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/* File: defines.h */
/* Purpose: global constants and macro definitions */
/*
* Do not edit this file unless you know *exactly* what you are doing.
*
* Some of the values in this file were chosen to preserve game balance,
* while others are hard-coded based on the format of old save-files, the
* definition of arrays in various places, mathematical properties, fast
* computation, storage limits, or the format of external text files.
*
* Changing some of these values will induce crashes or memory errors or
* savefile mis-reads. Most of the comments in this file are meant as
* reminders, not complete descriptions, and even a complete knowledge
* of the source may not be sufficient to fully understand the effects
* of changing certain definitions.
*
* Lastly, note that the code does not always use the symbolic constants
* below, and sometimes uses various hard-coded values that may not even
* be defined in this file, but which may be related to definitions here.
* This is of course bad programming practice, but nobody is perfect...
*
* For example, there are MANY things that depend on the screen being
* 80x24, with the top line used for messages, the bottom line being
* used for status, and exactly 22 lines used to show the dungeon.
* Just because your screen can hold 46 lines does not mean that the
* game will work if you try to use 44 lines to show the dungeon.
*
* You have been warned.
*/
/*
* Release state, CVS or not, remember to switch it when making releases
*/
#ifndef IS_CVS
#define IS_CVS ""
/*#define IS_CVS ""*/
#endif
#define USER_PATH_VERSION "/2.3"
#define ANGBAND_2_8_1
#define SAVEFILE_VERSION 104
/*
* This value is not currently used
*/
#define VERSION_EXTRA 0
/*
* Maximum amount of Angband windows.
*/
#define ANGBAND_TERM_MAX 8
/*
* Number of grids in each block (vertically)
* Probably hard-coded to 11, see "generate.c"
*/
#define BLOCK_HGT 11
/*
* Number of grids in each block (horizontally)
* Probably hard-coded to 11, see "generate.c"
*/
#define BLOCK_WID 11
/*
* Number of grids in each panel (vertically)
* Must be a multiple of BLOCK_HGT
*/
#define PANEL_HGT 11
/*
* Number of grids in each panel (horizontally)
* Must be a multiple of BLOCK_WID
*/
#define PANEL_WID 33
/*
* Number of grids used to display the dungeon (vertically).
* Must be a multiple of 11, probably hard-coded to 22.
*/
#define SCREEN_HGT 22
/*
* Number of grids used to display the dungeon (horizontally).
* Must be a multiple of 33, probably hard-coded to 66.
*/
#define SCREEN_WID 66
/*
* Maximum dungeon height in grids, must be a multiple of SCREEN_HGT,
* probably hard-coded to SCREEN_HGT * 3.
*/
#define MAX_HGT 66
/*
* Maximum dungeon width in grids, must be a multiple of SCREEN_WID,
* probably hard-coded to SCREEN_WID * 3.
*/
#define MAX_WID 198
/* Used only in object3.c / trap effects */
#if ((MAX_HGT / SCREEN_HGT) < (MAX_WID / SCREEN_WID))
#define RATIO (MAX_WID / SCREEN_WID)
#else
#define RATIO (MAX_HGT / SCREEN_HGT)
#endif
/*
* Default radius of detection spells
* Its area must be at least as large as SCREEN_WID * SCREEN_HGT
*/
#define DEFAULT_RADIUS 25
#define CHANCE_TRAP_JAMMED_DOOR 2500
#define CHANCE_TRAP_SECRET_DOOR 1500
#define CHANCE_TRAP_LOCKED_DOOR 1000
#define CHANCE_TRAP_DOOR 500 /* in 10000 */
#define CHANCE_TRAP_FLOOR 4 /* in 10000 chance of placing a trap */
#define MAX_BOUNTIES 24
#define MAX_SPELLS 100
#define MAX_RUNES 100
/*
* Arena constants
*/
#define MAX_ARENA_MONS 29 /* -KMW- */
/*
* Total number of stores (see "store.c", etc)
*/
#define STORE_GENERAL 0
#define STORE_ARMOURY 1
#define STORE_WEAPON 2
#define STORE_TEMPLE 3
#define STORE_ALCHEMIST 4
#define STORE_MAGIC 5
#define STORE_BLACK 6
#define STORE_HOME 7
#define STORE_BOOK 8
#define STORE_PET 9
/*
* Maximum number of player "sex" types (see "table.c", etc)
*/
#define MAX_SEXES 3
/* The number of "patrons" available (for Chaos Warriors) */
#define MAX_PATRON 16
/* Number of Random Artifacts */
#define MAX_RANDARTS 84
#define MAX_T_ACT 51
/* Chaos Warrior: Reward types: */
#define REW_POLY_SLF 0
#define REW_GAIN_EXP 1
#define REW_LOSE_EXP 2
#define REW_GOOD_OBJ 3
#define REW_GREA_OBJ 4
#define REW_CHAOS_WP 5
#define REW_GOOD_OBS 6
#define REW_GREA_OBS 7
#define REW_TY_CURSE 8
#define REW_SUMMON_M 9
#define REW_H_SUMMON 10
#define REW_DO_HAVOC 11
#define REW_GAIN_ABL 12
#define REW_LOSE_ABL 13
#define REW_RUIN_ABL 14
#define REW_AUGM_ABL 15
#define REW_POLY_WND 16
#define REW_HEAL_FUL 17
#define REW_HURT_LOT 18
#define REW_CURSE_WP 19
#define REW_CURSE_AR 20
#define REW_PISS_OFF 21
#define REW_WRATH 22
#define REW_DESTRUCT 23
#define REW_GENOCIDE 24
#define REW_MASS_GEN 25
#define REW_DISPEL_C 26
#define REW_UNUSED_1 27
#define REW_UNUSED_2 28
#define REW_UNUSED_3 29
#define REW_UNUSED_4 30
#define REW_UNUSED_5 31
#define REW_IGNORE 32
#define REW_SER_UNDE 33
#define REW_SER_DEMO 34
#define REW_SER_MONS 35
/* bear barehanded attacks ... */
#define MAX_BEAR 8
/* Monk martial arts... */
#define MAX_MA 17
#define MA_KNEE 0x0001
#define MA_SLOW 0x0002
#define MA_WOUND 0x0004
#define MA_STUN 0x0008
#define MA_FULL_SLOW 0x0010
/* Mindcraft */
#define MAX_MINDCRAFT_POWERS 12
/* Necromancy */
#define MAX_NECRO_POWERS 6
/* Mimicry */
#define MAX_MIMIC_POWERS 5
/* Symbiosis */
#define MAX_SYMBIOTIC_POWERS 9
/* A hack for cave.c */
#define BMP_FIRST_PC_CLASS 164
#define BMP_FIRST_PC_RACE 128
/*
* Size of memory reserved for initialization of some arrays
*/
#define FAKE_NAME_SIZE 40 * 1024L
#define FAKE_TEXT_SIZE 120 * 1024L
/*
* Maximum number of high scores in the high score file
*/
#define MAX_HISCORES 100
/*
* Maximum dungeon level. The player can never reach this level
* in the dungeon, and this value is used for various calculations
* involving object and monster creation. It must be at least 100.
* Setting it below 128 may prevent the creation of some objects.
*/
#define MAX_DEPTH 128
#define MAX_DEPTH_MONSTER 200
/*
* Maximum size of the "lite" array (see "cave.c")
* Note that the "lite radius" will NEVER exceed 5, and even if the "lite"
* was rectangular, we would never require more than 128 entries in the array.
*/
#define LITE_MAX 1536
/*
* Maximum size of the "view" array (see "cave.c")
* Note that the "view radius" will NEVER exceed 20, and even if the "view"
* was octagonal, we would never require more than 1520 entries in the array.
*/
#define VIEW_MAX 1536
/*
* Maximum size of the "temp" array (see "cave.c")
* We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
* of "update_view()" and "update_lite()". We must also be as large as the
* largest illuminatable room, but no room is larger than 800 grids. We
* must also be large enough to allow "good enough" use as a circular queue,
* to calculate monster flow, but note that the flow code is "paranoid".
*/
#define TEMP_MAX 16384
/*
* Number of keymap modes
*/
#define KEYMAP_MODES 2
/*
* Mode for original keyset commands
*/
#define KEYMAP_MODE_ORIG 0
/*
* Mode for roguelike keyset commands
*/
#define KEYMAP_MODE_ROGUE 1
/*
* OPTION: Maximum number of macros (see "io.c")
* Default: assume at most 256 macros are used
*/
#define MACRO_MAX 256
/*
* OPTION: Maximum number of "quarks" (see "io.c")
* Default: assume at most 512 different inscriptions are used
*/
#define QUARK_MAX 768
/* Was 512... 256 quarks added for random artifacts */
/*
* OPTION: Maximum number of messages to remember (see "io.c")
* Default: assume maximal memorization of 2048 total messages
*/
#define MESSAGE_MAX 2048
#define MESSAGE_NONE 0
#define MESSAGE_MSG 1
#define MESSAGE_IRC 2
/*
* OPTION: Maximum space for the message text buffer (see "io.c")
* Default: assume that each of the 2048 messages is repeated an
* average of three times, and has an average length of 48
*/
#define MESSAGE_BUF 32768
/*
* Maximum value storable in a "byte" (hard-coded)
*/
#define MAX_UCHAR 255
/*
* Maximum value storable in a "s16b" (hard-coded)
*/
#define MAX_SHORT 32767
/*
* Store constants
*/
#define STORE_INVEN_MAX 255 /* Max number of discrete objs in inven */
#define STORE_CHOICES 56 /* Number of items to choose stock from */
#define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
#define STORE_TURNOVER 9 /* Normal shop turnover, per day */
#define STORE_MIN_KEEP 6 /* Min slots to "always" keep full */
#define STORE_MAX_KEEP 18 /* Max slots to "always" keep full */
#define STORE_SHUFFLE 21 /* 1/Chance (per day) of an owner changing */
#define STORE_TURNS 1000 /* Number of turns between turnovers */
/*
* Misc constants
*/
#define DAY 11520 /* Number of turns per day */
#define YEAR (DAY * 365) /* Number of turns per year */
#define HOUR (DAY / 24) /* Number of turns per hour */
#define MINUTE (HOUR / 60) /* Number of turns per minute */
#define DAY_START (HOUR * 6) /* Sunrise */
#define START_YEAR 2890 /* Bilbo birthday year */
#define START_DAY (DAY * (42 + 127)) /* Bilbo birthday */
#define BREAK_GLYPH 550 /* Rune of protection resistance */
#define BREAK_MINOR_GLYPH 99 /* For explosive runes */
#define BTH_PLUS_ADJ 3 /* Adjust BTH per plus-to-hit */
#define MON_MULT_ADJ 10 /* High value slows multiplication */
#define MON_SUMMON_ADJ 2 /* Adjust level of summoned creatures */
#define MON_DRAIN_LIFE 2 /* Percent of player exp drained per hit */
#define USE_DEVICE 3 /* x> Harder devices x< Easier devices */
#define BIAS_ELEC 1 /* "Biases" for random artifact gen */
#define BIAS_POIS 2
#define BIAS_FIRE 3
#define BIAS_COLD 4
#define BIAS_ACID 5
#define BIAS_STR 6
#define BIAS_INT 7
#define BIAS_WIS 8
#define BIAS_DEX 9
#define BIAS_CON 10
#define BIAS_CHR 11
#define BIAS_CHAOS 12
#define BIAS_PRIESTLY 13
#define BIAS_NECROMANTIC 14
#define BIAS_LAW 15
#define BIAS_ROGUE 16
#define BIAS_MAGE 17
#define BIAS_WARRIOR 18
#define BIAS_RANGER 19
/*
* Location of objects when they were found
*/
#define OBJ_FOUND_MONSTER 1
#define OBJ_FOUND_FLOOR 2
#define OBJ_FOUND_VAULT 3
#define OBJ_FOUND_SPECIAL 4
#define OBJ_FOUND_RUBBLE 5
#define OBJ_FOUND_REWARD 6
#define OBJ_FOUND_STORE 7
#define OBJ_FOUND_STOLEN 8
#define OBJ_FOUND_SELFMADE 9
/*
* There is a 1/20 (5%) chance of inflating the requested object_level
* during the creation of an object (see "get_obj_num()" in "object.c").
* Lower values yield better objects more often.
*/
#define GREAT_OBJ 20
#define GREAT_EGO 20
/*
* There is a 1/50 (2%) chance of inflating the requested monster_level
* during the creation of a monsters (see "get_mon_num()" in "monster.c").
* Lower values yield harder monsters more often.
*/
#define NASTY_MON 50 /* 1/chance of inflated monster level */
/*
* Refueling constants
*/
#define FUEL_TORCH 5000 /* Maximum amount of fuel in a torch */
#define FUEL_LAMP 15000 /* Maximum amount of fuel in a lantern */
/*
* More maximum values
*/
#define MAX_SIGHT 20 /* Maximum view distance */
#define MAX_RANGE 18 /* Maximum range (spells, etc) */
/*
* The town starts out with 4 residents during the day
*/
#define MIN_M_ALLOC_TD 4
/*
* The town starts out with 8 residents during the night
*/
#define MIN_M_ALLOC_TN 8
/*
* A monster can only "multiply" (reproduce) if there are fewer than 100
* monsters on the level capable of such spontaneous reproduction. This
* is a hack which prevents the "m_list[]" array from exploding due to
* reproducing monsters. Messy, but necessary.
*/
#define MAX_REPRO 100
/*
* Player constants
*/
#define SUBRACE_SAVE 9 /* Ugly hack, should be in foo-info, the subrace saved to the savefile */
#define PY_MAX_EXP 99999999L /* Maximum exp */
#define PY_MAX_GOLD 999999999L /* Maximum gold */
#define PY_MAX_LEVEL 50 /* Maximum level */
/*
* Player "food" crucial values
*/
#define PY_FOOD_MAX 15000 /* Food value (Bloated) */
#define PY_FOOD_FULL 10000 /* Food value (Normal) */
#define PY_FOOD_ALERT 2000 /* Food value (Hungry) */
#define PY_FOOD_WEAK 1000 /* Food value (Weak) */
#define PY_FOOD_FAINT 500 /* Food value (Fainting) */
#define PY_FOOD_STARVE 100 /* Food value (Starving) */
/*
* Player regeneration constants
*/
#define PY_REGEN_NORMAL 197 /* Regen factor*2^16 when full */
#define PY_REGEN_WEAK 98 /* Regen factor*2^16 when weak */
#define PY_REGEN_FAINT 33 /* Regen factor*2^16 when fainting */
#define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
#define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
/*
* Maximum number of "normal" pack slots, and the index of the "overflow"
* slot, which can hold an item, but only temporarily, since it causes the
* pack to "overflow", dropping the "last" item onto the ground. Since this
* value is used as an actual slot, it must be less than "INVEN_WIELD" (below).
* Note that "INVEN_PACK" is probably hard-coded by its use in savefiles, and
* by the fact that the screen can only show 23 items plus a one-line prompt.
*/
#define INVEN_PACK 23
/*
* Body parts
*/
#define BODY_WEAPON 0
#define BODY_TORSO 1
#define BODY_ARMS 2
#define BODY_FINGER 3
#define BODY_HEAD 4
#define BODY_LEGS 5
#define BODY_MAX 6
/*
* Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
*/
#define INVEN_WIELD 24 /* 3 weapons -- WEAPONS */
#define INVEN_BOW 27 /* 1 bow -- WEAPON */
#define INVEN_RING 28 /* 6 rings -- FINGER */
#define INVEN_NECK 34 /* 2 amulets -- HEAD */
#define INVEN_LITE 36 /* 1 lite -- TORSO */
#define INVEN_BODY 37 /* 1 body -- TORSO */
#define INVEN_OUTER 38 /* 1 cloak -- TORSO */
#define INVEN_ARM 39 /* 3 arms -- ARMS */
#define INVEN_HEAD 42 /* 2 heads -- HEAD */
#define INVEN_HANDS 44 /* 3 hands -- ARMS */
#define INVEN_FEET 47 /* 2 feets -- LEGS */
#define INVEN_CARRY 49 /* 1 carried monster -- TORSO */
#define INVEN_AMMO 50 /* 1 quiver -- TORSO */
#define INVEN_TOOL 51 /* 1 tool -- ARMS */
/*
* Total number of inventory slots (hard-coded).
*/
#define INVEN_TOTAL 52
#define INVEN_EQ (INVEN_TOTAL - INVEN_WIELD)
/*
* A "stack" of items is limited to less than 100 items (hard-coded).
*/
#define MAX_STACK_SIZE 100
/*
* Indexes of the various "stats" (hard-coded by savefiles, etc).
*/
#define A_STR 0
#define A_INT 1
#define A_WIS 2
#define A_DEX 3
#define A_CON 4
#define A_CHR 5
/*
* Player sex constants (hard-coded by save-files, arrays, etc)
*/
#define SEX_FEMALE 0
#define SEX_MALE 1
#define SEX_NEUTER 2
/* Race flags */
#define PR1_EXPERIMENTAL 0x00000001L /* Is still under developemnt */
/* XXX */
#define PR1_RESIST_BLACK_BREATH 0x00000004L /* Resist black breath */
#define PR1_NO_STUN 0x00000008L /* Never stunned */
#define PR1_XTRA_MIGHT_BOW 0x00000010L /* Xtra might with bows */
#define PR1_XTRA_MIGHT_XBOW 0x00000020L /* Xtra might with xbows */
#define PR1_XTRA_MIGHT_SLING 0x00000040L /* Xtra might with slings */
#define PR1_AC_LEVEL 0x00000080L /* More AC with levels */
#define PR1_HURT_LITE 0x00000100L /* Hurt by light */
#define PR1_VAMPIRE 0x00000200L /* Vampire */
#define PR1_UNDEAD 0x00000400L /* Undead */
#define PR1_NO_CUT 0x00000800L /* no cuts */
#define PR1_CORRUPT 0x00001000L /* hack-- corrupted */
#define PR1_NO_FOOD 0x00002000L /* little gain from food */
#define PR1_NO_GOD 0x00004000L /* cannot worship */
/* XXX */
#define PR1_ELF 0x00010000L /* Is an elf */
#define PR1_SEMI_WRAITH 0x00020000L /* Takes damage when going in walls */
#define PR1_NO_SUBRACE_CHANGE 0x00040000L /* Impossible to change subrace */
/* XXX */
#define PR1_ANTIMAGIC 0x00100000L /* antimagic ... hack */
#define PR1_MOLD_FRIEND 0x00200000L /* Not attacked by molds wielded */
#define PR1_GOD_FRIEND 0x00400000L /* Better grace */
/* XXX */
#define PR1_INNATE_SPELLS 0x01000000L /* KNown all spells, only need books */
/* XXX */
/* XXX */
#define PR1_EASE_STEAL 0x08000000L /* Gain xp by stealing */
/* XXX */
/* XXX */
/* XXX */
/* XXX */
/* XXX */
#define PR2_ASTRAL 0x00000002L /* Is it an astral being coming from th halls of mandos ? */
/* XXX */
#define PRACE_FLAG2(f) ((rp_ptr->flags2 | rmp_ptr->flags2 | cp_ptr->flags2 | spp_ptr->flags2) & (f))
#define PRACE_FLAG(f) ((rp_ptr->flags1 | rmp_ptr->flags1 | cp_ptr->flags1 | spp_ptr->flags1) & (f))
#define PRACE_FLAGS(f) PRACE_FLAG(f)
/* XXX */
#define MKEY_MINDCRAFT 2
#define MKEY_ANTIMAGIC 3
#define MKEY_BLADE 4
#define MKEY_ALCHEMY 5
#define MKEY_MIMIC 6
#define MKEY_NECRO 7
#define MKEY_POWER_MAGE 8
#define MKEY_RUNE 9
#define MKEY_FORGING 10
#define MKEY_INCARNATION 11
#define MKEY_TELEKINESIS 12
#define MKEY_SUMMON 13
#define MKEY_TRAP 14
#define MKEY_STEAL 15
#define MKEY_DODGE 16
#define MKEY_SCHOOL 17
#define MKEY_LEARN 18
#define MKEY_COPY 19
#define MKEY_SYMBIOTIC 20
#define MKEY_BOULDER 21
#define MKEY_COMPANION 22
#define MKEY_PIERCING 23
/*** Screen Locations ***/
/*
* Some screen locations for various display routines
* Currently, row 8 and 15 are the only "blank" rows.
* That leaves a "border" around the "stat" values.
*/
#define ROW_MAP 1
#define COL_MAP 13 /* Dungeon map */
#define ROW_RACE 1
#define COL_RACE 0 /* <race name> */
#define ROW_CLASS 2
#define COL_CLASS 0 /* <class name> */
#define ROW_TITLE 3
#define COL_TITLE 0 /* <title> or <mode> */
#define ROW_LEVEL 4
#define COL_LEVEL 0 /* "LEVEL xxxxxx" */
#define ROW_EXP 5
#define COL_EXP 0 /* "EXP xxxxxxxx" */
#define ROW_GOLD 6
#define COL_GOLD 0 /* "AU xxxxxxxxx" */
#define ROW_STAT 8
#define COL_STAT 0 /* "xxx xxxxxx" */
#define ROW_AC 14
#define COL_AC 0 /* "Cur AC xxxxx" */
#define ROW_HP 15
#define COL_HP 0 /* "HP xxxxx/xxxxx" */
#define ROW_SANITY 16 /* "Sanity 100%" */
#define COL_SANITY 0
#define ROW_SP 17
#define COL_SP 0 /* "SP xxxxx/xxxxx" */
#define ROW_PIETY 18
#define COL_PIETY 0 /* "Pt xxxxx/xxxxx" */
#define ROW_MH 19
#define COL_MH 0 /* "MH xxxxx/xxxxx" */
#define ROW_INFO (Term->hgt - 4)
#define COL_INFO 0 /* "xxxxxxxxxxxx" */
#define ROW_CUT (Term->hgt - 3)
#define COL_CUT 0 /* <cut> */
#define ROW_STUN (Term->hgt - 2)
#define COL_STUN 0 /* <stun> */
#define ROW_HUNGRY (Term->hgt - 1)
#define COL_HUNGRY 0 /* "Weak" / "Hungry" / "Full" / "Gorged" */
#define ROW_BLIND (Term->hgt - 1)
#define COL_BLIND 7 /* "Blind" */
#define ROW_CONFUSED (Term->hgt - 1)
#define COL_CONFUSED 13 /* "Conf" */
#define ROW_AFRAID (Term->hgt - 1)
#define COL_AFRAID 18 /* "Afraid" */
#define ROW_POISONED (Term->hgt - 1)
#define COL_POISONED 25 /* "Poison" */
#define ROW_DTRAP (Term->hgt - 1)
#define COL_DTRAP 32 /* "DTrap" */
#define ROW_STATE (Term->hgt - 1)
#define COL_STATE 38 /* <state> */
#define ROW_SPEED (Term->hgt - 1)
#define COL_SPEED 49 /* "Slow (-NN)" or "Fast (+NN)" */
#define ROW_STUDY (Term->hgt - 1)
#define COL_STUDY 60 /* "Study" */
#define ROW_DEPTH (Term->hgt - 1)
#define COL_DEPTH (Term->wid - 14) /* "Lev NNN" / "NNNN ft" */
/*** Terrain Feature Indexes (see "lib/edit/f_info.txt") ***/
/* Nothing */
#define FEAT_NONE 0x00
/* Basic features */
#define FEAT_FLOOR 0x01
#define FEAT_FOUNTAIN 0x02
#define FEAT_GLYPH 0x03
#define FEAT_OPEN 0x04
#define FEAT_BROKEN 0x05
#define FEAT_LESS 0x06
#define FEAT_MORE 0x07
/* Quest features -KMW- */
#define FEAT_QUEST_ENTER 0x08
#define FEAT_QUEST_EXIT 0x09
#define FEAT_QUEST_DOWN 0x0A
#define FEAT_QUEST_UP 0x0B
/* Shafts -GSN- */
#define FEAT_SHAFT_DOWN 0x0D
#define FEAT_SHAFT_UP 0x0E
/* Basic feature */
#define FEAT_EMPTY_FOUNTAIN 0x0F
/* Feature 0x10 -- web */
/* Traps */
#define FEAT_TRAP 0x11
/* Features 0x12 - 0x1F -- unused */
/* Doors */
#define FEAT_DOOR_HEAD 0x20
#define FEAT_DOOR_TAIL 0x2F
/* Extra */
#define FEAT_SECRET 0x30
#define FEAT_RUBBLE 0x31
/* Seams */
#define FEAT_MAGMA 0x32
#define FEAT_QUARTZ 0x33
#define FEAT_MAGMA_H 0x34
#define FEAT_QUARTZ_H 0x35
#define FEAT_MAGMA_K 0x36
#define FEAT_QUARTZ_K 0x37
/* Walls */
#define FEAT_WALL_EXTRA 0x38
#define FEAT_WALL_INNER 0x39
#define FEAT_WALL_OUTER 0x3A
#define FEAT_WALL_SOLID 0x3B
#define FEAT_PERM_EXTRA 0x3C
#define FEAT_PERM_INNER 0x3D
#define FEAT_PERM_OUTER 0x3E
#define FEAT_PERM_SOLID 0x3F
/* Explosive rune */
#define FEAT_MINOR_GLYPH 0x40
/* Pattern */
#define FEAT_PATTERN_START 0x41
#define FEAT_PATTERN_1 0x42
#define FEAT_PATTERN_2 0x43
#define FEAT_PATTERN_3 0x44
#define FEAT_PATTERN_4 0x45
#define FEAT_PATTERN_END 0x46
#define FEAT_PATTERN_OLD 0x47
#define FEAT_PATTERN_XTRA1 0x48
#define FEAT_PATTERN_XTRA2 0x49
/* Shops */
#define FEAT_SHOP 0x4A
/* Permanent walls for quests */
#define FEAT_QUEST1 0x4B
#define FEAT_QUEST2 0x4C
#define FEAT_QUEST3 0x4D
#define FEAT_QUEST4 0x4E
/* Features 0x4F - 0x53 -- unused */
/* Additional terrains */
#define FEAT_SHAL_WATER 0x54
#define FEAT_DEEP_LAVA 0x55
#define FEAT_SHAL_LAVA 0x56
#define FEAT_DARK_PIT 0x57
#define FEAT_DIRT 0x58
#define FEAT_GRASS 0x59
#define FEAT_ICE 0x5A
#define FEAT_SAND 0x5B
#define FEAT_DEAD_TREE 0x5C
#define FEAT_DEAD_SMALL_TREE 212
#define FEAT_ASH 0x5D
#define FEAT_MUD 0x5E
#define FEAT_ICE_WALL 0x5F
#define FEAT_TREES 0x60
#define FEAT_MOUNTAIN 0x61
#define FEAT_SANDWALL 0x62
#define FEAT_SANDWALL_H 0x63
#define FEAT_SANDWALL_K 0x64
/* Feature 0x65 -- high mountain chain */
/* Feature 0x66 -- nether mist */
/* Features 0x67 - 0x9F -- unused */
#define FEAT_BETWEEN 0xA0 /* 160 */
/* Altars */
#define FEAT_ALTAR_HEAD 0xA1 /* 161 */
#define FEAT_ALTAR_TAIL 0xAB /* 171 */
#define FEAT_MARKER 0xAC /* 172 */
/* Feature 0xAD -- Underground Tunnel */
#define FEAT_TAINTED_WATER 0xAE /* 174 */
#define FEAT_MON_TRAP 0xAF /* 175 */
#define FEAT_BETWEEN2 0xB0 /* 176 */
#define FEAT_LAVA_WALL 0xB1 /* 177 */
#define FEAT_GREAT_FIRE 0xB2 /* 178 */
#define FEAT_WAY_MORE 0xB3 /* 179 */
#define FEAT_WAY_LESS 0xB4 /* 180 */
/* Feature 0xB5 -- field */
#define FEAT_EKKAIA 0xB6 /* 182 */
/* Features 0xB7 - 0xBA -- unused */
#define FEAT_DEEP_WATER 0xBB /* 187 */
#define FEAT_GLASS_WALL 0xBC /* 188 */
#define FEAT_ILLUS_WALL 0xBD /* 189 */
/* Feature 0xBE -- grass roof */
/* Feature 0xBF -- grass roof top */
/* Feature 0xC0 -- grass roof chimney */
/* Feature 0xC1 -- brick roof */
/* Feature 0xC2 -- brick roof top */
/* Feature 0xC3 -- brick roof chimney */
/* Feature 0xC4 -- window */
/* Feature 0xC5 -- small window */
/* Feature 0xC6 -- rain barrel */
#define FEAT_FLOWER 0xC7 /* 199 */
/* Feature 0xC8 -- cobblestone road */
/* Feature 0xC9 -- cobblestone with outlet */
#define FEAT_SMALL_TREES 0xCA /* 202 */
#define FEAT_TOWN 0xCB /* 203 */
/* Feature 0xCC -- Underground Tunnel */
#define FEAT_FIRE 0xCD /* 205 */
/* Feature 0xCE -- pile of rubble (permanent) */
/* Features 0xCF - 0xFF -- unused */
#define MAX_BETWEEN_EXITS 2
/*
* Number of effects
*/
#define MAX_EFFECTS 128
#define EFF_WAVE 0x00000001 /* A circle whose radius increase */
#define EFF_LAST 0x00000002 /* The wave lasts */
#define EFF_STORM 0x00000004 /* The area follows the player */
#define EFF_DIR1 0x00000008 /* Directed effect */
#define EFF_DIR2 0x00000010 /* Directed effect */
#define EFF_DIR3 0x00000020 /* Directed effect */
#define EFF_DIR4 0x00000040 /* Directed effect */
#define EFF_DIR6 0x00000080 /* Directed effect */
#define EFF_DIR7 0x00000100 /* Directed effect */
#define EFF_DIR8 0x00000200 /* Directed effect */
#define EFF_DIR9 0x00000400 /* Directed effect */
/*
* Wilderness terrains
*/
#define TERRAIN_EDGE 0 /* Edge of the World */
#define TERRAIN_TOWN 1 /* Town */
#define TERRAIN_DEEP_WATER 2 /* Deep water */
#define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
#define TERRAIN_SWAMP 4 /* Swamp */
#define TERRAIN_DIRT 5 /* Dirt */
#define TERRAIN_GRASS 6 /* Grass */
#define TERRAIN_TREES 7 /* Trees */
#define TERRAIN_DESERT 8 /* Desert */
#define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
#define TERRAIN_DEEP_LAVA 10 /* Deep lava */
#define TERRAIN_MOUNTAIN 11 /* Mountain */
#define MAX_WILD_TERRAIN 18
/*** Artifact indexes (see "lib/edit/a_info.txt") ***/
/* Lites */
#define ART_GALADRIEL 1
#define ART_ELENDIL 2
#define ART_THRAIN 3
#define ART_PALANTIR 202
#define ART_UNDEATH 200
#define ART_STONE_LORE 15
#define ART_PALANTIR_ITHIL 208
/* Amulets */
#define ART_CARLAMMAS 4
#define ART_INGWE 5
#define ART_DWARVES 6
#define ART_ANCHOR 14
#define ART_ELESSAR 206
#define ART_EVENSTAR 207
/* Rings */
#define ART_FLAR 7
#define ART_BARAHIR 8
#define ART_TULKAS 9
#define ART_NARYA 10
#define ART_NENYA 11
#define ART_VILYA 12
#define ART_POWER 13
/* 14 used by the anchor of space-time */
/* 15 used by the stone of lore */
/* Dragon Scale */
#define ART_RAZORBACK 16
#define ART_BLADETURNER 17
#define ART_MEDIATOR 166
/* Hard Armour */
#define ART_HIMRING 167
#define ART_SOULKEEPER 19
#define ART_ISILDUR 20
#define ART_ROHIRRIM 21
#define ART_BELEGENNON 22
#define ART_CELEBORN 23
#define ART_ARVEDUI 24
#define ART_CASPANION 25
/* Thunderlord flying suit */
#define ART_MARDA 26
#define ART_TRON 27
/* Soft Armour */
#define ART_THALKETTOTH 28
/* Shields */
#define ART_THORIN 30
#define ART_CELEGORM 31
#define ART_ANARION 32
#define ART_GILGALAD 169
#define ART_HARADRIM 176
/* Helms and Crowns */
#define ART_MORGOTH 34
#define ART_BERUTHIEL 35
#define ART_THRANDUIL 36
#define ART_THENGEL 37
#define ART_HAMMERHAND 38
#define ART_DOR 39
#define ART_HOLHENNETH 40
#define ART_GORLIM 41
#define ART_GONDOR 42
#define ART_KNOWLEDGE 160
#define ART_NUMENOR 43
#define ART_CELEBRIMBOR 170
/* Cloaks */
#define ART_COLLUIN 44
#define ART_HOLCOLLETH 45
#define ART_THINGOL 46
#define ART_THORONGIL 47
#define ART_COLANNON 48
#define ART_LUTHIEN 49
#define ART_TUOR 50
/* Gloves */
#define ART_CAMBELEG 52
#define ART_CAMMITHRIM 53
#define ART_PAURHACH 54
#define ART_PAURNIMMEN 55
#define ART_PAURAEGEN 56
#define ART_PAURNEN 57
#define ART_CAMLOST 58
#define ART_FINGOLFIN 59
#define ART_EOL 178
/* Boots */
#define ART_FEANOR 60
#define ART_DAL 61
#define ART_THROR 62
/* Swords */
#define ART_NARSIL 164
#define ART_MAEDHROS 64
#define ART_ANGRIST 65
#define ART_NARTHANC 66
#define ART_NIMTHANC 67
#define ART_DETHANC 68
#define ART_RILIA 69
#define ART_BELANGIL 70
#define ART_CALRIS 71
#define ART_ARUNRUTH 72
#define ART_GLAMDRING 73
#define ART_AEGLIN 74
#define ART_ORCRIST 75
#define ART_GURTHANG 76
#define ART_ZARCUTHRA 77
#define ART_MORMEGIL 78
#define ART_GONDRICAM 79
#define ART_CRISDURIAN 80
#define ART_AGLARANG 81
#define ART_RINGIL 82
#define ART_ANDURIL 83
#define ART_ANGUIREL 84
#define ART_ELVAGIL 85
#define ART_FORASGIL 86
#define ART_CARETH 87
#define ART_STING 88
#define ART_HARADEKKET 89
#define ART_GILETTAR 90
#define ART_DOOMCALLER 91
#define ART_VORPAL_BLADE 92
#define ART_ERU 147
/* Polearms */
#define ART_THEODEN 93
#define ART_PAIN 94
#define ART_OSONDIR 95
#define ART_TIL 96
#define ART_AEGLOS 97
#define ART_OROME 98
#define ART_NIMLOTH 99
#define ART_EORLINGAS 100
#define ART_DURIN 101
#define ART_EONWE 102
#define ART_BALLI 103
#define ART_LOTHARANG 104
#define ART_MUNDWINE 105
#define ART_BARUKKHELED 106
#define ART_WRATH 107
#define ART_ULMO 108
#define ART_AVAVIR 109
#define ART_FUNDIN 175
/* The sword of the Dawn */
#define ART_DAWN 110
/* Hafted */
#define ART_MELKOR 18
#define ART_HURIN 33
#define ART_GROND 111
#define ART_TOTILA 112
#define ART_THUNDERFIST 113
#define ART_BLOODSPIKE 114
#define ART_FIRESTAR 115
#define ART_TARATOL 116
#define ART_AULE 117
#define ART_NAR 118
#define ART_ERIRIL 119
#define ART_OLORIN 120
#define ART_DEATHWREAKER 121
#define ART_TURMIL 122
#define ART_GOTHMOG 123
#define ART_AXE_GOTHMOG 145
#define ART_SKULLCLEAVER 177
#define ART_NAIN 174
/* Bows */
#define ART_BELTHRONDING 124
#define ART_BARD 125
#define ART_CUBRAGOL 126
#define ART_UMBAR 171
/* Mage Staffs */
#define ART_GANDALF 127
/* Boomerangs */
#define ART_BEOR 128
#define ART_GLIMDRIR 129
/* Musical Instrument */
#define ART_MAGLOR 137
#define ART_SKY 138
#define ART_DAERON 139
#define ART_DRUEDAIN 141
#define ART_ROHAN 142
#define ART_HELM 143
#define ART_BOROMIR 144
/* Diggers */
#define ART_EREBOR 140
#define ART_ORCHAST 156
#define ART_NIGHT 157
#define ART_NATUREBANE 158
/* Spell for various object */
#define SPELL_ID_PLAIN 1
#define SPELL_BO_FIRE 2
#define SPELL_BO_COLD 3
#define SPELL_BO_ELEC 4
#define SPELL_BO_POIS 5
#define SPELL_BO_ACID 6
#define SPELL_MAPPING 7
#define SPELL_CURE 8
#define SPELL_ID_FULL 9
#define SPELL_WRAITH 10
#define SPELL_INVIS 11
/*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/
#define EGO_MANA 1
#define EGO_POWER 2
#define EGO_MANA_POWER 3
#define EGO_MSTAFF_SPELL 4
#define EGO_BRAND_POIS 77
#define EGO_BRAND_ELEC 74
#define EGO_BRAND_FIRE 75
#define EGO_BRAND_COLD 76
#define EGO_BRAND_ACID 73
#define EGO_EARTHQUAKES 80
#define EGO_BLESS_BLADE 67
#define EGO_VAMPIRIC 97
#define EGO_CHAOTIC 78
#define EGO_BLASTED 127
#define EGO_SHATTERED 126
#define EGO_FLAME 122
#define EGO_FROST 123
#define EGO_LIGHTNING_BOLT 121
#define EGO_FREE_ACTION 49
#define EGO_DF 66
#define EGO_MOTION 59
#define EGO_SPECTRAL 102
#define EGO_NOLDOR 23
#define EGO_JUMP 15
#define EGO_SPINING 72
#define EGO_DRAGON 99
#define EGO_INST_DRAGONKIND 130
#define EGO_ENDURE_ELEC 17
#define EGO_ENDURE_ACID 16
#define EGO_ENDURE_FIRE 18
#define EGO_ENDURE_COLD 19
#define EGO_QUIET 58
#define EGO_WISDOM 25
#define EGO_RESIST_ELEC 6
#define EGO_RESIST_ACID 5
#define EGO_RESIST_FIRE 7
#define EGO_RESIST_COLD 8
#define EGO_LIFE 68
#define EGO_STEALTH 42
#define EGO_PROTECTION 41
#define EGO_MAGI 27
#define EGO_SPEED 60
#define EGO_RESISTANCE 9
#define EGO_LITE 32
#define EGO_AURA_FIRE 44
#define EGO_SLAYING_WEAPON 71
#define EGO_SLAYING 50
#define EGO_TELEPORTATION 35
#define EGO_ELVENKIND 10
#define EGO_LITE_MAGI 163
#define EGO_HA 65
/* Activation effects for random artifacts */
#define ACT_SUNLIGHT 1
#define ACT_BO_MISS_1 2
#define ACT_BA_POIS_1 3
#define ACT_BO_ELEC_1 4
#define ACT_BO_ACID_1 5
#define ACT_BO_COLD_1 6
#define ACT_BO_FIRE_1 7
#define ACT_BA_COLD_1 8
#define ACT_BA_FIRE_1 9
#define ACT_DRAIN_1 10
#define ACT_BA_COLD_2 11
#define ACT_BA_ELEC_2 12
#define ACT_DRAIN_2 13
#define ACT_VAMPIRE_1 14
#define ACT_BO_MISS_2 15
#define ACT_BA_FIRE_2 16
#define ACT_BA_COLD_3 17
#define ACT_BA_ELEC_3 18
#define ACT_WHIRLWIND 19
#define ACT_VAMPIRE_2 20
#define ACT_CALL_CHAOS 21
#define ACT_ROCKET 22
#define ACT_DISP_EVIL 23
#define ACT_BA_MISS_3 24
#define ACT_DISP_GOOD 25
#define ACT_GILGALAD 26
#define ACT_CELEBRIMBOR 27
#define ACT_SKULLCLEAVER 28
#define ACT_HARADRIM 29
#define ACT_FUNDIN 30
#define ACT_EOL 31
#define ACT_UMBAR 32
#define ACT_NUMENOR 33
#define ACT_KNOWLEDGE 34
#define ACT_UNDEATH 35
#define ACT_THRAIN 36
#define ACT_BARAHIR 37
#define ACT_TULKAS 38
#define ACT_NARYA 39
#define ACT_NENYA 40
#define ACT_VILYA 41
#define ACT_POWER 42
#define ACT_STONE_LORE 43
#define ACT_RAZORBACK 44
#define ACT_BLADETURNER 45
#define ACT_MEDIATOR 46
#define ACT_BELEGENNON 47
#define ACT_GORLIM 48
#define ACT_COLLUIN 49
#define ACT_BELANGIL 50
#define ACT_CONFUSE 51
#define ACT_SLEEP 52
#define ACT_QUAKE 53
#define ACT_TERROR 54
#define ACT_TELE_AWAY 55
#define ACT_BANISH_EVIL 56
#define ACT_GENOCIDE 57
#define ACT_MASS_GENO 58
#define ACT_ANGUIREL 59
#define ACT_ERU 60
#define ACT_DAWN 61
#define ACT_FIRESTAR 62
#define ACT_TURMIL 63
#define ACT_CUBRAGOL 64
#define ACT_CHARM_ANIMAL 65
#define ACT_CHARM_UNDEAD 66
#define ACT_CHARM_OTHER 67
#define ACT_CHARM_ANIMALS 68
#define ACT_CHARM_OTHERS 69
#define ACT_SUMMON_ANIMAL 70
#define ACT_SUMMON_PHANTOM 71
#define ACT_SUMMON_ELEMENTAL 72
#define ACT_SUMMON_DEMON 73
#define ACT_SUMMON_UNDEAD 74
#define ACT_ELESSAR 75
#define ACT_GANDALF 76
#define ACT_MARDA 77
#define ACT_PALANTIR 78
/*
79
80
*/
#define ACT_CURE_LW 81
#define ACT_CURE_MW 82
#define ACT_CURE_POISON 83
#define ACT_REST_LIFE 84
#define ACT_REST_ALL 85
#define ACT_CURE_700 86
#define ACT_CURE_1000 87
/*
88
*/
#define ACT_EREBOR 89
#define ACT_DRUEDAIN 90
#define ACT_ESP 91
#define ACT_BERSERK 92
#define ACT_PROT_EVIL 93
#define ACT_RESIST_ALL 94
#define ACT_SPEED 95
#define ACT_XTRA_SPEED 96
#define ACT_WRAITH 97
#define ACT_INVULN 98
#define ACT_ROHAN 99
#define ACT_HELM 100
#define ACT_BOROMIR 101
#define ACT_HURIN 102
#define ACT_AXE_GOTHMOG 103
#define ACT_MELKOR 104
#define ACT_GROND 105
#define ACT_NATUREBANE 106
#define ACT_NIGHT 107
#define ACT_ORCHAST 108
#define ACT_LIGHT 111
#define ACT_MAP_LIGHT 112
#define ACT_DETECT_ALL 113
#define ACT_DETECT_XTRA 114
#define ACT_ID_FULL 115
#define ACT_ID_PLAIN 116
#define ACT_RUNE_EXPLO 117
#define ACT_RUNE_PROT 118
#define ACT_SATIATE 119
#define ACT_DEST_DOOR 120
#define ACT_STONE_MUD 121
#define ACT_RECHARGE 122
#define ACT_ALCHEMY 123
#define ACT_DIM_DOOR 124
#define ACT_TELEPORT 125
#define ACT_RECALL 126
#define ACT_DEATH 127
#define ACT_RUINATION 128
#define ACT_DESTRUC 129
#define ACT_UNINT 130
#define ACT_UNSTR 131
#define ACT_UNCON 132
#define ACT_UNCHR 133
#define ACT_UNDEX 134
#define ACT_UNWIS 135
#define ACT_STATLOSS 136
#define ACT_HISTATLOSS 137
#define ACT_EXPLOSS 138
#define ACT_HIEXPLOSS 139
#define ACT_SUMMON_MONST 140
#define ACT_PARALYZE 141
#define ACT_HALLU 142
#define ACT_POISON 143
#define ACT_HUNGER 144
#define ACT_STUN 145
#define ACT_CUTS 146
#define ACT_PARANO 147
#define ACT_CONFUSION 148
#define ACT_BLIND 149
#define ACT_PET_SUMMON 150
#define ACT_CURE_PARA 151
#define ACT_CURE_HALLU 152
#define ACT_CURE_POIS 153
#define ACT_CURE_HUNGER 154
#define ACT_CURE_STUN 155
#define ACT_CURE_CUTS 156
#define ACT_CURE_FEAR 157
#define ACT_CURE_CONF 158
#define ACT_CURE_BLIND 159
#define ACT_CURING 160
#define ACT_DARKNESS 161
#define ACT_LEV_TELE 162
#define ACT_ACQUIREMENT 163
#define ACT_WEIRD 164
#define ACT_AGGRAVATE 165
#define ACT_MUT 166
#define ACT_CURE_INSANITY 167
#define ACT_CURE_MUT 168
#define ACT_LIGHT_ABSORBTION 169
/* of dragonkind?*/
#define ACT_BA_FIRE_H 170
#define ACT_BA_COLD_H 171
#define ACT_BA_ELEC_H 172
#define ACT_BA_ACID_H 173
#define ACT_SPIN 174
#define ACT_NOLDOR 175
#define ACT_SPECTRAL 176
#define ACT_JUMP 177
#define ACT_DEST_TELE 178
/*amulet of serpents dam 100, rad 2 timout 40+d60 */
#define ACT_BA_POIS_4 179
/*rings of X 50,50+d50 dur 20+d20 */
#define ACT_BA_COLD_4 180
#define ACT_BA_FIRE_4 181
#define ACT_BA_ACID_4 182
#define ACT_BA_ELEC_4 183
#define ACT_BR_ELEC 184
#define ACT_BR_COLD 185
#define ACT_BR_FIRE 186
#define ACT_BR_ACID 187
#define ACT_BR_POIS 188
#define ACT_BR_MANY 189
#define ACT_BR_CONF 190
#define ACT_BR_SOUND 191
#define ACT_BR_CHAOS 192
#define ACT_BR_SHARD 193
#define ACT_BR_BALANCE 194
#define ACT_BR_LIGHT 195
#define ACT_BR_POWER 196
#define ACT_GROW_MOLD 197
#define ACT_MUSIC 200
/* 170 -> unused */
/*** Object "tval" and "sval" codes ***/
/*
* The values for the "tval" field of various objects.
*
* This value is the primary means by which items are sorted in the
* player inventory, followed by "sval" and "cost".
*
* Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
* weapon with tval = 16+N, and does (xP) damage when so combined. This
* fact is not actually used in the source, but it kind of interesting.
*
* Note that as of 2.7.8, the "item flags" apply to all items, though
* only armor and weapons and a few other items use any of these flags.
*/
#define TV_SKELETON 1 /* Skeletons ('s') */
#define TV_BOTTLE 2 /* Empty bottles ('!') */
/* XXX */
#define TV_BATERIE 4 /* For the Alchemists */
#define TV_SPIKE 5 /* Spikes ('~') */
#define TV_MSTAFF 6 /* Mage Staffs */
#define TV_CHEST 7 /* Chests ('~') */
#define TV_PARCHMENT 8 /* Parchments from Kamband */
#define TV_PARCHEMENT 8 /* compatibility define */
#define TV_CORPSE 9 /* Monster corpses */
#define TV_EGG 10 /* Monster Eggs */
#define TV_JUNK 11 /* Sticks, Pottery, etc ('~') */
#define TV_TOOL 12 /* Tools */
#define TV_INSTRUMENT 14 /* Musical instruments */
#define TV_BOOMERANG 15 /* Boomerangs */
#define TV_SHOT 16 /* Ammo for slings */
#define TV_ARROW 17 /* Ammo for bows */
#define TV_BOLT 18 /* Ammo for x-bows */
#define TV_BOW 19 /* Slings/Bows/Xbows */
#define TV_DIGGING 20 /* Shovels/Picks */
#define TV_HAFTED 21 /* Priest Weapons */
#define TV_POLEARM 22 /* Pikes/Glaives/Spears/etc. */
#define TV_SWORD 23 /* Edged Weapons */
#define TV_AXE 24 /* Axes/Cleavers */
#define TV_BOOTS 30 /* Boots */
#define TV_GLOVES 31 /* Gloves */
#define TV_HELM 32 /* Helms */
#define TV_CROWN 33 /* Crowns */
#define TV_SHIELD 34 /* Shields */
#define TV_CLOAK 35 /* Cloaks */
#define TV_SOFT_ARMOR 36 /* Soft Armor */
#define TV_HARD_ARMOR 37 /* Hard Armor */
#define TV_DRAG_ARMOR 38 /* Dragon Scale Mail */
#define TV_LITE 39 /* Lites (including Specials) */
#define TV_AMULET 40 /* Amulets (including Specials) */
#define TV_RING 45 /* Rings (including Specials) */
#define TV_TRAPKIT 46 /* Trapkits */
#define TV_TOTEM 54 /* Summoner totems */
#define TV_STAFF 55
#define TV_WAND 65
#define TV_ROD 66
#define TV_ROD_MAIN 67
#define TV_SCROLL 70
#define TV_POTION 71
#define TV_POTION2 72 /* Second set of potion */
#define TV_FLASK 77
#define TV_FOOD 80
#define TV_HYPNOS 99 /* To wield monsters !:) */
#define TV_GOLD 100 /* Gold can only be picked up by players */
#define TV_RANDART 102 /* Random Artifacts */
#define TV_RUNE1 104 /* Base runes */
#define TV_RUNE2 105 /* Modifier runes */
#define TV_BOOK 111
#define TV_SYMBIOTIC_BOOK 112
#define TV_MUSIC_BOOK 113
#define TV_DRUID_BOOK 114
#define TV_DAEMON_BOOK 115
/* The "sval" codes for TV_JUNK */
#define SV_BOULDER 1
/* The "sval" codes for TV_TOOL */
#define SV_TOOL_CLIMB 0
#define SV_PORTABLE_HOLE 1
/* The "sval" codes for TV_MSTAFF */
#define SV_MSTAFF 1
/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
#define SV_AMMO_LIGHT 0 /* pebbles */
#define SV_AMMO_NORMAL 1 /* shots, arrows, bolts */
#define SV_AMMO_HEAVY 2 /* seeker arrows and bolts, mithril shots */
/* The "sval" codes for TV_INSTRUMENT */
#define SV_DRUM 58
#define SV_HARP 59
#define SV_HORN 60
/* The "sval" codes for TV_TRAPKIT */
#define SV_TRAPKIT_SLING 1
#define SV_TRAPKIT_BOW 2
#define SV_TRAPKIT_XBOW 3
#define SV_TRAPKIT_POTION 4
#define SV_TRAPKIT_SCROLL 5
#define SV_TRAPKIT_DEVICE 6
/* The "sval" codes for TV_BOOMERANG */
#define SV_BOOM_S_WOOD 1 /* 1d4 */
#define SV_BOOM_WOOD 2 /* 1d8 */
#define SV_BOOM_S_METAL 3 /* 3d4 */
#define SV_BOOM_METAL 4 /* 4d5 */
/* The "sval" codes for TV_BOW (note information in "sval") */
#define SV_SLING 2 /* (x2) */
#define SV_SHORT_BOW 12 /* (x2) */
#define SV_LONG_BOW 13 /* (x3) */
#define SV_LIGHT_XBOW 23 /* (x3) */
#define SV_HEAVY_XBOW 24 /* (x4) */
/* The "sval" codes for TV_DIGGING */
#define SV_SHOVEL 1
#define SV_GNOMISH_SHOVEL 2
#define SV_DWARVEN_SHOVEL 3
#define SV_PICK 4
#define SV_ORCISH_PICK 5
#define SV_DWARVEN_PICK 6
#define SV_MATTOCK 7
/* The "sval" values for TV_HAFTED */
#define SV_CLUB 1 /* 1d4 */
#define SV_WHIP 2 /* 1d6 */
#define SV_QUARTERSTAFF 3 /* 1d9 */
#define SV_NUNCHAKU 4 /* 2d3 */
#define SV_MACE 5 /* 2d4 */
#define SV_BALL_AND_CHAIN 6 /* 2d4 */
#define SV_WAR_HAMMER 8 /* 3d3 */
#define SV_LUCERN_HAMMER 10 /* 2d5 */
#define SV_THREE_PIECE_ROD 11 /* 3d3 */
#define SV_MORNING_STAR 12 /* 2d6 */
#define SV_FLAIL 13 /* 2d6 */
#define SV_LEAD_FILLED_MACE 15 /* 3d4 */
#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
#define SV_GREAT_HAMMER 19 /* 4d6 */
#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
#define SV_GROND 50 /* 3d4 */
/* The "sval" values for TV_AXE */
#define SV_HATCHET 1 /* 1d5 */
#define SV_CLEAVER 2 /* 2d4 */
#define SV_LIGHT_WAR_AXE 8 /* 2d5 */
#define SV_BEAKED_AXE 10 /* 2d6 */
#define SV_BROAD_AXE 11 /* 2d6 */
#define SV_BATTLE_AXE 22 /* 2d8 */
#define SV_GREAT_AXE 25 /* 4d4 */
#define SV_LOCHABER_AXE 28 /* 3d8 */
#define SV_SLAUGHTER_AXE 30 /* 5d7 */
/* The "sval" values for TV_POLEARM */
#define SV_SPEAR 2 /* 1d6 */
#define SV_SICKLE 3 /* 2d3 */
#define SV_AWL_PIKE 4 /* 1d8 */
#define SV_TRIDENT 5 /* 1d9 */
#define SV_FAUCHARD 6 /* 1d10 */
#define SV_BROAD_SPEAR 7 /* 1d9 */
#define SV_PIKE 8 /* 2d5 */
#define SV_GLAIVE 13 /* 2d6 */
#define SV_HALBERD 15 /* 3d4 */
#define SV_GUISARME 16 /* 2d5 */
#define SV_SCYTHE 17 /* 5d3 */
#define SV_LANCE 20 /* 2d8 */
#define SV_TRIFURCATE_SPEAR 26 /* 2d9 */
#define SV_HEAVY_LANCE 29 /* 4d8 */
#define SV_SCYTHE_OF_SLICING 30 /* 8d4 */
/* The "sval" codes for TV_SWORD */
#define SV_BROKEN_DAGGER 1 /* 1d1 */
#define SV_BROKEN_SWORD 2 /* 1d2 */
#define SV_DAGGER 4 /* 1d4 */
#define SV_MAIN_GAUCHE 5 /* 1d5 */
#define SV_RAPIER 7 /* 1d6 */
#define SV_SMALL_SWORD 8 /* 1d6 */
#define SV_BASILLARD 9 /* 1d8 */
#define SV_SHORT_SWORD 10 /* 1d7 */
#define SV_SABRE 11 /* 1d7 */
#define SV_CUTLASS 12 /* 1d7 */
#define SV_KHOPESH 14 /* 2d4 */
#define SV_TULWAR 15 /* 2d4 */
#define SV_BROAD_SWORD 16 /* 2d5 */
#define SV_LONG_SWORD 17 /* 2d5 */
#define SV_SCIMITAR 18 /* 2d5 */
#define SV_KATANA 20 /* 3d4 */
#define SV_BASTARD_SWORD 21 /* 3d4 */
#define SV_GREAT_SCIMITAR 22 /* 4d5 */
#define SV_CLAYMORE 23 /* 2d8 */
#define SV_ESPADON 24 /* 2d9 */
#define SV_TWO_HANDED_SWORD 25 /* 3d6 */
#define SV_FLAMBERGE 26 /* 3d7 */
#define SV_EXECUTIONERS_SWORD 28 /* 4d5 */
#define SV_ZWEIHANDER 29 /* 4d6 */
#define SV_BLADE_OF_CHAOS 30 /* 6d5 */
#define SV_BLUESTEEL_BLADE 31 /* 3d9 */
#define SV_SHADOW_BLADE 32 /* 4d4 */
#define SV_DARK_SWORD 33 /* 3d7 */
/* The "sval" codes for TV_SHIELD */
#define SV_SMALL_LEATHER_SHIELD 2
#define SV_SMALL_METAL_SHIELD 3
#define SV_LARGE_LEATHER_SHIELD 4
#define SV_LARGE_METAL_SHIELD 5
#define SV_DRAGON_SHIELD 6
#define SV_SHIELD_OF_DEFLECTION 10
/* The "sval" codes for TV_HELM */
#define SV_HARD_LEATHER_CAP 2
#define SV_METAL_CAP 3
#define SV_IRON_HELM 5
#define SV_STEEL_HELM 6
#define SV_DRAGON_HELM 7
#define SV_IRON_CROWN 10
#define SV_GOLDEN_CROWN 11
#define SV_JEWELED_CROWN 12
#define SV_MORGOTH 50
/* The "sval" codes for TV_BOOTS */
#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
#define SV_PAIR_OF_HARD_LEATHER_BOOTS 3
#define SV_PAIR_OF_METAL_SHOD_BOOTS 6
/* The "sval" codes for TV_CLOAK */
#define SV_CLOAK 1
#define SV_ELVEN_CLOAK 2
#define SV_FUR_CLOAK 3
#define SV_SHADOW_CLOAK 6
#define SV_MIMIC_CLOAK 100
/* The "sval" codes for TV_GLOVES */
#define SV_SET_OF_LEATHER_GLOVES 1
#define SV_SET_OF_GAUNTLETS 2
#define SV_SET_OF_CESTI 5
/* The "sval" codes for TV_SOFT_ARMOR */
#define SV_FILTHY_RAG 1
#define SV_ROBE 2
#define SV_PAPER_ARMOR 3 /* 4 */
#define SV_SOFT_LEATHER_ARMOR 4
#define SV_SOFT_STUDDED_LEATHER 5
#define SV_HARD_LEATHER_ARMOR 6
#define SV_HARD_STUDDED_LEATHER 7
#define SV_RHINO_HIDE_ARMOR 8
#define SV_CORD_ARMOR 9 /* 6 */
#define SV_PADDED_ARMOR 10 /* 4 */
#define SV_LEATHER_SCALE_MAIL 11
#define SV_LEATHER_JACK 12
#define SV_STONE_AND_HIDE_ARMOR 15 /* 15 */
#define SV_THUNDERLORD_SUIT 16
/* The "sval" codes for TV_HARD_ARMOR */
#define SV_RUSTY_CHAIN_MAIL 1 /* 14- */
#define SV_RING_MAIL 2 /* 12 */
#define SV_METAL_SCALE_MAIL 3 /* 13 */
#define SV_CHAIN_MAIL 4 /* 14 */
#define SV_DOUBLE_RING_MAIL 5 /* 15 */
#define SV_AUGMENTED_CHAIN_MAIL 6 /* 16 */
#define SV_DOUBLE_CHAIN_MAIL 7 /* 16 */
#define SV_BAR_CHAIN_MAIL 8 /* 18 */
#define SV_METAL_BRIGANDINE_ARMOUR 9 /* 19 */
#define SV_SPLINT_MAIL 10 /* 19 */
#define SV_PARTIAL_PLATE_ARMOUR 12 /* 22 */
#define SV_METAL_LAMELLAR_ARMOUR 13 /* 23 */
#define SV_FULL_PLATE_ARMOUR 15 /* 25 */
#define SV_RIBBED_PLATE_ARMOUR 18 /* 28 */
#define SV_MITHRIL_CHAIN_MAIL 20 /* 28+ */
#define SV_MITHRIL_PLATE_MAIL 25 /* 35+ */
#define SV_ADAMANTITE_PLATE_MAIL 30 /* 40+ */
/* The "sval" codes for TV_DRAG_ARMOR */
#define SV_DRAGON_BLACK 1
#define SV_DRAGON_BLUE 2
#define SV_DRAGON_WHITE 3
#define SV_DRAGON_RED 4
#define SV_DRAGON_GREEN 5
#define SV_DRAGON_MULTIHUED 6
#define SV_DRAGON_SHINING 10
#define SV_DRAGON_LAW 12
#define SV_DRAGON_BRONZE 14
#define SV_DRAGON_GOLD 16
#define SV_DRAGON_CHAOS 18
#define SV_DRAGON_BALANCE 20
#define SV_DRAGON_POWER 30
/* The sval codes for TV_LITE */
#define SV_LITE_TORCH 0
#define SV_LITE_LANTERN 1
#define SV_LITE_TORCH_EVER 2
#define SV_LITE_DWARVEN 3
#define SV_LITE_FEANORIAN 4
#define SV_LITE_GALADRIEL 100
#define SV_LITE_ELENDIL 101
#define SV_LITE_THRAIN 102
#define SV_LITE_UNDEATH 103
#define SV_LITE_PALANTIR 104
#define SV_ANCHOR_SPACETIME 105
#define SV_STONE_LORE 106
/* The "sval" codes for TV_AMULET */
#define SV_AMULET_DOOM 0
#define SV_AMULET_TELEPORT 1
#define SV_AMULET_ADORNMENT 2
#define SV_AMULET_SLOW_DIGEST 3
#define SV_AMULET_RESIST_ACID 4
#define SV_AMULET_SEARCHING 5
#define SV_AMULET_BRILLANCE 6
#define SV_AMULET_CHARISMA 7
#define SV_AMULET_THE_MAGI 8
#define SV_AMULET_REFLECTION 9
#define SV_AMULET_CARLAMMAS 10
#define SV_AMULET_INGWE 11
#define SV_AMULET_DWARVES 12
#define SV_AMULET_NO_MAGIC 13
#define SV_AMULET_NO_TELE 14
#define SV_AMULET_RESISTANCE 15
#define SV_AMULET_NOTHING 16
#define SV_AMULET_SERPENT 17
#define SV_AMULET_TORIS_MEJISTOS 18
#define SV_AMULET_ELESSAR 19
#define SV_AMULET_EVENSTAR 20
#define SV_AMULET_SUSTENANCE 21
#define SV_AMULET_TELEPATHY 22
#define SV_AMULET_TRICKERY 23
#define SV_AMULET_WEAPONMASTERY 24
#define SV_AMULET_DEVOTION 25
#define SV_AMULET_INFRA 26
#define SV_AMULET_SPELL 27
#define SV_AMULET_WISDOM 28
#define SV_AMULET_RESIST_ELEC 29
#define SV_AMULET_REGEN 30
/* The sval codes for TV_RING */
#define SV_RING_WOE 0
#define SV_RING_AGGRAVATION 1
#define SV_RING_WEAKNESS 2
#define SV_RING_STUPIDITY 3
#define SV_RING_TELEPORTATION 4
#define SV_RING_SPECIAL 5
#define SV_RING_SLOW_DIGESTION 6
#define SV_RING_FEATHER_FALL 7
#define SV_RING_RESIST_FIRE 8
#define SV_RING_RESIST_COLD 9
#define SV_RING_SUSTAIN_STR 10
#define SV_RING_SUSTAIN_INT 11
#define SV_RING_SUSTAIN_WIS 12
#define SV_RING_SUSTAIN_CON 13
#define SV_RING_SUSTAIN_DEX 14
#define SV_RING_SUSTAIN_CHR 15
#define SV_RING_PROTECTION 16
#define SV_RING_ACID 17
#define SV_RING_FLAMES 18
#define SV_RING_ICE 19
#define SV_RING_RESIST_POIS 20
#define SV_RING_FREE_ACTION 21
#define SV_RING_SEE_INVIS 22
#define SV_RING_SEARCHING 23
#define SV_RING_STR 24
#define SV_RING_INT 25
#define SV_RING_DEX 26
#define SV_RING_CON 27
#define SV_RING_ACCURACY 28
#define SV_RING_DAMAGE 29
#define SV_RING_SLAYING 30
#define SV_RING_SPEED 31
#define SV_RING_BARAHIR 32
#define SV_RING_TULKAS 33
#define SV_RING_NARYA 34
#define SV_RING_NENYA 35
#define SV_RING_VILYA 36
#define SV_RING_POWER 37
#define SV_RING_RES_FEAR 38
#define SV_RING_RES_LD 39
#define SV_RING_RES_NETHER 40
#define SV_RING_RES_NEXUS 41
#define SV_RING_RES_SOUND 42
#define SV_RING_RES_CONFUSION 43
#define SV_RING_RES_SHARDS 44
#define SV_RING_RES_DISENCHANT 45
#define SV_RING_RES_CHAOS 46
#define SV_RING_RES_BLINDNESS 47
#define SV_RING_LORDLY 48
#define SV_RING_ATTACKS 49
#define SV_RING_NOTHING 50
#define SV_RING_PRECONITION 51
#define SV_RING_FLAR 52
#define SV_RING_INVIS 53
#define SV_RING_FLYING 54
#define SV_RING_WRAITH 55
#define SV_RING_ELEC 56
#define SV_RING_DURIN 57
#define SV_RING_SPELL 58
#define SV_RING_CRIT 59
/* The "sval" codes for TV_STAFF */
#define SV_STAFF_SCHOOL 1
#define SV_STAFF_NOTHING 2
/* needed for monster traps */
#define SV_STAFF_LIGHT 3
#define SV_STAFF_FIERY_SHIELD 4
#define SV_STAFF_REMOVE_CURSES 5
#define SV_STAFF_WINGS_WIND 6
#define SV_STAFF_SHAKE 7
#define SV_STAFF_DISARM 8
#define SV_STAFF_TELEPORTATION 9
#define SV_STAFF_PROBABILITY_TRAVEL 10
#define SV_STAFF_RECOVERY 11
#define SV_STAFF_HEALING 12
#define SV_STAFF_VISION 13
#define SV_STAFF_IDENTIFY 14
#define SV_STAFF_SENSE_HIDDEN 15
#define SV_STAFF_REVEAL_WAYS 16
#define SV_STAFF_SENSE_MONSTER 17
#define SV_STAFF_GENOCIDE 18
#define SV_STAFF_SUMMON 19
#define SV_STAFF_WISH 20
#define SV_STAFF_MANA 21
#define SV_STAFF_MITHRANDIR 22
/* The "sval" codes for TV_WAND */
#define SV_WAND_SCHOOL 1
#define SV_WAND_NOTHING 2
/* needed for monster traps */
#define SV_WAND_MANATHRUST 3
#define SV_WAND_FIREFLASH 4
#define SV_WAND_FIREWALL 5
#define SV_WAND_TIDAL_WAVE 6
#define SV_WAND_ICE_STORM 7
#define SV_WAND_NOXIOUS_CLOUD 8
#define SV_WAND_POISON_BLOOD 9
#define SV_WAND_THUNDERSTORM 10
#define SV_WAND_DIG 11
#define SV_WAND_STONE_PRISON 12
#define SV_WAND_STRIKE 13
#define SV_WAND_TELEPORT_AWAY 14
#define SV_WAND_SUMMON_ANIMAL 15
#define SV_WAND_MAGELOCK 16
#define SV_WAND_SLOW_MONSTER 17
#define SV_WAND_SPEED 18
#define SV_WAND_BANISHMENT 19
#define SV_WAND_DISPERSE_MAGIC 20
#define SV_WAND_CHARM 21
#define SV_WAND_CONFUSE 22
#define SV_WAND_DEMON_BLADE 23
#define SV_WAND_HEAL_MONSTER 24
#define SV_WAND_HASTE_MONSTER 25
#define SV_WAND_THRAIN 26
/* The "sval" codes for TV_ROD(Rod Tips) */
#define SV_ROD_NOTHING 0
#define SV_ROD_DETECT_DOOR 1
#define SV_ROD_IDENTIFY 2
#define SV_ROD_RECALL 3
#define SV_ROD_ILLUMINATION 4
#define SV_ROD_MAPPING 5
#define SV_ROD_DETECTION 6
#define SV_ROD_PROBING 7
#define SV_ROD_CURING 8
#define SV_ROD_HEALING 9
#define SV_ROD_RESTORATION 10
#define SV_ROD_SPEED 11
/* xxx (aimed) */
#define SV_ROD_TELEPORT_AWAY 13
#define SV_ROD_DISARMING 14
#define SV_ROD_LITE 15
#define SV_ROD_SLEEP_MONSTER 16
#define SV_ROD_SLOW_MONSTER 17
#define SV_ROD_DRAIN_LIFE 18
#define SV_ROD_POLYMORPH 19
#define SV_ROD_ACID_BOLT 20
#define SV_ROD_ELEC_BOLT 21
#define SV_ROD_FIRE_BOLT 22
#define SV_ROD_COLD_BOLT 23
#define SV_ROD_ACID_BALL 24
#define SV_ROD_ELEC_BALL 25
#define SV_ROD_FIRE_BALL 26
#define SV_ROD_COLD_BALL 27
#define SV_ROD_HAVOC 28
#define SV_ROD_DETECT_TRAP 29
#define SV_ROD_HOME 30
/* The "sval" codes for TV_ROD_MAIN(Rods) */
/* Note that the sval is the max mana capacity of the rod */
#define SV_ROD_WOODEN 10
#define SV_ROD_COPPER 20
#define SV_ROD_IRON 50
#define SV_ROD_ALUMINIUM 75
#define SV_ROD_SILVER 100
#define SV_ROD_GOLDEN 125
#define SV_ROD_MITHRIL 160
#define SV_ROD_ADMANTITE 200
/* The "sval" codes for TV_SCROLL */
#define SV_SCROLL_DARKNESS 0
#define SV_SCROLL_AGGRAVATE_MONSTER 1
#define SV_SCROLL_CURSE_ARMOR 2
#define SV_SCROLL_CURSE_WEAPON 3
#define SV_SCROLL_SUMMON_MONSTER 4
#define SV_SCROLL_SUMMON_UNDEAD 5
#define SV_SCROLL_SUMMON_MINE 6
#define SV_SCROLL_TRAP_CREATION 7
#define SV_SCROLL_PHASE_DOOR 8
#define SV_SCROLL_TELEPORT 9
#define SV_SCROLL_TELEPORT_LEVEL 10
#define SV_SCROLL_WORD_OF_RECALL 11
#define SV_SCROLL_IDENTIFY 12
#define SV_SCROLL_STAR_IDENTIFY 13
#define SV_SCROLL_REMOVE_CURSE 14
#define SV_SCROLL_STAR_REMOVE_CURSE 15
#define SV_SCROLL_ENCHANT_ARMOR 16
#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
#define SV_SCROLL_ENCHANT_WEAPON_PVAL 19
#define SV_SCROLL_STAR_ENCHANT_ARMOR 20
#define SV_SCROLL_STAR_ENCHANT_WEAPON 21
#define SV_SCROLL_RECHARGING 22
#define SV_SCROLL_RESET_RECALL 23
#define SV_SCROLL_LIGHT 24
#define SV_SCROLL_MAPPING 25
#define SV_SCROLL_DETECT_GOLD 26
#define SV_SCROLL_DETECT_ITEM 27
#define SV_SCROLL_DETECT_TRAP 28
#define SV_SCROLL_DETECT_DOOR 29
#define SV_SCROLL_DETECT_INVIS 30
#define SV_SCROLL_DIVINATION 31
#define SV_SCROLL_SATISFY_HUNGER 32
#define SV_SCROLL_BLESSING 33
#define SV_SCROLL_HOLY_CHANT 34
#define SV_SCROLL_HOLY_PRAYER 35
#define SV_SCROLL_MONSTER_CONFUSION 36
#define SV_SCROLL_PROTECTION_FROM_EVIL 37
#define SV_SCROLL_RUNE_OF_PROTECTION 38
#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
#define SV_SCROLL_DEINCARNATION 40
#define SV_SCROLL_STAR_DESTRUCTION 41
#define SV_SCROLL_DISPEL_UNDEAD 42
#define SV_SCROLL_MASS_RESURECTION 43
#define SV_SCROLL_GENOCIDE 44
#define SV_SCROLL_MASS_GENOCIDE 45
#define SV_SCROLL_ACQUIREMENT 46
#define SV_SCROLL_STAR_ACQUIREMENT 47
#define SV_SCROLL_FIRE 48
#define SV_SCROLL_ICE 49
#define SV_SCROLL_CHAOS 50
#define SV_SCROLL_RUMOR 51
#define SV_SCROLL_ARTIFACT 52
#define SV_SCROLL_NOTHING 53
/* The "sval" codes for TV_POTION */
#define SV_POTION_WATER 0
#define SV_POTION_APPLE_JUICE 1
#define SV_POTION_SLIME_MOLD 2
#define SV_POTION_BLOOD 3
#define SV_POTION_SLOWNESS 4
#define SV_POTION_SALT_WATER 5
#define SV_POTION_POISON 6
#define SV_POTION_BLINDNESS 7
#define SV_POTION_INVIS 8
#define SV_POTION_CONFUSION 9
#define SV_POTION_MUTATION 10
#define SV_POTION_SLEEP 11
#define SV_POTION_LEARNING 12
#define SV_POTION_LOSE_MEMORIES 13
/* xxx */
#define SV_POTION_RUINATION 15
#define SV_POTION_DEC_STR 16
#define SV_POTION_DEC_INT 17
#define SV_POTION_DEC_WIS 18
#define SV_POTION_DEC_DEX 19
#define SV_POTION_DEC_CON 20
#define SV_POTION_DEC_CHR 21
#define SV_POTION_DETONATIONS 22
#define SV_POTION_DEATH 23
#define SV_POTION_INFRAVISION 24
#define SV_POTION_DETECT_INVIS 25
#define SV_POTION_SLOW_POISON 26
#define SV_POTION_CURE_POISON 27
#define SV_POTION_BOLDNESS 28
#define SV_POTION_SPEED 29
#define SV_POTION_RESIST_HEAT 30
#define SV_POTION_RESIST_COLD 31
#define SV_POTION_HEROISM 32
#define SV_POTION_BESERK_STRENGTH 33
#define SV_POTION_CURE_LIGHT 34
#define SV_POTION_CURE_SERIOUS 35
#define SV_POTION_CURE_CRITICAL 36
#define SV_POTION_HEALING 37
#define SV_POTION_STAR_HEALING 38
#define SV_POTION_LIFE 39
#define SV_POTION_RESTORE_MANA 40
#define SV_POTION_RESTORE_EXP 41
#define SV_POTION_RES_STR 42
#define SV_POTION_RES_INT 43
#define SV_POTION_RES_WIS 44
#define SV_POTION_RES_DEX 45
#define SV_POTION_RES_CON 46
#define SV_POTION_RES_CHR 47
#define SV_POTION_INC_STR 48
#define SV_POTION_INC_INT 49
#define SV_POTION_INC_WIS 50
#define SV_POTION_INC_DEX 51
#define SV_POTION_INC_CON 52
#define SV_POTION_INC_CHR 53
/* xxx */
#define SV_POTION_AUGMENTATION 55
#define SV_POTION_ENLIGHTENMENT 56
#define SV_POTION_STAR_ENLIGHTENMENT 57
#define SV_POTION_SELF_KNOWLEDGE 58
#define SV_POTION_EXPERIENCE 59
#define SV_POTION_RESISTANCE 60
#define SV_POTION_CURING 61
#define SV_POTION_INVULNERABILITY 62
#define SV_POTION_NEW_LIFE 63
#define SV_POTION_LAST 63
/* The "sval" codes for TV_POTION2 */
#define SV_POTION2_MIMIC 1
#define SV_POTION2_CURE_LIGHT_SANITY 14
#define SV_POTION2_CURE_SERIOUS_SANITY 15
#define SV_POTION2_CURE_CRITICAL_SANITY 16
#define SV_POTION2_CURE_SANITY 17
#define SV_POTION2_CURE_WATER 18
#define SV_POTION2_LAST 18
/* The "sval" codes for TV_FOOD */
#define SV_FOOD_POISON 0
#define SV_FOOD_BLINDNESS 1
#define SV_FOOD_PARANOIA 2
#define SV_FOOD_CONFUSION 3
#define SV_FOOD_HALLUCINATION 4
#define SV_FOOD_PARALYSIS 5
#define SV_FOOD_WEAKNESS 6
#define SV_FOOD_SICKNESS 7
#define SV_FOOD_STUPIDITY 8
#define SV_FOOD_NAIVETY 9
#define SV_FOOD_UNHEALTH 10
#define SV_FOOD_DISEASE 11
#define SV_FOOD_CURE_POISON 12
#define SV_FOOD_CURE_BLINDNESS 13
#define SV_FOOD_CURE_PARANOIA 14
#define SV_FOOD_CURE_CONFUSION 15
#define SV_FOOD_CURE_SERIOUS 16
#define SV_FOOD_RESTORE_STR 17
#define SV_FOOD_RESTORE_CON 18
#define SV_FOOD_RESTORING 19
/* many missing mushrooms */
#define SV_FOOD_BISCUIT 32
#define SV_FOOD_JERKY 33
#define SV_FOOD_RATION 35
#define SV_FOOD_SLIME_MOLD 36
#define SV_FOOD_WAYBREAD 37
#define SV_FOOD_PINT_OF_ALE 38
#define SV_FOOD_PINT_OF_WINE 39
#define SV_FOOD_ATHELAS 40
#define SV_FOOD_GREAT_HEALTH 41
#define SV_FOOD_FORTUNE_COOKIE 42
/* The "sval" codes for TV_BATERIE */
#define SV_BATERIE_POISON 1
#define SV_BATERIE_EXPLOSION 2
#define SV_BATERIE_TELEPORT 3
#define SV_BATERIE_COLD 4
#define SV_BATERIE_FIRE 5
#define SV_BATERIE_ACID 6
#define SV_BATERIE_LIFE 7
#define SV_BATERIE_CONFUSION 8
#define SV_BATERIE_LITE 9
#define SV_BATERIE_CHAOS 10
#define SV_BATERIE_TIME 11
#define SV_BATERIE_MAGIC 12
#define SV_BATERIE_XTRA_LIFE 13
#define SV_BATERIE_DARKNESS 14
#define SV_BATERIE_KNOWLEDGE 15
#define SV_BATERIE_FORCE 16
#define SV_BATERIE_LIGHTNING 17
#define SV_BATERIE_MANA 18
#define MAX_BATERIE_SVAL 18
/* The "sval" codes for TV_CORPSE */
#define SV_CORPSE_CORPSE 1
#define SV_CORPSE_SKELETON 2
#define SV_CORPSE_HEAD 3
#define SV_CORPSE_SKULL 4
#define SV_CORPSE_MEAT 5
/* The "sval" codes for TV_DAEMON_BOOK */
#define SV_DEMONBLADE 55
#define SV_DEMONSHIELD 56
#define SV_DEMONHORN 57
/*
* Special "sval" limit -- first "normal" food
*/
#define SV_FOOD_MIN_FOOD 32
/*
* Special "sval" limit -- first "aimed" rod
*/
#define SV_ROD_MIN_DIRECTION 12
/*
* Special "sval" limit -- first "large" chest
*/
#define SV_CHEST_MIN_LARGE 4
/*
* Special "sval" limit -- last "good" magic/prayer book
*/
#define SV_BOOK_MAX_GOOD 49
/* flags for operation in get_random_trap in object3.c */
#define TRAP_EXISTS 0x00000001L
#define TRAP_FOUND 0x00000002L
#define TRAP_NOTFOUND 0x00000004L
#define TRAP_IDENTIFIED 0x00000008L
/*** General flag values ***/
/*
* Special cave grid flags
*/
#define CAVE_MARK 0x0001 /* memorized feature */
#define CAVE_GLOW 0x0002 /* self-illuminating */
#define CAVE_ICKY 0x0004 /* part of a vault */
#define CAVE_ROOM 0x0008 /* part of a room */
#define CAVE_SEEN 0x0010 /* seen flag */
#define CAVE_VIEW 0x0020 /* view flag */
#define CAVE_TEMP 0x0040 /* temp flag */
#define CAVE_WALL 0x0080 /* wall flag */
#define CAVE_TRDT 0x0100 /* trap detected */
#define CAVE_IDNT 0x0200 /* grid identified (fountains) */
#define CAVE_SPEC 0x0400 /* special mark(quests) */
#define CAVE_FREE 0x0800 /* no random generation on it */
#define CAVE_DETECT 0x1000 /* Traps detected here */
#define CAVE_PLIT 0x2000 /* Player lit grid */
#define CAVE_MLIT 0x4000 /* Monster lit grid */
/*
* Bit flags for the "project()" function
*
* JUMP: Jump directly to the target location (this is a hack)
* BEAM: Work as a beam weapon (affect every grid passed through)
* THRU: Continue "through" the target (used for "bolts"/"beams")
* WALL: Continue "through" the walls
* STOP: Stop as soon as we hit a monster (used for "bolts")
* GRID: Affect each grid in the "blast area" in some way
* ITEM: Affect each object in the "blast area" in some way
* KILL: Affect each monster in the "blast area" in some way
* HIDE: Hack -- disable "visual" feedback from projection
*/
#define PROJECT_JUMP 0x00000001
#define PROJECT_BEAM 0x00000002
#define PROJECT_THRU 0x00000004
#define PROJECT_STOP 0x00000008
#define PROJECT_GRID 0x00000010
#define PROJECT_ITEM 0x00000020
#define PROJECT_KILL 0x00000040
#define PROJECT_HIDE 0x00000080
#define PROJECT_VIEWABLE 0x00000100 /* Affect monsters in LOS */
#define PROJECT_METEOR_SHOWER 0x00000200 /* Affect random grids */
#define PROJECT_BLAST 0x00000400 /* Like Mega_blast, but will only affect viewable grids */
#define PROJECT_PANEL 0x00000800 /* Affect everything in the panel. */
#define PROJECT_ALL 0x00001000 /* Affect every single grid. */
#define PROJECT_WALL 0x00002000
#define PROJECT_MANA_PATH 0x00004000 /* Follow a mana path. */
#define PROJECT_ABSORB_MANA 0x00008000 /* The spell increase in power as it absord grid's mana. */
#define PROJECT_STAY 0x00010000
/*
* Bit flags for the "enchant()" function
*/
#define ENCH_TOHIT 0x01
#define ENCH_TODAM 0x02
#define ENCH_TOAC 0x04
#define ENCH_PVAL 0x08
/*
* Bit flags for the "target_set" function XXX XXX XXX
*
* KILL: Target monsters
* LOOK: Describe grid fully
* XTRA: Currently unused flag
* GRID: Select from all grids
*/
#define TARGET_KILL 0x01
#define TARGET_LOOK 0x02
#define TARGET_XTRA 0x04
#define TARGET_GRID 0x08
/*
* Some bit-flags for the "smart" field
*/
#define SM_RES_ACID 0x00000001
#define SM_RES_ELEC 0x00000002
#define SM_RES_FIRE 0x00000004
#define SM_RES_COLD 0x00000008
#define SM_RES_POIS 0x00000010
#define SM_RES_NETH 0x00000020
#define SM_RES_LITE 0x00000040
#define SM_RES_DARK 0x00000080
#define SM_RES_FEAR 0x00000100
#define SM_RES_CONF 0x00000200
#define SM_RES_CHAOS 0x00000400
#define SM_RES_DISEN 0x00000800
#define SM_RES_BLIND 0x00001000
#define SM_RES_NEXUS 0x00002000
#define SM_RES_SOUND 0x00004000
#define SM_RES_SHARD 0x00008000
#define SM_OPP_ACID 0x00010000
#define SM_OPP_ELEC 0x00020000
#define SM_OPP_FIRE 0x00040000
#define SM_OPP_COLD 0x00080000
#define SM_OPP_POIS 0x00100000
#define SM_OPP_XXX1 0x00200000
#define SM_CLONED 0x00400000
#define SM_NOTE_TRAP 0x00800000
#define SM_IMM_ACID 0x01000000
#define SM_IMM_ELEC 0x02000000
#define SM_IMM_FIRE 0x04000000
#define SM_IMM_COLD 0x08000000
#define SM_IMM_XXX5 0x10000000
#define SM_IMM_REFLECT 0x20000000
#define SM_IMM_FREE 0x40000000
#define SM_IMM_MANA 0x80000000
/*
* Monster status(Player POV)
*/
#define MSTATUS_ENEMY -2
#define MSTATUS_NEUTRAL_M -1
#define MSTATUS_NEUTRAL 0
#define MSTATUS_NEUTRAL_P 1
#define MSTATUS_FRIEND 2
#define MSTATUS_PET 3
#define MSTATUS_COMPANION 4
/*
* Bit flags for the "get_item" function
*/
#define USE_EQUIP 0x01 /* Allow equip items */
#define USE_INVEN 0x02 /* Allow inven items */
#define USE_FLOOR 0x04 /* Allow floor items */
#define USE_EXTRA 0x08 /* Allow extra items */
#define USE_AUTO 0x10 /* Allow creation of automatizer rule */
/*
* Bit flags for the "p_ptr->notice" variable
*/
#define PN_COMBINE 0x00000001L /* Combine the pack */
#define PN_REORDER 0x00000002L /* Reorder the pack */
/* xxx (many) */
/*
* Bit flags for the "p_ptr->update" variable
*/
#define PU_BONUS 0x00000001L /* Calculate bonuses */
#define PU_TORCH 0x00000002L /* Calculate torch radius */
#define PU_BODY 0x00000004L /* Calculate body parts */
#define PU_SANITY 0x00000008L /* Calculate csan and msan */
#define PU_HP 0x00000010L /* Calculate chp and mhp */
#define PU_MANA 0x00000020L /* Calculate csp and msp */
#define PU_SPELLS 0x00000040L /* Calculate spells */
#define PU_POWERS 0x00000080L /* Calculate powers */
/* xxx (many) */
#define PU_UN_VIEW 0x00010000L /* Forget view */
/* xxx (many) */
#define PU_VIEW 0x00100000L /* Update view */
#define PU_MON_LITE 0x00200000L /* Update monster light */
/* xxx */
#define PU_MONSTERS 0x01000000L /* Update monsters */
#define PU_DISTANCE 0x02000000L /* Update distances */
/* xxx */
#define PU_FLOW 0x10000000L /* Update flow */
/* xxx (many) */
/*
* Bit flags for the "p_ptr->redraw" variable
*/
#define PR_MISC 0x00000001L /* Display Race/Class */
#define PR_TITLE 0x00000002L /* Display Title */
#define PR_LEV 0x00000004L /* Display Level */
#define PR_EXP 0x00000008L /* Display Experience */
#define PR_STATS 0x00000010L /* Display Stats */
#define PR_ARMOR 0x00000020L /* Display Armor */
#define PR_HP 0x00000040L /* Display Hitpoints */
#define PR_MANA 0x00000080L /* Display Mana */
#define PR_GOLD 0x00000100L /* Display Gold */
#define PR_DEPTH 0x00000200L /* Display Depth */
/****/
#define PR_HEALTH 0x00000800L /* Display Health Bar */
#define PR_CUT 0x00001000L /* Display Extra (Cut) */
#define PR_STUN 0x00002000L /* Display Extra (Stun) */
#define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */
#define PR_PIETY 0x00008000L /* Display Piety */
#define PR_BLIND 0x00010000L /* Display Extra (Blind) */
#define PR_CONFUSED 0x00020000L /* Display Extra (Confused) */
#define PR_AFRAID 0x00040000L /* Display Extra (Afraid) */
#define PR_POISONED 0x00080000L /* Display Extra (Poisoned) */
#define PR_STATE 0x00100000L /* Display Extra (State) */
#define PR_SPEED 0x00200000L /* Display Extra (Speed) */
#define PR_STUDY 0x00400000L /* Display Extra (Study) */
#define PR_SANITY 0x00800000L /* Display Sanity */
#define PR_EXTRA 0x01000000L /* Display Extra Info */
#define PR_BASIC 0x02000000L /* Display Basic Info */
#define PR_MAP 0x04000000L /* Display Map */
#define PR_WIPE 0x08000000L /* Hack -- Total Redraw */
#define PR_MH 0x10000000L /* Display Monster hitpoints */
#define PR_DTRAP 0x20000000L /* Display Extra (DTrap) */
/* xxx */
/* xxx */
/*
* Bit flags for the "p_ptr->window" variable (etc)
*/
#define PW_INVEN 0x00000001L /* Display inven/equip */
#define PW_EQUIP 0x00000002L /* Display equip/inven */
/* xxx */
#define PW_PLAYER 0x00000008L /* Display character */
#define PW_M_LIST 0x00000010L /* Show monster list */
#define PW_IRC 0x00000020L /* Display irc messages */
#define PW_MESSAGE 0x00000040L /* Display messages */
#define PW_OVERHEAD 0x00000080L /* Display overhead view */
#define PW_MONSTER 0x00000100L /* Display monster recall */
#define PW_OBJECT 0x00000200L /* Display object recall */
/* xxx */
#define PW_SNAPSHOT 0x00000800L /* Display snap-shot */
/* xxx */
/* xxx */
#define PW_BORG_1 0x00004000L /* Display borg messages */
#define PW_BORG_2 0x00008000L /* Display borg status */
/* jk */
#define FTRAP_CHEST 0x000000001 /* may appear on chests */
#define FTRAP_DOOR 0x000000002 /* may appear on doors/floors */
#define FTRAP_FLOOR 0x000000004 /* may appear on floor */
#define FTRAP_CHANGE 0x000000008 /* Color changing */
#define FTRAP_XXX5 0x000000010
#define FTRAP_XXX6 0x000000020
#define FTRAP_XXX7 0x000000040
#define FTRAP_XXX8 0x000000080
#define FTRAP_XXX9 0x000000100
#define FTRAP_XXX10 0x000000200
#define FTRAP_XXX11 0x000000400
#define FTRAP_XXX12 0x000000800
#define FTRAP_XXX13 0x000001000
#define FTRAP_XXX14 0x000002000
#define FTRAP_XXX15 0x000004000
#define FTRAP_XXX16 0x000008000
#define FTRAP_LEVEL1 0x000010000 /* low level ball/bolt trap */
#define FTRAP_LEVEL2 0x000020000 /* medium level ball/bolt trap */
#define FTRAP_LEVEL3 0x000040000 /* high level ball/bolt trap */
#define FTRAP_LEVEL4 0x000080000 /* oops level ball/bolt trap */
#define FTRAP_XXX21 0x000100000
#define FTRAP_XXX22 0x000200000
#define FTRAP_XXX23 0x000400000
#define FTRAP_XXX24 0x000800000
#define FTRAP_XXX25 0x001000000
#define FTRAP_XXX26 0x002000000
#define FTRAP_XXX27 0x004000000
#define FTRAP_XXX28 0x008000000
#define FTRAP_XXX29 0x010000000
#define FTRAP_XXX30 0x020000000
#define FTRAP_XXX31 0x040000000
#define FTRAP_XXX32 0x080000000
/* jk */
#define STAT_DEC_TEMPORARY 1
#define STAT_DEC_NORMAL 2
#define STAT_DEC_PERMANENT 3
/* jk - which trap is which number */
#define TRAP_OF_WEAKNESS_I 1
#define TRAP_OF_WEAKNESS_II 2
#define TRAP_OF_WEAKNESS_III 3
#define TRAP_OF_INTELLIGENCE_I 4
#define TRAP_OF_INTELLIGENCE_II 5
#define TRAP_OF_INTELLIGENCE_III 6
#define TRAP_OF_WISDOM_I 7
#define TRAP_OF_WISDOM_II 8
#define TRAP_OF_WISDOM_III 9
#define TRAP_OF_FUMBLING_I 10
#define TRAP_OF_FUMBLING_II 11
#define TRAP_OF_FUMBLING_III 12
#define TRAP_OF_WASTING_I 13
#define TRAP_OF_WASTING_II 14
#define TRAP_OF_WASTING_III 15
#define TRAP_OF_BEAUTY_I 16
#define TRAP_OF_BEAUTY_II 17
#define TRAP_OF_BEAUTY_III 18
#define TRAP_OF_CURSE_WEAPON 20
#define TRAP_OF_CURSE_ARMOR 21
#define TRAP_OF_EARTHQUAKE 22
#define TRAP_OF_POISON_NEEDLE 23
#define TRAP_OF_SUMMON_MONSTER 24
#define TRAP_OF_SUMMON_UNDEAD 25
#define TRAP_OF_SUMMON_GREATER_UNDEAD 26
#define TRAP_OF_TELEPORT 27
#define TRAP_OF_PARALYZING 28
#define TRAP_OF_EXPLOSIVE_DEVICE 29
#define TRAP_OF_TELEPORT_AWAY 30
#define TRAP_OF_LOSE_MEMORY 31
#define TRAP_OF_BITTER_REGRET 32
#define TRAP_OF_BOWEL_CRAMPS 33
#define TRAP_OF_BLINDNESS_CONFUSION 34
#define TRAP_OF_AGGRAVATION 35
#define TRAP_OF_MULTIPLICATION 36
#define TRAP_OF_STEAL_ITEM 37
#define TRAP_OF_SUMMON_FAST_QUYLTHULGS 38
#define TRAP_OF_SINKING 39
#define TRAP_OF_MANA_DRAIN 40
#define TRAP_OF_MISSING_MONEY 41
#define TRAP_OF_NO_RETURN 42
#define TRAP_OF_SILENT_SWITCHING 43
#define TRAP_OF_WALLS 44
#define TRAP_OF_CALLING_OUT 45
#define TRAP_OF_SLIDING 46
#define TRAP_OF_CHARGES_DRAIN 47
#define TRAP_OF_STAIR_MOVEMENT 48
#define TRAP_OF_NEW 49
#define TRAP_OF_SCATTER_ITEMS 50
#define TRAP_OF_DECAY 51
#define TRAP_OF_WASTING_WANDS 52
#define TRAP_OF_FILLING 53
#define TRAP_OF_DRAIN_SPEED 54
#define TRAP_OF_ELEC_BOLT 60
#define TRAP_OF_POIS_BOLT 61
#define TRAP_OF_ACID_BOLT 62
#define TRAP_OF_COLD_BOLT 63
#define TRAP_OF_FIRE_BOLT 64
#define TRAP_OF_PLASMA_BOLT 65
#define TRAP_OF_WATER_BOLT 66
#define TRAP_OF_LITE_BOLT 67
#define TRAP_OF_DARK_BOLT 68
#define TRAP_OF_SHARDS_BOLT 69
#define TRAP_OF_SOUND_BOLT 70
#define TRAP_OF_CONFUSION_BOLT 71
#define TRAP_OF_FORCE_BOLT 72
#define TRAP_OF_INERTIA_BOLT 73
#define TRAP_OF_MANA_BOLT 74
#define TRAP_OF_ICE_BOLT 75
#define TRAP_OF_CHAOS_BOLT 76
#define TRAP_OF_NETHER_BOLT 77
#define TRAP_OF_DISENCHANT_BOLT 78
#define TRAP_OF_NEXUS_BOLT 79
#define TRAP_OF_TIME_BOLT 80
#define TRAP_OF_GRAVITY_BOLT 81
#define TRAP_OF_ELEC_BALL 82
#define TRAP_OF_POIS_BALL 83
#define TRAP_OF_ACID_BALL 84
#define TRAP_OF_COLD_BALL 85
#define TRAP_OF_FIRE_BALL 86
#define TRAP_OF_PLASMA_BALL 87
#define TRAP_OF_WATER_BALL 88
#define TRAP_OF_LITE_BALL 89
#define TRAP_OF_DARK_BALL 90
#define TRAP_OF_SHARDS_BALL 91
#define TRAP_OF_SOUND_BALL 92
#define TRAP_OF_CONFUSION_BALL 93
#define TRAP_OF_FORCE_BALL 94
#define TRAP_OF_INERTIA_BALL 95
#define TRAP_OF_MANA_BALL 96
#define TRAP_OF_ICE_BALL 97
#define TRAP_OF_CHAOS_BALL 98
#define TRAP_OF_NETHER_BALL 99
#define TRAP_OF_DISENCHANT_BALL 100
#define TRAP_OF_NEXUS_BALL 101
#define TRAP_OF_TIME_BALL 102
#define TRAP_OF_GRAVITY_BALL 103
#define TRAP_OF_ARROW_I 110
#define TRAP_OF_ARROW_II 111
#define TRAP_OF_ARROW_III 112
#define TRAP_OF_ARROW_IV 113
#define TRAP_OF_POISON_ARROW_I 114
#define TRAP_OF_POISON_ARROW_II 115
#define TRAP_OF_POISON_ARROW_III 116
#define TRAP_OF_POISON_ARROW_IV 117
#define TRAP_OF_DAGGER_I 118
#define TRAP_OF_DAGGER_II 119
#define TRAP_OF_POISON_DAGGER_I 120
#define TRAP_OF_POISON_DAGGER_II 121
#define TRAP_OF_ARROWS_I 122
#define TRAP_OF_ARROWS_II 123
#define TRAP_OF_ARROWS_III 124
#define TRAP_OF_ARROWS_IV 125
#define TRAP_OF_POISON_ARROWS_I 126
#define TRAP_OF_POISON_ARROWS_II 127
#define TRAP_OF_POISON_ARROWS_III 128
#define TRAP_OF_POISON_ARROWS_IV 129
#define TRAP_OF_DAGGERS_I 130
#define TRAP_OF_DAGGERS_II 131
#define TRAP_OF_POISON_DAGGERS_I 132
#define TRAP_OF_POISON_DAGGERS_II 133
#define TRAP_OF_DROP_ITEMS 140
#define TRAP_OF_DROP_ALL_ITEMS 141
#define TRAP_OF_DROP_EVERYTHING 142
/* -SC- */
#define TRAP_OF_FEMINITY 150
#define TRAP_OF_MASCULINITY 151
#define TRAP_OF_NEUTRALITY 152
#define TRAP_OF_AGING 153
#define TRAP_OF_GROWING 154
#define TRAP_OF_SHRINKING 155
#define TRAP_OF_ELDRITCH_HORROR 156
/* XXX */
#define TRAP_OF_DIVINE_ANGER 158
#define TRAP_OF_DIVINE_WRATH 159
#define TRAP_OF_HALLUCINATION 160
#define TRAP_OF_ROCKET 161
#define TRAP_OF_NUKE_BOLT 162
#define TRAP_OF_DEATH_RAY 163
#define TRAP_OF_HOLY_FIRE 164
#define TRAP_OF_HELL_FIRE 165
#define TRAP_OF_PSI_BOLT 166
#define TRAP_OF_PSI_DRAIN 167
#define TRAP_OF_NUKE_BALL 168
#define TRAP_OF_PSI_BALL 169
/* DG */
#define TRAP_OF_ACQUIREMENT 170
/* Runescrye */
#define TRAP_G_ELEC_BOLT 171
#define TRAP_G_POIS_BOLT 172
#define TRAP_G_ACID_BOLT 173
#define TRAP_G_COLD_BOLT 174
#define TRAP_G_FIRE_BOLT 175
/*** General index values ***/
/*
* Legal restrictions for "summon_specific()"
*/
#define SUMMON_ANT 11
#define SUMMON_SPIDER 12
#define SUMMON_HOUND 13
#define SUMMON_HYDRA 14
#define SUMMON_ANGEL 15
#define SUMMON_DEMON 16
#define SUMMON_UNDEAD 17
#define SUMMON_DRAGON 18
#define SUMMON_HI_UNDEAD 21
#define SUMMON_HI_DRAGON 22
#define SUMMON_WRAITH 31
#define SUMMON_UNIQUE 32
#define SUMMON_BIZARRE1 33
#define SUMMON_BIZARRE2 34
#define SUMMON_BIZARRE3 35
#define SUMMON_BIZARRE4 36
#define SUMMON_BIZARRE5 37
#define SUMMON_BIZARRE6 38
#define SUMMON_HI_DEMON 39
#define SUMMON_KIN 40
#define SUMMON_DAWN 41
#define SUMMON_ANIMAL 42
#define SUMMON_ANIMAL_RANGER 43
#define SUMMON_HI_UNDEAD_NO_UNIQUES 44
#define SUMMON_HI_DRAGON_NO_UNIQUES 45
#define SUMMON_NO_UNIQUES 46
#define SUMMON_PHANTOM 47
#define SUMMON_ELEMENTAL 48
#define SUMMON_THUNDERLORD 49
#define SUMMON_BLUE_HORROR 50
#define SUMMON_BUG 51
#define SUMMON_RNG 52
#define SUMMON_MINE 53
#define SUMMON_HUMAN 54
#define SUMMON_SHADOWS 55
#define SUMMON_GHOST 56
#define SUMMON_QUYLTHULG 57
#define SUMMON_LUA 58
/*
* Spell types used by project(), and related functions.
*/
#define GF_ELEC 1
#define GF_POIS 2
#define GF_ACID 3
#define GF_COLD 4
#define GF_FIRE 5
#define GF_UNBREATH 6
#define GF_CORPSE_EXPL 7
#define GF_MISSILE 10
#define GF_ARROW 11
#define GF_PLASMA 12
#define GF_WAVE 13
#define GF_WATER 14
#define GF_LITE 15
#define GF_DARK 16
#define GF_LITE_WEAK 17
#define GF_DARK_WEAK 18
#define GF_SHARDS 20
#define GF_SOUND 21
#define GF_CONFUSION 22
#define GF_FORCE 23
#define GF_INERTIA 24
#define GF_MANA 26
#define GF_METEOR 27
#define GF_ICE 28
#define GF_CHAOS 30
#define GF_NETHER 31
#define GF_DISENCHANT 32
#define GF_NEXUS 33
#define GF_TIME 34
#define GF_GRAVITY 35
#define GF_KILL_WALL 40
#define GF_KILL_DOOR 41
#define GF_KILL_TRAP 42
#define GF_MAKE_WALL 45
#define GF_MAKE_DOOR 46
#define GF_MAKE_TRAP 47
#define GF_OLD_CLONE 51
#define GF_OLD_POLY 52
#define GF_OLD_HEAL 53
#define GF_OLD_SPEED 54
#define GF_OLD_SLOW 55
#define GF_OLD_CONF 56
#define GF_OLD_SLEEP 57
#define GF_OLD_DRAIN 58
#define GF_AWAY_UNDEAD 61
#define GF_AWAY_EVIL 62
#define GF_AWAY_ALL 63
#define GF_TURN_UNDEAD 64
#define GF_TURN_EVIL 65
#define GF_TURN_ALL 66
#define GF_DISP_UNDEAD 67
#define GF_DISP_EVIL 68
#define GF_DISP_ALL 69
#define GF_DISP_DEMON 70 /* New types for Zangband begin here... */
#define GF_DISP_LIVING 71
#define GF_ROCKET 72
#define GF_NUKE 73
#define GF_MAKE_GLYPH 74
#define GF_STASIS 75
#define GF_STONE_WALL 76
#define GF_DEATH_RAY 77
#define GF_STUN 78
#define GF_HOLY_FIRE 79
#define GF_HELL_FIRE 80
#define GF_DISINTEGRATE 81
#define GF_CHARM 82
#define GF_CONTROL_UNDEAD 83
#define GF_CONTROL_ANIMAL 84
#define GF_PSI 85
#define GF_PSI_DRAIN 86
#define GF_TELEKINESIS 87
#define GF_JAM_DOOR 88
#define GF_DOMINATION 89
#define GF_DISP_GOOD 90
#define GF_IDENTIFY 91
#define GF_RAISE 92
#define GF_STAR_IDENTIFY 93
#define GF_DESTRUCTION 94
#define GF_STUN_CONF 95
#define GF_STUN_DAM 96
#define GF_CONF_DAM 98
#define GF_STAR_CHARM 99
#define GF_IMPLOSION 100
#define GF_LAVA_FLOW 101
#define GF_FEAR 102
#define GF_BETWEEN_GATE 103
#define GF_WINDS_MANA 104
#define GF_DEATH 105
#define GF_CONTROL_DEMON 106
#define GF_RAISE_DEMON 107
#define GF_TRAP_DEMONSOUL 108
#define GF_ATTACK 109
#define GF_CHARM_UNMOVING 110
#define MAX_GF 111
/*
* Some things which induce learning
*/
#define DRS_ACID 1
#define DRS_ELEC 2
#define DRS_FIRE 3
#define DRS_COLD 4
#define DRS_POIS 5
#define DRS_NETH 6
#define DRS_LITE 7
#define DRS_DARK 8
#define DRS_FEAR 9
#define DRS_CONF 10
#define DRS_CHAOS 11
#define DRS_DISEN 12
#define DRS_BLIND 13
#define DRS_NEXUS 14
#define DRS_SOUND 15
#define DRS_SHARD 16
#define DRS_FREE 30
#define DRS_MANA 31
#define DRS_REFLECT 32
/*
* Hack -- first "normal" artifact in the artifact list. All of
* the artifacts with indexes from 1 to 15 are "special" (lights,
* rings, amulets), and the ones from 16 to 127 are "normal".
*/
#define ART_MIN_NORMAL 16
#define ART_MIN_SPECIAL 200
/*
* Hack -- special "xtra" object powers
*/
/* Sustain one stat */
#define EGO_XTRA_SUSTAIN 1
/* High resist */
#define EGO_XTRA_POWER 2
/* Special ability */
#define EGO_XTRA_ABILITY 3
/*** Object flag values ***/
/*
* Special Object Flags
*/
#define IDENT_SENSE 0x01 /* Item has been "sensed" */
#define IDENT_FIXED 0x02 /* Item has been "haggled" */
#define IDENT_EMPTY 0x04 /* Item charges are known */
#define IDENT_KNOWN 0x08 /* Item abilities are known */
#define IDENT_STOREB 0x10 /* Item is storebought !!!! */
#define IDENT_MENTAL 0x20 /* Item information is known */
#define IDENT_CURSED 0x40 /* Item is temporarily cursed */
/*
* Special Monster Flags
*/
#define MFLAG_VIEW 0x00000001 /* Monster is in line of sight */
#define MFLAG_QUEST 0x00000002 /* Monster is subject to a quest */
#define MFLAG_PARTIAL 0x00000004 /* Monster is a partial summon */
#define MFLAG_CONTROL 0x00000008 /* Monster is controlled */
#define MFLAG_BORN 0x00000010 /* Monster is still being born */
#define MFLAG_NICE 0x00000020 /* Monster is still being nice */
#define MFLAG_SHOW 0x00000040 /* Monster is recently memorized */
#define MFLAG_MARK 0x00000080 /* Monster is currently memorized */
#define MFLAG_NO_DROP 0x00000100 /* Monster wont drop obj/corpse */
#define MFLAG_QUEST2 0x00000200 /* Monster is subject to a quest */
#define PERM_MFLAG_MASK ( \
MFLAG_QUEST | MFLAG_QUEST2 | \
MFLAG_PARTIAL | MFLAG_CONTROL | MFLAG_NO_DROP \
)
/*
* As of 2.7.8, the "object flags" are valid for all objects, and as
* of 2.7.9, these flags are not actually stored with the object.
*
* Note that "flags1" contains all flags dependant on "pval" (including
* stat bonuses, but NOT stat sustainers), plus all "extra attack damage"
* flags (SLAY_XXX and BRAND_XXX).
*
* Note that "flags2" contains all "resistances" (including "Stat Sustainers",
* actual immunities, and resistances). Note that "Hold Life" is really an
* "immunity" to ExpLoss, and "Free Action" is "immunity to paralysis".
*
* Note that "flags3" contains everything else -- including the three "CURSED"
* flags, and the "BLESSED" flag, several "item display" parameters, some new
* flags for powerful Bows, and flags which affect the player in a "general"
* way (LITE, TELEPATHY, SEE_INVIS, SLOW_DIGEST, REGEN, FEATHER), including
* all the "general" curses (TELEPORT, AGGRAVATE, EXP_DRAIN). It also has
* four new flags called "ITEM_IGNORE_XXX" which lets an item specify that
* it can not be affected by various forms of destruction. This is NOT as
* powerful as actually granting resistance/immunity to the wearer.
*/
#define TR1_STR 0x00000001L /* STR += "pval" */
#define TR1_INT 0x00000002L /* INT += "pval" */
#define TR1_WIS 0x00000004L /* WIS += "pval" */
#define TR1_DEX 0x00000008L /* DEX += "pval" */
#define TR1_CON 0x00000010L /* CON += "pval" */
#define TR1_CHR 0x00000020L /* CHR += "pval" */
#define TR1_MANA 0x00000040L /* Mana multipler */
#define TR1_SPELL 0x00000080L /* Spell power increase */
#define TR1_STEALTH 0x00000100L /* Stealth += "pval" */
#define TR1_SEARCH 0x00000200L /* Search += "pval" */
#define TR1_INFRA 0x00000400L /* Infra += "pval" */
#define TR1_TUNNEL 0x00000800L /* Tunnel += "pval" */
#define TR1_SPEED 0x00001000L /* Speed += "pval" */
#define TR1_BLOWS 0x00002000L /* Blows += "pval" */
#define TR1_CHAOTIC 0x00004000L
#define TR1_VAMPIRIC 0x00008000L
#define TR1_SLAY_ANIMAL 0x00010000L
#define TR1_SLAY_EVIL 0x00020000L
#define TR1_SLAY_UNDEAD 0x00040000L
#define TR1_SLAY_DEMON 0x00080000L
#define TR1_SLAY_ORC 0x00100000L
#define TR1_SLAY_TROLL 0x00200000L
#define TR1_SLAY_GIANT 0x00400000L
#define TR1_SLAY_DRAGON 0x00800000L
#define TR1_KILL_DRAGON 0x01000000L /* Execute Dragon */
#define TR1_VORPAL 0x02000000L /* Later */
#define TR1_IMPACT 0x04000000L /* Cause Earthquakes */
#define TR1_BRAND_POIS 0x08000000L
#define TR1_BRAND_ACID 0x10000000L
#define TR1_BRAND_ELEC 0x20000000L
#define TR1_BRAND_FIRE 0x40000000L
#define TR1_BRAND_COLD 0x80000000L
#define TR1_NULL_MASK 0x00000000L
#define TRAP2_AUTOMATIC_5 0x00000001L /* Trap automatically rearms itself, 1 in 5 failure */
#define TRAP2_AUTOMATIC_99 0x00000002L /* Trap automatically rearms itself */
#define TRAP2_KILL_GHOST 0x00000004L /* Trap also affects PASS_WALL creatures */
#define TRAP2_TELEPORT_TO 0x00000008L /* After everything else, teleport to player */
#define TRAP2_ONLY_DRAGON 0x00000010L /* Affect only dragons & other AFFECTed creatures */
#define TRAP2_ONLY_DEMON 0x00000020L /* Affect only demons & other AFFECTed creatures */
#define TRAP2_ONLY_ANIMAL 0x00000100L /* Affect only animals & other AFFECTed creatures */
#define TRAP2_ONLY_UNDEAD 0x00000200L /* Affect only undead & others */
#define TRAP2_ONLY_EVIL 0x00000400L /* Affect only evil creatures &c. */
#define TRAP2_ONLY_MASK (TRAP2_ONLY_DRAGON | TRAP2_ONLY_DEMON | TRAP2_ONLY_ANIMAL | \
TRAP2_ONLY_UNDEAD | TRAP2_ONLY_EVIL )
#define TR2_SUST_STR 0x00000001L
#define TR2_SUST_INT 0x00000002L
#define TR2_SUST_WIS 0x00000004L
#define TR2_SUST_DEX 0x00000008L
#define TR2_SUST_CON 0x00000010L
#define TR2_SUST_CHR 0x00000020L
#define TR2_INVIS 0x00000040L /* Invisibility */
#define TR2_LIFE 0x00000080L /* Life multiplier */
#define TR2_IM_ACID 0x00000100L
#define TR2_IM_ELEC 0x00000200L
#define TR2_IM_FIRE 0x00000400L
#define TR2_IM_COLD 0x00000800L
#define TR2_SENS_FIRE 0x00001000L /* Sensibility to fire */
#define TR2_REFLECT 0x00002000L /* Reflect 'bolts' */
#define TR2_FREE_ACT 0x00004000L /* Free Action */
#define TR2_HOLD_LIFE 0x00008000L /* Hold Life */
#define TR2_RES_ACID 0x00010000L
#define TR2_RES_ELEC 0x00020000L
#define TR2_RES_FIRE 0x00040000L
#define TR2_RES_COLD 0x00080000L
#define TR2_RES_POIS 0x00100000L
#define TR2_RES_FEAR 0x00200000L
#define TR2_RES_LITE 0x00400000L
#define TR2_RES_DARK 0x00800000L
#define TR2_RES_BLIND 0x01000000L
#define TR2_RES_CONF 0x02000000L
#define TR2_RES_SOUND 0x04000000L
#define TR2_RES_SHARDS 0x08000000L
#define TR2_RES_NETHER 0x10000000L
#define TR2_RES_NEXUS 0x20000000L
#define TR2_RES_CHAOS 0x40000000L
#define TR2_RES_DISEN 0x80000000L
#define TR2_NULL_MASK 0x00000000L
#define TR3_SH_FIRE 0x00000001L /* Immolation (Fire) */
#define TR3_SH_ELEC 0x00000002L /* Electric Sheath */
#define TR3_AUTO_CURSE 0x00000004L /* The obj will recurse itself */
#define TR3_DECAY 0x00000008L /* Decay */
#define TR3_NO_TELE 0x00000010L /* Anti-teleportation */
#define TR3_NO_MAGIC 0x00000020L /* Anti-magic */
#define TR3_WRAITH 0x00000040L /* Wraithform */
#define TR3_TY_CURSE 0x00000080L /* The Ancient Curse */
#define TR3_EASY_KNOW 0x00000100L /* Aware -> Known */
#define TR3_HIDE_TYPE 0x00000200L /* Hide "pval" description */
#define TR3_SHOW_MODS 0x00000400L /* Always show Tohit/Todam */
#define TR3_INSTA_ART 0x00000800L /* Item must be an artifact */
#define TR3_FEATHER 0x00001000L /* Feather Falling */
#define TR3_LITE1 0x00002000L /* lite radius 1 */
#define TR3_SEE_INVIS 0x00004000L /* See Invisible */
#define TR3_NORM_ART 0x00008000L /* Artifact in k_info */
#define TR3_SLOW_DIGEST 0x00010000L /* Item slows down digestion */
#define TR3_REGEN 0x00020000L /* Item induces regeneration */
#define TR3_XTRA_MIGHT 0x00040000L /* Bows get extra multiplier */
#define TR3_XTRA_SHOTS 0x00080000L /* Bows get extra shots */
#define TR3_IGNORE_ACID 0x00100000L /* Item ignores Acid Damage */
#define TR3_IGNORE_ELEC 0x00200000L /* Item ignores Elec Damage */
#define TR3_IGNORE_FIRE 0x00400000L /* Item ignores Fire Damage */
#define TR3_IGNORE_COLD 0x00800000L /* Item ignores Cold Damage */
#define TR3_ACTIVATE 0x01000000L /* Item can be activated */
#define TR3_DRAIN_EXP 0x02000000L /* Item drains Experience */
#define TR3_TELEPORT 0x04000000L /* Item teleports player */
#define TR3_AGGRAVATE 0x08000000L /* Item aggravates monsters */
#define TR3_BLESSED 0x10000000L /* Item is Blessed */
#define TR3_CURSED 0x20000000L /* Item is Cursed */
#define TR3_HEAVY_CURSE 0x40000000L /* Item is Heavily Cursed */
#define TR3_PERMA_CURSE 0x80000000L /* Item is Perma Cursed */
#define TR3_NULL_MASK 0x00000000L
#define TR4_NEVER_BLOW 0x00000001L /* Weapon can't attack */
#define TR4_PRECOGNITION 0x00000002L /* Like activating the cheat mode */
#define TR4_BLACK_BREATH 0x00000004L /* Tolkien's Black Breath */
#define TR4_RECHARGE 0x00000008L /* For artifact Wands and Staffs */
#define TR4_FLY 0x00000010L /* This one and ONLY this one allow you to fly over trees */
#define TR4_DG_CURSE 0x00000020L /* The Ancient Morgothian Curse */
#define TR4_COULD2H 0x00000040L /* Can wield it 2 Handed */
#define TR4_MUST2H 0x00000080L /* Must wield it 2 Handed */
#define TR4_LEVELS 0x00000100L /* Can gain exp/exp levels !! */
#define TR4_CLONE 0x00000200L /* Can clone monsters */
#define TR4_SPECIAL_GENE 0x00000400L /* The object can only be generated in special conditions like quests, special dungeons, ... */
#define TR4_CLIMB 0x00000800L /* Allow climbing mountains */
#define TR4_FAST_CAST 0x00001000L /* Rod is x2 time faster to use */
#define TR4_CAPACITY 0x00002000L /* Rod can take x2 mana */
#define TR4_CHARGING 0x00004000L /* Rod recharge faster */
#define TR4_CHEAPNESS 0x00008000L /* Rod spells are cheaper(in mana cost) to cast */
#define TR4_FOUNTAIN 0x00010000L /* Available as fountain (for potions) */
#define TR4_ANTIMAGIC_50 0x00020000L /* Forbid magic */
#define TR4_ANTIMAGIC_30 0x00040000L /* Forbid magic */
#define TR4_ANTIMAGIC_20 0x00080000L /* Forbid magic */
#define TR4_ANTIMAGIC_10 0x00100000L /* Forbid magic */
#define TR4_EASY_USE 0x00200000L /* Easily activable */
#define TR4_IM_NETHER 0x00400000L /* Immunity to nether */
#define TR4_RECHARGED 0x00800000L /* Object has been recharged once */
#define TR4_ULTIMATE 0x01000000L /* ULTIMATE artifact */
#define TR4_AUTO_ID 0x02000000L /* Id stuff on floor */
#define TR4_LITE2 0x04000000L /* lite radius 2 */
#define TR4_LITE3 0x08000000L /* lite radius 3 */
#define TR4_FUEL_LITE 0x10000000L /* fuelable lite */
#define TR4_ART_EXP 0x20000000L /* Will accumulate xp */
#define TR4_CURSE_NO_DROP 0x40000000L /* The obj wont be dropped */
#define TR4_NO_RECHARGE 0x80000000L /* Object Cannot be recharged */
#define TR4_NULL_MASK 0xFFFFFFFCL
#define TR5_TEMPORARY 0x00000001L /* In timeout turns it is destroyed */
#define TR5_DRAIN_MANA 0x00000002L /* Drains mana */
#define TR5_DRAIN_HP 0x00000004L /* Drains hp */
#define TR5_KILL_DEMON 0x00000008L /* Execute Demon */
#define TR5_KILL_UNDEAD 0x00000010L /* Execute Undead */
#define TR5_CRIT 0x00000020L /* More critical hits */
#define TR5_ATTR_MULTI 0x00000040L /* Object shimmer -- only allowed in k_info */
#define TR5_WOUNDING 0x00000080L /* Wounds monsters */
#define TR5_FULL_NAME 0x00000100L /* Uses direct name from k_info */
#define TR5_LUCK 0x00000200L /* Luck += pval */
#define TR5_IMMOVABLE 0x00000400L /* Cannot move */
#define TR5_SPELL_CONTAIN 0x00000800L /* Can contain a spell */
#define TR5_RES_MORGUL 0x00001000L /* Is not shattered by morgul fiends(nazguls) */
#define TR5_ACTIVATE_NO_WIELD 0x00002000L /* Can be 'A'ctivated without being wielded */
#define TR5_MAGIC_BREATH 0x00004000L /* Can breath anywere */
#define TR5_WATER_BREATH 0x00008000L /* Can breath underwater */
#define TR5_WIELD_CAST 0x00010000L /* Need to be wielded to cast spelsl fomr it(if it can be wiekded) */
/* ESP defines */
#define ESP_ORC 0x00000001L
#define ESP_TROLL 0x00000002L
#define ESP_DRAGON 0x00000004L
#define ESP_GIANT 0x00000008L
#define ESP_DEMON 0x00000010L
#define ESP_UNDEAD 0x00000020L
#define ESP_EVIL 0x00000040L
#define ESP_ANIMAL 0x00000080L
#define ESP_THUNDERLORD 0x00000100L
#define ESP_GOOD 0x00000200L
#define ESP_NONLIVING 0x00000400L
#define ESP_UNIQUE 0x00000800L
#define ESP_SPIDER 0x00001000L
#define ESP_ALL 0x80000000L
/* Number of group of flags to choose from */
#define MAX_FLAG_GROUP 12
#define NEW_GROUP_CHANCE 40 /* Chance to get a new group */
/*
* Hack masks for "pval-dependant" flags.
*/
#define TR1_PVAL_MASK \
(TR1_STR | TR1_INT | TR1_WIS | TR1_DEX | \
TR1_CON | TR1_CHR | \
TR1_STEALTH | TR1_SEARCH | TR1_INFRA | TR1_TUNNEL | \
TR1_SPEED | TR1_BLOWS | TR1_SPELL)
#define TR5_PVAL_MASK \
(TR5_CRIT | TR5_LUCK)
/*** Ego flags ***/
#define ETR4_SUSTAIN 0x00000001L /* Ego-Item gives a Random Sustain */
#define ETR4_OLD_RESIST 0x00000002L /* The old "extra power" random high resist */
#define ETR4_ABILITY 0x00000004L /* Ego-Item has a random Sustain */
#define ETR4_R_ELEM 0x00000008L /* Item resists Acid/Fire/Cold/Elec or Poison */
#define ETR4_R_LOW 0x00000010L /* Item has a random low resist */
#define ETR4_R_HIGH 0x00000020L /* Item has a random high resist */
#define ETR4_R_ANY 0x00000040L /* Item has one additional resist */
#define ETR4_R_DRAGON 0x00000080L /* Item gets "Dragon" Resist */
#define ETR4_SLAY_WEAP 0x00000100L /* Special 'Slaying' bonus */
#define ETR4_DAM_DIE 0x00000200L /* Item has an additional dam die */
#define ETR4_DAM_SIZE 0x00000400L /* Item has greater damage dice */
#define ETR4_PVAL_M1 0x00000800L /* Item has +1 to pval */
#define ETR4_PVAL_M2 0x00001000L /* Item has +(up to 2) to pval */
#define ETR4_PVAL_M3 0x00002000L /* Item has +(up to 3) to pval */
#define ETR4_PVAL_M5 0x00004000L /* Item has +(up to 5) to pval */
#define ETR4_AC_M1 0x00008000L /* Item has +1 to AC */
#define ETR4_AC_M2 0x00010000L /* Item has +(up to 2) to AC */
#define ETR4_AC_M3 0x00020000L /* Item has +(up to 3) to AC */
#define ETR4_AC_M5 0x00040000L /* Item has +(up to 5) to AC */
#define ETR4_TH_M1 0x00080000L /* Item has +1 to hit */
#define ETR4_TH_M2 0x00100000L /* Item has +(up to 2) to hit */
#define ETR4_TH_M3 0x00200000L /* Item has +(up to 3) to hit */
#define ETR4_TH_M5 0x00400000L /* Item has +(up to 5) to hit */
#define ETR4_TD_M1 0x00800000L /* Item has +1 to dam */
#define ETR4_TD_M2 0x01000000L /* Item has +(up to 2) to dam */
#define ETR4_TD_M3 0x02000000L /* Item has +(up to 3) to dam */
#define ETR4_TD_M5 0x04000000L /* Item has +(up to 5) to dam */
#define ETR4_R_P_ABILITY 0x08000000L /* Item has a random pval-affected ability */
#define ETR4_R_STAT 0x10000000L /* Item affects a random stat */
#define ETR4_R_STAT_SUST 0x20000000L /* Item affects a random stat & sustains it */
#define ETR4_R_IMMUNITY 0x40000000L /* Item gives a random immunity */
#define ETR4_LIMIT_BLOWS 0x80000000L /* switch the "limit blows" feature */
/*** Features flags -- DG ***/
#define FF1_NO_WALK 0x00000001L
#define FF1_NO_VISION 0x00000002L
#define FF1_CAN_LEVITATE 0x00000004L
#define FF1_CAN_PASS 0x00000008L
#define FF1_FLOOR 0x00000010L
#define FF1_WALL 0x00000020L
#define FF1_PERMANENT 0x00000040L
#define FF1_CAN_FLY 0x00000080L
#define FF1_REMEMBER 0x00000100L
#define FF1_NOTICE 0x00000200L
#define FF1_DONT_NOTICE_RUNNING 0x00000400L
#define FF1_CAN_RUN 0x00000800L
#define FF1_DOOR 0x00001000L
#define FF1_SUPPORT_LIGHT 0x00002000L
#define FF1_CAN_CLIMB 0x00004000L
#define FF1_TUNNELABLE 0x00008000L
#define FF1_WEB 0x00010000L
#define FF1_ATTR_MULTI 0x00020000L
#define FF1_SUPPORT_GROWTH 0x00040000L
/*** Dungeon type flags -- DG ***/
#define DF1_PRINCIPAL 0x00000001L /* Is a principal dungeon */
#define DF1_MAZE 0x00000002L /* Is a maze-type dungeon */
#define DF1_SMALLEST 0x00000004L /* Creates VERY small levels like The Maze */
#define DF1_SMALL 0x00000008L /* Creates small levels like Dol Goldor */
#define DF1_BIG 0x00000010L /* Creates big levels like Moria, and Angband dungeons */
#define DF1_NO_DOORS 0x00000020L /* No doors on rooms, like Barrowdowns, Old Forest etc) */
#define DF1_WATER_RIVER 0x00000040L /* Allow a single water streamer on a level */
#define DF1_LAVA_RIVER 0x00000080L /* Allow a single lava streamer on a level */
#define DF1_WATER_RIVERS 0x00000100L /* Allow multiple water streamers on a level */
#define DF1_LAVA_RIVERS 0x00000200L /* Allow multiple lava streamers on a level */
#define DF1_CAVE 0x00000400L /* Allow rooms */
#define DF1_CAVERN 0x00000800L /* Allow cavern rooms */
#define DF1_NO_UP 0x00001000L /* Disallow up stairs */
#define DF1_HOT 0x00002000L /* Corpses on ground and in pack decay quicker through heat */
#define DF1_COLD 0x00004000L /* Corpses on ground and in pack decay quicker through cold */
#define DF1_FORCE_DOWN 0x00008000L /* No up stairs generated */
#define DF1_FORGET 0x00010000L /* Features are forgotten, like the Maze and Illusory Castle */
#define DF1_NO_DESTROY 0x00020000L /* No destroyed levels in dungeon */
#define DF1_SAND_VEIN 0x00040000L /* Like in the sandworm lair */
#define DF1_CIRCULAR_ROOMS 0x00080000L /* Allow circular rooms */
#define DF1_EMPTY 0x00100000L /* Allow arena levels */
#define DF1_DAMAGE_FEAT 0x00200000L
#define DF1_FLAT 0x00400000L /* Creates paths to next areas at edge of level, like Barrowdowns */
#define DF1_TOWER 0x00800000L /* You start at bottom and go up rather than the reverse */
#define DF1_RANDOM_TOWNS 0x01000000L /* Allow random towns */
#define DF1_DOUBLE 0x02000000L /* Creates double-walled dungeon like Helcaraxe and Erebor */
#define DF1_LIFE_LEVEL 0x04000000L /* Creates dungeon level on modified 'game of life' algorithm */
#define DF1_EVOLVE 0x08000000L /* Evolving, pulsing levels like Heart of the Earth */
#define DF1_ADJUST_LEVEL_1 0x10000000L /* Minimum monster level will be equal to dungeon level */
#define DF1_ADJUST_LEVEL_2 0x20000000L /* Minimum monster level will be double the dungeon level */
#define DF1_NO_RECALL 0x40000000L /* No recall allowed */
#define DF1_NO_STREAMERS 0x80000000L /* No streamers */
#define DF2_ADJUST_LEVEL_1_2 0x00000001L /* Minimum monster level will be half the dungeon level */
#define DF2_NO_SHAFT 0x00000002L /* No shafts */
#define DF2_ADJUST_LEVEL_PLAYER 0x00000004L /* Uses player level*2 instead of dungeon level for other ADJUST_LEVEL flags */
#define DF2_NO_TELEPORT 0x00000008L
#define DF2_ASK_LEAVE 0x00000010L
#define DF2_NO_STAIR 0x00000020L
#define DF2_SPECIAL 0x00000040L
#define DF2_NO_NEW_MONSTER 0x00000080L
#define DF2_DESC 0x00000100L
#define DF2_NO_GENO 0x00000200L
#define DF2_NO_BREATH 0x00000400L /* Oups, cannot breath here */
#define DF2_WATER_BREATH 0x00000800L /* Oups, cannot breath here, need water breathing */
#define DF2_ELVEN 0x00001000L /* Try to create elven monster ego */
#define DF2_DWARVEN 0x00002000L /* Try to create dwarven monster ego */
#define DF2_NO_EASY_MOVE 0x00004000L /* Forbid stuff like teleport level, probability travel, ... */
#define DF2_NO_RECALL_OUT 0x00008000L /* Cannot recall out of the place */
#define DF2_DESC_ALWAYS 0x00010000L /* Always shows the desc */
/*** Town flags ***/
#define TOWN_REAL 0x01 /* Town is really present */
#define TOWN_KNOWN 0x02 /* Town is found by the player */
/*** Monster blow constants ***/
#define MODIFY_AUX(o, n) ((o) = modify_aux((o), (n) >> 2, (n) & 3))
#define MODIFY(o, n, min) MODIFY_AUX(o, n); (o) = ((o) < (min))?(min):(o)
/*
* New monster blow methods
*/
#define RBM_ANY 0
#define RBM_HIT 1
#define RBM_TOUCH 2
#define RBM_PUNCH 3
#define RBM_KICK 4
#define RBM_CLAW 5
#define RBM_BITE 6
#define RBM_STING 7
#define RBM_XXX1 8
#define RBM_BUTT 9
#define RBM_CRUSH 10
#define RBM_ENGULF 11
#define RBM_CHARGE 12
#define RBM_CRAWL 13
#define RBM_DROOL 14
#define RBM_SPIT 15
#define RBM_EXPLODE 16
#define RBM_GAZE 17
#define RBM_WAIL 18
#define RBM_SPORE 19
#define RBM_XXX4 20
#define RBM_BEG 21
#define RBM_INSULT 22
#define RBM_MOAN 23
#define RBM_SHOW 24
/*
* New monster blow effects
*/
#define RBE_ANY 0
#define RBE_HURT 1
#define RBE_POISON 2
#define RBE_UN_BONUS 3
#define RBE_UN_POWER 4
#define RBE_EAT_GOLD 5
#define RBE_EAT_ITEM 6
#define RBE_EAT_FOOD 7
#define RBE_EAT_LITE 8
#define RBE_ACID 9
#define RBE_ELEC 10
#define RBE_FIRE 11
#define RBE_COLD 12
#define RBE_BLIND 13
#define RBE_CONFUSE 14
#define RBE_TERRIFY 15
#define RBE_PARALYZE 16
#define RBE_LOSE_STR 17
#define RBE_LOSE_INT 18
#define RBE_LOSE_WIS 19
#define RBE_LOSE_DEX 20
#define RBE_LOSE_CON 21
#define RBE_LOSE_CHR 22
#define RBE_LOSE_ALL 23
#define RBE_SHATTER 24
#define RBE_EXP_10 25
#define RBE_EXP_20 26
#define RBE_EXP_40 27
#define RBE_EXP_80 28
#define RBE_DISEASE 29
#define RBE_TIME 30
#define RBE_SANITY 31
#define RBE_HALLU 32
#define RBE_PARASITE 33
#define RBE_ABOMINATION 34
/*** Monster flag values (hard-coded) ***/
#define MONSTER_LEVEL_MAX 150
#define MONSTER_EXP(level) ((((level) > MONSTER_LEVEL_MAX)?MONSTER_LEVEL_MAX:(level)) * (((level) > MONSTER_LEVEL_MAX)?MONSTER_LEVEL_MAX:(level)) * (((level) > MONSTER_LEVEL_MAX)?MONSTER_LEVEL_MAX:(level)) * 6)
/*
* New monster race bit flags
*/
#define RF1_UNIQUE 0x00000001 /* Unique Monster */
#define RF1_QUESTOR 0x00000002 /* Quest Monster */
#define RF1_MALE 0x00000004 /* Male gender */
#define RF1_FEMALE 0x00000008 /* Female gender */
#define RF1_CHAR_CLEAR 0x00000010 /* Absorbs symbol */
#define RF1_CHAR_MULTI 0x00000020 /* Changes symbol */
#define RF1_ATTR_CLEAR 0x00000040 /* Absorbs color */
#define RF1_ATTR_MULTI 0x00000080 /* Changes color */
#define RF1_FORCE_DEPTH 0x00000100 /* Start at "correct" depth */
#define RF1_FORCE_MAXHP 0x00000200 /* Start with max hitpoints */
#define RF1_FORCE_SLEEP 0x00000400 /* Start out sleeping */
#define RF1_FORCE_EXTRA 0x00000800 /* Start out something */
#define RF1_FRIEND 0x00001000 /* Arrive with a friend */
#define RF1_FRIENDS 0x00002000 /* Arrive with some friends */
#define RF1_ESCORT 0x00004000 /* Arrive with an escort */
#define RF1_ESCORTS 0x00008000 /* Arrive with some escorts */
#define RF1_NEVER_BLOW 0x00010000 /* Never make physical blow */
#define RF1_NEVER_MOVE 0x00020000 /* Never make physical move */
#define RF1_RAND_25 0x00040000 /* Moves randomly (25%) */
#define RF1_RAND_50 0x00080000 /* Moves randomly (50%) */
#define RF1_ONLY_GOLD 0x00100000 /* Drop only gold */
#define RF1_ONLY_ITEM 0x00200000 /* Drop only items */
#define RF1_DROP_60 0x00400000 /* Drop an item/gold (60%) */
#define RF1_DROP_90 0x00800000 /* Drop an item/gold (90%) */
#define RF1_DROP_1D2 0x01000000 /* Drop 1d2 items/gold */
#define RF1_DROP_2D2 0x02000000 /* Drop 2d2 items/gold */
#define RF1_DROP_3D2 0x04000000 /* Drop 3d2 items/gold */
#define RF1_DROP_4D2 0x08000000 /* Drop 4d2 items/gold */
#define RF1_DROP_GOOD 0x10000000 /* Drop good items */
#define RF1_DROP_GREAT 0x20000000 /* Drop great items */
#define RF1_DROP_USEFUL 0x40000000 /* Drop "useful" items */
#define RF1_DROP_CHOSEN 0x80000000 /* Drop "chosen" items */
/*
* New monster race bit flags
*/
#define RF2_STUPID 0x00000001 /* Monster is stupid */
#define RF2_SMART 0x00000002 /* Monster is smart */
#define RF2_CAN_SPEAK 0x00000004 /* TY: can speak */
#define RF2_REFLECTING 0x00000008 /* Reflects bolts */
#define RF2_INVISIBLE 0x00000010 /* Monster avoids vision */
#define RF2_COLD_BLOOD 0x00000020 /* Monster avoids infra */
#define RF2_EMPTY_MIND 0x00000040 /* Monster avoids telepathy */
#define RF2_WEIRD_MIND 0x00000080 /* Monster avoids telepathy? */
#define RF2_DEATH_ORB 0x00000100 /* Death Orb */
#define RF2_REGENERATE 0x00000200 /* Monster regenerates */
#define RF2_SHAPECHANGER 0x00000400 /* TY: shapechanger */
#define RF2_ATTR_ANY 0x00000800 /* TY: Attr_any */
#define RF2_POWERFUL 0x00001000 /* Monster has strong breath */
#define RF2_ELDRITCH_HORROR 0x00002000 /* Sanity-blasting horror */
#define RF2_AURA_FIRE 0x00004000 /* Burns in melee */
#define RF2_AURA_ELEC 0x00008000 /* Shocks in melee */
#define RF2_OPEN_DOOR 0x00010000 /* Monster can open doors */
#define RF2_BASH_DOOR 0x00020000 /* Monster can bash doors */
#define RF2_PASS_WALL 0x00040000 /* Monster can pass walls */
#define RF2_KILL_WALL 0x00080000 /* Monster can destroy walls */
#define RF2_MOVE_BODY 0x00100000 /* Monster can move monsters */
#define RF2_KILL_BODY 0x00200000 /* Monster can kill monsters */
#define RF2_TAKE_ITEM 0x00400000 /* Monster can pick up items */
#define RF2_KILL_ITEM 0x00800000 /* Monster can crush items */
#define RF2_BRAIN_1 0x01000000
#define RF2_BRAIN_2 0x02000000
#define RF2_BRAIN_3 0x04000000
#define RF2_BRAIN_4 0x08000000
#define RF2_BRAIN_5 0x10000000
#define RF2_BRAIN_6 0x20000000
#define RF2_BRAIN_7 0x40000000
#define RF2_BRAIN_8 0x80000000
/*
* New monster race bit flags
*/
#define RF3_ORC 0x00000001 /* Orc */
#define RF3_TROLL 0x00000002 /* Troll */
#define RF3_GIANT 0x00000004 /* Giant */
#define RF3_DRAGON 0x00000008 /* Dragon */
#define RF3_DEMON 0x00000010 /* Demon */
#define RF3_UNDEAD 0x00000020 /* Undead */
#define RF3_EVIL 0x00000040 /* Evil */
#define RF3_ANIMAL 0x00000080 /* Animal */
#define RF3_THUNDERLORD 0x00000100 /* DG: Thunderlord */
#define RF3_GOOD 0x00000200 /* Good */
#define RF3_AURA_COLD 0x00000400 /* Freezes in melee */
#define RF3_NONLIVING 0x00000800 /* TY: Non-Living (?) */
#define RF3_HURT_LITE 0x00001000 /* Hurt by lite */
#define RF3_HURT_ROCK 0x00002000 /* Hurt by rock remover */
#define RF3_SUSCEP_FIRE 0x00004000 /* Hurt badly by fire */
#define RF3_SUSCEP_COLD 0x00008000 /* Hurt badly by cold */
#define RF3_IM_ACID 0x00010000 /* Resist acid a lot */
#define RF3_IM_ELEC 0x00020000 /* Resist elec a lot */
#define RF3_IM_FIRE 0x00040000 /* Resist fire a lot */
#define RF3_IM_COLD 0x00080000 /* Resist cold a lot */
#define RF3_IM_POIS 0x00100000 /* Resist poison a lot */
#define RF3_RES_TELE 0x00200000 /* Resist teleportation */
#define RF3_RES_NETH 0x00400000 /* Resist nether a lot */
#define RF3_RES_WATE 0x00800000 /* Resist water */
#define RF3_RES_PLAS 0x01000000 /* Resist plasma */
#define RF3_RES_NEXU 0x02000000 /* Resist nexus */
#define RF3_RES_DISE 0x04000000 /* Resist disenchantment */
#define RF3_UNIQUE_4 0x08000000 /* Is a "Nazgul" unique */
#define RF3_NO_FEAR 0x10000000 /* Cannot be scared */
#define RF3_NO_STUN 0x20000000 /* Cannot be stunned */
#define RF3_NO_CONF 0x40000000 /* Cannot be confused */
#define RF3_NO_SLEEP 0x80000000 /* Cannot be slept */
/*
* New monster race bit flags
*/
#define RF4_SHRIEK 0x00000001 /* Shriek for help */
#define RF4_MULTIPLY 0x00000002 /* Monster reproduces */
#define RF4_S_ANIMAL 0x00000004 /* Summon animals */
#define RF4_ROCKET 0x00000008 /* TY: Rocket */
#define RF4_ARROW_1 0x00000010 /* Fire an arrow (light) */
#define RF4_ARROW_2 0x00000020 /* Fire an arrow (heavy) */
#define RF4_ARROW_3 0x00000040 /* Fire missiles (light) */
#define RF4_ARROW_4 0x00000080 /* Fire missiles (heavy) */
#define RF4_BR_ACID 0x00000100 /* Breathe Acid */
#define RF4_BR_ELEC 0x00000200 /* Breathe Elec */
#define RF4_BR_FIRE 0x00000400 /* Breathe Fire */
#define RF4_BR_COLD 0x00000800 /* Breathe Cold */
#define RF4_BR_POIS 0x00001000 /* Breathe Poison */
#define RF4_BR_NETH 0x00002000 /* Breathe Nether */
#define RF4_BR_LITE 0x00004000 /* Breathe Lite */
#define RF4_BR_DARK 0x00008000 /* Breathe Dark */
#define RF4_BR_CONF 0x00010000 /* Breathe Confusion */
#define RF4_BR_SOUN 0x00020000 /* Breathe Sound */
#define RF4_BR_CHAO 0x00040000 /* Breathe Chaos */
#define RF4_BR_DISE 0x00080000 /* Breathe Disenchant */
#define RF4_BR_NEXU 0x00100000 /* Breathe Nexus */
#define RF4_BR_TIME 0x00200000 /* Breathe Time */
#define RF4_BR_INER 0x00400000 /* Breathe Inertia */
#define RF4_BR_GRAV 0x00800000 /* Breathe Gravity */
#define RF4_BR_SHAR 0x01000000 /* Breathe Shards */
#define RF4_BR_PLAS 0x02000000 /* Breathe Plasma */
#define RF4_BR_WALL 0x04000000 /* Breathe Force */
#define RF4_BR_MANA 0x08000000 /* Breathe Mana */
#define RF4_BA_NUKE 0x10000000 /* TY: Nuke Ball */
#define RF4_BR_NUKE 0x20000000 /* TY: Toxic Breath */
#define RF4_BA_CHAO 0x40000000 /* Chaos Ball */
#define RF4_BR_DISI 0x80000000 /* Breathe Disintegration */
/*
* New monster race bit flags
*/
#define RF5_BA_ACID 0x00000001 /* Acid Ball */
#define RF5_BA_ELEC 0x00000002 /* Elec Ball */
#define RF5_BA_FIRE 0x00000004 /* Fire Ball */
#define RF5_BA_COLD 0x00000008 /* Cold Ball */
#define RF5_BA_POIS 0x00000010 /* Poison Ball */
#define RF5_BA_NETH 0x00000020 /* Nether Ball */
#define RF5_BA_WATE 0x00000040 /* Water Ball */
#define RF5_BA_MANA 0x00000080 /* Mana Storm */
#define RF5_BA_DARK 0x00000100 /* Darkness Storm */
#define RF5_DRAIN_MANA 0x00000200 /* Drain Mana */
#define RF5_MIND_BLAST 0x00000400 /* Blast Mind */
#define RF5_BRAIN_SMASH 0x00000800 /* Smash Brain */
#define RF5_CAUSE_1 0x00001000 /* Cause Light Wound */
#define RF5_CAUSE_2 0x00002000 /* Cause Serious Wound */
#define RF5_CAUSE_3 0x00004000 /* Cause Critical Wound */
#define RF5_CAUSE_4 0x00008000 /* Cause Mortal Wound */
#define RF5_BO_ACID 0x00010000 /* Acid Bolt */
#define RF5_BO_ELEC 0x00020000 /* Elec Bolt (unused) */
#define RF5_BO_FIRE 0x00040000 /* Fire Bolt */
#define RF5_BO_COLD 0x00080000 /* Cold Bolt */
#define RF5_BO_POIS 0x00100000 /* Poison Bolt (unused) */
#define RF5_BO_NETH 0x00200000 /* Nether Bolt */
#define RF5_BO_WATE 0x00400000 /* Water Bolt */
#define RF5_BO_MANA 0x00800000 /* Mana Bolt */
#define RF5_BO_PLAS 0x01000000 /* Plasma Bolt */
#define RF5_BO_ICEE 0x02000000 /* Ice Bolt */
#define RF5_MISSILE 0x04000000 /* Magic Missile */
#define RF5_SCARE 0x08000000 /* Frighten Player */
#define RF5_BLIND 0x10000000 /* Blind Player */
#define RF5_CONF 0x20000000 /* Confuse Player */
#define RF5_SLOW 0x40000000 /* Slow Player */
#define RF5_HOLD 0x80000000 /* Paralyze Player */
/*
* New monster race bit flags
*/
#define RF6_HASTE 0x00000001 /* Speed self */
#define RF6_HAND_DOOM 0x00000002 /* Hand of Doom */
#define RF6_HEAL 0x00000004 /* Heal self */
#define RF6_S_ANIMALS 0x00000008 /* Summon animals */
#define RF6_BLINK 0x00000010 /* Teleport Short */
#define RF6_TPORT 0x00000020 /* Teleport Long */
#define RF6_TELE_TO 0x00000040 /* Move player to monster */
#define RF6_TELE_AWAY 0x00000080 /* Move player far away */
#define RF6_TELE_LEVEL 0x00000100 /* Move player vertically */
#define RF6_DARKNESS 0x00000200 /* Create Darkness */
#define RF6_TRAPS 0x00000400 /* Create Traps */
#define RF6_FORGET 0x00000800 /* Cause amnesia */
#define RF6_RAISE_DEAD 0x00001000 /* Raise Dead */
#define RF6_S_BUG 0x00002000 /* Summon Software bug */
#define RF6_S_RNG 0x00004000 /* Summon RNG */
#define RF6_S_THUNDERLORD 0x00008000 /* Summon Thunderlords */
#define RF6_S_KIN 0x00010000 /* Summon "kin" */
#define RF6_S_HI_DEMON 0x00020000 /* Summon greater demons! */
#define RF6_S_MONSTER 0x00040000 /* Summon Monster */
#define RF6_S_MONSTERS 0x00080000 /* Summon Monsters */
#define RF6_S_ANT 0x00100000 /* Summon Ants */
#define RF6_S_SPIDER 0x00200000 /* Summon Spiders */
#define RF6_S_HOUND 0x00400000 /* Summon Hounds */
#define RF6_S_HYDRA 0x00800000 /* Summon Hydras */
#define RF6_S_ANGEL 0x01000000 /* Summon Angel */
#define RF6_S_DEMON 0x02000000 /* Summon Demon */
#define RF6_S_UNDEAD 0x04000000 /* Summon Undead */
#define RF6_S_DRAGON 0x08000000 /* Summon Dragon */
#define RF6_S_HI_UNDEAD 0x10000000 /* Summon Greater Undead */
#define RF6_S_HI_DRAGON 0x20000000 /* Summon Ancient Dragon */
#define RF6_S_WRAITH 0x40000000 /* Summon Unique Wraith */
#define RF6_S_UNIQUE 0x80000000 /* Summon Unique Monster */
/*
* New monster race bit flags
*/
#define RF7_AQUATIC 0x00000001 /* Aquatic monster */
#define RF7_CAN_SWIM 0x00000002 /* Monster can swim */
#define RF7_CAN_FLY 0x00000004 /* Monster can fly */
#define RF7_FRIENDLY 0x00000008 /* Monster is friendly */
#define RF7_PET 0x00000010 /* Monster is a pet */
#define RF7_MORTAL 0x00000020 /* Monster is a mortal being */
#define RF7_SPIDER 0x00000040 /* Monster is a spider (can pass webs) */
#define RF7_NAZGUL 0x00000080 /* Monster is a Nazgul */
#define RF7_DG_CURSE 0x00000100 /* If killed the monster grant a DG Curse to the player */
#define RF7_POSSESSOR 0x00000200 /* Is it a dreaded possessor monster ? */
#define RF7_NO_DEATH 0x00000400 /* Cannot be killed */
#define RF7_NO_TARGET 0x00000800 /* Cannot be targeted */
#define RF7_AI_ANNOY 0x00001000 /* Try to tease the player */
#define RF7_AI_SPECIAL 0x00002000 /* For quests */
#define RF7_NEUTRAL 0x00004000 /* Monster is neutral */
#define RF7_DROP_ART 0x00008000 /* Monster drop one art */
#define RF7_DROP_RANDART 0x00010000 /* Monster drop one randart */
#define RF7_AI_PLAYER 0x00020000 /* Controlled by the player */
#define RF7_NO_THEFT 0x00040000 /* Monster is immune to theft */
#define RF7_SPIRIT 0x00080000 /* This is a Spirit, coming from the Void */
#define RF7_IM_MELEE 0x00100000 /* IM melee */
/*
* Monster race flags
*/
#define RF8_DUNGEON 0x00000001
#define RF8_WILD_TOWN 0x00000002
#define RF8_XXX8X02 0x00000004
#define RF8_WILD_SHORE 0x00000008
#define RF8_WILD_OCEAN 0x00000010
#define RF8_WILD_WASTE 0x00000020
#define RF8_WILD_WOOD 0x00000040
#define RF8_WILD_VOLCANO 0x00000080
#define RF8_XXX8X08 0x00000100
#define RF8_WILD_MOUNTAIN 0x00000200
#define RF8_WILD_GRASS 0x00000400
#define RF8_NO_CUT 0x00000800
#define RF8_CTHANGBAND 0x00001000 /* Not used in ToME */
/* XXX */
#define RF8_ZANGBAND 0x00004000 /* Not used in ToME */
#define RF8_JOKEANGBAND 0x00008000
#define RF8_ANGBAND 0x00010000
#define RF8_WILD_TOO 0x80000000
/*
* Monster race flags
*/
#define RF9_DROP_CORPSE 0x00000001
#define RF9_DROP_SKELETON 0x00000002
#define RF9_HAS_LITE 0x00000004 /* Carries a lite */
#define RF9_MIMIC 0x00000008 /* *REALLY* looks like an object ... only nastier */
#define RF9_HAS_EGG 0x00000010 /* Can be monster's eggs */
#define RF9_IMPRESED 0x00000020 /* The monster can follow you on each level until he dies */
#define RF9_SUSCEP_ACID 0x00000040 /* Susceptible to acid */
#define RF9_SUSCEP_ELEC 0x00000080 /* Susceptible to lightning */
#define RF9_SUSCEP_POIS 0x00000100 /* Susceptible to poison */
#define RF9_KILL_TREES 0x00000200 /* Monster can eat trees */
#define RF9_WYRM_PROTECT 0x00000400 /* The monster is protected by great wyrms of power: They'll be summoned if it's killed */
#define RF9_DOPPLEGANGER 0x00000800 /* The monster looks like you */
#define RF9_ONLY_DEPTH 0x00001000 /* The monster can only be generated at the GIVEN depth */
#define RF9_SPECIAL_GENE 0x00002000 /* The monster can only be generated in special conditions like quests, special dungeons, ... */
#define RF9_NEVER_GENE 0x00004000 /* The monster cannot be normaly generated */
/*
* Hack -- choose "intelligent" spells when desperate
*/
#define RF4_INT_MASK \
(RF4_S_ANIMAL)
#define RF5_INT_MASK \
(RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)
#define RF6_INT_MASK \
(RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
RF6_HEAL | RF6_HASTE | RF6_TRAPS | \
RF6_S_KIN | RF6_S_HI_DEMON | RF6_S_MONSTER | RF6_S_MONSTERS | \
RF6_S_ANT | RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | \
RF6_S_ANGEL | RF6_S_DRAGON | RF6_S_UNDEAD | RF6_S_DEMON | \
RF6_S_HI_DRAGON | RF6_S_HI_UNDEAD | RF6_S_WRAITH | RF6_S_UNIQUE | \
RF6_S_THUNDERLORD | RF6_S_BUG | RF6_S_RNG | RF6_S_ANIMALS)
/*
* Hack -- "bolt" spells that may hurt fellow monsters
*/
#define RF4_BOLT_MASK \
(RF4_ARROW_1 | RF4_ARROW_2 | RF4_ARROW_3 | RF4_ARROW_4)
#define RF5_BOLT_MASK \
(RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
RF5_BO_POIS | RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | \
RF5_BO_PLAS | RF5_BO_ICEE | RF5_MISSILE)
#define RF6_BOLT_MASK \
0L
/* Hack -- summon spells */
#define RF4_SUMMON_MASK \
(RF4_S_ANIMAL)
#define RF5_SUMMON_MASK \
0L
#define RF6_SUMMON_MASK \
(RF6_S_KIN | RF6_S_HI_DEMON | RF6_S_MONSTER | RF6_S_MONSTERS | RF6_S_ANT | \
RF6_S_SPIDER | RF6_S_HOUND | RF6_S_HYDRA | RF6_S_ANGEL | RF6_S_DEMON | \
RF6_S_UNDEAD | RF6_S_DRAGON | RF6_S_HI_UNDEAD | RF6_S_HI_DRAGON | \
RF6_S_WRAITH | RF6_S_UNIQUE | RF6_S_THUNDERLORD | RF6_S_BUG | RF6_S_RNG | \
RF6_S_ANIMALS)
/*** Macro Definitions ***/
/*
* Hack -- The main "screen"
*/
#define term_screen (angband_term[0])
/*
* Determine if a given inventory item is "aware"
*/
#define object_aware_p(T) \
(k_info[(T)->k_idx].aware)
/*
* Determine if a given inventory item is "tried"
*/
#define object_tried_p(T) \
(k_info[(T)->k_idx].tried)
/*
* Determine if a given inventory item is "known"
* Test One -- Check for special "known" tag
* Test Two -- Check for "Easy Know" + "Aware"
*/
#define object_known_p(T) \
(((T)->ident & (IDENT_KNOWN)) || \
(k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
/*
* Return the "attr" for a given item.
* Use "flavor" if available.
* Default to user definitions.
*/
#define object_attr(T) \
(((T)->tval == TV_RANDART) ? \
random_artifacts[(T)->sval].attr : \
(k_info[(T)->k_idx].flavor) ? \
misc_to_attr[k_info[(T)->k_idx].flavor] : \
k_info[(T)->k_idx].x_attr)
#define object_attr_default(T) \
(((T)->tval == TV_RANDART) ? \
random_artifacts[(T)->sval].attr : \
(k_info[(T)->k_idx].flavor) ? \
misc_to_attr[k_info[(T)->k_idx].flavor] : \
k_info[(T)->k_idx].d_attr)
/*
* Return the "char" for a given item.
* Use "flavor" if available.
* Default to user definitions.
*/
#define object_char(T) \
((k_info[(T)->k_idx].flavor) ? \
misc_to_char[k_info[(T)->k_idx].flavor] : \
k_info[(T)->k_idx].x_char)
#define object_char_default(T) \
((k_info[(T)->k_idx].flavor) ? \
misc_to_char[k_info[(T)->k_idx].flavor] : \
k_info[(T)->k_idx].d_char)
/*
* Artifacts use the "name1" field
*/
#define artifact_p(T) \
( \
((T)->tval == TV_RANDART || \
((T)->name1 ? TRUE : FALSE) || \
((T)->art_name ? TRUE : FALSE) || \
((k_info[(T)->k_idx].flags3 & TR3_NORM_ART)? TRUE : FALSE)) \
)
/*
* Ego-Items use the "name2" field
*/
#define ego_item_p(T) \
((T)->name2 || (T)->name2b ? TRUE : FALSE)
/*
* Ego-Items use the "name2" field
*/
#define is_ego_p(T, e) \
(((T)->name2 == (e)) || ((T)->name2b == (e)))
/*
* Cursed items.
*/
#define cursed_p(T) \
((T)->ident & (IDENT_CURSED))
/*
* Convert an "attr"/"char" pair into a "pict" (P)
*/
#define PICT(A,C) \
((((u16b)(A)) << 8) | ((byte)(C)))
/*
* Convert a "pict" (P) into an "attr" (A)
*/
#define PICT_A(P) \
((byte)((P) >> 8))
/*
* Convert a "pict" (P) into an "char" (C)
*/
#define PICT_C(P) \
((char)((byte)(P)))
/*
* Convert a "location" (Y,X) into a "grid" (G)
*/
#define GRID(Y,X) \
(256 * (Y) + (X))
/*
* Convert a "grid" (G) into a "location" (Y)
*/
#define GRID_Y(G) \
((int)((G) / 256U))
/*
* Convert a "grid" (G) into a "location" (X)
*/
#define GRID_X(G) \
((int)((G) % 256U))
/*
* Determines if a map location is fully inside the outer walls
*/
#define in_bounds(Y,X) \
(((Y) > 0) && ((X) > 0) && ((Y) < cur_hgt-1) && ((X) < cur_wid-1))
/*
* Determines if a map location is on or inside the outer walls
*/
#define in_bounds2(Y,X) \
(((Y) >= 0) && ((X) >= 0) && ((Y) < cur_hgt) && ((X) < cur_wid))
/*
* Determines if a map location is currently "on screen" -RAK-
* Note that "panel_contains(Y,X)" always implies "in_bounds2(Y,X)".
*/
#define panel_contains(Y,X) \
(((Y) >= panel_row_min) && ((Y) <= panel_row_max) && \
((X) >= panel_col_min) && ((X) <= panel_col_max))
/*
* Determine if a "legal" grid is a "floor" grid
*
* Line 1 -- forbid doors, rubble, seams, walls
*
* Note that the terrain features are split by a one bit test
* into those features which block line of sight and those that
* do not, allowing an extremely fast single bit check below.
*
* Add in the fact that some new terrain (water & lava) do NOT block sight
* -KMW-
*/
#define cave_floor_bold(Y,X) \
((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
(cave[Y][X].feat != FEAT_MON_TRAP))
/*
* Determine if a "legal" grid is floor without the REMEMBER flag set
* Sometimes called "boring" grid
*/
#define cave_plain_floor_bold(Y,X) \
((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
!(f_info[cave[Y][X].feat].flags1 & FF1_REMEMBER))
/*
* Determine if a "legal" grid isn't a "blocking line of sight" grid
*
* Line 1 -- forbid doors, rubble, seams, walls
*
* Note that the terrain features are split by a one bit test
* into those features which block line of sight and those that
* do not, allowing an extremely fast single bit check below.
*
* Add in the fact that some new terrain (water & lava) do NOT block sight
* -KMW-
*/
#define cave_sight_bold(Y,X) \
(!(f_info[cave[Y][X].feat].flags1 & FF1_NO_VISION))
/*
* Determine if a "legal" grid is a "clean" floor grid
*
* Line 1 -- forbid non-floors
* Line 2 -- forbid deep water -KMW-
* Line 3 -- forbid deep lava -KMW-
* Line 4 -- forbid normal objects
*/
#define cave_clean_bold(Y,X) \
((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
(cave[Y][X].feat != FEAT_MON_TRAP) && \
(cave[Y][X].o_idx == 0) && \
!(f_info[cave[Y][X].feat].flags1 & FF1_PERMANENT))
/*
* Determine if a "legal" grid is an "empty" floor grid
*
* Line 1 -- forbid doors, rubble, seams, walls
* Line 2 -- forbid normal monsters
* Line 3 -- forbid the player
*/
#define cave_empty_bold(Y,X) \
(cave_floor_bold(Y,X) && \
!(cave[Y][X].m_idx) && \
!(((Y) == p_ptr->py) && ((X) == p_ptr->px)))
/*
* Determine if a "legal" grid is an "naked" floor grid
*
* Line 1 -- forbid non-floors, non-shallow water & lava -KMW-
* Line 2 -- forbid normal objects
* Line 3 -- forbid player/monsters
*/
#define cave_naked_bold(Y,X) \
((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
(cave[Y][X].feat != FEAT_MON_TRAP) && \
!(f_info[cave[Y][X].feat].flags1 & FF1_PERMANENT) && \
(cave[Y][X].o_idx == 0) && \
(cave[Y][X].m_idx == 0))
#define cave_naked_bold2(Y,X) \
((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
(cave[Y][X].feat != FEAT_MON_TRAP) && \
(cave[Y][X].o_idx == 0) && \
(cave[Y][X].m_idx == 0))
/*
* Determine if a "legal" grid is "permanent"
*
* Line 1 -- perma-walls
* Line 2-3 -- stairs
* Line 4-5 -- building doors -KMW-
* Line 6-7 -- shop doors
*/
#define cave_perma_bold(Y,X) \
(f_info[cave[Y][X].feat].flags1 & FF1_PERMANENT)
/*
* Grid based version of "cave_floor_bold()"
*/
#define cave_floor_grid(C) \
((f_info[(C)->feat].flags1 & FF1_FLOOR) && ((C)->feat != FEAT_MON_TRAP))
/*
* Grid based version of "cave_plain_floor_bold()"
*/
#define cave_plain_floor_grid(C) \
((f_info[(C)->feat].flags1 & FF1_FLOOR) && \
!(f_info[(C)->feat].flags1 & FF1_REMEMBER))
/*
* Grid based version of "cave_clean_bold()"
*/
#define cave_clean_grid(C) \
((f_info[(C)->feat].flags1 & FF1_FLOOR) && ((C)->feat != FEAT_MON_TRAP) && \
(!(C)->o_idx))
/*
* Grid based version of "cave_sight_bold()"
*/
#define cave_sight_grid(C) \
(!(f_info[(C)->feat].flags1 & FF1_NO_VISION))
/*
* Grid based version of "cave_empty_bold()"
*/
#define cave_empty_grid(C) \
(cave_floor_grid(C) && \
!((C)->m_idx) && \
!((C) == &cave[p_ptr->py][p_ptr->px]))
/*
* Grid based version of "cave_empty_bold()"
*/
#define cave_naked_grid(C) \
((f_info[(C)->feat].flags1 & FF1_FLOOR) && ((C)->feat != FEAT_MON_TRAP) && \
!((C)->o_idx) && \
!((C)->m_idx) && \
!((C) == &cave[p_ptr->py][p_ptr->px]))
/*
* Grid based version of "cave_perma_bold()"
*/
#define cave_perma_grid(C) \
(f_info[(C)->feat].flags1 & FF1_PERMANENT)
/*
* Determine if a "legal" grid is within "los" of the player
*
* Note the use of comparison to zero to force a "boolean" result
*/
#define player_has_los_bold(Y,X) \
((cave[Y][X].info & (CAVE_VIEW)) != 0)
/*
* Determine if a "legal" grid can be "seen" by the player
*
* Note the use of comparison to zero to force a "boolean" result
*/
#define player_can_see_bold(Y,X) \
((cave[Y][X].info & (CAVE_SEEN)) != 0)
/*
* Hack -- Prepare to use the "Secure" routines
*/
#if defined(SET_UID) && defined(SECURE)
extern int PlayerUID;
# define getuid() PlayerUID
# define geteuid() PlayerUID
#endif
/*** Color constants ***/
/*
* Angband "attributes" (with symbols, and base (R,G,B) codes)
*
* The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
* and should "gamma corrected" on most (non-Macintosh) machines.
*/
#define TERM_DARK 0 /* 'd' */ /* 0,0,0 */
#define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */
#define TERM_SLATE 2 /* 's' */ /* 2,2,2 */
#define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */
#define TERM_RED 4 /* 'r' */ /* 3,0,0 */
#define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */
#define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */
#define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */
#define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */
#define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */
#define TERM_VIOLET 10 /* 'v' */ /* 4,0,4 */
#define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */
#define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */
#define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */
#define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */
#define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */
/*** Graphics constants ***/
/*
* Possible values of graphics_mode
* Good only when use_graphics is set to TRUE
* Set by reset_visuals() and used by map_info()
*/
#define GRAPHICS_NONE 0
#define GRAPHICS_UNKNOWN 1
#define GRAPHICS_IBM 2
#define GRAPHICS_OLD 3
#define GRAPHICS_NEW 4
#define GRAPHICS_ISO 5
/*** Sound constants ***/
/*
* Mega-Hack -- some primitive sound support (see "main-win.c")
*
* Some "sound" constants for "Term_xtra(TERM_XTRA_SOUND, val)"
*/
#define SOUND_HIT 1
#define SOUND_MISS 2
#define SOUND_FLEE 3
#define SOUND_DROP 4
#define SOUND_KILL 5
#define SOUND_LEVEL 6
#define SOUND_DEATH 7
#define SOUND_STUDY 8
#define SOUND_TELEPORT 9
#define SOUND_SHOOT 10
#define SOUND_QUAFF 11
#define SOUND_ZAP 12
#define SOUND_WALK 13
#define SOUND_TPOTHER 14
#define SOUND_HITWALL 15
#define SOUND_EAT 16
#define SOUND_STORE1 17
#define SOUND_STORE2 18
#define SOUND_STORE3 19
#define SOUND_STORE4 20
#define SOUND_DIG 21
#define SOUND_OPENDOOR 22
#define SOUND_SHUTDOOR 23
#define SOUND_TPLEVEL 24
#define SOUND_SCROLL 25
#define SOUND_BUY 26
#define SOUND_SELL 27
#define SOUND_WARN 28
#define SOUND_ROCKET 29 /* Somebody's shooting rockets */
#define SOUND_N_KILL 30 /* The player kills a non-living/undead monster */
#define SOUND_U_KILL 31 /* The player kills a unique */
#define SOUND_QUEST 32 /* The player has just completed a quest */
#define SOUND_HEAL 33 /* The player was healed a little bit */
#define SOUND_X_HEAL 34 /* The player was healed full health */
#define SOUND_BITE 35 /* A monster bites you */
#define SOUND_CLAW 36 /* A monster claws you */
#define SOUND_M_SPELL 37 /* A monster casts a miscellaneous spell */
#define SOUND_SUMMON 38 /* A monster casts a summoning spell */
#define SOUND_BREATH 39 /* A monster breathes */
#define SOUND_BALL 40 /* A monster casts a ball / bolt spell */
#define SOUND_M_HEAL 41 /* A monster heals itself somehow */
#define SOUND_ATK_SPELL 42 /* A monster casts a misc. offensive spell */
#define SOUND_EVIL 43 /* Something nasty has just happened! */
#define SOUND_TOUCH 44 /* A monster touches you */
#define SOUND_STING 45 /* A monster stings you */
#define SOUND_CRUSH 46 /* A monster crushes / envelopes you */
#define SOUND_SLIME 47 /* A monster drools/spits/etc on you */
#define SOUND_WAIL 48 /* A monster wails */
#define SOUND_WINNER 49 /* Just won the game! */
#define SOUND_FIRE 50 /* An item was burned */
#define SOUND_ACID 51 /* An item was destroyed by acid */
#define SOUND_ELEC 52 /* An item was destroyed by electricity */
#define SOUND_COLD 53 /* An item was shattered */
#define SOUND_ILLEGAL 54 /* Illegal command attempted */
#define SOUND_FAIL 55 /* Fail to get a spell off / activate an item */
#define SOUND_WAKEUP 56 /* A monster wakes up */
#define SOUND_INVULN 57 /* Invulnerability! */
#define SOUND_FALL 58 /* Falling through a trapdoor... */
#define SOUND_PAIN 59 /* A monster is in pain! */
#define SOUND_DESTITEM 60 /* An item was destroyed by misc. means */
#define SOUND_MOAN 61 /* A monster makes a moan/beg/insult attack */
#define SOUND_SHOW 62 /* A monster makes a "show" attack */
#define SOUND_UNUSED 63 /* (no sound for gaze attacks) */
#define SOUND_EXPLODE 64 /* Something (or somebody) explodes */
/*
* Mega-Hack -- maximum known sounds
*/
#define SOUND_MAX 65
/*** Hack ***/
/*
* Hack -- attempt to reduce various values
*/
#ifdef ANGBAND_LITE
# undef MACRO_MAX
# define MACRO_MAX 128
# undef QUARK_MAX
# define QUARK_MAX 128
# undef MESSAGE_MAX
# define MESSAGE_MAX 128
# undef MESSAGE_BUF
# define MESSAGE_BUF 4096
#endif
/*
* Road flags
*/
#define ROAD_NORTH 1
#define ROAD_SOUTH 2
#define ROAD_EAST 4
#define ROAD_WEST 8
/*
* Buildings actions
*/
#define BACT_RESEARCH_ITEM 1
#define BACT_TOWN_HISTORY 2
#define BACT_RACE_LEGENDS 3
#define BACT_GREET_KING 4
#define BACT_KING_LEGENDS 5
#define BACT_QUEST1 6
#define BACT_GOLD 7
#define BACT_POSTER 8
#define BACT_ARENA_RULES 9
#define BACT_ARENA 10
#define BACT_ARENA_LEGENDS 11
#define BACT_IN_BETWEEN 12
#define BACT_GAMBLE_RULES 13
#define BACT_CRAPS 14
#define BACT_SPIN_WHEEL 15
#define BACT_DICE_SLOTS 16
#define BACT_REST 17
#define BACT_FOOD 18
#define BACT_RUMORS 19
#define BACT_RESEARCH_MONSTER 20
#define BACT_COMPARE_WEAPONS 21
#define BACT_LEGENDS 22
#define BACT_ENCHANT_WEAPON 23
#define BACT_ENCHANT_ARMOR 24
#define BACT_RECHARGE 25
#define BACT_IDENTS 26
#define BACT_LEARN 27
#define BACT_HEALING 28
#define BACT_RESTORE 29
#define BACT_ENCHANT_ARROWS 30
#define BACT_ENCHANT_BOW 31
#define BACT_GREET 32
#define BACT_RECALL 33
#define BACT_TELEPORT_LEVEL 34
/* XXX */
/* XXX */
#define BACT_MIMIC_NORMAL 37
#define BACT_VIEW_BOUNTIES 38
#define BACT_SELL_CORPSES 39
#define BACT_VIEW_QUEST_MON 40
#define BACT_SELL_QUEST_MON 41
#define BACT_DIVINATION 42
#define BACT_SELL 43
#define BACT_BUY 44
#define BACT_EXAMINE 45
#define BACT_STEAL 46
#define BACT_QUEST2 47
#define BACT_QUEST3 48
#define BACT_QUEST4 49
#define BACT_STAR_HEAL 50
#define BACT_REQUEST_ITEM 51
#define BACT_GET_LOAN 52
#define BACT_PAY_BACK_LOAN 53
// If one adds new BACT_ do NOT forget to increase max_bact in variables.c
/*
* Quest status
*/
#define QUEST_STATUS_IGNORED -1
#define QUEST_STATUS_UNTAKEN 0
#define QUEST_STATUS_TAKEN 1
#define QUEST_STATUS_COMPLETED 2
#define QUEST_STATUS_REWARDED 3
#define QUEST_STATUS_FAILED 4
#define QUEST_STATUS_FINISHED 5
#define QUEST_STATUS_FAILED_DONE 6
/*
* Quest flags
*/
#define QUEST_FLAG_SILENT 0x01 /* no messages for completion */
#define QUEST_FLAG_PRESET 0x02 /* quest is outside the main dungeon */
#define QUEST_FLAG_ONCE 0x04 /* quest is marked finished after leaving */
/*
* Initialization flags
*/
#define INIT_SHOW_TEXT 0x01
#define INIT_ASSIGN 0x02
#define INIT_CREATE_DUNGEON 0x04
#define INIT_GET_SIZE 0x08
#define INIT_POSITION 0x10
/*
* Alchemists defines
*/
#define MAX_ALCHEMIST_RECIPES 20
#define ALCHEMIST_ENCHANT_DAM 0x01
#define ALCHEMIST_ENCHANT_PVAL 0x02
#define ALCHEMIST_ENCHANT_AC 0x04
/*
* Music songs
*/
#define MUSIC_NONE 0
#define MUSIC_SLOW 1
#define MUSIC_CONF 2
#define MUSIC_STUN 3
#define MUSIC_LIFE 4
#define MUSIC_MIND 5
#define MUSIC_LITE 6
#define MUSIC_FURY 7
#define MUSIC_AWARE 8
#define MUSIC_ID 9
#define MUSIC_ILLUSION 10
#define MUSIC_WALL 11
#define MUSIC_RESIST 12
#define MUSIC_TIME 13
#define MUSIC_BETWEEN 14
#define MUSIC_CHARME 15
#define MUSIC_VIBRA 16
#define MUSIC_HOLY 17
#define MUSIC_HIDE 18
#define MUSIC_LIBERTY 19
#define MUSIC_RAISE 20
#define MUSIC_SHADOW 21
#define MUSIC_STAR_ID 22
#define MAX_MUSIC 23
#define MAX_MUSICS 11
/*
* Fate
*/
#define MAX_FATES 200
#define FATE_NONE 0
#define FATE_FIND_O 1
#define FATE_NO_DIE_MORTAL 2
#define FATE_FIND_A 3
#define FATE_FIND_R 4
#define FATE_FIND_V 5
#define FATE_DIE 6
/*
* Runes definition
*/
#define RUNE_SELF 0x00000001
#define RUNE_ARROW 0x00000002
#define RUNE_RAY 0x00000004
#define RUNE_SPHERE 0x00000008
#define RUNE_POWER_SURGE 0x00000010
#define RUNE_ARMAGEDDON 0x00000020
#define RUNE_MOD_MAX 6
#define RUNE_STONE 0x000000FF
/*
* Defines of the different dungeon types
*/
#define DUNGEON_WILDERNESS 0
#define DUNGEON_MIRKWOOD 1
#define DUNGEON_MORDOR 2
#define DUNGEON_ANGBAND 3
#define DUNGEON_BARROW_DOWNS 4
#define DUNGEON_MOUNT_DOOM 5
#define DUNGEON_NETHER_REALM 6
#define DUNGEON_NUMENOR 7
#define DUNGEON_MANDOS 8
#define DUNGEON_VOID 11
#define DUNGEON_MAZE 18
#define DUNGEON_DOL_GULDUR 23
/* Max depth of each dungeon(max_depth - min_depth) */
#define MAX_DUNGEON_DEPTH 128
#define DUNGEON_MODE_NONE 0
#define DUNGEON_MODE_AND 1
#define DUNGEON_MODE_NAND 2
#define DUNGEON_MODE_OR 3
#define DUNGEON_MODE_NOR 4
/*
* Returns the dungeon level or the feat,
* if the player is not in a dungeon
*/
#define level_or_feat(DTYPE, DLEVEL) \
((DTYPE) == DUNGEON_WILDERNESS ? \
wild_map[p_ptr->wilderness_y][p_ptr->wilderness_x].feat : \
(DLEVEL) )
/*
* Defines for the inscriptions
*/
#define INSCRIP_EXEC_ENGRAVE 0x01
#define INSCRIP_EXEC_WALK 0x02
#define INSCRIP_EXEC_MONST_WALK 0x04
#define INSCRIP_NONE 0
#define INSCRIP_LIGHT 1
#define INSCRIP_DARK 2
#define INSCRIP_STORM 3
#define INSCRIP_PROTECTION 4
#define INSCRIP_DWARF_SUMMON 5
#define INSCRIP_CHASM 6
#define INSCRIP_BLACK_FIRE 7
#define MAX_INSCRIPTIONS 8
/*
* Various class dependant defines
*/
#define CLASS_NONE 0
#define CLASS_MANA_PATH 1
#define CLASS_CANALIZE_MANA 2
#define CLASS_WINDS_MANA 3
#define CLASS_MANA_PATH_ERASE 0x0001
#define CLASS_FLOOD_LEVEL 0x0002
#define CLASS_CANALIZE_MANA_EXTRA 0x0004
#define CLASS_UNDEAD 0x0008
#define CLASS_ANTIMAGIC 0x0010
#define CLASS_LEGS 0x0020
#define CLASS_ARMS 0x0040
#define CLASS_WALL 0x0080
/*
* Types of birth presents
*/
#define BIRTH_NONE 0
#define BIRTH_RING 1
#define BIRTH_AMULET 2
/*
* Automatic note taking types
*/
#define NOTE_BIRTH 1
#define NOTE_WINNER 2
#define NOTE_SAVE_GAME 3
#define NOTE_ENTER_DUNGEON 4
/*
* Player monsters & ghost defines
* NO MORE USED but for savefile compatibility
*/
#define GHOST_R_IDX_HEAD 967
#define GHOST_R_IDX_TAIL 977
#define MAX_GHOSTS (GHOST_R_IDX_TAIL - GHOST_R_IDX_HEAD)
/* Stores/buildings defines */
#define STORE_HATED 0
#define STORE_LIKED 1
#define STORE_NORMAL 2
/* Pseudo-id defines */
#define SENSE_NONE 0
#define SENSE_CURSED 1
#define SENSE_AVERAGE 2
#define SENSE_GOOD_LIGHT 3
#define SENSE_GOOD_HEAVY 4
#define SENSE_EXCELLENT 5
#define SENSE_WORTHLESS 6
#define SENSE_TERRIBLE 7
#define SENSE_SPECIAL 8
#define SENSE_BROKEN 9
#define SENSE_UNCURSED 10
/* Wilderness map related */
#define WILDERNESS_SEE_RADIUS 3 /* The amount of wilderness seen around the player */
/* Ego monsters defines */
#define MEGO_CHAR_ANY 127
#define MEGO_ADD 0
#define MEGO_SUB 1
#define MEGO_FIX 2
#define MEGO_PRC 3
#define MEGO_CHANCE 18 /* % chances of getting ego monsters */
#define race_inf(m_ptr) (((m_ptr)->sr_ptr) ? (m_ptr)->sr_ptr : race_info_idx((m_ptr)->r_idx, (m_ptr)->ego))
/* Object generation */
#define OBJ_GENE_TREASURE 20
#define OBJ_GENE_COMBAT 20
#define OBJ_GENE_MAGIC 20
#define OBJ_GENE_TOOL 20
/*
* Used (or should be) by various functions and tables needing access to
* single bits
*/
#define BIT(x) (1L << (x))
/* Town defines */
#define TOWN_RANDOM 20 /* First random town */
#define TOWN_DUNGEON 4 /* Maximun number of towns per dungeon */
#define TOWN_CHANCE 50 /* Chance of 1 town */
/*
* Store flags
*/
#define SF1_DEPEND_LEVEL 0x00000001L
#define SF1_SHALLOW_LEVEL 0x00000002L
#define SF1_MEDIUM_LEVEL 0x00000004L
#define SF1_DEEP_LEVEL 0x00000008L
#define SF1_RARE 0x00000010L
#define SF1_VERY_RARE 0x00000020L
#define SF1_COMMON 0x00000040L
#define SF1_ALL_ITEM 0x00000080L /* Works as the BM */
#define SF1_RANDOM 0x00000100L
#define SF1_FORCE_LEVEL 0x00000200L
#define SF1_MUSEUM 0x00000400L
/*
* Powers (mutation, activations, ...)
*/
#define POWER_MAX_INIT 62
#define PWR_SPIT_ACID 0
#define PWR_BR_FIRE 1
#define PWR_HYPN_GAZE 2
#define PWR_TELEKINES 3
#define PWR_VTELEPORT 4
#define PWR_MIND_BLST 5
#define PWR_RADIATION 6
#define PWR_VAMPIRISM 7
#define PWR_SMELL_MET 8
#define PWR_SMELL_MON 9
#define PWR_BLINK 10
#define PWR_EAT_ROCK 11
#define PWR_SWAP_POS 12
#define PWR_SHRIEK 13
#define PWR_ILLUMINE 14
#define PWR_DET_CURSE 15
#define PWR_BERSERK 16
#define PWR_POLYMORPH 17
#define PWR_MIDAS_TCH 18
#define PWR_GROW_MOLD 19
#define PWR_RESIST 20
#define PWR_EARTHQUAKE 21
#define PWR_EAT_MAGIC 22
#define PWR_WEIGH_MAG 23
#define PWR_STERILITY 24
#define PWR_PANIC_HIT 25
#define PWR_DAZZLE 26
#define PWR_DARKRAY 27
#define PWR_RECALL 28
#define PWR_BANISH 29
#define PWR_COLD_TOUCH 30
#define PWR_LAUNCHER 31
#define PWR_PASSWALL 32
#define PWR_DETECT_TD 33
#define PWR_COOK_FOOD 34
#define PWR_UNFEAR 35
#define PWR_EXPL_RUNE 36
#define PWR_STM 37
#define PWR_POIS_DART 38
#define PWR_MAGIC_MISSILE 39
#define PWR_GROW_TREE 40
#define PWR_BR_COLD 41
#define PWR_BR_CHAOS 42
#define PWR_BR_ELEM 43
#define PWR_WRECK_WORLD 44
#define PWR_SCARE 45
#define PWR_REST_LIFE 46
#define PWR_SUMMON_MONSTER 47
#define PWR_NECRO 48
#define PWR_ROHAN 49
#define PWR_THUNDER 50
#define PWR_DEATHMOLD 51
#define PWR_HYPNO 52
#define PWR_UNHYPNO 53
#define PWR_INCARNATE 54
#define PWR_MAGIC_MAP 55
#define PWR_LAY_TRAP 56
#define PWR_MERCHANT 57
#define PWR_COMPANION 58
#define PWR_BEAR 59
#define PWR_DODGE 60
#define PWR_BALROG 61
#define ADD_POWER(pow, p) ((pow)[(p)] = TRUE)
/*
* Shield effect options
*/
#define SHIELD_NONE 0x0000
#define SHIELD_COUNTER 0x0001
#define SHIELD_FIRE 0x0002
#define SHIELD_GREAT_FIRE 0x0004
#define SHIELD_FEAR 0x0008
/*
* Quest constants
*/
#define MAX_MON_QUEST 10
#define MAX_ITEM_QUEST 5
#define MAX_RANDOM_QUEST 99
#define QUEST_NULL 0
#define QUEST_NECRO 1
#define QUEST_SAURON 2
#define QUEST_MORGOTH 3
#define QUEST_THIEVES 4
#define QUEST_RANDOM 5
#define QUEST_HOBBIT 6
#define QUEST_NAZGUL 7
#define QUEST_TROLL 8
#define QUEST_WIGHT 9
#define QUEST_SPIDER 10
#define QUEST_POISON 11
#define QUEST_NARSIL 12
#define QUEST_EOL 13
#define QUEST_NIRNAETH 14
#define QUEST_INVASION 15
#define QUEST_BETWEEN 16
#define QUEST_ONE 17
#define QUEST_SHROOM 18
#define QUEST_THRAIN 19
#define QUEST_ULTRA_GOOD 20
#define QUEST_ULTRA_EVIL 21
#define QUEST_WOLVES 22
#define QUEST_DRAGONS 23
#define QUEST_HAUNTED 24
#define QUEST_EVIL 25
#define MAX_Q_IDX_INIT 26
#define PLOT_MAIN 0
#define PLOT_BREE 1
#define PLOT_LORIEN 2
#define PLOT_OTHER 3
#define PLOT_GONDOLIN 4
#define PLOT_MINAS 5
#define PLOT_KHAZAD 6
#define MAX_PLOTS 7
/*
* Hooks
*/
#define HOOK_MONSTER_DEATH 0
#define HOOK_OPEN 1
#define HOOK_GEN_QUEST 2
#define HOOK_END_TURN 3
#define HOOK_FEELING 4
#define HOOK_NEW_MONSTER 5
#define HOOK_GEN_LEVEL 6
#define HOOK_BUILD_ROOM1 7
#define HOOK_NEW_LEVEL 8
#define HOOK_QUEST_FINISH 9
#define HOOK_QUEST_FAIL 10
#define HOOK_GIVE 11
#define HOOK_CHAR_DUMP 12
#define HOOK_INIT_QUEST 13
#define HOOK_WILD_GEN 14
#define HOOK_DROP 15
#define HOOK_IDENTIFY 16
#define HOOK_MOVE 17
#define HOOK_STAIR 18
#define HOOK_MONSTER_AI 19
#define HOOK_PLAYER_LEVEL 20
#define HOOK_WIELD 21
#define HOOK_INIT 22
#define HOOK_QUAFF 23
#define HOOK_AIM 24
#define HOOK_USE 25
#define HOOK_ACTIVATE 26
#define HOOK_ZAP 27
#define HOOK_READ 28
#define HOOK_CALC_BONUS 29
#define HOOK_CALC_POWERS 30
#define HOOK_KEYPRESS 31
#define HOOK_CHAT 32
#define HOOK_MON_SPEAK 33
#define HOOK_MKEY 34
#define HOOK_BIRTH_OBJECTS 35
#define HOOK_ACTIVATE_DESC 36
#define HOOK_INIT_GAME 37
#define HOOK_ACTIVATE_POWER 38
#define HOOK_ITEM_NAME 39
#define HOOK_SAVE_GAME 40
#define HOOK_LOAD_GAME 41
#define HOOK_LEVEL_REGEN 42
#define HOOK_LEVEL_END_GEN 43
#define HOOK_BUILDING_ACTION 44
#define HOOK_PROCESS_WORLD 45
#define HOOK_WIELD_SLOT 46
#define HOOK_STORE_STOCK 47
#define HOOK_STORE_BUY 48
#define HOOK_GEN_LEVEL_BEGIN 49
#define HOOK_GET 50
#define HOOK_REDRAW 51
#define HOOK_RECALC_SKILLS 52
#define HOOK_ENTER_DUNGEON 53
#define HOOK_FIRE 54
#define HOOK_EAT 55
#define HOOK_DIE 56
#define HOOK_CALC_HP 57
#define HOOK_GF_COLOR 58
#define HOOK_GF_EXEC 59
#define HOOK_CALC_MANA 60
#define HOOK_LOAD_END 61
#define HOOK_RECALL 62
#define HOOK_FOLLOW_GOD 63
#define HOOK_SACRIFICE_GOD 64
#define HOOK_BODY_PARTS 65
#define HOOK_APPLY_MAGIC 66
#define HOOK_PLAYER_EXP 67
#define HOOK_BIRTH 68
#define HOOK_CALC_LITE 69
#define HOOK_LEARN_ABILITY 70
#define HOOK_MOVED 71
#define HOOK_GAME_START 72
#define HOOK_TAKEOFF 73
#define HOOK_CALC_WEIGHT 74
#define HOOK_FORBID_TRAVEL 75
#define HOOK_DEBUG_COMMAND 76
#define HOOK_CALC_BONUS_END 77
#define MAX_HOOKS 78
#define HOOK_TYPE_C 0
#define HOOK_TYPE_LUA 1
/*
* Defines for loadsave.c
* Why 3 and 7? So if it's uninitialized, the code will be able to catch it, as
* 0 is an invalid flag. Also, having them apart means that it being accidentally
* modified will also result in an invalid value -- Improv
*/
#define LS_LOAD 3
#define LS_SAVE 7
/*
* In game help
*/
#define HELP1_BETWEEN 0x00000001
#define HELP1_ALTAR 0x00000002
#define HELP1_FOUNTAIN 0x00000004
#define HELP1_IDENTIFY 0x00000008
#define HELP1_WILD_MODE 0x00000010
/*
* Special weapon effects
*/
#define SPEC_POIS 0x00000001L
#define SPEC_CUT 0x00000002L
/*
* Ambushes in the wild
*/
#define AMBUSH_RACE 1
#define AMBUSH_MIX 2
/*
* Macro trigger
*/
#define MAX_MACRO_MOD 12
#define MAX_MACRO_TRIG 200
/*
* Skills !
*/
#define SKILL_MAX 50000 /* Maximun skill value */
#define SKILL_STEP 1000 /* 1 skill point */
#define SKILL_EXCLUSIVE 9999 /* Flag to tell exclusive skills */
#define SKILL_CONVEYANCE 1
#define SKILL_MANA 2
#define SKILL_FIRE 3
#define SKILL_AIR 4
#define SKILL_WATER 5
#define SKILL_NATURE 6
#define SKILL_EARTH 7
#define SKILL_SYMBIOTIC 8
#define SKILL_MUSIC 9
#define SKILL_DIVINATION 10
#define SKILL_TEMPORAL 11
#define SKILL_DRUID 12
#define SKILL_DAEMON 13
#define SKILL_META 14
#define SKILL_MAGIC 15
#define SKILL_COMBAT 16
#define SKILL_MASTERY 17
#define SKILL_SWORD 18
#define SKILL_AXE 19
#define SKILL_POLEARM 20
#define SKILL_HAFTED 21
#define SKILL_BACKSTAB 22
#define SKILL_ARCHERY 23
#define SKILL_SLING 24
#define SKILL_BOW 25
#define SKILL_XBOW 26
#define SKILL_BOOMERANG 27
#define SKILL_SPIRITUALITY 28
#define SKILL_MINDCRAFT 29
#define SKILL_MISC 30
#define SKILL_NECROMANCY 31
#define SKILL_MIMICRY 32
#define SKILL_ANTIMAGIC 33
#define SKILL_RUNECRAFT 34
#define SKILL_SNEAK 35
#define SKILL_STEALTH 36
#define SKILL_DISARMING 37
/* XXX */
#define SKILL_ALCHEMY 39
#define SKILL_STEALING 40
#define SKILL_SORCERY 41
#define SKILL_HAND 42
#define SKILL_THAUMATURGY 43
#define SKILL_SUMMON 44
#define SKILL_SPELL 45
#define SKILL_DODGE 46
#define SKILL_BEAR 47
#define SKILL_LORE 48
#define SKILL_PRESERVATION 49
#define SKILL_POSSESSION 50
#define SKILL_MIND 51
#define SKILL_CRITS 52
#define SKILL_PRAY 53
#define SKILL_LEARN 54
#define SKILL_UDUN 55
#define SKILL_DEVICE 56
#define SKILL_STUN 57
#define SKILL_BOULDER 58
#define SKILL_GEOMANCY 59
/* Ugly but needed */
#define MAX_SKILLS 200
/* SKill flags */
#define SKF1_HIDDEN 0x00000001 /* Starts hidden */
#define SKF1_AUTO_HIDE 0x00000002 /* Tries to rehide at calc_bonus */
#define SKF1_RANDOM_GAIN 0x00000004 /* Can be randomly gained by certain quests & such */
#define MAX_MELEE 3
/*
* Player specialities, should be external but ti would be a mess
*/
#define MAX_SPEC 20
/*
* Spellbinder triggers
*/
#define SPELLBINDER_HP75 1
#define SPELLBINDER_HP50 2
#define SPELLBINDER_HP25 3
/*
* God's defines
*/
#define GOD_ALL -1
#define GOD_NONE 0
#define GOD_ERU 1
#define GOD_MANWE 2
#define GOD_TULKAS 3
#define GOD_MELKOR 4
#define GOD_YAVANNA 5
#define MAX_GODS_INIT 6
#define GOD(g) if (p_ptr->pgod == (g))
#define PRAY_GOD(g) if ((p_ptr->pgod == (g)) && (p_ptr->praying))
#define NOT_PRAY_GOD(g) if ((p_ptr->pgod == (g)) && (!p_ptr->praying))
/*
* Command numbers for do_cmd_cli().
*
* As the user is not intended to have a way to enter these codes directly
* (doing so isn't harmful, but these codes are not intended as mnemonics),
* only codes in the range 0xE000 - 0xF8FF (the private area of Unicode 3.0)
* should be used.
*
* In addition, values at the lower end of this range are preferred as the upper
* end may have a system-specific encoding
*/
#define CMD_CLI_HELP -8192
#define CMD_IRC_CONNECT -8191
#define CMD_IRC_CHAT -8190
#define CMD_IRC_DISCON -8189
#define CMD_SHOW_TIME -8188
#define CMD_SHOW_SKILL -8187
#define CMD_DUMP_HTML -8186
#define CMD_MACRO -8185
#define CMD_QUEST -8184
#define CMD_BLUNDER -8183
#define CMD_SHOW_ABILITY -8182
#define CLI_MAX 128
/*
* The various winner state
*/
#define WINNER_NORMAL 1
#define WINNER_ULTRA 2
/*
* The abilities
*/
#define AB_SPREAD_BLOWS 0
#define AB_TREE_WALK 1
#define AB_PERFECT_CASTING 2
#define AB_MAX_BLOW1 3
#define AB_MAX_BLOW2 4
#define AB_AMMO_CREATION 5
#define AB_DEATH_TOUCH 6
#define AB_CREATE_ART 7
#define AB_FAR_REACHING 8
#define AB_TRAPPING 9
#define AB_UNDEAD_FORM 10
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