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
44 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
47 * @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")
48 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
49 * of "update_view()" and "update_lite()". We must also be as large as the
50 * largest illuminatable room, but no room is larger than 800 grids. We
51 * must also be large enough to allow "good enough" use as a circular queue,
52 * to calculate monster flow, but note that the flow code is "paranoid".
57 * @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")
58 * @details We must be large for proper functioning of delayed redrawing.
59 * We must also be as large as two times of the largest view area.
60 * Note that maximum view grids are 1149 entries.
62 #define REDRAW_MAX 2298
66 * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
67 * @note Default: assume at most 256 macros are used
72 * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
74 * Default: assume at most 512 different inscriptions are used<br>
75 * Was 512... 256 quarks added for random artifacts<br>
80 * OPTION: Maximum number of messages to remember (see "io.c")
81 * Default: assume maximal memorization of 2048 total messages
83 #define MESSAGE_MAX 81920
86 * OPTION: Maximum space for the message text buffer (see "io.c")
87 * Default: assume that each of the 2048 messages is repeated an
88 * average of three times, and has an average length of 48
90 #define MESSAGE_BUF 655360
93 /*** Screen Locations ***/
96 * Is the monster seen by the player?
99 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
100 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))
103 /* Maximum "Nazguls" number */
104 #define MAX_NAZGUL_NUM 5
107 Language selection macro
110 #define _(JAPANESE,ENGLISH) (JAPANESE)
112 #define _(JAPANESE,ENGLISH) (ENGLISH)