5 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
8 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
10 * This software may be copied and distributed for educational, research,\n
11 * and not for profit purposes provided that this copyright and statement\n
12 * are included in all such copies. Other copyrights may also apply.\n
14 * Do not edit this file unless you know *exactly* what you are doing.\n
16 * Some of the values in this file were chosen to preserve game balance,\n
17 * while others are hard-coded based on the format of old save-files, the\n
18 * definition of arrays in various places, mathematical properties, fast\n
19 * computation, storage limits, or the format of external text files.\n
21 * Changing some of these values will induce crashes or memory errors or\n
22 * savefile mis-reads. Most of the comments in this file are meant as\n
23 * reminders, not complete descriptions, and even a complete knowledge\n
24 * of the source may not be sufficient to fully understand the effects\n
25 * of changing certain definitions.\n
27 * Lastly, note that the code does not always use the symbolic constants\n
28 * below, and sometimes uses various hard-coded values that may not even\n
29 * be defined in this file, but which may be related to definitions here.\n
30 * This is of course bad programming practice, but nobody is perfect...\n
32 * For example, there are MANY things that depend on the screen being\n
33 * 80x24, with the top line used for messages, the bottom line being\n
34 * used for status, and exactly 22 lines used to show the dungeon.\n
35 * Just because your screen can hold 46 lines does not mean that the\n
36 * game will work if you try to use 44 lines to show the dungeon.\n
38 * You have been warned.\n
43 * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
44 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
49 * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
50 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
55 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
56 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
61 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
62 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
67 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
68 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
73 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
74 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
81 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
83 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
84 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
85 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
87 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
90 * @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")
91 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
92 * of "update_view()" and "update_lite()". We must also be as large as the
93 * largest illuminatable room, but no room is larger than 800 grids. We
94 * must also be large enough to allow "good enough" use as a circular queue,
95 * to calculate monster flow, but note that the flow code is "paranoid".
100 * @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")
101 * @details We must be large for proper functioning of delayed redrawing.
102 * We must also be as large as two times of the largest view area.
103 * Note that maximum view grids are 1149 entries.
105 #define REDRAW_MAX 2298
109 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
110 * @note Default: assume at most 256 macros are used
112 #define MACRO_MAX 256
115 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
117 * Default: assume at most 512 different inscriptions are used<br>
118 * Was 512... 256 quarks added for random artifacts<br>
120 #define QUARK_MAX 768
123 * OPTION: Maximum number of messages to remember (see "io.c")
124 * Default: assume maximal memorization of 2048 total messages
126 #define MESSAGE_MAX 81920
129 * OPTION: Maximum space for the message text buffer (see "io.c")
130 * Default: assume that each of the 2048 messages is repeated an
131 * average of three times, and has an average length of 48
133 #define MESSAGE_BUF 655360
137 * Maximum number of "normal" pack slots, and the index of the "overflow"
138 * slot, which can hold an item, but only temporarily, since it causes the
139 * pack to "overflow", dropping the "last" item onto the ground. Since this
140 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
141 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
142 * by the fact that the screen can only show 23 items plus a one-line prompt.
144 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
147 * Player sex constants (hard-coded by save-files, arrays, etc)
152 /*** Screen Locations ***/
154 #define VER_INFO_ROW 3 //!< タイトル表記(行)
161 /* Which features are dynamic */
162 #define have_dynamic_flags(ARRAY) \
163 (!!((ARRAY)[(FF_INSTANT / 32)] & \
164 ((1UL << (FF_INSTANT % 32)) | \
165 (1UL << (FF_EXPLODE % 32)) | \
166 (1UL << (FF_TIMED % 32)) | \
167 (1UL << (FF_ERUPT % 32)) | \
168 (1UL << (FF_STRIKE % 32)) | \
169 (1UL << (FF_SPREAD % 32)))))
171 #define feat_locked_door_random(DOOR_TYPE) \
172 (feat_door[(DOOR_TYPE)].num_locked ? \
173 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
175 #define feat_jammed_door_random(DOOR_TYPE) \
176 (feat_door[(DOOR_TYPE)].num_jammed ? \
177 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
181 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
183 #define CEM_RIDING 0x0001
184 #define CEM_P_CAN_ENTER_PATTERN 0x0002
187 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
188 #define MAX_GOLD 18 /* Number of "gold" entries */
193 * Old variables for object flags such as flags1, flags2, and flags3
194 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
195 * object flags. And each flag is refered by single index number
196 * instead of a bit mask.
198 * Therefore it's very easy to add a lot of new flags; no one need to
199 * worry about in which variable a new flag should be put, nor to
200 * modify a huge number of files all over the source directory at once
201 * to add new flag variables such as flags4, a_ability_flags1, etc...
203 * All management of flags is now treated using a set of macros
204 * instead of bit operations.
205 * Note: These macros are using division, modulo, and bit shift
206 * operations, and it seems that these operations are rather slower
207 * than original bit operation. But since index numbers are almost
208 * always given as constant, such slow operations are performed in the
209 * compile time. So there is no problem on the speed.
211 * Exceptions of new flag management is a set of flags to control
212 * object generation and the curse flags. These are not yet rewritten
213 * in new index form; maybe these have no merit of rewriting.
216 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
217 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
218 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
219 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
220 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
223 * Is the monster seen by the player?
226 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
227 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
230 /*** Color constants ***/
234 * Hack -- attempt to reduce various values
238 # define MACRO_MAX 128
240 # define QUARK_MAX 128
242 # define MESSAGE_MAX 128
244 # define MESSAGE_BUF 4096
254 * Modes for the tokenizer
262 #define EATER_CHARGE 0x10000L
263 #define EATER_ROD_CHARGE 0x10L
266 #define DETECT_RAD_DEFAULT 30
267 #define DETECT_RAD_MAP 30
268 #define DETECT_RAD_ALL 255
270 /* Maximum "Nazguls" number */
271 #define MAX_NAZGUL_NUM 5
273 #define VIRTUE_LARGE 1
274 #define VIRTUE_SMALL 2
276 #define SPELL_DD_S 27
277 #define SPELL_DD_T 13
279 #define SPELL_KABE 20
281 #define KNOW_STAT 0x01
282 #define KNOW_HPRATE 0x02
286 #define DUNGEON_FEAT_PROB_NUM 3
289 * Flags for save/load temporal saved floor file
291 #define SLF_SECOND 0x0001 /* Called from another save/load function */
292 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
295 * Max numbers of macro trigger names
297 #define MAX_MACRO_MOD 12
298 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
300 /* Max size of screen dump buffer */
301 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
303 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
304 #define MTIMED_FAST 1 /* Monster is temporarily fast */
305 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
306 #define MTIMED_STUNNED 3 /* Monster is stunned */
307 #define MTIMED_CONFUSED 4 /* Monster is confused */
308 #define MTIMED_MONFEAR 5 /* Monster is afraid */
309 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
313 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
314 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
315 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
316 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
317 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
318 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
319 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
322 * For travel command (auto run)
326 #define CONCENT_RADAR_THRESHOLD 2
327 #define CONCENT_TELE_THRESHOLD 5
330 Language selection macro
333 #define _(JAPANESE,ENGLISH) (JAPANESE)
335 #define _(JAPANESE,ENGLISH) (ENGLISH)
338 /* Lite flag macro */
339 #define have_lite_flag(ARRAY) \
340 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
342 #define have_dark_flag(ARRAY) \
343 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
345 /* Cheat Info Type */
346 #define CHEAT_OBJECT 0
347 #define CHEAT_MONSTER 1
348 #define CHEAT_DUNGEON 2
351 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
352 #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 */
355 * チートオプションの最大数 / Number of cheating options