主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions [詳細]
マクロ定義 | |
#define | VERSION_NAME "Hengband" |
バリアント名称 / Name of the version/variant [詳細] | |
#define | FAKE_VERSION 0 |
ゲームのバージョン番号定義 / "Program Version Number" of the game [詳細] | |
#define | FAKE_VER_MAJOR 12 |
ゲームのバージョン番号定義(メジャー番号 + 10) [詳細] | |
#define | FAKE_VER_MINOR 1 |
ゲームのバージョン番号定義(マイナー番号) [詳細] | |
#define | FAKE_VER_PATCH 5 |
ゲームのバージョン番号定義(パッチ番号) [詳細] | |
#define | H_VER_MAJOR 2 |
セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later [詳細] | |
#define | H_VER_MINOR 1 |
セーブファイル上のバージョン定義(マイナー番号) [詳細] | |
#define | H_VER_PATCH 2 |
セーブファイル上のバージョン定義(パッチ番号) [詳細] | |
#define | H_VER_EXTRA 4 |
セーブファイル上のバージョン定義(エクストラ番号) [詳細] | |
#define | ANGBAND_2_8_1 |
Angband 2.8.1以降から有効な処理分岐を定義 [詳細] | |
#define | ZANGBAND |
Zangband 以降から有効な処理分岐を定義 [詳細] | |
#define | BLOCK_HGT 11 |
generate.cで用いられる基本的なブロック数単位(垂直方向) Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c" [詳細] | |
#define | BLOCK_WID 11 |
generate.cで用いられる基本的なブロック数単位(水平方向) Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c" [詳細] | |
#define | PANEL_HGT 11 |
表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること) Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT [詳細] | |
#define | PANEL_WID 33 |
表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること) Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID [詳細] | |
#define | SCREEN_HGT 22 |
表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること) Number of grids used to display the dungeon (vertically). [詳細] | |
#define | SCREEN_WID 66 |
表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること) Number of grids used to display the dungeon (horizontally). [詳細] | |
#define | MAX_HGT 66 |
表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい) Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3. [詳細] | |
#define | MAX_WID 198 |
表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい) Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3. [詳細] | |
#define | MIN_RANDOM_QUEST 40 /*<! ランダムクエストを割り当てるクエストIDの開始値 */ |
#define | MAX_RANDOM_QUEST 49 /*<! ランダムクエストを割り当てるクエストIDの終了値 */ |
#define | is_fixed_quest_idx(Q_IDX) (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST)) |
該当IDが固定クエストかどうかを判定する / Check is the quest index is "fixed" [詳細] | |
#define | QUEST_TOWER1 5 /*<! 塔クエスト(第1階層)に割り振るクエストID */ |
#define | QUEST_TOWER2 6 /*<! 塔クエスト(第2階層)に割り振るクエストID */ |
#define | QUEST_TOWER3 7 /*<! 塔クエスト(第3階層)に割り振るクエストID */ |
#define | QUEST_OBERON 8 /*<! オベロン打倒クエストに割り振るクエストID */ |
#define | QUEST_SERPENT 9 /*<! サーペント打倒クエストに割り振るクエストID */ |
#define | MAX_ARENA_MONS 41 /*<! 闘技場のイベント件数 -KMW- */ |
#define | ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */ |
#define | MAX_STORES 10 |
store.c用の店舗の種類最大数 / Total number of stores (see "store.c", etc) [詳細] | |
#define | MAX_BLDG 32 |
施設の種類最大数 / Number of buildings [詳細] | |
#define | STORE_GENERAL 0 |
店舗の種類: 雑貨屋 [詳細] | |
#define | STORE_ARMOURY 1 |
店舗の種類: 防具屋 [詳細] | |
#define | STORE_WEAPON 2 |
店舗の種類: 武器屋 [詳細] | |
#define | STORE_TEMPLE 3 |
店舗の種類: 寺院 [詳細] | |
#define | STORE_ALCHEMIST 4 |
店舗の種類: 錬金術の店 [詳細] | |
#define | STORE_MAGIC 5 |
店舗の種類: 魔道具屋 [詳細] | |
#define | STORE_BLACK 6 |
店舗の種類: ブラック・マーケット [詳細] | |
#define | STORE_HOME 7 |
店舗の種類: 我が家 [詳細] | |
#define | STORE_BOOK 8 |
店舗の種類: 書店 [詳細] | |
#define | STORE_MUSEUM 9 |
店舗の種類: 博物館 [詳細] | |
#define | BUILDING_NON_MEMBER 0 |
不明(現在未使用) [詳細] | |
#define | BUILDING_MEMBER 1 |
不明(現在未使用) [詳細] | |
#define | BUILDING_OWNER 2 |
施設の種族/職業条件が一致している状態値 [詳細] | |
#define | MAX_OWNERS 32 |
各店舗毎の店主定義最大数 / Total number of owners per store (see "store.c", etc) [詳細] | |
#define | MAX_SEXES 2 |
性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) [詳細] | |
#define | MAX_CLASS 28 |
職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) [詳細] | |
#define | MAX_SEIKAKU 12 |
性格の最大定義数 [詳細] | |
#define | MAX_PATRON 16 |
カオスパトロンの最大定義数 / The number of "patrons" available (for Chaos Warriors) [詳細] | |
#define | MAX_SAN_HORROR 20 |
恐ろしい対象の形容数(正常時) [詳細] | |
#define | MAX_SAN_FUNNY 22 |
恐ろしい対象の形容数(幻覚時) [詳細] | |
#define | MAX_SAN_COMMENT 5 |
恐ろしい対象を見たときの絶叫メッセージ数(幻覚時) [詳細] | |
#define | REW_POLY_SLF 1 |
カオスパトロンからの報酬: 自己変容 [詳細] | |
#define | REW_GAIN_EXP 2 |
カオスパトロンからの報酬: 経験値増加 [詳細] | |
#define | REW_LOSE_EXP 3 |
カオスパトロンからの報酬: 経験値減少 [詳細] | |
#define | REW_GOOD_OBJ 4 |
カオスパトロンからの報酬: GOODなアイテム単体の下賜 [詳細] | |
#define | REW_GREA_OBJ 5 |
カオスパトロンからの報酬: GREATなアイテム単体の下賜 [詳細] | |
#define | REW_CHAOS_WP 6 |
カオスパトロンからの報酬: 混沌武器の下賜 [詳細] | |
#define | REW_GOOD_OBS 7 |
カオスパトロンからの報酬: GOODなアイテム複数の下賜 [詳細] | |
#define | REW_GREA_OBS 8 |
カオスパトロンからの報酬: GREATなアイテム複数の下賜 [詳細] | |
#define | REW_TY_CURSE 9 |
カオスパトロンからの報酬: 太古の怨念 [詳細] | |
#define | REW_SUMMON_M 10 |
カオスパトロンからの報酬: 敵対的なモンスターの召喚(通常) [詳細] | |
#define | REW_H_SUMMON 11 |
カオスパトロンからの報酬: 敵対的なモンスターの召喚(hi-summon) [詳細] | |
#define | REW_DO_HAVOC 12 |
カオスパトロンからの報酬: 混沌招来 [詳細] | |
#define | REW_GAIN_ABL 13 |
カオスパトロンからの報酬: 増強 [詳細] | |
#define | REW_LOSE_ABL 14 |
カオスパトロンからの報酬: 1能力低下 [詳細] | |
#define | REW_RUIN_ABL 15 |
カオスパトロンからの報酬: 全能力低下 [詳細] | |
#define | REW_AUGM_ABL 16 |
カオスパトロンからの報酬: 1能力上昇 [詳細] | |
#define | REW_POLY_WND 17 |
カオスパトロンからの報酬: 傷の変化 [詳細] | |
#define | REW_HEAL_FUL 18 |
カオスパトロンからの報酬: 完全回復 [詳細] | |
#define | REW_HURT_LOT 19 |
カオスパトロンからの報酬: 分解の球によるダメージ [詳細] | |
#define | REW_CURSE_WP 20 |
カオスパトロンからの報酬: 武器呪縛 [詳細] | |
#define | REW_CURSE_AR 21 |
カオスパトロンからの報酬: 防具呪縛 [詳細] | |
#define | REW_PISS_OFF 22 |
カオスパトロンからの報酬: 苛立ち [詳細] | |
#define | REW_WRATH 23 |
カオスパトロンからの報酬: 怒り [詳細] | |
#define | REW_DESTRUCT 24 |
カオスパトロンからの報酬: *破壊* [詳細] | |
#define | REW_GENOCIDE 25 |
カオスパトロンからの報酬: シンボル抹殺 [詳細] | |
#define | REW_MASS_GEN 26 |
カオスパトロンからの報酬: 周辺抹殺 [詳細] | |
#define | REW_DISPEL_C 27 |
カオスパトロンからの報酬: モンスター退散 [詳細] | |
#define | REW_UNUSED_1 28 |
カオスパトロンからの報酬: 未使用 [詳細] | |
#define | REW_UNUSED_2 29 |
カオスパトロンからの報酬: 未使用 [詳細] | |
#define | REW_UNUSED_3 30 |
カオスパトロンからの報酬: 未使用 [詳細] | |
#define | REW_UNUSED_4 31 |
カオスパトロンからの報酬: 未使用 [詳細] | |
#define | REW_UNUSED_5 32 |
カオスパトロンからの報酬: 未使用 [詳細] | |
#define | REW_IGNORE 33 |
カオスパトロンからの報酬: 無視 [詳細] | |
#define | REW_SER_UNDE 34 |
カオスパトロンからの報酬: アンデッドの下僕下賜 [詳細] | |
#define | REW_SER_DEMO 35 |
カオスパトロンからの報酬: 悪魔の下僕下賜 [詳細] | |
#define | REW_SER_MONS 36 |
カオスパトロンからの報酬: モンスターの下僕下賜 [詳細] | |
#define | MUT1_SPIT_ACID 0x00000001L |
突然変異: 酸の唾 [詳細] | |
#define | MUT1_BR_FIRE 0x00000002L |
突然変異: 炎のブレス [詳細] | |
#define | MUT1_HYPN_GAZE 0x00000004L |
突然変異: 催眠睨み [詳細] | |
#define | MUT1_TELEKINES 0x00000008L |
突然変異: 念動力 [詳細] | |
#define | MUT1_VTELEPORT 0x00000010L |
突然変異: テレポート / Voluntary teleport [詳細] | |
#define | MUT1_MIND_BLST 0x00000020L |
突然変異: 精神攻撃 [詳細] | |
#define | MUT1_RADIATION 0x00000040L |
突然変異: 放射能 [詳細] | |
#define | MUT1_VAMPIRISM 0x00000080L |
突然変異: 吸血ドレイン [詳細] | |
#define | MUT1_SMELL_MET 0x00000100L |
突然変異: 金属嗅覚 [詳細] | |
#define | MUT1_SMELL_MON 0x00000200L |
突然変異: 敵臭嗅覚 [詳細] | |
#define | MUT1_BLINK 0x00000400L |
突然変異: ショート・テレポート [詳細] | |
#define | MUT1_EAT_ROCK 0x00000800L |
突然変異: 岩喰い [詳細] | |
#define | MUT1_SWAP_POS 0x00001000L |
突然変異: 位置交換 [詳細] | |
#define | MUT1_SHRIEK 0x00002000L |
突然変異: 叫び [詳細] | |
#define | MUT1_ILLUMINE 0x00004000L |
突然変異: 照明 [詳細] | |
#define | MUT1_DET_CURSE 0x00008000L |
突然変異: 呪い感知 [詳細] | |
#define | MUT1_BERSERK 0x00010000L |
突然変異: 狂戦士化 [詳細] | |
#define | MUT1_POLYMORPH 0x00020000L |
突然変異: 変身 [詳細] | |
#define | MUT1_MIDAS_TCH 0x00040000L |
突然変異: ミダスの手 [詳細] | |
#define | MUT1_GROW_MOLD 0x00080000L |
突然変異: カビ発生 [詳細] | |
#define | MUT1_RESIST 0x00100000L |
突然変異: エレメント耐性 [詳細] | |
#define | MUT1_EARTHQUAKE 0x00200000L |
突然変異: 地震 [詳細] | |
#define | MUT1_EAT_MAGIC 0x00400000L |
突然変異: 魔力喰い [詳細] | |
#define | MUT1_WEIGH_MAG 0x00800000L |
突然変異: 魔力感知 [詳細] | |
#define | MUT1_STERILITY 0x01000000L |
突然変異: 増殖阻止 [詳細] | |
#define | MUT1_PANIC_HIT 0x02000000L |
突然変異: ヒットアンドアウェイ [詳細] | |
#define | MUT1_DAZZLE 0x04000000L |
突然変異: 眩惑 [詳細] | |
#define | MUT1_LASER_EYE 0x08000000L |
突然変異: レーザー・アイ [詳細] | |
#define | MUT1_RECALL 0x10000000L |
突然変異: 帰還 [詳細] | |
#define | MUT1_BANISH 0x20000000L |
突然変異: 邪悪消滅 [詳細] | |
#define | MUT1_COLD_TOUCH 0x40000000L |
突然変異: 凍結の手 [詳細] | |
#define | MUT1_LAUNCHER 0x80000000L |
突然変異: アイテム投げ [詳細] | |
#define | MUT2_BERS_RAGE 0x00000001L |
突然変異: 狂戦士化の発作 [詳細] | |
#define | MUT2_COWARDICE 0x00000002L |
突然変異: 臆病 [詳細] | |
#define | MUT2_RTELEPORT 0x00000004L |
突然変異: ランダムテレポート / Random teleport, instability [詳細] | |
#define | MUT2_ALCOHOL 0x00000008L |
突然変異: アルコール分泌 [詳細] | |
#define | MUT2_HALLU 0x00000010L |
突然変異: 幻覚を引き起こす精神錯乱 [詳細] | |
#define | MUT2_FLATULENT 0x00000020L |
突然変異: 猛烈な屁 [詳細] | |
#define | MUT2_SCOR_TAIL 0x00000040L |
突然変異: サソリの尻尾 [詳細] | |
#define | MUT2_HORNS 0x00000080L |
突然変異: ツノ [詳細] | |
#define | MUT2_BEAK 0x00000100L |
突然変異: クチバシ [詳細] | |
#define | MUT2_ATT_DEMON 0x00000200L |
突然変異: デーモンを引き付ける [詳細] | |
#define | MUT2_PROD_MANA 0x00000400L |
突然変異: 制御できない魔力のエネルギー [詳細] | |
#define | MUT2_SPEED_FLUX 0x00000800L |
突然変異: ランダムな加減速 [詳細] | |
#define | MUT2_BANISH_ALL 0x00001000L |
突然変異: ランダムなモンスター消滅 [詳細] | |
#define | MUT2_EAT_LIGHT 0x00002000L |
突然変異: 光源喰い [詳細] | |
#define | MUT2_TRUNK 0x00004000L |
突然変異: 象の鼻 [詳細] | |
#define | MUT2_ATT_ANIMAL 0x00008000L |
突然変異: 動物を引き寄せる [詳細] | |
#define | MUT2_TENTACLES 0x00010000L |
突然変異: 邪悪な触手 [詳細] | |
#define | MUT2_RAW_CHAOS 0x00020000L |
突然変異: 純カオス [詳細] | |
#define | MUT2_NORMALITY 0x00040000L |
突然変異: ランダムな変異の消滅 [詳細] | |
#define | MUT2_WRAITH 0x00080000L |
突然変異: ランダムな幽体化 [詳細] | |
#define | MUT2_POLY_WOUND 0x00100000L |
突然変異: ランダムな傷の変化 [詳細] | |
#define | MUT2_WASTING 0x00200000L |
突然変異: 衰弱 [詳細] | |
#define | MUT2_ATT_DRAGON 0x00400000L |
突然変異: ドラゴンを引き寄せる [詳細] | |
#define | MUT2_WEIRD_MIND 0x00800000L |
突然変異: ランダムなテレパシー [詳細] | |
#define | MUT2_NAUSEA 0x01000000L |
突然変異: 落ち着きの無い胃 [詳細] | |
#define | MUT2_CHAOS_GIFT 0x02000000L |
突然変異: カオスパトロン [詳細] | |
#define | MUT2_WALK_SHAD 0x04000000L |
突然変異: ランダムな現実変容 [詳細] | |
#define | MUT2_WARNING 0x08000000L |
突然変異: 警告 [詳細] | |
#define | MUT2_INVULN 0x10000000L |
突然変異: ランダムな無敵化 [詳細] | |
#define | MUT2_SP_TO_HP 0x20000000L |
突然変異: ランダムなMPからHPへの変換 [詳細] | |
#define | MUT2_HP_TO_SP 0x40000000L |
突然変異: ランダムなHPからMPへの変換 [詳細] | |
#define | MUT2_DISARM 0x80000000L |
突然変異: ランダムな武器落とし [詳細] | |
#define | MUT3_HYPER_STR 0x00000001L |
突然変異: 超人的な力 [詳細] | |
#define | MUT3_PUNY 0x00000002L |
突然変異: 虚弱 [詳細] | |
#define | MUT3_HYPER_INT 0x00000004L |
突然変異: 生体コンピュータ [詳細] | |
#define | MUT3_MORONIC 0x00000008L |
突然変異: 精神薄弱 [詳細] | |
#define | MUT3_RESILIENT 0x00000010L |
突然変異: 弾力のある体 [詳細] | |
#define | MUT3_XTRA_FAT 0x00000020L |
突然変異: 異常な肥満 [詳細] | |
#define | MUT3_ALBINO 0x00000040L |
突然変異: アルビノ [詳細] | |
#define | MUT3_FLESH_ROT 0x00000080L |
突然変異: 腐敗した肉体 [詳細] | |
#define | MUT3_SILLY_VOI 0x00000100L |
突然変異: 間抜けなキーキー声 [詳細] | |
#define | MUT3_BLANK_FAC 0x00000200L |
突然変異: のっぺらぼう [詳細] | |
#define | MUT3_ILL_NORM 0x00000400L |
突然変異: 幻影に覆われた体 [詳細] | |
#define | MUT3_XTRA_EYES 0x00000800L |
突然変異: 第三の目 [詳細] | |
#define | MUT3_MAGIC_RES 0x00001000L |
突然変異: 魔法防御 [詳細] | |
#define | MUT3_XTRA_NOIS 0x00002000L |
突然変異: 騒音 [詳細] | |
#define | MUT3_INFRAVIS 0x00004000L |
突然変異: 赤外線視力 [詳細] | |
#define | MUT3_XTRA_LEGS 0x00008000L |
突然変異: 追加の脚 [詳細] | |
#define | MUT3_SHORT_LEG 0x00010000L |
突然変異: 短い脚 [詳細] | |
#define | MUT3_ELEC_TOUC 0x00020000L |
突然変異: 電撃オーラ [詳細] | |
#define | MUT3_FIRE_BODY 0x00040000L |
突然変異: 火炎オーラ [詳細] | |
#define | MUT3_WART_SKIN 0x00080000L |
突然変異: イボ肌 [詳細] | |
#define | MUT3_SCALES 0x00100000L |
突然変異: 鱗肌 [詳細] | |
#define | MUT3_IRON_SKIN 0x00200000L |
突然変異: 鉄の肌 [詳細] | |
#define | MUT3_WINGS 0x00400000L |
突然変異: 翼 [詳細] | |
#define | MUT3_FEARLESS 0x00800000L |
突然変異: 恐れ知らず [詳細] | |
#define | MUT3_REGEN 0x01000000L |
突然変異: 急回復 [詳細] | |
#define | MUT3_ESP 0x02000000L |
突然変異: テレパシー [詳細] | |
#define | MUT3_LIMBER 0x04000000L |
突然変異: しなやかな肉体 [詳細] | |
#define | MUT3_ARTHRITIS 0x08000000L |
突然変異: 間接の痛み [詳細] | |
#define | MUT3_BAD_LUCK 0x10000000L |
突然変異: 黒いオーラ(不運) [詳細] | |
#define | MUT3_VULN_ELEM 0x20000000L |
突然変異: 元素攻撃弱点 [詳細] | |
#define | MUT3_MOTION 0x40000000L |
突然変異: 正確で力強い動作 [詳細] | |
#define | MUT3_GOOD_LUCK 0x80000000L |
突然変異: 白いオーラ(幸運) [詳細] | |
#define | MAX_MA 17 |
修行僧マーシャルアーツの技数 / Monk martial arts... [詳細] | |
#define | MA_KNEE 1 |
金的効果ID [詳細] | |
#define | MA_SLOW 2 |
膝蹴り効果ID [詳細] | |
#define | MAX_MIND_POWERS 21 |
超能力の数 / Mindcraft [詳細] | |
#define | MAX_SILLY_ATTACK 29 |
Hallucination stuff. [詳細] | |
#define | MIND_MINDCRAFTER 0 |
特殊能力: 超能力 [詳細] | |
#define | MIND_KI 1 |
特殊能力: 練気 [詳細] | |
#define | MIND_BERSERKER 2 |
特殊能力: 怒り [詳細] | |
#define | MIND_MIRROR_MASTER 3 |
特殊能力: 鏡魔法 [詳細] | |
#define | MIND_NINJUTSU 4 |
特殊能力: 忍術 [詳細] | |
#define | FAKE_NAME_SIZE 40 * 1024L |
ゲーム情報の種別毎に用意される名前用バッファの容量 [詳細] | |
#define | FAKE_TEXT_SIZE 150 * 1024L |
ゲーム情報の種別毎に用意されるテキスト用バッファの容量 [詳細] | |
#define | FAKE_TAG_SIZE 10 * 1024L |
ゲーム情報の種別毎に用意されるタグ用バッファの容量 [詳細] | |
#define | MAX_HISCORES 999 |
スコア情報保存の最大数 / Maximum number of high scores in the high score file [詳細] | |
#define | MAX_DEPTH 128 |
ダンジョンの最深層 / Maximum dungeon level. [詳細] | |
#define | MAX_SAVED_FLOORS 20 |
保存フロアの最大数 / Maximum number of saved floors. [詳細] | |
#define | LITE_MAX 600 |
プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "cave.c") [詳細] | |
#define | MON_LITE_MAX 1536 |
モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "cave.c") [詳細] | |
#define | VIEW_MAX 1536 |
視界処理配列サイズ / Maximum size of the "view" array (see "cave.c") [詳細] | |
#define | TEMP_MAX 2298 |
視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "cave.c") [詳細] | |
#define | REDRAW_MAX 2298 |
再描画処理用配列サイズ / Maximum size of the "redraw" array (see "cave.c") [詳細] | |
#define | KEYMAP_MODE_ORIG 0 |
オリジナルキー配置 / Mode for original keyset commands [詳細] | |
#define | KEYMAP_MODE_ROGUE 1 |
ローグライクキー配置 / Mode for roguelike keyset commands [詳細] | |
#define | KEYMAP_MODES 2 |
キー配置の数 / Number of keymap modes [詳細] | |
#define | MACRO_MAX 256 |
マクロ登録の最大数 / Maximum number of macros (see "io.c") [詳細] | |
#define | QUARK_MAX 768 |
銘情報の最大数 / Maximum number of "quarks" (see "io.c") [詳細] | |
#define | MESSAGE_MAX 2048 |
#define | MESSAGE_BUF 32768 |
#define | MAX_UCHAR 255 |
#define | MAX_SHORT 32767 |
#define | MAX_NLEN 160 |
#define | SPECIAL_KEY_QUEST 255 |
#define | SPECIAL_KEY_BUILDING 254 |
#define | SPECIAL_KEY_STORE 253 |
#define | SPECIAL_KEY_QUIT 252 |
#define | STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */ |
#define | STORE_CHOICES 48 /* Number of items to choose stock from */ |
#define | STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */ |
#define | STORE_TURNOVER 9 /* Normal shop turnover, per day */ |
#define | STORE_MIN_KEEP 6 /* Min slots to "always" keep full */ |
#define | STORE_MAX_KEEP 18 /* Max slots to "always" keep full */ |
#define | STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */ |
#define | STORE_TICKS 1000 /* Number of ticks between turnovers */ |
#define | ENERGY_NEED() (randnor(100, 25)) |
消費する行動エネルギー値を正規乱数で返す(中央100/分散25) / Random energy [詳細] | |
#define | SPEED_TO_ENERGY(SPEED) (((SPEED) > 199) ? 49 : extract_energy[(SPEED)]) |
加速値に応じた基本行動エネルギー消費量を返す / Extract energy from speed (Assumes that SPEED is unsigned) [詳細] | |
#define | TOWN_DAWN 10000 |
1日分のターン / Number of ticks from dawn to dawn XXX [詳細] | |
#define | TURNS_PER_TICK 10L |
Number of energy-gain-turns per ticks. [詳細] | |
#define | MAX_DAYS 20000 |
内部処理中で保持される最大日数 / Maximum days [詳細] | |
#define | BREAK_GLYPH 550 |
守りのルーンの強靭度 / Rune of protection resistance [詳細] | |
#define | BREAK_MINOR_GLYPH 299 |
爆発のルーンの発動しやすさ / For explosive runes [詳細] | |
#define | BTH_PLUS_ADJ 3 |
武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit [詳細] | |
#define | MON_MULT_ADJ 8 |
モンスターの増殖しにくさの基本倍率 / High value slows multiplication [詳細] | |
#define | MON_SUMMON_ADJ 2 |
現在未使用 Adjust level of summoned creatures [詳細] | |
#define | MON_DRAIN_LIFE 2 |
モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit [詳細] | |
#define | USE_DEVICE 3 |
魔道具の最低失敗基準値 x> Harder devices x< Easier devices [詳細] | |
#define | BIAS_ELEC 1 |
ランダムアーティファクトバイアス:電撃 [詳細] | |
#define | BIAS_POIS 2 |
ランダムアーティファクトバイアス:毒 [詳細] | |
#define | BIAS_FIRE 3 |
ランダムアーティファクトバイアス:火炎 [詳細] | |
#define | BIAS_COLD 4 |
ランダムアーティファクトバイアス:冷気 [詳細] | |
#define | BIAS_ACID 5 |
ランダムアーティファクトバイアス:酸 [詳細] | |
#define | BIAS_STR 6 |
ランダムアーティファクトバイアス:腕力 [詳細] | |
#define | BIAS_INT 7 |
ランダムアーティファクトバイアス:知力 [詳細] | |
#define | BIAS_WIS 8 |
ランダムアーティファクトバイアス:賢さ [詳細] | |
#define | BIAS_DEX 9 |
ランダムアーティファクトバイアス:器用さ [詳細] | |
#define | BIAS_CON 10 |
ランダムアーティファクトバイアス:耐久 [詳細] | |
#define | BIAS_CHR 11 |
ランダムアーティファクトバイアス:魅力 [詳細] | |
#define | BIAS_CHAOS 12 |
ランダムアーティファクトバイアス:混沌 [詳細] | |
#define | BIAS_PRIESTLY 13 |
ランダムアーティファクトバイアス:プリースト系 [詳細] | |
#define | BIAS_NECROMANTIC 14 |
ランダムアーティファクトバイアス:死霊 [詳細] | |
#define | BIAS_LAW 15 |
ランダムアーティファクトバイアス:法 [詳細] | |
#define | BIAS_ROGUE 16 |
ランダムアーティファクトバイアス:盗賊系 [詳細] | |
#define | BIAS_MAGE 17 |
ランダムアーティファクトバイアス:メイジ系 [詳細] | |
#define | BIAS_WARRIOR 18 |
ランダムアーティファクトバイアス:戦士系 [詳細] | |
#define | BIAS_RANGER 19 |
ランダムアーティファクトバイアス:レンジャー系 [詳細] | |
#define | MAX_BIAS 20 |
ランダムアーティファクトバイアス:最大数 [詳細] | |
#define | PET_DISMISS 1 |
ペットに関するコマンド: ペットを離す [詳細] | |
#define | PET_TARGET 2 |
ペットに関するコマンド: ペットのターゲットを指定 [詳細] | |
#define | PET_STAY_CLOSE 3 |
ペットに関するコマンド: 近くにいろ [詳細] | |
#define | PET_FOLLOW_ME 4 |
ペットに関するコマンド: ついて来い [詳細] | |
#define | PET_SEEK_AND_DESTROY 5 |
ペットに関するコマンド: 敵を見つけて倒せ [詳細] | |
#define | PET_ALLOW_SPACE 6 |
ペットに関するコマンド: 少し離れていろ [詳細] | |
#define | PET_STAY_AWAY 7 |
ペットに関するコマンド: 離れていろ [詳細] | |
#define | PET_OPEN_DOORS 8 |
ペットに関するコマンド: ドア解放の許可 [詳細] | |
#define | PET_TAKE_ITEMS 9 |
ペットに関するコマンド: アイテム取得の許可 [詳細] | |
#define | PET_TELEPORT 10 |
ペットに関するコマンド: テレポートの許可 [詳細] | |
#define | PET_ATTACK_SPELL 11 |
ペットに関するコマンド: 攻撃魔法の許可 [詳細] | |
#define | PET_SUMMON_SPELL 12 |
ペットに関するコマンド: 召喚魔法の許可 [詳細] | |
#define | PET_BALL_SPELL 13 |
ペットに関するコマンド: プレイヤーを魔法に巻き込む許可 [詳細] | |
#define | PET_RIDING 14 |
ペットに関するコマンド: ペットに乗る [詳細] | |
#define | PET_NAME 15 |
ペットに関するコマンド: ペットに名前をつける [詳細] | |
#define | PET_RYOUTE 16 |
ペットに関するコマンド: 騎乗中に両手で武器を使うかどうか [詳細] | |
#define | PET_CLOSE_DIST 1 |
ペットの行動範囲…近くにいろ [詳細] | |
#define | PET_FOLLOW_DIST 6 |
ペットの行動範囲…ついて来い [詳細] | |
#define | PET_SEEK_DIST 10 |
ペットの行動範囲…特になし? [詳細] | |
#define | PET_DESTROY_DIST 255 |
ペットの行動範囲…敵を見つけて倒せ [詳細] | |
#define | PET_SPACE_DIST (-10) |
ペットの行動範囲…少し離れていろ [詳細] | |
#define | PET_AWAY_DIST (-25) |
ペットの行動範囲…離れていろ [詳細] | |
#define | PF_OPEN_DOORS 0x0001 |
ペットの行動許可…ドアを開けてよい [詳細] | |
#define | PF_PICKUP_ITEMS 0x0002 |
ペットの行動許可…アイテムを拾ってよい [詳細] | |
#define | PF_TELEPORT 0x0004 |
ペットの行動許可…テレポート魔法を使ってよい [詳細] | |
#define | PF_ATTACK_SPELL 0x0008 |
ペットの行動許可…攻撃魔法を使ってよい [詳細] | |
#define | PF_SUMMON_SPELL 0x0010 |
ペットの行動許可…召喚魔法を使ってよい [詳細] | |
#define | PF_BALL_SPELL 0x0020 |
ペットの行動許可…ボール魔法でプレイヤーを巻き込んでよい [詳細] | |
#define | PF_RYOUTE 0x0040 |
プレイヤーの騎乗フラグ…武器を片手で持つ [詳細] | |
#define | CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)) |
#define | GREAT_OBJ 10 |
ベースアイテム生成階層が加算される確率 [詳細] | |
#define | NASTY_MON_BASE 25 |
深層モンスターが生成される基本確率(1/x) [詳細] | |
#define | NASTY_MON_MAX 3 /*! 深層モンスターが1フロアに生成される最大数 */ |
#define | NASTY_MON_PLUS_MAX 25 /*! 深層モンスターの階層加算最大量 */ |
#define | PENETRATE_INVULNERABILITY 13 /*! 無敵化が破られる確率(1/x) / 1/x chance of hurting even if invulnerable! */ |
#define | FUEL_TORCH 5000 /*! 松明の基本寿命値 / Maximum amount of fuel in a torch */ |
#define | FUEL_LAMP 15000 /*! ランタンの基本寿命値 / Maximum amount of fuel in a lantern */ |
#define | MAX_SIGHT 20 |
プレイヤーの最大視界範囲(マス) / Maximum view distance [詳細] | |
#define | MAX_RANGE (p_ptr->inside_battle ? 36 : 18) |
プレイヤーの攻撃射程(マス) / Maximum range (spells, etc) [詳細] | |
#define | AAF_LIMIT 100 |
モンスターの限界感知範囲(マス) Limit of sensing radius [詳細] | |
#define | MIN_M_ALLOC_TD 4 |
街(昼間)の最低住人配置数 / The town starts out with 4 residents during the day [詳細] | |
#define | MIN_M_ALLOC_TN 8 |
街(夜間)の最低住人配置数 / The town starts out with 8 residents during the night [詳細] | |
#define | MAX_REPRO 100 |
モンスター増殖の最大数 [詳細] | |
#define | PY_MAX_EXP 99999999L /* Maximum exp */ |
#define | PY_MAX_GOLD 999999999L /* Maximum gold */ |
#define | PY_MAX_LEVEL 50 /* Maximum level */ |
#define | PY_FOOD_MAX 15000 /* Food value (Bloated) */ |
#define | PY_FOOD_FULL 10000 /* Food value (Normal) */ |
#define | PY_FOOD_ALERT 2000 /* Food value (Hungry) */ |
#define | PY_FOOD_WEAK 1000 /* Food value (Weak) */ |
#define | PY_FOOD_FAINT 500 /* Food value (Fainting) */ |
#define | PY_FOOD_STARVE 100 /* Food value (Starving) */ |
#define | PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */ |
#define | PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */ |
#define | PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */ |
#define | PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */ |
#define | PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */ |
#define | CH_NONE 0x00 |
#define | CH_LIFE 0x01 |
#define | CH_SORCERY 0x02 |
#define | CH_NATURE 0x04 |
#define | CH_CHAOS 0x08 |
#define | CH_DEATH 0x10 |
#define | CH_TRUMP 0x20 |
#define | CH_ARCANE 0x40 |
#define | CH_ENCHANT 0x80 |
#define | CH_DAEMON 0x100 |
#define | CH_CRUSADE 0x200 |
#define | CH_MUSIC 0x08000 /* This is 16th bit */ |
#define | CH_HISSATSU 0x10000 |
#define | CH_HEX 0x20000 |
#define | REALM_NONE 0 |
#define | REALM_LIFE 1 |
#define | REALM_SORCERY 2 |
#define | REALM_NATURE 3 |
#define | REALM_CHAOS 4 |
#define | REALM_DEATH 5 |
#define | REALM_TRUMP 6 |
#define | REALM_ARCANE 7 |
#define | REALM_CRAFT 8 |
#define | REALM_DAEMON 9 |
#define | REALM_CRUSADE 10 |
#define | MAX_MAGIC 10 |
#define | MIN_TECHNIC 16 |
#define | REALM_MUSIC 16 |
#define | REALM_HISSATSU 17 |
#define | REALM_HEX 18 |
#define | MAX_REALM 18 |
#define | VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1) |
#define | NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1) |
#define | is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE) |
#define | tval2realm(A) ((A) - TV_LIFE_BOOK + 1) |
#define | technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC) |
#define | is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE) |
#define | REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1) |
#define | REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1) |
#define | SPELL_NAME 0 |
#define | SPELL_DESC 1 |
#define | SPELL_INFO 2 |
#define | SPELL_CAST 3 |
#define | SPELL_FAIL 4 |
#define | SPELL_STOP 5 |
#define | SPELL_CONT 6 |
#define | INVEN_PACK 23 |
#define | INVEN_RARM 24 |
#define | INVEN_LARM 25 |
#define | INVEN_BOW 26 |
#define | INVEN_RIGHT 27 |
#define | INVEN_LEFT 28 |
#define | INVEN_NECK 29 |
#define | INVEN_LITE 30 |
#define | INVEN_BODY 31 |
#define | INVEN_OUTER 32 |
#define | INVEN_HEAD 33 |
#define | INVEN_HANDS 34 |
#define | INVEN_FEET 35 |
#define | INVEN_AMMO 23 |
#define | INVEN_TOTAL 36 |
#define | INVEN_FORCE 1111 |
#define | A_STR 0 |
#define | A_INT 1 |
#define | A_WIS 2 |
#define | A_DEX 3 |
#define | A_CON 4 |
#define | A_CHR 5 |
#define | SEX_FEMALE 0 |
#define | SEX_MALE 1 |
#define | RACE_HUMAN 0 |
#define | RACE_HALF_ELF 1 |
#define | RACE_ELF 2 |
#define | RACE_HOBBIT 3 |
#define | RACE_GNOME 4 |
#define | RACE_DWARF 5 |
#define | RACE_HALF_ORC 6 |
#define | RACE_HALF_TROLL 7 |
#define | RACE_AMBERITE 8 |
#define | RACE_HIGH_ELF 9 |
#define | RACE_BARBARIAN 10 |
#define | RACE_HALF_OGRE 11 |
#define | RACE_HALF_GIANT 12 |
#define | RACE_HALF_TITAN 13 |
#define | RACE_CYCLOPS 14 |
#define | RACE_YEEK 15 |
#define | RACE_KLACKON 16 |
#define | RACE_KOBOLD 17 |
#define | RACE_NIBELUNG 18 |
#define | RACE_DARK_ELF 19 |
#define | RACE_DRACONIAN 20 |
#define | RACE_MIND_FLAYER 21 |
#define | RACE_IMP 22 |
#define | RACE_GOLEM 23 |
#define | RACE_SKELETON 24 |
#define | RACE_ZOMBIE 25 |
#define | RACE_VAMPIRE 26 |
#define | RACE_SPECTRE 27 |
#define | RACE_SPRITE 28 |
#define | RACE_BEASTMAN 29 |
#define | RACE_ENT 30 |
#define | RACE_ANGEL 31 |
#define | RACE_DEMON 32 |
#define | RACE_DUNADAN 33 |
#define | RACE_S_FAIRY 34 |
#define | RACE_KUTAR 35 |
#define | RACE_ANDROID 36 |
#define | MAX_RACES 37 |
#define | CLASS_WARRIOR 0 |
#define | CLASS_MAGE 1 |
#define | CLASS_PRIEST 2 |
#define | CLASS_ROGUE 3 |
#define | CLASS_RANGER 4 |
#define | CLASS_PALADIN 5 |
#define | CLASS_WARRIOR_MAGE 6 |
#define | CLASS_CHAOS_WARRIOR 7 |
#define | CLASS_MONK 8 |
#define | CLASS_MINDCRAFTER 9 |
#define | CLASS_HIGH_MAGE 10 |
#define | CLASS_TOURIST 11 |
#define | CLASS_IMITATOR 12 |
#define | CLASS_BEASTMASTER 13 |
#define | CLASS_SORCERER 14 |
#define | CLASS_ARCHER 15 |
#define | CLASS_MAGIC_EATER 16 |
#define | CLASS_BARD 17 |
#define | CLASS_RED_MAGE 18 |
#define | CLASS_SAMURAI 19 |
#define | CLASS_FORCETRAINER 20 |
#define | CLASS_BLUE_MAGE 21 |
#define | CLASS_CAVALRY 22 |
#define | CLASS_BERSERKER 23 |
#define | CLASS_SMITH 24 |
#define | CLASS_MIRROR_MASTER 25 |
#define | CLASS_NINJA 26 |
#define | CLASS_SNIPER 27 |
#define | SEIKAKU_FUTUU 0 |
#define | SEIKAKU_CHIKARA 1 |
#define | SEIKAKU_KIREMONO 2 |
#define | SEIKAKU_SHIAWASE 3 |
#define | SEIKAKU_SUBASI 4 |
#define | SEIKAKU_INOCHI 5 |
#define | SEIKAKU_COMBAT 6 |
#define | SEIKAKU_NAMAKE 7 |
#define | SEIKAKU_SEXY 8 |
#define | SEIKAKU_LUCKY 9 |
#define | SEIKAKU_GAMAN 10 |
#define | SEIKAKU_MUNCHKIN 11 |
#define | ROW_RACE 1 |
#define | COL_RACE 0 /* <race name> */ |
#define | ROW_TITLE 2 |
#define | COL_TITLE 0 /* <title> or <mode> */ |
#define | ROW_DAY 21 |
#define | COL_DAY 0 /* day */ |
#define | ROW_DUNGEON 22 |
#define | COL_DUNGEON 0 /* dungeon */ |
#define | ROW_LEVEL 3 |
#define | COL_LEVEL 0 /* "LEVEL xxxxxx" */ |
#define | ROW_EXP 4 |
#define | COL_EXP 0 /* "EXP xxxxxxxx" */ |
#define | ROW_GOLD 5 |
#define | COL_GOLD 0 /* "AU xxxxxxxxx" */ |
#define | ROW_EQUIPPY 6 |
#define | COL_EQUIPPY 0 /* equippy chars */ |
#define | ROW_STAT 7 |
#define | COL_STAT 0 /* "xxx xxxxxx" */ |
#define | ROW_AC 13 |
#define | COL_AC 0 /* "Cur AC xxxxx" */ |
#define | ROW_HPMP 14 |
#define | COL_HPMP 0 |
#define | ROW_CURHP 14 |
#define | COL_CURHP 0 /* "Cur HP xxxxx" */ |
#define | ROW_CURSP 15 |
#define | COL_CURSP 0 /* "Cur SP xxxxx" */ |
#define | ROW_RIDING_INFO 16 |
#define | COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */ |
#define | ROW_INFO 17 |
#define | COL_INFO 0 /* "xxxxxxxxxxxx" */ |
#define | ROW_MAP 0 |
#define | COL_MAP 12 |
#define | ROW_CUT 18 |
#define | COL_CUT 0 /* <cut> */ |
#define | ROW_STUN 19 |
#define | COL_STUN 0 /* <stun> */ |
#define | ROW_HUNGRY 20 |
#define | COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */ |
#define | ROW_STATE 20 |
#define | COL_STATE 7 /* <state> */ |
#define | ROW_SPEED (-1) |
#define | COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */ |
#define | ROW_STUDY (-1) |
#define | COL_STUDY (-13) /* "Study" */ |
#define | ROW_DEPTH (-1) |
#define | COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */ |
#define | ROW_STATBAR (-1) |
#define | COL_STATBAR 0 |
#define | MAX_COL_STATBAR (-26) |
#define | MAX_FEAT_STATES 8 |
#define | TERRAIN_EDGE 0 /* Edge of the World */ |
#define | TERRAIN_TOWN 1 /* Town */ |
#define | TERRAIN_DEEP_WATER 2 /* Deep water */ |
#define | TERRAIN_SHALLOW_WATER 3 /* Shallow water */ |
#define | TERRAIN_SWAMP 4 /* Swamp */ |
#define | TERRAIN_DIRT 5 /* Dirt */ |
#define | TERRAIN_GRASS 6 /* Grass */ |
#define | TERRAIN_TREES 7 /* Trees */ |
#define | TERRAIN_DESERT 8 /* Desert */ |
#define | TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */ |
#define | TERRAIN_DEEP_LAVA 10 /* Deep lava */ |
#define | TERRAIN_MOUNTAIN 11 /* Mountain */ |
#define | MAX_WILDERNESS 12 /* Maximum wilderness index */ |
#define | FF_LOS 0 |
#define | FF_PROJECT 1 |
#define | FF_MOVE 2 |
#define | FF_PLACE 3 |
#define | FF_DROP 4 |
#define | FF_SECRET 5 |
#define | FF_NOTICE 6 |
#define | FF_REMEMBER 7 |
#define | FF_OPEN 8 |
#define | FF_CLOSE 9 |
#define | FF_BASH 10 |
#define | FF_SPIKE 11 |
#define | FF_DISARM 12 |
#define | FF_STORE 13 |
#define | FF_TUNNEL 14 |
#define | FF_MAY_HAVE_GOLD 15 |
#define | FF_HAS_GOLD 16 |
#define | FF_HAS_ITEM 17 |
#define | FF_DOOR 18 |
#define | FF_TRAP 19 |
#define | FF_STAIRS 20 |
#define | FF_GLYPH 21 |
#define | FF_LESS 22 |
#define | FF_MORE 23 |
#define | FF_AVOID_RUN 24 |
#define | FF_FLOOR 25 |
#define | FF_WALL 26 |
#define | FF_PERMANENT 27 |
#define | FF_HIT_TRAP 31 |
#define | FF_GLOW 37 |
#define | FF_ENSECRET 38 |
#define | FF_WATER 39 |
#define | FF_LAVA 40 |
#define | FF_SHALLOW 41 |
#define | FF_DEEP 42 |
#define | FF_HURT_ROCK 44 |
#define | FF_CAN_FLY 53 |
#define | FF_CAN_SWIM 54 |
#define | FF_CAN_PASS 55 |
#define | FF_CAN_DIG 57 |
#define | FF_TREE 83 |
#define | FF_PLANT 88 |
#define | FF_SPECIAL 96 |
#define | FF_HURT_DISI 97 |
#define | FF_QUEST_ENTER 98 |
#define | FF_QUEST_EXIT 99 |
#define | FF_QUEST 100 |
#define | FF_SHAFT 101 |
#define | FF_MOUNTAIN 102 |
#define | FF_BLDG 103 |
#define | FF_MINOR_GLYPH 104 |
#define | FF_PATTERN 105 |
#define | FF_TOWN 106 |
#define | FF_ENTRANCE 107 |
#define | FF_MIRROR 108 |
#define | FF_UNPERM 109 |
#define | FF_TELEPORTABLE 110 |
#define | FF_CONVERT 111 |
#define | FF_GLASS 112 |
#define | FF_FLAG_MAX 113 |
#define | FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32)) |
#define | have_dynamic_flags(ARRAY) |
#define | FAF_DESTROY 0x01 |
#define | FAF_NO_DROP 0x02 |
#define | FAF_CRASH_GLASS 0x04 |
#define | TELEPORT_NONMAGICAL 0x00000001 |
#define | TELEPORT_PASSIVE 0x00000002 |
#define | TELEPORT_DEC_VALOUR 0x00000004 |
#define | DOOR_DEFAULT -1 |
#define | DOOR_DOOR 0 |
#define | DOOR_GLASS_DOOR 1 |
#define | DOOR_CURTAIN 2 |
#define | MAX_DOOR_TYPES 3 |
#define | feat_locked_door_random(DOOR_TYPE) |
#define | feat_jammed_door_random(DOOR_TYPE) |
#define | NOT_TRAP -1 |
#define | TRAP_TRAPDOOR 0 |
#define | TRAP_PIT 1 |
#define | TRAP_SPIKED_PIT 2 |
#define | TRAP_POISON_PIT 3 |
#define | TRAP_TY_CURSE 4 |
#define | TRAP_TELEPORT 5 |
#define | TRAP_FIRE 6 |
#define | TRAP_ACID 7 |
#define | TRAP_SLOW 8 |
#define | TRAP_LOSE_STR 9 |
#define | TRAP_LOSE_DEX 10 |
#define | TRAP_LOSE_CON 11 |
#define | TRAP_BLIND 12 |
#define | TRAP_CONFUSE 13 |
#define | TRAP_POISON 14 |
#define | TRAP_SLEEP 15 |
#define | TRAP_TRAPS 16 |
#define | TRAP_ALARM 17 |
#define | TRAP_OPEN 18 |
#define | TRAP_ARMAGEDDON 19 |
#define | TRAP_PIRANHA 20 |
#define | MAX_LJ_DOORS 8 |
#define | NOT_PATTERN_TILE -1 |
#define | PATTERN_TILE_START 0 |
#define | PATTERN_TILE_1 1 |
#define | PATTERN_TILE_2 2 |
#define | PATTERN_TILE_3 3 |
#define | PATTERN_TILE_4 4 |
#define | PATTERN_TILE_END 5 |
#define | PATTERN_TILE_OLD 6 |
#define | PATTERN_TILE_TELEPORT 7 |
#define | PATTERN_TILE_WRECKED 8 |
#define | CONVERT_TYPE_FLOOR 0 |
#define | CONVERT_TYPE_WALL 1 |
#define | CONVERT_TYPE_INNER 2 |
#define | CONVERT_TYPE_OUTER 3 |
#define | CONVERT_TYPE_SOLID 4 |
#define | CONVERT_TYPE_STREAM1 5 |
#define | CONVERT_TYPE_STREAM2 6 |
#define | CEM_RIDING 0x0001 |
#define | CEM_P_CAN_ENTER_PATTERN 0x0002 |
#define | F_LIT_STANDARD 0 /* Standard */ |
#define | F_LIT_LITE 1 /* Brightly lit */ |
#define | F_LIT_DARK 2 /* Darkened */ |
#define | F_LIT_NS_BEGIN 1 /* Nonstandard */ |
#define | F_LIT_MAX 3 |
#define | ART_GALADRIEL 1 |
#define | ART_ELENDIL 2 |
#define | ART_JUDGE 3 |
#define | ART_EDISON 7 |
#define | ART_PALANTIR 15 |
#define | ART_STONE_LORE 17 |
#define | ART_FLY_STONE 147 |
#define | ART_ORB_OF_FATE 245 |
#define | ART_CARLAMMAS 4 |
#define | ART_INGWE 5 |
#define | ART_DWARVES 6 |
#define | ART_FARAMIR 18 |
#define | ART_BOROMIR 143 |
#define | ART_MAGATAMA 149 |
#define | ART_INROU 166 |
#define | ART_NIGHT 215 |
#define | ART_SACRED_KNIGHTS 217 |
#define | ART_HELL 218 |
#define | ART_CHARMED 219 |
#define | ART_GOGO 220 |
#define | ART_FRAKIR 8 |
#define | ART_TULKAS 9 |
#define | ART_NARYA 10 |
#define | ART_NENYA 11 |
#define | ART_VILYA 12 |
#define | ART_POWER 13 |
#define | ART_AHO 14 |
#define | ART_RAZORBACK 129 |
#define | ART_BLADETURNER 130 |
#define | ART_SEIRYU 201 |
#define | ART_SOULKEEPER 19 |
#define | ART_ISILDUR 20 |
#define | ART_ROHIRRIM 21 |
#define | ART_LOHENGRIN 22 |
#define | ART_JULIAN 23 |
#define | ART_ARVEDUI 24 |
#define | ART_CASPANION 25 |
#define | ART_GILES 168 |
#define | ART_MORLOK 203 |
#define | ART_VETERAN 206 |
#define | ART_SHIVA_JACKET 26 |
#define | ART_HITHLOMIR 27 |
#define | ART_THALKETTOTH 28 |
#define | ART_HIMRING 127 |
#define | ART_ICANUS 131 |
#define | ART_NAMAKE_ARMOR 183 |
#define | ART_GHB 192 |
#define | ART_DASAI 200 |
#define | ART_KESHO 204 |
#define | ART_MILIM 246 |
#define | ART_THORIN 30 |
#define | ART_CELEGORM 31 |
#define | ART_ANARION 32 |
#define | ART_GIL_GALAD 138 |
#define | ART_YENDOR 141 |
#define | ART_YATA 151 |
#define | ART_EARENDIL 186 |
#define | ART_PERSEUS 197 |
#define | ART_INDRA 33 |
#define | ART_CHAOS 34 |
#define | ART_BERUTHIEL 35 |
#define | ART_THRANDUIL 36 |
#define | ART_THENGEL 37 |
#define | ART_HAMMERHAND 38 |
#define | ART_DOR 39 |
#define | ART_HOLHENNETH 40 |
#define | ART_TERROR 41 |
#define | ART_AMBER 42 |
#define | ART_NUMENOR 132 |
#define | ART_STONEMASK 146 |
#define | ART_JACK 43 |
#define | ART_COLLUIN 44 |
#define | ART_HOLCOLLETH 45 |
#define | ART_THINGOL 46 |
#define | ART_THORONGIL 47 |
#define | ART_COLANNON 48 |
#define | ART_LUTHIEN 49 |
#define | ART_TUOR 50 |
#define | ART_MOOK 205 |
#define | ART_HEAVENLY_MAIDEN 233 |
#define | ART_CAMBELEG 52 |
#define | ART_CAMMITHRIM 53 |
#define | ART_PAURHACH 54 |
#define | ART_CORWIN 55 |
#define | ART_PAURAEGEN 56 |
#define | ART_PAURNEN 57 |
#define | ART_THANOS 58 |
#define | ART_FINGOLFIN 59 |
#define | ART_PAURNIMMEN 185 |
#define | ART_FEANOR 60 |
#define | ART_FLORA 61 |
#define | ART_THROR 62 |
#define | ART_SHIVA_BOOTS 63 |
#define | ART_GLASS 165 |
#define | ART_GETA 210 |
#define | ART_NAIN 211 |
#define | ART_MAEDHROS 64 |
#define | ART_CAINE 65 |
#define | ART_NARTHANC 66 |
#define | ART_NIMTHANC 67 |
#define | ART_DETHANC 68 |
#define | ART_RILIA 69 |
#define | ART_FIONA 70 |
#define | ART_CALRIS 71 |
#define | ART_GRAYSWANDIR 72 |
#define | ART_GLAMDRING 73 |
#define | ART_NOTHUNG 74 |
#define | ART_ORCRIST 75 |
#define | ART_GURTHANG 76 |
#define | ART_ZARCUTHRA 77 |
#define | ART_TWILIGHT 78 |
#define | ART_GONDRICAM 79 |
#define | ART_CRISDURIAN 80 |
#define | ART_AGLARANG 81 |
#define | ART_RINGIL 82 |
#define | ART_ANDURIL 83 |
#define | ART_WEREWINDLE 84 |
#define | ART_CHAINSWORD 85 |
#define | ART_FORASGIL 86 |
#define | ART_CARETH 87 |
#define | ART_STING 88 |
#define | ART_SOULSWORD 89 |
#define | ART_MERLIN 90 |
#define | ART_DOOMCALLER 91 |
#define | ART_VORPAL_BLADE 92 |
#define | ART_SLAYER 123 |
#define | ART_KUSANAGI 128 |
#define | ART_HURIN 133 |
#define | ART_AZAGHAL 135 |
#define | ART_NOVA 137 |
#define | ART_CHARIOT 140 |
#define | ART_WORPAL_BLADE 142 |
#define | ART_MURAMASA 144 |
#define | ART_ZANTETSU 150 |
#define | ART_SOULCRUSH 154 |
#define | ART_FALIS 155 |
#define | ART_HRUNTING 156 |
#define | ART_ANUBIS 158 |
#define | ART_GURENKI 160 |
#define | ART_TAILBITER 167 |
#define | ART_MUSASI_KATANA 171 |
#define | ART_MUSASI_WAKIZASI 172 |
#define | ART_QUICKTHORN 174 |
#define | ART_TINYTHORN 175 |
#define | ART_EXCALIBUR 176 |
#define | ART_EXCALIPUR 177 |
#define | ART_EXCALIBUR_J 179 |
#define | ART_ARUNRUTH 184 |
#define | ART_HAKABUSA 189 |
#define | ART_STORMBRINGER 190 |
#define | ART_NARSIL 191 |
#define | ART_KANNU 193 |
#define | ART_GRIMTOOTH 196 |
#define | ART_KAMUI 198 |
#define | ART_GOURYU 207 |
#define | ART_EOWYN 216 |
#define | ART_NANACHO 248 |
#define | ART_ROBINTON 251 |
#define | ART_THEODEN 93 |
#define | ART_PAIN 94 |
#define | ART_OSONDIR 95 |
#define | ART_TIL 96 |
#define | ART_RUNESPEAR 97 |
#define | ART_DESTINY 98 |
#define | ART_HAGEN 99 |
#define | ART_EORLINGAS 100 |
#define | ART_DURIN 101 |
#define | ART_EONWE 102 |
#define | ART_BALLI 103 |
#define | ART_LOTHARANG 104 |
#define | ART_DWARVES_AXE 105 |
#define | ART_BARUKKHELED 106 |
#define | ART_WRATH 107 |
#define | ART_ULMO 108 |
#define | ART_AVAVIR 109 |
#define | ART_BENKEI 152 |
#define | ART_TAIKOBO 159 |
#define | ART_TONBO 161 |
#define | ART_GAEBOLG 163 |
#define | ART_ARRYU 164 |
#define | ART_AEGLOS 187 |
#define | ART_BLOOD 199 |
#define | ART_NUMAHOKO 202 |
#define | ART_DAWN 110 |
#define | ART_GROND 111 |
#define | ART_TOTILA 112 |
#define | ART_THUNDERFIST 113 |
#define | ART_BLOODSPIKE 114 |
#define | ART_FIRESTAR 115 |
#define | ART_TARATOL 116 |
#define | ART_AULE 117 |
#define | ART_NAR 118 |
#define | ART_ERIRIL 119 |
#define | ART_GANDALF 120 |
#define | ART_DEATHWREAKER 121 |
#define | ART_TURMIL 122 |
#define | ART_MJOLLNIR 136 |
#define | ART_WINBLOWS 139 |
#define | ART_XIAOLONG 145 |
#define | ART_NYOIBOU 157 |
#define | ART_JONES 162 |
#define | ART_HYOUSIGI 169 |
#define | ART_MATOI 170 |
#define | ART_IRON_BALL 173 |
#define | ART_SAMSON 178 |
#define | ART_NAMAKE_HAMMER 181 |
#define | ART_BOLISHOI 188 |
#define | ART_SHUTEN_DOJI 194 |
#define | ART_G_HAMMER 195 |
#define | ART_AEGISFANG 208 |
#define | ART_HERMIT 209 |
#define | ART_GOTHMOG 212 |
#define | ART_JIZO 213 |
#define | ART_FUNDIN 214 |
#define | ART_AESCULAPIUS 225 |
#define | ART_BELTHRONDING 124 |
#define | ART_BARD 125 |
#define | ART_BRAND 126 |
#define | ART_CRIMSON 16 |
#define | ART_BUCKLAND 134 |
#define | ART_YOICHI 148 |
#define | ART_HARAD 180 |
#define | ART_NAMAKE_BOW 182 |
#define | ART_ROBIN_HOOD 221 |
#define | ART_HELLFIRE 222 |
#define | ART_BARD_ARROW 153 |
#define | EGO_A_MORGUL 4 |
#define | EGO_A_DEMON 5 |
#define | EGO_DRUID 6 |
#define | EGO_OLOG 7 |
#define | EGO_RESISTANCE 8 |
#define | EGO_ELVENKIND 9 |
#define | EGO_DWARVEN 10 |
#define | EGO_PERMANENCE 11 |
#define | EGO_YOIYAMI 12 |
#define | EGO_URUKISH 13 |
#define | EGO_ENDURE_ACID 16 |
#define | EGO_ENDURE_ELEC 17 |
#define | EGO_ENDURE_FIRE 18 |
#define | EGO_ENDURE_COLD 19 |
#define | EGO_ENDURANCE 20 |
#define | EGO_REFLECTION 21 |
#define | EGO_NIGHT_DAY 22 |
#define | EGO_S_PROTECTION 238 |
#define | EGO_S_DWARVEN 239 |
#define | EGO_DARK 23 |
#define | EGO_BRILLIANCE 24 |
#define | EGO_H_PROTECTION 25 |
#define | EGO_H_DEMON 26 |
#define | EGO_MAGI 27 |
#define | EGO_MIGHT 28 |
#define | EGO_LORDLINESS 29 |
#define | EGO_SEEING 30 |
#define | EGO_INFRAVISION 31 |
#define | EGO_LITE 32 |
#define | EGO_TELEPATHY 33 |
#define | EGO_REGENERATION 34 |
#define | EGO_TELEPORTATION 35 |
#define | EGO_FOOL 36 |
#define | EGO_BASILISK 37 |
#define | EGO_ANCIENT_CURSE 38 |
#define | EGO_SICKLINESS 39 |
#define | EGO_PROTECTION 40 |
#define | EGO_STEALTH 41 |
#define | EGO_AMAN 42 |
#define | EGO_AURA_FIRE 43 |
#define | EGO_ENVELOPING 44 |
#define | EGO_VULNERABILITY 45 |
#define | EGO_IRRITATION 46 |
#define | EGO_AURA_ELEC 47 |
#define | EGO_AURA_COLD 128 |
#define | EGO_BAT 129 |
#define | EGO_NAZGUL 240 |
#define | EGO_FREE_ACTION 48 |
#define | EGO_SLAYING 49 |
#define | EGO_AGILITY 50 |
#define | EGO_POWER 51 |
#define | EGO_2WEAPON 52 |
#define | EGO_MAGIC_MASTERY 53 |
#define | EGO_WEAKNESS 54 |
#define | EGO_CLUMSINESS 55 |
#define | EGO_SLOW_DESCENT 56 |
#define | EGO_QUIET 57 |
#define | EGO_MOTION 58 |
#define | EGO_SPEED 59 |
#define | EGO_JUMP 60 |
#define | EGO_NOISE 61 |
#define | EGO_SLOWNESS 62 |
#define | EGO_ANNOYANCE 63 |
#define | EGO_HA 64 |
#define | EGO_DF 65 |
#define | EGO_BLESS_BLADE 66 |
#define | EGO_WEST 68 |
#define | EGO_ATTACKS 69 |
#define | EGO_SLAYING_WEAPON 70 |
#define | EGO_FORCE_WEAPON 71 |
#define | EGO_BRAND_ACID 72 |
#define | EGO_BRAND_ELEC 73 |
#define | EGO_BRAND_FIRE 74 |
#define | EGO_BRAND_COLD 75 |
#define | EGO_BRAND_POIS 76 |
#define | EGO_CHAOTIC 77 |
#define | EGO_SHARPNESS 78 |
#define | EGO_EARTHQUAKES 79 |
#define | EGO_XXX_1 80 |
#define | EGO_XXX_2 81 |
#define | EGO_XXX_3 82 |
#define | EGO_XXX_4 83 |
#define | EGO_XXX_5 84 |
#define | EGO_XXX_6 85 |
#define | EGO_XXX_7 86 |
#define | EGO_WEIRD 87 |
#define | EGO_KILL_ANIMAL 88 |
#define | EGO_KILL_EVIL 89 |
#define | EGO_KILL_UNDEAD 90 |
#define | EGO_KILL_DEMON 91 |
#define | EGO_KILL_ORC 92 |
#define | EGO_KILL_TROLL 93 |
#define | EGO_KILL_GIANT 94 |
#define | EGO_KILL_DRAGON 95 |
#define | EGO_VAMPIRIC 96 |
#define | EGO_PRISM 97 |
#define | EGO_TRUMP 98 |
#define | EGO_PATTERN 99 |
#define | EGO_DIGGING 100 |
#define | EGO_DEMON 101 |
#define | EGO_MORGUL 102 |
#define | EGO_KILL_HUMAN 103 |
#define | EGO_ACCURACY 104 |
#define | EGO_VELOCITY 105 |
#define | EGO_EXTRA_MIGHT 108 |
#define | EGO_EXTRA_SHOTS 109 |
#define | EGO_HURT_ANIMAL 112 |
#define | EGO_HURT_EVIL 113 |
#define | EGO_HURT_DRAGON 119 |
#define | EGO_SLAYING_BOLT 120 |
#define | EGO_LIGHTNING_BOLT 121 |
#define | EGO_FLAME 122 |
#define | EGO_FROST 123 |
#define | EGO_WOUNDING 124 |
#define | EGO_BACKBITING 125 |
#define | EGO_SHATTERED 126 |
#define | EGO_BLASTED 127 |
#define | EGO_LITE_SHINE 140 |
#define | EGO_LITE_ILLUMINATION 141 |
#define | EGO_LITE_AURA_FIRE 142 |
#define | EGO_LITE_INFRA 143 |
#define | EGO_LITE_LONG 144 |
#define | EGO_LITE_DARKNESS 145 |
#define | EGO_LITE_EYE 146 |
#define | EGO_RING_HERO 150 |
#define | EGO_RING_SLAY 151 |
#define | EGO_RING_SUPER_AC 152 |
#define | EGO_RING_MAGIC_MIS 153 |
#define | EGO_RING_FIRE_BOLT 154 |
#define | EGO_RING_COLD_BOLT 155 |
#define | EGO_RING_ELEC_BOLT 156 |
#define | EGO_RING_ACID_BOLT 157 |
#define | EGO_RING_MANA_BOLT 158 |
#define | EGO_RING_FIRE_BALL 159 |
#define | EGO_RING_COLD_BALL 160 |
#define | EGO_RING_ELEC_BALL 161 |
#define | EGO_RING_ACID_BALL 162 |
#define | EGO_RING_MANA_BALL 163 |
#define | EGO_RING_DRAGON_F 164 |
#define | EGO_RING_DRAGON_C 165 |
#define | EGO_RING_D_SPEED 166 |
#define | EGO_RING_BERSERKER 167 |
#define | EGO_RING_HUNTER 168 |
#define | EGO_RING_THROW 169 |
#define | EGO_RING_REGEN 170 |
#define | EGO_RING_LITE 171 |
#define | EGO_RING_M_DETECT 172 |
#define | EGO_RING_STEALTH 173 |
#define | EGO_RING_TELE_AWAY 174 |
#define | EGO_RING_TO_H 175 |
#define | EGO_RING_TO_D 176 |
#define | EGO_RING_RES_LITE 177 |
#define | EGO_RING_RES_DARK 178 |
#define | EGO_RING_WIZARD 179 |
#define | EGO_RING_TRUE 180 |
#define | EGO_RING_DRAIN_EXP 181 |
#define | EGO_RING_NO_MELEE 182 |
#define | EGO_RING_AGGRAVATE 183 |
#define | EGO_RING_TY_CURSE 184 |
#define | EGO_RING_RES_TIME 185 |
#define | EGO_RING_TELEPORT 186 |
#define | EGO_RING_ALBINO 187 |
#define | EGO_AMU_SLOW_D 210 |
#define | EGO_AMU_INFRA 211 |
#define | EGO_AMU_SEE_INVIS 212 |
#define | EGO_AMU_HOLD_EXP 213 |
#define | EGO_AMU_DRAIN_EXP 214 |
#define | EGO_AMU_FOOL 215 |
#define | EGO_AMU_AGGRAVATE 216 |
#define | EGO_AMU_TY_CURSE 217 |
#define | EGO_AMU_AC 218 |
#define | EGO_AMU_IDENT 219 |
#define | EGO_AMU_CHARM 220 |
#define | EGO_AMU_STEALTH 221 |
#define | EGO_AMU_JUMP 222 |
#define | EGO_AMU_TELEPORT 223 |
#define | EGO_AMU_D_DOOR 224 |
#define | EGO_AMU_DEFENDER 225 |
#define | EGO_AMU_RES_FIRE 226 |
#define | EGO_AMU_RES_FIRE_ 227 |
#define | EGO_AMU_RES_COLD 228 |
#define | EGO_AMU_RES_COLD_ 229 |
#define | EGO_AMU_RES_ELEC 230 |
#define | EGO_AMU_RES_ELEC_ 231 |
#define | EGO_AMU_RES_ACID 232 |
#define | EGO_AMU_RES_ACID_ 233 |
#define | EGO_AMU_LEVITATION 234 |
#define | EGO_AMU_GREAT 235 |
#define | EGO_AMU_DETECTION 236 |
#define | EGO_AMU_NAIVETY 237 |
#define | ACT_SUNLIGHT 1 |
#define | ACT_BO_MISS_1 2 |
#define | ACT_BA_POIS_1 3 |
#define | ACT_BO_ELEC_1 4 |
#define | ACT_BO_ACID_1 5 |
#define | ACT_BO_COLD_1 6 |
#define | ACT_BO_FIRE_1 7 |
#define | ACT_BA_COLD_1 8 |
#define | ACT_BA_FIRE_1 9 |
#define | ACT_DRAIN_1 10 |
#define | ACT_BA_COLD_2 11 |
#define | ACT_BA_ELEC_2 12 |
#define | ACT_DRAIN_2 13 |
#define | ACT_VAMPIRE_1 14 |
#define | ACT_BO_MISS_2 15 |
#define | ACT_BA_FIRE_3 16 |
#define | ACT_BA_COLD_3 17 |
#define | ACT_BA_ELEC_3 18 |
#define | ACT_WHIRLWIND 19 |
#define | ACT_VAMPIRE_2 20 |
#define | ACT_CALL_CHAOS 21 |
#define | ACT_ROCKET 22 |
#define | ACT_DISP_EVIL 23 |
#define | ACT_BA_MISS_3 24 |
#define | ACT_DISP_GOOD 25 |
#define | ACT_BO_MANA 26 |
#define | ACT_BA_FIRE_2 27 |
#define | ACT_BA_WATER 28 |
#define | ACT_BA_STAR 29 |
#define | ACT_BA_DARK 30 |
#define | ACT_BA_MANA 31 |
#define | ACT_PESTICIDE 32 |
#define | ACT_BLINDING_LIGHT 33 |
#define | ACT_BIZARRE 34 |
#define | ACT_CAST_BA_STAR 35 |
#define | ACT_BLADETURNER 36 |
#define | ACT_BA_ACID_1 37 |
#define | ACT_BR_FIRE 38 |
#define | ACT_BR_COLD 39 |
#define | ACT_BR_DRAGON 40 |
#define | ACT_BA_FIRE_4 41 |
#define | ACT_BA_NUKE_1 42 |
#define | ACT_CONFUSE 51 |
#define | ACT_SLEEP 52 |
#define | ACT_QUAKE 53 |
#define | ACT_TERROR 54 |
#define | ACT_TELE_AWAY 55 |
#define | ACT_BANISH_EVIL 56 |
#define | ACT_GENOCIDE 57 |
#define | ACT_MASS_GENO 58 |
#define | ACT_SCARE_AREA 59 |
#define | ACT_AGGRAVATE 60 |
#define | ACT_CHARM_ANIMAL 65 |
#define | ACT_CHARM_UNDEAD 66 |
#define | ACT_CHARM_OTHER 67 |
#define | ACT_CHARM_ANIMALS 68 |
#define | ACT_CHARM_OTHERS 69 |
#define | ACT_SUMMON_ANIMAL 70 |
#define | ACT_SUMMON_PHANTOM 71 |
#define | ACT_SUMMON_ELEMENTAL 72 |
#define | ACT_SUMMON_DEMON 73 |
#define | ACT_SUMMON_UNDEAD 74 |
#define | ACT_SUMMON_HOUND 75 |
#define | ACT_SUMMON_DAWN 76 |
#define | ACT_SUMMON_OCTOPUS 77 |
#define | ACT_CHOIR_SINGS 80 |
#define | ACT_CURE_LW 81 |
#define | ACT_CURE_MW 82 |
#define | ACT_CURE_POISON 83 |
#define | ACT_REST_EXP 84 |
#define | ACT_REST_ALL 85 |
#define | ACT_CURE_700 86 |
#define | ACT_CURE_1000 87 |
#define | ACT_CURING 88 |
#define | ACT_CURE_MANA_FULL 89 |
#define | ACT_ESP 91 |
#define | ACT_BERSERK 92 |
#define | ACT_PROT_EVIL 93 |
#define | ACT_RESIST_ALL 94 |
#define | ACT_SPEED 95 |
#define | ACT_XTRA_SPEED 96 |
#define | ACT_WRAITH 97 |
#define | ACT_INVULN 98 |
#define | ACT_HELO 99 |
#define | ACT_HELO_SPEED 100 |
#define | ACT_RESIST_ACID 101 |
#define | ACT_RESIST_FIRE 102 |
#define | ACT_RESIST_COLD 103 |
#define | ACT_RESIST_ELEC 104 |
#define | ACT_RESIST_POIS 105 |
#define | ACT_LIGHT 111 |
#define | ACT_MAP_LIGHT 112 |
#define | ACT_DETECT_ALL 113 |
#define | ACT_DETECT_XTRA 114 |
#define | ACT_ID_FULL 115 |
#define | ACT_ID_PLAIN 116 |
#define | ACT_RUNE_EXPLO 117 |
#define | ACT_RUNE_PROT 118 |
#define | ACT_SATIATE 119 |
#define | ACT_DEST_DOOR 120 |
#define | ACT_STONE_MUD 121 |
#define | ACT_RECHARGE 122 |
#define | ACT_ALCHEMY 123 |
#define | ACT_DIM_DOOR 124 |
#define | ACT_TELEPORT 125 |
#define | ACT_RECALL 126 |
#define | ACT_JUDGE 127 |
#define | ACT_TELEKINESIS 128 |
#define | ACT_DETECT_UNIQUE 129 |
#define | ACT_ESCAPE 130 |
#define | ACT_DISP_CURSE_XTRA 131 |
#define | ACT_BRAND_FIRE_BOLTS 132 |
#define | ACT_RECHARGE_XTRA 133 |
#define | ACT_LORE 134 |
#define | ACT_SHIKOFUMI 135 |
#define | ACT_PHASE_DOOR 136 |
#define | ACT_DETECT_ALL_MONS 137 |
#define | ACT_ULTIMATE_RESIST 138 |
#define | ACT_FALLING_STAR 246 |
#define | ACT_STRAIN_HASTE 247 |
#define | ACT_TELEPORT_LEVEL 248 |
#define | ACT_GRAND_CROSS 249 |
#define | ACT_CAST_OFF 250 |
#define | ACT_FISHING 251 |
#define | ACT_INROU 252 |
#define | ACT_MURAMASA 253 |
#define | ACT_BLOODY_MOON 254 |
#define | ACT_CRIMSON 255 |
#define | TV_SKELETON 1 /* Skeletons ('s'), not specified */ |
#define | TV_BOTTLE 2 /* Empty bottles ('!') */ |
#define | TV_JUNK 3 /* Sticks, Pottery, etc ('~') */ |
#define | TV_WHISTLE 4 /* Whistle ('~') */ |
#define | TV_SPIKE 5 /* Spikes ('~') */ |
#define | TV_CHEST 7 /* Chests ('&') */ |
#define | TV_FIGURINE 8 /* Magical figurines */ |
#define | TV_STATUE 9 /* Statue, what a silly object... */ |
#define | TV_CORPSE 10 /* Corpses and Skeletons, specific */ |
#define | TV_CAPTURE 11 /* Monster ball */ |
#define | TV_NO_AMMO 15 /* Ammo for crimson */ |
#define | TV_SHOT 16 /* Ammo for slings */ |
#define | TV_ARROW 17 /* Ammo for bows */ |
#define | TV_BOLT 18 /* Ammo for x-bows */ |
#define | TV_BOW 19 /* Slings/Bows/Xbows */ |
#define | TV_DIGGING 20 /* Shovels/Picks */ |
#define | TV_HAFTED 21 /* Priest Weapons */ |
#define | TV_POLEARM 22 /* Axes and Pikes */ |
#define | TV_SWORD 23 /* Edged Weapons */ |
#define | TV_BOOTS 30 /* Boots */ |
#define | TV_GLOVES 31 /* Gloves */ |
#define | TV_HELM 32 /* Helms */ |
#define | TV_CROWN 33 /* Crowns */ |
#define | TV_SHIELD 34 /* Shields */ |
#define | TV_CLOAK 35 /* Cloaks */ |
#define | TV_SOFT_ARMOR 36 /* Soft Armor */ |
#define | TV_HARD_ARMOR 37 /* Hard Armor */ |
#define | TV_DRAG_ARMOR 38 /* Dragon Scale Mail */ |
#define | TV_LITE 39 /* Lites (including Specials) */ |
#define | TV_AMULET 40 /* Amulets (including Specials) */ |
#define | TV_RING 45 /* Rings (including Specials) */ |
#define | TV_CARD 50 |
#define | TV_STAFF 55 |
#define | TV_WAND 65 |
#define | TV_ROD 66 |
#define | TV_PARCHMENT 69 |
#define | TV_SCROLL 70 |
#define | TV_POTION 75 |
#define | TV_FLASK 77 |
#define | TV_FOOD 80 |
#define | TV_LIFE_BOOK 90 |
#define | TV_SORCERY_BOOK 91 |
#define | TV_NATURE_BOOK 92 |
#define | TV_CHAOS_BOOK 93 |
#define | TV_DEATH_BOOK 94 |
#define | TV_TRUMP_BOOK 95 |
#define | TV_ARCANE_BOOK 96 |
#define | TV_CRAFT_BOOK 97 |
#define | TV_DAEMON_BOOK 98 |
#define | TV_CRUSADE_BOOK 99 |
#define | TV_MUSIC_BOOK 105 |
#define | TV_HISSATSU_BOOK 106 |
#define | TV_HEX_BOOK 107 |
#define | TV_GOLD 127 /* Gold can only be picked up by players */ |
#define | TV_EQUIP_BEGIN TV_SHOT |
#define | TV_EQUIP_END TV_CARD |
#define | TV_MISSILE_BEGIN TV_SHOT |
#define | TV_MISSILE_END TV_BOLT |
#define | TV_WEARABLE_BEGIN TV_BOW |
#define | TV_WEARABLE_END TV_CARD |
#define | TV_WEAPON_BEGIN TV_BOW |
#define | TV_WEAPON_END TV_SWORD |
#define | TV_ARMOR_BEGIN TV_BOOTS |
#define | TV_ARMOR_END TV_DRAG_ARMOR |
#define | SV_ANY 255 |
#define | SV_FIGURINE_NORMAL 0 |
#define | SV_CAPTURE_NONE 0 |
#define | SV_WOODEN_STATUE 0 |
#define | SV_CLAY_STATUE 1 |
#define | SV_STONE_STATUE 2 |
#define | SV_IRON_STATUE 3 |
#define | SV_COPPER_STATUE 4 |
#define | SV_SILVER_STATUE 5 |
#define | SV_GOLDEN_STATUE 6 |
#define | SV_IVORY_STATUE 7 |
#define | SV_MITHRIL_STATUE 8 |
#define | SV_ORNATE_STATUE 9 |
#define | SV_PHOTO 50 |
#define | SV_SKELETON 0 |
#define | SV_CORPSE 1 |
#define | SV_AMMO_LIGHT 0 /* pebbles */ |
#define | SV_AMMO_NORMAL 1 /* shots, arrows, bolts */ |
#define | SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */ |
#define | SV_SLING 2 /* (x2) */ |
#define | SV_SHORT_BOW 12 /* (x2) */ |
#define | SV_LONG_BOW 13 /* (x3) */ |
#define | SV_LIGHT_XBOW 23 /* (x3) */ |
#define | SV_HEAVY_XBOW 24 /* (x4) */ |
#define | SV_CRIMSON 50 /* (x0) */ |
#define | SV_HARP 51 /* (x0) */ |
#define | SV_NAMAKE_BOW 63 /* (x3) */ |
#define | SV_SHOVEL 1 |
#define | SV_GNOMISH_SHOVEL 2 |
#define | SV_DWARVEN_SHOVEL 3 |
#define | SV_PICK 4 |
#define | SV_ORCISH_PICK 5 |
#define | SV_DWARVEN_PICK 6 |
#define | SV_MATTOCK 7 |
#define | SV_CLUB 1 /* 1d4 */ |
#define | SV_WHIP 2 /* 1d6 */ |
#define | SV_QUARTERSTAFF 3 /* 1d9 */ |
#define | SV_NUNCHAKU 4 /* 2d3 */ |
#define | SV_MACE 5 /* 2d4 */ |
#define | SV_BALL_AND_CHAIN 6 /* 2d4 */ |
#define | SV_JO_STAFF 7 /* 1d7 */ |
#define | SV_WAR_HAMMER 8 /* 3d3 */ |
#define | SV_THREE_PIECE_ROD 11 /* 3d3 */ |
#define | SV_MORNING_STAR 12 /* 2d6 */ |
#define | SV_FLAIL 13 /* 2d6 */ |
#define | SV_BO_STAFF 14 /* 1d11 */ |
#define | SV_LEAD_FILLED_MACE 15 /* 3d4 */ |
#define | SV_TETSUBO 16 /* 2d7 */ |
#define | SV_TWO_HANDED_FLAIL 18 /* 3d6 */ |
#define | SV_GREAT_HAMMER 19 /* 4d6 */ |
#define | SV_MACE_OF_DISRUPTION 20 /* 5d8 */ |
#define | SV_WIZSTAFF 21 /* 1d2 */ |
#define | SV_GROND 50 /* 3d9 */ |
#define | SV_NAMAKE_HAMMER 63 /* 1d77 */ |
#define | SV_HATCHET 1 /* 1d5 */ |
#define | SV_SPEAR 2 /* 1d6 */ |
#define | SV_SICKLE 3 /* 2d3 */ |
#define | SV_AWL_PIKE 4 /* 1d8 */ |
#define | SV_TRIDENT 5 /* 1d9 */ |
#define | SV_FAUCHARD 6 /* 1d10 */ |
#define | SV_BROAD_SPEAR 7 /* 1d9 */ |
#define | SV_PIKE 8 /* 2d5 */ |
#define | SV_NAGINATA 9 /* 2d6 */ |
#define | SV_BEAKED_AXE 10 /* 2d6 */ |
#define | SV_BROAD_AXE 11 /* 2d6 */ |
#define | SV_LUCERNE_HAMMER 12 /* 2d5 */ |
#define | SV_GLAIVE 13 /* 2d6 */ |
#define | SV_LAJATANG 14 /* 2d7 */ |
#define | SV_HALBERD 15 /* 3d4 */ |
#define | SV_GUISARME 16 /* 2d5 */ |
#define | SV_SCYTHE 17 /* 5d3 */ |
#define | SV_LANCE 20 /* 2d8 */ |
#define | SV_BATTLE_AXE 22 /* 2d8 */ |
#define | SV_GREAT_AXE 25 /* 4d4 */ |
#define | SV_TRIFURCATE_SPEAR 26 /* 2d9 */ |
#define | SV_LOCHABER_AXE 28 /* 3d8 */ |
#define | SV_HEAVY_LANCE 29 /* 4d8 */ |
#define | SV_SCYTHE_OF_SLICING 30 /* 8d4 */ |
#define | SV_TSURIZAO 40 /* 1d1 */ |
#define | SV_DEATH_SCYTHE 50 /* 10d10 */ |
#define | SV_BROKEN_DAGGER 1 /* 1d1 */ |
#define | SV_BROKEN_SWORD 2 /* 1d2 */ |
#define | SV_DAGGER 4 /* 1d4 */ |
#define | SV_MAIN_GAUCHE 5 /* 1d5 */ |
#define | SV_TANTO 6 /* 1d5 */ |
#define | SV_RAPIER 7 /* 1d6 */ |
#define | SV_SMALL_SWORD 8 /* 1d6 */ |
#define | SV_BASILLARD 9 /* 1d8 */ |
#define | SV_SHORT_SWORD 10 /* 1d7 */ |
#define | SV_SABRE 11 /* 1d7 */ |
#define | SV_CUTLASS 12 /* 1d7 */ |
#define | SV_WAKIZASHI 13 /* 2d4 */ |
#define | SV_KHOPESH 14 /* 2d4 */ |
#define | SV_TULWAR 15 /* 2d4 */ |
#define | SV_BROAD_SWORD 16 /* 2d5 */ |
#define | SV_LONG_SWORD 17 /* 2d5 */ |
#define | SV_SCIMITAR 18 /* 2d5 */ |
#define | SV_NINJATO 19 /* 1d9 */ |
#define | SV_KATANA 20 /* 3d4 */ |
#define | SV_BASTARD_SWORD 21 /* 3d4 */ |
#define | SV_GREAT_SCIMITAR 22 /* 4d5 */ |
#define | SV_CLAYMORE 23 /* 2d8 */ |
#define | SV_ESPADON 24 /* 2d9 */ |
#define | SV_TWO_HANDED_SWORD 25 /* 3d6 */ |
#define | SV_FLAMBERGE 26 /* 3d7 */ |
#define | SV_NO_DACHI 27 /* 5d4 */ |
#define | SV_EXECUTIONERS_SWORD 28 /* 4d5 */ |
#define | SV_ZWEIHANDER 29 /* 4d6 */ |
#define | SV_BLADE_OF_CHAOS 30 /* 6d5 */ |
#define | SV_DIAMOND_EDGE 31 /* 7d5 */ |
#define | SV_DOKUBARI 32 /* 1d1 */ |
#define | SV_HAYABUSA 33 /* 1d6 */ |
#define | SV_SMALL_LEATHER_SHIELD 2 |
#define | SV_SMALL_METAL_SHIELD 3 |
#define | SV_LARGE_LEATHER_SHIELD 4 |
#define | SV_LARGE_METAL_SHIELD 5 |
#define | SV_DRAGON_SHIELD 6 |
#define | SV_KNIGHT_SHIELD 7 |
#define | SV_MIRROR_SHIELD 10 |
#define | SV_YATA_MIRROR 50 |
#define | SV_HARD_LEATHER_CAP 2 |
#define | SV_METAL_CAP 3 |
#define | SV_JINGASA 4 /* 4 */ |
#define | SV_IRON_HELM 5 |
#define | SV_STEEL_HELM 6 |
#define | SV_DRAGON_HELM 7 |
#define | SV_KABUTO 8 /* 7 */ |
#define | SV_IRON_CROWN 10 |
#define | SV_GOLDEN_CROWN 11 |
#define | SV_JEWELED_CROWN 12 |
#define | SV_CHAOS 50 |
#define | SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 |
#define | SV_PAIR_OF_HARD_LEATHER_BOOTS 3 |
#define | SV_PAIR_OF_DRAGON_GREAVE 4 |
#define | SV_PAIR_OF_METAL_SHOD_BOOTS 6 |
#define | SV_CLOAK 1 |
#define | SV_ELVEN_CLOAK 2 |
#define | SV_FUR_CLOAK 3 |
#define | SV_ETHEREAL_CLOAK 5 |
#define | SV_SHADOW_CLOAK 6 |
#define | SV_SET_OF_LEATHER_GLOVES 1 |
#define | SV_SET_OF_GAUNTLETS 2 |
#define | SV_SET_OF_DRAGON_GLOVES 3 |
#define | SV_SET_OF_CESTI 5 |
#define | SV_T_SHIRT 0 |
#define | SV_FILTHY_RAG 1 |
#define | SV_ROBE 2 |
#define | SV_PAPER_ARMOR 3 /* 4 */ |
#define | SV_SOFT_LEATHER_ARMOR 4 |
#define | SV_SOFT_STUDDED_LEATHER 5 |
#define | SV_HARD_LEATHER_ARMOR 6 |
#define | SV_HARD_STUDDED_LEATHER 7 |
#define | SV_RHINO_HIDE_ARMOR 8 |
#define | SV_CORD_ARMOR 9 /* 6 */ |
#define | SV_PADDED_ARMOR 10 /* 4 */ |
#define | SV_LEATHER_SCALE_MAIL 11 |
#define | SV_LEATHER_JACK 12 |
#define | SV_KUROSHOUZOKU 13 |
#define | SV_STONE_AND_HIDE_ARMOR 15 /* 15 */ |
#define | SV_ABUNAI_MIZUGI 50 |
#define | SV_YOIYAMI_ROBE 60 |
#define | SV_NAMAKE_ARMOR 63 |
#define | SV_RUSTY_CHAIN_MAIL 1 /* 14- */ |
#define | SV_RING_MAIL 2 /* 12 */ |
#define | SV_METAL_SCALE_MAIL 3 /* 13 */ |
#define | SV_CHAIN_MAIL 4 /* 14 */ |
#define | SV_DOUBLE_RING_MAIL 5 /* 15 */ |
#define | SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */ |
#define | SV_DOUBLE_CHAIN_MAIL 7 /* 16 */ |
#define | SV_BAR_CHAIN_MAIL 8 /* 18 */ |
#define | SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */ |
#define | SV_SPLINT_MAIL 10 /* 19 */ |
#define | SV_DO_MARU 11 /* 20 */ |
#define | SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */ |
#define | SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */ |
#define | SV_HARAMAKIDO 14 /* 17 */ |
#define | SV_FULL_PLATE_ARMOUR 15 /* 25 */ |
#define | SV_O_YOROI 16 /* 24 */ |
#define | SV_RIBBED_PLATE_ARMOUR 18 /* 28 */ |
#define | SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */ |
#define | SV_MITHRIL_PLATE_MAIL 25 /* 35+ */ |
#define | SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */ |
#define | SV_DRAGON_BLACK 1 |
#define | SV_DRAGON_BLUE 2 |
#define | SV_DRAGON_WHITE 3 |
#define | SV_DRAGON_RED 4 |
#define | SV_DRAGON_GREEN 5 |
#define | SV_DRAGON_MULTIHUED 6 |
#define | SV_DRAGON_SHINING 10 |
#define | SV_DRAGON_LAW 12 |
#define | SV_DRAGON_BRONZE 14 |
#define | SV_DRAGON_GOLD 16 |
#define | SV_DRAGON_CHAOS 18 |
#define | SV_DRAGON_BALANCE 20 |
#define | SV_DRAGON_POWER 30 |
#define | SV_LITE_TORCH 0 |
#define | SV_LITE_LANTERN 1 |
#define | SV_LITE_FEANOR 2 |
#define | SV_LITE_EDISON 3 |
#define | SV_LITE_GALADRIEL 4 |
#define | SV_LITE_ELENDIL 5 |
#define | SV_LITE_JUDGE 6 |
#define | SV_LITE_LORE 7 |
#define | SV_LITE_PALANTIR 8 |
#define | SV_LITE_FLY_STONE 9 |
#define | SV_AMULET_DOOM 0 |
#define | SV_AMULET_TELEPORT 1 |
#define | SV_AMULET_ADORNMENT 2 |
#define | SV_AMULET_SLOW_DIGEST 3 |
#define | SV_AMULET_RESIST_ACID 4 |
#define | SV_AMULET_SEARCHING 5 |
#define | SV_AMULET_BRILLIANCE 6 |
#define | SV_AMULET_CHARISMA 7 |
#define | SV_AMULET_THE_MAGI 8 |
#define | SV_AMULET_REFLECTION 9 |
#define | SV_AMULET_CARLAMMAS 10 |
#define | SV_AMULET_INGWE 11 |
#define | SV_AMULET_DWARVES 12 |
#define | SV_AMULET_NO_MAGIC 13 |
#define | SV_AMULET_NO_TELE 14 |
#define | SV_AMULET_RESISTANCE 15 |
#define | SV_AMULET_TELEPATHY 16 |
#define | SV_AMULET_FARAMIR 17 |
#define | SV_AMULET_BOROMIR 18 |
#define | SV_AMULET_MAGATAMA 19 |
#define | SV_AMULET_INROU 20 |
#define | SV_AMULET_INTELLIGENCE 21 |
#define | SV_AMULET_WISDOM 22 |
#define | SV_AMULET_MAGIC_MASTERY 23 |
#define | SV_AMULET_NIGHT 24 |
#define | SV_RING_WOE 0 |
#define | SV_RING_AGGRAVATION 1 |
#define | SV_RING_WEAKNESS 2 |
#define | SV_RING_STUPIDITY 3 |
#define | SV_RING_TELEPORTATION 4 |
#define | SV_RING_SLOW_DIGESTION 6 |
#define | SV_RING_LEVITATION_FALL 7 |
#define | SV_RING_RESIST_FIRE 8 |
#define | SV_RING_RESIST_COLD 9 |
#define | SV_RING_SUSTAIN_STR 10 |
#define | SV_RING_SUSTAIN_INT 11 |
#define | SV_RING_SUSTAIN_WIS 12 |
#define | SV_RING_SUSTAIN_CON 13 |
#define | SV_RING_SUSTAIN_DEX 14 |
#define | SV_RING_SUSTAIN_CHR 15 |
#define | SV_RING_PROTECTION 16 |
#define | SV_RING_ACID 17 |
#define | SV_RING_FLAMES 18 |
#define | SV_RING_ICE 19 |
#define | SV_RING_RESIST_POIS 20 |
#define | SV_RING_FREE_ACTION 21 |
#define | SV_RING_SEE_INVIS 22 |
#define | SV_RING_SEARCHING 23 |
#define | SV_RING_STR 24 |
#define | SV_RING_ELEC 25 |
#define | SV_RING_DEX 26 |
#define | SV_RING_CON 27 |
#define | SV_RING_ACCURACY 28 |
#define | SV_RING_DAMAGE 29 |
#define | SV_RING_SLAYING 30 |
#define | SV_RING_SPEED 31 |
#define | SV_RING_FRAKIR 32 |
#define | SV_RING_TULKAS 33 |
#define | SV_RING_NARYA 34 |
#define | SV_RING_NENYA 35 |
#define | SV_RING_VILYA 36 |
#define | SV_RING_POWER 37 |
#define | SV_RING_RES_FEAR 38 |
#define | SV_RING_RES_LD 39 |
#define | SV_RING_RES_NETHER 40 |
#define | SV_RING_RES_NEXUS 41 |
#define | SV_RING_RES_SOUND 42 |
#define | SV_RING_RES_CONFUSION 43 |
#define | SV_RING_RES_SHARDS 44 |
#define | SV_RING_RES_DISENCHANT 45 |
#define | SV_RING_RES_CHAOS 46 |
#define | SV_RING_RES_BLINDNESS 47 |
#define | SV_RING_LORDLY 48 |
#define | SV_RING_ATTACKS 49 |
#define | SV_RING_AHO 50 |
#define | SV_RING_SHOTS 51 |
#define | SV_RING_SUSTAIN 52 |
#define | SV_RING_DEC_MANA 53 |
#define | SV_RING_WARNING 54 |
#define | SV_RING_MUSCLE 55 |
#define | SV_EXPRESS_CARD 0 |
#define | SV_STAFF_DARKNESS 0 |
#define | SV_STAFF_SLOWNESS 1 |
#define | SV_STAFF_HASTE_MONSTERS 2 |
#define | SV_STAFF_SUMMONING 3 |
#define | SV_STAFF_TELEPORTATION 4 |
#define | SV_STAFF_IDENTIFY 5 |
#define | SV_STAFF_REMOVE_CURSE 6 |
#define | SV_STAFF_STARLITE 7 |
#define | SV_STAFF_LITE 8 |
#define | SV_STAFF_MAPPING 9 |
#define | SV_STAFF_DETECT_GOLD 10 |
#define | SV_STAFF_DETECT_ITEM 11 |
#define | SV_STAFF_DETECT_TRAP 12 |
#define | SV_STAFF_DETECT_DOOR 13 |
#define | SV_STAFF_DETECT_INVIS 14 |
#define | SV_STAFF_DETECT_EVIL 15 |
#define | SV_STAFF_CURE_LIGHT 16 |
#define | SV_STAFF_CURING 17 |
#define | SV_STAFF_HEALING 18 |
#define | SV_STAFF_THE_MAGI 19 |
#define | SV_STAFF_SLEEP_MONSTERS 20 |
#define | SV_STAFF_SLOW_MONSTERS 21 |
#define | SV_STAFF_SPEED 22 |
#define | SV_STAFF_PROBING 23 |
#define | SV_STAFF_DISPEL_EVIL 24 |
#define | SV_STAFF_POWER 25 |
#define | SV_STAFF_HOLINESS 26 |
#define | SV_STAFF_GENOCIDE 27 |
#define | SV_STAFF_EARTHQUAKES 28 |
#define | SV_STAFF_DESTRUCTION 29 |
#define | SV_STAFF_ANIMATE_DEAD 30 |
#define | SV_STAFF_MSTORM 31 |
#define | SV_STAFF_NOTHING 32 |
#define | SV_WAND_HEAL_MONSTER 0 |
#define | SV_WAND_HASTE_MONSTER 1 |
#define | SV_WAND_CLONE_MONSTER 2 |
#define | SV_WAND_TELEPORT_AWAY 3 |
#define | SV_WAND_DISARMING 4 |
#define | SV_WAND_TRAP_DOOR_DEST 5 |
#define | SV_WAND_STONE_TO_MUD 6 |
#define | SV_WAND_LITE 7 |
#define | SV_WAND_SLEEP_MONSTER 8 |
#define | SV_WAND_SLOW_MONSTER 9 |
#define | SV_WAND_CONFUSE_MONSTER 10 |
#define | SV_WAND_FEAR_MONSTER 11 |
#define | SV_WAND_DRAIN_LIFE 12 |
#define | SV_WAND_POLYMORPH 13 |
#define | SV_WAND_STINKING_CLOUD 14 |
#define | SV_WAND_MAGIC_MISSILE 15 |
#define | SV_WAND_ACID_BOLT 16 |
#define | SV_WAND_CHARM_MONSTER 17 |
#define | SV_WAND_FIRE_BOLT 18 |
#define | SV_WAND_COLD_BOLT 19 |
#define | SV_WAND_ACID_BALL 20 |
#define | SV_WAND_ELEC_BALL 21 |
#define | SV_WAND_FIRE_BALL 22 |
#define | SV_WAND_COLD_BALL 23 |
#define | SV_WAND_WONDER 24 |
#define | SV_WAND_DISINTEGRATE 25 |
#define | SV_WAND_DRAGON_FIRE 26 |
#define | SV_WAND_DRAGON_COLD 27 |
#define | SV_WAND_DRAGON_BREATH 28 |
#define | SV_WAND_ROCKETS 29 |
#define | SV_WAND_STRIKING 30 |
#define | SV_WAND_GENOCIDE 31 |
#define | SV_ROD_DETECT_TRAP 0 |
#define | SV_ROD_DETECT_DOOR 1 |
#define | SV_ROD_IDENTIFY 2 |
#define | SV_ROD_RECALL 3 |
#define | SV_ROD_ILLUMINATION 4 |
#define | SV_ROD_MAPPING 5 |
#define | SV_ROD_DETECTION 6 |
#define | SV_ROD_PROBING 7 |
#define | SV_ROD_CURING 8 |
#define | SV_ROD_HEALING 9 |
#define | SV_ROD_RESTORATION 10 |
#define | SV_ROD_SPEED 11 |
#define | SV_ROD_PESTICIDE 12 |
#define | SV_ROD_TELEPORT_AWAY 13 |
#define | SV_ROD_DISARMING 14 |
#define | SV_ROD_LITE 15 |
#define | SV_ROD_SLEEP_MONSTER 16 |
#define | SV_ROD_SLOW_MONSTER 17 |
#define | SV_ROD_DRAIN_LIFE 18 |
#define | SV_ROD_POLYMORPH 19 |
#define | SV_ROD_ACID_BOLT 20 |
#define | SV_ROD_ELEC_BOLT 21 |
#define | SV_ROD_FIRE_BOLT 22 |
#define | SV_ROD_COLD_BOLT 23 |
#define | SV_ROD_ACID_BALL 24 |
#define | SV_ROD_ELEC_BALL 25 |
#define | SV_ROD_FIRE_BALL 26 |
#define | SV_ROD_COLD_BALL 27 |
#define | SV_ROD_HAVOC 28 |
#define | SV_ROD_STONE_TO_MUD 29 |
#define | SV_ROD_AGGRAVATE 30 |
#define | SV_SCROLL_DARKNESS 0 |
#define | SV_SCROLL_AGGRAVATE_MONSTER 1 |
#define | SV_SCROLL_CURSE_ARMOR 2 |
#define | SV_SCROLL_CURSE_WEAPON 3 |
#define | SV_SCROLL_SUMMON_MONSTER 4 |
#define | SV_SCROLL_SUMMON_UNDEAD 5 |
#define | SV_SCROLL_SUMMON_PET 6 |
#define | SV_SCROLL_TRAP_CREATION 7 |
#define | SV_SCROLL_PHASE_DOOR 8 |
#define | SV_SCROLL_TELEPORT 9 |
#define | SV_SCROLL_TELEPORT_LEVEL 10 |
#define | SV_SCROLL_WORD_OF_RECALL 11 |
#define | SV_SCROLL_IDENTIFY 12 |
#define | SV_SCROLL_STAR_IDENTIFY 13 |
#define | SV_SCROLL_REMOVE_CURSE 14 |
#define | SV_SCROLL_STAR_REMOVE_CURSE 15 |
#define | SV_SCROLL_ENCHANT_ARMOR 16 |
#define | SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 |
#define | SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 |
#define | SV_SCROLL_STAR_ENCHANT_ARMOR 20 |
#define | SV_SCROLL_STAR_ENCHANT_WEAPON 21 |
#define | SV_SCROLL_RECHARGING 22 |
#define | SV_SCROLL_MUNDANITY 23 |
#define | SV_SCROLL_LIGHT 24 |
#define | SV_SCROLL_MAPPING 25 |
#define | SV_SCROLL_DETECT_GOLD 26 |
#define | SV_SCROLL_DETECT_ITEM 27 |
#define | SV_SCROLL_DETECT_TRAP 28 |
#define | SV_SCROLL_DETECT_DOOR 29 |
#define | SV_SCROLL_DETECT_INVIS 30 |
#define | SV_SCROLL_SATISFY_HUNGER 32 |
#define | SV_SCROLL_BLESSING 33 |
#define | SV_SCROLL_HOLY_CHANT 34 |
#define | SV_SCROLL_HOLY_PRAYER 35 |
#define | SV_SCROLL_MONSTER_CONFUSION 36 |
#define | SV_SCROLL_PROTECTION_FROM_EVIL 37 |
#define | SV_SCROLL_RUNE_OF_PROTECTION 38 |
#define | SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 |
#define | SV_SCROLL_STAR_DESTRUCTION 41 |
#define | SV_SCROLL_DISPEL_UNDEAD 42 |
#define | SV_SCROLL_SPELL 43 |
#define | SV_SCROLL_GENOCIDE 44 |
#define | SV_SCROLL_MASS_GENOCIDE 45 |
#define | SV_SCROLL_ACQUIREMENT 46 |
#define | SV_SCROLL_STAR_ACQUIREMENT 47 |
#define | SV_SCROLL_FIRE 48 |
#define | SV_SCROLL_ICE 49 |
#define | SV_SCROLL_CHAOS 50 |
#define | SV_SCROLL_RUMOR 51 |
#define | SV_SCROLL_ARTIFACT 52 |
#define | SV_SCROLL_RESET_RECALL 53 |
#define | SV_SCROLL_SUMMON_KIN 54 |
#define | SV_SCROLL_AMUSEMENT 55 |
#define | SV_SCROLL_STAR_AMUSEMENT 56 |
#define | SV_POTION_WATER 0 |
#define | SV_POTION_APPLE_JUICE 1 |
#define | SV_POTION_SLIME_MOLD 2 |
#define | SV_POTION_SLOWNESS 4 |
#define | SV_POTION_SALT_WATER 5 |
#define | SV_POTION_POISON 6 |
#define | SV_POTION_BLINDNESS 7 |
#define | SV_POTION_CONFUSION 9 |
#define | SV_POTION_SLEEP 11 |
#define | SV_POTION_LOSE_MEMORIES 13 |
#define | SV_POTION_RUINATION 15 |
#define | SV_POTION_DEC_STR 16 |
#define | SV_POTION_DEC_INT 17 |
#define | SV_POTION_DEC_WIS 18 |
#define | SV_POTION_DEC_DEX 19 |
#define | SV_POTION_DEC_CON 20 |
#define | SV_POTION_DEC_CHR 21 |
#define | SV_POTION_DETONATIONS 22 |
#define | SV_POTION_DEATH 23 |
#define | SV_POTION_INFRAVISION 24 |
#define | SV_POTION_DETECT_INVIS 25 |
#define | SV_POTION_SLOW_POISON 26 |
#define | SV_POTION_CURE_POISON 27 |
#define | SV_POTION_BOLDNESS 28 |
#define | SV_POTION_SPEED 29 |
#define | SV_POTION_RESIST_HEAT 30 |
#define | SV_POTION_RESIST_COLD 31 |
#define | SV_POTION_HEROISM 32 |
#define | SV_POTION_BESERK_STRENGTH 33 |
#define | SV_POTION_CURE_LIGHT 34 |
#define | SV_POTION_CURE_SERIOUS 35 |
#define | SV_POTION_CURE_CRITICAL 36 |
#define | SV_POTION_HEALING 37 |
#define | SV_POTION_STAR_HEALING 38 |
#define | SV_POTION_LIFE 39 |
#define | SV_POTION_RESTORE_MANA 40 |
#define | SV_POTION_RESTORE_EXP 41 |
#define | SV_POTION_RES_STR 42 |
#define | SV_POTION_RES_INT 43 |
#define | SV_POTION_RES_WIS 44 |
#define | SV_POTION_RES_DEX 45 |
#define | SV_POTION_RES_CON 46 |
#define | SV_POTION_RES_CHR 47 |
#define | SV_POTION_INC_STR 48 |
#define | SV_POTION_INC_INT 49 |
#define | SV_POTION_INC_WIS 50 |
#define | SV_POTION_INC_DEX 51 |
#define | SV_POTION_INC_CON 52 |
#define | SV_POTION_INC_CHR 53 |
#define | SV_POTION_AUGMENTATION 55 |
#define | SV_POTION_ENLIGHTENMENT 56 |
#define | SV_POTION_STAR_ENLIGHTENMENT 57 |
#define | SV_POTION_SELF_KNOWLEDGE 58 |
#define | SV_POTION_EXPERIENCE 59 |
#define | SV_POTION_RESISTANCE 60 |
#define | SV_POTION_CURING 61 |
#define | SV_POTION_INVULNERABILITY 62 |
#define | SV_POTION_NEW_LIFE 63 |
#define | SV_POTION_NEO_TSUYOSHI 64 |
#define | SV_POTION_TSUYOSHI 65 |
#define | SV_POTION_POLYMORPH 66 |
#define | SV_FLASK_OIL 0 |
#define | SV_FOOD_POISON 0 |
#define | SV_FOOD_BLINDNESS 1 |
#define | SV_FOOD_PARANOIA 2 |
#define | SV_FOOD_CONFUSION 3 |
#define | SV_FOOD_HALLUCINATION 4 |
#define | SV_FOOD_PARALYSIS 5 |
#define | SV_FOOD_WEAKNESS 6 |
#define | SV_FOOD_SICKNESS 7 |
#define | SV_FOOD_STUPIDITY 8 |
#define | SV_FOOD_NAIVETY 9 |
#define | SV_FOOD_UNHEALTH 10 |
#define | SV_FOOD_DISEASE 11 |
#define | SV_FOOD_CURE_POISON 12 |
#define | SV_FOOD_CURE_BLINDNESS 13 |
#define | SV_FOOD_CURE_PARANOIA 14 |
#define | SV_FOOD_CURE_CONFUSION 15 |
#define | SV_FOOD_CURE_SERIOUS 16 |
#define | SV_FOOD_RESTORE_STR 17 |
#define | SV_FOOD_RESTORE_CON 18 |
#define | SV_FOOD_RESTORING 19 |
#define | SV_FOOD_BISCUIT 32 |
#define | SV_FOOD_JERKY 33 |
#define | SV_FOOD_RATION 35 |
#define | SV_FOOD_SLIME_MOLD 36 |
#define | SV_FOOD_WAYBREAD 37 |
#define | SV_FOOD_PINT_OF_ALE 38 |
#define | SV_FOOD_PINT_OF_WINE 39 |
#define | SV_ROD_MIN_DIRECTION 12 |
この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit – first "aimed" rod [詳細] | |
#define | SV_CHEST_MIN_LARGE 4 |
この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit – first "large" chest [詳細] | |
主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
Do not edit this file unless you know exactly what you are doing.
Some of the values in this file were chosen to preserve game balance,
while others are hard-coded based on the format of old save-files, the
definition of arrays in various places, mathematical properties, fast
computation, storage limits, or the format of external text files.
Changing some of these values will induce crashes or memory errors or
savefile mis-reads. Most of the comments in this file are meant as
reminders, not complete descriptions, and even a complete knowledge
of the source may not be sufficient to fully understand the effects
of changing certain definitions.
Lastly, note that the code does not always use the symbolic constants
below, and sometimes uses various hard-coded values that may not even
be defined in this file, but which may be related to definitions here.
This is of course bad programming practice, but nobody is perfect...
For example, there are MANY things that depend on the screen being
80x24, with the top line used for messages, the bottom line being
used for status, and exactly 22 lines used to show the dungeon.
Just because your screen can hold 46 lines does not mean that the
game will work if you try to use 44 lines to show the dungeon.
You have been warned.
#define A_CHR 5 |
#define A_CON 4 |
#define A_DEX 3 |
#define A_INT 1 |
#define A_STR 0 |
#define A_WIS 2 |
#define AAF_LIMIT 100 |
モンスターの限界感知範囲(マス) Limit of sensing radius
#define ACT_AGGRAVATE 60 |
#define ACT_ALCHEMY 123 |
#define ACT_BA_ACID_1 37 |
#define ACT_BA_COLD_1 8 |
#define ACT_BA_COLD_2 11 |
#define ACT_BA_COLD_3 17 |
#define ACT_BA_DARK 30 |
#define ACT_BA_ELEC_2 12 |
#define ACT_BA_ELEC_3 18 |
#define ACT_BA_FIRE_1 9 |
#define ACT_BA_FIRE_2 27 |
#define ACT_BA_FIRE_3 16 |
#define ACT_BA_FIRE_4 41 |
#define ACT_BA_MANA 31 |
#define ACT_BA_MISS_3 24 |
#define ACT_BA_NUKE_1 42 |
#define ACT_BA_POIS_1 3 |
#define ACT_BA_STAR 29 |
#define ACT_BA_WATER 28 |
#define ACT_BANISH_EVIL 56 |
#define ACT_BERSERK 92 |
#define ACT_BIZARRE 34 |
#define ACT_BLADETURNER 36 |
#define ACT_BLINDING_LIGHT 33 |
#define ACT_BLOODY_MOON 254 |
#define ACT_BO_ACID_1 5 |
#define ACT_BO_COLD_1 6 |
#define ACT_BO_ELEC_1 4 |
#define ACT_BO_FIRE_1 7 |
#define ACT_BO_MANA 26 |
#define ACT_BO_MISS_1 2 |
#define ACT_BO_MISS_2 15 |
#define ACT_BR_COLD 39 |
#define ACT_BR_DRAGON 40 |
#define ACT_BR_FIRE 38 |
#define ACT_BRAND_FIRE_BOLTS 132 |
#define ACT_CALL_CHAOS 21 |
#define ACT_CAST_BA_STAR 35 |
#define ACT_CAST_OFF 250 |
#define ACT_CHARM_ANIMAL 65 |
#define ACT_CHARM_ANIMALS 68 |
#define ACT_CHARM_OTHER 67 |
#define ACT_CHARM_OTHERS 69 |
#define ACT_CHARM_UNDEAD 66 |
#define ACT_CHOIR_SINGS 80 |
#define ACT_CONFUSE 51 |
#define ACT_CRIMSON 255 |
#define ACT_CURE_1000 87 |
#define ACT_CURE_700 86 |
#define ACT_CURE_LW 81 |
#define ACT_CURE_MANA_FULL 89 |
#define ACT_CURE_MW 82 |
#define ACT_CURE_POISON 83 |
#define ACT_CURING 88 |
#define ACT_DEST_DOOR 120 |
#define ACT_DETECT_ALL 113 |
#define ACT_DETECT_ALL_MONS 137 |
#define ACT_DETECT_UNIQUE 129 |
#define ACT_DETECT_XTRA 114 |
#define ACT_DIM_DOOR 124 |
#define ACT_DISP_CURSE_XTRA 131 |
#define ACT_DISP_EVIL 23 |
#define ACT_DISP_GOOD 25 |
#define ACT_DRAIN_1 10 |
#define ACT_DRAIN_2 13 |
#define ACT_ESCAPE 130 |
#define ACT_ESP 91 |
#define ACT_FALLING_STAR 246 |
#define ACT_FISHING 251 |
#define ACT_GENOCIDE 57 |
#define ACT_GRAND_CROSS 249 |
#define ACT_HELO 99 |
#define ACT_HELO_SPEED 100 |
#define ACT_ID_FULL 115 |
#define ACT_ID_PLAIN 116 |
#define ACT_INROU 252 |
#define ACT_INVULN 98 |
#define ACT_JUDGE 127 |
#define ACT_LIGHT 111 |
#define ACT_LORE 134 |
#define ACT_MAP_LIGHT 112 |
#define ACT_MASS_GENO 58 |
#define ACT_MURAMASA 253 |
#define ACT_PESTICIDE 32 |
#define ACT_PHASE_DOOR 136 |
#define ACT_PROT_EVIL 93 |
#define ACT_QUAKE 53 |
#define ACT_RECALL 126 |
#define ACT_RECHARGE 122 |
#define ACT_RECHARGE_XTRA 133 |
#define ACT_RESIST_ACID 101 |
#define ACT_RESIST_ALL 94 |
#define ACT_RESIST_COLD 103 |
#define ACT_RESIST_ELEC 104 |
#define ACT_RESIST_FIRE 102 |
#define ACT_RESIST_POIS 105 |
#define ACT_REST_ALL 85 |
#define ACT_REST_EXP 84 |
#define ACT_ROCKET 22 |
#define ACT_RUNE_EXPLO 117 |
#define ACT_RUNE_PROT 118 |
#define ACT_SATIATE 119 |
#define ACT_SCARE_AREA 59 |
#define ACT_SHIKOFUMI 135 |
#define ACT_SLEEP 52 |
#define ACT_SPEED 95 |
#define ACT_STONE_MUD 121 |
#define ACT_STRAIN_HASTE 247 |
#define ACT_SUMMON_ANIMAL 70 |
#define ACT_SUMMON_DAWN 76 |
#define ACT_SUMMON_DEMON 73 |
#define ACT_SUMMON_ELEMENTAL 72 |
#define ACT_SUMMON_HOUND 75 |
#define ACT_SUMMON_OCTOPUS 77 |
#define ACT_SUMMON_PHANTOM 71 |
#define ACT_SUMMON_UNDEAD 74 |
#define ACT_SUNLIGHT 1 |
#define ACT_TELE_AWAY 55 |
#define ACT_TELEKINESIS 128 |
#define ACT_TELEPORT 125 |
#define ACT_TELEPORT_LEVEL 248 |
#define ACT_TERROR 54 |
#define ACT_ULTIMATE_RESIST 138 |
#define ACT_VAMPIRE_1 14 |
#define ACT_VAMPIRE_2 20 |
#define ACT_WHIRLWIND 19 |
#define ACT_WRAITH 97 |
#define ACT_XTRA_SPEED 96 |
#define ANGBAND_2_8_1 |
Angband 2.8.1以降から有効な処理分岐を定義
#define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */ |
#define ART_AEGISFANG 208 |
#define ART_AEGLOS 187 |
#define ART_AESCULAPIUS 225 |
#define ART_AGLARANG 81 |
#define ART_AHO 14 |
#define ART_AMBER 42 |
#define ART_ANARION 32 |
#define ART_ANDURIL 83 |
#define ART_ANUBIS 158 |
#define ART_ARRYU 164 |
#define ART_ARUNRUTH 184 |
#define ART_ARVEDUI 24 |
#define ART_AULE 117 |
#define ART_AVAVIR 109 |
#define ART_AZAGHAL 135 |
#define ART_BALLI 103 |
#define ART_BARD 125 |
#define ART_BARD_ARROW 153 |
#define ART_BARUKKHELED 106 |
#define ART_BELTHRONDING 124 |
#define ART_BENKEI 152 |
#define ART_BERUTHIEL 35 |
#define ART_BLADETURNER 130 |
#define ART_BLOOD 199 |
#define ART_BLOODSPIKE 114 |
#define ART_BOLISHOI 188 |
#define ART_BOROMIR 143 |
#define ART_BRAND 126 |
#define ART_BUCKLAND 134 |
#define ART_CAINE 65 |
#define ART_CALRIS 71 |
#define ART_CAMBELEG 52 |
#define ART_CAMMITHRIM 53 |
#define ART_CARETH 87 |
#define ART_CARLAMMAS 4 |
#define ART_CASPANION 25 |
#define ART_CELEGORM 31 |
#define ART_CHAINSWORD 85 |
#define ART_CHAOS 34 |
#define ART_CHARIOT 140 |
#define ART_CHARMED 219 |
#define ART_COLANNON 48 |
#define ART_COLLUIN 44 |
#define ART_CORWIN 55 |
#define ART_CRIMSON 16 |
#define ART_CRISDURIAN 80 |
#define ART_DASAI 200 |
#define ART_DAWN 110 |
#define ART_DEATHWREAKER 121 |
#define ART_DESTINY 98 |
#define ART_DETHANC 68 |
#define ART_DOOMCALLER 91 |
#define ART_DOR 39 |
#define ART_DURIN 101 |
#define ART_DWARVES 6 |
#define ART_DWARVES_AXE 105 |
#define ART_EARENDIL 186 |
#define ART_EDISON 7 |
#define ART_ELENDIL 2 |
#define ART_EONWE 102 |
#define ART_EORLINGAS 100 |
#define ART_EOWYN 216 |
#define ART_ERIRIL 119 |
#define ART_EXCALIBUR 176 |
#define ART_EXCALIBUR_J 179 |
#define ART_EXCALIPUR 177 |
#define ART_FALIS 155 |
#define ART_FARAMIR 18 |
#define ART_FEANOR 60 |
#define ART_FINGOLFIN 59 |
#define ART_FIONA 70 |
#define ART_FIRESTAR 115 |
#define ART_FLORA 61 |
#define ART_FLY_STONE 147 |
#define ART_FORASGIL 86 |
#define ART_FRAKIR 8 |
#define ART_FUNDIN 214 |
#define ART_G_HAMMER 195 |
#define ART_GAEBOLG 163 |
#define ART_GALADRIEL 1 |
#define ART_GANDALF 120 |
#define ART_GETA 210 |
#define ART_GHB 192 |
#define ART_GIL_GALAD 138 |
#define ART_GILES 168 |
#define ART_GLAMDRING 73 |
#define ART_GLASS 165 |
#define ART_GOGO 220 |
#define ART_GONDRICAM 79 |
#define ART_GOTHMOG 212 |
#define ART_GOURYU 207 |
#define ART_GRAYSWANDIR 72 |
#define ART_GRIMTOOTH 196 |
#define ART_GROND 111 |
#define ART_GURENKI 160 |
#define ART_GURTHANG 76 |
#define ART_HAGEN 99 |
#define ART_HAKABUSA 189 |
#define ART_HAMMERHAND 38 |
#define ART_HARAD 180 |
#define ART_HEAVENLY_MAIDEN 233 |
#define ART_HELL 218 |
#define ART_HELLFIRE 222 |
#define ART_HERMIT 209 |
#define ART_HIMRING 127 |
#define ART_HITHLOMIR 27 |
#define ART_HOLCOLLETH 45 |
#define ART_HOLHENNETH 40 |
#define ART_HRUNTING 156 |
#define ART_HURIN 133 |
#define ART_HYOUSIGI 169 |
#define ART_ICANUS 131 |
#define ART_INDRA 33 |
#define ART_INGWE 5 |
#define ART_INROU 166 |
#define ART_IRON_BALL 173 |
#define ART_ISILDUR 20 |
#define ART_JACK 43 |
#define ART_JIZO 213 |
#define ART_JONES 162 |
#define ART_JUDGE 3 |
#define ART_JULIAN 23 |
#define ART_KAMUI 198 |
#define ART_KANNU 193 |
#define ART_KESHO 204 |
#define ART_KUSANAGI 128 |
#define ART_LOHENGRIN 22 |
#define ART_LOTHARANG 104 |
#define ART_LUTHIEN 49 |
#define ART_MAEDHROS 64 |
#define ART_MAGATAMA 149 |
#define ART_MATOI 170 |
#define ART_MERLIN 90 |
#define ART_MILIM 246 |
#define ART_MJOLLNIR 136 |
#define ART_MOOK 205 |
#define ART_MORLOK 203 |
#define ART_MURAMASA 144 |
#define ART_MUSASI_KATANA 171 |
#define ART_MUSASI_WAKIZASI 172 |
#define ART_NAIN 211 |
#define ART_NAMAKE_ARMOR 183 |
#define ART_NAMAKE_BOW 182 |
#define ART_NAMAKE_HAMMER 181 |
#define ART_NANACHO 248 |
#define ART_NAR 118 |
#define ART_NARSIL 191 |
#define ART_NARTHANC 66 |
#define ART_NARYA 10 |
#define ART_NENYA 11 |
#define ART_NIGHT 215 |
#define ART_NIMTHANC 67 |
#define ART_NOTHUNG 74 |
#define ART_NOVA 137 |
#define ART_NUMAHOKO 202 |
#define ART_NUMENOR 132 |
#define ART_NYOIBOU 157 |
#define ART_ORB_OF_FATE 245 |
#define ART_ORCRIST 75 |
#define ART_OSONDIR 95 |
#define ART_PAIN 94 |
#define ART_PALANTIR 15 |
#define ART_PAURAEGEN 56 |
#define ART_PAURHACH 54 |
#define ART_PAURNEN 57 |
#define ART_PAURNIMMEN 185 |
#define ART_PERSEUS 197 |
#define ART_POWER 13 |
#define ART_QUICKTHORN 174 |
#define ART_RAZORBACK 129 |
#define ART_RILIA 69 |
#define ART_RINGIL 82 |
#define ART_ROBIN_HOOD 221 |
#define ART_ROBINTON 251 |
#define ART_ROHIRRIM 21 |
#define ART_RUNESPEAR 97 |
#define ART_SACRED_KNIGHTS 217 |
#define ART_SAMSON 178 |
#define ART_SEIRYU 201 |
#define ART_SHIVA_BOOTS 63 |
#define ART_SHIVA_JACKET 26 |
#define ART_SHUTEN_DOJI 194 |
#define ART_SLAYER 123 |
#define ART_SOULCRUSH 154 |
#define ART_SOULKEEPER 19 |
#define ART_SOULSWORD 89 |
#define ART_STING 88 |
#define ART_STONE_LORE 17 |
#define ART_STONEMASK 146 |
#define ART_STORMBRINGER 190 |
#define ART_TAIKOBO 159 |
#define ART_TAILBITER 167 |
#define ART_TARATOL 116 |
#define ART_TERROR 41 |
#define ART_THALKETTOTH 28 |
#define ART_THANOS 58 |
#define ART_THENGEL 37 |
#define ART_THEODEN 93 |
#define ART_THINGOL 46 |
#define ART_THORIN 30 |
#define ART_THORONGIL 47 |
#define ART_THRANDUIL 36 |
#define ART_THROR 62 |
#define ART_THUNDERFIST 113 |
#define ART_TIL 96 |
#define ART_TINYTHORN 175 |
#define ART_TONBO 161 |
#define ART_TOTILA 112 |
#define ART_TULKAS 9 |
#define ART_TUOR 50 |
#define ART_TURMIL 122 |
#define ART_TWILIGHT 78 |
#define ART_ULMO 108 |
#define ART_VETERAN 206 |
#define ART_VILYA 12 |
#define ART_VORPAL_BLADE 92 |
#define ART_WEREWINDLE 84 |
#define ART_WINBLOWS 139 |
#define ART_WORPAL_BLADE 142 |
#define ART_WRATH 107 |
#define ART_XIAOLONG 145 |
#define ART_YATA 151 |
#define ART_YENDOR 141 |
#define ART_YOICHI 148 |
#define ART_ZANTETSU 150 |
#define ART_ZARCUTHRA 77 |
#define BIAS_ACID 5 |
ランダムアーティファクトバイアス:酸
#define BIAS_CHAOS 12 |
ランダムアーティファクトバイアス:混沌
#define BIAS_CHR 11 |
ランダムアーティファクトバイアス:魅力
#define BIAS_COLD 4 |
ランダムアーティファクトバイアス:冷気
#define BIAS_CON 10 |
ランダムアーティファクトバイアス:耐久
#define BIAS_DEX 9 |
ランダムアーティファクトバイアス:器用さ
#define BIAS_ELEC 1 |
ランダムアーティファクトバイアス:電撃
#define BIAS_FIRE 3 |
ランダムアーティファクトバイアス:火炎
#define BIAS_INT 7 |
ランダムアーティファクトバイアス:知力
#define BIAS_LAW 15 |
ランダムアーティファクトバイアス:法
#define BIAS_MAGE 17 |
ランダムアーティファクトバイアス:メイジ系
#define BIAS_NECROMANTIC 14 |
ランダムアーティファクトバイアス:死霊
#define BIAS_POIS 2 |
ランダムアーティファクトバイアス:毒
#define BIAS_PRIESTLY 13 |
ランダムアーティファクトバイアス:プリースト系
#define BIAS_RANGER 19 |
ランダムアーティファクトバイアス:レンジャー系
#define BIAS_ROGUE 16 |
ランダムアーティファクトバイアス:盗賊系
#define BIAS_STR 6 |
ランダムアーティファクトバイアス:腕力
#define BIAS_WARRIOR 18 |
ランダムアーティファクトバイアス:戦士系
#define BIAS_WIS 8 |
ランダムアーティファクトバイアス:賢さ
#define BLOCK_HGT 11 |
generate.cで用いられる基本的なブロック数単位(垂直方向) Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
#define BLOCK_WID 11 |
generate.cで用いられる基本的なブロック数単位(水平方向) Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
#define BREAK_GLYPH 550 |
守りのルーンの強靭度 / Rune of protection resistance
#define BREAK_MINOR_GLYPH 299 |
爆発のルーンの発動しやすさ / For explosive runes
#define BTH_PLUS_ADJ 3 |
武器経験値及びプレイヤーの打撃/射撃能力に応じた修正値倍率 / Adjust BTH per plus-to-hit
#define BUILDING_MEMBER 1 |
不明(現在未使用)
#define BUILDING_NON_MEMBER 0 |
不明(現在未使用)
#define BUILDING_OWNER 2 |
施設の種族/職業条件が一致している状態値
#define CEM_P_CAN_ENTER_PATTERN 0x0002 |
#define CEM_RIDING 0x0001 |
#define CH_ARCANE 0x40 |
#define CH_CHAOS 0x08 |
#define CH_CRUSADE 0x200 |
#define CH_DAEMON 0x100 |
#define CH_DEATH 0x10 |
#define CH_ENCHANT 0x80 |
#define CH_HEX 0x20000 |
#define CH_HISSATSU 0x10000 |
#define CH_LIFE 0x01 |
#define CH_MUSIC 0x08000 /* This is 16th bit */ |
#define CH_NATURE 0x04 |
#define CH_NONE 0x00 |
#define CH_SORCERY 0x02 |
#define CH_TRUMP 0x20 |
#define CLASS_ARCHER 15 |
#define CLASS_BARD 17 |
#define CLASS_BEASTMASTER 13 |
#define CLASS_BERSERKER 23 |
#define CLASS_BLUE_MAGE 21 |
#define CLASS_CAVALRY 22 |
#define CLASS_CHAOS_WARRIOR 7 |
#define CLASS_FORCETRAINER 20 |
#define CLASS_HIGH_MAGE 10 |
#define CLASS_IMITATOR 12 |
#define CLASS_MAGE 1 |
#define CLASS_MAGIC_EATER 16 |
#define CLASS_MINDCRAFTER 9 |
#define CLASS_MIRROR_MASTER 25 |
#define CLASS_MONK 8 |
#define CLASS_NINJA 26 |
#define CLASS_PALADIN 5 |
#define CLASS_PRIEST 2 |
#define CLASS_RANGER 4 |
#define CLASS_RED_MAGE 18 |
#define CLASS_ROGUE 3 |
#define CLASS_SAMURAI 19 |
#define CLASS_SMITH 24 |
#define CLASS_SNIPER 27 |
#define CLASS_SORCERER 14 |
#define CLASS_TOURIST 11 |
#define CLASS_WARRIOR 0 |
#define CLASS_WARRIOR_MAGE 6 |
#define COL_AC 0 /* "Cur AC xxxxx" */ |
#define COL_CURHP 0 /* "Cur HP xxxxx" */ |
#define COL_CURSP 0 /* "Cur SP xxxxx" */ |
#define COL_CUT 0 /* <cut> */ |
#define COL_DAY 0 /* day */ |
#define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */ |
#define COL_DUNGEON 0 /* dungeon */ |
#define COL_EQUIPPY 0 /* equippy chars */ |
#define COL_EXP 0 /* "EXP xxxxxxxx" */ |
#define COL_GOLD 0 /* "AU xxxxxxxxx" */ |
#define COL_HPMP 0 |
#define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */ |
#define COL_INFO 0 /* "xxxxxxxxxxxx" */ |
#define COL_LEVEL 0 /* "LEVEL xxxxxx" */ |
#define COL_MAP 12 |
#define COL_RACE 0 /* <race name> */ |
#define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */ |
#define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */ |
#define COL_STAT 0 /* "xxx xxxxxx" */ |
#define COL_STATBAR 0 |
#define COL_STATE 7 /* <state> */ |
#define COL_STUDY (-13) /* "Study" */ |
#define COL_STUN 0 /* <stun> */ |
#define COL_TITLE 0 /* <title> or <mode> */ |
#define CONVERT_TYPE_FLOOR 0 |
#define CONVERT_TYPE_INNER 2 |
#define CONVERT_TYPE_OUTER 3 |
#define CONVERT_TYPE_SOLID 4 |
#define CONVERT_TYPE_STREAM1 5 |
#define CONVERT_TYPE_STREAM2 6 |
#define CONVERT_TYPE_WALL 1 |
#define DOOR_CURTAIN 2 |
#define DOOR_DEFAULT -1 |
#define DOOR_DOOR 0 |
#define DOOR_GLASS_DOOR 1 |
#define EGO_2WEAPON 52 |
#define EGO_A_DEMON 5 |
#define EGO_A_MORGUL 4 |
#define EGO_ACCURACY 104 |
#define EGO_AGILITY 50 |
#define EGO_AMAN 42 |
#define EGO_AMU_AC 218 |
#define EGO_AMU_AGGRAVATE 216 |
#define EGO_AMU_CHARM 220 |
#define EGO_AMU_D_DOOR 224 |
#define EGO_AMU_DEFENDER 225 |
#define EGO_AMU_DETECTION 236 |
#define EGO_AMU_DRAIN_EXP 214 |
#define EGO_AMU_FOOL 215 |
#define EGO_AMU_GREAT 235 |
#define EGO_AMU_HOLD_EXP 213 |
#define EGO_AMU_IDENT 219 |
#define EGO_AMU_INFRA 211 |
#define EGO_AMU_JUMP 222 |
#define EGO_AMU_LEVITATION 234 |
#define EGO_AMU_NAIVETY 237 |
#define EGO_AMU_RES_ACID 232 |
#define EGO_AMU_RES_ACID_ 233 |
#define EGO_AMU_RES_COLD 228 |
#define EGO_AMU_RES_COLD_ 229 |
#define EGO_AMU_RES_ELEC 230 |
#define EGO_AMU_RES_ELEC_ 231 |
#define EGO_AMU_RES_FIRE 226 |
#define EGO_AMU_RES_FIRE_ 227 |
#define EGO_AMU_SEE_INVIS 212 |
#define EGO_AMU_SLOW_D 210 |
#define EGO_AMU_STEALTH 221 |
#define EGO_AMU_TELEPORT 223 |
#define EGO_AMU_TY_CURSE 217 |
#define EGO_ANCIENT_CURSE 38 |
#define EGO_ANNOYANCE 63 |
#define EGO_ATTACKS 69 |
#define EGO_AURA_COLD 128 |
#define EGO_AURA_ELEC 47 |
#define EGO_AURA_FIRE 43 |
#define EGO_BACKBITING 125 |
#define EGO_BASILISK 37 |
#define EGO_BAT 129 |
#define EGO_BLASTED 127 |
#define EGO_BLESS_BLADE 66 |
#define EGO_BRAND_ACID 72 |
#define EGO_BRAND_COLD 75 |
#define EGO_BRAND_ELEC 73 |
#define EGO_BRAND_FIRE 74 |
#define EGO_BRAND_POIS 76 |
#define EGO_BRILLIANCE 24 |
#define EGO_CHAOTIC 77 |
#define EGO_CLUMSINESS 55 |
#define EGO_DARK 23 |
#define EGO_DEMON 101 |
#define EGO_DF 65 |
#define EGO_DIGGING 100 |
#define EGO_DRUID 6 |
#define EGO_DWARVEN 10 |
#define EGO_EARTHQUAKES 79 |
#define EGO_ELVENKIND 9 |
#define EGO_ENDURANCE 20 |
#define EGO_ENDURE_ACID 16 |
#define EGO_ENDURE_COLD 19 |
#define EGO_ENDURE_ELEC 17 |
#define EGO_ENDURE_FIRE 18 |
#define EGO_ENVELOPING 44 |
#define EGO_EXTRA_MIGHT 108 |
#define EGO_EXTRA_SHOTS 109 |
#define EGO_FLAME 122 |
#define EGO_FOOL 36 |
#define EGO_FORCE_WEAPON 71 |
#define EGO_FREE_ACTION 48 |
#define EGO_FROST 123 |
#define EGO_H_DEMON 26 |
#define EGO_H_PROTECTION 25 |
#define EGO_HA 64 |
#define EGO_HURT_ANIMAL 112 |
#define EGO_HURT_DRAGON 119 |
#define EGO_HURT_EVIL 113 |
#define EGO_INFRAVISION 31 |
#define EGO_IRRITATION 46 |
#define EGO_JUMP 60 |
#define EGO_KILL_ANIMAL 88 |
#define EGO_KILL_DEMON 91 |
#define EGO_KILL_DRAGON 95 |
#define EGO_KILL_EVIL 89 |
#define EGO_KILL_GIANT 94 |
#define EGO_KILL_HUMAN 103 |
#define EGO_KILL_ORC 92 |
#define EGO_KILL_TROLL 93 |
#define EGO_KILL_UNDEAD 90 |
#define EGO_LIGHTNING_BOLT 121 |
#define EGO_LITE 32 |
#define EGO_LITE_AURA_FIRE 142 |
#define EGO_LITE_DARKNESS 145 |
#define EGO_LITE_EYE 146 |
#define EGO_LITE_ILLUMINATION 141 |
#define EGO_LITE_INFRA 143 |
#define EGO_LITE_LONG 144 |
#define EGO_LITE_SHINE 140 |
#define EGO_LORDLINESS 29 |
#define EGO_MAGI 27 |
#define EGO_MAGIC_MASTERY 53 |
#define EGO_MIGHT 28 |
#define EGO_MORGUL 102 |
#define EGO_MOTION 58 |
#define EGO_NAZGUL 240 |
#define EGO_NIGHT_DAY 22 |
#define EGO_NOISE 61 |
#define EGO_OLOG 7 |
#define EGO_PATTERN 99 |
#define EGO_PERMANENCE 11 |
#define EGO_POWER 51 |
#define EGO_PRISM 97 |
#define EGO_PROTECTION 40 |
#define EGO_QUIET 57 |
#define EGO_REFLECTION 21 |
#define EGO_REGENERATION 34 |
#define EGO_RESISTANCE 8 |
#define EGO_RING_ACID_BALL 162 |
#define EGO_RING_ACID_BOLT 157 |
#define EGO_RING_AGGRAVATE 183 |
#define EGO_RING_ALBINO 187 |
#define EGO_RING_BERSERKER 167 |
#define EGO_RING_COLD_BALL 160 |
#define EGO_RING_COLD_BOLT 155 |
#define EGO_RING_D_SPEED 166 |
#define EGO_RING_DRAGON_C 165 |
#define EGO_RING_DRAGON_F 164 |
#define EGO_RING_DRAIN_EXP 181 |
#define EGO_RING_ELEC_BALL 161 |
#define EGO_RING_ELEC_BOLT 156 |
#define EGO_RING_FIRE_BALL 159 |
#define EGO_RING_FIRE_BOLT 154 |
#define EGO_RING_HERO 150 |
#define EGO_RING_HUNTER 168 |
#define EGO_RING_LITE 171 |
#define EGO_RING_M_DETECT 172 |
#define EGO_RING_MAGIC_MIS 153 |
#define EGO_RING_MANA_BALL 163 |
#define EGO_RING_MANA_BOLT 158 |
#define EGO_RING_NO_MELEE 182 |
#define EGO_RING_REGEN 170 |
#define EGO_RING_RES_DARK 178 |
#define EGO_RING_RES_LITE 177 |
#define EGO_RING_RES_TIME 185 |
#define EGO_RING_SLAY 151 |
#define EGO_RING_STEALTH 173 |
#define EGO_RING_SUPER_AC 152 |
#define EGO_RING_TELE_AWAY 174 |
#define EGO_RING_TELEPORT 186 |
#define EGO_RING_THROW 169 |
#define EGO_RING_TO_D 176 |
#define EGO_RING_TO_H 175 |
#define EGO_RING_TRUE 180 |
#define EGO_RING_TY_CURSE 184 |
#define EGO_RING_WIZARD 179 |
#define EGO_S_DWARVEN 239 |
#define EGO_S_PROTECTION 238 |
#define EGO_SEEING 30 |
#define EGO_SHARPNESS 78 |
#define EGO_SHATTERED 126 |
#define EGO_SICKLINESS 39 |
#define EGO_SLAYING 49 |
#define EGO_SLAYING_BOLT 120 |
#define EGO_SLAYING_WEAPON 70 |
#define EGO_SLOW_DESCENT 56 |
#define EGO_SLOWNESS 62 |
#define EGO_SPEED 59 |
#define EGO_STEALTH 41 |
#define EGO_TELEPATHY 33 |
#define EGO_TELEPORTATION 35 |
#define EGO_TRUMP 98 |
#define EGO_URUKISH 13 |
#define EGO_VAMPIRIC 96 |
#define EGO_VELOCITY 105 |
#define EGO_VULNERABILITY 45 |
#define EGO_WEAKNESS 54 |
#define EGO_WEIRD 87 |
#define EGO_WEST 68 |
#define EGO_WOUNDING 124 |
#define EGO_XXX_1 80 |
#define EGO_XXX_2 81 |
#define EGO_XXX_3 82 |
#define EGO_XXX_4 83 |
#define EGO_XXX_5 84 |
#define EGO_XXX_6 85 |
#define EGO_XXX_7 86 |
#define EGO_YOIYAMI 12 |
#define ENERGY_NEED | ( | ) | (randnor(100, 25)) |
消費する行動エネルギー値を正規乱数で返す(中央100/分散25) / Random energy
#define F_LIT_DARK 2 /* Darkened */ |
#define F_LIT_LITE 1 /* Brightly lit */ |
#define F_LIT_MAX 3 |
#define F_LIT_NS_BEGIN 1 /* Nonstandard */ |
#define F_LIT_STANDARD 0 /* Standard */ |
#define FAF_CRASH_GLASS 0x04 |
#define FAF_DESTROY 0x01 |
#define FAF_NO_DROP 0x02 |
#define FAKE_NAME_SIZE 40 * 1024L |
ゲーム情報の種別毎に用意される名前用バッファの容量
#define FAKE_TAG_SIZE 10 * 1024L |
ゲーム情報の種別毎に用意されるタグ用バッファの容量
#define FAKE_TEXT_SIZE 150 * 1024L |
ゲーム情報の種別毎に用意されるテキスト用バッファの容量
#define FAKE_VER_MAJOR 12 |
ゲームのバージョン番号定義(メジャー番号 + 10)
#define FAKE_VER_MINOR 1 |
ゲームのバージョン番号定義(マイナー番号)
#define FAKE_VER_PATCH 5 |
ゲームのバージョン番号定義(パッチ番号)
#define FAKE_VERSION 0 |
ゲームのバージョン番号定義 / "Program Version Number" of the game
本FAKE_VERSIONそのものは未使用である。Zangと整合性を合わせるための疑似的処理のためFAKE_VER_MAJORは実値-10が該当のバージョン番号となる。
FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x . Program Version of Hengband version is "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
#define feat_jammed_door_random | ( | DOOR_TYPE | ) |
#define feat_locked_door_random | ( | DOOR_TYPE | ) |
#define FF_AVOID_RUN 24 |
#define FF_BASH 10 |
#define FF_BLDG 103 |
#define FF_CAN_DIG 57 |
#define FF_CAN_FLY 53 |
#define FF_CAN_PASS 55 |
#define FF_CAN_SWIM 54 |
#define FF_CLOSE 9 |
#define FF_CONVERT 111 |
#define FF_DEEP 42 |
#define FF_DISARM 12 |
#define FF_DOOR 18 |
#define FF_DROP 4 |
#define FF_ENSECRET 38 |
#define FF_ENTRANCE 107 |
#define FF_FLAG_MAX 113 |
#define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32)) |
#define FF_FLOOR 25 |
#define FF_GLASS 112 |
#define FF_GLOW 37 |
#define FF_GLYPH 21 |
#define FF_HAS_GOLD 16 |
#define FF_HAS_ITEM 17 |
#define FF_HIT_TRAP 31 |
#define FF_HURT_DISI 97 |
#define FF_HURT_ROCK 44 |
#define FF_LAVA 40 |
#define FF_LESS 22 |
#define FF_LOS 0 |
#define FF_MAY_HAVE_GOLD 15 |
#define FF_MINOR_GLYPH 104 |
#define FF_MIRROR 108 |
#define FF_MORE 23 |
#define FF_MOUNTAIN 102 |
#define FF_MOVE 2 |
#define FF_NOTICE 6 |
#define FF_OPEN 8 |
#define FF_PATTERN 105 |
#define FF_PERMANENT 27 |
#define FF_PLACE 3 |
#define FF_PLANT 88 |
#define FF_PROJECT 1 |
#define FF_QUEST 100 |
#define FF_QUEST_ENTER 98 |
#define FF_QUEST_EXIT 99 |
#define FF_REMEMBER 7 |
#define FF_SECRET 5 |
#define FF_SHAFT 101 |
#define FF_SHALLOW 41 |
#define FF_SPECIAL 96 |
#define FF_SPIKE 11 |
#define FF_STAIRS 20 |
#define FF_STORE 13 |
#define FF_TELEPORTABLE 110 |
#define FF_TOWN 106 |
#define FF_TRAP 19 |
#define FF_TREE 83 |
#define FF_TUNNEL 14 |
#define FF_UNPERM 109 |
#define FF_WALL 26 |
#define FF_WATER 39 |
#define FUEL_LAMP 15000 /*! ランタンの基本寿命値 / Maximum amount of fuel in a lantern */ |
#define FUEL_TORCH 5000 /*! 松明の基本寿命値 / Maximum amount of fuel in a torch */ |
#define GREAT_OBJ 10 |
ベースアイテム生成階層が加算される確率
There is a 1/10 (10%) chance of inflating the requested object_level during the creation of an object (see "get_obj_num()" in "object.c"). Lower values yield better objects more often.
#define H_VER_EXTRA 4 |
セーブファイル上のバージョン定義(エクストラ番号)
#define H_VER_MAJOR 2 |
セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
First three digits may be same as the Program Version. But not always same. It means that newer version may preserves lower compatibility with the older version. For example, newer Hengband 1.4.4 creates savefiles marked with Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a savefile of Hengband 1.4.4 (lower compatibility!). Upper compatibility is always guaranteed.
セーブファイル上のバージョン定義(メジャー番号)
#define H_VER_MINOR 1 |
セーブファイル上のバージョン定義(マイナー番号)
#define H_VER_PATCH 2 |
セーブファイル上のバージョン定義(パッチ番号)
#define have_dynamic_flags | ( | ARRAY | ) |
#define INVEN_AMMO 23 |
#define INVEN_BODY 31 |
#define INVEN_BOW 26 |
#define INVEN_FEET 35 |
#define INVEN_FORCE 1111 |
#define INVEN_HANDS 34 |
#define INVEN_HEAD 33 |
#define INVEN_LARM 25 |
#define INVEN_LEFT 28 |
#define INVEN_LITE 30 |
#define INVEN_NECK 29 |
#define INVEN_OUTER 32 |
#define INVEN_PACK 23 |
#define INVEN_RARM 24 |
#define INVEN_RIGHT 27 |
#define INVEN_TOTAL 36 |
#define is_fixed_quest_idx | ( | Q_IDX | ) | (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST)) |
該当IDが固定クエストかどうかを判定する / Check is the quest index is "fixed"
Q_IDX | クエストID |
#define is_good_realm | ( | REALM | ) | ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE) |
#define is_magic | ( | A | ) | ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE) |
#define KEYMAP_MODE_ORIG 0 |
オリジナルキー配置 / Mode for original keyset commands
#define KEYMAP_MODE_ROGUE 1 |
ローグライクキー配置 / Mode for roguelike keyset commands
#define KEYMAP_MODES 2 |
キー配置の数 / Number of keymap modes
#define LITE_MAX 600 |
プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "cave.c")
Note that the "lite radius" will NEVER exceed 14, and we would never require more than 581 entries in the array for circular "lite".
#define MA_KNEE 1 |
金的効果ID
#define MA_SLOW 2 |
膝蹴り効果ID
#define MACRO_MAX 256 |
マクロ登録の最大数 / Maximum number of macros (see "io.c")
#define MAX_ARENA_MONS 41 /*<! 闘技場のイベント件数 -KMW- */ |
#define MAX_BIAS 20 |
ランダムアーティファクトバイアス:最大数
#define MAX_BLDG 32 |
施設の種類最大数 / Number of buildings
#define MAX_CLASS 28 |
職業の最大定義数 Maximum number of player "class" types (see "table.c", etc)
#define MAX_COL_STATBAR (-26) |
#define MAX_DAYS 20000 |
内部処理中で保持される最大日数 / Maximum days
#define MAX_DEPTH 128 |
ダンジョンの最深層 / Maximum dungeon level.
The player can never reach this level in the dungeon, and this value is used for various calculations involving object and monster creation. It must be at least 100. Setting it below 128 may prevent the creation of some objects.
#define MAX_DOOR_TYPES 3 |
#define MAX_FEAT_STATES 8 |
#define MAX_HGT 66 |
表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい) Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
#define MAX_HISCORES 999 |
スコア情報保存の最大数 / Maximum number of high scores in the high score file
#define MAX_LJ_DOORS 8 |
#define MAX_MA 17 |
修行僧マーシャルアーツの技数 / Monk martial arts...
#define MAX_MAGIC 10 |
#define MAX_MIND_POWERS 21 |
超能力の数 / Mindcraft
#define MAX_NLEN 160 |
#define MAX_OWNERS 32 |
各店舗毎の店主定義最大数 / Total number of owners per store (see "store.c", etc)
#define MAX_PATRON 16 |
カオスパトロンの最大定義数 / The number of "patrons" available (for Chaos Warriors)
#define MAX_RACES 37 |
#define MAX_RANDOM_QUEST 49 /*<! ランダムクエストを割り当てるクエストIDの終了値 */ |
#define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) |
プレイヤーの攻撃射程(マス) / Maximum range (spells, etc)
#define MAX_REALM 18 |
#define MAX_REPRO 100 |
モンスター増殖の最大数
A monster can only "multiply" (reproduce) if there are fewer than 100 monsters on the level capable of such spontaneous reproduction. This is a hack which prevents the "m_list[]" array from exploding due to reproducing monsters. Messy, but necessary.
#define MAX_SAN_COMMENT 5 |
恐ろしい対象を見たときの絶叫メッセージ数(幻覚時)
#define MAX_SAN_FUNNY 22 |
恐ろしい対象の形容数(幻覚時)
#define MAX_SAN_HORROR 20 |
恐ろしい対象の形容数(正常時)
#define MAX_SAVED_FLOORS 20 |
保存フロアの最大数 / Maximum number of saved floors.
#define MAX_SEIKAKU 12 |
性格の最大定義数
#define MAX_SEXES 2 |
性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc)
#define MAX_SHORT 32767 |
#define MAX_SIGHT 20 |
プレイヤーの最大視界範囲(マス) / Maximum view distance
#define MAX_SILLY_ATTACK 29 |
Hallucination stuff.
#define MAX_STORES 10 |
store.c用の店舗の種類最大数 / Total number of stores (see "store.c", etc)
#define MAX_UCHAR 255 |
#define MAX_WID 198 |
表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい) Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
#define MAX_WILDERNESS 12 /* Maximum wilderness index */ |
#define MESSAGE_BUF 32768 |
#define MESSAGE_MAX 2048 |
#define MIN_M_ALLOC_TD 4 |
街(昼間)の最低住人配置数 / The town starts out with 4 residents during the day
#define MIN_M_ALLOC_TN 8 |
街(夜間)の最低住人配置数 / The town starts out with 8 residents during the night
#define MIN_RANDOM_QUEST 40 /*<! ランダムクエストを割り当てるクエストIDの開始値 */ |
#define MIN_TECHNIC 16 |
#define MIND_BERSERKER 2 |
特殊能力: 怒り
#define MIND_KI 1 |
特殊能力: 練気
#define MIND_MINDCRAFTER 0 |
特殊能力: 超能力
#define MIND_MIRROR_MASTER 3 |
特殊能力: 鏡魔法
#define MIND_NINJUTSU 4 |
特殊能力: 忍術
#define MON_DRAIN_LIFE 2 |
モンスターの打撃によるプレイヤーの経験値吸収基本倍率(%) / Percent of player exp drained per hit
#define MON_LITE_MAX 1536 |
モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "cave.c")
Note that the "view radius" will NEVER exceed 20, monster illumination flags are dependent on CAVE_VIEW, and even if the "view" was octagonal, we would never require more than 1520 entries in the array.
#define MON_MULT_ADJ 8 |
モンスターの増殖しにくさの基本倍率 / High value slows multiplication
#define MON_SUMMON_ADJ 2 |
現在未使用 Adjust level of summoned creatures
#define MUT1_BANISH 0x20000000L |
突然変異: 邪悪消滅
#define MUT1_BERSERK 0x00010000L |
突然変異: 狂戦士化
#define MUT1_BLINK 0x00000400L |
突然変異: ショート・テレポート
#define MUT1_BR_FIRE 0x00000002L |
突然変異: 炎のブレス
#define MUT1_COLD_TOUCH 0x40000000L |
突然変異: 凍結の手
#define MUT1_DAZZLE 0x04000000L |
突然変異: 眩惑
#define MUT1_DET_CURSE 0x00008000L |
突然変異: 呪い感知
#define MUT1_EARTHQUAKE 0x00200000L |
突然変異: 地震
#define MUT1_EAT_MAGIC 0x00400000L |
突然変異: 魔力喰い
#define MUT1_EAT_ROCK 0x00000800L |
突然変異: 岩喰い
#define MUT1_GROW_MOLD 0x00080000L |
突然変異: カビ発生
#define MUT1_HYPN_GAZE 0x00000004L |
突然変異: 催眠睨み
#define MUT1_ILLUMINE 0x00004000L |
突然変異: 照明
#define MUT1_LASER_EYE 0x08000000L |
突然変異: レーザー・アイ
#define MUT1_LAUNCHER 0x80000000L |
突然変異: アイテム投げ
#define MUT1_MIDAS_TCH 0x00040000L |
突然変異: ミダスの手
#define MUT1_MIND_BLST 0x00000020L |
突然変異: 精神攻撃
#define MUT1_PANIC_HIT 0x02000000L |
突然変異: ヒットアンドアウェイ
#define MUT1_POLYMORPH 0x00020000L |
突然変異: 変身
#define MUT1_RADIATION 0x00000040L |
突然変異: 放射能
#define MUT1_RECALL 0x10000000L |
突然変異: 帰還
#define MUT1_RESIST 0x00100000L |
突然変異: エレメント耐性
#define MUT1_SHRIEK 0x00002000L |
突然変異: 叫び
#define MUT1_SMELL_MET 0x00000100L |
突然変異: 金属嗅覚
#define MUT1_SMELL_MON 0x00000200L |
突然変異: 敵臭嗅覚
#define MUT1_SPIT_ACID 0x00000001L |
突然変異: 酸の唾
#define MUT1_STERILITY 0x01000000L |
突然変異: 増殖阻止
#define MUT1_SWAP_POS 0x00001000L |
突然変異: 位置交換
#define MUT1_TELEKINES 0x00000008L |
突然変異: 念動力
#define MUT1_VAMPIRISM 0x00000080L |
突然変異: 吸血ドレイン
#define MUT1_VTELEPORT 0x00000010L |
突然変異: テレポート / Voluntary teleport
#define MUT1_WEIGH_MAG 0x00800000L |
突然変異: 魔力感知
#define MUT2_ALCOHOL 0x00000008L |
突然変異: アルコール分泌
#define MUT2_ATT_ANIMAL 0x00008000L |
突然変異: 動物を引き寄せる
#define MUT2_ATT_DEMON 0x00000200L |
突然変異: デーモンを引き付ける
#define MUT2_ATT_DRAGON 0x00400000L |
突然変異: ドラゴンを引き寄せる
#define MUT2_BANISH_ALL 0x00001000L |
突然変異: ランダムなモンスター消滅
#define MUT2_BEAK 0x00000100L |
突然変異: クチバシ
#define MUT2_BERS_RAGE 0x00000001L |
突然変異: 狂戦士化の発作
#define MUT2_CHAOS_GIFT 0x02000000L |
突然変異: カオスパトロン
#define MUT2_COWARDICE 0x00000002L |
突然変異: 臆病
#define MUT2_DISARM 0x80000000L |
突然変異: ランダムな武器落とし
#define MUT2_EAT_LIGHT 0x00002000L |
突然変異: 光源喰い
#define MUT2_FLATULENT 0x00000020L |
突然変異: 猛烈な屁
#define MUT2_HALLU 0x00000010L |
突然変異: 幻覚を引き起こす精神錯乱
#define MUT2_HORNS 0x00000080L |
突然変異: ツノ
#define MUT2_HP_TO_SP 0x40000000L |
突然変異: ランダムなHPからMPへの変換
#define MUT2_INVULN 0x10000000L |
突然変異: ランダムな無敵化
#define MUT2_NAUSEA 0x01000000L |
突然変異: 落ち着きの無い胃
#define MUT2_NORMALITY 0x00040000L |
突然変異: ランダムな変異の消滅
#define MUT2_POLY_WOUND 0x00100000L |
突然変異: ランダムな傷の変化
#define MUT2_PROD_MANA 0x00000400L |
突然変異: 制御できない魔力のエネルギー
#define MUT2_RAW_CHAOS 0x00020000L |
突然変異: 純カオス
#define MUT2_RTELEPORT 0x00000004L |
突然変異: ランダムテレポート / Random teleport, instability
#define MUT2_SCOR_TAIL 0x00000040L |
突然変異: サソリの尻尾
#define MUT2_SP_TO_HP 0x20000000L |
突然変異: ランダムなMPからHPへの変換
#define MUT2_SPEED_FLUX 0x00000800L |
突然変異: ランダムな加減速
#define MUT2_TENTACLES 0x00010000L |
突然変異: 邪悪な触手
#define MUT2_TRUNK 0x00004000L |
突然変異: 象の鼻
#define MUT2_WALK_SHAD 0x04000000L |
突然変異: ランダムな現実変容
#define MUT2_WARNING 0x08000000L |
突然変異: 警告
#define MUT2_WASTING 0x00200000L |
突然変異: 衰弱
#define MUT2_WEIRD_MIND 0x00800000L |
突然変異: ランダムなテレパシー
#define MUT2_WRAITH 0x00080000L |
突然変異: ランダムな幽体化
#define MUT3_ALBINO 0x00000040L |
突然変異: アルビノ
#define MUT3_ARTHRITIS 0x08000000L |
突然変異: 間接の痛み
#define MUT3_BAD_LUCK 0x10000000L |
突然変異: 黒いオーラ(不運)
#define MUT3_BLANK_FAC 0x00000200L |
突然変異: のっぺらぼう
#define MUT3_ELEC_TOUC 0x00020000L |
突然変異: 電撃オーラ
#define MUT3_ESP 0x02000000L |
突然変異: テレパシー
#define MUT3_FEARLESS 0x00800000L |
突然変異: 恐れ知らず
#define MUT3_FIRE_BODY 0x00040000L |
突然変異: 火炎オーラ
#define MUT3_FLESH_ROT 0x00000080L |
突然変異: 腐敗した肉体
#define MUT3_GOOD_LUCK 0x80000000L |
突然変異: 白いオーラ(幸運)
#define MUT3_HYPER_INT 0x00000004L |
突然変異: 生体コンピュータ
#define MUT3_HYPER_STR 0x00000001L |
突然変異: 超人的な力
#define MUT3_ILL_NORM 0x00000400L |
突然変異: 幻影に覆われた体
#define MUT3_INFRAVIS 0x00004000L |
突然変異: 赤外線視力
#define MUT3_IRON_SKIN 0x00200000L |
突然変異: 鉄の肌
#define MUT3_LIMBER 0x04000000L |
突然変異: しなやかな肉体
#define MUT3_MAGIC_RES 0x00001000L |
突然変異: 魔法防御
#define MUT3_MORONIC 0x00000008L |
突然変異: 精神薄弱
#define MUT3_MOTION 0x40000000L |
突然変異: 正確で力強い動作
#define MUT3_PUNY 0x00000002L |
突然変異: 虚弱
#define MUT3_REGEN 0x01000000L |
突然変異: 急回復
#define MUT3_RESILIENT 0x00000010L |
突然変異: 弾力のある体
#define MUT3_SCALES 0x00100000L |
突然変異: 鱗肌
#define MUT3_SHORT_LEG 0x00010000L |
突然変異: 短い脚
#define MUT3_SILLY_VOI 0x00000100L |
突然変異: 間抜けなキーキー声
#define MUT3_VULN_ELEM 0x20000000L |
突然変異: 元素攻撃弱点
#define MUT3_WART_SKIN 0x00080000L |
突然変異: イボ肌
#define MUT3_WINGS 0x00400000L |
突然変異: 翼
#define MUT3_XTRA_EYES 0x00000800L |
突然変異: 第三の目
#define MUT3_XTRA_FAT 0x00000020L |
突然変異: 異常な肥満
#define MUT3_XTRA_LEGS 0x00008000L |
突然変異: 追加の脚
#define MUT3_XTRA_NOIS 0x00002000L |
突然変異: 騒音
#define NASTY_MON_BASE 25 |
深層モンスターが生成される基本確率(1/x)
There is a 1/25 (4%) chance of inflating the requested monster_level during the creation of a monsters (see "get_mon_num()" in "monster.c"). Lower values yield harder monsters more often.
#define NASTY_MON_MAX 3 /*! 深層モンスターが1フロアに生成される最大数 */ |
#define NASTY_MON_PLUS_MAX 25 /*! 深層モンスターの階層加算最大量 */ |
#define NOT_PATTERN_TILE -1 |
#define NOT_TRAP -1 |
#define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1) |
#define PANEL_HGT 11 |
表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること) Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
#define PANEL_WID 33 |
表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること) Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
#define PATTERN_TILE_1 1 |
#define PATTERN_TILE_2 2 |
#define PATTERN_TILE_3 3 |
#define PATTERN_TILE_4 4 |
#define PATTERN_TILE_END 5 |
#define PATTERN_TILE_OLD 6 |
#define PATTERN_TILE_START 0 |
#define PATTERN_TILE_TELEPORT 7 |
#define PATTERN_TILE_WRECKED 8 |
#define PENETRATE_INVULNERABILITY 13 /*! 無敵化が破られる確率(1/x) / 1/x chance of hurting even if invulnerable! */ |
#define PET_ALLOW_SPACE 6 |
ペットに関するコマンド: 少し離れていろ
#define PET_ATTACK_SPELL 11 |
ペットに関するコマンド: 攻撃魔法の許可
#define PET_AWAY_DIST (-25) |
ペットの行動範囲…離れていろ
#define PET_BALL_SPELL 13 |
ペットに関するコマンド: プレイヤーを魔法に巻き込む許可
#define PET_CLOSE_DIST 1 |
ペットの行動範囲…近くにいろ
#define PET_DESTROY_DIST 255 |
ペットの行動範囲…敵を見つけて倒せ
#define PET_DISMISS 1 |
ペットに関するコマンド: ペットを離す
#define PET_FOLLOW_DIST 6 |
ペットの行動範囲…ついて来い
#define PET_FOLLOW_ME 4 |
ペットに関するコマンド: ついて来い
#define PET_NAME 15 |
ペットに関するコマンド: ペットに名前をつける
#define PET_OPEN_DOORS 8 |
ペットに関するコマンド: ドア解放の許可
#define PET_RIDING 14 |
ペットに関するコマンド: ペットに乗る
#define PET_RYOUTE 16 |
ペットに関するコマンド: 騎乗中に両手で武器を使うかどうか
#define PET_SEEK_AND_DESTROY 5 |
ペットに関するコマンド: 敵を見つけて倒せ
#define PET_SEEK_DIST 10 |
ペットの行動範囲…特になし?
#define PET_SPACE_DIST (-10) |
ペットの行動範囲…少し離れていろ
#define PET_STAY_AWAY 7 |
ペットに関するコマンド: 離れていろ
#define PET_STAY_CLOSE 3 |
ペットに関するコマンド: 近くにいろ
#define PET_SUMMON_SPELL 12 |
ペットに関するコマンド: 召喚魔法の許可
#define PET_TAKE_ITEMS 9 |
ペットに関するコマンド: アイテム取得の許可
#define PET_TARGET 2 |
ペットに関するコマンド: ペットのターゲットを指定
#define PET_TELEPORT 10 |
ペットに関するコマンド: テレポートの許可
#define PF_ATTACK_SPELL 0x0008 |
ペットの行動許可…攻撃魔法を使ってよい
#define PF_BALL_SPELL 0x0020 |
ペットの行動許可…ボール魔法でプレイヤーを巻き込んでよい
#define PF_OPEN_DOORS 0x0001 |
ペットの行動許可…ドアを開けてよい
#define PF_PICKUP_ITEMS 0x0002 |
ペットの行動許可…アイテムを拾ってよい
#define PF_RYOUTE 0x0040 |
プレイヤーの騎乗フラグ…武器を片手で持つ
#define PF_SUMMON_SPELL 0x0010 |
ペットの行動許可…召喚魔法を使ってよい
#define PF_TELEPORT 0x0004 |
ペットの行動許可…テレポート魔法を使ってよい
#define PY_FOOD_ALERT 2000 /* Food value (Hungry) */ |
#define PY_FOOD_FAINT 500 /* Food value (Fainting) */ |
#define PY_FOOD_FULL 10000 /* Food value (Normal) */ |
#define PY_FOOD_MAX 15000 /* Food value (Bloated) */ |
#define PY_FOOD_STARVE 100 /* Food value (Starving) */ |
#define PY_FOOD_WEAK 1000 /* Food value (Weak) */ |
#define PY_MAX_EXP 99999999L /* Maximum exp */ |
#define PY_MAX_GOLD 999999999L /* Maximum gold */ |
#define PY_MAX_LEVEL 50 /* Maximum level */ |
#define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */ |
#define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */ |
#define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */ |
#define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */ |
#define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */ |
#define QUARK_MAX 768 |
銘情報の最大数 / Maximum number of "quarks" (see "io.c")
#define QUEST_OBERON 8 /*<! オベロン打倒クエストに割り振るクエストID */ |
#define QUEST_SERPENT 9 /*<! サーペント打倒クエストに割り振るクエストID */ |
#define QUEST_TOWER1 5 /*<! 塔クエスト(第1階層)に割り振るクエストID */ |
#define QUEST_TOWER2 6 /*<! 塔クエスト(第2階層)に割り振るクエストID */ |
#define QUEST_TOWER3 7 /*<! 塔クエスト(第3階層)に割り振るクエストID */ |
#define RACE_AMBERITE 8 |
#define RACE_ANDROID 36 |
#define RACE_ANGEL 31 |
#define RACE_BARBARIAN 10 |
#define RACE_BEASTMAN 29 |
#define RACE_CYCLOPS 14 |
#define RACE_DARK_ELF 19 |
#define RACE_DEMON 32 |
#define RACE_DRACONIAN 20 |
#define RACE_DUNADAN 33 |
#define RACE_DWARF 5 |
#define RACE_ELF 2 |
#define RACE_ENT 30 |
#define RACE_GNOME 4 |
#define RACE_GOLEM 23 |
#define RACE_HALF_ELF 1 |
#define RACE_HALF_GIANT 12 |
#define RACE_HALF_OGRE 11 |
#define RACE_HALF_ORC 6 |
#define RACE_HALF_TITAN 13 |
#define RACE_HALF_TROLL 7 |
#define RACE_HIGH_ELF 9 |
#define RACE_HOBBIT 3 |
#define RACE_HUMAN 0 |
#define RACE_IMP 22 |
#define RACE_KLACKON 16 |
#define RACE_KOBOLD 17 |
#define RACE_KUTAR 35 |
#define RACE_MIND_FLAYER 21 |
#define RACE_NIBELUNG 18 |
#define RACE_S_FAIRY 34 |
#define RACE_SKELETON 24 |
#define RACE_SPECTRE 27 |
#define RACE_SPRITE 28 |
#define RACE_VAMPIRE 26 |
#define RACE_YEEK 15 |
#define RACE_ZOMBIE 25 |
#define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1) |
#define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1) |
#define REALM_ARCANE 7 |
#define REALM_CHAOS 4 |
#define REALM_CRAFT 8 |
#define REALM_CRUSADE 10 |
#define REALM_DAEMON 9 |
#define REALM_DEATH 5 |
#define REALM_HEX 18 |
#define REALM_HISSATSU 17 |
#define REALM_LIFE 1 |
#define REALM_MUSIC 16 |
#define REALM_NATURE 3 |
#define REALM_NONE 0 |
#define REALM_SORCERY 2 |
#define REALM_TRUMP 6 |
#define REDRAW_MAX 2298 |
再描画処理用配列サイズ / Maximum size of the "redraw" array (see "cave.c")
We must be large for proper functioning of delayed redrawing. We must also be as large as two times of the largest view area. Note that maximum view grids are 1149 entries.
#define REW_AUGM_ABL 16 |
カオスパトロンからの報酬: 1能力上昇
#define REW_CHAOS_WP 6 |
カオスパトロンからの報酬: 混沌武器の下賜
#define REW_CURSE_AR 21 |
カオスパトロンからの報酬: 防具呪縛
#define REW_CURSE_WP 20 |
カオスパトロンからの報酬: 武器呪縛
#define REW_DESTRUCT 24 |
カオスパトロンからの報酬: *破壊*
#define REW_DISPEL_C 27 |
カオスパトロンからの報酬: モンスター退散
#define REW_DO_HAVOC 12 |
カオスパトロンからの報酬: 混沌招来
#define REW_GAIN_ABL 13 |
カオスパトロンからの報酬: 増強
#define REW_GAIN_EXP 2 |
カオスパトロンからの報酬: 経験値増加
#define REW_GENOCIDE 25 |
カオスパトロンからの報酬: シンボル抹殺
#define REW_GOOD_OBJ 4 |
カオスパトロンからの報酬: GOODなアイテム単体の下賜
#define REW_GOOD_OBS 7 |
カオスパトロンからの報酬: GOODなアイテム複数の下賜
#define REW_GREA_OBJ 5 |
カオスパトロンからの報酬: GREATなアイテム単体の下賜
#define REW_GREA_OBS 8 |
カオスパトロンからの報酬: GREATなアイテム複数の下賜
#define REW_H_SUMMON 11 |
カオスパトロンからの報酬: 敵対的なモンスターの召喚(hi-summon)
#define REW_HEAL_FUL 18 |
カオスパトロンからの報酬: 完全回復
#define REW_HURT_LOT 19 |
カオスパトロンからの報酬: 分解の球によるダメージ
#define REW_IGNORE 33 |
カオスパトロンからの報酬: 無視
#define REW_LOSE_ABL 14 |
カオスパトロンからの報酬: 1能力低下
#define REW_LOSE_EXP 3 |
カオスパトロンからの報酬: 経験値減少
#define REW_MASS_GEN 26 |
カオスパトロンからの報酬: 周辺抹殺
#define REW_PISS_OFF 22 |
カオスパトロンからの報酬: 苛立ち
#define REW_POLY_SLF 1 |
カオスパトロンからの報酬: 自己変容
#define REW_POLY_WND 17 |
カオスパトロンからの報酬: 傷の変化
#define REW_RUIN_ABL 15 |
カオスパトロンからの報酬: 全能力低下
#define REW_SER_DEMO 35 |
カオスパトロンからの報酬: 悪魔の下僕下賜
#define REW_SER_MONS 36 |
カオスパトロンからの報酬: モンスターの下僕下賜
#define REW_SER_UNDE 34 |
カオスパトロンからの報酬: アンデッドの下僕下賜
#define REW_SUMMON_M 10 |
カオスパトロンからの報酬: 敵対的なモンスターの召喚(通常)
#define REW_TY_CURSE 9 |
カオスパトロンからの報酬: 太古の怨念
#define REW_UNUSED_1 28 |
カオスパトロンからの報酬: 未使用
#define REW_UNUSED_2 29 |
カオスパトロンからの報酬: 未使用
#define REW_UNUSED_3 30 |
カオスパトロンからの報酬: 未使用
#define REW_UNUSED_4 31 |
カオスパトロンからの報酬: 未使用
#define REW_UNUSED_5 32 |
カオスパトロンからの報酬: 未使用
#define REW_WRATH 23 |
カオスパトロンからの報酬: 怒り
#define ROW_AC 13 |
#define ROW_CURHP 14 |
#define ROW_CURSP 15 |
#define ROW_CUT 18 |
#define ROW_DAY 21 |
#define ROW_DEPTH (-1) |
#define ROW_DUNGEON 22 |
#define ROW_EQUIPPY 6 |
#define ROW_EXP 4 |
#define ROW_GOLD 5 |
#define ROW_HPMP 14 |
#define ROW_HUNGRY 20 |
#define ROW_INFO 17 |
#define ROW_LEVEL 3 |
#define ROW_MAP 0 |
#define ROW_RACE 1 |
#define ROW_RIDING_INFO 16 |
#define ROW_SPEED (-1) |
#define ROW_STAT 7 |
#define ROW_STATBAR (-1) |
#define ROW_STATE 20 |
#define ROW_STUDY (-1) |
#define ROW_STUN 19 |
#define ROW_TITLE 2 |
#define SCREEN_HGT 22 |
表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること) Number of grids used to display the dungeon (vertically).
Must be a multiple of 11, probably hard-coded to 22.
#define SCREEN_WID 66 |
表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること) Number of grids used to display the dungeon (horizontally).
Must be a multiple of 33, probably hard-coded to 66.
#define SEIKAKU_CHIKARA 1 |
#define SEIKAKU_COMBAT 6 |
#define SEIKAKU_FUTUU 0 |
#define SEIKAKU_GAMAN 10 |
#define SEIKAKU_INOCHI 5 |
#define SEIKAKU_KIREMONO 2 |
#define SEIKAKU_LUCKY 9 |
#define SEIKAKU_MUNCHKIN 11 |
#define SEIKAKU_NAMAKE 7 |
#define SEIKAKU_SEXY 8 |
#define SEIKAKU_SHIAWASE 3 |
#define SEIKAKU_SUBASI 4 |
#define SEX_FEMALE 0 |
#define SEX_MALE 1 |
#define SPECIAL_KEY_BUILDING 254 |
#define SPECIAL_KEY_QUEST 255 |
#define SPECIAL_KEY_QUIT 252 |
#define SPECIAL_KEY_STORE 253 |
#define SPEED_TO_ENERGY | ( | SPEED | ) | (((SPEED) > 199) ? 49 : extract_energy[(SPEED)]) |
加速値に応じた基本行動エネルギー消費量を返す / Extract energy from speed (Assumes that SPEED is unsigned)
#define SPELL_CAST 3 |
#define SPELL_CONT 6 |
#define SPELL_DESC 1 |
#define SPELL_FAIL 4 |
#define SPELL_INFO 2 |
#define SPELL_NAME 0 |
#define SPELL_STOP 5 |
#define STORE_ALCHEMIST 4 |
店舗の種類: 錬金術の店
#define STORE_ARMOURY 1 |
店舗の種類: 防具屋
#define STORE_BLACK 6 |
店舗の種類: ブラック・マーケット
#define STORE_BOOK 8 |
店舗の種類: 書店
#define STORE_CHOICES 48 /* Number of items to choose stock from */ |
#define STORE_GENERAL 0 |
店舗の種類: 雑貨屋
#define STORE_HOME 7 |
店舗の種類: 我が家
#define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */ |
#define STORE_MAGIC 5 |
店舗の種類: 魔道具屋
#define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */ |
#define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */ |
#define STORE_MUSEUM 9 |
店舗の種類: 博物館
#define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */ |
#define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */ |
#define STORE_TEMPLE 3 |
店舗の種類: 寺院
#define STORE_TICKS 1000 /* Number of ticks between turnovers */ |
#define STORE_TURNOVER 9 /* Normal shop turnover, per day */ |
#define STORE_WEAPON 2 |
店舗の種類: 武器屋
#define SV_ABUNAI_MIZUGI 50 |
#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */ |
#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */ |
#define SV_AMMO_LIGHT 0 /* pebbles */ |
#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */ |
#define SV_AMULET_ADORNMENT 2 |
#define SV_AMULET_BOROMIR 18 |
#define SV_AMULET_BRILLIANCE 6 |
#define SV_AMULET_CARLAMMAS 10 |
#define SV_AMULET_CHARISMA 7 |
#define SV_AMULET_DOOM 0 |
#define SV_AMULET_DWARVES 12 |
#define SV_AMULET_FARAMIR 17 |
#define SV_AMULET_INGWE 11 |
#define SV_AMULET_INROU 20 |
#define SV_AMULET_INTELLIGENCE 21 |
#define SV_AMULET_MAGATAMA 19 |
#define SV_AMULET_MAGIC_MASTERY 23 |
#define SV_AMULET_NIGHT 24 |
#define SV_AMULET_NO_MAGIC 13 |
#define SV_AMULET_NO_TELE 14 |
#define SV_AMULET_REFLECTION 9 |
#define SV_AMULET_RESIST_ACID 4 |
#define SV_AMULET_RESISTANCE 15 |
#define SV_AMULET_SEARCHING 5 |
#define SV_AMULET_SLOW_DIGEST 3 |
#define SV_AMULET_TELEPATHY 16 |
#define SV_AMULET_TELEPORT 1 |
#define SV_AMULET_THE_MAGI 8 |
#define SV_AMULET_WISDOM 22 |
#define SV_ANY 255 |
#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */ |
#define SV_AWL_PIKE 4 /* 1d8 */ |
#define SV_BALL_AND_CHAIN 6 /* 2d4 */ |
#define SV_BAR_CHAIN_MAIL 8 /* 18 */ |
#define SV_BASILLARD 9 /* 1d8 */ |
#define SV_BASTARD_SWORD 21 /* 3d4 */ |
#define SV_BATTLE_AXE 22 /* 2d8 */ |
#define SV_BEAKED_AXE 10 /* 2d6 */ |
#define SV_BLADE_OF_CHAOS 30 /* 6d5 */ |
#define SV_BO_STAFF 14 /* 1d11 */ |
#define SV_BROAD_AXE 11 /* 2d6 */ |
#define SV_BROAD_SPEAR 7 /* 1d9 */ |
#define SV_BROAD_SWORD 16 /* 2d5 */ |
#define SV_BROKEN_DAGGER 1 /* 1d1 */ |
#define SV_BROKEN_SWORD 2 /* 1d2 */ |
#define SV_CAPTURE_NONE 0 |
#define SV_CHAIN_MAIL 4 /* 14 */ |
#define SV_CHAOS 50 |
#define SV_CHEST_MIN_LARGE 4 |
この値以降の小項目IDを持った箱は大型の箱としてドロップ数を増やす / Special "sval" limit – first "large" chest
#define SV_CLAY_STATUE 1 |
#define SV_CLAYMORE 23 /* 2d8 */ |
#define SV_CLOAK 1 |
#define SV_CLUB 1 /* 1d4 */ |
#define SV_COPPER_STATUE 4 |
#define SV_CORD_ARMOR 9 /* 6 */ |
#define SV_CORPSE 1 |
#define SV_CRIMSON 50 /* (x0) */ |
#define SV_CUTLASS 12 /* 1d7 */ |
#define SV_DAGGER 4 /* 1d4 */ |
#define SV_DEATH_SCYTHE 50 /* 10d10 */ |
#define SV_DIAMOND_EDGE 31 /* 7d5 */ |
#define SV_DO_MARU 11 /* 20 */ |
#define SV_DOKUBARI 32 /* 1d1 */ |
#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */ |
#define SV_DOUBLE_RING_MAIL 5 /* 15 */ |
#define SV_DRAGON_BALANCE 20 |
#define SV_DRAGON_BLACK 1 |
#define SV_DRAGON_BLUE 2 |
#define SV_DRAGON_BRONZE 14 |
#define SV_DRAGON_CHAOS 18 |
#define SV_DRAGON_GOLD 16 |
#define SV_DRAGON_GREEN 5 |
#define SV_DRAGON_HELM 7 |
#define SV_DRAGON_LAW 12 |
#define SV_DRAGON_MULTIHUED 6 |
#define SV_DRAGON_POWER 30 |
#define SV_DRAGON_RED 4 |
#define SV_DRAGON_SHIELD 6 |
#define SV_DRAGON_SHINING 10 |
#define SV_DRAGON_WHITE 3 |
#define SV_DWARVEN_PICK 6 |
#define SV_DWARVEN_SHOVEL 3 |
#define SV_ELVEN_CLOAK 2 |
#define SV_ESPADON 24 /* 2d9 */ |
#define SV_ETHEREAL_CLOAK 5 |
#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */ |
#define SV_EXPRESS_CARD 0 |
#define SV_FAUCHARD 6 /* 1d10 */ |
#define SV_FIGURINE_NORMAL 0 |
#define SV_FILTHY_RAG 1 |
#define SV_FLAIL 13 /* 2d6 */ |
#define SV_FLAMBERGE 26 /* 3d7 */ |
#define SV_FLASK_OIL 0 |
#define SV_FOOD_BISCUIT 32 |
#define SV_FOOD_BLINDNESS 1 |
#define SV_FOOD_CONFUSION 3 |
#define SV_FOOD_CURE_BLINDNESS 13 |
#define SV_FOOD_CURE_CONFUSION 15 |
#define SV_FOOD_CURE_PARANOIA 14 |
#define SV_FOOD_CURE_POISON 12 |
#define SV_FOOD_CURE_SERIOUS 16 |
#define SV_FOOD_DISEASE 11 |
#define SV_FOOD_HALLUCINATION 4 |
#define SV_FOOD_JERKY 33 |
#define SV_FOOD_NAIVETY 9 |
#define SV_FOOD_PARALYSIS 5 |
#define SV_FOOD_PARANOIA 2 |
#define SV_FOOD_PINT_OF_ALE 38 |
#define SV_FOOD_PINT_OF_WINE 39 |
#define SV_FOOD_POISON 0 |
#define SV_FOOD_RATION 35 |
#define SV_FOOD_RESTORE_CON 18 |
#define SV_FOOD_RESTORE_STR 17 |
#define SV_FOOD_RESTORING 19 |
#define SV_FOOD_SICKNESS 7 |
#define SV_FOOD_SLIME_MOLD 36 |
#define SV_FOOD_STUPIDITY 8 |
#define SV_FOOD_UNHEALTH 10 |
#define SV_FOOD_WAYBREAD 37 |
#define SV_FOOD_WEAKNESS 6 |
#define SV_FULL_PLATE_ARMOUR 15 /* 25 */ |
#define SV_FUR_CLOAK 3 |
#define SV_GLAIVE 13 /* 2d6 */ |
#define SV_GNOMISH_SHOVEL 2 |
#define SV_GOLDEN_CROWN 11 |
#define SV_GOLDEN_STATUE 6 |
#define SV_GREAT_AXE 25 /* 4d4 */ |
#define SV_GREAT_HAMMER 19 /* 4d6 */ |
#define SV_GREAT_SCIMITAR 22 /* 4d5 */ |
#define SV_GROND 50 /* 3d9 */ |
#define SV_GUISARME 16 /* 2d5 */ |
#define SV_HALBERD 15 /* 3d4 */ |
#define SV_HARAMAKIDO 14 /* 17 */ |
#define SV_HARD_LEATHER_ARMOR 6 |
#define SV_HARD_LEATHER_CAP 2 |
#define SV_HARD_STUDDED_LEATHER 7 |
#define SV_HARP 51 /* (x0) */ |
#define SV_HATCHET 1 /* 1d5 */ |
#define SV_HAYABUSA 33 /* 1d6 */ |
#define SV_HEAVY_LANCE 29 /* 4d8 */ |
#define SV_HEAVY_XBOW 24 /* (x4) */ |
#define SV_IRON_CROWN 10 |
#define SV_IRON_HELM 5 |
#define SV_IRON_STATUE 3 |
#define SV_IVORY_STATUE 7 |
#define SV_JEWELED_CROWN 12 |
#define SV_JINGASA 4 /* 4 */ |
#define SV_JO_STAFF 7 /* 1d7 */ |
#define SV_KABUTO 8 /* 7 */ |
#define SV_KATANA 20 /* 3d4 */ |
#define SV_KHOPESH 14 /* 2d4 */ |
#define SV_KNIGHT_SHIELD 7 |
#define SV_KUROSHOUZOKU 13 |
#define SV_LAJATANG 14 /* 2d7 */ |
#define SV_LANCE 20 /* 2d8 */ |
#define SV_LARGE_LEATHER_SHIELD 4 |
#define SV_LARGE_METAL_SHIELD 5 |
#define SV_LEAD_FILLED_MACE 15 /* 3d4 */ |
#define SV_LEATHER_JACK 12 |
#define SV_LEATHER_SCALE_MAIL 11 |
#define SV_LIGHT_XBOW 23 /* (x3) */ |
#define SV_LITE_EDISON 3 |
#define SV_LITE_ELENDIL 5 |
#define SV_LITE_FEANOR 2 |
#define SV_LITE_FLY_STONE 9 |
#define SV_LITE_GALADRIEL 4 |
#define SV_LITE_JUDGE 6 |
#define SV_LITE_LANTERN 1 |
#define SV_LITE_LORE 7 |
#define SV_LITE_PALANTIR 8 |
#define SV_LITE_TORCH 0 |
#define SV_LOCHABER_AXE 28 /* 3d8 */ |
#define SV_LONG_BOW 13 /* (x3) */ |
#define SV_LONG_SWORD 17 /* 2d5 */ |
#define SV_LUCERNE_HAMMER 12 /* 2d5 */ |
#define SV_MACE 5 /* 2d4 */ |
#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */ |
#define SV_MAIN_GAUCHE 5 /* 1d5 */ |
#define SV_MATTOCK 7 |
#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */ |
#define SV_METAL_CAP 3 |
#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */ |
#define SV_METAL_SCALE_MAIL 3 /* 13 */ |
#define SV_MIRROR_SHIELD 10 |
#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */ |
#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */ |
#define SV_MITHRIL_STATUE 8 |
#define SV_MORNING_STAR 12 /* 2d6 */ |
#define SV_NAGINATA 9 /* 2d6 */ |
#define SV_NAMAKE_ARMOR 63 |
#define SV_NAMAKE_BOW 63 /* (x3) */ |
#define SV_NAMAKE_HAMMER 63 /* 1d77 */ |
#define SV_NINJATO 19 /* 1d9 */ |
#define SV_NO_DACHI 27 /* 5d4 */ |
#define SV_NUNCHAKU 4 /* 2d3 */ |
#define SV_O_YOROI 16 /* 24 */ |
#define SV_ORCISH_PICK 5 |
#define SV_ORNATE_STATUE 9 |
#define SV_PADDED_ARMOR 10 /* 4 */ |
#define SV_PAIR_OF_DRAGON_GREAVE 4 |
#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3 |
#define SV_PAIR_OF_METAL_SHOD_BOOTS 6 |
#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2 |
#define SV_PAPER_ARMOR 3 /* 4 */ |
#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */ |
#define SV_PHOTO 50 |
#define SV_PICK 4 |
#define SV_PIKE 8 /* 2d5 */ |
#define SV_POTION_APPLE_JUICE 1 |
#define SV_POTION_AUGMENTATION 55 |
#define SV_POTION_BESERK_STRENGTH 33 |
#define SV_POTION_BLINDNESS 7 |
#define SV_POTION_BOLDNESS 28 |
#define SV_POTION_CONFUSION 9 |
#define SV_POTION_CURE_CRITICAL 36 |
#define SV_POTION_CURE_LIGHT 34 |
#define SV_POTION_CURE_POISON 27 |
#define SV_POTION_CURE_SERIOUS 35 |
#define SV_POTION_CURING 61 |
#define SV_POTION_DEATH 23 |
#define SV_POTION_DEC_CHR 21 |
#define SV_POTION_DEC_CON 20 |
#define SV_POTION_DEC_DEX 19 |
#define SV_POTION_DEC_INT 17 |
#define SV_POTION_DEC_STR 16 |
#define SV_POTION_DEC_WIS 18 |
#define SV_POTION_DETECT_INVIS 25 |
#define SV_POTION_DETONATIONS 22 |
#define SV_POTION_ENLIGHTENMENT 56 |
#define SV_POTION_EXPERIENCE 59 |
#define SV_POTION_HEALING 37 |
#define SV_POTION_HEROISM 32 |
#define SV_POTION_INC_CHR 53 |
#define SV_POTION_INC_CON 52 |
#define SV_POTION_INC_DEX 51 |
#define SV_POTION_INC_INT 49 |
#define SV_POTION_INC_STR 48 |
#define SV_POTION_INC_WIS 50 |
#define SV_POTION_INFRAVISION 24 |
#define SV_POTION_INVULNERABILITY 62 |
#define SV_POTION_LIFE 39 |
#define SV_POTION_LOSE_MEMORIES 13 |
#define SV_POTION_NEO_TSUYOSHI 64 |
#define SV_POTION_NEW_LIFE 63 |
#define SV_POTION_POISON 6 |
#define SV_POTION_POLYMORPH 66 |
#define SV_POTION_RES_CHR 47 |
#define SV_POTION_RES_CON 46 |
#define SV_POTION_RES_DEX 45 |
#define SV_POTION_RES_INT 43 |
#define SV_POTION_RES_STR 42 |
#define SV_POTION_RES_WIS 44 |
#define SV_POTION_RESIST_COLD 31 |
#define SV_POTION_RESIST_HEAT 30 |
#define SV_POTION_RESISTANCE 60 |
#define SV_POTION_RESTORE_EXP 41 |
#define SV_POTION_RESTORE_MANA 40 |
#define SV_POTION_RUINATION 15 |
#define SV_POTION_SALT_WATER 5 |
#define SV_POTION_SELF_KNOWLEDGE 58 |
#define SV_POTION_SLEEP 11 |
#define SV_POTION_SLIME_MOLD 2 |
#define SV_POTION_SLOW_POISON 26 |
#define SV_POTION_SLOWNESS 4 |
#define SV_POTION_SPEED 29 |
#define SV_POTION_STAR_ENLIGHTENMENT 57 |
#define SV_POTION_STAR_HEALING 38 |
#define SV_POTION_TSUYOSHI 65 |
#define SV_POTION_WATER 0 |
#define SV_QUARTERSTAFF 3 /* 1d9 */ |
#define SV_RAPIER 7 /* 1d6 */ |
#define SV_RHINO_HIDE_ARMOR 8 |
#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */ |
#define SV_RING_ACCURACY 28 |
#define SV_RING_ACID 17 |
#define SV_RING_AGGRAVATION 1 |
#define SV_RING_AHO 50 |
#define SV_RING_ATTACKS 49 |
#define SV_RING_CON 27 |
#define SV_RING_DAMAGE 29 |
#define SV_RING_DEC_MANA 53 |
#define SV_RING_DEX 26 |
#define SV_RING_ELEC 25 |
#define SV_RING_FLAMES 18 |
#define SV_RING_FRAKIR 32 |
#define SV_RING_FREE_ACTION 21 |
#define SV_RING_ICE 19 |
#define SV_RING_LEVITATION_FALL 7 |
#define SV_RING_LORDLY 48 |
#define SV_RING_MAIL 2 /* 12 */ |
#define SV_RING_MUSCLE 55 |
#define SV_RING_NARYA 34 |
#define SV_RING_NENYA 35 |
#define SV_RING_POWER 37 |
#define SV_RING_PROTECTION 16 |
#define SV_RING_RES_BLINDNESS 47 |
#define SV_RING_RES_CHAOS 46 |
#define SV_RING_RES_CONFUSION 43 |
#define SV_RING_RES_DISENCHANT 45 |
#define SV_RING_RES_FEAR 38 |
#define SV_RING_RES_LD 39 |
#define SV_RING_RES_NETHER 40 |
#define SV_RING_RES_NEXUS 41 |
#define SV_RING_RES_SHARDS 44 |
#define SV_RING_RES_SOUND 42 |
#define SV_RING_RESIST_COLD 9 |
#define SV_RING_RESIST_FIRE 8 |
#define SV_RING_RESIST_POIS 20 |
#define SV_RING_SEARCHING 23 |
#define SV_RING_SEE_INVIS 22 |
#define SV_RING_SHOTS 51 |
#define SV_RING_SLAYING 30 |
#define SV_RING_SLOW_DIGESTION 6 |
#define SV_RING_SPEED 31 |
#define SV_RING_STR 24 |
#define SV_RING_STUPIDITY 3 |
#define SV_RING_SUSTAIN 52 |
#define SV_RING_SUSTAIN_CHR 15 |
#define SV_RING_SUSTAIN_CON 13 |
#define SV_RING_SUSTAIN_DEX 14 |
#define SV_RING_SUSTAIN_INT 11 |
#define SV_RING_SUSTAIN_STR 10 |
#define SV_RING_SUSTAIN_WIS 12 |
#define SV_RING_TELEPORTATION 4 |
#define SV_RING_TULKAS 33 |
#define SV_RING_VILYA 36 |
#define SV_RING_WARNING 54 |
#define SV_RING_WEAKNESS 2 |
#define SV_RING_WOE 0 |
#define SV_ROBE 2 |
#define SV_ROD_ACID_BALL 24 |
#define SV_ROD_ACID_BOLT 20 |
#define SV_ROD_AGGRAVATE 30 |
#define SV_ROD_COLD_BALL 27 |
#define SV_ROD_COLD_BOLT 23 |
#define SV_ROD_CURING 8 |
#define SV_ROD_DETECT_DOOR 1 |
#define SV_ROD_DETECT_TRAP 0 |
#define SV_ROD_DETECTION 6 |
#define SV_ROD_DISARMING 14 |
#define SV_ROD_DRAIN_LIFE 18 |
#define SV_ROD_ELEC_BALL 25 |
#define SV_ROD_ELEC_BOLT 21 |
#define SV_ROD_FIRE_BALL 26 |
#define SV_ROD_FIRE_BOLT 22 |
#define SV_ROD_HAVOC 28 |
#define SV_ROD_HEALING 9 |
#define SV_ROD_IDENTIFY 2 |
#define SV_ROD_ILLUMINATION 4 |
#define SV_ROD_LITE 15 |
#define SV_ROD_MAPPING 5 |
#define SV_ROD_MIN_DIRECTION 12 |
この値以降の小項目IDを持ったロッドは使用時にターゲットを要求する / Special "sval" limit – first "aimed" rod
#define SV_ROD_PESTICIDE 12 |
#define SV_ROD_POLYMORPH 19 |
#define SV_ROD_PROBING 7 |
#define SV_ROD_RECALL 3 |
#define SV_ROD_RESTORATION 10 |
#define SV_ROD_SLEEP_MONSTER 16 |
#define SV_ROD_SLOW_MONSTER 17 |
#define SV_ROD_SPEED 11 |
#define SV_ROD_STONE_TO_MUD 29 |
#define SV_ROD_TELEPORT_AWAY 13 |
#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */ |
#define SV_SABRE 11 /* 1d7 */ |
#define SV_SCIMITAR 18 /* 2d5 */ |
#define SV_SCROLL_ACQUIREMENT 46 |
#define SV_SCROLL_AGGRAVATE_MONSTER 1 |
#define SV_SCROLL_AMUSEMENT 55 |
#define SV_SCROLL_ARTIFACT 52 |
#define SV_SCROLL_BLESSING 33 |
#define SV_SCROLL_CHAOS 50 |
#define SV_SCROLL_CURSE_ARMOR 2 |
#define SV_SCROLL_CURSE_WEAPON 3 |
#define SV_SCROLL_DARKNESS 0 |
#define SV_SCROLL_DETECT_DOOR 29 |
#define SV_SCROLL_DETECT_GOLD 26 |
#define SV_SCROLL_DETECT_INVIS 30 |
#define SV_SCROLL_DETECT_ITEM 27 |
#define SV_SCROLL_DETECT_TRAP 28 |
#define SV_SCROLL_DISPEL_UNDEAD 42 |
#define SV_SCROLL_ENCHANT_ARMOR 16 |
#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18 |
#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17 |
#define SV_SCROLL_FIRE 48 |
#define SV_SCROLL_GENOCIDE 44 |
#define SV_SCROLL_HOLY_CHANT 34 |
#define SV_SCROLL_HOLY_PRAYER 35 |
#define SV_SCROLL_ICE 49 |
#define SV_SCROLL_IDENTIFY 12 |
#define SV_SCROLL_LIGHT 24 |
#define SV_SCROLL_MAPPING 25 |
#define SV_SCROLL_MASS_GENOCIDE 45 |
#define SV_SCROLL_MONSTER_CONFUSION 36 |
#define SV_SCROLL_MUNDANITY 23 |
#define SV_SCROLL_PHASE_DOOR 8 |
#define SV_SCROLL_PROTECTION_FROM_EVIL 37 |
#define SV_SCROLL_RECHARGING 22 |
#define SV_SCROLL_REMOVE_CURSE 14 |
#define SV_SCROLL_RESET_RECALL 53 |
#define SV_SCROLL_RUMOR 51 |
#define SV_SCROLL_RUNE_OF_PROTECTION 38 |
#define SV_SCROLL_SATISFY_HUNGER 32 |
#define SV_SCROLL_SPELL 43 |
#define SV_SCROLL_STAR_ACQUIREMENT 47 |
#define SV_SCROLL_STAR_AMUSEMENT 56 |
#define SV_SCROLL_STAR_DESTRUCTION 41 |
#define SV_SCROLL_STAR_ENCHANT_ARMOR 20 |
#define SV_SCROLL_STAR_ENCHANT_WEAPON 21 |
#define SV_SCROLL_STAR_IDENTIFY 13 |
#define SV_SCROLL_STAR_REMOVE_CURSE 15 |
#define SV_SCROLL_SUMMON_KIN 54 |
#define SV_SCROLL_SUMMON_MONSTER 4 |
#define SV_SCROLL_SUMMON_PET 6 |
#define SV_SCROLL_SUMMON_UNDEAD 5 |
#define SV_SCROLL_TELEPORT 9 |
#define SV_SCROLL_TELEPORT_LEVEL 10 |
#define SV_SCROLL_TRAP_CREATION 7 |
#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39 |
#define SV_SCROLL_WORD_OF_RECALL 11 |
#define SV_SCYTHE 17 /* 5d3 */ |
#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */ |
#define SV_SET_OF_CESTI 5 |
#define SV_SET_OF_DRAGON_GLOVES 3 |
#define SV_SET_OF_GAUNTLETS 2 |
#define SV_SET_OF_LEATHER_GLOVES 1 |
#define SV_SHADOW_CLOAK 6 |
#define SV_SHORT_BOW 12 /* (x2) */ |
#define SV_SHORT_SWORD 10 /* 1d7 */ |
#define SV_SHOVEL 1 |
#define SV_SICKLE 3 /* 2d3 */ |
#define SV_SILVER_STATUE 5 |
#define SV_SKELETON 0 |
#define SV_SLING 2 /* (x2) */ |
#define SV_SMALL_LEATHER_SHIELD 2 |
#define SV_SMALL_METAL_SHIELD 3 |
#define SV_SMALL_SWORD 8 /* 1d6 */ |
#define SV_SOFT_LEATHER_ARMOR 4 |
#define SV_SOFT_STUDDED_LEATHER 5 |
#define SV_SPEAR 2 /* 1d6 */ |
#define SV_SPLINT_MAIL 10 /* 19 */ |
#define SV_STAFF_ANIMATE_DEAD 30 |
#define SV_STAFF_CURE_LIGHT 16 |
#define SV_STAFF_CURING 17 |
#define SV_STAFF_DARKNESS 0 |
#define SV_STAFF_DESTRUCTION 29 |
#define SV_STAFF_DETECT_DOOR 13 |
#define SV_STAFF_DETECT_EVIL 15 |
#define SV_STAFF_DETECT_GOLD 10 |
#define SV_STAFF_DETECT_INVIS 14 |
#define SV_STAFF_DETECT_ITEM 11 |
#define SV_STAFF_DETECT_TRAP 12 |
#define SV_STAFF_DISPEL_EVIL 24 |
#define SV_STAFF_EARTHQUAKES 28 |
#define SV_STAFF_GENOCIDE 27 |
#define SV_STAFF_HASTE_MONSTERS 2 |
#define SV_STAFF_HEALING 18 |
#define SV_STAFF_HOLINESS 26 |
#define SV_STAFF_IDENTIFY 5 |
#define SV_STAFF_LITE 8 |
#define SV_STAFF_MAPPING 9 |
#define SV_STAFF_MSTORM 31 |
#define SV_STAFF_NOTHING 32 |
#define SV_STAFF_POWER 25 |
#define SV_STAFF_PROBING 23 |
#define SV_STAFF_REMOVE_CURSE 6 |
#define SV_STAFF_SLEEP_MONSTERS 20 |
#define SV_STAFF_SLOW_MONSTERS 21 |
#define SV_STAFF_SLOWNESS 1 |
#define SV_STAFF_SPEED 22 |
#define SV_STAFF_STARLITE 7 |
#define SV_STAFF_SUMMONING 3 |
#define SV_STAFF_TELEPORTATION 4 |
#define SV_STAFF_THE_MAGI 19 |
#define SV_STEEL_HELM 6 |
#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */ |
#define SV_STONE_STATUE 2 |
#define SV_T_SHIRT 0 |
#define SV_TANTO 6 /* 1d5 */ |
#define SV_TETSUBO 16 /* 2d7 */ |
#define SV_THREE_PIECE_ROD 11 /* 3d3 */ |
#define SV_TRIDENT 5 /* 1d9 */ |
#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */ |
#define SV_TSURIZAO 40 /* 1d1 */ |
#define SV_TULWAR 15 /* 2d4 */ |
#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */ |
#define SV_TWO_HANDED_SWORD 25 /* 3d6 */ |
#define SV_WAKIZASHI 13 /* 2d4 */ |
#define SV_WAND_ACID_BALL 20 |
#define SV_WAND_ACID_BOLT 16 |
#define SV_WAND_CHARM_MONSTER 17 |
#define SV_WAND_CLONE_MONSTER 2 |
#define SV_WAND_COLD_BALL 23 |
#define SV_WAND_COLD_BOLT 19 |
#define SV_WAND_CONFUSE_MONSTER 10 |
#define SV_WAND_DISARMING 4 |
#define SV_WAND_DISINTEGRATE 25 |
#define SV_WAND_DRAGON_BREATH 28 |
#define SV_WAND_DRAGON_COLD 27 |
#define SV_WAND_DRAGON_FIRE 26 |
#define SV_WAND_DRAIN_LIFE 12 |
#define SV_WAND_ELEC_BALL 21 |
#define SV_WAND_FEAR_MONSTER 11 |
#define SV_WAND_FIRE_BALL 22 |
#define SV_WAND_FIRE_BOLT 18 |
#define SV_WAND_GENOCIDE 31 |
#define SV_WAND_HASTE_MONSTER 1 |
#define SV_WAND_HEAL_MONSTER 0 |
#define SV_WAND_LITE 7 |
#define SV_WAND_MAGIC_MISSILE 15 |
#define SV_WAND_POLYMORPH 13 |
#define SV_WAND_ROCKETS 29 |
#define SV_WAND_SLEEP_MONSTER 8 |
#define SV_WAND_SLOW_MONSTER 9 |
#define SV_WAND_STINKING_CLOUD 14 |
#define SV_WAND_STONE_TO_MUD 6 |
#define SV_WAND_STRIKING 30 |
#define SV_WAND_TELEPORT_AWAY 3 |
#define SV_WAND_TRAP_DOOR_DEST 5 |
#define SV_WAND_WONDER 24 |
#define SV_WAR_HAMMER 8 /* 3d3 */ |
#define SV_WHIP 2 /* 1d6 */ |
#define SV_WIZSTAFF 21 /* 1d2 */ |
#define SV_WOODEN_STATUE 0 |
#define SV_YATA_MIRROR 50 |
#define SV_YOIYAMI_ROBE 60 |
#define SV_ZWEIHANDER 29 /* 4d6 */ |
#define technic2magic | ( | A | ) | (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC) |
#define TELEPORT_DEC_VALOUR 0x00000004 |
#define TELEPORT_NONMAGICAL 0x00000001 |
#define TELEPORT_PASSIVE 0x00000002 |
#define TEMP_MAX 2298 |
視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "cave.c")
We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning of "update_view()" and "update_lite()". We must also be as large as the largest illuminatable room, but no room is larger than 800 grids. We must also be large enough to allow "good enough" use as a circular queue, to calculate monster flow, but note that the flow code is "paranoid".
#define TERRAIN_DEEP_LAVA 10 /* Deep lava */ |
#define TERRAIN_DEEP_WATER 2 /* Deep water */ |
#define TERRAIN_DESERT 8 /* Desert */ |
#define TERRAIN_DIRT 5 /* Dirt */ |
#define TERRAIN_EDGE 0 /* Edge of the World */ |
#define TERRAIN_GRASS 6 /* Grass */ |
#define TERRAIN_MOUNTAIN 11 /* Mountain */ |
#define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */ |
#define TERRAIN_SHALLOW_WATER 3 /* Shallow water */ |
#define TERRAIN_SWAMP 4 /* Swamp */ |
#define TERRAIN_TOWN 1 /* Town */ |
#define TERRAIN_TREES 7 /* Trees */ |
#define TOWN_DAWN 10000 |
1日分のターン / Number of ticks from dawn to dawn XXX
#define TRAP_ACID 7 |
#define TRAP_ALARM 17 |
#define TRAP_ARMAGEDDON 19 |
#define TRAP_BLIND 12 |
#define TRAP_CONFUSE 13 |
#define TRAP_FIRE 6 |
#define TRAP_LOSE_CON 11 |
#define TRAP_LOSE_DEX 10 |
#define TRAP_LOSE_STR 9 |
#define TRAP_OPEN 18 |
#define TRAP_PIRANHA 20 |
#define TRAP_PIT 1 |
#define TRAP_POISON 14 |
#define TRAP_POISON_PIT 3 |
#define TRAP_SLEEP 15 |
#define TRAP_SLOW 8 |
#define TRAP_SPIKED_PIT 2 |
#define TRAP_TELEPORT 5 |
#define TRAP_TRAPDOOR 0 |
#define TRAP_TRAPS 16 |
#define TRAP_TY_CURSE 4 |
#define TURNS_PER_TICK 10L |
Number of energy-gain-turns per ticks.
#define TV_AMULET 40 /* Amulets (including Specials) */ |
#define TV_ARCANE_BOOK 96 |
#define TV_ARMOR_BEGIN TV_BOOTS |
#define TV_ARMOR_END TV_DRAG_ARMOR |
#define TV_ARROW 17 /* Ammo for bows */ |
#define TV_BOLT 18 /* Ammo for x-bows */ |
#define TV_BOOTS 30 /* Boots */ |
#define TV_BOTTLE 2 /* Empty bottles ('!') */ |
#define TV_BOW 19 /* Slings/Bows/Xbows */ |
#define TV_CAPTURE 11 /* Monster ball */ |
#define TV_CARD 50 |
#define TV_CHAOS_BOOK 93 |
#define TV_CHEST 7 /* Chests ('&') */ |
#define TV_CLOAK 35 /* Cloaks */ |
#define TV_CORPSE 10 /* Corpses and Skeletons, specific */ |
#define TV_CRAFT_BOOK 97 |
#define TV_CROWN 33 /* Crowns */ |
#define TV_CRUSADE_BOOK 99 |
#define TV_DAEMON_BOOK 98 |
#define TV_DEATH_BOOK 94 |
#define TV_DIGGING 20 /* Shovels/Picks */ |
#define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */ |
#define TV_EQUIP_BEGIN TV_SHOT |
#define TV_EQUIP_END TV_CARD |
#define TV_FIGURINE 8 /* Magical figurines */ |
#define TV_FLASK 77 |
#define TV_FOOD 80 |
#define TV_GLOVES 31 /* Gloves */ |
#define TV_GOLD 127 /* Gold can only be picked up by players */ |
#define TV_HAFTED 21 /* Priest Weapons */ |
#define TV_HARD_ARMOR 37 /* Hard Armor */ |
#define TV_HELM 32 /* Helms */ |
#define TV_HEX_BOOK 107 |
#define TV_HISSATSU_BOOK 106 |
#define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */ |
#define TV_LIFE_BOOK 90 |
#define TV_LITE 39 /* Lites (including Specials) */ |
#define TV_MISSILE_BEGIN TV_SHOT |
#define TV_MISSILE_END TV_BOLT |
#define TV_MUSIC_BOOK 105 |
#define TV_NATURE_BOOK 92 |
#define TV_NO_AMMO 15 /* Ammo for crimson */ |
#define TV_PARCHMENT 69 |
#define TV_POLEARM 22 /* Axes and Pikes */ |
#define TV_POTION 75 |
#define TV_RING 45 /* Rings (including Specials) */ |
#define TV_ROD 66 |
#define TV_SCROLL 70 |
#define TV_SHIELD 34 /* Shields */ |
#define TV_SHOT 16 /* Ammo for slings */ |
#define TV_SKELETON 1 /* Skeletons ('s'), not specified */ |
#define TV_SOFT_ARMOR 36 /* Soft Armor */ |
#define TV_SORCERY_BOOK 91 |
#define TV_SPIKE 5 /* Spikes ('~') */ |
#define TV_STAFF 55 |
#define TV_STATUE 9 /* Statue, what a silly object... */ |
#define TV_SWORD 23 /* Edged Weapons */ |
#define TV_TRUMP_BOOK 95 |
#define TV_WAND 65 |
#define TV_WEAPON_BEGIN TV_BOW |
#define TV_WEAPON_END TV_SWORD |
#define TV_WEARABLE_BEGIN TV_BOW |
#define TV_WEARABLE_END TV_CARD |
#define TV_WHISTLE 4 /* Whistle ('~') */ |
#define tval2realm | ( | A | ) | ((A) - TV_LIFE_BOOK + 1) |
#define USE_DEVICE 3 |
魔道具の最低失敗基準値 x> Harder devices x< Easier devices
#define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1) |
#define VERSION_NAME "Hengband" |
バリアント名称 / Name of the version/variant
#define VIEW_MAX 1536 |
視界処理配列サイズ / Maximum size of the "view" array (see "cave.c")
Note that the "view radius" will NEVER exceed 20, and even if the "view" was octagonal, we would never require more than 1520 entries in the array.
#define ZANGBAND |
Zangband 以降から有効な処理分岐を定義