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マクロ定義 | 変数
constant.h
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マクロ定義

#define CONSTANT_H_INCLUDED
 
#define CUR_VERSION_MAJ   5 /* version 5.5 */
 
#define CUR_VERSION_MIN   5
 
#define PATCH_LEVEL   0
 
#define TRUE   1
 
#define FALSE   0
 
#define MAX_UCHAR   255
 
#define MAX_SHORT   32767 /* maximum short/long signed ints */
 
#define MAX_LONG   0x7FFFFFFFL
 
#define MSG_LINE   0
 
#define MAX_SAVE_MSG   22 /* How many messages to save -CJS- */
 
#define MAX_HEIGHT   66 /* Multiple of 11; >= 22 */
 
#define MAX_WIDTH   198 /* Multiple of 33; >= 66 */
 
#define SCREEN_HEIGHT   22
 
#define SCREEN_WIDTH   66
 
#define QUART_HEIGHT   (SCREEN_HEIGHT / 4)
 
#define QUART_WIDTH   (SCREEN_WIDTH / 4)
 
#define DUN_TUN_RND   9 /* 1/Chance of Random direction */
 
#define DUN_TUN_CHG   70 /* Chance of changing direction (99 max) */
 
#define DUN_TUN_CON   15 /* Chance of extra tunneling */
 
#define DUN_ROO_MEA   32 /* Mean of # of rooms, standard dev2 */
 
#define DUN_TUN_PEN   25 /* % chance of room doors */
 
#define DUN_TUN_JCT   15 /* % chance of doors at tunnel junctions */
 
#define DUN_STR_DEN   5 /* Density of streamers */
 
#define DUN_STR_RNG   2 /* Width of streamers */
 
#define DUN_STR_MAG   3 /* Number of magma streamers */
 
#define DUN_STR_MC   90 /* 1/x chance of treasure per magma */
 
#define DUN_STR_QUA   2 /* Number of quartz streamers */
 
#define DUN_STR_QC   40 /* 1/x chance of treasure per quartz */
 
#define DUN_UNUSUAL   300 /* Level/x chance of unusual room */
 
#define MAX_OWNERS   18 /* Number of owners to choose from */
 
#define MAX_STORES   6 /* Number of different stores */
 
#define STORE_INVEN_MAX   24 /* Max number of discrete objs in inven */
 
#define STORE_CHOICES   26 /* NUMBER of items to choose stock from */
 
#define STORE_MAX_INVEN   18 /* Max diff objs in stock for auto buy */
 
#define STORE_MIN_INVEN   10 /* Min diff objs in stock for auto sell */
 
#define STORE_TURN_AROUND   9 /* Amount of buying and selling normally */
 
#define COST_ADJ   100 /* Adjust prices for buying and selling */
 
#define INVEN_ARRAY_SIZE   34 /* Size of inventory array(Do not change)*/
 
#define MAX_OBJ_LEVEL   50 /* Maximum level of magic in dungeon */
 
#define OBJ_GREAT   12 /* 1/n Chance of item being a Great Item */
 
#define MAX_OBJECTS   420 /* Number of objects for universe */
 
#define MAX_DUNGEON_OBJ   344 /* Number of dungeon objects */
 
#define OBJ_OPEN_DOOR   367
 
#define OBJ_CLOSED_DOOR   368
 
#define OBJ_SECRET_DOOR   369
 
#define OBJ_UP_STAIR   370
 
#define OBJ_DOWN_STAIR   371
 
#define OBJ_STORE_DOOR   372
 
#define OBJ_TRAP_LIST   378
 
#define OBJ_RUBBLE   396
 
#define OBJ_MUSH   397
 
#define OBJ_SCARE_MON   398
 
#define OBJ_GOLD_LIST   399
 
#define OBJ_NOTHING   417
 
#define OBJ_RUINED_CHEST   418
 
#define OBJ_WIZARD   419
 
#define OBJECT_IDENT_SIZE
 
#define MAX_GOLD   18 /* Number of different types of gold */
 
#define MAX_TALLOC   175 /* Max objects per level */
 
#define MIN_TRIX   1 /* Minimum t_list index used */
 
#define TREAS_ROOM_ALLOC   7 /* Amount of objects for rooms */
 
#define TREAS_ANY_ALLOC   2 /* Amount of objects for corridors */
 
#define TREAS_GOLD_ALLOC   2 /* Amount of gold (and gems) */
 
#define OBJ_STD_ADJ   125 /* Adjust STD per level * 100 */
 
#define OBJ_STD_MIN   7 /* Minimum STD */
 
#define OBJ_TOWN_LEVEL   7 /* Town object generation level */
 
#define OBJ_BASE_MAGIC   15 /* Base amount of magic */
 
#define OBJ_BASE_MAX   70 /* Max amount of magic */
 
#define OBJ_DIV_SPECIAL   6 /* magic_chance/# special magic */
 
#define OBJ_DIV_CURSED   13 /* 10*magic_chance/# cursed items */
 
#define OBJ_LAMP_MAX   15000 /* Maximum amount that lamp can be filled*/
 
#define OBJ_BOLT_RANGE   18 /* Maximum range of bolts and balls */
 
#define OBJ_RUNE_PROT   3000 /* Rune of protection resistance */
 
#define MAX_CREATURES   279 /* Number of creatures defined for univ */
 
#define N_MONS_ATTS   215 /* Number of monster attack types. */
 
#define MAX_MALLOC   125 /* Max that can be allocated */
 
#define MAX_MALLOC_CHANCE   160 /* 1/x chance of new monster each round */
 
#define MAX_MONS_LEVEL   40 /* Maximum level of creatures */
 
#define MAX_SIGHT   20 /* Maximum dis a creature can be seen */
 
#define MAX_SPELL_DIS   20 /* Maximum dis creat. spell can be cast */
 
#define MAX_MON_MULT   75 /* Maximum reproductions on a level */
 
#define MON_MULT_ADJ   7 /* High value slows multiplication */
 
#define MON_NASTY   50 /* 1/x chance of high level creat */
 
#define MIN_MALLOC_LEVEL   14 /* Minimum number of monsters/level */
 
#define MIN_MALLOC_TD   4 /* Number of people on town level (day) */
 
#define MIN_MALLOC_TN   8 /* Number of people on town level (night)*/
 
#define WIN_MON_TOT   2 /* Total number of "win" creatures */
 
#define WIN_MON_APPEAR   50 /* Level where winning creatures begin */
 
#define MON_SUMMON_ADJ   2 /* Adjust level of summoned creatures */
 
#define MON_DRAIN_LIFE   2 /* Percent of player exp drained per hit */
 
#define MAX_MON_NATTACK   4 /* Max num attacks (used in mons memory) -CJS-*/
 
#define MIN_MONIX   2 /* Minimum index in m_list (1 = py, 0 = no mon)*/
 
#define MAX_TRAP   18 /* Number of defined traps */
 
#define SCARE_MONSTER   99
 
#define MAX_COLORS   49 /* Used with potions */
 
#define MAX_MUSH   22 /* Used with mushrooms */
 
#define MAX_WOODS   25 /* Used with staffs */
 
#define MAX_METALS   25 /* Used with wands */
 
#define MAX_ROCKS   32 /* Used with rings */
 
#define MAX_AMULETS   11 /* Used with amulets */
 
#define MAX_TITLES   45 /* Used with scrolls */
 
#define MAX_SYLLABLES   153 /* Used with scrolls */
 
#define MAX_PLAYER_LEVEL   40 /* Maximum possible character level */
 
#define MAX_EXP   9999999L /* Maximum amount of experience -CJS- */
 
#define MAX_RACES   8 /* Number of defined races */
 
#define MAX_CLASS   6 /* Number of defined classes */
 
#define USE_DEVICE   3 /* x> Harder devices x< Easier devices */
 
#define MAX_BACKGROUND   128 /* Number of types of histories for univ */
 
#define PLAYER_FOOD_FULL   10000/* Getting full */
 
#define PLAYER_FOOD_MAX   15000/* Maximum food value, beyond is wasted */
 
#define PLAYER_FOOD_FAINT   300/* Character begins fainting */
 
#define PLAYER_FOOD_WEAK   1000/* Warn player that he is getting very low*/
 
#define PLAYER_FOOD_ALERT   2000/* Warn player that he is getting low */
 
#define PLAYER_REGEN_FAINT   33 /* Regen factor*2^16 when fainting */
 
#define PLAYER_REGEN_WEAK   98 /* Regen factor*2^16 when weak */
 
#define PLAYER_REGEN_NORMAL   197 /* Regen factor*2^16 when full */
 
#define PLAYER_REGEN_HPBASE   1442 /* Min amount hp regen*2^16 */
 
#define PLAYER_REGEN_MNBASE   524 /* Min amount mana regen*2^16 */
 
#define PLAYER_WEIGHT_CAP   130 /* "#"*(1/10 pounds) per strength point */
 
#define PLAYER_EXIT_PAUSE   2 /* Pause time before player can re-roll */
 
#define CLA_BTH   0
 
#define CLA_BTHB   1
 
#define CLA_DEVICE   2
 
#define CLA_DISARM   3
 
#define CLA_SAVE   4
 
#define CLA_MISC_HIT   4
 
#define MAX_LEV_ADJ   5
 
#define BTH_PLUS_ADJ   3 /* Adjust BTH per plus-to-hit */
 
#define INVEN_WIELD   22 /* must be first item in equipment list */
 
#define INVEN_HEAD   23
 
#define INVEN_NECK   24
 
#define INVEN_BODY   25
 
#define INVEN_ARM   26
 
#define INVEN_HANDS   27
 
#define INVEN_RIGHT   28
 
#define INVEN_LEFT   29
 
#define INVEN_FEET   30
 
#define INVEN_OUTER   31
 
#define INVEN_LIGHT   32
 
#define INVEN_AUX   33
 
#define A_STR   0
 
#define A_INT   1
 
#define A_WIS   2
 
#define A_DEX   3
 
#define A_CON   4
 
#define A_CHR   5
 
#define CTRL(x)   (x & 0x1F)
 
#define DELETE   0x7f
 
#define ESCAPE   '\033' /* ESCAPE character -CJS- */
 
#define CNIL   (char *)0
 
#define NULL_WALL   0
 
#define DARK_FLOOR   1
 
#define LIGHT_FLOOR   2
 
#define MAX_CAVE_ROOM   2
 
#define CORR_FLOOR   3
 
#define BLOCKED_FLOOR   4 /* a corridor space with cl/st/se door or rubble */
 
#define MAX_CAVE_FLOOR   4
 
#define MAX_OPEN_SPACE   3
 
#define MIN_CLOSED_SPACE   4
 
#define TMP1_WALL   8
 
#define TMP2_WALL   9
 
#define MIN_CAVE_WALL   12
 
#define GRANITE_WALL   12
 
#define MAGMA_WALL   13
 
#define QUARTZ_WALL   14
 
#define BOUNDARY_WALL   15
 
#define STAT_COLUMN   0
 
#define NONE   0
 
#define MAGE   1
 
#define PRIEST   2
 
#define SPELL_OFFSET   0
 
#define PRAYER_OFFSET   31
 
#define NORMAL_TABLE_SIZE   256
 
#define NORMAL_TABLE_SD   64 /* the standard deviation for the table */
 
#define PY_HUNGRY   0x00000001L
 
#define PY_WEAK   0x00000002L
 
#define PY_BLIND   0x00000004L
 
#define PY_CONFUSED   0x00000008L
 
#define PY_FEAR   0x00000010L
 
#define PY_POISONED   0x00000020L
 
#define PY_FAST   0x00000040L
 
#define PY_SLOW   0x00000080L
 
#define PY_SEARCH   0x00000100L
 
#define PY_REST   0x00000200L
 
#define PY_STUDY   0x00000400L
 
#define PY_INVULN   0x00001000L
 
#define PY_HERO   0x00002000L
 
#define PY_SHERO   0x00004000L
 
#define PY_BLESSED   0x00008000L
 
#define PY_DET_INV   0x00010000L
 
#define PY_TIM_INFRA   0x00020000L
 
#define PY_SPEED   0x00040000L
 
#define PY_STR_WGT   0x00080000L
 
#define PY_PARALYSED   0x00100000L
 
#define PY_REPEAT   0x00200000L
 
#define PY_ARMOR   0x00400000L
 
#define PY_STATS   0x3F000000L
 
#define PY_STR   0x01000000L /* these 6 stat flags must be adjacent */
 
#define PY_INT   0x02000000L
 
#define PY_WIS   0x04000000L
 
#define PY_DEX   0x08000000L
 
#define PY_CON   0x10000000L
 
#define PY_CHR   0x20000000L
 
#define PY_HP   0x40000000L
 
#define PY_MANA   0x80000000L
 
#define TR_STATS   0x0000003FL /* the stats must be the low 6 bits */
 
#define TR_STR   0x00000001L
 
#define TR_INT   0x00000002L
 
#define TR_WIS   0x00000004L
 
#define TR_DEX   0x00000008L
 
#define TR_CON   0x00000010L
 
#define TR_CHR   0x00000020L
 
#define TR_SEARCH   0x00000040L
 
#define TR_SLOW_DIGEST   0x00000080L
 
#define TR_STEALTH   0x00000100L
 
#define TR_AGGRAVATE   0x00000200L
 
#define TR_TELEPORT   0x00000400L
 
#define TR_REGEN   0x00000800L
 
#define TR_SPEED   0x00001000L
 
#define TR_EGO_WEAPON   0x0007E000L
 
#define TR_SLAY_DRAGON   0x00002000L
 
#define TR_SLAY_ANIMAL   0x00004000L
 
#define TR_SLAY_EVIL   0x00008000L
 
#define TR_SLAY_UNDEAD   0x00010000L
 
#define TR_FROST_BRAND   0x00020000L
 
#define TR_FLAME_TONGUE   0x00040000L
 
#define TR_RES_FIRE   0x00080000L
 
#define TR_RES_ACID   0x00100000L
 
#define TR_RES_COLD   0x00200000L
 
#define TR_SUST_STAT   0x00400000L
 
#define TR_FREE_ACT   0x00800000L
 
#define TR_SEE_INVIS   0x01000000L
 
#define TR_RES_LIGHT   0x02000000L
 
#define TR_FFALL   0x04000000L
 
#define TR_BLIND   0x08000000L
 
#define TR_TIMID   0x10000000L
 
#define TR_TUNNEL   0x20000000L
 
#define TR_INFRA   0x40000000L
 
#define TR_CURSED   0x80000000L
 
#define CH_LOCKED   0x00000001L
 
#define CH_TRAPPED   0x000001F0L
 
#define CH_LOSE_STR   0x00000010L
 
#define CH_POISON   0x00000020L
 
#define CH_PARALYSED   0x00000040L
 
#define CH_EXPLODE   0x00000080L
 
#define CH_SUMMON   0x00000100L
 
#define CM_ALL_MV_FLAGS   0x0000003FL
 
#define CM_ATTACK_ONLY   0x00000001L
 
#define CM_MOVE_NORMAL   0x00000002L
 
#define CM_ONLY_MAGIC   0x00000004L
 
#define CM_RANDOM_MOVE   0x00000038L
 
#define CM_20_RANDOM   0x00000008L
 
#define CM_40_RANDOM   0x00000010L
 
#define CM_75_RANDOM   0x00000020L
 
#define CM_SPECIAL   0x003F0000L
 
#define CM_INVISIBLE   0x00010000L
 
#define CM_OPEN_DOOR   0x00020000L
 
#define CM_PHASE   0x00040000L
 
#define CM_EATS_OTHER   0x00080000L
 
#define CM_PICKS_UP   0x00100000L
 
#define CM_MULTIPLY   0x00200000L
 
#define CM_CARRY_OBJ   0x01000000L
 
#define CM_CARRY_GOLD   0x02000000L
 
#define CM_TREASURE   0x7C000000L
 
#define CM_TR_SHIFT   26 /* used for recall of treasure */
 
#define CM_60_RANDOM   0x04000000L
 
#define CM_90_RANDOM   0x08000000L
 
#define CM_1D2_OBJ   0x10000000L
 
#define CM_2D2_OBJ   0x20000000L
 
#define CM_4D2_OBJ   0x40000000L
 
#define CM_WIN   0x80000000L
 
#define CS_FREQ   0x0000000FL
 
#define CS_SPELLS   0x0001FFF0L
 
#define CS_TEL_SHORT   0x00000010L
 
#define CS_TEL_LONG   0x00000020L
 
#define CS_TEL_TO   0x00000040L
 
#define CS_LGHT_WND   0x00000080L
 
#define CS_SER_WND   0x00000100L
 
#define CS_HOLD_PER   0x00000200L
 
#define CS_BLIND   0x00000400L
 
#define CS_CONFUSE   0x00000800L
 
#define CS_FEAR   0x00001000L
 
#define CS_SUMMON_MON   0x00002000L
 
#define CS_SUMMON_UND   0x00004000L
 
#define CS_SLOW_PER   0x00008000L
 
#define CS_DRAIN_MANA   0x00010000L
 
#define CS_BREATHE   0x00F80000L
 
#define CS_BR_LIGHT   0x00080000L
 
#define CS_BR_GAS   0x00100000L
 
#define CS_BR_ACID   0x00200000L
 
#define CS_BR_FROST   0x00400000L
 
#define CS_BR_FIRE   0x00800000L
 
#define CD_DRAGON   0x0001
 
#define CD_ANIMAL   0x0002
 
#define CD_EVIL   0x0004
 
#define CD_UNDEAD   0x0008
 
#define CD_WEAKNESS   0x03F0
 
#define CD_FROST   0x0010
 
#define CD_FIRE   0x0020
 
#define CD_POISON   0x0040
 
#define CD_ACID   0x0080
 
#define CD_LIGHT   0x0100
 
#define CD_STONE   0x0200
 
#define CD_NO_SLEEP   0x1000
 
#define CD_INFRA   0x2000
 
#define CD_MAX_HP   0x4000
 
#define ITEM_NEVER_STACK_MIN   0
 
#define ITEM_NEVER_STACK_MAX   63
 
#define ITEM_SINGLE_STACK_MIN   64
 
#define ITEM_SINGLE_STACK_MAX   192 /* see NOTE below */
 
#define ITEM_GROUP_MIN   192
 
#define ITEM_GROUP_MAX   255
 
#define OD_TRIED   0x1
 
#define OD_KNOWN1   0x2
 
#define ID_MAGIK   0x1
 
#define ID_DAMD   0x2
 
#define ID_EMPTY   0x4
 
#define ID_KNOWN2   0x8
 
#define ID_STOREBOUGHT   0x10
 
#define ID_SHOW_HITDAM   0x20
 
#define ID_NOSHOW_P1   0x40
 
#define ID_SHOW_P1   0x80
 
#define SN_NULL   0
 
#define SN_R   1
 
#define SN_RA   2
 
#define SN_RF   3
 
#define SN_RC   4
 
#define SN_RL   5
 
#define SN_HA   6
 
#define SN_DF   7
 
#define SN_SA   8
 
#define SN_SD   9
 
#define SN_SE   10
 
#define SN_SU   11
 
#define SN_FT   12
 
#define SN_FB   13
 
#define SN_FREE_ACTION   14
 
#define SN_SLAYING   15
 
#define SN_CLUMSINESS   16
 
#define SN_WEAKNESS   17
 
#define SN_SLOW_DESCENT   18
 
#define SN_SPEED   19
 
#define SN_STEALTH   20
 
#define SN_SLOWNESS   21
 
#define SN_NOISE   22
 
#define SN_GREAT_MASS   23
 
#define SN_INTELLIGENCE   24
 
#define SN_WISDOM   25
 
#define SN_INFRAVISION   26
 
#define SN_MIGHT   27
 
#define SN_LORDLINESS   28
 
#define SN_MAGI   29
 
#define SN_BEAUTY   30
 
#define SN_SEEING   31
 
#define SN_REGENERATION   32
 
#define SN_STUPIDITY   33
 
#define SN_DULLNESS   34
 
#define SN_BLINDNESS   35
 
#define SN_TIMIDNESS   36
 
#define SN_TELEPORTATION   37
 
#define SN_UGLINESS   38
 
#define SN_PROTECTION   39
 
#define SN_IRRITATION   40
 
#define SN_VULNERABILITY   41
 
#define SN_ENVELOPING   42
 
#define SN_FIRE   43
 
#define SN_SLAY_EVIL   44
 
#define SN_DRAGON_SLAYING   45
 
#define SN_EMPTY   46
 
#define SN_LOCKED   47
 
#define SN_POISON_NEEDLE   48
 
#define SN_GAS_TRAP   49
 
#define SN_EXPLOSION_DEVICE   50
 
#define SN_SUMMONING_RUNES   51
 
#define SN_MULTIPLE_TRAPS   52
 
#define SN_DISARMED   53
 
#define SN_UNLOCKED   54
 
#define SN_SLAY_ANIMAL   55
 
#define SN_ARRAY_SIZE   56 /* must be at end of this list */
 
#define TV_NEVER   -1 /* used by find_range() for non-search */
 
#define TV_NOTHING   0
 
#define TV_MISC   1
 
#define TV_CHEST   2
 
#define TV_MIN_WEAR   10
 
#define TV_MIN_ENCHANT   10
 
#define TV_SLING_AMMO   10
 
#define TV_BOLT   11
 
#define TV_ARROW   12
 
#define TV_SPIKE   13
 
#define TV_LIGHT   15
 
#define TV_BOW   20
 
#define TV_HAFTED   21
 
#define TV_POLEARM   22
 
#define TV_SWORD   23
 
#define TV_DIGGING   25
 
#define TV_BOOTS   30
 
#define TV_GLOVES   31
 
#define TV_CLOAK   32
 
#define TV_HELM   33
 
#define TV_SHIELD   34
 
#define TV_HARD_ARMOR   35
 
#define TV_SOFT_ARMOR   36
 
#define TV_MAX_ENCHANT   39
 
#define TV_AMULET   40
 
#define TV_RING   45
 
#define TV_MAX_WEAR   50
 
#define TV_STAFF   55
 
#define TV_WAND   65
 
#define TV_SCROLL1   70
 
#define TV_SCROLL2   71
 
#define TV_POTION1   75
 
#define TV_POTION2   76
 
#define TV_FLASK   77
 
#define TV_FOOD   80
 
#define TV_MAGIC_BOOK   90
 
#define TV_PRAYER_BOOK   91
 
#define TV_MAX_OBJECT   99
 
#define TV_GOLD   100
 
#define TV_MAX_PICK_UP   100
 
#define TV_INVIS_TRAP   101
 
#define TV_MIN_VISIBLE   102
 
#define TV_VIS_TRAP   102
 
#define TV_RUBBLE   103
 
#define TV_MIN_DOORS   104
 
#define TV_OPEN_DOOR   104
 
#define TV_CLOSED_DOOR   105
 
#define TV_UP_STAIR   107
 
#define TV_DOWN_STAIR   108
 
#define TV_SECRET_DOOR   109
 
#define TV_STORE_DOOR   110
 
#define TV_MAX_VISIBLE   110
 
#define GF_MAGIC_MISSILE   0
 
#define GF_LIGHTNING   1
 
#define GF_POISON_GAS   2
 
#define GF_ACID   3
 
#define GF_FROST   4
 
#define GF_FIRE   5
 
#define GF_HOLY_ORB   6
 
#define SCOREFILE_SIZE   1000
 

変数

Constant h should always be
included after config 
h
 

マクロ定義

#define A_CHR   5
#define A_CON   4
#define A_DEX   3
#define A_INT   1
#define A_STR   0
#define A_WIS   2
#define BLOCKED_FLOOR   4 /* a corridor space with cl/st/se door or rubble */
#define BOUNDARY_WALL   15
#define BTH_PLUS_ADJ   3 /* Adjust BTH per plus-to-hit */
#define CD_ACID   0x0080
#define CD_ANIMAL   0x0002
#define CD_DRAGON   0x0001
#define CD_EVIL   0x0004
#define CD_FIRE   0x0020
#define CD_FROST   0x0010
#define CD_INFRA   0x2000
#define CD_LIGHT   0x0100
#define CD_MAX_HP   0x4000
#define CD_NO_SLEEP   0x1000
#define CD_POISON   0x0040
#define CD_STONE   0x0200
#define CD_UNDEAD   0x0008
#define CD_WEAKNESS   0x03F0
#define CH_EXPLODE   0x00000080L
#define CH_LOCKED   0x00000001L
#define CH_LOSE_STR   0x00000010L
#define CH_PARALYSED   0x00000040L
#define CH_POISON   0x00000020L
#define CH_SUMMON   0x00000100L
#define CH_TRAPPED   0x000001F0L
#define CLA_BTH   0
#define CLA_BTHB   1
#define CLA_DEVICE   2
#define CLA_DISARM   3
#define CLA_MISC_HIT   4
#define CLA_SAVE   4
#define CM_1D2_OBJ   0x10000000L
#define CM_20_RANDOM   0x00000008L
#define CM_2D2_OBJ   0x20000000L
#define CM_40_RANDOM   0x00000010L
#define CM_4D2_OBJ   0x40000000L
#define CM_60_RANDOM   0x04000000L
#define CM_75_RANDOM   0x00000020L
#define CM_90_RANDOM   0x08000000L
#define CM_ALL_MV_FLAGS   0x0000003FL
#define CM_ATTACK_ONLY   0x00000001L
#define CM_CARRY_GOLD   0x02000000L
#define CM_CARRY_OBJ   0x01000000L
#define CM_EATS_OTHER   0x00080000L
#define CM_INVISIBLE   0x00010000L
#define CM_MOVE_NORMAL   0x00000002L
#define CM_MULTIPLY   0x00200000L
#define CM_ONLY_MAGIC   0x00000004L
#define CM_OPEN_DOOR   0x00020000L
#define CM_PHASE   0x00040000L
#define CM_PICKS_UP   0x00100000L
#define CM_RANDOM_MOVE   0x00000038L
#define CM_SPECIAL   0x003F0000L
#define CM_TR_SHIFT   26 /* used for recall of treasure */
#define CM_TREASURE   0x7C000000L
#define CM_WIN   0x80000000L
#define CNIL   (char *)0
#define CONSTANT_H_INCLUDED
#define CORR_FLOOR   3
#define COST_ADJ   100 /* Adjust prices for buying and selling */
#define CS_BLIND   0x00000400L
#define CS_BR_ACID   0x00200000L
#define CS_BR_FIRE   0x00800000L
#define CS_BR_FROST   0x00400000L
#define CS_BR_GAS   0x00100000L
#define CS_BR_LIGHT   0x00080000L
#define CS_BREATHE   0x00F80000L
#define CS_CONFUSE   0x00000800L
#define CS_DRAIN_MANA   0x00010000L
#define CS_FEAR   0x00001000L
#define CS_FREQ   0x0000000FL
#define CS_HOLD_PER   0x00000200L
#define CS_LGHT_WND   0x00000080L
#define CS_SER_WND   0x00000100L
#define CS_SLOW_PER   0x00008000L
#define CS_SPELLS   0x0001FFF0L
#define CS_SUMMON_MON   0x00002000L
#define CS_SUMMON_UND   0x00004000L
#define CS_TEL_LONG   0x00000020L
#define CS_TEL_SHORT   0x00000010L
#define CS_TEL_TO   0x00000040L
#define CTRL (   x)    (x & 0x1F)
#define CUR_VERSION_MAJ   5 /* version 5.5 */
#define CUR_VERSION_MIN   5
#define DARK_FLOOR   1
#define DELETE   0x7f
#define DUN_ROO_MEA   32 /* Mean of # of rooms, standard dev2 */
#define DUN_STR_DEN   5 /* Density of streamers */
#define DUN_STR_MAG   3 /* Number of magma streamers */
#define DUN_STR_MC   90 /* 1/x chance of treasure per magma */
#define DUN_STR_QC   40 /* 1/x chance of treasure per quartz */
#define DUN_STR_QUA   2 /* Number of quartz streamers */
#define DUN_STR_RNG   2 /* Width of streamers */
#define DUN_TUN_CHG   70 /* Chance of changing direction (99 max) */
#define DUN_TUN_CON   15 /* Chance of extra tunneling */
#define DUN_TUN_JCT   15 /* % chance of doors at tunnel junctions */
#define DUN_TUN_PEN   25 /* % chance of room doors */
#define DUN_TUN_RND   9 /* 1/Chance of Random direction */
#define DUN_UNUSUAL   300 /* Level/x chance of unusual room */
#define ESCAPE   '\033' /* ESCAPE character -CJS- */
#define FALSE   0
#define GF_ACID   3
#define GF_FIRE   5
#define GF_FROST   4
#define GF_HOLY_ORB   6
#define GF_LIGHTNING   1
#define GF_MAGIC_MISSILE   0
#define GF_POISON_GAS   2
#define GRANITE_WALL   12
#define ID_DAMD   0x2
#define ID_EMPTY   0x4
#define ID_KNOWN2   0x8
#define ID_MAGIK   0x1
#define ID_NOSHOW_P1   0x40
#define ID_SHOW_HITDAM   0x20
#define ID_SHOW_P1   0x80
#define ID_STOREBOUGHT   0x10
#define INVEN_ARM   26
#define INVEN_ARRAY_SIZE   34 /* Size of inventory array(Do not change)*/
#define INVEN_AUX   33
#define INVEN_BODY   25
#define INVEN_FEET   30
#define INVEN_HANDS   27
#define INVEN_HEAD   23
#define INVEN_LEFT   29
#define INVEN_LIGHT   32
#define INVEN_NECK   24
#define INVEN_OUTER   31
#define INVEN_RIGHT   28
#define INVEN_WIELD   22 /* must be first item in equipment list */
#define ITEM_GROUP_MAX   255
#define ITEM_GROUP_MIN   192
#define ITEM_NEVER_STACK_MAX   63
#define ITEM_NEVER_STACK_MIN   0
#define ITEM_SINGLE_STACK_MAX   192 /* see NOTE below */
#define ITEM_SINGLE_STACK_MIN   64
#define LIGHT_FLOOR   2
#define MAGE   1
#define MAGMA_WALL   13
#define MAX_AMULETS   11 /* Used with amulets */
#define MAX_BACKGROUND   128 /* Number of types of histories for univ */
#define MAX_CAVE_FLOOR   4
#define MAX_CAVE_ROOM   2
#define MAX_CLASS   6 /* Number of defined classes */
#define MAX_COLORS   49 /* Used with potions */
#define MAX_CREATURES   279 /* Number of creatures defined for univ */
#define MAX_DUNGEON_OBJ   344 /* Number of dungeon objects */
#define MAX_EXP   9999999L /* Maximum amount of experience -CJS- */
#define MAX_GOLD   18 /* Number of different types of gold */
#define MAX_HEIGHT   66 /* Multiple of 11; >= 22 */
#define MAX_LEV_ADJ   5
#define MAX_LONG   0x7FFFFFFFL
#define MAX_MALLOC   125 /* Max that can be allocated */
#define MAX_MALLOC_CHANCE   160 /* 1/x chance of new monster each round */
#define MAX_METALS   25 /* Used with wands */
#define MAX_MON_MULT   75 /* Maximum reproductions on a level */
#define MAX_MON_NATTACK   4 /* Max num attacks (used in mons memory) -CJS-*/
#define MAX_MONS_LEVEL   40 /* Maximum level of creatures */
#define MAX_MUSH   22 /* Used with mushrooms */
#define MAX_OBJ_LEVEL   50 /* Maximum level of magic in dungeon */
#define MAX_OBJECTS   420 /* Number of objects for universe */
#define MAX_OPEN_SPACE   3
#define MAX_OWNERS   18 /* Number of owners to choose from */
#define MAX_PLAYER_LEVEL   40 /* Maximum possible character level */
#define MAX_RACES   8 /* Number of defined races */
#define MAX_ROCKS   32 /* Used with rings */
#define MAX_SAVE_MSG   22 /* How many messages to save -CJS- */
#define MAX_SHORT   32767 /* maximum short/long signed ints */
#define MAX_SIGHT   20 /* Maximum dis a creature can be seen */
#define MAX_SPELL_DIS   20 /* Maximum dis creat. spell can be cast */
#define MAX_STORES   6 /* Number of different stores */
#define MAX_SYLLABLES   153 /* Used with scrolls */
#define MAX_TALLOC   175 /* Max objects per level */
#define MAX_TITLES   45 /* Used with scrolls */
#define MAX_TRAP   18 /* Number of defined traps */
#define MAX_UCHAR   255
#define MAX_WIDTH   198 /* Multiple of 33; >= 66 */
#define MAX_WOODS   25 /* Used with staffs */
#define MIN_CAVE_WALL   12
#define MIN_CLOSED_SPACE   4
#define MIN_MALLOC_LEVEL   14 /* Minimum number of monsters/level */
#define MIN_MALLOC_TD   4 /* Number of people on town level (day) */
#define MIN_MALLOC_TN   8 /* Number of people on town level (night)*/
#define MIN_MONIX   2 /* Minimum index in m_list (1 = py, 0 = no mon)*/
#define MIN_TRIX   1 /* Minimum t_list index used */
#define MON_DRAIN_LIFE   2 /* Percent of player exp drained per hit */
#define MON_MULT_ADJ   7 /* High value slows multiplication */
#define MON_NASTY   50 /* 1/x chance of high level creat */
#define MON_SUMMON_ADJ   2 /* Adjust level of summoned creatures */
#define MSG_LINE   0
#define N_MONS_ATTS   215 /* Number of monster attack types. */
#define NONE   0
#define NORMAL_TABLE_SD   64 /* the standard deviation for the table */
#define NORMAL_TABLE_SIZE   256
#define NULL_WALL   0
#define OBJ_BASE_MAGIC   15 /* Base amount of magic */
#define OBJ_BASE_MAX   70 /* Max amount of magic */
#define OBJ_BOLT_RANGE   18 /* Maximum range of bolts and balls */
#define OBJ_CLOSED_DOOR   368
#define OBJ_DIV_CURSED   13 /* 10*magic_chance/# cursed items */
#define OBJ_DIV_SPECIAL   6 /* magic_chance/# special magic */
#define OBJ_DOWN_STAIR   371
#define OBJ_GOLD_LIST   399
#define OBJ_GREAT   12 /* 1/n Chance of item being a Great Item */
#define OBJ_LAMP_MAX   15000 /* Maximum amount that lamp can be filled*/
#define OBJ_MUSH   397
#define OBJ_NOTHING   417
#define OBJ_OPEN_DOOR   367
#define OBJ_RUBBLE   396
#define OBJ_RUINED_CHEST   418
#define OBJ_RUNE_PROT   3000 /* Rune of protection resistance */
#define OBJ_SCARE_MON   398
#define OBJ_SECRET_DOOR   369
#define OBJ_STD_ADJ   125 /* Adjust STD per level * 100 */
#define OBJ_STD_MIN   7 /* Minimum STD */
#define OBJ_STORE_DOOR   372
#define OBJ_TOWN_LEVEL   7 /* Town object generation level */
#define OBJ_TRAP_LIST   378
#define OBJ_UP_STAIR   370
#define OBJ_WIZARD   419
#define OBJECT_IDENT_SIZE
値:
448 /* 7*64, see object_offset() in desc.c,
could be MAX_OBJECTS o_o() rewritten */
#define OD_KNOWN1   0x2
#define OD_TRIED   0x1
#define PATCH_LEVEL   0
#define PLAYER_EXIT_PAUSE   2 /* Pause time before player can re-roll */
#define PLAYER_FOOD_ALERT   2000/* Warn player that he is getting low */
#define PLAYER_FOOD_FAINT   300/* Character begins fainting */
#define PLAYER_FOOD_FULL   10000/* Getting full */
#define PLAYER_FOOD_MAX   15000/* Maximum food value, beyond is wasted */
#define PLAYER_FOOD_WEAK   1000/* Warn player that he is getting very low*/
#define PLAYER_REGEN_FAINT   33 /* Regen factor*2^16 when fainting */
#define PLAYER_REGEN_HPBASE   1442 /* Min amount hp regen*2^16 */
#define PLAYER_REGEN_MNBASE   524 /* Min amount mana regen*2^16 */
#define PLAYER_REGEN_NORMAL   197 /* Regen factor*2^16 when full */
#define PLAYER_REGEN_WEAK   98 /* Regen factor*2^16 when weak */
#define PLAYER_WEIGHT_CAP   130 /* "#"*(1/10 pounds) per strength point */
#define PRAYER_OFFSET   31
#define PRIEST   2
#define PY_ARMOR   0x00400000L
#define PY_BLESSED   0x00008000L
#define PY_BLIND   0x00000004L
#define PY_CHR   0x20000000L
#define PY_CON   0x10000000L
#define PY_CONFUSED   0x00000008L
#define PY_DET_INV   0x00010000L
#define PY_DEX   0x08000000L
#define PY_FAST   0x00000040L
#define PY_FEAR   0x00000010L
#define PY_HERO   0x00002000L
#define PY_HP   0x40000000L
#define PY_HUNGRY   0x00000001L
#define PY_INT   0x02000000L
#define PY_INVULN   0x00001000L
#define PY_MANA   0x80000000L
#define PY_PARALYSED   0x00100000L
#define PY_POISONED   0x00000020L
#define PY_REPEAT   0x00200000L
#define PY_REST   0x00000200L
#define PY_SEARCH   0x00000100L
#define PY_SHERO   0x00004000L
#define PY_SLOW   0x00000080L
#define PY_SPEED   0x00040000L
#define PY_STATS   0x3F000000L
#define PY_STR   0x01000000L /* these 6 stat flags must be adjacent */
#define PY_STR_WGT   0x00080000L
#define PY_STUDY   0x00000400L
#define PY_TIM_INFRA   0x00020000L
#define PY_WEAK   0x00000002L
#define PY_WIS   0x04000000L
#define QUART_HEIGHT   (SCREEN_HEIGHT / 4)
#define QUART_WIDTH   (SCREEN_WIDTH / 4)
#define QUARTZ_WALL   14
#define SCARE_MONSTER   99
#define SCOREFILE_SIZE   1000
#define SCREEN_HEIGHT   22
#define SCREEN_WIDTH   66
#define SN_ARRAY_SIZE   56 /* must be at end of this list */
#define SN_BEAUTY   30
#define SN_BLINDNESS   35
#define SN_CLUMSINESS   16
#define SN_DF   7
#define SN_DISARMED   53
#define SN_DRAGON_SLAYING   45
#define SN_DULLNESS   34
#define SN_EMPTY   46
#define SN_ENVELOPING   42
#define SN_EXPLOSION_DEVICE   50
#define SN_FB   13
#define SN_FIRE   43
#define SN_FREE_ACTION   14
#define SN_FT   12
#define SN_GAS_TRAP   49
#define SN_GREAT_MASS   23
#define SN_HA   6
#define SN_INFRAVISION   26
#define SN_INTELLIGENCE   24
#define SN_IRRITATION   40
#define SN_LOCKED   47
#define SN_LORDLINESS   28
#define SN_MAGI   29
#define SN_MIGHT   27
#define SN_MULTIPLE_TRAPS   52
#define SN_NOISE   22
#define SN_NULL   0
#define SN_POISON_NEEDLE   48
#define SN_PROTECTION   39
#define SN_R   1
#define SN_RA   2
#define SN_RC   4
#define SN_REGENERATION   32
#define SN_RF   3
#define SN_RL   5
#define SN_SA   8
#define SN_SD   9
#define SN_SE   10
#define SN_SEEING   31
#define SN_SLAY_ANIMAL   55
#define SN_SLAY_EVIL   44
#define SN_SLAYING   15
#define SN_SLOW_DESCENT   18
#define SN_SLOWNESS   21
#define SN_SPEED   19
#define SN_STEALTH   20
#define SN_STUPIDITY   33
#define SN_SU   11
#define SN_SUMMONING_RUNES   51
#define SN_TELEPORTATION   37
#define SN_TIMIDNESS   36
#define SN_UGLINESS   38
#define SN_UNLOCKED   54
#define SN_VULNERABILITY   41
#define SN_WEAKNESS   17
#define SN_WISDOM   25
#define SPELL_OFFSET   0
#define STAT_COLUMN   0
#define STORE_CHOICES   26 /* NUMBER of items to choose stock from */
#define STORE_INVEN_MAX   24 /* Max number of discrete objs in inven */
#define STORE_MAX_INVEN   18 /* Max diff objs in stock for auto buy */
#define STORE_MIN_INVEN   10 /* Min diff objs in stock for auto sell */
#define STORE_TURN_AROUND   9 /* Amount of buying and selling normally */
#define TMP1_WALL   8
#define TMP2_WALL   9
#define TR_AGGRAVATE   0x00000200L
#define TR_BLIND   0x08000000L
#define TR_CHR   0x00000020L
#define TR_CON   0x00000010L
#define TR_CURSED   0x80000000L
#define TR_DEX   0x00000008L
#define TR_EGO_WEAPON   0x0007E000L
#define TR_FFALL   0x04000000L
#define TR_FLAME_TONGUE   0x00040000L
#define TR_FREE_ACT   0x00800000L
#define TR_FROST_BRAND   0x00020000L
#define TR_INFRA   0x40000000L
#define TR_INT   0x00000002L
#define TR_REGEN   0x00000800L
#define TR_RES_ACID   0x00100000L
#define TR_RES_COLD   0x00200000L
#define TR_RES_FIRE   0x00080000L
#define TR_RES_LIGHT   0x02000000L
#define TR_SEARCH   0x00000040L
#define TR_SEE_INVIS   0x01000000L
#define TR_SLAY_ANIMAL   0x00004000L
#define TR_SLAY_DRAGON   0x00002000L
#define TR_SLAY_EVIL   0x00008000L
#define TR_SLAY_UNDEAD   0x00010000L
#define TR_SLOW_DIGEST   0x00000080L
#define TR_SPEED   0x00001000L
#define TR_STATS   0x0000003FL /* the stats must be the low 6 bits */
#define TR_STEALTH   0x00000100L
#define TR_STR   0x00000001L
#define TR_SUST_STAT   0x00400000L
#define TR_TELEPORT   0x00000400L
#define TR_TIMID   0x10000000L
#define TR_TUNNEL   0x20000000L
#define TR_WIS   0x00000004L
#define TREAS_ANY_ALLOC   2 /* Amount of objects for corridors */
#define TREAS_GOLD_ALLOC   2 /* Amount of gold (and gems) */
#define TREAS_ROOM_ALLOC   7 /* Amount of objects for rooms */
#define TRUE   1
#define TV_AMULET   40
#define TV_ARROW   12
#define TV_BOLT   11
#define TV_BOOTS   30
#define TV_BOW   20
#define TV_CHEST   2
#define TV_CLOAK   32
#define TV_CLOSED_DOOR   105
#define TV_DIGGING   25
#define TV_DOWN_STAIR   108
#define TV_FLASK   77
#define TV_FOOD   80
#define TV_GLOVES   31
#define TV_GOLD   100
#define TV_HAFTED   21
#define TV_HARD_ARMOR   35
#define TV_HELM   33
#define TV_INVIS_TRAP   101
#define TV_LIGHT   15
#define TV_MAGIC_BOOK   90
#define TV_MAX_ENCHANT   39
#define TV_MAX_OBJECT   99
#define TV_MAX_PICK_UP   100
#define TV_MAX_VISIBLE   110
#define TV_MAX_WEAR   50
#define TV_MIN_DOORS   104
#define TV_MIN_ENCHANT   10
#define TV_MIN_VISIBLE   102
#define TV_MIN_WEAR   10
#define TV_MISC   1
#define TV_NEVER   -1 /* used by find_range() for non-search */
#define TV_NOTHING   0
#define TV_OPEN_DOOR   104
#define TV_POLEARM   22
#define TV_POTION1   75
#define TV_POTION2   76
#define TV_PRAYER_BOOK   91
#define TV_RING   45
#define TV_RUBBLE   103
#define TV_SCROLL1   70
#define TV_SCROLL2   71
#define TV_SECRET_DOOR   109
#define TV_SHIELD   34
#define TV_SLING_AMMO   10
#define TV_SOFT_ARMOR   36
#define TV_SPIKE   13
#define TV_STAFF   55
#define TV_STORE_DOOR   110
#define TV_SWORD   23
#define TV_UP_STAIR   107
#define TV_VIS_TRAP   102
#define TV_WAND   65
#define USE_DEVICE   3 /* x> Harder devices x< Easier devices */
#define WIN_MON_APPEAR   50 /* Level where winning creatures begin */
#define WIN_MON_TOT   2 /* Total number of "win" creatures */

変数

Constant h should always be included after config h