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 ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
141 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
142 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
143 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
145 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
148 * Size of memory reserved for initialization of some arrays
150 #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 */
151 #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 */
152 #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 */
154 #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 */
159 * @brief ダンジョンの最深層 / Maximum dungeon level.
161 * The player can never reach this level
162 * in the dungeon, and this value is used for various calculations
163 * involving object and monster creation. It must be at least 100.
164 * Setting it below 128 may prevent the creation of some objects.
166 #define MAX_DEPTH 128
168 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
171 * @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")
172 * @details Note that the "lite radius" will NEVER exceed 14, and we would
173 * never require more than 581 entries in the array for circular "lite".
178 * @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")
179 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
180 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
181 * we would never require more than 1520 entries in the array.
183 #define MON_LITE_MAX 1536
186 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
187 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
188 * was octagonal, we would never require more than 1520 entries in the array.
190 #define VIEW_MAX 1536
193 * @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")
194 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
195 * of "update_view()" and "update_lite()". We must also be as large as the
196 * largest illuminatable room, but no room is larger than 800 grids. We
197 * must also be large enough to allow "good enough" use as a circular queue,
198 * to calculate monster flow, but note that the flow code is "paranoid".
200 #define TEMP_MAX 2298
203 * @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")
204 * @details We must be large for proper functioning of delayed redrawing.
205 * We must also be as large as two times of the largest view area.
206 * Note that maximum view grids are 1149 entries.
208 #define REDRAW_MAX 2298
210 #define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
211 #define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
212 #define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
219 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
220 * @note Default: assume at most 256 macros are used
222 #define MACRO_MAX 256
225 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
227 * Default: assume at most 512 different inscriptions are used<br>
228 * Was 512... 256 quarks added for random artifacts<br>
230 #define QUARK_MAX 768
233 * OPTION: Maximum number of messages to remember (see "io.c")
234 * Default: assume maximal memorization of 2048 total messages
236 #define MESSAGE_MAX 81920
239 * OPTION: Maximum space for the message text buffer (see "io.c")
240 * Default: assume that each of the 2048 messages is repeated an
241 * average of three times, and has an average length of 48
243 #define MESSAGE_BUF 655360
247 * Maximum value storable in a "byte" (hard-coded)
249 #define MAX_UCHAR 255
252 * Maximum value storable in a "s16b" (hard-coded)
254 #define MAX_SHORT 32767
257 * Maximum length of object's name
264 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
265 #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 */
266 #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 */
267 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
268 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
269 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
270 #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 */
271 #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 */
272 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
273 #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 */
274 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
277 * Magic-books for the realms
279 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
280 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
283 * Maximum number of "normal" pack slots, and the index of the "overflow"
284 * slot, which can hold an item, but only temporarily, since it causes the
285 * pack to "overflow", dropping the "last" item onto the ground. Since this
286 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
287 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
288 * by the fact that the screen can only show 23 items plus a one-line prompt.
290 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
293 * Player sex constants (hard-coded by save-files, arrays, etc)
299 * Player race constants (hard-coded by save-files, arrays, etc)
302 #define RACE_HALF_ELF 1
304 #define RACE_HOBBIT 3
307 #define RACE_HALF_ORC 6
308 #define RACE_HALF_TROLL 7
309 #define RACE_AMBERITE 8
310 #define RACE_HIGH_ELF 9
311 #define RACE_BARBARIAN 10
312 #define RACE_HALF_OGRE 11
313 #define RACE_HALF_GIANT 12
314 #define RACE_HALF_TITAN 13
315 #define RACE_CYCLOPS 14
317 #define RACE_KLACKON 16
318 #define RACE_KOBOLD 17
319 #define RACE_NIBELUNG 18
320 #define RACE_DARK_ELF 19
321 #define RACE_DRACONIAN 20
322 #define RACE_MIND_FLAYER 21
324 #define RACE_GOLEM 23
325 #define RACE_SKELETON 24
326 #define RACE_ZOMBIE 25
327 #define RACE_VAMPIRE 26
328 #define RACE_SPECTRE 27
329 #define RACE_SPRITE 28
330 #define RACE_BEASTMAN 29
332 #define RACE_ANGEL 31
333 #define RACE_DEMON 32
334 #define RACE_DUNADAN 33
335 #define RACE_S_FAIRY 34
336 #define RACE_KUTAR 35
337 #define RACE_ANDROID 36
338 #define RACE_MERFOLK 37
341 * Maximum number of player "race" types (see "table.c", etc)
347 * Player class constants (hard-coded by save-files, arrays, etc)
349 #define CLASS_WARRIOR 0
351 #define CLASS_PRIEST 2
352 #define CLASS_ROGUE 3
353 #define CLASS_RANGER 4
354 #define CLASS_PALADIN 5
355 #define CLASS_WARRIOR_MAGE 6
356 #define CLASS_CHAOS_WARRIOR 7
358 #define CLASS_MINDCRAFTER 9
359 #define CLASS_HIGH_MAGE 10
360 #define CLASS_TOURIST 11
361 #define CLASS_IMITATOR 12
362 #define CLASS_BEASTMASTER 13
363 #define CLASS_SORCERER 14
364 #define CLASS_ARCHER 15
365 #define CLASS_MAGIC_EATER 16
366 #define CLASS_BARD 17
367 #define CLASS_RED_MAGE 18
368 #define CLASS_SAMURAI 19
369 #define CLASS_FORCETRAINER 20
370 #define CLASS_BLUE_MAGE 21
371 #define CLASS_CAVALRY 22
372 #define CLASS_BERSERKER 23
373 #define CLASS_SMITH 24
374 #define CLASS_MIRROR_MASTER 25
375 #define CLASS_NINJA 26
376 #define CLASS_SNIPER 27
378 #define SEIKAKU_FUTUU 0
379 #define SEIKAKU_CHIKARA 1
380 #define SEIKAKU_KIREMONO 2
381 #define SEIKAKU_SHIAWASE 3
382 #define SEIKAKU_SUBASI 4
383 #define SEIKAKU_INOCHI 5
384 #define SEIKAKU_COMBAT 6
385 #define SEIKAKU_NAMAKE 7
386 #define SEIKAKU_SEXY 8
387 #define SEIKAKU_LUCKY 9
388 #define SEIKAKU_GAMAN 10
389 #define SEIKAKU_MUNCHKIN 11
390 #define SEIKAKU_CHARGEMAN 12
392 /*** Screen Locations ***/
394 #define VER_INFO_ROW 3 //!< タイトル表記(行)
401 /* Which features are dynamic */
402 #define have_dynamic_flags(ARRAY) \
403 (!!((ARRAY)[(FF_INSTANT / 32)] & \
404 ((1UL << (FF_INSTANT % 32)) | \
405 (1UL << (FF_EXPLODE % 32)) | \
406 (1UL << (FF_TIMED % 32)) | \
407 (1UL << (FF_ERUPT % 32)) | \
408 (1UL << (FF_STRIKE % 32)) | \
409 (1UL << (FF_SPREAD % 32)))))
413 * Feature action flags
415 #define FAF_DESTROY 0x01
416 #define FAF_NO_DROP 0x02
417 #define FAF_CRASH_GLASS 0x04
420 #define DOOR_DEFAULT -1
422 #define DOOR_GLASS_DOOR 1
423 #define DOOR_CURTAIN 2
425 #define MAX_DOOR_TYPES 3
427 #define feat_locked_door_random(DOOR_TYPE) \
428 (feat_door[(DOOR_TYPE)].num_locked ? \
429 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
431 #define feat_jammed_door_random(DOOR_TYPE) \
432 (feat_door[(DOOR_TYPE)].num_jammed ? \
433 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
437 /* Types of conversions */
438 #define CONVERT_TYPE_FLOOR 0
439 #define CONVERT_TYPE_WALL 1
440 #define CONVERT_TYPE_INNER 2
441 #define CONVERT_TYPE_OUTER 3
442 #define CONVERT_TYPE_SOLID 4
443 #define CONVERT_TYPE_STREAM1 5
444 #define CONVERT_TYPE_STREAM2 6
448 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
450 #define CEM_RIDING 0x0001
451 #define CEM_P_CAN_ENTER_PATTERN 0x0002
454 /* Lighting levels of features' attr and char */
456 #define F_LIT_STANDARD 0 /* Standard */
457 #define F_LIT_LITE 1 /* Brightly lit */
458 #define F_LIT_DARK 2 /* Darkened */
460 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
465 /*** Object "tval" and "sval" codes ***/
469 * The values for the "tval" field of various objects.
471 * This value is the primary means by which items are sorted in the
472 * player p_ptr->inventory_list, followed by "sval" and "cost".
474 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
475 * weapon with tval = 16+N, and does (xP) damage when so combined. This
476 * fact is not actually used in the source, but it kind of interesting.
478 * Note that as of 2.7.8, the "item flags" apply to all items, though
479 * only armor and weapons and a few other items use any of these flags.
482 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
483 #define TV_BOTTLE 2 /* Empty bottles ('!') */
484 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
485 #define TV_WHISTLE 4 /* Whistle ('~') */
486 #define TV_SPIKE 5 /* Spikes ('~') */
487 #define TV_CHEST 7 /* Chests ('&') */
488 #define TV_FIGURINE 8 /* Magical figurines */
489 #define TV_STATUE 9 /* Statue, what a silly object... */
490 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
491 #define TV_CAPTURE 11 /* Monster ball */
492 #define TV_NO_AMMO 15 /* Ammo for crimson */
493 #define TV_SHOT 16 /* Ammo for slings */
494 #define TV_ARROW 17 /* Ammo for bows */
495 #define TV_BOLT 18 /* Ammo for x-bows */
496 #define TV_BOW 19 /* Slings/Bows/Xbows */
497 #define TV_DIGGING 20 /* Shovels/Picks */
498 #define TV_HAFTED 21 /* Priest Weapons */
499 #define TV_POLEARM 22 /* Axes and Pikes */
500 #define TV_SWORD 23 /* Edged Weapons */
501 #define TV_BOOTS 30 /* Boots */
502 #define TV_GLOVES 31 /* Gloves */
503 #define TV_HELM 32 /* Helms */
504 #define TV_CROWN 33 /* Crowns */
505 #define TV_SHIELD 34 /* Shields */
506 #define TV_CLOAK 35 /* Cloaks */
507 #define TV_SOFT_ARMOR 36 /* Soft Armor */
508 #define TV_HARD_ARMOR 37 /* Hard Armor */
509 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
510 #define TV_LITE 39 /* Lites (including Specials) */
511 #define TV_AMULET 40 /* Amulets (including Specials) */
512 #define TV_RING 45 /* Rings (including Specials) */
517 #define TV_PARCHMENT 69
522 #define TV_LIFE_BOOK 90
523 #define TV_SORCERY_BOOK 91
524 #define TV_NATURE_BOOK 92
525 #define TV_CHAOS_BOOK 93
526 #define TV_DEATH_BOOK 94
527 #define TV_TRUMP_BOOK 95
528 #define TV_ARCANE_BOOK 96
529 #define TV_CRAFT_BOOK 97
530 #define TV_DAEMON_BOOK 98
531 #define TV_CRUSADE_BOOK 99
532 #define TV_MUSIC_BOOK 105
533 #define TV_HISSATSU_BOOK 106
534 #define TV_HEX_BOOK 107
535 #define TV_GOLD 127 /* Gold can only be picked up by players */
537 #define TV_EQUIP_BEGIN TV_SHOT
538 #define TV_EQUIP_END TV_CARD
539 #define TV_MISSILE_BEGIN TV_SHOT
540 #define TV_MISSILE_END TV_BOLT
541 #define TV_WEARABLE_BEGIN TV_BOW
542 #define TV_WEARABLE_END TV_CARD
543 #define TV_WEAPON_BEGIN TV_BOW
544 #define TV_WEAPON_END TV_SWORD
545 #define TV_ARMOR_BEGIN TV_BOOTS
546 #define TV_ARMOR_END TV_DRAG_ARMOR
551 /* The "sval" codes for TV_FIGURINE */
552 #define SV_FIGURINE_NORMAL 0
554 #define SV_CAPTURE_NONE 0
556 /* The "sval" codes for TV_STATUE */
557 #define SV_WOODEN_STATUE 0
558 #define SV_CLAY_STATUE 1
559 #define SV_STONE_STATUE 2
560 #define SV_IRON_STATUE 3
561 #define SV_COPPER_STATUE 4
562 #define SV_SILVER_STATUE 5
563 #define SV_GOLDEN_STATUE 6
564 #define SV_IVORY_STATUE 7
565 #define SV_MITHRIL_STATUE 8
566 #define SV_ORNATE_STATUE 9
569 /* The "sval" codes for TV_CORPSE */
570 #define SV_SKELETON 0
573 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
574 #define SV_AMMO_LIGHT 0 /* pebbles */
575 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
576 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
578 /* The "sval" codes for TV_BOW (note information in "sval") */
579 #define SV_SLING 2 /* (x2) */
580 #define SV_SHORT_BOW 12 /* (x2) */
581 #define SV_LONG_BOW 13 /* (x3) */
582 #define SV_LIGHT_XBOW 23 /* (x3) */
583 #define SV_HEAVY_XBOW 24 /* (x4) */
584 #define SV_CRIMSON 50 /* (x0) */
585 #define SV_HARP 51 /* (x0) */
586 #define SV_NAMAKE_BOW 63 /* (x3) */
588 /* The "sval" codes for TV_DIGGING */
590 #define SV_GNOMISH_SHOVEL 2
591 #define SV_DWARVEN_SHOVEL 3
593 #define SV_ORCISH_PICK 5
594 #define SV_DWARVEN_PICK 6
597 /* The "sval" values for TV_HAFTED */
598 #define SV_CLUB 1 /* 1d4 */
599 #define SV_WHIP 2 /* 1d6 */
600 #define SV_QUARTERSTAFF 3 /* 1d9 */
601 #define SV_NUNCHAKU 4 /* 2d3 */
602 #define SV_MACE 5 /* 2d4 */
603 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
604 #define SV_JO_STAFF 7 /* 1d7 */
605 #define SV_WAR_HAMMER 8 /* 3d3 */
606 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
607 #define SV_MORNING_STAR 12 /* 2d6 */
608 #define SV_FLAIL 13 /* 2d6 */
609 #define SV_BO_STAFF 14 /* 1d11 */
610 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
611 #define SV_TETSUBO 16 /* 2d7 */
612 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
613 #define SV_GREAT_HAMMER 19 /* 4d6 */
614 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
615 #define SV_WIZSTAFF 21 /* 1d2 */
616 #define SV_GROND 50 /* 3d9 */
617 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
619 /* The "sval" values for TV_POLEARM */
620 #define SV_HATCHET 1 /* 1d5 */
621 #define SV_SPEAR 2 /* 1d6 */
622 #define SV_SICKLE 3 /* 2d3 */
623 #define SV_AWL_PIKE 4 /* 1d8 */
624 #define SV_TRIDENT 5 /* 1d9 */
625 #define SV_FAUCHARD 6 /* 1d10 */
626 #define SV_BROAD_SPEAR 7 /* 1d9 */
627 #define SV_PIKE 8 /* 2d5 */
628 #define SV_NAGINATA 9 /* 2d6 */
629 #define SV_BEAKED_AXE 10 /* 2d6 */
630 #define SV_BROAD_AXE 11 /* 2d6 */
631 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
632 #define SV_GLAIVE 13 /* 2d6 */
633 #define SV_LAJATANG 14 /* 2d7 */
634 #define SV_HALBERD 15 /* 3d4 */
635 #define SV_GUISARME 16 /* 2d5 */
636 #define SV_SCYTHE 17 /* 5d3 */
637 #define SV_LANCE 20 /* 2d8 */
638 #define SV_BATTLE_AXE 22 /* 2d8 */
639 #define SV_GREAT_AXE 25 /* 4d4 */
640 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
641 #define SV_LOCHABER_AXE 28 /* 3d8 */
642 #define SV_HEAVY_LANCE 29 /* 4d8 */
643 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
644 #define SV_TSURIZAO 40 /* 1d1 */
645 #define SV_DEATH_SCYTHE 50 /* 10d10 */
647 /* The "sval" codes for TV_SWORD */
648 #define SV_BROKEN_DAGGER 1 /* 1d1 */
649 #define SV_BROKEN_SWORD 2 /* 1d2 */
650 #define SV_DAGGER 4 /* 1d4 */
651 #define SV_MAIN_GAUCHE 5 /* 1d5 */
652 #define SV_TANTO 6 /* 1d5 */
653 #define SV_RAPIER 7 /* 1d6 */
654 #define SV_SMALL_SWORD 8 /* 1d6 */
655 #define SV_BASILLARD 9 /* 1d8 */
656 #define SV_SHORT_SWORD 10 /* 1d7 */
657 #define SV_SABRE 11 /* 1d7 */
658 #define SV_CUTLASS 12 /* 1d7 */
659 #define SV_WAKIZASHI 13 /* 2d4 */
660 #define SV_KHOPESH 14 /* 2d4 */
661 #define SV_TULWAR 15 /* 2d4 */
662 #define SV_BROAD_SWORD 16 /* 2d5 */
663 #define SV_LONG_SWORD 17 /* 2d5 */
664 #define SV_SCIMITAR 18 /* 2d5 */
665 #define SV_NINJATO 19 /* 1d9 */
666 #define SV_KATANA 20 /* 3d4 */
667 #define SV_BASTARD_SWORD 21 /* 3d4 */
668 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
669 #define SV_CLAYMORE 23 /* 2d8 */
670 #define SV_ESPADON 24 /* 2d9 */
671 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
672 #define SV_FLAMBERGE 26 /* 3d7 */
673 #define SV_NO_DACHI 27 /* 5d4 */
674 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
675 #define SV_ZWEIHANDER 29 /* 4d6 */
676 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
677 #define SV_DIAMOND_EDGE 31 /* 7d5 */
678 #define SV_DOKUBARI 32 /* 1d1 */
679 #define SV_HAYABUSA 33 /* 1d6 */
681 /* The "sval" codes for TV_SHIELD */
682 #define SV_SMALL_LEATHER_SHIELD 2
683 #define SV_SMALL_METAL_SHIELD 3
684 #define SV_LARGE_LEATHER_SHIELD 4
685 #define SV_LARGE_METAL_SHIELD 5
686 #define SV_DRAGON_SHIELD 6
687 #define SV_KNIGHT_SHIELD 7
688 #define SV_MIRROR_SHIELD 10
689 #define SV_YATA_MIRROR 50
691 /* The "sval" codes for TV_HELM */
692 #define SV_HARD_LEATHER_CAP 2
693 #define SV_METAL_CAP 3
694 #define SV_JINGASA 4 /* 4 */
695 #define SV_IRON_HELM 5
696 #define SV_STEEL_HELM 6
697 #define SV_DRAGON_HELM 7
698 #define SV_KABUTO 8 /* 7 */
700 /* The "sval" codes for TV_CROWN */
701 #define SV_IRON_CROWN 10
702 #define SV_GOLDEN_CROWN 11
703 #define SV_JEWELED_CROWN 12
706 /* The "sval" codes for TV_BOOTS */
707 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
708 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
709 #define SV_PAIR_OF_DRAGON_GREAVE 4
710 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
712 /* The "sval" codes for TV_CLOAK */
714 #define SV_ELVEN_CLOAK 2
715 #define SV_FUR_CLOAK 3
716 #define SV_ETHEREAL_CLOAK 5
717 #define SV_SHADOW_CLOAK 6
719 /* The "sval" codes for TV_GLOVES */
720 #define SV_SET_OF_LEATHER_GLOVES 1
721 #define SV_SET_OF_GAUNTLETS 2
722 #define SV_SET_OF_DRAGON_GLOVES 3
723 #define SV_SET_OF_CESTI 5
725 /* The "sval" codes for TV_SOFT_ARMOR */
727 #define SV_FILTHY_RAG 1
729 #define SV_PAPER_ARMOR 3 /* 4 */
730 #define SV_SOFT_LEATHER_ARMOR 4
731 #define SV_SOFT_STUDDED_LEATHER 5
732 #define SV_HARD_LEATHER_ARMOR 6
733 #define SV_HARD_STUDDED_LEATHER 7
734 #define SV_RHINO_HIDE_ARMOR 8
735 #define SV_CORD_ARMOR 9 /* 6 */
736 #define SV_PADDED_ARMOR 10 /* 4 */
737 #define SV_LEATHER_SCALE_MAIL 11
738 #define SV_LEATHER_JACK 12
739 #define SV_KUROSHOUZOKU 13
740 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
741 #define SV_ABUNAI_MIZUGI 50
742 #define SV_YOIYAMI_ROBE 60
743 #define SV_NAMAKE_ARMOR 63
745 /* The "sval" codes for TV_HARD_ARMOR */
746 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
747 #define SV_RING_MAIL 2 /* 12 */
748 #define SV_METAL_SCALE_MAIL 3 /* 13 */
749 #define SV_CHAIN_MAIL 4 /* 14 */
750 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
751 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
752 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
753 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
754 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
755 #define SV_SPLINT_MAIL 10 /* 19 */
756 #define SV_DO_MARU 11 /* 20 */
757 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
758 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
759 #define SV_HARAMAKIDO 14 /* 17 */
760 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
761 #define SV_O_YOROI 16 /* 24 */
762 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
763 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
764 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
765 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
767 /* The "sval" codes for TV_DRAG_ARMOR */
768 #define SV_DRAGON_BLACK 1
769 #define SV_DRAGON_BLUE 2
770 #define SV_DRAGON_WHITE 3
771 #define SV_DRAGON_RED 4
772 #define SV_DRAGON_GREEN 5
773 #define SV_DRAGON_MULTIHUED 6
774 #define SV_DRAGON_SHINING 10
775 #define SV_DRAGON_LAW 12
776 #define SV_DRAGON_BRONZE 14
777 #define SV_DRAGON_GOLD 16
778 #define SV_DRAGON_CHAOS 18
779 #define SV_DRAGON_BALANCE 20
780 #define SV_DRAGON_POWER 30
782 /* The sval codes for TV_LITE */
783 #define SV_LITE_TORCH 0
784 #define SV_LITE_LANTERN 1
785 #define SV_LITE_FEANOR 2
786 #define SV_LITE_EDISON 3
787 #define SV_LITE_GALADRIEL 4
788 #define SV_LITE_ELENDIL 5
789 #define SV_LITE_JUDGE 6
790 #define SV_LITE_LORE 7
791 #define SV_LITE_PALANTIR 8
792 #define SV_LITE_FLY_STONE 9
794 /* The "sval" codes for TV_AMULET */
795 #define SV_AMULET_DOOM 0
796 #define SV_AMULET_TELEPORT 1
797 #define SV_AMULET_ADORNMENT 2
798 #define SV_AMULET_SLOW_DIGEST 3
799 #define SV_AMULET_RESIST_ACID 4
800 #define SV_AMULET_SEARCHING 5
801 #define SV_AMULET_BRILLIANCE 6
802 #define SV_AMULET_CHARISMA 7
803 #define SV_AMULET_THE_MAGI 8
804 #define SV_AMULET_REFLECTION 9
805 #define SV_AMULET_CARLAMMAS 10
806 #define SV_AMULET_INGWE 11
807 #define SV_AMULET_DWARVES 12
808 #define SV_AMULET_NO_MAGIC 13
809 #define SV_AMULET_NO_TELE 14
810 #define SV_AMULET_RESISTANCE 15
811 #define SV_AMULET_TELEPATHY 16
812 #define SV_AMULET_FARAMIR 17
813 #define SV_AMULET_BOROMIR 18
814 #define SV_AMULET_MAGATAMA 19
815 #define SV_AMULET_INROU 20
816 #define SV_AMULET_INTELLIGENCE 21
817 #define SV_AMULET_WISDOM 22
818 #define SV_AMULET_MAGIC_MASTERY 23
819 #define SV_AMULET_NIGHT 24
821 /* The sval codes for TV_RING */
822 #define SV_RING_WOE 0
823 #define SV_RING_AGGRAVATION 1
824 #define SV_RING_WEAKNESS 2
825 #define SV_RING_STUPIDITY 3
826 #define SV_RING_TELEPORTATION 4
827 #define SV_RING_SLOW_DIGESTION 6
828 #define SV_RING_LEVITATION_FALL 7
829 #define SV_RING_RESIST_FIRE 8
830 #define SV_RING_RESIST_COLD 9
831 #define SV_RING_SUSTAIN_STR 10
832 #define SV_RING_SUSTAIN_INT 11
833 #define SV_RING_SUSTAIN_WIS 12
834 #define SV_RING_SUSTAIN_CON 13
835 #define SV_RING_SUSTAIN_DEX 14
836 #define SV_RING_SUSTAIN_CHR 15
837 #define SV_RING_PROTECTION 16
838 #define SV_RING_ACID 17
839 #define SV_RING_FLAMES 18
840 #define SV_RING_ICE 19
841 #define SV_RING_RESIST_POIS 20
842 #define SV_RING_FREE_ACTION 21
843 #define SV_RING_SEE_INVIS 22
844 #define SV_RING_SEARCHING 23
845 #define SV_RING_STR 24
846 #define SV_RING_ELEC 25
847 #define SV_RING_DEX 26
848 #define SV_RING_CON 27
849 #define SV_RING_ACCURACY 28
850 #define SV_RING_DAMAGE 29
851 #define SV_RING_SLAYING 30
852 #define SV_RING_SPEED 31
853 #define SV_RING_FRAKIR 32
854 #define SV_RING_TULKAS 33
855 #define SV_RING_NARYA 34
856 #define SV_RING_NENYA 35
857 #define SV_RING_VILYA 36
858 #define SV_RING_POWER 37
859 #define SV_RING_RES_FEAR 38
860 #define SV_RING_RES_LD 39
861 #define SV_RING_RES_NETHER 40
862 #define SV_RING_RES_NEXUS 41
863 #define SV_RING_RES_SOUND 42
864 #define SV_RING_RES_CONFUSION 43
865 #define SV_RING_RES_SHARDS 44
866 #define SV_RING_RES_DISENCHANT 45
867 #define SV_RING_RES_CHAOS 46
868 #define SV_RING_RES_BLINDNESS 47
869 #define SV_RING_LORDLY 48
870 #define SV_RING_ATTACKS 49
871 #define SV_RING_AHO 50
872 #define SV_RING_SHOTS 51
873 #define SV_RING_SUSTAIN 52
874 #define SV_RING_DEC_MANA 53
875 #define SV_RING_WARNING 54
876 #define SV_RING_MUSCLE 55
878 #define SV_EXPRESS_CARD 0
880 /* The "sval" codes for TV_STAFF */
881 #define SV_STAFF_DARKNESS 0
882 #define SV_STAFF_SLOWNESS 1
883 #define SV_STAFF_HASTE_MONSTERS 2
884 #define SV_STAFF_SUMMONING 3
885 #define SV_STAFF_TELEPORTATION 4
886 #define SV_STAFF_IDENTIFY 5
887 #define SV_STAFF_REMOVE_CURSE 6
888 #define SV_STAFF_STARLITE 7
889 #define SV_STAFF_LITE 8
890 #define SV_STAFF_MAPPING 9
891 #define SV_STAFF_DETECT_GOLD 10
892 #define SV_STAFF_DETECT_ITEM 11
893 #define SV_STAFF_DETECT_TRAP 12
894 #define SV_STAFF_DETECT_DOOR 13
895 #define SV_STAFF_DETECT_INVIS 14
896 #define SV_STAFF_DETECT_EVIL 15
897 #define SV_STAFF_CURE_LIGHT 16
898 #define SV_STAFF_CURING 17
899 #define SV_STAFF_HEALING 18
900 #define SV_STAFF_THE_MAGI 19
901 #define SV_STAFF_SLEEP_MONSTERS 20
902 #define SV_STAFF_SLOW_MONSTERS 21
903 #define SV_STAFF_SPEED 22
904 #define SV_STAFF_PROBING 23
905 #define SV_STAFF_DISPEL_EVIL 24
906 #define SV_STAFF_POWER 25
907 #define SV_STAFF_HOLINESS 26
908 #define SV_STAFF_GENOCIDE 27
909 #define SV_STAFF_EARTHQUAKES 28
910 #define SV_STAFF_DESTRUCTION 29
911 #define SV_STAFF_ANIMATE_DEAD 30
912 #define SV_STAFF_MSTORM 31
913 #define SV_STAFF_NOTHING 32
916 /* The "sval" codes for TV_WAND */
917 #define SV_WAND_HEAL_MONSTER 0
918 #define SV_WAND_HASTE_MONSTER 1
919 #define SV_WAND_CLONE_MONSTER 2
920 #define SV_WAND_TELEPORT_AWAY 3
921 #define SV_WAND_DISARMING 4
922 #define SV_WAND_TRAP_DOOR_DEST 5
923 #define SV_WAND_STONE_TO_MUD 6
924 #define SV_WAND_LITE 7
925 #define SV_WAND_SLEEP_MONSTER 8
926 #define SV_WAND_SLOW_MONSTER 9
927 #define SV_WAND_CONFUSE_MONSTER 10
928 #define SV_WAND_FEAR_MONSTER 11
929 #define SV_WAND_HYPODYNAMIA 12
930 #define SV_WAND_POLYMORPH 13
931 #define SV_WAND_STINKING_CLOUD 14
932 #define SV_WAND_MAGIC_MISSILE 15
933 #define SV_WAND_ACID_BOLT 16
934 #define SV_WAND_CHARM_MONSTER 17
935 #define SV_WAND_FIRE_BOLT 18
936 #define SV_WAND_COLD_BOLT 19
937 #define SV_WAND_ACID_BALL 20
938 #define SV_WAND_ELEC_BALL 21
939 #define SV_WAND_FIRE_BALL 22
940 #define SV_WAND_COLD_BALL 23
941 #define SV_WAND_WONDER 24
942 #define SV_WAND_DISINTEGRATE 25
943 #define SV_WAND_DRAGON_FIRE 26
944 #define SV_WAND_DRAGON_COLD 27
945 #define SV_WAND_DRAGON_BREATH 28
946 #define SV_WAND_ROCKETS 29
947 #define SV_WAND_STRIKING 30
948 #define SV_WAND_GENOCIDE 31
950 /* The "sval" codes for TV_ROD */
951 #define SV_ROD_DETECT_TRAP 0
952 #define SV_ROD_DETECT_DOOR 1
953 #define SV_ROD_IDENTIFY 2
954 #define SV_ROD_RECALL 3
955 #define SV_ROD_ILLUMINATION 4
956 #define SV_ROD_MAPPING 5
957 #define SV_ROD_DETECTION 6
958 #define SV_ROD_PROBING 7
959 #define SV_ROD_CURING 8
960 #define SV_ROD_HEALING 9
961 #define SV_ROD_RESTORATION 10
962 #define SV_ROD_SPEED 11
963 #define SV_ROD_PESTICIDE 12
964 #define SV_ROD_TELEPORT_AWAY 13
965 #define SV_ROD_DISARMING 14
966 #define SV_ROD_LITE 15
967 #define SV_ROD_SLEEP_MONSTER 16
968 #define SV_ROD_SLOW_MONSTER 17
969 #define SV_ROD_HYPODYNAMIA 18
970 #define SV_ROD_POLYMORPH 19
971 #define SV_ROD_ACID_BOLT 20
972 #define SV_ROD_ELEC_BOLT 21
973 #define SV_ROD_FIRE_BOLT 22
974 #define SV_ROD_COLD_BOLT 23
975 #define SV_ROD_ACID_BALL 24
976 #define SV_ROD_ELEC_BALL 25
977 #define SV_ROD_FIRE_BALL 26
978 #define SV_ROD_COLD_BALL 27
979 #define SV_ROD_HAVOC 28
980 #define SV_ROD_STONE_TO_MUD 29
981 #define SV_ROD_AGGRAVATE 30
984 /* The "sval" codes for TV_SCROLL */
986 #define SV_SCROLL_DARKNESS 0
987 #define SV_SCROLL_AGGRAVATE_MONSTER 1
988 #define SV_SCROLL_CURSE_ARMOR 2
989 #define SV_SCROLL_CURSE_WEAPON 3
990 #define SV_SCROLL_SUMMON_MONSTER 4
991 #define SV_SCROLL_SUMMON_UNDEAD 5
992 #define SV_SCROLL_SUMMON_PET 6
993 #define SV_SCROLL_TRAP_CREATION 7
994 #define SV_SCROLL_PHASE_DOOR 8
995 #define SV_SCROLL_TELEPORT 9
996 #define SV_SCROLL_TELEPORT_LEVEL 10
997 #define SV_SCROLL_WORD_OF_RECALL 11
998 #define SV_SCROLL_IDENTIFY 12
999 #define SV_SCROLL_STAR_IDENTIFY 13
1000 #define SV_SCROLL_REMOVE_CURSE 14
1001 #define SV_SCROLL_STAR_REMOVE_CURSE 15
1002 #define SV_SCROLL_ENCHANT_ARMOR 16
1003 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
1004 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
1005 /* xxx enchant missile? */
1006 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
1007 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
1008 #define SV_SCROLL_RECHARGING 22
1009 #define SV_SCROLL_MUNDANITY 23
1010 #define SV_SCROLL_LIGHT 24
1011 #define SV_SCROLL_MAPPING 25
1012 #define SV_SCROLL_DETECT_GOLD 26
1013 #define SV_SCROLL_DETECT_ITEM 27
1014 #define SV_SCROLL_DETECT_TRAP 28
1015 #define SV_SCROLL_DETECT_DOOR 29
1016 #define SV_SCROLL_DETECT_INVIS 30
1017 /* xxx (detect evil?) */
1018 #define SV_SCROLL_SATISFY_HUNGER 32
1019 #define SV_SCROLL_BLESSING 33
1020 #define SV_SCROLL_HOLY_CHANT 34
1021 #define SV_SCROLL_HOLY_PRAYER 35
1022 #define SV_SCROLL_MONSTER_CONFUSION 36
1023 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
1024 #define SV_SCROLL_RUNE_OF_PROTECTION 38
1025 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
1027 #define SV_SCROLL_STAR_DESTRUCTION 41
1028 #define SV_SCROLL_DISPEL_UNDEAD 42
1029 #define SV_SCROLL_SPELL 43
1030 #define SV_SCROLL_GENOCIDE 44
1031 #define SV_SCROLL_MASS_GENOCIDE 45
1032 #define SV_SCROLL_ACQUIREMENT 46
1033 #define SV_SCROLL_STAR_ACQUIREMENT 47
1034 #define SV_SCROLL_FIRE 48
1035 #define SV_SCROLL_ICE 49
1036 #define SV_SCROLL_CHAOS 50
1037 #define SV_SCROLL_RUMOR 51
1038 #define SV_SCROLL_ARTIFACT 52
1039 #define SV_SCROLL_RESET_RECALL 53
1040 #define SV_SCROLL_SUMMON_KIN 54
1041 #define SV_SCROLL_AMUSEMENT 55
1042 #define SV_SCROLL_STAR_AMUSEMENT 56
1044 /* The "sval" codes for TV_POTION */
1045 #define SV_POTION_WATER 0
1046 #define SV_POTION_APPLE_JUICE 1
1047 #define SV_POTION_SLIME_MOLD 2
1048 /* xxx (fixed color) */
1049 #define SV_POTION_SLOWNESS 4
1050 #define SV_POTION_SALT_WATER 5
1051 #define SV_POTION_POISON 6
1052 #define SV_POTION_BLINDNESS 7
1054 #define SV_POTION_BOOZE 9
1056 #define SV_POTION_SLEEP 11
1058 #define SV_POTION_LOSE_MEMORIES 13
1060 #define SV_POTION_RUINATION 15
1061 #define SV_POTION_DEC_STR 16
1062 #define SV_POTION_DEC_INT 17
1063 #define SV_POTION_DEC_WIS 18
1064 #define SV_POTION_DEC_DEX 19
1065 #define SV_POTION_DEC_CON 20
1066 #define SV_POTION_DEC_CHR 21
1067 #define SV_POTION_DETONATIONS 22
1068 #define SV_POTION_DEATH 23
1069 #define SV_POTION_INFRAVISION 24
1070 #define SV_POTION_DETECT_INVIS 25
1071 #define SV_POTION_SLOW_POISON 26
1072 #define SV_POTION_CURE_POISON 27
1073 #define SV_POTION_BOLDNESS 28
1074 #define SV_POTION_SPEED 29
1075 #define SV_POTION_RESIST_HEAT 30
1076 #define SV_POTION_RESIST_COLD 31
1077 #define SV_POTION_HEROISM 32
1078 #define SV_POTION_BESERK_STRENGTH 33
1079 #define SV_POTION_CURE_LIGHT 34
1080 #define SV_POTION_CURE_SERIOUS 35
1081 #define SV_POTION_CURE_CRITICAL 36
1082 #define SV_POTION_HEALING 37
1083 #define SV_POTION_STAR_HEALING 38
1084 #define SV_POTION_LIFE 39
1085 #define SV_POTION_RESTORE_MANA 40
1086 #define SV_POTION_RESTORE_EXP 41
1087 #define SV_POTION_RES_STR 42
1088 #define SV_POTION_RES_INT 43
1089 #define SV_POTION_RES_WIS 44
1090 #define SV_POTION_RES_DEX 45
1091 #define SV_POTION_RES_CON 46
1092 #define SV_POTION_RES_CHR 47
1093 #define SV_POTION_INC_STR 48
1094 #define SV_POTION_INC_INT 49
1095 #define SV_POTION_INC_WIS 50
1096 #define SV_POTION_INC_DEX 51
1097 #define SV_POTION_INC_CON 52
1098 #define SV_POTION_INC_CHR 53
1100 #define SV_POTION_AUGMENTATION 55
1101 #define SV_POTION_ENLIGHTENMENT 56
1102 #define SV_POTION_STAR_ENLIGHTENMENT 57
1103 #define SV_POTION_SELF_KNOWLEDGE 58
1104 #define SV_POTION_EXPERIENCE 59
1105 #define SV_POTION_RESISTANCE 60
1106 #define SV_POTION_CURING 61
1107 #define SV_POTION_INVULNERABILITY 62
1108 #define SV_POTION_NEW_LIFE 63
1109 #define SV_POTION_NEO_TSUYOSHI 64
1110 #define SV_POTION_TSUYOSHI 65
1111 #define SV_POTION_POLYMORPH 66
1113 /* The "sval" codes for TV_FLASK */
1114 #define SV_FLASK_OIL 0
1116 /* The "sval" codes for TV_FOOD */
1117 #define SV_FOOD_POISON 0
1118 #define SV_FOOD_BLINDNESS 1
1119 #define SV_FOOD_PARANOIA 2
1120 #define SV_FOOD_CONFUSION 3
1121 #define SV_FOOD_HALLUCINATION 4
1122 #define SV_FOOD_PARALYSIS 5
1123 #define SV_FOOD_WEAKNESS 6
1124 #define SV_FOOD_SICKNESS 7
1125 #define SV_FOOD_STUPIDITY 8
1126 #define SV_FOOD_NAIVETY 9
1127 #define SV_FOOD_UNHEALTH 10
1128 #define SV_FOOD_DISEASE 11
1129 #define SV_FOOD_CURE_POISON 12
1130 #define SV_FOOD_CURE_BLINDNESS 13
1131 #define SV_FOOD_CURE_PARANOIA 14
1132 #define SV_FOOD_CURE_CONFUSION 15
1133 #define SV_FOOD_CURE_SERIOUS 16
1134 #define SV_FOOD_RESTORE_STR 17
1135 #define SV_FOOD_RESTORE_CON 18
1136 #define SV_FOOD_RESTORING 19
1137 /* many missing mushrooms */
1138 #define SV_FOOD_BISCUIT 32
1139 #define SV_FOOD_JERKY 33
1140 #define SV_FOOD_RATION 35
1141 #define SV_FOOD_SLIME_MOLD 36
1142 #define SV_FOOD_WAYBREAD 37
1143 #define SV_FOOD_PINT_OF_ALE 38
1144 #define SV_FOOD_PINT_OF_WINE 39
1147 #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 */
1149 #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 */
1150 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1153 * Special "sval" limit -- first "good" magic/prayer book
1155 #define SV_BOOK_MIN_GOOD 2
1158 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
1159 #define MAX_GOLD 18 /* Number of "gold" entries */
1161 /*** General flag values ***/
1164 * Special caster ID for project()
1166 #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 */
1167 #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 */
1171 * Bit flags for the "p_ptr->window" variable (etc)
1173 #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 */
1174 #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 */
1175 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
1176 #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 */
1177 #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 */
1180 #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 */
1181 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
1182 #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 */
1183 #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 */
1184 #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 */
1185 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
1188 #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 */
1189 #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 */
1191 /* Empty hand status */
1192 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
1193 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
1194 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
1196 /*** General index values ***/
1200 /*** Object flag values ***/
1206 * Old variables for object flags such as flags1, flags2, and flags3
1207 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
1208 * object flags. And each flag is refered by single index number
1209 * instead of a bit mask.
1211 * Therefore it's very easy to add a lot of new flags; no one need to
1212 * worry about in which variable a new flag should be put, nor to
1213 * modify a huge number of files all over the source directory at once
1214 * to add new flag variables such as flags4, a_ability_flags1, etc...
1216 * All management of flags is now treated using a set of macros
1217 * instead of bit operations.
1218 * Note: These macros are using division, modulo, and bit shift
1219 * operations, and it seems that these operations are rather slower
1220 * than original bit operation. But since index numbers are almost
1221 * always given as constant, such slow operations are performed in the
1222 * compile time. So there is no problem on the speed.
1224 * Exceptions of new flag management is a set of flags to control
1225 * object generation and the curse flags. These are not yet rewritten
1226 * in new index form; maybe these have no merit of rewriting.
1229 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
1230 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
1231 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
1232 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
1233 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
1238 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
1239 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
1240 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
1241 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
1242 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
1243 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
1244 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
1245 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
1246 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
1247 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
1248 #define TRG_CURSED 0x00000400L /* Item is Cursed */
1249 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
1250 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
1251 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
1252 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
1253 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
1254 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
1255 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
1258 #define MAX_CURSE 18
1260 #define TRC_CURSED 0x00000001L
1261 #define TRC_HEAVY_CURSE 0x00000002L
1262 #define TRC_PERMA_CURSE 0x00000004L
1263 #define TRC_XXX1 0x00000008L
1264 #define TRC_TY_CURSE 0x00000010L
1265 #define TRC_AGGRAVATE 0x00000020L
1266 #define TRC_DRAIN_EXP 0x00000040L
1267 #define TRC_SLOW_REGEN 0x00000080L
1268 #define TRC_ADD_L_CURSE 0x00000100L
1269 #define TRC_ADD_H_CURSE 0x00000200L
1270 #define TRC_CALL_ANIMAL 0x00000400L
1271 #define TRC_CALL_DEMON 0x00000800L
1272 #define TRC_CALL_DRAGON 0x00001000L
1273 #define TRC_COWARDICE 0x00002000L
1274 #define TRC_TELEPORT 0x00004000L
1275 #define TRC_LOW_MELEE 0x00008000L
1276 #define TRC_LOW_AC 0x00010000L
1277 #define TRC_LOW_MAGIC 0x00020000L
1278 #define TRC_FAST_DIGEST 0x00040000L
1279 #define TRC_DRAIN_HP 0x00080000L
1280 #define TRC_DRAIN_MANA 0x00100000L
1281 #define TRC_CALL_UNDEAD 0x00200000L
1283 #define TRC_TELEPORT_SELF 0x00000001L
1284 #define TRC_CHAINSWORD 0x00000002L
1286 #define TRC_SPECIAL_MASK \
1287 (TRC_TY_CURSE | TRC_AGGRAVATE)
1289 #define TRC_HEAVY_MASK \
1290 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
1291 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
1293 #define TRC_P_FLAG_MASK \
1294 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
1295 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
1296 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
1297 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
1302 * Hack -- "torch" masks
1304 #define RF7_LITE_MASK \
1305 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
1307 #define RF7_DARK_MASK \
1308 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
1310 #define RF7_HAS_LD_MASK \
1311 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
1313 #define RF7_SELF_LD_MASK \
1314 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
1317 * Hack -- effective elemental and poison immunity mask
1319 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
1320 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
1321 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
1322 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
1323 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
1324 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
1325 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
1326 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
1329 #define MR1_SINKA 0x01
1333 * Is the monster seen by the player?
1335 #define is_seen(A) \
1336 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
1337 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
1340 /*** Macro Definitions ***/
1342 * Convert an "attr"/"char" pair into a "pict" (P)
1345 ((((u16b)(A)) << 8) | ((byte)(C)))
1348 * Convert a "pict" (P) into an "attr" (A)
1354 * Convert a "pict" (P) into an "char" (C)
1361 * Hack -- Prepare to use the "Secure" routines
1363 #if defined(SET_UID) && defined(SECURE)
1364 extern int PlayerUID;
1365 # define getuid() PlayerUID
1366 # define geteuid() PlayerUID
1371 /*** Color constants ***/
1374 * Not using graphical tiles for this feature?
1376 #define is_ascii_graphics(A) (!((A) & 0x80))
1383 * Hack -- attempt to reduce various values
1387 # define MACRO_MAX 128
1389 # define QUARK_MAX 128
1391 # define MESSAGE_MAX 128
1393 # define MESSAGE_BUF 4096
1401 * Available graphic modes
1403 #define GRAPHICS_NONE 0
1404 #define GRAPHICS_ORIGINAL 1
1405 #define GRAPHICS_ADAM_BOLT 2
1406 #define GRAPHICS_HENGBAND 3
1416 * Modes for the tokenizer
1418 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
1420 #define GINOU_MAX 10
1423 #define SECRET_TOWN 5
1427 #define MAX_MONSPELLS 96
1428 #define MONSPELL_TYPE_BOLT 1
1429 #define MONSPELL_TYPE_BALL 2
1430 #define MONSPELL_TYPE_BREATH 3
1431 #define MONSPELL_TYPE_SUMMON 4
1432 #define MONSPELL_TYPE_OTHER 5
1434 #define EATER_EXT 36
1435 #define EATER_CHARGE 0x10000L
1436 #define EATER_ROD_CHARGE 0x10L
1440 #define DETECT_RAD_DEFAULT 30
1441 #define DETECT_RAD_MAP 30
1442 #define DETECT_RAD_ALL 255
1444 /* Maximum "Nazguls" number */
1445 #define MAX_NAZGUL_NUM 5
1447 #define DO_AUTOPICK 0x01
1448 #define DO_AUTODESTROY 0x02
1449 #define DO_DISPLAY 0x04
1450 #define DONT_AUTOPICK 0x08
1451 #define ITEM_DISPLAY 0x10
1452 #define DO_QUERY_AUTOPICK 0x20
1455 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
1456 #define MAGIC_FAIL_5PERCENT 0x0002
1457 #define MAGIC_GAIN_EXP 0x0004
1459 #define VIRTUE_LARGE 1
1460 #define VIRTUE_SMALL 2
1462 #define SPELL_DD_S 27
1463 #define SPELL_DD_T 13
1465 #define SPELL_KABE 20
1467 #define KNOW_STAT 0x01
1468 #define KNOW_HPRATE 0x02
1472 #define DUNGEON_FEAT_PROB_NUM 3
1475 * Flags for save/load temporal saved floor file
1477 #define SLF_SECOND 0x0001 /* Called from another save/load function */
1478 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
1484 * Constant for kinds of mimic
1486 #define MIMIC_NONE 0
1487 #define MIMIC_DEMON 1
1488 #define MIMIC_DEMON_LORD 2
1489 #define MIMIC_VAMPIRE 3
1492 #define MIMIC_FLAGS choice
1493 #define MIMIC_IS_NONLIVING 0x00000001
1494 #define MIMIC_IS_DEMON 0x00000002
1495 #define MIMIC_IS_UNDEAD 0x00000004
1498 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
1500 /* Sub-alignment flags for neutral monsters */
1501 #define SUB_ALIGN_NEUTRAL 0x0000
1502 #define SUB_ALIGN_EVIL 0x0001
1503 #define SUB_ALIGN_GOOD 0x0002
1505 /* Multishadow effects is determined by current_world_ptr->game_turn */
1506 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
1508 /* Is "teleport level" ineffective to this target? */
1509 #define TELE_LEVEL_IS_INEFF(TARGET) \
1510 (p_ptr->inside_arena || p_ptr->inside_battle || \
1511 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
1512 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
1513 (current_floor_ptr->dun_level >= 1) && ironman_downward))
1517 * Max numbers of macro trigger names
1519 #define MAX_MACRO_MOD 12
1520 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
1522 /* Max size of screen dump buffer */
1523 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
1525 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
1526 #define MTIMED_FAST 1 /* Monster is temporarily fast */
1527 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
1528 #define MTIMED_STUNNED 3 /* Monster is stunned */
1529 #define MTIMED_CONFUSED 4 /* Monster is confused */
1530 #define MTIMED_MONFEAR 5 /* Monster is afraid */
1531 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
1533 #define MAX_MTIMED 7
1535 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
1536 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
1537 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
1538 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
1539 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
1540 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
1541 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
1544 * Bit flags for screen_object()
1546 #define SCROBJ_FAKE_OBJECT 0x00000001
1547 #define SCROBJ_FORCE_DETAIL 0x00000002
1550 * For travel command (auto run)
1554 #define CONCENT_RADAR_THRESHOLD 2
1555 #define CONCENT_TELE_THRESHOLD 5
1558 #define hex_spelling_any() \
1559 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
1560 #define hex_spelling(X) \
1561 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
1562 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
1563 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
1564 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
1565 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
1566 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
1569 Language selection macro
1572 #define _(JAPANESE,ENGLISH) (JAPANESE)
1574 #define _(JAPANESE,ENGLISH) (ENGLISH)
1577 /* Lite flag macro */
1578 #define have_lite_flag(ARRAY) \
1579 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
1581 #define have_dark_flag(ARRAY) \
1582 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
1584 /* Spell Type flag */
1585 #define MONSTER_TO_PLAYER 0x01
1586 #define MONSTER_TO_MONSTER 0x02
1588 /* summoning number */
1589 #define S_NUM_6 (easy_band ? 2 : 6)
1590 #define S_NUM_4 (easy_band ? 1 : 4)
1592 /* monster spell number */
1593 #define RF4_SPELL_START 32 * 3
1594 #define RF5_SPELL_START 32 * 4
1595 #define RF6_SPELL_START 32 * 5
1597 #define RF4_SPELL_SIZE 32
1598 #define RF5_SPELL_SIZE 32
1599 #define RF6_SPELL_SIZE 32
1601 /* Spell Damage Calc Flag*/
1611 /* Cheat Info Type */
1612 #define CHEAT_OBJECT 0
1613 #define CHEAT_MONSTER 1
1614 #define CHEAT_DUNGEON 2
1615 #define CHEAT_MISC 3
1617 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
1618 #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 */
1621 * チートオプションの最大数 / Number of cheating options
1623 #define CHEAT_MAX 10