4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: global constants and macro definitions */
15 * Do not edit this file unless you know *exactly* what you are doing.
17 * Some of the values in this file were chosen to preserve game balance,
18 * while others are hard-coded based on the format of old save-files, the
19 * definition of arrays in various places, mathematical properties, fast
20 * computation, storage limits, or the format of external text files.
22 * Changing some of these values will induce crashes or memory errors or
23 * savefile mis-reads. Most of the comments in this file are meant as
24 * reminders, not complete descriptions, and even a complete knowledge
25 * of the source may not be sufficient to fully understand the effects
26 * of changing certain definitions.
28 * Lastly, note that the code does not always use the symbolic constants
29 * below, and sometimes uses various hard-coded values that may not even
30 * be defined in this file, but which may be related to definitions here.
31 * This is of course bad programming practice, but nobody is perfect...
33 * For example, there are MANY things that depend on the screen being
34 * 80x24, with the top line used for messages, the bottom line being
35 * used for status, and exactly 22 lines used to show the dungeon.
36 * Just because your screen can hold 46 lines does not mean that the
37 * game will work if you try to use 44 lines to show the dungeon.
39 * You have been warned.
44 * Name of the version/variant
46 #define VERSION_NAME "Hengband"
50 * "Program Version Number" of the game
52 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
54 * Program Version of Hengband version is
55 * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
57 #define FAKE_VERSION 0
58 #define FAKE_VER_MAJOR 12
59 #define FAKE_VER_MINOR 1
60 #define FAKE_VER_PATCH 2
64 * "Savefile Version Number" for Hengband 1.1.1 and later
66 * First three digits may be same as the Program Version. But not
67 * always same. It means that newer version may preserves lower
68 * compatibility with the older version.
70 * For example, newer Hengband 1.4.4 creates savefiles marked with
71 * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
72 * savefile of Hengband 1.4.4 (lower compatibility!).
74 * Upper compatibility is always guaranteed.
86 * Number of grids in each block (vertically)
87 * Probably hard-coded to 11, see "generate.c"
92 * Number of grids in each block (horizontally)
93 * Probably hard-coded to 11, see "generate.c"
99 * Number of grids in each panel (vertically)
100 * Must be a multiple of BLOCK_HGT
105 * Number of grids in each panel (horizontally)
106 * Must be a multiple of BLOCK_WID
112 * Number of grids used to display the dungeon (vertically).
113 * Must be a multiple of 11, probably hard-coded to 22.
115 #define SCREEN_HGT 22
118 * Number of grids used to display the dungeon (horizontally).
119 * Must be a multiple of 33, probably hard-coded to 66.
121 #define SCREEN_WID 66
125 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT,
126 * probably hard-coded to SCREEN_HGT * 3.
131 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID,
132 * probably hard-coded to SCREEN_WID * 3.
140 #define MIN_RANDOM_QUEST 40
141 #define MAX_RANDOM_QUEST 49
143 /* Check is the quest index is "fixed" */
144 #define is_fixed_quest_idx(Q_IDX) (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST))
146 #define QUEST_TOWER1 5
147 #define QUEST_TOWER2 6
148 #define QUEST_TOWER3 7
149 #define QUEST_OBERON 8
150 #define QUEST_SERPENT 9
155 #define MAX_ARENA_MONS 41 /* -KMW- */
156 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT))
160 * Total number of stores (see "store.c", etc)
162 #define MAX_STORES 10
165 * Number of buildings
172 #define STORE_GENERAL 0
173 #define STORE_ARMOURY 1
174 #define STORE_WEAPON 2
175 #define STORE_TEMPLE 3
176 #define STORE_ALCHEMIST 4
177 #define STORE_MAGIC 5
178 #define STORE_BLACK 6
181 #define STORE_MUSEUM 9
184 #define BUILDING_NON_MEMBER 0
185 #define BUILDING_MEMBER 1
186 #define BUILDING_OWNER 2
189 * Total number of owners per store (see "store.c", etc)
191 #define MAX_OWNERS 32
194 * Maximum number of player "sex" types (see "table.c", etc)
199 * Maximum number of player "class" types (see "table.c", etc)
203 #define MAX_SEIKAKU 12
205 /* The number of "patrons" available (for Chaos Warriors) */
206 #define MAX_PATRON 16
208 /* Number of entries in the sanity-blast descriptions */
209 #define MAX_SAN_HORROR 20
210 #define MAX_SAN_FUNNY 22
211 #define MAX_SAN_COMMENT 5
213 /* Chaos Warrior: Reward types: */
214 #define REW_POLY_SLF 1
215 #define REW_GAIN_EXP 2
216 #define REW_LOSE_EXP 3
217 #define REW_GOOD_OBJ 4
218 #define REW_GREA_OBJ 5
219 #define REW_CHAOS_WP 6
220 #define REW_GOOD_OBS 7
221 #define REW_GREA_OBS 8
222 #define REW_TY_CURSE 9
223 #define REW_SUMMON_M 10
224 #define REW_H_SUMMON 11
225 #define REW_DO_HAVOC 12
226 #define REW_GAIN_ABL 13
227 #define REW_LOSE_ABL 14
228 #define REW_RUIN_ABL 15
229 #define REW_AUGM_ABL 16
230 #define REW_POLY_WND 17
231 #define REW_HEAL_FUL 18
232 #define REW_HURT_LOT 19
233 #define REW_CURSE_WP 20
234 #define REW_CURSE_AR 21
235 #define REW_PISS_OFF 22
237 #define REW_DESTRUCT 24
238 #define REW_GENOCIDE 25
239 #define REW_MASS_GEN 26
240 #define REW_DISPEL_C 27
241 #define REW_UNUSED_1 28
242 #define REW_UNUSED_2 29
243 #define REW_UNUSED_3 30
244 #define REW_UNUSED_4 31
245 #define REW_UNUSED_5 32
246 #define REW_IGNORE 33
247 #define REW_SER_UNDE 34
248 #define REW_SER_DEMO 35
249 #define REW_SER_MONS 36
251 /* Chaos mutations */
253 /* "Activatable" mutations must be in MUT1_* */
254 #define MUT1_SPIT_ACID 0x00000001L
255 #define MUT1_BR_FIRE 0x00000002L
256 #define MUT1_HYPN_GAZE 0x00000004L
257 #define MUT1_TELEKINES 0x00000008L
258 #define MUT1_VTELEPORT 0x00000010L /* Voluntary teleport */
259 #define MUT1_MIND_BLST 0x00000020L
260 #define MUT1_RADIATION 0x00000040L
261 #define MUT1_VAMPIRISM 0x00000080L
262 #define MUT1_SMELL_MET 0x00000100L
263 #define MUT1_SMELL_MON 0x00000200L
264 #define MUT1_BLINK 0x00000400L
265 #define MUT1_EAT_ROCK 0x00000800L
266 #define MUT1_SWAP_POS 0x00001000L
267 #define MUT1_SHRIEK 0x00002000L
268 #define MUT1_ILLUMINE 0x00004000L
269 #define MUT1_DET_CURSE 0x00008000L
270 #define MUT1_BERSERK 0x00010000L
271 #define MUT1_POLYMORPH 0x00020000L
272 #define MUT1_MIDAS_TCH 0x00040000L
273 #define MUT1_GROW_MOLD 0x00080000L
274 #define MUT1_RESIST 0x00100000L
275 #define MUT1_EARTHQUAKE 0x00200000L
276 #define MUT1_EAT_MAGIC 0x00400000L
277 #define MUT1_WEIGH_MAG 0x00800000L
278 #define MUT1_STERILITY 0x01000000L
279 #define MUT1_PANIC_HIT 0x02000000L
280 #define MUT1_DAZZLE 0x04000000L
281 #define MUT1_LASER_EYE 0x08000000L
282 #define MUT1_RECALL 0x10000000L
283 #define MUT1_BANISH 0x20000000L
284 #define MUT1_COLD_TOUCH 0x40000000L
285 #define MUT1_LAUNCHER 0x80000000L
287 /* Randomly activating mutations must be MUT2_* */
288 #define MUT2_BERS_RAGE 0x00000001L
289 #define MUT2_COWARDICE 0x00000002L
290 #define MUT2_RTELEPORT 0x00000004L /* Random teleport, instability */
291 #define MUT2_ALCOHOL 0x00000008L
292 #define MUT2_HALLU 0x00000010L
293 #define MUT2_FLATULENT 0x00000020L
294 #define MUT2_SCOR_TAIL 0x00000040L
295 #define MUT2_HORNS 0x00000080L
296 #define MUT2_BEAK 0x00000100L
297 #define MUT2_ATT_DEMON 0x00000200L
298 #define MUT2_PROD_MANA 0x00000400L
299 #define MUT2_SPEED_FLUX 0x00000800L
300 #define MUT2_BANISH_ALL 0x00001000L
301 #define MUT2_EAT_LIGHT 0x00002000L
302 #define MUT2_TRUNK 0x00004000L
303 #define MUT2_ATT_ANIMAL 0x00008000L
304 #define MUT2_TENTACLES 0x00010000L
305 #define MUT2_RAW_CHAOS 0x00020000L
306 #define MUT2_NORMALITY 0x00040000L
307 #define MUT2_WRAITH 0x00080000L
308 #define MUT2_POLY_WOUND 0x00100000L
309 #define MUT2_WASTING 0x00200000L
310 #define MUT2_ATT_DRAGON 0x00400000L
311 #define MUT2_WEIRD_MIND 0x00800000L
312 #define MUT2_NAUSEA 0x01000000L
313 #define MUT2_CHAOS_GIFT 0x02000000L
314 #define MUT2_WALK_SHAD 0x04000000L
315 #define MUT2_WARNING 0x08000000L
316 #define MUT2_INVULN 0x10000000L
317 #define MUT2_SP_TO_HP 0x20000000L
318 #define MUT2_HP_TO_SP 0x40000000L
319 #define MUT2_DISARM 0x80000000L
323 /* Other mutations will be mainly in MUT3_* */
325 #define MUT3_HYPER_STR 0x00000001L
326 #define MUT3_PUNY 0x00000002L
327 #define MUT3_HYPER_INT 0x00000004L
328 #define MUT3_MORONIC 0x00000008L
329 #define MUT3_RESILIENT 0x00000010L
330 #define MUT3_XTRA_FAT 0x00000020L
331 #define MUT3_ALBINO 0x00000040L
332 #define MUT3_FLESH_ROT 0x00000080L
333 #define MUT3_SILLY_VOI 0x00000100L
334 #define MUT3_BLANK_FAC 0x00000200L
335 #define MUT3_ILL_NORM 0x00000400L
336 #define MUT3_XTRA_EYES 0x00000800L
337 #define MUT3_MAGIC_RES 0x00001000L
338 #define MUT3_XTRA_NOIS 0x00002000L
339 #define MUT3_INFRAVIS 0x00004000L
340 #define MUT3_XTRA_LEGS 0x00008000L
341 #define MUT3_SHORT_LEG 0x00010000L
342 #define MUT3_ELEC_TOUC 0x00020000L
343 #define MUT3_FIRE_BODY 0x00040000L
344 #define MUT3_WART_SKIN 0x00080000L
345 #define MUT3_SCALES 0x00100000L
346 #define MUT3_IRON_SKIN 0x00200000L
347 #define MUT3_WINGS 0x00400000L
348 #define MUT3_FEARLESS 0x00800000L
349 #define MUT3_REGEN 0x01000000L
350 #define MUT3_ESP 0x02000000L
351 #define MUT3_LIMBER 0x04000000L
352 #define MUT3_ARTHRITIS 0x08000000L
353 #define MUT3_BAD_LUCK 0x10000000L
354 #define MUT3_VULN_ELEM 0x20000000L
355 #define MUT3_MOTION 0x40000000L
356 #define MUT3_GOOD_LUCK 0x80000000L
359 /* Monk martial arts... */
365 #define MAX_MIND_POWERS 21
367 /* Hallucination stuff */
369 #define MAX_SILLY_ATTACK 41
371 #define MAX_SILLY_ATTACK 29
374 #define MIND_MINDCRAFTER 0
376 #define MIND_BERSERKER 2
377 #define MIND_MIRROR_MASTER 3
378 #define MIND_NINJUTSU 4
382 * Size of memory reserved for initialization of some arrays
384 #define FAKE_NAME_SIZE 40 * 1024L
385 #define FAKE_TEXT_SIZE 150 * 1024L
386 #define FAKE_TAG_SIZE 10 * 1024L
390 * Maximum number of high scores in the high score file
392 #define MAX_HISCORES 999
396 * Maximum dungeon level. The player can never reach this level
397 * in the dungeon, and this value is used for various calculations
398 * involving object and monster creation. It must be at least 100.
399 * Setting it below 128 may prevent the creation of some objects.
401 #define MAX_DEPTH 128
405 * Maximum number of saved floors.
407 #define MAX_SAVED_FLOORS 20
411 * Maximum size of the "lite" array (see "cave.c")
412 * Note that the "lite radius" will NEVER exceed 14, and we would
413 * never require more than 581 entries in the array for circular "lite".
418 * Maximum size of the "mon_lite" array (see "cave.c")
419 * Note that the "view radius" will NEVER exceed 20, monster illumination
420 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
421 * we would never require more than 1520 entries in the array.
423 #define MON_LITE_MAX 1536
426 * Maximum size of the "view" array (see "cave.c")
427 * Note that the "view radius" will NEVER exceed 20, and even if the "view"
428 * was octagonal, we would never require more than 1520 entries in the array.
430 #define VIEW_MAX 1536
433 * Maximum size of the "temp" array (see "cave.c")
434 * We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
435 * of "update_view()" and "update_lite()". We must also be as large as the
436 * largest illuminatable room, but no room is larger than 800 grids. We
437 * must also be large enough to allow "good enough" use as a circular queue,
438 * to calculate monster flow, but note that the flow code is "paranoid".
440 #define TEMP_MAX 2298
443 * Maximum size of the "redraw" array (see "cave.c")
444 * We must be large for proper functioning of delayed redrawing.
445 * We must also be as large as two times of the largest view area.
446 * Note that maximum view grids are 1149 entries.
448 #define REDRAW_MAX 2298
452 * Number of keymap modes
454 #define KEYMAP_MODES 2
457 * Mode for original keyset commands
459 #define KEYMAP_MODE_ORIG 0
462 * Mode for roguelike keyset commands
464 #define KEYMAP_MODE_ROGUE 1
468 * OPTION: Maximum number of macros (see "io.c")
469 * Default: assume at most 256 macros are used
471 #define MACRO_MAX 256
474 * OPTION: Maximum number of "quarks" (see "io.c")
475 * Default: assume at most 512 different inscriptions are used
477 #define QUARK_MAX 768
478 /* Was 512... 256 quarks added for random artifacts */
481 * OPTION: Maximum number of messages to remember (see "io.c")
482 * Default: assume maximal memorization of 2048 total messages
484 #define MESSAGE_MAX 2048
487 * OPTION: Maximum space for the message text buffer (see "io.c")
488 * Default: assume that each of the 2048 messages is repeated an
489 * average of three times, and has an average length of 48
491 #define MESSAGE_BUF 32768
495 * Maximum value storable in a "byte" (hard-coded)
497 #define MAX_UCHAR 255
500 * Maximum value storable in a "s16b" (hard-coded)
502 #define MAX_SHORT 32767
505 * Maximum length of object's name
510 * Special internal key
512 #define SPECIAL_KEY_QUEST 255
513 #define SPECIAL_KEY_BUILDING 254
514 #define SPECIAL_KEY_STORE 253
515 #define SPECIAL_KEY_QUIT 252
520 #define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
521 #define STORE_CHOICES 48 /* Number of items to choose stock from */
522 #define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
523 #define STORE_TURNOVER 9 /* Normal shop turnover, per day */
524 #define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
525 #define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
526 #define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
527 #define STORE_TICKS 1000 /* Number of ticks between turnovers */
533 #define ENERGY_NEED() (randnor(100, 25))
537 * Extract energy from speed (Assumes that SPEED is unsigned)
539 #define SPEED_TO_ENERGY(SPEED) \
540 (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
546 #define TOWN_DAWN 10000 /* Number of ticks from dawn to dawn XXX */
547 #define TURNS_PER_TICK 10L /* Number of energy-gain-turns per ticks */
548 #define MAX_DAYS 20000 /* Maximum days */
549 #define BREAK_GLYPH 550 /* Rune of protection resistance */
550 #define BREAK_MINOR_GLYPH 299 /* For explosive runes */
551 #define BTH_PLUS_ADJ 3 /* Adjust BTH per plus-to-hit */
552 #define MON_MULT_ADJ 8 /* High value slows multiplication */
553 #define MON_SUMMON_ADJ 2 /* Adjust level of summoned creatures */
554 #define MON_DRAIN_LIFE 2 /* Percent of player exp drained per hit */
555 #define USE_DEVICE 3 /* x> Harder devices x< Easier devices */
558 /* "Biases" for random artifact gen */
571 #define BIAS_CHAOS 12
572 #define BIAS_PRIESTLY 13
573 #define BIAS_NECROMANTIC 14
575 #define BIAS_ROGUE 16
577 #define BIAS_WARRIOR 18
578 #define BIAS_RANGER 19
581 /*** Pet constants ***/
587 #define PET_DISMISS 1
589 #define PET_STAY_CLOSE 3
590 #define PET_FOLLOW_ME 4
591 #define PET_SEEK_AND_DESTROY 5
592 #define PET_ALLOW_SPACE 6
593 #define PET_STAY_AWAY 7
594 #define PET_OPEN_DOORS 8
595 #define PET_TAKE_ITEMS 9
596 #define PET_TELEPORT 10
597 #define PET_ATTACK_SPELL 11
598 #define PET_SUMMON_SPELL 12
599 #define PET_BALL_SPELL 13
600 #define PET_RIDING 14
602 #define PET_RYOUTE 16
607 #define PET_CLOSE_DIST 1
608 #define PET_FOLLOW_DIST 6
609 #define PET_SEEK_DIST 10
610 #define PET_DESTROY_DIST 255
611 #define PET_SPACE_DIST (-10)
612 #define PET_AWAY_DIST (-25)
614 #define PF_OPEN_DOORS 0x0001
615 #define PF_PICKUP_ITEMS 0x0002
616 #define PF_TELEPORT 0x0004
617 #define PF_ATTACK_SPELL 0x0008
618 #define PF_SUMMON_SPELL 0x0010
619 #define PF_BALL_SPELL 0x0020
620 #define PF_RYOUTE 0x0040
623 #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
627 * There is a 1/20 (5%) chance of inflating the requested object_level
628 * during the creation of an object (see "get_obj_num()" in "object.c").
629 * Lower values yield better objects more often.
634 * There is a 1/25 (4%) chance of inflating the requested monster_level
635 * during the creation of a monsters (see "get_mon_num()" in "monster.c").
636 * Lower values yield harder monsters more often.
638 #define NASTY_MON_BASE 25
639 #define NASTY_MON_MAX 3
640 #define NASTY_MON_PLUS_MAX 25
642 /* 1/x chance of hurting even if invulnerable! */
643 #define PENETRATE_INVULNERABILITY 13
648 * Refueling constants
650 #define FUEL_TORCH 5000 /* Maximum amount of fuel in a torch */
651 #define FUEL_LAMP 15000 /* Maximum amount of fuel in a lantern */
655 * More maximum values
657 #define MAX_SIGHT 20 /* Maximum view distance */
658 #define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /* Maximum range (spells, etc) */
659 #define AAF_LIMIT 100 /* Limit of sensing radius */
664 * The town starts out with 4 residents during the day
666 #define MIN_M_ALLOC_TD 4
669 * The town starts out with 8 residents during the night
671 #define MIN_M_ALLOC_TN 8
675 * A monster can only "multiply" (reproduce) if there are fewer than 100
676 * monsters on the level capable of such spontaneous reproduction. This
677 * is a hack which prevents the "m_list[]" array from exploding due to
678 * reproducing monsters. Messy, but necessary.
680 #define MAX_REPRO 100
686 #define PY_MAX_EXP 99999999L /* Maximum exp */
687 #define PY_MAX_GOLD 999999999L /* Maximum gold */
688 #define PY_MAX_LEVEL 50 /* Maximum level */
691 * Player "food" crucial values
693 #define PY_FOOD_MAX 15000 /* Food value (Bloated) */
694 #define PY_FOOD_FULL 10000 /* Food value (Normal) */
695 #define PY_FOOD_ALERT 2000 /* Food value (Hungry) */
696 #define PY_FOOD_WEAK 1000 /* Food value (Weak) */
697 #define PY_FOOD_FAINT 500 /* Food value (Fainting) */
698 #define PY_FOOD_STARVE 100 /* Food value (Starving) */
701 * Player regeneration constants
703 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
704 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
705 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
706 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
707 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
710 * Possible realms that can be chosen;
711 * currently used only by birth.c and tables.c
715 #define CH_SORCERY 0x02
716 #define CH_NATURE 0x04
717 #define CH_CHAOS 0x08
718 #define CH_DEATH 0x10
719 #define CH_TRUMP 0x20
720 #define CH_ARCANE 0x40
721 #define CH_ENCHANT 0x80
722 #define CH_DAEMON 0x100
723 #define CH_CRUSADE 0x200
725 #define CH_MUSIC 0x08000 /* This is 16th bit */
726 #define CH_HISSATSU 0x10000
727 #define CH_HEX 0x20000
735 #define REALM_SORCERY 2
736 #define REALM_NATURE 3
737 #define REALM_CHAOS 4
738 #define REALM_DEATH 5
739 #define REALM_TRUMP 6
740 #define REALM_ARCANE 7
741 #define REALM_CRAFT 8
742 #define REALM_DAEMON 9
743 #define REALM_CRUSADE 10
745 #define MIN_TECHNIC 16
746 #define REALM_MUSIC 16
747 #define REALM_HISSATSU 17
751 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
752 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
754 #define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)
755 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
756 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
757 #define is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)
760 * Magic-books for the realms
762 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
763 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
767 * Mode constant for do_spell()
779 * Maximum number of "normal" pack slots, and the index of the "overflow"
780 * slot, which can hold an item, but only temporarily, since it causes the
781 * pack to "overflow", dropping the "last" item onto the ground. Since this
782 * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
783 * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
784 * by the fact that the screen can only show 23 items plus a one-line prompt.
786 #define INVEN_PACK 23
789 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
791 #define INVEN_RARM 24
792 #define INVEN_LARM 25
794 #define INVEN_RIGHT 27
795 #define INVEN_LEFT 28
796 #define INVEN_NECK 29
797 #define INVEN_LITE 30
798 #define INVEN_BODY 31
799 #define INVEN_OUTER 32
800 #define INVEN_HEAD 33
801 #define INVEN_HANDS 34
802 #define INVEN_FEET 35
805 * used for get_random_ego()
807 #define INVEN_AMMO 23
810 * Total number of inventory slots (hard-coded).
812 #define INVEN_TOTAL 36
815 * Fake inventory slot for selecting force (hard-coded).
817 #define INVEN_FORCE 1111
821 * Indexes of the various "stats" (hard-coded by savefiles, etc).
831 * Player sex constants (hard-coded by save-files, arrays, etc)
838 * Player race constants (hard-coded by save-files, arrays, etc)
841 #define RACE_HALF_ELF 1
843 #define RACE_HOBBIT 3
846 #define RACE_HALF_ORC 6
847 #define RACE_HALF_TROLL 7
848 #define RACE_AMBERITE 8
849 #define RACE_HIGH_ELF 9
850 #define RACE_BARBARIAN 10
851 #define RACE_HALF_OGRE 11
852 #define RACE_HALF_GIANT 12
853 #define RACE_HALF_TITAN 13
854 #define RACE_CYCLOPS 14
856 #define RACE_KLACKON 16
857 #define RACE_KOBOLD 17
858 #define RACE_NIBELUNG 18
859 #define RACE_DARK_ELF 19
860 #define RACE_DRACONIAN 20
861 #define RACE_MIND_FLAYER 21
863 #define RACE_GOLEM 23
864 #define RACE_SKELETON 24
865 #define RACE_ZOMBIE 25
866 #define RACE_VAMPIRE 26
867 #define RACE_SPECTRE 27
868 #define RACE_SPRITE 28
869 #define RACE_BEASTMAN 29
871 #define RACE_ANGEL 31
872 #define RACE_DEMON 32
873 #define RACE_DUNADAN 33
874 #define RACE_S_FAIRY 34
875 #define RACE_KUTAR 35
876 #define RACE_ANDROID 36
879 * Maximum number of player "race" types (see "table.c", etc)
885 * Player class constants (hard-coded by save-files, arrays, etc)
887 #define CLASS_WARRIOR 0
889 #define CLASS_PRIEST 2
890 #define CLASS_ROGUE 3
891 #define CLASS_RANGER 4
892 #define CLASS_PALADIN 5
893 #define CLASS_WARRIOR_MAGE 6
894 #define CLASS_CHAOS_WARRIOR 7
896 #define CLASS_MINDCRAFTER 9
897 #define CLASS_HIGH_MAGE 10
898 #define CLASS_TOURIST 11
899 #define CLASS_IMITATOR 12
900 #define CLASS_BEASTMASTER 13
901 #define CLASS_SORCERER 14
902 #define CLASS_ARCHER 15
903 #define CLASS_MAGIC_EATER 16
904 #define CLASS_BARD 17
905 #define CLASS_RED_MAGE 18
906 #define CLASS_SAMURAI 19
907 #define CLASS_FORCETRAINER 20
908 #define CLASS_BLUE_MAGE 21
909 #define CLASS_CAVALRY 22
910 #define CLASS_BERSERKER 23
911 #define CLASS_SMITH 24
912 #define CLASS_MIRROR_MASTER 25
913 #define CLASS_NINJA 26
914 #define CLASS_SNIPER 27
916 #define SEIKAKU_FUTUU 0
917 #define SEIKAKU_CHIKARA 1
918 #define SEIKAKU_KIREMONO 2
919 #define SEIKAKU_SHIAWASE 3
920 #define SEIKAKU_SUBASI 4
921 #define SEIKAKU_INOCHI 5
922 #define SEIKAKU_COMBAT 6
923 #define SEIKAKU_NAMAKE 7
924 #define SEIKAKU_SEXY 8
925 #define SEIKAKU_LUCKY 9
926 #define SEIKAKU_GAMAN 10
927 #define SEIKAKU_MUNCHKIN 11
929 /*** Screen Locations ***/
932 * Some screen locations for various display routines
933 * Currently, row 8 and 15 are the only "blank" rows.
934 * That leaves a "border" around the "stat" values.
938 #define COL_RACE 0 /* <race name> */
940 /*#define ROW_CLASS 2 */
941 /*#define COL_CLASS 0 */ /* <class name> */
944 #define COL_TITLE 0 /* <title> or <mode> */
946 /*#define ROW_SEIKAKU 4 */
947 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
950 #define COL_DAY 0 /* day */
952 #define ROW_DUNGEON 22
953 #define COL_DUNGEON 0 /* dungeon */
956 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
959 #define COL_EXP 0 /* "EXP xxxxxxxx" */
962 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
964 #define ROW_EQUIPPY 6
965 #define COL_EQUIPPY 0 /* equippy chars */
968 #define COL_STAT 0 /* "xxx xxxxxx" */
971 #define COL_AC 0 /* "Cur AC xxxxx" */
977 #define COL_CURHP 0 /* "Cur HP xxxxx" */
980 #define COL_CURSP 0 /* "Cur SP xxxxx" */
982 #define ROW_RIDING_INFO 16
983 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
986 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
992 #define COL_CUT 0 /* <cut> */
995 #define COL_STUN 0 /* <stun> */
997 #define ROW_HUNGRY 20
998 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
1000 #define ROW_STATE 20
1001 #define COL_STATE 7 /* <state> */
1003 #define ROW_SPEED (-1)
1004 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
1006 #define ROW_STUDY (-1)
1007 #define COL_STUDY (-13) /* "Study" */
1009 #define ROW_DEPTH (-1)
1010 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
1012 #define ROW_STATBAR (-1)
1013 #define COL_STATBAR 0
1014 #define MAX_COL_STATBAR (-26)
1018 * Number of feats we change to (Excluding default). Used in f_info.txt.
1020 #define MAX_FEAT_STATES 8
1024 * Wilderness terrains
1026 #define TERRAIN_EDGE 0 /* Edge of the World */
1027 #define TERRAIN_TOWN 1 /* Town */
1028 #define TERRAIN_DEEP_WATER 2 /* Deep water */
1029 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
1030 #define TERRAIN_SWAMP 4 /* Swamp */
1031 #define TERRAIN_DIRT 5 /* Dirt */
1032 #define TERRAIN_GRASS 6 /* Grass */
1033 #define TERRAIN_TREES 7 /* Trees */
1034 #define TERRAIN_DESERT 8 /* Desert */
1035 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
1036 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
1037 #define TERRAIN_MOUNTAIN 11 /* Mountain */
1039 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
1043 * Feature flags - should be used instead of feature indexes unless generating.
1044 * Originally from UnAngband, and modified into TR-like style in Hengband
1049 #define FF_PROJECT 1
1055 #define FF_REMEMBER 7
1060 #define FF_DISARM 12
1062 #define FF_TUNNEL 14
1063 #define FF_MAY_HAVE_GOLD 15
1064 #define FF_HAS_GOLD 16
1065 #define FF_HAS_ITEM 17
1068 #define FF_STAIRS 20
1072 #define FF_AVOID_RUN 24
1075 #define FF_PERMANENT 27
1076 /* #define FF_XXX00 28 */
1077 /* #define FF_XXX01 29 */
1078 /* #define FF_XXX02 30 */
1079 #define FF_HIT_TRAP 31
1081 /* #define FF_BRIDGE 32 */
1082 /* #define FF_RIVER 33 */
1083 /* #define FF_LAKE 34 */
1084 /* #define FF_BRIDGED 35 */
1085 /* #define FF_COVERED 36 */
1087 #define FF_ENSECRET 38
1090 #define FF_SHALLOW 41
1092 /* #define FF_FILLED 43 */
1093 #define FF_HURT_ROCK 44
1094 /* #define FF_HURT_FIRE 45 */
1095 /* #define FF_HURT_COLD 46 */
1096 /* #define FF_HURT_ACID 47 */
1097 /* #define FF_ICE 48 */
1098 /* #define FF_ACID 49 */
1099 /* #define FF_OIL 50 */
1100 /* #define FF_XXX04 51 */
1101 /* #define FF_CAN_CLIMB 52 */
1102 #define FF_CAN_FLY 53
1103 #define FF_CAN_SWIM 54
1104 #define FF_CAN_PASS 55
1105 /* #define FF_CAN_OOZE 56 */
1106 #define FF_CAN_DIG 57
1107 /* #define FF_HIDE_ITEM 58 */
1108 /* #define FF_HIDE_SNEAK 59 */
1109 /* #define FF_HIDE_SWIM 60 */
1110 /* #define FF_HIDE_DIG 61 */
1111 /* #define FF_KILL_HUGE 62 */
1112 /* #define FF_KILL_MOVE 63 */
1114 /* #define FF_PICK_TRAP 64 */
1115 /* #define FF_PICK_DOOR 65 */
1116 /* #define FF_ALLOC 66 */
1117 /* #define FF_CHEST 67 */
1118 /* #define FF_DROP_1D2 68 */
1119 /* #define FF_DROP_2D2 69 */
1120 /* #define FF_DROP_GOOD 70 */
1121 /* #define FF_DROP_GREAT 71 */
1122 /* #define FF_HURT_POIS 72 */
1123 /* #define FF_HURT_ELEC 73 */
1124 /* #define FF_HURT_WATER 74 */
1125 /* #define FF_HURT_BWATER 75 */
1126 /* #define FF_USE_FEAT 76 */
1127 /* #define FF_GET_FEAT 77 */
1128 /* #define FF_GROUND 78 */
1129 /* #define FF_OUTSIDE 79 */
1130 /* #define FF_EASY_HIDE 80 */
1131 /* #define FF_EASY_CLIMB 81 */
1132 /* #define FF_MUST_CLIMB 82 */
1134 /* #define FF_NEED_TREE 84 */
1135 /* #define FF_BLOOD 85 */
1136 /* #define FF_DUST 86 */
1137 /* #define FF_SLIME 87 */
1139 /* #define FF_XXX2 89 */
1140 /* #define FF_INSTANT 90 */
1141 /* #define FF_EXPLODE 91 */
1142 /* #define FF_TIMED 92 */
1143 /* #define FF_ERUPT 93 */
1144 /* #define FF_STRIKE 94 */
1145 /* #define FF_SPREAD 95 */
1147 #define FF_SPECIAL 96
1148 #define FF_HURT_DISI 97
1149 #define FF_QUEST_ENTER 98
1150 #define FF_QUEST_EXIT 99
1151 #define FF_QUEST 100
1152 #define FF_SHAFT 101
1153 #define FF_MOUNTAIN 102
1155 #define FF_MINOR_GLYPH 104
1156 #define FF_PATTERN 105
1158 #define FF_ENTRANCE 107
1159 #define FF_MIRROR 108
1160 #define FF_UNPERM 109
1161 #define FF_TELEPORTABLE 110
1162 #define FF_CONVERT 111
1163 #define FF_GLASS 112
1165 #define FF_FLAG_MAX 113
1166 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
1168 /* Which features are dynamic */
1169 #define have_dynamic_flags(ARRAY) \
1170 (!!((ARRAY)[(FF_INSTANT / 32)] & \
1171 ((1UL << (FF_INSTANT % 32)) | \
1172 (1UL << (FF_EXPLODE % 32)) | \
1173 (1UL << (FF_TIMED % 32)) | \
1174 (1UL << (FF_ERUPT % 32)) | \
1175 (1UL << (FF_STRIKE % 32)) | \
1176 (1UL << (FF_SPREAD % 32)))))
1180 * Feature action flags
1182 #define FAF_DESTROY 0x01
1183 #define FAF_NO_DROP 0x02
1184 #define FAF_CRASH_GLASS 0x04
1188 * Bit flags for teleportation
1190 #define TELEPORT_NONMAGICAL 0x00000001
1191 #define TELEPORT_PASSIVE 0x00000002
1192 #define TELEPORT_DEC_VALOUR 0x00000004
1195 /* Types of doors */
1196 #define DOOR_DEFAULT -1
1198 #define DOOR_GLASS_DOOR 1
1199 #define DOOR_CURTAIN 2
1201 #define MAX_DOOR_TYPES 3
1203 #define feat_locked_door_random(DOOR_TYPE) \
1204 (feat_door[(DOOR_TYPE)].num_locked ? \
1205 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
1207 #define feat_jammed_door_random(DOOR_TYPE) \
1208 (feat_door[(DOOR_TYPE)].num_jammed ? \
1209 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
1212 /* Types of normal traps */
1214 #define TRAP_TRAPDOOR 0
1216 #define TRAP_SPIKED_PIT 2
1217 #define TRAP_POISON_PIT 3
1218 #define TRAP_TY_CURSE 4
1219 #define TRAP_TELEPORT 5
1223 #define TRAP_LOSE_STR 9
1224 #define TRAP_LOSE_DEX 10
1225 #define TRAP_LOSE_CON 11
1226 #define TRAP_BLIND 12
1227 #define TRAP_CONFUSE 13
1228 #define TRAP_POISON 14
1229 #define TRAP_SLEEP 15
1230 #define TRAP_TRAPS 16
1231 #define TRAP_ALARM 17
1234 /* Types of special traps */
1235 #define TRAP_OPEN 18
1236 #define TRAP_ARMAGEDDON 19
1237 #define TRAP_PIRANHA 20
1240 /* Maximum locked/jammed doors */
1241 #define MAX_LJ_DOORS 8
1244 /* Types of pattern tiles */
1245 #define NOT_PATTERN_TILE -1
1246 #define PATTERN_TILE_START 0
1247 #define PATTERN_TILE_1 1
1248 #define PATTERN_TILE_2 2
1249 #define PATTERN_TILE_3 3
1250 #define PATTERN_TILE_4 4
1251 #define PATTERN_TILE_END 5
1252 #define PATTERN_TILE_OLD 6
1253 #define PATTERN_TILE_TELEPORT 7
1254 #define PATTERN_TILE_WRECKED 8
1257 /* Types of conversions */
1258 #define CONVERT_TYPE_FLOOR 0
1259 #define CONVERT_TYPE_WALL 1
1260 #define CONVERT_TYPE_INNER 2
1261 #define CONVERT_TYPE_OUTER 3
1262 #define CONVERT_TYPE_SOLID 4
1263 #define CONVERT_TYPE_STREAM1 5
1264 #define CONVERT_TYPE_STREAM2 6
1268 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
1270 #define CEM_RIDING 0x0001
1271 #define CEM_P_CAN_ENTER_PATTERN 0x0002
1274 /* Lighting levels of features' attr and char */
1276 #define F_LIT_STANDARD 0 /* Standard */
1277 #define F_LIT_LITE 1 /* Brightly lit */
1278 #define F_LIT_DARK 2 /* Darkened */
1280 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
1284 /*** Artifact indexes (see "lib/edit/a_info.txt") ***/
1287 #define ART_GALADRIEL 1
1288 #define ART_ELENDIL 2
1290 #define ART_EDISON 7
1291 #define ART_PALANTIR 15
1292 #define ART_STONE_LORE 17
1293 #define ART_FLY_STONE 147
1296 #define ART_CARLAMMAS 4
1298 #define ART_DWARVES 6
1299 #define ART_FARAMIR 18
1300 #define ART_BOROMIR 143
1301 #define ART_MAGATAMA 149
1302 #define ART_INROU 166
1303 #define ART_NIGHT 215
1304 #define ART_SACRED_KNIGHTS 217
1305 #define ART_HELL 218
1306 #define ART_CHARMED 219
1307 #define ART_GOGO 220
1310 #define ART_FRAKIR 8
1311 #define ART_TULKAS 9
1312 #define ART_NARYA 10
1313 #define ART_NENYA 11
1314 #define ART_VILYA 12
1315 #define ART_POWER 13
1319 #define ART_RAZORBACK 129
1320 #define ART_BLADETURNER 130
1321 #define ART_SEIRYU 201
1324 #define ART_SOULKEEPER 19
1325 #define ART_ISILDUR 20
1326 #define ART_ROHIRRIM 21
1327 #define ART_LOHENGRIN 22
1328 #define ART_JULIAN 23
1329 #define ART_ARVEDUI 24
1330 #define ART_CASPANION 25
1331 #define ART_GILES 168
1332 #define ART_MORLOK 203
1333 #define ART_VETERAN 206
1336 #define ART_SHIVA_JACKET 26
1337 #define ART_HITHLOMIR 27
1338 #define ART_THALKETTOTH 28
1339 #define ART_HIMRING 127
1340 #define ART_ICANUS 131
1341 #define ART_NAMAKE_ARMOR 183
1343 #define ART_DASAI 200
1344 #define ART_KESHO 204
1347 #define ART_THORIN 30
1348 #define ART_CELEGORM 31
1349 #define ART_ANARION 32
1350 #define ART_GIL_GALAD 138
1351 #define ART_YENDOR 141
1352 #define ART_YATA 151
1353 #define ART_EARENDIL 186
1354 #define ART_PERSEUS 197
1356 /* Helms and Crowns */
1357 #define ART_INDRA 33
1358 #define ART_CHAOS 34
1359 #define ART_BERUTHIEL 35
1360 #define ART_THRANDUIL 36
1361 #define ART_THENGEL 37
1362 #define ART_HAMMERHAND 38
1364 #define ART_HOLHENNETH 40
1365 #define ART_TERROR 41
1366 #define ART_AMBER 42
1367 #define ART_NUMENOR 132
1368 #define ART_STONEMASK 146
1372 #define ART_COLLUIN 44
1373 #define ART_HOLCOLLETH 45
1374 #define ART_THINGOL 46
1375 #define ART_THORONGIL 47
1376 #define ART_COLANNON 48
1377 #define ART_LUTHIEN 49
1379 #define ART_MOOK 205
1380 #define ART_HEAVENLY_MAIDEN 233
1383 #define ART_CAMBELEG 52
1384 #define ART_CAMMITHRIM 53
1385 #define ART_PAURHACH 54
1386 #define ART_CORWIN 55
1387 #define ART_PAURAEGEN 56
1388 #define ART_PAURNEN 57
1389 #define ART_THANOS 58
1390 #define ART_FINGOLFIN 59
1391 #define ART_PAURNIMMEN 185
1394 #define ART_FEANOR 60
1395 #define ART_FLORA 61
1396 #define ART_THROR 62
1397 #define ART_SHIVA_BOOTS 63
1398 #define ART_GLASS 165
1399 #define ART_GETA 210
1402 #define ART_NAIN 211
1405 #define ART_MAEDHROS 64
1406 #define ART_CAINE 65
1407 #define ART_NARTHANC 66
1408 #define ART_NIMTHANC 67
1409 #define ART_DETHANC 68
1410 #define ART_RILIA 69
1411 #define ART_FIONA 70
1412 #define ART_CALRIS 71
1413 #define ART_GRAYSWANDIR 72
1414 #define ART_GLAMDRING 73
1415 #define ART_NOTHUNG 74
1416 #define ART_ORCRIST 75
1417 #define ART_GURTHANG 76
1418 #define ART_ZARCUTHRA 77
1419 #define ART_TWILIGHT 78
1420 #define ART_GONDRICAM 79
1421 #define ART_CRISDURIAN 80
1422 #define ART_AGLARANG 81
1423 #define ART_RINGIL 82
1424 #define ART_ANDURIL 83
1425 #define ART_WEREWINDLE 84
1426 #define ART_CHAINSWORD 85
1427 #define ART_FORASGIL 86
1428 #define ART_CARETH 87
1429 #define ART_STING 88
1430 #define ART_SOULSWORD 89
1431 #define ART_MERLIN 90
1432 #define ART_DOOMCALLER 91
1433 #define ART_VORPAL_BLADE 92
1434 #define ART_SLAYER 123
1435 #define ART_KUSANAGI 128
1436 #define ART_HURIN 133
1437 #define ART_AZAGHAL 135
1438 #define ART_NOVA 137
1439 #define ART_CHARIOT 140
1440 #define ART_WORPAL_BLADE 142
1441 #define ART_MURAMASA 144
1442 #define ART_ZANTETSU 150
1443 #define ART_SOULCRUSH 154
1444 #define ART_FALIS 155
1445 #define ART_HRUNTING 156
1446 #define ART_ANUBIS 158
1447 #define ART_GURENKI 160
1448 #define ART_TAILBITER 167
1449 #define ART_MUSASI_KATANA 171
1450 #define ART_MUSASI_WAKIZASI 172
1451 #define ART_QUICKTHORN 174
1452 #define ART_TINYTHORN 175
1453 #define ART_EXCALIBUR 176
1454 #define ART_EXCALIPUR 177
1455 #define ART_EXCALIBUR_J 179
1456 #define ART_ARUNRUTH 184
1457 #define ART_HAKABUSA 189
1458 #define ART_STORMBRINGER 190
1459 #define ART_NARSIL 191
1460 #define ART_KANNU 193
1461 #define ART_GRIMTOOTH 196
1462 #define ART_KAMUI 198
1463 #define ART_GOURYU 207
1464 #define ART_EOWYN 216
1467 #define ART_THEODEN 93
1469 #define ART_OSONDIR 95
1471 #define ART_RUNESPEAR 97
1472 #define ART_DESTINY 98
1473 #define ART_HAGEN 99
1474 #define ART_EORLINGAS 100
1475 #define ART_DURIN 101
1476 #define ART_EONWE 102
1477 #define ART_BALLI 103
1478 #define ART_LOTHARANG 104
1479 #define ART_DWARVES_AXE 105
1480 #define ART_BARUKKHELED 106
1481 #define ART_WRATH 107
1482 #define ART_ULMO 108
1483 #define ART_AVAVIR 109
1484 #define ART_BENKEI 152
1485 #define ART_TAIKOBO 159
1486 #define ART_TONBO 161
1487 #define ART_GAEBOLG 163
1488 #define ART_ARRYU 164
1489 #define ART_AEGLOS 187
1490 #define ART_BLOOD 199
1491 #define ART_NUMAHOKO 202
1493 /* The sword of the Dawn */
1494 #define ART_DAWN 110
1497 #define ART_GROND 111
1498 #define ART_TOTILA 112
1499 #define ART_THUNDERFIST 113
1500 #define ART_BLOODSPIKE 114
1501 #define ART_FIRESTAR 115
1502 #define ART_TARATOL 116
1503 #define ART_AULE 117
1505 #define ART_ERIRIL 119
1506 #define ART_GANDALF 120
1507 #define ART_DEATHWREAKER 121
1508 #define ART_TURMIL 122
1509 #define ART_MJOLLNIR 136
1510 #define ART_WINBLOWS 139
1511 #define ART_XIAOLONG 145
1512 #define ART_NYOIBOU 157
1513 #define ART_JONES 162
1514 #define ART_HYOUSIGI 169
1515 #define ART_MATOI 170
1516 #define ART_IRON_BALL 173
1517 #define ART_SAMSON 178
1518 #define ART_NAMAKE_HAMMER 181
1519 #define ART_BOLISHOI 188
1520 #define ART_SHUTEN_DOJI 194
1521 #define ART_G_HAMMER 195
1522 #define ART_AEGISFANG 208
1523 #define ART_HERMIT 209
1524 #define ART_GOTHMOG 212
1525 #define ART_JIZO 213
1526 #define ART_FUNDIN 214
1527 #define ART_AESCULAPIUS 225
1530 #define ART_BELTHRONDING 124
1531 #define ART_BARD 125
1532 #define ART_BRAND 126
1533 #define ART_CRIMSON 16
1534 #define ART_BUCKLAND 134
1535 #define ART_YOICHI 148
1536 #define ART_HARAD 180
1537 #define ART_NAMAKE_BOW 182
1538 #define ART_ROBIN_HOOD 221
1539 #define ART_HELLFIRE 222
1542 #define ART_BARD_ARROW 153
1544 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
1553 #define EGO_RESIST_ACID 4
1554 #define EGO_RESIST_ELEC 5
1555 #define EGO_RESIST_FIRE 6
1556 #define EGO_RESIST_COLD 7
1557 #define EGO_RESISTANCE 8
1558 #define EGO_ELVENKIND 9
1559 #define EGO_DWARVEN 10
1560 #define EGO_PERMANENCE 11
1561 #define EGO_YOIYAMI 12
1567 #define EGO_ENDURE_ACID 16
1568 #define EGO_ENDURE_ELEC 17
1569 #define EGO_ENDURE_FIRE 18
1570 #define EGO_ENDURE_COLD 19
1571 #define EGO_ENDURANCE 20
1572 #define EGO_REFLECTION 21
1573 #define EGO_NIGHT_DAY 22
1575 /* Crowns and Helms */
1577 #define EGO_INTELLIGENCE 24
1578 #define EGO_WISDOM 25
1579 #define EGO_BEAUTY 26
1581 #define EGO_MIGHT 28
1582 #define EGO_LORDLINESS 29
1583 #define EGO_SEEING 30
1584 #define EGO_INFRAVISION 31
1586 #define EGO_TELEPATHY 33
1587 #define EGO_REGENERATION 34
1588 #define EGO_TELEPORTATION 35
1589 #define EGO_STUPIDITY 36
1590 #define EGO_NAIVETY 37
1591 #define EGO_UGLINESS 38
1592 #define EGO_SICKLINESS 39
1595 #define EGO_PROTECTION 40
1596 #define EGO_STEALTH 41
1598 #define EGO_AURA_FIRE 43
1599 #define EGO_ENVELOPING 44
1600 #define EGO_VULNERABILITY 45
1601 #define EGO_IRRITATION 46
1602 #define EGO_AURA_ELEC 47
1603 #define EGO_AURA_COLD 128
1607 #define EGO_FREE_ACTION 48
1608 #define EGO_SLAYING 49
1609 #define EGO_AGILITY 50
1610 #define EGO_POWER 51
1611 #define EGO_2WEAPON 52
1612 #define EGO_MAGIC_MASTERY 53
1613 #define EGO_WEAKNESS 54
1614 #define EGO_CLUMSINESS 55
1617 #define EGO_SLOW_DESCENT 56
1618 #define EGO_QUIET 57
1619 #define EGO_MOTION 58
1620 #define EGO_SPEED 59
1622 #define EGO_NOISE 61
1623 #define EGO_SLOWNESS 62
1624 #define EGO_ANNOYANCE 63
1629 #define EGO_BLESS_BLADE 66
1632 #define EGO_ATTACKS 69
1633 #define EGO_SLAYING_WEAPON 70
1634 #define EGO_FORCE_WEAPON 71
1635 #define EGO_BRAND_ACID 72
1636 #define EGO_BRAND_ELEC 73
1637 #define EGO_BRAND_FIRE 74
1638 #define EGO_BRAND_COLD 75
1639 #define EGO_BRAND_POIS 76
1640 #define EGO_CHAOTIC 77
1641 #define EGO_SHARPNESS 78
1642 #define EGO_EARTHQUAKES 79
1643 #define EGO_SLAY_ANIMAL 80
1644 #define EGO_SLAY_EVIL 81
1645 #define EGO_SLAY_UNDEAD 82
1646 #define EGO_SLAY_DEMON 83
1647 #define EGO_SLAY_ORC 84
1648 #define EGO_SLAY_TROLL 85
1649 #define EGO_SLAY_GIANT 86
1650 #define EGO_SLAY_DRAGON 87
1651 #define EGO_KILL_ANIMAL 88
1652 #define EGO_KILL_EVIL 89
1653 #define EGO_KILL_UNDEAD 90
1654 #define EGO_KILL_DEMON 91
1655 #define EGO_KILL_ORC 92
1656 #define EGO_KILL_TROLL 93
1657 #define EGO_KILL_GIANT 94
1658 #define EGO_KILL_DRAGON 95
1659 #define EGO_VAMPIRIC 96
1660 #define EGO_PRISM 97
1661 #define EGO_TRUMP 98
1662 #define EGO_PATTERN 99
1663 #define EGO_DIGGING 100
1664 #define EGO_SLAY_HUMAN 101
1665 #define EGO_MORGUL 102
1666 #define EGO_KILL_HUMAN 103
1669 #define EGO_ACCURACY 104
1670 #define EGO_VELOCITY 105
1673 #define EGO_EXTRA_MIGHT 108
1674 #define EGO_EXTRA_SHOTS 109
1679 #define EGO_HURT_ANIMAL 112
1680 #define EGO_HURT_EVIL 113
1686 #define EGO_HURT_DRAGON 119
1687 #define EGO_SLAYING_BOLT 120
1688 #define EGO_LIGHTNING_BOLT 121
1689 #define EGO_FLAME 122
1690 #define EGO_FROST 123
1691 #define EGO_WOUNDING 124
1692 #define EGO_BACKBITING 125
1693 #define EGO_SHATTERED 126
1694 #define EGO_BLASTED 127
1696 #define EGO_LITE_SHINE 140
1697 #define EGO_LITE_ILLUMINATION 141
1698 #define EGO_LITE_AURA_FIRE 142
1699 #define EGO_LITE_INFRA 143
1700 #define EGO_LITE_LONG 144
1701 #define EGO_LITE_DARKNESS 145
1702 #define EGO_LITE_EYE 146
1704 #define EGO_RING_HERO 150
1705 #define EGO_RING_SLAY 151
1706 #define EGO_RING_SUPER_AC 152
1707 #define EGO_RING_MAGIC_MIS 153
1708 #define EGO_RING_FIRE_BOLT 154
1709 #define EGO_RING_COLD_BOLT 155
1710 #define EGO_RING_ELEC_BOLT 156
1711 #define EGO_RING_ACID_BOLT 157
1712 #define EGO_RING_MANA_BOLT 158
1713 #define EGO_RING_FIRE_BALL 159
1714 #define EGO_RING_COLD_BALL 160
1715 #define EGO_RING_ELEC_BALL 161
1716 #define EGO_RING_ACID_BALL 162
1717 #define EGO_RING_MANA_BALL 163
1718 #define EGO_RING_DRAGON_F 164
1719 #define EGO_RING_DRAGON_C 165
1720 #define EGO_RING_D_SPEED 166
1721 #define EGO_RING_BERSERKER 167
1722 #define EGO_RING_HUNTER 168
1723 #define EGO_RING_THROW 169
1724 #define EGO_RING_REGEN 170
1725 #define EGO_RING_LITE 171
1726 #define EGO_RING_M_DETECT 172
1727 #define EGO_RING_STEALTH 173
1728 #define EGO_RING_TELE_AWAY 174
1729 #define EGO_RING_TO_H 175
1730 #define EGO_RING_TO_D 176
1731 #define EGO_RING_RES_LITE 177
1732 #define EGO_RING_RES_DARK 178
1733 #define EGO_RING_WIZARD 179
1734 #define EGO_RING_TRUE 180
1735 #define EGO_RING_DRAIN_EXP 181
1736 #define EGO_RING_NO_MELEE 182
1737 #define EGO_RING_AGGRAVATE 183
1738 #define EGO_RING_TY_CURSE 184
1739 #define EGO_RING_RES_TIME 185
1740 #define EGO_RING_TELEPORT 186
1741 #define EGO_RING_ALBINO 187
1743 #define EGO_AMU_SLOW_D 210
1744 #define EGO_AMU_INFRA 211
1745 #define EGO_AMU_SEE_INVIS 212
1746 #define EGO_AMU_HOLD_LIFE 213
1747 #define EGO_AMU_DRAIN_EXP 214
1748 #define EGO_AMU_FOOL 215
1749 #define EGO_AMU_AGGRAVATE 216
1750 #define EGO_AMU_TY_CURSE 217
1751 #define EGO_AMU_AC 218
1752 #define EGO_AMU_IDENT 219
1753 #define EGO_AMU_CHARM 220
1754 #define EGO_AMU_STEALTH 221
1755 #define EGO_AMU_JUMP 222
1756 #define EGO_AMU_TELEPORT 223
1757 #define EGO_AMU_D_DOOR 224
1758 #define EGO_AMU_DEFENDER 225
1759 #define EGO_AMU_RES_FIRE 226
1760 #define EGO_AMU_RES_FIRE_ 227
1761 #define EGO_AMU_RES_COLD 228
1762 #define EGO_AMU_RES_COLD_ 229
1763 #define EGO_AMU_RES_ELEC 230
1764 #define EGO_AMU_RES_ELEC_ 231
1765 #define EGO_AMU_RES_ACID 232
1766 #define EGO_AMU_RES_ACID_ 233
1767 #define EGO_AMU_LEVITATION 234
1768 #define EGO_AMU_GREAT 235
1769 #define EGO_AMU_DETECTION 236
1770 #define EGO_AMU_NAIVETY 237
1772 /* Activation effects for random artifacts */
1773 #define ACT_SUNLIGHT 1
1774 #define ACT_BO_MISS_1 2
1775 #define ACT_BA_POIS_1 3
1776 #define ACT_BO_ELEC_1 4
1777 #define ACT_BO_ACID_1 5
1778 #define ACT_BO_COLD_1 6
1779 #define ACT_BO_FIRE_1 7
1780 #define ACT_BA_COLD_1 8
1781 #define ACT_BA_FIRE_1 9
1782 #define ACT_DRAIN_1 10
1783 #define ACT_BA_COLD_2 11
1784 #define ACT_BA_ELEC_2 12
1785 #define ACT_DRAIN_2 13
1786 #define ACT_VAMPIRE_1 14
1787 #define ACT_BO_MISS_2 15
1788 #define ACT_BA_FIRE_3 16
1789 #define ACT_BA_COLD_3 17
1790 #define ACT_BA_ELEC_3 18
1791 #define ACT_WHIRLWIND 19
1792 #define ACT_VAMPIRE_2 20
1793 #define ACT_CALL_CHAOS 21
1794 #define ACT_ROCKET 22
1795 #define ACT_DISP_EVIL 23
1796 #define ACT_BA_MISS_3 24
1797 #define ACT_DISP_GOOD 25
1798 #define ACT_BO_MANA 26
1799 #define ACT_BA_FIRE_2 27
1800 #define ACT_BA_WATER 28
1801 #define ACT_BA_STAR 29
1802 #define ACT_BA_DARK 30
1803 #define ACT_BA_MANA 31
1804 #define ACT_PESTICIDE 32
1805 #define ACT_BLINDING_LIGHT 33
1806 #define ACT_BIZARRE 34
1807 #define ACT_CAST_BA_STAR 35
1808 #define ACT_BLADETURNER 36
1809 #define ACT_BA_ACID_1 37
1810 #define ACT_BR_FIRE 38
1811 #define ACT_BR_COLD 39
1812 #define ACT_BR_DRAGON 40
1813 /* 33 - 50 unused */
1814 #define ACT_CONFUSE 51
1815 #define ACT_SLEEP 52
1816 #define ACT_QUAKE 53
1817 #define ACT_TERROR 54
1818 #define ACT_TELE_AWAY 55
1819 #define ACT_BANISH_EVIL 56
1820 #define ACT_GENOCIDE 57
1821 #define ACT_MASS_GENO 58
1822 #define ACT_SCARE_AREA 59
1823 #define ACT_AGGRAVATE 60
1824 /* 59 - 64 unused */
1825 #define ACT_CHARM_ANIMAL 65
1826 #define ACT_CHARM_UNDEAD 66
1827 #define ACT_CHARM_OTHER 67
1828 #define ACT_CHARM_ANIMALS 68
1829 #define ACT_CHARM_OTHERS 69
1830 #define ACT_SUMMON_ANIMAL 70
1831 #define ACT_SUMMON_PHANTOM 71
1832 #define ACT_SUMMON_ELEMENTAL 72
1833 #define ACT_SUMMON_DEMON 73
1834 #define ACT_SUMMON_UNDEAD 74
1835 #define ACT_SUMMON_HOUND 75
1836 #define ACT_SUMMON_DAWN 76
1837 #define ACT_SUMMON_OCTOPUS 77
1838 /* 76 - 80 unused */
1839 #define ACT_CHOIR_SINGS 80
1840 #define ACT_CURE_LW 81
1841 #define ACT_CURE_MW 82
1842 #define ACT_CURE_POISON 83
1843 #define ACT_REST_LIFE 84
1844 #define ACT_REST_ALL 85
1845 #define ACT_CURE_700 86
1846 #define ACT_CURE_1000 87
1847 #define ACT_CURING 88
1848 #define ACT_CURE_MANA_FULL 89
1851 #define ACT_BERSERK 92
1852 #define ACT_PROT_EVIL 93
1853 #define ACT_RESIST_ALL 94
1854 #define ACT_SPEED 95
1855 #define ACT_XTRA_SPEED 96
1856 #define ACT_WRAITH 97
1857 #define ACT_INVULN 98
1859 #define ACT_HELO_SPEED 100
1860 #define ACT_RESIST_ACID 101
1861 #define ACT_RESIST_FIRE 102
1862 #define ACT_RESIST_COLD 103
1863 #define ACT_RESIST_ELEC 104
1864 #define ACT_RESIST_POIS 105
1865 /* 106 - 110 unused */
1866 #define ACT_LIGHT 111
1867 #define ACT_MAP_LIGHT 112
1868 #define ACT_DETECT_ALL 113
1869 #define ACT_DETECT_XTRA 114
1870 #define ACT_ID_FULL 115
1871 #define ACT_ID_PLAIN 116
1872 #define ACT_RUNE_EXPLO 117
1873 #define ACT_RUNE_PROT 118
1874 #define ACT_SATIATE 119
1875 #define ACT_DEST_DOOR 120
1876 #define ACT_STONE_MUD 121
1877 #define ACT_RECHARGE 122
1878 #define ACT_ALCHEMY 123
1879 #define ACT_DIM_DOOR 124
1880 #define ACT_TELEPORT 125
1881 #define ACT_RECALL 126
1882 #define ACT_JUDGE 127
1883 #define ACT_TELEKINESIS 128
1884 #define ACT_DETECT_UNIQUE 129
1885 #define ACT_ESCAPE 130
1886 #define ACT_DISP_CURSE_XTRA 131
1887 #define ACT_BRAND_FIRE_BOLTS 132
1888 #define ACT_RECHARGE_XTRA 133
1889 #define ACT_LORE 134
1890 #define ACT_SHIKOFUMI 135
1891 #define ACT_PHASE_DOOR 136
1892 #define ACT_DETECT_ALL_MONS 137
1893 #define ACT_ULTIMATE_RESIST 138
1895 #define ACT_CAST_OFF 250
1896 #define ACT_FISHING 251
1897 #define ACT_INROU 252
1898 #define ACT_MURAMASA 253
1899 #define ACT_BLOODY_MOON 254
1900 #define ACT_CRIMSON 255
1902 /*** Object "tval" and "sval" codes ***/
1906 * The values for the "tval" field of various objects.
1908 * This value is the primary means by which items are sorted in the
1909 * player inventory, followed by "sval" and "cost".
1911 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1912 * weapon with tval = 16+N, and does (xP) damage when so combined. This
1913 * fact is not actually used in the source, but it kind of interesting.
1915 * Note that as of 2.7.8, the "item flags" apply to all items, though
1916 * only armor and weapons and a few other items use any of these flags.
1919 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1920 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1921 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1922 #define TV_WHISTLE 4 /* Whistle ('~') */
1923 #define TV_SPIKE 5 /* Spikes ('~') */
1924 #define TV_CHEST 7 /* Chests ('&') */
1925 #define TV_FIGURINE 8 /* Magical figurines */
1926 #define TV_STATUE 9 /* Statue, what a silly object... */
1927 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1928 #define TV_CAPTURE 11 /* Monster ball */
1929 #define TV_NO_AMMO 15 /* Ammo for crimson */
1930 #define TV_SHOT 16 /* Ammo for slings */
1931 #define TV_ARROW 17 /* Ammo for bows */
1932 #define TV_BOLT 18 /* Ammo for x-bows */
1933 #define TV_BOW 19 /* Slings/Bows/Xbows */
1934 #define TV_DIGGING 20 /* Shovels/Picks */
1935 #define TV_HAFTED 21 /* Priest Weapons */
1936 #define TV_POLEARM 22 /* Axes and Pikes */
1937 #define TV_SWORD 23 /* Edged Weapons */
1938 #define TV_BOOTS 30 /* Boots */
1939 #define TV_GLOVES 31 /* Gloves */
1940 #define TV_HELM 32 /* Helms */
1941 #define TV_CROWN 33 /* Crowns */
1942 #define TV_SHIELD 34 /* Shields */
1943 #define TV_CLOAK 35 /* Cloaks */
1944 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1945 #define TV_HARD_ARMOR 37 /* Hard Armor */
1946 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1947 #define TV_LITE 39 /* Lites (including Specials) */
1948 #define TV_AMULET 40 /* Amulets (including Specials) */
1949 #define TV_RING 45 /* Rings (including Specials) */
1954 #define TV_PARCHMENT 69
1955 #define TV_SCROLL 70
1956 #define TV_POTION 75
1959 #define TV_LIFE_BOOK 90
1960 #define TV_SORCERY_BOOK 91
1961 #define TV_NATURE_BOOK 92
1962 #define TV_CHAOS_BOOK 93
1963 #define TV_DEATH_BOOK 94
1964 #define TV_TRUMP_BOOK 95
1965 #define TV_ARCANE_BOOK 96
1966 #define TV_CRAFT_BOOK 97
1967 #define TV_DAEMON_BOOK 98
1968 #define TV_CRUSADE_BOOK 99
1969 #define TV_MUSIC_BOOK 105
1970 #define TV_HISSATSU_BOOK 106
1971 #define TV_HEX_BOOK 107
1972 #define TV_GOLD 127 /* Gold can only be picked up by players */
1974 #define TV_EQUIP_BEGIN TV_SHOT
1975 #define TV_EQUIP_END TV_CARD
1976 #define TV_MISSILE_BEGIN TV_SHOT
1977 #define TV_MISSILE_END TV_BOLT
1978 #define TV_WEARABLE_BEGIN TV_BOW
1979 #define TV_WEARABLE_END TV_CARD
1980 #define TV_WEAPON_BEGIN TV_BOW
1981 #define TV_WEAPON_END TV_SWORD
1982 #define TV_ARMOR_BEGIN TV_BOOTS
1983 #define TV_ARMOR_END TV_DRAG_ARMOR
1988 /* The "sval" codes for TV_FIGURINE */
1989 #define SV_FIGURINE_NORMAL 0
1991 #define SV_CAPTURE_NONE 0
1993 /* The "sval" codes for TV_STATUE */
1994 #define SV_WOODEN_STATUE 0
1995 #define SV_CLAY_STATUE 1
1996 #define SV_STONE_STATUE 2
1997 #define SV_IRON_STATUE 3
1998 #define SV_COPPER_STATUE 4
1999 #define SV_SILVER_STATUE 5
2000 #define SV_GOLDEN_STATUE 6
2001 #define SV_IVORY_STATUE 7
2002 #define SV_MITHRIL_STATUE 8
2003 #define SV_ORNATE_STATUE 9
2006 /* The "sval" codes for TV_CORPSE */
2007 #define SV_SKELETON 0
2010 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
2011 #define SV_AMMO_LIGHT 0 /* pebbles */
2012 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
2013 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
2015 /* The "sval" codes for TV_BOW (note information in "sval") */
2016 #define SV_SLING 2 /* (x2) */
2017 #define SV_SHORT_BOW 12 /* (x2) */
2018 #define SV_LONG_BOW 13 /* (x3) */
2019 #define SV_LIGHT_XBOW 23 /* (x3) */
2020 #define SV_HEAVY_XBOW 24 /* (x4) */
2021 #define SV_CRIMSON 50 /* (x0) */
2022 #define SV_NAMAKE_BOW 63 /* (x3) */
2024 /* The "sval" codes for TV_DIGGING */
2026 #define SV_GNOMISH_SHOVEL 2
2027 #define SV_DWARVEN_SHOVEL 3
2029 #define SV_ORCISH_PICK 5
2030 #define SV_DWARVEN_PICK 6
2031 #define SV_MATTOCK 7
2033 /* The "sval" values for TV_HAFTED */
2034 #define SV_CLUB 1 /* 1d4 */
2035 #define SV_WHIP 2 /* 1d6 */
2036 #define SV_QUARTERSTAFF 3 /* 1d9 */
2037 #define SV_NUNCHAKU 4 /* 2d3 */
2038 #define SV_MACE 5 /* 2d4 */
2039 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
2040 #define SV_JO_STAFF 7 /* 1d7 */
2041 #define SV_WAR_HAMMER 8 /* 3d3 */
2042 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
2043 #define SV_MORNING_STAR 12 /* 2d6 */
2044 #define SV_FLAIL 13 /* 2d6 */
2045 #define SV_BO_STAFF 14 /* 1d11 */
2046 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
2047 #define SV_TETSUBO 16 /* 2d7 */
2048 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
2049 #define SV_GREAT_HAMMER 19 /* 4d6 */
2050 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
2051 #define SV_WIZSTAFF 21 /* 1d2 */
2052 #define SV_GROND 50 /* 3d9 */
2053 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
2055 /* The "sval" values for TV_POLEARM */
2056 #define SV_HATCHET 1 /* 1d5 */
2057 #define SV_SPEAR 2 /* 1d6 */
2058 #define SV_SICKLE 3 /* 2d3 */
2059 #define SV_AWL_PIKE 4 /* 1d8 */
2060 #define SV_TRIDENT 5 /* 1d9 */
2061 #define SV_FAUCHARD 6 /* 1d10 */
2062 #define SV_BROAD_SPEAR 7 /* 1d9 */
2063 #define SV_PIKE 8 /* 2d5 */
2064 #define SV_NAGINATA 9 /* 2d6 */
2065 #define SV_BEAKED_AXE 10 /* 2d6 */
2066 #define SV_BROAD_AXE 11 /* 2d6 */
2067 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
2068 #define SV_GLAIVE 13 /* 2d6 */
2069 #define SV_LAJATANG 14 /* 2d7 */
2070 #define SV_HALBERD 15 /* 3d4 */
2071 #define SV_GUISARME 16 /* 2d5 */
2072 #define SV_SCYTHE 17 /* 5d3 */
2073 #define SV_LANCE 20 /* 2d8 */
2074 #define SV_BATTLE_AXE 22 /* 2d8 */
2075 #define SV_GREAT_AXE 25 /* 4d4 */
2076 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
2077 #define SV_LOCHABER_AXE 28 /* 3d8 */
2078 #define SV_HEAVY_LANCE 29 /* 4d8 */
2079 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
2080 #define SV_TSURIZAO 40 /* 1d1 */
2081 #define SV_DEATH_SCYTHE 50 /* 10d10 */
2083 /* The "sval" codes for TV_SWORD */
2084 #define SV_BROKEN_DAGGER 1 /* 1d1 */
2085 #define SV_BROKEN_SWORD 2 /* 1d2 */
2086 #define SV_DAGGER 4 /* 1d4 */
2087 #define SV_MAIN_GAUCHE 5 /* 1d5 */
2088 #define SV_TANTO 6 /* 1d5 */
2089 #define SV_RAPIER 7 /* 1d6 */
2090 #define SV_SMALL_SWORD 8 /* 1d6 */
2091 #define SV_BASILLARD 9 /* 1d8 */
2092 #define SV_SHORT_SWORD 10 /* 1d7 */
2093 #define SV_SABRE 11 /* 1d7 */
2094 #define SV_CUTLASS 12 /* 1d7 */
2095 #define SV_WAKIZASHI 13 /* 2d4 */
2096 #define SV_KHOPESH 14 /* 2d4 */
2097 #define SV_TULWAR 15 /* 2d4 */
2098 #define SV_BROAD_SWORD 16 /* 2d5 */
2099 #define SV_LONG_SWORD 17 /* 2d5 */
2100 #define SV_SCIMITAR 18 /* 2d5 */
2101 #define SV_NINJATO 19 /* 1d9 */
2102 #define SV_KATANA 20 /* 3d4 */
2103 #define SV_BASTARD_SWORD 21 /* 3d4 */
2104 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
2105 #define SV_CLAYMORE 23 /* 2d8 */
2106 #define SV_ESPADON 24 /* 2d9 */
2107 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
2108 #define SV_FLAMBERGE 26 /* 3d7 */
2109 #define SV_NO_DACHI 27 /* 5d4 */
2110 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
2111 #define SV_ZWEIHANDER 29 /* 4d6 */
2112 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
2113 #define SV_DIAMOND_EDGE 31 /* 7d5 */
2114 #define SV_DOKUBARI 32 /* 1d1 */
2115 #define SV_HAYABUSA 33 /* 1d6 */
2117 /* The "sval" codes for TV_SHIELD */
2118 #define SV_SMALL_LEATHER_SHIELD 2
2119 #define SV_SMALL_METAL_SHIELD 3
2120 #define SV_LARGE_LEATHER_SHIELD 4
2121 #define SV_LARGE_METAL_SHIELD 5
2122 #define SV_DRAGON_SHIELD 6
2123 #define SV_KNIGHT_SHIELD 7
2124 #define SV_MIRROR_SHIELD 10
2125 #define SV_YATA_MIRROR 50
2127 /* The "sval" codes for TV_HELM */
2128 #define SV_HARD_LEATHER_CAP 2
2129 #define SV_METAL_CAP 3
2130 #define SV_JINGASA 4 /* 4 */
2131 #define SV_IRON_HELM 5
2132 #define SV_STEEL_HELM 6
2133 #define SV_DRAGON_HELM 7
2134 #define SV_KABUTO 8 /* 7 */
2136 /* The "sval" codes for TV_CROWN */
2137 #define SV_IRON_CROWN 10
2138 #define SV_GOLDEN_CROWN 11
2139 #define SV_JEWELED_CROWN 12
2142 /* The "sval" codes for TV_BOOTS */
2143 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
2144 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
2145 #define SV_PAIR_OF_DRAGON_GREAVE 4
2146 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
2148 /* The "sval" codes for TV_CLOAK */
2150 #define SV_ELVEN_CLOAK 2
2151 #define SV_FUR_CLOAK 3
2152 #define SV_ETHEREAL_CLOAK 5
2153 #define SV_SHADOW_CLOAK 6
2155 /* The "sval" codes for TV_GLOVES */
2156 #define SV_SET_OF_LEATHER_GLOVES 1
2157 #define SV_SET_OF_GAUNTLETS 2
2158 #define SV_SET_OF_DRAGON_GLOVES 3
2159 #define SV_SET_OF_CESTI 5
2161 /* The "sval" codes for TV_SOFT_ARMOR */
2162 #define SV_T_SHIRT 0
2163 #define SV_FILTHY_RAG 1
2165 #define SV_PAPER_ARMOR 3 /* 4 */
2166 #define SV_SOFT_LEATHER_ARMOR 4
2167 #define SV_SOFT_STUDDED_LEATHER 5
2168 #define SV_HARD_LEATHER_ARMOR 6
2169 #define SV_HARD_STUDDED_LEATHER 7
2170 #define SV_RHINO_HIDE_ARMOR 8
2171 #define SV_CORD_ARMOR 9 /* 6 */
2172 #define SV_PADDED_ARMOR 10 /* 4 */
2173 #define SV_LEATHER_SCALE_MAIL 11
2174 #define SV_LEATHER_JACK 12
2175 #define SV_KUROSHOUZOKU 13
2176 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
2177 #define SV_ABUNAI_MIZUGI 50
2178 #define SV_YOIYAMI_ROBE 60
2179 #define SV_NAMAKE_ARMOR 63
2181 /* The "sval" codes for TV_HARD_ARMOR */
2182 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
2183 #define SV_RING_MAIL 2 /* 12 */
2184 #define SV_METAL_SCALE_MAIL 3 /* 13 */
2185 #define SV_CHAIN_MAIL 4 /* 14 */
2186 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
2187 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
2188 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
2189 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
2190 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
2191 #define SV_SPLINT_MAIL 10 /* 19 */
2192 #define SV_DO_MARU 11 /* 20 */
2193 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
2194 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
2195 #define SV_HARAMAKIDO 14 /* 17 */
2196 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
2197 #define SV_O_YOROI 16 /* 24 */
2198 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
2199 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
2200 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
2201 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
2203 /* The "sval" codes for TV_DRAG_ARMOR */
2204 #define SV_DRAGON_BLACK 1
2205 #define SV_DRAGON_BLUE 2
2206 #define SV_DRAGON_WHITE 3
2207 #define SV_DRAGON_RED 4
2208 #define SV_DRAGON_GREEN 5
2209 #define SV_DRAGON_MULTIHUED 6
2210 #define SV_DRAGON_SHINING 10
2211 #define SV_DRAGON_LAW 12
2212 #define SV_DRAGON_BRONZE 14
2213 #define SV_DRAGON_GOLD 16
2214 #define SV_DRAGON_CHAOS 18
2215 #define SV_DRAGON_BALANCE 20
2216 #define SV_DRAGON_POWER 30
2218 /* The sval codes for TV_LITE */
2219 #define SV_LITE_TORCH 0
2220 #define SV_LITE_LANTERN 1
2221 #define SV_LITE_FEANOR 2
2222 #define SV_LITE_EDISON 3
2223 #define SV_LITE_GALADRIEL 4
2224 #define SV_LITE_ELENDIL 5
2225 #define SV_LITE_JUDGE 6
2226 #define SV_LITE_LORE 7
2227 #define SV_LITE_PALANTIR 8
2228 #define SV_LITE_FLY_STONE 9
2230 /* The "sval" codes for TV_AMULET */
2231 #define SV_AMULET_DOOM 0
2232 #define SV_AMULET_TELEPORT 1
2233 #define SV_AMULET_ADORNMENT 2
2234 #define SV_AMULET_SLOW_DIGEST 3
2235 #define SV_AMULET_RESIST_ACID 4
2236 #define SV_AMULET_SEARCHING 5
2237 #define SV_AMULET_BRILLIANCE 6
2238 #define SV_AMULET_CHARISMA 7
2239 #define SV_AMULET_THE_MAGI 8
2240 #define SV_AMULET_REFLECTION 9
2241 #define SV_AMULET_CARLAMMAS 10
2242 #define SV_AMULET_INGWE 11
2243 #define SV_AMULET_DWARVES 12
2244 #define SV_AMULET_NO_MAGIC 13
2245 #define SV_AMULET_NO_TELE 14
2246 #define SV_AMULET_RESISTANCE 15
2247 #define SV_AMULET_TELEPATHY 16
2248 #define SV_AMULET_FARAMIR 17
2249 #define SV_AMULET_BOROMIR 18
2250 #define SV_AMULET_MAGATAMA 19
2251 #define SV_AMULET_INROU 20
2252 #define SV_AMULET_INTELLIGENCE 21
2253 #define SV_AMULET_WISDOM 22
2254 #define SV_AMULET_MAGIC_MASTERY 23
2255 #define SV_AMULET_NIGHT 24
2257 /* The sval codes for TV_RING */
2258 #define SV_RING_WOE 0
2259 #define SV_RING_AGGRAVATION 1
2260 #define SV_RING_WEAKNESS 2
2261 #define SV_RING_STUPIDITY 3
2262 #define SV_RING_TELEPORTATION 4
2263 #define SV_RING_SLOW_DIGESTION 6
2264 #define SV_RING_LEVITATION_FALL 7
2265 #define SV_RING_RESIST_FIRE 8
2266 #define SV_RING_RESIST_COLD 9
2267 #define SV_RING_SUSTAIN_STR 10
2268 #define SV_RING_SUSTAIN_INT 11
2269 #define SV_RING_SUSTAIN_WIS 12
2270 #define SV_RING_SUSTAIN_CON 13
2271 #define SV_RING_SUSTAIN_DEX 14
2272 #define SV_RING_SUSTAIN_CHR 15
2273 #define SV_RING_PROTECTION 16
2274 #define SV_RING_ACID 17
2275 #define SV_RING_FLAMES 18
2276 #define SV_RING_ICE 19
2277 #define SV_RING_RESIST_POIS 20
2278 #define SV_RING_FREE_ACTION 21
2279 #define SV_RING_SEE_INVIS 22
2280 #define SV_RING_SEARCHING 23
2281 #define SV_RING_STR 24
2282 #define SV_RING_ELEC 25
2283 #define SV_RING_DEX 26
2284 #define SV_RING_CON 27
2285 #define SV_RING_ACCURACY 28
2286 #define SV_RING_DAMAGE 29
2287 #define SV_RING_SLAYING 30
2288 #define SV_RING_SPEED 31
2289 #define SV_RING_FRAKIR 32
2290 #define SV_RING_TULKAS 33
2291 #define SV_RING_NARYA 34
2292 #define SV_RING_NENYA 35
2293 #define SV_RING_VILYA 36
2294 #define SV_RING_POWER 37
2295 #define SV_RING_RES_FEAR 38
2296 #define SV_RING_RES_LD 39
2297 #define SV_RING_RES_NETHER 40
2298 #define SV_RING_RES_NEXUS 41
2299 #define SV_RING_RES_SOUND 42
2300 #define SV_RING_RES_CONFUSION 43
2301 #define SV_RING_RES_SHARDS 44
2302 #define SV_RING_RES_DISENCHANT 45
2303 #define SV_RING_RES_CHAOS 46
2304 #define SV_RING_RES_BLINDNESS 47
2305 #define SV_RING_LORDLY 48
2306 #define SV_RING_ATTACKS 49
2307 #define SV_RING_AHO 50
2308 #define SV_RING_SHOTS 51
2309 #define SV_RING_SUSTAIN 52
2310 #define SV_RING_DEC_MANA 53
2311 #define SV_RING_WARNING 54
2312 #define SV_RING_MUSCLE 55
2314 #define SV_EXPRESS_CARD 0
2316 /* The "sval" codes for TV_STAFF */
2317 #define SV_STAFF_DARKNESS 0
2318 #define SV_STAFF_SLOWNESS 1
2319 #define SV_STAFF_HASTE_MONSTERS 2
2320 #define SV_STAFF_SUMMONING 3
2321 #define SV_STAFF_TELEPORTATION 4
2322 #define SV_STAFF_IDENTIFY 5
2323 #define SV_STAFF_REMOVE_CURSE 6
2324 #define SV_STAFF_STARLITE 7
2325 #define SV_STAFF_LITE 8
2326 #define SV_STAFF_MAPPING 9
2327 #define SV_STAFF_DETECT_GOLD 10
2328 #define SV_STAFF_DETECT_ITEM 11
2329 #define SV_STAFF_DETECT_TRAP 12
2330 #define SV_STAFF_DETECT_DOOR 13
2331 #define SV_STAFF_DETECT_INVIS 14
2332 #define SV_STAFF_DETECT_EVIL 15
2333 #define SV_STAFF_CURE_LIGHT 16
2334 #define SV_STAFF_CURING 17
2335 #define SV_STAFF_HEALING 18
2336 #define SV_STAFF_THE_MAGI 19
2337 #define SV_STAFF_SLEEP_MONSTERS 20
2338 #define SV_STAFF_SLOW_MONSTERS 21
2339 #define SV_STAFF_SPEED 22
2340 #define SV_STAFF_PROBING 23
2341 #define SV_STAFF_DISPEL_EVIL 24
2342 #define SV_STAFF_POWER 25
2343 #define SV_STAFF_HOLINESS 26
2344 #define SV_STAFF_GENOCIDE 27
2345 #define SV_STAFF_EARTHQUAKES 28
2346 #define SV_STAFF_DESTRUCTION 29
2347 #define SV_STAFF_ANIMATE_DEAD 30
2348 #define SV_STAFF_MSTORM 31
2349 #define SV_STAFF_NOTHING 32
2352 /* The "sval" codes for TV_WAND */
2353 #define SV_WAND_HEAL_MONSTER 0
2354 #define SV_WAND_HASTE_MONSTER 1
2355 #define SV_WAND_CLONE_MONSTER 2
2356 #define SV_WAND_TELEPORT_AWAY 3
2357 #define SV_WAND_DISARMING 4
2358 #define SV_WAND_TRAP_DOOR_DEST 5
2359 #define SV_WAND_STONE_TO_MUD 6
2360 #define SV_WAND_LITE 7
2361 #define SV_WAND_SLEEP_MONSTER 8
2362 #define SV_WAND_SLOW_MONSTER 9
2363 #define SV_WAND_CONFUSE_MONSTER 10
2364 #define SV_WAND_FEAR_MONSTER 11
2365 #define SV_WAND_DRAIN_LIFE 12
2366 #define SV_WAND_POLYMORPH 13
2367 #define SV_WAND_STINKING_CLOUD 14
2368 #define SV_WAND_MAGIC_MISSILE 15
2369 #define SV_WAND_ACID_BOLT 16
2370 #define SV_WAND_CHARM_MONSTER 17
2371 #define SV_WAND_FIRE_BOLT 18
2372 #define SV_WAND_COLD_BOLT 19
2373 #define SV_WAND_ACID_BALL 20
2374 #define SV_WAND_ELEC_BALL 21
2375 #define SV_WAND_FIRE_BALL 22
2376 #define SV_WAND_COLD_BALL 23
2377 #define SV_WAND_WONDER 24
2378 #define SV_WAND_DISINTEGRATE 25
2379 #define SV_WAND_DRAGON_FIRE 26
2380 #define SV_WAND_DRAGON_COLD 27
2381 #define SV_WAND_DRAGON_BREATH 28
2382 #define SV_WAND_ROCKETS 29
2383 #define SV_WAND_STRIKING 30
2384 #define SV_WAND_GENOCIDE 31
2386 /* The "sval" codes for TV_ROD */
2387 #define SV_ROD_DETECT_TRAP 0
2388 #define SV_ROD_DETECT_DOOR 1
2389 #define SV_ROD_IDENTIFY 2
2390 #define SV_ROD_RECALL 3
2391 #define SV_ROD_ILLUMINATION 4
2392 #define SV_ROD_MAPPING 5
2393 #define SV_ROD_DETECTION 6
2394 #define SV_ROD_PROBING 7
2395 #define SV_ROD_CURING 8
2396 #define SV_ROD_HEALING 9
2397 #define SV_ROD_RESTORATION 10
2398 #define SV_ROD_SPEED 11
2399 #define SV_ROD_PESTICIDE 12
2400 #define SV_ROD_TELEPORT_AWAY 13
2401 #define SV_ROD_DISARMING 14
2402 #define SV_ROD_LITE 15
2403 #define SV_ROD_SLEEP_MONSTER 16
2404 #define SV_ROD_SLOW_MONSTER 17
2405 #define SV_ROD_DRAIN_LIFE 18
2406 #define SV_ROD_POLYMORPH 19
2407 #define SV_ROD_ACID_BOLT 20
2408 #define SV_ROD_ELEC_BOLT 21
2409 #define SV_ROD_FIRE_BOLT 22
2410 #define SV_ROD_COLD_BOLT 23
2411 #define SV_ROD_ACID_BALL 24
2412 #define SV_ROD_ELEC_BALL 25
2413 #define SV_ROD_FIRE_BALL 26
2414 #define SV_ROD_COLD_BALL 27
2415 #define SV_ROD_HAVOC 28
2416 #define SV_ROD_STONE_TO_MUD 29
2417 #define SV_ROD_AGGRAVATE 30
2420 /* The "sval" codes for TV_SCROLL */
2422 #define SV_SCROLL_DARKNESS 0
2423 #define SV_SCROLL_AGGRAVATE_MONSTER 1
2424 #define SV_SCROLL_CURSE_ARMOR 2
2425 #define SV_SCROLL_CURSE_WEAPON 3
2426 #define SV_SCROLL_SUMMON_MONSTER 4
2427 #define SV_SCROLL_SUMMON_UNDEAD 5
2428 #define SV_SCROLL_SUMMON_PET 6
2429 #define SV_SCROLL_TRAP_CREATION 7
2430 #define SV_SCROLL_PHASE_DOOR 8
2431 #define SV_SCROLL_TELEPORT 9
2432 #define SV_SCROLL_TELEPORT_LEVEL 10
2433 #define SV_SCROLL_WORD_OF_RECALL 11
2434 #define SV_SCROLL_IDENTIFY 12
2435 #define SV_SCROLL_STAR_IDENTIFY 13
2436 #define SV_SCROLL_REMOVE_CURSE 14
2437 #define SV_SCROLL_STAR_REMOVE_CURSE 15
2438 #define SV_SCROLL_ENCHANT_ARMOR 16
2439 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
2440 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
2441 /* xxx enchant missile? */
2442 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
2443 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
2444 #define SV_SCROLL_RECHARGING 22
2445 #define SV_SCROLL_MUNDANITY 23
2446 #define SV_SCROLL_LIGHT 24
2447 #define SV_SCROLL_MAPPING 25
2448 #define SV_SCROLL_DETECT_GOLD 26
2449 #define SV_SCROLL_DETECT_ITEM 27
2450 #define SV_SCROLL_DETECT_TRAP 28
2451 #define SV_SCROLL_DETECT_DOOR 29
2452 #define SV_SCROLL_DETECT_INVIS 30
2453 /* xxx (detect evil?) */
2454 #define SV_SCROLL_SATISFY_HUNGER 32
2455 #define SV_SCROLL_BLESSING 33
2456 #define SV_SCROLL_HOLY_CHANT 34
2457 #define SV_SCROLL_HOLY_PRAYER 35
2458 #define SV_SCROLL_MONSTER_CONFUSION 36
2459 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
2460 #define SV_SCROLL_RUNE_OF_PROTECTION 38
2461 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
2463 #define SV_SCROLL_STAR_DESTRUCTION 41
2464 #define SV_SCROLL_DISPEL_UNDEAD 42
2465 #define SV_SCROLL_SPELL 43
2466 #define SV_SCROLL_GENOCIDE 44
2467 #define SV_SCROLL_MASS_GENOCIDE 45
2468 #define SV_SCROLL_ACQUIREMENT 46
2469 #define SV_SCROLL_STAR_ACQUIREMENT 47
2470 #define SV_SCROLL_FIRE 48
2471 #define SV_SCROLL_ICE 49
2472 #define SV_SCROLL_CHAOS 50
2473 #define SV_SCROLL_RUMOR 51
2474 #define SV_SCROLL_ARTIFACT 52
2475 #define SV_SCROLL_RESET_RECALL 53
2476 #define SV_SCROLL_SUMMON_KIN 54
2477 #define SV_SCROLL_AMUSEMENT 55
2478 #define SV_SCROLL_STAR_AMUSEMENT 56
2480 /* The "sval" codes for TV_POTION */
2481 #define SV_POTION_WATER 0
2482 #define SV_POTION_APPLE_JUICE 1
2483 #define SV_POTION_SLIME_MOLD 2
2484 /* xxx (fixed color) */
2485 #define SV_POTION_SLOWNESS 4
2486 #define SV_POTION_SALT_WATER 5
2487 #define SV_POTION_POISON 6
2488 #define SV_POTION_BLINDNESS 7
2490 #define SV_POTION_CONFUSION 9
2492 #define SV_POTION_SLEEP 11
2494 #define SV_POTION_LOSE_MEMORIES 13
2496 #define SV_POTION_RUINATION 15
2497 #define SV_POTION_DEC_STR 16
2498 #define SV_POTION_DEC_INT 17
2499 #define SV_POTION_DEC_WIS 18
2500 #define SV_POTION_DEC_DEX 19
2501 #define SV_POTION_DEC_CON 20
2502 #define SV_POTION_DEC_CHR 21
2503 #define SV_POTION_DETONATIONS 22
2504 #define SV_POTION_DEATH 23
2505 #define SV_POTION_INFRAVISION 24
2506 #define SV_POTION_DETECT_INVIS 25
2507 #define SV_POTION_SLOW_POISON 26
2508 #define SV_POTION_CURE_POISON 27
2509 #define SV_POTION_BOLDNESS 28
2510 #define SV_POTION_SPEED 29
2511 #define SV_POTION_RESIST_HEAT 30
2512 #define SV_POTION_RESIST_COLD 31
2513 #define SV_POTION_HEROISM 32
2514 #define SV_POTION_BESERK_STRENGTH 33
2515 #define SV_POTION_CURE_LIGHT 34
2516 #define SV_POTION_CURE_SERIOUS 35
2517 #define SV_POTION_CURE_CRITICAL 36
2518 #define SV_POTION_HEALING 37
2519 #define SV_POTION_STAR_HEALING 38
2520 #define SV_POTION_LIFE 39
2521 #define SV_POTION_RESTORE_MANA 40
2522 #define SV_POTION_RESTORE_EXP 41
2523 #define SV_POTION_RES_STR 42
2524 #define SV_POTION_RES_INT 43
2525 #define SV_POTION_RES_WIS 44
2526 #define SV_POTION_RES_DEX 45
2527 #define SV_POTION_RES_CON 46
2528 #define SV_POTION_RES_CHR 47
2529 #define SV_POTION_INC_STR 48
2530 #define SV_POTION_INC_INT 49
2531 #define SV_POTION_INC_WIS 50
2532 #define SV_POTION_INC_DEX 51
2533 #define SV_POTION_INC_CON 52
2534 #define SV_POTION_INC_CHR 53
2536 #define SV_POTION_AUGMENTATION 55
2537 #define SV_POTION_ENLIGHTENMENT 56
2538 #define SV_POTION_STAR_ENLIGHTENMENT 57
2539 #define SV_POTION_SELF_KNOWLEDGE 58
2540 #define SV_POTION_EXPERIENCE 59
2541 #define SV_POTION_RESISTANCE 60
2542 #define SV_POTION_CURING 61
2543 #define SV_POTION_INVULNERABILITY 62
2544 #define SV_POTION_NEW_LIFE 63
2545 #define SV_POTION_NEO_TSUYOSHI 64
2546 #define SV_POTION_TSUYOSHI 65
2547 #define SV_POTION_POLYMORPH 66
2549 /* The "sval" codes for TV_FLASK */
2550 #define SV_FLASK_OIL 0
2552 /* The "sval" codes for TV_FOOD */
2553 #define SV_FOOD_POISON 0
2554 #define SV_FOOD_BLINDNESS 1
2555 #define SV_FOOD_PARANOIA 2
2556 #define SV_FOOD_CONFUSION 3
2557 #define SV_FOOD_HALLUCINATION 4
2558 #define SV_FOOD_PARALYSIS 5
2559 #define SV_FOOD_WEAKNESS 6
2560 #define SV_FOOD_SICKNESS 7
2561 #define SV_FOOD_STUPIDITY 8
2562 #define SV_FOOD_NAIVETY 9
2563 #define SV_FOOD_UNHEALTH 10
2564 #define SV_FOOD_DISEASE 11
2565 #define SV_FOOD_CURE_POISON 12
2566 #define SV_FOOD_CURE_BLINDNESS 13
2567 #define SV_FOOD_CURE_PARANOIA 14
2568 #define SV_FOOD_CURE_CONFUSION 15
2569 #define SV_FOOD_CURE_SERIOUS 16
2570 #define SV_FOOD_RESTORE_STR 17
2571 #define SV_FOOD_RESTORE_CON 18
2572 #define SV_FOOD_RESTORING 19
2573 /* many missing mushrooms */
2574 #define SV_FOOD_BISCUIT 32
2575 #define SV_FOOD_JERKY 33
2576 #define SV_FOOD_RATION 35
2577 #define SV_FOOD_SLIME_MOLD 36
2578 #define SV_FOOD_WAYBREAD 37
2579 #define SV_FOOD_PINT_OF_ALE 38
2580 #define SV_FOOD_PINT_OF_WINE 39
2584 * Special "sval" limit -- first "normal" food
2586 #define SV_FOOD_MIN_FOOD 32
2589 * Special "sval" limit -- first "aimed" rod
2591 #define SV_ROD_MIN_DIRECTION 12
2594 * Special "sval" limit -- first "large" chest
2596 #define SV_CHEST_MIN_LARGE 4
2597 #define SV_CHEST_KANDUME 50
2600 * Special "sval" limit -- first "good" magic/prayer book
2602 #define SV_BOOK_MIN_GOOD 2
2605 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
2606 #define MAX_GOLD 18 /* Number of "gold" entries */
2609 /*** General flag values ***/
2613 * Special cave grid flags
2615 #define CAVE_MARK 0x0001 /* memorized feature */
2616 #define CAVE_GLOW 0x0002 /* self-illuminating */
2617 #define CAVE_ICKY 0x0004 /* part of a vault */
2618 #define CAVE_ROOM 0x0008 /* part of a room */
2619 #define CAVE_LITE 0x0010 /* lite flag */
2620 #define CAVE_VIEW 0x0020 /* view flag */
2621 #define CAVE_TEMP 0x0040 /* temp flag */
2622 #define CAVE_XTRA 0x0080 /* misc flag */
2623 #define CAVE_MNLT 0x0100 /* Illuminated by monster */
2624 #define CAVE_MNDK 0x8000 /* Darken by monster */
2626 /* Used only while cave generation */
2627 #define CAVE_FLOOR 0x0200
2628 #define CAVE_EXTRA 0x0400
2629 #define CAVE_INNER 0x0800
2630 #define CAVE_OUTER 0x1000
2631 #define CAVE_SOLID 0x2000
2632 #define CAVE_VAULT 0x4000
2633 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
2635 /* Used only after cave generation */
2636 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
2637 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
2638 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
2639 #define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
2640 #define CAVE_UNSAFE 0x2000 /* Might have trap */
2641 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
2645 * Bit flags for the "project()" function
2647 * JUMP: Jump directly to the target location (this is a hack)
2648 * BEAM: Work as a beam weapon (affect every grid passed through)
2649 * THRU: Continue "through" the target (used for "bolts"/"beams")
2650 * STOP: Stop as soon as we hit a monster (used for "bolts")
2651 * GRID: Affect each grid in the "blast area" in some way
2652 * ITEM: Affect each object in the "blast area" in some way
2653 * KILL: Affect each monster in the "blast area" in some way
2654 * HIDE: Hack -- disable "visual" feedback from projection
2655 * DISI: Disintegrate non-permanent features
2656 * PLAYER: Main target is player (used for riding player)
2657 * AIMED: Target is only player or monster, so don't affect another.
2658 * Depend on PROJECT_PLAYER.
2659 * (used for minimum (rad == 0) balls on riding player)
2660 * REFLECTABLE: Refrectable spell attacks (used for "bolts")
2661 * NO_HANGEKI: Avoid counter attacks of monsters
2662 * PATH: Only used for printing project path
2663 * FAST: Hide "visual" of flying bolts until blast
2665 #define PROJECT_JUMP 0x01
2666 #define PROJECT_BEAM 0x02
2667 #define PROJECT_THRU 0x04
2668 #define PROJECT_STOP 0x08
2669 #define PROJECT_GRID 0x10
2670 #define PROJECT_ITEM 0x20
2671 #define PROJECT_KILL 0x40
2672 #define PROJECT_HIDE 0x80
2673 #define PROJECT_DISI 0x100
2674 #define PROJECT_PLAYER 0x200
2675 #define PROJECT_AIMED 0x400
2676 #define PROJECT_REFLECTABLE 0x800
2677 #define PROJECT_NO_HANGEKI 0x1000
2678 #define PROJECT_PATH 0x2000
2679 #define PROJECT_FAST 0x4000
2680 #define PROJECT_LOS 0x8000
2684 * Special caster ID for project()
2686 #define PROJECT_WHO_UNCTRL_POWER -1
2687 #define PROJECT_WHO_GLASS_SHARDS -2
2691 * Bit flags for the "enchant()" function
2693 #define ENCH_TOHIT 0x01 /* Enchant to hit */
2694 #define ENCH_TODAM 0x02 /* Enchant to damage */
2695 #define ENCH_TOAC 0x04 /* Enchant to AC */
2696 #define ENCH_FORCE 0x08 /* Force enchantment */
2699 * Bit flags for the "target_set" function XXX XXX XXX
2701 * KILL: Target monsters
2702 * LOOK: Describe grid fully
2703 * XTRA: Currently unused flag
2704 * GRID: Select from all grids
2706 #define TARGET_KILL 0x01
2707 #define TARGET_LOOK 0x02
2708 #define TARGET_XTRA 0x04
2709 #define TARGET_GRID 0x08
2713 * Bit flags for control of get_check_strict()
2715 #define CHECK_OKAY_CANCEL 0x01
2716 #define CHECK_NO_ESCAPE 0x02
2717 #define CHECK_NO_HISTORY 0x04
2718 #define CHECK_DEFAULT_Y 0x08
2722 * Some bit-flags for the "smart" field
2724 #define SM_RES_ACID 0x00000001
2725 #define SM_RES_ELEC 0x00000002
2726 #define SM_RES_FIRE 0x00000004
2727 #define SM_RES_COLD 0x00000008
2728 #define SM_RES_POIS 0x00000010
2729 #define SM_RES_NETH 0x00000020
2730 #define SM_RES_LITE 0x00000040
2731 #define SM_RES_DARK 0x00000080
2732 #define SM_RES_FEAR 0x00000100
2733 #define SM_RES_CONF 0x00000200
2734 #define SM_RES_CHAOS 0x00000400
2735 #define SM_RES_DISEN 0x00000800
2736 #define SM_RES_BLIND 0x00001000
2737 #define SM_RES_NEXUS 0x00002000
2738 #define SM_RES_SOUND 0x00004000
2739 #define SM_RES_SHARD 0x00008000
2740 #define SM_OPP_ACID 0x00010000
2741 #define SM_OPP_ELEC 0x00020000
2742 #define SM_OPP_FIRE 0x00040000
2743 #define SM_OPP_COLD 0x00080000
2744 #define SM_OPP_POIS 0x00100000
2745 #define SM_OPP_XXX1 0x00200000 /* (unused) */
2746 #define SM_CLONED 0x00400000 /* XXX Cloned */
2747 #define SM_PET 0x00800000 /* XXX Pet */
2748 #define SM_IMM_ACID 0x01000000
2749 #define SM_IMM_ELEC 0x02000000
2750 #define SM_IMM_FIRE 0x04000000
2751 #define SM_IMM_COLD 0x08000000
2752 #define SM_FRIENDLY 0x10000000 /* XXX Friendly */
2753 #define SM_IMM_REFLECT 0x20000000
2754 #define SM_IMM_FREE 0x40000000
2755 #define SM_IMM_MANA 0x80000000
2759 * Bit flags for the "get_item" function
2761 #define USE_EQUIP 0x01 /* Allow equip items */
2762 #define USE_INVEN 0x02 /* Allow inven items */
2763 #define USE_FLOOR 0x04 /* Allow floor items */
2767 * Bit flags for the "p_ptr->notice" variable
2769 #define PN_COMBINE 0x00000001L /* Combine the pack */
2770 #define PN_REORDER 0x00000002L /* Reorder the pack */
2771 #define PN_AUTODESTROY 0x00000004L /* Auto-destroy marked item */
2776 * Bit flags for the "p_ptr->update" variable
2778 #define PU_BONUS 0x00000001L /* Calculate bonuses */
2779 #define PU_TORCH 0x00000002L /* Calculate torch radius */
2781 #define PU_HP 0x00000010L /* Calculate chp and mhp */
2782 #define PU_MANA 0x00000020L /* Calculate csp and msp */
2783 #define PU_SPELLS 0x00000040L /* Calculate spells */
2786 #define PU_UN_VIEW 0x00010000L /* Forget view */
2787 #define PU_UN_LITE 0x00020000L /* Forget lite */
2789 #define PU_VIEW 0x00100000L /* Update view */
2790 #define PU_LITE 0x00200000L /* Update lite */
2791 #define PU_MON_LITE 0x00400000L /* Monster illumination */
2792 #define PU_DELAY_VIS 0x00800000L /* Mega-Hack -- Delayed visual update */
2793 #define PU_MONSTERS 0x01000000L /* Update monsters */
2794 #define PU_DISTANCE 0x02000000L /* Update distances */
2796 #define PU_FLOW 0x10000000L /* Update flow */
2801 * Bit flags for the "p_ptr->redraw" variable
2803 #define PR_MISC 0x00000001L /* Display Race/Class */
2804 #define PR_TITLE 0x00000002L /* Display Title */
2805 #define PR_LEV 0x00000004L /* Display Level */
2806 #define PR_EXP 0x00000008L /* Display Experience */
2807 #define PR_STATS 0x00000010L /* Display Stats */
2808 #define PR_ARMOR 0x00000020L /* Display Armor */
2809 #define PR_HP 0x00000040L /* Display Hitpoints */
2810 #define PR_MANA 0x00000080L /* Display Mana */
2811 #define PR_GOLD 0x00000100L /* Display Gold */
2812 #define PR_DEPTH 0x00000200L /* Display Depth */
2813 #define PR_EQUIPPY 0x00000400L /* Display equippy chars */
2814 #define PR_HEALTH 0x00000800L /* Display Health Bar */
2815 #define PR_CUT 0x00001000L /* Display Extra (Cut) */
2816 #define PR_STUN 0x00002000L /* Display Extra (Stun) */
2817 #define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */
2818 #define PR_STATUS 0x00008000L /* Display Status Bar */
2819 #define PR_XXX0 0x00010000L /* (unused) */
2820 #define PR_UHEALTH 0x00020000L /* Display Uma Health Bar */
2821 #define PR_XXX1 0x00040000L /* (unused) */
2822 #define PR_XXX2 0x00080000L /* (unused) */
2823 #define PR_STATE 0x00100000L /* Display Extra (State) */
2824 #define PR_SPEED 0x00200000L /* Display Extra (Speed) */
2825 #define PR_STUDY 0x00400000L /* Display Extra (Study) */
2826 #define PR_IMITATION 0x00800000L /* Display Extra (Imitation) */
2827 #define PR_EXTRA 0x01000000L /* Display Extra Info */
2828 #define PR_BASIC 0x02000000L /* Display Basic Info */
2829 #define PR_MAP 0x04000000L /* Display Map */
2830 #define PR_WIPE 0x08000000L /* Hack -- Total Redraw */
2837 * Bit flags for the "p_ptr->window" variable (etc)
2839 #define PW_INVEN 0x00000001L /* Display inven/equip */
2840 #define PW_EQUIP 0x00000002L /* Display equip/inven */
2841 #define PW_SPELL 0x00000004L /* Display spell list */
2842 #define PW_PLAYER 0x00000008L /* Display character */
2843 #define PW_MONSTER_LIST 0x00000010L /* Display monster list */
2846 #define PW_MESSAGE 0x00000040L /* Display messages */
2847 #define PW_OVERHEAD 0x00000080L /* Display overhead view */
2848 #define PW_MONSTER 0x00000100L /* Display monster recall */
2849 #define PW_OBJECT 0x00000200L /* Display object recall */
2850 #define PW_DUNGEON 0x00000400L /* Display dungeon view */
2851 #define PW_SNAPSHOT 0x00000800L /* Display snap-shot */
2854 #define PW_BORG_1 0x00004000L /* Display borg messages */
2855 #define PW_BORG_2 0x00008000L /* Display borg status */
2858 * Bit flags for the place_monster_???() (etc)
2860 #define PM_ALLOW_SLEEP 0x00000001
2861 #define PM_ALLOW_GROUP 0x00000002
2862 #define PM_FORCE_FRIENDLY 0x00000004
2863 #define PM_FORCE_PET 0x00000008
2864 #define PM_NO_KAGE 0x00000010
2865 #define PM_NO_PET 0x00000020
2866 #define PM_ALLOW_UNIQUE 0x00000040
2867 #define PM_IGNORE_TERRAIN 0x00000080
2868 #define PM_HASTE 0x00000100
2869 #define PM_KAGE 0x00000200
2870 #define PM_MULTIPLY 0x00000400
2873 /* Bit flags for monster_desc() */
2874 #define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
2875 #define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
2876 #define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
2877 #define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
2878 #define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
2879 #define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
2880 #define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
2881 #define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
2882 #define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
2883 #define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
2887 * Bit flags for object_desc()
2889 #define OD_NAME_ONLY 0x00000001 /* Omit values, pval, inscription */
2890 #define OD_NAME_AND_ENCHANT 0x00000002 /* Omit pval, inscription */
2891 #define OD_OMIT_INSCRIPTION 0x00000004 /* Omit inscription */
2892 #define OD_OMIT_PREFIX 0x00000008 /* Omit numeric prefix */
2893 #define OD_NO_PLURAL 0x00000010 /* Don't use plural */
2894 #define OD_STORE 0x00000020 /* Assume to be aware and known */
2895 #define OD_NO_FLAVOR 0x00000040 /* Allow to hidden flavor */
2896 #define OD_FORCE_FLAVOR 0x00000080 /* Get un-shuffled flavor name */
2900 * Bit flags for the "p_ptr->special_attack" variable. -LM-
2902 * Note: The elemental and poison attacks should be managed using the
2903 * function "set_ele_attack", in spell2.c. This provides for timeouts and
2904 * prevents the player from getting more than one at a time.
2906 #define ATTACK_CONFUSE 0x00000001
2907 #define ATTACK_XXX1 0x00000002
2908 #define ATTACK_XXX2 0x00000004
2909 #define ATTACK_XXX3 0x00000008
2910 #define ATTACK_ACID 0x00000010
2911 #define ATTACK_ELEC 0x00000020
2912 #define ATTACK_FIRE 0x00000040
2913 #define ATTACK_COLD 0x00000080
2914 #define ATTACK_POIS 0x00000100
2915 #define ATTACK_HOLY 0x00000200
2916 #define ATTACK_SUIKEN 0x00000400
2919 #define DEFENSE_ACID 0x00000001
2920 #define DEFENSE_ELEC 0x00000002
2921 #define DEFENSE_FIRE 0x00000004
2922 #define DEFENSE_COLD 0x00000008
2923 #define DEFENSE_POIS 0x00000010
2924 #define KAMAE_GENBU 0x00000020
2925 #define KAMAE_BYAKKO 0x00000040
2926 #define KAMAE_SEIRYU 0x00000080
2927 #define KAMAE_SUZAKU 0x00000100
2928 #define KATA_IAI 0x00000200
2929 #define KATA_FUUJIN 0x00000400
2930 #define KATA_KOUKIJIN 0x00000800
2931 #define KATA_MUSOU 0x00001000
2932 #define NINJA_KAWARIMI 0x00002000
2933 #define NINJA_S_STEALTH 0x00004000
2936 #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU)
2939 #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU)
2942 #define ACTION_NONE 0
2943 #define ACTION_SEARCH 1
2944 #define ACTION_REST 2
2945 #define ACTION_LEARN 3
2946 #define ACTION_FISH 4
2947 #define ACTION_KAMAE 5
2948 #define ACTION_KATA 6
2949 #define ACTION_SING 7
2950 #define ACTION_HAYAGAKE 8
2951 #define ACTION_SPELL 9
2954 /* Empty hand status */
2955 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
2956 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
2957 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
2959 /*** General index values ***/
2963 * Legal restrictions for "summon_specific()"
2965 #define SUMMON_ANT 11
2966 #define SUMMON_SPIDER 12
2967 #define SUMMON_HOUND 13
2968 #define SUMMON_HYDRA 14
2969 #define SUMMON_ANGEL 15
2970 #define SUMMON_DEMON 16
2971 #define SUMMON_UNDEAD 17
2972 #define SUMMON_DRAGON 18
2973 #define SUMMON_HI_UNDEAD 21
2974 #define SUMMON_HI_DRAGON 22
2975 #define SUMMON_HI_DEMON 23
2976 #define SUMMON_AMBERITES 31
2977 #define SUMMON_UNIQUE 32
2978 #define SUMMON_BIZARRE1 33
2979 #define SUMMON_BIZARRE2 34
2980 #define SUMMON_BIZARRE3 35
2981 #define SUMMON_BIZARRE4 36
2982 #define SUMMON_BIZARRE5 37
2983 #define SUMMON_BIZARRE6 38
2984 #define SUMMON_CYBER 39
2985 #define SUMMON_KIN 40
2986 #define SUMMON_DAWN 41
2987 #define SUMMON_ANIMAL 42
2988 #define SUMMON_ANIMAL_RANGER 43
2989 /*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
2990 /*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
2991 /*#define SUMMON_NO_UNIQUES 46*/
2992 #define SUMMON_PHANTOM 47
2993 /*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
2994 #define SUMMON_BLUE_HORROR 49
2995 #define SUMMON_LIVING 50
2996 #define SUMMON_HI_DRAGON_LIVING 51
2997 #define SUMMON_GOLEM 52
2998 #define SUMMON_ELEMENTAL 53
2999 #define SUMMON_VORTEX 54
3000 #define SUMMON_HYBRID 55
3001 #define SUMMON_BIRD 56
3002 /*#define SUMMON_AQUATIC_NO_UNIQUES 57*/
3003 #define SUMMON_KAMIKAZE 58
3004 #define SUMMON_KAMIKAZE_LIVING 59
3005 #define SUMMON_MANES 60
3006 #define SUMMON_LOUSE 61
3007 #define SUMMON_GUARDIANS 62
3008 #define SUMMON_KNIGHTS 63
3009 #define SUMMON_EAGLES 64
3010 #define SUMMON_PIRANHAS 65
3011 #define SUMMON_ARMAGE_GOOD 66
3012 #define SUMMON_ARMAGE_EVIL 67
3016 * Spell types used by project(), and related functions.
3023 #define GF_PSY_SPEAR 9
3024 #define GF_MISSILE 10
3026 #define GF_PLASMA 12
3027 /* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
3028 /* #define GF_HOLY_ORB 13 */
3032 #define GF_LITE_WEAK 17
3033 #define GF_DARK_WEAK 18
3034 #define GF_SHARDS 20
3036 #define GF_CONFUSION 22
3038 #define GF_INERTIA 24
3040 #define GF_METEOR 27
3043 #define GF_NETHER 31
3044 #define GF_DISENCHANT 32
3047 #define GF_GRAVITY 35
3048 #define GF_KILL_WALL 40
3049 #define GF_KILL_DOOR 41
3050 #define GF_KILL_TRAP 42
3051 #define GF_MAKE_WALL 45
3052 #define GF_MAKE_DOOR 46
3053 #define GF_MAKE_TRAP 47
3054 #define GF_MAKE_TREE 48
3055 #define GF_OLD_CLONE 51
3056 #define GF_OLD_POLY 52
3057 #define GF_OLD_HEAL 53
3058 #define GF_OLD_SPEED 54
3059 #define GF_OLD_SLOW 55
3060 #define GF_OLD_CONF 56
3061 #define GF_OLD_SLEEP 57
3062 #define GF_OLD_DRAIN 58
3063 #define GF_AWAY_UNDEAD 61
3064 #define GF_AWAY_EVIL 62
3065 #define GF_AWAY_ALL 63
3066 #define GF_TURN_UNDEAD 64
3067 #define GF_TURN_EVIL 65
3068 #define GF_TURN_ALL 66
3069 #define GF_DISP_UNDEAD 67
3070 #define GF_DISP_EVIL 68
3071 #define GF_DISP_ALL 69
3072 #define GF_DISP_DEMON 70 /* New types for Zangband begin here... */
3073 #define GF_DISP_LIVING 71
3074 #define GF_ROCKET 72
3076 #define GF_MAKE_GLYPH 74
3077 #define GF_STASIS 75
3078 #define GF_STONE_WALL 76
3079 #define GF_DEATH_RAY 77
3081 #define GF_HOLY_FIRE 79
3082 #define GF_HELL_FIRE 80
3083 #define GF_DISINTEGRATE 81
3085 #define GF_CONTROL_UNDEAD 83
3086 #define GF_CONTROL_ANIMAL 84
3088 #define GF_PSI_DRAIN 86
3089 #define GF_TELEKINESIS 87
3090 #define GF_JAM_DOOR 88
3091 #define GF_DOMINATION 89
3092 #define GF_DISP_GOOD 90
3093 #define GF_DRAIN_MANA 91
3094 #define GF_MIND_BLAST 92
3095 #define GF_BRAIN_SMASH 93
3096 #define GF_CAUSE_1 94
3097 #define GF_CAUSE_2 95
3098 #define GF_CAUSE_3 96
3099 #define GF_CAUSE_4 97
3100 #define GF_HAND_DOOM 98
3101 #define GF_CAPTURE 99
3102 #define GF_ANIM_DEAD 100
3103 #define GF_CONTROL_LIVING 101
3104 #define GF_IDENTIFY 102
3105 #define GF_ATTACK 103
3106 #define GF_ENGETSU 104
3107 #define GF_GENOCIDE 105
3108 #define GF_PHOTO 106
3109 #define GF_CONTROL_DEMON 107
3110 #define GF_LAVA_FLOW 108
3111 #define GF_BLOOD_CURSE 109
3112 #define GF_SEEKER 110
3113 #define GF_SUPER_RAY 111
3114 #define GF_STAR_HEAL 112
3115 #define GF_WATER_FLOW 113
3116 #define GF_CRUSADE 114
3117 #define GF_STASIS_EVIL 115
3118 #define GF_WOUNDS 116
3123 * Some things which induce learning
3135 #define DRS_CHAOS 11
3136 #define DRS_DISEN 12
3137 #define DRS_BLIND 13
3138 #define DRS_NEXUS 14
3139 #define DRS_SOUND 15
3140 #define DRS_SHARD 16
3143 #define DRS_REFLECT 32
3147 #define DAMAGE_FORCE 1
3148 #define DAMAGE_GENO 2
3149 #define DAMAGE_LOSELIFE 3
3150 #define DAMAGE_ATTACK 4
3151 #define DAMAGE_NOESCAPE 5
3152 #define DAMAGE_USELIFE 6
3156 * Game generated inscription indices. These are stored in the object,
3157 * and are used to index the string array from tables.c.
3161 #define FEEL_BROKEN 1
3162 #define FEEL_TERRIBLE 2
3163 #define FEEL_WORTHLESS 3
3164 #define FEEL_CURSED 4
3165 #define FEEL_UNCURSED 5
3166 #define FEEL_AVERAGE 6
3168 #define FEEL_EXCELLENT 8
3169 #define FEEL_SPECIAL 9
3174 * Hack -- special "xtra" object powers
3177 /* Sustain one stat */
3178 #define EGO_XTRA_SUSTAIN 1
3181 #define EGO_XTRA_POWER 2
3183 /* Special ability */
3184 #define EGO_XTRA_ABILITY 3
3186 /*** Object flag values ***/
3190 * Chest trap flags (see "tables.c")
3192 #define CHEST_LOSE_STR 0x0001
3193 #define CHEST_LOSE_CON 0x0002
3194 #define CHEST_POISON 0x0004
3195 #define CHEST_PARALYZE 0x0008
3196 #define CHEST_EXPLODE 0x0010
3197 #define CHEST_SUMMON 0x0020
3198 #define CHEST_SCATTER 0x0040
3199 #define CHEST_E_SUMMON 0x0080
3200 #define CHEST_BIRD_STORM 0x0100
3201 #define CHEST_H_SUMMON 0x0200
3202 #define CHEST_RUNES_OF_EVIL 0x0400
3203 #define CHEST_ALARM 0x0800
3207 * Special Object Flags
3209 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
3210 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
3211 #define IDENT_EMPTY 0x04 /* Item charges are known */
3212 #define IDENT_KNOWN 0x08 /* Item abilities are known */
3213 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
3214 #define IDENT_MENTAL 0x20 /* Item information is known */
3216 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
3218 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
3222 * How object is marked (flags in object_type.mark)
3223 * OM_FOUND --- original boolean flag
3224 * OM_NOMSG --- temporary flag to suppress messages which were
3225 * already printed in autopick_pickup_items().
3227 #define OM_FOUND 0x01 /* original boolean flag */
3228 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
3229 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
3230 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
3231 #define OM_TOUCHED 0x10 /* Object was touched by player */
3235 * Special Monster Flags (all temporary)
3237 #define MFLAG_VIEW 0x01 /* Monster is in line of sight */
3238 #define MFLAG_TEMP 0x02 /* Monster is marked for project_hack() */
3239 #define MFLAG_XXX2 0x04 /* (unused) */
3240 #define MFLAG_XXX3 0x08 /* (unused) */
3241 #define MFLAG_BORN 0x10 /* Monster is still being born */
3242 #define MFLAG_NICE 0x20 /* Monster is still being nice */
3244 #define MFLAG2_KAGE 0x01 /* Monster is kage */
3245 #define MFLAG2_NOPET 0x02 /* Cannot make monster pet */
3246 #define MFLAG2_NOGENO 0x04 /* Cannot genocide */
3247 #define MFLAG2_CHAMELEON 0x08 /* Monster is chameleon */
3248 #define MFLAG2_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
3249 #define MFLAG2_SHOW 0x20 /* Monster is recently memorized */
3250 #define MFLAG2_MARK 0x40 /* Monster is currently memorized */
3256 * Old variables for object flags such as flags1, flags2, and flags3
3257 * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
3258 * object flags. And each flag is refered by single index number
3259 * instead of a bit mask.
3261 * Therefore it's very easy to add a lot of new flags; no one need to
3262 * worry about in which variable a new flag should be put, nor to
3263 * modify a huge number of files all over the source directory at once
3264 * to add new flag variables such as flags4, flags5, etc...
3266 * All management of flags is now treated using a set of macros
3267 * instead of bit operations.
3268 * Note: These macros are using division, modulo, and bit shift
3269 * operations, and it seems that these operations are rather slower
3270 * than original bit operation. But since index numbers are almost
3271 * always given as constant, such slow operations are performed in the
3272 * compile time. So there is no problem on the speed.
3274 * Exceptions of new flag management is a set of flags to control
3275 * object generation and the curse flags. These are not yet rewritten
3276 * in new index form; maybe these have no merit of rewriting.
3279 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
3280 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
3281 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
3282 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
3283 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
3286 #define TR_STR 0 /* STR += "pval" */
3287 #define TR_INT 1 /* INT += "pval" */
3288 #define TR_WIS 2 /* WIS += "pval" */
3289 #define TR_DEX 3 /* DEX += "pval" */
3290 #define TR_CON 4 /* CON += "pval" */
3291 #define TR_CHR 5 /* CHR += "pval" */
3292 #define TR_MAGIC_MASTERY 6 /* Later */
3293 #define TR_FORCE_WEAPON 7 /* Later */
3294 #define TR_STEALTH 8 /* Stealth += "pval" */
3295 #define TR_SEARCH 9 /* Search += "pval" */
3296 #define TR_INFRA 10 /* Infra += "pval" */
3297 #define TR_TUNNEL 11 /* Tunnel += "pval" */
3298 #define TR_SPEED 12 /* Speed += "pval" */
3299 #define TR_BLOWS 13 /* Blows += "pval" */
3300 #define TR_CHAOTIC 14
3301 #define TR_VAMPIRIC 15
3302 #define TR_SLAY_ANIMAL 16
3303 #define TR_SLAY_EVIL 17
3304 #define TR_SLAY_UNDEAD 18
3305 #define TR_SLAY_DEMON 19
3306 #define TR_SLAY_ORC 20
3307 #define TR_SLAY_TROLL 21
3308 #define TR_SLAY_GIANT 22
3309 #define TR_SLAY_DRAGON 23
3310 #define TR_KILL_DRAGON 24 /* Execute Dragon */
3311 #define TR_VORPAL 25 /* Later */
3312 #define TR_IMPACT 26 /* Cause Earthquakes */
3313 #define TR_BRAND_POIS 27
3314 #define TR_BRAND_ACID 28
3315 #define TR_BRAND_ELEC 29
3316 #define TR_BRAND_FIRE 30
3317 #define TR_BRAND_COLD 31
3319 #define TR_SUST_STR 32
3320 #define TR_SUST_INT 33
3321 #define TR_SUST_WIS 34
3322 #define TR_SUST_DEX 35
3323 #define TR_SUST_CON 36
3324 #define TR_SUST_CHR 37
3325 #define TR_RIDING 38
3326 #define TR_EASY_SPELL 39
3327 #define TR_IM_ACID 40
3328 #define TR_IM_ELEC 41
3329 #define TR_IM_FIRE 42
3330 #define TR_IM_COLD 43
3331 #define TR_THROW 44 /* Later */
3332 #define TR_REFLECT 45 /* Reflect 'bolts' */
3333 #define TR_FREE_ACT 46 /* Free Action */
3334 #define TR_HOLD_LIFE 47 /* Hold Life */
3335 #define TR_RES_ACID 48
3336 #define TR_RES_ELEC 49
3337 #define TR_RES_FIRE 50
3338 #define TR_RES_COLD 51
3339 #define TR_RES_POIS 52
3340 #define TR_RES_FEAR 53 /* Added for Zangband */
3341 #define TR_RES_LITE 54
3342 #define TR_RES_DARK 55
3343 #define TR_RES_BLIND 56
3344 #define TR_RES_CONF 57
3345 #define TR_RES_SOUND 58
3346 #define TR_RES_SHARDS 59
3347 #define TR_RES_NETHER 60
3348 #define TR_RES_NEXUS 61
3349 #define TR_RES_CHAOS 62
3350 #define TR_RES_DISEN 63
3352 #define TR_SH_FIRE 64 /* Immolation (Fire) */
3353 #define TR_SH_ELEC 65 /* Electric Sheath */
3354 #define TR_SLAY_HUMAN 66 /* Slay human */
3355 #define TR_SH_COLD 67 /* cold aura */
3356 #define TR_NO_TELE 68 /* Anti-teleportation */
3357 #define TR_NO_MAGIC 69 /* Anti-magic */
3358 #define TR_DEC_MANA 70 /* ??? */
3359 #define TR_TY_CURSE 71 /* The Ancient Curse */
3360 #define TR_WARNING 72 /* Warning */
3361 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
3362 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
3363 #define TR_SLAY_GOOD 75
3364 #define TR_LEVITATION 76 /* Feather Falling */
3365 #define TR_LITE 77 /* Permanent Light */
3366 #define TR_SEE_INVIS 78 /* See Invisible */
3367 #define TR_TELEPATHY 79 /* Telepathy */
3368 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
3369 #define TR_REGEN 81 /* Item induces regeneration */
3370 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
3371 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
3372 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
3373 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
3374 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
3375 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
3376 #define TR_ACTIVATE 88 /* Item can be activated */
3377 #define TR_DRAIN_EXP 89 /* Item drains Experience */
3378 #define TR_TELEPORT 90 /* Item teleports player */
3379 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
3380 #define TR_BLESSED 92 /* Item is Blessed */
3381 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
3382 #define TR_ES_AC 94 /* Fake flag for Smith */
3383 #define TR_KILL_GOOD 95
3385 #define TR_KILL_ANIMAL 96
3386 #define TR_KILL_EVIL 97
3387 #define TR_KILL_UNDEAD 98
3388 #define TR_KILL_DEMON 99
3389 #define TR_KILL_ORC 100
3390 #define TR_KILL_TROLL 101
3391 #define TR_KILL_GIANT 102
3392 #define TR_KILL_HUMAN 103
3393 #define TR_ESP_ANIMAL 104
3394 #define TR_ESP_UNDEAD 105
3395 #define TR_ESP_DEMON 106
3396 #define TR_ESP_ORC 107
3397 #define TR_ESP_TROLL 108
3398 #define TR_ESP_GIANT 109
3399 #define TR_ESP_DRAGON 110
3400 #define TR_ESP_HUMAN 111
3401 #define TR_ESP_EVIL 112
3402 #define TR_ESP_GOOD 113
3403 #define TR_ESP_NONLIVING 114
3404 #define TR_ESP_UNIQUE 115
3405 #define TR_FULL_NAME 116
3406 #define TR_FIXED_FLAVOR 117
3407 #define TR_ADD_L_CURSE 118
3408 #define TR_ADD_H_CURSE 119
3410 #define TR_FLAG_MAX 120
3411 #define TR_FLAG_SIZE 4
3414 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
3415 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
3416 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
3417 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
3418 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
3419 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
3420 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
3421 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
3422 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
3423 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
3424 #define TRG_CURSED 0x00000400L /* Item is Cursed */
3425 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
3426 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
3427 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
3428 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
3429 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
3430 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
3433 #define MAX_CURSE 17
3435 #define TRC_CURSED 0x00000001L
3436 #define TRC_HEAVY_CURSE 0x00000002L
3437 #define TRC_PERMA_CURSE 0x00000004L
3438 #define TRC_XXX1 0x00000008L
3439 #define TRC_TY_CURSE 0x00000010L
3440 #define TRC_AGGRAVATE 0x00000020L
3441 #define TRC_DRAIN_EXP 0x00000040L
3442 #define TRC_SLOW_REGEN 0x00000080L
3443 #define TRC_ADD_L_CURSE 0x00000100L
3444 #define TRC_ADD_H_CURSE 0x00000200L
3445 #define TRC_CALL_ANIMAL 0x00000400L
3446 #define TRC_CALL_DEMON 0x00000800L
3447 #define TRC_CALL_DRAGON 0x00001000L
3448 #define TRC_COWARDICE 0x00002000L
3449 #define TRC_TELEPORT 0x00004000L
3450 #define TRC_LOW_MELEE 0x00008000L
3451 #define TRC_LOW_AC 0x00010000L
3452 #define TRC_LOW_MAGIC 0x00020000L
3453 #define TRC_FAST_DIGEST 0x00040000L
3454 #define TRC_DRAIN_HP 0x00080000L
3455 #define TRC_DRAIN_MANA 0x00100000L
3457 #define TRC_TELEPORT_SELF 0x00000001L
3458 #define TRC_CHAINSWORD 0x00000002L
3460 #define TRC_SPECIAL_MASK \
3461 (TRC_TY_CURSE | TRC_AGGRAVATE)
3463 #define TRC_HEAVY_MASK \
3464 (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
3465 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_TELEPORT)
3467 #define TRC_P_FLAG_MASK \
3468 (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
3469 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
3470 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
3471 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA)
3476 * Bit flags for apply_magic() (etc)
3478 #define AM_NO_FIXED_ART 0x00000001 /* Don't allow roll for fixed artifacts */
3479 #define AM_GOOD 0x00000002 /* Generate good items */
3480 #define AM_GREAT 0x00000004 /* Generate great items */
3481 #define AM_SPECIAL 0x00000008 /* Generate artifacts (for debug mode only) */
3482 #define AM_CURSED 0x00000010 /* Generate cursed/worthless items */
3485 /*** Monster blow constants ***/
3489 * New monster blow methods
3500 #define RBM_CRUSH 10
3501 #define RBM_ENGULF 11
3502 #define RBM_CHARGE 12
3503 #define RBM_CRAWL 13
3504 #define RBM_DROOL 14
3506 #define RBM_EXPLODE 16
3509 #define RBM_SPORE 19
3512 #define RBM_INSULT 22
3515 #define RBM_SHOOT 25
3519 * New monster blow effects
3522 #define RBE_POISON 2
3523 #define RBE_UN_BONUS 3
3524 #define RBE_UN_POWER 4
3525 #define RBE_EAT_GOLD 5
3526 #define RBE_EAT_ITEM 6
3527 #define RBE_EAT_FOOD 7
3528 #define RBE_EAT_LITE 8
3533 #define RBE_BLIND 13
3534 #define RBE_CONFUSE 14
3535 #define RBE_TERRIFY 15
3536 #define RBE_PARALYZE 16
3537 #define RBE_LOSE_STR 17
3538 #define RBE_LOSE_INT 18
3539 #define RBE_LOSE_WIS 19
3540 #define RBE_LOSE_DEX 20
3541 #define RBE_LOSE_CON 21
3542 #define RBE_LOSE_CHR 22
3543 #define RBE_LOSE_ALL 23
3544 #define RBE_SHATTER 24
3545 #define RBE_EXP_10 25
3546 #define RBE_EXP_20 26
3547 #define RBE_EXP_40 27
3548 #define RBE_EXP_80 28
3549 #define RBE_DISEASE 29
3551 #define RBE_EXP_VAMP 31
3552 #define RBE_DR_MANA 32
3553 #define RBE_SUPERHURT 33
3554 #define RBE_INERTIA 34
3558 /*** Monster flag values (hard-coded) ***/
3562 * New monster race bit flags
3564 #define RF1_UNIQUE 0x00000001 /* Unique Monster */
3565 #define RF1_QUESTOR 0x00000002 /* Quest Monster */
3566 #define RF1_MALE 0x00000004 /* Male gender */
3567 #define RF1_FEMALE 0x00000008 /* Female gender */
3568 #define RF1_CHAR_CLEAR 0x00000010 /* Absorbs symbol */
3569 #define RF1_SHAPECHANGER 0x00000020 /* TY: shapechanger */
3570 #define RF1_ATTR_CLEAR 0x00000040 /* Absorbs color */
3571 #define RF1_ATTR_MULTI 0x00000080 /* Changes color */
3572 #define RF1_FORCE_DEPTH 0x00000100 /* Start at "correct" depth */
3573 #define RF1_FORCE_MAXHP 0x00000200 /* Start with max hitpoints */
3574 #define RF1_FORCE_SLEEP 0x00000400 /* Start out sleeping */
3575 #define RF1_FORCE_EXTRA 0x00000800 /* Start out something */
3576 #define RF1_ATTR_SEMIRAND 0x00001000 /* Color is determined semi-randomly */
3577 #define RF1_FRIENDS 0x00002000 /* Arrive with some friends */
3578 #define RF1_ESCORT 0x00004000 /* Arrive with an escort */
3579 #define RF1_ESCORTS 0x00008000 /* Arrive with some escorts */
3580 #define RF1_NEVER_BLOW 0x00010000 /* Never make physical blow */
3581 #define RF1_NEVER_MOVE 0x00020000 /* Never make physical move */
3582 #define RF1_RAND_25 0x00040000 /* Moves randomly (25%) */
3583 #define RF1_RAND_50 0x00080000 /* Moves randomly (50%) */
3584 #define RF1_ONLY_GOLD 0x00100000 /* Drop only gold */
3585 #define RF1_ONLY_ITEM 0x00200000 /* Drop only items */
3586 #define RF1_DROP_60 0x00400000 /* Drop an item/gold (60%) */
3587 #define RF1_DROP_90 0x00800000 /* Drop an item/gold (90%) */
3588 #define RF1_DROP_1D2 0x01000000 /* Drop 1d2 items/gold */
3589 #define RF1_DROP_2D2 0x02000000 /* Drop 2d2 items/gold */
3590 #define RF1_DROP_3D2 0x04000000 /* Drop 3d2 items/gold */
3591 #define RF1_DROP_4D2 0x08000000 /* Drop 4d2 items/gold */
3592 #define RF1_DROP_GOOD 0x10000000 /* Drop good items */
3593 #define RF1_DROP_GREAT 0x20000000 /* Drop great items */
3594 #define RF1_XXX2 0x40000000 /* XXX */
3595 #define RF1_XXX3 0x80000000 /* XXX */
3598 * New monster race bit flags
3600 #define RF2_STUPID 0x00000001 /* Monster is stupid */
3601 #define RF2_SMART 0x00000002 /* Monster is smart */
3602 #define RF2_CAN_SPEAK 0x00000004 /* TY: can speak */
3603 #define RF2_REFLECTING 0x00000008 /* Reflects bolts */
3604 #define RF2_INVISIBLE 0x00000010 /* Monster avoids vision */
3605 #define RF2_COLD_BLOOD 0x00000020 /* Monster avoids infra */
3606 #define RF2_EMPTY_MIND 0x00000040 /* Monster avoids telepathy */
3607 #define RF2_WEIRD_MIND 0x00000080 /* Monster avoids telepathy? */
3608 #define RF2_MULTIPLY 0x00000100 /* Monster reproduces */
3609 #define RF2_REGENERATE 0x00000200 /* Monster regenerates */
3610 #define RF2_CHAR_MULTI 0x00000400 /* (Not implemented) */
3611 #define RF2_ATTR_ANY 0x00000800 /* TY: Attr_any */
3612 #define RF2_POWERFUL 0x00001000 /* Monster has strong breath */
3613 #define RF2_ELDRITCH_HORROR 0x00002000 /* Sanity-blasting horror */
3614 #define RF2_AURA_FIRE 0x00004000 /* Burns in melee */
3615 #define RF2_AURA_ELEC 0x00008000 /* Shocks in melee */
3616 #define RF2_OPEN_DOOR 0x00010000 /* Monster can open doors */
3617 #define RF2_BASH_DOOR 0x00020000 /* Monster can bash doors */
3618 #define RF2_PASS_WALL 0x00040000 /* Monster can pass walls */
3619 #define RF2_KILL_WALL 0x00080000 /* Monster can destroy walls */
3620 #define RF2_MOVE_BODY 0x00100000 /* Monster can move monsters */
3621 #define RF2_KILL_BODY 0x00200000 /* Monster can kill monsters */
3622 #define RF2_TAKE_ITEM 0x00400000 /* Monster can pick up items */
3623 #define RF2_KILL_ITEM 0x00800000 /* Monster can crush items */
3624 #define RF2_XXX1 0x01000000
3625 #define RF2_XXX2 0x02000000
3626 #define RF2_XXX3 0x04000000
3627 #define RF2_XXX4 0x08000000
3628 #define RF2_XXX5 0x10000000
3629 #define RF2_XXX6 0x20000000
3630 #define RF2_HUMAN 0x40000000 /* Human */
3631 #define RF2_QUANTUM 0x80000000 /* Monster has quantum behavior */
3634 * New monster race bit flags
3636 #define RF3_ORC 0x00000001 /* Orc */
3637 #define RF3_TROLL 0x00000002 /* Troll */
3638 #define RF3_GIANT 0x00000004 /* Giant */
3639 #define RF3_DRAGON 0x00000008 /* Dragon */
3640 #define RF3_DEMON 0x00000010 /* Demon */
3641 #define RF3_UNDEAD 0x00000020 /* Undead */
3642 #define RF3_EVIL 0x00000040 /* Evil */
3643 #define RF3_ANIMAL 0x00000080 /* Animal */
3644 #define RF3_AMBERITE 0x00000100 /* TY: Amberite */
3645 #define RF3_GOOD 0x00000200 /* Good */
3646 #define RF3_AURA_COLD 0x00000400 /* Freezes in melee */
3647 #define RF3_NONLIVING 0x00000800 /* TY: Non-Living (?) */
3648 #define RF3_HURT_LITE 0x00001000 /* Hurt by lite */
3649 #define RF3_HURT_ROCK 0x00002000 /* Hurt by rock remover */
3650 #define RF3_HURT_FIRE 0x00004000 /* Hurt badly by fire */
3651 #define RF3_HURT_COLD 0x00008000 /* Hurt badly by cold */
3652 #define RF3_XXX16 0x00010000
3653 #define RF3_XXX17 0x00020000
3654 #define RF3_XXX18 0x00040000
3655 #define RF3_XXX19 0x00080000
3656 #define RF3_XXX20 0x00100000
3657 #define RF3_XXX21 0x00200000
3658 #define RF3_XXX22 0x00400000
3659 #define RF3_XXX23 0x00800000
3660 #define RF3_XXX24 0x01000000
3661 #define RF3_XXX25 0x02000000
3662 #define RF3_XXX26 0x04000000
3663 #define RF3_XXX27 0x08000000
3664 #define RF3_NO_FEAR 0x10000000 /* Cannot be scared */
3665 #define RF3_NO_STUN 0x20000000 /* Cannot be stunned */
3666 #define RF3_NO_CONF 0x40000000 /* Cannot be confused and resist confusion */
3667 #define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */
3670 * New monster race bit flags
3672 #define RF4_SHRIEK 0x00000001 /* Shriek for help */
3673 #define RF4_XXX1 0x00000002 /* XXX */
3674 #define RF4_DISPEL 0x00000004 /* Dispel magic */
3675 #define RF4_ROCKET 0x00000008 /* TY: Rocket */
3676 #define RF4_SHOOT 0x00000010 /* Fire missiles */
3677 #define RF4_XXX2 0x00000020
3678 #define RF4_XXX3 0x00000040
3679 #define RF4_XXX4 0x00000080
3680 #define RF4_BR_ACID 0x00000100 /* Breathe Acid */
3681 #define RF4_BR_ELEC 0x00000200 /* Breathe Elec */
3682 #define RF4_BR_FIRE 0x00000400 /* Breathe Fire */
3683 #define RF4_BR_COLD 0x00000800 /* Breathe Cold */
3684 #define RF4_BR_POIS 0x00001000 /* Breathe Poison */
3685 #define RF4_BR_NETH 0x00002000 /* Breathe Nether */
3686 #define RF4_BR_LITE 0x00004000 /* Breathe Lite */
3687 #define RF4_BR_DARK 0x00008000 /* Breathe Dark */
3688 #define RF4_BR_CONF 0x00010000 /* Breathe Confusion */
3689 #define RF4_BR_SOUN 0x00020000 /* Breathe Sound */
3690 #define RF4_BR_CHAO 0x00040000 /* Breathe Chaos */
3691 #define RF4_BR_DISE 0x00080000 /* Breathe Disenchant */
3692 #define RF4_BR_NEXU 0x00100000 /* Breathe Nexus */
3693 #define RF4_BR_TIME 0x00200000 /* Breathe Time */
3694 #define RF4_BR_INER 0x00400000 /* Breathe Inertia */
3695 #define RF4_BR_GRAV 0x00800000 /* Breathe Gravity */
3696 #define RF4_BR_SHAR 0x01000000 /* Breathe Shards */
3697 #define RF4_BR_PLAS 0x02000000 /* Breathe Plasma */
3698 #define RF4_BR_WALL 0x04000000 /* Breathe Force */
3699 #define RF4_BR_MANA 0x08000000 /* Breathe Mana */
3700 #define RF4_BA_NUKE 0x10000000 /* TY: Nuke Ball */
3701 #define RF4_BR_NUKE 0x20000000 /* TY: Toxic Breath */
3702 #define RF4_BA_CHAO 0x40000000 /* TY: Logrus Ball */
3703 #define RF4_BR_DISI 0x80000000 /* Breathe Disintegration */
3706 * New monster race bit flags
3708 #define RF5_BA_ACID 0x00000001 /* Acid Ball */
3709 #define RF5_BA_ELEC 0x00000002 /* Elec Ball */
3710 #define RF5_BA_FIRE 0x00000004 /* Fire Ball */
3711 #define RF5_BA_COLD 0x00000008 /* Cold Ball */
3712 #define RF5_BA_POIS 0x00000010 /* Poison Ball */
3713 #define RF5_BA_NETH 0x00000020 /* Nether Ball */
3714 #define RF5_BA_WATE 0x00000040 /* Water Ball */
3715 #define RF5_BA_MANA 0x00000080 /* Mana Storm */
3716 #define RF5_BA_DARK 0x00000100 /* Darkness Storm */
3717 #define RF5_DRAIN_MANA 0x00000200 /* Drain Mana */
3718 #define RF5_MIND_BLAST 0x00000400 /* Blast Mind */
3719 #define RF5_BRAIN_SMASH 0x00000800 /* Smash Brain */
3720 #define RF5_CAUSE_1 0x00001000 /* Cause Light Wound */
3721 #define RF5_CAUSE_2 0x00002000 /* Cause Serious Wound */
3722 #define RF5_CAUSE_3 0x00004000 /* Cause Critical Wound */
3723 #define RF5_CAUSE_4 0x00008000 /* Cause Mortal Wound */
3724 #define RF5_BO_ACID 0x00010000 /* Acid Bolt */
3725 #define RF5_BO_ELEC 0x00020000 /* Elec Bolt (unused) */
3726 #define RF5_BO_FIRE 0x00040000 /* Fire Bolt */
3727 #define RF5_BO_COLD 0x00080000 /* Cold Bolt */
3728 #define RF5_BA_LITE 0x00100000 /* StarBurst */
3729 #define RF5_BO_NETH 0x00200000 /* Nether Bolt */
3730 #define RF5_BO_WATE 0x00400000 /* Water Bolt */
3731 #define RF5_BO_MANA 0x00800000 /* Mana Bolt */
3732 #define RF5_BO_PLAS 0x01000000 /* Plasma Bolt */
3733 #define RF5_BO_ICEE 0x02000000 /* Ice Bolt */
3734 #define RF5_MISSILE 0x04000000 /* Magic Missile */
3735 #define RF5_SCARE 0x08000000 /* Frighten Player */
3736 #define RF5_BLIND 0x10000000 /* Blind Player */
3737 #define RF5_CONF 0x20000000 /* Confuse Player */
3738 #define RF5_SLOW 0x40000000 /* Slow Player */
3739 #define RF5_HOLD 0x80000000 /* Paralyze Player */
3742 * New monster race bit flags
3744 #define RF6_HASTE 0x00000001 /* Speed self */
3745 #define RF6_HAND_DOOM 0x00000002 /* Hand of Doom */
3746 #define RF6_HEAL 0x00000004 /* Heal self */
3747 #define RF6_INVULNER 0x00000008 /* INVULNERABILITY! */
3748 #define RF6_BLINK 0x00000010 /* Teleport Short */
3749 #define RF6_TPORT 0x00000020 /* Teleport Long */
3750 #define RF6_WORLD 0x00000040 /* world */
3751 #define RF6_SPECIAL 0x00000080 /* Special Attack */
3752 #define RF6_TELE_TO 0x00000100 /* Move player to monster */
3753 #define RF6_TELE_AWAY 0x00000200 /* Move player far away */
3754 #define RF6_TELE_LEVEL 0x00000400 /* Move player vertically */
3755 #define RF6_PSY_SPEAR 0x00000800 /* Psyco-spear */
3756 #define RF6_DARKNESS 0x00001000 /* Create Darkness */
3757 #define RF6_TRAPS 0x00002000 /* Create Traps */
3758 #define RF6_FORGET 0x00004000 /* Cause amnesia */
3759 #define RF6_RAISE_DEAD 0x00008000 /* Raise Dead */
3760 #define RF6_S_KIN 0x00010000 /* Summon "kin" */
3761 #define RF6_S_CYBER 0x00020000 /* Summon Cyberdemons! */
3762 #define RF6_S_MONSTER 0x00040000 /* Summon Monster */
3763 #define RF6_S_MONSTERS 0x00080000 /* Summon Monsters */
3764 #define RF6_S_ANT 0x00100000 /* Summon Ants */
3765 #define RF6_S_SPIDER 0x00200000 /* Summon Spiders */
3766 #define RF6_S_HOUND 0x00400000 /* Summon Hounds */
3767 #define RF6_S_HYDRA 0x00800000 /* Summon Hydras */
3768 #define RF6_S_ANGEL 0x01000000 /* Summon Angel */
3769 #define RF6_S_DEMON 0x02000000 /* Summon Demon */
3770 #define RF6_S_UNDEAD 0x04000000 /* Summon Undead */
3771 #define RF6_S_DRAGON 0x08000000 /* Summon Dragon */
3772 #define RF6_S_HI_UNDEAD 0x10000000 /* Summon Greater Undead */
3773 #define RF6_S_HI_DRAGON 0x20000000 /* Summon Ancient Dragon */
3774 #define RF6_S_AMBERITES 0x40000000 /* Summon Amberites */
3775 #define RF6_S_UNIQUE 0x80000000 /* Summon Unique Monster */
3778 * New monster race bit flags
3780 #define RF7_AQUATIC 0x00000001 /* Aquatic monster */
3781 #define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
3782 #define RF7_CAN_FLY 0x00000004 /* Monster can fly */
3783 #define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
3784 #define RF7_NAZGUL 0x00000010 /* Is a "Nazgul" unique */
3785 #define RF7_UNIQUE2 0x00000020 /* Fake unique */
3786 #define RF7_RIDING 0x00000040 /* Good for riding */
3787 #define RF7_KAGE 0x00000080 /* Is kage */
3788 #define RF7_HAS_LITE_1 0x00000100 /* Monster carries light */
3789 #define RF7_SELF_LITE_1 0x00000200 /* Monster lights itself */
3790 #define RF7_HAS_LITE_2 0x00000400 /* Monster carries light */
3791 #define RF7_SELF_LITE_2 0x00000800 /* Monster lights itself */
3792 #define RF7_GUARDIAN 0x00001000 /* Guardian of a dungeon */
3793 #define RF7_CHAMELEON 0x00002000 /* Chameleon can change */
3794 #define RF7_KILL_EXP 0x00004000 /* No exp until you kill it */
3795 #define RF7_TANUKI 0x00008000 /* Tanuki disguise */
3796 #define RF7_HAS_DARK_1 0x00010000 /* Monster carries darkness */
3797 #define RF7_SELF_DARK_1 0x00020000 /* Monster darkens itself */
3798 #define RF7_HAS_DARK_2 0x00040000 /* Monster carries darkness */
3799 #define RF7_SELF_DARK_2 0x00080000 /* Monster darkens itself */
3802 * Monster race flags
3804 #define RF8_WILD_ONLY 0x00000001
3805 #define RF8_WILD_TOWN 0x00000002
3806 #define RF8_XXX8X02 0x00000004
3807 #define RF8_WILD_SHORE 0x00000008
3808 #define RF8_WILD_OCEAN 0x00000010
3809 #define RF8_WILD_WASTE 0x00000020
3810 #define RF8_WILD_WOOD 0x00000040
3811 #define RF8_WILD_VOLCANO 0x00000080
3812 #define RF8_XXX8X08 0x00000100
3813 #define RF8_WILD_MOUNTAIN 0x00000200
3814 #define RF8_WILD_GRASS 0x00000400
3815 #define RF8_WILD_ALL 0x80000000
3820 #define RF9_DROP_CORPSE 0x00000001
3821 #define RF9_DROP_SKELETON 0x00000002
3822 #define RF9_EAT_BLIND 0x00000004
3823 #define RF9_EAT_CONF 0x00000008
3824 #define RF9_EAT_MANA 0x00000010
3825 #define RF9_EAT_NEXUS 0x00000020
3826 #define RF9_EAT_SLEEP 0x00000040
3827 #define RF9_EAT_BERSERKER 0x00000080
3828 #define RF9_EAT_ACIDIC 0x00000100
3829 #define RF9_EAT_SPEED 0x00000200
3830 #define RF9_EAT_CURE 0x00000400
3831 #define RF9_EAT_FIRE_RES 0x00000800
3832 #define RF9_EAT_COLD_RES 0x00001000
3833 #define RF9_EAT_ACID_RES 0x00002000
3834 #define RF9_EAT_ELEC_RES 0x00004000
3835 #define RF9_EAT_POIS_RES 0x00008000
3836 #define RF9_EAT_INSANITY 0x00010000
3837 #define RF9_EAT_DRAIN_EXP 0x00020000
3838 #define RF9_EAT_POISONOUS 0x00040000
3839 #define RF9_EAT_GIVE_STR 0x00080000
3840 #define RF9_EAT_GIVE_INT 0x00100000
3841 #define RF9_EAT_GIVE_WIS 0x00200000
3842 #define RF9_EAT_GIVE_DEX 0x00400000
3843 #define RF9_EAT_GIVE_CON 0x00800000
3844 #define RF9_EAT_GIVE_CHR 0x01000000
3845 #define RF9_EAT_LOSE_STR 0x02000000
3846 #define RF9_EAT_LOSE_INT 0x04000000
3847 #define RF9_EAT_LOSE_WIS 0x08000000
3848 #define RF9_EAT_LOSE_DEX 0x01000000
3849 #define RF9_EAT_LOSE_CON 0x20000000
3850 #define RF9_EAT_LOSE_CHR 0x40000000
3851 #define RF9_EAT_DRAIN_MANA 0x80000000
3854 * Monster bit flags of racial resistances
3855 * Note: Resist confusion was merged to RFR_NO_CONF
3857 #define RFR_IM_ACID 0x00000001 /* Resist acid */
3858 #define RFR_IM_ELEC 0x00000002 /* Resist elec */
3859 #define RFR_IM_FIRE 0x00000004 /* Resist fire */
3860 #define RFR_IM_COLD 0x00000008 /* Resist cold */
3861 #define RFR_IM_POIS 0x00000010 /* Resist poison */
3862 #define RFR_RES_LITE 0x00000020 /* Resist lite */
3863 #define RFR_RES_DARK 0x00000040 /* Resist dark */
3864 #define RFR_RES_NETH 0x00000080 /* Resist nether */
3865 #define RFR_RES_WATE 0x00000100 /* Resist water */
3866 #define RFR_RES_PLAS 0x00000200 /* Resist plasma */
3867 #define RFR_RES_SHAR 0x00000400 /* Resist shards */
3868 #define RFR_RES_SOUN 0x00000800 /* Resist sound */
3869 #define RFR_RES_CHAO 0x00001000 /* Resist chaos */
3870 #define RFR_RES_NEXU 0x00002000 /* Resist nexus */
3871 #define RFR_RES_DISE 0x00004000 /* Resist disenchantment */
3872 #define RFR_RES_WALL 0x00008000 /* Resist force */
3873 #define RFR_RES_INER 0x00010000 /* Resist inertia */
3874 #define RFR_RES_TIME 0x00020000 /* Resist time */
3875 #define RFR_RES_GRAV 0x00040000 /* Resist gravity */
3876 #define RFR_RES_ALL 0x00080000 /* Resist all */
3877 #define RFR_RES_TELE 0x00100000 /* Resist teleportation */
3878 #define RFR_XXX21 0x00200000
3879 #define RFR_XXX22 0x00400000
3880 #define RFR_XXX23 0x00800000
3881 #define RFR_XXX24 0x01000000
3882 #define RFR_XXX25 0x02000000
3883 #define RFR_XXX26 0x04000000
3884 #define RFR_XXX27 0x08000000
3885 #define RFR_XXX28 0x10000000
3886 #define RFR_XXX29 0x20000000
3887 #define RFR_XXX30 0x40000000
3888 #define RFR_XXX31 0x80000000
3892 * Hack -- choose "intelligent" spells when desperate
3893 * Including "summon" spells
3895 #define RF4_INT_MASK \
3896 (RF4_SUMMON_MASK | RF4_DISPEL)
3898 #define RF5_INT_MASK \
3899 (RF5_SUMMON_MASK | \
3900 RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
3902 #define RF6_INT_MASK \
3903 (RF6_SUMMON_MASK | \
3904 RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
3905 RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS)
3908 * Hack -- spells that cannot be used while player riding on the monster
3910 #define RF4_RIDING_MASK \
3913 #define RF5_RIDING_MASK 0UL
3915 #define RF6_RIDING_MASK \
3916 (RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
3919 * Hack -- "bolt" spells that may hurt fellow monsters
3920 * Currently "bolt" spells are included in "attack"
3922 #define RF4_BOLT_MASK \
3923 (RF4_ROCKET | RF4_SHOOT)
3925 #define RF5_BOLT_MASK \
3926 (RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3927 RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | RF5_BO_PLAS | \
3928 RF5_BO_ICEE | RF5_MISSILE)
3930 #define RF6_BOLT_MASK 0UL
3933 * Hack -- "beam" spells that may hurt fellow monsters
3934 * Currently "beam" spells are included in "attack"
3936 #define RF4_BEAM_MASK 0UL
3938 #define RF5_BEAM_MASK 0UL
3940 #define RF6_BEAM_MASK (RF6_PSY_SPEAR)
3943 * Hack -- "ball" spells that may hurt friends
3944 * Including "radius 4 ball" and "breath" spells
3945 * Currently "ball" spells are included in "attack"
3947 #define RF4_BALL_MASK \
3948 (RF4_BIG_BALL_MASK | RF4_BREATH_MASK | \
3949 RF4_ROCKET | RF4_BA_NUKE)
3951 #define RF5_BALL_MASK \
3952 (RF5_BIG_BALL_MASK | RF5_BREATH_MASK | \
3953 RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3954 RF5_BA_POIS | RF5_BA_NETH)
3956 #define RF6_BALL_MASK \
3957 (RF6_BIG_BALL_MASK | RF6_BREATH_MASK)
3960 * Hack -- "ball" spells with radius 4 that may hurt friends
3961 * Currently "radius 4 ball" spells are included in "ball"
3963 #define RF4_BIG_BALL_MASK \
3966 #define RF5_BIG_BALL_MASK \
3967 (RF5_BA_LITE | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
3969 #define RF6_BIG_BALL_MASK 0UL
3972 * Hack -- "breath" spells that may hurt friends
3973 * Currently "breath" spells are included in "ball" and "non-magic"
3975 #define RF4_BREATH_MASK \
3976 (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | \
3977 RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
3978 RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | \
3979 RF4_BR_NEXU | RF4_BR_SHAR | RF4_BR_TIME | RF4_BR_INER | \
3980 RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3981 RF4_BR_NUKE | RF4_BR_DISI)
3983 #define RF5_BREATH_MASK 0UL
3985 #define RF6_BREATH_MASK 0UL
3988 * Hack -- "summon" spells
3989 * Currently "summon" spells are included in "intelligent" and "indirect"
3991 #define RF4_SUMMON_MASK 0UL
3993 #define RF5_SUMMON_MASK 0UL
3995 #define RF6_SUMMON_MASK \
3996 (RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
3997 RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
3998 RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
3999 RF6_S_AMBERITES | RF6_S_UNIQUE)
4002 * Hack -- "attack" spells
4003 * Including "bolt", "beam" and "ball" spells
4005 #define RF4_ATTACK_MASK \
4006 (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_DISPEL)
4008 #define RF5_ATTACK_MASK \
4009 (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | \
4010 RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
4011 RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
4012 RF5_SCARE | RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)
4014 #define RF6_ATTACK_MASK \
4015 (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | \
4016 RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL | \
4017 RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)
4020 * Hack -- "indirect" spells
4021 * Including "summon" spells
4023 #define RF4_INDIRECT_MASK \
4024 (RF4_SUMMON_MASK | RF4_SHRIEK)
4026 #define RF5_INDIRECT_MASK \
4029 #define RF6_INDIRECT_MASK \
4030 (RF6_SUMMON_MASK | \
4031 RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
4032 RF6_TPORT | RF6_RAISE_DEAD)
4035 * Hack -- "non-magic" spells
4036 * Including "breath" spells
4038 #define RF4_NOMAGIC_MASK \
4039 (RF4_BREATH_MASK | RF4_SHRIEK | RF4_ROCKET | RF4_SHOOT)
4041 #define RF5_NOMAGIC_MASK \
4044 #define RF6_NOMAGIC_MASK \
4045 (RF6_BREATH_MASK | RF6_SPECIAL)
4048 * Hack -- "torch" masks
4050 #define RF7_LITE_MASK \
4051 (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
4053 #define RF7_DARK_MASK \
4054 (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
4056 #define RF7_HAS_LD_MASK \
4057 (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
4059 #define RF7_SELF_LD_MASK \
4060 (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
4063 * Hack -- effective elemental and poison immunity mask
4065 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
4066 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
4067 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
4068 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
4069 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
4070 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
4071 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
4072 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
4075 #define MR1_SINKA 0x01
4078 #define is_friendly(A) \
4079 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
4081 #define is_friendly_idx(IDX) \
4082 (bool)((IDX) > 0 && is_friendly(&m_list[(IDX)]))
4085 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
4087 #define is_hostile(A) \
4088 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
4090 /* Hack -- Determine monster race appearance index is same as race index */
4091 #define is_original_ap(A) \
4092 (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)
4094 #define is_original_ap_and_seen(A) \
4095 (bool)((A)->ml && !p_ptr->image && ((A)->ap_r_idx == (A)->r_idx))
4098 * Is the monster seen by the player?
4100 #define is_seen(A) \
4101 ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
4102 (player_can_see_bold((A)->fy, (A)->fx) && projectable(py, px, (A)->fy, (A)->fx)))))
4105 /*** Option Definitions ***/
4108 #define OPT_PAGE_INPUT 1
4109 #define OPT_PAGE_MAPSCREEN 2
4110 #define OPT_PAGE_TEXT 3
4111 #define OPT_PAGE_GAMEPLAY 4
4112 #define OPT_PAGE_DISTURBANCE 5
4113 #define OPT_PAGE_BIRTH 6
4114 #define OPT_PAGE_AUTODESTROY 7
4115 #define OPT_PAGE_PLAYRECORD 10
4117 #define OPT_PAGE_JAPANESE_ONLY 99
4120 /*** Macro Definitions ***/
4124 * Hack -- The main "screen"
4126 #define term_screen (angband_term[0])
4130 * Determine if a given inventory item is "aware"
4132 #define object_is_aware(T) \
4133 (k_info[(T)->k_idx].aware)
4136 * Determine if a given inventory item is "tried"
4138 #define object_is_tried(T) \
4139 (k_info[(T)->k_idx].tried)
4143 * Determine if a given inventory item is "known"
4144 * Test One -- Check for special "known" tag
4145 * Test Two -- Check for "Easy Know" + "Aware"
4147 #define object_is_known(T) \
4148 (((T)->ident & (IDENT_KNOWN)) || \
4149 (k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
4153 * Return the "attr" for a given item.
4154 * Use "flavor" if available.
4155 * Default to user definitions.
4157 #define object_attr(T) \
4158 ((k_info[(T)->k_idx].flavor) ? \
4159 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
4160 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
4161 (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
4162 (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
4165 * Return the "char" for a given item.
4166 * Use "flavor" if available.
4167 * Default to user definitions.
4169 #define object_char(T) \
4170 ((k_info[(T)->k_idx].flavor) ? \
4171 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
4172 (k_info[(T)->k_idx].x_char))
4176 * Artifacts use the "name1" field
4178 #define object_is_fixed_artifact(T) \
4179 ((T)->name1 ? TRUE : FALSE)
4182 * Ego-Items use the "name2" field
4184 #define object_is_ego(T) \
4185 ((T)->name2 ? TRUE : FALSE)
4191 #define object_is_broken(T) \
4192 ((T)->ident & (IDENT_BROKEN))
4197 #define object_is_cursed(T) \
4202 * Convert an "attr"/"char" pair into a "pict" (P)
4205 ((((u16b)(A)) << 8) | ((byte)(C)))
4208 * Convert a "pict" (P) into an "attr" (A)
4214 * Convert a "pict" (P) into an "char" (C)
4221 * Convert a "location" (Y,X) into a "grid" (G)
4227 * Convert a "grid" (G) into a "location" (Y)
4233 * Convert a "grid" (G) into a "location" (X)
4240 * Determines if a map location is fully inside the outer walls
4242 #define in_bounds(Y,X) \
4243 (((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
4246 * Determines if a map location is on or inside the outer walls
4248 #define in_bounds2(Y,X) \
4249 (((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
4252 * Determines if a map location is on or inside the outer walls
4253 * (unsigned version)
4255 #define in_bounds2u(Y,X) \
4256 (((Y) < cur_hgt) && ((X) < cur_wid))
4259 * Determines if a map location is currently "on screen" -RAK-
4260 * Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
4262 #define panel_contains(Y,X) \
4263 (((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
4264 ((X) >= panel_col_min) && ((X) <= panel_col_max))
4268 * Determine if player is on this grid
4270 #define player_bold(Y,X) \
4271 (((Y) == py) && ((X) == px))
4275 * Grid based version of "player_bold()"
4277 #define player_grid(C) \
4278 ((C) == &cave[py][px])
4281 #define cave_have_flag_bold(Y,X,INDEX) \
4282 (have_flag(f_info[cave[(Y)][(X)].feat].flags, (INDEX)))
4285 #define cave_have_flag_grid(C,INDEX) \
4286 (have_flag(f_info[(C)->feat].flags, (INDEX)))
4290 * Determine if a "feature" supports "los"
4292 #define feat_supports_los(F) \
4293 (have_flag(f_info[(F)].flags, FF_LOS))
4297 * Determine if a "legal" grid supports "los"
4299 #define cave_los_bold(Y,X) \
4300 (feat_supports_los(cave[(Y)][(X)].feat))
4302 #define cave_los_grid(C) \
4303 (feat_supports_los((C)->feat))
4307 * Determine if a "legal" grid is a "clean" floor grid
4308 * Determine if terrain-change spells are allowed in a grid.
4310 * Line 1 -- forbid non-floors
4311 * Line 2 -- forbid object terrains
4312 * Line 3 -- forbid normal objects
4314 #define cave_clean_bold(Y,X) \
4315 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
4316 !(cave[Y][X].info & CAVE_OBJECT) && \
4317 (cave[Y][X].o_idx == 0))
4321 * Determine if an object can be dropped on a "legal" grid
4323 * Line 1 -- forbid non-drops
4324 * Line 2 -- forbid object terrains
4326 #define cave_drop_bold(Y,X) \
4327 (cave_have_flag_bold((Y), (X), FF_DROP) && \
4328 !(cave[Y][X].info & CAVE_OBJECT))
4332 * Determine if a "legal" grid is an "empty" floor grid
4333 * Determine if monsters are allowed to move into a grid
4335 * Line 1 -- forbid non-placement grids
4336 * Line 2 -- forbid normal monsters
4337 * Line 3 -- forbid the player
4339 #define cave_empty_bold(Y,X) \
4340 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
4341 !(cave[Y][X].m_idx) && \
4346 * Determine if a "legal" grid is an "empty" floor grid
4347 * Determine if monster generation is allowed in a grid
4349 * Line 1 -- forbid non-empty grids
4350 * Line 2 -- forbid trees while dungeon generation
4352 #define cave_empty_bold2(Y,X) \
4353 (cave_empty_bold(Y,X) && \
4354 (character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
4358 * Determine if a "legal" grid is an "naked" floor grid
4360 * Line 1 -- forbid non-clean gird
4361 * Line 2 -- forbid monsters
4362 * Line 3 -- forbid the player
4364 #define cave_naked_bold(Y,X) \
4365 (cave_clean_bold(Y,X) && \
4366 !(cave[Y][X].m_idx) && \
4371 * Determine if a "legal" grid is "permanent"
4373 * Line 1 -- permanent flag
4375 #define cave_perma_bold(Y,X) \
4376 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
4380 * Grid based version of "cave_empty_bold()"
4382 #define cave_empty_grid(C) \
4383 (cave_have_flag_grid((C), FF_PLACE) && \
4389 * Grid based version of "cave_perma_bold()"
4391 #define cave_perma_grid(C) \
4392 (cave_have_flag_grid((C), FF_PERMANENT))
4395 #define pattern_tile(Y,X) \
4396 (cave_have_flag_bold((Y), (X), FF_PATTERN))
4399 * Does the grid stop disintegration?
4401 #define cave_stop_disintegration(Y,X) \
4402 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
4403 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
4404 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
4408 * Determine if a "legal" grid is within "los" of the player
4410 * Note the use of comparison to zero to force a "boolean" result
4412 #define player_has_los_grid(C) \
4413 (((C)->info & (CAVE_VIEW)) != 0)
4416 * Determine if a "legal" grid is within "los" of the player
4418 * Note the use of comparison to zero to force a "boolean" result
4420 #define player_has_los_bold(Y,X) \
4421 (((cave[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
4425 * Determine if a "feature" is "permanent wall"
4427 #define permanent_wall(F) \
4428 (have_flag((F)->flags, FF_WALL) && \
4429 have_flag((F)->flags, FF_PERMANENT))
4432 * Get feature mimic from f_info[] (applying "mimic" field)
4434 #define get_feat_mimic(C) \
4435 (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
4437 #define update_playtime() \
4441 playtime += (tmp - start_time);\
4446 * Hack -- Prepare to use the "Secure" routines
4448 #if defined(SET_UID) && defined(SECURE)
4449 extern int PlayerUID;
4450 # define getuid() PlayerUID
4451 # define geteuid() PlayerUID
4456 /*** Color constants ***/
4460 * Angband "attributes" (with symbols, and base (R,G,B) codes)
4462 * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
4463 * and should "gamma corrected" on most (non-Macintosh) machines.
4465 #define TERM_DARK 0 /* 'd' */ /* 0,0,0 */
4466 #define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */
4467 #define TERM_SLATE 2 /* 's' */ /* 2,2,2 */
4468 #define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */
4469 #define TERM_RED 4 /* 'r' */ /* 3,0,0 */
4470 #define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */
4471 #define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */
4472 #define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */
4473 #define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */
4474 #define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */
4475 #define TERM_VIOLET 10 /* 'v' */ /* 4,0,4 */
4476 #define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */
4477 #define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */
4478 #define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */
4479 #define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */
4480 #define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */
4484 * Not using graphical tiles for this feature?
4486 #define is_ascii_graphics(A) (!((A) & 0x80))
4489 /*** Sound constants ***/
4493 * Mega-Hack -- some primitive sound support (see "main-win.c")
4495 * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
4498 #define SOUND_MISS 2
4499 #define SOUND_FLEE 3
4500 #define SOUND_DROP 4
4501 #define SOUND_KILL 5
4502 #define SOUND_LEVEL 6
4503 #define SOUND_DEATH 7
4504 #define SOUND_STUDY 8
4505 #define SOUND_TELEPORT 9
4506 #define SOUND_SHOOT 10
4507 #define SOUND_QUAFF 11
4508 #define SOUND_ZAP 12
4509 #define SOUND_WALK 13
4510 #define SOUND_TPOTHER 14
4511 #define SOUND_HITWALL 15
4512 #define SOUND_EAT 16
4513 #define SOUND_STORE1 17
4514 #define SOUND_STORE2 18
4515 #define SOUND_STORE3 19
4516 #define SOUND_STORE4 20
4517 #define SOUND_DIG 21
4518 #define SOUND_OPENDOOR 22
4519 #define SOUND_SHUTDOOR 23
4520 #define SOUND_TPLEVEL 24
4521 #define SOUND_SCROLL 25
4522 #define SOUND_BUY 26
4523 #define SOUND_SELL 27
4524 #define SOUND_WARN 28
4525 #define SOUND_ROCKET 29 /* Somebody's shooting rockets */
4526 #define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */
4527 #define SOUND_U_KILL 31 /* The player kills a unique */
4528 #define SOUND_QUEST 32 /* The player has just completed a quest */
4529 #define SOUND_HEAL 33 /* The player was healed a little bit */
4530 #define SOUND_X_HEAL 34 /* The player was healed full health */
4531 #define SOUND_BITE 35 /* A monster bites you */
4532 #define SOUND_CLAW 36 /* A monster claws you */
4533 #define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */
4534 #define SOUND_SUMMON 38 /* A monster casts a summoning spell */
4535 #define SOUND_BREATH 39 /* A monster breathes */
4536 #define SOUND_BALL 40 /* A monster casts a ball / bolt spell */
4537 #define SOUND_M_HEAL 41 /* A monster heals itself somehow */
4538 #define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */
4539 #define SOUND_EVIL 43 /* Something nasty has just happened! */
4540 #define SOUND_TOUCH 44 /* A monster touches you */
4541 #define SOUND_STING 45 /* A monster stings you */
4542 #define SOUND_CRUSH 46 /* A monster crushes / envelopes you */
4543 #define SOUND_SLIME 47 /* A monster drools/spits/etc on you */
4544 #define SOUND_WAIL 48 /* A monster wails */
4545 #define SOUND_WINNER 49 /* Just won the game! */
4546 #define SOUND_FIRE 50 /* An item was burned */
4547 #define SOUND_ACID 51 /* An item was destroyed by acid */
4548 #define SOUND_ELEC 52 /* An item was destroyed by electricity */
4549 #define SOUND_COLD 53 /* An item was shattered */
4550 #define SOUND_ILLEGAL 54 /* Illegal command attempted */
4551 #define SOUND_FAIL 55 /* Fail to get a spell off / activate an item */
4552 #define SOUND_WAKEUP 56 /* A monster wakes up */
4553 #define SOUND_INVULN 57 /* Invulnerability! */
4554 #define SOUND_FALL 58 /* Falling through a trapdoor... */
4555 #define SOUND_PAIN 59 /* A monster is in pain! */
4556 #define SOUND_DESTITEM 60 /* An item was destroyed by misc. means */
4557 #define SOUND_MOAN 61 /* A monster makes a moan/beg/insult attack */
4558 #define SOUND_SHOW 62 /* A monster makes a "show" attack */
4559 #define SOUND_UNUSED 63 /* (no sound for gaze attacks) */
4560 #define SOUND_EXPLODE 64 /* Something (or somebody) explodes */
4561 #define SOUND_GLASS 65 /* A glass feature was crashed */
4564 * Mega-Hack -- maximum known sounds
4566 #define SOUND_MAX 66
4568 #define MAX_VIRTUE 18
4570 #define V_COMPASSION 1
4573 #define V_SACRIFICE 4
4574 #define V_KNOWLEDGE 5
4576 #define V_ENLIGHTEN 7
4580 #define V_HARMONY 11
4581 #define V_VITALITY 12
4583 #define V_PATIENCE 14
4584 #define V_TEMPERANCE 15
4585 #define V_DILIGENCE 16
4587 #define V_INDIVIDUALISM 18
4594 * Hack -- attempt to reduce various values
4598 # define MACRO_MAX 128
4600 # define QUARK_MAX 128
4602 # define MESSAGE_MAX 128
4604 # define MESSAGE_BUF 4096
4611 #define BACT_NOTHING 0
4612 #define BACT_RESEARCH_ITEM 1
4613 #define BACT_TOWN_HISTORY 2
4614 #define BACT_RACE_LEGENDS 3
4615 #define BACT_GREET_KING 4
4616 #define BACT_KING_LEGENDS 5
4617 #define BACT_QUEST 6
4618 #define BACT_XXX_UNUSED 7
4619 #define BACT_POSTER 8
4620 #define BACT_ARENA_RULES 9
4621 #define BACT_ARENA 10
4622 #define BACT_ARENA_LEGENDS 11
4623 #define BACT_IN_BETWEEN 12
4624 #define BACT_GAMBLE_RULES 13
4625 #define BACT_CRAPS 14
4626 #define BACT_SPIN_WHEEL 15
4627 #define BACT_DICE_SLOTS 16
4628 #define BACT_REST 17
4629 #define BACT_FOOD 18
4630 #define BACT_RUMORS 19
4631 #define BACT_RESEARCH_MONSTER 20
4632 #define BACT_COMPARE_WEAPONS 21
4633 #define BACT_LEGENDS 22
4634 #define BACT_ENCHANT_WEAPON 23
4635 #define BACT_ENCHANT_ARMOR 24
4636 #define BACT_RECHARGE 25
4637 #define BACT_IDENTS 26
4638 #define BACT_LEARN 27
4639 #define BACT_HEALING 28
4640 #define BACT_RESTORE 29
4641 #define BACT_ENCHANT_ARROWS 30
4642 #define BACT_ENCHANT_BOW 31
4643 #define BACT_GREET 32
4644 #define BACT_RECALL 33
4645 #define BACT_TELEPORT_LEVEL 34
4646 #define BACT_LOSE_MUTATION 35
4647 #define BACT_BATTLE 36
4648 #define BACT_TSUCHINOKO 37
4649 #define BACT_TARGET 38
4650 #define BACT_KUBI 39
4651 #define BACT_KANKIN 40
4652 #define BACT_HEIKOUKA 41
4653 #define BACT_TELE_TOWN 42
4654 #define BACT_POKER 43
4655 #define BACT_IDENT_ONE 44
4656 #define BACT_RECHARGE_ALL 45
4657 #define BACT_EVAL_AC 46
4658 #define BACT_BROKEN_WEAPON 47
4664 #define QUEST_STATUS_UNTAKEN 0
4665 #define QUEST_STATUS_TAKEN 1
4666 #define QUEST_STATUS_COMPLETED 2
4667 #define QUEST_STATUS_REWARDED 3
4668 #define QUEST_STATUS_FINISHED 4
4669 #define QUEST_STATUS_FAILED 5
4670 #define QUEST_STATUS_FAILED_DONE 6
4671 #define QUEST_STATUS_STAGE_COMPLETED 7
4676 #define QUEST_TYPE_KILL_LEVEL 1
4677 #define QUEST_TYPE_KILL_ANY_LEVEL 2
4678 #define QUEST_TYPE_FIND_ARTIFACT 3
4679 #define QUEST_TYPE_FIND_EXIT 4
4680 #define QUEST_TYPE_KILL_NUMBER 5
4681 #define QUEST_TYPE_KILL_ALL 6
4682 #define QUEST_TYPE_RANDOM 7
4683 #define QUEST_TYPE_TOWER 8
4686 * Initialization flags
4688 #define INIT_NAME_ONLY 0x01
4689 #define INIT_SHOW_TEXT 0x02
4690 #define INIT_ASSIGN 0x04
4691 #define INIT_CREATE_DUNGEON 0x08
4692 #define INIT_ONLY_FEATURES 0x10
4693 #define INIT_ONLY_BUILDINGS 0x20
4698 #define QUEST_FLAG_SILENT 0x01 /* no messages fro completion */
4699 #define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
4700 #define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
4701 #define QUEST_FLAG_TOWER 0x08 /* Tower quest is special */
4704 * Available graphic modes
4706 #define GRAPHICS_NONE 0
4707 #define GRAPHICS_ORIGINAL 1
4708 #define GRAPHICS_ADAM_BOLT 2
4711 * Modes for the random name generator
4713 #define NAME_DWARF 1
4715 #define NAME_GNOME 3
4716 #define NAME_HOBBIT 4
4717 #define NAME_HUMAN 5
4727 * Modes for the tokenizer
4729 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
4734 #define PARSE_ERROR_GENERIC 1
4735 #define PARSE_ERROR_ABSOLETE_FILE 2
4736 #define PARSE_ERROR_MISSING_RECORD_HEADER 3
4737 #define PARSE_ERROR_NON_SEQUENTIAL_RECORDS 4
4738 #define PARSE_ERROR_INVALID_FLAG 5
4739 #define PARSE_ERROR_UNDEFINED_DIRECTIVE 6
4740 #define PARSE_ERROR_OUT_OF_MEMORY 7
4741 #define PARSE_ERROR_OUT_OF_BOUNDS 8
4742 #define PARSE_ERROR_TOO_FEW_ARGUMENTS 9
4743 #define PARSE_ERROR_UNDEFINED_TERRAIN_TAG 10
4744 #define PARSE_ERROR_MAX 11
4746 #define GINOU_SUDE 0
4747 #define GINOU_NITOURYU 1
4748 #define GINOU_RIDING 2
4750 /* Proficiency level */
4751 #define EXP_LEVEL_UNSKILLED 0
4752 #define EXP_LEVEL_BEGINNER 1
4753 #define EXP_LEVEL_SKILLED 2
4754 #define EXP_LEVEL_EXPERT 3
4755 #define EXP_LEVEL_MASTER 4
4757 /* Proficiency of weapons and misc. skills (except riding) */
4758 #define WEAPON_EXP_UNSKILLED 0
4759 #define WEAPON_EXP_BEGINNER 4000
4760 #define WEAPON_EXP_SKILLED 6000
4761 #define WEAPON_EXP_EXPERT 7000
4762 #define WEAPON_EXP_MASTER 8000
4764 /* Proficiency of riding */
4765 #define RIDING_EXP_UNSKILLED 0
4766 #define RIDING_EXP_BEGINNER 500
4767 #define RIDING_EXP_SKILLED 2000
4768 #define RIDING_EXP_EXPERT 5000
4769 #define RIDING_EXP_MASTER 8000
4771 /* Proficiency of spells */
4772 #define SPELL_EXP_UNSKILLED 0
4773 #define SPELL_EXP_BEGINNER 900
4774 #define SPELL_EXP_SKILLED 1200
4775 #define SPELL_EXP_EXPERT 1400
4776 #define SPELL_EXP_MASTER 1600
4779 #define SECRET_TOWN 5
4781 #define NIKKI_HIGAWARI 0
4782 #define NIKKI_BUNSHOU 1
4784 #define NIKKI_UNIQUE 3
4785 #define NIKKI_FIX_QUEST_C 4
4786 #define NIKKI_FIX_QUEST_F 5
4787 #define NIKKI_RAND_QUEST_C 6
4788 #define NIKKI_RAND_QUEST_F 7
4789 #define NIKKI_MAXDEAPTH 8
4790 #define NIKKI_TRUMP 9
4791 #define NIKKI_STAIR 10
4792 #define NIKKI_RECALL 11
4793 #define NIKKI_TO_QUEST 12
4794 #define NIKKI_TELE_LEV 13
4795 #define NIKKI_BUY 14
4796 #define NIKKI_SELL 15
4797 #define NIKKI_ARENA 16
4798 #define NIKKI_HANMEI 17
4799 #define NIKKI_LEVELUP 18
4800 #define NIKKI_GAMESTART 19
4801 #define NIKKI_WIZ_TELE 20
4802 #define NIKKI_NAMED_PET 21
4803 #define NIKKI_PAT_TELE 22
4805 #define RECORD_NAMED_PET_NAME 0
4806 #define RECORD_NAMED_PET_UNNAME 1
4807 #define RECORD_NAMED_PET_DISMISS 2
4808 #define RECORD_NAMED_PET_DEATH 3
4809 #define RECORD_NAMED_PET_MOVED 4
4810 #define RECORD_NAMED_PET_LOST_SIGHT 5
4811 #define RECORD_NAMED_PET_DESTROY 6
4812 #define RECORD_NAMED_PET_EARTHQUAKE 7
4813 #define RECORD_NAMED_PET_GENOCIDE 8
4814 #define RECORD_NAMED_PET_WIZ_ZAP 9
4815 #define RECORD_NAMED_PET_TELE_LEVEL 10
4816 #define RECORD_NAMED_PET_BLAST 11
4817 #define RECORD_NAMED_PET_HEAL_LEPER 12
4818 #define RECORD_NAMED_PET_COMPACT 13
4819 #define RECORD_NAMED_PET_LOSE_PARENT 14
4822 #define MAX_MONSPELLS 96
4823 #define MONSPELL_TYPE_BOLT 1
4824 #define MONSPELL_TYPE_BALL 2
4825 #define MONSPELL_TYPE_BREATH 3
4826 #define MONSPELL_TYPE_SUMMON 4
4827 #define MONSPELL_TYPE_OTHER 5
4829 #define EATER_EXT 36
4830 #define EATER_CHARGE 0x10000L
4831 #define EATER_ROD_CHARGE 0x10L
4835 #define DETECT_RAD_DEFAULT 30
4836 #define DETECT_RAD_MAP 30
4837 #define DETECT_RAD_ALL 255
4839 /* Monster Spells */
4848 #define MS_BR_ACID 8
4849 #define MS_BR_ELEC 9
4850 #define MS_BR_FIRE 10
4851 #define MS_BR_COLD 11
4852 #define MS_BR_POIS 12
4853 #define MS_BR_NETHER 13
4854 #define MS_BR_LITE 14
4855 #define MS_BR_DARK 15
4856 #define MS_BR_CONF 16
4857 #define MS_BR_SOUND 17
4858 #define MS_BR_CHAOS 18
4859 #define MS_BR_DISEN 19
4860 #define MS_BR_NEXUS 20
4861 #define MS_BR_TIME 21
4862 #define MS_BR_INERTIA 22
4863 #define MS_BR_GRAVITY 23
4864 #define MS_BR_SHARDS 24
4865 #define MS_BR_PLASMA 25
4866 #define MS_BR_FORCE 26
4867 #define MS_BR_MANA 27
4868 #define MS_BALL_NUKE 28
4869 #define MS_BR_NUKE 29
4870 #define MS_BALL_CHAOS 30
4871 #define MS_BR_DISI 31
4872 #define MS_BALL_ACID 32
4873 #define MS_BALL_ELEC 33
4874 #define MS_BALL_FIRE 34
4875 #define MS_BALL_COLD 35
4876 #define MS_BALL_POIS 36
4877 #define MS_BALL_NETHER 37
4878 #define MS_BALL_WATER 38
4879 #define MS_BALL_MANA 39
4880 #define MS_BALL_DARK 40
4881 #define MS_DRAIN_MANA 41
4882 #define MS_MIND_BLAST 42
4883 #define MS_BRAIN_SMASH 43
4884 #define MS_CAUSE_1 44
4885 #define MS_CAUSE_2 45
4886 #define MS_CAUSE_3 46
4887 #define MS_CAUSE_4 47
4888 #define MS_BOLT_ACID 48
4889 #define MS_BOLT_ELEC 49
4890 #define MS_BOLT_FIRE 50
4891 #define MS_BOLT_COLD 51
4892 #define MS_STARBURST 52
4893 #define MS_BOLT_NETHER 53
4894 #define MS_BOLT_WATER 54
4895 #define MS_BOLT_MANA 55
4896 #define MS_BOLT_PLASMA 56
4897 #define MS_BOLT_ICE 57
4898 #define MS_MAGIC_MISSILE 58
4905 #define MS_HAND_DOOM 65
4907 #define MS_INVULNER 67
4909 #define MS_TELEPORT 69
4911 #define MS_SPECIAL 71
4912 #define MS_TELE_TO 72
4913 #define MS_TELE_AWAY 73
4914 #define MS_TELE_LEVEL 74
4915 #define MS_PSY_SPEAR 75
4916 #define MS_DARKNESS 76
4917 #define MS_MAKE_TRAP 77
4918 #define MS_FORGET 78
4919 #define MS_RAISE_DEAD 79
4921 #define MS_S_CYBER 81
4922 #define MS_S_MONSTER 82
4923 #define MS_S_MONSTERS 83
4925 #define MS_S_SPIDER 85
4926 #define MS_S_HOUND 86
4927 #define MS_S_HYDRA 87
4928 #define MS_S_ANGEL 88
4929 #define MS_S_DEMON 89
4930 #define MS_S_UNDEAD 90
4931 #define MS_S_DRAGON 91
4932 #define MS_S_HI_UNDEAD 92
4933 #define MS_S_HI_DRAGON 93
4934 #define MS_S_AMBERITE 94
4935 #define MS_S_UNIQUE 95
4938 #define MON_BEGGAR 12
4939 #define MON_LEPER 13
4940 #define MON_BLACK_MARKET 14
4941 #define MON_LION_HEART 19
4943 #define MON_NOV_PRIEST 45
4947 #define MON_LOUSE 69
4948 #define MON_PIRANHA 70
4949 #define MON_COPPER_COINS 85
4950 #define MON_NOV_PALADIN 97
4951 #define MON_GREEN_G 100
4952 #define MON_NOV_PRIEST_G 109
4953 #define MON_SILVER_COINS 117
4954 #define MON_D_ELF 122
4955 #define MON_MANES 128
4956 #define MON_LOST_SOUL 133
4957 #define MON_ROBIN_HOOD 138
4958 #define MON_NOV_PALADIN_G 147
4959 #define MON_PHANTOM_W 152
4960 #define MON_WOUNDED_BEAR 159
4961 #define MON_D_ELF_MAGE 178
4962 #define MON_D_ELF_WARRIOR 182
4963 #define MON_BLUE_HORROR 189
4964 #define MON_GOLD_COINS 195
4965 #define MON_VORPAL_BUNNY 205
4966 #define MON_MASTER_YEEK 224
4967 #define MON_PRIEST 225
4968 #define MON_D_ELF_PRIEST 226
4969 #define MON_TIGER 230
4970 #define MON_MITHRIL_COINS 239
4971 #define MON_DRUID 241
4972 #define MON_PINK_HORROR 242
4973 #define MON_HILL_GIANT 255
4974 #define MON_WERERAT 270
4975 #define MON_UMBER_HULK 283
4976 #define MON_ORC_CAPTAIN 285
4977 #define MON_BERSERKER 293
4979 #define MON_SHAGRAT 314
4980 #define MON_GORBAG 315
4981 #define MON_STONE_GIANT 321
4982 #define MON_LIZARD_KING 332
4983 #define MON_WYVERN 334
4984 #define MON_SABRE_TIGER 339
4985 #define MON_D_ELF_LORD 348
4986 #define MON_FIRE_VOR 354
4987 #define MON_WATER_VOR 355
4988 #define MON_ARCH_VILE 357
4989 #define MON_COLD_VOR 358
4990 #define MON_ENERGY_VOR 359
4991 #define MON_IRON_GOLEM 367
4992 #define MON_JADE_MONK 370
4993 #define MON_D_ELF_WARLOCK 375
4994 #define MON_HAGEN 383
4995 #define MON_MENELDOR 384
4996 #define MON_PHANTOM_B 385
4997 #define MON_C_CRAWLER 395
4998 #define MON_XICLOTLAN 396
4999 #define MON_D_ELF_DRUID 400
5000 #define MON_TROLL_PRIEST 403
5001 #define MON_GWAIHIR 410
5002 #define MON_ANGEL 417
5003 #define MON_ADAMANT_COINS 423
5004 #define MON_COLBRAN 435
5005 #define MON_SPIRIT_NAGA 436
5006 #define MON_GACHAPIN 441
5007 #define MON_BASILISK 453
5008 #define MON_ARCHANGEL 456
5009 #define MON_MITHRIL_GOLEM 464
5010 #define MON_THORONDOR 468
5011 #define MON_SHADOW_DRAKE 471
5012 #define MON_GHOST 477
5013 #define MON_OGRE_SHAMAN 479
5014 #define MON_GHOUL_KING 483
5015 #define MON_NINJA 485
5016 #define MON_BICLOPS 490
5017 #define MON_IVORY_MONK 492
5018 #define MON_LOG_MASTER 498
5019 #define MON_ETHER_DRAKE 504
5020 #define MON_GOEMON 505
5021 #define MON_CHERUB 511
5022 #define MON_WATER_ELEM 512
5023 #define MON_JURT 517
5024 #define MON_LICH 518
5025 #define MON_BLOODLETTER 523
5026 #define MON_HALFLING_S 539
5027 #define MON_GRAV_HOUND 540
5028 #define MON_REVENANT 555
5029 #define MON_RAAL 557
5030 #define MON_COLOSSUS 558
5031 #define MON_NIGHTBLADE 564
5032 #define MON_ELDER_THING 569
5033 #define MON_CRYPT_THING 577
5034 #define MON_NEXUS_VOR 587
5035 #define MON_PLASMA_VOR 588
5036 #define MON_TIME_VOR 589
5037 #define MON_M_MH_DRAGON 593
5038 #define MON_MANDOR 598
5039 #define MON_SHIM_VOR 600
5040 #define MON_SERAPH 605
5041 #define MON_BARON_HELL 609
5042 #define MON_KAVLAX 616
5043 #define MON_ETTIN 621
5044 #define MON_VAMPIRE_LORD 623
5045 #define MON_JUBJUB 640
5046 #define MON_G_C_DRAKE 646
5047 #define MON_CLUB_DEMON 648
5048 #define MON_F_ANGEL 652
5049 #define MON_D_ELF_SORC 657
5050 #define MON_MASTER_LICH 658
5051 #define MON_RINALDO 660
5052 #define MON_ARCHON 661
5053 #define MON_UND_BEHOLDER 664
5054 #define MON_IRON_LICH 666
5055 #define MON_JACK_SHADOWS 670
5056 #define MON_LLOIGOR 682
5057 #define MON_DREADMASTER 690
5058 #define MON_DROLEM 691
5059 #define MON_DAWN 693
5060 #define MON_NAZGUL 696
5061 #define MON_SMAUG 697
5062 #define MON_STORMBRINGER 698
5063 #define MON_ULTRA_PALADIN 699
5064 #define MON_G_TITAN 702
5065 #define MON_S_TYRANNO 705
5066 #define MON_FAFNER 712
5067 #define MON_G_BALROG 720
5068 #define MON_TIME_HOUND 725
5069 #define MON_PLASMA_HOUND 726
5070 #define MON_BULLGATES 732
5071 #define MON_SANTACLAUS 733
5072 #define MON_LORD_CHAOS 737
5073 #define MON_TINDALOS 739
5074 #define MON_DEMILICH 742
5075 #define MON_NIGHTCRAWLER 744
5076 #define MON_CHAOS_VOR 751
5077 #define MON_AETHER_VOR 752
5078 #define MON_FUNDIN 762
5079 #define MON_DWORKIN 763
5080 #define MON_NIGHTWALKER 768
5081 #define MON_RAPHAEL 769
5082 #define MON_SARUMAN 771
5083 #define MON_GANDALF 772
5084 #define MON_BRAND 773
5085 #define MON_SHADOWLORD 774
5086 #define MON_ARCHLICH 776
5087 #define MON_JABBERWOCK 778
5088 #define MON_CHAOS_HOUND 779
5089 #define MON_ULT_BEHOLDER 781
5090 #define MON_SHAMBLER 786
5091 #define MON_BLEYS 789
5092 #define MON_FIONA 791
5093 #define MON_SKY_DRAKE 793
5094 #define MON_JULIAN 794
5095 #define MON_BLACK_REAVER 798
5096 #define MON_CAINE 799
5097 #define MON_GERARD 807
5098 #define MON_UNGOLIANT 808
5099 #define MON_ATLACH_NACHA 809
5100 #define MON_Y_GOLONAC 810
5101 #define MON_AETHER_HOUND 811
5102 #define MON_WARP_DEMON 812
5103 #define MON_ERIC 813
5104 #define MON_UNMAKER 815
5105 #define MON_CYBER 816
5106 #define MON_KLING 819
5107 #define MON_CORWIN 820
5108 #define MON_ANGMAR 825
5109 #define MON_CANTORAS 830
5110 #define MON_GODZILLA 832
5111 #define MON_SPAWN_CTH 836
5112 #define MON_SURTUR 837
5113 #define MON_TARRASQUE 838
5114 #define MON_LUNGORTHIN 839
5115 #define MON_CYBER_KING 843
5116 #define MON_WYRM_POWER 847
5117 #define MON_NODENS 849
5118 #define MON_JORMUNGAND 854
5119 #define MON_DESTROYER 855
5120 #define MON_GOTHMOG 856
5121 #define MON_G_CTHULHU 857
5122 #define MON_SAURON 858
5123 #define MON_UNICORN_ORD 859
5124 #define MON_OBERON 860
5125 #define MON_MORGOTH 861
5126 #define MON_SERPENT 862
5127 #define MON_ONE_RING 864
5128 #define MON_CAAWS 866
5129 #define MON_CULVERIN 867
5130 #define MON_EBONY_MONK 870
5131 #define MON_HAGURE 871
5132 #define MON_OROCHI 872
5133 #define MON_ECHIZEN 873
5134 #define MON_SPECT_WYRM 874
5136 #define MON_OHMU 879
5137 #define MON_WONG 880
5138 #define MON_ZOMBI_SERPENT 883
5139 #define MON_D_ELF_SHADE 886
5140 #define MON_MANA_HOUND 887
5141 #define MON_VENOM_WYRM 890
5142 #define MON_TROLL_KING 894
5143 #define MON_BAZOOKER 896
5144 #define MON_SHARD_VOR 897
5145 #define MON_ELF_LORD 900
5146 #define MON_MASTER_MYS 916
5147 #define MON_G_MASTER_MYS 917
5149 #define MON_TSUCHINOKO 926
5150 #define MON_GCWADL 929
5151 #define MON_LOCKE_CLONE 930
5152 #define MON_CALDARM 931
5153 #define MON_BANORLUPART 932
5154 #define MON_BANOR 933
5155 #define MON_LUPART 934
5156 #define MON_KENSHIROU 936
5157 #define MON_W_KNIGHT 938
5158 #define MON_PLANETAR 942
5159 #define MON_SOLAR 943
5160 #define MON_BIKETAL 945
5161 #define MON_RICH 948
5162 #define MON_IKETA 949
5163 #define MON_B_DEATH_SWORD 953
5164 #define MON_YASE_HORSE 955
5165 #define MON_HORSE 956
5166 #define MON_BOTEI 963
5167 #define MON_KAGE 964
5168 #define MON_JAIAN 967
5169 #define MON_BELD 973
5170 #define MON_THAT_BAT 975
5171 #define MON_SHUTEN 979
5172 #define MON_FENGHUANG 988
5173 #define MON_KIRIN 989
5174 #define MON_BAHAMUT 1000
5175 #define MON_SUKE 1001
5176 #define MON_KAKU 1002
5177 #define MON_GHOST_Q 1003
5178 #define MON_PIP 1004
5179 #define MON_A_GOLD 1010
5180 #define MON_A_SILVER 1011
5181 #define MON_ROLENTO 1013
5182 #define MON_RAOU 1018
5183 #define MON_SHURYUUDAN 1023
5184 #define MON_WAHHA 1031
5185 #define MON_DEBBY 1032
5186 #define MON_KNI_TEMPLAR 1037
5187 #define MON_PALADIN 1038
5188 #define MON_CHAMELEON 1040
5189 #define MON_CHAMELEON_K 1041
5190 #define MON_TOPAZ_MONK 1047
5191 #define MON_M_MINDCRAFTER 1056
5192 #define MON_ELDER_VAMPIRE 1058
5193 #define MON_NOBORTA 1059
5194 #define MON_MORI_TROLL 1060
5195 #define MON_BARNEY 1061
5196 #define MON_GROO 1062
5197 #define MON_LOUSY 1063
5198 #define MON_WYRM_SPACE 1064
5199 #define MON_JIZOTAKO 1065
5200 #define MON_TANUKI 1067
5201 #define MON_HATOPOPPO 1083
5203 /* Maximum "Nazguls" number */
5204 #define MAX_NAZGUL_NUM 5
5206 #define DO_AUTOPICK 0x01
5207 #define DO_AUTODESTROY 0x02
5208 #define DO_DISPLAY 0x04
5209 #define DONT_AUTOPICK 0x08
5210 #define ITEM_DISPLAY 0x10
5211 #define DO_QUERY_AUTOPICK 0x20
5214 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
5215 #define MAGIC_FAIL_5PERCENT 0x0002
5216 #define MAGIC_GAIN_EXP 0x0004
5218 #define VIRTUE_LARGE 1
5219 #define VIRTUE_SMALL 2
5221 #define SPELL_DD_S 27
5222 #define SPELL_DD_T 13
5224 #define SPELL_KABE 20
5226 #define KNOW_STAT 0x01
5227 #define KNOW_HPRATE 0x02
5232 #define MUSIC_NONE 0
5233 #define MUSIC_SLOW 1
5234 #define MUSIC_BLESS 2
5235 #define MUSIC_STUN 3
5236 #define MUSIC_L_LIFE 4
5237 #define MUSIC_FEAR 5
5238 #define MUSIC_HERO 6
5239 #define MUSIC_MIND 7
5240 #define MUSIC_STEALTH 8
5242 #define MUSIC_CONF 10
5243 #define MUSIC_SOUND 11
5244 #define MUSIC_CHARM 12
5245 #define MUSIC_WALL 13
5246 #define MUSIC_RESIST 14
5247 #define MUSIC_SPEED 15
5248 #define MUSIC_DISPEL 16
5249 #define MUSIC_SARUMAN 17
5250 #define MUSIC_QUAKE 18
5251 #define MUSIC_STASIS 19
5252 #define MUSIC_SHERO 20
5253 #define MUSIC_H_LIFE 21
5254 #define MUSIC_INVULN 22
5255 #define MUSIC_PSI 23
5257 #define MUSIC_DETECT 101
5259 #define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == (X)))
5260 #define music_singing_any() ((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
5262 #define HISSATSU_NONE 0
5263 #define HISSATSU_2 1
5264 #define HISSATSU_3WAY 2
5265 #define HISSATSU_SUTEMI 3
5266 #define HISSATSU_FIRE 4
5267 #define HISSATSU_COLD 5
5268 #define HISSATSU_POISON 6
5269 #define HISSATSU_ELEC 7
5270 #define HISSATSU_NYUSIN 8
5271 #define HISSATSU_FUKI 9
5272 #define HISSATSU_MAJIN 10
5273 #define HISSATSU_BOOMER 11
5274 #define HISSATSU_DRAIN 12
5275 #define HISSATSU_SEKIRYUKA 13
5276 #define HISSATSU_OTAKEBI 14
5277 #define HISSATSU_SHOUGE 15
5278 #define HISSATSU_CONF 16
5279 #define HISSATSU_ISSEN 17
5280 #define HISSATSU_KYUSHO 18
5281 #define HISSATSU_KONSIN 19
5282 #define HISSATSU_HYAKU 20
5283 #define HISSATSU_MINEUCHI 21
5284 #define HISSATSU_MEKIKI 22
5285 #define HISSATSU_ZANMA 23
5286 #define HISSATSU_UNDEAD 24
5287 #define HISSATSU_HAGAN 25
5288 #define HISSATSU_QUAKE 26
5289 #define HISSATSU_COUNTER 27
5290 #define HISSATSU_HARAI 28
5291 #define HISSATSU_3DAN 29
5292 #define HISSATSU_100NIN 30
5294 #define HISSATSU_IAI 100
5297 * Special essence id for Weapon smith
5299 #define MIN_SPECIAL_ESSENCE 200
5301 #define ESSENCE_ATTACK (MIN_SPECIAL_ESSENCE + 0)
5302 #define ESSENCE_AC (MIN_SPECIAL_ESSENCE + 1)
5303 #define ESSENCE_TMP_RES_ACID (MIN_SPECIAL_ESSENCE + 2)
5304 #define ESSENCE_TMP_RES_ELEC (MIN_SPECIAL_ESSENCE + 3)
5305 #define ESSENCE_TMP_RES_FIRE (MIN_SPECIAL_ESSENCE + 4)
5306 #define ESSENCE_TMP_RES_COLD (MIN_SPECIAL_ESSENCE + 5)
5307 #define ESSENCE_SH_FIRE (MIN_SPECIAL_ESSENCE + 6)
5308 #define ESSENCE_SH_ELEC (MIN_SPECIAL_ESSENCE + 7)
5309 #define ESSENCE_SH_COLD (MIN_SPECIAL_ESSENCE + 8)
5310 #define ESSENCE_RESISTANCE (MIN_SPECIAL_ESSENCE + 9)
5311 #define ESSENCE_SUSTAIN (MIN_SPECIAL_ESSENCE + 10)
5312 #define ESSENCE_SLAY_GLOVE (MIN_SPECIAL_ESSENCE + 11)
5315 #define DUNGEON_MODE_NONE 0
5316 #define DUNGEON_MODE_AND 1
5317 #define DUNGEON_MODE_NAND 2
5318 #define DUNGEON_MODE_OR 3
5319 #define DUNGEON_MODE_NOR 4
5321 /*** Dungeon type flags -- DG ***/
5322 #define DF1_WINNER 0x00000001L
5323 #define DF1_MAZE 0x00000002L
5324 #define DF1_SMALLEST 0x00000004L
5325 #define DF1_BEGINNER 0x00000008L
5326 #define DF1_BIG 0x00000010L
5327 #define DF1_NO_DOORS 0x00000020L
5328 #define DF1_WATER_RIVER 0x00000040L
5329 #define DF1_LAVA_RIVER 0x00000080L
5330 #define DF1_CURTAIN 0x00000100L
5331 #define DF1_GLASS_DOOR 0x00000200L
5332 #define DF1_CAVE 0x00000400L
5333 #define DF1_CAVERN 0x00000800L
5334 #define DF1_ARCADE 0x00001000L
5335 #define DF1_XXX13 0x00002000L
5336 #define DF1_XXX14 0x00004000L
5337 #define DF1_XXX15 0x00008000L
5338 #define DF1_FORGET 0x00010000L
5339 #define DF1_LAKE_WATER 0x00020000L
5340 #define DF1_LAKE_LAVA 0x00040000L
5341 #define DF1_LAKE_RUBBLE 0x00080000L
5342 #define DF1_LAKE_TREE 0x00100000L
5343 #define DF1_NO_VAULT 0x00200000L
5344 #define DF1_ARENA 0x00400000L
5345 #define DF1_DESTROY 0x00800000L
5346 #define DF1_GLASS_ROOM 0x01000000L
5347 #define DF1_NO_CAVE 0x02000000L
5348 #define DF1_NO_MAGIC 0x04000000L
5349 #define DF1_NO_MELEE 0x08000000L
5350 #define DF1_CHAMELEON 0x10000000L
5351 #define DF1_DARKNESS 0x20000000L
5352 #define DF1_XXX30 0x40000000L
5353 #define DF1_XXX31 0x80000000L
5355 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE)
5357 #define DUNGEON_ANGBAND 1
5358 #define DUNGEON_GALGALS 2
5359 #define DUNGEON_ORC 3
5360 #define DUNGEON_MAZE 4
5361 #define DUNGEON_DRAGON 5
5362 #define DUNGEON_GRAVE 6
5363 #define DUNGEON_WOOD 7
5364 #define DUNGEON_VOLCANO 8
5365 #define DUNGEON_HELL 9
5366 #define DUNGEON_HEAVEN 10
5367 #define DUNGEON_OCEAN 11
5368 #define DUNGEON_CASTLE 12
5369 #define DUNGEON_CTH 13
5370 #define DUNGEON_MOUNTAIN 14
5371 #define DUNGEON_GOLD 15
5372 #define DUNGEON_NO_MAGIC 16
5373 #define DUNGEON_NO_MELEE 17
5374 #define DUNGEON_CHAMELEON 18
5375 #define DUNGEON_DARKNESS 19
5378 #define DUNGEON_FEAT_PROB_NUM 3
5382 * Flags for change floor mode
5384 #define CFM_UP 0x0001 /* Move up */
5385 #define CFM_DOWN 0x0002 /* Move down */
5386 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
5387 #define CFM_XXX 0x0008 /* XXX */
5388 #define CFM_SHAFT 0x0010 /* Shaft */
5389 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
5390 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
5391 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
5392 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
5393 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
5397 * Flags for save/load temporal saved floor file
5399 #define SLF_SECOND 0x0001 /* Called from another save/load function */
5400 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
5404 * Flags for wr_item()/rd_item()
5406 #define SAVE_ITEM_PVAL 0x00000001
5407 #define SAVE_ITEM_DISCOUNT 0x00000002
5408 #define SAVE_ITEM_NUMBER 0x00000004
5409 #define SAVE_ITEM_NAME1 0x00000008
5410 #define SAVE_ITEM_NAME2 0x00000010
5411 #define SAVE_ITEM_TIMEOUT 0x00000020
5412 #define SAVE_ITEM_TO_H 0x00000040
5413 #define SAVE_ITEM_TO_D 0x00000080
5414 #define SAVE_ITEM_TO_A 0x00000100
5415 #define SAVE_ITEM_AC 0x00000200
5416 #define SAVE_ITEM_DD 0x00000400
5417 #define SAVE_ITEM_DS 0x00000800
5418 #define SAVE_ITEM_IDENT 0x00001000
5419 #define SAVE_ITEM_MARKED 0x00002000
5420 #define SAVE_ITEM_ART_FLAGS0 0x00004000
5421 #define SAVE_ITEM_ART_FLAGS1 0x00008000
5422 #define SAVE_ITEM_ART_FLAGS2 0x00010000
5423 #define SAVE_ITEM_ART_FLAGS3 0x00020000
5424 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
5425 #define SAVE_ITEM_HELD_M_IDX 0x00080000
5426 #define SAVE_ITEM_XTRA1 0x00100000
5427 #define SAVE_ITEM_XTRA2 0x00200000
5428 #define SAVE_ITEM_XTRA3 0x00400000
5429 #define SAVE_ITEM_XTRA4 0x00800000
5430 #define SAVE_ITEM_XTRA5 0x01000000
5431 #define SAVE_ITEM_FEELING 0x02000000
5432 #define SAVE_ITEM_INSCRIPTION 0x04000000
5433 #define SAVE_ITEM_ART_NAME 0x08000000
5437 * Flags for wr_monster()/rd_monster()
5439 #define SAVE_MON_AP_R_IDX 0x00000001
5440 #define SAVE_MON_SUB_ALIGN 0x00000002
5441 #define SAVE_MON_CSLEEP 0x00000004
5442 #define SAVE_MON_FAST 0x00000008
5443 #define SAVE_MON_SLOW 0x00000010
5444 #define SAVE_MON_STUNNED 0x00000020
5445 #define SAVE_MON_CONFUSED 0x00000040
5446 #define SAVE_MON_MONFEAR 0x00000080
5447 #define SAVE_MON_TARGET_Y 0x00000100
5448 #define SAVE_MON_TARGET_X 0x00000200
5449 #define SAVE_MON_INVULNER 0x00000400
5450 #define SAVE_MON_SMART 0x00000800
5451 #define SAVE_MON_EXP 0x00001000
5452 #define SAVE_MON_MFLAG2 0x00002000
5453 #define SAVE_MON_NICKNAME 0x00004000
5454 #define SAVE_MON_PARENT 0x00008000
5458 * Constant for kinds of mimic
5460 #define MIMIC_NONE 0
5461 #define MIMIC_DEMON 1
5462 #define MIMIC_DEMON_LORD 2
5463 #define MIMIC_VAMPIRE 3
5466 #define MIMIC_FLAGS choice
5467 #define MIMIC_IS_NONLIVING 0x00000001
5468 #define MIMIC_IS_DEMON 0x00000002
5469 #define MIMIC_IS_UNDEAD 0x00000004
5472 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
5474 /* Sub-alignment flags for neutral monsters */
5475 #define SUB_ALIGN_NEUTRAL 0x0000
5476 #define SUB_ALIGN_EVIL 0x0001
5477 #define SUB_ALIGN_GOOD 0x0002
5479 /* Temporary flags macro */
5480 #define IS_FAST() (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
5481 #define IS_INVULN() (p_ptr->invuln || music_singing(MUSIC_INVULN))
5482 #define IS_HERO() (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
5483 #define IS_BLESSED() (p_ptr->blessed || music_singing(MUSIC_BLESS) || hex_spelling(HEX_BLESS))
5484 #define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5485 #define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5486 #define IS_OPPOSE_FIRE() (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5487 #define IS_OPPOSE_COLD() (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5488 #define IS_OPPOSE_POIS() (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5489 #define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
5490 #define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5492 /* Multishadow effects is determined by turn */
5493 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (turn & 1))
5495 /* Is "teleport level" ineffective to this target? */
5496 #define TELE_LEVEL_IS_INEFF(TARGET) \
5497 (p_ptr->inside_arena || p_ptr->inside_battle || \
5498 (p_ptr->inside_quest && !random_quest_number(dun_level)) || \
5499 (((TARGET) <= 0) && (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && \
5500 (dun_level >= 1) && ironman_downward))
5504 * Max numbers of macro trigger names
5506 #define MAX_MACRO_MOD 12
5507 #define MAX_MACRO_TRIG 200
5509 /* Max size of screen dump buffer */
5510 #define SCREEN_BUF_SIZE 65536
5514 * Special key code used for inkey_special()
5516 #define SKEY_MOD_MASK 0x0f00
5517 #define SKEY_MOD_SHIFT 0x0100
5518 #define SKEY_MOD_CONTROL 0x0200
5520 #define SKEY_MASK 0xf000
5521 #define SKEY_DOWN 0xf001
5522 #define SKEY_LEFT 0xf002
5523 #define SKEY_RIGHT 0xf003
5524 #define SKEY_UP 0xf004
5525 #define SKEY_PGUP 0xf005
5526 #define SKEY_PGDOWN 0xf006
5527 #define SKEY_TOP 0xf007
5528 #define SKEY_BOTTOM 0xf008
5531 * Bit flags for move_player_effect()
5533 #define MPE_STAYING 0x00000001
5534 #define MPE_FORGET_FLOW 0x00000002
5535 #define MPE_HANDLE_STUFF 0x00000004
5536 #define MPE_ENERGY_USE 0x00000008
5537 #define MPE_DONT_PICKUP 0x00000010
5538 #define MPE_DO_PICKUP 0x00000020
5539 #define MPE_BREAK_TRAP 0x00000040
5540 #define MPE_DONT_SWAP_MON 0x00000080
5543 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
5544 #define MTIMED_FAST 1 /* Monster is temporarily fast */
5545 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
5546 #define MTIMED_STUNNED 3 /* Monster is stunned */
5547 #define MTIMED_CONFUSED 4 /* Monster is confused */
5548 #define MTIMED_MONFEAR 5 /* Monster is afraid */
5549 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
5551 #define MAX_MTIMED 7
5553 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
5554 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
5555 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
5556 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
5557 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
5558 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
5559 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
5562 * Bit flags for screen_object()
5564 #define SCROBJ_FAKE_OBJECT 0x00000001
5565 #define SCROBJ_FORCE_DETAIL 0x00000002
5568 * For travel command (auto run)
5577 #define SP_KILL_WALL 4
5579 #define SP_KILL_TRAP 6
5583 #define SP_DOUBLE 10
5584 #define SP_EXPLODE 11
5585 #define SP_EVILNESS 12
5586 #define SP_HOLYNESS 13
5588 #define SP_NEEDLE 15
5590 #define CONCENT_RADAR_THRESHOLD 2
5591 #define CONCENT_TELE_THRESHOLD 5
5594 #define hex_spelling_any() \
5595 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
5596 #define hex_spelling(X) \
5597 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
5600 #define HEX_CURE_LIGHT 1
5601 #define HEX_DEMON_AURA 2
5602 #define HEX_STINKING_MIST 3
5603 #define HEX_XTRA_MIGHT 4
5604 #define HEX_CURSE_WEAPON 5
5605 #define HEX_DETECT_EVIL 6
5606 #define HEX_PATIENCE 7
5608 #define HEX_ICE_ARMOR 8
5609 #define HEX_CURE_SERIOUS 9
5610 #define HEX_INHAIL 10
5611 #define HEX_VAMP_MIST 11
5612 #define HEX_RUNESWORD 12
5613 #define HEX_CONFUSION 13
5614 #define HEX_BUILDING 14
5615 #define HEX_ANTI_TELE 15
5617 #define HEX_SHOCK_CLOAK 16
5618 #define HEX_CURE_CRITICAL 17
5619 #define HEX_RECHARGE 18
5620 #define HEX_RAISE_DEAD 19
5621 #define HEX_CURSE_ARMOUR 20
5622 #define HEX_SHADOW_CLOAK 21
5623 #define HEX_PAIN_TO_MANA 22
5624 #define HEX_EYE_FOR_EYE 23
5626 #define HEX_ANTI_MULTI 24
5627 #define HEX_RESTORE 25
5628 #define HEX_DRAIN_CURSE 26
5629 #define HEX_VAMP_BLADE 27
5630 #define HEX_STUN_MONSTERS 28
5631 #define HEX_SHADOW_MOVE 29
5632 #define HEX_ANTI_MAGIC 30
5633 #define HEX_REVENGE 31
5636 Language selection macro
5639 #define _(JAPANESE,ENGLISH) (JAPANESE)
5641 #define _(JAPANESE,ENGLISH) (ENGLISH)