3 * @brief ゲーム情報テーブル / Angband Tables
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
20 * 10進数から16進数への変換テーブル /
21 * Global array for converting numbers to uppercase hecidecimal digit
22 * This array can also be used to convert a number to an octal digit
24 const char hexsym[16] =
26 '0', '1', '2', '3', '4', '5', '6', '7',
27 '8', '9', 'A', 'B', 'C', 'D', 'E', 'F'
33 * Global array for converting numbers to a logical list symbol
35 const char listsym[] =
37 '0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
38 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
39 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
40 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
41 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
48 * Encode the screen colors
50 const concptr color_char = "dwsorgbuDWvyRGBU";
54 * 知力/賢さによるレベル毎の習得可能魔法数テーブル
55 * Stat Table (INT/WIS) -- Number of half-spells per level
57 const byte adj_mag_study[] =
84 4 /* 18/100-18/109 */,
85 4 /* 18/110-18/119 */,
86 5 /* 18/120-18/129 */,
87 5 /* 18/130-18/139 */,
88 5 /* 18/140-18/149 */,
89 5 /* 18/150-18/159 */,
90 5 /* 18/160-18/169 */,
91 5 /* 18/170-18/179 */,
92 5 /* 18/180-18/189 */,
93 5 /* 18/190-18/199 */,
94 5 /* 18/200-18/209 */,
95 6 /* 18/210-18/219 */,
102 * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
104 const byte adj_mag_mana[] =
121 10 /* 18/00-18/09 */,
122 11 /* 18/10-18/19 */,
123 11 /* 18/20-18/29 */,
124 12 /* 18/30-18/39 */,
125 12 /* 18/40-18/49 */,
126 13 /* 18/50-18/59 */,
127 14 /* 18/60-18/69 */,
128 15 /* 18/70-18/79 */,
129 16 /* 18/80-18/89 */,
130 17 /* 18/90-18/99 */,
131 18 /* 18/100-18/109 */,
132 19 /* 18/110-18/119 */,
133 20 /* 18/120-18/129 */,
134 21 /* 18/130-18/139 */,
135 22 /* 18/140-18/149 */,
136 23 /* 18/150-18/159 */,
137 24 /* 18/160-18/169 */,
138 25 /* 18/170-18/179 */,
139 26 /* 18/180-18/189 */,
140 27 /* 18/190-18/199 */,
141 28 /* 18/200-18/209 */,
142 29 /* 18/210-18/219 */,
148 * 知力/賢さによる最低魔法失敗率テーブル
149 * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
151 const byte adj_mag_fail[] =
178 3 /* 18/100-18/109 */,
179 2 /* 18/110-18/119 */,
180 2 /* 18/120-18/129 */,
181 2 /* 18/130-18/139 */,
182 2 /* 18/140-18/149 */,
183 1 /* 18/150-18/159 */,
184 1 /* 18/160-18/169 */,
185 1 /* 18/170-18/179 */,
186 1 /* 18/180-18/189 */,
187 1 /* 18/190-18/199 */,
188 0 /* 18/200-18/209 */,
189 0 /* 18/210-18/219 */,
195 * 知力/賢さによる魔法失敗率修正テーブル
196 * Stat Table (INT/WIS) -- Various things
198 const byte adj_mag_stat[] =
225 8 /* 18/100-18/109 */,
226 9 /* 18/110-18/119 */,
227 10 /* 18/120-18/129 */,
228 11 /* 18/130-18/139 */,
229 12 /* 18/140-18/149 */,
230 13 /* 18/150-18/159 */,
231 14 /* 18/160-18/169 */,
232 15 /* 18/170-18/179 */,
233 16 /* 18/180-18/189 */,
234 17 /* 18/190-18/199 */,
235 18 /* 18/200-18/209 */,
236 19 /* 18/210-18/219 */,
243 * Stat Table (CHR) -- payment percentages
245 const byte adj_chr_gold[] =
262 100 /* 18/00-18/09 */,
263 99 /* 18/10-18/19 */,
264 98 /* 18/20-18/29 */,
265 97 /* 18/30-18/39 */,
266 96 /* 18/40-18/49 */,
267 95 /* 18/50-18/59 */,
268 94 /* 18/60-18/69 */,
269 93 /* 18/70-18/79 */,
270 92 /* 18/80-18/89 */,
271 91 /* 18/90-18/99 */,
272 90 /* 18/100-18/109 */,
273 89 /* 18/110-18/119 */,
274 88 /* 18/120-18/129 */,
275 87 /* 18/130-18/139 */,
276 86 /* 18/140-18/149 */,
277 85 /* 18/150-18/159 */,
278 84 /* 18/160-18/169 */,
279 83 /* 18/170-18/179 */,
280 82 /* 18/180-18/189 */,
281 81 /* 18/190-18/199 */,
282 80 /* 18/200-18/209 */,
283 79 /* 18/210-18/219 */,
290 * Stat Table (INT) -- Magic devices
292 const byte adj_int_dev[] =
319 8 /* 18/100-18/109 */,
320 9 /* 18/110-18/119 */,
321 10 /* 18/120-18/129 */,
322 11 /* 18/130-18/139 */,
323 12 /* 18/140-18/149 */,
324 13 /* 18/150-18/159 */,
325 14 /* 18/160-18/169 */,
326 15 /* 18/170-18/179 */,
327 16 /* 18/180-18/189 */,
328 17 /* 18/190-18/199 */,
329 18 /* 18/200-18/209 */,
330 19 /* 18/210-18/219 */,
337 * Stat Table (WIS) -- Saving throw
339 const byte adj_wis_sav[] =
366 7 /* 18/100-18/109 */,
367 8 /* 18/110-18/119 */,
368 9 /* 18/120-18/129 */,
369 10 /* 18/130-18/139 */,
370 11 /* 18/140-18/149 */,
371 12 /* 18/150-18/159 */,
372 13 /* 18/160-18/169 */,
373 14 /* 18/170-18/179 */,
374 15 /* 18/180-18/189 */,
375 16 /* 18/190-18/199 */,
376 17 /* 18/200-18/209 */,
377 18 /* 18/210-18/219 */,
384 * Stat Table (DEX) -- disarming
386 const byte adj_dex_dis[] =
413 8 /* 18/100-18/109 */,
414 8 /* 18/110-18/119 */,
415 8 /* 18/120-18/129 */,
416 8 /* 18/130-18/139 */,
417 8 /* 18/140-18/149 */,
418 9 /* 18/150-18/159 */,
419 9 /* 18/160-18/169 */,
420 9 /* 18/170-18/179 */,
421 9 /* 18/180-18/189 */,
422 9 /* 18/190-18/199 */,
423 10 /* 18/200-18/209 */,
424 10 /* 18/210-18/219 */,
431 * Stat Table (INT) -- disarming
433 const byte adj_int_dis[] =
460 10 /* 18/100-18/109 */,
461 10 /* 18/110-18/119 */,
462 11 /* 18/120-18/129 */,
463 12 /* 18/130-18/139 */,
464 13 /* 18/140-18/149 */,
465 14 /* 18/150-18/159 */,
466 15 /* 18/160-18/169 */,
467 16 /* 18/170-18/179 */,
468 17 /* 18/180-18/189 */,
469 18 /* 18/190-18/199 */,
470 19 /* 18/200-18/209 */,
471 19 /* 18/210-18/219 */,
478 * Stat Table (DEX) -- bonus to ac (plus 128)
480 const byte adj_dex_ta[] =
497 128 + 2 /* 18/00-18/09 */,
498 128 + 2 /* 18/10-18/19 */,
499 128 + 2 /* 18/20-18/29 */,
500 128 + 2 /* 18/30-18/39 */,
501 128 + 2 /* 18/40-18/49 */,
502 128 + 3 /* 18/50-18/59 */,
503 128 + 3 /* 18/60-18/69 */,
504 128 + 3 /* 18/70-18/79 */,
505 128 + 4 /* 18/80-18/89 */,
506 128 + 5 /* 18/90-18/99 */,
507 128 + 6 /* 18/100-18/109 */,
508 128 + 7 /* 18/110-18/119 */,
509 128 + 8 /* 18/120-18/129 */,
510 128 + 9 /* 18/130-18/139 */,
511 128 + 9 /* 18/140-18/149 */,
512 128 + 10 /* 18/150-18/159 */,
513 128 + 11 /* 18/160-18/169 */,
514 128 + 12 /* 18/170-18/179 */,
515 128 + 13 /* 18/180-18/189 */,
516 128 + 14 /* 18/190-18/199 */,
517 128 + 15 /* 18/200-18/209 */,
518 128 + 15 /* 18/210-18/219 */,
519 128 + 16 /* 18/220+ */
525 * Stat Table (STR) -- bonus to dam (plus 128)
527 const byte adj_str_td[] =
544 128 + 2 /* 18/00-18/09 */,
545 128 + 2 /* 18/10-18/19 */,
546 128 + 3 /* 18/20-18/29 */,
547 128 + 3 /* 18/30-18/39 */,
548 128 + 3 /* 18/40-18/49 */,
549 128 + 3 /* 18/50-18/59 */,
550 128 + 3 /* 18/60-18/69 */,
551 128 + 4 /* 18/70-18/79 */,
552 128 + 5 /* 18/80-18/89 */,
553 128 + 5 /* 18/90-18/99 */,
554 128 + 6 /* 18/100-18/109 */,
555 128 + 7 /* 18/110-18/119 */,
556 128 + 8 /* 18/120-18/129 */,
557 128 + 9 /* 18/130-18/139 */,
558 128 + 10 /* 18/140-18/149 */,
559 128 + 11 /* 18/150-18/159 */,
560 128 + 12 /* 18/160-18/169 */,
561 128 + 13 /* 18/170-18/179 */,
562 128 + 14 /* 18/180-18/189 */,
563 128 + 15 /* 18/190-18/199 */,
564 128 + 16 /* 18/200-18/209 */,
565 128 + 18 /* 18/210-18/219 */,
566 128 + 20 /* 18/220+ */
572 * Stat Table (DEX) -- bonus to hit (plus 128)
574 const byte adj_dex_th[] =
591 128 + 3 /* 18/00-18/09 */,
592 128 + 3 /* 18/10-18/19 */,
593 128 + 3 /* 18/20-18/29 */,
594 128 + 3 /* 18/30-18/39 */,
595 128 + 3 /* 18/40-18/49 */,
596 128 + 4 /* 18/50-18/59 */,
597 128 + 4 /* 18/60-18/69 */,
598 128 + 4 /* 18/70-18/79 */,
599 128 + 4 /* 18/80-18/89 */,
600 128 + 5 /* 18/90-18/99 */,
601 128 + 6 /* 18/100-18/109 */,
602 128 + 7 /* 18/110-18/119 */,
603 128 + 8 /* 18/120-18/129 */,
604 128 + 9 /* 18/130-18/139 */,
605 128 + 9 /* 18/140-18/149 */,
606 128 + 10 /* 18/150-18/159 */,
607 128 + 11 /* 18/160-18/169 */,
608 128 + 12 /* 18/170-18/179 */,
609 128 + 13 /* 18/180-18/189 */,
610 128 + 14 /* 18/190-18/199 */,
611 128 + 15 /* 18/200-18/209 */,
612 128 + 15 /* 18/210-18/219 */,
613 128 + 16 /* 18/220+ */
619 * Stat Table (STR) -- bonus to hit (plus 128)
621 const byte adj_str_th[] =
638 128 + 1 /* 18/00-18/09 */,
639 128 + 1 /* 18/10-18/19 */,
640 128 + 1 /* 18/20-18/29 */,
641 128 + 1 /* 18/30-18/39 */,
642 128 + 1 /* 18/40-18/49 */,
643 128 + 1 /* 18/50-18/59 */,
644 128 + 1 /* 18/60-18/69 */,
645 128 + 2 /* 18/70-18/79 */,
646 128 + 3 /* 18/80-18/89 */,
647 128 + 4 /* 18/90-18/99 */,
648 128 + 5 /* 18/100-18/109 */,
649 128 + 6 /* 18/110-18/119 */,
650 128 + 7 /* 18/120-18/129 */,
651 128 + 8 /* 18/130-18/139 */,
652 128 + 9 /* 18/140-18/149 */,
653 128 + 10 /* 18/150-18/159 */,
654 128 + 11 /* 18/160-18/169 */,
655 128 + 12 /* 18/170-18/179 */,
656 128 + 13 /* 18/180-18/189 */,
657 128 + 14 /* 18/190-18/199 */,
658 128 + 15 /* 18/200-18/209 */,
659 128 + 15 /* 18/210-18/219 */,
660 128 + 16 /* 18/220+ */
666 * Stat Table (STR) -- weight limit in deca-pounds
668 const byte adj_str_wgt[] =
685 25 /* 18/00-18/09 */,
686 26 /* 18/10-18/19 */,
687 27 /* 18/20-18/29 */,
688 28 /* 18/30-18/39 */,
689 29 /* 18/40-18/49 */,
690 30 /* 18/50-18/59 */,
691 31 /* 18/60-18/69 */,
692 31 /* 18/70-18/79 */,
693 32 /* 18/80-18/89 */,
694 32 /* 18/90-18/99 */,
695 33 /* 18/100-18/109 */,
696 33 /* 18/110-18/119 */,
697 34 /* 18/120-18/129 */,
698 34 /* 18/130-18/139 */,
699 35 /* 18/140-18/149 */,
700 35 /* 18/150-18/159 */,
701 36 /* 18/160-18/169 */,
702 36 /* 18/170-18/179 */,
703 37 /* 18/180-18/189 */,
704 37 /* 18/190-18/199 */,
705 38 /* 18/200-18/209 */,
706 38 /* 18/210-18/219 */,
713 * Stat Table (STR) -- weapon weight limit in pounds
715 const byte adj_str_hold[] =
732 19 /* 18/00-18/09 */,
733 20 /* 18/10-18/19 */,
734 21 /* 18/20-18/29 */,
735 22 /* 18/30-18/39 */,
736 23 /* 18/40-18/49 */,
737 24 /* 18/50-18/59 */,
738 25 /* 18/60-18/69 */,
739 26 /* 18/70-18/79 */,
740 27 /* 18/80-18/89 */,
741 28 /* 18/90-18/99 */,
742 30 /* 18/100-18/109 */,
743 31 /* 18/110-18/119 */,
744 32 /* 18/120-18/129 */,
745 33 /* 18/130-18/139 */,
746 34 /* 18/140-18/149 */,
747 35 /* 18/150-18/159 */,
748 37 /* 18/160-18/169 */,
749 40 /* 18/170-18/179 */,
750 44 /* 18/180-18/189 */,
751 48 /* 18/190-18/199 */,
752 50 /* 18/200-18/209 */,
753 50 /* 18/210-18/219 */,
760 * Stat Table (STR) -- digging value
762 const byte adj_str_dig[] =
780 10 /* 18/10-18/19 */,
781 12 /* 18/20-18/29 */,
782 15 /* 18/30-18/39 */,
783 20 /* 18/40-18/49 */,
784 25 /* 18/50-18/59 */,
785 30 /* 18/60-18/69 */,
786 35 /* 18/70-18/79 */,
787 40 /* 18/80-18/89 */,
788 45 /* 18/90-18/99 */,
789 50 /* 18/100-18/109 */,
790 55 /* 18/110-18/119 */,
791 60 /* 18/120-18/129 */,
792 65 /* 18/130-18/139 */,
793 70 /* 18/140-18/149 */,
794 75 /* 18/150-18/159 */,
795 80 /* 18/160-18/169 */,
796 85 /* 18/170-18/179 */,
797 90 /* 18/180-18/189 */,
798 95 /* 18/190-18/199 */,
799 100 /* 18/200-18/209 */,
800 100 /* 18/210-18/219 */,
805 * 器用さによる盗難防止&体当たり成功判定修正テーブル
806 * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
808 const byte adj_dex_safe[] =
825 10 /* 18/00-18/09 */,
826 10 /* 18/10-18/19 */,
827 15 /* 18/20-18/29 */,
828 15 /* 18/30-18/39 */,
829 20 /* 18/40-18/49 */,
830 25 /* 18/50-18/59 */,
831 30 /* 18/60-18/69 */,
832 35 /* 18/70-18/79 */,
833 40 /* 18/80-18/89 */,
834 45 /* 18/90-18/99 */,
835 50 /* 18/100-18/109 */,
836 60 /* 18/110-18/119 */,
837 70 /* 18/120-18/129 */,
838 80 /* 18/130-18/139 */,
839 90 /* 18/140-18/149 */,
840 100 /* 18/150-18/159 */,
841 100 /* 18/160-18/169 */,
842 100 /* 18/170-18/179 */,
843 100 /* 18/180-18/189 */,
844 100 /* 18/190-18/199 */,
845 100 /* 18/200-18/209 */,
846 100 /* 18/210-18/219 */,
852 * 耐久による基本HP自然治癒値テーブル /
853 * Stat Table (CON) -- base regeneration rate
855 const byte adj_con_fix[] =
882 4 /* 18/100-18/109 */,
883 4 /* 18/110-18/119 */,
884 5 /* 18/120-18/129 */,
885 6 /* 18/130-18/139 */,
886 6 /* 18/140-18/149 */,
887 7 /* 18/150-18/159 */,
888 7 /* 18/160-18/169 */,
889 8 /* 18/170-18/179 */,
890 8 /* 18/180-18/189 */,
891 8 /* 18/190-18/199 */,
892 9 /* 18/200-18/209 */,
893 9 /* 18/210-18/219 */,
899 * 耐久による基本HP自然治癒値テーブル /
900 * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
902 const byte adj_con_mhp[] =
919 128 + 4 /* 18/00-18/09 */,
920 128 + 5 /* 18/10-18/19 */,
921 128 + 6 /* 18/20-18/29 */,
922 128 + 7 /* 18/30-18/39 */,
923 128 + 8 /* 18/40-18/49 */,
924 128 + 9 /* 18/50-18/59 */,
925 128 + 10 /* 18/60-18/69 */,
926 128 + 11 /* 18/70-18/79 */,
927 128 + 12 /* 18/80-18/89 */,
928 128 + 14 /* 18/90-18/99 */,
929 128 + 17 /* 18/100-18/109 */,
930 128 + 20 /* 18/110-18/119 */,
931 128 + 23 /* 18/120-18/129 */,
932 128 + 26 /* 18/130-18/139 */,
933 128 + 29 /* 18/140-18/149 */,
934 128 + 32 /* 18/150-18/159 */,
935 128 + 35 /* 18/160-18/169 */,
936 128 + 38 /* 18/170-18/179 */,
937 128 + 40 /* 18/180-18/189 */,
938 128 + 42 /* 18/190-18/199 */,
939 128 + 44 /* 18/200-18/209 */,
940 128 + 46 /* 18/210-18/219 */,
941 128 + 48 /* 18/220+ */
947 * Stat Table (CHR) -- charm
949 const byte adj_chr_chm[] =
967 10 /* 18/10-18/19 */,
968 12 /* 18/20-18/29 */,
969 15 /* 18/30-18/39 */,
970 18 /* 18/40-18/49 */,
971 21 /* 18/50-18/59 */,
972 24 /* 18/60-18/69 */,
973 28 /* 18/70-18/79 */,
974 32 /* 18/80-18/89 */,
975 36 /* 18/90-18/99 */,
976 39 /* 18/100-18/109 */,
977 42 /* 18/110-18/119 */,
978 45 /* 18/120-18/129 */,
979 49 /* 18/130-18/139 */,
980 53 /* 18/140-18/149 */,
981 57 /* 18/150-18/159 */,
982 61 /* 18/160-18/169 */,
983 65 /* 18/170-18/179 */,
984 69 /* 18/180-18/189 */,
985 73 /* 18/190-18/199 */,
986 77 /* 18/200-18/209 */,
987 81 /* 18/210-18/219 */,
992 * @brief 加速値による実質速度修正倍率テーブル /
993 * This table allows quick conversion from "speed" to "energy"
996 * The basic function WAS ((S>=110) ? (S-110) : (100 / (120-S)))
997 * Note that table access is *much* quicker than computation.
999 * Note that the table has been changed at high speeds. From
1000 * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
1001 * at speeds above "Fast (+30)", one approaches an asymptotic
1002 * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
1003 * is relatively easy to reach "Fast (+30)" and get about 40
1004 * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
1005 * and you must get all the way to "Fast (+50)" to reach the
1006 * point of getting 45 energy per current_world_ptr->game_turn. After that point,
1007 * furthur increases in speed are more or less pointless,
1008 * except to balance out heavy p_ptr->inventory_list.
1010 * Note that currently the fastest monster is "Fast (+30)".
1012 * It should be possible to lower the energy threshhold from
1013 * 100 units to 50 units, though this may interact badly with
1014 * the (compiled out) small random energy boost code. It may
1015 * also tend to cause more "clumping" at high speeds.
1018 const byte extract_energy[200] =
1020 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1021 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1022 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1023 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1024 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1025 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1026 /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1027 /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
1028 /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
1029 /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
1030 /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
1031 /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
1032 /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
1033 /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
1034 /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
1035 /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
1036 /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
1037 /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
1038 /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
1039 /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
1044 * @brief 色名称テーブル / Hack -- the "basic" color names (see "TERM_xxx")
1046 const concptr color_names[16] =
1088 * @brief 能力値テーブル / Abbreviations of healthy stats
1090 const concptr stat_names[6] =
1093 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
1095 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
1101 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
1103 const concptr stat_names_reduced[6] =
1106 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
1108 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
1115 * @brief サブウィンドウ名称テーブル
1118 * Certain "screens" always use the main screen, including News, Birth,
1119 * Dungeon, Tomb-stone, High-scores, Macros, Colors, Visuals, Options.
1121 * Later, special flags may allow sub-windows to "steal" stuff from the
1122 * main window, including File dump (help), File dump (artifacts, uniques),
1123 * Character screen, Small scale map, Previous Messages, Store screen, etc.
1125 * The "ctrl-i" (tab) command flips the "Display inven/equip" and "Display
1126 * equip/inven" flags for all windows.
1128 * The "ctrl-g" command (or pseudo-command) should perhaps grab a snapshot
1129 * of the main screen into any interested windows.
1132 const concptr window_flag_desc[32] =
1134 _("持ち物/装備一覧", "Display inven/equip"),
1135 _("装備/持ち物一覧", "Display equip/inven"),
1136 _("呪文一覧", "Display spell list"),
1137 _("キャラクタ情報", "Display character"),
1138 _("視界内のモンスター表示", "Display monsters in sight"),
1140 _("メッセージ", "Display messages"),
1141 _("ダンジョン全体図", "Display overhead view"),
1142 _("モンスターの思い出", "Display monster recall"),
1143 _("アイテムの詳細", "Display object recall"),
1144 _("自分の周囲を表示", "Display dungeon view"),
1145 _("記念撮影", "Display snap-shot"),
1148 _("ボーグ・メッセージ", "Display borg messages"),
1149 _("ボーグ・ステータス", "Display borg status"),
1171 * @brief シンボル解説テーブル /
1172 * The table of "symbol info" -- each entry is a string of the form "X:desc" where "X" is the trigger, and "desc" is the "info".
1174 const concptr ident_info[] =
1187 "*:財宝を含んだ鉱脈または球形の怪物",
1192 "/:竿状武器(アックス/パイク/等)",
1270 "}:飛び道具(弓/クロスボウ/スリング)",
1274 "!:A potion (or oil)",
1275 "\":An amulet (or necklace)",
1276 "#:A wall (or secret door) / a plant / a gas",
1277 "$:Treasure (gold or gems)",
1278 "%:A vein (magma or quartz)",
1283 "*:A vein with treasure or a ball monster",
1285 ",:Food (or mushroom patch)",
1286 "-:A wand (or rod)",
1288 "/:A polearm (Axe/Pike/etc)",
1289 "0:Entrance to Museum",
1290 "1:Entrance to General Store",
1291 "2:Entrance to Armory",
1292 "3:Entrance to Weaponsmith",
1293 "4:Entrance to Temple",
1294 "5:Entrance to Alchemy shop",
1295 "6:Entrance to Magic store",
1296 "7:Entrance to Black Market",
1297 "8:Entrance to your home",
1298 "9:Entrance to the bookstore",
1300 ";:A glyph of warding / an explosive rune",
1301 "<:An up staircase",
1303 ">:A down staircase",
1309 "D:Ancient Dragon/Wyrm",
1318 "M:Multi-Headed Reptile",
1322 "Q:Quylthulg (Pulsing Flesh Mound)",
1323 "R:Reptile/Amphibian",
1324 "S:Spider/Scorpion/Tick",
1328 "W:Wight/Wraith/etc",
1333 "\\:A hafted weapon (mace/whip/etc)",
1337 "`:A figurine or statue",
1345 "h:Hobbit/Elf/Dwarf",
1349 "l:Aquatic monster",
1364 "{:A missile (arrow/bolt/shot)",
1365 "|:An edged weapon (sword/dagger/etc)",
1366 "}:A launcher (bow/crossbow/sling)",
1367 "~:Fluid terrain (or miscellaneous item)",
1375 * @brief 地形状態フラグテーブル /
1376 * The table of features' actions
1378 const byte feature_action_flags[FF_FLAG_MAX] =
1390 FAF_CRASH_GLASS, /* BASH */
1392 FAF_DESTROY, /* DISARM */
1394 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
1395 0, /* MAY_HAVE_GOLD */
1425 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
1457 0, /* HURT_BWATER */
1480 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
1481 0, /* QUEST_ENTER */
1487 0, /* MINOR_GLYPH */
1493 0, /* TELEPORTABLE */