*/
#define VERSION_NAME "Hengband"
-/* Savefile version for Hengband 1.1.1 and later */
-#define H_VER_MAJOR 1
-#define H_VER_MINOR 5
-#define H_VER_PATCH 0
-#define H_VER_EXTRA 2
-/* Added for ZAngband */
+/*
+ * "Program Version Number" of the game
+ *
+ * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
+ *
+ * Program Version of Hengband version is
+ * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
+ */
#define FAKE_VERSION 0
#define FAKE_VER_MAJOR 11
-#define FAKE_VER_MINOR 5
-#define FAKE_VER_PATCH 2
+#define FAKE_VER_MINOR 7
+#define FAKE_VER_PATCH 0
+
+
+/*
+ * "Savefile Version Number" for Hengband 1.1.1 and later
+ *
+ * First three digits may be same as the Program Version. But not
+ * always same. It means that newer version may preserves lower
+ * compatibility with the older version.
+ *
+ * For example, newer Hengband 1.4.4 creates savefiles marked with
+ * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
+ * savefile of Hengband 1.4.4 (lower compatibility!).
+ *
+ * Upper compatibility is always guaranteed.
+ */
+#define H_VER_MAJOR 1
+#define H_VER_MINOR 7
+#define H_VER_PATCH 0
+#define H_VER_EXTRA 1
+
#define ANGBAND_2_8_1
#define ZANGBAND
#define LITE_MAX 600
/*
+ * Maximum size of the "mon_lite" array (see "cave.c")
+ * 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
+
+/*
* Maximum size of the "view" array (see "cave.c")
* 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.
* must also be large enough to allow "good enough" use as a circular queue,
* to calculate monster flow, but note that the flow code is "paranoid".
*/
-#define TEMP_MAX 1536
+#define TEMP_MAX 2298
+
+/*
+ * Maximum size of the "redraw" array (see "cave.c")
+ * 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 REDRAW_MAX 2298
/*
#define FEAT_MIRROR 0xc3
/* unknown grid (not detected) */
-#define FEAT_UNDETECTD 0xc4
+#define FEAT_UNDETECTED 0xc4
/* special traps */
#define FEAT_TRAP_ARMAGEDDON 0xc5
#define ART_MAGATAMA 149
#define ART_INROU 166
#define ART_NIGHT 215
+#define ART_SACRED_KNIGHTS 217
+#define ART_HELL 218
+#define ART_CHARMED 219
+#define ART_GOGO 220
/* Rings */
#define ART_FRAKIR 8
#define TV_STAFF 55
#define TV_WAND 65
#define TV_ROD 66
-#define TV_PARCHEMENT 69
+#define TV_PARCHMENT 69
#define TV_SCROLL 70
#define TV_POTION 75
#define TV_FLASK 77
#define TV_HISSATSU_BOOK 106
#define TV_GOLD 127 /* Gold can only be picked up by players */
+#define TV_EQUIP_BEGIN TV_SHOT
+#define TV_EQUIP_END TV_CARD
+#define TV_MISSILE_BEGIN TV_SHOT
+#define TV_MISSILE_END TV_BOLT
+#define TV_WEARABLE_BEGIN TV_BOW
+#define TV_WEARABLE_END TV_CARD
+#define TV_WEAPON_BEGIN TV_BOW
+#define TV_WEAPON_END TV_SWORD
+#define TV_ARMOR_BEGIN TV_BOOTS
+#define TV_ARMOR_END TV_DRAG_ARMOR
+
/* Any subvalue */
#define SV_ANY 255
#define CAVE_VIEW 0x0020 /* view flag */
#define CAVE_TEMP 0x0040 /* temp flag */
#define CAVE_XTRA 0x0080 /* misc flag */
-#define CAVE_MNLT 0x0100 /* Illuminated by monster */
-
-#define CAVE_XXX0 0x8000 /* Now unused */
+#define CAVE_MNLT 0x0100 /* Illuminated by monster */
+#define CAVE_MNDK 0x8000 /* Darken by monster */
/* Used only while cave generation */
#define CAVE_FLOOR 0x0200
/* Used only after cave generation */
#define CAVE_XXXX1 0x0200
-#define CAVE_XXXX2 0x0400
-#define CAVE_XXXX3 0x0800
-#define CAVE_OBJECT 0x1000 /* mirror */
+#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 CAVE_UNSAFE 0x2000 /* Might have trap */
#define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
-/* Room types for generate_lake() */
-#define GEN_LAKE_TYPE_LAVA 1
-#define GEN_LAKE_TYPE_WATER 2
-#define GEN_LAKE_TYPE_CAVE 3
-#define GEN_LAKE_TYPE_EARTH_VAULT 4
-#define GEN_LAKE_TYPE_AIR_VAULT 5
-#define GEN_LAKE_TYPE_WATER_VAULT 6
-#define GEN_LAKE_TYPE_FIRE_VAULT 7
-
-
-/* Room types for room_build() */
-#define ROOM_BUILD_TYPE_NORMAL 1
-#define ROOM_BUILD_TYPE_OVERLAP 2
-#define ROOM_BUILD_TYPE_CROSS 3
-#define ROOM_BUILD_TYPE_INNER_FEAT 4
-#define ROOM_BUILD_TYPE_NEST 5
-#define ROOM_BUILD_TYPE_PIT 6
-#define ROOM_BUILD_TYPE_LESSER_VAULT 7
-#define ROOM_BUILD_TYPE_GREATER_VAULT 8
-#define ROOM_BUILD_TYPE_FRACAVE 9
-#define ROOM_BUILD_TYPE_RANDOM_VAULT 10
-#define ROOM_BUILD_TYPE_OVAL 11
-#define ROOM_BUILD_TYPE_CRYPT 12
-#define ROOM_BUILD_TYPE_TRAP_PIT 13
-#define ROOM_BUILD_TYPE_TRAP 14
-
-
/*
* Bit flags for the "project()" function
*
* ITEM: Affect each object in the "blast area" in some way
* KILL: Affect each monster in the "blast area" in some way
* HIDE: Hack -- disable "visual" feedback from projection
+ * DISI: Disintegrate non-permanent features
+ * PLAYER: Main target is player (used for riding player)
+ * AIMED: Target is only player or monster, so don't affect another.
+ * Depend on PROJECT_PLAYER.
+ * (used for minimum (rad == 0) balls on riding player)
+ * REFLECTABLE: Refrectable spell attacks (used for "bolts")
+ * NO_HANGEKI: Avoid counter attacks of monsters
+ * PATH: Only used for printing project path
+ * FAST: Hide "visual" of flying bolts until blast
*/
#define PROJECT_JUMP 0x01
#define PROJECT_BEAM 0x02
#define PROJECT_HIDE 0x80
#define PROJECT_DISI 0x100
#define PROJECT_PLAYER 0x200
-#define PROJECT_MONSTER 0x400
+#define PROJECT_AIMED 0x400
#define PROJECT_REFLECTABLE 0x800
#define PROJECT_NO_HANGEKI 0x1000
#define PROJECT_PATH 0x2000
#define PU_VIEW 0x00100000L /* Update view */
#define PU_LITE 0x00200000L /* Update lite */
#define PU_MON_LITE 0x00400000L /* Monster illumination */
-/* xxx */
+#define PU_DELAY_VIS 0x00800000L /* Mega-Hack -- Delayed visual update */
#define PU_MONSTERS 0x01000000L /* Update monsters */
#define PU_DISTANCE 0x02000000L /* Update distances */
/* xxx */
#define PM_ALLOW_UNIQUE 0x00000040
#define PM_IGNORE_TERRAIN 0x00000080
#define PM_HASTE 0x00000100
+#define PM_KAGE 0x00000200
/* Bit flags for monster_desc() */
#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 */
-#define MD_ASSUME_OUTSIDE 0x00000400 /* Assume this monster pet waiting outside the floor */
/*
* Bit flags for the "p_ptr->special_attack" variable. -LM-
#define ACTION_SING 7
#define ACTION_HAYAGAKE 8
+
+/* Empty hand status */
+#define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
+#define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
+#define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
+
/*** General index values ***/
* How object is marked (flags in object_type.mark)
* OM_FOUND --- original boolean flag
* OM_NOMSG --- temporary flag to suppress messages which were
- * already printed in auto_pickup_items().
+ * already printed in autopick_pickup_items().
*/
#define OM_FOUND 0x01 /* original boolean flag */
#define OM_NOMSG 0x02 /* temporary flag to suppress messages */
#define RF3_HURT_ROCK 0x00002000 /* Hurt by rock remover */
#define RF3_HURT_FIRE 0x00004000 /* Hurt badly by fire */
#define RF3_HURT_COLD 0x00008000 /* Hurt badly by cold */
-#define RF3_IM_ACID 0x00010000 /* Resist acid a lot */
-#define RF3_IM_ELEC 0x00020000 /* Resist elec a lot */
-#define RF3_IM_FIRE 0x00040000 /* Resist fire a lot */
-#define RF3_IM_COLD 0x00080000 /* Resist cold a lot */
-#define RF3_IM_POIS 0x00100000 /* Resist poison a lot */
-#define RF3_RES_TELE 0x00200000 /* Resist teleportation */
-#define RF3_RES_NETH 0x00400000 /* Resist nether a lot */
-#define RF3_RES_WATE 0x00800000 /* Resist water */
-#define RF3_RES_PLAS 0x01000000 /* Resist plasma */
-#define RF3_RES_NEXU 0x02000000 /* Resist nexus */
-#define RF3_RES_DISE 0x04000000 /* Resist disenchantment */
-#define RF3_RES_ALL 0x08000000 /* Resist all */
+#define RF3_XXX16 0x00010000
+#define RF3_XXX17 0x00020000
+#define RF3_XXX18 0x00040000
+#define RF3_XXX19 0x00080000
+#define RF3_XXX20 0x00100000
+#define RF3_XXX21 0x00200000
+#define RF3_XXX22 0x00400000
+#define RF3_XXX23 0x00800000
+#define RF3_XXX24 0x01000000
+#define RF3_XXX25 0x02000000
+#define RF3_XXX26 0x04000000
+#define RF3_XXX27 0x08000000
#define RF3_NO_FEAR 0x10000000 /* Cannot be scared */
#define RF3_NO_STUN 0x20000000 /* Cannot be stunned */
-#define RF3_NO_CONF 0x40000000 /* Cannot be confused */
+#define RF3_NO_CONF 0x40000000 /* Cannot be confused and resist confusion */
#define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */
/*
#define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
#define RF7_CAN_FLY 0x00000004 /* Monster can fly */
#define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
-#define RF7_UNIQUE_7 0x00000010 /* Is a "Nazgul" unique */
+#define RF7_NAZGUL 0x00000010 /* Is a "Nazgul" unique */
#define RF7_UNIQUE2 0x00000020 /* Fake unique */
#define RF7_RIDING 0x00000040 /* Good for riding */
#define RF7_KAGE 0x00000080 /* Is kage */
#define RF7_CHAMELEON 0x00002000 /* Chameleon can change */
#define RF7_KILL_EXP 0x00004000 /* No exp until you kill it */
#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 RF7_HAS_DARK_2 0x00040000 /* Monster carries darkness */
+#define RF7_SELF_DARK_2 0x00080000 /* Monster darkens itself */
/*
* Monster race flags
/*
* Monster drop info
*/
-
#define RF9_DROP_CORPSE 0x00000001
#define RF9_DROP_SKELETON 0x00000002
#define RF9_EAT_BLIND 0x00000004
#define RF9_EAT_LOSE_CHR 0x40000000
#define RF9_EAT_DRAIN_MANA 0x80000000
+/*
+ * Monster bit flags of racial resistances
+ * Note: Resist confusion was merged to RFR_NO_CONF
+ */
+#define RFR_IM_ACID 0x00000001 /* Resist acid */
+#define RFR_IM_ELEC 0x00000002 /* Resist elec */
+#define RFR_IM_FIRE 0x00000004 /* Resist fire */
+#define RFR_IM_COLD 0x00000008 /* Resist cold */
+#define RFR_IM_POIS 0x00000010 /* Resist poison */
+#define RFR_RES_LITE 0x00000020 /* Resist lite */
+#define RFR_RES_DARK 0x00000040 /* Resist dark */
+#define RFR_RES_NETH 0x00000080 /* Resist nether */
+#define RFR_RES_WATE 0x00000100 /* Resist water */
+#define RFR_RES_PLAS 0x00000200 /* Resist plasma */
+#define RFR_RES_SHAR 0x00000400 /* Resist shards */
+#define RFR_RES_SOUN 0x00000800 /* Resist sound */
+#define RFR_RES_CHAO 0x00001000 /* Resist chaos */
+#define RFR_RES_NEXU 0x00002000 /* Resist nexus */
+#define RFR_RES_DISE 0x00004000 /* Resist disenchantment */
+#define RFR_RES_WALL 0x00008000 /* Resist force */
+#define RFR_RES_INER 0x00010000 /* Resist inertia */
+#define RFR_RES_TIME 0x00020000 /* Resist time */
+#define RFR_RES_GRAV 0x00040000 /* Resist gravity */
+#define RFR_RES_ALL 0x00080000 /* Resist all */
+#define RFR_RES_TELE 0x00100000 /* Resist teleportation */
+#define RFR_XXX21 0x00200000
+#define RFR_XXX22 0x00400000
+#define RFR_XXX23 0x00800000
+#define RFR_XXX24 0x01000000
+#define RFR_XXX25 0x02000000
+#define RFR_XXX26 0x04000000
+#define RFR_XXX27 0x08000000
+#define RFR_XXX28 0x10000000
+#define RFR_XXX29 0x20000000
+#define RFR_XXX30 0x40000000
+#define RFR_XXX31 0x80000000
+
/*
* Hack -- choose "intelligent" spells when desperate
#define RF6_NOMAGIC_MASK \
(RF6_BREATH_MASK | RF6_SPECIAL)
+/*
+ * 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_DARK_MASK \
+ (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
+
+#define RF7_HAS_LD_MASK \
+ (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_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
+ */
+#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)
+#define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
+#define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
+#define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
+#define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
+#define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
+
#define MR1_SINKA 0x01
#define is_hostile(A) \
(bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
+/* Hack -- Determine monster race appearance index is same as race index */
+#define is_original_ap(A) \
+ (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)
+
+
+/*** Option Definitions ***/
+
+
+#define OPT_PAGE_INPUT 1
+#define OPT_PAGE_OUTPUT 2
+#define OPT_PAGE_GAMEPLAY 3
+#define OPT_PAGE_DISTURBANCE 4
+#define OPT_PAGE_EFFICIENCY 5
+#define OPT_PAGE_BIRTH 6
+#define OPT_PAGE_AUTODESTROY 7
+#define OPT_PAGE_PLAYRECORD 10
+
+#define OPT_PAGE_JAPANESE_ONLY 99
+
/*** Macro Definitions ***/
((X) >= panel_col_min) && ((X) <= panel_col_max))
+/*
+ * Determine if player is on this grid
+ */
+#define player_bold(Y,X) \
+ (((Y) == py) && ((X) == px))
+
+
+/*
+ * Grid based version of "player_bold()"
+ */
+#define player_grid(C) \
+ ((C) == &cave[py][px])
+
+
+/*
+ * Determine if a "feature" is a "floor"
+ */
+#define feat_floor(F) \
+ (!((F) & 0x20))
+
/*
* Determine if a "legal" grid is a "floor" grid
* -KMW-
*/
#define cave_floor_bold(Y,X) \
- (!(cave[Y][X].feat & 0x20))
+ (feat_floor(cave[(Y)][(X)].feat))
/*
#define cave_empty_bold(Y,X) \
(cave_floor_bold(Y,X) && \
!(cave[Y][X].m_idx) && \
- !(((Y) == py) && ((X) == px)))
+ !player_bold(Y,X))
/*
#define cave_empty_bold2(Y,X) \
(((cave_floor_bold(Y,X) && (cave[Y][X].feat != FEAT_DARK_PIT)) || (character_dungeon && (cave[Y][X].feat == FEAT_TREES)))&& \
!(cave[Y][X].m_idx) && \
- !(((Y) == py) && ((X) == px)))
+ !player_bold(Y,X))
/*
#define cave_perma_bold(Y,X) \
(((cave[Y][X].feat >= FEAT_PERM_EXTRA) && \
(cave[Y][X].feat <= FEAT_PERM_SOLID)) || \
- ((cave[Y][X].feat == FEAT_LESS) || \
- (cave[Y][X].feat == FEAT_MORE) || \
- (cave[Y][X].feat == FEAT_ENTRANCE)) || \
- ((cave[Y][X].feat == FEAT_LESS_LESS) || \
- (cave[Y][X].feat == FEAT_MORE_MORE)) || \
- ((cave[Y][X].feat >= FEAT_BLDG_HEAD) && \
- (cave[Y][X].feat <= FEAT_BLDG_TAIL)) || \
+ (cave[Y][X].feat == FEAT_LESS) || \
+ (cave[Y][X].feat == FEAT_MORE) || \
+ (cave[Y][X].feat == FEAT_ENTRANCE) || \
+ (cave[Y][X].feat == FEAT_LESS_LESS) || \
+ (cave[Y][X].feat == FEAT_MORE_MORE) || \
+ (cave[Y][X].feat == FEAT_MOUNTAIN) || \
+ ((cave[Y][X].feat >= FEAT_QUEST_ENTER) && \
+ (cave[Y][X].feat <= FEAT_QUEST_UP)) || \
+ ((cave[Y][X].feat >= FEAT_PATTERN_START) && \
+ (cave[Y][X].feat <= FEAT_PATTERN_XTRA2)) || \
((cave[Y][X].feat >= FEAT_SHOP_HEAD) && \
(cave[Y][X].feat <= FEAT_SHOP_TAIL)) || \
- (cave[Y][X].feat == FEAT_MUSEUM))
+ (cave[Y][X].feat == FEAT_MUSEUM) || \
+ ((cave[Y][X].feat >= FEAT_BLDG_HEAD) && \
+ (cave[Y][X].feat <= FEAT_BLDG_TAIL)))
/*
* Grid based version of "cave_floor_bold()"
*/
#define cave_floor_grid(C) \
- (!((C)->feat & 0x20))
+ (feat_floor((C)->feat))
/*
#define cave_empty_grid(C) \
(cave_floor_grid(C) && \
!((C)->m_idx) && \
- !((C) == &cave[py][px]))
+ !player_grid(C))
/*
* Grid based version of "cave_empty_bold()"
#define cave_empty_grid2(C) \
((cave_floor_grid(C) || ((C)->feat == FEAT_TREES)) && \
!((C)->m_idx) && \
- !((C) == &cave[py][px]))
+ !player_grid(C))
/*
* Grid based version of "cave_empty_bold()"
(((C)->feat == FEAT_FLOOR) && \
!((C)->o_idx) && \
!((C)->m_idx) && \
- !((C) == &cave[py][px]))
+ !player_grid(C))
/*
#define cave_perma_grid(C) \
((((C)->feat >= FEAT_PERM_EXTRA) && \
((C)->feat <= FEAT_PERM_SOLID)) || \
- ((C)->feat == FEAT_LESS) || \
- ((C)->feat == FEAT_MORE) || \
- ((C)->feat == FEAT_ENTRANCE) || \
- ((C)->feat == FEAT_LESS_LESS) || \
- ((C)->feat == FEAT_MORE_MORE) || \
- ((C)->feat == FEAT_MOUNTAIN) || \
+ ((C)->feat == FEAT_LESS) || \
+ ((C)->feat == FEAT_MORE) || \
+ ((C)->feat == FEAT_ENTRANCE) || \
+ ((C)->feat == FEAT_LESS_LESS) || \
+ ((C)->feat == FEAT_MORE_MORE) || \
+ ((C)->feat == FEAT_MOUNTAIN) || \
(((C)->feat >= FEAT_QUEST_ENTER) && \
((C)->feat <= FEAT_QUEST_UP)) || \
(((C)->feat >= FEAT_PATTERN_START) && \
((C)->feat <= FEAT_PATTERN_XTRA2)) || \
(((C)->feat >= FEAT_SHOP_HEAD) && \
((C)->feat <= FEAT_SHOP_TAIL)) || \
- ((C)->feat == FEAT_MUSEUM) || \
+ ((C)->feat == FEAT_MUSEUM) || \
(((C)->feat >= FEAT_BLDG_HEAD) && \
((C)->feat <= FEAT_BLDG_TAIL)))
* Determine if a "boundary" grid is "floor mimic"
*/
#define boundary_floor_bold(Y,X) \
- ((cave[(Y)][(X)].feat == FEAT_PERM_SOLID) && \
- cave[(Y)][(X)].mimic && \
- !(cave[(Y)][(X)].mimic & 0x20))
+ ((cave[(Y)][(X)].feat == FEAT_PERM_SOLID) && \
+ cave[(Y)][(X)].mimic && feat_floor(cave[(Y)][(X)].mimic))
#define boundary_floor_grid(C) \
- (((C)->feat == FEAT_PERM_SOLID) && \
- (C)->mimic && \
- !((C)->mimic & 0x20))
+ (((C)->feat == FEAT_PERM_SOLID) && \
+ (C)->mimic && feat_floor((C)->mimic))
+
+/*
+ * Get feature mimic from f_info[] (applying "mimic" field)
+ */
+#define get_feat_mimic(C) \
+ (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
#define update_playtime() \
{\
#define BACT_GREET_KING 4
#define BACT_KING_LEGENDS 5
#define BACT_QUEST 6
-#define BACT_GOLD 7
+#define BACT_XXX_UNUSED 7
#define BACT_POSTER 8
#define BACT_ARENA_RULES 9
#define BACT_ARENA 10
#define MON_SHARD_VOR 897
#define MON_MASTER_MYS 916
#define MON_G_MASTER_MYS 917
+#define MON_IE 921
#define MON_TSUCHINOKO 926
#define MON_GCWADL 929
+#define MON_LOCKE_CLONE 930
#define MON_CALDARM 931
#define MON_BANORLUPART 932
#define MON_BANOR 933
#define MON_JIZOTAKO 1065
#define MON_TANUKI 1067
-#define MAX_AUTOPICK 1009
+/* Maximum "Nazguls" number */
+#define MAX_NAZGUL_NUM 5
+
#define DO_AUTOPICK 0x01
#define DO_AUTODESTROY 0x02
#define DO_DISPLAY 0x04
#define CFM_SHAFT 0x0010 /* Shaft */
#define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
#define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
-#define CFM_CLEAR_ALL 0x0080 /* Reach to the surface/Recall/Alter reality */
+#define CFM_SAVE_FLOORS 0x0080 /* Save floors */
#define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
+#define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
/*
#define SAVE_MON_EXP 0x00001000
#define SAVE_MON_MFLAG2 0x00002000
#define SAVE_MON_NICKNAME 0x00004000
+#define SAVE_MON_PARENT 0x00008000
/*
#define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND))
#define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
+/* 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[dungeon_type].maxdepth)) && \
+ (dun_level >= 1) && ironman_downward))
+
+
/*
- * World Score -- internet resource value
+ * Max numbers of macro trigger names
*/
-#define HTTP_PROXY "" /* Default proxy url */
-#define HTTP_PROXY_PORT 0 /* Default proxy port */
-#define HTTP_TIMEOUT 20 /* Timeout length (second) */
-#define SCORE_SERVER "www.kmc.gr.jp" /* Default score server url */
-#define SCORE_PORT 80 /* Default score server port */
-
#define MAX_MACRO_MOD 12
#define MAX_MACRO_TRIG 200
-#define SCREEN_BUF_SIZE 65536 /* max screen dump buffer size */
+/* Max size of screen dump buffer */
+#define SCREEN_BUF_SIZE 65536
+
+
+/*
+ * Special key code used for inkey_special()
+ */
+#define SKEY_MOD_MASK 0x0f00
+#define SKEY_MOD_SHIFT 0x0100
+#define SKEY_MOD_CONTROL 0x0200
+
+#define SKEY_MASK 0xf000
+#define SKEY_DOWN 0xf001
+#define SKEY_LEFT 0xf002
+#define SKEY_RIGHT 0xf003
+#define SKEY_UP 0xf004
+#define SKEY_PGUP 0xf005
+#define SKEY_PGDOWN 0xf006
+#define SKEY_TOP 0xf007
+#define SKEY_BOTTOM 0xf008