extern autopick_type *autopick_list;
/* tables.c */
-extern s16b ddd[9];
-extern s16b ddx[10];
-extern s16b ddy[10];
-extern s16b ddx_ddd[9];
-extern s16b ddy_ddd[9];
-extern s16b cdd[8];
-extern s16b ddx_cdd[8];
-extern s16b ddy_cdd[8];
-extern char hexsym[16];
-extern char listsym[];
-extern cptr color_char;
-extern byte adj_mag_study[];
-extern byte adj_mag_mana[];
-extern byte adj_mag_fail[];
-extern byte adj_mag_stat[];
-extern byte adj_chr_gold[];
-extern byte adj_int_dev[];
-extern byte adj_wis_sav[];
-extern byte adj_dex_dis[];
-extern byte adj_int_dis[];
-extern byte adj_dex_ta[];
-extern byte adj_str_td[];
-extern byte adj_dex_th[];
-extern byte adj_str_th[];
-extern byte adj_str_wgt[];
-extern byte adj_str_hold[];
-extern byte adj_str_dig[];
-extern byte adj_str_blow[];
-extern byte adj_dex_blow[];
-extern byte adj_dex_safe[];
-extern byte adj_con_fix[];
-extern byte adj_con_mhp[];
-extern byte adj_chr_chm[];
-extern byte blows_table[12][12];
-extern arena_type arena_info[MAX_ARENA_MONS + 2];
-extern owner_type owners[MAX_STORES][MAX_OWNERS];
-extern byte extract_energy[200];
-extern s32b player_exp[PY_MAX_LEVEL];
-extern s32b player_exp_a[PY_MAX_LEVEL];
-extern player_sex sex_info[MAX_SEXES];
-extern player_race race_info[MAX_RACES];
-extern player_class class_info[MAX_CLASS];
-extern magic_type technic_info[NUM_TECHNIC][32];
-extern player_seikaku seikaku_info[MAX_SEIKAKU];
-extern player_race mimic_info[];
-extern u32b fake_spell_flags[4];
-extern s32b realm_choices1[];
-extern s32b realm_choices2[];
-extern cptr realm_names[];
+extern const s16b ddd[9];
+extern const s16b ddx[10];
+extern const s16b ddy[10];
+extern const s16b ddx_ddd[9];
+extern const s16b ddy_ddd[9];
+extern const s16b cdd[8];
+extern const s16b ddx_cdd[8];
+extern const s16b ddy_cdd[8];
+extern const char hexsym[16];
+extern const char listsym[];
+extern const cptr color_char;
+extern const byte adj_mag_study[];
+extern const byte adj_mag_mana[];
+extern const byte adj_mag_fail[];
+extern const byte adj_mag_stat[];
+extern const byte adj_chr_gold[];
+extern const byte adj_int_dev[];
+extern const byte adj_wis_sav[];
+extern const byte adj_dex_dis[];
+extern const byte adj_int_dis[];
+extern const byte adj_dex_ta[];
+extern const byte adj_str_td[];
+extern const byte adj_dex_th[];
+extern const byte adj_str_th[];
+extern const byte adj_str_wgt[];
+extern const byte adj_str_hold[];
+extern const byte adj_str_dig[];
+extern const byte adj_str_blow[];
+extern const byte adj_dex_blow[];
+extern const byte adj_dex_safe[];
+extern const byte adj_con_fix[];
+extern const byte adj_con_mhp[];
+extern const byte adj_chr_chm[];
+extern const byte blows_table[12][12];
+extern const arena_type arena_info[MAX_ARENA_MONS + 2];
+extern const owner_type owners[MAX_STORES][MAX_OWNERS];
+extern const byte extract_energy[200];
+extern const s32b player_exp[PY_MAX_LEVEL];
+extern const s32b player_exp_a[PY_MAX_LEVEL];
+extern const player_sex sex_info[MAX_SEXES];
+extern const player_race race_info[MAX_RACES];
+extern const player_class class_info[MAX_CLASS];
+extern const magic_type technic_info[NUM_TECHNIC][32];
+extern const player_seikaku seikaku_info[MAX_SEIKAKU];
+extern const player_race mimic_info[];
+extern const u32b fake_spell_flags[4];
+extern const s32b realm_choices1[];
+extern const s32b realm_choices2[];
+extern const cptr realm_names[];
#ifdef JP
-extern cptr E_realm_names[];
+extern const cptr E_realm_names[];
#endif
-extern cptr spell_names[VALID_REALM][32];
-extern int chest_traps[64];
-extern cptr player_title[MAX_CLASS][PY_MAX_LEVEL/5];
-extern cptr color_names[16];
-extern cptr stat_names[6];
-extern cptr stat_names_reduced[6];
-extern cptr window_flag_desc[32];
-extern option_type option_info[];
-extern cptr chaos_patrons[MAX_PATRON];
-extern int chaos_stats[MAX_PATRON];
-extern int chaos_rewards[MAX_PATRON][20];
-extern martial_arts ma_blows[MAX_MA];
-extern int monk_ave_damage[PY_MAX_LEVEL+1][3];
-extern cptr game_inscriptions[];
-extern kamae kamae_shurui[MAX_KAMAE];
-extern kamae kata_shurui[MAX_KATA];
-extern cptr exp_level_str[5];
-extern cptr silly_attacks[MAX_SILLY_ATTACK];
+extern const cptr spell_names[VALID_REALM][32];
+extern const int chest_traps[64];
+extern const cptr player_title[MAX_CLASS][PY_MAX_LEVEL/5];
+extern const cptr color_names[16];
+extern const cptr stat_names[6];
+extern const cptr stat_names_reduced[6];
+extern const cptr window_flag_desc[32];
+extern const option_type option_info[];
+extern const cptr chaos_patrons[MAX_PATRON];
+extern const int chaos_stats[MAX_PATRON];
+extern const int chaos_rewards[MAX_PATRON][20];
+extern const martial_arts ma_blows[MAX_MA];
+extern const int monk_ave_damage[PY_MAX_LEVEL+1][3];
+extern const cptr game_inscriptions[];
+extern const kamae kamae_shurui[MAX_KAMAE];
+extern const kamae kata_shurui[MAX_KATA];
+extern const cptr exp_level_str[5];
+extern const cptr silly_attacks[MAX_SILLY_ATTACK];
#ifdef JP
-extern cptr silly_attacks2[MAX_SILLY_ATTACK];
+extern const cptr silly_attacks2[MAX_SILLY_ATTACK];
#endif
-extern monster_power monster_powers[MAX_MONSPELLS];
-extern cptr monster_powers_short[MAX_MONSPELLS];
-extern cptr ident_info[];
-extern mbe_info_type mbe_info[];
-extern byte feature_action_flags[FF_FLAG_MAX];
-extern dragonbreath_type dragonbreath_info[];
-extern activation_type activation_info[];
+extern const monster_power monster_powers[MAX_MONSPELLS];
+extern const cptr monster_powers_short[MAX_MONSPELLS];
+extern const cptr ident_info[];
+extern const mbe_info_type mbe_info[];
+extern const byte feature_action_flags[FF_FLAG_MAX];
+extern const dragonbreath_type dragonbreath_info[];
+extern const activation_type activation_info[];
/* variable.c */
-extern cptr copyright[5];
+extern const cptr copyright[5];
extern byte h_ver_major;
extern byte h_ver_minor;
extern byte h_ver_patch;
extern u32b window_flag[8];
extern u32b window_mask[8];
extern term *angband_term[8];
-extern char angband_term_name[8][16];
+extern const char angband_term_name[8][16];
extern byte angband_color_table[256][4];
-extern char angband_sound_name[SOUND_MAX][16];
+extern const char angband_sound_name[SOUND_MAX][16];
extern cave_type *cave[MAX_HGT];
extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
extern s16b max_floor_id;
extern char tval_to_char[128];
extern cptr keymap_act[KEYMAP_MODES][256];
extern player_type *p_ptr;
-extern player_sex *sp_ptr;
-extern player_race *rp_ptr;
-extern player_class *cp_ptr;
-extern player_seikaku *ap_ptr;
-extern player_magic *mp_ptr;
+extern const player_sex *sp_ptr;
+extern const player_race *rp_ptr;
+extern const player_class *cp_ptr;
+extern const player_seikaku *ap_ptr;
+extern const player_magic *mp_ptr;
extern birther previous_char;
extern vault_type *v_info;
extern char *v_name;
/*
* Global array for looping through the "keypad directions"
*/
-s16b ddd[9] =
+const s16b ddd[9] =
{ 2, 8, 6, 4, 3, 1, 9, 7, 5 };
/*
* Global arrays for converting "keypad direction" into offsets
*/
-s16b ddx[10] =
+const s16b ddx[10] =
{ 0, -1, 0, 1, -1, 0, 1, -1, 0, 1 };
-s16b ddy[10] =
+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]]"
*/
-s16b ddx_ddd[9] =
+const s16b ddx_ddd[9] =
{ 0, 0, 1, -1, 1, -1, 1, -1, 0 };
-s16b ddy_ddd[9] =
+const s16b ddy_ddd[9] =
{ 1, -1, 0, 0, 1, 1, -1, -1, 0 };
/*
* Circular keypad direction array
*/
-s16b cdd[8] =
+const s16b cdd[8] =
{ 2, 3, 6, 9, 8, 7, 4, 1 };
/*
* Global arrays for optimizing "ddx[cdd[i]]" and "ddy[cdd[i]]"
*/
-s16b ddx_cdd[8] =
+const s16b ddx_cdd[8] =
{ 0, 1, 1, 1, 0, -1, -1, -1 };
-s16b ddy_cdd[8] =
+const s16b ddy_cdd[8] =
{ 1, 1, 0, -1, -1, -1, 0, 1 };
* Global array for converting numbers to uppercase hecidecimal digit
* This array can also be used to convert a number to an octal digit
*/
-char hexsym[16] =
+const char hexsym[16] =
{
'0', '1', '2', '3', '4', '5', '6', '7',
'8', '9', 'A', 'B', 'C', 'D', 'E', 'F'
/*
* Global array for converting numbers to a logical list symbol
*/
-char listsym[] =
+const char listsym[] =
{
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
/*
* Encode the screen colors
*/
-cptr color_char = "dwsorgbuDWvyRGBU";
+const cptr color_char = "dwsorgbuDWvyRGBU";
/*
* Stat Table (INT/WIS) -- Number of half-spells per level
*/
-byte adj_mag_study[] =
+const byte adj_mag_study[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (INT/WIS) -- extra 1/4-mana-points per level
*/
-byte adj_mag_mana[] =
+const byte adj_mag_mana[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (INT/WIS) -- Minimum failure rate (percentage)
*/
-byte adj_mag_fail[] =
+const byte adj_mag_fail[] =
{
99 /* 3 */,
99 /* 4 */,
/*
* Stat Table (INT/WIS) -- Various things
*/
-byte adj_mag_stat[] =
+const byte adj_mag_stat[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (CHR) -- payment percentages
*/
-byte adj_chr_gold[] =
+const byte adj_chr_gold[] =
{
130 /* 3 */,
125 /* 4 */,
/*
* Stat Table (INT) -- Magic devices
*/
-byte adj_int_dev[] =
+const byte adj_int_dev[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (WIS) -- Saving throw
*/
-byte adj_wis_sav[] =
+const byte adj_wis_sav[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (DEX) -- disarming
*/
-byte adj_dex_dis[] =
+const byte adj_dex_dis[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (INT) -- disarming
*/
-byte adj_int_dis[] =
+const byte adj_int_dis[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (DEX) -- bonus to ac (plus 128)
*/
-byte adj_dex_ta[] =
+const byte adj_dex_ta[] =
{
128 + -4 /* 3 */,
128 + -3 /* 4 */,
/*
* Stat Table (STR) -- bonus to dam (plus 128)
*/
-byte adj_str_td[] =
+const byte adj_str_td[] =
{
128 + -2 /* 3 */,
128 + -2 /* 4 */,
/*
* Stat Table (DEX) -- bonus to hit (plus 128)
*/
-byte adj_dex_th[] =
+const byte adj_dex_th[] =
{
128 + -3 /* 3 */,
128 + -2 /* 4 */,
/*
* Stat Table (STR) -- bonus to hit (plus 128)
*/
-byte adj_str_th[] =
+const byte adj_str_th[] =
{
128 + -3 /* 3 */,
128 + -2 /* 4 */,
/*
* Stat Table (STR) -- weight limit in deca-pounds
*/
-byte adj_str_wgt[] =
+const byte adj_str_wgt[] =
{
10 /* 3 */,
11 /* 4 */,
/*
* Stat Table (STR) -- weapon weight limit in pounds
*/
-byte adj_str_hold[] =
+const byte adj_str_hold[] =
{
4 /* 3 */,
5 /* 4 */,
/*
* Stat Table (STR) -- digging value
*/
-byte adj_str_dig[] =
+const byte adj_str_dig[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (STR) -- help index into the "blow" table
*/
-byte adj_str_blow[] =
+const byte adj_str_blow[] =
{
3 /* 3 */,
4 /* 4 */,
/*
* Stat Table (DEX) -- index into the "blow" table
*/
-byte adj_dex_blow[] =
+const byte adj_dex_blow[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (DEX) -- chance of avoiding "theft" and "falling"
*/
-byte adj_dex_safe[] =
+const byte adj_dex_safe[] =
{
0 /* 3 */,
1 /* 4 */,
/*
* Stat Table (CON) -- base regeneration rate
*/
-byte adj_con_fix[] =
+const byte adj_con_fix[] =
{
0 /* 3 */,
0 /* 4 */,
/*
* Stat Table (CON) -- extra 1/4-hitpoints per level (plus 128)
*/
-byte adj_con_mhp[] =
+const byte adj_con_mhp[] =
{
128 + -8 /* 3 */,
128 + -6 /* 4 */,
/*
* Stat Table (CHR) -- charm
*/
-byte adj_chr_chm[] =
+const byte adj_chr_chm[] =
{
0 /* 3 */,
0 /* 4 */,
* 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.
*/
-byte blows_table[12][12] =
+const byte blows_table[12][12] =
{
/* P/D */
/* 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11+ */
};
-arena_type arena_info[MAX_ARENA_MONS + 2] =
+const arena_type arena_info[MAX_ARENA_MONS + 2] =
{
{ MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
{ MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
* I want to do 50k owners, but the purse is currently s16b. Perhaps
* we should just store 1/10th of the purse?
*/
-owner_type owners[MAX_STORES][MAX_OWNERS] =
+const owner_type owners[MAX_STORES][MAX_OWNERS] =
{
{
/* General store - 32 unique names */
* the (compiled out) small random energy boost code. It may
* also tend to cause more "clumping" at high speeds.
*/
-byte extract_energy[200] =
+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,
/*
* Base experience levels, may be adjusted up for race and/or class
*/
-s32b player_exp[PY_MAX_LEVEL] =
+const s32b player_exp[PY_MAX_LEVEL] =
{
10,
25,
};
-s32b player_exp_a[PY_MAX_LEVEL] =
+const s32b player_exp_a[PY_MAX_LEVEL] =
{
20,
50,
* Title,
* Winner
*/
-player_sex sex_info[MAX_SEXES] =
+const player_sex sex_info[MAX_SEXES] =
{
{
#ifdef JP
* infra,
* class-choices
*/
-player_race race_info[MAX_RACES] =
+const player_race race_info[MAX_RACES] =
{
{
#ifdef JP
* x_dis, x_dev, x_sav, x_stl, x_srh, x_fos, x_thn, x_thb,
* HD, Exp, pet_upkeep_div
*/
-player_class class_info[MAX_CLASS] =
+const player_class class_info[MAX_CLASS] =
{
{
#ifdef JP
},
};
-player_seikaku seikaku_info[MAX_SEIKAKU] =
+const player_seikaku seikaku_info[MAX_SEIKAKU] =
{
{
#ifdef JP
-player_race mimic_info[] =
+const player_race mimic_info[] =
{
{
#ifdef JP
-magic_type technic_info[NUM_TECHNIC][32] =
+const magic_type technic_info[NUM_TECHNIC][32] =
{
{
/* Music */
* 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
*/
-u32b fake_spell_flags[4]=
+const u32b fake_spell_flags[4]=
{
0x000000ff,
0x0000ff00,
};
-s32b realm_choices1[MAX_CLASS] =
+const s32b realm_choices1[MAX_CLASS] =
{
(CH_NONE), /* Warrior */
(CH_LIFE | CH_SORCERY | CH_NATURE |
};
-s32b realm_choices2[MAX_CLASS] =
+const s32b realm_choices2[MAX_CLASS] =
{
(CH_NONE), /* Warrior */
(CH_LIFE | CH_SORCERY | CH_NATURE |
#ifdef JP
-cptr realm_names[] =
+const cptr realm_names[] =
{
"ËâË¡¤Ê¤·",
"À¸Ì¿",
#endif
#ifdef JP
-cptr E_realm_names[]
+const cptr E_realm_names[]
#else
-cptr realm_names[]
+const cptr realm_names[]
#endif
= {
"none",
* The "pval" of a chest determines the quality of its treasure
* Note that disarming a trap on a chest also removes the lock.
*/
-int chest_traps[64] =
+const int chest_traps[64] =
{
0, /* 0 == empty */
(CHEST_POISON),
* needs only ten titles total.
*/
#ifdef JP
-cptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
+const cptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
{
/* Warrior */
{
};
#else
-cptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
+const cptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
{
/* Warrior */
{
};
#endif
-monster_power monster_powers[MAX_MONSPELLS] =
+const monster_power monster_powers[MAX_MONSPELLS] =
{
/* level, smana, %fail, manedam, %manefail, use_stat, name */
#ifdef JP
};
-cptr monster_powers_short[MAX_MONSPELLS] = {
+const cptr monster_powers_short[MAX_MONSPELLS] = {
#ifdef JP
"¶«¤Ö", "²¿¤«", "ËâÎϾõî", "¥í¥±¥Ã¥È", "¼Í·â", "²¿¤«", "²¿¤«", "²¿¤«",
/*
* Hack -- the "basic" color names (see "TERM_xxx")
*/
-cptr color_names[16] =
+const cptr color_names[16] =
{
#ifdef JP
"¹õ",
/*
* Abbreviations of healthy stats
*/
-cptr stat_names[6] =
+const cptr stat_names[6] =
{
#ifdef JP
"ÏÓÎÏ :", "ÃÎǽ :", "¸¤µ :", "´ïÍÑ :", "ÂÑµ× :", "Ì¥ÎÏ :"
/*
* Abbreviations of damaged stats
*/
-cptr stat_names_reduced[6] =
+const cptr stat_names_reduced[6] =
{
#ifdef JP
"ÏÓÎÏx:", "ÃÎǽx:", "¸¤µx:", "´ïÍÑx:", "Âѵ×x:", "Ì¥ÎÏx:"
* The "ctrl-g" command (or pseudo-command) should perhaps grab a snapshot
* of the main screen into any interested windows.
*/
-cptr window_flag_desc[32] =
+const cptr window_flag_desc[32] =
{
#ifdef JP
"»ý¤Áʪ/ÁõÈ÷°ìÍ÷",
* Available Options
*
*/
-option_type option_info[] =
+const option_type option_info[] =
{
/*** Input Options ***/
#ifdef JP
-cptr chaos_patrons[MAX_PATRON] =
+const cptr chaos_patrons[MAX_PATRON] =
{
"¥¹¥í¡¼¥¿¡¼",
"¥Þ¥Ù¥í¡¼¥É",
"¥«¥¤¥ó"
};
#else
-cptr chaos_patrons[MAX_PATRON] =
+const cptr chaos_patrons[MAX_PATRON] =
{
"Slortar",
"Mabelode",
#endif
-int chaos_stats[MAX_PATRON] =
+const int chaos_stats[MAX_PATRON] =
{
A_CON, /* Slortar */
A_CON, /* Mabelode */
-int chaos_rewards[MAX_PATRON][20] =
+const int chaos_rewards[MAX_PATRON][20] =
{
/* Slortar the Old: */
{
}
};
-martial_arts ma_blows[MAX_MA] =
+const martial_arts ma_blows[MAX_MA] =
{
#ifdef JP
{ "%s¤ò²¥¤Ã¤¿¡£", 1, 0, 1, 5, 0 },
};
-int monk_ave_damage[PY_MAX_LEVEL+1][3] =
+const int monk_ave_damage[PY_MAX_LEVEL+1][3] =
{
{0, 0, 0},
{249, 249, 249},
* Table of game-generated inscriptions (indexed by the defines in
* defines.h). -- RG
*/
-cptr game_inscriptions[] =
+const cptr game_inscriptions[] =
{
NULL, /* FEEL_NONE */
#ifdef JP
};
-kamae kamae_shurui[MAX_KAMAE] =
+const kamae kamae_shurui[MAX_KAMAE] =
{
#ifdef JP
{"¸¼Éð", 25, ""},
#endif
};
-kamae kata_shurui[MAX_KATA] =
+const kamae kata_shurui[MAX_KATA] =
{
#ifdef JP
{"µï¹ç", 25, ""},
#endif
};
-cptr exp_level_str[5]=
+const cptr exp_level_str[5]=
#ifdef JP
{"[½é¿´¼Ô]", "[ÆþÌç¼Ô]", "[½ÏÎý¼Ô]", "[¥¨¥¥¹¥Ñ¡¼¥È]", "[ã¿Í]"};
#else
/* Weird melee attack types when hallucinating */
#ifdef JP
-cptr silly_attacks[MAX_SILLY_ATTACK] =
+const cptr silly_attacks[MAX_SILLY_ATTACK] =
{
"¤Ë¾®Êؤò¤«¤±¤é¤ì¤¿¡£",
"¤¬¤¢¤Ê¤¿¤Î²ó¤ê¤ò3²ó²ó¤Ã¤Æ¥ï¥ó¤È¸À¤Ã¤¿¡£",
};
/* Note: %s for strfmt() */
-cptr silly_attacks2[MAX_SILLY_ATTACK] =
+const cptr silly_attacks2[MAX_SILLY_ATTACK] =
{
"%s¤Ë¾®Êؤò¤«¤±¤¿¡£",
"%s¤Î²ó¤ê¤ò3²ó²ó¤Ã¤Æ¥ï¥ó¤È¸À¤Ã¤¿¡£",
"¸À¤Ã¤¿¡£¡ÖÊѶòÈÚÅÜ¡¢À仿¸ø³«Ã桪¡×",
};
#else
-cptr silly_attacks[MAX_SILLY_ATTACK] =
+const cptr silly_attacks[MAX_SILLY_ATTACK] =
{
"smothers",
"hugs",
* 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".
*/
-cptr ident_info[] =
+const cptr ident_info[] =
{
#ifdef JP
" :°Å°Ç",
/*
* The table of monsters' blow effects
*/
-mbe_info_type mbe_info[] =
+const mbe_info_type mbe_info[] =
{
{ 0, 0, }, /* None */
{ 60, GF_MISSILE, }, /* HURT */
/*
* The table of features' actions
*/
-byte feature_action_flags[FF_FLAG_MAX] =
+const byte feature_action_flags[FF_FLAG_MAX] =
{
0, /* LOS */
0, /* PROJECT */
/*
* Define flags, effect type, name for dragon breath activation
*/
-dragonbreath_type dragonbreath_info[] = {
+const dragonbreath_type dragonbreath_info[] = {
{ TR_RES_ACID, GF_ACID, _("»À", "acid") },
{ TR_RES_ELEC, GF_ELEC, _("ÅÅ·â", "lightning") },
{ TR_RES_FIRE, GF_FIRE, _("²Ð±ê", "fire") },
/*
* Define flags, levels, values of activations
*/
-activation_type activation_info[] =
+const activation_type activation_info[] =
{
{ "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
_("ÂÀÍÛ¸÷Àþ", "beam of sunlight") },