/*!
* 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] =
+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 s16b ddx[10] =
+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 s16b ddy[10] =
+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 s16b ddx_ddd[9] =
+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 s16b ddy_ddd[9] =
+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 s16b cdd[8] =
+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 s16b ddx_cdd[8] =
+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 s16b ddy_cdd[8] =
+const POSITION ddy_cdd[8] =
{ 1, 1, 0, -1, -1, -1, 0, 1 };
* @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.
+ * 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
* 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 turn. This means that it
+ * 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 turn, but then speed becomes very "expensive",
+ * 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 turn. After that point,
+ * 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 inventory.
*
/*!
- * @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] =
-{
- 0, /* 0 == empty */
- (CHEST_POISON),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON), /* 5 == best small wooden */
- 0,
- (CHEST_ALARM),
- (CHEST_ALARM),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON),
- (CHEST_POISON),
- (CHEST_SCATTER),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_SUMMON), /* 15 == best large wooden */
- 0,
- (CHEST_ALARM),
- (CHEST_SCATTER),
- (CHEST_PARALYZE),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_SUMMON),
- (CHEST_PARALYZE),
- (CHEST_LOSE_STR),
- (CHEST_LOSE_CON),
- (CHEST_EXPLODE), /* 25 == best small iron */
- 0,
- (CHEST_E_SUMMON),
- (CHEST_POISON | CHEST_LOSE_CON),
- (CHEST_LOSE_STR | CHEST_LOSE_CON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_BIRD_STORM),
- (CHEST_POISON | CHEST_SUMMON),
- (CHEST_E_SUMMON | CHEST_ALARM),
- (CHEST_EXPLODE),
- (CHEST_EXPLODE | CHEST_SUMMON), /* 35 == best large iron */
- 0,
- (CHEST_SUMMON | CHEST_ALARM),
- (CHEST_EXPLODE),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_POISON | CHEST_PARALYZE),
- (CHEST_EXPLODE),
- (CHEST_BIRD_STORM),
- (CHEST_EXPLODE | CHEST_E_SUMMON | CHEST_ALARM),
- (CHEST_H_SUMMON), /* 45 == best small steel */
- 0,
- (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
- (CHEST_BIRD_STORM),
- (CHEST_RUNES_OF_EVIL),
- (CHEST_EXPLODE | CHEST_SUMMON | CHEST_ALARM),
- (CHEST_BIRD_STORM | CHEST_ALARM),
- (CHEST_H_SUMMON | CHEST_ALARM),
- (CHEST_RUNES_OF_EVIL),
- (CHEST_H_SUMMON | CHEST_SCATTER | CHEST_ALARM),
- (CHEST_RUNES_OF_EVIL | CHEST_EXPLODE), /* 55 == best large steel */
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
- (CHEST_EXPLODE | CHEST_SUMMON),
-};
-
-
-/*!
* @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