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.
19 * キーパッドの方向を南から反時計回り順に列挙 / Global array for looping through the "keypad directions"
21 const POSITION ddd[9] =
22 { 2, 8, 6, 4, 3, 1, 9, 7, 5 };
25 * dddで定義した順にベクトルのX軸成分を定義 / Global arrays for converting "keypad direction" into offsets
27 const POSITION ddx[10] =
28 { 0, -1, 0, 1, -1, 0, 1, -1, 0, 1 };
31 * dddで定義した順にベクトルのY軸成分を定義 / Global arrays for converting "keypad direction" into offsets
33 const POSITION ddy[10] =
34 { 0, 1, 1, 1, 0, 0, 0, -1, -1, -1 };
37 * ddd越しにベクトルのX軸成分を定義 / Global arrays for optimizing "ddx[ddd[i]]" and "ddy[ddd[i]]"
39 const POSITION ddx_ddd[9] =
40 { 0, 0, 1, -1, 1, -1, 1, -1, 0 };
43 * ddd越しにベクトルのY軸成分を定義 / Global arrays for optimizing "ddx[ddd[i]]" and "ddy[ddd[i]]"
45 const POSITION ddy_ddd[9] =
46 { 1, -1, 0, 0, 1, 1, -1, -1, 0 };
50 * キーパッドの円環状方向配列 / Circular keypad direction array
52 const POSITION cdd[8] =
53 { 2, 3, 6, 9, 8, 7, 4, 1 };
56 * cdd越しにベクトルのX軸成分を定義 / Global arrays for optimizing "ddx[cdd[i]]" and "ddy[cdd[i]]"
58 const POSITION ddx_cdd[8] =
59 { 0, 1, 1, 1, 0, -1, -1, -1 };
62 * cdd越しにベクトルのY軸成分を定義 / Global arrays for optimizing "ddx[cdd[i]]" and "ddy[cdd[i]]"
64 const POSITION ddy_cdd[8] =
65 { 1, 1, 0, -1, -1, -1, 0, 1 };
70 * 10進数から16進数への変換テーブル /
71 * Global array for converting numbers to uppercase hecidecimal digit
72 * This array can also be used to convert a number to an octal digit
74 const char hexsym[16] =
76 '0', '1', '2', '3', '4', '5', '6', '7',
77 '8', '9', 'A', 'B', 'C', 'D', 'E', 'F'
83 * Global array for converting numbers to a logical list symbol
85 const char listsym[] =
87 '0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
88 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
89 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
90 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
91 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
98 * Encode the screen colors
100 const concptr color_char = "dwsorgbuDWvyRGBU";
104 * 知力/賢さによるレベル毎の習得可能魔法数テーブル
105 * Stat Table (INT/WIS) -- Number of half-spells per level
107 const byte adj_mag_study[] =
134 4 /* 18/100-18/109 */,
135 4 /* 18/110-18/119 */,
136 5 /* 18/120-18/129 */,
137 5 /* 18/130-18/139 */,
138 5 /* 18/140-18/149 */,
139 5 /* 18/150-18/159 */,
140 5 /* 18/160-18/169 */,
141 5 /* 18/170-18/179 */,
142 5 /* 18/180-18/189 */,
143 5 /* 18/190-18/199 */,
144 5 /* 18/200-18/209 */,
145 6 /* 18/210-18/219 */,
152 * Stat Table (INT/WIS) -- extra 1/4-mana-points per level
154 const byte adj_mag_mana[] =
171 10 /* 18/00-18/09 */,
172 11 /* 18/10-18/19 */,
173 11 /* 18/20-18/29 */,
174 12 /* 18/30-18/39 */,
175 12 /* 18/40-18/49 */,
176 13 /* 18/50-18/59 */,
177 14 /* 18/60-18/69 */,
178 15 /* 18/70-18/79 */,
179 16 /* 18/80-18/89 */,
180 17 /* 18/90-18/99 */,
181 18 /* 18/100-18/109 */,
182 19 /* 18/110-18/119 */,
183 20 /* 18/120-18/129 */,
184 21 /* 18/130-18/139 */,
185 22 /* 18/140-18/149 */,
186 23 /* 18/150-18/159 */,
187 24 /* 18/160-18/169 */,
188 25 /* 18/170-18/179 */,
189 26 /* 18/180-18/189 */,
190 27 /* 18/190-18/199 */,
191 28 /* 18/200-18/209 */,
192 29 /* 18/210-18/219 */,
198 * 知力/賢さによる最低魔法失敗率テーブル
199 * Stat Table (INT/WIS) -- Minimum failure rate (percentage)
201 const byte adj_mag_fail[] =
228 3 /* 18/100-18/109 */,
229 2 /* 18/110-18/119 */,
230 2 /* 18/120-18/129 */,
231 2 /* 18/130-18/139 */,
232 2 /* 18/140-18/149 */,
233 1 /* 18/150-18/159 */,
234 1 /* 18/160-18/169 */,
235 1 /* 18/170-18/179 */,
236 1 /* 18/180-18/189 */,
237 1 /* 18/190-18/199 */,
238 0 /* 18/200-18/209 */,
239 0 /* 18/210-18/219 */,
245 * 知力/賢さによる魔法失敗率修正テーブル
246 * Stat Table (INT/WIS) -- Various things
248 const byte adj_mag_stat[] =
275 8 /* 18/100-18/109 */,
276 9 /* 18/110-18/119 */,
277 10 /* 18/120-18/129 */,
278 11 /* 18/130-18/139 */,
279 12 /* 18/140-18/149 */,
280 13 /* 18/150-18/159 */,
281 14 /* 18/160-18/169 */,
282 15 /* 18/170-18/179 */,
283 16 /* 18/180-18/189 */,
284 17 /* 18/190-18/199 */,
285 18 /* 18/200-18/209 */,
286 19 /* 18/210-18/219 */,
293 * Stat Table (CHR) -- payment percentages
295 const byte adj_chr_gold[] =
312 100 /* 18/00-18/09 */,
313 99 /* 18/10-18/19 */,
314 98 /* 18/20-18/29 */,
315 97 /* 18/30-18/39 */,
316 96 /* 18/40-18/49 */,
317 95 /* 18/50-18/59 */,
318 94 /* 18/60-18/69 */,
319 93 /* 18/70-18/79 */,
320 92 /* 18/80-18/89 */,
321 91 /* 18/90-18/99 */,
322 90 /* 18/100-18/109 */,
323 89 /* 18/110-18/119 */,
324 88 /* 18/120-18/129 */,
325 87 /* 18/130-18/139 */,
326 86 /* 18/140-18/149 */,
327 85 /* 18/150-18/159 */,
328 84 /* 18/160-18/169 */,
329 83 /* 18/170-18/179 */,
330 82 /* 18/180-18/189 */,
331 81 /* 18/190-18/199 */,
332 80 /* 18/200-18/209 */,
333 79 /* 18/210-18/219 */,
340 * Stat Table (INT) -- Magic devices
342 const byte adj_int_dev[] =
369 8 /* 18/100-18/109 */,
370 9 /* 18/110-18/119 */,
371 10 /* 18/120-18/129 */,
372 11 /* 18/130-18/139 */,
373 12 /* 18/140-18/149 */,
374 13 /* 18/150-18/159 */,
375 14 /* 18/160-18/169 */,
376 15 /* 18/170-18/179 */,
377 16 /* 18/180-18/189 */,
378 17 /* 18/190-18/199 */,
379 18 /* 18/200-18/209 */,
380 19 /* 18/210-18/219 */,
387 * Stat Table (WIS) -- Saving throw
389 const byte adj_wis_sav[] =
416 7 /* 18/100-18/109 */,
417 8 /* 18/110-18/119 */,
418 9 /* 18/120-18/129 */,
419 10 /* 18/130-18/139 */,
420 11 /* 18/140-18/149 */,
421 12 /* 18/150-18/159 */,
422 13 /* 18/160-18/169 */,
423 14 /* 18/170-18/179 */,
424 15 /* 18/180-18/189 */,
425 16 /* 18/190-18/199 */,
426 17 /* 18/200-18/209 */,
427 18 /* 18/210-18/219 */,
434 * Stat Table (DEX) -- disarming
436 const byte adj_dex_dis[] =
463 8 /* 18/100-18/109 */,
464 8 /* 18/110-18/119 */,
465 8 /* 18/120-18/129 */,
466 8 /* 18/130-18/139 */,
467 8 /* 18/140-18/149 */,
468 9 /* 18/150-18/159 */,
469 9 /* 18/160-18/169 */,
470 9 /* 18/170-18/179 */,
471 9 /* 18/180-18/189 */,
472 9 /* 18/190-18/199 */,
473 10 /* 18/200-18/209 */,
474 10 /* 18/210-18/219 */,
481 * Stat Table (INT) -- disarming
483 const byte adj_int_dis[] =
510 10 /* 18/100-18/109 */,
511 10 /* 18/110-18/119 */,
512 11 /* 18/120-18/129 */,
513 12 /* 18/130-18/139 */,
514 13 /* 18/140-18/149 */,
515 14 /* 18/150-18/159 */,
516 15 /* 18/160-18/169 */,
517 16 /* 18/170-18/179 */,
518 17 /* 18/180-18/189 */,
519 18 /* 18/190-18/199 */,
520 19 /* 18/200-18/209 */,
521 19 /* 18/210-18/219 */,
528 * Stat Table (DEX) -- bonus to ac (plus 128)
530 const byte adj_dex_ta[] =
547 128 + 2 /* 18/00-18/09 */,
548 128 + 2 /* 18/10-18/19 */,
549 128 + 2 /* 18/20-18/29 */,
550 128 + 2 /* 18/30-18/39 */,
551 128 + 2 /* 18/40-18/49 */,
552 128 + 3 /* 18/50-18/59 */,
553 128 + 3 /* 18/60-18/69 */,
554 128 + 3 /* 18/70-18/79 */,
555 128 + 4 /* 18/80-18/89 */,
556 128 + 5 /* 18/90-18/99 */,
557 128 + 6 /* 18/100-18/109 */,
558 128 + 7 /* 18/110-18/119 */,
559 128 + 8 /* 18/120-18/129 */,
560 128 + 9 /* 18/130-18/139 */,
561 128 + 9 /* 18/140-18/149 */,
562 128 + 10 /* 18/150-18/159 */,
563 128 + 11 /* 18/160-18/169 */,
564 128 + 12 /* 18/170-18/179 */,
565 128 + 13 /* 18/180-18/189 */,
566 128 + 14 /* 18/190-18/199 */,
567 128 + 15 /* 18/200-18/209 */,
568 128 + 15 /* 18/210-18/219 */,
569 128 + 16 /* 18/220+ */
575 * Stat Table (STR) -- bonus to dam (plus 128)
577 const byte adj_str_td[] =
594 128 + 2 /* 18/00-18/09 */,
595 128 + 2 /* 18/10-18/19 */,
596 128 + 3 /* 18/20-18/29 */,
597 128 + 3 /* 18/30-18/39 */,
598 128 + 3 /* 18/40-18/49 */,
599 128 + 3 /* 18/50-18/59 */,
600 128 + 3 /* 18/60-18/69 */,
601 128 + 4 /* 18/70-18/79 */,
602 128 + 5 /* 18/80-18/89 */,
603 128 + 5 /* 18/90-18/99 */,
604 128 + 6 /* 18/100-18/109 */,
605 128 + 7 /* 18/110-18/119 */,
606 128 + 8 /* 18/120-18/129 */,
607 128 + 9 /* 18/130-18/139 */,
608 128 + 10 /* 18/140-18/149 */,
609 128 + 11 /* 18/150-18/159 */,
610 128 + 12 /* 18/160-18/169 */,
611 128 + 13 /* 18/170-18/179 */,
612 128 + 14 /* 18/180-18/189 */,
613 128 + 15 /* 18/190-18/199 */,
614 128 + 16 /* 18/200-18/209 */,
615 128 + 18 /* 18/210-18/219 */,
616 128 + 20 /* 18/220+ */
622 * Stat Table (DEX) -- bonus to hit (plus 128)
624 const byte adj_dex_th[] =
641 128 + 3 /* 18/00-18/09 */,
642 128 + 3 /* 18/10-18/19 */,
643 128 + 3 /* 18/20-18/29 */,
644 128 + 3 /* 18/30-18/39 */,
645 128 + 3 /* 18/40-18/49 */,
646 128 + 4 /* 18/50-18/59 */,
647 128 + 4 /* 18/60-18/69 */,
648 128 + 4 /* 18/70-18/79 */,
649 128 + 4 /* 18/80-18/89 */,
650 128 + 5 /* 18/90-18/99 */,
651 128 + 6 /* 18/100-18/109 */,
652 128 + 7 /* 18/110-18/119 */,
653 128 + 8 /* 18/120-18/129 */,
654 128 + 9 /* 18/130-18/139 */,
655 128 + 9 /* 18/140-18/149 */,
656 128 + 10 /* 18/150-18/159 */,
657 128 + 11 /* 18/160-18/169 */,
658 128 + 12 /* 18/170-18/179 */,
659 128 + 13 /* 18/180-18/189 */,
660 128 + 14 /* 18/190-18/199 */,
661 128 + 15 /* 18/200-18/209 */,
662 128 + 15 /* 18/210-18/219 */,
663 128 + 16 /* 18/220+ */
669 * Stat Table (STR) -- bonus to hit (plus 128)
671 const byte adj_str_th[] =
688 128 + 1 /* 18/00-18/09 */,
689 128 + 1 /* 18/10-18/19 */,
690 128 + 1 /* 18/20-18/29 */,
691 128 + 1 /* 18/30-18/39 */,
692 128 + 1 /* 18/40-18/49 */,
693 128 + 1 /* 18/50-18/59 */,
694 128 + 1 /* 18/60-18/69 */,
695 128 + 2 /* 18/70-18/79 */,
696 128 + 3 /* 18/80-18/89 */,
697 128 + 4 /* 18/90-18/99 */,
698 128 + 5 /* 18/100-18/109 */,
699 128 + 6 /* 18/110-18/119 */,
700 128 + 7 /* 18/120-18/129 */,
701 128 + 8 /* 18/130-18/139 */,
702 128 + 9 /* 18/140-18/149 */,
703 128 + 10 /* 18/150-18/159 */,
704 128 + 11 /* 18/160-18/169 */,
705 128 + 12 /* 18/170-18/179 */,
706 128 + 13 /* 18/180-18/189 */,
707 128 + 14 /* 18/190-18/199 */,
708 128 + 15 /* 18/200-18/209 */,
709 128 + 15 /* 18/210-18/219 */,
710 128 + 16 /* 18/220+ */
716 * Stat Table (STR) -- weight limit in deca-pounds
718 const byte adj_str_wgt[] =
735 25 /* 18/00-18/09 */,
736 26 /* 18/10-18/19 */,
737 27 /* 18/20-18/29 */,
738 28 /* 18/30-18/39 */,
739 29 /* 18/40-18/49 */,
740 30 /* 18/50-18/59 */,
741 31 /* 18/60-18/69 */,
742 31 /* 18/70-18/79 */,
743 32 /* 18/80-18/89 */,
744 32 /* 18/90-18/99 */,
745 33 /* 18/100-18/109 */,
746 33 /* 18/110-18/119 */,
747 34 /* 18/120-18/129 */,
748 34 /* 18/130-18/139 */,
749 35 /* 18/140-18/149 */,
750 35 /* 18/150-18/159 */,
751 36 /* 18/160-18/169 */,
752 36 /* 18/170-18/179 */,
753 37 /* 18/180-18/189 */,
754 37 /* 18/190-18/199 */,
755 38 /* 18/200-18/209 */,
756 38 /* 18/210-18/219 */,
763 * Stat Table (STR) -- weapon weight limit in pounds
765 const byte adj_str_hold[] =
782 19 /* 18/00-18/09 */,
783 20 /* 18/10-18/19 */,
784 21 /* 18/20-18/29 */,
785 22 /* 18/30-18/39 */,
786 23 /* 18/40-18/49 */,
787 24 /* 18/50-18/59 */,
788 25 /* 18/60-18/69 */,
789 26 /* 18/70-18/79 */,
790 27 /* 18/80-18/89 */,
791 28 /* 18/90-18/99 */,
792 30 /* 18/100-18/109 */,
793 31 /* 18/110-18/119 */,
794 32 /* 18/120-18/129 */,
795 33 /* 18/130-18/139 */,
796 34 /* 18/140-18/149 */,
797 35 /* 18/150-18/159 */,
798 37 /* 18/160-18/169 */,
799 40 /* 18/170-18/179 */,
800 44 /* 18/180-18/189 */,
801 48 /* 18/190-18/199 */,
802 50 /* 18/200-18/209 */,
803 50 /* 18/210-18/219 */,
810 * Stat Table (STR) -- digging value
812 const byte adj_str_dig[] =
830 10 /* 18/10-18/19 */,
831 12 /* 18/20-18/29 */,
832 15 /* 18/30-18/39 */,
833 20 /* 18/40-18/49 */,
834 25 /* 18/50-18/59 */,
835 30 /* 18/60-18/69 */,
836 35 /* 18/70-18/79 */,
837 40 /* 18/80-18/89 */,
838 45 /* 18/90-18/99 */,
839 50 /* 18/100-18/109 */,
840 55 /* 18/110-18/119 */,
841 60 /* 18/120-18/129 */,
842 65 /* 18/130-18/139 */,
843 70 /* 18/140-18/149 */,
844 75 /* 18/150-18/159 */,
845 80 /* 18/160-18/169 */,
846 85 /* 18/170-18/179 */,
847 90 /* 18/180-18/189 */,
848 95 /* 18/190-18/199 */,
849 100 /* 18/200-18/209 */,
850 100 /* 18/210-18/219 */,
857 * Stat Table (STR) -- help index into the "blow" table
859 const byte adj_str_blow[] =
876 20 /* 18/00-18/09 */,
877 30 /* 18/10-18/19 */,
878 40 /* 18/20-18/29 */,
879 50 /* 18/30-18/39 */,
880 60 /* 18/40-18/49 */,
881 70 /* 18/50-18/59 */,
882 80 /* 18/60-18/69 */,
883 90 /* 18/70-18/79 */,
884 100 /* 18/80-18/89 */,
885 110 /* 18/90-18/99 */,
886 120 /* 18/100-18/109 */,
887 130 /* 18/110-18/119 */,
888 140 /* 18/120-18/129 */,
889 150 /* 18/130-18/139 */,
890 160 /* 18/140-18/149 */,
891 170 /* 18/150-18/159 */,
892 180 /* 18/160-18/169 */,
893 190 /* 18/170-18/179 */,
894 200 /* 18/180-18/189 */,
895 210 /* 18/190-18/199 */,
896 220 /* 18/200-18/209 */,
897 230 /* 18/210-18/219 */,
903 * 器用さによる攻撃回数インデックステーブル
904 * Stat Table (DEX) -- index into the "blow" table
906 const byte adj_dex_blow[] =
933 7 /* 18/100-18/109 */,
934 7 /* 18/110-18/119 */,
935 8 /* 18/120-18/129 */,
936 8 /* 18/130-18/139 */,
937 9 /* 18/140-18/149 */,
938 9 /* 18/150-18/159 */,
939 10 /* 18/160-18/169 */,
940 10 /* 18/170-18/179 */,
941 11 /* 18/180-18/189 */,
942 11 /* 18/190-18/199 */,
943 12 /* 18/200-18/209 */,
944 12 /* 18/210-18/219 */,
950 * 器用さによる盗難防止&体当たり成功判定修正テーブル
951 * Stat Table (DEX) -- chance of avoiding "theft" and "falling"
953 const byte adj_dex_safe[] =
970 10 /* 18/00-18/09 */,
971 10 /* 18/10-18/19 */,
972 15 /* 18/20-18/29 */,
973 15 /* 18/30-18/39 */,
974 20 /* 18/40-18/49 */,
975 25 /* 18/50-18/59 */,
976 30 /* 18/60-18/69 */,
977 35 /* 18/70-18/79 */,
978 40 /* 18/80-18/89 */,
979 45 /* 18/90-18/99 */,
980 50 /* 18/100-18/109 */,
981 60 /* 18/110-18/119 */,
982 70 /* 18/120-18/129 */,
983 80 /* 18/130-18/139 */,
984 90 /* 18/140-18/149 */,
985 100 /* 18/150-18/159 */,
986 100 /* 18/160-18/169 */,
987 100 /* 18/170-18/179 */,
988 100 /* 18/180-18/189 */,
989 100 /* 18/190-18/199 */,
990 100 /* 18/200-18/209 */,
991 100 /* 18/210-18/219 */,
997 * 耐久による基本HP自然治癒値テーブル /
998 * Stat Table (CON) -- base regeneration rate
1000 const byte adj_con_fix[] =
1017 2 /* 18/00-18/09 */,
1018 2 /* 18/10-18/19 */,
1019 2 /* 18/20-18/29 */,
1020 2 /* 18/30-18/39 */,
1021 2 /* 18/40-18/49 */,
1022 3 /* 18/50-18/59 */,
1023 3 /* 18/60-18/69 */,
1024 3 /* 18/70-18/79 */,
1025 3 /* 18/80-18/89 */,
1026 3 /* 18/90-18/99 */,
1027 4 /* 18/100-18/109 */,
1028 4 /* 18/110-18/119 */,
1029 5 /* 18/120-18/129 */,
1030 6 /* 18/130-18/139 */,
1031 6 /* 18/140-18/149 */,
1032 7 /* 18/150-18/159 */,
1033 7 /* 18/160-18/169 */,
1034 8 /* 18/170-18/179 */,
1035 8 /* 18/180-18/189 */,
1036 8 /* 18/190-18/199 */,
1037 9 /* 18/200-18/209 */,
1038 9 /* 18/210-18/219 */,
1044 * 耐久による基本HP自然治癒値テーブル /
1045 * Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
1047 const byte adj_con_mhp[] =
1064 128 + 4 /* 18/00-18/09 */,
1065 128 + 5 /* 18/10-18/19 */,
1066 128 + 6 /* 18/20-18/29 */,
1067 128 + 7 /* 18/30-18/39 */,
1068 128 + 8 /* 18/40-18/49 */,
1069 128 + 9 /* 18/50-18/59 */,
1070 128 + 10 /* 18/60-18/69 */,
1071 128 + 11 /* 18/70-18/79 */,
1072 128 + 12 /* 18/80-18/89 */,
1073 128 + 14 /* 18/90-18/99 */,
1074 128 + 17 /* 18/100-18/109 */,
1075 128 + 20 /* 18/110-18/119 */,
1076 128 + 23 /* 18/120-18/129 */,
1077 128 + 26 /* 18/130-18/139 */,
1078 128 + 29 /* 18/140-18/149 */,
1079 128 + 32 /* 18/150-18/159 */,
1080 128 + 35 /* 18/160-18/169 */,
1081 128 + 38 /* 18/170-18/179 */,
1082 128 + 40 /* 18/180-18/189 */,
1083 128 + 42 /* 18/190-18/199 */,
1084 128 + 44 /* 18/200-18/209 */,
1085 128 + 46 /* 18/210-18/219 */,
1086 128 + 48 /* 18/220+ */
1092 * Stat Table (CHR) -- charm
1094 const byte adj_chr_chm[] =
1111 9 /* 18/00-18/09 */,
1112 10 /* 18/10-18/19 */,
1113 12 /* 18/20-18/29 */,
1114 15 /* 18/30-18/39 */,
1115 18 /* 18/40-18/49 */,
1116 21 /* 18/50-18/59 */,
1117 24 /* 18/60-18/69 */,
1118 28 /* 18/70-18/79 */,
1119 32 /* 18/80-18/89 */,
1120 36 /* 18/90-18/99 */,
1121 39 /* 18/100-18/109 */,
1122 42 /* 18/110-18/119 */,
1123 45 /* 18/120-18/129 */,
1124 49 /* 18/130-18/139 */,
1125 53 /* 18/140-18/149 */,
1126 57 /* 18/150-18/159 */,
1127 61 /* 18/160-18/169 */,
1128 65 /* 18/170-18/179 */,
1129 69 /* 18/180-18/189 */,
1130 73 /* 18/190-18/199 */,
1131 77 /* 18/200-18/209 */,
1132 81 /* 18/210-18/219 */,
1137 * @brief 加速値による実質速度修正倍率テーブル /
1138 * This table allows quick conversion from "speed" to "energy"
1141 * The basic function WAS ((S>=110) ? (S-110) : (100 / (120-S)))
1142 * Note that table access is *much* quicker than computation.
1144 * Note that the table has been changed at high speeds. From
1145 * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
1146 * at speeds above "Fast (+30)", one approaches an asymptotic
1147 * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
1148 * is relatively easy to reach "Fast (+30)" and get about 40
1149 * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
1150 * and you must get all the way to "Fast (+50)" to reach the
1151 * point of getting 45 energy per current_world_ptr->game_turn. After that point,
1152 * furthur increases in speed are more or less pointless,
1153 * except to balance out heavy p_ptr->inventory_list.
1155 * Note that currently the fastest monster is "Fast (+30)".
1157 * It should be possible to lower the energy threshhold from
1158 * 100 units to 50 units, though this may interact badly with
1159 * the (compiled out) small random energy boost code. It may
1160 * also tend to cause more "clumping" at high speeds.
1163 const byte extract_energy[200] =
1165 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1166 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1167 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1168 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1169 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1170 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1171 /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1172 /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
1173 /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
1174 /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
1175 /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
1176 /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
1177 /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
1178 /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
1179 /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
1180 /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
1181 /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
1182 /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
1183 /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
1184 /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
1189 * Zangband uses this array instead of the spell flags table, as there
1190 * are 5 realms of magic, each with 4 spellbooks and 8 spells per book -- TY
1192 const u32b fake_spell_flags[4]=
1204 const concptr realm_names[] =
1230 const concptr E_realm_names[]
1232 const concptr realm_names[]
1258 * @brief 色名称テーブル / Hack -- the "basic" color names (see "TERM_xxx")
1260 const concptr color_names[16] =
1302 * @brief 能力値テーブル / Abbreviations of healthy stats
1304 const concptr stat_names[6] =
1307 "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
1309 "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
1315 * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
1317 const concptr stat_names_reduced[6] =
1320 "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
1322 "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
1329 * @brief サブウィンドウ名称テーブル
1332 * Certain "screens" always use the main screen, including News, Birth,
1333 * Dungeon, Tomb-stone, High-scores, Macros, Colors, Visuals, Options.
1335 * Later, special flags may allow sub-windows to "steal" stuff from the
1336 * main window, including File dump (help), File dump (artifacts, uniques),
1337 * Character screen, Small scale map, Previous Messages, Store screen, etc.
1339 * The "ctrl-i" (tab) command flips the "Display inven/equip" and "Display
1340 * equip/inven" flags for all windows.
1342 * The "ctrl-g" command (or pseudo-command) should perhaps grab a snapshot
1343 * of the main screen into any interested windows.
1346 const concptr window_flag_desc[32] =
1348 _("持ち物/装備一覧", "Display inven/equip"),
1349 _("装備/持ち物一覧", "Display equip/inven"),
1350 _("呪文一覧", "Display spell list"),
1351 _("キャラクタ情報", "Display character"),
1352 _("視界内のモンスター表示", "Display monsters in sight"),
1354 _("メッセージ", "Display messages"),
1355 _("ダンジョン全体図", "Display overhead view"),
1356 _("モンスターの思い出", "Display monster recall"),
1357 _("アイテムの詳細", "Display object recall"),
1358 _("自分の周囲を表示", "Display dungeon view"),
1359 _("記念撮影", "Display snap-shot"),
1362 _("ボーグ・メッセージ", "Display borg messages"),
1363 _("ボーグ・ステータス", "Display borg status"),
1384 * @brief アイテムの価値記述テーブル /
1385 * Table of game-generated inscriptions (indexed by the defines in defines.h). -- RG
1387 const concptr game_inscriptions[] =
1389 NULL, /* FEEL_NONE */
1391 "壊れている", /* FEEL_BROKEN */
1392 "恐ろしい", /* FEEL_TERRIBLE */
1393 "無価値", /* FEEL_WORTHLESS */
1394 "呪われている", /* FEEL_CURSED */
1395 "上質以上", /* FEEL_UNCURSED */
1396 "並", /* FEEL_AVERAGE */
1397 "上質", /* FEEL_GOOD */
1398 "高級品", /* FEEL_EXCELLENT */
1399 "特別製", /* FEEL_SPECIAL */
1401 "broken", /* FEEL_BROKEN */
1402 "terrible", /* FEEL_TERRIBLE */
1403 "worthless", /* FEEL_WORTHLESS */
1404 "cursed", /* FEEL_CURSED */
1405 "uncursed", /* FEEL_UNCURSED */
1406 "average", /* FEEL_AVERAGE */
1407 "good", /* FEEL_GOOD */
1408 "excellent", /* FEEL_EXCELLENT */
1409 "special", /* FEEL_SPECIAL */
1415 * @brief シンボル解説テーブル /
1416 * 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".
1418 const concptr ident_info[] =
1431 "*:財宝を含んだ鉱脈または球形の怪物",
1436 "/:竿状武器(アックス/パイク/等)",
1514 "}:飛び道具(弓/クロスボウ/スリング)",
1518 "!:A potion (or oil)",
1519 "\":An amulet (or necklace)",
1520 "#:A wall (or secret door) / a plant / a gas",
1521 "$:Treasure (gold or gems)",
1522 "%:A vein (magma or quartz)",
1527 "*:A vein with treasure or a ball monster",
1529 ",:Food (or mushroom patch)",
1530 "-:A wand (or rod)",
1532 "/:A polearm (Axe/Pike/etc)",
1533 "0:Entrance to Museum",
1534 "1:Entrance to General Store",
1535 "2:Entrance to Armory",
1536 "3:Entrance to Weaponsmith",
1537 "4:Entrance to Temple",
1538 "5:Entrance to Alchemy shop",
1539 "6:Entrance to Magic store",
1540 "7:Entrance to Black Market",
1541 "8:Entrance to your home",
1542 "9:Entrance to the bookstore",
1544 ";:A glyph of warding / an explosive rune",
1545 "<:An up staircase",
1547 ">:A down staircase",
1553 "D:Ancient Dragon/Wyrm",
1562 "M:Multi-Headed Reptile",
1566 "Q:Quylthulg (Pulsing Flesh Mound)",
1567 "R:Reptile/Amphibian",
1568 "S:Spider/Scorpion/Tick",
1572 "W:Wight/Wraith/etc",
1577 "\\:A hafted weapon (mace/whip/etc)",
1581 "`:A figurine or statue",
1589 "h:Hobbit/Elf/Dwarf",
1593 "l:Aquatic monster",
1608 "{:A missile (arrow/bolt/shot)",
1609 "|:An edged weapon (sword/dagger/etc)",
1610 "}:A launcher (bow/crossbow/sling)",
1611 "~:Fluid terrain (or miscellaneous item)",
1619 * @brief 地形状態フラグテーブル /
1620 * The table of features' actions
1622 const byte feature_action_flags[FF_FLAG_MAX] =
1634 FAF_CRASH_GLASS, /* BASH */
1636 FAF_DESTROY, /* DISARM */
1638 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
1639 0, /* MAY_HAVE_GOLD */
1669 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
1701 0, /* HURT_BWATER */
1724 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
1725 0, /* QUEST_ENTER */
1731 0, /* MINOR_GLYPH */
1737 0, /* TELEPORTABLE */