* "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
*/
#define FAKE_VERSION 0
-#define FAKE_VER_MAJOR 11
-#define FAKE_VER_MINOR 7
-#define FAKE_VER_PATCH 0
+#define FAKE_VER_MAJOR 12
+#define FAKE_VER_MINOR 1
+#define FAKE_VER_PATCH 1
/*
*
* Upper compatibility is always guaranteed.
*/
-#define H_VER_MAJOR 1
-#define H_VER_MINOR 7
-#define H_VER_PATCH 0
-#define H_VER_EXTRA 6
+#define H_VER_MAJOR 2
+#define H_VER_MINOR 1
+#define H_VER_PATCH 1
+#define H_VER_EXTRA 0
#define ANGBAND_2_8_1
/* Check is the quest index is "fixed" */
#define is_fixed_quest_idx(Q_IDX) (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST))
+#define QUEST_TOWER1 5
+#define QUEST_TOWER2 6
+#define QUEST_TOWER3 7
#define QUEST_OBERON 8
#define QUEST_SERPENT 9
/*
* Arena constants
*/
-#define MAX_ARENA_MONS 38 /* -KMW- */
+#define MAX_ARENA_MONS 41 /* -KMW- */
#define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT))
/*
* Maximum number of player "class" types (see "table.c", etc)
*/
-#define MAX_CLASS 27
+#define MAX_CLASS 28
#define MAX_SEIKAKU 12
#define GREAT_OBJ 10
/*
- * There is a 1/50 (2%) chance of inflating the requested monster_level
+ * There is a 1/25 (4%) chance of inflating the requested monster_level
* during the creation of a monsters (see "get_mon_num()" in "monster.c").
* Lower values yield harder monsters more often.
*/
-#define NASTY_MON 50 /* 1/chance of inflated monster level */
+#define NASTY_MON_BASE 25
+#define NASTY_MON_MAX 3
+#define NASTY_MON_PLUS_MAX 25
/* 1/x chance of hurting even if invulnerable! */
#define PENETRATE_INVULNERABILITY 13
#define CH_DAEMON 0x100
#define CH_CRUSADE 0x200
-#define CH_MUSIC 0x10000
-#define CH_HISSATSU 0x20000
+#define CH_MUSIC 0x08000 /* This is 16th bit */
+#define CH_HISSATSU 0x10000
+#define CH_HEX 0x20000
/*
#define MIN_TECHNIC 16
#define REALM_MUSIC 16
#define REALM_HISSATSU 17
-#define MAX_REALM 17
+#define REALM_HEX 18
+#define MAX_REALM 18
#define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
#define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
#define RACE_DEMON 32
#define RACE_DUNADAN 33
#define RACE_S_FAIRY 34
-#define RACE_KUTA 35
+#define RACE_KUTAR 35
#define RACE_ANDROID 36
/*
#define CLASS_SMITH 24
#define CLASS_MIRROR_MASTER 25
#define CLASS_NINJA 26
+#define CLASS_SNIPER 27
#define SEIKAKU_FUTUU 0
#define SEIKAKU_CHIKARA 1
#define ART_LUTHIEN 49
#define ART_TUOR 50
#define ART_MOOK 205
+#define ART_HEAVENLY_MAIDEN 233
/* Gloves */
#define ART_CAMBELEG 52
#define ART_GOTHMOG 212
#define ART_JIZO 213
#define ART_FUNDIN 214
+#define ART_AESCULAPIUS 225
/* Bows */
#define ART_BELTHRONDING 124
#define ART_YOICHI 148
#define ART_HARAD 180
#define ART_NAMAKE_BOW 182
+#define ART_ROBIN_HOOD 221
+#define ART_HELLFIRE 222
/* Arrows */
#define ART_BARD_ARROW 153
#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_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 TV_CRUSADE_BOOK 99
#define TV_MUSIC_BOOK 105
#define TV_HISSATSU_BOOK 106
+#define TV_HEX_BOOK 107
#define TV_GOLD 127 /* Gold can only be picked up by players */
#define TV_EQUIP_BEGIN TV_SHOT
#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 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 ACTION_KATA 6
#define ACTION_SING 7
#define ACTION_HAYAGAKE 8
+#define ACTION_SPELL 9
/* Empty hand status */
#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 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 | \
/*
* Quest status
*/
-#define QUEST_STATUS_UNTAKEN 0
-#define QUEST_STATUS_TAKEN 1
-#define QUEST_STATUS_COMPLETED 2
-#define QUEST_STATUS_REWARDED 3
-#define QUEST_STATUS_FINISHED 4
-#define QUEST_STATUS_FAILED 5
-#define QUEST_STATUS_FAILED_DONE 6
+#define QUEST_STATUS_UNTAKEN 0
+#define QUEST_STATUS_TAKEN 1
+#define QUEST_STATUS_COMPLETED 2
+#define QUEST_STATUS_REWARDED 3
+#define QUEST_STATUS_FINISHED 4
+#define QUEST_STATUS_FAILED 5
+#define QUEST_STATUS_FAILED_DONE 6
+#define QUEST_STATUS_STAGE_COMPLETED 7
/*
* Quest type
#define QUEST_TYPE_KILL_NUMBER 5
#define QUEST_TYPE_KILL_ALL 6
#define QUEST_TYPE_RANDOM 7
+#define QUEST_TYPE_TOWER 8
/*
* 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 QUEST_FLAG_SILENT 0x01 /* no messages fro completion */
#define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
#define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
+#define QUEST_FLAG_TOWER 0x08 /* Tower quest is special */
/*
* Available graphic modes
#define MON_BEGGAR 12
#define MON_LEPER 13
#define MON_BLACK_MARKET 14
+#define MON_LION_HEART 19
#define MON_GHB 39
#define MON_NOV_PRIEST 45
#define MON_GRIP 53
#define MON_BLUE_HORROR 189
#define MON_GOLD_COINS 195
#define MON_VORPAL_BUNNY 205
+#define MON_MASTER_YEEK 224
#define MON_PRIEST 225
#define MON_D_ELF_PRIEST 226
#define MON_TIGER 230
#define MON_UMBER_HULK 283
#define MON_ORC_CAPTAIN 285
#define MON_BERSERKER 293
+#define MON_IMP 296
#define MON_SHAGRAT 314
#define MON_GORBAG 315
#define MON_STONE_GIANT 321
+#define MON_LIZARD_KING 332
+#define MON_WYVERN 334
+#define MON_SABRE_TIGER 339
#define MON_D_ELF_LORD 348
#define MON_FIRE_VOR 354
#define MON_WATER_VOR 355
#define MON_GWAIHIR 410
#define MON_ANGEL 417
#define MON_ADAMANT_COINS 423
+#define MON_COLBRAN 435
#define MON_SPIRIT_NAGA 436
#define MON_GACHAPIN 441
#define MON_BASILISK 453
#define MON_SHADOW_DRAKE 471
#define MON_GHOST 477
#define MON_OGRE_SHAMAN 479
+#define MON_GHOUL_KING 483
#define MON_NINJA 485
#define MON_BICLOPS 490
#define MON_IVORY_MONK 492
#define MON_MANDOR 598
#define MON_SHIM_VOR 600
#define MON_SERAPH 605
+#define MON_BARON_HELL 609
#define MON_KAVLAX 616
#define MON_ETTIN 621
#define MON_VAMPIRE_LORD 623
#define MON_JUBJUB 640
+#define MON_G_C_DRAKE 646
#define MON_CLUB_DEMON 648
+#define MON_F_ANGEL 652
#define MON_D_ELF_SORC 657
#define MON_MASTER_LICH 658
#define MON_RINALDO 660
#define MON_JACK_SHADOWS 670
#define MON_LLOIGOR 682
#define MON_DREADMASTER 690
+#define MON_DROLEM 691
#define MON_DAWN 693
#define MON_NAZGUL 696
#define MON_SMAUG 697
#define MON_STORMBRINGER 698
#define MON_ULTRA_PALADIN 699
#define MON_G_TITAN 702
+#define MON_S_TYRANNO 705
#define MON_FAFNER 712
#define MON_G_BALROG 720
#define MON_TIME_HOUND 725
#define MON_BRAND 773
#define MON_SHADOWLORD 774
#define MON_ARCHLICH 776
+#define MON_JABBERWOCK 778
#define MON_CHAOS_HOUND 779
#define MON_ULT_BEHOLDER 781
#define MON_SHAMBLER 786
#define MON_D_ELF_SHADE 886
#define MON_MANA_HOUND 887
#define MON_VENOM_WYRM 890
+#define MON_TROLL_KING 894
#define MON_BAZOOKER 896
#define MON_SHARD_VOR 897
+#define MON_ELF_LORD 900
#define MON_MASTER_MYS 916
#define MON_G_MASTER_MYS 917
#define MON_IE 921
#define MON_CHAMELEON 1040
#define MON_CHAMELEON_K 1041
#define MON_TOPAZ_MONK 1047
+#define MON_M_MINDCRAFTER 1056
+#define MON_ELDER_VAMPIRE 1058
#define MON_NOBORTA 1059
#define MON_MORI_TROLL 1060
#define MON_BARNEY 1061
#define MON_GROO 1062
#define MON_LOUSY 1063
+#define MON_WYRM_SPACE 1064
#define MON_JIZOTAKO 1065
#define MON_TANUKI 1067
+#define MON_HATOPOPPO 1083
/* 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 IS_FAST() (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
#define IS_INVULN() (p_ptr->invuln || music_singing(MUSIC_INVULN))
#define IS_HERO() (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
-#define IS_BLESSED() (p_ptr->blessed || music_singing(MUSIC_BLESS))
+#define IS_BLESSED() (p_ptr->blessed || music_singing(MUSIC_BLESS) || hex_spelling(HEX_BLESS))
#define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_FIRE() (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_COLD() (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_POIS() (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
-#define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND))
+#define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
#define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
/* Multishadow effects is determined by turn */
*/
#define SCROBJ_FAKE_OBJECT 0x00000001
#define SCROBJ_FORCE_DETAIL 0x00000002
+
+/*
+ * For travel command (auto run)
+ */
+#define TRAVEL
+
+/* Sniper */
+#define SP_NONE 0
+#define SP_LITE 1
+#define SP_AWAY 2
+#define SP_FIRE 3
+#define SP_KILL_WALL 4
+#define SP_COLD 5
+#define SP_KILL_TRAP 6
+#define SP_ELEC 7
+#define SP_PIERCE 8
+#define SP_RUSH 9
+#define SP_DOUBLE 10
+#define SP_EXPLODE 11
+#define SP_EVILNESS 12
+#define SP_HOLYNESS 13
+#define SP_FINAL 14
+#define SP_NEEDLE 15
+
+#define CONCENT_RADAR_THRESHOLD 2
+#define CONCENT_TELE_THRESHOLD 5
+
+/* Hex */
+#define hex_spelling_any() \
+ ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
+#define hex_spelling(X) \
+ ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
+/* 1st book */
+#define HEX_BLESS 0
+#define HEX_CURE_LIGHT 1
+#define HEX_DEMON_AURA 2
+#define HEX_STINKING_MIST 3
+#define HEX_XTRA_MIGHT 4
+#define HEX_CURSE_WEAPON 5
+#define HEX_DETECT_EVIL 6
+#define HEX_PATIENCE 7
+/* 2nd book */
+#define HEX_ICE_ARMOR 8
+#define HEX_CURE_SERIOUS 9
+#define HEX_INHAIL 10
+#define HEX_VAMP_MIST 11
+#define HEX_RUNESWORD 12
+#define HEX_CONFUSION 13
+#define HEX_BUILDING 14
+#define HEX_ANTI_TELE 15
+/* 3rd book */
+#define HEX_SHOCK_CLOAK 16
+#define HEX_CURE_CRITICAL 17
+#define HEX_RECHARGE 18
+#define HEX_RAISE_DEAD 19
+#define HEX_CURSE_ARMOUR 20
+#define HEX_SHADOW_CLOAK 21
+#define HEX_PAIN_TO_MANA 22
+#define HEX_EYE_FOR_EYE 23
+/* 4th book */
+#define HEX_ANTI_MULTI 24
+#define HEX_RESTORE 25
+#define HEX_DRAIN_CURSE 26
+#define HEX_VAMP_BLADE 27
+#define HEX_STUN_MONSTERS 28
+#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