ゲーム情報テーブル / Angband Tables [詳細]
#include "angband.h"
変数 | |
const s16b | ddd [9] |
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" [詳細] | |
const s16b | ddx [10] |
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 [詳細] | |
const s16b | ddy [10] |
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 [詳細] | |
const s16b | ddx_ddd [9] |
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]]" [詳細] | |
const s16b | ddy_ddd [9] |
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]]" [詳細] | |
const s16b | cdd [8] |
キーパッドの円環状方向配列 / Circular keypad direction array [詳細] | |
const s16b | ddx_cdd [8] |
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]]" [詳細] | |
const s16b | ddy_cdd [8] |
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]]" [詳細] | |
const char | hexsym [16] |
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 [詳細] | |
const char | listsym [] |
選択処理用キーコード / Global array for converting numbers to a logical list symbol [詳細] | |
const cptr | color_char = "dwsorgbuDWvyRGBU" |
スクリーン表示色キャラクタ / Encode the screen colors [詳細] | |
const byte | adj_mag_study [] |
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 [詳細] | |
const byte | adj_mag_mana [] |
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 [詳細] | |
const byte | adj_mag_fail [] |
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) [詳細] | |
const byte | adj_mag_stat [] |
知力/賢さによる魔法失敗率修正テーブル Stat Table (INT/WIS) – Various things [詳細] | |
const byte | adj_chr_gold [] |
魅力による店での取引修正テーブル Stat Table (CHR) – payment percentages [詳細] | |
const byte | adj_int_dev [] |
知力による魔道具使用修正テーブル Stat Table (INT) – Magic devices [詳細] | |
const byte | adj_wis_sav [] |
賢さによる魔法防御修正テーブル Stat Table (WIS) – Saving throw [詳細] | |
const byte | adj_dex_dis [] |
器用さによるトラップ解除修正テーブル Stat Table (DEX) – disarming [詳細] | |
const byte | adj_int_dis [] |
知力によるトラップ解除修正テーブル Stat Table (INT) – disarming [詳細] | |
const byte | adj_dex_ta [] |
器用さによるAC修正テーブル Stat Table (DEX) – bonus to ac (plus 128) [詳細] | |
const byte | adj_str_td [] |
腕力によるダメージ修正テーブル Stat Table (STR) – bonus to dam (plus 128) [詳細] | |
const byte | adj_dex_th [] |
器用度による命中修正テーブル Stat Table (DEX) – bonus to hit (plus 128) [詳細] | |
const byte | adj_str_th [] |
腕力による命中修正テーブル Stat Table (STR) – bonus to hit (plus 128) [詳細] | |
const byte | adj_str_wgt [] |
腕力による基本所持重量値テーブル Stat Table (STR) – weight limit in deca-pounds [詳細] | |
const byte | adj_str_hold [] |
腕力による武器重量限界値テーブル Stat Table (STR) – weapon weight limit in pounds [詳細] | |
const byte | adj_str_dig [] |
腕力による採掘能力修正値テーブル Stat Table (STR) – digging value [詳細] | |
const byte | adj_str_blow [] |
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 [詳細] | |
const byte | adj_dex_blow [] |
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 [詳細] | |
const byte | adj_dex_safe [] |
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" [詳細] | |
const byte | adj_con_fix [] |
耐久による基本HP自然治癒値テーブル / Stat Table (CON) – base regeneration rate [詳細] | |
const byte | adj_con_mhp [] |
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) [詳細] | |
const byte | adj_chr_chm [] |
魅力による魅了能力修正テーブル / Stat Table (CHR) – charm [詳細] | |
const byte | blows_table [12][12] |
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 turn) with a normal weapon. [詳細] | |
const arena_type | arena_info [MAX_ARENA_MONS+2] |
闘技場のモンスターID及び報酬アイテムテーブル [詳細] | |
const owner_type | owners [MAX_STORES][MAX_OWNERS] |
闘技場のモンスターID及び報酬アイテムテーブル / Store owners (exactly four "possible" owners per store, chosen randomly) [詳細] | |
const byte | extract_energy [200] |
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" [詳細] | |
const s32b | player_exp [PY_MAX_LEVEL] |
基本必要経験値テーブル / Base experience levels, may be adjusted up for race and/or class [詳細] | |
const s32b | player_exp_a [PY_MAX_LEVEL] |
基本必要強化値テーブル(アンドロイド専用) [詳細] | |
const player_sex | sex_info [MAX_SEXES] |
性別表記 / Player Sexes [詳細] | |
const player_race | race_info [MAX_RACES] |
種族情報 / Player Races [詳細] | |
const player_class | class_info [MAX_CLASS] |
職業情報 / Player Classes [詳細] | |
const player_seikaku | seikaku_info [MAX_SEIKAKU] |
性格情報 / Player Character [詳細] | |
const player_race | mimic_info [] |
変身種族情報 [詳細] | |
const magic_type | technic_info [NUM_TECHNIC][32] |
歌、剣術、呪術領域情報テーブル [詳細] | |
const u32b | fake_spell_flags [4] |
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 [詳細] | |
const s32b | realm_choices1 [MAX_CLASS] |
職業毎に選択可能な第一領域魔法テーブル [詳細] | |
const s32b | realm_choices2 [MAX_CLASS] |
職業毎に選択可能な第二領域魔法テーブル [詳細] | |
const cptr | realm_names [] |
const int | chest_traps [64] |
箱のトラップテーブル [詳細] | |
const cptr | player_title [MAX_CLASS][PY_MAX_LEVEL/5] |
職業とレベル毎のプレイヤー称号テーブル / Class titles for the player. [詳細] | |
const monster_power | monster_powers [MAX_MONSPELLS] |
青魔法テーブル [詳細] | |
const cptr | monster_powers_short [MAX_MONSPELLS] |
モンスター魔法名テーブル [詳細] | |
const cptr | color_names [16] |
色名称テーブル / Hack – the "basic" color names (see "TERM_xxx") [詳細] | |
const cptr | stat_names [6] |
能力値テーブル / Abbreviations of healthy stats [詳細] | |
const cptr | stat_names_reduced [6] |
能力値テーブル(能力低下時) / Abbreviations of damaged stats [詳細] | |
const cptr | window_flag_desc [32] |
サブウィンドウ名称テーブル [詳細] | |
const option_type | option_info [] |
オプションテーブル / Available Options [詳細] | |
const cptr | chaos_patrons [MAX_PATRON] |
const int | chaos_stats [MAX_PATRON] |
カオスパトロンの報酬能力値テーブル [詳細] | |
const int | chaos_rewards [MAX_PATRON][20] |
カオスパトロンの報酬テーブル [詳細] | |
const martial_arts | ma_blows [MAX_MA] |
マーシャルアーツ打撃テーブル [詳細] | |
const int | monk_ave_damage [PY_MAX_LEVEL+1][3] |
修行僧のターンダメージ算出テーブル [詳細] | |
const cptr | game_inscriptions [] |
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). [詳細] | |
const kamae | kamae_shurui [MAX_KAMAE] |
修行僧の構え能力テーブル [詳細] | |
const kamae | kata_shurui [MAX_KATA] |
剣術家の構え能力テーブル [詳細] | |
const cptr | exp_level_str [5] |
技能値到達表記テーブル [詳細] | |
const cptr | silly_attacks [MAX_SILLY_ATTACK] |
幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating [詳細] | |
const cptr | ident_info [] |
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". [詳細] | |
const mbe_info_type | mbe_info [] |
モンスターの打撃効力テーブル / The table of monsters' blow effects [詳細] | |
const byte | feature_action_flags [FF_FLAG_MAX] |
地形状態フラグテーブル / The table of features' actions [詳細] | |
const dragonbreath_type | dragonbreath_info [] |
装備耐性に準じたブレス効果の選択テーブル / Define flags, effect type, name for dragon breath activation [詳細] | |
const activation_type | activation_info [] |
アイテムの発動効果テーブル / Define flags, levels, values of activations [詳細] | |
const cptr | artifact_bias_name [MAX_BIAS] |
ゲーム情報テーブル / Angband Tables
const activation_type activation_info[] |
アイテムの発動効果テーブル / Define flags, levels, values of activations
const byte adj_chr_chm[] |
魅力による魅了能力修正テーブル / Stat Table (CHR) – charm
const byte adj_chr_gold[] |
魅力による店での取引修正テーブル Stat Table (CHR) – payment percentages
const byte adj_con_fix[] |
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_mhp[] |
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_dex_blow[] |
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_dis[] |
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_safe[] |
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_ta[] |
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_th[] |
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_int_dev[] |
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_dis[] |
知力によるトラップ解除修正テーブル Stat Table (INT) – disarming
const byte adj_mag_fail[] |
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_mana[] |
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_stat[] |
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_study[] |
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_str_blow[] |
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_dig[] |
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_hold[] |
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_td[] |
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_th[] |
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_wgt[] |
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_wis_sav[] |
賢さによる魔法防御修正テーブル Stat Table (WIS) – Saving throw
const arena_type arena_info[MAX_ARENA_MONS+2] |
闘技場のモンスターID及び報酬アイテムテーブル
const byte blows_table[12][12] |
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 turn) with a normal weapon.
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.
const s16b cdd[8] |
キーパッドの円環状方向配列 / Circular keypad direction array
const cptr chaos_patrons[MAX_PATRON] |
const int chaos_rewards[MAX_PATRON][20] |
カオスパトロンの報酬テーブル
const int chaos_stats[MAX_PATRON] |
カオスパトロンの報酬能力値テーブル
const int chest_traps[64] |
箱のトラップテーブル
Each chest has a certain set of traps, determined by pval Each chest has a "pval" from 1 to the chest level (max 55) If the "pval" is negative then the trap has been disarmed The "pval" of a chest determines the quality of its treasure Note that disarming a trap on a chest also removes the lock.
const player_class class_info[MAX_CLASS] |
職業情報 / Player Classes
Title, {STR,INT,WIS,DEX,CON,CHR}, c_dis, c_dev, c_sav, c_stl, c_srh, c_fos, c_thn, c_thb, x_dis, x_dev, x_sav, x_stl, x_srh, x_fos, x_thn, x_thb, HD, Exp, pet_upkeep_div
const cptr color_char = "dwsorgbuDWvyRGBU" |
スクリーン表示色キャラクタ / Encode the screen colors
const cptr color_names[16] |
色名称テーブル / Hack – the "basic" color names (see "TERM_xxx")
const s16b ddd[9] |
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 s16b ddx[10] |
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 s16b ddx_cdd[8] |
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 s16b ddx_ddd[9] |
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 s16b ddy[10] |
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 s16b ddy_cdd[8] |
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 s16b ddy_ddd[9] |
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 dragonbreath_type dragonbreath_info[] |
装備耐性に準じたブレス効果の選択テーブル / Define flags, effect type, name for dragon breath activation
const cptr exp_level_str[5] |
技能値到達表記テーブル
const byte extract_energy[200] |
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"
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 turn. This means that it is relatively easy to reach "Fast (+30)" and get about 40 energy per 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 turn. After that point, furthur increases in speed are more or less pointless, except to balance out heavy inventory.
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.
const u32b fake_spell_flags[4] |
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 byte feature_action_flags[FF_FLAG_MAX] |
地形状態フラグテーブル / The table of features' actions
const cptr game_inscriptions[] |
const char hexsym[16] |
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 cptr ident_info[] |
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 kamae kamae_shurui[MAX_KAMAE] |
修行僧の構え能力テーブル
const kamae kata_shurui[MAX_KATA] |
剣術家の構え能力テーブル
const char listsym[] |
選択処理用キーコード / Global array for converting numbers to a logical list symbol
const martial_arts ma_blows[MAX_MA] |
マーシャルアーツ打撃テーブル
const mbe_info_type mbe_info[] |
モンスターの打撃効力テーブル / The table of monsters' blow effects
const player_race mimic_info[] |
変身種族情報
const int monk_ave_damage[PY_MAX_LEVEL+1][3] |
修行僧のターンダメージ算出テーブル
const monster_power monster_powers[MAX_MONSPELLS] |
青魔法テーブル
level, smana, fail, manedam, manefail, use_stat, name
const cptr monster_powers_short[MAX_MONSPELLS] |
モンスター魔法名テーブル
const option_type option_info[] |
オプションテーブル / Available Options
const owner_type owners[MAX_STORES][MAX_OWNERS] |
闘技場のモンスターID及び報酬アイテムテーブル / Store owners (exactly four "possible" owners per store, chosen randomly)
{ name, purse, max greed, min greed, haggle_per, tolerance, race, unused }
Lifted extra shopkeepers from CthAngband (don't you just love open source development? ;-)). Since this gave less than 32 unique names for some shops, those have their first x names copied to reach 32.
For the weapon and armour shops, several owners have a limit of 5k.
I want to do 50k owners, but the purse is currently s16b. Perhaps we should just store 1/10th of the purse?
const s32b player_exp[PY_MAX_LEVEL] |
基本必要経験値テーブル / Base experience levels, may be adjusted up for race and/or class
const s32b player_exp_a[PY_MAX_LEVEL] |
基本必要強化値テーブル(アンドロイド専用)
const cptr player_title[MAX_CLASS][PY_MAX_LEVEL/5] |
職業とレベル毎のプレイヤー称号テーブル / Class titles for the player.
The player gets a new title every five levels, so each class needs only ten titles total.
const player_race race_info[MAX_RACES] |
種族情報 / Player Races
Title, {STR,INT,WIS,DEX,CON,CHR}, r_dis, r_dev, r_sav, r_stl, r_srh, r_fos, r_thn, r_thb, hitdie, exp base, Age (Base, Mod), Male (Hgt, Wgt), Female (Hgt, Wgt) infra, class-choices
const cptr realm_names[] |
const player_seikaku seikaku_info[MAX_SEIKAKU] |
性格情報 / Player Character
const player_sex sex_info[MAX_SEXES] |
性別表記 / Player Sexes
Title, Winner
const cptr silly_attacks[MAX_SILLY_ATTACK] |
幻覚時の打撃記述テーブル / Weird melee attack types when hallucinating
const cptr stat_names[6] |
能力値テーブル / Abbreviations of healthy stats
const cptr stat_names_reduced[6] |
能力値テーブル(能力低下時) / Abbreviations of damaged stats
const magic_type technic_info[NUM_TECHNIC][32] |
歌、剣術、呪術領域情報テーブル
const cptr window_flag_desc[32] |
サブウィンドウ名称テーブル
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.