#define FAKE_VERSION 0
#define FAKE_VER_MAJOR 12
#define FAKE_VER_MINOR 1
-#define FAKE_VER_PATCH 0
+#define FAKE_VER_PATCH 3
/*
*/
#define H_VER_MAJOR 2
#define H_VER_MINOR 1
-#define H_VER_PATCH 0
-#define H_VER_EXTRA 0
+#define H_VER_PATCH 2
+#define H_VER_EXTRA 2
#define ANGBAND_2_8_1
#define ART_PALANTIR 15
#define ART_STONE_LORE 17
#define ART_FLY_STONE 147
-
+#define ART_ORB_OF_FATE 245
/* Amulets */
#define ART_CARLAMMAS 4
#define ART_INGWE 5
#define ART_GHB 192
#define ART_DASAI 200
#define ART_KESHO 204
+#define ART_MILIM 246
/* Shields */
#define ART_THORIN 30
#define ART_KAMUI 198
#define ART_GOURYU 207
#define ART_EOWYN 216
+#define ART_NANACHO 248
/* Polearms */
#define ART_THEODEN 93
/* xxx */
/* Body Armor */
-#define EGO_RESIST_ACID 4
-#define EGO_RESIST_ELEC 5
-#define EGO_RESIST_FIRE 6
-#define EGO_RESIST_COLD 7
+#define EGO_XXXX1 4
+#define EGO_XXXX2 5
+#define EGO_XXXX3 6
+#define EGO_OLOG 7
#define EGO_RESISTANCE 8
#define EGO_ELVENKIND 9
#define EGO_DWARVEN 10
#define EGO_PERMANENCE 11
#define EGO_YOIYAMI 12
-/* xxx */
+#define EGO_URUKISH 13
/* xxx */
/* xxx */
#define ACT_DRAIN_2 13
#define ACT_VAMPIRE_1 14
#define ACT_BO_MISS_2 15
-#define ACT_BA_FIRE_2 16
+#define ACT_BA_FIRE_3 16
#define ACT_BA_COLD_3 17
#define ACT_BA_ELEC_3 18
#define ACT_WHIRLWIND 19
#define ACT_DISP_EVIL 23
#define ACT_BA_MISS_3 24
#define ACT_DISP_GOOD 25
-/* 26 - 50 unused */
+#define ACT_BO_MANA 26
+#define ACT_BA_FIRE_2 27
+#define ACT_BA_WATER 28
+#define ACT_BA_STAR 29
+#define ACT_BA_DARK 30
+#define ACT_BA_MANA 31
+#define ACT_PESTICIDE 32
+#define ACT_BLINDING_LIGHT 33
+#define ACT_BIZARRE 34
+#define ACT_CAST_BA_STAR 35
+#define ACT_BLADETURNER 36
+#define ACT_BA_ACID_1 37
+#define ACT_BR_FIRE 38
+#define ACT_BR_COLD 39
+#define ACT_BR_DRAGON 40
+/* 33 - 50 unused */
#define ACT_CONFUSE 51
#define ACT_SLEEP 52
#define ACT_QUAKE 53
#define ACT_BANISH_EVIL 56
#define ACT_GENOCIDE 57
#define ACT_MASS_GENO 58
+#define ACT_SCARE_AREA 59
+#define ACT_AGGRAVATE 60
/* 59 - 64 unused */
#define ACT_CHARM_ANIMAL 65
#define ACT_CHARM_UNDEAD 66
#define ACT_SUMMON_ELEMENTAL 72
#define ACT_SUMMON_DEMON 73
#define ACT_SUMMON_UNDEAD 74
-/* 75 - 80 unused */
+#define ACT_SUMMON_HOUND 75
+#define ACT_SUMMON_DAWN 76
+#define ACT_SUMMON_OCTOPUS 77
+/* 76 - 80 unused */
+#define ACT_CHOIR_SINGS 80
#define ACT_CURE_LW 81
#define ACT_CURE_MW 82
#define ACT_CURE_POISON 83
#define ACT_REST_ALL 85
#define ACT_CURE_700 86
#define ACT_CURE_1000 87
-/* 88 - 90 unused */
+#define ACT_CURING 88
+#define ACT_CURE_MANA_FULL 89
+/* 90 unused */
#define ACT_ESP 91
#define ACT_BERSERK 92
#define ACT_PROT_EVIL 93
#define ACT_XTRA_SPEED 96
#define ACT_WRAITH 97
#define ACT_INVULN 98
-/* 99 - 110 unused */
+#define ACT_HELO 99
+#define ACT_HELO_SPEED 100
+#define ACT_RESIST_ACID 101
+#define ACT_RESIST_FIRE 102
+#define ACT_RESIST_COLD 103
+#define ACT_RESIST_ELEC 104
+#define ACT_RESIST_POIS 105
+/* 106 - 110 unused */
#define ACT_LIGHT 111
#define ACT_MAP_LIGHT 112
#define ACT_DETECT_ALL 113
#define ACT_DIM_DOOR 124
#define ACT_TELEPORT 125
#define ACT_RECALL 126
+#define ACT_JUDGE 127
+#define ACT_TELEKINESIS 128
+#define ACT_DETECT_UNIQUE 129
+#define ACT_ESCAPE 130
+#define ACT_DISP_CURSE_XTRA 131
+#define ACT_BRAND_FIRE_BOLTS 132
+#define ACT_RECHARGE_XTRA 133
+#define ACT_LORE 134
+#define ACT_SHIKOFUMI 135
+#define ACT_PHASE_DOOR 136
+#define ACT_DETECT_ALL_MONS 137
+#define ACT_ULTIMATE_RESIST 138
/* 127 -> unused */
+#define ACT_STRAIN_HASTE 247
+#define ACT_TELEPORT_LEVEL 248
+#define ACT_GRAND_CROSS 249
+#define ACT_CAST_OFF 250
+#define ACT_FISHING 251
+#define ACT_INROU 252
+#define ACT_MURAMASA 253
+#define ACT_BLOODY_MOON 254
+#define ACT_CRIMSON 255
/*** Object "tval" and "sval" codes ***/
#define SV_SCROLL_ARTIFACT 52
#define SV_SCROLL_RESET_RECALL 53
#define SV_SCROLL_SUMMON_KIN 54
+#define SV_SCROLL_AMUSEMENT 55
+#define SV_SCROLL_STAR_AMUSEMENT 56
/* The "sval" codes for TV_POTION */
#define SV_POTION_WATER 0
#define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
/* Used only after cave generation */
-#define CAVE_XXXX1 0x0200
+#define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
#define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
#define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
#define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
#define PW_EQUIP 0x00000002L /* Display equip/inven */
#define PW_SPELL 0x00000004L /* Display spell list */
#define PW_PLAYER 0x00000008L /* Display character */
+#define PW_MONSTER_LIST 0x00000010L /* Display monster list */
/* xxx */
/* xxx */
#define PW_MESSAGE 0x00000040L /* Display messages */
#define TR_WARNING 72 /* Warning */
#define TR_HIDE_TYPE 73 /* Hide "pval" description */
#define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
-#define TR_XXX1 75 /* XXX1 */
+#define TR_SLAY_GOOD 75
#define TR_LEVITATION 76 /* Feather Falling */
#define TR_LITE 77 /* Permanent Light */
#define TR_SEE_INVIS 78 /* See Invisible */
#define TR_BLESSED 92 /* Item is Blessed */
#define TR_ES_ATTACK 93 /* Fake flag for Smith */
#define TR_ES_AC 94 /* Fake flag for Smith */
-#define TR_XXX5 95
+#define TR_KILL_GOOD 95
#define TR_KILL_ANIMAL 96
#define TR_KILL_EVIL 97
#define TR_ESP_UNIQUE 115
#define TR_FULL_NAME 116
#define TR_FIXED_FLAVOR 117
+#define TR_ADD_L_CURSE 118
+#define TR_ADD_H_CURSE 119
-#define TR_FLAG_MAX 118
+#define TR_FLAG_MAX 120
#define TR_FLAG_SIZE 4
#define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
#define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
#define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
+#define TRG_XTRA_DICE 0x00010000L /* Extra dice */
#define MAX_CURSE 17
#define RBE_EXP_VAMP 31
#define RBE_DR_MANA 32
#define RBE_SUPERHURT 33
+#define RBE_INERTIA 34
+#define RBE_STUN 35
/*** Monster flag values (hard-coded) ***/
#define RF7_SELF_LITE_2 0x00000800 /* Monster lights itself */
#define RF7_GUARDIAN 0x00001000 /* Guardian of a dungeon */
#define RF7_CHAMELEON 0x00002000 /* Chameleon can change */
-#define RF7_KILL_EXP 0x00004000 /* No exp until you kill it */
+#define RF7_XXXX4XXX 0x00004000 /* Now Empty */
#define RF7_TANUKI 0x00008000 /* Tanuki disguise */
#define RF7_HAS_DARK_1 0x00010000 /* Monster carries darkness */
#define RF7_SELF_DARK_1 0x00020000 /* Monster darkens itself */
#define RF4_RIDING_MASK \
(RF4_SHRIEK)
-#define RF5_RIDING_MASK 0L
+#define RF5_RIDING_MASK 0UL
#define RF6_RIDING_MASK \
(RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | RF5_BO_PLAS | \
RF5_BO_ICEE | RF5_MISSILE)
-#define RF6_BOLT_MASK 0L
+#define RF6_BOLT_MASK 0UL
/*
* Hack -- "beam" spells that may hurt fellow monsters
* Currently "beam" spells are included in "attack"
*/
-#define RF4_BEAM_MASK 0L
+#define RF4_BEAM_MASK 0UL
-#define RF5_BEAM_MASK 0L
+#define RF5_BEAM_MASK 0UL
#define RF6_BEAM_MASK (RF6_PSY_SPEAR)
#define RF5_BIG_BALL_MASK \
(RF5_BA_LITE | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
-#define RF6_BIG_BALL_MASK 0L
+#define RF6_BIG_BALL_MASK 0UL
/*
* Hack -- "breath" spells that may hurt friends
RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
RF4_BR_NUKE | RF4_BR_DISI)
-#define RF5_BREATH_MASK 0L
+#define RF5_BREATH_MASK 0UL
-#define RF6_BREATH_MASK 0L
+#define RF6_BREATH_MASK 0UL
/*
* Hack -- "summon" spells
* Currently "summon" spells are included in "intelligent" and "indirect"
*/
-#define RF4_SUMMON_MASK 0L
+#define RF4_SUMMON_MASK 0UL
-#define RF5_SUMMON_MASK 0L
+#define RF5_SUMMON_MASK 0UL
#define RF6_SUMMON_MASK \
(RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
#define get_feat_mimic(C) \
(f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
-#define update_playtime() \
-{\
- u32b tmp;\
- tmp = time(NULL);\
- playtime += (tmp - start_time);\
- start_time = tmp;\
-}
-
/*
* Hack -- Prepare to use the "Secure" routines
*/
#define BACT_POKER 43
#define BACT_IDENT_ONE 44
#define BACT_RECHARGE_ALL 45
-#define BACT_EVAL_AC 46
-#define MAX_BACT 47
+#define BACT_EVAL_AC 46
+#define BACT_BROKEN_WEAPON 47
+#define MAX_BACT 48
/*
* Quest status
/*
* Initialization flags
*/
-#define INIT_SHOW_TEXT 0x01
-#define INIT_ASSIGN 0x02
-#define INIT_CREATE_DUNGEON 0x04
-#define INIT_ONLY_FEATURES 0x08
-#define INIT_ONLY_BUILDINGS 0x10
+#define INIT_NAME_ONLY 0x01
+#define INIT_SHOW_TEXT 0x02
+#define INIT_ASSIGN 0x04
+#define INIT_CREATE_DUNGEON 0x08
+#define INIT_ONLY_FEATURES 0x10
+#define INIT_ONLY_BUILDINGS 0x20
/*
* Quest flags
#define MON_JIZOTAKO 1065
#define MON_TANUKI 1067
#define MON_HATOPOPPO 1083
+#define MON_KOGAN 1096
/* Maximum "Nazguls" number */
#define MAX_NAZGUL_NUM 5
#define DF1_GLASS_DOOR 0x00000200L
#define DF1_CAVE 0x00000400L
#define DF1_CAVERN 0x00000800L
-#define DF1_XXX12 0x00001000L
+#define DF1_ARCADE 0x00001000L
#define DF1_XXX13 0x00002000L
#define DF1_XXX14 0x00004000L
#define DF1_XXX15 0x00008000L
#define HEX_SHADOW_MOVE 29
#define HEX_ANTI_MAGIC 30
#define HEX_REVENGE 31
+
+/*
+ Language selection macro
+*/
+#ifdef JP
+#define _(JAPANESE,ENGLISH) (JAPANESE)
+#else
+#define _(JAPANESE,ENGLISH) (ENGLISH)
+#endif