+++ /dev/null
-/*!
- * @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 */
-};
-