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. If you include the binary image
29 * files instead of the ascii template files, then you can undefine
30 * "ALLOW_TEMPLATES", saving about 20K by removing "init1.c". Note
31 * that the binary image files are extremely system dependant.
40 #ifdef CHECK_MODIFICATION_TIME
41 #include <sys/types.h>
43 #endif /* CHECK_MODIFICATION_TIME */
50 * @brief 各データファイルを読み取るためのパスを取得する
51 * Find the default paths to all of our important sub-directories.
52 * @param path パス保管先の文字列
56 * The purpose of each sub-directory is described in "variable.c".
57 * All of the sub-directories should, by default, be located inside
58 * the main "lib" directory, whose location is very system dependant.
59 * This function takes a writable buffer, initially containing the
60 * "path" to the "lib" directory, for example, "/pkg/lib/angband/",
61 * or a system dependant string, for example, ":lib:". The buffer
62 * must be large enough to contain at least 32 more characters.
63 * Various command line options may allow some of the important
64 * directories to be changed to user-specified directories, most
65 * importantly, the "info" and "user" and "save" directories,
66 * but this is done after this function, see "main.c".
67 * In general, the initial path should end in the appropriate "PATH_SEP"
68 * string. All of the "sub-directory" paths (created below or supplied
69 * by the user) will NOT end in the "PATH_SEP" string, see the special
70 * "path_build()" function in "util.c" for more information.
71 * Mega-Hack -- support fat raw files under NEXTSTEP, using special
72 * "suffixed" directories for the "ANGBAND_DIR_DATA" directory, but
73 * requiring the directories to be created by hand by the user.
74 * Hack -- first we free all the strings, since this is known
75 * to succeed even if the strings have not been allocated yet,
76 * as long as the variables start out as "NULL". This allows
77 * this function to be called multiple times, for example, to
78 * try several base "path" values until a good one is found.
81 void init_file_paths(char *path)
85 #ifdef PRIVATE_USER_PATH
87 #endif /* PRIVATE_USER_PATH */
89 /*** Free everything ***/
91 /* Free the main path */
92 string_free(ANGBAND_DIR);
94 /* Free the sub-paths */
95 string_free(ANGBAND_DIR_APEX);
96 string_free(ANGBAND_DIR_BONE);
97 string_free(ANGBAND_DIR_DATA);
98 string_free(ANGBAND_DIR_EDIT);
99 string_free(ANGBAND_DIR_SCRIPT);
100 string_free(ANGBAND_DIR_FILE);
101 string_free(ANGBAND_DIR_HELP);
102 string_free(ANGBAND_DIR_INFO);
103 string_free(ANGBAND_DIR_SAVE);
104 string_free(ANGBAND_DIR_USER);
105 string_free(ANGBAND_DIR_XTRA);
108 /*** Prepare the "path" ***/
110 /* Hack -- save the main directory */
111 ANGBAND_DIR = string_make(path);
113 /* Prepare to append to the Base Path */
114 tail = path + strlen(path);
116 /*** Build the sub-directory names ***/
118 /* Build a path name */
119 strcpy(tail, "apex");
120 ANGBAND_DIR_APEX = string_make(path);
122 /* Build a path name */
123 strcpy(tail, "bone");
124 ANGBAND_DIR_BONE = string_make(path);
126 /* Build a path name */
127 strcpy(tail, "data");
128 ANGBAND_DIR_DATA = string_make(path);
130 /* Build a path name */
131 strcpy(tail, "edit");
132 ANGBAND_DIR_EDIT = string_make(path);
134 /* Build a path name */
135 strcpy(tail, "script");
136 ANGBAND_DIR_SCRIPT = string_make(path);
138 /* Build a path name */
139 strcpy(tail, "file");
140 ANGBAND_DIR_FILE = string_make(path);
142 /* Build a path name */
143 strcpy(tail, "help");
144 ANGBAND_DIR_HELP = string_make(path);
146 /* Build a path name */
147 strcpy(tail, "info");
148 ANGBAND_DIR_INFO = string_make(path);
150 /* Build a path name */
151 strcpy(tail, "pref");
152 ANGBAND_DIR_PREF = string_make(path);
154 /* Build a path name */
155 strcpy(tail, "save");
156 ANGBAND_DIR_SAVE = string_make(path);
158 #ifdef PRIVATE_USER_PATH
160 /* Build the path to the user specific directory */
161 path_build(buf, sizeof(buf), PRIVATE_USER_PATH, VERSION_NAME);
163 /* Build a relative path name */
164 ANGBAND_DIR_USER = string_make(buf);
166 #else /* PRIVATE_USER_PATH */
168 /* Build a path name */
169 strcpy(tail, "user");
170 ANGBAND_DIR_USER = string_make(path);
172 #endif /* PRIVATE_USER_PATH */
174 /* Build a path name */
175 strcpy(tail, "xtra");
176 ANGBAND_DIR_XTRA = string_make(path);
181 /* Allow "fat binary" usage with NeXT */
202 /* Use special directory */
205 /* Forget the old path name */
206 string_free(ANGBAND_DIR_DATA);
208 /* Build a new path name */
209 sprintf(tail, "data-%s", next);
210 ANGBAND_DIR_DATA = string_make(path);
220 #ifdef ALLOW_TEMPLATES
224 * Hack -- help give useful error messages
226 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 */
227 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 */
231 * エラーメッセージの名称定義 / Standard error message text
233 cptr err_str[PARSE_ERROR_MAX] =
250 "missing record header",
251 "non-sequential records",
252 "invalid flag specification",
253 "undefined directive",
255 "coordinates out of bounds",
257 "undefined terrain tag",
263 #endif /* ALLOW_TEMPLATES */
269 header v_head; /*!< Vault情報のヘッダ構造体 */
270 header f_head; /*!< 地形情報のヘッダ構造体 */
271 header k_head; /*!< ペースアイテム情報のヘッダ構造体 */
272 header a_head; /*!< 固定アーティファクト情報のヘッダ構造体 */
273 header e_head; /*!< アイテムエゴ情報のヘッダ構造体 */
274 header r_head; /*!< モンスター種族情報のヘッダ構造体 */
275 header d_head; /*!< ダンジョン情報のヘッダ構造体 */
276 header s_head; /*!< プレイヤー職業技能情報のヘッダ構造体 */
277 header m_head; /*!< プレイヤー職業魔法情報のヘッダ構造体 */
279 #ifdef CHECK_MODIFICATION_TIME
282 * @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
283 * Find the default paths to all of our important sub-directories.
284 * @param fd ファイルディスクリプタ
285 * @param template_file ファイル名
286 * @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。
288 static errr check_modification_date(int fd, cptr template_file)
292 struct stat txt_stat, raw_stat;
294 /* Build the filename */
295 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, template_file);
297 /* Access stats on text file */
298 if (stat(buf, &txt_stat))
300 /* No text file - continue */
303 /* Access stats on raw file */
304 else if (fstat(fd, &raw_stat))
310 /* Ensure text file is not newer than raw file */
311 else if (txt_stat.st_mtime > raw_stat.st_mtime)
313 /* Reprocess text file */
320 #endif /* CHECK_MODIFICATION_TIME */
324 /*** Initialize from binary image files ***/
328 * @brief rawファイルからのデータの読み取り処理
329 * Initialize the "*_info" array, by parsing a binary "image" file
330 * @param fd ファイルディスクリプタ
331 * @param head rawファイルのヘッダ
334 static errr init_info_raw(int fd, header *head)
338 /* Read and Verify the header */
339 if (fd_read(fd, (char*)(&test), sizeof(header)) ||
340 (test.v_major != head->v_major) ||
341 (test.v_minor != head->v_minor) ||
342 (test.v_patch != head->v_patch) ||
343 (test.info_num != head->info_num) ||
344 (test.info_len != head->info_len) ||
345 (test.head_size != head->head_size) ||
346 (test.info_size != head->info_size))
353 /* Accept the header */
357 /* Allocate the "*_info" array */
358 C_MAKE(head->info_ptr, head->info_size, char);
360 /* Read the "*_info" array */
361 fd_read(fd, head->info_ptr, head->info_size);
366 /* Allocate the "*_name" array */
367 C_MAKE(head->name_ptr, head->name_size, char);
369 /* Read the "*_name" array */
370 fd_read(fd, head->name_ptr, head->name_size);
376 /* Allocate the "*_text" array */
377 C_MAKE(head->text_ptr, head->text_size, char);
379 /* Read the "*_text" array */
380 fd_read(fd, head->text_ptr, head->text_size);
386 /* Allocate the "*_tag" array */
387 C_MAKE(head->tag_ptr, head->tag_size, char);
389 /* Read the "*_tag" array */
390 fd_read(fd, head->tag_ptr, head->tag_size);
402 * Initialize the header of an *_info.raw file.
403 * @param head rawファイルのヘッダ
408 static void init_header(header *head, int num, int len)
410 /* Save the "version" */
411 head->v_major = FAKE_VER_MAJOR;
412 head->v_minor = FAKE_VER_MINOR;
413 head->v_patch = FAKE_VER_PATCH;
416 /* Save the "record" information */
417 head->info_num = num;
418 head->info_len = len;
420 /* Save the size of "*_head" and "*_info" */
421 head->head_size = sizeof(header);
422 head->info_size = head->info_num * head->info_len;
428 * Initialize the "*_info" array
429 * @param filename ファイル名(拡張子txt/raw)
430 * @param head 処理に用いるヘッダ構造体
431 * @param info データ保管先の構造体ポインタ
432 * @param name 名称用可変文字列の保管先
433 * @param text テキスト用可変文字列の保管先
434 * @param tag タグ用可変文字列の保管先
437 * Note that we let each entry have a unique "name" and "text" string,
438 * even if the string happens to be empty (everyone has a unique '\0').
440 static errr init_info(cptr filename, header *head,
441 void **info, char **name, char **text, char **tag)
455 #ifdef ALLOW_TEMPLATES
457 /*** Load the binary image file ***/
459 /* Build the filename */
460 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
463 /* Attempt to open the "raw" file */
464 fd = fd_open(buf, O_RDONLY);
466 /* Process existing "raw" file */
469 #ifdef CHECK_MODIFICATION_TIME
471 err = check_modification_date(fd, format("%s.txt", filename));
473 #endif /* CHECK_MODIFICATION_TIME */
475 /* Attempt to parse the "raw" file */
477 err = init_info_raw(fd, head);
484 /* Do we have to parse the *.txt file? */
487 /*** Make the fake arrays ***/
489 /* Allocate the "*_info" array */
490 C_MAKE(head->info_ptr, head->info_size, char);
492 /* Hack -- make "fake" arrays */
493 if (name) C_MAKE(head->name_ptr, FAKE_NAME_SIZE, char);
494 if (text) C_MAKE(head->text_ptr, FAKE_TEXT_SIZE, char);
495 if (tag) C_MAKE(head->tag_ptr, FAKE_TAG_SIZE, char);
497 if (info) (*info) = head->info_ptr;
498 if (name) (*name) = head->name_ptr;
499 if (text) (*text) = head->text_ptr;
500 if (tag) (*tag) = head->tag_ptr;
502 /*** Load the ascii template file ***/
504 /* Build the filename */
506 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, format("%s.txt", filename));
509 fp = my_fopen(buf, "r");
512 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));
515 err = init_info_txt(fp, buf, head, head->parse_info_txt);
527 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "未知の");
530 msg_format("'%s.txt'ファイルの %d 行目にエラー。", filename, error_line);
531 msg_format("レコード %d は '%s' エラーがあります。", error_idx, oops);
532 msg_format("構文 '%s'。", buf);
536 quit(format("'%s.txt'ファイルにエラー", filename));
539 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "unknown");
542 msg_format("Error %d at line %d of '%s.txt'.", err, error_line, filename);
543 msg_format("Record %d contains a '%s' error.", error_idx, oops);
544 msg_format("Parsing '%s'.", buf);
548 quit(format("Error in '%s.txt' file.", filename));
554 /*** Make final retouch on fake tags ***/
558 (*head->retouch)(head);
562 /*** Dump the binary image file ***/
564 /* File type is "DATA" */
565 FILE_TYPE(FILE_TYPE_DATA);
567 /* Build the filename */
568 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
571 /* Grab permissions */
574 /* Kill the old file */
577 /* Attempt to create the raw file */
578 fd = fd_make(buf, mode);
580 /* Drop permissions */
583 /* Dump to the file */
587 fd_write(fd, (cptr)(head), head->head_size);
589 /* Dump the "*_info" array */
590 fd_write(fd, head->info_ptr, head->info_size);
592 /* Dump the "*_name" array */
593 fd_write(fd, head->name_ptr, head->name_size);
595 /* Dump the "*_text" array */
596 fd_write(fd, head->text_ptr, head->text_size);
598 /* Dump the "*_tag" array */
599 fd_write(fd, head->tag_ptr, head->tag_size);
606 /*** Kill the fake arrays ***/
608 /* Free the "*_info" array */
609 C_KILL(head->info_ptr, head->info_size, char);
611 /* Hack -- Free the "fake" arrays */
612 if (name) C_KILL(head->name_ptr, FAKE_NAME_SIZE, char);
613 if (text) C_KILL(head->text_ptr, FAKE_TEXT_SIZE, char);
614 if (tag) C_KILL(head->tag_ptr, FAKE_TAG_SIZE, char);
616 #endif /* ALLOW_TEMPLATES */
619 /*** Load the binary image file ***/
621 /* Build the filename */
622 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
624 /* Attempt to open the "raw" file */
625 fd = fd_open(buf, O_RDONLY);
627 /* Process existing "raw" file */
628 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));
630 /* Attempt to parse the "raw" file */
631 err = init_info_raw(fd, head);
637 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));
639 #ifdef ALLOW_TEMPLATES
643 if (info) (*info) = head->info_ptr;
644 if (name) (*name) = head->name_ptr;
645 if (text) (*text) = head->text_ptr;
646 if (tag) (*tag) = head->tag_ptr;
654 * @brief 地形情報読み込みのメインルーチン /
655 * Initialize the "f_info" array
658 static errr init_f_info(void)
660 /* Init the header */
661 init_header(&f_head, max_f_idx, sizeof(feature_type));
663 #ifdef ALLOW_TEMPLATES
665 /* Save a pointer to the parsing function */
666 f_head.parse_info_txt = parse_f_info;
668 /* Save a pointer to the retouch fake tags */
669 f_head.retouch = retouch_f_info;
671 #endif /* ALLOW_TEMPLATES */
673 return init_info("f_info", &f_head,
674 (void*)&f_info, &f_name, NULL, &f_tag);
679 * @brief ベースアイテム情報読み込みのメインルーチン /
680 * Initialize the "k_info" array
683 static errr init_k_info(void)
685 /* Init the header */
686 init_header(&k_head, max_k_idx, sizeof(object_kind));
688 #ifdef ALLOW_TEMPLATES
690 /* Save a pointer to the parsing function */
691 k_head.parse_info_txt = parse_k_info;
693 #endif /* ALLOW_TEMPLATES */
695 return init_info("k_info", &k_head,
696 (void*)&k_info, &k_name, &k_text, NULL);
702 * @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 /
703 * Initialize the "a_info" array
706 static errr init_a_info(void)
708 /* Init the header */
709 init_header(&a_head, max_a_idx, sizeof(artifact_type));
711 #ifdef ALLOW_TEMPLATES
713 /* Save a pointer to the parsing function */
714 a_head.parse_info_txt = parse_a_info;
716 #endif /* ALLOW_TEMPLATES */
718 return init_info("a_info", &a_head,
719 (void*)&a_info, &a_name, &a_text, NULL);
725 * @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 /
726 * Initialize the "e_info" array
729 static errr init_e_info(void)
731 /* Init the header */
732 init_header(&e_head, max_e_idx, sizeof(ego_item_type));
734 #ifdef ALLOW_TEMPLATES
736 /* Save a pointer to the parsing function */
737 e_head.parse_info_txt = parse_e_info;
739 #endif /* ALLOW_TEMPLATES */
741 return init_info("e_info", &e_head,
742 (void*)&e_info, &e_name, &e_text, NULL);
748 * @brief モンスター種族情報読み込みのメインルーチン /
749 * Initialize the "r_info" array
752 static errr init_r_info(void)
754 /* Init the header */
755 init_header(&r_head, max_r_idx, sizeof(monster_race));
757 #ifdef ALLOW_TEMPLATES
759 /* Save a pointer to the parsing function */
760 r_head.parse_info_txt = parse_r_info;
762 #endif /* ALLOW_TEMPLATES */
764 return init_info("r_info", &r_head,
765 (void*)&r_info, &r_name, &r_text, NULL);
771 * @brief ダンジョン情報読み込みのメインルーチン /
772 * Initialize the "d_info" array
775 static errr init_d_info(void)
777 /* Init the header */
778 init_header(&d_head, max_d_idx, sizeof(dungeon_info_type));
780 #ifdef ALLOW_TEMPLATES
782 /* Save a pointer to the parsing function */
783 d_head.parse_info_txt = parse_d_info;
785 #endif /* ALLOW_TEMPLATES */
787 return init_info("d_info", &d_head,
788 (void*)&d_info, &d_name, &d_text, NULL);
793 * @brief Vault情報読み込みのメインルーチン /
794 * Initialize the "v_info" array
797 * Note that we let each entry have a unique "name" and "text" string,
798 * even if the string happens to be empty (everyone has a unique '\0').
800 errr init_v_info(void)
802 /* Init the header */
803 init_header(&v_head, max_v_idx, sizeof(vault_type));
805 #ifdef ALLOW_TEMPLATES
807 /* Save a pointer to the parsing function */
808 v_head.parse_info_txt = parse_v_info;
810 #endif /* ALLOW_TEMPLATES */
812 return init_info("v_info", &v_head,
813 (void*)&v_info, &v_name, &v_text, NULL);
818 * @brief 職業技能情報読み込みのメインルーチン /
819 * Initialize the "s_info" array
822 static errr init_s_info(void)
824 /* Init the header */
825 init_header(&s_head, MAX_CLASS, sizeof(skill_table));
827 #ifdef ALLOW_TEMPLATES
829 /* Save a pointer to the parsing function */
830 s_head.parse_info_txt = parse_s_info;
832 #endif /* ALLOW_TEMPLATES */
834 return init_info("s_info", &s_head,
835 (void*)&s_info, NULL, NULL, NULL);
840 * @brief 職業魔法情報読み込みのメインルーチン /
841 * Initialize the "m_info" array
844 static errr init_m_info(void)
846 /* Init the header */
847 init_header(&m_head, MAX_CLASS, sizeof(player_magic));
849 #ifdef ALLOW_TEMPLATES
851 /* Save a pointer to the parsing function */
852 m_head.parse_info_txt = parse_m_info;
854 #endif /* ALLOW_TEMPLATES */
856 return init_info("m_info", &m_head,
857 (void*)&m_info, NULL, NULL, NULL);
862 /*** Initialize others ***/
865 * 店舗で販売するオブジェクトを定義する / Hack -- Objects sold in the stores -- by tval/sval pair.
867 static byte store_table[MAX_STORES][STORE_CHOICES][2] =
872 { TV_FOOD, SV_FOOD_RATION },
873 { TV_FOOD, SV_FOOD_RATION },
874 { TV_FOOD, SV_FOOD_RATION },
875 { TV_FOOD, SV_FOOD_RATION },
877 { TV_FOOD, SV_FOOD_RATION },
878 { TV_FOOD, SV_FOOD_BISCUIT },
879 { TV_FOOD, SV_FOOD_JERKY },
880 { TV_FOOD, SV_FOOD_JERKY },
882 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
883 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
884 { TV_LITE, SV_LITE_TORCH },
885 { TV_LITE, SV_LITE_TORCH },
887 { TV_LITE, SV_LITE_TORCH },
888 { TV_LITE, SV_LITE_TORCH },
889 { TV_LITE, SV_LITE_LANTERN },
890 { TV_LITE, SV_LITE_LANTERN },
902 { TV_SHOT, SV_AMMO_NORMAL },
903 { TV_ARROW, SV_AMMO_NORMAL },
904 { TV_BOLT, SV_AMMO_NORMAL },
905 { TV_DIGGING, SV_SHOVEL },
907 { TV_DIGGING, SV_PICK },
908 { TV_CLOAK, SV_CLOAK },
909 { TV_CLOAK, SV_CLOAK },
910 { TV_CLOAK, SV_FUR_CLOAK },
912 { TV_FOOD, SV_FOOD_RATION },
913 { TV_FOOD, SV_FOOD_RATION },
914 { TV_FOOD, SV_FOOD_RATION },
915 { TV_FOOD, SV_FOOD_RATION },
917 { TV_POTION, SV_POTION_WATER },
918 { TV_POTION, SV_POTION_WATER },
919 { TV_LITE, SV_LITE_LANTERN },
920 { TV_LITE, SV_LITE_LANTERN },
922 { TV_FOOD, SV_FOOD_WAYBREAD },
923 { TV_FOOD, SV_FOOD_WAYBREAD },
927 { TV_SHOT, SV_AMMO_NORMAL },
928 { TV_ARROW, SV_AMMO_NORMAL },
929 { TV_BOLT, SV_AMMO_NORMAL },
930 { TV_DIGGING, SV_SHOVEL }
936 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
937 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
938 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
939 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
941 { TV_HELM, SV_HARD_LEATHER_CAP },
942 { TV_HELM, SV_HARD_LEATHER_CAP },
943 { TV_HELM, SV_METAL_CAP },
944 { TV_HELM, SV_IRON_HELM },
946 { TV_SOFT_ARMOR, SV_ROBE },
947 { TV_SOFT_ARMOR, SV_ROBE },
948 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
949 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
951 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
952 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
953 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
954 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
956 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
957 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
958 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
959 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
961 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
962 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
963 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
964 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
966 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
967 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
968 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
969 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
971 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
972 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
973 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
974 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
976 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
977 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
978 { TV_HELM, SV_HARD_LEATHER_CAP },
979 { TV_HELM, SV_HARD_LEATHER_CAP },
981 { TV_SOFT_ARMOR, SV_ROBE },
982 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
983 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
984 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
986 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
987 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
988 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
989 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
991 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
992 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
993 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
994 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1000 { TV_SWORD, SV_DAGGER },
1001 { TV_SWORD, SV_MAIN_GAUCHE },
1002 { TV_SWORD, SV_RAPIER },
1003 { TV_SWORD, SV_SMALL_SWORD },
1005 { TV_SWORD, SV_SHORT_SWORD },
1006 { TV_SWORD, SV_SABRE },
1007 { TV_SWORD, SV_CUTLASS },
1008 { TV_SWORD, SV_TULWAR },
1010 { TV_SWORD, SV_BROAD_SWORD },
1011 { TV_SWORD, SV_LONG_SWORD },
1012 { TV_SWORD, SV_SCIMITAR },
1013 { TV_SWORD, SV_KATANA },
1015 { TV_SWORD, SV_BASTARD_SWORD },
1016 { TV_POLEARM, SV_SPEAR },
1017 { TV_POLEARM, SV_AWL_PIKE },
1018 { TV_POLEARM, SV_TRIDENT },
1020 { TV_POLEARM, SV_PIKE },
1021 { TV_POLEARM, SV_BEAKED_AXE },
1022 { TV_POLEARM, SV_BROAD_AXE },
1023 { TV_POLEARM, SV_LANCE },
1025 { TV_POLEARM, SV_BATTLE_AXE },
1026 { TV_POLEARM, SV_HATCHET },
1027 { TV_BOW, SV_SLING },
1028 { TV_BOW, SV_SHORT_BOW },
1030 { TV_BOW, SV_LIGHT_XBOW },
1031 { TV_SHOT, SV_AMMO_NORMAL },
1032 { TV_SHOT, SV_AMMO_NORMAL },
1033 { TV_ARROW, SV_AMMO_NORMAL },
1035 { TV_ARROW, SV_AMMO_NORMAL },
1036 { TV_BOLT, SV_AMMO_NORMAL },
1037 { TV_BOLT, SV_AMMO_NORMAL },
1038 { TV_BOW, SV_LIGHT_XBOW },
1040 { TV_ARROW, SV_AMMO_NORMAL },
1041 { TV_BOLT, SV_AMMO_NORMAL },
1042 { TV_BOW, SV_SHORT_BOW },
1043 { TV_BOW, SV_LIGHT_XBOW },
1045 { TV_SWORD, SV_DAGGER },
1046 { TV_SWORD, SV_TANTO },
1047 { TV_SWORD, SV_RAPIER },
1048 { TV_SWORD, SV_SMALL_SWORD },
1050 { TV_SWORD, SV_SHORT_SWORD },
1051 { TV_SWORD, SV_LONG_SWORD },
1052 { TV_SWORD, SV_SCIMITAR },
1053 { TV_SWORD, SV_BROAD_SWORD },
1055 { TV_HISSATSU_BOOK, 0 },
1056 { TV_HISSATSU_BOOK, 0 },
1057 { TV_HISSATSU_BOOK, 1 },
1058 { TV_HISSATSU_BOOK, 1 },
1064 { TV_HAFTED, SV_NUNCHAKU },
1065 { TV_HAFTED, SV_QUARTERSTAFF },
1066 { TV_HAFTED, SV_MACE },
1067 { TV_HAFTED, SV_BO_STAFF },
1069 { TV_HAFTED, SV_WAR_HAMMER },
1070 { TV_HAFTED, SV_WAR_HAMMER },
1071 { TV_HAFTED, SV_MORNING_STAR },
1072 { TV_HAFTED, SV_FLAIL },
1074 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1075 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1076 { TV_SCROLL, SV_SCROLL_BLESSING },
1077 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1079 { TV_POTION, SV_POTION_HEROISM },
1080 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1081 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1082 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1084 { TV_POTION, SV_POTION_CURE_LIGHT },
1085 { TV_POTION, SV_POTION_CURE_SERIOUS },
1086 { TV_POTION, SV_POTION_CURE_SERIOUS },
1087 { TV_POTION, SV_POTION_CURE_CRITICAL },
1089 { TV_POTION, SV_POTION_CURE_CRITICAL },
1090 { TV_POTION, SV_POTION_RESTORE_EXP },
1091 { TV_POTION, SV_POTION_RESTORE_EXP },
1092 { TV_POTION, SV_POTION_RESTORE_EXP },
1094 { TV_LIFE_BOOK, 0 },
1095 { TV_LIFE_BOOK, 0 },
1096 { TV_LIFE_BOOK, 1 },
1097 { TV_LIFE_BOOK, 1 },
1099 { TV_CRUSADE_BOOK, 0 },
1100 { TV_CRUSADE_BOOK, 0 },
1101 { TV_CRUSADE_BOOK, 1 },
1102 { TV_CRUSADE_BOOK, 1 },
1104 { TV_HAFTED, SV_WHIP },
1105 { TV_HAFTED, SV_MACE },
1106 { TV_HAFTED, SV_BALL_AND_CHAIN },
1107 { TV_HAFTED, SV_WAR_HAMMER },
1109 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1110 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1111 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1112 { TV_POTION, SV_POTION_CURE_CRITICAL },
1114 { TV_POTION, SV_POTION_CURE_CRITICAL },
1115 { TV_POTION, SV_POTION_RESTORE_EXP },
1118 { TV_STATUE, SV_ANY },
1120 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1121 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1122 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1123 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1129 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1130 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1131 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1132 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1134 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1135 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1136 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1137 { TV_SCROLL, SV_SCROLL_LIGHT },
1139 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1140 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1141 { TV_SCROLL, SV_SCROLL_TELEPORT },
1142 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1144 { TV_SCROLL, SV_SCROLL_MAPPING },
1145 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1146 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1147 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1149 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1150 { TV_SCROLL, SV_SCROLL_RECHARGING },
1151 { TV_SCROLL, SV_SCROLL_TELEPORT },
1152 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1154 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1155 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1156 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1157 { TV_SCROLL, SV_SCROLL_TELEPORT },
1159 { TV_SCROLL, SV_SCROLL_TELEPORT },
1160 { TV_POTION, SV_POTION_RES_STR },
1161 { TV_POTION, SV_POTION_RES_INT },
1162 { TV_POTION, SV_POTION_RES_WIS },
1164 { TV_POTION, SV_POTION_RES_DEX },
1165 { TV_POTION, SV_POTION_RES_CON },
1166 { TV_POTION, SV_POTION_RES_CHR },
1167 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1169 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1170 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1171 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1172 { TV_SCROLL, SV_SCROLL_LIGHT },
1174 { TV_POTION, SV_POTION_RES_STR },
1175 { TV_POTION, SV_POTION_RES_INT },
1176 { TV_POTION, SV_POTION_RES_WIS },
1177 { TV_POTION, SV_POTION_RES_DEX },
1179 { TV_POTION, SV_POTION_RES_CON },
1180 { TV_POTION, SV_POTION_RES_CHR },
1181 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1182 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1184 { TV_SCROLL, SV_SCROLL_RECHARGING },
1185 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1186 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1187 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1192 /* Magic-User store */
1194 { TV_RING, SV_RING_PROTECTION },
1195 { TV_RING, SV_RING_LEVITATION_FALL },
1196 { TV_RING, SV_RING_PROTECTION },
1197 { TV_RING, SV_RING_RESIST_FIRE },
1199 { TV_RING, SV_RING_RESIST_COLD },
1200 { TV_AMULET, SV_AMULET_CHARISMA },
1201 { TV_RING, SV_RING_WARNING },
1202 { TV_AMULET, SV_AMULET_RESIST_ACID },
1204 { TV_AMULET, SV_AMULET_SEARCHING },
1205 { TV_WAND, SV_WAND_SLOW_MONSTER },
1206 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1207 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1209 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1210 { TV_WAND, SV_WAND_STINKING_CLOUD },
1211 { TV_WAND, SV_WAND_WONDER },
1212 { TV_WAND, SV_WAND_DISARMING },
1214 { TV_STAFF, SV_STAFF_LITE },
1215 { TV_STAFF, SV_STAFF_MAPPING },
1216 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1217 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1219 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1220 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1221 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1222 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1224 { TV_STAFF, SV_STAFF_TELEPORTATION },
1225 { TV_STAFF, SV_STAFF_TELEPORTATION },
1226 { TV_STAFF, SV_STAFF_TELEPORTATION },
1227 { TV_STAFF, SV_STAFF_TELEPORTATION },
1229 { TV_STAFF, SV_STAFF_IDENTIFY },
1230 { TV_STAFF, SV_STAFF_IDENTIFY },
1231 { TV_STAFF, SV_STAFF_IDENTIFY },
1233 { TV_STAFF, SV_STAFF_IDENTIFY },
1234 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1235 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1236 { TV_STAFF, SV_STAFF_PROBING },
1240 { TV_SORCERY_BOOK, 0 },
1241 { TV_SORCERY_BOOK, 0 },
1242 { TV_SORCERY_BOOK, 1 },
1243 { TV_SORCERY_BOOK, 1 },
1245 { TV_ARCANE_BOOK, 0 },
1246 { TV_ARCANE_BOOK, 0 },
1247 { TV_ARCANE_BOOK, 1 },
1248 { TV_ARCANE_BOOK, 1 },
1250 { TV_ARCANE_BOOK, 2 },
1251 { TV_ARCANE_BOOK, 2 },
1252 { TV_ARCANE_BOOK, 3 },
1253 { TV_ARCANE_BOOK, 3 },
1258 /* Black Market (unused) */
1331 { TV_SORCERY_BOOK, 0 },
1332 { TV_SORCERY_BOOK, 0 },
1333 { TV_SORCERY_BOOK, 1 },
1334 { TV_SORCERY_BOOK, 1 },
1336 { TV_NATURE_BOOK, 0 },
1337 { TV_NATURE_BOOK, 0 },
1338 { TV_NATURE_BOOK, 1 },
1339 { TV_NATURE_BOOK, 1 },
1341 { TV_CHAOS_BOOK, 0 },
1342 { TV_CHAOS_BOOK, 0 },
1343 { TV_CHAOS_BOOK, 1 },
1344 { TV_CHAOS_BOOK, 1 },
1346 { TV_DEATH_BOOK, 0 },
1347 { TV_DEATH_BOOK, 0 },
1348 { TV_DEATH_BOOK, 1 },
1349 { TV_DEATH_BOOK, 1 },
1351 { TV_TRUMP_BOOK, 0 }, /* +16 */
1352 { TV_TRUMP_BOOK, 0 },
1353 { TV_TRUMP_BOOK, 1 },
1354 { TV_TRUMP_BOOK, 1 },
1356 { TV_ARCANE_BOOK, 0 },
1357 { TV_ARCANE_BOOK, 1 },
1358 { TV_ARCANE_BOOK, 2 },
1359 { TV_ARCANE_BOOK, 3 },
1361 { TV_CRAFT_BOOK, 0 },
1362 { TV_CRAFT_BOOK, 0 },
1363 { TV_CRAFT_BOOK, 1 },
1364 { TV_CRAFT_BOOK, 1 },
1366 { TV_DAEMON_BOOK, 0 },
1367 { TV_DAEMON_BOOK, 0 },
1368 { TV_DAEMON_BOOK, 1 },
1369 { TV_DAEMON_BOOK, 1 },
1371 { TV_MUSIC_BOOK, 0 },
1372 { TV_MUSIC_BOOK, 0 },
1373 { TV_MUSIC_BOOK, 1 },
1374 { TV_MUSIC_BOOK, 1 },
1383 /* Museum (unused) */
1421 * @brief 基本情報読み込みのメインルーチン /
1422 * Initialize misc. values
1425 static errr init_misc(void)
1427 /* Initialize the values */
1428 process_dungeon_file("misc.txt", 0, 0, 0, 0);
1435 * @brief 町情報読み込みのメインルーチン /
1436 * Initialize town array
1439 static errr init_towns(void)
1443 /*** Prepare the Towns ***/
1445 /* Allocate the towns */
1446 C_MAKE(town, max_towns, town_type);
1448 for (i = 1; i < max_towns; i++)
1450 /*** Prepare the Stores ***/
1452 /* Allocate the stores */
1453 C_MAKE(town[i].store, MAX_STORES, store_type);
1455 /* Fill in each store */
1456 for (j = 0; j < MAX_STORES; j++)
1458 /* Access the store */
1459 store_type *st_ptr = &town[i].store[j];
1461 if ((i > 1) && (j == STORE_MUSEUM || j == STORE_HOME)) continue;
1463 /* Assume full stock */
1466 * 我が家が 20 ページまで使える隠し機能のための準備。
1467 * オプションが有効でもそうでなくても一応スペース
1470 if (j == STORE_HOME)
1472 st_ptr->stock_size = (STORE_INVEN_MAX * 10);
1474 else if (j == STORE_MUSEUM)
1476 st_ptr->stock_size = (STORE_INVEN_MAX * 50);
1480 st_ptr->stock_size = STORE_INVEN_MAX;
1484 /* Allocate the stock */
1485 C_MAKE(st_ptr->stock, st_ptr->stock_size, object_type);
1487 /* No table for the black market or home */
1488 if ((j == STORE_BLACK) || (j == STORE_HOME) || (j == STORE_MUSEUM)) continue;
1490 /* Assume full table */
1491 st_ptr->table_size = STORE_CHOICES;
1493 /* Allocate the stock */
1494 C_MAKE(st_ptr->table, st_ptr->table_size, s16b);
1496 /* Scan the choices */
1497 for (k = 0; k < STORE_CHOICES; k++)
1501 /* Extract the tval/sval codes */
1502 int tv = store_table[j][k][0];
1503 int sv = store_table[j][k][1];
1506 for (k_idx = 1; k_idx < max_k_idx; k_idx++)
1508 object_kind *k_ptr = &k_info[k_idx];
1511 if ((k_ptr->tval == tv) && (k_ptr->sval == sv)) break;
1515 if (k_idx == max_k_idx) continue;
1517 /* Add that item index to the table */
1518 st_ptr->table[st_ptr->table_num++] = k_idx;
1527 * @brief 店情報初期化のメインルーチン /
1528 * Initialize buildings
1531 errr init_buildings(void)
1535 for (i = 0; i < MAX_BLDG; i++)
1537 building[i].name[0] = '\0';
1538 building[i].owner_name[0] = '\0';
1539 building[i].owner_race[0] = '\0';
1541 for (j = 0; j < 8; j++)
1543 building[i].act_names[j][0] = '\0';
1544 building[i].member_costs[j] = 0;
1545 building[i].other_costs[j] = 0;
1546 building[i].letters[j] = 0;
1547 building[i].actions[j] = 0;
1548 building[i].action_restr[j] = 0;
1551 for (j = 0; j < MAX_CLASS; j++)
1553 building[i].member_class[j] = 0;
1556 for (j = 0; j < MAX_RACES; j++)
1558 building[i].member_race[j] = 0;
1561 for (j = 0; j < MAX_MAGIC+1; j++)
1563 building[i].member_realm[j] = 0;
1572 * @brief クエスト情報初期化のメインルーチン /
1573 * Initialize quest array
1576 static errr init_quests(void)
1580 /*** Prepare the quests ***/
1582 /* Allocate the quests */
1583 C_MAKE(quest, max_quests, quest_type);
1585 /* Set all quest to "untaken" */
1586 for (i = 0; i < max_quests; i++)
1588 quest[i].status = QUEST_STATUS_UNTAKEN;
1594 /*! 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 */
1595 static bool feat_tag_is_not_found = FALSE;
1598 * @brief 地形タグからIDを得る /
1599 * Initialize quest array
1602 s16b f_tag_to_index_in_init(cptr str)
1604 s16b feat = f_tag_to_index(str);
1606 if (feat < 0) feat_tag_is_not_found = TRUE;
1613 * @brief 地形の汎用定義をタグを通じて取得する /
1614 * Initialize feature variables
1617 static errr init_feat_variables(void)
1622 feat_none = f_tag_to_index_in_init("NONE");
1625 feat_floor = f_tag_to_index_in_init("FLOOR");
1628 feat_glyph = f_tag_to_index_in_init("GLYPH");
1629 feat_explosive_rune = f_tag_to_index_in_init("EXPLOSIVE_RUNE");
1630 feat_mirror = f_tag_to_index_in_init("MIRROR");
1633 feat_door[DOOR_DOOR].open = f_tag_to_index_in_init("OPEN_DOOR");
1634 feat_door[DOOR_DOOR].broken = f_tag_to_index_in_init("BROKEN_DOOR");
1635 feat_door[DOOR_DOOR].closed = f_tag_to_index_in_init("CLOSED_DOOR");
1638 for (i = 1; i < MAX_LJ_DOORS; i++)
1640 s16b door = f_tag_to_index(format("LOCKED_DOOR_%d", i));
1641 if (door < 0) break;
1642 feat_door[DOOR_DOOR].locked[i - 1] = door;
1644 if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1645 feat_door[DOOR_DOOR].num_locked = i - 1;
1648 for (i = 0; i < MAX_LJ_DOORS; i++)
1650 s16b door = f_tag_to_index(format("JAMMED_DOOR_%d", i));
1651 if (door < 0) break;
1652 feat_door[DOOR_DOOR].jammed[i] = door;
1654 if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1655 feat_door[DOOR_DOOR].num_jammed = i;
1658 feat_door[DOOR_GLASS_DOOR].open = f_tag_to_index_in_init("OPEN_GLASS_DOOR");
1659 feat_door[DOOR_GLASS_DOOR].broken = f_tag_to_index_in_init("BROKEN_GLASS_DOOR");
1660 feat_door[DOOR_GLASS_DOOR].closed = f_tag_to_index_in_init("CLOSED_GLASS_DOOR");
1662 /* Locked glass doors */
1663 for (i = 1; i < MAX_LJ_DOORS; i++)
1665 s16b door = f_tag_to_index(format("LOCKED_GLASS_DOOR_%d", i));
1666 if (door < 0) break;
1667 feat_door[DOOR_GLASS_DOOR].locked[i - 1] = door;
1669 if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1670 feat_door[DOOR_GLASS_DOOR].num_locked = i - 1;
1672 /* Jammed glass doors */
1673 for (i = 0; i < MAX_LJ_DOORS; i++)
1675 s16b door = f_tag_to_index(format("JAMMED_GLASS_DOOR_%d", i));
1676 if (door < 0) break;
1677 feat_door[DOOR_GLASS_DOOR].jammed[i] = door;
1679 if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1680 feat_door[DOOR_GLASS_DOOR].num_jammed = i;
1683 feat_door[DOOR_CURTAIN].open = f_tag_to_index_in_init("OPEN_CURTAIN");
1684 feat_door[DOOR_CURTAIN].broken = feat_door[DOOR_CURTAIN].open;
1685 feat_door[DOOR_CURTAIN].closed = f_tag_to_index_in_init("CLOSED_CURTAIN");
1686 feat_door[DOOR_CURTAIN].locked[0] = feat_door[DOOR_CURTAIN].closed;
1687 feat_door[DOOR_CURTAIN].num_locked = 1;
1688 feat_door[DOOR_CURTAIN].jammed[0] = feat_door[DOOR_CURTAIN].closed;
1689 feat_door[DOOR_CURTAIN].num_jammed = 1;
1692 feat_up_stair = f_tag_to_index_in_init("UP_STAIR");
1693 feat_down_stair = f_tag_to_index_in_init("DOWN_STAIR");
1694 feat_entrance = f_tag_to_index_in_init("ENTRANCE");
1697 init_normal_traps();
1700 feat_trap_open = f_tag_to_index_in_init("TRAP_OPEN");
1701 feat_trap_armageddon = f_tag_to_index_in_init("TRAP_ARMAGEDDON");
1702 feat_trap_piranha = f_tag_to_index_in_init("TRAP_PIRANHA");
1705 feat_rubble = f_tag_to_index_in_init("RUBBLE");
1708 feat_magma_vein = f_tag_to_index_in_init("MAGMA_VEIN");
1709 feat_quartz_vein = f_tag_to_index_in_init("QUARTZ_VEIN");
1712 feat_granite = f_tag_to_index_in_init("GRANITE");
1713 feat_permanent = f_tag_to_index_in_init("PERMANENT");
1716 feat_glass_floor = f_tag_to_index_in_init("GLASS_FLOOR");
1719 feat_glass_wall = f_tag_to_index_in_init("GLASS_WALL");
1720 feat_permanent_glass_wall = f_tag_to_index_in_init("PERMANENT_GLASS_WALL");
1723 feat_pattern_start = f_tag_to_index_in_init("PATTERN_START");
1724 feat_pattern_1 = f_tag_to_index_in_init("PATTERN_1");
1725 feat_pattern_2 = f_tag_to_index_in_init("PATTERN_2");
1726 feat_pattern_3 = f_tag_to_index_in_init("PATTERN_3");
1727 feat_pattern_4 = f_tag_to_index_in_init("PATTERN_4");
1728 feat_pattern_end = f_tag_to_index_in_init("PATTERN_END");
1729 feat_pattern_old = f_tag_to_index_in_init("PATTERN_OLD");
1730 feat_pattern_exit = f_tag_to_index_in_init("PATTERN_EXIT");
1731 feat_pattern_corrupted = f_tag_to_index_in_init("PATTERN_CORRUPTED");
1734 feat_black_market = f_tag_to_index_in_init("BLACK_MARKET");
1735 feat_town = f_tag_to_index_in_init("TOWN");
1738 feat_deep_water = f_tag_to_index_in_init("DEEP_WATER");
1739 feat_shallow_water = f_tag_to_index_in_init("SHALLOW_WATER");
1740 feat_deep_lava = f_tag_to_index_in_init("DEEP_LAVA");
1741 feat_shallow_lava = f_tag_to_index_in_init("SHALLOW_LAVA");
1742 feat_dirt = f_tag_to_index_in_init("DIRT");
1743 feat_grass = f_tag_to_index_in_init("GRASS");
1744 feat_flower = f_tag_to_index_in_init("FLOWER");
1745 feat_brake = f_tag_to_index_in_init("BRAKE");
1746 feat_tree = f_tag_to_index_in_init("TREE");
1747 feat_mountain = f_tag_to_index_in_init("MOUNTAIN");
1748 feat_swamp = f_tag_to_index_in_init("SWAMP");
1750 /* Unknown grid (not detected) */
1751 feat_undetected = f_tag_to_index_in_init("UNDETECTED");
1753 /* Wilderness terrains */
1754 init_wilderness_terrains();
1756 return feat_tag_is_not_found ? PARSE_ERROR_UNDEFINED_TERRAIN_TAG : 0;
1761 * @brief その他の初期情報更新 /
1762 * Initialize some other arrays
1765 static errr init_other(void)
1770 /*** Prepare the "dungeon" information ***/
1772 /* Allocate and Wipe the object list */
1773 C_MAKE(o_list, max_o_idx, object_type);
1775 /* Allocate and Wipe the monster list */
1776 C_MAKE(m_list, max_m_idx, monster_type);
1778 /* Allocate and Wipe the monster process list */
1779 for (i = 0; i < MAX_MTIMED; i++)
1781 C_MAKE(mproc_list[i], max_m_idx, s16b);
1784 /* Allocate and Wipe the max dungeon level */
1785 C_MAKE(max_dlv, max_d_idx, s16b);
1787 /* Allocate and wipe each line of the cave */
1788 for (i = 0; i < MAX_HGT; i++)
1790 /* Allocate one row of the cave */
1791 C_MAKE(cave[i], MAX_WID, cave_type);
1795 /*** Prepare the various "bizarre" arrays ***/
1797 /* Macro variables */
1798 C_MAKE(macro__pat, MACRO_MAX, cptr);
1799 C_MAKE(macro__act, MACRO_MAX, cptr);
1800 C_MAKE(macro__cmd, MACRO_MAX, bool);
1802 /* Macro action buffer */
1803 C_MAKE(macro__buf, 1024, char);
1805 /* Quark variables */
1808 /* Message variables */
1809 C_MAKE(message__ptr, MESSAGE_MAX, u16b);
1810 C_MAKE(message__buf, MESSAGE_BUF, char);
1812 /* Hack -- No messages yet */
1813 message__tail = MESSAGE_BUF;
1816 /*** Prepare the Player inventory ***/
1819 C_MAKE(inventory, INVEN_TOTAL, object_type);
1822 /*** Prepare the options ***/
1824 /* Scan the options */
1825 for (i = 0; option_info[i].o_desc; i++)
1827 int os = option_info[i].o_set;
1828 int ob = option_info[i].o_bit;
1830 /* Set the "default" options */
1831 if (option_info[i].o_var)
1834 option_mask[os] |= (1L << ob);
1837 if (option_info[i].o_norm)
1840 option_flag[os] |= (1L << ob);
1847 option_flag[os] &= ~(1L << ob);
1852 /* Analyze the windows */
1853 for (n = 0; n < 8; n++)
1855 /* Analyze the options */
1856 for (i = 0; i < 32; i++)
1859 if (window_flag_desc[i])
1862 window_mask[n] |= (1L << i);
1868 * Set the "default" window flags
1869 * Window 1 : Display messages
1870 * Window 2 : Display inven/equip
1872 window_flag[1] = 1L << 6;
1873 window_flag[2] = 1L << 0;
1876 /*** Pre-allocate space for the "format()" buffer ***/
1878 /* Hack -- Just call the "format()" function */
1879 (void)format("%s (%s).", "Mr.Hoge", MAINTAINER);
1888 * @brief オブジェクト配列を初期化する /
1889 * Initialize some other arrays
1892 static errr init_object_alloc(void)
1897 s16b num[MAX_DEPTH];
1898 s16b aux[MAX_DEPTH];
1901 /*** Analyze object allocation info ***/
1903 /* Clear the "aux" array */
1904 (void)C_WIPE(&aux, MAX_DEPTH, s16b);
1906 /* Clear the "num" array */
1907 (void)C_WIPE(&num, MAX_DEPTH, s16b);
1909 /* Free the old "alloc_kind_table" (if it exists) */
1910 if (alloc_kind_table)
1912 C_KILL(alloc_kind_table, alloc_kind_size, alloc_entry);
1915 /* Size of "alloc_kind_table" */
1916 alloc_kind_size = 0;
1918 /* Scan the objects */
1919 for (i = 1; i < max_k_idx; i++)
1923 /* Scan allocation pairs */
1924 for (j = 0; j < 4; j++)
1926 /* Count the "legal" entries */
1927 if (k_ptr->chance[j])
1929 /* Count the entries */
1932 /* Group by level */
1933 num[k_ptr->locale[j]]++;
1938 /* Collect the level indexes */
1939 for (i = 1; i < MAX_DEPTH; i++)
1941 /* Group by level */
1946 if (!num[0]) quit(_("町のアイテムがない!", "No town objects!"));
1948 /*** Initialize object allocation info ***/
1950 /* Allocate the alloc_kind_table */
1951 C_MAKE(alloc_kind_table, alloc_kind_size, alloc_entry);
1953 /* Access the table entry */
1954 table = alloc_kind_table;
1956 /* Scan the objects */
1957 for (i = 1; i < max_k_idx; i++)
1961 /* Scan allocation pairs */
1962 for (j = 0; j < 4; j++)
1964 /* Count the "legal" entries */
1965 if (k_ptr->chance[j])
1969 /* Extract the base level */
1970 x = k_ptr->locale[j];
1972 /* Extract the base probability */
1973 p = (100 / k_ptr->chance[j]);
1975 /* Skip entries preceding our locale */
1976 y = (x > 0) ? num[x-1] : 0;
1978 /* Skip previous entries at this locale */
1981 /* Load the entry */
1988 /* Another entry complete for this locale */
2000 * @brief モンスター配列と生成テーブルを初期化する /
2001 * Initialize some other arrays
2004 static errr init_alloc(void)
2007 monster_race *r_ptr;
2013 /* Allocate the "r_info" array */
2014 C_MAKE(elements, max_r_idx, tag_type);
2016 /* Scan the monsters */
2017 for (i = 1; i < max_r_idx; i++)
2019 elements[i].tag = r_info[i].level;
2020 elements[i].index = i;
2023 tag_sort(elements, max_r_idx);
2025 /*** Initialize monster allocation info ***/
2027 /* Size of "alloc_race_table" */
2028 alloc_race_size = max_r_idx;
2030 /* Allocate the alloc_race_table */
2031 C_MAKE(alloc_race_table, alloc_race_size, alloc_entry);
2033 /* Scan the monsters */
2034 for (i = 1; i < max_r_idx; i++)
2036 /* Get the i'th race */
2037 r_ptr = &r_info[elements[i].index];
2039 /* Count valid pairs */
2044 /* Extract the base level */
2047 /* Extract the base probability */
2048 p = (100 / r_ptr->rarity);
2050 /* Load the entry */
2051 alloc_race_table[i].index = elements[i].index;
2052 alloc_race_table[i].level = x;
2053 alloc_race_table[i].prob1 = p;
2054 alloc_race_table[i].prob2 = p;
2055 alloc_race_table[i].prob3 = p;
2059 /* Free the "r_info" array */
2060 C_KILL(elements, max_r_idx, tag_type);
2062 #else /* SORT_R_INFO */
2066 s16b num[MAX_DEPTH];
2067 s16b aux[MAX_DEPTH];
2069 /*** Analyze monster allocation info ***/
2071 /* Clear the "aux" array */
2072 C_WIPE(&aux, MAX_DEPTH, s16b);
2074 /* Clear the "num" array */
2075 C_WIPE(&num, MAX_DEPTH, s16b);
2077 /* Size of "alloc_race_table" */
2078 alloc_race_size = 0;
2080 /* Scan the monsters */
2081 for (i = 1; i < max_r_idx; i++)
2083 /* Get the i'th race */
2086 /* Legal monsters */
2089 /* Count the entries */
2092 /* Group by level */
2093 num[r_ptr->level]++;
2097 /* Collect the level indexes */
2098 for (i = 1; i < MAX_DEPTH; i++)
2100 /* Group by level */
2105 if (!num[0]) quit(_("町のモンスターがない!", "No town monsters!"));
2107 /*** Initialize monster allocation info ***/
2109 /* Allocate the alloc_race_table */
2110 C_MAKE(alloc_race_table, alloc_race_size, alloc_entry);
2112 /* Access the table entry */
2113 table = alloc_race_table;
2115 /* Scan the monsters */
2116 for (i = 1; i < max_r_idx; i++)
2118 /* Get the i'th race */
2121 /* Count valid pairs */
2126 /* Extract the base level */
2129 /* Extract the base probability */
2130 p = (100 / r_ptr->rarity);
2132 /* Skip entries preceding our locale */
2133 y = (x > 0) ? num[x-1] : 0;
2135 /* Skip previous entries at this locale */
2138 /* Load the entry */
2145 /* Another entry complete for this locale */
2150 #endif /* SORT_R_INFO */
2152 /* Init the "alloc_kind_table" */
2153 (void)init_object_alloc();
2162 * @brief 画面左下にシステムメッセージを表示する /
2163 * Hack -- take notes on line 23
2166 static void note(cptr str)
2168 Term_erase(0, 23, 255);
2169 Term_putstr(20, 23, -1, TERM_WHITE, str);
2176 * @brief 全ゲームデータ読み込みのサブルーチン /
2177 * Hack -- Explain a broken "lib" folder and quit (see below).
2181 * XXX XXX XXX This function is "messy" because various things
2182 * may or may not be initialized, but the "plog()" and "quit()"
2183 * functions are "supposed" to work under any conditions.
2186 static void init_angband_aux(cptr why)
2193 plog("'lib'ディレクトリが存在しないか壊れているようです。");
2196 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。");
2199 plog("該当する'README'ファイルを読んで確認してみて下さい。");
2201 /* Quit with error */
2205 plog("The 'lib' directory is probably missing or broken.");
2208 plog("Perhaps the archive was not extracted correctly.");
2211 plog("See the 'README' file for more information.");
2213 /* Quit with error */
2214 quit("Fatal Error.");
2221 * @brief 全ゲームデータ読み込みのメインルーチン /
2222 * Hack -- main Angband initialization entry point
2226 * XXX XXX XXX This function is "messy" because various things
2227 * may or may not be initialized, but the "plog()" and "quit()"
2228 * functions are "supposed" to work under any conditions.
2229 * Verify some files, display the "news.txt" file, create
2230 * the high score file, initialize all internal arrays, and
2231 * load the basic "user pref files".
2232 * Be very careful to keep track of the order in which things
2233 * are initialized, in particular, the only thing *known* to
2234 * be available when this function is called is the "z-term.c"
2235 * package, and that may not be fully initialized until the
2236 * end of this function, when the default "user pref files"
2237 * are loaded and "Term_xtra(TERM_XTRA_REACT,0)" is called.
2238 * Note that this function attempts to verify the "news" file,
2239 * and the game aborts (cleanly) on failure, since without the
2240 * "news" file, it is likely that the "lib" folder has not been
2241 * correctly located. Otherwise, the news file is displayed for
2243 * Note that this function attempts to verify (or create) the
2244 * "high score" file, and the game aborts (cleanly) on failure,
2245 * since one of the most common "extraction" failures involves
2246 * failing to extract all sub-directories (even empty ones), such
2247 * as by failing to use the "-d" option of "pkunzip", or failing
2248 * to use the "save empty directories" option with "Compact Pro".
2249 * This error will often be caught by the "high score" creation
2250 * code below, since the "lib/apex" directory, being empty in the
2251 * standard distributions, is most likely to be "lost", making it
2252 * impossible to create the high score file.
2253 * Note that various things are initialized by this function,
2254 * including everything that was once done by "init_some_arrays".
2255 * This initialization involves the parsing of special files
2256 * in the "lib/data" and sometimes the "lib/edit" directories.
2257 * Note that the "template" files are initialized first, since they
2258 * often contain errors. This means that macros and message recall
2259 * and things like that are not available until after they are done.
2260 * We load the default "user pref files" here in case any "color"
2261 * changes are needed before character creation.
2262 * Note that the "graf-xxx.prf" file must be loaded separately,
2263 * if needed, in the first (?) pass through "TERM_XTRA_REACT".
2266 void init_angband(void)
2277 /*** Verify the "news" file ***/
2279 /* Build the filename */
2280 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
2282 /* Attempt to open the file */
2283 fd = fd_open(buf, O_RDONLY);
2291 sprintf(why, _("'%s'ファイルにアクセスできません!", "Cannot access the '%s' file!"), buf);
2293 /* Crash and burn */
2294 init_angband_aux(why);
2301 /*** Display the "news" file ***/
2306 /* Build the filename */
2307 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
2309 /* Open the News file */
2310 fp = my_fopen(buf, "r");
2317 /* Dump the file to the screen */
2318 while (0 == my_fgets(fp, buf, sizeof(buf)))
2320 /* Display and advance */
2321 Term_putstr(0, i++, -1, TERM_WHITE, buf);
2332 /*** Verify (or create) the "high score" file ***/
2334 /* Build the filename */
2335 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
2337 /* Attempt to open the high score file */
2338 fd = fd_open(buf, O_RDONLY);
2343 /* File type is "DATA" */
2344 FILE_TYPE(FILE_TYPE_DATA);
2346 /* Grab permissions */
2349 /* Create a new high score file */
2350 fd = fd_make(buf, mode);
2352 /* Drop permissions */
2361 sprintf(why, _("'%s'ファイルを作成できません!", "Cannot create the '%s' file!"), buf);
2363 /* Crash and burn */
2364 init_angband_aux(why);
2372 /*** Initialize some arrays ***/
2374 /* Initialize misc. values */
2375 note(_("[変数を初期化しています...(その他)", "[Initializing values... (misc)]"));
2376 if (init_misc()) quit(_("その他の変数を初期化できません", "Cannot initialize misc. values"));
2378 /* Initialize feature info */
2380 note("[データの初期化中... (地形)]");
2381 if (init_f_info()) quit("地形初期化不能");
2382 if (init_feat_variables()) quit("地形初期化不能");
2384 note("[Initializing arrays... (features)]");
2385 if (init_f_info()) quit("Cannot initialize features");
2386 if (init_feat_variables()) quit("Cannot initialize features");
2390 /* Initialize object info */
2391 note(_("[データの初期化中... (アイテム)]", "[Initializing arrays... (objects)]"));
2392 if (init_k_info()) quit(_("アイテム初期化不能", "Cannot initialize objects"));
2395 /* Initialize artifact info */
2396 note(_("[データの初期化中... (伝説のアイテム)]", "[Initializing arrays... (artifacts)]"));
2397 if (init_a_info()) quit(_("伝説のアイテム初期化不能", "Cannot initialize artifacts"));
2400 /* Initialize ego-item info */
2401 note(_("[データの初期化中... (名のあるアイテム)]", "[Initializing arrays... (ego-items)]"));
2402 if (init_e_info()) quit(_("名のあるアイテム初期化不能", "Cannot initialize ego-items"));
2405 /* Initialize monster info */
2406 note(_("[データの初期化中... (モンスター)]", "[Initializing arrays... (monsters)]"));
2407 if (init_r_info()) quit(_("モンスター初期化不能", "Cannot initialize monsters"));
2410 /* Initialize dungeon info */
2411 note(_("[データの初期化中... (ダンジョン)]", "[Initializing arrays... (dungeon)]"));
2412 if (init_d_info()) quit(_("ダンジョン初期化不能", "Cannot initialize dungeon"));
2415 for (i = 1; i < max_d_idx; i++)
2416 if (d_info[i].final_guardian)
2417 r_info[d_info[i].final_guardian].flags7 |= RF7_GUARDIAN;
2420 /* Initialize magic info */
2421 note(_("[データの初期化中... (魔法)]", "[Initializing arrays... (magic)]"));
2422 if (init_m_info()) quit(_("魔法初期化不能", "Cannot initialize magic"));
2424 /* Initialize weapon_exp info */
2425 note(_("[データの初期化中... (熟練度)]", "[Initializing arrays... (skill)]"));
2426 if (init_s_info()) quit(_("熟練度初期化不能", "Cannot initialize skill"));
2428 /* Initialize wilderness array */
2429 note(_("[配列を初期化しています... (荒野)]", "[Initializing arrays... (wilderness)]"));
2431 if (init_wilderness()) quit(_("荒野を初期化できません", "Cannot initialize wilderness"));
2434 /* Initialize town array */
2435 note(_("[配列を初期化しています... (街)]", "[Initializing arrays... (towns)]"));
2436 if (init_towns()) quit(_("街を初期化できません", "Cannot initialize towns"));
2439 /* Initialize building array */
2440 note(_("[配列を初期化しています... (建物)]", "[Initializing arrays... (buildings)]"));
2441 if (init_buildings()) quit(_("建物を初期化できません", "Cannot initialize buildings"));
2444 /* Initialize quest array */
2445 note(_("[配列を初期化しています... (クエスト)]", "[Initializing arrays... (quests)]"));
2446 if (init_quests()) quit(_("クエストを初期化できません", "Cannot initialize quests"));
2448 /* Initialize vault info */
2449 if (init_v_info()) quit(_("vault 初期化不能", "Cannot initialize vaults"));
2451 /* Initialize some other arrays */
2452 note(_("[データの初期化中... (その他)]", "[Initializing arrays... (other)]"));
2453 if (init_other()) quit(_("その他のデータ初期化不能", "Cannot initialize other stuff"));
2456 /* Initialize some other arrays */
2457 note(_("[データの初期化中... (アロケーション)]", "[Initializing arrays... (alloc)]"));
2458 if (init_alloc()) quit(_("アロケーション・スタッフ初期化不能", "Cannot initialize alloc stuff"));
2462 /*** Load default user pref files ***/
2464 /* Initialize feature info */
2465 note(_("[ユーザー設定ファイルを初期化しています...]", "[Initializing user pref files...]"));
2467 /* Access the "basic" pref file */
2468 strcpy(buf, "pref.prf");
2470 /* Process that file */
2471 process_pref_file(buf);
2473 /* Access the "basic" system pref file */
2474 sprintf(buf, "pref-%s.prf", ANGBAND_SYS);
2476 /* Process that file */
2477 process_pref_file(buf);
2480 note(_("[初期化終了]", "[Initialization complete]"));
2484 * @brief サムチェック情報を出力 / Get check sum in string form
2485 * @return サムチェック情報の文字列
2487 cptr get_check_sum(void)
2489 return format("%02x%02x%02x%02x%02x%02x%02x%02x%02x",