5 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
8 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
10 * This software may be copied and distributed for educational, research,\n
11 * and not for profit purposes provided that this copyright and statement\n
12 * are included in all such copies. Other copyrights may also apply.\n
14 * Do not edit this file unless you know *exactly* what you are doing.\n
16 * Some of the values in this file were chosen to preserve game balance,\n
17 * while others are hard-coded based on the format of old save-files, the\n
18 * definition of arrays in various places, mathematical properties, fast\n
19 * computation, storage limits, or the format of external text files.\n
21 * Changing some of these values will induce crashes or memory errors or\n
22 * savefile mis-reads. Most of the comments in this file are meant as\n
23 * reminders, not complete descriptions, and even a complete knowledge\n
24 * of the source may not be sufficient to fully understand the effects\n
25 * of changing certain definitions.\n
27 * Lastly, note that the code does not always use the symbolic constants\n
28 * below, and sometimes uses various hard-coded values that may not even\n
29 * be defined in this file, but which may be related to definitions here.\n
30 * This is of course bad programming practice, but nobody is perfect...\n
32 * For example, there are MANY things that depend on the screen being\n
33 * 80x24, with the top line used for messages, the bottom line being\n
34 * used for status, and exactly 22 lines used to show the dungeon.\n
35 * Just because your screen can hold 46 lines does not mean that the\n
36 * game will work if you try to use 44 lines to show the dungeon.\n
38 * You have been warned.\n
41 #define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
44 * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
46 * 本FAKE_VERSIONそのものは未使用である。Zangと整合性を合わせるための疑似的処理のためFAKE_VER_MAJORは実値-10が該当のバージョン番号となる。
48 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
49 * Program Version of Hengband version is
50 * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
53 #define FAKE_VERSION 0
55 #define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
56 #define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
57 #define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */
58 #define FAKE_VER_EXTRA 7 /*!< ゲームのバージョン番号定義(エクストラ番号) */
62 * @brief バージョンが開発版が安定版かを返す
64 #define IS_STABLE_VERSION (FAKE_VER_MINOR % 2 == 0 && FAKE_VER_EXTRA == 0)
67 * @brief セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
69 * 当面FAKE_VER_*を参照しておく。
71 * First three digits may be same as the Program Version. But not
72 * always same. It means that newer version may preserves lower
73 * compatibility with the older version.
74 * For example, newer Hengband 1.4.4 creates savefiles marked with
75 * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
76 * savefile of Hengband 1.4.4 (lower compatibility!).
77 * Upper compatibility is always guaranteed.
80 #define H_VER_MAJOR (FAKE_VER_MAJOR-10) /*!< セーブファイル上のバージョン定義(メジャー番号) */
81 #define H_VER_MINOR FAKE_VER_MINOR /*!< セーブファイル上のバージョン定義(マイナー番号) */
82 #define H_VER_PATCH FAKE_VER_PATCH /*!< セーブファイル上のバージョン定義(パッチ番号) */
83 #define H_VER_EXTRA FAKE_VER_EXTRA /*!< セーブファイル上のバージョン定義(エクストラ番号) */
85 #define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
86 #define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
89 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
90 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
95 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
96 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
101 * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
102 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
107 * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
108 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
113 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
114 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
116 #define SCREEN_HGT 22
119 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
120 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
122 #define SCREEN_WID 66
125 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
126 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
131 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
132 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
139 #define MAX_ARENA_MONS 41 /*<! 闘技場のイベント件数 -KMW- */
140 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
143 #define MAX_BLDG 32 /*!< 施設の種類最大数 / Number of buildings */
146 #define BUILDING_NON_MEMBER 0 /*!< 不明(現在未使用) */
147 #define BUILDING_MEMBER 1 /*!< 不明(現在未使用) */
148 #define BUILDING_OWNER 2 /*!< 施設の種族/職業条件が一致している状態値 */
150 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
151 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
152 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
154 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
155 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
156 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
157 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
160 /* カオスの変異 / Chaos mutations */
163 #define MAX_MA 17 /*!< 修行僧マーシャルアーツの技数 / Monk martial arts... */
164 #define MA_KNEE 1 /*!< 金的効果ID */
165 #define MA_SLOW 2 /*!< 膝蹴り効果ID */
167 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
171 #define MAX_SILLY_ATTACK 41 /*!< 幻覚時のジョークメッセージ最大数 */
173 #define MAX_SILLY_ATTACK 29 /*!< Hallucination stuff */
176 #define MIND_MINDCRAFTER 0 /*!< 特殊能力: 超能力 */
177 #define MIND_KI 1 /*!< 特殊能力: 練気 */
178 #define MIND_BERSERKER 2 /*!< 特殊能力: 怒り */
179 #define MIND_MIRROR_MASTER 3 /*!< 特殊能力: 鏡魔法 */
180 #define MIND_NINJUTSU 4 /*!< 特殊能力: 忍術 */
184 * Size of memory reserved for initialization of some arrays
186 #define FAKE_NAME_SIZE 40 * 1024L /*!< ゲーム情報の種別毎に用意される名前用バッファの容量 */
187 #define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
188 #define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
190 #define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
195 * @brief ダンジョンの最深層 / Maximum dungeon level.
197 * The player can never reach this level
198 * in the dungeon, and this value is used for various calculations
199 * involving object and monster creation. It must be at least 100.
200 * Setting it below 128 may prevent the creation of some objects.
202 #define MAX_DEPTH 128
204 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
207 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
208 * @details Note that the "lite radius" will NEVER exceed 14, and we would
209 * never require more than 581 entries in the array for circular "lite".
214 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
215 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
216 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
217 * we would never require more than 1520 entries in the array.
219 #define MON_LITE_MAX 1536
222 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
223 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
224 * was octagonal, we would never require more than 1520 entries in the array.
226 #define VIEW_MAX 1536
229 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
230 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
231 * of "update_view()" and "update_lite()". We must also be as large as the
232 * largest illuminatable room, but no room is larger than 800 grids. We
233 * must also be large enough to allow "good enough" use as a circular queue,
234 * to calculate monster flow, but note that the flow code is "paranoid".
236 #define TEMP_MAX 2298
239 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
240 * @details We must be large for proper functioning of delayed redrawing.
241 * We must also be as large as two times of the largest view area.
242 * Note that maximum view grids are 1149 entries.
244 #define REDRAW_MAX 2298
246 #define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
247 #define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
248 #define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
255 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
256 * @note Default: assume at most 256 macros are used
258 #define MACRO_MAX 256
261 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
263 * Default: assume at most 512 different inscriptions are used<br>
264 * Was 512... 256 quarks added for random artifacts<br>
266 #define QUARK_MAX 768
269 * OPTION: Maximum number of messages to remember (see "io.c")
270 * Default: assume maximal memorization of 2048 total messages
272 #define MESSAGE_MAX 81920
275 * OPTION: Maximum space for the message text buffer (see "io.c")
276 * Default: assume that each of the 2048 messages is repeated an
277 * average of three times, and has an average length of 48
279 #define MESSAGE_BUF 655360
283 * Maximum value storable in a "byte" (hard-coded)
285 #define MAX_UCHAR 255
288 * Maximum value storable in a "s16b" (hard-coded)
290 #define MAX_SHORT 32767
293 * Maximum length of object's name
298 * Special internal key
300 #define SPECIAL_KEY_QUEST 255
301 #define SPECIAL_KEY_BUILDING 254
302 #define SPECIAL_KEY_STORE 253
303 #define SPECIAL_KEY_QUIT 252
309 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
310 #define TURNS_PER_TICK 10L /*!< 時間経過処理を行うターン数の刻み / Number of energy-gain-turns per ticks */
311 #define INN_DUNGEON_TURN_ADJ 10 /*!< 宿屋で時間をつぶした場合に増えるcurrent_world_ptr->dungeon_turnの倍率 */
312 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
313 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
314 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
315 #define BTH_PLUS_ADJ 3 /*!< 武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit */
316 #define MON_MULT_ADJ 8 /*!< モンスターの増殖しにくさの基本倍率 / High value slows multiplication */
317 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
318 #define MON_DRAIN_LIFE 2 /*!< モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit */
319 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
322 * Magic-books for the realms
324 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
325 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
329 * Mode constant for do_spell()
341 * Maximum number of "normal" pack slots, and the index of the "overflow"
342 * slot, which can hold an item, but only temporarily, since it causes the
343 * pack to "overflow", dropping the "last" item onto the ground. Since this
344 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
345 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
346 * by the fact that the screen can only show 23 items plus a one-line prompt.
348 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
351 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
353 #define INVEN_RARM 24 /*!< アイテムスロット…右手 */
354 #define INVEN_LARM 25 /*!< アイテムスロット…左手 */
355 #define INVEN_BOW 26 /*!< アイテムスロット…射撃 */
356 #define INVEN_RIGHT 27 /*!< アイテムスロット…右手指 */
357 #define INVEN_LEFT 28 /*!< アイテムスロット…左手指 */
358 #define INVEN_NECK 29 /*!< アイテムスロット…首 */
359 #define INVEN_LITE 30 /*!< アイテムスロット…光源 */
360 #define INVEN_BODY 31 /*!< アイテムスロット…体 */
361 #define INVEN_OUTER 32 /*!< アイテムスロット…体の上 */
362 #define INVEN_HEAD 33 /*!< アイテムスロット…頭部 */
363 #define INVEN_HANDS 34 /*!< アイテムスロット…腕部 */
364 #define INVEN_FEET 35 /*!< アイテムスロット…脚部 */
367 * used for get_random_ego()
369 #define INVEN_AMMO 23
372 * Total number of p_ptr->inventory_list slots (hard-coded).
374 #define INVEN_TOTAL 36
377 * Fake p_ptr->inventory_list slot for selecting force (hard-coded).
379 #define INVEN_FORCE 1111
383 * Indexes of the various "stats" (hard-coded by savefiles, etc).
394 * Player sex constants (hard-coded by save-files, arrays, etc)
401 * Player race constants (hard-coded by save-files, arrays, etc)
404 #define RACE_HALF_ELF 1
406 #define RACE_HOBBIT 3
409 #define RACE_HALF_ORC 6
410 #define RACE_HALF_TROLL 7
411 #define RACE_AMBERITE 8
412 #define RACE_HIGH_ELF 9
413 #define RACE_BARBARIAN 10
414 #define RACE_HALF_OGRE 11
415 #define RACE_HALF_GIANT 12
416 #define RACE_HALF_TITAN 13
417 #define RACE_CYCLOPS 14
419 #define RACE_KLACKON 16
420 #define RACE_KOBOLD 17
421 #define RACE_NIBELUNG 18
422 #define RACE_DARK_ELF 19
423 #define RACE_DRACONIAN 20
424 #define RACE_MIND_FLAYER 21
426 #define RACE_GOLEM 23
427 #define RACE_SKELETON 24
428 #define RACE_ZOMBIE 25
429 #define RACE_VAMPIRE 26
430 #define RACE_SPECTRE 27
431 #define RACE_SPRITE 28
432 #define RACE_BEASTMAN 29
434 #define RACE_ANGEL 31
435 #define RACE_DEMON 32
436 #define RACE_DUNADAN 33
437 #define RACE_S_FAIRY 34
438 #define RACE_KUTAR 35
439 #define RACE_ANDROID 36
440 #define RACE_MERFOLK 37
443 * Maximum number of player "race" types (see "table.c", etc)
449 * Player class constants (hard-coded by save-files, arrays, etc)
451 #define CLASS_WARRIOR 0
453 #define CLASS_PRIEST 2
454 #define CLASS_ROGUE 3
455 #define CLASS_RANGER 4
456 #define CLASS_PALADIN 5
457 #define CLASS_WARRIOR_MAGE 6
458 #define CLASS_CHAOS_WARRIOR 7
460 #define CLASS_MINDCRAFTER 9
461 #define CLASS_HIGH_MAGE 10
462 #define CLASS_TOURIST 11
463 #define CLASS_IMITATOR 12
464 #define CLASS_BEASTMASTER 13
465 #define CLASS_SORCERER 14
466 #define CLASS_ARCHER 15
467 #define CLASS_MAGIC_EATER 16
468 #define CLASS_BARD 17
469 #define CLASS_RED_MAGE 18
470 #define CLASS_SAMURAI 19
471 #define CLASS_FORCETRAINER 20
472 #define CLASS_BLUE_MAGE 21
473 #define CLASS_CAVALRY 22
474 #define CLASS_BERSERKER 23
475 #define CLASS_SMITH 24
476 #define CLASS_MIRROR_MASTER 25
477 #define CLASS_NINJA 26
478 #define CLASS_SNIPER 27
480 #define SEIKAKU_FUTUU 0
481 #define SEIKAKU_CHIKARA 1
482 #define SEIKAKU_KIREMONO 2
483 #define SEIKAKU_SHIAWASE 3
484 #define SEIKAKU_SUBASI 4
485 #define SEIKAKU_INOCHI 5
486 #define SEIKAKU_COMBAT 6
487 #define SEIKAKU_NAMAKE 7
488 #define SEIKAKU_SEXY 8
489 #define SEIKAKU_LUCKY 9
490 #define SEIKAKU_GAMAN 10
491 #define SEIKAKU_MUNCHKIN 11
492 #define SEIKAKU_CHARGEMAN 12
494 /*** Screen Locations ***/
496 #define VER_INFO_ROW 3 //!< タイトル表記(行)
503 * Number of feats we change to (Excluding default). Used in f_info.txt.
505 #define MAX_FEAT_STATES 8
509 * Wilderness terrains
511 #define TERRAIN_EDGE 0 /* Edge of the World */
512 #define TERRAIN_TOWN 1 /* Town */
513 #define TERRAIN_DEEP_WATER 2 /* Deep water */
514 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
515 #define TERRAIN_SWAMP 4 /* Swamp */
516 #define TERRAIN_DIRT 5 /* Dirt */
517 #define TERRAIN_GRASS 6 /* Grass */
518 #define TERRAIN_TREES 7 /* Trees */
519 #define TERRAIN_DESERT 8 /* Desert */
520 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
521 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
522 #define TERRAIN_MOUNTAIN 11 /* Mountain */
524 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
528 * Feature flags - should be used instead of feature indexes unless generating.
529 * Originally from UnAngband, and modified into TR-like style in Hengband
532 #define FF_LOS 0 /*!< 視界が通る地形である */
533 #define FF_PROJECT 1 /*!< 飛び道具が通過できる地形である */
534 #define FF_MOVE 2 /*!< 移動可能な地形である */
535 #define FF_PLACE 3 /*!< モンスター配置をしても良い地形である(cave_empty_bold/cave_empty_gridで利用) */
536 #define FF_DROP 4 /*!< アイテムを落としてよい地形である */
537 #define FF_SECRET 5 /*!< 隠し扉やトラップが潜んでいる地形である */
538 #define FF_NOTICE 6 /*!< 何か興味を引くものがある地形である(シフトキー+方向で走行中の時に止まる基準) */
539 #define FF_REMEMBER 7 /*!< 常に記憶対象となる地形である(記憶喪失時に忘れたりしなくなる) */
540 #define FF_OPEN 8 /*!< 開けるコマンドの対象となる地形である */
541 #define FF_CLOSE 9 /*!< 閉じるコマンドの対象となる地形である */
542 #define FF_BASH 10 /*!< 体当たりコマンドの対象となる地形である */
543 #define FF_SPIKE 11 /*!< くさびを打つコマンドの対象となる地形である */
544 #define FF_DISARM 12 /*!< 解除コマンドの対象となる地形である */
545 #define FF_STORE 13 /*!< 店舗の入口となる地形である */
546 #define FF_TUNNEL 14 /*!< 魔王変化などで掘り進められる地形である */
547 #define FF_MAY_HAVE_GOLD 15 /*!< 何か財宝を隠した可能性のある地形である?(f_infoに使用している地形なし) */
548 #define FF_HAS_GOLD 16 /*!< 財宝を含んだ地形である */
549 #define FF_HAS_ITEM 17 /*!< アイテムを含んだ地形である */
550 #define FF_DOOR 18 /*!< ドアのある地形である */
551 #define FF_TRAP 19 /*!< トラップのある地形である */
552 #define FF_STAIRS 20 /*!< 階段のある地形である */
553 #define FF_GLYPH 21 /*!< 守りのルーンが張られた地形である */
554 #define FF_LESS 22 /*!< 階上に通じる地形である */
555 #define FF_MORE 23 /*!< 階下に通じる地形である */
556 #define FF_AVOID_RUN 24 /*!< 自動移動機能時に障害として迂回すべき地形である */
557 #define FF_FLOOR 25 /*!< 床のある地形である */
558 #define FF_WALL 26 /*!< 壁のある地形である */
559 #define FF_PERMANENT 27 /*!< 絶対に破壊できない永久地形である */
560 /* #define FF_XXX00 28 未定義 */
561 /* #define FF_XXX01 29 未定義 */
562 /* #define FF_XXX02 30 未定義 */
563 #define FF_HIT_TRAP 31 /*!< トラップのある地形である(TRAPと常に重複している?) */
564 /* #define FF_BRIDGE 32 未使用 */
565 /* #define FF_RIVER 33 未使用 */
566 /* #define FF_LAKE 34 未使用 */
567 /* #define FF_BRIDGED 35 未使用 */
568 /* #define FF_COVERED 36 未使用 */
569 #define FF_GLOW 37 /*!< 常に光っている地形である */
570 #define FF_ENSECRET 38 /*!< 不明(f_info.txt上で利用している地形がない) */
571 #define FF_WATER 39 /*!< 水のある地形である */
572 #define FF_LAVA 40 /*!< 溶岩のある地形である */
573 #define FF_SHALLOW 41 /*!< 浅い地形である */
574 #define FF_DEEP 42 /*!< 深い地形である */
575 #define FF_POISON_PUDDLE 43 /*!< 毒溜まりがある */
576 #define FF_HURT_ROCK 44 /*!< 岩石溶解の対象となる地形である */
577 /* #define FF_HURT_FIRE 45 */ /*!< 未使用 */
578 /* #define FF_HURT_COLD 46 */ /*!< 未使用 */
579 /* #define FF_HURT_ACID 47 */ /*!< 未使用 */
580 #define FF_COLD_PUDDLE 48 /*!< 冷気溜まりがある */
581 #define FF_ACID_PUDDLE 49 /*!< 酸溜まりがある */
582 /* #define FF_OIL 50 */ /*!< 未使用 */
583 #define FF_ELEC_PUDDLE 51 /*!< 接地部が帯電している */
584 /* #define FF_CAN_CLIMB 52 */ /*!< 未使用 */
585 #define FF_CAN_FLY 53 /*!< 飛行可能な地形である */
586 #define FF_CAN_SWIM 54 /*!< 泳ぐことが可能な地形である */
587 #define FF_CAN_PASS 55 /*!< 通過可能な地形である */
588 /* #define FF_CAN_OOZE 56 */ /*!< 未使用 */
589 #define FF_CAN_DIG 57 /*!< 掘削コマンドの対象となる地形である */
590 /* #define FF_HIDE_ITEM 58 未使用 */
591 /* #define FF_HIDE_SNEAK 59 未使用 */
592 /* #define FF_HIDE_SWIM 60 未使用 */
593 /* #define FF_HIDE_DIG 61 未使用 */
594 /* #define FF_KILL_HUGE 62 未使用 */
595 /* #define FF_KILL_MOVE 63 未使用 */
596 /* #define FF_PICK_TRAP 64 未使用 */
597 /* #define FF_PICK_DOOR 65 未使用 */
598 /* #define FF_ALLOC 66 未使用 */
599 /* #define FF_CHEST 67 未使用 */
600 /* #define FF_DROP_1D2 68 未使用 */
601 /* #define FF_DROP_2D2 69 未使用 */
602 /* #define FF_DROP_GOOD 70 未使用 */
603 /* #define FF_DROP_GREAT 71 未使用 */
604 /* #define FF_HURT_POIS 72 未使用 */
605 /* #define FF_HURT_ELEC 73 未使用 */
606 /* #define FF_HURT_WATER 74 未使用 */
607 /* #define FF_HURT_BWATER 75 未使用 */
608 /* #define FF_USE_FEAT 76 未使用 */
609 /* #define FF_GET_FEAT 77 未使用 */
610 /* #define FF_GROUND 78 未使用 */
611 /* #define FF_OUTSIDE 79 未使用 */
612 /* #define FF_EASY_HIDE 80 未使用 */
613 /* #define FF_EASY_CLIMB 81 未使用 */
614 /* #define FF_MUST_CLIMB 82 未使用 */
615 #define FF_TREE 83 /*!< 木の生えた地形である */
616 /* #define FF_NEED_TREE 84 未使用 */
617 /* #define FF_BLOOD 85 未使用 */
618 /* #define FF_DUST 86 未使用 */
619 /* #define FF_SLIME 87 未使用 */
620 #define FF_PLANT 88 /*!< 植物の生えた地形である */
621 /* #define FF_XXX2 89 未定義 */
622 /* #define FF_INSTANT 90 未使用 */
623 /* #define FF_EXPLODE 91 未使用 */
624 /* #define FF_TIMED 92 未使用 */
625 /* #define FF_ERUPT 93 未使用 */
626 /* #define FF_STRIKE 94 未使用 */
627 /* #define FF_SPREAD 95 未使用 */
628 #define FF_SPECIAL 96 /*!< クエストやダンジョンに関わる特別な地形である */
629 #define FF_HURT_DISI 97 /*!< 分解属性の対象となる地形である */
630 #define FF_QUEST_ENTER 98 /*!< クエストの入り口である */
631 #define FF_QUEST_EXIT 99 /*!< クエストの出口である */
632 #define FF_QUEST 100 /*!< クエストに関する地形である */
633 #define FF_SHAFT 101 /*!< 坑道である。(2階層移動する階段である) */
634 #define FF_MOUNTAIN 102 /*!< ダンジョンの山地形である */
635 #define FF_BLDG 103 /*!< 施設の入り口である */
636 #define FF_MINOR_GLYPH 104 /*!< 爆発のルーンのある地形である */
637 #define FF_PATTERN 105 /*!< パターンのある地形である */
638 #define FF_TOWN 106 /*!< 広域マップ用の街がある地形である */
639 #define FF_ENTRANCE 107 /*!< 広域マップ用のダンジョンがある地形である */
640 #define FF_MIRROR 108 /*!< 鏡使いの鏡が張られた地形である */
641 #define FF_UNPERM 109 /*!< 破壊不能な地形である(K:フラグ向け?) */
642 #define FF_TELEPORTABLE 110 /*!< テレポート先の対象となる地形である */
643 #define FF_CONVERT 111 /*!< 地形生成処理中の疑似フラグ */
644 #define FF_GLASS 112 /*!< ガラス製の地形である */
647 #define FF_FLAG_MAX 113
648 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
650 /* Which features are dynamic */
651 #define have_dynamic_flags(ARRAY) \
652 (!!((ARRAY)[(FF_INSTANT / 32)] & \
653 ((1UL << (FF_INSTANT % 32)) | \
654 (1UL << (FF_EXPLODE % 32)) | \
655 (1UL << (FF_TIMED % 32)) | \
656 (1UL << (FF_ERUPT % 32)) | \
657 (1UL << (FF_STRIKE % 32)) | \
658 (1UL << (FF_SPREAD % 32)))))
662 * Feature action flags
664 #define FAF_DESTROY 0x01
665 #define FAF_NO_DROP 0x02
666 #define FAF_CRASH_GLASS 0x04
670 * Bit flags for teleportation
672 #define TELEPORT_NONMAGICAL 0x00000001
673 #define TELEPORT_PASSIVE 0x00000002
674 #define TELEPORT_DEC_VALOUR 0x00000004
678 #define DOOR_DEFAULT -1
680 #define DOOR_GLASS_DOOR 1
681 #define DOOR_CURTAIN 2
683 #define MAX_DOOR_TYPES 3
685 #define feat_locked_door_random(DOOR_TYPE) \
686 (feat_door[(DOOR_TYPE)].num_locked ? \
687 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
689 #define feat_jammed_door_random(DOOR_TYPE) \
690 (feat_door[(DOOR_TYPE)].num_jammed ? \
691 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
696 /* Types of pattern tiles */
697 #define NOT_PATTERN_TILE -1
698 #define PATTERN_TILE_START 0
699 #define PATTERN_TILE_1 1
700 #define PATTERN_TILE_2 2
701 #define PATTERN_TILE_3 3
702 #define PATTERN_TILE_4 4
703 #define PATTERN_TILE_END 5
704 #define PATTERN_TILE_OLD 6
705 #define PATTERN_TILE_TELEPORT 7
706 #define PATTERN_TILE_WRECKED 8
709 /* Types of conversions */
710 #define CONVERT_TYPE_FLOOR 0
711 #define CONVERT_TYPE_WALL 1
712 #define CONVERT_TYPE_INNER 2
713 #define CONVERT_TYPE_OUTER 3
714 #define CONVERT_TYPE_SOLID 4
715 #define CONVERT_TYPE_STREAM1 5
716 #define CONVERT_TYPE_STREAM2 6
720 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
722 #define CEM_RIDING 0x0001
723 #define CEM_P_CAN_ENTER_PATTERN 0x0002
726 /* Lighting levels of features' attr and char */
728 #define F_LIT_STANDARD 0 /* Standard */
729 #define F_LIT_LITE 1 /* Brightly lit */
730 #define F_LIT_DARK 2 /* Darkened */
732 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
737 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
746 #define EGO_A_MORGUL 4
747 #define EGO_A_DEMON 5
750 #define EGO_RESISTANCE 8
751 #define EGO_ELVENKIND 9
752 #define EGO_DWARVEN 10
753 #define EGO_PERMANENCE 11
754 #define EGO_YOIYAMI 12
755 #define EGO_URUKISH 13
760 #define EGO_ENDURE_ACID 16
761 #define EGO_ENDURE_ELEC 17
762 #define EGO_ENDURE_FIRE 18
763 #define EGO_ENDURE_COLD 19
764 #define EGO_ENDURANCE 20
765 #define EGO_REFLECTION 21
766 #define EGO_NIGHT_DAY 22
767 #define EGO_S_PROTECTION 238
768 #define EGO_S_DWARVEN 239
770 /* Crowns and Helms */
772 #define EGO_BRILLIANCE 24
773 #define EGO_H_PROTECTION 25
774 #define EGO_H_DEMON 26
777 #define EGO_LORDLINESS 29
778 #define EGO_SEEING 30
779 #define EGO_INFRAVISION 31
781 #define EGO_TELEPATHY 33
782 #define EGO_REGENERATION 34
783 #define EGO_TELEPORTATION 35
785 #define EGO_BASILISK 37
786 #define EGO_ANCIENT_CURSE 38
787 #define EGO_SICKLINESS 39
790 #define EGO_PROTECTION 40
791 #define EGO_STEALTH 41
793 #define EGO_AURA_FIRE 43
794 #define EGO_ENVELOPING 44
795 #define EGO_VULNERABILITY 45
796 #define EGO_IRRITATION 46
797 #define EGO_AURA_ELEC 47
798 #define EGO_AURA_COLD 128
800 #define EGO_NAZGUL 240
803 #define EGO_FREE_ACTION 48
804 #define EGO_SLAYING 49
805 #define EGO_AGILITY 50
807 #define EGO_2WEAPON 52
808 #define EGO_MAGIC_MASTERY 53
809 #define EGO_WEAKNESS 54
810 #define EGO_CLUMSINESS 55
813 #define EGO_SLOW_DESCENT 56
815 #define EGO_MOTION 58
819 #define EGO_SLOWNESS 62
820 #define EGO_ANNOYANCE 63
825 #define EGO_BLESS_BLADE 66
828 #define EGO_ATTACKS 69
829 #define EGO_SLAYING_WEAPON 70
830 #define EGO_FORCE_WEAPON 71
831 #define EGO_BRAND_ACID 72
832 #define EGO_BRAND_ELEC 73
833 #define EGO_BRAND_FIRE 74
834 #define EGO_BRAND_COLD 75
835 #define EGO_BRAND_POIS 76
836 #define EGO_CHAOTIC 77
837 #define EGO_SHARPNESS 78
838 #define EGO_EARTHQUAKES 79
847 #define EGO_KILL_ANIMAL 88
848 #define EGO_KILL_EVIL 89
849 #define EGO_KILL_UNDEAD 90
850 #define EGO_KILL_DEMON 91
851 #define EGO_KILL_ORC 92
852 #define EGO_KILL_TROLL 93
853 #define EGO_KILL_GIANT 94
854 #define EGO_KILL_DRAGON 95
855 #define EGO_VAMPIRIC 96
858 #define EGO_PATTERN 99
859 #define EGO_DIGGING 100
860 #define EGO_DEMON 101
861 #define EGO_MORGUL 102
862 #define EGO_KILL_HUMAN 103
865 #define EGO_ACCURACY 104
866 #define EGO_VELOCITY 105
869 #define EGO_EXTRA_MIGHT 108
870 #define EGO_EXTRA_SHOTS 109
875 #define EGO_HURT_ANIMAL 112
876 #define EGO_HURT_EVIL 113
882 #define EGO_HURT_DRAGON 119
883 #define EGO_SLAYING_BOLT 120
884 #define EGO_LIGHTNING_BOLT 121
885 #define EGO_FLAME 122
886 #define EGO_FROST 123
887 #define EGO_WOUNDING 124
888 #define EGO_BACKBITING 125
889 #define EGO_SHATTERED 126
890 #define EGO_BLASTED 127
892 #define EGO_LITE_SHINE 140
893 #define EGO_LITE_ILLUMINATION 141
894 #define EGO_LITE_AURA_FIRE 142
895 #define EGO_LITE_INFRA 143
896 #define EGO_LITE_LONG 144
897 #define EGO_LITE_DARKNESS 145
898 #define EGO_LITE_EYE 146
900 #define EGO_RING_HERO 150
901 #define EGO_RING_SLAY 151
902 #define EGO_RING_SUPER_AC 152
903 #define EGO_RING_MAGIC_MIS 153
904 #define EGO_RING_FIRE_BOLT 154
905 #define EGO_RING_COLD_BOLT 155
906 #define EGO_RING_ELEC_BOLT 156
907 #define EGO_RING_ACID_BOLT 157
908 #define EGO_RING_MANA_BOLT 158
909 #define EGO_RING_FIRE_BALL 159
910 #define EGO_RING_COLD_BALL 160
911 #define EGO_RING_ELEC_BALL 161
912 #define EGO_RING_ACID_BALL 162
913 #define EGO_RING_MANA_BALL 163
914 #define EGO_RING_DRAGON_F 164
915 #define EGO_RING_DRAGON_C 165
916 #define EGO_RING_D_SPEED 166
917 #define EGO_RING_BERSERKER 167
918 #define EGO_RING_HUNTER 168
919 #define EGO_RING_THROW 169
920 #define EGO_RING_REGEN 170
921 #define EGO_RING_LITE 171
922 #define EGO_RING_M_DETECT 172
923 #define EGO_RING_STEALTH 173
924 #define EGO_RING_TELE_AWAY 174
925 #define EGO_RING_TO_H 175
926 #define EGO_RING_TO_D 176
927 #define EGO_RING_RES_LITE 177
928 #define EGO_RING_RES_DARK 178
929 #define EGO_RING_WIZARD 179
930 #define EGO_RING_TRUE 180
931 #define EGO_RING_DRAIN_EXP 181
932 #define EGO_RING_NO_MELEE 182
933 #define EGO_RING_AGGRAVATE 183
934 #define EGO_RING_TY_CURSE 184
935 #define EGO_RING_RES_TIME 185
936 #define EGO_RING_TELEPORT 186
937 #define EGO_RING_ALBINO 187
939 #define EGO_AMU_SLOW_D 210
940 #define EGO_AMU_INFRA 211
941 #define EGO_AMU_SEE_INVIS 212
942 #define EGO_AMU_HOLD_EXP 213
943 #define EGO_AMU_DRAIN_EXP 214
944 #define EGO_AMU_FOOL 215
945 #define EGO_AMU_AGGRAVATE 216
946 #define EGO_AMU_TY_CURSE 217
947 #define EGO_AMU_AC 218
948 #define EGO_AMU_IDENT 219
949 #define EGO_AMU_CHARM 220
950 #define EGO_AMU_STEALTH 221
951 #define EGO_AMU_JUMP 222
952 #define EGO_AMU_TELEPORT 223
953 #define EGO_AMU_D_DOOR 224
954 #define EGO_AMU_DEFENDER 225
955 #define EGO_AMU_RES_FIRE 226
956 #define EGO_AMU_RES_FIRE_ 227
957 #define EGO_AMU_RES_COLD 228
958 #define EGO_AMU_RES_COLD_ 229
959 #define EGO_AMU_RES_ELEC 230
960 #define EGO_AMU_RES_ELEC_ 231
961 #define EGO_AMU_RES_ACID 232
962 #define EGO_AMU_RES_ACID_ 233
963 #define EGO_AMU_LEVITATION 234
964 #define EGO_AMU_GREAT 235
965 #define EGO_AMU_DETECTION 236
966 #define EGO_AMU_NAIVETY 237
970 /*** Object "tval" and "sval" codes ***/
974 * The values for the "tval" field of various objects.
976 * This value is the primary means by which items are sorted in the
977 * player p_ptr->inventory_list, followed by "sval" and "cost".
979 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
980 * weapon with tval = 16+N, and does (xP) damage when so combined. This
981 * fact is not actually used in the source, but it kind of interesting.
983 * Note that as of 2.7.8, the "item flags" apply to all items, though
984 * only armor and weapons and a few other items use any of these flags.
987 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
988 #define TV_BOTTLE 2 /* Empty bottles ('!') */
989 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
990 #define TV_WHISTLE 4 /* Whistle ('~') */
991 #define TV_SPIKE 5 /* Spikes ('~') */
992 #define TV_CHEST 7 /* Chests ('&') */
993 #define TV_FIGURINE 8 /* Magical figurines */
994 #define TV_STATUE 9 /* Statue, what a silly object... */
995 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
996 #define TV_CAPTURE 11 /* Monster ball */
997 #define TV_NO_AMMO 15 /* Ammo for crimson */
998 #define TV_SHOT 16 /* Ammo for slings */
999 #define TV_ARROW 17 /* Ammo for bows */
1000 #define TV_BOLT 18 /* Ammo for x-bows */
1001 #define TV_BOW 19 /* Slings/Bows/Xbows */
1002 #define TV_DIGGING 20 /* Shovels/Picks */
1003 #define TV_HAFTED 21 /* Priest Weapons */
1004 #define TV_POLEARM 22 /* Axes and Pikes */
1005 #define TV_SWORD 23 /* Edged Weapons */
1006 #define TV_BOOTS 30 /* Boots */
1007 #define TV_GLOVES 31 /* Gloves */
1008 #define TV_HELM 32 /* Helms */
1009 #define TV_CROWN 33 /* Crowns */
1010 #define TV_SHIELD 34 /* Shields */
1011 #define TV_CLOAK 35 /* Cloaks */
1012 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1013 #define TV_HARD_ARMOR 37 /* Hard Armor */
1014 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1015 #define TV_LITE 39 /* Lites (including Specials) */
1016 #define TV_AMULET 40 /* Amulets (including Specials) */
1017 #define TV_RING 45 /* Rings (including Specials) */
1022 #define TV_PARCHMENT 69
1023 #define TV_SCROLL 70
1024 #define TV_POTION 75
1027 #define TV_LIFE_BOOK 90
1028 #define TV_SORCERY_BOOK 91
1029 #define TV_NATURE_BOOK 92
1030 #define TV_CHAOS_BOOK 93
1031 #define TV_DEATH_BOOK 94
1032 #define TV_TRUMP_BOOK 95
1033 #define TV_ARCANE_BOOK 96
1034 #define TV_CRAFT_BOOK 97
1035 #define TV_DAEMON_BOOK 98
1036 #define TV_CRUSADE_BOOK 99
1037 #define TV_MUSIC_BOOK 105
1038 #define TV_HISSATSU_BOOK 106
1039 #define TV_HEX_BOOK 107
1040 #define TV_GOLD 127 /* Gold can only be picked up by players */
1042 #define TV_EQUIP_BEGIN TV_SHOT
1043 #define TV_EQUIP_END TV_CARD
1044 #define TV_MISSILE_BEGIN TV_SHOT
1045 #define TV_MISSILE_END TV_BOLT
1046 #define TV_WEARABLE_BEGIN TV_BOW
1047 #define TV_WEARABLE_END TV_CARD
1048 #define TV_WEAPON_BEGIN TV_BOW
1049 #define TV_WEAPON_END TV_SWORD
1050 #define TV_ARMOR_BEGIN TV_BOOTS
1051 #define TV_ARMOR_END TV_DRAG_ARMOR
1056 /* The "sval" codes for TV_FIGURINE */
1057 #define SV_FIGURINE_NORMAL 0
1059 #define SV_CAPTURE_NONE 0
1061 /* The "sval" codes for TV_STATUE */
1062 #define SV_WOODEN_STATUE 0
1063 #define SV_CLAY_STATUE 1
1064 #define SV_STONE_STATUE 2
1065 #define SV_IRON_STATUE 3
1066 #define SV_COPPER_STATUE 4
1067 #define SV_SILVER_STATUE 5
1068 #define SV_GOLDEN_STATUE 6
1069 #define SV_IVORY_STATUE 7
1070 #define SV_MITHRIL_STATUE 8
1071 #define SV_ORNATE_STATUE 9
1074 /* The "sval" codes for TV_CORPSE */
1075 #define SV_SKELETON 0
1078 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1079 #define SV_AMMO_LIGHT 0 /* pebbles */
1080 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1081 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1083 /* The "sval" codes for TV_BOW (note information in "sval") */
1084 #define SV_SLING 2 /* (x2) */
1085 #define SV_SHORT_BOW 12 /* (x2) */
1086 #define SV_LONG_BOW 13 /* (x3) */
1087 #define SV_LIGHT_XBOW 23 /* (x3) */
1088 #define SV_HEAVY_XBOW 24 /* (x4) */
1089 #define SV_CRIMSON 50 /* (x0) */
1090 #define SV_HARP 51 /* (x0) */
1091 #define SV_NAMAKE_BOW 63 /* (x3) */
1093 /* The "sval" codes for TV_DIGGING */
1095 #define SV_GNOMISH_SHOVEL 2
1096 #define SV_DWARVEN_SHOVEL 3
1098 #define SV_ORCISH_PICK 5
1099 #define SV_DWARVEN_PICK 6
1100 #define SV_MATTOCK 7
1102 /* The "sval" values for TV_HAFTED */
1103 #define SV_CLUB 1 /* 1d4 */
1104 #define SV_WHIP 2 /* 1d6 */
1105 #define SV_QUARTERSTAFF 3 /* 1d9 */
1106 #define SV_NUNCHAKU 4 /* 2d3 */
1107 #define SV_MACE 5 /* 2d4 */
1108 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1109 #define SV_JO_STAFF 7 /* 1d7 */
1110 #define SV_WAR_HAMMER 8 /* 3d3 */
1111 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1112 #define SV_MORNING_STAR 12 /* 2d6 */
1113 #define SV_FLAIL 13 /* 2d6 */
1114 #define SV_BO_STAFF 14 /* 1d11 */
1115 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
1116 #define SV_TETSUBO 16 /* 2d7 */
1117 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
1118 #define SV_GREAT_HAMMER 19 /* 4d6 */
1119 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
1120 #define SV_WIZSTAFF 21 /* 1d2 */
1121 #define SV_GROND 50 /* 3d9 */
1122 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
1124 /* The "sval" values for TV_POLEARM */
1125 #define SV_HATCHET 1 /* 1d5 */
1126 #define SV_SPEAR 2 /* 1d6 */
1127 #define SV_SICKLE 3 /* 2d3 */
1128 #define SV_AWL_PIKE 4 /* 1d8 */
1129 #define SV_TRIDENT 5 /* 1d9 */
1130 #define SV_FAUCHARD 6 /* 1d10 */
1131 #define SV_BROAD_SPEAR 7 /* 1d9 */
1132 #define SV_PIKE 8 /* 2d5 */
1133 #define SV_NAGINATA 9 /* 2d6 */
1134 #define SV_BEAKED_AXE 10 /* 2d6 */
1135 #define SV_BROAD_AXE 11 /* 2d6 */
1136 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
1137 #define SV_GLAIVE 13 /* 2d6 */
1138 #define SV_LAJATANG 14 /* 2d7 */
1139 #define SV_HALBERD 15 /* 3d4 */
1140 #define SV_GUISARME 16 /* 2d5 */
1141 #define SV_SCYTHE 17 /* 5d3 */
1142 #define SV_LANCE 20 /* 2d8 */
1143 #define SV_BATTLE_AXE 22 /* 2d8 */
1144 #define SV_GREAT_AXE 25 /* 4d4 */
1145 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
1146 #define SV_LOCHABER_AXE 28 /* 3d8 */
1147 #define SV_HEAVY_LANCE 29 /* 4d8 */
1148 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
1149 #define SV_TSURIZAO 40 /* 1d1 */
1150 #define SV_DEATH_SCYTHE 50 /* 10d10 */
1152 /* The "sval" codes for TV_SWORD */
1153 #define SV_BROKEN_DAGGER 1 /* 1d1 */
1154 #define SV_BROKEN_SWORD 2 /* 1d2 */
1155 #define SV_DAGGER 4 /* 1d4 */
1156 #define SV_MAIN_GAUCHE 5 /* 1d5 */
1157 #define SV_TANTO 6 /* 1d5 */
1158 #define SV_RAPIER 7 /* 1d6 */
1159 #define SV_SMALL_SWORD 8 /* 1d6 */
1160 #define SV_BASILLARD 9 /* 1d8 */
1161 #define SV_SHORT_SWORD 10 /* 1d7 */
1162 #define SV_SABRE 11 /* 1d7 */
1163 #define SV_CUTLASS 12 /* 1d7 */
1164 #define SV_WAKIZASHI 13 /* 2d4 */
1165 #define SV_KHOPESH 14 /* 2d4 */
1166 #define SV_TULWAR 15 /* 2d4 */
1167 #define SV_BROAD_SWORD 16 /* 2d5 */
1168 #define SV_LONG_SWORD 17 /* 2d5 */
1169 #define SV_SCIMITAR 18 /* 2d5 */
1170 #define SV_NINJATO 19 /* 1d9 */
1171 #define SV_KATANA 20 /* 3d4 */
1172 #define SV_BASTARD_SWORD 21 /* 3d4 */
1173 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
1174 #define SV_CLAYMORE 23 /* 2d8 */
1175 #define SV_ESPADON 24 /* 2d9 */
1176 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
1177 #define SV_FLAMBERGE 26 /* 3d7 */
1178 #define SV_NO_DACHI 27 /* 5d4 */
1179 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
1180 #define SV_ZWEIHANDER 29 /* 4d6 */
1181 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
1182 #define SV_DIAMOND_EDGE 31 /* 7d5 */
1183 #define SV_DOKUBARI 32 /* 1d1 */
1184 #define SV_HAYABUSA 33 /* 1d6 */
1186 /* The "sval" codes for TV_SHIELD */
1187 #define SV_SMALL_LEATHER_SHIELD 2
1188 #define SV_SMALL_METAL_SHIELD 3
1189 #define SV_LARGE_LEATHER_SHIELD 4
1190 #define SV_LARGE_METAL_SHIELD 5
1191 #define SV_DRAGON_SHIELD 6
1192 #define SV_KNIGHT_SHIELD 7
1193 #define SV_MIRROR_SHIELD 10
1194 #define SV_YATA_MIRROR 50
1196 /* The "sval" codes for TV_HELM */
1197 #define SV_HARD_LEATHER_CAP 2
1198 #define SV_METAL_CAP 3
1199 #define SV_JINGASA 4 /* 4 */
1200 #define SV_IRON_HELM 5
1201 #define SV_STEEL_HELM 6
1202 #define SV_DRAGON_HELM 7
1203 #define SV_KABUTO 8 /* 7 */
1205 /* The "sval" codes for TV_CROWN */
1206 #define SV_IRON_CROWN 10
1207 #define SV_GOLDEN_CROWN 11
1208 #define SV_JEWELED_CROWN 12
1211 /* The "sval" codes for TV_BOOTS */
1212 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
1213 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
1214 #define SV_PAIR_OF_DRAGON_GREAVE 4
1215 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
1217 /* The "sval" codes for TV_CLOAK */
1219 #define SV_ELVEN_CLOAK 2
1220 #define SV_FUR_CLOAK 3
1221 #define SV_ETHEREAL_CLOAK 5
1222 #define SV_SHADOW_CLOAK 6
1224 /* The "sval" codes for TV_GLOVES */
1225 #define SV_SET_OF_LEATHER_GLOVES 1
1226 #define SV_SET_OF_GAUNTLETS 2
1227 #define SV_SET_OF_DRAGON_GLOVES 3
1228 #define SV_SET_OF_CESTI 5
1230 /* The "sval" codes for TV_SOFT_ARMOR */
1231 #define SV_T_SHIRT 0
1232 #define SV_FILTHY_RAG 1
1234 #define SV_PAPER_ARMOR 3 /* 4 */
1235 #define SV_SOFT_LEATHER_ARMOR 4
1236 #define SV_SOFT_STUDDED_LEATHER 5
1237 #define SV_HARD_LEATHER_ARMOR 6
1238 #define SV_HARD_STUDDED_LEATHER 7
1239 #define SV_RHINO_HIDE_ARMOR 8
1240 #define SV_CORD_ARMOR 9 /* 6 */
1241 #define SV_PADDED_ARMOR 10 /* 4 */
1242 #define SV_LEATHER_SCALE_MAIL 11
1243 #define SV_LEATHER_JACK 12
1244 #define SV_KUROSHOUZOKU 13
1245 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
1246 #define SV_ABUNAI_MIZUGI 50
1247 #define SV_YOIYAMI_ROBE 60
1248 #define SV_NAMAKE_ARMOR 63
1250 /* The "sval" codes for TV_HARD_ARMOR */
1251 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
1252 #define SV_RING_MAIL 2 /* 12 */
1253 #define SV_METAL_SCALE_MAIL 3 /* 13 */
1254 #define SV_CHAIN_MAIL 4 /* 14 */
1255 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
1256 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
1257 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
1258 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
1259 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
1260 #define SV_SPLINT_MAIL 10 /* 19 */
1261 #define SV_DO_MARU 11 /* 20 */
1262 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
1263 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
1264 #define SV_HARAMAKIDO 14 /* 17 */
1265 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
1266 #define SV_O_YOROI 16 /* 24 */
1267 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
1268 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
1269 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
1270 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
1272 /* The "sval" codes for TV_DRAG_ARMOR */
1273 #define SV_DRAGON_BLACK 1
1274 #define SV_DRAGON_BLUE 2
1275 #define SV_DRAGON_WHITE 3
1276 #define SV_DRAGON_RED 4
1277 #define SV_DRAGON_GREEN 5
1278 #define SV_DRAGON_MULTIHUED 6
1279 #define SV_DRAGON_SHINING 10
1280 #define SV_DRAGON_LAW 12
1281 #define SV_DRAGON_BRONZE 14
1282 #define SV_DRAGON_GOLD 16
1283 #define SV_DRAGON_CHAOS 18
1284 #define SV_DRAGON_BALANCE 20
1285 #define SV_DRAGON_POWER 30
1287 /* The sval codes for TV_LITE */
1288 #define SV_LITE_TORCH 0
1289 #define SV_LITE_LANTERN 1
1290 #define SV_LITE_FEANOR 2
1291 #define SV_LITE_EDISON 3
1292 #define SV_LITE_GALADRIEL 4
1293 #define SV_LITE_ELENDIL 5
1294 #define SV_LITE_JUDGE 6
1295 #define SV_LITE_LORE 7
1296 #define SV_LITE_PALANTIR 8
1297 #define SV_LITE_FLY_STONE 9
1299 /* The "sval" codes for TV_AMULET */
1300 #define SV_AMULET_DOOM 0
1301 #define SV_AMULET_TELEPORT 1
1302 #define SV_AMULET_ADORNMENT 2
1303 #define SV_AMULET_SLOW_DIGEST 3
1304 #define SV_AMULET_RESIST_ACID 4
1305 #define SV_AMULET_SEARCHING 5
1306 #define SV_AMULET_BRILLIANCE 6
1307 #define SV_AMULET_CHARISMA 7
1308 #define SV_AMULET_THE_MAGI 8
1309 #define SV_AMULET_REFLECTION 9
1310 #define SV_AMULET_CARLAMMAS 10
1311 #define SV_AMULET_INGWE 11
1312 #define SV_AMULET_DWARVES 12
1313 #define SV_AMULET_NO_MAGIC 13
1314 #define SV_AMULET_NO_TELE 14
1315 #define SV_AMULET_RESISTANCE 15
1316 #define SV_AMULET_TELEPATHY 16
1317 #define SV_AMULET_FARAMIR 17
1318 #define SV_AMULET_BOROMIR 18
1319 #define SV_AMULET_MAGATAMA 19
1320 #define SV_AMULET_INROU 20
1321 #define SV_AMULET_INTELLIGENCE 21
1322 #define SV_AMULET_WISDOM 22
1323 #define SV_AMULET_MAGIC_MASTERY 23
1324 #define SV_AMULET_NIGHT 24
1326 /* The sval codes for TV_RING */
1327 #define SV_RING_WOE 0
1328 #define SV_RING_AGGRAVATION 1
1329 #define SV_RING_WEAKNESS 2
1330 #define SV_RING_STUPIDITY 3
1331 #define SV_RING_TELEPORTATION 4
1332 #define SV_RING_SLOW_DIGESTION 6
1333 #define SV_RING_LEVITATION_FALL 7
1334 #define SV_RING_RESIST_FIRE 8
1335 #define SV_RING_RESIST_COLD 9
1336 #define SV_RING_SUSTAIN_STR 10
1337 #define SV_RING_SUSTAIN_INT 11
1338 #define SV_RING_SUSTAIN_WIS 12
1339 #define SV_RING_SUSTAIN_CON 13
1340 #define SV_RING_SUSTAIN_DEX 14
1341 #define SV_RING_SUSTAIN_CHR 15
1342 #define SV_RING_PROTECTION 16
1343 #define SV_RING_ACID 17
1344 #define SV_RING_FLAMES 18
1345 #define SV_RING_ICE 19
1346 #define SV_RING_RESIST_POIS 20
1347 #define SV_RING_FREE_ACTION 21
1348 #define SV_RING_SEE_INVIS 22
1349 #define SV_RING_SEARCHING 23
1350 #define SV_RING_STR 24
1351 #define SV_RING_ELEC 25
1352 #define SV_RING_DEX 26
1353 #define SV_RING_CON 27
1354 #define SV_RING_ACCURACY 28
1355 #define SV_RING_DAMAGE 29
1356 #define SV_RING_SLAYING 30
1357 #define SV_RING_SPEED 31
1358 #define SV_RING_FRAKIR 32
1359 #define SV_RING_TULKAS 33
1360 #define SV_RING_NARYA 34
1361 #define SV_RING_NENYA 35
1362 #define SV_RING_VILYA 36
1363 #define SV_RING_POWER 37
1364 #define SV_RING_RES_FEAR 38
1365 #define SV_RING_RES_LD 39
1366 #define SV_RING_RES_NETHER 40
1367 #define SV_RING_RES_NEXUS 41
1368 #define SV_RING_RES_SOUND 42
1369 #define SV_RING_RES_CONFUSION 43
1370 #define SV_RING_RES_SHARDS 44
1371 #define SV_RING_RES_DISENCHANT 45
1372 #define SV_RING_RES_CHAOS 46
1373 #define SV_RING_RES_BLINDNESS 47
1374 #define SV_RING_LORDLY 48
1375 #define SV_RING_ATTACKS 49
1376 #define SV_RING_AHO 50
1377 #define SV_RING_SHOTS 51
1378 #define SV_RING_SUSTAIN 52
1379 #define SV_RING_DEC_MANA 53
1380 #define SV_RING_WARNING 54
1381 #define SV_RING_MUSCLE 55
1383 #define SV_EXPRESS_CARD 0
1385 /* The "sval" codes for TV_STAFF */
1386 #define SV_STAFF_DARKNESS 0
1387 #define SV_STAFF_SLOWNESS 1
1388 #define SV_STAFF_HASTE_MONSTERS 2
1389 #define SV_STAFF_SUMMONING 3
1390 #define SV_STAFF_TELEPORTATION 4
1391 #define SV_STAFF_IDENTIFY 5
1392 #define SV_STAFF_REMOVE_CURSE 6
1393 #define SV_STAFF_STARLITE 7
1394 #define SV_STAFF_LITE 8
1395 #define SV_STAFF_MAPPING 9
1396 #define SV_STAFF_DETECT_GOLD 10
1397 #define SV_STAFF_DETECT_ITEM 11
1398 #define SV_STAFF_DETECT_TRAP 12
1399 #define SV_STAFF_DETECT_DOOR 13
1400 #define SV_STAFF_DETECT_INVIS 14
1401 #define SV_STAFF_DETECT_EVIL 15
1402 #define SV_STAFF_CURE_LIGHT 16
1403 #define SV_STAFF_CURING 17
1404 #define SV_STAFF_HEALING 18
1405 #define SV_STAFF_THE_MAGI 19
1406 #define SV_STAFF_SLEEP_MONSTERS 20
1407 #define SV_STAFF_SLOW_MONSTERS 21
1408 #define SV_STAFF_SPEED 22
1409 #define SV_STAFF_PROBING 23
1410 #define SV_STAFF_DISPEL_EVIL 24
1411 #define SV_STAFF_POWER 25
1412 #define SV_STAFF_HOLINESS 26
1413 #define SV_STAFF_GENOCIDE 27
1414 #define SV_STAFF_EARTHQUAKES 28
1415 #define SV_STAFF_DESTRUCTION 29
1416 #define SV_STAFF_ANIMATE_DEAD 30
1417 #define SV_STAFF_MSTORM 31
1418 #define SV_STAFF_NOTHING 32
1421 /* The "sval" codes for TV_WAND */
1422 #define SV_WAND_HEAL_MONSTER 0
1423 #define SV_WAND_HASTE_MONSTER 1
1424 #define SV_WAND_CLONE_MONSTER 2
1425 #define SV_WAND_TELEPORT_AWAY 3
1426 #define SV_WAND_DISARMING 4
1427 #define SV_WAND_TRAP_DOOR_DEST 5
1428 #define SV_WAND_STONE_TO_MUD 6
1429 #define SV_WAND_LITE 7
1430 #define SV_WAND_SLEEP_MONSTER 8
1431 #define SV_WAND_SLOW_MONSTER 9
1432 #define SV_WAND_CONFUSE_MONSTER 10
1433 #define SV_WAND_FEAR_MONSTER 11
1434 #define SV_WAND_HYPODYNAMIA 12
1435 #define SV_WAND_POLYMORPH 13
1436 #define SV_WAND_STINKING_CLOUD 14
1437 #define SV_WAND_MAGIC_MISSILE 15
1438 #define SV_WAND_ACID_BOLT 16
1439 #define SV_WAND_CHARM_MONSTER 17
1440 #define SV_WAND_FIRE_BOLT 18
1441 #define SV_WAND_COLD_BOLT 19
1442 #define SV_WAND_ACID_BALL 20
1443 #define SV_WAND_ELEC_BALL 21
1444 #define SV_WAND_FIRE_BALL 22
1445 #define SV_WAND_COLD_BALL 23
1446 #define SV_WAND_WONDER 24
1447 #define SV_WAND_DISINTEGRATE 25
1448 #define SV_WAND_DRAGON_FIRE 26
1449 #define SV_WAND_DRAGON_COLD 27
1450 #define SV_WAND_DRAGON_BREATH 28
1451 #define SV_WAND_ROCKETS 29
1452 #define SV_WAND_STRIKING 30
1453 #define SV_WAND_GENOCIDE 31
1455 /* The "sval" codes for TV_ROD */
1456 #define SV_ROD_DETECT_TRAP 0
1457 #define SV_ROD_DETECT_DOOR 1
1458 #define SV_ROD_IDENTIFY 2
1459 #define SV_ROD_RECALL 3
1460 #define SV_ROD_ILLUMINATION 4
1461 #define SV_ROD_MAPPING 5
1462 #define SV_ROD_DETECTION 6
1463 #define SV_ROD_PROBING 7
1464 #define SV_ROD_CURING 8
1465 #define SV_ROD_HEALING 9
1466 #define SV_ROD_RESTORATION 10
1467 #define SV_ROD_SPEED 11
1468 #define SV_ROD_PESTICIDE 12
1469 #define SV_ROD_TELEPORT_AWAY 13
1470 #define SV_ROD_DISARMING 14
1471 #define SV_ROD_LITE 15
1472 #define SV_ROD_SLEEP_MONSTER 16
1473 #define SV_ROD_SLOW_MONSTER 17
1474 #define SV_ROD_HYPODYNAMIA 18
1475 #define SV_ROD_POLYMORPH 19
1476 #define SV_ROD_ACID_BOLT 20
1477 #define SV_ROD_ELEC_BOLT 21
1478 #define SV_ROD_FIRE_BOLT 22
1479 #define SV_ROD_COLD_BOLT 23
1480 #define SV_ROD_ACID_BALL 24
1481 #define SV_ROD_ELEC_BALL 25
1482 #define SV_ROD_FIRE_BALL 26
1483 #define SV_ROD_COLD_BALL 27
1484 #define SV_ROD_HAVOC 28
1485 #define SV_ROD_STONE_TO_MUD 29
1486 #define SV_ROD_AGGRAVATE 30
1489 /* The "sval" codes for TV_SCROLL */
1491 #define SV_SCROLL_DARKNESS 0
1492 #define SV_SCROLL_AGGRAVATE_MONSTER 1
1493 #define SV_SCROLL_CURSE_ARMOR 2
1494 #define SV_SCROLL_CURSE_WEAPON 3
1495 #define SV_SCROLL_SUMMON_MONSTER 4
1496 #define SV_SCROLL_SUMMON_UNDEAD 5
1497 #define SV_SCROLL_SUMMON_PET 6
1498 #define SV_SCROLL_TRAP_CREATION 7
1499 #define SV_SCROLL_PHASE_DOOR 8
1500 #define SV_SCROLL_TELEPORT 9
1501 #define SV_SCROLL_TELEPORT_LEVEL 10
1502 #define SV_SCROLL_WORD_OF_RECALL 11
1503 #define SV_SCROLL_IDENTIFY 12
1504 #define SV_SCROLL_STAR_IDENTIFY 13
1505 #define SV_SCROLL_REMOVE_CURSE 14
1506 #define SV_SCROLL_STAR_REMOVE_CURSE 15
1507 #define SV_SCROLL_ENCHANT_ARMOR 16
1508 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
1509 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
1510 /* xxx enchant missile? */
1511 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
1512 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
1513 #define SV_SCROLL_RECHARGING 22
1514 #define SV_SCROLL_MUNDANITY 23
1515 #define SV_SCROLL_LIGHT 24
1516 #define SV_SCROLL_MAPPING 25
1517 #define SV_SCROLL_DETECT_GOLD 26
1518 #define SV_SCROLL_DETECT_ITEM 27
1519 #define SV_SCROLL_DETECT_TRAP 28
1520 #define SV_SCROLL_DETECT_DOOR 29
1521 #define SV_SCROLL_DETECT_INVIS 30
1522 /* xxx (detect evil?) */
1523 #define SV_SCROLL_SATISFY_HUNGER 32
1524 #define SV_SCROLL_BLESSING 33
1525 #define SV_SCROLL_HOLY_CHANT 34
1526 #define SV_SCROLL_HOLY_PRAYER 35
1527 #define SV_SCROLL_MONSTER_CONFUSION 36
1528 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
1529 #define SV_SCROLL_RUNE_OF_PROTECTION 38
1530 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
1532 #define SV_SCROLL_STAR_DESTRUCTION 41
1533 #define SV_SCROLL_DISPEL_UNDEAD 42
1534 #define SV_SCROLL_SPELL 43
1535 #define SV_SCROLL_GENOCIDE 44
1536 #define SV_SCROLL_MASS_GENOCIDE 45
1537 #define SV_SCROLL_ACQUIREMENT 46
1538 #define SV_SCROLL_STAR_ACQUIREMENT 47
1539 #define SV_SCROLL_FIRE 48
1540 #define SV_SCROLL_ICE 49
1541 #define SV_SCROLL_CHAOS 50
1542 #define SV_SCROLL_RUMOR 51
1543 #define SV_SCROLL_ARTIFACT 52
1544 #define SV_SCROLL_RESET_RECALL 53
1545 #define SV_SCROLL_SUMMON_KIN 54
1546 #define SV_SCROLL_AMUSEMENT 55
1547 #define SV_SCROLL_STAR_AMUSEMENT 56
1549 /* The "sval" codes for TV_POTION */
1550 #define SV_POTION_WATER 0
1551 #define SV_POTION_APPLE_JUICE 1
1552 #define SV_POTION_SLIME_MOLD 2
1553 /* xxx (fixed color) */
1554 #define SV_POTION_SLOWNESS 4
1555 #define SV_POTION_SALT_WATER 5
1556 #define SV_POTION_POISON 6
1557 #define SV_POTION_BLINDNESS 7
1559 #define SV_POTION_BOOZE 9
1561 #define SV_POTION_SLEEP 11
1563 #define SV_POTION_LOSE_MEMORIES 13
1565 #define SV_POTION_RUINATION 15
1566 #define SV_POTION_DEC_STR 16
1567 #define SV_POTION_DEC_INT 17
1568 #define SV_POTION_DEC_WIS 18
1569 #define SV_POTION_DEC_DEX 19
1570 #define SV_POTION_DEC_CON 20
1571 #define SV_POTION_DEC_CHR 21
1572 #define SV_POTION_DETONATIONS 22
1573 #define SV_POTION_DEATH 23
1574 #define SV_POTION_INFRAVISION 24
1575 #define SV_POTION_DETECT_INVIS 25
1576 #define SV_POTION_SLOW_POISON 26
1577 #define SV_POTION_CURE_POISON 27
1578 #define SV_POTION_BOLDNESS 28
1579 #define SV_POTION_SPEED 29
1580 #define SV_POTION_RESIST_HEAT 30
1581 #define SV_POTION_RESIST_COLD 31
1582 #define SV_POTION_HEROISM 32
1583 #define SV_POTION_BESERK_STRENGTH 33
1584 #define SV_POTION_CURE_LIGHT 34
1585 #define SV_POTION_CURE_SERIOUS 35
1586 #define SV_POTION_CURE_CRITICAL 36
1587 #define SV_POTION_HEALING 37
1588 #define SV_POTION_STAR_HEALING 38
1589 #define SV_POTION_LIFE 39
1590 #define SV_POTION_RESTORE_MANA 40
1591 #define SV_POTION_RESTORE_EXP 41
1592 #define SV_POTION_RES_STR 42
1593 #define SV_POTION_RES_INT 43
1594 #define SV_POTION_RES_WIS 44
1595 #define SV_POTION_RES_DEX 45
1596 #define SV_POTION_RES_CON 46
1597 #define SV_POTION_RES_CHR 47
1598 #define SV_POTION_INC_STR 48
1599 #define SV_POTION_INC_INT 49
1600 #define SV_POTION_INC_WIS 50
1601 #define SV_POTION_INC_DEX 51
1602 #define SV_POTION_INC_CON 52
1603 #define SV_POTION_INC_CHR 53
1605 #define SV_POTION_AUGMENTATION 55
1606 #define SV_POTION_ENLIGHTENMENT 56
1607 #define SV_POTION_STAR_ENLIGHTENMENT 57
1608 #define SV_POTION_SELF_KNOWLEDGE 58
1609 #define SV_POTION_EXPERIENCE 59
1610 #define SV_POTION_RESISTANCE 60
1611 #define SV_POTION_CURING 61
1612 #define SV_POTION_INVULNERABILITY 62
1613 #define SV_POTION_NEW_LIFE 63
1614 #define SV_POTION_NEO_TSUYOSHI 64
1615 #define SV_POTION_TSUYOSHI 65
1616 #define SV_POTION_POLYMORPH 66
1618 /* The "sval" codes for TV_FLASK */
1619 #define SV_FLASK_OIL 0
1621 /* The "sval" codes for TV_FOOD */
1622 #define SV_FOOD_POISON 0
1623 #define SV_FOOD_BLINDNESS 1
1624 #define SV_FOOD_PARANOIA 2
1625 #define SV_FOOD_CONFUSION 3
1626 #define SV_FOOD_HALLUCINATION 4
1627 #define SV_FOOD_PARALYSIS 5
1628 #define SV_FOOD_WEAKNESS 6
1629 #define SV_FOOD_SICKNESS 7
1630 #define SV_FOOD_STUPIDITY 8
1631 #define SV_FOOD_NAIVETY 9
1632 #define SV_FOOD_UNHEALTH 10
1633 #define SV_FOOD_DISEASE 11
1634 #define SV_FOOD_CURE_POISON 12
1635 #define SV_FOOD_CURE_BLINDNESS 13
1636 #define SV_FOOD_CURE_PARANOIA 14
1637 #define SV_FOOD_CURE_CONFUSION 15
1638 #define SV_FOOD_CURE_SERIOUS 16
1639 #define SV_FOOD_RESTORE_STR 17
1640 #define SV_FOOD_RESTORE_CON 18
1641 #define SV_FOOD_RESTORING 19
1642 /* many missing mushrooms */
1643 #define SV_FOOD_BISCUIT 32
1644 #define SV_FOOD_JERKY 33
1645 #define SV_FOOD_RATION 35
1646 #define SV_FOOD_SLIME_MOLD 36
1647 #define SV_FOOD_WAYBREAD 37
1648 #define SV_FOOD_PINT_OF_ALE 38
1649 #define SV_FOOD_PINT_OF_WINE 39
1652 #define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
1654 #define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
1655 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1658 * Special "sval" limit -- first "good" magic/prayer book
1660 #define SV_BOOK_MIN_GOOD 2
1663 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
1664 #define MAX_GOLD 18 /* Number of "gold" entries */
1666 /*** General flag values ***/
1669 * Special caster ID for project()
1671 #define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
1672 #define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
1676 * Bit flags for the "enchant()" function
1678 #define ENCH_TOHIT 0x01 /*!< 装備強化処理: 命中強化 / Enchant to hit */
1679 #define ENCH_TODAM 0x02 /*!< 装備強化処理: ダメージ強化 / Enchant to damage */
1680 #define ENCH_TOAC 0x04 /*!< 装備強化処理: AC強化 / Enchant to AC */
1681 #define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
1684 * target_set用関数の利用用途フラグ / Bit flags for the "target_set" function
1686 #define TARGET_KILL 0x01 /*!< モンスターへの狙いをつける(視界内モンスターのみクエリ対象) / Target monsters */
1687 #define TARGET_LOOK 0x02 /*!< "L"ookコマンド向けの既存情報確認向け(全ての有為な情報をクエリ対象) / Describe grid fully */
1688 #define TARGET_XTRA 0x04 /*!< 現在未使用 / Currently unused flag */
1689 #define TARGET_GRID 0x08 /*!< 全てのマス対象にする(現在未使用) / Select from all grids */
1693 * Bit flags for control of get_check_strict()
1695 #define CHECK_OKAY_CANCEL 0x01
1696 #define CHECK_NO_ESCAPE 0x02
1697 #define CHECK_NO_HISTORY 0x04
1698 #define CHECK_DEFAULT_Y 0x08
1704 * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
1706 #define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */
1707 #define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */
1708 #define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
1709 #define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
1710 #define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
1711 #define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
1717 * p_ptr->updateに充てるプレイヤーステータス更新処理要求 / Bit flags for the "p_ptr->update" variable
1722 * Bit flags for the "p_ptr->redraw" variable
1724 #define PR_MISC 0x00000001L /*!< 再描画フラグ: 種族と職業 / Display Race/Class */
1725 #define PR_TITLE 0x00000002L /*!< 再描画フラグ: 称号 / Display Title */
1726 #define PR_LEV 0x00000004L /*!< 再描画フラグ: レベル / Display Level */
1727 #define PR_EXP 0x00000008L /*!< 再描画フラグ: 経験値 / Display Experience */
1728 #define PR_STATS 0x00000010L /*!< 再描画フラグ: ステータス / Display Stats */
1729 #define PR_ARMOR 0x00000020L /*!< 再描画フラグ: AC / Display Armor */
1730 #define PR_HP 0x00000040L /*!< 再描画フラグ: HP / Display Hitpoints */
1731 #define PR_MANA 0x00000080L /*!< 再描画フラグ: MP / Display Mana */
1732 #define PR_GOLD 0x00000100L /*!< 再描画フラグ: 所持金 / Display Gold */
1733 #define PR_DEPTH 0x00000200L /*!< 再描画フラグ: ダンジョンの階 / Display Depth */
1734 #define PR_EQUIPPY 0x00000400L /*!< 再描画フラグ: 装備シンボル / Display equippy chars */
1735 #define PR_HEALTH 0x00000800L /*!< 再描画フラグ: モンスターのステータス / Display Health Bar */
1736 #define PR_CUT 0x00001000L /*!< 再描画フラグ: 負傷度 / Display Extra (Cut) */
1737 #define PR_STUN 0x00002000L /*!< 再描画フラグ: 朦朧度 / Display Extra (Stun) */
1738 #define PR_HUNGER 0x00004000L /*!< 再描画フラグ: 空腹度 / Display Extra (Hunger) */
1739 #define PR_STATUS 0x00008000L /*!< 再描画フラグ: プレイヤーの付与状態 / Display Status Bar */
1740 #define PR_XXX0 0x00010000L /*!< (unused) */
1741 #define PR_UHEALTH 0x00020000L /*!< 再描画フラグ: ペットのステータス / Display Uma Health Bar */
1742 #define PR_XXX1 0x00040000L /*!< (unused) */
1743 #define PR_XXX2 0x00080000L /*!< (unused) */
1744 #define PR_STATE 0x00100000L /*!< 再描画フラグ: プレイヤーの行動状態 / Display Extra (State) */
1745 #define PR_SPEED 0x00200000L /*!< 再描画フラグ: 加速 / Display Extra (Speed) */
1746 #define PR_STUDY 0x00400000L /*!< 再描画フラグ: 学習 / Display Extra (Study) */
1747 #define PR_IMITATION 0x00800000L /*!< 再描画フラグ: ものまね / Display Extra (Imitation) */
1748 #define PR_EXTRA 0x01000000L /*!< 再描画フラグ: 拡張ステータス全体 / Display Extra Info */
1749 #define PR_BASIC 0x02000000L /*!< 再描画フラグ: 基本ステータス全体 / Display Basic Info */
1750 #define PR_MAP 0x04000000L /*!< 再描画フラグ: ゲームマップ / Display Map */
1751 #define PR_WIPE 0x08000000L /*!< 再描画フラグ: 画面消去 / Hack -- Total Redraw */
1758 * Bit flags for the "p_ptr->window" variable (etc)
1760 #define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
1761 #define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
1762 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
1763 #define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
1764 #define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
1767 #define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
1768 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
1769 #define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
1770 #define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
1771 #define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
1772 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
1775 #define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
1776 #define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
1778 /* Empty hand status */
1779 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
1780 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
1781 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
1783 /*** General index values ***/
1787 * Some things which induce learning
1799 #define DRS_CHAOS 11
1800 #define DRS_DISEN 12
1801 #define DRS_BLIND 13
1802 #define DRS_NEXUS 14
1803 #define DRS_SOUND 15
1804 #define DRS_SHARD 16
1807 #define DRS_REFLECT 32
1811 #define DAMAGE_FORCE 1
1812 #define DAMAGE_GENO 2
1813 #define DAMAGE_LOSELIFE 3
1814 #define DAMAGE_ATTACK 4
1815 #define DAMAGE_NOESCAPE 5
1816 #define DAMAGE_USELIFE 6
1820 * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
1822 #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */
1823 #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */
1824 #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
1827 /*** Object flag values ***/
1831 * Special Object Flags
1833 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
1834 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
1835 #define IDENT_EMPTY 0x04 /* Item charges are known */
1836 #define IDENT_KNOWN 0x08 /* Item abilities are known */
1837 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
1838 #define IDENT_MENTAL 0x20 /* Item information is known */
1840 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
1842 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
1846 * How object is marked (flags in object_type.mark)
1847 * OM_FOUND --- original boolean flag
1848 * OM_NOMSG --- temporary flag to suppress messages which were
1849 * already printed in autopick_pickup_items().
1851 #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
1852 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
1853 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
1854 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
1855 #define OM_TOUCHED 0x10 /* Object was touched by player */
1861 * Old variables for object flags such as flags1, flags2, and flags3
1862 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
1863 * object flags. And each flag is refered by single index number
1864 * instead of a bit mask.
1866 * Therefore it's very easy to add a lot of new flags; no one need to
1867 * worry about in which variable a new flag should be put, nor to
1868 * modify a huge number of files all over the source directory at once
1869 * to add new flag variables such as flags4, a_ability_flags1, etc...
1871 * All management of flags is now treated using a set of macros
1872 * instead of bit operations.
1873 * Note: These macros are using division, modulo, and bit shift
1874 * operations, and it seems that these operations are rather slower
1875 * than original bit operation. But since index numbers are almost
1876 * always given as constant, such slow operations are performed in the
1877 * compile time. So there is no problem on the speed.
1879 * Exceptions of new flag management is a set of flags to control
1880 * object generation and the curse flags. These are not yet rewritten
1881 * in new index form; maybe these have no merit of rewriting.
1884 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
1885 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
1886 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
1887 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
1888 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
1891 #define TR_STR 0 /* STR += "pval" */
1892 #define TR_INT 1 /* INT += "pval" */
1893 #define TR_WIS 2 /* WIS += "pval" */
1894 #define TR_DEX 3 /* DEX += "pval" */
1895 #define TR_CON 4 /* CON += "pval" */
1896 #define TR_CHR 5 /* CHR += "pval" */
1897 #define TR_MAGIC_MASTERY 6 /* Later */
1898 #define TR_FORCE_WEAPON 7 /* Later */
1899 #define TR_STEALTH 8 /* Stealth += "pval" */
1900 #define TR_SEARCH 9 /* Search += "pval" */
1901 #define TR_INFRA 10 /* Infra += "pval" */
1902 #define TR_TUNNEL 11 /* Tunnel += "pval" */
1903 #define TR_SPEED 12 /* Speed += "pval" */
1904 #define TR_BLOWS 13 /* Blows += "pval" */
1905 #define TR_CHAOTIC 14
1906 #define TR_VAMPIRIC 15
1907 #define TR_SLAY_ANIMAL 16
1908 #define TR_SLAY_EVIL 17
1909 #define TR_SLAY_UNDEAD 18
1910 #define TR_SLAY_DEMON 19
1911 #define TR_SLAY_ORC 20
1912 #define TR_SLAY_TROLL 21
1913 #define TR_SLAY_GIANT 22
1914 #define TR_SLAY_DRAGON 23
1915 #define TR_KILL_DRAGON 24 /* Execute Dragon */
1916 #define TR_VORPAL 25 /* Later */
1917 #define TR_IMPACT 26 /* Cause Earthquakes */
1918 #define TR_BRAND_POIS 27
1919 #define TR_BRAND_ACID 28
1920 #define TR_BRAND_ELEC 29
1921 #define TR_BRAND_FIRE 30
1922 #define TR_BRAND_COLD 31
1924 #define TR_SUST_STR 32
1925 #define TR_SUST_INT 33
1926 #define TR_SUST_WIS 34
1927 #define TR_SUST_DEX 35
1928 #define TR_SUST_CON 36
1929 #define TR_SUST_CHR 37
1930 #define TR_RIDING 38
1931 #define TR_EASY_SPELL 39
1932 #define TR_IM_ACID 40
1933 #define TR_IM_ELEC 41
1934 #define TR_IM_FIRE 42
1935 #define TR_IM_COLD 43
1936 #define TR_THROW 44 /* Later */
1937 #define TR_REFLECT 45 /* Reflect 'bolts' */
1938 #define TR_FREE_ACT 46 /* Free Action */
1939 #define TR_HOLD_EXP 47 /* Hold EXP */
1940 #define TR_RES_ACID 48
1941 #define TR_RES_ELEC 49
1942 #define TR_RES_FIRE 50
1943 #define TR_RES_COLD 51
1944 #define TR_RES_POIS 52
1945 #define TR_RES_FEAR 53 /* Added for Zangband */
1946 #define TR_RES_LITE 54
1947 #define TR_RES_DARK 55
1948 #define TR_RES_BLIND 56
1949 #define TR_RES_CONF 57
1950 #define TR_RES_SOUND 58
1951 #define TR_RES_SHARDS 59
1952 #define TR_RES_NETHER 60
1953 #define TR_RES_NEXUS 61
1954 #define TR_RES_CHAOS 62
1955 #define TR_RES_DISEN 63
1957 #define TR_SH_FIRE 64 /* Immolation (Fire) */
1958 #define TR_SH_ELEC 65 /* Electric Sheath */
1959 #define TR_SLAY_HUMAN 66 /* Slay human */
1960 #define TR_SH_COLD 67 /* cold aura */
1961 #define TR_NO_TELE 68 /* Anti-teleportation */
1962 #define TR_NO_MAGIC 69 /* Anti-magic */
1963 #define TR_DEC_MANA 70 /* ??? */
1964 #define TR_TY_CURSE 71 /* The Ancient Curse */
1965 #define TR_WARNING 72 /* Warning */
1966 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
1967 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
1968 #define TR_SLAY_GOOD 75
1969 #define TR_LEVITATION 76 /* Feather Falling */
1970 #define TR_LITE_1 77 /* Light Radius 1*/
1971 #define TR_SEE_INVIS 78 /* See Invisible */
1972 #define TR_TELEPATHY 79 /* Telepathy */
1973 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
1974 #define TR_REGEN 81 /* Item induces regeneration */
1975 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
1976 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
1977 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
1978 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
1979 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
1980 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
1981 #define TR_ACTIVATE 88 /* Item can be activated */
1982 #define TR_DRAIN_EXP 89 /* Item drains Experience */
1983 #define TR_TELEPORT 90 /* Item teleports player */
1984 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
1985 #define TR_BLESSED 92 /* Item is Blessed */
1986 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
1987 #define TR_ES_AC 94 /* Fake flag for Smith */
1988 #define TR_KILL_GOOD 95
1990 #define TR_KILL_ANIMAL 96
1991 #define TR_KILL_EVIL 97
1992 #define TR_KILL_UNDEAD 98
1993 #define TR_KILL_DEMON 99
1994 #define TR_KILL_ORC 100
1995 #define TR_KILL_TROLL 101
1996 #define TR_KILL_GIANT 102
1997 #define TR_KILL_HUMAN 103
1998 #define TR_ESP_ANIMAL 104
1999 #define TR_ESP_UNDEAD 105
2000 #define TR_ESP_DEMON 106
2001 #define TR_ESP_ORC 107
2002 #define TR_ESP_TROLL 108
2003 #define TR_ESP_GIANT 109
2004 #define TR_ESP_DRAGON 110
2005 #define TR_ESP_HUMAN 111
2006 #define TR_ESP_EVIL 112
2007 #define TR_ESP_GOOD 113
2008 #define TR_ESP_NONLIVING 114
2009 #define TR_ESP_UNIQUE 115
2010 #define TR_FULL_NAME 116
2011 #define TR_FIXED_FLAVOR 117
2012 #define TR_ADD_L_CURSE 118
2013 #define TR_ADD_H_CURSE 119
2014 #define TR_DRAIN_HP 120
2015 #define TR_DRAIN_MANA 121
2016 #define TR_LITE_2 122
2017 #define TR_LITE_3 123
2018 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
2019 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
2020 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
2021 #define TR_LITE_FUEL 127 /* Lights need Fuels */
2023 #define TR_CALL_ANIMAL 128
2024 #define TR_CALL_DEMON 129
2025 #define TR_CALL_DRAGON 130
2026 #define TR_CALL_UNDEAD 131
2027 #define TR_COWARDICE 132
2028 #define TR_LOW_MELEE 133
2029 #define TR_LOW_AC 134
2030 #define TR_LOW_MAGIC 135
2031 #define TR_FAST_DIGEST 136
2032 #define TR_SLOW_REGEN 137
2034 #define TR_FLAG_MAX 138
2035 #define TR_FLAG_SIZE 5
2038 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
2039 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
2040 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
2041 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
2042 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
2043 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
2044 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
2045 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
2046 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
2047 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
2048 #define TRG_CURSED 0x00000400L /* Item is Cursed */
2049 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
2050 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
2051 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
2052 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
2053 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
2054 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
2055 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
2058 #define MAX_CURSE 18
2060 #define TRC_CURSED 0x00000001L
2061 #define TRC_HEAVY_CURSE 0x00000002L
2062 #define TRC_PERMA_CURSE 0x00000004L
2063 #define TRC_XXX1 0x00000008L
2064 #define TRC_TY_CURSE 0x00000010L
2065 #define TRC_AGGRAVATE 0x00000020L
2066 #define TRC_DRAIN_EXP 0x00000040L
2067 #define TRC_SLOW_REGEN 0x00000080L
2068 #define TRC_ADD_L_CURSE 0x00000100L
2069 #define TRC_ADD_H_CURSE 0x00000200L
2070 #define TRC_CALL_ANIMAL 0x00000400L
2071 #define TRC_CALL_DEMON 0x00000800L
2072 #define TRC_CALL_DRAGON 0x00001000L
2073 #define TRC_COWARDICE 0x00002000L
2074 #define TRC_TELEPORT 0x00004000L
2075 #define TRC_LOW_MELEE 0x00008000L
2076 #define TRC_LOW_AC 0x00010000L
2077 #define TRC_LOW_MAGIC 0x00020000L
2078 #define TRC_FAST_DIGEST 0x00040000L
2079 #define TRC_DRAIN_HP 0x00080000L
2080 #define TRC_DRAIN_MANA 0x00100000L
2081 #define TRC_CALL_UNDEAD 0x00200000L
2083 #define TRC_TELEPORT_SELF 0x00000001L
2084 #define TRC_CHAINSWORD 0x00000002L
2086 #define TRC_SPECIAL_MASK \
2087 (TRC_TY_CURSE | TRC_AGGRAVATE)
2089 #define TRC_HEAVY_MASK \
2090 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
2091 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
2093 #define TRC_P_FLAG_MASK \
2094 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
2095 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
2096 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
2097 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
2102 * Hack -- "torch" masks
2104 #define RF7_LITE_MASK \
2105 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
2107 #define RF7_DARK_MASK \
2108 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
2110 #define RF7_HAS_LD_MASK \
2111 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
2113 #define RF7_SELF_LD_MASK \
2114 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
2117 * Hack -- effective elemental and poison immunity mask
2119 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
2120 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
2121 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
2122 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
2123 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
2124 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
2125 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
2126 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
2129 #define MR1_SINKA 0x01
2133 * Is the monster seen by the player?
2135 #define is_seen(A) \
2136 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
2137 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
2140 /*** Macro Definitions ***/
2143 * Return the "char" for a given item.
2144 * Use "flavor" if available.
2145 * Default to user definitions.
2147 #define object_char(T) \
2148 ((k_info[(T)->k_idx].flavor) ? \
2149 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
2150 (k_info[(T)->k_idx].x_char))
2153 * Convert an "attr"/"char" pair into a "pict" (P)
2156 ((((u16b)(A)) << 8) | ((byte)(C)))
2159 * Convert a "pict" (P) into an "attr" (A)
2165 * Convert a "pict" (P) into an "char" (C)
2172 * Hack -- Prepare to use the "Secure" routines
2174 #if defined(SET_UID) && defined(SECURE)
2175 extern int PlayerUID;
2176 # define getuid() PlayerUID
2177 # define geteuid() PlayerUID
2182 /*** Color constants ***/
2185 * Not using graphical tiles for this feature?
2187 #define is_ascii_graphics(A) (!((A) & 0x80))
2194 * Hack -- attempt to reduce various values
2198 # define MACRO_MAX 128
2200 # define QUARK_MAX 128
2202 # define MESSAGE_MAX 128
2204 # define MESSAGE_BUF 4096
2212 * Available graphic modes
2214 #define GRAPHICS_NONE 0
2215 #define GRAPHICS_ORIGINAL 1
2216 #define GRAPHICS_ADAM_BOLT 2
2217 #define GRAPHICS_HENGBAND 3
2220 * Modes for the random name generator
2222 #define NAME_DWARF 1
2224 #define NAME_GNOME 3
2225 #define NAME_HOBBIT 4
2226 #define NAME_HUMAN 5
2236 * Modes for the tokenizer
2238 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
2240 #define GINOU_MAX 10
2243 #define SECRET_TOWN 5
2247 #define MAX_MONSPELLS 96
2248 #define MONSPELL_TYPE_BOLT 1
2249 #define MONSPELL_TYPE_BALL 2
2250 #define MONSPELL_TYPE_BREATH 3
2251 #define MONSPELL_TYPE_SUMMON 4
2252 #define MONSPELL_TYPE_OTHER 5
2254 #define EATER_EXT 36
2255 #define EATER_CHARGE 0x10000L
2256 #define EATER_ROD_CHARGE 0x10L
2260 #define DETECT_RAD_DEFAULT 30
2261 #define DETECT_RAD_MAP 30
2262 #define DETECT_RAD_ALL 255
2264 /* Maximum "Nazguls" number */
2265 #define MAX_NAZGUL_NUM 5
2267 #define DO_AUTOPICK 0x01
2268 #define DO_AUTODESTROY 0x02
2269 #define DO_DISPLAY 0x04
2270 #define DONT_AUTOPICK 0x08
2271 #define ITEM_DISPLAY 0x10
2272 #define DO_QUERY_AUTOPICK 0x20
2275 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
2276 #define MAGIC_FAIL_5PERCENT 0x0002
2277 #define MAGIC_GAIN_EXP 0x0004
2279 #define VIRTUE_LARGE 1
2280 #define VIRTUE_SMALL 2
2282 #define SPELL_DD_S 27
2283 #define SPELL_DD_T 13
2285 #define SPELL_KABE 20
2287 #define KNOW_STAT 0x01
2288 #define KNOW_HPRATE 0x02
2292 #define DUNGEON_FEAT_PROB_NUM 3
2295 * Flags for save/load temporal saved floor file
2297 #define SLF_SECOND 0x0001 /* Called from another save/load function */
2298 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
2302 * Flags for wr_item()/rd_item()
2304 #define SAVE_ITEM_PVAL 0x00000001
2305 #define SAVE_ITEM_DISCOUNT 0x00000002
2306 #define SAVE_ITEM_NUMBER 0x00000004
2307 #define SAVE_ITEM_NAME1 0x00000008
2308 #define SAVE_ITEM_NAME2 0x00000010
2309 #define SAVE_ITEM_TIMEOUT 0x00000020
2310 #define SAVE_ITEM_TO_H 0x00000040
2311 #define SAVE_ITEM_TO_D 0x00000080
2312 #define SAVE_ITEM_TO_A 0x00000100
2313 #define SAVE_ITEM_AC 0x00000200
2314 #define SAVE_ITEM_DD 0x00000400
2315 #define SAVE_ITEM_DS 0x00000800
2316 #define SAVE_ITEM_IDENT 0x00001000
2317 #define SAVE_ITEM_MARKED 0x00002000
2318 #define SAVE_ITEM_ART_FLAGS0 0x00004000
2319 #define SAVE_ITEM_ART_FLAGS1 0x00008000
2320 #define SAVE_ITEM_ART_FLAGS2 0x00010000
2321 #define SAVE_ITEM_ART_FLAGS3 0x00020000
2322 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
2323 #define SAVE_ITEM_HELD_M_IDX 0x00080000
2324 #define SAVE_ITEM_XTRA1 0x00100000
2325 #define SAVE_ITEM_XTRA2 0x00200000
2326 #define SAVE_ITEM_XTRA3 0x00400000
2327 #define SAVE_ITEM_XTRA4 0x00800000
2328 #define SAVE_ITEM_XTRA5 0x01000000
2329 #define SAVE_ITEM_FEELING 0x02000000
2330 #define SAVE_ITEM_INSCRIPTION 0x04000000
2331 #define SAVE_ITEM_ART_NAME 0x08000000
2332 #define SAVE_ITEM_ART_FLAGS4 0x10000000
2336 * Flags for wr_monster()/rd_monster()
2338 #define SAVE_MON_AP_R_IDX 0x00000001
2339 #define SAVE_MON_SUB_ALIGN 0x00000002
2340 #define SAVE_MON_CSLEEP 0x00000004
2341 #define SAVE_MON_FAST 0x00000008
2342 #define SAVE_MON_SLOW 0x00000010
2343 #define SAVE_MON_STUNNED 0x00000020
2344 #define SAVE_MON_CONFUSED 0x00000040
2345 #define SAVE_MON_MONFEAR 0x00000080
2346 #define SAVE_MON_TARGET_Y 0x00000100
2347 #define SAVE_MON_TARGET_X 0x00000200
2348 #define SAVE_MON_INVULNER 0x00000400
2349 #define SAVE_MON_SMART 0x00000800
2350 #define SAVE_MON_EXP 0x00001000
2351 #define SAVE_MON_MFLAG2 0x00002000
2352 #define SAVE_MON_NICKNAME 0x00004000
2353 #define SAVE_MON_PARENT 0x00008000
2357 * Constant for kinds of mimic
2359 #define MIMIC_NONE 0
2360 #define MIMIC_DEMON 1
2361 #define MIMIC_DEMON_LORD 2
2362 #define MIMIC_VAMPIRE 3
2365 #define MIMIC_FLAGS choice
2366 #define MIMIC_IS_NONLIVING 0x00000001
2367 #define MIMIC_IS_DEMON 0x00000002
2368 #define MIMIC_IS_UNDEAD 0x00000004
2371 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
2373 /* Sub-alignment flags for neutral monsters */
2374 #define SUB_ALIGN_NEUTRAL 0x0000
2375 #define SUB_ALIGN_EVIL 0x0001
2376 #define SUB_ALIGN_GOOD 0x0002
2378 #define IS_WIZARD_CLASS() \
2379 (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2381 /* Multishadow effects is determined by current_world_ptr->game_turn */
2382 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
2384 /* Is "teleport level" ineffective to this target? */
2385 #define TELE_LEVEL_IS_INEFF(TARGET) \
2386 (p_ptr->inside_arena || p_ptr->inside_battle || \
2387 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
2388 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
2389 (current_floor_ptr->dun_level >= 1) && ironman_downward))
2393 * Max numbers of macro trigger names
2395 #define MAX_MACRO_MOD 12
2396 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
2398 /* Max size of screen dump buffer */
2399 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
2403 * Special key code used for inkey_special()
2405 #define SKEY_MOD_MASK 0x0f00
2406 #define SKEY_MOD_SHIFT 0x0100
2407 #define SKEY_MOD_CONTROL 0x0200
2409 #define SKEY_MASK 0xf000
2410 #define SKEY_DOWN 0xf001
2411 #define SKEY_LEFT 0xf002
2412 #define SKEY_RIGHT 0xf003
2413 #define SKEY_UP 0xf004
2414 #define SKEY_PGUP 0xf005
2415 #define SKEY_PGDOWN 0xf006
2416 #define SKEY_TOP 0xf007
2417 #define SKEY_BOTTOM 0xf008
2419 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
2420 #define MTIMED_FAST 1 /* Monster is temporarily fast */
2421 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
2422 #define MTIMED_STUNNED 3 /* Monster is stunned */
2423 #define MTIMED_CONFUSED 4 /* Monster is confused */
2424 #define MTIMED_MONFEAR 5 /* Monster is afraid */
2425 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
2427 #define MAX_MTIMED 7
2429 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
2430 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
2431 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
2432 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
2433 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
2434 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
2435 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
2438 * Bit flags for screen_object()
2440 #define SCROBJ_FAKE_OBJECT 0x00000001
2441 #define SCROBJ_FORCE_DETAIL 0x00000002
2444 * For travel command (auto run)
2453 #define SP_KILL_WALL 4
2455 #define SP_KILL_TRAP 6
2459 #define SP_DOUBLE 10
2460 #define SP_EXPLODE 11
2461 #define SP_EVILNESS 12
2462 #define SP_HOLYNESS 13
2464 #define SP_NEEDLE 15
2466 #define CONCENT_RADAR_THRESHOLD 2
2467 #define CONCENT_TELE_THRESHOLD 5
2470 #define hex_spelling_any() \
2471 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
2472 #define hex_spelling(X) \
2473 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
2474 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
2475 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
2476 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
2477 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
2478 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
2481 Language selection macro
2484 #define _(JAPANESE,ENGLISH) (JAPANESE)
2486 #define _(JAPANESE,ENGLISH) (ENGLISH)
2489 /* Lite flag macro */
2490 #define have_lite_flag(ARRAY) \
2491 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
2493 #define have_dark_flag(ARRAY) \
2494 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
2496 /* Spell Type flag */
2497 #define MONSTER_TO_PLAYER 0x01
2498 #define MONSTER_TO_MONSTER 0x02
2500 /* summoning number */
2501 #define S_NUM_6 (easy_band ? 2 : 6)
2502 #define S_NUM_4 (easy_band ? 1 : 4)
2504 /* monster spell number */
2505 #define RF4_SPELL_START 32 * 3
2506 #define RF5_SPELL_START 32 * 4
2507 #define RF6_SPELL_START 32 * 5
2509 #define RF4_SPELL_SIZE 32
2510 #define RF5_SPELL_SIZE 32
2511 #define RF6_SPELL_SIZE 32
2513 /* Spell Damage Calc Flag*/
2523 /* Cheat Info Type */
2524 #define CHEAT_OBJECT 0
2525 #define CHEAT_MONSTER 1
2526 #define CHEAT_DUNGEON 2
2527 #define CHEAT_MISC 3
2529 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
2530 #define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
2533 * チートオプションの最大数 / Number of cheating options
2535 #define CHEAT_MAX 10