* You have been warned.\n
*/
-#define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
-
-/*!
- * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
- * @details
- * 本FAKE_VERSIONそのものは未使用である。Zangと整合性を合わせるための疑似的処理のためFAKE_VER_MAJORは実値-10が該当のバージョン番号となる。
- * <pre>
- * 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)".
- * </pre>
- */
-#define FAKE_VERSION 0
-
-#define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
-#define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
-#define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */
-#define FAKE_VER_EXTRA 7 /*!< ゲームのバージョン番号定義(エクストラ番号) */
-
-
- /*!
- * @brief バージョンが開発版が安定版かを返す
- */
-#define IS_STABLE_VERSION (FAKE_VER_MINOR % 2 == 0 && FAKE_VER_EXTRA == 0)
-
-/*!
- * @brief セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
- * @details
- * 当面FAKE_VER_*を参照しておく。
- * <pre>
- * 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.
- * </pre>
- */
-#define H_VER_MAJOR (FAKE_VER_MAJOR-10) /*!< セーブファイル上のバージョン定義(メジャー番号) */
-#define H_VER_MINOR FAKE_VER_MINOR /*!< セーブファイル上のバージョン定義(マイナー番号) */
-#define H_VER_PATCH FAKE_VER_PATCH /*!< セーブファイル上のバージョン定義(パッチ番号) */
-#define H_VER_EXTRA FAKE_VER_EXTRA /*!< セーブファイル上のバージョン定義(エクストラ番号) */
-
-#define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
-#define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
-
-/*!
- * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
- * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
- */
-#define BLOCK_HGT 11
-
-/*!
- * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
- * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
- */
-#define BLOCK_WID 11
/*!
* @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)
#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 ダンジョンの最深層 / Maximum dungeon level.
- * @details
- * The player can never reach this level
- * in the dungeon, and this value is used for various calculations
- * involving object and monster creation. It must be at least 100.
- * Setting it below 128 may prevent the creation of some objects.
- */
-#define MAX_DEPTH 128
-
-#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 "current_floor_ptr->grid_array.c")
* @details Note that the "lite radius" will NEVER exceed 14, and we would
*/
#define REDRAW_MAX 2298
-#define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
-#define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
-#define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
-
-
-
-
/*!
* @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
/*
- * Maximum value storable in a "byte" (hard-coded)
- */
-#define MAX_UCHAR 255
-
-/*
- * Maximum value storable in a "s16b" (hard-coded)
- */
-#define MAX_SHORT 32767
-
-/*
- * Maximum length of object's name
- */
-#define MAX_NLEN 160
-
-/*
- * Misc constants
- */
-#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 BTH_PLUS_ADJ 3 /*!< 武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit */
-#define MON_MULT_ADJ 8 /*!< モンスターの増殖しにくさの基本倍率 / High value slows multiplication */
-#define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
-#define MON_DRAIN_LIFE 2 /*!< モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit */
-#define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
-
-/*
- * Magic-books for the realms
- */
-#define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
-#define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
-
-/*
* Maximum number of "normal" pack slots, and the index of the "overflow"
* slot, which can hold an item, but only temporarily, since it causes the
* pack to "overflow", dropping the "last" item onto the ground. Since this
#define SEX_FEMALE 0
#define SEX_MALE 1
-/*
- * Player race constants (hard-coded by save-files, arrays, etc)
- */
-#define RACE_HUMAN 0
-#define RACE_HALF_ELF 1
-#define RACE_ELF 2
-#define RACE_HOBBIT 3
-#define RACE_GNOME 4
-#define RACE_DWARF 5
-#define RACE_HALF_ORC 6
-#define RACE_HALF_TROLL 7
-#define RACE_AMBERITE 8
-#define RACE_HIGH_ELF 9
-#define RACE_BARBARIAN 10
-#define RACE_HALF_OGRE 11
-#define RACE_HALF_GIANT 12
-#define RACE_HALF_TITAN 13
-#define RACE_CYCLOPS 14
-#define RACE_YEEK 15
-#define RACE_KLACKON 16
-#define RACE_KOBOLD 17
-#define RACE_NIBELUNG 18
-#define RACE_DARK_ELF 19
-#define RACE_DRACONIAN 20
-#define RACE_MIND_FLAYER 21
-#define RACE_IMP 22
-#define RACE_GOLEM 23
-#define RACE_SKELETON 24
-#define RACE_ZOMBIE 25
-#define RACE_VAMPIRE 26
-#define RACE_SPECTRE 27
-#define RACE_SPRITE 28
-#define RACE_BEASTMAN 29
-#define RACE_ENT 30
-#define RACE_ANGEL 31
-#define RACE_DEMON 32
-#define RACE_DUNADAN 33
-#define RACE_S_FAIRY 34
-#define RACE_KUTAR 35
-#define RACE_ANDROID 36
-#define RACE_MERFOLK 37
-
-/*
- * Maximum number of player "race" types (see "table.c", etc)
- */
-#define MAX_RACES 38
-
-
-/*
- * 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)
feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
-
-/* Types of conversions */
-#define CONVERT_TYPE_FLOOR 0
-#define CONVERT_TYPE_WALL 1
-#define CONVERT_TYPE_INNER 2
-#define CONVERT_TYPE_OUTER 3
-#define CONVERT_TYPE_SOLID 4
-#define CONVERT_TYPE_STREAM1 5
-#define CONVERT_TYPE_STREAM2 6
-
-
/*
* Bit flags for the *_can_enter() and monster_can_cross_terrain()
*/
#define CEM_P_CAN_ENTER_PATTERN 0x0002
-/* Lighting levels of features' attr and char */
-
-#define F_LIT_STANDARD 0 /* Standard */
-#define F_LIT_LITE 1 /* Brightly lit */
-#define F_LIT_DARK 2 /* Darkened */
-
-#define F_LIT_NS_BEGIN 1 /* Nonstandard */
-#define F_LIT_MAX 3
-
-
-
-/*** Object "tval" and "sval" codes ***/
-
-
-/*
- * The values for the "tval" field of various objects.
- *
- * This value is the primary means by which items are sorted in the
- * player p_ptr->inventory_list, followed by "sval" and "cost".
- *
- * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
- * weapon with tval = 16+N, and does (xP) damage when so combined. This
- * fact is not actually used in the source, but it kind of interesting.
- *
- * Note that as of 2.7.8, the "item flags" apply to all items, though
- * only armor and weapons and a few other items use any of these flags.
- */
-
-#define TV_SKELETON 1 /* Skeletons ('s'), not specified */
-#define TV_BOTTLE 2 /* Empty bottles ('!') */
-#define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
-#define TV_WHISTLE 4 /* Whistle ('~') */
-#define TV_SPIKE 5 /* Spikes ('~') */
-#define TV_CHEST 7 /* Chests ('&') */
-#define TV_FIGURINE 8 /* Magical figurines */
-#define TV_STATUE 9 /* Statue, what a silly object... */
-#define TV_CORPSE 10 /* Corpses and Skeletons, specific */
-#define TV_CAPTURE 11 /* Monster ball */
-#define TV_NO_AMMO 15 /* Ammo for crimson */
-#define TV_SHOT 16 /* Ammo for slings */
-#define TV_ARROW 17 /* Ammo for bows */
-#define TV_BOLT 18 /* Ammo for x-bows */
-#define TV_BOW 19 /* Slings/Bows/Xbows */
-#define TV_DIGGING 20 /* Shovels/Picks */
-#define TV_HAFTED 21 /* Priest Weapons */
-#define TV_POLEARM 22 /* Axes and Pikes */
-#define TV_SWORD 23 /* Edged Weapons */
-#define TV_BOOTS 30 /* Boots */
-#define TV_GLOVES 31 /* Gloves */
-#define TV_HELM 32 /* Helms */
-#define TV_CROWN 33 /* Crowns */
-#define TV_SHIELD 34 /* Shields */
-#define TV_CLOAK 35 /* Cloaks */
-#define TV_SOFT_ARMOR 36 /* Soft Armor */
-#define TV_HARD_ARMOR 37 /* Hard Armor */
-#define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
-#define TV_LITE 39 /* Lites (including Specials) */
-#define TV_AMULET 40 /* Amulets (including Specials) */
-#define TV_RING 45 /* Rings (including Specials) */
-#define TV_CARD 50
-#define TV_STAFF 55
-#define TV_WAND 65
-#define TV_ROD 66
-#define TV_PARCHMENT 69
-#define TV_SCROLL 70
-#define TV_POTION 75
-#define TV_FLASK 77
-#define TV_FOOD 80
-#define TV_LIFE_BOOK 90
-#define TV_SORCERY_BOOK 91
-#define TV_NATURE_BOOK 92
-#define TV_CHAOS_BOOK 93
-#define TV_DEATH_BOOK 94
-#define TV_TRUMP_BOOK 95
-#define TV_ARCANE_BOOK 96
-#define TV_CRAFT_BOOK 97
-#define TV_DAEMON_BOOK 98
-#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 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
-
-/* The "sval" codes for TV_FIGURINE */
-#define SV_FIGURINE_NORMAL 0
-
-#define SV_CAPTURE_NONE 0
-
-/* The "sval" codes for TV_STATUE */
-#define SV_WOODEN_STATUE 0
-#define SV_CLAY_STATUE 1
-#define SV_STONE_STATUE 2
-#define SV_IRON_STATUE 3
-#define SV_COPPER_STATUE 4
-#define SV_SILVER_STATUE 5
-#define SV_GOLDEN_STATUE 6
-#define SV_IVORY_STATUE 7
-#define SV_MITHRIL_STATUE 8
-#define SV_ORNATE_STATUE 9
-#define SV_PHOTO 50
-
-/* The "sval" codes for TV_CORPSE */
-#define SV_SKELETON 0
-#define SV_CORPSE 1
-
-/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
-#define SV_AMMO_LIGHT 0 /* pebbles */
-#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
-#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
-
-/* The "sval" codes for TV_BOW (note information in "sval") */
-#define SV_SLING 2 /* (x2) */
-#define SV_SHORT_BOW 12 /* (x2) */
-#define SV_LONG_BOW 13 /* (x3) */
-#define SV_LIGHT_XBOW 23 /* (x3) */
-#define SV_HEAVY_XBOW 24 /* (x4) */
-#define SV_CRIMSON 50 /* (x0) */
-#define SV_HARP 51 /* (x0) */
-#define SV_NAMAKE_BOW 63 /* (x3) */
-
-/* The "sval" codes for TV_DIGGING */
-#define SV_SHOVEL 1
-#define SV_GNOMISH_SHOVEL 2
-#define SV_DWARVEN_SHOVEL 3
-#define SV_PICK 4
-#define SV_ORCISH_PICK 5
-#define SV_DWARVEN_PICK 6
-#define SV_MATTOCK 7
-
-/* The "sval" values for TV_HAFTED */
-#define SV_CLUB 1 /* 1d4 */
-#define SV_WHIP 2 /* 1d6 */
-#define SV_QUARTERSTAFF 3 /* 1d9 */
-#define SV_NUNCHAKU 4 /* 2d3 */
-#define SV_MACE 5 /* 2d4 */
-#define SV_BALL_AND_CHAIN 6 /* 2d4 */
-#define SV_JO_STAFF 7 /* 1d7 */
-#define SV_WAR_HAMMER 8 /* 3d3 */
-#define SV_THREE_PIECE_ROD 11 /* 3d3 */
-#define SV_MORNING_STAR 12 /* 2d6 */
-#define SV_FLAIL 13 /* 2d6 */
-#define SV_BO_STAFF 14 /* 1d11 */
-#define SV_LEAD_FILLED_MACE 15 /* 3d4 */
-#define SV_TETSUBO 16 /* 2d7 */
-#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
-#define SV_GREAT_HAMMER 19 /* 4d6 */
-#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
-#define SV_WIZSTAFF 21 /* 1d2 */
-#define SV_GROND 50 /* 3d9 */
-#define SV_NAMAKE_HAMMER 63 /* 1d77 */
-
-/* The "sval" values for TV_POLEARM */
-#define SV_HATCHET 1 /* 1d5 */
-#define SV_SPEAR 2 /* 1d6 */
-#define SV_SICKLE 3 /* 2d3 */
-#define SV_AWL_PIKE 4 /* 1d8 */
-#define SV_TRIDENT 5 /* 1d9 */
-#define SV_FAUCHARD 6 /* 1d10 */
-#define SV_BROAD_SPEAR 7 /* 1d9 */
-#define SV_PIKE 8 /* 2d5 */
-#define SV_NAGINATA 9 /* 2d6 */
-#define SV_BEAKED_AXE 10 /* 2d6 */
-#define SV_BROAD_AXE 11 /* 2d6 */
-#define SV_LUCERNE_HAMMER 12 /* 2d5 */
-#define SV_GLAIVE 13 /* 2d6 */
-#define SV_LAJATANG 14 /* 2d7 */
-#define SV_HALBERD 15 /* 3d4 */
-#define SV_GUISARME 16 /* 2d5 */
-#define SV_SCYTHE 17 /* 5d3 */
-#define SV_LANCE 20 /* 2d8 */
-#define SV_BATTLE_AXE 22 /* 2d8 */
-#define SV_GREAT_AXE 25 /* 4d4 */
-#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
-#define SV_LOCHABER_AXE 28 /* 3d8 */
-#define SV_HEAVY_LANCE 29 /* 4d8 */
-#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
-#define SV_TSURIZAO 40 /* 1d1 */
-#define SV_DEATH_SCYTHE 50 /* 10d10 */
-
-/* The "sval" codes for TV_SWORD */
-#define SV_BROKEN_DAGGER 1 /* 1d1 */
-#define SV_BROKEN_SWORD 2 /* 1d2 */
-#define SV_DAGGER 4 /* 1d4 */
-#define SV_MAIN_GAUCHE 5 /* 1d5 */
-#define SV_TANTO 6 /* 1d5 */
-#define SV_RAPIER 7 /* 1d6 */
-#define SV_SMALL_SWORD 8 /* 1d6 */
-#define SV_BASILLARD 9 /* 1d8 */
-#define SV_SHORT_SWORD 10 /* 1d7 */
-#define SV_SABRE 11 /* 1d7 */
-#define SV_CUTLASS 12 /* 1d7 */
-#define SV_WAKIZASHI 13 /* 2d4 */
-#define SV_KHOPESH 14 /* 2d4 */
-#define SV_TULWAR 15 /* 2d4 */
-#define SV_BROAD_SWORD 16 /* 2d5 */
-#define SV_LONG_SWORD 17 /* 2d5 */
-#define SV_SCIMITAR 18 /* 2d5 */
-#define SV_NINJATO 19 /* 1d9 */
-#define SV_KATANA 20 /* 3d4 */
-#define SV_BASTARD_SWORD 21 /* 3d4 */
-#define SV_GREAT_SCIMITAR 22 /* 4d5 */
-#define SV_CLAYMORE 23 /* 2d8 */
-#define SV_ESPADON 24 /* 2d9 */
-#define SV_TWO_HANDED_SWORD 25 /* 3d6 */
-#define SV_FLAMBERGE 26 /* 3d7 */
-#define SV_NO_DACHI 27 /* 5d4 */
-#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
-#define SV_ZWEIHANDER 29 /* 4d6 */
-#define SV_BLADE_OF_CHAOS 30 /* 6d5 */
-#define SV_DIAMOND_EDGE 31 /* 7d5 */
-#define SV_DOKUBARI 32 /* 1d1 */
-#define SV_HAYABUSA 33 /* 1d6 */
-
-/* The "sval" codes for TV_SHIELD */
-#define SV_SMALL_LEATHER_SHIELD 2
-#define SV_SMALL_METAL_SHIELD 3
-#define SV_LARGE_LEATHER_SHIELD 4
-#define SV_LARGE_METAL_SHIELD 5
-#define SV_DRAGON_SHIELD 6
-#define SV_KNIGHT_SHIELD 7
-#define SV_MIRROR_SHIELD 10
-#define SV_YATA_MIRROR 50
-
-/* The "sval" codes for TV_HELM */
-#define SV_HARD_LEATHER_CAP 2
-#define SV_METAL_CAP 3
-#define SV_JINGASA 4 /* 4 */
-#define SV_IRON_HELM 5
-#define SV_STEEL_HELM 6
-#define SV_DRAGON_HELM 7
-#define SV_KABUTO 8 /* 7 */
-
-/* The "sval" codes for TV_CROWN */
-#define SV_IRON_CROWN 10
-#define SV_GOLDEN_CROWN 11
-#define SV_JEWELED_CROWN 12
-#define SV_CHAOS 50
-
-/* The "sval" codes for TV_BOOTS */
-#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
-#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
-#define SV_PAIR_OF_DRAGON_GREAVE 4
-#define SV_PAIR_OF_METAL_SHOD_BOOTS 6
-
-/* The "sval" codes for TV_CLOAK */
-#define SV_CLOAK 1
-#define SV_ELVEN_CLOAK 2
-#define SV_FUR_CLOAK 3
-#define SV_ETHEREAL_CLOAK 5
-#define SV_SHADOW_CLOAK 6
-
-/* The "sval" codes for TV_GLOVES */
-#define SV_SET_OF_LEATHER_GLOVES 1
-#define SV_SET_OF_GAUNTLETS 2
-#define SV_SET_OF_DRAGON_GLOVES 3
-#define SV_SET_OF_CESTI 5
-
-/* The "sval" codes for TV_SOFT_ARMOR */
-#define SV_T_SHIRT 0
-#define SV_FILTHY_RAG 1
-#define SV_ROBE 2
-#define SV_PAPER_ARMOR 3 /* 4 */
-#define SV_SOFT_LEATHER_ARMOR 4
-#define SV_SOFT_STUDDED_LEATHER 5
-#define SV_HARD_LEATHER_ARMOR 6
-#define SV_HARD_STUDDED_LEATHER 7
-#define SV_RHINO_HIDE_ARMOR 8
-#define SV_CORD_ARMOR 9 /* 6 */
-#define SV_PADDED_ARMOR 10 /* 4 */
-#define SV_LEATHER_SCALE_MAIL 11
-#define SV_LEATHER_JACK 12
-#define SV_KUROSHOUZOKU 13
-#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
-#define SV_ABUNAI_MIZUGI 50
-#define SV_YOIYAMI_ROBE 60
-#define SV_NAMAKE_ARMOR 63
-
-/* The "sval" codes for TV_HARD_ARMOR */
-#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
-#define SV_RING_MAIL 2 /* 12 */
-#define SV_METAL_SCALE_MAIL 3 /* 13 */
-#define SV_CHAIN_MAIL 4 /* 14 */
-#define SV_DOUBLE_RING_MAIL 5 /* 15 */
-#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
-#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
-#define SV_BAR_CHAIN_MAIL 8 /* 18 */
-#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
-#define SV_SPLINT_MAIL 10 /* 19 */
-#define SV_DO_MARU 11 /* 20 */
-#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
-#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
-#define SV_HARAMAKIDO 14 /* 17 */
-#define SV_FULL_PLATE_ARMOUR 15 /* 25 */
-#define SV_O_YOROI 16 /* 24 */
-#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
-#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
-#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
-#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
-
-/* The "sval" codes for TV_DRAG_ARMOR */
-#define SV_DRAGON_BLACK 1
-#define SV_DRAGON_BLUE 2
-#define SV_DRAGON_WHITE 3
-#define SV_DRAGON_RED 4
-#define SV_DRAGON_GREEN 5
-#define SV_DRAGON_MULTIHUED 6
-#define SV_DRAGON_SHINING 10
-#define SV_DRAGON_LAW 12
-#define SV_DRAGON_BRONZE 14
-#define SV_DRAGON_GOLD 16
-#define SV_DRAGON_CHAOS 18
-#define SV_DRAGON_BALANCE 20
-#define SV_DRAGON_POWER 30
-
-/* The sval codes for TV_LITE */
-#define SV_LITE_TORCH 0
-#define SV_LITE_LANTERN 1
-#define SV_LITE_FEANOR 2
-#define SV_LITE_EDISON 3
-#define SV_LITE_GALADRIEL 4
-#define SV_LITE_ELENDIL 5
-#define SV_LITE_JUDGE 6
-#define SV_LITE_LORE 7
-#define SV_LITE_PALANTIR 8
-#define SV_LITE_FLY_STONE 9
-
-/* The "sval" codes for TV_AMULET */
-#define SV_AMULET_DOOM 0
-#define SV_AMULET_TELEPORT 1
-#define SV_AMULET_ADORNMENT 2
-#define SV_AMULET_SLOW_DIGEST 3
-#define SV_AMULET_RESIST_ACID 4
-#define SV_AMULET_SEARCHING 5
-#define SV_AMULET_BRILLIANCE 6
-#define SV_AMULET_CHARISMA 7
-#define SV_AMULET_THE_MAGI 8
-#define SV_AMULET_REFLECTION 9
-#define SV_AMULET_CARLAMMAS 10
-#define SV_AMULET_INGWE 11
-#define SV_AMULET_DWARVES 12
-#define SV_AMULET_NO_MAGIC 13
-#define SV_AMULET_NO_TELE 14
-#define SV_AMULET_RESISTANCE 15
-#define SV_AMULET_TELEPATHY 16
-#define SV_AMULET_FARAMIR 17
-#define SV_AMULET_BOROMIR 18
-#define SV_AMULET_MAGATAMA 19
-#define SV_AMULET_INROU 20
-#define SV_AMULET_INTELLIGENCE 21
-#define SV_AMULET_WISDOM 22
-#define SV_AMULET_MAGIC_MASTERY 23
-#define SV_AMULET_NIGHT 24
-
-/* The sval codes for TV_RING */
-#define SV_RING_WOE 0
-#define SV_RING_AGGRAVATION 1
-#define SV_RING_WEAKNESS 2
-#define SV_RING_STUPIDITY 3
-#define SV_RING_TELEPORTATION 4
-#define SV_RING_SLOW_DIGESTION 6
-#define SV_RING_LEVITATION_FALL 7
-#define SV_RING_RESIST_FIRE 8
-#define SV_RING_RESIST_COLD 9
-#define SV_RING_SUSTAIN_STR 10
-#define SV_RING_SUSTAIN_INT 11
-#define SV_RING_SUSTAIN_WIS 12
-#define SV_RING_SUSTAIN_CON 13
-#define SV_RING_SUSTAIN_DEX 14
-#define SV_RING_SUSTAIN_CHR 15
-#define SV_RING_PROTECTION 16
-#define SV_RING_ACID 17
-#define SV_RING_FLAMES 18
-#define SV_RING_ICE 19
-#define SV_RING_RESIST_POIS 20
-#define SV_RING_FREE_ACTION 21
-#define SV_RING_SEE_INVIS 22
-#define SV_RING_SEARCHING 23
-#define SV_RING_STR 24
-#define SV_RING_ELEC 25
-#define SV_RING_DEX 26
-#define SV_RING_CON 27
-#define SV_RING_ACCURACY 28
-#define SV_RING_DAMAGE 29
-#define SV_RING_SLAYING 30
-#define SV_RING_SPEED 31
-#define SV_RING_FRAKIR 32
-#define SV_RING_TULKAS 33
-#define SV_RING_NARYA 34
-#define SV_RING_NENYA 35
-#define SV_RING_VILYA 36
-#define SV_RING_POWER 37
-#define SV_RING_RES_FEAR 38
-#define SV_RING_RES_LD 39
-#define SV_RING_RES_NETHER 40
-#define SV_RING_RES_NEXUS 41
-#define SV_RING_RES_SOUND 42
-#define SV_RING_RES_CONFUSION 43
-#define SV_RING_RES_SHARDS 44
-#define SV_RING_RES_DISENCHANT 45
-#define SV_RING_RES_CHAOS 46
-#define SV_RING_RES_BLINDNESS 47
-#define SV_RING_LORDLY 48
-#define SV_RING_ATTACKS 49
-#define SV_RING_AHO 50
-#define SV_RING_SHOTS 51
-#define SV_RING_SUSTAIN 52
-#define SV_RING_DEC_MANA 53
-#define SV_RING_WARNING 54
-#define SV_RING_MUSCLE 55
-
-#define SV_EXPRESS_CARD 0
-
-/* The "sval" codes for TV_STAFF */
-#define SV_STAFF_DARKNESS 0
-#define SV_STAFF_SLOWNESS 1
-#define SV_STAFF_HASTE_MONSTERS 2
-#define SV_STAFF_SUMMONING 3
-#define SV_STAFF_TELEPORTATION 4
-#define SV_STAFF_IDENTIFY 5
-#define SV_STAFF_REMOVE_CURSE 6
-#define SV_STAFF_STARLITE 7
-#define SV_STAFF_LITE 8
-#define SV_STAFF_MAPPING 9
-#define SV_STAFF_DETECT_GOLD 10
-#define SV_STAFF_DETECT_ITEM 11
-#define SV_STAFF_DETECT_TRAP 12
-#define SV_STAFF_DETECT_DOOR 13
-#define SV_STAFF_DETECT_INVIS 14
-#define SV_STAFF_DETECT_EVIL 15
-#define SV_STAFF_CURE_LIGHT 16
-#define SV_STAFF_CURING 17
-#define SV_STAFF_HEALING 18
-#define SV_STAFF_THE_MAGI 19
-#define SV_STAFF_SLEEP_MONSTERS 20
-#define SV_STAFF_SLOW_MONSTERS 21
-#define SV_STAFF_SPEED 22
-#define SV_STAFF_PROBING 23
-#define SV_STAFF_DISPEL_EVIL 24
-#define SV_STAFF_POWER 25
-#define SV_STAFF_HOLINESS 26
-#define SV_STAFF_GENOCIDE 27
-#define SV_STAFF_EARTHQUAKES 28
-#define SV_STAFF_DESTRUCTION 29
-#define SV_STAFF_ANIMATE_DEAD 30
-#define SV_STAFF_MSTORM 31
-#define SV_STAFF_NOTHING 32
-
-
-/* The "sval" codes for TV_WAND */
-#define SV_WAND_HEAL_MONSTER 0
-#define SV_WAND_HASTE_MONSTER 1
-#define SV_WAND_CLONE_MONSTER 2
-#define SV_WAND_TELEPORT_AWAY 3
-#define SV_WAND_DISARMING 4
-#define SV_WAND_TRAP_DOOR_DEST 5
-#define SV_WAND_STONE_TO_MUD 6
-#define SV_WAND_LITE 7
-#define SV_WAND_SLEEP_MONSTER 8
-#define SV_WAND_SLOW_MONSTER 9
-#define SV_WAND_CONFUSE_MONSTER 10
-#define SV_WAND_FEAR_MONSTER 11
-#define SV_WAND_HYPODYNAMIA 12
-#define SV_WAND_POLYMORPH 13
-#define SV_WAND_STINKING_CLOUD 14
-#define SV_WAND_MAGIC_MISSILE 15
-#define SV_WAND_ACID_BOLT 16
-#define SV_WAND_CHARM_MONSTER 17
-#define SV_WAND_FIRE_BOLT 18
-#define SV_WAND_COLD_BOLT 19
-#define SV_WAND_ACID_BALL 20
-#define SV_WAND_ELEC_BALL 21
-#define SV_WAND_FIRE_BALL 22
-#define SV_WAND_COLD_BALL 23
-#define SV_WAND_WONDER 24
-#define SV_WAND_DISINTEGRATE 25
-#define SV_WAND_DRAGON_FIRE 26
-#define SV_WAND_DRAGON_COLD 27
-#define SV_WAND_DRAGON_BREATH 28
-#define SV_WAND_ROCKETS 29
-#define SV_WAND_STRIKING 30
-#define SV_WAND_GENOCIDE 31
-
-/* The "sval" codes for TV_ROD */
-#define SV_ROD_DETECT_TRAP 0
-#define SV_ROD_DETECT_DOOR 1
-#define SV_ROD_IDENTIFY 2
-#define SV_ROD_RECALL 3
-#define SV_ROD_ILLUMINATION 4
-#define SV_ROD_MAPPING 5
-#define SV_ROD_DETECTION 6
-#define SV_ROD_PROBING 7
-#define SV_ROD_CURING 8
-#define SV_ROD_HEALING 9
-#define SV_ROD_RESTORATION 10
-#define SV_ROD_SPEED 11
-#define SV_ROD_PESTICIDE 12
-#define SV_ROD_TELEPORT_AWAY 13
-#define SV_ROD_DISARMING 14
-#define SV_ROD_LITE 15
-#define SV_ROD_SLEEP_MONSTER 16
-#define SV_ROD_SLOW_MONSTER 17
-#define SV_ROD_HYPODYNAMIA 18
-#define SV_ROD_POLYMORPH 19
-#define SV_ROD_ACID_BOLT 20
-#define SV_ROD_ELEC_BOLT 21
-#define SV_ROD_FIRE_BOLT 22
-#define SV_ROD_COLD_BOLT 23
-#define SV_ROD_ACID_BALL 24
-#define SV_ROD_ELEC_BALL 25
-#define SV_ROD_FIRE_BALL 26
-#define SV_ROD_COLD_BALL 27
-#define SV_ROD_HAVOC 28
-#define SV_ROD_STONE_TO_MUD 29
-#define SV_ROD_AGGRAVATE 30
-
-
-/* The "sval" codes for TV_SCROLL */
-
-#define SV_SCROLL_DARKNESS 0
-#define SV_SCROLL_AGGRAVATE_MONSTER 1
-#define SV_SCROLL_CURSE_ARMOR 2
-#define SV_SCROLL_CURSE_WEAPON 3
-#define SV_SCROLL_SUMMON_MONSTER 4
-#define SV_SCROLL_SUMMON_UNDEAD 5
-#define SV_SCROLL_SUMMON_PET 6
-#define SV_SCROLL_TRAP_CREATION 7
-#define SV_SCROLL_PHASE_DOOR 8
-#define SV_SCROLL_TELEPORT 9
-#define SV_SCROLL_TELEPORT_LEVEL 10
-#define SV_SCROLL_WORD_OF_RECALL 11
-#define SV_SCROLL_IDENTIFY 12
-#define SV_SCROLL_STAR_IDENTIFY 13
-#define SV_SCROLL_REMOVE_CURSE 14
-#define SV_SCROLL_STAR_REMOVE_CURSE 15
-#define SV_SCROLL_ENCHANT_ARMOR 16
-#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
-#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
-/* xxx enchant missile? */
-#define SV_SCROLL_STAR_ENCHANT_ARMOR 20
-#define SV_SCROLL_STAR_ENCHANT_WEAPON 21
-#define SV_SCROLL_RECHARGING 22
-#define SV_SCROLL_MUNDANITY 23
-#define SV_SCROLL_LIGHT 24
-#define SV_SCROLL_MAPPING 25
-#define SV_SCROLL_DETECT_GOLD 26
-#define SV_SCROLL_DETECT_ITEM 27
-#define SV_SCROLL_DETECT_TRAP 28
-#define SV_SCROLL_DETECT_DOOR 29
-#define SV_SCROLL_DETECT_INVIS 30
-/* xxx (detect evil?) */
-#define SV_SCROLL_SATISFY_HUNGER 32
-#define SV_SCROLL_BLESSING 33
-#define SV_SCROLL_HOLY_CHANT 34
-#define SV_SCROLL_HOLY_PRAYER 35
-#define SV_SCROLL_MONSTER_CONFUSION 36
-#define SV_SCROLL_PROTECTION_FROM_EVIL 37
-#define SV_SCROLL_RUNE_OF_PROTECTION 38
-#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
-/* xxx */
-#define SV_SCROLL_STAR_DESTRUCTION 41
-#define SV_SCROLL_DISPEL_UNDEAD 42
-#define SV_SCROLL_SPELL 43
-#define SV_SCROLL_GENOCIDE 44
-#define SV_SCROLL_MASS_GENOCIDE 45
-#define SV_SCROLL_ACQUIREMENT 46
-#define SV_SCROLL_STAR_ACQUIREMENT 47
-#define SV_SCROLL_FIRE 48
-#define SV_SCROLL_ICE 49
-#define SV_SCROLL_CHAOS 50
-#define SV_SCROLL_RUMOR 51
-#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 SV_POTION_APPLE_JUICE 1
-#define SV_POTION_SLIME_MOLD 2
-/* xxx (fixed color) */
-#define SV_POTION_SLOWNESS 4
-#define SV_POTION_SALT_WATER 5
-#define SV_POTION_POISON 6
-#define SV_POTION_BLINDNESS 7
-/* xxx */
-#define SV_POTION_BOOZE 9
-/* xxx */
-#define SV_POTION_SLEEP 11
-/* xxx */
-#define SV_POTION_LOSE_MEMORIES 13
-/* xxx */
-#define SV_POTION_RUINATION 15
-#define SV_POTION_DEC_STR 16
-#define SV_POTION_DEC_INT 17
-#define SV_POTION_DEC_WIS 18
-#define SV_POTION_DEC_DEX 19
-#define SV_POTION_DEC_CON 20
-#define SV_POTION_DEC_CHR 21
-#define SV_POTION_DETONATIONS 22
-#define SV_POTION_DEATH 23
-#define SV_POTION_INFRAVISION 24
-#define SV_POTION_DETECT_INVIS 25
-#define SV_POTION_SLOW_POISON 26
-#define SV_POTION_CURE_POISON 27
-#define SV_POTION_BOLDNESS 28
-#define SV_POTION_SPEED 29
-#define SV_POTION_RESIST_HEAT 30
-#define SV_POTION_RESIST_COLD 31
-#define SV_POTION_HEROISM 32
-#define SV_POTION_BESERK_STRENGTH 33
-#define SV_POTION_CURE_LIGHT 34
-#define SV_POTION_CURE_SERIOUS 35
-#define SV_POTION_CURE_CRITICAL 36
-#define SV_POTION_HEALING 37
-#define SV_POTION_STAR_HEALING 38
-#define SV_POTION_LIFE 39
-#define SV_POTION_RESTORE_MANA 40
-#define SV_POTION_RESTORE_EXP 41
-#define SV_POTION_RES_STR 42
-#define SV_POTION_RES_INT 43
-#define SV_POTION_RES_WIS 44
-#define SV_POTION_RES_DEX 45
-#define SV_POTION_RES_CON 46
-#define SV_POTION_RES_CHR 47
-#define SV_POTION_INC_STR 48
-#define SV_POTION_INC_INT 49
-#define SV_POTION_INC_WIS 50
-#define SV_POTION_INC_DEX 51
-#define SV_POTION_INC_CON 52
-#define SV_POTION_INC_CHR 53
-/* xxx */
-#define SV_POTION_AUGMENTATION 55
-#define SV_POTION_ENLIGHTENMENT 56
-#define SV_POTION_STAR_ENLIGHTENMENT 57
-#define SV_POTION_SELF_KNOWLEDGE 58
-#define SV_POTION_EXPERIENCE 59
-#define SV_POTION_RESISTANCE 60
-#define SV_POTION_CURING 61
-#define SV_POTION_INVULNERABILITY 62
-#define SV_POTION_NEW_LIFE 63
-#define SV_POTION_NEO_TSUYOSHI 64
-#define SV_POTION_TSUYOSHI 65
-#define SV_POTION_POLYMORPH 66
-
-/* The "sval" codes for TV_FLASK */
-#define SV_FLASK_OIL 0
-
-/* The "sval" codes for TV_FOOD */
-#define SV_FOOD_POISON 0
-#define SV_FOOD_BLINDNESS 1
-#define SV_FOOD_PARANOIA 2
-#define SV_FOOD_CONFUSION 3
-#define SV_FOOD_HALLUCINATION 4
-#define SV_FOOD_PARALYSIS 5
-#define SV_FOOD_WEAKNESS 6
-#define SV_FOOD_SICKNESS 7
-#define SV_FOOD_STUPIDITY 8
-#define SV_FOOD_NAIVETY 9
-#define SV_FOOD_UNHEALTH 10
-#define SV_FOOD_DISEASE 11
-#define SV_FOOD_CURE_POISON 12
-#define SV_FOOD_CURE_BLINDNESS 13
-#define SV_FOOD_CURE_PARANOIA 14
-#define SV_FOOD_CURE_CONFUSION 15
-#define SV_FOOD_CURE_SERIOUS 16
-#define SV_FOOD_RESTORE_STR 17
-#define SV_FOOD_RESTORE_CON 18
-#define SV_FOOD_RESTORING 19
-/* many missing mushrooms */
-#define SV_FOOD_BISCUIT 32
-#define SV_FOOD_JERKY 33
-#define SV_FOOD_RATION 35
-#define SV_FOOD_SLIME_MOLD 36
-#define SV_FOOD_WAYBREAD 37
-#define SV_FOOD_PINT_OF_ALE 38
-#define SV_FOOD_PINT_OF_WINE 39
-
-
-#define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
-
-#define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
-#define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
-
-/*
- * Special "sval" limit -- first "good" magic/prayer book
- */
-#define SV_BOOK_MIN_GOOD 2
-
-
#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 ***/
-
-
-/*
- * Special Object Flags
- */
-#define IDENT_SENSE 0x01 /* Item has been "sensed" */
-#define IDENT_FIXED 0x02 /* Item has been "haggled" */
-#define IDENT_EMPTY 0x04 /* Item charges are known */
-#define IDENT_KNOWN 0x08 /* Item abilities are known */
-#define IDENT_STORE 0x10 /* Item is storebought !!!! */
-#define IDENT_MENTAL 0x20 /* Item information is known */
-#if 0
-#define IDENT_CURSED 0x40 /* Item is temporarily cursed */
-#endif
-#define IDENT_BROKEN 0x80 /* Item is permanently worthless */
-
-
-/*
- * 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 autopick_pickup_items().
- */
-#define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
-#define OM_NOMSG 0x02 /* temporary flag to suppress messages */
-#define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
-#define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
-#define OM_TOUCHED 0x10 /* Object was touched by player */
-
-
/*
* 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 TR_STR 0 /* STR += "pval" */
-#define TR_INT 1 /* INT += "pval" */
-#define TR_WIS 2 /* WIS += "pval" */
-#define TR_DEX 3 /* DEX += "pval" */
-#define TR_CON 4 /* CON += "pval" */
-#define TR_CHR 5 /* CHR += "pval" */
-#define TR_MAGIC_MASTERY 6 /* Later */
-#define TR_FORCE_WEAPON 7 /* Later */
-#define TR_STEALTH 8 /* Stealth += "pval" */
-#define TR_SEARCH 9 /* Search += "pval" */
-#define TR_INFRA 10 /* Infra += "pval" */
-#define TR_TUNNEL 11 /* Tunnel += "pval" */
-#define TR_SPEED 12 /* Speed += "pval" */
-#define TR_BLOWS 13 /* Blows += "pval" */
-#define TR_CHAOTIC 14
-#define TR_VAMPIRIC 15
-#define TR_SLAY_ANIMAL 16
-#define TR_SLAY_EVIL 17
-#define TR_SLAY_UNDEAD 18
-#define TR_SLAY_DEMON 19
-#define TR_SLAY_ORC 20
-#define TR_SLAY_TROLL 21
-#define TR_SLAY_GIANT 22
-#define TR_SLAY_DRAGON 23
-#define TR_KILL_DRAGON 24 /* Execute Dragon */
-#define TR_VORPAL 25 /* Later */
-#define TR_IMPACT 26 /* Cause Earthquakes */
-#define TR_BRAND_POIS 27
-#define TR_BRAND_ACID 28
-#define TR_BRAND_ELEC 29
-#define TR_BRAND_FIRE 30
-#define TR_BRAND_COLD 31
-
-#define TR_SUST_STR 32
-#define TR_SUST_INT 33
-#define TR_SUST_WIS 34
-#define TR_SUST_DEX 35
-#define TR_SUST_CON 36
-#define TR_SUST_CHR 37
-#define TR_RIDING 38
-#define TR_EASY_SPELL 39
-#define TR_IM_ACID 40
-#define TR_IM_ELEC 41
-#define TR_IM_FIRE 42
-#define TR_IM_COLD 43
-#define TR_THROW 44 /* Later */
-#define TR_REFLECT 45 /* Reflect 'bolts' */
-#define TR_FREE_ACT 46 /* Free Action */
-#define TR_HOLD_EXP 47 /* Hold EXP */
-#define TR_RES_ACID 48
-#define TR_RES_ELEC 49
-#define TR_RES_FIRE 50
-#define TR_RES_COLD 51
-#define TR_RES_POIS 52
-#define TR_RES_FEAR 53 /* Added for Zangband */
-#define TR_RES_LITE 54
-#define TR_RES_DARK 55
-#define TR_RES_BLIND 56
-#define TR_RES_CONF 57
-#define TR_RES_SOUND 58
-#define TR_RES_SHARDS 59
-#define TR_RES_NETHER 60
-#define TR_RES_NEXUS 61
-#define TR_RES_CHAOS 62
-#define TR_RES_DISEN 63
-
-#define TR_SH_FIRE 64 /* Immolation (Fire) */
-#define TR_SH_ELEC 65 /* Electric Sheath */
-#define TR_SLAY_HUMAN 66 /* Slay human */
-#define TR_SH_COLD 67 /* cold aura */
-#define TR_NO_TELE 68 /* Anti-teleportation */
-#define TR_NO_MAGIC 69 /* Anti-magic */
-#define TR_DEC_MANA 70 /* ??? */
-#define TR_TY_CURSE 71 /* The Ancient Curse */
-#define TR_WARNING 72 /* Warning */
-#define TR_HIDE_TYPE 73 /* Hide "pval" description */
-#define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
-#define TR_SLAY_GOOD 75
-#define TR_LEVITATION 76 /* Feather Falling */
-#define TR_LITE_1 77 /* Light Radius 1*/
-#define TR_SEE_INVIS 78 /* See Invisible */
-#define TR_TELEPATHY 79 /* Telepathy */
-#define TR_SLOW_DIGEST 80 /* Item slows down digestion */
-#define TR_REGEN 81 /* Item induces regeneration */
-#define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
-#define TR_XTRA_SHOTS 83 /* Bows get extra shots */
-#define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
-#define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
-#define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
-#define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
-#define TR_ACTIVATE 88 /* Item can be activated */
-#define TR_DRAIN_EXP 89 /* Item drains Experience */
-#define TR_TELEPORT 90 /* Item teleports player */
-#define TR_AGGRAVATE 91 /* Item aggravates monsters */
-#define TR_BLESSED 92 /* Item is Blessed */
-#define TR_ES_ATTACK 93 /* Fake flag for Smith */
-#define TR_ES_AC 94 /* Fake flag for Smith */
-#define TR_KILL_GOOD 95
-
-#define TR_KILL_ANIMAL 96
-#define TR_KILL_EVIL 97
-#define TR_KILL_UNDEAD 98
-#define TR_KILL_DEMON 99
-#define TR_KILL_ORC 100
-#define TR_KILL_TROLL 101
-#define TR_KILL_GIANT 102
-#define TR_KILL_HUMAN 103
-#define TR_ESP_ANIMAL 104
-#define TR_ESP_UNDEAD 105
-#define TR_ESP_DEMON 106
-#define TR_ESP_ORC 107
-#define TR_ESP_TROLL 108
-#define TR_ESP_GIANT 109
-#define TR_ESP_DRAGON 110
-#define TR_ESP_HUMAN 111
-#define TR_ESP_EVIL 112
-#define TR_ESP_GOOD 113
-#define TR_ESP_NONLIVING 114
-#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_DRAIN_HP 120
-#define TR_DRAIN_MANA 121
-#define TR_LITE_2 122
-#define TR_LITE_3 123
-#define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
-#define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
-#define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
-#define TR_LITE_FUEL 127 /* Lights need Fuels */
-
-#define TR_CALL_ANIMAL 128
-#define TR_CALL_DEMON 129
-#define TR_CALL_DRAGON 130
-#define TR_CALL_UNDEAD 131
-#define TR_COWARDICE 132
-#define TR_LOW_MELEE 133
-#define TR_LOW_AC 134
-#define TR_LOW_MAGIC 135
-#define TR_FAST_DIGEST 136
-#define TR_SLOW_REGEN 137
-
-#define TR_FLAG_MAX 138
-#define TR_FLAG_SIZE 5
-
-
-#define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
-#define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
-#define TRG_XTRA_POWER 0x00000004L /* Extra power */
-#define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
-#define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
-#define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
-#define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
-#define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
-#define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
-#define TRG_XTRA_RES 0x00000200L /* Extra resistance */
-#define TRG_CURSED 0x00000400L /* Item is Cursed */
-#define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
-#define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
-#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 TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
-
-
-#define MAX_CURSE 18
-
-#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 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 ***/
-
-/*
- * Return the "char" for a given item.
- * Use "flavor" if available.
- * Default to user definitions.
- */
-#define object_char(T) \
- ((k_info[(T)->k_idx].flavor) ? \
- (k_info[k_info[(T)->k_idx].flavor].x_char) : \
- (k_info[(T)->k_idx].x_char))
-
-/*
- * 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
-
-/*
- * Modes for the random name generator
- */
-#define NAME_DWARF 1
-#define NAME_ELF 2
-#define NAME_GNOME 3
-#define NAME_HOBBIT 4
-#define NAME_HUMAN 5
-#define NAME_ORC 6
-
#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
#define EATER_ROD_CHARGE 0x10L
-#define MAX_KUBI 20
#define DETECT_RAD_DEFAULT 30
#define DETECT_RAD_MAP 30
/* 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 MAGIC_GLOVE_REDUCE_MANA 0x0001
-#define MAGIC_FAIL_5PERCENT 0x0002
-#define MAGIC_GAIN_EXP 0x0004
-
#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 */
-
-/*
- * Flags for wr_item()/rd_item()
- */
-#define SAVE_ITEM_PVAL 0x00000001
-#define SAVE_ITEM_DISCOUNT 0x00000002
-#define SAVE_ITEM_NUMBER 0x00000004
-#define SAVE_ITEM_NAME1 0x00000008
-#define SAVE_ITEM_NAME2 0x00000010
-#define SAVE_ITEM_TIMEOUT 0x00000020
-#define SAVE_ITEM_TO_H 0x00000040
-#define SAVE_ITEM_TO_D 0x00000080
-#define SAVE_ITEM_TO_A 0x00000100
-#define SAVE_ITEM_AC 0x00000200
-#define SAVE_ITEM_DD 0x00000400
-#define SAVE_ITEM_DS 0x00000800
-#define SAVE_ITEM_IDENT 0x00001000
-#define SAVE_ITEM_MARKED 0x00002000
-#define SAVE_ITEM_ART_FLAGS0 0x00004000
-#define SAVE_ITEM_ART_FLAGS1 0x00008000
-#define SAVE_ITEM_ART_FLAGS2 0x00010000
-#define SAVE_ITEM_ART_FLAGS3 0x00020000
-#define SAVE_ITEM_CURSE_FLAGS 0x00040000
-#define SAVE_ITEM_HELD_M_IDX 0x00080000
-#define SAVE_ITEM_XTRA1 0x00100000
-#define SAVE_ITEM_XTRA2 0x00200000
-#define SAVE_ITEM_XTRA3 0x00400000
-#define SAVE_ITEM_XTRA4 0x00800000
-#define SAVE_ITEM_XTRA5 0x01000000
-#define SAVE_ITEM_FEELING 0x02000000
-#define SAVE_ITEM_INSCRIPTION 0x04000000
-#define SAVE_ITEM_ART_NAME 0x08000000
-#define SAVE_ITEM_ART_FLAGS4 0x10000000
-
-
-/*
- * Flags for wr_monster()/rd_monster()
- */
-#define SAVE_MON_AP_R_IDX 0x00000001
-#define SAVE_MON_SUB_ALIGN 0x00000002
-#define SAVE_MON_CSLEEP 0x00000004
-#define SAVE_MON_FAST 0x00000008
-#define SAVE_MON_SLOW 0x00000010
-#define SAVE_MON_STUNNED 0x00000020
-#define SAVE_MON_CONFUSED 0x00000040
-#define SAVE_MON_MONFEAR 0x00000080
-#define SAVE_MON_TARGET_Y 0x00000100
-#define SAVE_MON_TARGET_X 0x00000200
-#define SAVE_MON_INVULNER 0x00000400
-#define SAVE_MON_SMART 0x00000800
-#define SAVE_MON_EXP 0x00001000
-#define SAVE_MON_MFLAG2 0x00002000
-#define SAVE_MON_NICKNAME 0x00004000
-#define SAVE_MON_PARENT 0x00008000
-
-
-/*
- * Constant for kinds of mimic
- */
-#define MIMIC_NONE 0
-#define MIMIC_DEMON 1
-#define MIMIC_DEMON_LORD 2
-#define MIMIC_VAMPIRE 3
-
-
-#define MIMIC_FLAGS choice
-#define MIMIC_IS_NONLIVING 0x00000001
-#define MIMIC_IS_DEMON 0x00000002
-#define MIMIC_IS_UNDEAD 0x00000004
-
-
-#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
-
-#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 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
*/
/* Max size of screen dump buffer */
#define SCREEN_BUF_MAX_SIZE (4 * 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
-
#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])
/*
- * Bit flags for screen_object()
- */
-#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))))
-#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