5 * @brief 加速値による実質速度修正倍率テーブル /
6 * This table allows quick conversion from "speed" to "energy"
9 * The basic function WAS ((S>=110) ? (S-110) : (100 / (120-S)))
10 * Note that table access is *much* quicker than computation.
12 * Note that the table has been changed at high speeds. From
13 * "Slow (-40)" to "Fast (+30)" is pretty much unchanged, but
14 * at speeds above "Fast (+30)", one approaches an asymptotic
15 * effective limit of 50 energy per current_world_ptr->game_turn. This means that it
16 * is relatively easy to reach "Fast (+30)" and get about 40
17 * energy per current_world_ptr->game_turn, but then speed becomes very "expensive",
18 * and you must get all the way to "Fast (+50)" to reach the
19 * point of getting 45 energy per current_world_ptr->game_turn. After that point,
20 * furthur increases in speed are more or less pointless,
21 * except to balance out heavy p_ptr->inventory_list.
23 * Note that currently the fastest monster is "Fast (+30)".
25 * It should be possible to lower the energy threshhold from
26 * 100 units to 50 units, though this may interact badly with
27 * the (compiled out) small random energy boost code. It may
28 * also tend to cause more "clumping" at high speeds.
31 const byte extract_energy[200] =
33 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
34 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
35 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
36 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
37 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
38 /* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
39 /* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
40 /* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
41 /* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
42 /* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
43 /* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
44 /* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
45 /* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
46 /* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
47 /* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
48 /* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
49 /* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
50 /* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
51 /* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
52 /* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,