENTRANCE 107 /*!< 広域マップ用のダンジョンがある地形である */
711 #define FF_MIRROR 108 /*!< 鏡使いの鏡が張られた地形である */
712 #define FF_UNPERM 109 /*!< 破壊不能な地形である(K:フラグ向け?) */
713 #define FF_TELEPORTABLE 110 /*!< テレポート先の対象となる地形である */
714 #define FF_CONVERT 111 /*!< 地形生成処理中の疑似フラグ */
715 #define FF_GLASS 112 /*!< ガラス製の地形である */
718 #define FF_FLAG_MAX 113
719 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
721 /* Which features are dynamic */
722 #define have_dynamic_flags(ARRAY) \
723 (!!((ARRAY)[(FF_INSTANT / 32)] & \
724 ((1UL << (FF_INSTANT % 32)) | \
725 (1UL << (FF_EXPLODE % 32)) | \
726 (1UL << (FF_TIMED % 32)) | \
727 (1UL << (FF_ERUPT % 32)) | \
728 (1UL << (FF_STRIKE % 32)) | \
729 (1UL << (FF_SPREAD % 32)))))
733 * Feature action flags
735 #define FAF_DESTROY 0x01
736 #define FAF_NO_DROP 0x02
737 #define FAF_CRASH_GLASS 0x04
741 * Bit flags for teleportation
743 #define TELEPORT_NONMAGICAL 0x00000001
744 #define TELEPORT_PASSIVE 0x00000002
745 #define TELEPORT_DEC_VALOUR 0x00000004
749 #define DOOR_DEFAULT -1
751 #define DOOR_GLASS_DOOR 1
752 #define DOOR_CURTAIN 2
754 #define MAX_DOOR_TYPES 3
756 #define feat_locked_door_random(DOOR_TYPE) \
757 (feat_door[(DOOR_TYPE)].num_locked ? \
758 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
760 #define feat_jammed_door_random(DOOR_TYPE) \
761 (feat_door[(DOOR_TYPE)].num_jammed ? \
762 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
767 /* Types of pattern tiles */
768 #define NOT_PATTERN_TILE -1
769 #define PATTERN_TILE_START 0
770 #define PATTERN_TILE_1 1
771 #define PATTERN_TILE_2 2
772 #define PATTERN_TILE_3 3
773 #define PATTERN_TILE_4 4
774 #define PATTERN_TILE_END 5
775 #define PATTERN_TILE_OLD 6
776 #define PATTERN_TILE_TELEPORT 7
777 #define PATTERN_TILE_WRECKED 8
780 /* Types of conversions */
781 #define CONVERT_TYPE_FLOOR 0
782 #define CONVERT_TYPE_WALL 1
783 #define CONVERT_TYPE_INNER 2
784 #define CONVERT_TYPE_OUTER 3
785 #define CONVERT_TYPE_SOLID 4
786 #define CONVERT_TYPE_STREAM1 5
787 #define CONVERT_TYPE_STREAM2 6
791 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
793 #define CEM_RIDING 0x0001
794 #define CEM_P_CAN_ENTER_PATTERN 0x0002
797 /* Lighting levels of features' attr and char */
799 #define F_LIT_STANDARD 0 /* Standard */
800 #define F_LIT_LITE 1 /* Brightly lit */
801 #define F_LIT_DARK 2 /* Darkened */
803 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
808 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
817 #define EGO_A_MORGUL 4
818 #define EGO_A_DEMON 5
821 #define EGO_RESISTANCE 8
822 #define EGO_ELVENKIND 9
823 #define EGO_DWARVEN 10
824 #define EGO_PERMANENCE 11
825 #define EGO_YOIYAMI 12
826 #define EGO_URUKISH 13
831 #define EGO_ENDURE_ACID 16
832 #define EGO_ENDURE_ELEC 17
833 #define EGO_ENDURE_FIRE 18
834 #define EGO_ENDURE_COLD 19
835 #define EGO_ENDURANCE 20
836 #define EGO_REFLECTION 21
837 #define EGO_NIGHT_DAY 22
838 #define EGO_S_PROTECTION 238
839 #define EGO_S_DWARVEN 239
841 /* Crowns and Helms */
843 #define EGO_BRILLIANCE 24
844 #define EGO_H_PROTECTION 25
845 #define EGO_H_DEMON 26
848 #define EGO_LORDLINESS 29
849 #define EGO_SEEING 30
850 #define EGO_INFRAVISION 31
852 #define EGO_TELEPATHY 33
853 #define EGO_REGENERATION 34
854 #define EGO_TELEPORTATION 35
856 #define EGO_BASILISK 37
857 #define EGO_ANCIENT_CURSE 38
858 #define EGO_SICKLINESS 39
861 #define EGO_PROTECTION 40
862 #define EGO_STEALTH 41
864 #define EGO_AURA_FIRE 43
865 #define EGO_ENVELOPING 44
866 #define EGO_VULNERABILITY 45
867 #define EGO_IRRITATION 46
868 #define EGO_AURA_ELEC 47
869 #define EGO_AURA_COLD 128
871 #define EGO_NAZGUL 240
874 #define EGO_FREE_ACTION 48
875 #define EGO_SLAYING 49
876 #define EGO_AGILITY 50
878 #define EGO_2WEAPON 52
879 #define EGO_MAGIC_MASTERY 53
880 #define EGO_WEAKNESS 54
881 #define EGO_CLUMSINESS 55
884 #define EGO_SLOW_DESCENT 56
886 #define EGO_MOTION 58
890 #define EGO_SLOWNESS 62
891 #define EGO_ANNOYANCE 63
896 #define EGO_BLESS_BLADE 66
899 #define EGO_ATTACKS 69
900 #define EGO_SLAYING_WEAPON 70
901 #define EGO_FORCE_WEAPON 71
902 #define EGO_BRAND_ACID 72
903 #define EGO_BRAND_ELEC 73
904 #define EGO_BRAND_FIRE 74
905 #define EGO_BRAND_COLD 75
906 #define EGO_BRAND_POIS 76
907 #define EGO_CHAOTIC 77
908 #define EGO_SHARPNESS 78
909 #define EGO_EARTHQUAKES 79
918 #define EGO_KILL_ANIMAL 88
919 #define EGO_KILL_EVIL 89
920 #define EGO_KILL_UNDEAD 90
921 #define EGO_KILL_DEMON 91
922 #define EGO_KILL_ORC 92
923 #define EGO_KILL_TROLL 93
924 #define EGO_KILL_GIANT 94
925 #define EGO_KILL_DRAGON 95
926 #define EGO_VAMPIRIC 96
929 #define EGO_PATTERN 99
930 #define EGO_DIGGING 100
931 #define EGO_DEMON 101
932 #define EGO_MORGUL 102
933 #define EGO_KILL_HUMAN 103
936 #define EGO_ACCURACY 104
937 #define EGO_VELOCITY 105
940 #define EGO_EXTRA_MIGHT 108
941 #define EGO_EXTRA_SHOTS 109
946 #define EGO_HURT_ANIMAL 112
947 #define EGO_HURT_EVIL 113
953 #define EGO_HURT_DRAGON 119
954 #define EGO_SLAYING_BOLT 120
955 #define EGO_LIGHTNING_BOLT 121
956 #define EGO_FLAME 122
957 #define EGO_FROST 123
958 #define EGO_WOUNDING 124
959 #define EGO_BACKBITING 125
960 #define EGO_SHATTERED 126
961 #define EGO_BLASTED 127
963 #define EGO_LITE_SHINE 140
964 #define EGO_LITE_ILLUMINATION 141
965 #define EGO_LITE_AURA_FIRE 142
966 #define EGO_LITE_INFRA 143
967 #define EGO_LITE_LONG 144
968 #define EGO_LITE_DARKNESS 145
969 #define EGO_LITE_EYE 146
971 #define EGO_RING_HERO 150
972 #define EGO_RING_SLAY 151
973 #define EGO_RING_SUPER_AC 152
974 #define EGO_RING_MAGIC_MIS 153
975 #define EGO_RING_FIRE_BOLT 154
976 #define EGO_RING_COLD_BOLT 155
977 #define EGO_RING_ELEC_BOLT 156
978 #define EGO_RING_ACID_BOLT 157
979 #define EGO_RING_MANA_BOLT 158
980 #define EGO_RING_FIRE_BALL 159
981 #define EGO_RING_COLD_BALL 160
982 #define EGO_RING_ELEC_BALL 161
983 #define EGO_RING_ACID_BALL 162
984 #define EGO_RING_MANA_BALL 163
985 #define EGO_RING_DRAGON_F 164
986 #define EGO_RING_DRAGON_C 165
987 #define EGO_RING_D_SPEED 166
988 #define EGO_RING_BERSERKER 167
989 #define EGO_RING_HUNTER 168
990 #define EGO_RING_THROW 169
991 #define EGO_RING_REGEN 170
992 #define EGO_RING_LITE 171
993 #define EGO_RING_M_DETECT 172
994 #define EGO_RING_STEALTH 173
995 #define EGO_RING_TELE_AWAY 174
996 #define EGO_RING_TO_H 175
997 #define EGO_RING_TO_D 176
998 #define EGO_RING_RES_LITE 177
999 #define EGO_RING_RES_DARK 178
1000 #define EGO_RING_WIZARD 179
1001 #define EGO_RING_TRUE 180
1002 #define EGO_RING_DRAIN_EXP 181
1003 #define EGO_RING_NO_MELEE 182
1004 #define EGO_RING_AGGRAVATE 183
1005 #define EGO_RING_TY_CURSE 184
1006 #define EGO_RING_RES_TIME 185
1007 #define EGO_RING_TELEPORT 186
1008 #define EGO_RING_ALBINO 187
1010 #define EGO_AMU_SLOW_D 210
1011 #define EGO_AMU_INFRA 211
1012 #define EGO_AMU_SEE_INVIS 212
1013 #define EGO_AMU_HOLD_EXP 213
1014 #define EGO_AMU_DRAIN_EXP 214
1015 #define EGO_AMU_FOOL 215
1016 #define EGO_AMU_AGGRAVATE 216
1017 #define EGO_AMU_TY_CURSE 217
1018 #define EGO_AMU_AC 218
1019 #define EGO_AMU_IDENT 219
1020 #define EGO_AMU_CHARM 220
1021 #define EGO_AMU_STEALTH 221
1022 #define EGO_AMU_JUMP 222
1023 #define EGO_AMU_TELEPORT 223
1024 #define EGO_AMU_D_DOOR 224
1025 #define EGO_AMU_DEFENDER 225
1026 #define EGO_AMU_RES_FIRE 226
1027 #define EGO_AMU_RES_FIRE_ 227
1028 #define EGO_AMU_RES_COLD 228
1029 #define EGO_AMU_RES_COLD_ 229
1030 #define EGO_AMU_RES_ELEC 230
1031 #define EGO_AMU_RES_ELEC_ 231
1032 #define EGO_AMU_RES_ACID 232
1033 #define EGO_AMU_RES_ACID_ 233
1034 #define EGO_AMU_LEVITATION 234
1035 #define EGO_AMU_GREAT 235
1036 #define EGO_AMU_DETECTION 236
1037 #define EGO_AMU_NAIVETY 237
1041 /*** Object "tval" and "sval" codes ***/
1045 * The values for the "tval" field of various objects.
1047 * This value is the primary means by which items are sorted in the
1048 * player p_ptr->inventory_list, followed by "sval" and "cost".
1050 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1051 * weapon with tval = 16+N, and does (xP) damage when so combined. This
1052 * fact is not actually used in the source, but it kind of interesting.
1054 * Note that as of 2.7.8, the "item flags" apply to all items, though
1055 * only armor and weapons and a few other items use any of these flags.
1058 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1059 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1060 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1061 #define TV_WHISTLE 4 /* Whistle ('~') */
1062 #define TV_SPIKE 5 /* Spikes ('~') */
1063 #define TV_CHEST 7 /* Chests ('&') */
1064 #define TV_FIGURINE 8 /* Magical figurines */
1065 #define TV_STATUE 9 /* Statue, what a silly object... */
1066 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1067 #define TV_CAPTURE 11 /* Monster ball */
1068 #define TV_NO_AMMO 15 /* Ammo for crimson */
1069 #define TV_SHOT 16 /* Ammo for slings */
1070 #define TV_ARROW 17 /* Ammo for bows */
1071 #define TV_BOLT 18 /* Ammo for x-bows */
1072 #define TV_BOW 19 /* Slings/Bows/Xbows */
1073 #define TV_DIGGING 20 /* Shovels/Picks */
1074 #define TV_HAFTED 21 /* Priest Weapons */
1075 #define TV_POLEARM 22 /* Axes and Pikes */
1076 #define TV_SWORD 23 /* Edged Weapons */
1077 #define TV_BOOTS 30 /* Boots */
1078 #define TV_GLOVES 31 /* Gloves */
1079 #define TV_HELM 32 /* Helms */
1080 #define TV_CROWN 33 /* Crowns */
1081 #define TV_SHIELD 34 /* Shields */
1082 #define TV_CLOAK 35 /* Cloaks */
1083 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1084 #define TV_HARD_ARMOR 37 /* Hard Armor */
1085 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1086 #define TV_LITE 39 /* Lites (including Specials) */
1087 #define TV_AMULET 40 /* Amulets (including Specials) */
1088 #define TV_RING 45 /* Rings (including Specials) */
1093 #define TV_PARCHMENT 69
1094 #define TV_SCROLL 70
1095 #define TV_POTION 75
1098 #define TV_LIFE_BOOK 90
1099 #define TV_SORCERY_BOOK 91
1100 #define TV_NATURE_BOOK 92
1101 #define TV_CHAOS_BOOK 93
1102 #define TV_DEATH_BOOK 94
1103 #define TV_TRUMP_BOOK 95
1104 #define TV_ARCANE_BOOK 96
1105 #define TV_CRAFT_BOOK 97
1106 #define TV_DAEMON_BOOK 98
1107 #define TV_CRUSADE_BOOK 99
1108 #define TV_MUSIC_BOOK 105
1109 #define TV_HISSATSU_BOOK 106
1110 #define TV_HEX_BOOK 107
1111 #define TV_GOLD 127 /* Gold can only be picked up by players */
1113 #define TV_EQUIP_BEGIN TV_SHOT
1114 #define TV_EQUIP_END TV_CARD
1115 #define TV_MISSILE_BEGIN TV_SHOT
1116 #define TV_MISSILE_END TV_BOLT
1117 #define TV_WEARABLE_BEGIN TV_BOW
1118 #define TV_WEARABLE_END TV_CARD
1119 #define TV_WEAPON_BEGIN TV_BOW
1120 #define TV_WEAPON_END TV_SWORD
1121 #define TV_ARMOR_BEGIN TV_BOOTS
1122 #define TV_ARMOR_END TV_DRAG_ARMOR
1127 /* The "sval" codes for TV_FIGURINE */
1128 #define SV_FIGURINE_NORMAL 0
1130 #define SV_CAPTURE_NONE 0
1132 /* The "sval" codes for TV_STATUE */
1133 #define SV_WOODEN_STATUE 0
1134 #define SV_CLAY_STATUE 1
1135 #define SV_STONE_STATUE 2
1136 #define SV_IRON_STATUE 3
1137 #define SV_COPPER_STATUE 4
1138 #define SV_SILVER_STATUE 5
1139 #define SV_GOLDEN_STATUE 6
1140 #define SV_IVORY_STATUE 7
1141 #define SV_MITHRIL_STATUE 8
1142 #define SV_ORNATE_STATUE 9
1145 /* The "sval" codes for TV_CORPSE */
1146 #define SV_SKELETON 0
1149 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1150 #define SV_AMMO_LIGHT 0 /* pebbles */
1151 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1152 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1154 /* The "sval" codes for TV_BOW (note information in "sval") */
1155 #define SV_SLING 2 /* (x2) */
1156 #define SV_SHORT_BOW 12 /* (x2) */
1157 #define SV_LONG_BOW 13 /* (x3) */
1158 #define SV_LIGHT_XBOW 23 /* (x3) */
1159 #define SV_HEAVY_XBOW 24 /* (x4) */
1160 #define SV_CRIMSON 50 /* (x0) */
1161 #define SV_HARP 51 /* (x0) */
1162 #define SV_NAMAKE_BOW 63 /* (x3) */
1164 /* The "sval" codes for TV_DIGGING */
1166 #define SV_GNOMISH_SHOVEL 2
1167 #define SV_DWARVEN_SHOVEL 3
1169 #define SV_ORCISH_PICK 5
1170 #define SV_DWARVEN_PICK 6
1171 #define SV_MATTOCK 7
1173 /* The "sval" values for TV_HAFTED */
1174 #define SV_CLUB 1 /* 1d4 */
1175 #define SV_WHIP 2 /* 1d6 */
1176 #define SV_QUARTERSTAFF 3 /* 1d9 */
1177 #define SV_NUNCHAKU 4 /* 2d3 */
1178 #define SV_MACE 5 /* 2d4 */
1179 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1180 #define SV_JO_STAFF 7 /* 1d7 */
1181 #define SV_WAR_HAMMER 8 /* 3d3 */
1182 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1183 #define SV_MORNING_STAR 12 /* 2d6 */
1184 #define SV_FLAIL 13 /* 2d6 */
1185 #define SV_BO_STAFF 14 /* 1d11 */
1186 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
1187 #define SV_TETSUBO 16 /* 2d7 */
1188 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
1189 #define SV_GREAT_HAMMER 19 /* 4d6 */
1190 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
1191 #define SV_WIZSTAFF 21 /* 1d2 */
1192 #define SV_GROND 50 /* 3d9 */
1193 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
1195 /* The "sval" values for TV_POLEARM */
1196 #define SV_HATCHET 1 /* 1d5 */
1197 #define SV_SPEAR 2 /* 1d6 */
1198 #define SV_SICKLE 3 /* 2d3 */
1199 #define SV_AWL_PIKE 4 /* 1d8 */
1200 #define SV_TRIDENT 5 /* 1d9 */
1201 #define SV_FAUCHARD 6 /* 1d10 */
1202 #define SV_BROAD_SPEAR 7 /* 1d9 */
1203 #define SV_PIKE 8 /* 2d5 */
1204 #define SV_NAGINATA 9 /* 2d6 */
1205 #define SV_BEAKED_AXE 10 /* 2d6 */
1206 #define SV_BROAD_AXE 11 /* 2d6 */
1207 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
1208 #define SV_GLAIVE 13 /* 2d6 */
1209 #define SV_LAJATANG 14 /* 2d7 */
1210 #define SV_HALBERD 15 /* 3d4 */
1211 #define SV_GUISARME 16 /* 2d5 */
1212 #define SV_SCYTHE 17 /* 5d3 */
1213 #define SV_LANCE 20 /* 2d8 */
1214 #define SV_BATTLE_AXE 22 /* 2d8 */
1215 #define SV_GREAT_AXE 25 /* 4d4 */
1216 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
1217 #define SV_LOCHABER_AXE 28 /* 3d8 */
1218 #define SV_HEAVY_LANCE 29 /* 4d8 */
1219 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
1220 #define SV_TSURIZAO 40 /* 1d1 */
1221 #define SV_DEATH_SCYTHE 50 /* 10d10 */
1223 /* The "sval" codes for TV_SWORD */
1224 #define SV_BROKEN_DAGGER 1 /* 1d1 */
1225 #define SV_BROKEN_SWORD 2 /* 1d2 */
1226 #define SV_DAGGER 4 /* 1d4 */
1227 #define SV_MAIN_GAUCHE 5 /* 1d5 */
1228 #define SV_TANTO 6 /* 1d5 */
1229 #define SV_RAPIER 7 /* 1d6 */
1230 #define SV_SMALL_SWORD 8 /* 1d6 */
1231 #define SV_BASILLARD 9 /* 1d8 */
1232 #define SV_SHORT_SWORD 10 /* 1d7 */
1233 #define SV_SABRE 11 /* 1d7 */
1234 #define SV_CUTLASS 12 /* 1d7 */
1235 #define SV_WAKIZASHI 13 /* 2d4 */
1236 #define SV_KHOPESH 14 /* 2d4 */
1237 #define SV_TULWAR 15 /* 2d4 */
1238 #define SV_BROAD_SWORD 16 /* 2d5 */
1239 #define SV_LONG_SWORD 17 /* 2d5 */
1240 #define SV_SCIMITAR 18 /* 2d5 */
1241 #define SV_NINJATO 19 /* 1d9 */
1242 #define SV_KATANA 20 /* 3d4 */
1243 #define SV_BASTARD_SWORD 21 /* 3d4 */
1244 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
1245 #define SV_CLAYMORE 23 /* 2d8 */
1246 #define SV_ESPADON 24 /* 2d9 */
1247 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
1248 #define SV_FLAMBERGE 26 /* 3d7 */
1249 #define SV_NO_DACHI 27 /* 5d4 */
1250 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
1251 #define SV_ZWEIHANDER 29 /* 4d6 */
1252 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
1253 #define SV_DIAMOND_EDGE 31 /* 7d5 */
1254 #define SV_DOKUBARI 32 /* 1d1 */
1255 #define SV_HAYABUSA 33 /* 1d6 */
1257 /* The "sval" codes for TV_SHIELD */
1258 #define SV_SMALL_LEATHER_SHIELD 2
1259 #define SV_SMALL_METAL_SHIELD 3
1260 #define SV_LARGE_LEATHER_SHIELD 4
1261 #define SV_LARGE_METAL_SHIELD 5
1262 #define SV_DRAGON_SHIELD 6
1263 #define SV_KNIGHT_SHIELD 7
1264 #define SV_MIRROR_SHIELD 10
1265 #define SV_YATA_MIRROR 50
1267 /* The "sval" codes for TV_HELM */
1268 #define SV_HARD_LEATHER_CAP 2
1269 #define SV_METAL_CAP 3
1270 #define SV_JINGASA 4 /* 4 */
1271 #define SV_IRON_HELM 5
1272 #define SV_STEEL_HELM 6
1273 #define SV_DRAGON_HELM 7
1274 #define SV_KABUTO 8 /* 7 */
1276 /* The "sval" codes for TV_CROWN */
1277 #define SV_IRON_CROWN 10
1278 #define SV_GOLDEN_CROWN 11
1279 #define SV_JEWELED_CROWN 12
1282 /* The "sval" codes for TV_BOOTS */
1283 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
1284 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
1285 #define SV_PAIR_OF_DRAGON_GREAVE 4
1286 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
1288 /* The "sval" codes for TV_CLOAK */
1290 #define SV_ELVEN_CLOAK 2
1291 #define SV_FUR_CLOAK 3
1292 #define SV_ETHEREAL_CLOAK 5
1293 #define SV_SHADOW_CLOAK 6
1295 /* The "sval" codes for TV_GLOVES */
1296 #define SV_SET_OF_LEATHER_GLOVES 1
1297 #define SV_SET_OF_GAUNTLETS 2
1298 #define SV_SET_OF_DRAGON_GLOVES 3
1299 #define SV_SET_OF_CESTI 5
1301 /* The "sval" codes for TV_SOFT_ARMOR */
1302 #define SV_T_SHIRT 0
1303 #define SV_FILTHY_RAG 1
1305 #define SV_PAPER_ARMOR 3 /* 4 */
1306 #define SV_SOFT_LEATHER_ARMOR 4
1307 #define SV_SOFT_STUDDED_LEATHER 5
1308 #define SV_HARD_LEATHER_ARMOR 6
1309 #define SV_HARD_STUDDED_LEATHER 7
1310 #define SV_RHINO_HIDE_ARMOR 8
1311 #define SV_CORD_ARMOR 9 /* 6 */
1312 #define SV_PADDED_ARMOR 10 /* 4 */
1313 #define SV_LEATHER_SCALE_MAIL 11
1314 #define SV_LEATHER_JACK 12
1315 #define SV_KUROSHOUZOKU 13
1316 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
1317 #define SV_ABUNAI_MIZUGI 50
1318 #define SV_YOIYAMI_ROBE 60
1319 #define SV_NAMAKE_ARMOR 63
1321 /* The "sval" codes for TV_HARD_ARMOR */
1322 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
1323 #define SV_RING_MAIL 2 /* 12 */
1324 #define SV_METAL_SCALE_MAIL 3 /* 13 */
1325 #define SV_CHAIN_MAIL 4 /* 14 */
1326 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
1327 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
1328 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
1329 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
1330 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
1331 #define SV_SPLINT_MAIL 10 /* 19 */
1332 #define SV_DO_MARU 11 /* 20 */
1333 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
1334 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
1335 #define SV_HARAMAKIDO 14 /* 17 */
1336 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
1337 #define SV_O_YOROI 16 /* 24 */
1338 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
1339 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
1340 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
1341 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
1343 /* The "sval" codes for TV_DRAG_ARMOR */
1344 #define SV_DRAGON_BLACK 1
1345 #define SV_DRAGON_BLUE 2
1346 #define SV_DRAGON_WHITE 3
1347 #define SV_DRAGON_RED 4
1348 #define SV_DRAGON_GREEN 5
1349 #define SV_DRAGON_MULTIHUED 6
1350 #define SV_DRAGON_SHINING 10
1351 #define SV_DRAGON_LAW 12
1352 #define SV_DRAGON_BRONZE 14
1353 #define SV_DRAGON_GOLD 16
1354 #define SV_DRAGON_CHAOS 18
1355 #define SV_DRAGON_BALANCE 20
1356 #define SV_DRAGON_POWER 30
1358 /* The sval codes for TV_LITE */
1359 #define SV_LITE_TORCH 0
1360 #define SV_LITE_LANTERN 1
1361 #define SV_LITE_FEANOR 2
1362 #define SV_LITE_EDISON 3
1363 #define SV_LITE_GALADRIEL 4
1364 #define SV_LITE_ELENDIL 5
1365 #define SV_LITE_JUDGE 6
1366 #define SV_LITE_LORE 7
1367 #define SV_LITE_PALANTIR 8
1368 #define SV_LITE_FLY_STONE 9
1370 /* The "sval" codes for TV_AMULET */
1371 #define SV_AMULET_DOOM 0
1372 #define SV_AMULET_TELEPORT 1
1373 #define SV_AMULET_ADORNMENT 2
1374 #define SV_AMULET_SLOW_DIGEST 3
1375 #define SV_AMULET_RESIST_ACID 4
1376 #define SV_AMULET_SEARCHING 5
1377 #define SV_AMULET_BRILLIANCE 6
1378 #define SV_AMULET_CHARISMA 7
1379 #define SV_AMULET_THE_MAGI 8
1380 #define SV_AMULET_REFLECTION 9
1381 #define SV_AMULET_CARLAMMAS 10
1382 #define SV_AMULET_INGWE 11
1383 #define SV_AMULET_DWARVES 12
1384 #define SV_AMULET_NO_MAGIC 13
1385 #define SV_AMULET_NO_TELE 14
1386 #define SV_AMULET_RESISTANCE 15
1387 #define SV_AMULET_TELEPATHY 16
1388 #define SV_AMULET_FARAMIR 17
1389 #define SV_AMULET_BOROMIR 18
1390 #define SV_AMULET_MAGATAMA 19
1391 #define SV_AMULET_INROU 20
1392 #define SV_AMULET_INTELLIGENCE 21
1393 #define SV_AMULET_WISDOM 22
1394 #define SV_AMULET_MAGIC_MASTERY 23
1395 #define SV_AMULET_NIGHT 24
1397 /* The sval codes for TV_RING */
1398 #define SV_RING_WOE 0
1399 #define SV_RING_AGGRAVATION 1
1400 #define SV_RING_WEAKNESS 2
1401 #define SV_RING_STUPIDITY 3
1402 #define SV_RING_TELEPORTATION 4
1403 #define SV_RING_SLOW_DIGESTION 6
1404 #define SV_RING_LEVITATION_FALL 7
1405 #define SV_RING_RESIST_FIRE 8
1406 #define SV_RING_RESIST_COLD 9
1407 #define SV_RING_SUSTAIN_STR 10
1408 #define SV_RING_SUSTAIN_INT 11
1409 #define SV_RING_SUSTAIN_WIS 12
1410 #define SV_RING_SUSTAIN_CON 13
1411 #define SV_RING_SUSTAIN_DEX 14
1412 #define SV_RING_SUSTAIN_CHR 15
1413 #define SV_RING_PROTECTION 16
1414 #define SV_RING_ACID 17
1415 #define SV_RING_FLAMES 18
1416 #define SV_RING_ICE 19
1417 #define SV_RING_RESIST_POIS 20
1418 #define SV_RING_FREE_ACTION 21
1419 #define SV_RING_SEE_INVIS 22
1420 #define SV_RING_SEARCHING 23
1421 #define SV_RING_STR 24
1422 #define SV_RING_ELEC 25
1423 #define SV_RING_DEX 26
1424 #define SV_RING_CON 27
1425 #define SV_RING_ACCURACY 28
1426 #define SV_RING_DAMAGE 29
1427 #define SV_RING_SLAYING 30
1428 #define SV_RING_SPEED 31
1429 #define SV_RING_FRAKIR 32
1430 #define SV_RING_TULKAS 33
1431 #define SV_RING_NARYA 34
1432 #define SV_RING_NENYA 35
1433 #define SV_RING_VILYA 36
1434 #define SV_RING_POWER 37
1435 #define SV_RING_RES_FEAR 38
1436 #define SV_RING_RES_LD 39
1437 #define SV_RING_RES_NETHER 40
1438 #define SV_RING_RES_NEXUS 41
1439 #define SV_RING_RES_SOUND 42
1440 #define SV_RING_RES_CONFUSION 43
1441 #define SV_RING_RES_SHARDS 44
1442 #define SV_RING_RES_DISENCHANT 45
1443 #define SV_RING_RES_CHAOS 46
1444 #define SV_RING_RES_BLINDNESS 47
1445 #define SV_RING_LORDLY 48
1446 #define SV_RING_ATTACKS 49
1447 #define SV_RING_AHO 50
1448 #define SV_RING_SHOTS 51
1449 #define SV_RING_SUSTAIN 52
1450 #define SV_RING_DEC_MANA 53
1451 #define SV_RING_WARNING 54
1452 #define SV_RING_MUSCLE 55
1454 #define SV_EXPRESS_CARD 0
1456 /* The "sval" codes for TV_STAFF */
1457 #define SV_STAFF_DARKNESS 0
1458 #define SV_STAFF_SLOWNESS 1
1459 #define SV_STAFF_HASTE_MONSTERS 2
1460 #define SV_STAFF_SUMMONING 3
1461 #define SV_STAFF_TELEPORTATION 4
1462 #define SV_STAFF_IDENTIFY 5
1463 #define SV_STAFF_REMOVE_CURSE 6
1464 #define SV_STAFF_STARLITE 7
1465 #define SV_STAFF_LITE 8
1466 #define SV_STAFF_MAPPING 9
1467 #define SV_STAFF_DETECT_GOLD 10
1468 #define SV_STAFF_DETECT_ITEM 11
1469 #define SV_STAFF_DETECT_TRAP 12
1470 #define SV_STAFF_DETECT_DOOR 13
1471 #define SV_STAFF_DETECT_INVIS 14
1472 #define SV_STAFF_DETECT_EVIL 15
1473 #define SV_STAFF_CURE_LIGHT 16
1474 #define SV_STAFF_CURING 17
1475 #define SV_STAFF_HEALING 18
1476 #define SV_STAFF_THE_MAGI 19
1477 #define SV_STAFF_SLEEP_MONSTERS 20
1478 #define SV_STAFF_SLOW_MONSTERS 21
1479 #define SV_STAFF_SPEED 22
1480 #define SV_STAFF_PROBING 23
1481 #define SV_STAFF_DISPEL_EVIL 24
1482 #define SV_STAFF_POWER 25
1483 #define SV_STAFF_HOLINESS 26
1484 #define SV_STAFF_GENOCIDE 27
1485 #define SV_STAFF_EARTHQUAKES 28
1486 #define SV_STAFF_DESTRUCTION 29
1487 #define SV_STAFF_ANIMATE_DEAD 30
1488 #define SV_STAFF_MSTORM 31
1489 #define SV_STAFF_NOTHING 32
1492 /* The "sval" codes for TV_WAND */
1493 #define SV_WAND_HEAL_MONSTER 0
1494 #define SV_WAND_HASTE_MONSTER 1
1495 #define SV_WAND_CLONE_MONSTER 2
1496 #define SV_WAND_TELEPORT_AWAY 3
1497 #define SV_WAND_DISARMING 4
1498 #define SV_WAND_TRAP_DOOR_DEST 5
1499 #define SV_WAND_STONE_TO_MUD 6
1500 #define SV_WAND_LITE 7
1501 #define SV_WAND_SLEEP_MONSTER 8
1502 #define SV_WAND_SLOW_MONSTER 9
1503 #define SV_WAND_CONFUSE_MONSTER 10
1504 #define SV_WAND_FEAR_MONSTER 11
1505 #define SV_WAND_HYPODYNAMIA 12
1506 #define SV_WAND_POLYMORPH 13
1507 #define SV_WAND_STINKING_CLOUD 14
1508 #define SV_WAND_MAGIC_MISSILE 15
1509 #define SV_WAND_ACID_BOLT 16
1510 #define SV_WAND_CHARM_MONSTER 17
1511 #define SV_WAND_FIRE_BOLT 18
1512 #define SV_WAND_COLD_BOLT 19
1513 #define SV_WAND_ACID_BALL 20
1514 #define SV_WAND_ELEC_BALL 21
1515 #define SV_WAND_FIRE_BALL 22
1516 #define SV_WAND_COLD_BALL 23
1517 #define SV_WAND_WONDER 24
1518 #define SV_WAND_DISINTEGRATE 25
1519 #define SV_WAND_DRAGON_FIRE 26
1520 #define SV_WAND_DRAGON_COLD 27
1521 #define SV_WAND_DRAGON_BREATH 28
1522 #define SV_WAND_ROCKETS 29
1523 #define SV_WAND_STRIKING 30
1524 #define SV_WAND_GENOCIDE 31
1526 /* The "sval" codes for TV_ROD */
1527 #define SV_ROD_DETECT_TRAP 0
1528 #define SV_ROD_DETECT_DOOR 1
1529 #define SV_ROD_IDENTIFY 2
1530 #define SV_ROD_RECALL 3
1531 #define SV_ROD_ILLUMINATION 4
1532 #define SV_ROD_MAPPING 5
1533 #define SV_ROD_DETECTION 6
1534 #define SV_ROD_PROBING 7
1535 #define SV_ROD_CURING 8
1536 #define SV_ROD_HEALING 9
1537 #define SV_ROD_RESTORATION 10
1538 #define SV_ROD_SPEED 11
1539 #define SV_ROD_PESTICIDE 12
1540 #define SV_ROD_TELEPORT_AWAY 13
1541 #define SV_ROD_DISARMING 14
1542 #define SV_ROD_LITE 15
1543 #define SV_ROD_SLEEP_MONSTER 16
1544 #define SV_ROD_SLOW_MONSTER 17
1545 #define SV_ROD_HYPODYNAMIA 18
1546 #define SV_ROD_POLYMORPH 19
1547 #define SV_ROD_ACID_BOLT 20
1548 #define SV_ROD_ELEC_BOLT 21
1549 #define SV_ROD_FIRE_BOLT 22
1550 #define SV_ROD_COLD_BOLT 23
1551 #define SV_ROD_ACID_BALL 24
1552 #define SV_ROD_ELEC_BALL 25
1553 #define SV_ROD_FIRE_BALL 26
1554 #define SV_ROD_COLD_BALL 27
1555 #define SV_ROD_HAVOC 28
1556 #define SV_ROD_STONE_TO_MUD 29
1557 #define SV_ROD_AGGRAVATE 30
1560 /* The "sval" codes for TV_SCROLL */
1562 #define SV_SCROLL_DARKNESS 0
1563 #define SV_SCROLL_AGGRAVATE_MONSTER 1
1564 #define SV_SCROLL_CURSE_ARMOR 2
1565 #define SV_SCROLL_CURSE_WEAPON 3
1566 #define SV_SCROLL_SUMMON_MONSTER 4
1567 #define SV_SCROLL_SUMMON_UNDEAD 5
1568 #define SV_SCROLL_SUMMON_PET 6
1569 #define SV_SCROLL_TRAP_CREATION 7
1570 #define SV_SCROLL_PHASE_DOOR 8
1571 #define SV_SCROLL_TELEPORT 9
1572 #define SV_SCROLL_TELEPORT_LEVEL 10
1573 #define SV_SCROLL_WORD_OF_RECALL 11
1574 #define SV_SCROLL_IDENTIFY 12
1575 #define SV_SCROLL_STAR_IDENTIFY 13
1576 #define SV_SCROLL_REMOVE_CURSE 14
1577 #define SV_SCROLL_STAR_REMOVE_CURSE 15
1578 #define SV_SCROLL_ENCHANT_ARMOR 16
1579 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
1580 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
1581 /* xxx enchant missile? */
1582 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
1583 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
1584 #define SV_SCROLL_RECHARGING 22
1585 #define SV_SCROLL_MUNDANITY 23
1586 #define SV_SCROLL_LIGHT 24
1587 #define SV_SCROLL_MAPPING 25
1588 #define SV_SCROLL_DETECT_GOLD 26
1589 #define SV_SCROLL_DETECT_ITEM 27
1590 #define SV_SCROLL_DETECT_TRAP 28
1591 #define SV_SCROLL_DETECT_DOOR 29
1592 #define SV_SCROLL_DETECT_INVIS 30
1593 /* xxx (detect evil?) */
1594 #define SV_SCROLL_SATISFY_HUNGER 32
1595 #define SV_SCROLL_BLESSING 33
1596 #define SV_SCROLL_HOLY_CHANT 34
1597 #define SV_SCROLL_HOLY_PRAYER 35
1598 #define SV_SCROLL_MONSTER_CONFUSION 36
1599 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
1600 #define SV_SCROLL_RUNE_OF_PROTECTION 38
1601 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
1603 #define SV_SCROLL_STAR_DESTRUCTION 41
1604 #define SV_SCROLL_DISPEL_UNDEAD 42
1605 #define SV_SCROLL_SPELL 43
1606 #define SV_SCROLL_GENOCIDE 44
1607 #define SV_SCROLL_MASS_GENOCIDE 45
1608 #define SV_SCROLL_ACQUIREMENT 46
1609 #define SV_SCROLL_STAR_ACQUIREMENT 47
1610 #define SV_SCROLL_FIRE 48
1611 #define SV_SCROLL_ICE 49
1612 #define SV_SCROLL_CHAOS 50
1613 #define SV_SCROLL_RUMOR 51
1614 #define SV_SCROLL_ARTIFACT 52
1615 #define SV_SCROLL_RESET_RECALL 53
1616 #define SV_SCROLL_SUMMON_KIN 54
1617 #define SV_SCROLL_AMUSEMENT 55
1618 #define SV_SCROLL_STAR_AMUSEMENT 56
1620 /* The "sval" codes for TV_POTION */
1621 #define SV_POTION_WATER 0
1622 #define SV_POTION_APPLE_JUICE 1
1623 #define SV_POTION_SLIME_MOLD 2
1624 /* xxx (fixed color) */
1625 #define SV_POTION_SLOWNESS 4
1626 #define SV_POTION_SALT_WATER 5
1627 #define SV_POTION_POISON 6
1628 #define SV_POTION_BLINDNESS 7
1630 #define SV_POTION_BOOZE 9
1632 #define SV_POTION_SLEEP 11
1634 #define SV_POTION_LOSE_MEMORIES 13
1636 #define SV_POTION_RUINATION 15
1637 #define SV_POTION_DEC_STR 16
1638 #define SV_POTION_DEC_INT 17
1639 #define SV_POTION_DEC_WIS 18
1640 #define SV_POTION_DEC_DEX 19
1641 #define SV_POTION_DEC_CON 20
1642 #define SV_POTION_DEC_CHR 21
1643 #define SV_POTION_DETONATIONS 22
1644 #define SV_POTION_DEATH 23
1645 #define SV_POTION_INFRAVISION 24
1646 #define SV_POTION_DETECT_INVIS 25
1647 #define SV_POTION_SLOW_POISON 26
1648 #define SV_POTION_CURE_POISON 27
1649 #define SV_POTION_BOLDNESS 28
1650 #define SV_POTION_SPEED 29
1651 #define SV_POTION_RESIST_HEAT 30
1652 #define SV_POTION_RESIST_COLD 31
1653 #define SV_POTION_HEROISM 32
1654 #define SV_POTION_BESERK_STRENGTH 33
1655 #define SV_POTION_CURE_LIGHT 34
1656 #define SV_POTION_CURE_SERIOUS 35
1657 #define SV_POTION_CURE_CRITICAL 36
1658 #define SV_POTION_HEALING 37
1659 #define SV_POTION_STAR_HEALING 38
1660 #define SV_POTION_LIFE 39
1661 #define SV_POTION_RESTORE_MANA 40
1662 #define SV_POTION_RESTORE_EXP 41
1663 #define SV_POTION_RES_STR 42
1664 #define SV_POTION_RES_INT 43
1665 #define SV_POTION_RES_WIS 44
1666 #define SV_POTION_RES_DEX 45
1667 #define SV_POTION_RES_CON 46
1668 #define SV_POTION_RES_CHR 47
1669 #define SV_POTION_INC_STR 48
1670 #define SV_POTION_INC_INT 49
1671 #define SV_POTION_INC_WIS 50
1672 #define SV_POTION_INC_DEX 51
1673 #define SV_POTION_INC_CON 52
1674 #define SV_POTION_INC_CHR 53
1676 #define SV_POTION_AUGMENTATION 55
1677 #define SV_POTION_ENLIGHTENMENT 56
1678 #define SV_POTION_STAR_ENLIGHTENMENT 57
1679 #define SV_POTION_SELF_KNOWLEDGE 58
1680 #define SV_POTION_EXPERIENCE 59
1681 #define SV_POTION_RESISTANCE 60
1682 #define SV_POTION_CURING 61
1683 #define SV_POTION_INVULNERABILITY 62
1684 #define SV_POTION_NEW_LIFE 63
1685 #define SV_POTION_NEO_TSUYOSHI 64
1686 #define SV_POTION_TSUYOSHI 65
1687 #define SV_POTION_POLYMORPH 66
1689 /* The "sval" codes for TV_FLASK */
1690 #define SV_FLASK_OIL 0
1692 /* The "sval" codes for TV_FOOD */
1693 #define SV_FOOD_POISON 0
1694 #define SV_FOOD_BLINDNESS 1
1695 #define SV_FOOD_PARANOIA 2
1696 #define SV_FOOD_CONFUSION 3
1697 #define SV_FOOD_HALLUCINATION 4
1698 #define SV_FOOD_PARALYSIS 5
1699 #define SV_FOOD_WEAKNESS 6
1700 #define SV_FOOD_SICKNESS 7
1701 #define SV_FOOD_STUPIDITY 8
1702 #define SV_FOOD_NAIVETY 9
1703 #define SV_FOOD_UNHEALTH 10
1704 #define SV_FOOD_DISEASE 11
1705 #define SV_FOOD_CURE_POISON 12
1706 #define SV_FOOD_CURE_BLINDNESS 13
1707 #define SV_FOOD_CURE_PARANOIA 14
1708 #define SV_FOOD_CURE_CONFUSION 15
1709 #define SV_FOOD_CURE_SERIOUS 16
1710 #define SV_FOOD_RESTORE_STR 17
1711 #define SV_FOOD_RESTORE_CON 18
1712 #define SV_FOOD_RESTORING 19
1713 /* many missing mushrooms */
1714 #define SV_FOOD_BISCUIT 32
1715 #define SV_FOOD_JERKY 33
1716 #define SV_FOOD_RATION 35
1717 #define SV_FOOD_SLIME_MOLD 36
1718 #define SV_FOOD_WAYBREAD 37
1719 #define SV_FOOD_PINT_OF_ALE 38
1720 #define SV_FOOD_PINT_OF_WINE 39
1723 #define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
1725 #define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
1726 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1729 * Special "sval" limit -- first "good" magic/prayer book
1731 #define SV_BOOK_MIN_GOOD 2
1734 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
1735 #define MAX_GOLD 18 /* Number of "gold" entries */
1737 /*** General flag values ***/
1740 * Special caster ID for project()
1742 #define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
1743 #define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
1747 * Bit flags for the "enchant()" function
1749 #define ENCH_TOHIT 0x01 /*!< 装備強化処理: 命中強化 / Enchant to hit */
1750 #define ENCH_TODAM 0x02 /*!< 装備強化処理: ダメージ強化 / Enchant to damage */
1751 #define ENCH_TOAC 0x04 /*!< 装備強化処理: AC強化 / Enchant to AC */
1752 #define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
1755 * target_set用関数の利用用途フラグ / Bit flags for the "target_set" function
1757 #define TARGET_KILL 0x01 /*!< モンスターへの狙いをつける(視界内モンスターのみクエリ対象) / Target monsters */
1758 #define TARGET_LOOK 0x02 /*!< "L"ookコマンド向けの既存情報確認向け(全ての有為な情報をクエリ対象) / Describe grid fully */
1759 #define TARGET_XTRA 0x04 /*!< 現在未使用 / Currently unused flag */
1760 #define TARGET_GRID 0x08 /*!< 全てのマス対象にする(現在未使用) / Select from all grids */
1764 * Bit flags for control of get_check_strict()
1766 #define CHECK_OKAY_CANCEL 0x01
1767 #define CHECK_NO_ESCAPE 0x02
1768 #define CHECK_NO_HISTORY 0x04
1769 #define CHECK_DEFAULT_Y 0x08
1775 * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
1777 #define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */
1778 #define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */
1779 #define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
1780 #define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
1781 #define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
1782 #define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
1788 * p_ptr->updateに充てるプレイヤーステータス更新処理要求 / Bit flags for the "p_ptr->update" variable
1793 * Bit flags for the "p_ptr->redraw" variable
1795 #define PR_MISC 0x00000001L /*!< 再描画フラグ: 種族と職業 / Display Race/Class */
1796 #define PR_TITLE 0x00000002L /*!< 再描画フラグ: 称号 / Display Title */
1797 #define PR_LEV 0x00000004L /*!< 再描画フラグ: レベル / Display Level */
1798 #define PR_EXP 0x00000008L /*!< 再描画フラグ: 経験値 / Display Experience */
1799 #define PR_STATS 0x00000010L /*!< 再描画フラグ: ステータス / Display Stats */
1800 #define PR_ARMOR 0x00000020L /*!< 再描画フラグ: AC / Display Armor */
1801 #define PR_HP 0x00000040L /*!< 再描画フラグ: HP / Display Hitpoints */
1802 #define PR_MANA 0x00000080L /*!< 再描画フラグ: MP / Display Mana */
1803 #define PR_GOLD 0x00000100L /*!< 再描画フラグ: 所持金 / Display Gold */
1804 #define PR_DEPTH 0x00000200L /*!< 再描画フラグ: ダンジョンの階 / Display Depth */
1805 #define PR_EQUIPPY 0x00000400L /*!< 再描画フラグ: 装備シンボル / Display equippy chars */
1806 #define PR_HEALTH 0x00000800L /*!< 再描画フラグ: モンスターのステータス / Display Health Bar */
1807 #define PR_CUT 0x00001000L /*!< 再描画フラグ: 負傷度 / Display Extra (Cut) */
1808 #define PR_STUN 0x00002000L /*!< 再描画フラグ: 朦朧度 / Display Extra (Stun) */
1809 #define PR_HUNGER 0x00004000L /*!< 再描画フラグ: 空腹度 / Display Extra (Hunger) */
1810 #define PR_STATUS 0x00008000L /*!< 再描画フラグ: プレイヤーの付与状態 / Display Status Bar */
1811 #define PR_XXX0 0x00010000L /*!< (unused) */
1812 #define PR_UHEALTH 0x00020000L /*!< 再描画フラグ: ペットのステータス / Display Uma Health Bar */
1813 #define PR_XXX1 0x00040000L /*!< (unused) */
1814 #define PR_XXX2 0x00080000L /*!< (unused) */
1815 #define PR_STATE 0x00100000L /*!< 再描画フラグ: プレイヤーの行動状態 / Display Extra (State) */
1816 #define PR_SPEED 0x00200000L /*!< 再描画フラグ: 加速 / Display Extra (Speed) */
1817 #define PR_STUDY 0x00400000L /*!< 再描画フラグ: 学習 / Display Extra (Study) */
1818 #define PR_IMITATION 0x00800000L /*!< 再描画フラグ: ものまね / Display Extra (Imitation) */
1819 #define PR_EXTRA 0x01000000L /*!< 再描画フラグ: 拡張ステータス全体 / Display Extra Info */
1820 #define PR_BASIC 0x02000000L /*!< 再描画フラグ: 基本ステータス全体 / Display Basic Info */
1821 #define PR_MAP 0x04000000L /*!< 再描画フラグ: ゲームマップ / Display Map */
1822 #define PR_WIPE 0x08000000L /*!< 再描画フラグ: 画面消去 / Hack -- Total Redraw */
1829 * Bit flags for the "p_ptr->window" variable (etc)
1831 #define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
1832 #define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
1833 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
1834 #define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
1835 #define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
1838 #define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
1839 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
1840 #define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
1841 #define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
1842 #define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
1843 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
1846 #define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
1847 #define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
1849 /* Empty hand status */
1850 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
1851 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
1852 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
1854 /*** General index values ***/
1858 * Some things which induce learning
1870 #define DRS_CHAOS 11
1871 #define DRS_DISEN 12
1872 #define DRS_BLIND 13
1873 #define DRS_NEXUS 14
1874 #define DRS_SOUND 15
1875 #define DRS_SHARD 16
1878 #define DRS_REFLECT 32
1882 #define DAMAGE_FORCE 1
1883 #define DAMAGE_GENO 2
1884 #define DAMAGE_LOSELIFE 3
1885 #define DAMAGE_ATTACK 4
1886 #define DAMAGE_NOESCAPE 5
1887 #define DAMAGE_USELIFE 6
1891 * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
1893 #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */
1894 #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */
1895 #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
1898 /*** Object flag values ***/
1902 * Special Object Flags
1904 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
1905 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
1906 #define IDENT_EMPTY 0x04 /* Item charges are known */
1907 #define IDENT_KNOWN 0x08 /* Item abilities are known */
1908 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
1909 #define IDENT_MENTAL 0x20 /* Item information is known */
1911 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
1913 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
1917 * How object is marked (flags in object_type.mark)
1918 * OM_FOUND --- original boolean flag
1919 * OM_NOMSG --- temporary flag to suppress messages which were
1920 * already printed in autopick_pickup_items().
1922 #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
1923 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
1924 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
1925 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
1926 #define OM_TOUCHED 0x10 /* Object was touched by player */
1932 * Old variables for object flags such as flags1, flags2, and flags3
1933 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
1934 * object flags. And each flag is refered by single index number
1935 * instead of a bit mask.
1937 * Therefore it's very easy to add a lot of new flags; no one need to
1938 * worry about in which variable a new flag should be put, nor to
1939 * modify a huge number of files all over the source directory at once
1940 * to add new flag variables such as flags4, a_ability_flags1, etc...
1942 * All management of flags is now treated using a set of macros
1943 * instead of bit operations.
1944 * Note: These macros are using division, modulo, and bit shift
1945 * operations, and it seems that these operations are rather slower
1946 * than original bit operation. But since index numbers are almost
1947 * always given as constant, such slow operations are performed in the
1948 * compile time. So there is no problem on the speed.
1950 * Exceptions of new flag management is a set of flags to control
1951 * object generation and the curse flags. These are not yet rewritten
1952 * in new index form; maybe these have no merit of rewriting.
1955 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
1956 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
1957 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
1958 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
1959 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
1962 #define TR_STR 0 /* STR += "pval" */
1963 #define TR_INT 1 /* INT += "pval" */
1964 #define TR_WIS 2 /* WIS += "pval" */
1965 #define TR_DEX 3 /* DEX += "pval" */
1966 #define TR_CON 4 /* CON += "pval" */
1967 #define TR_CHR 5 /* CHR += "pval" */
1968 #define TR_MAGIC_MASTERY 6 /* Later */
1969 #define TR_FORCE_WEAPON 7 /* Later */
1970 #define TR_STEALTH 8 /* Stealth += "pval" */
1971 #define TR_SEARCH 9 /* Search += "pval" */
1972 #define TR_INFRA 10 /* Infra += "pval" */
1973 #define TR_TUNNEL 11 /* Tunnel += "pval" */
1974 #define TR_SPEED 12 /* Speed += "pval" */
1975 #define TR_BLOWS 13 /* Blows += "pval" */
1976 #define TR_CHAOTIC 14
1977 #define TR_VAMPIRIC 15
1978 #define TR_SLAY_ANIMAL 16
1979 #define TR_SLAY_EVIL 17
1980 #define TR_SLAY_UNDEAD 18
1981 #define TR_SLAY_DEMON 19
1982 #define TR_SLAY_ORC 20
1983 #define TR_SLAY_TROLL 21
1984 #define TR_SLAY_GIANT 22
1985 #define TR_SLAY_DRAGON 23
1986 #define TR_KILL_DRAGON 24 /* Execute Dragon */
1987 #define TR_VORPAL 25 /* Later */
1988 #define TR_IMPACT 26 /* Cause Earthquakes */
1989 #define TR_BRAND_POIS 27
1990 #define TR_BRAND_ACID 28
1991 #define TR_BRAND_ELEC 29
1992 #define TR_BRAND_FIRE 30
1993 #define TR_BRAND_COLD 31
1995 #define TR_SUST_STR 32
1996 #define TR_SUST_INT 33
1997 #define TR_SUST_WIS 34
1998 #define TR_SUST_DEX 35
1999 #define TR_SUST_CON 36
2000 #define TR_SUST_CHR 37
2001 #define TR_RIDING 38
2002 #define TR_EASY_SPELL 39
2003 #define TR_IM_ACID 40
2004 #define TR_IM_ELEC 41
2005 #define TR_IM_FIRE 42
2006 #define TR_IM_COLD 43
2007 #define TR_THROW 44 /* Later */
2008 #define TR_REFLECT 45 /* Reflect 'bolts' */
2009 #define TR_FREE_ACT 46 /* Free Action */
2010 #define TR_HOLD_EXP 47 /* Hold EXP */
2011 #define TR_RES_ACID 48
2012 #define TR_RES_ELEC 49
2013 #define TR_RES_FIRE 50
2014 #define TR_RES_COLD 51
2015 #define TR_RES_POIS 52
2016 #define TR_RES_FEAR 53 /* Added for Zangband */
2017 #define TR_RES_LITE 54
2018 #define TR_RES_DARK 55
2019 #define TR_RES_BLIND 56
2020 #define TR_RES_CONF 57
2021 #define TR_RES_SOUND 58
2022 #define TR_RES_SHARDS 59
2023 #define TR_RES_NETHER 60
2024 #define TR_RES_NEXUS 61
2025 #define TR_RES_CHAOS 62
2026 #define TR_RES_DISEN 63
2028 #define TR_SH_FIRE 64 /* Immolation (Fire) */
2029 #define TR_SH_ELEC 65 /* Electric Sheath */
2030 #define TR_SLAY_HUMAN 66 /* Slay human */
2031 #define TR_SH_COLD 67 /* cold aura */
2032 #define TR_NO_TELE 68 /* Anti-teleportation */
2033 #define TR_NO_MAGIC 69 /* Anti-magic */
2034 #define TR_DEC_MANA 70 /* ??? */
2035 #define TR_TY_CURSE 71 /* The Ancient Curse */
2036 #define TR_WARNING 72 /* Warning */
2037 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
2038 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
2039 #define TR_SLAY_GOOD 75
2040 #define TR_LEVITATION 76 /* Feather Falling */
2041 #define TR_LITE_1 77 /* Light Radius 1*/
2042 #define TR_SEE_INVIS 78 /* See Invisible */
2043 #define TR_TELEPATHY 79 /* Telepathy */
2044 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
2045 #define TR_REGEN 81 /* Item induces regeneration */
2046 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
2047 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
2048 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
2049 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
2050 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
2051 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
2052 #define TR_ACTIVATE 88 /* Item can be activated */
2053 #define TR_DRAIN_EXP 89 /* Item drains Experience */
2054 #define TR_TELEPORT 90 /* Item teleports player */
2055 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
2056 #define TR_BLESSED 92 /* Item is Blessed */
2057 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
2058 #define TR_ES_AC 94 /* Fake flag for Smith */
2059 #define TR_KILL_GOOD 95
2061 #define TR_KILL_ANIMAL 96
2062 #define TR_KILL_EVIL 97
2063 #define TR_KILL_UNDEAD 98
2064 #define TR_KILL_DEMON 99
2065 #define TR_KILL_ORC 100
2066 #define TR_KILL_TROLL 101
2067 #define TR_KILL_GIANT 102
2068 #define TR_KILL_HUMAN 103
2069 #define TR_ESP_ANIMAL 104
2070 #define TR_ESP_UNDEAD 105
2071 #define TR_ESP_DEMON 106
2072 #define TR_ESP_ORC 107
2073 #define TR_ESP_TROLL 108
2074 #define TR_ESP_GIANT 109
2075 #define TR_ESP_DRAGON 110
2076 #define TR_ESP_HUMAN 111
2077 #define TR_ESP_EVIL 112
2078 #define TR_ESP_GOOD 113
2079 #define TR_ESP_NONLIVING 114
2080 #define TR_ESP_UNIQUE 115
2081 #define TR_FULL_NAME 116
2082 #define TR_FIXED_FLAVOR 117
2083 #define TR_ADD_L_CURSE 118
2084 #define TR_ADD_H_CURSE 119
2085 #define TR_DRAIN_HP 120
2086 #define TR_DRAIN_MANA 121
2087 #define TR_LITE_2 122
2088 #define TR_LITE_3 123
2089 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
2090 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
2091 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
2092 #define TR_LITE_FUEL 127 /* Lights need Fuels */
2094 #define TR_CALL_ANIMAL 128
2095 #define TR_CALL_DEMON 129
2096 #define TR_CALL_DRAGON 130
2097 #define TR_CALL_UNDEAD 131
2098 #define TR_COWARDICE 132
2099 #define TR_LOW_MELEE 133
2100 #define TR_LOW_AC 134
2101 #define TR_LOW_MAGIC 135
2102 #define TR_FAST_DIGEST 136
2103 #define TR_SLOW_REGEN 137
2105 #define TR_FLAG_MAX 138
2106 #define TR_FLAG_SIZE 5
2109 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
2110 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
2111 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
2112 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
2113 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
2114 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
2115 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
2116 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
2117 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
2118 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
2119 #define TRG_CURSED 0x00000400L /* Item is Cursed */
2120 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
2121 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
2122 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
2123 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
2124 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
2125 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
2126 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
2129 #define MAX_CURSE 18
2131 #define TRC_CURSED 0x00000001L
2132 #define TRC_HEAVY_CURSE 0x00000002L
2133 #define TRC_PERMA_CURSE 0x00000004L
2134 #define TRC_XXX1 0x00000008L
2135 #define TRC_TY_CURSE 0x00000010L
2136 #define TRC_AGGRAVATE 0x00000020L
2137 #define TRC_DRAIN_EXP 0x00000040L
2138 #define TRC_SLOW_REGEN 0x00000080L
2139 #define TRC_ADD_L_CURSE 0x00000100L
2140 #define TRC_ADD_H_CURSE 0x00000200L
2141 #define TRC_CALL_ANIMAL 0x00000400L
2142 #define TRC_CALL_DEMON 0x00000800L
2143 #define TRC_CALL_DRAGON 0x00001000L
2144 #define TRC_COWARDICE 0x00002000L
2145 #define TRC_TELEPORT 0x00004000L
2146 #define TRC_LOW_MELEE 0x00008000L
2147 #define TRC_LOW_AC 0x00010000L
2148 #define TRC_LOW_MAGIC 0x00020000L
2149 #define TRC_FAST_DIGEST 0x00040000L
2150 #define TRC_DRAIN_HP 0x00080000L
2151 #define TRC_DRAIN_MANA 0x00100000L
2152 #define TRC_CALL_UNDEAD 0x00200000L
2154 #define TRC_TELEPORT_SELF 0x00000001L
2155 #define TRC_CHAINSWORD 0x00000002L
2157 #define TRC_SPECIAL_MASK \
2158 (TRC_TY_CURSE | TRC_AGGRAVATE)
2160 #define TRC_HEAVY_MASK \
2161 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
2162 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
2164 #define TRC_P_FLAG_MASK \
2165 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
2166 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
2167 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
2168 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
2173 * Hack -- "torch" masks
2175 #define RF7_LITE_MASK \
2176 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
2178 #define RF7_DARK_MASK \
2179 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
2181 #define RF7_HAS_LD_MASK \
2182 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
2184 #define RF7_SELF_LD_MASK \
2185 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
2188 * Hack -- effective elemental and poison immunity mask
2190 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
2191 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
2192 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
2193 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
2194 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
2195 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
2196 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
2197 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
2200 #define MR1_SINKA 0x01
2204 * Is the monster seen by the player?
2206 #define is_seen(A) \
2207 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
2208 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
2211 /*** Macro Definitions ***/
2214 * Return the "char" for a given item.
2215 * Use "flavor" if available.
2216 * Default to user definitions.
2218 #define object_char(T) \
2219 ((k_info[(T)->k_idx].flavor) ? \
2220 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
2221 (k_info[(T)->k_idx].x_char))
2224 * Convert an "attr"/"char" pair into a "pict" (P)
2227 ((((u16b)(A)) << 8) | ((byte)(C)))
2230 * Convert a "pict" (P) into an "attr" (A)
2236 * Convert a "pict" (P) into an "char" (C)
2243 * Hack -- Prepare to use the "Secure" routines
2245 #if defined(SET_UID) && defined(SECURE)
2246 extern int PlayerUID;
2247 # define getuid() PlayerUID
2248 # define geteuid() PlayerUID
2253 /*** Color constants ***/
2256 * Not using graphical tiles for this feature?
2258 #define is_ascii_graphics(A) (!((A) & 0x80))
2265 * Hack -- attempt to reduce various values
2269 # define MACRO_MAX 128
2271 # define QUARK_MAX 128
2273 # define MESSAGE_MAX 128
2275 # define MESSAGE_BUF 4096
2283 * Available graphic modes
2285 #define GRAPHICS_NONE 0
2286 #define GRAPHICS_ORIGINAL 1
2287 #define GRAPHICS_ADAM_BOLT 2
2288 #define GRAPHICS_HENGBAND 3
2291 * Modes for the random name generator
2293 #define NAME_DWARF 1
2295 #define NAME_GNOME 3
2296 #define NAME_HOBBIT 4
2297 #define NAME_HUMAN 5
2307 * Modes for the tokenizer
2309 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
2311 #define GINOU_MAX 10
2314 #define SECRET_TOWN 5
2318 #define MAX_MONSPELLS 96
2319 #define MONSPELL_TYPE_BOLT 1
2320 #define MONSPELL_TYPE_BALL 2
2321 #define MONSPELL_TYPE_BREATH 3
2322 #define MONSPELL_TYPE_SUMMON 4
2323 #define MONSPELL_TYPE_OTHER 5
2325 #define EATER_EXT 36
2326 #define EATER_CHARGE 0x10000L
2327 #define EATER_ROD_CHARGE 0x10L
2331 #define DETECT_RAD_DEFAULT 30
2332 #define DETECT_RAD_MAP 30
2333 #define DETECT_RAD_ALL 255
2335 /* Maximum "Nazguls" number */
2336 #define MAX_NAZGUL_NUM 5
2338 #define DO_AUTOPICK 0x01
2339 #define DO_AUTODESTROY 0x02
2340 #define DO_DISPLAY 0x04
2341 #define DONT_AUTOPICK 0x08
2342 #define ITEM_DISPLAY 0x10
2343 #define DO_QUERY_AUTOPICK 0x20
2346 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
2347 #define MAGIC_FAIL_5PERCENT 0x0002
2348 #define MAGIC_GAIN_EXP 0x0004
2350 #define VIRTUE_LARGE 1
2351 #define VIRTUE_SMALL 2
2353 #define SPELL_DD_S 27
2354 #define SPELL_DD_T 13
2356 #define SPELL_KABE 20
2358 #define KNOW_STAT 0x01
2359 #define KNOW_HPRATE 0x02
2363 #define DUNGEON_FEAT_PROB_NUM 3
2366 * Flags for save/load temporal saved floor file
2368 #define SLF_SECOND 0x0001 /* Called from another save/load function */
2369 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
2373 * Flags for wr_item()/rd_item()
2375 #define SAVE_ITEM_PVAL 0x00000001
2376 #define SAVE_ITEM_DISCOUNT 0x00000002
2377 #define SAVE_ITEM_NUMBER 0x00000004
2378 #define SAVE_ITEM_NAME1 0x00000008
2379 #define SAVE_ITEM_NAME2 0x00000010
2380 #define SAVE_ITEM_TIMEOUT 0x00000020
2381 #define SAVE_ITEM_TO_H 0x00000040
2382 #define SAVE_ITEM_TO_D 0x00000080
2383 #define SAVE_ITEM_TO_A 0x00000100
2384 #define SAVE_ITEM_AC 0x00000200
2385 #define SAVE_ITEM_DD 0x00000400
2386 #define SAVE_ITEM_DS 0x00000800
2387 #define SAVE_ITEM_IDENT 0x00001000
2388 #define SAVE_ITEM_MARKED 0x00002000
2389 #define SAVE_ITEM_ART_FLAGS0 0x00004000
2390 #define SAVE_ITEM_ART_FLAGS1 0x00008000
2391 #define SAVE_ITEM_ART_FLAGS2 0x00010000
2392 #define SAVE_ITEM_ART_FLAGS3 0x00020000
2393 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
2394 #define SAVE_ITEM_HELD_M_IDX 0x00080000
2395 #define SAVE_ITEM_XTRA1 0x00100000
2396 #define SAVE_ITEM_XTRA2 0x00200000
2397 #define SAVE_ITEM_XTRA3 0x00400000
2398 #define SAVE_ITEM_XTRA4 0x00800000
2399 #define SAVE_ITEM_XTRA5 0x01000000
2400 #define SAVE_ITEM_FEELING 0x02000000
2401 #define SAVE_ITEM_INSCRIPTION 0x04000000
2402 #define SAVE_ITEM_ART_NAME 0x08000000
2403 #define SAVE_ITEM_ART_FLAGS4 0x10000000
2407 * Flags for wr_monster()/rd_monster()
2409 #define SAVE_MON_AP_R_IDX 0x00000001
2410 #define SAVE_MON_SUB_ALIGN 0x00000002
2411 #define SAVE_MON_CSLEEP 0x00000004
2412 #define SAVE_MON_FAST 0x00000008
2413 #define SAVE_MON_SLOW 0x00000010
2414 #define SAVE_MON_STUNNED 0x00000020
2415 #define SAVE_MON_CONFUSED 0x00000040
2416 #define SAVE_MON_MONFEAR 0x00000080
2417 #define SAVE_MON_TARGET_Y 0x00000100
2418 #define SAVE_MON_TARGET_X 0x00000200
2419 #define SAVE_MON_INVULNER 0x00000400
2420 #define SAVE_MON_SMART 0x00000800
2421 #define SAVE_MON_EXP 0x00001000
2422 #define SAVE_MON_MFLAG2 0x00002000
2423 #define SAVE_MON_NICKNAME 0x00004000
2424 #define SAVE_MON_PARENT 0x00008000
2428 * Constant for kinds of mimic
2430 #define MIMIC_NONE 0
2431 #define MIMIC_DEMON 1
2432 #define MIMIC_DEMON_LORD 2
2433 #define MIMIC_VAMPIRE 3
2436 #define MIMIC_FLAGS choice
2437 #define MIMIC_IS_NONLIVING 0x00000001
2438 #define MIMIC_IS_DEMON 0x00000002
2439 #define MIMIC_IS_UNDEAD 0x00000004
2442 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
2444 /* Sub-alignment flags for neutral monsters */
2445 #define SUB_ALIGN_NEUTRAL 0x0000
2446 #define SUB_ALIGN_EVIL 0x0001
2447 #define SUB_ALIGN_GOOD 0x0002
2449 #define IS_WIZARD_CLASS() \
2450 (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2452 /* Multishadow effects is determined by current_world_ptr->game_turn */
2453 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
2455 /* Is "teleport level" ineffective to this target? */
2456 #define TELE_LEVEL_IS_INEFF(TARGET) \
2457 (p_ptr->inside_arena || p_ptr->inside_battle || \
2458 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
2459 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
2460 (current_floor_ptr->dun_level >= 1) && ironman_downward))
2464 * Max numbers of macro trigger names
2466 #define MAX_MACRO_MOD 12
2467 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
2469 /* Max size of screen dump buffer */
2470 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
2474 * Special key code used for inkey_special()
2476 #define SKEY_MOD_MASK 0x0f00
2477 #define SKEY_MOD_SHIFT 0x0100
2478 #define SKEY_MOD_CONTROL 0x0200
2480 #define SKEY_MASK 0xf000
2481 #define SKEY_DOWN 0xf001
2482 #define SKEY_LEFT 0xf002
2483 #define SKEY_RIGHT 0xf003
2484 #define SKEY_UP 0xf004
2485 #define SKEY_PGUP 0xf005
2486 #define SKEY_PGDOWN 0xf006
2487 #define SKEY_TOP 0xf007
2488 #define SKEY_BOTTOM 0xf008
2490 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
2491 #define MTIMED_FAST 1 /* Monster is temporarily fast */
2492 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
2493 #define MTIMED_STUNNED 3 /* Monster is stunned */
2494 #define MTIMED_CONFUSED 4 /* Monster is confused */
2495 #define MTIMED_MONFEAR 5 /* Monster is afraid */
2496 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
2498 #define MAX_MTIMED 7
2500 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
2501 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
2502 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
2503 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
2504 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
2505 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
2506 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
2509 * Bit flags for screen_object()
2511 #define SCROBJ_FAKE_OBJECT 0x00000001
2512 #define SCROBJ_FORCE_DETAIL 0x00000002
2515 * For travel command (auto run)
2524 #define SP_KILL_WALL 4
2526 #define SP_KILL_TRAP 6
2530 #define SP_DOUBLE 10
2531 #define SP_EXPLODE 11
2532 #define SP_EVILNESS 12
2533 #define SP_HOLYNESS 13
2535 #define SP_NEEDLE 15
2537 #define CONCENT_RADAR_THRESHOLD 2
2538 #define CONCENT_TELE_THRESHOLD 5
2541 #define hex_spelling_any() \
2542 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
2543 #define hex_spelling(X) \
2544 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
2545 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
2546 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
2547 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
2548 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
2549 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
2552 Language selection macro
2555 #define _(JAPANESE,ENGLISH) (JAPANESE)
2557 #define _(JAPANESE,ENGLISH) (ENGLISH)
2560 /* Lite flag macro */
2561 #define have_lite_flag(ARRAY) \
2562 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
2564 #define have_dark_flag(ARRAY) \
2565 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
2567 /* Spell Type flag */
2568 #define MONSTER_TO_PLAYER 0x01
2569 #define MONSTER_TO_MONSTER 0x02
2571 /* summoning number */
2572 #define S_NUM_6 (easy_band ? 2 : 6)
2573 #define S_NUM_4 (easy_band ? 1 : 4)
2575 /* monster spell number */
2576 #define RF4_SPELL_START 32 * 3
2577 #define RF5_SPELL_START 32 * 4
2578 #define RF6_SPELL_START 32 * 5
2580 #define RF4_SPELL_SIZE 32
2581 #define RF5_SPELL_SIZE 32
2582 #define RF6_SPELL_SIZE 32
2584 /* Spell Damage Calc Flag*/
2594 /* Cheat Info Type */
2595 #define CHEAT_OBJECT 0
2596 #define CHEAT_MONSTER 1
2597 #define CHEAT_DUNGEON 2
2598 #define CHEAT_MISC 3
2600 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
2601 #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 */
2604 * チートオプションの最大数 / Number of cheating options
2606 #define CHEAT_MAX 10