5 * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
8 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
10 * This software may be copied and distributed for educational, research,\n
11 * and not for profit purposes provided that this copyright and statement\n
12 * are included in all such copies. Other copyrights may also apply.\n
14 * Do not edit this file unless you know *exactly* what you are doing.\n
16 * Some of the values in this file were chosen to preserve game balance,\n
17 * while others are hard-coded based on the format of old save-files, the\n
18 * definition of arrays in various places, mathematical properties, fast\n
19 * computation, storage limits, or the format of external text files.\n
21 * Changing some of these values will induce crashes or memory errors or\n
22 * savefile mis-reads. Most of the comments in this file are meant as\n
23 * reminders, not complete descriptions, and even a complete knowledge\n
24 * of the source may not be sufficient to fully understand the effects\n
25 * of changing certain definitions.\n
27 * Lastly, note that the code does not always use the symbolic constants\n
28 * below, and sometimes uses various hard-coded values that may not even\n
29 * be defined in this file, but which may be related to definitions here.\n
30 * This is of course bad programming practice, but nobody is perfect...\n
32 * For example, there are MANY things that depend on the screen being\n
33 * 80x24, with the top line used for messages, the bottom line being\n
34 * used for status, and exactly 22 lines used to show the dungeon.\n
35 * Just because your screen can hold 46 lines does not mean that the\n
36 * game will work if you try to use 44 lines to show the dungeon.\n
38 * You have been warned.\n
41 #define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
44 * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
46 * 本FAKE_VERSIONそのものは未使用である。Zangと整合性を合わせるための疑似的処理のためFAKE_VER_MAJORは実値-10が該当のバージョン番号となる。
48 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
49 * Program Version of Hengband version is
50 * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
53 #define FAKE_VERSION 0
55 #define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
56 #define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
57 #define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */
58 #define FAKE_VER_EXTRA 7 /*!< ゲームのバージョン番号定義(エクストラ番号) */
62 * @brief バージョンが開発版が安定版かを返す
64 #define IS_STABLE_VERSION (FAKE_VER_MINOR % 2 == 0 && FAKE_VER_EXTRA == 0)
67 * @brief セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
69 * 当面FAKE_VER_*を参照しておく。
71 * First three digits may be same as the Program Version. But not
72 * always same. It means that newer version may preserves lower
73 * compatibility with the older version.
74 * For example, newer Hengband 1.4.4 creates savefiles marked with
75 * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
76 * savefile of Hengband 1.4.4 (lower compatibility!).
77 * Upper compatibility is always guaranteed.
80 #define H_VER_MAJOR (FAKE_VER_MAJOR-10) /*!< セーブファイル上のバージョン定義(メジャー番号) */
81 #define H_VER_MINOR FAKE_VER_MINOR /*!< セーブファイル上のバージョン定義(マイナー番号) */
82 #define H_VER_PATCH FAKE_VER_PATCH /*!< セーブファイル上のバージョン定義(パッチ番号) */
83 #define H_VER_EXTRA FAKE_VER_EXTRA /*!< セーブファイル上のバージョン定義(エクストラ番号) */
85 #define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
86 #define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
89 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
90 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
95 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
96 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
101 * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
102 * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
107 * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
108 * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
113 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
114 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
116 #define SCREEN_HGT 22
119 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
120 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
122 #define SCREEN_WID 66
125 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
126 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
131 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
132 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
139 #define MAX_ARENA_MONS 41 /*<! 闘技場のイベント件数 -KMW- */
140 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
143 #define MAX_BLDG 32 /*!< 施設の種類最大数 / Number of buildings */
146 #define BUILDING_NON_MEMBER 0 /*!< 不明(現在未使用) */
147 #define BUILDING_MEMBER 1 /*!< 不明(現在未使用) */
148 #define BUILDING_OWNER 2 /*!< 施設の種族/職業条件が一致している状態値 */
150 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
151 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
152 #define MAX_SEIKAKU 13 /*!< 性格の最大定義数 */
154 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
155 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
156 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
157 #define MAX_SAN_COMMENT 5 /*!< 恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) */
160 /* カオスの変異 / Chaos mutations */
163 #define MAX_MA 17 /*!< 修行僧マーシャルアーツの技数 / Monk martial arts... */
164 #define MA_KNEE 1 /*!< 金的効果ID */
165 #define MA_SLOW 2 /*!< 膝蹴り効果ID */
167 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
171 #define MAX_SILLY_ATTACK 41 /*!< 幻覚時のジョークメッセージ最大数 */
173 #define MAX_SILLY_ATTACK 29 /*!< Hallucination stuff */
176 #define MIND_MINDCRAFTER 0 /*!< 特殊能力: 超能力 */
177 #define MIND_KI 1 /*!< 特殊能力: 練気 */
178 #define MIND_BERSERKER 2 /*!< 特殊能力: 怒り */
179 #define MIND_MIRROR_MASTER 3 /*!< 特殊能力: 鏡魔法 */
180 #define MIND_NINJUTSU 4 /*!< 特殊能力: 忍術 */
184 * Size of memory reserved for initialization of some arrays
186 #define FAKE_NAME_SIZE 40 * 1024L /*!< ゲーム情報の種別毎に用意される名前用バッファの容量 */
187 #define FAKE_TEXT_SIZE 150 * 1024L /*!< ゲーム情報の種別毎に用意されるテキスト用バッファの容量 */
188 #define FAKE_TAG_SIZE 10 * 1024L /*!< ゲーム情報の種別毎に用意されるタグ用バッファの容量 */
190 #define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
195 * @brief ダンジョンの最深層 / Maximum dungeon level.
197 * The player can never reach this level
198 * in the dungeon, and this value is used for various calculations
199 * involving object and monster creation. It must be at least 100.
200 * Setting it below 128 may prevent the creation of some objects.
202 #define MAX_DEPTH 128
204 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
207 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
208 * @details Note that the "lite radius" will NEVER exceed 14, and we would
209 * never require more than 581 entries in the array for circular "lite".
214 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
215 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
216 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
217 * we would never require more than 1520 entries in the array.
219 #define MON_LITE_MAX 1536
222 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
223 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
224 * was octagonal, we would never require more than 1520 entries in the array.
226 #define VIEW_MAX 1536
229 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
230 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
231 * of "update_view()" and "update_lite()". We must also be as large as the
232 * largest illuminatable room, but no room is larger than 800 grids. We
233 * must also be large enough to allow "good enough" use as a circular queue,
234 * to calculate monster flow, but note that the flow code is "paranoid".
236 #define TEMP_MAX 2298
239 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
240 * @details We must be large for proper functioning of delayed redrawing.
241 * We must also be as large as two times of the largest view area.
242 * Note that maximum view grids are 1149 entries.
244 #define REDRAW_MAX 2298
246 #define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
247 #define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
248 #define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
255 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
256 * @note Default: assume at most 256 macros are used
258 #define MACRO_MAX 256
261 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
263 * Default: assume at most 512 different inscriptions are used<br>
264 * Was 512... 256 quarks added for random artifacts<br>
266 #define QUARK_MAX 768
269 * OPTION: Maximum number of messages to remember (see "io.c")
270 * Default: assume maximal memorization of 2048 total messages
272 #define MESSAGE_MAX 81920
275 * OPTION: Maximum space for the message text buffer (see "io.c")
276 * Default: assume that each of the 2048 messages is repeated an
277 * average of three times, and has an average length of 48
279 #define MESSAGE_BUF 655360
283 * Maximum value storable in a "byte" (hard-coded)
285 #define MAX_UCHAR 255
288 * Maximum value storable in a "s16b" (hard-coded)
290 #define MAX_SHORT 32767
293 * Maximum length of object's name
298 * Special internal key
300 #define SPECIAL_KEY_QUEST 255
301 #define SPECIAL_KEY_BUILDING 254
302 #define SPECIAL_KEY_STORE 253
303 #define SPECIAL_KEY_QUIT 252
305 /*! @brief 消費する行動エネルギー値を正規乱数で返す(中央100/分散25) / Random energy */
306 #define ENERGY_NEED() (randnor(100, 25))
308 /*! @brief 加速値に応じた基本行動エネルギー消費量を返す / Extract energy from speed (Assumes that SPEED is unsigned) */
309 #define SPEED_TO_ENERGY(SPEED) (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
315 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
316 #define TURNS_PER_TICK 10L /*!< 時間経過処理を行うターン数の刻み / Number of energy-gain-turns per ticks */
317 #define INN_DUNGEON_TURN_ADJ 10 /*!< 宿屋で時間をつぶした場合に増えるcurrent_world_ptr->dungeon_turnの倍率 */
318 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
319 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
320 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
321 #define BTH_PLUS_ADJ 3 /*!< 武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit */
322 #define MON_MULT_ADJ 8 /*!< モンスターの増殖しにくさの基本倍率 / High value slows multiplication */
323 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
324 #define MON_DRAIN_LIFE 2 /*!< モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit */
325 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
329 #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
335 #define PY_MAX_EXP 99999999L /*!< プレイヤー経験値の最大値 / Maximum exp */
336 #define PY_MAX_GOLD 999999999L /*!< プレイヤー所持金の最大値 / Maximum gold */
337 #define PY_MAX_LEVEL 50 /*!< プレイヤーレベルの最大値 / Maximum level */
340 * Player "food" crucial values
342 #define PY_FOOD_MAX 15000 /*!< 食べ過ぎ~満腹の閾値 / Food value (Bloated) */
343 #define PY_FOOD_FULL 10000 /*!< 満腹~平常の閾値 / Food value (Normal) */
344 #define PY_FOOD_ALERT 2000 /*!< 平常~空腹の閾値 / Food value (Hungry) */
345 #define PY_FOOD_WEAK 1000 /*!< 空腹~衰弱の閾値 / Food value (Weak) */
346 #define PY_FOOD_FAINT 500 /*!< 衰弱~衰弱(赤表示/麻痺)の閾値 / Food value (Fainting) */
347 #define PY_FOOD_STARVE 100 /*!< 衰弱(赤表示/麻痺)~飢餓ダメージの閾値 / Food value (Starving) */
350 * Player regeneration constants
352 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
353 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
354 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
355 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
356 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
359 * 職業ごとの選択可能な魔法領域現在の所 bitrh.cとtables.cでのみ使用。
360 * Possible realms that can be chosen currently used only by birth.c and tables.c
364 #define CH_SORCERY 0x02
365 #define CH_NATURE 0x04
366 #define CH_CHAOS 0x08
367 #define CH_DEATH 0x10
368 #define CH_TRUMP 0x20
369 #define CH_ARCANE 0x40
370 #define CH_ENCHANT 0x80
371 #define CH_DAEMON 0x100
372 #define CH_CRUSADE 0x200
374 #define CH_MUSIC 0x08000 /* This is 16th bit */
375 #define CH_HISSATSU 0x10000
376 #define CH_HEX 0x20000
384 #define REALM_SORCERY 2
385 #define REALM_NATURE 3
386 #define REALM_CHAOS 4
387 #define REALM_DEATH 5
388 #define REALM_TRUMP 6
389 #define REALM_ARCANE 7
390 #define REALM_CRAFT 8
391 #define REALM_DAEMON 9
392 #define REALM_CRUSADE 10
394 #define MIN_TECHNIC 16
395 #define REALM_MUSIC 16
396 #define REALM_HISSATSU 17
400 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
401 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
403 #define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)
404 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
405 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
406 #define is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)
409 * Magic-books for the realms
411 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
412 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
416 * Mode constant for do_spell()
428 * Maximum number of "normal" pack slots, and the index of the "overflow"
429 * slot, which can hold an item, but only temporarily, since it causes the
430 * pack to "overflow", dropping the "last" item onto the ground. Since this
431 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
432 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
433 * by the fact that the screen can only show 23 items plus a one-line prompt.
435 #define INVEN_PACK 23 /*!< アイテムスロット…所持品(0~) */
438 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
440 #define INVEN_RARM 24 /*!< アイテムスロット…右手 */
441 #define INVEN_LARM 25 /*!< アイテムスロット…左手 */
442 #define INVEN_BOW 26 /*!< アイテムスロット…射撃 */
443 #define INVEN_RIGHT 27 /*!< アイテムスロット…右手指 */
444 #define INVEN_LEFT 28 /*!< アイテムスロット…左手指 */
445 #define INVEN_NECK 29 /*!< アイテムスロット…首 */
446 #define INVEN_LITE 30 /*!< アイテムスロット…光源 */
447 #define INVEN_BODY 31 /*!< アイテムスロット…体 */
448 #define INVEN_OUTER 32 /*!< アイテムスロット…体の上 */
449 #define INVEN_HEAD 33 /*!< アイテムスロット…頭部 */
450 #define INVEN_HANDS 34 /*!< アイテムスロット…腕部 */
451 #define INVEN_FEET 35 /*!< アイテムスロット…脚部 */
454 * used for get_random_ego()
456 #define INVEN_AMMO 23
459 * Total number of inventory slots (hard-coded).
461 #define INVEN_TOTAL 36
464 * Fake inventory slot for selecting force (hard-coded).
466 #define INVEN_FORCE 1111
470 * Indexes of the various "stats" (hard-coded by savefiles, etc).
481 * Player sex constants (hard-coded by save-files, arrays, etc)
488 * Player race constants (hard-coded by save-files, arrays, etc)
491 #define RACE_HALF_ELF 1
493 #define RACE_HOBBIT 3
496 #define RACE_HALF_ORC 6
497 #define RACE_HALF_TROLL 7
498 #define RACE_AMBERITE 8
499 #define RACE_HIGH_ELF 9
500 #define RACE_BARBARIAN 10
501 #define RACE_HALF_OGRE 11
502 #define RACE_HALF_GIANT 12
503 #define RACE_HALF_TITAN 13
504 #define RACE_CYCLOPS 14
506 #define RACE_KLACKON 16
507 #define RACE_KOBOLD 17
508 #define RACE_NIBELUNG 18
509 #define RACE_DARK_ELF 19
510 #define RACE_DRACONIAN 20
511 #define RACE_MIND_FLAYER 21
513 #define RACE_GOLEM 23
514 #define RACE_SKELETON 24
515 #define RACE_ZOMBIE 25
516 #define RACE_VAMPIRE 26
517 #define RACE_SPECTRE 27
518 #define RACE_SPRITE 28
519 #define RACE_BEASTMAN 29
521 #define RACE_ANGEL 31
522 #define RACE_DEMON 32
523 #define RACE_DUNADAN 33
524 #define RACE_S_FAIRY 34
525 #define RACE_KUTAR 35
526 #define RACE_ANDROID 36
527 #define RACE_MERFOLK 37
530 * Maximum number of player "race" types (see "table.c", etc)
536 * Player class constants (hard-coded by save-files, arrays, etc)
538 #define CLASS_WARRIOR 0
540 #define CLASS_PRIEST 2
541 #define CLASS_ROGUE 3
542 #define CLASS_RANGER 4
543 #define CLASS_PALADIN 5
544 #define CLASS_WARRIOR_MAGE 6
545 #define CLASS_CHAOS_WARRIOR 7
547 #define CLASS_MINDCRAFTER 9
548 #define CLASS_HIGH_MAGE 10
549 #define CLASS_TOURIST 11
550 #define CLASS_IMITATOR 12
551 #define CLASS_BEASTMASTER 13
552 #define CLASS_SORCERER 14
553 #define CLASS_ARCHER 15
554 #define CLASS_MAGIC_EATER 16
555 #define CLASS_BARD 17
556 #define CLASS_RED_MAGE 18
557 #define CLASS_SAMURAI 19
558 #define CLASS_FORCETRAINER 20
559 #define CLASS_BLUE_MAGE 21
560 #define CLASS_CAVALRY 22
561 #define CLASS_BERSERKER 23
562 #define CLASS_SMITH 24
563 #define CLASS_MIRROR_MASTER 25
564 #define CLASS_NINJA 26
565 #define CLASS_SNIPER 27
567 #define SEIKAKU_FUTUU 0
568 #define SEIKAKU_CHIKARA 1
569 #define SEIKAKU_KIREMONO 2
570 #define SEIKAKU_SHIAWASE 3
571 #define SEIKAKU_SUBASI 4
572 #define SEIKAKU_INOCHI 5
573 #define SEIKAKU_COMBAT 6
574 #define SEIKAKU_NAMAKE 7
575 #define SEIKAKU_SEXY 8
576 #define SEIKAKU_LUCKY 9
577 #define SEIKAKU_GAMAN 10
578 #define SEIKAKU_MUNCHKIN 11
579 #define SEIKAKU_CHARGEMAN 12
581 /*** Screen Locations ***/
583 #define VER_INFO_ROW 3 //!< タイトル表記(行)
590 * Number of feats we change to (Excluding default). Used in f_info.txt.
592 #define MAX_FEAT_STATES 8
596 * Wilderness terrains
598 #define TERRAIN_EDGE 0 /* Edge of the World */
599 #define TERRAIN_TOWN 1 /* Town */
600 #define TERRAIN_DEEP_WATER 2 /* Deep water */
601 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
602 #define TERRAIN_SWAMP 4 /* Swamp */
603 #define TERRAIN_DIRT 5 /* Dirt */
604 #define TERRAIN_GRASS 6 /* Grass */
605 #define TERRAIN_TREES 7 /* Trees */
606 #define TERRAIN_DESERT 8 /* Desert */
607 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
608 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
609 #define TERRAIN_MOUNTAIN 11 /* Mountain */
611 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
615 * Feature flags - should be used instead of feature indexes unless generating.
616 * Originally from UnAngband, and modified into TR-like style in Hengband
619 #define FF_LOS 0 /*!< 視界が通る地形である */
620 #define FF_PROJECT 1 /*!< 飛び道具が通過できる地形である */
621 #define FF_MOVE 2 /*!< 移動可能な地形である */
622 #define FF_PLACE 3 /*!< モンスター配置をしても良い地形である(cave_empty_bold/cave_empty_gridで利用) */
623 #define FF_DROP 4 /*!< アイテムを落としてよい地形である */
624 #define FF_SECRET 5 /*!< 隠し扉やトラップが潜んでいる地形である */
625 #define FF_NOTICE 6 /*!< 何か興味を引くものがある地形である(シフトキー+方向で走行中の時に止まる基準) */
626 #define FF_REMEMBER 7 /*!< 常に記憶対象となる地形である(記憶喪失時に忘れたりしなくなる) */
627 #define FF_OPEN 8 /*!< 開けるコマンドの対象となる地形である */
628 #define FF_CLOSE 9 /*!< 閉じるコマンドの対象となる地形である */
629 #define FF_BASH 10 /*!< 体当たりコマンドの対象となる地形である */
630 #define FF_SPIKE 11 /*!< くさびを打つコマンドの対象となる地形である */
631 #define FF_DISARM 12 /*!< 解除コマンドの対象となる地形である */
632 #define FF_STORE 13 /*!< 店舗の入口となる地形である */
633 #define FF_TUNNEL 14 /*!< 魔王変化などで掘り進められる地形である */
634 #define FF_MAY_HAVE_GOLD 15 /*!< 何か財宝を隠した可能性のある地形である?(f_infoに使用している地形なし) */
635 #define FF_HAS_GOLD 16 /*!< 財宝を含んだ地形である */
636 #define FF_HAS_ITEM 17 /*!< アイテムを含んだ地形である */
637 #define FF_DOOR 18 /*!< ドアのある地形である */
638 #define FF_TRAP 19 /*!< トラップのある地形である */
639 #define FF_STAIRS 20 /*!< 階段のある地形である */
640 #define FF_GLYPH 21 /*!< 守りのルーンが張られた地形である */
641 #define FF_LESS 22 /*!< 階上に通じる地形である */
642 #define FF_MORE 23 /*!< 階下に通じる地形である */
643 #define FF_AVOID_RUN 24 /*!< 自動移動機能時に障害として迂回すべき地形である */
644 #define FF_FLOOR 25 /*!< 床のある地形である */
645 #define FF_WALL 26 /*!< 壁のある地形である */
646 #define FF_PERMANENT 27 /*!< 絶対に破壊できない永久地形である */
647 /* #define FF_XXX00 28 未定義 */
648 /* #define FF_XXX01 29 未定義 */
649 /* #define FF_XXX02 30 未定義 */
650 #define FF_HIT_TRAP 31 /*!< トラップのある地形である(TRAPと常に重複している?) */
651 /* #define FF_BRIDGE 32 未使用 */
652 /* #define FF_RIVER 33 未使用 */
653 /* #define FF_LAKE 34 未使用 */
654 /* #define FF_BRIDGED 35 未使用 */
655 /* #define FF_COVERED 36 未使用 */
656 #define FF_GLOW 37 /*!< 常に光っている地形である */
657 #define FF_ENSECRET 38 /*!< 不明(f_info.txt上で利用している地形がない) */
658 #define FF_WATER 39 /*!< 水のある地形である */
659 #define FF_LAVA 40 /*!< 溶岩のある地形である */
660 #define FF_SHALLOW 41 /*!< 浅い地形である */
661 #define FF_DEEP 42 /*!< 深い地形である */
662 #define FF_POISON_PUDDLE 43 /*!< 毒溜まりがある */
663 #define FF_HURT_ROCK 44 /*!< 岩石溶解の対象となる地形である */
664 /* #define FF_HURT_FIRE 45 */ /*!< 未使用 */
665 /* #define FF_HURT_COLD 46 */ /*!< 未使用 */
666 /* #define FF_HURT_ACID 47 */ /*!< 未使用 */
667 #define FF_COLD_PUDDLE 48 /*!< 冷気溜まりがある */
668 #define FF_ACID_PUDDLE 49 /*!< 酸溜まりがある */
669 /* #define FF_OIL 50 */ /*!< 未使用 */
670 #define FF_ELEC_PUDDLE 51 /*!< 接地部が帯電している */
671 /* #define FF_CAN_CLIMB 52 */ /*!< 未使用 */
672 #define FF_CAN_FLY 53 /*!< 飛行可能な地形である */
673 #define FF_CAN_SWIM 54 /*!< 泳ぐことが可能な地形である */
674 #define FF_CAN_PASS 55 /*!< 通過可能な地形である */
675 /* #define FF_CAN_OOZE 56 */ /*!< 未使用 */
676 #define FF_CAN_DIG 57 /*!< 掘削コマンドの対象となる地形である */
677 /* #define FF_HIDE_ITEM 58 未使用 */
678 /* #define FF_HIDE_SNEAK 59 未使用 */
679 /* #define FF_HIDE_SWIM 60 未使用 */
680 /* #define FF_HIDE_DIG 61 未使用 */
681 /* #define FF_KILL_HUGE 62 未使用 */
682 /* #define FF_KILL_MOVE 63 未使用 */
683 /* #define FF_PICK_TRAP 64 未使用 */
684 /* #define FF_PICK_DOOR 65 未使用 */
685 /* #define FF_ALLOC 66 未使用 */
686 /* #define FF_CHEST 67 未使用 */
687 /* #define FF_DROP_1D2 68 未使用 */
688 /* #define FF_DROP_2D2 69 未使用 */
689 /* #define FF_DROP_GOOD 70 未使用 */
690 /* #define FF_DROP_GREAT 71 未使用 */
691 /* #define FF_HURT_POIS 72 未使用 */
692 /* #define FF_HURT_ELEC 73 未使用 */
693 /* #define FF_HURT_WATER 74 未使用 */
694 /* #define FF_HURT_BWATER 75 未使用 */
695 /* #define FF_USE_FEAT 76 未使用 */
696 /* #define FF_GET_FEAT 77 未使用 */
697 /* #define FF_GROUND 78 未使用 */
698 /* #define FF_OUTSIDE 79 未使用 */
699 /* #define FF_EASY_HIDE 80 未使用 */
700 /* #define FF_EASY_CLIMB 81 未使用 */
701 /* #define FF_MUST_CLIMB 82 未使用 */
702 #define FF_TREE 83 /*!< 木の生えた地形である */
703 /* #define FF_NEED_TREE 84 未使用 */
704 /* #define FF_BLOOD 85 未使用 */
705 /* #define FF_DUST 86 未使用 */
706 /* #define FF_SLIME 87 未使用 */
707 #define FF_PLANT 88 /*!< 植物の生えた地形である */
708 /* #define FF_XXX2 89 未定義 */
709 /* #define FF_INSTANT 90 未使用 */
710 /* #define FF_EXPLODE 91 未使用 */
711 /* #define FF_TIMED 92 未使用 */
712 /* #define FF_ERUPT 93 未使用 */
713 /* #define FF_STRIKE 94 未使用 */
714 /* #define FF_SPREAD 95 未使用 */
715 #define FF_SPECIAL 96 /*!< クエストやダンジョンに関わる特別な地形である */
716 #define FF_HURT_DISI 97 /*!< 分解属性の対象となる地形である */
717 #define FF_QUEST_ENTER 98 /*!< クエストの入り口である */
718 #define FF_QUEST_EXIT 99 /*!< クエストの出口である */
719 #define FF_QUEST 100 /*!< クエストに関する地形である */
720 #define FF_SHAFT 101 /*!< 坑道である。(2階層移動する階段である) */
721 #define FF_MOUNTAIN 102 /*!< ダンジョンの山地形である */
722 #define FF_BLDG 103 /*!< 施設の入り口である */
723 #define FF_MINOR_GLYPH 104 /*!< 爆発のルーンのある地形である */
724 #define FF_PATTERN 105 /*!< パターンのある地形である */
725 #define FF_TOWN 106 /*!< 広域マップ用の街がある地形である */
726 #define FF_ENTRANCE 107 /*!< 広域マップ用のダンジョンがある地形である */
727 #define FF_MIRROR 108 /*!< 鏡使いの鏡が張られた地形である */
728 #define FF_UNPERM 109 /*!< 破壊不能な地形である(K:フラグ向け?) */
729 #define FF_TELEPORTABLE 110 /*!< テレポート先の対象となる地形である */
730 #define FF_CONVERT 111 /*!< 地形生成処理中の疑似フラグ */
731 #define FF_GLASS 112 /*!< ガラス製の地形である */
734 #define FF_FLAG_MAX 113
735 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
737 /* Which features are dynamic */
738 #define have_dynamic_flags(ARRAY) \
739 (!!((ARRAY)[(FF_INSTANT / 32)] & \
740 ((1UL << (FF_INSTANT % 32)) | \
741 (1UL << (FF_EXPLODE % 32)) | \
742 (1UL << (FF_TIMED % 32)) | \
743 (1UL << (FF_ERUPT % 32)) | \
744 (1UL << (FF_STRIKE % 32)) | \
745 (1UL << (FF_SPREAD % 32)))))
749 * Feature action flags
751 #define FAF_DESTROY 0x01
752 #define FAF_NO_DROP 0x02
753 #define FAF_CRASH_GLASS 0x04
757 * Bit flags for teleportation
759 #define TELEPORT_NONMAGICAL 0x00000001
760 #define TELEPORT_PASSIVE 0x00000002
761 #define TELEPORT_DEC_VALOUR 0x00000004
765 #define DOOR_DEFAULT -1
767 #define DOOR_GLASS_DOOR 1
768 #define DOOR_CURTAIN 2
770 #define MAX_DOOR_TYPES 3
772 #define feat_locked_door_random(DOOR_TYPE) \
773 (feat_door[(DOOR_TYPE)].num_locked ? \
774 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
776 #define feat_jammed_door_random(DOOR_TYPE) \
777 (feat_door[(DOOR_TYPE)].num_jammed ? \
778 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
783 /* Types of pattern tiles */
784 #define NOT_PATTERN_TILE -1
785 #define PATTERN_TILE_START 0
786 #define PATTERN_TILE_1 1
787 #define PATTERN_TILE_2 2
788 #define PATTERN_TILE_3 3
789 #define PATTERN_TILE_4 4
790 #define PATTERN_TILE_END 5
791 #define PATTERN_TILE_OLD 6
792 #define PATTERN_TILE_TELEPORT 7
793 #define PATTERN_TILE_WRECKED 8
796 /* Types of conversions */
797 #define CONVERT_TYPE_FLOOR 0
798 #define CONVERT_TYPE_WALL 1
799 #define CONVERT_TYPE_INNER 2
800 #define CONVERT_TYPE_OUTER 3
801 #define CONVERT_TYPE_SOLID 4
802 #define CONVERT_TYPE_STREAM1 5
803 #define CONVERT_TYPE_STREAM2 6
807 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
809 #define CEM_RIDING 0x0001
810 #define CEM_P_CAN_ENTER_PATTERN 0x0002
813 /* Lighting levels of features' attr and char */
815 #define F_LIT_STANDARD 0 /* Standard */
816 #define F_LIT_LITE 1 /* Brightly lit */
817 #define F_LIT_DARK 2 /* Darkened */
819 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
824 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
833 #define EGO_A_MORGUL 4
834 #define EGO_A_DEMON 5
837 #define EGO_RESISTANCE 8
838 #define EGO_ELVENKIND 9
839 #define EGO_DWARVEN 10
840 #define EGO_PERMANENCE 11
841 #define EGO_YOIYAMI 12
842 #define EGO_URUKISH 13
847 #define EGO_ENDURE_ACID 16
848 #define EGO_ENDURE_ELEC 17
849 #define EGO_ENDURE_FIRE 18
850 #define EGO_ENDURE_COLD 19
851 #define EGO_ENDURANCE 20
852 #define EGO_REFLECTION 21
853 #define EGO_NIGHT_DAY 22
854 #define EGO_S_PROTECTION 238
855 #define EGO_S_DWARVEN 239
857 /* Crowns and Helms */
859 #define EGO_BRILLIANCE 24
860 #define EGO_H_PROTECTION 25
861 #define EGO_H_DEMON 26
864 #define EGO_LORDLINESS 29
865 #define EGO_SEEING 30
866 #define EGO_INFRAVISION 31
868 #define EGO_TELEPATHY 33
869 #define EGO_REGENERATION 34
870 #define EGO_TELEPORTATION 35
872 #define EGO_BASILISK 37
873 #define EGO_ANCIENT_CURSE 38
874 #define EGO_SICKLINESS 39
877 #define EGO_PROTECTION 40
878 #define EGO_STEALTH 41
880 #define EGO_AURA_FIRE 43
881 #define EGO_ENVELOPING 44
882 #define EGO_VULNERABILITY 45
883 #define EGO_IRRITATION 46
884 #define EGO_AURA_ELEC 47
885 #define EGO_AURA_COLD 128
887 #define EGO_NAZGUL 240
890 #define EGO_FREE_ACTION 48
891 #define EGO_SLAYING 49
892 #define EGO_AGILITY 50
894 #define EGO_2WEAPON 52
895 #define EGO_MAGIC_MASTERY 53
896 #define EGO_WEAKNESS 54
897 #define EGO_CLUMSINESS 55
900 #define EGO_SLOW_DESCENT 56
902 #define EGO_MOTION 58
906 #define EGO_SLOWNESS 62
907 #define EGO_ANNOYANCE 63
912 #define EGO_BLESS_BLADE 66
915 #define EGO_ATTACKS 69
916 #define EGO_SLAYING_WEAPON 70
917 #define EGO_FORCE_WEAPON 71
918 #define EGO_BRAND_ACID 72
919 #define EGO_BRAND_ELEC 73
920 #define EGO_BRAND_FIRE 74
921 #define EGO_BRAND_COLD 75
922 #define EGO_BRAND_POIS 76
923 #define EGO_CHAOTIC 77
924 #define EGO_SHARPNESS 78
925 #define EGO_EARTHQUAKES 79
934 #define EGO_KILL_ANIMAL 88
935 #define EGO_KILL_EVIL 89
936 #define EGO_KILL_UNDEAD 90
937 #define EGO_KILL_DEMON 91
938 #define EGO_KILL_ORC 92
939 #define EGO_KILL_TROLL 93
940 #define EGO_KILL_GIANT 94
941 #define EGO_KILL_DRAGON 95
942 #define EGO_VAMPIRIC 96
945 #define EGO_PATTERN 99
946 #define EGO_DIGGING 100
947 #define EGO_DEMON 101
948 #define EGO_MORGUL 102
949 #define EGO_KILL_HUMAN 103
952 #define EGO_ACCURACY 104
953 #define EGO_VELOCITY 105
956 #define EGO_EXTRA_MIGHT 108
957 #define EGO_EXTRA_SHOTS 109
962 #define EGO_HURT_ANIMAL 112
963 #define EGO_HURT_EVIL 113
969 #define EGO_HURT_DRAGON 119
970 #define EGO_SLAYING_BOLT 120
971 #define EGO_LIGHTNING_BOLT 121
972 #define EGO_FLAME 122
973 #define EGO_FROST 123
974 #define EGO_WOUNDING 124
975 #define EGO_BACKBITING 125
976 #define EGO_SHATTERED 126
977 #define EGO_BLASTED 127
979 #define EGO_LITE_SHINE 140
980 #define EGO_LITE_ILLUMINATION 141
981 #define EGO_LITE_AURA_FIRE 142
982 #define EGO_LITE_INFRA 143
983 #define EGO_LITE_LONG 144
984 #define EGO_LITE_DARKNESS 145
985 #define EGO_LITE_EYE 146
987 #define EGO_RING_HERO 150
988 #define EGO_RING_SLAY 151
989 #define EGO_RING_SUPER_AC 152
990 #define EGO_RING_MAGIC_MIS 153
991 #define EGO_RING_FIRE_BOLT 154
992 #define EGO_RING_COLD_BOLT 155
993 #define EGO_RING_ELEC_BOLT 156
994 #define EGO_RING_ACID_BOLT 157
995 #define EGO_RING_MANA_BOLT 158
996 #define EGO_RING_FIRE_BALL 159
997 #define EGO_RING_COLD_BALL 160
998 #define EGO_RING_ELEC_BALL 161
999 #define EGO_RING_ACID_BALL 162
1000 #define EGO_RING_MANA_BALL 163
1001 #define EGO_RING_DRAGON_F 164
1002 #define EGO_RING_DRAGON_C 165
1003 #define EGO_RING_D_SPEED 166
1004 #define EGO_RING_BERSERKER 167
1005 #define EGO_RING_HUNTER 168
1006 #define EGO_RING_THROW 169
1007 #define EGO_RING_REGEN 170
1008 #define EGO_RING_LITE 171
1009 #define EGO_RING_M_DETECT 172
1010 #define EGO_RING_STEALTH 173
1011 #define EGO_RING_TELE_AWAY 174
1012 #define EGO_RING_TO_H 175
1013 #define EGO_RING_TO_D 176
1014 #define EGO_RING_RES_LITE 177
1015 #define EGO_RING_RES_DARK 178
1016 #define EGO_RING_WIZARD 179
1017 #define EGO_RING_TRUE 180
1018 #define EGO_RING_DRAIN_EXP 181
1019 #define EGO_RING_NO_MELEE 182
1020 #define EGO_RING_AGGRAVATE 183
1021 #define EGO_RING_TY_CURSE 184
1022 #define EGO_RING_RES_TIME 185
1023 #define EGO_RING_TELEPORT 186
1024 #define EGO_RING_ALBINO 187
1026 #define EGO_AMU_SLOW_D 210
1027 #define EGO_AMU_INFRA 211
1028 #define EGO_AMU_SEE_INVIS 212
1029 #define EGO_AMU_HOLD_EXP 213
1030 #define EGO_AMU_DRAIN_EXP 214
1031 #define EGO_AMU_FOOL 215
1032 #define EGO_AMU_AGGRAVATE 216
1033 #define EGO_AMU_TY_CURSE 217
1034 #define EGO_AMU_AC 218
1035 #define EGO_AMU_IDENT 219
1036 #define EGO_AMU_CHARM 220
1037 #define EGO_AMU_STEALTH 221
1038 #define EGO_AMU_JUMP 222
1039 #define EGO_AMU_TELEPORT 223
1040 #define EGO_AMU_D_DOOR 224
1041 #define EGO_AMU_DEFENDER 225
1042 #define EGO_AMU_RES_FIRE 226
1043 #define EGO_AMU_RES_FIRE_ 227
1044 #define EGO_AMU_RES_COLD 228
1045 #define EGO_AMU_RES_COLD_ 229
1046 #define EGO_AMU_RES_ELEC 230
1047 #define EGO_AMU_RES_ELEC_ 231
1048 #define EGO_AMU_RES_ACID 232
1049 #define EGO_AMU_RES_ACID_ 233
1050 #define EGO_AMU_LEVITATION 234
1051 #define EGO_AMU_GREAT 235
1052 #define EGO_AMU_DETECTION 236
1053 #define EGO_AMU_NAIVETY 237
1057 /*** Object "tval" and "sval" codes ***/
1061 * The values for the "tval" field of various objects.
1063 * This value is the primary means by which items are sorted in the
1064 * player inventory, followed by "sval" and "cost".
1066 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1067 * weapon with tval = 16+N, and does (xP) damage when so combined. This
1068 * fact is not actually used in the source, but it kind of interesting.
1070 * Note that as of 2.7.8, the "item flags" apply to all items, though
1071 * only armor and weapons and a few other items use any of these flags.
1074 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1075 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1076 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1077 #define TV_WHISTLE 4 /* Whistle ('~') */
1078 #define TV_SPIKE 5 /* Spikes ('~') */
1079 #define TV_CHEST 7 /* Chests ('&') */
1080 #define TV_FIGURINE 8 /* Magical figurines */
1081 #define TV_STATUE 9 /* Statue, what a silly object... */
1082 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1083 #define TV_CAPTURE 11 /* Monster ball */
1084 #define TV_NO_AMMO 15 /* Ammo for crimson */
1085 #define TV_SHOT 16 /* Ammo for slings */
1086 #define TV_ARROW 17 /* Ammo for bows */
1087 #define TV_BOLT 18 /* Ammo for x-bows */
1088 #define TV_BOW 19 /* Slings/Bows/Xbows */
1089 #define TV_DIGGING 20 /* Shovels/Picks */
1090 #define TV_HAFTED 21 /* Priest Weapons */
1091 #define TV_POLEARM 22 /* Axes and Pikes */
1092 #define TV_SWORD 23 /* Edged Weapons */
1093 #define TV_BOOTS 30 /* Boots */
1094 #define TV_GLOVES 31 /* Gloves */
1095 #define TV_HELM 32 /* Helms */
1096 #define TV_CROWN 33 /* Crowns */
1097 #define TV_SHIELD 34 /* Shields */
1098 #define TV_CLOAK 35 /* Cloaks */
1099 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1100 #define TV_HARD_ARMOR 37 /* Hard Armor */
1101 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1102 #define TV_LITE 39 /* Lites (including Specials) */
1103 #define TV_AMULET 40 /* Amulets (including Specials) */
1104 #define TV_RING 45 /* Rings (including Specials) */
1109 #define TV_PARCHMENT 69
1110 #define TV_SCROLL 70
1111 #define TV_POTION 75
1114 #define TV_LIFE_BOOK 90
1115 #define TV_SORCERY_BOOK 91
1116 #define TV_NATURE_BOOK 92
1117 #define TV_CHAOS_BOOK 93
1118 #define TV_DEATH_BOOK 94
1119 #define TV_TRUMP_BOOK 95
1120 #define TV_ARCANE_BOOK 96
1121 #define TV_CRAFT_BOOK 97
1122 #define TV_DAEMON_BOOK 98
1123 #define TV_CRUSADE_BOOK 99
1124 #define TV_MUSIC_BOOK 105
1125 #define TV_HISSATSU_BOOK 106
1126 #define TV_HEX_BOOK 107
1127 #define TV_GOLD 127 /* Gold can only be picked up by players */
1129 #define TV_EQUIP_BEGIN TV_SHOT
1130 #define TV_EQUIP_END TV_CARD
1131 #define TV_MISSILE_BEGIN TV_SHOT
1132 #define TV_MISSILE_END TV_BOLT
1133 #define TV_WEARABLE_BEGIN TV_BOW
1134 #define TV_WEARABLE_END TV_CARD
1135 #define TV_WEAPON_BEGIN TV_BOW
1136 #define TV_WEAPON_END TV_SWORD
1137 #define TV_ARMOR_BEGIN TV_BOOTS
1138 #define TV_ARMOR_END TV_DRAG_ARMOR
1143 /* The "sval" codes for TV_FIGURINE */
1144 #define SV_FIGURINE_NORMAL 0
1146 #define SV_CAPTURE_NONE 0
1148 /* The "sval" codes for TV_STATUE */
1149 #define SV_WOODEN_STATUE 0
1150 #define SV_CLAY_STATUE 1
1151 #define SV_STONE_STATUE 2
1152 #define SV_IRON_STATUE 3
1153 #define SV_COPPER_STATUE 4
1154 #define SV_SILVER_STATUE 5
1155 #define SV_GOLDEN_STATUE 6
1156 #define SV_IVORY_STATUE 7
1157 #define SV_MITHRIL_STATUE 8
1158 #define SV_ORNATE_STATUE 9
1161 /* The "sval" codes for TV_CORPSE */
1162 #define SV_SKELETON 0
1165 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1166 #define SV_AMMO_LIGHT 0 /* pebbles */
1167 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1168 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1170 /* The "sval" codes for TV_BOW (note information in "sval") */
1171 #define SV_SLING 2 /* (x2) */
1172 #define SV_SHORT_BOW 12 /* (x2) */
1173 #define SV_LONG_BOW 13 /* (x3) */
1174 #define SV_LIGHT_XBOW 23 /* (x3) */
1175 #define SV_HEAVY_XBOW 24 /* (x4) */
1176 #define SV_CRIMSON 50 /* (x0) */
1177 #define SV_HARP 51 /* (x0) */
1178 #define SV_NAMAKE_BOW 63 /* (x3) */
1180 /* The "sval" codes for TV_DIGGING */
1182 #define SV_GNOMISH_SHOVEL 2
1183 #define SV_DWARVEN_SHOVEL 3
1185 #define SV_ORCISH_PICK 5
1186 #define SV_DWARVEN_PICK 6
1187 #define SV_MATTOCK 7
1189 /* The "sval" values for TV_HAFTED */
1190 #define SV_CLUB 1 /* 1d4 */
1191 #define SV_WHIP 2 /* 1d6 */
1192 #define SV_QUARTERSTAFF 3 /* 1d9 */
1193 #define SV_NUNCHAKU 4 /* 2d3 */
1194 #define SV_MACE 5 /* 2d4 */
1195 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1196 #define SV_JO_STAFF 7 /* 1d7 */
1197 #define SV_WAR_HAMMER 8 /* 3d3 */
1198 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1199 #define SV_MORNING_STAR 12 /* 2d6 */
1200 #define SV_FLAIL 13 /* 2d6 */
1201 #define SV_BO_STAFF 14 /* 1d11 */
1202 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
1203 #define SV_TETSUBO 16 /* 2d7 */
1204 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
1205 #define SV_GREAT_HAMMER 19 /* 4d6 */
1206 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
1207 #define SV_WIZSTAFF 21 /* 1d2 */
1208 #define SV_GROND 50 /* 3d9 */
1209 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
1211 /* The "sval" values for TV_POLEARM */
1212 #define SV_HATCHET 1 /* 1d5 */
1213 #define SV_SPEAR 2 /* 1d6 */
1214 #define SV_SICKLE 3 /* 2d3 */
1215 #define SV_AWL_PIKE 4 /* 1d8 */
1216 #define SV_TRIDENT 5 /* 1d9 */
1217 #define SV_FAUCHARD 6 /* 1d10 */
1218 #define SV_BROAD_SPEAR 7 /* 1d9 */
1219 #define SV_PIKE 8 /* 2d5 */
1220 #define SV_NAGINATA 9 /* 2d6 */
1221 #define SV_BEAKED_AXE 10 /* 2d6 */
1222 #define SV_BROAD_AXE 11 /* 2d6 */
1223 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
1224 #define SV_GLAIVE 13 /* 2d6 */
1225 #define SV_LAJATANG 14 /* 2d7 */
1226 #define SV_HALBERD 15 /* 3d4 */
1227 #define SV_GUISARME 16 /* 2d5 */
1228 #define SV_SCYTHE 17 /* 5d3 */
1229 #define SV_LANCE 20 /* 2d8 */
1230 #define SV_BATTLE_AXE 22 /* 2d8 */
1231 #define SV_GREAT_AXE 25 /* 4d4 */
1232 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
1233 #define SV_LOCHABER_AXE 28 /* 3d8 */
1234 #define SV_HEAVY_LANCE 29 /* 4d8 */
1235 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
1236 #define SV_TSURIZAO 40 /* 1d1 */
1237 #define SV_DEATH_SCYTHE 50 /* 10d10 */
1239 /* The "sval" codes for TV_SWORD */
1240 #define SV_BROKEN_DAGGER 1 /* 1d1 */
1241 #define SV_BROKEN_SWORD 2 /* 1d2 */
1242 #define SV_DAGGER 4 /* 1d4 */
1243 #define SV_MAIN_GAUCHE 5 /* 1d5 */
1244 #define SV_TANTO 6 /* 1d5 */
1245 #define SV_RAPIER 7 /* 1d6 */
1246 #define SV_SMALL_SWORD 8 /* 1d6 */
1247 #define SV_BASILLARD 9 /* 1d8 */
1248 #define SV_SHORT_SWORD 10 /* 1d7 */
1249 #define SV_SABRE 11 /* 1d7 */
1250 #define SV_CUTLASS 12 /* 1d7 */
1251 #define SV_WAKIZASHI 13 /* 2d4 */
1252 #define SV_KHOPESH 14 /* 2d4 */
1253 #define SV_TULWAR 15 /* 2d4 */
1254 #define SV_BROAD_SWORD 16 /* 2d5 */
1255 #define SV_LONG_SWORD 17 /* 2d5 */
1256 #define SV_SCIMITAR 18 /* 2d5 */
1257 #define SV_NINJATO 19 /* 1d9 */
1258 #define SV_KATANA 20 /* 3d4 */
1259 #define SV_BASTARD_SWORD 21 /* 3d4 */
1260 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
1261 #define SV_CLAYMORE 23 /* 2d8 */
1262 #define SV_ESPADON 24 /* 2d9 */
1263 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
1264 #define SV_FLAMBERGE 26 /* 3d7 */
1265 #define SV_NO_DACHI 27 /* 5d4 */
1266 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
1267 #define SV_ZWEIHANDER 29 /* 4d6 */
1268 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
1269 #define SV_DIAMOND_EDGE 31 /* 7d5 */
1270 #define SV_DOKUBARI 32 /* 1d1 */
1271 #define SV_HAYABUSA 33 /* 1d6 */
1273 /* The "sval" codes for TV_SHIELD */
1274 #define SV_SMALL_LEATHER_SHIELD 2
1275 #define SV_SMALL_METAL_SHIELD 3
1276 #define SV_LARGE_LEATHER_SHIELD 4
1277 #define SV_LARGE_METAL_SHIELD 5
1278 #define SV_DRAGON_SHIELD 6
1279 #define SV_KNIGHT_SHIELD 7
1280 #define SV_MIRROR_SHIELD 10
1281 #define SV_YATA_MIRROR 50
1283 /* The "sval" codes for TV_HELM */
1284 #define SV_HARD_LEATHER_CAP 2
1285 #define SV_METAL_CAP 3
1286 #define SV_JINGASA 4 /* 4 */
1287 #define SV_IRON_HELM 5
1288 #define SV_STEEL_HELM 6
1289 #define SV_DRAGON_HELM 7
1290 #define SV_KABUTO 8 /* 7 */
1292 /* The "sval" codes for TV_CROWN */
1293 #define SV_IRON_CROWN 10
1294 #define SV_GOLDEN_CROWN 11
1295 #define SV_JEWELED_CROWN 12
1298 /* The "sval" codes for TV_BOOTS */
1299 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
1300 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
1301 #define SV_PAIR_OF_DRAGON_GREAVE 4
1302 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
1304 /* The "sval" codes for TV_CLOAK */
1306 #define SV_ELVEN_CLOAK 2
1307 #define SV_FUR_CLOAK 3
1308 #define SV_ETHEREAL_CLOAK 5
1309 #define SV_SHADOW_CLOAK 6
1311 /* The "sval" codes for TV_GLOVES */
1312 #define SV_SET_OF_LEATHER_GLOVES 1
1313 #define SV_SET_OF_GAUNTLETS 2
1314 #define SV_SET_OF_DRAGON_GLOVES 3
1315 #define SV_SET_OF_CESTI 5
1317 /* The "sval" codes for TV_SOFT_ARMOR */
1318 #define SV_T_SHIRT 0
1319 #define SV_FILTHY_RAG 1
1321 #define SV_PAPER_ARMOR 3 /* 4 */
1322 #define SV_SOFT_LEATHER_ARMOR 4
1323 #define SV_SOFT_STUDDED_LEATHER 5
1324 #define SV_HARD_LEATHER_ARMOR 6
1325 #define SV_HARD_STUDDED_LEATHER 7
1326 #define SV_RHINO_HIDE_ARMOR 8
1327 #define SV_CORD_ARMOR 9 /* 6 */
1328 #define SV_PADDED_ARMOR 10 /* 4 */
1329 #define SV_LEATHER_SCALE_MAIL 11
1330 #define SV_LEATHER_JACK 12
1331 #define SV_KUROSHOUZOKU 13
1332 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
1333 #define SV_ABUNAI_MIZUGI 50
1334 #define SV_YOIYAMI_ROBE 60
1335 #define SV_NAMAKE_ARMOR 63
1337 /* The "sval" codes for TV_HARD_ARMOR */
1338 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
1339 #define SV_RING_MAIL 2 /* 12 */
1340 #define SV_METAL_SCALE_MAIL 3 /* 13 */
1341 #define SV_CHAIN_MAIL 4 /* 14 */
1342 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
1343 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
1344 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
1345 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
1346 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
1347 #define SV_SPLINT_MAIL 10 /* 19 */
1348 #define SV_DO_MARU 11 /* 20 */
1349 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
1350 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
1351 #define SV_HARAMAKIDO 14 /* 17 */
1352 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
1353 #define SV_O_YOROI 16 /* 24 */
1354 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
1355 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
1356 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
1357 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
1359 /* The "sval" codes for TV_DRAG_ARMOR */
1360 #define SV_DRAGON_BLACK 1
1361 #define SV_DRAGON_BLUE 2
1362 #define SV_DRAGON_WHITE 3
1363 #define SV_DRAGON_RED 4
1364 #define SV_DRAGON_GREEN 5
1365 #define SV_DRAGON_MULTIHUED 6
1366 #define SV_DRAGON_SHINING 10
1367 #define SV_DRAGON_LAW 12
1368 #define SV_DRAGON_BRONZE 14
1369 #define SV_DRAGON_GOLD 16
1370 #define SV_DRAGON_CHAOS 18
1371 #define SV_DRAGON_BALANCE 20
1372 #define SV_DRAGON_POWER 30
1374 /* The sval codes for TV_LITE */
1375 #define SV_LITE_TORCH 0
1376 #define SV_LITE_LANTERN 1
1377 #define SV_LITE_FEANOR 2
1378 #define SV_LITE_EDISON 3
1379 #define SV_LITE_GALADRIEL 4
1380 #define SV_LITE_ELENDIL 5
1381 #define SV_LITE_JUDGE 6
1382 #define SV_LITE_LORE 7
1383 #define SV_LITE_PALANTIR 8
1384 #define SV_LITE_FLY_STONE 9
1386 /* The "sval" codes for TV_AMULET */
1387 #define SV_AMULET_DOOM 0
1388 #define SV_AMULET_TELEPORT 1
1389 #define SV_AMULET_ADORNMENT 2
1390 #define SV_AMULET_SLOW_DIGEST 3
1391 #define SV_AMULET_RESIST_ACID 4
1392 #define SV_AMULET_SEARCHING 5
1393 #define SV_AMULET_BRILLIANCE 6
1394 #define SV_AMULET_CHARISMA 7
1395 #define SV_AMULET_THE_MAGI 8
1396 #define SV_AMULET_REFLECTION 9
1397 #define SV_AMULET_CARLAMMAS 10
1398 #define SV_AMULET_INGWE 11
1399 #define SV_AMULET_DWARVES 12
1400 #define SV_AMULET_NO_MAGIC 13
1401 #define SV_AMULET_NO_TELE 14
1402 #define SV_AMULET_RESISTANCE 15
1403 #define SV_AMULET_TELEPATHY 16
1404 #define SV_AMULET_FARAMIR 17
1405 #define SV_AMULET_BOROMIR 18
1406 #define SV_AMULET_MAGATAMA 19
1407 #define SV_AMULET_INROU 20
1408 #define SV_AMULET_INTELLIGENCE 21
1409 #define SV_AMULET_WISDOM 22
1410 #define SV_AMULET_MAGIC_MASTERY 23
1411 #define SV_AMULET_NIGHT 24
1413 /* The sval codes for TV_RING */
1414 #define SV_RING_WOE 0
1415 #define SV_RING_AGGRAVATION 1
1416 #define SV_RING_WEAKNESS 2
1417 #define SV_RING_STUPIDITY 3
1418 #define SV_RING_TELEPORTATION 4
1419 #define SV_RING_SLOW_DIGESTION 6
1420 #define SV_RING_LEVITATION_FALL 7
1421 #define SV_RING_RESIST_FIRE 8
1422 #define SV_RING_RESIST_COLD 9
1423 #define SV_RING_SUSTAIN_STR 10
1424 #define SV_RING_SUSTAIN_INT 11
1425 #define SV_RING_SUSTAIN_WIS 12
1426 #define SV_RING_SUSTAIN_CON 13
1427 #define SV_RING_SUSTAIN_DEX 14
1428 #define SV_RING_SUSTAIN_CHR 15
1429 #define SV_RING_PROTECTION 16
1430 #define SV_RING_ACID 17
1431 #define SV_RING_FLAMES 18
1432 #define SV_RING_ICE 19
1433 #define SV_RING_RESIST_POIS 20
1434 #define SV_RING_FREE_ACTION 21
1435 #define SV_RING_SEE_INVIS 22
1436 #define SV_RING_SEARCHING 23
1437 #define SV_RING_STR 24
1438 #define SV_RING_ELEC 25
1439 #define SV_RING_DEX 26
1440 #define SV_RING_CON 27
1441 #define SV_RING_ACCURACY 28
1442 #define SV_RING_DAMAGE 29
1443 #define SV_RING_SLAYING 30
1444 #define SV_RING_SPEED 31
1445 #define SV_RING_FRAKIR 32
1446 #define SV_RING_TULKAS 33
1447 #define SV_RING_NARYA 34
1448 #define SV_RING_NENYA 35
1449 #define SV_RING_VILYA 36
1450 #define SV_RING_POWER 37
1451 #define SV_RING_RES_FEAR 38
1452 #define SV_RING_RES_LD 39
1453 #define SV_RING_RES_NETHER 40
1454 #define SV_RING_RES_NEXUS 41
1455 #define SV_RING_RES_SOUND 42
1456 #define SV_RING_RES_CONFUSION 43
1457 #define SV_RING_RES_SHARDS 44
1458 #define SV_RING_RES_DISENCHANT 45
1459 #define SV_RING_RES_CHAOS 46
1460 #define SV_RING_RES_BLINDNESS 47
1461 #define SV_RING_LORDLY 48
1462 #define SV_RING_ATTACKS 49
1463 #define SV_RING_AHO 50
1464 #define SV_RING_SHOTS 51
1465 #define SV_RING_SUSTAIN 52
1466 #define SV_RING_DEC_MANA 53
1467 #define SV_RING_WARNING 54
1468 #define SV_RING_MUSCLE 55
1470 #define SV_EXPRESS_CARD 0
1472 /* The "sval" codes for TV_STAFF */
1473 #define SV_STAFF_DARKNESS 0
1474 #define SV_STAFF_SLOWNESS 1
1475 #define SV_STAFF_HASTE_MONSTERS 2
1476 #define SV_STAFF_SUMMONING 3
1477 #define SV_STAFF_TELEPORTATION 4
1478 #define SV_STAFF_IDENTIFY 5
1479 #define SV_STAFF_REMOVE_CURSE 6
1480 #define SV_STAFF_STARLITE 7
1481 #define SV_STAFF_LITE 8
1482 #define SV_STAFF_MAPPING 9
1483 #define SV_STAFF_DETECT_GOLD 10
1484 #define SV_STAFF_DETECT_ITEM 11
1485 #define SV_STAFF_DETECT_TRAP 12
1486 #define SV_STAFF_DETECT_DOOR 13
1487 #define SV_STAFF_DETECT_INVIS 14
1488 #define SV_STAFF_DETECT_EVIL 15
1489 #define SV_STAFF_CURE_LIGHT 16
1490 #define SV_STAFF_CURING 17
1491 #define SV_STAFF_HEALING 18
1492 #define SV_STAFF_THE_MAGI 19
1493 #define SV_STAFF_SLEEP_MONSTERS 20
1494 #define SV_STAFF_SLOW_MONSTERS 21
1495 #define SV_STAFF_SPEED 22
1496 #define SV_STAFF_PROBING 23
1497 #define SV_STAFF_DISPEL_EVIL 24
1498 #define SV_STAFF_POWER 25
1499 #define SV_STAFF_HOLINESS 26
1500 #define SV_STAFF_GENOCIDE 27
1501 #define SV_STAFF_EARTHQUAKES 28
1502 #define SV_STAFF_DESTRUCTION 29
1503 #define SV_STAFF_ANIMATE_DEAD 30
1504 #define SV_STAFF_MSTORM 31
1505 #define SV_STAFF_NOTHING 32
1508 /* The "sval" codes for TV_WAND */
1509 #define SV_WAND_HEAL_MONSTER 0
1510 #define SV_WAND_HASTE_MONSTER 1
1511 #define SV_WAND_CLONE_MONSTER 2
1512 #define SV_WAND_TELEPORT_AWAY 3
1513 #define SV_WAND_DISARMING 4
1514 #define SV_WAND_TRAP_DOOR_DEST 5
1515 #define SV_WAND_STONE_TO_MUD 6
1516 #define SV_WAND_LITE 7
1517 #define SV_WAND_SLEEP_MONSTER 8
1518 #define SV_WAND_SLOW_MONSTER 9
1519 #define SV_WAND_CONFUSE_MONSTER 10
1520 #define SV_WAND_FEAR_MONSTER 11
1521 #define SV_WAND_HYPODYNAMIA 12
1522 #define SV_WAND_POLYMORPH 13
1523 #define SV_WAND_STINKING_CLOUD 14
1524 #define SV_WAND_MAGIC_MISSILE 15
1525 #define SV_WAND_ACID_BOLT 16
1526 #define SV_WAND_CHARM_MONSTER 17
1527 #define SV_WAND_FIRE_BOLT 18
1528 #define SV_WAND_COLD_BOLT 19
1529 #define SV_WAND_ACID_BALL 20
1530 #define SV_WAND_ELEC_BALL 21
1531 #define SV_WAND_FIRE_BALL 22
1532 #define SV_WAND_COLD_BALL 23
1533 #define SV_WAND_WONDER 24
1534 #define SV_WAND_DISINTEGRATE 25
1535 #define SV_WAND_DRAGON_FIRE 26
1536 #define SV_WAND_DRAGON_COLD 27
1537 #define SV_WAND_DRAGON_BREATH 28
1538 #define SV_WAND_ROCKETS 29
1539 #define SV_WAND_STRIKING 30
1540 #define SV_WAND_GENOCIDE 31
1542 /* The "sval" codes for TV_ROD */
1543 #define SV_ROD_DETECT_TRAP 0
1544 #define SV_ROD_DETECT_DOOR 1
1545 #define SV_ROD_IDENTIFY 2
1546 #define SV_ROD_RECALL 3
1547 #define SV_ROD_ILLUMINATION 4
1548 #define SV_ROD_MAPPING 5
1549 #define SV_ROD_DETECTION 6
1550 #define SV_ROD_PROBING 7
1551 #define SV_ROD_CURING 8
1552 #define SV_ROD_HEALING 9
1553 #define SV_ROD_RESTORATION 10
1554 #define SV_ROD_SPEED 11
1555 #define SV_ROD_PESTICIDE 12
1556 #define SV_ROD_TELEPORT_AWAY 13
1557 #define SV_ROD_DISARMING 14
1558 #define SV_ROD_LITE 15
1559 #define SV_ROD_SLEEP_MONSTER 16
1560 #define SV_ROD_SLOW_MONSTER 17
1561 #define SV_ROD_HYPODYNAMIA 18
1562 #define SV_ROD_POLYMORPH 19
1563 #define SV_ROD_ACID_BOLT 20
1564 #define SV_ROD_ELEC_BOLT 21
1565 #define SV_ROD_FIRE_BOLT 22
1566 #define SV_ROD_COLD_BOLT 23
1567 #define SV_ROD_ACID_BALL 24
1568 #define SV_ROD_ELEC_BALL 25
1569 #define SV_ROD_FIRE_BALL 26
1570 #define SV_ROD_COLD_BALL 27
1571 #define SV_ROD_HAVOC 28
1572 #define SV_ROD_STONE_TO_MUD 29
1573 #define SV_ROD_AGGRAVATE 30
1576 /* The "sval" codes for TV_SCROLL */
1578 #define SV_SCROLL_DARKNESS 0
1579 #define SV_SCROLL_AGGRAVATE_MONSTER 1
1580 #define SV_SCROLL_CURSE_ARMOR 2
1581 #define SV_SCROLL_CURSE_WEAPON 3
1582 #define SV_SCROLL_SUMMON_MONSTER 4
1583 #define SV_SCROLL_SUMMON_UNDEAD 5
1584 #define SV_SCROLL_SUMMON_PET 6
1585 #define SV_SCROLL_TRAP_CREATION 7
1586 #define SV_SCROLL_PHASE_DOOR 8
1587 #define SV_SCROLL_TELEPORT 9
1588 #define SV_SCROLL_TELEPORT_LEVEL 10
1589 #define SV_SCROLL_WORD_OF_RECALL 11
1590 #define SV_SCROLL_IDENTIFY 12
1591 #define SV_SCROLL_STAR_IDENTIFY 13
1592 #define SV_SCROLL_REMOVE_CURSE 14
1593 #define SV_SCROLL_STAR_REMOVE_CURSE 15
1594 #define SV_SCROLL_ENCHANT_ARMOR 16
1595 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
1596 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
1597 /* xxx enchant missile? */
1598 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
1599 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
1600 #define SV_SCROLL_RECHARGING 22
1601 #define SV_SCROLL_MUNDANITY 23
1602 #define SV_SCROLL_LIGHT 24
1603 #define SV_SCROLL_MAPPING 25
1604 #define SV_SCROLL_DETECT_GOLD 26
1605 #define SV_SCROLL_DETECT_ITEM 27
1606 #define SV_SCROLL_DETECT_TRAP 28
1607 #define SV_SCROLL_DETECT_DOOR 29
1608 #define SV_SCROLL_DETECT_INVIS 30
1609 /* xxx (detect evil?) */
1610 #define SV_SCROLL_SATISFY_HUNGER 32
1611 #define SV_SCROLL_BLESSING 33
1612 #define SV_SCROLL_HOLY_CHANT 34
1613 #define SV_SCROLL_HOLY_PRAYER 35
1614 #define SV_SCROLL_MONSTER_CONFUSION 36
1615 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
1616 #define SV_SCROLL_RUNE_OF_PROTECTION 38
1617 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
1619 #define SV_SCROLL_STAR_DESTRUCTION 41
1620 #define SV_SCROLL_DISPEL_UNDEAD 42
1621 #define SV_SCROLL_SPELL 43
1622 #define SV_SCROLL_GENOCIDE 44
1623 #define SV_SCROLL_MASS_GENOCIDE 45
1624 #define SV_SCROLL_ACQUIREMENT 46
1625 #define SV_SCROLL_STAR_ACQUIREMENT 47
1626 #define SV_SCROLL_FIRE 48
1627 #define SV_SCROLL_ICE 49
1628 #define SV_SCROLL_CHAOS 50
1629 #define SV_SCROLL_RUMOR 51
1630 #define SV_SCROLL_ARTIFACT 52
1631 #define SV_SCROLL_RESET_RECALL 53
1632 #define SV_SCROLL_SUMMON_KIN 54
1633 #define SV_SCROLL_AMUSEMENT 55
1634 #define SV_SCROLL_STAR_AMUSEMENT 56
1636 /* The "sval" codes for TV_POTION */
1637 #define SV_POTION_WATER 0
1638 #define SV_POTION_APPLE_JUICE 1
1639 #define SV_POTION_SLIME_MOLD 2
1640 /* xxx (fixed color) */
1641 #define SV_POTION_SLOWNESS 4
1642 #define SV_POTION_SALT_WATER 5
1643 #define SV_POTION_POISON 6
1644 #define SV_POTION_BLINDNESS 7
1646 #define SV_POTION_BOOZE 9
1648 #define SV_POTION_SLEEP 11
1650 #define SV_POTION_LOSE_MEMORIES 13
1652 #define SV_POTION_RUINATION 15
1653 #define SV_POTION_DEC_STR 16
1654 #define SV_POTION_DEC_INT 17
1655 #define SV_POTION_DEC_WIS 18
1656 #define SV_POTION_DEC_DEX 19
1657 #define SV_POTION_DEC_CON 20
1658 #define SV_POTION_DEC_CHR 21
1659 #define SV_POTION_DETONATIONS 22
1660 #define SV_POTION_DEATH 23
1661 #define SV_POTION_INFRAVISION 24
1662 #define SV_POTION_DETECT_INVIS 25
1663 #define SV_POTION_SLOW_POISON 26
1664 #define SV_POTION_CURE_POISON 27
1665 #define SV_POTION_BOLDNESS 28
1666 #define SV_POTION_SPEED 29
1667 #define SV_POTION_RESIST_HEAT 30
1668 #define SV_POTION_RESIST_COLD 31
1669 #define SV_POTION_HEROISM 32
1670 #define SV_POTION_BESERK_STRENGTH 33
1671 #define SV_POTION_CURE_LIGHT 34
1672 #define SV_POTION_CURE_SERIOUS 35
1673 #define SV_POTION_CURE_CRITICAL 36
1674 #define SV_POTION_HEALING 37
1675 #define SV_POTION_STAR_HEALING 38
1676 #define SV_POTION_LIFE 39
1677 #define SV_POTION_RESTORE_MANA 40
1678 #define SV_POTION_RESTORE_EXP 41
1679 #define SV_POTION_RES_STR 42
1680 #define SV_POTION_RES_INT 43
1681 #define SV_POTION_RES_WIS 44
1682 #define SV_POTION_RES_DEX 45
1683 #define SV_POTION_RES_CON 46
1684 #define SV_POTION_RES_CHR 47
1685 #define SV_POTION_INC_STR 48
1686 #define SV_POTION_INC_INT 49
1687 #define SV_POTION_INC_WIS 50
1688 #define SV_POTION_INC_DEX 51
1689 #define SV_POTION_INC_CON 52
1690 #define SV_POTION_INC_CHR 53
1692 #define SV_POTION_AUGMENTATION 55
1693 #define SV_POTION_ENLIGHTENMENT 56
1694 #define SV_POTION_STAR_ENLIGHTENMENT 57
1695 #define SV_POTION_SELF_KNOWLEDGE 58
1696 #define SV_POTION_EXPERIENCE 59
1697 #define SV_POTION_RESISTANCE 60
1698 #define SV_POTION_CURING 61
1699 #define SV_POTION_INVULNERABILITY 62
1700 #define SV_POTION_NEW_LIFE 63
1701 #define SV_POTION_NEO_TSUYOSHI 64
1702 #define SV_POTION_TSUYOSHI 65
1703 #define SV_POTION_POLYMORPH 66
1705 /* The "sval" codes for TV_FLASK */
1706 #define SV_FLASK_OIL 0
1708 /* The "sval" codes for TV_FOOD */
1709 #define SV_FOOD_POISON 0
1710 #define SV_FOOD_BLINDNESS 1
1711 #define SV_FOOD_PARANOIA 2
1712 #define SV_FOOD_CONFUSION 3
1713 #define SV_FOOD_HALLUCINATION 4
1714 #define SV_FOOD_PARALYSIS 5
1715 #define SV_FOOD_WEAKNESS 6
1716 #define SV_FOOD_SICKNESS 7
1717 #define SV_FOOD_STUPIDITY 8
1718 #define SV_FOOD_NAIVETY 9
1719 #define SV_FOOD_UNHEALTH 10
1720 #define SV_FOOD_DISEASE 11
1721 #define SV_FOOD_CURE_POISON 12
1722 #define SV_FOOD_CURE_BLINDNESS 13
1723 #define SV_FOOD_CURE_PARANOIA 14
1724 #define SV_FOOD_CURE_CONFUSION 15
1725 #define SV_FOOD_CURE_SERIOUS 16
1726 #define SV_FOOD_RESTORE_STR 17
1727 #define SV_FOOD_RESTORE_CON 18
1728 #define SV_FOOD_RESTORING 19
1729 /* many missing mushrooms */
1730 #define SV_FOOD_BISCUIT 32
1731 #define SV_FOOD_JERKY 33
1732 #define SV_FOOD_RATION 35
1733 #define SV_FOOD_SLIME_MOLD 36
1734 #define SV_FOOD_WAYBREAD 37
1735 #define SV_FOOD_PINT_OF_ALE 38
1736 #define SV_FOOD_PINT_OF_WINE 39
1739 #define SV_ROD_MIN_DIRECTION 12 /*!< この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit -- first "aimed" rod */
1741 #define SV_CHEST_MIN_LARGE 4 /*!< この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit -- first "large" chest */
1742 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ */
1745 * Special "sval" limit -- first "good" magic/prayer book
1747 #define SV_BOOK_MIN_GOOD 2
1750 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
1751 #define MAX_GOLD 18 /* Number of "gold" entries */
1753 /*** General flag values ***/
1756 * Special caster ID for project()
1758 #define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
1759 #define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
1763 * Bit flags for the "enchant()" function
1765 #define ENCH_TOHIT 0x01 /*!< 装備強化処理: 命中強化 / Enchant to hit */
1766 #define ENCH_TODAM 0x02 /*!< 装備強化処理: ダメージ強化 / Enchant to damage */
1767 #define ENCH_TOAC 0x04 /*!< 装備強化処理: AC強化 / Enchant to AC */
1768 #define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
1771 * target_set用関数の利用用途フラグ / Bit flags for the "target_set" function
1773 #define TARGET_KILL 0x01 /*!< モンスターへの狙いをつける(視界内モンスターのみクエリ対象) / Target monsters */
1774 #define TARGET_LOOK 0x02 /*!< "L"ookコマンド向けの既存情報確認向け(全ての有為な情報をクエリ対象) / Describe grid fully */
1775 #define TARGET_XTRA 0x04 /*!< 現在未使用 / Currently unused flag */
1776 #define TARGET_GRID 0x08 /*!< 全てのマス対象にする(現在未使用) / Select from all grids */
1780 * Bit flags for control of get_check_strict()
1782 #define CHECK_OKAY_CANCEL 0x01
1783 #define CHECK_NO_ESCAPE 0x02
1784 #define CHECK_NO_HISTORY 0x04
1785 #define CHECK_DEFAULT_Y 0x08
1791 * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
1793 #define USE_EQUIP 0x01 /*!< アイテム表示/選択範囲: 装備品からの選択を許可する / Allow equip items */
1794 #define USE_INVEN 0x02 /*!< アイテム表示/選択範囲: 所持品からの選択を許可する / Allow inven items */
1795 #define USE_FLOOR 0x04 /*!< アイテム表示/選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
1796 #define USE_FORCE 0x08 /*!< 特殊: wキーで錬気術への切り替えを許可する */
1797 #define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
1798 #define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
1804 * p_ptr->updateに充てるプレイヤーステータス更新処理要求 / Bit flags for the "p_ptr->update" variable
1809 * Bit flags for the "p_ptr->redraw" variable
1811 #define PR_MISC 0x00000001L /*!< 再描画フラグ: 種族と職業 / Display Race/Class */
1812 #define PR_TITLE 0x00000002L /*!< 再描画フラグ: 称号 / Display Title */
1813 #define PR_LEV 0x00000004L /*!< 再描画フラグ: レベル / Display Level */
1814 #define PR_EXP 0x00000008L /*!< 再描画フラグ: 経験値 / Display Experience */
1815 #define PR_STATS 0x00000010L /*!< 再描画フラグ: ステータス / Display Stats */
1816 #define PR_ARMOR 0x00000020L /*!< 再描画フラグ: AC / Display Armor */
1817 #define PR_HP 0x00000040L /*!< 再描画フラグ: HP / Display Hitpoints */
1818 #define PR_MANA 0x00000080L /*!< 再描画フラグ: MP / Display Mana */
1819 #define PR_GOLD 0x00000100L /*!< 再描画フラグ: 所持金 / Display Gold */
1820 #define PR_DEPTH 0x00000200L /*!< 再描画フラグ: ダンジョンの階 / Display Depth */
1821 #define PR_EQUIPPY 0x00000400L /*!< 再描画フラグ: 装備シンボル / Display equippy chars */
1822 #define PR_HEALTH 0x00000800L /*!< 再描画フラグ: モンスターのステータス / Display Health Bar */
1823 #define PR_CUT 0x00001000L /*!< 再描画フラグ: 負傷度 / Display Extra (Cut) */
1824 #define PR_STUN 0x00002000L /*!< 再描画フラグ: 朦朧度 / Display Extra (Stun) */
1825 #define PR_HUNGER 0x00004000L /*!< 再描画フラグ: 空腹度 / Display Extra (Hunger) */
1826 #define PR_STATUS 0x00008000L /*!< 再描画フラグ: プレイヤーの付与状態 / Display Status Bar */
1827 #define PR_XXX0 0x00010000L /*!< (unused) */
1828 #define PR_UHEALTH 0x00020000L /*!< 再描画フラグ: ペットのステータス / Display Uma Health Bar */
1829 #define PR_XXX1 0x00040000L /*!< (unused) */
1830 #define PR_XXX2 0x00080000L /*!< (unused) */
1831 #define PR_STATE 0x00100000L /*!< 再描画フラグ: プレイヤーの行動状態 / Display Extra (State) */
1832 #define PR_SPEED 0x00200000L /*!< 再描画フラグ: 加速 / Display Extra (Speed) */
1833 #define PR_STUDY 0x00400000L /*!< 再描画フラグ: 学習 / Display Extra (Study) */
1834 #define PR_IMITATION 0x00800000L /*!< 再描画フラグ: ものまね / Display Extra (Imitation) */
1835 #define PR_EXTRA 0x01000000L /*!< 再描画フラグ: 拡張ステータス全体 / Display Extra Info */
1836 #define PR_BASIC 0x02000000L /*!< 再描画フラグ: 基本ステータス全体 / Display Basic Info */
1837 #define PR_MAP 0x04000000L /*!< 再描画フラグ: ゲームマップ / Display Map */
1838 #define PR_WIPE 0x08000000L /*!< 再描画フラグ: 画面消去 / Hack -- Total Redraw */
1845 * Bit flags for the "p_ptr->window" variable (etc)
1847 #define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
1848 #define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
1849 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
1850 #define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
1851 #define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
1854 #define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
1855 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
1856 #define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
1857 #define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
1858 #define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
1859 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
1862 #define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
1863 #define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
1865 /* Empty hand status */
1866 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
1867 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
1868 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
1870 /*** General index values ***/
1874 * Some things which induce learning
1886 #define DRS_CHAOS 11
1887 #define DRS_DISEN 12
1888 #define DRS_BLIND 13
1889 #define DRS_NEXUS 14
1890 #define DRS_SOUND 15
1891 #define DRS_SHARD 16
1894 #define DRS_REFLECT 32
1898 #define DAMAGE_FORCE 1
1899 #define DAMAGE_GENO 2
1900 #define DAMAGE_LOSELIFE 3
1901 #define DAMAGE_ATTACK 4
1902 #define DAMAGE_NOESCAPE 5
1903 #define DAMAGE_USELIFE 6
1907 * アイテムの簡易鑑定定義 / Game generated inscription indices. These are stored in the object,
1908 * and are used to index the string array from tables.c.
1910 #define FEEL_NONE 0 /*!< 簡易鑑定: 未鑑定 */
1911 #define FEEL_BROKEN 1 /*!< 簡易鑑定: 壊れている */
1912 #define FEEL_TERRIBLE 2 /*!< 簡易鑑定: 恐ろしい */
1913 #define FEEL_WORTHLESS 3 /*!< 簡易鑑定: 無価値 */
1914 #define FEEL_CURSED 4 /*!< 簡易鑑定: 呪われている */
1915 #define FEEL_UNCURSED 5 /*!< 簡易鑑定: 呪われていない */
1916 #define FEEL_AVERAGE 6 /*!< 簡易鑑定: 並 */
1917 #define FEEL_GOOD 7 /*!< 簡易鑑定: 上質 */
1918 #define FEEL_EXCELLENT 8 /*!< 簡易鑑定: 高級 */
1919 #define FEEL_SPECIAL 9 /*!< 簡易鑑定: 特別 */
1921 #define FEEL_MAX 9 /*!< 簡易鑑定の種別数 */
1924 * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
1926 #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */
1927 #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */
1928 #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
1931 /*** Object flag values ***/
1935 * 箱のトラップ定義 Chest trap flags (see "tables.c")
1937 #define CHEST_LOSE_STR 0x0001 /*!< 箱のトラップ: STR減少の毒針 */
1938 #define CHEST_LOSE_CON 0x0002 /*!< 箱のトラップ: CON減少の毒針 */
1939 #define CHEST_POISON 0x0004 /*!< 箱のトラップ: 毒針 */
1940 #define CHEST_PARALYZE 0x0008 /*!< 箱のトラップ: 麻痺ガス */
1941 #define CHEST_EXPLODE 0x0010 /*!< 箱のトラップ: 爆発 */
1942 #define CHEST_SUMMON 0x0020 /*!< 箱のトラップ: 召喚のルーン(モンスター) */
1943 #define CHEST_SCATTER 0x0040 /*!< 箱のトラップ: アイテム散乱 */
1944 #define CHEST_E_SUMMON 0x0080 /*!< 箱のトラップ: 召喚のルーン(エレメンタル) */
1945 #define CHEST_BIRD_STORM 0x0100 /*!< 箱のトラップ: 召喚のルーン(鳥) */
1946 #define CHEST_H_SUMMON 0x0200 /*!< 箱のトラップ: 召喚のルーン(強敵) */
1947 #define CHEST_RUNES_OF_EVIL 0x0400 /*!< 箱のトラップ: 邪悪なルーン */
1948 #define CHEST_ALARM 0x0800 /*!< 箱のトラップ: 警報装置 */
1952 * Special Object Flags
1954 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
1955 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
1956 #define IDENT_EMPTY 0x04 /* Item charges are known */
1957 #define IDENT_KNOWN 0x08 /* Item abilities are known */
1958 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
1959 #define IDENT_MENTAL 0x20 /* Item information is known */
1961 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
1963 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
1967 * How object is marked (flags in object_type.mark)
1968 * OM_FOUND --- original boolean flag
1969 * OM_NOMSG --- temporary flag to suppress messages which were
1970 * already printed in autopick_pickup_items().
1972 #define OM_FOUND 0x01 /*!< アイテムを一度でも視界に収めたことがあるか */
1973 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
1974 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
1975 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
1976 #define OM_TOUCHED 0x10 /* Object was touched by player */
1982 * Old variables for object flags such as flags1, flags2, and flags3
1983 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
1984 * object flags. And each flag is refered by single index number
1985 * instead of a bit mask.
1987 * Therefore it's very easy to add a lot of new flags; no one need to
1988 * worry about in which variable a new flag should be put, nor to
1989 * modify a huge number of files all over the source directory at once
1990 * to add new flag variables such as flags4, a_ability_flags1, etc...
1992 * All management of flags is now treated using a set of macros
1993 * instead of bit operations.
1994 * Note: These macros are using division, modulo, and bit shift
1995 * operations, and it seems that these operations are rather slower
1996 * than original bit operation. But since index numbers are almost
1997 * always given as constant, such slow operations are performed in the
1998 * compile time. So there is no problem on the speed.
2000 * Exceptions of new flag management is a set of flags to control
2001 * object generation and the curse flags. These are not yet rewritten
2002 * in new index form; maybe these have no merit of rewriting.
2005 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
2006 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
2007 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
2008 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
2009 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
2012 #define TR_STR 0 /* STR += "pval" */
2013 #define TR_INT 1 /* INT += "pval" */
2014 #define TR_WIS 2 /* WIS += "pval" */
2015 #define TR_DEX 3 /* DEX += "pval" */
2016 #define TR_CON 4 /* CON += "pval" */
2017 #define TR_CHR 5 /* CHR += "pval" */
2018 #define TR_MAGIC_MASTERY 6 /* Later */
2019 #define TR_FORCE_WEAPON 7 /* Later */
2020 #define TR_STEALTH 8 /* Stealth += "pval" */
2021 #define TR_SEARCH 9 /* Search += "pval" */
2022 #define TR_INFRA 10 /* Infra += "pval" */
2023 #define TR_TUNNEL 11 /* Tunnel += "pval" */
2024 #define TR_SPEED 12 /* Speed += "pval" */
2025 #define TR_BLOWS 13 /* Blows += "pval" */
2026 #define TR_CHAOTIC 14
2027 #define TR_VAMPIRIC 15
2028 #define TR_SLAY_ANIMAL 16
2029 #define TR_SLAY_EVIL 17
2030 #define TR_SLAY_UNDEAD 18
2031 #define TR_SLAY_DEMON 19
2032 #define TR_SLAY_ORC 20
2033 #define TR_SLAY_TROLL 21
2034 #define TR_SLAY_GIANT 22
2035 #define TR_SLAY_DRAGON 23
2036 #define TR_KILL_DRAGON 24 /* Execute Dragon */
2037 #define TR_VORPAL 25 /* Later */
2038 #define TR_IMPACT 26 /* Cause Earthquakes */
2039 #define TR_BRAND_POIS 27
2040 #define TR_BRAND_ACID 28
2041 #define TR_BRAND_ELEC 29
2042 #define TR_BRAND_FIRE 30
2043 #define TR_BRAND_COLD 31
2045 #define TR_SUST_STR 32
2046 #define TR_SUST_INT 33
2047 #define TR_SUST_WIS 34
2048 #define TR_SUST_DEX 35
2049 #define TR_SUST_CON 36
2050 #define TR_SUST_CHR 37
2051 #define TR_RIDING 38
2052 #define TR_EASY_SPELL 39
2053 #define TR_IM_ACID 40
2054 #define TR_IM_ELEC 41
2055 #define TR_IM_FIRE 42
2056 #define TR_IM_COLD 43
2057 #define TR_THROW 44 /* Later */
2058 #define TR_REFLECT 45 /* Reflect 'bolts' */
2059 #define TR_FREE_ACT 46 /* Free Action */
2060 #define TR_HOLD_EXP 47 /* Hold EXP */
2061 #define TR_RES_ACID 48
2062 #define TR_RES_ELEC 49
2063 #define TR_RES_FIRE 50
2064 #define TR_RES_COLD 51
2065 #define TR_RES_POIS 52
2066 #define TR_RES_FEAR 53 /* Added for Zangband */
2067 #define TR_RES_LITE 54
2068 #define TR_RES_DARK 55
2069 #define TR_RES_BLIND 56
2070 #define TR_RES_CONF 57
2071 #define TR_RES_SOUND 58
2072 #define TR_RES_SHARDS 59
2073 #define TR_RES_NETHER 60
2074 #define TR_RES_NEXUS 61
2075 #define TR_RES_CHAOS 62
2076 #define TR_RES_DISEN 63
2078 #define TR_SH_FIRE 64 /* Immolation (Fire) */
2079 #define TR_SH_ELEC 65 /* Electric Sheath */
2080 #define TR_SLAY_HUMAN 66 /* Slay human */
2081 #define TR_SH_COLD 67 /* cold aura */
2082 #define TR_NO_TELE 68 /* Anti-teleportation */
2083 #define TR_NO_MAGIC 69 /* Anti-magic */
2084 #define TR_DEC_MANA 70 /* ??? */
2085 #define TR_TY_CURSE 71 /* The Ancient Curse */
2086 #define TR_WARNING 72 /* Warning */
2087 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
2088 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
2089 #define TR_SLAY_GOOD 75
2090 #define TR_LEVITATION 76 /* Feather Falling */
2091 #define TR_LITE_1 77 /* Light Radius 1*/
2092 #define TR_SEE_INVIS 78 /* See Invisible */
2093 #define TR_TELEPATHY 79 /* Telepathy */
2094 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
2095 #define TR_REGEN 81 /* Item induces regeneration */
2096 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
2097 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
2098 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
2099 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
2100 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
2101 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
2102 #define TR_ACTIVATE 88 /* Item can be activated */
2103 #define TR_DRAIN_EXP 89 /* Item drains Experience */
2104 #define TR_TELEPORT 90 /* Item teleports player */
2105 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
2106 #define TR_BLESSED 92 /* Item is Blessed */
2107 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
2108 #define TR_ES_AC 94 /* Fake flag for Smith */
2109 #define TR_KILL_GOOD 95
2111 #define TR_KILL_ANIMAL 96
2112 #define TR_KILL_EVIL 97
2113 #define TR_KILL_UNDEAD 98
2114 #define TR_KILL_DEMON 99
2115 #define TR_KILL_ORC 100
2116 #define TR_KILL_TROLL 101
2117 #define TR_KILL_GIANT 102
2118 #define TR_KILL_HUMAN 103
2119 #define TR_ESP_ANIMAL 104
2120 #define TR_ESP_UNDEAD 105
2121 #define TR_ESP_DEMON 106
2122 #define TR_ESP_ORC 107
2123 #define TR_ESP_TROLL 108
2124 #define TR_ESP_GIANT 109
2125 #define TR_ESP_DRAGON 110
2126 #define TR_ESP_HUMAN 111
2127 #define TR_ESP_EVIL 112
2128 #define TR_ESP_GOOD 113
2129 #define TR_ESP_NONLIVING 114
2130 #define TR_ESP_UNIQUE 115
2131 #define TR_FULL_NAME 116
2132 #define TR_FIXED_FLAVOR 117
2133 #define TR_ADD_L_CURSE 118
2134 #define TR_ADD_H_CURSE 119
2135 #define TR_DRAIN_HP 120
2136 #define TR_DRAIN_MANA 121
2137 #define TR_LITE_2 122
2138 #define TR_LITE_3 123
2139 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
2140 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
2141 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
2142 #define TR_LITE_FUEL 127 /* Lights need Fuels */
2144 #define TR_CALL_ANIMAL 128
2145 #define TR_CALL_DEMON 129
2146 #define TR_CALL_DRAGON 130
2147 #define TR_CALL_UNDEAD 131
2148 #define TR_COWARDICE 132
2149 #define TR_LOW_MELEE 133
2150 #define TR_LOW_AC 134
2151 #define TR_LOW_MAGIC 135
2152 #define TR_FAST_DIGEST 136
2153 #define TR_SLOW_REGEN 137
2155 #define TR_FLAG_MAX 138
2156 #define TR_FLAG_SIZE 5
2159 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
2160 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
2161 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
2162 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
2163 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
2164 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
2165 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
2166 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
2167 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
2168 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
2169 #define TRG_CURSED 0x00000400L /* Item is Cursed */
2170 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
2171 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
2172 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
2173 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
2174 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
2175 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
2176 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
2179 #define MAX_CURSE 18
2181 #define TRC_CURSED 0x00000001L
2182 #define TRC_HEAVY_CURSE 0x00000002L
2183 #define TRC_PERMA_CURSE 0x00000004L
2184 #define TRC_XXX1 0x00000008L
2185 #define TRC_TY_CURSE 0x00000010L
2186 #define TRC_AGGRAVATE 0x00000020L
2187 #define TRC_DRAIN_EXP 0x00000040L
2188 #define TRC_SLOW_REGEN 0x00000080L
2189 #define TRC_ADD_L_CURSE 0x00000100L
2190 #define TRC_ADD_H_CURSE 0x00000200L
2191 #define TRC_CALL_ANIMAL 0x00000400L
2192 #define TRC_CALL_DEMON 0x00000800L
2193 #define TRC_CALL_DRAGON 0x00001000L
2194 #define TRC_COWARDICE 0x00002000L
2195 #define TRC_TELEPORT 0x00004000L
2196 #define TRC_LOW_MELEE 0x00008000L
2197 #define TRC_LOW_AC 0x00010000L
2198 #define TRC_LOW_MAGIC 0x00020000L
2199 #define TRC_FAST_DIGEST 0x00040000L
2200 #define TRC_DRAIN_HP 0x00080000L
2201 #define TRC_DRAIN_MANA 0x00100000L
2202 #define TRC_CALL_UNDEAD 0x00200000L
2204 #define TRC_TELEPORT_SELF 0x00000001L
2205 #define TRC_CHAINSWORD 0x00000002L
2207 #define TRC_SPECIAL_MASK \
2208 (TRC_TY_CURSE | TRC_AGGRAVATE)
2210 #define TRC_HEAVY_MASK \
2211 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
2212 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
2214 #define TRC_P_FLAG_MASK \
2215 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
2216 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
2217 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
2218 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
2223 * Bit flags for apply_magic() (etc)
2225 #define AM_NO_FIXED_ART 0x00000001 /* Don't allow roll for fixed artifacts */
2226 #define AM_GOOD 0x00000002 /* Generate good items */
2227 #define AM_GREAT 0x00000004 /* Generate great items */
2228 #define AM_SPECIAL 0x00000008 /* Generate artifacts (for debug mode only) */
2229 #define AM_CURSED 0x00000010 /* Generate cursed/worthless items */
2232 /*** Monster blow constants ***/
2236 * @note モンスターの打撃方法 / New monster blow methods
2237 * 打撃の種別に応じて傷と朦朧が発生するかがコメントの通りに決まる
2239 #define RBM_HIT 1 /*!< モンスターの攻撃種別:殴る(傷/朦朧が半々) */
2240 #define RBM_TOUCH 2 /*!< モンスターの攻撃種別:触る */
2241 #define RBM_PUNCH 3 /*!< モンスターの攻撃種別:パンチする(朦朧) */
2242 #define RBM_KICK 4 /*!< モンスターの攻撃種別:蹴る(朦朧) */
2243 #define RBM_CLAW 5 /*!< モンスターの攻撃種別:ひっかく(傷) */
2244 #define RBM_BITE 6 /*!< モンスターの攻撃種別:噛む(傷) */
2245 #define RBM_STING 7 /*!< モンスターの攻撃種別:刺す */
2246 #define RBM_SLASH 8 /*!< モンスターの攻撃種別:斬る(傷) */
2247 #define RBM_BUTT 9 /*!< モンスターの攻撃種別:角で突く(朦朧) */
2248 #define RBM_CRUSH 10 /*!< モンスターの攻撃種別:体当たりする(朦朧) */
2249 #define RBM_ENGULF 11 /*!< モンスターの攻撃種別:飲み込む */
2250 #define RBM_CHARGE 12 /*!< モンスターの攻撃種別:請求書を寄越す */
2251 #define RBM_CRAWL 13 /*!< モンスターの攻撃種別:体の上を這い回る */
2252 #define RBM_DROOL 14 /*!< モンスターの攻撃種別:よだれをたらす */
2253 #define RBM_SPIT 15 /*!< モンスターの攻撃種別:つばを吐く */
2254 #define RBM_EXPLODE 16 /*!< モンスターの攻撃種別:爆発する */
2255 #define RBM_GAZE 17 /*!< モンスターの攻撃種別:にらむ */
2256 #define RBM_WAIL 18 /*!< モンスターの攻撃種別:泣き叫ぶ */
2257 #define RBM_SPORE 19 /*!< モンスターの攻撃種別:胞子を飛ばす */
2258 #define RBM_XXX4 20 /*!< モンスターの攻撃種別:未定義 */
2259 #define RBM_BEG 21 /*!< モンスターの攻撃種別:金をせがむ */
2260 #define RBM_INSULT 22 /*!< モンスターの攻撃種別:侮辱する */
2261 #define RBM_MOAN 23 /*!< モンスターの攻撃種別:うめく */
2262 #define RBM_SHOW 24 /*!< モンスターの攻撃種別:歌う */
2263 #define RBM_SHOOT 25 /*!< モンスターの攻撃種別:射撃(非打撃) */
2267 * @note モンスターの攻撃効果 / New monster blow effects
2269 #define RBE_HURT 1 /*!< モンスターの攻撃効果: 攻撃する*/
2270 #define RBE_POISON 2 /*!< モンスターの攻撃効果: 毒をくらわす*/
2271 #define RBE_UN_BONUS 3 /*!< モンスターの攻撃効果: 劣化させる*/
2272 #define RBE_UN_POWER 4 /*!< モンスターの攻撃効果: 充填魔力を吸収する*/
2273 #define RBE_EAT_GOLD 5 /*!< モンスターの攻撃効果: 金を盗む*/
2274 #define RBE_EAT_ITEM 6 /*!< モンスターの攻撃効果: アイテムを盗む*/
2275 #define RBE_EAT_FOOD 7 /*!< モンスターの攻撃効果: あなたの食糧を食べる*/
2276 #define RBE_EAT_LITE 8 /*!< モンスターの攻撃効果: 明かりを吸収する*/
2277 #define RBE_ACID 9 /*!< モンスターの攻撃効果: 酸を飛ばす*/
2278 #define RBE_ELEC 10 /*!< モンスターの攻撃効果: 感電させる*/
2279 #define RBE_FIRE 11 /*!< モンスターの攻撃効果: 燃やす*/
2280 #define RBE_COLD 12 /*!< モンスターの攻撃効果: 凍らせる*/
2281 #define RBE_BLIND 13 /*!< モンスターの攻撃効果: 盲目にする*/
2282 #define RBE_CONFUSE 14 /*!< モンスターの攻撃効果: 混乱させる*/
2283 #define RBE_TERRIFY 15 /*!< モンスターの攻撃効果: 恐怖させる*/
2284 #define RBE_PARALYZE 16 /*!< モンスターの攻撃効果: 麻痺させる*/
2285 #define RBE_LOSE_STR 17 /*!< モンスターの攻撃効果: 腕力を減少させる*/
2286 #define RBE_LOSE_INT 18 /*!< モンスターの攻撃効果: 知能を減少させる*/
2287 #define RBE_LOSE_WIS 19 /*!< モンスターの攻撃効果: 賢さを減少させる*/
2288 #define RBE_LOSE_DEX 20 /*!< モンスターの攻撃効果: 器用さを減少させる*/
2289 #define RBE_LOSE_CON 21 /*!< モンスターの攻撃効果: 耐久力を減少させる*/
2290 #define RBE_LOSE_CHR 22 /*!< モンスターの攻撃効果: 魅力を減少させる*/
2291 #define RBE_LOSE_ALL 23 /*!< モンスターの攻撃効果: 全ステータスを減少させる*/
2292 #define RBE_SHATTER 24 /*!< モンスターの攻撃効果: 粉砕する*/
2293 #define RBE_EXP_10 25 /*!< モンスターの攻撃効果: 経験値を減少(10d6+)させる*/
2294 #define RBE_EXP_20 26 /*!< モンスターの攻撃効果: 経験値を減少(20d6+)させる*/
2295 #define RBE_EXP_40 27 /*!< モンスターの攻撃効果: 経験値を減少(40d6+)させる*/
2296 #define RBE_EXP_80 28 /*!< モンスターの攻撃効果: 経験値を減少(80d6+)させる*/
2297 #define RBE_DISEASE 29 /*!< モンスターの攻撃効果: 病気にする*/
2298 #define RBE_TIME 30 /*!< モンスターの攻撃効果: 時間を逆戻りさせる*/
2299 #define RBE_DR_LIFE 31 /*!< モンスターの攻撃効果: 生命力を吸収する*/
2300 #define RBE_DR_MANA 32 /*!< モンスターの攻撃効果: 魔力を奪う*/
2301 #define RBE_SUPERHURT 33 /*!< モンスターの攻撃効果: 強力に攻撃する*/
2302 #define RBE_INERTIA 34 /*!< モンスターの攻撃効果: 減速させる*/
2303 #define RBE_STUN 35 /*!< モンスターの攻撃効果: 朦朧とさせる*/
2307 * Hack -- "torch" masks
2309 #define RF7_LITE_MASK \
2310 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
2312 #define RF7_DARK_MASK \
2313 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
2315 #define RF7_HAS_LD_MASK \
2316 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
2318 #define RF7_SELF_LD_MASK \
2319 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
2322 * Hack -- effective elemental and poison immunity mask
2324 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
2325 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
2326 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
2327 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
2328 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
2329 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
2330 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
2331 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
2334 #define MR1_SINKA 0x01
2337 /* Hack -- Determine monster race appearance index is same as race index */
2338 #define is_original_ap(A) \
2339 (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)
2341 #define is_original_ap_and_seen(A) \
2342 (bool)((A)->ml && !p_ptr->image && ((A)->ap_r_idx == (A)->r_idx))
2345 * Is the monster seen by the player?
2347 #define is_seen(A) \
2348 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
2349 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
2352 /*** Option Definitions ***/
2355 #define OPT_PAGE_INPUT 1
2356 #define OPT_PAGE_MAPSCREEN 2
2357 #define OPT_PAGE_TEXT 3
2358 #define OPT_PAGE_GAMEPLAY 4
2359 #define OPT_PAGE_DISTURBANCE 5
2360 #define OPT_PAGE_BIRTH 6
2361 #define OPT_PAGE_AUTODESTROY 7
2362 #define OPT_PAGE_PLAYRECORD 10
2364 #define OPT_PAGE_JAPANESE_ONLY 99
2367 /*** Macro Definitions ***/
2371 * Hack -- The main "screen"
2373 #define term_screen (angband_term[0])
2376 * Return the "attr" for a given item.
2377 * Use "flavor" if available.
2378 * Default to user definitions.
2380 #define object_attr(T) \
2381 ((k_info[(T)->k_idx].flavor) ? \
2382 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
2383 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
2384 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
2385 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
2388 * Return the "char" for a given item.
2389 * Use "flavor" if available.
2390 * Default to user definitions.
2392 #define object_char(T) \
2393 ((k_info[(T)->k_idx].flavor) ? \
2394 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
2395 (k_info[(T)->k_idx].x_char))
2398 * Convert an "attr"/"char" pair into a "pict" (P)
2401 ((((u16b)(A)) << 8) | ((byte)(C)))
2404 * Convert a "pict" (P) into an "attr" (A)
2410 * Convert a "pict" (P) into an "char" (C)
2417 * Convert a "location" (Y,X) into a "grid" (G)
2423 * Convert a "grid" (G) into a "location" (Y)
2429 * Convert a "grid" (G) into a "location" (X)
2435 * Determines if a map location is currently "on screen" -RAK-
2436 * Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
2438 #define panel_contains(Y,X) \
2439 (((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
2440 ((X) >= panel_col_min) && ((X) <= panel_col_max))
2444 * Hack -- Prepare to use the "Secure" routines
2446 #if defined(SET_UID) && defined(SECURE)
2447 extern int PlayerUID;
2448 # define getuid() PlayerUID
2449 # define geteuid() PlayerUID
2454 /*** Color constants ***/
2458 * Angband "attributes" (with symbols, and base (R,G,B) codes)
2460 * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
2461 * and should "gamma corrected" on most (non-Macintosh) machines.
2463 #define TERM_DARK 0 /*!< 'd' - 黒 0,0,0 */
2464 #define TERM_WHITE 1 /*!< 'w' - 白 4,4,4 */
2465 #define TERM_SLATE 2 /*!< 's' - 灰 2,2,2 */
2466 #define TERM_ORANGE 3 /*!< 'o' - 橙 4,2,0 */
2467 #define TERM_RED 4 /*!< 'r' - 赤 3,0,0 */
2468 #define TERM_GREEN 5 /*!< 'g' - 緑 0,2,1 */
2469 #define TERM_BLUE 6 /*!< 'b' - 青 0,0,4 */
2470 #define TERM_UMBER 7 /*!< 'u' - 琥珀 2,1,0 */
2471 #define TERM_L_DARK 8 /*!< 'D' - 暗い灰 1,1,1 */
2472 #define TERM_L_WHITE 9 /*!< 'W' - 明るい灰 3,3,3 */
2473 #define TERM_VIOLET 10 /*!< 'v' - 紫 4,0,4 */
2474 #define TERM_YELLOW 11 /*!< 'y' - 黄 4,4,0 */
2475 #define TERM_L_RED 12 /*!< 'R' - 明るい赤 4,0,0 */
2476 #define TERM_L_GREEN 13 /*!< 'G' - 明るい緑 0,4,0 */
2477 #define TERM_L_BLUE 14 /*!< 'B' - 明るい青 0,4,4 */
2478 #define TERM_L_UMBER 15 /*!< 'U' - 明るい琥珀 3,2,1 */
2482 * Not using graphical tiles for this feature?
2484 #define is_ascii_graphics(A) (!((A) & 0x80))
2486 /*** Music constants ***/
2488 #define MUSIC_BASIC_DEFAULT 0
2489 #define MUSIC_BASIC_GAMEOVER 1
2490 #define MUSIC_BASIC_EXIT 2
2491 #define MUSIC_BASIC_TOWN 3
2492 #define MUSIC_BASIC_FIELD1 4
2493 #define MUSIC_BASIC_FIELD2 5
2494 #define MUSIC_BASIC_FIELD3 6
2495 #define MUSIC_BASIC_DUN_LOW 7
2496 #define MUSIC_BASIC_DUN_MED 8
2497 #define MUSIC_BASIC_DUN_HIGH 9
2498 #define MUSIC_BASIC_DUN_FEEL1 10
2499 #define MUSIC_BASIC_DUN_FEEL2 11
2500 #define MUSIC_BASIC_WINNER 12
2501 #define MUSIC_BASIC_BUILD 13
2502 #define MUSIC_BASIC_WILD 14
2503 #define MUSIC_BASIC_QUEST 15
2504 #define MUSIC_BASIC_ARENA 16
2505 #define MUSIC_BASIC_BATTLE 17
2506 #define MUSIC_BASIC_QUEST_CLEAR 18
2507 #define MUSIC_BASIC_FINAL_QUEST_CLEAR 19
2508 #define MUSIC_BASIC_AMBUSH 20
2509 #define MUSIC_BASIC_MAX 21 /*!< BGM定義の最大数 */
2511 /*** Sound constants ***/
2514 * Mega-Hack -- some primitive sound support (see "main-win.c")
2516 * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
2519 #define SOUND_MISS 2
2520 #define SOUND_FLEE 3
2521 #define SOUND_DROP 4
2522 #define SOUND_KILL 5
2523 #define SOUND_LEVEL 6
2524 #define SOUND_DEATH 7
2525 #define SOUND_STUDY 8
2526 #define SOUND_TELEPORT 9
2527 #define SOUND_SHOOT 10
2528 #define SOUND_QUAFF 11
2529 #define SOUND_ZAP 12
2530 #define SOUND_WALK 13
2531 #define SOUND_TPOTHER 14
2532 #define SOUND_HITWALL 15
2533 #define SOUND_EAT 16
2534 #define SOUND_STORE1 17
2535 #define SOUND_STORE2 18
2536 #define SOUND_STORE3 19
2537 #define SOUND_STORE4 20
2538 #define SOUND_DIG 21
2539 #define SOUND_OPENDOOR 22
2540 #define SOUND_SHUTDOOR 23
2541 #define SOUND_TPLEVEL 24
2542 #define SOUND_SCROLL 25
2543 #define SOUND_BUY 26
2544 #define SOUND_SELL 27
2545 #define SOUND_WARN 28
2546 #define SOUND_ROCKET 29 /*!< Somebody's shooting rockets */
2547 #define SOUND_N_KILL 30 /*!< The player kills a non-living/undead monster */
2548 #define SOUND_U_KILL 31 /*!< The player kills a unique */
2549 #define SOUND_QUEST 32 /*!< The player has just completed a quest */
2550 #define SOUND_HEAL 33 /*!< The player was healed a little bit */
2551 #define SOUND_X_HEAL 34 /*!< The player was healed full health */
2552 #define SOUND_BITE 35 /*!< A monster bites you */
2553 #define SOUND_CLAW 36 /*!< A monster claws you */
2554 #define SOUND_M_SPELL 37 /*!< A monster casts a miscellaneous spell */
2555 #define SOUND_SUMMON 38 /*!< A monster casts a summoning spell */
2556 #define SOUND_BREATH 39 /*!< A monster breathes */
2557 #define SOUND_BALL 40 /*!< A monster casts a ball / bolt spell */
2558 #define SOUND_M_HEAL 41 /*!< A monster heals itself somehow */
2559 #define SOUND_ATK_SPELL 42 /*!< A monster casts a misc. offensive spell */
2560 #define SOUND_EVIL 43 /*!< Something nasty has just happened! */
2561 #define SOUND_TOUCH 44 /*!< A monster touches you */
2562 #define SOUND_STING 45 /*!< A monster stings you */
2563 #define SOUND_CRUSH 46 /*!< A monster crushes / envelopes you */
2564 #define SOUND_SLIME 47 /*!< A monster drools/spits/etc on you */
2565 #define SOUND_WAIL 48 /*!< A monster wails */
2566 #define SOUND_WINNER 49 /*!< Just won the game! */
2567 #define SOUND_FIRE 50 /*!< An item was burned */
2568 #define SOUND_ACID 51 /*!< An item was destroyed by acid */
2569 #define SOUND_ELEC 52 /*!< An item was destroyed by electricity */
2570 #define SOUND_COLD 53 /*!< An item was shattered */
2571 #define SOUND_ILLEGAL 54 /*!< Illegal command attempted */
2572 #define SOUND_FAIL 55 /*!< Fail to get a spell off / activate an item */
2573 #define SOUND_WAKEUP 56 /*!< A monster wakes up */
2574 #define SOUND_INVULN 57 /*!< Invulnerability! */
2575 #define SOUND_FALL 58 /*!< Falling through a trapdoor... */
2576 #define SOUND_PAIN 59 /*!< A monster is in pain! */
2577 #define SOUND_DESTITEM 60 /*!< An item was destroyed by misc. means */
2578 #define SOUND_MOAN 61 /*!< A monster makes a moan/beg/insult attack */
2579 #define SOUND_SHOW 62 /*!< A monster makes a "show" attack */
2580 #define SOUND_UNUSED 63 /*!< (no sound for gaze attacks) */
2581 #define SOUND_EXPLODE 64 /*!< Something (or somebody) explodes */
2582 #define SOUND_GLASS 65 /*!< A glass feature was crashed */
2583 #define SOUND_REFLECT 66 /*!< A bolt was reflected */
2586 * Mega-Hack -- maximum known sounds
2588 #define SOUND_MAX 67 /*!< 効果音定義の最大数 */
2595 * Hack -- attempt to reduce various values
2599 # define MACRO_MAX 128
2601 # define QUARK_MAX 128
2603 # define MESSAGE_MAX 128
2605 # define MESSAGE_BUF 4096
2611 * Initialization flags
2613 #define INIT_NAME_ONLY 0x01
2614 #define INIT_SHOW_TEXT 0x02
2615 #define INIT_ASSIGN 0x04
2616 #define INIT_CREATE_DUNGEON 0x08
2617 #define INIT_ONLY_FEATURES 0x10
2618 #define INIT_ONLY_BUILDINGS 0x20
2622 * Available graphic modes
2624 #define GRAPHICS_NONE 0
2625 #define GRAPHICS_ORIGINAL 1
2626 #define GRAPHICS_ADAM_BOLT 2
2627 #define GRAPHICS_HENGBAND 3
2630 * Modes for the random name generator
2632 #define NAME_DWARF 1
2634 #define NAME_GNOME 3
2635 #define NAME_HOBBIT 4
2636 #define NAME_HUMAN 5
2646 * Modes for the tokenizer
2648 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
2653 #define PARSE_ERROR_GENERIC 1
2654 #define PARSE_ERROR_ABSOLETE_FILE 2
2655 #define PARSE_ERROR_MISSING_RECORD_HEADER 3
2656 #define PARSE_ERROR_NON_SEQUENTIAL_RECORDS 4
2657 #define PARSE_ERROR_INVALID_FLAG 5
2658 #define PARSE_ERROR_UNDEFINED_DIRECTIVE 6
2659 #define PARSE_ERROR_OUT_OF_MEMORY 7
2660 #define PARSE_ERROR_OUT_OF_BOUNDS 8
2661 #define PARSE_ERROR_TOO_FEW_ARGUMENTS 9
2662 #define PARSE_ERROR_UNDEFINED_TERRAIN_TAG 10
2663 #define PARSE_ERROR_MAX 11
2665 #define GINOU_SUDE 0
2666 #define GINOU_NITOURYU 1
2667 #define GINOU_RIDING 2
2668 #define GINOU_SHIELD 3
2669 #define GINOU_TEMPMAX 4
2670 #define GINOU_MAX 10
2672 /* Proficiency level */
2673 #define EXP_LEVEL_UNSKILLED 0
2674 #define EXP_LEVEL_BEGINNER 1
2675 #define EXP_LEVEL_SKILLED 2
2676 #define EXP_LEVEL_EXPERT 3
2677 #define EXP_LEVEL_MASTER 4
2679 /* Proficiency of weapons and misc. skills (except riding) */
2680 #define WEAPON_EXP_UNSKILLED 0
2681 #define WEAPON_EXP_BEGINNER 4000
2682 #define WEAPON_EXP_SKILLED 6000
2683 #define WEAPON_EXP_EXPERT 7000
2684 #define WEAPON_EXP_MASTER 8000
2686 /* Proficiency of riding */
2687 #define RIDING_EXP_UNSKILLED 0
2688 #define RIDING_EXP_BEGINNER 500
2689 #define RIDING_EXP_SKILLED 2000
2690 #define RIDING_EXP_EXPERT 5000
2691 #define RIDING_EXP_MASTER 8000
2693 /* Proficiency of spells */
2694 #define SPELL_EXP_UNSKILLED 0
2695 #define SPELL_EXP_BEGINNER 900
2696 #define SPELL_EXP_SKILLED 1200
2697 #define SPELL_EXP_EXPERT 1400
2698 #define SPELL_EXP_MASTER 1600
2701 #define SECRET_TOWN 5
2703 #define NIKKI_HIGAWARI 0
2704 #define NIKKI_BUNSHOU 1
2706 #define NIKKI_UNIQUE 3
2707 #define NIKKI_FIX_QUEST_C 4
2708 #define NIKKI_FIX_QUEST_F 5
2709 #define NIKKI_RAND_QUEST_C 6
2710 #define NIKKI_RAND_QUEST_F 7
2711 #define NIKKI_MAXDEAPTH 8
2712 #define NIKKI_TRUMP 9
2713 #define NIKKI_STAIR 10
2714 #define NIKKI_RECALL 11
2715 #define NIKKI_TO_QUEST 12
2716 #define NIKKI_TELE_LEV 13
2717 #define NIKKI_BUY 14
2718 #define NIKKI_SELL 15
2719 #define NIKKI_ARENA 16
2720 #define NIKKI_HANMEI 17
2721 #define NIKKI_LEVELUP 18
2722 #define NIKKI_GAMESTART 19
2723 #define NIKKI_WIZ_TELE 20
2724 #define NIKKI_NAMED_PET 21
2725 #define NIKKI_PAT_TELE 22
2726 #define NIKKI_ART_SCROLL 23
2728 #define NIKKI_WIZARD_LOG 24
2731 #define RECORD_NAMED_PET_NAME 0
2732 #define RECORD_NAMED_PET_UNNAME 1
2733 #define RECORD_NAMED_PET_DISMISS 2
2734 #define RECORD_NAMED_PET_DEATH 3
2735 #define RECORD_NAMED_PET_MOVED 4
2736 #define RECORD_NAMED_PET_LOST_SIGHT 5
2737 #define RECORD_NAMED_PET_DESTROY 6
2738 #define RECORD_NAMED_PET_EARTHQUAKE 7
2739 #define RECORD_NAMED_PET_GENOCIDE 8
2740 #define RECORD_NAMED_PET_WIZ_ZAP 9
2741 #define RECORD_NAMED_PET_TELE_LEVEL 10
2742 #define RECORD_NAMED_PET_BLAST 11
2743 #define RECORD_NAMED_PET_HEAL_LEPER 12
2744 #define RECORD_NAMED_PET_COMPACT 13
2745 #define RECORD_NAMED_PET_LOSE_PARENT 14
2748 #define MAX_MONSPELLS 96
2749 #define MONSPELL_TYPE_BOLT 1
2750 #define MONSPELL_TYPE_BALL 2
2751 #define MONSPELL_TYPE_BREATH 3
2752 #define MONSPELL_TYPE_SUMMON 4
2753 #define MONSPELL_TYPE_OTHER 5
2755 #define EATER_EXT 36
2756 #define EATER_CHARGE 0x10000L
2757 #define EATER_ROD_CHARGE 0x10L
2761 #define DETECT_RAD_DEFAULT 30
2762 #define DETECT_RAD_MAP 30
2763 #define DETECT_RAD_ALL 255
2765 /* Maximum "Nazguls" number */
2766 #define MAX_NAZGUL_NUM 5
2768 #define DO_AUTOPICK 0x01
2769 #define DO_AUTODESTROY 0x02
2770 #define DO_DISPLAY 0x04
2771 #define DONT_AUTOPICK 0x08
2772 #define ITEM_DISPLAY 0x10
2773 #define DO_QUERY_AUTOPICK 0x20
2776 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
2777 #define MAGIC_FAIL_5PERCENT 0x0002
2778 #define MAGIC_GAIN_EXP 0x0004
2780 #define VIRTUE_LARGE 1
2781 #define VIRTUE_SMALL 2
2783 #define SPELL_DD_S 27
2784 #define SPELL_DD_T 13
2786 #define SPELL_KABE 20
2788 #define KNOW_STAT 0x01
2789 #define KNOW_HPRATE 0x02
2794 #define MUSIC_NONE 0
2795 #define MUSIC_SLOW 1
2796 #define MUSIC_BLESS 2
2797 #define MUSIC_STUN 3
2798 #define MUSIC_L_LIFE 4
2799 #define MUSIC_FEAR 5
2800 #define MUSIC_HERO 6
2801 #define MUSIC_MIND 7
2802 #define MUSIC_STEALTH 8
2804 #define MUSIC_CONF 10
2805 #define MUSIC_SOUND 11
2806 #define MUSIC_CHARM 12
2807 #define MUSIC_WALL 13
2808 #define MUSIC_RESIST 14
2809 #define MUSIC_SPEED 15
2810 #define MUSIC_DISPEL 16
2811 #define MUSIC_SARUMAN 17
2812 #define MUSIC_QUAKE 18
2813 #define MUSIC_STASIS 19
2814 #define MUSIC_SHERO 20
2815 #define MUSIC_H_LIFE 21
2816 #define MUSIC_INVULN 22
2817 #define MUSIC_PSI 23
2819 #define MUSIC_DETECT 101
2821 #define SINGING_SONG_EFFECT(P_PTR) ((P_PTR)->magic_num1[0])
2822 #define INTERUPTING_SONG_EFFECT(P_PTR) ((P_PTR)->magic_num1[1])
2823 #define SINGING_COUNT(P_PTR) ((P_PTR)->magic_num1[2])
2824 #define SINGING_SONG_ID(P_PTR) ((P_PTR)->magic_num2[0])
2825 #define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == (X)))
2826 #define music_singing_any() ((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
2829 * Special essence id for Weapon smith
2831 #define MIN_SPECIAL_ESSENCE 200
2833 #define ESSENCE_ATTACK (MIN_SPECIAL_ESSENCE + 0)
2834 #define ESSENCE_AC (MIN_SPECIAL_ESSENCE + 1)
2835 #define ESSENCE_TMP_RES_ACID (MIN_SPECIAL_ESSENCE + 2)
2836 #define ESSENCE_TMP_RES_ELEC (MIN_SPECIAL_ESSENCE + 3)
2837 #define ESSENCE_TMP_RES_FIRE (MIN_SPECIAL_ESSENCE + 4)
2838 #define ESSENCE_TMP_RES_COLD (MIN_SPECIAL_ESSENCE + 5)
2839 #define ESSENCE_SH_FIRE (MIN_SPECIAL_ESSENCE + 6)
2840 #define ESSENCE_SH_ELEC (MIN_SPECIAL_ESSENCE + 7)
2841 #define ESSENCE_SH_COLD (MIN_SPECIAL_ESSENCE + 8)
2842 #define ESSENCE_RESISTANCE (MIN_SPECIAL_ESSENCE + 9)
2843 #define ESSENCE_SUSTAIN (MIN_SPECIAL_ESSENCE + 10)
2844 #define ESSENCE_SLAY_GLOVE (MIN_SPECIAL_ESSENCE + 11)
2847 #define DUNGEON_FEAT_PROB_NUM 3
2850 * Flags for save/load temporal saved floor file
2852 #define SLF_SECOND 0x0001 /* Called from another save/load function */
2853 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
2857 * Flags for wr_item()/rd_item()
2859 #define SAVE_ITEM_PVAL 0x00000001
2860 #define SAVE_ITEM_DISCOUNT 0x00000002
2861 #define SAVE_ITEM_NUMBER 0x00000004
2862 #define SAVE_ITEM_NAME1 0x00000008
2863 #define SAVE_ITEM_NAME2 0x00000010
2864 #define SAVE_ITEM_TIMEOUT 0x00000020
2865 #define SAVE_ITEM_TO_H 0x00000040
2866 #define SAVE_ITEM_TO_D 0x00000080
2867 #define SAVE_ITEM_TO_A 0x00000100
2868 #define SAVE_ITEM_AC 0x00000200
2869 #define SAVE_ITEM_DD 0x00000400
2870 #define SAVE_ITEM_DS 0x00000800
2871 #define SAVE_ITEM_IDENT 0x00001000
2872 #define SAVE_ITEM_MARKED 0x00002000
2873 #define SAVE_ITEM_ART_FLAGS0 0x00004000
2874 #define SAVE_ITEM_ART_FLAGS1 0x00008000
2875 #define SAVE_ITEM_ART_FLAGS2 0x00010000
2876 #define SAVE_ITEM_ART_FLAGS3 0x00020000
2877 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
2878 #define SAVE_ITEM_HELD_M_IDX 0x00080000
2879 #define SAVE_ITEM_XTRA1 0x00100000
2880 #define SAVE_ITEM_XTRA2 0x00200000
2881 #define SAVE_ITEM_XTRA3 0x00400000
2882 #define SAVE_ITEM_XTRA4 0x00800000
2883 #define SAVE_ITEM_XTRA5 0x01000000
2884 #define SAVE_ITEM_FEELING 0x02000000
2885 #define SAVE_ITEM_INSCRIPTION 0x04000000
2886 #define SAVE_ITEM_ART_NAME 0x08000000
2887 #define SAVE_ITEM_ART_FLAGS4 0x10000000
2891 * Flags for wr_monster()/rd_monster()
2893 #define SAVE_MON_AP_R_IDX 0x00000001
2894 #define SAVE_MON_SUB_ALIGN 0x00000002
2895 #define SAVE_MON_CSLEEP 0x00000004
2896 #define SAVE_MON_FAST 0x00000008
2897 #define SAVE_MON_SLOW 0x00000010
2898 #define SAVE_MON_STUNNED 0x00000020
2899 #define SAVE_MON_CONFUSED 0x00000040
2900 #define SAVE_MON_MONFEAR 0x00000080
2901 #define SAVE_MON_TARGET_Y 0x00000100
2902 #define SAVE_MON_TARGET_X 0x00000200
2903 #define SAVE_MON_INVULNER 0x00000400
2904 #define SAVE_MON_SMART 0x00000800
2905 #define SAVE_MON_EXP 0x00001000
2906 #define SAVE_MON_MFLAG2 0x00002000
2907 #define SAVE_MON_NICKNAME 0x00004000
2908 #define SAVE_MON_PARENT 0x00008000
2912 * Constant for kinds of mimic
2914 #define MIMIC_NONE 0
2915 #define MIMIC_DEMON 1
2916 #define MIMIC_DEMON_LORD 2
2917 #define MIMIC_VAMPIRE 3
2920 #define MIMIC_FLAGS choice
2921 #define MIMIC_IS_NONLIVING 0x00000001
2922 #define MIMIC_IS_DEMON 0x00000002
2923 #define MIMIC_IS_UNDEAD 0x00000004
2926 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
2928 /* Sub-alignment flags for neutral monsters */
2929 #define SUB_ALIGN_NEUTRAL 0x0000
2930 #define SUB_ALIGN_EVIL 0x0001
2931 #define SUB_ALIGN_GOOD 0x0002
2933 #define IS_WIZARD_CLASS() \
2934 (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
2936 /* Multishadow effects is determined by current_world_ptr->game_turn */
2937 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (current_world_ptr->game_turn & 1))
2939 /* Is "teleport level" ineffective to this target? */
2940 #define TELE_LEVEL_IS_INEFF(TARGET) \
2941 (p_ptr->inside_arena || p_ptr->inside_battle || \
2942 (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || \
2943 (((TARGET) <= 0) && (quest_number(current_floor_ptr->dun_level) || (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
2944 (current_floor_ptr->dun_level >= 1) && ironman_downward))
2948 * Max numbers of macro trigger names
2950 #define MAX_MACRO_MOD 12
2951 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
2953 /* Max size of screen dump buffer */
2954 #define SCREEN_BUF_MAX_SIZE (4 * 65536)
2958 * Special key code used for inkey_special()
2960 #define SKEY_MOD_MASK 0x0f00
2961 #define SKEY_MOD_SHIFT 0x0100
2962 #define SKEY_MOD_CONTROL 0x0200
2964 #define SKEY_MASK 0xf000
2965 #define SKEY_DOWN 0xf001
2966 #define SKEY_LEFT 0xf002
2967 #define SKEY_RIGHT 0xf003
2968 #define SKEY_UP 0xf004
2969 #define SKEY_PGUP 0xf005
2970 #define SKEY_PGDOWN 0xf006
2971 #define SKEY_TOP 0xf007
2972 #define SKEY_BOTTOM 0xf008
2974 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
2975 #define MTIMED_FAST 1 /* Monster is temporarily fast */
2976 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
2977 #define MTIMED_STUNNED 3 /* Monster is stunned */
2978 #define MTIMED_CONFUSED 4 /* Monster is confused */
2979 #define MTIMED_MONFEAR 5 /* Monster is afraid */
2980 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
2982 #define MAX_MTIMED 7
2984 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
2985 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
2986 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
2987 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
2988 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
2989 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
2990 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
2993 * Bit flags for screen_object()
2995 #define SCROBJ_FAKE_OBJECT 0x00000001
2996 #define SCROBJ_FORCE_DETAIL 0x00000002
2999 * For travel command (auto run)
3008 #define SP_KILL_WALL 4
3010 #define SP_KILL_TRAP 6
3014 #define SP_DOUBLE 10
3015 #define SP_EXPLODE 11
3016 #define SP_EVILNESS 12
3017 #define SP_HOLYNESS 13
3019 #define SP_NEEDLE 15
3021 #define CONCENT_RADAR_THRESHOLD 2
3022 #define CONCENT_TELE_THRESHOLD 5
3025 #define hex_spelling_any() \
3026 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
3027 #define hex_spelling(X) \
3028 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
3029 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
3030 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
3031 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
3032 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
3033 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
3036 Language selection macro
3039 #define _(JAPANESE,ENGLISH) (JAPANESE)
3041 #define _(JAPANESE,ENGLISH) (ENGLISH)
3044 /* Lite flag macro */
3045 #define have_lite_flag(ARRAY) \
3046 (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
3048 #define have_dark_flag(ARRAY) \
3049 (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
3051 /* Spell Type flag */
3052 #define MONSTER_TO_PLAYER 0x01
3053 #define MONSTER_TO_MONSTER 0x02
3055 /* summoning number */
3056 #define S_NUM_6 (easy_band ? 2 : 6)
3057 #define S_NUM_4 (easy_band ? 1 : 4)
3059 /* monster spell number */
3060 #define RF4_SPELL_START 32 * 3
3061 #define RF5_SPELL_START 32 * 4
3062 #define RF6_SPELL_START 32 * 5
3064 #define RF4_SPELL_SIZE 32
3065 #define RF5_SPELL_SIZE 32
3066 #define RF6_SPELL_SIZE 32
3068 /* Spell Damage Calc Flag*/
3078 /* Cheat Info Type */
3079 #define CHEAT_OBJECT 0
3080 #define CHEAT_MONSTER 1
3081 #define CHEAT_DUNGEON 2
3082 #define CHEAT_MISC 3
3084 #define COMMAND_ARG_REST_UNTIL_DONE -2 /*!<休憩コマンド引数 … 必要な分だけ回復 */
3085 #define COMMAND_ARG_REST_FULL_HEALING -1 /*!<休憩コマンド引数 … HPとMPが全回復するまで */
3088 * チートオプションの最大数 / Number of cheating options
3090 #define CHEAT_MAX 10