5 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
8 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
10 * This software may be copied and distributed for educational, research,\n
11 * and not for profit purposes provided that this copyright and statement\n
12 * are included in all such copies. Other copyrights may also apply.\n
14 * Do not edit this file unless you know *exactly* what you are doing.\n
16 * Some of the values in this file were chosen to preserve game balance,\n
17 * while others are hard-coded based on the format of old save-files, the\n
18 * definition of arrays in various places, mathematical properties, fast\n
19 * computation, storage limits, or the format of external text files.\n
21 * Changing some of these values will induce crashes or memory errors or\n
22 * savefile mis-reads. Most of the comments in this file are meant as\n
23 * reminders, not complete descriptions, and even a complete knowledge\n
24 * of the source may not be sufficient to fully understand the effects\n
25 * of changing certain definitions.\n
27 * Lastly, note that the code does not always use the symbolic constants\n
28 * below, and sometimes uses various hard-coded values that may not even\n
29 * be defined in this file, but which may be related to definitions here.\n
30 * This is of course bad programming practice, but nobody is perfect...\n
32 * For example, there are MANY things that depend on the screen being\n
33 * 80x24, with the top line used for messages, the bottom line being\n
34 * used for status, and exactly 22 lines used to show the dungeon.\n
35 * Just because your screen can hold 46 lines does not mean that the\n
36 * game will work if you try to use 44 lines to show the dungeon.\n
38 * You have been warned.\n
43 * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
44 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
49 * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
50 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
55 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
56 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
61 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
62 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
67 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
68 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
73 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
74 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
81 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
83 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
84 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
85 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
87 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
90 * Size of memory reserved for initialization of some arrays
92 #define FAKE_NAME_SIZE 40 * 1024L /*!< ゲーム情報の種別毎に用意される名前用バッファの容量 */
93 #define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
94 #define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
96 #define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
99 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
100 * @details Note that the "lite radius" will NEVER exceed 14, and we would
101 * never require more than 581 entries in the array for circular "lite".
106 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
107 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
108 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
109 * we would never require more than 1520 entries in the array.
111 #define MON_LITE_MAX 1536
114 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
115 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
116 * was octagonal, we would never require more than 1520 entries in the array.
118 #define VIEW_MAX 1536
121 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
122 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
123 * of "update_view()" and "update_lite()". We must also be as large as the
124 * largest illuminatable room, but no room is larger than 800 grids. We
125 * must also be large enough to allow "good enough" use as a circular queue,
126 * to calculate monster flow, but note that the flow code is "paranoid".
128 #define TEMP_MAX 2298
131 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
132 * @details We must be large for proper functioning of delayed redrawing.
133 * We must also be as large as two times of the largest view area.
134 * Note that maximum view grids are 1149 entries.
136 #define REDRAW_MAX 2298
140 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
141 * @note Default: assume at most 256 macros are used
143 #define MACRO_MAX 256
146 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
148 * Default: assume at most 512 different inscriptions are used<br>
149 * Was 512... 256 quarks added for random artifacts<br>
151 #define QUARK_MAX 768
154 * OPTION: Maximum number of messages to remember (see "io.c")
155 * Default: assume maximal memorization of 2048 total messages
157 #define MESSAGE_MAX 81920
160 * OPTION: Maximum space for the message text buffer (see "io.c")
161 * Default: assume that each of the 2048 messages is repeated an
162 * average of three times, and has an average length of 48
164 #define MESSAGE_BUF 655360
168 * Maximum value storable in a "byte" (hard-coded)
170 #define MAX_UCHAR 255
173 * Maximum value storable in a "s16b" (hard-coded)
175 #define MAX_SHORT 32767
178 * Maximum length of object's name
185 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
186 #define TURNS_PER_TICK 10L /*!< 時間経過処理を行うターン数の刻み / Number of energy-gain-turns per ticks */
187 #define INN_DUNGEON_TURN_ADJ 10 /*!< 宿屋で時間をつぶした場合に増えるcurrent_world_ptr->dungeon_turnの倍率 */
188 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
189 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
190 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
191 #define BTH_PLUS_ADJ 3 /*!< 武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit */
192 #define MON_MULT_ADJ 8 /*!< モンスターの増殖しにくさの基本倍率 / High value slows multiplication */
193 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
194 #define MON_DRAIN_LIFE 2 /*!< モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit */
195 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
198 * Magic-books for the realms
200 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
201 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
204 * Maximum number of "normal" pack slots, and the index of the "overflow"
205 * slot, which can hold an item, but only temporarily, since it causes the
206 * pack to "overflow", dropping the "last" item onto the ground. Since this
207 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
208 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
209 * by the fact that the screen can only show 23 items plus a one-line prompt.
211 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
214 * Player sex constants (hard-coded by save-files, arrays, etc)
220 * Player race constants (hard-coded by save-files, arrays, etc)
223 #define RACE_HALF_ELF 1
225 #define RACE_HOBBIT 3
228 #define RACE_HALF_ORC 6
229 #define RACE_HALF_TROLL 7
230 #define RACE_AMBERITE 8
231 #define RACE_HIGH_ELF 9
232 #define RACE_BARBARIAN 10
233 #define RACE_HALF_OGRE 11
234 #define RACE_HALF_GIANT 12
235 #define RACE_HALF_TITAN 13
236 #define RACE_CYCLOPS 14
238 #define RACE_KLACKON 16
239 #define RACE_KOBOLD 17
240 #define RACE_NIBELUNG 18
241 #define RACE_DARK_ELF 19
242 #define RACE_DRACONIAN 20
243 #define RACE_MIND_FLAYER 21
245 #define RACE_GOLEM 23
246 #define RACE_SKELETON 24
247 #define RACE_ZOMBIE 25
248 #define RACE_VAMPIRE 26
249 #define RACE_SPECTRE 27
250 #define RACE_SPRITE 28
251 #define RACE_BEASTMAN 29
253 #define RACE_ANGEL 31
254 #define RACE_DEMON 32
255 #define RACE_DUNADAN 33
256 #define RACE_S_FAIRY 34
257 #define RACE_KUTAR 35
258 #define RACE_ANDROID 36
259 #define RACE_MERFOLK 37
262 * Maximum number of player "race" types (see "table.c", etc)
268 * Player class constants (hard-coded by save-files, arrays, etc)
270 #define CLASS_WARRIOR 0
272 #define CLASS_PRIEST 2
273 #define CLASS_ROGUE 3
274 #define CLASS_RANGER 4
275 #define CLASS_PALADIN 5
276 #define CLASS_WARRIOR_MAGE 6
277 #define CLASS_CHAOS_WARRIOR 7
279 #define CLASS_MINDCRAFTER 9
280 #define CLASS_HIGH_MAGE 10
281 #define CLASS_TOURIST 11
282 #define CLASS_IMITATOR 12
283 #define CLASS_BEASTMASTER 13
284 #define CLASS_SORCERER 14
285 #define CLASS_ARCHER 15
286 #define CLASS_MAGIC_EATER 16
287 #define CLASS_BARD 17
288 #define CLASS_RED_MAGE 18
289 #define CLASS_SAMURAI 19
290 #define CLASS_FORCETRAINER 20
291 #define CLASS_BLUE_MAGE 21
292 #define CLASS_CAVALRY 22
293 #define CLASS_BERSERKER 23
294 #define CLASS_SMITH 24
295 #define CLASS_MIRROR_MASTER 25
296 #define CLASS_NINJA 26
297 #define CLASS_SNIPER 27
299 #define SEIKAKU_FUTUU 0
300 #define SEIKAKU_CHIKARA 1
301 #define SEIKAKU_KIREMONO 2
302 #define SEIKAKU_SHIAWASE 3
303 #define SEIKAKU_SUBASI 4
304 #define SEIKAKU_INOCHI 5
305 #define SEIKAKU_COMBAT 6
306 #define SEIKAKU_NAMAKE 7
307 #define SEIKAKU_SEXY 8
308 #define SEIKAKU_LUCKY 9
309 #define SEIKAKU_GAMAN 10
310 #define SEIKAKU_MUNCHKIN 11
311 #define SEIKAKU_CHARGEMAN 12
313 /*** Screen Locations ***/
315 #define VER_INFO_ROW 3 //!< タイトル表記(行)
322 /* Which features are dynamic */
323 #define have_dynamic_flags(ARRAY) \
324 (!!((ARRAY)[(FF_INSTANT / 32)] & \
325 ((1UL << (FF_INSTANT % 32)) | \
326 (1UL << (FF_EXPLODE % 32)) | \
327 (1UL << (FF_TIMED % 32)) | \
328 (1UL << (FF_ERUPT % 32)) | \
329 (1UL << (FF_STRIKE % 32)) | \
330 (1UL << (FF_SPREAD % 32)))))
334 * Feature action flags
336 #define FAF_DESTROY 0x01
337 #define FAF_NO_DROP 0x02
338 #define FAF_CRASH_GLASS 0x04
341 #define DOOR_DEFAULT -1
343 #define DOOR_GLASS_DOOR 1
344 #define DOOR_CURTAIN 2
346 #define MAX_DOOR_TYPES 3
348 #define feat_locked_door_random(DOOR_TYPE) \
349 (feat_door[(DOOR_TYPE)].num_locked ? \
350 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
352 #define feat_jammed_door_random(DOOR_TYPE) \
353 (feat_door[(DOOR_TYPE)].num_jammed ? \
354 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
358 /* Types of conversions */
359 #define CONVERT_TYPE_FLOOR 0
360 #define CONVERT_TYPE_WALL 1
361 #define CONVERT_TYPE_INNER 2
362 #define CONVERT_TYPE_OUTER 3
363 #define CONVERT_TYPE_SOLID 4
364 #define CONVERT_TYPE_STREAM1 5
365 #define CONVERT_TYPE_STREAM2 6
369 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
371 #define CEM_RIDING 0x0001
372 #define CEM_P_CAN_ENTER_PATTERN 0x0002
375 /* Lighting levels of features' attr and char */
377 #define F_LIT_STANDARD 0 /* Standard */
378 #define F_LIT_LITE 1 /* Brightly lit */
379 #define F_LIT_DARK 2 /* Darkened */
381 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
386 /*** Object "tval" and "sval" codes ***/
390 * The values for the "tval" field of various objects.
392 * This value is the primary means by which items are sorted in the
393 * player p_ptr->inventory_list, followed by "sval" and "cost".
395 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
396 * weapon with tval = 16+N, and does (xP) damage when so combined. This
397 * fact is not actually used in the source, but it kind of interesting.
399 * Note that as of 2.7.8, the "item flags" apply to all items, though
400 * only armor and weapons and a few other items use any of these flags.
403 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
404 #define TV_BOTTLE 2 /* Empty bottles ('!') */
405 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
406 #define TV_WHISTLE 4 /* Whistle ('~') */
407 #define TV_SPIKE 5 /* Spikes ('~') */
408 #define TV_CHEST 7 /* Chests ('&') */
409 #define TV_FIGURINE 8 /* Magical figurines */
410 #define TV_STATUE 9 /* Statue, what a silly object... */
411 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
412 #define TV_CAPTURE 11 /* Monster ball */
413 #define TV_NO_AMMO 15 /* Ammo for crimson */
414 #define TV_SHOT 16 /* Ammo for slings */
415 #define TV_ARROW 17 /* Ammo for bows */
416 #define TV_BOLT 18 /* Ammo for x-bows */
417 #define TV_BOW 19 /* Slings/Bows/Xbows */
418 #define TV_DIGGING 20 /* Shovels/Picks */
419 #define TV_HAFTED 21 /* Priest Weapons */
420 #define TV_POLEARM 22 /* Axes and Pikes */
421 #define TV_SWORD 23 /* Edged Weapons */
422 #define TV_BOOTS 30 /* Boots */
423 #define TV_GLOVES 31 /* Gloves */
424 #define TV_HELM 32 /* Helms */
425 #define TV_CROWN 33 /* Crowns */
426 #define TV_SHIELD 34 /* Shields */
427 #define TV_CLOAK 35 /* Cloaks */
428 #define TV_SOFT_ARMOR 36 /* Soft Armor */
429 #define TV_HARD_ARMOR 37 /* Hard Armor */
430 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
431 #define TV_LITE 39 /* Lites (including Specials) */
432 #define TV_AMULET 40 /* Amulets (including Specials) */
433 #define TV_RING 45 /* Rings (including Specials) */
438 #define TV_PARCHMENT 69
443 #define TV_LIFE_BOOK 90
444 #define TV_SORCERY_BOOK 91
445 #define TV_NATURE_BOOK 92
446 #define TV_CHAOS_BOOK 93
447 #define TV_DEATH_BOOK 94
448 #define TV_TRUMP_BOOK 95
449 #define TV_ARCANE_BOOK 96
450 #define TV_CRAFT_BOOK 97
451 #define TV_DAEMON_BOOK 98
452 #define TV_CRUSADE_BOOK 99
453 #define TV_MUSIC_BOOK 105
454 #define TV_HISSATSU_BOOK 106
455 #define TV_HEX_BOOK 107
456 #define TV_GOLD 127 /* Gold can only be picked up by players */
458 #define TV_EQUIP_BEGIN TV_SHOT
459 #define TV_EQUIP_END TV_CARD
460 #define TV_MISSILE_BEGIN TV_SHOT
461 #define TV_MISSILE_END TV_BOLT
462 #define TV_WEARABLE_BEGIN TV_BOW
463 #define TV_WEARABLE_END TV_CARD
464 #define TV_WEAPON_BEGIN TV_BOW
465 #define TV_WEAPON_END TV_SWORD
466 #define TV_ARMOR_BEGIN TV_BOOTS
467 #define TV_ARMOR_END TV_DRAG_ARMOR
472 /* The "sval" codes for TV_FIGURINE */
473 #define SV_FIGURINE_NORMAL 0
475 #define SV_CAPTURE_NONE 0
477 /* The "sval" codes for TV_STATUE */
478 #define SV_WOODEN_STATUE 0
479 #define SV_CLAY_STATUE 1
480 #define SV_STONE_STATUE 2
481 #define SV_IRON_STATUE 3
482 #define SV_COPPER_STATUE 4
483 #define SV_SILVER_STATUE 5
484 #define SV_GOLDEN_STATUE 6
485 #define SV_IVORY_STATUE 7
486 #define SV_MITHRIL_STATUE 8
487 #define SV_ORNATE_STATUE 9
490 /* The "sval" codes for TV_CORPSE */
491 #define SV_SKELETON 0
494 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
495 #define SV_AMMO_LIGHT 0 /* pebbles */
496 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
497 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
499 /* The "sval" codes for TV_BOW (note information in "sval") */
500 #define SV_SLING 2 /* (x2) */
501 #define SV_SHORT_BOW 12 /* (x2) */
502 #define SV_LONG_BOW 13 /* (x3) */
503 #define SV_LIGHT_XBOW 23 /* (x3) */
504 #define SV_HEAVY_XBOW 24 /* (x4) */
505 #define SV_CRIMSON 50 /* (x0) */
506 #define SV_HARP 51 /* (x0) */
507 #define SV_NAMAKE_BOW 63 /* (x3) */
509 /* The "sval" codes for TV_DIGGING */
511 #define SV_GNOMISH_SHOVEL 2
512 #define SV_DWARVEN_SHOVEL 3
514 #define SV_ORCISH_PICK 5
515 #define SV_DWARVEN_PICK 6
518 /* The "sval" values for TV_HAFTED */
519 #define SV_CLUB 1 /* 1d4 */
520 #define SV_WHIP 2 /* 1d6 */
521 #define SV_QUARTERSTAFF 3 /* 1d9 */
522 #define SV_NUNCHAKU 4 /* 2d3 */
523 #define SV_MACE 5 /* 2d4 */
524 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
525 #define SV_JO_STAFF 7 /* 1d7 */
526 #define SV_WAR_HAMMER 8 /* 3d3 */
527 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
528 #define SV_MORNING_STAR 12 /* 2d6 */
529 #define SV_FLAIL 13 /* 2d6 */
530 #define SV_BO_STAFF 14 /* 1d11 */
531 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
532 #define SV_TETSUBO 16 /* 2d7 */
533 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
534 #define SV_GREAT_HAMMER 19 /* 4d6 */
535 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
536 #define SV_WIZSTAFF 21 /* 1d2 */
537 #define SV_GROND 50 /* 3d9 */
538 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
540 /* The "sval" values for TV_POLEARM */
541 #define SV_HATCHET 1 /* 1d5 */
542 #define SV_SPEAR 2 /* 1d6 */
543 #define SV_SICKLE 3 /* 2d3 */
544 #define SV_AWL_PIKE 4 /* 1d8 */
545 #define SV_TRIDENT 5 /* 1d9 */
546 #define SV_FAUCHARD 6 /* 1d10 */
547 #define SV_BROAD_SPEAR 7 /* 1d9 */
548 #define SV_PIKE 8 /* 2d5 */
549 #define SV_NAGINATA 9 /* 2d6 */
550 #define SV_BEAKED_AXE 10 /* 2d6 */
551 #define SV_BROAD_AXE 11 /* 2d6 */
552 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
553 #define SV_GLAIVE 13 /* 2d6 */
554 #define SV_LAJATANG 14 /* 2d7 */
555 #define SV_HALBERD 15 /* 3d4 */
556 #define SV_GUISARME 16 /* 2d5 */
557 #define SV_SCYTHE 17 /* 5d3 */
558 #define SV_LANCE 20 /* 2d8 */
559 #define SV_BATTLE_AXE 22 /* 2d8 */
560 #define SV_GREAT_AXE 25 /* 4d4 */
561 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
562 #define SV_LOCHABER_AXE 28 /* 3d8 */
563 #define SV_HEAVY_LANCE 29 /* 4d8 */
564 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
565 #define SV_TSURIZAO 40 /* 1d1 */
566 #define SV_DEATH_SCYTHE 50 /* 10d10 */
568 /* The "sval" codes for TV_SWORD */
569 #define SV_BROKEN_DAGGER 1 /* 1d1 */
570 #define SV_BROKEN_SWORD 2 /* 1d2 */
571 #define SV_DAGGER 4 /* 1d4 */
572 #define SV_MAIN_GAUCHE 5 /* 1d5 */
573 #define SV_TANTO 6 /* 1d5 */
574 #define SV_RAPIER 7 /* 1d6 */
575 #define SV_SMALL_SWORD 8 /* 1d6 */
576 #define SV_BASILLARD 9 /* 1d8 */
577 #define SV_SHORT_SWORD 10 /* 1d7 */
578 #define SV_SABRE 11 /* 1d7 */
579 #define SV_CUTLASS 12 /* 1d7 */
580 #define SV_WAKIZASHI 13 /* 2d4 */
581 #define SV_KHOPESH 14 /* 2d4 */
582 #define SV_TULWAR 15 /* 2d4 */
583 #define SV_BROAD_SWORD 16 /* 2d5 */
584 #define SV_LONG_SWORD 17 /* 2d5 */
585 #define SV_SCIMITAR 18 /* 2d5 */
586 #define SV_NINJATO 19 /* 1d9 */
587 #define SV_KATANA 20 /* 3d4 */
588 #define SV_BASTARD_SWORD 21 /* 3d4 */
589 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
590 #define SV_CLAYMORE 23 /* 2d8 */
591 #define SV_ESPADON 24 /* 2d9 */
592 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
593 #define SV_FLAMBERGE 26 /* 3d7 */
594 #define SV_NO_DACHI 27 /* 5d4 */
595 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
596 #define SV_ZWEIHANDER 29 /* 4d6 */
597 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
598 #define SV_DIAMOND_EDGE 31 /* 7d5 */
599 #define SV_DOKUBARI 32 /* 1d1 */
600 #define SV_HAYABUSA 33 /* 1d6 */
602 /* The "sval" codes for TV_SHIELD */
603 #define SV_SMALL_LEATHER_SHIELD 2
604 #define SV_SMALL_METAL_SHIELD 3
605 #define SV_LARGE_LEATHER_SHIELD 4
606 #define SV_LARGE_METAL_SHIELD 5
607 #define SV_DRAGON_SHIELD 6
608 #define SV_KNIGHT_SHIELD 7
609 #define SV_MIRROR_SHIELD 10
610 #define SV_YATA_MIRROR 50
612 /* The "sval" codes for TV_HELM */
613 #define SV_HARD_LEATHER_CAP 2
614 #define SV_METAL_CAP 3
615 #define SV_JINGASA 4 /* 4 */
616 #define SV_IRON_HELM 5
617 #define SV_STEEL_HELM 6
618 #define SV_DRAGON_HELM 7
619 #define SV_KABUTO 8 /* 7 */
621 /* The "sval" codes for TV_CROWN */
622 #define SV_IRON_CROWN 10
623 #define SV_GOLDEN_CROWN 11
624 #define SV_JEWELED_CROWN 12
627 /* The "sval" codes for TV_BOOTS */
628 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
629 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
630 #define SV_PAIR_OF_DRAGON_GREAVE 4
631 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
633 /* The "sval" codes for TV_CLOAK */
635 #define SV_ELVEN_CLOAK 2
636 #define SV_FUR_CLOAK 3
637 #define SV_ETHEREAL_CLOAK 5
638 #define SV_SHADOW_CLOAK 6
640 /* The "sval" codes for TV_GLOVES */
641 #define SV_SET_OF_LEATHER_GLOVES 1
642 #define SV_SET_OF_GAUNTLETS 2
643 #define SV_SET_OF_DRAGON_GLOVES 3
644 #define SV_SET_OF_CESTI 5
646 /* The "sval" codes for TV_SOFT_ARMOR */
648 #define SV_FILTHY_RAG 1
650 #define SV_PAPER_ARMOR 3 /* 4 */
651 #define SV_SOFT_LEATHER_ARMOR 4
652 #define SV_SOFT_STUDDED_LEATHER 5
653 #define SV_HARD_LEATHER_ARMOR 6
654 #define SV_HARD_STUDDED_LEATHER 7
655 #define SV_RHINO_HIDE_ARMOR 8
656 #define SV_CORD_ARMOR 9 /* 6 */
657 #define SV_PADDED_ARMOR 10 /* 4 */
658 #define SV_LEATHER_SCALE_MAIL 11
659 #define SV_LEATHER_JACK 12
660 #define SV_KUROSHOUZOKU 13
661 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
662 #define SV_ABUNAI_MIZUGI 50
663 #define SV_YOIYAMI_ROBE 60
664 #define SV_NAMAKE_ARMOR 63
666 /* The "sval" codes for TV_HARD_ARMOR */
667 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
668 #define SV_RING_MAIL 2 /* 12 */
669 #define SV_METAL_SCALE_MAIL 3 /* 13 */
670 #define SV_CHAIN_MAIL 4 /* 14 */
671 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
672 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
673 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
674 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
675 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
676 #define SV_SPLINT_MAIL 10 /* 19 */
677 #define SV_DO_MARU 11 /* 20 */
678 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
679 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
680 #define SV_HARAMAKIDO 14 /* 17 */
681 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
682 #define SV_O_YOROI 16 /* 24 */
683 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
684 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
685 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
686 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
688 /* The "sval" codes for TV_DRAG_ARMOR */
689 #define SV_DRAGON_BLACK 1
690 #define SV_DRAGON_BLUE 2
691 #define SV_DRAGON_WHITE 3
692 #define SV_DRAGON_RED 4
693 #define SV_DRAGON_GREEN 5
694 #define SV_DRAGON_MULTIHUED 6
695 #define SV_DRAGON_SHINING 10
696 #define SV_DRAGON_LAW 12
697 #define SV_DRAGON_BRONZE 14
698 #define SV_DRAGON_GOLD 16
699 #define SV_DRAGON_CHAOS 18
700 #define SV_DRAGON_BALANCE 20
701 #define SV_DRAGON_POWER 30
703 /* The sval codes for TV_LITE */
704 #define SV_LITE_TORCH 0
705 #define SV_LITE_LANTERN 1
706 #define SV_LITE_FEANOR 2
707 #define SV_LITE_EDISON 3
708 #define SV_LITE_GALADRIEL 4
709 #define SV_LITE_ELENDIL 5
710 #define SV_LITE_JUDGE 6
711 #define SV_LITE_LORE 7
712 #define SV_LITE_PALANTIR 8
713 #define SV_LITE_FLY_STONE 9
715 /* The "sval" codes for TV_AMULET */
716 #define SV_AMULET_DOOM 0
717 #define SV_AMULET_TELEPORT 1
718 #define SV_AMULET_ADORNMENT 2
719 #define SV_AMULET_SLOW_DIGEST 3
720 #define SV_AMULET_RESIST_ACID 4
721 #define SV_AMULET_SEARCHING 5
722 #define SV_AMULET_BRILLIANCE 6
723 #define SV_AMULET_CHARISMA 7
724 #define SV_AMULET_THE_MAGI 8
725 #define SV_AMULET_REFLECTION 9
726 #define SV_AMULET_CARLAMMAS 10
727 #define SV_AMULET_INGWE 11
728 #define SV_AMULET_DWARVES 12
729 #define SV_AMULET_NO_MAGIC 13
730 #define SV_AMULET_NO_TELE 14
731 #define SV_AMULET_RESISTANCE 15
732 #define SV_AMULET_TELEPATHY 16
733 #define SV_AMULET_FARAMIR 17
734 #define SV_AMULET_BOROMIR 18
735 #define SV_AMULET_MAGATAMA 19
736 #define SV_AMULET_INROU 20
737 #define SV_AMULET_INTELLIGENCE 21
738 #define SV_AMULET_WISDOM 22
739 #define SV_AMULET_MAGIC_MASTERY 23
740 #define SV_AMULET_NIGHT 24
742 /* The sval codes for TV_RING */
743 #define SV_RING_WOE 0
744 #define SV_RING_AGGRAVATION 1
745 #define SV_RING_WEAKNESS 2
746 #define SV_RING_STUPIDITY 3
747 #define SV_RING_TELEPORTATION 4
748 #define SV_RING_SLOW_DIGESTION 6
749 #define SV_RING_LEVITATION_FALL 7
750 #define SV_RING_RESIST_FIRE 8
751 #define SV_RING_RESIST_COLD 9
752 #define SV_RING_SUSTAIN_STR 10
753 #define SV_RING_SUSTAIN_INT 11
754 #define SV_RING_SUSTAIN_WIS 12
755 #define SV_RING_SUSTAIN_CON 13
756 #define SV_RING_SUSTAIN_DEX 14
757 #define SV_RING_SUSTAIN_CHR 15
758 #define SV_RING_PROTECTION 16
759 #define SV_RING_ACID 17
760 #define SV_RING_FLAMES 18
761 #define SV_RING_ICE 19
762 #define SV_RING_RESIST_POIS 20
763 #define SV_RING_FREE_ACTION 21
764 #define SV_RING_SEE_INVIS 22
765 #define SV_RING_SEARCHING 23
766 #define SV_RING_STR 24
767 #define SV_RING_ELEC 25
768 #define SV_RING_DEX 26
769 #define SV_RING_CON 27
770 #define SV_RING_ACCURACY 28
771 #define SV_RING_DAMAGE 29
772 #define SV_RING_SLAYING 30
773 #define SV_RING_SPEED 31
774 #define SV_RING_FRAKIR 32
775 #define SV_RING_TULKAS 33
776 #define SV_RING_NARYA 34
777 #define SV_RING_NENYA 35
778 #define SV_RING_VILYA 36
779 #define SV_RING_POWER 37
780 #define SV_RING_RES_FEAR 38
781 #define SV_RING_RES_LD 39
782 #define SV_RING_RES_NETHER 40
783 #define SV_RING_RES_NEXUS 41
784 #define SV_RING_RES_SOUND 42
785 #define SV_RING_RES_CONFUSION 43
786 #define SV_RING_RES_SHARDS 44
787 #define SV_RING_RES_DISENCHANT 45
788 #define SV_RING_RES_CHAOS 46
789 #define SV_RING_RES_BLINDNESS 47
790 #define SV_RING_LORDLY 48
791 #define SV_RING_ATTACKS 49
792 #define SV_RING_AHO 50
793 #define SV_RING_SHOTS 51
794 #define SV_RING_SUSTAIN 52
795 #define SV_RING_DEC_MANA 53
796 #define SV_RING_WARNING 54
797 #define SV_RING_MUSCLE 55
799 #define SV_EXPRESS_CARD 0
801 /* The "sval" codes for TV_STAFF */
802 #define SV_STAFF_DARKNESS 0
803 #define SV_STAFF_SLOWNESS 1
804 #define SV_STAFF_HASTE_MONSTERS 2
805 #define SV_STAFF_SUMMONING 3
806 #define SV_STAFF_TELEPORTATION 4
807 #define SV_STAFF_IDENTIFY 5
808 #define SV_STAFF_REMOVE_CURSE 6
809 #define SV_STAFF_STARLITE 7
810 #define SV_STAFF_LITE 8
811 #define SV_STAFF_MAPPING 9
812 #define SV_STAFF_DETECT_GOLD 10
813 #define SV_STAFF_DETECT_ITEM 11
814 #define SV_STAFF_DETECT_TRAP 12
815 #define SV_STAFF_DETECT_DOOR 13
816 #define SV_STAFF_DETECT_INVIS 14
817 #define SV_STAFF_DETECT_EVIL 15
818 #define SV_STAFF_CURE_LIGHT 16
819 #define SV_STAFF_CURING 17
820 #define SV_STAFF_HEALING 18
821 #define SV_STAFF_THE_MAGI 19
822 #define SV_STAFF_SLEEP_MONSTERS 20
823 #define SV_STAFF_SLOW_MONSTERS 21
824 #define SV_STAFF_SPEED 22
825 #define SV_STAFF_PROBING 23
826 #define SV_STAFF_DISPEL_EVIL 24
827 #define SV_STAFF_POWER 25
828 #define SV_STAFF_HOLINESS 26
829 #define SV_STAFF_GENOCIDE 27
830 #define SV_STAFF_EARTHQUAKES 28
831 #define SV_STAFF_DESTRUCTION 29
832 #define SV_STAFF_ANIMATE_DEAD 30
833 #define SV_STAFF_MSTORM 31
834 #define SV_STAFF_NOTHING 32
837 /* The "sval" codes for TV_WAND */
838 #define SV_WAND_HEAL_MONSTER 0
839 #define SV_WAND_HASTE_MONSTER 1
840 #define SV_WAND_CLONE_MONSTER 2
841 #define SV_WAND_TELEPORT_AWAY 3
842 #define SV_WAND_DISARMING 4
843 #define SV_WAND_TRAP_DOOR_DEST 5
844 #define SV_WAND_STONE_TO_MUD 6
845 #define SV_WAND_LITE 7
846 #define SV_WAND_SLEEP_MONSTER 8
847 #define SV_WAND_SLOW_MONSTER 9
848 #define SV_WAND_CONFUSE_MONSTER 10
849 #define SV_WAND_FEAR_MONSTER 11
850 #define SV_WAND_HYPODYNAMIA 12
851 #define SV_WAND_POLYMORPH 13
852 #define SV_WAND_STINKING_CLOUD 14
853 #define SV_WAND_MAGIC_MISSILE 15
854 #define SV_WAND_ACID_BOLT 16
855 #define SV_WAND_CHARM_MONSTER 17
856 #define SV_WAND_FIRE_BOLT 18
857 #define SV_WAND_COLD_BOLT 19
858 #define SV_WAND_ACID_BALL 20
859 #define SV_WAND_ELEC_BALL 21
860 #define SV_WAND_FIRE_BALL 22
861 #define SV_WAND_COLD_BALL 23
862 #define SV_WAND_WONDER 24
863 #define SV_WAND_DISINTEGRATE 25
864 #define SV_WAND_DRAGON_FIRE 26
865 #define SV_WAND_DRAGON_COLD 27
866 #define SV_WAND_DRAGON_BREATH 28
867 #define SV_WAND_ROCKETS 29
868 #define SV_WAND_STRIKING 30
869 #define SV_WAND_GENOCIDE 31
871 /* The "sval" codes for TV_ROD */
872 #define SV_ROD_DETECT_TRAP 0
873 #define SV_ROD_DETECT_DOOR 1
874 #define SV_ROD_IDENTIFY 2
875 #define SV_ROD_RECALL 3
876 #define SV_ROD_ILLUMINATION 4
877 #define SV_ROD_MAPPING 5
878 #define SV_ROD_DETECTION 6
879 #define SV_ROD_PROBING 7
880 #define SV_ROD_CURING 8
881 #define SV_ROD_HEALING 9
882 #define SV_ROD_RESTORATION 10
883 #define SV_ROD_SPEED 11
884 #define SV_ROD_PESTICIDE 12
885 #define SV_ROD_TELEPORT_AWAY 13
886 #define SV_ROD_DISARMING 14
887 #define SV_ROD_LITE 15
888 #define SV_ROD_SLEEP_MONSTER 16
889 #define SV_ROD_SLOW_MONSTER 17
890 #define SV_ROD_HYPODYNAMIA 18
891 #define SV_ROD_POLYMORPH 19
892 #define SV_ROD_ACID_BOLT 20
893 #define SV_ROD_ELEC_BOLT 21
894 #define SV_ROD_FIRE_BOLT 22
895 #define SV_ROD_COLD_BOLT 23
896 #define SV_ROD_ACID_BALL 24
897 #define SV_ROD_ELEC_BALL 25
898 #define SV_ROD_FIRE_BALL 26
899 #define SV_ROD_COLD_BALL 27
900 #define SV_ROD_HAVOC 28
901 #define SV_ROD_STONE_TO_MUD 29
902 #define SV_ROD_AGGRAVATE 30
905 /* The "sval" codes for TV_SCROLL */
907 #define SV_SCROLL_DARKNESS 0
908 #define SV_SCROLL_AGGRAVATE_MONSTER 1
909 #define SV_SCROLL_CURSE_ARMOR 2
910 #define SV_SCROLL_CURSE_WEAPON 3
911 #define SV_SCROLL_SUMMON_MONSTER 4
912 #define SV_SCROLL_SUMMON_UNDEAD 5
913 #define SV_SCROLL_SUMMON_PET 6
914 #define SV_SCROLL_TRAP_CREATION 7
915 #define SV_SCROLL_PHASE_DOOR 8
916 #define SV_SCROLL_TELEPORT 9
917 #define SV_SCROLL_TELEPORT_LEVEL 10
918 #define SV_SCROLL_WORD_OF_RECALL 11
919 #define SV_SCROLL_IDENTIFY 12
920 #define SV_SCROLL_STAR_IDENTIFY 13
921 #define SV_SCROLL_REMOVE_CURSE 14
922 #define SV_SCROLL_STAR_REMOVE_CURSE 15
923 #define SV_SCROLL_ENCHANT_ARMOR 16
924 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
925 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
926 /* xxx enchant missile? */
927 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
928 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
929 #define SV_SCROLL_RECHARGING 22
930 #define SV_SCROLL_MUNDANITY 23
931 #define SV_SCROLL_LIGHT 24
932 #define SV_SCROLL_MAPPING 25
933 #define SV_SCROLL_DETECT_GOLD 26
934 #define SV_SCROLL_DETECT_ITEM 27
935 #define SV_SCROLL_DETECT_TRAP 28
936 #define SV_SCROLL_DETECT_DOOR 29
937 #define SV_SCROLL_DETECT_INVIS 30
938 /* xxx (detect evil?) */
939 #define SV_SCROLL_SATISFY_HUNGER 32
940 #define SV_SCROLL_BLESSING 33
941 #define SV_SCROLL_HOLY_CHANT 34
942 #define SV_SCROLL_HOLY_PRAYER 35
943 #define SV_SCROLL_MONSTER_CONFUSION 36
944 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
945 #define SV_SCROLL_RUNE_OF_PROTECTION 38
946 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
948 #define SV_SCROLL_STAR_DESTRUCTION 41
949 #define SV_SCROLL_DISPEL_UNDEAD 42
950 #define SV_SCROLL_SPELL 43
951 #define SV_SCROLL_GENOCIDE 44
952 #define SV_SCROLL_MASS_GENOCIDE 45
953 #define SV_SCROLL_ACQUIREMENT 46
954 #define SV_SCROLL_STAR_ACQUIREMENT 47
955 #define SV_SCROLL_FIRE 48
956 #define SV_SCROLL_ICE 49
957 #define SV_SCROLL_CHAOS 50
958 #define SV_SCROLL_RUMOR 51
959 #define SV_SCROLL_ARTIFACT 52
960 #define SV_SCROLL_RESET_RECALL 53
961 #define SV_SCROLL_SUMMON_KIN 54
962 #define SV_SCROLL_AMUSEMENT 55
963 #define SV_SCROLL_STAR_AMUSEMENT 56
965 /* The "sval" codes for TV_POTION */
966 #define SV_POTION_WATER 0
967 #define SV_POTION_APPLE_JUICE 1
968 #define SV_POTION_SLIME_MOLD 2
969 /* xxx (fixed color) */
970 #define SV_POTION_SLOWNESS 4
971 #define SV_POTION_SALT_WATER 5
972 #define SV_POTION_POISON 6
973 #define SV_POTION_BLINDNESS 7
975 #define SV_POTION_BOOZE 9
977 #define SV_POTION_SLEEP 11
979 #define SV_POTION_LOSE_MEMORIES 13
981 #define SV_POTION_RUINATION 15
982 #define SV_POTION_DEC_STR 16
983 #define SV_POTION_DEC_INT 17
984 #define SV_POTION_DEC_WIS 18
985 #define SV_POTION_DEC_DEX 19
986 #define SV_POTION_DEC_CON 20
987 #define SV_POTION_DEC_CHR 21
988 #define SV_POTION_DETONATIONS 22
989 #define SV_POTION_DEATH 23
990 #define SV_POTION_INFRAVISION 24
991 #define SV_POTION_DETECT_INVIS 25
992 #define SV_POTION_SLOW_POISON 26
993 #define SV_POTION_CURE_POISON 27
994 #define SV_POTION_BOLDNESS 28
995 #define SV_POTION_SPEED 29
996 #define SV_POTION_RESIST_HEAT 30
997 #define SV_POTION_RESIST_COLD 31
998 #define SV_POTION_HEROISM 32
999 #define SV_POTION_BESERK_STRENGTH 33
1000 #define SV_POTION_CURE_LIGHT 34
1001 #define SV_POTION_CURE_SERIOUS 35
1002 #define SV_POTION_CURE_CRITICAL 36
1003 #define SV_POTION_HEALING 37
1004 #define SV_POTION_STAR_HEALING 38
1005 #define SV_POTION_LIFE 39
1006 #define SV_POTION_RESTORE_MANA 40
1007 #define SV_POTION_RESTORE_EXP 41
1008 #define SV_POTION_RES_STR 42
1009 #define SV_POTION_RES_INT 43
1010 #define SV_POTION_RES_WIS 44
1011 #define SV_POTION_RES_DEX 45
1012 #define SV_POTION_RES_CON 46
1013 #define SV_POTION_RES_CHR 47
1014 #define SV_POTION_INC_STR 48
1015 #define SV_POTION_INC_INT 49
1016 #define SV_POTION_INC_WIS 50
1017 #define SV_POTION_INC_DEX 51
1018 #define SV_POTION_INC_CON 52
1019 #define SV_POTION_INC_CHR 53
1021 #define SV_POTION_AUGMENTATION 55
1022 #define SV_POTION_ENLIGHTENMENT 56
1023 #define SV_POTION_STAR_ENLIGHTENMENT 57
1024 #define SV_POTION_SELF_KNOWLEDGE 58
1025 #define SV_POTION_EXPERIENCE 59
1026 #define SV_POTION_RESISTANCE 60
1027 #define SV_POTION_CURING 61
1028 #define SV_POTION_INVULNERABILITY 62
1029 #define SV_POTION_NEW_LIFE 63
1030 #define SV_POTION_NEO_TSUYOSHI 64
1031 #define SV_POTION_TSUYOSHI 65
1032 #define SV_POTION_POLYMORPH 66
1034 /* The "sval" codes for TV_FLASK */
1035 #define SV_FLASK_OIL 0
1037 /* The "sval" codes for TV_FOOD */
1038 #define SV_FOOD_POISON 0
1039 #define SV_FOOD_BLINDNESS 1
1040 #define SV_FOOD_PARANOIA 2
1041 #define SV_FOOD_CONFUSION 3
1042 #define SV_FOOD_HALLUCINATION 4
1043 #define SV_FOOD_PARALYSIS 5
1044 #define SV_FOOD_WEAKNESS 6
1045 #define SV_FOOD_SICKNESS 7
1046 #define SV_FOOD_STUPIDITY 8
1047 #define SV_FOOD_NAIVETY 9
1048 #define SV_FOOD_UNHEALTH 10
1049 #define SV_FOOD_DISEASE 11
1050 #define SV_FOOD_CURE_POISON 12
1051 #define SV_FOOD_CURE_BLINDNESS 13
1052 #define SV_FOOD_CURE_PARANOIA 14
1053 #define SV_FOOD_CURE_CONFUSION 15
1054 #define SV_FOOD_CURE_SERIOUS 16
1055 #define SV_FOOD_RESTORE_STR 17
1056 #define SV_FOOD_RESTORE_CON 18
1057 #define SV_FOOD_RESTORING 19
1058 /* many missing mushrooms */
1059 #define SV_FOOD_BISCUIT 32
1060 #define SV_FOOD_JERKY 33
1061 #define SV_FOOD_RATION 35
1062 #define SV_FOOD_SLIME_MOLD 36
1063 #define SV_FOOD_WAYBREAD 37
1064 #define SV_FOOD_PINT_OF_ALE 38
1065 #define SV_FOOD_PINT_OF_WINE 39
1068 #define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
1070 #define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
1071 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1074 * Special "sval" limit -- first "good" magic/prayer book
1076 #define SV_BOOK_MIN_GOOD 2
1079 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
1080 #define MAX_GOLD 18 /* Number of "gold" entries */
1082 /*** General flag values ***/
1085 * Special caster ID for project()
1087 #define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
1088 #define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
1092 * Bit flags for the "p_ptr->window" variable (etc)
1094 #define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
1095 #define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
1096 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
1097 #define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
1098 #define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
1101 #define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
1102 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
1103 #define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
1104 #define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
1105 #define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
1106 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
1109 #define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
1110 #define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
1112 /* Empty hand status */
1113 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
1114 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
1115 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
1117 /*** General index values ***/
1121 /*** Object flag values ***/
1127 * Old variables for object flags such as flags1, flags2, and flags3
1128 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
1129 * object flags. And each flag is refered by single index number
1130 * instead of a bit mask.
1132 * Therefore it's very easy to add a lot of new flags; no one need to
1133 * worry about in which variable a new flag should be put, nor to
1134 * modify a huge number of files all over the source directory at once
1135 * to add new flag variables such as flags4, a_ability_flags1, etc...
1137 * All management of flags is now treated using a set of macros
1138 * instead of bit operations.
1139 * Note: These macros are using division, modulo, and bit shift
1140 * operations, and it seems that these operations are rather slower
1141 * than original bit operation. But since index numbers are almost
1142 * always given as constant, such slow operations are performed in the
1143 * compile time. So there is no problem on the speed.
1145 * Exceptions of new flag management is a set of flags to control
1146 * object generation and the curse flags. These are not yet rewritten
1147 * in new index form; maybe these have no merit of rewriting.
1150 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
1151 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
1152 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
1153 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
1154 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
1159 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
1160 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
1161 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
1162 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
1163 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
1164 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
1165 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
1166 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
1167 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
1168 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
1169 #define TRG_CURSED 0x00000400L /* Item is Cursed */
1170 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
1171 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
1172 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
1173 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
1174 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
1175 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
1176 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
1179 #define MAX_CURSE 18
1181 #define TRC_CURSED 0x00000001L
1182 #define TRC_HEAVY_CURSE 0x00000002L
1183 #define TRC_PERMA_CURSE 0x00000004L
1184 #define TRC_XXX1 0x00000008L
1185 #define TRC_TY_CURSE 0x00000010L
1186 #define TRC_AGGRAVATE 0x00000020L
1187 #define TRC_DRAIN_EXP 0x00000040L
1188 #define TRC_SLOW_REGEN 0x00000080L
1189 #define TRC_ADD_L_CURSE 0x00000100L
1190 #define TRC_ADD_H_CURSE 0x00000200L
1191 #define TRC_CALL_ANIMAL 0x00000400L
1192 #define TRC_CALL_DEMON 0x00000800L
1193 #define TRC_CALL_DRAGON 0x00001000L
1194 #define TRC_COWARDICE 0x00002000L
1195 #define TRC_TELEPORT 0x00004000L
1196 #define TRC_LOW_MELEE 0x00008000L
1197 #define TRC_LOW_AC 0x00010000L
1198 #define TRC_LOW_MAGIC 0x00020000L
1199 #define TRC_FAST_DIGEST 0x00040000L
1200 #define TRC_DRAIN_HP 0x00080000L
1201 #define TRC_DRAIN_MANA 0x00100000L
1202 #define TRC_CALL_UNDEAD 0x00200000L
1204 #define TRC_TELEPORT_SELF 0x00000001L
1205 #define TRC_CHAINSWORD 0x00000002L
1207 #define TRC_SPECIAL_MASK \
1208 (TRC_TY_CURSE | TRC_AGGRAVATE)
1210 #define TRC_HEAVY_MASK \
1211 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
1212 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
1214 #define TRC_P_FLAG_MASK \
1215 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
1216 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
1217 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
1218 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
1223 * Hack -- "torch" masks
1225 #define RF7_LITE_MASK \
1226 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
1228 #define RF7_DARK_MASK \
1229 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
1231 #define RF7_HAS_LD_MASK \
1232 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
1234 #define RF7_SELF_LD_MASK \
1235 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
1238 * Hack -- effective elemental and poison immunity mask
1240 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
1241 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
1242 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
1243 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
1244 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
1245 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
1246 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
1247 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
1250 #define MR1_SINKA 0x01
1254 * Is the monster seen by the player?
1256 #define is_seen(A) \
1257 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
1258 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
1261 /*** Macro Definitions ***/
1263 * Convert an "attr"/"char" pair into a "pict" (P)
1266 ((((u16b)(A)) << 8) | ((byte)(C)))
1269 * Convert a "pict" (P) into an "attr" (A)
1275 * Convert a "pict" (P) into an "char" (C)
1282 * Hack -- Prepare to use the "Secure" routines
1284 #if defined(SET_UID) && defined(SECURE)
1285 extern int PlayerUID;
1286 # define getuid() PlayerUID
1287 # define geteuid() PlayerUID
1292 /*** Color constants ***/
1295 * Not using graphical tiles for this feature?
1297 #define is_ascii_graphics(A) (!((A) & 0x80))
1304 * Hack -- attempt to reduce various values
1308 # define MACRO_MAX 128
1310 # define QUARK_MAX 128
1312 # define MESSAGE_MAX 128
1314 # define MESSAGE_BUF 4096
1322 * Available graphic modes
1324 #define GRAPHICS_NONE 0
1325 #define GRAPHICS_ORIGINAL 1
1326 #define GRAPHICS_ADAM_BOLT 2
1327 #define GRAPHICS_HENGBAND 3
1337 * Modes for the tokenizer
1339 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
1341 #define GINOU_MAX 10
1344 #define SECRET_TOWN 5
1348 #define MAX_MONSPELLS 96
1349 #define MONSPELL_TYPE_BOLT 1
1350 #define MONSPELL_TYPE_BALL 2
1351 #define MONSPELL_TYPE_BREATH 3
1352 #define MONSPELL_TYPE_SUMMON 4
1353 #define MONSPELL_TYPE_OTHER 5
1355 #define EATER_EXT 36
1356 #define EATER_CHARGE 0x10000L
1357 #define EATER_ROD_CHARGE 0x10L
1360 #define DETECT_RAD_DEFAULT 30
1361 #define DETECT_RAD_MAP 30
1362 #define DETECT_RAD_ALL 255
1364 /* Maximum "Nazguls" number */
1365 #define MAX_NAZGUL_NUM 5
1367 #define DO_AUTOPICK 0x01
1368 #define DO_AUTODESTROY 0x02
1369 #define DO_DISPLAY 0x04
1370 #define DONT_AUTOPICK 0x08
1371 #define ITEM_DISPLAY 0x10
1372 #define DO_QUERY_AUTOPICK 0x20
1374 #define VIRTUE_LARGE 1
1375 #define VIRTUE_SMALL 2
1377 #define SPELL_DD_S 27
1378 #define SPELL_DD_T 13
1380 #define SPELL_KABE 20
1382 #define KNOW_STAT 0x01
1383 #define KNOW_HPRATE 0x02
1387 #define DUNGEON_FEAT_PROB_NUM 3
1390 * Flags for save/load temporal saved floor file
1392 #define SLF_SECOND 0x0001 /* Called from another save/load function */
1393 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
1396 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
1398 /* Sub-alignment flags for neutral monsters */
1399 #define SUB_ALIGN_NEUTRAL 0x0000
1400 #define SUB_ALIGN_EVIL 0x0001
1401 #define SUB_ALIGN_GOOD 0x0002
1403 /* Multishadow effects is determined by current_world_ptr->game_turn */
1404 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
1406 /* Is "teleport level" ineffective to this target? */
1407 #define TELE_LEVEL_IS_INEFF(TARGET) \
1408 (p_ptr->inside_arena || p_ptr->inside_battle || \
1409 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
1410 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
1411 (current_floor_ptr->dun_level >= 1) && ironman_downward))
1415 * Max numbers of macro trigger names
1417 #define MAX_MACRO_MOD 12
1418 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
1420 /* Max size of screen dump buffer */
1421 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
1423 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
1424 #define MTIMED_FAST 1 /* Monster is temporarily fast */
1425 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
1426 #define MTIMED_STUNNED 3 /* Monster is stunned */
1427 #define MTIMED_CONFUSED 4 /* Monster is confused */
1428 #define MTIMED_MONFEAR 5 /* Monster is afraid */
1429 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
1431 #define MAX_MTIMED 7
1433 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
1434 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
1435 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
1436 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
1437 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
1438 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
1439 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
1442 * Bit flags for screen_object()
1444 #define SCROBJ_FAKE_OBJECT 0x00000001
1445 #define SCROBJ_FORCE_DETAIL 0x00000002
1448 * For travel command (auto run)
1452 #define CONCENT_RADAR_THRESHOLD 2
1453 #define CONCENT_TELE_THRESHOLD 5
1456 #define hex_spelling_any() \
1457 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
1458 #define hex_spelling(X) \
1459 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
1460 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
1461 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
1462 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
1463 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
1464 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
1467 Language selection macro
1470 #define _(JAPANESE,ENGLISH) (JAPANESE)
1472 #define _(JAPANESE,ENGLISH) (ENGLISH)
1475 /* Lite flag macro */
1476 #define have_lite_flag(ARRAY) \
1477 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
1479 #define have_dark_flag(ARRAY) \
1480 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
1482 /* Spell Type flag */
1483 #define MONSTER_TO_PLAYER 0x01
1484 #define MONSTER_TO_MONSTER 0x02
1486 /* summoning number */
1487 #define S_NUM_6 (easy_band ? 2 : 6)
1488 #define S_NUM_4 (easy_band ? 1 : 4)
1490 /* monster spell number */
1491 #define RF4_SPELL_START 32 * 3
1492 #define RF5_SPELL_START 32 * 4
1493 #define RF6_SPELL_START 32 * 5
1495 #define RF4_SPELL_SIZE 32
1496 #define RF5_SPELL_SIZE 32
1497 #define RF6_SPELL_SIZE 32
1499 /* Spell Damage Calc Flag*/
1509 /* Cheat Info Type */
1510 #define CHEAT_OBJECT 0
1511 #define CHEAT_MONSTER 1
1512 #define CHEAT_DUNGEON 2
1513 #define CHEAT_MISC 3
1515 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
1516 #define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
1519 * チートオプションの最大数 / Number of cheating options
1521 #define CHEAT_MAX 10