1 #include "flavor/flag-inscriptions-table.h"
2 #include "object-enchant/tr-types.h"
5 #define N(JAPANESE, ENGLISH) JAPANESE, ENGLISH
7 #define N(JAPANESE, ENGLISH) ENGLISH
10 /*! @brief アイテムの価値記述テーブル */
11 const concptr game_inscriptions[MAX_GAME_INSCRIPTIONS] = {
12 nullptr, /* FEEL_NONE */
13 _("壊れている", "broken"), /* FEEL_BROKEN */
14 _("恐ろしい", "terrible"), /* FEEL_TERRIBLE */
15 _("無価値", "worthless"), /* FEEL_WORTHLESS */
16 _("呪われている", "cursed"), /* FEEL_CURSED */
17 _("上質以上", "uncursed"), /* FEEL_UNCURSED */
18 _("並", "average"), /* FEEL_AVERAGE */
19 _("上質", "good"), /* FEEL_GOOD */
20 _("高級品", "excellent"), /* FEEL_EXCELLENT */
21 _("特別製", "special"), /* FEEL_SPECIAL */
24 /*! オブジェクトの特性表示記号テーブルの定義(pval要素) */
25 const std::vector<flag_insc_table> flag_insc_plus = {
26 { N("攻", "At"), TR_BLOWS },
27 { N("速", "Sp"), TR_SPEED },
28 { N("腕", "St"), TR_STR },
29 { N("知", "In"), TR_INT },
30 { N("賢", "Wi"), TR_WIS },
31 { N("器", "Dx"), TR_DEX },
32 { N("耐", "Cn"), TR_CON },
33 { N("魅", "Ch"), TR_CHR },
34 { N("道", "Md"), TR_MAGIC_MASTERY },
35 { N("隠", "Sl"), TR_STEALTH },
36 { N("探", "Sr"), TR_SEARCH },
37 { N("赤", "If"), TR_INFRA },
38 { N("掘", "Dg"), TR_TUNNEL },
41 /*! オブジェクトの特性表示記号テーブルの定義(免疫) */
42 const std::vector<flag_insc_table> flag_insc_immune = {
43 { N("酸", "Ac"), TR_IM_ACID },
44 { N("電", "El"), TR_IM_ELEC },
45 { N("火", "Fi"), TR_IM_FIRE },
46 { N("冷", "Co"), TR_IM_COLD },
47 { N("暗", "Dk"), TR_IM_DARK }
50 /*! オブジェクトの特性表示記号テーブルの定義(弱点) */
51 const std::vector<flag_insc_table> flag_insc_vuln = {
52 { N("酸", "Ac"), TR_VUL_ACID, TR_IM_ACID },
53 { N("電", "El"), TR_VUL_ELEC, TR_IM_ELEC },
54 { N("火", "Fi"), TR_VUL_FIRE, TR_IM_FIRE },
55 { N("冷", "Co"), TR_VUL_COLD, TR_IM_COLD },
56 { N("閃", "Li"), TR_VUL_LITE },
57 { N("呪", "Cu"), TR_VUL_CURSE }
60 /*! オブジェクトの特性表示記号テーブルの定義(耐性) */
61 const std::vector<flag_insc_table> flag_insc_resistance = {
62 { N("酸", "Ac"), TR_RES_ACID, TR_IM_ACID },
63 { N("電", "El"), TR_RES_ELEC, TR_IM_ELEC },
64 { N("火", "Fi"), TR_RES_FIRE, TR_IM_FIRE },
65 { N("冷", "Co"), TR_RES_COLD, TR_IM_COLD },
66 { N("毒", "Po"), TR_RES_POIS },
67 { N("閃", "Li"), TR_RES_LITE },
68 { N("暗", "Dk"), TR_RES_DARK },
69 { N("破", "Sh"), TR_RES_SHARDS },
70 { N("盲", "Bl"), TR_RES_BLIND },
71 { N("乱", "Cf"), TR_RES_CONF },
72 { N("轟", "So"), TR_RES_SOUND },
73 { N("獄", "Nt"), TR_RES_NETHER },
74 { N("因", "Nx"), TR_RES_NEXUS },
75 { N("沌", "Ca"), TR_RES_CHAOS },
76 { N("劣", "Di"), TR_RES_DISEN },
77 { N("時", "Tm"), TR_RES_TIME },
78 { N("水", "Wt"), TR_RES_WATER },
79 { N("恐", "Fe"), TR_RES_FEAR },
80 { N("呪", "Cu"), TR_RES_CURSE },
83 /*! オブジェクトの特性表示記号テーブルの定義(その他特性) */
84 const std::vector<flag_insc_table> flag_insc_misc = {
85 { N("易", "Es"), TR_EASY_SPELL },
86 { N("減", "Dm"), TR_DEC_MANA },
87 { N("投", "Th"), TR_THROW },
88 { N("反", "Rf"), TR_REFLECT },
89 { N("麻", "Fa"), TR_FREE_ACT },
90 { N("視", "Si"), TR_SEE_INVIS },
91 { N("経", "Hl"), TR_HOLD_EXP },
92 { N("遅", "Sd"), TR_SLOW_DIGEST },
93 { N("活", "Rg"), TR_REGEN },
94 { N("浮", "Lv"), TR_LEVITATION },
95 { N("明", "Lu"), TR_LITE_1 },
96 { N("明", "Lu"), TR_LITE_2 },
97 { N("明", "Lu"), TR_LITE_3 },
98 { N("闇", "Dl"), TR_LITE_M1 },
99 { N("闇", "Dl"), TR_LITE_M2 },
100 { N("闇", "Dl"), TR_LITE_M3 },
101 { N("警", "Wr"), TR_WARNING },
102 { N("倍", "Xm"), TR_XTRA_MIGHT },
103 { N("射", "Xs"), TR_XTRA_SHOTS },
104 { N("瞬", "Te"), TR_TELEPORT },
105 { N("怒", "Ag"), TR_AGGRAVATE },
106 { N("祝", "Bs"), TR_BLESSED },
107 { N("忌", "Ty"), TR_TY_CURSE },
108 { N("呪", "C-"), TR_ADD_L_CURSE },
109 { N("詛", "C+"), TR_ADD_H_CURSE },
110 { N("焼", "F"), TR_SELF_FIRE },
111 { N("凍", "Co"), TR_SELF_COLD },
112 { N("電", "E"), TR_SELF_ELEC },
115 /*! オブジェクトの特性表示記号テーブルの定義(オーラ) */
116 const std::vector<flag_insc_table> flag_insc_aura = {
117 { N("炎", "F"), TR_SH_FIRE },
118 { N("電", "E"), TR_SH_ELEC },
119 { N("冷", "C"), TR_SH_COLD },
120 { N("魔", "M"), TR_NO_MAGIC },
121 { N("瞬", "T"), TR_NO_TELE },
124 /*! オブジェクトの特性表示記号テーブルの定義(属性スレイ) */
125 const std::vector<flag_insc_table> flag_insc_brand = {
126 { N("酸", "A"), TR_BRAND_ACID },
127 { N("電", "E"), TR_BRAND_ELEC },
128 { N("焼", "F"), TR_BRAND_FIRE },
129 { N("凍", "Co"), TR_BRAND_COLD },
130 { N("毒", "P"), TR_BRAND_POIS },
131 { N("沌", "Ca"), TR_CHAOTIC },
132 { N("魔", "Ma"), TR_BRAND_MAGIC },
133 { N("吸", "V"), TR_VAMPIRIC },
134 { N("震", "Q"), TR_EARTHQUAKE },
135 { N("切", "Sl"), TR_VORPAL },
136 { N("強", "Sm"), TR_IMPACT },
137 { N("理", "Mf"), TR_FORCE_WEAPON }
140 /*! オブジェクトの特性表示記号テーブルの定義(種族スレイ) */
141 const std::vector<flag_insc_table> flag_insc_kill = {
142 { N("邪", "*"), TR_KILL_EVIL },
143 { N("善", "A"), TR_KILL_GOOD },
144 { N("人", "p"), TR_KILL_HUMAN },
145 { N("龍", "D"), TR_KILL_DRAGON },
146 { N("オ", "o"), TR_KILL_ORC },
147 { N("ト", "T"), TR_KILL_TROLL },
148 { N("巨", "P"), TR_KILL_GIANT },
149 { N("デ", "U"), TR_KILL_DEMON },
150 { N("死", "L"), TR_KILL_UNDEAD },
151 { N("動", "Z"), TR_KILL_ANIMAL },
154 /*! オブジェクトの特性表示記号テーブルの定義(種族*スレイ*) */
155 const std::vector<flag_insc_table> flag_insc_slay = {
156 { N("邪", "*"), TR_SLAY_EVIL, TR_KILL_EVIL },
157 { N("善", "A"), TR_SLAY_GOOD, TR_KILL_GOOD },
158 { N("人", "p"), TR_SLAY_HUMAN, TR_KILL_HUMAN },
159 { N("竜", "D"), TR_SLAY_DRAGON, TR_KILL_DRAGON },
160 { N("オ", "o"), TR_SLAY_ORC, TR_KILL_ORC },
161 { N("ト", "T"), TR_SLAY_TROLL, TR_KILL_TROLL },
162 { N("巨", "P"), TR_SLAY_GIANT, TR_KILL_GIANT },
163 { N("デ", "U"), TR_SLAY_DEMON, TR_KILL_DEMON },
164 { N("死", "L"), TR_SLAY_UNDEAD, TR_KILL_UNDEAD },
165 { N("動", "Z"), TR_SLAY_ANIMAL, TR_KILL_ANIMAL },
168 /*! オブジェクトの特性表示記号テーブルの定義(ESP1) */
169 const std::vector<flag_insc_table> flag_insc_esp1 = {
170 { N("感", "Tele"), TR_TELEPATHY },
171 { N("邪", "Evil"), TR_ESP_EVIL },
172 { N("善", "Good"), TR_ESP_GOOD },
173 { N("無", "Nolv"), TR_ESP_NONLIVING },
174 { N("個", "Uniq"), TR_ESP_UNIQUE },
177 /*! オブジェクトの特性表示記号テーブルの定義(ESP2) */
178 const std::vector<flag_insc_table> flag_insc_esp2 = {
179 { N("人", "p"), TR_ESP_HUMAN },
180 { N("竜", "D"), TR_ESP_DRAGON },
181 { N("オ", "o"), TR_ESP_ORC },
182 { N("ト", "T"), TR_ESP_TROLL },
183 { N("巨", "P"), TR_ESP_GIANT },
184 { N("デ", "U"), TR_ESP_DEMON },
185 { N("死", "L"), TR_ESP_UNDEAD },
186 { N("動", "Z"), TR_ESP_ANIMAL },
189 /*! オブジェクトの特性表示記号テーブルの定義(能力維持) */
190 const std::vector<flag_insc_table> flag_insc_sust = {
191 { N("腕", "St"), TR_SUST_STR },
192 { N("知", "In"), TR_SUST_INT },
193 { N("賢", "Wi"), TR_SUST_WIS },
194 { N("器", "Dx"), TR_SUST_DEX },
195 { N("耐", "Cn"), TR_SUST_CON },
196 { N("魅", "Ch"), TR_SUST_CHR },