3 /* Purpose: global constants and macro definitions */
7 * Do not edit this file unless you know *exactly* what you are doing.
9 * Some of the values in this file were chosen to preserve game balance,
10 * while others are hard-coded based on the format of old save-files, the
11 * definition of arrays in various places, mathematical properties, fast
12 * computation, storage limits, or the format of external text files.
14 * Changing some of these values will induce crashes or memory errors or
15 * savefile mis-reads. Most of the comments in this file are meant as
16 * reminders, not complete descriptions, and even a complete knowledge
17 * of the source may not be sufficient to fully understand the effects
18 * of changing certain definitions.
20 * Lastly, note that the code does not always use the symbolic constants
21 * below, and sometimes uses various hard-coded values that may not even
22 * be defined in this file, but which may be related to definitions here.
23 * This is of course bad programming practice, but nobody is perfect...
25 * For example, there are MANY things that depend on the screen being
26 * 80x24, with the top line used for messages, the bottom line being
27 * used for status, and exactly 22 lines used to show the dungeon.
28 * Just because your screen can hold 46 lines does not mean that the
29 * game will work if you try to use 44 lines to show the dungeon.
31 * You have been warned.
36 * Name of the version/variant
38 #define VERSION_NAME "Hengband"
42 * Current version number of Angband: 2.8.1
44 #define VERSION_MAJOR 2
45 #define VERSION_MINOR 8
46 #define VERSION_PATCH 1
48 #define SAVEFILE_VERSION 3
50 /* Added for ZAngband */
51 #define FAKE_VERSION 0
52 #define FAKE_VER_MAJOR 11
53 #define FAKE_VER_MINOR 0
54 #define FAKE_VER_PATCH 9
60 * This value is not currently used
62 #define VERSION_EXTRA 0
67 * ÆüËܸìÈǤΥС¼¥¸¥ç¥ó
69 #define JVERSION_MAJOR 0
70 #define JVERSION_MINOR 9
71 #define JVERSION_PATCH 4
72 #define JVERSION_EXTRA 0
76 * Number of grids in each block (vertically)
77 * Probably hard-coded to 11, see "generate.c"
82 * Number of grids in each block (horizontally)
83 * Probably hard-coded to 11, see "generate.c"
89 * Number of grids in each panel (vertically)
90 * Must be a multiple of BLOCK_HGT
95 * Number of grids in each panel (horizontally)
96 * Must be a multiple of BLOCK_WID
102 * Number of grids used to display the dungeon (vertically).
103 * Must be a multiple of 11, probably hard-coded to 22.
105 #define SCREEN_HGT 22
108 * Number of grids used to display the dungeon (horizontally).
109 * Must be a multiple of 33, probably hard-coded to 66.
111 #define SCREEN_WID 66
115 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT,
116 * probably hard-coded to SCREEN_HGT * 3.
121 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID,
122 * probably hard-coded to SCREEN_WID * 3.
130 #define MAX_MON_QUEST 10
131 #define MAX_ITEM_QUEST 5
133 #define MIN_RANDOM_QUEST 40
134 #define MAX_RANDOM_QUEST 49
136 #define QUEST_OBERON 8
137 #define QUEST_SERPENT 9
142 #define MAX_ARENA_MONS 38 /* -KMW- */
146 * Total number of stores (see "store.c", etc)
148 #define MAX_STORES 10
151 * Number of buildings
156 * Total number of stores (see "store.c", etc)
158 #define MAX_STORES_PER_TOWN 12
159 #define MAX_STORE_TYPES 10
161 #define STORE_GENERAL 0
162 #define STORE_ARMOURY 1
163 #define STORE_WEAPON 2
164 #define STORE_TEMPLE 3
165 #define STORE_ALCHEMIST 4
166 #define STORE_MAGIC 5
167 #define STORE_BLACK 6
170 #define STORE_MUSEUM 9
173 #define BUILDING_NON_MEMBER 0
174 #define BUILDING_MEMBER 1
175 #define BUILDING_OWNER 2
178 * Total number of owners per store (see "store.c", etc)
180 #define MAX_OWNERS 32
183 * Maximum number of player "sex" types (see "table.c", etc)
188 * Maximum number of player "class" types (see "table.c", etc)
192 #define MAX_SEIKAKU 12
194 /* The number of "patrons" available (for Chaos Warriors) */
195 #define MAX_PATRON 16
197 /* Number of entries in the sanity-blast descriptions */
198 #define MAX_SAN_HORROR 20
199 #define MAX_SAN_FUNNY 22
200 #define MAX_SAN_COMMENT 5
202 /* Chaos Warrior: Reward types: */
203 #define REW_POLY_SLF 1
204 #define REW_GAIN_EXP 2
205 #define REW_LOSE_EXP 3
206 #define REW_GOOD_OBJ 4
207 #define REW_GREA_OBJ 5
208 #define REW_CHAOS_WP 6
209 #define REW_GOOD_OBS 7
210 #define REW_GREA_OBS 8
211 #define REW_TY_CURSE 9
212 #define REW_SUMMON_M 10
213 #define REW_H_SUMMON 11
214 #define REW_DO_HAVOC 12
215 #define REW_GAIN_ABL 13
216 #define REW_LOSE_ABL 14
217 #define REW_RUIN_ABL 15
218 #define REW_AUGM_ABL 16
219 #define REW_POLY_WND 17
220 #define REW_HEAL_FUL 18
221 #define REW_HURT_LOT 19
222 #define REW_CURSE_WP 20
223 #define REW_CURSE_AR 21
224 #define REW_PISS_OFF 22
226 #define REW_DESTRUCT 24
227 #define REW_GENOCIDE 25
228 #define REW_MASS_GEN 26
229 #define REW_DISPEL_C 27
230 #define REW_UNUSED_1 28
231 #define REW_UNUSED_2 29
232 #define REW_UNUSED_3 30
233 #define REW_UNUSED_4 31
234 #define REW_UNUSED_5 32
235 #define REW_IGNORE 33
236 #define REW_SER_UNDE 34
237 #define REW_SER_DEMO 35
238 #define REW_SER_MONS 36
240 /* Chaos mutations */
242 /* "Activatable" mutations must be in MUT1_* */
243 #define MUT1_SPIT_ACID 0x00000001L
244 #define MUT1_BR_FIRE 0x00000002L
245 #define MUT1_HYPN_GAZE 0x00000004L
246 #define MUT1_TELEKINES 0x00000008L
247 #define MUT1_VTELEPORT 0x00000010L /* Voluntary teleport */
248 #define MUT1_MIND_BLST 0x00000020L
249 #define MUT1_RADIATION 0x00000040L
250 #define MUT1_VAMPIRISM 0x00000080L
251 #define MUT1_SMELL_MET 0x00000100L
252 #define MUT1_SMELL_MON 0x00000200L
253 #define MUT1_BLINK 0x00000400L
254 #define MUT1_EAT_ROCK 0x00000800L
255 #define MUT1_SWAP_POS 0x00001000L
256 #define MUT1_SHRIEK 0x00002000L
257 #define MUT1_ILLUMINE 0x00004000L
258 #define MUT1_DET_CURSE 0x00008000L
259 #define MUT1_BERSERK 0x00010000L
260 #define MUT1_POLYMORPH 0x00020000L
261 #define MUT1_MIDAS_TCH 0x00040000L
262 #define MUT1_GROW_MOLD 0x00080000L
263 #define MUT1_RESIST 0x00100000L
264 #define MUT1_EARTHQUAKE 0x00200000L
265 #define MUT1_EAT_MAGIC 0x00400000L
266 #define MUT1_WEIGH_MAG 0x00800000L
267 #define MUT1_STERILITY 0x01000000L
268 #define MUT1_PANIC_HIT 0x02000000L
269 #define MUT1_DAZZLE 0x04000000L
270 #define MUT1_LASER_EYE 0x08000000L
271 #define MUT1_RECALL 0x10000000L
272 #define MUT1_BANISH 0x20000000L
273 #define MUT1_COLD_TOUCH 0x40000000L
274 #define MUT1_LAUNCHER 0x80000000L
276 /* Randomly activating mutations must be MUT2_* */
277 #define MUT2_BERS_RAGE 0x00000001L
278 #define MUT2_COWARDICE 0x00000002L
279 #define MUT2_RTELEPORT 0x00000004L /* Random teleport, instability */
280 #define MUT2_ALCOHOL 0x00000008L
281 #define MUT2_HALLU 0x00000010L
282 #define MUT2_FLATULENT 0x00000020L
283 #define MUT2_SCOR_TAIL 0x00000040L
284 #define MUT2_HORNS 0x00000080L
285 #define MUT2_BEAK 0x00000100L
286 #define MUT2_ATT_DEMON 0x00000200L
287 #define MUT2_PROD_MANA 0x00000400L
288 #define MUT2_SPEED_FLUX 0x00000800L
289 #define MUT2_BANISH_ALL 0x00001000L
290 #define MUT2_EAT_LIGHT 0x00002000L
291 #define MUT2_TRUNK 0x00004000L
292 #define MUT2_ATT_ANIMAL 0x00008000L
293 #define MUT2_TENTACLES 0x00010000L
294 #define MUT2_RAW_CHAOS 0x00020000L
295 #define MUT2_NORMALITY 0x00040000L
296 #define MUT2_WRAITH 0x00080000L
297 #define MUT2_POLY_WOUND 0x00100000L
298 #define MUT2_WASTING 0x00200000L
299 #define MUT2_ATT_DRAGON 0x00400000L
300 #define MUT2_WEIRD_MIND 0x00800000L
301 #define MUT2_NAUSEA 0x01000000L
302 #define MUT2_CHAOS_GIFT 0x02000000L
303 #define MUT2_WALK_SHAD 0x04000000L
304 #define MUT2_WARNING 0x08000000L
305 #define MUT2_INVULN 0x10000000L
306 #define MUT2_SP_TO_HP 0x20000000L
307 #define MUT2_HP_TO_SP 0x40000000L
308 #define MUT2_DISARM 0x80000000L
312 /* Other mutations will be mainly in MUT3_* */
314 #define MUT3_HYPER_STR 0x00000001L
315 #define MUT3_PUNY 0x00000002L
316 #define MUT3_HYPER_INT 0x00000004L
317 #define MUT3_MORONIC 0x00000008L
318 #define MUT3_RESILIENT 0x00000010L
319 #define MUT3_XTRA_FAT 0x00000020L
320 #define MUT3_ALBINO 0x00000040L
321 #define MUT3_FLESH_ROT 0x00000080L
322 #define MUT3_SILLY_VOI 0x00000100L
323 #define MUT3_BLANK_FAC 0x00000200L
324 #define MUT3_ILL_NORM 0x00000400L
325 #define MUT3_XTRA_EYES 0x00000800L
326 #define MUT3_MAGIC_RES 0x00001000L
327 #define MUT3_XTRA_NOIS 0x00002000L
328 #define MUT3_INFRAVIS 0x00004000L
329 #define MUT3_XTRA_LEGS 0x00008000L
330 #define MUT3_SHORT_LEG 0x00010000L
331 #define MUT3_ELEC_TOUC 0x00020000L
332 #define MUT3_FIRE_BODY 0x00040000L
333 #define MUT3_WART_SKIN 0x00080000L
334 #define MUT3_SCALES 0x00100000L
335 #define MUT3_IRON_SKIN 0x00200000L
336 #define MUT3_WINGS 0x00400000L
337 #define MUT3_FEARLESS 0x00800000L
338 #define MUT3_REGEN 0x01000000L
339 #define MUT3_ESP 0x02000000L
340 #define MUT3_LIMBER 0x04000000L
341 #define MUT3_ARTHRITIS 0x08000000L
342 #define MUT3_BAD_LUCK 0x10000000L
343 #define MUT3_VULN_ELEM 0x20000000L
344 #define MUT3_MOTION 0x40000000L
345 #define MUT3_GOOD_LUCK 0x80000000L
348 /* Monk martial arts... */
354 #define MAX_MIND_POWERS 21
356 /* Hallucination stuff */
358 #define MAX_SILLY_ATTACK 41
360 #define MAX_SILLY_ATTACK 29
363 #define MIND_MINDCRAFTER 0
365 #define MIND_BERSERKER 2
366 #define MIND_MIRROR_MASTER 3
367 #define MIND_NINJUTSU 4
371 * Size of memory reserved for initialization of some arrays
373 #define FAKE_NAME_SIZE 40 * 1024L
374 #define FAKE_TEXT_SIZE 150 * 1024L
378 * Maximum number of high scores in the high score file
380 #define MAX_HISCORES 100
384 * Maximum dungeon level. The player can never reach this level
385 * in the dungeon, and this value is used for various calculations
386 * involving object and monster creation. It must be at least 100.
387 * Setting it below 128 may prevent the creation of some objects.
389 #define MAX_DEPTH 128
393 * Maximum size of the "lite" array (see "cave.c")
394 * Note that the "lite radius" will NEVER exceed 5, and even if the "lite"
395 * was rectangular, we would never require more than 128 entries in the array.
400 * Maximum size of the "view" array (see "cave.c")
401 * Note that the "view radius" will NEVER exceed 20, and even if the "view"
402 * was octagonal, we would never require more than 1520 entries in the array.
404 #define VIEW_MAX 1536
407 * Maximum size of the "temp" array (see "cave.c")
408 * We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
409 * of "update_view()" and "update_lite()". We must also be as large as the
410 * largest illuminatable room, but no room is larger than 800 grids. We
411 * must also be large enough to allow "good enough" use as a circular queue,
412 * to calculate monster flow, but note that the flow code is "paranoid".
414 #define TEMP_MAX 1536
418 * Number of keymap modes
420 #define KEYMAP_MODES 2
423 * Mode for original keyset commands
425 #define KEYMAP_MODE_ORIG 0
428 * Mode for roguelike keyset commands
430 #define KEYMAP_MODE_ROGUE 1
434 * OPTION: Maximum number of macros (see "io.c")
435 * Default: assume at most 256 macros are used
437 #define MACRO_MAX 256
440 * OPTION: Maximum number of "quarks" (see "io.c")
441 * Default: assume at most 512 different inscriptions are used
443 #define QUARK_MAX 2048
444 /* Was 512... 256 quarks added for random artifacts */
445 /* Was 768... increased greatly for auto inscription (by Mogami) */
448 * OPTION: Maximum number of messages to remember (see "io.c")
449 * Default: assume maximal memorization of 2048 total messages
451 #define MESSAGE_MAX 2048
454 * OPTION: Maximum space for the message text buffer (see "io.c")
455 * Default: assume that each of the 2048 messages is repeated an
456 * average of three times, and has an average length of 48
458 #define MESSAGE_BUF 32768
462 * Maximum value storable in a "byte" (hard-coded)
464 #define MAX_UCHAR 255
467 * Maximum value storable in a "s16b" (hard-coded)
469 #define MAX_SHORT 32767
472 * Maximum length of object's name
479 #define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
480 #define STORE_CHOICES 48 /* Number of items to choose stock from */
481 #define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
482 #define STORE_TURNOVER 9 /* Normal shop turnover, per day */
483 #define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
484 #define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
485 #define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
486 #define STORE_TURNS 1000 /* Number of turns between turnovers */
492 #define TOWN_DAWN 10000 /* Number of turns from dawn to dawn XXX */
493 #define BREAK_GLYPH 550 /* Rune of protection resistance */
494 #define BREAK_MINOR_GLYPH 299 /* For explosive runes */
495 #define BTH_PLUS_ADJ 3 /* Adjust BTH per plus-to-hit */
496 #define MON_MULT_ADJ 8 /* High value slows multiplication */
497 #define MON_SUMMON_ADJ 2 /* Adjust level of summoned creatures */
498 #define MON_DRAIN_LIFE 2 /* Percent of player exp drained per hit */
499 #define USE_DEVICE 3 /* x> Harder devices x< Easier devices */
502 /* "Biases" for random artifact gen */
515 #define BIAS_CHAOS 12
516 #define BIAS_PRIESTLY 13
517 #define BIAS_NECROMANTIC 14
519 #define BIAS_ROGUE 16
521 #define BIAS_WARRIOR 18
522 #define BIAS_RANGER 19
525 /*** Pet constants ***/
531 #define PET_DISMISS 1
533 #define PET_STAY_CLOSE 3
534 #define PET_FOLLOW_ME 4
535 #define PET_SEEK_AND_DESTROY 5
536 #define PET_ALLOW_SPACE 6
537 #define PET_STAY_AWAY 7
538 #define PET_OPEN_DOORS 8
539 #define PET_TAKE_ITEMS 9
540 #define PET_TELEPORT 10
541 #define PET_ATTACK_SPELL 11
542 #define PET_SUMMON_SPELL 12
543 #define PET_BALL_SPELL 13
544 #define PET_RIDING 14
546 #define PET_RYOUTE 16
551 #define PET_CLOSE_DIST 1
552 #define PET_FOLLOW_DIST 6
553 #define PET_SEEK_DIST 10
554 #define PET_DESTROY_DIST 255
555 #define PET_SPACE_DIST (-10)
556 #define PET_AWAY_DIST (-25)
558 #define PF_OPEN_DOORS 0x0001
559 #define PF_PICKUP_ITEMS 0x0002
560 #define PF_TELEPORT 0x0004
561 #define PF_ATTACK_SPELL 0x0008
562 #define PF_SUMMON_SPELL 0x0010
563 #define PF_BALL_SPELL 0x0020
564 #define PF_RYOUTE 0x0040
568 * There is a 1/20 (5%) chance of inflating the requested object_level
569 * during the creation of an object (see "get_obj_num()" in "object.c").
570 * Lower values yield better objects more often.
575 * There is a 1/50 (2%) chance of inflating the requested monster_level
576 * during the creation of a monsters (see "get_mon_num()" in "monster.c").
577 * Lower values yield harder monsters more often.
579 #define NASTY_MON 50 /* 1/chance of inflated monster level */
581 /* 1/x chance of hurting even if invulnerable! */
582 #define PENETRATE_INVULNERABILITY 13
587 * Refueling constants
589 #define FUEL_TORCH 5000 /* Maximum amount of fuel in a torch */
590 #define FUEL_LAMP 15000 /* Maximum amount of fuel in a lantern */
594 * More maximum values
596 #define MAX_SIGHT 20 /* Maximum view distance */
597 #define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /* Maximum range (spells, etc) */
602 * The town starts out with 4 residents during the day
604 #define MIN_M_ALLOC_TD 4
607 * The town starts out with 8 residents during the night
609 #define MIN_M_ALLOC_TN 8
613 * A monster can only "multiply" (reproduce) if there are fewer than 100
614 * monsters on the level capable of such spontaneous reproduction. This
615 * is a hack which prevents the "m_list[]" array from exploding due to
616 * reproducing monsters. Messy, but necessary.
618 #define MAX_REPRO 100
624 #define PY_MAX_EXP 99999999L /* Maximum exp */
625 #define PY_MAX_GOLD 999999999L /* Maximum gold */
626 #define PY_MAX_LEVEL 50 /* Maximum level */
629 * Player "food" crucial values
631 #define PY_FOOD_MAX 15000 /* Food value (Bloated) */
632 #define PY_FOOD_FULL 10000 /* Food value (Normal) */
633 #define PY_FOOD_ALERT 2000 /* Food value (Hungry) */
634 #define PY_FOOD_WEAK 1000 /* Food value (Weak) */
635 #define PY_FOOD_FAINT 500 /* Food value (Fainting) */
636 #define PY_FOOD_STARVE 100 /* Food value (Starving) */
639 * Player regeneration constants
641 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
642 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
643 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
644 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
645 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
648 * Possible realms that can be chosen;
649 * currently used only by birth.c and tables.c
653 #define CH_SORCERY 0x02
654 #define CH_NATURE 0x04
655 #define CH_CHAOS 0x08
656 #define CH_DEATH 0x10
657 #define CH_TRUMP 0x20
658 #define CH_ARCANE 0x40
659 #define CH_ENCHANT 0x80
660 #define CH_DAEMON 0x100
662 #define CH_MUSIC 0x10000
663 #define CH_HISSATSU 0x20000
671 #define REALM_SORCERY 2
672 #define REALM_NATURE 3
673 #define REALM_CHAOS 4
674 #define REALM_DEATH 5
675 #define REALM_TRUMP 6
676 #define REALM_ARCANE 7
677 #define REALM_ENCHANT 8
678 #define REALM_DAEMON 9
680 #define MIN_TECHNIC 15
681 #define REALM_MUSIC 16
682 #define REALM_HISSATSU 17
685 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC)
686 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC)
688 #define is_magic(A) ((A) < MAX_MAGIC + 1 ? TRUE : FALSE)
689 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
690 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + MAX_MAGIC)
693 * Magic-books for the realms
695 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
696 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
700 * Maximum number of "normal" pack slots, and the index of the "overflow"
701 * slot, which can hold an item, but only temporarily, since it causes the
702 * pack to "overflow", dropping the "last" item onto the ground. Since this
703 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
704 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
705 * by the fact that the screen can only show 23 items plus a one-line prompt.
707 #define INVEN_PACK 23
710 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
712 #define INVEN_RARM 24
713 #define INVEN_LARM 25
715 #define INVEN_RIGHT 27
716 #define INVEN_LEFT 28
717 #define INVEN_NECK 29
718 #define INVEN_LITE 30
719 #define INVEN_BODY 31
720 #define INVEN_OUTER 32
721 #define INVEN_HEAD 33
722 #define INVEN_HANDS 34
723 #define INVEN_FEET 35
726 * used for get_random_ego()
728 #define INVEN_AMMO 23
731 * Total number of inventory slots (hard-coded).
733 #define INVEN_TOTAL 36
737 * A "stack" of items is limited to less than 100 items (hard-coded).
739 #define MAX_STACK_SIZE 100
744 * Indexes of the various "stats" (hard-coded by savefiles, etc).
754 * Player sex constants (hard-coded by save-files, arrays, etc)
761 * Player race constants (hard-coded by save-files, arrays, etc)
764 #define RACE_HALF_ELF 1
766 #define RACE_HOBBIT 3
769 #define RACE_HALF_ORC 6
770 #define RACE_HALF_TROLL 7
771 #define RACE_AMBERITE 8
772 #define RACE_HIGH_ELF 9
773 #define RACE_BARBARIAN 10
774 #define RACE_HALF_OGRE 11
775 #define RACE_HALF_GIANT 12
776 #define RACE_HALF_TITAN 13
777 #define RACE_CYCLOPS 14
779 #define RACE_KLACKON 16
780 #define RACE_KOBOLD 17
781 #define RACE_NIBELUNG 18
782 #define RACE_DARK_ELF 19
783 #define RACE_DRACONIAN 20
784 #define RACE_MIND_FLAYER 21
786 #define RACE_GOLEM 23
787 #define RACE_SKELETON 24
788 #define RACE_ZOMBIE 25
789 #define RACE_VAMPIRE 26
790 #define RACE_SPECTRE 27
791 #define RACE_SPRITE 28
792 #define RACE_BEASTMAN 29
794 #define RACE_ANGEL 31
795 #define RACE_DEMON 32
796 #define RACE_DUNADAN 33
797 #define RACE_S_FAIRY 34
799 #define RACE_ANDROID 36
802 * Maximum number of player "race" types (see "table.c", etc)
808 * Player class constants (hard-coded by save-files, arrays, etc)
810 #define CLASS_WARRIOR 0
812 #define CLASS_PRIEST 2
813 #define CLASS_ROGUE 3
814 #define CLASS_RANGER 4
815 #define CLASS_PALADIN 5
816 #define CLASS_WARRIOR_MAGE 6
817 #define CLASS_CHAOS_WARRIOR 7
819 #define CLASS_MINDCRAFTER 9
820 #define CLASS_HIGH_MAGE 10
821 #define CLASS_TOURIST 11
822 #define CLASS_IMITATOR 12
823 #define CLASS_BEASTMASTER 13
824 #define CLASS_SORCERER 14
825 #define CLASS_ARCHER 15
826 #define CLASS_MAGIC_EATER 16
827 #define CLASS_BARD 17
828 #define CLASS_RED_MAGE 18
829 #define CLASS_SAMURAI 19
830 #define CLASS_FORCETRAINER 20
831 #define CLASS_BLUE_MAGE 21
832 #define CLASS_CAVALRY 22
833 #define CLASS_BERSERKER 23
834 #define CLASS_SMITH 24
835 #define CLASS_MIRROR_MASTER 25
836 #define CLASS_NINJA 26
838 #define SEIKAKU_FUTUU 0
839 #define SEIKAKU_CHIKARA 1
840 #define SEIKAKU_KIREMONO 2
841 #define SEIKAKU_SHIAWASE 3
842 #define SEIKAKU_SUBASI 4
843 #define SEIKAKU_INOCHI 5
844 #define SEIKAKU_COMBAT 6
845 #define SEIKAKU_NAMAKE 7
846 #define SEIKAKU_SEXY 8
847 #define SEIKAKU_LUCKY 9
848 #define SEIKAKU_GAMAN 10
849 #define SEIKAKU_MUNCHKIN 11
851 /*** Screen Locations ***/
854 * Some screen locations for various display routines
855 * Currently, row 8 and 15 are the only "blank" rows.
856 * That leaves a "border" around the "stat" values.
860 #define COL_RACE 0 /* <race name> */
862 /*#define ROW_CLASS 2 */
863 /*#define COL_CLASS 0 */ /* <class name> */
866 #define COL_TITLE 0 /* <title> or <mode> */
868 /*#define ROW_SEIKAKU 4 */
869 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
872 #define COL_DAY 0 /* day */
874 #define ROW_DUNGEON 22
875 #define COL_DUNGEON 0 /* dungeon */
878 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
881 #define COL_EXP 0 /* "EXP xxxxxxxx" */
884 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
886 #define ROW_EQUIPPY 6
887 #define COL_EQUIPPY 0 /* equippy chars */
890 #define COL_STAT 0 /* "xxx xxxxxx" */
893 #define COL_AC 0 /* "Cur AC xxxxx" */
899 #define COL_CURHP 0 /* "Cur HP xxxxx" */
902 #define COL_CURSP 0 /* "Cur SP xxxxx" */
904 #define ROW_RIDING_INFO 16
905 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
908 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
914 #define COL_CUT 0 /* <cut> */
917 #define COL_STUN 0 /* <stun> */
919 #define ROW_HUNGRY 20
920 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
923 #define COL_STATE 7 /* <state> */
926 #define COL_SPEED 58 /* "Slow (-NN)" or "Fast (+NN)" */
929 #define COL_STUDY 68 /* "Study" */
932 #define COL_DEPTH 72 /* "Lev NNN" / "NNNN ft" */
934 #define ROW_STATBAR 23
935 #define COL_STATBAR 0
938 /*** Terrain Feature Indexes (see "lib/edit/f_info.txt") ***/
941 #define FEAT_NONE 0x00
944 #define FEAT_FLOOR 0x01
945 #define FEAT_INVIS 0x02
946 #define FEAT_GLYPH 0x03
947 #define FEAT_OPEN 0x04
948 #define FEAT_BROKEN 0x05
949 #define FEAT_LESS 0x06
950 #define FEAT_MORE 0x07
952 /* Quest features -KMW- */
953 #define FEAT_QUEST_ENTER 0x08
954 #define FEAT_QUEST_EXIT 0x09
955 #define FEAT_QUEST_DOWN 0x0A
956 #define FEAT_QUEST_UP 0x0B
958 #define FEAT_LESS_LESS 0x0D
959 #define FEAT_MORE_MORE 0x0E
961 /* Feature 0x0E - 0x0F unused */
964 #define FEAT_TRAP_TRAPDOOR 0x10
965 #define FEAT_TRAP_PIT 0x11
966 #define FEAT_TRAP_SPIKED_PIT 0x12
967 #define FEAT_TRAP_POISON_PIT 0x13
968 #define FEAT_TRAP_TY_CURSE 0x14
969 #define FEAT_TRAP_TELEPORT 0x15
970 #define FEAT_TRAP_FIRE 0x16
971 #define FEAT_TRAP_ACID 0x17
972 #define FEAT_TRAP_SLOW 0x18
973 #define FEAT_TRAP_LOSE_STR 0x19
974 #define FEAT_TRAP_LOSE_DEX 0x1A
975 #define FEAT_TRAP_LOSE_CON 0x1B
976 #define FEAT_TRAP_BLIND 0x1C
977 #define FEAT_TRAP_CONFUSE 0x1D
978 #define FEAT_TRAP_POISON 0x1E
979 #define FEAT_TRAP_SLEEP 0x1F
982 #define FEAT_DOOR_HEAD 0x20
983 #define FEAT_DOOR_TAIL 0x2F
986 #define FEAT_SECRET 0x30
987 #define FEAT_RUBBLE 0x31
990 #define FEAT_MAGMA 0x32
991 #define FEAT_QUARTZ 0x33
992 #define FEAT_MAGMA_H 0x34
993 #define FEAT_QUARTZ_H 0x35
994 #define FEAT_MAGMA_K 0x36
995 #define FEAT_QUARTZ_K 0x37
998 #define FEAT_WALL_EXTRA 0x38
999 #define FEAT_WALL_INNER 0x39
1000 #define FEAT_WALL_OUTER 0x3A
1001 #define FEAT_WALL_SOLID 0x3B
1002 #define FEAT_PERM_EXTRA 0x3C
1003 #define FEAT_PERM_INNER 0x3D
1004 #define FEAT_PERM_OUTER 0x3E
1005 #define FEAT_PERM_SOLID 0x3F
1008 #define FEAT_MINOR_GLYPH 0x40
1011 #define FEAT_PATTERN_START 0x41
1012 #define FEAT_PATTERN_1 0x42
1013 #define FEAT_PATTERN_2 0x43
1014 #define FEAT_PATTERN_3 0x44
1015 #define FEAT_PATTERN_4 0x45
1016 #define FEAT_PATTERN_END 0x46
1017 #define FEAT_PATTERN_OLD 0x47
1018 #define FEAT_PATTERN_XTRA1 0x48
1019 #define FEAT_PATTERN_XTRA2 0x49
1022 #define FEAT_SHOP_HEAD 0x4A
1023 #define FEAT_SHOP_TAIL 0x52
1026 #define FEAT_DEEP_WATER 0x53
1027 #define FEAT_SHAL_WATER 0x54
1028 #define FEAT_DEEP_LAVA 0x55
1029 #define FEAT_SHAL_LAVA 0x56
1030 #define FEAT_DARK_PIT 0x57
1031 #define FEAT_DIRT 0x58
1032 #define FEAT_GRASS 0x59
1034 #define FEAT_TRAP_TRAPS 0x5A
1036 #define FEAT_FLOWER 0x5D
1037 #define FEAT_DEEP_GRASS 0x5E
1038 #define FEAT_MUSEUM 0x5F
1040 /* Feature 0x5A - 0x5F unused */
1043 #define FEAT_TREES 0x60
1044 #define FEAT_MOUNTAIN 0x61
1046 /* Feature 0x62 - 0x7F unused */
1049 #define FEAT_BLDG_HEAD 0x80
1050 #define FEAT_BLDG_TAIL 0x9F
1052 #define FEAT_TOWN 0xc0
1053 #define FEAT_ENTRANCE 0xc1
1054 #define FEAT_SWAMP 0xc2
1056 /* for mirror master */
1057 #define FEAT_MIRROR 0xc3
1061 * Wilderness terrains
1063 #define TERRAIN_EDGE 0 /* Edge of the World */
1064 #define TERRAIN_TOWN 1 /* Town */
1065 #define TERRAIN_DEEP_WATER 2 /* Deep water */
1066 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
1067 #define TERRAIN_SWAMP 4 /* Swamp */
1068 #define TERRAIN_DIRT 5 /* Dirt */
1069 #define TERRAIN_GRASS 6 /* Grass */
1070 #define TERRAIN_TREES 7 /* Trees */
1071 #define TERRAIN_DESERT 8 /* Desert */
1072 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
1073 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
1074 #define TERRAIN_MOUNTAIN 11 /* Mountain */
1076 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
1080 /*** Artifact indexes (see "lib/edit/a_info.txt") ***/
1083 #define ART_GALADRIEL 1
1084 #define ART_ELENDIL 2
1085 #define ART_THRAIN 3
1086 #define ART_EDISON 7
1087 #define ART_PALANTIR 15
1088 #define ART_STONE_LORE 17
1089 #define ART_FLY_STONE 147
1092 #define ART_CARLAMMAS 4
1094 #define ART_DWARVES 6
1095 #define ART_FARAMIR 18
1096 #define ART_BOROMIR 143
1097 #define ART_MAGATAMA 149
1098 #define ART_INROU 166
1099 #define ART_NIGHT 215
1102 #define ART_BARAHIR 8
1103 #define ART_TULKAS 9
1104 #define ART_NARYA 10
1105 #define ART_NENYA 11
1106 #define ART_VILYA 12
1107 #define ART_POWER 13
1111 #define ART_RAZORBACK 129
1112 #define ART_BLADETURNER 130
1113 #define ART_SEIRYU 201
1116 #define ART_SOULKEEPER 19
1117 #define ART_ISILDUR 20
1118 #define ART_ROHIRRIM 21
1119 #define ART_BELEGENNON 22
1120 #define ART_CELEBORN 23
1121 #define ART_ARVEDUI 24
1122 #define ART_CASPANION 25
1123 #define ART_MORLOK 203
1124 #define ART_VETERAN 206
1127 #define ART_SHIVA_JACKET 26
1128 #define ART_HITHLOMIR 27
1129 #define ART_THALKETTOTH 28
1130 #define ART_HIMRING 127
1131 #define ART_ICANUS 131
1132 #define ART_NAMAKE_ARMOR 183
1134 #define ART_DASAI 200
1135 #define ART_KESHO 204
1138 #define ART_THORIN 30
1139 #define ART_CELEGORM 31
1140 #define ART_ANARION 32
1141 #define ART_GIL_GALAD 138
1142 #define ART_YENDOR 141
1143 #define ART_YATA 151
1144 #define ART_EARENDIL 186
1145 #define ART_HERCULES 197
1147 /* Helms and Crowns */
1148 #define ART_MORGOTH 34
1149 #define ART_BERUTHIEL 35
1150 #define ART_THRANDUIL 36
1151 #define ART_THENGEL 37
1152 #define ART_HAMMERHAND 38
1154 #define ART_HOLHENNETH 40
1155 #define ART_TERROR 41
1156 #define ART_GONDOR 42
1157 #define ART_NUMENOR 132
1158 #define ART_STONEMASK 146
1162 #define ART_COLLUIN 44
1163 #define ART_HOLCOLLETH 45
1164 #define ART_THINGOL 46
1165 #define ART_THORONGIL 47
1166 #define ART_COLANNON 48
1167 #define ART_LUTHIEN 49
1169 #define ART_MOOK 205
1172 #define ART_CAMBELEG 52
1173 #define ART_CAMMITHRIM 53
1174 #define ART_PAURHACH 54
1175 #define ART_CORWIN 55
1176 #define ART_PAURAEGEN 56
1177 #define ART_PAURNEN 57
1178 #define ART_CAMLOST 58
1179 #define ART_FINGOLFIN 59
1180 #define ART_PAURNIMMEN 185
1183 #define ART_FEANOR 60
1185 #define ART_THROR 62
1186 #define ART_SHIVA_BOOTS 63
1187 #define ART_GETA 210
1190 #define ART_NAIN 211
1193 #define ART_MAEDHROS 64
1194 #define ART_ANGRIST 65
1195 #define ART_NARTHANC 66
1196 #define ART_NIMTHANC 67
1197 #define ART_DETHANC 68
1198 #define ART_RILIA 69
1199 #define ART_BELANGIL 70
1200 #define ART_CALRIS 71
1201 #define ART_GRAYSWANDIR 72
1202 #define ART_GLAMDRING 73
1203 #define ART_AEGLIN 74
1204 #define ART_ORCRIST 75
1205 #define ART_GURTHANG 76
1206 #define ART_ZARCUTHRA 77
1207 #define ART_MORMEGIL 78
1208 #define ART_GONDRICAM 79
1209 #define ART_CRISDURIAN 80
1211 #define ART_RINGIL 82
1212 #define ART_ANDURIL 83
1213 #define ART_ANGUIREL 84
1214 #define ART_CHAINSWORD 85
1215 #define ART_FORASGIL 86
1216 #define ART_CARETH 87
1217 #define ART_STING 88
1218 #define ART_HARADEKKET 89
1219 #define ART_GILETTAR 90
1220 #define ART_DOOMCALLER 91
1221 #define ART_VORPAL_BLADE 92
1222 #define ART_KUSANAGI 128
1223 #define ART_HURIN 133
1224 #define ART_AZAGHAL 135
1225 #define ART_NOVA 137
1226 #define ART_CHARIOT 140
1227 #define ART_WORPAL_BLADE 142
1228 #define ART_MURAMASA 144
1229 #define ART_ZANTETSU 150
1230 #define ART_SOULCRUSH 154
1231 #define ART_FALIS 155
1232 #define ART_HRUNTING 156
1233 #define ART_ANUBIS 158
1234 #define ART_MUSASI_KATANA 171
1235 #define ART_MUSASI_WAKIZASI 172
1236 #define ART_QUICKTHORN 174
1237 #define ART_TINYTHORN 175
1238 #define ART_EXCALIBUR 176
1239 #define ART_EXCALIPUR 177
1240 #define ART_EXCALIBUR_J 179
1241 #define ART_ARUNRUTH 184
1242 #define ART_HAKABUSA 189
1243 #define ART_STORMBRINGER 190
1244 #define ART_KANNU 193
1245 #define ART_GRIMTOOTH 196
1246 #define ART_KAMUI 198
1247 #define ART_GOURYU 207
1250 #define ART_THEODEN 93
1252 #define ART_OSONDIR 95
1254 #define ART_RUNESPEAR 97
1255 #define ART_OROME 98
1256 #define ART_NIMLOTH 99
1257 #define ART_EORLINGAS 100
1258 #define ART_DURIN 101
1259 #define ART_EONWE 102
1260 #define ART_BALLI 103
1261 #define ART_LOTHARANG 104
1262 #define ART_MUNDWINE 105
1263 #define ART_BARUKKHELED 106
1264 #define ART_WRATH 107
1265 #define ART_ULMO 108
1266 #define ART_AVAVIR 109
1267 #define ART_BENKEI 152
1268 #define ART_TAIKOBO 159
1269 #define ART_TONBO 161
1270 #define ART_GAEBOLG 163
1271 #define ART_ARRYU 164
1272 #define ART_AEGLOS 187
1273 #define ART_BLOOD 199
1274 #define ART_NUMAHOKO 202
1276 /* The sword of the Dawn */
1277 #define ART_DAWN 110
1280 #define ART_GROND 111
1281 #define ART_TOTILA 112
1282 #define ART_THUNDERFIST 113
1283 #define ART_BLOODSPIKE 114
1284 #define ART_FIRESTAR 115
1285 #define ART_TARATOL 116
1286 #define ART_AULE 117
1288 #define ART_ERIRIL 119
1289 #define ART_OLORIN 120
1290 #define ART_DEATHWREAKER 121
1291 #define ART_TURMIL 122
1292 #define ART_MJOLLNIR 136
1293 #define ART_WINBLOWS 139
1294 #define ART_XIAOLONG 145
1295 #define ART_NYOIBOU 157
1296 #define ART_JONES 162
1297 #define ART_HYOUSIGI 169
1298 #define ART_MATOI 170
1299 #define ART_IRON_BALL 173
1300 #define ART_SAMSON 178
1301 #define ART_NAMAKE_HAMMER 181
1302 #define ART_BOLISHOI 188
1303 #define ART_SHUTEN_DOJI 194
1304 #define ART_G_HAMMER 195
1305 #define ART_AEGISFANG 208
1306 #define ART_VIOLET 209
1307 #define ART_GOTHMOG 212
1308 #define ART_JIZO 213
1309 #define ART_FUNDIN 214
1312 #define ART_BELTHRONDING 124
1313 #define ART_BARD 125
1314 #define ART_BRAND 126
1315 #define ART_CRIMSON 16
1316 #define ART_BUCKLAND 134
1317 #define ART_YOICHI 148
1318 #define ART_HARAD 180
1319 #define ART_NAMAKE_BOW 182
1322 #define ART_BARD_ARROW 153
1324 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
1333 #define EGO_RESIST_ACID 4
1334 #define EGO_RESIST_ELEC 5
1335 #define EGO_RESIST_FIRE 6
1336 #define EGO_RESIST_COLD 7
1337 #define EGO_RESISTANCE 8
1338 #define EGO_ELVENKIND 9
1339 #define EGO_DWARVEN 10
1340 #define EGO_PERMANENCE 11
1341 #define EGO_YOIYAMI 12
1347 #define EGO_ENDURE_ACID 16
1348 #define EGO_ENDURE_ELEC 17
1349 #define EGO_ENDURE_FIRE 18
1350 #define EGO_ENDURE_COLD 19
1351 #define EGO_ENDURANCE 20
1352 #define EGO_REFLECTION 21
1353 #define EGO_NIGHT_DAY 22
1355 /* Crowns and Helms */
1357 #define EGO_INTELLIGENCE 24
1358 #define EGO_WISDOM 25
1359 #define EGO_BEAUTY 26
1361 #define EGO_MIGHT 28
1362 #define EGO_LORDLINESS 29
1363 #define EGO_SEEING 30
1364 #define EGO_INFRAVISION 31
1366 #define EGO_TELEPATHY 33
1367 #define EGO_REGENERATION 34
1368 #define EGO_TELEPORTATION 35
1369 #define EGO_STUPIDITY 36
1370 #define EGO_NAIVETY 37
1371 #define EGO_UGLINESS 38
1372 #define EGO_SICKLINESS 39
1375 #define EGO_PROTECTION 40
1376 #define EGO_STEALTH 41
1378 #define EGO_AURA_FIRE 43
1379 #define EGO_ENVELOPING 44
1380 #define EGO_VULNERABILITY 45
1381 #define EGO_IRRITATION 46
1382 #define EGO_AURA_ELEC 47
1383 #define EGO_AURA_COLD 128
1387 #define EGO_FREE_ACTION 48
1388 #define EGO_SLAYING 49
1389 #define EGO_AGILITY 50
1390 #define EGO_POWER 51
1391 #define EGO_2HAND 52
1392 #define EGO_MAGIC_MASTERY 53
1393 #define EGO_WEAKNESS 54
1394 #define EGO_CLUMSINESS 55
1397 #define EGO_SLOW_DESCENT 56
1398 #define EGO_QUIET 57
1399 #define EGO_MOTION 58
1400 #define EGO_SPEED 59
1402 #define EGO_NOISE 61
1403 #define EGO_SLOWNESS 62
1404 #define EGO_ANNOYANCE 63
1409 #define EGO_BLESS_BLADE 66
1412 #define EGO_ATTACKS 69
1413 #define EGO_SLAYING_WEAPON 70
1414 #define EGO_FORCE_WEPON 71
1415 #define EGO_BRAND_ACID 72
1416 #define EGO_BRAND_ELEC 73
1417 #define EGO_BRAND_FIRE 74
1418 #define EGO_BRAND_COLD 75
1419 #define EGO_BRAND_POIS 76
1420 #define EGO_CHAOTIC 77
1421 #define EGO_SHARPNESS 78
1422 #define EGO_EARTHQUAKES 79
1423 #define EGO_SLAY_ANIMAL 80
1424 #define EGO_SLAY_EVIL 81
1425 #define EGO_SLAY_UNDEAD 82
1426 #define EGO_SLAY_DEMON 83
1427 #define EGO_SLAY_ORC 84
1428 #define EGO_SLAY_TROLL 85
1429 #define EGO_SLAY_GIANT 86
1430 #define EGO_SLAY_DRAGON 87
1431 #define EGO_KILL_ANIMAL 88
1432 #define EGO_KILL_EVIL 89
1433 #define EGO_KILL_UNDEAD 90
1434 #define EGO_KILL_DEMON 91
1435 #define EGO_KILL_ORC 92
1436 #define EGO_KILL_TROLL 93
1437 #define EGO_KILL_GIANT 94
1438 #define EGO_KILL_DRAGON 95
1439 #define EGO_VAMPIRIC 96
1440 #define EGO_PRISM 97
1441 #define EGO_TRUMP 98
1442 #define EGO_PATTERN 99
1443 #define EGO_DIGGING 100
1445 #define EGO_MORGUL 102
1449 #define EGO_ACCURACY 104
1450 #define EGO_VELOCITY 105
1453 #define EGO_EXTRA_MIGHT 108
1454 #define EGO_EXTRA_SHOTS 109
1459 #define EGO_HURT_ANIMAL 112
1460 #define EGO_HURT_EVIL 113
1466 #define EGO_HURT_DRAGON 119
1467 #define EGO_SLAYING_BOLT 120
1468 #define EGO_LIGHTNING_BOLT 121
1469 #define EGO_FLAME 122
1470 #define EGO_FROST 123
1471 #define EGO_WOUNDING 124
1472 #define EGO_BACKBITING 125
1473 #define EGO_SHATTERED 126
1474 #define EGO_BLASTED 127
1476 #define EGO_LITE_SHINE 140
1477 #define EGO_LITE_ILLUMINATION 141
1478 #define EGO_LITE_AURA_FIRE 142
1479 #define EGO_LITE_INFRA 143
1480 #define EGO_LITE_LONG 144
1481 #define EGO_LITE_DARKNESS 145
1482 #define EGO_LITE_EYE 146
1484 #define EGO_RING_HERO 150
1485 #define EGO_RING_SLAY 151
1486 #define EGO_RING_SUPER_AC 152
1487 #define EGO_RING_MAGIC_MIS 153
1488 #define EGO_RING_FIRE_BOLT 154
1489 #define EGO_RING_COLD_BOLT 155
1490 #define EGO_RING_ELEC_BOLT 156
1491 #define EGO_RING_ACID_BOLT 157
1492 #define EGO_RING_MANA_BOLT 158
1493 #define EGO_RING_FIRE_BALL 159
1494 #define EGO_RING_COLD_BALL 160
1495 #define EGO_RING_ELEC_BALL 161
1496 #define EGO_RING_ACID_BALL 162
1497 #define EGO_RING_MANA_BALL 163
1498 #define EGO_RING_DRAGON_F 164
1499 #define EGO_RING_DRAGON_C 165
1500 #define EGO_RING_D_SPEED 166
1501 #define EGO_RING_BERSERKER 167
1502 #define EGO_RING_HUNTER 168
1503 #define EGO_RING_THROW 169
1504 #define EGO_RING_REGEN 170
1505 #define EGO_RING_LITE 171
1506 #define EGO_RING_M_DETECT 172
1507 #define EGO_RING_STEALTH 173
1508 #define EGO_RING_TELE_AWAY 174
1509 #define EGO_RING_TO_H 175
1510 #define EGO_RING_TO_D 176
1511 #define EGO_RING_RES_LITE 177
1512 #define EGO_RING_RES_DARK 178
1513 #define EGO_RING_WIZARD 179
1514 #define EGO_RING_TRUE 180
1515 #define EGO_RING_DRAIN_EXP 181
1516 #define EGO_RING_NO_MELEE 182
1517 #define EGO_RING_AGGRAVATE 183
1518 #define EGO_RING_TY_CURSE 184
1519 #define EGO_RING_RES_TIME 185
1520 #define EGO_RING_TELEPORT 186
1521 #define EGO_RING_ALBINO 187
1523 #define EGO_AMU_SLOW_D 210
1524 #define EGO_AMU_INFRA 211
1525 #define EGO_AMU_SEE_INVIS 212
1526 #define EGO_AMU_HOLD_LIFE 213
1527 #define EGO_AMU_DRAIN_EXP 214
1528 #define EGO_AMU_FOOL 215
1529 #define EGO_AMU_AGGRAVATE 216
1530 #define EGO_AMU_TY_CURSE 217
1531 #define EGO_AMU_AC 218
1532 #define EGO_AMU_IDENT 219
1533 #define EGO_AMU_CHARM 220
1534 #define EGO_AMU_STEALTH 221
1535 #define EGO_AMU_JUMP 222
1536 #define EGO_AMU_TELEPORT 223
1537 #define EGO_AMU_D_DOOR 224
1538 #define EGO_AMU_DEFENDER 225
1539 #define EGO_AMU_RES_FIRE 226
1540 #define EGO_AMU_RES_FIRE_ 227
1541 #define EGO_AMU_RES_COLD 228
1542 #define EGO_AMU_RES_COLD_ 229
1543 #define EGO_AMU_RES_ELEC 230
1544 #define EGO_AMU_RES_ELEC_ 231
1545 #define EGO_AMU_RES_ACID 232
1546 #define EGO_AMU_RES_ACID_ 233
1547 #define EGO_AMU_LEVITATION 234
1548 #define EGO_AMU_GREAT 235
1549 #define EGO_AMU_DETECTION 236
1550 #define EGO_AMU_NAIVETY 237
1552 /* Activation effects for random artifacts */
1553 #define ACT_SUNLIGHT 1
1554 #define ACT_BO_MISS_1 2
1555 #define ACT_BA_POIS_1 3
1556 #define ACT_BO_ELEC_1 4
1557 #define ACT_BO_ACID_1 5
1558 #define ACT_BO_COLD_1 6
1559 #define ACT_BO_FIRE_1 7
1560 #define ACT_BA_COLD_1 8
1561 #define ACT_BA_FIRE_1 9
1562 #define ACT_DRAIN_1 10
1563 #define ACT_BA_COLD_2 11
1564 #define ACT_BA_ELEC_2 12
1565 #define ACT_DRAIN_2 13
1566 #define ACT_VAMPIRE_1 14
1567 #define ACT_BO_MISS_2 15
1568 #define ACT_BA_FIRE_2 16
1569 #define ACT_BA_COLD_3 17
1570 #define ACT_BA_ELEC_3 18
1571 #define ACT_WHIRLWIND 19
1572 #define ACT_VAMPIRE_2 20
1573 #define ACT_CALL_CHAOS 21
1574 #define ACT_ROCKET 22
1575 #define ACT_DISP_EVIL 23
1576 #define ACT_BA_MISS_3 24
1577 #define ACT_DISP_GOOD 25
1578 /* 26 - 50 unused */
1579 #define ACT_CONFUSE 51
1580 #define ACT_SLEEP 52
1581 #define ACT_QUAKE 53
1582 #define ACT_TERROR 54
1583 #define ACT_TELE_AWAY 55
1584 #define ACT_BANISH_EVIL 56
1585 #define ACT_GENOCIDE 57
1586 #define ACT_MASS_GENO 58
1587 /* 59 - 64 unused */
1588 #define ACT_CHARM_ANIMAL 65
1589 #define ACT_CHARM_UNDEAD 66
1590 #define ACT_CHARM_OTHER 67
1591 #define ACT_CHARM_ANIMALS 68
1592 #define ACT_CHARM_OTHERS 69
1593 #define ACT_SUMMON_ANIMAL 70
1594 #define ACT_SUMMON_PHANTOM 71
1595 #define ACT_SUMMON_ELEMENTAL 72
1596 #define ACT_SUMMON_DEMON 73
1597 #define ACT_SUMMON_UNDEAD 74
1598 /* 75 - 80 unused */
1599 #define ACT_CURE_LW 81
1600 #define ACT_CURE_MW 82
1601 #define ACT_CURE_POISON 83
1602 #define ACT_REST_LIFE 84
1603 #define ACT_REST_ALL 85
1604 #define ACT_CURE_700 86
1605 #define ACT_CURE_1000 87
1606 /* 88 - 90 unused */
1608 #define ACT_BERSERK 92
1609 #define ACT_PROT_EVIL 93
1610 #define ACT_RESIST_ALL 94
1611 #define ACT_SPEED 95
1612 #define ACT_XTRA_SPEED 96
1613 #define ACT_WRAITH 97
1614 #define ACT_INVULN 98
1615 /* 99 - 110 unused */
1616 #define ACT_LIGHT 111
1617 #define ACT_MAP_LIGHT 112
1618 #define ACT_DETECT_ALL 113
1619 #define ACT_DETECT_XTRA 114
1620 #define ACT_ID_FULL 115
1621 #define ACT_ID_PLAIN 116
1622 #define ACT_RUNE_EXPLO 117
1623 #define ACT_RUNE_PROT 118
1624 #define ACT_SATIATE 119
1625 #define ACT_DEST_DOOR 120
1626 #define ACT_STONE_MUD 121
1627 #define ACT_RECHARGE 122
1628 #define ACT_ALCHEMY 123
1629 #define ACT_DIM_DOOR 124
1630 #define ACT_TELEPORT 125
1631 #define ACT_RECALL 126
1634 /*** Object "tval" and "sval" codes ***/
1638 * The values for the "tval" field of various objects.
1640 * This value is the primary means by which items are sorted in the
1641 * player inventory, followed by "sval" and "cost".
1643 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1644 * weapon with tval = 16+N, and does (xP) damage when so combined. This
1645 * fact is not actually used in the source, but it kind of interesting.
1647 * Note that as of 2.7.8, the "item flags" apply to all items, though
1648 * only armor and weapons and a few other items use any of these flags.
1651 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1652 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1653 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1654 #define TV_WHISTLE 4 /* Whistle ('~') */
1655 #define TV_SPIKE 5 /* Spikes ('~') */
1656 #define TV_CHEST 7 /* Chests ('&') */
1657 #define TV_FIGURINE 8 /* Magical figurines */
1658 #define TV_STATUE 9 /* Statue, what a silly object... */
1659 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1660 #define TV_CAPTURE 11 /* Monster ball */
1661 #define TV_NO_AMMO 15 /* Ammo for crimson */
1662 #define TV_SHOT 16 /* Ammo for slings */
1663 #define TV_ARROW 17 /* Ammo for bows */
1664 #define TV_BOLT 18 /* Ammo for x-bows */
1665 #define TV_BOW 19 /* Slings/Bows/Xbows */
1666 #define TV_DIGGING 20 /* Shovels/Picks */
1667 #define TV_HAFTED 21 /* Priest Weapons */
1668 #define TV_POLEARM 22 /* Axes and Pikes */
1669 #define TV_SWORD 23 /* Edged Weapons */
1670 #define TV_BOOTS 30 /* Boots */
1671 #define TV_GLOVES 31 /* Gloves */
1672 #define TV_HELM 32 /* Helms */
1673 #define TV_CROWN 33 /* Crowns */
1674 #define TV_SHIELD 34 /* Shields */
1675 #define TV_CLOAK 35 /* Cloaks */
1676 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1677 #define TV_HARD_ARMOR 37 /* Hard Armor */
1678 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1679 #define TV_LITE 39 /* Lites (including Specials) */
1680 #define TV_AMULET 40 /* Amulets (including Specials) */
1681 #define TV_RING 45 /* Rings (including Specials) */
1686 #define TV_PARCHEMENT 69
1687 #define TV_SCROLL 70
1688 #define TV_POTION 75
1691 #define TV_LIFE_BOOK 90
1692 #define TV_SORCERY_BOOK 91
1693 #define TV_NATURE_BOOK 92
1694 #define TV_CHAOS_BOOK 93
1695 #define TV_DEATH_BOOK 94
1696 #define TV_TRUMP_BOOK 95
1697 #define TV_ARCANE_BOOK 96
1698 #define TV_ENCHANT_BOOK 97
1699 #define TV_DAEMON_BOOK 98
1700 #define TV_MUSIC_BOOK 105
1701 #define TV_HISSATSU_BOOK 106
1702 #define TV_GOLD 127 /* Gold can only be picked up by players */
1707 /* The "sval" codes for TV_FIGURINE */
1708 #define SV_FIGURINE_NORMAL 0
1710 #define SV_CAPTURE_NONE 0
1712 /* The "sval" codes for TV_STATUE */
1713 #define SV_WOODEN_STATUE 0
1714 #define SV_CLAY_STATUE 1
1715 #define SV_STONE_STATUE 2
1716 #define SV_IRON_STATUE 3
1717 #define SV_COPPER_STATUE 4
1718 #define SV_SILVER_STATUE 5
1719 #define SV_GOLDEN_STATUE 6
1720 #define SV_IVORY_STATUE 7
1721 #define SV_MITHRIL_STATUE 8
1722 #define SV_ORNATE_STATUE 9
1725 /* The "sval" codes for TV_CORPSE */
1726 #define SV_SKELETON 0
1729 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1730 #define SV_AMMO_LIGHT 0 /* pebbles */
1731 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1732 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1734 /* The "sval" codes for TV_BOW (note information in "sval") */
1735 #define SV_SLING 2 /* (x2) */
1736 #define SV_SHORT_BOW 12 /* (x2) */
1737 #define SV_LONG_BOW 13 /* (x3) */
1738 #define SV_LIGHT_XBOW 23 /* (x3) */
1739 #define SV_HEAVY_XBOW 24 /* (x4) */
1740 #define SV_CRIMSON 50
1741 #define SV_NAMAKE_BOW 63
1743 /* The "sval" codes for TV_DIGGING */
1745 #define SV_GNOMISH_SHOVEL 2
1746 #define SV_DWARVEN_SHOVEL 3
1748 #define SV_ORCISH_PICK 5
1749 #define SV_DWARVEN_PICK 6
1750 #define SV_MATTOCK 7
1752 /* The "sval" values for TV_HAFTED */
1753 #define SV_CLUB 1 /* 1d4 */
1754 #define SV_WHIP 2 /* 1d6 */
1755 #define SV_QUARTERSTAFF 3 /* 1d9 */
1756 #define SV_NUNCHAKU 4 /* 2d3 */
1757 #define SV_MACE 5 /* 2d4 */
1758 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1759 #define SV_JO_STAFF 7 /* 1d7 */
1760 #define SV_WAR_HAMMER 8 /* 3d3 */
1761 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1762 #define SV_MORNING_STAR 12 /* 2d6 */
1763 #define SV_FLAIL 13 /* 2d6 */
1764 #define SV_BO_STAFF 14 /* 1d11 */
1765 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
1766 #define SV_TETSUBO 16 /* 2d7 */
1767 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
1768 #define SV_GREAT_HAMMER 19 /* 4d6 */
1769 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
1770 #define SV_WIZSTAFF 21 /* 1d4 */
1771 #define SV_GROND 50 /* 3d4 */
1772 #define SV_NAMAKE_HAMMER 63
1774 /* The "sval" values for TV_POLEARM */
1775 #define SV_HATCHET 1 /* 1d5 */
1776 #define SV_SPEAR 2 /* 1d6 */
1777 #define SV_SICKLE 3 /* 2d3 */
1778 #define SV_AWL_PIKE 4 /* 1d8 */
1779 #define SV_TRIDENT 5 /* 1d9 */
1780 #define SV_FAUCHARD 6 /* 1d10 */
1781 #define SV_BROAD_SPEAR 7 /* 1d9 */
1782 #define SV_PIKE 8 /* 2d5 */
1783 #define SV_NAGINATA 9 /* 2d6 */
1784 #define SV_BEAKED_AXE 10 /* 2d6 */
1785 #define SV_BROAD_AXE 11 /* 2d6 */
1786 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
1787 #define SV_GLAIVE 13 /* 2d6 */
1788 #define SV_LAJATANG 14 /* 2d7 */
1789 #define SV_HALBERD 15 /* 3d4 */
1790 #define SV_GUISARME 16 /* 2d5 */
1791 #define SV_SCYTHE 17 /* 5d3 */
1792 #define SV_LANCE 20 /* 2d8 */
1793 #define SV_BATTLE_AXE 22 /* 2d8 */
1794 #define SV_GREAT_AXE 25 /* 4d4 */
1795 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
1796 #define SV_LOCHABER_AXE 28 /* 3d8 */
1797 #define SV_HEAVY_LANCE 29 /* 4d8 */
1798 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
1799 #define SV_TSURIZAO 40 /* 1d1 */
1800 #define SV_DEATH_SCYTHE 50 /* 10d10 */
1802 /* The "sval" codes for TV_SWORD */
1803 #define SV_BROKEN_DAGGER 1 /* 1d1 */
1804 #define SV_BROKEN_SWORD 2 /* 1d2 */
1805 #define SV_DAGGER 4 /* 1d4 */
1806 #define SV_MAIN_GAUCHE 5 /* 1d5 */
1807 #define SV_TANTO 6 /* 1d5 */
1808 #define SV_RAPIER 7 /* 1d6 */
1809 #define SV_SMALL_SWORD 8 /* 1d6 */
1810 #define SV_BASILLARD 9 /* 1d8 */
1811 #define SV_SHORT_SWORD 10 /* 1d7 */
1812 #define SV_SABRE 11 /* 1d7 */
1813 #define SV_CUTLASS 12 /* 1d7 */
1814 #define SV_WAKIZASHI 13 /* 2d4 */
1815 #define SV_KHOPESH 14 /* 2d4 */
1816 #define SV_TULWAR 15 /* 2d4 */
1817 #define SV_BROAD_SWORD 16 /* 2d5 */
1818 #define SV_LONG_SWORD 17 /* 2d5 */
1819 #define SV_SCIMITAR 18 /* 2d5 */
1820 #define SV_NINJATO 19 /* 1d9 */
1821 #define SV_KATANA 20 /* 3d4 */
1822 #define SV_BASTARD_SWORD 21 /* 3d4 */
1823 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
1824 #define SV_CLAYMORE 23 /* 2d8 */
1825 #define SV_ESPADON 24 /* 2d9 */
1826 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
1827 #define SV_FLAMBERGE 26 /* 3d7 */
1828 #define SV_NO_DACHI 27 /* 5d4 */
1829 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
1830 #define SV_ZWEIHANDER 29 /* 4d6 */
1831 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
1832 #define SV_DIAMOND_EDGE 31 /* 7d5 */
1833 #define SV_DOKUBARI 32 /* 1d1 */
1834 #define SV_HAYABUSA 33 /* 1d4 */
1836 /* The "sval" codes for TV_SHIELD */
1837 #define SV_SMALL_LEATHER_SHIELD 2
1838 #define SV_SMALL_METAL_SHIELD 3
1839 #define SV_LARGE_LEATHER_SHIELD 4
1840 #define SV_LARGE_METAL_SHIELD 5
1841 #define SV_DRAGON_SHIELD 6
1842 #define SV_KNIGHT_SHIELD 7
1843 #define SV_SHIELD_OF_DEFLECTION 10
1844 #define SV_YATA_MIRROR 50
1846 /* The "sval" codes for TV_HELM */
1847 #define SV_HARD_LEATHER_CAP 2
1848 #define SV_METAL_CAP 3
1849 #define SV_JINGASA 4 /* 4 */
1850 #define SV_IRON_HELM 5
1851 #define SV_STEEL_HELM 6
1852 #define SV_DRAGON_HELM 7
1853 #define SV_KABUTO 8 /* 7 */
1854 #define SV_IRON_CROWN 10
1855 #define SV_GOLDEN_CROWN 11
1856 #define SV_JEWELED_CROWN 12
1857 #define SV_MORGOTH 50
1859 /* The "sval" codes for TV_BOOTS */
1860 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
1861 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
1862 #define SV_PAIR_OF_DRAGON_GREAVE 4
1863 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
1865 /* The "sval" codes for TV_CLOAK */
1867 #define SV_ELVEN_CLOAK 2
1868 #define SV_FUR_CLOAK 3
1869 #define SV_ETHEREAL_CLOAK 5
1870 #define SV_SHADOW_CLOAK 6
1872 /* The "sval" codes for TV_GLOVES */
1873 #define SV_SET_OF_LEATHER_GLOVES 1
1874 #define SV_SET_OF_GAUNTLETS 2
1875 #define SV_SET_OF_DRAGON_GLOVES 3
1876 #define SV_SET_OF_CESTI 5
1878 /* The "sval" codes for TV_SOFT_ARMOR */
1879 #define SV_T_SHIRT 0
1880 #define SV_FILTHY_RAG 1
1882 #define SV_PAPER_ARMOR 3 /* 4 */
1883 #define SV_SOFT_LEATHER_ARMOR 4
1884 #define SV_SOFT_STUDDED_LEATHER 5
1885 #define SV_HARD_LEATHER_ARMOR 6
1886 #define SV_HARD_STUDDED_LEATHER 7
1887 #define SV_RHINO_HIDE_ARMOR 8
1888 #define SV_CORD_ARMOR 9 /* 6 */
1889 #define SV_PADDED_ARMOR 10 /* 4 */
1890 #define SV_LEATHER_SCALE_MAIL 11
1891 #define SV_LEATHER_JACK 12
1892 #define SV_KUROSHOUZOKU 13
1893 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
1894 #define SV_ABUNAI_MIZUGI 50
1895 #define SV_YOIYAMI_ROBE 60
1896 #define SV_NAMAKE_ARMOR 63
1898 /* The "sval" codes for TV_HARD_ARMOR */
1899 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
1900 #define SV_RING_MAIL 2 /* 12 */
1901 #define SV_METAL_SCALE_MAIL 3 /* 13 */
1902 #define SV_CHAIN_MAIL 4 /* 14 */
1903 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
1904 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
1905 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
1906 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
1907 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
1908 #define SV_SPLINT_MAIL 10 /* 19 */
1909 #define SV_DO_MARU 11 /* 20 */
1910 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
1911 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
1912 #define SV_HARAMAKIDO 14 /* 17 */
1913 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
1914 #define SV_O_YOROI 16 /* 24 */
1915 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
1916 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
1917 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
1918 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
1920 /* The "sval" codes for TV_DRAG_ARMOR */
1921 #define SV_DRAGON_BLACK 1
1922 #define SV_DRAGON_BLUE 2
1923 #define SV_DRAGON_WHITE 3
1924 #define SV_DRAGON_RED 4
1925 #define SV_DRAGON_GREEN 5
1926 #define SV_DRAGON_MULTIHUED 6
1927 #define SV_DRAGON_SHINING 10
1928 #define SV_DRAGON_LAW 12
1929 #define SV_DRAGON_BRONZE 14
1930 #define SV_DRAGON_GOLD 16
1931 #define SV_DRAGON_CHAOS 18
1932 #define SV_DRAGON_BALANCE 20
1933 #define SV_DRAGON_POWER 30
1935 /* The sval codes for TV_LITE */
1936 #define SV_LITE_TORCH 0
1937 #define SV_LITE_LANTERN 1
1938 #define SV_LITE_FEANOR 2
1939 #define SV_LITE_EDISON 3
1940 #define SV_LITE_GALADRIEL 4
1941 #define SV_LITE_ELENDIL 5
1942 #define SV_LITE_THRAIN 6
1943 #define SV_LITE_LORE 7
1944 #define SV_LITE_PALANTIR 8
1945 #define SV_LITE_FLY_STONE 9
1947 /* The "sval" codes for TV_AMULET */
1948 #define SV_AMULET_DOOM 0
1949 #define SV_AMULET_TELEPORT 1
1950 #define SV_AMULET_ADORNMENT 2
1951 #define SV_AMULET_SLOW_DIGEST 3
1952 #define SV_AMULET_RESIST_ACID 4
1953 #define SV_AMULET_SEARCHING 5
1954 #define SV_AMULET_BRILLIANCE 6
1955 #define SV_AMULET_CHARISMA 7
1956 #define SV_AMULET_THE_MAGI 8
1957 #define SV_AMULET_REFLECTION 9
1958 #define SV_AMULET_CARLAMMAS 10
1959 #define SV_AMULET_INGWE 11
1960 #define SV_AMULET_DWARVES 12
1961 #define SV_AMULET_NO_MAGIC 13
1962 #define SV_AMULET_NO_TELE 14
1963 #define SV_AMULET_RESISTANCE 15
1964 #define SV_AMULET_TELEPATHY 16
1965 #define SV_AMULET_FARAMIR 17
1966 #define SV_AMULET_BOROMIR 18
1967 #define SV_AMULET_MAGATAMA 19
1968 #define SV_AMULET_INROU 20
1969 #define SV_AMULET_INTELLIGENCE 21
1970 #define SV_AMULET_WISDOM 22
1971 #define SV_AMULET_MAGIC_MASTERY 23
1972 #define SV_AMULET_NIGHT 24
1974 /* The sval codes for TV_RING */
1975 #define SV_RING_WOE 0
1976 #define SV_RING_AGGRAVATION 1
1977 #define SV_RING_WEAKNESS 2
1978 #define SV_RING_STUPIDITY 3
1979 #define SV_RING_TELEPORTATION 4
1980 #define SV_RING_SLOW_DIGESTION 6
1981 #define SV_RING_FEATHER_FALL 7
1982 #define SV_RING_RESIST_FIRE 8
1983 #define SV_RING_RESIST_COLD 9
1984 #define SV_RING_SUSTAIN_STR 10
1985 #define SV_RING_SUSTAIN_INT 11
1986 #define SV_RING_SUSTAIN_WIS 12
1987 #define SV_RING_SUSTAIN_DEX 13
1988 #define SV_RING_SUSTAIN_CON 14
1989 #define SV_RING_SUSTAIN_CHR 15
1990 #define SV_RING_PROTECTION 16
1991 #define SV_RING_ACID 17
1992 #define SV_RING_FLAMES 18
1993 #define SV_RING_ICE 19
1994 #define SV_RING_RESIST_POIS 20
1995 #define SV_RING_FREE_ACTION 21
1996 #define SV_RING_SEE_INVIS 22
1997 #define SV_RING_SEARCHING 23
1998 #define SV_RING_STR 24
1999 #define SV_RING_ELEC 25
2000 #define SV_RING_DEX 26
2001 #define SV_RING_CON 27
2002 #define SV_RING_ACCURACY 28
2003 #define SV_RING_DAMAGE 29
2004 #define SV_RING_SLAYING 30
2005 #define SV_RING_SPEED 31
2006 #define SV_RING_BARAHIR 32
2007 #define SV_RING_TULKAS 33
2008 #define SV_RING_NARYA 34
2009 #define SV_RING_NENYA 35
2010 #define SV_RING_VILYA 36
2011 #define SV_RING_POWER 37
2012 #define SV_RING_RES_FEAR 38
2013 #define SV_RING_RES_LD 39
2014 #define SV_RING_RES_NETHER 40
2015 #define SV_RING_RES_NEXUS 41
2016 #define SV_RING_RES_SOUND 42
2017 #define SV_RING_RES_CONFUSION 43
2018 #define SV_RING_RES_SHARDS 44
2019 #define SV_RING_RES_DISENCHANT 45
2020 #define SV_RING_RES_CHAOS 46
2021 #define SV_RING_RES_BLINDNESS 47
2022 #define SV_RING_LORDLY 48
2023 #define SV_RING_ATTACKS 49
2024 #define SV_RING_AHO 50
2025 #define SV_RING_SHOTS 51
2026 #define SV_RING_SUSTAIN 52
2027 #define SV_RING_DEC_MANA 53
2028 #define SV_RING_WARNING 54
2029 #define SV_RING_MUSCLE 55
2031 #define SV_EXPRESS_CARD 0
2033 /* The "sval" codes for TV_STAFF */
2034 #define SV_STAFF_DARKNESS 0
2035 #define SV_STAFF_SLOWNESS 1
2036 #define SV_STAFF_HASTE_MONSTERS 2
2037 #define SV_STAFF_SUMMONING 3
2038 #define SV_STAFF_TELEPORTATION 4
2039 #define SV_STAFF_IDENTIFY 5
2040 #define SV_STAFF_REMOVE_CURSE 6
2041 #define SV_STAFF_STARLITE 7
2042 #define SV_STAFF_LITE 8
2043 #define SV_STAFF_MAPPING 9
2044 #define SV_STAFF_DETECT_GOLD 10
2045 #define SV_STAFF_DETECT_ITEM 11
2046 #define SV_STAFF_DETECT_TRAP 12
2047 #define SV_STAFF_DETECT_DOOR 13
2048 #define SV_STAFF_DETECT_INVIS 14
2049 #define SV_STAFF_DETECT_EVIL 15
2050 #define SV_STAFF_CURE_LIGHT 16
2051 #define SV_STAFF_CURING 17
2052 #define SV_STAFF_HEALING 18
2053 #define SV_STAFF_THE_MAGI 19
2054 #define SV_STAFF_SLEEP_MONSTERS 20
2055 #define SV_STAFF_SLOW_MONSTERS 21
2056 #define SV_STAFF_SPEED 22
2057 #define SV_STAFF_PROBING 23
2058 #define SV_STAFF_DISPEL_EVIL 24
2059 #define SV_STAFF_POWER 25
2060 #define SV_STAFF_HOLINESS 26
2061 #define SV_STAFF_GENOCIDE 27
2062 #define SV_STAFF_EARTHQUAKES 28
2063 #define SV_STAFF_DESTRUCTION 29
2064 #define SV_STAFF_ANIMATE_DEAD 30
2065 #define SV_STAFF_MSTORM 31
2068 /* The "sval" codes for TV_WAND */
2069 #define SV_WAND_HEAL_MONSTER 0
2070 #define SV_WAND_HASTE_MONSTER 1
2071 #define SV_WAND_CLONE_MONSTER 2
2072 #define SV_WAND_TELEPORT_AWAY 3
2073 #define SV_WAND_DISARMING 4
2074 #define SV_WAND_TRAP_DOOR_DEST 5
2075 #define SV_WAND_STONE_TO_MUD 6
2076 #define SV_WAND_LITE 7
2077 #define SV_WAND_SLEEP_MONSTER 8
2078 #define SV_WAND_SLOW_MONSTER 9
2079 #define SV_WAND_CONFUSE_MONSTER 10
2080 #define SV_WAND_FEAR_MONSTER 11
2081 #define SV_WAND_DRAIN_LIFE 12
2082 #define SV_WAND_POLYMORPH 13
2083 #define SV_WAND_STINKING_CLOUD 14
2084 #define SV_WAND_MAGIC_MISSILE 15
2085 #define SV_WAND_ACID_BOLT 16
2086 #define SV_WAND_CHARM_MONSTER 17
2087 #define SV_WAND_FIRE_BOLT 18
2088 #define SV_WAND_COLD_BOLT 19
2089 #define SV_WAND_ACID_BALL 20
2090 #define SV_WAND_ELEC_BALL 21
2091 #define SV_WAND_FIRE_BALL 22
2092 #define SV_WAND_COLD_BALL 23
2093 #define SV_WAND_WONDER 24
2094 #define SV_WAND_DISINTEGRATE 25
2095 #define SV_WAND_DRAGON_FIRE 26
2096 #define SV_WAND_DRAGON_COLD 27
2097 #define SV_WAND_DRAGON_BREATH 28
2098 #define SV_WAND_ROCKETS 29
2099 #define SV_WAND_STRIKING 30
2100 #define SV_WAND_GENOCIDE 31
2102 /* The "sval" codes for TV_ROD */
2103 #define SV_ROD_DETECT_TRAP 0
2104 #define SV_ROD_DETECT_DOOR 1
2105 #define SV_ROD_IDENTIFY 2
2106 #define SV_ROD_RECALL 3
2107 #define SV_ROD_ILLUMINATION 4
2108 #define SV_ROD_MAPPING 5
2109 #define SV_ROD_DETECTION 6
2110 #define SV_ROD_PROBING 7
2111 #define SV_ROD_CURING 8
2112 #define SV_ROD_HEALING 9
2113 #define SV_ROD_RESTORATION 10
2114 #define SV_ROD_SPEED 11
2115 #define SV_ROD_PESTICIDE 12
2116 #define SV_ROD_TELEPORT_AWAY 13
2117 #define SV_ROD_DISARMING 14
2118 #define SV_ROD_LITE 15
2119 #define SV_ROD_SLEEP_MONSTER 16
2120 #define SV_ROD_SLOW_MONSTER 17
2121 #define SV_ROD_DRAIN_LIFE 18
2122 #define SV_ROD_POLYMORPH 19
2123 #define SV_ROD_ACID_BOLT 20
2124 #define SV_ROD_ELEC_BOLT 21
2125 #define SV_ROD_FIRE_BOLT 22
2126 #define SV_ROD_COLD_BOLT 23
2127 #define SV_ROD_ACID_BALL 24
2128 #define SV_ROD_ELEC_BALL 25
2129 #define SV_ROD_FIRE_BALL 26
2130 #define SV_ROD_COLD_BALL 27
2131 #define SV_ROD_HAVOC 28
2132 #define SV_ROD_STONE_TO_MUD 29
2133 #define SV_ROD_AGGRAVATE 30
2136 /* The "sval" codes for TV_SCROLL */
2138 #define SV_SCROLL_DARKNESS 0
2139 #define SV_SCROLL_AGGRAVATE_MONSTER 1
2140 #define SV_SCROLL_CURSE_ARMOR 2
2141 #define SV_SCROLL_CURSE_WEAPON 3
2142 #define SV_SCROLL_SUMMON_MONSTER 4
2143 #define SV_SCROLL_SUMMON_UNDEAD 5
2144 #define SV_SCROLL_SUMMON_PET 6
2145 #define SV_SCROLL_TRAP_CREATION 7
2146 #define SV_SCROLL_PHASE_DOOR 8
2147 #define SV_SCROLL_TELEPORT 9
2148 #define SV_SCROLL_TELEPORT_LEVEL 10
2149 #define SV_SCROLL_WORD_OF_RECALL 11
2150 #define SV_SCROLL_IDENTIFY 12
2151 #define SV_SCROLL_STAR_IDENTIFY 13
2152 #define SV_SCROLL_REMOVE_CURSE 14
2153 #define SV_SCROLL_STAR_REMOVE_CURSE 15
2154 #define SV_SCROLL_ENCHANT_ARMOR 16
2155 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
2156 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
2157 /* xxx enchant missile? */
2158 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
2159 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
2160 #define SV_SCROLL_RECHARGING 22
2161 #define SV_SCROLL_MUNDANITY 23
2162 #define SV_SCROLL_LIGHT 24
2163 #define SV_SCROLL_MAPPING 25
2164 #define SV_SCROLL_DETECT_GOLD 26
2165 #define SV_SCROLL_DETECT_ITEM 27
2166 #define SV_SCROLL_DETECT_TRAP 28
2167 #define SV_SCROLL_DETECT_DOOR 29
2168 #define SV_SCROLL_DETECT_INVIS 30
2169 /* xxx (detect evil?) */
2170 #define SV_SCROLL_SATISFY_HUNGER 32
2171 #define SV_SCROLL_BLESSING 33
2172 #define SV_SCROLL_HOLY_CHANT 34
2173 #define SV_SCROLL_HOLY_PRAYER 35
2174 #define SV_SCROLL_MONSTER_CONFUSION 36
2175 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
2176 #define SV_SCROLL_RUNE_OF_PROTECTION 38
2177 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
2179 #define SV_SCROLL_STAR_DESTRUCTION 41
2180 #define SV_SCROLL_DISPEL_UNDEAD 42
2181 #define SV_SCROLL_SPELL 43
2182 #define SV_SCROLL_GENOCIDE 44
2183 #define SV_SCROLL_MASS_GENOCIDE 45
2184 #define SV_SCROLL_ACQUIREMENT 46
2185 #define SV_SCROLL_STAR_ACQUIREMENT 47
2186 #define SV_SCROLL_FIRE 48
2187 #define SV_SCROLL_ICE 49
2188 #define SV_SCROLL_CHAOS 50
2189 #define SV_SCROLL_RUMOR 51
2190 #define SV_SCROLL_ARTIFACT 52
2191 #define SV_SCROLL_RESET_RECALL 53
2192 #define SV_SCROLL_SUMMON_KIN 54
2194 /* The "sval" codes for TV_POTION */
2195 #define SV_POTION_WATER 0
2196 #define SV_POTION_APPLE_JUICE 1
2197 #define SV_POTION_SLIME_MOLD 2
2198 /* xxx (fixed color) */
2199 #define SV_POTION_SLOWNESS 4
2200 #define SV_POTION_SALT_WATER 5
2201 #define SV_POTION_POISON 6
2202 #define SV_POTION_BLINDNESS 7
2204 #define SV_POTION_CONFUSION 9
2206 #define SV_POTION_SLEEP 11
2208 #define SV_POTION_LOSE_MEMORIES 13
2210 #define SV_POTION_RUINATION 15
2211 #define SV_POTION_DEC_STR 16
2212 #define SV_POTION_DEC_INT 17
2213 #define SV_POTION_DEC_WIS 18
2214 #define SV_POTION_DEC_DEX 19
2215 #define SV_POTION_DEC_CON 20
2216 #define SV_POTION_DEC_CHR 21
2217 #define SV_POTION_DETONATIONS 22
2218 #define SV_POTION_DEATH 23
2219 #define SV_POTION_INFRAVISION 24
2220 #define SV_POTION_DETECT_INVIS 25
2221 #define SV_POTION_SLOW_POISON 26
2222 #define SV_POTION_CURE_POISON 27
2223 #define SV_POTION_BOLDNESS 28
2224 #define SV_POTION_SPEED 29
2225 #define SV_POTION_RESIST_HEAT 30
2226 #define SV_POTION_RESIST_COLD 31
2227 #define SV_POTION_HEROISM 32
2228 #define SV_POTION_BESERK_STRENGTH 33
2229 #define SV_POTION_CURE_LIGHT 34
2230 #define SV_POTION_CURE_SERIOUS 35
2231 #define SV_POTION_CURE_CRITICAL 36
2232 #define SV_POTION_HEALING 37
2233 #define SV_POTION_STAR_HEALING 38
2234 #define SV_POTION_LIFE 39
2235 #define SV_POTION_RESTORE_MANA 40
2236 #define SV_POTION_RESTORE_EXP 41
2237 #define SV_POTION_RES_STR 42
2238 #define SV_POTION_RES_INT 43
2239 #define SV_POTION_RES_WIS 44
2240 #define SV_POTION_RES_DEX 45
2241 #define SV_POTION_RES_CON 46
2242 #define SV_POTION_RES_CHR 47
2243 #define SV_POTION_INC_STR 48
2244 #define SV_POTION_INC_INT 49
2245 #define SV_POTION_INC_WIS 50
2246 #define SV_POTION_INC_DEX 51
2247 #define SV_POTION_INC_CON 52
2248 #define SV_POTION_INC_CHR 53
2250 #define SV_POTION_AUGMENTATION 55
2251 #define SV_POTION_ENLIGHTENMENT 56
2252 #define SV_POTION_STAR_ENLIGHTENMENT 57
2253 #define SV_POTION_SELF_KNOWLEDGE 58
2254 #define SV_POTION_EXPERIENCE 59
2255 #define SV_POTION_RESISTANCE 60
2256 #define SV_POTION_CURING 61
2257 #define SV_POTION_INVULNERABILITY 62
2258 #define SV_POTION_NEW_LIFE 63
2259 #define SV_POTION_NEO_TSUYOSHI 64
2260 #define SV_POTION_TSUYOSHI 65
2261 #define SV_POTION_POLYMORPH 66
2263 /* The "sval" codes for TV_FOOD */
2264 #define SV_FOOD_POISON 0
2265 #define SV_FOOD_BLINDNESS 1
2266 #define SV_FOOD_PARANOIA 2
2267 #define SV_FOOD_CONFUSION 3
2268 #define SV_FOOD_HALLUCINATION 4
2269 #define SV_FOOD_PARALYSIS 5
2270 #define SV_FOOD_WEAKNESS 6
2271 #define SV_FOOD_SICKNESS 7
2272 #define SV_FOOD_STUPIDITY 8
2273 #define SV_FOOD_NAIVETY 9
2274 #define SV_FOOD_UNHEALTH 10
2275 #define SV_FOOD_DISEASE 11
2276 #define SV_FOOD_CURE_POISON 12
2277 #define SV_FOOD_CURE_BLINDNESS 13
2278 #define SV_FOOD_CURE_PARANOIA 14
2279 #define SV_FOOD_CURE_CONFUSION 15
2280 #define SV_FOOD_CURE_SERIOUS 16
2281 #define SV_FOOD_RESTORE_STR 17
2282 #define SV_FOOD_RESTORE_CON 18
2283 #define SV_FOOD_RESTORING 19
2284 /* many missing mushrooms */
2285 #define SV_FOOD_BISCUIT 32
2286 #define SV_FOOD_JERKY 33
2287 #define SV_FOOD_RATION 35
2288 #define SV_FOOD_SLIME_MOLD 36
2289 #define SV_FOOD_WAYBREAD 37
2290 #define SV_FOOD_PINT_OF_ALE 38
2291 #define SV_FOOD_PINT_OF_WINE 39
2295 * Special "sval" limit -- first "normal" food
2297 #define SV_FOOD_MIN_FOOD 32
2300 * Special "sval" limit -- first "aimed" rod
2302 #define SV_ROD_MIN_DIRECTION 12
2305 * Special "sval" limit -- first "large" chest
2307 #define SV_CHEST_MIN_LARGE 4
2308 #define SV_CHEST_KANDUME 50
2311 * Special "sval" limit -- first "good" magic/prayer book
2313 #define SV_BOOK_MIN_GOOD 2
2316 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
2317 #define MAX_GOLD 18 /* Number of "gold" entries */
2320 /*** General flag values ***/
2324 * Special cave grid flags
2326 #define CAVE_MARK 0x0001 /* memorized feature */
2327 #define CAVE_GLOW 0x0002 /* self-illuminating */
2328 #define CAVE_ICKY 0x0004 /* part of a vault */
2329 #define CAVE_ROOM 0x0008 /* part of a room */
2330 #define CAVE_LITE 0x0010 /* lite flag */
2331 #define CAVE_VIEW 0x0020 /* view flag */
2332 #define CAVE_TEMP 0x0040 /* temp flag */
2333 #define CAVE_XTRA 0x0080 /* misc flag */
2335 #define CAVE_MNLT 0x0100 /* Illuminated by monster */
2336 #define CAVE_FLOOR 0x0200
2337 #define CAVE_EXTRA 0x0400
2338 #define CAVE_INNER 0x0800
2339 #define CAVE_OUTER 0x1000
2340 #define CAVE_SOLID 0x2000
2341 #define CAVE_VAULT 0x4000
2342 #define CAVE_TRAP 0x8000
2344 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID)
2347 * Bit flags for the "project()" function
2349 * JUMP: Jump directly to the target location (this is a hack)
2350 * BEAM: Work as a beam weapon (affect every grid passed through)
2351 * THRU: Continue "through" the target (used for "bolts"/"beams")
2352 * STOP: Stop as soon as we hit a monster (used for "bolts")
2353 * GRID: Affect each grid in the "blast area" in some way
2354 * ITEM: Affect each object in the "blast area" in some way
2355 * KILL: Affect each monster in the "blast area" in some way
2356 * HIDE: Hack -- disable "visual" feedback from projection
2358 #define PROJECT_JUMP 0x01
2359 #define PROJECT_BEAM 0x02
2360 #define PROJECT_THRU 0x04
2361 #define PROJECT_STOP 0x08
2362 #define PROJECT_GRID 0x10
2363 #define PROJECT_ITEM 0x20
2364 #define PROJECT_KILL 0x40
2365 #define PROJECT_HIDE 0x80
2366 #define PROJECT_DISI 0x100
2367 #define PROJECT_PLAYER 0x200
2368 #define PROJECT_MONSTER 0x400
2369 #define PROJECT_NO_REF 0x800
2370 #define PROJECT_NO_HANGEKI 0x1000
2371 #define PROJECT_PATH 0x2000
2374 * Bit flags for the "enchant()" function
2376 #define ENCH_TOHIT 0x01 /* Enchant to hit */
2377 #define ENCH_TODAM 0x02 /* Enchant to damage */
2378 #define ENCH_TOAC 0x04 /* Enchant to AC */
2379 #define ENCH_FORCE 0x08 /* Force enchantment */
2382 * Bit flags for the "target_set" function XXX XXX XXX
2384 * KILL: Target monsters
2385 * LOOK: Describe grid fully
2386 * XTRA: Currently unused flag
2387 * GRID: Select from all grids
2389 #define TARGET_KILL 0x01
2390 #define TARGET_LOOK 0x02
2391 #define TARGET_XTRA 0x04
2392 #define TARGET_GRID 0x08
2396 * Some bit-flags for the "smart" field
2398 #define SM_RES_ACID 0x00000001
2399 #define SM_RES_ELEC 0x00000002
2400 #define SM_RES_FIRE 0x00000004
2401 #define SM_RES_COLD 0x00000008
2402 #define SM_RES_POIS 0x00000010
2403 #define SM_RES_NETH 0x00000020
2404 #define SM_RES_LITE 0x00000040
2405 #define SM_RES_DARK 0x00000080
2406 #define SM_RES_FEAR 0x00000100
2407 #define SM_RES_CONF 0x00000200
2408 #define SM_RES_CHAOS 0x00000400
2409 #define SM_RES_DISEN 0x00000800
2410 #define SM_RES_BLIND 0x00001000
2411 #define SM_RES_NEXUS 0x00002000
2412 #define SM_RES_SOUND 0x00004000
2413 #define SM_RES_SHARD 0x00008000
2414 #define SM_OPP_ACID 0x00010000
2415 #define SM_OPP_ELEC 0x00020000
2416 #define SM_OPP_FIRE 0x00040000
2417 #define SM_OPP_COLD 0x00080000
2418 #define SM_OPP_POIS 0x00100000
2419 #define SM_OPP_XXX1 0x00200000 /* (unused) */
2420 #define SM_CLONED 0x00400000 /* XXX Cloned */
2421 #define SM_PET 0x00800000 /* XXX Pet */
2422 #define SM_IMM_ACID 0x01000000
2423 #define SM_IMM_ELEC 0x02000000
2424 #define SM_IMM_FIRE 0x04000000
2425 #define SM_IMM_COLD 0x08000000
2426 #define SM_FRIENDLY 0x10000000 /* XXX Friendly */
2427 #define SM_IMM_REFLECT 0x20000000
2428 #define SM_IMM_FREE 0x40000000
2429 #define SM_IMM_MANA 0x80000000
2433 * Bit flags for the "get_item" function
2435 #define USE_EQUIP 0x01 /* Allow equip items */
2436 #define USE_INVEN 0x02 /* Allow inven items */
2437 #define USE_FLOOR 0x04 /* Allow floor items */
2441 * Bit flags for the "p_ptr->notice" variable
2443 #define PN_COMBINE 0x00000001L /* Combine the pack */
2444 #define PN_REORDER 0x00000002L /* Reorder the pack */
2449 * Bit flags for the "p_ptr->update" variable
2451 #define PU_BONUS 0x00000001L /* Calculate bonuses */
2452 #define PU_TORCH 0x00000002L /* Calculate torch radius */
2454 #define PU_HP 0x00000010L /* Calculate chp and mhp */
2455 #define PU_MANA 0x00000020L /* Calculate csp and msp */
2456 #define PU_SPELLS 0x00000040L /* Calculate spells */
2459 #define PU_UN_VIEW 0x00010000L /* Forget view */
2460 #define PU_UN_LITE 0x00020000L /* Forget lite */
2462 #define PU_VIEW 0x00100000L /* Update view */
2463 #define PU_LITE 0x00200000L /* Update lite */
2464 #define PU_MON_LITE 0x00400000L /* Monster illumination */
2466 #define PU_MONSTERS 0x01000000L /* Update monsters */
2467 #define PU_DISTANCE 0x02000000L /* Update distances */
2469 #define PU_FLOW 0x10000000L /* Update flow */
2474 * Bit flags for the "p_ptr->redraw" variable
2476 #define PR_MISC 0x00000001L /* Display Race/Class */
2477 #define PR_TITLE 0x00000002L /* Display Title */
2478 #define PR_LEV 0x00000004L /* Display Level */
2479 #define PR_EXP 0x00000008L /* Display Experience */
2480 #define PR_STATS 0x00000010L /* Display Stats */
2481 #define PR_ARMOR 0x00000020L /* Display Armor */
2482 #define PR_HP 0x00000040L /* Display Hitpoints */
2483 #define PR_MANA 0x00000080L /* Display Mana */
2484 #define PR_GOLD 0x00000100L /* Display Gold */
2485 #define PR_DEPTH 0x00000200L /* Display Depth */
2486 #define PR_EQUIPPY 0x00000400L /* Display equippy chars */
2487 #define PR_HEALTH 0x00000800L /* Display Health Bar */
2488 #define PR_CUT 0x00001000L /* Display Extra (Cut) */
2489 #define PR_STUN 0x00002000L /* Display Extra (Stun) */
2490 #define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */
2491 #define PR_STATUS 0x00008000L /* Display Status Bar */
2492 #define PR_DUNGEON 0x00010000L /* Display Extra (Blind) */
2493 #define PR_UHEALTH 0x00020000L /* Display Uma Health Bar */
2494 #define PR_XXX1 0x00040000L /* Display Extra (Afraid) */
2495 #define PR_XXX2 0x00080000L /* Display Extra (Poisoned) */
2496 #define PR_STATE 0x00100000L /* Display Extra (State) */
2497 #define PR_SPEED 0x00200000L /* Display Extra (Speed) */
2498 #define PR_STUDY 0x00400000L /* Display Extra (Study) */
2499 #define PR_MANE 0x00800000L /* Display Extra (Mane) */
2500 #define PR_EXTRA 0x01000000L /* Display Extra Info */
2501 #define PR_BASIC 0x02000000L /* Display Basic Info */
2502 #define PR_MAP 0x04000000L /* Display Map */
2503 #define PR_WIPE 0x08000000L /* Hack -- Total Redraw */
2510 * Bit flags for the "p_ptr->window" variable (etc)
2512 #define PW_INVEN 0x00000001L /* Display inven/equip */
2513 #define PW_EQUIP 0x00000002L /* Display equip/inven */
2514 #define PW_SPELL 0x00000004L /* Display spell list */
2515 #define PW_PLAYER 0x00000008L /* Display character */
2518 #define PW_MESSAGE 0x00000040L /* Display messages */
2519 #define PW_OVERHEAD 0x00000080L /* Display overhead view */
2520 #define PW_MONSTER 0x00000100L /* Display monster recall */
2521 #define PW_OBJECT 0x00000200L /* Display object recall */
2522 #define PW_DUNGEON 0x00000400L /* Display dungeon view */
2523 #define PW_SNAPSHOT 0x00000800L /* Display snap-shot */
2526 #define PW_BORG_1 0x00004000L /* Display borg messages */
2527 #define PW_BORG_2 0x00008000L /* Display borg status */
2532 * Bit flags for the "p_ptr->special_attack" variable. -LM-
2534 * Note: The elemental and poison attacks should be managed using the
2535 * function "set_ele_attack", in spell2.c. This provides for timeouts and
2536 * prevents the player from getting more than one at a time.
2538 #define ATTACK_CONFUSE 0x00000001
2539 #define ATTACK_BLKBRTH 0x00000002
2540 #define ATTACK_FLEE 0x00000004
2541 #define ATTACK_SUPERSHOT 0x00000008
2542 #define ATTACK_ACID 0x00000010
2543 #define ATTACK_ELEC 0x00000020
2544 #define ATTACK_FIRE 0x00000040
2545 #define ATTACK_COLD 0x00000080
2546 #define ATTACK_POIS 0x00000100
2547 #define ATTACK_HOLY 0x00000200
2548 #define ATTACK_SUIKEN 0x00000400
2551 #define DEFENSE_ACID 0x00000001
2552 #define DEFENSE_ELEC 0x00000002
2553 #define DEFENSE_FIRE 0x00000004
2554 #define DEFENSE_COLD 0x00000008
2555 #define DEFENSE_POIS 0x00000010
2556 #define KAMAE_GENBU 0x00000020
2557 #define KAMAE_BYAKKO 0x00000040
2558 #define KAMAE_SEIRYU 0x00000080
2559 #define KAMAE_SUZAKU 0x00000100
2560 #define KATA_IAI 0x00000200
2561 #define KATA_FUUJIN 0x00000400
2562 #define KATA_KOUKIJIN 0x00000800
2563 #define KATA_MUSOU 0x00001000
2564 #define NINJA_KAWARIMI 0x00002000
2565 #define NINJA_S_STEALTH 0x00004000
2568 #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU)
2571 #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU)
2574 #define ACTION_NONE 0
2575 #define ACTION_SEARCH 1
2576 #define ACTION_REST 2
2577 #define ACTION_LEARN 3
2578 #define ACTION_FISH 4
2579 #define ACTION_KAMAE 5
2580 #define ACTION_KATA 6
2581 #define ACTION_SING 7
2582 #define ACTION_HAYAGAKE 8
2584 /*** General index values ***/
2588 * Legal restrictions for "summon_specific()"
2590 #define SUMMON_ANT 11
2591 #define SUMMON_SPIDER 12
2592 #define SUMMON_HOUND 13
2593 #define SUMMON_HYDRA 14
2594 #define SUMMON_ANGEL 15
2595 #define SUMMON_DEMON 16
2596 #define SUMMON_UNDEAD 17
2597 #define SUMMON_DRAGON 18
2598 #define SUMMON_HI_UNDEAD 21
2599 #define SUMMON_HI_DRAGON 22
2600 #define SUMMON_HI_DEMON 23
2601 #define SUMMON_AMBERITES 31
2602 #define SUMMON_UNIQUE 32
2603 #define SUMMON_BIZARRE1 33
2604 #define SUMMON_BIZARRE2 34
2605 #define SUMMON_BIZARRE3 35
2606 #define SUMMON_BIZARRE4 36
2607 #define SUMMON_BIZARRE5 37
2608 #define SUMMON_BIZARRE6 38
2609 #define SUMMON_CYBER 39
2610 #define SUMMON_KIN 40
2611 #define SUMMON_DAWN 41
2612 #define SUMMON_ANIMAL 42
2613 #define SUMMON_ANIMAL_RANGER 43
2614 /*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
2615 /*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
2616 /*#define SUMMON_NO_UNIQUES 46*/
2617 #define SUMMON_PHANTOM 47
2618 /*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
2619 #define SUMMON_BLUE_HORROR 49
2620 #define SUMMON_LIVING 50
2621 #define SUMMON_HI_DRAGON_LIVING 51
2622 #define SUMMON_GOLEM 52
2623 #define SUMMON_ELEMENTAL 53
2624 #define SUMMON_VORTEX 54
2625 #define SUMMON_HYBRID 55
2626 #define SUMMON_BIRD 56
2627 /*#define SUMMON_AQUATIC_NO_UNIQUES 57*/
2628 #define SUMMON_KAMIKAZE 58
2629 #define SUMMON_KAMIKAZE_LIVING 59
2630 #define SUMMON_MANES 60
2631 #define SUMMON_LOUSE 61
2635 * Spell types used by project(), and related functions.
2642 #define GF_PSY_SPEAR 9
2643 #define GF_MISSILE 10
2645 #define GF_PLASMA 12
2646 /* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
2647 /* #define GF_HOLY_ORB 13 */
2651 #define GF_LITE_WEAK 17
2652 #define GF_DARK_WEAK 18
2653 #define GF_SHARDS 20
2655 #define GF_CONFUSION 22
2657 #define GF_INERTIA 24
2659 #define GF_METEOR 27
2662 #define GF_NETHER 31
2663 #define GF_DISENCHANT 32
2666 #define GF_GRAVITY 35
2667 #define GF_KILL_WALL 40
2668 #define GF_KILL_DOOR 41
2669 #define GF_KILL_TRAP 42
2670 #define GF_MAKE_WALL 45
2671 #define GF_MAKE_DOOR 46
2672 #define GF_MAKE_TRAP 47
2673 #define GF_MAKE_TREE 48
2674 #define GF_OLD_CLONE 51
2675 #define GF_OLD_POLY 52
2676 #define GF_OLD_HEAL 53
2677 #define GF_OLD_SPEED 54
2678 #define GF_OLD_SLOW 55
2679 #define GF_OLD_CONF 56
2680 #define GF_OLD_SLEEP 57
2681 #define GF_OLD_DRAIN 58
2682 #define GF_AWAY_UNDEAD 61
2683 #define GF_AWAY_EVIL 62
2684 #define GF_AWAY_ALL 63
2685 #define GF_TURN_UNDEAD 64
2686 #define GF_TURN_EVIL 65
2687 #define GF_TURN_ALL 66
2688 #define GF_DISP_UNDEAD 67
2689 #define GF_DISP_EVIL 68
2690 #define GF_DISP_ALL 69
2691 #define GF_DISP_DEMON 70 /* New types for Zangband begin here... */
2692 #define GF_DISP_LIVING 71
2693 #define GF_ROCKET 72
2695 #define GF_MAKE_GLYPH 74
2696 #define GF_STASIS 75
2697 #define GF_STONE_WALL 76
2698 #define GF_DEATH_RAY 77
2700 #define GF_HOLY_FIRE 79
2701 #define GF_HELL_FIRE 80
2702 #define GF_DISINTEGRATE 81
2704 #define GF_CONTROL_UNDEAD 83
2705 #define GF_CONTROL_ANIMAL 84
2707 #define GF_PSI_DRAIN 86
2708 #define GF_TELEKINESIS 87
2709 #define GF_JAM_DOOR 88
2710 #define GF_DOMINATION 89
2711 #define GF_DISP_GOOD 90
2712 #define GF_DRAIN_MANA 91
2713 #define GF_MIND_BLAST 92
2714 #define GF_BRAIN_SMASH 93
2715 #define GF_CAUSE_1 94
2716 #define GF_CAUSE_2 95
2717 #define GF_CAUSE_3 96
2718 #define GF_CAUSE_4 97
2719 #define GF_HAND_DOOM 98
2720 #define GF_CAPTURE 99
2721 #define GF_ANIM_DEAD 100
2722 #define GF_CONTROL_LIVING 101
2723 #define GF_IDENTIFY 102
2724 #define GF_ATTACK 103
2725 #define GF_ENGETSU 104
2726 #define GF_GENOCIDE 105
2727 #define GF_PHOTO 106
2728 #define GF_CONTROL_DEMON 107
2729 #define GF_LAVA_FLOW 108
2730 #define GF_BLOOD_CURSE 109
2731 #define GF_SEEKER 110
2732 #define GF_SUPER_RAY 111
2733 #define GF_STAR_HEAL 112
2738 * Some things which induce learning
2750 #define DRS_CHAOS 11
2751 #define DRS_DISEN 12
2752 #define DRS_BLIND 13
2753 #define DRS_NEXUS 14
2754 #define DRS_SOUND 15
2755 #define DRS_SHARD 16
2758 #define DRS_REFLECT 32
2762 #define DAMAGE_FORCE 1
2763 #define DAMAGE_GENO 2
2764 #define DAMAGE_LOSELIFE 3
2765 #define DAMAGE_ATTACK 4
2766 #define DAMAGE_NOESCAPE 5
2767 #define DAMAGE_USELIFE 6
2771 * Hack -- first "normal" artifact in the artifact list. All of
2772 * the artifacts with indexes from 1 to 15 are "special" (lights,
2773 * rings, amulets), and the ones from 16 to 127 are "normal".
2775 #define ART_MIN_NORMAL 19
2778 * Game generated inscription indices. These are stored in the object,
2779 * and are used to index the string array from tables.c.
2783 #define FEEL_BROKEN 1
2784 #define FEEL_TERRIBLE 2
2785 #define FEEL_WORTHLESS 3
2786 #define FEEL_CURSED 4
2787 #define FEEL_UNCURSED 5
2788 #define FEEL_AVERAGE 6
2790 #define FEEL_EXCELLENT 8
2791 #define FEEL_SPECIAL 9
2796 * Hack -- special "xtra" object powers
2799 /* Sustain one stat */
2800 #define EGO_XTRA_SUSTAIN 1
2803 #define EGO_XTRA_POWER 2
2805 /* Special ability */
2806 #define EGO_XTRA_ABILITY 3
2808 /*** Object flag values ***/
2812 * Chest trap flags (see "tables.c")
2814 #define CHEST_LOSE_STR 0x0001
2815 #define CHEST_LOSE_CON 0x0002
2816 #define CHEST_POISON 0x0004
2817 #define CHEST_PARALYZE 0x0008
2818 #define CHEST_EXPLODE 0x0010
2819 #define CHEST_SUMMON 0x0020
2820 #define CHEST_SCATTER 0x0040
2821 #define CHEST_E_SUMMON 0x0080
2822 #define CHEST_BIRD_STORM 0x0100
2823 #define CHEST_H_SUMMON 0x0200
2824 #define CHEST_RUNES_OF_EVIL 0x0400
2829 * Special Object Flags
2831 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
2832 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
2833 #define IDENT_EMPTY 0x04 /* Item charges are known */
2834 #define IDENT_KNOWN 0x08 /* Item abilities are known */
2835 #define IDENT_STOREB 0x10 /* Item is storebought !!!! */
2836 #define IDENT_MENTAL 0x20 /* Item information is known */
2837 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
2838 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
2843 * Special Monster Flags (all temporary)
2845 #define MFLAG_VIEW 0x01 /* Monster is in line of sight */
2846 #define MFLAG_TEMP 0x02 /* Monster is marked for project_hack() */
2847 #define MFLAG_XXX2 0x04 /* (unused) */
2848 #define MFLAG_XXX3 0x08 /* (unused) */
2849 #define MFLAG_BORN 0x10 /* Monster is still being born */
2850 #define MFLAG_NICE 0x20 /* Monster is still being nice */
2851 #define MFLAG_SHOW 0x40 /* Monster is recently memorized */
2852 #define MFLAG_MARK 0x80 /* Monster is currently memorized */
2854 #define MFLAG_KAGE 0x01 /* Monster is kage */
2855 #define MFLAG_NOPET 0x02 /* Cannot make monster pet */
2856 #define MFLAG_NOGENO 0x04 /* Cannot genocide */
2857 #define MFLAG_CHAMELEON 0x08 /* Monster is chameleon */
2858 #define MFLAG_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
2862 * As of 2.7.8, the "object flags" are valid for all objects, and as
2863 * of 2.7.9, these flags are not actually stored with the object.
2865 * Note that "flags1" contains all flags dependant on "pval" (including
2866 * stat bonuses, but NOT stat sustainers), plus all "extra attack damage"
2867 * flags (SLAY_XXX and BRAND_XXX).
2869 * Note that "flags2" contains all "resistances" (including "Stat Sustainers",
2870 * actual immunities, and resistances). Note that "Hold Life" is really an
2871 * "immunity" to ExpLoss, and "Free Action" is "immunity to paralysis".
2873 * Note that "flags3" contains everything else -- including the three "CURSED"
2874 * flags, and the "BLESSED" flag, several "item display" parameters, some new
2875 * flags for powerful Bows, and flags which affect the player in a "general"
2876 * way (LITE, TELEPATHY, SEE_INVIS, SLOW_DIGEST, REGEN, FEATHER), including
2877 * all the "general" curses (TELEPORT, AGGRAVATE, EXP_DRAIN). It also has
2878 * four new flags called "ITEM_IGNORE_XXX" which lets an item specify that
2879 * it can not be affected by various forms of destruction. This is NOT as
2880 * powerful as actually granting resistance/immunity to the wearer.
2883 #define TR1_STR 0x00000001L /* STR += "pval" */
2884 #define TR1_INT 0x00000002L /* INT += "pval" */
2885 #define TR1_WIS 0x00000004L /* WIS += "pval" */
2886 #define TR1_DEX 0x00000008L /* DEX += "pval" */
2887 #define TR1_CON 0x00000010L /* CON += "pval" */
2888 #define TR1_CHR 0x00000020L /* CHR += "pval" */
2889 #define TR1_MAGIC_MASTERY 0x00000040L /* Later */
2890 #define TR1_FORCE_WEPON 0x00000080L /* Later */
2891 #define TR1_STEALTH 0x00000100L /* Stealth += "pval" */
2892 #define TR1_SEARCH 0x00000200L /* Search += "pval" */
2893 #define TR1_INFRA 0x00000400L /* Infra += "pval" */
2894 #define TR1_TUNNEL 0x00000800L /* Tunnel += "pval" */
2895 #define TR1_SPEED 0x00001000L /* Speed += "pval" */
2896 #define TR1_BLOWS 0x00002000L /* Blows += "pval" */
2897 #define TR1_CHAOTIC 0x00004000L
2898 #define TR1_VAMPIRIC 0x00008000L
2899 #define TR1_SLAY_ANIMAL 0x00010000L
2900 #define TR1_SLAY_EVIL 0x00020000L
2901 #define TR1_SLAY_UNDEAD 0x00040000L
2902 #define TR1_SLAY_DEMON 0x00080000L
2903 #define TR1_SLAY_ORC 0x00100000L
2904 #define TR1_SLAY_TROLL 0x00200000L
2905 #define TR1_SLAY_GIANT 0x00400000L
2906 #define TR1_SLAY_DRAGON 0x00800000L
2907 #define TR1_KILL_DRAGON 0x01000000L /* Execute Dragon */
2908 #define TR1_VORPAL 0x02000000L /* Later */
2909 #define TR1_IMPACT 0x04000000L /* Cause Earthquakes */
2910 #define TR1_BRAND_POIS 0x08000000L
2911 #define TR1_BRAND_ACID 0x10000000L
2912 #define TR1_BRAND_ELEC 0x20000000L
2913 #define TR1_BRAND_FIRE 0x40000000L
2914 #define TR1_BRAND_COLD 0x80000000L
2916 #define TR2_SUST_STR 0x00000001L
2917 #define TR2_SUST_INT 0x00000002L
2918 #define TR2_SUST_WIS 0x00000004L
2919 #define TR2_SUST_DEX 0x00000008L
2920 #define TR2_SUST_CON 0x00000010L
2921 #define TR2_SUST_CHR 0x00000020L
2922 #define TR2_RIDING 0x00000040L /* Later */
2923 #define TR2_XXX2 0x00000080L /* Later */
2924 #define TR2_IM_ACID 0x00000100L
2925 #define TR2_IM_ELEC 0x00000200L
2926 #define TR2_IM_FIRE 0x00000400L
2927 #define TR2_IM_COLD 0x00000800L
2928 #define TR2_THROW 0x00001000L /* Later */
2929 #define TR2_REFLECT 0x00002000L /* Reflect 'bolts' */
2930 #define TR2_FREE_ACT 0x00004000L /* Free Action */
2931 #define TR2_HOLD_LIFE 0x00008000L /* Hold Life */
2932 #define TR2_RES_ACID 0x00010000L
2933 #define TR2_RES_ELEC 0x00020000L
2934 #define TR2_RES_FIRE 0x00040000L
2935 #define TR2_RES_COLD 0x00080000L
2936 #define TR2_RES_POIS 0x00100000L
2937 #define TR2_RES_FEAR 0x00200000L /* Added for Zangband */
2938 #define TR2_RES_LITE 0x00400000L
2939 #define TR2_RES_DARK 0x00800000L
2940 #define TR2_RES_BLIND 0x01000000L
2941 #define TR2_RES_CONF 0x02000000L
2942 #define TR2_RES_SOUND 0x04000000L
2943 #define TR2_RES_SHARDS 0x08000000L
2944 #define TR2_RES_NETHER 0x10000000L
2945 #define TR2_RES_NEXUS 0x20000000L
2946 #define TR2_RES_CHAOS 0x40000000L
2947 #define TR2_RES_DISEN 0x80000000L
2950 #define TR3_SH_FIRE 0x00000001L /* Immolation (Fire) */
2951 #define TR3_SH_ELEC 0x00000002L /* Electric Sheath */
2952 #define TR3_QUESTITEM 0x00000004L /* quest level item -KMW- */
2953 #define TR3_SH_COLD 0x00000008L /* cold aura */
2954 #define TR3_NO_TELE 0x00000010L /* Anti-teleportation */
2955 #define TR3_NO_MAGIC 0x00000020L /* Anti-magic */
2956 #define TR3_DEC_MANA 0x00000040L /* ??? */
2957 #define TR3_TY_CURSE 0x00000080L /* The Ancient Curse */
2958 #define TR3_XXX1 0x00000100L
2959 #define TR3_HIDE_TYPE 0x00000200L /* Hide "pval" description */
2960 #define TR3_SHOW_MODS 0x00000400L /* Always show Tohit/Todam */
2961 #define TR3_INSTA_ART 0x00000800L /* Item must be an artifact */
2962 #define TR3_FEATHER 0x00001000L /* Feather Falling */
2963 #define TR3_LITE 0x00002000L /* Permanent Light */
2964 #define TR3_SEE_INVIS 0x00004000L /* See Invisible */
2965 #define TR3_TELEPATHY 0x00008000L /* Telepathy */
2966 #define TR3_SLOW_DIGEST 0x00010000L /* Item slows down digestion */
2967 #define TR3_REGEN 0x00020000L /* Item induces regeneration */
2968 #define TR3_XTRA_MIGHT 0x00040000L /* Bows get extra multiplier */
2969 #define TR3_XTRA_SHOTS 0x00080000L /* Bows get extra shots */
2970 #define TR3_IGNORE_ACID 0x00100000L /* Item ignores Acid Damage */
2971 #define TR3_IGNORE_ELEC 0x00200000L /* Item ignores Elec Damage */
2972 #define TR3_IGNORE_FIRE 0x00400000L /* Item ignores Fire Damage */
2973 #define TR3_IGNORE_COLD 0x00800000L /* Item ignores Cold Damage */
2974 #define TR3_ACTIVATE 0x01000000L /* Item can be activated */
2975 #define TR3_DRAIN_EXP 0x02000000L /* Item drains Experience */
2976 #define TR3_TELEPORT 0x04000000L /* Item teleports player */
2977 #define TR3_AGGRAVATE 0x08000000L /* Item aggravates monsters */
2978 #define TR3_BLESSED 0x10000000L /* Item is Blessed */
2979 #define TR3_CURSED 0x20000000L /* Item is Cursed */
2980 #define TR3_HEAVY_CURSE 0x40000000L /* Item is Heavily Cursed */
2981 #define TR3_PERMA_CURSE 0x80000000L /* Item is Perma Cursed */
2985 * Hack -- flag set 1 -- mask for "pval-dependant" flags.
2986 * Note that all "pval" dependant flags must be in "flags1".
2988 #define TR1_PVAL_MASK \
2989 (TR1_STR | TR1_INT | TR1_WIS | TR1_DEX | \
2990 TR1_CON | TR1_CHR | \
2991 TR1_MAGIC_MASTERY | TR1_STEALTH | TR1_SEARCH | TR1_INFRA | \
2992 TR1_TUNNEL | TR1_SPEED | TR1_BLOWS)
2996 /*** Monster blow constants ***/
3000 * New monster blow methods
3011 #define RBM_CRUSH 10
3012 #define RBM_ENGULF 11
3013 #define RBM_CHARGE 12
3014 #define RBM_CRAWL 13
3015 #define RBM_DROOL 14
3017 #define RBM_EXPLODE 16
3020 #define RBM_SPORE 19
3023 #define RBM_INSULT 22
3029 * New monster blow effects
3032 #define RBE_POISON 2
3033 #define RBE_UN_BONUS 3
3034 #define RBE_UN_POWER 4
3035 #define RBE_EAT_GOLD 5
3036 #define RBE_EAT_ITEM 6
3037 #define RBE_EAT_FOOD 7
3038 #define RBE_EAT_LITE 8
3043 #define RBE_BLIND 13
3044 #define RBE_CONFUSE 14
3045 #define RBE_TERRIFY 15
3046 #define RBE_PARALYZE 16
3047 #define RBE_LOSE_STR 17
3048 #define RBE_LOSE_INT 18
3049 #define RBE_LOSE_WIS 19
3050 #define RBE_LOSE_DEX 20
3051 #define RBE_LOSE_CON 21
3052 #define RBE_LOSE_CHR 22
3053 #define RBE_LOSE_ALL 23
3054 #define RBE_SHATTER 24
3055 #define RBE_EXP_10 25
3056 #define RBE_EXP_20 26
3057 #define RBE_EXP_40 27
3058 #define RBE_EXP_80 28
3059 #define RBE_DISEASE 29
3061 #define RBE_EXP_VAMP 31
3062 #define RBE_DR_MANA 32
3063 #define RBE_SUPERHURT 33
3066 /*** Monster flag values (hard-coded) ***/
3070 * New monster race bit flags
3072 #define RF1_UNIQUE 0x00000001 /* Unique Monster */
3073 #define RF1_QUESTOR 0x00000002 /* Quest Monster */
3074 #define RF1_MALE 0x00000004 /* Male gender */
3075 #define RF1_FEMALE 0x00000008 /* Female gender */
3076 #define RF1_CHAR_CLEAR 0x00000010 /* Absorbs symbol */
3077 #define RF1_CHAR_MULTI 0x00000020 /* Changes symbol */
3078 #define RF1_ATTR_CLEAR 0x00000040 /* Absorbs color */
3079 #define RF1_ATTR_MULTI 0x00000080 /* Changes color */
3080 #define RF1_FORCE_DEPTH 0x00000100 /* Start at "correct" depth */
3081 #define RF1_FORCE_MAXHP 0x00000200 /* Start with max hitpoints */
3082 #define RF1_FORCE_SLEEP 0x00000400 /* Start out sleeping */
3083 #define RF1_FORCE_EXTRA 0x00000800 /* Start out something */
3084 #define RF1_FRIEND 0x00001000 /* Arrive with a friend */
3085 #define RF1_FRIENDS 0x00002000 /* Arrive with some friends */
3086 #define RF1_ESCORT 0x00004000 /* Arrive with an escort */
3087 #define RF1_ESCORTS 0x00008000 /* Arrive with some escorts */
3088 #define RF1_NEVER_BLOW 0x00010000 /* Never make physical blow */
3089 #define RF1_NEVER_MOVE 0x00020000 /* Never make physical move */
3090 #define RF1_RAND_25 0x00040000 /* Moves randomly (25%) */
3091 #define RF1_RAND_50 0x00080000 /* Moves randomly (50%) */
3092 #define RF1_ONLY_GOLD 0x00100000 /* Drop only gold */
3093 #define RF1_ONLY_ITEM 0x00200000 /* Drop only items */
3094 #define RF1_DROP_60 0x00400000 /* Drop an item/gold (60%) */
3095 #define RF1_DROP_90 0x00800000 /* Drop an item/gold (90%) */
3096 #define RF1_DROP_1D2 0x01000000 /* Drop 1d2 items/gold */
3097 #define RF1_DROP_2D2 0x02000000 /* Drop 2d2 items/gold */
3098 #define RF1_DROP_3D2 0x04000000 /* Drop 3d2 items/gold */
3099 #define RF1_DROP_4D2 0x08000000 /* Drop 4d2 items/gold */
3100 #define RF1_DROP_GOOD 0x10000000 /* Drop good items */
3101 #define RF1_DROP_GREAT 0x20000000 /* Drop great items */
3102 #define RF1_DROP_USEFUL 0x40000000 /* Drop "useful" items */
3103 #define RF1_DROP_CHOSEN 0x80000000 /* Drop "chosen" items */
3106 * New monster race bit flags
3108 #define RF2_STUPID 0x00000001 /* Monster is stupid */
3109 #define RF2_SMART 0x00000002 /* Monster is smart */
3110 #define RF2_CAN_SPEAK 0x00000004 /* TY: can speak */
3111 #define RF2_REFLECTING 0x00000008 /* Reflects bolts */
3112 #define RF2_INVISIBLE 0x00000010 /* Monster avoids vision */
3113 #define RF2_COLD_BLOOD 0x00000020 /* Monster avoids infra */
3114 #define RF2_EMPTY_MIND 0x00000040 /* Monster avoids telepathy */
3115 #define RF2_WEIRD_MIND 0x00000080 /* Monster avoids telepathy? */
3116 #define RF2_MULTIPLY 0x00000100 /* Monster reproduces */
3117 #define RF2_REGENERATE 0x00000200 /* Monster regenerates */
3118 #define RF2_SHAPECHANGER 0x00000400 /* TY: shapechanger */
3119 #define RF2_ATTR_ANY 0x00000800 /* TY: Attr_any */
3120 #define RF2_POWERFUL 0x00001000 /* Monster has strong breath */
3121 #define RF2_ELDRITCH_HORROR 0x00002000 /* Sanity-blasting horror */
3122 #define RF2_AURA_FIRE 0x00004000 /* Burns in melee */
3123 #define RF2_AURA_ELEC 0x00008000 /* Shocks in melee */
3124 #define RF2_OPEN_DOOR 0x00010000 /* Monster can open doors */
3125 #define RF2_BASH_DOOR 0x00020000 /* Monster can bash doors */
3126 #define RF2_PASS_WALL 0x00040000 /* Monster can pass walls */
3127 #define RF2_KILL_WALL 0x00080000 /* Monster can destroy walls */
3128 #define RF2_MOVE_BODY 0x00100000 /* Monster can move monsters */
3129 #define RF2_KILL_BODY 0x00200000 /* Monster can kill monsters */
3130 #define RF2_TAKE_ITEM 0x00400000 /* Monster can pick up items */
3131 #define RF2_KILL_ITEM 0x00800000 /* Monster can crush items */
3132 #define RF2_BRAIN_1 0x01000000
3133 #define RF2_BRAIN_2 0x02000000
3134 #define RF2_BRAIN_3 0x04000000
3135 #define RF2_BRAIN_4 0x08000000
3136 #define RF2_BRAIN_5 0x10000000
3137 #define RF2_BRAIN_6 0x20000000
3138 #define RF2_BRAIN_7 0x40000000
3139 #define RF2_QUANTUM 0x80000000 /* Monster has quantum behavior */
3142 * New monster race bit flags
3144 #define RF3_ORC 0x00000001 /* Orc */
3145 #define RF3_TROLL 0x00000002 /* Troll */
3146 #define RF3_GIANT 0x00000004 /* Giant */
3147 #define RF3_DRAGON 0x00000008 /* Dragon */
3148 #define RF3_DEMON 0x00000010 /* Demon */
3149 #define RF3_UNDEAD 0x00000020 /* Undead */
3150 #define RF3_EVIL 0x00000040 /* Evil */
3151 #define RF3_ANIMAL 0x00000080 /* Animal */
3152 #define RF3_AMBERITE 0x00000100 /* TY: Amberite */
3153 #define RF3_GOOD 0x00000200 /* Good */
3154 #define RF3_AURA_COLD 0x00000400 /* Freezes in melee */
3155 #define RF3_NONLIVING 0x00000800 /* TY: Non-Living (?) */
3156 #define RF3_HURT_LITE 0x00001000 /* Hurt by lite */
3157 #define RF3_HURT_ROCK 0x00002000 /* Hurt by rock remover */
3158 #define RF3_HURT_FIRE 0x00004000 /* Hurt badly by fire */
3159 #define RF3_HURT_COLD 0x00008000 /* Hurt badly by cold */
3160 #define RF3_IM_ACID 0x00010000 /* Resist acid a lot */
3161 #define RF3_IM_ELEC 0x00020000 /* Resist elec a lot */
3162 #define RF3_IM_FIRE 0x00040000 /* Resist fire a lot */
3163 #define RF3_IM_COLD 0x00080000 /* Resist cold a lot */
3164 #define RF3_IM_POIS 0x00100000 /* Resist poison a lot */
3165 #define RF3_RES_TELE 0x00200000 /* Resist teleportation */
3166 #define RF3_RES_NETH 0x00400000 /* Resist nether a lot */
3167 #define RF3_RES_WATE 0x00800000 /* Resist water */
3168 #define RF3_RES_PLAS 0x01000000 /* Resist plasma */
3169 #define RF3_RES_NEXU 0x02000000 /* Resist nexus */
3170 #define RF3_RES_DISE 0x04000000 /* Resist disenchantment */
3171 #define RF3_RES_ALL 0x08000000 /* Resist all */
3172 #define RF3_NO_FEAR 0x10000000 /* Cannot be scared */
3173 #define RF3_NO_STUN 0x20000000 /* Cannot be stunned */
3174 #define RF3_NO_CONF 0x40000000 /* Cannot be confused */
3175 #define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */
3178 * New monster race bit flags
3180 #define RF4_SHRIEK 0x00000001 /* Shriek for help */
3181 #define RF4_XXX1 0x00000002 /* XXX */
3182 #define RF4_DISPEL 0x00000004 /* Dispel magic */
3183 #define RF4_ROCKET 0x00000008 /* TY: Rocket */
3184 #define RF4_ARROW_1 0x00000010 /* Fire an arrow (light) */
3185 #define RF4_ARROW_2 0x00000020 /* Fire an arrow (heavy) */
3186 #define RF4_ARROW_3 0x00000040 /* Fire missiles (light) */
3187 #define RF4_ARROW_4 0x00000080 /* Fire missiles (heavy) */
3188 #define RF4_BR_ACID 0x00000100 /* Breathe Acid */
3189 #define RF4_BR_ELEC 0x00000200 /* Breathe Elec */
3190 #define RF4_BR_FIRE 0x00000400 /* Breathe Fire */
3191 #define RF4_BR_COLD 0x00000800 /* Breathe Cold */
3192 #define RF4_BR_POIS 0x00001000 /* Breathe Poison */
3193 #define RF4_BR_NETH 0x00002000 /* Breathe Nether */
3194 #define RF4_BR_LITE 0x00004000 /* Breathe Lite */
3195 #define RF4_BR_DARK 0x00008000 /* Breathe Dark */
3196 #define RF4_BR_CONF 0x00010000 /* Breathe Confusion */
3197 #define RF4_BR_SOUN 0x00020000 /* Breathe Sound */
3198 #define RF4_BR_CHAO 0x00040000 /* Breathe Chaos */
3199 #define RF4_BR_DISE 0x00080000 /* Breathe Disenchant */
3200 #define RF4_BR_NEXU 0x00100000 /* Breathe Nexus */
3201 #define RF4_BR_TIME 0x00200000 /* Breathe Time */
3202 #define RF4_BR_INER 0x00400000 /* Breathe Inertia */
3203 #define RF4_BR_GRAV 0x00800000 /* Breathe Gravity */
3204 #define RF4_BR_SHAR 0x01000000 /* Breathe Shards */
3205 #define RF4_BR_PLAS 0x02000000 /* Breathe Plasma */
3206 #define RF4_BR_WALL 0x04000000 /* Breathe Force */
3207 #define RF4_BR_MANA 0x08000000 /* Breathe Mana */
3208 #define RF4_BA_NUKE 0x10000000 /* TY: Nuke Ball */
3209 #define RF4_BR_NUKE 0x20000000 /* TY: Toxic Breath */
3210 #define RF4_BA_CHAO 0x40000000 /* TY: Logrus Ball */
3211 #define RF4_BR_DISI 0x80000000 /* Breathe Disintegration */
3214 * New monster race bit flags
3216 #define RF5_BA_ACID 0x00000001 /* Acid Ball */
3217 #define RF5_BA_ELEC 0x00000002 /* Elec Ball */
3218 #define RF5_BA_FIRE 0x00000004 /* Fire Ball */
3219 #define RF5_BA_COLD 0x00000008 /* Cold Ball */
3220 #define RF5_BA_POIS 0x00000010 /* Poison Ball */
3221 #define RF5_BA_NETH 0x00000020 /* Nether Ball */
3222 #define RF5_BA_WATE 0x00000040 /* Water Ball */
3223 #define RF5_BA_MANA 0x00000080 /* Mana Storm */
3224 #define RF5_BA_DARK 0x00000100 /* Darkness Storm */
3225 #define RF5_DRAIN_MANA 0x00000200 /* Drain Mana */
3226 #define RF5_MIND_BLAST 0x00000400 /* Blast Mind */
3227 #define RF5_BRAIN_SMASH 0x00000800 /* Smash Brain */
3228 #define RF5_CAUSE_1 0x00001000 /* Cause Light Wound */
3229 #define RF5_CAUSE_2 0x00002000 /* Cause Serious Wound */
3230 #define RF5_CAUSE_3 0x00004000 /* Cause Critical Wound */
3231 #define RF5_CAUSE_4 0x00008000 /* Cause Mortal Wound */
3232 #define RF5_BO_ACID 0x00010000 /* Acid Bolt */
3233 #define RF5_BO_ELEC 0x00020000 /* Elec Bolt (unused) */
3234 #define RF5_BO_FIRE 0x00040000 /* Fire Bolt */
3235 #define RF5_BO_COLD 0x00080000 /* Cold Bolt */
3236 #define RF5_BA_LITE 0x00100000 /* StarBurst */
3237 #define RF5_BO_NETH 0x00200000 /* Nether Bolt */
3238 #define RF5_BO_WATE 0x00400000 /* Water Bolt */
3239 #define RF5_BO_MANA 0x00800000 /* Mana Bolt */
3240 #define RF5_BO_PLAS 0x01000000 /* Plasma Bolt */
3241 #define RF5_BO_ICEE 0x02000000 /* Ice Bolt */
3242 #define RF5_MISSILE 0x04000000 /* Magic Missile */
3243 #define RF5_SCARE 0x08000000 /* Frighten Player */
3244 #define RF5_BLIND 0x10000000 /* Blind Player */
3245 #define RF5_CONF 0x20000000 /* Confuse Player */
3246 #define RF5_SLOW 0x40000000 /* Slow Player */
3247 #define RF5_HOLD 0x80000000 /* Paralyze Player */
3250 * New monster race bit flags
3252 #define RF6_HASTE 0x00000001 /* Speed self */
3253 #define RF6_HAND_DOOM 0x00000002 /* Hand of Doom */
3254 #define RF6_HEAL 0x00000004 /* Heal self */
3255 #define RF6_INVULNER 0x00000008 /* INVULNERABILITY! */
3256 #define RF6_BLINK 0x00000010 /* Teleport Short */
3257 #define RF6_TPORT 0x00000020 /* Teleport Long */
3258 #define RF6_WORLD 0x00000040 /* world */
3259 #define RF6_SPECIAL 0x00000080 /* Special Attack */
3260 #define RF6_TELE_TO 0x00000100 /* Move player to monster */
3261 #define RF6_TELE_AWAY 0x00000200 /* Move player far away */
3262 #define RF6_TELE_LEVEL 0x00000400 /* Move player vertically */
3263 #define RF6_PSY_SPEAR 0x00000800 /* Psyco-spear */
3264 #define RF6_DARKNESS 0x00001000 /* Create Darkness */
3265 #define RF6_TRAPS 0x00002000 /* Create Traps */
3266 #define RF6_FORGET 0x00004000 /* Cause amnesia */
3267 #define RF6_RAISE_DEAD 0x00008000 /* Raise Dead */
3268 #define RF6_S_KIN 0x00010000 /* Summon "kin" */
3269 #define RF6_S_CYBER 0x00020000 /* Summon Cyberdemons! */
3270 #define RF6_S_MONSTER 0x00040000 /* Summon Monster */
3271 #define RF6_S_MONSTERS 0x00080000 /* Summon Monsters */
3272 #define RF6_S_ANT 0x00100000 /* Summon Ants */
3273 #define RF6_S_SPIDER 0x00200000 /* Summon Spiders */
3274 #define RF6_S_HOUND 0x00400000 /* Summon Hounds */
3275 #define RF6_S_HYDRA 0x00800000 /* Summon Hydras */
3276 #define RF6_S_ANGEL 0x01000000 /* Summon Angel */
3277 #define RF6_S_DEMON 0x02000000 /* Summon Demon */
3278 #define RF6_S_UNDEAD 0x04000000 /* Summon Undead */
3279 #define RF6_S_DRAGON 0x08000000 /* Summon Dragon */
3280 #define RF6_S_HI_UNDEAD 0x10000000 /* Summon Greater Undead */
3281 #define RF6_S_HI_DRAGON 0x20000000 /* Summon Ancient Dragon */
3282 #define RF6_S_AMBERITES 0x40000000 /* Summon Amberites */
3283 #define RF6_S_UNIQUE 0x80000000 /* Summon Unique Monster */
3286 * New monster race bit flags
3288 #define RF7_AQUATIC 0x00000001 /* Aquatic monster */
3289 #define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
3290 #define RF7_CAN_FLY 0x00000004 /* Monster can fly */
3291 #define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
3292 #define RF7_UNIQUE_7 0x00000010 /* Is a "Nazgul" unique */
3293 #define RF7_UNIQUE2 0x00000020 /* uso unique */
3294 #define RF7_RIDING 0x00000040 /* Can riding */
3295 #define RF7_KAGE 0x00000080 /* Is kage */
3296 #define RF7_HAS_LITE_1 0x00000100 /* Monster carries light */
3297 #define RF7_SELF_LITE_1 0x00000200 /* Monster lights itself */
3298 #define RF7_HAS_LITE_2 0x00000400 /* Monster carries light */
3299 #define RF7_SELF_LITE_2 0x00000800 /* Monster lights itself */
3300 #define RF7_GUARDIAN 0x00001000
3301 #define RF7_CHAMELEON 0x00002000
3302 #define RF7_KILL_EXP 0x00004000
3305 * Monster race flags
3307 #define RF8_WILD_ONLY 0x00000001
3308 #define RF8_WILD_TOWN 0x00000002
3309 #define RF8_XXX8X02 0x00000004
3310 #define RF8_WILD_SHORE 0x00000008
3311 #define RF8_WILD_OCEAN 0x00000010
3312 #define RF8_WILD_WASTE 0x00000020
3313 #define RF8_WILD_WOOD 0x00000040
3314 #define RF8_WILD_VOLCANO 0x00000080
3315 #define RF8_XXX8X08 0x00000100
3316 #define RF8_WILD_MOUNTAIN 0x00000200
3317 #define RF8_WILD_GRASS 0x00000400
3318 #define RF8_WILD_ALL 0x80000000
3324 #define RF9_DROP_CORPSE 0x00000001
3325 #define RF9_DROP_SKELETON 0x00000002
3326 #define RF9_EAT_BLIND 0x00000004
3327 #define RF9_EAT_CONF 0x00000008
3328 #define RF9_EAT_MANA 0x00000010
3329 #define RF9_EAT_NEXUS 0x00000020
3330 #define RF9_EAT_SLEEP 0x00000040
3331 #define RF9_EAT_BERSERKER 0x00000080
3332 #define RF9_EAT_ACIDIC 0x00000100
3333 #define RF9_EAT_SPEED 0x00000200
3334 #define RF9_EAT_CURE 0x00000400
3335 #define RF9_EAT_FIRE_RES 0x00000800
3336 #define RF9_EAT_COLD_RES 0x00001000
3337 #define RF9_EAT_ACID_RES 0x00002000
3338 #define RF9_EAT_ELEC_RES 0x00004000
3339 #define RF9_EAT_POIS_RES 0x00008000
3340 #define RF9_EAT_INSANITY 0x00010000
3341 #define RF9_EAT_DRAIN_EXP 0x00020000
3342 #define RF9_EAT_POISONOUS 0x00040000
3343 #define RF9_EAT_GIVE_STR 0x00080000
3344 #define RF9_EAT_GIVE_INT 0x00100000
3345 #define RF9_EAT_GIVE_WIS 0x00200000
3346 #define RF9_EAT_GIVE_DEX 0x00400000
3347 #define RF9_EAT_GIVE_CON 0x00800000
3348 #define RF9_EAT_GIVE_CHR 0x01000000
3349 #define RF9_EAT_LOSE_STR 0x02000000
3350 #define RF9_EAT_LOSE_INT 0x04000000
3351 #define RF9_EAT_LOSE_WIS 0x08000000
3352 #define RF9_EAT_LOSE_DEX 0x01000000
3353 #define RF9_EAT_LOSE_CON 0x20000000
3354 #define RF9_EAT_LOSE_CHR 0x40000000
3355 #define RF9_EAT_DRAIN_MANA 0x80000000
3358 * Hack -- choose "intelligent" spells when desperate
3361 #define RF4_INT_MASK \
3364 #define RF5_INT_MASK \
3365 (RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
3367 #define RF6_INT_MASK \
3368 (RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
3369 RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS | \
3370 RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | \
3371 RF6_S_ANT | RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | \
3372 RF6_S_ANGEL | RF6_S_DRAGON | RF6_S_UNDEAD | RF6_S_DEMON | \
3373 RF6_S_HI_DRAGON | RF6_S_HI_UNDEAD | RF6_S_AMBERITES | RF6_S_UNIQUE)
3376 #define RF4_RIDING_MASK \
3379 #define RF5_RIDING_MASK \
3382 #define RF6_RIDING_MASK \
3383 (RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
3387 * Hack -- "bolt" spells that may hurt fellow monsters
3389 #define RF4_BOLT_MASK \
3390 (RF4_ROCKET | RF4_ARROW_1 | RF4_ARROW_2 | RF4_ARROW_3 | RF4_ARROW_4)
3392 #define RF5_BOLT_MASK \
3393 (RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3394 RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | \
3395 RF5_BO_PLAS | RF5_BO_ICEE | RF5_MISSILE)
3397 #define RF6_BOLT_MASK 0
3400 * Hack -- "beam" spells that may hurt fellow monsters
3402 #define RF4_BEAM_MASK 0
3404 #define RF5_BEAM_MASK 0
3406 #define RF6_BEAM_MASK (RF6_PSY_SPEAR)
3409 * Hack -- 'ball' spells that may hurt friends
3411 #define RF4_BALL_MASK \
3412 (RF4_ROCKET | RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | \
3413 RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | \
3414 RF4_BR_DARK | RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | \
3415 RF4_BR_DISE | RF4_BR_NEXU | RF4_BR_SHAR | \
3416 RF4_BR_SOUN | RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | \
3417 RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | RF4_BA_NUKE | \
3418 RF4_BR_NUKE | RF4_BA_CHAO | RF4_BR_DISI)
3420 #define RF5_BALL_MASK \
3421 (RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3422 RF5_BA_POIS | RF5_BA_LITE | \
3423 RF5_BA_NETH | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
3425 #define RF6_BALL_MASK \
3430 * Hack -- 'breath' spells that may hurt friends
3432 #define RF4_BREATH_MASK \
3433 (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | \
3434 RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | \
3435 RF4_BR_DARK | RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | \
3436 RF4_BR_DISE | RF4_BR_NEXU | RF4_BR_SHAR | \
3437 RF4_BR_SOUN | RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | \
3438 RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3439 RF4_BR_NUKE | RF4_BR_DISI)
3441 #define RF5_BREATH_MASK \
3444 #define RF6_BREATH_MASK \
3447 /* Hack -- summon spells */
3449 #define RF4_SUMMON_MASK \
3452 #define RF5_SUMMON_MASK \
3455 #define RF6_SUMMON_MASK \
3456 (RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
3457 RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
3458 RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
3459 RF6_S_AMBERITES | RF6_S_UNIQUE)
3463 * Hack -- "attack" spells
3465 #define RF4_ATTACK_MASK \
3466 (RF4_SHRIEK | RF4_DISPEL | RF4_ROCKET | RF4_ARROW_1 | RF4_ARROW_2 | \
3467 RF4_ARROW_3 | RF4_ARROW_4 | RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | \
3468 RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
3469 RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | RF4_BR_NEXU | \
3470 RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | RF4_BR_SHAR | RF4_BR_PLAS | \
3471 RF4_BR_WALL | RF4_BR_MANA | RF4_BA_NUKE | RF4_BR_NUKE | RF4_BA_CHAO | \
3474 #define RF5_ATTACK_MASK \
3475 (RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3476 RF5_BA_POIS | RF5_BA_NETH | RF5_BA_WATE | RF5_BA_MANA | \
3477 RF5_BA_DARK | RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
3478 RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
3479 RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3480 RF5_BA_LITE | RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | \
3481 RF5_BO_PLAS | RF5_BO_ICEE | RF5_MISSILE | RF5_SCARE | \
3482 RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)
3484 #define RF6_ATTACK_MASK \
3485 (RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_PSY_SPEAR | \
3486 RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)
3490 * Hack -- "indirect" spells
3492 #define RF4_INDIRECT_MASK \
3493 (RF4_SHRIEK | RF4_XXX1)
3495 #define RF5_INDIRECT_MASK \
3498 #define RF6_INDIRECT_MASK \
3499 (RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
3500 RF6_TPORT | RF6_RAISE_DEAD | \
3501 RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | \
3502 RF6_S_ANT | RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | \
3503 RF6_S_ANGEL | RF6_S_DEMON | RF6_S_UNDEAD | RF6_S_DRAGON | \
3504 RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | RF6_S_AMBERITES | RF6_S_UNIQUE)
3508 * Hack -- "no magic" spells
3510 #define RF4_NOMAGIC_MASK \
3511 (RF4_SHRIEK | RF4_ROCKET | RF4_ARROW_1 | RF4_ARROW_2 | \
3512 RF4_ARROW_3 | RF4_ARROW_4 | RF4_BR_ACID | RF4_BR_ELEC | \
3513 RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | \
3514 RF4_BR_LITE | RF4_BR_DARK | RF4_BR_CONF | RF4_BR_SOUN | \
3515 RF4_BR_CHAO | RF4_BR_DISE | RF4_BR_NEXU | RF4_BR_SHAR | \
3516 RF4_BR_SOUN | RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | \
3517 RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3518 RF4_BR_NUKE | RF4_BR_DISI)
3520 #define RF5_NOMAGIC_MASK \
3523 #define RF6_NOMAGIC_MASK \
3527 #define MR1_SINKA 0x01
3530 #define is_friendly(A) \
3531 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
3534 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
3536 #define is_hostile(A) \
3537 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
3540 /*** Macro Definitions ***/
3544 * Hack -- The main "screen"
3546 #define term_screen (angband_term[0])
3549 #ifndef SCRIPT_OBJ_KIND
3551 * Determine if a given inventory item is "aware"
3553 #define object_aware_p(T) \
3554 (k_info[(T)->k_idx].aware)
3557 * Determine if a given inventory item is "tried"
3559 #define object_tried_p(T) \
3560 (k_info[(T)->k_idx].tried)
3564 * Determine if a given inventory item is "known"
3565 * Test One -- Check for special "known" tag
3566 * Test Two -- Check for "Easy Know" + "Aware"
3568 #define object_known_p(T) \
3569 (((T)->ident & (IDENT_KNOWN)) || \
3570 (k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
3574 * Return the "attr" for a given item.
3575 * Use "flavor" if available.
3576 * Default to user definitions.
3578 #define object_attr(T) \
3579 ((k_info[(T)->k_idx].flavor) ? \
3580 (misc_to_attr[k_info[(T)->k_idx].flavor]) : \
3581 (k_info[(T)->k_idx].x_attr))
3584 * Return the "char" for a given item.
3585 * Use "flavor" if available.
3586 * Default to user definitions.
3588 #define object_char(T) \
3589 ((k_info[(T)->k_idx].flavor) ? \
3590 (misc_to_char[k_info[(T)->k_idx].flavor]) : \
3591 (k_info[(T)->k_idx].x_char))
3594 #else /* SCRIPT_OBJ_KIND */
3598 * Determine if a given inventory item is "aware"
3600 #define object_aware_p(T) \
3604 * Determine if a given inventory item is "tried"
3606 #define object_tried_p(T) \
3611 * Determine if a given inventory item is "known"
3612 * Test One -- Check for special "known" tag
3613 * Test Two -- Check for "Easy Know" + "Aware"
3615 #define object_known_p(T) \
3616 (((T)->ident & (IDENT_KNOWN)) || \
3617 ((T)->easy_know && (T)->aware))
3621 * Return the "attr" for a given item.
3622 * Use "flavor" if available.
3623 * Default to user definitions.
3625 #define object_attr(T) \
3627 (misc_to_attr[(T)->flavor]) : \
3631 * Return the "char" for a given item.
3632 * Use "flavor" if available.
3633 * Default to user definitions.
3635 #define object_char(T) \
3637 (misc_to_char[(T)->flavor]) : \
3640 #endif /* SCRIPT_OBJ_KIND */
3646 * Artifacts use the "name1" field
3648 #define artifact_p(T) \
3649 ((T)->name1 ? TRUE : FALSE)
3652 * Ego-Items use the "name2" field
3654 #define ego_item_p(T) \
3655 ((T)->name2 ? TRUE : FALSE)
3661 #define broken_p(T) \
3662 ((T)->ident & (IDENT_BROKEN))
3667 #define cursed_p(T) \
3668 ((T)->ident & (IDENT_CURSED))
3672 * Convert an "attr"/"char" pair into a "pict" (P)
3675 ((((u16b)(A)) << 8) | ((byte)(C)))
3678 * Convert a "pict" (P) into an "attr" (A)
3684 * Convert a "pict" (P) into an "char" (C)
3691 * Convert a "location" (Y,X) into a "grid" (G)
3697 * Convert a "grid" (G) into a "location" (Y)
3703 * Convert a "grid" (G) into a "location" (X)
3710 * Determines if a map location is fully inside the outer walls
3712 #define in_bounds(Y,X) \
3713 (((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
3716 * Determines if a map location is on or inside the outer walls
3718 #define in_bounds2(Y,X) \
3719 (((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
3722 * Determines if a map location is on or inside the outer walls
3723 * (unsigned version)
3725 #define in_bounds2u(Y,X) \
3726 (((Y) < cur_hgt) && ((X) < cur_wid))
3729 * Determines if a map location is currently "on screen" -RAK-
3730 * Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
3732 #define panel_contains(Y,X) \
3733 (((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
3734 ((X) >= panel_col_min) && ((X) <= panel_col_max))
3739 * Determine if a "legal" grid is a "floor" grid
3741 * Line 1 -- forbid doors, rubble, seams, walls
3743 * Note that the terrain features are split by a one bit test
3744 * into those features which block line of sight and those that
3745 * do not, allowing an extremely fast single bit check below.
3747 * Add in the fact that some new terrain (water & lava) do NOT block sight
3750 #define cave_floor_bold(Y,X) \
3751 (!(cave[Y][X].feat & 0x20))
3755 * Determine if a "legal" grid is a "clean" floor grid
3757 * Line 1 -- forbid non-floors
3758 * Line 2 -- forbid deep water -KMW-
3759 * Line 3 -- forbid deep lava -KMW-
3760 * Line 4 -- forbid normal objects
3762 #define cave_clean_bold(Y,X) \
3763 (((cave[Y][X].feat == FEAT_FLOOR) || \
3764 (cave[Y][X].feat == FEAT_SHAL_WATER) || \
3765 (cave[Y][X].feat == FEAT_SHAL_LAVA) || \
3766 (cave[Y][X].feat == FEAT_DEEP_GRASS) || \
3767 (cave[Y][X].feat == FEAT_FLOWER) || \
3768 (cave[Y][X].feat == FEAT_GRASS) || \
3769 (cave[Y][X].feat == FEAT_DIRT)) && \
3770 !(cave[Y][X].info & CAVE_TRAP) && \
3771 (cave[Y][X].o_idx == 0))
3775 * Determine if a "legal" grid is an "empty" floor grid
3777 * Line 1 -- forbid doors, rubble, seams, walls
3778 * Line 2 -- forbid normal monsters
3779 * Line 3 -- forbid the player
3781 #define cave_empty_bold(Y,X) \
3782 (cave_floor_bold(Y,X) && \
3783 !(cave[Y][X].m_idx) && \
3784 !(((Y) == py) && ((X) == px)))
3788 * Determine if a "legal" grid is an "empty" floor grid
3790 * Line 1 -- forbid doors, rubble, seams, walls
3791 * Line 2 -- forbid normal monsters
3792 * Line 3 -- forbid the player
3794 #define cave_empty_bold2(Y,X) \
3795 (((cave_floor_bold(Y,X) && (cave[Y][X].feat != FEAT_DARK_PIT)) || (character_dungeon && (cave[Y][X].feat == FEAT_TREES)))&& \
3796 !(cave[Y][X].m_idx) && \
3797 !(((Y) == py) && ((X) == px)))
3801 * Determine if a "legal" grid is an "naked" floor grid
3803 * Line 1 -- forbid non-floors, non-shallow water & lava -KMW-
3804 * Line 4 -- forbid normal objects
3805 * Line 5 -- forbid player/monsters
3807 #define cave_naked_bold(Y,X) \
3808 (((cave[Y][X].feat == FEAT_FLOOR) || \
3809 (cave[Y][X].feat == FEAT_SHAL_WATER) || \
3810 (cave[Y][X].feat == FEAT_SHAL_LAVA) || \
3811 (cave[Y][X].feat == FEAT_GRASS) || \
3812 (cave[Y][X].feat == FEAT_DEEP_GRASS) || \
3813 (cave[Y][X].feat == FEAT_FLOWER) || \
3814 (cave[Y][X].feat == FEAT_DIRT)) && \
3815 !(cave[Y][X].info & CAVE_TRAP) && \
3816 (cave[Y][X].o_idx == 0) && \
3817 (cave[Y][X].m_idx == 0))
3822 * Determine if a "legal" grid is "permanent"
3824 * Line 1 -- perma-walls
3825 * Line 2-3 -- stairs
3826 * Line 4-5 -- building doors -KMW-
3827 * Line 6-7 -- shop doors
3829 #define cave_perma_bold(Y,X) \
3830 (((cave[Y][X].feat >= FEAT_PERM_EXTRA) && \
3831 (cave[Y][X].feat <= FEAT_PERM_SOLID)) || \
3832 ((cave[Y][X].feat == FEAT_LESS) || \
3833 (cave[Y][X].feat == FEAT_MORE) || \
3834 (cave[Y][X].feat == FEAT_ENTRANCE)) || \
3835 ((cave[Y][X].feat == FEAT_LESS_LESS) || \
3836 (cave[Y][X].feat == FEAT_MORE_MORE)) || \
3837 ((cave[Y][X].feat >= FEAT_BLDG_HEAD) && \
3838 (cave[Y][X].feat <= FEAT_BLDG_TAIL)) || \
3839 ((cave[Y][X].feat >= FEAT_SHOP_HEAD) && \
3840 (cave[Y][X].feat <= FEAT_SHOP_TAIL)) || \
3841 (cave[Y][X].feat == FEAT_MUSEUM))
3845 * Grid based version of "cave_floor_bold()"
3847 #define cave_floor_grid(C) \
3848 (!((C)->feat & 0x20))
3852 * Grid based version of "cave_clean_bold()"
3854 #define cave_clean_grid(C) \
3855 (((C)->feat == FEAT_FLOOR) && \
3859 * Grid based version of "cave_empty_bold()"
3861 #define cave_empty_grid(C) \
3862 (cave_floor_grid(C) && \
3864 !((C) == &cave[py][px]))
3867 * Grid based version of "cave_empty_bold()"
3869 #define cave_empty_grid2(C) \
3870 ((cave_floor_grid(C) || ((C)->feat == FEAT_TREES)) && \
3872 !((C) == &cave[py][px]))
3875 * Grid based version of "cave_empty_bold()"
3877 #define cave_naked_grid(C) \
3878 (((C)->feat == FEAT_FLOOR) && \
3881 !((C) == &cave[py][px]))
3885 * Grid based version of "cave_perma_bold()"
3887 #define cave_perma_grid(C) \
3888 ((((C)->feat >= FEAT_PERM_EXTRA) && \
3889 ((C)->feat <= FEAT_PERM_SOLID)) || \
3890 ((C)->feat == FEAT_LESS) || \
3891 ((C)->feat == FEAT_MORE) || \
3892 ((C)->feat == FEAT_ENTRANCE) || \
3893 ((C)->feat == FEAT_LESS_LESS) || \
3894 ((C)->feat == FEAT_MORE_MORE) || \
3895 ((C)->feat == FEAT_MOUNTAIN) || \
3896 (((C)->feat >= FEAT_QUEST_ENTER) && \
3897 ((C)->feat <= FEAT_QUEST_UP)) || \
3898 (((C)->feat >= FEAT_PATTERN_START) && \
3899 ((C)->feat <= FEAT_PATTERN_XTRA2)) || \
3900 (((C)->feat >= FEAT_SHOP_HEAD) && \
3901 ((C)->feat <= FEAT_SHOP_TAIL)) || \
3902 ((C)->feat == FEAT_MUSEUM) || \
3903 (((C)->feat >= FEAT_BLDG_HEAD) && \
3904 ((C)->feat <= FEAT_BLDG_TAIL)))
3907 #define pattern_tile(Y,X) \
3908 ((cave[Y][X].feat <= FEAT_PATTERN_XTRA2) && (cave[Y][X].feat >= FEAT_PATTERN_START))
3911 * Determine if a "legal" grid is within "los" of the player
3913 * Note the use of comparison to zero to force a "boolean" result
3915 #define player_has_los_grid(C) \
3916 (((C)->info & (CAVE_VIEW)) != 0)
3919 * Determine if a "legal" grid is within "los" of the player
3921 * Note the use of comparison to zero to force a "boolean" result
3923 #define player_has_los_bold(Y,X) \
3924 (((cave[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
3927 #define update_playtime() \
3931 playtime += (tmp - start_time);\
3936 * Hack -- Prepare to use the "Secure" routines
3938 #if defined(SET_UID) && defined(SECURE)
3939 extern int PlayerUID;
3940 # define getuid() PlayerUID
3941 # define geteuid() PlayerUID
3946 /*** Color constants ***/
3950 * Angband "attributes" (with symbols, and base (R,G,B) codes)
3952 * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
3953 * and should "gamma corrected" on most (non-Macintosh) machines.
3955 #define TERM_DARK 0 /* 'd' */ /* 0,0,0 */
3956 #define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */
3957 #define TERM_SLATE 2 /* 's' */ /* 2,2,2 */
3958 #define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */
3959 #define TERM_RED 4 /* 'r' */ /* 3,0,0 */
3960 #define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */
3961 #define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */
3962 #define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */
3963 #define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */
3964 #define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */
3965 #define TERM_VIOLET 10 /* 'v' */ /* 4,0,4 */
3966 #define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */
3967 #define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */
3968 #define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */
3969 #define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */
3970 #define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */
3973 /*** Sound constants ***/
3977 * Mega-Hack -- some primitive sound support (see "main-win.c")
3979 * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
3982 #define SOUND_MISS 2
3983 #define SOUND_FLEE 3
3984 #define SOUND_DROP 4
3985 #define SOUND_KILL 5
3986 #define SOUND_LEVEL 6
3987 #define SOUND_DEATH 7
3988 #define SOUND_STUDY 8
3989 #define SOUND_TELEPORT 9
3990 #define SOUND_SHOOT 10
3991 #define SOUND_QUAFF 11
3992 #define SOUND_ZAP 12
3993 #define SOUND_WALK 13
3994 #define SOUND_TPOTHER 14
3995 #define SOUND_HITWALL 15
3996 #define SOUND_EAT 16
3997 #define SOUND_STORE1 17
3998 #define SOUND_STORE2 18
3999 #define SOUND_STORE3 19
4000 #define SOUND_STORE4 20
4001 #define SOUND_DIG 21
4002 #define SOUND_OPENDOOR 22
4003 #define SOUND_SHUTDOOR 23
4004 #define SOUND_TPLEVEL 24
4005 #define SOUND_SCROLL 25
4006 #define SOUND_BUY 26
4007 #define SOUND_SELL 27
4008 #define SOUND_WARN 28
4009 #define SOUND_ROCKET 29 /* Somebody's shooting rockets */
4010 #define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */
4011 #define SOUND_U_KILL 31 /* The player kills a unique */
4012 #define SOUND_QUEST 32 /* The player has just completed a quest */
4013 #define SOUND_HEAL 33 /* The player was healed a little bit */
4014 #define SOUND_X_HEAL 34 /* The player was healed full health */
4015 #define SOUND_BITE 35 /* A monster bites you */
4016 #define SOUND_CLAW 36 /* A monster claws you */
4017 #define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */
4018 #define SOUND_SUMMON 38 /* A monster casts a summoning spell */
4019 #define SOUND_BREATH 39 /* A monster breathes */
4020 #define SOUND_BALL 40 /* A monster casts a ball / bolt spell */
4021 #define SOUND_M_HEAL 41 /* A monster heals itself somehow */
4022 #define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */
4023 #define SOUND_EVIL 43 /* Something nasty has just happened! */
4024 #define SOUND_TOUCH 44 /* A monster touches you */
4025 #define SOUND_STING 45 /* A monster stings you */
4026 #define SOUND_CRUSH 46 /* A monster crushes / envelopes you */
4027 #define SOUND_SLIME 47 /* A monster drools/spits/etc on you */
4028 #define SOUND_WAIL 48 /* A monster wails */
4029 #define SOUND_WINNER 49 /* Just won the game! */
4030 #define SOUND_FIRE 50 /* An item was burned */
4031 #define SOUND_ACID 51 /* An item was destroyed by acid */
4032 #define SOUND_ELEC 52 /* An item was destroyed by electricity */
4033 #define SOUND_COLD 53 /* An item was shattered */
4034 #define SOUND_ILLEGAL 54 /* Illegal command attempted */
4035 #define SOUND_FAIL 55 /* Fail to get a spell off / activate an item */
4036 #define SOUND_WAKEUP 56 /* A monster wakes up */
4037 #define SOUND_INVULN 57 /* Invulnerability! */
4038 #define SOUND_FALL 58 /* Falling through a trapdoor... */
4039 #define SOUND_PAIN 59 /* A monster is in pain! */
4040 #define SOUND_DESTITEM 60 /* An item was destroyed by misc. means */
4041 #define SOUND_MOAN 61 /* A monster makes a moan/beg/insult attack */
4042 #define SOUND_SHOW 62 /* A monster makes a "show" attack */
4043 #define SOUND_UNUSED 63 /* (no sound for gaze attacks) */
4044 #define SOUND_EXPLODE 64 /* Something (or somebody) explodes */
4047 * Mega-Hack -- maximum known sounds
4049 #define SOUND_MAX 65
4051 #define MAX_VIRTUE 18
4053 #define V_COMPASSION 1
4056 #define V_SACRIFICE 4
4057 #define V_KNOWLEDGE 5
4059 #define V_ENLIGHTEN 7
4063 #define V_HARMONY 11
4064 #define V_VITALITY 12
4066 #define V_PATIENCE 14
4067 #define V_TEMPERANCE 15
4068 #define V_DILIGENCE 16
4070 #define V_INDIVIDUALISM 18
4077 * Hack -- attempt to reduce various values
4081 # define MACRO_MAX 128
4083 # define QUARK_MAX 128
4085 # define MESSAGE_MAX 128
4087 # define MESSAGE_BUF 4096
4094 #define BACT_NOTHING 0
4095 #define BACT_RESEARCH_ITEM 1
4096 #define BACT_TOWN_HISTORY 2
4097 #define BACT_RACE_LEGENDS 3
4098 #define BACT_GREET_KING 4
4099 #define BACT_KING_LEGENDS 5
4100 #define BACT_QUEST 6
4102 #define BACT_POSTER 8
4103 #define BACT_ARENA_RULES 9
4104 #define BACT_ARENA 10
4105 #define BACT_ARENA_LEGENDS 11
4106 #define BACT_IN_BETWEEN 12
4107 #define BACT_GAMBLE_RULES 13
4108 #define BACT_CRAPS 14
4109 #define BACT_SPIN_WHEEL 15
4110 #define BACT_DICE_SLOTS 16
4111 #define BACT_REST 17
4112 #define BACT_FOOD 18
4113 #define BACT_RUMORS 19
4114 #define BACT_RESEARCH_MONSTER 20
4115 #define BACT_COMPARE_WEAPONS 21
4116 #define BACT_LEGENDS 22
4117 #define BACT_ENCHANT_WEAPON 23
4118 #define BACT_ENCHANT_ARMOR 24
4119 #define BACT_RECHARGE 25
4120 #define BACT_IDENTS 26
4121 #define BACT_LEARN 27
4122 #define BACT_HEALING 28
4123 #define BACT_RESTORE 29
4124 #define BACT_ENCHANT_ARROWS 30
4125 #define BACT_ENCHANT_BOW 31
4126 #define BACT_GREET 32
4127 #define BACT_RECALL 33
4128 #define BACT_TELEPORT_LEVEL 34
4129 #define BACT_LOSE_MUTATION 35
4130 #define BACT_BATTLE 36
4131 #define BACT_TSUCHINOKO 37
4132 #define BACT_TARGET 38
4133 #define BACT_KUBI 39
4134 #define BACT_KANKIN 40
4135 #define BACT_HEIKOUKA 41
4136 #define BACT_TELE_TOWN 42
4137 #define BACT_POKER 43
4138 #define BACT_IDENT_ONE 44
4139 #define BACT_RECHARGE_ALL 45
4145 #define QUEST_STATUS_UNTAKEN 0
4146 #define QUEST_STATUS_TAKEN 1
4147 #define QUEST_STATUS_COMPLETED 2
4148 #define QUEST_STATUS_REWARDED 3
4149 #define QUEST_STATUS_FINISHED 4
4150 #define QUEST_STATUS_FAILED 5
4151 #define QUEST_STATUS_FAILED_DONE 6
4156 #define QUEST_TYPE_KILL_LEVEL 1
4157 #define QUEST_TYPE_KILL_ANY_LEVEL 2
4158 #define QUEST_TYPE_FIND_ARTIFACT 3
4159 #define QUEST_TYPE_FIND_EXIT 4
4160 #define QUEST_TYPE_KILL_NUMBER 5
4161 #define QUEST_TYPE_KILL_ALL 6
4162 #define QUEST_TYPE_RANDOM 7
4165 * Initialization flags
4167 #define INIT_SHOW_TEXT 0x01
4168 #define INIT_ASSIGN 0x02
4169 #define INIT_CREATE_DUNGEON 0x04
4170 #define INIT_ONLY_FEATURES 0x08
4171 #define INIT_ONLY_BUILDINGS 0x10
4176 #define QUEST_FLAG_SILENT 0x01 /* no messages fro completion */
4177 #define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
4178 #define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
4181 * Available graphic modes
4183 #define GRAPHICS_NONE 0
4184 #define GRAPHICS_ORIGINAL 1
4185 #define GRAPHICS_ADAM_BOLT 2
4188 * Modes for the random name generator
4190 #define NAME_DWARF 1
4192 #define NAME_GNOME 3
4193 #define NAME_HOBBIT 4
4194 #define NAME_HUMAN 5
4204 * Modes for the tokenizer
4206 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
4211 #define PARSE_ERROR_GENERIC 1
4212 #define PARSE_ERROR_ABSOLETE_FILE 2
4213 #define PARSE_ERROR_MISSING_RECORD_HEADER 3
4214 #define PARSE_ERROR_NON_SEQUENTIAL_RECORDS 4
4215 #define PARSE_ERROR_INVALID_FLAG 5
4216 #define PARSE_ERROR_UNDEFINED_DIRECTIVE 6
4217 #define PARSE_ERROR_OUT_OF_MEMORY 7
4218 #define PARSE_ERROR_OUT_OF_BOUNDS 8
4219 #define PARSE_ERROR_TOO_FEW_ARGUMENTS 9
4220 #define PARSE_ERROR_MAX 10
4222 #define GINOU_SUDE 0
4223 #define GINOU_NITOURYU 1
4224 #define GINOU_RIDING 2
4227 #define SECRET_TOWN 5
4229 #define NIKKI_HIGAWARI 0
4230 #define NIKKI_BUNSHOU 1
4232 #define NIKKI_UNIQUE 3
4233 #define NIKKI_FIX_QUEST_C 4
4234 #define NIKKI_FIX_QUEST_F 5
4235 #define NIKKI_RAND_QUEST_C 6
4236 #define NIKKI_RAND_QUEST_F 7
4237 #define NIKKI_MAXDEAPTH 8
4238 #define NIKKI_TRUMP 9
4239 #define NIKKI_STAIR 10
4240 #define NIKKI_RECALL 11
4241 #define NIKKI_TO_QUEST 12
4242 #define NIKKI_TELE_LEV 13
4243 #define NIKKI_BUY 14
4244 #define NIKKI_SELL 15
4245 #define NIKKI_ARENA 16
4246 #define NIKKI_HANMEI 17
4247 #define NIKKI_LEVELUP 18
4248 #define NIKKI_GAMESTART 19
4249 #define NIKKI_WIZ_TELE 20
4250 #define NIKKI_NAMED_PET 21
4253 #define MAX_MONSPELLS 96
4257 #define DETECT_RAD_DEFAULT 30
4258 #define DETECT_RAD_MAP 30
4259 #define DETECT_RAD_ALL 255
4261 /* Monster Spells */
4266 #define MS_ARROW_1 4
4267 #define MS_ARROW_2 5
4268 #define MS_ARROW_3 6
4269 #define MS_ARROW_4 7
4270 #define MS_BR_ACID 8
4271 #define MS_BR_ELEC 9
4272 #define MS_BR_FIRE 10
4273 #define MS_BR_COLD 11
4274 #define MS_BR_POIS 12
4275 #define MS_BR_NETHER 13
4276 #define MS_BR_LITE 14
4277 #define MS_BR_DARK 15
4278 #define MS_BR_CONF 16
4279 #define MS_BR_SOUND 17
4280 #define MS_BR_CHAOS 18
4281 #define MS_BR_DISEN 19
4282 #define MS_BR_NEXUS 20
4283 #define MS_BR_TIME 21
4284 #define MS_BR_INERTIA 22
4285 #define MS_BR_GRAVITY 23
4286 #define MS_BR_SHARDS 24
4287 #define MS_BR_PLASMA 25
4288 #define MS_BR_FORCE 26
4289 #define MS_BR_MANA 27
4290 #define MS_BALL_NUKE 28
4291 #define MS_BR_NUKE 29
4292 #define MS_BALL_CHAOS 30
4293 #define MS_BR_DISI 31
4294 #define MS_BALL_ACID 32
4295 #define MS_BALL_ELEC 33
4296 #define MS_BALL_FIRE 34
4297 #define MS_BALL_COLD 35
4298 #define MS_BALL_POIS 36
4299 #define MS_BALL_NETHER 37
4300 #define MS_BALL_WATER 38
4301 #define MS_BALL_MANA 39
4302 #define MS_BALL_DARK 40
4303 #define MS_DRAIN_MANA 41
4304 #define MS_MIND_BLAST 42
4305 #define MS_BRAIN_SMASH 43
4306 #define MS_CAUSE_1 44
4307 #define MS_CAUSE_2 45
4308 #define MS_CAUSE_3 46
4309 #define MS_CAUSE_4 47
4310 #define MS_BOLT_ACID 48
4311 #define MS_BOLT_ELEC 49
4312 #define MS_BOLT_FIRE 50
4313 #define MS_BOLT_COLD 51
4314 #define MS_STARBURST 52
4315 #define MS_BOLT_NETHER 53
4316 #define MS_BOLT_WATER 54
4317 #define MS_BOLT_MANA 55
4318 #define MS_BOLT_PLASMA 56
4319 #define MS_BOLT_ICE 57
4320 #define MS_MAGIC_MISSILE 58
4327 #define MS_HAND_DOOM 65
4329 #define MS_INVULNER 67
4331 #define MS_TELEPORT 69
4333 #define MS_SPECIAL 71
4334 #define MS_TELE_TO 72
4335 #define MS_TELE_AWAY 73
4336 #define MS_TELE_LEVEL 74
4337 #define MS_PSY_SPEAR 75
4338 #define MS_DARKNESS 76
4339 #define MS_MAKE_TRAP 77
4340 #define MS_FORGET 78
4341 #define MS_RAISE_DEAD 79
4343 #define MS_S_CYBER 81
4344 #define MS_S_MONSTER 82
4345 #define MS_S_MONSTERS 83
4347 #define MS_S_SPIDER 85
4348 #define MS_S_HOUND 86
4349 #define MS_S_HYDRA 87
4350 #define MS_S_ANGEL 88
4351 #define MS_S_DEMON 89
4352 #define MS_S_UNDEAD 90
4353 #define MS_S_DRAGON 91
4354 #define MS_S_HI_UNDEAD 92
4355 #define MS_S_HI_DRAGON 93
4356 #define MS_S_AMBERITE 94
4357 #define MS_S_UNIQUE 95
4360 #define MON_BEGGAR 12
4361 #define MON_LEPER 13
4362 #define MON_BLACK_MARKET 14
4364 #define MON_NOV_PRIEST 45
4368 #define MON_LOUSE 69
4369 #define MON_COPPER_COINS 85
4370 #define MON_NOV_PALADIN 97
4371 #define MON_GREEN_G 100
4372 #define MON_NOV_PRIEST_G 109
4373 #define MON_SILVER_COINS 117
4374 #define MON_MANES 128
4375 #define MON_LOST_SOUL 133
4376 #define MON_ROBIN_HOOD 138
4377 #define MON_NOV_PALADIN_G 147
4378 #define MON_PHANTOM_W 152
4379 #define MON_WOUNDED_BEAR 159
4380 #define MON_BLUE_HORROR 189
4381 #define MON_GOLD_COINS 195
4382 #define MON_VORPAL_BUNNY 205
4383 #define MON_PRIEST 225
4384 #define MON_MITHRIL_COINS 239
4385 #define MON_PINK_HORROR 242
4386 #define MON_UMBER_HULK 283
4387 #define MON_SHAGRAT 314
4388 #define MON_GORBAG 315
4389 #define MON_FIRE_VOR 354
4390 #define MON_WATER_VOR 355
4391 #define MON_ARCH_VILE 357
4392 #define MON_COLD_VOR 358
4393 #define MON_ENERGY_VOR 359
4394 #define MON_JADE_MONK 370
4395 #define MON_HAGEN 383
4396 #define MON_PHANTOM_B 385
4397 #define MON_ANGEL 417
4398 #define MON_ADAMANT_COINS 423
4399 #define MON_BARNEY 441
4400 #define MON_ARCHANGEL 456
4401 #define MON_GHOST 477
4402 #define MON_NINJA 485
4403 #define MON_IVORY_MONK 492
4404 #define MON_LOG_MASTER 498
4405 #define MON_GOEMON 505
4406 #define MON_CHERUB 511
4407 #define MON_WATER_ELEM 512
4408 #define MON_JURT 517
4409 #define MON_LICH 518
4410 #define MON_BLOODLETTER 523
4411 #define MON_GRAV_HOUND 540
4412 #define MON_REVENANT 555
4413 #define MON_RAAL 557
4414 #define MON_COLOSSUS 558
4415 #define MON_CRYPT_THING 577
4416 #define MON_NEXUS_VOR 587
4417 #define MON_PLASMA_VOR 588
4418 #define MON_TIME_VOR 589
4419 #define MON_MANDOR 598
4420 #define MON_SHIM_VOR 600
4421 #define MON_SERAPH 605
4422 #define MON_KAVLAX 616
4423 #define MON_JUBJUB 640
4424 #define MON_CLUB_DEMON 648
4425 #define MON_MASTER_LICH 658
4426 #define MON_RINALDO 660
4427 #define MON_ARCHON 661
4428 #define MON_UND_BEHOLDER 664
4429 #define MON_JACK_SHADOWS 670
4430 #define MON_LLOIGOR 682
4431 #define MON_DREADMASTER 690
4432 #define MON_DAWN 693
4433 #define MON_NAZGUL 696
4434 #define MON_SMAUG 697
4435 #define MON_STORMBRINGER 698
4436 #define MON_ULTRA_PALADIN 699
4437 #define MON_FAFNER 712
4438 #define MON_TIME_HOUND 725
4439 #define MON_PLASMA_HOUND 726
4440 #define MON_BULLGATES 732
4441 #define MON_SANTACLAUS 733
4442 #define MON_LORD_CHAOS 737
4443 #define MON_TINDALOS 739
4444 #define MON_DEMILICH 742
4445 #define MON_NIGHTCRAWLER 744
4446 #define MON_CHAOS_VOR 751
4447 #define MON_AETHER_VOR 752
4448 #define MON_FUNDIN 762
4449 #define MON_DWORKIN 763
4450 #define MON_NIGHTWALKER 768
4451 #define MON_RAPHAEL 769
4452 #define MON_SARUMAN 771
4453 #define MON_GANDALF 772
4454 #define MON_BRAND 773
4455 #define MON_SHADOWLORD 774
4456 #define MON_ARCHLICH 776
4457 #define MON_CHAOS_HOUND 779
4458 #define MON_ULT_BEHOLDER 781
4459 #define MON_SHAMBLER 786
4460 #define MON_BLEYS 789
4461 #define MON_FIONA 791
4462 #define MON_SKY_DRAKE 793
4463 #define MON_JULIAN 794
4464 #define MON_CAIN 799
4465 #define MON_GERARD 807
4466 #define MON_UNGOLIANT 808
4467 #define MON_ATLACH_NACHA 809
4468 #define MON_Y_GOLONAC 810
4469 #define MON_AETHER_HOUND 811
4470 #define MON_WARP_DEMON 812
4471 #define MON_ERIC 813
4472 #define MON_UNMAKER 815
4473 #define MON_CYBER 816
4474 #define MON_KLING 819
4475 #define MON_CORWIN 820
4476 #define MON_ANGMAR 825
4477 #define MON_CANTORAS 830
4478 #define MON_GODZILLA 832
4479 #define MON_SPAWN_CTH 836
4480 #define MON_SURTUR 837
4481 #define MON_TARRASQUE 838
4482 #define MON_LUNGORTHIN 839
4483 #define MON_CYBER_KING 843
4484 #define MON_WYRM_POWER 847
4485 #define MON_NODENS 849
4486 #define MON_DESTROYER 855
4487 #define MON_GOTHMOG 856
4488 #define MON_G_CTHULHU 857
4489 #define MON_SAURON 858
4490 #define MON_UNICORN_ORD 859
4491 #define MON_OBERON 860
4492 #define MON_MORGOTH 861
4493 #define MON_SERPENT 862
4494 #define MON_ONE_RING 864
4495 #define MON_CAAWS 866
4496 #define MON_CULVERIN 867
4497 #define MON_EBONY_MONK 870
4498 #define MON_HAGURE 871
4499 #define MON_OROCHI 872
4500 #define MON_ECHIZEN 873
4501 #define MON_SPECT_WYRM 874
4503 #define MON_OHMU 879
4504 #define MON_WONG 880
4505 #define MON_D_ELF_SHADE 886
4506 #define MON_MANA_HOUND 887
4507 #define MON_VENOM_WYRM 890
4508 #define MON_BAZOOKER 896
4509 #define MON_SHARD_VOR 897
4510 #define MON_MASTER_MYS 916
4511 #define MON_G_MASTER_MYS 917
4512 #define MON_TSUCHINOKO 926
4513 #define MON_GCWADL 929
4514 #define MON_CALDARM 931
4515 #define MON_BANORLUPART 932
4516 #define MON_BANOR 933
4517 #define MON_LUPART 934
4518 #define MON_KENSHIROU 936
4519 #define MON_PLANETAR 942
4520 #define MON_SOLAR 943
4521 #define MON_BIKETAL 945
4522 #define MON_RICH 948
4523 #define MON_IKETA 949
4524 #define MON_B_DEATH_SWORD 953
4525 #define MON_YASE_HORSE 955
4526 #define MON_HORSE 956
4527 #define MON_BOTEI 963
4528 #define MON_KAGE 964
4529 #define MON_JAIAN 967
4530 #define MON_BELD 973
4531 #define MON_THAT_BAT 975
4532 #define MON_SHUTEN 979
4533 #define MON_HOUOU 988
4534 #define MON_KIRIN 989
4535 #define MON_BAHAMUT 1000
4536 #define MON_SUKE 1001
4537 #define MON_KAKU 1002
4538 #define MON_GHOST_Q 1003
4539 #define MON_PIP 1004
4540 #define MON_A_GOLD 1010
4541 #define MON_A_SILVER 1011
4542 #define MON_ROLENTO 1013
4543 #define MON_RAOU 1018
4544 #define MON_SHURYUUDAN 1023
4545 #define MON_WAHHA 1031
4546 #define MON_DEBBY 1032
4547 #define MON_KNI_TEMPLAR 1037
4548 #define MON_PALADIN 1038
4549 #define MON_CHAMELEON 1040
4550 #define MON_CHAMELEON_K 1041
4551 #define MON_TOPAZ_MONK 1047
4552 #define MON_LOUSY 1063
4553 #define MON_JIZOTAKO 1065
4555 #define MAX_AUTOPICK 1009
4556 #define DO_AUTOPICK 0x01
4557 #define DO_AUTODESTROY 0x02
4558 #define DO_DISPLAY 0x04
4559 #define DONT_AUTOPICK 0x08
4560 #define ITEM_DISPLAY 0x10
4562 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
4563 #define MAGIC_FAIL_5PERCENT 0x0002
4564 #define MAGIC_GAIN_EXP 0x0004
4566 #define VIRTUE_LARGE 1
4567 #define VIRTUE_SMALL 2
4569 #define SPELL_DD_S 27
4570 #define SPELL_DD_T 13
4572 #define SPELL_KABE 20
4574 #define KNOW_STAT 0x01
4575 #define KNOW_HPRATE 0x02
4580 #define MUSIC_NONE 0
4581 #define MUSIC_SLOW 1
4582 #define MUSIC_BLESS 2
4583 #define MUSIC_STUN 3
4584 #define MUSIC_L_LIFE 4
4585 #define MUSIC_FEAR 5
4586 #define MUSIC_HERO 6
4587 #define MUSIC_MIND 7
4588 #define MUSIC_STEALTH 8
4590 #define MUSIC_CONF 10
4591 #define MUSIC_SOUND 11
4592 #define MUSIC_CHARM 12
4593 #define MUSIC_WALL 13
4594 #define MUSIC_RESIST 14
4595 #define MUSIC_SPEED 15
4596 #define MUSIC_DISPEL 16
4597 #define MUSIC_SARUMAN 17
4598 #define MUSIC_QUAKE 18
4599 #define MUSIC_STASIS 19
4600 #define MUSIC_SHERO 20
4601 #define MUSIC_H_LIFE 21
4602 #define MUSIC_INVULN 22
4603 #define MUSIC_PSI 23
4605 #define MUSIC_DETECT 101
4607 #define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == X))
4609 #define HISSATSU_NONE 0
4610 #define HISSATSU_2 1
4611 #define HISSATSU_3WAY 2
4612 #define HISSATSU_SUTEMI 3
4613 #define HISSATSU_FIRE 4
4614 #define HISSATSU_COLD 5
4615 #define HISSATSU_POISON 6
4616 #define HISSATSU_ELEC 7
4617 #define HISSATSU_NYUSIN 8
4618 #define HISSATSU_FUKI 9
4619 #define HISSATSU_MAJIN 10
4620 #define HISSATSU_BOOMER 11
4621 #define HISSATSU_DRAIN 12
4622 #define HISSATSU_SEKIRYUKA 13
4623 #define HISSATSU_OTAKEBI 14
4624 #define HISSATSU_SHOUGE 15
4625 #define HISSATSU_CONF 16
4626 #define HISSATSU_ISSEN 17
4627 #define HISSATSU_KYUSHO 18
4628 #define HISSATSU_KONSIN 19
4629 #define HISSATSU_HYAKU 20
4630 #define HISSATSU_MINEUCHI 21
4631 #define HISSATSU_MEKIKI 22
4632 #define HISSATSU_ZANMA 23
4633 #define HISSATSU_UNDEAD 24
4634 #define HISSATSU_HAGAN 25
4635 #define HISSATSU_QUAKE 26
4636 #define HISSATSU_COUNTER 27
4637 #define HISSATSU_HARAI 28
4638 #define HISSATSU_3DAN 29
4639 #define HISSATSU_100NIN 30
4641 #define HISSATSU_IAI 100
4644 #define ESSENCE_STR 1
4645 #define ESSENCE_INT 2
4646 #define ESSENCE_WIS 3
4647 #define ESSENCE_DEX 4
4648 #define ESSENCE_CON 5
4649 #define ESSENCE_CHR 6
4650 #define ESSENCE_MAGIC_MASTERY 7
4651 #define ESSENCE_STEALTH 9
4652 #define ESSENCE_SEARCH 10
4653 #define ESSENCE_INFRA 11
4654 #define ESSENCE_TUNNEL 12
4655 #define ESSENCE_SPEED 13
4656 #define ESSENCE_BLOWS 14
4657 #define ESSENCE_CHAOTIC 15
4658 #define ESSENCE_VAMPIRIC 16
4659 #define ESSENCE_S_ANIMAL 17
4660 #define ESSENCE_S_EVIL 18
4661 #define ESSENCE_S_UNDEAD 19
4662 #define ESSENCE_S_DEMON 20
4663 #define ESSENCE_S_ORC 21
4664 #define ESSENCE_S_TROLL 22
4665 #define ESSENCE_S_GIANT 23
4666 #define ESSENCE_S_DRAGON 24
4667 #define ESSENCE__K__DRAGON 25
4668 #define ESSENCE_EARTHQUAKE 27
4669 #define ESSENCE_B_POIS 28
4670 #define ESSENCE_B_ACID 29
4671 #define ESSENCE_B_ELEC 30
4672 #define ESSENCE_B_FIRE 31
4673 #define ESSENCE_B_COLD 32
4674 #define ESSENCE_S_STR 33
4675 #define ESSENCE_IM_ACID 41
4676 #define ESSENCE_REFLECT 46
4677 #define ESSENCE_FREE_ACT 47
4678 #define ESSENCE_HOLD_LIFE 48
4679 #define ESSENCE_RES_ACID 49
4680 #define ESSENCE_RES_ELEC 50
4681 #define ESSENCE_RES_FIRE 51
4682 #define ESSENCE_RES_COLD 52
4683 #define ESSENCE_RES_POIS 53
4684 #define ESSENCE_RES_FEAR 54
4685 #define ESSENCE_RES_LITE 55
4686 #define ESSENCE_RES_DARK 56
4687 #define ESSENCE_RES_BLIND 57
4688 #define ESSENCE_RES_CONF 58
4689 #define ESSENCE_RES_SOUND 59
4690 #define ESSENCE_RES_SHARDS 60
4691 #define ESSENCE_RES_NETHER 61
4692 #define ESSENCE_RES_NEXUS 62
4693 #define ESSENCE_RES_CHAOS 63
4694 #define ESSENCE_RES_DISEN 64
4695 #define ESSENCE__SH__FIRE 65
4696 #define ESSENCE__SH__ELEC 66
4697 #define ESSENCE__SH__COLD 68
4698 #define ESSENCE_NO_MAGIC 70
4699 #define ESSENCE_FEATHER 77
4700 #define ESSENCE_LITE 78
4701 #define ESSENCE_SEE_INVIS 79
4702 #define ESSENCE_TELEPATHY 80
4703 #define ESSENCE_SLOW_DIGEST 81
4704 #define ESSENCE_REGEN 82
4705 #define ESSENCE_TELEPROT 91
4706 #define ESSENCE_ATTACK 97
4707 #define ESSENCE_AC 98
4708 #define ESSENCE_TMP_RES_ACID 99
4709 #define ESSENCE_TMP_RES_ELEC 100
4710 #define ESSENCE_TMP_RES_FIRE 101
4711 #define ESSENCE_TMP_RES_COLD 102
4712 #define ESSENCE_SH_FIRE 103
4713 #define ESSENCE_SH_ELEC 104
4714 #define ESSENCE_SH_COLD 105
4715 #define ESSENCE_RESISTANCE 106
4716 #define ESSENCE_SUSTAIN 107
4717 #define ESSENCE_SLAY_GLOVE 108
4719 #define MAX_ESSENCE 108
4721 #define ESSENCE_MASK1 0xFCFD5F7F
4722 #define ESSENCE_MASK2 0xFFFFE000
4723 #define ESSENCE_MASK3 0x0003F020
4725 #define DUNGEON_MODE_NONE 0
4726 #define DUNGEON_MODE_AND 1
4727 #define DUNGEON_MODE_NAND 2
4728 #define DUNGEON_MODE_OR 3
4729 #define DUNGEON_MODE_NOR 4
4731 /*** Dungeon type flags -- DG ***/
4732 #define DF1_WINNER 0x00000001L
4733 #define DF1_MAZE 0x00000002L
4734 #define DF1_SMALLEST 0x00000004L
4735 #define DF1_BEGINNER 0x00000008L
4736 #define DF1_BIG 0x00000010L
4737 #define DF1_NO_DOORS 0x00000020L
4738 #define DF1_WATER_RIVER 0x00000040L
4739 #define DF1_LAVA_RIVER 0x00000080L
4740 #define DF1_WATER_RIVERS 0x00000100L
4741 #define DF1_LAVA_RIVERS 0x00000200L
4742 #define DF1_CAVE 0x00000400L
4743 #define DF1_CAVERN 0x00000800L
4744 #define DF1_NO_UP 0x00001000L
4745 #define DF1_HOT 0x00002000L
4746 #define DF1_COLD 0x00004000L
4747 #define DF1_NO_DOWN 0x00008000L
4748 #define DF1_FORGET 0x00010000L
4749 #define DF1_LAKE_WATER 0x00020000L
4750 #define DF1_LAKE_LAVA 0x00040000L
4751 #define DF1_LAKE_RUBBLE 0x00080000L
4752 #define DF1_LAKE_TREE 0x00100000L
4753 #define DF1_NO_VAULT 0x00200000L
4754 #define DF1_ARENA 0x00400000L
4755 #define DF1_DESTROY 0x00800000L
4756 #define DF1_NO_CAVE 0x02000000L
4757 #define DF1_NO_MAGIC 0x04000000L
4758 #define DF1_NO_MELEE 0x08000000L
4759 #define DF1_CHAMELEON 0x10000000L
4760 #define DF1_DARKNESS 0x20000000L
4762 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE)
4764 #define DUNGEON_ANGBAND 1
4765 #define DUNGEON_GALGALS 2
4766 #define DUNGEON_ORC 3
4767 #define DUNGEON_MAZE 4
4768 #define DUNGEON_DRAGON 5
4769 #define DUNGEON_GRAVE 6
4770 #define DUNGEON_WOOD 7
4771 #define DUNGEON_VOLCANO 8
4772 #define DUNGEON_HELL 9
4773 #define DUNGEON_HEAVEN 10
4774 #define DUNGEON_OCEAN 11
4775 #define DUNGEON_CASTLE 12
4776 #define DUNGEON_CTH 13
4777 #define DUNGEON_MOUNTAIN 14
4778 #define DUNGEON_GOLD 15
4779 #define DUNGEON_NO_MAGIC 16
4780 #define DUNGEON_NO_MELEE 17
4781 #define DUNGEON_CHAMELEON 18
4782 #define DUNGEON_DARKNESS 19
4785 #define MIMIC_NONE 0
4786 #define MIMIC_DEMON 1
4787 #define MIMIC_DEMON_LORD 2
4788 #define MIMIC_VAMPIRE 3
4791 #define MIMIC_FLAGS choice
4792 #define MIMIC_IS_NONLIVING 0x00000001
4793 #define MIMIC_IS_DEMON 0x00000002
4794 #define MIMIC_IS_UNDEAD 0x00000004
4797 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
4801 * World Score -- internet resource value
4803 #define HTTP_PROXY "" /* Default proxy url */
4804 #define HTTP_PROXY_PORT 0 /* Default proxy port */
4805 #define HTTP_TIMEOUT 20 /* Timeout length (second) */
4806 #define SCORE_SERVER "www.kmc.gr.jp" /* Default score server url */
4807 #define SCORE_PORT 80 /* Default score server port */
4809 #define MAX_MACRO_MOD 12
4810 #define MAX_MACRO_TRIG 200
4812 #define SCREEN_BUF_SIZE 65536 /* max screen dump buffer size */