X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fdefines.h;h=2ad7911212eef6d84de7c6d99b1e03aa145d3721;hb=cc46d29361b19e088e7cce230cbf4e3ca507922c;hp=50ef171dae10bdd00eaa22153cad316197ec09bc;hpb=302ac604ac6c5ee6d32d3099f371682171a535a2;p=hengband%2Fhengband.git diff --git a/src/defines.h b/src/defines.h index 50ef171da..2ad791121 100644 --- a/src/defines.h +++ b/src/defines.h @@ -51,13 +51,20 @@ #define FAKE_VERSION 0 #define FAKE_VER_MAJOR 12 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ã¡ã¸ã£ã¼çªå· + 10) */ -#define FAKE_VER_MINOR 1 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ãã¤ãã¼çªå·) */ -#define FAKE_VER_PATCH 5 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ãããçªå·) */ +#define FAKE_VER_MINOR 2 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ãã¤ãã¼çªå·) */ +#define FAKE_VER_PATCH 0 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ãããçªå·) */ +#define FAKE_VER_EXTRA 53 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ã¨ã¯ã¹ãã©çªå·) */ + /*! + * @brief ãã¼ã¸ã§ã³ãéçºçãå®å®çããè¿ã + */ +#define IS_STABLE_VERSION (FAKE_VER_MINOR % 2 == 0 && FAKE_VER_EXTRA == 0) + /*! * @brief ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ã¡ã¸ã£ã¼çªå·) / "Savefile Version Number" for Hengband 1.1.1 and later * @details + * å½é¢FAKE_VER_*ãåç §ãã¦ããã *
* First three digits may be same as the Program Version. But not * always same. It means that newer version may preserves lower @@ -68,10 +75,10 @@ * Upper compatibility is always guaranteed. **/ -#define H_VER_MAJOR 2 -#define H_VER_MINOR 1 /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ãã¤ãã¼çªå·) */ -#define H_VER_PATCH 2 /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ãããçªå·) */ -#define H_VER_EXTRA 4 /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ã¨ã¯ã¹ãã©çªå·) */ +#define H_VER_MAJOR (FAKE_VER_MAJOR-10) /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ã¡ã¸ã£ã¼çªå·) */ +#define H_VER_MINOR FAKE_VER_MINOR /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ãã¤ãã¼çªå·) */ +#define H_VER_PATCH FAKE_VER_PATCH /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ãããçªå·) */ +#define H_VER_EXTRA FAKE_VER_EXTRA /*!< ã»ã¼ããã¡ã¤ã«ä¸ã®ãã¼ã¸ã§ã³å®ç¾©(ã¨ã¯ã¹ãã©çªå·) */ #define ANGBAND_2_8_1 /*!< Angband 2.8.1以éããæå¹ãªå¦çåå²ãå®ç¾© */ #define ZANGBAND /*!< Zangband 以éããæå¹ãªå¦çåå²ãå®ç¾© */ @@ -80,55 +87,55 @@ * @brief generate.cã§ç¨ããããåºæ¬çãªãããã¯æ°åä½(åç´æ¹å) * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c" */ -#define BLOCK_HGT 11 +#define BLOCK_HGT 11 /*! * @brief generate.cã§ç¨ããããåºæ¬çãªãããã¯æ°åä½(æ°´å¹³æ¹å) * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c" */ -#define BLOCK_WID 11 +#define BLOCK_WID 11 /*! * @brief 表示ä¸ã®åºæ¬çãªããã«åä½(åç´æ¹åãBLOCK_HGTã®åæ°ã§è¨å®ãããã¨) * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT */ -#define PANEL_HGT 11 +#define PANEL_HGT 11 /*! * @brief 表示ä¸ã®åºæ¬çãªããã«åä½(æ°´å¹³æ¹åãBLOCK_WIDã®åæ°ã§è¨å®ãããã¨) * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID */ -#define PANEL_WID 33 +#define PANEL_WID 33 /*! * @brief 表示ä¸ã®åºæ¬çãªãããã¯åä½(åç´æ¹åãPANEL_HGTã®åæ°ã§è¨å®ãããã¨) * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22. */ -#define SCREEN_HGT 22 +#define SCREEN_HGT 22 /*! * @brief 表示ä¸ã®åºæ¬çãªãããã¯åä½(æ°´å¹³æ¹åãPANEL_WIDã®åæ°ã§è¨å®ãããã¨) * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66. */ -#define SCREEN_WID 66 +#define SCREEN_WID 66 /*! * @brief 表示ä¸ã®ãã³ã¸ã§ã³ã®æ大åç´ãµã¤ãº(SCREEN_HGTã®3åãæã¾ãã) * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3. */ -#define MAX_HGT 66 +#define MAX_HGT 66 /*! * @brief 表示ä¸ã®ãã³ã¸ã§ã³ã®æ大水平ãµã¤ãº(SCREEN_WIDã®3åãæã¾ãã) * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3. */ -#define MAX_WID 198 +#define MAX_WID 198 /* * Quest constants */ -#define MIN_RANDOM_QUEST 40 /* MAX_RANDOM_QUEST)) -#define QUEST_TOWER1 5 /* Harder devices x< Easier devices */ +#define TOWN_DAWN 10000 /*!< 1æ¥åã®ã¿ã¼ã³ / Number of ticks from dawn to dawn XXX */ +#define TURNS_PER_TICK 10L /*!< æéçµéå¦çãè¡ãã¿ã¼ã³æ°ã®å»ã¿ / Number of energy-gain-turns per ticks */ +#define INN_DUNGEON_TURN_ADJ 10 /*!< 宿å±ã§æéãã¤ã¶ããå ´åã«å¢ããdungeon_turnã®åç */ +#define MAX_DAYS 20000 /*!< å é¨å¦çä¸ã§ä¿æãããæ大æ¥æ° / Maximum days */ +#define BREAK_GLYPH 550 /*!< å®ãã®ã«ã¼ã³ã®å¼·é度 / Rune of protection resistance */ +#define BREAK_MINOR_GLYPH 299 /*!< ççºã®ã«ã¼ã³ã®çºåãããã / For explosive runes */ +#define BTH_PLUS_ADJ 3 /*!< æ¦å¨çµé¨å¤åã³ãã¬ã¤ã¤ã¼ã®ææ/å°æè½åã«å¿ããä¿®æ£å¤åç / Adjust BTH per plus-to-hit */ +#define MON_MULT_ADJ 8 /*!< ã¢ã³ã¹ã¿ã¼ã®å¢æ®ãã«ããã®åºæ¬åç / High value slows multiplication */ +#define MON_SUMMON_ADJ 2 /*!< ç¾å¨æªä½¿ç¨ Adjust level of summoned creatures */ +#define MON_DRAIN_LIFE 2 /*!< ã¢ã³ã¹ã¿ã¼ã®ææã«ãããã¬ã¤ã¤ã¼ã®çµé¨å¤å¸ååºæ¬åç(%) / Percent of player exp drained per hit */ +#define USE_DEVICE 3 /*!< ééå ·ã®æä½å¤±æåºæºå¤ x> Harder devices x< Easier devices */ /* "Biases" for random artifact gen */ @@ -552,50 +560,54 @@ /* * Follow distances */ -#define PET_CLOSE_DIST 1 -#define PET_FOLLOW_DIST 6 -#define PET_SEEK_DIST 10 -#define PET_DESTROY_DIST 255 -#define PET_SPACE_DIST (-10) -#define PET_AWAY_DIST (-25) +#define PET_CLOSE_DIST 1 /*!<ãããã®è¡åç¯å²â¦è¿ãã«ãã */ +#define PET_FOLLOW_DIST 6 /*!<ãããã®è¡åç¯å²â¦ã¤ãã¦æ¥ã */ +#define PET_SEEK_DIST 10 /*!<ãããã®è¡åç¯å²â¦ç¹ã«ãªã? */ +#define PET_DESTROY_DIST 255 /*!<ãããã®è¡åç¯å²â¦æµãè¦ã¤ãã¦åã */ +#define PET_SPACE_DIST (-10) /*!<ãããã®è¡åç¯å²â¦å°ãé¢ãã¦ãã */ +#define PET_AWAY_DIST (-25) /*!<ãããã®è¡åç¯å²â¦é¢ãã¦ãã */ -#define PF_OPEN_DOORS 0x0001 -#define PF_PICKUP_ITEMS 0x0002 -#define PF_TELEPORT 0x0004 -#define PF_ATTACK_SPELL 0x0008 -#define PF_SUMMON_SPELL 0x0010 -#define PF_BALL_SPELL 0x0020 -#define PF_RYOUTE 0x0040 +#define PF_OPEN_DOORS 0x0001 /*!< ãããã®è¡å許å¯â¦ãã¢ãéãã¦ãã */ +#define PF_PICKUP_ITEMS 0x0002 /*!< ãããã®è¡å許å¯â¦ã¢ã¤ãã ãæ¾ã£ã¦ãã */ +#define PF_TELEPORT 0x0004 /*!< ãããã®è¡å許å¯â¦ãã¬ãã¼ãéæ³ã使ã£ã¦ãã */ +#define PF_ATTACK_SPELL 0x0008 /*!< ãããã®è¡å許å¯â¦æ»æéæ³ã使ã£ã¦ãã */ +#define PF_SUMMON_SPELL 0x0010 /*!< ãããã®è¡å許å¯â¦å¬åéæ³ã使ã£ã¦ãã */ +#define PF_BALL_SPELL 0x0020 /*!< ãããã®è¡å許å¯â¦ãã¼ã«éæ³ã§ãã¬ã¤ã¤ã¼ãå·»ãè¾¼ãã§ãã */ +#define PF_RYOUTE 0x0040 /*!< ãã¬ã¤ã¤ã¼ã®é¨ä¹ãã©ã°â¦æ¦å¨ãçæã§æ㤠*/ #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)) -/* - * There is a 1/20 (5%) chance of inflating the requested object_level +/*! + * @brief ãã¼ã¹ã¢ã¤ãã çæé層ãå ç®ããã確ç + * @details + * There is a 1/10 (10%) chance of inflating the requested object_level * during the creation of an object (see "get_obj_num()" in "object.c"). * Lower values yield better objects more often. */ #define GREAT_OBJ 10 -/* +/*! + * @brief 深層ã¢ã³ã¹ã¿ã¼ãçæããã(NASTYçæ)ã®åºæ¬ç¢ºç(1/x) + * @details * There is a 1/25 (4%) chance of inflating the requested monster_level * during the creation of a monsters (see "get_mon_num()" in "monster.c"). * Lower values yield harder monsters more often. */ #define NASTY_MON_BASE 25 -#define NASTY_MON_MAX 3 -#define NASTY_MON_PLUS_MAX 25 +#define NASTY_MON_MAX 3 /*!< 深層ã¢ã³ã¹ã¿ã¼ã1ããã¢ã«çæãããæå¤§æ° */ +#define NASTY_MON_PLUS_MAX 25 /*!< 深層ã¢ã³ã¹ã¿ã¼ã®é層å ç®æ大é */ -#define PENETRATE_INVULNERABILITY 13 /*! ç¡æµåãç ´ããã確ç(1/x) / 1/x chance of hurting even if invulnerable! */ +#define PENETRATE_INVULNERABILITY 13 /*!< ç¡æµåãç ´ããã確ç(1/x) / 1/x chance of hurting even if invulnerable! */ /* * Refueling constants */ -#define FUEL_TORCH 5000 /*! æ¾æã®åºæ¬å¯¿å½å¤ / Maximum amount of fuel in a torch */ -#define FUEL_LAMP 15000 /*! ã©ã³ã¿ã³ã®åºæ¬å¯¿å½å¤ / Maximum amount of fuel in a lantern */ +#define FUEL_TORCH 5000 /*!< æ¾æã®åºæ¬å¯¿å½å¤ / Maximum amount of fuel in a torch */ +#define FUEL_LAMP 15000 /*!< ã©ã³ã¿ã³ã®åºæ¬å¯¿å½å¤ / Maximum amount of fuel in a lantern */ /* * More maximum values @@ -607,7 +619,6 @@ #define MIN_M_ALLOC_TD 4 /*!< è¡(æ¼é)ã®æä½ä½äººé ç½®æ° / The town starts out with 4 residents during the day */ #define MIN_M_ALLOC_TN 8 /*!< è¡(å¤é)ã®æä½ä½äººé ç½®æ° / The town starts out with 8 residents during the night */ - /*! * @brief ã¢ã³ã¹ã¿ã¼å¢æ®ã®æå¤§æ° * @details @@ -618,23 +629,22 @@ */ #define MAX_REPRO 100 - /* * Player constants */ -#define PY_MAX_EXP 99999999L /* Maximum exp */ -#define PY_MAX_GOLD 999999999L /* Maximum gold */ -#define PY_MAX_LEVEL 50 /* Maximum level */ +#define PY_MAX_EXP 99999999L /*!< ãã¬ã¤ã¤ã¼çµé¨å¤ã®æå¤§å¤ / Maximum exp */ +#define PY_MAX_GOLD 999999999L /*!< ãã¬ã¤ã¤ã¼ææéã®æå¤§å¤ / Maximum gold */ +#define PY_MAX_LEVEL 50 /*!< ãã¬ã¤ã¤ã¼ã¬ãã«ã®æå¤§å¤ / Maximum level */ /* * Player "food" crucial values */ -#define PY_FOOD_MAX 15000 /* Food value (Bloated) */ -#define PY_FOOD_FULL 10000 /* Food value (Normal) */ -#define PY_FOOD_ALERT 2000 /* Food value (Hungry) */ -#define PY_FOOD_WEAK 1000 /* Food value (Weak) */ -#define PY_FOOD_FAINT 500 /* Food value (Fainting) */ -#define PY_FOOD_STARVE 100 /* Food value (Starving) */ +#define PY_FOOD_MAX 15000 /*!< é£ã¹éãï½æºè ¹ã®é¾å¤ / Food value (Bloated) */ +#define PY_FOOD_FULL 10000 /*!< æºè ¹ï½å¹³å¸¸ã®é¾å¤ / Food value (Normal) */ +#define PY_FOOD_ALERT 2000 /*!< 平常ï½ç©ºè ¹ã®é¾å¤ / Food value (Hungry) */ +#define PY_FOOD_WEAK 1000 /*!< ç©ºè ¹ï½è¡°å¼±ã®é¾å¤ / Food value (Weak) */ +#define PY_FOOD_FAINT 500 /*!< è¡°å¼±ï½è¡°å¼±(赤表示/麻çº)ã®é¾å¤ / Food value (Fainting) */ +#define PY_FOOD_STARVE 100 /*!< è¡°å¼±(赤表示/麻çº)ï½é£¢é¤ãã¡ã¼ã¸ã®é¾å¤ / Food value (Starving) */ /* * Player regeneration constants @@ -646,8 +656,8 @@ #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */ /* - * Possible realms that can be chosen; - * currently used only by birth.c and tables.c + * è·æ¥ãã¨ã®é¸æå¯è½ãªéæ³é åç¾å¨ã®æ bitrh.cã¨tables.cã§ã®ã¿ä½¿ç¨ã + * Possible realms that can be chosen currently used only by birth.c and tables.c */ #define CH_NONE 0x00 #define CH_LIFE 0x01 @@ -722,23 +732,23 @@ * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and * by the fact that the screen can only show 23 items plus a one-line prompt. */ -#define INVEN_PACK 23 +#define INVEN_PACK 23 /*!< ã¢ã¤ãã ã¹ãããâ¦ææå(0ï½) */ /* * Indexes used for various "equipment" slots (hard-coded by savefiles, etc). */ -#define INVEN_RARM 24 -#define INVEN_LARM 25 -#define INVEN_BOW 26 -#define INVEN_RIGHT 27 -#define INVEN_LEFT 28 -#define INVEN_NECK 29 -#define INVEN_LITE 30 -#define INVEN_BODY 31 -#define INVEN_OUTER 32 -#define INVEN_HEAD 33 -#define INVEN_HANDS 34 -#define INVEN_FEET 35 +#define INVEN_RARM 24 /*!< ã¢ã¤ãã ã¹ãããâ¦å³æ */ +#define INVEN_LARM 25 /*!< ã¢ã¤ãã ã¹ãããâ¦å·¦æ */ +#define INVEN_BOW 26 /*!< ã¢ã¤ãã ã¹ãããâ¦å°æ */ +#define INVEN_RIGHT 27 /*!< ã¢ã¤ãã ã¹ãããâ¦å³ææ */ +#define INVEN_LEFT 28 /*!< ã¢ã¤ãã ã¹ãããâ¦å·¦ææ */ +#define INVEN_NECK 29 /*!< ã¢ã¤ãã ã¹ãããâ¦é¦ */ +#define INVEN_LITE 30 /*!< ã¢ã¤ãã ã¹ãããâ¦å æº */ +#define INVEN_BODY 31 /*!< ã¢ã¤ãã ã¹ãããâ¦ä½ */ +#define INVEN_OUTER 32 /*!< ã¢ã¤ãã ã¹ãããâ¦ä½ã®ä¸ */ +#define INVEN_HEAD 33 /*!< ã¢ã¤ãã ã¹ãããâ¦é é¨ */ +#define INVEN_HANDS 34 /*!< ã¢ã¤ãã ã¹ãããâ¦è é¨ */ +#define INVEN_FEET 35 /*!< ã¢ã¤ãã ã¹ãããâ¦èé¨ */ /* * used for get_random_ego() @@ -867,6 +877,8 @@ /*** Screen Locations ***/ +#define VER_INFO_ROW 3 //!< ã¿ã¤ãã«è¡¨è¨(è¡) + /* * Some screen locations for various display routines * Currently, row 8 and 15 are the only "blank" rows. @@ -983,123 +995,120 @@ * Originally from UnAngband, and modified into TR-like style in Hengband */ +#define FF_LOS 0 /*!< è¦çãéãå°å½¢ã§ãã */ +#define FF_PROJECT 1 /*!< é£ã³éå ·ãééã§ããå°å½¢ã§ãã */ +#define FF_MOVE 2 /*!< 移åå¯è½ãªå°å½¢ã§ãã */ +#define FF_PLACE 3 /*!< ã¢ã³ã¹ã¿ã¼é ç½®ããã¦ãè¯ãå°å½¢ã§ãã(cave_empty_bold/cave_empty_gridã§å©ç¨) */ +#define FF_DROP 4 /*!< ã¢ã¤ãã ãè½ã¨ãã¦ããå°å½¢ã§ãã */ +#define FF_SECRET 5 /*!< é ãæããã©ãããæ½ãã§ããå°å½¢ã§ãã */ +#define FF_NOTICE 6 /*!< ä½ãèå³ãå¼ããã®ãããå°å½¢ã§ãã(ã·ãããã¼ï¼æ¹åã§èµ°è¡ä¸ã®æã«æ¢ã¾ãåºæº) */ +#define FF_REMEMBER 7 /*!< 常ã«è¨æ¶å¯¾è±¡ã¨ãªãå°å½¢ã§ãã(è¨æ¶åªå¤±æã«å¿ãããããªããªã) */ +#define FF_OPEN 8 /*!< éããã³ãã³ãã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_CLOSE 9 /*!< éããã³ãã³ãã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_BASH 10 /*!< ä½å½ããã³ãã³ãã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_SPIKE 11 /*!< ããã³ãæã¤ã³ãã³ãã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_DISARM 12 /*!< 解é¤ã³ãã³ãã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_STORE 13 /*!< åºèã®å ¥å£ã¨ãªãå°å½¢ã§ãã */ +#define FF_TUNNEL 14 /*!< éçå¤åãªã©ã§æãé²ããããå°å½¢ã§ãã */ +#define FF_MAY_HAVE_GOLD 15 /*!< ä½ã財å®ãé ããå¯è½æ§ã®ããå°å½¢ã§ããï¼(f_infoã«ä½¿ç¨ãã¦ããå°å½¢ãªã) */ +#define FF_HAS_GOLD 16 /*!< 財å®ãå«ãã å°å½¢ã§ãã */ +#define FF_HAS_ITEM 17 /*!< ã¢ã¤ãã ãå«ãã å°å½¢ã§ãã */ +#define FF_DOOR 18 /*!< ãã¢ã®ããå°å½¢ã§ãã */ +#define FF_TRAP 19 /*!< ãã©ããã®ããå°å½¢ã§ãã */ +#define FF_STAIRS 20 /*!< é段ã®ããå°å½¢ã§ãã */ +#define FF_GLYPH 21 /*!< å®ãã®ã«ã¼ã³ãå¼µãããå°å½¢ã§ãã */ +#define FF_LESS 22 /*!< éä¸ã«éããå°å½¢ã§ãã */ +#define FF_MORE 23 /*!< éä¸ã«éããå°å½¢ã§ãã */ +#define FF_AVOID_RUN 24 /*!< èªå移åæ©è½æã«é害ã¨ãã¦è¿åãã¹ãå°å½¢ã§ãã */ +#define FF_FLOOR 25 /*!< åºã®ããå°å½¢ã§ãã */ +#define FF_WALL 26 /*!< å£ã®ããå°å½¢ã§ãã */ +#define FF_PERMANENT 27 /*!< 絶対ã«ç ´å£ã§ããªãæ°¸ä¹ å°å½¢ã§ãã */ +/* #define FF_XXX00 28 æªå®ç¾© */ +/* #define FF_XXX01 29 æªå®ç¾© */ +/* #define FF_XXX02 30 æªå®ç¾© */ +#define FF_HIT_TRAP 31 /*!< ãã©ããã®ããå°å½¢ã§ãã(TRAPã¨å¸¸ã«éè¤ãã¦ããï¼) */ +/* #define FF_BRIDGE 32 æªä½¿ç¨ */ +/* #define FF_RIVER 33 æªä½¿ç¨ */ +/* #define FF_LAKE 34 æªä½¿ç¨ */ +/* #define FF_BRIDGED 35 æªä½¿ç¨ */ +/* #define FF_COVERED 36 æªä½¿ç¨ */ +#define FF_GLOW 37 /*!< 常ã«å ã£ã¦ããå°å½¢ã§ãã */ +#define FF_ENSECRET 38 /*!< ä¸æ(f_info.txtä¸ã§å©ç¨ãã¦ããå°å½¢ããªã) */ +#define FF_WATER 39 /*!< æ°´ã®ããå°å½¢ã§ãã */ +#define FF_LAVA 40 /*!< 溶岩ã®ããå°å½¢ã§ãã */ +#define FF_SHALLOW 41 /*!< æµ ãå°å½¢ã§ãã */ +#define FF_DEEP 42 /*!< æ·±ãå°å½¢ã§ãã */ +/* #define FF_FILLED 43 */ /*!< æªä½¿ç¨ */ +#define FF_HURT_ROCK 44 /*!< 岩ç³æº¶è§£ã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +/* #define FF_HURT_FIRE 45 */ /*!< æªä½¿ç¨ */ +/* #define FF_HURT_COLD 46 */ /*!< æªä½¿ç¨ */ +/* #define FF_HURT_ACID 47 */ /*!< æªä½¿ç¨ */ +/* #define FF_ICE 48 */ /*!< æªä½¿ç¨ */ +/* #define FF_ACID 49 */ /*!< æªä½¿ç¨ */ +/* #define FF_OIL 50 */ /*!< æªä½¿ç¨ */ +/* #define FF_XXX04 51 */ /*!< æªä½¿ç¨ */ +/* #define FF_CAN_CLIMB 52 */ /*!< æªä½¿ç¨ */ +#define FF_CAN_FLY 53 /*!< é£è¡å¯è½ãªå°å½¢ã§ãã */ +#define FF_CAN_SWIM 54 /*!< æ³³ããã¨ãå¯è½ãªå°å½¢ã§ãã */ +#define FF_CAN_PASS 55 /*!< ééå¯è½ãªå°å½¢ã§ãã */ +/* #define FF_CAN_OOZE 56 */ /*!< æªä½¿ç¨ */ +#define FF_CAN_DIG 57 /*!< æåã³ãã³ãã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +/* #define FF_HIDE_ITEM 58 æªä½¿ç¨ */ +/* #define FF_HIDE_SNEAK 59 æªä½¿ç¨ */ +/* #define FF_HIDE_SWIM 60 æªä½¿ç¨ */ +/* #define FF_HIDE_DIG 61 æªä½¿ç¨ */ +/* #define FF_KILL_HUGE 62 æªä½¿ç¨ */ +/* #define FF_KILL_MOVE 63 æªä½¿ç¨ */ +/* #define FF_PICK_TRAP 64 æªä½¿ç¨ */ +/* #define FF_PICK_DOOR 65 æªä½¿ç¨ */ +/* #define FF_ALLOC 66 æªä½¿ç¨ */ +/* #define FF_CHEST 67 æªä½¿ç¨ */ +/* #define FF_DROP_1D2 68 æªä½¿ç¨ */ +/* #define FF_DROP_2D2 69 æªä½¿ç¨ */ +/* #define FF_DROP_GOOD 70 æªä½¿ç¨ */ +/* #define FF_DROP_GREAT 71 æªä½¿ç¨ */ +/* #define FF_HURT_POIS 72 æªä½¿ç¨ */ +/* #define FF_HURT_ELEC 73 æªä½¿ç¨ */ +/* #define FF_HURT_WATER 74 æªä½¿ç¨ */ +/* #define FF_HURT_BWATER 75 æªä½¿ç¨ */ +/* #define FF_USE_FEAT 76 æªä½¿ç¨ */ +/* #define FF_GET_FEAT 77 æªä½¿ç¨ */ +/* #define FF_GROUND 78 æªä½¿ç¨ */ +/* #define FF_OUTSIDE 79 æªä½¿ç¨ */ +/* #define FF_EASY_HIDE 80 æªä½¿ç¨ */ +/* #define FF_EASY_CLIMB 81 æªä½¿ç¨ */ +/* #define FF_MUST_CLIMB 82 æªä½¿ç¨ */ +#define FF_TREE 83 /*!< æ¨ã®çããå°å½¢ã§ãã */ +/* #define FF_NEED_TREE 84 æªä½¿ç¨ */ +/* #define FF_BLOOD 85 æªä½¿ç¨ */ +/* #define FF_DUST 86 æªä½¿ç¨ */ +/* #define FF_SLIME 87 æªä½¿ç¨ */ +#define FF_PLANT 88 /*!< æ¤ç©ã®çããå°å½¢ã§ãã */ +/* #define FF_XXX2 89 æªå®ç¾© */ +/* #define FF_INSTANT 90 æªä½¿ç¨ */ +/* #define FF_EXPLODE 91 æªä½¿ç¨ */ +/* #define FF_TIMED 92 æªä½¿ç¨ */ +/* #define FF_ERUPT 93 æªä½¿ç¨ */ +/* #define FF_STRIKE 94 æªä½¿ç¨ */ +/* #define FF_SPREAD 95 æªä½¿ç¨ */ +#define FF_SPECIAL 96 /*!< ã¯ã¨ã¹ãããã³ã¸ã§ã³ã«é¢ããç¹å¥ãªå°å½¢ã§ãã */ +#define FF_HURT_DISI 97 /*!< å解å±æ§ã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_QUEST_ENTER 98 /*!< ã¯ã¨ã¹ãã®å ¥ãå£ã§ãã */ +#define FF_QUEST_EXIT 99 /*!< ã¯ã¨ã¹ãã®åºå£ã§ãã */ +#define FF_QUEST 100 /*!< ã¯ã¨ã¹ãã«é¢ããå°å½¢ã§ãã */ +#define FF_SHAFT 101 /*!< åéã§ããã(2é層移åããé段ã§ãã) */ +#define FF_MOUNTAIN 102 /*!< ãã³ã¸ã§ã³ã®å±±å°å½¢ã§ãã */ +#define FF_BLDG 103 /*!< æ½è¨ã®å ¥ãå£ã§ãã */ +#define FF_MINOR_GLYPH 104 /*!< ççºã®ã«ã¼ã³ã®ããå°å½¢ã§ãã */ +#define FF_PATTERN 105 /*!< ãã¿ã¼ã³ã®ããå°å½¢ã§ãã */ +#define FF_TOWN 106 /*!< åºåãããç¨ã®è¡ãããå°å½¢ã§ãã */ +#define FF_ENTRANCE 107 /*!< åºåãããç¨ã®ãã³ã¸ã§ã³ãããå°å½¢ã§ãã */ +#define FF_MIRROR 108 /*!< é¡ä½¿ãã®é¡ãå¼µãããå°å½¢ã§ãã */ +#define FF_UNPERM 109 /*!< ç ´å£ä¸è½ãªå°å½¢ã§ãã(K:ãã©ã°åãï¼) */ +#define FF_TELEPORTABLE 110 /*!< ãã¬ãã¼ãå ã®å¯¾è±¡ã¨ãªãå°å½¢ã§ãã */ +#define FF_CONVERT 111 /*!< å°å½¢çæå¦çä¸ã®çä¼¼ãã©ã° */ +#define FF_GLASS 112 /*!< ã¬ã©ã¹è£½ã®å°å½¢ã§ãã */ -#define FF_LOS 0 -#define FF_PROJECT 1 -#define FF_MOVE 2 -#define FF_PLACE 3 -#define FF_DROP 4 -#define FF_SECRET 5 -#define FF_NOTICE 6 -#define FF_REMEMBER 7 -#define FF_OPEN 8 -#define FF_CLOSE 9 -#define FF_BASH 10 -#define FF_SPIKE 11 -#define FF_DISARM 12 -#define FF_STORE 13 -#define FF_TUNNEL 14 -#define FF_MAY_HAVE_GOLD 15 -#define FF_HAS_GOLD 16 -#define FF_HAS_ITEM 17 -#define FF_DOOR 18 -#define FF_TRAP 19 -#define FF_STAIRS 20 -#define FF_GLYPH 21 -#define FF_LESS 22 -#define FF_MORE 23 -#define FF_AVOID_RUN 24 -#define FF_FLOOR 25 -#define FF_WALL 26 -#define FF_PERMANENT 27 -/* #define FF_XXX00 28 */ -/* #define FF_XXX01 29 */ -/* #define FF_XXX02 30 */ -#define FF_HIT_TRAP 31 - -/* #define FF_BRIDGE 32 */ -/* #define FF_RIVER 33 */ -/* #define FF_LAKE 34 */ -/* #define FF_BRIDGED 35 */ -/* #define FF_COVERED 36 */ -#define FF_GLOW 37 -#define FF_ENSECRET 38 -#define FF_WATER 39 -#define FF_LAVA 40 -#define FF_SHALLOW 41 -#define FF_DEEP 42 -/* #define FF_FILLED 43 */ -#define FF_HURT_ROCK 44 -/* #define FF_HURT_FIRE 45 */ -/* #define FF_HURT_COLD 46 */ -/* #define FF_HURT_ACID 47 */ -/* #define FF_ICE 48 */ -/* #define FF_ACID 49 */ -/* #define FF_OIL 50 */ -/* #define FF_XXX04 51 */ -/* #define FF_CAN_CLIMB 52 */ -#define FF_CAN_FLY 53 -#define FF_CAN_SWIM 54 -#define FF_CAN_PASS 55 -/* #define FF_CAN_OOZE 56 */ -#define FF_CAN_DIG 57 -/* #define FF_HIDE_ITEM 58 */ -/* #define FF_HIDE_SNEAK 59 */ -/* #define FF_HIDE_SWIM 60 */ -/* #define FF_HIDE_DIG 61 */ -/* #define FF_KILL_HUGE 62 */ -/* #define FF_KILL_MOVE 63 */ - -/* #define FF_PICK_TRAP 64 */ -/* #define FF_PICK_DOOR 65 */ -/* #define FF_ALLOC 66 */ -/* #define FF_CHEST 67 */ -/* #define FF_DROP_1D2 68 */ -/* #define FF_DROP_2D2 69 */ -/* #define FF_DROP_GOOD 70 */ -/* #define FF_DROP_GREAT 71 */ -/* #define FF_HURT_POIS 72 */ -/* #define FF_HURT_ELEC 73 */ -/* #define FF_HURT_WATER 74 */ -/* #define FF_HURT_BWATER 75 */ -/* #define FF_USE_FEAT 76 */ -/* #define FF_GET_FEAT 77 */ -/* #define FF_GROUND 78 */ -/* #define FF_OUTSIDE 79 */ -/* #define FF_EASY_HIDE 80 */ -/* #define FF_EASY_CLIMB 81 */ -/* #define FF_MUST_CLIMB 82 */ -#define FF_TREE 83 -/* #define FF_NEED_TREE 84 */ -/* #define FF_BLOOD 85 */ -/* #define FF_DUST 86 */ -/* #define FF_SLIME 87 */ -#define FF_PLANT 88 -/* #define FF_XXX2 89 */ -/* #define FF_INSTANT 90 */ -/* #define FF_EXPLODE 91 */ -/* #define FF_TIMED 92 */ -/* #define FF_ERUPT 93 */ -/* #define FF_STRIKE 94 */ -/* #define FF_SPREAD 95 */ - -#define FF_SPECIAL 96 -#define FF_HURT_DISI 97 -#define FF_QUEST_ENTER 98 -#define FF_QUEST_EXIT 99 -#define FF_QUEST 100 -#define FF_SHAFT 101 -#define FF_MOUNTAIN 102 -#define FF_BLDG 103 -#define FF_MINOR_GLYPH 104 -#define FF_PATTERN 105 -#define FF_TOWN 106 -#define FF_ENTRANCE 107 -#define FF_MIRROR 108 -#define FF_UNPERM 109 -#define FF_TELEPORTABLE 110 -#define FF_CONVERT 111 -#define FF_GLASS 112 #define FF_FLAG_MAX 113 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32)) @@ -2533,21 +2542,10 @@ #define SV_FOOD_PINT_OF_WINE 39 -/* - * Special "sval" limit -- first "normal" food - */ -#define SV_FOOD_MIN_FOOD 32 - -/* - * Special "sval" limit -- first "aimed" rod - */ -#define SV_ROD_MIN_DIRECTION 12 +#define SV_ROD_MIN_DIRECTION 12 /*!< ãã®å¤ä»¥éã®å°é ç®IDãæã£ããããã¯ä½¿ç¨æã«ã¿ã¼ã²ãããè¦æ±ãã / Special "sval" limit -- first "aimed" rod */ -/* - * Special "sval" limit -- first "large" chest - */ -#define SV_CHEST_MIN_LARGE 4 -#define SV_CHEST_KANDUME 50 +#define SV_CHEST_MIN_LARGE 4 /*!< ãã®å¤ä»¥éã®å°é ç®IDãæã£ãç®±ã¯å¤§åã®ç®±ã¨ãã¦ããããæ°ãå¢ãã / Special "sval" limit -- first "large" chest */ +#define SV_CHEST_KANDUME 50 /*!< ç®±ã¢ã¤ãã ã®å°é ç®ID: ããã¡ãã®ã«ã³ã ã¡ */ /* * Special "sval" limit -- first "good" magic/prayer book @@ -2598,35 +2596,29 @@ * Bit flags for the "project()" function * * JUMP: Jump directly to the target location (this is a hack) - * BEAM: Work as a beam weapon (affect every grid passed through) * THRU: Continue "through" the target (used for "bolts"/"beams") - * STOP: Stop as soon as we hit a monster (used for "bolts") - * GRID: Affect each grid in the "blast area" in some way - * 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_BEAM 0x02 /*!< é éæ»æç¹æ§: ãã¼ã ç¯å²ãæ㤠/ Work as a beam weapon (affect every grid passed through) */ #define PROJECT_THRU 0x04 #define PROJECT_STOP 0x08 -#define PROJECT_GRID 0x10 -#define PROJECT_ITEM 0x20 -#define PROJECT_KILL 0x40 +#define PROJECT_GRID 0x10 /*!< é éæ»æç¹æ§: å°ç¨å ã®å°å½¢ã«å½±é¿ãåã¼ã / Affect each grid in the "blast area" in some way */ +#define PROJECT_ITEM 0x20 /*!< é éæ»æç¹æ§: å°ç¨å ã®ã¢ã¤ãã ã«å½±é¿ãåã¼ã / Affect each object in the "blast area" in some way */ +#define PROJECT_KILL 0x40 /*!< é éæ»æç¹æ§: å°ç¨å ã®ã¢ã³ã¹ã¿ã¼ã«å½±é¿ãåã¼ã / Affect each monster in the "blast area" in some way */ #define PROJECT_HIDE 0x80 #define PROJECT_DISI 0x100 #define PROJECT_PLAYER 0x200 #define PROJECT_AIMED 0x400 -#define PROJECT_REFLECTABLE 0x800 +#define PROJECT_REFLECTABLE 0x800 /*!< é éæ»æç¹æ§: åå°å¯è½(ãã«ãç³»éæ³ã«å©ç¨) / Refrectable spell attacks (used for "bolts") */ #define PROJECT_NO_HANGEKI 0x1000 #define PROJECT_PATH 0x2000 #define PROJECT_FAST 0x4000 @@ -2636,17 +2628,17 @@ /* * Special caster ID for project() */ -#define PROJECT_WHO_UNCTRL_POWER -1 -#define PROJECT_WHO_GLASS_SHARDS -2 +#define PROJECT_WHO_UNCTRL_POWER -1 /*!< éæ³å¹æã®èªç¶çºçè¦å : åç¶ãé£ãåã®è§£æ¾ */ +#define PROJECT_WHO_GLASS_SHARDS -2 /*!< éæ³å¹æã®èªç¶çºçè¦å : ç ´å£ãããã¬ã©ã¹å°å½¢ã®ç ´ç */ /* * Bit flags for the "enchant()" function */ -#define ENCH_TOHIT 0x01 /* Enchant to hit */ -#define ENCH_TODAM 0x02 /* Enchant to damage */ -#define ENCH_TOAC 0x04 /* Enchant to AC */ -#define ENCH_FORCE 0x08 /* Force enchantment */ +#define ENCH_TOHIT 0x01 /*!< è£ åå¼·åå¦ç: å½ä¸å¼·å / Enchant to hit */ +#define ENCH_TODAM 0x02 /*!< è£ åå¼·åå¦ç: ãã¡ã¼ã¸å¼·å / Enchant to damage */ +#define ENCH_TOAC 0x04 /*!< è£ åå¼·åå¦ç: ACå¼·å / Enchant to AC */ +#define ENCH_FORCE 0x08 /*!< è£ åå¼·åå¦ç: ç¡æ¡ä»¶ã«æåããã / Force enchantment */ /* * Bit flags for the "target_set" function XXX XXX XXX @@ -2674,113 +2666,113 @@ /* * Some bit-flags for the "smart" field */ -#define SM_RES_ACID 0x00000001 -#define SM_RES_ELEC 0x00000002 -#define SM_RES_FIRE 0x00000004 -#define SM_RES_COLD 0x00000008 -#define SM_RES_POIS 0x00000010 -#define SM_RES_NETH 0x00000020 -#define SM_RES_LITE 0x00000040 -#define SM_RES_DARK 0x00000080 -#define SM_RES_FEAR 0x00000100 -#define SM_RES_CONF 0x00000200 -#define SM_RES_CHAOS 0x00000400 -#define SM_RES_DISEN 0x00000800 -#define SM_RES_BLIND 0x00001000 -#define SM_RES_NEXUS 0x00002000 -#define SM_RES_SOUND 0x00004000 -#define SM_RES_SHARD 0x00008000 -#define SM_OPP_ACID 0x00010000 -#define SM_OPP_ELEC 0x00020000 -#define SM_OPP_FIRE 0x00040000 -#define SM_OPP_COLD 0x00080000 -#define SM_OPP_POIS 0x00100000 -#define SM_OPP_XXX1 0x00200000 /* (unused) */ -#define SM_CLONED 0x00400000 /* XXX Cloned */ -#define SM_PET 0x00800000 /* XXX Pet */ -#define SM_IMM_ACID 0x01000000 -#define SM_IMM_ELEC 0x02000000 -#define SM_IMM_FIRE 0x04000000 -#define SM_IMM_COLD 0x08000000 -#define SM_FRIENDLY 0x10000000 /* XXX Friendly */ -#define SM_IMM_REFLECT 0x20000000 -#define SM_IMM_FREE 0x40000000 -#define SM_IMM_MANA 0x80000000 - - -/* - * Bit flags for the "get_item" function - */ -#define USE_EQUIP 0x01 /* Allow equip items */ -#define USE_INVEN 0x02 /* Allow inven items */ -#define USE_FLOOR 0x04 /* Allow floor items */ - - -/* - * Bit flags for the "p_ptr->notice" variable - */ -#define PN_COMBINE 0x00000001L /* Combine the pack */ -#define PN_REORDER 0x00000002L /* Reorder the pack */ -#define PN_AUTODESTROY 0x00000004L /* Auto-destroy marked item */ +#define SM_RES_ACID 0x00000001 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«é ¸èæ§ãã */ +#define SM_RES_ELEC 0x00000002 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«é»æèæ§ãã */ +#define SM_RES_FIRE 0x00000004 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«ç«çèæ§ãã */ +#define SM_RES_COLD 0x00000008 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«å·æ°èæ§ãã */ +#define SM_RES_POIS 0x00000010 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«æ¯èæ§ãã */ +#define SM_RES_NETH 0x00000020 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«å°çèæ§ãã */ +#define SM_RES_LITE 0x00000040 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«éå èæ§ãã */ +#define SM_RES_DARK 0x00000080 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«æé»èæ§ãã */ +#define SM_RES_FEAR 0x00000100 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«ææèæ§ãã */ +#define SM_RES_CONF 0x00000200 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«æ··ä¹±èæ§ãã */ +#define SM_RES_CHAOS 0x00000400 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«ã«ãªã¹èæ§ãã */ +#define SM_RES_DISEN 0x00000800 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«å£åèæ§ãã */ +#define SM_RES_BLIND 0x00001000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«ç²ç®èæ§ãã */ +#define SM_RES_NEXUS 0x00002000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«å ææ··ä¹±èæ§ãã */ +#define SM_RES_SOUND 0x00004000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«è½é³èæ§ãã */ +#define SM_RES_SHARD 0x00008000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«ç ´çèæ§ãã */ +#define SM_OPP_ACID 0x00010000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«äºéé ¸èæ§ãã */ +#define SM_OPP_ELEC 0x00020000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«äºéé»æèæ§ãã */ +#define SM_OPP_FIRE 0x00040000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«äºéç«çèæ§ãã */ +#define SM_OPP_COLD 0x00080000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«äºéå·æ°èæ§ãã */ +#define SM_OPP_POIS 0x00100000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«äºéæ¯èæ§ãã */ +#define SM_OPP_XXX1 0x00200000 /*!< æªä½¿ç¨ / (unused) */ +#define SM_CLONED 0x00400000 /*!< ã¢ã³ã¹ã¿ã¼ã®ç¹æ®èæ§: ã¯ãã¼ã³å ç« / XXX Cloned */ +#define SM_PET 0x00800000 /*!< ã¢ã³ã¹ã¿ã¼ã®ç¹æ®èæ§: ãããå ç« / XXX Pet */ +#define SM_IMM_ACID 0x01000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«é ¸å ç«ãã */ +#define SM_IMM_ELEC 0x02000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«é»æå ç«ãã */ +#define SM_IMM_FIRE 0x04000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«ç«çå ç«ãã */ +#define SM_IMM_COLD 0x08000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«å·æ°å ç«ãã */ +#define SM_FRIENDLY 0x10000000 /*!< ã¢ã³ã¹ã¿ã¼ã®ç¹æ®èæ§: å好åå ç« / XXX Friendly */ +#define SM_IMM_REFLECT 0x20000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«åå°ãã */ +#define SM_IMM_FREE 0x40000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«éº»çºèæ§ãã */ +#define SM_IMM_MANA 0x80000000 /*!< ã¢ã³ã¹ã¿ã¼ã®å¦ç¿ãã©ã°: ãã¬ã¤ã¤ã¼ã«MPããªã */ + + +/* + * get_item()é¢æ°ã§ã¢ã¤ãã ã®é¸æãè¡ããã©ã° / Bit flags for the "get_item" function + */ +#define USE_EQUIP 0x01 /*!< ã¢ã¤ãã é¸æç¯å²: è£ ååããã®é¸æã許å¯ãã / Allow equip items */ +#define USE_INVEN 0x02 /*!< ã¢ã¤ãã é¸æç¯å²: ææåããã®é¸æã許å¯ãã / Allow inven items */ +#define USE_FLOOR 0x04 /*!< ã¢ã¤ãã é¸æç¯å²: åºä¸ã®ã¢ã¤ãã ããã®é¸æã許å¯ãã / Allow floor items */ + + +/* + * p_ptr->noticeã«å ã¦ãã¢ã¤ãã æ´æ°å¦çè¦æ± / Bit flags for the "p_ptr->notice" variable + */ +#define PN_COMBINE 0x00000001L /*!< ã¢ã¤ãã å¦çãã©ã°: ã¢ã¤ãã ã®çµåãè¦ãã / Combine the pack */ +#define PN_REORDER 0x00000002L /*!< ã¢ã¤ãã å¦çãã©ã°: ã¢ã¤ãã ã®ä¸¦ã³æ¿ããè¦ãã / Reorder the pack */ +#define PN_AUTODESTROY 0x00000004L /*!< ã¢ã¤ãã å¦çãã©ã°: ã¢ã¤ãã ã®èªåç ´å£ãè¦ãã / Auto-destroy marked item */ /* xxx (many) */ /* - * Bit flags for the "p_ptr->update" variable + * p_ptr->updateã«å ã¦ããã¬ã¤ã¤ã¼ã¹ãã¼ã¿ã¹æ´æ°å¦çè¦æ± / Bit flags for the "p_ptr->update" variable */ -#define PU_BONUS 0x00000001L /* Calculate bonuses */ -#define PU_TORCH 0x00000002L /* Calculate torch radius */ +#define PU_BONUS 0x00000001L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: è½åå¤ä¿®æ£ / Calculate bonuses */ +#define PU_TORCH 0x00000002L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: å æºåå¾ / Calculate torch radius */ /* xxx (many) */ -#define PU_HP 0x00000010L /* Calculate chp and mhp */ -#define PU_MANA 0x00000020L /* Calculate csp and msp */ -#define PU_SPELLS 0x00000040L /* Calculate spells */ +#define PU_HP 0x00000010L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: HP / Calculate chp and mhp */ +#define PU_MANA 0x00000020L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: MP / Calculate csp and msp */ +#define PU_SPELLS 0x00000040L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: éæ³å¦ç¿æ° / Calculate spells */ /* xxx (many) */ /* xxx (many) */ -#define PU_UN_VIEW 0x00010000L /* Forget view */ -#define PU_UN_LITE 0x00020000L /* Forget lite */ +#define PU_UN_VIEW 0x00010000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: å°å½¢ã®è¦çå¤å / Forget view */ +#define PU_UN_LITE 0x00020000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: ææç¯å²ã®è¦çå¤å / Forget lite */ /* xxx (many) */ -#define PU_VIEW 0x00100000L /* Update view */ -#define PU_LITE 0x00200000L /* Update lite */ -#define PU_MON_LITE 0x00400000L /* Monster illumination */ -#define PU_DELAY_VIS 0x00800000L /* Mega-Hack -- Delayed visual update */ -#define PU_MONSTERS 0x01000000L /* Update monsters */ -#define PU_DISTANCE 0x02000000L /* Update distances */ +#define PU_VIEW 0x00100000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: è¦ç / Update view */ +#define PU_LITE 0x00200000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: ææç¯å² / Update lite */ +#define PU_MON_LITE 0x00400000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: ã¢ã³ã¹ã¿ã¼ã®å æºç¯å² / Monster illumination */ +#define PU_DELAY_VIS 0x00800000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: è¦çã®è¿½å æ´æ° / Mega-Hack -- Delayed visual update */ +#define PU_MONSTERS 0x01000000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: ã¢ã³ã¹ã¿ã¼ã®ã¹ãã¼ã¿ã¹ / Update monsters */ +#define PU_DISTANCE 0x02000000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: ãã¬ã¤ã¤ã¼ã¨ã¢ã³ã¹ã¿ã¼ã®è·é¢ / Update distances */ /* xxx */ -#define PU_FLOW 0x10000000L /* Update flow */ +#define PU_FLOW 0x10000000L /*!< ã¹ãã¼ã¿ã¹æ´æ°ãã©ã°: ãã¬ã¤ã¤ã¼ããåãã¹ã¸ã®å°éè·é¢ / Update flow */ /* xxx (many) */ /* * Bit flags for the "p_ptr->redraw" variable */ -#define PR_MISC 0x00000001L /* Display Race/Class */ -#define PR_TITLE 0x00000002L /* Display Title */ -#define PR_LEV 0x00000004L /* Display Level */ -#define PR_EXP 0x00000008L /* Display Experience */ -#define PR_STATS 0x00000010L /* Display Stats */ -#define PR_ARMOR 0x00000020L /* Display Armor */ -#define PR_HP 0x00000040L /* Display Hitpoints */ -#define PR_MANA 0x00000080L /* Display Mana */ -#define PR_GOLD 0x00000100L /* Display Gold */ -#define PR_DEPTH 0x00000200L /* Display Depth */ -#define PR_EQUIPPY 0x00000400L /* Display equippy chars */ -#define PR_HEALTH 0x00000800L /* Display Health Bar */ -#define PR_CUT 0x00001000L /* Display Extra (Cut) */ -#define PR_STUN 0x00002000L /* Display Extra (Stun) */ -#define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */ -#define PR_STATUS 0x00008000L /* Display Status Bar */ -#define PR_XXX0 0x00010000L /* (unused) */ -#define PR_UHEALTH 0x00020000L /* Display Uma Health Bar */ -#define PR_XXX1 0x00040000L /* (unused) */ -#define PR_XXX2 0x00080000L /* (unused) */ -#define PR_STATE 0x00100000L /* Display Extra (State) */ -#define PR_SPEED 0x00200000L /* Display Extra (Speed) */ -#define PR_STUDY 0x00400000L /* Display Extra (Study) */ -#define PR_IMITATION 0x00800000L /* Display Extra (Imitation) */ -#define PR_EXTRA 0x01000000L /* Display Extra Info */ -#define PR_BASIC 0x02000000L /* Display Basic Info */ -#define PR_MAP 0x04000000L /* Display Map */ -#define PR_WIPE 0x08000000L /* Hack -- Total Redraw */ +#define PR_MISC 0x00000001L /*!< åæç»ãã©ã°: 種æã¨è·æ¥ / Display Race/Class */ +#define PR_TITLE 0x00000002L /*!< åæç»ãã©ã°: ç§°å· / Display Title */ +#define PR_LEV 0x00000004L /*!< åæç»ãã©ã°: ã¬ãã« / Display Level */ +#define PR_EXP 0x00000008L /*!< åæç»ãã©ã°: çµé¨å¤ / Display Experience */ +#define PR_STATS 0x00000010L /*!< åæç»ãã©ã°: ã¹ãã¼ã¿ã¹ / Display Stats */ +#define PR_ARMOR 0x00000020L /*!< åæç»ãã©ã°: AC / Display Armor */ +#define PR_HP 0x00000040L /*!< åæç»ãã©ã°: HP / Display Hitpoints */ +#define PR_MANA 0x00000080L /*!< åæç»ãã©ã°: MP / Display Mana */ +#define PR_GOLD 0x00000100L /*!< åæç»ãã©ã°: ææé / Display Gold */ +#define PR_DEPTH 0x00000200L /*!< åæç»ãã©ã°: ãã³ã¸ã§ã³ã®é / Display Depth */ +#define PR_EQUIPPY 0x00000400L /*!< åæç»ãã©ã°: è£ åã·ã³ãã« / Display equippy chars */ +#define PR_HEALTH 0x00000800L /*!< åæç»ãã©ã°: ã¢ã³ã¹ã¿ã¼ã®ã¹ãã¼ã¿ã¹ / Display Health Bar */ +#define PR_CUT 0x00001000L /*!< åæç»ãã©ã°: è² å·åº¦ / Display Extra (Cut) */ +#define PR_STUN 0x00002000L /*!< åæç»ãã©ã°: æ¦æ§åº¦ / Display Extra (Stun) */ +#define PR_HUNGER 0x00004000L /*!< åæç»ãã©ã°: ç©ºè ¹åº¦ / Display Extra (Hunger) */ +#define PR_STATUS 0x00008000L /*!< åæç»ãã©ã°: ãã¬ã¤ã¤ã¼ã®ä»ä¸ç¶æ / Display Status Bar */ +#define PR_XXX0 0x00010000L /*!< (unused) */ +#define PR_UHEALTH 0x00020000L /*!< åæç»ãã©ã°: ãããã®ã¹ãã¼ã¿ã¹ / Display Uma Health Bar */ +#define PR_XXX1 0x00040000L /*!< (unused) */ +#define PR_XXX2 0x00080000L /*!< (unused) */ +#define PR_STATE 0x00100000L /*!< åæç»ãã©ã°: ãã¬ã¤ã¤ã¼ã®è¡åç¶æ / Display Extra (State) */ +#define PR_SPEED 0x00200000L /*!< åæç»ãã©ã°: å é / Display Extra (Speed) */ +#define PR_STUDY 0x00400000L /*!< åæç»ãã©ã°: å¦ç¿ / Display Extra (Study) */ +#define PR_IMITATION 0x00800000L /*!< åæç»ãã©ã°: ãã®ã¾ã / Display Extra (Imitation) */ +#define PR_EXTRA 0x01000000L /*!< åæç»ãã©ã°: æ¡å¼µã¹ãã¼ã¿ã¹å ¨ä½ / Display Extra Info */ +#define PR_BASIC 0x02000000L /*!< åæç»ãã©ã°: åºæ¬ã¹ãã¼ã¿ã¹å ¨ä½ / Display Basic Info */ +#define PR_MAP 0x04000000L /*!< åæç»ãã©ã°: ã²ã¼ã ããã / Display Map */ +#define PR_WIPE 0x08000000L /*!< åæç»ãã©ã°: ç»é¢æ¶å» / Hack -- Total Redraw */ /* xxx */ /* xxx */ /* xxx */ @@ -2789,23 +2781,23 @@ /* * Bit flags for the "p_ptr->window" variable (etc) */ -#define PW_INVEN 0x00000001L /* Display inven/equip */ -#define PW_EQUIP 0x00000002L /* Display equip/inven */ -#define PW_SPELL 0x00000004L /* Display spell list */ -#define PW_PLAYER 0x00000008L /* Display character */ -#define PW_MONSTER_LIST 0x00000010L /* Display monster list */ +#define PW_INVEN 0x00000001L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ææå-è£ åå / Display inven/equip */ +#define PW_EQUIP 0x00000002L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: è£ åå-ææå / Display equip/inven */ +#define PW_SPELL 0x00000004L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: éæ³ä¸è¦§ / Display spell list */ +#define PW_PLAYER 0x00000008L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹ / Display character */ +#define PW_MONSTER_LIST 0x00000010L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: è¦çå ã¢ã³ã¹ã¿ã¼ã®ä¸è¦§ / Display monster list */ /* xxx */ /* xxx */ -#define PW_MESSAGE 0x00000040L /* Display messages */ -#define PW_OVERHEAD 0x00000080L /* Display overhead view */ -#define PW_MONSTER 0x00000100L /* Display monster recall */ -#define PW_OBJECT 0x00000200L /* Display object recall */ -#define PW_DUNGEON 0x00000400L /* Display dungeon view */ -#define PW_SNAPSHOT 0x00000800L /* Display snap-shot */ +#define PW_MESSAGE 0x00000040L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ã¡ãã»ã¼ã¸ãã° / Display messages */ +#define PW_OVERHEAD 0x00000080L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: å¨è¾ºã®å æ¯ / Display overhead view */ +#define PW_MONSTER 0x00000100L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ã¢ã³ã¹ã¿ã¼ã®æãåº / Display monster recall */ +#define PW_OBJECT 0x00000200L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ã¢ã¤ãã ã®ç¥è / Display object recall */ +#define PW_DUNGEON 0x00000400L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ãã³ã¸ã§ã³ã®å°å½¢ / Display dungeon view */ +#define PW_SNAPSHOT 0x00000800L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: è¨å¿µåç / Display snap-shot */ /* xxx */ /* xxx */ -#define PW_BORG_1 0x00004000L /* Display borg messages */ -#define PW_BORG_2 0x00008000L /* Display borg status */ +#define PW_BORG_1 0x00004000L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ãã¼ã°ã¡ãã»ã¼ã¸ / Display borg messages */ +#define PW_BORG_2 0x00008000L /*!<ãµãã¦ã£ã³ãã¦æç»ãã©ã°: ãã¼ã°ã¹ãã¼ã¿ã¹ / Display borg status */ /* * Bit flags for the place_monster_???() (etc) @@ -2887,23 +2879,23 @@ #define NINJA_KAWARIMI 0x00002000 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:å¤ãã身 */ #define NINJA_S_STEALTH 0x00004000 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:è¶ é å¯ */ -#define MAX_KAMAE 4 -#define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU) +#define MAX_KAMAE 4 /*!< ä¿®è¡å§ã®æ§ãæå¤§æ° */ +#define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU) /*!< ä¿®è¡å§ã®æ§ããããé å */ -#define MAX_KATA 4 -#define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU) +#define MAX_KATA 4 /*!< ä¿®è¡å§ã®åæå¤§æ° */ +#define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU) /*!< ä¿®è¡å§ã®åãããé å */ -#define ACTION_NONE 0 -#define ACTION_SEARCH 1 -#define ACTION_REST 2 -#define ACTION_LEARN 3 -#define ACTION_FISH 4 -#define ACTION_KAMAE 5 -#define ACTION_KATA 6 -#define ACTION_SING 7 -#define ACTION_HAYAGAKE 8 -#define ACTION_SPELL 9 +#define ACTION_NONE 0 /*!< æç¶è¡å: ãªã */ +#define ACTION_SEARCH 1 /*!< æç¶è¡å: æ¢ç´¢ */ +#define ACTION_REST 2 /*!< æç¶è¡å: ä¼æ© */ +#define ACTION_LEARN 3 /*!< æç¶è¡å: ééæ³ã©ã¼ãã³ã° */ +#define ACTION_FISH 4 /*!< æç¶è¡å: é£ã */ +#define ACTION_KAMAE 5 /*!< æç¶è¡å: ä¿®è¡å§ã®æ§ã */ +#define ACTION_KATA 6 /*!< æç¶è¡å: å£è¡å®¶ã®å */ +#define ACTION_SING 7 /*!< æç¶è¡å: æ */ +#define ACTION_HAYAGAKE 8 /*!< æç¶è¡å: æ©é§ã */ +#define ACTION_SPELL 9 /*!< æç¶è¡å: åªè¡ */ /* Empty hand status */ @@ -2990,7 +2982,7 @@ #define GF_SOUND 21 #define GF_CONFUSION 22 #define GF_FORCE 23 -#define GF_INERTIA 24 +#define GF_INERTIAL 24 #define GF_MANA 26 #define GF_METEOR 27 #define GF_ICE 28 @@ -3210,7 +3202,7 @@ * Therefore it's very easy to add a lot of new flags; no one need to * worry about in which variable a new flag should be put, nor to * modify a huge number of files all over the source directory at once - * to add new flag variables such as flags4, flags5, etc... + * to add new flag variables such as flags4, a_ability_flags1, etc... * * All management of flags is now treated using a set of macros * instead of bit operations. @@ -3604,110 +3596,110 @@ /* * New monster race bit flags */ -#define RF3_ORC 0x00000001 /* Orc */ -#define RF3_TROLL 0x00000002 /* Troll */ -#define RF3_GIANT 0x00000004 /* Giant */ -#define RF3_DRAGON 0x00000008 /* Dragon */ -#define RF3_DEMON 0x00000010 /* Demon */ -#define RF3_UNDEAD 0x00000020 /* Undead */ -#define RF3_EVIL 0x00000040 /* Evil */ -#define RF3_ANIMAL 0x00000080 /* Animal */ -#define RF3_AMBERITE 0x00000100 /* TY: Amberite */ -#define RF3_GOOD 0x00000200 /* Good */ -#define RF3_AURA_COLD 0x00000400 /* Freezes in melee */ -#define RF3_NONLIVING 0x00000800 /* TY: Non-Living (?) */ -#define RF3_HURT_LITE 0x00001000 /* Hurt by lite */ -#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_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 and resist confusion */ -#define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */ +#define RF3_ORC 0x00000001 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ãªã¼ã¯ / Orc */ +#define RF3_TROLL 0x00000002 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ããã« / Troll */ +#define RF3_GIANT 0x00000004 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: 巨人 / Giant */ +#define RF3_DRAGON 0x00000008 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ãã©ã´ã³ / Dragon */ +#define RF3_DEMON 0x00000010 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªé / Demon */ +#define RF3_UNDEAD 0x00000020 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã¢ã³ããã / Undead */ +#define RF3_EVIL 0x00000040 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éªæª / Evil */ +#define RF3_ANIMAL 0x00000080 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: åç© / Animal */ +#define RF3_AMBERITE 0x00000100 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã¢ã³ãã¼ã®è¡æ / TY: Amberite */ +#define RF3_GOOD 0x00000200 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: åè¯ / Good */ +#define RF3_AURA_COLD 0x00000400 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å·æ°ãªã¼ã© / Freezes in melee */ +#define RF3_NONLIVING 0x00000800 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç¡çç© / TY: Non-Living (?) */ +#define RF3_HURT_LITE 0x00001000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: é常ã®å (GF_WEAK_LITE)ã§ãã¡ã¼ã¸ãåãã / Hurt by lite */ +#define RF3_HURT_ROCK 0x00002000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: 岩ç³æº¶è§£(GF_KILL_WALL)ã§ãã¡ã¼ã¸ãåãã / Hurt by rock remover */ +#define RF3_HURT_FIRE 0x00004000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç«çãå¼±ç¹ / Hurt badly by fire */ +#define RF3_HURT_COLD 0x00008000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å·æ°ãå¼±ç¹ / Hurt badly by cold */ +#define RF3_XXX16 0x00010000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX17 0x00020000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX18 0x00040000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX19 0x00080000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX20 0x00100000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX21 0x00200000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX22 0x00400000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX23 0x00800000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX24 0x01000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX25 0x02000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX26 0x04000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_XXX27 0x08000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */ +#define RF3_NO_FEAR 0x10000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ææããªã / Cannot be scared */ +#define RF3_NO_STUN 0x20000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æ¦æ§ã¨ããªã / Cannot be stunned */ +#define RF3_NO_CONF 0x40000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æ··ä¹±ããªã / Cannot be confused and resist confusion */ +#define RF3_NO_SLEEP 0x80000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç ããªã / Cannot be slept */ /* * New monster race bit flags */ -#define RF4_SHRIEK 0x00000001 /* Shriek for help */ -#define RF4_XXX1 0x00000002 /* XXX */ -#define RF4_DISPEL 0x00000004 /* Dispel magic */ -#define RF4_ROCKET 0x00000008 /* TY: Rocket */ -#define RF4_SHOOT 0x00000010 /* Fire missiles */ -#define RF4_XXX2 0x00000020 -#define RF4_XXX3 0x00000040 -#define RF4_XXX4 0x00000080 -#define RF4_BR_ACID 0x00000100 /* Breathe Acid */ -#define RF4_BR_ELEC 0x00000200 /* Breathe Elec */ -#define RF4_BR_FIRE 0x00000400 /* Breathe Fire */ -#define RF4_BR_COLD 0x00000800 /* Breathe Cold */ -#define RF4_BR_POIS 0x00001000 /* Breathe Poison */ -#define RF4_BR_NETH 0x00002000 /* Breathe Nether */ -#define RF4_BR_LITE 0x00004000 /* Breathe Lite */ -#define RF4_BR_DARK 0x00008000 /* Breathe Dark */ -#define RF4_BR_CONF 0x00010000 /* Breathe Confusion */ -#define RF4_BR_SOUN 0x00020000 /* Breathe Sound */ -#define RF4_BR_CHAO 0x00040000 /* Breathe Chaos */ -#define RF4_BR_DISE 0x00080000 /* Breathe Disenchant */ -#define RF4_BR_NEXU 0x00100000 /* Breathe Nexus */ -#define RF4_BR_TIME 0x00200000 /* Breathe Time */ -#define RF4_BR_INER 0x00400000 /* Breathe Inertia */ -#define RF4_BR_GRAV 0x00800000 /* Breathe Gravity */ -#define RF4_BR_SHAR 0x01000000 /* Breathe Shards */ -#define RF4_BR_PLAS 0x02000000 /* Breathe Plasma */ -#define RF4_BR_WALL 0x04000000 /* Breathe Force */ -#define RF4_BR_MANA 0x08000000 /* Breathe Mana */ -#define RF4_BA_NUKE 0x10000000 /* TY: Nuke Ball */ -#define RF4_BR_NUKE 0x20000000 /* TY: Toxic Breath */ -#define RF4_BA_CHAO 0x40000000 /* TY: Logrus Ball */ -#define RF4_BR_DISI 0x80000000 /* Breathe Disintegration */ +#define RF4_SHRIEK 0x00000001 /*!< ã¢ã³ã¹ã¿ã¼è½å: å«ã¶ / Shriek for help */ +#define RF4_XXX1 0x00000002 /*!< ã¢ã³ã¹ã¿ã¼è½å: æªä½¿ç¨ / XXX */ +#define RF4_DISPEL 0x00000004 /*!< ã¢ã³ã¹ã¿ã¼è½å: éåæ¶å» / Dispel magic */ +#define RF4_ROCKET 0x00000008 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã±ãã / TY: Rocket */ +#define RF4_SHOOT 0x00000010 /*!< ã¢ã³ã¹ã¿ã¼è½å: å°æ/ Fire missiles */ +#define RF4_XXX2 0x00000020 /*!< ã¢ã³ã¹ã¿ã¼è½å: æªä½¿ç¨ / XXX */ +#define RF4_XXX3 0x00000040 /*!< ã¢ã³ã¹ã¿ã¼è½å: æªä½¿ç¨ / XXX */ +#define RF4_XXX4 0x00000080 /*!< ã¢ã³ã¹ã¿ã¼è½å: æªä½¿ç¨ / XXX */ +#define RF4_BR_ACID 0x00000100 /*!< ã¢ã³ã¹ã¿ã¼è½å: é ¸ã®ãã¬ã¹ / Breathe Acid */ +#define RF4_BR_ELEC 0x00000200 /*!< ã¢ã³ã¹ã¿ã¼è½å: é»æã®ãã¬ã¹ / Breathe Elec */ +#define RF4_BR_FIRE 0x00000400 /*!< ã¢ã³ã¹ã¿ã¼è½å: ç«çã®ãã¬ã¹ / Breathe Fire */ +#define RF4_BR_COLD 0x00000800 /*!< ã¢ã³ã¹ã¿ã¼è½å: å·æ°ã®ãã¬ã¹ / Breathe Cold */ +#define RF4_BR_POIS 0x00001000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æ¯ã®ãã¬ã¹ / Breathe Poison */ +#define RF4_BR_NETH 0x00002000 /*!< ã¢ã³ã¹ã¿ã¼è½å: å°çã®ãã¬ã¹ / Breathe Nether */ +#define RF4_BR_LITE 0x00004000 /*!< ã¢ã³ã¹ã¿ã¼è½å: éå ã®ãã¬ã¹ / Breathe Lite */ +#define RF4_BR_DARK 0x00008000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æé»ã®ãã¬ã¹ / Breathe Dark */ +#define RF4_BR_CONF 0x00010000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æ··ä¹±ã®ãã¬ã¹ / Breathe Confusion */ +#define RF4_BR_SOUN 0x00020000 /*!< ã¢ã³ã¹ã¿ã¼è½å: è½é³ã®ãã¬ã¹ / Breathe Sound */ +#define RF4_BR_CHAO 0x00040000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã«ãªã¹ã®ãã¬ã¹ / Breathe Chaos */ +#define RF4_BR_DISE 0x00080000 /*!< ã¢ã³ã¹ã¿ã¼è½å: å£åã®ãã¬ã¹ / Breathe Disenchant */ +#define RF4_BR_NEXU 0x00100000 /*!< ã¢ã³ã¹ã¿ã¼è½å: å ææ··ä¹±ã®ãã¬ã¹ / Breathe Nexus */ +#define RF4_BR_TIME 0x00200000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æéé転ã®ãã¬ã¹ / Breathe Time */ +#define RF4_BR_INER 0x00400000 /*!< ã¢ã³ã¹ã¿ã¼è½å: é éã®ãã¬ã¹ / Breathe Inertia */ +#define RF4_BR_GRAV 0x00800000 /*!< ã¢ã³ã¹ã¿ã¼è½å: éåã®ãã¬ã¹ / Breathe Gravity */ +#define RF4_BR_SHAR 0x01000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ç ´çã®ãã¬ã¹ / Breathe Shards */ +#define RF4_BR_PLAS 0x02000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã©ãºãã®ãã¬ã¹ / Breathe Plasma */ +#define RF4_BR_WALL 0x04000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã©ã¼ã¹ã®ãã¬ã¹ / Breathe Force */ +#define RF4_BR_MANA 0x08000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: éåã®ãã¬ã¹ / Breathe Mana */ +#define RF4_BA_NUKE 0x10000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æ¾å°è½ç / TY: Nuke Ball */ +#define RF4_BR_NUKE 0x20000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æ¾å°æ§å»æ£ç©ã®ãã¬ã¹ / TY: Toxic Breath */ +#define RF4_BA_CHAO 0x40000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã°ã«ã¹ç / TY: Logrus Ball */ +#define RF4_BR_DISI 0x80000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: å解ã®ãã¬ã¹ / Breathe Disintegration */ /* * New monster race bit flags */ -#define RF5_BA_ACID 0x00000001 /* Acid Ball */ -#define RF5_BA_ELEC 0x00000002 /* Elec Ball */ -#define RF5_BA_FIRE 0x00000004 /* Fire Ball */ -#define RF5_BA_COLD 0x00000008 /* Cold Ball */ -#define RF5_BA_POIS 0x00000010 /* Poison Ball */ -#define RF5_BA_NETH 0x00000020 /* Nether Ball */ -#define RF5_BA_WATE 0x00000040 /* Water Ball */ -#define RF5_BA_MANA 0x00000080 /* Mana Storm */ -#define RF5_BA_DARK 0x00000100 /* Darkness Storm */ -#define RF5_DRAIN_MANA 0x00000200 /* Drain Mana */ -#define RF5_MIND_BLAST 0x00000400 /* Blast Mind */ -#define RF5_BRAIN_SMASH 0x00000800 /* Smash Brain */ -#define RF5_CAUSE_1 0x00001000 /* Cause Light Wound */ -#define RF5_CAUSE_2 0x00002000 /* Cause Serious Wound */ -#define RF5_CAUSE_3 0x00004000 /* Cause Critical Wound */ -#define RF5_CAUSE_4 0x00008000 /* Cause Mortal Wound */ -#define RF5_BO_ACID 0x00010000 /* Acid Bolt */ -#define RF5_BO_ELEC 0x00020000 /* Elec Bolt */ -#define RF5_BO_FIRE 0x00040000 /* Fire Bolt */ -#define RF5_BO_COLD 0x00080000 /* Cold Bolt */ -#define RF5_BA_LITE 0x00100000 /* StarBurst */ -#define RF5_BO_NETH 0x00200000 /* Nether Bolt */ -#define RF5_BO_WATE 0x00400000 /* Water Bolt */ -#define RF5_BO_MANA 0x00800000 /* Mana Bolt */ -#define RF5_BO_PLAS 0x01000000 /* Plasma Bolt */ -#define RF5_BO_ICEE 0x02000000 /* Ice Bolt */ -#define RF5_MISSILE 0x04000000 /* Magic Missile */ -#define RF5_SCARE 0x08000000 /* Frighten Player */ -#define RF5_BLIND 0x10000000 /* Blind Player */ -#define RF5_CONF 0x20000000 /* Confuse Player */ -#define RF5_SLOW 0x40000000 /* Slow Player */ -#define RF5_HOLD 0x80000000 /* Paralyze Player */ +#define RF5_BA_ACID 0x00000001 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¢ã·ããã»ãã¼ã« / Acid Ball */ +#define RF5_BA_ELEC 0x00000002 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãµã³ãã¼ã»ãã¼ã« / Elec Ball */ +#define RF5_BA_FIRE 0x00000004 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã¡ã¤ã¢ã»ãã¼ã« / Fire Ball */ +#define RF5_BA_COLD 0x00000008 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¢ã¤ã¹ã»ãã¼ã« / Cold Ball */ +#define RF5_BA_POIS 0x00000010 /*!< ã¢ã³ã¹ã¿ã¼è½å: æªèé² / Poison Ball */ +#define RF5_BA_NETH 0x00000020 /*!< ã¢ã³ã¹ã¿ã¼è½å: å°çç / Nether Ball */ +#define RF5_BA_WATE 0x00000040 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¦ã©ã¼ã¿ã¼ã»ãã¼ã« / Water Ball */ +#define RF5_BA_MANA 0x00000080 /*!< ã¢ã³ã¹ã¿ã¼è½å: éåã®åµ / Mana Storm */ +#define RF5_BA_DARK 0x00000100 /*!< ã¢ã³ã¹ã¿ã¼è½å: æé»ã®åµ / Darkness Storm */ +#define RF5_DRAIN_MANA 0x00000200 /*!< ã¢ã³ã¹ã¿ã¼è½å: éåå¸å / Drain Mana */ +#define RF5_MIND_BLAST 0x00000400 /*!< ã¢ã³ã¹ã¿ã¼è½å: ç²¾ç¥æ»æ / Blast Mind */ +#define RF5_BRAIN_SMASH 0x00000800 /*!< ã¢ã³ã¹ã¿ã¼è½å: è³æ»æ / Smash Brain */ +#define RF5_CAUSE_1 0x00001000 /*!< ã¢ã³ã¹ã¿ã¼è½å: 軽å·ã®åªã / Cause Light Wound */ +#define RF5_CAUSE_2 0x00002000 /*!< ã¢ã³ã¹ã¿ã¼è½å: éçã®é ã / Cause Serious Wound */ +#define RF5_CAUSE_3 0x00004000 /*!< ã¢ã³ã¹ã¿ã¼è½å: è´å½å·ã®åªã / Cause Critical Wound */ +#define RF5_CAUSE_4 0x00008000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ç§åãçªã / Cause Mortal Wound */ +#define RF5_BO_ACID 0x00010000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¢ã·ããã»ãã«ã / Acid Bolt */ +#define RF5_BO_ELEC 0x00020000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãµã³ãã¼ã»ãã«ã / Elec Bolt */ +#define RF5_BO_FIRE 0x00040000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã¡ã¤ã¢ã»ãã«ã / Fire Bolt */ +#define RF5_BO_COLD 0x00080000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¢ã¤ã¹ã»ãã«ã / Cold Bolt */ +#define RF5_BA_LITE 0x00100000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¹ã¿ã¼ã»ãã¼ã¹ã / StarBurst */ +#define RF5_BO_NETH 0x00200000 /*!< ã¢ã³ã¹ã¿ã¼è½å: å°çã®ç¢ / Nether Bolt */ +#define RF5_BO_WATE 0x00400000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ã¦ã©ã¼ã¿ã¼ã»ãã«ã / Water Bolt */ +#define RF5_BO_MANA 0x00800000 /*!< ã¢ã³ã¹ã¿ã¼è½å: éåã®ç¢ / Mana Bolt */ +#define RF5_BO_PLAS 0x01000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã©ãºãã»ãã«ã / Plasma Bolt */ +#define RF5_BO_ICEE 0x02000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: 極å¯ã®ç¢ / Ice Bolt */ +#define RF5_MISSILE 0x04000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ãã¸ãã¯ã»ããµã¤ã«t / Magic Missile */ +#define RF5_SCARE 0x08000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ææ / Frighten Player */ +#define RF5_BLIND 0x10000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: ç²ç® / Blind Player */ +#define RF5_CONF 0x20000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æ··ä¹± / Confuse Player */ +#define RF5_SLOW 0x40000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: æ¸é / Slow Player */ +#define RF5_HOLD 0x80000000 /*!< ã¢ã³ã¹ã¿ã¼è½å: éº»çº / Paralyze Player */ /* * New monster race bit flags @@ -3825,11 +3817,11 @@ * 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_IM_ACID 0x00000001 /* Immunity acid */ +#define RFR_IM_ELEC 0x00000002 /* Immunity elec */ +#define RFR_IM_FIRE 0x00000004 /* Immunity fire */ +#define RFR_IM_COLD 0x00000008 /* Immunity cold */ +#define RFR_IM_POIS 0x00000010 /* Immunity poison */ #define RFR_RES_LITE 0x00000020 /* Resist lite */ #define RFR_RES_DARK 0x00000040 /* Resist dark */ #define RFR_RES_NETH 0x00000080 /* Resist nether */ @@ -4070,7 +4062,7 @@ */ #define is_seen(A) \ ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \ - (player_can_see_bold((A)->fy, (A)->fx) && projectable(py, px, (A)->fy, (A)->fx))))) + (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx))))) /*** Option Definitions ***/ @@ -4239,14 +4231,14 @@ * Determine if player is on this grid */ #define player_bold(Y,X) \ - (((Y) == py) && ((X) == px)) + (((Y) == p_ptr->y) && ((X) == p_ptr->x)) /* * Grid based version of "player_bold()" */ #define player_grid(C) \ - ((C) == &cave[py][px]) + ((C) == &cave[p_ptr->y][p_ptr->x]) #define cave_have_flag_bold(Y,X,INDEX) \ @@ -4425,22 +4417,22 @@ extern int PlayerUID; * The "(R,G,B)" codes are given in "fourths" of the "maximal" value, * and should "gamma corrected" on most (non-Macintosh) machines. */ -#define TERM_DARK 0 /* 'd' */ /* 0,0,0 */ -#define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */ -#define TERM_SLATE 2 /* 's' */ /* 2,2,2 */ -#define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */ -#define TERM_RED 4 /* 'r' */ /* 3,0,0 */ -#define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */ -#define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */ -#define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */ -#define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */ -#define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */ -#define TERM_VIOLET 10 /* 'v' */ /* 4,0,4 */ -#define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */ -#define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */ -#define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */ -#define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */ -#define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */ +#define TERM_DARK 0 /*!< 'd' - é» 0,0,0 */ +#define TERM_WHITE 1 /*!< 'w' - ç½ 4,4,4 */ +#define TERM_SLATE 2 /*!< 's' - ç° 2,2,2 */ +#define TERM_ORANGE 3 /*!< 'o' - æ© 4,2,0 */ +#define TERM_RED 4 /*!< 'r' - 赤 3,0,0 */ +#define TERM_GREEN 5 /*!< 'g' - ç· 0,2,1 */ +#define TERM_BLUE 6 /*!< 'b' - é 0,0,4 */ +#define TERM_UMBER 7 /*!< 'u' - ç¥ç 2,1,0 */ +#define TERM_L_DARK 8 /*!< 'D' - æãç° 1,1,1 */ +#define TERM_L_WHITE 9 /*!< 'W' - æããç° 3,3,3 */ +#define TERM_VIOLET 10 /*!< 'v' - ç´« 4,0,4 */ +#define TERM_YELLOW 11 /*!< 'y' - é» 4,4,0 */ +#define TERM_L_RED 12 /*!< 'R' - æãã赤 4,0,0 */ +#define TERM_L_GREEN 13 /*!< 'G' - æããç· 0,4,0 */ +#define TERM_L_BLUE 14 /*!< 'B' - æããé 0,4,4 */ +#define TERM_L_UMBER 15 /*!< 'U' - æããç¥ç 3,2,1 */ /* @@ -4468,7 +4460,10 @@ extern int PlayerUID; #define MUSIC_BASIC_QUEST 15 #define MUSIC_BASIC_ARENA 16 #define MUSIC_BASIC_BATTLE 17 -#define MUSIC_BASIC_MAX 18 /*!< BGMå®ç¾©ã®æå¤§æ° */ +#define MUSIC_BASIC_QUEST_CLEAR 18 +#define MUSIC_BASIC_FINAL_QUEST_CLEAR 19 +#define MUSIC_BASIC_AMBUSH 20 +#define MUSIC_BASIC_MAX 21 /*!< BGMå®ç¾©ã®æå¤§æ° */ /*** Sound constants ***/ @@ -4505,43 +4500,43 @@ extern int PlayerUID; #define SOUND_BUY 26 #define SOUND_SELL 27 #define SOUND_WARN 28 -#define SOUND_ROCKET 29 /* Somebody's shooting rockets */ -#define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */ -#define SOUND_U_KILL 31 /* The player kills a unique */ -#define SOUND_QUEST 32 /* The player has just completed a quest */ -#define SOUND_HEAL 33 /* The player was healed a little bit */ -#define SOUND_X_HEAL 34 /* The player was healed full health */ -#define SOUND_BITE 35 /* A monster bites you */ -#define SOUND_CLAW 36 /* A monster claws you */ -#define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */ -#define SOUND_SUMMON 38 /* A monster casts a summoning spell */ -#define SOUND_BREATH 39 /* A monster breathes */ -#define SOUND_BALL 40 /* A monster casts a ball / bolt spell */ -#define SOUND_M_HEAL 41 /* A monster heals itself somehow */ -#define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */ -#define SOUND_EVIL 43 /* Something nasty has just happened! */ -#define SOUND_TOUCH 44 /* A monster touches you */ -#define SOUND_STING 45 /* A monster stings you */ -#define SOUND_CRUSH 46 /* A monster crushes / envelopes you */ -#define SOUND_SLIME 47 /* A monster drools/spits/etc on you */ -#define SOUND_WAIL 48 /* A monster wails */ -#define SOUND_WINNER 49 /* Just won the game! */ -#define SOUND_FIRE 50 /* An item was burned */ -#define SOUND_ACID 51 /* An item was destroyed by acid */ -#define SOUND_ELEC 52 /* An item was destroyed by electricity */ -#define SOUND_COLD 53 /* An item was shattered */ -#define SOUND_ILLEGAL 54 /* Illegal command attempted */ -#define SOUND_FAIL 55 /* Fail to get a spell off / activate an item */ -#define SOUND_WAKEUP 56 /* A monster wakes up */ -#define SOUND_INVULN 57 /* Invulnerability! */ -#define SOUND_FALL 58 /* Falling through a trapdoor... */ -#define SOUND_PAIN 59 /* A monster is in pain! */ -#define SOUND_DESTITEM 60 /* An item was destroyed by misc. means */ -#define SOUND_MOAN 61 /* A monster makes a moan/beg/insult attack */ -#define SOUND_SHOW 62 /* A monster makes a "show" attack */ -#define SOUND_UNUSED 63 /* (no sound for gaze attacks) */ -#define SOUND_EXPLODE 64 /* Something (or somebody) explodes */ -#define SOUND_GLASS 65 /* A glass feature was crashed */ +#define SOUND_ROCKET 29 /*!< Somebody's shooting rockets */ +#define SOUND_N_KILL 30 /*!< The player kills a non-living/undead monster */ +#define SOUND_U_KILL 31 /*!< The player kills a unique */ +#define SOUND_QUEST 32 /*!< The player has just completed a quest */ +#define SOUND_HEAL 33 /*!< The player was healed a little bit */ +#define SOUND_X_HEAL 34 /*!< The player was healed full health */ +#define SOUND_BITE 35 /*!< A monster bites you */ +#define SOUND_CLAW 36 /*!< A monster claws you */ +#define SOUND_M_SPELL 37 /*!< A monster casts a miscellaneous spell */ +#define SOUND_SUMMON 38 /*!< A monster casts a summoning spell */ +#define SOUND_BREATH 39 /*!< A monster breathes */ +#define SOUND_BALL 40 /*!< A monster casts a ball / bolt spell */ +#define SOUND_M_HEAL 41 /*!< A monster heals itself somehow */ +#define SOUND_ATK_SPELL 42 /*!< A monster casts a misc. offensive spell */ +#define SOUND_EVIL 43 /*!< Something nasty has just happened! */ +#define SOUND_TOUCH 44 /*!< A monster touches you */ +#define SOUND_STING 45 /*!< A monster stings you */ +#define SOUND_CRUSH 46 /*!< A monster crushes / envelopes you */ +#define SOUND_SLIME 47 /*!< A monster drools/spits/etc on you */ +#define SOUND_WAIL 48 /*!< A monster wails */ +#define SOUND_WINNER 49 /*!< Just won the game! */ +#define SOUND_FIRE 50 /*!< An item was burned */ +#define SOUND_ACID 51 /*!< An item was destroyed by acid */ +#define SOUND_ELEC 52 /*!< An item was destroyed by electricity */ +#define SOUND_COLD 53 /*!< An item was shattered */ +#define SOUND_ILLEGAL 54 /*!< Illegal command attempted */ +#define SOUND_FAIL 55 /*!< Fail to get a spell off / activate an item */ +#define SOUND_WAKEUP 56 /*!< A monster wakes up */ +#define SOUND_INVULN 57 /*!< Invulnerability! */ +#define SOUND_FALL 58 /*!< Falling through a trapdoor... */ +#define SOUND_PAIN 59 /*!< A monster is in pain! */ +#define SOUND_DESTITEM 60 /*!< An item was destroyed by misc. means */ +#define SOUND_MOAN 61 /*!< A monster makes a moan/beg/insult attack */ +#define SOUND_SHOW 62 /*!< A monster makes a "show" attack */ +#define SOUND_UNUSED 63 /*!< (no sound for gaze attacks) */ +#define SOUND_EXPLODE 64 /*!< Something (or somebody) explodes */ +#define SOUND_GLASS 65 /*!< A glass feature was crashed */ /* * Mega-Hack -- maximum known sounds @@ -4644,26 +4639,26 @@ extern int PlayerUID; /* * Quest status */ -#define QUEST_STATUS_UNTAKEN 0 -#define QUEST_STATUS_TAKEN 1 -#define QUEST_STATUS_COMPLETED 2 -#define QUEST_STATUS_REWARDED 3 -#define QUEST_STATUS_FINISHED 4 -#define QUEST_STATUS_FAILED 5 -#define QUEST_STATUS_FAILED_DONE 6 -#define QUEST_STATUS_STAGE_COMPLETED 7 +#define QUEST_STATUS_UNTAKEN 0 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼æªçºç*/ +#define QUEST_STATUS_TAKEN 1 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼çºçä¸*/ +#define QUEST_STATUS_COMPLETED 2 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼éæ*/ +#define QUEST_STATUS_REWARDED 3 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼å ±é ¬åãåãå*/ +#define QUEST_STATUS_FINISHED 4 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼å®äº*/ +#define QUEST_STATUS_FAILED 5 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼å¤±æ*/ +#define QUEST_STATUS_FAILED_DONE 6 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼å¤±æå®äº*/ +#define QUEST_STATUS_STAGE_COMPLETED 7 /*!< ã¯ã¨ã¹ãã¹ãã¼ã¿ã¹ç¶æ ï¼ã¹ãã¼ã¸æ¯éæ*/ /* * Quest type */ -#define QUEST_TYPE_KILL_LEVEL 1 -#define QUEST_TYPE_KILL_ANY_LEVEL 2 -#define QUEST_TYPE_FIND_ARTIFACT 3 -#define QUEST_TYPE_FIND_EXIT 4 -#define QUEST_TYPE_KILL_NUMBER 5 -#define QUEST_TYPE_KILL_ALL 6 -#define QUEST_TYPE_RANDOM 7 -#define QUEST_TYPE_TOWER 8 +#define QUEST_TYPE_KILL_LEVEL 1 /*!< ã¯ã¨ã¹ãç®ç: ç¹å®ã®ã¦ãã¼ã¯ã¢ã³ã¹ã¿ã¼ãåã */ +#define QUEST_TYPE_KILL_ANY_LEVEL 2 /*!< ã¯ã¨ã¹ãç®ç: ã¤ãã³ãåè¨æç¹ã§ã©ã³ãã ã§é¸ã°ããç¹å®ã®ã¦ãã¼ã¯ã¢ã³ã¹ã¿ã¼ãåã */ +#define QUEST_TYPE_FIND_ARTIFACT 3 /*!< ã¯ã¨ã¹ãç®ç: ç¹å®ã®ã¢ã¼ãã£ãã¡ã¯ããçºè¦ãã */ +#define QUEST_TYPE_FIND_EXIT 4 /*!< ã¯ã¨ã¹ãç®ç: è±åºãã */ +#define QUEST_TYPE_KILL_NUMBER 5 /*!< ã¯ã¨ã¹ãç®ç: ã¢ã³ã¹ã¿ã¼ãç¡å·®å¥ã«ç¹å®æ°åã */ +#define QUEST_TYPE_KILL_ALL 6 /*!< ã¯ã¨ã¹ãç®ç: ã¨ãªã¢ä¸ã®ãã¹ã¦ã®ã¢ã³ã¹ã¿ã¼ãå ¨ã¦åã */ +#define QUEST_TYPE_RANDOM 7 /*!< ã¯ã¨ã¹ãç®ç: ã©ã³ãã ã¯ã¨ã¹ãã¨ãã¦é¸ã°ããã¦ãã¼ã¯1ä½ãåã */ +#define QUEST_TYPE_TOWER 8 /*!< ã¯ã¨ã¹ãç®ç: è¤æ°ã®ã¨ãªã¢ã®å ¨ã¦ã®ã¢ã³ã¹ã¿ã¼ãåã */ /* * Initialization flags @@ -4678,10 +4673,10 @@ extern int PlayerUID; /* * Quest flags */ -#define QUEST_FLAG_SILENT 0x01 /* no messages fro completion */ -#define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */ -#define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */ -#define QUEST_FLAG_TOWER 0x08 /* Tower quest is special */ +#define QUEST_FLAG_SILENT 0x01 /*!< ã¯ã¨ã¹ããã©ã°: ã¯ã¨ã¹ãé²è¡ã«é¢ããæ å ±è¡¨ç¤ºãææ¢ãã / no messages from completion */ +#define QUEST_FLAG_PRESET 0x02 /*!< ã¯ã¨ã¹ããã©ã°: ã¯ã¨ã¹ãããã³ã¸ã§ã³å¤ã§çºçãã / quest is outside the main dungeon */ +#define QUEST_FLAG_ONCE 0x04 /*!< ã¯ã¨ã¹ããã©ã°: ã¯ã¨ã¹ããããã¢ãåºãæç¹ã§å®äºãã / quest is marked finished after leaving */ +#define QUEST_FLAG_TOWER 0x08 /*!< ã¯ã¨ã¹ããã©ã°: ã¯ã¨ã¹ã:å¡ã®å½¢å¼ã§é²è¡ãã / Tower quest is special */ /* * Available graphic modes @@ -4727,9 +4722,10 @@ extern int PlayerUID; #define PARSE_ERROR_UNDEFINED_TERRAIN_TAG 10 #define PARSE_ERROR_MAX 11 -#define GINOU_SUDE 0 -#define GINOU_NITOURYU 1 -#define GINOU_RIDING 2 +#define GINOU_SUDE 0 +#define GINOU_NITOURYU 1 +#define GINOU_RIDING 2 +#define GINOU_MAX 10 /* Proficiency level */ #define EXP_LEVEL_UNSKILLED 0 @@ -4785,6 +4781,7 @@ extern int PlayerUID; #define NIKKI_WIZ_TELE 20 #define NIKKI_NAMED_PET 21 #define NIKKI_PAT_TELE 22 +#define NIKKI_ART_SCROLL 23 #define RECORD_NAMED_PET_NAME 0 #define RECORD_NAMED_PET_UNNAME 1