Hengband  2.2.1
データ構造 | マクロ定義 | 型定義 | 関数 | 変数
object-flavor.c ファイル

オブジェクトの記述処理 / Mbject flavor code [詳解]

#include "angband.h"
#include "util.h"
#include "cmd-smith.h"
#include "artifact.h"
#include "player-status.h"
#include "player-class.h"
#include "shoot.h"
#include "objectkind.h"
#include "object-hook.h"
#include "object-flavor.h"
#include "trap.h"
#include "snipe.h"
#include "files.h"
#include "world.h"
#include "monsterrace.h"
#include "object-ego.h"
#include "japanese.h"
object-flavor.c の依存先関係図:

データ構造

struct  flag_insc_table
 オブジェクトの特性表示記号テーブルの構造体 / Structs and tables for Auto Inscription for flags [詳解]
 

マクロ定義

#define MAX_SYLLABLES   164 /* Used with scrolls (see below) */
 
#define ADD_INSC(STR)   (void)(ptr = object_desc_str(ptr, (STR)))
 

型定義

typedef struct flag_insc_table flag_insc_table
 オブジェクトの特性表示記号テーブルの構造体 / Structs and tables for Auto Inscription for flags [詳解]
 

関数

static bool object_easy_know (int i)
 最初から簡易な名称が明らかになるベースアイテムの判定。 / Certain items, if aware, are known instantly [詳解]
 
void get_table_name_aux (char *out_string)
 各種語彙からランダムな名前を作成する / Create a name from random parts. [詳解]
 
void get_table_name (char *out_string)
 ランダムな名前をアーティファクト銘として整形する。 / Create a name from random parts with quotes. [詳解]
 
void get_table_sindarin_aux (char *out_string)
 ランダムなシンダリン銘を作成する / Make random Sindarin name [詳解]
 
void get_table_sindarin (char *out_string)
 シンダリン銘をアーティファクト用に整形する。 / Make random Sindarin name with quotes [詳解]
 
static void shuffle_flavors (OBJECT_TYPE_VALUE tval)
 ベースアイテムの未確定名を共通tval間でシャッフルする / Shuffle flavor indices of a group of objects with given tval [詳解]
 
void flavor_init (void)
 ゲーム開始時に行われるベースアイテムの初期化ルーチン / Prepare the "variable" part of the "k_info" array. [詳解]
 
static char * object_desc_chr (char *t, char c)
 対象文字配列に一文字だけをコピーする。 [詳解]
 
static char * object_desc_str (char *t, concptr s)
 対象文字配列に文字列をコピーする。 [詳解]
 
static char * object_desc_num (char *t, uint n)
 対象文字配列に符号なし整数値をコピーする。 [詳解]
 
static char * object_desc_int (char *t, sint v)
 対象文字配列に符号あり整数値をコピーする。 [詳解]
 
static char * inscribe_flags_aux (flag_insc_table *fi_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE], bool kanji, char *ptr)
 get_inscriptionのサブセットとしてオブジェクトの特性フラグを返す / Helper function for get_inscription() [詳解]
 
static bool have_flag_of (flag_insc_table *fi_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
 オブジェクトの特性表示記号テーブル1つに従いオブジェクトの特性フラグ配列に1つでも該当の特性があるかを返す / Special variation of have_flag for auto-inscription [詳解]
 
static char * get_ability_abbreviation (char *ptr, object_type *o_ptr, bool kanji, bool all)
 オブジェクト名の特性短縮表記をまとめて提示する。 [詳解]
 
static void get_inscription (char *buff, object_type *o_ptr)
 オブジェクト名の特性短縮表記+刻み内容を提示する。 / Get object inscription with auto inscription of object flags. [詳解]
 
void object_desc (char *buf, object_type *o_ptr, BIT_FLAGS mode)
 オブジェクトの各表記を返すメイン関数 / Creates a description of the item "o_ptr", and stores it in "out_val". [詳解]
 
void strip_name (char *buf, KIND_OBJECT_IDX k_idx)
 nameバッファ内からベースアイテム名を返す / Strip an "object name" into a buffer [詳解]
 

変数

const concptr game_inscriptions []
 アイテムの価値記述テーブル [詳解]
 
static flag_insc_table flag_insc_plus []
 
static flag_insc_table flag_insc_immune []
 
static flag_insc_table flag_insc_resistance []
 
static flag_insc_table flag_insc_misc []
 
static flag_insc_table flag_insc_aura []
 
static flag_insc_table flag_insc_brand []
 
static flag_insc_table flag_insc_kill []
 
static flag_insc_table flag_insc_slay []
 
static flag_insc_table flag_insc_esp1 []
 
static flag_insc_table flag_insc_esp2 []
 
static flag_insc_table flag_insc_sust []
 

詳解

オブジェクトの記述処理 / Mbject flavor code

日付
2014/01/03
著者
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.

マクロ定義詳解

◆ ADD_INSC

#define ADD_INSC (   STR)    (void)(ptr = object_desc_str(ptr, (STR)))

◆ MAX_SYLLABLES

#define MAX_SYLLABLES   164 /* Used with scrolls (see below) */

型定義詳解

◆ flag_insc_table

オブジェクトの特性表示記号テーブルの構造体 / Structs and tables for Auto Inscription for flags

関数詳解

◆ flavor_init()

void flavor_init ( void  )

ゲーム開始時に行われるベースアイテムの初期化ルーチン / Prepare the "variable" part of the "k_info" array.

戻り値
なし

Prepare the "variable" part of the "k_info" array.

The "color"/"metal"/"type" of an item is its "flavor".
For the most part, flavors are assigned randomly each game.

Initialize descriptions for the "colored" objects, including:
Rings, Amulets, Staffs, Wands, Rods, Food, Potions, Scrolls.

The first 4 entries for potions are fixed (Water, Apple Juice,
Slime Mold Juice, Unused Potion).

Scroll titles are always between 6 and 14 letters long. This is
ensured because every title is composed of whole words, where every
word is from 1 to 8 letters long (one or two syllables of 1 to 4
letters each), and that no scroll is finished until it attempts to
grow beyond 15 letters. The first time this can happen is when the
current title has 6 letters and the new word has 8 letters, which
would result in a 6 letter scroll title.

Duplicate titles are avoided by requiring that no two scrolls share
the same first four letters (not the most efficient method, and not
the least efficient method, but it will always work).

Hack – make sure everything stays the same for each saved game
This is accomplished by the use of a saved "random seed", as in
"town_gen()". Since no other functions are called while the special
seed is in effect, so this function is pretty "safe".

Note that the "hacked seed" may provide an RNG with alternating parity!

呼び出し関係図:

◆ get_ability_abbreviation()

static char* get_ability_abbreviation ( char *  ptr,
object_type o_ptr,
bool  kanji,
bool  all 
)
static

オブジェクト名の特性短縮表記をまとめて提示する。

引数
ptr特性短縮表記を格納する文字列ポインタ
o_ptr特性短縮表記を得たいオブジェクト構造体の参照ポインタ
kanjiTRUEならば漢字表記 / FALSEなら英語表記
allTRUEならばベースアイテム上で明らかなフラグは省略する
戻り値
ptrと同じアドレス
呼び出し関係図:
被呼び出し関係図:

◆ get_inscription()

static void get_inscription ( char *  buff,
object_type o_ptr 
)
static

オブジェクト名の特性短縮表記+刻み内容を提示する。 / Get object inscription with auto inscription of object flags.

引数
buff特性短縮表記を格納する文字列ポインタ
o_ptr特性短縮表記を得たいオブジェクト構造体の参照ポインタ
戻り値
なし
呼び出し関係図:
被呼び出し関係図:

◆ get_table_name()

void get_table_name ( char *  out_string)

ランダムな名前をアーティファクト銘として整形する。 / Create a name from random parts with quotes.

引数
out_string作成した名を保管する参照ポインタ
戻り値
なし

get_table_name_aux()ほぼ完全に実装を依存している。

呼び出し関係図:

◆ get_table_name_aux()

void get_table_name_aux ( char *  out_string)

各種語彙からランダムな名前を作成する / Create a name from random parts.

引数
out_string作成した名を保管する参照ポインタ
戻り値
なし

日本語の場合 aname_j.txt 英語の場合確率に応じて syllables 配列と elvish.txt を組み合わせる。

呼び出し関係図:

◆ get_table_sindarin()

void get_table_sindarin ( char *  out_string)

シンダリン銘をアーティファクト用に整形する。 / Make random Sindarin name with quotes

引数
out_string作成した名を保管する参照ポインタ
戻り値
なし

get_table_sindarin_aux()ほぼ完全に実装を依存している。

呼び出し関係図:

◆ get_table_sindarin_aux()

void get_table_sindarin_aux ( char *  out_string)

ランダムなシンダリン銘を作成する / Make random Sindarin name

引数
out_string作成した名を保管する参照ポインタ
戻り値
なし

sname.txtが語幹の辞書となっている。

呼び出し関係図:

◆ have_flag_of()

static bool have_flag_of ( flag_insc_table fi_ptr,
BIT_FLAGS  flgs[TR_FLAG_SIZE] 
)
static

オブジェクトの特性表示記号テーブル1つに従いオブジェクトの特性フラグ配列に1つでも該当の特性があるかを返す / Special variation of have_flag for auto-inscription

引数
fi_ptr参照する特性表示記号テーブル
flgs対応するオブジェクトのフラグ文字列
戻り値
1つでも該当の特性があったらTRUEを返す。
被呼び出し関係図:

◆ inscribe_flags_aux()

static char* inscribe_flags_aux ( flag_insc_table fi_ptr,
BIT_FLAGS  flgs[TR_FLAG_SIZE],
bool  kanji,
char *  ptr 
)
static

get_inscriptionのサブセットとしてオブジェクトの特性フラグを返す / Helper function for get_inscription()

引数
fi_ptr参照する特性表示記号テーブル
flgs対応するオブジェクトのフラグ文字列
kanjiTRUEならば漢字記述/FALSEならば英語記述
ptrフラグ群を保管する文字列参照ポインタ
戻り値
フラグ群を保管する文字列参照ポインタ(ptrと同じ)

Print an signed number "v" into a string "t", as if by sprintf(t, "%+d", n), and return a pointer to the terminator. Note that we always print a sign, either "+" or "-".

被呼び出し関係図:

◆ object_desc()

void object_desc ( char *  buf,
object_type o_ptr,
BIT_FLAGS  mode 
)

オブジェクトの各表記を返すメイン関数 / Creates a description of the item "o_ptr", and stores it in "out_val".

引数
buf表記を返すための文字列参照ポインタ
o_ptr特性短縮表記を得たいオブジェクト構造体の参照ポインタ
mode表記に関するオプション指定
戻り値
現在クエスト達成目的のアイテムならばTRUEを返す。

One can choose the "verbosity" of the description, including whether
or not the "number" of items should be described, and how much detail
should be used when describing the item.

The given "buf" must be MAX_NLEN chars long to hold the longest possible
description, which can get pretty long, including incriptions, such as:
"no more Maces of Disruption (Defender) (+10,+10) [+5] (+3 to stealth)".
Note that the inscription will be clipped to keep the total description
under MAX_NLEN-1 chars (plus a terminator).

Note the use of "object_desc_num()" and "object_desc_int()" as hyper-efficient,
portable, versions of some common "sprintf()" commands.

Note that all ego-items (when known) append an "Ego-Item Name", unless
the item is also an artifact, which should NEVER happen.

Note that all artifacts (when known) append an "Artifact Name", so we
have special processing for "Specials" (artifact Lites, Rings, Amulets).
The "Specials" never use "modifiers" if they are "known", since they
have special "descriptions", such as "The Necklace of the Dwarves".

Special Lite's use the "k_info" base-name (Phial, Star, or Arkenstone),
plus the artifact name, just like any other artifact, if known.

Special Ring's and Amulet's, if not "aware", use the same code as normal
rings and amulets, and if "aware", use the "k_info" base-name (Ring or
Amulet or Necklace). They will NEVER "append" the "k_info" name. But,
they will append the artifact name, just like any artifact, if known.

Hack – Display "The One Ring" as "a Plain Gold Ring" until aware.

Mode:
OD_NAME_ONLY : The Cloak of Death
OD_NAME_AND_ENCHANT : The Cloak of Death [1,+3]
OD_OMIT_INSCRIPTION : The Cloak of Death [1,+3] (+2 to Stealth)
0 : The Cloak of Death [1,+3] (+2 to Stealth) {nifty}

OD_OMIT_PREFIX : Forbidden numeric prefix
OD_NO_PLURAL : Forbidden use of plural
OD_STORE : Assume to be aware and known
OD_NO_FLAVOR : Allow to hidden flavor
OD_FORCE_FLAVOR : Get un-shuffled flavor name

呼び出し関係図:

◆ object_desc_chr()

static char* object_desc_chr ( char *  t,
char  c 
)
static

対象文字配列に一文字だけをコピーする。

引数
t保管先文字列ポインタ
c保管したい1文字
戻り値
なし

Print a char "c" into a string "t", as if by sprintf(t, "%c", c),
and return a pointer to the terminator (t + 1).

被呼び出し関係図:

◆ object_desc_int()

static char* object_desc_int ( char *  t,
sint  v 
)
static

対象文字配列に符号あり整数値をコピーする。

引数
t保管先文字列ポインタ
vコピーしたい数値
戻り値
なし

Print an signed number "v" into a string "t", as if by sprintf(t, "%+d", n), and return a pointer to the terminator. Note that we always print a sign, either "+" or "-".

被呼び出し関係図:

◆ object_desc_num()

static char* object_desc_num ( char *  t,
uint  n 
)
static

対象文字配列に符号なし整数値をコピーする。

引数
t保管先文字列ポインタ
nコピーしたい数値
戻り値
なし

Print an unsigned number "n" into a string "t", as if by sprintf(t, "%u", n), and return a pointer to the terminator.

被呼び出し関係図:

◆ object_desc_str()

static char* object_desc_str ( char *  t,
concptr  s 
)
static

対象文字配列に文字列をコピーする。

引数
t保管先文字列ポインタ
sコピーしたい文字列ポインタ
戻り値
保管先の末尾アドレス

Print a string "s" into a string "t", as if by strcpy(t, s), and return a pointer to the terminator.

被呼び出し関係図:

◆ object_easy_know()

static bool object_easy_know ( int  i)
static

最初から簡易な名称が明らかになるベースアイテムの判定。 / Certain items, if aware, are known instantly

引数
iベースアイテムID
戻り値
簡易名称を明らかにするならTRUEを返す。

This function is used only by "flavor_init()"

被呼び出し関係図:

◆ shuffle_flavors()

static void shuffle_flavors ( OBJECT_TYPE_VALUE  tval)
static

ベースアイテムの未確定名を共通tval間でシャッフルする / Shuffle flavor indices of a group of objects with given tval

引数
tvalシャッフルしたいtval
戻り値
なし

巻物、各種魔道具などに利用される。

被呼び出し関係図:

◆ strip_name()

void strip_name ( char *  buf,
KIND_OBJECT_IDX  k_idx 
)

nameバッファ内からベースアイテム名を返す / Strip an "object name" into a buffer

引数
bufベースアイテム格納先の参照ポインタ
k_idxベースアイテムID
戻り値
なし

変数詳解

◆ flag_insc_aura

flag_insc_table flag_insc_aura[]
static
初期値:
=
{
{ "F", TR_SH_FIRE, -1 },
{ "E", TR_SH_ELEC, -1 },
{ "C", TR_SH_COLD, -1 },
{ "M", TR_NO_MAGIC, -1 },
{ "T", TR_NO_TELE, -1 },
{ NULL, 0, -1 }
}
#define TR_SH_ELEC
Definition: object.h:98
#define TR_SH_COLD
Definition: object.h:100
#define TR_NO_MAGIC
Definition: object.h:102
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_SH_FIRE
Definition: object.h:97
#define TR_NO_TELE
Definition: object.h:101

◆ flag_insc_brand

flag_insc_table flag_insc_brand[]
static
初期値:
=
{
{ "A", TR_BRAND_ACID, -1 },
{ "E", TR_BRAND_ELEC, -1 },
{ "F", TR_BRAND_FIRE, -1 },
{ "Co", TR_BRAND_COLD, -1 },
{ "P", TR_BRAND_POIS, -1 },
{ "Ca", TR_CHAOTIC, -1 },
{ "V", TR_VAMPIRIC, -1 },
{ "Q", TR_IMPACT, -1 },
{ "S", TR_VORPAL, -1 },
{ "M", TR_FORCE_WEAPON, -1 },
{ NULL, 0, -1 }
}
#define TR_CHAOTIC
Definition: object.h:45
#define TR_BRAND_FIRE
Definition: object.h:61
#define TR_VORPAL
Definition: object.h:56
#define TR_FORCE_WEAPON
Definition: object.h:38
#define TR_BRAND_ELEC
Definition: object.h:60
#define TR_BRAND_COLD
Definition: object.h:62
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_VAMPIRIC
Definition: object.h:46
#define TR_BRAND_POIS
Definition: object.h:58
#define TR_IMPACT
Definition: object.h:57
#define TR_BRAND_ACID
Definition: object.h:59

◆ flag_insc_esp1

flag_insc_table flag_insc_esp1[]
static
初期値:
=
{
{ "Tele", TR_TELEPATHY, -1 },
{ "Evil", TR_ESP_EVIL, -1 },
{ "Good", TR_ESP_GOOD, -1 },
{ "Nolv", TR_ESP_NONLIVING, -1 },
{ "Uniq", TR_ESP_UNIQUE, -1 },
{ NULL, 0, -1 }
}
#define TR_TELEPATHY
Definition: object.h:112
#define TR_ESP_EVIL
Definition: object.h:146
#define TR_ESP_GOOD
Definition: object.h:147
#define TR_ESP_NONLIVING
Definition: object.h:148
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_ESP_UNIQUE
Definition: object.h:149

◆ flag_insc_esp2

flag_insc_table flag_insc_esp2[]
static
初期値:
=
{
{ "p", TR_ESP_HUMAN, -1 },
{ "D", TR_ESP_DRAGON, -1 },
{ "o", TR_ESP_ORC, -1 },
{ "T", TR_ESP_TROLL, -1 },
{ "P", TR_ESP_GIANT, -1 },
{ "U", TR_ESP_DEMON, -1 },
{ "L", TR_ESP_UNDEAD, -1 },
{ "Z", TR_ESP_ANIMAL, -1 },
{ NULL, 0, -1 }
}
#define TR_ESP_HUMAN
Definition: object.h:145
#define TR_ESP_DRAGON
Definition: object.h:144
#define TR_ESP_UNDEAD
Definition: object.h:139
#define TR_ESP_ORC
Definition: object.h:141
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_ESP_DEMON
Definition: object.h:140
#define TR_ESP_GIANT
Definition: object.h:143
#define TR_ESP_ANIMAL
Definition: object.h:138
#define TR_ESP_TROLL
Definition: object.h:142

◆ flag_insc_immune

flag_insc_table flag_insc_immune[]
static
初期値:
=
{
{ "Ac", TR_IM_ACID, -1 },
{ "El", TR_IM_ELEC, -1 },
{ "Fi", TR_IM_FIRE, -1 },
{ "Co", TR_IM_COLD, -1 },
{ NULL, 0, -1 }
}
#define TR_IM_FIRE
Definition: object.h:74
#define TR_IM_ELEC
Definition: object.h:73
#define TR_IM_ACID
Definition: object.h:72
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_IM_COLD
Definition: object.h:75

◆ flag_insc_kill

flag_insc_table flag_insc_kill[]
static
初期値:
=
{
{ "*", TR_KILL_EVIL, -1 },
{ "p", TR_KILL_HUMAN, -1 },
{ "D", TR_KILL_DRAGON, -1 },
{ "o", TR_KILL_ORC, -1 },
{ "T", TR_KILL_TROLL, -1 },
{ "P", TR_KILL_GIANT, -1 },
{ "U", TR_KILL_DEMON, -1 },
{ "L", TR_KILL_UNDEAD, -1 },
{ "Z", TR_KILL_ANIMAL, -1 },
{ NULL, 0, -1 }
}
#define TR_KILL_DRAGON
Definition: object.h:55
#define TR_KILL_ANIMAL
Definition: object.h:130
#define TR_KILL_UNDEAD
Definition: object.h:132
#define TR_KILL_DEMON
Definition: object.h:133
#define TR_KILL_TROLL
Definition: object.h:135
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_KILL_EVIL
Definition: object.h:131
#define TR_KILL_ORC
Definition: object.h:134
#define TR_KILL_HUMAN
Definition: object.h:137
#define TR_KILL_GIANT
Definition: object.h:136

◆ flag_insc_misc

flag_insc_table flag_insc_misc[]
static
初期値:
=
{
{ "Es", TR_EASY_SPELL, -1 },
{ "Dm", TR_DEC_MANA, -1 },
{ "Th", TR_THROW, -1 },
{ "Rf", TR_REFLECT, -1 },
{ "Fa", TR_FREE_ACT, -1 },
{ "Si", TR_SEE_INVIS, -1 },
{ "Hl", TR_HOLD_EXP, -1 },
{ "Sd", TR_SLOW_DIGEST, -1 },
{ "Rg", TR_REGEN, -1 },
{ "Lv", TR_LEVITATION, -1 },
{ "Lu", TR_LITE_1, -1 },
{ "Lu", TR_LITE_2, -1 },
{ "Lu", TR_LITE_3, -1 },
{ "Dl", TR_LITE_M1, -1 },
{ "Dl", TR_LITE_M2, -1 },
{ "Dl", TR_LITE_M3, -1 },
{ "Wr", TR_WARNING, -1 },
{ "Xm", TR_XTRA_MIGHT, -1 },
{ "Xs", TR_XTRA_SHOTS, -1 },
{ "Te", TR_TELEPORT, -1 },
{ "Ag", TR_AGGRAVATE, -1 },
{ "Bs", TR_BLESSED, -1 },
{ "Ty", TR_TY_CURSE, -1 },
{ "C-", TR_ADD_L_CURSE, -1 },
{ "C+", TR_ADD_H_CURSE, -1 },
{ NULL, 0, -1 }
}
#define TR_AGGRAVATE
Definition: object.h:124
#define TR_XTRA_SHOTS
Definition: object.h:116
#define TR_TELEPORT
Definition: object.h:123
#define TR_LITE_3
Definition: object.h:157
#define TR_XTRA_MIGHT
Definition: object.h:115
#define TR_ADD_L_CURSE
Definition: object.h:152
#define TR_WARNING
Definition: object.h:105
#define TR_LEVITATION
Definition: object.h:109
#define TR_BLESSED
Definition: object.h:125
#define TR_LITE_M3
Definition: object.h:160
#define TR_EASY_SPELL
Definition: object.h:71
#define TR_TY_CURSE
Definition: object.h:104
#define TR_HOLD_EXP
Definition: object.h:79
#define TR_LITE_M2
Definition: object.h:159
#define TR_SLOW_DIGEST
Definition: object.h:113
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_ADD_H_CURSE
Definition: object.h:153
#define TR_SEE_INVIS
Definition: object.h:111
#define TR_FREE_ACT
Definition: object.h:78
#define TR_REGEN
Definition: object.h:114
#define TR_LITE_M1
Definition: object.h:158
#define TR_THROW
Definition: object.h:76
#define TR_LITE_2
Definition: object.h:156
#define TR_DEC_MANA
Definition: object.h:103
#define TR_LITE_1
Definition: object.h:110
#define TR_REFLECT
Definition: object.h:77

◆ flag_insc_plus

flag_insc_table flag_insc_plus[]
static
初期値:
=
{
{ "At", TR_BLOWS, -1 },
{ "Sp", TR_SPEED, -1 },
{ "St", TR_STR, -1 },
{ "In", TR_INT, -1 },
{ "Wi", TR_WIS, -1 },
{ "Dx", TR_DEX, -1 },
{ "Cn", TR_CON, -1 },
{ "Ch", TR_CHR, -1 },
{ "Md", TR_MAGIC_MASTERY, -1 },
{ "Sl", TR_STEALTH, -1 },
{ "Sr", TR_SEARCH, -1 },
{ "If", TR_INFRA, -1 },
{ "Dg", TR_TUNNEL, -1 },
{ NULL, 0, -1 }
}
#define TR_MAGIC_MASTERY
Definition: object.h:37
#define TR_CHR
Definition: object.h:36
#define TR_STR
Definition: object.h:31
#define TR_CON
Definition: object.h:35
#define TR_TUNNEL
Definition: object.h:42
#define TR_SEARCH
Definition: object.h:40
#define TR_WIS
Definition: object.h:33
#define TR_INT
Definition: object.h:32
#define TR_SPEED
Definition: object.h:43
#define TR_DEX
Definition: object.h:34
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_INFRA
Definition: object.h:41
#define TR_STEALTH
Definition: object.h:39
#define TR_BLOWS
Definition: object.h:44

◆ flag_insc_resistance

flag_insc_table flag_insc_resistance[]
static
初期値:
=
{
{ "Ac", TR_RES_ACID, TR_IM_ACID },
{ "El", TR_RES_ELEC, TR_IM_ELEC },
{ "Fi", TR_RES_FIRE, TR_IM_FIRE },
{ "Co", TR_RES_COLD, TR_IM_COLD },
{ "Po", TR_RES_POIS, -1 },
{ "Li", TR_RES_LITE, -1 },
{ "Dk", TR_RES_DARK, -1 },
{ "Sh", TR_RES_SHARDS, -1 },
{ "Bl", TR_RES_BLIND, -1 },
{ "Cf", TR_RES_CONF, -1 },
{ "So", TR_RES_SOUND, -1 },
{ "Nt", TR_RES_NETHER, -1 },
{ "Nx", TR_RES_NEXUS, -1 },
{ "Ca", TR_RES_CHAOS, -1 },
{ "Di", TR_RES_DISEN, -1 },
{ "Fe", TR_RES_FEAR, -1 },
{ NULL, 0, -1 }
}
#define TR_IM_FIRE
Definition: object.h:74
#define TR_RES_POIS
Definition: object.h:84
#define TR_RES_NEXUS
Definition: object.h:93
#define TR_RES_COLD
Definition: object.h:83
#define TR_RES_ELEC
Definition: object.h:81
#define TR_RES_SOUND
Definition: object.h:90
#define TR_RES_DARK
Definition: object.h:87
#define TR_RES_FIRE
Definition: object.h:82
#define TR_IM_ELEC
Definition: object.h:73
#define TR_RES_LITE
Definition: object.h:86
#define TR_IM_ACID
Definition: object.h:72
#define TR_RES_SHARDS
Definition: object.h:91
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_RES_FEAR
Definition: object.h:85
#define TR_IM_COLD
Definition: object.h:75
#define TR_RES_BLIND
Definition: object.h:88
#define TR_RES_CONF
Definition: object.h:89
#define TR_RES_CHAOS
Definition: object.h:94
#define TR_RES_ACID
Definition: object.h:80
#define TR_RES_NETHER
Definition: object.h:92
#define TR_RES_DISEN
Definition: object.h:95

◆ flag_insc_slay

flag_insc_table flag_insc_slay[]
static
初期値:
=
{
{ NULL, 0, -1 }
}
#define TR_SLAY_DRAGON
Definition: object.h:54
#define TR_SLAY_EVIL
Definition: object.h:48
#define TR_SLAY_HUMAN
Definition: object.h:99
#define TR_SLAY_ANIMAL
Definition: object.h:47
#define TR_KILL_DRAGON
Definition: object.h:55
#define TR_SLAY_DEMON
Definition: object.h:50
#define TR_KILL_ANIMAL
Definition: object.h:130
#define TR_KILL_UNDEAD
Definition: object.h:132
#define TR_KILL_DEMON
Definition: object.h:133
#define TR_KILL_TROLL
Definition: object.h:135
#define TR_SLAY_ORC
Definition: object.h:51
#define TR_SLAY_TROLL
Definition: object.h:52
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_SLAY_UNDEAD
Definition: object.h:49
#define TR_KILL_EVIL
Definition: object.h:131
#define TR_SLAY_GIANT
Definition: object.h:53
#define TR_KILL_ORC
Definition: object.h:134
#define TR_KILL_HUMAN
Definition: object.h:137
#define TR_KILL_GIANT
Definition: object.h:136

◆ flag_insc_sust

flag_insc_table flag_insc_sust[]
static
初期値:
=
{
{ "St", TR_SUST_STR, -1 },
{ "In", TR_SUST_INT, -1 },
{ "Wi", TR_SUST_WIS, -1 },
{ "Dx", TR_SUST_DEX, -1 },
{ "Cn", TR_SUST_CON, -1 },
{ "Ch", TR_SUST_CHR, -1 },
{ NULL, 0, -1 }
}
#define TR_SUST_CON
Definition: object.h:68
#define TR_SUST_INT
Definition: object.h:65
#define TR_SUST_CHR
Definition: object.h:69
#define TR_SUST_WIS
Definition: object.h:66
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42
#define TR_SUST_DEX
Definition: object.h:67
#define TR_SUST_STR
Definition: object.h:64

◆ game_inscriptions

const concptr game_inscriptions[]
初期値:
=
{
NULL,
"broken",
"terrible",
"worthless",
"cursed",
"uncursed",
"average",
"good",
"excellent",
"special",
}
#define NULL
コンパイル環境に定義がない場合のNULL定義
Definition: h-basic.h:42

アイテムの価値記述テーブル