-/* File: tables.c */
-
-/*
+/*!
+ * @file tables.c
+ * @brief ゲーム情報テーブル / Angband Tables
+ * @date 2014/07/23
+ * @author
+ * <pre>
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
* are included in all such copies. Other copyrights may also apply.
+ * </pre>
*/
-/* Purpose: Angband Tables */
#include "angband.h"
-
-
-
-/*
- * Global array for looping through the "keypad directions"
+/*!
+ * 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 s16b ddd[9] =
{ 2, 8, 6, 4, 3, 1, 9, 7, 5 };
-/*
- * Global arrays for converting "keypad direction" into offsets
+/*!
+ * 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 s16b 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 s16b ddy[10] =
{ 0, 1, 1, 1, 0, 0, 0, -1, -1, -1 };
-/*
- * Global arrays for optimizing "ddx[ddd[i]]" and "ddy[ddd[i]]"
+/*!
+ * 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 s16b 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 s16b ddy_ddd[9] =
{ 1, -1, 0, 0, 1, 1, -1, -1, 0 };
-/*
- * Circular keypad direction array
+/*!
+ * キーパッドの円環状方向配列 / Circular keypad direction array
*/
const s16b cdd[8] =
{ 2, 3, 6, 9, 8, 7, 4, 1 };
-/*
- * Global arrays for optimizing "ddx[cdd[i]]" and "ddy[cdd[i]]"
+/*!
+ * 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 s16b 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 s16b 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 /
* Global array for converting numbers to uppercase hecidecimal digit
* This array can also be used to convert a number to an octal digit
*/
};
-/*
+/*!
+ * 選択処理用キーコード /
* Global array for converting numbers to a logical list symbol
*/
const char listsym[] =
};
-/*
+/*!
+ * スクリーン表示色キャラクタ /
* Encode the screen colors
*/
const cptr color_char = "dwsorgbuDWvyRGBU";
-/*
+/*!
+ * 知力/賢さによるレベル毎の習得可能魔法数テーブル
* Stat Table (INT/WIS) -- Number of half-spells per level
*/
const byte adj_mag_study[] =
};
-/*
+/*!
+ * 知力/賢さによるMP修正テーブル
* Stat Table (INT/WIS) -- extra 1/4-mana-points per level
*/
const byte adj_mag_mana[] =
};
-/*
+/*!
+ * 知力/賢さによる最低魔法失敗率テーブル
* Stat Table (INT/WIS) -- Minimum failure rate (percentage)
*/
const byte adj_mag_fail[] =
};
-/*
+/*!
+ * 知力/賢さによる魔法失敗率修正テーブル
* Stat Table (INT/WIS) -- Various things
*/
const byte adj_mag_stat[] =
};
-/*
+/*!
+ * 魅力による店での取引修正テーブル
* Stat Table (CHR) -- payment percentages
*/
const byte adj_chr_gold[] =
};
-/*
+/*!
+ * 知力による魔道具使用修正テーブル
* Stat Table (INT) -- Magic devices
*/
const byte adj_int_dev[] =
};
-/*
+/*!
+ * 賢さによる魔法防御修正テーブル
* Stat Table (WIS) -- Saving throw
*/
const byte adj_wis_sav[] =
};
-/*
+/*!
+ * 器用さによるトラップ解除修正テーブル
* Stat Table (DEX) -- disarming
*/
const byte adj_dex_dis[] =
};
-/*
+/*!
+ * 知力によるトラップ解除修正テーブル
* Stat Table (INT) -- disarming
*/
const byte adj_int_dis[] =
};
-/*
+/*!
+ * 器用さによるAC修正テーブル
* Stat Table (DEX) -- bonus to ac (plus 128)
*/
const byte adj_dex_ta[] =
};
-/*
+/*!
+ * 腕力によるダメージ修正テーブル
* Stat Table (STR) -- bonus to dam (plus 128)
*/
const byte adj_str_td[] =
};
-/*
+/*!
+ * 器用度による命中修正テーブル
* Stat Table (DEX) -- bonus to hit (plus 128)
*/
const byte adj_dex_th[] =
};
-/*
+/*!
+ * 腕力による命中修正テーブル
* Stat Table (STR) -- bonus to hit (plus 128)
*/
const byte adj_str_th[] =
};
-/*
+/*!
+ * 腕力による基本所持重量値テーブル
* Stat Table (STR) -- weight limit in deca-pounds
*/
const byte adj_str_wgt[] =
};
-/*
+/*!
+ * 腕力による武器重量限界値テーブル
* Stat Table (STR) -- weapon weight limit in pounds
*/
const byte adj_str_hold[] =
};
-/*
+/*!
+ * 腕力による採掘能力修正値テーブル
* Stat Table (STR) -- digging value
*/
const byte adj_str_dig[] =
};
-/*
+/*!
+ * 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[] =
};
-/*
+/*!
+ * 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[] =
};
-/*
+/*!
+ * 器用さによる盗難防止&体当たり成功判定修正テーブル
* Stat Table (DEX) -- chance of avoiding "theft" and "falling"
*/
const byte adj_dex_safe[] =
};
-/*
+/*!
+ * 耐久による基本HP自然治癒値テーブル /
* Stat Table (CON) -- base regeneration rate
*/
const byte adj_con_fix[] =
};
-/*
+/*!
+ * 耐久による基本HP自然治癒値テーブル /
* Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
*/
const byte adj_con_mhp[] =
};
-/*
+/*!
+ * 魅力による魅了能力修正テーブル /
* Stat Table (CHR) -- charm
*/
const byte adj_chr_chm[] =
};
-/*
+/*!
+ * @brief
+ * 魅力による魅了能力修正テーブル /
* This table is used to help calculate the number of blows the player can
* make in a single round of attacks (one player 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.
*
*
* 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] =
{
};
-
+/*!
+ * @brief 闘技場のモンスターID及び報酬アイテムテーブル
+ */
const arena_type arena_info[MAX_ARENA_MONS + 2] =
{
{ MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
};
-/*
+/*!
+ * @brief 闘技場のモンスターID及び報酬アイテムテーブル /
* Store owners (exactly four "possible" owners per store, chosen randomly)
+ * @details
+ * <pre>
* { name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
*
* Lifted extra shopkeepers from CthAngband (don't you just love open source
*
* I want to do 50k owners, but the purse is currently s16b. Perhaps
* we should just store 1/10th of the purse?
+ * </pre>
*/
const owner_type owners[MAX_STORES][MAX_OWNERS] =
{
};
-
-
-/*
+/*!
+ * @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.
*
* 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] =
{
-
-/*
+/*!
+ * @brief 基本必要経験値テーブル /
* Base experience levels, may be adjusted up for race and/or class
*/
const s32b player_exp[PY_MAX_LEVEL] =
};
+/*!
+ * @brief 基本必要強化値テーブル(アンドロイド専用)
+ */
const s32b player_exp_a[PY_MAX_LEVEL] =
{
20,
};
-/*
+/*!
+ * @brief 性別表記 /
* Player Sexes
- *
+ * @details
+ * <pre>
* Title,
* Winner
+ * </pre>
*/
const player_sex sex_info[MAX_SEXES] =
{
};
-/*
+/*!
+ * @brief 種族情報 /
* Player Races
- *
+ * @details
+ * <pre>
* Title,
* {STR,INT,WIS,DEX,CON,CHR},
* r_dis, r_dev, r_sav, r_stl, r_srh, r_fos, r_thn, r_thb,
* Female (Hgt, Wgt)
* infra,
* class-choices
+ * </pre>
*/
const player_race race_info[MAX_RACES] =
{
};
-/*
+/*!
+ * @brief 職業情報 /
* Player Classes
- *
+ * @details
+ * <pre>
* Title,
* {STR,INT,WIS,DEX,CON,CHR},
* c_dis, c_dev, c_sav, c_stl, c_srh, c_fos, c_thn, c_thb,
* x_dis, x_dev, x_sav, x_stl, x_srh, x_fos, x_thn, x_thb,
* HD, Exp, pet_upkeep_div
+ * </pre>
*/
const player_class class_info[MAX_CLASS] =
{
},
};
+/*!
+ * @brief 性格情報 /
+ * Player Character
+ */
const player_seikaku seikaku_info[MAX_SEIKAKU] =
{
{
};
-
+/*!
+ * @brief 変身種族情報
+ */
const player_race mimic_info[] =
{
{
};
-
+/*!
+ * @brief 歌、剣術、呪術領域情報テーブル
+ */
const magic_type technic_info[NUM_TECHNIC][32] =
{
{
};
-/*
+/*!
+ * 魔法領域フラグ管理テーブル /
* Zangband uses this array instead of the spell flags table, as there
* are 5 realms of magic, each with 4 spellbooks and 8 spells per book -- TY
*/
0xff000000
};
-
+/*!
+ * 職業毎に選択可能な第一領域魔法テーブル
+ */
const s32b realm_choices1[MAX_CLASS] =
{
(CH_NONE), /* Warrior */
(CH_NONE), /* Sniper */
};
-
+/*!
+ * 職業毎に選択可能な第二領域魔法テーブル
+ */
const s32b realm_choices2[MAX_CLASS] =
{
(CH_NONE), /* Warrior */
#ifdef JP
+/*!
+ * 領域魔法名称
+ */
const cptr realm_names[] =
{
"魔法なし",
};
-/*
+/*!
+ * @brief 箱のトラップテーブル
+ * @details
+ * <pre>
* Each chest has a certain set of traps, determined by pval
* Each chest has a "pval" from 1 to the chest level (max 55)
* If the "pval" is negative then the trap has been disarmed
* The "pval" of a chest determines the quality of its treasure
* Note that disarming a trap on a chest also removes the lock.
+ * </pre>
*/
const int chest_traps[64] =
{
};
-/*
- * Class titles for the player.
- *
+/*!
+ * @brief 職業とレベル毎のプレイヤー称号テーブル / Class titles for the player.
+ * <pre>
* The player gets a new title every five levels, so each class
* needs only ten titles total.
+ * </pre>
*/
#ifdef JP
const cptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
};
#endif
+/*!
+ * @brief 青魔法テーブル
+ * @details
+ * level, smana, %fail, manedam, %manefail, use_stat, name
+ */
const monster_power monster_powers[MAX_MONSPELLS] =
{
-/* level, smana, %fail, manedam, %manefail, use_stat, name */
#ifdef JP
{ 1, 1, 10, 0, 15, A_CON, "叫ぶ"},
{ 10, 4, 35, 89, 40, A_INT, "何か"},
};
-
+/*!
+ * @brief モンスター魔法名テーブル
+ */
const cptr monster_powers_short[MAX_MONSPELLS] = {
#ifdef JP
};
-/*
- * Hack -- the "basic" color names (see "TERM_xxx")
+/*!
+ * @brief 色名称テーブル / Hack -- the "basic" color names (see "TERM_xxx")
*/
const cptr color_names[16] =
{
};
-/*
- * Abbreviations of healthy stats
+/*!
+ * @brief 能力値テーブル / Abbreviations of healthy stats
*/
const cptr stat_names[6] =
{
};
-/*
- * Abbreviations of damaged stats
+/*!
+ * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
*/
const cptr stat_names_reduced[6] =
{
};
-/*
+/*!
+ * @brief サブウィンドウ名称テーブル
+ * @details
+ * <pre>
* Certain "screens" always use the main screen, including News, Birth,
* Dungeon, Tomb-stone, High-scores, Macros, Colors, Visuals, Options.
*
*
* The "ctrl-g" command (or pseudo-command) should perhaps grab a snapshot
* of the main screen into any interested windows.
+ * </pre>
*/
const cptr window_flag_desc[32] =
{
};
-/*
+/*!
+ * @brief オプションテーブル /
* Available Options
- *
*/
const option_type option_info[] =
{
#ifdef JP
+/*!
+ * @brief カオスパトロン名テーブル
+ */
const cptr chaos_patrons[MAX_PATRON] =
{
"スローター",
#endif
+/*!
+ * @brief カオスパトロンの報酬能力値テーブル
+ */
const int chaos_stats[MAX_PATRON] =
{
A_CON, /* Slortar */
};
-
-
+/*!
+ * @brief カオスパトロンの報酬テーブル
+ */
const int chaos_rewards[MAX_PATRON][20] =
{
/* Slortar the Old: */
}
};
+/*!
+ * @brief マーシャルアーツ打撃テーブル
+ */
const martial_arts ma_blows[MAX_MA] =
{
#ifdef JP
};
+/*!
+ * @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},
{4486, 5636, 1702},
};
-/*
- * Table of game-generated inscriptions (indexed by the defines in
- * defines.h). -- RG
+/*!
+ * @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 cptr game_inscriptions[] =
{
};
+/*!
+ * @brief 修行僧の構え能力テーブル
+ */
const kamae kamae_shurui[MAX_KAMAE] =
{
#ifdef JP
#endif
};
+/*!
+ * @brief 剣術家の構え能力テーブル
+ */
const kamae kata_shurui[MAX_KATA] =
{
#ifdef JP
#endif
};
+/*!
+ * @brief 技能値到達表記テーブル
+ */
const cptr exp_level_str[5]=
#ifdef JP
{"[初心者]", "[入門者]", "[熟練者]", "[エキスパート]", "[達人]"};
{"[Unskilled]", "[Beginner]", "[Skilled]", "[Expert]", "[Master]"};
#endif
-/* Weird melee attack types when hallucinating */
+/*!
+ * @brief 幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
+ */
#ifdef JP
const cptr silly_attacks[MAX_SILLY_ATTACK] =
{
"は言った。「変愚蛮怒、絶賛公開中!」",
};
-/* Note: %s for strfmt() */
+/*!
+ * @brief 幻覚時の打撃記述テーブル(フォーマットつき) / Weird melee attack types when hallucinating (%s for strfmt())
+ */
const cptr silly_attacks2[MAX_SILLY_ATTACK] =
{
"%sに小便をかけた。",
#endif
-/*
- * 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".
+/*!
+ * @brief シンボル解説テーブル /
+ * 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".
*/
const cptr ident_info[] =
{
NULL
};
-
-/*
+/*!
+ * @brief モンスターの打撃効力テーブル /
* The table of monsters' blow effects
*/
const mbe_info_type mbe_info[] =
};
-/*
+/*!
+ * @brief 地形状態フラグテーブル /
* The table of features' actions
*/
const byte feature_action_flags[FF_FLAG_MAX] =
};
-/*
+/*!
+ * @brief 装備耐性に準じたブレス効果の選択テーブル /
* Define flags, effect type, name for dragon breath activation
*/
const dragonbreath_type dragonbreath_info[] = {
{ 0, 0, NULL }
};
-/*
+/*!
+ * @brief アイテムの発動効果テーブル /
* Define flags, levels, values of activations
*/
const activation_type activation_info[] =
};
#ifdef JP
+/*!
+ * @brief ランダムアーティファクトのバイアス名称テーブル
+ */
const cptr artifact_bias_name[MAX_BIAS] =
{
"なし",