X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fdefines.h;h=6a496bdbc492f4c24bd5b280de54181c6b47daaa;hb=0df8136af8bfb1ca6a75d988c0382ed62c3df789;hp=d365f06cf470dff6a5b5c5bc676c9d6070fdc03b;hpb=8046dcb5833b055c4cec0521599c7cca2a79bdb4;p=hengband%2Fhengband.git
diff --git a/src/defines.h b/src/defines.h
index d365f06cf..6a496bdbc 100644
--- a/src/defines.h
+++ b/src/defines.h
@@ -1,437 +1,407 @@
-/* File: defines.h */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- */
-
-/* Purpose: global constants and macro definitions */
-
-
-/*
- * Do not edit this file unless you know *exactly* what you are doing.
- *
- * Some of the values in this file were chosen to preserve game balance,
- * while others are hard-coded based on the format of old save-files, the
- * definition of arrays in various places, mathematical properties, fast
- * computation, storage limits, or the format of external text files.
- *
- * Changing some of these values will induce crashes or memory errors or
- * savefile mis-reads. Most of the comments in this file are meant as
- * reminders, not complete descriptions, and even a complete knowledge
- * of the source may not be sufficient to fully understand the effects
- * of changing certain definitions.
- *
- * Lastly, note that the code does not always use the symbolic constants
- * below, and sometimes uses various hard-coded values that may not even
- * be defined in this file, but which may be related to definitions here.
- * This is of course bad programming practice, but nobody is perfect...
- *
- * For example, there are MANY things that depend on the screen being
- * 80x24, with the top line used for messages, the bottom line being
- * used for status, and exactly 22 lines used to show the dungeon.
- * Just because your screen can hold 46 lines does not mean that the
- * game will work if you try to use 44 lines to show the dungeon.
- *
- * You have been warned.
- */
-
-
-/*
- * Name of the version/variant
- */
-#define VERSION_NAME "Hengband"
-
-
-/*
- * "Program Version Number" of the game
- *
+/*!
+ * @file defines.h
+ * @brief 主è¦ãªãã¯ãå®ç¾©ããã / Purpose: global constants and macro definitions
+ * @date 2014/01/02
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ *\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * @details
+ * Do not edit this file unless you know *exactly* what you are doing.\n
+ *\n
+ * Some of the values in this file were chosen to preserve game balance,\n
+ * while others are hard-coded based on the format of old save-files, the\n
+ * definition of arrays in various places, mathematical properties, fast\n
+ * computation, storage limits, or the format of external text files.\n
+ *\n
+ * Changing some of these values will induce crashes or memory errors or\n
+ * savefile mis-reads. Most of the comments in this file are meant as\n
+ * reminders, not complete descriptions, and even a complete knowledge\n
+ * of the source may not be sufficient to fully understand the effects\n
+ * of changing certain definitions.\n
+ *\n
+ * Lastly, note that the code does not always use the symbolic constants\n
+ * below, and sometimes uses various hard-coded values that may not even\n
+ * be defined in this file, but which may be related to definitions here.\n
+ * This is of course bad programming practice, but nobody is perfect...\n
+ *\n
+ * For example, there are MANY things that depend on the screen being\n
+ * 80x24, with the top line used for messages, the bottom line being\n
+ * used for status, and exactly 22 lines used to show the dungeon.\n
+ * Just because your screen can hold 46 lines does not mean that the\n
+ * game will work if you try to use 44 lines to show the dungeon.\n
+ *\n
+ * You have been warned.\n
+ */
+
+#define VERSION_NAME "Hengband" /*!< ããªã¢ã³ãå称 / Name of the version/variant */
+
+/*!
+ * @brief ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾© / "Program Version Number" of the game
+ * @details
+ * æ¬FAKE_VERSIONãã®ãã®ã¯æªä½¿ç¨ã§ãããZangã¨æ´åæ§ãåãããããã®çä¼¼çå¦çã®ããFAKE_VER_MAJORã¯å®å¤-10ã該å½ã®ãã¼ã¸ã§ã³çªå·ã¨ãªãã
+ *
* FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
- *
* Program Version of Hengband version is
* "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
+ *
*/
#define FAKE_VERSION 0
-#define FAKE_VER_MAJOR 12
-#define FAKE_VER_MINOR 1
-#define FAKE_VER_PATCH 3
+#define FAKE_VER_MAJOR 12 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ã¡ã¸ã£ã¼çªå· + 10) */
+#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 15 /*!< ã²ã¼ã ã®ãã¼ã¸ã§ã³çªå·å®ç¾©(ã¨ã¯ã¹ãã©çªå·) */
-/*
- * "Savefile Version Number" for Hengband 1.1.1 and later
- *
+
+ /*!
+ * @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
* compatibility with the older version.
- *
* For example, newer Hengband 1.4.4 creates savefiles marked with
* Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
* savefile of Hengband 1.4.4 (lower compatibility!).
- *
* Upper compatibility is always guaranteed.
+ *
*/
-#define H_VER_MAJOR 2
-#define H_VER_MINOR 1
-#define H_VER_PATCH 2
-#define H_VER_EXTRA 3
+#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© */
-#define ANGBAND_2_8_1
-#define ZANGBAND
-
-/*
- * Number of grids in each block (vertically)
- * Probably hard-coded to 11, see "generate.c"
+/*!
+ * @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
-/*
- * Number of grids in each block (horizontally)
- * Probably hard-coded to 11, see "generate.c"
+/*!
+ * @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
-/*
- * Number of grids in each panel (vertically)
- * Must be a multiple of BLOCK_HGT
+/*!
+ * @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
-/*
- * Number of grids in each panel (horizontally)
- * Must be a multiple of BLOCK_WID
+/*!
+ * @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
-/*
- * Number of grids used to display the dungeon (vertically).
- * Must be a multiple of 11, probably hard-coded to 22.
+/*!
+ * @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
-/*
- * Number of grids used to display the dungeon (horizontally).
- * Must be a multiple of 33, probably hard-coded to 66.
+/*!
+ * @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
-/*
- * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT,
- * probably hard-coded to SCREEN_HGT * 3.
+/*!
+ * @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
-/*
- * Maximum dungeon width in grids, must be a multiple of SCREEN_WID,
- * probably hard-coded to SCREEN_WID * 3.
+/*!
+ * @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
-#define MAX_RANDOM_QUEST 49
+#define MIN_RANDOM_QUEST 40 /* MAX_RANDOM_QUEST))
-#define QUEST_TOWER1 5
-#define QUEST_TOWER2 6
-#define QUEST_TOWER3 7
-#define QUEST_OBERON 8
-#define QUEST_SERPENT 9
+#define QUEST_TOWER1 5 /*
+ * Was 512... 256 quarks added for random artifacts
*/
#define QUARK_MAX 768
-/* Was 512... 256 quarks added for random artifacts */
/*
* OPTION: Maximum number of messages to remember (see "io.c")
@@ -526,152 +488,140 @@
#define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
#define STORE_TICKS 1000 /* Number of ticks between turnovers */
-
-/*
- * Random energy
- */
+/*! @brief æ¶è²»ããè¡åã¨ãã«ã®ã¼å¤ãæ£è¦ä¹±æ°ã§è¿ã(ä¸å¤®100/åæ£25) / Random energy */
#define ENERGY_NEED() (randnor(100, 25))
-
-/*
- * Extract energy from speed (Assumes that SPEED is unsigned)
- */
-#define SPEED_TO_ENERGY(SPEED) \
- (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
+/*! @brief å éå¤ã«å¿ããåºæ¬è¡åã¨ãã«ã®ã¼æ¶è²»éãè¿ã / Extract energy from speed (Assumes that SPEED is unsigned) */
+#define SPEED_TO_ENERGY(SPEED) (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
/*
* Misc constants
*/
-#define TOWN_DAWN 10000 /* Number of ticks from dawn to dawn XXX */
-#define TURNS_PER_TICK 10L /* Number of energy-gain-turns per ticks */
-#define MAX_DAYS 20000 /* Maximum days */
-#define BREAK_GLYPH 550 /* Rune of protection resistance */
-#define BREAK_MINOR_GLYPH 299 /* For explosive runes */
-#define BTH_PLUS_ADJ 3 /* Adjust BTH per plus-to-hit */
-#define MON_MULT_ADJ 8 /* High value slows multiplication */
-#define MON_SUMMON_ADJ 2 /* Adjust level of summoned creatures */
-#define MON_DRAIN_LIFE 2 /* Percent of player exp drained per hit */
-#define USE_DEVICE 3 /* x> 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 */
-#define BIAS_ELEC 1
-#define BIAS_POIS 2
-#define BIAS_FIRE 3
-#define BIAS_COLD 4
-#define BIAS_ACID 5
-#define BIAS_STR 6
-#define BIAS_INT 7
-#define BIAS_WIS 8
-#define BIAS_DEX 9
-#define BIAS_CON 10
-#define BIAS_CHR 11
-#define BIAS_CHAOS 12
-#define BIAS_PRIESTLY 13
-#define BIAS_NECROMANTIC 14
-#define BIAS_LAW 15
-#define BIAS_ROGUE 16
-#define BIAS_MAGE 17
-#define BIAS_WARRIOR 18
-#define BIAS_RANGER 19
-
+#define BIAS_ELEC 1 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:é»æ */
+#define BIAS_POIS 2 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:æ¯ */
+#define BIAS_FIRE 3 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:ç«ç */
+#define BIAS_COLD 4 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:å·æ° */
+#define BIAS_ACID 5 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:é
¸ */
+#define BIAS_STR 6 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:è
å */
+#define BIAS_INT 7 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:ç¥å */
+#define BIAS_WIS 8 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:è³¢ã */
+#define BIAS_DEX 9 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:å¨ç¨ã */
+#define BIAS_CON 10 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:èä¹
*/
+#define BIAS_CHR 11 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:é
å */
+#define BIAS_CHAOS 12 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:æ··æ² */
+#define BIAS_PRIESTLY 13 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:ããªã¼ã¹ãç³» */
+#define BIAS_NECROMANTIC 14 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:æ»é */
+#define BIAS_LAW 15 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:æ³ */
+#define BIAS_ROGUE 16 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:çè³ç³» */
+#define BIAS_MAGE 17 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:ã¡ã¤ã¸ç³» */
+#define BIAS_WARRIOR 18 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:æ¦å£«ç³» */
+#define BIAS_RANGER 19 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:ã¬ã³ã¸ã£ã¼ç³» */
+#define MAX_BIAS 20 /*!< ã©ã³ãã ã¢ã¼ãã£ãã¡ã¯ããã¤ã¢ã¹:æå¤§æ° */
/*** Pet constants ***/
/*
- * Commands
+ * ãããã«é¢ããã³ãã³ã群 / Pet Commands
*/
-#define PET_DISMISS 1
-#define PET_TARGET 2
-#define PET_STAY_CLOSE 3
-#define PET_FOLLOW_ME 4
-#define PET_SEEK_AND_DESTROY 5
-#define PET_ALLOW_SPACE 6
-#define PET_STAY_AWAY 7
-#define PET_OPEN_DOORS 8
-#define PET_TAKE_ITEMS 9
-#define PET_TELEPORT 10
-#define PET_ATTACK_SPELL 11
-#define PET_SUMMON_SPELL 12
-#define PET_BALL_SPELL 13
-#define PET_RIDING 14
-#define PET_NAME 15
-#define PET_RYOUTE 16
+#define PET_DISMISS 1 /*!< ãããã«é¢ããã³ãã³ã: ããããé¢ã */
+#define PET_TARGET 2 /*!< ãããã«é¢ããã³ãã³ã: ãããã®ã¿ã¼ã²ãããæå® */
+#define PET_STAY_CLOSE 3 /*!< ãããã«é¢ããã³ãã³ã: è¿ãã«ãã */
+#define PET_FOLLOW_ME 4 /*!< ãããã«é¢ããã³ãã³ã: ã¤ãã¦æ¥ã */
+#define PET_SEEK_AND_DESTROY 5 /*!< ãããã«é¢ããã³ãã³ã: æµãè¦ã¤ãã¦åã */
+#define PET_ALLOW_SPACE 6 /*!< ãããã«é¢ããã³ãã³ã: å°ãé¢ãã¦ãã */
+#define PET_STAY_AWAY 7 /*!< ãããã«é¢ããã³ãã³ã: é¢ãã¦ãã */
+#define PET_OPEN_DOORS 8 /*!< ãããã«é¢ããã³ãã³ã: ãã¢è§£æ¾ã®è¨±å¯ */
+#define PET_TAKE_ITEMS 9 /*!< ãããã«é¢ããã³ãã³ã: ã¢ã¤ãã åå¾ã®è¨±å¯ */
+#define PET_TELEPORT 10 /*!< ãããã«é¢ããã³ãã³ã: ãã¬ãã¼ãã®è¨±å¯ */
+#define PET_ATTACK_SPELL 11 /*!< ãããã«é¢ããã³ãã³ã: æ»æéæ³ã®è¨±å¯ */
+#define PET_SUMMON_SPELL 12 /*!< ãããã«é¢ããã³ãã³ã: å¬åéæ³ã®è¨±å¯ */
+#define PET_BALL_SPELL 13 /*!< ãããã«é¢ããã³ãã³ã: ãã¬ã¤ã¤ã¼ãéæ³ã«å·»ãè¾¼ãè¨±å¯ */
+#define PET_RIDING 14 /*!< ãããã«é¢ããã³ãã³ã: ãããã«ä¹ã */
+#define PET_NAME 15 /*!< ãããã«é¢ããã³ãã³ã: ãããã«ååãã¤ãã */
+#define PET_RYOUTE 16 /*!< ãããã«é¢ããã³ãã³ã: é¨ä¹ä¸ã«ä¸¡æã§æ¦å¨ã使ããã©ãã */
/*
* 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¿ã¼ãçæãããåºæ¬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 */
-/* 1/x chance of hurting even if invulnerable! */
-#define PENETRATE_INVULNERABILITY 13
+#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 /* Maximum amount of fuel in a torch */
-#define FUEL_LAMP 15000 /* 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
*/
-#define MAX_SIGHT 20 /* Maximum view distance */
-#define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /* Maximum range (spells, etc) */
-#define AAF_LIMIT 100 /* Limit of sensing radius */
-
+#define MAX_SIGHT 20 /*!< ãã¬ã¤ã¤ã¼ã®æ大è¦çç¯å²(ãã¹) / Maximum view distance */
+#define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /*!< ãã¬ã¤ã¤ã¼ã®æ»æå°ç¨(ãã¹) / Maximum range (spells, etc) */
+#define AAF_LIMIT 100 /*!< ã¢ã³ã¹ã¿ã¼ã®éçæç¥ç¯å²(ãã¹) Limit of sensing radius */
+#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 */
-/*
- * The town starts out with 4 residents during the day
- */
-#define MIN_M_ALLOC_TD 4
-
-/*
- * The town starts out with 8 residents during the night
- */
-#define MIN_M_ALLOC_TN 8
-
-
-/*
+/*!
+ * @brief ã¢ã³ã¹ã¿ã¼å¢æ®ã®æ大æ°
+ * @details
* A monster can only "multiply" (reproduce) if there are fewer than 100
* monsters on the level capable of such spontaneous reproduction. This
* is a hack which prevents the "m_list[]" array from exploding due to
@@ -679,7 +629,6 @@
*/
#define MAX_REPRO 100
-
/*
* Player constants
*/
@@ -928,6 +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.
@@ -1044,123 +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))
@@ -1464,6 +1412,7 @@
#define ART_GOURYU 207
#define ART_EOWYN 216
#define ART_NANACHO 248
+#define ART_ROBINTON 251
/* Polearms */
#define ART_THEODEN 93
@@ -1580,7 +1529,7 @@
#define EGO_DARK 23
#define EGO_BRILLIANCE 24
#define EGO_H_PROTECTION 25
-//#define EGO_BEAUTY 26
+#define EGO_H_DEMON 26
#define EGO_MAGI 27
#define EGO_MIGHT 28
#define EGO_LORDLINESS 29
@@ -1606,6 +1555,7 @@
#define EGO_AURA_ELEC 47
#define EGO_AURA_COLD 128
#define EGO_BAT 129
+#define EGO_NAZGUL 240
/* Gloves */
#define EGO_FREE_ACTION 48
@@ -1747,7 +1697,7 @@
#define EGO_AMU_SLOW_D 210
#define EGO_AMU_INFRA 211
#define EGO_AMU_SEE_INVIS 212
-#define EGO_AMU_HOLD_LIFE 213
+#define EGO_AMU_HOLD_EXP 213
#define EGO_AMU_DRAIN_EXP 214
#define EGO_AMU_FOOL 215
#define EGO_AMU_AGGRAVATE 216
@@ -1772,7 +1722,7 @@
#define EGO_AMU_GREAT 235
#define EGO_AMU_DETECTION 236
#define EGO_AMU_NAIVETY 237
-// MAX 239
+// MAX 240
/* Activation effects for random artifacts */
#define ACT_SUNLIGHT 1
@@ -1847,7 +1797,7 @@
#define ACT_CURE_LW 81
#define ACT_CURE_MW 82
#define ACT_CURE_POISON 83
-#define ACT_REST_LIFE 84
+#define ACT_REST_EXP 84
#define ACT_REST_ALL 85
#define ACT_CURE_700 86
#define ACT_CURE_1000 87
@@ -2030,6 +1980,7 @@
#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 */
@@ -2591,21 +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
@@ -2635,7 +2575,7 @@
#define CAVE_MNDK 0x8000 /* Darken by monster */
/* Used only while cave generation */
-#define CAVE_FLOOR 0x0200
+#define CAVE_FLOOR 0x0200 /*!< ããã¢å±æ§ã®ãããã¹ */
#define CAVE_EXTRA 0x0400
#define CAVE_INNER 0x0800
#define CAVE_OUTER 0x1000
@@ -2656,35 +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
@@ -2694,17 +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
@@ -2732,113 +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°: 空è
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 */
@@ -2847,23 +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)
@@ -2908,58 +2842,60 @@
/*
- * Bit flags for the "p_ptr->special_attack" variable. -LM-
+ * p_ptr->special_attackã«ãããã¬ã¤ã¤ã¼ã®æ»æç¶æ
ã®å®ç¾© / Bit flags for the "p_ptr->special_attack" variable. -LM-
*
* Note: The elemental and poison attacks should be managed using the
* function "set_ele_attack", in spell2.c. This provides for timeouts and
* prevents the player from getting more than one at a time.
*/
-#define ATTACK_CONFUSE 0x00000001
-#define ATTACK_XXX1 0x00000002
-#define ATTACK_XXX2 0x00000004
-#define ATTACK_XXX3 0x00000008
-#define ATTACK_ACID 0x00000010
-#define ATTACK_ELEC 0x00000020
-#define ATTACK_FIRE 0x00000040
-#define ATTACK_COLD 0x00000080
-#define ATTACK_POIS 0x00000100
-#define ATTACK_HOLY 0x00000200
-#define ATTACK_SUIKEN 0x00000400
-
-
-#define DEFENSE_ACID 0x00000001
-#define DEFENSE_ELEC 0x00000002
-#define DEFENSE_FIRE 0x00000004
-#define DEFENSE_COLD 0x00000008
-#define DEFENSE_POIS 0x00000010
-#define KAMAE_GENBU 0x00000020
-#define KAMAE_BYAKKO 0x00000040
-#define KAMAE_SEIRYU 0x00000080
-#define KAMAE_SUZAKU 0x00000100
-#define KATA_IAI 0x00000200
-#define KATA_FUUJIN 0x00000400
-#define KATA_KOUKIJIN 0x00000800
-#define KATA_MUSOU 0x00001000
-#define NINJA_KAWARIMI 0x00002000
-#define NINJA_S_STEALTH 0x00004000
-
-#define MAX_KAMAE 4
-#define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU)
-
-#define MAX_KATA 4
-#define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU)
-
-
-#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 ATTACK_CONFUSE 0x00000001 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:æ··ä¹±ææ */
+#define ATTACK_XXX1 0x00000002 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:æªä½¿ç¨1 */
+#define ATTACK_XXX2 0x00000004 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:æªä½¿ç¨2 */
+#define ATTACK_XXX3 0x00000008 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:æªä½¿ç¨3 */
+#define ATTACK_ACID 0x00000010 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éæ³å£/溶解 */
+#define ATTACK_ELEC 0x00000020 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éæ³å£/é»æ */
+#define ATTACK_FIRE 0x00000040 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éæ³å£/ç«ç */
+#define ATTACK_COLD 0x00000080 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éæ³å£/å·å */
+#define ATTACK_POIS 0x00000100 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éæ³å£/æ¯æ®º */
+#define ATTACK_HOLY 0x00000200 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:対éª?(æªä½¿ç¨) */
+#define ATTACK_SUIKEN 0x00000400 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:é
æ³ */
+
+/*
+ * p_ptr->special_defenseã«ãããã¬ã¤ã¤ã¼ã®é²å¾¡ç¶æ
ã®å®ç¾© / Bit flags for the "p_ptr->special_defense" variable. -LM-
+ */
+#define DEFENSE_ACID 0x00000001 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:é
¸å
ç« */
+#define DEFENSE_ELEC 0x00000002 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:é»æå
ç« */
+#define DEFENSE_FIRE 0x00000004 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:ç«çå
ç« */
+#define DEFENSE_COLD 0x00000008 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:å·æ°å
ç« */
+#define DEFENSE_POIS 0x00000010 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:æ¯å
ç« */
+#define KAMAE_GENBU 0x00000020 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:çæ¦ã®æ§ã */
+#define KAMAE_BYAKKO 0x00000040 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:ç½èã®æ§ã */
+#define KAMAE_SEIRYU 0x00000080 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éç«ã®æ§ã */
+#define KAMAE_SUZAKU 0x00000100 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:æ±éã®æ§ã */
+#define KATA_IAI 0x00000200 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:å±
å */
+#define KATA_FUUJIN 0x00000400 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:風塵 */
+#define KATA_KOUKIJIN 0x00000800 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:éé¬¼é£ */
+#define KATA_MUSOU 0x00001000 /*!< ãã¬ã¤ã¤ã¼ã®ã¹ãã¼ã¿ã¹:ç¡æ³ */
+#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 /*!< 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 /*!< 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 /*!< 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 */
@@ -2971,56 +2907,56 @@
/*
- * Legal restrictions for "summon_specific()"
- */
-#define SUMMON_ANT 11
-#define SUMMON_SPIDER 12
-#define SUMMON_HOUND 13
-#define SUMMON_HYDRA 14
-#define SUMMON_ANGEL 15
-#define SUMMON_DEMON 16
-#define SUMMON_UNDEAD 17
-#define SUMMON_DRAGON 18
-#define SUMMON_HI_UNDEAD 21
-#define SUMMON_HI_DRAGON 22
-#define SUMMON_HI_DEMON 23
-#define SUMMON_AMBERITES 31
-#define SUMMON_UNIQUE 32
-#define SUMMON_BIZARRE1 33
-#define SUMMON_BIZARRE2 34
-#define SUMMON_BIZARRE3 35
-#define SUMMON_BIZARRE4 36
-#define SUMMON_BIZARRE5 37
-#define SUMMON_BIZARRE6 38
-#define SUMMON_CYBER 39
-#define SUMMON_KIN 40
-#define SUMMON_DAWN 41
-#define SUMMON_ANIMAL 42
-#define SUMMON_ANIMAL_RANGER 43
+ * summon_specificã§åãæ±ããããå¬åã®ç¨®å¥å®ç¾© / Legal restrictions for "summon_specific()"
+ */
+#define SUMMON_ANT 11 /*!< å¬åã¿ã¤ã: ã¢ãª */
+#define SUMMON_SPIDER 12 /*!< å¬åã¿ã¤ã: èè */
+#define SUMMON_HOUND 13 /*!< å¬åã¿ã¤ã: ãã¦ã³ã */
+#define SUMMON_HYDRA 14 /*!< å¬åã¿ã¤ã: ããã© */
+#define SUMMON_ANGEL 15 /*!< å¬åã¿ã¤ã: 天使 */
+#define SUMMON_DEMON 16 /*!< å¬åã¿ã¤ã: æªé */
+#define SUMMON_UNDEAD 17 /*!< å¬åã¿ã¤ã: ã¢ã³ããã */
+#define SUMMON_DRAGON 18 /*!< å¬åã¿ã¤ã: ãã©ã´ã³ */
+#define SUMMON_HI_UNDEAD 21 /*!< å¬åã¿ã¤ã: å¼·åãªã¢ã³ããã */
+#define SUMMON_HI_DRAGON 22 /*!< å¬åã¿ã¤ã: å¤ä»£ãã©ã´ã³ */
+#define SUMMON_HI_DEMON 23 /*!< å¬åã¿ã¤ã: ä¸ç´ãã¼ã¢ã³ */
+#define SUMMON_AMBERITES 31 /*!< å¬åã¿ã¤ã: ã¢ã³ãã¼ã®çæ */
+#define SUMMON_UNIQUE 32 /*!< å¬åã¿ã¤ã: ã¦ãã¼ã¯ */
+#define SUMMON_MOLD 33 /*!< å¬åã¿ã¤ã: ã«ã */
+#define SUMMON_BAT 34 /*!< å¬åã¿ã¤ã: ã³ã¦ã¢ãª */
+#define SUMMON_QUYLTHULG 35 /*!< å¬åã¿ã¤ã: ã¯ã¤ã«ã¹ã«ã° */
+#define SUMMON_XXX1 36 /*!< å¬åã¿ã¤ã: æªä½¿ç¨ */
+#define SUMMON_COIN_MIMIC 37 /*!< å¬åã¿ã¤ã: ã¯ãªã¼ãã³ã°ã»ã³ã¤ã³ */
+#define SUMMON_MIMIC 38 /*!< å¬åã¿ã¤ã: ããã㯠*/
+#define SUMMON_CYBER 39 /*!< å¬åã¿ã¤ã: ãµã¤ãã¼ãã¼ã¢ã³ */
+#define SUMMON_KIN 40 /*!< å¬åã¿ã¤ã: å¬åè
ã®åæ */
+#define SUMMON_DAWN 41 /*!< å¬åã¿ã¤ã: æã®æ¦å£« */
+#define SUMMON_ANIMAL 42 /*!< å¬åã¿ã¤ã: èªç¶çã®åç© */
+#define SUMMON_ANIMAL_RANGER 43 /*!< å¬åã¿ã¤ã: ã¬ã³ã¸ã£ã¼åãèªç¶çã®åç© */
/*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
/*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
/*#define SUMMON_NO_UNIQUES 46*/
-#define SUMMON_PHANTOM 47
+#define SUMMON_PHANTOM 47 /*!< å¬åã¿ã¤ã: ã´ã¼ã¹ã */
/*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
-#define SUMMON_BLUE_HORROR 49
-#define SUMMON_LIVING 50
-#define SUMMON_HI_DRAGON_LIVING 51
-#define SUMMON_GOLEM 52
-#define SUMMON_ELEMENTAL 53
-#define SUMMON_VORTEX 54
-#define SUMMON_HYBRID 55
-#define SUMMON_BIRD 56
+#define SUMMON_BLUE_HORROR 49 /*!< å¬åã¿ã¤ã: ãã«ã¼ã»ãã©ã¼ */
+#define SUMMON_LIVING 50 /*!< å¬åã¿ã¤ã: çå½ã®ããã¢ã³ã¹ã¿ã¼ */
+#define SUMMON_HI_DRAGON_LIVING 51 /*!< å¬åã¿ã¤ã: çå½ã®ããå¤ä»£ãã©ã´ã³ */
+#define SUMMON_GOLEM 52 /*!< å¬åã¿ã¤ã: ã´ã¼ã¬ã */
+#define SUMMON_ELEMENTAL 53 /*!< å¬åã¿ã¤ã: ã¨ã¬ã¡ã³ã¿ã« */
+#define SUMMON_VORTEX 54 /*!< å¬åã¿ã¤ã: ãã«ããã¯ã¹ */
+#define SUMMON_HYBRID 55 /*!< å¬åã¿ã¤ã: æ··åçç© */
+#define SUMMON_BIRD 56 /*!< å¬åã¿ã¤ã: é³¥ */
/*#define SUMMON_AQUATIC_NO_UNIQUES 57*/
-#define SUMMON_KAMIKAZE 58
-#define SUMMON_KAMIKAZE_LIVING 59
-#define SUMMON_MANES 60
-#define SUMMON_LOUSE 61
-#define SUMMON_GUARDIANS 62
-#define SUMMON_KNIGHTS 63
-#define SUMMON_EAGLES 64
-#define SUMMON_PIRANHAS 65
-#define SUMMON_ARMAGE_GOOD 66
-#define SUMMON_ARMAGE_EVIL 67
+#define SUMMON_KAMIKAZE 58 /*!< å¬åã¿ã¤ã: èªçã¢ã³ã¹ã¿ã¼ */
+#define SUMMON_KAMIKAZE_LIVING 59 /*!< å¬åã¿ã¤ã: çå½ã®ããèªçã¢ã³ã¹ã¿ã¼ */
+#define SUMMON_MANES 60 /*!< å¬åã¿ã¤ã: å¤ä»£ã®æ»é */
+#define SUMMON_LOUSE 61 /*!< å¬åã¿ã¤ã: ã·ã©ã */
+#define SUMMON_GUARDIANS 62 /*!< å¬åã¿ã¤ã: ãã³ã¸ã§ã³ã®ä¸» */
+#define SUMMON_KNIGHTS 63 /*!< å¬åã¿ã¤ã: èæ¦ç¨é¨å£«ç³»ã¢ã³ã¹ã¿ã¼ */
+#define SUMMON_EAGLES 64 /*!< å¬åã¿ã¤ã: 鷲系ã¢ã³ã¹ã¿ã¼ */
+#define SUMMON_PIRANHAS 65 /*!< å¬åã¿ã¤ã: ãã©ãã¢ã»ãã©ããç¨ */
+#define SUMMON_ARMAGE_GOOD 66 /*!< å¬åã¿ã¤ã: ãã«ãã²ãã³ã»ãã©ããç¨å¤©ä½¿é£å¶ */
+#define SUMMON_ARMAGE_EVIL 67 /*!< å¬åã¿ã¤ã: ãã«ãã²ãã³ã»ãã©ããç¨æªéé£å¶ */
/*
@@ -3046,7 +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
@@ -3164,54 +3100,48 @@
/*
- * Game generated inscription indices. These are stored in the object,
+ * ã¢ã¤ãã ã®ç°¡æéå®å®ç¾© / Game generated inscription indices. These are stored in the object,
* and are used to index the string array from tables.c.
*/
+#define FEEL_NONE 0 /*!< ç°¡æéå®: æªéå® */
+#define FEEL_BROKEN 1 /*!< ç°¡æéå®: å£ãã¦ãã */
+#define FEEL_TERRIBLE 2 /*!< ç°¡æéå®: æããã */
+#define FEEL_WORTHLESS 3 /*!< ç°¡æéå®: ç¡ä¾¡å¤ */
+#define FEEL_CURSED 4 /*!< ç°¡æéå®: åªããã¦ãã */
+#define FEEL_UNCURSED 5 /*!< ç°¡æéå®: åªããã¦ããªã */
+#define FEEL_AVERAGE 6 /*!< ç°¡æéå®: 並 */
+#define FEEL_GOOD 7 /*!< ç°¡æéå®: ä¸è³ª */
+#define FEEL_EXCELLENT 8 /*!< ç°¡æéå®: é«ç´ */
+#define FEEL_SPECIAL 9 /*!< ç°¡æéå®: ç¹å¥ */
-#define FEEL_NONE 0
-#define FEEL_BROKEN 1
-#define FEEL_TERRIBLE 2
-#define FEEL_WORTHLESS 3
-#define FEEL_CURSED 4
-#define FEEL_UNCURSED 5
-#define FEEL_AVERAGE 6
-#define FEEL_GOOD 7
-#define FEEL_EXCELLENT 8
-#define FEEL_SPECIAL 9
-
-#define FEEL_MAX 9
+#define FEEL_MAX 9 /*!< ç°¡æéå®ã®ç¨®å¥æ° */
/*
- * Hack -- special "xtra" object powers
+ * å¤æver1.5.0以åã«ä½¿ããã¦ããã¢ã¤ãã ã®è¿½å ç¹æ§ãã©ã° / Hack -- special "xtra" object powers
*/
+#define EGO_XTRA_SUSTAIN 1 /*!< æ§çã¢ã¤ãã ãã©ã°(éæ¨å¥¨): 追å ç¶æè½å / Sustain one stat */
+#define EGO_XTRA_POWER 2 /*!< æ§çã¢ã¤ãã ãã©ã°(éæ¨å¥¨): 追å ä¸ç´èæ§ / High resist */
+#define EGO_XTRA_ABILITY 3 /*!< æ§çã¢ã¤ãã ãã©ã°(éæ¨å¥¨): 追å è½å / Special ability */
-/* Sustain one stat */
-#define EGO_XTRA_SUSTAIN 1
-
-/* High resist */
-#define EGO_XTRA_POWER 2
-
-/* Special ability */
-#define EGO_XTRA_ABILITY 3
/*** Object flag values ***/
-/*
- * Chest trap flags (see "tables.c")
+/*!
+ * ç®±ã®ãã©ããå®ç¾© Chest trap flags (see "tables.c")
*/
-#define CHEST_LOSE_STR 0x0001
-#define CHEST_LOSE_CON 0x0002
-#define CHEST_POISON 0x0004
-#define CHEST_PARALYZE 0x0008
-#define CHEST_EXPLODE 0x0010
-#define CHEST_SUMMON 0x0020
-#define CHEST_SCATTER 0x0040
-#define CHEST_E_SUMMON 0x0080
-#define CHEST_BIRD_STORM 0x0100
-#define CHEST_H_SUMMON 0x0200
-#define CHEST_RUNES_OF_EVIL 0x0400
-#define CHEST_ALARM 0x0800
+#define CHEST_LOSE_STR 0x0001 /*!< ç®±ã®ãã©ãã: STRæ¸å°ã®æ¯é */
+#define CHEST_LOSE_CON 0x0002 /*!< ç®±ã®ãã©ãã: CONæ¸å°ã®æ¯é */
+#define CHEST_POISON 0x0004 /*!< ç®±ã®ãã©ãã: æ¯é */
+#define CHEST_PARALYZE 0x0008 /*!< ç®±ã®ãã©ãã: 麻çºã¬ã¹ */
+#define CHEST_EXPLODE 0x0010 /*!< ç®±ã®ãã©ãã: ççº */
+#define CHEST_SUMMON 0x0020 /*!< ç®±ã®ãã©ãã: å¬åã®ã«ã¼ã³(ã¢ã³ã¹ã¿ã¼) */
+#define CHEST_SCATTER 0x0040 /*!< ç®±ã®ãã©ãã: ã¢ã¤ãã æ£ä¹± */
+#define CHEST_E_SUMMON 0x0080 /*!< ç®±ã®ãã©ãã: å¬åã®ã«ã¼ã³(ã¨ã¬ã¡ã³ã¿ã«) */
+#define CHEST_BIRD_STORM 0x0100 /*!< ç®±ã®ãã©ãã: å¬åã®ã«ã¼ã³(é³¥) */
+#define CHEST_H_SUMMON 0x0200 /*!< ç®±ã®ãã©ãã: å¬åã®ã«ã¼ã³(å¼·æµ) */
+#define CHEST_RUNES_OF_EVIL 0x0400 /*!< ç®±ã®ãã©ãã: éªæªãªã«ã¼ã³ */
+#define CHEST_ALARM 0x0800 /*!< ç®±ã®ãã©ãã: è¦å ±è£
ç½® */
/*
@@ -3342,7 +3272,7 @@
#define TR_THROW 44 /* Later */
#define TR_REFLECT 45 /* Reflect 'bolts' */
#define TR_FREE_ACT 46 /* Free Action */
-#define TR_HOLD_LIFE 47 /* Hold Life */
+#define TR_HOLD_EXP 47 /* Hold EXP */
#define TR_RES_ACID 48
#define TR_RES_ELEC 49
#define TR_RES_FIRE 50
@@ -3517,74 +3447,75 @@
/*** Monster blow constants ***/
-/*
- * New monster blow methods
- */
-#define RBM_HIT 1
-#define RBM_TOUCH 2
-#define RBM_PUNCH 3
-#define RBM_KICK 4
-#define RBM_CLAW 5
-#define RBM_BITE 6
-#define RBM_STING 7
-#define RBM_SLASH 8
-#define RBM_BUTT 9
-#define RBM_CRUSH 10
-#define RBM_ENGULF 11
-#define RBM_CHARGE 12
-#define RBM_CRAWL 13
-#define RBM_DROOL 14
-#define RBM_SPIT 15
-#define RBM_EXPLODE 16
-#define RBM_GAZE 17
-#define RBM_WAIL 18
-#define RBM_SPORE 19
-#define RBM_XXX4 20
-#define RBM_BEG 21
-#define RBM_INSULT 22
-#define RBM_MOAN 23
-#define RBM_SHOW 24
-#define RBM_SHOOT 25
-
-
-/*
- * New monster blow effects
- */
-#define RBE_HURT 1
-#define RBE_POISON 2
-#define RBE_UN_BONUS 3
-#define RBE_UN_POWER 4
-#define RBE_EAT_GOLD 5
-#define RBE_EAT_ITEM 6
-#define RBE_EAT_FOOD 7
-#define RBE_EAT_LITE 8
-#define RBE_ACID 9
-#define RBE_ELEC 10
-#define RBE_FIRE 11
-#define RBE_COLD 12
-#define RBE_BLIND 13
-#define RBE_CONFUSE 14
-#define RBE_TERRIFY 15
-#define RBE_PARALYZE 16
-#define RBE_LOSE_STR 17
-#define RBE_LOSE_INT 18
-#define RBE_LOSE_WIS 19
-#define RBE_LOSE_DEX 20
-#define RBE_LOSE_CON 21
-#define RBE_LOSE_CHR 22
-#define RBE_LOSE_ALL 23
-#define RBE_SHATTER 24
-#define RBE_EXP_10 25
-#define RBE_EXP_20 26
-#define RBE_EXP_40 27
-#define RBE_EXP_80 28
-#define RBE_DISEASE 29
-#define RBE_TIME 30
-#define RBE_EXP_VAMP 31
-#define RBE_DR_MANA 32
-#define RBE_SUPERHURT 33
-#define RBE_INERTIA 34
-#define RBE_STUN 35
+/*!
+ * @note ã¢ã³ã¹ã¿ã¼ã®æææ¹æ³ / New monster blow methods
+ * ææã®ç¨®å¥ã«å¿ãã¦å·ã¨æ¦æ§ãçºçããããã³ã¡ã³ãã®éãã«æ±ºã¾ã
+ */
+#define RBM_HIT 1 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:æ®´ã(å·/æ¦æ§ãåã
) */
+#define RBM_TOUCH 2 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:触ã */
+#define RBM_PUNCH 3 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ãã³ããã(æ¦æ§) */
+#define RBM_KICK 4 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:è¹´ã(æ¦æ§) */
+#define RBM_CLAW 5 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ã²ã£ãã(å·) */
+#define RBM_BITE 6 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:åã(å·) */
+#define RBM_STING 7 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:åºã */
+#define RBM_SLASH 8 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:æ¬ã(å·) */
+#define RBM_BUTT 9 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:è§ã§çªã(æ¦æ§) */
+#define RBM_CRUSH 10 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ä½å½ãããã(æ¦æ§) */
+#define RBM_ENGULF 11 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:飲ã¿è¾¼ã */
+#define RBM_CHARGE 12 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:è«æ±æ¸ãå¯è¶ã */
+#define RBM_CRAWL 13 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ä½ã®ä¸ãéãåã */
+#define RBM_DROOL 14 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ãã ããããã */
+#define RBM_SPIT 15 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ã¤ã°ãåã */
+#define RBM_EXPLODE 16 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ççºãã */
+#define RBM_GAZE 17 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ã«ãã */
+#define RBM_WAIL 18 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:æ³£ãå«ã¶ */
+#define RBM_SPORE 19 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:èåãé£ã°ã */
+#define RBM_XXX4 20 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:æªå®ç¾© */
+#define RBM_BEG 21 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:éãããã */
+#define RBM_INSULT 22 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:侮辱ãã */
+#define RBM_MOAN 23 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:ããã */
+#define RBM_SHOW 24 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:æã */
+#define RBM_SHOOT 25 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æ種å¥:å°æ(éææ) */
+
+
+/*!
+ * @note ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ / New monster blow effects
+ */
+#define RBE_HURT 1 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æ»æãã*/
+#define RBE_POISON 2 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æ¯ããããã*/
+#define RBE_UN_BONUS 3 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: å£åããã*/
+#define RBE_UN_POWER 4 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: å
å¡«éåãå¸åãã*/
+#define RBE_EAT_GOLD 5 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: éãçã*/
+#define RBE_EAT_ITEM 6 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ã¢ã¤ãã ãçã*/
+#define RBE_EAT_FOOD 7 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ããªãã®é£ç³§ãé£ã¹ã*/
+#define RBE_EAT_LITE 8 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æãããå¸åãã*/
+#define RBE_ACID 9 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: é
¸ãé£ã°ã*/
+#define RBE_ELEC 10 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æé»ããã*/
+#define RBE_FIRE 11 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: çãã*/
+#define RBE_COLD 12 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: åããã*/
+#define RBE_BLIND 13 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ç²ç®ã«ãã*/
+#define RBE_CONFUSE 14 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æ··ä¹±ããã*/
+#define RBE_TERRIFY 15 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ææããã*/
+#define RBE_PARALYZE 16 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: 麻çºããã*/
+#define RBE_LOSE_STR 17 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: è
åãæ¸å°ããã*/
+#define RBE_LOSE_INT 18 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ç¥è½ãæ¸å°ããã*/
+#define RBE_LOSE_WIS 19 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: è³¢ããæ¸å°ããã*/
+#define RBE_LOSE_DEX 20 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: å¨ç¨ããæ¸å°ããã*/
+#define RBE_LOSE_CON 21 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: èä¹
åãæ¸å°ããã*/
+#define RBE_LOSE_CHR 22 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: é
åãæ¸å°ããã*/
+#define RBE_LOSE_ALL 23 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: å
¨ã¹ãã¼ã¿ã¹ãæ¸å°ããã*/
+#define RBE_SHATTER 24 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ç²ç ãã*/
+#define RBE_EXP_10 25 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: çµé¨å¤ãæ¸å°(10d6+)ããã*/
+#define RBE_EXP_20 26 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: çµé¨å¤ãæ¸å°(20d6+)ããã*/
+#define RBE_EXP_40 27 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: çµé¨å¤ãæ¸å°(40d6+)ããã*/
+#define RBE_EXP_80 28 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: çµé¨å¤ãæ¸å°(80d6+)ããã*/
+#define RBE_DISEASE 29 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: ç
æ°ã«ãã*/
+#define RBE_TIME 30 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æéãéæ»ãããã*/
+#define RBE_DR_LIFE 31 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: çå½åãå¸åãã*/
+#define RBE_DR_MANA 32 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: éåã奪ã*/
+#define RBE_SUPERHURT 33 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: å¼·åã«æ»æãã*/
+#define RBE_INERTIA 34 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æ¸éããã*/
+#define RBE_STUN 35 /*!< ã¢ã³ã¹ã¿ã¼ã®æ»æå¹æ: æ¦æ§ã¨ããã*/
/*** Monster flag values (hard-coded) ***/
@@ -3593,182 +3524,182 @@
/*
* New monster race bit flags
*/
-#define RF1_UNIQUE 0x00000001 /* Unique Monster */
-#define RF1_QUESTOR 0x00000002 /* Quest Monster */
-#define RF1_MALE 0x00000004 /* Male gender */
-#define RF1_FEMALE 0x00000008 /* Female gender */
-#define RF1_CHAR_CLEAR 0x00000010 /* Absorbs symbol */
-#define RF1_SHAPECHANGER 0x00000020 /* TY: shapechanger */
-#define RF1_ATTR_CLEAR 0x00000040 /* Absorbs color */
-#define RF1_ATTR_MULTI 0x00000080 /* Changes color */
-#define RF1_FORCE_DEPTH 0x00000100 /* Start at "correct" depth */
-#define RF1_FORCE_MAXHP 0x00000200 /* Start with max hitpoints */
-#define RF1_FORCE_SLEEP 0x00000400 /* Start out sleeping */
-#define RF1_FORCE_EXTRA 0x00000800 /* Start out something */
-#define RF1_ATTR_SEMIRAND 0x00001000 /* Color is determined semi-randomly */
-#define RF1_FRIENDS 0x00002000 /* Arrive with some friends */
-#define RF1_ESCORT 0x00004000 /* Arrive with an escort */
-#define RF1_ESCORTS 0x00008000 /* Arrive with some escorts */
-#define RF1_NEVER_BLOW 0x00010000 /* Never make physical blow */
-#define RF1_NEVER_MOVE 0x00020000 /* Never make physical move */
-#define RF1_RAND_25 0x00040000 /* Moves randomly (25%) */
-#define RF1_RAND_50 0x00080000 /* Moves randomly (50%) */
-#define RF1_ONLY_GOLD 0x00100000 /* Drop only gold */
-#define RF1_ONLY_ITEM 0x00200000 /* Drop only items */
-#define RF1_DROP_60 0x00400000 /* Drop an item/gold (60%) */
-#define RF1_DROP_90 0x00800000 /* Drop an item/gold (90%) */
-#define RF1_DROP_1D2 0x01000000 /* Drop 1d2 items/gold */
-#define RF1_DROP_2D2 0x02000000 /* Drop 2d2 items/gold */
-#define RF1_DROP_3D2 0x04000000 /* Drop 3d2 items/gold */
-#define RF1_DROP_4D2 0x08000000 /* Drop 4d2 items/gold */
-#define RF1_DROP_GOOD 0x10000000 /* Drop good items */
-#define RF1_DROP_GREAT 0x20000000 /* Drop great items */
-#define RF1_XXX2 0x40000000 /* XXX */
-#define RF1_XXX3 0x80000000 /* XXX */
+#define RF1_UNIQUE 0x00000001 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã¦ãã¼ã¯ / Unique Monster */
+#define RF1_QUESTOR 0x00000002 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã¯ã¨ã¹ãã¢ã³ã¹ã¿ã¼ / Quest Monster */
+#define RF1_MALE 0x00000004 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç·æ§ / Male gender */
+#define RF1_FEMALE 0x00000008 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å¥³æ§ / Female gender */
+#define RF1_CHAR_CLEAR 0x00000010 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã·ã³ãã«ãå®å
¨ã«éæ / Absorbs symbol */
+#define RF1_SHAPECHANGER 0x00000020 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã·ã³ãã«ã¢ã«ãã¡ããããã©ã³ãã ã«ãªã / TY: shapechanger */
+#define RF1_ATTR_CLEAR 0x00000040 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã·ã³ãã«ã«ã©ã¼ãéæè²ã«ãªã(å°å½¢ã¨åãè²ã«ãªã) / Absorbs color */
+#define RF1_ATTR_MULTI 0x00000080 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã·ã³ãã«ã«ã©ã¼ãã©ã³ãã ã«å¤åãã(åºæ¬7è²) / Changes color */
+#define RF1_FORCE_DEPTH 0x00000100 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æå®éæªæºã§ã¯çæãããªã / Start at "correct" depth */
+#define RF1_FORCE_MAXHP 0x00000200 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: é常çææå¿
ãHPããã¤ã¹æ大å¤ã«ãªã / Start with max hitpoints */
+#define RF1_FORCE_SLEEP 0x00000400 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: é常çææå¿
ãå¯ã¦ãã / Start out sleeping */
+#define RF1_FORCE_EXTRA 0x00000800 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: (æªä½¿ç¨) / Start out something */
+#define RF1_ATTR_SEMIRAND 0x00001000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã·ã³ãã«ã«ã©ã¼ãã©ã³ãã ã«å¤åãã(15è²) / Color is determined semi-randomly */
+#define RF1_FRIENDS 0x00002000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å種ã®åè»ãç¨æãã¦ãã / Arrive with some friends */
+#define RF1_ESCORT 0x00004000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è·è¡ãç¨æãã¦ãã/ Arrive with an escort */
+#define RF1_ESCORTS 0x00008000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ããã«å¤§éã®è·è¡ãç¨æãã¦ãã / Arrive with some escorts */
+#define RF1_NEVER_BLOW 0x00010000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ææãä¸åè¡ããªã / Never make physical blow */
+#define RF1_NEVER_MOVE 0x00020000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: 移åãä¸åè¡ããªã / Never make physical move */
+#define RF1_RAND_25 0x00040000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã©ã³ãã ã«ç§»åãã確ç+25%/ Moves randomly (25%) */
+#define RF1_RAND_50 0x00080000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã©ã³ãã ã«ç§»åãã確ç+50%/ Moves randomly (50%) */
+#define RF1_ONLY_GOLD 0x00100000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: 財å®ããè½ã¨ããªã / Drop only gold */
+#define RF1_ONLY_ITEM 0x00200000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ã¢ã¤ãã ããè½ã¨ããªã / Drop only items */
+#define RF1_DROP_60 0x00400000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è½ã¨ãã¢ã¤ãã æ°60%ã§+1/ Drop an item/gold (60%) */
+#define RF1_DROP_90 0x00800000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è½ã¨ãã¢ã¤ãã æ°90%ã§+1 / Drop an item/gold (90%) */
+#define RF1_DROP_1D2 0x01000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è½ã¨ãã¢ã¤ãã æ°+1d2 / Drop 1d2 items/gold */
+#define RF1_DROP_2D2 0x02000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è½ã¨ãã¢ã¤ãã æ°+2d2 / Drop 2d2 items/gold */
+#define RF1_DROP_3D2 0x04000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è½ã¨ãã¢ã¤ãã æ°+3d2 / Drop 3d2 items/gold */
+#define RF1_DROP_4D2 0x08000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è½ã¨ãã¢ã¤ãã æ°+4d2 / Drop 4d2 items/gold */
+#define RF1_DROP_GOOD 0x10000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å¿
ãä¸è³ªåããããããã / Drop good items */
+#define RF1_DROP_GREAT 0x20000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å¿
ãé«ç´åããããããã / Drop great items */
+#define RF1_XXX2 0x40000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF1_XXX3 0x80000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
/*
* New monster race bit flags
*/
-#define RF2_STUPID 0x00000001 /* Monster is stupid */
-#define RF2_SMART 0x00000002 /* Monster is smart */
-#define RF2_CAN_SPEAK 0x00000004 /* TY: can speak */
-#define RF2_REFLECTING 0x00000008 /* Reflects bolts */
-#define RF2_INVISIBLE 0x00000010 /* Monster avoids vision */
-#define RF2_COLD_BLOOD 0x00000020 /* Monster avoids infra */
-#define RF2_EMPTY_MIND 0x00000040 /* Monster avoids telepathy */
-#define RF2_WEIRD_MIND 0x00000080 /* Monster avoids telepathy? */
-#define RF2_MULTIPLY 0x00000100 /* Monster reproduces */
-#define RF2_REGENERATE 0x00000200 /* Monster regenerates */
-#define RF2_CHAR_MULTI 0x00000400 /* (Not implemented) */
-#define RF2_ATTR_ANY 0x00000800 /* TY: Attr_any */
-#define RF2_POWERFUL 0x00001000 /* Monster has strong breath */
-#define RF2_ELDRITCH_HORROR 0x00002000 /* Sanity-blasting horror */
-#define RF2_AURA_FIRE 0x00004000 /* Burns in melee */
-#define RF2_AURA_ELEC 0x00008000 /* Shocks in melee */
-#define RF2_OPEN_DOOR 0x00010000 /* Monster can open doors */
-#define RF2_BASH_DOOR 0x00020000 /* Monster can bash doors */
-#define RF2_PASS_WALL 0x00040000 /* Monster can pass walls */
-#define RF2_KILL_WALL 0x00080000 /* Monster can destroy walls */
-#define RF2_MOVE_BODY 0x00100000 /* Monster can move monsters */
-#define RF2_KILL_BODY 0x00200000 /* Monster can kill monsters */
-#define RF2_TAKE_ITEM 0x00400000 /* Monster can pick up items */
-#define RF2_KILL_ITEM 0x00800000 /* Monster can crush items */
-#define RF2_XXX1 0x01000000
-#define RF2_XXX2 0x02000000
-#define RF2_XXX3 0x04000000
-#define RF2_XXX4 0x08000000
-#define RF2_XXX5 0x10000000
-#define RF2_XXX6 0x20000000
-#define RF2_HUMAN 0x40000000 /* Human */
-#define RF2_QUANTUM 0x80000000 /* Monster has quantum behavior */
+#define RF2_STUPID 0x00000001 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æããªè¡åãåã / Monster is stupid */
+#define RF2_SMART 0x00000002 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: è³¢ãè¡åãåã / Monster is smart */
+#define RF2_CAN_SPEAK 0x00000004 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å°è©ãããã¹ã / TY: can speak */
+#define RF2_REFLECTING 0x00000008 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç¢ããã«ãéæ³ãåå°ãã / Reflects bolts */
+#define RF2_INVISIBLE 0x00000010 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éæè¦åããªãã¨è¦ããªã / Monster avoids vision */
+#define RF2_COLD_BLOOD 0x00000020 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å·è¡åç©ã§ãã / Monster avoids infra */
+#define RF2_EMPTY_MIND 0x00000040 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç¥æ§ãæããªã(ãã¬ãã·ã¼åé¿) / Monster avoids telepathy */
+#define RF2_WEIRD_MIND 0x00000080 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç°è³ªãªç¥æ§(ãã¬ãã·ã¼ã§æç¥ã¥ãã) / Monster avoids telepathy? */
+#define RF2_MULTIPLY 0x00000100 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å¢æ®ãã / Monster reproduces */
+#define RF2_REGENERATE 0x00000200 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æ¥æ¿ã«å復ãã / Monster regenerates */
+#define RF2_CHAR_MULTI 0x00000400 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / (Not implemented) */
+#define RF2_ATTR_ANY 0x00000800 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ATTR_MULTIã®è²æ°ãå¢ãã / TY: Attr_any */
+#define RF2_POWERFUL 0x00001000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å¼·åã«éæ³ãããã¤ã / Monster has strong breath */
+#define RF2_ELDRITCH_HORROR 0x00002000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: çæ°ãå¼ã³èµ·ãã / Sanity-blasting horror */
+#define RF2_AURA_FIRE 0x00004000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ç«çã®ãªã¼ã©ãæ㤠/ Burns in melee */
+#define RF2_AURA_ELEC 0x00008000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: é»æã®ãªã¼ã©ãæ㤠/ Shocks in melee */
+#define RF2_OPEN_DOOR 0x00010000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ãã¢ãéãããã¨ãã§ãã / Monster can open doors */
+#define RF2_BASH_DOOR 0x00020000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: ãã¢ãç ´å£ãããã¨ãã§ãã / Monster can bash doors */
+#define RF2_PASS_WALL 0x00040000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å£ãæãããã¨ãã§ãã / Monster can pass walls */
+#define RF2_KILL_WALL 0x00080000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: å£ãç ´å£ãã¦é²ã / Monster can destroy walls */
+#define RF2_MOVE_BODY 0x00100000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éä¸ã®å¼±ãã¢ã³ã¹ã¿ã¼ãæ¼ãã®ãããã¨ãã§ãã / Monster can move monsters */
+#define RF2_KILL_BODY 0x00200000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éä¸ã®å¼±ãã¢ã³ã¹ã¿ã¼ã殺ãã¦é²ã / Monster can kill monsters */
+#define RF2_TAKE_ITEM 0x00400000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éä¸ã®ã¢ã¤ãã ãæ¾ã / Monster can pick up items */
+#define RF2_KILL_ITEM 0x00800000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éä¸ã®ã¢ã¤ãã ãç ´å£ãã / Monster can crush items */
+#define RF2_XXX1 0x01000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF2_XXX2 0x02000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF2_XXX3 0x04000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF2_XXX4 0x08000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF2_XXX5 0x10000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF2_XXX6 0x20000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: æªä½¿ç¨ / XXX */
+#define RF2_HUMAN 0x40000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: 人é / Human */
+#define RF2_QUANTUM 0x80000000 /*!< ã¢ã³ã¹ã¿ã¼ç¹æ§: éåçãªæ¯ãèãããã / Monster has quantum behavior */
/*
* 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 (unused) */
-#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
@@ -3877,7 +3808,7 @@
#define RF9_EAT_LOSE_STR 0x02000000
#define RF9_EAT_LOSE_INT 0x04000000
#define RF9_EAT_LOSE_WIS 0x08000000
-#define RF9_EAT_LOSE_DEX 0x01000000
+#define RF9_EAT_LOSE_DEX 0x10000000
#define RF9_EAT_LOSE_CON 0x20000000
#define RF9_EAT_LOSE_CHR 0x40000000
#define RF9_EAT_DRAIN_MANA 0x80000000
@@ -4131,7 +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 ***/
@@ -4300,14 +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) \
@@ -4486,22 +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 */
/*
@@ -4509,10 +4440,33 @@ extern int PlayerUID;
*/
#define is_ascii_graphics(A) (!((A) & 0x80))
+/*** Music constants ***/
+
+#define MUSIC_BASIC_DEFAULT 0
+#define MUSIC_BASIC_GAMEOVER 1
+#define MUSIC_BASIC_EXIT 2
+#define MUSIC_BASIC_TOWN 3
+#define MUSIC_BASIC_FIELD1 4
+#define MUSIC_BASIC_FIELD2 5
+#define MUSIC_BASIC_FIELD3 6
+#define MUSIC_BASIC_DUN_LOW 7
+#define MUSIC_BASIC_DUN_MED 8
+#define MUSIC_BASIC_DUN_HIGH 9
+#define MUSIC_BASIC_DUN_FEEL1 10
+#define MUSIC_BASIC_DUN_FEEL2 11
+#define MUSIC_BASIC_WINNER 12
+#define MUSIC_BASIC_BUILD 13
+#define MUSIC_BASIC_WILD 14
+#define MUSIC_BASIC_QUEST 15
+#define MUSIC_BASIC_ARENA 16
+#define MUSIC_BASIC_BATTLE 17
+#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 ***/
-
/*
* Mega-Hack -- some primitive sound support (see "main-win.c")
*
@@ -4546,52 +4500,52 @@ 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
*/
-#define SOUND_MAX 66
+#define SOUND_MAX 66 /*!< å¹æé³å®ç¾©ã®æå¤§æ° */
-#define MAX_VIRTUE 18
+#define MAX_VIRTUE 18 /*!< å¾³å®ç¾©ã®æå¤§æ° */
-#define V_COMPASSION 1
+#define V_COMPASSION 1
#define V_HONOUR 2
#define V_JUSTICE 3
#define V_SACRIFICE 4
@@ -4685,26 +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
@@ -4719,10 +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
@@ -4730,6 +4684,7 @@ extern int PlayerUID;
#define GRAPHICS_NONE 0
#define GRAPHICS_ORIGINAL 1
#define GRAPHICS_ADAM_BOLT 2
+#define GRAPHICS_HENGBAND 3
/*
* Modes for the random name generator
@@ -5530,7 +5485,7 @@ extern int PlayerUID;
* Max numbers of macro trigger names
*/
#define MAX_MACRO_MOD 12
-#define MAX_MACRO_TRIG 200
+#define MAX_MACRO_TRIG 200 /*!< ç»é²ã許ããã¯ãï¼ããªã¬ã¼ï¼ã®æå¤§æ° */
/* Max size of screen dump buffer */
#define SCREEN_BUF_SIZE 65536
@@ -5666,3 +5621,37 @@ extern int PlayerUID;
#else
#define _(JAPANESE,ENGLISH) (ENGLISH)
#endif
+
+/* Lite flag macro */
+#define have_lite_flag(ARRAY) \
+ (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
+
+#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