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"
40 /* Savefile version for Hengband 1.1.1 and later */
46 /* Added for ZAngband */
47 #define FAKE_VERSION 0
48 #define FAKE_VER_MAJOR 11
49 #define FAKE_VER_MINOR 3
50 #define FAKE_VER_PATCH 0
56 * This value is not currently used
58 #define VERSION_EXTRA 0
62 * Number of grids in each block (vertically)
63 * Probably hard-coded to 11, see "generate.c"
68 * Number of grids in each block (horizontally)
69 * Probably hard-coded to 11, see "generate.c"
75 * Number of grids in each panel (vertically)
76 * Must be a multiple of BLOCK_HGT
81 * Number of grids in each panel (horizontally)
82 * Must be a multiple of BLOCK_WID
88 * Number of grids used to display the dungeon (vertically).
89 * Must be a multiple of 11, probably hard-coded to 22.
94 * Number of grids used to display the dungeon (horizontally).
95 * Must be a multiple of 33, probably hard-coded to 66.
101 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT,
102 * probably hard-coded to SCREEN_HGT * 3.
107 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID,
108 * probably hard-coded to SCREEN_WID * 3.
116 #define MAX_MON_QUEST 10
117 #define MAX_ITEM_QUEST 5
119 #define MIN_RANDOM_QUEST 40
120 #define MAX_RANDOM_QUEST 49
122 #define QUEST_OBERON 8
123 #define QUEST_SERPENT 9
128 #define MAX_ARENA_MONS 38 /* -KMW- */
132 * Total number of stores (see "store.c", etc)
134 #define MAX_STORES 10
137 * Number of buildings
142 * Total number of stores (see "store.c", etc)
144 #define MAX_STORES_PER_TOWN 12
145 #define MAX_STORE_TYPES 10
147 #define STORE_GENERAL 0
148 #define STORE_ARMOURY 1
149 #define STORE_WEAPON 2
150 #define STORE_TEMPLE 3
151 #define STORE_ALCHEMIST 4
152 #define STORE_MAGIC 5
153 #define STORE_BLACK 6
156 #define STORE_MUSEUM 9
159 #define BUILDING_NON_MEMBER 0
160 #define BUILDING_MEMBER 1
161 #define BUILDING_OWNER 2
164 * Total number of owners per store (see "store.c", etc)
166 #define MAX_OWNERS 32
169 * Maximum number of player "sex" types (see "table.c", etc)
174 * Maximum number of player "class" types (see "table.c", etc)
178 #define MAX_SEIKAKU 12
180 /* The number of "patrons" available (for Chaos Warriors) */
181 #define MAX_PATRON 16
183 /* Number of entries in the sanity-blast descriptions */
184 #define MAX_SAN_HORROR 20
185 #define MAX_SAN_FUNNY 22
186 #define MAX_SAN_COMMENT 5
188 /* Chaos Warrior: Reward types: */
189 #define REW_POLY_SLF 1
190 #define REW_GAIN_EXP 2
191 #define REW_LOSE_EXP 3
192 #define REW_GOOD_OBJ 4
193 #define REW_GREA_OBJ 5
194 #define REW_CHAOS_WP 6
195 #define REW_GOOD_OBS 7
196 #define REW_GREA_OBS 8
197 #define REW_TY_CURSE 9
198 #define REW_SUMMON_M 10
199 #define REW_H_SUMMON 11
200 #define REW_DO_HAVOC 12
201 #define REW_GAIN_ABL 13
202 #define REW_LOSE_ABL 14
203 #define REW_RUIN_ABL 15
204 #define REW_AUGM_ABL 16
205 #define REW_POLY_WND 17
206 #define REW_HEAL_FUL 18
207 #define REW_HURT_LOT 19
208 #define REW_CURSE_WP 20
209 #define REW_CURSE_AR 21
210 #define REW_PISS_OFF 22
212 #define REW_DESTRUCT 24
213 #define REW_GENOCIDE 25
214 #define REW_MASS_GEN 26
215 #define REW_DISPEL_C 27
216 #define REW_UNUSED_1 28
217 #define REW_UNUSED_2 29
218 #define REW_UNUSED_3 30
219 #define REW_UNUSED_4 31
220 #define REW_UNUSED_5 32
221 #define REW_IGNORE 33
222 #define REW_SER_UNDE 34
223 #define REW_SER_DEMO 35
224 #define REW_SER_MONS 36
226 /* Chaos mutations */
228 /* "Activatable" mutations must be in MUT1_* */
229 #define MUT1_SPIT_ACID 0x00000001L
230 #define MUT1_BR_FIRE 0x00000002L
231 #define MUT1_HYPN_GAZE 0x00000004L
232 #define MUT1_TELEKINES 0x00000008L
233 #define MUT1_VTELEPORT 0x00000010L /* Voluntary teleport */
234 #define MUT1_MIND_BLST 0x00000020L
235 #define MUT1_RADIATION 0x00000040L
236 #define MUT1_VAMPIRISM 0x00000080L
237 #define MUT1_SMELL_MET 0x00000100L
238 #define MUT1_SMELL_MON 0x00000200L
239 #define MUT1_BLINK 0x00000400L
240 #define MUT1_EAT_ROCK 0x00000800L
241 #define MUT1_SWAP_POS 0x00001000L
242 #define MUT1_SHRIEK 0x00002000L
243 #define MUT1_ILLUMINE 0x00004000L
244 #define MUT1_DET_CURSE 0x00008000L
245 #define MUT1_BERSERK 0x00010000L
246 #define MUT1_POLYMORPH 0x00020000L
247 #define MUT1_MIDAS_TCH 0x00040000L
248 #define MUT1_GROW_MOLD 0x00080000L
249 #define MUT1_RESIST 0x00100000L
250 #define MUT1_EARTHQUAKE 0x00200000L
251 #define MUT1_EAT_MAGIC 0x00400000L
252 #define MUT1_WEIGH_MAG 0x00800000L
253 #define MUT1_STERILITY 0x01000000L
254 #define MUT1_PANIC_HIT 0x02000000L
255 #define MUT1_DAZZLE 0x04000000L
256 #define MUT1_LASER_EYE 0x08000000L
257 #define MUT1_RECALL 0x10000000L
258 #define MUT1_BANISH 0x20000000L
259 #define MUT1_COLD_TOUCH 0x40000000L
260 #define MUT1_LAUNCHER 0x80000000L
262 /* Randomly activating mutations must be MUT2_* */
263 #define MUT2_BERS_RAGE 0x00000001L
264 #define MUT2_COWARDICE 0x00000002L
265 #define MUT2_RTELEPORT 0x00000004L /* Random teleport, instability */
266 #define MUT2_ALCOHOL 0x00000008L
267 #define MUT2_HALLU 0x00000010L
268 #define MUT2_FLATULENT 0x00000020L
269 #define MUT2_SCOR_TAIL 0x00000040L
270 #define MUT2_HORNS 0x00000080L
271 #define MUT2_BEAK 0x00000100L
272 #define MUT2_ATT_DEMON 0x00000200L
273 #define MUT2_PROD_MANA 0x00000400L
274 #define MUT2_SPEED_FLUX 0x00000800L
275 #define MUT2_BANISH_ALL 0x00001000L
276 #define MUT2_EAT_LIGHT 0x00002000L
277 #define MUT2_TRUNK 0x00004000L
278 #define MUT2_ATT_ANIMAL 0x00008000L
279 #define MUT2_TENTACLES 0x00010000L
280 #define MUT2_RAW_CHAOS 0x00020000L
281 #define MUT2_NORMALITY 0x00040000L
282 #define MUT2_WRAITH 0x00080000L
283 #define MUT2_POLY_WOUND 0x00100000L
284 #define MUT2_WASTING 0x00200000L
285 #define MUT2_ATT_DRAGON 0x00400000L
286 #define MUT2_WEIRD_MIND 0x00800000L
287 #define MUT2_NAUSEA 0x01000000L
288 #define MUT2_CHAOS_GIFT 0x02000000L
289 #define MUT2_WALK_SHAD 0x04000000L
290 #define MUT2_WARNING 0x08000000L
291 #define MUT2_INVULN 0x10000000L
292 #define MUT2_SP_TO_HP 0x20000000L
293 #define MUT2_HP_TO_SP 0x40000000L
294 #define MUT2_DISARM 0x80000000L
298 /* Other mutations will be mainly in MUT3_* */
300 #define MUT3_HYPER_STR 0x00000001L
301 #define MUT3_PUNY 0x00000002L
302 #define MUT3_HYPER_INT 0x00000004L
303 #define MUT3_MORONIC 0x00000008L
304 #define MUT3_RESILIENT 0x00000010L
305 #define MUT3_XTRA_FAT 0x00000020L
306 #define MUT3_ALBINO 0x00000040L
307 #define MUT3_FLESH_ROT 0x00000080L
308 #define MUT3_SILLY_VOI 0x00000100L
309 #define MUT3_BLANK_FAC 0x00000200L
310 #define MUT3_ILL_NORM 0x00000400L
311 #define MUT3_XTRA_EYES 0x00000800L
312 #define MUT3_MAGIC_RES 0x00001000L
313 #define MUT3_XTRA_NOIS 0x00002000L
314 #define MUT3_INFRAVIS 0x00004000L
315 #define MUT3_XTRA_LEGS 0x00008000L
316 #define MUT3_SHORT_LEG 0x00010000L
317 #define MUT3_ELEC_TOUC 0x00020000L
318 #define MUT3_FIRE_BODY 0x00040000L
319 #define MUT3_WART_SKIN 0x00080000L
320 #define MUT3_SCALES 0x00100000L
321 #define MUT3_IRON_SKIN 0x00200000L
322 #define MUT3_WINGS 0x00400000L
323 #define MUT3_FEARLESS 0x00800000L
324 #define MUT3_REGEN 0x01000000L
325 #define MUT3_ESP 0x02000000L
326 #define MUT3_LIMBER 0x04000000L
327 #define MUT3_ARTHRITIS 0x08000000L
328 #define MUT3_BAD_LUCK 0x10000000L
329 #define MUT3_VULN_ELEM 0x20000000L
330 #define MUT3_MOTION 0x40000000L
331 #define MUT3_GOOD_LUCK 0x80000000L
334 /* Monk martial arts... */
340 #define MAX_MIND_POWERS 21
342 /* Hallucination stuff */
344 #define MAX_SILLY_ATTACK 41
346 #define MAX_SILLY_ATTACK 29
349 #define MIND_MINDCRAFTER 0
351 #define MIND_BERSERKER 2
352 #define MIND_MIRROR_MASTER 3
353 #define MIND_NINJUTSU 4
357 * Size of memory reserved for initialization of some arrays
359 #define FAKE_NAME_SIZE 40 * 1024L
360 #define FAKE_TEXT_SIZE 150 * 1024L
364 * Maximum number of high scores in the high score file
366 #define MAX_HISCORES 999
370 * Maximum dungeon level. The player can never reach this level
371 * in the dungeon, and this value is used for various calculations
372 * involving object and monster creation. It must be at least 100.
373 * Setting it below 128 may prevent the creation of some objects.
375 #define MAX_DEPTH 128
379 * Maximum size of the "lite" array (see "cave.c")
380 * Note that the "lite radius" will NEVER exceed 14, and we would
381 * never require more than 581 entries in the array for circular "lite".
386 * Maximum size of the "view" array (see "cave.c")
387 * Note that the "view radius" will NEVER exceed 20, and even if the "view"
388 * was octagonal, we would never require more than 1520 entries in the array.
390 #define VIEW_MAX 1536
393 * Maximum size of the "temp" array (see "cave.c")
394 * We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
395 * of "update_view()" and "update_lite()". We must also be as large as the
396 * largest illuminatable room, but no room is larger than 800 grids. We
397 * must also be large enough to allow "good enough" use as a circular queue,
398 * to calculate monster flow, but note that the flow code is "paranoid".
400 #define TEMP_MAX 1536
404 * Number of keymap modes
406 #define KEYMAP_MODES 2
409 * Mode for original keyset commands
411 #define KEYMAP_MODE_ORIG 0
414 * Mode for roguelike keyset commands
416 #define KEYMAP_MODE_ROGUE 1
420 * OPTION: Maximum number of macros (see "io.c")
421 * Default: assume at most 256 macros are used
423 #define MACRO_MAX 256
426 * OPTION: Maximum number of "quarks" (see "io.c")
427 * Default: assume at most 512 different inscriptions are used
429 #define QUARK_MAX 2048
430 /* Was 512... 256 quarks added for random artifacts */
431 /* Was 768... increased greatly for auto inscription (by Mogami) */
434 * OPTION: Maximum number of messages to remember (see "io.c")
435 * Default: assume maximal memorization of 2048 total messages
437 #define MESSAGE_MAX 2048
440 * OPTION: Maximum space for the message text buffer (see "io.c")
441 * Default: assume that each of the 2048 messages is repeated an
442 * average of three times, and has an average length of 48
444 #define MESSAGE_BUF 32768
448 * Maximum value storable in a "byte" (hard-coded)
450 #define MAX_UCHAR 255
453 * Maximum value storable in a "s16b" (hard-coded)
455 #define MAX_SHORT 32767
458 * Maximum length of object's name
463 * Special internal key
465 #define SPECIAL_KEY_QUEST 255
466 #define SPECIAL_KEY_BUILDING 254
467 #define SPECIAL_KEY_STORE 253
468 #define SPECIAL_KEY_QUIT 252
473 #define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
474 #define STORE_CHOICES 48 /* Number of items to choose stock from */
475 #define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
476 #define STORE_TURNOVER 9 /* Normal shop turnover, per day */
477 #define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
478 #define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
479 #define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
480 #define STORE_TURNS 1000 /* Number of turns between turnovers */
486 #define ENERGY_NEED() (randnor(100, 31))
491 #define TOWN_DAWN 10000 /* Number of ticks from dawn to dawn XXX */
492 #define TURNS_PER_TICK 10L /* Number of energy-gain-turns per ticks */
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
661 #define CH_CRUSADE 0x200
663 #define CH_MUSIC 0x10000
664 #define CH_HISSATSU 0x20000
672 #define REALM_SORCERY 2
673 #define REALM_NATURE 3
674 #define REALM_CHAOS 4
675 #define REALM_DEATH 5
676 #define REALM_TRUMP 6
677 #define REALM_ARCANE 7
678 #define REALM_ENCHANT 8
679 #define REALM_DAEMON 9
680 #define REALM_CRUSADE 10
682 #define MIN_TECHNIC 16
683 #define REALM_MUSIC 16
684 #define REALM_HISSATSU 17
687 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
688 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
690 #define is_magic(A) ((A) < MAX_MAGIC + 1 ? TRUE : FALSE)
691 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
692 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
693 #define is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)
696 * Magic-books for the realms
698 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
699 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
703 * Maximum number of "normal" pack slots, and the index of the "overflow"
704 * slot, which can hold an item, but only temporarily, since it causes the
705 * pack to "overflow", dropping the "last" item onto the ground. Since this
706 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
707 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
708 * by the fact that the screen can only show 23 items plus a one-line prompt.
710 #define INVEN_PACK 23
713 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
715 #define INVEN_RARM 24
716 #define INVEN_LARM 25
718 #define INVEN_RIGHT 27
719 #define INVEN_LEFT 28
720 #define INVEN_NECK 29
721 #define INVEN_LITE 30
722 #define INVEN_BODY 31
723 #define INVEN_OUTER 32
724 #define INVEN_HEAD 33
725 #define INVEN_HANDS 34
726 #define INVEN_FEET 35
729 * used for get_random_ego()
731 #define INVEN_AMMO 23
734 * Total number of inventory slots (hard-coded).
736 #define INVEN_TOTAL 36
740 * A "stack" of items is limited to less than 100 items (hard-coded).
742 #define MAX_STACK_SIZE 100
747 * Indexes of the various "stats" (hard-coded by savefiles, etc).
757 * Player sex constants (hard-coded by save-files, arrays, etc)
764 * Player race constants (hard-coded by save-files, arrays, etc)
767 #define RACE_HALF_ELF 1
769 #define RACE_HOBBIT 3
772 #define RACE_HALF_ORC 6
773 #define RACE_HALF_TROLL 7
774 #define RACE_AMBERITE 8
775 #define RACE_HIGH_ELF 9
776 #define RACE_BARBARIAN 10
777 #define RACE_HALF_OGRE 11
778 #define RACE_HALF_GIANT 12
779 #define RACE_HALF_TITAN 13
780 #define RACE_CYCLOPS 14
782 #define RACE_KLACKON 16
783 #define RACE_KOBOLD 17
784 #define RACE_NIBELUNG 18
785 #define RACE_DARK_ELF 19
786 #define RACE_DRACONIAN 20
787 #define RACE_MIND_FLAYER 21
789 #define RACE_GOLEM 23
790 #define RACE_SKELETON 24
791 #define RACE_ZOMBIE 25
792 #define RACE_VAMPIRE 26
793 #define RACE_SPECTRE 27
794 #define RACE_SPRITE 28
795 #define RACE_BEASTMAN 29
797 #define RACE_ANGEL 31
798 #define RACE_DEMON 32
799 #define RACE_DUNADAN 33
800 #define RACE_S_FAIRY 34
802 #define RACE_ANDROID 36
805 * Maximum number of player "race" types (see "table.c", etc)
811 * Player class constants (hard-coded by save-files, arrays, etc)
813 #define CLASS_WARRIOR 0
815 #define CLASS_PRIEST 2
816 #define CLASS_ROGUE 3
817 #define CLASS_RANGER 4
818 #define CLASS_PALADIN 5
819 #define CLASS_WARRIOR_MAGE 6
820 #define CLASS_CHAOS_WARRIOR 7
822 #define CLASS_MINDCRAFTER 9
823 #define CLASS_HIGH_MAGE 10
824 #define CLASS_TOURIST 11
825 #define CLASS_IMITATOR 12
826 #define CLASS_BEASTMASTER 13
827 #define CLASS_SORCERER 14
828 #define CLASS_ARCHER 15
829 #define CLASS_MAGIC_EATER 16
830 #define CLASS_BARD 17
831 #define CLASS_RED_MAGE 18
832 #define CLASS_SAMURAI 19
833 #define CLASS_FORCETRAINER 20
834 #define CLASS_BLUE_MAGE 21
835 #define CLASS_CAVALRY 22
836 #define CLASS_BERSERKER 23
837 #define CLASS_SMITH 24
838 #define CLASS_MIRROR_MASTER 25
839 #define CLASS_NINJA 26
841 #define SEIKAKU_FUTUU 0
842 #define SEIKAKU_CHIKARA 1
843 #define SEIKAKU_KIREMONO 2
844 #define SEIKAKU_SHIAWASE 3
845 #define SEIKAKU_SUBASI 4
846 #define SEIKAKU_INOCHI 5
847 #define SEIKAKU_COMBAT 6
848 #define SEIKAKU_NAMAKE 7
849 #define SEIKAKU_SEXY 8
850 #define SEIKAKU_LUCKY 9
851 #define SEIKAKU_GAMAN 10
852 #define SEIKAKU_MUNCHKIN 11
854 /*** Screen Locations ***/
857 * Some screen locations for various display routines
858 * Currently, row 8 and 15 are the only "blank" rows.
859 * That leaves a "border" around the "stat" values.
863 #define COL_RACE 0 /* <race name> */
865 /*#define ROW_CLASS 2 */
866 /*#define COL_CLASS 0 */ /* <class name> */
869 #define COL_TITLE 0 /* <title> or <mode> */
871 /*#define ROW_SEIKAKU 4 */
872 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
875 #define COL_DAY 0 /* day */
877 #define ROW_DUNGEON 22
878 #define COL_DUNGEON 0 /* dungeon */
881 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
884 #define COL_EXP 0 /* "EXP xxxxxxxx" */
887 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
889 #define ROW_EQUIPPY 6
890 #define COL_EQUIPPY 0 /* equippy chars */
893 #define COL_STAT 0 /* "xxx xxxxxx" */
896 #define COL_AC 0 /* "Cur AC xxxxx" */
902 #define COL_CURHP 0 /* "Cur HP xxxxx" */
905 #define COL_CURSP 0 /* "Cur SP xxxxx" */
907 #define ROW_RIDING_INFO 16
908 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
911 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
917 #define COL_CUT 0 /* <cut> */
920 #define COL_STUN 0 /* <stun> */
922 #define ROW_HUNGRY 20
923 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
926 #define COL_STATE 7 /* <state> */
928 #define ROW_SPEED (-1)
929 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
931 #define ROW_STUDY (-1)
932 #define COL_STUDY (-13) /* "Study" */
934 #define ROW_DEPTH (-1)
935 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
937 #define ROW_STATBAR (-1)
938 #define COL_STATBAR 0
939 #define MAX_COL_STATBAR (-26)
942 /*** Terrain Feature Indexes (see "lib/edit/f_info.txt") ***/
945 #define FEAT_NONE 0x00
948 #define FEAT_FLOOR 0x01
949 #define FEAT_INVIS 0x02
950 #define FEAT_GLYPH 0x03
951 #define FEAT_OPEN 0x04
952 #define FEAT_BROKEN 0x05
953 #define FEAT_LESS 0x06
954 #define FEAT_MORE 0x07
956 /* Quest features -KMW- */
957 #define FEAT_QUEST_ENTER 0x08
958 #define FEAT_QUEST_EXIT 0x09
959 #define FEAT_QUEST_DOWN 0x0A
960 #define FEAT_QUEST_UP 0x0B
962 #define FEAT_LESS_LESS 0x0D
963 #define FEAT_MORE_MORE 0x0E
965 /* Feature 0x0E - 0x0F unused */
968 #define FEAT_TRAP_TRAPDOOR 0x10
969 #define FEAT_TRAP_PIT 0x11
970 #define FEAT_TRAP_SPIKED_PIT 0x12
971 #define FEAT_TRAP_POISON_PIT 0x13
972 #define FEAT_TRAP_TY_CURSE 0x14
973 #define FEAT_TRAP_TELEPORT 0x15
974 #define FEAT_TRAP_FIRE 0x16
975 #define FEAT_TRAP_ACID 0x17
976 #define FEAT_TRAP_SLOW 0x18
977 #define FEAT_TRAP_LOSE_STR 0x19
978 #define FEAT_TRAP_LOSE_DEX 0x1A
979 #define FEAT_TRAP_LOSE_CON 0x1B
980 #define FEAT_TRAP_BLIND 0x1C
981 #define FEAT_TRAP_CONFUSE 0x1D
982 #define FEAT_TRAP_POISON 0x1E
983 #define FEAT_TRAP_SLEEP 0x1F
986 #define FEAT_DOOR_HEAD 0x20
987 #define FEAT_DOOR_TAIL 0x2F
990 #define FEAT_SECRET 0x30
991 #define FEAT_RUBBLE 0x31
994 #define FEAT_MAGMA 0x32
995 #define FEAT_QUARTZ 0x33
996 #define FEAT_MAGMA_H 0x34
997 #define FEAT_QUARTZ_H 0x35
998 #define FEAT_MAGMA_K 0x36
999 #define FEAT_QUARTZ_K 0x37
1002 #define FEAT_WALL_EXTRA 0x38
1003 #define FEAT_WALL_INNER 0x39
1004 #define FEAT_WALL_OUTER 0x3A
1005 #define FEAT_WALL_SOLID 0x3B
1006 #define FEAT_PERM_EXTRA 0x3C
1007 #define FEAT_PERM_INNER 0x3D
1008 #define FEAT_PERM_OUTER 0x3E
1009 #define FEAT_PERM_SOLID 0x3F
1012 #define FEAT_MINOR_GLYPH 0x40
1015 #define FEAT_PATTERN_START 0x41
1016 #define FEAT_PATTERN_1 0x42
1017 #define FEAT_PATTERN_2 0x43
1018 #define FEAT_PATTERN_3 0x44
1019 #define FEAT_PATTERN_4 0x45
1020 #define FEAT_PATTERN_END 0x46
1021 #define FEAT_PATTERN_OLD 0x47
1022 #define FEAT_PATTERN_XTRA1 0x48
1023 #define FEAT_PATTERN_XTRA2 0x49
1026 #define FEAT_SHOP_HEAD 0x4A
1027 #define FEAT_SHOP_TAIL 0x52
1030 #define FEAT_DEEP_WATER 0x53
1031 #define FEAT_SHAL_WATER 0x54
1032 #define FEAT_DEEP_LAVA 0x55
1033 #define FEAT_SHAL_LAVA 0x56
1034 #define FEAT_DARK_PIT 0x57
1035 #define FEAT_DIRT 0x58
1036 #define FEAT_GRASS 0x59
1038 #define FEAT_TRAP_TRAPS 0x5A
1039 #define FEAT_TRAP_ALARM 0x5B
1040 #define FEAT_TRAP_OPEN 0x5C
1042 #define FEAT_FLOWER 0x5D
1043 #define FEAT_DEEP_GRASS 0x5E
1044 #define FEAT_MUSEUM 0x5F
1046 /* Feature 0x5A - 0x5F unused */
1049 #define FEAT_TREES 0x60
1050 #define FEAT_MOUNTAIN 0x61
1052 /* Feature 0x62 - 0x7F unused */
1055 #define FEAT_BLDG_HEAD 0x80
1056 #define FEAT_BLDG_TAIL 0x9F
1058 #define FEAT_TOWN 0xc0
1059 #define FEAT_ENTRANCE 0xc1
1060 #define FEAT_SWAMP 0xc2
1062 /* for mirror master */
1063 #define FEAT_MIRROR 0xc3
1065 /* unknown grid (not detected) */
1066 #define FEAT_UNDETECTD 0xc4
1069 * Wilderness terrains
1071 #define TERRAIN_EDGE 0 /* Edge of the World */
1072 #define TERRAIN_TOWN 1 /* Town */
1073 #define TERRAIN_DEEP_WATER 2 /* Deep water */
1074 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
1075 #define TERRAIN_SWAMP 4 /* Swamp */
1076 #define TERRAIN_DIRT 5 /* Dirt */
1077 #define TERRAIN_GRASS 6 /* Grass */
1078 #define TERRAIN_TREES 7 /* Trees */
1079 #define TERRAIN_DESERT 8 /* Desert */
1080 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
1081 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
1082 #define TERRAIN_MOUNTAIN 11 /* Mountain */
1084 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
1088 /*** Artifact indexes (see "lib/edit/a_info.txt") ***/
1091 #define ART_GALADRIEL 1
1092 #define ART_ELENDIL 2
1094 #define ART_EDISON 7
1095 #define ART_PALANTIR 15
1096 #define ART_STONE_LORE 17
1097 #define ART_FLY_STONE 147
1100 #define ART_CARLAMMAS 4
1102 #define ART_DWARVES 6
1103 #define ART_FARAMIR 18
1104 #define ART_BOROMIR 143
1105 #define ART_MAGATAMA 149
1106 #define ART_INROU 166
1107 #define ART_NIGHT 215
1110 #define ART_FRAKIR 8
1111 #define ART_TULKAS 9
1112 #define ART_NARYA 10
1113 #define ART_NENYA 11
1114 #define ART_VILYA 12
1115 #define ART_POWER 13
1119 #define ART_RAZORBACK 129
1120 #define ART_BLADETURNER 130
1121 #define ART_SEIRYU 201
1124 #define ART_SOULKEEPER 19
1125 #define ART_ISILDUR 20
1126 #define ART_ROHIRRIM 21
1127 #define ART_LOHENGRIN 22
1128 #define ART_JULIAN 23
1129 #define ART_ARVEDUI 24
1130 #define ART_CASPANION 25
1131 #define ART_GILES 168
1132 #define ART_MORLOK 203
1133 #define ART_VETERAN 206
1136 #define ART_SHIVA_JACKET 26
1137 #define ART_HITHLOMIR 27
1138 #define ART_THALKETTOTH 28
1139 #define ART_HIMRING 127
1140 #define ART_ICANUS 131
1141 #define ART_NAMAKE_ARMOR 183
1143 #define ART_DASAI 200
1144 #define ART_KESHO 204
1147 #define ART_THORIN 30
1148 #define ART_CELEGORM 31
1149 #define ART_ANARION 32
1150 #define ART_GIL_GALAD 138
1151 #define ART_YENDOR 141
1152 #define ART_YATA 151
1153 #define ART_EARENDIL 186
1154 #define ART_PERSEUS 197
1156 /* Helms and Crowns */
1157 #define ART_INDRA 33
1158 #define ART_CHAOS 34
1159 #define ART_BERUTHIEL 35
1160 #define ART_THRANDUIL 36
1161 #define ART_THENGEL 37
1162 #define ART_HAMMERHAND 38
1164 #define ART_HOLHENNETH 40
1165 #define ART_TERROR 41
1166 #define ART_AMBER 42
1167 #define ART_NUMENOR 132
1168 #define ART_STONEMASK 146
1172 #define ART_COLLUIN 44
1173 #define ART_HOLCOLLETH 45
1174 #define ART_THINGOL 46
1175 #define ART_THORONGIL 47
1176 #define ART_COLANNON 48
1177 #define ART_LUTHIEN 49
1179 #define ART_MOOK 205
1182 #define ART_CAMBELEG 52
1183 #define ART_CAMMITHRIM 53
1184 #define ART_PAURHACH 54
1185 #define ART_CORWIN 55
1186 #define ART_PAURAEGEN 56
1187 #define ART_PAURNEN 57
1188 #define ART_THANOS 58
1189 #define ART_FINGOLFIN 59
1190 #define ART_PAURNIMMEN 185
1193 #define ART_FEANOR 60
1194 #define ART_FLORA 61
1195 #define ART_THROR 62
1196 #define ART_SHIVA_BOOTS 63
1197 #define ART_GLASS 165
1198 #define ART_GETA 210
1201 #define ART_NAIN 211
1204 #define ART_MAEDHROS 64
1205 #define ART_CAINE 65
1206 #define ART_NARTHANC 66
1207 #define ART_NIMTHANC 67
1208 #define ART_DETHANC 68
1209 #define ART_RILIA 69
1210 #define ART_FIONA 70
1211 #define ART_CALRIS 71
1212 #define ART_GRAYSWANDIR 72
1213 #define ART_GLAMDRING 73
1214 #define ART_NOTHUNG 74
1215 #define ART_ORCRIST 75
1216 #define ART_GURTHANG 76
1217 #define ART_ZARCUTHRA 77
1218 #define ART_TWILIGHT 78
1219 #define ART_GONDRICAM 79
1220 #define ART_CRISDURIAN 80
1221 #define ART_AGLARANG 81
1222 #define ART_RINGIL 82
1223 #define ART_ANDURIL 83
1224 #define ART_WEREWINDLE 84
1225 #define ART_CHAINSWORD 85
1226 #define ART_FORASGIL 86
1227 #define ART_CARETH 87
1228 #define ART_STING 88
1229 #define ART_SOULSWORD 89
1230 #define ART_MERLIN 90
1231 #define ART_DOOMCALLER 91
1232 #define ART_VORPAL_BLADE 92
1233 #define ART_SLAYER 123
1234 #define ART_KUSANAGI 128
1235 #define ART_HURIN 133
1236 #define ART_AZAGHAL 135
1237 #define ART_NOVA 137
1238 #define ART_CHARIOT 140
1239 #define ART_WORPAL_BLADE 142
1240 #define ART_MURAMASA 144
1241 #define ART_ZANTETSU 150
1242 #define ART_SOULCRUSH 154
1243 #define ART_FALIS 155
1244 #define ART_HRUNTING 156
1245 #define ART_ANUBIS 158
1246 #define ART_GURENKI 160
1247 #define ART_TAILBITER 167
1248 #define ART_MUSASI_KATANA 171
1249 #define ART_MUSASI_WAKIZASI 172
1250 #define ART_QUICKTHORN 174
1251 #define ART_TINYTHORN 175
1252 #define ART_EXCALIBUR 176
1253 #define ART_EXCALIPUR 177
1254 #define ART_EXCALIBUR_J 179
1255 #define ART_ARUNRUTH 184
1256 #define ART_HAKABUSA 189
1257 #define ART_STORMBRINGER 190
1258 #define ART_NARSIL 191
1259 #define ART_KANNU 193
1260 #define ART_GRIMTOOTH 196
1261 #define ART_KAMUI 198
1262 #define ART_GOURYU 207
1263 #define ART_EOWYN 216
1266 #define ART_THEODEN 93
1268 #define ART_OSONDIR 95
1270 #define ART_RUNESPEAR 97
1271 #define ART_DESTINY 98
1272 #define ART_HAGEN 99
1273 #define ART_EORLINGAS 100
1274 #define ART_DURIN 101
1275 #define ART_EONWE 102
1276 #define ART_BALLI 103
1277 #define ART_LOTHARANG 104
1278 #define ART_DWARVES_AXE 105
1279 #define ART_BARUKKHELED 106
1280 #define ART_WRATH 107
1281 #define ART_ULMO 108
1282 #define ART_AVAVIR 109
1283 #define ART_BENKEI 152
1284 #define ART_TAIKOBO 159
1285 #define ART_TONBO 161
1286 #define ART_GAEBOLG 163
1287 #define ART_ARRYU 164
1288 #define ART_AEGLOS 187
1289 #define ART_BLOOD 199
1290 #define ART_NUMAHOKO 202
1292 /* The sword of the Dawn */
1293 #define ART_DAWN 110
1296 #define ART_GROND 111
1297 #define ART_TOTILA 112
1298 #define ART_THUNDERFIST 113
1299 #define ART_BLOODSPIKE 114
1300 #define ART_FIRESTAR 115
1301 #define ART_TARATOL 116
1302 #define ART_AULE 117
1304 #define ART_ERIRIL 119
1305 #define ART_GANDALF 120
1306 #define ART_DEATHWREAKER 121
1307 #define ART_TURMIL 122
1308 #define ART_MJOLLNIR 136
1309 #define ART_WINBLOWS 139
1310 #define ART_XIAOLONG 145
1311 #define ART_NYOIBOU 157
1312 #define ART_JONES 162
1313 #define ART_HYOUSIGI 169
1314 #define ART_MATOI 170
1315 #define ART_IRON_BALL 173
1316 #define ART_SAMSON 178
1317 #define ART_NAMAKE_HAMMER 181
1318 #define ART_BOLISHOI 188
1319 #define ART_SHUTEN_DOJI 194
1320 #define ART_G_HAMMER 195
1321 #define ART_AEGISFANG 208
1322 #define ART_HERMIT 209
1323 #define ART_GOTHMOG 212
1324 #define ART_JIZO 213
1325 #define ART_FUNDIN 214
1328 #define ART_BELTHRONDING 124
1329 #define ART_BARD 125
1330 #define ART_BRAND 126
1331 #define ART_CRIMSON 16
1332 #define ART_BUCKLAND 134
1333 #define ART_YOICHI 148
1334 #define ART_HARAD 180
1335 #define ART_NAMAKE_BOW 182
1338 #define ART_BARD_ARROW 153
1340 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
1349 #define EGO_RESIST_ACID 4
1350 #define EGO_RESIST_ELEC 5
1351 #define EGO_RESIST_FIRE 6
1352 #define EGO_RESIST_COLD 7
1353 #define EGO_RESISTANCE 8
1354 #define EGO_ELVENKIND 9
1355 #define EGO_DWARVEN 10
1356 #define EGO_PERMANENCE 11
1357 #define EGO_YOIYAMI 12
1363 #define EGO_ENDURE_ACID 16
1364 #define EGO_ENDURE_ELEC 17
1365 #define EGO_ENDURE_FIRE 18
1366 #define EGO_ENDURE_COLD 19
1367 #define EGO_ENDURANCE 20
1368 #define EGO_REFLECTION 21
1369 #define EGO_NIGHT_DAY 22
1371 /* Crowns and Helms */
1373 #define EGO_INTELLIGENCE 24
1374 #define EGO_WISDOM 25
1375 #define EGO_BEAUTY 26
1377 #define EGO_MIGHT 28
1378 #define EGO_LORDLINESS 29
1379 #define EGO_SEEING 30
1380 #define EGO_INFRAVISION 31
1382 #define EGO_TELEPATHY 33
1383 #define EGO_REGENERATION 34
1384 #define EGO_TELEPORTATION 35
1385 #define EGO_STUPIDITY 36
1386 #define EGO_NAIVETY 37
1387 #define EGO_UGLINESS 38
1388 #define EGO_SICKLINESS 39
1391 #define EGO_PROTECTION 40
1392 #define EGO_STEALTH 41
1394 #define EGO_AURA_FIRE 43
1395 #define EGO_ENVELOPING 44
1396 #define EGO_VULNERABILITY 45
1397 #define EGO_IRRITATION 46
1398 #define EGO_AURA_ELEC 47
1399 #define EGO_AURA_COLD 128
1403 #define EGO_FREE_ACTION 48
1404 #define EGO_SLAYING 49
1405 #define EGO_AGILITY 50
1406 #define EGO_POWER 51
1407 #define EGO_2WEAPON 52
1408 #define EGO_MAGIC_MASTERY 53
1409 #define EGO_WEAKNESS 54
1410 #define EGO_CLUMSINESS 55
1413 #define EGO_SLOW_DESCENT 56
1414 #define EGO_QUIET 57
1415 #define EGO_MOTION 58
1416 #define EGO_SPEED 59
1418 #define EGO_NOISE 61
1419 #define EGO_SLOWNESS 62
1420 #define EGO_ANNOYANCE 63
1425 #define EGO_BLESS_BLADE 66
1428 #define EGO_ATTACKS 69
1429 #define EGO_SLAYING_WEAPON 70
1430 #define EGO_FORCE_WEAPON 71
1431 #define EGO_BRAND_ACID 72
1432 #define EGO_BRAND_ELEC 73
1433 #define EGO_BRAND_FIRE 74
1434 #define EGO_BRAND_COLD 75
1435 #define EGO_BRAND_POIS 76
1436 #define EGO_CHAOTIC 77
1437 #define EGO_SHARPNESS 78
1438 #define EGO_EARTHQUAKES 79
1439 #define EGO_SLAY_ANIMAL 80
1440 #define EGO_SLAY_EVIL 81
1441 #define EGO_SLAY_UNDEAD 82
1442 #define EGO_SLAY_DEMON 83
1443 #define EGO_SLAY_ORC 84
1444 #define EGO_SLAY_TROLL 85
1445 #define EGO_SLAY_GIANT 86
1446 #define EGO_SLAY_DRAGON 87
1447 #define EGO_KILL_ANIMAL 88
1448 #define EGO_KILL_EVIL 89
1449 #define EGO_KILL_UNDEAD 90
1450 #define EGO_KILL_DEMON 91
1451 #define EGO_KILL_ORC 92
1452 #define EGO_KILL_TROLL 93
1453 #define EGO_KILL_GIANT 94
1454 #define EGO_KILL_DRAGON 95
1455 #define EGO_VAMPIRIC 96
1456 #define EGO_PRISM 97
1457 #define EGO_TRUMP 98
1458 #define EGO_PATTERN 99
1459 #define EGO_DIGGING 100
1460 #define EGO_SLAY_HUMAN 101
1461 #define EGO_MORGUL 102
1462 #define EGO_KILL_HUMAN 103
1465 #define EGO_ACCURACY 104
1466 #define EGO_VELOCITY 105
1469 #define EGO_EXTRA_MIGHT 108
1470 #define EGO_EXTRA_SHOTS 109
1475 #define EGO_HURT_ANIMAL 112
1476 #define EGO_HURT_EVIL 113
1482 #define EGO_HURT_DRAGON 119
1483 #define EGO_SLAYING_BOLT 120
1484 #define EGO_LIGHTNING_BOLT 121
1485 #define EGO_FLAME 122
1486 #define EGO_FROST 123
1487 #define EGO_WOUNDING 124
1488 #define EGO_BACKBITING 125
1489 #define EGO_SHATTERED 126
1490 #define EGO_BLASTED 127
1492 #define EGO_LITE_SHINE 140
1493 #define EGO_LITE_ILLUMINATION 141
1494 #define EGO_LITE_AURA_FIRE 142
1495 #define EGO_LITE_INFRA 143
1496 #define EGO_LITE_LONG 144
1497 #define EGO_LITE_DARKNESS 145
1498 #define EGO_LITE_EYE 146
1500 #define EGO_RING_HERO 150
1501 #define EGO_RING_SLAY 151
1502 #define EGO_RING_SUPER_AC 152
1503 #define EGO_RING_MAGIC_MIS 153
1504 #define EGO_RING_FIRE_BOLT 154
1505 #define EGO_RING_COLD_BOLT 155
1506 #define EGO_RING_ELEC_BOLT 156
1507 #define EGO_RING_ACID_BOLT 157
1508 #define EGO_RING_MANA_BOLT 158
1509 #define EGO_RING_FIRE_BALL 159
1510 #define EGO_RING_COLD_BALL 160
1511 #define EGO_RING_ELEC_BALL 161
1512 #define EGO_RING_ACID_BALL 162
1513 #define EGO_RING_MANA_BALL 163
1514 #define EGO_RING_DRAGON_F 164
1515 #define EGO_RING_DRAGON_C 165
1516 #define EGO_RING_D_SPEED 166
1517 #define EGO_RING_BERSERKER 167
1518 #define EGO_RING_HUNTER 168
1519 #define EGO_RING_THROW 169
1520 #define EGO_RING_REGEN 170
1521 #define EGO_RING_LITE 171
1522 #define EGO_RING_M_DETECT 172
1523 #define EGO_RING_STEALTH 173
1524 #define EGO_RING_TELE_AWAY 174
1525 #define EGO_RING_TO_H 175
1526 #define EGO_RING_TO_D 176
1527 #define EGO_RING_RES_LITE 177
1528 #define EGO_RING_RES_DARK 178
1529 #define EGO_RING_WIZARD 179
1530 #define EGO_RING_TRUE 180
1531 #define EGO_RING_DRAIN_EXP 181
1532 #define EGO_RING_NO_MELEE 182
1533 #define EGO_RING_AGGRAVATE 183
1534 #define EGO_RING_TY_CURSE 184
1535 #define EGO_RING_RES_TIME 185
1536 #define EGO_RING_TELEPORT 186
1537 #define EGO_RING_ALBINO 187
1539 #define EGO_AMU_SLOW_D 210
1540 #define EGO_AMU_INFRA 211
1541 #define EGO_AMU_SEE_INVIS 212
1542 #define EGO_AMU_HOLD_LIFE 213
1543 #define EGO_AMU_DRAIN_EXP 214
1544 #define EGO_AMU_FOOL 215
1545 #define EGO_AMU_AGGRAVATE 216
1546 #define EGO_AMU_TY_CURSE 217
1547 #define EGO_AMU_AC 218
1548 #define EGO_AMU_IDENT 219
1549 #define EGO_AMU_CHARM 220
1550 #define EGO_AMU_STEALTH 221
1551 #define EGO_AMU_JUMP 222
1552 #define EGO_AMU_TELEPORT 223
1553 #define EGO_AMU_D_DOOR 224
1554 #define EGO_AMU_DEFENDER 225
1555 #define EGO_AMU_RES_FIRE 226
1556 #define EGO_AMU_RES_FIRE_ 227
1557 #define EGO_AMU_RES_COLD 228
1558 #define EGO_AMU_RES_COLD_ 229
1559 #define EGO_AMU_RES_ELEC 230
1560 #define EGO_AMU_RES_ELEC_ 231
1561 #define EGO_AMU_RES_ACID 232
1562 #define EGO_AMU_RES_ACID_ 233
1563 #define EGO_AMU_LEVITATION 234
1564 #define EGO_AMU_GREAT 235
1565 #define EGO_AMU_DETECTION 236
1566 #define EGO_AMU_NAIVETY 237
1568 /* Activation effects for random artifacts */
1569 #define ACT_SUNLIGHT 1
1570 #define ACT_BO_MISS_1 2
1571 #define ACT_BA_POIS_1 3
1572 #define ACT_BO_ELEC_1 4
1573 #define ACT_BO_ACID_1 5
1574 #define ACT_BO_COLD_1 6
1575 #define ACT_BO_FIRE_1 7
1576 #define ACT_BA_COLD_1 8
1577 #define ACT_BA_FIRE_1 9
1578 #define ACT_DRAIN_1 10
1579 #define ACT_BA_COLD_2 11
1580 #define ACT_BA_ELEC_2 12
1581 #define ACT_DRAIN_2 13
1582 #define ACT_VAMPIRE_1 14
1583 #define ACT_BO_MISS_2 15
1584 #define ACT_BA_FIRE_2 16
1585 #define ACT_BA_COLD_3 17
1586 #define ACT_BA_ELEC_3 18
1587 #define ACT_WHIRLWIND 19
1588 #define ACT_VAMPIRE_2 20
1589 #define ACT_CALL_CHAOS 21
1590 #define ACT_ROCKET 22
1591 #define ACT_DISP_EVIL 23
1592 #define ACT_BA_MISS_3 24
1593 #define ACT_DISP_GOOD 25
1594 /* 26 - 50 unused */
1595 #define ACT_CONFUSE 51
1596 #define ACT_SLEEP 52
1597 #define ACT_QUAKE 53
1598 #define ACT_TERROR 54
1599 #define ACT_TELE_AWAY 55
1600 #define ACT_BANISH_EVIL 56
1601 #define ACT_GENOCIDE 57
1602 #define ACT_MASS_GENO 58
1603 /* 59 - 64 unused */
1604 #define ACT_CHARM_ANIMAL 65
1605 #define ACT_CHARM_UNDEAD 66
1606 #define ACT_CHARM_OTHER 67
1607 #define ACT_CHARM_ANIMALS 68
1608 #define ACT_CHARM_OTHERS 69
1609 #define ACT_SUMMON_ANIMAL 70
1610 #define ACT_SUMMON_PHANTOM 71
1611 #define ACT_SUMMON_ELEMENTAL 72
1612 #define ACT_SUMMON_DEMON 73
1613 #define ACT_SUMMON_UNDEAD 74
1614 /* 75 - 80 unused */
1615 #define ACT_CURE_LW 81
1616 #define ACT_CURE_MW 82
1617 #define ACT_CURE_POISON 83
1618 #define ACT_REST_LIFE 84
1619 #define ACT_REST_ALL 85
1620 #define ACT_CURE_700 86
1621 #define ACT_CURE_1000 87
1622 /* 88 - 90 unused */
1624 #define ACT_BERSERK 92
1625 #define ACT_PROT_EVIL 93
1626 #define ACT_RESIST_ALL 94
1627 #define ACT_SPEED 95
1628 #define ACT_XTRA_SPEED 96
1629 #define ACT_WRAITH 97
1630 #define ACT_INVULN 98
1631 /* 99 - 110 unused */
1632 #define ACT_LIGHT 111
1633 #define ACT_MAP_LIGHT 112
1634 #define ACT_DETECT_ALL 113
1635 #define ACT_DETECT_XTRA 114
1636 #define ACT_ID_FULL 115
1637 #define ACT_ID_PLAIN 116
1638 #define ACT_RUNE_EXPLO 117
1639 #define ACT_RUNE_PROT 118
1640 #define ACT_SATIATE 119
1641 #define ACT_DEST_DOOR 120
1642 #define ACT_STONE_MUD 121
1643 #define ACT_RECHARGE 122
1644 #define ACT_ALCHEMY 123
1645 #define ACT_DIM_DOOR 124
1646 #define ACT_TELEPORT 125
1647 #define ACT_RECALL 126
1650 /*** Object "tval" and "sval" codes ***/
1654 * The values for the "tval" field of various objects.
1656 * This value is the primary means by which items are sorted in the
1657 * player inventory, followed by "sval" and "cost".
1659 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1660 * weapon with tval = 16+N, and does (xP) damage when so combined. This
1661 * fact is not actually used in the source, but it kind of interesting.
1663 * Note that as of 2.7.8, the "item flags" apply to all items, though
1664 * only armor and weapons and a few other items use any of these flags.
1667 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1668 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1669 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1670 #define TV_WHISTLE 4 /* Whistle ('~') */
1671 #define TV_SPIKE 5 /* Spikes ('~') */
1672 #define TV_CHEST 7 /* Chests ('&') */
1673 #define TV_FIGURINE 8 /* Magical figurines */
1674 #define TV_STATUE 9 /* Statue, what a silly object... */
1675 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1676 #define TV_CAPTURE 11 /* Monster ball */
1677 #define TV_NO_AMMO 15 /* Ammo for crimson */
1678 #define TV_SHOT 16 /* Ammo for slings */
1679 #define TV_ARROW 17 /* Ammo for bows */
1680 #define TV_BOLT 18 /* Ammo for x-bows */
1681 #define TV_BOW 19 /* Slings/Bows/Xbows */
1682 #define TV_DIGGING 20 /* Shovels/Picks */
1683 #define TV_HAFTED 21 /* Priest Weapons */
1684 #define TV_POLEARM 22 /* Axes and Pikes */
1685 #define TV_SWORD 23 /* Edged Weapons */
1686 #define TV_BOOTS 30 /* Boots */
1687 #define TV_GLOVES 31 /* Gloves */
1688 #define TV_HELM 32 /* Helms */
1689 #define TV_CROWN 33 /* Crowns */
1690 #define TV_SHIELD 34 /* Shields */
1691 #define TV_CLOAK 35 /* Cloaks */
1692 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1693 #define TV_HARD_ARMOR 37 /* Hard Armor */
1694 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1695 #define TV_LITE 39 /* Lites (including Specials) */
1696 #define TV_AMULET 40 /* Amulets (including Specials) */
1697 #define TV_RING 45 /* Rings (including Specials) */
1702 #define TV_PARCHEMENT 69
1703 #define TV_SCROLL 70
1704 #define TV_POTION 75
1707 #define TV_LIFE_BOOK 90
1708 #define TV_SORCERY_BOOK 91
1709 #define TV_NATURE_BOOK 92
1710 #define TV_CHAOS_BOOK 93
1711 #define TV_DEATH_BOOK 94
1712 #define TV_TRUMP_BOOK 95
1713 #define TV_ARCANE_BOOK 96
1714 #define TV_ENCHANT_BOOK 97
1715 #define TV_DAEMON_BOOK 98
1716 #define TV_CRUSADE_BOOK 99
1717 #define TV_MUSIC_BOOK 105
1718 #define TV_HISSATSU_BOOK 106
1719 #define TV_GOLD 127 /* Gold can only be picked up by players */
1724 /* The "sval" codes for TV_FIGURINE */
1725 #define SV_FIGURINE_NORMAL 0
1727 #define SV_CAPTURE_NONE 0
1729 /* The "sval" codes for TV_STATUE */
1730 #define SV_WOODEN_STATUE 0
1731 #define SV_CLAY_STATUE 1
1732 #define SV_STONE_STATUE 2
1733 #define SV_IRON_STATUE 3
1734 #define SV_COPPER_STATUE 4
1735 #define SV_SILVER_STATUE 5
1736 #define SV_GOLDEN_STATUE 6
1737 #define SV_IVORY_STATUE 7
1738 #define SV_MITHRIL_STATUE 8
1739 #define SV_ORNATE_STATUE 9
1742 /* The "sval" codes for TV_CORPSE */
1743 #define SV_SKELETON 0
1746 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1747 #define SV_AMMO_LIGHT 0 /* pebbles */
1748 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1749 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1751 /* The "sval" codes for TV_BOW (note information in "sval") */
1752 #define SV_SLING 2 /* (x2) */
1753 #define SV_SHORT_BOW 12 /* (x2) */
1754 #define SV_LONG_BOW 13 /* (x3) */
1755 #define SV_LIGHT_XBOW 23 /* (x3) */
1756 #define SV_HEAVY_XBOW 24 /* (x4) */
1757 #define SV_CRIMSON 50
1758 #define SV_NAMAKE_BOW 63
1760 /* The "sval" codes for TV_DIGGING */
1762 #define SV_GNOMISH_SHOVEL 2
1763 #define SV_DWARVEN_SHOVEL 3
1765 #define SV_ORCISH_PICK 5
1766 #define SV_DWARVEN_PICK 6
1767 #define SV_MATTOCK 7
1769 /* The "sval" values for TV_HAFTED */
1770 #define SV_CLUB 1 /* 1d4 */
1771 #define SV_WHIP 2 /* 1d6 */
1772 #define SV_QUARTERSTAFF 3 /* 1d9 */
1773 #define SV_NUNCHAKU 4 /* 2d3 */
1774 #define SV_MACE 5 /* 2d4 */
1775 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1776 #define SV_JO_STAFF 7 /* 1d7 */
1777 #define SV_WAR_HAMMER 8 /* 3d3 */
1778 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1779 #define SV_MORNING_STAR 12 /* 2d6 */
1780 #define SV_FLAIL 13 /* 2d6 */
1781 #define SV_BO_STAFF 14 /* 1d11 */
1782 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
1783 #define SV_TETSUBO 16 /* 2d7 */
1784 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
1785 #define SV_GREAT_HAMMER 19 /* 4d6 */
1786 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
1787 #define SV_WIZSTAFF 21 /* 1d4 */
1788 #define SV_GROND 50 /* 3d4 */
1789 #define SV_NAMAKE_HAMMER 63
1791 /* The "sval" values for TV_POLEARM */
1792 #define SV_HATCHET 1 /* 1d5 */
1793 #define SV_SPEAR 2 /* 1d6 */
1794 #define SV_SICKLE 3 /* 2d3 */
1795 #define SV_AWL_PIKE 4 /* 1d8 */
1796 #define SV_TRIDENT 5 /* 1d9 */
1797 #define SV_FAUCHARD 6 /* 1d10 */
1798 #define SV_BROAD_SPEAR 7 /* 1d9 */
1799 #define SV_PIKE 8 /* 2d5 */
1800 #define SV_NAGINATA 9 /* 2d6 */
1801 #define SV_BEAKED_AXE 10 /* 2d6 */
1802 #define SV_BROAD_AXE 11 /* 2d6 */
1803 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
1804 #define SV_GLAIVE 13 /* 2d6 */
1805 #define SV_LAJATANG 14 /* 2d7 */
1806 #define SV_HALBERD 15 /* 3d4 */
1807 #define SV_GUISARME 16 /* 2d5 */
1808 #define SV_SCYTHE 17 /* 5d3 */
1809 #define SV_LANCE 20 /* 2d8 */
1810 #define SV_BATTLE_AXE 22 /* 2d8 */
1811 #define SV_GREAT_AXE 25 /* 4d4 */
1812 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
1813 #define SV_LOCHABER_AXE 28 /* 3d8 */
1814 #define SV_HEAVY_LANCE 29 /* 4d8 */
1815 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
1816 #define SV_TSURIZAO 40 /* 1d1 */
1817 #define SV_DEATH_SCYTHE 50 /* 10d10 */
1819 /* The "sval" codes for TV_SWORD */
1820 #define SV_BROKEN_DAGGER 1 /* 1d1 */
1821 #define SV_BROKEN_SWORD 2 /* 1d2 */
1822 #define SV_DAGGER 4 /* 1d4 */
1823 #define SV_MAIN_GAUCHE 5 /* 1d5 */
1824 #define SV_TANTO 6 /* 1d5 */
1825 #define SV_RAPIER 7 /* 1d6 */
1826 #define SV_SMALL_SWORD 8 /* 1d6 */
1827 #define SV_BASILLARD 9 /* 1d8 */
1828 #define SV_SHORT_SWORD 10 /* 1d7 */
1829 #define SV_SABRE 11 /* 1d7 */
1830 #define SV_CUTLASS 12 /* 1d7 */
1831 #define SV_WAKIZASHI 13 /* 2d4 */
1832 #define SV_KHOPESH 14 /* 2d4 */
1833 #define SV_TULWAR 15 /* 2d4 */
1834 #define SV_BROAD_SWORD 16 /* 2d5 */
1835 #define SV_LONG_SWORD 17 /* 2d5 */
1836 #define SV_SCIMITAR 18 /* 2d5 */
1837 #define SV_NINJATO 19 /* 1d9 */
1838 #define SV_KATANA 20 /* 3d4 */
1839 #define SV_BASTARD_SWORD 21 /* 3d4 */
1840 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
1841 #define SV_CLAYMORE 23 /* 2d8 */
1842 #define SV_ESPADON 24 /* 2d9 */
1843 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
1844 #define SV_FLAMBERGE 26 /* 3d7 */
1845 #define SV_NO_DACHI 27 /* 5d4 */
1846 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
1847 #define SV_ZWEIHANDER 29 /* 4d6 */
1848 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
1849 #define SV_DIAMOND_EDGE 31 /* 7d5 */
1850 #define SV_DOKUBARI 32 /* 1d1 */
1851 #define SV_HAYABUSA 33 /* 1d4 */
1853 /* The "sval" codes for TV_SHIELD */
1854 #define SV_SMALL_LEATHER_SHIELD 2
1855 #define SV_SMALL_METAL_SHIELD 3
1856 #define SV_LARGE_LEATHER_SHIELD 4
1857 #define SV_LARGE_METAL_SHIELD 5
1858 #define SV_DRAGON_SHIELD 6
1859 #define SV_KNIGHT_SHIELD 7
1860 #define SV_SHIELD_OF_DEFLECTION 10
1861 #define SV_YATA_MIRROR 50
1863 /* The "sval" codes for TV_HELM */
1864 #define SV_HARD_LEATHER_CAP 2
1865 #define SV_METAL_CAP 3
1866 #define SV_JINGASA 4 /* 4 */
1867 #define SV_IRON_HELM 5
1868 #define SV_STEEL_HELM 6
1869 #define SV_DRAGON_HELM 7
1870 #define SV_KABUTO 8 /* 7 */
1871 #define SV_IRON_CROWN 10
1872 #define SV_GOLDEN_CROWN 11
1873 #define SV_JEWELED_CROWN 12
1874 #define SV_MORGOTH 50
1876 /* The "sval" codes for TV_BOOTS */
1877 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
1878 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
1879 #define SV_PAIR_OF_DRAGON_GREAVE 4
1880 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
1882 /* The "sval" codes for TV_CLOAK */
1884 #define SV_ELVEN_CLOAK 2
1885 #define SV_FUR_CLOAK 3
1886 #define SV_ETHEREAL_CLOAK 5
1887 #define SV_SHADOW_CLOAK 6
1889 /* The "sval" codes for TV_GLOVES */
1890 #define SV_SET_OF_LEATHER_GLOVES 1
1891 #define SV_SET_OF_GAUNTLETS 2
1892 #define SV_SET_OF_DRAGON_GLOVES 3
1893 #define SV_SET_OF_CESTI 5
1895 /* The "sval" codes for TV_SOFT_ARMOR */
1896 #define SV_T_SHIRT 0
1897 #define SV_FILTHY_RAG 1
1899 #define SV_PAPER_ARMOR 3 /* 4 */
1900 #define SV_SOFT_LEATHER_ARMOR 4
1901 #define SV_SOFT_STUDDED_LEATHER 5
1902 #define SV_HARD_LEATHER_ARMOR 6
1903 #define SV_HARD_STUDDED_LEATHER 7
1904 #define SV_RHINO_HIDE_ARMOR 8
1905 #define SV_CORD_ARMOR 9 /* 6 */
1906 #define SV_PADDED_ARMOR 10 /* 4 */
1907 #define SV_LEATHER_SCALE_MAIL 11
1908 #define SV_LEATHER_JACK 12
1909 #define SV_KUROSHOUZOKU 13
1910 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
1911 #define SV_ABUNAI_MIZUGI 50
1912 #define SV_YOIYAMI_ROBE 60
1913 #define SV_NAMAKE_ARMOR 63
1915 /* The "sval" codes for TV_HARD_ARMOR */
1916 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
1917 #define SV_RING_MAIL 2 /* 12 */
1918 #define SV_METAL_SCALE_MAIL 3 /* 13 */
1919 #define SV_CHAIN_MAIL 4 /* 14 */
1920 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
1921 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
1922 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
1923 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
1924 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
1925 #define SV_SPLINT_MAIL 10 /* 19 */
1926 #define SV_DO_MARU 11 /* 20 */
1927 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
1928 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
1929 #define SV_HARAMAKIDO 14 /* 17 */
1930 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
1931 #define SV_O_YOROI 16 /* 24 */
1932 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
1933 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
1934 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
1935 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
1937 /* The "sval" codes for TV_DRAG_ARMOR */
1938 #define SV_DRAGON_BLACK 1
1939 #define SV_DRAGON_BLUE 2
1940 #define SV_DRAGON_WHITE 3
1941 #define SV_DRAGON_RED 4
1942 #define SV_DRAGON_GREEN 5
1943 #define SV_DRAGON_MULTIHUED 6
1944 #define SV_DRAGON_SHINING 10
1945 #define SV_DRAGON_LAW 12
1946 #define SV_DRAGON_BRONZE 14
1947 #define SV_DRAGON_GOLD 16
1948 #define SV_DRAGON_CHAOS 18
1949 #define SV_DRAGON_BALANCE 20
1950 #define SV_DRAGON_POWER 30
1952 /* The sval codes for TV_LITE */
1953 #define SV_LITE_TORCH 0
1954 #define SV_LITE_LANTERN 1
1955 #define SV_LITE_FEANOR 2
1956 #define SV_LITE_EDISON 3
1957 #define SV_LITE_GALADRIEL 4
1958 #define SV_LITE_ELENDIL 5
1959 #define SV_LITE_THRAIN 6
1960 #define SV_LITE_LORE 7
1961 #define SV_LITE_PALANTIR 8
1962 #define SV_LITE_FLY_STONE 9
1964 /* The "sval" codes for TV_AMULET */
1965 #define SV_AMULET_DOOM 0
1966 #define SV_AMULET_TELEPORT 1
1967 #define SV_AMULET_ADORNMENT 2
1968 #define SV_AMULET_SLOW_DIGEST 3
1969 #define SV_AMULET_RESIST_ACID 4
1970 #define SV_AMULET_SEARCHING 5
1971 #define SV_AMULET_BRILLIANCE 6
1972 #define SV_AMULET_CHARISMA 7
1973 #define SV_AMULET_THE_MAGI 8
1974 #define SV_AMULET_REFLECTION 9
1975 #define SV_AMULET_CARLAMMAS 10
1976 #define SV_AMULET_INGWE 11
1977 #define SV_AMULET_DWARVES 12
1978 #define SV_AMULET_NO_MAGIC 13
1979 #define SV_AMULET_NO_TELE 14
1980 #define SV_AMULET_RESISTANCE 15
1981 #define SV_AMULET_TELEPATHY 16
1982 #define SV_AMULET_FARAMIR 17
1983 #define SV_AMULET_BOROMIR 18
1984 #define SV_AMULET_MAGATAMA 19
1985 #define SV_AMULET_INROU 20
1986 #define SV_AMULET_INTELLIGENCE 21
1987 #define SV_AMULET_WISDOM 22
1988 #define SV_AMULET_MAGIC_MASTERY 23
1989 #define SV_AMULET_NIGHT 24
1991 /* The sval codes for TV_RING */
1992 #define SV_RING_WOE 0
1993 #define SV_RING_AGGRAVATION 1
1994 #define SV_RING_WEAKNESS 2
1995 #define SV_RING_STUPIDITY 3
1996 #define SV_RING_TELEPORTATION 4
1997 #define SV_RING_SLOW_DIGESTION 6
1998 #define SV_RING_FEATHER_FALL 7
1999 #define SV_RING_RESIST_FIRE 8
2000 #define SV_RING_RESIST_COLD 9
2001 #define SV_RING_SUSTAIN_STR 10
2002 #define SV_RING_SUSTAIN_INT 11
2003 #define SV_RING_SUSTAIN_WIS 12
2004 #define SV_RING_SUSTAIN_DEX 13
2005 #define SV_RING_SUSTAIN_CON 14
2006 #define SV_RING_SUSTAIN_CHR 15
2007 #define SV_RING_PROTECTION 16
2008 #define SV_RING_ACID 17
2009 #define SV_RING_FLAMES 18
2010 #define SV_RING_ICE 19
2011 #define SV_RING_RESIST_POIS 20
2012 #define SV_RING_FREE_ACTION 21
2013 #define SV_RING_SEE_INVIS 22
2014 #define SV_RING_SEARCHING 23
2015 #define SV_RING_STR 24
2016 #define SV_RING_ELEC 25
2017 #define SV_RING_DEX 26
2018 #define SV_RING_CON 27
2019 #define SV_RING_ACCURACY 28
2020 #define SV_RING_DAMAGE 29
2021 #define SV_RING_SLAYING 30
2022 #define SV_RING_SPEED 31
2023 #define SV_RING_BARAHIR 32
2024 #define SV_RING_TULKAS 33
2025 #define SV_RING_NARYA 34
2026 #define SV_RING_NENYA 35
2027 #define SV_RING_VILYA 36
2028 #define SV_RING_POWER 37
2029 #define SV_RING_RES_FEAR 38
2030 #define SV_RING_RES_LD 39
2031 #define SV_RING_RES_NETHER 40
2032 #define SV_RING_RES_NEXUS 41
2033 #define SV_RING_RES_SOUND 42
2034 #define SV_RING_RES_CONFUSION 43
2035 #define SV_RING_RES_SHARDS 44
2036 #define SV_RING_RES_DISENCHANT 45
2037 #define SV_RING_RES_CHAOS 46
2038 #define SV_RING_RES_BLINDNESS 47
2039 #define SV_RING_LORDLY 48
2040 #define SV_RING_ATTACKS 49
2041 #define SV_RING_AHO 50
2042 #define SV_RING_SHOTS 51
2043 #define SV_RING_SUSTAIN 52
2044 #define SV_RING_DEC_MANA 53
2045 #define SV_RING_WARNING 54
2046 #define SV_RING_MUSCLE 55
2048 #define SV_EXPRESS_CARD 0
2050 /* The "sval" codes for TV_STAFF */
2051 #define SV_STAFF_DARKNESS 0
2052 #define SV_STAFF_SLOWNESS 1
2053 #define SV_STAFF_HASTE_MONSTERS 2
2054 #define SV_STAFF_SUMMONING 3
2055 #define SV_STAFF_TELEPORTATION 4
2056 #define SV_STAFF_IDENTIFY 5
2057 #define SV_STAFF_REMOVE_CURSE 6
2058 #define SV_STAFF_STARLITE 7
2059 #define SV_STAFF_LITE 8
2060 #define SV_STAFF_MAPPING 9
2061 #define SV_STAFF_DETECT_GOLD 10
2062 #define SV_STAFF_DETECT_ITEM 11
2063 #define SV_STAFF_DETECT_TRAP 12
2064 #define SV_STAFF_DETECT_DOOR 13
2065 #define SV_STAFF_DETECT_INVIS 14
2066 #define SV_STAFF_DETECT_EVIL 15
2067 #define SV_STAFF_CURE_LIGHT 16
2068 #define SV_STAFF_CURING 17
2069 #define SV_STAFF_HEALING 18
2070 #define SV_STAFF_THE_MAGI 19
2071 #define SV_STAFF_SLEEP_MONSTERS 20
2072 #define SV_STAFF_SLOW_MONSTERS 21
2073 #define SV_STAFF_SPEED 22
2074 #define SV_STAFF_PROBING 23
2075 #define SV_STAFF_DISPEL_EVIL 24
2076 #define SV_STAFF_POWER 25
2077 #define SV_STAFF_HOLINESS 26
2078 #define SV_STAFF_GENOCIDE 27
2079 #define SV_STAFF_EARTHQUAKES 28
2080 #define SV_STAFF_DESTRUCTION 29
2081 #define SV_STAFF_ANIMATE_DEAD 30
2082 #define SV_STAFF_MSTORM 31
2085 /* The "sval" codes for TV_WAND */
2086 #define SV_WAND_HEAL_MONSTER 0
2087 #define SV_WAND_HASTE_MONSTER 1
2088 #define SV_WAND_CLONE_MONSTER 2
2089 #define SV_WAND_TELEPORT_AWAY 3
2090 #define SV_WAND_DISARMING 4
2091 #define SV_WAND_TRAP_DOOR_DEST 5
2092 #define SV_WAND_STONE_TO_MUD 6
2093 #define SV_WAND_LITE 7
2094 #define SV_WAND_SLEEP_MONSTER 8
2095 #define SV_WAND_SLOW_MONSTER 9
2096 #define SV_WAND_CONFUSE_MONSTER 10
2097 #define SV_WAND_FEAR_MONSTER 11
2098 #define SV_WAND_DRAIN_LIFE 12
2099 #define SV_WAND_POLYMORPH 13
2100 #define SV_WAND_STINKING_CLOUD 14
2101 #define SV_WAND_MAGIC_MISSILE 15
2102 #define SV_WAND_ACID_BOLT 16
2103 #define SV_WAND_CHARM_MONSTER 17
2104 #define SV_WAND_FIRE_BOLT 18
2105 #define SV_WAND_COLD_BOLT 19
2106 #define SV_WAND_ACID_BALL 20
2107 #define SV_WAND_ELEC_BALL 21
2108 #define SV_WAND_FIRE_BALL 22
2109 #define SV_WAND_COLD_BALL 23
2110 #define SV_WAND_WONDER 24
2111 #define SV_WAND_DISINTEGRATE 25
2112 #define SV_WAND_DRAGON_FIRE 26
2113 #define SV_WAND_DRAGON_COLD 27
2114 #define SV_WAND_DRAGON_BREATH 28
2115 #define SV_WAND_ROCKETS 29
2116 #define SV_WAND_STRIKING 30
2117 #define SV_WAND_GENOCIDE 31
2119 /* The "sval" codes for TV_ROD */
2120 #define SV_ROD_DETECT_TRAP 0
2121 #define SV_ROD_DETECT_DOOR 1
2122 #define SV_ROD_IDENTIFY 2
2123 #define SV_ROD_RECALL 3
2124 #define SV_ROD_ILLUMINATION 4
2125 #define SV_ROD_MAPPING 5
2126 #define SV_ROD_DETECTION 6
2127 #define SV_ROD_PROBING 7
2128 #define SV_ROD_CURING 8
2129 #define SV_ROD_HEALING 9
2130 #define SV_ROD_RESTORATION 10
2131 #define SV_ROD_SPEED 11
2132 #define SV_ROD_PESTICIDE 12
2133 #define SV_ROD_TELEPORT_AWAY 13
2134 #define SV_ROD_DISARMING 14
2135 #define SV_ROD_LITE 15
2136 #define SV_ROD_SLEEP_MONSTER 16
2137 #define SV_ROD_SLOW_MONSTER 17
2138 #define SV_ROD_DRAIN_LIFE 18
2139 #define SV_ROD_POLYMORPH 19
2140 #define SV_ROD_ACID_BOLT 20
2141 #define SV_ROD_ELEC_BOLT 21
2142 #define SV_ROD_FIRE_BOLT 22
2143 #define SV_ROD_COLD_BOLT 23
2144 #define SV_ROD_ACID_BALL 24
2145 #define SV_ROD_ELEC_BALL 25
2146 #define SV_ROD_FIRE_BALL 26
2147 #define SV_ROD_COLD_BALL 27
2148 #define SV_ROD_HAVOC 28
2149 #define SV_ROD_STONE_TO_MUD 29
2150 #define SV_ROD_AGGRAVATE 30
2153 /* The "sval" codes for TV_SCROLL */
2155 #define SV_SCROLL_DARKNESS 0
2156 #define SV_SCROLL_AGGRAVATE_MONSTER 1
2157 #define SV_SCROLL_CURSE_ARMOR 2
2158 #define SV_SCROLL_CURSE_WEAPON 3
2159 #define SV_SCROLL_SUMMON_MONSTER 4
2160 #define SV_SCROLL_SUMMON_UNDEAD 5
2161 #define SV_SCROLL_SUMMON_PET 6
2162 #define SV_SCROLL_TRAP_CREATION 7
2163 #define SV_SCROLL_PHASE_DOOR 8
2164 #define SV_SCROLL_TELEPORT 9
2165 #define SV_SCROLL_TELEPORT_LEVEL 10
2166 #define SV_SCROLL_WORD_OF_RECALL 11
2167 #define SV_SCROLL_IDENTIFY 12
2168 #define SV_SCROLL_STAR_IDENTIFY 13
2169 #define SV_SCROLL_REMOVE_CURSE 14
2170 #define SV_SCROLL_STAR_REMOVE_CURSE 15
2171 #define SV_SCROLL_ENCHANT_ARMOR 16
2172 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
2173 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
2174 /* xxx enchant missile? */
2175 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
2176 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
2177 #define SV_SCROLL_RECHARGING 22
2178 #define SV_SCROLL_MUNDANITY 23
2179 #define SV_SCROLL_LIGHT 24
2180 #define SV_SCROLL_MAPPING 25
2181 #define SV_SCROLL_DETECT_GOLD 26
2182 #define SV_SCROLL_DETECT_ITEM 27
2183 #define SV_SCROLL_DETECT_TRAP 28
2184 #define SV_SCROLL_DETECT_DOOR 29
2185 #define SV_SCROLL_DETECT_INVIS 30
2186 /* xxx (detect evil?) */
2187 #define SV_SCROLL_SATISFY_HUNGER 32
2188 #define SV_SCROLL_BLESSING 33
2189 #define SV_SCROLL_HOLY_CHANT 34
2190 #define SV_SCROLL_HOLY_PRAYER 35
2191 #define SV_SCROLL_MONSTER_CONFUSION 36
2192 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
2193 #define SV_SCROLL_RUNE_OF_PROTECTION 38
2194 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
2196 #define SV_SCROLL_STAR_DESTRUCTION 41
2197 #define SV_SCROLL_DISPEL_UNDEAD 42
2198 #define SV_SCROLL_SPELL 43
2199 #define SV_SCROLL_GENOCIDE 44
2200 #define SV_SCROLL_MASS_GENOCIDE 45
2201 #define SV_SCROLL_ACQUIREMENT 46
2202 #define SV_SCROLL_STAR_ACQUIREMENT 47
2203 #define SV_SCROLL_FIRE 48
2204 #define SV_SCROLL_ICE 49
2205 #define SV_SCROLL_CHAOS 50
2206 #define SV_SCROLL_RUMOR 51
2207 #define SV_SCROLL_ARTIFACT 52
2208 #define SV_SCROLL_RESET_RECALL 53
2209 #define SV_SCROLL_SUMMON_KIN 54
2211 /* The "sval" codes for TV_POTION */
2212 #define SV_POTION_WATER 0
2213 #define SV_POTION_APPLE_JUICE 1
2214 #define SV_POTION_SLIME_MOLD 2
2215 /* xxx (fixed color) */
2216 #define SV_POTION_SLOWNESS 4
2217 #define SV_POTION_SALT_WATER 5
2218 #define SV_POTION_POISON 6
2219 #define SV_POTION_BLINDNESS 7
2221 #define SV_POTION_CONFUSION 9
2223 #define SV_POTION_SLEEP 11
2225 #define SV_POTION_LOSE_MEMORIES 13
2227 #define SV_POTION_RUINATION 15
2228 #define SV_POTION_DEC_STR 16
2229 #define SV_POTION_DEC_INT 17
2230 #define SV_POTION_DEC_WIS 18
2231 #define SV_POTION_DEC_DEX 19
2232 #define SV_POTION_DEC_CON 20
2233 #define SV_POTION_DEC_CHR 21
2234 #define SV_POTION_DETONATIONS 22
2235 #define SV_POTION_DEATH 23
2236 #define SV_POTION_INFRAVISION 24
2237 #define SV_POTION_DETECT_INVIS 25
2238 #define SV_POTION_SLOW_POISON 26
2239 #define SV_POTION_CURE_POISON 27
2240 #define SV_POTION_BOLDNESS 28
2241 #define SV_POTION_SPEED 29
2242 #define SV_POTION_RESIST_HEAT 30
2243 #define SV_POTION_RESIST_COLD 31
2244 #define SV_POTION_HEROISM 32
2245 #define SV_POTION_BESERK_STRENGTH 33
2246 #define SV_POTION_CURE_LIGHT 34
2247 #define SV_POTION_CURE_SERIOUS 35
2248 #define SV_POTION_CURE_CRITICAL 36
2249 #define SV_POTION_HEALING 37
2250 #define SV_POTION_STAR_HEALING 38
2251 #define SV_POTION_LIFE 39
2252 #define SV_POTION_RESTORE_MANA 40
2253 #define SV_POTION_RESTORE_EXP 41
2254 #define SV_POTION_RES_STR 42
2255 #define SV_POTION_RES_INT 43
2256 #define SV_POTION_RES_WIS 44
2257 #define SV_POTION_RES_DEX 45
2258 #define SV_POTION_RES_CON 46
2259 #define SV_POTION_RES_CHR 47
2260 #define SV_POTION_INC_STR 48
2261 #define SV_POTION_INC_INT 49
2262 #define SV_POTION_INC_WIS 50
2263 #define SV_POTION_INC_DEX 51
2264 #define SV_POTION_INC_CON 52
2265 #define SV_POTION_INC_CHR 53
2267 #define SV_POTION_AUGMENTATION 55
2268 #define SV_POTION_ENLIGHTENMENT 56
2269 #define SV_POTION_STAR_ENLIGHTENMENT 57
2270 #define SV_POTION_SELF_KNOWLEDGE 58
2271 #define SV_POTION_EXPERIENCE 59
2272 #define SV_POTION_RESISTANCE 60
2273 #define SV_POTION_CURING 61
2274 #define SV_POTION_INVULNERABILITY 62
2275 #define SV_POTION_NEW_LIFE 63
2276 #define SV_POTION_NEO_TSUYOSHI 64
2277 #define SV_POTION_TSUYOSHI 65
2278 #define SV_POTION_POLYMORPH 66
2280 /* The "sval" codes for TV_FOOD */
2281 #define SV_FOOD_POISON 0
2282 #define SV_FOOD_BLINDNESS 1
2283 #define SV_FOOD_PARANOIA 2
2284 #define SV_FOOD_CONFUSION 3
2285 #define SV_FOOD_HALLUCINATION 4
2286 #define SV_FOOD_PARALYSIS 5
2287 #define SV_FOOD_WEAKNESS 6
2288 #define SV_FOOD_SICKNESS 7
2289 #define SV_FOOD_STUPIDITY 8
2290 #define SV_FOOD_NAIVETY 9
2291 #define SV_FOOD_UNHEALTH 10
2292 #define SV_FOOD_DISEASE 11
2293 #define SV_FOOD_CURE_POISON 12
2294 #define SV_FOOD_CURE_BLINDNESS 13
2295 #define SV_FOOD_CURE_PARANOIA 14
2296 #define SV_FOOD_CURE_CONFUSION 15
2297 #define SV_FOOD_CURE_SERIOUS 16
2298 #define SV_FOOD_RESTORE_STR 17
2299 #define SV_FOOD_RESTORE_CON 18
2300 #define SV_FOOD_RESTORING 19
2301 /* many missing mushrooms */
2302 #define SV_FOOD_BISCUIT 32
2303 #define SV_FOOD_JERKY 33
2304 #define SV_FOOD_RATION 35
2305 #define SV_FOOD_SLIME_MOLD 36
2306 #define SV_FOOD_WAYBREAD 37
2307 #define SV_FOOD_PINT_OF_ALE 38
2308 #define SV_FOOD_PINT_OF_WINE 39
2312 * Special "sval" limit -- first "normal" food
2314 #define SV_FOOD_MIN_FOOD 32
2317 * Special "sval" limit -- first "aimed" rod
2319 #define SV_ROD_MIN_DIRECTION 12
2322 * Special "sval" limit -- first "large" chest
2324 #define SV_CHEST_MIN_LARGE 4
2325 #define SV_CHEST_KANDUME 50
2328 * Special "sval" limit -- first "good" magic/prayer book
2330 #define SV_BOOK_MIN_GOOD 2
2333 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
2334 #define MAX_GOLD 18 /* Number of "gold" entries */
2337 /*** General flag values ***/
2341 * Special cave grid flags
2343 #define CAVE_MARK 0x0001 /* memorized feature */
2344 #define CAVE_GLOW 0x0002 /* self-illuminating */
2345 #define CAVE_ICKY 0x0004 /* part of a vault */
2346 #define CAVE_ROOM 0x0008 /* part of a room */
2347 #define CAVE_LITE 0x0010 /* lite flag */
2348 #define CAVE_VIEW 0x0020 /* view flag */
2349 #define CAVE_TEMP 0x0040 /* temp flag */
2350 #define CAVE_XTRA 0x0080 /* misc flag */
2351 #define CAVE_MNLT 0x0100 /* Illuminated by monster */
2353 #define CAVE_TRAP 0x8000
2355 /* Used only while cave generation */
2356 #define CAVE_FLOOR 0x0200
2357 #define CAVE_EXTRA 0x0400
2358 #define CAVE_INNER 0x0800
2359 #define CAVE_OUTER 0x1000
2360 #define CAVE_SOLID 0x2000
2361 #define CAVE_VAULT 0x4000
2362 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
2364 /* Used only after cave generation */
2365 #define CAVE_XXXX1 0x0200
2366 #define CAVE_XXXX2 0x0400
2367 #define CAVE_XXXX3 0x0800
2368 #define CAVE_IN_MIRROR 0x1000 /* mirror */
2369 #define CAVE_UNSAFE 0x2000 /* Might have trap */
2370 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
2374 * Bit flags for the "project()" function
2376 * JUMP: Jump directly to the target location (this is a hack)
2377 * BEAM: Work as a beam weapon (affect every grid passed through)
2378 * THRU: Continue "through" the target (used for "bolts"/"beams")
2379 * STOP: Stop as soon as we hit a monster (used for "bolts")
2380 * GRID: Affect each grid in the "blast area" in some way
2381 * ITEM: Affect each object in the "blast area" in some way
2382 * KILL: Affect each monster in the "blast area" in some way
2383 * HIDE: Hack -- disable "visual" feedback from projection
2385 #define PROJECT_JUMP 0x01
2386 #define PROJECT_BEAM 0x02
2387 #define PROJECT_THRU 0x04
2388 #define PROJECT_STOP 0x08
2389 #define PROJECT_GRID 0x10
2390 #define PROJECT_ITEM 0x20
2391 #define PROJECT_KILL 0x40
2392 #define PROJECT_HIDE 0x80
2393 #define PROJECT_DISI 0x100
2394 #define PROJECT_PLAYER 0x200
2395 #define PROJECT_MONSTER 0x400
2396 #define PROJECT_NO_REF 0x800
2397 #define PROJECT_NO_HANGEKI 0x1000
2398 #define PROJECT_PATH 0x2000
2399 #define PROJECT_FAST 0x4000
2402 * Bit flags for the "enchant()" function
2404 #define ENCH_TOHIT 0x01 /* Enchant to hit */
2405 #define ENCH_TODAM 0x02 /* Enchant to damage */
2406 #define ENCH_TOAC 0x04 /* Enchant to AC */
2407 #define ENCH_FORCE 0x08 /* Force enchantment */
2410 * Bit flags for the "target_set" function XXX XXX XXX
2412 * KILL: Target monsters
2413 * LOOK: Describe grid fully
2414 * XTRA: Currently unused flag
2415 * GRID: Select from all grids
2417 #define TARGET_KILL 0x01
2418 #define TARGET_LOOK 0x02
2419 #define TARGET_XTRA 0x04
2420 #define TARGET_GRID 0x08
2424 * Bit flags for control of get_check_strict()
2426 #define CHECK_OKAY_CANCEL 0x01
2427 #define CHECK_NO_ESCAPE 0x02
2428 #define CHECK_NO_HISTORY 0x04
2432 * Some bit-flags for the "smart" field
2434 #define SM_RES_ACID 0x00000001
2435 #define SM_RES_ELEC 0x00000002
2436 #define SM_RES_FIRE 0x00000004
2437 #define SM_RES_COLD 0x00000008
2438 #define SM_RES_POIS 0x00000010
2439 #define SM_RES_NETH 0x00000020
2440 #define SM_RES_LITE 0x00000040
2441 #define SM_RES_DARK 0x00000080
2442 #define SM_RES_FEAR 0x00000100
2443 #define SM_RES_CONF 0x00000200
2444 #define SM_RES_CHAOS 0x00000400
2445 #define SM_RES_DISEN 0x00000800
2446 #define SM_RES_BLIND 0x00001000
2447 #define SM_RES_NEXUS 0x00002000
2448 #define SM_RES_SOUND 0x00004000
2449 #define SM_RES_SHARD 0x00008000
2450 #define SM_OPP_ACID 0x00010000
2451 #define SM_OPP_ELEC 0x00020000
2452 #define SM_OPP_FIRE 0x00040000
2453 #define SM_OPP_COLD 0x00080000
2454 #define SM_OPP_POIS 0x00100000
2455 #define SM_OPP_XXX1 0x00200000 /* (unused) */
2456 #define SM_CLONED 0x00400000 /* XXX Cloned */
2457 #define SM_PET 0x00800000 /* XXX Pet */
2458 #define SM_IMM_ACID 0x01000000
2459 #define SM_IMM_ELEC 0x02000000
2460 #define SM_IMM_FIRE 0x04000000
2461 #define SM_IMM_COLD 0x08000000
2462 #define SM_FRIENDLY 0x10000000 /* XXX Friendly */
2463 #define SM_IMM_REFLECT 0x20000000
2464 #define SM_IMM_FREE 0x40000000
2465 #define SM_IMM_MANA 0x80000000
2469 * Bit flags for the "get_item" function
2471 #define USE_EQUIP 0x01 /* Allow equip items */
2472 #define USE_INVEN 0x02 /* Allow inven items */
2473 #define USE_FLOOR 0x04 /* Allow floor items */
2477 * Bit flags for the "p_ptr->notice" variable
2479 #define PN_COMBINE 0x00000001L /* Combine the pack */
2480 #define PN_REORDER 0x00000002L /* Reorder the pack */
2485 * Bit flags for the "p_ptr->update" variable
2487 #define PU_BONUS 0x00000001L /* Calculate bonuses */
2488 #define PU_TORCH 0x00000002L /* Calculate torch radius */
2490 #define PU_HP 0x00000010L /* Calculate chp and mhp */
2491 #define PU_MANA 0x00000020L /* Calculate csp and msp */
2492 #define PU_SPELLS 0x00000040L /* Calculate spells */
2495 #define PU_UN_VIEW 0x00010000L /* Forget view */
2496 #define PU_UN_LITE 0x00020000L /* Forget lite */
2498 #define PU_VIEW 0x00100000L /* Update view */
2499 #define PU_LITE 0x00200000L /* Update lite */
2500 #define PU_MON_LITE 0x00400000L /* Monster illumination */
2502 #define PU_MONSTERS 0x01000000L /* Update monsters */
2503 #define PU_DISTANCE 0x02000000L /* Update distances */
2505 #define PU_FLOW 0x10000000L /* Update flow */
2510 * Bit flags for the "p_ptr->redraw" variable
2512 #define PR_MISC 0x00000001L /* Display Race/Class */
2513 #define PR_TITLE 0x00000002L /* Display Title */
2514 #define PR_LEV 0x00000004L /* Display Level */
2515 #define PR_EXP 0x00000008L /* Display Experience */
2516 #define PR_STATS 0x00000010L /* Display Stats */
2517 #define PR_ARMOR 0x00000020L /* Display Armor */
2518 #define PR_HP 0x00000040L /* Display Hitpoints */
2519 #define PR_MANA 0x00000080L /* Display Mana */
2520 #define PR_GOLD 0x00000100L /* Display Gold */
2521 #define PR_DEPTH 0x00000200L /* Display Depth */
2522 #define PR_EQUIPPY 0x00000400L /* Display equippy chars */
2523 #define PR_HEALTH 0x00000800L /* Display Health Bar */
2524 #define PR_CUT 0x00001000L /* Display Extra (Cut) */
2525 #define PR_STUN 0x00002000L /* Display Extra (Stun) */
2526 #define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */
2527 #define PR_STATUS 0x00008000L /* Display Status Bar */
2528 #define PR_DUNGEON 0x00010000L /* Display Extra (Blind) */
2529 #define PR_UHEALTH 0x00020000L /* Display Uma Health Bar */
2530 #define PR_XXX1 0x00040000L /* Display Extra (Afraid) */
2531 #define PR_XXX2 0x00080000L /* Display Extra (Poisoned) */
2532 #define PR_STATE 0x00100000L /* Display Extra (State) */
2533 #define PR_SPEED 0x00200000L /* Display Extra (Speed) */
2534 #define PR_STUDY 0x00400000L /* Display Extra (Study) */
2535 #define PR_MANE 0x00800000L /* Display Extra (Mane) */
2536 #define PR_EXTRA 0x01000000L /* Display Extra Info */
2537 #define PR_BASIC 0x02000000L /* Display Basic Info */
2538 #define PR_MAP 0x04000000L /* Display Map */
2539 #define PR_WIPE 0x08000000L /* Hack -- Total Redraw */
2546 * Bit flags for the "p_ptr->window" variable (etc)
2548 #define PW_INVEN 0x00000001L /* Display inven/equip */
2549 #define PW_EQUIP 0x00000002L /* Display equip/inven */
2550 #define PW_SPELL 0x00000004L /* Display spell list */
2551 #define PW_PLAYER 0x00000008L /* Display character */
2554 #define PW_MESSAGE 0x00000040L /* Display messages */
2555 #define PW_OVERHEAD 0x00000080L /* Display overhead view */
2556 #define PW_MONSTER 0x00000100L /* Display monster recall */
2557 #define PW_OBJECT 0x00000200L /* Display object recall */
2558 #define PW_DUNGEON 0x00000400L /* Display dungeon view */
2559 #define PW_SNAPSHOT 0x00000800L /* Display snap-shot */
2562 #define PW_BORG_1 0x00004000L /* Display borg messages */
2563 #define PW_BORG_2 0x00008000L /* Display borg status */
2566 * Bit flags for the place_monster_???() (etc)
2568 #define PM_ALLOW_SLEEP 0x00000001
2569 #define PM_ALLOW_GROUP 0x00000002
2570 #define PM_FORCE_FRIENDLY 0x00000004
2571 #define PM_FORCE_PET 0x00000008
2572 #define PM_NO_KAGE 0x00000010
2573 #define PM_NO_PET 0x00000020
2574 #define PM_ALLOW_UNIQUE 0x00000040
2575 #define PM_IGNORE_TERRAIN 0x00000080
2576 #define PM_HASTE 0x00000100
2580 * Bit flags for the "p_ptr->special_attack" variable. -LM-
2582 * Note: The elemental and poison attacks should be managed using the
2583 * function "set_ele_attack", in spell2.c. This provides for timeouts and
2584 * prevents the player from getting more than one at a time.
2586 #define ATTACK_CONFUSE 0x00000001
2587 #define ATTACK_BLKBRTH 0x00000002
2588 #define ATTACK_FLEE 0x00000004
2589 #define ATTACK_SUPERSHOT 0x00000008
2590 #define ATTACK_ACID 0x00000010
2591 #define ATTACK_ELEC 0x00000020
2592 #define ATTACK_FIRE 0x00000040
2593 #define ATTACK_COLD 0x00000080
2594 #define ATTACK_POIS 0x00000100
2595 #define ATTACK_HOLY 0x00000200
2596 #define ATTACK_SUIKEN 0x00000400
2599 #define DEFENSE_ACID 0x00000001
2600 #define DEFENSE_ELEC 0x00000002
2601 #define DEFENSE_FIRE 0x00000004
2602 #define DEFENSE_COLD 0x00000008
2603 #define DEFENSE_POIS 0x00000010
2604 #define KAMAE_GENBU 0x00000020
2605 #define KAMAE_BYAKKO 0x00000040
2606 #define KAMAE_SEIRYU 0x00000080
2607 #define KAMAE_SUZAKU 0x00000100
2608 #define KATA_IAI 0x00000200
2609 #define KATA_FUUJIN 0x00000400
2610 #define KATA_KOUKIJIN 0x00000800
2611 #define KATA_MUSOU 0x00001000
2612 #define NINJA_KAWARIMI 0x00002000
2613 #define NINJA_S_STEALTH 0x00004000
2616 #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU)
2619 #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU)
2622 #define ACTION_NONE 0
2623 #define ACTION_SEARCH 1
2624 #define ACTION_REST 2
2625 #define ACTION_LEARN 3
2626 #define ACTION_FISH 4
2627 #define ACTION_KAMAE 5
2628 #define ACTION_KATA 6
2629 #define ACTION_SING 7
2630 #define ACTION_HAYAGAKE 8
2632 /*** General index values ***/
2636 * Legal restrictions for "summon_specific()"
2638 #define SUMMON_ANT 11
2639 #define SUMMON_SPIDER 12
2640 #define SUMMON_HOUND 13
2641 #define SUMMON_HYDRA 14
2642 #define SUMMON_ANGEL 15
2643 #define SUMMON_DEMON 16
2644 #define SUMMON_UNDEAD 17
2645 #define SUMMON_DRAGON 18
2646 #define SUMMON_HI_UNDEAD 21
2647 #define SUMMON_HI_DRAGON 22
2648 #define SUMMON_HI_DEMON 23
2649 #define SUMMON_AMBERITES 31
2650 #define SUMMON_UNIQUE 32
2651 #define SUMMON_BIZARRE1 33
2652 #define SUMMON_BIZARRE2 34
2653 #define SUMMON_BIZARRE3 35
2654 #define SUMMON_BIZARRE4 36
2655 #define SUMMON_BIZARRE5 37
2656 #define SUMMON_BIZARRE6 38
2657 #define SUMMON_CYBER 39
2658 #define SUMMON_KIN 40
2659 #define SUMMON_DAWN 41
2660 #define SUMMON_ANIMAL 42
2661 #define SUMMON_ANIMAL_RANGER 43
2662 /*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
2663 /*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
2664 /*#define SUMMON_NO_UNIQUES 46*/
2665 #define SUMMON_PHANTOM 47
2666 /*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
2667 #define SUMMON_BLUE_HORROR 49
2668 #define SUMMON_LIVING 50
2669 #define SUMMON_HI_DRAGON_LIVING 51
2670 #define SUMMON_GOLEM 52
2671 #define SUMMON_ELEMENTAL 53
2672 #define SUMMON_VORTEX 54
2673 #define SUMMON_HYBRID 55
2674 #define SUMMON_BIRD 56
2675 /*#define SUMMON_AQUATIC_NO_UNIQUES 57*/
2676 #define SUMMON_KAMIKAZE 58
2677 #define SUMMON_KAMIKAZE_LIVING 59
2678 #define SUMMON_MANES 60
2679 #define SUMMON_LOUSE 61
2680 #define SUMMON_GUARDIANS 62
2681 #define SUMMON_KNIGHTS 63
2682 #define SUMMON_EAGLES 64
2686 * Spell types used by project(), and related functions.
2693 #define GF_PSY_SPEAR 9
2694 #define GF_MISSILE 10
2696 #define GF_PLASMA 12
2697 /* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
2698 /* #define GF_HOLY_ORB 13 */
2702 #define GF_LITE_WEAK 17
2703 #define GF_DARK_WEAK 18
2704 #define GF_SHARDS 20
2706 #define GF_CONFUSION 22
2708 #define GF_INERTIA 24
2710 #define GF_METEOR 27
2713 #define GF_NETHER 31
2714 #define GF_DISENCHANT 32
2717 #define GF_GRAVITY 35
2718 #define GF_KILL_WALL 40
2719 #define GF_KILL_DOOR 41
2720 #define GF_KILL_TRAP 42
2721 #define GF_MAKE_WALL 45
2722 #define GF_MAKE_DOOR 46
2723 #define GF_MAKE_TRAP 47
2724 #define GF_MAKE_TREE 48
2725 #define GF_OLD_CLONE 51
2726 #define GF_OLD_POLY 52
2727 #define GF_OLD_HEAL 53
2728 #define GF_OLD_SPEED 54
2729 #define GF_OLD_SLOW 55
2730 #define GF_OLD_CONF 56
2731 #define GF_OLD_SLEEP 57
2732 #define GF_OLD_DRAIN 58
2733 #define GF_AWAY_UNDEAD 61
2734 #define GF_AWAY_EVIL 62
2735 #define GF_AWAY_ALL 63
2736 #define GF_TURN_UNDEAD 64
2737 #define GF_TURN_EVIL 65
2738 #define GF_TURN_ALL 66
2739 #define GF_DISP_UNDEAD 67
2740 #define GF_DISP_EVIL 68
2741 #define GF_DISP_ALL 69
2742 #define GF_DISP_DEMON 70 /* New types for Zangband begin here... */
2743 #define GF_DISP_LIVING 71
2744 #define GF_ROCKET 72
2746 #define GF_MAKE_GLYPH 74
2747 #define GF_STASIS 75
2748 #define GF_STONE_WALL 76
2749 #define GF_DEATH_RAY 77
2751 #define GF_HOLY_FIRE 79
2752 #define GF_HELL_FIRE 80
2753 #define GF_DISINTEGRATE 81
2755 #define GF_CONTROL_UNDEAD 83
2756 #define GF_CONTROL_ANIMAL 84
2758 #define GF_PSI_DRAIN 86
2759 #define GF_TELEKINESIS 87
2760 #define GF_JAM_DOOR 88
2761 #define GF_DOMINATION 89
2762 #define GF_DISP_GOOD 90
2763 #define GF_DRAIN_MANA 91
2764 #define GF_MIND_BLAST 92
2765 #define GF_BRAIN_SMASH 93
2766 #define GF_CAUSE_1 94
2767 #define GF_CAUSE_2 95
2768 #define GF_CAUSE_3 96
2769 #define GF_CAUSE_4 97
2770 #define GF_HAND_DOOM 98
2771 #define GF_CAPTURE 99
2772 #define GF_ANIM_DEAD 100
2773 #define GF_CONTROL_LIVING 101
2774 #define GF_IDENTIFY 102
2775 #define GF_ATTACK 103
2776 #define GF_ENGETSU 104
2777 #define GF_GENOCIDE 105
2778 #define GF_PHOTO 106
2779 #define GF_CONTROL_DEMON 107
2780 #define GF_LAVA_FLOW 108
2781 #define GF_BLOOD_CURSE 109
2782 #define GF_SEEKER 110
2783 #define GF_SUPER_RAY 111
2784 #define GF_STAR_HEAL 112
2785 #define GF_WATER_FLOW 113
2786 #define GF_CRUSADE 114
2787 #define GF_STASIS_EVIL 115
2788 #define GF_WOUNDS 116
2793 * Some things which induce learning
2805 #define DRS_CHAOS 11
2806 #define DRS_DISEN 12
2807 #define DRS_BLIND 13
2808 #define DRS_NEXUS 14
2809 #define DRS_SOUND 15
2810 #define DRS_SHARD 16
2813 #define DRS_REFLECT 32
2817 #define DAMAGE_FORCE 1
2818 #define DAMAGE_GENO 2
2819 #define DAMAGE_LOSELIFE 3
2820 #define DAMAGE_ATTACK 4
2821 #define DAMAGE_NOESCAPE 5
2822 #define DAMAGE_USELIFE 6
2826 * Hack -- first "normal" artifact in the artifact list. All of
2827 * the artifacts with indexes from 1 to 15 are "special" (lights,
2828 * rings, amulets), and the ones from 16 to 127 are "normal".
2830 #define ART_MIN_NORMAL 19
2833 * Game generated inscription indices. These are stored in the object,
2834 * and are used to index the string array from tables.c.
2838 #define FEEL_BROKEN 1
2839 #define FEEL_TERRIBLE 2
2840 #define FEEL_WORTHLESS 3
2841 #define FEEL_CURSED 4
2842 #define FEEL_UNCURSED 5
2843 #define FEEL_AVERAGE 6
2845 #define FEEL_EXCELLENT 8
2846 #define FEEL_SPECIAL 9
2851 * Hack -- special "xtra" object powers
2854 /* Sustain one stat */
2855 #define EGO_XTRA_SUSTAIN 1
2858 #define EGO_XTRA_POWER 2
2860 /* Special ability */
2861 #define EGO_XTRA_ABILITY 3
2863 /*** Object flag values ***/
2867 * Chest trap flags (see "tables.c")
2869 #define CHEST_LOSE_STR 0x0001
2870 #define CHEST_LOSE_CON 0x0002
2871 #define CHEST_POISON 0x0004
2872 #define CHEST_PARALYZE 0x0008
2873 #define CHEST_EXPLODE 0x0010
2874 #define CHEST_SUMMON 0x0020
2875 #define CHEST_SCATTER 0x0040
2876 #define CHEST_E_SUMMON 0x0080
2877 #define CHEST_BIRD_STORM 0x0100
2878 #define CHEST_H_SUMMON 0x0200
2879 #define CHEST_RUNES_OF_EVIL 0x0400
2880 #define CHEST_ALARM 0x0800
2884 * Special Object Flags
2886 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
2887 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
2888 #define IDENT_EMPTY 0x04 /* Item charges are known */
2889 #define IDENT_KNOWN 0x08 /* Item abilities are known */
2890 #define IDENT_STOREB 0x10 /* Item is storebought !!!! */
2891 #define IDENT_MENTAL 0x20 /* Item information is known */
2893 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
2895 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
2900 * Special Monster Flags (all temporary)
2902 #define MFLAG_VIEW 0x01 /* Monster is in line of sight */
2903 #define MFLAG_TEMP 0x02 /* Monster is marked for project_hack() */
2904 #define MFLAG_XXX2 0x04 /* (unused) */
2905 #define MFLAG_XXX3 0x08 /* (unused) */
2906 #define MFLAG_BORN 0x10 /* Monster is still being born */
2907 #define MFLAG_NICE 0x20 /* Monster is still being nice */
2908 #define MFLAG_SHOW 0x40 /* Monster is recently memorized */
2909 #define MFLAG_MARK 0x80 /* Monster is currently memorized */
2911 #define MFLAG_KAGE 0x01 /* Monster is kage */
2912 #define MFLAG_NOPET 0x02 /* Cannot make monster pet */
2913 #define MFLAG_NOGENO 0x04 /* Cannot genocide */
2914 #define MFLAG_CHAMELEON 0x08 /* Monster is chameleon */
2915 #define MFLAG_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
2919 * As of 2.7.8, the "object flags" are valid for all objects, and as
2920 * of 2.7.9, these flags are not actually stored with the object.
2922 * Note that "flags1" contains all flags dependant on "pval" (including
2923 * stat bonuses, but NOT stat sustainers), plus all "extra attack damage"
2924 * flags (SLAY_XXX and BRAND_XXX).
2926 * Note that "flags2" contains all "resistances" (including "Stat Sustainers",
2927 * actual immunities, and resistances). Note that "Hold Life" is really an
2928 * "immunity" to ExpLoss, and "Free Action" is "immunity to paralysis".
2930 * Note that "flags3" contains everything else -- including the three "CURSED"
2931 * flags, and the "BLESSED" flag, several "item display" parameters, some new
2932 * flags for powerful Bows, and flags which affect the player in a "general"
2933 * way (LITE, TELEPATHY, SEE_INVIS, SLOW_DIGEST, REGEN, FEATHER), including
2934 * all the "general" curses (TELEPORT, AGGRAVATE, EXP_DRAIN). It also has
2935 * four new flags called "ITEM_IGNORE_XXX" which lets an item specify that
2936 * it can not be affected by various forms of destruction. This is NOT as
2937 * powerful as actually granting resistance/immunity to the wearer.
2940 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
2941 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
2942 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
2943 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
2944 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
2947 #define TR_STR 0 /* STR += "pval" */
2948 #define TR_INT 1 /* INT += "pval" */
2949 #define TR_WIS 2 /* WIS += "pval" */
2950 #define TR_DEX 3 /* DEX += "pval" */
2951 #define TR_CON 4 /* CON += "pval" */
2952 #define TR_CHR 5 /* CHR += "pval" */
2953 #define TR_MAGIC_MASTERY 6 /* Later */
2954 #define TR_FORCE_WEAPON 7 /* Later */
2955 #define TR_STEALTH 8 /* Stealth += "pval" */
2956 #define TR_SEARCH 9 /* Search += "pval" */
2957 #define TR_INFRA 10 /* Infra += "pval" */
2958 #define TR_TUNNEL 11 /* Tunnel += "pval" */
2959 #define TR_SPEED 12 /* Speed += "pval" */
2960 #define TR_BLOWS 13 /* Blows += "pval" */
2961 #define TR_CHAOTIC 14
2962 #define TR_VAMPIRIC 15
2963 #define TR_SLAY_ANIMAL 16
2964 #define TR_SLAY_EVIL 17
2965 #define TR_SLAY_UNDEAD 18
2966 #define TR_SLAY_DEMON 19
2967 #define TR_SLAY_ORC 20
2968 #define TR_SLAY_TROLL 21
2969 #define TR_SLAY_GIANT 22
2970 #define TR_SLAY_DRAGON 23
2971 #define TR_KILL_DRAGON 24 /* Execute Dragon */
2972 #define TR_VORPAL 25 /* Later */
2973 #define TR_IMPACT 26 /* Cause Earthquakes */
2974 #define TR_BRAND_POIS 27
2975 #define TR_BRAND_ACID 28
2976 #define TR_BRAND_ELEC 29
2977 #define TR_BRAND_FIRE 30
2978 #define TR_BRAND_COLD 31
2980 #define TR_SUST_STR 32
2981 #define TR_SUST_INT 33
2982 #define TR_SUST_WIS 34
2983 #define TR_SUST_DEX 35
2984 #define TR_SUST_CON 36
2985 #define TR_SUST_CHR 37
2986 #define TR_RIDING 38
2987 #define TR_XXX2 39 /* Later */
2988 #define TR_IM_ACID 40
2989 #define TR_IM_ELEC 41
2990 #define TR_IM_FIRE 42
2991 #define TR_IM_COLD 43
2992 #define TR_THROW 44 /* Later */
2993 #define TR_REFLECT 45 /* Reflect 'bolts' */
2994 #define TR_FREE_ACT 46 /* Free Action */
2995 #define TR_HOLD_LIFE 47 /* Hold Life */
2996 #define TR_RES_ACID 48
2997 #define TR_RES_ELEC 49
2998 #define TR_RES_FIRE 50
2999 #define TR_RES_COLD 51
3000 #define TR_RES_POIS 52
3001 #define TR_RES_FEAR 53 /* Added for Zangband */
3002 #define TR_RES_LITE 54
3003 #define TR_RES_DARK 55
3004 #define TR_RES_BLIND 56
3005 #define TR_RES_CONF 57
3006 #define TR_RES_SOUND 58
3007 #define TR_RES_SHARDS 59
3008 #define TR_RES_NETHER 60
3009 #define TR_RES_NEXUS 61
3010 #define TR_RES_CHAOS 62
3011 #define TR_RES_DISEN 63
3013 #define TR_SH_FIRE 64 /* Immolation (Fire) */
3014 #define TR_SH_ELEC 65 /* Electric Sheath */
3015 #define TR_SLAY_HUMAN 66 /* Slay human */
3016 #define TR_SH_COLD 67 /* cold aura */
3017 #define TR_NO_TELE 68 /* Anti-teleportation */
3018 #define TR_NO_MAGIC 69 /* Anti-magic */
3019 #define TR_DEC_MANA 70 /* ??? */
3020 #define TR_TY_CURSE 71 /* The Ancient Curse */
3021 #define TR_WARNING 72 /* Warning */
3022 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
3023 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
3024 #define TR_XXX1 75 /* XXX1 */
3025 #define TR_FEATHER 76 /* Feather Falling */
3026 #define TR_LITE 77 /* Permanent Light */
3027 #define TR_SEE_INVIS 78 /* See Invisible */
3028 #define TR_TELEPATHY 79 /* Telepathy */
3029 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
3030 #define TR_REGEN 81 /* Item induces regeneration */
3031 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
3032 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
3033 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
3034 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
3035 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
3036 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
3037 #define TR_ACTIVATE 88 /* Item can be activated */
3038 #define TR_DRAIN_EXP 89 /* Item drains Experience */
3039 #define TR_TELEPORT 90 /* Item teleports player */
3040 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
3041 #define TR_BLESSED 92 /* Item is Blessed */
3046 #define TR_KILL_ANIMAL 96
3047 #define TR_KILL_EVIL 97
3048 #define TR_KILL_UNDEAD 98
3049 #define TR_KILL_DEMON 99
3050 #define TR_KILL_ORC 100
3051 #define TR_KILL_TROLL 101
3052 #define TR_KILL_GIANT 102
3053 #define TR_KILL_HUMAN 103
3054 #define TR_ESP_ANIMAL 104
3055 #define TR_ESP_UNDEAD 105
3056 #define TR_ESP_DEMON 106
3057 #define TR_ESP_ORC 107
3058 #define TR_ESP_TROLL 108
3059 #define TR_ESP_GIANT 109
3060 #define TR_ESP_DRAGON 110
3061 #define TR_ESP_HUMAN 111
3062 #define TR_ESP_EVIL 112
3063 #define TR_ESP_GOOD 113
3064 #define TR_ESP_NONLIVING 114
3065 #define TR_ESP_UNIQUE 115
3066 #define TR_FULL_NAME 116
3068 #define TR_FLAG_MAX 117
3069 #define TR_FLAG_SIZE 4
3072 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
3073 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
3074 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
3075 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
3076 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
3077 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
3078 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
3079 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
3080 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
3081 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
3082 #define TRG_CURSED 0x00000400L /* Item is Cursed */
3083 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
3084 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
3085 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
3086 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
3087 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
3090 #define MAX_CURSE 17
3092 #define TRC_CURSED 0x00000001L
3093 #define TRC_HEAVY_CURSE 0x00000002L
3094 #define TRC_PERMA_CURSE 0x00000004L
3095 #define TRC_XXX1 0x00000008L
3096 #define TRC_TY_CURSE 0x00000010L
3097 #define TRC_AGGRAVATE 0x00000020L
3098 #define TRC_DRAIN_EXP 0x00000040L
3099 #define TRC_SLOW_REGEN 0x00000080L
3100 #define TRC_ADD_L_CURSE 0x00000100L
3101 #define TRC_ADD_H_CURSE 0x00000200L
3102 #define TRC_CALL_ANIMAL 0x00000400L
3103 #define TRC_CALL_DEMON 0x00000800L
3104 #define TRC_CALL_DRAGON 0x00001000L
3105 #define TRC_COWARDICE 0x00002000L
3106 #define TRC_TELEPORT 0x00004000L
3107 #define TRC_LOW_MELEE 0x00008000L
3108 #define TRC_LOW_AC 0x00010000L
3109 #define TRC_LOW_MAGIC 0x00020000L
3110 #define TRC_FAST_DIGEST 0x00040000L
3111 #define TRC_DRAIN_HP 0x00080000L
3112 #define TRC_DRAIN_MANA 0x00100000L
3114 #define TRC_TELEPORT_SELF 0x00000001L
3115 #define TRC_CHAINSWORD 0x00000002L
3117 #define TRC_SPECIAL_MASK \
3118 (TRC_TY_CURSE | TRC_AGGRAVATE)
3120 #define TRC_HEAVY_MASK \
3121 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
3122 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_TELEPORT)
3124 #define TRC_P_FLAG_MASK \
3125 (TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
3126 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
3127 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA)
3130 /*** Monster blow constants ***/
3134 * New monster blow methods
3145 #define RBM_CRUSH 10
3146 #define RBM_ENGULF 11
3147 #define RBM_CHARGE 12
3148 #define RBM_CRAWL 13
3149 #define RBM_DROOL 14
3151 #define RBM_EXPLODE 16
3154 #define RBM_SPORE 19
3157 #define RBM_INSULT 22
3160 #define RBM_SHOOT 25
3164 * New monster blow effects
3167 #define RBE_POISON 2
3168 #define RBE_UN_BONUS 3
3169 #define RBE_UN_POWER 4
3170 #define RBE_EAT_GOLD 5
3171 #define RBE_EAT_ITEM 6
3172 #define RBE_EAT_FOOD 7
3173 #define RBE_EAT_LITE 8
3178 #define RBE_BLIND 13
3179 #define RBE_CONFUSE 14
3180 #define RBE_TERRIFY 15
3181 #define RBE_PARALYZE 16
3182 #define RBE_LOSE_STR 17
3183 #define RBE_LOSE_INT 18
3184 #define RBE_LOSE_WIS 19
3185 #define RBE_LOSE_DEX 20
3186 #define RBE_LOSE_CON 21
3187 #define RBE_LOSE_CHR 22
3188 #define RBE_LOSE_ALL 23
3189 #define RBE_SHATTER 24
3190 #define RBE_EXP_10 25
3191 #define RBE_EXP_20 26
3192 #define RBE_EXP_40 27
3193 #define RBE_EXP_80 28
3194 #define RBE_DISEASE 29
3196 #define RBE_EXP_VAMP 31
3197 #define RBE_DR_MANA 32
3198 #define RBE_SUPERHURT 33
3201 /*** Monster flag values (hard-coded) ***/
3205 * New monster race bit flags
3207 #define RF1_UNIQUE 0x00000001 /* Unique Monster */
3208 #define RF1_QUESTOR 0x00000002 /* Quest Monster */
3209 #define RF1_MALE 0x00000004 /* Male gender */
3210 #define RF1_FEMALE 0x00000008 /* Female gender */
3211 #define RF1_CHAR_CLEAR 0x00000010 /* Absorbs symbol */
3212 #define RF1_CHAR_MULTI 0x00000020 /* Changes symbol */
3213 #define RF1_ATTR_CLEAR 0x00000040 /* Absorbs color */
3214 #define RF1_ATTR_MULTI 0x00000080 /* Changes color */
3215 #define RF1_FORCE_DEPTH 0x00000100 /* Start at "correct" depth */
3216 #define RF1_FORCE_MAXHP 0x00000200 /* Start with max hitpoints */
3217 #define RF1_FORCE_SLEEP 0x00000400 /* Start out sleeping */
3218 #define RF1_FORCE_EXTRA 0x00000800 /* Start out something */
3219 #define RF1_XXX1 0x00001000 /* XXX */
3220 #define RF1_FRIENDS 0x00002000 /* Arrive with some friends */
3221 #define RF1_ESCORT 0x00004000 /* Arrive with an escort */
3222 #define RF1_ESCORTS 0x00008000 /* Arrive with some escorts */
3223 #define RF1_NEVER_BLOW 0x00010000 /* Never make physical blow */
3224 #define RF1_NEVER_MOVE 0x00020000 /* Never make physical move */
3225 #define RF1_RAND_25 0x00040000 /* Moves randomly (25%) */
3226 #define RF1_RAND_50 0x00080000 /* Moves randomly (50%) */
3227 #define RF1_ONLY_GOLD 0x00100000 /* Drop only gold */
3228 #define RF1_ONLY_ITEM 0x00200000 /* Drop only items */
3229 #define RF1_DROP_60 0x00400000 /* Drop an item/gold (60%) */
3230 #define RF1_DROP_90 0x00800000 /* Drop an item/gold (90%) */
3231 #define RF1_DROP_1D2 0x01000000 /* Drop 1d2 items/gold */
3232 #define RF1_DROP_2D2 0x02000000 /* Drop 2d2 items/gold */
3233 #define RF1_DROP_3D2 0x04000000 /* Drop 3d2 items/gold */
3234 #define RF1_DROP_4D2 0x08000000 /* Drop 4d2 items/gold */
3235 #define RF1_DROP_GOOD 0x10000000 /* Drop good items */
3236 #define RF1_DROP_GREAT 0x20000000 /* Drop great items */
3237 #define RF1_XXX2 0x40000000 /* XXX */
3238 #define RF1_XXX3 0x80000000 /* XXX */
3241 * New monster race bit flags
3243 #define RF2_STUPID 0x00000001 /* Monster is stupid */
3244 #define RF2_SMART 0x00000002 /* Monster is smart */
3245 #define RF2_CAN_SPEAK 0x00000004 /* TY: can speak */
3246 #define RF2_REFLECTING 0x00000008 /* Reflects bolts */
3247 #define RF2_INVISIBLE 0x00000010 /* Monster avoids vision */
3248 #define RF2_COLD_BLOOD 0x00000020 /* Monster avoids infra */
3249 #define RF2_EMPTY_MIND 0x00000040 /* Monster avoids telepathy */
3250 #define RF2_WEIRD_MIND 0x00000080 /* Monster avoids telepathy? */
3251 #define RF2_MULTIPLY 0x00000100 /* Monster reproduces */
3252 #define RF2_REGENERATE 0x00000200 /* Monster regenerates */
3253 #define RF2_SHAPECHANGER 0x00000400 /* TY: shapechanger */
3254 #define RF2_ATTR_ANY 0x00000800 /* TY: Attr_any */
3255 #define RF2_POWERFUL 0x00001000 /* Monster has strong breath */
3256 #define RF2_ELDRITCH_HORROR 0x00002000 /* Sanity-blasting horror */
3257 #define RF2_AURA_FIRE 0x00004000 /* Burns in melee */
3258 #define RF2_AURA_ELEC 0x00008000 /* Shocks in melee */
3259 #define RF2_OPEN_DOOR 0x00010000 /* Monster can open doors */
3260 #define RF2_BASH_DOOR 0x00020000 /* Monster can bash doors */
3261 #define RF2_PASS_WALL 0x00040000 /* Monster can pass walls */
3262 #define RF2_KILL_WALL 0x00080000 /* Monster can destroy walls */
3263 #define RF2_MOVE_BODY 0x00100000 /* Monster can move monsters */
3264 #define RF2_KILL_BODY 0x00200000 /* Monster can kill monsters */
3265 #define RF2_TAKE_ITEM 0x00400000 /* Monster can pick up items */
3266 #define RF2_KILL_ITEM 0x00800000 /* Monster can crush items */
3267 #define RF2_BRAIN_1 0x01000000
3268 #define RF2_BRAIN_2 0x02000000
3269 #define RF2_BRAIN_3 0x04000000
3270 #define RF2_BRAIN_4 0x08000000
3271 #define RF2_BRAIN_5 0x10000000
3272 #define RF2_BRAIN_6 0x20000000
3273 #define RF2_HUMAN 0x40000000
3274 #define RF2_QUANTUM 0x80000000 /* Monster has quantum behavior */
3277 * New monster race bit flags
3279 #define RF3_ORC 0x00000001 /* Orc */
3280 #define RF3_TROLL 0x00000002 /* Troll */
3281 #define RF3_GIANT 0x00000004 /* Giant */
3282 #define RF3_DRAGON 0x00000008 /* Dragon */
3283 #define RF3_DEMON 0x00000010 /* Demon */
3284 #define RF3_UNDEAD 0x00000020 /* Undead */
3285 #define RF3_EVIL 0x00000040 /* Evil */
3286 #define RF3_ANIMAL 0x00000080 /* Animal */
3287 #define RF3_AMBERITE 0x00000100 /* TY: Amberite */
3288 #define RF3_GOOD 0x00000200 /* Good */
3289 #define RF3_AURA_COLD 0x00000400 /* Freezes in melee */
3290 #define RF3_NONLIVING 0x00000800 /* TY: Non-Living (?) */
3291 #define RF3_HURT_LITE 0x00001000 /* Hurt by lite */
3292 #define RF3_HURT_ROCK 0x00002000 /* Hurt by rock remover */
3293 #define RF3_HURT_FIRE 0x00004000 /* Hurt badly by fire */
3294 #define RF3_HURT_COLD 0x00008000 /* Hurt badly by cold */
3295 #define RF3_IM_ACID 0x00010000 /* Resist acid a lot */
3296 #define RF3_IM_ELEC 0x00020000 /* Resist elec a lot */
3297 #define RF3_IM_FIRE 0x00040000 /* Resist fire a lot */
3298 #define RF3_IM_COLD 0x00080000 /* Resist cold a lot */
3299 #define RF3_IM_POIS 0x00100000 /* Resist poison a lot */
3300 #define RF3_RES_TELE 0x00200000 /* Resist teleportation */
3301 #define RF3_RES_NETH 0x00400000 /* Resist nether a lot */
3302 #define RF3_RES_WATE 0x00800000 /* Resist water */
3303 #define RF3_RES_PLAS 0x01000000 /* Resist plasma */
3304 #define RF3_RES_NEXU 0x02000000 /* Resist nexus */
3305 #define RF3_RES_DISE 0x04000000 /* Resist disenchantment */
3306 #define RF3_RES_ALL 0x08000000 /* Resist all */
3307 #define RF3_NO_FEAR 0x10000000 /* Cannot be scared */
3308 #define RF3_NO_STUN 0x20000000 /* Cannot be stunned */
3309 #define RF3_NO_CONF 0x40000000 /* Cannot be confused */
3310 #define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */
3313 * New monster race bit flags
3315 #define RF4_SHRIEK 0x00000001 /* Shriek for help */
3316 #define RF4_XXX1 0x00000002 /* XXX */
3317 #define RF4_DISPEL 0x00000004 /* Dispel magic */
3318 #define RF4_ROCKET 0x00000008 /* TY: Rocket */
3319 #define RF4_SHOOT 0x00000010 /* Fire missiles */
3320 #define RF4_XXX2 0x00000020
3321 #define RF4_XXX3 0x00000040
3322 #define RF4_XXX4 0x00000080
3323 #define RF4_BR_ACID 0x00000100 /* Breathe Acid */
3324 #define RF4_BR_ELEC 0x00000200 /* Breathe Elec */
3325 #define RF4_BR_FIRE 0x00000400 /* Breathe Fire */
3326 #define RF4_BR_COLD 0x00000800 /* Breathe Cold */
3327 #define RF4_BR_POIS 0x00001000 /* Breathe Poison */
3328 #define RF4_BR_NETH 0x00002000 /* Breathe Nether */
3329 #define RF4_BR_LITE 0x00004000 /* Breathe Lite */
3330 #define RF4_BR_DARK 0x00008000 /* Breathe Dark */
3331 #define RF4_BR_CONF 0x00010000 /* Breathe Confusion */
3332 #define RF4_BR_SOUN 0x00020000 /* Breathe Sound */
3333 #define RF4_BR_CHAO 0x00040000 /* Breathe Chaos */
3334 #define RF4_BR_DISE 0x00080000 /* Breathe Disenchant */
3335 #define RF4_BR_NEXU 0x00100000 /* Breathe Nexus */
3336 #define RF4_BR_TIME 0x00200000 /* Breathe Time */
3337 #define RF4_BR_INER 0x00400000 /* Breathe Inertia */
3338 #define RF4_BR_GRAV 0x00800000 /* Breathe Gravity */
3339 #define RF4_BR_SHAR 0x01000000 /* Breathe Shards */
3340 #define RF4_BR_PLAS 0x02000000 /* Breathe Plasma */
3341 #define RF4_BR_WALL 0x04000000 /* Breathe Force */
3342 #define RF4_BR_MANA 0x08000000 /* Breathe Mana */
3343 #define RF4_BA_NUKE 0x10000000 /* TY: Nuke Ball */
3344 #define RF4_BR_NUKE 0x20000000 /* TY: Toxic Breath */
3345 #define RF4_BA_CHAO 0x40000000 /* TY: Logrus Ball */
3346 #define RF4_BR_DISI 0x80000000 /* Breathe Disintegration */
3349 * New monster race bit flags
3351 #define RF5_BA_ACID 0x00000001 /* Acid Ball */
3352 #define RF5_BA_ELEC 0x00000002 /* Elec Ball */
3353 #define RF5_BA_FIRE 0x00000004 /* Fire Ball */
3354 #define RF5_BA_COLD 0x00000008 /* Cold Ball */
3355 #define RF5_BA_POIS 0x00000010 /* Poison Ball */
3356 #define RF5_BA_NETH 0x00000020 /* Nether Ball */
3357 #define RF5_BA_WATE 0x00000040 /* Water Ball */
3358 #define RF5_BA_MANA 0x00000080 /* Mana Storm */
3359 #define RF5_BA_DARK 0x00000100 /* Darkness Storm */
3360 #define RF5_DRAIN_MANA 0x00000200 /* Drain Mana */
3361 #define RF5_MIND_BLAST 0x00000400 /* Blast Mind */
3362 #define RF5_BRAIN_SMASH 0x00000800 /* Smash Brain */
3363 #define RF5_CAUSE_1 0x00001000 /* Cause Light Wound */
3364 #define RF5_CAUSE_2 0x00002000 /* Cause Serious Wound */
3365 #define RF5_CAUSE_3 0x00004000 /* Cause Critical Wound */
3366 #define RF5_CAUSE_4 0x00008000 /* Cause Mortal Wound */
3367 #define RF5_BO_ACID 0x00010000 /* Acid Bolt */
3368 #define RF5_BO_ELEC 0x00020000 /* Elec Bolt (unused) */
3369 #define RF5_BO_FIRE 0x00040000 /* Fire Bolt */
3370 #define RF5_BO_COLD 0x00080000 /* Cold Bolt */
3371 #define RF5_BA_LITE 0x00100000 /* StarBurst */
3372 #define RF5_BO_NETH 0x00200000 /* Nether Bolt */
3373 #define RF5_BO_WATE 0x00400000 /* Water Bolt */
3374 #define RF5_BO_MANA 0x00800000 /* Mana Bolt */
3375 #define RF5_BO_PLAS 0x01000000 /* Plasma Bolt */
3376 #define RF5_BO_ICEE 0x02000000 /* Ice Bolt */
3377 #define RF5_MISSILE 0x04000000 /* Magic Missile */
3378 #define RF5_SCARE 0x08000000 /* Frighten Player */
3379 #define RF5_BLIND 0x10000000 /* Blind Player */
3380 #define RF5_CONF 0x20000000 /* Confuse Player */
3381 #define RF5_SLOW 0x40000000 /* Slow Player */
3382 #define RF5_HOLD 0x80000000 /* Paralyze Player */
3385 * New monster race bit flags
3387 #define RF6_HASTE 0x00000001 /* Speed self */
3388 #define RF6_HAND_DOOM 0x00000002 /* Hand of Doom */
3389 #define RF6_HEAL 0x00000004 /* Heal self */
3390 #define RF6_INVULNER 0x00000008 /* INVULNERABILITY! */
3391 #define RF6_BLINK 0x00000010 /* Teleport Short */
3392 #define RF6_TPORT 0x00000020 /* Teleport Long */
3393 #define RF6_WORLD 0x00000040 /* world */
3394 #define RF6_SPECIAL 0x00000080 /* Special Attack */
3395 #define RF6_TELE_TO 0x00000100 /* Move player to monster */
3396 #define RF6_TELE_AWAY 0x00000200 /* Move player far away */
3397 #define RF6_TELE_LEVEL 0x00000400 /* Move player vertically */
3398 #define RF6_PSY_SPEAR 0x00000800 /* Psyco-spear */
3399 #define RF6_DARKNESS 0x00001000 /* Create Darkness */
3400 #define RF6_TRAPS 0x00002000 /* Create Traps */
3401 #define RF6_FORGET 0x00004000 /* Cause amnesia */
3402 #define RF6_RAISE_DEAD 0x00008000 /* Raise Dead */
3403 #define RF6_S_KIN 0x00010000 /* Summon "kin" */
3404 #define RF6_S_CYBER 0x00020000 /* Summon Cyberdemons! */
3405 #define RF6_S_MONSTER 0x00040000 /* Summon Monster */
3406 #define RF6_S_MONSTERS 0x00080000 /* Summon Monsters */
3407 #define RF6_S_ANT 0x00100000 /* Summon Ants */
3408 #define RF6_S_SPIDER 0x00200000 /* Summon Spiders */
3409 #define RF6_S_HOUND 0x00400000 /* Summon Hounds */
3410 #define RF6_S_HYDRA 0x00800000 /* Summon Hydras */
3411 #define RF6_S_ANGEL 0x01000000 /* Summon Angel */
3412 #define RF6_S_DEMON 0x02000000 /* Summon Demon */
3413 #define RF6_S_UNDEAD 0x04000000 /* Summon Undead */
3414 #define RF6_S_DRAGON 0x08000000 /* Summon Dragon */
3415 #define RF6_S_HI_UNDEAD 0x10000000 /* Summon Greater Undead */
3416 #define RF6_S_HI_DRAGON 0x20000000 /* Summon Ancient Dragon */
3417 #define RF6_S_AMBERITES 0x40000000 /* Summon Amberites */
3418 #define RF6_S_UNIQUE 0x80000000 /* Summon Unique Monster */
3421 * New monster race bit flags
3423 #define RF7_AQUATIC 0x00000001 /* Aquatic monster */
3424 #define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
3425 #define RF7_CAN_FLY 0x00000004 /* Monster can fly */
3426 #define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
3427 #define RF7_UNIQUE_7 0x00000010 /* Is a "Nazgul" unique */
3428 #define RF7_UNIQUE2 0x00000020 /* Fake unique */
3429 #define RF7_RIDING 0x00000040 /* Good for riding */
3430 #define RF7_KAGE 0x00000080 /* Is kage */
3431 #define RF7_HAS_LITE_1 0x00000100 /* Monster carries light */
3432 #define RF7_SELF_LITE_1 0x00000200 /* Monster lights itself */
3433 #define RF7_HAS_LITE_2 0x00000400 /* Monster carries light */
3434 #define RF7_SELF_LITE_2 0x00000800 /* Monster lights itself */
3435 #define RF7_GUARDIAN 0x00001000 /* Guardian of a dungeon */
3436 #define RF7_CHAMELEON 0x00002000 /* Chameleon can change */
3437 #define RF7_KILL_EXP 0x00004000 /* No exp until you kill it */
3438 #define RF7_TANUKI 0x00008000 /* Tanuki disguise */
3441 * Monster race flags
3443 #define RF8_WILD_ONLY 0x00000001
3444 #define RF8_WILD_TOWN 0x00000002
3445 #define RF8_XXX8X02 0x00000004
3446 #define RF8_WILD_SHORE 0x00000008
3447 #define RF8_WILD_OCEAN 0x00000010
3448 #define RF8_WILD_WASTE 0x00000020
3449 #define RF8_WILD_WOOD 0x00000040
3450 #define RF8_WILD_VOLCANO 0x00000080
3451 #define RF8_XXX8X08 0x00000100
3452 #define RF8_WILD_MOUNTAIN 0x00000200
3453 #define RF8_WILD_GRASS 0x00000400
3454 #define RF8_WILD_ALL 0x80000000
3460 #define RF9_DROP_CORPSE 0x00000001
3461 #define RF9_DROP_SKELETON 0x00000002
3462 #define RF9_EAT_BLIND 0x00000004
3463 #define RF9_EAT_CONF 0x00000008
3464 #define RF9_EAT_MANA 0x00000010
3465 #define RF9_EAT_NEXUS 0x00000020
3466 #define RF9_EAT_SLEEP 0x00000040
3467 #define RF9_EAT_BERSERKER 0x00000080
3468 #define RF9_EAT_ACIDIC 0x00000100
3469 #define RF9_EAT_SPEED 0x00000200
3470 #define RF9_EAT_CURE 0x00000400
3471 #define RF9_EAT_FIRE_RES 0x00000800
3472 #define RF9_EAT_COLD_RES 0x00001000
3473 #define RF9_EAT_ACID_RES 0x00002000
3474 #define RF9_EAT_ELEC_RES 0x00004000
3475 #define RF9_EAT_POIS_RES 0x00008000
3476 #define RF9_EAT_INSANITY 0x00010000
3477 #define RF9_EAT_DRAIN_EXP 0x00020000
3478 #define RF9_EAT_POISONOUS 0x00040000
3479 #define RF9_EAT_GIVE_STR 0x00080000
3480 #define RF9_EAT_GIVE_INT 0x00100000
3481 #define RF9_EAT_GIVE_WIS 0x00200000
3482 #define RF9_EAT_GIVE_DEX 0x00400000
3483 #define RF9_EAT_GIVE_CON 0x00800000
3484 #define RF9_EAT_GIVE_CHR 0x01000000
3485 #define RF9_EAT_LOSE_STR 0x02000000
3486 #define RF9_EAT_LOSE_INT 0x04000000
3487 #define RF9_EAT_LOSE_WIS 0x08000000
3488 #define RF9_EAT_LOSE_DEX 0x01000000
3489 #define RF9_EAT_LOSE_CON 0x20000000
3490 #define RF9_EAT_LOSE_CHR 0x40000000
3491 #define RF9_EAT_DRAIN_MANA 0x80000000
3494 * Hack -- choose "intelligent" spells when desperate
3497 #define RF4_INT_MASK \
3500 #define RF5_INT_MASK \
3501 (RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
3503 #define RF6_INT_MASK \
3504 (RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
3505 RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS | \
3506 RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | \
3507 RF6_S_ANT | RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | \
3508 RF6_S_ANGEL | RF6_S_DRAGON | RF6_S_UNDEAD | RF6_S_DEMON | \
3509 RF6_S_HI_DRAGON | RF6_S_HI_UNDEAD | RF6_S_AMBERITES | RF6_S_UNIQUE)
3512 #define RF4_RIDING_MASK \
3515 #define RF5_RIDING_MASK \
3518 #define RF6_RIDING_MASK \
3519 (RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
3523 * Hack -- "bolt" spells that may hurt fellow monsters
3525 #define RF4_BOLT_MASK \
3526 (RF4_ROCKET | RF4_SHOOT)
3528 #define RF5_BOLT_MASK \
3529 (RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3530 RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | \
3531 RF5_BO_PLAS | RF5_BO_ICEE | RF5_MISSILE)
3533 #define RF6_BOLT_MASK 0
3536 * Hack -- "beam" spells that may hurt fellow monsters
3538 #define RF4_BEAM_MASK 0
3540 #define RF5_BEAM_MASK 0
3542 #define RF6_BEAM_MASK (RF6_PSY_SPEAR)
3545 * Hack -- 'ball' spells that may hurt friends
3547 #define RF4_BALL_MASK \
3548 (RF4_ROCKET | RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | \
3549 RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | \
3550 RF4_BR_DARK | RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | \
3551 RF4_BR_DISE | RF4_BR_NEXU | RF4_BR_SHAR | \
3552 RF4_BR_SOUN | RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | \
3553 RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | RF4_BA_NUKE | \
3554 RF4_BR_NUKE | RF4_BA_CHAO | RF4_BR_DISI)
3556 #define RF5_BALL_MASK \
3557 (RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3558 RF5_BA_POIS | RF5_BA_LITE | \
3559 RF5_BA_NETH | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
3561 #define RF6_BALL_MASK \
3566 * Hack -- 'breath' spells that may hurt friends
3568 #define RF4_BREATH_MASK \
3569 (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | \
3570 RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | \
3571 RF4_BR_DARK | RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | \
3572 RF4_BR_DISE | RF4_BR_NEXU | RF4_BR_SHAR | \
3573 RF4_BR_SOUN | RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | \
3574 RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3575 RF4_BR_NUKE | RF4_BR_DISI)
3577 #define RF5_BREATH_MASK \
3580 #define RF6_BREATH_MASK \
3583 /* Hack -- summon spells */
3585 #define RF4_SUMMON_MASK \
3588 #define RF5_SUMMON_MASK \
3591 #define RF6_SUMMON_MASK \
3592 (RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
3593 RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
3594 RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
3595 RF6_S_AMBERITES | RF6_S_UNIQUE)
3599 * Hack -- "attack" spells
3601 #define RF4_ATTACK_MASK \
3602 (RF4_SHRIEK | RF4_DISPEL | RF4_ROCKET | RF4_SHOOT | \
3603 RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | \
3604 RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
3605 RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | RF4_BR_NEXU | \
3606 RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | RF4_BR_SHAR | RF4_BR_PLAS | \
3607 RF4_BR_WALL | RF4_BR_MANA | RF4_BA_NUKE | RF4_BR_NUKE | RF4_BA_CHAO | \
3610 #define RF5_ATTACK_MASK \
3611 (RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3612 RF5_BA_POIS | RF5_BA_NETH | RF5_BA_WATE | RF5_BA_MANA | \
3613 RF5_BA_DARK | RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
3614 RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
3615 RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3616 RF5_BA_LITE | RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | \
3617 RF5_BO_PLAS | RF5_BO_ICEE | RF5_MISSILE | RF5_SCARE | \
3618 RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)
3620 #define RF6_ATTACK_MASK \
3621 (RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_PSY_SPEAR | \
3622 RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)
3626 * Hack -- "indirect" spells
3628 #define RF4_INDIRECT_MASK \
3629 (RF4_SHRIEK | RF4_XXX1 | RF4_XXX2 | RF4_XXX3 | RF4_XXX4)
3631 #define RF5_INDIRECT_MASK \
3634 #define RF6_INDIRECT_MASK \
3635 (RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
3636 RF6_TPORT | RF6_RAISE_DEAD | \
3637 RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | \
3638 RF6_S_ANT | RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | \
3639 RF6_S_ANGEL | RF6_S_DEMON | RF6_S_UNDEAD | RF6_S_DRAGON | \
3640 RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | RF6_S_AMBERITES | RF6_S_UNIQUE)
3644 * Hack -- "no magic" spells
3646 #define RF4_NOMAGIC_MASK \
3647 (RF4_SHRIEK | RF4_ROCKET | RF4_SHOOT | \
3648 RF4_BR_ACID | RF4_BR_ELEC | \
3649 RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS | RF4_BR_NETH | \
3650 RF4_BR_LITE | RF4_BR_DARK | RF4_BR_CONF | RF4_BR_SOUN | \
3651 RF4_BR_CHAO | RF4_BR_DISE | RF4_BR_NEXU | RF4_BR_SHAR | \
3652 RF4_BR_SOUN | RF4_BR_TIME | RF4_BR_INER | RF4_BR_GRAV | \
3653 RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3654 RF4_BR_NUKE | RF4_BR_DISI)
3656 #define RF5_NOMAGIC_MASK \
3659 #define RF6_NOMAGIC_MASK \
3663 #define MR1_SINKA 0x01
3666 #define is_friendly(A) \
3667 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
3669 #define is_friendly_idx(IDX) \
3670 (bool)((IDX) > 0 && is_friendly(&m_list[(IDX)]))
3673 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
3675 #define is_hostile(A) \
3676 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
3679 /*** Macro Definitions ***/
3683 * Hack -- The main "screen"
3685 #define term_screen (angband_term[0])
3688 #ifndef SCRIPT_OBJ_KIND
3690 * Determine if a given inventory item is "aware"
3692 #define object_aware_p(T) \
3693 (k_info[(T)->k_idx].aware)
3696 * Determine if a given inventory item is "tried"
3698 #define object_tried_p(T) \
3699 (k_info[(T)->k_idx].tried)
3703 * Determine if a given inventory item is "known"
3704 * Test One -- Check for special "known" tag
3705 * Test Two -- Check for "Easy Know" + "Aware"
3707 #define object_known_p(T) \
3708 (((T)->ident & (IDENT_KNOWN)) || \
3709 (k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
3713 * Return the "attr" for a given item.
3714 * Use "flavor" if available.
3715 * Default to user definitions.
3717 #define object_attr(T) \
3718 ((k_info[(T)->k_idx].flavor) ? \
3719 (misc_to_attr[k_info[(T)->k_idx].flavor]) : \
3720 (k_info[(T)->k_idx].x_attr))
3723 * Return the "char" for a given item.
3724 * Use "flavor" if available.
3725 * Default to user definitions.
3727 #define object_char(T) \
3728 ((k_info[(T)->k_idx].flavor) ? \
3729 (misc_to_char[k_info[(T)->k_idx].flavor]) : \
3730 (k_info[(T)->k_idx].x_char))
3733 #else /* SCRIPT_OBJ_KIND */
3737 * Determine if a given inventory item is "aware"
3739 #define object_aware_p(T) \
3743 * Determine if a given inventory item is "tried"
3745 #define object_tried_p(T) \
3750 * Determine if a given inventory item is "known"
3751 * Test One -- Check for special "known" tag
3752 * Test Two -- Check for "Easy Know" + "Aware"
3754 #define object_known_p(T) \
3755 (((T)->ident & (IDENT_KNOWN)) || \
3756 ((T)->easy_know && (T)->aware))
3760 * Return the "attr" for a given item.
3761 * Use "flavor" if available.
3762 * Default to user definitions.
3764 #define object_attr(T) \
3766 (misc_to_attr[(T)->flavor]) : \
3770 * Return the "char" for a given item.
3771 * Use "flavor" if available.
3772 * Default to user definitions.
3774 #define object_char(T) \
3776 (misc_to_char[(T)->flavor]) : \
3779 #endif /* SCRIPT_OBJ_KIND */
3785 * Artifacts use the "name1" field
3787 #define artifact_p(T) \
3788 ((T)->name1 ? TRUE : FALSE)
3791 * Ego-Items use the "name2" field
3793 #define ego_item_p(T) \
3794 ((T)->name2 ? TRUE : FALSE)
3800 #define broken_p(T) \
3801 ((T)->ident & (IDENT_BROKEN))
3806 #define cursed_p(T) \
3811 * Convert an "attr"/"char" pair into a "pict" (P)
3814 ((((u16b)(A)) << 8) | ((byte)(C)))
3817 * Convert a "pict" (P) into an "attr" (A)
3823 * Convert a "pict" (P) into an "char" (C)
3830 * Convert a "location" (Y,X) into a "grid" (G)
3836 * Convert a "grid" (G) into a "location" (Y)
3842 * Convert a "grid" (G) into a "location" (X)
3849 * Determines if a map location is fully inside the outer walls
3851 #define in_bounds(Y,X) \
3852 (((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
3855 * Determines if a map location is on or inside the outer walls
3857 #define in_bounds2(Y,X) \
3858 (((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
3861 * Determines if a map location is on or inside the outer walls
3862 * (unsigned version)
3864 #define in_bounds2u(Y,X) \
3865 (((Y) < cur_hgt) && ((X) < cur_wid))
3868 * Determines if a map location is currently "on screen" -RAK-
3869 * Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
3871 #define panel_contains(Y,X) \
3872 (((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
3873 ((X) >= panel_col_min) && ((X) <= panel_col_max))
3878 * Determine if a "legal" grid is a "floor" grid
3880 * Line 1 -- forbid doors, rubble, seams, walls
3882 * Note that the terrain features are split by a one bit test
3883 * into those features which block line of sight and those that
3884 * do not, allowing an extremely fast single bit check below.
3886 * Add in the fact that some new terrain (water & lava) do NOT block sight
3889 #define cave_floor_bold(Y,X) \
3890 (!(cave[Y][X].feat & 0x20))
3894 * Determine if a "legal" grid is a "clean" floor grid
3896 * Line 1 -- forbid non-floors
3897 * Line 2 -- forbid deep water -KMW-
3898 * Line 3 -- forbid deep lava -KMW-
3899 * Line 4 -- forbid normal objects
3901 #define cave_clean_bold(Y,X) \
3902 (((cave[Y][X].feat == FEAT_FLOOR) || \
3903 (cave[Y][X].feat == FEAT_SHAL_WATER) || \
3904 (cave[Y][X].feat == FEAT_SHAL_LAVA) || \
3905 (cave[Y][X].feat == FEAT_DEEP_GRASS) || \
3906 (cave[Y][X].feat == FEAT_FLOWER) || \
3907 (cave[Y][X].feat == FEAT_GRASS) || \
3908 (cave[Y][X].feat == FEAT_DIRT)) && \
3909 !(cave[Y][X].info & CAVE_TRAP) && \
3910 !(cave[Y][X].info & CAVE_IN_MIRROR) && \
3911 (cave[Y][X].o_idx == 0))
3915 * Determine if a "legal" grid is an "empty" floor grid
3917 * Line 1 -- forbid doors, rubble, seams, walls
3918 * Line 2 -- forbid normal monsters
3919 * Line 3 -- forbid the player
3921 #define cave_empty_bold(Y,X) \
3922 (cave_floor_bold(Y,X) && \
3923 !(cave[Y][X].m_idx) && \
3924 !(((Y) == py) && ((X) == px)))
3928 * Determine if a "legal" grid is an "empty" floor grid
3930 * Line 1 -- forbid doors, rubble, seams, walls
3931 * Line 2 -- forbid normal monsters
3932 * Line 3 -- forbid the player
3934 #define cave_empty_bold2(Y,X) \
3935 (((cave_floor_bold(Y,X) && (cave[Y][X].feat != FEAT_DARK_PIT)) || (character_dungeon && (cave[Y][X].feat == FEAT_TREES)))&& \
3936 !(cave[Y][X].m_idx) && \
3937 !(((Y) == py) && ((X) == px)))
3941 * Determine if a "legal" grid is an "naked" floor grid
3943 * Line 1 -- forbid non-floors, non-shallow water & lava -KMW-
3944 * Line 4 -- forbid normal objects
3945 * Line 5 -- forbid player/monsters
3947 #define cave_naked_bold(Y,X) \
3948 (((cave[Y][X].feat == FEAT_FLOOR) || \
3949 (cave[Y][X].feat == FEAT_SHAL_WATER) || \
3950 (cave[Y][X].feat == FEAT_SHAL_LAVA) || \
3951 (cave[Y][X].feat == FEAT_GRASS) || \
3952 (cave[Y][X].feat == FEAT_DEEP_GRASS) || \
3953 (cave[Y][X].feat == FEAT_FLOWER) || \
3954 (cave[Y][X].feat == FEAT_DIRT)) && \
3955 !(cave[Y][X].info & CAVE_TRAP) && \
3956 (cave[Y][X].o_idx == 0) && \
3957 (cave[Y][X].m_idx == 0))
3962 * Determine if a "legal" grid is "permanent"
3964 * Line 1 -- perma-walls
3965 * Line 2-3 -- stairs
3966 * Line 4-5 -- building doors -KMW-
3967 * Line 6-7 -- shop doors
3969 #define cave_perma_bold(Y,X) \
3970 (((cave[Y][X].feat >= FEAT_PERM_EXTRA) && \
3971 (cave[Y][X].feat <= FEAT_PERM_SOLID)) || \
3972 ((cave[Y][X].feat == FEAT_LESS) || \
3973 (cave[Y][X].feat == FEAT_MORE) || \
3974 (cave[Y][X].feat == FEAT_ENTRANCE)) || \
3975 ((cave[Y][X].feat == FEAT_LESS_LESS) || \
3976 (cave[Y][X].feat == FEAT_MORE_MORE)) || \
3977 ((cave[Y][X].feat >= FEAT_BLDG_HEAD) && \
3978 (cave[Y][X].feat <= FEAT_BLDG_TAIL)) || \
3979 ((cave[Y][X].feat >= FEAT_SHOP_HEAD) && \
3980 (cave[Y][X].feat <= FEAT_SHOP_TAIL)) || \
3981 (cave[Y][X].feat == FEAT_MUSEUM))
3985 * Grid based version of "cave_floor_bold()"
3987 #define cave_floor_grid(C) \
3988 (!((C)->feat & 0x20))
3992 * Grid based version of "cave_clean_bold()"
3994 #define cave_clean_grid(C) \
3995 (((C)->feat == FEAT_FLOOR) && \
3999 * Grid based version of "cave_empty_bold()"
4001 #define cave_empty_grid(C) \
4002 (cave_floor_grid(C) && \
4004 !((C) == &cave[py][px]))
4007 * Grid based version of "cave_empty_bold()"
4009 #define cave_empty_grid2(C) \
4010 ((cave_floor_grid(C) || ((C)->feat == FEAT_TREES)) && \
4012 !((C) == &cave[py][px]))
4015 * Grid based version of "cave_empty_bold()"
4017 #define cave_naked_grid(C) \
4018 (((C)->feat == FEAT_FLOOR) && \
4021 !((C) == &cave[py][px]))
4025 * Grid based version of "cave_perma_bold()"
4027 #define cave_perma_grid(C) \
4028 ((((C)->feat >= FEAT_PERM_EXTRA) && \
4029 ((C)->feat <= FEAT_PERM_SOLID)) || \
4030 ((C)->feat == FEAT_LESS) || \
4031 ((C)->feat == FEAT_MORE) || \
4032 ((C)->feat == FEAT_ENTRANCE) || \
4033 ((C)->feat == FEAT_LESS_LESS) || \
4034 ((C)->feat == FEAT_MORE_MORE) || \
4035 ((C)->feat == FEAT_MOUNTAIN) || \
4036 (((C)->feat >= FEAT_QUEST_ENTER) && \
4037 ((C)->feat <= FEAT_QUEST_UP)) || \
4038 (((C)->feat >= FEAT_PATTERN_START) && \
4039 ((C)->feat <= FEAT_PATTERN_XTRA2)) || \
4040 (((C)->feat >= FEAT_SHOP_HEAD) && \
4041 ((C)->feat <= FEAT_SHOP_TAIL)) || \
4042 ((C)->feat == FEAT_MUSEUM) || \
4043 (((C)->feat >= FEAT_BLDG_HEAD) && \
4044 ((C)->feat <= FEAT_BLDG_TAIL)))
4047 #define pattern_tile(Y,X) \
4048 ((cave[Y][X].feat <= FEAT_PATTERN_XTRA2) && (cave[Y][X].feat >= FEAT_PATTERN_START))
4051 * Does the grid stop disintegration?
4053 #define cave_stop_disintegration(Y,X) \
4054 (((cave[Y][X].feat >= FEAT_PERM_EXTRA) && \
4055 (cave[Y][X].feat <= FEAT_PERM_SOLID)) || \
4056 (cave[Y][X].feat == FEAT_MOUNTAIN) || \
4057 ((cave[Y][X].feat >= FEAT_SHOP_HEAD) && \
4058 (cave[Y][X].feat <= FEAT_SHOP_TAIL)) || \
4059 ((cave[Y][X].feat >= FEAT_BLDG_HEAD) && \
4060 (cave[Y][X].feat <= FEAT_BLDG_TAIL)) || \
4061 (cave[Y][X].feat == FEAT_MUSEUM))
4065 * Determine if a "legal" grid is within "los" of the player
4067 * Note the use of comparison to zero to force a "boolean" result
4069 #define player_has_los_grid(C) \
4070 (((C)->info & (CAVE_VIEW)) != 0)
4073 * Determine if a "legal" grid is within "los" of the player
4075 * Note the use of comparison to zero to force a "boolean" result
4077 #define player_has_los_bold(Y,X) \
4078 (((cave[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
4081 #define update_playtime() \
4085 playtime += (tmp - start_time);\
4090 * Hack -- Prepare to use the "Secure" routines
4092 #if defined(SET_UID) && defined(SECURE)
4093 extern int PlayerUID;
4094 # define getuid() PlayerUID
4095 # define geteuid() PlayerUID
4100 /*** Color constants ***/
4104 * Angband "attributes" (with symbols, and base (R,G,B) codes)
4106 * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
4107 * and should "gamma corrected" on most (non-Macintosh) machines.
4109 #define TERM_DARK 0 /* 'd' */ /* 0,0,0 */
4110 #define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */
4111 #define TERM_SLATE 2 /* 's' */ /* 2,2,2 */
4112 #define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */
4113 #define TERM_RED 4 /* 'r' */ /* 3,0,0 */
4114 #define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */
4115 #define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */
4116 #define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */
4117 #define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */
4118 #define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */
4119 #define TERM_VIOLET 10 /* 'v' */ /* 4,0,4 */
4120 #define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */
4121 #define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */
4122 #define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */
4123 #define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */
4124 #define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */
4127 /*** Sound constants ***/
4131 * Mega-Hack -- some primitive sound support (see "main-win.c")
4133 * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
4136 #define SOUND_MISS 2
4137 #define SOUND_FLEE 3
4138 #define SOUND_DROP 4
4139 #define SOUND_KILL 5
4140 #define SOUND_LEVEL 6
4141 #define SOUND_DEATH 7
4142 #define SOUND_STUDY 8
4143 #define SOUND_TELEPORT 9
4144 #define SOUND_SHOOT 10
4145 #define SOUND_QUAFF 11
4146 #define SOUND_ZAP 12
4147 #define SOUND_WALK 13
4148 #define SOUND_TPOTHER 14
4149 #define SOUND_HITWALL 15
4150 #define SOUND_EAT 16
4151 #define SOUND_STORE1 17
4152 #define SOUND_STORE2 18
4153 #define SOUND_STORE3 19
4154 #define SOUND_STORE4 20
4155 #define SOUND_DIG 21
4156 #define SOUND_OPENDOOR 22
4157 #define SOUND_SHUTDOOR 23
4158 #define SOUND_TPLEVEL 24
4159 #define SOUND_SCROLL 25
4160 #define SOUND_BUY 26
4161 #define SOUND_SELL 27
4162 #define SOUND_WARN 28
4163 #define SOUND_ROCKET 29 /* Somebody's shooting rockets */
4164 #define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */
4165 #define SOUND_U_KILL 31 /* The player kills a unique */
4166 #define SOUND_QUEST 32 /* The player has just completed a quest */
4167 #define SOUND_HEAL 33 /* The player was healed a little bit */
4168 #define SOUND_X_HEAL 34 /* The player was healed full health */
4169 #define SOUND_BITE 35 /* A monster bites you */
4170 #define SOUND_CLAW 36 /* A monster claws you */
4171 #define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */
4172 #define SOUND_SUMMON 38 /* A monster casts a summoning spell */
4173 #define SOUND_BREATH 39 /* A monster breathes */
4174 #define SOUND_BALL 40 /* A monster casts a ball / bolt spell */
4175 #define SOUND_M_HEAL 41 /* A monster heals itself somehow */
4176 #define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */
4177 #define SOUND_EVIL 43 /* Something nasty has just happened! */
4178 #define SOUND_TOUCH 44 /* A monster touches you */
4179 #define SOUND_STING 45 /* A monster stings you */
4180 #define SOUND_CRUSH 46 /* A monster crushes / envelopes you */
4181 #define SOUND_SLIME 47 /* A monster drools/spits/etc on you */
4182 #define SOUND_WAIL 48 /* A monster wails */
4183 #define SOUND_WINNER 49 /* Just won the game! */
4184 #define SOUND_FIRE 50 /* An item was burned */
4185 #define SOUND_ACID 51 /* An item was destroyed by acid */
4186 #define SOUND_ELEC 52 /* An item was destroyed by electricity */
4187 #define SOUND_COLD 53 /* An item was shattered */
4188 #define SOUND_ILLEGAL 54 /* Illegal command attempted */
4189 #define SOUND_FAIL 55 /* Fail to get a spell off / activate an item */
4190 #define SOUND_WAKEUP 56 /* A monster wakes up */
4191 #define SOUND_INVULN 57 /* Invulnerability! */
4192 #define SOUND_FALL 58 /* Falling through a trapdoor... */
4193 #define SOUND_PAIN 59 /* A monster is in pain! */
4194 #define SOUND_DESTITEM 60 /* An item was destroyed by misc. means */
4195 #define SOUND_MOAN 61 /* A monster makes a moan/beg/insult attack */
4196 #define SOUND_SHOW 62 /* A monster makes a "show" attack */
4197 #define SOUND_UNUSED 63 /* (no sound for gaze attacks) */
4198 #define SOUND_EXPLODE 64 /* Something (or somebody) explodes */
4201 * Mega-Hack -- maximum known sounds
4203 #define SOUND_MAX 65
4205 #define MAX_VIRTUE 18
4207 #define V_COMPASSION 1
4210 #define V_SACRIFICE 4
4211 #define V_KNOWLEDGE 5
4213 #define V_ENLIGHTEN 7
4217 #define V_HARMONY 11
4218 #define V_VITALITY 12
4220 #define V_PATIENCE 14
4221 #define V_TEMPERANCE 15
4222 #define V_DILIGENCE 16
4224 #define V_INDIVIDUALISM 18
4231 * Hack -- attempt to reduce various values
4235 # define MACRO_MAX 128
4237 # define QUARK_MAX 128
4239 # define MESSAGE_MAX 128
4241 # define MESSAGE_BUF 4096
4248 #define BACT_NOTHING 0
4249 #define BACT_RESEARCH_ITEM 1
4250 #define BACT_TOWN_HISTORY 2
4251 #define BACT_RACE_LEGENDS 3
4252 #define BACT_GREET_KING 4
4253 #define BACT_KING_LEGENDS 5
4254 #define BACT_QUEST 6
4256 #define BACT_POSTER 8
4257 #define BACT_ARENA_RULES 9
4258 #define BACT_ARENA 10
4259 #define BACT_ARENA_LEGENDS 11
4260 #define BACT_IN_BETWEEN 12
4261 #define BACT_GAMBLE_RULES 13
4262 #define BACT_CRAPS 14
4263 #define BACT_SPIN_WHEEL 15
4264 #define BACT_DICE_SLOTS 16
4265 #define BACT_REST 17
4266 #define BACT_FOOD 18
4267 #define BACT_RUMORS 19
4268 #define BACT_RESEARCH_MONSTER 20
4269 #define BACT_COMPARE_WEAPONS 21
4270 #define BACT_LEGENDS 22
4271 #define BACT_ENCHANT_WEAPON 23
4272 #define BACT_ENCHANT_ARMOR 24
4273 #define BACT_RECHARGE 25
4274 #define BACT_IDENTS 26
4275 #define BACT_LEARN 27
4276 #define BACT_HEALING 28
4277 #define BACT_RESTORE 29
4278 #define BACT_ENCHANT_ARROWS 30
4279 #define BACT_ENCHANT_BOW 31
4280 #define BACT_GREET 32
4281 #define BACT_RECALL 33
4282 #define BACT_TELEPORT_LEVEL 34
4283 #define BACT_LOSE_MUTATION 35
4284 #define BACT_BATTLE 36
4285 #define BACT_TSUCHINOKO 37
4286 #define BACT_TARGET 38
4287 #define BACT_KUBI 39
4288 #define BACT_KANKIN 40
4289 #define BACT_HEIKOUKA 41
4290 #define BACT_TELE_TOWN 42
4291 #define BACT_POKER 43
4292 #define BACT_IDENT_ONE 44
4293 #define BACT_RECHARGE_ALL 45
4299 #define QUEST_STATUS_UNTAKEN 0
4300 #define QUEST_STATUS_TAKEN 1
4301 #define QUEST_STATUS_COMPLETED 2
4302 #define QUEST_STATUS_REWARDED 3
4303 #define QUEST_STATUS_FINISHED 4
4304 #define QUEST_STATUS_FAILED 5
4305 #define QUEST_STATUS_FAILED_DONE 6
4310 #define QUEST_TYPE_KILL_LEVEL 1
4311 #define QUEST_TYPE_KILL_ANY_LEVEL 2
4312 #define QUEST_TYPE_FIND_ARTIFACT 3
4313 #define QUEST_TYPE_FIND_EXIT 4
4314 #define QUEST_TYPE_KILL_NUMBER 5
4315 #define QUEST_TYPE_KILL_ALL 6
4316 #define QUEST_TYPE_RANDOM 7
4319 * Initialization flags
4321 #define INIT_SHOW_TEXT 0x01
4322 #define INIT_ASSIGN 0x02
4323 #define INIT_CREATE_DUNGEON 0x04
4324 #define INIT_ONLY_FEATURES 0x08
4325 #define INIT_ONLY_BUILDINGS 0x10
4330 #define QUEST_FLAG_SILENT 0x01 /* no messages fro completion */
4331 #define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
4332 #define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
4335 * Available graphic modes
4337 #define GRAPHICS_NONE 0
4338 #define GRAPHICS_ORIGINAL 1
4339 #define GRAPHICS_ADAM_BOLT 2
4342 * Modes for the random name generator
4344 #define NAME_DWARF 1
4346 #define NAME_GNOME 3
4347 #define NAME_HOBBIT 4
4348 #define NAME_HUMAN 5
4358 * Modes for the tokenizer
4360 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
4365 #define PARSE_ERROR_GENERIC 1
4366 #define PARSE_ERROR_ABSOLETE_FILE 2
4367 #define PARSE_ERROR_MISSING_RECORD_HEADER 3
4368 #define PARSE_ERROR_NON_SEQUENTIAL_RECORDS 4
4369 #define PARSE_ERROR_INVALID_FLAG 5
4370 #define PARSE_ERROR_UNDEFINED_DIRECTIVE 6
4371 #define PARSE_ERROR_OUT_OF_MEMORY 7
4372 #define PARSE_ERROR_OUT_OF_BOUNDS 8
4373 #define PARSE_ERROR_TOO_FEW_ARGUMENTS 9
4374 #define PARSE_ERROR_MAX 10
4376 #define GINOU_SUDE 0
4377 #define GINOU_NITOURYU 1
4378 #define GINOU_RIDING 2
4381 #define SECRET_TOWN 5
4383 #define NIKKI_HIGAWARI 0
4384 #define NIKKI_BUNSHOU 1
4386 #define NIKKI_UNIQUE 3
4387 #define NIKKI_FIX_QUEST_C 4
4388 #define NIKKI_FIX_QUEST_F 5
4389 #define NIKKI_RAND_QUEST_C 6
4390 #define NIKKI_RAND_QUEST_F 7
4391 #define NIKKI_MAXDEAPTH 8
4392 #define NIKKI_TRUMP 9
4393 #define NIKKI_STAIR 10
4394 #define NIKKI_RECALL 11
4395 #define NIKKI_TO_QUEST 12
4396 #define NIKKI_TELE_LEV 13
4397 #define NIKKI_BUY 14
4398 #define NIKKI_SELL 15
4399 #define NIKKI_ARENA 16
4400 #define NIKKI_HANMEI 17
4401 #define NIKKI_LEVELUP 18
4402 #define NIKKI_GAMESTART 19
4403 #define NIKKI_WIZ_TELE 20
4404 #define NIKKI_NAMED_PET 21
4405 #define NIKKI_PAT_TELE 22
4408 #define MAX_MONSPELLS 96
4410 #define EATER_EXT 36
4411 #define EATER_CHARGE 0x10000L
4412 #define EATER_ROD_CHARGE 0x10L
4416 #define DETECT_RAD_DEFAULT 30
4417 #define DETECT_RAD_MAP 30
4418 #define DETECT_RAD_ALL 255
4420 /* Monster Spells */
4429 #define MS_BR_ACID 8
4430 #define MS_BR_ELEC 9
4431 #define MS_BR_FIRE 10
4432 #define MS_BR_COLD 11
4433 #define MS_BR_POIS 12
4434 #define MS_BR_NETHER 13
4435 #define MS_BR_LITE 14
4436 #define MS_BR_DARK 15
4437 #define MS_BR_CONF 16
4438 #define MS_BR_SOUND 17
4439 #define MS_BR_CHAOS 18
4440 #define MS_BR_DISEN 19
4441 #define MS_BR_NEXUS 20
4442 #define MS_BR_TIME 21
4443 #define MS_BR_INERTIA 22
4444 #define MS_BR_GRAVITY 23
4445 #define MS_BR_SHARDS 24
4446 #define MS_BR_PLASMA 25
4447 #define MS_BR_FORCE 26
4448 #define MS_BR_MANA 27
4449 #define MS_BALL_NUKE 28
4450 #define MS_BR_NUKE 29
4451 #define MS_BALL_CHAOS 30
4452 #define MS_BR_DISI 31
4453 #define MS_BALL_ACID 32
4454 #define MS_BALL_ELEC 33
4455 #define MS_BALL_FIRE 34
4456 #define MS_BALL_COLD 35
4457 #define MS_BALL_POIS 36
4458 #define MS_BALL_NETHER 37
4459 #define MS_BALL_WATER 38
4460 #define MS_BALL_MANA 39
4461 #define MS_BALL_DARK 40
4462 #define MS_DRAIN_MANA 41
4463 #define MS_MIND_BLAST 42
4464 #define MS_BRAIN_SMASH 43
4465 #define MS_CAUSE_1 44
4466 #define MS_CAUSE_2 45
4467 #define MS_CAUSE_3 46
4468 #define MS_CAUSE_4 47
4469 #define MS_BOLT_ACID 48
4470 #define MS_BOLT_ELEC 49
4471 #define MS_BOLT_FIRE 50
4472 #define MS_BOLT_COLD 51
4473 #define MS_STARBURST 52
4474 #define MS_BOLT_NETHER 53
4475 #define MS_BOLT_WATER 54
4476 #define MS_BOLT_MANA 55
4477 #define MS_BOLT_PLASMA 56
4478 #define MS_BOLT_ICE 57
4479 #define MS_MAGIC_MISSILE 58
4486 #define MS_HAND_DOOM 65
4488 #define MS_INVULNER 67
4490 #define MS_TELEPORT 69
4492 #define MS_SPECIAL 71
4493 #define MS_TELE_TO 72
4494 #define MS_TELE_AWAY 73
4495 #define MS_TELE_LEVEL 74
4496 #define MS_PSY_SPEAR 75
4497 #define MS_DARKNESS 76
4498 #define MS_MAKE_TRAP 77
4499 #define MS_FORGET 78
4500 #define MS_RAISE_DEAD 79
4502 #define MS_S_CYBER 81
4503 #define MS_S_MONSTER 82
4504 #define MS_S_MONSTERS 83
4506 #define MS_S_SPIDER 85
4507 #define MS_S_HOUND 86
4508 #define MS_S_HYDRA 87
4509 #define MS_S_ANGEL 88
4510 #define MS_S_DEMON 89
4511 #define MS_S_UNDEAD 90
4512 #define MS_S_DRAGON 91
4513 #define MS_S_HI_UNDEAD 92
4514 #define MS_S_HI_DRAGON 93
4515 #define MS_S_AMBERITE 94
4516 #define MS_S_UNIQUE 95
4519 #define MON_BEGGAR 12
4520 #define MON_LEPER 13
4521 #define MON_BLACK_MARKET 14
4523 #define MON_NOV_PRIEST 45
4527 #define MON_LOUSE 69
4528 #define MON_COPPER_COINS 85
4529 #define MON_NOV_PALADIN 97
4530 #define MON_GREEN_G 100
4531 #define MON_NOV_PRIEST_G 109
4532 #define MON_SILVER_COINS 117
4533 #define MON_MANES 128
4534 #define MON_LOST_SOUL 133
4535 #define MON_ROBIN_HOOD 138
4536 #define MON_NOV_PALADIN_G 147
4537 #define MON_PHANTOM_W 152
4538 #define MON_WOUNDED_BEAR 159
4539 #define MON_BLUE_HORROR 189
4540 #define MON_GOLD_COINS 195
4541 #define MON_VORPAL_BUNNY 205
4542 #define MON_PRIEST 225
4543 #define MON_MITHRIL_COINS 239
4544 #define MON_PINK_HORROR 242
4545 #define MON_UMBER_HULK 283
4546 #define MON_SHAGRAT 314
4547 #define MON_GORBAG 315
4548 #define MON_FIRE_VOR 354
4549 #define MON_WATER_VOR 355
4550 #define MON_ARCH_VILE 357
4551 #define MON_COLD_VOR 358
4552 #define MON_ENERGY_VOR 359
4553 #define MON_JADE_MONK 370
4554 #define MON_HAGEN 383
4555 #define MON_MENELDOR 384
4556 #define MON_PHANTOM_B 385
4557 #define MON_GWAIHIR 410
4558 #define MON_ANGEL 417
4559 #define MON_ADAMANT_COINS 423
4560 #define MON_BARNEY 441
4561 #define MON_ARCHANGEL 456
4562 #define MON_THORONDOR 468
4563 #define MON_GHOST 477
4564 #define MON_NINJA 485
4565 #define MON_IVORY_MONK 492
4566 #define MON_LOG_MASTER 498
4567 #define MON_GOEMON 505
4568 #define MON_CHERUB 511
4569 #define MON_WATER_ELEM 512
4570 #define MON_JURT 517
4571 #define MON_LICH 518
4572 #define MON_BLOODLETTER 523
4573 #define MON_GRAV_HOUND 540
4574 #define MON_REVENANT 555
4575 #define MON_RAAL 557
4576 #define MON_COLOSSUS 558
4577 #define MON_CRYPT_THING 577
4578 #define MON_NEXUS_VOR 587
4579 #define MON_PLASMA_VOR 588
4580 #define MON_TIME_VOR 589
4581 #define MON_MANDOR 598
4582 #define MON_SHIM_VOR 600
4583 #define MON_SERAPH 605
4584 #define MON_KAVLAX 616
4585 #define MON_JUBJUB 640
4586 #define MON_CLUB_DEMON 648
4587 #define MON_MASTER_LICH 658
4588 #define MON_RINALDO 660
4589 #define MON_ARCHON 661
4590 #define MON_UND_BEHOLDER 664
4591 #define MON_JACK_SHADOWS 670
4592 #define MON_LLOIGOR 682
4593 #define MON_DREADMASTER 690
4594 #define MON_DAWN 693
4595 #define MON_NAZGUL 696
4596 #define MON_SMAUG 697
4597 #define MON_STORMBRINGER 698
4598 #define MON_ULTRA_PALADIN 699
4599 #define MON_FAFNER 712
4600 #define MON_TIME_HOUND 725
4601 #define MON_PLASMA_HOUND 726
4602 #define MON_BULLGATES 732
4603 #define MON_SANTACLAUS 733
4604 #define MON_LORD_CHAOS 737
4605 #define MON_TINDALOS 739
4606 #define MON_DEMILICH 742
4607 #define MON_NIGHTCRAWLER 744
4608 #define MON_CHAOS_VOR 751
4609 #define MON_AETHER_VOR 752
4610 #define MON_FUNDIN 762
4611 #define MON_DWORKIN 763
4612 #define MON_NIGHTWALKER 768
4613 #define MON_RAPHAEL 769
4614 #define MON_SARUMAN 771
4615 #define MON_GANDALF 772
4616 #define MON_BRAND 773
4617 #define MON_SHADOWLORD 774
4618 #define MON_ARCHLICH 776
4619 #define MON_CHAOS_HOUND 779
4620 #define MON_ULT_BEHOLDER 781
4621 #define MON_SHAMBLER 786
4622 #define MON_BLEYS 789
4623 #define MON_FIONA 791
4624 #define MON_SKY_DRAKE 793
4625 #define MON_JULIAN 794
4626 #define MON_CAIN 799
4627 #define MON_GERARD 807
4628 #define MON_UNGOLIANT 808
4629 #define MON_ATLACH_NACHA 809
4630 #define MON_Y_GOLONAC 810
4631 #define MON_AETHER_HOUND 811
4632 #define MON_WARP_DEMON 812
4633 #define MON_ERIC 813
4634 #define MON_UNMAKER 815
4635 #define MON_CYBER 816
4636 #define MON_KLING 819
4637 #define MON_CORWIN 820
4638 #define MON_ANGMAR 825
4639 #define MON_CANTORAS 830
4640 #define MON_GODZILLA 832
4641 #define MON_SPAWN_CTH 836
4642 #define MON_SURTUR 837
4643 #define MON_TARRASQUE 838
4644 #define MON_LUNGORTHIN 839
4645 #define MON_CYBER_KING 843
4646 #define MON_WYRM_POWER 847
4647 #define MON_NODENS 849
4648 #define MON_JORMUNGAND 854
4649 #define MON_DESTROYER 855
4650 #define MON_GOTHMOG 856
4651 #define MON_G_CTHULHU 857
4652 #define MON_SAURON 858
4653 #define MON_UNICORN_ORD 859
4654 #define MON_OBERON 860
4655 #define MON_MORGOTH 861
4656 #define MON_SERPENT 862
4657 #define MON_ONE_RING 864
4658 #define MON_CAAWS 866
4659 #define MON_CULVERIN 867
4660 #define MON_EBONY_MONK 870
4661 #define MON_HAGURE 871
4662 #define MON_OROCHI 872
4663 #define MON_ECHIZEN 873
4664 #define MON_SPECT_WYRM 874
4666 #define MON_OHMU 879
4667 #define MON_WONG 880
4668 #define MON_ZOMBI_SERPENT 883
4669 #define MON_D_ELF_SHADE 886
4670 #define MON_MANA_HOUND 887
4671 #define MON_VENOM_WYRM 890
4672 #define MON_BAZOOKER 896
4673 #define MON_SHARD_VOR 897
4674 #define MON_MASTER_MYS 916
4675 #define MON_G_MASTER_MYS 917
4676 #define MON_TSUCHINOKO 926
4677 #define MON_GCWADL 929
4678 #define MON_CALDARM 931
4679 #define MON_BANORLUPART 932
4680 #define MON_BANOR 933
4681 #define MON_LUPART 934
4682 #define MON_KENSHIROU 936
4683 #define MON_W_KNIGHT 938
4684 #define MON_PLANETAR 942
4685 #define MON_SOLAR 943
4686 #define MON_BIKETAL 945
4687 #define MON_RICH 948
4688 #define MON_IKETA 949
4689 #define MON_B_DEATH_SWORD 953
4690 #define MON_YASE_HORSE 955
4691 #define MON_HORSE 956
4692 #define MON_BOTEI 963
4693 #define MON_KAGE 964
4694 #define MON_JAIAN 967
4695 #define MON_BELD 973
4696 #define MON_THAT_BAT 975
4697 #define MON_SHUTEN 979
4698 #define MON_HOUOU 988
4699 #define MON_KIRIN 989
4700 #define MON_BAHAMUT 1000
4701 #define MON_SUKE 1001
4702 #define MON_KAKU 1002
4703 #define MON_GHOST_Q 1003
4704 #define MON_PIP 1004
4705 #define MON_A_GOLD 1010
4706 #define MON_A_SILVER 1011
4707 #define MON_ROLENTO 1013
4708 #define MON_RAOU 1018
4709 #define MON_SHURYUUDAN 1023
4710 #define MON_WAHHA 1031
4711 #define MON_DEBBY 1032
4712 #define MON_KNI_TEMPLAR 1037
4713 #define MON_PALADIN 1038
4714 #define MON_CHAMELEON 1040
4715 #define MON_CHAMELEON_K 1041
4716 #define MON_TOPAZ_MONK 1047
4717 #define MON_LOUSY 1063
4718 #define MON_JIZOTAKO 1065
4719 #define MON_TANUKI 1067
4721 #define MAX_AUTOPICK 1009
4722 #define DO_AUTOPICK 0x01
4723 #define DO_AUTODESTROY 0x02
4724 #define DO_DISPLAY 0x04
4725 #define DONT_AUTOPICK 0x08
4726 #define ITEM_DISPLAY 0x10
4728 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
4729 #define MAGIC_FAIL_5PERCENT 0x0002
4730 #define MAGIC_GAIN_EXP 0x0004
4732 #define VIRTUE_LARGE 1
4733 #define VIRTUE_SMALL 2
4735 #define SPELL_DD_S 27
4736 #define SPELL_DD_T 13
4738 #define SPELL_KABE 20
4740 #define KNOW_STAT 0x01
4741 #define KNOW_HPRATE 0x02
4746 #define MUSIC_NONE 0
4747 #define MUSIC_SLOW 1
4748 #define MUSIC_BLESS 2
4749 #define MUSIC_STUN 3
4750 #define MUSIC_L_LIFE 4
4751 #define MUSIC_FEAR 5
4752 #define MUSIC_HERO 6
4753 #define MUSIC_MIND 7
4754 #define MUSIC_STEALTH 8
4756 #define MUSIC_CONF 10
4757 #define MUSIC_SOUND 11
4758 #define MUSIC_CHARM 12
4759 #define MUSIC_WALL 13
4760 #define MUSIC_RESIST 14
4761 #define MUSIC_SPEED 15
4762 #define MUSIC_DISPEL 16
4763 #define MUSIC_SARUMAN 17
4764 #define MUSIC_QUAKE 18
4765 #define MUSIC_STASIS 19
4766 #define MUSIC_SHERO 20
4767 #define MUSIC_H_LIFE 21
4768 #define MUSIC_INVULN 22
4769 #define MUSIC_PSI 23
4771 #define MUSIC_DETECT 101
4773 #define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == X))
4775 #define HISSATSU_NONE 0
4776 #define HISSATSU_2 1
4777 #define HISSATSU_3WAY 2
4778 #define HISSATSU_SUTEMI 3
4779 #define HISSATSU_FIRE 4
4780 #define HISSATSU_COLD 5
4781 #define HISSATSU_POISON 6
4782 #define HISSATSU_ELEC 7
4783 #define HISSATSU_NYUSIN 8
4784 #define HISSATSU_FUKI 9
4785 #define HISSATSU_MAJIN 10
4786 #define HISSATSU_BOOMER 11
4787 #define HISSATSU_DRAIN 12
4788 #define HISSATSU_SEKIRYUKA 13
4789 #define HISSATSU_OTAKEBI 14
4790 #define HISSATSU_SHOUGE 15
4791 #define HISSATSU_CONF 16
4792 #define HISSATSU_ISSEN 17
4793 #define HISSATSU_KYUSHO 18
4794 #define HISSATSU_KONSIN 19
4795 #define HISSATSU_HYAKU 20
4796 #define HISSATSU_MINEUCHI 21
4797 #define HISSATSU_MEKIKI 22
4798 #define HISSATSU_ZANMA 23
4799 #define HISSATSU_UNDEAD 24
4800 #define HISSATSU_HAGAN 25
4801 #define HISSATSU_QUAKE 26
4802 #define HISSATSU_COUNTER 27
4803 #define HISSATSU_HARAI 28
4804 #define HISSATSU_3DAN 29
4805 #define HISSATSU_100NIN 30
4807 #define HISSATSU_IAI 100
4810 #define ESSENCE_STR 1
4811 #define ESSENCE_INT 2
4812 #define ESSENCE_WIS 3
4813 #define ESSENCE_DEX 4
4814 #define ESSENCE_CON 5
4815 #define ESSENCE_CHR 6
4816 #define ESSENCE_MAGIC_MASTERY 7
4817 #define ESSENCE_STEALTH 9
4818 #define ESSENCE_SEARCH 10
4819 #define ESSENCE_INFRA 11
4820 #define ESSENCE_TUNNEL 12
4821 #define ESSENCE_SPEED 13
4822 #define ESSENCE_BLOWS 14
4823 #define ESSENCE_CHAOTIC 15
4824 #define ESSENCE_VAMPIRIC 16
4825 #define ESSENCE_S_ANIMAL 17
4826 #define ESSENCE_S_EVIL 18
4827 #define ESSENCE_S_UNDEAD 19
4828 #define ESSENCE_S_DEMON 20
4829 #define ESSENCE_S_ORC 21
4830 #define ESSENCE_S_TROLL 22
4831 #define ESSENCE_S_GIANT 23
4832 #define ESSENCE_S_DRAGON 24
4833 #define ESSENCE__K__DRAGON 25
4834 #define ESSENCE_EARTHQUAKE 27
4835 #define ESSENCE_B_POIS 28
4836 #define ESSENCE_B_ACID 29
4837 #define ESSENCE_B_ELEC 30
4838 #define ESSENCE_B_FIRE 31
4839 #define ESSENCE_B_COLD 32
4840 #define ESSENCE_S_STR 33
4841 #define ESSENCE_IM_ACID 41
4842 #define ESSENCE_REFLECT 46
4843 #define ESSENCE_FREE_ACT 47
4844 #define ESSENCE_HOLD_LIFE 48
4845 #define ESSENCE_RES_ACID 49
4846 #define ESSENCE_RES_ELEC 50
4847 #define ESSENCE_RES_FIRE 51
4848 #define ESSENCE_RES_COLD 52
4849 #define ESSENCE_RES_POIS 53
4850 #define ESSENCE_RES_FEAR 54
4851 #define ESSENCE_RES_LITE 55
4852 #define ESSENCE_RES_DARK 56
4853 #define ESSENCE_RES_BLIND 57
4854 #define ESSENCE_RES_CONF 58
4855 #define ESSENCE_RES_SOUND 59
4856 #define ESSENCE_RES_SHARDS 60
4857 #define ESSENCE_RES_NETHER 61
4858 #define ESSENCE_RES_NEXUS 62
4859 #define ESSENCE_RES_CHAOS 63
4860 #define ESSENCE_RES_DISEN 64
4861 #define ESSENCE__SH__FIRE 65
4862 #define ESSENCE__SH__ELEC 66
4863 #define ESSENCE_S_HUMAN 67
4864 #define ESSENCE__SH__COLD 68
4865 #define ESSENCE_NO_MAGIC 70
4866 #define ESSENCE_WARNING 73
4867 #define ESSENCE_FEATHER 77
4868 #define ESSENCE_LITE 78
4869 #define ESSENCE_SEE_INVIS 79
4870 #define ESSENCE_TELEPATHY 80
4871 #define ESSENCE_SLOW_DIGEST 81
4872 #define ESSENCE_REGEN 82
4873 #define ESSENCE_TELEPROT 91
4874 #define ESSENCE_ATTACK 97
4875 #define ESSENCE_AC 98
4876 #define ESSENCE_TMP_RES_ACID 99
4877 #define ESSENCE_TMP_RES_ELEC 100
4878 #define ESSENCE_TMP_RES_FIRE 101
4879 #define ESSENCE_TMP_RES_COLD 102
4880 #define ESSENCE_SH_FIRE 103
4881 #define ESSENCE_SH_ELEC 104
4882 #define ESSENCE_SH_COLD 105
4883 #define ESSENCE_RESISTANCE 106
4884 #define ESSENCE_SUSTAIN 107
4885 #define ESSENCE_SLAY_GLOVE 108
4887 #define MAX_ESSENCE 108
4889 #define ESSENCE_MASK1 0xFCFD5F7F
4890 #define ESSENCE_MASK2 0xFFFFE000
4891 #define ESSENCE_MASK3 0x0003F020
4893 #define DUNGEON_MODE_NONE 0
4894 #define DUNGEON_MODE_AND 1
4895 #define DUNGEON_MODE_NAND 2
4896 #define DUNGEON_MODE_OR 3
4897 #define DUNGEON_MODE_NOR 4
4899 /*** Dungeon type flags -- DG ***/
4900 #define DF1_WINNER 0x00000001L
4901 #define DF1_MAZE 0x00000002L
4902 #define DF1_SMALLEST 0x00000004L
4903 #define DF1_BEGINNER 0x00000008L
4904 #define DF1_BIG 0x00000010L
4905 #define DF1_NO_DOORS 0x00000020L
4906 #define DF1_WATER_RIVER 0x00000040L
4907 #define DF1_LAVA_RIVER 0x00000080L
4908 #define DF1_WATER_RIVERS 0x00000100L
4909 #define DF1_LAVA_RIVERS 0x00000200L
4910 #define DF1_CAVE 0x00000400L
4911 #define DF1_CAVERN 0x00000800L
4912 #define DF1_NO_UP 0x00001000L
4913 #define DF1_HOT 0x00002000L
4914 #define DF1_COLD 0x00004000L
4915 #define DF1_NO_DOWN 0x00008000L
4916 #define DF1_FORGET 0x00010000L
4917 #define DF1_LAKE_WATER 0x00020000L
4918 #define DF1_LAKE_LAVA 0x00040000L
4919 #define DF1_LAKE_RUBBLE 0x00080000L
4920 #define DF1_LAKE_TREE 0x00100000L
4921 #define DF1_NO_VAULT 0x00200000L
4922 #define DF1_ARENA 0x00400000L
4923 #define DF1_DESTROY 0x00800000L
4924 #define DF1_NO_CAVE 0x02000000L
4925 #define DF1_NO_MAGIC 0x04000000L
4926 #define DF1_NO_MELEE 0x08000000L
4927 #define DF1_CHAMELEON 0x10000000L
4928 #define DF1_DARKNESS 0x20000000L
4930 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE)
4932 #define DUNGEON_ANGBAND 1
4933 #define DUNGEON_GALGALS 2
4934 #define DUNGEON_ORC 3
4935 #define DUNGEON_MAZE 4
4936 #define DUNGEON_DRAGON 5
4937 #define DUNGEON_GRAVE 6
4938 #define DUNGEON_WOOD 7
4939 #define DUNGEON_VOLCANO 8
4940 #define DUNGEON_HELL 9
4941 #define DUNGEON_HEAVEN 10
4942 #define DUNGEON_OCEAN 11
4943 #define DUNGEON_CASTLE 12
4944 #define DUNGEON_CTH 13
4945 #define DUNGEON_MOUNTAIN 14
4946 #define DUNGEON_GOLD 15
4947 #define DUNGEON_NO_MAGIC 16
4948 #define DUNGEON_NO_MELEE 17
4949 #define DUNGEON_CHAMELEON 18
4950 #define DUNGEON_DARKNESS 19
4953 #define MIMIC_NONE 0
4954 #define MIMIC_DEMON 1
4955 #define MIMIC_DEMON_LORD 2
4956 #define MIMIC_VAMPIRE 3
4959 #define MIMIC_FLAGS choice
4960 #define MIMIC_IS_NONLIVING 0x00000001
4961 #define MIMIC_IS_DEMON 0x00000002
4962 #define MIMIC_IS_UNDEAD 0x00000004
4965 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
4967 /* Sub-alignment flags for neutral monsters */
4968 #define SUB_ALIGN_NEUTRAL 0x0000
4969 #define SUB_ALIGN_EVIL 0x0001
4970 #define SUB_ALIGN_GOOD 0x0002
4973 * World Score -- internet resource value
4975 #define HTTP_PROXY "" /* Default proxy url */
4976 #define HTTP_PROXY_PORT 0 /* Default proxy port */
4977 #define HTTP_TIMEOUT 20 /* Timeout length (second) */
4978 #define SCORE_SERVER "www.kmc.gr.jp" /* Default score server url */
4979 #define SCORE_PORT 80 /* Default score server port */
4981 #define MAX_MACRO_MOD 12
4982 #define MAX_MACRO_TRIG 200
4984 #define SCREEN_BUF_SIZE 65536 /* max screen dump buffer size */