#include "angband.h"
#include "spells.h"
-/*!
- * 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"
- */
-const POSITION ddd[9] =
-{ 2, 8, 6, 4, 3, 1, 9, 7, 5 };
-
-/*!
- * 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
- */
-const POSITION ddx[10] =
-{ 0, -1, 0, 1, -1, 0, 1, -1, 0, 1 };
-
-/*!
- * 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
- */
-const POSITION ddy[10] =
-{ 0, 1, 1, 1, 0, 0, 0, -1, -1, -1 };
-
-/*!
- * 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]]"
- */
-const POSITION ddx_ddd[9] =
-{ 0, 0, 1, -1, 1, -1, 1, -1, 0 };
-
-/*!
- * 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]]"
- */
-const POSITION ddy_ddd[9] =
-{ 1, -1, 0, 0, 1, 1, -1, -1, 0 };
-
-
-/*!
- * キーパッドの円環状方向配列 / Circular keypad direction array
- */
-const POSITION cdd[8] =
-{ 2, 3, 6, 9, 8, 7, 4, 1 };
-
-/*!
- * 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]]"
- */
-const POSITION ddx_cdd[8] =
-{ 0, 1, 1, 1, 0, -1, -1, -1 };
-
-/*!
- * 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]]"
- */
-const POSITION ddy_cdd[8] =
-{ 1, 1, 0, -1, -1, -1, 0, 1 };
-
-
/*!
* 10進数から16進数への変換テーブル /
};
/*!
- * @brief 加速値による実質速度修正倍率テーブル /
- * This table allows quick conversion from "speed" to "energy"
- * @details
- * <pre>
- * The basic function WAS ((S>=110) ? (S-110) : (100 / (120-S)))
- * Note that table access is *much* quicker than computation.
- *
- * Note that the table has been changed at high speeds. From
- * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
- * at speeds above "Fast (+30)", one approaches an asymptotic
- * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
- * is relatively easy to reach "Fast (+30)" and get about 40
- * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
- * and you must get all the way to "Fast (+50)" to reach the
- * point of getting 45 energy per current_world_ptr->game_turn. After that point,
- * furthur increases in speed are more or less pointless,
- * except to balance out heavy p_ptr->inventory_list.
- *
- * Note that currently the fastest monster is "Fast (+30)".
- *
- * It should be possible to lower the energy threshhold from
- * 100 units to 50 units, though this may interact badly with
- * the (compiled out) small random energy boost code. It may
- * also tend to cause more "clumping" at high speeds.
- * </pre>
- */
-const byte extract_energy[200] =
-{
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
- /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
- /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
- /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
- /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
- /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
- /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
- /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
- /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
- /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
- /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
- /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
- /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
- /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
-};
-
-#ifdef JP
-/*!
- * 領域魔法名称
- */
-const concptr realm_names[] =
-{
- "魔法なし",
- "生命",
- "仙術",
- "自然",
- "カオス",
- "暗黒",
- "トランプ",
- "秘術",
- "匠",
- "悪魔",
- "破邪",
- "不明",
- "不明",
- "不明",
- "不明",
- "不明",
- "歌",
- "武芸",
- "呪術",
- "不明"
-};
-#endif
-
-#ifdef JP
-const concptr E_realm_names[]
-#else
-const concptr realm_names[]
-#endif
-= {
- "none",
- "Life",
- "Sorcery",
- "Nature",
- "Chaos",
- "Death",
- "Trump",
- "Arcane",
- "Craft",
- "Daemon",
- "Crusade",
- "unknown",
- "unknown",
- "unknown",
- "unknown",
- "unknown",
- "Music",
- "Kendo",
- "Hex",
- "unknown"
-};
-
-/*!
* @brief 色名称テーブル / Hack -- the "basic" color names (see "TERM_xxx")
*/
const concptr color_names[16] =
};
-/*!
- * @brief アイテムの価値記述テーブル /
- * Table of game-generated inscriptions (indexed by the defines in defines.h). -- RG
- */
-const concptr game_inscriptions[] =
-{
- NULL, /* FEEL_NONE */
-#ifdef JP
- "壊れている", /* FEEL_BROKEN */
- "恐ろしい", /* FEEL_TERRIBLE */
- "無価値", /* FEEL_WORTHLESS */
- "呪われている", /* FEEL_CURSED */
- "上質以上", /* FEEL_UNCURSED */
- "並", /* FEEL_AVERAGE */
- "上質", /* FEEL_GOOD */
- "高級品", /* FEEL_EXCELLENT */
- "特別製", /* FEEL_SPECIAL */
-#else
- "broken", /* FEEL_BROKEN */
- "terrible", /* FEEL_TERRIBLE */
- "worthless", /* FEEL_WORTHLESS */
- "cursed", /* FEEL_CURSED */
- "uncursed", /* FEEL_UNCURSED */
- "average", /* FEEL_AVERAGE */
- "good", /* FEEL_GOOD */
- "excellent", /* FEEL_EXCELLENT */
- "special", /* FEEL_SPECIAL */
-#endif
-
-};
/*!
* @brief シンボル解説テーブル /