/* File: defines.h */

/*
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
 *
 * This software may be copied and distributed for educational, research,
 * and not for profit purposes provided that this copyright and statement
 * are included in all such copies.  Other copyrights may also apply.
 */

/* Purpose: global constants and macro definitions */


/*
 * Do not edit this file unless you know *exactly* what you are doing.
 *
 * Some of the values in this file were chosen to preserve game balance,
 * while others are hard-coded based on the format of old save-files, the
 * definition of arrays in various places, mathematical properties, fast
 * computation, storage limits, or the format of external text files.
 *
 * Changing some of these values will induce crashes or memory errors or
 * savefile mis-reads.  Most of the comments in this file are meant as
 * reminders, not complete descriptions, and even a complete knowledge
 * of the source may not be sufficient to fully understand the effects
 * of changing certain definitions.
 *
 * Lastly, note that the code does not always use the symbolic constants
 * below, and sometimes uses various hard-coded values that may not even
 * be defined in this file, but which may be related to definitions here.
 * This is of course bad programming practice, but nobody is perfect...
 *
 * For example, there are MANY things that depend on the screen being
 * 80x24, with the top line used for messages, the bottom line being
 * used for status, and exactly 22 lines used to show the dungeon.
 * Just because your screen can hold 46 lines does not mean that the
 * game will work if you try to use 44 lines to show the dungeon.
 *
 * You have been warned.
 */


/*
 * Name of the version/variant
 */
#define VERSION_NAME "Hengband"


/*
 * "Program Version Number" of the game
 *
 * FAKE_VER_MAJOR=1,2 were reserved for ZAngband version 1.x.x/2.x.x .
 *
 * Program Version of Hengband version is
 *   "(FAKE_VER_MAJOR-10).(FAKE_VER_MINOR).(FAKE_VER_PATCH)".
 */
#define FAKE_VERSION   0
#define FAKE_VER_MAJOR 12
#define FAKE_VER_MINOR 0
#define FAKE_VER_PATCH 0


/*
 * "Savefile Version Number" for Hengband 1.1.1 and later
 *
 * First three digits may be same as the Program Version.  But not
 * always same.  It means that newer version may preserves lower
 * compatibility with the older version.
 *
 * For example, newer Hengband 1.4.4 creates savefiles marked with
 * Savefile Version 1.4.0.0 .  It means that Hengband 1.4.0 can load a
 * savefile of Hengband 1.4.4 (lower compatibility!).
 *
 * Upper compatibility is always guaranteed.
 */
#define H_VER_MAJOR 1
#define H_VER_MINOR 7
#define H_VER_PATCH 2
#define H_VER_EXTRA 0


#define ANGBAND_2_8_1
#define ZANGBAND

/*
 * Number of grids in each block (vertically)
 * Probably hard-coded to 11, see "generate.c"
 */
#define BLOCK_HGT	11

/*
 * Number of grids in each block (horizontally)
 * Probably hard-coded to 11, see "generate.c"
 */
#define BLOCK_WID	11


/*
 * Number of grids in each panel (vertically)
 * Must be a multiple of BLOCK_HGT
 */
#define PANEL_HGT	11

/*
 * Number of grids in each panel (horizontally)
 * Must be a multiple of BLOCK_WID
 */
#define PANEL_WID	33


/*
 * Number of grids used to display the dungeon (vertically).
 * Must be a multiple of 11, probably hard-coded to 22.
 */
#define SCREEN_HGT      22

/*
 * Number of grids used to display the dungeon (horizontally).
 * Must be a multiple of 33, probably hard-coded to 66.
 */
#define SCREEN_WID      66


/*
 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT,
 * probably hard-coded to SCREEN_HGT * 3.
 */
#define MAX_HGT         66

/*
 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID,
 * probably hard-coded to SCREEN_WID * 3.
 */
#define MAX_WID         198


/*
 * Quest constants
 */
#define MIN_RANDOM_QUEST    40
#define MAX_RANDOM_QUEST    49

/* Check is the quest index is "fixed" */
#define is_fixed_quest_idx(Q_IDX) (((Q_IDX) < MIN_RANDOM_QUEST) || ((Q_IDX) > MAX_RANDOM_QUEST))

#define QUEST_OBERON         8
#define QUEST_SERPENT        9

/*
 * Arena constants
 */
#define MAX_ARENA_MONS		38	/* -KMW- */
#define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT))


/*
 * Total number of stores (see "store.c", etc)
 */
#define MAX_STORES      10

/*
 * Number of buildings
 */
#define MAX_BLDG		32

/*
 * Store types
 */
#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_MUSEUM    9


#define BUILDING_NON_MEMBER 0
#define BUILDING_MEMBER     1
#define BUILDING_OWNER      2

/*
 * Total number of owners per store (see "store.c", etc)
 */
#define MAX_OWNERS      32

/*
 * Maximum number of player "sex" types (see "table.c", etc)
 */
#define MAX_SEXES            2

/*
 * Maximum number of player "class" types (see "table.c", etc)
 */
#define MAX_CLASS            28

#define MAX_SEIKAKU          12

/* The number of "patrons" available (for Chaos Warriors) */
#define MAX_PATRON          16

/* Number of entries in the sanity-blast descriptions */
#define MAX_SAN_HORROR 20
#define MAX_SAN_FUNNY 22
#define MAX_SAN_COMMENT 5

/* Chaos Warrior: Reward types: */
#define REW_POLY_SLF    1
#define REW_GAIN_EXP    2
#define REW_LOSE_EXP    3
#define REW_GOOD_OBJ    4
#define REW_GREA_OBJ    5
#define REW_CHAOS_WP    6
#define REW_GOOD_OBS    7
#define REW_GREA_OBS    8
#define REW_TY_CURSE    9
#define REW_SUMMON_M    10
#define REW_H_SUMMON    11
#define REW_DO_HAVOC    12
#define REW_GAIN_ABL    13
#define REW_LOSE_ABL    14
#define REW_RUIN_ABL    15
#define REW_AUGM_ABL    16
#define REW_POLY_WND    17
#define REW_HEAL_FUL    18
#define REW_HURT_LOT    19
#define REW_CURSE_WP    20
#define REW_CURSE_AR    21
#define REW_PISS_OFF    22
#define REW_WRATH       23
#define REW_DESTRUCT    24
#define REW_GENOCIDE    25
#define REW_MASS_GEN    26
#define REW_DISPEL_C    27
#define REW_UNUSED_1    28
#define REW_UNUSED_2    29
#define REW_UNUSED_3    30
#define REW_UNUSED_4    31
#define REW_UNUSED_5    32
#define REW_IGNORE      33
#define REW_SER_UNDE    34
#define REW_SER_DEMO    35
#define REW_SER_MONS    36

/* Chaos mutations */

/* "Activatable" mutations must be in MUT1_* */
#define MUT1_SPIT_ACID                  0x00000001L
#define MUT1_BR_FIRE                    0x00000002L
#define MUT1_HYPN_GAZE                  0x00000004L
#define MUT1_TELEKINES                  0x00000008L
#define MUT1_VTELEPORT                  0x00000010L /* Voluntary teleport */
#define MUT1_MIND_BLST                  0x00000020L
#define MUT1_RADIATION                  0x00000040L
#define MUT1_VAMPIRISM                  0x00000080L
#define MUT1_SMELL_MET                  0x00000100L
#define MUT1_SMELL_MON                  0x00000200L
#define MUT1_BLINK                      0x00000400L
#define MUT1_EAT_ROCK                   0x00000800L
#define MUT1_SWAP_POS                   0x00001000L
#define MUT1_SHRIEK                     0x00002000L
#define MUT1_ILLUMINE                   0x00004000L
#define MUT1_DET_CURSE                  0x00008000L
#define MUT1_BERSERK                    0x00010000L
#define MUT1_POLYMORPH                  0x00020000L
#define MUT1_MIDAS_TCH                  0x00040000L
#define MUT1_GROW_MOLD                  0x00080000L
#define MUT1_RESIST                     0x00100000L
#define MUT1_EARTHQUAKE                 0x00200000L
#define MUT1_EAT_MAGIC                  0x00400000L
#define MUT1_WEIGH_MAG                  0x00800000L
#define MUT1_STERILITY                  0x01000000L
#define MUT1_PANIC_HIT                  0x02000000L
#define MUT1_DAZZLE                     0x04000000L
#define MUT1_LASER_EYE                  0x08000000L
#define MUT1_RECALL                     0x10000000L
#define MUT1_BANISH                     0x20000000L
#define MUT1_COLD_TOUCH                 0x40000000L
#define MUT1_LAUNCHER                   0x80000000L

/* Randomly activating mutations must be MUT2_* */
#define MUT2_BERS_RAGE                  0x00000001L
#define MUT2_COWARDICE                  0x00000002L
#define MUT2_RTELEPORT                  0x00000004L /* Random teleport, instability */
#define MUT2_ALCOHOL                    0x00000008L
#define MUT2_HALLU                      0x00000010L
#define MUT2_FLATULENT                  0x00000020L
#define MUT2_SCOR_TAIL                  0x00000040L
#define MUT2_HORNS                      0x00000080L
#define MUT2_BEAK                       0x00000100L
#define MUT2_ATT_DEMON                  0x00000200L
#define MUT2_PROD_MANA                  0x00000400L
#define MUT2_SPEED_FLUX                 0x00000800L
#define MUT2_BANISH_ALL                 0x00001000L
#define MUT2_EAT_LIGHT                  0x00002000L
#define MUT2_TRUNK                      0x00004000L
#define MUT2_ATT_ANIMAL                 0x00008000L
#define MUT2_TENTACLES                  0x00010000L
#define MUT2_RAW_CHAOS                  0x00020000L
#define MUT2_NORMALITY                  0x00040000L
#define MUT2_WRAITH                     0x00080000L
#define MUT2_POLY_WOUND                 0x00100000L
#define MUT2_WASTING                    0x00200000L
#define MUT2_ATT_DRAGON                 0x00400000L
#define MUT2_WEIRD_MIND                 0x00800000L
#define MUT2_NAUSEA                     0x01000000L
#define MUT2_CHAOS_GIFT                 0x02000000L
#define MUT2_WALK_SHAD                  0x04000000L
#define MUT2_WARNING                    0x08000000L
#define MUT2_INVULN                     0x10000000L
#define MUT2_SP_TO_HP                   0x20000000L
#define MUT2_HP_TO_SP                   0x40000000L
#define MUT2_DISARM                     0x80000000L



/* Other mutations will be mainly in MUT3_* */

#define MUT3_HYPER_STR                  0x00000001L
#define MUT3_PUNY                       0x00000002L
#define MUT3_HYPER_INT                  0x00000004L
#define MUT3_MORONIC                    0x00000008L
#define MUT3_RESILIENT                  0x00000010L
#define MUT3_XTRA_FAT                   0x00000020L
#define MUT3_ALBINO                     0x00000040L
#define MUT3_FLESH_ROT                  0x00000080L
#define MUT3_SILLY_VOI                  0x00000100L
#define MUT3_BLANK_FAC                  0x00000200L
#define MUT3_ILL_NORM                   0x00000400L
#define MUT3_XTRA_EYES                  0x00000800L
#define MUT3_MAGIC_RES                  0x00001000L
#define MUT3_XTRA_NOIS                  0x00002000L
#define MUT3_INFRAVIS                   0x00004000L
#define MUT3_XTRA_LEGS                  0x00008000L
#define MUT3_SHORT_LEG                  0x00010000L
#define MUT3_ELEC_TOUC                  0x00020000L
#define MUT3_FIRE_BODY                  0x00040000L
#define MUT3_WART_SKIN                  0x00080000L
#define MUT3_SCALES                     0x00100000L
#define MUT3_IRON_SKIN                  0x00200000L
#define MUT3_WINGS                      0x00400000L
#define MUT3_FEARLESS                   0x00800000L
#define MUT3_REGEN                      0x01000000L
#define MUT3_ESP                        0x02000000L
#define MUT3_LIMBER                     0x04000000L
#define MUT3_ARTHRITIS                  0x08000000L
#define MUT3_BAD_LUCK                   0x10000000L
#define MUT3_VULN_ELEM                  0x20000000L
#define MUT3_MOTION                     0x40000000L
#define MUT3_GOOD_LUCK                  0x80000000L


/* Monk martial arts... */
# define MAX_MA 17
# define MA_KNEE 1
# define MA_SLOW 2

/* Mindcraft */
#define MAX_MIND_POWERS  21

/* Hallucination stuff */
#ifdef JP
#define MAX_SILLY_ATTACK 41
#else
#define MAX_SILLY_ATTACK 29
#endif

#define MIND_MINDCRAFTER    0
#define MIND_KI             1
#define MIND_BERSERKER      2
#define MIND_MIRROR_MASTER  3
#define MIND_NINJUTSU       4


/*
 * Size of memory reserved for initialization of some arrays
 */
#define FAKE_NAME_SIZE  40 * 1024L
#define FAKE_TEXT_SIZE 150 * 1024L
#define FAKE_TAG_SIZE   10 * 1024L


/*
 * Maximum number of high scores in the high score file
 */
#define MAX_HISCORES    999


/*
 * Maximum dungeon level.  The player can never reach this level
 * in the dungeon, and this value is used for various calculations
 * involving object and monster creation.  It must be at least 100.
 * Setting it below 128 may prevent the creation of some objects.
 */
#define MAX_DEPTH       128


/*
 * Maximum number of saved floors.
 */
#define MAX_SAVED_FLOORS       20


/*
 * Maximum size of the "lite" array (see "cave.c")
 * Note that the "lite radius" will NEVER exceed 14, and we would
 * never require more than 581 entries in the array for circular "lite".
 */
#define LITE_MAX 600

/*
 * Maximum size of the "mon_lite" array (see "cave.c")
 * Note that the "view radius" will NEVER exceed 20, monster illumination
 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
 * we would never require more than 1520 entries in the array.
 */
#define MON_LITE_MAX 1536

/*
 * Maximum size of the "view" array (see "cave.c")
 * Note that the "view radius" will NEVER exceed 20, and even if the "view"
 * was octagonal, we would never require more than 1520 entries in the array.
 */
#define VIEW_MAX 1536

/*
 * Maximum size of the "temp" array (see "cave.c")
 * We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
 * of "update_view()" and "update_lite()".  We must also be as large as the
 * largest illuminatable room, but no room is larger than 800 grids.  We
 * must also be large enough to allow "good enough" use as a circular queue,
 * to calculate monster flow, but note that the flow code is "paranoid".
 */
#define TEMP_MAX 2298

/*
 * Maximum size of the "redraw" array (see "cave.c")
 * We must be large for proper functioning of delayed redrawing.
 * We must also be as large as two times of the largest view area.
 * Note that maximum view grids are 1149 entries.
 */
#define REDRAW_MAX 2298


/*
 * Number of keymap modes
 */
#define KEYMAP_MODES	2

/*
 * Mode for original keyset commands
 */
#define KEYMAP_MODE_ORIG	0

/*
 * Mode for roguelike keyset commands
 */
#define KEYMAP_MODE_ROGUE	1


/*
 * OPTION: Maximum number of macros (see "io.c")
 * Default: assume at most 256 macros are used
 */
#define MACRO_MAX       256

/*
 * OPTION: Maximum number of "quarks" (see "io.c")
 * Default: assume at most 512 different inscriptions are used
 */
#define QUARK_MAX       768
/* Was 512... 256 quarks added for random artifacts */

/*
 * OPTION: Maximum number of messages to remember (see "io.c")
 * Default: assume maximal memorization of 2048 total messages
 */
#define MESSAGE_MAX     2048

/*
 * OPTION: Maximum space for the message text buffer (see "io.c")
 * Default: assume that each of the 2048 messages is repeated an
 * average of three times, and has an average length of 48
 */
#define MESSAGE_BUF     32768


/*
 * Maximum value storable in a "byte" (hard-coded)
 */
#define MAX_UCHAR       255

/*
 * Maximum value storable in a "s16b" (hard-coded)
 */
#define MAX_SHORT       32767

/*
 * Maximum length of object's name
 */
#define MAX_NLEN        160

/*
 * Special internal key
 */
#define SPECIAL_KEY_QUEST    255
#define SPECIAL_KEY_BUILDING 254
#define SPECIAL_KEY_STORE    253
#define SPECIAL_KEY_QUIT     252

/*
 * Store constants
 */
#define STORE_INVEN_MAX 24              /* Max number of discrete objs in inven */
#define STORE_CHOICES   48              /* Number of items to choose stock from */
#define STORE_OBJ_LEVEL 5               /* Magic Level for normal stores */
#define STORE_TURNOVER  9               /* Normal shop turnover, per day */
#define STORE_MIN_KEEP  6               /* Min slots to "always" keep full */
#define STORE_MAX_KEEP  18              /* Max slots to "always" keep full */
#define STORE_SHUFFLE   21              /* 1/Chance (per day) of an owner changing */
#define STORE_TICKS     1000            /* Number of ticks between turnovers */


/*
 * Random energy
 */
#define ENERGY_NEED() (randnor(100, 25))


/*
 * Extract energy from speed (Assumes that SPEED is unsigned)
 */
#define SPEED_TO_ENERGY(SPEED) \
	(((SPEED) > 199) ? 49 : extract_energy[(SPEED)])


/*
 * Misc constants
 */
#define TOWN_DAWN         10000    /* Number of ticks from dawn to dawn XXX */
#define TURNS_PER_TICK    10L      /* Number of energy-gain-turns per ticks */
#define MAX_DAYS          20000    /* Maximum days */
#define BREAK_GLYPH       550      /* Rune of protection resistance */
#define BREAK_MINOR_GLYPH 299      /* For explosive runes */
#define BTH_PLUS_ADJ       3       /* Adjust BTH per plus-to-hit */
#define MON_MULT_ADJ  	   8       /* High value slows multiplication */
#define MON_SUMMON_ADJ	   2       /* Adjust level of summoned creatures */
#define MON_DRAIN_LIFE	   2       /* Percent of player exp drained per hit */
#define USE_DEVICE    	   3       /* x> Harder devices x< Easier devices     */


/* "Biases" for random artifact gen */

#define BIAS_ELEC            1
#define BIAS_POIS            2
#define BIAS_FIRE            3
#define BIAS_COLD            4
#define BIAS_ACID            5
#define BIAS_STR             6
#define BIAS_INT             7
#define BIAS_WIS             8
#define BIAS_DEX             9
#define BIAS_CON            10
#define BIAS_CHR            11
#define BIAS_CHAOS          12
#define BIAS_PRIESTLY       13
#define BIAS_NECROMANTIC    14
#define BIAS_LAW            15
#define BIAS_ROGUE          16
#define BIAS_MAGE           17
#define BIAS_WARRIOR        18
#define BIAS_RANGER         19


/*** Pet constants ***/


/*
 * Commands
 */
#define PET_DISMISS		1
#define PET_TARGET		2
#define PET_STAY_CLOSE		3
#define PET_FOLLOW_ME		4
#define PET_SEEK_AND_DESTROY	5
#define PET_ALLOW_SPACE		6
#define PET_STAY_AWAY		7
#define PET_OPEN_DOORS          8
#define PET_TAKE_ITEMS		9
#define PET_TELEPORT		10
#define PET_ATTACK_SPELL	11
#define PET_SUMMON_SPELL	12
#define PET_BALL_SPELL		13
#define PET_RIDING		14
#define PET_NAME		15
#define PET_RYOUTE		16

/*
 * Follow distances
 */
#define PET_CLOSE_DIST				1
#define PET_FOLLOW_DIST				6
#define PET_SEEK_DIST				10
#define PET_DESTROY_DIST			255
#define PET_SPACE_DIST				(-10)
#define PET_AWAY_DIST				(-25)

#define PF_OPEN_DOORS   0x0001
#define PF_PICKUP_ITEMS 0x0002
#define PF_TELEPORT     0x0004
#define PF_ATTACK_SPELL 0x0008
#define PF_SUMMON_SPELL 0x0010
#define PF_BALL_SPELL   0x0020
#define PF_RYOUTE       0x0040


#define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))


/*
 * There is a 1/20 (5%) chance of inflating the requested object_level
 * during the creation of an object (see "get_obj_num()" in "object.c").
 * Lower values yield better objects more often.
 */
#define GREAT_OBJ       10

/*
 * There is a 1/25 (4%) chance of inflating the requested monster_level
 * during the creation of a monsters (see "get_mon_num()" in "monster.c").
 * Lower values yield harder monsters more often.
 */
#define NASTY_MON_BASE     25
#define NASTY_MON_MAX      3
#define NASTY_MON_PLUS_MAX 25

/* 1/x chance of hurting even if invulnerable! */
#define PENETRATE_INVULNERABILITY 13



/*
 * Refueling constants
 */
#define FUEL_TORCH      5000    /* Maximum amount of fuel in a torch */
#define FUEL_LAMP       15000   /* Maximum amount of fuel in a lantern */


/*
 * More maximum values
 */
#define MAX_SIGHT       20      /* Maximum view distance */
#define MAX_RANGE       (p_ptr->inside_battle ? 36 : 18)      /* Maximum range (spells, etc) */
#define AAF_LIMIT       100     /* Limit of sensing radius */



/*
 * The town starts out with 4 residents during the day
 */
#define MIN_M_ALLOC_TD          4

/*
 * The town starts out with 8 residents during the night
 */
#define MIN_M_ALLOC_TN          8


/*
 * A monster can only "multiply" (reproduce) if there are fewer than 100
 * monsters on the level capable of such spontaneous reproduction.  This
 * is a hack which prevents the "m_list[]" array from exploding due to
 * reproducing monsters.  Messy, but necessary.
 */
#define MAX_REPRO       100


/*
 * Player constants
 */
#define PY_MAX_EXP      99999999L       /* Maximum exp */
#define PY_MAX_GOLD     999999999L      /* Maximum gold */
#define PY_MAX_LEVEL    50              /* Maximum level */

/*
 * Player "food" crucial values
 */
#define PY_FOOD_MAX     15000   /* Food value (Bloated) */
#define PY_FOOD_FULL    10000   /* Food value (Normal) */
#define PY_FOOD_ALERT   2000    /* Food value (Hungry) */
#define PY_FOOD_WEAK    1000    /* Food value (Weak) */
#define PY_FOOD_FAINT   500     /* Food value (Fainting) */
#define PY_FOOD_STARVE  100     /* Food value (Starving) */

/*
 * Player regeneration constants
 */
#define PY_REGEN_NORMAL         197     /* Regen factor*2^16 when full */
#define PY_REGEN_WEAK           98      /* Regen factor*2^16 when weak */
#define PY_REGEN_FAINT          33      /* Regen factor*2^16 when fainting */
#define PY_REGEN_HPBASE         1442    /* Min amount hp regen*2^16 */
#define PY_REGEN_MNBASE         524     /* Min amount mana regen*2^16 */

/*
 * Possible realms that can be chosen;
 * currently used only by birth.c and tables.c
 */
#define CH_NONE         0x00
#define CH_LIFE         0x01
#define CH_SORCERY      0x02
#define CH_NATURE       0x04
#define CH_CHAOS        0x08
#define CH_DEATH        0x10
#define CH_TRUMP        0x20
#define CH_ARCANE       0x40
#define CH_ENCHANT      0x80
#define CH_DAEMON       0x100
#define CH_CRUSADE      0x200

#define CH_MUSIC        0x08000	/* This is 16th bit */
#define CH_HISSATSU     0x10000
#define CH_HEX          0x20000


/*
 * Magic realms
 */
#define REALM_NONE         0
#define REALM_LIFE         1
#define REALM_SORCERY      2
#define REALM_NATURE       3
#define REALM_CHAOS        4
#define REALM_DEATH        5
#define REALM_TRUMP        6
#define REALM_ARCANE       7
#define REALM_CRAFT      8
#define REALM_DAEMON       9
#define REALM_CRUSADE      10
#define MAX_MAGIC          10
#define MIN_TECHNIC        16
#define REALM_MUSIC        16
#define REALM_HISSATSU     17
#define REALM_HEX          18
#define MAX_REALM          18

#define VALID_REALM        (MAX_REALM + MAX_MAGIC - MIN_TECHNIC + 1)
#define NUM_TECHNIC        (MAX_REALM - MIN_TECHNIC + 1)

#define is_magic(A) ((((A) > REALM_NONE) && ((A) < MAX_MAGIC + 1)) ? TRUE : FALSE)
#define tval2realm(A) ((A) - TV_LIFE_BOOK + 1)
#define technic2magic(A)      (is_magic(A) ? (A) : (A) - MIN_TECHNIC + 1 + MAX_MAGIC)
#define is_good_realm(REALM)   ((REALM) == REALM_LIFE || (REALM) == REALM_CRUSADE)

/*
 * Magic-books for the realms
 */
#define REALM1_BOOK     (p_ptr->realm1 + TV_LIFE_BOOK - 1)
#define REALM2_BOOK     (p_ptr->realm2 + TV_LIFE_BOOK - 1)


/*
 * Mode constant for do_spell()
 */
#define SPELL_NAME   0
#define SPELL_DESC   1
#define SPELL_INFO   2
#define SPELL_CAST   3
#define SPELL_FAIL   4
#define SPELL_STOP   5
#define SPELL_CONT   6


/*
 * 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_RARM" (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

/*
 * Indexes used for various "equipment" slots (hard-coded by savefiles, etc).
 */
#define INVEN_RARM      24
#define INVEN_LARM      25
#define INVEN_BOW       26
#define INVEN_RIGHT     27
#define INVEN_LEFT      28
#define INVEN_NECK      29
#define INVEN_LITE      30
#define INVEN_BODY      31
#define INVEN_OUTER     32
#define INVEN_HEAD      33
#define INVEN_HANDS     34
#define INVEN_FEET      35

/*
 * used for get_random_ego()
 */
#define INVEN_AMMO     23

/*
 * Total number of inventory slots (hard-coded).
 */
#define INVEN_TOTAL     36

/*
 * Fake inventory slot for selecting force (hard-coded).
 */
#define INVEN_FORCE     1111


/*
 * 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


/*
 * Player race constants (hard-coded by save-files, arrays, etc)
 */
#define RACE_HUMAN               0
#define RACE_HALF_ELF            1
#define RACE_ELF                 2
#define RACE_HOBBIT              3
#define RACE_GNOME               4
#define RACE_DWARF               5
#define RACE_HALF_ORC            6
#define RACE_HALF_TROLL          7
#define RACE_AMBERITE            8
#define RACE_HIGH_ELF            9
#define RACE_BARBARIAN          10
#define RACE_HALF_OGRE          11
#define RACE_HALF_GIANT         12
#define RACE_HALF_TITAN         13
#define RACE_CYCLOPS            14
#define RACE_YEEK               15
#define RACE_KLACKON            16
#define RACE_KOBOLD             17
#define RACE_NIBELUNG           18
#define RACE_DARK_ELF           19
#define RACE_DRACONIAN          20
#define RACE_MIND_FLAYER        21
#define RACE_IMP                22
#define RACE_GOLEM              23
#define RACE_SKELETON           24
#define RACE_ZOMBIE             25
#define RACE_VAMPIRE            26
#define RACE_SPECTRE            27
#define RACE_SPRITE             28
#define RACE_BEASTMAN           29
#define RACE_ENT                30
#define RACE_ANGEL              31
#define RACE_DEMON              32
#define RACE_DUNADAN            33
#define RACE_S_FAIRY            34
#define RACE_KUTAR              35
#define RACE_ANDROID            36

/*
 * Maximum number of player "race" types (see "table.c", etc)
 */
#define MAX_RACES               37


/*
 * Player class constants (hard-coded by save-files, arrays, etc)
 */
#define CLASS_WARRIOR            0
#define CLASS_MAGE               1
#define CLASS_PRIEST             2
#define CLASS_ROGUE              3
#define CLASS_RANGER             4
#define CLASS_PALADIN            5
#define CLASS_WARRIOR_MAGE       6
#define CLASS_CHAOS_WARRIOR      7
#define CLASS_MONK               8
#define CLASS_MINDCRAFTER        9
#define CLASS_HIGH_MAGE         10
#define CLASS_TOURIST           11
#define CLASS_IMITATOR          12
#define CLASS_BEASTMASTER       13
#define CLASS_SORCERER          14
#define CLASS_ARCHER            15
#define CLASS_MAGIC_EATER       16
#define CLASS_BARD              17
#define CLASS_RED_MAGE          18
#define CLASS_SAMURAI           19
#define CLASS_FORCETRAINER      20
#define CLASS_BLUE_MAGE         21
#define CLASS_CAVALRY           22
#define CLASS_BERSERKER         23
#define CLASS_SMITH             24
#define CLASS_MIRROR_MASTER     25
#define CLASS_NINJA             26
#define CLASS_SNIPER            27

#define SEIKAKU_FUTUU	 0
#define SEIKAKU_CHIKARA	 1
#define SEIKAKU_KIREMONO 2
#define SEIKAKU_SHIAWASE 3
#define SEIKAKU_SUBASI	 4
#define SEIKAKU_INOCHI	 5
#define SEIKAKU_COMBAT	 6
#define SEIKAKU_NAMAKE	 7
#define SEIKAKU_SEXY	 8
#define SEIKAKU_LUCKY	 9
#define SEIKAKU_GAMAN	 10
#define SEIKAKU_MUNCHKIN 11

/*** Screen Locations ***/

/*
 * Some screen locations for various display routines
 * Currently, row 8 and 15 are the only "blank" rows.
 * That leaves a "border" around the "stat" values.
 */

#define ROW_RACE                1
#define COL_RACE                0       /* <race name> */

/*#define ROW_CLASS               2 */
/*#define COL_CLASS               0 */      /* <class name> */

#define ROW_TITLE               2
#define COL_TITLE               0       /* <title> or <mode> */

/*#define ROW_SEIKAKU		4 */
/*#define COL_SEIKAKU      	0*/	/* <seikaku> */

#define ROW_DAY                 21
#define COL_DAY                 0       /* day */

#define ROW_DUNGEON             22
#define COL_DUNGEON             0       /* dungeon */

#define ROW_LEVEL               3
#define COL_LEVEL               0       /* "LEVEL xxxxxx" */

#define ROW_EXP                 4
#define COL_EXP                 0       /* "EXP xxxxxxxx" */

#define ROW_GOLD                5
#define COL_GOLD                0       /* "AU xxxxxxxxx" */

#define ROW_EQUIPPY             6
#define COL_EQUIPPY             0       /* equippy chars */

#define ROW_STAT                7
#define COL_STAT                0       /* "xxx   xxxxxx" */

#define ROW_AC                  13
#define COL_AC                  0       /* "Cur AC xxxxx" */

#define ROW_HPMP                14
#define COL_HPMP                0

#define ROW_CURHP               14
#define COL_CURHP               0       /* "Cur HP xxxxx" */

#define ROW_CURSP               15
#define COL_CURSP               0       /* "Cur SP xxxxx" */

#define ROW_RIDING_INFO          16
#define COL_RIDING_INFO          0       /* "xxxxxxxxxxxx" */

#define ROW_INFO                17
#define COL_INFO                0       /* "xxxxxxxxxxxx" */

#define ROW_MAP						0
#define COL_MAP                  12

#define ROW_CUT                 18
#define COL_CUT                 0       /* <cut> */

#define ROW_STUN                19
#define COL_STUN                0       /* <stun> */

#define ROW_HUNGRY              20
#define COL_HUNGRY              0       /* "Weak" / "Hungry" / "Full" / "Gorged" */

#define ROW_STATE               20
#define COL_STATE                7      /* <state> */

#define ROW_SPEED               (-1)
#define COL_SPEED               (-24)      /* "Slow (-NN)" or "Fast (+NN)" */

#define ROW_STUDY               (-1)
#define COL_STUDY               (-13)      /* "Study" */

#define ROW_DEPTH               (-1)
#define COL_DEPTH               (-8)      /* "Lev NNN" / "NNNN ft" */

#define ROW_STATBAR             (-1)
#define COL_STATBAR              0
#define MAX_COL_STATBAR         (-26)


/*
 * Number of feats we change to (Excluding default). Used in f_info.txt.
 */
#define MAX_FEAT_STATES	 8


/*
 * 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_WILDERNESS          12 /* Maximum wilderness index */


/*
 * Feature flags - should be used instead of feature indexes unless generating.
 * Originally from UnAngband, and modified into TR-like style in Hengband
 */


#define FF_LOS           0
#define FF_PROJECT       1
#define FF_MOVE          2
#define FF_PLACE         3
#define FF_DROP          4
#define FF_SECRET        5
#define FF_NOTICE        6
#define FF_REMEMBER      7
#define FF_OPEN          8
#define FF_CLOSE         9
#define FF_BASH          10
#define FF_SPIKE         11
#define FF_DISARM        12
#define FF_STORE         13
#define FF_TUNNEL        14
#define FF_MAY_HAVE_GOLD 15
#define FF_HAS_GOLD      16
#define FF_HAS_ITEM      17
#define FF_DOOR          18
#define FF_TRAP          19
#define FF_STAIRS        20
#define FF_GLYPH         21
#define FF_LESS          22
#define FF_MORE          23
#define FF_AVOID_RUN     24
#define FF_FLOOR         25
#define FF_WALL          26
#define FF_PERMANENT     27
/* #define FF_XXX00         28 */
/* #define FF_XXX01         29 */
/* #define FF_XXX02         30 */
#define FF_HIT_TRAP      31

/* #define FF_BRIDGE        32 */
/* #define FF_RIVER         33 */
/* #define FF_LAKE          34 */
/* #define FF_BRIDGED       35 */
/* #define FF_COVERED       36 */
#define FF_GLOW          37
#define FF_ENSECRET      38
#define FF_WATER         39
#define FF_LAVA          40
#define FF_SHALLOW       41
#define FF_DEEP          42
/* #define FF_FILLED        43 */
#define FF_HURT_ROCK     44
/* #define FF_HURT_FIRE     45 */
/* #define FF_HURT_COLD     46 */
/* #define FF_HURT_ACID     47 */
/* #define FF_ICE           48 */
/* #define FF_ACID          49 */
/* #define FF_OIL           50 */
/* #define FF_XXX04      51 */
/* #define FF_CAN_CLIMB     52 */
#define FF_CAN_FLY       53
#define FF_CAN_SWIM      54
#define FF_CAN_PASS      55
/* #define FF_CAN_OOZE      56 */
#define FF_CAN_DIG       57
/* #define FF_HIDE_ITEM     58 */
/* #define FF_HIDE_SNEAK    59 */
/* #define FF_HIDE_SWIM     60 */
/* #define FF_HIDE_DIG      61 */
/* #define FF_KILL_HUGE     62 */
/* #define FF_KILL_MOVE     63 */

/* #define FF_PICK_TRAP     64 */
/* #define FF_PICK_DOOR     65 */
/* #define FF_ALLOC         66 */
/* #define FF_CHEST         67 */
/* #define FF_DROP_1D2      68 */
/* #define FF_DROP_2D2      69 */
/* #define FF_DROP_GOOD     70 */
/* #define FF_DROP_GREAT    71 */
/* #define FF_HURT_POIS     72 */
/* #define FF_HURT_ELEC     73 */
/* #define FF_HURT_WATER    74 */
/* #define FF_HURT_BWATER   75 */
/* #define FF_USE_FEAT      76 */
/* #define FF_GET_FEAT      77 */
/* #define FF_GROUND        78 */
/* #define FF_OUTSIDE       79 */
/* #define FF_EASY_HIDE     80 */
/* #define FF_EASY_CLIMB    81 */
/* #define FF_MUST_CLIMB    82 */
#define FF_TREE          83
/* #define FF_NEED_TREE     84 */
/* #define FF_BLOOD         85 */
/* #define FF_DUST          86 */
/* #define FF_SLIME         87 */
#define FF_PLANT         88
/* #define FF_XXX2          89 */
/* #define FF_INSTANT       90 */
/* #define FF_EXPLODE       91 */
/* #define FF_TIMED         92 */
/* #define FF_ERUPT         93 */
/* #define FF_STRIKE        94 */
/* #define FF_SPREAD        95 */

#define FF_SPECIAL       96
#define FF_HURT_DISI     97
#define FF_QUEST_ENTER   98
#define FF_QUEST_EXIT    99
#define FF_QUEST         100
#define FF_SHAFT         101
#define FF_MOUNTAIN      102
#define FF_BLDG          103
#define FF_MINOR_GLYPH   104
#define FF_PATTERN       105
#define FF_TOWN          106
#define FF_ENTRANCE      107
#define FF_MIRROR        108
#define FF_UNPERM        109
#define FF_TELEPORTABLE  110
#define FF_CONVERT       111
#define FF_GLASS         112

#define FF_FLAG_MAX      113
#define FF_FLAG_SIZE     (1 + ((FF_FLAG_MAX - 1) / 32))

/* Which features are dynamic */
#define have_dynamic_flags(ARRAY) \
	(!!((ARRAY)[(FF_INSTANT / 32)] & \
	    ((1UL << (FF_INSTANT % 32)) | \
	     (1UL << (FF_EXPLODE % 32)) | \
	     (1UL << (FF_TIMED % 32)) | \
	     (1UL << (FF_ERUPT % 32)) | \
	     (1UL << (FF_STRIKE % 32)) | \
	     (1UL << (FF_SPREAD % 32)))))


/*
 * Feature action flags
 */
#define FAF_DESTROY     0x01
#define FAF_NO_DROP     0x02
#define FAF_CRASH_GLASS 0x04


/*
 * Bit flags for teleportation
 */
#define TELEPORT_NONMAGICAL 0x00000001
#define TELEPORT_PASSIVE    0x00000002
#define TELEPORT_DEC_VALOUR 0x00000004


/* Types of doors */
#define DOOR_DEFAULT    -1
#define DOOR_DOOR        0
#define DOOR_GLASS_DOOR  1
#define DOOR_CURTAIN     2

#define MAX_DOOR_TYPES   3

#define feat_locked_door_random(DOOR_TYPE) \
	(feat_door[(DOOR_TYPE)].num_locked ? \
	 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)

#define feat_jammed_door_random(DOOR_TYPE) \
	(feat_door[(DOOR_TYPE)].num_jammed ? \
	 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)


/* Types of normal traps */
#define NOT_TRAP        -1
#define TRAP_TRAPDOOR    0
#define TRAP_PIT         1
#define TRAP_SPIKED_PIT  2
#define TRAP_POISON_PIT  3
#define TRAP_TY_CURSE    4
#define TRAP_TELEPORT    5
#define TRAP_FIRE        6
#define TRAP_ACID        7
#define TRAP_SLOW        8
#define TRAP_LOSE_STR    9
#define TRAP_LOSE_DEX   10
#define TRAP_LOSE_CON   11
#define TRAP_BLIND      12
#define TRAP_CONFUSE    13
#define TRAP_POISON     14
#define TRAP_SLEEP      15
#define TRAP_TRAPS      16
#define TRAP_ALARM      17


/* Types of special traps */
#define TRAP_OPEN       18
#define TRAP_ARMAGEDDON 19
#define TRAP_PIRANHA    20


/* Maximum locked/jammed doors */
#define MAX_LJ_DOORS 8


/* Types of pattern tiles */
#define NOT_PATTERN_TILE      -1
#define PATTERN_TILE_START    0
#define PATTERN_TILE_1        1
#define PATTERN_TILE_2        2
#define PATTERN_TILE_3        3
#define PATTERN_TILE_4        4
#define PATTERN_TILE_END      5
#define PATTERN_TILE_OLD      6
#define PATTERN_TILE_TELEPORT 7
#define PATTERN_TILE_WRECKED  8


/* Types of conversions */
#define CONVERT_TYPE_FLOOR   0
#define CONVERT_TYPE_WALL    1
#define CONVERT_TYPE_INNER   2
#define CONVERT_TYPE_OUTER   3
#define CONVERT_TYPE_SOLID   4
#define CONVERT_TYPE_STREAM1 5
#define CONVERT_TYPE_STREAM2 6


/*
 * Bit flags for the *_can_enter() and monster_can_cross_terrain()
 */
#define CEM_RIDING              0x0001
#define CEM_P_CAN_ENTER_PATTERN 0x0002


/* Lighting levels of features' attr and char */

#define F_LIT_STANDARD 0 /* Standard */
#define F_LIT_LITE     1 /* Brightly lit */
#define F_LIT_DARK     2 /* Darkened */

#define F_LIT_NS_BEGIN 1 /* Nonstandard */
#define F_LIT_MAX      3


/*** Artifact indexes (see "lib/edit/a_info.txt") ***/

/* Lites */
#define ART_GALADRIEL            1
#define ART_ELENDIL              2
#define ART_JUDGE                3
#define ART_EDISON               7
#define ART_PALANTIR             15
#define ART_STONE_LORE           17
#define ART_FLY_STONE            147

/* Amulets */
#define ART_CARLAMMAS            4
#define ART_INGWE                5
#define ART_DWARVES              6
#define ART_FARAMIR              18
#define ART_BOROMIR              143
#define ART_MAGATAMA             149
#define ART_INROU                166
#define ART_NIGHT                215
#define ART_SACRED_KNIGHTS       217
#define ART_HELL                 218
#define ART_CHARMED              219
#define ART_GOGO                 220

/* Rings */
#define ART_FRAKIR               8
#define ART_TULKAS               9
#define ART_NARYA               10
#define ART_NENYA               11
#define ART_VILYA               12
#define ART_POWER               13
#define ART_AHO                 14

/* Dragon Scale */
#define ART_RAZORBACK           129
#define ART_BLADETURNER         130
#define ART_SEIRYU              201

/* Hard Armour */
#define ART_SOULKEEPER          19
#define ART_ISILDUR             20
#define ART_ROHIRRIM            21
#define ART_LOHENGRIN           22
#define ART_JULIAN              23
#define ART_ARVEDUI             24
#define ART_CASPANION           25
#define ART_GILES               168
#define ART_MORLOK              203
#define ART_VETERAN             206

/* Soft Armour */
#define ART_SHIVA_JACKET        26
#define ART_HITHLOMIR           27
#define ART_THALKETTOTH         28
#define ART_HIMRING             127
#define ART_ICANUS              131
#define ART_NAMAKE_ARMOR        183
#define ART_GHB                 192
#define ART_DASAI               200
#define ART_KESHO               204

/* Shields */
#define ART_THORIN              30
#define ART_CELEGORM            31
#define ART_ANARION             32
#define ART_GIL_GALAD           138
#define ART_YENDOR              141
#define ART_YATA                151
#define ART_EARENDIL            186
#define ART_PERSEUS             197

/* Helms and Crowns */
#define ART_INDRA               33
#define ART_CHAOS               34
#define ART_BERUTHIEL           35
#define ART_THRANDUIL           36
#define ART_THENGEL             37
#define ART_HAMMERHAND          38
#define ART_DOR                 39
#define ART_HOLHENNETH          40
#define ART_TERROR              41
#define ART_AMBER               42
#define ART_NUMENOR             132
#define ART_STONEMASK           146

/* Cloaks */
#define ART_JACK                43
#define ART_COLLUIN             44
#define ART_HOLCOLLETH          45
#define ART_THINGOL             46
#define ART_THORONGIL           47
#define ART_COLANNON            48
#define ART_LUTHIEN             49
#define ART_TUOR                50
#define ART_MOOK                205
#define ART_HEAVENLY_MAIDEN     233

/* Gloves */
#define ART_CAMBELEG            52
#define ART_CAMMITHRIM          53
#define ART_PAURHACH            54
#define ART_CORWIN              55
#define ART_PAURAEGEN           56
#define ART_PAURNEN             57
#define ART_THANOS              58
#define ART_FINGOLFIN           59
#define ART_PAURNIMMEN          185

/* Boots */
#define ART_FEANOR              60
#define ART_FLORA               61
#define ART_THROR               62
#define ART_SHIVA_BOOTS         63
#define ART_GLASS               165
#define ART_GETA                210

/* Digging */
#define ART_NAIN                211

/* Swords */
#define ART_MAEDHROS            64
#define ART_CAINE               65
#define ART_NARTHANC            66
#define ART_NIMTHANC            67
#define ART_DETHANC             68
#define ART_RILIA               69
#define ART_FIONA               70
#define ART_CALRIS              71
#define ART_GRAYSWANDIR         72
#define ART_GLAMDRING           73
#define ART_NOTHUNG             74
#define ART_ORCRIST             75
#define ART_GURTHANG            76
#define ART_ZARCUTHRA           77
#define ART_TWILIGHT            78
#define ART_GONDRICAM           79
#define ART_CRISDURIAN          80
#define ART_AGLARANG            81
#define ART_RINGIL              82
#define ART_ANDURIL             83
#define ART_WEREWINDLE          84
#define ART_CHAINSWORD          85
#define ART_FORASGIL            86
#define ART_CARETH              87
#define ART_STING               88
#define ART_SOULSWORD           89
#define ART_MERLIN              90
#define ART_DOOMCALLER          91
#define ART_VORPAL_BLADE        92
#define ART_SLAYER              123
#define ART_KUSANAGI            128
#define ART_HURIN               133
#define ART_AZAGHAL             135
#define ART_NOVA                137
#define ART_CHARIOT             140
#define ART_WORPAL_BLADE        142
#define ART_MURAMASA            144
#define ART_ZANTETSU            150
#define ART_SOULCRUSH           154
#define ART_FALIS               155
#define ART_HRUNTING            156
#define ART_ANUBIS              158
#define ART_GURENKI             160
#define ART_TAILBITER           167
#define ART_MUSASI_KATANA       171
#define ART_MUSASI_WAKIZASI     172
#define ART_QUICKTHORN          174
#define ART_TINYTHORN           175
#define ART_EXCALIBUR           176
#define ART_EXCALIPUR           177
#define ART_EXCALIBUR_J         179
#define ART_ARUNRUTH            184
#define ART_HAKABUSA            189
#define ART_STORMBRINGER        190
#define ART_NARSIL              191
#define ART_KANNU               193
#define ART_GRIMTOOTH           196
#define ART_KAMUI               198
#define ART_GOURYU              207
#define ART_EOWYN               216

/* Polearms */
#define ART_THEODEN             93
#define ART_PAIN                94
#define ART_OSONDIR             95
#define ART_TIL                 96
#define ART_RUNESPEAR           97
#define ART_DESTINY             98
#define ART_HAGEN               99
#define ART_EORLINGAS           100
#define ART_DURIN               101
#define ART_EONWE               102
#define ART_BALLI               103
#define ART_LOTHARANG           104
#define ART_DWARVES_AXE         105
#define ART_BARUKKHELED         106
#define ART_WRATH               107
#define ART_ULMO                108
#define ART_AVAVIR              109
#define ART_BENKEI              152
#define ART_TAIKOBO             159
#define ART_TONBO               161
#define ART_GAEBOLG             163
#define ART_ARRYU               164
#define ART_AEGLOS              187
#define ART_BLOOD               199
#define ART_NUMAHOKO            202

/* The sword of the Dawn */
#define ART_DAWN                110

/* Hafted */
#define ART_GROND               111
#define ART_TOTILA              112
#define ART_THUNDERFIST         113
#define ART_BLOODSPIKE          114
#define ART_FIRESTAR            115
#define ART_TARATOL             116
#define ART_AULE                117
#define ART_NAR                 118
#define ART_ERIRIL              119
#define ART_GANDALF             120
#define ART_DEATHWREAKER        121
#define ART_TURMIL              122
#define ART_MJOLLNIR            136
#define ART_WINBLOWS            139
#define ART_XIAOLONG            145
#define ART_NYOIBOU             157
#define ART_JONES               162
#define ART_HYOUSIGI            169
#define ART_MATOI               170
#define ART_IRON_BALL           173
#define ART_SAMSON              178
#define ART_NAMAKE_HAMMER       181
#define ART_BOLISHOI            188
#define ART_SHUTEN_DOJI         194
#define ART_G_HAMMER            195
#define ART_AEGISFANG           208
#define ART_HERMIT              209
#define ART_GOTHMOG             212
#define ART_JIZO                213
#define ART_FUNDIN              214
#define ART_AESCULAPIUS         225

/* Bows */
#define ART_BELTHRONDING        124
#define ART_BARD                125
#define ART_BRAND               126
#define ART_CRIMSON             16
#define ART_BUCKLAND            134
#define ART_YOICHI              148
#define ART_HARAD               180
#define ART_NAMAKE_BOW          182
#define ART_ROBIN_HOOD          221
#define ART_HELLFIRE            222

/* Arrows */
#define ART_BARD_ARROW          153

/*** Ego-Item indexes (see "lib/edit/e_info.txt") ***/


/* Nothing */
/* xxx */
/* xxx */
/* xxx */

/* Body Armor */
#define EGO_RESIST_ACID         4
#define EGO_RESIST_ELEC         5
#define EGO_RESIST_FIRE         6
#define EGO_RESIST_COLD         7
#define EGO_RESISTANCE          8
#define EGO_ELVENKIND           9
#define EGO_DWARVEN             10
#define EGO_PERMANENCE          11
#define EGO_YOIYAMI             12
/* xxx */
/* xxx */
/* xxx */

/* Shields */
#define EGO_ENDURE_ACID         16
#define EGO_ENDURE_ELEC         17
#define EGO_ENDURE_FIRE         18
#define EGO_ENDURE_COLD         19
#define EGO_ENDURANCE           20
#define EGO_REFLECTION          21
#define EGO_NIGHT_DAY           22

/* Crowns and Helms */
#define EGO_DARK                23
#define EGO_INTELLIGENCE        24
#define EGO_WISDOM              25
#define EGO_BEAUTY              26
#define EGO_MAGI                27
#define EGO_MIGHT               28
#define EGO_LORDLINESS          29
#define EGO_SEEING              30
#define EGO_INFRAVISION         31
#define EGO_LITE                32
#define EGO_TELEPATHY           33
#define EGO_REGENERATION        34
#define EGO_TELEPORTATION       35
#define EGO_STUPIDITY           36
#define EGO_NAIVETY             37
#define EGO_UGLINESS            38
#define EGO_SICKLINESS          39

/* Cloaks */
#define EGO_PROTECTION          40
#define EGO_STEALTH             41
#define EGO_AMAN                42
#define EGO_AURA_FIRE           43
#define EGO_ENVELOPING          44
#define EGO_VULNERABILITY       45
#define EGO_IRRITATION          46
#define EGO_AURA_ELEC           47
#define EGO_AURA_COLD          128
#define EGO_BAT                129

/* Gloves */
#define EGO_FREE_ACTION         48
#define EGO_SLAYING             49
#define EGO_AGILITY             50
#define EGO_POWER               51
#define EGO_2WEAPON             52
#define EGO_MAGIC_MASTERY       53
#define EGO_WEAKNESS            54
#define EGO_CLUMSINESS          55

/* Boots */
#define EGO_SLOW_DESCENT        56
#define EGO_QUIET               57
#define EGO_MOTION              58
#define EGO_SPEED               59
#define EGO_JUMP                60
#define EGO_NOISE               61
#define EGO_SLOWNESS            62
#define EGO_ANNOYANCE           63

/* Weapons */
#define EGO_HA                  64
#define EGO_DF                  65
#define EGO_BLESS_BLADE         66
/* xxx */
#define EGO_WEST                68
#define EGO_ATTACKS             69
#define EGO_SLAYING_WEAPON      70
#define EGO_FORCE_WEAPON        71
#define EGO_BRAND_ACID          72
#define EGO_BRAND_ELEC          73
#define EGO_BRAND_FIRE          74
#define EGO_BRAND_COLD          75
#define EGO_BRAND_POIS          76
#define EGO_CHAOTIC             77
#define EGO_SHARPNESS           78
#define EGO_EARTHQUAKES         79
#define EGO_SLAY_ANIMAL         80
#define EGO_SLAY_EVIL           81
#define EGO_SLAY_UNDEAD         82
#define EGO_SLAY_DEMON          83
#define EGO_SLAY_ORC            84
#define EGO_SLAY_TROLL          85
#define EGO_SLAY_GIANT          86
#define EGO_SLAY_DRAGON         87
#define EGO_KILL_ANIMAL         88
#define EGO_KILL_EVIL           89
#define EGO_KILL_UNDEAD         90
#define EGO_KILL_DEMON          91
#define EGO_KILL_ORC            92
#define EGO_KILL_TROLL          93
#define EGO_KILL_GIANT          94
#define EGO_KILL_DRAGON         95
#define EGO_VAMPIRIC            96
#define EGO_PRISM               97
#define EGO_TRUMP               98
#define EGO_PATTERN             99
#define EGO_DIGGING             100
#define EGO_SLAY_HUMAN          101
#define EGO_MORGUL              102
#define EGO_KILL_HUMAN          103

/* Bows */
#define EGO_ACCURACY            104
#define EGO_VELOCITY            105
/* xxx */
/* xxx */
#define EGO_EXTRA_MIGHT         108
#define EGO_EXTRA_SHOTS         109
/* xxx */
/* xxx */

/* Ammo */
#define EGO_HURT_ANIMAL         112
#define EGO_HURT_EVIL           113
/* xxx */
/* xxx */
/* xxx */
/* xxx */
/* xxx */
#define EGO_HURT_DRAGON         119
#define EGO_SLAYING_BOLT        120
#define EGO_LIGHTNING_BOLT      121
#define EGO_FLAME               122
#define EGO_FROST               123
#define EGO_WOUNDING            124
#define EGO_BACKBITING          125
#define EGO_SHATTERED           126
#define EGO_BLASTED             127

#define EGO_LITE_SHINE          140
#define EGO_LITE_ILLUMINATION   141
#define EGO_LITE_AURA_FIRE      142
#define EGO_LITE_INFRA          143
#define EGO_LITE_LONG           144
#define EGO_LITE_DARKNESS       145
#define EGO_LITE_EYE            146

#define EGO_RING_HERO           150
#define EGO_RING_SLAY           151
#define EGO_RING_SUPER_AC       152
#define EGO_RING_MAGIC_MIS      153
#define EGO_RING_FIRE_BOLT      154
#define EGO_RING_COLD_BOLT      155
#define EGO_RING_ELEC_BOLT      156
#define EGO_RING_ACID_BOLT      157
#define EGO_RING_MANA_BOLT      158
#define EGO_RING_FIRE_BALL      159
#define EGO_RING_COLD_BALL      160
#define EGO_RING_ELEC_BALL      161
#define EGO_RING_ACID_BALL      162
#define EGO_RING_MANA_BALL      163
#define EGO_RING_DRAGON_F       164
#define EGO_RING_DRAGON_C       165
#define EGO_RING_D_SPEED        166
#define EGO_RING_BERSERKER      167
#define EGO_RING_HUNTER         168
#define EGO_RING_THROW          169
#define EGO_RING_REGEN          170
#define EGO_RING_LITE           171
#define EGO_RING_M_DETECT       172
#define EGO_RING_STEALTH        173
#define EGO_RING_TELE_AWAY      174
#define EGO_RING_TO_H           175
#define EGO_RING_TO_D           176
#define EGO_RING_RES_LITE       177
#define EGO_RING_RES_DARK       178
#define EGO_RING_WIZARD         179
#define EGO_RING_TRUE           180
#define EGO_RING_DRAIN_EXP      181
#define EGO_RING_NO_MELEE       182
#define EGO_RING_AGGRAVATE      183
#define EGO_RING_TY_CURSE       184
#define EGO_RING_RES_TIME       185
#define EGO_RING_TELEPORT       186
#define EGO_RING_ALBINO         187

#define EGO_AMU_SLOW_D          210
#define EGO_AMU_INFRA           211
#define EGO_AMU_SEE_INVIS       212
#define EGO_AMU_HOLD_LIFE       213
#define EGO_AMU_DRAIN_EXP       214
#define EGO_AMU_FOOL            215
#define EGO_AMU_AGGRAVATE       216
#define EGO_AMU_TY_CURSE        217
#define EGO_AMU_AC              218
#define EGO_AMU_IDENT           219
#define EGO_AMU_CHARM           220
#define EGO_AMU_STEALTH         221
#define EGO_AMU_JUMP            222
#define EGO_AMU_TELEPORT        223
#define EGO_AMU_D_DOOR          224
#define EGO_AMU_DEFENDER        225
#define EGO_AMU_RES_FIRE        226
#define EGO_AMU_RES_FIRE_       227
#define EGO_AMU_RES_COLD        228
#define EGO_AMU_RES_COLD_       229
#define EGO_AMU_RES_ELEC        230
#define EGO_AMU_RES_ELEC_       231
#define EGO_AMU_RES_ACID        232
#define EGO_AMU_RES_ACID_       233
#define EGO_AMU_LEVITATION      234
#define EGO_AMU_GREAT           235
#define EGO_AMU_DETECTION       236
#define EGO_AMU_NAIVETY         237

/* Activation effects for random artifacts */
#define ACT_SUNLIGHT            1
#define ACT_BO_MISS_1           2
#define ACT_BA_POIS_1           3
#define ACT_BO_ELEC_1           4
#define ACT_BO_ACID_1           5
#define ACT_BO_COLD_1           6
#define ACT_BO_FIRE_1           7
#define ACT_BA_COLD_1           8
#define ACT_BA_FIRE_1           9
#define ACT_DRAIN_1             10
#define ACT_BA_COLD_2           11
#define ACT_BA_ELEC_2           12
#define ACT_DRAIN_2             13
#define ACT_VAMPIRE_1           14
#define ACT_BO_MISS_2           15
#define ACT_BA_FIRE_2           16
#define ACT_BA_COLD_3           17
#define ACT_BA_ELEC_3           18
#define ACT_WHIRLWIND           19
#define ACT_VAMPIRE_2           20
#define ACT_CALL_CHAOS          21
#define ACT_ROCKET              22
#define ACT_DISP_EVIL           23
#define ACT_BA_MISS_3           24
#define ACT_DISP_GOOD           25
/* 26 - 50 unused */
#define ACT_CONFUSE             51
#define ACT_SLEEP               52
#define ACT_QUAKE               53
#define ACT_TERROR              54
#define ACT_TELE_AWAY           55
#define ACT_BANISH_EVIL         56
#define ACT_GENOCIDE            57
#define ACT_MASS_GENO           58
/* 59 - 64 unused */
#define ACT_CHARM_ANIMAL        65
#define ACT_CHARM_UNDEAD        66
#define ACT_CHARM_OTHER         67
#define ACT_CHARM_ANIMALS       68
#define ACT_CHARM_OTHERS        69
#define ACT_SUMMON_ANIMAL       70
#define ACT_SUMMON_PHANTOM      71
#define ACT_SUMMON_ELEMENTAL    72
#define ACT_SUMMON_DEMON        73
#define ACT_SUMMON_UNDEAD       74
/* 75 - 80 unused */
#define ACT_CURE_LW             81
#define ACT_CURE_MW             82
#define ACT_CURE_POISON         83
#define ACT_REST_LIFE           84
#define ACT_REST_ALL            85
#define ACT_CURE_700            86
#define ACT_CURE_1000           87
/* 88 - 90 unused */
#define ACT_ESP                 91
#define ACT_BERSERK             92
#define ACT_PROT_EVIL           93
#define ACT_RESIST_ALL          94
#define ACT_SPEED               95
#define ACT_XTRA_SPEED          96
#define ACT_WRAITH              97
#define ACT_INVULN              98
/* 99 - 110 unused */
#define ACT_LIGHT               111
#define ACT_MAP_LIGHT           112
#define ACT_DETECT_ALL          113
#define ACT_DETECT_XTRA         114
#define ACT_ID_FULL             115
#define ACT_ID_PLAIN            116
#define ACT_RUNE_EXPLO          117
#define ACT_RUNE_PROT           118
#define ACT_SATIATE             119
#define ACT_DEST_DOOR           120
#define ACT_STONE_MUD           121
#define ACT_RECHARGE            122
#define ACT_ALCHEMY             123
#define ACT_DIM_DOOR            124
#define ACT_TELEPORT            125
#define ACT_RECALL              126
/* 127 -> unused */

/*** Object "tval" and "sval" codes ***/


/*
 * The values for the "tval" field of various objects.
 *
 * This value is the primary means by which items are sorted in the
 * player inventory, followed by "sval" and "cost".
 *
 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
 * weapon with tval = 16+N, and does (xP) damage when so combined.  This
 * fact is not actually used in the source, but it kind of interesting.
 *
 * Note that as of 2.7.8, the "item flags" apply to all items, though
 * only armor and weapons and a few other items use any of these flags.
 */

#define TV_SKELETON      1      /* Skeletons ('s'), not specified */
#define TV_BOTTLE        2      /* Empty bottles ('!') */
#define TV_JUNK          3      /* Sticks, Pottery, etc ('~') */
#define TV_WHISTLE       4      /* Whistle ('~') */
#define TV_SPIKE         5      /* Spikes ('~') */
#define TV_CHEST         7      /* Chests ('&') */
#define TV_FIGURINE      8      /* Magical figurines */
#define TV_STATUE        9      /* Statue, what a silly object... */
#define TV_CORPSE       10      /* Corpses and Skeletons, specific */
#define TV_CAPTURE      11      /* Monster ball */
#define TV_NO_AMMO      15      /* Ammo for crimson */
#define TV_SHOT         16      /* Ammo for slings */
#define TV_ARROW        17      /* Ammo for bows */
#define TV_BOLT         18      /* Ammo for x-bows */
#define TV_BOW          19      /* Slings/Bows/Xbows */
#define TV_DIGGING      20      /* Shovels/Picks */
#define TV_HAFTED       21      /* Priest Weapons */
#define TV_POLEARM      22      /* Axes and Pikes */
#define TV_SWORD        23      /* Edged Weapons */
#define TV_BOOTS        30      /* Boots */
#define TV_GLOVES       31      /* Gloves */
#define TV_HELM         32      /* Helms */
#define TV_CROWN        33      /* Crowns */
#define TV_SHIELD       34      /* Shields */
#define TV_CLOAK        35      /* Cloaks */
#define TV_SOFT_ARMOR   36      /* Soft Armor */
#define TV_HARD_ARMOR   37      /* Hard Armor */
#define TV_DRAG_ARMOR   38      /* Dragon Scale Mail */
#define TV_LITE         39      /* Lites (including Specials) */
#define TV_AMULET       40      /* Amulets (including Specials) */
#define TV_RING         45      /* Rings (including Specials) */
#define TV_CARD         50
#define TV_STAFF        55
#define TV_WAND         65
#define TV_ROD          66
#define TV_PARCHMENT    69
#define TV_SCROLL       70
#define TV_POTION       75
#define TV_FLASK        77
#define TV_FOOD         80
#define TV_LIFE_BOOK    90
#define TV_SORCERY_BOOK 91
#define TV_NATURE_BOOK  92
#define TV_CHAOS_BOOK   93
#define TV_DEATH_BOOK   94
#define TV_TRUMP_BOOK   95
#define TV_ARCANE_BOOK  96
#define TV_CRAFT_BOOK 97
#define TV_DAEMON_BOOK  98
#define TV_CRUSADE_BOOK 99
#define TV_MUSIC_BOOK   105
#define TV_HISSATSU_BOOK 106
#define TV_HEX_BOOK     107
#define TV_GOLD         127     /* Gold can only be picked up by players */

#define TV_EQUIP_BEGIN    TV_SHOT
#define TV_EQUIP_END      TV_CARD
#define TV_MISSILE_BEGIN  TV_SHOT
#define TV_MISSILE_END    TV_BOLT
#define TV_WEARABLE_BEGIN TV_BOW
#define TV_WEARABLE_END   TV_CARD
#define TV_WEAPON_BEGIN   TV_BOW
#define TV_WEAPON_END     TV_SWORD
#define TV_ARMOR_BEGIN    TV_BOOTS
#define TV_ARMOR_END      TV_DRAG_ARMOR

/* Any subvalue */
#define SV_ANY 					255

/* The "sval" codes for TV_FIGURINE */
#define SV_FIGURINE_NORMAL		0

#define SV_CAPTURE_NONE		0

/* The "sval" codes for TV_STATUE */
#define SV_WOODEN_STATUE		0
#define SV_CLAY_STATUE			1
#define SV_STONE_STATUE			2
#define SV_IRON_STATUE			3
#define SV_COPPER_STATUE		4
#define SV_SILVER_STATUE		5
#define SV_GOLDEN_STATUE		6
#define SV_IVORY_STATUE			7
#define SV_MITHRIL_STATUE		8
#define SV_ORNATE_STATUE		9
#define SV_PHOTO			50

/* The "sval" codes for TV_CORPSE */
#define SV_SKELETON 			0
#define SV_CORPSE			1

/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
#define SV_AMMO_LIGHT                    0	/* pebbles */
#define SV_AMMO_NORMAL                   1	/* shots, arrows, bolts */
#define SV_AMMO_HEAVY                    2	/* seeker arrows and bolts, mithril shots */

/* The "sval" codes for TV_BOW (note information in "sval") */
#define SV_SLING                         2	/* (x2) */
#define SV_SHORT_BOW                    12	/* (x2) */
#define SV_LONG_BOW                     13	/* (x3) */
#define SV_LIGHT_XBOW                   23	/* (x3) */
#define SV_HEAVY_XBOW                   24	/* (x4) */
#define SV_CRIMSON                      50	/* (x0) */
#define SV_NAMAKE_BOW                   63	/* (x3) */

/* The "sval" codes for TV_DIGGING */
#define SV_SHOVEL                        1
#define SV_GNOMISH_SHOVEL                2
#define SV_DWARVEN_SHOVEL                3
#define SV_PICK                          4
#define SV_ORCISH_PICK                   5
#define SV_DWARVEN_PICK                  6
#define SV_MATTOCK                       7

/* The "sval" values for TV_HAFTED */
#define SV_CLUB                          1	/* 1d4  */
#define SV_WHIP                          2	/* 1d6  */
#define SV_QUARTERSTAFF                  3	/* 1d9  */
#define SV_NUNCHAKU                      4	/* 2d3  */
#define SV_MACE                          5	/* 2d4  */
#define SV_BALL_AND_CHAIN                6	/* 2d4  */
#define SV_JO_STAFF                      7	/* 1d7  */
#define SV_WAR_HAMMER                    8	/* 3d3  */
#define SV_THREE_PIECE_ROD              11	/* 3d3  */
#define SV_MORNING_STAR                 12	/* 2d6  */
#define SV_FLAIL                        13	/* 2d6  */
#define SV_BO_STAFF                     14	/* 1d11 */
#define SV_LEAD_FILLED_MACE             15	/* 3d4  */
#define SV_TETSUBO                      16	/* 2d7  */
#define SV_TWO_HANDED_FLAIL             18	/* 3d6  */
#define SV_GREAT_HAMMER                 19	/* 4d6  */
#define SV_MACE_OF_DISRUPTION           20	/* 5d8  */
#define SV_WIZSTAFF                     21	/* 1d2  */
#define SV_GROND                        50	/* 3d9  */
#define SV_NAMAKE_HAMMER                63	/* 1d77 */

/* The "sval" values for TV_POLEARM */
#define SV_HATCHET                       1	/* 1d5 */
#define SV_SPEAR                         2	/* 1d6 */
#define SV_SICKLE                        3	/* 2d3 */
#define SV_AWL_PIKE                      4	/* 1d8 */
#define SV_TRIDENT                       5	/* 1d9 */
#define SV_FAUCHARD                      6  /* 1d10 */
#define SV_BROAD_SPEAR                   7	/* 1d9 */
#define SV_PIKE                          8	/* 2d5 */
#define SV_NAGINATA                      9  /* 2d6 */
#define SV_BEAKED_AXE                   10	/* 2d6 */
#define SV_BROAD_AXE                    11	/* 2d6 */
#define SV_LUCERNE_HAMMER               12	/* 2d5  */
#define SV_GLAIVE                       13	/* 2d6 */
#define SV_LAJATANG                     14	/* 2d7 */
#define SV_HALBERD                      15	/* 3d4 */
#define SV_GUISARME                     16  /* 2d5 */
#define SV_SCYTHE                       17	/* 5d3 */
#define SV_LANCE                        20	/* 2d8 */
#define SV_BATTLE_AXE                   22	/* 2d8 */
#define SV_GREAT_AXE                    25	/* 4d4 */
#define SV_TRIFURCATE_SPEAR             26	/* 2d9 */
#define SV_LOCHABER_AXE                 28	/* 3d8 */
#define SV_HEAVY_LANCE                  29  /* 4d8 */
#define SV_SCYTHE_OF_SLICING            30	/* 8d4 */
#define SV_TSURIZAO                     40	/* 1d1 */
#define SV_DEATH_SCYTHE                 50	/* 10d10 */

/* The "sval" codes for TV_SWORD */
#define SV_BROKEN_DAGGER                 1  /* 1d1 */
#define SV_BROKEN_SWORD                  2  /* 1d2 */
#define SV_DAGGER                        4  /* 1d4 */
#define SV_MAIN_GAUCHE                   5  /* 1d5 */
#define SV_TANTO                         6  /* 1d5 */
#define SV_RAPIER                        7  /* 1d6 */
#define SV_SMALL_SWORD                   8  /* 1d6 */
#define SV_BASILLARD                     9  /* 1d8 */
#define SV_SHORT_SWORD                  10  /* 1d7 */
#define SV_SABRE                        11  /* 1d7 */
#define SV_CUTLASS                      12  /* 1d7 */
#define SV_WAKIZASHI                    13  /* 2d4 */
#define SV_KHOPESH                      14  /* 2d4 */
#define SV_TULWAR                       15  /* 2d4 */
#define SV_BROAD_SWORD                  16  /* 2d5 */
#define SV_LONG_SWORD                   17  /* 2d5 */
#define SV_SCIMITAR                     18  /* 2d5 */
#define SV_NINJATO                      19  /* 1d9 */
#define SV_KATANA                       20  /* 3d4 */
#define SV_BASTARD_SWORD                21  /* 3d4 */
#define SV_GREAT_SCIMITAR               22  /* 4d5 */
#define SV_CLAYMORE                     23  /* 2d8 */
#define SV_ESPADON                      24  /* 2d9 */
#define SV_TWO_HANDED_SWORD             25  /* 3d6 */
#define SV_FLAMBERGE                    26  /* 3d7 */
#define SV_NO_DACHI                     27  /* 5d4 */
#define SV_EXECUTIONERS_SWORD           28  /* 4d5 */
#define SV_ZWEIHANDER                   29  /* 4d6 */
#define SV_BLADE_OF_CHAOS               30  /* 6d5 */
#define SV_DIAMOND_EDGE                 31  /* 7d5 */
#define SV_DOKUBARI                     32  /* 1d1 */
#define SV_HAYABUSA                     33  /* 1d6 */

/* The "sval" codes for TV_SHIELD */
#define SV_SMALL_LEATHER_SHIELD          2
#define SV_SMALL_METAL_SHIELD            3
#define SV_LARGE_LEATHER_SHIELD          4
#define SV_LARGE_METAL_SHIELD            5
#define SV_DRAGON_SHIELD                 6
#define SV_KNIGHT_SHIELD                 7
#define SV_MIRROR_SHIELD                10
#define SV_YATA_MIRROR                  50

/* The "sval" codes for TV_HELM */
#define SV_HARD_LEATHER_CAP              2
#define SV_METAL_CAP                     3
#define SV_JINGASA                       4  /* 4 */
#define SV_IRON_HELM                     5
#define SV_STEEL_HELM                    6
#define SV_DRAGON_HELM                   7
#define SV_KABUTO                        8  /* 7 */

/* The "sval" codes for TV_CROWN */
#define SV_IRON_CROWN                   10
#define SV_GOLDEN_CROWN                 11
#define SV_JEWELED_CROWN                12
#define SV_CHAOS                        50

/* The "sval" codes for TV_BOOTS */
#define SV_PAIR_OF_SOFT_LEATHER_BOOTS    2
#define SV_PAIR_OF_HARD_LEATHER_BOOTS    3
#define SV_PAIR_OF_DRAGON_GREAVE         4
#define SV_PAIR_OF_METAL_SHOD_BOOTS      6

/* The "sval" codes for TV_CLOAK */
#define SV_CLOAK                         1
#define SV_ELVEN_CLOAK                   2
#define SV_FUR_CLOAK                     3
#define SV_ETHEREAL_CLOAK                5
#define SV_SHADOW_CLOAK                  6

/* The "sval" codes for TV_GLOVES */
#define SV_SET_OF_LEATHER_GLOVES         1
#define SV_SET_OF_GAUNTLETS              2
#define SV_SET_OF_DRAGON_GLOVES          3
#define SV_SET_OF_CESTI                  5

/* The "sval" codes for TV_SOFT_ARMOR */
#define SV_T_SHIRT                       0
#define SV_FILTHY_RAG                    1
#define SV_ROBE                          2
#define SV_PAPER_ARMOR                   3  /* 4 */
#define SV_SOFT_LEATHER_ARMOR            4
#define SV_SOFT_STUDDED_LEATHER          5
#define SV_HARD_LEATHER_ARMOR            6
#define SV_HARD_STUDDED_LEATHER          7
#define SV_RHINO_HIDE_ARMOR              8
#define SV_CORD_ARMOR                    9  /*  6 */
#define SV_PADDED_ARMOR                 10  /*  4 */
#define SV_LEATHER_SCALE_MAIL           11
#define SV_LEATHER_JACK                 12
#define SV_KUROSHOUZOKU                 13
#define SV_STONE_AND_HIDE_ARMOR         15  /* 15 */
#define SV_ABUNAI_MIZUGI                50
#define SV_YOIYAMI_ROBE                 60
#define SV_NAMAKE_ARMOR                 63

/* The "sval" codes for TV_HARD_ARMOR */
#define SV_RUSTY_CHAIN_MAIL              1  /* 14- */
#define SV_RING_MAIL                     2  /* 12  */
#define SV_METAL_SCALE_MAIL              3  /* 13  */
#define SV_CHAIN_MAIL                    4  /* 14  */
#define SV_DOUBLE_RING_MAIL              5  /* 15  */
#define SV_AUGMENTED_CHAIN_MAIL          6  /* 16  */
#define SV_DOUBLE_CHAIN_MAIL             7  /* 16  */
#define SV_BAR_CHAIN_MAIL                8  /* 18  */
#define SV_METAL_BRIGANDINE_ARMOUR       9  /* 19  */
#define SV_SPLINT_MAIL                  10  /* 19  */
#define SV_DO_MARU                      11  /* 20  */
#define SV_PARTIAL_PLATE_ARMOUR         12  /* 22  */
#define SV_METAL_LAMELLAR_ARMOUR        13  /* 23  */
#define SV_HARAMAKIDO                   14  /* 17  */
#define SV_FULL_PLATE_ARMOUR            15  /* 25  */
#define SV_O_YOROI                      16  /* 24  */
#define SV_RIBBED_PLATE_ARMOUR          18  /* 28  */
#define SV_MITHRIL_CHAIN_MAIL           20  /* 28+ */
#define SV_MITHRIL_PLATE_MAIL           25  /* 35+ */
#define SV_ADAMANTITE_PLATE_MAIL        30  /* 40+ */

/* The "sval" codes for TV_DRAG_ARMOR */
#define SV_DRAGON_BLACK                  1
#define SV_DRAGON_BLUE                   2
#define SV_DRAGON_WHITE                  3
#define SV_DRAGON_RED                    4
#define SV_DRAGON_GREEN                  5
#define SV_DRAGON_MULTIHUED              6
#define SV_DRAGON_SHINING               10
#define SV_DRAGON_LAW                   12
#define SV_DRAGON_BRONZE                14
#define SV_DRAGON_GOLD                  16
#define SV_DRAGON_CHAOS                 18
#define SV_DRAGON_BALANCE               20
#define SV_DRAGON_POWER                 30

/* The sval codes for TV_LITE */
#define SV_LITE_TORCH                    0
#define SV_LITE_LANTERN                  1
#define SV_LITE_FEANOR                   2
#define SV_LITE_EDISON                   3
#define SV_LITE_GALADRIEL                4
#define SV_LITE_ELENDIL                  5
#define SV_LITE_JUDGE                    6
#define SV_LITE_LORE                     7
#define SV_LITE_PALANTIR                 8
#define SV_LITE_FLY_STONE                9

/* 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_BRILLIANCE             6
#define SV_AMULET_CHARISMA               7
#define SV_AMULET_THE_MAGI               8
#define SV_AMULET_REFLECTION             9
#define SV_AMULET_CARLAMMAS             10
#define SV_AMULET_INGWE                 11
#define SV_AMULET_DWARVES               12
#define SV_AMULET_NO_MAGIC              13
#define SV_AMULET_NO_TELE               14
#define SV_AMULET_RESISTANCE            15
#define SV_AMULET_TELEPATHY             16
#define SV_AMULET_FARAMIR               17
#define SV_AMULET_BOROMIR               18
#define SV_AMULET_MAGATAMA              19
#define SV_AMULET_INROU                 20
#define SV_AMULET_INTELLIGENCE          21
#define SV_AMULET_WISDOM                22
#define SV_AMULET_MAGIC_MASTERY         23
#define SV_AMULET_NIGHT                 24

/* The sval codes for TV_RING */
#define SV_RING_WOE                      0
#define SV_RING_AGGRAVATION              1
#define SV_RING_WEAKNESS                 2
#define SV_RING_STUPIDITY                3
#define SV_RING_TELEPORTATION            4
#define SV_RING_SLOW_DIGESTION           6
#define SV_RING_LEVITATION_FALL             7
#define SV_RING_RESIST_FIRE              8
#define SV_RING_RESIST_COLD              9
#define SV_RING_SUSTAIN_STR             10
#define SV_RING_SUSTAIN_INT             11
#define SV_RING_SUSTAIN_WIS             12
#define SV_RING_SUSTAIN_CON             13
#define SV_RING_SUSTAIN_DEX             14
#define SV_RING_SUSTAIN_CHR             15
#define SV_RING_PROTECTION              16
#define SV_RING_ACID                    17
#define SV_RING_FLAMES                  18
#define SV_RING_ICE                     19
#define SV_RING_RESIST_POIS             20
#define SV_RING_FREE_ACTION             21
#define SV_RING_SEE_INVIS               22
#define SV_RING_SEARCHING               23
#define SV_RING_STR                     24
#define SV_RING_ELEC                    25
#define SV_RING_DEX                     26
#define SV_RING_CON                     27
#define SV_RING_ACCURACY                28
#define SV_RING_DAMAGE                  29
#define SV_RING_SLAYING                 30
#define SV_RING_SPEED                   31
#define SV_RING_FRAKIR                  32
#define SV_RING_TULKAS                  33
#define SV_RING_NARYA                   34
#define SV_RING_NENYA                   35
#define SV_RING_VILYA                   36
#define SV_RING_POWER                   37
#define SV_RING_RES_FEAR                38
#define SV_RING_RES_LD                  39
#define SV_RING_RES_NETHER              40
#define SV_RING_RES_NEXUS               41
#define SV_RING_RES_SOUND               42
#define SV_RING_RES_CONFUSION           43
#define SV_RING_RES_SHARDS              44
#define SV_RING_RES_DISENCHANT          45
#define SV_RING_RES_CHAOS               46
#define SV_RING_RES_BLINDNESS           47
#define SV_RING_LORDLY                  48
#define SV_RING_ATTACKS                 49
#define SV_RING_AHO                     50
#define SV_RING_SHOTS                   51
#define SV_RING_SUSTAIN                 52
#define SV_RING_DEC_MANA                53
#define SV_RING_WARNING                 54
#define SV_RING_MUSCLE                  55

#define SV_EXPRESS_CARD                  0

/* The "sval" codes for TV_STAFF */
#define SV_STAFF_DARKNESS                0
#define SV_STAFF_SLOWNESS                1
#define SV_STAFF_HASTE_MONSTERS          2
#define SV_STAFF_SUMMONING               3
#define SV_STAFF_TELEPORTATION           4
#define SV_STAFF_IDENTIFY                5
#define SV_STAFF_REMOVE_CURSE            6
#define SV_STAFF_STARLITE                7
#define SV_STAFF_LITE                    8
#define SV_STAFF_MAPPING                 9
#define SV_STAFF_DETECT_GOLD            10
#define SV_STAFF_DETECT_ITEM            11
#define SV_STAFF_DETECT_TRAP            12
#define SV_STAFF_DETECT_DOOR            13
#define SV_STAFF_DETECT_INVIS           14
#define SV_STAFF_DETECT_EVIL            15
#define SV_STAFF_CURE_LIGHT             16
#define SV_STAFF_CURING                 17
#define SV_STAFF_HEALING                18
#define SV_STAFF_THE_MAGI               19
#define SV_STAFF_SLEEP_MONSTERS         20
#define SV_STAFF_SLOW_MONSTERS          21
#define SV_STAFF_SPEED                  22
#define SV_STAFF_PROBING                23
#define SV_STAFF_DISPEL_EVIL            24
#define SV_STAFF_POWER                  25
#define SV_STAFF_HOLINESS               26
#define SV_STAFF_GENOCIDE               27
#define SV_STAFF_EARTHQUAKES            28
#define SV_STAFF_DESTRUCTION            29
#define SV_STAFF_ANIMATE_DEAD           30
#define SV_STAFF_MSTORM                 31
#define SV_STAFF_NOTHING                32


/* The "sval" codes for TV_WAND */
#define SV_WAND_HEAL_MONSTER             0
#define SV_WAND_HASTE_MONSTER            1
#define SV_WAND_CLONE_MONSTER            2
#define SV_WAND_TELEPORT_AWAY            3
#define SV_WAND_DISARMING                4
#define SV_WAND_TRAP_DOOR_DEST           5
#define SV_WAND_STONE_TO_MUD             6
#define SV_WAND_LITE                     7
#define SV_WAND_SLEEP_MONSTER            8
#define SV_WAND_SLOW_MONSTER             9
#define SV_WAND_CONFUSE_MONSTER         10
#define SV_WAND_FEAR_MONSTER            11
#define SV_WAND_DRAIN_LIFE              12
#define SV_WAND_POLYMORPH               13
#define SV_WAND_STINKING_CLOUD          14
#define SV_WAND_MAGIC_MISSILE           15
#define SV_WAND_ACID_BOLT               16
#define SV_WAND_CHARM_MONSTER           17
#define SV_WAND_FIRE_BOLT               18
#define SV_WAND_COLD_BOLT               19
#define SV_WAND_ACID_BALL               20
#define SV_WAND_ELEC_BALL               21
#define SV_WAND_FIRE_BALL               22
#define SV_WAND_COLD_BALL               23
#define SV_WAND_WONDER                  24
#define SV_WAND_DISINTEGRATE            25
#define SV_WAND_DRAGON_FIRE             26
#define SV_WAND_DRAGON_COLD             27
#define SV_WAND_DRAGON_BREATH           28
#define SV_WAND_ROCKETS                 29
#define SV_WAND_STRIKING                30
#define SV_WAND_GENOCIDE                31

/* The "sval" codes for TV_ROD */
#define SV_ROD_DETECT_TRAP               0
#define SV_ROD_DETECT_DOOR               1
#define SV_ROD_IDENTIFY                  2
#define SV_ROD_RECALL                    3
#define SV_ROD_ILLUMINATION              4
#define SV_ROD_MAPPING                   5
#define SV_ROD_DETECTION                 6
#define SV_ROD_PROBING                   7
#define SV_ROD_CURING                    8
#define SV_ROD_HEALING                   9
#define SV_ROD_RESTORATION              10
#define SV_ROD_SPEED                    11
#define SV_ROD_PESTICIDE                12
#define SV_ROD_TELEPORT_AWAY            13
#define SV_ROD_DISARMING                14
#define SV_ROD_LITE                     15
#define SV_ROD_SLEEP_MONSTER            16
#define SV_ROD_SLOW_MONSTER             17
#define SV_ROD_DRAIN_LIFE               18
#define SV_ROD_POLYMORPH                19
#define SV_ROD_ACID_BOLT                20
#define SV_ROD_ELEC_BOLT                21
#define SV_ROD_FIRE_BOLT                22
#define SV_ROD_COLD_BOLT                23
#define SV_ROD_ACID_BALL                24
#define SV_ROD_ELEC_BALL                25
#define SV_ROD_FIRE_BALL                26
#define SV_ROD_COLD_BALL                27
#define SV_ROD_HAVOC                    28
#define SV_ROD_STONE_TO_MUD             29
#define SV_ROD_AGGRAVATE                30


/* The "sval" codes for TV_SCROLL */

#define SV_SCROLL_DARKNESS               0
#define SV_SCROLL_AGGRAVATE_MONSTER      1
#define SV_SCROLL_CURSE_ARMOR            2
#define SV_SCROLL_CURSE_WEAPON           3
#define SV_SCROLL_SUMMON_MONSTER         4
#define SV_SCROLL_SUMMON_UNDEAD          5
#define SV_SCROLL_SUMMON_PET             6
#define SV_SCROLL_TRAP_CREATION          7
#define SV_SCROLL_PHASE_DOOR             8
#define SV_SCROLL_TELEPORT               9
#define SV_SCROLL_TELEPORT_LEVEL        10
#define SV_SCROLL_WORD_OF_RECALL        11
#define SV_SCROLL_IDENTIFY              12
#define SV_SCROLL_STAR_IDENTIFY         13
#define SV_SCROLL_REMOVE_CURSE          14
#define SV_SCROLL_STAR_REMOVE_CURSE     15
#define SV_SCROLL_ENCHANT_ARMOR         16
#define SV_SCROLL_ENCHANT_WEAPON_TO_HIT 17
#define SV_SCROLL_ENCHANT_WEAPON_TO_DAM 18
/* xxx enchant missile? */
#define SV_SCROLL_STAR_ENCHANT_ARMOR    20
#define SV_SCROLL_STAR_ENCHANT_WEAPON   21
#define SV_SCROLL_RECHARGING            22
#define SV_SCROLL_MUNDANITY             23
#define SV_SCROLL_LIGHT                 24
#define SV_SCROLL_MAPPING               25
#define SV_SCROLL_DETECT_GOLD           26
#define SV_SCROLL_DETECT_ITEM           27
#define SV_SCROLL_DETECT_TRAP           28
#define SV_SCROLL_DETECT_DOOR           29
#define SV_SCROLL_DETECT_INVIS          30
/* xxx (detect evil?) */
#define SV_SCROLL_SATISFY_HUNGER        32
#define SV_SCROLL_BLESSING              33
#define SV_SCROLL_HOLY_CHANT            34
#define SV_SCROLL_HOLY_PRAYER           35
#define SV_SCROLL_MONSTER_CONFUSION     36
#define SV_SCROLL_PROTECTION_FROM_EVIL  37
#define SV_SCROLL_RUNE_OF_PROTECTION    38
#define SV_SCROLL_TRAP_DOOR_DESTRUCTION 39
/* xxx */
#define SV_SCROLL_STAR_DESTRUCTION      41
#define SV_SCROLL_DISPEL_UNDEAD         42
#define SV_SCROLL_SPELL                 43
#define SV_SCROLL_GENOCIDE              44
#define SV_SCROLL_MASS_GENOCIDE         45
#define SV_SCROLL_ACQUIREMENT           46
#define SV_SCROLL_STAR_ACQUIREMENT      47
#define SV_SCROLL_FIRE                  48
#define SV_SCROLL_ICE                   49
#define SV_SCROLL_CHAOS                 50
#define SV_SCROLL_RUMOR                 51
#define SV_SCROLL_ARTIFACT              52
#define SV_SCROLL_RESET_RECALL          53
#define SV_SCROLL_SUMMON_KIN            54

/* The "sval" codes for TV_POTION */
#define SV_POTION_WATER                  0
#define SV_POTION_APPLE_JUICE            1
#define SV_POTION_SLIME_MOLD             2
/* xxx (fixed color) */
#define SV_POTION_SLOWNESS               4
#define SV_POTION_SALT_WATER             5
#define SV_POTION_POISON                 6
#define SV_POTION_BLINDNESS              7
/* xxx */
#define SV_POTION_CONFUSION              9
/* xxx */
#define SV_POTION_SLEEP                 11
/* xxx */
#define SV_POTION_LOSE_MEMORIES         13
/* xxx */
#define SV_POTION_RUINATION             15
#define SV_POTION_DEC_STR               16
#define SV_POTION_DEC_INT               17
#define SV_POTION_DEC_WIS               18
#define SV_POTION_DEC_DEX               19
#define SV_POTION_DEC_CON               20
#define SV_POTION_DEC_CHR               21
#define SV_POTION_DETONATIONS           22
#define SV_POTION_DEATH                 23
#define SV_POTION_INFRAVISION           24
#define SV_POTION_DETECT_INVIS          25
#define SV_POTION_SLOW_POISON           26
#define SV_POTION_CURE_POISON           27
#define SV_POTION_BOLDNESS              28
#define SV_POTION_SPEED                 29
#define SV_POTION_RESIST_HEAT           30
#define SV_POTION_RESIST_COLD           31
#define SV_POTION_HEROISM               32
#define SV_POTION_BESERK_STRENGTH       33
#define SV_POTION_CURE_LIGHT            34
#define SV_POTION_CURE_SERIOUS          35
#define SV_POTION_CURE_CRITICAL         36
#define SV_POTION_HEALING               37
#define SV_POTION_STAR_HEALING          38
#define SV_POTION_LIFE                  39
#define SV_POTION_RESTORE_MANA          40
#define SV_POTION_RESTORE_EXP           41
#define SV_POTION_RES_STR               42
#define SV_POTION_RES_INT               43
#define SV_POTION_RES_WIS               44
#define SV_POTION_RES_DEX               45
#define SV_POTION_RES_CON               46
#define SV_POTION_RES_CHR               47
#define SV_POTION_INC_STR               48
#define SV_POTION_INC_INT               49
#define SV_POTION_INC_WIS               50
#define SV_POTION_INC_DEX               51
#define SV_POTION_INC_CON               52
#define SV_POTION_INC_CHR               53
/* xxx */
#define SV_POTION_AUGMENTATION          55
#define SV_POTION_ENLIGHTENMENT         56
#define SV_POTION_STAR_ENLIGHTENMENT    57
#define SV_POTION_SELF_KNOWLEDGE        58
#define SV_POTION_EXPERIENCE            59
#define SV_POTION_RESISTANCE            60
#define SV_POTION_CURING                61
#define SV_POTION_INVULNERABILITY       62
#define SV_POTION_NEW_LIFE              63
#define SV_POTION_NEO_TSUYOSHI          64
#define SV_POTION_TSUYOSHI              65
#define SV_POTION_POLYMORPH             66

/* The "sval" codes for TV_FLASK */
#define SV_FLASK_OIL                   0

/* The "sval" codes for TV_FOOD */
#define SV_FOOD_POISON                   0
#define SV_FOOD_BLINDNESS                1
#define SV_FOOD_PARANOIA                 2
#define SV_FOOD_CONFUSION                3
#define SV_FOOD_HALLUCINATION            4
#define SV_FOOD_PARALYSIS                5
#define SV_FOOD_WEAKNESS                 6
#define SV_FOOD_SICKNESS                 7
#define SV_FOOD_STUPIDITY                8
#define SV_FOOD_NAIVETY                  9
#define SV_FOOD_UNHEALTH                10
#define SV_FOOD_DISEASE                 11
#define SV_FOOD_CURE_POISON             12
#define SV_FOOD_CURE_BLINDNESS          13
#define SV_FOOD_CURE_PARANOIA           14
#define SV_FOOD_CURE_CONFUSION          15
#define SV_FOOD_CURE_SERIOUS            16
#define SV_FOOD_RESTORE_STR             17
#define SV_FOOD_RESTORE_CON             18
#define SV_FOOD_RESTORING               19
/* many missing mushrooms */
#define SV_FOOD_BISCUIT                 32
#define SV_FOOD_JERKY                   33
#define SV_FOOD_RATION                  35
#define SV_FOOD_SLIME_MOLD              36
#define SV_FOOD_WAYBREAD                37
#define SV_FOOD_PINT_OF_ALE             38
#define SV_FOOD_PINT_OF_WINE            39


/*
 * Special "sval" limit -- first "normal" food
 */
#define SV_FOOD_MIN_FOOD                32

/*
 * Special "sval" limit -- first "aimed" rod
 */
#define SV_ROD_MIN_DIRECTION    12

/*
 * Special "sval" limit -- first "large" chest
 */
#define SV_CHEST_MIN_LARGE      4
#define SV_CHEST_KANDUME        50

/*
 * Special "sval" limit -- first "good" magic/prayer book
 */
#define SV_BOOK_MIN_GOOD    2


#define OBJ_GOLD_LIST   480     /* First "gold" entry */
#define MAX_GOLD        18      /* Number of "gold" entries */


/*** General flag values ***/


/*
 * Special cave grid flags
 */
#define CAVE_MARK       0x0001    /* memorized feature */
#define CAVE_GLOW       0x0002    /* self-illuminating */
#define CAVE_ICKY       0x0004    /* part of a vault */
#define CAVE_ROOM       0x0008    /* part of a room */
#define CAVE_LITE       0x0010    /* lite flag  */
#define CAVE_VIEW       0x0020    /* view flag */
#define CAVE_TEMP       0x0040    /* temp flag */
#define CAVE_XTRA       0x0080    /* misc flag */
#define CAVE_MNLT       0x0100    /* Illuminated by monster */
#define CAVE_MNDK       0x8000    /* Darken by monster */

/* Used only while cave generation */
#define CAVE_FLOOR      0x0200
#define CAVE_EXTRA      0x0400
#define CAVE_INNER      0x0800
#define CAVE_OUTER      0x1000
#define CAVE_SOLID      0x2000
#define CAVE_VAULT      0x4000
#define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)

/* Used only after cave generation */
#define CAVE_XXXX1      0x0200
#define CAVE_NOTE       0x0400    /* Flag for delayed visual update (needs note_spot()) */
#define CAVE_REDRAW     0x0800    /* Flag for delayed visual update (needs lite_spot()) */
#define CAVE_OBJECT     0x1000    /* Mirror, glyph, etc. */
#define CAVE_UNSAFE     0x2000    /* Might have trap */
#define CAVE_IN_DETECT  0x4000    /* trap detected area (inner circle only) */


/*
 * Bit flags for the "project()" function
 *
 *   JUMP: Jump directly to the target location (this is a hack)
 *   BEAM: Work as a beam weapon (affect every grid passed through)
 *   THRU: Continue "through" the target (used for "bolts"/"beams")
 *   STOP: Stop as soon as we hit a monster (used for "bolts")
 *   GRID: Affect each grid in the "blast area" in some way
 *   ITEM: Affect each object in the "blast area" in some way
 *   KILL: Affect each monster in the "blast area" in some way
 *   HIDE: Hack -- disable "visual" feedback from projection
 *   DISI: Disintegrate non-permanent features
 *   PLAYER: Main target is player (used for riding player)
 *   AIMED: Target is only player or monster, so don't affect another.
 *          Depend on PROJECT_PLAYER.
 *          (used for minimum (rad == 0) balls on riding player)
 *   REFLECTABLE: Refrectable spell attacks (used for "bolts")
 *   NO_HANGEKI: Avoid counter attacks of monsters
 *   PATH: Only used for printing project path
 *   FAST: Hide "visual" of flying bolts until blast
 */
#define PROJECT_JUMP        0x01
#define PROJECT_BEAM        0x02
#define PROJECT_THRU        0x04
#define PROJECT_STOP        0x08
#define PROJECT_GRID        0x10
#define PROJECT_ITEM        0x20
#define PROJECT_KILL        0x40
#define PROJECT_HIDE        0x80
#define PROJECT_DISI        0x100
#define PROJECT_PLAYER      0x200
#define PROJECT_AIMED       0x400
#define PROJECT_REFLECTABLE 0x800
#define PROJECT_NO_HANGEKI  0x1000
#define PROJECT_PATH        0x2000
#define PROJECT_FAST        0x4000
#define PROJECT_LOS         0x8000


/*
 * Special caster ID for project()
 */
#define PROJECT_WHO_UNCTRL_POWER -1
#define PROJECT_WHO_GLASS_SHARDS -2


/*
 * Bit flags for the "enchant()" function
 */
#define ENCH_TOHIT      0x01 /* Enchant to hit */
#define ENCH_TODAM      0x02 /* Enchant to damage */
#define ENCH_TOAC       0x04 /* Enchant to AC */
#define ENCH_FORCE      0x08 /* Force enchantment */

/*
 * Bit flags for the "target_set" function XXX XXX XXX
 *
 *      KILL: Target monsters
 *      LOOK: Describe grid fully
 *      XTRA: Currently unused flag
 *      GRID: Select from all grids
 */
#define TARGET_KILL             0x01
#define TARGET_LOOK             0x02
#define TARGET_XTRA             0x04
#define TARGET_GRID             0x08


/*
 * Bit flags for control of get_check_strict()
 */
#define CHECK_OKAY_CANCEL 0x01
#define CHECK_NO_ESCAPE   0x02
#define CHECK_NO_HISTORY  0x04
#define CHECK_DEFAULT_Y   0x08


/*
 * Some bit-flags for the "smart" field
 */
#define SM_RES_ACID             0x00000001
#define SM_RES_ELEC             0x00000002
#define SM_RES_FIRE             0x00000004
#define SM_RES_COLD             0x00000008
#define SM_RES_POIS             0x00000010
#define SM_RES_NETH             0x00000020
#define SM_RES_LITE             0x00000040
#define SM_RES_DARK             0x00000080
#define SM_RES_FEAR             0x00000100
#define SM_RES_CONF             0x00000200
#define SM_RES_CHAOS            0x00000400
#define SM_RES_DISEN            0x00000800
#define SM_RES_BLIND            0x00001000
#define SM_RES_NEXUS            0x00002000
#define SM_RES_SOUND            0x00004000
#define SM_RES_SHARD            0x00008000
#define SM_OPP_ACID             0x00010000
#define SM_OPP_ELEC             0x00020000
#define SM_OPP_FIRE             0x00040000
#define SM_OPP_COLD             0x00080000
#define SM_OPP_POIS             0x00100000
#define SM_OPP_XXX1             0x00200000 /* (unused) */
#define SM_CLONED               0x00400000 /* XXX Cloned */
#define SM_PET                  0x00800000 /* XXX Pet */
#define SM_IMM_ACID             0x01000000
#define SM_IMM_ELEC             0x02000000
#define SM_IMM_FIRE             0x04000000
#define SM_IMM_COLD             0x08000000
#define SM_FRIENDLY             0x10000000 /* XXX Friendly */
#define SM_IMM_REFLECT          0x20000000
#define SM_IMM_FREE             0x40000000
#define SM_IMM_MANA             0x80000000


/*
 * Bit flags for the "get_item" function
 */
#define USE_EQUIP	0x01	/* Allow equip items */
#define USE_INVEN	0x02	/* Allow inven items */
#define USE_FLOOR	0x04	/* Allow floor items */


/*
 * Bit flags for the "p_ptr->notice" variable
 */
#define PN_COMBINE      0x00000001L     /* Combine the pack */
#define PN_REORDER      0x00000002L     /* Reorder the pack */
#define PN_AUTODESTROY  0x00000004L     /* Auto-destroy marked item */
/* xxx (many) */


/*
 * Bit flags for the "p_ptr->update" variable
 */
#define PU_BONUS        0x00000001L     /* Calculate bonuses */
#define PU_TORCH        0x00000002L     /* Calculate torch radius */
/* xxx (many) */
#define PU_HP           0x00000010L     /* Calculate chp and mhp */
#define PU_MANA         0x00000020L     /* Calculate csp and msp */
#define PU_SPELLS       0x00000040L     /* Calculate spells */
/* xxx (many) */
/* xxx (many) */
#define PU_UN_VIEW      0x00010000L     /* Forget view */
#define PU_UN_LITE      0x00020000L     /* Forget lite */
/* xxx (many) */
#define PU_VIEW         0x00100000L     /* Update view */
#define PU_LITE         0x00200000L     /* Update lite */
#define PU_MON_LITE     0x00400000L     /* Monster illumination */
#define PU_DELAY_VIS    0x00800000L     /* Mega-Hack -- Delayed visual update */
#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_EQUIPPY      0x00000400L     /* Display equippy chars */
#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_STATUS       0x00008000L     /* Display Status Bar */
#define PR_XXX0         0x00010000L     /* (unused) */
#define PR_UHEALTH      0x00020000L     /* Display Uma Health Bar */
#define PR_XXX1         0x00040000L     /* (unused) */
#define PR_XXX2         0x00080000L     /* (unused) */
#define PR_STATE        0x00100000L     /* Display Extra (State) */
#define PR_SPEED        0x00200000L     /* Display Extra (Speed) */
#define PR_STUDY        0x00400000L     /* Display Extra (Study) */
#define PR_IMITATION    0x00800000L     /* Display Extra (Imitation) */
#define PR_EXTRA        0x01000000L     /* Display Extra Info */
#define PR_BASIC        0x02000000L     /* Display Basic Info */
#define PR_MAP          0x04000000L     /* Display Map */
#define PR_WIPE         0x08000000L     /* Hack -- Total Redraw */
/* xxx */
/* xxx */
/* 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 */
#define PW_SPELL        0x00000004L     /* Display spell list */
#define PW_PLAYER       0x00000008L     /* Display character */
/* xxx */
/* 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 */
#define PW_DUNGEON      0x00000400L     /* Display dungeon view */
#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 */

/*
 * Bit flags for the place_monster_???() (etc)
 */
#define PM_ALLOW_SLEEP    0x00000001
#define PM_ALLOW_GROUP    0x00000002
#define PM_FORCE_FRIENDLY 0x00000004
#define PM_FORCE_PET      0x00000008
#define PM_NO_KAGE        0x00000010
#define PM_NO_PET         0x00000020
#define PM_ALLOW_UNIQUE   0x00000040
#define PM_IGNORE_TERRAIN 0x00000080
#define PM_HASTE          0x00000100
#define PM_KAGE           0x00000200
#define PM_MULTIPLY       0x00000400


/* Bit flags for monster_desc() */
#define MD_OBJECTIVE      0x00000001 /* Objective (or Reflexive) */
#define MD_POSSESSIVE     0x00000002 /* Possessive (or Reflexive) */
#define MD_INDEF_HIDDEN   0x00000004 /* Use indefinites for hidden monsters ("something") */
#define MD_INDEF_VISIBLE  0x00000008 /* Use indefinites for visible monsters ("a kobold") */
#define MD_PRON_HIDDEN    0x00000010 /* Pronominalize hidden monsters */
#define MD_PRON_VISIBLE   0x00000020 /* Pronominalize visible monsters */
#define MD_ASSUME_HIDDEN  0x00000040 /* Assume the monster is hidden */
#define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
#define MD_TRUE_NAME      0x00000100 /* Chameleon's true name */
#define MD_IGNORE_HALLU   0x00000200 /* Ignore hallucination, and penetrate shape change */


/*
 * Bit flags for object_desc()
 */
#define OD_NAME_ONLY        0x00000001  /* Omit values, pval, inscription */
#define OD_NAME_AND_ENCHANT 0x00000002  /* Omit pval, inscription */
#define OD_OMIT_INSCRIPTION 0x00000004  /* Omit inscription */
#define OD_OMIT_PREFIX      0x00000008  /* Omit numeric prefix */
#define OD_NO_PLURAL        0x00000010  /* Don't use plural */
#define OD_STORE            0x00000020  /* Assume to be aware and known */
#define OD_NO_FLAVOR        0x00000040  /* Allow to hidden flavor */
#define OD_FORCE_FLAVOR     0x00000080  /* Get un-shuffled flavor name */


/*
 * Bit flags for the "p_ptr->special_attack" variable. -LM-
 *
 * Note:  The elemental and poison attacks should be managed using the 
 * function "set_ele_attack", in spell2.c.  This provides for timeouts and
 * prevents the player from getting more than one at a time.
 */
#define ATTACK_CONFUSE		0x00000001
#define ATTACK_XXX1		0x00000002
#define ATTACK_XXX2		0x00000004
#define ATTACK_XXX3	        0x00000008
#define ATTACK_ACID		0x00000010
#define ATTACK_ELEC		0x00000020
#define ATTACK_FIRE		0x00000040
#define ATTACK_COLD		0x00000080
#define ATTACK_POIS		0x00000100
#define ATTACK_HOLY		0x00000200
#define ATTACK_SUIKEN		0x00000400


#define DEFENSE_ACID		0x00000001
#define DEFENSE_ELEC		0x00000002
#define DEFENSE_FIRE		0x00000004
#define DEFENSE_COLD		0x00000008
#define DEFENSE_POIS		0x00000010
#define KAMAE_GENBU             0x00000020
#define KAMAE_BYAKKO            0x00000040
#define KAMAE_SEIRYU            0x00000080
#define KAMAE_SUZAKU            0x00000100
#define KATA_IAI                0x00000200
#define KATA_FUUJIN             0x00000400
#define KATA_KOUKIJIN           0x00000800
#define KATA_MUSOU              0x00001000
#define NINJA_KAWARIMI          0x00002000
#define NINJA_S_STEALTH         0x00004000

#define MAX_KAMAE 4
#define KAMAE_MASK (KAMAE_GENBU | KAMAE_BYAKKO | KAMAE_SEIRYU | KAMAE_SUZAKU)

#define MAX_KATA 4
#define KATA_MASK (KATA_IAI | KATA_FUUJIN | KATA_KOUKIJIN | KATA_MUSOU)


#define ACTION_NONE     0
#define ACTION_SEARCH   1
#define ACTION_REST     2
#define ACTION_LEARN    3
#define ACTION_FISH     4
#define ACTION_KAMAE    5
#define ACTION_KATA     6
#define ACTION_SING     7
#define ACTION_HAYAGAKE 8
#define ACTION_SPELL    9


/* Empty hand status */
#define EMPTY_HAND_NONE 0x0000 /* Both hands are used */
#define EMPTY_HAND_LARM 0x0001 /* Left hand is empty */
#define EMPTY_HAND_RARM 0x0002 /* Right hand is empty */

/*** General index values ***/


/*
 * Legal restrictions for "summon_specific()"
 */
#define SUMMON_ANT                  11
#define SUMMON_SPIDER               12
#define SUMMON_HOUND                13
#define SUMMON_HYDRA                14
#define SUMMON_ANGEL                15
#define SUMMON_DEMON                16
#define SUMMON_UNDEAD               17
#define SUMMON_DRAGON               18
#define SUMMON_HI_UNDEAD            21
#define SUMMON_HI_DRAGON            22
#define SUMMON_HI_DEMON             23
#define SUMMON_AMBERITES            31
#define SUMMON_UNIQUE               32
#define SUMMON_BIZARRE1             33
#define SUMMON_BIZARRE2             34
#define SUMMON_BIZARRE3             35
#define SUMMON_BIZARRE4             36
#define SUMMON_BIZARRE5             37
#define SUMMON_BIZARRE6             38
#define SUMMON_CYBER                39
#define SUMMON_KIN                  40
#define SUMMON_DAWN                 41
#define SUMMON_ANIMAL               42
#define SUMMON_ANIMAL_RANGER        43
/*#define SUMMON_HI_UNDEAD_NO_UNIQUES 44*/
/*#define SUMMON_HI_DRAGON_NO_UNIQUES 45*/
/*#define SUMMON_NO_UNIQUES           46*/
#define SUMMON_PHANTOM              47
/*#define SUMMON_ELEMENTAL_NO_UNIQUES 48*/
#define SUMMON_BLUE_HORROR          49
#define SUMMON_LIVING               50
#define SUMMON_HI_DRAGON_LIVING     51
#define SUMMON_GOLEM                52
#define SUMMON_ELEMENTAL            53
#define SUMMON_VORTEX               54
#define SUMMON_HYBRID               55
#define SUMMON_BIRD                 56
/*#define SUMMON_AQUATIC_NO_UNIQUES   57*/
#define SUMMON_KAMIKAZE             58
#define SUMMON_KAMIKAZE_LIVING      59
#define SUMMON_MANES                60
#define SUMMON_LOUSE                61
#define SUMMON_GUARDIANS            62
#define SUMMON_KNIGHTS              63
#define SUMMON_EAGLES               64
#define SUMMON_PIRANHAS             65
#define SUMMON_ARMAGE_GOOD          66
#define SUMMON_ARMAGE_EVIL          67


/*
 * Spell types used by project(), and related functions.
 */
#define GF_ELEC         1
#define GF_POIS         2
#define GF_ACID         3
#define GF_COLD         4
#define GF_FIRE         5
#define GF_PSY_SPEAR    9
#define GF_MISSILE      10
#define GF_ARROW        11
#define GF_PLASMA       12
/* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
/* #define GF_HOLY_ORB     13 */
#define GF_WATER        14
#define GF_LITE         15
#define GF_DARK         16
#define GF_LITE_WEAK    17
#define GF_DARK_WEAK    18
#define GF_SHARDS       20
#define GF_SOUND        21
#define GF_CONFUSION    22
#define GF_FORCE        23
#define GF_INERTIA      24
#define GF_MANA         26
#define GF_METEOR       27
#define GF_ICE          28
#define GF_CHAOS        30
#define GF_NETHER       31
#define GF_DISENCHANT   32
#define GF_NEXUS        33
#define GF_TIME         34
#define GF_GRAVITY      35
#define GF_KILL_WALL    40
#define GF_KILL_DOOR    41
#define GF_KILL_TRAP    42
#define GF_MAKE_WALL    45
#define GF_MAKE_DOOR    46
#define GF_MAKE_TRAP    47
#define GF_MAKE_TREE    48
#define GF_OLD_CLONE    51
#define GF_OLD_POLY             52
#define GF_OLD_HEAL             53
#define GF_OLD_SPEED    54
#define GF_OLD_SLOW             55
#define GF_OLD_CONF             56
#define GF_OLD_SLEEP    57
#define GF_OLD_DRAIN    58
#define GF_AWAY_UNDEAD  61
#define GF_AWAY_EVIL    62
#define GF_AWAY_ALL     63
#define GF_TURN_UNDEAD  64
#define GF_TURN_EVIL    65
#define GF_TURN_ALL     66
#define GF_DISP_UNDEAD  67
#define GF_DISP_EVIL    68
#define GF_DISP_ALL 69
#define GF_DISP_DEMON   70      /* New types for Zangband begin here... */
#define GF_DISP_LIVING  71
#define GF_ROCKET       72
#define GF_NUKE         73
#define GF_MAKE_GLYPH   74
#define GF_STASIS       75
#define GF_STONE_WALL   76
#define GF_DEATH_RAY    77
#define GF_STUN         78
#define GF_HOLY_FIRE    79
#define GF_HELL_FIRE    80
#define GF_DISINTEGRATE 81
#define GF_CHARM        82
#define GF_CONTROL_UNDEAD   83
#define GF_CONTROL_ANIMAL   84
#define GF_PSI         85
#define GF_PSI_DRAIN   86
#define GF_TELEKINESIS  87
#define GF_JAM_DOOR     88
#define GF_DOMINATION   89
#define GF_DISP_GOOD    90
#define GF_DRAIN_MANA   91
#define GF_MIND_BLAST   92
#define GF_BRAIN_SMASH  93
#define GF_CAUSE_1      94
#define GF_CAUSE_2      95
#define GF_CAUSE_3      96
#define GF_CAUSE_4      97
#define GF_HAND_DOOM    98
#define GF_CAPTURE      99
#define GF_ANIM_DEAD   100
#define GF_CONTROL_LIVING   101
#define GF_IDENTIFY    102
#define GF_ATTACK      103
#define GF_ENGETSU     104
#define GF_GENOCIDE    105
#define GF_PHOTO       106
#define GF_CONTROL_DEMON   107
#define GF_LAVA_FLOW   108
#define GF_BLOOD_CURSE 109
#define GF_SEEKER 110
#define GF_SUPER_RAY 111
#define GF_STAR_HEAL 112
#define GF_WATER_FLOW   113
#define GF_CRUSADE     114
#define GF_STASIS_EVIL 115
#define GF_WOUNDS      116

#define MAX_GF				117

/*
 * Some things which induce learning
 */
#define DRS_ACID         1
#define DRS_ELEC         2
#define DRS_FIRE         3
#define DRS_COLD         4
#define DRS_POIS         5
#define DRS_NETH         6
#define DRS_LITE         7
#define DRS_DARK         8
#define DRS_FEAR         9
#define DRS_CONF        10
#define DRS_CHAOS       11
#define DRS_DISEN       12
#define DRS_BLIND       13
#define DRS_NEXUS       14
#define DRS_SOUND       15
#define DRS_SHARD       16
#define DRS_FREE        30
#define DRS_MANA        31
#define DRS_REFLECT     32



#define DAMAGE_FORCE    1
#define DAMAGE_GENO     2
#define DAMAGE_LOSELIFE 3
#define DAMAGE_ATTACK   4
#define DAMAGE_NOESCAPE 5
#define DAMAGE_USELIFE  6


/*
 * Game generated inscription indices. These are stored in the object,
 * and are used to index the string array from tables.c.
 */

#define FEEL_NONE              0
#define FEEL_BROKEN            1
#define FEEL_TERRIBLE          2
#define FEEL_WORTHLESS         3
#define FEEL_CURSED            4
#define FEEL_UNCURSED          5
#define FEEL_AVERAGE           6
#define FEEL_GOOD              7
#define FEEL_EXCELLENT         8
#define FEEL_SPECIAL           9

#define FEEL_MAX               9

/*
 * Hack -- special "xtra" object powers
 */

/* Sustain one stat */
#define EGO_XTRA_SUSTAIN        1

/* High resist */
#define EGO_XTRA_POWER          2

/* Special ability */
#define EGO_XTRA_ABILITY        3

/*** Object flag values ***/


/*
 * Chest trap flags (see "tables.c")
 */
#define CHEST_LOSE_STR          0x0001
#define CHEST_LOSE_CON          0x0002
#define CHEST_POISON            0x0004
#define CHEST_PARALYZE          0x0008
#define CHEST_EXPLODE           0x0010
#define CHEST_SUMMON            0x0020
#define CHEST_SCATTER           0x0040
#define CHEST_E_SUMMON          0x0080
#define CHEST_BIRD_STORM        0x0100
#define CHEST_H_SUMMON          0x0200
#define CHEST_RUNES_OF_EVIL     0x0400
#define CHEST_ALARM             0x0800


/*
 * 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_STORE     0x10    /* Item is storebought !!!! */
#define IDENT_MENTAL    0x20    /* Item information is known */
#if 0
#define IDENT_CURSED    0x40    /* Item is temporarily cursed */
#endif
#define IDENT_BROKEN    0x80    /* Item is permanently worthless */


/* 
 * How object is marked (flags in object_type.mark)
 * OM_FOUND --- original boolean flag
 * OM_NOMSG --- temporary flag to suppress messages which were
 *              already printed in autopick_pickup_items().
 */
#define OM_FOUND        0x01    /* original boolean flag */
#define OM_NOMSG        0x02    /* temporary flag to suppress messages */
#define OM_NO_QUERY     0x04    /* Query for auto-pick was already answered as 'No' */
#define OM_AUTODESTROY  0x08    /* Destroy later to avoid illegal inventry shift */
#define OM_TOUCHED      0x10    /* Object was touched by player */


/*
 * Special Monster Flags (all temporary)
 */
#define MFLAG_VIEW      0x01    /* Monster is in line of sight */
#define MFLAG_TEMP      0x02    /* Monster is marked for project_hack() */
#define MFLAG_XXX2      0x04    /* (unused) */
#define MFLAG_XXX3      0x08    /* (unused) */
#define MFLAG_BORN      0x10    /* Monster is still being born */
#define MFLAG_NICE      0x20    /* Monster is still being nice */

#define MFLAG2_KAGE      0x01    /* Monster is kage */
#define MFLAG2_NOPET     0x02    /* Cannot make monster pet */
#define MFLAG2_NOGENO    0x04    /* Cannot genocide */
#define MFLAG2_CHAMELEON 0x08    /* Monster is chameleon */
#define MFLAG2_NOFLOW    0x10    /* Monster is in no_flow_by_smell mode */
#define MFLAG2_SHOW      0x20    /* Monster is recently memorized */
#define MFLAG2_MARK      0x40    /* Monster is currently memorized */


/*
 * Object flags
 *
 * Old variables for object flags such as flags1, flags2, and flags3
 * are obsolated.  Now single array flgs[TR_FLAG_SIZE] contains all
 * object flags.  And each flag is refered by single index number
 * instead of a bit mask.
 *
 * Therefore it's very easy to add a lot of new flags; no one need to
 * worry about in which variable a new flag should be put, nor to
 * modify a huge number of files all over the source directory at once
 * to add new flag variables such as flags4, flags5, etc...
 *
 * All management of flags is now treated using a set of macros
 * instead of bit operations.
 * Note: These macros are using division, modulo, and bit shift
 * operations, and it seems that these operations are rather slower
 * than original bit operation.  But since index numbers are almost
 * always given as constant, such slow operations are performed in the
 * compile time.  So there is no problem on the speed.
 *
 * Exceptions of new flag management is a set of flags to control
 * object generation and the curse flags.  These are not yet rewritten
 * in new index form; maybe these have no merit of rewriting.
 */

#define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
#define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
#define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
#define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
#define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))


#define TR_STR                 0      /* STR += "pval" */
#define TR_INT                 1      /* INT += "pval" */
#define TR_WIS                 2      /* WIS += "pval" */
#define TR_DEX                 3      /* DEX += "pval" */
#define TR_CON                 4      /* CON += "pval" */
#define TR_CHR                 5      /* CHR += "pval" */
#define TR_MAGIC_MASTERY       6      /* Later */
#define TR_FORCE_WEAPON        7      /* Later */
#define TR_STEALTH             8      /* Stealth += "pval" */
#define TR_SEARCH              9      /* Search += "pval" */
#define TR_INFRA               10     /* Infra += "pval" */
#define TR_TUNNEL              11     /* Tunnel += "pval" */
#define TR_SPEED               12     /* Speed += "pval" */
#define TR_BLOWS               13     /* Blows += "pval" */
#define TR_CHAOTIC             14
#define TR_VAMPIRIC            15
#define TR_SLAY_ANIMAL         16
#define TR_SLAY_EVIL           17
#define TR_SLAY_UNDEAD         18
#define TR_SLAY_DEMON          19
#define TR_SLAY_ORC            20
#define TR_SLAY_TROLL          21
#define TR_SLAY_GIANT          22
#define TR_SLAY_DRAGON         23
#define TR_KILL_DRAGON         24     /* Execute Dragon */
#define TR_VORPAL              25     /* Later */
#define TR_IMPACT              26     /* Cause Earthquakes */
#define TR_BRAND_POIS          27
#define TR_BRAND_ACID          28
#define TR_BRAND_ELEC          29
#define TR_BRAND_FIRE          30
#define TR_BRAND_COLD          31

#define TR_SUST_STR            32
#define TR_SUST_INT            33
#define TR_SUST_WIS            34
#define TR_SUST_DEX            35
#define TR_SUST_CON            36
#define TR_SUST_CHR            37
#define TR_RIDING              38
#define TR_EASY_SPELL          39
#define TR_IM_ACID             40
#define TR_IM_ELEC             41
#define TR_IM_FIRE             42
#define TR_IM_COLD             43
#define TR_THROW               44     /* Later */
#define TR_REFLECT             45     /* Reflect 'bolts' */
#define TR_FREE_ACT            46     /* Free Action */
#define TR_HOLD_LIFE           47     /* Hold Life */
#define TR_RES_ACID            48
#define TR_RES_ELEC            49
#define TR_RES_FIRE            50
#define TR_RES_COLD            51
#define TR_RES_POIS            52
#define TR_RES_FEAR            53     /* Added for Zangband */
#define TR_RES_LITE            54
#define TR_RES_DARK            55
#define TR_RES_BLIND           56
#define TR_RES_CONF            57
#define TR_RES_SOUND           58
#define TR_RES_SHARDS          59
#define TR_RES_NETHER          60
#define TR_RES_NEXUS           61
#define TR_RES_CHAOS           62
#define TR_RES_DISEN           63

#define TR_SH_FIRE             64     /* Immolation (Fire) */
#define TR_SH_ELEC             65     /* Electric Sheath */
#define TR_SLAY_HUMAN          66     /* Slay human */
#define TR_SH_COLD             67     /* cold aura */
#define TR_NO_TELE             68     /* Anti-teleportation */
#define TR_NO_MAGIC            69     /* Anti-magic */
#define TR_DEC_MANA            70     /* ??? */
#define TR_TY_CURSE            71     /* The Ancient Curse */
#define TR_WARNING             72     /* Warning */
#define TR_HIDE_TYPE           73     /* Hide "pval" description */
#define TR_SHOW_MODS           74     /* Always show Tohit/Todam */
#define TR_XXX1                75     /* XXX1 */
#define TR_LEVITATION             76     /* Feather Falling */
#define TR_LITE                77     /* Permanent Light */
#define TR_SEE_INVIS           78     /* See Invisible */
#define TR_TELEPATHY           79     /* Telepathy */
#define TR_SLOW_DIGEST         80     /* Item slows down digestion */
#define TR_REGEN               81     /* Item induces regeneration */
#define TR_XTRA_MIGHT          82     /* Bows get extra multiplier */
#define TR_XTRA_SHOTS          83     /* Bows get extra shots */
#define TR_IGNORE_ACID         84     /* Item ignores Acid Damage */
#define TR_IGNORE_ELEC         85     /* Item ignores Elec Damage */
#define TR_IGNORE_FIRE         86     /* Item ignores Fire Damage */
#define TR_IGNORE_COLD         87     /* Item ignores Cold Damage */
#define TR_ACTIVATE            88     /* Item can be activated */
#define TR_DRAIN_EXP           89     /* Item drains Experience */
#define TR_TELEPORT            90     /* Item teleports player */
#define TR_AGGRAVATE           91     /* Item aggravates monsters */
#define TR_BLESSED             92     /* Item is Blessed */
#define TR_ES_ATTACK           93     /* Fake flag for Smith */
#define TR_ES_AC               94     /* Fake flag for Smith */
#define TR_XXX5                95

#define TR_KILL_ANIMAL         96
#define TR_KILL_EVIL           97
#define TR_KILL_UNDEAD         98
#define TR_KILL_DEMON          99
#define TR_KILL_ORC            100
#define TR_KILL_TROLL          101
#define TR_KILL_GIANT          102
#define TR_KILL_HUMAN          103
#define TR_ESP_ANIMAL          104
#define TR_ESP_UNDEAD          105
#define TR_ESP_DEMON           106
#define TR_ESP_ORC             107
#define TR_ESP_TROLL           108
#define TR_ESP_GIANT           109
#define TR_ESP_DRAGON          110
#define TR_ESP_HUMAN           111
#define TR_ESP_EVIL            112
#define TR_ESP_GOOD            113
#define TR_ESP_NONLIVING       114
#define TR_ESP_UNIQUE          115
#define TR_FULL_NAME           116
#define TR_FIXED_FLAVOR        117

#define TR_FLAG_MAX            118
#define TR_FLAG_SIZE           4


#define TRG_INSTA_ART           0x00000001L     /* Item must be an artifact */
#define TRG_QUESTITEM           0x00000002L     /* quest level item -KMW- */
#define TRG_XTRA_POWER          0x00000004L     /* Extra power */
#define TRG_ONE_SUSTAIN         0x00000008L     /* One sustain */
#define TRG_XTRA_RES_OR_POWER   0x00000010L     /* Extra resistance or power */
#define TRG_XTRA_H_RES          0x00000020L     /* Extra high resistance */
#define TRG_XTRA_E_RES          0x00000040L     /* Extra element resistance */
#define TRG_XTRA_L_RES          0x00000080L     /* Extra lordly resistance */
#define TRG_XTRA_D_RES          0x00000100L     /* Extra dragon resistance */
#define TRG_XTRA_RES            0x00000200L     /* Extra resistance */
#define TRG_CURSED              0x00000400L     /* Item is Cursed */
#define TRG_HEAVY_CURSE         0x00000800L     /* Item is Heavily Cursed */
#define TRG_PERMA_CURSE         0x00001000L     /* Item is Perma Cursed */
#define TRG_RANDOM_CURSE0       0x00002000L     /* Item is Random Cursed */
#define TRG_RANDOM_CURSE1       0x00004000L     /* Item is Random Cursed */
#define TRG_RANDOM_CURSE2       0x00008000L     /* Item is Random Cursed */


#define MAX_CURSE 17

#define TRC_CURSED              0x00000001L
#define TRC_HEAVY_CURSE         0x00000002L
#define TRC_PERMA_CURSE         0x00000004L
#define TRC_XXX1                0x00000008L
#define TRC_TY_CURSE            0x00000010L
#define TRC_AGGRAVATE           0x00000020L
#define TRC_DRAIN_EXP           0x00000040L
#define TRC_SLOW_REGEN          0x00000080L
#define TRC_ADD_L_CURSE         0x00000100L
#define TRC_ADD_H_CURSE         0x00000200L
#define TRC_CALL_ANIMAL         0x00000400L
#define TRC_CALL_DEMON          0x00000800L
#define TRC_CALL_DRAGON         0x00001000L
#define TRC_COWARDICE           0x00002000L
#define TRC_TELEPORT            0x00004000L
#define TRC_LOW_MELEE           0x00008000L
#define TRC_LOW_AC              0x00010000L
#define TRC_LOW_MAGIC           0x00020000L
#define TRC_FAST_DIGEST         0x00040000L
#define TRC_DRAIN_HP            0x00080000L
#define TRC_DRAIN_MANA          0x00100000L

#define TRC_TELEPORT_SELF       0x00000001L
#define TRC_CHAINSWORD          0x00000002L

#define TRC_SPECIAL_MASK \
	(TRC_TY_CURSE | TRC_AGGRAVATE)

#define TRC_HEAVY_MASK   \
	(TRC_TY_CURSE | TRC_AGGRAVATE | TRC_DRAIN_EXP | TRC_ADD_H_CURSE | \
	 TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_TELEPORT)

#define TRC_P_FLAG_MASK  \
	(TRC_TELEPORT_SELF | TRC_CHAINSWORD | \
	 TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | \
	 TRC_CALL_ANIMAL | TRC_CALL_DEMON | TRC_CALL_DRAGON | TRC_COWARDICE | \
	 TRC_TELEPORT | TRC_DRAIN_HP | TRC_DRAIN_MANA)



/*
 * Bit flags for apply_magic() (etc)
 */
#define AM_NO_FIXED_ART 0x00000001 /* Don't allow roll for fixed artifacts */
#define AM_GOOD         0x00000002 /* Generate good items */
#define AM_GREAT        0x00000004 /* Generate great items */
#define AM_SPECIAL      0x00000008 /* Generate artifacts (for debug mode only) */
#define AM_CURSED       0x00000010 /* Generate cursed/worthless items */


/*** Monster blow constants ***/


/*
 * New monster blow methods
 */
#define RBM_HIT          1
#define RBM_TOUCH        2
#define RBM_PUNCH        3
#define RBM_KICK         4
#define RBM_CLAW         5
#define RBM_BITE         6
#define RBM_STING        7
#define RBM_SLASH        8
#define RBM_BUTT         9
#define RBM_CRUSH       10
#define RBM_ENGULF      11
#define RBM_CHARGE      12
#define RBM_CRAWL       13
#define RBM_DROOL       14
#define RBM_SPIT        15
#define RBM_EXPLODE     16
#define RBM_GAZE        17
#define RBM_WAIL        18
#define RBM_SPORE       19
#define RBM_XXX4        20
#define RBM_BEG         21
#define RBM_INSULT      22
#define RBM_MOAN        23
#define RBM_SHOW        24
#define RBM_SHOOT       25


/*
 * New monster blow effects
 */
#define RBE_HURT         1
#define RBE_POISON       2
#define RBE_UN_BONUS     3
#define RBE_UN_POWER     4
#define RBE_EAT_GOLD     5
#define RBE_EAT_ITEM     6
#define RBE_EAT_FOOD     7
#define RBE_EAT_LITE     8
#define RBE_ACID         9
#define RBE_ELEC        10
#define RBE_FIRE        11
#define RBE_COLD        12
#define RBE_BLIND       13
#define RBE_CONFUSE     14
#define RBE_TERRIFY     15
#define RBE_PARALYZE    16
#define RBE_LOSE_STR    17
#define RBE_LOSE_INT    18
#define RBE_LOSE_WIS    19
#define RBE_LOSE_DEX    20
#define RBE_LOSE_CON    21
#define RBE_LOSE_CHR    22
#define RBE_LOSE_ALL    23
#define RBE_SHATTER     24
#define RBE_EXP_10      25
#define RBE_EXP_20      26
#define RBE_EXP_40      27
#define RBE_EXP_80      28
#define RBE_DISEASE     29
#define RBE_TIME        30
#define RBE_EXP_VAMP    31
#define RBE_DR_MANA     32
#define RBE_SUPERHURT   33


/*** Monster flag values (hard-coded) ***/


/*
 * 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_SHAPECHANGER        0x00000020  /* TY: shapechanger */
#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_ATTR_SEMIRAND       0x00001000  /* Color is determined semi-randomly */
#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_XXX2                0x40000000  /* XXX */
#define RF1_XXX3                0x80000000  /* XXX */

/*
 * 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_MULTIPLY        0x00000100  /* Monster reproduces */
#define RF2_REGENERATE      0x00000200  /* Monster regenerates */
#define RF2_CHAR_MULTI      0x00000400  /* (Not implemented) */
#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_XXX1            0x01000000
#define RF2_XXX2            0x02000000
#define RF2_XXX3            0x04000000
#define RF2_XXX4            0x08000000
#define RF2_XXX5            0x10000000
#define RF2_XXX6            0x20000000
#define RF2_HUMAN           0x40000000  /* Human */
#define RF2_QUANTUM         0x80000000  /* Monster has quantum behavior */

/*
 * 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_AMBERITE        0x00000100  /* TY: Amberite */
#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_HURT_FIRE       0x00004000  /* Hurt badly by fire */
#define RF3_HURT_COLD       0x00008000  /* Hurt badly by cold */
#define RF3_XXX16           0x00010000
#define RF3_XXX17           0x00020000
#define RF3_XXX18           0x00040000
#define RF3_XXX19           0x00080000
#define RF3_XXX20           0x00100000
#define RF3_XXX21           0x00200000
#define RF3_XXX22           0x00400000
#define RF3_XXX23           0x00800000
#define RF3_XXX24           0x01000000
#define RF3_XXX25           0x02000000
#define RF3_XXX26           0x04000000
#define RF3_XXX27           0x08000000
#define RF3_NO_FEAR         0x10000000  /* Cannot be scared */
#define RF3_NO_STUN         0x20000000  /* Cannot be stunned */
#define RF3_NO_CONF         0x40000000  /* Cannot be confused and resist confusion */
#define RF3_NO_SLEEP        0x80000000  /* Cannot be slept */

/*
 * New monster race bit flags
 */
#define RF4_SHRIEK          0x00000001  /* Shriek for help */
#define RF4_XXX1            0x00000002  /* XXX */
#define RF4_DISPEL          0x00000004  /* Dispel magic */
#define RF4_ROCKET          0x00000008  /* TY: Rocket */
#define RF4_SHOOT           0x00000010  /* Fire missiles */
#define RF4_XXX2            0x00000020
#define RF4_XXX3            0x00000040
#define RF4_XXX4            0x00000080
#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  /* TY: Logrus 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_BA_LITE         0x00100000  /* StarBurst */
#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_INVULNER        0x00000008  /* INVULNERABILITY! */
#define RF6_BLINK           0x00000010  /* Teleport Short */
#define RF6_TPORT           0x00000020  /* Teleport Long */
#define RF6_WORLD           0x00000040  /* world */
#define RF6_SPECIAL         0x00000080  /* Special Attack */
#define RF6_TELE_TO         0x00000100  /* Move player to monster */
#define RF6_TELE_AWAY       0x00000200  /* Move player far away */
#define RF6_TELE_LEVEL      0x00000400  /* Move player vertically */
#define RF6_PSY_SPEAR       0x00000800  /* Psyco-spear */
#define RF6_DARKNESS        0x00001000  /* Create Darkness */
#define RF6_TRAPS           0x00002000  /* Create Traps */
#define RF6_FORGET          0x00004000  /* Cause amnesia */
#define RF6_RAISE_DEAD      0x00008000  /* Raise Dead */
#define RF6_S_KIN           0x00010000  /* Summon "kin" */
#define RF6_S_CYBER         0x00020000  /* Summon Cyberdemons! */
#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_AMBERITES     0x40000000  /* Summon Amberites */
#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_NAZGUL              0x00000010  /* Is a "Nazgul" unique */
#define RF7_UNIQUE2             0x00000020  /* Fake unique */
#define RF7_RIDING              0x00000040  /* Good for riding */
#define RF7_KAGE                0x00000080  /* Is kage */
#define RF7_HAS_LITE_1          0x00000100  /* Monster carries light */
#define RF7_SELF_LITE_1         0x00000200  /* Monster lights itself */
#define RF7_HAS_LITE_2          0x00000400  /* Monster carries light */
#define RF7_SELF_LITE_2         0x00000800  /* Monster lights itself */
#define RF7_GUARDIAN            0x00001000  /* Guardian of a dungeon */
#define RF7_CHAMELEON           0x00002000  /* Chameleon can change */
#define RF7_KILL_EXP            0x00004000  /* No exp until you kill it */
#define RF7_TANUKI              0x00008000  /* Tanuki disguise */
#define RF7_HAS_DARK_1          0x00010000  /* Monster carries darkness */
#define RF7_SELF_DARK_1         0x00020000  /* Monster darkens itself */
#define RF7_HAS_DARK_2          0x00040000  /* Monster carries darkness */
#define RF7_SELF_DARK_2         0x00080000  /* Monster darkens itself */

/*
 * Monster race flags
 */
#define RF8_WILD_ONLY           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_WILD_ALL            0x80000000

/*
 * Monster drop info
 */
#define RF9_DROP_CORPSE         0x00000001
#define RF9_DROP_SKELETON       0x00000002
#define RF9_EAT_BLIND           0x00000004
#define RF9_EAT_CONF            0x00000008
#define RF9_EAT_MANA            0x00000010
#define RF9_EAT_NEXUS           0x00000020
#define RF9_EAT_SLEEP           0x00000040
#define RF9_EAT_BERSERKER       0x00000080
#define RF9_EAT_ACIDIC          0x00000100
#define RF9_EAT_SPEED           0x00000200
#define RF9_EAT_CURE            0x00000400
#define RF9_EAT_FIRE_RES        0x00000800
#define RF9_EAT_COLD_RES        0x00001000
#define RF9_EAT_ACID_RES        0x00002000
#define RF9_EAT_ELEC_RES        0x00004000
#define RF9_EAT_POIS_RES        0x00008000
#define RF9_EAT_INSANITY        0x00010000
#define RF9_EAT_DRAIN_EXP       0x00020000
#define RF9_EAT_POISONOUS       0x00040000
#define RF9_EAT_GIVE_STR        0x00080000
#define RF9_EAT_GIVE_INT        0x00100000
#define RF9_EAT_GIVE_WIS        0x00200000
#define RF9_EAT_GIVE_DEX        0x00400000
#define RF9_EAT_GIVE_CON        0x00800000
#define RF9_EAT_GIVE_CHR        0x01000000
#define RF9_EAT_LOSE_STR        0x02000000
#define RF9_EAT_LOSE_INT        0x04000000
#define RF9_EAT_LOSE_WIS        0x08000000
#define RF9_EAT_LOSE_DEX        0x01000000
#define RF9_EAT_LOSE_CON        0x20000000
#define RF9_EAT_LOSE_CHR        0x40000000
#define RF9_EAT_DRAIN_MANA      0x80000000

/*
 * Monster bit flags of racial resistances
 * Note: Resist confusion was merged to RFR_NO_CONF
 */
#define RFR_IM_ACID         0x00000001  /* Resist acid */
#define RFR_IM_ELEC         0x00000002  /* Resist elec */
#define RFR_IM_FIRE         0x00000004  /* Resist fire */
#define RFR_IM_COLD         0x00000008  /* Resist cold */
#define RFR_IM_POIS         0x00000010  /* Resist poison */
#define RFR_RES_LITE        0x00000020  /* Resist lite */
#define RFR_RES_DARK        0x00000040  /* Resist dark */
#define RFR_RES_NETH        0x00000080  /* Resist nether */
#define RFR_RES_WATE        0x00000100  /* Resist water */
#define RFR_RES_PLAS        0x00000200  /* Resist plasma */
#define RFR_RES_SHAR        0x00000400  /* Resist shards */
#define RFR_RES_SOUN        0x00000800  /* Resist sound */
#define RFR_RES_CHAO        0x00001000  /* Resist chaos */
#define RFR_RES_NEXU        0x00002000  /* Resist nexus */
#define RFR_RES_DISE        0x00004000  /* Resist disenchantment */
#define RFR_RES_WALL        0x00008000  /* Resist force */
#define RFR_RES_INER        0x00010000  /* Resist inertia */
#define RFR_RES_TIME        0x00020000  /* Resist time */
#define RFR_RES_GRAV        0x00040000  /* Resist gravity */
#define RFR_RES_ALL         0x00080000  /* Resist all */
#define RFR_RES_TELE        0x00100000  /* Resist teleportation */
#define RFR_XXX21           0x00200000
#define RFR_XXX22           0x00400000
#define RFR_XXX23           0x00800000
#define RFR_XXX24           0x01000000
#define RFR_XXX25           0x02000000
#define RFR_XXX26           0x04000000
#define RFR_XXX27           0x08000000
#define RFR_XXX28           0x10000000
#define RFR_XXX29           0x20000000
#define RFR_XXX30           0x40000000
#define RFR_XXX31           0x80000000


/*
 * Hack -- choose "intelligent" spells when desperate
 * Including "summon" spells
 */
#define RF4_INT_MASK \
	(RF4_SUMMON_MASK | RF4_DISPEL)

#define RF5_INT_MASK \
	(RF5_SUMMON_MASK | \
	 RF5_HOLD | RF5_SLOW | RF5_CONF | RF5_BLIND | RF5_SCARE)

#define RF6_INT_MASK \
	(RF6_SUMMON_MASK | \
	 RF6_BLINK | RF6_TPORT | RF6_TELE_LEVEL | RF6_TELE_AWAY | \
	 RF6_HEAL | RF6_INVULNER | RF6_HASTE | RF6_TRAPS)

/*
 * Hack -- spells that cannot be used while player riding on the monster
 */
#define RF4_RIDING_MASK \
	(RF4_SHRIEK)

#define RF5_RIDING_MASK 0L

#define RF6_RIDING_MASK \
	(RF6_BLINK | RF6_TPORT | RF6_TRAPS | RF6_DARKNESS | RF6_SPECIAL)

/*
 * Hack -- "bolt" spells that may hurt fellow monsters
 * Currently "bolt" spells are included in "attack"
 */
#define RF4_BOLT_MASK \
	(RF4_ROCKET | RF4_SHOOT)

#define RF5_BOLT_MASK \
	(RF5_BO_ACID | RF5_BO_ELEC | RF5_BO_FIRE | RF5_BO_COLD | \
	 RF5_BO_NETH | RF5_BO_WATE | RF5_BO_MANA | RF5_BO_PLAS | \
	 RF5_BO_ICEE | RF5_MISSILE)

#define RF6_BOLT_MASK 0L

/*
 * Hack -- "beam" spells that may hurt fellow monsters
 * Currently "beam" spells are included in "attack"
 */
#define RF4_BEAM_MASK 0L

#define RF5_BEAM_MASK 0L

#define RF6_BEAM_MASK (RF6_PSY_SPEAR)

/*
 * Hack -- "ball" spells that may hurt friends
 * Including "radius 4 ball" and "breath" spells
 * Currently "ball" spells are included in "attack"
 */
#define RF4_BALL_MASK \
	(RF4_BIG_BALL_MASK | RF4_BREATH_MASK | \
	 RF4_ROCKET | RF4_BA_NUKE)

#define RF5_BALL_MASK \
	(RF5_BIG_BALL_MASK | RF5_BREATH_MASK | \
	 RF5_BA_ACID | RF5_BA_ELEC | RF5_BA_FIRE | RF5_BA_COLD | \
	 RF5_BA_POIS | RF5_BA_NETH)

#define RF6_BALL_MASK \
	(RF6_BIG_BALL_MASK | RF6_BREATH_MASK)

/*
 * Hack -- "ball" spells with radius 4 that may hurt friends
 * Currently "radius 4 ball" spells are included in "ball"
 */
#define RF4_BIG_BALL_MASK \
	(RF4_BA_CHAO)

#define RF5_BIG_BALL_MASK \
	(RF5_BA_LITE | RF5_BA_DARK | RF5_BA_WATE | RF5_BA_MANA)

#define RF6_BIG_BALL_MASK 0L

/*
 * Hack -- "breath" spells that may hurt friends
 * Currently "breath" spells are included in "ball" and "non-magic"
 */
#define RF4_BREATH_MASK \
	(RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | \
	 RF4_BR_POIS | RF4_BR_NETH | RF4_BR_LITE | RF4_BR_DARK | \
	 RF4_BR_CONF | RF4_BR_SOUN | RF4_BR_CHAO | RF4_BR_DISE | \
	 RF4_BR_NEXU | RF4_BR_SHAR | RF4_BR_TIME | RF4_BR_INER | \
	 RF4_BR_GRAV | RF4_BR_PLAS | RF4_BR_WALL | RF4_BR_MANA | \
	 RF4_BR_NUKE | RF4_BR_DISI)

#define RF5_BREATH_MASK 0L

#define RF6_BREATH_MASK 0L

/*
 * Hack -- "summon" spells
 * Currently "summon" spells are included in "intelligent" and "indirect"
 */
#define RF4_SUMMON_MASK 0L

#define RF5_SUMMON_MASK 0L

#define RF6_SUMMON_MASK \
	(RF6_S_KIN | RF6_S_CYBER | 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_AMBERITES | RF6_S_UNIQUE)

/*
 * Hack -- "attack" spells
 * Including "bolt", "beam" and "ball" spells
 */
#define RF4_ATTACK_MASK \
	(RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_DISPEL)

#define RF5_ATTACK_MASK \
	(RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | \
	 RF5_DRAIN_MANA | RF5_MIND_BLAST | RF5_BRAIN_SMASH | \
	 RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | \
	 RF5_SCARE | RF5_BLIND | RF5_CONF | RF5_SLOW | RF5_HOLD)

#define RF6_ATTACK_MASK \
	(RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | \
	 RF6_HAND_DOOM | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL | \
	 RF6_DARKNESS | RF6_TRAPS | RF6_FORGET)

/*
 * Hack -- "indirect" spells
 * Including "summon" spells
 */
#define RF4_INDIRECT_MASK \
	(RF4_SUMMON_MASK | RF4_SHRIEK)

#define RF5_INDIRECT_MASK \
	(RF5_SUMMON_MASK)

#define RF6_INDIRECT_MASK \
	(RF6_SUMMON_MASK | \
	 RF6_HASTE | RF6_HEAL | RF6_INVULNER | RF6_BLINK | RF6_WORLD | \
	 RF6_TPORT | RF6_RAISE_DEAD)

/*
 * Hack -- "non-magic" spells
 * Including "breath" spells
 */
#define RF4_NOMAGIC_MASK \
	(RF4_BREATH_MASK | RF4_SHRIEK | RF4_ROCKET | RF4_SHOOT)

#define RF5_NOMAGIC_MASK \
	(RF5_BREATH_MASK)

#define RF6_NOMAGIC_MASK \
	(RF6_BREATH_MASK | RF6_SPECIAL)

/*
 * Hack -- "torch" masks
 */
#define RF7_LITE_MASK \
	(RF7_HAS_LITE_1 | RF7_SELF_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_2)

#define RF7_DARK_MASK \
	(RF7_HAS_DARK_1 | RF7_SELF_DARK_1 | RF7_HAS_DARK_2 | RF7_SELF_DARK_2)

#define RF7_HAS_LD_MASK \
	(RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_HAS_DARK_1 | RF7_HAS_DARK_2)

#define RF7_SELF_LD_MASK \
	(RF7_SELF_LITE_1 | RF7_SELF_LITE_2 | RF7_SELF_DARK_1 | RF7_SELF_DARK_2)

/*
 * Hack -- effective elemental and poison immunity mask
 */
#define RFR_EFF_IM_ACID_MASK  (RFR_IM_ACID | RFR_RES_ALL)
#define RFR_EFF_IM_ELEC_MASK  (RFR_IM_ELEC | RFR_RES_ALL)
#define RFR_EFF_IM_FIRE_MASK  (RFR_IM_FIRE | RFR_RES_ALL)
#define RFR_EFF_IM_COLD_MASK  (RFR_IM_COLD | RFR_RES_ALL)
#define RFR_EFF_IM_POIS_MASK  (RFR_IM_POIS | RFR_RES_ALL)
#define RFR_EFF_RES_SHAR_MASK (RFR_RES_SHAR | RFR_RES_ALL)
#define RFR_EFF_RES_CHAO_MASK (RFR_RES_CHAO | RFR_RES_ALL)
#define RFR_EFF_RES_NEXU_MASK (RFR_RES_NEXU | RFR_RES_ALL)


#define MR1_SINKA 0x01


#define is_friendly(A) \
	 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)

#define is_friendly_idx(IDX) \
	 (bool)((IDX) > 0 && is_friendly(&m_list[(IDX)]))

#define is_pet(A) \
	 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE)

#define is_hostile(A) \
	 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE)

/* Hack -- Determine monster race appearance index is same as race index */
#define is_original_ap(A) \
	 (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE)

#define is_original_ap_and_seen(A) \
	 (bool)((A)->ml && !p_ptr->image && ((A)->ap_r_idx == (A)->r_idx))

/*
 * Is the monster seen by the player?
 */
#define is_seen(A) \
	((bool)((A)->ml && (!ignore_unview || p_ptr->inside_battle || \
	 (player_can_see_bold((A)->fy, (A)->fx) && projectable(py, px, (A)->fy, (A)->fx)))))


/*** Option Definitions ***/


#define OPT_PAGE_INPUT          1
#define OPT_PAGE_MAPSCREEN      2
#define OPT_PAGE_TEXT           3
#define OPT_PAGE_GAMEPLAY       4
#define OPT_PAGE_DISTURBANCE    5
#define OPT_PAGE_BIRTH          6
#define OPT_PAGE_AUTODESTROY    7
#define OPT_PAGE_PLAYRECORD    10

#define OPT_PAGE_JAPANESE_ONLY 99


/*** Macro Definitions ***/


/*
 * Hack -- The main "screen"
 */
#define term_screen     (angband_term[0])


/*
 * Determine if a given inventory item is "aware"
 */
#define object_is_aware(T) \
    (k_info[(T)->k_idx].aware)

/*
 * Determine if a given inventory item is "tried"
 */
#define object_is_tried(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_is_known(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) \
	((k_info[(T)->k_idx].flavor) ? \
	 (k_info[k_info[(T)->k_idx].flavor].x_attr) : \
	 ((!(T)->k_idx || ((T)->tval != TV_CORPSE) || ((T)->sval != SV_CORPSE) || \
	   (k_info[(T)->k_idx].x_attr != TERM_DARK)) ? \
	  (k_info[(T)->k_idx].x_attr) : (r_info[(T)->pval].x_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) ? \
	 (k_info[k_info[(T)->k_idx].flavor].x_char) : \
	 (k_info[(T)->k_idx].x_char))


/*
 * Artifacts use the "name1" field
 */
#define object_is_fixed_artifact(T) \
	((T)->name1 ? TRUE : FALSE)

/*
 * Ego-Items use the "name2" field
 */
#define object_is_ego(T) \
	((T)->name2 ? TRUE : FALSE)


/*
 * Broken items.
 */
#define object_is_broken(T) \
	((T)->ident & (IDENT_BROKEN))

/*
 * Cursed items.
 */
#define object_is_cursed(T) \
	((T)->curse_flags)


/*
 * 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 on or inside the outer walls
 * (unsigned version)
 */
#define in_bounds2u(Y,X) \
   (((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 player is on this grid
 */
#define player_bold(Y,X) \
	(((Y) == py) && ((X) == px))


/*
 * Grid based version of "player_bold()"
 */
#define player_grid(C) \
	((C) == &cave[py][px])


#define cave_have_flag_bold(Y,X,INDEX) \
	(have_flag(f_info[cave[(Y)][(X)].feat].flags, (INDEX)))


#define cave_have_flag_grid(C,INDEX) \
	(have_flag(f_info[(C)->feat].flags, (INDEX)))


/*
 * Determine if a "feature" supports "los"
 */
#define feat_supports_los(F) \
	(have_flag(f_info[(F)].flags, FF_LOS))


/*
 * Determine if a "legal" grid supports "los"
 */
#define cave_los_bold(Y,X) \
	(feat_supports_los(cave[(Y)][(X)].feat))

#define cave_los_grid(C) \
	(feat_supports_los((C)->feat))


/*
 * Determine if a "legal" grid is a "clean" floor grid
 * Determine if terrain-change spells are allowed in a grid.
 *
 * Line 1 -- forbid non-floors
 * Line 2 -- forbid object terrains
 * Line 3 -- forbid normal objects
 */
#define cave_clean_bold(Y,X) \
	(cave_have_flag_bold((Y), (X), FF_FLOOR) && \
	 !(cave[Y][X].info & CAVE_OBJECT) && \
	  (cave[Y][X].o_idx == 0))


/*
 * Determine if an object can be dropped on a "legal" grid
 *
 * Line 1 -- forbid non-drops
 * Line 2 -- forbid object terrains
 */
#define cave_drop_bold(Y,X) \
	(cave_have_flag_bold((Y), (X), FF_DROP) && \
	 !(cave[Y][X].info & CAVE_OBJECT))


/*
 * Determine if a "legal" grid is an "empty" floor grid
 * Determine if monsters are allowed to move into a grid
 *
 * Line 1 -- forbid non-placement grids
 * Line 2 -- forbid normal monsters
 * Line 3 -- forbid the player
 */
#define cave_empty_bold(Y,X) \
	(cave_have_flag_bold((Y), (X), FF_PLACE) && \
	 !(cave[Y][X].m_idx) && \
	 !player_bold(Y,X))


/*
 * Determine if a "legal" grid is an "empty" floor grid
 * Determine if monster generation is allowed in a grid
 *
 * Line 1 -- forbid non-empty grids
 * Line 2 -- forbid trees while dungeon generation
 */
#define cave_empty_bold2(Y,X) \
	(cave_empty_bold(Y,X) && \
	 (character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))


/*
 * Determine if a "legal" grid is an "naked" floor grid
 *
 * Line 1 -- forbid non-clean gird
 * Line 2 -- forbid monsters
 * Line 3 -- forbid the player
 */
#define cave_naked_bold(Y,X) \
	(cave_clean_bold(Y,X) && \
	 !(cave[Y][X].m_idx) && \
	 !player_bold(Y,X))


/*
 * Determine if a "legal" grid is "permanent"
 *
 * Line 1 -- permanent flag
 */
#define cave_perma_bold(Y,X) \
	(cave_have_flag_bold((Y), (X), FF_PERMANENT))


/*
 * Grid based version of "cave_empty_bold()"
 */
#define cave_empty_grid(C) \
	(cave_have_flag_grid((C), FF_PLACE) && \
	 !((C)->m_idx) && \
	 !player_grid(C))


/*
 * Grid based version of "cave_perma_bold()"
 */
#define cave_perma_grid(C) \
	(cave_have_flag_grid((C), FF_PERMANENT))


#define pattern_tile(Y,X) \
	(cave_have_flag_bold((Y), (X), FF_PATTERN))

/*
 * Does the grid stop disintegration?
 */
#define cave_stop_disintegration(Y,X) \
	(!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
	 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
	  cave_have_flag_bold((Y), (X), FF_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_grid(C) \
    (((C)->info & (CAVE_VIEW)) != 0)

/*
 * 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) || p_ptr->inside_battle)


/*
 * Determine if a "feature" is "permanent wall"
 */
#define permanent_wall(F) \
	(have_flag((F)->flags, FF_WALL) && \
	 have_flag((F)->flags, FF_PERMANENT))

/*
 * Get feature mimic from f_info[] (applying "mimic" field)
 */
#define get_feat_mimic(C) \
	(f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)

#define update_playtime() \
{\
	u32b tmp;\
	tmp = time(NULL);\
	playtime += (tmp - start_time);\
	start_time = tmp;\
}

/*
 * Hack -- Prepare to use the "Secure" routines
 */
#if defined(SET_UID) && defined(SECURE)
extern int PlayerUID;
# define getuid() PlayerUID
# define geteuid() PlayerUID
#endif



/*** Color constants ***/


/*
 * Angband "attributes" (with symbols, and base (R,G,B) codes)
 *
 * The "(R,G,B)" codes are given in "fourths" of the "maximal" value,
 * and should "gamma corrected" on most (non-Macintosh) machines.
 */
#define TERM_DARK                0  /* 'd' */   /* 0,0,0 */
#define TERM_WHITE               1  /* 'w' */   /* 4,4,4 */
#define TERM_SLATE               2  /* 's' */   /* 2,2,2 */
#define TERM_ORANGE              3  /* 'o' */   /* 4,2,0 */
#define TERM_RED                 4  /* 'r' */   /* 3,0,0 */
#define TERM_GREEN               5  /* 'g' */   /* 0,2,1 */
#define TERM_BLUE                6  /* 'b' */   /* 0,0,4 */
#define TERM_UMBER               7  /* 'u' */   /* 2,1,0 */
#define TERM_L_DARK              8  /* 'D' */   /* 1,1,1 */
#define TERM_L_WHITE             9  /* 'W' */   /* 3,3,3 */
#define TERM_VIOLET             10  /* 'v' */   /* 4,0,4 */
#define TERM_YELLOW             11  /* 'y' */   /* 4,4,0 */
#define TERM_L_RED              12  /* 'R' */   /* 4,0,0 */
#define TERM_L_GREEN            13  /* 'G' */   /* 0,4,0 */
#define TERM_L_BLUE             14  /* 'B' */   /* 0,4,4 */
#define TERM_L_UMBER            15  /* 'U' */   /* 3,2,1 */


/*
 * Not using graphical tiles for this feature?
 */
#define is_ascii_graphics(A) (!((A) & 0x80))


/*** 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 */
#define SOUND_GLASS     65 /* A glass feature was crashed */

/*
 * Mega-Hack -- maximum known sounds
 */
#define SOUND_MAX 66

#define MAX_VIRTUE 18

#define V_COMPASSION	    1
#define V_HONOUR	    2
#define V_JUSTICE	    3
#define V_SACRIFICE	    4
#define V_KNOWLEDGE	    5
#define V_FAITH 	    6
#define V_ENLIGHTEN	    7
#define V_ENCHANT	    8
#define V_CHANCE	    9
#define V_NATURE	   10
#define V_HARMONY	   11
#define V_VITALITY	   12
#define V_UNLIFE	   13
#define V_PATIENCE	   14
#define V_TEMPERANCE	   15
#define V_DILIGENCE	   16
#define V_VALOUR	   17
#define V_INDIVIDUALISM    18


/*** Hack ***/


/*
 * Hack -- attempt to reduce various values
 */
#ifdef ANGBAND_LITE
# undef MACRO_MAX
# define MACRO_MAX      128
# undef QUARK_MAX
# define QUARK_MAX      128
# undef MESSAGE_MAX
# define MESSAGE_MAX    128
# undef MESSAGE_BUF
# define MESSAGE_BUF    4096
#endif


/*
 * Buildings actions
 */
#define BACT_NOTHING                 0
#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_QUEST                   6
#define BACT_XXX_UNUSED              7
#define BACT_POSTER                  8
#define BACT_ARENA_RULES             9
#define BACT_ARENA                  10
#define BACT_ARENA_LEGENDS          11
#define BACT_IN_BETWEEN             12
#define BACT_GAMBLE_RULES           13
#define BACT_CRAPS                  14
#define BACT_SPIN_WHEEL             15
#define BACT_DICE_SLOTS             16
#define BACT_REST                   17
#define BACT_FOOD                   18
#define BACT_RUMORS                 19
#define BACT_RESEARCH_MONSTER       20
#define BACT_COMPARE_WEAPONS        21
#define BACT_LEGENDS                22
#define BACT_ENCHANT_WEAPON         23
#define BACT_ENCHANT_ARMOR          24
#define BACT_RECHARGE               25
#define BACT_IDENTS                 26
#define BACT_LEARN                  27
#define BACT_HEALING                28
#define BACT_RESTORE                29
#define BACT_ENCHANT_ARROWS         30
#define BACT_ENCHANT_BOW            31
#define BACT_GREET                  32
#define BACT_RECALL                 33
#define BACT_TELEPORT_LEVEL         34
#define BACT_LOSE_MUTATION          35
#define BACT_BATTLE                 36
#define BACT_TSUCHINOKO             37
#define BACT_TARGET                 38
#define BACT_KUBI                   39
#define BACT_KANKIN                 40
#define BACT_HEIKOUKA               41
#define BACT_TELE_TOWN              42
#define BACT_POKER                  43
#define BACT_IDENT_ONE              44
#define BACT_RECHARGE_ALL           45
#define BACT_EVAL_AC		    46
#define MAX_BACT                    47

/*
 * Quest status
 */
#define QUEST_STATUS_UNTAKEN         0
#define QUEST_STATUS_TAKEN           1
#define QUEST_STATUS_COMPLETED       2
#define QUEST_STATUS_REWARDED        3
#define QUEST_STATUS_FINISHED        4
#define QUEST_STATUS_FAILED          5
#define QUEST_STATUS_FAILED_DONE     6

/*
 * Quest type
 */
#define QUEST_TYPE_KILL_LEVEL                1
#define QUEST_TYPE_KILL_ANY_LEVEL            2
#define QUEST_TYPE_FIND_ARTIFACT             3
#define QUEST_TYPE_FIND_EXIT                 4
#define QUEST_TYPE_KILL_NUMBER               5
#define QUEST_TYPE_KILL_ALL                  6
#define QUEST_TYPE_RANDOM                    7

/*
 * Initialization flags
 */
#define INIT_SHOW_TEXT          0x01
#define INIT_ASSIGN             0x02
#define INIT_CREATE_DUNGEON     0x04
#define INIT_ONLY_FEATURES      0x08
#define INIT_ONLY_BUILDINGS     0x10

/*
 * Quest flags
 */
#define QUEST_FLAG_SILENT  0x01 /* no messages fro completion */
#define QUEST_FLAG_PRESET  0x02 /* quest is outside the main dungeon */
#define QUEST_FLAG_ONCE    0x04 /* quest is marked finished after leaving */

/*
 * Available graphic modes
 */
#define GRAPHICS_NONE       0
#define GRAPHICS_ORIGINAL   1
#define GRAPHICS_ADAM_BOLT  2

/*
 * Modes for the random name generator
 */
#define NAME_DWARF  1
#define NAME_ELF    2
#define NAME_GNOME  3
#define NAME_HOBBIT 4
#define NAME_HUMAN  5
#define NAME_ORC    6

#ifdef JP
#define JVERB_AND 1
#define JVERB_TO  2
#define JVERB_OR  3
#endif

/*
 * Modes for the tokenizer
 */
#define TOKENIZE_CHECKQUOTE 0x01  /* Special handling of single quotes */

/*
 * Parse errors
 */
#define PARSE_ERROR_GENERIC                  1
#define PARSE_ERROR_ABSOLETE_FILE            2
#define PARSE_ERROR_MISSING_RECORD_HEADER    3
#define PARSE_ERROR_NON_SEQUENTIAL_RECORDS   4
#define PARSE_ERROR_INVALID_FLAG             5
#define PARSE_ERROR_UNDEFINED_DIRECTIVE      6
#define PARSE_ERROR_OUT_OF_MEMORY            7
#define PARSE_ERROR_OUT_OF_BOUNDS            8
#define PARSE_ERROR_TOO_FEW_ARGUMENTS        9
#define PARSE_ERROR_UNDEFINED_TERRAIN_TAG   10
#define PARSE_ERROR_MAX                     11

#define GINOU_SUDE       0
#define GINOU_NITOURYU   1
#define GINOU_RIDING      2

/* Proficiency level */
#define EXP_LEVEL_UNSKILLED 0
#define EXP_LEVEL_BEGINNER  1
#define EXP_LEVEL_SKILLED   2
#define EXP_LEVEL_EXPERT    3
#define EXP_LEVEL_MASTER    4

/* Proficiency of weapons and misc. skills (except riding) */
#define WEAPON_EXP_UNSKILLED     0
#define WEAPON_EXP_BEGINNER   4000
#define WEAPON_EXP_SKILLED    6000
#define WEAPON_EXP_EXPERT     7000
#define WEAPON_EXP_MASTER     8000

/* Proficiency of riding */
#define RIDING_EXP_UNSKILLED     0
#define RIDING_EXP_BEGINNER    500
#define RIDING_EXP_SKILLED    2000
#define RIDING_EXP_EXPERT     5000
#define RIDING_EXP_MASTER     8000

/* Proficiency of spells */
#define SPELL_EXP_UNSKILLED      0
#define SPELL_EXP_BEGINNER     900
#define SPELL_EXP_SKILLED     1200
#define SPELL_EXP_EXPERT      1400
#define SPELL_EXP_MASTER      1600

#define NO_TOWN 6
#define SECRET_TOWN 5

#define NIKKI_HIGAWARI     0
#define NIKKI_BUNSHOU      1
#define NIKKI_ART          2
#define NIKKI_UNIQUE       3
#define NIKKI_FIX_QUEST_C  4
#define NIKKI_FIX_QUEST_F  5
#define NIKKI_RAND_QUEST_C 6
#define NIKKI_RAND_QUEST_F 7
#define NIKKI_MAXDEAPTH    8
#define NIKKI_TRUMP        9
#define NIKKI_STAIR       10
#define NIKKI_RECALL      11
#define NIKKI_TO_QUEST    12
#define NIKKI_TELE_LEV    13
#define NIKKI_BUY         14
#define NIKKI_SELL        15
#define NIKKI_ARENA       16
#define NIKKI_HANMEI      17
#define NIKKI_LEVELUP     18
#define NIKKI_GAMESTART   19
#define NIKKI_WIZ_TELE    20
#define NIKKI_NAMED_PET   21
#define NIKKI_PAT_TELE    22

#define RECORD_NAMED_PET_NAME        0
#define RECORD_NAMED_PET_UNNAME      1
#define RECORD_NAMED_PET_DISMISS     2
#define RECORD_NAMED_PET_DEATH       3
#define RECORD_NAMED_PET_MOVED       4
#define RECORD_NAMED_PET_LOST_SIGHT  5
#define RECORD_NAMED_PET_DESTROY     6
#define RECORD_NAMED_PET_EARTHQUAKE  7
#define RECORD_NAMED_PET_GENOCIDE    8
#define RECORD_NAMED_PET_WIZ_ZAP     9
#define RECORD_NAMED_PET_TELE_LEVEL  10
#define RECORD_NAMED_PET_BLAST       11
#define RECORD_NAMED_PET_HEAL_LEPER  12
#define RECORD_NAMED_PET_COMPACT     13
#define RECORD_NAMED_PET_LOSE_PARENT 14

#define MAX_MANE 16
#define MAX_MONSPELLS 96
#define MONSPELL_TYPE_BOLT 1
#define MONSPELL_TYPE_BALL 2
#define MONSPELL_TYPE_BREATH 3
#define MONSPELL_TYPE_SUMMON 4
#define MONSPELL_TYPE_OTHER 5

#define EATER_EXT 36
#define EATER_CHARGE 0x10000L
#define EATER_ROD_CHARGE 0x10L

#define MAX_KUBI 20

#define DETECT_RAD_DEFAULT 30
#define DETECT_RAD_MAP     30
#define DETECT_RAD_ALL     255

/* Monster Spells */
#define MS_SHRIEK         0
#define MS_XXX1           1
#define MS_DISPEL         2
#define MS_ROCKET         3
#define MS_SHOOT          4
#define MS_XXX2           5
#define MS_XXX3           6
#define MS_XXX4           7
#define MS_BR_ACID        8
#define MS_BR_ELEC        9
#define MS_BR_FIRE        10
#define MS_BR_COLD        11
#define MS_BR_POIS        12
#define MS_BR_NETHER      13
#define MS_BR_LITE        14
#define MS_BR_DARK        15
#define MS_BR_CONF        16
#define MS_BR_SOUND       17
#define MS_BR_CHAOS       18
#define MS_BR_DISEN       19
#define MS_BR_NEXUS       20
#define MS_BR_TIME        21
#define MS_BR_INERTIA     22
#define MS_BR_GRAVITY     23
#define MS_BR_SHARDS      24
#define MS_BR_PLASMA      25
#define MS_BR_FORCE       26
#define MS_BR_MANA        27
#define MS_BALL_NUKE      28
#define MS_BR_NUKE        29
#define MS_BALL_CHAOS     30
#define MS_BR_DISI        31
#define MS_BALL_ACID      32
#define MS_BALL_ELEC      33
#define MS_BALL_FIRE      34
#define MS_BALL_COLD      35
#define MS_BALL_POIS      36
#define MS_BALL_NETHER    37
#define MS_BALL_WATER     38
#define MS_BALL_MANA      39
#define MS_BALL_DARK      40
#define MS_DRAIN_MANA     41
#define MS_MIND_BLAST     42
#define MS_BRAIN_SMASH    43
#define MS_CAUSE_1        44
#define MS_CAUSE_2        45
#define MS_CAUSE_3        46
#define MS_CAUSE_4        47
#define MS_BOLT_ACID      48
#define MS_BOLT_ELEC      49
#define MS_BOLT_FIRE      50
#define MS_BOLT_COLD      51
#define MS_STARBURST      52
#define MS_BOLT_NETHER    53
#define MS_BOLT_WATER     54
#define MS_BOLT_MANA      55
#define MS_BOLT_PLASMA    56
#define MS_BOLT_ICE       57
#define MS_MAGIC_MISSILE  58
#define MS_SCARE          59
#define MS_BLIND          60
#define MS_CONF           61
#define MS_SLOW           62
#define MS_SLEEP          63
#define MS_SPEED          64
#define MS_HAND_DOOM      65
#define MS_HEAL           66
#define MS_INVULNER       67
#define MS_BLINK          68
#define MS_TELEPORT       69
#define MS_WORLD          70
#define MS_SPECIAL        71
#define MS_TELE_TO        72
#define MS_TELE_AWAY      73
#define MS_TELE_LEVEL     74
#define MS_PSY_SPEAR      75
#define MS_DARKNESS       76
#define MS_MAKE_TRAP      77
#define MS_FORGET         78
#define MS_RAISE_DEAD     79
#define MS_S_KIN          80
#define MS_S_CYBER        81
#define MS_S_MONSTER      82
#define MS_S_MONSTERS     83
#define MS_S_ANT          84
#define MS_S_SPIDER       85
#define MS_S_HOUND        86
#define MS_S_HYDRA        87
#define MS_S_ANGEL        88
#define MS_S_DEMON        89
#define MS_S_UNDEAD       90
#define MS_S_DRAGON       91
#define MS_S_HI_UNDEAD    92
#define MS_S_HI_DRAGON    93
#define MS_S_AMBERITE     94
#define MS_S_UNIQUE       95


#define MON_BEGGAR        12
#define MON_LEPER         13
#define MON_BLACK_MARKET  14
#define MON_GHB           39
#define MON_NOV_PRIEST    45
#define MON_GRIP          53
#define MON_WOLF          54
#define MON_FANG          55
#define MON_LOUSE         69
#define MON_PIRANHA       70
#define MON_COPPER_COINS  85
#define MON_NOV_PALADIN   97
#define MON_GREEN_G       100
#define MON_NOV_PRIEST_G  109
#define MON_SILVER_COINS  117
#define MON_D_ELF         122
#define MON_MANES         128
#define MON_LOST_SOUL     133
#define MON_ROBIN_HOOD    138
#define MON_NOV_PALADIN_G 147
#define MON_PHANTOM_W     152
#define MON_WOUNDED_BEAR  159
#define MON_D_ELF_MAGE    178
#define MON_D_ELF_WARRIOR 182
#define MON_BLUE_HORROR   189
#define MON_GOLD_COINS    195
#define MON_VORPAL_BUNNY  205
#define MON_PRIEST        225
#define MON_D_ELF_PRIEST  226
#define MON_TIGER         230
#define MON_MITHRIL_COINS 239
#define MON_DRUID         241
#define MON_PINK_HORROR   242
#define MON_HILL_GIANT    255
#define MON_WERERAT       270
#define MON_UMBER_HULK    283
#define MON_ORC_CAPTAIN   285
#define MON_BERSERKER     293
#define MON_SHAGRAT       314
#define MON_GORBAG        315
#define MON_STONE_GIANT   321
#define MON_D_ELF_LORD    348
#define MON_FIRE_VOR      354
#define MON_WATER_VOR     355
#define MON_ARCH_VILE     357
#define MON_COLD_VOR      358
#define MON_ENERGY_VOR    359
#define MON_IRON_GOLEM    367
#define MON_JADE_MONK     370
#define MON_D_ELF_WARLOCK 375
#define MON_HAGEN         383
#define MON_MENELDOR      384
#define MON_PHANTOM_B     385
#define MON_C_CRAWLER     395
#define MON_XICLOTLAN     396
#define MON_D_ELF_DRUID   400
#define MON_TROLL_PRIEST  403
#define MON_GWAIHIR       410
#define MON_ANGEL         417
#define MON_ADAMANT_COINS 423
#define MON_SPIRIT_NAGA   436
#define MON_GACHAPIN      441
#define MON_BASILISK      453
#define MON_ARCHANGEL     456
#define MON_MITHRIL_GOLEM 464
#define MON_THORONDOR     468
#define MON_SHADOW_DRAKE  471
#define MON_GHOST         477
#define MON_OGRE_SHAMAN   479
#define MON_NINJA         485
#define MON_BICLOPS       490
#define MON_IVORY_MONK    492
#define MON_LOG_MASTER    498
#define MON_ETHER_DRAKE   504
#define MON_GOEMON        505
#define MON_CHERUB        511
#define MON_WATER_ELEM    512
#define MON_JURT          517
#define MON_LICH          518
#define MON_BLOODLETTER   523
#define MON_HALFLING_S    539
#define MON_GRAV_HOUND    540
#define MON_REVENANT      555
#define MON_RAAL          557
#define MON_COLOSSUS      558
#define MON_NIGHTBLADE    564
#define MON_ELDER_THING   569
#define MON_CRYPT_THING   577
#define MON_NEXUS_VOR     587
#define MON_PLASMA_VOR    588
#define MON_TIME_VOR      589
#define MON_M_MH_DRAGON   593
#define MON_MANDOR        598
#define MON_SHIM_VOR      600
#define MON_SERAPH        605
#define MON_KAVLAX        616
#define MON_ETTIN         621
#define MON_VAMPIRE_LORD  623
#define MON_JUBJUB        640
#define MON_CLUB_DEMON    648
#define MON_D_ELF_SORC    657
#define MON_MASTER_LICH   658
#define MON_RINALDO       660
#define MON_ARCHON        661
#define MON_UND_BEHOLDER  664
#define MON_IRON_LICH     666
#define MON_JACK_SHADOWS  670
#define MON_LLOIGOR       682
#define MON_DREADMASTER   690
#define MON_DAWN          693
#define MON_NAZGUL        696
#define MON_SMAUG         697
#define MON_STORMBRINGER  698
#define MON_ULTRA_PALADIN 699
#define MON_G_TITAN       702
#define MON_FAFNER        712
#define MON_G_BALROG      720
#define MON_TIME_HOUND    725
#define MON_PLASMA_HOUND  726
#define MON_BULLGATES     732
#define MON_SANTACLAUS    733
#define MON_LORD_CHAOS    737
#define MON_TINDALOS      739
#define MON_DEMILICH      742
#define MON_NIGHTCRAWLER  744
#define MON_CHAOS_VOR     751
#define MON_AETHER_VOR    752
#define MON_FUNDIN        762
#define MON_DWORKIN       763
#define MON_NIGHTWALKER   768
#define MON_RAPHAEL       769
#define MON_SARUMAN       771
#define MON_GANDALF       772
#define MON_BRAND         773
#define MON_SHADOWLORD    774
#define MON_ARCHLICH      776
#define MON_CHAOS_HOUND   779
#define MON_ULT_BEHOLDER  781
#define MON_SHAMBLER      786
#define MON_BLEYS         789
#define MON_FIONA         791
#define MON_SKY_DRAKE     793
#define MON_JULIAN        794
#define MON_BLACK_REAVER  798
#define MON_CAINE         799
#define MON_GERARD        807
#define MON_UNGOLIANT     808
#define MON_ATLACH_NACHA  809
#define MON_Y_GOLONAC     810
#define MON_AETHER_HOUND  811
#define MON_WARP_DEMON    812
#define MON_ERIC          813
#define MON_UNMAKER       815
#define MON_CYBER         816
#define MON_KLING         819
#define MON_CORWIN        820
#define MON_ANGMAR        825
#define MON_CANTORAS      830
#define MON_GODZILLA      832
#define MON_SPAWN_CTH     836
#define MON_SURTUR        837
#define MON_TARRASQUE     838
#define MON_LUNGORTHIN    839
#define MON_CYBER_KING    843
#define MON_WYRM_POWER    847
#define MON_NODENS        849
#define MON_JORMUNGAND    854
#define MON_DESTROYER     855
#define MON_GOTHMOG       856
#define MON_G_CTHULHU     857
#define MON_SAURON        858
#define MON_UNICORN_ORD   859
#define MON_OBERON        860
#define MON_MORGOTH       861
#define MON_SERPENT       862
#define MON_ONE_RING      864
#define MON_CAAWS         866
#define MON_CULVERIN      867
#define MON_EBONY_MONK    870
#define MON_HAGURE        871
#define MON_OROCHI        872
#define MON_ECHIZEN       873
#define MON_SPECT_WYRM    874
#define MON_DIO           878
#define MON_OHMU          879
#define MON_WONG          880
#define MON_ZOMBI_SERPENT 883
#define MON_D_ELF_SHADE   886
#define MON_MANA_HOUND    887
#define MON_VENOM_WYRM    890
#define MON_BAZOOKER      896
#define MON_SHARD_VOR     897
#define MON_MASTER_MYS    916
#define MON_G_MASTER_MYS  917
#define MON_IE            921
#define MON_TSUCHINOKO    926
#define MON_GCWADL        929
#define MON_LOCKE_CLONE   930
#define MON_CALDARM       931
#define MON_BANORLUPART   932
#define MON_BANOR         933
#define MON_LUPART        934
#define MON_KENSHIROU     936
#define MON_W_KNIGHT      938
#define MON_PLANETAR      942
#define MON_SOLAR         943
#define MON_BIKETAL       945
#define MON_RICH          948
#define MON_IKETA         949
#define MON_B_DEATH_SWORD 953
#define MON_YASE_HORSE    955
#define MON_HORSE         956
#define MON_BOTEI         963
#define MON_KAGE          964
#define MON_JAIAN         967
#define MON_BELD          973
#define MON_THAT_BAT      975
#define MON_SHUTEN        979
#define MON_FENGHUANG     988
#define MON_KIRIN         989
#define MON_BAHAMUT       1000
#define MON_SUKE          1001
#define MON_KAKU          1002
#define MON_GHOST_Q       1003
#define MON_PIP           1004
#define MON_A_GOLD        1010
#define MON_A_SILVER      1011
#define MON_ROLENTO       1013
#define MON_RAOU          1018
#define MON_SHURYUUDAN    1023
#define MON_WAHHA         1031
#define MON_DEBBY         1032
#define MON_KNI_TEMPLAR   1037
#define MON_PALADIN       1038
#define MON_CHAMELEON     1040
#define MON_CHAMELEON_K   1041
#define MON_TOPAZ_MONK    1047
#define MON_NOBORTA       1059
#define MON_MORI_TROLL    1060
#define MON_BARNEY        1061
#define MON_GROO          1062
#define MON_LOUSY         1063
#define MON_JIZOTAKO      1065
#define MON_TANUKI        1067

/* Maximum "Nazguls" number */
#define MAX_NAZGUL_NUM 5

#define DO_AUTOPICK       0x01
#define DO_AUTODESTROY    0x02
#define DO_DISPLAY        0x04
#define DONT_AUTOPICK     0x08
#define ITEM_DISPLAY      0x10
#define DO_QUERY_AUTOPICK 0x20


#define MAGIC_GLOVE_REDUCE_MANA 0x0001
#define MAGIC_FAIL_5PERCENT     0x0002
#define MAGIC_GAIN_EXP          0x0004

#define VIRTUE_LARGE 1
#define VIRTUE_SMALL 2

#define SPELL_DD_S 27
#define SPELL_DD_T 13
#define SPELL_SW   22
#define SPELL_KABE 20

#define KNOW_STAT   0x01
#define KNOW_HPRATE 0x02

/*
 * Music songs
 */
#define MUSIC_NONE              0
#define MUSIC_SLOW              1
#define MUSIC_BLESS             2
#define MUSIC_STUN              3
#define MUSIC_L_LIFE            4
#define MUSIC_FEAR              5
#define MUSIC_HERO              6
#define MUSIC_MIND              7
#define MUSIC_STEALTH           8
#define MUSIC_ID                9
#define MUSIC_CONF              10
#define MUSIC_SOUND             11
#define MUSIC_CHARM             12
#define MUSIC_WALL              13
#define MUSIC_RESIST            14
#define MUSIC_SPEED             15
#define MUSIC_DISPEL            16
#define MUSIC_SARUMAN           17
#define MUSIC_QUAKE             18
#define MUSIC_STASIS            19
#define MUSIC_SHERO             20
#define MUSIC_H_LIFE            21
#define MUSIC_INVULN            22
#define MUSIC_PSI               23

#define MUSIC_DETECT            101

#define music_singing(X) ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == (X)))
#define music_singing_any() ((p_ptr->pclass == CLASS_BARD) && p_ptr->magic_num1[0])

#define HISSATSU_NONE   0
#define HISSATSU_2      1
#define HISSATSU_3WAY   2
#define HISSATSU_SUTEMI 3
#define HISSATSU_FIRE   4
#define HISSATSU_COLD   5
#define HISSATSU_POISON 6
#define HISSATSU_ELEC   7
#define HISSATSU_NYUSIN 8
#define HISSATSU_FUKI   9
#define HISSATSU_MAJIN  10
#define HISSATSU_BOOMER 11
#define HISSATSU_DRAIN  12
#define HISSATSU_SEKIRYUKA 13
#define HISSATSU_OTAKEBI 14
#define HISSATSU_SHOUGE 15
#define HISSATSU_CONF   16
#define HISSATSU_ISSEN  17
#define HISSATSU_KYUSHO 18
#define HISSATSU_KONSIN 19
#define HISSATSU_HYAKU  20
#define HISSATSU_MINEUCHI 21
#define HISSATSU_MEKIKI 22
#define HISSATSU_ZANMA  23
#define HISSATSU_UNDEAD 24
#define HISSATSU_HAGAN  25
#define HISSATSU_QUAKE  26
#define HISSATSU_COUNTER 27
#define HISSATSU_HARAI  28
#define HISSATSU_3DAN   29
#define HISSATSU_100NIN 30

#define HISSATSU_IAI    100

/*
 *  Special essence id for Weapon smith
 */
#define MIN_SPECIAL_ESSENCE 200

#define ESSENCE_ATTACK        (MIN_SPECIAL_ESSENCE + 0)
#define ESSENCE_AC            (MIN_SPECIAL_ESSENCE + 1)
#define ESSENCE_TMP_RES_ACID  (MIN_SPECIAL_ESSENCE + 2)
#define ESSENCE_TMP_RES_ELEC  (MIN_SPECIAL_ESSENCE + 3)
#define ESSENCE_TMP_RES_FIRE  (MIN_SPECIAL_ESSENCE + 4)
#define ESSENCE_TMP_RES_COLD  (MIN_SPECIAL_ESSENCE + 5)
#define ESSENCE_SH_FIRE       (MIN_SPECIAL_ESSENCE + 6)
#define ESSENCE_SH_ELEC       (MIN_SPECIAL_ESSENCE + 7)
#define ESSENCE_SH_COLD       (MIN_SPECIAL_ESSENCE + 8)
#define ESSENCE_RESISTANCE    (MIN_SPECIAL_ESSENCE + 9)
#define ESSENCE_SUSTAIN       (MIN_SPECIAL_ESSENCE + 10)
#define ESSENCE_SLAY_GLOVE    (MIN_SPECIAL_ESSENCE + 11)


#define DUNGEON_MODE_NONE       0
#define DUNGEON_MODE_AND        1
#define DUNGEON_MODE_NAND       2
#define DUNGEON_MODE_OR         3
#define DUNGEON_MODE_NOR        4

/*** Dungeon type flags -- DG ***/
#define DF1_WINNER              0x00000001L
#define DF1_MAZE                0x00000002L
#define DF1_SMALLEST            0x00000004L
#define DF1_BEGINNER            0x00000008L
#define DF1_BIG                 0x00000010L
#define DF1_NO_DOORS            0x00000020L
#define DF1_WATER_RIVER         0x00000040L
#define DF1_LAVA_RIVER          0x00000080L
#define DF1_CURTAIN             0x00000100L
#define DF1_GLASS_DOOR          0x00000200L
#define DF1_CAVE                0x00000400L
#define DF1_CAVERN              0x00000800L
#define DF1_XXX12               0x00001000L
#define DF1_XXX13               0x00002000L
#define DF1_XXX14               0x00004000L
#define DF1_XXX15               0x00008000L
#define DF1_FORGET              0x00010000L
#define DF1_LAKE_WATER          0x00020000L
#define DF1_LAKE_LAVA           0x00040000L
#define DF1_LAKE_RUBBLE         0x00080000L
#define DF1_LAKE_TREE           0x00100000L
#define DF1_NO_VAULT            0x00200000L
#define DF1_ARENA               0x00400000L
#define DF1_DESTROY             0x00800000L
#define DF1_GLASS_ROOM          0x01000000L
#define DF1_NO_CAVE             0x02000000L
#define DF1_NO_MAGIC            0x04000000L
#define DF1_NO_MELEE            0x08000000L
#define DF1_CHAMELEON           0x10000000L
#define DF1_DARKNESS            0x20000000L
#define DF1_XXX30               0x40000000L
#define DF1_XXX31               0x80000000L

#define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE)

#define DUNGEON_ANGBAND  1
#define DUNGEON_GALGALS  2
#define DUNGEON_ORC      3
#define DUNGEON_MAZE     4
#define DUNGEON_DRAGON   5
#define DUNGEON_GRAVE    6
#define DUNGEON_WOOD     7
#define DUNGEON_VOLCANO  8
#define DUNGEON_HELL     9
#define DUNGEON_HEAVEN   10
#define DUNGEON_OCEAN    11
#define DUNGEON_CASTLE   12
#define DUNGEON_CTH      13
#define DUNGEON_MOUNTAIN 14
#define DUNGEON_GOLD     15
#define DUNGEON_NO_MAGIC 16
#define DUNGEON_NO_MELEE 17
#define DUNGEON_CHAMELEON 18
#define DUNGEON_DARKNESS 19


#define DUNGEON_FEAT_PROB_NUM 3


/*
 * Flags for change floor mode
 */
#define CFM_UP        	 0x0001  /* Move up */
#define CFM_DOWN      	 0x0002  /* Move down */
#define CFM_LONG_STAIRS  0x0004  /* Randomly occurred long stairs/shaft */
#define CFM_XXX  	 0x0008  /* XXX */
#define CFM_SHAFT     	 0x0010  /* Shaft */
#define CFM_RAND_PLACE   0x0020  /* Arrive at random grid */
#define CFM_RAND_CONNECT 0x0040  /* Connect with random stairs */
#define CFM_SAVE_FLOORS  0x0080  /* Save floors */
#define CFM_NO_RETURN    0x0100  /* Flee from random quest etc... */
#define CFM_FIRST_FLOOR  0x0200  /* Create exit from the dungeon */


/*
 * Flags for save/load temporal saved floor file
 */
#define SLF_SECOND     	 0x0001  /* Called from another save/load function */
#define SLF_NO_KILL      0x0002  /* Don't kill temporal files */


/*
 * Flags for wr_item()/rd_item()
 */
#define SAVE_ITEM_PVAL         0x00000001
#define SAVE_ITEM_DISCOUNT     0x00000002
#define SAVE_ITEM_NUMBER       0x00000004
#define SAVE_ITEM_NAME1        0x00000008
#define SAVE_ITEM_NAME2        0x00000010
#define SAVE_ITEM_TIMEOUT      0x00000020
#define SAVE_ITEM_TO_H         0x00000040
#define SAVE_ITEM_TO_D         0x00000080
#define SAVE_ITEM_TO_A         0x00000100
#define SAVE_ITEM_AC           0x00000200
#define SAVE_ITEM_DD           0x00000400
#define SAVE_ITEM_DS           0x00000800
#define SAVE_ITEM_IDENT        0x00001000
#define SAVE_ITEM_MARKED       0x00002000
#define SAVE_ITEM_ART_FLAGS0   0x00004000
#define SAVE_ITEM_ART_FLAGS1   0x00008000
#define SAVE_ITEM_ART_FLAGS2   0x00010000
#define SAVE_ITEM_ART_FLAGS3   0x00020000
#define SAVE_ITEM_CURSE_FLAGS  0x00040000
#define SAVE_ITEM_HELD_M_IDX   0x00080000
#define SAVE_ITEM_XTRA1        0x00100000
#define SAVE_ITEM_XTRA2        0x00200000
#define SAVE_ITEM_XTRA3        0x00400000
#define SAVE_ITEM_XTRA4        0x00800000
#define SAVE_ITEM_XTRA5        0x01000000
#define SAVE_ITEM_FEELING      0x02000000
#define SAVE_ITEM_INSCRIPTION  0x04000000
#define SAVE_ITEM_ART_NAME     0x08000000


/*
 * Flags for wr_monster()/rd_monster()
 */
#define SAVE_MON_AP_R_IDX     0x00000001
#define SAVE_MON_SUB_ALIGN    0x00000002
#define SAVE_MON_CSLEEP       0x00000004
#define SAVE_MON_FAST         0x00000008
#define SAVE_MON_SLOW         0x00000010
#define SAVE_MON_STUNNED      0x00000020
#define SAVE_MON_CONFUSED     0x00000040
#define SAVE_MON_MONFEAR      0x00000080
#define SAVE_MON_TARGET_Y     0x00000100
#define SAVE_MON_TARGET_X     0x00000200
#define SAVE_MON_INVULNER     0x00000400
#define SAVE_MON_SMART        0x00000800
#define SAVE_MON_EXP          0x00001000
#define SAVE_MON_MFLAG2       0x00002000
#define SAVE_MON_NICKNAME     0x00004000
#define SAVE_MON_PARENT       0x00008000


/*
 * Constant for kinds of mimic
 */
#define MIMIC_NONE       0
#define MIMIC_DEMON      1
#define MIMIC_DEMON_LORD 2
#define MIMIC_VAMPIRE    3


#define MIMIC_FLAGS choice
#define MIMIC_IS_NONLIVING 0x00000001
#define MIMIC_IS_DEMON     0x00000002
#define MIMIC_IS_UNDEAD    0x00000004


#define prace_is_(A) (!p_ptr->mimic_form && (p_ptr->prace == A))

/* Sub-alignment flags for neutral monsters */
#define SUB_ALIGN_NEUTRAL 0x0000
#define SUB_ALIGN_EVIL    0x0001
#define SUB_ALIGN_GOOD    0x0002

/* Temporary flags macro */
#define IS_FAST() (p_ptr->fast || music_singing(MUSIC_SPEED) || music_singing(MUSIC_SHERO))
#define IS_INVULN() (p_ptr->invuln || music_singing(MUSIC_INVULN))
#define IS_HERO() (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
#define IS_BLESSED() (p_ptr->blessed || music_singing(MUSIC_BLESS) || hex_spelling(HEX_BLESS))
#define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_FIRE() (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_COLD() (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_POIS() (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_TIM_ESP() (p_ptr->tim_esp || music_singing(MUSIC_MIND) || (p_ptr->concent >= CONCENT_TELE_THRESHOLD))
#define IS_TIM_STEALTH() (p_ptr->tim_stealth || music_singing(MUSIC_STEALTH))

/* Multishadow effects is determined by turn */
#define CHECK_MULTISHADOW() (p_ptr->multishadow && (turn & 1))

/* Is "teleport level" ineffective to this target? */
#define TELE_LEVEL_IS_INEFF(TARGET) \
	(p_ptr->inside_arena || p_ptr->inside_battle || \
	 (p_ptr->inside_quest && !random_quest_number(dun_level)) || \
	 (((TARGET) <= 0) && (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && \
	  (dun_level >= 1) && ironman_downward))


/*
 * Max numbers of macro trigger names
 */
#define MAX_MACRO_MOD 12
#define MAX_MACRO_TRIG 200

/* Max size of screen dump buffer */
#define SCREEN_BUF_SIZE 65536


/*
 * Special key code used for inkey_special()
 */
#define SKEY_MOD_MASK     0x0f00
#define SKEY_MOD_SHIFT    0x0100
#define SKEY_MOD_CONTROL  0x0200

#define SKEY_MASK         0xf000
#define SKEY_DOWN   	  0xf001
#define SKEY_LEFT   	  0xf002
#define SKEY_RIGHT  	  0xf003
#define SKEY_UP     	  0xf004
#define SKEY_PGUP   	  0xf005
#define SKEY_PGDOWN 	  0xf006
#define SKEY_TOP    	  0xf007
#define SKEY_BOTTOM 	  0xf008

/*
 * Bit flags for move_player_effect()
 */
#define MPE_STAYING       0x00000001
#define MPE_FORGET_FLOW   0x00000002
#define MPE_HANDLE_STUFF  0x00000004
#define MPE_ENERGY_USE    0x00000008
#define MPE_DONT_PICKUP   0x00000010
#define MPE_DO_PICKUP     0x00000020
#define MPE_BREAK_TRAP    0x00000040
#define MPE_DONT_SWAP_MON 0x00000080


#define MTIMED_CSLEEP   0 /* Monster is sleeping */
#define MTIMED_FAST     1 /* Monster is temporarily fast */
#define MTIMED_SLOW     2 /* Monster is temporarily slow */
#define MTIMED_STUNNED  3 /* Monster is stunned */
#define MTIMED_CONFUSED 4 /* Monster is confused */
#define MTIMED_MONFEAR  5 /* Monster is afraid */
#define MTIMED_INVULNER 6 /* Monster is temporarily invulnerable */

#define MAX_MTIMED      7

#define MON_CSLEEP(M_PTR)   ((M_PTR)->mtimed[MTIMED_CSLEEP])
#define MON_FAST(M_PTR)     ((M_PTR)->mtimed[MTIMED_FAST])
#define MON_SLOW(M_PTR)     ((M_PTR)->mtimed[MTIMED_SLOW])
#define MON_STUNNED(M_PTR)  ((M_PTR)->mtimed[MTIMED_STUNNED])
#define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED])
#define MON_MONFEAR(M_PTR)  ((M_PTR)->mtimed[MTIMED_MONFEAR])
#define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER])

/*
 * Bit flags for screen_object()
 */
#define SCROBJ_FAKE_OBJECT  0x00000001
#define SCROBJ_FORCE_DETAIL 0x00000002

/*
 * For travel command (auto run)
 */
#define TRAVEL

/* Sniper */
#define SP_NONE          0
#define SP_LITE          1
#define SP_AWAY          2
#define SP_FIRE          3
#define SP_KILL_WALL     4
#define SP_COLD          5
#define SP_KILL_TRAP     6
#define SP_ELEC          7
#define SP_PIERCE        8
#define SP_RUSH          9
#define SP_DOUBLE        10
#define SP_EXPLODE       11
#define SP_EVILNESS      12
#define SP_HOLYNESS      13
#define SP_FINAL         14
#define SP_NEEDLE        15

#define CONCENT_RADAR_THRESHOLD 2
#define CONCENT_TELE_THRESHOLD  5

/* Hex */
#define hex_spelling_any() \
	((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0]))
#define hex_spelling(X) \
	((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
/* 1st book */
#define HEX_BLESS             0
#define HEX_CURE_LIGHT        1
#define HEX_DEMON_AURA        2
#define HEX_STINKING_MIST     3
#define HEX_XTRA_MIGHT        4
#define HEX_CURSE_WEAPON      5
#define HEX_DETECT_EVIL       6
#define HEX_PATIENCE          7
/* 2nd book */
#define HEX_ICE_ARMOR         8
#define HEX_CURE_SERIOUS      9
#define HEX_INHAIL           10
#define HEX_VAMP_MIST        11
#define HEX_RUNESWORD        12
#define HEX_CONFUSION        13
#define HEX_BUILDING         14
#define HEX_ANTI_TELE        15
/* 3rd book */
#define HEX_SHOCK_CLOAK      16
#define HEX_CURE_CRITICAL    17
#define HEX_RECHARGE         18
#define HEX_RAISE_DEAD       19
#define HEX_CURSE_ARMOUR     20
#define HEX_SHADOW_CLOAK     21
#define HEX_PAIN_TO_MANA     22
#define HEX_EYE_FOR_EYE      23
/* 4th book */
#define HEX_ANTI_MULTI       24
#define HEX_RESTORE          25
#define HEX_DRAIN_CURSE      26
#define HEX_VAMP_BLADE       27
#define HEX_STUN_MONSTERS    28
#define HEX_SHADOW_MOVE      29
#define HEX_ANTI_MAGIC       30
#define HEX_REVENGE          31
