5 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
8 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
10 * This software may be copied and distributed for educational, research,\n
11 * and not for profit purposes provided that this copyright and statement\n
12 * are included in all such copies. Other copyrights may also apply.\n
14 * Do not edit this file unless you know *exactly* what you are doing.\n
16 * Some of the values in this file were chosen to preserve game balance,\n
17 * while others are hard-coded based on the format of old save-files, the\n
18 * definition of arrays in various places, mathematical properties, fast\n
19 * computation, storage limits, or the format of external text files.\n
21 * Changing some of these values will induce crashes or memory errors or\n
22 * savefile mis-reads. Most of the comments in this file are meant as\n
23 * reminders, not complete descriptions, and even a complete knowledge\n
24 * of the source may not be sufficient to fully understand the effects\n
25 * of changing certain definitions.\n
27 * Lastly, note that the code does not always use the symbolic constants\n
28 * below, and sometimes uses various hard-coded values that may not even\n
29 * be defined in this file, but which may be related to definitions here.\n
30 * This is of course bad programming practice, but nobody is perfect...\n
32 * For example, there are MANY things that depend on the screen being\n
33 * 80x24, with the top line used for messages, the bottom line being\n
34 * used for status, and exactly 22 lines used to show the dungeon.\n
35 * Just because your screen can hold 46 lines does not mean that the\n
36 * game will work if you try to use 44 lines to show the dungeon.\n
38 * You have been warned.\n
41 #define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
44 * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
46 * 本FAKE_VERSIONそのものは未使用である。Zangと整合性を合わせるための疑似的処理のためFAKE_VER_MAJORは実値-10が該当のバージョン番号となる。
48 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
49 * Program Version of Hengband version is
50 * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
53 #define FAKE_VERSION 0
55 #define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
56 #define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
57 #define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */
58 #define FAKE_VER_EXTRA 7 /*!< ゲームのバージョン番号定義(エクストラ番号) */
62 * @brief バージョンが開発版が安定版かを返す
64 #define IS_STABLE_VERSION (FAKE_VER_MINOR % 2 == 0 && FAKE_VER_EXTRA == 0)
67 * @brief セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
69 * 当面FAKE_VER_*を参照しておく。
71 * First three digits may be same as the Program Version. But not
72 * always same. It means that newer version may preserves lower
73 * compatibility with the older version.
74 * For example, newer Hengband 1.4.4 creates savefiles marked with
75 * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
76 * savefile of Hengband 1.4.4 (lower compatibility!).
77 * Upper compatibility is always guaranteed.
80 #define H_VER_MAJOR (FAKE_VER_MAJOR-10) /*!< セーブファイル上のバージョン定義(メジャー番号) */
81 #define H_VER_MINOR FAKE_VER_MINOR /*!< セーブファイル上のバージョン定義(マイナー番号) */
82 #define H_VER_PATCH FAKE_VER_PATCH /*!< セーブファイル上のバージョン定義(パッチ番号) */
83 #define H_VER_EXTRA FAKE_VER_EXTRA /*!< セーブファイル上のバージョン定義(エクストラ番号) */
85 #define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
86 #define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
89 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
90 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
95 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
96 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
101 * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
102 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
107 * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
108 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
113 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
114 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
116 #define SCREEN_HGT 22
119 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
120 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
122 #define SCREEN_WID 66
125 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
126 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
131 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
132 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
139 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
141 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
142 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
143 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
145 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
148 * Size of memory reserved for initialization of some arrays
150 #define FAKE_NAME_SIZE 40 * 1024L /*!< ゲーム情報の種別毎に用意される名前用バッファの容量 */
151 #define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
152 #define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
154 #define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
159 * @brief ダンジョンの最深層 / Maximum dungeon level.
161 * The player can never reach this level
162 * in the dungeon, and this value is used for various calculations
163 * involving object and monster creation. It must be at least 100.
164 * Setting it below 128 may prevent the creation of some objects.
166 #define MAX_DEPTH 128
168 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
171 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
172 * @details Note that the "lite radius" will NEVER exceed 14, and we would
173 * never require more than 581 entries in the array for circular "lite".
178 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
179 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
180 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
181 * we would never require more than 1520 entries in the array.
183 #define MON_LITE_MAX 1536
186 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
187 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
188 * was octagonal, we would never require more than 1520 entries in the array.
190 #define VIEW_MAX 1536
193 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
194 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
195 * of "update_view()" and "update_lite()". We must also be as large as the
196 * largest illuminatable room, but no room is larger than 800 grids. We
197 * must also be large enough to allow "good enough" use as a circular queue,
198 * to calculate monster flow, but note that the flow code is "paranoid".
200 #define TEMP_MAX 2298
203 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
204 * @details We must be large for proper functioning of delayed redrawing.
205 * We must also be as large as two times of the largest view area.
206 * Note that maximum view grids are 1149 entries.
208 #define REDRAW_MAX 2298
210 #define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
211 #define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
212 #define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
219 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
220 * @note Default: assume at most 256 macros are used
222 #define MACRO_MAX 256
225 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
227 * Default: assume at most 512 different inscriptions are used<br>
228 * Was 512... 256 quarks added for random artifacts<br>
230 #define QUARK_MAX 768
233 * OPTION: Maximum number of messages to remember (see "io.c")
234 * Default: assume maximal memorization of 2048 total messages
236 #define MESSAGE_MAX 81920
239 * OPTION: Maximum space for the message text buffer (see "io.c")
240 * Default: assume that each of the 2048 messages is repeated an
241 * average of three times, and has an average length of 48
243 #define MESSAGE_BUF 655360
247 * Maximum value storable in a "byte" (hard-coded)
249 #define MAX_UCHAR 255
252 * Maximum value storable in a "s16b" (hard-coded)
254 #define MAX_SHORT 32767
257 * Maximum length of object's name
264 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
265 #define TURNS_PER_TICK 10L /*!< 時間経過処理を行うターン数の刻み / Number of energy-gain-turns per ticks */
266 #define INN_DUNGEON_TURN_ADJ 10 /*!< 宿屋で時間をつぶした場合に増えるcurrent_world_ptr->dungeon_turnの倍率 */
267 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
268 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
269 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
270 #define BTH_PLUS_ADJ 3 /*!< 武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit */
271 #define MON_MULT_ADJ 8 /*!< モンスターの増殖しにくさの基本倍率 / High value slows multiplication */
272 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
273 #define MON_DRAIN_LIFE 2 /*!< モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit */
274 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
277 * Magic-books for the realms
279 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
280 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
283 * Maximum number of "normal" pack slots, and the index of the "overflow"
284 * slot, which can hold an item, but only temporarily, since it causes the
285 * pack to "overflow", dropping the "last" item onto the ground. Since this
286 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
287 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
288 * by the fact that the screen can only show 23 items plus a one-line prompt.
290 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
293 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
295 #define INVEN_RARM 24 /*!< アイテムスロット…右手 */
296 #define INVEN_LARM 25 /*!< アイテムスロット…左手 */
297 #define INVEN_BOW 26 /*!< アイテムスロット…射撃 */
298 #define INVEN_RIGHT 27 /*!< アイテムスロット…右手指 */
299 #define INVEN_LEFT 28 /*!< アイテムスロット…左手指 */
300 #define INVEN_NECK 29 /*!< アイテムスロット…首 */
301 #define INVEN_LITE 30 /*!< アイテムスロット…光源 */
302 #define INVEN_BODY 31 /*!< アイテムスロット…体 */
303 #define INVEN_OUTER 32 /*!< アイテムスロット…体の上 */
304 #define INVEN_HEAD 33 /*!< アイテムスロット…頭部 */
305 #define INVEN_HANDS 34 /*!< アイテムスロット…腕部 */
306 #define INVEN_FEET 35 /*!< アイテムスロット…脚部 */
309 * used for get_random_ego()
311 #define INVEN_AMMO 23
314 * Total number of p_ptr->inventory_list slots (hard-coded).
316 #define INVEN_TOTAL 36
319 * Fake p_ptr->inventory_list slot for selecting force (hard-coded).
321 #define INVEN_FORCE 1111
324 * Player sex constants (hard-coded by save-files, arrays, etc)
331 * Player race constants (hard-coded by save-files, arrays, etc)
334 #define RACE_HALF_ELF 1
336 #define RACE_HOBBIT 3
339 #define RACE_HALF_ORC 6
340 #define RACE_HALF_TROLL 7
341 #define RACE_AMBERITE 8
342 #define RACE_HIGH_ELF 9
343 #define RACE_BARBARIAN 10
344 #define RACE_HALF_OGRE 11
345 #define RACE_HALF_GIANT 12
346 #define RACE_HALF_TITAN 13
347 #define RACE_CYCLOPS 14
349 #define RACE_KLACKON 16
350 #define RACE_KOBOLD 17
351 #define RACE_NIBELUNG 18
352 #define RACE_DARK_ELF 19
353 #define RACE_DRACONIAN 20
354 #define RACE_MIND_FLAYER 21
356 #define RACE_GOLEM 23
357 #define RACE_SKELETON 24
358 #define RACE_ZOMBIE 25
359 #define RACE_VAMPIRE 26
360 #define RACE_SPECTRE 27
361 #define RACE_SPRITE 28
362 #define RACE_BEASTMAN 29
364 #define RACE_ANGEL 31
365 #define RACE_DEMON 32
366 #define RACE_DUNADAN 33
367 #define RACE_S_FAIRY 34
368 #define RACE_KUTAR 35
369 #define RACE_ANDROID 36
370 #define RACE_MERFOLK 37
373 * Maximum number of player "race" types (see "table.c", etc)
379 * Player class constants (hard-coded by save-files, arrays, etc)
381 #define CLASS_WARRIOR 0
383 #define CLASS_PRIEST 2
384 #define CLASS_ROGUE 3
385 #define CLASS_RANGER 4
386 #define CLASS_PALADIN 5
387 #define CLASS_WARRIOR_MAGE 6
388 #define CLASS_CHAOS_WARRIOR 7
390 #define CLASS_MINDCRAFTER 9
391 #define CLASS_HIGH_MAGE 10
392 #define CLASS_TOURIST 11
393 #define CLASS_IMITATOR 12
394 #define CLASS_BEASTMASTER 13
395 #define CLASS_SORCERER 14
396 #define CLASS_ARCHER 15
397 #define CLASS_MAGIC_EATER 16
398 #define CLASS_BARD 17
399 #define CLASS_RED_MAGE 18
400 #define CLASS_SAMURAI 19
401 #define CLASS_FORCETRAINER 20
402 #define CLASS_BLUE_MAGE 21
403 #define CLASS_CAVALRY 22
404 #define CLASS_BERSERKER 23
405 #define CLASS_SMITH 24
406 #define CLASS_MIRROR_MASTER 25
407 #define CLASS_NINJA 26
408 #define CLASS_SNIPER 27
410 #define SEIKAKU_FUTUU 0
411 #define SEIKAKU_CHIKARA 1
412 #define SEIKAKU_KIREMONO 2
413 #define SEIKAKU_SHIAWASE 3
414 #define SEIKAKU_SUBASI 4
415 #define SEIKAKU_INOCHI 5
416 #define SEIKAKU_COMBAT 6
417 #define SEIKAKU_NAMAKE 7
418 #define SEIKAKU_SEXY 8
419 #define SEIKAKU_LUCKY 9
420 #define SEIKAKU_GAMAN 10
421 #define SEIKAKU_MUNCHKIN 11
422 #define SEIKAKU_CHARGEMAN 12
424 /*** Screen Locations ***/
426 #define VER_INFO_ROW 3 //!< タイトル表記(行)
433 * Number of feats we change to (Excluding default). Used in f_info.txt.
435 #define MAX_FEAT_STATES 8
438 * Feature flags - should be used instead of feature indexes unless generating.
439 * Originally from UnAngband, and modified into TR-like style in Hengband
442 #define FF_LOS 0 /*!< 視界が通る地形である */
443 #define FF_PROJECT 1 /*!< 飛び道具が通過できる地形である */
444 #define FF_MOVE 2 /*!< 移動可能な地形である */
445 #define FF_PLACE 3 /*!< モンスター配置をしても良い地形である(cave_empty_bold/cave_empty_gridで利用) */
446 #define FF_DROP 4 /*!< アイテムを落としてよい地形である */
447 #define FF_SECRET 5 /*!< 隠し扉やトラップが潜んでいる地形である */
448 #define FF_NOTICE 6 /*!< 何か興味を引くものがある地形である(シフトキー+方向で走行中の時に止まる基準) */
449 #define FF_REMEMBER 7 /*!< 常に記憶対象となる地形である(記憶喪失時に忘れたりしなくなる) */
450 #define FF_OPEN 8 /*!< 開けるコマンドの対象となる地形である */
451 #define FF_CLOSE 9 /*!< 閉じるコマンドの対象となる地形である */
452 #define FF_BASH 10 /*!< 体当たりコマンドの対象となる地形である */
453 #define FF_SPIKE 11 /*!< くさびを打つコマンドの対象となる地形である */
454 #define FF_DISARM 12 /*!< 解除コマンドの対象となる地形である */
455 #define FF_STORE 13 /*!< 店舗の入口となる地形である */
456 #define FF_TUNNEL 14 /*!< 魔王変化などで掘り進められる地形である */
457 #define FF_MAY_HAVE_GOLD 15 /*!< 何か財宝を隠した可能性のある地形である?(f_infoに使用している地形なし) */
458 #define FF_HAS_GOLD 16 /*!< 財宝を含んだ地形である */
459 #define FF_HAS_ITEM 17 /*!< アイテムを含んだ地形である */
460 #define FF_DOOR 18 /*!< ドアのある地形である */
461 #define FF_TRAP 19 /*!< トラップのある地形である */
462 #define FF_STAIRS 20 /*!< 階段のある地形である */
463 #define FF_GLYPH 21 /*!< 守りのルーンが張られた地形である */
464 #define FF_LESS 22 /*!< 階上に通じる地形である */
465 #define FF_MORE 23 /*!< 階下に通じる地形である */
466 #define FF_AVOID_RUN 24 /*!< 自動移動機能時に障害として迂回すべき地形である */
467 #define FF_FLOOR 25 /*!< 床のある地形である */
468 #define FF_WALL 26 /*!< 壁のある地形である */
469 #define FF_PERMANENT 27 /*!< 絶対に破壊できない永久地形である */
470 /* #define FF_XXX00 28 未定義 */
471 /* #define FF_XXX01 29 未定義 */
472 /* #define FF_XXX02 30 未定義 */
473 #define FF_HIT_TRAP 31 /*!< トラップのある地形である(TRAPと常に重複している?) */
474 /* #define FF_BRIDGE 32 未使用 */
475 /* #define FF_RIVER 33 未使用 */
476 /* #define FF_LAKE 34 未使用 */
477 /* #define FF_BRIDGED 35 未使用 */
478 /* #define FF_COVERED 36 未使用 */
479 #define FF_GLOW 37 /*!< 常に光っている地形である */
480 #define FF_ENSECRET 38 /*!< 不明(f_info.txt上で利用している地形がない) */
481 #define FF_WATER 39 /*!< 水のある地形である */
482 #define FF_LAVA 40 /*!< 溶岩のある地形である */
483 #define FF_SHALLOW 41 /*!< 浅い地形である */
484 #define FF_DEEP 42 /*!< 深い地形である */
485 #define FF_POISON_PUDDLE 43 /*!< 毒溜まりがある */
486 #define FF_HURT_ROCK 44 /*!< 岩石溶解の対象となる地形である */
487 /* #define FF_HURT_FIRE 45 */ /*!< 未使用 */
488 /* #define FF_HURT_COLD 46 */ /*!< 未使用 */
489 /* #define FF_HURT_ACID 47 */ /*!< 未使用 */
490 #define FF_COLD_PUDDLE 48 /*!< 冷気溜まりがある */
491 #define FF_ACID_PUDDLE 49 /*!< 酸溜まりがある */
492 /* #define FF_OIL 50 */ /*!< 未使用 */
493 #define FF_ELEC_PUDDLE 51 /*!< 接地部が帯電している */
494 /* #define FF_CAN_CLIMB 52 */ /*!< 未使用 */
495 #define FF_CAN_FLY 53 /*!< 飛行可能な地形である */
496 #define FF_CAN_SWIM 54 /*!< 泳ぐことが可能な地形である */
497 #define FF_CAN_PASS 55 /*!< 通過可能な地形である */
498 /* #define FF_CAN_OOZE 56 */ /*!< 未使用 */
499 #define FF_CAN_DIG 57 /*!< 掘削コマンドの対象となる地形である */
500 /* #define FF_HIDE_ITEM 58 未使用 */
501 /* #define FF_HIDE_SNEAK 59 未使用 */
502 /* #define FF_HIDE_SWIM 60 未使用 */
503 /* #define FF_HIDE_DIG 61 未使用 */
504 /* #define FF_KILL_HUGE 62 未使用 */
505 /* #define FF_KILL_MOVE 63 未使用 */
506 /* #define FF_PICK_TRAP 64 未使用 */
507 /* #define FF_PICK_DOOR 65 未使用 */
508 /* #define FF_ALLOC 66 未使用 */
509 /* #define FF_CHEST 67 未使用 */
510 /* #define FF_DROP_1D2 68 未使用 */
511 /* #define FF_DROP_2D2 69 未使用 */
512 /* #define FF_DROP_GOOD 70 未使用 */
513 /* #define FF_DROP_GREAT 71 未使用 */
514 /* #define FF_HURT_POIS 72 未使用 */
515 /* #define FF_HURT_ELEC 73 未使用 */
516 /* #define FF_HURT_WATER 74 未使用 */
517 /* #define FF_HURT_BWATER 75 未使用 */
518 /* #define FF_USE_FEAT 76 未使用 */
519 /* #define FF_GET_FEAT 77 未使用 */
520 /* #define FF_GROUND 78 未使用 */
521 /* #define FF_OUTSIDE 79 未使用 */
522 /* #define FF_EASY_HIDE 80 未使用 */
523 /* #define FF_EASY_CLIMB 81 未使用 */
524 /* #define FF_MUST_CLIMB 82 未使用 */
525 #define FF_TREE 83 /*!< 木の生えた地形である */
526 /* #define FF_NEED_TREE 84 未使用 */
527 /* #define FF_BLOOD 85 未使用 */
528 /* #define FF_DUST 86 未使用 */
529 /* #define FF_SLIME 87 未使用 */
530 #define FF_PLANT 88 /*!< 植物の生えた地形である */
531 /* #define FF_XXX2 89 未定義 */
532 /* #define FF_INSTANT 90 未使用 */
533 /* #define FF_EXPLODE 91 未使用 */
534 /* #define FF_TIMED 92 未使用 */
535 /* #define FF_ERUPT 93 未使用 */
536 /* #define FF_STRIKE 94 未使用 */
537 /* #define FF_SPREAD 95 未使用 */
538 #define FF_SPECIAL 96 /*!< クエストやダンジョンに関わる特別な地形である */
539 #define FF_HURT_DISI 97 /*!< 分解属性の対象となる地形である */
540 #define FF_QUEST_ENTER 98 /*!< クエストの入り口である */
541 #define FF_QUEST_EXIT 99 /*!< クエストの出口である */
542 #define FF_QUEST 100 /*!< クエストに関する地形である */
543 #define FF_SHAFT 101 /*!< 坑道である。(2階層移動する階段である) */
544 #define FF_MOUNTAIN 102 /*!< ダンジョンの山地形である */
545 #define FF_BLDG 103 /*!< 施設の入り口である */
546 #define FF_MINOR_GLYPH 104 /*!< 爆発のルーンのある地形である */
547 #define FF_PATTERN 105 /*!< パターンのある地形である */
548 #define FF_TOWN 106 /*!< 広域マップ用の街がある地形である */
549 #define FF_ENTRANCE 107 /*!< 広域マップ用のダンジョンがある地形である */
550 #define FF_MIRROR 108 /*!< 鏡使いの鏡が張られた地形である */
551 #define FF_UNPERM 109 /*!< 破壊不能な地形である(K:フラグ向け?) */
552 #define FF_TELEPORTABLE 110 /*!< テレポート先の対象となる地形である */
553 #define FF_CONVERT 111 /*!< 地形生成処理中の疑似フラグ */
554 #define FF_GLASS 112 /*!< ガラス製の地形である */
557 #define FF_FLAG_MAX 113
558 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
560 /* Which features are dynamic */
561 #define have_dynamic_flags(ARRAY) \
562 (!!((ARRAY)[(FF_INSTANT / 32)] & \
563 ((1UL << (FF_INSTANT % 32)) | \
564 (1UL << (FF_EXPLODE % 32)) | \
565 (1UL << (FF_TIMED % 32)) | \
566 (1UL << (FF_ERUPT % 32)) | \
567 (1UL << (FF_STRIKE % 32)) | \
568 (1UL << (FF_SPREAD % 32)))))
572 * Feature action flags
574 #define FAF_DESTROY 0x01
575 #define FAF_NO_DROP 0x02
576 #define FAF_CRASH_GLASS 0x04
580 * Bit flags for teleportation
582 #define TELEPORT_NONMAGICAL 0x00000001
583 #define TELEPORT_PASSIVE 0x00000002
584 #define TELEPORT_DEC_VALOUR 0x00000004
588 #define DOOR_DEFAULT -1
590 #define DOOR_GLASS_DOOR 1
591 #define DOOR_CURTAIN 2
593 #define MAX_DOOR_TYPES 3
595 #define feat_locked_door_random(DOOR_TYPE) \
596 (feat_door[(DOOR_TYPE)].num_locked ? \
597 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
599 #define feat_jammed_door_random(DOOR_TYPE) \
600 (feat_door[(DOOR_TYPE)].num_jammed ? \
601 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
606 /* Types of pattern tiles */
607 #define NOT_PATTERN_TILE -1
608 #define PATTERN_TILE_START 0
609 #define PATTERN_TILE_1 1
610 #define PATTERN_TILE_2 2
611 #define PATTERN_TILE_3 3
612 #define PATTERN_TILE_4 4
613 #define PATTERN_TILE_END 5
614 #define PATTERN_TILE_OLD 6
615 #define PATTERN_TILE_TELEPORT 7
616 #define PATTERN_TILE_WRECKED 8
619 /* Types of conversions */
620 #define CONVERT_TYPE_FLOOR 0
621 #define CONVERT_TYPE_WALL 1
622 #define CONVERT_TYPE_INNER 2
623 #define CONVERT_TYPE_OUTER 3
624 #define CONVERT_TYPE_SOLID 4
625 #define CONVERT_TYPE_STREAM1 5
626 #define CONVERT_TYPE_STREAM2 6
630 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
632 #define CEM_RIDING 0x0001
633 #define CEM_P_CAN_ENTER_PATTERN 0x0002
636 /* Lighting levels of features' attr and char */
638 #define F_LIT_STANDARD 0 /* Standard */
639 #define F_LIT_LITE 1 /* Brightly lit */
640 #define F_LIT_DARK 2 /* Darkened */
642 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
647 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
656 #define EGO_A_MORGUL 4
657 #define EGO_A_DEMON 5
660 #define EGO_RESISTANCE 8
661 #define EGO_ELVENKIND 9
662 #define EGO_DWARVEN 10
663 #define EGO_PERMANENCE 11
664 #define EGO_YOIYAMI 12
665 #define EGO_URUKISH 13
670 #define EGO_ENDURE_ACID 16
671 #define EGO_ENDURE_ELEC 17
672 #define EGO_ENDURE_FIRE 18
673 #define EGO_ENDURE_COLD 19
674 #define EGO_ENDURANCE 20
675 #define EGO_REFLECTION 21
676 #define EGO_NIGHT_DAY 22
677 #define EGO_S_PROTECTION 238
678 #define EGO_S_DWARVEN 239
680 /* Crowns and Helms */
682 #define EGO_BRILLIANCE 24
683 #define EGO_H_PROTECTION 25
684 #define EGO_H_DEMON 26
687 #define EGO_LORDLINESS 29
688 #define EGO_SEEING 30
689 #define EGO_INFRAVISION 31
691 #define EGO_TELEPATHY 33
692 #define EGO_REGENERATION 34
693 #define EGO_TELEPORTATION 35
695 #define EGO_BASILISK 37
696 #define EGO_ANCIENT_CURSE 38
697 #define EGO_SICKLINESS 39
700 #define EGO_PROTECTION 40
701 #define EGO_STEALTH 41
703 #define EGO_AURA_FIRE 43
704 #define EGO_ENVELOPING 44
705 #define EGO_VULNERABILITY 45
706 #define EGO_IRRITATION 46
707 #define EGO_AURA_ELEC 47
708 #define EGO_AURA_COLD 128
710 #define EGO_NAZGUL 240
713 #define EGO_FREE_ACTION 48
714 #define EGO_SLAYING 49
715 #define EGO_AGILITY 50
717 #define EGO_2WEAPON 52
718 #define EGO_MAGIC_MASTERY 53
719 #define EGO_WEAKNESS 54
720 #define EGO_CLUMSINESS 55
723 #define EGO_SLOW_DESCENT 56
725 #define EGO_MOTION 58
729 #define EGO_SLOWNESS 62
730 #define EGO_ANNOYANCE 63
735 #define EGO_BLESS_BLADE 66
738 #define EGO_ATTACKS 69
739 #define EGO_SLAYING_WEAPON 70
740 #define EGO_FORCE_WEAPON 71
741 #define EGO_BRAND_ACID 72
742 #define EGO_BRAND_ELEC 73
743 #define EGO_BRAND_FIRE 74
744 #define EGO_BRAND_COLD 75
745 #define EGO_BRAND_POIS 76
746 #define EGO_CHAOTIC 77
747 #define EGO_SHARPNESS 78
748 #define EGO_EARTHQUAKES 79
757 #define EGO_KILL_ANIMAL 88
758 #define EGO_KILL_EVIL 89
759 #define EGO_KILL_UNDEAD 90
760 #define EGO_KILL_DEMON 91
761 #define EGO_KILL_ORC 92
762 #define EGO_KILL_TROLL 93
763 #define EGO_KILL_GIANT 94
764 #define EGO_KILL_DRAGON 95
765 #define EGO_VAMPIRIC 96
768 #define EGO_PATTERN 99
769 #define EGO_DIGGING 100
770 #define EGO_DEMON 101
771 #define EGO_MORGUL 102
772 #define EGO_KILL_HUMAN 103
775 #define EGO_ACCURACY 104
776 #define EGO_VELOCITY 105
779 #define EGO_EXTRA_MIGHT 108
780 #define EGO_EXTRA_SHOTS 109
785 #define EGO_HURT_ANIMAL 112
786 #define EGO_HURT_EVIL 113
792 #define EGO_HURT_DRAGON 119
793 #define EGO_SLAYING_BOLT 120
794 #define EGO_LIGHTNING_BOLT 121
795 #define EGO_FLAME 122
796 #define EGO_FROST 123
797 #define EGO_WOUNDING 124
798 #define EGO_BACKBITING 125
799 #define EGO_SHATTERED 126
800 #define EGO_BLASTED 127
802 #define EGO_LITE_SHINE 140
803 #define EGO_LITE_ILLUMINATION 141
804 #define EGO_LITE_AURA_FIRE 142
805 #define EGO_LITE_INFRA 143
806 #define EGO_LITE_LONG 144
807 #define EGO_LITE_DARKNESS 145
808 #define EGO_LITE_EYE 146
810 #define EGO_RING_HERO 150
811 #define EGO_RING_SLAY 151
812 #define EGO_RING_SUPER_AC 152
813 #define EGO_RING_MAGIC_MIS 153
814 #define EGO_RING_FIRE_BOLT 154
815 #define EGO_RING_COLD_BOLT 155
816 #define EGO_RING_ELEC_BOLT 156
817 #define EGO_RING_ACID_BOLT 157
818 #define EGO_RING_MANA_BOLT 158
819 #define EGO_RING_FIRE_BALL 159
820 #define EGO_RING_COLD_BALL 160
821 #define EGO_RING_ELEC_BALL 161
822 #define EGO_RING_ACID_BALL 162
823 #define EGO_RING_MANA_BALL 163
824 #define EGO_RING_DRAGON_F 164
825 #define EGO_RING_DRAGON_C 165
826 #define EGO_RING_D_SPEED 166
827 #define EGO_RING_BERSERKER 167
828 #define EGO_RING_HUNTER 168
829 #define EGO_RING_THROW 169
830 #define EGO_RING_REGEN 170
831 #define EGO_RING_LITE 171
832 #define EGO_RING_M_DETECT 172
833 #define EGO_RING_STEALTH 173
834 #define EGO_RING_TELE_AWAY 174
835 #define EGO_RING_TO_H 175
836 #define EGO_RING_TO_D 176
837 #define EGO_RING_RES_LITE 177
838 #define EGO_RING_RES_DARK 178
839 #define EGO_RING_WIZARD 179
840 #define EGO_RING_TRUE 180
841 #define EGO_RING_DRAIN_EXP 181
842 #define EGO_RING_NO_MELEE 182
843 #define EGO_RING_AGGRAVATE 183
844 #define EGO_RING_TY_CURSE 184
845 #define EGO_RING_RES_TIME 185
846 #define EGO_RING_TELEPORT 186
847 #define EGO_RING_ALBINO 187
849 #define EGO_AMU_SLOW_D 210
850 #define EGO_AMU_INFRA 211
851 #define EGO_AMU_SEE_INVIS 212
852 #define EGO_AMU_HOLD_EXP 213
853 #define EGO_AMU_DRAIN_EXP 214
854 #define EGO_AMU_FOOL 215
855 #define EGO_AMU_AGGRAVATE 216
856 #define EGO_AMU_TY_CURSE 217
857 #define EGO_AMU_AC 218
858 #define EGO_AMU_IDENT 219
859 #define EGO_AMU_CHARM 220
860 #define EGO_AMU_STEALTH 221
861 #define EGO_AMU_JUMP 222
862 #define EGO_AMU_TELEPORT 223
863 #define EGO_AMU_D_DOOR 224
864 #define EGO_AMU_DEFENDER 225
865 #define EGO_AMU_RES_FIRE 226
866 #define EGO_AMU_RES_FIRE_ 227
867 #define EGO_AMU_RES_COLD 228
868 #define EGO_AMU_RES_COLD_ 229
869 #define EGO_AMU_RES_ELEC 230
870 #define EGO_AMU_RES_ELEC_ 231
871 #define EGO_AMU_RES_ACID 232
872 #define EGO_AMU_RES_ACID_ 233
873 #define EGO_AMU_LEVITATION 234
874 #define EGO_AMU_GREAT 235
875 #define EGO_AMU_DETECTION 236
876 #define EGO_AMU_NAIVETY 237
880 /*** Object "tval" and "sval" codes ***/
884 * The values for the "tval" field of various objects.
886 * This value is the primary means by which items are sorted in the
887 * player p_ptr->inventory_list, followed by "sval" and "cost".
889 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
890 * weapon with tval = 16+N, and does (xP) damage when so combined. This
891 * fact is not actually used in the source, but it kind of interesting.
893 * Note that as of 2.7.8, the "item flags" apply to all items, though
894 * only armor and weapons and a few other items use any of these flags.
897 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
898 #define TV_BOTTLE 2 /* Empty bottles ('!') */
899 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
900 #define TV_WHISTLE 4 /* Whistle ('~') */
901 #define TV_SPIKE 5 /* Spikes ('~') */
902 #define TV_CHEST 7 /* Chests ('&') */
903 #define TV_FIGURINE 8 /* Magical figurines */
904 #define TV_STATUE 9 /* Statue, what a silly object... */
905 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
906 #define TV_CAPTURE 11 /* Monster ball */
907 #define TV_NO_AMMO 15 /* Ammo for crimson */
908 #define TV_SHOT 16 /* Ammo for slings */
909 #define TV_ARROW 17 /* Ammo for bows */
910 #define TV_BOLT 18 /* Ammo for x-bows */
911 #define TV_BOW 19 /* Slings/Bows/Xbows */
912 #define TV_DIGGING 20 /* Shovels/Picks */
913 #define TV_HAFTED 21 /* Priest Weapons */
914 #define TV_POLEARM 22 /* Axes and Pikes */
915 #define TV_SWORD 23 /* Edged Weapons */
916 #define TV_BOOTS 30 /* Boots */
917 #define TV_GLOVES 31 /* Gloves */
918 #define TV_HELM 32 /* Helms */
919 #define TV_CROWN 33 /* Crowns */
920 #define TV_SHIELD 34 /* Shields */
921 #define TV_CLOAK 35 /* Cloaks */
922 #define TV_SOFT_ARMOR 36 /* Soft Armor */
923 #define TV_HARD_ARMOR 37 /* Hard Armor */
924 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
925 #define TV_LITE 39 /* Lites (including Specials) */
926 #define TV_AMULET 40 /* Amulets (including Specials) */
927 #define TV_RING 45 /* Rings (including Specials) */
932 #define TV_PARCHMENT 69
937 #define TV_LIFE_BOOK 90
938 #define TV_SORCERY_BOOK 91
939 #define TV_NATURE_BOOK 92
940 #define TV_CHAOS_BOOK 93
941 #define TV_DEATH_BOOK 94
942 #define TV_TRUMP_BOOK 95
943 #define TV_ARCANE_BOOK 96
944 #define TV_CRAFT_BOOK 97
945 #define TV_DAEMON_BOOK 98
946 #define TV_CRUSADE_BOOK 99
947 #define TV_MUSIC_BOOK 105
948 #define TV_HISSATSU_BOOK 106
949 #define TV_HEX_BOOK 107
950 #define TV_GOLD 127 /* Gold can only be picked up by players */
952 #define TV_EQUIP_BEGIN TV_SHOT
953 #define TV_EQUIP_END TV_CARD
954 #define TV_MISSILE_BEGIN TV_SHOT
955 #define TV_MISSILE_END TV_BOLT
956 #define TV_WEARABLE_BEGIN TV_BOW
957 #define TV_WEARABLE_END TV_CARD
958 #define TV_WEAPON_BEGIN TV_BOW
959 #define TV_WEAPON_END TV_SWORD
960 #define TV_ARMOR_BEGIN TV_BOOTS
961 #define TV_ARMOR_END TV_DRAG_ARMOR
966 /* The "sval" codes for TV_FIGURINE */
967 #define SV_FIGURINE_NORMAL 0
969 #define SV_CAPTURE_NONE 0
971 /* The "sval" codes for TV_STATUE */
972 #define SV_WOODEN_STATUE 0
973 #define SV_CLAY_STATUE 1
974 #define SV_STONE_STATUE 2
975 #define SV_IRON_STATUE 3
976 #define SV_COPPER_STATUE 4
977 #define SV_SILVER_STATUE 5
978 #define SV_GOLDEN_STATUE 6
979 #define SV_IVORY_STATUE 7
980 #define SV_MITHRIL_STATUE 8
981 #define SV_ORNATE_STATUE 9
984 /* The "sval" codes for TV_CORPSE */
985 #define SV_SKELETON 0
988 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
989 #define SV_AMMO_LIGHT 0 /* pebbles */
990 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
991 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
993 /* The "sval" codes for TV_BOW (note information in "sval") */
994 #define SV_SLING 2 /* (x2) */
995 #define SV_SHORT_BOW 12 /* (x2) */
996 #define SV_LONG_BOW 13 /* (x3) */
997 #define SV_LIGHT_XBOW 23 /* (x3) */
998 #define SV_HEAVY_XBOW 24 /* (x4) */
999 #define SV_CRIMSON 50 /* (x0) */
1000 #define SV_HARP 51 /* (x0) */
1001 #define SV_NAMAKE_BOW 63 /* (x3) */
1003 /* The "sval" codes for TV_DIGGING */
1005 #define SV_GNOMISH_SHOVEL 2
1006 #define SV_DWARVEN_SHOVEL 3
1008 #define SV_ORCISH_PICK 5
1009 #define SV_DWARVEN_PICK 6
1010 #define SV_MATTOCK 7
1012 /* The "sval" values for TV_HAFTED */
1013 #define SV_CLUB 1 /* 1d4 */
1014 #define SV_WHIP 2 /* 1d6 */
1015 #define SV_QUARTERSTAFF 3 /* 1d9 */
1016 #define SV_NUNCHAKU 4 /* 2d3 */
1017 #define SV_MACE 5 /* 2d4 */
1018 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1019 #define SV_JO_STAFF 7 /* 1d7 */
1020 #define SV_WAR_HAMMER 8 /* 3d3 */
1021 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1022 #define SV_MORNING_STAR 12 /* 2d6 */
1023 #define SV_FLAIL 13 /* 2d6 */
1024 #define SV_BO_STAFF 14 /* 1d11 */
1025 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
1026 #define SV_TETSUBO 16 /* 2d7 */
1027 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
1028 #define SV_GREAT_HAMMER 19 /* 4d6 */
1029 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
1030 #define SV_WIZSTAFF 21 /* 1d2 */
1031 #define SV_GROND 50 /* 3d9 */
1032 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
1034 /* The "sval" values for TV_POLEARM */
1035 #define SV_HATCHET 1 /* 1d5 */
1036 #define SV_SPEAR 2 /* 1d6 */
1037 #define SV_SICKLE 3 /* 2d3 */
1038 #define SV_AWL_PIKE 4 /* 1d8 */
1039 #define SV_TRIDENT 5 /* 1d9 */
1040 #define SV_FAUCHARD 6 /* 1d10 */
1041 #define SV_BROAD_SPEAR 7 /* 1d9 */
1042 #define SV_PIKE 8 /* 2d5 */
1043 #define SV_NAGINATA 9 /* 2d6 */
1044 #define SV_BEAKED_AXE 10 /* 2d6 */
1045 #define SV_BROAD_AXE 11 /* 2d6 */
1046 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
1047 #define SV_GLAIVE 13 /* 2d6 */
1048 #define SV_LAJATANG 14 /* 2d7 */
1049 #define SV_HALBERD 15 /* 3d4 */
1050 #define SV_GUISARME 16 /* 2d5 */
1051 #define SV_SCYTHE 17 /* 5d3 */
1052 #define SV_LANCE 20 /* 2d8 */
1053 #define SV_BATTLE_AXE 22 /* 2d8 */
1054 #define SV_GREAT_AXE 25 /* 4d4 */
1055 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
1056 #define SV_LOCHABER_AXE 28 /* 3d8 */
1057 #define SV_HEAVY_LANCE 29 /* 4d8 */
1058 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
1059 #define SV_TSURIZAO 40 /* 1d1 */
1060 #define SV_DEATH_SCYTHE 50 /* 10d10 */
1062 /* The "sval" codes for TV_SWORD */
1063 #define SV_BROKEN_DAGGER 1 /* 1d1 */
1064 #define SV_BROKEN_SWORD 2 /* 1d2 */
1065 #define SV_DAGGER 4 /* 1d4 */
1066 #define SV_MAIN_GAUCHE 5 /* 1d5 */
1067 #define SV_TANTO 6 /* 1d5 */
1068 #define SV_RAPIER 7 /* 1d6 */
1069 #define SV_SMALL_SWORD 8 /* 1d6 */
1070 #define SV_BASILLARD 9 /* 1d8 */
1071 #define SV_SHORT_SWORD 10 /* 1d7 */
1072 #define SV_SABRE 11 /* 1d7 */
1073 #define SV_CUTLASS 12 /* 1d7 */
1074 #define SV_WAKIZASHI 13 /* 2d4 */
1075 #define SV_KHOPESH 14 /* 2d4 */
1076 #define SV_TULWAR 15 /* 2d4 */
1077 #define SV_BROAD_SWORD 16 /* 2d5 */
1078 #define SV_LONG_SWORD 17 /* 2d5 */
1079 #define SV_SCIMITAR 18 /* 2d5 */
1080 #define SV_NINJATO 19 /* 1d9 */
1081 #define SV_KATANA 20 /* 3d4 */
1082 #define SV_BASTARD_SWORD 21 /* 3d4 */
1083 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
1084 #define SV_CLAYMORE 23 /* 2d8 */
1085 #define SV_ESPADON 24 /* 2d9 */
1086 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
1087 #define SV_FLAMBERGE 26 /* 3d7 */
1088 #define SV_NO_DACHI 27 /* 5d4 */
1089 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
1090 #define SV_ZWEIHANDER 29 /* 4d6 */
1091 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
1092 #define SV_DIAMOND_EDGE 31 /* 7d5 */
1093 #define SV_DOKUBARI 32 /* 1d1 */
1094 #define SV_HAYABUSA 33 /* 1d6 */
1096 /* The "sval" codes for TV_SHIELD */
1097 #define SV_SMALL_LEATHER_SHIELD 2
1098 #define SV_SMALL_METAL_SHIELD 3
1099 #define SV_LARGE_LEATHER_SHIELD 4
1100 #define SV_LARGE_METAL_SHIELD 5
1101 #define SV_DRAGON_SHIELD 6
1102 #define SV_KNIGHT_SHIELD 7
1103 #define SV_MIRROR_SHIELD 10
1104 #define SV_YATA_MIRROR 50
1106 /* The "sval" codes for TV_HELM */
1107 #define SV_HARD_LEATHER_CAP 2
1108 #define SV_METAL_CAP 3
1109 #define SV_JINGASA 4 /* 4 */
1110 #define SV_IRON_HELM 5
1111 #define SV_STEEL_HELM 6
1112 #define SV_DRAGON_HELM 7
1113 #define SV_KABUTO 8 /* 7 */
1115 /* The "sval" codes for TV_CROWN */
1116 #define SV_IRON_CROWN 10
1117 #define SV_GOLDEN_CROWN 11
1118 #define SV_JEWELED_CROWN 12
1121 /* The "sval" codes for TV_BOOTS */
1122 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
1123 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
1124 #define SV_PAIR_OF_DRAGON_GREAVE 4
1125 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
1127 /* The "sval" codes for TV_CLOAK */
1129 #define SV_ELVEN_CLOAK 2
1130 #define SV_FUR_CLOAK 3
1131 #define SV_ETHEREAL_CLOAK 5
1132 #define SV_SHADOW_CLOAK 6
1134 /* The "sval" codes for TV_GLOVES */
1135 #define SV_SET_OF_LEATHER_GLOVES 1
1136 #define SV_SET_OF_GAUNTLETS 2
1137 #define SV_SET_OF_DRAGON_GLOVES 3
1138 #define SV_SET_OF_CESTI 5
1140 /* The "sval" codes for TV_SOFT_ARMOR */
1141 #define SV_T_SHIRT 0
1142 #define SV_FILTHY_RAG 1
1144 #define SV_PAPER_ARMOR 3 /* 4 */
1145 #define SV_SOFT_LEATHER_ARMOR 4
1146 #define SV_SOFT_STUDDED_LEATHER 5
1147 #define SV_HARD_LEATHER_ARMOR 6
1148 #define SV_HARD_STUDDED_LEATHER 7
1149 #define SV_RHINO_HIDE_ARMOR 8
1150 #define SV_CORD_ARMOR 9 /* 6 */
1151 #define SV_PADDED_ARMOR 10 /* 4 */
1152 #define SV_LEATHER_SCALE_MAIL 11
1153 #define SV_LEATHER_JACK 12
1154 #define SV_KUROSHOUZOKU 13
1155 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
1156 #define SV_ABUNAI_MIZUGI 50
1157 #define SV_YOIYAMI_ROBE 60
1158 #define SV_NAMAKE_ARMOR 63
1160 /* The "sval" codes for TV_HARD_ARMOR */
1161 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
1162 #define SV_RING_MAIL 2 /* 12 */
1163 #define SV_METAL_SCALE_MAIL 3 /* 13 */
1164 #define SV_CHAIN_MAIL 4 /* 14 */
1165 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
1166 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
1167 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
1168 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
1169 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
1170 #define SV_SPLINT_MAIL 10 /* 19 */
1171 #define SV_DO_MARU 11 /* 20 */
1172 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
1173 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
1174 #define SV_HARAMAKIDO 14 /* 17 */
1175 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
1176 #define SV_O_YOROI 16 /* 24 */
1177 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
1178 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
1179 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
1180 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
1182 /* The "sval" codes for TV_DRAG_ARMOR */
1183 #define SV_DRAGON_BLACK 1
1184 #define SV_DRAGON_BLUE 2
1185 #define SV_DRAGON_WHITE 3
1186 #define SV_DRAGON_RED 4
1187 #define SV_DRAGON_GREEN 5
1188 #define SV_DRAGON_MULTIHUED 6
1189 #define SV_DRAGON_SHINING 10
1190 #define SV_DRAGON_LAW 12
1191 #define SV_DRAGON_BRONZE 14
1192 #define SV_DRAGON_GOLD 16
1193 #define SV_DRAGON_CHAOS 18
1194 #define SV_DRAGON_BALANCE 20
1195 #define SV_DRAGON_POWER 30
1197 /* The sval codes for TV_LITE */
1198 #define SV_LITE_TORCH 0
1199 #define SV_LITE_LANTERN 1
1200 #define SV_LITE_FEANOR 2
1201 #define SV_LITE_EDISON 3
1202 #define SV_LITE_GALADRIEL 4
1203 #define SV_LITE_ELENDIL 5
1204 #define SV_LITE_JUDGE 6
1205 #define SV_LITE_LORE 7
1206 #define SV_LITE_PALANTIR 8
1207 #define SV_LITE_FLY_STONE 9
1209 /* The "sval" codes for TV_AMULET */
1210 #define SV_AMULET_DOOM 0
1211 #define SV_AMULET_TELEPORT 1
1212 #define SV_AMULET_ADORNMENT 2
1213 #define SV_AMULET_SLOW_DIGEST 3
1214 #define SV_AMULET_RESIST_ACID 4
1215 #define SV_AMULET_SEARCHING 5
1216 #define SV_AMULET_BRILLIANCE 6
1217 #define SV_AMULET_CHARISMA 7
1218 #define SV_AMULET_THE_MAGI 8
1219 #define SV_AMULET_REFLECTION 9
1220 #define SV_AMULET_CARLAMMAS 10
1221 #define SV_AMULET_INGWE 11
1222 #define SV_AMULET_DWARVES 12
1223 #define SV_AMULET_NO_MAGIC 13
1224 #define SV_AMULET_NO_TELE 14
1225 #define SV_AMULET_RESISTANCE 15
1226 #define SV_AMULET_TELEPATHY 16
1227 #define SV_AMULET_FARAMIR 17
1228 #define SV_AMULET_BOROMIR 18
1229 #define SV_AMULET_MAGATAMA 19
1230 #define SV_AMULET_INROU 20
1231 #define SV_AMULET_INTELLIGENCE 21
1232 #define SV_AMULET_WISDOM 22
1233 #define SV_AMULET_MAGIC_MASTERY 23
1234 #define SV_AMULET_NIGHT 24
1236 /* The sval codes for TV_RING */
1237 #define SV_RING_WOE 0
1238 #define SV_RING_AGGRAVATION 1
1239 #define SV_RING_WEAKNESS 2
1240 #define SV_RING_STUPIDITY 3
1241 #define SV_RING_TELEPORTATION 4
1242 #define SV_RING_SLOW_DIGESTION 6
1243 #define SV_RING_LEVITATION_FALL 7
1244 #define SV_RING_RESIST_FIRE 8
1245 #define SV_RING_RESIST_COLD 9
1246 #define SV_RING_SUSTAIN_STR 10
1247 #define SV_RING_SUSTAIN_INT 11
1248 #define SV_RING_SUSTAIN_WIS 12
1249 #define SV_RING_SUSTAIN_CON 13
1250 #define SV_RING_SUSTAIN_DEX 14
1251 #define SV_RING_SUSTAIN_CHR 15
1252 #define SV_RING_PROTECTION 16
1253 #define SV_RING_ACID 17
1254 #define SV_RING_FLAMES 18
1255 #define SV_RING_ICE 19
1256 #define SV_RING_RESIST_POIS 20
1257 #define SV_RING_FREE_ACTION 21
1258 #define SV_RING_SEE_INVIS 22
1259 #define SV_RING_SEARCHING 23
1260 #define SV_RING_STR 24
1261 #define SV_RING_ELEC 25
1262 #define SV_RING_DEX 26
1263 #define SV_RING_CON 27
1264 #define SV_RING_ACCURACY 28
1265 #define SV_RING_DAMAGE 29
1266 #define SV_RING_SLAYING 30
1267 #define SV_RING_SPEED 31
1268 #define SV_RING_FRAKIR 32
1269 #define SV_RING_TULKAS 33
1270 #define SV_RING_NARYA 34
1271 #define SV_RING_NENYA 35
1272 #define SV_RING_VILYA 36
1273 #define SV_RING_POWER 37
1274 #define SV_RING_RES_FEAR 38
1275 #define SV_RING_RES_LD 39
1276 #define SV_RING_RES_NETHER 40
1277 #define SV_RING_RES_NEXUS 41
1278 #define SV_RING_RES_SOUND 42
1279 #define SV_RING_RES_CONFUSION 43
1280 #define SV_RING_RES_SHARDS 44
1281 #define SV_RING_RES_DISENCHANT 45
1282 #define SV_RING_RES_CHAOS 46
1283 #define SV_RING_RES_BLINDNESS 47
1284 #define SV_RING_LORDLY 48
1285 #define SV_RING_ATTACKS 49
1286 #define SV_RING_AHO 50
1287 #define SV_RING_SHOTS 51
1288 #define SV_RING_SUSTAIN 52
1289 #define SV_RING_DEC_MANA 53
1290 #define SV_RING_WARNING 54
1291 #define SV_RING_MUSCLE 55
1293 #define SV_EXPRESS_CARD 0
1295 /* The "sval" codes for TV_STAFF */
1296 #define SV_STAFF_DARKNESS 0
1297 #define SV_STAFF_SLOWNESS 1
1298 #define SV_STAFF_HASTE_MONSTERS 2
1299 #define SV_STAFF_SUMMONING 3
1300 #define SV_STAFF_TELEPORTATION 4
1301 #define SV_STAFF_IDENTIFY 5
1302 #define SV_STAFF_REMOVE_CURSE 6
1303 #define SV_STAFF_STARLITE 7
1304 #define SV_STAFF_LITE 8
1305 #define SV_STAFF_MAPPING 9
1306 #define SV_STAFF_DETECT_GOLD 10
1307 #define SV_STAFF_DETECT_ITEM 11
1308 #define SV_STAFF_DETECT_TRAP 12
1309 #define SV_STAFF_DETECT_DOOR 13
1310 #define SV_STAFF_DETECT_INVIS 14
1311 #define SV_STAFF_DETECT_EVIL 15
1312 #define SV_STAFF_CURE_LIGHT 16
1313 #define SV_STAFF_CURING 17
1314 #define SV_STAFF_HEALING 18
1315 #define SV_STAFF_THE_MAGI 19
1316 #define SV_STAFF_SLEEP_MONSTERS 20
1317 #define SV_STAFF_SLOW_MONSTERS 21
1318 #define SV_STAFF_SPEED 22
1319 #define SV_STAFF_PROBING 23
1320 #define SV_STAFF_DISPEL_EVIL 24
1321 #define SV_STAFF_POWER 25
1322 #define SV_STAFF_HOLINESS 26
1323 #define SV_STAFF_GENOCIDE 27
1324 #define SV_STAFF_EARTHQUAKES 28
1325 #define SV_STAFF_DESTRUCTION 29
1326 #define SV_STAFF_ANIMATE_DEAD 30
1327 #define SV_STAFF_MSTORM 31
1328 #define SV_STAFF_NOTHING 32
1331 /* The "sval" codes for TV_WAND */
1332 #define SV_WAND_HEAL_MONSTER 0
1333 #define SV_WAND_HASTE_MONSTER 1
1334 #define SV_WAND_CLONE_MONSTER 2
1335 #define SV_WAND_TELEPORT_AWAY 3
1336 #define SV_WAND_DISARMING 4
1337 #define SV_WAND_TRAP_DOOR_DEST 5
1338 #define SV_WAND_STONE_TO_MUD 6
1339 #define SV_WAND_LITE 7
1340 #define SV_WAND_SLEEP_MONSTER 8
1341 #define SV_WAND_SLOW_MONSTER 9
1342 #define SV_WAND_CONFUSE_MONSTER 10
1343 #define SV_WAND_FEAR_MONSTER 11
1344 #define SV_WAND_HYPODYNAMIA 12
1345 #define SV_WAND_POLYMORPH 13
1346 #define SV_WAND_STINKING_CLOUD 14
1347 #define SV_WAND_MAGIC_MISSILE 15
1348 #define SV_WAND_ACID_BOLT 16
1349 #define SV_WAND_CHARM_MONSTER 17
1350 #define SV_WAND_FIRE_BOLT 18
1351 #define SV_WAND_COLD_BOLT 19
1352 #define SV_WAND_ACID_BALL 20
1353 #define SV_WAND_ELEC_BALL 21
1354 #define SV_WAND_FIRE_BALL 22
1355 #define SV_WAND_COLD_BALL 23
1356 #define SV_WAND_WONDER 24
1357 #define SV_WAND_DISINTEGRATE 25
1358 #define SV_WAND_DRAGON_FIRE 26
1359 #define SV_WAND_DRAGON_COLD 27
1360 #define SV_WAND_DRAGON_BREATH 28
1361 #define SV_WAND_ROCKETS 29
1362 #define SV_WAND_STRIKING 30
1363 #define SV_WAND_GENOCIDE 31
1365 /* The "sval" codes for TV_ROD */
1366 #define SV_ROD_DETECT_TRAP 0
1367 #define SV_ROD_DETECT_DOOR 1
1368 #define SV_ROD_IDENTIFY 2
1369 #define SV_ROD_RECALL 3
1370 #define SV_ROD_ILLUMINATION 4
1371 #define SV_ROD_MAPPING 5
1372 #define SV_ROD_DETECTION 6
1373 #define SV_ROD_PROBING 7
1374 #define SV_ROD_CURING 8
1375 #define SV_ROD_HEALING 9
1376 #define SV_ROD_RESTORATION 10
1377 #define SV_ROD_SPEED 11
1378 #define SV_ROD_PESTICIDE 12
1379 #define SV_ROD_TELEPORT_AWAY 13
1380 #define SV_ROD_DISARMING 14
1381 #define SV_ROD_LITE 15
1382 #define SV_ROD_SLEEP_MONSTER 16
1383 #define SV_ROD_SLOW_MONSTER 17
1384 #define SV_ROD_HYPODYNAMIA 18
1385 #define SV_ROD_POLYMORPH 19
1386 #define SV_ROD_ACID_BOLT 20
1387 #define SV_ROD_ELEC_BOLT 21
1388 #define SV_ROD_FIRE_BOLT 22
1389 #define SV_ROD_COLD_BOLT 23
1390 #define SV_ROD_ACID_BALL 24
1391 #define SV_ROD_ELEC_BALL 25
1392 #define SV_ROD_FIRE_BALL 26
1393 #define SV_ROD_COLD_BALL 27
1394 #define SV_ROD_HAVOC 28
1395 #define SV_ROD_STONE_TO_MUD 29
1396 #define SV_ROD_AGGRAVATE 30
1399 /* The "sval" codes for TV_SCROLL */
1401 #define SV_SCROLL_DARKNESS 0
1402 #define SV_SCROLL_AGGRAVATE_MONSTER 1
1403 #define SV_SCROLL_CURSE_ARMOR 2
1404 #define SV_SCROLL_CURSE_WEAPON 3
1405 #define SV_SCROLL_SUMMON_MONSTER 4
1406 #define SV_SCROLL_SUMMON_UNDEAD 5
1407 #define SV_SCROLL_SUMMON_PET 6
1408 #define SV_SCROLL_TRAP_CREATION 7
1409 #define SV_SCROLL_PHASE_DOOR 8
1410 #define SV_SCROLL_TELEPORT 9
1411 #define SV_SCROLL_TELEPORT_LEVEL 10
1412 #define SV_SCROLL_WORD_OF_RECALL 11
1413 #define SV_SCROLL_IDENTIFY 12
1414 #define SV_SCROLL_STAR_IDENTIFY 13
1415 #define SV_SCROLL_REMOVE_CURSE 14
1416 #define SV_SCROLL_STAR_REMOVE_CURSE 15
1417 #define SV_SCROLL_ENCHANT_ARMOR 16
1418 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
1419 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
1420 /* xxx enchant missile? */
1421 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
1422 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
1423 #define SV_SCROLL_RECHARGING 22
1424 #define SV_SCROLL_MUNDANITY 23
1425 #define SV_SCROLL_LIGHT 24
1426 #define SV_SCROLL_MAPPING 25
1427 #define SV_SCROLL_DETECT_GOLD 26
1428 #define SV_SCROLL_DETECT_ITEM 27
1429 #define SV_SCROLL_DETECT_TRAP 28
1430 #define SV_SCROLL_DETECT_DOOR 29
1431 #define SV_SCROLL_DETECT_INVIS 30
1432 /* xxx (detect evil?) */
1433 #define SV_SCROLL_SATISFY_HUNGER 32
1434 #define SV_SCROLL_BLESSING 33
1435 #define SV_SCROLL_HOLY_CHANT 34
1436 #define SV_SCROLL_HOLY_PRAYER 35
1437 #define SV_SCROLL_MONSTER_CONFUSION 36
1438 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
1439 #define SV_SCROLL_RUNE_OF_PROTECTION 38
1440 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
1442 #define SV_SCROLL_STAR_DESTRUCTION 41
1443 #define SV_SCROLL_DISPEL_UNDEAD 42
1444 #define SV_SCROLL_SPELL 43
1445 #define SV_SCROLL_GENOCIDE 44
1446 #define SV_SCROLL_MASS_GENOCIDE 45
1447 #define SV_SCROLL_ACQUIREMENT 46
1448 #define SV_SCROLL_STAR_ACQUIREMENT 47
1449 #define SV_SCROLL_FIRE 48
1450 #define SV_SCROLL_ICE 49
1451 #define SV_SCROLL_CHAOS 50
1452 #define SV_SCROLL_RUMOR 51
1453 #define SV_SCROLL_ARTIFACT 52
1454 #define SV_SCROLL_RESET_RECALL 53
1455 #define SV_SCROLL_SUMMON_KIN 54
1456 #define SV_SCROLL_AMUSEMENT 55
1457 #define SV_SCROLL_STAR_AMUSEMENT 56
1459 /* The "sval" codes for TV_POTION */
1460 #define SV_POTION_WATER 0
1461 #define SV_POTION_APPLE_JUICE 1
1462 #define SV_POTION_SLIME_MOLD 2
1463 /* xxx (fixed color) */
1464 #define SV_POTION_SLOWNESS 4
1465 #define SV_POTION_SALT_WATER 5
1466 #define SV_POTION_POISON 6
1467 #define SV_POTION_BLINDNESS 7
1469 #define SV_POTION_BOOZE 9
1471 #define SV_POTION_SLEEP 11
1473 #define SV_POTION_LOSE_MEMORIES 13
1475 #define SV_POTION_RUINATION 15
1476 #define SV_POTION_DEC_STR 16
1477 #define SV_POTION_DEC_INT 17
1478 #define SV_POTION_DEC_WIS 18
1479 #define SV_POTION_DEC_DEX 19
1480 #define SV_POTION_DEC_CON 20
1481 #define SV_POTION_DEC_CHR 21
1482 #define SV_POTION_DETONATIONS 22
1483 #define SV_POTION_DEATH 23
1484 #define SV_POTION_INFRAVISION 24
1485 #define SV_POTION_DETECT_INVIS 25
1486 #define SV_POTION_SLOW_POISON 26
1487 #define SV_POTION_CURE_POISON 27
1488 #define SV_POTION_BOLDNESS 28
1489 #define SV_POTION_SPEED 29
1490 #define SV_POTION_RESIST_HEAT 30
1491 #define SV_POTION_RESIST_COLD 31
1492 #define SV_POTION_HEROISM 32
1493 #define SV_POTION_BESERK_STRENGTH 33
1494 #define SV_POTION_CURE_LIGHT 34
1495 #define SV_POTION_CURE_SERIOUS 35
1496 #define SV_POTION_CURE_CRITICAL 36
1497 #define SV_POTION_HEALING 37
1498 #define SV_POTION_STAR_HEALING 38
1499 #define SV_POTION_LIFE 39
1500 #define SV_POTION_RESTORE_MANA 40
1501 #define SV_POTION_RESTORE_EXP 41
1502 #define SV_POTION_RES_STR 42
1503 #define SV_POTION_RES_INT 43
1504 #define SV_POTION_RES_WIS 44
1505 #define SV_POTION_RES_DEX 45
1506 #define SV_POTION_RES_CON 46
1507 #define SV_POTION_RES_CHR 47
1508 #define SV_POTION_INC_STR 48
1509 #define SV_POTION_INC_INT 49
1510 #define SV_POTION_INC_WIS 50
1511 #define SV_POTION_INC_DEX 51
1512 #define SV_POTION_INC_CON 52
1513 #define SV_POTION_INC_CHR 53
1515 #define SV_POTION_AUGMENTATION 55
1516 #define SV_POTION_ENLIGHTENMENT 56
1517 #define SV_POTION_STAR_ENLIGHTENMENT 57
1518 #define SV_POTION_SELF_KNOWLEDGE 58
1519 #define SV_POTION_EXPERIENCE 59
1520 #define SV_POTION_RESISTANCE 60
1521 #define SV_POTION_CURING 61
1522 #define SV_POTION_INVULNERABILITY 62
1523 #define SV_POTION_NEW_LIFE 63
1524 #define SV_POTION_NEO_TSUYOSHI 64
1525 #define SV_POTION_TSUYOSHI 65
1526 #define SV_POTION_POLYMORPH 66
1528 /* The "sval" codes for TV_FLASK */
1529 #define SV_FLASK_OIL 0
1531 /* The "sval" codes for TV_FOOD */
1532 #define SV_FOOD_POISON 0
1533 #define SV_FOOD_BLINDNESS 1
1534 #define SV_FOOD_PARANOIA 2
1535 #define SV_FOOD_CONFUSION 3
1536 #define SV_FOOD_HALLUCINATION 4
1537 #define SV_FOOD_PARALYSIS 5
1538 #define SV_FOOD_WEAKNESS 6
1539 #define SV_FOOD_SICKNESS 7
1540 #define SV_FOOD_STUPIDITY 8
1541 #define SV_FOOD_NAIVETY 9
1542 #define SV_FOOD_UNHEALTH 10
1543 #define SV_FOOD_DISEASE 11
1544 #define SV_FOOD_CURE_POISON 12
1545 #define SV_FOOD_CURE_BLINDNESS 13
1546 #define SV_FOOD_CURE_PARANOIA 14
1547 #define SV_FOOD_CURE_CONFUSION 15
1548 #define SV_FOOD_CURE_SERIOUS 16
1549 #define SV_FOOD_RESTORE_STR 17
1550 #define SV_FOOD_RESTORE_CON 18
1551 #define SV_FOOD_RESTORING 19
1552 /* many missing mushrooms */
1553 #define SV_FOOD_BISCUIT 32
1554 #define SV_FOOD_JERKY 33
1555 #define SV_FOOD_RATION 35
1556 #define SV_FOOD_SLIME_MOLD 36
1557 #define SV_FOOD_WAYBREAD 37
1558 #define SV_FOOD_PINT_OF_ALE 38
1559 #define SV_FOOD_PINT_OF_WINE 39
1562 #define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
1564 #define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
1565 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1568 * Special "sval" limit -- first "good" magic/prayer book
1570 #define SV_BOOK_MIN_GOOD 2
1573 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
1574 #define MAX_GOLD 18 /* Number of "gold" entries */
1576 /*** General flag values ***/
1579 * Special caster ID for project()
1581 #define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
1582 #define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
1586 * Bit flags for the "enchant()" function
1588 #define ENCH_TOHIT 0x01 /*!< 装備強化処理: 命中強化 / Enchant to hit */
1589 #define ENCH_TODAM 0x02 /*!< 装備強化処理: ダメージ強化 / Enchant to damage */
1590 #define ENCH_TOAC 0x04 /*!< 装備強化処理: AC強化 / Enchant to AC */
1591 #define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
1594 * target_set用関数の利用用途フラグ / Bit flags for the "target_set" function
1596 #define TARGET_KILL 0x01 /*!< モンスターへの狙いをつける(視界内モンスターのみクエリ対象) / Target monsters */
1597 #define TARGET_LOOK 0x02 /*!< "L"ookコマンド向けの既存情報確認向け(全ての有為な情報をクエリ対象) / Describe grid fully */
1598 #define TARGET_XTRA 0x04 /*!< 現在未使用 / Currently unused flag */
1599 #define TARGET_GRID 0x08 /*!< 全てのマス対象にする(現在未使用) / Select from all grids */
1603 * Bit flags for control of get_check_strict()
1605 #define CHECK_OKAY_CANCEL 0x01
1606 #define CHECK_NO_ESCAPE 0x02
1607 #define CHECK_NO_HISTORY 0x04
1608 #define CHECK_DEFAULT_Y 0x08
1614 * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
1616 #define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */
1617 #define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */
1618 #define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
1619 #define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
1620 #define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
1621 #define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
1627 * p_ptr->updateに充てるプレイヤーステータス更新処理要求 / Bit flags for the "p_ptr->update" variable
1632 * Bit flags for the "p_ptr->redraw" variable
1634 #define PR_MISC 0x00000001L /*!< 再描画フラグ: 種族と職業 / Display Race/Class */
1635 #define PR_TITLE 0x00000002L /*!< 再描画フラグ: 称号 / Display Title */
1636 #define PR_LEV 0x00000004L /*!< 再描画フラグ: レベル / Display Level */
1637 #define PR_EXP 0x00000008L /*!< 再描画フラグ: 経験値 / Display Experience */
1638 #define PR_STATS 0x00000010L /*!< 再描画フラグ: ステータス / Display Stats */
1639 #define PR_ARMOR 0x00000020L /*!< 再描画フラグ: AC / Display Armor */
1640 #define PR_HP 0x00000040L /*!< 再描画フラグ: HP / Display Hitpoints */
1641 #define PR_MANA 0x00000080L /*!< 再描画フラグ: MP / Display Mana */
1642 #define PR_GOLD 0x00000100L /*!< 再描画フラグ: 所持金 / Display Gold */
1643 #define PR_DEPTH 0x00000200L /*!< 再描画フラグ: ダンジョンの階 / Display Depth */
1644 #define PR_EQUIPPY 0x00000400L /*!< 再描画フラグ: 装備シンボル / Display equippy chars */
1645 #define PR_HEALTH 0x00000800L /*!< 再描画フラグ: モンスターのステータス / Display Health Bar */
1646 #define PR_CUT 0x00001000L /*!< 再描画フラグ: 負傷度 / Display Extra (Cut) */
1647 #define PR_STUN 0x00002000L /*!< 再描画フラグ: 朦朧度 / Display Extra (Stun) */
1648 #define PR_HUNGER 0x00004000L /*!< 再描画フラグ: 空腹度 / Display Extra (Hunger) */
1649 #define PR_STATUS 0x00008000L /*!< 再描画フラグ: プレイヤーの付与状態 / Display Status Bar */
1650 #define PR_XXX0 0x00010000L /*!< (unused) */
1651 #define PR_UHEALTH 0x00020000L /*!< 再描画フラグ: ペットのステータス / Display Uma Health Bar */
1652 #define PR_XXX1 0x00040000L /*!< (unused) */
1653 #define PR_XXX2 0x00080000L /*!< (unused) */
1654 #define PR_STATE 0x00100000L /*!< 再描画フラグ: プレイヤーの行動状態 / Display Extra (State) */
1655 #define PR_SPEED 0x00200000L /*!< 再描画フラグ: 加速 / Display Extra (Speed) */
1656 #define PR_STUDY 0x00400000L /*!< 再描画フラグ: 学習 / Display Extra (Study) */
1657 #define PR_IMITATION 0x00800000L /*!< 再描画フラグ: ものまね / Display Extra (Imitation) */
1658 #define PR_EXTRA 0x01000000L /*!< 再描画フラグ: 拡張ステータス全体 / Display Extra Info */
1659 #define PR_BASIC 0x02000000L /*!< 再描画フラグ: 基本ステータス全体 / Display Basic Info */
1660 #define PR_MAP 0x04000000L /*!< 再描画フラグ: ゲームマップ / Display Map */
1661 #define PR_WIPE 0x08000000L /*!< 再描画フラグ: 画面消去 / Hack -- Total Redraw */
1668 * Bit flags for the "p_ptr->window" variable (etc)
1670 #define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
1671 #define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
1672 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
1673 #define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
1674 #define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
1677 #define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
1678 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
1679 #define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
1680 #define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
1681 #define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
1682 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
1685 #define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
1686 #define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
1688 /* Empty hand status */
1689 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
1690 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
1691 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
1693 /*** General index values ***/
1697 * Some things which induce learning
1709 #define DRS_CHAOS 11
1710 #define DRS_DISEN 12
1711 #define DRS_BLIND 13
1712 #define DRS_NEXUS 14
1713 #define DRS_SOUND 15
1714 #define DRS_SHARD 16
1717 #define DRS_REFLECT 32
1721 #define DAMAGE_FORCE 1
1722 #define DAMAGE_GENO 2
1723 #define DAMAGE_LOSELIFE 3
1724 #define DAMAGE_ATTACK 4
1725 #define DAMAGE_NOESCAPE 5
1726 #define DAMAGE_USELIFE 6
1730 * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
1732 #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */
1733 #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */
1734 #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
1737 /*** Object flag values ***/
1741 * Special Object Flags
1743 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
1744 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
1745 #define IDENT_EMPTY 0x04 /* Item charges are known */
1746 #define IDENT_KNOWN 0x08 /* Item abilities are known */
1747 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
1748 #define IDENT_MENTAL 0x20 /* Item information is known */
1750 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
1752 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
1756 * How object is marked (flags in object_type.mark)
1757 * OM_FOUND --- original boolean flag
1758 * OM_NOMSG --- temporary flag to suppress messages which were
1759 * already printed in autopick_pickup_items().
1761 #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
1762 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
1763 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
1764 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
1765 #define OM_TOUCHED 0x10 /* Object was touched by player */
1771 * Old variables for object flags such as flags1, flags2, and flags3
1772 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
1773 * object flags. And each flag is refered by single index number
1774 * instead of a bit mask.
1776 * Therefore it's very easy to add a lot of new flags; no one need to
1777 * worry about in which variable a new flag should be put, nor to
1778 * modify a huge number of files all over the source directory at once
1779 * to add new flag variables such as flags4, a_ability_flags1, etc...
1781 * All management of flags is now treated using a set of macros
1782 * instead of bit operations.
1783 * Note: These macros are using division, modulo, and bit shift
1784 * operations, and it seems that these operations are rather slower
1785 * than original bit operation. But since index numbers are almost
1786 * always given as constant, such slow operations are performed in the
1787 * compile time. So there is no problem on the speed.
1789 * Exceptions of new flag management is a set of flags to control
1790 * object generation and the curse flags. These are not yet rewritten
1791 * in new index form; maybe these have no merit of rewriting.
1794 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
1795 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
1796 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
1797 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
1798 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
1801 #define TR_STR 0 /* STR += "pval" */
1802 #define TR_INT 1 /* INT += "pval" */
1803 #define TR_WIS 2 /* WIS += "pval" */
1804 #define TR_DEX 3 /* DEX += "pval" */
1805 #define TR_CON 4 /* CON += "pval" */
1806 #define TR_CHR 5 /* CHR += "pval" */
1807 #define TR_MAGIC_MASTERY 6 /* Later */
1808 #define TR_FORCE_WEAPON 7 /* Later */
1809 #define TR_STEALTH 8 /* Stealth += "pval" */
1810 #define TR_SEARCH 9 /* Search += "pval" */
1811 #define TR_INFRA 10 /* Infra += "pval" */
1812 #define TR_TUNNEL 11 /* Tunnel += "pval" */
1813 #define TR_SPEED 12 /* Speed += "pval" */
1814 #define TR_BLOWS 13 /* Blows += "pval" */
1815 #define TR_CHAOTIC 14
1816 #define TR_VAMPIRIC 15
1817 #define TR_SLAY_ANIMAL 16
1818 #define TR_SLAY_EVIL 17
1819 #define TR_SLAY_UNDEAD 18
1820 #define TR_SLAY_DEMON 19
1821 #define TR_SLAY_ORC 20
1822 #define TR_SLAY_TROLL 21
1823 #define TR_SLAY_GIANT 22
1824 #define TR_SLAY_DRAGON 23
1825 #define TR_KILL_DRAGON 24 /* Execute Dragon */
1826 #define TR_VORPAL 25 /* Later */
1827 #define TR_IMPACT 26 /* Cause Earthquakes */
1828 #define TR_BRAND_POIS 27
1829 #define TR_BRAND_ACID 28
1830 #define TR_BRAND_ELEC 29
1831 #define TR_BRAND_FIRE 30
1832 #define TR_BRAND_COLD 31
1834 #define TR_SUST_STR 32
1835 #define TR_SUST_INT 33
1836 #define TR_SUST_WIS 34
1837 #define TR_SUST_DEX 35
1838 #define TR_SUST_CON 36
1839 #define TR_SUST_CHR 37
1840 #define TR_RIDING 38
1841 #define TR_EASY_SPELL 39
1842 #define TR_IM_ACID 40
1843 #define TR_IM_ELEC 41
1844 #define TR_IM_FIRE 42
1845 #define TR_IM_COLD 43
1846 #define TR_THROW 44 /* Later */
1847 #define TR_REFLECT 45 /* Reflect 'bolts' */
1848 #define TR_FREE_ACT 46 /* Free Action */
1849 #define TR_HOLD_EXP 47 /* Hold EXP */
1850 #define TR_RES_ACID 48
1851 #define TR_RES_ELEC 49
1852 #define TR_RES_FIRE 50
1853 #define TR_RES_COLD 51
1854 #define TR_RES_POIS 52
1855 #define TR_RES_FEAR 53 /* Added for Zangband */
1856 #define TR_RES_LITE 54
1857 #define TR_RES_DARK 55
1858 #define TR_RES_BLIND 56
1859 #define TR_RES_CONF 57
1860 #define TR_RES_SOUND 58
1861 #define TR_RES_SHARDS 59
1862 #define TR_RES_NETHER 60
1863 #define TR_RES_NEXUS 61
1864 #define TR_RES_CHAOS 62
1865 #define TR_RES_DISEN 63
1867 #define TR_SH_FIRE 64 /* Immolation (Fire) */
1868 #define TR_SH_ELEC 65 /* Electric Sheath */
1869 #define TR_SLAY_HUMAN 66 /* Slay human */
1870 #define TR_SH_COLD 67 /* cold aura */
1871 #define TR_NO_TELE 68 /* Anti-teleportation */
1872 #define TR_NO_MAGIC 69 /* Anti-magic */
1873 #define TR_DEC_MANA 70 /* ??? */
1874 #define TR_TY_CURSE 71 /* The Ancient Curse */
1875 #define TR_WARNING 72 /* Warning */
1876 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
1877 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
1878 #define TR_SLAY_GOOD 75
1879 #define TR_LEVITATION 76 /* Feather Falling */
1880 #define TR_LITE_1 77 /* Light Radius 1*/
1881 #define TR_SEE_INVIS 78 /* See Invisible */
1882 #define TR_TELEPATHY 79 /* Telepathy */
1883 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
1884 #define TR_REGEN 81 /* Item induces regeneration */
1885 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
1886 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
1887 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
1888 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
1889 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
1890 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
1891 #define TR_ACTIVATE 88 /* Item can be activated */
1892 #define TR_DRAIN_EXP 89 /* Item drains Experience */
1893 #define TR_TELEPORT 90 /* Item teleports player */
1894 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
1895 #define TR_BLESSED 92 /* Item is Blessed */
1896 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
1897 #define TR_ES_AC 94 /* Fake flag for Smith */
1898 #define TR_KILL_GOOD 95
1900 #define TR_KILL_ANIMAL 96
1901 #define TR_KILL_EVIL 97
1902 #define TR_KILL_UNDEAD 98
1903 #define TR_KILL_DEMON 99
1904 #define TR_KILL_ORC 100
1905 #define TR_KILL_TROLL 101
1906 #define TR_KILL_GIANT 102
1907 #define TR_KILL_HUMAN 103
1908 #define TR_ESP_ANIMAL 104
1909 #define TR_ESP_UNDEAD 105
1910 #define TR_ESP_DEMON 106
1911 #define TR_ESP_ORC 107
1912 #define TR_ESP_TROLL 108
1913 #define TR_ESP_GIANT 109
1914 #define TR_ESP_DRAGON 110
1915 #define TR_ESP_HUMAN 111
1916 #define TR_ESP_EVIL 112
1917 #define TR_ESP_GOOD 113
1918 #define TR_ESP_NONLIVING 114
1919 #define TR_ESP_UNIQUE 115
1920 #define TR_FULL_NAME 116
1921 #define TR_FIXED_FLAVOR 117
1922 #define TR_ADD_L_CURSE 118
1923 #define TR_ADD_H_CURSE 119
1924 #define TR_DRAIN_HP 120
1925 #define TR_DRAIN_MANA 121
1926 #define TR_LITE_2 122
1927 #define TR_LITE_3 123
1928 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
1929 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
1930 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
1931 #define TR_LITE_FUEL 127 /* Lights need Fuels */
1933 #define TR_CALL_ANIMAL 128
1934 #define TR_CALL_DEMON 129
1935 #define TR_CALL_DRAGON 130
1936 #define TR_CALL_UNDEAD 131
1937 #define TR_COWARDICE 132
1938 #define TR_LOW_MELEE 133
1939 #define TR_LOW_AC 134
1940 #define TR_LOW_MAGIC 135
1941 #define TR_FAST_DIGEST 136
1942 #define TR_SLOW_REGEN 137
1944 #define TR_FLAG_MAX 138
1945 #define TR_FLAG_SIZE 5
1948 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
1949 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
1950 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
1951 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
1952 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
1953 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
1954 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
1955 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
1956 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
1957 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
1958 #define TRG_CURSED 0x00000400L /* Item is Cursed */
1959 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
1960 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
1961 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
1962 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
1963 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
1964 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
1965 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
1968 #define MAX_CURSE 18
1970 #define TRC_CURSED 0x00000001L
1971 #define TRC_HEAVY_CURSE 0x00000002L
1972 #define TRC_PERMA_CURSE 0x00000004L
1973 #define TRC_XXX1 0x00000008L
1974 #define TRC_TY_CURSE 0x00000010L
1975 #define TRC_AGGRAVATE 0x00000020L
1976 #define TRC_DRAIN_EXP 0x00000040L
1977 #define TRC_SLOW_REGEN 0x00000080L
1978 #define TRC_ADD_L_CURSE 0x00000100L
1979 #define TRC_ADD_H_CURSE 0x00000200L
1980 #define TRC_CALL_ANIMAL 0x00000400L
1981 #define TRC_CALL_DEMON 0x00000800L
1982 #define TRC_CALL_DRAGON 0x00001000L
1983 #define TRC_COWARDICE 0x00002000L
1984 #define TRC_TELEPORT 0x00004000L
1985 #define TRC_LOW_MELEE 0x00008000L
1986 #define TRC_LOW_AC 0x00010000L
1987 #define TRC_LOW_MAGIC 0x00020000L
1988 #define TRC_FAST_DIGEST 0x00040000L
1989 #define TRC_DRAIN_HP 0x00080000L
1990 #define TRC_DRAIN_MANA 0x00100000L
1991 #define TRC_CALL_UNDEAD 0x00200000L
1993 #define TRC_TELEPORT_SELF 0x00000001L
1994 #define TRC_CHAINSWORD 0x00000002L
1996 #define TRC_SPECIAL_MASK \
1997 (TRC_TY_CURSE | TRC_AGGRAVATE)
1999 #define TRC_HEAVY_MASK \
2000 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
2001 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
2003 #define TRC_P_FLAG_MASK \
2004 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
2005 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
2006 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
2007 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
2012 * Hack -- "torch" masks
2014 #define RF7_LITE_MASK \
2015 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
2017 #define RF7_DARK_MASK \
2018 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
2020 #define RF7_HAS_LD_MASK \
2021 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
2023 #define RF7_SELF_LD_MASK \
2024 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
2027 * Hack -- effective elemental and poison immunity mask
2029 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
2030 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
2031 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
2032 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
2033 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
2034 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
2035 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
2036 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
2039 #define MR1_SINKA 0x01
2043 * Is the monster seen by the player?
2045 #define is_seen(A) \
2046 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
2047 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
2050 /*** Macro Definitions ***/
2053 * Return the "char" for a given item.
2054 * Use "flavor" if available.
2055 * Default to user definitions.
2057 #define object_char(T) \
2058 ((k_info[(T)->k_idx].flavor) ? \
2059 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
2060 (k_info[(T)->k_idx].x_char))
2063 * Convert an "attr"/"char" pair into a "pict" (P)
2066 ((((u16b)(A)) << 8) | ((byte)(C)))
2069 * Convert a "pict" (P) into an "attr" (A)
2075 * Convert a "pict" (P) into an "char" (C)
2082 * Hack -- Prepare to use the "Secure" routines
2084 #if defined(SET_UID) && defined(SECURE)
2085 extern int PlayerUID;
2086 # define getuid() PlayerUID
2087 # define geteuid() PlayerUID
2092 /*** Color constants ***/
2095 * Not using graphical tiles for this feature?
2097 #define is_ascii_graphics(A) (!((A) & 0x80))
2104 * Hack -- attempt to reduce various values
2108 # define MACRO_MAX 128
2110 # define QUARK_MAX 128
2112 # define MESSAGE_MAX 128
2114 # define MESSAGE_BUF 4096
2122 * Available graphic modes
2124 #define GRAPHICS_NONE 0
2125 #define GRAPHICS_ORIGINAL 1
2126 #define GRAPHICS_ADAM_BOLT 2
2127 #define GRAPHICS_HENGBAND 3
2130 * Modes for the random name generator
2132 #define NAME_DWARF 1
2134 #define NAME_GNOME 3
2135 #define NAME_HOBBIT 4
2136 #define NAME_HUMAN 5
2146 * Modes for the tokenizer
2148 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
2150 #define GINOU_MAX 10
2153 #define SECRET_TOWN 5
2157 #define MAX_MONSPELLS 96
2158 #define MONSPELL_TYPE_BOLT 1
2159 #define MONSPELL_TYPE_BALL 2
2160 #define MONSPELL_TYPE_BREATH 3
2161 #define MONSPELL_TYPE_SUMMON 4
2162 #define MONSPELL_TYPE_OTHER 5
2164 #define EATER_EXT 36
2165 #define EATER_CHARGE 0x10000L
2166 #define EATER_ROD_CHARGE 0x10L
2170 #define DETECT_RAD_DEFAULT 30
2171 #define DETECT_RAD_MAP 30
2172 #define DETECT_RAD_ALL 255
2174 /* Maximum "Nazguls" number */
2175 #define MAX_NAZGUL_NUM 5
2177 #define DO_AUTOPICK 0x01
2178 #define DO_AUTODESTROY 0x02
2179 #define DO_DISPLAY 0x04
2180 #define DONT_AUTOPICK 0x08
2181 #define ITEM_DISPLAY 0x10
2182 #define DO_QUERY_AUTOPICK 0x20
2185 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
2186 #define MAGIC_FAIL_5PERCENT 0x0002
2187 #define MAGIC_GAIN_EXP 0x0004
2189 #define VIRTUE_LARGE 1
2190 #define VIRTUE_SMALL 2
2192 #define SPELL_DD_S 27
2193 #define SPELL_DD_T 13
2195 #define SPELL_KABE 20
2197 #define KNOW_STAT 0x01
2198 #define KNOW_HPRATE 0x02
2202 #define DUNGEON_FEAT_PROB_NUM 3
2205 * Flags for save/load temporal saved floor file
2207 #define SLF_SECOND 0x0001 /* Called from another save/load function */
2208 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
2212 * Flags for wr_item()/rd_item()
2214 #define SAVE_ITEM_PVAL 0x00000001
2215 #define SAVE_ITEM_DISCOUNT 0x00000002
2216 #define SAVE_ITEM_NUMBER 0x00000004
2217 #define SAVE_ITEM_NAME1 0x00000008
2218 #define SAVE_ITEM_NAME2 0x00000010
2219 #define SAVE_ITEM_TIMEOUT 0x00000020
2220 #define SAVE_ITEM_TO_H 0x00000040
2221 #define SAVE_ITEM_TO_D 0x00000080
2222 #define SAVE_ITEM_TO_A 0x00000100
2223 #define SAVE_ITEM_AC 0x00000200
2224 #define SAVE_ITEM_DD 0x00000400
2225 #define SAVE_ITEM_DS 0x00000800
2226 #define SAVE_ITEM_IDENT 0x00001000
2227 #define SAVE_ITEM_MARKED 0x00002000
2228 #define SAVE_ITEM_ART_FLAGS0 0x00004000
2229 #define SAVE_ITEM_ART_FLAGS1 0x00008000
2230 #define SAVE_ITEM_ART_FLAGS2 0x00010000
2231 #define SAVE_ITEM_ART_FLAGS3 0x00020000
2232 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
2233 #define SAVE_ITEM_HELD_M_IDX 0x00080000
2234 #define SAVE_ITEM_XTRA1 0x00100000
2235 #define SAVE_ITEM_XTRA2 0x00200000
2236 #define SAVE_ITEM_XTRA3 0x00400000
2237 #define SAVE_ITEM_XTRA4 0x00800000
2238 #define SAVE_ITEM_XTRA5 0x01000000
2239 #define SAVE_ITEM_FEELING 0x02000000
2240 #define SAVE_ITEM_INSCRIPTION 0x04000000
2241 #define SAVE_ITEM_ART_NAME 0x08000000
2242 #define SAVE_ITEM_ART_FLAGS4 0x10000000
2246 * Flags for wr_monster()/rd_monster()
2248 #define SAVE_MON_AP_R_IDX 0x00000001
2249 #define SAVE_MON_SUB_ALIGN 0x00000002
2250 #define SAVE_MON_CSLEEP 0x00000004
2251 #define SAVE_MON_FAST 0x00000008
2252 #define SAVE_MON_SLOW 0x00000010
2253 #define SAVE_MON_STUNNED 0x00000020
2254 #define SAVE_MON_CONFUSED 0x00000040
2255 #define SAVE_MON_MONFEAR 0x00000080
2256 #define SAVE_MON_TARGET_Y 0x00000100
2257 #define SAVE_MON_TARGET_X 0x00000200
2258 #define SAVE_MON_INVULNER 0x00000400
2259 #define SAVE_MON_SMART 0x00000800
2260 #define SAVE_MON_EXP 0x00001000
2261 #define SAVE_MON_MFLAG2 0x00002000
2262 #define SAVE_MON_NICKNAME 0x00004000
2263 #define SAVE_MON_PARENT 0x00008000
2267 * Constant for kinds of mimic
2269 #define MIMIC_NONE 0
2270 #define MIMIC_DEMON 1
2271 #define MIMIC_DEMON_LORD 2
2272 #define MIMIC_VAMPIRE 3
2275 #define MIMIC_FLAGS choice
2276 #define MIMIC_IS_NONLIVING 0x00000001
2277 #define MIMIC_IS_DEMON 0x00000002
2278 #define MIMIC_IS_UNDEAD 0x00000004
2281 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
2283 /* Sub-alignment flags for neutral monsters */
2284 #define SUB_ALIGN_NEUTRAL 0x0000
2285 #define SUB_ALIGN_EVIL 0x0001
2286 #define SUB_ALIGN_GOOD 0x0002
2288 #define IS_WIZARD_CLASS() \
2289 (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2291 /* Multishadow effects is determined by current_world_ptr->game_turn */
2292 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
2294 /* Is "teleport level" ineffective to this target? */
2295 #define TELE_LEVEL_IS_INEFF(TARGET) \
2296 (p_ptr->inside_arena || p_ptr->inside_battle || \
2297 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
2298 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
2299 (current_floor_ptr->dun_level >= 1) && ironman_downward))
2303 * Max numbers of macro trigger names
2305 #define MAX_MACRO_MOD 12
2306 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
2308 /* Max size of screen dump buffer */
2309 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
2313 * Special key code used for inkey_special()
2315 #define SKEY_MOD_MASK 0x0f00
2316 #define SKEY_MOD_SHIFT 0x0100
2317 #define SKEY_MOD_CONTROL 0x0200
2319 #define SKEY_MASK 0xf000
2320 #define SKEY_DOWN 0xf001
2321 #define SKEY_LEFT 0xf002
2322 #define SKEY_RIGHT 0xf003
2323 #define SKEY_UP 0xf004
2324 #define SKEY_PGUP 0xf005
2325 #define SKEY_PGDOWN 0xf006
2326 #define SKEY_TOP 0xf007
2327 #define SKEY_BOTTOM 0xf008
2329 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
2330 #define MTIMED_FAST 1 /* Monster is temporarily fast */
2331 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
2332 #define MTIMED_STUNNED 3 /* Monster is stunned */
2333 #define MTIMED_CONFUSED 4 /* Monster is confused */
2334 #define MTIMED_MONFEAR 5 /* Monster is afraid */
2335 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
2337 #define MAX_MTIMED 7
2339 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
2340 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
2341 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
2342 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
2343 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
2344 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
2345 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
2348 * Bit flags for screen_object()
2350 #define SCROBJ_FAKE_OBJECT 0x00000001
2351 #define SCROBJ_FORCE_DETAIL 0x00000002
2354 * For travel command (auto run)
2363 #define SP_KILL_WALL 4
2365 #define SP_KILL_TRAP 6
2369 #define SP_DOUBLE 10
2370 #define SP_EXPLODE 11
2371 #define SP_EVILNESS 12
2372 #define SP_HOLYNESS 13
2374 #define SP_NEEDLE 15
2376 #define CONCENT_RADAR_THRESHOLD 2
2377 #define CONCENT_TELE_THRESHOLD 5
2380 #define hex_spelling_any() \
2381 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
2382 #define hex_spelling(X) \
2383 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
2384 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
2385 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
2386 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
2387 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
2388 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
2391 Language selection macro
2394 #define _(JAPANESE,ENGLISH) (JAPANESE)
2396 #define _(JAPANESE,ENGLISH) (ENGLISH)
2399 /* Lite flag macro */
2400 #define have_lite_flag(ARRAY) \
2401 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
2403 #define have_dark_flag(ARRAY) \
2404 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
2406 /* Spell Type flag */
2407 #define MONSTER_TO_PLAYER 0x01
2408 #define MONSTER_TO_MONSTER 0x02
2410 /* summoning number */
2411 #define S_NUM_6 (easy_band ? 2 : 6)
2412 #define S_NUM_4 (easy_band ? 1 : 4)
2414 /* monster spell number */
2415 #define RF4_SPELL_START 32 * 3
2416 #define RF5_SPELL_START 32 * 4
2417 #define RF6_SPELL_START 32 * 5
2419 #define RF4_SPELL_SIZE 32
2420 #define RF5_SPELL_SIZE 32
2421 #define RF6_SPELL_SIZE 32
2423 /* Spell Damage Calc Flag*/
2433 /* Cheat Info Type */
2434 #define CHEAT_OBJECT 0
2435 #define CHEAT_MONSTER 1
2436 #define CHEAT_DUNGEON 2
2437 #define CHEAT_MISC 3
2439 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
2440 #define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
2443 * チートオプションの最大数 / Number of cheating options
2445 #define CHEAT_MAX 10