* You have been warned.\n
*/
-
-/*!
- * @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)
- * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
- */
-#define PANEL_HGT 11
-
-/*!
- * @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)
- * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
- */
-#define PANEL_WID 33
-
-/*!
- * @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)
- * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
- */
-#define SCREEN_HGT 22
-
-/*!
- * @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)
- * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
- */
-#define SCREEN_WID 66
-
-/*!
- * @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)
- * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
- */
-#define MAX_HGT 66
-
-/*!
- * @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)
- * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
- */
-#define MAX_WID 198
-
/*
* Arena constants
*/
#define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
-#define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
-#define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
-
-#define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
-
/*!
* @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")
* @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
/*** Screen Locations ***/
-#define VER_INFO_ROW 3 //!< タイトル表記(行)
-
-
-#define ROW_MAP 0
-#define COL_MAP 12
-
-/*
- * Bit flags for the *_can_enter() and monster_can_cross_terrain()
- */
-#define CEM_RIDING 0x0001
-#define CEM_P_CAN_ENTER_PATTERN 0x0002
-
-
-#define OBJ_GOLD_LIST 480 /* First "gold" entry */
-#define MAX_GOLD 18 /* Number of "gold" entries */
-
-/*
- * Object flags
- *
- * Old variables for object flags such as flags1, flags2, and flags3
- * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
- * object flags. And each flag is refered by single index number
- * instead of a bit mask.
- *
- * Therefore it's very easy to add a lot of new flags; no one need to
- * worry about in which variable a new flag should be put, nor to
- * modify a huge number of files all over the source directory at once
- * to add new flag variables such as flags4, a_ability_flags1, etc...
- *
- * All management of flags is now treated using a set of macros
- * instead of bit operations.
- * Note: These macros are using division, modulo, and bit shift
- * operations, and it seems that these operations are rather slower
- * than original bit operation. But since index numbers are almost
- * always given as constant, such slow operations are performed in the
- * compile time. So there is no problem on the speed.
- *
- * Exceptions of new flag management is a set of flags to control
- * object generation and the curse flags. These are not yet rewritten
- * in new index form; maybe these have no merit of rewriting.
- */
-
-#define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
-#define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
-#define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
-#define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
-#define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
-
/*
* Is the monster seen by the player?
*/
(player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
-/*
- * Modes for the tokenizer
- */
-
-
-#define MAX_MANE 16
-
-
-#define EATER_EXT 36
-#define EATER_CHARGE 0x10000L
-#define EATER_ROD_CHARGE 0x10L
-
-
-#define DETECT_RAD_DEFAULT 30
-#define DETECT_RAD_MAP 30
-#define DETECT_RAD_ALL 255
-
/* Maximum "Nazguls" number */
#define MAX_NAZGUL_NUM 5
-#define VIRTUE_LARGE 1
-#define VIRTUE_SMALL 2
-
-
-#define DUNGEON_FEAT_PROB_NUM 3
-
-/*
- * Max numbers of macro trigger names
- */
-#define MAX_MACRO_MOD 12
-#define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
-
-
#define MTIMED_CSLEEP 0 /* Monster is sleeping */
#define MTIMED_FAST 1 /* Monster is temporarily fast */
#define MTIMED_SLOW 2 /* Monster is temporarily slow */
#define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
/*
- * For travel command (auto run)
- */
-#define TRAVEL
-
-#define CONCENT_RADAR_THRESHOLD 2
-#define CONCENT_TELE_THRESHOLD 5
-
-/*
Language selection macro
*/
#ifdef JP
#else
#define _(JAPANESE,ENGLISH) (ENGLISH)
#endif
-
-/* Lite flag macro */
-#define have_lite_flag(ARRAY) \
- (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
-
-#define have_dark_flag(ARRAY) \
- (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
-
-/* Cheat Info Type */
-#define CHEAT_OBJECT 0
-#define CHEAT_MONSTER 1
-#define CHEAT_DUNGEON 2
-#define CHEAT_MISC 3
-
-#define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
-#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 */
-
-/*!
- * チートオプションの最大数 / Number of cheating options
- */
-#define CHEAT_MAX 10