Hengband  2.1.4
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defines.h
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1 /*!
2  * @file defines.h
3  * @brief 主要なマクロ定義ヘッダ / Purpose: global constants and macro definitions
4  * @date 2014/01/02
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\n
8  * This software may be copied and distributed for educational, research,\n
9  * and not for profit purposes provided that this copyright and statement\n
10  * are included in all such copies. Other copyrights may also apply.\n
11  * @details
12  * Do not edit this file unless you know *exactly* what you are doing.\n
13  *\n
14  * Some of the values in this file were chosen to preserve game balance,\n
15  * while others are hard-coded based on the format of old save-files, the\n
16  * definition of arrays in various places, mathematical properties, fast\n
17  * computation, storage limits, or the format of external text files.\n
18  *\n
19  * Changing some of these values will induce crashes or memory errors or\n
20  * savefile mis-reads. Most of the comments in this file are meant as\n
21  * reminders, not complete descriptions, and even a complete knowledge\n
22  * of the source may not be sufficient to fully understand the effects\n
23  * of changing certain definitions.\n
24  *\n
25  * Lastly, note that the code does not always use the symbolic constants\n
26  * below, and sometimes uses various hard-coded values that may not even\n
27  * be defined in this file, but which may be related to definitions here.\n
28  * This is of course bad programming practice, but nobody is perfect...\n
29  *\n
30  * For example, there are MANY things that depend on the screen being\n
31  * 80x24, with the top line used for messages, the bottom line being\n
32  * used for status, and exactly 22 lines used to show the dungeon.\n
33  * Just because your screen can hold 46 lines does not mean that the\n
34  * game will work if you try to use 44 lines to show the dungeon.\n
35  *\n
36  * You have been warned.\n
37  */
38 
39 #define VERSION_NAME "Hengband" /*!< バリアント名称 / Name of the version/variant */
40 
41 /*!
42  * @brief ゲームのバージョン番号定義 / "Program Version Number" of the game
43  * @details
44  * 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。
45  * <pre>
46  * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
47  * Program Version of Hengband version is
48  * "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
49  * </pre>
50  */
51 #define FAKE_VERSION 0
52 
53 #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) */
54 #define FAKE_VER_MINOR 1 /*!< ゲームのバージョン番号定義(マイナー番号) */
55 #define FAKE_VER_PATCH 5 /*!< ゲームのバージョン番号定義(パッチ番号) */
56 
57 
58 /*!
59  * @brief セーブファイル上のバージョン定義(メジャー番号) / "Savefile Version Number" for Hengband 1.1.1 and later
60  * @details
61  * <pre>
62  * First three digits may be same as the Program Version. But not
63  * always same. It means that newer version may preserves lower
64  * compatibility with the older version.
65  * For example, newer Hengband 1.4.4 creates savefiles marked with
66  * Savefile Version 1.4.0.0 . It means that Hengband 1.4.0 can load a
67  * savefile of Hengband 1.4.4 (lower compatibility!).
68  * Upper compatibility is always guaranteed.
69  * </pre>
70  */
71 #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) */
72 #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) */
73 #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) */
74 #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) */
75 
76 #define ANGBAND_2_8_1 /*!< Angband 2.8.1以降から有効な処理分岐を定義 */
77 #define ZANGBAND /*!< Zangband 以降から有効な処理分岐を定義 */
78 
79 /*!
80  * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
81  * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
82  */
83 #define BLOCK_HGT 11
84 
85 /*!
86  * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
87  * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
88  */
89 #define BLOCK_WID 11
90 
91 /*!
92  * @brief 表示上の基本的なパネル単位(垂直方向、BLOCK_HGTの倍数で設定すること)
93  * Number of grids in each panel (vertically) Must be a multiple of BLOCK_HGT
94  */
95 #define PANEL_HGT 11
96 
97 /*!
98  * @brief 表示上の基本的なパネル単位(水平方向、BLOCK_WIDの倍数で設定すること)
99  * Number of grids in each panel (horizontally) Must be a multiple of BLOCK_WID
100  */
101 #define PANEL_WID 33
102 
103 /*!
104  * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
105  * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
106  */
107 #define SCREEN_HGT 22
108 
109 /*!
110  * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
111  * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
112  */
113 #define SCREEN_WID 66
114 
115 /*!
116  * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
117  * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
118  */
119 #define MAX_HGT 66
120 
121 /*!
122  * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
123  * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
124  */
125 #define MAX_WID 198
126 
127 /*
128  * Quest constants
129  */
130 #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 */
131 #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 */
132 
133 /*!
134  * @brief 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"
135  * @param Q_IDX クエストID
136  * @return 固定クエストならばTRUEを返す
137  */
138 #define is_fixed_quest_idx(Q_IDX) (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST))
139 
140 #define QUEST_TOWER1 5 /*<! 塔クエスト(第1階層)に割り振るクエストID */
141 #define QUEST_TOWER2 6 /*<! 塔クエスト(第2階層)に割り振るクエストID */
142 #define QUEST_TOWER3 7 /*<! 塔クエスト(第3階層)に割り振るクエストID */
143 #define QUEST_OBERON 8 /*<! オベロン打倒クエストに割り振るクエストID */
144 #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 */
145 
146 /*
147  * Arena constants
148  */
149 #define MAX_ARENA_MONS 41 /*<! 闘技場のイベント件数 -KMW- */
150 #define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
151 
152 
153 #define MAX_STORES 10 /*!< store.c用の店舗の種類最大数 / Total number of stores (see "store.c", etc) */
154 #define MAX_BLDG 32 /*!< 施設の種類最大数 / Number of buildings */
155 
156 /*
157  * Store types
158  */
159 #define STORE_GENERAL 0 /*!< 店舗の種類: 雑貨屋 */
160 #define STORE_ARMOURY 1 /*!< 店舗の種類: 防具屋 */
161 #define STORE_WEAPON 2 /*!< 店舗の種類: 武器屋 */
162 #define STORE_TEMPLE 3 /*!< 店舗の種類: 寺院 */
163 #define STORE_ALCHEMIST 4 /*!< 店舗の種類: 錬金術の店 */
164 #define STORE_MAGIC 5 /*!< 店舗の種類: 魔道具屋 */
165 #define STORE_BLACK 6 /*!< 店舗の種類: ブラック・マーケット */
166 #define STORE_HOME 7 /*!< 店舗の種類: 我が家 */
167 #define STORE_BOOK 8 /*!< 店舗の種類: 書店 */
168 #define STORE_MUSEUM 9 /*!< 店舗の種類: 博物館 */
169 
170 #define BUILDING_NON_MEMBER 0 /*!< 不明(現在未使用) */
171 #define BUILDING_MEMBER 1 /*!< 不明(現在未使用) */
172 #define BUILDING_OWNER 2 /*!< 施設の種族/職業条件が一致している状態値 */
173 
174 #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) */
175 #define MAX_SEXES 2 /*!< 性別の定義最大数 / Maximum number of player "sex" types (see "table.c", etc) */
176 #define MAX_CLASS 28 /*!< 職業の最大定義数 Maximum number of player "class" types (see "table.c", etc) */
177 #define MAX_SEIKAKU 12 /*!< 性格の最大定義数 */
178 #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) */
179 
180 /* ELDRITCH_HORRORによるsanity blast処理に関するメッセージの最大数 / Number of entries in the sanity-blast descriptions */
181 #define MAX_SAN_HORROR 20 /*!< 恐ろしい対象の形容数(正常時) */
182 #define MAX_SAN_FUNNY 22 /*!< 恐ろしい対象の形容数(幻覚時) */
183 #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) */
184 
185 /* カオスパトロンからの報酬種別定義 / Chaos Warrior: Reward types: */
186 #define REW_POLY_SLF 1 /*!< カオスパトロンからの報酬: 自己変容 */
187 #define REW_GAIN_EXP 2 /*!< カオスパトロンからの報酬: 経験値増加 */
188 #define REW_LOSE_EXP 3 /*!< カオスパトロンからの報酬: 経験値減少 */
189 #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 */
190 #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 */
191 #define REW_CHAOS_WP 6 /*!< カオスパトロンからの報酬: 混沌武器の下賜 */
192 #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 */
193 #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 */
194 #define REW_TY_CURSE 9 /*!< カオスパトロンからの報酬: 太古の怨念 */
195 #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) */
196 #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) */
197 #define REW_DO_HAVOC 12 /*!< カオスパトロンからの報酬: 混沌招来 */
198 #define REW_GAIN_ABL 13 /*!< カオスパトロンからの報酬: 増強 */
199 #define REW_LOSE_ABL 14 /*!< カオスパトロンからの報酬: 1能力低下 */
200 #define REW_RUIN_ABL 15 /*!< カオスパトロンからの報酬: 全能力低下 */
201 #define REW_AUGM_ABL 16 /*!< カオスパトロンからの報酬: 1能力上昇 */
202 #define REW_POLY_WND 17 /*!< カオスパトロンからの報酬: 傷の変化 */
203 #define REW_HEAL_FUL 18 /*!< カオスパトロンからの報酬: 完全回復 */
204 #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 */
205 #define REW_CURSE_WP 20 /*!< カオスパトロンからの報酬: 武器呪縛 */
206 #define REW_CURSE_AR 21 /*!< カオスパトロンからの報酬: 防具呪縛 */
207 #define REW_PISS_OFF 22 /*!< カオスパトロンからの報酬: 苛立ち */
208 #define REW_WRATH 23 /*!< カオスパトロンからの報酬: 怒り */
209 #define REW_DESTRUCT 24 /*!< カオスパトロンからの報酬: *破壊* */
210 #define REW_GENOCIDE 25 /*!< カオスパトロンからの報酬: シンボル抹殺 */
211 #define REW_MASS_GEN 26 /*!< カオスパトロンからの報酬: 周辺抹殺 */
212 #define REW_DISPEL_C 27 /*!< カオスパトロンからの報酬: モンスター退散 */
213 #define REW_UNUSED_1 28 /*!< カオスパトロンからの報酬: 未使用 */
214 #define REW_UNUSED_2 29 /*!< カオスパトロンからの報酬: 未使用 */
215 #define REW_UNUSED_3 30 /*!< カオスパトロンからの報酬: 未使用 */
216 #define REW_UNUSED_4 31 /*!< カオスパトロンからの報酬: 未使用 */
217 #define REW_UNUSED_5 32 /*!< カオスパトロンからの報酬: 未使用 */
218 #define REW_IGNORE 33 /*!< カオスパトロンからの報酬: 無視 */
219 #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 */
220 #define REW_SER_DEMO 35 /*!< カオスパトロンからの報酬: 悪魔の下僕下賜 */
221 #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 */
222 
223 /* カオスの変異 / Chaos mutations */
224 
225 /* レイシャル型の変異 / "Activatable" mutations must be in MUT1_* */
226 #define MUT1_SPIT_ACID 0x00000001L /*!< 突然変異: 酸の唾 */
227 #define MUT1_BR_FIRE 0x00000002L /*!< 突然変異: 炎のブレス */
228 #define MUT1_HYPN_GAZE 0x00000004L /*!< 突然変異: 催眠睨み */
229 #define MUT1_TELEKINES 0x00000008L /*!< 突然変異: 念動力 */
230 #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
231 #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
232 #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
233 #define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血ドレイン */
234 #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
235 #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
236 #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
237 #define MUT1_EAT_ROCK 0x00000800L /*!< 突然変異: 岩喰い */
238 #define MUT1_SWAP_POS 0x00001000L /*!< 突然変異: 位置交換 */
239 #define MUT1_SHRIEK 0x00002000L /*!< 突然変異: 叫び */
240 #define MUT1_ILLUMINE 0x00004000L /*!< 突然変異: 照明 */
241 #define MUT1_DET_CURSE 0x00008000L /*!< 突然変異: 呪い感知 */
242 #define MUT1_BERSERK 0x00010000L /*!< 突然変異: 狂戦士化 */
243 #define MUT1_POLYMORPH 0x00020000L /*!< 突然変異: 変身 */
244 #define MUT1_MIDAS_TCH 0x00040000L /*!< 突然変異: ミダスの手 */
245 #define MUT1_GROW_MOLD 0x00080000L /*!< 突然変異: カビ発生 */
246 #define MUT1_RESIST 0x00100000L /*!< 突然変異: エレメント耐性 */
247 #define MUT1_EARTHQUAKE 0x00200000L /*!< 突然変異: 地震 */
248 #define MUT1_EAT_MAGIC 0x00400000L /*!< 突然変異: 魔力喰い */
249 #define MUT1_WEIGH_MAG 0x00800000L /*!< 突然変異: 魔力感知 */
250 #define MUT1_STERILITY 0x01000000L /*!< 突然変異: 増殖阻止 */
251 #define MUT1_PANIC_HIT 0x02000000L /*!< 突然変異: ヒットアンドアウェイ */
252 #define MUT1_DAZZLE 0x04000000L /*!< 突然変異: 眩惑 */
253 #define MUT1_LASER_EYE 0x08000000L /*!< 突然変異: レーザー・アイ */
254 #define MUT1_RECALL 0x10000000L /*!< 突然変異: 帰還 */
255 #define MUT1_BANISH 0x20000000L /*!< 突然変異: 邪悪消滅 */
256 #define MUT1_COLD_TOUCH 0x40000000L /*!< 突然変異: 凍結の手 */
257 #define MUT1_LAUNCHER 0x80000000L /*!< 突然変異: アイテム投げ */
258 
259 /* 常時効果つきの変異1 / Randomly activating mutations must be MUT2_* */
260 #define MUT2_BERS_RAGE 0x00000001L /*!< 突然変異: 狂戦士化の発作 */
261 #define MUT2_COWARDICE 0x00000002L /*!< 突然変異: 臆病 */
262 #define MUT2_RTELEPORT 0x00000004L /*!< 突然変異: ランダムテレポート / Random teleport, instability */
263 #define MUT2_ALCOHOL 0x00000008L /*!< 突然変異: アルコール分泌 */
264 #define MUT2_HALLU 0x00000010L /*!< 突然変異: 幻覚を引き起こす精神錯乱 */
265 #define MUT2_FLATULENT 0x00000020L /*!< 突然変異: 猛烈な屁 */
266 #define MUT2_SCOR_TAIL 0x00000040L /*!< 突然変異: サソリの尻尾 */
267 #define MUT2_HORNS 0x00000080L /*!< 突然変異: ツノ */
268 #define MUT2_BEAK 0x00000100L /*!< 突然変異: クチバシ */
269 #define MUT2_ATT_DEMON 0x00000200L /*!< 突然変異: デーモンを引き付ける */
270 #define MUT2_PROD_MANA 0x00000400L /*!< 突然変異: 制御できない魔力のエネルギー */
271 #define MUT2_SPEED_FLUX 0x00000800L /*!< 突然変異: ランダムな加減速 */
272 #define MUT2_BANISH_ALL 0x00001000L /*!< 突然変異: ランダムなモンスター消滅 */
273 #define MUT2_EAT_LIGHT 0x00002000L /*!< 突然変異: 光源喰い */
274 #define MUT2_TRUNK 0x00004000L /*!< 突然変異: 象の鼻 */
275 #define MUT2_ATT_ANIMAL 0x00008000L /*!< 突然変異: 動物を引き寄せる */
276 #define MUT2_TENTACLES 0x00010000L /*!< 突然変異: 邪悪な触手 */
277 #define MUT2_RAW_CHAOS 0x00020000L /*!< 突然変異: 純カオス */
278 #define MUT2_NORMALITY 0x00040000L /*!< 突然変異: ランダムな変異の消滅 */
279 #define MUT2_WRAITH 0x00080000L /*!< 突然変異: ランダムな幽体化 */
280 #define MUT2_POLY_WOUND 0x00100000L /*!< 突然変異: ランダムな傷の変化 */
281 #define MUT2_WASTING 0x00200000L /*!< 突然変異: 衰弱 */
282 #define MUT2_ATT_DRAGON 0x00400000L /*!< 突然変異: ドラゴンを引き寄せる */
283 #define MUT2_WEIRD_MIND 0x00800000L /*!< 突然変異: ランダムなテレパシー */
284 #define MUT2_NAUSEA 0x01000000L /*!< 突然変異: 落ち着きの無い胃 */
285 #define MUT2_CHAOS_GIFT 0x02000000L /*!< 突然変異: カオスパトロン */
286 #define MUT2_WALK_SHAD 0x04000000L /*!< 突然変異: ランダムな現実変容 */
287 #define MUT2_WARNING 0x08000000L /*!< 突然変異: 警告 */
288 #define MUT2_INVULN 0x10000000L /*!< 突然変異: ランダムな無敵化 */
289 #define MUT2_SP_TO_HP 0x20000000L /*!< 突然変異: ランダムなMPからHPへの変換 */
290 #define MUT2_HP_TO_SP 0x40000000L /*!< 突然変異: ランダムなHPからMPへの変換 */
291 #define MUT2_DISARM 0x80000000L /*!< 突然変異: ランダムな武器落とし */
292 
293 
294 /* 常時効果つきの変異2 / Other mutations will be mainly in MUT3_* */
295 #define MUT3_HYPER_STR 0x00000001L /*!< 突然変異: 超人的な力 */
296 #define MUT3_PUNY 0x00000002L /*!< 突然変異: 虚弱 */
297 #define MUT3_HYPER_INT 0x00000004L /*!< 突然変異: 生体コンピュータ */
298 #define MUT3_MORONIC 0x00000008L /*!< 突然変異: 精神薄弱 */
299 #define MUT3_RESILIENT 0x00000010L /*!< 突然変異: 弾力のある体 */
300 #define MUT3_XTRA_FAT 0x00000020L /*!< 突然変異: 異常な肥満 */
301 #define MUT3_ALBINO 0x00000040L /*!< 突然変異: アルビノ */
302 #define MUT3_FLESH_ROT 0x00000080L /*!< 突然変異: 腐敗した肉体 */
303 #define MUT3_SILLY_VOI 0x00000100L /*!< 突然変異: 間抜けなキーキー声 */
304 #define MUT3_BLANK_FAC 0x00000200L /*!< 突然変異: のっぺらぼう */
305 #define MUT3_ILL_NORM 0x00000400L /*!< 突然変異: 幻影に覆われた体 */
306 #define MUT3_XTRA_EYES 0x00000800L /*!< 突然変異: 第三の目 */
307 #define MUT3_MAGIC_RES 0x00001000L /*!< 突然変異: 魔法防御 */
308 #define MUT3_XTRA_NOIS 0x00002000L /*!< 突然変異: 騒音 */
309 #define MUT3_INFRAVIS 0x00004000L /*!< 突然変異: 赤外線視力 */
310 #define MUT3_XTRA_LEGS 0x00008000L /*!< 突然変異: 追加の脚 */
311 #define MUT3_SHORT_LEG 0x00010000L /*!< 突然変異: 短い脚 */
312 #define MUT3_ELEC_TOUC 0x00020000L /*!< 突然変異: 電撃オーラ */
313 #define MUT3_FIRE_BODY 0x00040000L /*!< 突然変異: 火炎オーラ */
314 #define MUT3_WART_SKIN 0x00080000L /*!< 突然変異: イボ肌 */
315 #define MUT3_SCALES 0x00100000L /*!< 突然変異: 鱗肌 */
316 #define MUT3_IRON_SKIN 0x00200000L /*!< 突然変異: 鉄の肌 */
317 #define MUT3_WINGS 0x00400000L /*!< 突然変異: 翼 */
318 #define MUT3_FEARLESS 0x00800000L /*!< 突然変異: 恐れ知らず */
319 #define MUT3_REGEN 0x01000000L /*!< 突然変異: 急回復 */
320 #define MUT3_ESP 0x02000000L /*!< 突然変異: テレパシー */
321 #define MUT3_LIMBER 0x04000000L /*!< 突然変異: しなやかな肉体 */
322 #define MUT3_ARTHRITIS 0x08000000L /*!< 突然変異: 間接の痛み */
323 #define MUT3_BAD_LUCK 0x10000000L /*!< 突然変異: 黒いオーラ(不運) */
324 #define MUT3_VULN_ELEM 0x20000000L /*!< 突然変異: 元素攻撃弱点 */
325 #define MUT3_MOTION 0x40000000L /*!< 突然変異: 正確で力強い動作 */
326 #define MUT3_GOOD_LUCK 0x80000000L /*!< 突然変異: 白いオーラ(幸運) */
327 
328 
329 
330 # define MAX_MA 17 /*!< 修行僧マーシャルアーツの技数 / Monk martial arts... */
331 # define MA_KNEE 1 /*!< 金的効果ID */
332 # define MA_SLOW 2 /*!< 膝蹴り効果ID */
333 
334 #define MAX_MIND_POWERS 21 /*!< 超能力の数 / Mindcraft */
335 
336 
337 #ifdef JP
338 #define MAX_SILLY_ATTACK 41 /*!< 幻覚時のジョークメッセージ最大数 */
339 #else
340 #define MAX_SILLY_ATTACK 29 /*!< Hallucination stuff */
341 #endif
342 
343 #define MIND_MINDCRAFTER 0 /*!< 特殊能力: 超能力 */
344 #define MIND_KI 1 /*!< 特殊能力: 練気 */
345 #define MIND_BERSERKER 2 /*!< 特殊能力: 怒り */
346 #define MIND_MIRROR_MASTER 3 /*!< 特殊能力: 鏡魔法 */
347 #define MIND_NINJUTSU 4 /*!< 特殊能力: 忍術 */
348 
349 
350 /*
351  * Size of memory reserved for initialization of some arrays
352  */
353 #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 */
354 #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 */
355 #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 */
356 
357 #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 */
358 
359 
360 
361 /*!
362  * @brief ダンジョンの最深層 / Maximum dungeon level.
363  * @details
364  * The player can never reach this level
365  * in the dungeon, and this value is used for various calculations
366  * involving object and monster creation. It must be at least 100.
367  * Setting it below 128 may prevent the creation of some objects.
368  */
369 #define MAX_DEPTH 128
370 
371 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
372 
373 /*!
374  * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "cave.c")
375  * @details Note that the "lite radius" will NEVER exceed 14, and we would
376  * never require more than 581 entries in the array for circular "lite".
377  */
378 #define LITE_MAX 600
379 
380 /*!
381  * @brief 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")
382  * @details Note that the "view radius" will NEVER exceed 20, monster illumination
383  * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
384  * we would never require more than 1520 entries in the array.
385  */
386 #define MON_LITE_MAX 1536
387 
388 /*!
389  * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "cave.c")
390  * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
391  * was octagonal, we would never require more than 1520 entries in the array.
392  */
393 #define VIEW_MAX 1536
394 
395 /*!
396  * @brief 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")
397  * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
398  * of "update_view()" and "update_lite()". We must also be as large as the
399  * largest illuminatable room, but no room is larger than 800 grids. We
400  * must also be large enough to allow "good enough" use as a circular queue,
401  * to calculate monster flow, but note that the flow code is "paranoid".
402  */
403 #define TEMP_MAX 2298
404 
405 /*!
406  * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "cave.c")
407  * @details We must be large for proper functioning of delayed redrawing.
408  * We must also be as large as two times of the largest view area.
409  * Note that maximum view grids are 1149 entries.
410  */
411 #define REDRAW_MAX 2298
412 
413 #define KEYMAP_MODE_ORIG 0 /*!< オリジナルキー配置 / Mode for original keyset commands */
414 #define KEYMAP_MODE_ROGUE 1 /*!< ローグライクキー配置 / Mode for roguelike keyset commands */
415 #define KEYMAP_MODES 2 /*!< キー配置の数 / Number of keymap modes */
416 
417 
418 
419 
420 
421 /*!
422  * @brief マクロ登録の最大数 / Maximum number of macros (see "io.c")
423  * @note Default: assume at most 256 macros are used
424  */
425 #define MACRO_MAX 256
426 
427 /*!
428  * @brief 銘情報の最大数 / Maximum number of "quarks" (see "io.c")
429  * @note
430  * Default: assume at most 512 different inscriptions are used<br>
431  * Was 512... 256 quarks added for random artifacts<br>
432  */
433 #define QUARK_MAX 768
434 
435 /*
436  * OPTION: Maximum number of messages to remember (see "io.c")
437  * Default: assume maximal memorization of 2048 total messages
438  */
439 #define MESSAGE_MAX 2048
440 
441 /*
442  * OPTION: Maximum space for the message text buffer (see "io.c")
443  * Default: assume that each of the 2048 messages is repeated an
444  * average of three times, and has an average length of 48
445  */
446 #define MESSAGE_BUF 32768
447 
448 
449 /*
450  * Maximum value storable in a "byte" (hard-coded)
451  */
452 #define MAX_UCHAR 255
453 
454 /*
455  * Maximum value storable in a "s16b" (hard-coded)
456  */
457 #define MAX_SHORT 32767
458 
459 /*
460  * Maximum length of object's name
461  */
462 #define MAX_NLEN 160
463 
464 /*
465  * Special internal key
466  */
467 #define SPECIAL_KEY_QUEST 255
468 #define SPECIAL_KEY_BUILDING 254
469 #define SPECIAL_KEY_STORE 253
470 #define SPECIAL_KEY_QUIT 252
471 
472 /*
473  * Store constants
474  */
475 #define STORE_INVEN_MAX 24 /* Max number of discrete objs in inven */
476 #define STORE_CHOICES 48 /* Number of items to choose stock from */
477 #define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
478 #define STORE_TURNOVER 9 /* Normal shop turnover, per day */
479 #define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
480 #define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
481 #define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
482 #define STORE_TICKS 1000 /* Number of ticks between turnovers */
483 
484 /*! @brief 消費する行動エネルギー値を正規乱数で返す(中央100/分散25) / Random energy */
485 #define ENERGY_NEED() (randnor(100, 25))
486 
487 /*! @brief 加速値に応じた基本行動エネルギー消費量を返す / Extract energy from speed (Assumes that SPEED is unsigned) */
488 #define SPEED_TO_ENERGY(SPEED) (((SPEED) > 199) ? 49 : extract_energy[(SPEED)])
489 
490 
491 /*
492  * Misc constants
493  */
494 #define TOWN_DAWN 10000 /*!< 1日分のターン / Number of ticks from dawn to dawn XXX */
495 #define TURNS_PER_TICK 10L /*!< Number of energy-gain-turns per ticks */
496 #define MAX_DAYS 20000 /*!< 内部処理中で保持される最大日数 / Maximum days */
497 #define BREAK_GLYPH 550 /*!< 守りのルーンの強靭度 / Rune of protection resistance */
498 #define BREAK_MINOR_GLYPH 299 /*!< 爆発のルーンの発動しやすさ / For explosive runes */
499 #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 */
500 #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 */
501 #define MON_SUMMON_ADJ 2 /*!< 現在未使用 Adjust level of summoned creatures */
502 #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 */
503 #define USE_DEVICE 3 /*!< 魔道具の最低失敗基準値 x> Harder devices x< Easier devices */
504 
505 
506 /* "Biases" for random artifact gen */
507 
508 #define BIAS_ELEC 1 /*!< ランダムアーティファクトバイアス:電撃 */
509 #define BIAS_POIS 2 /*!< ランダムアーティファクトバイアス:毒 */
510 #define BIAS_FIRE 3 /*!< ランダムアーティファクトバイアス:火炎 */
511 #define BIAS_COLD 4 /*!< ランダムアーティファクトバイアス:冷気 */
512 #define BIAS_ACID 5 /*!< ランダムアーティファクトバイアス:酸 */
513 #define BIAS_STR 6 /*!< ランダムアーティファクトバイアス:腕力 */
514 #define BIAS_INT 7 /*!< ランダムアーティファクトバイアス:知力 */
515 #define BIAS_WIS 8 /*!< ランダムアーティファクトバイアス:賢さ */
516 #define BIAS_DEX 9 /*!< ランダムアーティファクトバイアス:器用さ */
517 #define BIAS_CON 10 /*!< ランダムアーティファクトバイアス:耐久 */
518 #define BIAS_CHR 11 /*!< ランダムアーティファクトバイアス:魅力 */
519 #define BIAS_CHAOS 12 /*!< ランダムアーティファクトバイアス:混沌 */
520 #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 */
521 #define BIAS_NECROMANTIC 14 /*!< ランダムアーティファクトバイアス:死霊 */
522 #define BIAS_LAW 15 /*!< ランダムアーティファクトバイアス:法 */
523 #define BIAS_ROGUE 16 /*!< ランダムアーティファクトバイアス:盗賊系 */
524 #define BIAS_MAGE 17 /*!< ランダムアーティファクトバイアス:メイジ系 */
525 #define BIAS_WARRIOR 18 /*!< ランダムアーティファクトバイアス:戦士系 */
526 #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 */
527 #define MAX_BIAS 20 /*!< ランダムアーティファクトバイアス:最大数 */
528 
529 /*** Pet constants ***/
530 
531 
532 /*
533  * ペットに関するコマンド群 / Pet Commands
534  */
535 #define PET_DISMISS 1 /*!< ペットに関するコマンド: ペットを離す */
536 #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 */
537 #define PET_STAY_CLOSE 3 /*!< ペットに関するコマンド: 近くにいろ */
538 #define PET_FOLLOW_ME 4 /*!< ペットに関するコマンド: ついて来い */
539 #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 */
540 #define PET_ALLOW_SPACE 6 /*!< ペットに関するコマンド: 少し離れていろ */
541 #define PET_STAY_AWAY 7 /*!< ペットに関するコマンド: 離れていろ */
542 #define PET_OPEN_DOORS 8 /*!< ペットに関するコマンド: ドア解放の許可 */
543 #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 */
544 #define PET_TELEPORT 10 /*!< ペットに関するコマンド: テレポートの許可 */
545 #define PET_ATTACK_SPELL 11 /*!< ペットに関するコマンド: 攻撃魔法の許可 */
546 #define PET_SUMMON_SPELL 12 /*!< ペットに関するコマンド: 召喚魔法の許可 */
547 #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 */
548 #define PET_RIDING 14 /*!< ペットに関するコマンド: ペットに乗る */
549 #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 */
550 #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 */
551 
552 /*
553  * Follow distances
554  */
555 #define PET_CLOSE_DIST 1 /*!<ペットの行動範囲…近くにいろ */
556 #define PET_FOLLOW_DIST 6 /*!<ペットの行動範囲…ついて来い */
557 #define PET_SEEK_DIST 10 /*!<ペットの行動範囲…特になし? */
558 #define PET_DESTROY_DIST 255 /*!<ペットの行動範囲…敵を見つけて倒せ */
559 #define PET_SPACE_DIST (-10) /*!<ペットの行動範囲…少し離れていろ */
560 #define PET_AWAY_DIST (-25) /*!<ペットの行動範囲…離れていろ */
561 
562 #define PF_OPEN_DOORS 0x0001 /*!< ペットの行動許可…ドアを開けてよい */
563 #define PF_PICKUP_ITEMS 0x0002 /*!< ペットの行動許可…アイテムを拾ってよい */
564 #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 */
565 #define PF_ATTACK_SPELL 0x0008 /*!< ペットの行動許可…攻撃魔法を使ってよい */
566 #define PF_SUMMON_SPELL 0x0010 /*!< ペットの行動許可…召喚魔法を使ってよい */
567 #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 */
568 #define PF_RYOUTE 0x0040 /*!< プレイヤーの騎乗フラグ…武器を片手で持つ */
569 
570 
571 #define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
572 
573 
574 /*!
575  * @brief ベースアイテム生成階層が加算される確率
576  * @details
577  * There is a 1/10 (10%) chance of inflating the requested object_level
578  * during the creation of an object (see "get_obj_num()" in "object.c").
579  * Lower values yield better objects more often.
580  */
581 #define GREAT_OBJ 10
582 
583 /*!
584  * @brief 深層モンスターが生成される基本確率(1/x)
585  * @details
586  * There is a 1/25 (4%) chance of inflating the requested monster_level
587  * during the creation of a monsters (see "get_mon_num()" in "monster.c").
588  * Lower values yield harder monsters more often.
589  */
590 #define NASTY_MON_BASE 25
591 #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 */
592 #define NASTY_MON_PLUS_MAX 25 /*! 深層モンスターの階層加算最大量 */
593 
594 #define PENETRATE_INVULNERABILITY 13 /*! 無敵化が破られる確率(1/x) / 1/x chance of hurting even if invulnerable! */
595 
596 
597 
598 /*
599  * Refueling constants
600  */
601 #define FUEL_TORCH 5000 /*! 松明の基本寿命値 / Maximum amount of fuel in a torch */
602 #define FUEL_LAMP 15000 /*! ランタンの基本寿命値 / Maximum amount of fuel in a lantern */
603 
604 /*
605  * More maximum values
606  */
607 #define MAX_SIGHT 20 /*!< プレイヤーの最大視界範囲(マス) / Maximum view distance */
608 #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) */
609 #define AAF_LIMIT 100 /*!< モンスターの限界感知範囲(マス) Limit of sensing radius */
610 
611 #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 */
612 #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 */
613 
614 /*!
615  * @brief モンスター増殖の最大数
616  * @details
617  * A monster can only "multiply" (reproduce) if there are fewer than 100
618  * monsters on the level capable of such spontaneous reproduction. This
619  * is a hack which prevents the "m_list[]" array from exploding due to
620  * reproducing monsters. Messy, but necessary.
621  */
622 #define MAX_REPRO 100
623 
624 /*
625  * Player constants
626  */
627 #define PY_MAX_EXP 99999999L /* Maximum exp */
628 #define PY_MAX_GOLD 999999999L /* Maximum gold */
629 #define PY_MAX_LEVEL 50 /* Maximum level */
630 
631 /*
632  * Player "food" crucial values
633  */
634 #define PY_FOOD_MAX 15000 /* Food value (Bloated) */
635 #define PY_FOOD_FULL 10000 /* Food value (Normal) */
636 #define PY_FOOD_ALERT 2000 /* Food value (Hungry) */
637 #define PY_FOOD_WEAK 1000 /* Food value (Weak) */
638 #define PY_FOOD_FAINT 500 /* Food value (Fainting) */
639 #define PY_FOOD_STARVE 100 /* Food value (Starving) */
640 
641 /*
642  * Player regeneration constants
643  */
644 #define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
645 #define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
646 #define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
647 #define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
648 #define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
649 
650 /*
651  * Possible realms that can be chosen;
652  * currently used only by birth.c and tables.c
653  */
654 #define CH_NONE 0x00
655 #define CH_LIFE 0x01
656 #define CH_SORCERY 0x02
657 #define CH_NATURE 0x04
658 #define CH_CHAOS 0x08
659 #define CH_DEATH 0x10
660 #define CH_TRUMP 0x20
661 #define CH_ARCANE 0x40
662 #define CH_ENCHANT 0x80
663 #define CH_DAEMON 0x100
664 #define CH_CRUSADE 0x200
665 
666 #define CH_MUSIC 0x08000 /* This is 16th bit */
667 #define CH_HISSATSU 0x10000
668 #define CH_HEX 0x20000
669 
670 
671 /*
672  * Magic realms
673  */
674 #define REALM_NONE 0
675 #define REALM_LIFE 1
676 #define REALM_SORCERY 2
677 #define REALM_NATURE 3
678 #define REALM_CHAOS 4
679 #define REALM_DEATH 5
680 #define REALM_TRUMP 6
681 #define REALM_ARCANE 7
682 #define REALM_CRAFT 8
683 #define REALM_DAEMON 9
684 #define REALM_CRUSADE 10
685 #define MAX_MAGIC 10
686 #define MIN_TECHNIC 16
687 #define REALM_MUSIC 16
688 #define REALM_HISSATSU 17
689 #define REALM_HEX 18
690 #define MAX_REALM 18
691 
692 #define VALID_REALM (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
693 #define NUM_TECHNIC (MAX_REALM - MIN_TECHNIC + 1)
694 
695 #define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)
696 #define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
697 #define technic2magic(A) (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
698 #define is_good_realm(REALM) ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)
699 
700 /*
701  * Magic-books for the realms
702  */
703 #define REALM1_BOOK (p_ptr->realm1 + TV_LIFE_BOOK - 1)
704 #define REALM2_BOOK (p_ptr->realm2 + TV_LIFE_BOOK - 1)
705 
706 
707 /*
708  * Mode constant for do_spell()
709  */
710 #define SPELL_NAME 0
711 #define SPELL_DESC 1
712 #define SPELL_INFO 2
713 #define SPELL_CAST 3
714 #define SPELL_FAIL 4
715 #define SPELL_STOP 5
716 #define SPELL_CONT 6
717 
718 
719 /*
720  * Maximum number of "normal" pack slots, and the index of the "overflow"
721  * slot, which can hold an item, but only temporarily, since it causes the
722  * pack to "overflow", dropping the "last" item onto the ground. Since this
723  * value is used as an actual slot, it must be less than "INVEN_RARM" (below).
724  * Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
725  * by the fact that the screen can only show 23 items plus a one-line prompt.
726  */
727 #define INVEN_PACK 23
728 
729 /*
730  * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
731  */
732 #define INVEN_RARM 24
733 #define INVEN_LARM 25
734 #define INVEN_BOW 26
735 #define INVEN_RIGHT 27
736 #define INVEN_LEFT 28
737 #define INVEN_NECK 29
738 #define INVEN_LITE 30
739 #define INVEN_BODY 31
740 #define INVEN_OUTER 32
741 #define INVEN_HEAD 33
742 #define INVEN_HANDS 34
743 #define INVEN_FEET 35
744 
745 /*
746  * used for get_random_ego()
747  */
748 #define INVEN_AMMO 23
749 
750 /*
751  * Total number of inventory slots (hard-coded).
752  */
753 #define INVEN_TOTAL 36
754 
755 /*
756  * Fake inventory slot for selecting force (hard-coded).
757  */
758 #define INVEN_FORCE 1111
759 
760 
761 /*
762  * Indexes of the various "stats" (hard-coded by savefiles, etc).
763  */
764 #define A_STR 0
765 #define A_INT 1
766 #define A_WIS 2
767 #define A_DEX 3
768 #define A_CON 4
769 #define A_CHR 5
770 
771 /*
772  * Player sex constants (hard-coded by save-files, arrays, etc)
773  */
774 #define SEX_FEMALE 0
775 #define SEX_MALE 1
776 
777 
778 /*
779  * Player race constants (hard-coded by save-files, arrays, etc)
780  */
781 #define RACE_HUMAN 0
782 #define RACE_HALF_ELF 1
783 #define RACE_ELF 2
784 #define RACE_HOBBIT 3
785 #define RACE_GNOME 4
786 #define RACE_DWARF 5
787 #define RACE_HALF_ORC 6
788 #define RACE_HALF_TROLL 7
789 #define RACE_AMBERITE 8
790 #define RACE_HIGH_ELF 9
791 #define RACE_BARBARIAN 10
792 #define RACE_HALF_OGRE 11
793 #define RACE_HALF_GIANT 12
794 #define RACE_HALF_TITAN 13
795 #define RACE_CYCLOPS 14
796 #define RACE_YEEK 15
797 #define RACE_KLACKON 16
798 #define RACE_KOBOLD 17
799 #define RACE_NIBELUNG 18
800 #define RACE_DARK_ELF 19
801 #define RACE_DRACONIAN 20
802 #define RACE_MIND_FLAYER 21
803 #define RACE_IMP 22
804 #define RACE_GOLEM 23
805 #define RACE_SKELETON 24
806 #define RACE_ZOMBIE 25
807 #define RACE_VAMPIRE 26
808 #define RACE_SPECTRE 27
809 #define RACE_SPRITE 28
810 #define RACE_BEASTMAN 29
811 #define RACE_ENT 30
812 #define RACE_ANGEL 31
813 #define RACE_DEMON 32
814 #define RACE_DUNADAN 33
815 #define RACE_S_FAIRY 34
816 #define RACE_KUTAR 35
817 #define RACE_ANDROID 36
818 
819 /*
820  * Maximum number of player "race" types (see "table.c", etc)
821  */
822 #define MAX_RACES 37
823 
824 
825 /*
826  * Player class constants (hard-coded by save-files, arrays, etc)
827  */
828 #define CLASS_WARRIOR 0
829 #define CLASS_MAGE 1
830 #define CLASS_PRIEST 2
831 #define CLASS_ROGUE 3
832 #define CLASS_RANGER 4
833 #define CLASS_PALADIN 5
834 #define CLASS_WARRIOR_MAGE 6
835 #define CLASS_CHAOS_WARRIOR 7
836 #define CLASS_MONK 8
837 #define CLASS_MINDCRAFTER 9
838 #define CLASS_HIGH_MAGE 10
839 #define CLASS_TOURIST 11
840 #define CLASS_IMITATOR 12
841 #define CLASS_BEASTMASTER 13
842 #define CLASS_SORCERER 14
843 #define CLASS_ARCHER 15
844 #define CLASS_MAGIC_EATER 16
845 #define CLASS_BARD 17
846 #define CLASS_RED_MAGE 18
847 #define CLASS_SAMURAI 19
848 #define CLASS_FORCETRAINER 20
849 #define CLASS_BLUE_MAGE 21
850 #define CLASS_CAVALRY 22
851 #define CLASS_BERSERKER 23
852 #define CLASS_SMITH 24
853 #define CLASS_MIRROR_MASTER 25
854 #define CLASS_NINJA 26
855 #define CLASS_SNIPER 27
856 
857 #define SEIKAKU_FUTUU 0
858 #define SEIKAKU_CHIKARA 1
859 #define SEIKAKU_KIREMONO 2
860 #define SEIKAKU_SHIAWASE 3
861 #define SEIKAKU_SUBASI 4
862 #define SEIKAKU_INOCHI 5
863 #define SEIKAKU_COMBAT 6
864 #define SEIKAKU_NAMAKE 7
865 #define SEIKAKU_SEXY 8
866 #define SEIKAKU_LUCKY 9
867 #define SEIKAKU_GAMAN 10
868 #define SEIKAKU_MUNCHKIN 11
869 
870 /*** Screen Locations ***/
871 
872 /*
873  * Some screen locations for various display routines
874  * Currently, row 8 and 15 are the only "blank" rows.
875  * That leaves a "border" around the "stat" values.
876  */
877 
878 #define ROW_RACE 1
879 #define COL_RACE 0 /* <race name> */
880 
881 /*#define ROW_CLASS 2 */
882 /*#define COL_CLASS 0 */ /* <class name> */
883 
884 #define ROW_TITLE 2
885 #define COL_TITLE 0 /* <title> or <mode> */
886 
887 /*#define ROW_SEIKAKU 4 */
888 /*#define COL_SEIKAKU 0*/ /* <seikaku> */
889 
890 #define ROW_DAY 21
891 #define COL_DAY 0 /* day */
892 
893 #define ROW_DUNGEON 22
894 #define COL_DUNGEON 0 /* dungeon */
895 
896 #define ROW_LEVEL 3
897 #define COL_LEVEL 0 /* "LEVEL xxxxxx" */
898 
899 #define ROW_EXP 4
900 #define COL_EXP 0 /* "EXP xxxxxxxx" */
901 
902 #define ROW_GOLD 5
903 #define COL_GOLD 0 /* "AU xxxxxxxxx" */
904 
905 #define ROW_EQUIPPY 6
906 #define COL_EQUIPPY 0 /* equippy chars */
907 
908 #define ROW_STAT 7
909 #define COL_STAT 0 /* "xxx xxxxxx" */
910 
911 #define ROW_AC 13
912 #define COL_AC 0 /* "Cur AC xxxxx" */
913 
914 #define ROW_HPMP 14
915 #define COL_HPMP 0
916 
917 #define ROW_CURHP 14
918 #define COL_CURHP 0 /* "Cur HP xxxxx" */
919 
920 #define ROW_CURSP 15
921 #define COL_CURSP 0 /* "Cur SP xxxxx" */
922 
923 #define ROW_RIDING_INFO 16
924 #define COL_RIDING_INFO 0 /* "xxxxxxxxxxxx" */
925 
926 #define ROW_INFO 17
927 #define COL_INFO 0 /* "xxxxxxxxxxxx" */
928 
929 #define ROW_MAP 0
930 #define COL_MAP 12
931 
932 #define ROW_CUT 18
933 #define COL_CUT 0 /* <cut> */
934 
935 #define ROW_STUN 19
936 #define COL_STUN 0 /* <stun> */
937 
938 #define ROW_HUNGRY 20
939 #define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
940 
941 #define ROW_STATE 20
942 #define COL_STATE 7 /* <state> */
943 
944 #define ROW_SPEED (-1)
945 #define COL_SPEED (-24) /* "Slow (-NN)" or "Fast (+NN)" */
946 
947 #define ROW_STUDY (-1)
948 #define COL_STUDY (-13) /* "Study" */
949 
950 #define ROW_DEPTH (-1)
951 #define COL_DEPTH (-8) /* "Lev NNN" / "NNNN ft" */
952 
953 #define ROW_STATBAR (-1)
954 #define COL_STATBAR 0
955 #define MAX_COL_STATBAR (-26)
956 
957 
958 /*
959  * Number of feats we change to (Excluding default). Used in f_info.txt.
960  */
961 #define MAX_FEAT_STATES 8
962 
963 
964 /*
965  * Wilderness terrains
966  */
967 #define TERRAIN_EDGE 0 /* Edge of the World */
968 #define TERRAIN_TOWN 1 /* Town */
969 #define TERRAIN_DEEP_WATER 2 /* Deep water */
970 #define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
971 #define TERRAIN_SWAMP 4 /* Swamp */
972 #define TERRAIN_DIRT 5 /* Dirt */
973 #define TERRAIN_GRASS 6 /* Grass */
974 #define TERRAIN_TREES 7 /* Trees */
975 #define TERRAIN_DESERT 8 /* Desert */
976 #define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
977 #define TERRAIN_DEEP_LAVA 10 /* Deep lava */
978 #define TERRAIN_MOUNTAIN 11 /* Mountain */
979 
980 #define MAX_WILDERNESS 12 /* Maximum wilderness index */
981 
982 
983 /*
984  * Feature flags - should be used instead of feature indexes unless generating.
985  * Originally from UnAngband, and modified into TR-like style in Hengband
986  */
987 
988 
989 #define FF_LOS 0
990 #define FF_PROJECT 1
991 #define FF_MOVE 2
992 #define FF_PLACE 3
993 #define FF_DROP 4
994 #define FF_SECRET 5
995 #define FF_NOTICE 6
996 #define FF_REMEMBER 7
997 #define FF_OPEN 8
998 #define FF_CLOSE 9
999 #define FF_BASH 10
1000 #define FF_SPIKE 11
1001 #define FF_DISARM 12
1002 #define FF_STORE 13
1003 #define FF_TUNNEL 14
1004 #define FF_MAY_HAVE_GOLD 15
1005 #define FF_HAS_GOLD 16
1006 #define FF_HAS_ITEM 17
1007 #define FF_DOOR 18
1008 #define FF_TRAP 19
1009 #define FF_STAIRS 20
1010 #define FF_GLYPH 21
1011 #define FF_LESS 22
1012 #define FF_MORE 23
1013 #define FF_AVOID_RUN 24
1014 #define FF_FLOOR 25
1015 #define FF_WALL 26
1016 #define FF_PERMANENT 27
1017 /* #define FF_XXX00 28 */
1018 /* #define FF_XXX01 29 */
1019 /* #define FF_XXX02 30 */
1020 #define FF_HIT_TRAP 31
1021 
1022 /* #define FF_BRIDGE 32 */
1023 /* #define FF_RIVER 33 */
1024 /* #define FF_LAKE 34 */
1025 /* #define FF_BRIDGED 35 */
1026 /* #define FF_COVERED 36 */
1027 #define FF_GLOW 37
1028 #define FF_ENSECRET 38
1029 #define FF_WATER 39
1030 #define FF_LAVA 40
1031 #define FF_SHALLOW 41
1032 #define FF_DEEP 42
1033 /* #define FF_FILLED 43 */
1034 #define FF_HURT_ROCK 44
1035 /* #define FF_HURT_FIRE 45 */
1036 /* #define FF_HURT_COLD 46 */
1037 /* #define FF_HURT_ACID 47 */
1038 /* #define FF_ICE 48 */
1039 /* #define FF_ACID 49 */
1040 /* #define FF_OIL 50 */
1041 /* #define FF_XXX04 51 */
1042 /* #define FF_CAN_CLIMB 52 */
1043 #define FF_CAN_FLY 53
1044 #define FF_CAN_SWIM 54
1045 #define FF_CAN_PASS 55
1046 /* #define FF_CAN_OOZE 56 */
1047 #define FF_CAN_DIG 57
1048 /* #define FF_HIDE_ITEM 58 */
1049 /* #define FF_HIDE_SNEAK 59 */
1050 /* #define FF_HIDE_SWIM 60 */
1051 /* #define FF_HIDE_DIG 61 */
1052 /* #define FF_KILL_HUGE 62 */
1053 /* #define FF_KILL_MOVE 63 */
1054 
1055 /* #define FF_PICK_TRAP 64 */
1056 /* #define FF_PICK_DOOR 65 */
1057 /* #define FF_ALLOC 66 */
1058 /* #define FF_CHEST 67 */
1059 /* #define FF_DROP_1D2 68 */
1060 /* #define FF_DROP_2D2 69 */
1061 /* #define FF_DROP_GOOD 70 */
1062 /* #define FF_DROP_GREAT 71 */
1063 /* #define FF_HURT_POIS 72 */
1064 /* #define FF_HURT_ELEC 73 */
1065 /* #define FF_HURT_WATER 74 */
1066 /* #define FF_HURT_BWATER 75 */
1067 /* #define FF_USE_FEAT 76 */
1068 /* #define FF_GET_FEAT 77 */
1069 /* #define FF_GROUND 78 */
1070 /* #define FF_OUTSIDE 79 */
1071 /* #define FF_EASY_HIDE 80 */
1072 /* #define FF_EASY_CLIMB 81 */
1073 /* #define FF_MUST_CLIMB 82 */
1074 #define FF_TREE 83
1075 /* #define FF_NEED_TREE 84 */
1076 /* #define FF_BLOOD 85 */
1077 /* #define FF_DUST 86 */
1078 /* #define FF_SLIME 87 */
1079 #define FF_PLANT 88
1080 /* #define FF_XXX2 89 */
1081 /* #define FF_INSTANT 90 */
1082 /* #define FF_EXPLODE 91 */
1083 /* #define FF_TIMED 92 */
1084 /* #define FF_ERUPT 93 */
1085 /* #define FF_STRIKE 94 */
1086 /* #define FF_SPREAD 95 */
1087 
1088 #define FF_SPECIAL 96
1089 #define FF_HURT_DISI 97
1090 #define FF_QUEST_ENTER 98
1091 #define FF_QUEST_EXIT 99
1092 #define FF_QUEST 100
1093 #define FF_SHAFT 101
1094 #define FF_MOUNTAIN 102
1095 #define FF_BLDG 103
1096 #define FF_MINOR_GLYPH 104
1097 #define FF_PATTERN 105
1098 #define FF_TOWN 106
1099 #define FF_ENTRANCE 107
1100 #define FF_MIRROR 108
1101 #define FF_UNPERM 109
1102 #define FF_TELEPORTABLE 110
1103 #define FF_CONVERT 111
1104 #define FF_GLASS 112
1105 
1106 #define FF_FLAG_MAX 113
1107 #define FF_FLAG_SIZE (1 + ((FF_FLAG_MAX - 1) / 32))
1108 
1109 /* Which features are dynamic */
1110 #define have_dynamic_flags(ARRAY) \
1111  (!!((ARRAY)[(FF_INSTANT / 32)] & \
1112  ((1UL << (FF_INSTANT % 32)) | \
1113  (1UL << (FF_EXPLODE % 32)) | \
1114  (1UL << (FF_TIMED % 32)) | \
1115  (1UL << (FF_ERUPT % 32)) | \
1116  (1UL << (FF_STRIKE % 32)) | \
1117  (1UL << (FF_SPREAD % 32)))))
1118 
1119 
1120 /*
1121  * Feature action flags
1122  */
1123 #define FAF_DESTROY 0x01
1124 #define FAF_NO_DROP 0x02
1125 #define FAF_CRASH_GLASS 0x04
1126 
1127 
1128 /*
1129  * Bit flags for teleportation
1130  */
1131 #define TELEPORT_NONMAGICAL 0x00000001
1132 #define TELEPORT_PASSIVE 0x00000002
1133 #define TELEPORT_DEC_VALOUR 0x00000004
1134 
1135 
1136 /* Types of doors */
1137 #define DOOR_DEFAULT -1
1138 #define DOOR_DOOR 0
1139 #define DOOR_GLASS_DOOR 1
1140 #define DOOR_CURTAIN 2
1141 
1142 #define MAX_DOOR_TYPES 3
1143 
1144 #define feat_locked_door_random(DOOR_TYPE) \
1145  (feat_door[(DOOR_TYPE)].num_locked ? \
1146  feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
1147 
1148 #define feat_jammed_door_random(DOOR_TYPE) \
1149  (feat_door[(DOOR_TYPE)].num_jammed ? \
1150  feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
1151 
1152 
1153 /* Types of normal traps */
1154 #define NOT_TRAP -1
1155 #define TRAP_TRAPDOOR 0
1156 #define TRAP_PIT 1
1157 #define TRAP_SPIKED_PIT 2
1158 #define TRAP_POISON_PIT 3
1159 #define TRAP_TY_CURSE 4
1160 #define TRAP_TELEPORT 5
1161 #define TRAP_FIRE 6
1162 #define TRAP_ACID 7
1163 #define TRAP_SLOW 8
1164 #define TRAP_LOSE_STR 9
1165 #define TRAP_LOSE_DEX 10
1166 #define TRAP_LOSE_CON 11
1167 #define TRAP_BLIND 12
1168 #define TRAP_CONFUSE 13
1169 #define TRAP_POISON 14
1170 #define TRAP_SLEEP 15
1171 #define TRAP_TRAPS 16
1172 #define TRAP_ALARM 17
1173 
1174 
1175 /* Types of special traps */
1176 #define TRAP_OPEN 18
1177 #define TRAP_ARMAGEDDON 19
1178 #define TRAP_PIRANHA 20
1179 
1180 
1181 /* Maximum locked/jammed doors */
1182 #define MAX_LJ_DOORS 8
1183 
1184 
1185 /* Types of pattern tiles */
1186 #define NOT_PATTERN_TILE -1
1187 #define PATTERN_TILE_START 0
1188 #define PATTERN_TILE_1 1
1189 #define PATTERN_TILE_2 2
1190 #define PATTERN_TILE_3 3
1191 #define PATTERN_TILE_4 4
1192 #define PATTERN_TILE_END 5
1193 #define PATTERN_TILE_OLD 6
1194 #define PATTERN_TILE_TELEPORT 7
1195 #define PATTERN_TILE_WRECKED 8
1196 
1197 
1198 /* Types of conversions */
1199 #define CONVERT_TYPE_FLOOR 0
1200 #define CONVERT_TYPE_WALL 1
1201 #define CONVERT_TYPE_INNER 2
1202 #define CONVERT_TYPE_OUTER 3
1203 #define CONVERT_TYPE_SOLID 4
1204 #define CONVERT_TYPE_STREAM1 5
1205 #define CONVERT_TYPE_STREAM2 6
1206 
1207 
1208 /*
1209  * Bit flags for the *_can_enter() and monster_can_cross_terrain()
1210  */
1211 #define CEM_RIDING 0x0001
1212 #define CEM_P_CAN_ENTER_PATTERN 0x0002
1213 
1214 
1215 /* Lighting levels of features' attr and char */
1216 
1217 #define F_LIT_STANDARD 0 /* Standard */
1218 #define F_LIT_LITE 1 /* Brightly lit */
1219 #define F_LIT_DARK 2 /* Darkened */
1220 
1221 #define F_LIT_NS_BEGIN 1 /* Nonstandard */
1222 #define F_LIT_MAX 3
1223 
1224 
1225 /*** Artifact indexes (see "lib/edit/a_info.txt") ***/
1226 
1227 /* Lites */
1228 #define ART_GALADRIEL 1
1229 #define ART_ELENDIL 2
1230 #define ART_JUDGE 3
1231 #define ART_EDISON 7
1232 #define ART_PALANTIR 15
1233 #define ART_STONE_LORE 17
1234 #define ART_FLY_STONE 147
1235 #define ART_ORB_OF_FATE 245
1236 /* Amulets */
1237 #define ART_CARLAMMAS 4
1238 #define ART_INGWE 5
1239 #define ART_DWARVES 6
1240 #define ART_FARAMIR 18
1241 #define ART_BOROMIR 143
1242 #define ART_MAGATAMA 149
1243 #define ART_INROU 166
1244 #define ART_NIGHT 215
1245 #define ART_SACRED_KNIGHTS 217
1246 #define ART_HELL 218
1247 #define ART_CHARMED 219
1248 #define ART_GOGO 220
1249 
1250 /* Rings */
1251 #define ART_FRAKIR 8
1252 #define ART_TULKAS 9
1253 #define ART_NARYA 10
1254 #define ART_NENYA 11
1255 #define ART_VILYA 12
1256 #define ART_POWER 13
1257 #define ART_AHO 14
1258 
1259 /* Dragon Scale */
1260 #define ART_RAZORBACK 129
1261 #define ART_BLADETURNER 130
1262 #define ART_SEIRYU 201
1263 
1264 /* Hard Armour */
1265 #define ART_SOULKEEPER 19
1266 #define ART_ISILDUR 20
1267 #define ART_ROHIRRIM 21
1268 #define ART_LOHENGRIN 22
1269 #define ART_JULIAN 23
1270 #define ART_ARVEDUI 24
1271 #define ART_CASPANION 25
1272 #define ART_GILES 168
1273 #define ART_MORLOK 203
1274 #define ART_VETERAN 206
1275 
1276 /* Soft Armour */
1277 #define ART_SHIVA_JACKET 26
1278 #define ART_HITHLOMIR 27
1279 #define ART_THALKETTOTH 28
1280 #define ART_HIMRING 127
1281 #define ART_ICANUS 131
1282 #define ART_NAMAKE_ARMOR 183
1283 #define ART_GHB 192
1284 #define ART_DASAI 200
1285 #define ART_KESHO 204
1286 #define ART_MILIM 246
1287 
1288 /* Shields */
1289 #define ART_THORIN 30
1290 #define ART_CELEGORM 31
1291 #define ART_ANARION 32
1292 #define ART_GIL_GALAD 138
1293 #define ART_YENDOR 141
1294 #define ART_YATA 151
1295 #define ART_EARENDIL 186
1296 #define ART_PERSEUS 197
1297 
1298 /* Helms and Crowns */
1299 #define ART_INDRA 33
1300 #define ART_CHAOS 34
1301 #define ART_BERUTHIEL 35
1302 #define ART_THRANDUIL 36
1303 #define ART_THENGEL 37
1304 #define ART_HAMMERHAND 38
1305 #define ART_DOR 39
1306 #define ART_HOLHENNETH 40
1307 #define ART_TERROR 41
1308 #define ART_AMBER 42
1309 #define ART_NUMENOR 132
1310 #define ART_STONEMASK 146
1311 
1312 /* Cloaks */
1313 #define ART_JACK 43
1314 #define ART_COLLUIN 44
1315 #define ART_HOLCOLLETH 45
1316 #define ART_THINGOL 46
1317 #define ART_THORONGIL 47
1318 #define ART_COLANNON 48
1319 #define ART_LUTHIEN 49
1320 #define ART_TUOR 50
1321 #define ART_MOOK 205
1322 #define ART_HEAVENLY_MAIDEN 233
1323 
1324 /* Gloves */
1325 #define ART_CAMBELEG 52
1326 #define ART_CAMMITHRIM 53
1327 #define ART_PAURHACH 54
1328 #define ART_CORWIN 55
1329 #define ART_PAURAEGEN 56
1330 #define ART_PAURNEN 57
1331 #define ART_THANOS 58
1332 #define ART_FINGOLFIN 59
1333 #define ART_PAURNIMMEN 185
1334 
1335 /* Boots */
1336 #define ART_FEANOR 60
1337 #define ART_FLORA 61
1338 #define ART_THROR 62
1339 #define ART_SHIVA_BOOTS 63
1340 #define ART_GLASS 165
1341 #define ART_GETA 210
1342 
1343 /* Digging */
1344 #define ART_NAIN 211
1345 
1346 /* Swords */
1347 #define ART_MAEDHROS 64
1348 #define ART_CAINE 65
1349 #define ART_NARTHANC 66
1350 #define ART_NIMTHANC 67
1351 #define ART_DETHANC 68
1352 #define ART_RILIA 69
1353 #define ART_FIONA 70
1354 #define ART_CALRIS 71
1355 #define ART_GRAYSWANDIR 72
1356 #define ART_GLAMDRING 73
1357 #define ART_NOTHUNG 74
1358 #define ART_ORCRIST 75
1359 #define ART_GURTHANG 76
1360 #define ART_ZARCUTHRA 77
1361 #define ART_TWILIGHT 78
1362 #define ART_GONDRICAM 79
1363 #define ART_CRISDURIAN 80
1364 #define ART_AGLARANG 81
1365 #define ART_RINGIL 82
1366 #define ART_ANDURIL 83
1367 #define ART_WEREWINDLE 84
1368 #define ART_CHAINSWORD 85
1369 #define ART_FORASGIL 86
1370 #define ART_CARETH 87
1371 #define ART_STING 88
1372 #define ART_SOULSWORD 89
1373 #define ART_MERLIN 90
1374 #define ART_DOOMCALLER 91
1375 #define ART_VORPAL_BLADE 92
1376 #define ART_SLAYER 123
1377 #define ART_KUSANAGI 128
1378 #define ART_HURIN 133
1379 #define ART_AZAGHAL 135
1380 #define ART_NOVA 137
1381 #define ART_CHARIOT 140
1382 #define ART_WORPAL_BLADE 142
1383 #define ART_MURAMASA 144
1384 #define ART_ZANTETSU 150
1385 #define ART_SOULCRUSH 154
1386 #define ART_FALIS 155
1387 #define ART_HRUNTING 156
1388 #define ART_ANUBIS 158
1389 #define ART_GURENKI 160
1390 #define ART_TAILBITER 167
1391 #define ART_MUSASI_KATANA 171
1392 #define ART_MUSASI_WAKIZASI 172
1393 #define ART_QUICKTHORN 174
1394 #define ART_TINYTHORN 175
1395 #define ART_EXCALIBUR 176
1396 #define ART_EXCALIPUR 177
1397 #define ART_EXCALIBUR_J 179
1398 #define ART_ARUNRUTH 184
1399 #define ART_HAKABUSA 189
1400 #define ART_STORMBRINGER 190
1401 #define ART_NARSIL 191
1402 #define ART_KANNU 193
1403 #define ART_GRIMTOOTH 196
1404 #define ART_KAMUI 198
1405 #define ART_GOURYU 207
1406 #define ART_EOWYN 216
1407 #define ART_NANACHO 248
1408 #define ART_ROBINTON 251
1409 
1410 /* Polearms */
1411 #define ART_THEODEN 93
1412 #define ART_PAIN 94
1413 #define ART_OSONDIR 95
1414 #define ART_TIL 96
1415 #define ART_RUNESPEAR 97
1416 #define ART_DESTINY 98
1417 #define ART_HAGEN 99
1418 #define ART_EORLINGAS 100
1419 #define ART_DURIN 101
1420 #define ART_EONWE 102
1421 #define ART_BALLI 103
1422 #define ART_LOTHARANG 104
1423 #define ART_DWARVES_AXE 105
1424 #define ART_BARUKKHELED 106
1425 #define ART_WRATH 107
1426 #define ART_ULMO 108
1427 #define ART_AVAVIR 109
1428 #define ART_BENKEI 152
1429 #define ART_TAIKOBO 159
1430 #define ART_TONBO 161
1431 #define ART_GAEBOLG 163
1432 #define ART_ARRYU 164
1433 #define ART_AEGLOS 187
1434 #define ART_BLOOD 199
1435 #define ART_NUMAHOKO 202
1436 
1437 /* The sword of the Dawn */
1438 #define ART_DAWN 110
1439 
1440 /* Hafted */
1441 #define ART_GROND 111
1442 #define ART_TOTILA 112
1443 #define ART_THUNDERFIST 113
1444 #define ART_BLOODSPIKE 114
1445 #define ART_FIRESTAR 115
1446 #define ART_TARATOL 116
1447 #define ART_AULE 117
1448 #define ART_NAR 118
1449 #define ART_ERIRIL 119
1450 #define ART_GANDALF 120
1451 #define ART_DEATHWREAKER 121
1452 #define ART_TURMIL 122
1453 #define ART_MJOLLNIR 136
1454 #define ART_WINBLOWS 139
1455 #define ART_XIAOLONG 145
1456 #define ART_NYOIBOU 157
1457 #define ART_JONES 162
1458 #define ART_HYOUSIGI 169
1459 #define ART_MATOI 170
1460 #define ART_IRON_BALL 173
1461 #define ART_SAMSON 178
1462 #define ART_NAMAKE_HAMMER 181
1463 #define ART_BOLISHOI 188
1464 #define ART_SHUTEN_DOJI 194
1465 #define ART_G_HAMMER 195
1466 #define ART_AEGISFANG 208
1467 #define ART_HERMIT 209
1468 #define ART_GOTHMOG 212
1469 #define ART_JIZO 213
1470 #define ART_FUNDIN 214
1471 #define ART_AESCULAPIUS 225
1472 
1473 /* Bows */
1474 #define ART_BELTHRONDING 124
1475 #define ART_BARD 125
1476 #define ART_BRAND 126
1477 #define ART_CRIMSON 16
1478 #define ART_BUCKLAND 134
1479 #define ART_YOICHI 148
1480 #define ART_HARAD 180
1481 #define ART_NAMAKE_BOW 182
1482 #define ART_ROBIN_HOOD 221
1483 #define ART_HELLFIRE 222
1484 
1485 /* Arrows */
1486 #define ART_BARD_ARROW 153
1487 
1488 /*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
1489 
1490 
1491 /* Nothing */
1492 /* xxx */
1493 /* xxx */
1494 /* xxx */
1495 
1496 /* Body Armor */
1497 #define EGO_A_MORGUL 4
1498 #define EGO_A_DEMON 5
1499 #define EGO_DRUID 6
1500 #define EGO_OLOG 7
1501 #define EGO_RESISTANCE 8
1502 #define EGO_ELVENKIND 9
1503 #define EGO_DWARVEN 10
1504 #define EGO_PERMANENCE 11
1505 #define EGO_YOIYAMI 12
1506 #define EGO_URUKISH 13
1507 /* xxx */
1508 /* xxx */
1509 
1510 /* Shields */
1511 #define EGO_ENDURE_ACID 16
1512 #define EGO_ENDURE_ELEC 17
1513 #define EGO_ENDURE_FIRE 18
1514 #define EGO_ENDURE_COLD 19
1515 #define EGO_ENDURANCE 20
1516 #define EGO_REFLECTION 21
1517 #define EGO_NIGHT_DAY 22
1518 #define EGO_S_PROTECTION 238
1519 #define EGO_S_DWARVEN 239
1520 
1521 /* Crowns and Helms */
1522 #define EGO_DARK 23
1523 #define EGO_BRILLIANCE 24
1524 #define EGO_H_PROTECTION 25
1525 #define EGO_H_DEMON 26
1526 #define EGO_MAGI 27
1527 #define EGO_MIGHT 28
1528 #define EGO_LORDLINESS 29
1529 #define EGO_SEEING 30
1530 #define EGO_INFRAVISION 31
1531 #define EGO_LITE 32
1532 #define EGO_TELEPATHY 33
1533 #define EGO_REGENERATION 34
1534 #define EGO_TELEPORTATION 35
1535 #define EGO_FOOL 36
1536 #define EGO_BASILISK 37
1537 #define EGO_ANCIENT_CURSE 38
1538 #define EGO_SICKLINESS 39
1539 
1540 /* Cloaks */
1541 #define EGO_PROTECTION 40
1542 #define EGO_STEALTH 41
1543 #define EGO_AMAN 42
1544 #define EGO_AURA_FIRE 43
1545 #define EGO_ENVELOPING 44
1546 #define EGO_VULNERABILITY 45
1547 #define EGO_IRRITATION 46
1548 #define EGO_AURA_ELEC 47
1549 #define EGO_AURA_COLD 128
1550 #define EGO_BAT 129
1551 #define EGO_NAZGUL 240
1552 
1553 /* Gloves */
1554 #define EGO_FREE_ACTION 48
1555 #define EGO_SLAYING 49
1556 #define EGO_AGILITY 50
1557 #define EGO_POWER 51
1558 #define EGO_2WEAPON 52
1559 #define EGO_MAGIC_MASTERY 53
1560 #define EGO_WEAKNESS 54
1561 #define EGO_CLUMSINESS 55
1562 
1563 /* Boots */
1564 #define EGO_SLOW_DESCENT 56
1565 #define EGO_QUIET 57
1566 #define EGO_MOTION 58
1567 #define EGO_SPEED 59
1568 #define EGO_JUMP 60
1569 #define EGO_NOISE 61
1570 #define EGO_SLOWNESS 62
1571 #define EGO_ANNOYANCE 63
1572 
1573 /* Weapons */
1574 #define EGO_HA 64
1575 #define EGO_DF 65
1576 #define EGO_BLESS_BLADE 66
1577 /* xxx */
1578 #define EGO_WEST 68
1579 #define EGO_ATTACKS 69
1580 #define EGO_SLAYING_WEAPON 70
1581 #define EGO_FORCE_WEAPON 71
1582 #define EGO_BRAND_ACID 72
1583 #define EGO_BRAND_ELEC 73
1584 #define EGO_BRAND_FIRE 74
1585 #define EGO_BRAND_COLD 75
1586 #define EGO_BRAND_POIS 76
1587 #define EGO_CHAOTIC 77
1588 #define EGO_SHARPNESS 78
1589 #define EGO_EARTHQUAKES 79
1590 #define EGO_XXX_1 80
1591 #define EGO_XXX_2 81
1592 #define EGO_XXX_3 82
1593 #define EGO_XXX_4 83
1594 #define EGO_XXX_5 84
1595 #define EGO_XXX_6 85
1596 #define EGO_XXX_7 86
1597 #define EGO_WEIRD 87
1598 #define EGO_KILL_ANIMAL 88
1599 #define EGO_KILL_EVIL 89
1600 #define EGO_KILL_UNDEAD 90
1601 #define EGO_KILL_DEMON 91
1602 #define EGO_KILL_ORC 92
1603 #define EGO_KILL_TROLL 93
1604 #define EGO_KILL_GIANT 94
1605 #define EGO_KILL_DRAGON 95
1606 #define EGO_VAMPIRIC 96
1607 #define EGO_PRISM 97
1608 #define EGO_TRUMP 98
1609 #define EGO_PATTERN 99
1610 #define EGO_DIGGING 100
1611 #define EGO_DEMON 101
1612 #define EGO_MORGUL 102
1613 #define EGO_KILL_HUMAN 103
1614 
1615 /* Bows */
1616 #define EGO_ACCURACY 104
1617 #define EGO_VELOCITY 105
1618 /* xxx */
1619 /* xxx */
1620 #define EGO_EXTRA_MIGHT 108
1621 #define EGO_EXTRA_SHOTS 109
1622 /* xxx */
1623 /* xxx */
1624 
1625 /* Ammo */
1626 #define EGO_HURT_ANIMAL 112
1627 #define EGO_HURT_EVIL 113
1628 /* xxx */
1629 /* xxx */
1630 /* xxx */
1631 /* xxx */
1632 /* xxx */
1633 #define EGO_HURT_DRAGON 119
1634 #define EGO_SLAYING_BOLT 120
1635 #define EGO_LIGHTNING_BOLT 121
1636 #define EGO_FLAME 122
1637 #define EGO_FROST 123
1638 #define EGO_WOUNDING 124
1639 #define EGO_BACKBITING 125
1640 #define EGO_SHATTERED 126
1641 #define EGO_BLASTED 127
1642 
1643 #define EGO_LITE_SHINE 140
1644 #define EGO_LITE_ILLUMINATION 141
1645 #define EGO_LITE_AURA_FIRE 142
1646 #define EGO_LITE_INFRA 143
1647 #define EGO_LITE_LONG 144
1648 #define EGO_LITE_DARKNESS 145
1649 #define EGO_LITE_EYE 146
1650 
1651 #define EGO_RING_HERO 150
1652 #define EGO_RING_SLAY 151
1653 #define EGO_RING_SUPER_AC 152
1654 #define EGO_RING_MAGIC_MIS 153
1655 #define EGO_RING_FIRE_BOLT 154
1656 #define EGO_RING_COLD_BOLT 155
1657 #define EGO_RING_ELEC_BOLT 156
1658 #define EGO_RING_ACID_BOLT 157
1659 #define EGO_RING_MANA_BOLT 158
1660 #define EGO_RING_FIRE_BALL 159
1661 #define EGO_RING_COLD_BALL 160
1662 #define EGO_RING_ELEC_BALL 161
1663 #define EGO_RING_ACID_BALL 162
1664 #define EGO_RING_MANA_BALL 163
1665 #define EGO_RING_DRAGON_F 164
1666 #define EGO_RING_DRAGON_C 165
1667 #define EGO_RING_D_SPEED 166
1668 #define EGO_RING_BERSERKER 167
1669 #define EGO_RING_HUNTER 168
1670 #define EGO_RING_THROW 169
1671 #define EGO_RING_REGEN 170
1672 #define EGO_RING_LITE 171
1673 #define EGO_RING_M_DETECT 172
1674 #define EGO_RING_STEALTH 173
1675 #define EGO_RING_TELE_AWAY 174
1676 #define EGO_RING_TO_H 175
1677 #define EGO_RING_TO_D 176
1678 #define EGO_RING_RES_LITE 177
1679 #define EGO_RING_RES_DARK 178
1680 #define EGO_RING_WIZARD 179
1681 #define EGO_RING_TRUE 180
1682 #define EGO_RING_DRAIN_EXP 181
1683 #define EGO_RING_NO_MELEE 182
1684 #define EGO_RING_AGGRAVATE 183
1685 #define EGO_RING_TY_CURSE 184
1686 #define EGO_RING_RES_TIME 185
1687 #define EGO_RING_TELEPORT 186
1688 #define EGO_RING_ALBINO 187
1689 
1690 #define EGO_AMU_SLOW_D 210
1691 #define EGO_AMU_INFRA 211
1692 #define EGO_AMU_SEE_INVIS 212
1693 #define EGO_AMU_HOLD_EXP 213
1694 #define EGO_AMU_DRAIN_EXP 214
1695 #define EGO_AMU_FOOL 215
1696 #define EGO_AMU_AGGRAVATE 216
1697 #define EGO_AMU_TY_CURSE 217
1698 #define EGO_AMU_AC 218
1699 #define EGO_AMU_IDENT 219
1700 #define EGO_AMU_CHARM 220
1701 #define EGO_AMU_STEALTH 221
1702 #define EGO_AMU_JUMP 222
1703 #define EGO_AMU_TELEPORT 223
1704 #define EGO_AMU_D_DOOR 224
1705 #define EGO_AMU_DEFENDER 225
1706 #define EGO_AMU_RES_FIRE 226
1707 #define EGO_AMU_RES_FIRE_ 227
1708 #define EGO_AMU_RES_COLD 228
1709 #define EGO_AMU_RES_COLD_ 229
1710 #define EGO_AMU_RES_ELEC 230
1711 #define EGO_AMU_RES_ELEC_ 231
1712 #define EGO_AMU_RES_ACID 232
1713 #define EGO_AMU_RES_ACID_ 233
1714 #define EGO_AMU_LEVITATION 234
1715 #define EGO_AMU_GREAT 235
1716 #define EGO_AMU_DETECTION 236
1717 #define EGO_AMU_NAIVETY 237
1718 // MAX 240
1719 
1720 /* Activation effects for random artifacts */
1721 #define ACT_SUNLIGHT 1
1722 #define ACT_BO_MISS_1 2
1723 #define ACT_BA_POIS_1 3
1724 #define ACT_BO_ELEC_1 4
1725 #define ACT_BO_ACID_1 5
1726 #define ACT_BO_COLD_1 6
1727 #define ACT_BO_FIRE_1 7
1728 #define ACT_BA_COLD_1 8
1729 #define ACT_BA_FIRE_1 9
1730 #define ACT_DRAIN_1 10
1731 #define ACT_BA_COLD_2 11
1732 #define ACT_BA_ELEC_2 12
1733 #define ACT_DRAIN_2 13
1734 #define ACT_VAMPIRE_1 14
1735 #define ACT_BO_MISS_2 15
1736 #define ACT_BA_FIRE_3 16
1737 #define ACT_BA_COLD_3 17
1738 #define ACT_BA_ELEC_3 18
1739 #define ACT_WHIRLWIND 19
1740 #define ACT_VAMPIRE_2 20
1741 #define ACT_CALL_CHAOS 21
1742 #define ACT_ROCKET 22
1743 #define ACT_DISP_EVIL 23
1744 #define ACT_BA_MISS_3 24
1745 #define ACT_DISP_GOOD 25
1746 #define ACT_BO_MANA 26
1747 #define ACT_BA_FIRE_2 27
1748 #define ACT_BA_WATER 28
1749 #define ACT_BA_STAR 29
1750 #define ACT_BA_DARK 30
1751 #define ACT_BA_MANA 31
1752 #define ACT_PESTICIDE 32
1753 #define ACT_BLINDING_LIGHT 33
1754 #define ACT_BIZARRE 34
1755 #define ACT_CAST_BA_STAR 35
1756 #define ACT_BLADETURNER 36
1757 #define ACT_BA_ACID_1 37
1758 #define ACT_BR_FIRE 38
1759 #define ACT_BR_COLD 39
1760 #define ACT_BR_DRAGON 40
1761 #define ACT_BA_FIRE_4 41
1762 #define ACT_BA_NUKE_1 42
1763 /* 42 - 50 unused */
1764 #define ACT_CONFUSE 51
1765 #define ACT_SLEEP 52
1766 #define ACT_QUAKE 53
1767 #define ACT_TERROR 54
1768 #define ACT_TELE_AWAY 55
1769 #define ACT_BANISH_EVIL 56
1770 #define ACT_GENOCIDE 57
1771 #define ACT_MASS_GENO 58
1772 #define ACT_SCARE_AREA 59
1773 #define ACT_AGGRAVATE 60
1774 /* 59 - 64 unused */
1775 #define ACT_CHARM_ANIMAL 65
1776 #define ACT_CHARM_UNDEAD 66
1777 #define ACT_CHARM_OTHER 67
1778 #define ACT_CHARM_ANIMALS 68
1779 #define ACT_CHARM_OTHERS 69
1780 #define ACT_SUMMON_ANIMAL 70
1781 #define ACT_SUMMON_PHANTOM 71
1782 #define ACT_SUMMON_ELEMENTAL 72
1783 #define ACT_SUMMON_DEMON 73
1784 #define ACT_SUMMON_UNDEAD 74
1785 #define ACT_SUMMON_HOUND 75
1786 #define ACT_SUMMON_DAWN 76
1787 #define ACT_SUMMON_OCTOPUS 77
1788 /* 76 - 80 unused */
1789 #define ACT_CHOIR_SINGS 80
1790 #define ACT_CURE_LW 81
1791 #define ACT_CURE_MW 82
1792 #define ACT_CURE_POISON 83
1793 #define ACT_REST_EXP 84
1794 #define ACT_REST_ALL 85
1795 #define ACT_CURE_700 86
1796 #define ACT_CURE_1000 87
1797 #define ACT_CURING 88
1798 #define ACT_CURE_MANA_FULL 89
1799 /* 90 unused */
1800 #define ACT_ESP 91
1801 #define ACT_BERSERK 92
1802 #define ACT_PROT_EVIL 93
1803 #define ACT_RESIST_ALL 94
1804 #define ACT_SPEED 95
1805 #define ACT_XTRA_SPEED 96
1806 #define ACT_WRAITH 97
1807 #define ACT_INVULN 98
1808 #define ACT_HELO 99
1809 #define ACT_HELO_SPEED 100
1810 #define ACT_RESIST_ACID 101
1811 #define ACT_RESIST_FIRE 102
1812 #define ACT_RESIST_COLD 103
1813 #define ACT_RESIST_ELEC 104
1814 #define ACT_RESIST_POIS 105
1815 /* 106 - 110 unused */
1816 #define ACT_LIGHT 111
1817 #define ACT_MAP_LIGHT 112
1818 #define ACT_DETECT_ALL 113
1819 #define ACT_DETECT_XTRA 114
1820 #define ACT_ID_FULL 115
1821 #define ACT_ID_PLAIN 116
1822 #define ACT_RUNE_EXPLO 117
1823 #define ACT_RUNE_PROT 118
1824 #define ACT_SATIATE 119
1825 #define ACT_DEST_DOOR 120
1826 #define ACT_STONE_MUD 121
1827 #define ACT_RECHARGE 122
1828 #define ACT_ALCHEMY 123
1829 #define ACT_DIM_DOOR 124
1830 #define ACT_TELEPORT 125
1831 #define ACT_RECALL 126
1832 #define ACT_JUDGE 127
1833 #define ACT_TELEKINESIS 128
1834 #define ACT_DETECT_UNIQUE 129
1835 #define ACT_ESCAPE 130
1836 #define ACT_DISP_CURSE_XTRA 131
1837 #define ACT_BRAND_FIRE_BOLTS 132
1838 #define ACT_RECHARGE_XTRA 133
1839 #define ACT_LORE 134
1840 #define ACT_SHIKOFUMI 135
1841 #define ACT_PHASE_DOOR 136
1842 #define ACT_DETECT_ALL_MONS 137
1843 #define ACT_ULTIMATE_RESIST 138
1844 /* 127 -> unused */
1845 #define ACT_FALLING_STAR 246
1846 #define ACT_STRAIN_HASTE 247
1847 #define ACT_TELEPORT_LEVEL 248
1848 #define ACT_GRAND_CROSS 249
1849 #define ACT_CAST_OFF 250
1850 #define ACT_FISHING 251
1851 #define ACT_INROU 252
1852 #define ACT_MURAMASA 253
1853 #define ACT_BLOODY_MOON 254
1854 #define ACT_CRIMSON 255
1855 
1856 /*** Object "tval" and "sval" codes ***/
1857 
1858 
1859 /*
1860  * The values for the "tval" field of various objects.
1861  *
1862  * This value is the primary means by which items are sorted in the
1863  * player inventory, followed by "sval" and "cost".
1864  *
1865  * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
1866  * weapon with tval = 16+N, and does (xP) damage when so combined. This
1867  * fact is not actually used in the source, but it kind of interesting.
1868  *
1869  * Note that as of 2.7.8, the "item flags" apply to all items, though
1870  * only armor and weapons and a few other items use any of these flags.
1871  */
1872 
1873 #define TV_SKELETON 1 /* Skeletons ('s'), not specified */
1874 #define TV_BOTTLE 2 /* Empty bottles ('!') */
1875 #define TV_JUNK 3 /* Sticks, Pottery, etc ('~') */
1876 #define TV_WHISTLE 4 /* Whistle ('~') */
1877 #define TV_SPIKE 5 /* Spikes ('~') */
1878 #define TV_CHEST 7 /* Chests ('&') */
1879 #define TV_FIGURINE 8 /* Magical figurines */
1880 #define TV_STATUE 9 /* Statue, what a silly object... */
1881 #define TV_CORPSE 10 /* Corpses and Skeletons, specific */
1882 #define TV_CAPTURE 11 /* Monster ball */
1883 #define TV_NO_AMMO 15 /* Ammo for crimson */
1884 #define TV_SHOT 16 /* Ammo for slings */
1885 #define TV_ARROW 17 /* Ammo for bows */
1886 #define TV_BOLT 18 /* Ammo for x-bows */
1887 #define TV_BOW 19 /* Slings/Bows/Xbows */
1888 #define TV_DIGGING 20 /* Shovels/Picks */
1889 #define TV_HAFTED 21 /* Priest Weapons */
1890 #define TV_POLEARM 22 /* Axes and Pikes */
1891 #define TV_SWORD 23 /* Edged Weapons */
1892 #define TV_BOOTS 30 /* Boots */
1893 #define TV_GLOVES 31 /* Gloves */
1894 #define TV_HELM 32 /* Helms */
1895 #define TV_CROWN 33 /* Crowns */
1896 #define TV_SHIELD 34 /* Shields */
1897 #define TV_CLOAK 35 /* Cloaks */
1898 #define TV_SOFT_ARMOR 36 /* Soft Armor */
1899 #define TV_HARD_ARMOR 37 /* Hard Armor */
1900 #define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
1901 #define TV_LITE 39 /* Lites (including Specials) */
1902 #define TV_AMULET 40 /* Amulets (including Specials) */
1903 #define TV_RING 45 /* Rings (including Specials) */
1904 #define TV_CARD 50
1905 #define TV_STAFF 55
1906 #define TV_WAND 65
1907 #define TV_ROD 66
1908 #define TV_PARCHMENT 69
1909 #define TV_SCROLL 70
1910 #define TV_POTION 75
1911 #define TV_FLASK 77
1912 #define TV_FOOD 80
1913 #define TV_LIFE_BOOK 90
1914 #define TV_SORCERY_BOOK 91
1915 #define TV_NATURE_BOOK 92
1916 #define TV_CHAOS_BOOK 93
1917 #define TV_DEATH_BOOK 94
1918 #define TV_TRUMP_BOOK 95
1919 #define TV_ARCANE_BOOK 96
1920 #define TV_CRAFT_BOOK 97
1921 #define TV_DAEMON_BOOK 98
1922 #define TV_CRUSADE_BOOK 99
1923 #define TV_MUSIC_BOOK 105
1924 #define TV_HISSATSU_BOOK 106
1925 #define TV_HEX_BOOK 107
1926 #define TV_GOLD 127 /* Gold can only be picked up by players */
1927 
1928 #define TV_EQUIP_BEGIN TV_SHOT
1929 #define TV_EQUIP_END TV_CARD
1930 #define TV_MISSILE_BEGIN TV_SHOT
1931 #define TV_MISSILE_END TV_BOLT
1932 #define TV_WEARABLE_BEGIN TV_BOW
1933 #define TV_WEARABLE_END TV_CARD
1934 #define TV_WEAPON_BEGIN TV_BOW
1935 #define TV_WEAPON_END TV_SWORD
1936 #define TV_ARMOR_BEGIN TV_BOOTS
1937 #define TV_ARMOR_END TV_DRAG_ARMOR
1938 
1939 /* Any subvalue */
1940 #define SV_ANY 255
1941 
1942 /* The "sval" codes for TV_FIGURINE */
1943 #define SV_FIGURINE_NORMAL 0
1944 
1945 #define SV_CAPTURE_NONE 0
1946 
1947 /* The "sval" codes for TV_STATUE */
1948 #define SV_WOODEN_STATUE 0
1949 #define SV_CLAY_STATUE 1
1950 #define SV_STONE_STATUE 2
1951 #define SV_IRON_STATUE 3
1952 #define SV_COPPER_STATUE 4
1953 #define SV_SILVER_STATUE 5
1954 #define SV_GOLDEN_STATUE 6
1955 #define SV_IVORY_STATUE 7
1956 #define SV_MITHRIL_STATUE 8
1957 #define SV_ORNATE_STATUE 9
1958 #define SV_PHOTO 50
1959 
1960 /* The "sval" codes for TV_CORPSE */
1961 #define SV_SKELETON 0
1962 #define SV_CORPSE 1
1963 
1964 /* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
1965 #define SV_AMMO_LIGHT 0 /* pebbles */
1966 #define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
1967 #define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
1968 
1969 /* The "sval" codes for TV_BOW (note information in "sval") */
1970 #define SV_SLING 2 /* (x2) */
1971 #define SV_SHORT_BOW 12 /* (x2) */
1972 #define SV_LONG_BOW 13 /* (x3) */
1973 #define SV_LIGHT_XBOW 23 /* (x3) */
1974 #define SV_HEAVY_XBOW 24 /* (x4) */
1975 #define SV_CRIMSON 50 /* (x0) */
1976 #define SV_HARP 51 /* (x0) */
1977 #define SV_NAMAKE_BOW 63 /* (x3) */
1978 
1979 /* The "sval" codes for TV_DIGGING */
1980 #define SV_SHOVEL 1
1981 #define SV_GNOMISH_SHOVEL 2
1982 #define SV_DWARVEN_SHOVEL 3
1983 #define SV_PICK 4
1984 #define SV_ORCISH_PICK 5
1985 #define SV_DWARVEN_PICK 6
1986 #define SV_MATTOCK 7
1987 
1988 /* The "sval" values for TV_HAFTED */
1989 #define SV_CLUB 1 /* 1d4 */
1990 #define SV_WHIP 2 /* 1d6 */
1991 #define SV_QUARTERSTAFF 3 /* 1d9 */
1992 #define SV_NUNCHAKU 4 /* 2d3 */
1993 #define SV_MACE 5 /* 2d4 */
1994 #define SV_BALL_AND_CHAIN 6 /* 2d4 */
1995 #define SV_JO_STAFF 7 /* 1d7 */
1996 #define SV_WAR_HAMMER 8 /* 3d3 */
1997 #define SV_THREE_PIECE_ROD 11 /* 3d3 */
1998 #define SV_MORNING_STAR 12 /* 2d6 */
1999 #define SV_FLAIL 13 /* 2d6 */
2000 #define SV_BO_STAFF 14 /* 1d11 */
2001 #define SV_LEAD_FILLED_MACE 15 /* 3d4 */
2002 #define SV_TETSUBO 16 /* 2d7 */
2003 #define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
2004 #define SV_GREAT_HAMMER 19 /* 4d6 */
2005 #define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
2006 #define SV_WIZSTAFF 21 /* 1d2 */
2007 #define SV_GROND 50 /* 3d9 */
2008 #define SV_NAMAKE_HAMMER 63 /* 1d77 */
2009 
2010 /* The "sval" values for TV_POLEARM */
2011 #define SV_HATCHET 1 /* 1d5 */
2012 #define SV_SPEAR 2 /* 1d6 */
2013 #define SV_SICKLE 3 /* 2d3 */
2014 #define SV_AWL_PIKE 4 /* 1d8 */
2015 #define SV_TRIDENT 5 /* 1d9 */
2016 #define SV_FAUCHARD 6 /* 1d10 */
2017 #define SV_BROAD_SPEAR 7 /* 1d9 */
2018 #define SV_PIKE 8 /* 2d5 */
2019 #define SV_NAGINATA 9 /* 2d6 */
2020 #define SV_BEAKED_AXE 10 /* 2d6 */
2021 #define SV_BROAD_AXE 11 /* 2d6 */
2022 #define SV_LUCERNE_HAMMER 12 /* 2d5 */
2023 #define SV_GLAIVE 13 /* 2d6 */
2024 #define SV_LAJATANG 14 /* 2d7 */
2025 #define SV_HALBERD 15 /* 3d4 */
2026 #define SV_GUISARME 16 /* 2d5 */
2027 #define SV_SCYTHE 17 /* 5d3 */
2028 #define SV_LANCE 20 /* 2d8 */
2029 #define SV_BATTLE_AXE 22 /* 2d8 */
2030 #define SV_GREAT_AXE 25 /* 4d4 */
2031 #define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
2032 #define SV_LOCHABER_AXE 28 /* 3d8 */
2033 #define SV_HEAVY_LANCE 29 /* 4d8 */
2034 #define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
2035 #define SV_TSURIZAO 40 /* 1d1 */
2036 #define SV_DEATH_SCYTHE 50 /* 10d10 */
2037 
2038 /* The "sval" codes for TV_SWORD */
2039 #define SV_BROKEN_DAGGER 1 /* 1d1 */
2040 #define SV_BROKEN_SWORD 2 /* 1d2 */
2041 #define SV_DAGGER 4 /* 1d4 */
2042 #define SV_MAIN_GAUCHE 5 /* 1d5 */
2043 #define SV_TANTO 6 /* 1d5 */
2044 #define SV_RAPIER 7 /* 1d6 */
2045 #define SV_SMALL_SWORD 8 /* 1d6 */
2046 #define SV_BASILLARD 9 /* 1d8 */
2047 #define SV_SHORT_SWORD 10 /* 1d7 */
2048 #define SV_SABRE 11 /* 1d7 */
2049 #define SV_CUTLASS 12 /* 1d7 */
2050 #define SV_WAKIZASHI 13 /* 2d4 */
2051 #define SV_KHOPESH 14 /* 2d4 */
2052 #define SV_TULWAR 15 /* 2d4 */
2053 #define SV_BROAD_SWORD 16 /* 2d5 */
2054 #define SV_LONG_SWORD 17 /* 2d5 */
2055 #define SV_SCIMITAR 18 /* 2d5 */
2056 #define SV_NINJATO 19 /* 1d9 */
2057 #define SV_KATANA 20 /* 3d4 */
2058 #define SV_BASTARD_SWORD 21 /* 3d4 */
2059 #define SV_GREAT_SCIMITAR 22 /* 4d5 */
2060 #define SV_CLAYMORE 23 /* 2d8 */
2061 #define SV_ESPADON 24 /* 2d9 */
2062 #define SV_TWO_HANDED_SWORD 25 /* 3d6 */
2063 #define SV_FLAMBERGE 26 /* 3d7 */
2064 #define SV_NO_DACHI 27 /* 5d4 */
2065 #define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
2066 #define SV_ZWEIHANDER 29 /* 4d6 */
2067 #define SV_BLADE_OF_CHAOS 30 /* 6d5 */
2068 #define SV_DIAMOND_EDGE 31 /* 7d5 */
2069 #define SV_DOKUBARI 32 /* 1d1 */
2070 #define SV_HAYABUSA 33 /* 1d6 */
2071 
2072 /* The "sval" codes for TV_SHIELD */
2073 #define SV_SMALL_LEATHER_SHIELD 2
2074 #define SV_SMALL_METAL_SHIELD 3
2075 #define SV_LARGE_LEATHER_SHIELD 4
2076 #define SV_LARGE_METAL_SHIELD 5
2077 #define SV_DRAGON_SHIELD 6
2078 #define SV_KNIGHT_SHIELD 7
2079 #define SV_MIRROR_SHIELD 10
2080 #define SV_YATA_MIRROR 50
2081 
2082 /* The "sval" codes for TV_HELM */
2083 #define SV_HARD_LEATHER_CAP 2
2084 #define SV_METAL_CAP 3
2085 #define SV_JINGASA 4 /* 4 */
2086 #define SV_IRON_HELM 5
2087 #define SV_STEEL_HELM 6
2088 #define SV_DRAGON_HELM 7
2089 #define SV_KABUTO 8 /* 7 */
2090 
2091 /* The "sval" codes for TV_CROWN */
2092 #define SV_IRON_CROWN 10
2093 #define SV_GOLDEN_CROWN 11
2094 #define SV_JEWELED_CROWN 12
2095 #define SV_CHAOS 50
2096 
2097 /* The "sval" codes for TV_BOOTS */
2098 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
2099 #define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
2100 #define SV_PAIR_OF_DRAGON_GREAVE 4
2101 #define SV_PAIR_OF_METAL_SHOD_BOOTS 6
2102 
2103 /* The "sval" codes for TV_CLOAK */
2104 #define SV_CLOAK 1
2105 #define SV_ELVEN_CLOAK 2
2106 #define SV_FUR_CLOAK 3
2107 #define SV_ETHEREAL_CLOAK 5
2108 #define SV_SHADOW_CLOAK 6
2109 
2110 /* The "sval" codes for TV_GLOVES */
2111 #define SV_SET_OF_LEATHER_GLOVES 1
2112 #define SV_SET_OF_GAUNTLETS 2
2113 #define SV_SET_OF_DRAGON_GLOVES 3
2114 #define SV_SET_OF_CESTI 5
2115 
2116 /* The "sval" codes for TV_SOFT_ARMOR */
2117 #define SV_T_SHIRT 0
2118 #define SV_FILTHY_RAG 1
2119 #define SV_ROBE 2
2120 #define SV_PAPER_ARMOR 3 /* 4 */
2121 #define SV_SOFT_LEATHER_ARMOR 4
2122 #define SV_SOFT_STUDDED_LEATHER 5
2123 #define SV_HARD_LEATHER_ARMOR 6
2124 #define SV_HARD_STUDDED_LEATHER 7
2125 #define SV_RHINO_HIDE_ARMOR 8
2126 #define SV_CORD_ARMOR 9 /* 6 */
2127 #define SV_PADDED_ARMOR 10 /* 4 */
2128 #define SV_LEATHER_SCALE_MAIL 11
2129 #define SV_LEATHER_JACK 12
2130 #define SV_KUROSHOUZOKU 13
2131 #define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
2132 #define SV_ABUNAI_MIZUGI 50
2133 #define SV_YOIYAMI_ROBE 60
2134 #define SV_NAMAKE_ARMOR 63
2135 
2136 /* The "sval" codes for TV_HARD_ARMOR */
2137 #define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
2138 #define SV_RING_MAIL 2 /* 12 */
2139 #define SV_METAL_SCALE_MAIL 3 /* 13 */
2140 #define SV_CHAIN_MAIL 4 /* 14 */
2141 #define SV_DOUBLE_RING_MAIL 5 /* 15 */
2142 #define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
2143 #define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
2144 #define SV_BAR_CHAIN_MAIL 8 /* 18 */
2145 #define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
2146 #define SV_SPLINT_MAIL 10 /* 19 */
2147 #define SV_DO_MARU 11 /* 20 */
2148 #define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
2149 #define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
2150 #define SV_HARAMAKIDO 14 /* 17 */
2151 #define SV_FULL_PLATE_ARMOUR 15 /* 25 */
2152 #define SV_O_YOROI 16 /* 24 */
2153 #define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
2154 #define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
2155 #define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
2156 #define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
2157 
2158 /* The "sval" codes for TV_DRAG_ARMOR */
2159 #define SV_DRAGON_BLACK 1
2160 #define SV_DRAGON_BLUE 2
2161 #define SV_DRAGON_WHITE 3
2162 #define SV_DRAGON_RED 4
2163 #define SV_DRAGON_GREEN 5
2164 #define SV_DRAGON_MULTIHUED 6
2165 #define SV_DRAGON_SHINING 10
2166 #define SV_DRAGON_LAW 12
2167 #define SV_DRAGON_BRONZE 14
2168 #define SV_DRAGON_GOLD 16
2169 #define SV_DRAGON_CHAOS 18
2170 #define SV_DRAGON_BALANCE 20
2171 #define SV_DRAGON_POWER 30
2172 
2173 /* The sval codes for TV_LITE */
2174 #define SV_LITE_TORCH 0
2175 #define SV_LITE_LANTERN 1
2176 #define SV_LITE_FEANOR 2
2177 #define SV_LITE_EDISON 3
2178 #define SV_LITE_GALADRIEL 4
2179 #define SV_LITE_ELENDIL 5
2180 #define SV_LITE_JUDGE 6
2181 #define SV_LITE_LORE 7
2182 #define SV_LITE_PALANTIR 8
2183 #define SV_LITE_FLY_STONE 9
2184 
2185 /* The "sval" codes for TV_AMULET */
2186 #define SV_AMULET_DOOM 0
2187 #define SV_AMULET_TELEPORT 1
2188 #define SV_AMULET_ADORNMENT 2
2189 #define SV_AMULET_SLOW_DIGEST 3
2190 #define SV_AMULET_RESIST_ACID 4
2191 #define SV_AMULET_SEARCHING 5
2192 #define SV_AMULET_BRILLIANCE 6
2193 #define SV_AMULET_CHARISMA 7
2194 #define SV_AMULET_THE_MAGI 8
2195 #define SV_AMULET_REFLECTION 9
2196 #define SV_AMULET_CARLAMMAS 10
2197 #define SV_AMULET_INGWE 11
2198 #define SV_AMULET_DWARVES 12
2199 #define SV_AMULET_NO_MAGIC 13
2200 #define SV_AMULET_NO_TELE 14
2201 #define SV_AMULET_RESISTANCE 15
2202 #define SV_AMULET_TELEPATHY 16
2203 #define SV_AMULET_FARAMIR 17
2204 #define SV_AMULET_BOROMIR 18
2205 #define SV_AMULET_MAGATAMA 19
2206 #define SV_AMULET_INROU 20
2207 #define SV_AMULET_INTELLIGENCE 21
2208 #define SV_AMULET_WISDOM 22
2209 #define SV_AMULET_MAGIC_MASTERY 23
2210 #define SV_AMULET_NIGHT 24
2211 
2212 /* The sval codes for TV_RING */
2213 #define SV_RING_WOE 0
2214 #define SV_RING_AGGRAVATION 1
2215 #define SV_RING_WEAKNESS 2
2216 #define SV_RING_STUPIDITY 3
2217 #define SV_RING_TELEPORTATION 4
2218 #define SV_RING_SLOW_DIGESTION 6
2219 #define SV_RING_LEVITATION_FALL 7
2220 #define SV_RING_RESIST_FIRE 8
2221 #define SV_RING_RESIST_COLD 9
2222 #define SV_RING_SUSTAIN_STR 10
2223 #define SV_RING_SUSTAIN_INT 11
2224 #define SV_RING_SUSTAIN_WIS 12
2225 #define SV_RING_SUSTAIN_CON 13
2226 #define SV_RING_SUSTAIN_DEX 14
2227 #define SV_RING_SUSTAIN_CHR 15
2228 #define SV_RING_PROTECTION 16
2229 #define SV_RING_ACID 17
2230 #define SV_RING_FLAMES 18
2231 #define SV_RING_ICE 19
2232 #define SV_RING_RESIST_POIS 20
2233 #define SV_RING_FREE_ACTION 21
2234 #define SV_RING_SEE_INVIS 22
2235 #define SV_RING_SEARCHING 23
2236 #define SV_RING_STR 24
2237 #define SV_RING_ELEC 25
2238 #define SV_RING_DEX 26
2239 #define SV_RING_CON 27
2240 #define SV_RING_ACCURACY 28
2241 #define SV_RING_DAMAGE 29
2242 #define SV_RING_SLAYING 30
2243 #define SV_RING_SPEED 31
2244 #define SV_RING_FRAKIR 32
2245 #define SV_RING_TULKAS 33
2246 #define SV_RING_NARYA 34
2247 #define SV_RING_NENYA 35
2248 #define SV_RING_VILYA 36
2249 #define SV_RING_POWER 37
2250 #define SV_RING_RES_FEAR 38
2251 #define SV_RING_RES_LD 39
2252 #define SV_RING_RES_NETHER 40
2253 #define SV_RING_RES_NEXUS 41
2254 #define SV_RING_RES_SOUND 42
2255 #define SV_RING_RES_CONFUSION 43
2256 #define SV_RING_RES_SHARDS 44
2257 #define SV_RING_RES_DISENCHANT 45
2258 #define SV_RING_RES_CHAOS 46
2259 #define SV_RING_RES_BLINDNESS 47
2260 #define SV_RING_LORDLY 48
2261 #define SV_RING_ATTACKS 49
2262 #define SV_RING_AHO 50
2263 #define SV_RING_SHOTS 51
2264 #define SV_RING_SUSTAIN 52
2265 #define SV_RING_DEC_MANA 53
2266 #define SV_RING_WARNING 54
2267 #define SV_RING_MUSCLE 55
2268 
2269 #define SV_EXPRESS_CARD 0
2270 
2271 /* The "sval" codes for TV_STAFF */
2272 #define SV_STAFF_DARKNESS 0
2273 #define SV_STAFF_SLOWNESS 1
2274 #define SV_STAFF_HASTE_MONSTERS 2
2275 #define SV_STAFF_SUMMONING 3
2276 #define SV_STAFF_TELEPORTATION 4
2277 #define SV_STAFF_IDENTIFY 5
2278 #define SV_STAFF_REMOVE_CURSE 6
2279 #define SV_STAFF_STARLITE 7
2280 #define SV_STAFF_LITE 8
2281 #define SV_STAFF_MAPPING 9
2282 #define SV_STAFF_DETECT_GOLD 10
2283 #define SV_STAFF_DETECT_ITEM 11
2284 #define SV_STAFF_DETECT_TRAP 12
2285 #define SV_STAFF_DETECT_DOOR 13
2286 #define SV_STAFF_DETECT_INVIS 14
2287 #define SV_STAFF_DETECT_EVIL 15
2288 #define SV_STAFF_CURE_LIGHT 16
2289 #define SV_STAFF_CURING 17
2290 #define SV_STAFF_HEALING 18
2291 #define SV_STAFF_THE_MAGI 19
2292 #define SV_STAFF_SLEEP_MONSTERS 20
2293 #define SV_STAFF_SLOW_MONSTERS 21
2294 #define SV_STAFF_SPEED 22
2295 #define SV_STAFF_PROBING 23
2296 #define SV_STAFF_DISPEL_EVIL 24
2297 #define SV_STAFF_POWER 25
2298 #define SV_STAFF_HOLINESS 26
2299 #define SV_STAFF_GENOCIDE 27
2300 #define SV_STAFF_EARTHQUAKES 28
2301 #define SV_STAFF_DESTRUCTION 29
2302 #define SV_STAFF_ANIMATE_DEAD 30
2303 #define SV_STAFF_MSTORM 31
2304 #define SV_STAFF_NOTHING 32
2305 
2306 
2307 /* The "sval" codes for TV_WAND */
2308 #define SV_WAND_HEAL_MONSTER 0
2309 #define SV_WAND_HASTE_MONSTER 1
2310 #define SV_WAND_CLONE_MONSTER 2
2311 #define SV_WAND_TELEPORT_AWAY 3
2312 #define SV_WAND_DISARMING 4
2313 #define SV_WAND_TRAP_DOOR_DEST 5
2314 #define SV_WAND_STONE_TO_MUD 6
2315 #define SV_WAND_LITE 7
2316 #define SV_WAND_SLEEP_MONSTER 8
2317 #define SV_WAND_SLOW_MONSTER 9
2318 #define SV_WAND_CONFUSE_MONSTER 10
2319 #define SV_WAND_FEAR_MONSTER 11
2320 #define SV_WAND_DRAIN_LIFE 12
2321 #define SV_WAND_POLYMORPH 13
2322 #define SV_WAND_STINKING_CLOUD 14
2323 #define SV_WAND_MAGIC_MISSILE 15
2324 #define SV_WAND_ACID_BOLT 16
2325 #define SV_WAND_CHARM_MONSTER 17
2326 #define SV_WAND_FIRE_BOLT 18
2327 #define SV_WAND_COLD_BOLT 19
2328 #define SV_WAND_ACID_BALL 20
2329 #define SV_WAND_ELEC_BALL 21
2330 #define SV_WAND_FIRE_BALL 22
2331 #define SV_WAND_COLD_BALL 23
2332 #define SV_WAND_WONDER 24
2333 #define SV_WAND_DISINTEGRATE 25
2334 #define SV_WAND_DRAGON_FIRE 26
2335 #define SV_WAND_DRAGON_COLD 27
2336 #define SV_WAND_DRAGON_BREATH 28
2337 #define SV_WAND_ROCKETS 29
2338 #define SV_WAND_STRIKING 30
2339 #define SV_WAND_GENOCIDE 31
2340 
2341 /* The "sval" codes for TV_ROD */
2342 #define SV_ROD_DETECT_TRAP 0
2343 #define SV_ROD_DETECT_DOOR 1
2344 #define SV_ROD_IDENTIFY 2
2345 #define SV_ROD_RECALL 3
2346 #define SV_ROD_ILLUMINATION 4
2347 #define SV_ROD_MAPPING 5
2348 #define SV_ROD_DETECTION 6
2349 #define SV_ROD_PROBING 7
2350 #define SV_ROD_CURING 8
2351 #define SV_ROD_HEALING 9
2352 #define SV_ROD_RESTORATION 10
2353 #define SV_ROD_SPEED 11
2354 #define SV_ROD_PESTICIDE 12
2355 #define SV_ROD_TELEPORT_AWAY 13
2356 #define SV_ROD_DISARMING 14
2357 #define SV_ROD_LITE 15
2358 #define SV_ROD_SLEEP_MONSTER 16
2359 #define SV_ROD_SLOW_MONSTER 17
2360 #define SV_ROD_DRAIN_LIFE 18
2361 #define SV_ROD_POLYMORPH 19
2362 #define SV_ROD_ACID_BOLT 20
2363 #define SV_ROD_ELEC_BOLT 21
2364 #define SV_ROD_FIRE_BOLT 22
2365 #define SV_ROD_COLD_BOLT 23
2366 #define SV_ROD_ACID_BALL 24
2367 #define SV_ROD_ELEC_BALL 25
2368 #define SV_ROD_FIRE_BALL 26
2369 #define SV_ROD_COLD_BALL 27
2370 #define SV_ROD_HAVOC 28
2371 #define SV_ROD_STONE_TO_MUD 29
2372 #define SV_ROD_AGGRAVATE 30
2373 
2374 
2375 /* The "sval" codes for TV_SCROLL */
2376 
2377 #define SV_SCROLL_DARKNESS 0
2378 #define SV_SCROLL_AGGRAVATE_MONSTER 1
2379 #define SV_SCROLL_CURSE_ARMOR 2
2380 #define SV_SCROLL_CURSE_WEAPON 3
2381 #define SV_SCROLL_SUMMON_MONSTER 4
2382 #define SV_SCROLL_SUMMON_UNDEAD 5
2383 #define SV_SCROLL_SUMMON_PET 6
2384 #define SV_SCROLL_TRAP_CREATION 7
2385 #define SV_SCROLL_PHASE_DOOR 8
2386 #define SV_SCROLL_TELEPORT 9
2387 #define SV_SCROLL_TELEPORT_LEVEL 10
2388 #define SV_SCROLL_WORD_OF_RECALL 11
2389 #define SV_SCROLL_IDENTIFY 12
2390 #define SV_SCROLL_STAR_IDENTIFY 13
2391 #define SV_SCROLL_REMOVE_CURSE 14
2392 #define SV_SCROLL_STAR_REMOVE_CURSE 15
2393 #define SV_SCROLL_ENCHANT_ARMOR 16
2394 #define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
2395 #define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
2396 /* xxx enchant missile? */
2397 #define SV_SCROLL_STAR_ENCHANT_ARMOR 20
2398 #define SV_SCROLL_STAR_ENCHANT_WEAPON 21
2399 #define SV_SCROLL_RECHARGING 22
2400 #define SV_SCROLL_MUNDANITY 23
2401 #define SV_SCROLL_LIGHT 24
2402 #define SV_SCROLL_MAPPING 25
2403 #define SV_SCROLL_DETECT_GOLD 26
2404 #define SV_SCROLL_DETECT_ITEM 27
2405 #define SV_SCROLL_DETECT_TRAP 28
2406 #define SV_SCROLL_DETECT_DOOR 29
2407 #define SV_SCROLL_DETECT_INVIS 30
2408 /* xxx (detect evil?) */
2409 #define SV_SCROLL_SATISFY_HUNGER 32
2410 #define SV_SCROLL_BLESSING 33
2411 #define SV_SCROLL_HOLY_CHANT 34
2412 #define SV_SCROLL_HOLY_PRAYER 35
2413 #define SV_SCROLL_MONSTER_CONFUSION 36
2414 #define SV_SCROLL_PROTECTION_FROM_EVIL 37
2415 #define SV_SCROLL_RUNE_OF_PROTECTION 38
2416 #define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
2417 /* xxx */
2418 #define SV_SCROLL_STAR_DESTRUCTION 41
2419 #define SV_SCROLL_DISPEL_UNDEAD 42
2420 #define SV_SCROLL_SPELL 43
2421 #define SV_SCROLL_GENOCIDE 44
2422 #define SV_SCROLL_MASS_GENOCIDE 45
2423 #define SV_SCROLL_ACQUIREMENT 46
2424 #define SV_SCROLL_STAR_ACQUIREMENT 47
2425 #define SV_SCROLL_FIRE 48
2426 #define SV_SCROLL_ICE 49
2427 #define SV_SCROLL_CHAOS 50
2428 #define SV_SCROLL_RUMOR 51
2429 #define SV_SCROLL_ARTIFACT 52
2430 #define SV_SCROLL_RESET_RECALL 53
2431 #define SV_SCROLL_SUMMON_KIN 54
2432 #define SV_SCROLL_AMUSEMENT 55
2433 #define SV_SCROLL_STAR_AMUSEMENT 56
2434 
2435 /* The "sval" codes for TV_POTION */
2436 #define SV_POTION_WATER 0
2437 #define SV_POTION_APPLE_JUICE 1
2438 #define SV_POTION_SLIME_MOLD 2
2439 /* xxx (fixed color) */
2440 #define SV_POTION_SLOWNESS 4
2441 #define SV_POTION_SALT_WATER 5
2442 #define SV_POTION_POISON 6
2443 #define SV_POTION_BLINDNESS 7
2444 /* xxx */
2445 #define SV_POTION_CONFUSION 9
2446 /* xxx */
2447 #define SV_POTION_SLEEP 11
2448 /* xxx */
2449 #define SV_POTION_LOSE_MEMORIES 13
2450 /* xxx */
2451 #define SV_POTION_RUINATION 15
2452 #define SV_POTION_DEC_STR 16
2453 #define SV_POTION_DEC_INT 17
2454 #define SV_POTION_DEC_WIS 18
2455 #define SV_POTION_DEC_DEX 19
2456 #define SV_POTION_DEC_CON 20
2457 #define SV_POTION_DEC_CHR 21
2458 #define SV_POTION_DETONATIONS 22
2459 #define SV_POTION_DEATH 23
2460 #define SV_POTION_INFRAVISION 24
2461 #define SV_POTION_DETECT_INVIS 25
2462 #define SV_POTION_SLOW_POISON 26
2463 #define SV_POTION_CURE_POISON 27
2464 #define SV_POTION_BOLDNESS 28
2465 #define SV_POTION_SPEED 29
2466 #define SV_POTION_RESIST_HEAT 30
2467 #define SV_POTION_RESIST_COLD 31
2468 #define SV_POTION_HEROISM 32
2469 #define SV_POTION_BESERK_STRENGTH 33
2470 #define SV_POTION_CURE_LIGHT 34
2471 #define SV_POTION_CURE_SERIOUS 35
2472 #define SV_POTION_CURE_CRITICAL 36
2473 #define SV_POTION_HEALING 37
2474 #define SV_POTION_STAR_HEALING 38
2475 #define SV_POTION_LIFE 39
2476 #define SV_POTION_RESTORE_MANA 40
2477 #define SV_POTION_RESTORE_EXP 41
2478 #define SV_POTION_RES_STR 42
2479 #define SV_POTION_RES_INT 43
2480 #define SV_POTION_RES_WIS 44
2481 #define SV_POTION_RES_DEX 45
2482 #define SV_POTION_RES_CON 46
2483 #define SV_POTION_RES_CHR 47
2484 #define SV_POTION_INC_STR 48
2485 #define SV_POTION_INC_INT 49
2486 #define SV_POTION_INC_WIS 50
2487 #define SV_POTION_INC_DEX 51
2488 #define SV_POTION_INC_CON 52
2489 #define SV_POTION_INC_CHR 53
2490 /* xxx */
2491 #define SV_POTION_AUGMENTATION 55
2492 #define SV_POTION_ENLIGHTENMENT 56
2493 #define SV_POTION_STAR_ENLIGHTENMENT 57
2494 #define SV_POTION_SELF_KNOWLEDGE 58
2495 #define SV_POTION_EXPERIENCE 59
2496 #define SV_POTION_RESISTANCE 60
2497 #define SV_POTION_CURING 61
2498 #define SV_POTION_INVULNERABILITY 62
2499 #define SV_POTION_NEW_LIFE 63
2500 #define SV_POTION_NEO_TSUYOSHI 64
2501 #define SV_POTION_TSUYOSHI 65
2502 #define SV_POTION_POLYMORPH 66
2503 
2504 /* The "sval" codes for TV_FLASK */
2505 #define SV_FLASK_OIL 0
2506 
2507 /* The "sval" codes for TV_FOOD */
2508 #define SV_FOOD_POISON 0
2509 #define SV_FOOD_BLINDNESS 1
2510 #define SV_FOOD_PARANOIA 2
2511 #define SV_FOOD_CONFUSION 3
2512 #define SV_FOOD_HALLUCINATION 4
2513 #define SV_FOOD_PARALYSIS 5
2514 #define SV_FOOD_WEAKNESS 6
2515 #define SV_FOOD_SICKNESS 7
2516 #define SV_FOOD_STUPIDITY 8
2517 #define SV_FOOD_NAIVETY 9
2518 #define SV_FOOD_UNHEALTH 10
2519 #define SV_FOOD_DISEASE 11
2520 #define SV_FOOD_CURE_POISON 12
2521 #define SV_FOOD_CURE_BLINDNESS 13
2522 #define SV_FOOD_CURE_PARANOIA 14
2523 #define SV_FOOD_CURE_CONFUSION 15
2524 #define SV_FOOD_CURE_SERIOUS 16
2525 #define SV_FOOD_RESTORE_STR 17
2526 #define SV_FOOD_RESTORE_CON 18
2527 #define SV_FOOD_RESTORING 19
2528 /* many missing mushrooms */
2529 #define SV_FOOD_BISCUIT 32
2530 #define SV_FOOD_JERKY 33
2531 #define SV_FOOD_RATION 35
2532 #define SV_FOOD_SLIME_MOLD 36
2533 #define SV_FOOD_WAYBREAD 37
2534 #define SV_FOOD_PINT_OF_ALE 38
2535 #define SV_FOOD_PINT_OF_WINE 39
2536 
2537 
2538 #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 */
2539 
2540 #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 */
2541 #define SV_CHEST_KANDUME 50 /*!< 箱アイテムの小項目ID: おもちゃのカンヅメ
2542 
2543 /*
2544  * Special "sval" limit -- first "good" magic/prayer book
2545  */
2546 #define SV_BOOK_MIN_GOOD 2
2547 
2548 
2549 #define OBJ_GOLD_LIST 480 /* First "gold" entry */
2550 #define MAX_GOLD 18 /* Number of "gold" entries */
2551 
2552 
2553 /*** General flag values ***/
2554 
2555 
2556 /*
2557  * Special cave grid flags
2558  */
2559 #define CAVE_MARK 0x0001 /* memorized feature */
2560 #define CAVE_GLOW 0x0002 /* self-illuminating */
2561 #define CAVE_ICKY 0x0004 /* part of a vault */
2562 #define CAVE_ROOM 0x0008 /* part of a room */
2563 #define CAVE_LITE 0x0010 /* lite flag */
2564 #define CAVE_VIEW 0x0020 /* view flag */
2565 #define CAVE_TEMP 0x0040 /* temp flag */
2566 #define CAVE_XTRA 0x0080 /* misc flag */
2567 #define CAVE_MNLT 0x0100 /* Illuminated by monster */
2568 #define CAVE_MNDK 0x8000 /* Darken by monster */
2569 
2570 /* Used only while cave generation */
2571 #define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
2572 #define CAVE_EXTRA 0x0400
2573 #define CAVE_INNER 0x0800
2574 #define CAVE_OUTER 0x1000
2575 #define CAVE_SOLID 0x2000
2576 #define CAVE_VAULT 0x4000
2577 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
2578 
2579 /* Used only after cave generation */
2580 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
2581 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
2582 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
2583 #define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
2584 #define CAVE_UNSAFE 0x2000 /* Might have trap */
2585 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
2586 
2587 
2588 /*
2589  * Bit flags for the "project()" function
2590  *
2591  * JUMP: Jump directly to the target location (this is a hack)
2592  * THRU: Continue "through" the target (used for "bolts"/"beams")
2593  * HIDE: Hack -- disable "visual" feedback from projection
2594  * DISI: Disintegrate non-permanent features
2595  * PLAYER: Main target is player (used for riding player)
2596  * AIMED: Target is only player or monster, so don't affect another.
2597  * Depend on PROJECT_PLAYER.
2598  * (used for minimum (rad == 0) balls on riding player)
2599  * NO_HANGEKI: Avoid counter attacks of monsters
2600  * PATH: Only used for printing project path
2601  * FAST: Hide "visual" of flying bolts until blast
2602  */
2603 #define PROJECT_JUMP 0x01
2604 #define PROJECT_BEAM 0x02 /*!< 遠隔攻撃特性: ビーム範囲を持つ / Work as a beam weapon (affect every grid passed through) */
2605 #define PROJECT_THRU 0x04
2606 #define PROJECT_STOP 0x08
2607 #define PROJECT_GRID 0x10 /*!< 遠隔攻撃特性: 射程内の地形に影響を及ぼす / Affect each grid in the "blast area" in some way */
2608 #define PROJECT_ITEM 0x20 /*!< 遠隔攻撃特性: 射程内のアイテムに影響を及ぼす / Affect each object in the "blast area" in some way */
2609 #define PROJECT_KILL 0x40 /*!< 遠隔攻撃特性: 射程内のモンスターに影響を及ぼす / Affect each monster in the "blast area" in some way */
2610 #define PROJECT_HIDE 0x80
2611 #define PROJECT_DISI 0x100
2612 #define PROJECT_PLAYER 0x200
2613 #define PROJECT_AIMED 0x400
2614 #define PROJECT_REFLECTABLE 0x800 /*!< 遠隔攻撃特性: 反射可能(ボルト系魔法に利用) / Refrectable spell attacks (used for "bolts") */
2615 #define PROJECT_NO_HANGEKI 0x1000
2616 #define PROJECT_PATH 0x2000
2617 #define PROJECT_FAST 0x4000
2618 #define PROJECT_LOS 0x8000
2619 
2620 
2621 /*
2622  * Special caster ID for project()
2623  */
2624 #define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
2625 #define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
2626 
2627 
2628 /*
2629  * Bit flags for the "enchant()" function
2630  */
2631 #define ENCH_TOHIT 0x01 /*!< 装備強化処理: 命中強化 / Enchant to hit */
2632 #define ENCH_TODAM 0x02 /*!< 装備強化処理: ダメージ強化 / Enchant to damage */
2633 #define ENCH_TOAC 0x04 /*!< 装備強化処理: AC強化 / Enchant to AC */
2634 #define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
2635 
2636 /*
2637  * Bit flags for the "target_set" function XXX XXX XXX
2638  *
2639  * KILL: Target monsters
2640  * LOOK: Describe grid fully
2641  * XTRA: Currently unused flag
2642  * GRID: Select from all grids
2643  */
2644 #define TARGET_KILL 0x01
2645 #define TARGET_LOOK 0x02
2646 #define TARGET_XTRA 0x04
2647 #define TARGET_GRID 0x08
2648 
2649 
2650 /*
2651  * Bit flags for control of get_check_strict()
2652  */
2653 #define CHECK_OKAY_CANCEL 0x01
2654 #define CHECK_NO_ESCAPE 0x02
2655 #define CHECK_NO_HISTORY 0x04
2656 #define CHECK_DEFAULT_Y 0x08
2657 
2658 
2659 /*
2660  * Some bit-flags for the "smart" field
2661  */
2662 #define SM_RES_ACID 0x00000001 /*!< モンスターの学習フラグ: プレイヤーに酸耐性あり */
2663 #define SM_RES_ELEC 0x00000002 /*!< モンスターの学習フラグ: プレイヤーに電撃耐性あり */
2664 #define SM_RES_FIRE 0x00000004 /*!< モンスターの学習フラグ: プレイヤーに火炎耐性あり */
2665 #define SM_RES_COLD 0x00000008 /*!< モンスターの学習フラグ: プレイヤーに冷気耐性あり */
2666 #define SM_RES_POIS 0x00000010 /*!< モンスターの学習フラグ: プレイヤーに毒耐性あり */
2667 #define SM_RES_NETH 0x00000020 /*!< モンスターの学習フラグ: プレイヤーに地獄耐性あり */
2668 #define SM_RES_LITE 0x00000040 /*!< モンスターの学習フラグ: プレイヤーに閃光耐性あり */
2669 #define SM_RES_DARK 0x00000080 /*!< モンスターの学習フラグ: プレイヤーに暗黒耐性あり */
2670 #define SM_RES_FEAR 0x00000100 /*!< モンスターの学習フラグ: プレイヤーに恐怖耐性あり */
2671 #define SM_RES_CONF 0x00000200 /*!< モンスターの学習フラグ: プレイヤーに混乱耐性あり */
2672 #define SM_RES_CHAOS 0x00000400 /*!< モンスターの学習フラグ: プレイヤーにカオス耐性あり */
2673 #define SM_RES_DISEN 0x00000800 /*!< モンスターの学習フラグ: プレイヤーに劣化耐性あり */
2674 #define SM_RES_BLIND 0x00001000 /*!< モンスターの学習フラグ: プレイヤーに盲目耐性あり */
2675 #define SM_RES_NEXUS 0x00002000 /*!< モンスターの学習フラグ: プレイヤーに因果混乱耐性あり */
2676 #define SM_RES_SOUND 0x00004000 /*!< モンスターの学習フラグ: プレイヤーに轟音耐性あり */
2677 #define SM_RES_SHARD 0x00008000 /*!< モンスターの学習フラグ: プレイヤーに破片耐性あり */
2678 #define SM_OPP_ACID 0x00010000 /*!< モンスターの学習フラグ: プレイヤーに二重酸耐性あり */
2679 #define SM_OPP_ELEC 0x00020000 /*!< モンスターの学習フラグ: プレイヤーに二重電撃耐性あり */
2680 #define SM_OPP_FIRE 0x00040000 /*!< モンスターの学習フラグ: プレイヤーに二重火炎耐性あり */
2681 #define SM_OPP_COLD 0x00080000 /*!< モンスターの学習フラグ: プレイヤーに二重冷気耐性あり */
2682 #define SM_OPP_POIS 0x00100000 /*!< モンスターの学習フラグ: プレイヤーに二重毒耐性あり */
2683 #define SM_OPP_XXX1 0x00200000 /*!< 未使用 / (unused) */
2684 #define SM_CLONED 0x00400000 /*!< モンスターの特殊耐性: クローン免疫 / XXX Cloned */
2685 #define SM_PET 0x00800000 /*!< モンスターの特殊耐性: ペット免疫 / XXX Pet */
2686 #define SM_IMM_ACID 0x01000000 /*!< モンスターの学習フラグ: プレイヤーに酸免疫あり */
2687 #define SM_IMM_ELEC 0x02000000 /*!< モンスターの学習フラグ: プレイヤーに電撃免疫あり */
2688 #define SM_IMM_FIRE 0x04000000 /*!< モンスターの学習フラグ: プレイヤーに火炎免疫あり */
2689 #define SM_IMM_COLD 0x08000000 /*!< モンスターの学習フラグ: プレイヤーに冷気免疫あり */
2690 #define SM_FRIENDLY 0x10000000 /*!< モンスターの特殊耐性: 友好化免疫 / XXX Friendly */
2691 #define SM_IMM_REFLECT 0x20000000 /*!< モンスターの学習フラグ: プレイヤーに反射あり */
2692 #define SM_IMM_FREE 0x40000000 /*!< モンスターの学習フラグ: プレイヤーに麻痺耐性あり */
2693 #define SM_IMM_MANA 0x80000000 /*!< モンスターの学習フラグ: プレイヤーにMPがない */
2694 
2695 
2696 /*
2697  * get_item()関数でアイテムの選択を行うフラグ / Bit flags for the "get_item" function
2698  */
2699 #define USE_EQUIP 0x01 /*!< アイテム選択範囲: 装備品からの選択を許可する / Allow equip items */
2700 #define USE_INVEN 0x02 /*!< アイテム選択範囲: 所持品からの選択を許可する / Allow inven items */
2701 #define USE_FLOOR 0x04 /*!< アイテム選択範囲: 床下のアイテムからの選択を許可する / Allow floor items */
2702 
2703 
2704 /*
2705  * p_ptr->noticeに充てるアイテム更新処理要求 / Bit flags for the "p_ptr->notice" variable
2706  */
2707 #define PN_COMBINE 0x00000001L /*!< アイテム処理フラグ: アイテムの結合を要する / Combine the pack */
2708 #define PN_REORDER 0x00000002L /*!< アイテム処理フラグ: アイテムの並び替えを要する / Reorder the pack */
2709 #define PN_AUTODESTROY 0x00000004L /*!< アイテム処理フラグ: アイテムの自動破壊を要する / Auto-destroy marked item */
2710 /* xxx (many) */
2711 
2712 
2713 /*
2714  * p_ptr->updateに充てるプレイヤーステータス更新処理要求 / Bit flags for the "p_ptr->update" variable
2715  */
2716 #define PU_BONUS 0x00000001L /*!< ステータス更新フラグ: 能力値修正 / Calculate bonuses */
2717 #define PU_TORCH 0x00000002L /*!< ステータス更新フラグ: 光源半径 / Calculate torch radius */
2718 /* xxx (many) */
2719 #define PU_HP 0x00000010L /*!< ステータス更新フラグ: HP / Calculate chp and mhp */
2720 #define PU_MANA 0x00000020L /*!< ステータス更新フラグ: MP / Calculate csp and msp */
2721 #define PU_SPELLS 0x00000040L /*!< ステータス更新フラグ: 魔法学習数 / Calculate spells */
2722 /* xxx (many) */
2723 /* xxx (many) */
2724 #define PU_UN_VIEW 0x00010000L /*!< ステータス更新フラグ: 地形の視界外化 / Forget view */
2725 #define PU_UN_LITE 0x00020000L /*!< ステータス更新フラグ: 明暗範囲の視界外化 / Forget lite */
2726 /* xxx (many) */
2727 #define PU_VIEW 0x00100000L /*!< ステータス更新フラグ: 視界 / Update view */
2728 #define PU_LITE 0x00200000L /*!< ステータス更新フラグ: 明暗範囲 / Update lite */
2729 #define PU_MON_LITE 0x00400000L /*!< ステータス更新フラグ: モンスターの光源範囲 / Monster illumination */
2730 #define PU_DELAY_VIS 0x00800000L /*!< ステータス更新フラグ: 視界の追加更新 / Mega-Hack -- Delayed visual update */
2731 #define PU_MONSTERS 0x01000000L /*!< ステータス更新フラグ: モンスターのステータス / Update monsters */
2732 #define PU_DISTANCE 0x02000000L /*!< ステータス更新フラグ: プレイヤーとモンスターの距離 / Update distances */
2733 /* xxx */
2734 #define PU_FLOW 0x10000000L /*!< ステータス更新フラグ: プレイヤーから各マスへの到達距離 / Update flow */
2735 /* xxx (many) */
2736 
2737 
2738 /*
2739  * Bit flags for the "p_ptr->redraw" variable
2740  */
2741 #define PR_MISC 0x00000001L /*!< 再描画フラグ: 種族と職業 / Display Race/Class */
2742 #define PR_TITLE 0x00000002L /*!< 再描画フラグ: 称号 / Display Title */
2743 #define PR_LEV 0x00000004L /*!< 再描画フラグ: レベル / Display Level */
2744 #define PR_EXP 0x00000008L /*!< 再描画フラグ: 経験値 / Display Experience */
2745 #define PR_STATS 0x00000010L /*!< 再描画フラグ: ステータス / Display Stats */
2746 #define PR_ARMOR 0x00000020L /*!< 再描画フラグ: AC / Display Armor */
2747 #define PR_HP 0x00000040L /*!< 再描画フラグ: HP / Display Hitpoints */
2748 #define PR_MANA 0x00000080L /*!< 再描画フラグ: MP / Display Mana */
2749 #define PR_GOLD 0x00000100L /*!< 再描画フラグ: 所持金 / Display Gold */
2750 #define PR_DEPTH 0x00000200L /*!< 再描画フラグ: ダンジョンの階 / Display Depth */
2751 #define PR_EQUIPPY 0x00000400L /*!< 再描画フラグ: 装備シンボル / Display equippy chars */
2752 #define PR_HEALTH 0x00000800L /*!< 再描画フラグ: モンスターのステータス / Display Health Bar */
2753 #define PR_CUT 0x00001000L /*!< 再描画フラグ: 負傷度 / Display Extra (Cut) */
2754 #define PR_STUN 0x00002000L /*!< 再描画フラグ: 朦朧度 / Display Extra (Stun) */
2755 #define PR_HUNGER 0x00004000L /*!< 再描画フラグ: 空腹度 / Display Extra (Hunger) */
2756 #define PR_STATUS 0x00008000L /*!< 再描画フラグ: プレイヤーの付与状態 / Display Status Bar */
2757 #define PR_XXX0 0x00010000L /*!< (unused) */
2758 #define PR_UHEALTH 0x00020000L /*!< 再描画フラグ: ペットのステータス / Display Uma Health Bar */
2759 #define PR_XXX1 0x00040000L /*!< (unused) */
2760 #define PR_XXX2 0x00080000L /*!< (unused) */
2761 #define PR_STATE 0x00100000L /*!< 再描画フラグ: プレイヤーの行動状態 / Display Extra (State) */
2762 #define PR_SPEED 0x00200000L /*!< 再描画フラグ: 加速 / Display Extra (Speed) */
2763 #define PR_STUDY 0x00400000L /*!< 再描画フラグ: 学習 / Display Extra (Study) */
2764 #define PR_IMITATION 0x00800000L /*!< 再描画フラグ: ものまね / Display Extra (Imitation) */
2765 #define PR_EXTRA 0x01000000L /*!< 再描画フラグ: 拡張ステータス全体 / Display Extra Info */
2766 #define PR_BASIC 0x02000000L /*!< 再描画フラグ: 基本ステータス全体 / Display Basic Info */
2767 #define PR_MAP 0x04000000L /*!< 再描画フラグ: ゲームマップ / Display Map */
2768 #define PR_WIPE 0x08000000L /*!< 再描画フラグ: 画面消去 / Hack -- Total Redraw */
2769 /* xxx */
2770 /* xxx */
2771 /* xxx */
2772 /* xxx */
2773 
2774 /*
2775  * Bit flags for the "p_ptr->window" variable (etc)
2776  */
2777 #define PW_INVEN 0x00000001L /*!<サブウィンドウ描画フラグ: 所持品-装備品 / Display inven/equip */
2778 #define PW_EQUIP 0x00000002L /*!<サブウィンドウ描画フラグ: 装備品-所持品 / Display equip/inven */
2779 #define PW_SPELL 0x00000004L /*!<サブウィンドウ描画フラグ: 魔法一覧 / Display spell list */
2780 #define PW_PLAYER 0x00000008L /*!<サブウィンドウ描画フラグ: プレイヤーのステータス / Display character */
2781 #define PW_MONSTER_LIST 0x00000010L /*!<サブウィンドウ描画フラグ: 視界内モンスターの一覧 / Display monster list */
2782 /* xxx */
2783 /* xxx */
2784 #define PW_MESSAGE 0x00000040L /*!<サブウィンドウ描画フラグ: メッセージログ / Display messages */
2785 #define PW_OVERHEAD 0x00000080L /*!<サブウィンドウ描画フラグ: 周辺の光景 / Display overhead view */
2786 #define PW_MONSTER 0x00000100L /*!<サブウィンドウ描画フラグ: モンスターの思い出 / Display monster recall */
2787 #define PW_OBJECT 0x00000200L /*!<サブウィンドウ描画フラグ: アイテムの知識 / Display object recall */
2788 #define PW_DUNGEON 0x00000400L /*!<サブウィンドウ描画フラグ: ダンジョンの地形 / Display dungeon view */
2789 #define PW_SNAPSHOT 0x00000800L /*!<サブウィンドウ描画フラグ: 記念写真 / Display snap-shot */
2790 /* xxx */
2791 /* xxx */
2792 #define PW_BORG_1 0x00004000L /*!<サブウィンドウ描画フラグ: ボーグメッセージ / Display borg messages */
2793 #define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
2794 
2795 /*
2796  * Bit flags for the place_monster_???() (etc)
2797  */
2798 #define PM_ALLOW_SLEEP 0x00000001
2799 #define PM_ALLOW_GROUP 0x00000002
2800 #define PM_FORCE_FRIENDLY 0x00000004
2801 #define PM_FORCE_PET 0x00000008
2802 #define PM_NO_KAGE 0x00000010
2803 #define PM_NO_PET 0x00000020
2804 #define PM_ALLOW_UNIQUE 0x00000040
2805 #define PM_IGNORE_TERRAIN 0x00000080
2806 #define PM_HASTE 0x00000100
2807 #define PM_KAGE 0x00000200
2808 #define PM_MULTIPLY 0x00000400
2809 
2810 
2811 /* Bit flags for monster_desc() */
2812 #define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
2813 #define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
2814 #define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
2815 #define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
2816 #define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
2817 #define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
2818 #define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
2819 #define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
2820 #define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
2821 #define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
2822 
2823 
2824 /*
2825  * Bit flags for object_desc()
2826  */
2827 #define OD_NAME_ONLY 0x00000001 /* Omit values, pval, inscription */
2828 #define OD_NAME_AND_ENCHANT 0x00000002 /* Omit pval, inscription */
2829 #define OD_OMIT_INSCRIPTION 0x00000004 /* Omit inscription */
2830 #define OD_OMIT_PREFIX 0x00000008 /* Omit numeric prefix */
2831 #define OD_NO_PLURAL 0x00000010 /* Don't use plural */
2832 #define OD_STORE 0x00000020 /* Assume to be aware and known */
2833 #define OD_NO_FLAVOR 0x00000040 /* Allow to hidden flavor */
2834 #define OD_FORCE_FLAVOR 0x00000080 /* Get un-shuffled flavor name */
2835 
2836 
2837 /*
2838  * p_ptr->special_attackによるプレイヤーの攻撃状態の定義 / Bit flags for the "p_ptr->special_attack" variable. -LM-
2839  *
2840  * Note: The elemental and poison attacks should be managed using the
2841  * function "set_ele_attack", in spell2.c. This provides for timeouts and
2842  * prevents the player from getting more than one at a time.
2843  */
2844 #define ATTACK_CONFUSE 0x00000001 /*!< プレイヤーのステータス:混乱打撃 */
2845 #define ATTACK_XXX1 0x00000002 /*!< プレイヤーのステータス:未使用1 */
2846 #define ATTACK_XXX2 0x00000004 /*!< プレイヤーのステータス:未使用2 */
2847 #define ATTACK_XXX3 0x00000008 /*!< プレイヤーのステータス:未使用3 */
2848 #define ATTACK_ACID 0x00000010 /*!< プレイヤーのステータス:魔法剣/溶解 */
2849 #define ATTACK_ELEC 0x00000020 /*!< プレイヤーのステータス:魔法剣/電撃 */
2850 #define ATTACK_FIRE 0x00000040 /*!< プレイヤーのステータス:魔法剣/火炎 */
2851 #define ATTACK_COLD 0x00000080 /*!< プレイヤーのステータス:魔法剣/冷凍 */
2852 #define ATTACK_POIS 0x00000100 /*!< プレイヤーのステータス:魔法剣/毒殺 */
2853 #define ATTACK_HOLY 0x00000200 /*!< プレイヤーのステータス:対邪?(未使用) */
2854 #define ATTACK_SUIKEN 0x00000400 /*!< プレイヤーのステータス:酔拳 */
2855 
2856 /*
2857  * p_ptr->special_defenseによるプレイヤーの防御状態の定義 / Bit flags for the "p_ptr->special_defense" variable. -LM-
2858  */
2859 #define DEFENSE_ACID 0x00000001 /*!< プレイヤーのステータス:酸免疫 */
2860 #define DEFENSE_ELEC 0x00000002 /*!< プレイヤーのステータス:電撃免疫 */
2861 #define DEFENSE_FIRE 0x00000004 /*!< プレイヤーのステータス:火炎免疫 */
2862 #define DEFENSE_COLD 0x00000008 /*!< プレイヤーのステータス:冷気免疫 */
2863 #define DEFENSE_POIS 0x00000010 /*!< プレイヤーのステータス:毒免疫 */
2864 #define KAMAE_GENBU 0x00000020 /*!< プレイヤーのステータス:玄武の構え */
2865 #define KAMAE_BYAKKO 0x00000040 /*!< プレイヤーのステータス:白虎の構え */
2866 #define KAMAE_SEIRYU 0x00000080 /*!< プレイヤーのステータス:青竜の構え */
2867 #define KAMAE_SUZAKU 0x00000100 /*!< プレイヤーのステータス:朱雀の構え */
2868 #define KATA_IAI 0x00000200 /*!< プレイヤーのステータス:居合 */
2869 #define KATA_FUUJIN 0x00000400 /*!< プレイヤーのステータス:風塵 */
2870 #define KATA_KOUKIJIN 0x00000800 /*!< プレイヤーのステータス:降鬼陣 */
2871 #define KATA_MUSOU 0x00001000 /*!< プレイヤーのステータス:無想 */
2872 #define NINJA_KAWARIMI 0x00002000 /*!< プレイヤーのステータス:変わり身 */
2873 #define NINJA_S_STEALTH 0x00004000 /*!< プレイヤーのステータス:超隠密 */
2874 
2875 #define MAX_KAMAE 4 /*!< 修行僧の構え最大数 */
2876 #define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU) /*!< 修行僧の構えビット配列 */
2877 
2878 #define MAX_KATA 4 /*!< 修行僧の型最大数 */
2879 #define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU) /*!< 修行僧の型ビット配列 */
2880 
2881 
2882 #define ACTION_NONE 0 /*!< 持続行動: なし */
2883 #define ACTION_SEARCH 1 /*!< 持続行動: 探索 */
2884 #define ACTION_REST 2 /*!< 持続行動: 休憩 */
2885 #define ACTION_LEARN 3 /*!< 持続行動: 青魔法ラーニング */
2886 #define ACTION_FISH 4 /*!< 持続行動: 釣り */
2887 #define ACTION_KAMAE 5 /*!< 持続行動: 修行僧の構え */
2888 #define ACTION_KATA 6 /*!< 持続行動: 剣術家の型 */
2889 #define ACTION_SING 7 /*!< 持続行動: 歌 */
2890 #define ACTION_HAYAGAKE 8 /*!< 持続行動: 早駆け */
2891 #define ACTION_SPELL 9 /*!< 持続行動: 呪術 */
2892 
2893 
2894 /* Empty hand status */
2895 #define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
2896 #define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
2897 #define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */
2898 
2899 /*** General index values ***/
2900 
2901 
2902 /*
2903  * summon_specificで取り扱われる、召喚の種別定義 / Legal restrictions for "summon_specific()"
2904  */
2905 #define SUMMON_ANT 11 /*!< 召喚タイプ: アリ */
2906 #define SUMMON_SPIDER 12 /*!< 召喚タイプ: 蜘蛛 */
2907 #define SUMMON_HOUND 13 /*!< 召喚タイプ: ハウンド */
2908 #define SUMMON_HYDRA 14 /*!< 召喚タイプ: ヒドラ */
2909 #define SUMMON_ANGEL 15 /*!< 召喚タイプ: 天使 */
2910 #define SUMMON_DEMON 16 /*!< 召喚タイプ: 悪魔 */
2911 #define SUMMON_UNDEAD 17 /*!< 召喚タイプ: アンデッド */
2912 #define SUMMON_DRAGON 18 /*!< 召喚タイプ: ドラゴン */
2913 #define SUMMON_HI_UNDEAD 21 /*!< 召喚タイプ: 強力なアンデッド */
2914 #define SUMMON_HI_DRAGON 22 /*!< 召喚タイプ: 古代ドラゴン */
2915 #define SUMMON_HI_DEMON 23 /*!< 召喚タイプ: 上級デーモン */
2916 #define SUMMON_AMBERITES 31 /*!< 召喚タイプ: アンバーの王族 */
2917 #define SUMMON_UNIQUE 32 /*!< 召喚タイプ: ユニーク */
2918 #define SUMMON_MOLD 33 /*!< 召喚タイプ: カビ */
2919 #define SUMMON_BAT 34 /*!< 召喚タイプ: コウモリ */
2920 #define SUMMON_QUYLTHULG 35 /*!< 召喚タイプ: クイルスルグ */
2921 #define SUMMON_XXX1 36 /*!< 召喚タイプ: 未使用 */
2922 #define SUMMON_COIN_MIMIC 37 /*!< 召喚タイプ: クリーピング・コイン */
2923 #define SUMMON_MIMIC 38 /*!< 召喚タイプ: ミミック */
2924 #define SUMMON_CYBER 39 /*!< 召喚タイプ: サイバーデーモン */
2925 #define SUMMON_KIN 40 /*!< 召喚タイプ: 召喚者の同族 */
2926 #define SUMMON_DAWN 41 /*!< 召喚タイプ: 暁の戦士 */
2927 #define SUMMON_ANIMAL 42 /*!< 召喚タイプ: 自然界の動物 */
2928 #define SUMMON_ANIMAL_RANGER 43 /*!< 召喚タイプ: レンジャー向け自然界の動物 */
2929 /*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
2930 /*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
2931 /*#define SUMMON_NO_UNIQUES 46*/
2932 #define SUMMON_PHANTOM 47 /*!< 召喚タイプ: ゴースト */
2933 /*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
2934 #define SUMMON_BLUE_HORROR 49 /*!< 召喚タイプ: ブルー・ホラー */
2935 #define SUMMON_LIVING 50 /*!< 召喚タイプ: 生命のあるモンスター */
2936 #define SUMMON_HI_DRAGON_LIVING 51 /*!< 召喚タイプ: 生命のある古代ドラゴン */
2937 #define SUMMON_GOLEM 52 /*!< 召喚タイプ: ゴーレム */
2938 #define SUMMON_ELEMENTAL 53 /*!< 召喚タイプ: エレメンタル */
2939 #define SUMMON_VORTEX 54 /*!< 召喚タイプ: ボルテックス */
2940 #define SUMMON_HYBRID 55 /*!< 召喚タイプ: 混合生物 */
2941 #define SUMMON_BIRD 56 /*!< 召喚タイプ: 鳥 */
2942 /*#define SUMMON_AQUATIC_NO_UNIQUES 57*/
2943 #define SUMMON_KAMIKAZE 58 /*!< 召喚タイプ: 自爆モンスター */
2944 #define SUMMON_KAMIKAZE_LIVING 59 /*!< 召喚タイプ: 生命のある自爆モンスター */
2945 #define SUMMON_MANES 60 /*!< 召喚タイプ: 古代の死霊 */
2946 #define SUMMON_LOUSE 61 /*!< 召喚タイプ: シラミ */
2947 #define SUMMON_GUARDIANS 62 /*!< 召喚タイプ: ダンジョンの主 */
2948 #define SUMMON_KNIGHTS 63 /*!< 召喚タイプ: 聖戦用騎士系モンスター */
2949 #define SUMMON_EAGLES 64 /*!< 召喚タイプ: 鷲系モンスター */
2950 #define SUMMON_PIRANHAS 65 /*!< 召喚タイプ: ピラニア・トラップ用 */
2951 #define SUMMON_ARMAGE_GOOD 66 /*!< 召喚タイプ: ハルマゲドン・トラップ用天使陣営 */
2952 #define SUMMON_ARMAGE_EVIL 67 /*!< 召喚タイプ: ハルマゲドン・トラップ用悪魔陣営 */
2953 
2954 
2955 /*
2956  * Spell types used by project(), and related functions.
2957  */
2958 #define GF_ELEC 1
2959 #define GF_POIS 2
2960 #define GF_ACID 3
2961 #define GF_COLD 4
2962 #define GF_FIRE 5
2963 #define GF_PSY_SPEAR 9
2964 #define GF_MISSILE 10
2965 #define GF_ARROW 11
2966 #define GF_PLASMA 12
2967 /* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
2968 /* #define GF_HOLY_ORB 13 */
2969 #define GF_WATER 14
2970 #define GF_LITE 15
2971 #define GF_DARK 16
2972 #define GF_LITE_WEAK 17
2973 #define GF_DARK_WEAK 18
2974 #define GF_SHARDS 20
2975 #define GF_SOUND 21
2976 #define GF_CONFUSION 22
2977 #define GF_FORCE 23
2978 #define GF_INERTIA 24
2979 #define GF_MANA 26
2980 #define GF_METEOR 27
2981 #define GF_ICE 28
2982 #define GF_CHAOS 30
2983 #define GF_NETHER 31
2984 #define GF_DISENCHANT 32
2985 #define GF_NEXUS 33
2986 #define GF_TIME 34
2987 #define GF_GRAVITY 35
2988 #define GF_KILL_WALL 40
2989 #define GF_KILL_DOOR 41
2990 #define GF_KILL_TRAP 42
2991 #define GF_MAKE_WALL 45
2992 #define GF_MAKE_DOOR 46
2993 #define GF_MAKE_TRAP 47
2994 #define GF_MAKE_TREE 48
2995 #define GF_OLD_CLONE 51
2996 #define GF_OLD_POLY 52
2997 #define GF_OLD_HEAL 53
2998 #define GF_OLD_SPEED 54
2999 #define GF_OLD_SLOW 55
3000 #define GF_OLD_CONF 56
3001 #define GF_OLD_SLEEP 57
3002 #define GF_OLD_DRAIN 58
3003 #define GF_AWAY_UNDEAD 61
3004 #define GF_AWAY_EVIL 62
3005 #define GF_AWAY_ALL 63
3006 #define GF_TURN_UNDEAD 64
3007 #define GF_TURN_EVIL 65
3008 #define GF_TURN_ALL 66
3009 #define GF_DISP_UNDEAD 67
3010 #define GF_DISP_EVIL 68
3011 #define GF_DISP_ALL 69
3012 #define GF_DISP_DEMON 70 /* New types for Zangband begin here... */
3013 #define GF_DISP_LIVING 71
3014 #define GF_ROCKET 72
3015 #define GF_NUKE 73
3016 #define GF_MAKE_GLYPH 74
3017 #define GF_STASIS 75
3018 #define GF_STONE_WALL 76
3019 #define GF_DEATH_RAY 77
3020 #define GF_STUN 78
3021 #define GF_HOLY_FIRE 79
3022 #define GF_HELL_FIRE 80
3023 #define GF_DISINTEGRATE 81
3024 #define GF_CHARM 82
3025 #define GF_CONTROL_UNDEAD 83
3026 #define GF_CONTROL_ANIMAL 84
3027 #define GF_PSI 85
3028 #define GF_PSI_DRAIN 86
3029 #define GF_TELEKINESIS 87
3030 #define GF_JAM_DOOR 88
3031 #define GF_DOMINATION 89
3032 #define GF_DISP_GOOD 90
3033 #define GF_DRAIN_MANA 91
3034 #define GF_MIND_BLAST 92
3035 #define GF_BRAIN_SMASH 93
3036 #define GF_CAUSE_1 94
3037 #define GF_CAUSE_2 95
3038 #define GF_CAUSE_3 96
3039 #define GF_CAUSE_4 97
3040 #define GF_HAND_DOOM 98
3041 #define GF_CAPTURE 99
3042 #define GF_ANIM_DEAD 100
3043 #define GF_CONTROL_LIVING 101
3044 #define GF_IDENTIFY 102
3045 #define GF_ATTACK 103
3046 #define GF_ENGETSU 104
3047 #define GF_GENOCIDE 105
3048 #define GF_PHOTO 106
3049 #define GF_CONTROL_DEMON 107
3050 #define GF_LAVA_FLOW 108
3051 #define GF_BLOOD_CURSE 109
3052 #define GF_SEEKER 110
3053 #define GF_SUPER_RAY 111
3054 #define GF_STAR_HEAL 112
3055 #define GF_WATER_FLOW 113
3056 #define GF_CRUSADE 114
3057 #define GF_STASIS_EVIL 115
3058 #define GF_WOUNDS 116
3059 
3060 #define MAX_GF 117
3061 
3062 /*
3063  * Some things which induce learning
3064  */
3065 #define DRS_ACID 1
3066 #define DRS_ELEC 2
3067 #define DRS_FIRE 3
3068 #define DRS_COLD 4
3069 #define DRS_POIS 5
3070 #define DRS_NETH 6
3071 #define DRS_LITE 7
3072 #define DRS_DARK 8
3073 #define DRS_FEAR 9
3074 #define DRS_CONF 10
3075 #define DRS_CHAOS 11
3076 #define DRS_DISEN 12
3077 #define DRS_BLIND 13
3078 #define DRS_NEXUS 14
3079 #define DRS_SOUND 15
3080 #define DRS_SHARD 16
3081 #define DRS_FREE 30
3082 #define DRS_MANA 31
3083 #define DRS_REFLECT 32
3084 
3085 
3086 
3087 #define DAMAGE_FORCE 1
3088 #define DAMAGE_GENO 2
3089 #define DAMAGE_LOSELIFE 3
3090 #define DAMAGE_ATTACK 4
3091 #define DAMAGE_NOESCAPE 5
3092 #define DAMAGE_USELIFE 6
3093 
3094 
3095 /*
3096  * アイテムの簡易鑑定定義 / Game generated inscription indices. These are stored in the object,
3097  * and are used to index the string array from tables.c.
3098  */
3099 #define FEEL_NONE 0 /*!< 簡易鑑定: 未鑑定 */
3100 #define FEEL_BROKEN 1 /*!< 簡易鑑定: 壊れている */
3101 #define FEEL_TERRIBLE 2 /*!< 簡易鑑定: 恐ろしい */
3102 #define FEEL_WORTHLESS 3 /*!< 簡易鑑定: 無価値 */
3103 #define FEEL_CURSED 4 /*!< 簡易鑑定: 呪われている */
3104 #define FEEL_UNCURSED 5 /*!< 簡易鑑定: 呪われていない */
3105 #define FEEL_AVERAGE 6 /*!< 簡易鑑定: 並 */
3106 #define FEEL_GOOD 7 /*!< 簡易鑑定: 上質 */
3107 #define FEEL_EXCELLENT 8 /*!< 簡易鑑定: 高級 */
3108 #define FEEL_SPECIAL 9 /*!< 簡易鑑定: 特別 */
3109 
3110 #define FEEL_MAX 9 /*!< 簡易鑑定の種別数 */
3111 
3112 /*
3113  * 変愚ver1.5.0以前に使われていたアイテムの追加特性フラグ / Hack -- special "xtra" object powers
3114  */
3115 #define EGO_XTRA_SUSTAIN 1 /*!< 旧版アイテムフラグ(非推奨): 追加維持能力 / Sustain one stat */
3116 #define EGO_XTRA_POWER 2 /*!< 旧版アイテムフラグ(非推奨): 追加上級耐性 / High resist */
3117 #define EGO_XTRA_ABILITY 3 /*!< 旧版アイテムフラグ(非推奨): 追加能力 / Special ability */
3118 
3119 
3120 /*** Object flag values ***/
3121 
3122 
3123 /*!
3124  * 箱のトラップ定義 Chest trap flags (see "tables.c")
3125  */
3126 #define CHEST_LOSE_STR 0x0001 /*!< 箱のトラップ: STR減少の毒針 */
3127 #define CHEST_LOSE_CON 0x0002 /*!< 箱のトラップ: CON減少の毒針 */
3128 #define CHEST_POISON 0x0004 /*!< 箱のトラップ: 毒針 */
3129 #define CHEST_PARALYZE 0x0008 /*!< 箱のトラップ: 麻痺ガス */
3130 #define CHEST_EXPLODE 0x0010 /*!< 箱のトラップ: 爆発 */
3131 #define CHEST_SUMMON 0x0020 /*!< 箱のトラップ: 召喚のルーン(モンスター) */
3132 #define CHEST_SCATTER 0x0040 /*!< 箱のトラップ: アイテム散乱 */
3133 #define CHEST_E_SUMMON 0x0080 /*!< 箱のトラップ: 召喚のルーン(エレメンタル) */
3134 #define CHEST_BIRD_STORM 0x0100 /*!< 箱のトラップ: 召喚のルーン(鳥) */
3135 #define CHEST_H_SUMMON 0x0200 /*!< 箱のトラップ: 召喚のルーン(強敵) */
3136 #define CHEST_RUNES_OF_EVIL 0x0400 /*!< 箱のトラップ: 邪悪なルーン */
3137 #define CHEST_ALARM 0x0800 /*!< 箱のトラップ: 警報装置 */
3138 
3139 
3140 /*
3141  * Special Object Flags
3142  */
3143 #define IDENT_SENSE 0x01 /* Item has been "sensed" */
3144 #define IDENT_FIXED 0x02 /* Item has been "haggled" */
3145 #define IDENT_EMPTY 0x04 /* Item charges are known */
3146 #define IDENT_KNOWN 0x08 /* Item abilities are known */
3147 #define IDENT_STORE 0x10 /* Item is storebought !!!! */
3148 #define IDENT_MENTAL 0x20 /* Item information is known */
3149 #if 0
3150 #define IDENT_CURSED 0x40 /* Item is temporarily cursed */
3151 #endif
3152 #define IDENT_BROKEN 0x80 /* Item is permanently worthless */
3153 
3154 
3155 /*
3156  * How object is marked (flags in object_type.mark)
3157  * OM_FOUND --- original boolean flag
3158  * OM_NOMSG --- temporary flag to suppress messages which were
3159  * already printed in autopick_pickup_items().
3160  */
3161 #define OM_FOUND 0x01 /* original boolean flag */
3162 #define OM_NOMSG 0x02 /* temporary flag to suppress messages */
3163 #define OM_NO_QUERY 0x04 /* Query for auto-pick was already answered as 'No' */
3164 #define OM_AUTODESTROY 0x08 /* Destroy later to avoid illegal inventry shift */
3165 #define OM_TOUCHED 0x10 /* Object was touched by player */
3166 
3167 
3168 /*
3169  * Special Monster Flags (all temporary)
3170  */
3171 #define MFLAG_VIEW 0x01 /* Monster is in line of sight */
3172 #define MFLAG_TEMP 0x02 /* Monster is marked for project_hack() */
3173 #define MFLAG_XXX2 0x04 /* (unused) */
3174 #define MFLAG_XXX3 0x08 /* (unused) */
3175 #define MFLAG_BORN 0x10 /* Monster is still being born */
3176 #define MFLAG_NICE 0x20 /* Monster is still being nice */
3177 
3178 #define MFLAG2_KAGE 0x01 /* Monster is kage */
3179 #define MFLAG2_NOPET 0x02 /* Cannot make monster pet */
3180 #define MFLAG2_NOGENO 0x04 /* Cannot genocide */
3181 #define MFLAG2_CHAMELEON 0x08 /* Monster is chameleon */
3182 #define MFLAG2_NOFLOW 0x10 /* Monster is in no_flow_by_smell mode */
3183 #define MFLAG2_SHOW 0x20 /* Monster is recently memorized */
3184 #define MFLAG2_MARK 0x40 /* Monster is currently memorized */
3185 
3186 
3187 /*
3188  * Object flags
3189  *
3190  * Old variables for object flags such as flags1, flags2, and flags3
3191  * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
3192  * object flags. And each flag is refered by single index number
3193  * instead of a bit mask.
3194  *
3195  * Therefore it's very easy to add a lot of new flags; no one need to
3196  * worry about in which variable a new flag should be put, nor to
3197  * modify a huge number of files all over the source directory at once
3198  * to add new flag variables such as flags4, flags5, etc...
3199  *
3200  * All management of flags is now treated using a set of macros
3201  * instead of bit operations.
3202  * Note: These macros are using division, modulo, and bit shift
3203  * operations, and it seems that these operations are rather slower
3204  * than original bit operation. But since index numbers are almost
3205  * always given as constant, such slow operations are performed in the
3206  * compile time. So there is no problem on the speed.
3207  *
3208  * Exceptions of new flag management is a set of flags to control
3209  * object generation and the curse flags. These are not yet rewritten
3210  * in new index form; maybe these have no merit of rewriting.
3211  */
3212 
3213 #define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
3214 #define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
3215 #define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
3216 #define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
3217 #define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
3218 
3219 
3220 #define TR_STR 0 /* STR += "pval" */
3221 #define TR_INT 1 /* INT += "pval" */
3222 #define TR_WIS 2 /* WIS += "pval" */
3223 #define TR_DEX 3 /* DEX += "pval" */
3224 #define TR_CON 4 /* CON += "pval" */
3225 #define TR_CHR 5 /* CHR += "pval" */
3226 #define TR_MAGIC_MASTERY 6 /* Later */
3227 #define TR_FORCE_WEAPON 7 /* Later */
3228 #define TR_STEALTH 8 /* Stealth += "pval" */
3229 #define TR_SEARCH 9 /* Search += "pval" */
3230 #define TR_INFRA 10 /* Infra += "pval" */
3231 #define TR_TUNNEL 11 /* Tunnel += "pval" */
3232 #define TR_SPEED 12 /* Speed += "pval" */
3233 #define TR_BLOWS 13 /* Blows += "pval" */
3234 #define TR_CHAOTIC 14
3235 #define TR_VAMPIRIC 15
3236 #define TR_SLAY_ANIMAL 16
3237 #define TR_SLAY_EVIL 17
3238 #define TR_SLAY_UNDEAD 18
3239 #define TR_SLAY_DEMON 19
3240 #define TR_SLAY_ORC 20
3241 #define TR_SLAY_TROLL 21
3242 #define TR_SLAY_GIANT 22
3243 #define TR_SLAY_DRAGON 23
3244 #define TR_KILL_DRAGON 24 /* Execute Dragon */
3245 #define TR_VORPAL 25 /* Later */
3246 #define TR_IMPACT 26 /* Cause Earthquakes */
3247 #define TR_BRAND_POIS 27
3248 #define TR_BRAND_ACID 28
3249 #define TR_BRAND_ELEC 29
3250 #define TR_BRAND_FIRE 30
3251 #define TR_BRAND_COLD 31
3252 
3253 #define TR_SUST_STR 32
3254 #define TR_SUST_INT 33
3255 #define TR_SUST_WIS 34
3256 #define TR_SUST_DEX 35
3257 #define TR_SUST_CON 36
3258 #define TR_SUST_CHR 37
3259 #define TR_RIDING 38
3260 #define TR_EASY_SPELL 39
3261 #define TR_IM_ACID 40
3262 #define TR_IM_ELEC 41
3263 #define TR_IM_FIRE 42
3264 #define TR_IM_COLD 43
3265 #define TR_THROW 44 /* Later */
3266 #define TR_REFLECT 45 /* Reflect 'bolts' */
3267 #define TR_FREE_ACT 46 /* Free Action */
3268 #define TR_HOLD_EXP 47 /* Hold EXP */
3269 #define TR_RES_ACID 48
3270 #define TR_RES_ELEC 49
3271 #define TR_RES_FIRE 50
3272 #define TR_RES_COLD 51
3273 #define TR_RES_POIS 52
3274 #define TR_RES_FEAR 53 /* Added for Zangband */
3275 #define TR_RES_LITE 54
3276 #define TR_RES_DARK 55
3277 #define TR_RES_BLIND 56
3278 #define TR_RES_CONF 57
3279 #define TR_RES_SOUND 58
3280 #define TR_RES_SHARDS 59
3281 #define TR_RES_NETHER 60
3282 #define TR_RES_NEXUS 61
3283 #define TR_RES_CHAOS 62
3284 #define TR_RES_DISEN 63
3285 
3286 #define TR_SH_FIRE 64 /* Immolation (Fire) */
3287 #define TR_SH_ELEC 65 /* Electric Sheath */
3288 #define TR_SLAY_HUMAN 66 /* Slay human */
3289 #define TR_SH_COLD 67 /* cold aura */
3290 #define TR_NO_TELE 68 /* Anti-teleportation */
3291 #define TR_NO_MAGIC 69 /* Anti-magic */
3292 #define TR_DEC_MANA 70 /* ??? */
3293 #define TR_TY_CURSE 71 /* The Ancient Curse */
3294 #define TR_WARNING 72 /* Warning */
3295 #define TR_HIDE_TYPE 73 /* Hide "pval" description */
3296 #define TR_SHOW_MODS 74 /* Always show Tohit/Todam */
3297 #define TR_SLAY_GOOD 75
3298 #define TR_LEVITATION 76 /* Feather Falling */
3299 #define TR_LITE_1 77 /* Light Radius 1*/
3300 #define TR_SEE_INVIS 78 /* See Invisible */
3301 #define TR_TELEPATHY 79 /* Telepathy */
3302 #define TR_SLOW_DIGEST 80 /* Item slows down digestion */
3303 #define TR_REGEN 81 /* Item induces regeneration */
3304 #define TR_XTRA_MIGHT 82 /* Bows get extra multiplier */
3305 #define TR_XTRA_SHOTS 83 /* Bows get extra shots */
3306 #define TR_IGNORE_ACID 84 /* Item ignores Acid Damage */
3307 #define TR_IGNORE_ELEC 85 /* Item ignores Elec Damage */
3308 #define TR_IGNORE_FIRE 86 /* Item ignores Fire Damage */
3309 #define TR_IGNORE_COLD 87 /* Item ignores Cold Damage */
3310 #define TR_ACTIVATE 88 /* Item can be activated */
3311 #define TR_DRAIN_EXP 89 /* Item drains Experience */
3312 #define TR_TELEPORT 90 /* Item teleports player */
3313 #define TR_AGGRAVATE 91 /* Item aggravates monsters */
3314 #define TR_BLESSED 92 /* Item is Blessed */
3315 #define TR_ES_ATTACK 93 /* Fake flag for Smith */
3316 #define TR_ES_AC 94 /* Fake flag for Smith */
3317 #define TR_KILL_GOOD 95
3318 
3319 #define TR_KILL_ANIMAL 96
3320 #define TR_KILL_EVIL 97
3321 #define TR_KILL_UNDEAD 98
3322 #define TR_KILL_DEMON 99
3323 #define TR_KILL_ORC 100
3324 #define TR_KILL_TROLL 101
3325 #define TR_KILL_GIANT 102
3326 #define TR_KILL_HUMAN 103
3327 #define TR_ESP_ANIMAL 104
3328 #define TR_ESP_UNDEAD 105
3329 #define TR_ESP_DEMON 106
3330 #define TR_ESP_ORC 107
3331 #define TR_ESP_TROLL 108
3332 #define TR_ESP_GIANT 109
3333 #define TR_ESP_DRAGON 110
3334 #define TR_ESP_HUMAN 111
3335 #define TR_ESP_EVIL 112
3336 #define TR_ESP_GOOD 113
3337 #define TR_ESP_NONLIVING 114
3338 #define TR_ESP_UNIQUE 115
3339 #define TR_FULL_NAME 116
3340 #define TR_FIXED_FLAVOR 117
3341 #define TR_ADD_L_CURSE 118
3342 #define TR_ADD_H_CURSE 119
3343 #define TR_DRAIN_HP 120
3344 #define TR_DRAIN_MANA 121
3345 #define TR_LITE_2 122
3346 #define TR_LITE_3 123
3347 #define TR_LITE_M1 124 /* Permanent decrease Light Area (-1) */
3348 #define TR_LITE_M2 125 /* Permanent decrease Light Area (-1) */
3349 #define TR_LITE_M3 126 /* Permanent decrease Light Area (-1) */
3350 #define TR_LITE_FUEL 127 /* Lights need Fuels */
3351 
3352 #define TR_CALL_ANIMAL 128
3353 #define TR_CALL_DEMON 129
3354 #define TR_CALL_DRAGON 130
3355 #define TR_CALL_UNDEAD 131
3356 #define TR_COWARDICE 132
3357 #define TR_LOW_MELEE 133
3358 #define TR_LOW_AC 134
3359 #define TR_LOW_MAGIC 135
3360 #define TR_FAST_DIGEST 136
3361 #define TR_SLOW_REGEN 137
3362 
3363 #define TR_FLAG_MAX 138
3364 #define TR_FLAG_SIZE 5
3365 
3366 
3367 #define TRG_INSTA_ART 0x00000001L /* Item must be an artifact */
3368 #define TRG_QUESTITEM 0x00000002L /* quest level item -KMW- */
3369 #define TRG_XTRA_POWER 0x00000004L /* Extra power */
3370 #define TRG_ONE_SUSTAIN 0x00000008L /* One sustain */
3371 #define TRG_XTRA_RES_OR_POWER 0x00000010L /* Extra resistance or power */
3372 #define TRG_XTRA_H_RES 0x00000020L /* Extra high resistance */
3373 #define TRG_XTRA_E_RES 0x00000040L /* Extra element resistance */
3374 #define TRG_XTRA_L_RES 0x00000080L /* Extra lordly resistance */
3375 #define TRG_XTRA_D_RES 0x00000100L /* Extra dragon resistance */
3376 #define TRG_XTRA_RES 0x00000200L /* Extra resistance */
3377 #define TRG_CURSED 0x00000400L /* Item is Cursed */
3378 #define TRG_HEAVY_CURSE 0x00000800L /* Item is Heavily Cursed */
3379 #define TRG_PERMA_CURSE 0x00001000L /* Item is Perma Cursed */
3380 #define TRG_RANDOM_CURSE0 0x00002000L /* Item is Random Cursed */
3381 #define TRG_RANDOM_CURSE1 0x00004000L /* Item is Random Cursed */
3382 #define TRG_RANDOM_CURSE2 0x00008000L /* Item is Random Cursed */
3383 #define TRG_XTRA_DICE 0x00010000L /* Extra dice */
3384 #define TRG_POWERFUL 0x00020000L /* Item has good value even if Cursed */
3385 
3386 
3387 #define MAX_CURSE 18
3388 
3389 #define TRC_CURSED 0x00000001L
3390 #define TRC_HEAVY_CURSE 0x00000002L
3391 #define TRC_PERMA_CURSE 0x00000004L
3392 #define TRC_XXX1 0x00000008L
3393 #define TRC_TY_CURSE 0x00000010L
3394 #define TRC_AGGRAVATE 0x00000020L
3395 #define TRC_DRAIN_EXP 0x00000040L
3396 #define TRC_SLOW_REGEN 0x00000080L
3397 #define TRC_ADD_L_CURSE 0x00000100L
3398 #define TRC_ADD_H_CURSE 0x00000200L
3399 #define TRC_CALL_ANIMAL 0x00000400L
3400 #define TRC_CALL_DEMON 0x00000800L
3401 #define TRC_CALL_DRAGON 0x00001000L
3402 #define TRC_COWARDICE 0x00002000L
3403 #define TRC_TELEPORT 0x00004000L
3404 #define TRC_LOW_MELEE 0x00008000L
3405 #define TRC_LOW_AC 0x00010000L
3406 #define TRC_LOW_MAGIC 0x00020000L
3407 #define TRC_FAST_DIGEST 0x00040000L
3408 #define TRC_DRAIN_HP 0x00080000L
3409 #define TRC_DRAIN_MANA 0x00100000L
3410 #define TRC_CALL_UNDEAD 0x00200000L
3411 
3412 #define TRC_TELEPORT_SELF 0x00000001L
3413 #define TRC_CHAINSWORD 0x00000002L
3414 
3415 #define TRC_SPECIAL_MASK \
3416  (TRC_TY_CURSE | TRC_AGGRAVATE)
3417 
3418 #define TRC_HEAVY_MASK \
3419  (TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
3420  TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_CALL_UNDEAD | TRC_TELEPORT)
3421 
3422 #define TRC_P_FLAG_MASK \
3423  (TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
3424  TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
3425  TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
3426  TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA | TRC_CALL_UNDEAD)
3427 
3428 
3429 
3430 /*
3431  * Bit flags for apply_magic() (etc)
3432  */
3433 #define AM_NO_FIXED_ART 0x00000001 /* Don't allow roll for fixed artifacts */
3434 #define AM_GOOD 0x00000002 /* Generate good items */
3435 #define AM_GREAT 0x00000004 /* Generate great items */
3436 #define AM_SPECIAL 0x00000008 /* Generate artifacts (for debug mode only) */
3437 #define AM_CURSED 0x00000010 /* Generate cursed/worthless items */
3438 
3439 
3440 /*** Monster blow constants ***/
3441 
3442 
3443 /*!
3444  * @note モンスターの打撃方法 / New monster blow methods
3445  * 打撃の種別に応じて傷と朦朧が発生するかがコメントの通りに決まる
3446  */
3447 #define RBM_HIT 1 /*!< モンスターの攻撃種別:殴る(傷/朦朧が半々) */
3448 #define RBM_TOUCH 2 /*!< モンスターの攻撃種別:触る */
3449 #define RBM_PUNCH 3 /*!< モンスターの攻撃種別:パンチする(朦朧) */
3450 #define RBM_KICK 4 /*!< モンスターの攻撃種別:蹴る(朦朧) */
3451 #define RBM_CLAW 5 /*!< モンスターの攻撃種別:ひっかく(傷) */
3452 #define RBM_BITE 6 /*!< モンスターの攻撃種別:噛む(傷) */
3453 #define RBM_STING 7 /*!< モンスターの攻撃種別:刺す */
3454 #define RBM_SLASH 8 /*!< モンスターの攻撃種別:斬る(傷) */
3455 #define RBM_BUTT 9 /*!< モンスターの攻撃種別:角で突く(朦朧) */
3456 #define RBM_CRUSH 10 /*!< モンスターの攻撃種別:体当たりする(朦朧) */
3457 #define RBM_ENGULF 11 /*!< モンスターの攻撃種別:飲み込む */
3458 #define RBM_CHARGE 12 /*!< モンスターの攻撃種別:請求書を寄越す */
3459 #define RBM_CRAWL 13 /*!< モンスターの攻撃種別:体の上を這い回る */
3460 #define RBM_DROOL 14 /*!< モンスターの攻撃種別:よだれをたらす */
3461 #define RBM_SPIT 15 /*!< モンスターの攻撃種別:つばを吐く */
3462 #define RBM_EXPLODE 16 /*!< モンスターの攻撃種別:爆発する */
3463 #define RBM_GAZE 17 /*!< モンスターの攻撃種別:にらむ */
3464 #define RBM_WAIL 18 /*!< モンスターの攻撃種別:泣き叫ぶ */
3465 #define RBM_SPORE 19 /*!< モンスターの攻撃種別:胞子を飛ばす */
3466 #define RBM_XXX4 20 /*!< モンスターの攻撃種別:未定義 */
3467 #define RBM_BEG 21 /*!< モンスターの攻撃種別:金をせがむ */
3468 #define RBM_INSULT 22 /*!< モンスターの攻撃種別:侮辱する */
3469 #define RBM_MOAN 23 /*!< モンスターの攻撃種別:うめく */
3470 #define RBM_SHOW 24 /*!< モンスターの攻撃種別:歌う */
3471 #define RBM_SHOOT 25 /*!< モンスターの攻撃種別:射撃(非打撃) */
3472 
3473 
3474 /*!
3475  * @note モンスターの攻撃効果 / New monster blow effects
3476  */
3477 #define RBE_HURT 1 /*!< モンスターの攻撃効果: 攻撃する*/
3478 #define RBE_POISON 2 /*!< モンスターの攻撃効果: 毒をくらわす*/
3479 #define RBE_UN_BONUS 3 /*!< モンスターの攻撃効果: 劣化させる*/
3480 #define RBE_UN_POWER 4 /*!< モンスターの攻撃効果: 充填魔力を吸収する*/
3481 #define RBE_EAT_GOLD 5 /*!< モンスターの攻撃効果: 金を盗む*/
3482 #define RBE_EAT_ITEM 6 /*!< モンスターの攻撃効果: アイテムを盗む*/
3483 #define RBE_EAT_FOOD 7 /*!< モンスターの攻撃効果: あなたの食糧を食べる*/
3484 #define RBE_EAT_LITE 8 /*!< モンスターの攻撃効果: 明かりを吸収する*/
3485 #define RBE_ACID 9 /*!< モンスターの攻撃効果: 酸を飛ばす*/
3486 #define RBE_ELEC 10 /*!< モンスターの攻撃効果: 感電させる*/
3487 #define RBE_FIRE 11 /*!< モンスターの攻撃効果: 燃やす*/
3488 #define RBE_COLD 12 /*!< モンスターの攻撃効果: 凍らせる*/
3489 #define RBE_BLIND 13 /*!< モンスターの攻撃効果: 盲目にする*/
3490 #define RBE_CONFUSE 14 /*!< モンスターの攻撃効果: 混乱させる*/
3491 #define RBE_TERRIFY 15 /*!< モンスターの攻撃効果: 恐怖させる*/
3492 #define RBE_PARALYZE 16 /*!< モンスターの攻撃効果: 麻痺させる*/
3493 #define RBE_LOSE_STR 17 /*!< モンスターの攻撃効果: 腕力を減少させる*/
3494 #define RBE_LOSE_INT 18 /*!< モンスターの攻撃効果: 知能を減少させる*/
3495 #define RBE_LOSE_WIS 19 /*!< モンスターの攻撃効果: 賢さを減少させる*/
3496 #define RBE_LOSE_DEX 20 /*!< モンスターの攻撃効果: 器用さを減少させる*/
3497 #define RBE_LOSE_CON 21 /*!< モンスターの攻撃効果: 耐久力を減少させる*/
3498 #define RBE_LOSE_CHR 22 /*!< モンスターの攻撃効果: 魅力を減少させる*/
3499 #define RBE_LOSE_ALL 23 /*!< モンスターの攻撃効果: 全ステータスを減少させる*/
3500 #define RBE_SHATTER 24 /*!< モンスターの攻撃効果: 粉砕する*/
3501 #define RBE_EXP_10 25 /*!< モンスターの攻撃効果: 経験値を減少(10d6+)させる*/
3502 #define RBE_EXP_20 26 /*!< モンスターの攻撃効果: 経験値を減少(20d6+)させる*/
3503 #define RBE_EXP_40 27 /*!< モンスターの攻撃効果: 経験値を減少(40d6+)させる*/
3504 #define RBE_EXP_80 28 /*!< モンスターの攻撃効果: 経験値を減少(80d6+)させる*/
3505 #define RBE_DISEASE 29 /*!< モンスターの攻撃効果: 病気にする*/
3506 #define RBE_TIME 30 /*!< モンスターの攻撃効果: 時間を逆戻りさせる*/
3507 #define RBE_DR_LIFE 31 /*!< モンスターの攻撃効果: 生命力を吸収する*/
3508 #define RBE_DR_MANA 32 /*!< モンスターの攻撃効果: 魔力を奪う*/
3509 #define RBE_SUPERHURT 33 /*!< モンスターの攻撃効果: 強力に攻撃する*/
3510 #define RBE_INERTIA 34 /*!< モンスターの攻撃効果: 減速させる*/
3511 #define RBE_STUN 35 /*!< モンスターの攻撃効果: 朦朧とさせる*/
3512 
3513 
3514 /*** Monster flag values (hard-coded) ***/
3515 
3516 
3517 /*
3518  * New monster race bit flags
3519  */
3520 #define RF1_UNIQUE 0x00000001 /*!< モンスター特性: ユニーク / Unique Monster */
3521 #define RF1_QUESTOR 0x00000002 /*!< モンスター特性: クエストモンスター / Quest Monster */
3522 #define RF1_MALE 0x00000004 /*!< モンスター特性: 男性 / Male gender */
3523 #define RF1_FEMALE 0x00000008 /*!< モンスター特性: 女性 / Female gender */
3524 #define RF1_CHAR_CLEAR 0x00000010 /*!< モンスター特性: シンボルが完全に透明 / Absorbs symbol */
3525 #define RF1_SHAPECHANGER 0x00000020 /*!< モンスター特性: シンボルアルファベットがランダムになる / TY: shapechanger */
3526 #define RF1_ATTR_CLEAR 0x00000040 /*!< モンスター特性: シンボルカラーが透明色になる(地形と同じ色になる) / Absorbs color */
3527 #define RF1_ATTR_MULTI 0x00000080 /*!< モンスター特性: シンボルカラーがランダムに変化する(基本7色) / Changes color */
3528 #define RF1_FORCE_DEPTH 0x00000100 /*!< モンスター特性: 指定階未満では生成されない / Start at "correct" depth */
3529 #define RF1_FORCE_MAXHP 0x00000200 /*!< モンスター特性: 通常生成時必ずHPがダイス最大値になる / Start with max hitpoints */
3530 #define RF1_FORCE_SLEEP 0x00000400 /*!< モンスター特性: 通常生成時必ず寝ている / Start out sleeping */
3531 #define RF1_FORCE_EXTRA 0x00000800 /*!< モンスター特性: (未使用) / Start out something */
3532 #define RF1_ATTR_SEMIRAND 0x00001000 /*!< モンスター特性: シンボルカラーがランダムに変化する(15色) / Color is determined semi-randomly */
3533 #define RF1_FRIENDS 0x00002000 /*!< モンスター特性: 同種の友軍を用意している / Arrive with some friends */
3534 #define RF1_ESCORT 0x00004000 /*!< モンスター特性: 護衛を用意している/ Arrive with an escort */
3535 #define RF1_ESCORTS 0x00008000 /*!< モンスター特性: さらに大量の護衛を用意している / Arrive with some escorts */
3536 #define RF1_NEVER_BLOW 0x00010000 /*!< モンスター特性: 打撃を一切行わない / Never make physical blow */
3537 #define RF1_NEVER_MOVE 0x00020000 /*!< モンスター特性: 移動を一切行わない / Never make physical move */
3538 #define RF1_RAND_25 0x00040000 /*!< モンスター特性: ランダムに移動する確率+25%/ Moves randomly (25%) */
3539 #define RF1_RAND_50 0x00080000 /*!< モンスター特性: ランダムに移動する確率+50%/ Moves randomly (50%) */
3540 #define RF1_ONLY_GOLD 0x00100000 /*!< モンスター特性: 財宝しか落とさない / Drop only gold */
3541 #define RF1_ONLY_ITEM 0x00200000 /*!< モンスター特性: アイテムしか落とさない / Drop only items */
3542 #define RF1_DROP_60 0x00400000 /*!< モンスター特性: 落とすアイテム数60%で+1/ Drop an item/gold (60%) */
3543 #define RF1_DROP_90 0x00800000 /*!< モンスター特性: 落とすアイテム数90%で+1 / Drop an item/gold (90%) */
3544 #define RF1_DROP_1D2 0x01000000 /*!< モンスター特性: 落とすアイテム数+1d2 / Drop 1d2 items/gold */
3545 #define RF1_DROP_2D2 0x02000000 /*!< モンスター特性: 落とすアイテム数+2d2 / Drop 2d2 items/gold */
3546 #define RF1_DROP_3D2 0x04000000 /*!< モンスター特性: 落とすアイテム数+3d2 / Drop 3d2 items/gold */
3547 #define RF1_DROP_4D2 0x08000000 /*!< モンスター特性: 落とすアイテム数+4d2 / Drop 4d2 items/gold */
3548 #define RF1_DROP_GOOD 0x10000000 /*!< モンスター特性: 必ず上質品をドロップする / Drop good items */
3549 #define RF1_DROP_GREAT 0x20000000 /*!< モンスター特性: 必ず高級品をドロップする / Drop great items */
3550 #define RF1_XXX2 0x40000000 /*!< モンスター特性: 未使用 / XXX */
3551 #define RF1_XXX3 0x80000000 /*!< モンスター特性: 未使用 / XXX */
3552 
3553 /*
3554  * New monster race bit flags
3555  */
3556 #define RF2_STUPID 0x00000001 /*!< モンスター特性: 愚かな行動を取る / Monster is stupid */
3557 #define RF2_SMART 0x00000002 /*!< モンスター特性: 賢い行動を取る / Monster is smart */
3558 #define RF2_CAN_SPEAK 0x00000004 /*!< モンスター特性: 台詞をしゃべる / TY: can speak */
3559 #define RF2_REFLECTING 0x00000008 /*!< モンスター特性: 矢やボルト魔法を反射する / Reflects bolts */
3560 #define RF2_INVISIBLE 0x00000010 /*!< モンスター特性: 透明視力がないと見えない / Monster avoids vision */
3561 #define RF2_COLD_BLOOD 0x00000020 /*!< モンスター特性: 冷血動物である / Monster avoids infra */
3562 #define RF2_EMPTY_MIND 0x00000040 /*!< モンスター特性: 知性を持たない(テレパシー回避) / Monster avoids telepathy */
3563 #define RF2_WEIRD_MIND 0x00000080 /*!< モンスター特性: 異質な知性(テレパシーで感知づらい) / Monster avoids telepathy? */
3564 #define RF2_MULTIPLY 0x00000100 /*!< モンスター特性: 増殖する / Monster reproduces */
3565 #define RF2_REGENERATE 0x00000200 /*!< モンスター特性: 急激に回復する / Monster regenerates */
3566 #define RF2_CHAR_MULTI 0x00000400 /*!< モンスター特性: 未使用 / (Not implemented) */
3567 #define RF2_ATTR_ANY 0x00000800 /*!< モンスター特性: ATTR_MULTIの色数が増える / TY: Attr_any */
3568 #define RF2_POWERFUL 0x00001000 /*!< モンスター特性: 強力に魔法をあやつる / Monster has strong breath */
3569 #define RF2_ELDRITCH_HORROR 0x00002000 /*!< モンスター特性: 狂気を呼び起こす / Sanity-blasting horror */
3570 #define RF2_AURA_FIRE 0x00004000 /*!< モンスター特性: 火炎のオーラを持つ / Burns in melee */
3571 #define RF2_AURA_ELEC 0x00008000 /*!< モンスター特性: 電撃のオーラを持つ / Shocks in melee */
3572 #define RF2_OPEN_DOOR 0x00010000 /*!< モンスター特性: ドアを開けることができる / Monster can open doors */
3573 #define RF2_BASH_DOOR 0x00020000 /*!< モンスター特性: ドアを破壊することができる / Monster can bash doors */
3574 #define RF2_PASS_WALL 0x00040000 /*!< モンスター特性: 壁を抜けることができる / Monster can pass walls */
3575 #define RF2_KILL_WALL 0x00080000 /*!< モンスター特性: 壁を破壊して進む / Monster can destroy walls */
3576 #define RF2_MOVE_BODY 0x00100000 /*!< モンスター特性: 道中の弱いモンスターを押しのけることができる / Monster can move monsters */
3577 #define RF2_KILL_BODY 0x00200000 /*!< モンスター特性: 道中の弱いモンスターを殺して進む / Monster can kill monsters */
3578 #define RF2_TAKE_ITEM 0x00400000 /*!< モンスター特性: 道中のアイテムを拾う / Monster can pick up items */
3579 #define RF2_KILL_ITEM 0x00800000 /*!< モンスター特性: 道中のアイテムを破壊する / Monster can crush items */
3580 #define RF2_XXX1 0x01000000 /*!< モンスター特性: 未使用 / XXX */
3581 #define RF2_XXX2 0x02000000 /*!< モンスター特性: 未使用 / XXX */
3582 #define RF2_XXX3 0x04000000 /*!< モンスター特性: 未使用 / XXX */
3583 #define RF2_XXX4 0x08000000 /*!< モンスター特性: 未使用 / XXX */
3584 #define RF2_XXX5 0x10000000 /*!< モンスター特性: 未使用 / XXX */
3585 #define RF2_XXX6 0x20000000 /*!< モンスター特性: 未使用 / XXX */
3586 #define RF2_HUMAN 0x40000000 /*!< モンスター特性: 人間 / Human */
3587 #define RF2_QUANTUM 0x80000000 /*!< モンスター特性: 量子的な振る舞いをする / Monster has quantum behavior */
3588 
3589 /*
3590  * New monster race bit flags
3591  */
3592 #define RF3_ORC 0x00000001 /*!< モンスター特性: オーク / Orc */
3593 #define RF3_TROLL 0x00000002 /*!< モンスター特性: トロル / Troll */
3594 #define RF3_GIANT 0x00000004 /*!< モンスター特性: 巨人 / Giant */
3595 #define RF3_DRAGON 0x00000008 /*!< モンスター特性: ドラゴン / Dragon */
3596 #define RF3_DEMON 0x00000010 /*!< モンスター特性: 悪魔 / Demon */
3597 #define RF3_UNDEAD 0x00000020 /*!< モンスター特性: アンデッド / Undead */
3598 #define RF3_EVIL 0x00000040 /*!< モンスター特性: 邪悪 / Evil */
3599 #define RF3_ANIMAL 0x00000080 /*!< モンスター特性: 動物 / Animal */
3600 #define RF3_AMBERITE 0x00000100 /*!< モンスター特性: アンバーの血族 / TY: Amberite */
3601 #define RF3_GOOD 0x00000200 /*!< モンスター特性: 善良 / Good */
3602 #define RF3_AURA_COLD 0x00000400 /*!< モンスター特性: 冷気オーラ / Freezes in melee */
3603 #define RF3_NONLIVING 0x00000800 /*!< モンスター特性: 無生物 / TY: Non-Living (?) */
3604 #define RF3_HURT_LITE 0x00001000 /*!< モンスター特性: 通常の光(GF_WEAK_LITE)でダメージを受ける / Hurt by lite */
3605 #define RF3_HURT_ROCK 0x00002000 /*!< モンスター特性: 岩石溶解(GF_KILL_WALL)でダメージを受ける / Hurt by rock remover */
3606 #define RF3_HURT_FIRE 0x00004000 /*!< モンスター特性: 火炎が弱点 / Hurt badly by fire */
3607 #define RF3_HURT_COLD 0x00008000 /*!< モンスター特性: 冷気が弱点 / Hurt badly by cold */
3608 #define RF3_XXX16 0x00010000 /*!< モンスター特性: 未使用 / XXX */
3609 #define RF3_XXX17 0x00020000 /*!< モンスター特性: 未使用 / XXX */
3610 #define RF3_XXX18 0x00040000 /*!< モンスター特性: 未使用 / XXX */
3611 #define RF3_XXX19 0x00080000 /*!< モンスター特性: 未使用 / XXX */
3612 #define RF3_XXX20 0x00100000 /*!< モンスター特性: 未使用 / XXX */
3613 #define RF3_XXX21 0x00200000 /*!< モンスター特性: 未使用 / XXX */
3614 #define RF3_XXX22 0x00400000 /*!< モンスター特性: 未使用 / XXX */
3615 #define RF3_XXX23 0x00800000 /*!< モンスター特性: 未使用 / XXX */
3616 #define RF3_XXX24 0x01000000 /*!< モンスター特性: 未使用 / XXX */
3617 #define RF3_XXX25 0x02000000 /*!< モンスター特性: 未使用 / XXX */
3618 #define RF3_XXX26 0x04000000 /*!< モンスター特性: 未使用 / XXX */
3619 #define RF3_XXX27 0x08000000 /*!< モンスター特性: 未使用 / XXX */
3620 #define RF3_NO_FEAR 0x10000000 /*!< モンスター特性: 恐怖しない / Cannot be scared */
3621 #define RF3_NO_STUN 0x20000000 /*!< モンスター特性: 朦朧としない / Cannot be stunned */
3622 #define RF3_NO_CONF 0x40000000 /*!< モンスター特性: 混乱しない / Cannot be confused and resist confusion */
3623 #define RF3_NO_SLEEP 0x80000000 /*!< モンスター特性: 眠らない / Cannot be slept */
3624 
3625 /*
3626  * New monster race bit flags
3627  */
3628 #define RF4_SHRIEK 0x00000001 /*!< モンスター能力: 叫ぶ / Shriek for help */
3629 #define RF4_XXX1 0x00000002 /*!< モンスター能力: 未使用 / XXX */
3630 #define RF4_DISPEL 0x00000004 /*!< モンスター能力: 魔力消去 / Dispel magic */
3631 #define RF4_ROCKET 0x00000008 /*!< モンスター能力: ロケット / TY: Rocket */
3632 #define RF4_SHOOT 0x00000010 /*!< モンスター能力: 射撃/ Fire missiles */
3633 #define RF4_XXX2 0x00000020 /*!< モンスター能力: 未使用 / XXX */
3634 #define RF4_XXX3 0x00000040 /*!< モンスター能力: 未使用 / XXX */
3635 #define RF4_XXX4 0x00000080 /*!< モンスター能力: 未使用 / XXX */
3636 #define RF4_BR_ACID 0x00000100 /*!< モンスター能力: 酸のブレス / Breathe Acid */
3637 #define RF4_BR_ELEC 0x00000200 /*!< モンスター能力: 電撃のブレス / Breathe Elec */
3638 #define RF4_BR_FIRE 0x00000400 /*!< モンスター能力: 火炎のブレス / Breathe Fire */
3639 #define RF4_BR_COLD 0x00000800 /*!< モンスター能力: 冷気のブレス / Breathe Cold */
3640 #define RF4_BR_POIS 0x00001000 /*!< モンスター能力: 毒のブレス / Breathe Poison */
3641 #define RF4_BR_NETH 0x00002000 /*!< モンスター能力: 地獄のブレス / Breathe Nether */
3642 #define RF4_BR_LITE 0x00004000 /*!< モンスター能力: 閃光のブレス / Breathe Lite */
3643 #define RF4_BR_DARK 0x00008000 /*!< モンスター能力: 暗黒のブレス / Breathe Dark */
3644 #define RF4_BR_CONF 0x00010000 /*!< モンスター能力: 混乱のブレス / Breathe Confusion */
3645 #define RF4_BR_SOUN 0x00020000 /*!< モンスター能力: 轟音のブレス / Breathe Sound */
3646 #define RF4_BR_CHAO 0x00040000 /*!< モンスター能力: カオスのブレス / Breathe Chaos */
3647 #define RF4_BR_DISE 0x00080000 /*!< モンスター能力: 劣化のブレス / Breathe Disenchant */
3648 #define RF4_BR_NEXU 0x00100000 /*!< モンスター能力: 因果混乱のブレス / Breathe Nexus */
3649 #define RF4_BR_TIME 0x00200000 /*!< モンスター能力: 時間逆転のブレス / Breathe Time */
3650 #define RF4_BR_INER 0x00400000 /*!< モンスター能力: 遅鈍のブレス / Breathe Inertia */
3651 #define RF4_BR_GRAV 0x00800000 /*!< モンスター能力: 重力のブレス / Breathe Gravity */
3652 #define RF4_BR_SHAR 0x01000000 /*!< モンスター能力: 破片のブレス / Breathe Shards */
3653 #define RF4_BR_PLAS 0x02000000 /*!< モンスター能力: プラズマのブレス / Breathe Plasma */
3654 #define RF4_BR_WALL 0x04000000 /*!< モンスター能力: フォースのブレス / Breathe Force */
3655 #define RF4_BR_MANA 0x08000000 /*!< モンスター能力: 魔力のブレス / Breathe Mana */
3656 #define RF4_BA_NUKE 0x10000000 /*!< モンスター能力: 放射能球 / TY: Nuke Ball */
3657 #define RF4_BR_NUKE 0x20000000 /*!< モンスター能力: 放射性廃棄物のブレス / TY: Toxic Breath */
3658 #define RF4_BA_CHAO 0x40000000 /*!< モンスター能力: ログルス球 / TY: Logrus Ball */
3659 #define RF4_BR_DISI 0x80000000 /*!< モンスター能力: 分解のブレス / Breathe Disintegration */
3660 
3661 /*
3662  * New monster race bit flags
3663  */
3664 #define RF5_BA_ACID 0x00000001 /*!< モンスター能力: アシッド・ボール / Acid Ball */
3665 #define RF5_BA_ELEC 0x00000002 /*!< モンスター能力: サンダー・ボール / Elec Ball */
3666 #define RF5_BA_FIRE 0x00000004 /*!< モンスター能力: ファイア・ボール / Fire Ball */
3667 #define RF5_BA_COLD 0x00000008 /*!< モンスター能力: アイス・ボール / Cold Ball */
3668 #define RF5_BA_POIS 0x00000010 /*!< モンスター能力: 悪臭雲 / Poison Ball */
3669 #define RF5_BA_NETH 0x00000020 /*!< モンスター能力: 地獄球 / Nether Ball */
3670 #define RF5_BA_WATE 0x00000040 /*!< モンスター能力: ウォーター・ボール / Water Ball */
3671 #define RF5_BA_MANA 0x00000080 /*!< モンスター能力: 魔力の嵐 / Mana Storm */
3672 #define RF5_BA_DARK 0x00000100 /*!< モンスター能力: 暗黒の嵐 / Darkness Storm */
3673 #define RF5_DRAIN_MANA 0x00000200 /*!< モンスター能力: 魔力吸収 / Drain Mana */
3674 #define RF5_MIND_BLAST 0x00000400 /*!< モンスター能力: 精神攻撃 / Blast Mind */
3675 #define RF5_BRAIN_SMASH 0x00000800 /*!< モンスター能力: 脳攻撃 / Smash Brain */
3676 #define RF5_CAUSE_1 0x00001000 /*!< モンスター能力: 軽傷の呪い / Cause Light Wound */
3677 #define RF5_CAUSE_2 0x00002000 /*!< モンスター能力: 重症の頃い / Cause Serious Wound */
3678 #define RF5_CAUSE_3 0x00004000 /*!< モンスター能力: 致命傷の呪い / Cause Critical Wound */
3679 #define RF5_CAUSE_4 0x00008000 /*!< モンスター能力: 秘孔を突く / Cause Mortal Wound */
3680 #define RF5_BO_ACID 0x00010000 /*!< モンスター能力: アシッド・ボルト / Acid Bolt */
3681 #define RF5_BO_ELEC 0x00020000 /*!< モンスター能力: サンダー・ボルト / Elec Bolt */
3682 #define RF5_BO_FIRE 0x00040000 /*!< モンスター能力: ファイア・ボルト / Fire Bolt */
3683 #define RF5_BO_COLD 0x00080000 /*!< モンスター能力: アイス・ボルト / Cold Bolt */
3684 #define RF5_BA_LITE 0x00100000 /*!< モンスター能力: スター・バースト / StarBurst */
3685 #define RF5_BO_NETH 0x00200000 /*!< モンスター能力: 地獄の矢 / Nether Bolt */
3686 #define RF5_BO_WATE 0x00400000 /*!< モンスター能力: ウォーター・ボルト / Water Bolt */
3687 #define RF5_BO_MANA 0x00800000 /*!< モンスター能力: 魔力の矢 / Mana Bolt */
3688 #define RF5_BO_PLAS 0x01000000 /*!< モンスター能力: プラズマ・ボルト / Plasma Bolt */
3689 #define RF5_BO_ICEE 0x02000000 /*!< モンスター能力: 極寒の矢 / Ice Bolt */
3690 #define RF5_MISSILE 0x04000000 /*!< モンスター能力: マジック・ミサイルt / Magic Missile */
3691 #define RF5_SCARE 0x08000000 /*!< モンスター能力: 恐慌 / Frighten Player */
3692 #define RF5_BLIND 0x10000000 /*!< モンスター能力: 盲目 / Blind Player */
3693 #define RF5_CONF 0x20000000 /*!< モンスター能力: 混乱 / Confuse Player */
3694 #define RF5_SLOW 0x40000000 /*!< モンスター能力: 減速 / Slow Player */
3695 #define RF5_HOLD 0x80000000 /*!< モンスター能力: 麻痺 / Paralyze Player */
3696 
3697 /*
3698  * New monster race bit flags
3699  */
3700 #define RF6_HASTE 0x00000001 /* Speed self */
3701 #define RF6_HAND_DOOM 0x00000002 /* Hand of Doom */
3702 #define RF6_HEAL 0x00000004 /* Heal self */
3703 #define RF6_INVULNER 0x00000008 /* INVULNERABILITY! */
3704 #define RF6_BLINK 0x00000010 /* Teleport Short */
3705 #define RF6_TPORT 0x00000020 /* Teleport Long */
3706 #define RF6_WORLD 0x00000040 /* world */
3707 #define RF6_SPECIAL 0x00000080 /* Special Attack */
3708 #define RF6_TELE_TO 0x00000100 /* Move player to monster */
3709 #define RF6_TELE_AWAY 0x00000200 /* Move player far away */
3710 #define RF6_TELE_LEVEL 0x00000400 /* Move player vertically */
3711 #define RF6_PSY_SPEAR 0x00000800 /* Psyco-spear */
3712 #define RF6_DARKNESS 0x00001000 /* Create Darkness */
3713 #define RF6_TRAPS 0x00002000 /* Create Traps */
3714 #define RF6_FORGET 0x00004000 /* Cause amnesia */
3715 #define RF6_RAISE_DEAD 0x00008000 /* Raise Dead */
3716 #define RF6_S_KIN 0x00010000 /* Summon "kin" */
3717 #define RF6_S_CYBER 0x00020000 /* Summon Cyberdemons! */
3718 #define RF6_S_MONSTER 0x00040000 /* Summon Monster */
3719 #define RF6_S_MONSTERS 0x00080000 /* Summon Monsters */
3720 #define RF6_S_ANT 0x00100000 /* Summon Ants */
3721 #define RF6_S_SPIDER 0x00200000 /* Summon Spiders */
3722 #define RF6_S_HOUND 0x00400000 /* Summon Hounds */
3723 #define RF6_S_HYDRA 0x00800000 /* Summon Hydras */
3724 #define RF6_S_ANGEL 0x01000000 /* Summon Angel */
3725 #define RF6_S_DEMON 0x02000000 /* Summon Demon */
3726 #define RF6_S_UNDEAD 0x04000000 /* Summon Undead */
3727 #define RF6_S_DRAGON 0x08000000 /* Summon Dragon */
3728 #define RF6_S_HI_UNDEAD 0x10000000 /* Summon Greater Undead */
3729 #define RF6_S_HI_DRAGON 0x20000000 /* Summon Ancient Dragon */
3730 #define RF6_S_AMBERITES 0x40000000 /* Summon Amberites */
3731 #define RF6_S_UNIQUE 0x80000000 /* Summon Unique Monster */
3732 
3733 /*
3734  * New monster race bit flags
3735  */
3736 #define RF7_AQUATIC 0x00000001 /* Aquatic monster */
3737 #define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
3738 #define RF7_CAN_FLY 0x00000004 /* Monster can fly */
3739 #define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
3740 #define RF7_NAZGUL 0x00000010 /* Is a "Nazgul" unique */
3741 #define RF7_UNIQUE2 0x00000020 /* Fake unique */
3742 #define RF7_RIDING 0x00000040 /* Good for riding */
3743 #define RF7_KAGE 0x00000080 /* Is kage */
3744 #define RF7_HAS_LITE_1 0x00000100 /* Monster carries light */
3745 #define RF7_SELF_LITE_1 0x00000200 /* Monster lights itself */
3746 #define RF7_HAS_LITE_2 0x00000400 /* Monster carries light */
3747 #define RF7_SELF_LITE_2 0x00000800 /* Monster lights itself */
3748 #define RF7_GUARDIAN 0x00001000 /* Guardian of a dungeon */
3749 #define RF7_CHAMELEON 0x00002000 /* Chameleon can change */
3750 #define RF7_XXXX4XXX 0x00004000 /* Now Empty */
3751 #define RF7_TANUKI 0x00008000 /* Tanuki disguise */
3752 #define RF7_HAS_DARK_1 0x00010000 /* Monster carries darkness */
3753 #define RF7_SELF_DARK_1 0x00020000 /* Monster darkens itself */
3754 #define RF7_HAS_DARK_2 0x00040000 /* Monster carries darkness */
3755 #define RF7_SELF_DARK_2 0x00080000 /* Monster darkens itself */
3756 
3757 /*
3758  * Monster race flags
3759  */
3760 #define RF8_WILD_ONLY 0x00000001
3761 #define RF8_WILD_TOWN 0x00000002
3762 #define RF8_XXX8X02 0x00000004
3763 #define RF8_WILD_SHORE 0x00000008
3764 #define RF8_WILD_OCEAN 0x00000010
3765 #define RF8_WILD_WASTE 0x00000020
3766 #define RF8_WILD_WOOD 0x00000040
3767 #define RF8_WILD_VOLCANO 0x00000080
3768 #define RF8_XXX8X08 0x00000100
3769 #define RF8_WILD_MOUNTAIN 0x00000200
3770 #define RF8_WILD_GRASS 0x00000400
3771 #define RF8_WILD_ALL 0x80000000
3772 
3773 /*
3774  * Monster drop info
3775  */
3776 #define RF9_DROP_CORPSE 0x00000001
3777 #define RF9_DROP_SKELETON 0x00000002
3778 #define RF9_EAT_BLIND 0x00000004
3779 #define RF9_EAT_CONF 0x00000008
3780 #define RF9_EAT_MANA 0x00000010
3781 #define RF9_EAT_NEXUS 0x00000020
3782 #define RF9_EAT_SLEEP 0x00000040
3783 #define RF9_EAT_BERSERKER 0x00000080
3784 #define RF9_EAT_ACIDIC 0x00000100
3785 #define RF9_EAT_SPEED 0x00000200
3786 #define RF9_EAT_CURE 0x00000400
3787 #define RF9_EAT_FIRE_RES 0x00000800
3788 #define RF9_EAT_COLD_RES 0x00001000
3789 #define RF9_EAT_ACID_RES 0x00002000
3790 #define RF9_EAT_ELEC_RES 0x00004000
3791 #define RF9_EAT_POIS_RES 0x00008000
3792 #define RF9_EAT_INSANITY 0x00010000
3793 #define RF9_EAT_DRAIN_EXP 0x00020000
3794 #define RF9_EAT_POISONOUS 0x00040000
3795 #define RF9_EAT_GIVE_STR 0x00080000
3796 #define RF9_EAT_GIVE_INT 0x00100000
3797 #define RF9_EAT_GIVE_WIS 0x00200000
3798 #define RF9_EAT_GIVE_DEX 0x00400000
3799 #define RF9_EAT_GIVE_CON 0x00800000
3800 #define RF9_EAT_GIVE_CHR 0x01000000
3801 #define RF9_EAT_LOSE_STR 0x02000000
3802 #define RF9_EAT_LOSE_INT 0x04000000
3803 #define RF9_EAT_LOSE_WIS 0x08000000
3804 #define RF9_EAT_LOSE_DEX 0x10000000
3805 #define RF9_EAT_LOSE_CON 0x20000000
3806 #define RF9_EAT_LOSE_CHR 0x40000000
3807 #define RF9_EAT_DRAIN_MANA 0x80000000
3808 
3809 /*
3810  * Monster bit flags of racial resistances
3811  * Note: Resist confusion was merged to RFR_NO_CONF
3812  */
3813 #define RFR_IM_ACID 0x00000001 /* Resist acid */
3814 #define RFR_IM_ELEC 0x00000002 /* Resist elec */
3815 #define RFR_IM_FIRE 0x00000004 /* Resist fire */
3816 #define RFR_IM_COLD 0x00000008 /* Resist cold */
3817 #define RFR_IM_POIS 0x00000010 /* Resist poison */
3818 #define RFR_RES_LITE 0x00000020 /* Resist lite */
3819 #define RFR_RES_DARK 0x00000040 /* Resist dark */
3820 #define RFR_RES_NETH 0x00000080 /* Resist nether */
3821 #define RFR_RES_WATE 0x00000100 /* Resist water */
3822 #define RFR_RES_PLAS 0x00000200 /* Resist plasma */
3823 #define RFR_RES_SHAR 0x00000400 /* Resist shards */
3824 #define RFR_RES_SOUN 0x00000800 /* Resist sound */
3825 #define RFR_RES_CHAO 0x00001000 /* Resist chaos */
3826 #define RFR_RES_NEXU 0x00002000 /* Resist nexus */
3827 #define RFR_RES_DISE 0x00004000 /* Resist disenchantment */
3828 #define RFR_RES_WALL 0x00008000 /* Resist force */
3829 #define RFR_RES_INER 0x00010000 /* Resist inertia */
3830 #define RFR_RES_TIME 0x00020000 /* Resist time */
3831 #define RFR_RES_GRAV 0x00040000 /* Resist gravity */
3832 #define RFR_RES_ALL 0x00080000 /* Resist all */
3833 #define RFR_RES_TELE 0x00100000 /* Resist teleportation */
3834 #define RFR_XXX21 0x00200000
3835 #define RFR_XXX22 0x00400000
3836 #define RFR_XXX23 0x00800000
3837 #define RFR_XXX24 0x01000000
3838 #define RFR_XXX25 0x02000000
3839 #define RFR_XXX26 0x04000000
3840 #define RFR_XXX27 0x08000000
3841 #define RFR_XXX28 0x10000000
3842 #define RFR_XXX29 0x20000000
3843 #define RFR_XXX30 0x40000000
3844 #define RFR_XXX31 0x80000000
3845 
3846 
3847 /*
3848  * Hack -- choose "intelligent" spells when desperate
3849  * Including "summon" spells
3850  */
3851 #define RF4_INT_MASK \
3852  (RF4_SUMMON_MASK | RF4_DISPEL)
3853 
3854 #define RF5_INT_MASK \
3855  (RF5_SUMMON_MASK | \
3856  RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
3857 
3858 #define RF6_INT_MASK \
3859  (RF6_SUMMON_MASK | \
3860  RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
3861  RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS)
3862 
3863 /*
3864  * Hack -- spells that cannot be used while player riding on the monster
3865  */
3866 #define RF4_RIDING_MASK \
3867  (RF4_SHRIEK)
3868 
3869 #define RF5_RIDING_MASK 0UL
3870 
3871 #define RF6_RIDING_MASK \
3872  (RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)
3873 
3874 /*
3875  * Hack -- "bolt" spells that may hurt fellow monsters
3876  * Currently "bolt" spells are included in "attack"
3877  */
3878 #define RF4_BOLT_MASK \
3879  (RF4_ROCKET | RF4_SHOOT)
3880 
3881 #define RF5_BOLT_MASK \
3882  (RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
3883  RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | RF5_BO_PLAS | \
3884  RF5_BO_ICEE | RF5_MISSILE)
3885 
3886 #define RF6_BOLT_MASK 0UL
3887 
3888 /*
3889  * Hack -- "beam" spells that may hurt fellow monsters
3890  * Currently "beam" spells are included in "attack"
3891  */
3892 #define RF4_BEAM_MASK 0UL
3893 
3894 #define RF5_BEAM_MASK 0UL
3895 
3896 #define RF6_BEAM_MASK (RF6_PSY_SPEAR)
3897 
3898 /*
3899  * Hack -- "ball" spells that may hurt friends
3900  * Including "radius 4 ball" and "breath" spells
3901  * Currently "ball" spells are included in "attack"
3902  */
3903 #define RF4_BALL_MASK \
3904  (RF4_BIG_BALL_MASK | RF4_BREATH_MASK | \
3905  RF4_ROCKET | RF4_BA_NUKE)
3906 
3907 #define RF5_BALL_MASK \
3908  (RF5_BIG_BALL_MASK | RF5_BREATH_MASK | \
3909  RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
3910  RF5_BA_POIS | RF5_BA_NETH)
3911 
3912 #define RF6_BALL_MASK \
3913  (RF6_BIG_BALL_MASK | RF6_BREATH_MASK)
3914 
3915 /*
3916  * Hack -- "ball" spells with radius 4 that may hurt friends
3917  * Currently "radius 4 ball" spells are included in "ball"
3918  */
3919 #define RF4_BIG_BALL_MASK \
3920  (RF4_BA_CHAO)
3921 
3922 #define RF5_BIG_BALL_MASK \
3923  (RF5_BA_LITE | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)
3924 
3925 #define RF6_BIG_BALL_MASK 0UL
3926 
3927 /*
3928  * Hack -- "breath" spells that may hurt friends
3929  * Currently "breath" spells are included in "ball" and "non-magic"
3930  */
3931 #define RF4_BREATH_MASK \
3932  (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | \
3933  RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
3934  RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | \
3935  RF4_BR_NEXU | RF4_BR_SHAR | RF4_BR_TIME | RF4_BR_INER | \
3936  RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
3937  RF4_BR_NUKE | RF4_BR_DISI)
3938 
3939 #define RF5_BREATH_MASK 0UL
3940 
3941 #define RF6_BREATH_MASK 0UL
3942 
3943 /*
3944  * Hack -- "summon" spells
3945  * Currently "summon" spells are included in "intelligent" and "indirect"
3946  */
3947 #define RF4_SUMMON_MASK 0UL
3948 
3949 #define RF5_SUMMON_MASK 0UL
3950 
3951 #define RF6_SUMMON_MASK \
3952  (RF6_S_KIN | RF6_S_CYBER | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
3953  RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
3954  RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
3955  RF6_S_AMBERITES | RF6_S_UNIQUE)
3956 
3957 /*
3958  * Hack -- "attack" spells
3959  * Including "bolt", "beam" and "ball" spells
3960  */
3961 #define RF4_ATTACK_MASK \
3962  (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_DISPEL)
3963 
3964 #define RF5_ATTACK_MASK \
3965  (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | \
3966  RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
3967  RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
3968  RF5_SCARE | RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)
3969 
3970 #define RF6_ATTACK_MASK \
3971  (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | \
3972  RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL | \
3973  RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)
3974 
3975 /*
3976  * Hack -- "indirect" spells
3977  * Including "summon" spells
3978  */
3979 #define RF4_INDIRECT_MASK \
3980  (RF4_SUMMON_MASK | RF4_SHRIEK)
3981 
3982 #define RF5_INDIRECT_MASK \
3983  (RF5_SUMMON_MASK)
3984 
3985 #define RF6_INDIRECT_MASK \
3986  (RF6_SUMMON_MASK | \
3987  RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
3988  RF6_TPORT | RF6_RAISE_DEAD)
3989 
3990 /*
3991  * Hack -- "non-magic" spells
3992  * Including "breath" spells
3993  */
3994 #define RF4_NOMAGIC_MASK \
3995  (RF4_BREATH_MASK | RF4_SHRIEK | RF4_ROCKET | RF4_SHOOT)
3996 
3997 #define RF5_NOMAGIC_MASK \
3998  (RF5_BREATH_MASK)
3999 
4000 #define RF6_NOMAGIC_MASK \
4001  (RF6_BREATH_MASK | RF6_SPECIAL)
4002 
4003 /*
4004  * Hack -- "torch" masks
4005  */
4006 #define RF7_LITE_MASK \
4007  (RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)
4008 
4009 #define RF7_DARK_MASK \
4010  (RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)
4011 
4012 #define RF7_HAS_LD_MASK \
4013  (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)
4014 
4015 #define RF7_SELF_LD_MASK \
4016  (RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)
4017 
4018 /*
4019  * Hack -- effective elemental and poison immunity mask
4020  */
4021 #define RFR_EFF_IM_ACID_MASK (RFR_IM_ACID | RFR_RES_ALL)
4022 #define RFR_EFF_IM_ELEC_MASK (RFR_IM_ELEC | RFR_RES_ALL)
4023 #define RFR_EFF_IM_FIRE_MASK (RFR_IM_FIRE | RFR_RES_ALL)
4024 #define RFR_EFF_IM_COLD_MASK (RFR_IM_COLD | RFR_RES_ALL)
4025 #define RFR_EFF_IM_POIS_MASK (RFR_IM_POIS | RFR_RES_ALL)
4026 #define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
4027 #define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
4028 #define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)
4029 
4030 
4031 #define MR1_SINKA 0x01
4032 
4033 
4034 #define is_friendly(A) \
4035  (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
4036 
4037 #define is_friendly_idx(IDX) \
4038  (bool)((IDX) > 0 && is_friendly(&m_list[(IDX)]))
4039 
4040 #define is_pet(A) \
4041  (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)
4042 
4043 #define is_hostile(A) \
4044  (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)
4045 
4046 /* Hack -- Determine monster race appearance index is same as race index */
4047 #define is_original_ap(A) \
4048  (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)
4049 
4050 #define is_original_ap_and_seen(A) \
4051  (bool)((A)->ml && !p_ptr->image && ((A)->ap_r_idx == (A)->r_idx))
4052 
4053 /*
4054  * Is the monster seen by the player?
4055  */
4056 #define is_seen(A) \
4057  ((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
4058  (player_can_see_bold((A)->fy, (A)->fx) && projectable(py, px, (A)->fy, (A)->fx)))))
4059 
4060 
4061 /*** Option Definitions ***/
4062 
4063 
4064 #define OPT_PAGE_INPUT 1
4065 #define OPT_PAGE_MAPSCREEN 2
4066 #define OPT_PAGE_TEXT 3
4067 #define OPT_PAGE_GAMEPLAY 4
4068 #define OPT_PAGE_DISTURBANCE 5
4069 #define OPT_PAGE_BIRTH 6
4070 #define OPT_PAGE_AUTODESTROY 7
4071 #define OPT_PAGE_PLAYRECORD 10
4072 
4073 #define OPT_PAGE_JAPANESE_ONLY 99
4074 
4075 
4076 /*** Macro Definitions ***/
4077 
4078 
4079 /*
4080  * Hack -- The main "screen"
4081  */
4082 #define term_screen (angband_term[0])
4083 
4084 
4085 /*
4086  * Determine if a given inventory item is "aware"
4087  */
4088 #define object_is_aware(T) \
4089  (k_info[(T)->k_idx].aware)
4090 
4091 /*
4092  * Determine if a given inventory item is "tried"
4093  */
4094 #define object_is_tried(T) \
4095  (k_info[(T)->k_idx].tried)
4096 
4097 
4098 /*
4099  * Determine if a given inventory item is "known"
4100  * Test One -- Check for special "known" tag
4101  * Test Two -- Check for "Easy Know" + "Aware"
4102  */
4103 #define object_is_known(T) \
4104  (((T)->ident & (IDENT_KNOWN)) || \
4105  (k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
4106 
4107 
4108 /*
4109  * Return the "attr" for a given item.
4110  * Use "flavor" if available.
4111  * Default to user definitions.
4112  */
4113 #define object_attr(T) \
4114  ((k_info[(T)->k_idx].flavor) ? \
4115  (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
4116  ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
4117  (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
4118  (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_attr)))
4119 
4120 /*
4121  * Return the "char" for a given item.
4122  * Use "flavor" if available.
4123  * Default to user definitions.
4124  */
4125 #define object_char(T) \
4126  ((k_info[(T)->k_idx].flavor) ? \
4127  (k_info[k_info[(T)->k_idx].flavor].x_char) : \
4128  (k_info[(T)->k_idx].x_char))
4129 
4130 
4131 /*
4132  * Artifacts use the "name1" field
4133  */
4134 #define object_is_fixed_artifact(T) \
4135  ((T)->name1 ? TRUE : FALSE)
4136 
4137 /*
4138  * Ego-Items use the "name2" field
4139  */
4140 #define object_is_ego(T) \
4141  ((T)->name2 ? TRUE : FALSE)
4142 
4143 
4144 /*
4145  * Broken items.
4146  */
4147 #define object_is_broken(T) \
4148  ((T)->ident & (IDENT_BROKEN))
4149 
4150 /*
4151  * Cursed items.
4152  */
4153 #define object_is_cursed(T) \
4154  ((T)->curse_flags)
4155 
4156 
4157 /*
4158  * Convert an "attr"/"char" pair into a "pict" (P)
4159  */
4160 #define PICT(A,C) \
4161  ((((u16b)(A)) << 8) | ((byte)(C)))
4162 
4163 /*
4164  * Convert a "pict" (P) into an "attr" (A)
4165  */
4166 #define PICT_A(P) \
4167  ((byte)((P) >> 8))
4168 
4169 /*
4170  * Convert a "pict" (P) into an "char" (C)
4171  */
4172 #define PICT_C(P) \
4173  ((char)((byte)(P)))
4174 
4175 
4176 /*
4177  * Convert a "location" (Y,X) into a "grid" (G)
4178  */
4179 #define GRID(Y,X) \
4180  (256 * (Y) + (X))
4181 
4182 /*
4183  * Convert a "grid" (G) into a "location" (Y)
4184  */
4185 #define GRID_Y(G) \
4186  ((int)((G) / 256U))
4187 
4188 /*
4189  * Convert a "grid" (G) into a "location" (X)
4190  */
4191 #define GRID_X(G) \
4192  ((int)((G) % 256U))
4193 
4194 
4195 /*
4196  * Determines if a map location is fully inside the outer walls
4197  */
4198 #define in_bounds(Y,X) \
4199  (((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
4200 
4201 /*
4202  * Determines if a map location is on or inside the outer walls
4203  */
4204 #define in_bounds2(Y,X) \
4205  (((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
4206 
4207 /*
4208  * Determines if a map location is on or inside the outer walls
4209  * (unsigned version)
4210  */
4211 #define in_bounds2u(Y,X) \
4212  (((Y) < cur_hgt) && ((X) < cur_wid))
4213 
4214 /*
4215  * Determines if a map location is currently "on screen" -RAK-
4216  * Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
4217  */
4218 #define panel_contains(Y,X) \
4219  (((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
4220  ((X) >= panel_col_min) && ((X) <= panel_col_max))
4221 
4222 
4223 /*
4224  * Determine if player is on this grid
4225  */
4226 #define player_bold(Y,X) \
4227  (((Y) == py) && ((X) == px))
4228 
4229 
4230 /*
4231  * Grid based version of "player_bold()"
4232  */
4233 #define player_grid(C) \
4234  ((C) == &cave[py][px])
4235 
4236 
4237 #define cave_have_flag_bold(Y,X,INDEX) \
4238  (have_flag(f_info[cave[(Y)][(X)].feat].flags, (INDEX)))
4239 
4240 
4241 #define cave_have_flag_grid(C,INDEX) \
4242  (have_flag(f_info[(C)->feat].flags, (INDEX)))
4243 
4244 
4245 /*
4246  * Determine if a "feature" supports "los"
4247  */
4248 #define feat_supports_los(F) \
4249  (have_flag(f_info[(F)].flags, FF_LOS))
4250 
4251 
4252 /*
4253  * Determine if a "legal" grid supports "los"
4254  */
4255 #define cave_los_bold(Y,X) \
4256  (feat_supports_los(cave[(Y)][(X)].feat))
4257 
4258 #define cave_los_grid(C) \
4259  (feat_supports_los((C)->feat))
4260 
4261 
4262 /*
4263  * Determine if a "legal" grid is a "clean" floor grid
4264  * Determine if terrain-change spells are allowed in a grid.
4265  *
4266  * Line 1 -- forbid non-floors
4267  * Line 2 -- forbid object terrains
4268  * Line 3 -- forbid normal objects
4269  */
4270 #define cave_clean_bold(Y,X) \
4271  (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
4272  !(cave[Y][X].info & CAVE_OBJECT) && \
4273  (cave[Y][X].o_idx == 0))
4274 
4275 
4276 /*
4277  * Determine if an object can be dropped on a "legal" grid
4278  *
4279  * Line 1 -- forbid non-drops
4280  * Line 2 -- forbid object terrains
4281  */
4282 #define cave_drop_bold(Y,X) \
4283  (cave_have_flag_bold((Y), (X), FF_DROP) && \
4284  !(cave[Y][X].info & CAVE_OBJECT))
4285 
4286 
4287 /*
4288  * Determine if a "legal" grid is an "empty" floor grid
4289  * Determine if monsters are allowed to move into a grid
4290  *
4291  * Line 1 -- forbid non-placement grids
4292  * Line 2 -- forbid normal monsters
4293  * Line 3 -- forbid the player
4294  */
4295 #define cave_empty_bold(Y,X) \
4296  (cave_have_flag_bold((Y), (X), FF_PLACE) && \
4297  !(cave[Y][X].m_idx) && \
4298  !player_bold(Y,X))
4299 
4300 
4301 /*
4302  * Determine if a "legal" grid is an "empty" floor grid
4303  * Determine if monster generation is allowed in a grid
4304  *
4305  * Line 1 -- forbid non-empty grids
4306  * Line 2 -- forbid trees while dungeon generation
4307  */
4308 #define cave_empty_bold2(Y,X) \
4309  (cave_empty_bold(Y,X) && \
4310  (character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
4311 
4312 
4313 /*
4314  * Determine if a "legal" grid is an "naked" floor grid
4315  *
4316  * Line 1 -- forbid non-clean gird
4317  * Line 2 -- forbid monsters
4318  * Line 3 -- forbid the player
4319  */
4320 #define cave_naked_bold(Y,X) \
4321  (cave_clean_bold(Y,X) && \
4322  !(cave[Y][X].m_idx) && \
4323  !player_bold(Y,X))
4324 
4325 
4326 /*
4327  * Determine if a "legal" grid is "permanent"
4328  *
4329  * Line 1 -- permanent flag
4330  */
4331 #define cave_perma_bold(Y,X) \
4332  (cave_have_flag_bold((Y), (X), FF_PERMANENT))
4333 
4334 
4335 /*
4336  * Grid based version of "cave_empty_bold()"
4337  */
4338 #define cave_empty_grid(C) \
4339  (cave_have_flag_grid((C), FF_PLACE) && \
4340  !((C)->m_idx) && \
4341  !player_grid(C))
4342 
4343 
4344 /*
4345  * Grid based version of "cave_perma_bold()"
4346  */
4347 #define cave_perma_grid(C) \
4348  (cave_have_flag_grid((C), FF_PERMANENT))
4349 
4350 
4351 #define pattern_tile(Y,X) \
4352  (cave_have_flag_bold((Y), (X), FF_PATTERN))
4353 
4354 /*
4355  * Does the grid stop disintegration?
4356  */
4357 #define cave_stop_disintegration(Y,X) \
4358  (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
4359  (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
4360  cave_have_flag_bold((Y), (X), FF_PERMANENT)))
4361 
4362 
4363 /*
4364  * Determine if a "legal" grid is within "los" of the player
4365  *
4366  * Note the use of comparison to zero to force a "boolean" result
4367  */
4368 #define player_has_los_grid(C) \
4369  (((C)->info & (CAVE_VIEW)) != 0)
4370 
4371 /*
4372  * Determine if a "legal" grid is within "los" of the player
4373  *
4374  * Note the use of comparison to zero to force a "boolean" result
4375  */
4376 #define player_has_los_bold(Y,X) \
4377  (((cave[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
4378 
4379 
4380 /*
4381  * Determine if a "feature" is "permanent wall"
4382  */
4383 #define permanent_wall(F) \
4384  (have_flag((F)->flags, FF_WALL) && \
4385  have_flag((F)->flags, FF_PERMANENT))
4386 
4387 /*
4388  * Get feature mimic from f_info[] (applying "mimic" field)
4389  */
4390 #define get_feat_mimic(C) \
4391  (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
4392 
4393 /*
4394  * Hack -- Prepare to use the "Secure" routines
4395  */
4396 #if defined(SET_UID) && defined(SECURE)
4397 extern int PlayerUID;
4398 # define getuid() PlayerUID
4399 # define geteuid() PlayerUID
4400 #endif
4401 
4402 
4403 
4404 /*** Color constants ***/
4405 
4406 
4407 /*
4408  * Angband "attributes" (with symbols, and base (R,G,B) codes)
4409  *
4410  * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
4411  * and should "gamma corrected" on most (non-Macintosh) machines.
4412  */
4413 #define TERM_DARK 0 /*!< 'd' - 黒 0,0,0 */
4414 #define TERM_WHITE 1 /*!< 'w' - 白 4,4,4 */
4415 #define TERM_SLATE 2 /*!< 's' - 灰 2,2,2 */
4416 #define TERM_ORANGE 3 /*!< 'o' - 橙 4,2,0 */
4417 #define TERM_RED 4 /*!< 'r' - 赤 3,0,0 */
4418 #define TERM_GREEN 5 /*!< 'g' - 緑 0,2,1 */
4419 #define TERM_BLUE 6 /*!< 'b' - 青 0,0,4 */
4420 #define TERM_UMBER 7 /*!< 'u' - 琥珀 2,1,0 */
4421 #define TERM_L_DARK 8 /*!< 'D' - 暗い灰 1,1,1 */
4422 #define TERM_L_WHITE 9 /*!< 'W' - 明るい灰 3,3,3 */
4423 #define TERM_VIOLET 10 /*!< 'v' - 紫 4,0,4 */
4424 #define TERM_YELLOW 11 /*!< 'y' - 黄 4,4,0 */
4425 #define TERM_L_RED 12 /*!< 'R' - 明るい赤 4,0,0 */
4426 #define TERM_L_GREEN 13 /*!< 'G' - 明るい緑 0,4,0 */
4427 #define TERM_L_BLUE 14 /*!< 'B' - 明るい青 0,4,4 */
4428 #define TERM_L_UMBER 15 /*!< 'U' - 明るい琥珀 3,2,1 */
4429 
4430 
4431 /*
4432  * Not using graphical tiles for this feature?
4433  */
4434 #define is_ascii_graphics(A) (!((A) & 0x80))
4435 
4436 /*** Music constants ***/
4437 
4438 #define MUSIC_BASIC_DEFAULT 0
4439 #define MUSIC_BASIC_GAMEOVER 1
4440 #define MUSIC_BASIC_EXIT 2
4441 #define MUSIC_BASIC_TOWN 3
4442 #define MUSIC_BASIC_FIELD1 4
4443 #define MUSIC_BASIC_FIELD2 5
4444 #define MUSIC_BASIC_FIELD3 6
4445 #define MUSIC_BASIC_DUN_LOW 7
4446 #define MUSIC_BASIC_DUN_MED 8
4447 #define MUSIC_BASIC_DUN_HIGH 9
4448 #define MUSIC_BASIC_DUN_FEEL1 10
4449 #define MUSIC_BASIC_DUN_FEEL2 11
4450 #define MUSIC_BASIC_WINNER 12
4451 #define MUSIC_BASIC_BUILD 13
4452 #define MUSIC_BASIC_WILD 14
4453 #define MUSIC_BASIC_QUEST 15
4454 #define MUSIC_BASIC_ARENA 16
4455 #define MUSIC_BASIC_BATTLE 17
4456 #define MUSIC_BASIC_MAX 18 /*!< BGM定義の最大数 */
4457 
4458 /*** Sound constants ***/
4459 
4460 /*
4461  * Mega-Hack -- some primitive sound support (see "main-win.c")
4462  *
4463  * Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
4464  */
4465 #define SOUND_HIT 1
4466 #define SOUND_MISS 2
4467 #define SOUND_FLEE 3
4468 #define SOUND_DROP 4
4469 #define SOUND_KILL 5
4470 #define SOUND_LEVEL 6
4471 #define SOUND_DEATH 7
4472 #define SOUND_STUDY 8
4473 #define SOUND_TELEPORT 9
4474 #define SOUND_SHOOT 10
4475 #define SOUND_QUAFF 11
4476 #define SOUND_ZAP 12
4477 #define SOUND_WALK 13
4478 #define SOUND_TPOTHER 14
4479 #define SOUND_HITWALL 15
4480 #define SOUND_EAT 16
4481 #define SOUND_STORE1 17
4482 #define SOUND_STORE2 18
4483 #define SOUND_STORE3 19
4484 #define SOUND_STORE4 20
4485 #define SOUND_DIG 21
4486 #define SOUND_OPENDOOR 22
4487 #define SOUND_SHUTDOOR 23
4488 #define SOUND_TPLEVEL 24
4489 #define SOUND_SCROLL 25
4490 #define SOUND_BUY 26
4491 #define SOUND_SELL 27
4492 #define SOUND_WARN 28
4493 #define SOUND_ROCKET 29 /*!< Somebody's shooting rockets */
4494 #define SOUND_N_KILL 30 /*!< The player kills a non-living/undead monster */
4495 #define SOUND_U_KILL 31 /*!< The player kills a unique */
4496 #define SOUND_QUEST 32 /*!< The player has just completed a quest */
4497 #define SOUND_HEAL 33 /*!< The player was healed a little bit */
4498 #define SOUND_X_HEAL 34 /*!< The player was healed full health */
4499 #define SOUND_BITE 35 /*!< A monster bites you */
4500 #define SOUND_CLAW 36 /*!< A monster claws you */
4501 #define SOUND_M_SPELL 37 /*!< A monster casts a miscellaneous spell */
4502 #define SOUND_SUMMON 38 /*!< A monster casts a summoning spell */
4503 #define SOUND_BREATH 39 /*!< A monster breathes */
4504 #define SOUND_BALL 40 /*!< A monster casts a ball / bolt spell */
4505 #define SOUND_M_HEAL 41 /*!< A monster heals itself somehow */
4506 #define SOUND_ATK_SPELL 42 /*!< A monster casts a misc. offensive spell */
4507 #define SOUND_EVIL 43 /*!< Something nasty has just happened! */
4508 #define SOUND_TOUCH 44 /*!< A monster touches you */
4509 #define SOUND_STING 45 /*!< A monster stings you */
4510 #define SOUND_CRUSH 46 /*!< A monster crushes / envelopes you */
4511 #define SOUND_SLIME 47 /*!< A monster drools/spits/etc on you */
4512 #define SOUND_WAIL 48 /*!< A monster wails */
4513 #define SOUND_WINNER 49 /*!< Just won the game! */
4514 #define SOUND_FIRE 50 /*!< An item was burned */
4515 #define SOUND_ACID 51 /*!< An item was destroyed by acid */
4516 #define SOUND_ELEC 52 /*!< An item was destroyed by electricity */
4517 #define SOUND_COLD 53 /*!< An item was shattered */
4518 #define SOUND_ILLEGAL 54 /*!< Illegal command attempted */
4519 #define SOUND_FAIL 55 /*!< Fail to get a spell off / activate an item */
4520 #define SOUND_WAKEUP 56 /*!< A monster wakes up */
4521 #define SOUND_INVULN 57 /*!< Invulnerability! */
4522 #define SOUND_FALL 58 /*!< Falling through a trapdoor... */
4523 #define SOUND_PAIN 59 /*!< A monster is in pain! */
4524 #define SOUND_DESTITEM 60 /*!< An item was destroyed by misc. means */
4525 #define SOUND_MOAN 61 /*!< A monster makes a moan/beg/insult attack */
4526 #define SOUND_SHOW 62 /*!< A monster makes a "show" attack */
4527 #define SOUND_UNUSED 63 /*!< (no sound for gaze attacks) */
4528 #define SOUND_EXPLODE 64 /*!< Something (or somebody) explodes */
4529 #define SOUND_GLASS 65 /*!< A glass feature was crashed */
4530 
4531 /*
4532  * Mega-Hack -- maximum known sounds
4533  */
4534 #define SOUND_MAX 66 /*!< 効果音定義の最大数 */
4535 
4536 #define MAX_VIRTUE 18 /*!< 徳定義の最大数 */
4537 
4538 #define V_COMPASSION 1
4539 #define V_HONOUR 2
4540 #define V_JUSTICE 3
4541 #define V_SACRIFICE 4
4542 #define V_KNOWLEDGE 5
4543 #define V_FAITH 6
4544 #define V_ENLIGHTEN 7
4545 #define V_ENCHANT 8
4546 #define V_CHANCE 9
4547 #define V_NATURE 10
4548 #define V_HARMONY 11
4549 #define V_VITALITY 12
4550 #define V_UNLIFE 13
4551 #define V_PATIENCE 14
4552 #define V_TEMPERANCE 15
4553 #define V_DILIGENCE 16
4554 #define V_VALOUR 17
4555 #define V_INDIVIDUALISM 18
4556 
4557 
4558 /*** Hack ***/
4559 
4560 
4561 /*
4562  * Hack -- attempt to reduce various values
4563  */
4564 #ifdef ANGBAND_LITE
4565 # undef MACRO_MAX
4566 # define MACRO_MAX 128
4567 # undef QUARK_MAX
4568 # define QUARK_MAX 128
4569 # undef MESSAGE_MAX
4570 # define MESSAGE_MAX 128
4571 # undef MESSAGE_BUF
4572 # define MESSAGE_BUF 4096
4573 #endif
4574 
4575 
4576 /*
4577  * Buildings actions
4578  */
4579 #define BACT_NOTHING 0
4580 #define BACT_RESEARCH_ITEM 1
4581 #define BACT_TOWN_HISTORY 2
4582 #define BACT_RACE_LEGENDS 3
4583 #define BACT_GREET_KING 4
4584 #define BACT_KING_LEGENDS 5
4585 #define BACT_QUEST 6
4586 #define BACT_XXX_UNUSED 7
4587 #define BACT_POSTER 8
4588 #define BACT_ARENA_RULES 9
4589 #define BACT_ARENA 10
4590 #define BACT_ARENA_LEGENDS 11
4591 #define BACT_IN_BETWEEN 12
4592 #define BACT_GAMBLE_RULES 13
4593 #define BACT_CRAPS 14
4594 #define BACT_SPIN_WHEEL 15
4595 #define BACT_DICE_SLOTS 16
4596 #define BACT_REST 17
4597 #define BACT_FOOD 18
4598 #define BACT_RUMORS 19
4599 #define BACT_RESEARCH_MONSTER 20
4600 #define BACT_COMPARE_WEAPONS 21
4601 #define BACT_LEGENDS 22
4602 #define BACT_ENCHANT_WEAPON 23
4603 #define BACT_ENCHANT_ARMOR 24
4604 #define BACT_RECHARGE 25
4605 #define BACT_IDENTS 26
4606 #define BACT_LEARN 27
4607 #define BACT_HEALING 28
4608 #define BACT_RESTORE 29
4609 #define BACT_ENCHANT_ARROWS 30
4610 #define BACT_ENCHANT_BOW 31
4611 #define BACT_GREET 32
4612 #define BACT_RECALL 33
4613 #define BACT_TELEPORT_LEVEL 34
4614 #define BACT_LOSE_MUTATION 35
4615 #define BACT_BATTLE 36
4616 #define BACT_TSUCHINOKO 37
4617 #define BACT_TARGET 38
4618 #define BACT_KUBI 39
4619 #define BACT_KANKIN 40
4620 #define BACT_HEIKOUKA 41
4621 #define BACT_TELE_TOWN 42
4622 #define BACT_POKER 43
4623 #define BACT_IDENT_ONE 44
4624 #define BACT_RECHARGE_ALL 45
4625 #define BACT_EVAL_AC 46
4626 #define BACT_BROKEN_WEAPON 47
4627 #define MAX_BACT 48
4628 
4629 /*
4630  * Quest status
4631  */
4632 #define QUEST_STATUS_UNTAKEN 0
4633 #define QUEST_STATUS_TAKEN 1
4634 #define QUEST_STATUS_COMPLETED 2
4635 #define QUEST_STATUS_REWARDED 3
4636 #define QUEST_STATUS_FINISHED 4
4637 #define QUEST_STATUS_FAILED 5
4638 #define QUEST_STATUS_FAILED_DONE 6
4639 #define QUEST_STATUS_STAGE_COMPLETED 7
4640 
4641 /*
4642  * Quest type
4643  */
4644 #define QUEST_TYPE_KILL_LEVEL 1
4645 #define QUEST_TYPE_KILL_ANY_LEVEL 2
4646 #define QUEST_TYPE_FIND_ARTIFACT 3
4647 #define QUEST_TYPE_FIND_EXIT 4
4648 #define QUEST_TYPE_KILL_NUMBER 5
4649 #define QUEST_TYPE_KILL_ALL 6
4650 #define QUEST_TYPE_RANDOM 7
4651 #define QUEST_TYPE_TOWER 8
4652 
4653 /*
4654  * Initialization flags
4655  */
4656 #define INIT_NAME_ONLY 0x01
4657 #define INIT_SHOW_TEXT 0x02
4658 #define INIT_ASSIGN 0x04
4659 #define INIT_CREATE_DUNGEON 0x08
4660 #define INIT_ONLY_FEATURES 0x10
4661 #define INIT_ONLY_BUILDINGS 0x20
4662 
4663 /*
4664  * Quest flags
4665  */
4666 #define QUEST_FLAG_SILENT 0x01 /* no messages fro completion */
4667 #define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
4668 #define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
4669 #define QUEST_FLAG_TOWER 0x08 /* Tower quest is special */
4670 
4671 /*
4672  * Available graphic modes
4673  */
4674 #define GRAPHICS_NONE 0
4675 #define GRAPHICS_ORIGINAL 1
4676 #define GRAPHICS_ADAM_BOLT 2
4677 #define GRAPHICS_HENGBAND 3
4678 
4679 /*
4680  * Modes for the random name generator
4681  */
4682 #define NAME_DWARF 1
4683 #define NAME_ELF 2
4684 #define NAME_GNOME 3
4685 #define NAME_HOBBIT 4
4686 #define NAME_HUMAN 5
4687 #define NAME_ORC 6
4688 
4689 #ifdef JP
4690 #define JVERB_AND 1
4691 #define JVERB_TO 2
4692 #define JVERB_OR 3
4693 #endif
4694 
4695 /*
4696  * Modes for the tokenizer
4697  */
4698 #define TOKENIZE_CHECKQUOTE 0x01 /* Special handling of single quotes */
4699 
4700 /*
4701  * Parse errors
4702  */
4703 #define PARSE_ERROR_GENERIC 1
4704 #define PARSE_ERROR_ABSOLETE_FILE 2
4705 #define PARSE_ERROR_MISSING_RECORD_HEADER 3
4706 #define PARSE_ERROR_NON_SEQUENTIAL_RECORDS 4
4707 #define PARSE_ERROR_INVALID_FLAG 5
4708 #define PARSE_ERROR_UNDEFINED_DIRECTIVE 6
4709 #define PARSE_ERROR_OUT_OF_MEMORY 7
4710 #define PARSE_ERROR_OUT_OF_BOUNDS 8
4711 #define PARSE_ERROR_TOO_FEW_ARGUMENTS 9
4712 #define PARSE_ERROR_UNDEFINED_TERRAIN_TAG 10
4713 #define PARSE_ERROR_MAX 11
4714 
4715 #define GINOU_SUDE 0
4716 #define GINOU_NITOURYU 1
4717 #define GINOU_RIDING 2
4718 
4719 /* Proficiency level */
4720 #define EXP_LEVEL_UNSKILLED 0
4721 #define EXP_LEVEL_BEGINNER 1
4722 #define EXP_LEVEL_SKILLED 2
4723 #define EXP_LEVEL_EXPERT 3
4724 #define EXP_LEVEL_MASTER 4
4725 
4726 /* Proficiency of weapons and misc. skills (except riding) */
4727 #define WEAPON_EXP_UNSKILLED 0
4728 #define WEAPON_EXP_BEGINNER 4000
4729 #define WEAPON_EXP_SKILLED 6000
4730 #define WEAPON_EXP_EXPERT 7000
4731 #define WEAPON_EXP_MASTER 8000
4732 
4733 /* Proficiency of riding */
4734 #define RIDING_EXP_UNSKILLED 0
4735 #define RIDING_EXP_BEGINNER 500
4736 #define RIDING_EXP_SKILLED 2000
4737 #define RIDING_EXP_EXPERT 5000
4738 #define RIDING_EXP_MASTER 8000
4739 
4740 /* Proficiency of spells */
4741 #define SPELL_EXP_UNSKILLED 0
4742 #define SPELL_EXP_BEGINNER 900
4743 #define SPELL_EXP_SKILLED 1200
4744 #define SPELL_EXP_EXPERT 1400
4745 #define SPELL_EXP_MASTER 1600
4746 
4747 #define NO_TOWN 6
4748 #define SECRET_TOWN 5
4749 
4750 #define NIKKI_HIGAWARI 0
4751 #define NIKKI_BUNSHOU 1
4752 #define NIKKI_ART 2
4753 #define NIKKI_UNIQUE 3
4754 #define NIKKI_FIX_QUEST_C 4
4755 #define NIKKI_FIX_QUEST_F 5
4756 #define NIKKI_RAND_QUEST_C 6
4757 #define NIKKI_RAND_QUEST_F 7
4758 #define NIKKI_MAXDEAPTH 8
4759 #define NIKKI_TRUMP 9
4760 #define NIKKI_STAIR 10
4761 #define NIKKI_RECALL 11
4762 #define NIKKI_TO_QUEST 12
4763 #define NIKKI_TELE_LEV 13
4764 #define NIKKI_BUY 14
4765 #define NIKKI_SELL 15
4766 #define NIKKI_ARENA 16
4767 #define NIKKI_HANMEI 17
4768 #define NIKKI_LEVELUP 18
4769 #define NIKKI_GAMESTART 19
4770 #define NIKKI_WIZ_TELE 20
4771 #define NIKKI_NAMED_PET 21
4772 #define NIKKI_PAT_TELE 22
4773 
4774 #define RECORD_NAMED_PET_NAME 0
4775 #define RECORD_NAMED_PET_UNNAME 1
4776 #define RECORD_NAMED_PET_DISMISS 2
4777 #define RECORD_NAMED_PET_DEATH 3
4778 #define RECORD_NAMED_PET_MOVED 4
4779 #define RECORD_NAMED_PET_LOST_SIGHT 5
4780 #define RECORD_NAMED_PET_DESTROY 6
4781 #define RECORD_NAMED_PET_EARTHQUAKE 7
4782 #define RECORD_NAMED_PET_GENOCIDE 8
4783 #define RECORD_NAMED_PET_WIZ_ZAP 9
4784 #define RECORD_NAMED_PET_TELE_LEVEL 10
4785 #define RECORD_NAMED_PET_BLAST 11
4786 #define RECORD_NAMED_PET_HEAL_LEPER 12
4787 #define RECORD_NAMED_PET_COMPACT 13
4788 #define RECORD_NAMED_PET_LOSE_PARENT 14
4789 
4790 #define MAX_MANE 16
4791 #define MAX_MONSPELLS 96
4792 #define MONSPELL_TYPE_BOLT 1
4793 #define MONSPELL_TYPE_BALL 2
4794 #define MONSPELL_TYPE_BREATH 3
4795 #define MONSPELL_TYPE_SUMMON 4
4796 #define MONSPELL_TYPE_OTHER 5
4797 
4798 #define EATER_EXT 36
4799 #define EATER_CHARGE 0x10000L
4800 #define EATER_ROD_CHARGE 0x10L
4801 
4802 #define MAX_KUBI 20
4803 
4804 #define DETECT_RAD_DEFAULT 30
4805 #define DETECT_RAD_MAP 30
4806 #define DETECT_RAD_ALL 255
4807 
4808 /* Monster Spells */
4809 #define MS_SHRIEK 0
4810 #define MS_XXX1 1
4811 #define MS_DISPEL 2
4812 #define MS_ROCKET 3
4813 #define MS_SHOOT 4
4814 #define MS_XXX2 5
4815 #define MS_XXX3 6
4816 #define MS_XXX4 7
4817 #define MS_BR_ACID 8
4818 #define MS_BR_ELEC 9
4819 #define MS_BR_FIRE 10
4820 #define MS_BR_COLD 11
4821 #define MS_BR_POIS 12
4822 #define MS_BR_NETHER 13
4823 #define MS_BR_LITE 14
4824 #define MS_BR_DARK 15
4825 #define MS_BR_CONF 16
4826 #define MS_BR_SOUND 17
4827 #define MS_BR_CHAOS 18
4828 #define MS_BR_DISEN 19
4829 #define MS_BR_NEXUS 20
4830 #define MS_BR_TIME 21
4831 #define MS_BR_INERTIA 22
4832 #define MS_BR_GRAVITY 23
4833 #define MS_BR_SHARDS 24
4834 #define MS_BR_PLASMA 25
4835 #define MS_BR_FORCE 26
4836 #define MS_BR_MANA 27
4837 #define MS_BALL_NUKE 28
4838 #define MS_BR_NUKE 29
4839 #define MS_BALL_CHAOS 30
4840 #define MS_BR_DISI 31
4841 #define MS_BALL_ACID 32
4842 #define MS_BALL_ELEC 33
4843 #define MS_BALL_FIRE 34
4844 #define MS_BALL_COLD 35
4845 #define MS_BALL_POIS 36
4846 #define MS_BALL_NETHER 37
4847 #define MS_BALL_WATER 38
4848 #define MS_BALL_MANA 39
4849 #define MS_BALL_DARK 40
4850 #define MS_DRAIN_MANA 41
4851 #define MS_MIND_BLAST 42
4852 #define MS_BRAIN_SMASH 43
4853 #define MS_CAUSE_1 44
4854 #define MS_CAUSE_2 45
4855 #define MS_CAUSE_3 46
4856 #define MS_CAUSE_4 47
4857 #define MS_BOLT_ACID 48
4858 #define MS_BOLT_ELEC 49
4859 #define MS_BOLT_FIRE 50
4860 #define MS_BOLT_COLD 51
4861 #define MS_STARBURST 52
4862 #define MS_BOLT_NETHER 53
4863 #define MS_BOLT_WATER 54
4864 #define MS_BOLT_MANA 55
4865 #define MS_BOLT_PLASMA 56
4866 #define MS_BOLT_ICE 57
4867 #define MS_MAGIC_MISSILE 58
4868 #define MS_SCARE 59
4869 #define MS_BLIND 60
4870 #define MS_CONF 61
4871 #define MS_SLOW 62
4872 #define MS_SLEEP 63
4873 #define MS_SPEED 64
4874 #define MS_HAND_DOOM 65
4875 #define MS_HEAL 66
4876 #define MS_INVULNER 67
4877 #define MS_BLINK 68
4878 #define MS_TELEPORT 69
4879 #define MS_WORLD 70
4880 #define MS_SPECIAL 71
4881 #define MS_TELE_TO 72
4882 #define MS_TELE_AWAY 73
4883 #define MS_TELE_LEVEL 74
4884 #define MS_PSY_SPEAR 75
4885 #define MS_DARKNESS 76
4886 #define MS_MAKE_TRAP 77
4887 #define MS_FORGET 78
4888 #define MS_RAISE_DEAD 79
4889 #define MS_S_KIN 80
4890 #define MS_S_CYBER 81
4891 #define MS_S_MONSTER 82
4892 #define MS_S_MONSTERS 83
4893 #define MS_S_ANT 84
4894 #define MS_S_SPIDER 85
4895 #define MS_S_HOUND 86
4896 #define MS_S_HYDRA 87
4897 #define MS_S_ANGEL 88
4898 #define MS_S_DEMON 89
4899 #define MS_S_UNDEAD 90
4900 #define MS_S_DRAGON 91
4901 #define MS_S_HI_UNDEAD 92
4902 #define MS_S_HI_DRAGON 93
4903 #define MS_S_AMBERITE 94
4904 #define MS_S_UNIQUE 95
4905 
4906 
4907 #define MON_BEGGAR 12
4908 #define MON_LEPER 13
4909 #define MON_BLACK_MARKET 14
4910 #define MON_LION_HEART 19
4911 #define MON_GHB 39
4912 #define MON_NOV_PRIEST 45
4913 #define MON_GRIP 53
4914 #define MON_WOLF 54
4915 #define MON_FANG 55
4916 #define MON_LOUSE 69
4917 #define MON_PIRANHA 70
4918 #define MON_COPPER_COINS 85
4919 #define MON_NOV_PALADIN 97
4920 #define MON_GREEN_G 100
4921 #define MON_NOV_PRIEST_G 109
4922 #define MON_SILVER_COINS 117
4923 #define MON_D_ELF 122
4924 #define MON_MANES 128
4925 #define MON_LOST_SOUL 133
4926 #define MON_ROBIN_HOOD 138
4927 #define MON_NOV_PALADIN_G 147
4928 #define MON_PHANTOM_W 152
4929 #define MON_WOUNDED_BEAR 159
4930 #define MON_D_ELF_MAGE 178
4931 #define MON_D_ELF_WARRIOR 182
4932 #define MON_BLUE_HORROR 189
4933 #define MON_GOLD_COINS 195
4934 #define MON_VORPAL_BUNNY 205
4935 #define MON_MASTER_YEEK 224
4936 #define MON_PRIEST 225
4937 #define MON_D_ELF_PRIEST 226
4938 #define MON_TIGER 230
4939 #define MON_MITHRIL_COINS 239
4940 #define MON_DRUID 241
4941 #define MON_PINK_HORROR 242
4942 #define MON_HILL_GIANT 255
4943 #define MON_WERERAT 270
4944 #define MON_UMBER_HULK 283
4945 #define MON_ORC_CAPTAIN 285
4946 #define MON_BERSERKER 293
4947 #define MON_IMP 296
4948 #define MON_SHAGRAT 314
4949 #define MON_GORBAG 315
4950 #define MON_STONE_GIANT 321
4951 #define MON_LIZARD_KING 332
4952 #define MON_WYVERN 334
4953 #define MON_SABRE_TIGER 339
4954 #define MON_D_ELF_LORD 348
4955 #define MON_FIRE_VOR 354
4956 #define MON_WATER_VOR 355
4957 #define MON_ARCH_VILE 357
4958 #define MON_COLD_VOR 358
4959 #define MON_ENERGY_VOR 359
4960 #define MON_IRON_GOLEM 367
4961 #define MON_JADE_MONK 370
4962 #define MON_D_ELF_WARLOCK 375
4963 #define MON_HAGEN 383
4964 #define MON_MENELDOR 384
4965 #define MON_PHANTOM_B 385
4966 #define MON_C_CRAWLER 395
4967 #define MON_XICLOTLAN 396
4968 #define MON_D_ELF_DRUID 400
4969 #define MON_TROLL_PRIEST 403
4970 #define MON_GWAIHIR 410
4971 #define MON_ANGEL 417
4972 #define MON_ADAMANT_COINS 423
4973 #define MON_COLBRAN 435
4974 #define MON_SPIRIT_NAGA 436
4975 #define MON_GACHAPIN 441
4976 #define MON_BASILISK 453
4977 #define MON_ARCHANGEL 456
4978 #define MON_MITHRIL_GOLEM 464
4979 #define MON_THORONDOR 468
4980 #define MON_SHADOW_DRAKE 471
4981 #define MON_GHOST 477
4982 #define MON_OGRE_SHAMAN 479
4983 #define MON_GHOUL_KING 483
4984 #define MON_NINJA 485
4985 #define MON_BICLOPS 490
4986 #define MON_IVORY_MONK 492
4987 #define MON_LOG_MASTER 498
4988 #define MON_ETHER_DRAKE 504
4989 #define MON_GOEMON 505
4990 #define MON_CHERUB 511
4991 #define MON_WATER_ELEM 512
4992 #define MON_JURT 517
4993 #define MON_LICH 518
4994 #define MON_BLOODLETTER 523
4995 #define MON_HALFLING_S 539
4996 #define MON_GRAV_HOUND 540
4997 #define MON_REVENANT 555
4998 #define MON_RAAL 557
4999 #define MON_COLOSSUS 558
5000 #define MON_NIGHTBLADE 564
5001 #define MON_ELDER_THING 569
5002 #define MON_CRYPT_THING 577
5003 #define MON_NEXUS_VOR 587
5004 #define MON_PLASMA_VOR 588
5005 #define MON_TIME_VOR 589
5006 #define MON_M_MH_DRAGON 593
5007 #define MON_MANDOR 598
5008 #define MON_SHIM_VOR 600
5009 #define MON_SERAPH 605
5010 #define MON_BARON_HELL 609
5011 #define MON_KAVLAX 616
5012 #define MON_ETTIN 621
5013 #define MON_VAMPIRE_LORD 623
5014 #define MON_JUBJUB 640
5015 #define MON_G_C_DRAKE 646
5016 #define MON_CLUB_DEMON 648
5017 #define MON_F_ANGEL 652
5018 #define MON_D_ELF_SORC 657
5019 #define MON_MASTER_LICH 658
5020 #define MON_RINALDO 660
5021 #define MON_ARCHON 661
5022 #define MON_UND_BEHOLDER 664
5023 #define MON_IRON_LICH 666
5024 #define MON_JACK_SHADOWS 670
5025 #define MON_LLOIGOR 682
5026 #define MON_DREADMASTER 690
5027 #define MON_DROLEM 691
5028 #define MON_DAWN 693
5029 #define MON_NAZGUL 696
5030 #define MON_SMAUG 697
5031 #define MON_STORMBRINGER 698
5032 #define MON_ULTRA_PALADIN 699
5033 #define MON_G_TITAN 702
5034 #define MON_S_TYRANNO 705
5035 #define MON_FAFNER 712
5036 #define MON_G_BALROG 720
5037 #define MON_TIME_HOUND 725
5038 #define MON_PLASMA_HOUND 726
5039 #define MON_BULLGATES 732
5040 #define MON_SANTACLAUS 733
5041 #define MON_LORD_CHAOS 737
5042 #define MON_TINDALOS 739
5043 #define MON_DEMILICH 742
5044 #define MON_NIGHTCRAWLER 744
5045 #define MON_CHAOS_VOR 751
5046 #define MON_AETHER_VOR 752
5047 #define MON_FUNDIN 762
5048 #define MON_DWORKIN 763
5049 #define MON_NIGHTWALKER 768
5050 #define MON_RAPHAEL 769
5051 #define MON_SARUMAN 771
5052 #define MON_GANDALF 772
5053 #define MON_BRAND 773
5054 #define MON_SHADOWLORD 774
5055 #define MON_ARCHLICH 776
5056 #define MON_JABBERWOCK 778
5057 #define MON_CHAOS_HOUND 779
5058 #define MON_ULT_BEHOLDER 781
5059 #define MON_SHAMBLER 786
5060 #define MON_BLEYS 789
5061 #define MON_FIONA 791
5062 #define MON_SKY_DRAKE 793
5063 #define MON_JULIAN 794
5064 #define MON_BLACK_REAVER 798
5065 #define MON_CAINE 799
5066 #define MON_GERARD 807
5067 #define MON_UNGOLIANT 808
5068 #define MON_ATLACH_NACHA 809
5069 #define MON_Y_GOLONAC 810
5070 #define MON_AETHER_HOUND 811
5071 #define MON_WARP_DEMON 812
5072 #define MON_ERIC 813
5073 #define MON_UNMAKER 815
5074 #define MON_CYBER 816
5075 #define MON_KLING 819
5076 #define MON_CORWIN 820
5077 #define MON_ANGMAR 825
5078 #define MON_CANTORAS 830
5079 #define MON_GODZILLA 832
5080 #define MON_SPAWN_CTH 836
5081 #define MON_SURTUR 837
5082 #define MON_TARRASQUE 838
5083 #define MON_LUNGORTHIN 839
5084 #define MON_CYBER_KING 843
5085 #define MON_WYRM_POWER 847
5086 #define MON_NODENS 849
5087 #define MON_JORMUNGAND 854
5088 #define MON_DESTROYER 855
5089 #define MON_GOTHMOG 856
5090 #define MON_G_CTHULHU 857
5091 #define MON_SAURON 858
5092 #define MON_UNICORN_ORD 859
5093 #define MON_OBERON 860
5094 #define MON_MORGOTH 861
5095 #define MON_SERPENT 862
5096 #define MON_ONE_RING 864
5097 #define MON_CAAWS 866
5098 #define MON_CULVERIN 867
5099 #define MON_EBONY_MONK 870
5100 #define MON_HAGURE 871
5101 #define MON_OROCHI 872
5102 #define MON_ECHIZEN 873
5103 #define MON_SPECT_WYRM 874
5104 #define MON_DIO 878
5105 #define MON_OHMU 879
5106 #define MON_WONG 880
5107 #define MON_ZOMBI_SERPENT 883
5108 #define MON_D_ELF_SHADE 886
5109 #define MON_MANA_HOUND 887
5110 #define MON_VENOM_WYRM 890
5111 #define MON_TROLL_KING 894
5112 #define MON_BAZOOKER 896
5113 #define MON_SHARD_VOR 897
5114 #define MON_ELF_LORD 900
5115 #define MON_MASTER_MYS 916
5116 #define MON_G_MASTER_MYS 917
5117 #define MON_IE 921
5118 #define MON_TSUCHINOKO 926
5119 #define MON_GCWADL 929
5120 #define MON_LOCKE_CLONE 930
5121 #define MON_CALDARM 931
5122 #define MON_BANORLUPART 932
5123 #define MON_BANOR 933
5124 #define MON_LUPART 934
5125 #define MON_KENSHIROU 936
5126 #define MON_W_KNIGHT 938
5127 #define MON_PLANETAR 942
5128 #define MON_SOLAR 943
5129 #define MON_BIKETAL 945
5130 #define MON_RICH 948
5131 #define MON_IKETA 949
5132 #define MON_B_DEATH_SWORD 953
5133 #define MON_YASE_HORSE 955
5134 #define MON_HORSE 956
5135 #define MON_BOTEI 963
5136 #define MON_KAGE 964
5137 #define MON_JAIAN 967
5138 #define MON_BELD 973
5139 #define MON_THAT_BAT 975
5140 #define MON_SHUTEN 979
5141 #define MON_FENGHUANG 988
5142 #define MON_KIRIN 989
5143 #define MON_BAHAMUT 1000
5144 #define MON_SUKE 1001
5145 #define MON_KAKU 1002
5146 #define MON_GHOST_Q 1003
5147 #define MON_PIP 1004
5148 #define MON_A_GOLD 1010
5149 #define MON_A_SILVER 1011
5150 #define MON_ROLENTO 1013
5151 #define MON_RAOU 1018
5152 #define MON_SHURYUUDAN 1023
5153 #define MON_WAHHA 1031
5154 #define MON_DEBBY 1032
5155 #define MON_KNI_TEMPLAR 1037
5156 #define MON_PALADIN 1038
5157 #define MON_CHAMELEON 1040
5158 #define MON_CHAMELEON_K 1041
5159 #define MON_TOPAZ_MONK 1047
5160 #define MON_M_MINDCRAFTER 1056
5161 #define MON_ELDER_VAMPIRE 1058
5162 #define MON_NOBORTA 1059
5163 #define MON_MORI_TROLL 1060
5164 #define MON_BARNEY 1061
5165 #define MON_GROO 1062
5166 #define MON_LOUSY 1063
5167 #define MON_WYRM_SPACE 1064
5168 #define MON_JIZOTAKO 1065
5169 #define MON_TANUKI 1067
5170 #define MON_HATOPOPPO 1083
5171 #define MON_KOGAN 1096
5172 
5173 /* Maximum "Nazguls" number */
5174 #define MAX_NAZGUL_NUM 5
5175 
5176 #define DO_AUTOPICK 0x01
5177 #define DO_AUTODESTROY 0x02
5178 #define DO_DISPLAY 0x04
5179 #define DONT_AUTOPICK 0x08
5180 #define ITEM_DISPLAY 0x10
5181 #define DO_QUERY_AUTOPICK 0x20
5182 
5183 
5184 #define MAGIC_GLOVE_REDUCE_MANA 0x0001
5185 #define MAGIC_FAIL_5PERCENT 0x0002
5186 #define MAGIC_GAIN_EXP 0x0004
5187 
5188 #define VIRTUE_LARGE 1
5189 #define VIRTUE_SMALL 2
5190 
5191 #define SPELL_DD_S 27
5192 #define SPELL_DD_T 13
5193 #define SPELL_SW 22
5194 #define SPELL_KABE 20
5195 
5196 #define KNOW_STAT 0x01
5197 #define KNOW_HPRATE 0x02
5198 
5199 /*
5200  * Music songs
5201  */
5202 #define MUSIC_NONE 0
5203 #define MUSIC_SLOW 1
5204 #define MUSIC_BLESS 2
5205 #define MUSIC_STUN 3
5206 #define MUSIC_L_LIFE 4
5207 #define MUSIC_FEAR 5
5208 #define MUSIC_HERO 6
5209 #define MUSIC_MIND 7
5210 #define MUSIC_STEALTH 8
5211 #define MUSIC_ID 9
5212 #define MUSIC_CONF 10
5213 #define MUSIC_SOUND 11
5214 #define MUSIC_CHARM 12
5215 #define MUSIC_WALL 13
5216 #define MUSIC_RESIST 14
5217 #define MUSIC_SPEED 15
5218 #define MUSIC_DISPEL 16
5219 #define MUSIC_SARUMAN 17
5220 #define MUSIC_QUAKE 18
5221 #define MUSIC_STASIS 19
5222 #define MUSIC_SHERO 20
5223 #define MUSIC_H_LIFE 21
5224 #define MUSIC_INVULN 22
5225 #define MUSIC_PSI 23
5226 
5227 #define MUSIC_DETECT 101
5228 
5229 #define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == (X)))
5230 #define music_singing_any() ((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])
5231 
5232 #define HISSATSU_NONE 0
5233 #define HISSATSU_2 1
5234 #define HISSATSU_3WAY 2
5235 #define HISSATSU_SUTEMI 3
5236 #define HISSATSU_FIRE 4
5237 #define HISSATSU_COLD 5
5238 #define HISSATSU_POISON 6
5239 #define HISSATSU_ELEC 7
5240 #define HISSATSU_NYUSIN 8
5241 #define HISSATSU_FUKI 9
5242 #define HISSATSU_MAJIN 10
5243 #define HISSATSU_BOOMER 11
5244 #define HISSATSU_DRAIN 12
5245 #define HISSATSU_SEKIRYUKA 13
5246 #define HISSATSU_OTAKEBI 14
5247 #define HISSATSU_SHOUGE 15
5248 #define HISSATSU_CONF 16
5249 #define HISSATSU_ISSEN 17
5250 #define HISSATSU_KYUSHO 18
5251 #define HISSATSU_KONSIN 19
5252 #define HISSATSU_HYAKU 20
5253 #define HISSATSU_MINEUCHI 21
5254 #define HISSATSU_MEKIKI 22
5255 #define HISSATSU_ZANMA 23
5256 #define HISSATSU_UNDEAD 24
5257 #define HISSATSU_HAGAN 25
5258 #define HISSATSU_QUAKE 26
5259 #define HISSATSU_COUNTER 27
5260 #define HISSATSU_HARAI 28
5261 #define HISSATSU_3DAN 29
5262 #define HISSATSU_100NIN 30
5263 
5264 #define HISSATSU_IAI 100
5265 
5266 /*
5267  * Special essence id for Weapon smith
5268  */
5269 #define MIN_SPECIAL_ESSENCE 200
5270 
5271 #define ESSENCE_ATTACK (MIN_SPECIAL_ESSENCE + 0)
5272 #define ESSENCE_AC (MIN_SPECIAL_ESSENCE + 1)
5273 #define ESSENCE_TMP_RES_ACID (MIN_SPECIAL_ESSENCE + 2)
5274 #define ESSENCE_TMP_RES_ELEC (MIN_SPECIAL_ESSENCE + 3)
5275 #define ESSENCE_TMP_RES_FIRE (MIN_SPECIAL_ESSENCE + 4)
5276 #define ESSENCE_TMP_RES_COLD (MIN_SPECIAL_ESSENCE + 5)
5277 #define ESSENCE_SH_FIRE (MIN_SPECIAL_ESSENCE + 6)
5278 #define ESSENCE_SH_ELEC (MIN_SPECIAL_ESSENCE + 7)
5279 #define ESSENCE_SH_COLD (MIN_SPECIAL_ESSENCE + 8)
5280 #define ESSENCE_RESISTANCE (MIN_SPECIAL_ESSENCE + 9)
5281 #define ESSENCE_SUSTAIN (MIN_SPECIAL_ESSENCE + 10)
5282 #define ESSENCE_SLAY_GLOVE (MIN_SPECIAL_ESSENCE + 11)
5283 
5284 
5285 #define DUNGEON_MODE_NONE 0
5286 #define DUNGEON_MODE_AND 1
5287 #define DUNGEON_MODE_NAND 2
5288 #define DUNGEON_MODE_OR 3
5289 #define DUNGEON_MODE_NOR 4
5290 
5291 /*** Dungeon type flags -- DG ***/
5292 #define DF1_WINNER 0x00000001L
5293 #define DF1_MAZE 0x00000002L
5294 #define DF1_SMALLEST 0x00000004L
5295 #define DF1_BEGINNER 0x00000008L
5296 #define DF1_BIG 0x00000010L
5297 #define DF1_NO_DOORS 0x00000020L
5298 #define DF1_WATER_RIVER 0x00000040L
5299 #define DF1_LAVA_RIVER 0x00000080L
5300 #define DF1_CURTAIN 0x00000100L
5301 #define DF1_GLASS_DOOR 0x00000200L
5302 #define DF1_CAVE 0x00000400L
5303 #define DF1_CAVERN 0x00000800L
5304 #define DF1_ARCADE 0x00001000L
5305 #define DF1_XXX13 0x00002000L
5306 #define DF1_XXX14 0x00004000L
5307 #define DF1_XXX15 0x00008000L
5308 #define DF1_FORGET 0x00010000L
5309 #define DF1_LAKE_WATER 0x00020000L
5310 #define DF1_LAKE_LAVA 0x00040000L
5311 #define DF1_LAKE_RUBBLE 0x00080000L
5312 #define DF1_LAKE_TREE 0x00100000L
5313 #define DF1_NO_VAULT 0x00200000L
5314 #define DF1_ARENA 0x00400000L
5315 #define DF1_DESTROY 0x00800000L
5316 #define DF1_GLASS_ROOM 0x01000000L
5317 #define DF1_NO_CAVE 0x02000000L
5318 #define DF1_NO_MAGIC 0x04000000L
5319 #define DF1_NO_MELEE 0x08000000L
5320 #define DF1_CHAMELEON 0x10000000L
5321 #define DF1_DARKNESS 0x20000000L
5322 #define DF1_XXX30 0x40000000L
5323 #define DF1_XXX31 0x80000000L
5324 
5325 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE)
5326 
5327 #define DUNGEON_ANGBAND 1
5328 #define DUNGEON_GALGALS 2
5329 #define DUNGEON_ORC 3
5330 #define DUNGEON_MAZE 4
5331 #define DUNGEON_DRAGON 5
5332 #define DUNGEON_GRAVE 6
5333 #define DUNGEON_WOOD 7
5334 #define DUNGEON_VOLCANO 8
5335 #define DUNGEON_HELL 9
5336 #define DUNGEON_HEAVEN 10
5337 #define DUNGEON_OCEAN 11
5338 #define DUNGEON_CASTLE 12
5339 #define DUNGEON_CTH 13
5340 #define DUNGEON_MOUNTAIN 14
5341 #define DUNGEON_GOLD 15
5342 #define DUNGEON_NO_MAGIC 16
5343 #define DUNGEON_NO_MELEE 17
5344 #define DUNGEON_CHAMELEON 18
5345 #define DUNGEON_DARKNESS 19
5346 
5347 
5348 #define DUNGEON_FEAT_PROB_NUM 3
5349 
5350 
5351 /*
5352  * Flags for change floor mode
5353  */
5354 #define CFM_UP 0x0001 /* Move up */
5355 #define CFM_DOWN 0x0002 /* Move down */
5356 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
5357 #define CFM_XXX 0x0008 /* XXX */
5358 #define CFM_SHAFT 0x0010 /* Shaft */
5359 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
5360 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
5361 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
5362 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
5363 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
5364 
5365 
5366 /*
5367  * Flags for save/load temporal saved floor file
5368  */
5369 #define SLF_SECOND 0x0001 /* Called from another save/load function */
5370 #define SLF_NO_KILL 0x0002 /* Don't kill temporal files */
5371 
5372 
5373 /*
5374  * Flags for wr_item()/rd_item()
5375  */
5376 #define SAVE_ITEM_PVAL 0x00000001
5377 #define SAVE_ITEM_DISCOUNT 0x00000002
5378 #define SAVE_ITEM_NUMBER 0x00000004
5379 #define SAVE_ITEM_NAME1 0x00000008
5380 #define SAVE_ITEM_NAME2 0x00000010
5381 #define SAVE_ITEM_TIMEOUT 0x00000020
5382 #define SAVE_ITEM_TO_H 0x00000040
5383 #define SAVE_ITEM_TO_D 0x00000080
5384 #define SAVE_ITEM_TO_A 0x00000100
5385 #define SAVE_ITEM_AC 0x00000200
5386 #define SAVE_ITEM_DD 0x00000400
5387 #define SAVE_ITEM_DS 0x00000800
5388 #define SAVE_ITEM_IDENT 0x00001000
5389 #define SAVE_ITEM_MARKED 0x00002000
5390 #define SAVE_ITEM_ART_FLAGS0 0x00004000
5391 #define SAVE_ITEM_ART_FLAGS1 0x00008000
5392 #define SAVE_ITEM_ART_FLAGS2 0x00010000
5393 #define SAVE_ITEM_ART_FLAGS3 0x00020000
5394 #define SAVE_ITEM_CURSE_FLAGS 0x00040000
5395 #define SAVE_ITEM_HELD_M_IDX 0x00080000
5396 #define SAVE_ITEM_XTRA1 0x00100000
5397 #define SAVE_ITEM_XTRA2 0x00200000
5398 #define SAVE_ITEM_XTRA3 0x00400000
5399 #define SAVE_ITEM_XTRA4 0x00800000
5400 #define SAVE_ITEM_XTRA5 0x01000000
5401 #define SAVE_ITEM_FEELING 0x02000000
5402 #define SAVE_ITEM_INSCRIPTION 0x04000000
5403 #define SAVE_ITEM_ART_NAME 0x08000000
5404 #define SAVE_ITEM_ART_FLAGS4 0x10000000
5405 
5406 
5407 /*
5408  * Flags for wr_monster()/rd_monster()
5409  */
5410 #define SAVE_MON_AP_R_IDX 0x00000001
5411 #define SAVE_MON_SUB_ALIGN 0x00000002
5412 #define SAVE_MON_CSLEEP 0x00000004
5413 #define SAVE_MON_FAST 0x00000008
5414 #define SAVE_MON_SLOW 0x00000010
5415 #define SAVE_MON_STUNNED 0x00000020
5416 #define SAVE_MON_CONFUSED 0x00000040
5417 #define SAVE_MON_MONFEAR 0x00000080
5418 #define SAVE_MON_TARGET_Y 0x00000100
5419 #define SAVE_MON_TARGET_X 0x00000200
5420 #define SAVE_MON_INVULNER 0x00000400
5421 #define SAVE_MON_SMART 0x00000800
5422 #define SAVE_MON_EXP 0x00001000
5423 #define SAVE_MON_MFLAG2 0x00002000
5424 #define SAVE_MON_NICKNAME 0x00004000
5425 #define SAVE_MON_PARENT 0x00008000
5426 
5427 
5428 /*
5429  * Constant for kinds of mimic
5430  */
5431 #define MIMIC_NONE 0
5432 #define MIMIC_DEMON 1
5433 #define MIMIC_DEMON_LORD 2
5434 #define MIMIC_VAMPIRE 3
5435 
5436 
5437 #define MIMIC_FLAGS choice
5438 #define MIMIC_IS_NONLIVING 0x00000001
5439 #define MIMIC_IS_DEMON 0x00000002
5440 #define MIMIC_IS_UNDEAD 0x00000004
5441 
5442 
5443 #define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))
5444 
5445 /* Sub-alignment flags for neutral monsters */
5446 #define SUB_ALIGN_NEUTRAL 0x0000
5447 #define SUB_ALIGN_EVIL 0x0001
5448 #define SUB_ALIGN_GOOD 0x0002
5449 
5450 /* Temporary flags macro */
5451 #define IS_FAST() (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
5452 #define IS_INVULN() (p_ptr->invuln || music_singing(MUSIC_INVULN))
5453 #define IS_HERO() (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
5454 #define IS_BLESSED() (p_ptr->blessed || music_singing(MUSIC_BLESS) || hex_spelling(HEX_BLESS))
5455 #define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5456 #define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5457 #define IS_OPPOSE_FIRE() (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5458 #define IS_OPPOSE_COLD() (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5459 #define IS_OPPOSE_POIS() (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
5460 #define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
5461 #define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))
5462 
5463 /* Multishadow effects is determined by turn */
5464 #define CHECK_MULTISHADOW() (p_ptr->multishadow && (turn & 1))
5465 
5466 /* Is "teleport level" ineffective to this target? */
5467 #define TELE_LEVEL_IS_INEFF(TARGET) \
5468  (p_ptr->inside_arena || p_ptr->inside_battle || \
5469  (p_ptr->inside_quest && !random_quest_number(dun_level)) || \
5470  (((TARGET) <= 0) && (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && \
5471  (dun_level >= 1) && ironman_downward))
5472 
5473 
5474 /*
5475  * Max numbers of macro trigger names
5476  */
5477 #define MAX_MACRO_MOD 12
5478 #define MAX_MACRO_TRIG 200 /*!< 登録を許すマクロ(トリガー)の最大数 */
5479 
5480 /* Max size of screen dump buffer */
5481 #define SCREEN_BUF_SIZE 65536
5482 
5483 
5484 /*
5485  * Special key code used for inkey_special()
5486  */
5487 #define SKEY_MOD_MASK 0x0f00
5488 #define SKEY_MOD_SHIFT 0x0100
5489 #define SKEY_MOD_CONTROL 0x0200
5490 
5491 #define SKEY_MASK 0xf000
5492 #define SKEY_DOWN 0xf001
5493 #define SKEY_LEFT 0xf002
5494 #define SKEY_RIGHT 0xf003
5495 #define SKEY_UP 0xf004
5496 #define SKEY_PGUP 0xf005
5497 #define SKEY_PGDOWN 0xf006
5498 #define SKEY_TOP 0xf007
5499 #define SKEY_BOTTOM 0xf008
5500 
5501 /*
5502  * Bit flags for move_player_effect()
5503  */
5504 #define MPE_STAYING 0x00000001
5505 #define MPE_FORGET_FLOW 0x00000002
5506 #define MPE_HANDLE_STUFF 0x00000004
5507 #define MPE_ENERGY_USE 0x00000008
5508 #define MPE_DONT_PICKUP 0x00000010
5509 #define MPE_DO_PICKUP 0x00000020
5510 #define MPE_BREAK_TRAP 0x00000040
5511 #define MPE_DONT_SWAP_MON 0x00000080
5512 
5513 
5514 #define MTIMED_CSLEEP 0 /* Monster is sleeping */
5515 #define MTIMED_FAST 1 /* Monster is temporarily fast */
5516 #define MTIMED_SLOW 2 /* Monster is temporarily slow */
5517 #define MTIMED_STUNNED 3 /* Monster is stunned */
5518 #define MTIMED_CONFUSED 4 /* Monster is confused */
5519 #define MTIMED_MONFEAR 5 /* Monster is afraid */
5520 #define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */
5521 
5522 #define MAX_MTIMED 7
5523 
5524 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP])
5525 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST])
5526 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW])
5527 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED])
5528 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
5529 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR])
5530 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])
5531 
5532 /*
5533  * Bit flags for screen_object()
5534  */
5535 #define SCROBJ_FAKE_OBJECT 0x00000001
5536 #define SCROBJ_FORCE_DETAIL 0x00000002
5537 
5538 /*
5539  * For travel command (auto run)
5540  */
5541 #define TRAVEL
5542 
5543 /* Sniper */
5544 #define SP_NONE 0
5545 #define SP_LITE 1
5546 #define SP_AWAY 2
5547 #define SP_FIRE 3
5548 #define SP_KILL_WALL 4
5549 #define SP_COLD 5
5550 #define SP_KILL_TRAP 6
5551 #define SP_ELEC 7
5552 #define SP_PIERCE 8
5553 #define SP_RUSH 9
5554 #define SP_DOUBLE 10
5555 #define SP_EXPLODE 11
5556 #define SP_EVILNESS 12
5557 #define SP_HOLYNESS 13
5558 #define SP_FINAL 14
5559 #define SP_NEEDLE 15
5560 
5561 #define CONCENT_RADAR_THRESHOLD 2
5562 #define CONCENT_TELE_THRESHOLD 5
5563 
5564 /* Hex */
5565 #define hex_spelling_any() \
5566  ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
5567 #define hex_spelling(X) \
5568  ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
5569 /* 1st book */
5570 #define HEX_BLESS 0
5571 #define HEX_CURE_LIGHT 1
5572 #define HEX_DEMON_AURA 2
5573 #define HEX_STINKING_MIST 3
5574 #define HEX_XTRA_MIGHT 4
5575 #define HEX_CURSE_WEAPON 5
5576 #define HEX_DETECT_EVIL 6
5577 #define HEX_PATIENCE 7
5578 /* 2nd book */
5579 #define HEX_ICE_ARMOR 8
5580 #define HEX_CURE_SERIOUS 9
5581 #define HEX_INHAIL 10
5582 #define HEX_VAMP_MIST 11
5583 #define HEX_RUNESWORD 12
5584 #define HEX_CONFUSION 13
5585 #define HEX_BUILDING 14
5586 #define HEX_ANTI_TELE 15
5587 /* 3rd book */
5588 #define HEX_SHOCK_CLOAK 16
5589 #define HEX_CURE_CRITICAL 17
5590 #define HEX_RECHARGE 18
5591 #define HEX_RAISE_DEAD 19
5592 #define HEX_CURSE_ARMOUR 20
5593 #define HEX_SHADOW_CLOAK 21
5594 #define HEX_PAIN_TO_MANA 22
5595 #define HEX_EYE_FOR_EYE 23
5596 /* 4th book */
5597 #define HEX_ANTI_MULTI 24
5598 #define HEX_RESTORE 25
5599 #define HEX_DRAIN_CURSE 26
5600 #define HEX_VAMP_BLADE 27
5601 #define HEX_STUN_MONSTERS 28
5602 #define HEX_SHADOW_MOVE 29
5603 #define HEX_ANTI_MAGIC 30
5604 #define HEX_REVENGE 31
5605 
5606 /*
5607  Language selection macro
5608 */
5609 #ifdef JP
5610 #define _(JAPANESE,ENGLISH) (JAPANESE)
5611 #else
5612 #define _(JAPANESE,ENGLISH) (ENGLISH)
5613 #endif
5614 
5615 /* Lite flag macro */
5616 #define have_lite_flag(ARRAY) \
5617  (have_flag(ARRAY, TR_LITE_1) || have_flag(ARRAY, TR_LITE_2) || have_flag(ARRAY, TR_LITE_3))
5618 
5619 #define have_dark_flag(ARRAY) \
5620  (have_flag(ARRAY, TR_LITE_M1) || have_flag(ARRAY, TR_LITE_M2) || have_flag(ARRAY, TR_LITE_M3))
5621 
5622 /* Spell Type flag */
5623 #define MONSTER_TO_PLAYER 0x01
5624 #define MONSTER_TO_MONSTER 0x02
5625 
5626 /* summoning number */
5627 #define S_NUM_6 (easy_band ? 2 : 6)
5628 #define S_NUM_4 (easy_band ? 1 : 4)
5629 
5630 /* monster spell number */
5631 #define RF4_SPELL_START 32 * 3
5632 #define RF5_SPELL_START 32 * 4
5633 #define RF6_SPELL_START 32 * 5
5634 
5635 #define RF4_SPELL_SIZE 32
5636 #define RF5_SPELL_SIZE 32
5637 #define RF6_SPELL_SIZE 32
5638 
5639 /* Spell Damage Calc Flag*/
5640 #define DAM_ROLL 1
5641 #define DAM_MAX 2
5642 #define DAM_MIN 3
5643 #define DICE_NUM 4
5644 #define DICE_SIDE 5
5645 #define DICE_MULT 6
5646 #define DICE_DIV 7
5647 #define BASE_DAM 8