3 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * Do not edit this file unless you know *exactly* what you are doing.\n
14 * Some of the values in this file were chosen to preserve game balance,\n
15 * while others are hard-coded based on the format of old save-files, the\n
16 * definition of arrays in various places, mathematical properties, fast\n
17 * computation, storage limits, or the format of external text files.\n
19 * Changing some of these values will induce crashes or memory errors or\n
20 * savefile mis-reads. Most of the comments in this file are meant as\n
21 * reminders, not complete descriptions, and even a complete knowledge\n
22 * of the source may not be sufficient to fully understand the effects\n
23 * of changing certain definitions.\n
25 * Lastly, note that the code does not always use the symbolic constants\n
26 * below, and sometimes uses various hard-coded values that may not even\n
27 * be defined in this file, but which may be related to definitions here.\n
28 * This is of course bad programming practice, but nobody is perfect...\n
30 * For example, there are MANY things that depend on the screen being\n
31 * 80x24, with the top line used for messages, the bottom line being\n
32 * used for status, and exactly 22 lines used to show the dungeon.\n
33 * Just because your screen can hold 46 lines does not mean that the\n
34 * game will work if you try to use 44 lines to show the dungeon.\n
36 * You have been warned.\n
39 #define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
42 * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
44 * 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。
46 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
47 * Program Version of Hengband version is
48 * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
51 #define FAKE_VERSION 0
53 #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) */
54 #define FAKE_VER_MINOR 1 /*!< ゲームのバージョン番号定義(マイナー番号) */
55 #define FAKE_VER_PATCH 5 /*!< ゲームのバージョン番号定義(パッチ番号) */
59 * @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
62 * First three digits may be same as the Program Version. But not
63 * always same. It means that newer version may preserves lower
64 * compatibility with the older version.
65 * For example, newer Hengband 1.4.4 creates savefiles marked with
66 * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
67 * savefile of Hengband 1.4.4 (lower compatibility!).
68 * Upper compatibility is always guaranteed.
72 #define H_VER_MINOR 1 /*!< セーブファイル上のバージョン定義(マイナー番号) */
73 #define H_VER_PATCH 2 /*!< セーブファイル上のバージョン定義(パッチ番号) */
74 #define H_VER_EXTRA 4 /*!< セーブファイル上のバージョン定義(エクストラ番号) */
76 #define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
77 #define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
80 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
81 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
86 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
87 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
92 * @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)
93 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
98 * @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)
99 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
104 * @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)
105 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
107 #define SCREEN_HGT 22
110 * @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)
111 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
113 #define SCREEN_WID 66
116 * @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)
117 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
122 * @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)
123 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
130 #define MIN_RANDOM_QUEST 40 /*<! ランダムクエストを割り当てるクエストIDの開始値 */
131 #define MAX_RANDOM_QUEST 49 /*<! ランダムクエストを割り当てるクエストIDの終了値 */
134 * @brief 該当IDが固定クエストかどうかを判定する / Check is the quest index is "fixed"
135 * @param Q_IDX クエストID
136 * @return 固定クエストならばTRUEを返す
138 #define is_fixed_quest_idx(Q_IDX) (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST))
140 #define QUEST_TOWER1 5 /*<! 塔クエスト(第1階層)に割り振るクエストID */
141 #define QUEST_TOWER2 6 /*<! 塔クエスト(第2階層)に割り振るクエストID */
142 #define QUEST_TOWER3 7 /*<! 塔クエスト(第3階層)に割り振るクエストID */
143 #define QUEST_OBERON 8 /*<! オベロン打倒クエストに割り振るクエストID */
144 #define QUEST_SERPENT 9 /*<! サーペント打倒クエストに割り振るクエストID */
149 #define MAX_ARENA_MONS 41 /* -KMW- */
150 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT))
153 #define MAX_STORES 10 /*!< store.c用の店舗の種類最大数 / Total number of stores (see "store.c", etc) */
154 #define MAX_BLDG 32 /*!< 施設の種類最大数 / Number of buildings */
159 #define STORE_GENERAL 0 /*!> 店舗の種類: 雑貨屋 */
160 #define STORE_ARMOURY 1 /*!> 店舗の種類: 防具屋 */
161 #define STORE_WEAPON 2 /*!> 店舗の種類: 武器屋 */
162 #define STORE_TEMPLE 3 /*!> 店舗の種類: 寺院 */
163 #define STORE_ALCHEMIST 4 /*!> 店舗の種類: 錬金術の店 */
164 #define STORE_MAGIC 5 /*!> 店舗の種類: 魔道具屋 */
165 #define STORE_BLACK 6 /*!> 店舗の種類: ブラック・マーケット */
166 #define STORE_HOME 7 /*!> 店舗の種類: 我が家 */
167 #define STORE_BOOK 8 /*!> 店舗の種類: 書店 */
168 #define STORE_MUSEUM 9 /*!> 店舗の種類: 博物館 */
170 #define BUILDING_NON_MEMBER 0 /*!> 不明(現在未使用) */
171 #define BUILDING_MEMBER 1 /*!> 不明(現在未使用) */
172 #define BUILDING_OWNER 2 /*!> 施設の種族/職業条件が一致している状態値 */
174 #define MAX_OWNERS 32 /*!< 各店舗毎の店主定義最大数 / Total number of owners per store (see "store.c", etc) */
175 #define MAX_SEXES 2 /*! 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
176 #define MAX_CLASS 28 /*! 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
177 #define MAX_SEIKAKU 12 /*! 性格の最大定義数 */
178 #define MAX_PATRON 16 /*! カオスパトロンの最大定義数 / The number of "patrons" available (for Chaos Warriors) */
180 /* 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 */
181 #define MAX_SAN_HORROR 20 /*! 恐ろしい対象の形容数(正常時) */
182 #define MAX_SAN_FUNNY 22 /*! 恐ろしい対象の形容数(幻覚時) */
183 #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) */
185 /* カオスパトロンからの報酬種別定義 / Chaos Warrior: Reward types: */
186 #define REW_POLY_SLF 1 /*!< カオスパトロンからの報酬: 自己変容 */
187 #define REW_GAIN_EXP 2 /*!< カオスパトロンからの報酬: 経験値増加 */
188 #define REW_LOSE_EXP 3 /*!< カオスパトロンからの報酬: 経験値減少 */
189 #define REW_GOOD_OBJ 4 /*!< カオスパトロンからの報酬: GOODなアイテム単体の下賜 */
190 #define REW_GREA_OBJ 5 /*!< カオスパトロンからの報酬: GREATなアイテム単体の下賜 */
191 #define REW_CHAOS_WP 6 /*!< カオスパトロンからの報酬: 混沌武器の下賜 */
192 #define REW_GOOD_OBS 7 /*!< カオスパトロンからの報酬: GOODなアイテム複数の下賜 */
193 #define REW_GREA_OBS 8 /*!< カオスパトロンからの報酬: GREATなアイテム複数の下賜 */
194 #define REW_TY_CURSE 9 /*!< カオスパトロンからの報酬: 太古の怨念 */
195 #define REW_SUMMON_M 10 /*!< カオスパトロンからの報酬: 敵対的なモンスターの召喚(通常) */
196 #define REW_H_SUMMON 11 /*!< カオスパトロンからの報酬: 敵対的なモンスターの召喚(hi-summon) */
197 #define REW_DO_HAVOC 12 /*!< カオスパトロンからの報酬: 混沌招来 */
198 #define REW_GAIN_ABL 13 /*!< カオスパトロンからの報酬: 増強 */
199 #define REW_LOSE_ABL 14 /*!< カオスパトロンからの報酬: 1能力低下 */
200 #define REW_RUIN_ABL 15 /*!< カオスパトロンからの報酬: 全能力低下 */
201 #define REW_AUGM_ABL 16 /*!< カオスパトロンからの報酬: 1能力上昇 */
202 #define REW_POLY_WND 17 /*!< カオスパトロンからの報酬: 傷の変化 */
203 #define REW_HEAL_FUL 18 /*!< カオスパトロンからの報酬: 完全回復 */
204 #define REW_HURT_LOT 19 /*!< カオスパトロンからの報酬: 分解の球によるダメージ */
205 #define REW_CURSE_WP 20 /*!< カオスパトロンからの報酬: 武器呪縛 */
206 #define REW_CURSE_AR 21 /*!< カオスパトロンからの報酬: 防具呪縛 */
207 #define REW_PISS_OFF 22 /*!< カオスパトロンからの報酬: 苛立ち */
208 #define REW_WRATH 23 /*!< カオスパトロンからの報酬: 怒り */
209 #define REW_DESTRUCT 24 /*!< カオスパトロンからの報酬: *破壊* */
210 #define REW_GENOCIDE 25 /*!< カオスパトロンからの報酬: シンボル抹殺 */
211 #define REW_MASS_GEN 26 /*!< カオスパトロンからの報酬: 周辺抹殺 */
212 #define REW_DISPEL_C 27 /*!< カオスパトロンからの報酬: モンスター退散 */
213 #define REW_UNUSED_1 28 /*!< カオスパトロンからの報酬: 未使用 */
214 #define REW_UNUSED_2 29 /*!< カオスパトロンからの報酬: 未使用 */
215 #define REW_UNUSED_3 30 /*!< カオスパトロンからの報酬: 未使用 */
216 #define REW_UNUSED_4 31 /*!< カオスパトロンからの報酬: 未使用 */
217 #define REW_UNUSED_5 32 /*!< カオスパトロンからの報酬: 未使用 */
218 #define REW_IGNORE 33 /*!< カオスパトロンからの報酬: 無視 */
219 #define REW_SER_UNDE 34 /*!< カオスパトロンからの報酬: アンデッドの下僕下賜 */
220 #define REW_SER_DEMO 35 /*!< カオスパトロンからの報酬: 悪魔の下僕下賜 */
221 #define REW_SER_MONS 36 /*!< カオスパトロンからの報酬: モンスターの下僕下賜 */
223 /* カオスの変異 / Chaos mutations */
225 /* レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
226 #define MUT1_SPIT_ACID 0x00000001L /*!< 突然変異: 酸の唾 */
227 #define MUT1_BR_FIRE 0x00000002L /*!< 突然変異: 炎のブレス */
228 #define MUT1_HYPN_GAZE 0x00000004L /*!< 突然変異: 催眠睨み */
229 #define MUT1_TELEKINES 0x00000008L /*!< 突然変異: 念動力 */
230 #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
231 #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
232 #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
233 #define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血ドレイン */
234 #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
235 #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
236 #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
237 #define MUT1_EAT_ROCK 0x00000800L /*!< 突然変異: 岩喰い */
238 #define MUT1_SWAP_POS 0x00001000L /*!< 突然変異: 位置交換 */
239 #define MUT1_SHRIEK 0x00002000L /*!< 突然変異: 叫び */
240 #define MUT1_ILLUMINE 0x00004000L /*!< 突然変異: 照明 */
241 #define MUT1_DET_CURSE 0x00008000L /*!< 突然変異: 呪い感知 */
242 #define MUT1_BERSERK 0x00010000L /*!< 突然変異: 狂戦士化 */
243 #define MUT1_POLYMORPH 0x00020000L /*!< 突然変異: 変身 */
244 #define MUT1_MIDAS_TCH 0x00040000L /*!< 突然変異: ミダスの手 */
245 #define MUT1_GROW_MOLD 0x00080000L /*!< 突然変異: カビ発生 */
246 #define MUT1_RESIST 0x00100000L /*!< 突然変異: エレメント耐性 */
247 #define MUT1_EARTHQUAKE 0x00200000L /*!< 突然変異: 地震 */
248 #define MUT1_EAT_MAGIC 0x00400000L /*!< 突然変異: 魔力喰い */
249 #define MUT1_WEIGH_MAG 0x00800000L /*!< 突然変異: 魔力感知 */
250 #define MUT1_STERILITY 0x01000000L /*!< 突然変異: 増殖阻止 */
251 #define MUT1_PANIC_HIT 0x02000000L /*!< 突然変異: ヒットアンドアウェイ */
252 #define MUT1_DAZZLE 0x04000000L /*!< 突然変異: 眩惑 */
253 #define MUT1_LASER_EYE 0x08000000L /*!< 突然変異: レーザー・アイ */
254 #define MUT1_RECALL 0x10000000L /*!< 突然変異: 帰還 */
255 #define MUT1_BANISH 0x20000000L /*!< 突然変異: 邪悪消滅 */
256 #define MUT1_COLD_TOUCH 0x40000000L /*!< 突然変異: 凍結の手 */
257 #define MUT1_LAUNCHER 0x80000000L /*!< 突然変異: アイテム投げ */
259 /* 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
260 #define MUT2_BERS_RAGE 0x00000001L /*!< 突然変異: 狂戦士化の発作 */
261 #define MUT2_COWARDICE 0x00000002L /*!< 突然変異: 臆病 */
262 #define MUT2_RTELEPORT 0x00000004L /*!< 突然変異: ランダムテレポート / Random teleport, instability */
263 #define MUT2_ALCOHOL 0x00000008L /*!< 突然変異: アルコール分泌 */
264 #define MUT2_HALLU 0x00000010L /*!< 突然変異: 幻覚を引き起こす精神錯乱 */
265 #define MUT2_FLATULENT 0x00000020L /*!< 突然変異: 猛烈な屁 */
266 #define MUT2_SCOR_TAIL 0x00000040L /*!< 突然変異: サソリの尻尾 */
267 #define MUT2_HORNS 0x00000080L /*!< 突然変異: ツノ */
268 #define MUT2_BEAK 0x00000100L /*!< 突然変異: クチバシ */
269 #define MUT2_ATT_DEMON 0x00000200L /*!< 突然変異: デーモンを引き付ける */
270 #define MUT2_PROD_MANA 0x00000400L /*!< 突然変異: 制御できない魔力のエネルギー */
271 #define MUT2_SPEED_FLUX 0x00000800L /*!< 突然変異: ランダムな加減速 */
272 #define MUT2_BANISH_ALL 0x00001000L /*!< 突然変異: ランダムなモンスター消滅 */
273 #define MUT2_EAT_LIGHT 0x00002000L /*!< 突然変異: 光源喰い */
274 #define MUT2_TRUNK 0x00004000L /*!< 突然変異: 象の鼻 */
275 #define MUT2_ATT_ANIMAL 0x00008000L /*!< 突然変異: 動物を引き寄せる */
276 #define MUT2_TENTACLES 0x00010000L /*!< 突然変異: 邪悪な触手 */
277 #define MUT2_RAW_CHAOS 0x00020000L /*!< 突然変異: 純カオス */
278 #define MUT2_NORMALITY 0x00040000L /*!< 突然変異: ランダムな変異の消滅 */
279 #define MUT2_WRAITH 0x00080000L /*!< 突然変異: ランダムな幽体化 */
280 #define MUT2_POLY_WOUND 0x00100000L /*!< 突然変異: ランダムな傷の変化 */
281 #define MUT2_WASTING 0x00200000L /*!< 突然変異: 衰弱 */
282 #define MUT2_ATT_DRAGON 0x00400000L /*!< 突然変異: ドラゴンを引き寄せる */
283 #define MUT2_WEIRD_MIND 0x00800000L /*!< 突然変異: ランダムなテレパシー */
284 #define MUT2_NAUSEA 0x01000000L /*!< 突然変異: 落ち着きの無い胃 */
285 #define MUT2_CHAOS_GIFT 0x02000000L /*!< 突然変異: カオスパトロン */
286 #define MUT2_WALK_SHAD 0x04000000L /*!< 突然変異: ランダムな現実変容 */
287 #define MUT2_WARNING 0x08000000L /*!< 突然変異: 警告 */
288 #define MUT2_INVULN 0x10000000L /*!< 突然変異: ランダムな無敵化 */
289 #define MUT2_SP_TO_HP 0x20000000L /*!< 突然変異: ランダムなMPからHPへの変換 */
290 #define MUT2_HP_TO_SP 0x40000000L /*!< 突然変異: ランダムなHPからMPへの変換 */
291 #define MUT2_DISARM 0x80000000L /*!< 突然変異: ランダムな武器落とし */
294 /* 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
295 #define MUT3_HYPER_STR 0x00000001L /*!< 突然変異: 超人的な力 */
296 #define MUT3_PUNY 0x00000002L /*!< 突然変異: 虚弱 */
297 #define MUT3_HYPER_INT 0x00000004L /*!< 突然変異: 生体コンピュータ */
298 #define MUT3_MORONIC 0x00000008L /*!< 突然変異: 精神薄弱 */
299 #define MUT3_RESILIENT 0x00000010L /*!< 突然変異: 弾力のある体 */
300 #define MUT3_XTRA_FAT 0x00000020L /*!< 突然変異: 異常な肥満 */
301 #define MUT3_ALBINO 0x00000040L /*!< 突然変異: アルビノ */
302 #define MUT3_FLESH_ROT 0x00000080L /*!< 突然変異: 腐敗した肉体 */
303 #define MUT3_SILLY_VOI 0x00000100L /*!< 突然変異: 間抜けなキーキー声 */
304 #define MUT3_BLANK_FAC 0x00000200L /*!< 突然変異: のっぺらぼう */
305 #define MUT3_ILL_NORM 0x00000400L /*!< 突然変異: 幻影に覆われた体 */
306 #define MUT3_XTRA_EYES 0x00000800L /*!< 突然変異: 第三の目 */
307 #define MUT3_MAGIC_RES 0x00001000L /*!< 突然変異: 魔法防御 */
308 #define MUT3_XTRA_NOIS 0x00002000L /*!< 突然変異: 騒音 */
309 #define MUT3_INFRAVIS 0x00004000L /*!< 突然変異: 赤外線視力 */
310 #define MUT3_XTRA_LEGS 0x00008000L /*!< 突然変異: 追加の脚 */
311 #define MUT3_SHORT_LEG 0x00010000L /*!< 突然変異: 短い脚 */
312 #define MUT3_ELEC_TOUC 0x00020000L /*!< 突然変異: 電撃オーラ */
313 #define MUT3_FIRE_BODY 0x00040000L /*!< 突然変異: 火炎オーラ */
314 #define MUT3_WART_SKIN 0x00080000L /*!< 突然変異: イボ肌 */
315 #define MUT3_SCALES 0x00100000L /*!< 突然変異: 鱗肌 */
316 #define MUT3_IRON_SKIN 0x00200000L /*!< 突然変異: 鉄の肌 */
317 #define MUT3_WINGS 0x00400000L /*!< 突然変異: 翼 */
318 #define MUT3_FEARLESS 0x00800000L /*!< 突然変異: 恐れ知らず */
319 #define MUT3_REGEN 0x01000000L /*!< 突然変異: 急回復 */
320 #define MUT3_ESP 0x02000000L /*!< 突然変異: テレパシー */
321 #define MUT3_LIMBER 0x04000000L /*!< 突然変異: しなやかな肉体 */
322 #define MUT3_ARTHRITIS 0x08000000L /*!< 突然変異: 間接の痛み */
323 #define MUT3_BAD_LUCK 0x10000000L /*!< 突然変異: 黒いオーラ(不運) */
324 #define MUT3_VULN_ELEM 0x20000000L /*!< 突然変異: 元素攻撃弱点 */
325 #define MUT3_MOTION 0x40000000L /*!< 突然変異: 正確で力強い動作 */
326 #define MUT3_GOOD_LUCK 0x80000000L /*!< 突然変異: 白いオーラ(幸運) */
330 # define MAX_MA 17 /*!< 修行僧マーシャルアーツの技数 / Monk martial arts... */
331 # define MA_KNEE 1 /*!< 金的効果ID */
332 # define MA_SLOW 2 /*!< 膝蹴り効果ID */
334 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
338 #define MAX_SILLY_ATTACK 41 /*!< 幻覚時のジョークメッセージ最大数 */
340 #define MAX_SILLY_ATTACK 29 /*!< Hallucination stuff */
343 #define MIND_MINDCRAFTER 0 /*!< 特殊能力: 超能力 */
344 #define MIND_KI 1 /*!< 特殊能力: 練気 */
345 #define MIND_BERSERKER 2 /*!< 特殊能力: 怒り */
346 #define MIND_MIRROR_MASTER 3 /*!< 特殊能力: 鏡魔法 */
347 #define MIND_NINJUTSU 4 /*!< 特殊能力: 忍術 */
351 * Size of memory reserved for initialization of some arrays
353 #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 */
354 #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 */
355 #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 */
357 #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 */
362 * @brief ダンジョンの最深層 / Maximum dungeon level.
364 * The player can never reach this level
365 * in the dungeon, and this value is used for various calculations
366 * involving object and monster creation. It must be at least 100.
367 * Setting it below 128 may prevent the creation of some objects.
369 #define MAX_DEPTH 128
371 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
374 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "cave.c")
375 * @details Note that the "lite radius" will NEVER exceed 14, and we would
376 * never require more than 581 entries in the array for circular "lite".
381 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "cave.c")
382 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
383 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
384 * we would never require more than 1520 entries in the array.
386 #define MON_LITE_MAX 1536
389 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "cave.c")
390 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
391 * was octagonal, we would never require more than 1520 entries in the array.
393 #define VIEW_MAX 1536
396 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "cave.c")
397 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
398 * of "update_view()" and "update_lite()". We must also be as large as the
399 * largest illuminatable room, but no room is larger than 800 grids. We
400 * must also be large enough to allow "good enough" use as a circular queue,
401 * to calculate monster flow, but note that the flow code is "paranoid".
403 #define TEMP_MAX 2298
406 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "cave.c")
407 * @details We must be large for proper functioning of delayed redrawing.
408 * We must also be as large as two times of the largest view area.
409 * Note that maximum view grids are 1149 entries.
411 #define REDRAW_MAX 2298
415 * Number of keymap modes
417 #define KEYMAP_MODES 2
420 * Mode for original keyset commands
422 #define KEYMAP_MODE_ORIG 0
425 * Mode for roguelike keyset commands
427 #define KEYMAP_MODE_ROGUE 1
431 * OPTION: Maximum number of macros (see "io.c")
432 * Default: assume at most 256 macros are used
434 #define MACRO_MAX 256
437 * OPTION: Maximum number of "quarks" (see "io.c")
438 * Default: assume at most 512 different inscriptions are used
440 #define QUARK_MAX 768
441 /* Was 512... 256 quarks added for random artifacts */
444 * OPTION: Maximum number of messages to remember (see "io.c")
445 * Default: assume maximal memorization of 2048 total messages
447 #define MESSAGE_MAX 2048
450 * OPTION: Maximum space for the message text buffer (see "io.c")
451 * Default: assume that each of the 2048 messages is repeated an
452 * average of three times, and has an average length of 48
454 #define MESSAGE_BUF 32768
458 * Maximum value storable in a "byte" (hard-coded)
460 #define MAX_UCHAR 255
463 * Maximum value storable in a "s16b" (hard-coded)
465 #define MAX_SHORT 32767
468 * Maximum length of object's name
473 * Special internal key
475 #define SPECIAL_KEY_QUEST 255
476 #define SPECIAL_KEY_BUILDING 254
477 #define SPECIAL_KEY_STORE 253
478 #define SPECIAL_KEY_QUIT 252
483 #define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
484 #define STORE_CHOICES 48 /* Number of items to choose stock from */
485 #define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
486 #define STORE_TURNOVER 9 /* Normal shop turnover, per day */
487 #define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
488 #define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
489 #define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
490 #define STORE_TICKS 1000 /* Number of ticks between turnovers */
496 #define ENERGY_NEED() (randnor(100, 25))
500 * Extract energy from speed (Assumes that SPEED is unsigned)
502 #define SPEED_TO_ENERGY(SPEED) \
503 (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
509 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
510 #define TURNS_PER_TICK 10L /*!< Number of energy-gain-turns per ticks */
511 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
512 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
513 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
514 #define BTH_PLUS_ADJ 3 /*!< Adjust BTH per plus-to-hit */
515 #define MON_MULT_ADJ 8 /*!< High value slows multiplication */
516 #define MON_SUMMON_ADJ 2 /*!< Adjust level of summoned creatures */
517 #define MON_DRAIN_LIFE 2 /*!< Percent of player exp drained per hit */
518 #define USE_DEVICE 3 /*!< x> Harder devices x< Easier devices */
521 /* "Biases" for random artifact gen */
523 #define BIAS_ELEC 1 /*!< ランダムアーティファクトバイアス:電撃 */
524 #define BIAS_POIS 2 /*!< ランダムアーティファクトバイアス:毒 */
525 #define BIAS_FIRE 3 /*!< ランダムアーティファクトバイアス:火炎 */
526 #define BIAS_COLD 4 /*!< ランダムアーティファクトバイアス:冷気 */
527 #define BIAS_ACID 5 /*!< ランダムアーティファクトバイアス:酸 */
528 #define BIAS_STR 6 /*!< ランダムアーティファクトバイアス:腕力 */
529 #define BIAS_INT 7 /*!< ランダムアーティファクトバイアス:知力 */
530 #define BIAS_WIS 8 /*!< ランダムアーティファクトバイアス:賢さ */
531 #define BIAS_DEX 9 /*!< ランダムアーティファクトバイアス:器用さ */
532 #define BIAS_CON 10 /*!< ランダムアーティファクトバイアス:耐久 */
533 #define BIAS_CHR 11 /*!< ランダムアーティファクトバイアス:魅力 */
534 #define BIAS_CHAOS 12 /*!< ランダムアーティファクトバイアス:混沌 */
535 #define BIAS_PRIESTLY 13 /*!< ランダムアーティファクトバイアス:プリースト系 */
536 #define BIAS_NECROMANTIC 14 /*!< ランダムアーティファクトバイアス:死霊 */
537 #define BIAS_LAW 15 /*!< ランダムアーティファクトバイアス:法 */
538 #define BIAS_ROGUE 16 /*!< ランダムアーティファクトバイアス:盗賊系 */
539 #define BIAS_MAGE 17 /*!< ランダムアーティファクトバイアス:メイジ系 */
540 #define BIAS_WARRIOR 18 /*!< ランダムアーティファクトバイアス:戦士系 */
541 #define BIAS_RANGER 19 /*!< ランダムアーティファクトバイアス:レンジャー系 */
542 #define MAX_BIAS 20 /*!< ランダムアーティファクトバイアス:最大数 */
544 /*** Pet constants ***/
550 #define PET_DISMISS 1
552 #define PET_STAY_CLOSE 3
553 #define PET_FOLLOW_ME 4
554 #define PET_SEEK_AND_DESTROY 5
555 #define PET_ALLOW_SPACE 6
556 #define PET_STAY_AWAY 7
557 #define PET_OPEN_DOORS 8
558 #define PET_TAKE_ITEMS 9
559 #define PET_TELEPORT 10
560 #define PET_ATTACK_SPELL 11
561 #define PET_SUMMON_SPELL 12
562 #define PET_BALL_SPELL 13
563 #define PET_RIDING 14
565 #define PET_RYOUTE 16
570 #define PET_CLOSE_DIST 1
571 #define PET_FOLLOW_DIST 6
572 #define PET_SEEK_DIST 10
573 #define PET_DESTROY_DIST 255
574 #define PET_SPACE_DIST (-10)
575 #define PET_AWAY_DIST (-25)
577 #define PF_OPEN_DOORS 0x0001
578 #define PF_PICKUP_ITEMS 0x0002
579 #define PF_TELEPORT 0x0004
580 #define PF_ATTACK_SPELL 0x0008
581 #define PF_SUMMON_SPELL 0x0010
582 #define PF_BALL_SPELL 0x0020
583 #define PF_RYOUTE 0x0040
586 #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
590 * There is a 1/20 (5%) chance of inflating the requested object_level
591 * during the creation of an object (see "get_obj_num()" in "object.c").
592 * Lower values yield better objects more often.
597 * There is a 1/25 (4%) chance of inflating the requested monster_level
598 * during the creation of a monsters (see "get_mon_num()" in "monster.c").
599 * Lower values yield harder monsters more often.
601 #define NASTY_MON_BASE 25
602 #define NASTY_MON_MAX 3
603 #define NASTY_MON_PLUS_MAX 25
605 /* 1/x chance of hurting even if invulnerable! */
606 #define PENETRATE_INVULNERABILITY 13
611 * Refueling constants
613 #define FUEL_TORCH 5000 /* Maximum amount of fuel in a torch */
614 #define FUEL_LAMP 15000 /* Maximum amount of fuel in a lantern */
618 * More maximum values
620 #define MAX_SIGHT 20 /* Maximum view distance */
621 #define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /* Maximum range (spells, etc) */
622 #define AAF_LIMIT 100 /* Limit of sensing radius */
627 * The town starts out with 4 residents during the day
629 #define MIN_M_ALLOC_TD 4
632 * The town starts out with 8 residents during the night
634 #define MIN_M_ALLOC_TN 8
638 * A monster can only "multiply" (reproduce) if there are fewer than 100
639 * monsters on the level capable of such spontaneous reproduction. This
640 * is a hack which prevents the "m_list[]" array from exploding due to
641 * reproducing monsters. Messy, but necessary.
643 #define MAX_REPRO 100
649 #define PY_MAX_EXP 99999999L /* Maximum exp */
650 #define PY_MAX_GOLD 999999999L /* Maximum gold */
651 #define PY_MAX_LEVEL 50 /* Maximum level */
654 * Player "food" crucial values
656 #define PY_FOOD_MAX 15000 /* Food value (Bloated) */
657 #define PY_FOOD_FULL 10000 /* Food value (Normal) */
658 #define PY_FOOD_ALERT 2000 /* Food value (Hungry) */
659 #define PY_FOOD_WEAK 1000 /* Food value (Weak) */
660 #define PY_FOOD_FAINT 500 /* Food value (Fainting) */
661 #define PY_FOOD_STARVE 100 /* Food value (Starving) */
664 * Player regeneration constants
666 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
667 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
668 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
669 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
670 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
673 * Possible realms that can be chosen;
674 * currently used only by birth.c and tables.c
678 #define CH_SORCERY 0x02
679 #define CH_NATURE 0x04
680 #define CH_CHAOS 0x08
681 #define CH_DEATH 0x10
682 #define CH_TRUMP 0x20
683 #define CH_ARCANE 0x40
684 #define CH_ENCHANT 0x80
685 #define CH_DAEMON 0x100
686 #define CH_CRUSADE 0x200
688 #define CH_MUSIC 0x08000 /* This is 16th bit */
689 #define CH_HISSATSU 0x10000
690 #define CH_HEX 0x20000
698 #define REALM_SORCERY 2
699 #define REALM_NATURE 3
700 #define REALM_CHAOS 4
701 #define REALM_DEATH 5
702 #define REALM_TRUMP 6
703 #define REALM_ARCANE 7
704 #define REALM_CRAFT 8
705 #define REALM_DAEMON 9
706 #define REALM_CRUSADE 10
708 #define MIN_TECHNIC 16
709 #define REALM_MUSIC 16
710 #define REALM_HISSATSU 17
714 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
715 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
717 #define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)
718 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
719 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
720 #define is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)
723 * Magic-books for the realms
725 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
726 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
730 * Mode constant for do_spell()
742 * Maximum number of "normal" pack slots, and the index of the "overflow"
743 * slot, which can hold an item, but only temporarily, since it causes the
744 * pack to "overflow", dropping the "last" item onto the ground. Since this
745 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
746 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
747 * by the fact that the screen can only show 23 items plus a one-line prompt.
749 #define INVEN_PACK 23
752 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
754 #define INVEN_RARM 24
755 #define INVEN_LARM 25
757 #define INVEN_RIGHT 27
758 #define INVEN_LEFT 28
759 #define INVEN_NECK 29
760 #define INVEN_LITE 30
761 #define INVEN_BODY 31
762 #define INVEN_OUTER 32
763 #define INVEN_HEAD 33
764 #define INVEN_HANDS 34
765 #define INVEN_FEET 35
768 * used for get_random_ego()
770 #define INVEN_AMMO 23
773 * Total number of inventory slots (hard-coded).
775 #define INVEN_TOTAL 36
778 * Fake inventory slot for selecting force (hard-coded).
780 #define INVEN_FORCE 1111
784 * Indexes of the various "stats" (hard-coded by savefiles, etc).
794 * Player sex constants (hard-coded by save-files, arrays, etc)
801 * Player race constants (hard-coded by save-files, arrays, etc)
804 #define RACE_HALF_ELF 1
806 #define RACE_HOBBIT 3
809 #define RACE_HALF_ORC 6
810 #define RACE_HALF_TROLL 7
811 #define RACE_AMBERITE 8
812 #define RACE_HIGH_ELF 9
813 #define RACE_BARBARIAN 10
814 #define RACE_HALF_OGRE 11
815 #define RACE_HALF_GIANT 12
816 #define RACE_HALF_TITAN 13
817 #define RACE_CYCLOPS 14
819 #define RACE_KLACKON 16
820 #define RACE_KOBOLD 17
821 #define RACE_NIBELUNG 18
822 #define RACE_DARK_ELF 19
823 #define RACE_DRACONIAN 20
824 #define RACE_MIND_FLAYER 21
826 #define RACE_GOLEM 23
827 #define RACE_SKELETON 24
828 #define RACE_ZOMBIE 25
829 #define RACE_VAMPIRE 26
830 #define RACE_SPECTRE 27
831 #define RACE_SPRITE 28
832 #define RACE_BEASTMAN 29
834 #define RACE_ANGEL 31
835 #define RACE_DEMON 32
836 #define RACE_DUNADAN 33
837 #define RACE_S_FAIRY 34
838 #define RACE_KUTAR 35
839 #define RACE_ANDROID 36
842 * Maximum number of player "race" types (see "table.c", etc)
848 * Player class constants (hard-coded by save-files, arrays, etc)
850 #define CLASS_WARRIOR 0
852 #define CLASS_PRIEST 2
853 #define CLASS_ROGUE 3
854 #define CLASS_RANGER 4
855 #define CLASS_PALADIN 5
856 #define CLASS_WARRIOR_MAGE 6
857 #define CLASS_CHAOS_WARRIOR 7
859 #define CLASS_MINDCRAFTER 9
860 #define CLASS_HIGH_MAGE 10
861 #define CLASS_TOURIST 11
862 #define CLASS_IMITATOR 12
863 #define CLASS_BEASTMASTER 13
864 #define CLASS_SORCERER 14
865 #define CLASS_ARCHER 15
866 #define CLASS_MAGIC_EATER 16
867 #define CLASS_BARD 17
868 #define CLASS_RED_MAGE 18
869 #define CLASS_SAMURAI 19
870 #define CLASS_FORCETRAINER 20
871 #define CLASS_BLUE_MAGE 21
872 #define CLASS_CAVALRY 22
873 #define CLASS_BERSERKER 23
874 #define CLASS_SMITH 24
875 #define CLASS_MIRROR_MASTER 25
876 #define CLASS_NINJA 26
877 #define CLASS_SNIPER 27
879 #define SEIKAKU_FUTUU 0
880 #define SEIKAKU_CHIKARA 1
881 #define SEIKAKU_KIREMONO 2
882 #define SEIKAKU_SHIAWASE 3
883 #define SEIKAKU_SUBASI 4
884 #define SEIKAKU_INOCHI 5
885 #define SEIKAKU_COMBAT 6
886 #define SEIKAKU_NAMAKE 7
887 #define SEIKAKU_SEXY 8
888 #define SEIKAKU_LUCKY 9
889 #define SEIKAKU_GAMAN 10
890 #define SEIKAKU_MUNCHKIN 11
892 /*** Screen Locations ***/
895 * Some screen locations for various display routines
896 * Currently, row 8 and 15 are the only "blank" rows.
897 * That leaves a "border" around the "stat" values.
901 #define COL_RACE 0 /* <race name> */
903 /*#define ROW_CLASS 2 */
904 /*#define COL_CLASS 0 */ /* <class name> */
907 #define COL_TITLE 0 /* <title> or <mode> */
909 /*#define ROW_SEIKAKU 4 */
910 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
913 #define COL_DAY 0 /* day */
915 #define ROW_DUNGEON 22
916 #define COL_DUNGEON 0 /* dungeon */
919 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
922 #define COL_EXP 0 /* "EXP xxxxxxxx" */
925 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
927 #define ROW_EQUIPPY 6
928 #define COL_EQUIPPY 0 /* equippy chars */
931 #define COL_STAT 0 /* "xxx xxxxxx" */
934 #define COL_AC 0 /* "Cur AC xxxxx" */
940 #define COL_CURHP 0 /* "Cur HP xxxxx" */
943 #define COL_CURSP 0 /* "Cur SP xxxxx" */
945 #define ROW_RIDING_INFO 16
946 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
949 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
955 #define COL_CUT 0 /* <cut> */
958 #define COL_STUN 0 /* <stun> */
960 #define ROW_HUNGRY 20
961 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
964 #define COL_STATE 7 /* <state> */
966 #define ROW_SPEED (-1)
967 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
969 #define ROW_STUDY (-1)
970 #define COL_STUDY (-13) /* "Study" */
972 #define ROW_DEPTH (-1)
973 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
975 #define ROW_STATBAR (-1)
976 #define COL_STATBAR 0
977 #define MAX_COL_STATBAR (-26)
981 * Number of feats we change to (Excluding default). Used in f_info.txt.
983 #define MAX_FEAT_STATES 8
987 * Wilderness terrains
989 #define TERRAIN_EDGE 0 /* Edge of the World */
990 #define TERRAIN_TOWN 1 /* Town */
991 #define TERRAIN_DEEP_WATER 2 /* Deep water */
992 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
993 #define TERRAIN_SWAMP 4 /* Swamp */
994 #define TERRAIN_DIRT 5 /* Dirt */
995 #define TERRAIN_GRASS 6 /* Grass */
996 #define TERRAIN_TREES 7 /* Trees */
997 #define TERRAIN_DESERT 8 /* Desert */
998 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
999 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
1000 #define TERRAIN_MOUNTAIN 11 /* Mountain */
1002 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
1006 * Feature flags - should be used instead of feature indexes unless generating.
1007 * Originally from UnAngband, and modified into TR-like style in Hengband
1012 #define FF_PROJECT 1
1018 #define FF_REMEMBER 7
1023 #define FF_DISARM 12
1025 #define FF_TUNNEL 14
1026 #define FF_MAY_HAVE_GOLD 15
1027 #define FF_HAS_GOLD 16
1028 #define FF_HAS_ITEM 17
1031 #define FF_STAIRS 20
1035 #define FF_AVOID_RUN 24
1038 #define FF_PERMANENT 27
1039 /* #define FF_XXX00 28 */
1040 /* #define FF_XXX01 29 */
1041 /* #define FF_XXX02 30 */
1042 #define FF_HIT_TRAP 31
1044 /* #define FF_BRIDGE 32 */
1045 /* #define FF_RIVER 33 */
1046 /* #define FF_LAKE 34 */
1047 /* #define FF_BRIDGED 35 */
1048 /* #define FF_COVERED 36 */
1050 #define FF_ENSECRET 38
1053 #define FF_SHALLOW 41
1055 /* #define FF_FILLED 43 */
1056 #define FF_HURT_ROCK 44
1057 /* #define FF_HURT_FIRE 45 */
1058 /* #define FF_HURT_COLD 46 */
1059 /* #define FF_HURT_ACID 47 */
1060 /* #define FF_ICE 48 */
1061 /* #define FF_ACID 49 */
1062 /* #define FF_OIL 50 */
1063 /* #define FF_XXX04 51 */
1064 /* #define FF_CAN_CLIMB 52 */
1065 #define FF_CAN_FLY 53
1066 #define FF_CAN_SWIM 54
1067 #define FF_CAN_PASS 55
1068 /* #define FF_CAN_OOZE 56 */
1069 #define FF_CAN_DIG 57
1070 /* #define FF_HIDE_ITEM 58 */
1071 /* #define FF_HIDE_SNEAK 59 */
1072 /* #define FF_HIDE_SWIM 60 */
1073 /* #define FF_HIDE_DIG 61 */
1074 /* #define FF_KILL_HUGE 62 */
1075 /* #define FF_KILL_MOVE 63 */
1077 /* #define FF_PICK_TRAP 64 */
1078 /* #define FF_PICK_DOOR 65 */
1079 /* #define FF_ALLOC 66 */
1080 /* #define FF_CHEST 67 */
1081 /* #define FF_DROP_1D2 68 */
1082 /* #define FF_DROP_2D2 69 */
1083 /* #define FF_DROP_GOOD 70 */
1084 /* #define FF_DROP_GREAT 71 */
1085 /* #define FF_HURT_POIS 72 */
1086 /* #define FF_HURT_ELEC 73 */
1087 /* #define FF_HURT_WATER 74 */
1088 /* #define FF_HURT_BWATER 75 */
1089 /* #define FF_USE_FEAT 76 */
1090 /* #define FF_GET_FEAT 77 */
1091 /* #define FF_GROUND 78 */
1092 /* #define FF_OUTSIDE 79 */
1093 /* #define FF_EASY_HIDE 80 */
1094 /* #define FF_EASY_CLIMB 81 */
1095 /* #define FF_MUST_CLIMB 82 */
1097 /* #define FF_NEED_TREE 84 */
1098 /* #define FF_BLOOD 85 */
1099 /* #define FF_DUST 86 */
1100 /* #define FF_SLIME 87 */
1102 /* #define FF_XXX2 89 */
1103 /* #define FF_INSTANT 90 */
1104 /* #define FF_EXPLODE 91 */
1105 /* #define FF_TIMED 92 */
1106 /* #define FF_ERUPT 93 */
1107 /* #define FF_STRIKE 94 */
1108 /* #define FF_SPREAD 95 */
1110 #define FF_SPECIAL 96
1111 #define FF_HURT_DISI 97
1112 #define FF_QUEST_ENTER 98
1113 #define FF_QUEST_EXIT 99
1114 #define FF_QUEST 100
1115 #define FF_SHAFT 101
1116 #define FF_MOUNTAIN 102
1118 #define FF_MINOR_GLYPH 104
1119 #define FF_PATTERN 105
1121 #define FF_ENTRANCE 107
1122 #define FF_MIRROR 108
1123 #define FF_UNPERM 109
1124 #define FF_TELEPORTABLE 110
1125 #define FF_CONVERT 111
1126 #define FF_GLASS 112
1128 #define FF_FLAG_MAX 113
1129 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
1131 /* Which features are dynamic */
1132 #define have_dynamic_flags(ARRAY) \
1133 (!!((ARRAY)[(FF_INSTANT / 32)] & \
1134 ((1UL << (FF_INSTANT % 32)) | \
1135 (1UL << (FF_EXPLODE % 32)) | \
1136 (1UL << (FF_TIMED % 32)) | \
1137 (1UL << (FF_ERUPT % 32)) | \
1138 (1UL << (FF_STRIKE % 32)) | \
1139 (1UL << (FF_SPREAD % 32)))))
1143 * Feature action flags
1145 #define FAF_DESTROY 0x01
1146 #define FAF_NO_DROP 0x02
1147 #define FAF_CRASH_GLASS 0x04
1151 * Bit flags for teleportation
1153 #define TELEPORT_NONMAGICAL 0x00000001
1154 #define TELEPORT_PASSIVE 0x00000002
1155 #define TELEPORT_DEC_VALOUR 0x00000004
1158 /* Types of doors */
1159 #define DOOR_DEFAULT -1
1161 #define DOOR_GLASS_DOOR 1
1162 #define DOOR_CURTAIN 2
1164 #define MAX_DOOR_TYPES 3
1166 #define feat_locked_door_random(DOOR_TYPE) \
1167 (feat_door[(DOOR_TYPE)].num_locked ? \
1168 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
1170 #define feat_jammed_door_random(DOOR_TYPE) \
1171 (feat_door[(DOOR_TYPE)].num_jammed ? \
1172 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
1175 /* Types of normal traps */
1177 #define TRAP_TRAPDOOR 0
1179 #define TRAP_SPIKED_PIT 2
1180 #define TRAP_POISON_PIT 3
1181 #define TRAP_TY_CURSE 4
1182 #define TRAP_TELEPORT 5
1186 #define TRAP_LOSE_STR 9
1187 #define TRAP_LOSE_DEX 10
1188 #define TRAP_LOSE_CON 11
1189 #define TRAP_BLIND 12
1190 #define TRAP_CONFUSE 13
1191 #define TRAP_POISON 14
1192 #define TRAP_SLEEP 15
1193 #define TRAP_TRAPS 16
1194 #define TRAP_ALARM 17
1197 /* Types of special traps */
1198 #define TRAP_OPEN 18
1199 #define TRAP_ARMAGEDDON 19
1200 #define TRAP_PIRANHA 20
1203 /* Maximum locked/jammed doors */
1204 #define MAX_LJ_DOORS 8
1207 /* Types of pattern tiles */
1208 #define NOT_PATTERN_TILE -1
1209 #define PATTERN_TILE_START 0
1210 #define PATTERN_TILE_1 1
1211 #define PATTERN_TILE_2 2
1212 #define PATTERN_TILE_3 3
1213 #define PATTERN_TILE_4 4
1214 #define PATTERN_TILE_END 5
1215 #define PATTERN_TILE_OLD 6
1216 #define PATTERN_TILE_TELEPORT 7
1217 #define PATTERN_TILE_WRECKED 8
1220 /* Types of conversions */
1221 #define CONVERT_TYPE_FLOOR 0
1222 #define CONVERT_TYPE_WALL 1
1223 #define CONVERT_TYPE_INNER 2
1224 #define CONVERT_TYPE_OUTER 3
1225 #define CONVERT_TYPE_SOLID 4
1226 #define CONVERT_TYPE_STREAM1 5
1227 #define CONVERT_TYPE_STREAM2 6
1231 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
1233 #define CEM_RIDING 0x0001
1234 #define CEM_P_CAN_ENTER_PATTERN 0x0002
1237 /* Lighting levels of features' attr and char */
1239 #define F_LIT_STANDARD 0 /* Standard */
1240 #define F_LIT_LITE 1 /* Brightly lit */
1241 #define F_LIT_DARK 2 /* Darkened */
1243 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
1247 /*** Artifact indexes (see "lib/edit/a_info.txt") ***/
1250 #define ART_GALADRIEL 1
1251 #define ART_ELENDIL 2
1253 #define ART_EDISON 7
1254 #define ART_PALANTIR 15
1255 #define ART_STONE_LORE 17
1256 #define ART_FLY_STONE 147
1257 #define ART_ORB_OF_FATE 245
1259 #define ART_CARLAMMAS 4
1261 #define ART_DWARVES 6
1262 #define ART_FARAMIR 18
1263 #define ART_BOROMIR 143
1264 #define ART_MAGATAMA 149
1265 #define ART_INROU 166
1266 #define ART_NIGHT 215
1267 #define ART_SACRED_KNIGHTS 217
1268 #define ART_HELL 218
1269 #define ART_CHARMED 219
1270 #define ART_GOGO 220
1273 #define ART_FRAKIR 8
1274 #define ART_TULKAS 9
1275 #define ART_NARYA 10
1276 #define ART_NENYA 11
1277 #define ART_VILYA 12
1278 #define ART_POWER 13
1282 #define ART_RAZORBACK 129
1283 #define ART_BLADETURNER 130
1284 #define ART_SEIRYU 201
1287 #define ART_SOULKEEPER 19
1288 #define ART_ISILDUR 20
1289 #define ART_ROHIRRIM 21
1290 #define ART_LOHENGRIN 22
1291 #define ART_JULIAN 23
1292 #define ART_ARVEDUI 24
1293 #define ART_CASPANION 25
1294 #define ART_GILES 168
1295 #define ART_MORLOK 203
1296 #define ART_VETERAN 206
1299 #define ART_SHIVA_JACKET 26
1300 #define ART_HITHLOMIR 27
1301 #define ART_THALKETTOTH 28
1302 #define ART_HIMRING 127
1303 #define ART_ICANUS 131
1304 #define ART_NAMAKE_ARMOR 183
1306 #define ART_DASAI 200
1307 #define ART_KESHO 204
1308 #define ART_MILIM 246
1311 #define ART_THORIN 30
1312 #define ART_CELEGORM 31
1313 #define ART_ANARION 32
1314 #define ART_GIL_GALAD 138
1315 #define ART_YENDOR 141
1316 #define ART_YATA 151
1317 #define ART_EARENDIL 186
1318 #define ART_PERSEUS 197
1320 /* Helms and Crowns */
1321 #define ART_INDRA 33
1322 #define ART_CHAOS 34
1323 #define ART_BERUTHIEL 35
1324 #define ART_THRANDUIL 36
1325 #define ART_THENGEL 37
1326 #define ART_HAMMERHAND 38
1328 #define ART_HOLHENNETH 40
1329 #define ART_TERROR 41
1330 #define ART_AMBER 42
1331 #define ART_NUMENOR 132
1332 #define ART_STONEMASK 146
1336 #define ART_COLLUIN 44
1337 #define ART_HOLCOLLETH 45
1338 #define ART_THINGOL 46
1339 #define ART_THORONGIL 47
1340 #define ART_COLANNON 48
1341 #define ART_LUTHIEN 49
1343 #define ART_MOOK 205
1344 #define ART_HEAVENLY_MAIDEN 233
1347 #define ART_CAMBELEG 52
1348 #define ART_CAMMITHRIM 53
1349 #define ART_PAURHACH 54
1350 #define ART_CORWIN 55
1351 #define ART_PAURAEGEN 56
1352 #define ART_PAURNEN 57
1353 #define ART_THANOS 58
1354 #define ART_FINGOLFIN 59
1355 #define ART_PAURNIMMEN 185
1358 #define ART_FEANOR 60
1359 #define ART_FLORA 61
1360 #define ART_THROR 62
1361 #define ART_SHIVA_BOOTS 63
1362 #define ART_GLASS 165
1363 #define ART_GETA 210
1366 #define ART_NAIN 211
1369 #define ART_MAEDHROS 64
1370 #define ART_CAINE 65
1371 #define ART_NARTHANC 66
1372 #define ART_NIMTHANC 67
1373 #define ART_DETHANC 68
1374 #define ART_RILIA 69
1375 #define ART_FIONA 70
1376 #define ART_CALRIS 71
1377 #define ART_GRAYSWANDIR 72
1378 #define ART_GLAMDRING 73
1379 #define ART_NOTHUNG 74
1380 #define ART_ORCRIST 75
1381 #define ART_GURTHANG 76
1382 #define ART_ZARCUTHRA 77
1383 #define ART_TWILIGHT 78
1384 #define ART_GONDRICAM 79
1385 #define ART_CRISDURIAN 80
1386 #define ART_AGLARANG 81
1387 #define ART_RINGIL 82
1388 #define ART_ANDURIL 83
1389 #define ART_WEREWINDLE 84
1390 #define ART_CHAINSWORD 85
1391 #define ART_FORASGIL 86
1392 #define ART_CARETH 87
1393 #define ART_STING 88
1394 #define ART_SOULSWORD 89
1395 #define ART_MERLIN 90
1396 #define ART_DOOMCALLER 91
1397 #define ART_VORPAL_BLADE 92
1398 #define ART_SLAYER 123
1399 #define ART_KUSANAGI 128
1400 #define ART_HURIN 133
1401 #define ART_AZAGHAL 135
1402 #define ART_NOVA 137
1403 #define ART_CHARIOT 140
1404 #define ART_WORPAL_BLADE 142
1405 #define ART_MURAMASA 144
1406 #define ART_ZANTETSU 150
1407 #define ART_SOULCRUSH 154
1408 #define ART_FALIS 155
1409 #define ART_HRUNTING 156
1410 #define ART_ANUBIS 158
1411 #define ART_GURENKI 160
1412 #define ART_TAILBITER 167
1413 #define ART_MUSASI_KATANA 171
1414 #define ART_MUSASI_WAKIZASI 172
1415 #define ART_QUICKTHORN 174
1416 #define ART_TINYTHORN 175
1417 #define ART_EXCALIBUR 176
1418 #define ART_EXCALIPUR 177
1419 #define ART_EXCALIBUR_J 179
1420 #define ART_ARUNRUTH 184
1421 #define ART_HAKABUSA 189
1422 #define ART_STORMBRINGER 190
1423 #define ART_NARSIL 191
1424 #define ART_KANNU 193
1425 #define ART_GRIMTOOTH 196
1426 #define ART_KAMUI 198
1427 #define ART_GOURYU 207
1428 #define ART_EOWYN 216
1429 #define ART_NANACHO 248
1430 #define ART_ROBINTON 251
1433 #define ART_THEODEN 93
1435 #define ART_OSONDIR 95
1437 #define ART_RUNESPEAR 97
1438 #define ART_DESTINY 98
1439 #define ART_HAGEN 99
1440 #define ART_EORLINGAS 100
1441 #define ART_DURIN 101
1442 #define ART_EONWE 102
1443 #define ART_BALLI 103
1444 #define ART_LOTHARANG 104
1445 #define ART_DWARVES_AXE 105
1446 #define ART_BARUKKHELED 106
1447 #define ART_WRATH 107
1448 #define ART_ULMO 108
1449 #define ART_AVAVIR 109
1450 #define ART_BENKEI 152
1451 #define ART_TAIKOBO 159
1452 #define ART_TONBO 161
1453 #define ART_GAEBOLG 163
1454 #define ART_ARRYU 164
1455 #define ART_AEGLOS 187
1456 #define ART_BLOOD 199
1457 #define ART_NUMAHOKO 202
1459 /* The sword of the Dawn */
1460 #define ART_DAWN 110
1463 #define ART_GROND 111
1464 #define ART_TOTILA 112
1465 #define ART_THUNDERFIST 113
1466 #define ART_BLOODSPIKE 114
1467 #define ART_FIRESTAR 115
1468 #define ART_TARATOL 116
1469 #define ART_AULE 117
1471 #define ART_ERIRIL 119
1472 #define ART_GANDALF 120
1473 #define ART_DEATHWREAKER 121
1474 #define ART_TURMIL 122
1475 #define ART_MJOLLNIR 136
1476 #define ART_WINBLOWS 139
1477 #define ART_XIAOLONG 145
1478 #define ART_NYOIBOU 157
1479 #define ART_JONES 162
1480 #define ART_HYOUSIGI 169
1481 #define ART_MATOI 170
1482 #define ART_IRON_BALL 173
1483 #define ART_SAMSON 178
1484 #define ART_NAMAKE_HAMMER 181
1485 #define ART_BOLISHOI 188
1486 #define ART_SHUTEN_DOJI 194
1487 #define ART_G_HAMMER 195
1488 #define ART_AEGISFANG 208
1489 #define ART_HERMIT 209
1490 #define ART_GOTHMOG 212
1491 #define ART_JIZO 213
1492 #define ART_FUNDIN 214
1493 #define ART_AESCULAPIUS 225
1496 #define ART_BELTHRONDING 124
1497 #define ART_BARD 125
1498 #define ART_BRAND 126
1499 #define ART_CRIMSON 16
1500 #define ART_BUCKLAND 134
1501 #define ART_YOICHI 148
1502 #define ART_HARAD 180
1503 #define ART_NAMAKE_BOW 182
1504 #define ART_ROBIN_HOOD 221
1505 #define ART_HELLFIRE 222
1508 #define ART_BARD_ARROW 153
1510 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
1519 #define EGO_A_MORGUL 4
1520 #define EGO_A_DEMON 5
1523 #define EGO_RESISTANCE 8
1524 #define EGO_ELVENKIND 9
1525 #define EGO_DWARVEN 10
1526 #define EGO_PERMANENCE 11
1527 #define EGO_YOIYAMI 12
1528 #define EGO_URUKISH 13
1533 #define EGO_ENDURE_ACID 16
1534 #define EGO_ENDURE_ELEC 17
1535 #define EGO_ENDURE_FIRE 18
1536 #define EGO_ENDURE_COLD 19
1537 #define EGO_ENDURANCE 20
1538 #define EGO_REFLECTION 21
1539 #define EGO_NIGHT_DAY 22
1540 #define EGO_S_PROTECTION 238
1541 #define EGO_S_DWARVEN 239
1543 /* Crowns and Helms */
1545 #define EGO_BRILLIANCE 24
1546 #define EGO_H_PROTECTION 25
1547 #define EGO_H_DEMON 26
1549 #define EGO_MIGHT 28
1550 #define EGO_LORDLINESS 29
1551 #define EGO_SEEING 30
1552 #define EGO_INFRAVISION 31
1554 #define EGO_TELEPATHY 33
1555 #define EGO_REGENERATION 34
1556 #define EGO_TELEPORTATION 35
1558 #define EGO_BASILISK 37
1559 #define EGO_ANCIENT_CURSE 38
1560 #define EGO_SICKLINESS 39
1563 #define EGO_PROTECTION 40
1564 #define EGO_STEALTH 41
1566 #define EGO_AURA_FIRE 43
1567 #define EGO_ENVELOPING 44
1568 #define EGO_VULNERABILITY 45
1569 #define EGO_IRRITATION 46
1570 #define EGO_AURA_ELEC 47
1571 #define EGO_AURA_COLD 128
1573 #define EGO_NAZGUL 240
1576 #define EGO_FREE_ACTION 48
1577 #define EGO_SLAYING 49
1578 #define EGO_AGILITY 50
1579 #define EGO_POWER 51
1580 #define EGO_2WEAPON 52
1581 #define EGO_MAGIC_MASTERY 53
1582 #define EGO_WEAKNESS 54
1583 #define EGO_CLUMSINESS 55
1586 #define EGO_SLOW_DESCENT 56
1587 #define EGO_QUIET 57
1588 #define EGO_MOTION 58
1589 #define EGO_SPEED 59
1591 #define EGO_NOISE 61
1592 #define EGO_SLOWNESS 62
1593 #define EGO_ANNOYANCE 63
1598 #define EGO_BLESS_BLADE 66
1601 #define EGO_ATTACKS 69
1602 #define EGO_SLAYING_WEAPON 70
1603 #define EGO_FORCE_WEAPON 71
1604 #define EGO_BRAND_ACID 72
1605 #define EGO_BRAND_ELEC 73
1606 #define EGO_BRAND_FIRE 74
1607 #define EGO_BRAND_COLD 75
1608 #define EGO_BRAND_POIS 76
1609 #define EGO_CHAOTIC 77
1610 #define EGO_SHARPNESS 78
1611 #define EGO_EARTHQUAKES 79
1612 #define EGO_XXX_1 80
1613 #define EGO_XXX_2 81
1614 #define EGO_XXX_3 82
1615 #define EGO_XXX_4 83
1616 #define EGO_XXX_5 84
1617 #define EGO_XXX_6 85
1618 #define EGO_XXX_7 86
1619 #define EGO_WEIRD 87
1620 #define EGO_KILL_ANIMAL 88
1621 #define EGO_KILL_EVIL 89
1622 #define EGO_KILL_UNDEAD 90
1623 #define EGO_KILL_DEMON 91
1624 #define EGO_KILL_ORC 92
1625 #define EGO_KILL_TROLL 93
1626 #define EGO_KILL_GIANT 94
1627 #define EGO_KILL_DRAGON 95
1628 #define EGO_VAMPIRIC 96
1629 #define EGO_PRISM 97
1630 #define EGO_TRUMP 98
1631 #define EGO_PATTERN 99
1632 #define EGO_DIGGING 100
1633 #define EGO_DEMON 101
1634 #define EGO_MORGUL 102
1635 #define EGO_KILL_HUMAN 103
1638 #define EGO_ACCURACY 104
1639 #define EGO_VELOCITY 105
1642 #define EGO_EXTRA_MIGHT 108
1643 #define EGO_EXTRA_SHOTS 109
1648 #define EGO_HURT_ANIMAL 112
1649 #define EGO_HURT_EVIL 113
1655 #define EGO_HURT_DRAGON 119
1656 #define EGO_SLAYING_BOLT 120
1657 #define EGO_LIGHTNING_BOLT 121
1658 #define EGO_FLAME 122
1659 #define EGO_FROST 123
1660 #define EGO_WOUNDING 124
1661 #define EGO_BACKBITING 125
1662 #define EGO_SHATTERED 126
1663 #define EGO_BLASTED 127
1665 #define EGO_LITE_SHINE 140
1666 #define EGO_LITE_ILLUMINATION 141
1667 #define EGO_LITE_AURA_FIRE 142
1668 #define EGO_LITE_INFRA 143
1669 #define EGO_LITE_LONG 144
1670 #define EGO_LITE_DARKNESS 145
1671 #define EGO_LITE_EYE 146
1673 #define EGO_RING_HERO 150
1674 #define EGO_RING_SLAY 151
1675 #define EGO_RING_SUPER_AC 152
1676 #define EGO_RING_MAGIC_MIS 153
1677 #define EGO_RING_FIRE_BOLT 154
1678 #define EGO_RING_COLD_BOLT 155
1679 #define EGO_RING_ELEC_BOLT 156
1680 #define EGO_RING_ACID_BOLT 157
1681 #define EGO_RING_MANA_BOLT 158
1682 #define EGO_RING_FIRE_BALL 159
1683 #define EGO_RING_COLD_BALL 160
1684 #define EGO_RING_ELEC_BALL 161
1685 #define EGO_RING_ACID_BALL 162
1686 #define EGO_RING_MANA_BALL 163
1687 #define EGO_RING_DRAGON_F 164
1688 #define EGO_RING_DRAGON_C 165
1689 #define EGO_RING_D_SPEED 166
1690 #define EGO_RING_BERSERKER 167
1691 #define EGO_RING_HUNTER 168
1692 #define EGO_RING_THROW 169
1693 #define EGO_RING_REGEN 170
1694 #define EGO_RING_LITE 171
1695 #define EGO_RING_M_DETECT 172
1696 #define EGO_RING_STEALTH 173
1697 #define EGO_RING_TELE_AWAY 174
1698 #define EGO_RING_TO_H 175
1699 #define EGO_RING_TO_D 176
1700 #define EGO_RING_RES_LITE 177
1701 #define EGO_RING_RES_DARK 178
1702 #define EGO_RING_WIZARD 179
1703 #define EGO_RING_TRUE 180
1704 #define EGO_RING_DRAIN_EXP 181
1705 #define EGO_RING_NO_MELEE 182
1706 #define EGO_RING_AGGRAVATE 183
1707 #define EGO_RING_TY_CURSE 184
1708 #define EGO_RING_RES_TIME 185
1709 #define EGO_RING_TELEPORT 186
1710 #define EGO_RING_ALBINO 187
1712 #define EGO_AMU_SLOW_D 210
1713 #define EGO_AMU_INFRA 211
1714 #define EGO_AMU_SEE_INVIS 212
1715 #define EGO_AMU_HOLD_EXP 213
1716 #define EGO_AMU_DRAIN_EXP 214
1717 #define EGO_AMU_FOOL 215
1718 #define EGO_AMU_AGGRAVATE 216
1719 #define EGO_AMU_TY_CURSE 217
1720 #define EGO_AMU_AC 218
1721 #define EGO_AMU_IDENT 219
1722 #define EGO_AMU_CHARM 220
1723 #define EGO_AMU_STEALTH 221
1724 #define EGO_AMU_JUMP 222
1725 #define EGO_AMU_TELEPORT 223
1726 #define EGO_AMU_D_DOOR 224
1727 #define EGO_AMU_DEFENDER 225
1728 #define EGO_AMU_RES_FIRE 226
1729 #define EGO_AMU_RES_FIRE_ 227
1730 #define EGO_AMU_RES_COLD 228
1731 #define EGO_AMU_RES_COLD_ 229
1732 #define EGO_AMU_RES_ELEC 230
1733 #define EGO_AMU_RES_ELEC_ 231
1734 #define EGO_AMU_RES_ACID 232
1735 #define EGO_AMU_RES_ACID_ 233
1736 #define EGO_AMU_LEVITATION 234
1737 #define EGO_AMU_GREAT 235
1738 #define EGO_AMU_DETECTION 236
1739 #define EGO_AMU_NAIVETY 237
1742 /* Activation effects for random artifacts */
1743 #define ACT_SUNLIGHT 1
1744 #define ACT_BO_MISS_1 2
1745 #define ACT_BA_POIS_1 3
1746 #define ACT_BO_ELEC_1 4
1747 #define ACT_BO_ACID_1 5
1748 #define ACT_BO_COLD_1 6
1749 #define ACT_BO_FIRE_1 7
1750 #define ACT_BA_COLD_1 8
1751 #define ACT_BA_FIRE_1 9
1752 #define ACT_DRAIN_1 10
1753 #define ACT_BA_COLD_2 11
1754 #define ACT_BA_ELEC_2 12
1755 #define ACT_DRAIN_2 13
1756 #define ACT_VAMPIRE_1 14
1757 #define ACT_BO_MISS_2 15
1758 #define ACT_BA_FIRE_3 16
1759 #define ACT_BA_COLD_3 17
1760 #define ACT_BA_ELEC_3 18
1761 #define ACT_WHIRLWIND 19
1762 #define ACT_VAMPIRE_2 20
1763 #define ACT_CALL_CHAOS 21
1764 #define ACT_ROCKET 22
1765 #define ACT_DISP_EVIL 23
1766 #define ACT_BA_MISS_3 24
1767 #define ACT_DISP_GOOD 25
1768 #define ACT_BO_MANA 26
1769 #define ACT_BA_FIRE_2 27
1770 #define ACT_BA_WATER 28
1771 #define ACT_BA_STAR 29
1772 #define ACT_BA_DARK 30
1773 #define ACT_BA_MANA 31
1774 #define ACT_PESTICIDE 32
1775 #define ACT_BLINDING_LIGHT 33
1776 #define ACT_BIZARRE 34
1777 #define ACT_CAST_BA_STAR 35
1778 #define ACT_BLADETURNER 36
1779 #define ACT_BA_ACID_1 37
1780 #define ACT_BR_FIRE 38
1781 #define ACT_BR_COLD 39
1782 #define ACT_BR_DRAGON 40
1783 #define ACT_BA_FIRE_4 41
1784 #define ACT_BA_NUKE_1 42
1785 /* 42 - 50 unused */
1786 #define ACT_CONFUSE 51
1787 #define ACT_SLEEP 52
1788 #define ACT_QUAKE 53
1789 #define ACT_TERROR 54
1790 #define ACT_TELE_AWAY 55
1791 #define ACT_BANISH_EVIL 56
1792 #define ACT_GENOCIDE 57
1793 #define ACT_MASS_GENO 58
1794 #define ACT_SCARE_AREA 59
1795 #define ACT_AGGRAVATE 60
1796 /* 59 - 64 unused */
1797 #define ACT_CHARM_ANIMAL 65
1798 #define ACT_CHARM_UNDEAD 66
1799 #define ACT_CHARM_OTHER 67
1800 #define ACT_CHARM_ANIMALS 68
1801 #define ACT_CHARM_OTHERS 69
1802 #define ACT_SUMMON_ANIMAL 70
1803 #define ACT_SUMMON_PHANTOM 71
1804 #define ACT_SUMMON_ELEMENTAL 72
1805 #define ACT_SUMMON_DEMON 73
1806 #define ACT_SUMMON_UNDEAD 74
1807 #define ACT_SUMMON_HOUND 75
1808 #define ACT_SUMMON_DAWN 76
1809 #define ACT_SUMMON_OCTOPUS 77
1810 /* 76 - 80 unused */
1811 #define ACT_CHOIR_SINGS 80
1812 #define ACT_CURE_LW 81
1813 #define ACT_CURE_MW 82
1814 #define ACT_CURE_POISON 83
1815 #define ACT_REST_EXP 84
1816 #define ACT_REST_ALL 85
1817 #define ACT_CURE_700 86
1818 #define ACT_CURE_1000 87
1819 #define ACT_CURING 88
1820 #define ACT_CURE_MANA_FULL 89
1823 #define ACT_BERSERK 92
1824 #define ACT_PROT_EVIL 93
1825 #define ACT_RESIST_ALL 94
1826 #define ACT_SPEED 95
1827 #define ACT_XTRA_SPEED 96
1828 #define ACT_WRAITH 97
1829 #define ACT_INVULN 98
1831 #define ACT_HELO_SPEED 100
1832 #define ACT_RESIST_ACID 101
1833 #define ACT_RESIST_FIRE 102
1834 #define ACT_RESIST_COLD 103
1835 #define ACT_RESIST_ELEC 104
1836 #define ACT_RESIST_POIS 105
1837 /* 106 - 110 unused */
1838 #define ACT_LIGHT 111
1839 #define ACT_MAP_LIGHT 112
1840 #define ACT_DETECT_ALL 113
1841 #define ACT_DETECT_XTRA 114
1842 #define ACT_ID_FULL 115
1843 #define ACT_ID_PLAIN 116
1844 #define ACT_RUNE_EXPLO 117
1845 #define ACT_RUNE_PROT 118
1846 #define ACT_SATIATE 119
1847 #define ACT_DEST_DOOR 120
1848 #define ACT_STONE_MUD 121
1849 #define ACT_RECHARGE 122
1850 #define ACT_ALCHEMY 123
1851 #define ACT_DIM_DOOR 124
1852 #define ACT_TELEPORT 125
1853 #define ACT_RECALL 126
1854 #define ACT_JUDGE 127
1855 #define ACT_TELEKINESIS 128
1856 #define ACT_DETECT_UNIQUE 129
1857 #define ACT_ESCAPE 130
1858 #define ACT_DISP_CURSE_XTRA 131
1859 #define ACT_BRAND_FIRE_BOLTS 132
1860 #define ACT_RECHARGE_XTRA 133
1861 #define ACT_LORE 134
1862 #define ACT_SHIKOFUMI 135
1863 #define ACT_PHASE_DOOR 136
1864 #define ACT_DETECT_ALL_MONS 137
1865 #define ACT_ULTIMATE_RESIST 138
1867 #define ACT_FALLING_STAR 246
1868 #define ACT_STRAIN_HASTE 247
1869 #define ACT_TELEPORT_LEVEL 248
1870 #define ACT_GRAND_CROSS 249
1871 #define ACT_CAST_OFF 250
1872 #define ACT_FISHING 251
1873 #define ACT_INROU 252
1874 #define ACT_MURAMASA 253
1875 #define ACT_BLOODY_MOON 254
1876 #define ACT_CRIMSON 255
1878 /*** Object "tval" and "sval" codes ***/
1882 * The values for the "tval" field of various objects.
1884 * This value is the primary means by which items are sorted in the
1885 * player inventory, followed by "sval" and "cost".
1887 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1888 * weapon with tval = 16+N, and does (xP) damage when so combined. This
1889 * fact is not actually used in the source, but it kind of interesting.
1891 * Note that as of 2.7.8, the "item flags" apply to all items, though
1892 * only armor and weapons and a few other items use any of these flags.
1895 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1896 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1897 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1898 #define TV_WHISTLE 4 /* Whistle ('~') */
1899 #define TV_SPIKE 5 /* Spikes ('~') */
1900 #define TV_CHEST 7 /* Chests ('&') */
1901 #define TV_FIGURINE 8 /* Magical figurines */
1902 #define TV_STATUE 9 /* Statue, what a silly object... */
1903 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1904 #define TV_CAPTURE 11 /* Monster ball */
1905 #define TV_NO_AMMO 15 /* Ammo for crimson */
1906 #define TV_SHOT 16 /* Ammo for slings */
1907 #define TV_ARROW 17 /* Ammo for bows */
1908 #define TV_BOLT 18 /* Ammo for x-bows */
1909 #define TV_BOW 19 /* Slings/Bows/Xbows */
1910 #define TV_DIGGING 20 /* Shovels/Picks */
1911 #define TV_HAFTED 21 /* Priest Weapons */
1912 #define TV_POLEARM 22 /* Axes and Pikes */
1913 #define TV_SWORD 23 /* Edged Weapons */
1914 #define TV_BOOTS 30 /* Boots */
1915 #define TV_GLOVES 31 /* Gloves */
1916 #define TV_HELM 32 /* Helms */
1917 #define TV_CROWN 33 /* Crowns */
1918 #define TV_SHIELD 34 /* Shields */
1919 #define TV_CLOAK 35 /* Cloaks */
1920 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1921 #define TV_HARD_ARMOR 37 /* Hard Armor */
1922 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1923 #define TV_LITE 39 /* Lites (including Specials) */
1924 #define TV_AMULET 40 /* Amulets (including Specials) */
1925 #define TV_RING 45 /* Rings (including Specials) */
1930 #define TV_PARCHMENT 69
1931 #define TV_SCROLL 70
1932 #define TV_POTION 75
1935 #define TV_LIFE_BOOK 90
1936 #define TV_SORCERY_BOOK 91
1937 #define TV_NATURE_BOOK 92
1938 #define TV_CHAOS_BOOK 93
1939 #define TV_DEATH_BOOK 94
1940 #define TV_TRUMP_BOOK 95
1941 #define TV_ARCANE_BOOK 96
1942 #define TV_CRAFT_BOOK 97
1943 #define TV_DAEMON_BOOK 98
1944 #define TV_CRUSADE_BOOK 99
1945 #define TV_MUSIC_BOOK 105
1946 #define TV_HISSATSU_BOOK 106
1947 #define TV_HEX_BOOK 107
1948 #define TV_GOLD 127 /* Gold can only be picked up by players */
1950 #define TV_EQUIP_BEGIN TV_SHOT
1951 #define TV_EQUIP_END TV_CARD
1952 #define TV_MISSILE_BEGIN TV_SHOT
1953 #define TV_MISSILE_END TV_BOLT
1954 #define TV_WEARABLE_BEGIN TV_BOW
1955 #define TV_WEARABLE_END TV_CARD
1956 #define TV_WEAPON_BEGIN TV_BOW
1957 #define TV_WEAPON_END TV_SWORD
1958 #define TV_ARMOR_BEGIN TV_BOOTS
1959 #define TV_ARMOR_END TV_DRAG_ARMOR
1964 /* The "sval" codes for TV_FIGURINE */
1965 #define SV_FIGURINE_NORMAL 0
1967 #define SV_CAPTURE_NONE 0
1969 /* The "sval" codes for TV_STATUE */
1970 #define SV_WOODEN_STATUE 0
1971 #define SV_CLAY_STATUE 1
1972 #define SV_STONE_STATUE 2
1973 #define SV_IRON_STATUE 3
1974 #define SV_COPPER_STATUE 4
1975 #define SV_SILVER_STATUE 5
1976 #define SV_GOLDEN_STATUE 6
1977 #define SV_IVORY_STATUE 7
1978 #define SV_MITHRIL_STATUE 8
1979 #define SV_ORNATE_STATUE 9
1982 /* The "sval" codes for TV_CORPSE */
1983 #define SV_SKELETON 0
1986 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1987 #define SV_AMMO_LIGHT 0 /* pebbles */
1988 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1989 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1991 /* The "sval" codes for TV_BOW (note information in "sval") */
1992 #define SV_SLING 2 /* (x2) */
1993 #define SV_SHORT_BOW 12 /* (x2) */
1994 #define SV_LONG_BOW 13 /* (x3) */
1995 #define SV_LIGHT_XBOW 23 /* (x3) */
1996 #define SV_HEAVY_XBOW 24 /* (x4) */
1997 #define SV_CRIMSON 50 /* (x0) */
1998 #define SV_HARP 51 /* (x0) */
1999 #define SV_NAMAKE_BOW 63 /* (x3) */
2001 /* The "sval" codes for TV_DIGGING */
2003 #define SV_GNOMISH_SHOVEL 2
2004 #define SV_DWARVEN_SHOVEL 3
2006 #define SV_ORCISH_PICK 5
2007 #define SV_DWARVEN_PICK 6
2008 #define SV_MATTOCK 7
2010 /* The "sval" values for TV_HAFTED */
2011 #define SV_CLUB 1 /* 1d4 */
2012 #define SV_WHIP 2 /* 1d6 */
2013 #define SV_QUARTERSTAFF 3 /* 1d9 */
2014 #define SV_NUNCHAKU 4 /* 2d3 */
2015 #define SV_MACE 5 /* 2d4 */
2016 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
2017 #define SV_JO_STAFF 7 /* 1d7 */
2018 #define SV_WAR_HAMMER 8 /* 3d3 */
2019 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
2020 #define SV_MORNING_STAR 12 /* 2d6 */
2021 #define SV_FLAIL 13 /* 2d6 */
2022 #define SV_BO_STAFF 14 /* 1d11 */
2023 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
2024 #define SV_TETSUBO 16 /* 2d7 */
2025 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
2026 #define SV_GREAT_HAMMER 19 /* 4d6 */
2027 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
2028 #define SV_WIZSTAFF 21 /* 1d2 */
2029 #define SV_GROND 50 /* 3d9 */
2030 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
2032 /* The "sval" values for TV_POLEARM */
2033 #define SV_HATCHET 1 /* 1d5 */
2034 #define SV_SPEAR 2 /* 1d6 */
2035 #define SV_SICKLE 3 /* 2d3 */
2036 #define SV_AWL_PIKE 4 /* 1d8 */
2037 #define SV_TRIDENT 5 /* 1d9 */
2038 #define SV_FAUCHARD 6 /* 1d10 */
2039 #define SV_BROAD_SPEAR 7 /* 1d9 */
2040 #define SV_PIKE 8 /* 2d5 */
2041 #define SV_NAGINATA 9 /* 2d6 */
2042 #define SV_BEAKED_AXE 10 /* 2d6 */
2043 #define SV_BROAD_AXE 11 /* 2d6 */
2044 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
2045 #define SV_GLAIVE 13 /* 2d6 */
2046 #define SV_LAJATANG 14 /* 2d7 */
2047 #define SV_HALBERD 15 /* 3d4 */
2048 #define SV_GUISARME 16 /* 2d5 */
2049 #define SV_SCYTHE 17 /* 5d3 */
2050 #define SV_LANCE 20 /* 2d8 */
2051 #define SV_BATTLE_AXE 22 /* 2d8 */
2052 #define SV_GREAT_AXE 25 /* 4d4 */
2053 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
2054 #define SV_LOCHABER_AXE 28 /* 3d8 */
2055 #define SV_HEAVY_LANCE 29 /* 4d8 */
2056 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
2057 #define SV_TSURIZAO 40 /* 1d1 */
2058 #define SV_DEATH_SCYTHE 50 /* 10d10 */
2060 /* The "sval" codes for TV_SWORD */
2061 #define SV_BROKEN_DAGGER 1 /* 1d1 */
2062 #define SV_BROKEN_SWORD 2 /* 1d2 */
2063 #define SV_DAGGER 4 /* 1d4 */
2064 #define SV_MAIN_GAUCHE 5 /* 1d5 */
2065 #define SV_TANTO 6 /* 1d5 */
2066 #define SV_RAPIER 7 /* 1d6 */
2067 #define SV_SMALL_SWORD 8 /* 1d6 */
2068 #define SV_BASILLARD 9 /* 1d8 */
2069 #define SV_SHORT_SWORD 10 /* 1d7 */
2070 #define SV_SABRE 11 /* 1d7 */
2071 #define SV_CUTLASS 12 /* 1d7 */
2072 #define SV_WAKIZASHI 13 /* 2d4 */
2073 #define SV_KHOPESH 14 /* 2d4 */
2074 #define SV_TULWAR 15 /* 2d4 */
2075 #define SV_BROAD_SWORD 16 /* 2d5 */
2076 #define SV_LONG_SWORD 17 /* 2d5 */
2077 #define SV_SCIMITAR 18 /* 2d5 */
2078 #define SV_NINJATO 19 /* 1d9 */
2079 #define SV_KATANA 20 /* 3d4 */
2080 #define SV_BASTARD_SWORD 21 /* 3d4 */
2081 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
2082 #define SV_CLAYMORE 23 /* 2d8 */
2083 #define SV_ESPADON 24 /* 2d9 */
2084 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
2085 #define SV_FLAMBERGE 26 /* 3d7 */
2086 #define SV_NO_DACHI 27 /* 5d4 */
2087 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
2088 #define SV_ZWEIHANDER 29 /* 4d6 */
2089 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
2090 #define SV_DIAMOND_EDGE 31 /* 7d5 */
2091 #define SV_DOKUBARI 32 /* 1d1 */
2092 #define SV_HAYABUSA 33 /* 1d6 */
2094 /* The "sval" codes for TV_SHIELD */
2095 #define SV_SMALL_LEATHER_SHIELD 2
2096 #define SV_SMALL_METAL_SHIELD 3
2097 #define SV_LARGE_LEATHER_SHIELD 4
2098 #define SV_LARGE_METAL_SHIELD 5
2099 #define SV_DRAGON_SHIELD 6
2100 #define SV_KNIGHT_SHIELD 7
2101 #define SV_MIRROR_SHIELD 10
2102 #define SV_YATA_MIRROR 50
2104 /* The "sval" codes for TV_HELM */
2105 #define SV_HARD_LEATHER_CAP 2
2106 #define SV_METAL_CAP 3
2107 #define SV_JINGASA 4 /* 4 */
2108 #define SV_IRON_HELM 5
2109 #define SV_STEEL_HELM 6
2110 #define SV_DRAGON_HELM 7
2111 #define SV_KABUTO 8 /* 7 */
2113 /* The "sval" codes for TV_CROWN */
2114 #define SV_IRON_CROWN 10
2115 #define SV_GOLDEN_CROWN 11
2116 #define SV_JEWELED_CROWN 12
2119 /* The "sval" codes for TV_BOOTS */
2120 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
2121 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
2122 #define SV_PAIR_OF_DRAGON_GREAVE 4
2123 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
2125 /* The "sval" codes for TV_CLOAK */
2127 #define SV_ELVEN_CLOAK 2
2128 #define SV_FUR_CLOAK 3
2129 #define SV_ETHEREAL_CLOAK 5
2130 #define SV_SHADOW_CLOAK 6
2132 /* The "sval" codes for TV_GLOVES */
2133 #define SV_SET_OF_LEATHER_GLOVES 1
2134 #define SV_SET_OF_GAUNTLETS 2
2135 #define SV_SET_OF_DRAGON_GLOVES 3
2136 #define SV_SET_OF_CESTI 5
2138 /* The "sval" codes for TV_SOFT_ARMOR */
2139 #define SV_T_SHIRT 0
2140 #define SV_FILTHY_RAG 1
2142 #define SV_PAPER_ARMOR 3 /* 4 */
2143 #define SV_SOFT_LEATHER_ARMOR 4
2144 #define SV_SOFT_STUDDED_LEATHER 5
2145 #define SV_HARD_LEATHER_ARMOR 6
2146 #define SV_HARD_STUDDED_LEATHER 7
2147 #define SV_RHINO_HIDE_ARMOR 8
2148 #define SV_CORD_ARMOR 9 /* 6 */
2149 #define SV_PADDED_ARMOR 10 /* 4 */
2150 #define SV_LEATHER_SCALE_MAIL 11
2151 #define SV_LEATHER_JACK 12
2152 #define SV_KUROSHOUZOKU 13
2153 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
2154 #define SV_ABUNAI_MIZUGI 50
2155 #define SV_YOIYAMI_ROBE 60
2156 #define SV_NAMAKE_ARMOR 63
2158 /* The "sval" codes for TV_HARD_ARMOR */
2159 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
2160 #define SV_RING_MAIL 2 /* 12 */
2161 #define SV_METAL_SCALE_MAIL 3 /* 13 */
2162 #define SV_CHAIN_MAIL 4 /* 14 */
2163 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
2164 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
2165 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
2166 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
2167 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
2168 #define SV_SPLINT_MAIL 10 /* 19 */
2169 #define SV_DO_MARU 11 /* 20 */
2170 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
2171 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
2172 #define SV_HARAMAKIDO 14 /* 17 */
2173 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
2174 #define SV_O_YOROI 16 /* 24 */
2175 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
2176 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
2177 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
2178 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
2180 /* The "sval" codes for TV_DRAG_ARMOR */
2181 #define SV_DRAGON_BLACK 1
2182 #define SV_DRAGON_BLUE 2
2183 #define SV_DRAGON_WHITE 3
2184 #define SV_DRAGON_RED 4
2185 #define SV_DRAGON_GREEN 5
2186 #define SV_DRAGON_MULTIHUED 6
2187 #define SV_DRAGON_SHINING 10
2188 #define SV_DRAGON_LAW 12
2189 #define SV_DRAGON_BRONZE 14
2190 #define SV_DRAGON_GOLD 16
2191 #define SV_DRAGON_CHAOS 18
2192 #define SV_DRAGON_BALANCE 20
2193 #define SV_DRAGON_POWER 30
2195 /* The sval codes for TV_LITE */
2196 #define SV_LITE_TORCH 0
2197 #define SV_LITE_LANTERN 1
2198 #define SV_LITE_FEANOR 2
2199 #define SV_LITE_EDISON 3
2200 #define SV_LITE_GALADRIEL 4
2201 #define SV_LITE_ELENDIL 5
2202 #define SV_LITE_JUDGE 6
2203 #define SV_LITE_LORE 7
2204 #define SV_LITE_PALANTIR 8
2205 #define SV_LITE_FLY_STONE 9
2207 /* The "sval" codes for TV_AMULET */
2208 #define SV_AMULET_DOOM 0
2209 #define SV_AMULET_TELEPORT 1
2210 #define SV_AMULET_ADORNMENT 2
2211 #define SV_AMULET_SLOW_DIGEST 3
2212 #define SV_AMULET_RESIST_ACID 4
2213 #define SV_AMULET_SEARCHING 5
2214 #define SV_AMULET_BRILLIANCE 6
2215 #define SV_AMULET_CHARISMA 7
2216 #define SV_AMULET_THE_MAGI 8
2217 #define SV_AMULET_REFLECTION 9
2218 #define SV_AMULET_CARLAMMAS 10
2219 #define SV_AMULET_INGWE 11
2220 #define SV_AMULET_DWARVES 12
2221 #define SV_AMULET_NO_MAGIC 13
2222 #define SV_AMULET_NO_TELE 14
2223 #define SV_AMULET_RESISTANCE 15
2224 #define SV_AMULET_TELEPATHY 16
2225 #define SV_AMULET_FARAMIR 17
2226 #define SV_AMULET_BOROMIR 18
2227 #define SV_AMULET_MAGATAMA 19
2228 #define SV_AMULET_INROU 20
2229 #define SV_AMULET_INTELLIGENCE 21
2230 #define SV_AMULET_WISDOM 22
2231 #define SV_AMULET_MAGIC_MASTERY 23
2232 #define SV_AMULET_NIGHT 24
2234 /* The sval codes for TV_RING */
2235 #define SV_RING_WOE 0
2236 #define SV_RING_AGGRAVATION 1
2237 #define SV_RING_WEAKNESS 2
2238 #define SV_RING_STUPIDITY 3
2239 #define SV_RING_TELEPORTATION 4
2240 #define SV_RING_SLOW_DIGESTION 6
2241 #define SV_RING_LEVITATION_FALL 7
2242 #define SV_RING_RESIST_FIRE 8
2243 #define SV_RING_RESIST_COLD 9
2244 #define SV_RING_SUSTAIN_STR 10
2245 #define SV_RING_SUSTAIN_INT 11
2246 #define SV_RING_SUSTAIN_WIS 12
2247 #define SV_RING_SUSTAIN_CON 13
2248 #define SV_RING_SUSTAIN_DEX 14
2249 #define SV_RING_SUSTAIN_CHR 15
2250 #define SV_RING_PROTECTION 16
2251 #define SV_RING_ACID 17
2252 #define SV_RING_FLAMES 18
2253 #define SV_RING_ICE 19
2254 #define SV_RING_RESIST_POIS 20
2255 #define SV_RING_FREE_ACTION 21
2256 #define SV_RING_SEE_INVIS 22
2257 #define SV_RING_SEARCHING 23
2258 #define SV_RING_STR 24
2259 #define SV_RING_ELEC 25
2260 #define SV_RING_DEX 26
2261 #define SV_RING_CON 27
2262 #define SV_RING_ACCURACY 28
2263 #define SV_RING_DAMAGE 29
2264 #define SV_RING_SLAYING 30
2265 #define SV_RING_SPEED 31
2266 #define SV_RING_FRAKIR 32
2267 #define SV_RING_TULKAS 33
2268 #define SV_RING_NARYA 34
2269 #define SV_RING_NENYA 35
2270 #define SV_RING_VILYA 36
2271 #define SV_RING_POWER 37
2272 #define SV_RING_RES_FEAR 38
2273 #define SV_RING_RES_LD 39
2274 #define SV_RING_RES_NETHER 40
2275 #define SV_RING_RES_NEXUS 41
2276 #define SV_RING_RES_SOUND 42
2277 #define SV_RING_RES_CONFUSION 43
2278 #define SV_RING_RES_SHARDS 44
2279 #define SV_RING_RES_DISENCHANT 45
2280 #define SV_RING_RES_CHAOS 46
2281 #define SV_RING_RES_BLINDNESS 47
2282 #define SV_RING_LORDLY 48
2283 #define SV_RING_ATTACKS 49
2284 #define SV_RING_AHO 50
2285 #define SV_RING_SHOTS 51
2286 #define SV_RING_SUSTAIN 52
2287 #define SV_RING_DEC_MANA 53
2288 #define SV_RING_WARNING 54
2289 #define SV_RING_MUSCLE 55
2291 #define SV_EXPRESS_CARD 0
2293 /* The "sval" codes for TV_STAFF */
2294 #define SV_STAFF_DARKNESS 0
2295 #define SV_STAFF_SLOWNESS 1
2296 #define SV_STAFF_HASTE_MONSTERS 2
2297 #define SV_STAFF_SUMMONING 3
2298 #define SV_STAFF_TELEPORTATION 4
2299 #define SV_STAFF_IDENTIFY 5
2300 #define SV_STAFF_REMOVE_CURSE 6
2301 #define SV_STAFF_STARLITE 7
2302 #define SV_STAFF_LITE 8
2303 #define SV_STAFF_MAPPING 9
2304 #define SV_STAFF_DETECT_GOLD 10
2305 #define SV_STAFF_DETECT_ITEM 11
2306 #define SV_STAFF_DETECT_TRAP 12
2307 #define SV_STAFF_DETECT_DOOR 13
2308 #define SV_STAFF_DETECT_INVIS 14
2309 #define SV_STAFF_DETECT_EVIL 15
2310 #define SV_STAFF_CURE_LIGHT 16
2311 #define SV_STAFF_CURING 17
2312 #define SV_STAFF_HEALING 18
2313 #define SV_STAFF_THE_MAGI 19
2314 #define SV_STAFF_SLEEP_MONSTERS 20
2315 #define SV_STAFF_SLOW_MONSTERS 21
2316 #define SV_STAFF_SPEED 22
2317 #define SV_STAFF_PROBING 23
2318 #define SV_STAFF_DISPEL_EVIL 24
2319 #define SV_STAFF_POWER 25
2320 #define SV_STAFF_HOLINESS 26
2321 #define SV_STAFF_GENOCIDE 27
2322 #define SV_STAFF_EARTHQUAKES 28
2323 #define SV_STAFF_DESTRUCTION 29
2324 #define SV_STAFF_ANIMATE_DEAD 30
2325 #define SV_STAFF_MSTORM 31
2326 #define SV_STAFF_NOTHING 32
2329 /* The "sval" codes for TV_WAND */
2330 #define SV_WAND_HEAL_MONSTER 0
2331 #define SV_WAND_HASTE_MONSTER 1
2332 #define SV_WAND_CLONE_MONSTER 2
2333 #define SV_WAND_TELEPORT_AWAY 3
2334 #define SV_WAND_DISARMING 4
2335 #define SV_WAND_TRAP_DOOR_DEST 5
2336 #define SV_WAND_STONE_TO_MUD 6
2337 #define SV_WAND_LITE 7
2338 #define SV_WAND_SLEEP_MONSTER 8
2339 #define SV_WAND_SLOW_MONSTER 9
2340 #define SV_WAND_CONFUSE_MONSTER 10
2341 #define SV_WAND_FEAR_MONSTER 11
2342 #define SV_WAND_DRAIN_LIFE 12
2343 #define SV_WAND_POLYMORPH 13
2344 #define SV_WAND_STINKING_CLOUD 14
2345 #define SV_WAND_MAGIC_MISSILE 15
2346 #define SV_WAND_ACID_BOLT 16
2347 #define SV_WAND_CHARM_MONSTER 17
2348 #define SV_WAND_FIRE_BOLT 18
2349 #define SV_WAND_COLD_BOLT 19
2350 #define SV_WAND_ACID_BALL 20
2351 #define SV_WAND_ELEC_BALL 21
2352 #define SV_WAND_FIRE_BALL 22
2353 #define SV_WAND_COLD_BALL 23
2354 #define SV_WAND_WONDER 24
2355 #define SV_WAND_DISINTEGRATE 25
2356 #define SV_WAND_DRAGON_FIRE 26
2357 #define SV_WAND_DRAGON_COLD 27
2358 #define SV_WAND_DRAGON_BREATH 28
2359 #define SV_WAND_ROCKETS 29
2360 #define SV_WAND_STRIKING 30
2361 #define SV_WAND_GENOCIDE 31
2363 /* The "sval" codes for TV_ROD */
2364 #define SV_ROD_DETECT_TRAP 0
2365 #define SV_ROD_DETECT_DOOR 1
2366 #define SV_ROD_IDENTIFY 2
2367 #define SV_ROD_RECALL 3
2368 #define SV_ROD_ILLUMINATION 4
2369 #define SV_ROD_MAPPING 5
2370 #define SV_ROD_DETECTION 6
2371 #define SV_ROD_PROBING 7
2372 #define SV_ROD_CURING 8
2373 #define SV_ROD_HEALING 9
2374 #define SV_ROD_RESTORATION 10
2375 #define SV_ROD_SPEED 11
2376 #define SV_ROD_PESTICIDE 12
2377 #define SV_ROD_TELEPORT_AWAY 13
2378 #define SV_ROD_DISARMING 14
2379 #define SV_ROD_LITE 15
2380 #define SV_ROD_SLEEP_MONSTER 16
2381 #define SV_ROD_SLOW_MONSTER 17
2382 #define SV_ROD_DRAIN_LIFE 18
2383 #define SV_ROD_POLYMORPH 19
2384 #define SV_ROD_ACID_BOLT 20
2385 #define SV_ROD_ELEC_BOLT 21
2386 #define SV_ROD_FIRE_BOLT 22
2387 #define SV_ROD_COLD_BOLT 23
2388 #define SV_ROD_ACID_BALL 24
2389 #define SV_ROD_ELEC_BALL 25
2390 #define SV_ROD_FIRE_BALL 26
2391 #define SV_ROD_COLD_BALL 27
2392 #define SV_ROD_HAVOC 28
2393 #define SV_ROD_STONE_TO_MUD 29
2394 #define SV_ROD_AGGRAVATE 30
2397 /* The "sval" codes for TV_SCROLL */
2399 #define SV_SCROLL_DARKNESS 0
2400 #define SV_SCROLL_AGGRAVATE_MONSTER 1
2401 #define SV_SCROLL_CURSE_ARMOR 2
2402 #define SV_SCROLL_CURSE_WEAPON 3
2403 #define SV_SCROLL_SUMMON_MONSTER 4
2404 #define SV_SCROLL_SUMMON_UNDEAD 5
2405 #define SV_SCROLL_SUMMON_PET 6
2406 #define SV_SCROLL_TRAP_CREATION 7
2407 #define SV_SCROLL_PHASE_DOOR 8
2408 #define SV_SCROLL_TELEPORT 9
2409 #define SV_SCROLL_TELEPORT_LEVEL 10
2410 #define SV_SCROLL_WORD_OF_RECALL 11
2411 #define SV_SCROLL_IDENTIFY 12
2412 #define SV_SCROLL_STAR_IDENTIFY 13
2413 #define SV_SCROLL_REMOVE_CURSE 14
2414 #define SV_SCROLL_STAR_REMOVE_CURSE 15
2415 #define SV_SCROLL_ENCHANT_ARMOR 16
2416 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
2417 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
2418 /* xxx enchant missile? */
2419 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
2420 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
2421 #define SV_SCROLL_RECHARGING 22
2422 #define SV_SCROLL_MUNDANITY 23
2423 #define SV_SCROLL_LIGHT 24
2424 #define SV_SCROLL_MAPPING 25
2425 #define SV_SCROLL_DETECT_GOLD 26
2426 #define SV_SCROLL_DETECT_ITEM 27
2427 #define SV_SCROLL_DETECT_TRAP 28
2428 #define SV_SCROLL_DETECT_DOOR 29
2429 #define SV_SCROLL_DETECT_INVIS 30
2430 /* xxx (detect evil?) */
2431 #define SV_SCROLL_SATISFY_HUNGER 32
2432 #define SV_SCROLL_BLESSING 33
2433 #define SV_SCROLL_HOLY_CHANT 34
2434 #define SV_SCROLL_HOLY_PRAYER 35
2435 #define SV_SCROLL_MONSTER_CONFUSION 36
2436 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
2437 #define SV_SCROLL_RUNE_OF_PROTECTION 38
2438 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
2440 #define SV_SCROLL_STAR_DESTRUCTION 41
2441 #define SV_SCROLL_DISPEL_UNDEAD 42
2442 #define SV_SCROLL_SPELL 43
2443 #define SV_SCROLL_GENOCIDE 44
2444 #define SV_SCROLL_MASS_GENOCIDE 45
2445 #define SV_SCROLL_ACQUIREMENT 46
2446 #define SV_SCROLL_STAR_ACQUIREMENT 47
2447 #define SV_SCROLL_FIRE 48
2448 #define SV_SCROLL_ICE 49
2449 #define SV_SCROLL_CHAOS 50
2450 #define SV_SCROLL_RUMOR 51
2451 #define SV_SCROLL_ARTIFACT 52
2452 #define SV_SCROLL_RESET_RECALL 53
2453 #define SV_SCROLL_SUMMON_KIN 54
2454 #define SV_SCROLL_AMUSEMENT 55
2455 #define SV_SCROLL_STAR_AMUSEMENT 56
2457 /* The "sval" codes for TV_POTION */
2458 #define SV_POTION_WATER 0
2459 #define SV_POTION_APPLE_JUICE 1
2460 #define SV_POTION_SLIME_MOLD 2
2461 /* xxx (fixed color) */
2462 #define SV_POTION_SLOWNESS 4
2463 #define SV_POTION_SALT_WATER 5
2464 #define SV_POTION_POISON 6
2465 #define SV_POTION_BLINDNESS 7
2467 #define SV_POTION_CONFUSION 9
2469 #define SV_POTION_SLEEP 11
2471 #define SV_POTION_LOSE_MEMORIES 13
2473 #define SV_POTION_RUINATION 15
2474 #define SV_POTION_DEC_STR 16
2475 #define SV_POTION_DEC_INT 17
2476 #define SV_POTION_DEC_WIS 18
2477 #define SV_POTION_DEC_DEX 19
2478 #define SV_POTION_DEC_CON 20
2479 #define SV_POTION_DEC_CHR 21
2480 #define SV_POTION_DETONATIONS 22
2481 #define SV_POTION_DEATH 23
2482 #define SV_POTION_INFRAVISION 24
2483 #define SV_POTION_DETECT_INVIS 25
2484 #define SV_POTION_SLOW_POISON 26
2485 #define SV_POTION_CURE_POISON 27
2486 #define SV_POTION_BOLDNESS 28
2487 #define SV_POTION_SPEED 29
2488 #define SV_POTION_RESIST_HEAT 30
2489 #define SV_POTION_RESIST_COLD 31
2490 #define SV_POTION_HEROISM 32
2491 #define SV_POTION_BESERK_STRENGTH 33
2492 #define SV_POTION_CURE_LIGHT 34
2493 #define SV_POTION_CURE_SERIOUS 35
2494 #define SV_POTION_CURE_CRITICAL 36
2495 #define SV_POTION_HEALING 37
2496 #define SV_POTION_STAR_HEALING 38
2497 #define SV_POTION_LIFE 39
2498 #define SV_POTION_RESTORE_MANA 40
2499 #define SV_POTION_RESTORE_EXP 41
2500 #define SV_POTION_RES_STR 42
2501 #define SV_POTION_RES_INT 43
2502 #define SV_POTION_RES_WIS 44
2503 #define SV_POTION_RES_DEX 45
2504 #define SV_POTION_RES_CON 46
2505 #define SV_POTION_RES_CHR 47
2506 #define SV_POTION_INC_STR 48
2507 #define SV_POTION_INC_INT 49
2508 #define SV_POTION_INC_WIS 50
2509 #define SV_POTION_INC_DEX 51
2510 #define SV_POTION_INC_CON 52
2511 #define SV_POTION_INC_CHR 53
2513 #define SV_POTION_AUGMENTATION 55
2514 #define SV_POTION_ENLIGHTENMENT 56
2515 #define SV_POTION_STAR_ENLIGHTENMENT 57
2516 #define SV_POTION_SELF_KNOWLEDGE 58
2517 #define SV_POTION_EXPERIENCE 59
2518 #define SV_POTION_RESISTANCE 60
2519 #define SV_POTION_CURING 61
2520 #define SV_POTION_INVULNERABILITY 62
2521 #define SV_POTION_NEW_LIFE 63
2522 #define SV_POTION_NEO_TSUYOSHI 64
2523 #define SV_POTION_TSUYOSHI 65
2524 #define SV_POTION_POLYMORPH 66
2526 /* The "sval" codes for TV_FLASK */
2527 #define SV_FLASK_OIL 0
2529 /* The "sval" codes for TV_FOOD */
2530 #define SV_FOOD_POISON 0
2531 #define SV_FOOD_BLINDNESS 1
2532 #define SV_FOOD_PARANOIA 2
2533 #define SV_FOOD_CONFUSION 3
2534 #define SV_FOOD_HALLUCINATION 4
2535 #define SV_FOOD_PARALYSIS 5
2536 #define SV_FOOD_WEAKNESS 6
2537 #define SV_FOOD_SICKNESS 7
2538 #define SV_FOOD_STUPIDITY 8
2539 #define SV_FOOD_NAIVETY 9
2540 #define SV_FOOD_UNHEALTH 10
2541 #define SV_FOOD_DISEASE 11
2542 #define SV_FOOD_CURE_POISON 12
2543 #define SV_FOOD_CURE_BLINDNESS 13
2544 #define SV_FOOD_CURE_PARANOIA 14
2545 #define SV_FOOD_CURE_CONFUSION 15
2546 #define SV_FOOD_CURE_SERIOUS 16
2547 #define SV_FOOD_RESTORE_STR 17
2548 #define SV_FOOD_RESTORE_CON 18
2549 #define SV_FOOD_RESTORING 19
2550 /* many missing mushrooms */
2551 #define SV_FOOD_BISCUIT 32
2552 #define SV_FOOD_JERKY 33
2553 #define SV_FOOD_RATION 35
2554 #define SV_FOOD_SLIME_MOLD 36
2555 #define SV_FOOD_WAYBREAD 37
2556 #define SV_FOOD_PINT_OF_ALE 38
2557 #define SV_FOOD_PINT_OF_WINE 39
2561 * Special "sval" limit -- first "normal" food
2563 #define SV_FOOD_MIN_FOOD 32
2566 * Special "sval" limit -- first "aimed" rod
2568 #define SV_ROD_MIN_DIRECTION 12
2571 * Special "sval" limit -- first "large" chest
2573 #define SV_CHEST_MIN_LARGE 4
2574 #define SV_CHEST_KANDUME 50
2577 * Special "sval" limit -- first "good" magic/prayer book
2579 #define SV_BOOK_MIN_GOOD 2
2582 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
2583 #define MAX_GOLD 18 /* Number of "gold" entries */
2586 /*** General flag values ***/
2590 * Special cave grid flags
2592 #define CAVE_MARK 0x0001 /* memorized feature */
2593 #define CAVE_GLOW 0x0002 /* self-illuminating */
2594 #define CAVE_ICKY 0x0004 /* part of a vault */
2595 #define CAVE_ROOM 0x0008 /* part of a room */
2596 #define CAVE_LITE 0x0010 /* lite flag */
2597 #define CAVE_VIEW 0x0020 /* view flag */
2598 #define CAVE_TEMP 0x0040 /* temp flag */
2599 #define CAVE_XTRA 0x0080 /* misc flag */
2600 #define CAVE_MNLT 0x0100 /* Illuminated by monster */
2601 #define CAVE_MNDK 0x8000 /* Darken by monster */
2603 /* Used only while cave generation */
2604 #define CAVE_FLOOR 0x0200
2605 #define CAVE_EXTRA 0x0400
2606 #define CAVE_INNER 0x0800
2607 #define CAVE_OUTER 0x1000
2608 #define CAVE_SOLID 0x2000
2609 #define CAVE_VAULT 0x4000
2610 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
2612 /* Used only after cave generation */
2613 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
2614 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
2615 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
2616 #define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
2617 #define CAVE_UNSAFE 0x2000 /* Might have trap */
2618 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
2622 * Bit flags for the "project()" function
2624 * JUMP: Jump directly to the target location (this is a hack)
2625 * BEAM: Work as a beam weapon (affect every grid passed through)
2626 * THRU: Continue "through" the target (used for "bolts"/"beams")
2627 * STOP: Stop as soon as we hit a monster (used for "bolts")
2628 * GRID: Affect each grid in the "blast area" in some way
2629 * ITEM: Affect each object in the "blast area" in some way
2630 * KILL: Affect each monster in the "blast area" in some way
2631 * HIDE: Hack -- disable "visual" feedback from projection
2632 * DISI: Disintegrate non-permanent features
2633 * PLAYER: Main target is player (used for riding player)
2634 * AIMED: Target is only player or monster, so don't affect another.
2635 * Depend on PROJECT_PLAYER.
2636 * (used for minimum (rad == 0) balls on riding player)
2637 * REFLECTABLE: Refrectable spell attacks (used for "bolts")
2638 * NO_HANGEKI: Avoid counter attacks of monsters
2639 * PATH: Only used for printing project path
2640 * FAST: Hide "visual" of flying bolts until blast
2642 #define PROJECT_JUMP 0x01
2643 #define PROJECT_BEAM 0x02
2644 #define PROJECT_THRU 0x04
2645 #define PROJECT_STOP 0x08
2646 #define PROJECT_GRID 0x10
2647 #define PROJECT_ITEM 0x20
2648 #define PROJECT_KILL 0x40
2649 #define PROJECT_HIDE 0x80
2650 #define PROJECT_DISI 0x100
2651 #define PROJECT_PLAYER 0x200
2652 #define PROJECT_AIMED 0x400
2653 #define PROJECT_REFLECTABLE 0x800
2654 #define PROJECT_NO_HANGEKI 0x1000
2655 #define PROJECT_PATH 0x2000
2656 #define PROJECT_FAST 0x4000
2657 #define PROJECT_LOS 0x8000
2661 * Special caster ID for project()
2663 #define PROJECT_WHO_UNCTRL_POWER -1
2664 #define PROJECT_WHO_GLASS_SHARDS -2
2668 * Bit flags for the "enchant()" function
2670 #define ENCH_TOHIT 0x01 /* Enchant to hit */
2671 #define ENCH_TODAM 0x02 /* Enchant to damage */
2672 #define ENCH_TOAC 0x04 /* Enchant to AC */
2673 #define ENCH_FORCE 0x08 /* Force enchantment */
2676 * Bit flags for the "target_set" function XXX XXX XXX
2678 * KILL: Target monsters
2679 * LOOK: Describe grid fully
2680 * XTRA: Currently unused flag
2681 * GRID: Select from all grids
2683 #define TARGET_KILL 0x01
2684 #define TARGET_LOOK 0x02
2685 #define TARGET_XTRA 0x04
2686 #define TARGET_GRID 0x08
2690 * Bit flags for control of get_check_strict()
2692 #define CHECK_OKAY_CANCEL 0x01
2693 #define CHECK_NO_ESCAPE 0x02
2694 #define CHECK_NO_HISTORY 0x04
2695 #define CHECK_DEFAULT_Y 0x08
2699 * Some bit-flags for the "smart" field
2701 #define SM_RES_ACID 0x00000001
2702 #define SM_RES_ELEC 0x00000002
2703 #define SM_RES_FIRE 0x00000004
2704 #define SM_RES_COLD 0x00000008
2705 #define SM_RES_POIS 0x00000010
2706 #define SM_RES_NETH 0x00000020
2707 #define SM_RES_LITE 0x00000040
2708 #define SM_RES_DARK 0x00000080
2709 #define SM_RES_FEAR 0x00000100
2710 #define SM_RES_CONF 0x00000200
2711 #define SM_RES_CHAOS 0x00000400
2712 #define SM_RES_DISEN 0x00000800
2713 #define SM_RES_BLIND 0x00001000
2714 #define SM_RES_NEXUS 0x00002000
2715 #define SM_RES_SOUND 0x00004000
2716 #define SM_RES_SHARD 0x00008000
2717 #define SM_OPP_ACID 0x00010000
2718 #define SM_OPP_ELEC 0x00020000
2719 #define SM_OPP_FIRE 0x00040000
2720 #define SM_OPP_COLD 0x00080000
2721 #define SM_OPP_POIS 0x00100000
2722 #define SM_OPP_XXX1 0x00200000 /* (unused) */
2723 #define SM_CLONED 0x00400000 /* XXX Cloned */
2724 #define SM_PET 0x00800000 /* XXX Pet */
2725 #define SM_IMM_ACID 0x01000000
2726 #define SM_IMM_ELEC 0x02000000
2727 #define SM_IMM_FIRE 0x04000000
2728 #define SM_IMM_COLD 0x08000000
2729 #define SM_FRIENDLY 0x10000000 /* XXX Friendly */
2730 #define SM_IMM_REFLECT 0x20000000
2731 #define SM_IMM_FREE 0x40000000
2732 #define SM_IMM_MANA 0x80000000
2736 * Bit flags for the "get_item" function
2738 #define USE_EQUIP 0x01 /* Allow equip items */
2739 #define USE_INVEN 0x02 /* Allow inven items */
2740 #define USE_FLOOR 0x04 /* Allow floor items */
2744 * Bit flags for the "p_ptr->notice" variable
2746 #define PN_COMBINE 0x00000001L /* Combine the pack */
2747 #define PN_REORDER 0x00000002L /* Reorder the pack */
2748 #define PN_AUTODESTROY 0x00000004L /* Auto-destroy marked item */
2753 * Bit flags for the "p_ptr->update" variable
2755 #define PU_BONUS 0x00000001L /* Calculate bonuses */
2756 #define PU_TORCH 0x00000002L /* Calculate torch radius */
2758 #define PU_HP 0x00000010L /* Calculate chp and mhp */
2759 #define PU_MANA 0x00000020L /* Calculate csp and msp */
2760 #define PU_SPELLS 0x00000040L /* Calculate spells */
2763 #define PU_UN_VIEW 0x00010000L /* Forget view */
2764 #define PU_UN_LITE 0x00020000L /* Forget lite */
2766 #define PU_VIEW 0x00100000L /* Update view */
2767 #define PU_LITE 0x00200000L /* Update lite */
2768 #define PU_MON_LITE 0x00400000L /* Monster illumination */
2769 #define PU_DELAY_VIS 0x00800000L /* Mega-Hack -- Delayed visual update */
2770 #define PU_MONSTERS 0x01000000L /* Update monsters */
2771 #define PU_DISTANCE 0x02000000L /* Update distances */
2773 #define PU_FLOW 0x10000000L /* Update flow */
2778 * Bit flags for the "p_ptr->redraw" variable
2780 #define PR_MISC 0x00000001L /* Display Race/Class */
2781 #define PR_TITLE 0x00000002L /* Display Title */
2782 #define PR_LEV 0x00000004L /* Display Level */
2783 #define PR_EXP 0x00000008L /* Display Experience */
2784 #define PR_STATS 0x00000010L /* Display Stats */
2785 #define PR_ARMOR 0x00000020L /* Display Armor */
2786 #define PR_HP 0x00000040L /* Display Hitpoints */
2787 #define PR_MANA 0x00000080L /* Display Mana */
2788 #define PR_GOLD 0x00000100L /* Display Gold */
2789 #define PR_DEPTH 0x00000200L /* Display Depth */
2790 #define PR_EQUIPPY 0x00000400L /* Display equippy chars */
2791 #define PR_HEALTH 0x00000800L /* Display Health Bar */
2792 #define PR_CUT 0x00001000L /* Display Extra (Cut) */
2793 #define PR_STUN 0x00002000L /* Display Extra (Stun) */
2794 #define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */
2795 #define PR_STATUS 0x00008000L /* Display Status Bar */
2796 #define PR_XXX0 0x00010000L /* (unused) */
2797 #define PR_UHEALTH 0x00020000L /* Display Uma Health Bar */
2798 #define PR_XXX1 0x00040000L /* (unused) */
2799 #define PR_XXX2 0x00080000L /* (unused) */
2800 #define PR_STATE 0x00100000L /* Display Extra (State) */
2801 #define PR_SPEED 0x00200000L /* Display Extra (Speed) */
2802 #define PR_STUDY 0x00400000L /* Display Extra (Study) */
2803 #define PR_IMITATION 0x00800000L /* Display Extra (Imitation) */
2804 #define PR_EXTRA 0x01000000L /* Display Extra Info */
2805 #define PR_BASIC 0x02000000L /* Display Basic Info */
2806 #define PR_MAP 0x04000000L /* Display Map */
2807 #define PR_WIPE 0x08000000L /* Hack -- Total Redraw */
2814 * Bit flags for the "p_ptr->window" variable (etc)
2816 #define PW_INVEN 0x00000001L /* Display inven/equip */
2817 #define PW_EQUIP 0x00000002L /* Display equip/inven */
2818 #define PW_SPELL 0x00000004L /* Display spell list */
2819 #define PW_PLAYER 0x00000008L /* Display character */
2820 #define PW_MONSTER_LIST 0x00000010L /* Display monster list */
2823 #define PW_MESSAGE 0x00000040L /* Display messages */
2824 #define PW_OVERHEAD 0x00000080L /* Display overhead view */
2825 #define PW_MONSTER 0x00000100L /* Display monster recall */
2826 #define PW_OBJECT 0x00000200L /* Display object recall */
2827 #define PW_DUNGEON 0x00000400L /* Display dungeon view */
2828 #define PW_SNAPSHOT 0x00000800L /* Display snap-shot */
2831 #define PW_BORG_1 0x00004000L /* Display borg messages */
2832 #define PW_BORG_2 0x00008000L /* Display borg status */
2835 * Bit flags for the place_monster_???() (etc)
2837 #define PM_ALLOW_SLEEP 0x00000001
2838 #define PM_ALLOW_GROUP 0x00000002
2839 #define PM_FORCE_FRIENDLY 0x00000004
2840 #define PM_FORCE_PET 0x00000008
2841 #define PM_NO_KAGE 0x00000010
2842 #define PM_NO_PET 0x00000020
2843 #define PM_ALLOW_UNIQUE 0x00000040
2844 #define PM_IGNORE_TERRAIN 0x00000080
2845 #define PM_HASTE 0x00000100
2846 #define PM_KAGE 0x00000200
2847 #define PM_MULTIPLY 0x00000400
2850 /* Bit flags for monster_desc() */
2851 #define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
2852 #define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
2853 #define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
2854 #define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
2855 #define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
2856 #define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
2857 #define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
2858 #define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
2859 #define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
2860 #define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
2864 * Bit flags for object_desc()
2866 #define OD_NAME_ONLY 0x00000001 /* Omit values, pval, inscription */
2867 #define OD_NAME_AND_ENCHANT 0x00000002 /* Omit pval, inscription */
2868 #define OD_OMIT_INSCRIPTION 0x00000004 /* Omit inscription */
2869 #define OD_OMIT_PREFIX 0x00000008 /* Omit numeric prefix */
2870 #define OD_NO_PLURAL 0x00000010 /* Don't use plural */
2871 #define OD_STORE 0x00000020 /* Assume to be aware and known */
2872 #define OD_NO_FLAVOR 0x00000040 /* Allow to hidden flavor */
2873 #define OD_FORCE_FLAVOR 0x00000080 /* Get un-shuffled flavor name */
2877 * Bit flags for the "p_ptr->special_attack" variable. -LM-
2879 * Note: The elemental and poison attacks should be managed using the
2880 * function "set_ele_attack", in spell2.c. This provides for timeouts and
2881 * prevents the player from getting more than one at a time.
2883 #define ATTACK_CONFUSE 0x00000001
2884 #define ATTACK_XXX1 0x00000002
2885 #define ATTACK_XXX2 0x00000004
2886 #define ATTACK_XXX3 0x00000008
2887 #define ATTACK_ACID 0x00000010
2888 #define ATTACK_ELEC 0x00000020
2889 #define ATTACK_FIRE 0x00000040
2890 #define ATTACK_COLD 0x00000080
2891 #define ATTACK_POIS 0x00000100
2892 #define ATTACK_HOLY 0x00000200
2893 #define ATTACK_SUIKEN 0x00000400
2896 #define DEFENSE_ACID 0x00000001
2897 #define DEFENSE_ELEC 0x00000002
2898 #define DEFENSE_FIRE 0x00000004
2899 #define DEFENSE_COLD 0x00000008
2900 #define DEFENSE_POIS 0x00000010
2901 #define KAMAE_GENBU 0x00000020
2902 #define KAMAE_BYAKKO 0x00000040
2903 #define KAMAE_SEIRYU 0x00000080
2904 #define KAMAE_SUZAKU 0x00000100
2905 #define KATA_IAI 0x00000200
2906 #define KATA_FUUJIN 0x00000400
2907 #define KATA_KOUKIJIN 0x00000800
2908 #define KATA_MUSOU 0x00001000
2909 #define NINJA_KAWARIMI 0x00002000
2910 #define NINJA_S_STEALTH 0x00004000
2913 #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU)
2916 #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU)
2919 #define ACTION_NONE 0
2920 #define ACTION_SEARCH 1
2921 #define ACTION_REST 2
2922 #define ACTION_LEARN 3
2923 #define ACTION_FISH 4
2924 #define ACTION_KAMAE 5
2925 #define ACTION_KATA 6
2926 #define ACTION_SING 7
2927 #define ACTION_HAYAGAKE 8
2928 #define ACTION_SPELL 9
2931 /* Empty hand status */
2932 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
2933 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
2934 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
2936 /*** General index values ***/
2940 * Legal restrictions for "summon_specific()"
2942 #define SUMMON_ANT 11
2943 #define SUMMON_SPIDER 12
2944 #define SUMMON_HOUND 13
2945 #define SUMMON_HYDRA 14
2946 #define SUMMON_ANGEL 15
2947 #define SUMMON_DEMON 16
2948 #define SUMMON_UNDEAD 17
2949 #define SUMMON_DRAGON 18
2950 #define SUMMON_HI_UNDEAD 21
2951 #define SUMMON_HI_DRAGON 22
2952 #define SUMMON_HI_DEMON 23
2953 #define SUMMON_AMBERITES 31
2954 #define SUMMON_UNIQUE 32
2955 #define SUMMON_BIZARRE1 33
2956 #define SUMMON_BIZARRE2 34
2957 #define SUMMON_BIZARRE3 35
2958 #define SUMMON_BIZARRE4 36
2959 #define SUMMON_BIZARRE5 37
2960 #define SUMMON_BIZARRE6 38
2961 #define SUMMON_CYBER 39
2962 #define SUMMON_KIN 40
2963 #define SUMMON_DAWN 41
2964 #define SUMMON_ANIMAL 42
2965 #define SUMMON_ANIMAL_RANGER 43
2966 /*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
2967 /*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
2968 /*#define SUMMON_NO_UNIQUES 46*/
2969 #define SUMMON_PHANTOM 47
2970 /*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
2971 #define SUMMON_BLUE_HORROR 49
2972 #define SUMMON_LIVING 50
2973 #define SUMMON_HI_DRAGON_LIVING 51
2974 #define SUMMON_GOLEM 52
2975 #define SUMMON_ELEMENTAL 53
2976 #define SUMMON_VORTEX 54
2977 #define SUMMON_HYBRID 55
2978 #define SUMMON_BIRD 56
2979 /*#define SUMMON_AQUATIC_NO_UNIQUES 57*/
2980 #define SUMMON_KAMIKAZE 58
2981 #define SUMMON_KAMIKAZE_LIVING 59
2982 #define SUMMON_MANES 60
2983 #define SUMMON_LOUSE 61
2984 #define SUMMON_GUARDIANS 62
2985 #define SUMMON_KNIGHTS 63
2986 #define SUMMON_EAGLES 64
2987 #define SUMMON_PIRANHAS 65
2988 #define SUMMON_ARMAGE_GOOD 66
2989 #define SUMMON_ARMAGE_EVIL 67
2993 * Spell types used by project(), and related functions.
3000 #define GF_PSY_SPEAR 9
3001 #define GF_MISSILE 10
3003 #define GF_PLASMA 12
3004 /* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
3005 /* #define GF_HOLY_ORB 13 */
3009 #define GF_LITE_WEAK 17
3010 #define GF_DARK_WEAK 18
3011 #define GF_SHARDS 20
3013 #define GF_CONFUSION 22
3015 #define GF_INERTIA 24
3017 #define GF_METEOR 27
3020 #define GF_NETHER 31
3021 #define GF_DISENCHANT 32
3024 #define GF_GRAVITY 35
3025 #define GF_KILL_WALL 40
3026 #define GF_KILL_DOOR 41
3027 #define GF_KILL_TRAP 42
3028 #define GF_MAKE_WALL 45
3029 #define GF_MAKE_DOOR 46
3030 #define GF_MAKE_TRAP 47
3031 #define GF_MAKE_TREE 48
3032 #define GF_OLD_CLONE 51
3033 #define GF_OLD_POLY 52
3034 #define GF_OLD_HEAL 53
3035 #define GF_OLD_SPEED 54
3036 #define GF_OLD_SLOW 55
3037 #define GF_OLD_CONF 56
3038 #define GF_OLD_SLEEP 57
3039 #define GF_OLD_DRAIN 58
3040 #define GF_AWAY_UNDEAD 61
3041 #define GF_AWAY_EVIL 62
3042 #define GF_AWAY_ALL 63
3043 #define GF_TURN_UNDEAD 64
3044 #define GF_TURN_EVIL 65
3045 #define GF_TURN_ALL 66
3046 #define GF_DISP_UNDEAD 67
3047 #define GF_DISP_EVIL 68
3048 #define GF_DISP_ALL 69
3049 #define GF_DISP_DEMON 70 /* New types for Zangband begin here... */
3050 #define GF_DISP_LIVING 71
3051 #define GF_ROCKET 72
3053 #define GF_MAKE_GLYPH 74
3054 #define GF_STASIS 75
3055 #define GF_STONE_WALL 76
3056 #define GF_DEATH_RAY 77
3058 #define GF_HOLY_FIRE 79
3059 #define GF_HELL_FIRE 80
3060 #define GF_DISINTEGRATE 81
3062 #define GF_CONTROL_UNDEAD 83
3063 #define GF_CONTROL_ANIMAL 84
3065 #define GF_PSI_DRAIN 86
3066 #define GF_TELEKINESIS 87
3067 #define GF_JAM_DOOR 88
3068 #define GF_DOMINATION 89
3069 #define GF_DISP_GOOD 90
3070 #define GF_DRAIN_MANA 91
3071 #define GF_MIND_BLAST 92
3072 #define GF_BRAIN_SMASH 93
3073 #define GF_CAUSE_1 94
3074 #define GF_CAUSE_2 95
3075 #define GF_CAUSE_3 96
3076 #define GF_CAUSE_4 97
3077 #define GF_HAND_DOOM 98
3078 #define GF_CAPTURE 99
3079 #define GF_ANIM_DEAD 100
3080 #define GF_CONTROL_LIVING 101
3081 #define GF_IDENTIFY 102
3082 #define GF_ATTACK 103
3083 #define GF_ENGETSU 104
3084 #define GF_GENOCIDE 105
3085 #define GF_PHOTO 106
3086 #define GF_CONTROL_DEMON 107
3087 #define GF_LAVA_FLOW 108
3088 #define GF_BLOOD_CURSE 109
3089 #define GF_SEEKER 110
3090 #define GF_SUPER_RAY 111
3091 #define GF_STAR_HEAL 112
3092 #define GF_WATER_FLOW 113
3093 #define GF_CRUSADE 114
3094 #define GF_STASIS_EVIL 115
3095 #define GF_WOUNDS 116
3100 * Some things which induce learning
3112 #define DRS_CHAOS 11
3113 #define DRS_DISEN 12
3114 #define DRS_BLIND 13
3115 #define DRS_NEXUS 14
3116 #define DRS_SOUND 15
3117 #define DRS_SHARD 16
3120 #define DRS_REFLECT 32
3124 #define DAMAGE_FORCE 1
3125 #define DAMAGE_GENO 2
3126 #define DAMAGE_LOSELIFE 3
3127 #define DAMAGE_ATTACK 4
3128 #define DAMAGE_NOESCAPE 5
3129 #define DAMAGE_USELIFE 6
3133 * Game generated inscription indices. These are stored in the object,
3134 * and are used to index the string array from tables.c.
3138 #define FEEL_BROKEN 1
3139 #define FEEL_TERRIBLE 2
3140 #define FEEL_WORTHLESS 3
3141 #define FEEL_CURSED 4
3142 #define FEEL_UNCURSED 5
3143 #define FEEL_AVERAGE 6
3145 #define FEEL_EXCELLENT 8
3146 #define FEEL_SPECIAL 9
3151 * Hack -- special "xtra" object powers
3154 /* Sustain one stat */
3155 #define EGO_XTRA_SUSTAIN 1
3158 #define EGO_XTRA_POWER 2
3160 /* Special ability */
3161 #define EGO_XTRA_ABILITY 3
3163 /*** Object flag values ***/
3167 * Chest trap flags (see "tables.c")
3169 #define CHEST_LOSE_STR 0x0001
3170 #define CHEST_LOSE_CON 0x0002
3171 #define CHEST_POISON 0x0004
3172 #define CHEST_PARALYZE 0x0008
3173 #define CHEST_EXPLODE 0x0010
3174 #define CHEST_SUMMON 0x0020
3175 #define CHEST_SCATTER 0x0040
3176 #define CHEST_E_SUMMON 0x0080
3177 #define CHEST_BIRD_STORM 0x0100
3178 #define CHEST_H_SUMMON 0x0200
3179 #define CHEST_RUNES_OF_EVIL 0x0400
3180 #define CHEST_ALARM 0x0800
3184 * Special Object Flags
3186 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
3187 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
3188 #define IDENT_EMPTY 0x04 /* Item charges are known */
3189 #define IDENT_KNOWN 0x08 /* Item abilities are known */
3190 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
3191 #define IDENT_MENTAL 0x20 /* Item information is known */
3193 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
3195 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
3199 * How object is marked (flags in object_type.mark)
3200 * OM_FOUND --- original boolean flag
3201 * OM_NOMSG --- temporary flag to suppress messages which were
3202 * already printed in autopick_pickup_items().
3204 #define OM_FOUND 0x01 /* original boolean flag */
3205 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
3206 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
3207 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
3208 #define OM_TOUCHED 0x10 /* Object was touched by player */
3212 * Special Monster Flags (all temporary)
3214 #define MFLAG_VIEW 0x01 /* Monster is in line of sight */
3215 #define MFLAG_TEMP 0x02 /* Monster is marked for project_hack() */
3216 #define MFLAG_XXX2 0x04 /* (unused) */
3217 #define MFLAG_XXX3 0x08 /* (unused) */
3218 #define MFLAG_BORN 0x10 /* Monster is still being born */
3219 #define MFLAG_NICE 0x20 /* Monster is still being nice */
3221 #define MFLAG2_KAGE 0x01 /* Monster is kage */
3222 #define MFLAG2_NOPET 0x02 /* Cannot make monster pet */
3223 #define MFLAG2_NOGENO 0x04 /* Cannot genocide */
3224 #define MFLAG2_CHAMELEON 0x08 /* Monster is chameleon */
3225 #define MFLAG2_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
3226 #define MFLAG2_SHOW 0x20 /* Monster is recently memorized */
3227 #define MFLAG2_MARK 0x40 /* Monster is currently memorized */
3233 * Old variables for object flags such as flags1, flags2, and flags3
3234 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
3235 * object flags. And each flag is refered by single index number
3236 * instead of a bit mask.
3238 * Therefore it's very easy to add a lot of new flags; no one need to
3239 * worry about in which variable a new flag should be put, nor to
3240 * modify a huge number of files all over the source directory at once
3241 * to add new flag variables such as flags4, flags5, etc...
3243 * All management of flags is now treated using a set of macros
3244 * instead of bit operations.
3245 * Note: These macros are using division, modulo, and bit shift
3246 * operations, and it seems that these operations are rather slower
3247 * than original bit operation. But since index numbers are almost
3248 * always given as constant, such slow operations are performed in the
3249 * compile time. So there is no problem on the speed.
3251 * Exceptions of new flag management is a set of flags to control
3252 * object generation and the curse flags. These are not yet rewritten
3253 * in new index form; maybe these have no merit of rewriting.
3256 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
3257 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
3258 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
3259 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
3260 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
3263 #define TR_STR 0 /* STR += "pval" */
3264 #define TR_INT 1 /* INT += "pval" */
3265 #define TR_WIS 2 /* WIS += "pval" */
3266 #define TR_DEX 3 /* DEX += "pval" */
3267 #define TR_CON 4 /* CON += "pval" */
3268 #define TR_CHR 5 /* CHR += "pval" */
3269 #define TR_MAGIC_MASTERY 6 /* Later */
3270 #define TR_FORCE_WEAPON 7 /* Later */
3271 #define TR_STEALTH 8 /* Stealth += "pval" */
3272 #define TR_SEARCH 9 /* Search += "pval" */
3273 #define TR_INFRA 10 /* Infra += "pval" */
3274 #define TR_TUNNEL 11 /* Tunnel += "pval" */
3275 #define TR_SPEED 12 /* Speed += "pval" */
3276 #define TR_BLOWS 13 /* Blows += "pval" */
3277 #define TR_CHAOTIC 14
3278 #define TR_VAMPIRIC 15
3279 #define TR_SLAY_ANIMAL 16
3280 #define TR_SLAY_EVIL 17
3281 #define TR_SLAY_UNDEAD 18
3282 #define TR_SLAY_DEMON 19
3283 #define TR_SLAY_ORC 20
3284 #define TR_SLAY_TROLL 21
3285 #define TR_SLAY_GIANT 22
3286 #define TR_SLAY_DRAGON 23
3287 #define TR_KILL_DRAGON 24 /* Execute Dragon */
3288 #define TR_VORPAL 25 /* Later */
3289 #define TR_IMPACT 26 /* Cause Earthquakes */
3290 #define TR_BRAND_POIS 27
3291 #define TR_BRAND_ACID 28
3292 #define TR_BRAND_ELEC 29
3293 #define TR_BRAND_FIRE 30
3294 #define TR_BRAND_COLD 31
3296 #define TR_SUST_STR 32
3297 #define TR_SUST_INT 33
3298 #define TR_SUST_WIS 34
3299 #define TR_SUST_DEX 35
3300 #define TR_SUST_CON 36
3301 #define TR_SUST_CHR 37
3302 #define TR_RIDING 38
3303 #define TR_EASY_SPELL 39
3304 #define TR_IM_ACID 40
3305 #define TR_IM_ELEC 41
3306 #define TR_IM_FIRE 42
3307 #define TR_IM_COLD 43
3308 #define TR_THROW 44 /* Later */
3309 #define TR_REFLECT 45 /* Reflect 'bolts' */
3310 #define TR_FREE_ACT 46 /* Free Action */
3311 #define TR_HOLD_EXP 47 /* Hold EXP */
3312 #define TR_RES_ACID 48
3313 #define TR_RES_ELEC 49
3314 #define TR_RES_FIRE 50
3315 #define TR_RES_COLD 51
3316 #define TR_RES_POIS 52
3317 #define TR_RES_FEAR 53 /* Added for Zangband */
3318 #define TR_RES_LITE 54
3319 #define TR_RES_DARK 55
3320 #define TR_RES_BLIND 56
3321 #define TR_RES_CONF 57
3322 #define TR_RES_SOUND 58
3323 #define TR_RES_SHARDS 59
3324 #define TR_RES_NETHER 60
3325 #define TR_RES_NEXUS 61
3326 #define TR_RES_CHAOS 62
3327 #define TR_RES_DISEN 63
3329 #define TR_SH_FIRE 64 /* Immolation (Fire) */
3330 #define TR_SH_ELEC 65 /* Electric Sheath */
3331 #define TR_SLAY_HUMAN 66 /* Slay human */
3332 #define TR_SH_COLD 67 /* cold aura */
3333 #define TR_NO_TELE 68 /* Anti-teleportation */
3334 #define TR_NO_MAGIC 69 /* Anti-magic */
3335 #define TR_DEC_MANA 70 /* ??? */
3336 #define TR_TY_CURSE 71 /* The Ancient Curse */
3337 #define TR_WARNING 72 /* Warning */
3338 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
3339 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
3340 #define TR_SLAY_GOOD 75
3341 #define TR_LEVITATION 76 /* Feather Falling */
3342 #define TR_LITE_1 77 /* Light Radius 1*/
3343 #define TR_SEE_INVIS 78 /* See Invisible */
3344 #define TR_TELEPATHY 79 /* Telepathy */
3345 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
3346 #define TR_REGEN 81 /* Item induces regeneration */
3347 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
3348 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
3349 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
3350 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
3351 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
3352 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
3353 #define TR_ACTIVATE 88 /* Item can be activated */
3354 #define TR_DRAIN_EXP 89 /* Item drains Experience */
3355 #define TR_TELEPORT 90 /* Item teleports player */
3356 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
3357 #define TR_BLESSED 92 /* Item is Blessed */
3358 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
3359 #define TR_ES_AC 94 /* Fake flag for Smith */
3360 #define TR_KILL_GOOD 95
3362 #define TR_KILL_ANIMAL 96
3363 #define TR_KILL_EVIL 97
3364 #define TR_KILL_UNDEAD 98
3365 #define TR_KILL_DEMON 99
3366 #define TR_KILL_ORC 100
3367 #define TR_KILL_TROLL 101
3368 #define TR_KILL_GIANT 102
3369 #define TR_KILL_HUMAN 103
3370 #define TR_ESP_ANIMAL 104
3371 #define TR_ESP_UNDEAD 105
3372 #define TR_ESP_DEMON 106
3373 #define TR_ESP_ORC 107
3374 #define TR_ESP_TROLL 108
3375 #define TR_ESP_GIANT 109
3376 #define TR_ESP_DRAGON 110
3377 #define TR_ESP_HUMAN 111
3378 #define TR_ESP_EVIL 112
3379 #define TR_ESP_GOOD 113
3380 #define TR_ESP_NONLIVING 114
3381 #define TR_ESP_UNIQUE 115
3382 #define TR_FULL_NAME 116
3383 #define TR_FIXED_FLAVOR 117
3384 #define TR_ADD_L_CURSE 118
3385 #define TR_ADD_H_CURSE 119
3386 #define TR_DRAIN_HP 120
3387 #define TR_DRAIN_MANA 121
3388 #define TR_LITE_2 122
3389 #define TR_LITE_3 123
3390 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
3391 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
3392 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
3393 #define TR_LITE_FUEL 127 /* Lights need Fuels */
3395 #define TR_CALL_ANIMAL 128
3396 #define TR_CALL_DEMON 129
3397 #define TR_CALL_DRAGON 130
3398 #define TR_CALL_UNDEAD 131
3399 #define TR_COWARDICE 132
3400 #define TR_LOW_MELEE 133
3401 #define TR_LOW_AC 134
3402 #define TR_LOW_MAGIC 135
3403 #define TR_FAST_DIGEST 136
3404 #define TR_SLOW_REGEN 137
3406 #define TR_FLAG_MAX 138
3407 #define TR_FLAG_SIZE 5
3410 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
3411 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
3412 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
3413 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
3414 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
3415 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
3416 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
3417 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
3418 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
3419 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
3420 #define TRG_CURSED 0x00000400L /* Item is Cursed */
3421 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
3422 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
3423 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
3424 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
3425 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
3426 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
3427 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
3430 #define MAX_CURSE 18
3432 #define TRC_CURSED 0x00000001L
3433 #define TRC_HEAVY_CURSE 0x00000002L
3434 #define TRC_PERMA_CURSE 0x00000004L
3435 #define TRC_XXX1 0x00000008L
3436 #define TRC_TY_CURSE 0x00000010L
3437 #define TRC_AGGRAVATE 0x00000020L
3438 #define TRC_DRAIN_EXP 0x00000040L
3439 #define TRC_SLOW_REGEN 0x00000080L
3440 #define TRC_ADD_L_CURSE 0x00000100L
3441 #define TRC_ADD_H_CURSE 0x00000200L
3442 #define TRC_CALL_ANIMAL 0x00000400L
3443 #define TRC_CALL_DEMON 0x00000800L
3444 #define TRC_CALL_DRAGON 0x00001000L
3445 #define TRC_COWARDICE 0x00002000L
3446 #define TRC_TELEPORT 0x00004000L
3447 #define TRC_LOW_MELEE 0x00008000L
3448 #define TRC_LOW_AC 0x00010000L
3449 #define TRC_LOW_MAGIC 0x00020000L
3450 #define TRC_FAST_DIGEST 0x00040000L
3451 #define TRC_DRAIN_HP 0x00080000L
3452 #define TRC_DRAIN_MANA 0x00100000L
3453 #define TRC_CALL_UNDEAD 0x00200000L
3455 #define TRC_TELEPORT_SELF 0x00000001L
3456 #define TRC_CHAINSWORD 0x00000002L
3458 #define TRC_SPECIAL_MASK \
3459 (TRC_TY_CURSE | TRC_AGGRAVATE)
3461 #define TRC_HEAVY_MASK \
3462 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
3463 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
3465 #define TRC_P_FLAG_MASK \
3466 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
3467 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
3468 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
3469 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
3474 * Bit flags for apply_magic() (etc)
3476 #define AM_NO_FIXED_ART 0x00000001 /* Don't allow roll for fixed artifacts */
3477 #define AM_GOOD 0x00000002 /* Generate good items */
3478 #define AM_GREAT 0x00000004 /* Generate great items */
3479 #define AM_SPECIAL 0x00000008 /* Generate artifacts (for debug mode only) */
3480 #define AM_CURSED 0x00000010 /* Generate cursed/worthless items */
3483 /*** Monster blow constants ***/
3487 * New monster blow methods
3498 #define RBM_CRUSH 10
3499 #define RBM_ENGULF 11
3500 #define RBM_CHARGE 12
3501 #define RBM_CRAWL 13
3502 #define RBM_DROOL 14
3504 #define RBM_EXPLODE 16
3507 #define RBM_SPORE 19
3510 #define RBM_INSULT 22
3513 #define RBM_SHOOT 25
3517 * New monster blow effects
3520 #define RBE_POISON 2
3521 #define RBE_UN_BONUS 3
3522 #define RBE_UN_POWER 4
3523 #define RBE_EAT_GOLD 5
3524 #define RBE_EAT_ITEM 6
3525 #define RBE_EAT_FOOD 7
3526 #define RBE_EAT_LITE 8
3531 #define RBE_BLIND 13
3532 #define RBE_CONFUSE 14
3533 #define RBE_TERRIFY 15
3534 #define RBE_PARALYZE 16
3535 #define RBE_LOSE_STR 17
3536 #define RBE_LOSE_INT 18
3537 #define RBE_LOSE_WIS 19
3538 #define RBE_LOSE_DEX 20
3539 #define RBE_LOSE_CON 21
3540 #define RBE_LOSE_CHR 22
3541 #define RBE_LOSE_ALL 23
3542 #define RBE_SHATTER 24
3543 #define RBE_EXP_10 25
3544 #define RBE_EXP_20 26
3545 #define RBE_EXP_40 27
3546 #define RBE_EXP_80 28
3547 #define RBE_DISEASE 29
3549 #define RBE_DR_LIFE 31
3550 #define RBE_DR_MANA 32
3551 #define RBE_SUPERHURT 33
3552 #define RBE_INERTIA 34
3556 /*** Monster flag values (hard-coded) ***/
3560 * New monster race bit flags
3562 #define RF1_UNIQUE 0x00000001 /* Unique Monster */
3563 #define RF1_QUESTOR 0x00000002 /* Quest Monster */
3564 #define RF1_MALE 0x00000004 /* Male gender */
3565 #define RF1_FEMALE 0x00000008 /* Female gender */
3566 #define RF1_CHAR_CLEAR 0x00000010 /* Absorbs symbol */
3567 #define RF1_SHAPECHANGER 0x00000020 /* TY: shapechanger */
3568 #define RF1_ATTR_CLEAR 0x00000040 /* Absorbs color */
3569 #define RF1_ATTR_MULTI 0x00000080 /* Changes color */
3570 #define RF1_FORCE_DEPTH 0x00000100 /* Start at "correct" depth */
3571 #define RF1_FORCE_MAXHP 0x00000200 /* Start with max hitpoints */
3572 #define RF1_FORCE_SLEEP 0x00000400 /* Start out sleeping */
3573 #define RF1_FORCE_EXTRA 0x00000800 /* Start out something */
3574 #define RF1_ATTR_SEMIRAND 0x00001000 /* Color is determined semi-randomly */
3575 #define RF1_FRIENDS 0x00002000 /* Arrive with some friends */
3576 #define RF1_ESCORT 0x00004000 /* Arrive with an escort */
3577 #define RF1_ESCORTS 0x00008000 /* Arrive with some escorts */
3578 #define RF1_NEVER_BLOW 0x00010000 /* Never make physical blow */
3579 #define RF1_NEVER_MOVE 0x00020000 /* Never make physical move */
3580 #define RF1_RAND_25 0x00040000 /* Moves randomly (25%) */
3581 #define RF1_RAND_50 0x00080000 /* Moves randomly (50%) */
3582 #define RF1_ONLY_GOLD 0x00100000 /* Drop only gold */
3583 #define RF1_ONLY_ITEM 0x00200000 /* Drop only items */
3584 #define RF1_DROP_60 0x00400000 /* Drop an item/gold (60%) */
3585 #define RF1_DROP_90 0x00800000 /* Drop an item/gold (90%) */
3586 #define RF1_DROP_1D2 0x01000000 /* Drop 1d2 items/gold */
3587 #define RF1_DROP_2D2 0x02000000 /* Drop 2d2 items/gold */
3588 #define RF1_DROP_3D2 0x04000000 /* Drop 3d2 items/gold */
3589 #define RF1_DROP_4D2 0x08000000 /* Drop 4d2 items/gold */
3590 #define RF1_DROP_GOOD 0x10000000 /* Drop good items */
3591 #define RF1_DROP_GREAT 0x20000000 /* Drop great items */
3592 #define RF1_XXX2 0x40000000 /* XXX */
3593 #define RF1_XXX3 0x80000000 /* XXX */
3596 * New monster race bit flags
3598 #define RF2_STUPID 0x00000001 /* Monster is stupid */
3599 #define RF2_SMART 0x00000002 /* Monster is smart */
3600 #define RF2_CAN_SPEAK 0x00000004 /* TY: can speak */
3601 #define RF2_REFLECTING 0x00000008 /* Reflects bolts */
3602 #define RF2_INVISIBLE 0x00000010 /* Monster avoids vision */
3603 #define RF2_COLD_BLOOD 0x00000020 /* Monster avoids infra */
3604 #define RF2_EMPTY_MIND 0x00000040 /* Monster avoids telepathy */
3605 #define RF2_WEIRD_MIND 0x00000080 /* Monster avoids telepathy? */
3606 #define RF2_MULTIPLY 0x00000100 /* Monster reproduces */
3607 #define RF2_REGENERATE 0x00000200 /* Monster regenerates */
3608 #define RF2_CHAR_MULTI 0x00000400 /* (Not implemented) */
3609 #define RF2_ATTR_ANY 0x00000800 /* TY: Attr_any */
3610 #define RF2_POWERFUL 0x00001000 /* Monster has strong breath */
3611 #define RF2_ELDRITCH_HORROR 0x00002000 /* Sanity-blasting horror */
3612 #define RF2_AURA_FIRE 0x00004000 /* Burns in melee */
3613 #define RF2_AURA_ELEC 0x00008000 /* Shocks in melee */
3614 #define RF2_OPEN_DOOR 0x00010000 /* Monster can open doors */
3615 #define RF2_BASH_DOOR 0x00020000 /* Monster can bash doors */
3616 #define RF2_PASS_WALL 0x00040000 /* Monster can pass walls */
3617 #define RF2_KILL_WALL 0x00080000 /* Monster can destroy walls */
3618 #define RF2_MOVE_BODY 0x00100000 /* Monster can move monsters */
3619 #define RF2_KILL_BODY 0x00200000 /* Monster can kill monsters */
3620 #define RF2_TAKE_ITEM 0x00400000 /* Monster can pick up items */
3621 #define RF2_KILL_ITEM 0x00800000 /* Monster can crush items */
3622 #define RF2_XXX1 0x01000000
3623 #define RF2_XXX2 0x02000000
3624 #define RF2_XXX3 0x04000000
3625 #define RF2_XXX4 0x08000000
3626 #define RF2_XXX5 0x10000000
3627 #define RF2_XXX6 0x20000000
3628 #define RF2_HUMAN 0x40000000 /* Human */
3629 #define RF2_QUANTUM 0x80000000 /* Monster has quantum behavior */
3632 * New monster race bit flags
3634 #define RF3_ORC 0x00000001 /* Orc */
3635 #define RF3_TROLL 0x00000002 /* Troll */
3636 #define RF3_GIANT 0x00000004 /* Giant */
3637 #define RF3_DRAGON 0x00000008 /* Dragon */
3638 #define RF3_DEMON 0x00000010 /* Demon */
3639 #define RF3_UNDEAD 0x00000020 /* Undead */
3640 #define RF3_EVIL 0x00000040 /* Evil */
3641 #define RF3_ANIMAL 0x00000080 /* Animal */
3642 #define RF3_AMBERITE 0x00000100 /* TY: Amberite */
3643 #define RF3_GOOD 0x00000200 /* Good */
3644 #define RF3_AURA_COLD 0x00000400 /* Freezes in melee */
3645 #define RF3_NONLIVING 0x00000800 /* TY: Non-Living (?) */
3646 #define RF3_HURT_LITE 0x00001000 /* Hurt by lite */
3647 #define RF3_HURT_ROCK 0x00002000 /* Hurt by rock remover */
3648 #define RF3_HURT_FIRE 0x00004000 /* Hurt badly by fire */
3649 #define RF3_HURT_COLD 0x00008000 /* Hurt badly by cold */
3650 #define RF3_XXX16 0x00010000
3651 #define RF3_XXX17 0x00020000
3652 #define RF3_XXX18 0x00040000
3653 #define RF3_XXX19 0x00080000
3654 #define RF3_XXX20 0x00100000
3655 #define RF3_XXX21 0x00200000
3656 #define RF3_XXX22 0x00400000
3657 #define RF3_XXX23 0x00800000
3658 #define RF3_XXX24 0x01000000
3659 #define RF3_XXX25 0x02000000
3660 #define RF3_XXX26 0x04000000
3661 #define RF3_XXX27 0x08000000
3662 #define RF3_NO_FEAR 0x10000000 /* Cannot be scared */
3663 #define RF3_NO_STUN 0x20000000 /* Cannot be stunned */
3664 #define RF3_NO_CONF 0x40000000 /* Cannot be confused and resist confusion */
3665 #define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */
3668 * New monster race bit flags
3670 #define RF4_SHRIEK 0x00000001 /* Shriek for help */
3671 #define RF4_XXX1 0x00000002 /* XXX */
3672 #define RF4_DISPEL 0x00000004 /* Dispel magic */
3673 #define RF4_ROCKET 0x00000008 /* TY: Rocket */
3674 #define RF4_SHOOT 0x00000010 /* Fire missiles */
3675 #define RF4_XXX2 0x00000020
3676 #define RF4_XXX3 0x00000040
3677 #define RF4_XXX4 0x00000080
3678 #define RF4_BR_ACID 0x00000100 /* Breathe Acid */
3679 #define RF4_BR_ELEC 0x00000200 /* Breathe Elec */
3680 #define RF4_BR_FIRE 0x00000400 /* Breathe Fire */
3681 #define RF4_BR_COLD 0x00000800 /* Breathe Cold */
3682 #define RF4_BR_POIS 0x00001000 /* Breathe Poison */
3683 #define RF4_BR_NETH 0x00002000 /* Breathe Nether */
3684 #define RF4_BR_LITE 0x00004000 /* Breathe Lite */
3685 #define RF4_BR_DARK 0x00008000 /* Breathe Dark */
3686 #define RF4_BR_CONF 0x00010000 /* Breathe Confusion */
3687 #define RF4_BR_SOUN 0x00020000 /* Breathe Sound */
3688 #define RF4_BR_CHAO 0x00040000 /* Breathe Chaos */
3689 #define RF4_BR_DISE 0x00080000 /* Breathe Disenchant */
3690 #define RF4_BR_NEXU 0x00100000 /* Breathe Nexus */
3691 #define RF4_BR_TIME 0x00200000 /* Breathe Time */
3692 #define RF4_BR_INER 0x00400000 /* Breathe Inertia */
3693 #define RF4_BR_GRAV 0x00800000 /* Breathe Gravity */
3694 #define RF4_BR_SHAR 0x01000000 /* Breathe Shards */
3695 #define RF4_BR_PLAS 0x02000000 /* Breathe Plasma */
3696 #define RF4_BR_WALL 0x04000000 /* Breathe Force */
3697 #define RF4_BR_MANA 0x08000000 /* Breathe Mana */
3698 #define RF4_BA_NUKE 0x10000000 /* TY: Nuke Ball */
3699 #define RF4_BR_NUKE 0x20000000 /* TY: Toxic Breath */
3700 #define RF4_BA_CHAO 0x40000000 /* TY: Logrus Ball */
3701 #define RF4_BR_DISI 0x80000000 /* Breathe Disintegration */
3704 * New monster race bit flags
3706 #define RF5_BA_ACID 0x00000001 /* Acid Ball */
3707 #define RF5_BA_ELEC 0x00000002 /* Elec Ball */
3708 #define RF5_BA_FIRE 0x00000004 /* Fire Ball */
3709 #define RF5_BA_COLD 0x00000008 /* Cold Ball */
3710 #define RF5_BA_POIS 0x00000010 /* Poison Ball */
3711 #define RF5_BA_NETH 0x00000020 /* Nether Ball */
3712 #define RF5_BA_WATE 0x00000040 /* Water Ball */
3713 #define RF5_BA_MANA 0x00000080 /* Mana Storm */
3714 #define RF5_BA_DARK 0x00000100 /* Darkness Storm */
3715 #define RF5_DRAIN_MANA 0x00000200 /* Drain Mana */
3716 #define RF5_MIND_BLAST 0x00000400 /* Blast Mind */
3717 #define RF5_BRAIN_SMASH 0x00000800 /* Smash Brain */
3718 #define RF5_CAUSE_1 0x00001000 /* Cause Light Wound */
3719 #define RF5_CAUSE_2 0x00002000 /* Cause Serious Wound */
3720 #define RF5_CAUSE_3 0x00004000 /* Cause Critical Wound */
3721 #define RF5_CAUSE_4 0x00008000 /* Cause Mortal Wound */
3722 #define RF5_BO_ACID 0x00010000 /* Acid Bolt */
3723 #define RF5_BO_ELEC 0x00020000 /* Elec Bolt */
3724 #define RF5_BO_FIRE 0x00040000 /* Fire Bolt */
3725 #define RF5_BO_COLD 0x00080000 /* Cold Bolt */
3726 #define RF5_BA_LITE 0x00100000 /* StarBurst */
3727 #define RF5_BO_NETH 0x00200000 /* Nether Bolt */
3728 #define RF5_BO_WATE 0x00400000 /* Water Bolt */
3729 #define RF5_BO_MANA 0x00800000 /* Mana Bolt */
3730 #define RF5_BO_PLAS 0x01000000 /* Plasma Bolt */
3731 #define RF5_BO_ICEE 0x02000000 /* Ice Bolt */
3732 #define RF5_MISSILE 0x04000000 /* Magic Missile */
3733 #define RF5_SCARE 0x08000000 /* Frighten Player */
3734 #define RF5_BLIND 0x10000000 /* Blind Player */
3735 #define RF5_CONF 0x20000000 /* Confuse Player */
3736 #define RF5_SLOW 0x40000000 /* Slow Player */
3737 #define RF5_HOLD 0x80000000 /* Paralyze Player */
3740 * New monster race bit flags
3742 #define RF6_HASTE 0x00000001 /* Speed self */
3743 #define RF6_HAND_DOOM 0x00000002 /* Hand of Doom */
3744 #define RF6_HEAL 0x00000004 /* Heal self */
3745 #define RF6_INVULNER 0x00000008 /* INVULNERABILITY! */
3746 #define RF6_BLINK 0x00000010 /* Teleport Short */
3747 #define RF6_TPORT 0x00000020 /* Teleport Long */
3748 #define RF6_WORLD 0x00000040 /* world */
3749 #define RF6_SPECIAL 0x00000080 /* Special Attack */
3750 #define RF6_TELE_TO 0x00000100 /* Move player to monster */
3751 #define RF6_TELE_AWAY 0x00000200 /* Move player far away */
3752 #define RF6_TELE_LEVEL 0x00000400 /* Move player vertically */
3753 #define RF6_PSY_SPEAR 0x00000800 /* Psyco-spear */
3754 #define RF6_DARKNESS 0x00001000 /* Create Darkness */
3755 #define RF6_TRAPS 0x00002000 /* Create Traps */
3756 #define RF6_FORGET 0x00004000 /* Cause amnesia */
3757 #define RF6_RAISE_DEAD 0x00008000 /* Raise Dead */
3758 #define RF6_S_KIN 0x00010000 /* Summon "kin" */
3759 #define RF6_S_CYBER 0x00020000 /* Summon Cyberdemons! */
3760 #define RF6_S_MONSTER 0x00040000 /* Summon Monster */
3761 #define RF6_S_MONSTERS 0x00080000 /* Summon Monsters */
3762 #define RF6_S_ANT 0x00100000 /* Summon Ants */
3763 #define RF6_S_SPIDER 0x00200000 /* Summon Spiders */
3764 #define RF6_S_HOUND 0x00400000 /* Summon Hounds */
3765 #define RF6_S_HYDRA 0x00800000 /* Summon Hydras */
3766 #define RF6_S_ANGEL 0x01000000 /* Summon Angel */
3767 #define RF6_S_DEMON 0x02000000 /* Summon Demon */
3768 #define RF6_S_UNDEAD 0x04000000 /* Summon Undead */
3769 #define RF6_S_DRAGON 0x08000000 /* Summon Dragon */
3770 #define RF6_S_HI_UNDEAD 0x10000000 /* Summon Greater Undead */
3771 #define RF6_S_HI_DRAGON 0x20000000 /* Summon Ancient Dragon */
3772 #define RF6_S_AMBERITES 0x40000000 /* Summon Amberites */
3773 #define RF6_S_UNIQUE 0x80000000 /* Summon Unique Monster */
3776 * New monster race bit flags
3778 #define RF7_AQUATIC 0x00000001 /* Aquatic monster */
3779 #define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
3780 #define RF7_CAN_FLY 0x00000004 /* Monster can fly */
3781 #define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
3782 #define RF7_NAZGUL 0x00000010 /* Is a "Nazgul" unique */
3783 #define RF7_UNIQUE2 0x00000020 /* Fake unique */
3784 #define RF7_RIDING 0x00000040 /* Good for riding */
3785 #define RF7_KAGE 0x00000080 /* Is kage */
3786 #define RF7_HAS_LITE_1 0x00000100 /* Monster carries light */
3787 #define RF7_SELF_LITE_1 0x00000200 /* Monster lights itself */
3788 #define RF7_HAS_LITE_2 0x00000400 /* Monster carries light */
3789 #define RF7_SELF_LITE_2 0x00000800 /* Monster lights itself */
3790 #define RF7_GUARDIAN 0x00001000 /* Guardian of a dungeon */
3791 #define RF7_CHAMELEON 0x00002000 /* Chameleon can change */
3792 #define RF7_XXXX4XXX 0x00004000 /* Now Empty */
3793 #define RF7_TANUKI 0x00008000 /* Tanuki disguise */
3794 #define RF7_HAS_DARK_1 0x00010000 /* Monster carries darkness */
3795 #define RF7_SELF_DARK_1 0x00020000 /* Monster darkens itself */
3796 #define RF7_HAS_DARK_2 0x00040000 /* Monster carries darkness */
3797 #define RF7_SELF_DARK_2 0x00080000 /* Monster darkens itself */
3800 * Monster race flags
3802 #define RF8_WILD_ONLY 0x00000001
3803 #define RF8_WILD_TOWN 0x00000002
3804 #define RF8_XXX8X02 0x00000004
3805 #define RF8_WILD_SHORE 0x00000008
3806 #define RF8_WILD_OCEAN 0x00000010
3807 #define RF8_WILD_WASTE 0x00000020
3808 #define RF8_WILD_WOOD 0x00000040
3809 #define RF8_WILD_VOLCANO 0x00000080
3810 #define RF8_XXX8X08 0x00000100
3811 #define RF8_WILD_MOUNTAIN 0x00000200
3812 #define RF8_WILD_GRASS 0x00000400
3813 #define RF8_WILD_ALL 0x80000000
3818 #define RF9_DROP_CORPSE 0x00000001
3819 #define RF9_DROP_SKELETON 0x00000002
3820 #define RF9_EAT_BLIND 0x00000004
3821 #define RF9_EAT_CONF 0x00000008
3822 #define RF9_EAT_MANA 0x00000010
3823 #define RF9_EAT_NEXUS 0x00000020
3824 #define RF9_EAT_SLEEP 0x00000040
3825 #define RF9_EAT_BERSERKER 0x00000080
3826 #define RF9_EAT_ACIDIC 0x00000100
3827 #define RF9_EAT_SPEED 0x00000200
3828 #define RF9_EAT_CURE 0x00000400
3829 #define RF9_EAT_FIRE_RES 0x00000800
3830 #define RF9_EAT_COLD_RES 0x00001000
3831 #define RF9_EAT_ACID_RES 0x00002000
3832 #define RF9_EAT_ELEC_RES 0x00004000
3833 #define RF9_EAT_POIS_RES 0x00008000
3834 #define RF9_EAT_INSANITY 0x00010000
3835 #define RF9_EAT_DRAIN_EXP 0x00020000
3836 #define RF9_EAT_POISONOUS 0x00040000
3837 #define RF9_EAT_GIVE_STR 0x00080000
3838 #define RF9_EAT_GIVE_INT 0x00100000
3839 #define RF9_EAT_GIVE_WIS 0x00200000
3840 #define RF9_EAT_GIVE_DEX 0x00400000
3841 #define RF9_EAT_GIVE_CON 0x00800000
3842 #define RF9_EAT_GIVE_CHR 0x01000000
3843 #define RF9_EAT_LOSE_STR 0x02000000
3844 #define RF9_EAT_LOSE_INT 0x04000000
3845 #define RF9_EAT_LOSE_WIS 0x08000000
3846 #define RF9_EAT_LOSE_DEX 0x10000000
3847 #define RF9_EAT_LOSE_CON 0x20000000
3848 #define RF9_EAT_LOSE_CHR 0x40000000
3849 #define RF9_EAT_DRAIN_MANA 0x80000000
3852 * Monster bit flags of racial resistances
3853 * Note: Resist confusion was merged to RFR_NO_CONF
3855 #define RFR_IM_ACID 0x00000001 /* Resist acid */
3856 #define RFR_IM_ELEC 0x00000002 /* Resist elec */
3857 #define RFR_IM_FIRE 0x00000004 /* Resist fire */
3858 #define RFR_IM_COLD 0x00000008 /* Resist cold */
3859 #define RFR_IM_POIS 0x00000010 /* Resist poison */
3860 #define RFR_RES_LITE 0x00000020 /* Resist lite */
3861 #define RFR_RES_DARK 0x00000040 /* Resist dark */
3862 #define RFR_RES_NETH 0x00000080 /* Resist nether */
3863 #define RFR_RES_WATE 0x00000100 /* Resist water */
3864 #define RFR_RES_PLAS 0x00000200 /* Resist plasma */
3865 #define RFR_RES_SHAR 0x00000400 /* Resist shards */
3866 #define RFR_RES_SOUN 0x00000800 /* Resist sound */
3867 #define RFR_RES_CHAO 0x00001000 /* Resist chaos */
3868 #define RFR_RES_NEXU 0x00002000 /* Resist nexus */
3869 #define RFR_RES_DISE 0x00004000 /* Resist disenchantment */
3870 #define RFR_RES_WALL 0x00008000 /* Resist force */
3871 #define RFR_RES_INER 0x00010000 /* Resist inertia */
3872 #define RFR_RES_TIME 0x00020000 /* Resist time */
3873 #define RFR_RES_GRAV 0x00040000 /* Resist gravity */
3874 #define RFR_RES_ALL 0x00080000 /* Resist all */
3875 #define RFR_RES_TELE 0x00100000 /* Resist teleportation */
3876 #define RFR_XXX21 0x00200000
3877 #define RFR_XXX22 0x00400000
3878 #define RFR_XXX23 0x00800000
3879 #define RFR_XXX24 0x01000000
3880 #define RFR_XXX25 0x02000000
3881 #define RFR_XXX26 0x04000000
3882 #define RFR_XXX27 0x08000000
3883 #define RFR_XXX28 0x10000000
3884 #define RFR_XXX29 0x20000000
3885 #define RFR_XXX30 0x40000000
3886 #define RFR_XXX31 0x80000000
3890 * Hack -- choose "intelligent" spells when desperate
3891 * Including "summon" spells
3893 #define RF4_INT_MASK \
3894 (RF4_SUMMON_MASK | RF4_DISPEL)
3896 #define RF5_INT_MASK \
3897 (RF5_SUMMON_MASK | \
3898 RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
3900 #define RF6_INT_MASK \
3901 (RF6_SUMMON_MASK | \
3902 RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
3903 RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS)
3906 * Hack -- spells that cannot be used while player riding on the monster
3908 #define RF4_RIDING_MASK \
3911 #define RF5_RIDING_MASK 0UL
3913 #define RF6_RIDING_MASK \
3914 (RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
3917 * Hack -- "bolt" spells that may hurt fellow monsters
3918 * Currently "bolt" spells are included in "attack"
3920 #define RF4_BOLT_MASK \
3921 (RF4_ROCKET | RF4_SHOOT)
3923 #define RF5_BOLT_MASK \
3924 (RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3925 RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | RF5_BO_PLAS | \
3926 RF5_BO_ICEE | RF5_MISSILE)
3928 #define RF6_BOLT_MASK 0UL
3931 * Hack -- "beam" spells that may hurt fellow monsters
3932 * Currently "beam" spells are included in "attack"
3934 #define RF4_BEAM_MASK 0UL
3936 #define RF5_BEAM_MASK 0UL
3938 #define RF6_BEAM_MASK (RF6_PSY_SPEAR)
3941 * Hack -- "ball" spells that may hurt friends
3942 * Including "radius 4 ball" and "breath" spells
3943 * Currently "ball" spells are included in "attack"
3945 #define RF4_BALL_MASK \
3946 (RF4_BIG_BALL_MASK | RF4_BREATH_MASK | \
3947 RF4_ROCKET | RF4_BA_NUKE)
3949 #define RF5_BALL_MASK \
3950 (RF5_BIG_BALL_MASK | RF5_BREATH_MASK | \
3951 RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3952 RF5_BA_POIS | RF5_BA_NETH)
3954 #define RF6_BALL_MASK \
3955 (RF6_BIG_BALL_MASK | RF6_BREATH_MASK)
3958 * Hack -- "ball" spells with radius 4 that may hurt friends
3959 * Currently "radius 4 ball" spells are included in "ball"
3961 #define RF4_BIG_BALL_MASK \
3964 #define RF5_BIG_BALL_MASK \
3965 (RF5_BA_LITE | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
3967 #define RF6_BIG_BALL_MASK 0UL
3970 * Hack -- "breath" spells that may hurt friends
3971 * Currently "breath" spells are included in "ball" and "non-magic"
3973 #define RF4_BREATH_MASK \
3974 (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | \
3975 RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
3976 RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | \
3977 RF4_BR_NEXU | RF4_BR_SHAR | RF4_BR_TIME | RF4_BR_INER | \
3978 RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3979 RF4_BR_NUKE | RF4_BR_DISI)
3981 #define RF5_BREATH_MASK 0UL
3983 #define RF6_BREATH_MASK 0UL
3986 * Hack -- "summon" spells
3987 * Currently "summon" spells are included in "intelligent" and "indirect"
3989 #define RF4_SUMMON_MASK 0UL
3991 #define RF5_SUMMON_MASK 0UL
3993 #define RF6_SUMMON_MASK \
3994 (RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
3995 RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
3996 RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
3997 RF6_S_AMBERITES | RF6_S_UNIQUE)
4000 * Hack -- "attack" spells
4001 * Including "bolt", "beam" and "ball" spells
4003 #define RF4_ATTACK_MASK \
4004 (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_DISPEL)
4006 #define RF5_ATTACK_MASK \
4007 (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | \
4008 RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
4009 RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
4010 RF5_SCARE | RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)
4012 #define RF6_ATTACK_MASK \
4013 (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | \
4014 RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL | \
4015 RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)
4018 * Hack -- "indirect" spells
4019 * Including "summon" spells
4021 #define RF4_INDIRECT_MASK \
4022 (RF4_SUMMON_MASK | RF4_SHRIEK)
4024 #define RF5_INDIRECT_MASK \
4027 #define RF6_INDIRECT_MASK \
4028 (RF6_SUMMON_MASK | \
4029 RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
4030 RF6_TPORT | RF6_RAISE_DEAD)
4033 * Hack -- "non-magic" spells
4034 * Including "breath" spells
4036 #define RF4_NOMAGIC_MASK \
4037 (RF4_BREATH_MASK | RF4_SHRIEK | RF4_ROCKET | RF4_SHOOT)
4039 #define RF5_NOMAGIC_MASK \
4042 #define RF6_NOMAGIC_MASK \
4043 (RF6_BREATH_MASK | RF6_SPECIAL)
4046 * Hack -- "torch" masks
4048 #define RF7_LITE_MASK \
4049 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
4051 #define RF7_DARK_MASK \
4052 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
4054 #define RF7_HAS_LD_MASK \
4055 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
4057 #define RF7_SELF_LD_MASK \
4058 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
4061 * Hack -- effective elemental and poison immunity mask
4063 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
4064 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
4065 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
4066 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
4067 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
4068 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
4069 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
4070 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
4073 #define MR1_SINKA 0x01
4076 #define is_friendly(A) \
4077 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
4079 #define is_friendly_idx(IDX) \
4080 (bool)((IDX) > 0 && is_friendly(&m_list[(IDX)]))
4083 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
4085 #define is_hostile(A) \
4086 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
4088 /* Hack -- Determine monster race appearance index is same as race index */
4089 #define is_original_ap(A) \
4090 (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)
4092 #define is_original_ap_and_seen(A) \
4093 (bool)((A)->ml && !p_ptr->image && ((A)->ap_r_idx == (A)->r_idx))
4096 * Is the monster seen by the player?
4098 #define is_seen(A) \
4099 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
4100 (player_can_see_bold((A)->fy, (A)->fx) && projectable(py, px, (A)->fy, (A)->fx)))))
4103 /*** Option Definitions ***/
4106 #define OPT_PAGE_INPUT 1
4107 #define OPT_PAGE_MAPSCREEN 2
4108 #define OPT_PAGE_TEXT 3
4109 #define OPT_PAGE_GAMEPLAY 4
4110 #define OPT_PAGE_DISTURBANCE 5
4111 #define OPT_PAGE_BIRTH 6
4112 #define OPT_PAGE_AUTODESTROY 7
4113 #define OPT_PAGE_PLAYRECORD 10
4115 #define OPT_PAGE_JAPANESE_ONLY 99
4118 /*** Macro Definitions ***/
4122 * Hack -- The main "screen"
4124 #define term_screen (angband_term[0])
4128 * Determine if a given inventory item is "aware"
4130 #define object_is_aware(T) \
4131 (k_info[(T)->k_idx].aware)
4134 * Determine if a given inventory item is "tried"
4136 #define object_is_tried(T) \
4137 (k_info[(T)->k_idx].tried)
4141 * Determine if a given inventory item is "known"
4142 * Test One -- Check for special "known" tag
4143 * Test Two -- Check for "Easy Know" + "Aware"
4145 #define object_is_known(T) \
4146 (((T)->ident & (IDENT_KNOWN)) || \
4147 (k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
4151 * Return the "attr" for a given item.
4152 * Use "flavor" if available.
4153 * Default to user definitions.
4155 #define object_attr(T) \
4156 ((k_info[(T)->k_idx].flavor) ? \
4157 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
4158 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
4159 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
4160 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
4163 * Return the "char" for a given item.
4164 * Use "flavor" if available.
4165 * Default to user definitions.
4167 #define object_char(T) \
4168 ((k_info[(T)->k_idx].flavor) ? \
4169 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
4170 (k_info[(T)->k_idx].x_char))
4174 * Artifacts use the "name1" field
4176 #define object_is_fixed_artifact(T) \
4177 ((T)->name1 ? TRUE : FALSE)
4180 * Ego-Items use the "name2" field
4182 #define object_is_ego(T) \
4183 ((T)->name2 ? TRUE : FALSE)
4189 #define object_is_broken(T) \
4190 ((T)->ident & (IDENT_BROKEN))
4195 #define object_is_cursed(T) \
4200 * Convert an "attr"/"char" pair into a "pict" (P)
4203 ((((u16b)(A)) << 8) | ((byte)(C)))
4206 * Convert a "pict" (P) into an "attr" (A)
4212 * Convert a "pict" (P) into an "char" (C)
4219 * Convert a "location" (Y,X) into a "grid" (G)
4225 * Convert a "grid" (G) into a "location" (Y)
4231 * Convert a "grid" (G) into a "location" (X)
4238 * Determines if a map location is fully inside the outer walls
4240 #define in_bounds(Y,X) \
4241 (((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
4244 * Determines if a map location is on or inside the outer walls
4246 #define in_bounds2(Y,X) \
4247 (((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
4250 * Determines if a map location is on or inside the outer walls
4251 * (unsigned version)
4253 #define in_bounds2u(Y,X) \
4254 (((Y) < cur_hgt) && ((X) < cur_wid))
4257 * Determines if a map location is currently "on screen" -RAK-
4258 * Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
4260 #define panel_contains(Y,X) \
4261 (((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
4262 ((X) >= panel_col_min) && ((X) <= panel_col_max))
4266 * Determine if player is on this grid
4268 #define player_bold(Y,X) \
4269 (((Y) == py) && ((X) == px))
4273 * Grid based version of "player_bold()"
4275 #define player_grid(C) \
4276 ((C) == &cave[py][px])
4279 #define cave_have_flag_bold(Y,X,INDEX) \
4280 (have_flag(f_info[cave[(Y)][(X)].feat].flags, (INDEX)))
4283 #define cave_have_flag_grid(C,INDEX) \
4284 (have_flag(f_info[(C)->feat].flags, (INDEX)))
4288 * Determine if a "feature" supports "los"
4290 #define feat_supports_los(F) \
4291 (have_flag(f_info[(F)].flags, FF_LOS))
4295 * Determine if a "legal" grid supports "los"
4297 #define cave_los_bold(Y,X) \
4298 (feat_supports_los(cave[(Y)][(X)].feat))
4300 #define cave_los_grid(C) \
4301 (feat_supports_los((C)->feat))
4305 * Determine if a "legal" grid is a "clean" floor grid
4306 * Determine if terrain-change spells are allowed in a grid.
4308 * Line 1 -- forbid non-floors
4309 * Line 2 -- forbid object terrains
4310 * Line 3 -- forbid normal objects
4312 #define cave_clean_bold(Y,X) \
4313 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
4314 !(cave[Y][X].info & CAVE_OBJECT) && \
4315 (cave[Y][X].o_idx == 0))
4319 * Determine if an object can be dropped on a "legal" grid
4321 * Line 1 -- forbid non-drops
4322 * Line 2 -- forbid object terrains
4324 #define cave_drop_bold(Y,X) \
4325 (cave_have_flag_bold((Y), (X), FF_DROP) && \
4326 !(cave[Y][X].info & CAVE_OBJECT))
4330 * Determine if a "legal" grid is an "empty" floor grid
4331 * Determine if monsters are allowed to move into a grid
4333 * Line 1 -- forbid non-placement grids
4334 * Line 2 -- forbid normal monsters
4335 * Line 3 -- forbid the player
4337 #define cave_empty_bold(Y,X) \
4338 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
4339 !(cave[Y][X].m_idx) && \
4344 * Determine if a "legal" grid is an "empty" floor grid
4345 * Determine if monster generation is allowed in a grid
4347 * Line 1 -- forbid non-empty grids
4348 * Line 2 -- forbid trees while dungeon generation
4350 #define cave_empty_bold2(Y,X) \
4351 (cave_empty_bold(Y,X) && \
4352 (character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
4356 * Determine if a "legal" grid is an "naked" floor grid
4358 * Line 1 -- forbid non-clean gird
4359 * Line 2 -- forbid monsters
4360 * Line 3 -- forbid the player
4362 #define cave_naked_bold(Y,X) \
4363 (cave_clean_bold(Y,X) && \
4364 !(cave[Y][X].m_idx) && \
4369 * Determine if a "legal" grid is "permanent"
4371 * Line 1 -- permanent flag
4373 #define cave_perma_bold(Y,X) \
4374 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
4378 * Grid based version of "cave_empty_bold()"
4380 #define cave_empty_grid(C) \
4381 (cave_have_flag_grid((C), FF_PLACE) && \
4387 * Grid based version of "cave_perma_bold()"
4389 #define cave_perma_grid(C) \
4390 (cave_have_flag_grid((C), FF_PERMANENT))
4393 #define pattern_tile(Y,X) \
4394 (cave_have_flag_bold((Y), (X), FF_PATTERN))
4397 * Does the grid stop disintegration?
4399 #define cave_stop_disintegration(Y,X) \
4400 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
4401 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
4402 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
4406 * Determine if a "legal" grid is within "los" of the player
4408 * Note the use of comparison to zero to force a "boolean" result
4410 #define player_has_los_grid(C) \
4411 (((C)->info & (CAVE_VIEW)) != 0)
4414 * Determine if a "legal" grid is within "los" of the player
4416 * Note the use of comparison to zero to force a "boolean" result
4418 #define player_has_los_bold(Y,X) \
4419 (((cave[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
4423 * Determine if a "feature" is "permanent wall"
4425 #define permanent_wall(F) \
4426 (have_flag((F)->flags, FF_WALL) && \
4427 have_flag((F)->flags, FF_PERMANENT))
4430 * Get feature mimic from f_info[] (applying "mimic" field)
4432 #define get_feat_mimic(C) \
4433 (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
4436 * Hack -- Prepare to use the "Secure" routines
4438 #if defined(SET_UID) && defined(SECURE)
4439 extern int PlayerUID;
4440 # define getuid() PlayerUID
4441 # define geteuid() PlayerUID
4446 /*** Color constants ***/
4450 * Angband "attributes" (with symbols, and base (R,G,B) codes)
4452 * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
4453 * and should "gamma corrected" on most (non-Macintosh) machines.
4455 #define TERM_DARK 0 /* 'd' */ /* 0,0,0 */
4456 #define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */
4457 #define TERM_SLATE 2 /* 's' */ /* 2,2,2 */
4458 #define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */
4459 #define TERM_RED 4 /* 'r' */ /* 3,0,0 */
4460 #define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */
4461 #define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */
4462 #define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */
4463 #define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */
4464 #define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */
4465 #define TERM_VIOLET 10 /* 'v' */ /* 4,0,4 */
4466 #define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */
4467 #define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */
4468 #define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */
4469 #define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */
4470 #define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */
4474 * Not using graphical tiles for this feature?
4476 #define is_ascii_graphics(A) (!((A) & 0x80))
4478 /*** Music constants ***/
4480 #define MUSIC_BASIC_DEFAULT 0
4481 #define MUSIC_BASIC_GAMEOVER 1
4482 #define MUSIC_BASIC_EXIT 2
4483 #define MUSIC_BASIC_TOWN 3
4484 #define MUSIC_BASIC_FIELD1 4
4485 #define MUSIC_BASIC_FIELD2 5
4486 #define MUSIC_BASIC_FIELD3 6
4487 #define MUSIC_BASIC_DUN_LOW 7
4488 #define MUSIC_BASIC_DUN_MED 8
4489 #define MUSIC_BASIC_DUN_HIGH 9
4490 #define MUSIC_BASIC_DUN_FEEL1 10
4491 #define MUSIC_BASIC_DUN_FEEL2 11
4492 #define MUSIC_BASIC_WINNER 12
4493 #define MUSIC_BASIC_BUILD 13
4494 #define MUSIC_BASIC_WILD 14
4495 #define MUSIC_BASIC_QUEST 15
4496 #define MUSIC_BASIC_ARENA 16
4497 #define MUSIC_BASIC_BATTLE 17
4498 #define MUSIC_BASIC_MAX 18 /*!< BGM定義の最大数 */
4500 /*** Sound constants ***/
4503 * Mega-Hack -- some primitive sound support (see "main-win.c")
4505 * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
4508 #define SOUND_MISS 2
4509 #define SOUND_FLEE 3
4510 #define SOUND_DROP 4
4511 #define SOUND_KILL 5
4512 #define SOUND_LEVEL 6
4513 #define SOUND_DEATH 7
4514 #define SOUND_STUDY 8
4515 #define SOUND_TELEPORT 9
4516 #define SOUND_SHOOT 10
4517 #define SOUND_QUAFF 11
4518 #define SOUND_ZAP 12
4519 #define SOUND_WALK 13
4520 #define SOUND_TPOTHER 14
4521 #define SOUND_HITWALL 15
4522 #define SOUND_EAT 16
4523 #define SOUND_STORE1 17
4524 #define SOUND_STORE2 18
4525 #define SOUND_STORE3 19
4526 #define SOUND_STORE4 20
4527 #define SOUND_DIG 21
4528 #define SOUND_OPENDOOR 22
4529 #define SOUND_SHUTDOOR 23
4530 #define SOUND_TPLEVEL 24
4531 #define SOUND_SCROLL 25
4532 #define SOUND_BUY 26
4533 #define SOUND_SELL 27
4534 #define SOUND_WARN 28
4535 #define SOUND_ROCKET 29 /* Somebody's shooting rockets */
4536 #define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */
4537 #define SOUND_U_KILL 31 /* The player kills a unique */
4538 #define SOUND_QUEST 32 /* The player has just completed a quest */
4539 #define SOUND_HEAL 33 /* The player was healed a little bit */
4540 #define SOUND_X_HEAL 34 /* The player was healed full health */
4541 #define SOUND_BITE 35 /* A monster bites you */
4542 #define SOUND_CLAW 36 /* A monster claws you */
4543 #define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */
4544 #define SOUND_SUMMON 38 /* A monster casts a summoning spell */
4545 #define SOUND_BREATH 39 /* A monster breathes */
4546 #define SOUND_BALL 40 /* A monster casts a ball / bolt spell */
4547 #define SOUND_M_HEAL 41 /* A monster heals itself somehow */
4548 #define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */
4549 #define SOUND_EVIL 43 /* Something nasty has just happened! */
4550 #define SOUND_TOUCH 44 /* A monster touches you */
4551 #define SOUND_STING 45 /* A monster stings you */
4552 #define SOUND_CRUSH 46 /* A monster crushes / envelopes you */
4553 #define SOUND_SLIME 47 /* A monster drools/spits/etc on you */
4554 #define SOUND_WAIL 48 /* A monster wails */
4555 #define SOUND_WINNER 49 /* Just won the game! */
4556 #define SOUND_FIRE 50 /* An item was burned */
4557 #define SOUND_ACID 51 /* An item was destroyed by acid */
4558 #define SOUND_ELEC 52 /* An item was destroyed by electricity */
4559 #define SOUND_COLD 53 /* An item was shattered */
4560 #define SOUND_ILLEGAL 54 /* Illegal command attempted */
4561 #define SOUND_FAIL 55 /* Fail to get a spell off / activate an item */
4562 #define SOUND_WAKEUP 56 /* A monster wakes up */
4563 #define SOUND_INVULN 57 /* Invulnerability! */
4564 #define SOUND_FALL 58 /* Falling through a trapdoor... */
4565 #define SOUND_PAIN 59 /* A monster is in pain! */
4566 #define SOUND_DESTITEM 60 /* An item was destroyed by misc. means */
4567 #define SOUND_MOAN 61 /* A monster makes a moan/beg/insult attack */
4568 #define SOUND_SHOW 62 /* A monster makes a "show" attack */
4569 #define SOUND_UNUSED 63 /* (no sound for gaze attacks) */
4570 #define SOUND_EXPLODE 64 /* Something (or somebody) explodes */
4571 #define SOUND_GLASS 65 /* A glass feature was crashed */
4574 * Mega-Hack -- maximum known sounds
4576 #define SOUND_MAX 66 /*!< 効果音定義の最大数 */
4578 #define MAX_VIRTUE 18 /*!< 徳定義の最大数 */
4580 #define V_COMPASSION 1
4583 #define V_SACRIFICE 4
4584 #define V_KNOWLEDGE 5
4586 #define V_ENLIGHTEN 7
4590 #define V_HARMONY 11
4591 #define V_VITALITY 12
4593 #define V_PATIENCE 14
4594 #define V_TEMPERANCE 15
4595 #define V_DILIGENCE 16
4597 #define V_INDIVIDUALISM 18
4604 * Hack -- attempt to reduce various values
4608 # define MACRO_MAX 128
4610 # define QUARK_MAX 128
4612 # define MESSAGE_MAX 128
4614 # define MESSAGE_BUF 4096
4621 #define BACT_NOTHING 0
4622 #define BACT_RESEARCH_ITEM 1
4623 #define BACT_TOWN_HISTORY 2
4624 #define BACT_RACE_LEGENDS 3
4625 #define BACT_GREET_KING 4
4626 #define BACT_KING_LEGENDS 5
4627 #define BACT_QUEST 6
4628 #define BACT_XXX_UNUSED 7
4629 #define BACT_POSTER 8
4630 #define BACT_ARENA_RULES 9
4631 #define BACT_ARENA 10
4632 #define BACT_ARENA_LEGENDS 11
4633 #define BACT_IN_BETWEEN 12
4634 #define BACT_GAMBLE_RULES 13
4635 #define BACT_CRAPS 14
4636 #define BACT_SPIN_WHEEL 15
4637 #define BACT_DICE_SLOTS 16
4638 #define BACT_REST 17
4639 #define BACT_FOOD 18
4640 #define BACT_RUMORS 19
4641 #define BACT_RESEARCH_MONSTER 20
4642 #define BACT_COMPARE_WEAPONS 21
4643 #define BACT_LEGENDS 22
4644 #define BACT_ENCHANT_WEAPON 23
4645 #define BACT_ENCHANT_ARMOR 24
4646 #define BACT_RECHARGE 25
4647 #define BACT_IDENTS 26
4648 #define BACT_LEARN 27
4649 #define BACT_HEALING 28
4650 #define BACT_RESTORE 29
4651 #define BACT_ENCHANT_ARROWS 30
4652 #define BACT_ENCHANT_BOW 31
4653 #define BACT_GREET 32
4654 #define BACT_RECALL 33
4655 #define BACT_TELEPORT_LEVEL 34
4656 #define BACT_LOSE_MUTATION 35
4657 #define BACT_BATTLE 36
4658 #define BACT_TSUCHINOKO 37
4659 #define BACT_TARGET 38
4660 #define BACT_KUBI 39
4661 #define BACT_KANKIN 40
4662 #define BACT_HEIKOUKA 41
4663 #define BACT_TELE_TOWN 42
4664 #define BACT_POKER 43
4665 #define BACT_IDENT_ONE 44
4666 #define BACT_RECHARGE_ALL 45
4667 #define BACT_EVAL_AC 46
4668 #define BACT_BROKEN_WEAPON 47
4674 #define QUEST_STATUS_UNTAKEN 0
4675 #define QUEST_STATUS_TAKEN 1
4676 #define QUEST_STATUS_COMPLETED 2
4677 #define QUEST_STATUS_REWARDED 3
4678 #define QUEST_STATUS_FINISHED 4
4679 #define QUEST_STATUS_FAILED 5
4680 #define QUEST_STATUS_FAILED_DONE 6
4681 #define QUEST_STATUS_STAGE_COMPLETED 7
4686 #define QUEST_TYPE_KILL_LEVEL 1
4687 #define QUEST_TYPE_KILL_ANY_LEVEL 2
4688 #define QUEST_TYPE_FIND_ARTIFACT 3
4689 #define QUEST_TYPE_FIND_EXIT 4
4690 #define QUEST_TYPE_KILL_NUMBER 5
4691 #define QUEST_TYPE_KILL_ALL 6
4692 #define QUEST_TYPE_RANDOM 7
4693 #define QUEST_TYPE_TOWER 8
4696 * Initialization flags
4698 #define INIT_NAME_ONLY 0x01
4699 #define INIT_SHOW_TEXT 0x02
4700 #define INIT_ASSIGN 0x04
4701 #define INIT_CREATE_DUNGEON 0x08
4702 #define INIT_ONLY_FEATURES 0x10
4703 #define INIT_ONLY_BUILDINGS 0x20
4708 #define QUEST_FLAG_SILENT 0x01 /* no messages fro completion */
4709 #define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
4710 #define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
4711 #define QUEST_FLAG_TOWER 0x08 /* Tower quest is special */
4714 * Available graphic modes
4716 #define GRAPHICS_NONE 0
4717 #define GRAPHICS_ORIGINAL 1
4718 #define GRAPHICS_ADAM_BOLT 2
4719 #define GRAPHICS_HENGBAND 3
4722 * Modes for the random name generator
4724 #define NAME_DWARF 1
4726 #define NAME_GNOME 3
4727 #define NAME_HOBBIT 4
4728 #define NAME_HUMAN 5
4738 * Modes for the tokenizer
4740 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
4745 #define PARSE_ERROR_GENERIC 1
4746 #define PARSE_ERROR_ABSOLETE_FILE 2
4747 #define PARSE_ERROR_MISSING_RECORD_HEADER 3
4748 #define PARSE_ERROR_NON_SEQUENTIAL_RECORDS 4
4749 #define PARSE_ERROR_INVALID_FLAG 5
4750 #define PARSE_ERROR_UNDEFINED_DIRECTIVE 6
4751 #define PARSE_ERROR_OUT_OF_MEMORY 7
4752 #define PARSE_ERROR_OUT_OF_BOUNDS 8
4753 #define PARSE_ERROR_TOO_FEW_ARGUMENTS 9
4754 #define PARSE_ERROR_UNDEFINED_TERRAIN_TAG 10
4755 #define PARSE_ERROR_MAX 11
4757 #define GINOU_SUDE 0
4758 #define GINOU_NITOURYU 1
4759 #define GINOU_RIDING 2
4761 /* Proficiency level */
4762 #define EXP_LEVEL_UNSKILLED 0
4763 #define EXP_LEVEL_BEGINNER 1
4764 #define EXP_LEVEL_SKILLED 2
4765 #define EXP_LEVEL_EXPERT 3
4766 #define EXP_LEVEL_MASTER 4
4768 /* Proficiency of weapons and misc. skills (except riding) */
4769 #define WEAPON_EXP_UNSKILLED 0
4770 #define WEAPON_EXP_BEGINNER 4000
4771 #define WEAPON_EXP_SKILLED 6000
4772 #define WEAPON_EXP_EXPERT 7000
4773 #define WEAPON_EXP_MASTER 8000
4775 /* Proficiency of riding */
4776 #define RIDING_EXP_UNSKILLED 0
4777 #define RIDING_EXP_BEGINNER 500
4778 #define RIDING_EXP_SKILLED 2000
4779 #define RIDING_EXP_EXPERT 5000
4780 #define RIDING_EXP_MASTER 8000
4782 /* Proficiency of spells */
4783 #define SPELL_EXP_UNSKILLED 0
4784 #define SPELL_EXP_BEGINNER 900
4785 #define SPELL_EXP_SKILLED 1200
4786 #define SPELL_EXP_EXPERT 1400
4787 #define SPELL_EXP_MASTER 1600
4790 #define SECRET_TOWN 5
4792 #define NIKKI_HIGAWARI 0
4793 #define NIKKI_BUNSHOU 1
4795 #define NIKKI_UNIQUE 3
4796 #define NIKKI_FIX_QUEST_C 4
4797 #define NIKKI_FIX_QUEST_F 5
4798 #define NIKKI_RAND_QUEST_C 6
4799 #define NIKKI_RAND_QUEST_F 7
4800 #define NIKKI_MAXDEAPTH 8
4801 #define NIKKI_TRUMP 9
4802 #define NIKKI_STAIR 10
4803 #define NIKKI_RECALL 11
4804 #define NIKKI_TO_QUEST 12
4805 #define NIKKI_TELE_LEV 13
4806 #define NIKKI_BUY 14
4807 #define NIKKI_SELL 15
4808 #define NIKKI_ARENA 16
4809 #define NIKKI_HANMEI 17
4810 #define NIKKI_LEVELUP 18
4811 #define NIKKI_GAMESTART 19
4812 #define NIKKI_WIZ_TELE 20
4813 #define NIKKI_NAMED_PET 21
4814 #define NIKKI_PAT_TELE 22
4816 #define RECORD_NAMED_PET_NAME 0
4817 #define RECORD_NAMED_PET_UNNAME 1
4818 #define RECORD_NAMED_PET_DISMISS 2
4819 #define RECORD_NAMED_PET_DEATH 3
4820 #define RECORD_NAMED_PET_MOVED 4
4821 #define RECORD_NAMED_PET_LOST_SIGHT 5
4822 #define RECORD_NAMED_PET_DESTROY 6
4823 #define RECORD_NAMED_PET_EARTHQUAKE 7
4824 #define RECORD_NAMED_PET_GENOCIDE 8
4825 #define RECORD_NAMED_PET_WIZ_ZAP 9
4826 #define RECORD_NAMED_PET_TELE_LEVEL 10
4827 #define RECORD_NAMED_PET_BLAST 11
4828 #define RECORD_NAMED_PET_HEAL_LEPER 12
4829 #define RECORD_NAMED_PET_COMPACT 13
4830 #define RECORD_NAMED_PET_LOSE_PARENT 14
4833 #define MAX_MONSPELLS 96
4834 #define MONSPELL_TYPE_BOLT 1
4835 #define MONSPELL_TYPE_BALL 2
4836 #define MONSPELL_TYPE_BREATH 3
4837 #define MONSPELL_TYPE_SUMMON 4
4838 #define MONSPELL_TYPE_OTHER 5
4840 #define EATER_EXT 36
4841 #define EATER_CHARGE 0x10000L
4842 #define EATER_ROD_CHARGE 0x10L
4846 #define DETECT_RAD_DEFAULT 30
4847 #define DETECT_RAD_MAP 30
4848 #define DETECT_RAD_ALL 255
4850 /* Monster Spells */
4859 #define MS_BR_ACID 8
4860 #define MS_BR_ELEC 9
4861 #define MS_BR_FIRE 10
4862 #define MS_BR_COLD 11
4863 #define MS_BR_POIS 12
4864 #define MS_BR_NETHER 13
4865 #define MS_BR_LITE 14
4866 #define MS_BR_DARK 15
4867 #define MS_BR_CONF 16
4868 #define MS_BR_SOUND 17
4869 #define MS_BR_CHAOS 18
4870 #define MS_BR_DISEN 19
4871 #define MS_BR_NEXUS 20
4872 #define MS_BR_TIME 21
4873 #define MS_BR_INERTIA 22
4874 #define MS_BR_GRAVITY 23
4875 #define MS_BR_SHARDS 24
4876 #define MS_BR_PLASMA 25
4877 #define MS_BR_FORCE 26
4878 #define MS_BR_MANA 27
4879 #define MS_BALL_NUKE 28
4880 #define MS_BR_NUKE 29
4881 #define MS_BALL_CHAOS 30
4882 #define MS_BR_DISI 31
4883 #define MS_BALL_ACID 32
4884 #define MS_BALL_ELEC 33
4885 #define MS_BALL_FIRE 34
4886 #define MS_BALL_COLD 35
4887 #define MS_BALL_POIS 36
4888 #define MS_BALL_NETHER 37
4889 #define MS_BALL_WATER 38
4890 #define MS_BALL_MANA 39
4891 #define MS_BALL_DARK 40
4892 #define MS_DRAIN_MANA 41
4893 #define MS_MIND_BLAST 42
4894 #define MS_BRAIN_SMASH 43
4895 #define MS_CAUSE_1 44
4896 #define MS_CAUSE_2 45
4897 #define MS_CAUSE_3 46
4898 #define MS_CAUSE_4 47
4899 #define MS_BOLT_ACID 48
4900 #define MS_BOLT_ELEC 49
4901 #define MS_BOLT_FIRE 50
4902 #define MS_BOLT_COLD 51
4903 #define MS_STARBURST 52
4904 #define MS_BOLT_NETHER 53
4905 #define MS_BOLT_WATER 54
4906 #define MS_BOLT_MANA 55
4907 #define MS_BOLT_PLASMA 56
4908 #define MS_BOLT_ICE 57
4909 #define MS_MAGIC_MISSILE 58
4916 #define MS_HAND_DOOM 65
4918 #define MS_INVULNER 67
4920 #define MS_TELEPORT 69
4922 #define MS_SPECIAL 71
4923 #define MS_TELE_TO 72
4924 #define MS_TELE_AWAY 73
4925 #define MS_TELE_LEVEL 74
4926 #define MS_PSY_SPEAR 75
4927 #define MS_DARKNESS 76
4928 #define MS_MAKE_TRAP 77
4929 #define MS_FORGET 78
4930 #define MS_RAISE_DEAD 79
4932 #define MS_S_CYBER 81
4933 #define MS_S_MONSTER 82
4934 #define MS_S_MONSTERS 83
4936 #define MS_S_SPIDER 85
4937 #define MS_S_HOUND 86
4938 #define MS_S_HYDRA 87
4939 #define MS_S_ANGEL 88
4940 #define MS_S_DEMON 89
4941 #define MS_S_UNDEAD 90
4942 #define MS_S_DRAGON 91
4943 #define MS_S_HI_UNDEAD 92
4944 #define MS_S_HI_DRAGON 93
4945 #define MS_S_AMBERITE 94
4946 #define MS_S_UNIQUE 95
4949 #define MON_BEGGAR 12
4950 #define MON_LEPER 13
4951 #define MON_BLACK_MARKET 14
4952 #define MON_LION_HEART 19
4954 #define MON_NOV_PRIEST 45
4958 #define MON_LOUSE 69
4959 #define MON_PIRANHA 70
4960 #define MON_COPPER_COINS 85
4961 #define MON_NOV_PALADIN 97
4962 #define MON_GREEN_G 100
4963 #define MON_NOV_PRIEST_G 109
4964 #define MON_SILVER_COINS 117
4965 #define MON_D_ELF 122
4966 #define MON_MANES 128
4967 #define MON_LOST_SOUL 133
4968 #define MON_ROBIN_HOOD 138
4969 #define MON_NOV_PALADIN_G 147
4970 #define MON_PHANTOM_W 152
4971 #define MON_WOUNDED_BEAR 159
4972 #define MON_D_ELF_MAGE 178
4973 #define MON_D_ELF_WARRIOR 182
4974 #define MON_BLUE_HORROR 189
4975 #define MON_GOLD_COINS 195
4976 #define MON_VORPAL_BUNNY 205
4977 #define MON_MASTER_YEEK 224
4978 #define MON_PRIEST 225
4979 #define MON_D_ELF_PRIEST 226
4980 #define MON_TIGER 230
4981 #define MON_MITHRIL_COINS 239
4982 #define MON_DRUID 241
4983 #define MON_PINK_HORROR 242
4984 #define MON_HILL_GIANT 255
4985 #define MON_WERERAT 270
4986 #define MON_UMBER_HULK 283
4987 #define MON_ORC_CAPTAIN 285
4988 #define MON_BERSERKER 293
4990 #define MON_SHAGRAT 314
4991 #define MON_GORBAG 315
4992 #define MON_STONE_GIANT 321
4993 #define MON_LIZARD_KING 332
4994 #define MON_WYVERN 334
4995 #define MON_SABRE_TIGER 339
4996 #define MON_D_ELF_LORD 348
4997 #define MON_FIRE_VOR 354
4998 #define MON_WATER_VOR 355
4999 #define MON_ARCH_VILE 357
5000 #define MON_COLD_VOR 358
5001 #define MON_ENERGY_VOR 359
5002 #define MON_IRON_GOLEM 367
5003 #define MON_JADE_MONK 370
5004 #define MON_D_ELF_WARLOCK 375
5005 #define MON_HAGEN 383
5006 #define MON_MENELDOR 384
5007 #define MON_PHANTOM_B 385
5008 #define MON_C_CRAWLER 395
5009 #define MON_XICLOTLAN 396
5010 #define MON_D_ELF_DRUID 400
5011 #define MON_TROLL_PRIEST 403
5012 #define MON_GWAIHIR 410
5013 #define MON_ANGEL 417
5014 #define MON_ADAMANT_COINS 423
5015 #define MON_COLBRAN 435
5016 #define MON_SPIRIT_NAGA 436
5017 #define MON_GACHAPIN 441
5018 #define MON_BASILISK 453
5019 #define MON_ARCHANGEL 456
5020 #define MON_MITHRIL_GOLEM 464
5021 #define MON_THORONDOR 468
5022 #define MON_SHADOW_DRAKE 471
5023 #define MON_GHOST 477
5024 #define MON_OGRE_SHAMAN 479
5025 #define MON_GHOUL_KING 483
5026 #define MON_NINJA 485
5027 #define MON_BICLOPS 490
5028 #define MON_IVORY_MONK 492
5029 #define MON_LOG_MASTER 498
5030 #define MON_ETHER_DRAKE 504
5031 #define MON_GOEMON 505
5032 #define MON_CHERUB 511
5033 #define MON_WATER_ELEM 512
5034 #define MON_JURT 517
5035 #define MON_LICH 518
5036 #define MON_BLOODLETTER 523
5037 #define MON_HALFLING_S 539
5038 #define MON_GRAV_HOUND 540
5039 #define MON_REVENANT 555
5040 #define MON_RAAL 557
5041 #define MON_COLOSSUS 558
5042 #define MON_NIGHTBLADE 564
5043 #define MON_ELDER_THING 569
5044 #define MON_CRYPT_THING 577
5045 #define MON_NEXUS_VOR 587
5046 #define MON_PLASMA_VOR 588
5047 #define MON_TIME_VOR 589
5048 #define MON_M_MH_DRAGON 593
5049 #define MON_MANDOR 598
5050 #define MON_SHIM_VOR 600
5051 #define MON_SERAPH 605
5052 #define MON_BARON_HELL 609
5053 #define MON_KAVLAX 616
5054 #define MON_ETTIN 621
5055 #define MON_VAMPIRE_LORD 623
5056 #define MON_JUBJUB 640
5057 #define MON_G_C_DRAKE 646
5058 #define MON_CLUB_DEMON 648
5059 #define MON_F_ANGEL 652
5060 #define MON_D_ELF_SORC 657
5061 #define MON_MASTER_LICH 658
5062 #define MON_RINALDO 660
5063 #define MON_ARCHON 661
5064 #define MON_UND_BEHOLDER 664
5065 #define MON_IRON_LICH 666
5066 #define MON_JACK_SHADOWS 670
5067 #define MON_LLOIGOR 682
5068 #define MON_DREADMASTER 690
5069 #define MON_DROLEM 691
5070 #define MON_DAWN 693
5071 #define MON_NAZGUL 696
5072 #define MON_SMAUG 697
5073 #define MON_STORMBRINGER 698
5074 #define MON_ULTRA_PALADIN 699
5075 #define MON_G_TITAN 702
5076 #define MON_S_TYRANNO 705
5077 #define MON_FAFNER 712
5078 #define MON_G_BALROG 720
5079 #define MON_TIME_HOUND 725
5080 #define MON_PLASMA_HOUND 726
5081 #define MON_BULLGATES 732
5082 #define MON_SANTACLAUS 733
5083 #define MON_LORD_CHAOS 737
5084 #define MON_TINDALOS 739
5085 #define MON_DEMILICH 742
5086 #define MON_NIGHTCRAWLER 744
5087 #define MON_CHAOS_VOR 751
5088 #define MON_AETHER_VOR 752
5089 #define MON_FUNDIN 762
5090 #define MON_DWORKIN 763
5091 #define MON_NIGHTWALKER 768
5092 #define MON_RAPHAEL 769
5093 #define MON_SARUMAN 771
5094 #define MON_GANDALF 772
5095 #define MON_BRAND 773
5096 #define MON_SHADOWLORD 774
5097 #define MON_ARCHLICH 776
5098 #define MON_JABBERWOCK 778
5099 #define MON_CHAOS_HOUND 779
5100 #define MON_ULT_BEHOLDER 781
5101 #define MON_SHAMBLER 786
5102 #define MON_BLEYS 789
5103 #define MON_FIONA 791
5104 #define MON_SKY_DRAKE 793
5105 #define MON_JULIAN 794
5106 #define MON_BLACK_REAVER 798
5107 #define MON_CAINE 799
5108 #define MON_GERARD 807
5109 #define MON_UNGOLIANT 808
5110 #define MON_ATLACH_NACHA 809
5111 #define MON_Y_GOLONAC 810
5112 #define MON_AETHER_HOUND 811
5113 #define MON_WARP_DEMON 812
5114 #define MON_ERIC 813
5115 #define MON_UNMAKER 815
5116 #define MON_CYBER 816
5117 #define MON_KLING 819
5118 #define MON_CORWIN 820
5119 #define MON_ANGMAR 825
5120 #define MON_CANTORAS 830
5121 #define MON_GODZILLA 832
5122 #define MON_SPAWN_CTH 836
5123 #define MON_SURTUR 837
5124 #define MON_TARRASQUE 838
5125 #define MON_LUNGORTHIN 839
5126 #define MON_CYBER_KING 843
5127 #define MON_WYRM_POWER 847
5128 #define MON_NODENS 849
5129 #define MON_JORMUNGAND 854
5130 #define MON_DESTROYER 855
5131 #define MON_GOTHMOG 856
5132 #define MON_G_CTHULHU 857
5133 #define MON_SAURON 858
5134 #define MON_UNICORN_ORD 859
5135 #define MON_OBERON 860
5136 #define MON_MORGOTH 861
5137 #define MON_SERPENT 862
5138 #define MON_ONE_RING 864
5139 #define MON_CAAWS 866
5140 #define MON_CULVERIN 867
5141 #define MON_EBONY_MONK 870
5142 #define MON_HAGURE 871
5143 #define MON_OROCHI 872
5144 #define MON_ECHIZEN 873
5145 #define MON_SPECT_WYRM 874
5147 #define MON_OHMU 879
5148 #define MON_WONG 880
5149 #define MON_ZOMBI_SERPENT 883
5150 #define MON_D_ELF_SHADE 886
5151 #define MON_MANA_HOUND 887
5152 #define MON_VENOM_WYRM 890
5153 #define MON_TROLL_KING 894
5154 #define MON_BAZOOKER 896
5155 #define MON_SHARD_VOR 897
5156 #define MON_ELF_LORD 900
5157 #define MON_MASTER_MYS 916
5158 #define MON_G_MASTER_MYS 917
5160 #define MON_TSUCHINOKO 926
5161 #define MON_GCWADL 929
5162 #define MON_LOCKE_CLONE 930
5163 #define MON_CALDARM 931
5164 #define MON_BANORLUPART 932
5165 #define MON_BANOR 933
5166 #define MON_LUPART 934
5167 #define MON_KENSHIROU 936
5168 #define MON_W_KNIGHT 938
5169 #define MON_PLANETAR 942
5170 #define MON_SOLAR 943
5171 #define MON_BIKETAL 945
5172 #define MON_RICH 948
5173 #define MON_IKETA 949
5174 #define MON_B_DEATH_SWORD 953
5175 #define MON_YASE_HORSE 955
5176 #define MON_HORSE 956
5177 #define MON_BOTEI 963
5178 #define MON_KAGE 964
5179 #define MON_JAIAN 967
5180 #define MON_BELD 973
5181 #define MON_THAT_BAT 975
5182 #define MON_SHUTEN 979
5183 #define MON_FENGHUANG 988
5184 #define MON_KIRIN 989
5185 #define MON_BAHAMUT 1000
5186 #define MON_SUKE 1001
5187 #define MON_KAKU 1002
5188 #define MON_GHOST_Q 1003
5189 #define MON_PIP 1004
5190 #define MON_A_GOLD 1010
5191 #define MON_A_SILVER 1011
5192 #define MON_ROLENTO 1013
5193 #define MON_RAOU 1018
5194 #define MON_SHURYUUDAN 1023
5195 #define MON_WAHHA 1031
5196 #define MON_DEBBY 1032
5197 #define MON_KNI_TEMPLAR 1037
5198 #define MON_PALADIN 1038
5199 #define MON_CHAMELEON 1040
5200 #define MON_CHAMELEON_K 1041
5201 #define MON_TOPAZ_MONK 1047
5202 #define MON_M_MINDCRAFTER 1056
5203 #define MON_ELDER_VAMPIRE 1058
5204 #define MON_NOBORTA 1059
5205 #define MON_MORI_TROLL 1060
5206 #define MON_BARNEY 1061
5207 #define MON_GROO 1062
5208 #define MON_LOUSY 1063
5209 #define MON_WYRM_SPACE 1064
5210 #define MON_JIZOTAKO 1065
5211 #define MON_TANUKI 1067
5212 #define MON_HATOPOPPO 1083
5213 #define MON_KOGAN 1096
5215 /* Maximum "Nazguls" number */
5216 #define MAX_NAZGUL_NUM 5
5218 #define DO_AUTOPICK 0x01
5219 #define DO_AUTODESTROY 0x02
5220 #define DO_DISPLAY 0x04
5221 #define DONT_AUTOPICK 0x08
5222 #define ITEM_DISPLAY 0x10
5223 #define DO_QUERY_AUTOPICK 0x20
5226 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
5227 #define MAGIC_FAIL_5PERCENT 0x0002
5228 #define MAGIC_GAIN_EXP 0x0004
5230 #define VIRTUE_LARGE 1
5231 #define VIRTUE_SMALL 2
5233 #define SPELL_DD_S 27
5234 #define SPELL_DD_T 13
5236 #define SPELL_KABE 20
5238 #define KNOW_STAT 0x01
5239 #define KNOW_HPRATE 0x02
5244 #define MUSIC_NONE 0
5245 #define MUSIC_SLOW 1
5246 #define MUSIC_BLESS 2
5247 #define MUSIC_STUN 3
5248 #define MUSIC_L_LIFE 4
5249 #define MUSIC_FEAR 5
5250 #define MUSIC_HERO 6
5251 #define MUSIC_MIND 7
5252 #define MUSIC_STEALTH 8
5254 #define MUSIC_CONF 10
5255 #define MUSIC_SOUND 11
5256 #define MUSIC_CHARM 12
5257 #define MUSIC_WALL 13
5258 #define MUSIC_RESIST 14
5259 #define MUSIC_SPEED 15
5260 #define MUSIC_DISPEL 16
5261 #define MUSIC_SARUMAN 17
5262 #define MUSIC_QUAKE 18
5263 #define MUSIC_STASIS 19
5264 #define MUSIC_SHERO 20
5265 #define MUSIC_H_LIFE 21
5266 #define MUSIC_INVULN 22
5267 #define MUSIC_PSI 23
5269 #define MUSIC_DETECT 101
5271 #define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == (X)))
5272 #define music_singing_any() ((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
5274 #define HISSATSU_NONE 0
5275 #define HISSATSU_2 1
5276 #define HISSATSU_3WAY 2
5277 #define HISSATSU_SUTEMI 3
5278 #define HISSATSU_FIRE 4
5279 #define HISSATSU_COLD 5
5280 #define HISSATSU_POISON 6
5281 #define HISSATSU_ELEC 7
5282 #define HISSATSU_NYUSIN 8
5283 #define HISSATSU_FUKI 9
5284 #define HISSATSU_MAJIN 10
5285 #define HISSATSU_BOOMER 11
5286 #define HISSATSU_DRAIN 12
5287 #define HISSATSU_SEKIRYUKA 13
5288 #define HISSATSU_OTAKEBI 14
5289 #define HISSATSU_SHOUGE 15
5290 #define HISSATSU_CONF 16
5291 #define HISSATSU_ISSEN 17
5292 #define HISSATSU_KYUSHO 18
5293 #define HISSATSU_KONSIN 19
5294 #define HISSATSU_HYAKU 20
5295 #define HISSATSU_MINEUCHI 21
5296 #define HISSATSU_MEKIKI 22
5297 #define HISSATSU_ZANMA 23
5298 #define HISSATSU_UNDEAD 24
5299 #define HISSATSU_HAGAN 25
5300 #define HISSATSU_QUAKE 26
5301 #define HISSATSU_COUNTER 27
5302 #define HISSATSU_HARAI 28
5303 #define HISSATSU_3DAN 29
5304 #define HISSATSU_100NIN 30
5306 #define HISSATSU_IAI 100
5309 * Special essence id for Weapon smith
5311 #define MIN_SPECIAL_ESSENCE 200
5313 #define ESSENCE_ATTACK (MIN_SPECIAL_ESSENCE + 0)
5314 #define ESSENCE_AC (MIN_SPECIAL_ESSENCE + 1)
5315 #define ESSENCE_TMP_RES_ACID (MIN_SPECIAL_ESSENCE + 2)
5316 #define ESSENCE_TMP_RES_ELEC (MIN_SPECIAL_ESSENCE + 3)
5317 #define ESSENCE_TMP_RES_FIRE (MIN_SPECIAL_ESSENCE + 4)
5318 #define ESSENCE_TMP_RES_COLD (MIN_SPECIAL_ESSENCE + 5)
5319 #define ESSENCE_SH_FIRE (MIN_SPECIAL_ESSENCE + 6)
5320 #define ESSENCE_SH_ELEC (MIN_SPECIAL_ESSENCE + 7)
5321 #define ESSENCE_SH_COLD (MIN_SPECIAL_ESSENCE + 8)
5322 #define ESSENCE_RESISTANCE (MIN_SPECIAL_ESSENCE + 9)
5323 #define ESSENCE_SUSTAIN (MIN_SPECIAL_ESSENCE + 10)
5324 #define ESSENCE_SLAY_GLOVE (MIN_SPECIAL_ESSENCE + 11)
5327 #define DUNGEON_MODE_NONE 0
5328 #define DUNGEON_MODE_AND 1
5329 #define DUNGEON_MODE_NAND 2
5330 #define DUNGEON_MODE_OR 3
5331 #define DUNGEON_MODE_NOR 4
5333 /*** Dungeon type flags -- DG ***/
5334 #define DF1_WINNER 0x00000001L
5335 #define DF1_MAZE 0x00000002L
5336 #define DF1_SMALLEST 0x00000004L
5337 #define DF1_BEGINNER 0x00000008L
5338 #define DF1_BIG 0x00000010L
5339 #define DF1_NO_DOORS 0x00000020L
5340 #define DF1_WATER_RIVER 0x00000040L
5341 #define DF1_LAVA_RIVER 0x00000080L
5342 #define DF1_CURTAIN 0x00000100L
5343 #define DF1_GLASS_DOOR 0x00000200L
5344 #define DF1_CAVE 0x00000400L
5345 #define DF1_CAVERN 0x00000800L
5346 #define DF1_ARCADE 0x00001000L
5347 #define DF1_XXX13 0x00002000L
5348 #define DF1_XXX14 0x00004000L
5349 #define DF1_XXX15 0x00008000L
5350 #define DF1_FORGET 0x00010000L
5351 #define DF1_LAKE_WATER 0x00020000L
5352 #define DF1_LAKE_LAVA 0x00040000L
5353 #define DF1_LAKE_RUBBLE 0x00080000L
5354 #define DF1_LAKE_TREE 0x00100000L
5355 #define DF1_NO_VAULT 0x00200000L
5356 #define DF1_ARENA 0x00400000L
5357 #define DF1_DESTROY 0x00800000L
5358 #define DF1_GLASS_ROOM 0x01000000L
5359 #define DF1_NO_CAVE 0x02000000L
5360 #define DF1_NO_MAGIC 0x04000000L
5361 #define DF1_NO_MELEE 0x08000000L
5362 #define DF1_CHAMELEON 0x10000000L
5363 #define DF1_DARKNESS 0x20000000L
5364 #define DF1_XXX30 0x40000000L
5365 #define DF1_XXX31 0x80000000L
5367 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE)
5369 #define DUNGEON_ANGBAND 1
5370 #define DUNGEON_GALGALS 2
5371 #define DUNGEON_ORC 3
5372 #define DUNGEON_MAZE 4
5373 #define DUNGEON_DRAGON 5
5374 #define DUNGEON_GRAVE 6
5375 #define DUNGEON_WOOD 7
5376 #define DUNGEON_VOLCANO 8
5377 #define DUNGEON_HELL 9
5378 #define DUNGEON_HEAVEN 10
5379 #define DUNGEON_OCEAN 11
5380 #define DUNGEON_CASTLE 12
5381 #define DUNGEON_CTH 13
5382 #define DUNGEON_MOUNTAIN 14
5383 #define DUNGEON_GOLD 15
5384 #define DUNGEON_NO_MAGIC 16
5385 #define DUNGEON_NO_MELEE 17
5386 #define DUNGEON_CHAMELEON 18
5387 #define DUNGEON_DARKNESS 19
5390 #define DUNGEON_FEAT_PROB_NUM 3
5394 * Flags for change floor mode
5396 #define CFM_UP 0x0001 /* Move up */
5397 #define CFM_DOWN 0x0002 /* Move down */
5398 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
5399 #define CFM_XXX 0x0008 /* XXX */
5400 #define CFM_SHAFT 0x0010 /* Shaft */
5401 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
5402 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
5403 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
5404 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
5405 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
5409 * Flags for save/load temporal saved floor file
5411 #define SLF_SECOND 0x0001 /* Called from another save/load function */
5412 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
5416 * Flags for wr_item()/rd_item()
5418 #define SAVE_ITEM_PVAL 0x00000001
5419 #define SAVE_ITEM_DISCOUNT 0x00000002
5420 #define SAVE_ITEM_NUMBER 0x00000004
5421 #define SAVE_ITEM_NAME1 0x00000008
5422 #define SAVE_ITEM_NAME2 0x00000010
5423 #define SAVE_ITEM_TIMEOUT 0x00000020
5424 #define SAVE_ITEM_TO_H 0x00000040
5425 #define SAVE_ITEM_TO_D 0x00000080
5426 #define SAVE_ITEM_TO_A 0x00000100
5427 #define SAVE_ITEM_AC 0x00000200
5428 #define SAVE_ITEM_DD 0x00000400
5429 #define SAVE_ITEM_DS 0x00000800
5430 #define SAVE_ITEM_IDENT 0x00001000
5431 #define SAVE_ITEM_MARKED 0x00002000
5432 #define SAVE_ITEM_ART_FLAGS0 0x00004000
5433 #define SAVE_ITEM_ART_FLAGS1 0x00008000
5434 #define SAVE_ITEM_ART_FLAGS2 0x00010000
5435 #define SAVE_ITEM_ART_FLAGS3 0x00020000
5436 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
5437 #define SAVE_ITEM_HELD_M_IDX 0x00080000
5438 #define SAVE_ITEM_XTRA1 0x00100000
5439 #define SAVE_ITEM_XTRA2 0x00200000
5440 #define SAVE_ITEM_XTRA3 0x00400000
5441 #define SAVE_ITEM_XTRA4 0x00800000
5442 #define SAVE_ITEM_XTRA5 0x01000000
5443 #define SAVE_ITEM_FEELING 0x02000000
5444 #define SAVE_ITEM_INSCRIPTION 0x04000000
5445 #define SAVE_ITEM_ART_NAME 0x08000000
5446 #define SAVE_ITEM_ART_FLAGS4 0x10000000
5450 * Flags for wr_monster()/rd_monster()
5452 #define SAVE_MON_AP_R_IDX 0x00000001
5453 #define SAVE_MON_SUB_ALIGN 0x00000002
5454 #define SAVE_MON_CSLEEP 0x00000004
5455 #define SAVE_MON_FAST 0x00000008
5456 #define SAVE_MON_SLOW 0x00000010
5457 #define SAVE_MON_STUNNED 0x00000020
5458 #define SAVE_MON_CONFUSED 0x00000040
5459 #define SAVE_MON_MONFEAR 0x00000080
5460 #define SAVE_MON_TARGET_Y 0x00000100
5461 #define SAVE_MON_TARGET_X 0x00000200
5462 #define SAVE_MON_INVULNER 0x00000400
5463 #define SAVE_MON_SMART 0x00000800
5464 #define SAVE_MON_EXP 0x00001000
5465 #define SAVE_MON_MFLAG2 0x00002000
5466 #define SAVE_MON_NICKNAME 0x00004000
5467 #define SAVE_MON_PARENT 0x00008000
5471 * Constant for kinds of mimic
5473 #define MIMIC_NONE 0
5474 #define MIMIC_DEMON 1
5475 #define MIMIC_DEMON_LORD 2
5476 #define MIMIC_VAMPIRE 3
5479 #define MIMIC_FLAGS choice
5480 #define MIMIC_IS_NONLIVING 0x00000001
5481 #define MIMIC_IS_DEMON 0x00000002
5482 #define MIMIC_IS_UNDEAD 0x00000004
5485 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
5487 /* Sub-alignment flags for neutral monsters */
5488 #define SUB_ALIGN_NEUTRAL 0x0000
5489 #define SUB_ALIGN_EVIL 0x0001
5490 #define SUB_ALIGN_GOOD 0x0002
5492 /* Temporary flags macro */
5493 #define IS_FAST() (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
5494 #define IS_INVULN() (p_ptr->invuln || music_singing(MUSIC_INVULN))
5495 #define IS_HERO() (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
5496 #define IS_BLESSED() (p_ptr->blessed || music_singing(MUSIC_BLESS) || hex_spelling(HEX_BLESS))
5497 #define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5498 #define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5499 #define IS_OPPOSE_FIRE() (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5500 #define IS_OPPOSE_COLD() (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5501 #define IS_OPPOSE_POIS() (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5502 #define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
5503 #define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5505 /* Multishadow effects is determined by turn */
5506 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (turn & 1))
5508 /* Is "teleport level" ineffective to this target? */
5509 #define TELE_LEVEL_IS_INEFF(TARGET) \
5510 (p_ptr->inside_arena || p_ptr->inside_battle || \
5511 (p_ptr->inside_quest && !random_quest_number(dun_level)) || \
5512 (((TARGET) <= 0) && (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && \
5513 (dun_level >= 1) && ironman_downward))
5517 * Max numbers of macro trigger names
5519 #define MAX_MACRO_MOD 12
5520 #define MAX_MACRO_TRIG 200
5522 /* Max size of screen dump buffer */
5523 #define SCREEN_BUF_SIZE 65536
5527 * Special key code used for inkey_special()
5529 #define SKEY_MOD_MASK 0x0f00
5530 #define SKEY_MOD_SHIFT 0x0100
5531 #define SKEY_MOD_CONTROL 0x0200
5533 #define SKEY_MASK 0xf000
5534 #define SKEY_DOWN 0xf001
5535 #define SKEY_LEFT 0xf002
5536 #define SKEY_RIGHT 0xf003
5537 #define SKEY_UP 0xf004
5538 #define SKEY_PGUP 0xf005
5539 #define SKEY_PGDOWN 0xf006
5540 #define SKEY_TOP 0xf007
5541 #define SKEY_BOTTOM 0xf008
5544 * Bit flags for move_player_effect()
5546 #define MPE_STAYING 0x00000001
5547 #define MPE_FORGET_FLOW 0x00000002
5548 #define MPE_HANDLE_STUFF 0x00000004
5549 #define MPE_ENERGY_USE 0x00000008
5550 #define MPE_DONT_PICKUP 0x00000010
5551 #define MPE_DO_PICKUP 0x00000020
5552 #define MPE_BREAK_TRAP 0x00000040
5553 #define MPE_DONT_SWAP_MON 0x00000080
5556 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
5557 #define MTIMED_FAST 1 /* Monster is temporarily fast */
5558 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
5559 #define MTIMED_STUNNED 3 /* Monster is stunned */
5560 #define MTIMED_CONFUSED 4 /* Monster is confused */
5561 #define MTIMED_MONFEAR 5 /* Monster is afraid */
5562 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
5564 #define MAX_MTIMED 7
5566 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
5567 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
5568 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
5569 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
5570 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
5571 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
5572 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
5575 * Bit flags for screen_object()
5577 #define SCROBJ_FAKE_OBJECT 0x00000001
5578 #define SCROBJ_FORCE_DETAIL 0x00000002
5581 * For travel command (auto run)
5590 #define SP_KILL_WALL 4
5592 #define SP_KILL_TRAP 6
5596 #define SP_DOUBLE 10
5597 #define SP_EXPLODE 11
5598 #define SP_EVILNESS 12
5599 #define SP_HOLYNESS 13
5601 #define SP_NEEDLE 15
5603 #define CONCENT_RADAR_THRESHOLD 2
5604 #define CONCENT_TELE_THRESHOLD 5
5607 #define hex_spelling_any() \
5608 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
5609 #define hex_spelling(X) \
5610 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
5613 #define HEX_CURE_LIGHT 1
5614 #define HEX_DEMON_AURA 2
5615 #define HEX_STINKING_MIST 3
5616 #define HEX_XTRA_MIGHT 4
5617 #define HEX_CURSE_WEAPON 5
5618 #define HEX_DETECT_EVIL 6
5619 #define HEX_PATIENCE 7
5621 #define HEX_ICE_ARMOR 8
5622 #define HEX_CURE_SERIOUS 9
5623 #define HEX_INHAIL 10
5624 #define HEX_VAMP_MIST 11
5625 #define HEX_RUNESWORD 12
5626 #define HEX_CONFUSION 13
5627 #define HEX_BUILDING 14
5628 #define HEX_ANTI_TELE 15
5630 #define HEX_SHOCK_CLOAK 16
5631 #define HEX_CURE_CRITICAL 17
5632 #define HEX_RECHARGE 18
5633 #define HEX_RAISE_DEAD 19
5634 #define HEX_CURSE_ARMOUR 20
5635 #define HEX_SHADOW_CLOAK 21
5636 #define HEX_PAIN_TO_MANA 22
5637 #define HEX_EYE_FOR_EYE 23
5639 #define HEX_ANTI_MULTI 24
5640 #define HEX_RESTORE 25
5641 #define HEX_DRAIN_CURSE 26
5642 #define HEX_VAMP_BLADE 27
5643 #define HEX_STUN_MONSTERS 28
5644 #define HEX_SHADOW_MOVE 29
5645 #define HEX_ANTI_MAGIC 30
5646 #define HEX_REVENGE 31
5649 Language selection macro
5652 #define _(JAPANESE,ENGLISH) (JAPANESE)
5654 #define _(JAPANESE,ENGLISH) (ENGLISH)
5657 /* Lite flag macro */
5658 #define have_lite_flag(ARRAY) \
5659 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
5661 #define have_dark_flag(ARRAY) \
5662 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
5664 /* Spell Type flag */
5665 #define MONSTER_TO_PLAYER 0x01
5666 #define MONSTER_TO_MONSTER 0x02
5668 /* summoning number */
5669 #define S_NUM_6 (easy_band ? 2 : 6)
5670 #define S_NUM_4 (easy_band ? 1 : 4)
5672 /* monster spell number */
5673 #define RF4_SPELL_START 32 * 3
5674 #define RF5_SPELL_START 32 * 4
5675 #define RF6_SPELL_START 32 * 5
5677 #define RF4_SPELL_SIZE 32
5678 #define RF5_SPELL_SIZE 32
5679 #define RF6_SPELL_SIZE 32
5681 /* Spell Damage Calc Flag*/