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[hengband/hengband.git] / src / tables.c
diff --git a/src/tables.c b/src/tables.c
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-/*!
- * @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>
- */
-
-
-#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 /
- * Global array for converting numbers to uppercase hecidecimal digit
- * This array can also be used to convert a number to an octal digit
- */
-const char hexsym[16] =
-{
-       '0', '1', '2', '3', '4', '5', '6', '7',
-       '8', '9', 'A', 'B', 'C', 'D', 'E', 'F'
-};
-
-
-/*!
- * 選択処理用キーコード /
- * Global array for converting numbers to a logical list symbol
- */
-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',
-       'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
-       'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
-       'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
-       '\0'
-};
-
-
-/*!
- * スクリーン表示色キャラクタ /
- * Encode the screen colors
- */
-const concptr 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       1       /* 8 */,
-       1       /* 9 */,
-       1       /* 10 */,
-       1       /* 11 */,
-       2       /* 12 */,
-       2       /* 13 */,
-       2       /* 14 */,
-       2       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       2       /* 18/00-18/09 */,
-       2       /* 18/10-18/19 */,
-       2       /* 18/20-18/29 */,
-       2       /* 18/30-18/39 */,
-       2       /* 18/40-18/49 */,
-       3       /* 18/50-18/59 */,
-       3       /* 18/60-18/69 */,
-       3       /* 18/70-18/79 */,
-       3       /* 18/80-18/89 */,
-       4       /* 18/90-18/99 */,
-       4       /* 18/100-18/109 */,
-       4       /* 18/110-18/119 */,
-       5       /* 18/120-18/129 */,
-       5       /* 18/130-18/139 */,
-       5       /* 18/140-18/149 */,
-       5       /* 18/150-18/159 */,
-       5       /* 18/160-18/169 */,
-       5       /* 18/170-18/179 */,
-       5       /* 18/180-18/189 */,
-       5       /* 18/190-18/199 */,
-       5       /* 18/200-18/209 */,
-       6       /* 18/210-18/219 */,
-       6       /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       1       /* 8 */,
-       2       /* 9 */,
-       3       /* 10 */,
-       4       /* 11 */,
-       5       /* 12 */,
-       5       /* 13 */,
-       6       /* 14 */,
-       7       /* 15 */,
-       8       /* 16 */,
-       9       /* 17 */,
-       10      /* 18/00-18/09 */,
-       11      /* 18/10-18/19 */,
-       11      /* 18/20-18/29 */,
-       12      /* 18/30-18/39 */,
-       12      /* 18/40-18/49 */,
-       13      /* 18/50-18/59 */,
-       14      /* 18/60-18/69 */,
-       15      /* 18/70-18/79 */,
-       16      /* 18/80-18/89 */,
-       17      /* 18/90-18/99 */,
-       18      /* 18/100-18/109 */,
-       19      /* 18/110-18/119 */,
-       20      /* 18/120-18/129 */,
-       21      /* 18/130-18/139 */,
-       22      /* 18/140-18/149 */,
-       23      /* 18/150-18/159 */,
-       24      /* 18/160-18/169 */,
-       25      /* 18/170-18/179 */,
-       26      /* 18/180-18/189 */,
-       27      /* 18/190-18/199 */,
-       28      /* 18/200-18/209 */,
-       29      /* 18/210-18/219 */,
-       30      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       99      /* 3 */,
-       99      /* 4 */,
-       99      /* 5 */,
-       99      /* 6 */,
-       99      /* 7 */,
-       50      /* 8 */,
-       30      /* 9 */,
-       20      /* 10 */,
-       15      /* 11 */,
-       12      /* 12 */,
-       11      /* 13 */,
-       10      /* 14 */,
-       9       /* 15 */,
-       8       /* 16 */,
-       7       /* 17 */,
-       6       /* 18/00-18/09 */,
-       6       /* 18/10-18/19 */,
-       5       /* 18/20-18/29 */,
-       5       /* 18/30-18/39 */,
-       5       /* 18/40-18/49 */,
-       4       /* 18/50-18/59 */,
-       4       /* 18/60-18/69 */,
-       4       /* 18/70-18/79 */,
-       4       /* 18/80-18/89 */,
-       3       /* 18/90-18/99 */,
-       3       /* 18/100-18/109 */,
-       2       /* 18/110-18/119 */,
-       2       /* 18/120-18/129 */,
-       2       /* 18/130-18/139 */,
-       2       /* 18/140-18/149 */,
-       1       /* 18/150-18/159 */,
-       1       /* 18/160-18/169 */,
-       1       /* 18/170-18/179 */,
-       1       /* 18/180-18/189 */,
-       1       /* 18/190-18/199 */,
-       0       /* 18/200-18/209 */,
-       0       /* 18/210-18/219 */,
-       0       /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       1       /* 8 */,
-       1       /* 9 */,
-       1       /* 10 */,
-       1       /* 11 */,
-       1       /* 12 */,
-       1       /* 13 */,
-       1       /* 14 */,
-       2       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       3       /* 18/00-18/09 */,
-       3       /* 18/10-18/19 */,
-       3       /* 18/20-18/29 */,
-       3       /* 18/30-18/39 */,
-       3       /* 18/40-18/49 */,
-       4       /* 18/50-18/59 */,
-       4       /* 18/60-18/69 */,
-       5       /* 18/70-18/79 */,
-       6       /* 18/80-18/89 */,
-       7       /* 18/90-18/99 */,
-       8       /* 18/100-18/109 */,
-       9       /* 18/110-18/119 */,
-       10      /* 18/120-18/129 */,
-       11      /* 18/130-18/139 */,
-       12      /* 18/140-18/149 */,
-       13      /* 18/150-18/159 */,
-       14      /* 18/160-18/169 */,
-       15      /* 18/170-18/179 */,
-       16      /* 18/180-18/189 */,
-       17      /* 18/190-18/199 */,
-       18      /* 18/200-18/209 */,
-       19      /* 18/210-18/219 */,
-       20      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       130     /* 3 */,
-       125     /* 4 */,
-       122     /* 5 */,
-       120     /* 6 */,
-       118     /* 7 */,
-       116     /* 8 */,
-       114     /* 9 */,
-       112     /* 10 */,
-       110     /* 11 */,
-       108     /* 12 */,
-       106     /* 13 */,
-       104     /* 14 */,
-       103     /* 15 */,
-       102     /* 16 */,
-       101     /* 17 */,
-       100     /* 18/00-18/09 */,
-       99      /* 18/10-18/19 */,
-       98      /* 18/20-18/29 */,
-       97      /* 18/30-18/39 */,
-       96      /* 18/40-18/49 */,
-       95      /* 18/50-18/59 */,
-       94      /* 18/60-18/69 */,
-       93      /* 18/70-18/79 */,
-       92      /* 18/80-18/89 */,
-       91      /* 18/90-18/99 */,
-       90      /* 18/100-18/109 */,
-       89      /* 18/110-18/119 */,
-       88      /* 18/120-18/129 */,
-       87      /* 18/130-18/139 */,
-       86      /* 18/140-18/149 */,
-       85      /* 18/150-18/159 */,
-       84      /* 18/160-18/169 */,
-       83      /* 18/170-18/179 */,
-       82      /* 18/180-18/189 */,
-       81      /* 18/190-18/199 */,
-       80      /* 18/200-18/209 */,
-       79      /* 18/210-18/219 */,
-       78      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       1       /* 8 */,
-       1       /* 9 */,
-       1       /* 10 */,
-       1       /* 11 */,
-       1       /* 12 */,
-       1       /* 13 */,
-       1       /* 14 */,
-       2       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       3       /* 18/00-18/09 */,
-       3       /* 18/10-18/19 */,
-       4       /* 18/20-18/29 */,
-       4       /* 18/30-18/39 */,
-       5       /* 18/40-18/49 */,
-       5       /* 18/50-18/59 */,
-       6       /* 18/60-18/69 */,
-       6       /* 18/70-18/79 */,
-       7       /* 18/80-18/89 */,
-       7       /* 18/90-18/99 */,
-       8       /* 18/100-18/109 */,
-       9       /* 18/110-18/119 */,
-       10      /* 18/120-18/129 */,
-       11      /* 18/130-18/139 */,
-       12      /* 18/140-18/149 */,
-       13      /* 18/150-18/159 */,
-       14      /* 18/160-18/169 */,
-       15      /* 18/170-18/179 */,
-       16      /* 18/180-18/189 */,
-       17      /* 18/190-18/199 */,
-       18      /* 18/200-18/209 */,
-       19      /* 18/210-18/219 */,
-       20      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       1       /* 8 */,
-       1       /* 9 */,
-       1       /* 10 */,
-       1       /* 11 */,
-       1       /* 12 */,
-       1       /* 13 */,
-       1       /* 14 */,
-       2       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       3       /* 18/00-18/09 */,
-       3       /* 18/10-18/19 */,
-       3       /* 18/20-18/29 */,
-       3       /* 18/30-18/39 */,
-       3       /* 18/40-18/49 */,
-       4       /* 18/50-18/59 */,
-       4       /* 18/60-18/69 */,
-       5       /* 18/70-18/79 */,
-       5       /* 18/80-18/89 */,
-       6       /* 18/90-18/99 */,
-       7       /* 18/100-18/109 */,
-       8       /* 18/110-18/119 */,
-       9       /* 18/120-18/129 */,
-       10      /* 18/130-18/139 */,
-       11      /* 18/140-18/149 */,
-       12      /* 18/150-18/159 */,
-       13      /* 18/160-18/169 */,
-       14      /* 18/170-18/179 */,
-       15      /* 18/180-18/189 */,
-       16      /* 18/190-18/199 */,
-       17      /* 18/200-18/209 */,
-       18      /* 18/210-18/219 */,
-       19      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       0       /* 8 */,
-       0       /* 9 */,
-       0       /* 10 */,
-       0       /* 11 */,
-       0       /* 12 */,
-       1       /* 13 */,
-       1       /* 14 */,
-       1       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       4       /* 18/00-18/09 */,
-       4       /* 18/10-18/19 */,
-       4       /* 18/20-18/29 */,
-       4       /* 18/30-18/39 */,
-       5       /* 18/40-18/49 */,
-       5       /* 18/50-18/59 */,
-       5       /* 18/60-18/69 */,
-       6       /* 18/70-18/79 */,
-       6       /* 18/80-18/89 */,
-       7       /* 18/90-18/99 */,
-       8       /* 18/100-18/109 */,
-       8       /* 18/110-18/119 */,
-       8       /* 18/120-18/129 */,
-       8       /* 18/130-18/139 */,
-       8       /* 18/140-18/149 */,
-       9       /* 18/150-18/159 */,
-       9       /* 18/160-18/169 */,
-       9       /* 18/170-18/179 */,
-       9       /* 18/180-18/189 */,
-       9       /* 18/190-18/199 */,
-       10      /* 18/200-18/209 */,
-       10      /* 18/210-18/219 */,
-       10      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       1       /* 8 */,
-       1       /* 9 */,
-       1       /* 10 */,
-       1       /* 11 */,
-       1       /* 12 */,
-       1       /* 13 */,
-       1       /* 14 */,
-       2       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       3       /* 18/00-18/09 */,
-       3       /* 18/10-18/19 */,
-       3       /* 18/20-18/29 */,
-       4       /* 18/30-18/39 */,
-       4       /* 18/40-18/49 */,
-       5       /* 18/50-18/59 */,
-       6       /* 18/60-18/69 */,
-       7       /* 18/70-18/79 */,
-       8       /* 18/80-18/89 */,
-       9       /* 18/90-18/99 */,
-       10      /* 18/100-18/109 */,
-       10      /* 18/110-18/119 */,
-       11      /* 18/120-18/129 */,
-       12      /* 18/130-18/139 */,
-       13      /* 18/140-18/149 */,
-       14      /* 18/150-18/159 */,
-       15      /* 18/160-18/169 */,
-       16      /* 18/170-18/179 */,
-       17      /* 18/180-18/189 */,
-       18      /* 18/190-18/199 */,
-       19      /* 18/200-18/209 */,
-       19      /* 18/210-18/219 */,
-       20      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       128 + -4    /*  3 */,
-       128 + -3    /*  4 */,
-       128 + -2    /*  5 */,
-       128 + -1    /*  6 */,
-       128 + 0     /*  7 */,
-       128 + 0     /*  8 */,
-       128 + 0     /*  9 */,
-       128 + 0     /* 10 */,
-       128 + 0     /* 11 */,
-       128 + 0     /* 12 */,
-       128 + 0     /* 13 */,
-       128 + 0     /* 14 */,
-       128 + 1     /* 15 */,
-       128 + 1     /* 16 */,
-       128 + 1     /* 17 */,
-       128 + 2     /* 18/00-18/09 */,
-       128 + 2     /* 18/10-18/19 */,
-       128 + 2     /* 18/20-18/29 */,
-       128 + 2     /* 18/30-18/39 */,
-       128 + 2     /* 18/40-18/49 */,
-       128 + 3     /* 18/50-18/59 */,
-       128 + 3     /* 18/60-18/69 */,
-       128 + 3     /* 18/70-18/79 */,
-       128 + 4     /* 18/80-18/89 */,
-       128 + 5     /* 18/90-18/99 */,
-       128 + 6     /* 18/100-18/109 */,
-       128 + 7     /* 18/110-18/119 */,
-       128 + 8     /* 18/120-18/129 */,
-       128 + 9     /* 18/130-18/139 */,
-       128 + 9     /* 18/140-18/149 */,
-       128 + 10    /* 18/150-18/159 */,
-       128 + 11    /* 18/160-18/169 */,
-       128 + 12    /* 18/170-18/179 */,
-       128 + 13    /* 18/180-18/189 */,
-       128 + 14    /* 18/190-18/199 */,
-       128 + 15    /* 18/200-18/209 */,
-       128 + 15    /* 18/210-18/219 */,
-       128 + 16    /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       128 + -2    /*  3 */,
-       128 + -2    /*  4 */,
-       128 + -1    /*  5 */,
-       128 + -1    /*  6 */,
-       128 + 0     /*  7 */,
-       128 + 0     /*  8 */,
-       128 + 0     /*  9 */,
-       128 + 0     /* 10 */,
-       128 + 0     /* 11 */,
-       128 + 0     /* 12 */,
-       128 + 0     /* 13 */,
-       128 + 0     /* 14 */,
-       128 + 0     /* 15 */,
-       128 + 1     /* 16 */,
-       128 + 2     /* 17 */,
-       128 + 2     /* 18/00-18/09 */,
-       128 + 2     /* 18/10-18/19 */,
-       128 + 3     /* 18/20-18/29 */,
-       128 + 3     /* 18/30-18/39 */,
-       128 + 3     /* 18/40-18/49 */,
-       128 + 3     /* 18/50-18/59 */,
-       128 + 3     /* 18/60-18/69 */,
-       128 + 4     /* 18/70-18/79 */,
-       128 + 5     /* 18/80-18/89 */,
-       128 + 5     /* 18/90-18/99 */,
-       128 + 6     /* 18/100-18/109 */,
-       128 + 7     /* 18/110-18/119 */,
-       128 + 8     /* 18/120-18/129 */,
-       128 + 9     /* 18/130-18/139 */,
-       128 + 10    /* 18/140-18/149 */,
-       128 + 11    /* 18/150-18/159 */,
-       128 + 12    /* 18/160-18/169 */,
-       128 + 13    /* 18/170-18/179 */,
-       128 + 14    /* 18/180-18/189 */,
-       128 + 15    /* 18/190-18/199 */,
-       128 + 16    /* 18/200-18/209 */,
-       128 + 18    /* 18/210-18/219 */,
-       128 + 20    /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       128 + -3        /* 3 */,
-       128 + -2        /* 4 */,
-       128 + -2        /* 5 */,
-       128 + -1        /* 6 */,
-       128 + -1        /* 7 */,
-       128 + 0 /* 8 */,
-       128 + 0 /* 9 */,
-       128 + 0 /* 10 */,
-       128 + 0 /* 11 */,
-       128 + 0 /* 12 */,
-       128 + 0 /* 13 */,
-       128 + 0 /* 14 */,
-       128 + 0 /* 15 */,
-       128 + 1 /* 16 */,
-       128 + 2 /* 17 */,
-       128 + 3 /* 18/00-18/09 */,
-       128 + 3 /* 18/10-18/19 */,
-       128 + 3 /* 18/20-18/29 */,
-       128 + 3 /* 18/30-18/39 */,
-       128 + 3 /* 18/40-18/49 */,
-       128 + 4 /* 18/50-18/59 */,
-       128 + 4 /* 18/60-18/69 */,
-       128 + 4 /* 18/70-18/79 */,
-       128 + 4 /* 18/80-18/89 */,
-       128 + 5 /* 18/90-18/99 */,
-       128 + 6 /* 18/100-18/109 */,
-       128 + 7 /* 18/110-18/119 */,
-       128 + 8 /* 18/120-18/129 */,
-       128 + 9 /* 18/130-18/139 */,
-       128 + 9 /* 18/140-18/149 */,
-       128 + 10        /* 18/150-18/159 */,
-       128 + 11        /* 18/160-18/169 */,
-       128 + 12        /* 18/170-18/179 */,
-       128 + 13        /* 18/180-18/189 */,
-       128 + 14        /* 18/190-18/199 */,
-       128 + 15        /* 18/200-18/209 */,
-       128 + 15        /* 18/210-18/219 */,
-       128 + 16        /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       128 + -3        /* 3 */,
-       128 + -2        /* 4 */,
-       128 + -1        /* 5 */,
-       128 + -1        /* 6 */,
-       128 + 0 /* 7 */,
-       128 + 0 /* 8 */,
-       128 + 0 /* 9 */,
-       128 + 0 /* 10 */,
-       128 + 0 /* 11 */,
-       128 + 0 /* 12 */,
-       128 + 0 /* 13 */,
-       128 + 0 /* 14 */,
-       128 + 0 /* 15 */,
-       128 + 0 /* 16 */,
-       128 + 0 /* 17 */,
-       128 + 1 /* 18/00-18/09 */,
-       128 + 1 /* 18/10-18/19 */,
-       128 + 1 /* 18/20-18/29 */,
-       128 + 1 /* 18/30-18/39 */,
-       128 + 1 /* 18/40-18/49 */,
-       128 + 1 /* 18/50-18/59 */,
-       128 + 1 /* 18/60-18/69 */,
-       128 + 2 /* 18/70-18/79 */,
-       128 + 3 /* 18/80-18/89 */,
-       128 + 4 /* 18/90-18/99 */,
-       128 + 5 /* 18/100-18/109 */,
-       128 + 6 /* 18/110-18/119 */,
-       128 + 7 /* 18/120-18/129 */,
-       128 + 8 /* 18/130-18/139 */,
-       128 + 9 /* 18/140-18/149 */,
-       128 + 10        /* 18/150-18/159 */,
-       128 + 11        /* 18/160-18/169 */,
-       128 + 12        /* 18/170-18/179 */,
-       128 + 13        /* 18/180-18/189 */,
-       128 + 14        /* 18/190-18/199 */,
-       128 + 15        /* 18/200-18/209 */,
-       128 + 15        /* 18/210-18/219 */,
-       128 + 16        /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       10      /* 3 */,
-       11      /* 4 */,
-       12      /* 5 */,
-       13      /* 6 */,
-       14      /* 7 */,
-       15      /* 8 */,
-       16      /* 9 */,
-       17      /* 10 */,
-       18      /* 11 */,
-       19      /* 12 */,
-       20      /* 13 */,
-       21      /* 14 */,
-       22      /* 15 */,
-       23      /* 16 */,
-       24      /* 17 */,
-       25      /* 18/00-18/09 */,
-       26      /* 18/10-18/19 */,
-       27      /* 18/20-18/29 */,
-       28      /* 18/30-18/39 */,
-       29      /* 18/40-18/49 */,
-       30      /* 18/50-18/59 */,
-       31      /* 18/60-18/69 */,
-       31      /* 18/70-18/79 */,
-       32      /* 18/80-18/89 */,
-       32      /* 18/90-18/99 */,
-       33      /* 18/100-18/109 */,
-       33      /* 18/110-18/119 */,
-       34      /* 18/120-18/129 */,
-       34      /* 18/130-18/139 */,
-       35      /* 18/140-18/149 */,
-       35      /* 18/150-18/159 */,
-       36      /* 18/160-18/169 */,
-       36      /* 18/170-18/179 */,
-       37      /* 18/180-18/189 */,
-       37      /* 18/190-18/199 */,
-       38      /* 18/200-18/209 */,
-       38      /* 18/210-18/219 */,
-       39      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       4       /* 3 */,
-       5       /* 4 */,
-       6       /* 5 */,
-       7       /* 6 */,
-       8       /* 7 */,
-       9       /* 8 */,
-       10      /* 9 */,
-       11      /* 10 */,
-       12      /* 11 */,
-       13      /* 12 */,
-       14      /* 13 */,
-       15      /* 14 */,
-       16      /* 15 */,
-       17      /* 16 */,
-       18      /* 17 */,
-       19      /* 18/00-18/09 */,
-       20      /* 18/10-18/19 */,
-       21      /* 18/20-18/29 */,
-       22      /* 18/30-18/39 */,
-       23      /* 18/40-18/49 */,
-       24      /* 18/50-18/59 */,
-       25      /* 18/60-18/69 */,
-       26      /* 18/70-18/79 */,
-       27      /* 18/80-18/89 */,
-       28      /* 18/90-18/99 */,
-       30      /* 18/100-18/109 */,
-       31      /* 18/110-18/119 */,
-       32      /* 18/120-18/129 */,
-       33      /* 18/130-18/139 */,
-       34      /* 18/140-18/149 */,
-       35      /* 18/150-18/159 */,
-       37      /* 18/160-18/169 */,
-       40      /* 18/170-18/179 */,
-       44      /* 18/180-18/189 */,
-       48      /* 18/190-18/199 */,
-       50     /* 18/200-18/209 */,
-       50     /* 18/210-18/219 */,
-       50     /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       1       /* 5 */,
-       2       /* 6 */,
-       3       /* 7 */,
-       4       /* 8 */,
-       4       /* 9 */,
-       5       /* 10 */,
-       5       /* 11 */,
-       6       /* 12 */,
-       6       /* 13 */,
-       7       /* 14 */,
-       7       /* 15 */,
-       8       /* 16 */,
-       8       /* 17 */,
-       9       /* 18/00-18/09 */,
-       10      /* 18/10-18/19 */,
-       12      /* 18/20-18/29 */,
-       15      /* 18/30-18/39 */,
-       20      /* 18/40-18/49 */,
-       25      /* 18/50-18/59 */,
-       30      /* 18/60-18/69 */,
-       35      /* 18/70-18/79 */,
-       40      /* 18/80-18/89 */,
-       45      /* 18/90-18/99 */,
-       50      /* 18/100-18/109 */,
-       55      /* 18/110-18/119 */,
-       60      /* 18/120-18/129 */,
-       65      /* 18/130-18/139 */,
-       70      /* 18/140-18/149 */,
-       75      /* 18/150-18/159 */,
-       80      /* 18/160-18/169 */,
-       85      /* 18/170-18/179 */,
-       90      /* 18/180-18/189 */,
-       95      /* 18/190-18/199 */,
-       100     /* 18/200-18/209 */,
-       100     /* 18/210-18/219 */,
-       100     /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       3       /* 3 */,
-       4       /* 4 */,
-       5       /* 5 */,
-       6       /* 6 */,
-       7       /* 7 */,
-       8       /* 8 */,
-       9       /* 9 */,
-       10      /* 10 */,
-       11      /* 11 */,
-       12      /* 12 */,
-       13      /* 13 */,
-       14      /* 14 */,
-       15      /* 15 */,
-       16      /* 16 */,
-       17      /* 17 */,
-       20 /* 18/00-18/09 */,
-       30 /* 18/10-18/19 */,
-       40 /* 18/20-18/29 */,
-       50 /* 18/30-18/39 */,
-       60 /* 18/40-18/49 */,
-       70 /* 18/50-18/59 */,
-       80 /* 18/60-18/69 */,
-       90 /* 18/70-18/79 */,
-       100 /* 18/80-18/89 */,
-       110 /* 18/90-18/99 */,
-       120 /* 18/100-18/109 */,
-       130 /* 18/110-18/119 */,
-       140 /* 18/120-18/129 */,
-       150 /* 18/130-18/139 */,
-       160 /* 18/140-18/149 */,
-       170 /* 18/150-18/159 */,
-       180 /* 18/160-18/169 */,
-       190 /* 18/170-18/179 */,
-       200 /* 18/180-18/189 */,
-       210 /* 18/190-18/199 */,
-       220 /* 18/200-18/209 */,
-       230 /* 18/210-18/219 */,
-       240 /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       0       /* 8 */,
-       0       /* 9 */,
-       1       /* 10 */,
-       1       /* 11 */,
-       1       /* 12 */,
-       1       /* 13 */,
-       1       /* 14 */,
-       2       /* 15 */,
-       2       /* 16 */,
-       2       /* 17 */,
-       2       /* 18/00-18/09 */,
-       3       /* 18/10-18/19 */,
-       3       /* 18/20-18/29 */,
-       3       /* 18/30-18/39 */,
-       4       /* 18/40-18/49 */,
-       4       /* 18/50-18/59 */,
-       5       /* 18/60-18/69 */,
-       5       /* 18/70-18/79 */,
-       6       /* 18/80-18/89 */,
-       6       /* 18/90-18/99 */,
-       7       /* 18/100-18/109 */,
-       7       /* 18/110-18/119 */,
-       8       /* 18/120-18/129 */,
-       8       /* 18/130-18/139 */,
-       9      /* 18/140-18/149 */,
-       9      /* 18/150-18/159 */,
-       10      /* 18/160-18/169 */,
-       10      /* 18/170-18/179 */,
-       11      /* 18/180-18/189 */,
-       11      /* 18/190-18/199 */,
-       12      /* 18/200-18/209 */,
-       12      /* 18/210-18/219 */,
-       13      /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       1       /* 4 */,
-       2       /* 5 */,
-       3       /* 6 */,
-       4       /* 7 */,
-       5       /* 8 */,
-       5       /* 9 */,
-       6       /* 10 */,
-       6       /* 11 */,
-       7       /* 12 */,
-       7       /* 13 */,
-       8       /* 14 */,
-       8       /* 15 */,
-       9       /* 16 */,
-       9       /* 17 */,
-       10      /* 18/00-18/09 */,
-       10      /* 18/10-18/19 */,
-       15      /* 18/20-18/29 */,
-       15      /* 18/30-18/39 */,
-       20      /* 18/40-18/49 */,
-       25      /* 18/50-18/59 */,
-       30      /* 18/60-18/69 */,
-       35      /* 18/70-18/79 */,
-       40      /* 18/80-18/89 */,
-       45      /* 18/90-18/99 */,
-       50      /* 18/100-18/109 */,
-       60      /* 18/110-18/119 */,
-       70      /* 18/120-18/129 */,
-       80      /* 18/130-18/139 */,
-       90      /* 18/140-18/149 */,
-       100     /* 18/150-18/159 */,
-       100     /* 18/160-18/169 */,
-       100     /* 18/170-18/179 */,
-       100     /* 18/180-18/189 */,
-       100     /* 18/190-18/199 */,
-       100     /* 18/200-18/209 */,
-       100     /* 18/210-18/219 */,
-       100     /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       0       /* 5 */,
-       0       /* 6 */,
-       0       /* 7 */,
-       0       /* 8 */,
-       0       /* 9 */,
-       0       /* 10 */,
-       0       /* 11 */,
-       0       /* 12 */,
-       0       /* 13 */,
-       1       /* 14 */,
-       1       /* 15 */,
-       1       /* 16 */,
-       1       /* 17 */,
-       2       /* 18/00-18/09 */,
-       2       /* 18/10-18/19 */,
-       2       /* 18/20-18/29 */,
-       2       /* 18/30-18/39 */,
-       2       /* 18/40-18/49 */,
-       3       /* 18/50-18/59 */,
-       3       /* 18/60-18/69 */,
-       3       /* 18/70-18/79 */,
-       3       /* 18/80-18/89 */,
-       3       /* 18/90-18/99 */,
-       4       /* 18/100-18/109 */,
-       4       /* 18/110-18/119 */,
-       5       /* 18/120-18/129 */,
-       6       /* 18/130-18/139 */,
-       6       /* 18/140-18/149 */,
-       7       /* 18/150-18/159 */,
-       7       /* 18/160-18/169 */,
-       8       /* 18/170-18/179 */,
-       8       /* 18/180-18/189 */,
-       8       /* 18/190-18/199 */,
-       9       /* 18/200-18/209 */,
-       9       /* 18/210-18/219 */,
-       9       /* 18/220+ */
-};
-
-
-/*!
- * 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[] =
-{
-       128 + -8        /* 3 */,
-       128 + -6        /* 4 */,
-       128 + -4        /* 5 */,
-       128 + -2        /* 6 */,
-       128 + -1 /* 7 */,
-       128 + 0 /* 8 */,
-       128 + 0 /* 9 */,
-       128 + 0 /* 10 */,
-       128 + 0 /* 11 */,
-       128 + 0 /* 12 */,
-       128 + 0 /* 13 */,
-       128 + 1 /* 14 */,
-       128 + 1 /* 15 */,
-       128 + 2 /* 16 */,
-       128 + 3 /* 17 */,
-       128 + 4 /* 18/00-18/09 */,
-       128 + 5 /* 18/10-18/19 */,
-       128 + 6 /* 18/20-18/29 */,
-       128 + 7 /* 18/30-18/39 */,
-       128 + 8 /* 18/40-18/49 */,
-       128 + 9 /* 18/50-18/59 */,
-       128 + 10  /* 18/60-18/69 */,
-       128 + 11 /* 18/70-18/79 */,
-       128 + 12 /* 18/80-18/89 */,
-       128 + 14 /* 18/90-18/99 */,
-       128 + 17         /* 18/100-18/109 */,
-       128 + 20        /* 18/110-18/119 */,
-       128 + 23        /* 18/120-18/129 */,
-       128 + 26        /* 18/130-18/139 */,
-       128 + 29        /* 18/140-18/149 */,
-       128 + 32        /* 18/150-18/159 */,
-       128 + 35        /* 18/160-18/169 */,
-       128 + 38        /* 18/170-18/179 */,
-       128 + 40        /* 18/180-18/189 */,
-       128 + 42        /* 18/190-18/199 */,
-       128 + 44        /* 18/200-18/209 */,
-       128 + 46        /* 18/210-18/219 */,
-       128 + 48        /* 18/220+ */
-};
-
-
-/*!
- * 魅力による魅了能力修正テーブル /
- * Stat Table (CHR) -- charm
- */
-const byte adj_chr_chm[] =
-{
-       0       /* 3 */,
-       0       /* 4 */,
-       1       /* 5 */,
-       2       /* 6 */,
-       3       /* 7 */,
-       4       /* 8 */,
-       4       /* 9 */,
-       5       /* 10 */,
-       5       /* 11 */,
-       6       /* 12 */,
-       6       /* 13 */,
-       7       /* 14 */,
-       7       /* 15 */,
-       8       /* 16 */,
-       8       /* 17 */,
-       9       /* 18/00-18/09 */,
-       10      /* 18/10-18/19 */,
-       12      /* 18/20-18/29 */,
-       15      /* 18/30-18/39 */,
-       18      /* 18/40-18/49 */,
-       21      /* 18/50-18/59 */,
-       24      /* 18/60-18/69 */,
-       28      /* 18/70-18/79 */,
-       32      /* 18/80-18/89 */,
-       36      /* 18/90-18/99 */,
-       39      /* 18/100-18/109 */,
-       42      /* 18/110-18/119 */,
-       45      /* 18/120-18/129 */,
-       49      /* 18/130-18/139 */,
-       53      /* 18/140-18/149 */,
-       57      /* 18/150-18/159 */,
-       61      /* 18/160-18/169 */,
-       65      /* 18/170-18/179 */,
-       69      /* 18/180-18/189 */,
-       73      /* 18/190-18/199 */,
-       77      /* 18/200-18/209 */,
-       81      /* 18/210-18/219 */,
-       85      /* 18/220+ */
-};
-
-
-/*!
- * @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 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
- * blows/round for powerful warriors.
- *
- * Note that certain artifacts and ego-items give "bonus" blows/round.
- *
- * First, from the player class, we extract some values:
- *
- * Warrior       num = 6; mul = 5; div = MAX(70, weapon_weight);
- * Berserker     num = 6; mul = 7; div = MAX(70, weapon_weight);
- * Mage          num = 3; mul = 2; div = MAX(100, weapon_weight);
- * Priest        num = 5; mul = 3; div = MAX(100, weapon_weight);
- * Mindcrafter   num = 5; mul = 3; div = MAX(100, weapon_weight);
- * Rogue         num = 5; mul = 3; div = MAX(40, weapon_weight);
- * Ranger        num = 5; mul = 4; div = MAX(70, weapon_weight);
- * Paladin       num = 5; mul = 4; div = MAX(70, weapon_weight);
- * Weaponsmith   num = 5; mul = 5; div = MAX(150, weapon_weight);
- * Warrior-Mage  num = 5; mul = 3; div = MAX(70, weapon_weight);
- * Chaos Warrior num = 5; mul = 4; div = MAX(70, weapon_weight);
- * Monk          num = 5; mul = 3; div = MAX(60, weapon_weight);
- * Tourist       num = 4; mul = 3; div = MAX(100, weapon_weight);
- * Imitator      num = 5; mul = 4; div = MAX(70, weapon_weight);
- * Beastmaster   num = 5; mul = 3; div = MAX(70, weapon_weight);
- * Cavalry(Ride) num = 5; mul = 4; div = MAX(70, weapon_weight);
- * Cavalry(Walk) num = 5; mul = 3; div = MAX(100, weapon_weight);
- * Sorcerer      num = 1; mul = 1; div = MAX(1, weapon_weight);
- * Archer        num = 4; mul = 2; div = MAX(70, weapon_weight);
- * Magic eater   num = 4; mul = 2; div = MAX(70, weapon_weight);
- * ForceTrainer  num = 4; mul = 2; div = MAX(60, weapon_weight);
- * Mirror Master num = 3; mul = 3; div = MAX(100, weapon_weight);
- * Ninja         num = 4; mul = 1; div = MAX(20, weapon_weight);
- *
- * To get "P", we look up the relevant "adj_str_blow[]" (see above),
- * multiply it by "mul", and then divide it by "div".
- * Increase P by 1 if you wield a weapon two-handed.
- * Decrease P by 1 if you are a Ninja.
- *
- * To get "D", we look up the relevant "adj_dex_blow[]" (see above),
- *
- * 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] =
-{
-       /* P/D */
-       /*      0,   1,   2,   3,   4,   5,   6,   7,   8,   9,  10,  11+ */
-       /*      3   10   15  /10  /40  /60  /80 /100 /120 /140 /160 /180  */
-/* 0 */{       1,   1,   1,   1,   1,   2,   2,   2,   2,   3,   3,   4 },
-/* 1 */{       1,   1,   1,   2,   2,   2,   3,   3,   3,   4,   4,   4 },
-/* 2 */{       1,   1,   2,   2,   3,   3,   4,   4,   4,   5,   5,   5 },
-/* 3 */{       1,   1,   2,   3,   3,   4,   4,   4,   5,   5,   5,   5 },
-/* 4 */{       1,   1,   2,   3,   3,   4,   4,   5,   5,   5,   5,   5 },
-/* 5 */{       1,   1,   2,   3,   4,   4,   4,   5,   5,   5,   5,   6 },
-/* 6 */{       1,   1,   2,   3,   4,   4,   4,   5,   5,   5,   5,   6 },
-/* 7 */{       1,   2,   2,   3,   4,   4,   4,   5,   5,   5,   5,   6 },
-/* 8 */{       1,   2,   3,   3,   4,   4,   4,   5,   5,   5,   6,   6 },
-/* 9 */{       1,   2,   3,   4,   4,   4,   5,   5,   5,   5,   6,   6 },
-/* 10*/{       2,   2,   3,   4,   4,   4,   5,   5,   5,   6,   6,   6 },
-/*11+*/{       2,   2,   3,   4,   4,   4,   5,   5,   6,   6,   6,   6 },
-
-};
-
-
-/*!
- * @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,
-};
-
-/*!
- * 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
- */
-const u32b fake_spell_flags[4]=
-{
-       0x000000ff,
-       0x0000ff00,
-       0x00ff0000,
-       0xff000000
-};
-
-#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 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 concptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
-{
-       /* Warrior */
-       {
-               "新参兵",
-               "兵士",
-               "傭兵",
-               "古参兵",
-               "剣士",
-               "闘士",
-               "英雄",
-               "男爵",
-               "伯爵",
-               "君主",
-       },
-
-       /* Mage */
-       {
-                               /*"見習い",*/
-               "練習生",                 /*丁稚、練習生 */
-               "奇術師",               /*詐欺師、ペテン師 */
-               "幻術師",
-               "呪術師",
-               "召霊師",
-               "召魔師",
-               "魔術師",
-               "魔道師",
-               "イプシシマス",
-               "大魔道師",
-       },
-
-       /* Priest */
-       {
-               "信者",                 /*信徒 */
-               "侍僧",             /*教会奉仕者、見習い僧、伴僧、従者 */
-               "熟練僧",
-               "聖職者",                 /*聖職者 */
-               "伝道師",               /*司祭評議員、修道会会員 */
-               "牧師",               /*ラマ教の僧 */
-               "聖人",               /*大司教、総主教、総大司教 */
-               "祭司",                 /*祭司、司祭 */
-               "祭司長",               /*大祭司、祭司長 */
-               "教皇",
-       },
-
-       /* Rogues */
-       {
-               /* "ごろつき",*/                     /*ごろつき、風来坊、浮浪者 */
-               "すり",
-               "追いはぎ",                     /*追い剥ぎ、強盗、泥棒 */
-               "夜盗",                         /*強盗、夜盗、泥棒 */
-               "こそ泥",                       /*こそ泥、小泥棒 */
-               "ペテン師",                     /*博徒、ペテン師、詐欺師 */
-               "ロウシーフ",
-               "ハイシーフ",
-               "マスター", /* "マスターシーフ", */
-               "アサシン",                                         /* 暗殺者 */
-               "頭領", /*"ギルドマスター",*/
-       },
-
-       /* Rangers */
-       {
-               "使い走り",
-               "馳夫",
-               "斥候",                         /*斥候、見張り、偵察兵 */
-               "狩人",
-               "追跡者",
-               "先導者",
-               "探険者",                       /*開拓者、探険者 */
-               "野伏",
-               "野伏頭",
-               "野伏の総領",
-       },
-
-       /* Paladins */
-       {
-               "勇士",                 /*色男、愛人、しゃれ者、勇敢な人 */
-               "衛士",
-               "保護者",
-               "防衛者",
-               "護衛者",
-               "騎士",
-               "重騎士",
-               "聖騎士",
-               "上級聖騎士",
-               "聖騎士団長",
-       },
-
-       /* Warrior-Mage */
-       {
-               "見習い",
-               "徒弟",                       /*丁稚、練習生 */
-               "一人前",
-               "古参兵",
-               "魔術兵士",
-               "魔術闘士",
-               "魔術の英雄", /* Mage-Hero */
-               "魔男爵",
-               /* "魔公爵", */
-               "戦闘魔術士",
-               "知識の守護者", /* "ウィザードロード", */
-       },
-
-       /* Chaos Warrior */
-       {
-               "新参兵",
-               "兵士",
-               "傭兵",
-               "古参兵",
-               "剣士",
-               "闘士",
-               "混沌の英雄",
-               "混沌の男爵",
-               "混沌の公爵",
-               "混沌の王者",
-       },
-
-       /* Monk */
-       {
-               "入門者",
-               "弟子",
-               "直弟子",
-               "師範代",
-               "師範",
-               "道場主",
-               "名人",
-               "大名人",
-               "拳聖",
-               "拳神",
-       },
-
-       /* Mindcrafter */
-       {
-               "練習生",
-               "見習い",
-               "熟練士",
-               "熟達士",
-               "黙想士",
-               "心術士",
-               "サイキック",
-               "サイオニック",
-               "超能力者",
-               "精神の支配者", /* "マインドマスター", */
-       },
-
-       /* High Mage; same as Mage */
-       {
-                               /*"見習い",*/
-               "練習生",                 /*丁稚、練習生 */
-               "奇術師",               /*詐欺師、ペテン師 */
-               "幻術師",
-               "呪術師",
-               "召霊師",
-               "召魔師",
-               "魔術師",
-               "魔道師",
-               "イプシシマス",
-               "大魔道師",
-       },
-
-       /* Tourist */
-       {
-               "プー太郎",
-               "観光客",
-               "周遊旅行者",
-               "遍歴者",
-               "旅行者",
-               "放浪者", /* "旅人", */
-               "航海者",
-               "探検家",
-               "冒険家",
-               "スペランカー",
-       },
-
-       /* Imitator */
-       {
-               "これから",
-               "いまいち",
-               "まだまだ",
-               "ぼちぼち",
-               "そこそこ",
-               "まあまあ",
-               "なかなか",
-               "いけいけ",
-               "そうとう",
-               "えらい",
-       },
-
-       /* Beastmaster */
-       {
-               "イモリ使い",
-               "ヘビ使い",
-               "クモ使い",
-               "狼使い",
-               "トラ使い",
-               "甲虫使い",
-               "ヒドラ使い",
-               "ハウンド使い",
-               "ムーマク使い",
-               "ドラゴン使い",
-       },
-
-       /* Sorcerer; same as Mage */
-       {
-                               /*"見習い",*/
-               "練習生",                 /*丁稚、練習生 */
-               "奇術師",               /*詐欺師、ペテン師 */
-               "幻術師",
-               "呪術師",
-               "召霊師",
-               "召魔師",
-               "魔術師",
-               "魔道師",
-               "イプシシマス",
-               "大魔道師",
-       },
-
-       /* Archer */
-       {
-               "新参兵",
-               "兵士",
-               "傭兵",
-               "古参兵",
-               "剣士",
-               "闘士",
-               "英雄",
-               "男爵",
-               "伯爵",
-               "領主",
-       },
-
-       /* Magic eater */
-       {
-               "無知なる者",
-               "入門者",
-               "奇術師",
-               "秘術師",
-               "秘術師",
-               "熟練者",
-               "達人",
-               "達人",
-               "魔道師",
-               "全てを知る者",
-       },
-
-       /* Bard */
-       {
-               "見習い",    /*"Apprentice"*/
-               "作曲家",    /*"Songsmith"*/
-               "吟遊詩人", /*"Bard"*/
-               "コンパニオン",   /*"Companion"*/
-               "心の癒し手",      /*"Minstrel"*/
-               "竪琴師",    /*"Harper"*/
-               "伝承の紡ぎ手",   /*"Loreweaver"*/
-               "詩神の申し子",   /*"Muse"*/
-               "夢紡ぎ",    /*"Dreamweaver"*/
-               "マスター", /*"Master Harper"*/
-       },
-
-       /* Red Mage; same as Warrior-Mage */
-       {
-               "見習い",
-               "徒弟",                       /*丁稚、練習生 */
-               "一人前",
-               "古参兵",
-               "魔術兵士",
-               "魔術闘士",
-               "魔術の英雄", /* Mage-Hero */
-               "魔男爵",
-               /* "魔公爵", */
-               "戦闘魔術士",
-               "知識の守護者", /* "ウィザードロード", */
-       },
-
-       /* Samurai */
-       {
-               "入門者",
-               "弟子",
-               "直弟子",
-               "師範代",
-               "師範",
-               "道場主",
-               "名人",
-               "大名人",
-               "剣聖",
-               "剣神",
-       },
-
-       /* ForceTrainer; same as Monk(?) */
-       {
-               "入門者",
-               "弟子",
-               "直弟子",
-               "師範代",
-               "師範",
-               "道場主",
-               "名人",
-               "大名人",
-               "拳聖",
-               "拳神",
-       },
-
-       /* Blue Mage; same as Mage */
-       {
-                               /*"見習い",*/
-               "練習生",                 /*丁稚、練習生 */
-               "奇術師",               /*詐欺師、ペテン師 */
-               "幻術師",
-               "呪術師",
-               "召霊師",
-               "召魔師",
-               "魔術師",
-               "魔道師",
-               "イプシシマス",
-               "大魔道師",
-       },
-
-       /* Cavalry */
-       {
-               "新参兵",
-               "兵士",
-               "傭兵",
-               "古参兵",
-               "剣士",
-               "闘士",
-               "英雄",
-               "男爵",
-               "伯爵",
-               "領主",
-       },
-
-       /* Berserker */
-       {
-               "バーサーカー",
-               "バーサーカー",
-               "バーサーカー",
-               "怒りの公爵",
-               "怒りの公爵",
-               "怒りの公爵",
-               "怒りの王",
-               "怒りの王",
-               "怒りの王",
-               "怒りの化身",
-       },
-
-       /* Weaponsmith */
-       {
-               "銅を鍛えし者",
-               "鉄を鍛えし者",
-               "鋼を鍛えし者",
-               "銀を鍛えし者",
-               "竜を鍛えし者",
-               "霊を鍛えし者",
-               "魔を鍛えし者",
-               "魂を鍛えし者",
-               "神を鍛えし者",
-               "全を鍛えし者",
-       },
-
-       /* Mirror Master */
-       {
-               "鏡を見る人",
-               "鏡磨き",
-               "鏡職人",
-               "鏡術師",
-               "鏡導師",
-               "鏡の賢者",
-               "鏡の王",
-               "鏡の皇帝",
-               "鏡の化身",
-               "ラフノール王",
-       },
-       /* Ninja */
-       {
-               "訓練生",
-               "仕手",
-               "熟達者",
-               "短刀使い",
-               "切り裂き",
-               "凄腕",
-               "漆黒の刃",
-               "闇の一撃",
-               "暗殺者",
-               "死の長き腕",
-       },
-
-       /* Sniper */
-       {
-               "新参兵",
-               "兵士",
-               "傭兵",
-               "古参兵",
-               "剣士",
-               "闘士",
-               "英雄",
-               "男爵",
-               "伯爵",
-               "領主",
-       },
-};
-
-#else
-const concptr player_title[MAX_CLASS][PY_MAX_LEVEL / 5] =
-{
-       /* Warrior */
-       {
-               "Rookie",
-               "Soldier",
-               "Mercenary",
-               "Veteran",
-               "Swordsman",
-               "Champion",
-               "Hero",
-               "Baron",
-               "Duke",
-               "Lord",
-       },
-
-       /* Mage */
-       {
-               "Apprentice",
-               "Trickster",
-               "Illusionist",
-               "Spellbinder",
-               "Evoker",
-               "Conjurer",
-               "Warlock",
-               "Sorcerer",
-               "Ipsissimus",
-               "Archimage",
-       },
-
-       /* Priest */
-       {
-               "Believer",
-               "Acolyte",
-               "Adept",
-               "Curate",
-               "Canon",
-               "Priest",
-               "High Priest",
-               "Cardinal",
-               "Inquisitor",
-               "Pope",
-       },
-
-       /* Rogues */
-       {
-               "Cutpurse",
-               "Robber",
-               "Burglar",
-               "Filcher",
-               "Sharper",
-               "Low Thief",
-               "High Thief",
-               "Master Thief",
-               "Assassin",
-               "Guildmaster",
-       },
-
-       /* Rangers */
-       {
-               "Runner",
-               "Strider",
-               "Scout",
-               "Courser",
-               "Tracker",
-               "Guide",
-               "Pathfinder",
-               "Low Ranger",
-               "High Ranger",
-               "Ranger Lord",
-       },
-
-       /* Paladins */
-       {
-               "Gallant",
-               "Keeper",
-               "Protector",
-               "Defender",
-               "Warder",
-               "Knight",
-               "Guardian",
-               "Low Paladin",
-               "High Paladin",
-               "Paladin Lord",
-       },
-
-       /* Warrior-Mage */
-       {
-               "Novice",
-               "Apprentice",
-               "Journeyman",
-               "Veteran",
-               "Enchanter",
-               "Champion",
-               "Mage-Hero",
-               "Baron Mage",
-               "Battlemage",
-               "Wizard Lord",
-       },
-
-       /* Chaos Warrior */
-       {
-               "Rookie",
-               "Soldier",
-               "Mercenary",
-               "Veteran",
-               "Swordsman",
-               "Champion",
-               "Chaos Hero",
-               "Chaos Baron",
-               "Chaos Duke",
-               "Chaos Lord",
-       },
-
-       /* Monk */
-       {
-               "Initiate",
-               "Brother",
-               "Disciple",
-               "Immaculate",
-               "Master",
-               "Soft Master",
-               "Hard Master",
-               "Flower Master",
-               "Dragon Master",
-               "Grand Master",
-       },
-
-       /* Mindcrafter */
-       {
-               "Trainee",
-               "Acolyte",
-               "Adept",
-               "Immaculate",
-               "Contemplator",
-               "Mentalist",
-               "Psychic",
-               "Psionicist",
-               "Esper",
-               "Mindmaster",
-       },
-
-       /* High Mage; same as Mage */
-       {
-               "Apprentice",
-               "Trickster",
-               "Illusionist",
-               "Spellbinder",
-               "Evoker",
-               "Conjurer",
-               "Warlock",
-               "Sorcerer",
-               "Ipsissimus",
-               "Archimage",
-       },
-
-       /* Tourist */
-       {
-               "Rambler",
-               "Sightseer",
-               "Excursionist",
-               "Peregrinator",
-               "Traveler",
-               "Journeyer",
-               "Voyager",
-               "Explorer",
-               "Adventurer",
-               "Spelunker",
-       },
-
-       /* Imitator */
-       {
-               "Yet",
-               "Lacks",
-               "Still more",
-               "So so",
-               "All right",
-               "Not bad",
-               "Considerable",
-               "Go go",
-               "Sizable",
-               "Great man",
-       },
-
-       /* BeastMaster */
-       {
-               "Newt Master",
-               "Snake Master",
-               "Spider Master",
-               "Wolf Master",
-               "Tiger Master",
-               "Beetle Master",
-               "Hydra Master",
-               "Hound Master",
-               "Mumak Master",
-               "Dragon Master",
-       },
-
-       /* Sorcerer */
-       {
-               "Apprentice",
-               "Trickster",
-               "Illusionist",
-               "Spellbinder",
-               "Evoker",
-               "Conjurer",
-               "Warlock",
-               "Sorcerer",
-               "Ipsissimus",
-               "Archimage",
-       },
-
-       /* Archer */
-       {
-               "Rookie",
-               "Soldier",
-               "Mercenary",
-               "Veteran",
-               "Bowman",
-               "Champion",
-               "Hero",
-               "Baron",
-               "Duke",
-               "Lord",
-       },
-
-       /* Magic eater */
-       {
-               "Apprentice",
-               "Beginner",
-               "Jagguler",
-               "Skilled",
-               "Conjurer",
-               "Magician",
-               "Master",
-               "Master",
-               "Wizard",
-               "Almighty",
-       },
-
-       /* Bard */
-       {
-               "Apprentice",   /*"Apprentice"*/
-               "Songsmith",    /*"Songsmith"*/
-               "Bard", /*"Bard"*/
-               "Companion",    /*"Companion"*/
-               "Minstrel",     /*"Minstrel"*/
-               "Harper",       /*"Harper"*/
-               "Loreweaver",   /*"Loreweaver"*/
-               "Muse", /*"Muse"*/
-               "Dreamweaver",  /*"Dreamweaver"*/
-               "Master Harper",        /*"Master Harper"*/
-       },
-
-       /* Red Mage */
-       {
-               "Novice",
-               "Apprentice",
-               "Journeyman",
-               "Veteran",
-               "Enchanter",
-               "Champion",
-               "Mage-Hero",
-               "Baron Mage",
-               "Battlemage",
-               "Wizard Lord",
-       },
-
-       /* Samurai */
-       {
-               "Initiate",
-               "Brother",
-               "Disciple",
-               "Immaculate",
-               "Master",
-               "Soft Master",
-               "Hard Master",
-               "Flower Master",
-               "Dragon Master",
-               "Grand Master",
-       },
-
-       /* ForceTrainer */
-       {
-               "Initiate",
-               "Brother",
-               "Disciple",
-               "Immaculate",
-               "Master",
-               "Soft Master",
-               "Hard Master",
-               "Flower Master",
-               "Dragon Master",
-               "Grand Master",
-       },
-
-       /* Blue Mage */
-       {
-               "Apprentice",
-               "Trickster",
-               "Illusionist",
-               "Spellbinder",
-               "Evoker",
-               "Conjurer",
-               "Warlock",
-               "Sorcerer",
-               "Ipsissimus",
-               "Archimage",
-       },
-
-       /* Warrior */
-       {
-               "Rookie",
-               "Soldier",
-               "Mercenary",
-               "Veteran",
-               "Swordsman",
-               "Champion",
-               "Hero",
-               "Baron",
-               "Duke",
-               "Lord",
-       },
-
-       /* Berserker */
-       {
-                   "Berserker",
-                   "Berserker",
-                   "Berserker",
-                   "Rage Prince",
-                   "Rage Prince",
-                   "Rage Prince",
-                   "Rage King",
-                   "Rage King",
-                   "Rage King",
-                   "God of Rage",
-       },
-
-       /* Weaponsmith */
-       {
-               "Copper smith",
-               "Iron smith",
-               "Steel smith",
-               "Silver smith",
-               "Dragon smith",
-               "Spirit smith",
-               "Magic smith",
-               "Soul smith",
-               "God smith",
-               "AlmightySmith",
-       },
-
-       /* Mirror Master */
-       {
-               "Mirrorstarer",
-               "Mirrorcleaner",
-               "Mirrormaker",
-               "Mirrormagician",
-               "Mirror Guru",
-               "Mirror Mage",
-               "Mirror King",
-               "Mirror Emperor",
-               "Mirror Avatar",
-               "Ruffnor King",
-       },
-
-       /* Ninja */
-       {
-               "Trainee",
-               "Myrmidon",
-               "Initiate",
-               "Knifer",
-               "Bladesman",
-               "Hashishin",
-               "Black Dagger",
-               "Shadowstrike",
-               "Assassinator",
-               "Death Lord",
-       },
-
-       /* Sniper */
-       {
-               "Rookie",
-               "Soldier",
-               "Mercenary",
-               "Veteran",
-               "Swordsman",
-               "Champion",
-               "Hero",
-               "Baron",
-               "Duke",
-               "Lord",
-       },
-};
-#endif
-
-/*!
- * @brief 色名称テーブル / Hack -- the "basic" color names (see "TERM_xxx")
- */
-const concptr color_names[16] =
-{
-#ifdef JP
-       "黒",
-       "白",
-       "青灰色",
-       "オレンジ",
-       "赤",
-       "緑",
-       "青",
-       "琥珀色",
-       "灰色",
-       "明青灰色",
-       "紫",
-       "黄",
-       "明るい赤",
-       "明るい緑",
-       "明るい青",
-       "明琥珀色",
-#else
-       "Dark",
-       "White",
-       "Slate",
-       "Orange",
-       "Red",
-       "Green",
-       "Blue",
-       "Umber",
-       "Light Dark",
-       "Light Slate",
-       "Violet",
-       "Yellow",
-       "Light Red",
-       "Light Green",
-       "Light Blue",
-       "Light Umber",
-#endif
-
-};
-
-
-/*!
- * @brief 能力値テーブル / Abbreviations of healthy stats
- */
-const concptr stat_names[6] =
-{
-#ifdef JP
-       "腕力 :", "知能 :", "賢さ :", "器用 :", "耐久 :", "魅力 :"
-#else
-       "STR : ", "INT : ", "WIS : ", "DEX : ", "CON : ", "CHR : "
-#endif
-
-};
-
-/*!
- * @brief 能力値テーブル(能力低下時) / Abbreviations of damaged stats
- */
-const concptr stat_names_reduced[6] =
-{
-#ifdef JP
-       "腕力x:", "知能x:", "賢さx:", "器用x:", "耐久x:", "魅力x:"
-#else
-       "Str : ", "Int : ", "Wis : ", "Dex : ", "Con : ", "Chr : "
-#endif
-
-};
-
-
-/*!
- * @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.
- *
- * Later, special flags may allow sub-windows to "steal" stuff from the
- * main window, including File dump (help), File dump (artifacts, uniques),
- * Character screen, Small scale map, Previous Messages, Store screen, etc.
- *
- * The "ctrl-i" (tab) command flips the "Display inven/equip" and "Display
- * equip/inven" flags for all windows.
- *
- * The "ctrl-g" command (or pseudo-command) should perhaps grab a snapshot
- * of the main screen into any interested windows.
- * </pre>
- */
-const concptr window_flag_desc[32] =
-{
-       _("持ち物/装備一覧", "Display inven/equip"),
-       _("装備/持ち物一覧", "Display equip/inven"),
-       _("呪文一覧", "Display spell list"),
-       _("キャラクタ情報", "Display character"),
-       _("視界内のモンスター表示", "Display monsters in sight"),
-       NULL,
-       _("メッセージ", "Display messages"),
-       _("ダンジョン全体図", "Display overhead view"),
-       _("モンスターの思い出", "Display monster recall"),
-       _("アイテムの詳細", "Display object recall"),
-       _("自分の周囲を表示", "Display dungeon view"),
-       _("記念撮影", "Display snap-shot"),
-       NULL,
-       NULL,
-       _("ボーグ・メッセージ", "Display borg messages"),
-       _("ボーグ・ステータス", "Display borg status"),
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL,
-       NULL
-};
-
-
-/*!
- * @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 修行僧の構え能力テーブル
- */
-const kamae kamae_shurui[MAX_KAMAE] =
-{
-#ifdef JP
-       {"玄武", 25, ""},
-       {"白虎", 30, ""},
-       {"青竜", 35, ""},
-       {"朱雀", 40, ""},
-#else
-       {"Genbu", 25, "(Black Tortoise) "},
-       {"Byakko", 30, "(White Tiger) "},
-       {"Seiryuu", 35, "(Blue Dragon) "},
-       {"Suzaku", 40, "(Red Phoenix) "},
-#endif
-};
-
-/*!
- * @brief 剣術家の構え能力テーブル
- */
-const kamae kata_shurui[MAX_KATA] =
-{
-#ifdef JP
-       {"居合", 25, ""},
-       {"風塵", 30, ""},
-       {"降鬼", 35, ""},
-       {"無想", 40, ""},
-#else
-       {"Iai", 25, ""},
-       {"Huujin", 30, ""},
-       {"Kouki", 35, ""},
-       {"Musou", 40, ""},
-#endif
-};
-
-
-/*!
- * @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 concptr ident_info[] =
-{
-#ifdef JP
-       " :暗闇",
-       "!:薬, オイル",
-       "\":アミュレット, 頸飾り",
-       "#:壁(隠しドア)/植物/気体",
-       "$:財宝(金か宝石)",
-       "%:鉱脈(溶岩か石英)",
-       "&:箱",
-       "':開いたドア",
-       "(:軟らかい防具",
-       "):盾",
-       "*:財宝を含んだ鉱脈または球形の怪物",
-       "+:閉じたドア",
-       ",:食べ物, おばけキノコ",
-       "-:魔法棒, ロッド",
-       ".:床",
-       "/:竿状武器(アックス/パイク/等)",
-       "0:博物館の入口",
-       "1:雑貨屋の入口",
-       "2:防具屋の入口",
-       "3:武器専門店の入口",
-       "4:寺院の入口",
-       "5:錬金術の店の入口",
-       "6:魔法の店の入口",
-       "7:ブラックマーケットの入口",
-       "8:我が家の入口",
-       "9:書店の入口",
-       "::岩石",
-       ";:回避の彫像/爆発のルーン",
-       "<:上り階段",
-       "=:指輪",
-       ">:下り階段",
-       "?:巻物",
-       "@:プレイヤー",
-       "A:天使",
-       "B:鳥",
-       "C:犬",
-       "D:古代ドラゴン/ワイアーム",
-       "E:エレメンタル",
-       "F:トンボ",
-       "G:ゴースト",
-       "H:雑種",
-       "I:昆虫",
-       "J:ヘビ",
-       "K:キラー・ビートル",
-       "L:リッチ",
-       "M:多首の爬虫類",
-       "N:謎の生物",
-       "O:オーガ",
-       "P:巨大人間型生物",
-       "Q:クイルスルグ(脈打つ肉塊)",
-       "R:爬虫類/両生類",
-       "S:蜘蛛/サソリ/ダニ",
-       "T:トロル",
-       "U:上級デーモン",
-       "V:バンパイア",
-       "W:ワイト/レイス/等",
-       "X:ゾーン/ザレン/等",
-       "Y:イエティ",
-       "Z:ハウンド",
-       "[:堅いアーマー",
-       "\\:鈍器(メイス/ムチ/等)",
-       "]:種々の防具",
-       "^:トラップ",
-       "_:杖",
-       "`:人形,彫像",
-       "a:アリ",
-       "b:コウモリ",
-       "c:ムカデ",
-       "d:ドラゴン",
-       "e:目玉",
-       "f:ネコ",
-       "g:ゴーレム",
-       "h:ホビット/エルフ/ドワーフ",
-       "i:ベトベト",
-       "j:ゼリー",
-       "k:コボルド",
-       "l:水棲生物",
-       "m:モルド",
-       "n:ナーガ",
-       "o:オーク",
-       "p:人間",
-       "q:四足獣",
-       "r:ネズミ",
-       "s:スケルトン",
-       "t:町の人",
-       "u:下級デーモン",
-       "v:ボルテックス",
-       "w:イモムシ/大群",
-       /* "x:unused", */
-       "y:イーク",
-       "z:ゾンビ/ミイラ",
-       "{:飛び道具の弾(矢/弾)",
-       "|:刀剣類(ソード/ダガー/等)",
-       "}:飛び道具(弓/クロスボウ/スリング)",
-       "~:水/溶岩流(種々のアイテム)",
-#else
-       " :A dark grid",
-       "!:A potion (or oil)",
-       "\":An amulet (or necklace)",
-       "#:A wall (or secret door) / a plant / a gas",
-       "$:Treasure (gold or gems)",
-       "%:A vein (magma or quartz)",
-       "&:A chest",
-       "':An open door",
-       "(:Soft armor",
-       "):A shield",
-       "*:A vein with treasure or a ball monster",
-       "+:A closed door",
-       ",:Food (or mushroom patch)",
-       "-:A wand (or rod)",
-       ".:Floor",
-       "/:A polearm (Axe/Pike/etc)",
-       "0:Entrance to Museum",
-       "1:Entrance to General Store",
-       "2:Entrance to Armory",
-       "3:Entrance to Weaponsmith",
-       "4:Entrance to Temple",
-       "5:Entrance to Alchemy shop",
-       "6:Entrance to Magic store",
-       "7:Entrance to Black Market",
-       "8:Entrance to your home",
-       "9:Entrance to the bookstore",
-       "::Rubble",
-       ";:A glyph of warding / an explosive rune",
-       "<:An up staircase",
-       "=:A ring",
-       ">:A down staircase",
-       "?:A scroll",
-       "@:You",
-       "A:Angel",
-       "B:Bird",
-       "C:Canine",
-       "D:Ancient Dragon/Wyrm",
-       "E:Elemental",
-       "F:Dragon Fly",
-       "G:Ghost",
-       "H:Hybrid",
-       "I:Insect",
-       "J:Snake",
-       "K:Killer Beetle",
-       "L:Lich",
-       "M:Multi-Headed Reptile",
-       "N:Mystery Living",
-       "O:Ogre",
-       "P:Giant Humanoid",
-       "Q:Quylthulg (Pulsing Flesh Mound)",
-       "R:Reptile/Amphibian",
-       "S:Spider/Scorpion/Tick",
-       "T:Troll",
-       "U:Major Demon",
-       "V:Vampire",
-       "W:Wight/Wraith/etc",
-       "X:Xorn/Xaren/etc",
-       "Y:Yeti",
-       "Z:Zephyr Hound",
-       "[:Hard armor",
-       "\\:A hafted weapon (mace/whip/etc)",
-       "]:Misc. armor",
-       "^:A trap",
-       "_:A staff",
-       "`:A figurine or statue",
-       "a:Ant",
-       "b:Bat",
-       "c:Centipede",
-       "d:Dragon",
-       "e:Floating Eye",
-       "f:Feline",
-       "g:Golem",
-       "h:Hobbit/Elf/Dwarf",
-       "i:Icky Thing",
-       "j:Jelly",
-       "k:Kobold",
-       "l:Aquatic monster",
-       "m:Mold",
-       "n:Naga",
-       "o:Orc",
-       "p:Person/Human",
-       "q:Quadruped",
-       "r:Rodent",
-       "s:Skeleton",
-       "t:Townsperson",
-       "u:Minor Demon",
-       "v:Vortex",
-       "w:Worm/Worm-Mass",
-       /* "x:unused", */
-       "y:Yeek",
-       "z:Zombie/Mummy",
-       "{:A missile (arrow/bolt/shot)",
-       "|:An edged weapon (sword/dagger/etc)",
-       "}:A launcher (bow/crossbow/sling)",
-       "~:Fluid terrain (or miscellaneous item)",
-#endif
-
-       NULL
-};
-
-
-/*!
- * @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] =
-{
-       0, /* LOS */
-       0, /* PROJECT */
-       0, /* MOVE */
-       0, /* PLACE */
-       0, /* DROP */
-       0, /* SECRET */
-       0, /* NOTICE */
-       0, /* REMEMBER */
-       0, /* OPEN */
-       0, /* CLOSE */
-       FAF_CRASH_GLASS, /* BASH */
-       0, /* SPIKE */
-       FAF_DESTROY, /* DISARM */
-       0, /* STORE */
-       FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
-       0, /* MAY_HAVE_GOLD */
-       0, /* HAS_GOLD */
-       0, /* HAS_ITEM */
-       0, /* DOOR */
-       0, /* TRAP */
-       0, /* STAIRS */
-       0, /* GLYPH */
-       0, /* LESS */
-       0, /* MORE */
-       0, /* RUN */
-       0, /* FLOOR */
-       0, /* WALL */
-       0, /* PERMANENT */
-       0, /* INNER */
-       0, /* OUTER */
-       0, /* SOLID */
-       0, /* HIT_TRAP */
-
-       0, /* BRIDGE */
-       0, /* RIVER */
-       0, /* LAKE */
-       0, /* BRIDGED */
-       0, /* COVERED */
-       0, /* GLOW */
-       0, /* ENSECRET */
-       0, /* WATER */
-       0, /* LAVA */
-       0, /* SHALLOW */
-       0, /* DEEP */
-       0, /* FILLED */
-       FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
-       0, /* HURT_FIRE */
-       0, /* HURT_COLD */
-       0, /* HURT_ACID */
-       0, /* ICE */
-       0, /* ACID */
-       0, /* OIL */
-       0, /* XXX04 */
-       0, /* CAN_CLIMB */
-       0, /* CAN_FLY */
-       0, /* CAN_SWIM */
-       0, /* CAN_PASS */
-       0, /* CAN_OOZE */
-       0, /* CAN_DIG */
-       0, /* HIDE_ITEM */
-       0, /* HIDE_SNEAK */
-       0, /* HIDE_SWIM */
-       0, /* HIDE_DIG */
-       0, /* KILL_HUGE */
-       0, /* KILL_MOVE */
-
-       0, /* PICK_TRAP */
-       0, /* PICK_DOOR */
-       0, /* ALLOC */
-       0, /* CHEST */
-       0, /* DROP_1D2 */
-       0, /* DROP_2D2 */
-       0, /* DROP_GOOD */
-       0, /* DROP_GREAT */
-       0, /* HURT_POIS */
-       0, /* HURT_ELEC */
-       0, /* HURT_WATER */
-       0, /* HURT_BWATER */
-       0, /* USE_FEAT */
-       0, /* GET_FEAT */
-       0, /* GROUND */
-       0, /* OUTSIDE */
-       0, /* EASY_HIDE */
-       0, /* EASY_CLIMB */
-       0, /* MUST_CLIMB */
-       0, /* TREE */
-       0, /* NEED_TREE */
-       0, /* BLOOD */
-       0, /* DUST */
-       0, /* SLIME */
-       0, /* PLANT */
-       0, /* XXX2 */
-       0, /* INSTANT */
-       0, /* EXPLODE */
-       0, /* TIMED */
-       0, /* ERUPT */
-       0, /* STRIKE */
-       0, /* SPREAD */
-
-       0, /* SPECIAL */
-       FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
-       0, /* QUEST_ENTER */
-       0, /* QUEST_EXIT */
-       0, /* QUEST */
-       0, /* SHAFT */
-       0, /* MOUNTAIN */
-       0, /* BLDG */
-       0, /* MINOR_GLYPH */
-       0, /* PATTERN */
-       0, /* TOWN */
-       0, /* ENTRANCE */
-       0, /* MIRROR */
-       0, /* UNPERM */
-       0, /* TELEPORTABLE */
-       0, /* CONVERT */
-       0, /* GLASS */
-};
-