#define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
#define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
-#define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
-
/*!
* @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
#define SEX_FEMALE 0
#define SEX_MALE 1
-
-/*
- * Player class constants (hard-coded by save-files, arrays, etc)
- */
-#define CLASS_WARRIOR 0
-#define CLASS_MAGE 1
-#define CLASS_PRIEST 2
-#define CLASS_ROGUE 3
-#define CLASS_RANGER 4
-#define CLASS_PALADIN 5
-#define CLASS_WARRIOR_MAGE 6
-#define CLASS_CHAOS_WARRIOR 7
-#define CLASS_MONK 8
-#define CLASS_MINDCRAFTER 9
-#define CLASS_HIGH_MAGE 10
-#define CLASS_TOURIST 11
-#define CLASS_IMITATOR 12
-#define CLASS_BEASTMASTER 13
-#define CLASS_SORCERER 14
-#define CLASS_ARCHER 15
-#define CLASS_MAGIC_EATER 16
-#define CLASS_BARD 17
-#define CLASS_RED_MAGE 18
-#define CLASS_SAMURAI 19
-#define CLASS_FORCETRAINER 20
-#define CLASS_BLUE_MAGE 21
-#define CLASS_CAVALRY 22
-#define CLASS_BERSERKER 23
-#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 SEIKAKU_KIREMONO 2
-#define SEIKAKU_SHIAWASE 3
-#define SEIKAKU_SUBASI 4
-#define SEIKAKU_INOCHI 5
-#define SEIKAKU_COMBAT 6
-#define SEIKAKU_NAMAKE 7
-#define SEIKAKU_SEXY 8
-#define SEIKAKU_LUCKY 9
-#define SEIKAKU_GAMAN 10
-#define SEIKAKU_MUNCHKIN 11
-#define SEIKAKU_CHARGEMAN 12
-
/*** Screen Locations ***/
#define VER_INFO_ROW 3 //!< タイトル表記(行)
(1UL << (FF_STRIKE % 32)) | \
(1UL << (FF_SPREAD % 32)))))
-
-/*
- * Feature action flags
- */
-#define FAF_DESTROY 0x01
-#define FAF_NO_DROP 0x02
-#define FAF_CRASH_GLASS 0x04
-
-/* Types of doors */
-#define DOOR_DEFAULT -1
-#define DOOR_DOOR 0
-#define DOOR_GLASS_DOOR 1
-#define DOOR_CURTAIN 2
-
-#define MAX_DOOR_TYPES 3
-
#define feat_locked_door_random(DOOR_TYPE) \
(feat_door[(DOOR_TYPE)].num_locked ? \
feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
#define OBJ_GOLD_LIST 480 /* First "gold" entry */
#define MAX_GOLD 18 /* Number of "gold" entries */
-/*** General flag values ***/
-
-/*
- * Special caster ID for project()
- */
-#define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
-#define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
-
-
-/*
- * Bit flags for the "p_ptr->window" variable (etc)
- */
-#define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
-#define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
-#define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
-#define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
-#define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
-/* xxx */
-/* xxx */
-#define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
-#define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
-#define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
-#define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
-#define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
-#define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
-/* xxx */
-/* xxx */
-#define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
-#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 */
-
-/* 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 ***/
-
-
-
-/*** Object flag values ***/
-
-
/*
* Object flags
*
#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))
-
-
-#define TRC_CURSED 0x00000001L
-#define TRC_HEAVY_CURSE 0x00000002L
-#define TRC_PERMA_CURSE 0x00000004L
-#define TRC_XXX1 0x00000008L
-#define TRC_TY_CURSE 0x00000010L
-#define TRC_AGGRAVATE 0x00000020L
-#define TRC_DRAIN_EXP 0x00000040L
-#define TRC_SLOW_REGEN 0x00000080L
-#define TRC_ADD_L_CURSE 0x00000100L
-#define TRC_ADD_H_CURSE 0x00000200L
-#define TRC_CALL_ANIMAL 0x00000400L
-#define TRC_CALL_DEMON 0x00000800L
-#define TRC_CALL_DRAGON 0x00001000L
-#define TRC_COWARDICE 0x00002000L
-#define TRC_TELEPORT 0x00004000L
-#define TRC_LOW_MELEE 0x00008000L
-#define TRC_LOW_AC 0x00010000L
-#define TRC_LOW_MAGIC 0x00020000L
-#define TRC_FAST_DIGEST 0x00040000L
-#define TRC_DRAIN_HP 0x00080000L
-#define TRC_DRAIN_MANA 0x00100000L
-#define TRC_CALL_UNDEAD 0x00200000L
-#define MAX_CURSE 18
-
-#define TRC_TELEPORT_SELF 0x00000001L
-#define TRC_CHAINSWORD 0x00000002L
-
-#define TRC_SPECIAL_MASK \
- (TRC_TY_CURSE | TRC_AGGRAVATE)
-
-#define TRC_HEAVY_MASK \
- (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
- TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
-
-#define TRC_P_FLAG_MASK \
- (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
- TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
- TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
- TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
-
-
-
- /*
- * 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
-
-
/*
* 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)))))
-/*** Macro Definitions ***/
-/*
- * Convert an "attr"/"char" pair into a "pict" (P)
- */
-#define PICT(A,C) \
- ((((u16b)(A)) << 8) | ((byte)(C)))
-
-/*
- * Convert a "pict" (P) into an "attr" (A)
- */
-#define PICT_A(P) \
- ((byte)((P) >> 8))
-
-/*
- * Convert a "pict" (P) into an "char" (C)
- */
-#define PICT_C(P) \
- ((char)((byte)(P)))
-
-
-/*
- * Hack -- Prepare to use the "Secure" routines
- */
-#if defined(SET_UID) && defined(SECURE)
-extern int PlayerUID;
-# define getuid() PlayerUID
-# define geteuid() PlayerUID
-#endif
-
-
-
/*** Color constants ***/
-/*
- * Not using graphical tiles for this feature?
- */
-#define is_ascii_graphics(A) (!((A) & 0x80))
-
-
-/*** Hack ***/
-
/*
* Hack -- attempt to reduce various values
# define MESSAGE_BUF 4096
#endif
-
-
-
-
-/*
- * Available graphic modes
- */
-#define GRAPHICS_NONE 0
-#define GRAPHICS_ORIGINAL 1
-#define GRAPHICS_ADAM_BOLT 2
-#define GRAPHICS_HENGBAND 3
-
-
#ifdef JP
#define JVERB_AND 1
#define JVERB_TO 2
/*
* Modes for the tokenizer
*/
-#define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
-
-#define GINOU_MAX 10
-
-#define NO_TOWN 6
-#define SECRET_TOWN 5
#define MAX_MANE 16
-#define MAX_MONSPELLS 96
-#define MONSPELL_TYPE_BOLT 1
-#define MONSPELL_TYPE_BALL 2
-#define MONSPELL_TYPE_BREATH 3
-#define MONSPELL_TYPE_SUMMON 4
-#define MONSPELL_TYPE_OTHER 5
+
#define EATER_EXT 36
#define EATER_CHARGE 0x10000L
/* Maximum "Nazguls" number */
#define MAX_NAZGUL_NUM 5
-#define DO_AUTOPICK 0x01
-#define DO_AUTODESTROY 0x02
-#define DO_DISPLAY 0x04
-#define DONT_AUTOPICK 0x08
-#define ITEM_DISPLAY 0x10
-#define DO_QUERY_AUTOPICK 0x20
-
#define VIRTUE_LARGE 1
#define VIRTUE_SMALL 2
#define SLF_SECOND 0x0001 /* Called from another save/load function */
#define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
-
-#define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
-
-/* Sub-alignment flags for neutral monsters */
-#define SUB_ALIGN_NEUTRAL 0x0000
-#define SUB_ALIGN_EVIL 0x0001
-#define SUB_ALIGN_GOOD 0x0002
-
-/* 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(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))
-
-
/*
* Max numbers of macro trigger names
*/
#define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
/*
- * Bit flags for screen_object()
- */
-#define SCROBJ_FAKE_OBJECT 0x00000001
-#define SCROBJ_FORCE_DETAIL 0x00000002
-
-/*
* For travel command (auto run)
*/
#define TRAVEL
#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))))
-#define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
-#define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
-#define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
-#define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
-#define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
-
/*
Language selection macro
*/
#define have_dark_flag(ARRAY) \
(have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
-/* Spell Type flag */
-#define MONSTER_TO_PLAYER 0x01
-#define MONSTER_TO_MONSTER 0x02
-
-/* summoning number */
-#define S_NUM_6 (easy_band ? 2 : 6)
-#define S_NUM_4 (easy_band ? 1 : 4)
-
-/* monster spell number */
-#define RF4_SPELL_START 32 * 3
-#define RF5_SPELL_START 32 * 4
-#define RF6_SPELL_START 32 * 5
-
-#define RF4_SPELL_SIZE 32
-#define RF5_SPELL_SIZE 32
-#define RF6_SPELL_SIZE 32
-
-/* Spell Damage Calc Flag*/
-#define DAM_ROLL 1
-#define DAM_MAX 2
-#define DAM_MIN 3
-#define DICE_NUM 4
-#define DICE_SIDE 5
-#define DICE_MULT 6
-#define DICE_DIV 7
-#define BASE_DAM 8
-
/* Cheat Info Type */
#define CHEAT_OBJECT 0
#define CHEAT_MONSTER 1