#define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
#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_PATRON 16 /*!< カオスパトロンの最大定義数 / The number of "patrons" available (for Chaos Warriors) */
/* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
#define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
#define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
/*!
- * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "cave.c")
+ * @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")
* @details Note that the "lite radius" will NEVER exceed 14, and we would
* never require more than 581 entries in the array for circular "lite".
*/
#define LITE_MAX 600
/*!
- * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "cave.c")
+ * @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")
* @details Note that the "view radius" will NEVER exceed 20, monster illumination
* flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
* we would never require more than 1520 entries in the array.
#define MON_LITE_MAX 1536
/*!
- * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "cave.c")
+ * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
* @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
* was octagonal, we would never require more than 1520 entries in the array.
*/
#define VIEW_MAX 1536
/*!
- * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "cave.c")
+ * @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
* of "update_view()" and "update_lite()". We must also be as large as the
* largest illuminatable room, but no room is larger than 800 grids. We
#define TEMP_MAX 2298
/*!
- * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "cave.c")
+ * @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")
* @details We must be large for proper functioning of delayed redrawing.
* We must also be as large as two times of the largest view area.
* Note that maximum view grids are 1149 entries.
*/
#define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
#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 */
-#define INN_DUNGEON_TURN_ADJ 10 /*!< 宿屋で時間をつぶした場合に増えるdungeon_turnの倍率 */
+#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 */
#define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
#define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
#define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
#define VER_INFO_ROW 3 //!< タイトル表記(行)
-/*
- * Some screen locations for various display routines
- * Currently, row 8 and 15 are the only "blank" rows.
- * That leaves a "border" around the "stat" values.
- */
-
-#define ROW_RACE 1
-#define COL_RACE 0 /* <race name> */
-
-/*#define ROW_CLASS 2 */
-/*#define COL_CLASS 0 */ /* <class name> */
-
-#define ROW_TITLE 2
-#define COL_TITLE 0 /* <title> or <mode> */
-
-/*#define ROW_SEIKAKU 4 */
-/*#define COL_SEIKAKU 0*/ /* <seikaku> */
-
-#define ROW_DAY 21
-#define COL_DAY 0 /* day */
-
-#define ROW_DUNGEON 22
-#define COL_DUNGEON 0 /* dungeon */
-
-#define ROW_LEVEL 3
-#define COL_LEVEL 0 /* "LEVEL xxxxxx" */
-
-#define ROW_EXP 4
-#define COL_EXP 0 /* "EXP xxxxxxxx" */
-
-#define ROW_GOLD 5
-#define COL_GOLD 0 /* "AU xxxxxxxxx" */
-
-#define ROW_EQUIPPY 6
-#define COL_EQUIPPY 0 /* equippy chars */
-
-#define ROW_STAT 7
-#define COL_STAT 0 /* "xxx xxxxxx" */
-
-#define ROW_AC 13
-#define COL_AC 0 /* "Cur AC xxxxx" */
-
-#define ROW_HPMP 14
-#define COL_HPMP 0
-
-#define ROW_CURHP 14
-#define COL_CURHP 0 /* "Cur HP xxxxx" */
-
-#define ROW_CURSP 15
-#define COL_CURSP 0 /* "Cur SP xxxxx" */
-
-#define ROW_RIDING_INFO 16
-#define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
-
-#define ROW_INFO 17
-#define COL_INFO 0 /* "xxxxxxxxxxxx" */
#define ROW_MAP 0
#define COL_MAP 12
-#define ROW_CUT 18
-#define COL_CUT 0 /* <cut> */
-
-#define ROW_STUN 19
-#define COL_STUN 0 /* <stun> */
-
-#define ROW_HUNGRY 20
-#define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
-
-#define ROW_STATE 20
-#define COL_STATE 7 /* <state> */
-
-#define ROW_SPEED (-1)
-#define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
-
-#define ROW_STUDY (-1)
-#define COL_STUDY (-13) /* "Study" */
-
-#define ROW_DEPTH (-1)
-#define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
-
-#define ROW_STATBAR (-1)
-#define COL_STATBAR 0
-#define MAX_COL_STATBAR (-26)
-
-
/*
* Number of feats we change to (Excluding default). Used in f_info.txt.
*/
/*
- * 特殊なマス状態フラグ / Special cave grid flags
+ * 特殊なマス状態フラグ / Special grid flags
*/
#define CAVE_MARK 0x0001 /*!< 現在プレイヤーの記憶に収まっている / memorized feature */
#define CAVE_GLOW 0x0002 /*!< マス自体が光源を持っている / self-illuminating */
#define CAVE_MNLT 0x0100 /*!< モンスターの光源によって照らされている / Illuminated by monster */
#define CAVE_MNDK 0x8000 /*!< モンスターの暗源によって暗闇になっている / Darken by monster */
-/* Used only while cave generation */
+/* Used only while current_floor_ptr->grid_array generation */
#define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
#define CAVE_EXTRA 0x0400
#define CAVE_INNER 0x0800
#define CAVE_VAULT 0x4000
#define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
-/* Used only after cave generation */
+/* Used only after current_floor_ptr->grid_array generation */
#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 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 */
-/* Bit flags for monster_desc() */
-#define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
-#define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
-#define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
-#define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
-#define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
-#define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
-#define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
-#define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
-#define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
-#define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
-
-
/*
* Bit flags for object_desc()
*/
/*
- * Special Monster Flags (all temporary)
- */
-#define MFLAG_VIEW 0x01 /* Monster is in line of sight */
-#define MFLAG_TEMP 0x02 /* Monster is marked for project_all_los() */
-#define MFLAG_XXX2 0x04 /* (unused) */
-#define MFLAG_XXX3 0x08 /* (unused) */
-#define MFLAG_BORN 0x10 /* Monster is still being born */
-#define MFLAG_NICE 0x20 /* Monster is still being nice */
-
-#define MFLAG2_KAGE 0x01 /* Monster is kage */
-#define MFLAG2_NOPET 0x02 /* Cannot make monster pet */
-#define MFLAG2_NOGENO 0x04 /* Cannot genocide */
-#define MFLAG2_CHAMELEON 0x08 /* Monster is chameleon */
-#define MFLAG2_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
-#define MFLAG2_SHOW 0x20 /* Monster is recently memorized */
-#define MFLAG2_MARK 0x40 /* Monster is currently memorized */
-
-
-/*
* Object flags
*
* Old variables for object flags such as flags1, flags2, and flags3
#define RFR_XXX31 0x80000000
-/*
- * Hack -- choose "intelligent" spells when desperate
- * Including "summon" spells
- */
-#define RF4_INT_MASK \
- (RF4_SUMMON_MASK | RF4_DISPEL)
-
-#define RF5_INT_MASK \
- (RF5_SUMMON_MASK | \
- RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
-
-#define RF6_INT_MASK \
- (RF6_SUMMON_MASK | \
- RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
- RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS)
-
-/*
- * Hack -- spells that cannot be used while player riding on the monster
- */
-#define RF4_RIDING_MASK \
- (RF4_SHRIEK)
-
-#define RF5_RIDING_MASK 0UL
-
-#define RF6_RIDING_MASK \
- (RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
-
-/*
- * Hack -- "bolt" spells that may hurt fellow monsters
- * Currently "bolt" spells are included in "attack"
- */
-#define RF4_BOLT_MASK \
- (RF4_ROCKET | RF4_SHOOT)
-
-#define RF5_BOLT_MASK \
- (RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
- RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | RF5_BO_PLAS | \
- RF5_BO_ICEE | RF5_MISSILE)
-
-#define RF6_BOLT_MASK 0UL
-
-/*
- * Hack -- "beam" spells that may hurt fellow monsters
- * Currently "beam" spells are included in "attack"
- */
-#define RF4_BEAM_MASK 0UL
-
-#define RF5_BEAM_MASK 0UL
-
-#define RF6_BEAM_MASK (RF6_PSY_SPEAR)
-
-/*
- * Hack -- "ball" spells that may hurt friends
- * Including "radius 4 ball" and "breath" spells
- * Currently "ball" spells are included in "attack"
- */
-#define RF4_BALL_MASK \
- (RF4_BIG_BALL_MASK | RF4_BREATH_MASK | \
- RF4_ROCKET | RF4_BA_NUKE)
-
-#define RF5_BALL_MASK \
- (RF5_BIG_BALL_MASK | RF5_BREATH_MASK | \
- RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
- RF5_BA_POIS | RF5_BA_NETH)
-
-#define RF6_BALL_MASK \
- (RF6_BIG_BALL_MASK | RF6_BREATH_MASK)
-
-/*
- * Hack -- "ball" spells with radius 4 that may hurt friends
- * Currently "radius 4 ball" spells are included in "ball"
- */
-#define RF4_BIG_BALL_MASK \
- (RF4_BA_CHAO)
-
-#define RF5_BIG_BALL_MASK \
- (RF5_BA_LITE | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
-
-#define RF6_BIG_BALL_MASK 0UL
-
-/*
- * Hack -- "breath" spells that may hurt friends
- * Currently "breath" spells are included in "ball" and "non-magic"
- */
-#define RF4_BREATH_MASK \
- (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | \
- RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
- RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | \
- RF4_BR_NEXU | RF4_BR_SHAR | RF4_BR_TIME | RF4_BR_INER | \
- RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
- RF4_BR_NUKE | RF4_BR_DISI)
-
-#define RF5_BREATH_MASK 0UL
-
-#define RF6_BREATH_MASK 0UL
-
-/*
- * Hack -- "summon" spells
- * Currently "summon" spells are included in "intelligent" and "indirect"
- */
-#define RF4_SUMMON_MASK 0UL
-
-#define RF5_SUMMON_MASK 0UL
-
-#define RF6_SUMMON_MASK \
- (RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
- RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
- RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
- RF6_S_AMBERITES | RF6_S_UNIQUE)
-
-/*
- * Hack -- "attack" spells
- * Including "bolt", "beam" and "ball" spells
- */
-#define RF4_ATTACK_MASK \
- (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_DISPEL)
-
-#define RF5_ATTACK_MASK \
- (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | \
- RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
- RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
- RF5_SCARE | RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)
-
-#define RF6_ATTACK_MASK \
- (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | \
- RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL | \
- RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)
-
-/*
- * Hack -- "indirect" spells
- * Including "summon" spells
- */
-#define RF4_INDIRECT_MASK \
- (RF4_SUMMON_MASK | RF4_SHRIEK)
-
-#define RF5_INDIRECT_MASK \
- (RF5_SUMMON_MASK)
-
-#define RF6_INDIRECT_MASK \
- (RF6_SUMMON_MASK | \
- RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
- RF6_TPORT | RF6_RAISE_DEAD)
-
-/*
- * Hack -- "non-magic" spells
- * Including "breath" spells
- */
-#define RF4_NOMAGIC_MASK \
- (RF4_BREATH_MASK | RF4_SHRIEK | RF4_ROCKET | RF4_SHOOT)
-
-#define RF5_NOMAGIC_MASK \
- (RF5_BREATH_MASK)
-
-#define RF6_NOMAGIC_MASK \
- (RF6_BREATH_MASK | RF6_SPECIAL)
-
-/*
- * Hack -- "torch" masks
- */
+ /*
+ * Hack -- "torch" masks
+ */
#define RF7_LITE_MASK \
(RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
#define RF7_SELF_LD_MASK \
(RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
-/*
- * Hack -- effective elemental and poison immunity mask
- */
+ /*
+ * Hack -- effective elemental and poison immunity mask
+ */
#define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
#define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
#define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
(bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
#define is_friendly_idx(IDX) \
- (bool)((IDX) > 0 && is_friendly(&m_list[(IDX)]))
+ (bool)((IDX) > 0 && is_friendly(¤t_floor_ptr->m_list[(IDX)]))
#define is_pet(A) \
(bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
* Determines if a map location is fully inside the outer walls
*/
#define in_bounds(Y,X) \
- (((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
+ (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
/*
* Determines if a map location is on or inside the outer walls
*/
#define in_bounds2(Y,X) \
- (((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
+ (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
/*
* Determines if a map location is on or inside the outer walls
* (unsigned version)
*/
#define in_bounds2u(Y,X) \
- (((Y) < cur_hgt) && ((X) < cur_wid))
+ (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
/*
* Determines if a map location is currently "on screen" -RAK-
* Grid based version of "player_bold()"
*/
#define player_grid(C) \
- ((C) == &cave[p_ptr->y][p_ptr->x])
+ ((C) == ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
#define cave_have_flag_bold(Y,X,INDEX) \
- (have_flag(f_info[cave[(Y)][(X)].feat].flags, (INDEX)))
+ (have_flag(f_info[current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
#define cave_have_flag_grid(C,INDEX) \
* Determine if a "legal" grid supports "los"
*/
#define cave_los_bold(Y,X) \
- (feat_supports_los(cave[(Y)][(X)].feat))
+ (feat_supports_los(current_floor_ptr->grid_array[(Y)][(X)].feat))
#define cave_los_grid(C) \
(feat_supports_los((C)->feat))
*/
#define cave_clean_bold(Y,X) \
(cave_have_flag_bold((Y), (X), FF_FLOOR) && \
- !(cave[Y][X].info & CAVE_OBJECT) && \
- (cave[Y][X].o_idx == 0))
+ !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT) && \
+ (current_floor_ptr->grid_array[Y][X].o_idx == 0))
/*
*/
#define cave_drop_bold(Y,X) \
(cave_have_flag_bold((Y), (X), FF_DROP) && \
- !(cave[Y][X].info & CAVE_OBJECT))
+ !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT))
/*
*/
#define cave_empty_bold(Y,X) \
(cave_have_flag_bold((Y), (X), FF_PLACE) && \
- !(cave[Y][X].m_idx) && \
+ !(current_floor_ptr->grid_array[Y][X].m_idx) && \
!player_bold(Y,X))
*/
#define cave_naked_bold(Y,X) \
(cave_clean_bold(Y,X) && \
- !(cave[Y][X].m_idx) && \
+ !(current_floor_ptr->grid_array[Y][X].m_idx) && \
!player_bold(Y,X))
* Note the use of comparison to zero to force a "boolean" result
*/
#define player_has_los_bold(Y,X) \
- (((cave[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
+ (((current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
/*
#define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == (X)))
#define music_singing_any() ((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
-#define HISSATSU_NONE 0
-#define HISSATSU_2 1
-#define HISSATSU_3WAY 2
-#define HISSATSU_SUTEMI 3
-#define HISSATSU_FIRE 4
-#define HISSATSU_COLD 5
-#define HISSATSU_POISON 6
-#define HISSATSU_ELEC 7
-#define HISSATSU_NYUSIN 8
-#define HISSATSU_FUKI 9
-#define HISSATSU_MAJIN 10
-#define HISSATSU_BOOMER 11
-#define HISSATSU_DRAIN 12
-#define HISSATSU_SEKIRYUKA 13
-#define HISSATSU_OTAKEBI 14
-#define HISSATSU_SHOUGE 15
-#define HISSATSU_CONF 16
-#define HISSATSU_ISSEN 17
-#define HISSATSU_KYUSHO 18
-#define HISSATSU_KONSIN 19
-#define HISSATSU_HYAKU 20
-#define HISSATSU_MINEUCHI 21
-#define HISSATSU_MEKIKI 22
-#define HISSATSU_ZANMA 23
-#define HISSATSU_UNDEAD 24
-#define HISSATSU_HAGAN 25
-#define HISSATSU_QUAKE 26
-#define HISSATSU_COUNTER 27
-#define HISSATSU_HARAI 28
-#define HISSATSU_3DAN 29
-#define HISSATSU_100NIN 30
-
-#define HISSATSU_IAI 100
-
/*
* Special essence id for Weapon smith
*/
#define SUB_ALIGN_EVIL 0x0001
#define SUB_ALIGN_GOOD 0x0002
-/* Temporary flags macro */
-#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) || 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) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
-#define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
-
-#define P_PTR_KI (p_ptr->magic_num1[0])
-
#define IS_WIZARD_CLASS() \
(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)
-/* Multishadow effects is determined by turn */
-#define CHECK_MULTISHADOW() (p_ptr->multishadow && (turn & 1))
+/* Multishadow effects is determined by current_world_ptr->game_turn */
+#define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
/* Is "teleport level" ineffective to this target? */
#define TELE_LEVEL_IS_INEFF(TARGET) \
(p_ptr->inside_arena || p_ptr->inside_battle || \
- (p_ptr->inside_quest && !random_quest_number(dun_level)) || \
- (((TARGET) <= 0) && (quest_number(dun_level) || (dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
- (dun_level >= 1) && ironman_downward))
+ (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
+ (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
+ (current_floor_ptr->dun_level >= 1) && ironman_downward))
/*