72 #define RF1_UNIQUE 0x00000001 73 #define RF1_QUESTOR 0x00000002 74 #define RF1_MALE 0x00000004 75 #define RF1_FEMALE 0x00000008 76 #define RF1_CHAR_CLEAR 0x00000010 77 #define RF1_SHAPECHANGER 0x00000020 78 #define RF1_ATTR_CLEAR 0x00000040 79 #define RF1_ATTR_MULTI 0x00000080 80 #define RF1_FORCE_DEPTH 0x00000100 81 #define RF1_FORCE_MAXHP 0x00000200 82 #define RF1_FORCE_SLEEP 0x00000400 83 #define RF1_FORCE_EXTRA 0x00000800 84 #define RF1_ATTR_SEMIRAND 0x00001000 85 #define RF1_FRIENDS 0x00002000 86 #define RF1_ESCORT 0x00004000 87 #define RF1_ESCORTS 0x00008000 88 #define RF1_NEVER_BLOW 0x00010000 89 #define RF1_NEVER_MOVE 0x00020000 90 #define RF1_RAND_25 0x00040000 91 #define RF1_RAND_50 0x00080000 92 #define RF1_ONLY_GOLD 0x00100000 93 #define RF1_ONLY_ITEM 0x00200000 94 #define RF1_DROP_60 0x00400000 95 #define RF1_DROP_90 0x00800000 96 #define RF1_DROP_1D2 0x01000000 97 #define RF1_DROP_2D2 0x02000000 98 #define RF1_DROP_3D2 0x04000000 99 #define RF1_DROP_4D2 0x08000000 100 #define RF1_DROP_GOOD 0x10000000 101 #define RF1_DROP_GREAT 0x20000000 102 #define RF1_XXX2 0x40000000 103 #define RF1_XXX3 0x80000000 106 #define RF2_STUPID 0x00000001 107 #define RF2_SMART 0x00000002 108 #define RF2_CAN_SPEAK 0x00000004 109 #define RF2_REFLECTING 0x00000008 110 #define RF2_INVISIBLE 0x00000010 111 #define RF2_COLD_BLOOD 0x00000020 112 #define RF2_EMPTY_MIND 0x00000040 113 #define RF2_WEIRD_MIND 0x00000080 114 #define RF2_MULTIPLY 0x00000100 115 #define RF2_REGENERATE 0x00000200 116 #define RF2_CHAR_MULTI 0x00000400 117 #define RF2_ATTR_ANY 0x00000800 118 #define RF2_POWERFUL 0x00001000 119 #define RF2_ELDRITCH_HORROR 0x00002000 120 #define RF2_AURA_FIRE 0x00004000 121 #define RF2_AURA_ELEC 0x00008000 122 #define RF2_OPEN_DOOR 0x00010000 123 #define RF2_BASH_DOOR 0x00020000 124 #define RF2_PASS_WALL 0x00040000 125 #define RF2_KILL_WALL 0x00080000 126 #define RF2_MOVE_BODY 0x00100000 127 #define RF2_KILL_BODY 0x00200000 128 #define RF2_TAKE_ITEM 0x00400000 129 #define RF2_KILL_ITEM 0x00800000 130 #define RF2_XXX1 0x01000000 131 #define RF2_XXX2 0x02000000 132 #define RF2_XXX3 0x04000000 133 #define RF2_XXX4 0x08000000 134 #define RF2_XXX5 0x10000000 135 #define RF2_XXX6 0x20000000 136 #define RF2_HUMAN 0x40000000 137 #define RF2_QUANTUM 0x80000000 140 #define RF3_ORC 0x00000001 141 #define RF3_TROLL 0x00000002 142 #define RF3_GIANT 0x00000004 143 #define RF3_DRAGON 0x00000008 144 #define RF3_DEMON 0x00000010 145 #define RF3_UNDEAD 0x00000020 146 #define RF3_EVIL 0x00000040 147 #define RF3_ANIMAL 0x00000080 148 #define RF3_AMBERITE 0x00000100 149 #define RF3_GOOD 0x00000200 150 #define RF3_AURA_COLD 0x00000400 151 #define RF3_NONLIVING 0x00000800 152 #define RF3_HURT_LITE 0x00001000 153 #define RF3_HURT_ROCK 0x00002000 154 #define RF3_HURT_FIRE 0x00004000 155 #define RF3_HURT_COLD 0x00008000 156 #define RF3_ANGEL 0x00010000 157 #define RF3_XXX17 0x00020000 158 #define RF3_XXX18 0x00040000 159 #define RF3_XXX19 0x00080000 160 #define RF3_XXX20 0x00100000 161 #define RF3_XXX21 0x00200000 162 #define RF3_XXX22 0x00400000 163 #define RF3_XXX23 0x00800000 164 #define RF3_XXX24 0x01000000 165 #define RF3_XXX25 0x02000000 166 #define RF3_XXX26 0x04000000 167 #define RF3_XXX27 0x08000000 168 #define RF3_NO_FEAR 0x10000000 169 #define RF3_NO_STUN 0x20000000 170 #define RF3_NO_CONF 0x40000000 171 #define RF3_NO_SLEEP 0x80000000 174 #define RF4_SHRIEK 0x00000001 175 #define RF4_XXX1 0x00000002 176 #define RF4_DISPEL 0x00000004 177 #define RF4_ROCKET 0x00000008 178 #define RF4_SHOOT 0x00000010 179 #define RF4_XXX2 0x00000020 180 #define RF4_XXX3 0x00000040 181 #define RF4_XXX4 0x00000080 182 #define RF4_BR_ACID 0x00000100 183 #define RF4_BR_ELEC 0x00000200 184 #define RF4_BR_FIRE 0x00000400 185 #define RF4_BR_COLD 0x00000800 186 #define RF4_BR_POIS 0x00001000 187 #define RF4_BR_NETH 0x00002000 188 #define RF4_BR_LITE 0x00004000 189 #define RF4_BR_DARK 0x00008000 190 #define RF4_BR_CONF 0x00010000 191 #define RF4_BR_SOUN 0x00020000 192 #define RF4_BR_CHAO 0x00040000 193 #define RF4_BR_DISE 0x00080000 194 #define RF4_BR_NEXU 0x00100000 195 #define RF4_BR_TIME 0x00200000 196 #define RF4_BR_INER 0x00400000 197 #define RF4_BR_GRAV 0x00800000 198 #define RF4_BR_SHAR 0x01000000 199 #define RF4_BR_PLAS 0x02000000 200 #define RF4_BR_WALL 0x04000000 201 #define RF4_BR_MANA 0x08000000 202 #define RF4_BA_NUKE 0x10000000 203 #define RF4_BR_NUKE 0x20000000 204 #define RF4_BA_CHAO 0x40000000 205 #define RF4_BR_DISI 0x80000000 208 #define RF7_AQUATIC 0x00000001 209 #define RF7_CAN_SWIM 0x00000002 210 #define RF7_CAN_FLY 0x00000004 211 #define RF7_FRIENDLY 0x00000008 212 #define RF7_NAZGUL 0x00000010 213 #define RF7_UNIQUE2 0x00000020 214 #define RF7_RIDING 0x00000040 215 #define RF7_KAGE 0x00000080 216 #define RF7_HAS_LITE_1 0x00000100 217 #define RF7_SELF_LITE_1 0x00000200 218 #define RF7_HAS_LITE_2 0x00000400 219 #define RF7_SELF_LITE_2 0x00000800 220 #define RF7_GUARDIAN 0x00001000 221 #define RF7_CHAMELEON 0x00002000 222 #define RF7_XXXX4XXX 0x00004000 223 #define RF7_TANUKI 0x00008000 224 #define RF7_HAS_DARK_1 0x00010000 225 #define RF7_SELF_DARK_1 0x00020000 226 #define RF7_HAS_DARK_2 0x00040000 227 #define RF7_SELF_DARK_2 0x00080000 230 #define RF8_WILD_ONLY 0x00000001 231 #define RF8_WILD_TOWN 0x00000002 232 #define RF8_XXX8X02 0x00000004 233 #define RF8_WILD_SHORE 0x00000008 234 #define RF8_WILD_OCEAN 0x00000010 235 #define RF8_WILD_WASTE 0x00000020 236 #define RF8_WILD_WOOD 0x00000040 237 #define RF8_WILD_VOLCANO 0x00000080 238 #define RF8_XXX8X08 0x00000100 239 #define RF8_WILD_MOUNTAIN 0x00000200 240 #define RF8_WILD_GRASS 0x00000400 241 #define RF8_WILD_ALL 0x80000000 244 #define RF9_DROP_CORPSE 0x00000001 245 #define RF9_DROP_SKELETON 0x00000002 246 #define RF9_EAT_BLIND 0x00000004 247 #define RF9_EAT_CONF 0x00000008 248 #define RF9_EAT_MANA 0x00000010 249 #define RF9_EAT_NEXUS 0x00000020 250 #define RF9_EAT_SLEEP 0x00000040 251 #define RF9_EAT_BERSERKER 0x00000080 252 #define RF9_EAT_ACIDIC 0x00000100 253 #define RF9_EAT_SPEED 0x00000200 254 #define RF9_EAT_CURE 0x00000400 255 #define RF9_EAT_FIRE_RES 0x00000800 256 #define RF9_EAT_COLD_RES 0x00001000 257 #define RF9_EAT_ACID_RES 0x00002000 258 #define RF9_EAT_ELEC_RES 0x00004000 259 #define RF9_EAT_POIS_RES 0x00008000 260 #define RF9_EAT_INSANITY 0x00010000 261 #define RF9_EAT_DRAIN_EXP 0x00020000 262 #define RF9_EAT_POISONOUS 0x00040000 263 #define RF9_EAT_GIVE_STR 0x00080000 264 #define RF9_EAT_GIVE_INT 0x00100000 265 #define RF9_EAT_GIVE_WIS 0x00200000 266 #define RF9_EAT_GIVE_DEX 0x00400000 267 #define RF9_EAT_GIVE_CON 0x00800000 268 #define RF9_EAT_GIVE_CHR 0x01000000 269 #define RF9_EAT_LOSE_STR 0x02000000 270 #define RF9_EAT_LOSE_INT 0x04000000 271 #define RF9_EAT_LOSE_WIS 0x08000000 272 #define RF9_EAT_LOSE_DEX 0x10000000 273 #define RF9_EAT_LOSE_CON 0x20000000 274 #define RF9_EAT_LOSE_CHR 0x40000000 275 #define RF9_EAT_DRAIN_MANA 0x80000000 278 #define RFR_IM_ACID 0x00000001 279 #define RFR_IM_ELEC 0x00000002 280 #define RFR_IM_FIRE 0x00000004 281 #define RFR_IM_COLD 0x00000008 282 #define RFR_IM_POIS 0x00000010 283 #define RFR_RES_LITE 0x00000020 284 #define RFR_RES_DARK 0x00000040 285 #define RFR_RES_NETH 0x00000080 286 #define RFR_RES_WATE 0x00000100 287 #define RFR_RES_PLAS 0x00000200 288 #define RFR_RES_SHAR 0x00000400 289 #define RFR_RES_SOUN 0x00000800 290 #define RFR_RES_CHAO 0x00001000 291 #define RFR_RES_NEXU 0x00002000 292 #define RFR_RES_DISE 0x00004000 293 #define RFR_RES_WALL 0x00008000 294 #define RFR_RES_INER 0x00010000 295 #define RFR_RES_TIME 0x00020000 296 #define RFR_RES_GRAV 0x00040000 297 #define RFR_RES_ALL 0x00080000 298 #define RFR_RES_TELE 0x00100000 299 #define RFR_XXX21 0x00200000 300 #define RFR_XXX22 0x00400000 301 #define RFR_XXX23 0x00800000 302 #define RFR_XXX24 0x01000000 303 #define RFR_XXX25 0x02000000 304 #define RFR_XXX26 0x04000000 305 #define RFR_XXX27 0x08000000 306 #define RFR_XXX28 0x10000000 307 #define RFR_XXX29 0x20000000 308 #define RFR_XXX30 0x40000000 309 #define RFR_XXX31 0x80000000 312 #define RF5_BA_ACID 0x00000001 313 #define RF5_BA_ELEC 0x00000002 314 #define RF5_BA_FIRE 0x00000004 315 #define RF5_BA_COLD 0x00000008 316 #define RF5_BA_POIS 0x00000010 317 #define RF5_BA_NETH 0x00000020 318 #define RF5_BA_WATE 0x00000040 319 #define RF5_BA_MANA 0x00000080 320 #define RF5_BA_DARK 0x00000100 321 #define RF5_DRAIN_MANA 0x00000200 322 #define RF5_MIND_BLAST 0x00000400 323 #define RF5_BRAIN_SMASH 0x00000800 324 #define RF5_CAUSE_1 0x00001000 325 #define RF5_CAUSE_2 0x00002000 326 #define RF5_CAUSE_3 0x00004000 327 #define RF5_CAUSE_4 0x00008000 328 #define RF5_BO_ACID 0x00010000 329 #define RF5_BO_ELEC 0x00020000 330 #define RF5_BO_FIRE 0x00040000 331 #define RF5_BO_COLD 0x00080000 332 #define RF5_BA_LITE 0x00100000 333 #define RF5_BO_NETH 0x00200000 334 #define RF5_BO_WATE 0x00400000 335 #define RF5_BO_MANA 0x00800000 336 #define RF5_BO_PLAS 0x01000000 337 #define RF5_BO_ICEE 0x02000000 338 #define RF5_MISSILE 0x04000000 339 #define RF5_SCARE 0x08000000 340 #define RF5_BLIND 0x10000000 341 #define RF5_CONF 0x20000000 342 #define RF5_SLOW 0x40000000 343 #define RF5_HOLD 0x80000000 346 #define RF6_HASTE 0x00000001 347 #define RF6_HAND_DOOM 0x00000002 348 #define RF6_HEAL 0x00000004 349 #define RF6_INVULNER 0x00000008 350 #define RF6_BLINK 0x00000010 351 #define RF6_TPORT 0x00000020 352 #define RF6_WORLD 0x00000040 353 #define RF6_SPECIAL 0x00000080 354 #define RF6_TELE_TO 0x00000100 355 #define RF6_TELE_AWAY 0x00000200 356 #define RF6_TELE_LEVEL 0x00000400 357 #define RF6_PSY_SPEAR 0x00000800 358 #define RF6_DARKNESS 0x00001000 359 #define RF6_TRAPS 0x00002000 360 #define RF6_FORGET 0x00004000 361 #define RF6_RAISE_DEAD 0x00008000 362 #define RF6_S_KIN 0x00010000 363 #define RF6_S_CYBER 0x00020000 364 #define RF6_S_MONSTER 0x00040000 365 #define RF6_S_MONSTERS 0x00080000 366 #define RF6_S_ANT 0x00100000 367 #define RF6_S_SPIDER 0x00200000 368 #define RF6_S_HOUND 0x00400000 369 #define RF6_S_HYDRA 0x00800000 370 #define RF6_S_ANGEL 0x01000000 371 #define RF6_S_DEMON 0x02000000 372 #define RF6_S_UNDEAD 0x04000000 373 #define RF6_S_DRAGON 0x08000000 374 #define RF6_S_HI_UNDEAD 0x10000000 375 #define RF6_S_HI_DRAGON 0x20000000 376 #define RF6_S_AMBERITES 0x40000000 377 #define RF6_S_UNIQUE 0x80000000 422 #define MR1_SINKA 0x01 447 #define RF7_LITE_MASK (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2) 448 #define RF7_DARK_MASK (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2) 449 #define RF7_HAS_LD_MASK (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2) 450 #define RF7_SELF_LD_MASK (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2) 455 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL) 456 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL) 457 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL) 458 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL) 459 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL) 460 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL) 461 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL) 462 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL) DICE_SID hside
HPのダイス面数 / Creatures hit dice sides
Definition: monsterrace.h:57
monster_blow blow[4]
Definition: monsterrace.h:382
Definition: monsterrace.h:48
byte BLOW_EFFECT
モンスターの打撃効果ID
Definition: h-type.h:250
ITEM_NUMBER r_drop_item
これまでに撃破時に落としたアイテムの数 / Max number of item dropped at once
Definition: monsterrace.h:428
DEPTH level
Definition: monsterrace.h:396
s16b SLEEP_DEGREE
モンスターの睡眠度の型定義
Definition: h-type.h:195
SYMBOL_CODE d_char
Definition: monsterrace.h:400
FLOOR_IDX floor_id
Definition: monsterrace.h:409
char * r_text
Definition: monsterrace.h:469
byte r_ignore
Definition: monsterrace.h:420
byte BLOW_METHOD
モンスターの打撃手段ID
Definition: h-type.h:249
TERM_COLOR x_attr
Definition: monsterrace.h:402
u32b r_flags2
Definition: monsterrace.h:435
s16b SPEED
ゲーム中の加速値の型定義
Definition: h-type.h:184
byte r_xtra1
Definition: monsterrace.h:423
RARITY rarity
Definition: monsterrace.h:397
u32b r_flagsr
Definition: monsterrace.h:441
BIT_FLAGS flags2
Definition: monsterrace.h:105
byte r_xtra2
Definition: monsterrace.h:425
s32b EXP
ゲーム中の主経験値の型定義
Definition: h-type.h:199
s32b MONSTER_NUMBER
ゲーム中のモンスター数型を定義
Definition: h-type.h:177
SYMBOL_CODE x_char
Definition: monsterrace.h:403
ARTIFACT_IDX artifact_id[4]
Definition: monsterrace.h:387
MONRACE_IDX reinforce_id[6]
Definition: monsterrace.h:383
BIT_FLAGS a_ability_flags2
Definition: monsterrace.h:345
EXP next_exp
Definition: monsterrace.h:394
SLEEP_DEGREE sleep
睡眠値 / Inactive counter (base)
Definition: monsterrace.h:61
MONSTER_NUMBER r_akills
Definition: monsterrace.h:416
BIT_FLAGS flagsr
Definition: monsterrace.h:277
int DICE_NUMBER
ゲーム中のダイス数の型定義
Definition: h-type.h:207
BIT_FLAGS flags7
Definition: monsterrace.h:207
ARMOUR_CLASS ac
アーマークラス / Armour Class
Definition: monsterrace.h:59
MONRACE_IDX max_r_idx
Definition: monsterrace.c:22
s32b DEPTH
ゲーム中の階層レベルの型定義
Definition: h-type.h:216
MONSTER_NUMBER r_tkills
Definition: monsterrace.h:417
TERM_COLOR d_attr
Definition: monsterrace.h:399
BIT_FLAGS flags9
Definition: monsterrace.h:243
BIT_FLAGS a_ability_flags1
Definition: monsterrace.h:311
BLOW_METHOD method
Definition: monsterrace.h:17
s16b MONRACE_IDX
ゲーム中のモンスター種族ID型を定義
Definition: h-type.h:128
STR_OFFSET name
名前データのオフセット(日本語) / Name offset(Japanese)
Definition: monsterrace.h:50
s32b ITEM_NUMBER
ゲーム中のアイテム数型を定義
Definition: h-type.h:178
byte r_cast_spell
Definition: monsterrace.h:430
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
s16b FLOOR_IDX
ゲーム中のフロアID型を定義
Definition: h-type.h:116
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
u32b r_flags4
Definition: monsterrace.h:437
PERCENTAGE artifact_percent[4]
Definition: monsterrace.h:389
u16b BIT_FLAGS16
16ビットのフラグ配列の型定義
Definition: h-type.h:226
char SYMBOL_CODE
キャラの文字の型定義
Definition: h-type.h:238
MONSTER_NUMBER r_sights
Definition: monsterrace.h:412
s16b alloc_race_size
Definition: monsterrace.c:12
BIT_FLAGS flags1
Definition: monsterrace.h:71
byte r_wake
Definition: monsterrace.h:419
STR_OFFSET text
思い出テキストのオフセット / Lore text offset
Definition: monsterrace.h:54
MONSTER_NUMBER r_deaths
Definition: monsterrace.h:413
char * r_name
Definition: monsterrace.h:468
u32b STR_OFFSET
テキストオフセットの型定義
Definition: h-type.h:212
s32b PERCENTAGE
ゲーム中のパーセント表記の型定義(/100倍)
Definition: h-type.h:222
MONRACE_IDX next_r_idx
Definition: monsterrace.h:393
u32b r_flags3
Definition: monsterrace.h:436
byte TERM_COLOR
テキスト表示色の型定義
Definition: h-type.h:237
MONSTER_NUMBER r_pkills
Definition: monsterrace.h:415
DICE_SID d_side
Definition: monsterrace.h:20
u32b r_flags6
Definition: monsterrace.h:439
byte r_blows[4]
Definition: monsterrace.h:432
alloc_entry * alloc_race_table
Definition: monsterrace.c:17
DICE_SID reinforce_ds[6]
Definition: monsterrace.h:385
unsigned long u32b
Definition: h-type.h:108
POSITION aaf
感知範囲(1-100スクエア) / Area affect radius (1-100)
Definition: monsterrace.h:62
BIT_FLAGS a_ability_flags3
Definition: monsterrace.h:379
DICE_NUMBER reinforce_dd[6]
Definition: monsterrace.h:384
s16b ARTIFACT_IDX
ゲーム中のアーティファクトID型を定義
Definition: h-type.h:132
BIT_FLAGS flags4
Definition: monsterrace.h:173
signed short s16b
Definition: h-type.h:98
EXP mexp
殺害時基本経験値 / Exp value for kill
Definition: monsterrace.h:65
MONSTER_NUMBER max_num
Definition: monsterrace.h:406
MONSTER_NUMBER cur_num
Definition: monsterrace.h:407
DICE_NUMBER hdice
HPのダイス数 / Creatures hit dice count
Definition: monsterrace.h:56
monster_race * r_info
Definition: monsterrace.h:467
int DICE_SID
ゲーム中のダイス面の型定義
Definition: h-type.h:208
u32b r_flags1
Definition: monsterrace.h:434
RARITY freq_spell
魔法&特殊能力仕様頻度(1/n) / Spell frequency
Definition: monsterrace.h:69
ITEM_NUMBER r_drop_gold
これまでに撃破時に落とした財宝の数 / Max number of gold dropped at once
Definition: monsterrace.h:427
PERCENTAGE arena_ratio
Definition: monsterrace.h:391
BIT_FLAGS flags8
Definition: monsterrace.h:229
BIT_FLAGS16 extra
未使用 / Unused (for now)
Definition: monsterrace.h:67
DICE_NUMBER d_dice
Definition: monsterrace.h:19
BIT_FLAGS flags3
Definition: monsterrace.h:139
s16b ARMOUR_CLASS
ゲーム中の行動アーマークラス型を定義
Definition: h-type.h:181
RARITY artifact_rarity[4]
Definition: monsterrace.h:388
Definition: monsterrace.h:15
BIT_FLAGS a_ability_flags4
Definition: monsterrace.h:380
u32b r_flags5
Definition: monsterrace.h:438
SPEED speed
加速(110で+0) / Speed (normally 110)
Definition: monsterrace.h:63
BLOW_EFFECT effect
Definition: monsterrace.h:18
byte RARITY
ゲーム中の希少度の型定義
Definition: h-type.h:217