3 * @brief ゲームデータ初期化2 / Initialization (part 2) -BEN-
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 * This file is used to initialize various variables and arrays for the
16 * Angband game. Note the use of "fd_read()" and "fd_write()" to bypass
17 * the common limitation of "read()" and "write()" to only 32767 bytes
19 * Several of the arrays for Angband are built from "template" files in
20 * the "lib/file" directory, from which quick-load binary "image" files
21 * are constructed whenever they are not present in the "lib/data"
22 * directory, or if those files become obsolete, if we are allowed.
23 * Warning -- the "ascii" file parsers use a minor hack to collect the
24 * name and text information in a single pass. Thus, the game will not
25 * be able to load any template file with more than 20K of names or 60K
26 * of text, even though technically, up to 64K should be legal.
27 * The "init1.c" file is used only to parse the ascii template files,
28 * to create the binary image files. Note that the binary image files
29 * are extremely system dependant.
35 #include "uid-checker.h"
38 #include "io/read-pref-file.h"
49 #include "dungeon-file.h"
53 #include "floor-town.h"
55 #include "rooms-vault.h"
56 #include "player-skill.h"
57 #include "player-class.h"
58 #include "objectkind.h"
59 #include "object-ego.h"
60 #include "rooms-vault.h"
63 #include <sys/types.h>
66 static void put_title(void);
69 * @brief 各データファイルを読み取るためのパスを取得する
70 * Find the default paths to all of our important sub-directories.
71 * @param path パス保管先の文字列
75 * The purpose of each sub-directory is described in "variable.c".
76 * All of the sub-directories should, by default, be located inside
77 * the main "lib" directory, whose location is very system dependant.
78 * This function takes a writable buffer, initially containing the
79 * "path" to the "lib" directory, for example, "/pkg/lib/angband/",
80 * or a system dependant string, for example, ":lib:". The buffer
81 * must be large enough to contain at least 32 more characters.
82 * Various command line options may allow some of the important
83 * directories to be changed to user-specified directories, most
84 * importantly, the "info" and "user" and "save" directories,
85 * but this is done after this function, see "main.c".
86 * In general, the initial path should end in the appropriate "PATH_SEP"
87 * string. All of the "sub-directory" paths (created below or supplied
88 * by the user) will NOT end in the "PATH_SEP" string, see the special
89 * "path_build()" function in "util.c" for more information.
90 * Mega-Hack -- support fat raw files under NEXTSTEP, using special
91 * "suffixed" directories for the "ANGBAND_DIR_DATA" directory, but
92 * requiring the directories to be created by hand by the user.
93 * Hack -- first we free all the strings, since this is known
94 * to succeed even if the strings have not been allocated yet,
95 * as long as the variables start out as "NULL". This allows
96 * this function to be called multiple times, for example, to
97 * try several base "path" values until a good one is found.
100 void init_file_paths(char *path)
104 #ifdef PRIVATE_USER_PATH
106 #endif /* PRIVATE_USER_PATH */
108 /*** Free everything ***/
110 /* Free the main path */
111 string_free(ANGBAND_DIR);
113 /* Free the sub-paths */
114 string_free(ANGBAND_DIR_APEX);
115 string_free(ANGBAND_DIR_BONE);
116 string_free(ANGBAND_DIR_DATA);
117 string_free(ANGBAND_DIR_EDIT);
118 string_free(ANGBAND_DIR_SCRIPT);
119 string_free(ANGBAND_DIR_FILE);
120 string_free(ANGBAND_DIR_HELP);
121 string_free(ANGBAND_DIR_INFO);
122 string_free(ANGBAND_DIR_SAVE);
123 string_free(ANGBAND_DIR_USER);
124 string_free(ANGBAND_DIR_XTRA);
126 /*** Prepare the "path" ***/
128 /* Hack -- save the main directory */
129 ANGBAND_DIR = string_make(path);
131 /* Prepare to append to the Base Path */
132 tail = path + strlen(path);
134 /*** Build the sub-directory names ***/
136 /* Build a path name */
137 strcpy(tail, "apex");
138 ANGBAND_DIR_APEX = string_make(path);
140 /* Build a path name */
141 strcpy(tail, "bone");
142 ANGBAND_DIR_BONE = string_make(path);
144 /* Build a path name */
145 strcpy(tail, "data");
146 ANGBAND_DIR_DATA = string_make(path);
148 /* Build a path name */
149 strcpy(tail, "edit");
150 ANGBAND_DIR_EDIT = string_make(path);
152 /* Build a path name */
153 strcpy(tail, "script");
154 ANGBAND_DIR_SCRIPT = string_make(path);
156 /* Build a path name */
157 strcpy(tail, "file");
158 ANGBAND_DIR_FILE = string_make(path);
160 /* Build a path name */
161 strcpy(tail, "help");
162 ANGBAND_DIR_HELP = string_make(path);
164 /* Build a path name */
165 strcpy(tail, "info");
166 ANGBAND_DIR_INFO = string_make(path);
168 /* Build a path name */
169 strcpy(tail, "pref");
170 ANGBAND_DIR_PREF = string_make(path);
172 /* Build a path name */
173 strcpy(tail, "save");
174 ANGBAND_DIR_SAVE = string_make(path);
176 #ifdef PRIVATE_USER_PATH
178 /* Build the path to the user specific directory */
179 path_build(buf, sizeof(buf), PRIVATE_USER_PATH, VERSION_NAME);
181 /* Build a relative path name */
182 ANGBAND_DIR_USER = string_make(buf);
184 #else /* PRIVATE_USER_PATH */
186 /* Build a path name */
187 strcpy(tail, "user");
188 ANGBAND_DIR_USER = string_make(path);
190 #endif /* PRIVATE_USER_PATH */
192 /* Build a path name */
193 strcpy(tail, "xtra");
194 ANGBAND_DIR_XTRA = string_make(path);
199 * Hack -- help give useful error messages
201 int error_idx; /*!< データ読み込み/初期化時に汎用的にエラーコードを保存するグローバル変数 */
202 int error_line; /*!< データ読み込み/初期化時に汎用的にエラー行数を保存するグローバル変数 */
205 * エラーメッセージの名称定義 / Standard error message text
207 concptr err_str[PARSE_ERROR_MAX] =
224 "missing record header",
225 "non-sequential records",
226 "invalid flag specification",
227 "undefined directive",
229 "coordinates out of bounds",
231 "undefined terrain tag",
240 header v_head; /*!< Vault情報のヘッダ構造体 */
241 header f_head; /*!< 地形情報のヘッダ構造体 */
242 header k_head; /*!< ペースアイテム情報のヘッダ構造体 */
243 header a_head; /*!< 固定アーティファクト情報のヘッダ構造体 */
244 header e_head; /*!< アイテムエゴ情報のヘッダ構造体 */
245 header r_head; /*!< モンスター種族情報のヘッダ構造体 */
246 header d_head; /*!< ダンジョン情報のヘッダ構造体 */
247 header s_head; /*!< プレイヤー職業技能情報のヘッダ構造体 */
248 header m_head; /*!< プレイヤー職業魔法情報のヘッダ構造体 */
251 * @brief テキストファイルとrawファイルの更新時刻を比較する
252 * Find the default paths to all of our important sub-directories.
253 * @param fd ファイルディスクリプタ
254 * @param template_file ファイル名
255 * @return テキストの方が新しいか、rawファイルがなく更新の必要がある場合-1、更新の必要がない場合0。
257 static errr check_modification_date(int fd, concptr template_file)
259 struct stat txt_stat, raw_stat;
261 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, template_file);
263 /* Access stats on text file */
264 if (stat(buf, &txt_stat))
269 /* Access stats on raw file */
270 if (fstat(fd, &raw_stat))
275 /* Ensure text file is not newer than raw file */
276 if (txt_stat.st_mtime > raw_stat.st_mtime)
285 /*** Initialize from binary image files ***/
288 * @brief rawファイルからのデータの読み取り処理
289 * Initialize the "*_info" array, by parsing a binary "image" file
290 * @param fd ファイルディスクリプタ
291 * @param head rawファイルのヘッダ
294 static errr init_info_raw(int fd, header *head)
298 /* Read and Verify the header */
299 if (fd_read(fd, (char*)(&test), sizeof(header)) ||
300 (test.v_major != head->v_major) ||
301 (test.v_minor != head->v_minor) ||
302 (test.v_patch != head->v_patch) ||
303 (test.info_num != head->info_num) ||
304 (test.info_len != head->info_len) ||
305 (test.head_size != head->head_size) ||
306 (test.info_size != head->info_size))
312 /* Accept the header */
315 /* Allocate the "*_info" array */
316 C_MAKE(head->info_ptr, head->info_size, char);
318 /* Read the "*_info" array */
319 fd_read(fd, head->info_ptr, head->info_size);
323 /* Allocate the "*_name" array */
324 C_MAKE(head->name_ptr, head->name_size, char);
326 /* Read the "*_name" array */
327 fd_read(fd, head->name_ptr, head->name_size);
332 /* Allocate the "*_text" array */
333 C_MAKE(head->text_ptr, head->text_size, char);
335 /* Read the "*_text" array */
336 fd_read(fd, head->text_ptr, head->text_size);
341 /* Allocate the "*_tag" array */
342 C_MAKE(head->tag_ptr, head->tag_size, char);
344 /* Read the "*_tag" array */
345 fd_read(fd, head->tag_ptr, head->tag_size);
355 * Initialize the header of an *_info.raw file.
356 * @param head rawファイルのヘッダ
361 static void init_header(header *head, IDX num, int len)
363 /* Save the "version" */
364 head->v_major = FAKE_VER_MAJOR;
365 head->v_minor = FAKE_VER_MINOR;
366 head->v_patch = FAKE_VER_PATCH;
369 /* Save the "record" information */
370 head->info_num = (IDX)num;
371 head->info_len = len;
373 /* Save the size of "*_head" and "*_info" */
374 head->head_size = sizeof(header);
375 head->info_size = head->info_num * head->info_len;
379 static void update_header(header *head, void **info, char **name, char **text, char **tag)
381 if (info) *info = head->info_ptr;
382 if (name) *name = head->name_ptr;
383 if (text) *text = head->text_ptr;
384 if (tag) *tag = head->tag_ptr;
390 * Initialize the "*_info" array
391 * @param filename ファイル名(拡張子txt/raw)
392 * @param head 処理に用いるヘッダ構造体
393 * @param info データ保管先の構造体ポインタ
394 * @param name 名称用可変文字列の保管先
395 * @param text テキスト用可変文字列の保管先
396 * @param tag タグ用可変文字列の保管先
399 * Note that we let each entry have a unique "name" and "text" string,
400 * even if the string happens to be empty (everyone has a unique '\0').
402 static errr init_info(concptr filename, header *head, void **info, char **name, char **text, char **tag)
407 /*** Load the binary image file ***/
408 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
410 /* Attempt to open the "raw" file */
411 int fd = fd_open(buf, O_RDONLY);
413 /* Process existing "raw" file */
417 err = check_modification_date(fd, format("%s.txt", filename));
419 /* Attempt to parse the "raw" file */
421 err = init_info_raw(fd, head);
425 /* Do we have to parse the *.txt file? */
426 BIT_FLAGS file_permission = 0644;
429 update_header(head, info, name, text, tag);
433 /*** Make the fake arrays ***/
434 C_MAKE(head->info_ptr, head->info_size, char);
436 /* Hack -- make "fake" arrays */
437 if (name) C_MAKE(head->name_ptr, FAKE_NAME_SIZE, char);
438 if (text) C_MAKE(head->text_ptr, FAKE_TEXT_SIZE, char);
439 if (tag) C_MAKE(head->tag_ptr, FAKE_TAG_SIZE, char);
441 if (info) (*info) = head->info_ptr;
442 if (name) (*name) = head->name_ptr;
443 if (text) (*text) = head->text_ptr;
444 if (tag) (*tag) = head->tag_ptr;
446 /*** Load the ascii template file ***/
447 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, format("%s.txt", filename));
449 fp = my_fopen(buf, "r");
452 if (!fp) quit(format(_("'%s.txt'ファイルをオープンできません。", "Cannot open '%s.txt' file."), filename));
455 err = init_info_txt(fp, buf, head, head->parse_info_txt);
465 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "未知の");
467 msg_format("'%s.txt'ファイルの %d 行目にエラー。", filename, error_line);
468 msg_format("レコード %d は '%s' エラーがあります。", error_idx, oops);
469 msg_format("構文 '%s'。", buf);
473 quit(format("'%s.txt'ファイルにエラー", filename));
476 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "unknown");
478 msg_format("Error %d at line %d of '%s.txt'.", err, error_line, filename);
479 msg_format("Record %d contains a '%s' error.", error_idx, oops);
480 msg_format("Parsing '%s'.", buf);
484 quit(format("Error in '%s.txt' file.", filename));
488 /*** Make final retouch on fake tags ***/
491 (*head->retouch)(head);
494 /*** Dump the binary image file ***/
495 /* File type is "DATA" */
496 FILE_TYPE(FILE_TYPE_DATA);
497 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
499 /* Grab permissions */
502 /* Kill the old file */
505 /* Attempt to create the raw file */
506 fd = fd_make(buf, file_permission);
508 /* Drop permissions */
511 /* Dump to the file */
515 fd_write(fd, (concptr)(head), head->head_size);
517 /* Dump the "*_info" array */
518 fd_write(fd, head->info_ptr, head->info_size);
520 /* Dump the "*_name" array */
521 fd_write(fd, head->name_ptr, head->name_size);
523 /* Dump the "*_text" array */
524 fd_write(fd, head->text_ptr, head->text_size);
526 /* Dump the "*_tag" array */
527 fd_write(fd, head->tag_ptr, head->tag_size);
533 /*** Kill the fake arrays ***/
535 /* Free the "*_info" array */
536 C_KILL(head->info_ptr, head->info_size, char);
538 /* Hack -- Free the "fake" arrays */
539 if (name) C_KILL(head->name_ptr, FAKE_NAME_SIZE, char);
540 if (text) C_KILL(head->text_ptr, FAKE_TEXT_SIZE, char);
541 if (tag) C_KILL(head->tag_ptr, FAKE_TAG_SIZE, char);
543 /*** Load the binary image file ***/
544 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
546 /* Attempt to open the "raw" file */
547 fd = fd_open(buf, O_RDONLY);
549 /* Process existing "raw" file */
550 if (fd < 0) quit(format(_("'%s_j.raw'ファイルをロードできません。", "Cannot load '%s.raw' file."), filename));
552 /* Attempt to parse the "raw" file */
553 err = init_info_raw(fd, head);
557 if (err) quit(format(_("'%s_j.raw'ファイルを解析できません。", "Cannot parse '%s.raw' file."), filename));
559 update_header(head, info, name, text, tag);
565 * @brief 地形情報読み込みのメインルーチン /
566 * Initialize the "f_info" array
569 static errr init_f_info(void)
571 /* Init the header */
572 init_header(&f_head, max_f_idx, sizeof(feature_type));
574 /* Save a pointer to the parsing function */
575 f_head.parse_info_txt = parse_f_info;
577 /* Save a pointer to the retouch fake tags */
578 f_head.retouch = retouch_f_info;
580 return init_info("f_info", &f_head,
581 (void*)&f_info, &f_name, NULL, &f_tag);
586 * @brief ベースアイテム情報読み込みのメインルーチン /
587 * Initialize the "k_info" array
590 static errr init_k_info(void)
592 /* Init the header */
593 init_header(&k_head, max_k_idx, sizeof(object_kind));
595 /* Save a pointer to the parsing function */
596 k_head.parse_info_txt = parse_k_info;
598 return init_info("k_info", &k_head,
599 (void*)&k_info, &k_name, &k_text, NULL);
604 * @brief 固定アーティファクト情報読み込みのメインルーチン /
605 * Initialize the "a_info" array
608 static errr init_a_info(void)
610 /* Init the header */
611 init_header(&a_head, max_a_idx, sizeof(artifact_type));
613 /* Save a pointer to the parsing function */
614 a_head.parse_info_txt = parse_a_info;
616 return init_info("a_info", &a_head,
617 (void*)&a_info, &a_name, &a_text, NULL);
622 * @brief 固定アーティファクト情報読み込みのメインルーチン /
623 * Initialize the "e_info" array
626 static errr init_e_info(void)
628 /* Init the header */
629 init_header(&e_head, max_e_idx, sizeof(ego_item_type));
631 /* Save a pointer to the parsing function */
632 e_head.parse_info_txt = parse_e_info;
634 return init_info("e_info", &e_head,
635 (void*)&e_info, &e_name, &e_text, NULL);
640 * @brief モンスター種族情報読み込みのメインルーチン /
641 * Initialize the "r_info" array
644 static errr init_r_info(void)
646 /* Init the header */
647 init_header(&r_head, max_r_idx, sizeof(monster_race));
649 /* Save a pointer to the parsing function */
650 r_head.parse_info_txt = parse_r_info;
652 return init_info("r_info", &r_head,
653 (void*)&r_info, &r_name, &r_text, NULL);
658 * @brief ダンジョン情報読み込みのメインルーチン /
659 * Initialize the "d_info" array
662 static errr init_d_info(void)
664 /* Init the header */
665 init_header(&d_head, current_world_ptr->max_d_idx, sizeof(dungeon_type));
667 /* Save a pointer to the parsing function */
668 d_head.parse_info_txt = parse_d_info;
670 return init_info("d_info", &d_head,
671 (void*)&d_info, &d_name, &d_text, NULL);
676 * @brief Vault情報読み込みのメインルーチン /
677 * Initialize the "v_info" array
680 * Note that we let each entry have a unique "name" and "text" string,
681 * even if the string happens to be empty (everyone has a unique '\0').
683 errr init_v_info(void)
685 /* Init the header */
686 init_header(&v_head, max_v_idx, sizeof(vault_type));
688 /* Save a pointer to the parsing function */
689 v_head.parse_info_txt = parse_v_info;
691 return init_info("v_info", &v_head,
692 (void*)&v_info, &v_name, &v_text, NULL);
697 * @brief 職業技能情報読み込みのメインルーチン /
698 * Initialize the "s_info" array
701 static errr init_s_info(void)
703 /* Init the header */
704 init_header(&s_head, MAX_CLASS, sizeof(skill_table));
706 /* Save a pointer to the parsing function */
707 s_head.parse_info_txt = parse_s_info;
709 return init_info("s_info", &s_head,
710 (void*)&s_info, NULL, NULL, NULL);
715 * @brief 職業魔法情報読み込みのメインルーチン /
716 * Initialize the "m_info" array
719 static errr init_m_info(void)
721 /* Init the header */
722 init_header(&m_head, MAX_CLASS, sizeof(player_magic));
724 /* Save a pointer to the parsing function */
725 m_head.parse_info_txt = parse_m_info;
727 return init_info("m_info", &m_head,
728 (void*)&m_info, NULL, NULL, NULL);
733 * @brief 基本情報読み込みのメインルーチン /
734 * Initialize misc. values
735 * @param player_ptr プレーヤーへの参照ポインタ
738 static errr init_misc(player_type *player_ptr)
740 return process_dungeon_file(player_ptr, "misc.txt", 0, 0, 0, 0);
745 * @brief 町情報読み込みのメインルーチン /
746 * Initialize town array
749 static errr init_towns(void)
751 /* Allocate the towns */
752 C_MAKE(town_info, max_towns, town_type);
754 for (int i = 1; i < max_towns; i++)
756 /*** Prepare the Stores ***/
758 /* Allocate the stores */
759 C_MAKE(town_info[i].store, MAX_STORES, store_type);
761 /* Fill in each store */
762 for (int j = 0; j < MAX_STORES; j++)
764 /* Access the store */
765 store_type *st_ptr = &town_info[i].store[j];
767 if ((i > 1) && (j == STORE_MUSEUM || j == STORE_HOME)) continue;
769 /* Assume full stock */
772 * 我が家が 20 ページまで使える隠し機能のための準備。
773 * オプションが有効でもそうでなくても一応スペースを作っておく。
777 st_ptr->stock_size = (STORE_INVEN_MAX * 10);
779 else if (j == STORE_MUSEUM)
781 st_ptr->stock_size = (STORE_INVEN_MAX * 50);
785 st_ptr->stock_size = STORE_INVEN_MAX;
788 /* Allocate the stock */
789 C_MAKE(st_ptr->stock, st_ptr->stock_size, object_type);
791 /* No table for the black market or home */
792 if ((j == STORE_BLACK) || (j == STORE_HOME) || (j == STORE_MUSEUM)) continue;
794 /* Assume full table */
795 st_ptr->table_size = STORE_CHOICES;
797 /* Allocate the stock */
798 C_MAKE(st_ptr->table, st_ptr->table_size, s16b);
800 /* Scan the choices */
801 for (int k = 0; k < STORE_CHOICES; k++)
803 KIND_OBJECT_IDX k_idx;
805 /* Extract the tval/sval codes */
806 int tv = store_table[j][k][0];
807 int sv = store_table[j][k][1];
810 for (k_idx = 1; k_idx < max_k_idx; k_idx++)
812 object_kind *k_ptr = &k_info[k_idx];
815 if ((k_ptr->tval == tv) && (k_ptr->sval == sv)) break;
819 if (k_idx == max_k_idx) continue;
821 /* Add that item index to the table */
822 st_ptr->table[st_ptr->table_num++] = k_idx;
831 * @brief 店情報初期化のメインルーチン /
832 * Initialize buildings
835 errr init_buildings(void)
837 for (int i = 0; i < MAX_BLDG; i++)
839 building[i].name[0] = '\0';
840 building[i].owner_name[0] = '\0';
841 building[i].owner_race[0] = '\0';
843 for (int j = 0; j < 8; j++)
845 building[i].act_names[j][0] = '\0';
846 building[i].member_costs[j] = 0;
847 building[i].other_costs[j] = 0;
848 building[i].letters[j] = 0;
849 building[i].actions[j] = 0;
850 building[i].action_restr[j] = 0;
853 for (int j = 0; j < MAX_CLASS; j++)
855 building[i].member_class[j] = 0;
858 for (int j = 0; j < MAX_RACES; j++)
860 building[i].member_race[j] = 0;
863 for (int j = 0; j < MAX_MAGIC + 1; j++)
865 building[i].member_realm[j] = 0;
874 * @brief クエスト情報初期化のメインルーチン /
875 * Initialize quest array
878 static errr init_quests(void)
880 /* Allocate the quests */
881 C_MAKE(quest, max_q_idx, quest_type);
883 /* Set all quest to "untaken" */
884 for (int i = 0; i < max_q_idx; i++)
886 quest[i].status = QUEST_STATUS_UNTAKEN;
892 /*! 地形タグ情報から地形IDを得られなかった場合にTRUEを返すグローバル変数 */
893 static bool feat_tag_is_not_found = FALSE;
896 * @brief 地形タグからIDを得る /
897 * Initialize quest array
900 s16b f_tag_to_index_in_init(concptr str)
902 FEAT_IDX feat = f_tag_to_index(str);
904 if (feat < 0) feat_tag_is_not_found = TRUE;
911 * @brief 地形の汎用定義をタグを通じて取得する /
912 * Initialize feature variables
915 static errr init_feat_variables(void)
917 feat_none = f_tag_to_index_in_init("NONE");
919 feat_floor = f_tag_to_index_in_init("FLOOR");
920 feat_glyph = f_tag_to_index_in_init("GLYPH");
921 feat_explosive_rune = f_tag_to_index_in_init("EXPLOSIVE_RUNE");
922 feat_mirror = f_tag_to_index_in_init("MIRROR");
924 feat_door[DOOR_DOOR].open = f_tag_to_index_in_init("OPEN_DOOR");
925 feat_door[DOOR_DOOR].broken = f_tag_to_index_in_init("BROKEN_DOOR");
926 feat_door[DOOR_DOOR].closed = f_tag_to_index_in_init("CLOSED_DOOR");
930 for (i = 1; i < MAX_LJ_DOORS; i++)
932 s16b door = f_tag_to_index(format("LOCKED_DOOR_%d", i));
934 feat_door[DOOR_DOOR].locked[i - 1] = door;
937 if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
938 feat_door[DOOR_DOOR].num_locked = i - 1;
941 for (i = 0; i < MAX_LJ_DOORS; i++)
943 s16b door = f_tag_to_index(format("JAMMED_DOOR_%d", i));
945 feat_door[DOOR_DOOR].jammed[i] = door;
948 if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
949 feat_door[DOOR_DOOR].num_jammed = i;
952 feat_door[DOOR_GLASS_DOOR].open = f_tag_to_index_in_init("OPEN_GLASS_DOOR");
953 feat_door[DOOR_GLASS_DOOR].broken = f_tag_to_index_in_init("BROKEN_GLASS_DOOR");
954 feat_door[DOOR_GLASS_DOOR].closed = f_tag_to_index_in_init("CLOSED_GLASS_DOOR");
956 /* Locked glass doors */
957 for (i = 1; i < MAX_LJ_DOORS; i++)
959 s16b door = f_tag_to_index(format("LOCKED_GLASS_DOOR_%d", i));
961 feat_door[DOOR_GLASS_DOOR].locked[i - 1] = door;
964 if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
965 feat_door[DOOR_GLASS_DOOR].num_locked = i - 1;
967 /* Jammed glass doors */
968 for (i = 0; i < MAX_LJ_DOORS; i++)
970 s16b door = f_tag_to_index(format("JAMMED_GLASS_DOOR_%d", i));
972 feat_door[DOOR_GLASS_DOOR].jammed[i] = door;
975 if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
976 feat_door[DOOR_GLASS_DOOR].num_jammed = i;
979 feat_door[DOOR_CURTAIN].open = f_tag_to_index_in_init("OPEN_CURTAIN");
980 feat_door[DOOR_CURTAIN].broken = feat_door[DOOR_CURTAIN].open;
981 feat_door[DOOR_CURTAIN].closed = f_tag_to_index_in_init("CLOSED_CURTAIN");
982 feat_door[DOOR_CURTAIN].locked[0] = feat_door[DOOR_CURTAIN].closed;
983 feat_door[DOOR_CURTAIN].num_locked = 1;
984 feat_door[DOOR_CURTAIN].jammed[0] = feat_door[DOOR_CURTAIN].closed;
985 feat_door[DOOR_CURTAIN].num_jammed = 1;
988 feat_up_stair = f_tag_to_index_in_init("UP_STAIR");
989 feat_down_stair = f_tag_to_index_in_init("DOWN_STAIR");
990 feat_entrance = f_tag_to_index_in_init("ENTRANCE");
996 feat_trap_open = f_tag_to_index_in_init("TRAP_OPEN");
997 feat_trap_armageddon = f_tag_to_index_in_init("TRAP_ARMAGEDDON");
998 feat_trap_piranha = f_tag_to_index_in_init("TRAP_PIRANHA");
1001 feat_rubble = f_tag_to_index_in_init("RUBBLE");
1004 feat_magma_vein = f_tag_to_index_in_init("MAGMA_VEIN");
1005 feat_quartz_vein = f_tag_to_index_in_init("QUARTZ_VEIN");
1008 feat_granite = f_tag_to_index_in_init("GRANITE");
1009 feat_permanent = f_tag_to_index_in_init("PERMANENT");
1012 feat_glass_floor = f_tag_to_index_in_init("GLASS_FLOOR");
1015 feat_glass_wall = f_tag_to_index_in_init("GLASS_WALL");
1016 feat_permanent_glass_wall = f_tag_to_index_in_init("PERMANENT_GLASS_WALL");
1019 feat_pattern_start = f_tag_to_index_in_init("PATTERN_START");
1020 feat_pattern_1 = f_tag_to_index_in_init("PATTERN_1");
1021 feat_pattern_2 = f_tag_to_index_in_init("PATTERN_2");
1022 feat_pattern_3 = f_tag_to_index_in_init("PATTERN_3");
1023 feat_pattern_4 = f_tag_to_index_in_init("PATTERN_4");
1024 feat_pattern_end = f_tag_to_index_in_init("PATTERN_END");
1025 feat_pattern_old = f_tag_to_index_in_init("PATTERN_OLD");
1026 feat_pattern_exit = f_tag_to_index_in_init("PATTERN_EXIT");
1027 feat_pattern_corrupted = f_tag_to_index_in_init("PATTERN_CORRUPTED");
1030 feat_black_market = f_tag_to_index_in_init("BLACK_MARKET");
1031 feat_town = f_tag_to_index_in_init("TOWN");
1034 feat_deep_water = f_tag_to_index_in_init("DEEP_WATER");
1035 feat_shallow_water = f_tag_to_index_in_init("SHALLOW_WATER");
1036 feat_deep_lava = f_tag_to_index_in_init("DEEP_LAVA");
1037 feat_shallow_lava = f_tag_to_index_in_init("SHALLOW_LAVA");
1038 feat_heavy_cold_zone = f_tag_to_index_in_init("HEAVY_COLD_ZONE");
1039 feat_cold_zone = f_tag_to_index_in_init("COLD_ZONE");
1040 feat_heavy_electrical_zone = f_tag_to_index_in_init("HEAVY_ELECTRICAL_ZONE");
1041 feat_electrical_zone = f_tag_to_index_in_init("ELECTRICAL_ZONE");
1042 feat_deep_acid_puddle = f_tag_to_index_in_init("DEEP_ACID_PUDDLE");
1043 feat_shallow_acid_puddle = f_tag_to_index_in_init("SHALLOW_ACID_PUDDLE");
1044 feat_deep_poisonous_puddle = f_tag_to_index_in_init("DEEP_POISONOUS_PUDDLE");
1045 feat_shallow_poisonous_puddle = f_tag_to_index_in_init("SHALLOW_POISONOUS_PUDDLE");
1046 feat_dirt = f_tag_to_index_in_init("DIRT");
1047 feat_grass = f_tag_to_index_in_init("GRASS");
1048 feat_flower = f_tag_to_index_in_init("FLOWER");
1049 feat_brake = f_tag_to_index_in_init("BRAKE");
1050 feat_tree = f_tag_to_index_in_init("TREE");
1051 feat_mountain = f_tag_to_index_in_init("MOUNTAIN");
1052 feat_swamp = f_tag_to_index_in_init("SWAMP");
1054 feat_undetected = f_tag_to_index_in_init("UNDETECTED");
1056 init_wilderness_terrains();
1057 return feat_tag_is_not_found ? PARSE_ERROR_UNDEFINED_TERRAIN_TAG : 0;
1062 * @brief その他の初期情報更新 /
1063 * Initialize some other arrays
1066 static errr init_other(player_type *player_ptr)
1068 player_ptr->current_floor_ptr = &floor_info; // TODO:本当はこんなところで初期化したくない
1069 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1071 /*** Prepare the "dungeon" information ***/
1073 /* Allocate and Wipe the object list */
1074 C_MAKE(floor_ptr->o_list, current_world_ptr->max_o_idx, object_type);
1076 /* Allocate and Wipe the monster list */
1077 C_MAKE(floor_ptr->m_list, current_world_ptr->max_m_idx, monster_type);
1079 /* Allocate and Wipe the monster process list */
1080 for (int i = 0; i < MAX_MTIMED; i++)
1082 C_MAKE(floor_ptr->mproc_list[i], current_world_ptr->max_m_idx, s16b);
1085 /* Allocate and Wipe the max dungeon level */
1086 C_MAKE(max_dlv, current_world_ptr->max_d_idx, DEPTH);
1088 for (int i = 0; i < MAX_HGT; i++)
1090 C_MAKE(floor_ptr->grid_array[i], MAX_WID, grid_type);
1093 /*** Prepare the various "bizarre" arrays ***/
1095 /* Macro variables */
1096 C_MAKE(macro__pat, MACRO_MAX, concptr);
1097 C_MAKE(macro__act, MACRO_MAX, concptr);
1098 C_MAKE(macro__cmd, MACRO_MAX, bool);
1100 /* Macro action buffer */
1101 C_MAKE(macro__buf, 1024, char);
1103 /* Quark variables */
1106 /* Message variables */
1107 C_MAKE(message__ptr, MESSAGE_MAX, u32b);
1108 C_MAKE(message__buf, MESSAGE_BUF, char);
1110 /* Hack -- No messages yet */
1111 message__tail = MESSAGE_BUF;
1113 /*** Prepare the options ***/
1115 /* Scan the options */
1116 for (int i = 0; option_info[i].o_desc; i++)
1118 int os = option_info[i].o_set;
1119 int ob = option_info[i].o_bit;
1121 /* Set the "default" options */
1122 if (!option_info[i].o_var) continue;
1125 option_mask[os] |= (1L << ob);
1128 if (option_info[i].o_norm)
1131 option_flag[os] |= (1L << ob);
1135 option_flag[os] &= ~(1L << ob);
1139 /* Analyze the windows */
1140 for (int n = 0; n < 8; n++)
1142 /* Analyze the options */
1143 for (int i = 0; i < 32; i++)
1146 if (window_flag_desc[i])
1149 window_mask[n] |= (1L << i);
1155 * Set the "default" window flags
1156 * Window 1 : Display messages
1157 * Window 2 : Display inven/equip
1159 window_flag[1] = 1L << A_MAX;
1160 window_flag[2] = 1L << 0;
1162 /*** Pre-allocate space for the "format()" buffer ***/
1164 /* Hack -- Just call the "format()" function */
1165 (void)format("%s (%s).", "Mr.Hoge", MAINTAINER);
1171 * @brief オブジェクト配列を初期化する /
1172 * Initialize some other arrays
1175 static errr init_object_alloc(void)
1177 s16b aux[MAX_DEPTH];
1178 (void)C_WIPE(&aux, MAX_DEPTH, s16b);
1180 s16b num[MAX_DEPTH];
1181 (void)C_WIPE(&num, MAX_DEPTH, s16b);
1183 /* Free the old "alloc_kind_table" (if it exists) */
1184 if (alloc_kind_table)
1186 C_KILL(alloc_kind_table, alloc_kind_size, alloc_entry);
1189 /* Size of "alloc_kind_table" */
1190 alloc_kind_size = 0;
1192 /* Scan the objects */
1193 for (int i = 1; i < max_k_idx; i++)
1198 /* Scan allocation pairs */
1199 for (int j = 0; j < 4; j++)
1201 /* Count the "legal" entries */
1202 if (k_ptr->chance[j])
1204 /* Count the entries */
1207 /* Group by level */
1208 num[k_ptr->locale[j]]++;
1213 /* Collect the level indexes */
1214 for (int i = 1; i < MAX_DEPTH; i++)
1216 /* Group by level */
1217 num[i] += num[i - 1];
1220 if (!num[0]) quit(_("町のアイテムがない!", "No town objects!"));
1222 /*** Initialize object allocation info ***/
1224 /* Allocate the alloc_kind_table */
1225 C_MAKE(alloc_kind_table, alloc_kind_size, alloc_entry);
1227 /* Access the table entry */
1229 table = alloc_kind_table;
1231 /* Scan the objects */
1232 for (int i = 1; i < max_k_idx; i++)
1237 /* Scan allocation pairs */
1238 for (int j = 0; j < 4; j++)
1240 /* Count the "legal" entries */
1241 if (k_ptr->chance[j] == 0) continue;
1243 /* Extract the base level */
1244 int x = k_ptr->locale[j];
1246 /* Extract the base probability */
1247 int p = (100 / k_ptr->chance[j]);
1249 /* Skip entries preceding our locale */
1250 int y = (x > 0) ? num[x - 1] : 0;
1252 /* Skip previous entries at this locale */
1255 /* Load the entry */
1256 table[z].index = (KIND_OBJECT_IDX)i;
1257 table[z].level = (DEPTH)x;
1258 table[z].prob1 = (PROB)p;
1259 table[z].prob2 = (PROB)p;
1260 table[z].prob3 = (PROB)p;
1262 /* Another entry complete for this locale */
1272 * @brief モンスター配列と生成テーブルを初期化する /
1273 * Initialize some other arrays
1276 static errr init_alloc(void)
1278 monster_race *r_ptr;
1281 /* Allocate the "r_info" array */
1282 C_MAKE(elements, max_r_idx, tag_type);
1284 /* Scan the monsters */
1285 for (int i = 1; i < max_r_idx; i++)
1287 elements[i].tag = r_info[i].level;
1288 elements[i].index = i;
1291 tag_sort(elements, max_r_idx);
1293 /*** Initialize monster allocation info ***/
1295 /* Size of "alloc_race_table" */
1296 alloc_race_size = max_r_idx;
1298 /* Allocate the alloc_race_table */
1299 C_MAKE(alloc_race_table, alloc_race_size, alloc_entry);
1301 /* Scan the monsters */
1302 for (int i = 1; i < max_r_idx; i++)
1304 /* Get the i'th race */
1305 r_ptr = &r_info[elements[i].index];
1307 /* Count valid pairs */
1308 if (r_ptr->rarity == 0) continue;
1310 /* Extract the base level */
1311 int x = r_ptr->level;
1313 /* Extract the base probability */
1314 int p = (100 / r_ptr->rarity);
1316 /* Load the entry */
1317 alloc_race_table[i].index = (KIND_OBJECT_IDX)elements[i].index;
1318 alloc_race_table[i].level = (DEPTH)x;
1319 alloc_race_table[i].prob1 = (PROB)p;
1320 alloc_race_table[i].prob2 = (PROB)p;
1321 alloc_race_table[i].prob3 = (PROB)p;
1324 /* Free the "r_info" array */
1325 C_KILL(elements, max_r_idx, tag_type);
1326 (void)init_object_alloc();
1332 * @brief 画面左下にシステムメッセージを表示する /
1333 * Hack -- take notes on line 23
1336 static void note(concptr str)
1338 Term_erase(0, 23, 255);
1339 Term_putstr(20, 23, -1, TERM_WHITE, str);
1345 * @brief 全ゲームデータ読み込みのサブルーチン /
1346 * Hack -- Explain a broken "lib" folder and quit (see below).
1350 * This function is "messy" because various things
1351 * may or may not be initialized, but the "plog()" and "quit()"
1352 * functions are "supposed" to work under any conditions.
1355 static void init_angband_aux(concptr why)
1361 plog("'lib'ディレクトリが存在しないか壊れているようです。");
1364 plog("ひょっとするとアーカイブが正しく解凍されていないのかもしれません。");
1367 plog("該当する'README'ファイルを読んで確認してみて下さい。");
1369 /* Quit with error */
1373 plog("The 'lib' directory is probably missing or broken.");
1376 plog("Perhaps the archive was not extracted correctly.");
1379 plog("See the 'README' file for more information.");
1381 /* Quit with error */
1382 quit("Fatal Error.");
1389 * @brief 全ゲームデータ読み込みのメインルーチン /
1390 * Hack -- main Angband initialization entry point
1394 * This function is "messy" because various things
1395 * may or may not be initialized, but the "plog()" and "quit()"
1396 * functions are "supposed" to work under any conditions.
1397 * Verify some files, display the "news.txt" file, create
1398 * the high score file, initialize all internal arrays, and
1399 * load the basic "user pref files".
1400 * Be very careful to keep track of the order in which things
1401 * are initialized, in particular, the only thing *known* to
1402 * be available when this function is called is the "z-term.c"
1403 * package, and that may not be fully initialized until the
1404 * end of this function, when the default "user pref files"
1405 * are loaded and "Term_xtra(TERM_XTRA_REACT,0)" is called.
1406 * Note that this function attempts to verify the "news" file,
1407 * and the game aborts (cleanly) on failure, since without the
1408 * "news" file, it is likely that the "lib" folder has not been
1409 * correctly located. Otherwise, the news file is displayed for
1411 * Note that this function attempts to verify (or create) the
1412 * "high score" file, and the game aborts (cleanly) on failure,
1413 * since one of the most common "extraction" failures involves
1414 * failing to extract all sub-directories (even empty ones), such
1415 * as by failing to use the "-d" option of "pkunzip", or failing
1416 * to use the "save empty directories" option with "Compact Pro".
1417 * This error will often be caught by the "high score" creation
1418 * code below, since the "lib/apex" directory, being empty in the
1419 * standard distributions, is most likely to be "lost", making it
1420 * impossible to create the high score file.
1421 * Note that various things are initialized by this function,
1422 * including everything that was once done by "init_some_arrays".
1423 * This initialization involves the parsing of special files
1424 * in the "lib/data" and sometimes the "lib/edit" directories.
1425 * Note that the "template" files are initialized first, since they
1426 * often contain errors. This means that macros and message recall
1427 * and things like that are not available until after they are done.
1428 * We load the default "user pref files" here in case any "color"
1429 * changes are needed before character creation.
1430 * Note that the "graf-xxx.prf" file must be loaded separately,
1431 * if needed, in the first (?) pass through "TERM_XTRA_REACT".
1434 void init_angband(player_type *player_ptr)
1436 /*** Verify the "news" file ***/
1438 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
1440 /* Attempt to open the file */
1441 int fd = fd_open(buf, O_RDONLY);
1448 sprintf(why, _("'%s'ファイルにアクセスできません!", "Cannot access the '%s' file!"), buf);
1450 /* Crash and burn */
1451 init_angband_aux(why);
1456 /*** Display the "news" file ***/
1458 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
1460 /* Open the News file */
1462 fp = my_fopen(buf, "r");
1467 /* Dump the file to the screen */
1469 while (0 == my_fgets(fp, buf, sizeof(buf)))
1471 /* Display and advance */
1472 Term_putstr(0, i++, -1, TERM_WHITE, buf);
1480 /*** Verify (or create) the "high score" file ***/
1481 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
1483 /* Attempt to open the high score file */
1484 fd = fd_open(buf, O_RDONLY);
1486 BIT_FLAGS file_permission = 0664;
1489 /* File type is "DATA" */
1490 FILE_TYPE(FILE_TYPE_DATA);
1492 /* Grab permissions */
1495 /* Create a new high score file */
1496 fd = fd_make(buf, file_permission);
1498 /* Drop permissions */
1506 sprintf(why, _("'%s'ファイルを作成できません!", "Cannot create the '%s' file!"), buf);
1508 /* Crash and burn */
1509 init_angband_aux(why);
1517 /*** Initialize some arrays ***/
1519 /* Initialize misc. values */
1520 note(_("[変数を初期化しています...(その他)", "[Initializing values... (misc)]"));
1521 if (init_misc(player_ptr)) quit(_("その他の変数を初期化できません", "Cannot initialize misc. values"));
1523 /* Initialize feature info */
1525 note("[データの初期化中... (地形)]");
1526 if (init_f_info()) quit("地形初期化不能");
1527 if (init_feat_variables()) quit("地形初期化不能");
1529 note("[Initializing arrays... (features)]");
1530 if (init_f_info()) quit("Cannot initialize features");
1531 if (init_feat_variables()) quit("Cannot initialize features");
1534 /* Initialize object info */
1535 note(_("[データの初期化中... (アイテム)]", "[Initializing arrays... (objects)]"));
1536 if (init_k_info()) quit(_("アイテム初期化不能", "Cannot initialize objects"));
1538 /* Initialize artifact info */
1539 note(_("[データの初期化中... (伝説のアイテム)]", "[Initializing arrays... (artifacts)]"));
1540 if (init_a_info()) quit(_("伝説のアイテム初期化不能", "Cannot initialize artifacts"));
1543 /* Initialize ego-item info */
1544 note(_("[データの初期化中... (名のあるアイテム)]", "[Initializing arrays... (ego-items)]"));
1545 if (init_e_info()) quit(_("名のあるアイテム初期化不能", "Cannot initialize ego-items"));
1548 /* Initialize monster info */
1549 note(_("[データの初期化中... (モンスター)]", "[Initializing arrays... (monsters)]"));
1550 if (init_r_info()) quit(_("モンスター初期化不能", "Cannot initialize monsters"));
1553 /* Initialize dungeon info */
1554 note(_("[データの初期化中... (ダンジョン)]", "[Initializing arrays... (dungeon)]"));
1555 if (init_d_info()) quit(_("ダンジョン初期化不能", "Cannot initialize dungeon"));
1557 for (int i = 1; i < current_world_ptr->max_d_idx; i++)
1558 if (d_info[i].final_guardian)
1559 r_info[d_info[i].final_guardian].flags7 |= RF7_GUARDIAN;
1562 /* Initialize magic info */
1563 note(_("[データの初期化中... (魔法)]", "[Initializing arrays... (magic)]"));
1564 if (init_m_info()) quit(_("魔法初期化不能", "Cannot initialize magic"));
1566 /* Initialize weapon_exp info */
1567 note(_("[データの初期化中... (熟練度)]", "[Initializing arrays... (skill)]"));
1568 if (init_s_info()) quit(_("熟練度初期化不能", "Cannot initialize skill"));
1570 /* Initialize wilderness array */
1571 note(_("[配列を初期化しています... (荒野)]", "[Initializing arrays... (wilderness)]"));
1573 if (init_wilderness()) quit(_("荒野を初期化できません", "Cannot initialize wilderness"));
1575 /* Initialize town array */
1576 note(_("[配列を初期化しています... (街)]", "[Initializing arrays... (towns)]"));
1577 if (init_towns()) quit(_("街を初期化できません", "Cannot initialize towns"));
1579 /* Initialize building array */
1580 note(_("[配列を初期化しています... (建物)]", "[Initializing arrays... (buildings)]"));
1581 if (init_buildings()) quit(_("建物を初期化できません", "Cannot initialize buildings"));
1583 /* Initialize quest array */
1584 note(_("[配列を初期化しています... (クエスト)]", "[Initializing arrays... (quests)]"));
1585 if (init_quests()) quit(_("クエストを初期化できません", "Cannot initialize quests"));
1587 /* Initialize vault info */
1588 if (init_v_info()) quit(_("vault 初期化不能", "Cannot initialize vaults"));
1590 /* Initialize some other arrays */
1591 note(_("[データの初期化中... (その他)]", "[Initializing arrays... (other)]"));
1592 if (init_other(player_ptr)) quit(_("その他のデータ初期化不能", "Cannot initialize other stuff"));
1594 /* Initialize some other arrays */
1595 note(_("[データの初期化中... (アロケーション)]", "[Initializing arrays... (alloc)]"));
1596 if (init_alloc()) quit(_("アロケーション・スタッフ初期化不能", "Cannot initialize alloc stuff"));
1598 /*** Load default user pref files ***/
1600 /* Initialize feature info */
1601 note(_("[ユーザー設定ファイルを初期化しています...]", "[Initializing user pref files...]"));
1603 /* Access the "basic" pref file */
1604 strcpy(buf, "pref.prf");
1606 /* Process that file */
1607 process_pref_file(player_ptr, buf);
1609 /* Access the "basic" system pref file */
1610 sprintf(buf, "pref-%s.prf", ANGBAND_SYS);
1612 /* Process that file */
1613 process_pref_file(player_ptr, buf);
1615 note(_("[初期化終了]", "[Initialization complete]"));
1623 static void put_title(void)
1627 sprintf(title, _("変愚蛮怒 %d.%d.%d.%d(%s)", "Hengband %d.%d.%d.%d(%s)"), H_VER_MAJOR, H_VER_MINOR, H_VER_PATCH, H_VER_EXTRA,
1629 sprintf(title, _("変愚蛮怒 %d.%d.%d(%s)", "Hengband %d.%d.%d(%s)"), H_VER_MAJOR, H_VER_MINOR, H_VER_PATCH,
1631 IS_STABLE_VERSION ? _("安定版", "Stable") : _("開発版", "Developing"));
1632 int col = (80 - strlen(title)) / 2;
1633 col = col < 0 ? 0 : col;
1634 prt(title, VER_INFO_ROW, col);
1639 * @brief サムチェック情報を出力 / Get check sum in string form
1640 * @return サムチェック情報の文字列
1642 concptr get_check_sum(void)
1644 return format("%02x%02x%02x%02x%02x%02x%02x%02x%02x",