"NO_DOORS",
"WATER_RIVER",
"LAVA_RIVER",
- "XXX",
- "XXX",
+ "CURTAIN",
+ "GLASS_DOOR",
"CAVE",
"CAVERN",
"XXX",
"NO_VAULT",
"ARENA",
"DESTROY",
- "XXX",
+ "GLASS_ROOM",
"NO_CAVE",
"NO_MAGIC",
"NO_MELEE",
/* Prepare the "fake" stuff */
head->name_size = 0;
head->text_size = 0;
- head->tag_size = 1;
+ head->tag_size = 0;
/* Parse */
while (0 == my_fgets(fp, buf, 1024))
while (*t == ' ' || *t == '|') t++;
}
+ /* XXX XXX XXX Hack -- Read feature subtype */
+ if (1 == sscanf(s, "SUBTYPE_%d", &i))
+ {
+ /* Extract a "subtype" */
+ f_ptr->subtype = i;
+
+ /* Start at next entry */
+ s = t;
+
+ /* Continue */
+ continue;
+ }
+
/* XXX XXX XXX Hack -- Read feature power */
if (1 == sscanf(s, "POWER_%d", &i))
{
/* Save the values */
r_ptr->speed = spd;
- r_ptr->hdice = hp1;
- r_ptr->hside = hp2;
+ r_ptr->hdice = MAX(hp1, 1);
+ r_ptr->hside = MAX(hp2, 1);
r_ptr->aaf = aaf;
r_ptr->ac = ac;
r_ptr->sleep = slp;
int index = zz[0][0];
/* Reset the info for the letter */
- letter[index].feature = FEAT_NONE;
+ letter[index].feature = feat_none;
letter[index].monster = 0;
letter[index].object = 0;
letter[index].ego = 0;
letter[index].artifact = 0;
- letter[index].trap = FEAT_NONE;
+ letter[index].trap = feat_none;
letter[index].cave_info = 0;
letter[index].special = 0;
letter[index].random = RANDOM_NONE;
else
{
/* Accept all printables except spaces and brackets */
+#ifdef JP
+ while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
+ {
+ if (iskanji(*s)) s++;
+ s++;
+ }
+#else
while (isprint(*s) && !my_strchr(" []", *s)) ++s;
+#endif
/* Extract final and Terminate */
if ((f = *s) != '\0') *s++ = '\0';
/* Player name */
else if (streq(b+1, "PLAYER"))
{
- v = player_base;
+ static char tmp_player_name[32];
+ char *pn, *tpn;
+ for (pn = player_name, tpn = tmp_player_name; *pn; pn++, tpn++)
+ {
+#ifdef JP
+ if (iskanji(*pn))
+ {
+ *(tpn++) = *(pn++);
+ *tpn = *pn;
+ continue;
+ }
+#endif
+ *tpn = my_strchr(" []", *pn) ? '_' : *pn;
+ }
+ *tpn = '\0';
+ v = tmp_player_name;
}
/* Town */