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-rw-r--r--src/defines.h2403
1 files changed, 147 insertions, 2256 deletions
diff --git a/src/defines.h b/src/defines.h
index 850bbc7a..4a2ad0e0 100644
--- a/src/defines.h
+++ b/src/defines.h
@@ -41,16 +41,9 @@
/* #define IS_CVS " (ah, git)" */
#endif
-#define USER_PATH_VERSION "/2.3"
+#define USER_PATH_VERSION "/2.4"
-#define ANGBAND_2_8_1
-
-#define SAVEFILE_VERSION 104
-
-/*
- * This value is not currently used
- */
-#define VERSION_EXTRA 0
+#define SAVEFILE_VERSION 105
/*
* Maximum amount of Angband windows.
@@ -121,87 +114,24 @@
*/
#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
+ * Total number of monster powers
*/
-#define MAX_ARENA_MONS 29 /* -KMW- */
+#define MONSTER_POWERS_MAX 96
/*
* 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
@@ -223,6 +153,7 @@
/* Mimicry */
#define MAX_MIMIC_POWERS 5
+#define MIMIC_FORMS_MAX 14
/* Symbiosis */
#define MAX_SYMBIOTIC_POWERS 9
@@ -234,19 +165,6 @@
/*
- * 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.
@@ -304,30 +222,6 @@
#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
-
-/*
- * 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
@@ -342,7 +236,6 @@
* 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 */
@@ -358,8 +251,6 @@
#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 */
@@ -418,7 +309,6 @@
#define NASTY_MON 50 /* 1/chance of inflated monster level */
-
/*
* Refueling constants
*/
@@ -460,7 +350,6 @@
#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
@@ -482,131 +371,19 @@
#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
@@ -616,6 +393,9 @@
#define MKEY_BOULDER 21
#define MKEY_COMPANION 22
#define MKEY_PIERCING 23
+#define MKEY_DEATH_TOUCH 100
+#define MKEY_GEOMANCY 101
+#define MKEY_REACH_ATTACK 102
/*** Screen Locations ***/
@@ -668,45 +448,6 @@
#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") ***/
@@ -738,9 +479,6 @@
/* Feature 0x10 -- web */
-/* Traps */
-#define FEAT_TRAP 0x11
-
/* Features 0x12 - 0x1F -- unused */
/* Doors */
@@ -788,9 +526,6 @@
/* Permanent walls for quests */
#define FEAT_QUEST1 0x4B
-#define FEAT_QUEST2 0x4C
-#define FEAT_QUEST3 0x4D
-#define FEAT_QUEST4 0x4E
/* Features 0x4F - 0x53 -- unused */
@@ -827,7 +562,6 @@
#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 */
@@ -862,7 +596,17 @@
/* Features 0xCF - 0xFF -- unused */
-#define MAX_BETWEEN_EXITS 2
+#define MAX_BETWEEN_EXITS 3
+
+/*
+ * Maximum number of school spells
+ */
+#define SCHOOL_SPELLS_MAX 200
+
+/*
+ * Maximum number of spell schools
+ */
+#define SCHOOLS_MAX 50
/*
* Number of effects
@@ -880,228 +624,15 @@
#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
@@ -1122,7 +653,6 @@
#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
@@ -1205,7 +735,6 @@
#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
@@ -1251,10 +780,6 @@
#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
@@ -1262,9 +787,6 @@
#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
@@ -1375,9 +897,14 @@
#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 */
+#define ACT_GROW_MOLD 197
+#define ACT_MUSIC 200
+#define ACT_ETERNAL_FLAME 201
+#define ACT_MAGGOT 202
+#define ACT_LEBOHAUM 203
+#define ACT_DURANDIL 204
+#define ACT_RADAGAST 205 /* Theme */
+#define ACT_VALAROMA 206 /* Theme */
/*** Object "tval" and "sval" codes ***/
@@ -1398,8 +925,6 @@
#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 ('~') */
@@ -1432,7 +957,6 @@
#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
@@ -1446,8 +970,6 @@
#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
@@ -1462,7 +984,6 @@
/* 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
@@ -1477,14 +998,6 @@
#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 */
@@ -1687,10 +1200,8 @@
/* 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
@@ -1741,7 +1252,6 @@
#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
@@ -1843,14 +1353,11 @@
#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
@@ -1865,7 +1372,6 @@
#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
@@ -1891,7 +1397,6 @@
#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
@@ -1912,7 +1417,6 @@
#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
@@ -1923,7 +1427,6 @@
#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
@@ -1938,6 +1441,7 @@
#define SV_SCROLL_RUMOR 51
#define SV_SCROLL_ARTIFACT 52
#define SV_SCROLL_NOTHING 53
+#define SV_SCROLL_STERILIZATION 54
/* The "sval" codes for TV_POTION */
#define SV_POTION_WATER 0
@@ -1954,7 +1458,6 @@
#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
@@ -1994,11 +1497,9 @@
#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
@@ -2050,27 +1551,6 @@
#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
@@ -2103,13 +1583,6 @@
*/
#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 ***/
@@ -2124,11 +1597,9 @@
#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 */
@@ -2211,7 +1682,6 @@
#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
@@ -2238,7 +1708,6 @@
#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
@@ -2259,279 +1728,39 @@
#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_FRAME 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 */
-/* xxx */
#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 ***/
@@ -2575,7 +1804,6 @@
#define SUMMON_SHADOWS 55
#define SUMMON_GHOST 56
#define SUMMON_QUYLTHULG 57
-#define SUMMON_LUA 58
/*
@@ -2613,10 +1841,8 @@
#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
@@ -2655,7 +1881,6 @@
#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
@@ -2674,11 +1899,15 @@
#define GF_TRAP_DEMONSOUL 108
#define GF_ATTACK 109
#define GF_CHARM_UNMOVING 110
-#define MAX_GF 111
+#define GF_INSTA_DEATH 111
+#define GF_ELEMENTAL_WALL 112
+#define GF_ELEMENTAL_GROWTH 113
+#define MAX_GF 114
/*
* Some things which induce learning
*/
+#define DRS_NONE 0
#define DRS_ACID 1
#define DRS_ELEC 2
#define DRS_FIRE 3
@@ -2720,9 +1949,6 @@
/* High resist */
#define EGO_XTRA_POWER 2
-/* Special ability */
-#define EGO_XTRA_ABILITY 3
-
/*** Object flag values ***/
@@ -2730,7 +1956,6 @@
* 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 !!!! */
@@ -2757,348 +1982,14 @@
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
*/
@@ -3172,343 +2063,6 @@
/*** 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 ***/
@@ -3520,459 +2074,6 @@
#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)
-
-
-
-/*** 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 ***/
/*
@@ -3990,55 +2091,38 @@
#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_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
+#define BACT_DROP_ITEM 54
+#define BACT_GET_ITEM 55
+#define BACT_FIREPROOF_QUEST 56
+#define BACT_LIBRARY_QUEST 61
+#define BACT_EREBOR_KEY 66
/* If one adds new BACT_ do NOT forget to increase max_bact in variables.c */
@@ -4071,44 +2155,6 @@
#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
@@ -4122,19 +2168,6 @@
#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
@@ -4166,7 +2199,7 @@
*/
#define level_or_feat(DTYPE, DLEVEL) \
((DTYPE) == DUNGEON_WILDERNESS ? \
- wild_map[p_ptr->wilderness_y][p_ptr->wilderness_x].feat : \
+ (game->wilderness)(p_ptr->wilderness_x, p_ptr->wilderness_y).feat : \
(DLEVEL) )
@@ -4191,13 +2224,7 @@
* 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
@@ -4219,14 +2246,6 @@
#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
@@ -4257,14 +2276,6 @@
#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
@@ -4273,97 +2284,10 @@
/* 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
@@ -4406,7 +2330,11 @@
#define QUEST_DRAGONS 23
#define QUEST_HAUNTED 24
#define QUEST_EVIL 25
-#define MAX_Q_IDX_INIT 26
+#define QUEST_BOUNTY 26
+#define QUEST_FIREPROOF 27
+#define QUEST_LIBRARY 28
+#define QUEST_GOD 29
+#define MAX_Q_IDX 30
#define PLOT_MAIN 0
#define PLOT_BREE 1
@@ -4418,10 +2346,47 @@
#define MAX_PLOTS 7
/*
+ * Modules
+ */
+#define MODULE_TOME 0
+#define MODULE_THEME 1
+#define MAX_MODULES 2
+
+/*
+ * Races
+ */
+#define RACE_HUMAN 0
+#define RACE_HALF_ELF 1
+#define RACE_ELF 2
+#define RACE_HOBBIT 3
+#define RACE_GNOME 4
+#define RACE_DWARF 5
+#define RACE_ORC 6
+#define RACE_TROLL 7
+#define RACE_DUNADAN 8
+#define RACE_HIGH_ELF 9
+#define RACE_HALF_OGRE 10
+#define RACE_BEORNING 11
+#define RACE_KOBOLD 12 /* ToME */
+#define RACE_DRUADAN 12 /* Theme */
+#define RACE_PETTY_DWARF 13
+#define RACE_DARK_ELF 14
+#define RACE_ENT 15
+#define RACE_ROHANKNIGHT 16
+#define RACE_THUNDERLORD 17 /* ToME */
+#define RACE_EAGLE 17 /* Theme */
+#define RACE_DEATHMOLD 18 /* ToME */
+#define RACE_DRAGON 18 /* Theme */
+#define RACE_YEEK 19
+#define RACE_WOOD_ELF 20
+#define RACE_MAIA 21
+#define RACE_EASTERLING 22 /* Theme */
+#define RACE_DEMON 23 /* Theme */
+
+/*
* Hooks
*/
#define HOOK_MONSTER_DEATH 0
-#define HOOK_OPEN 1
#define HOOK_GEN_QUEST 2
#define HOOK_END_TURN 3
#define HOOK_FEELING 4
@@ -4442,84 +2407,29 @@
#define HOOK_MONSTER_AI 19
#define HOOK_PLAYER_LEVEL 20
#define HOOK_WIELD 21
-#define HOOK_INIT 22
-#define HOOK_QUAFF 23
+#define HOOK_NEW_MONSTER_END 22
#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_MON_ASK_HELP 69
#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
@@ -4548,84 +2458,11 @@
#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
-
/* Number of skill choices for Lost Sword quests. */
#define LOST_SWORD_NSKILLS 4
-/* 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
@@ -4644,11 +2481,11 @@
#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))
+#define GOD_AULE 6
+#define GOD_VARDA 7
+#define GOD_ULMO 8
+#define GOD_MANDOS 9
+#define MAX_GODS 10
/*
* Command numbers for do_cmd_cli().
@@ -4667,7 +2504,6 @@
#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
@@ -4689,7 +2525,62 @@
#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
+
+/**
+ * Spell school books/tomes
+ */
+#define TOME_MANA 0
+#define TOME_FIRE 1
+#define TOME_WINDS 2
+#define TOME_EARTH 3
+#define TOME_WATER 4
+#define TOME_TRANSLOCATION 5
+#define TOME_NATURE 6
+#define TOME_KNOWLEDGE 7
+#define TOME_TIME 8
+#define TOME_META 9
+#define TOME_MIND 10
+#define TOME_HELLFLAME 11
+#define TOME_ERU 20
+#define TOME_MANWE 21
+#define TOME_TULKAS 22
+#define TOME_MELKOR 23
+#define TOME_YAVANNA 24
+#define BOOK_CANTRIPS 50
+#define BOOK_TELEPORTATION 51
+#define BOOK_SUMMONING 52
+#define BOOK_DEMON_SWORD 55
+#define BOOK_DEMON_SHIELD 56
+#define BOOK_DEMON_HELM 57
+#define BOOK_DRUMS 58
+#define BOOK_HARPS 59
+#define BOOK_HORNS 60
+#define BOOK_PLAYER 61
+#define BOOK_GEOMANCY 62
+#define BOOK_AULE 63
+#define BOOK_VARDA 64
+#define BOOK_ULMO 65
+#define BOOK_MANDOS 66
+#define BOOK_RANDOM 255
+
+#define SCHOOL_BOOKS_SIZE 256
+
+/**
+ * Macro to generate a memoizing named monster lookup function.
+ *
+ * This is meant as a stopgap measure until a better method
+ * can be implemented.
+ */
+#define GENERATE_MONSTER_LOOKUP_FN(fn, name) \
+ static int fn()\
+ {\
+ static int r_idx = -1;\
+ if (r_idx < 0)\
+ {\
+ r_idx = test_monster_name(name);\
+ assert(r_idx);\
+ }\
+ return r_idx;\
+ }