+
+/*!
+ * @brief マーシャルアーツ打撃テーブル
+ */
+const martial_arts ma_blows[MAX_MA] =
+{
+#ifdef JP
+ { "%sを殴った。", 1, 0, 1, 5, 0 },
+ { "%sを蹴った。", 2, 0, 1, 7, 0 },
+ { "%sに正拳突きをくらわした。", 3, 0, 1, 9, 0 },
+ { "%sに膝蹴りをくらわした。", 5, 5, 2, 4, MA_KNEE },
+ { "%sに肘打ちをくらわした。", 7, 5, 1, 12, 0 },
+ { "%sに体当りした。", 9, 10, 2, 6, 0 },
+ { "%sを蹴った。", 11, 10, 3, 6, MA_SLOW },
+ { "%sにアッパーをくらわした。", 13, 12, 5, 5, 6 },
+ { "%sに二段蹴りをくらわした。", 16, 15, 5, 6, 8 },
+ { "%sに猫爪撃をくらわした。", 20, 20, 5, 8, 0 },
+ { "%sに跳空脚をくらわした。", 24, 25, 6, 8, 10 },
+ { "%sに鷲爪襲をくらわした。", 28, 25, 7, 9, 0 },
+ { "%sに回し蹴りをくらわした。", 32, 30, 8, 10, 10 },
+ { "%sに鉄拳撃をくらわした。", 35, 35, 8, 11, 10 },
+ { "%sに飛空脚をくらわした。", 39, 35, 8, 12, 12 },
+ { "%sに昇龍拳をくらわした。", 43, 35, 9, 12, 16 },
+ { "%sに石破天驚拳をくらわした。", 48, 40, 10, 13, 18 },
+#else
+ { "You punch %s.", 1, 0, 1, 4, 0 },
+ { "You kick %s.", 2, 0, 1, 6, 0 },
+ { "You strike %s.", 3, 0, 1, 7, 0 },
+ { "You hit %s with your knee.", 5, 5, 2, 3, MA_KNEE },
+ { "You hit %s with your elbow.", 7, 5, 1, 8, 0 },
+ { "You butt %s.", 9, 10, 2, 5, 0 },
+ { "You kick %s.", 11, 10, 3, 4, MA_SLOW },
+ { "You uppercut %s.", 13, 12, 4, 4, 6 },
+ { "You double-kick %s.", 16, 15, 5, 4, 8 },
+ { "You hit %s with a Cat's Claw.", 20, 20, 5, 5, 0 },
+ { "You hit %s with a jump kick.", 25, 25, 5, 6, 10 },
+ { "You hit %s with an Eagle's Claw.", 29, 25, 6, 6, 0 },
+ { "You hit %s with a circle kick.", 33, 30, 6, 8, 10 },
+ { "You hit %s with an Iron Fist.", 37, 35, 8, 8, 10 },
+ { "You hit %s with a flying kick.", 41, 35, 8, 10, 12 },
+ { "You hit %s with a Dragon Fist.", 45, 35, 10, 10, 16 },
+ { "You hit %s with a Crushing Blow.", 48, 35, 10, 12, 18 },
+#endif
+
+};
+
+/*!
+ * @brief 修行僧のターンダメージ算出テーブル
+ */
+const int monk_ave_damage[PY_MAX_LEVEL + 1][3] =
+{
+ {0, 0, 0},
+ {249, 249, 249},
+ {324, 324, 324},
+ {382, 438, 382},
+ {382, 439, 382},
+ {390, 446, 390},
+ {394, 473, 394},
+ {425, 528, 425},
+ {430, 535, 430},
+ {505, 560, 435},
+ {517, 575, 444},
+ {566, 655, 474},
+ {585, 713, 486},
+ {653, 843, 527},
+ {678, 890, 544},
+ {703, 973, 558},
+ {765, 1096, 596},
+ {914, 1146, 614},
+ {943, 1240, 629},
+ {971, 1276, 643},
+ {1018, 1350, 667},
+ {1063, 1464, 688},
+ {1099, 1515, 705},
+ {1128, 1559, 721},
+ {1153, 1640, 735},
+ {1336, 1720, 757},
+ {1387, 1789, 778},
+ {1430, 1893, 794},
+ {1610, 2199, 863},
+ {1666, 2280, 885},
+ {1713, 2401, 908},
+ {1755, 2465, 925},
+ {1909, 2730, 984},
+ {2156, 2891, 1009},
+ {2218, 2970, 1031},
+ {2319, 3107, 1063},
+ {2404, 3290, 1098},
+ {2477, 3389, 1125},
+ {2544, 3483, 1150},
+ {2771, 3899, 1228},
+ {2844, 3982, 1259},
+ {3129, 4064, 1287},
+ {3200, 4190, 1313},
+ {3554, 4674, 1432},
+ {3614, 4738, 1463},
+ {3679, 4853, 1485},
+ {3741, 4905, 1512},
+ {3785, 4943, 1538},
+ {4141, 5532, 1652},
+ {4442, 5581, 1679},
+ {4486, 5636, 1702},
+};
+
+/*!
+ * 腕力による攻撃回数算定値テーブル
+ * Stat Table (STR) -- help index into the "blow" table
+ */
+const byte adj_str_blow[] =
+{
+ 3 /* 3 */,
+ 4 /* 4 */,
+ 5 /* 5 */,
+ 6 /* 6 */,
+ 7 /* 7 */,
+ 8 /* 8 */,
+ 9 /* 9 */,
+ 10 /* 10 */,
+ 11 /* 11 */,
+ 12 /* 12 */,
+ 13 /* 13 */,
+ 14 /* 14 */,
+ 15 /* 15 */,
+ 16 /* 16 */,
+ 17 /* 17 */,
+ 20 /* 18/00-18/09 */,
+ 30 /* 18/10-18/19 */,
+ 40 /* 18/20-18/29 */,
+ 50 /* 18/30-18/39 */,
+ 60 /* 18/40-18/49 */,
+ 70 /* 18/50-18/59 */,
+ 80 /* 18/60-18/69 */,
+ 90 /* 18/70-18/79 */,
+ 100 /* 18/80-18/89 */,
+ 110 /* 18/90-18/99 */,
+ 120 /* 18/100-18/109 */,
+ 130 /* 18/110-18/119 */,
+ 140 /* 18/120-18/129 */,
+ 150 /* 18/130-18/139 */,
+ 160 /* 18/140-18/149 */,
+ 170 /* 18/150-18/159 */,
+ 180 /* 18/160-18/169 */,
+ 190 /* 18/170-18/179 */,
+ 200 /* 18/180-18/189 */,
+ 210 /* 18/190-18/199 */,
+ 220 /* 18/200-18/209 */,
+ 230 /* 18/210-18/219 */,
+ 240 /* 18/220+ */
+};
+
+
+/*!
+ * 器用さによる攻撃回数インデックステーブル
+ * Stat Table (DEX) -- index into the "blow" table
+ */
+const byte adj_dex_blow[] =
+{
+ 0 /* 3 */,
+ 0 /* 4 */,
+ 0 /* 5 */,
+ 0 /* 6 */,
+ 0 /* 7 */,
+ 0 /* 8 */,
+ 0 /* 9 */,
+ 1 /* 10 */,
+ 1 /* 11 */,
+ 1 /* 12 */,
+ 1 /* 13 */,
+ 1 /* 14 */,
+ 2 /* 15 */,
+ 2 /* 16 */,
+ 2 /* 17 */,
+ 2 /* 18/00-18/09 */,
+ 3 /* 18/10-18/19 */,
+ 3 /* 18/20-18/29 */,
+ 3 /* 18/30-18/39 */,
+ 4 /* 18/40-18/49 */,
+ 4 /* 18/50-18/59 */,
+ 5 /* 18/60-18/69 */,
+ 5 /* 18/70-18/79 */,
+ 6 /* 18/80-18/89 */,
+ 6 /* 18/90-18/99 */,
+ 7 /* 18/100-18/109 */,
+ 7 /* 18/110-18/119 */,
+ 8 /* 18/120-18/129 */,
+ 8 /* 18/130-18/139 */,
+ 9 /* 18/140-18/149 */,
+ 9 /* 18/150-18/159 */,
+ 10 /* 18/160-18/169 */,
+ 10 /* 18/170-18/179 */,
+ 11 /* 18/180-18/189 */,
+ 11 /* 18/190-18/199 */,
+ 12 /* 18/200-18/209 */,
+ 12 /* 18/210-18/219 */,
+ 13 /* 18/220+ */
+};
+
+
+/*!
+ * @brief
+ * 腕力、器用さに応じた攻撃回数テーブル /
+ * This table is used to help calculate the number of blows the player can
+ * make in a single round of attacks (one player current_world_ptr->game_turn) with a normal weapon.
+ * @details
+ * <pre>
+ * This number ranges from a single blow/round for weak players to up to six
+ * blows/round for powerful warriors.
+ *
+ * Note that certain artifacts and ego-items give "bonus" blows/round.
+ *
+ * First, from the player class, we extract some values:
+ *
+ * Warrior num = 6; mul = 5; div = MAX(70, weapon_weight);
+ * Berserker num = 6; mul = 7; div = MAX(70, weapon_weight);
+ * Mage num = 3; mul = 2; div = MAX(100, weapon_weight);
+ * Priest num = 5; mul = 3; div = MAX(100, weapon_weight);
+ * Mindcrafter num = 5; mul = 3; div = MAX(100, weapon_weight);
+ * Rogue num = 5; mul = 3; div = MAX(40, weapon_weight);
+ * Ranger num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Paladin num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Weaponsmith num = 5; mul = 5; div = MAX(150, weapon_weight);
+ * Warrior-Mage num = 5; mul = 3; div = MAX(70, weapon_weight);
+ * Chaos Warrior num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Monk num = 5; mul = 3; div = MAX(60, weapon_weight);
+ * Tourist num = 4; mul = 3; div = MAX(100, weapon_weight);
+ * Imitator num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Beastmaster num = 5; mul = 3; div = MAX(70, weapon_weight);
+ * Cavalry(Ride) num = 5; mul = 4; div = MAX(70, weapon_weight);
+ * Cavalry(Walk) num = 5; mul = 3; div = MAX(100, weapon_weight);
+ * Sorcerer num = 1; mul = 1; div = MAX(1, weapon_weight);
+ * Archer num = 4; mul = 2; div = MAX(70, weapon_weight);
+ * Magic eater num = 4; mul = 2; div = MAX(70, weapon_weight);
+ * ForceTrainer num = 4; mul = 2; div = MAX(60, weapon_weight);
+ * Mirror Master num = 3; mul = 3; div = MAX(100, weapon_weight);
+ * Ninja num = 4; mul = 1; div = MAX(20, weapon_weight);
+ *
+ * To get "P", we look up the relevant "adj_str_blow[]" (see above),
+ * multiply it by "mul", and then divide it by "div".
+ * Increase P by 1 if you wield a weapon two-handed.
+ * Decrease P by 1 if you are a Ninja.
+ *
+ * To get "D", we look up the relevant "adj_dex_blow[]" (see above),
+ *
+ * The player gets "blows_table[P][D]" blows/round, as shown below,
+ * up to a maximum of "num" blows/round, plus any "bonus" blows/round.
+ * </pre>
+ */
+const byte blows_table[12][12] =
+{
+ /* P/D */
+ /* 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11+ */
+ /* 3 10 15 /10 /40 /60 /80 /100 /120 /140 /160 /180 */
+ /* 0 */{ 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4 },
+ /* 1 */{ 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4 },
+ /* 2 */{ 1, 1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5 },
+ /* 3 */{ 1, 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 5 },
+ /* 4 */{ 1, 1, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5 },
+ /* 5 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
+ /* 6 */{ 1, 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
+ /* 7 */{ 1, 2, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6 },
+ /* 8 */{ 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6 },
+ /* 9 */{ 1, 2, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6 },
+ /* 10*/{ 2, 2, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6 },
+ /*11+*/{ 2, 2, 3, 4, 4, 4, 5, 5, 6, 6, 6, 6 },
+};
+