-/* File: init2.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison
- *
+/*!
+ * @file init2.c
+ * @brief ゲームデータ初期化2 / Initialization (part 2) -BEN-
+ * @date 2014/01/28
+ * @author
+ * <pre>
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
* are included in all such copies. Other copyrights may also apply.
- */
-
-/* Purpose: Initialization (part 2) -BEN- */
-
-#include "angband.h"
-
-#include "init.h"
-
-#ifndef MACINTOSH
-#ifdef CHECK_MODIFICATION_TIME
-#include <sys/types.h>
-#include <sys/stat.h>
-#endif /* CHECK_MODIFICATION_TIME */
-#endif
-
-/*
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * </pre>
+ * @details
+ * <pre>
* This file is used to initialize various variables and arrays for the
* Angband game. Note the use of "fd_read()" and "fd_write()" to bypass
* the common limitation of "read()" and "write()" to only 32767 bytes
* at a time.
- *
* Several of the arrays for Angband are built from "template" files in
* the "lib/file" directory, from which quick-load binary "image" files
* are constructed whenever they are not present in the "lib/data"
* directory, or if those files become obsolete, if we are allowed.
- *
* Warning -- the "ascii" file parsers use a minor hack to collect the
* name and text information in a single pass. Thus, the game will not
* be able to load any template file with more than 20K of names or 60K
* of text, even though technically, up to 64K should be legal.
- *
* The "init1.c" file is used only to parse the ascii template files,
* to create the binary image files. If you include the binary image
* files instead of the ascii template files, then you can undefine
* "ALLOW_TEMPLATES", saving about 20K by removing "init1.c". Note
* that the binary image files are extremely system dependant.
+ * </pre>
*/
+#include "angband.h"
+#include "init.h"
-/*
+#ifndef MACINTOSH
+#ifdef CHECK_MODIFICATION_TIME
+#include <sys/types.h>
+#include <sys/stat.h>
+#endif /* CHECK_MODIFICATION_TIME */
+#endif
+
+static void put_title(void);
+
+/*!
+ * @brief 各データファイルを読み取るためのパスを取得する
* Find the default paths to all of our important sub-directories.
- *
+ * @param path パス保管先の文字列
+ * @return なし
+ * @details
+ * <pre>
* The purpose of each sub-directory is described in "variable.c".
- *
* All of the sub-directories should, by default, be located inside
* the main "lib" directory, whose location is very system dependant.
- *
* This function takes a writable buffer, initially containing the
* "path" to the "lib" directory, for example, "/pkg/lib/angband/",
* or a system dependant string, for example, ":lib:". The buffer
* must be large enough to contain at least 32 more characters.
- *
* Various command line options may allow some of the important
* directories to be changed to user-specified directories, most
* importantly, the "info" and "user" and "save" directories,
* but this is done after this function, see "main.c".
- *
* In general, the initial path should end in the appropriate "PATH_SEP"
* string. All of the "sub-directory" paths (created below or supplied
* by the user) will NOT end in the "PATH_SEP" string, see the special
* "path_build()" function in "util.c" for more information.
- *
* Mega-Hack -- support fat raw files under NEXTSTEP, using special
* "suffixed" directories for the "ANGBAND_DIR_DATA" directory, but
* requiring the directories to be created by hand by the user.
- *
* Hack -- first we free all the strings, since this is known
* to succeed even if the strings have not been allocated yet,
* as long as the variables start out as "NULL". This allows
* this function to be called multiple times, for example, to
* try several base "path" values until a good one is found.
+ * </pre>
*/
void init_file_paths(char *path)
{
/* Prepare to append to the Base Path */
tail = path + strlen(path);
-
-#ifdef VM
-
- /*** Use "flat" paths with VM/ESA ***/
-
- /* Use "blank" path names */
- ANGBAND_DIR_APEX = string_make("");
- ANGBAND_DIR_BONE = string_make("");
- ANGBAND_DIR_DATA = string_make("");
- ANGBAND_DIR_EDIT = string_make("");
- ANGBAND_DIR_SCRIPT = string_make("");
- ANGBAND_DIR_FILE = string_make("");
- ANGBAND_DIR_HELP = string_make("");
- ANGBAND_DIR_INFO = string_make("");
- ANGBAND_DIR_SAVE = string_make("");
- ANGBAND_DIR_USER = string_make("");
- ANGBAND_DIR_XTRA = string_make("");
-
-
-#else /* VM */
-
-
/*** Build the sub-directory names ***/
/* Build a path name */
strcpy(tail, "xtra");
ANGBAND_DIR_XTRA = string_make(path);
-#endif /* VM */
-
#ifdef NeXT
/*
* Hack -- help give useful error messages
*/
-int error_idx;
-int error_line;
+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 */
+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 */
-/*
- * Standard error message text
+/*!
+ * エラーメッセージの名称定義 / Standard error message text
*/
cptr err_str[PARSE_ERROR_MAX] =
{
NULL,
#ifdef JP
- "ʸˡ¥¨¥é¡¼",
- "¸Å¤¤¥Õ¥¡¥¤¥ë",
- "µÏ¿¥Ø¥Ã¥À¤¬¤Ê¤¤",
- "ÉÔϢ³¥ì¥³¡¼¥É",
- "¤ª¤«¤·¤Ê¥Õ¥é¥°Â¸ºß",
- "̤ÄêµÁÌ¿Îá",
- "¥á¥â¥êÉÔÂ",
- "ºÂɸÈϰϳ°",
- "°ú¿ôÉÔÂ",
- "̤ÄêµÁÃÏ·Á¥¿¥°",
+ "æ\96\87æ³\95ã\82¨ã\83©ã\83¼",
+ "古いファイル",
+ "記録ヘッダがない",
+ "不連続レコード",
+ "おかしなフラグ存在",
+ "未定義命令",
+ "メモリ不足",
+ "座標範囲外",
+ "引数不足",
+ "æ\9cªå®\9a義å\9c°å½¢ã\82¿ã\82°",
#else
"parse error",
"obsolete file",
/*
* File headers
*/
-header v_head;
-header f_head;
-header k_head;
-header a_head;
-header e_head;
-header r_head;
-header d_head;
-header s_head;
-header m_head;
+header v_head; /*!< Vault情報のヘッダ構造体 */
+header f_head; /*!< 地形情報のヘッダ構造体 */
+header k_head; /*!< ペースアイテム情報のヘッダ構造体 */
+header a_head; /*!< 固定アーティファクト情報のヘッダ構造体 */
+header e_head; /*!< アイテムエゴ情報のヘッダ構造体 */
+header r_head; /*!< モンスター種族情報のヘッダ構造体 */
+header d_head; /*!< ダンジョン情報のヘッダ構造体 */
+header s_head; /*!< プレイヤー職業技能情報のヘッダ構造体 */
+header m_head; /*!< プレイヤー職業魔法情報のヘッダ構造体 */
#ifdef CHECK_MODIFICATION_TIME
+/*!
+ * @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
+ * Find the default paths to all of our important sub-directories.
+ * @param fd ファイルディスクリプタ
+ * @param template_file ファイル名
+ * @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。
+ */
static errr check_modification_date(int fd, cptr template_file)
{
char buf[1024];
/*** Initialize from binary image files ***/
-/*
+/*!
+ * @brief rawファイルからのデータの読み取り処理
* Initialize the "*_info" array, by parsing a binary "image" file
+ * @param fd ファイルディスクリプタ
+ * @param head rawファイルのヘッダ
+ * @return エラーコード
*/
static errr init_info_raw(int fd, header *head)
{
-/*
+/*!
+ * @brief ヘッダ構造体の更新
* Initialize the header of an *_info.raw file.
+ * @param head rawファイルのヘッダ
+ * @param num データ数
+ * @param len データの長さ
+ * @return エラーコード
*/
static void init_header(header *head, int num, int len)
{
}
-/*
+/*!
+ * @brief ヘッダ構造体の更新
* Initialize the "*_info" array
- *
+ * @param filename ファイル名(拡張子txt/raw)
+ * @param head 処理に用いるヘッダ構造体
+ * @param info データ保管先の構造体ポインタ
+ * @param name 名称用可変文字列の保管先
+ * @param text テキスト用可変文字列の保管先
+ * @param tag タグ用可変文字列の保管先
+ * @return エラーコード
+ * @note
* Note that we let each entry have a unique "name" and "text" string,
* even if the string happens to be empty (everyone has a unique '\0').
*/
{
int fd;
- int mode = 0644;
+ BIT_FLAGS mode = 0644;
errr err = 1;
/*** Load the binary image file ***/
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s_j.raw", filename));
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s.raw", filename));
-#endif
+ path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
/* Attempt to open the "raw" file */
fp = my_fopen(buf, "r");
/* Parse it */
-#ifdef JP
- if (!fp) quit(format("'%s.txt'¥Õ¥¡¥¤¥ë¤ò¥ª¡¼¥×¥ó¤Ç¤¤Þ¤»¤ó¡£", filename));
-#else
- if (!fp) quit(format("Cannot open '%s.txt' file.", filename));
-#endif
-
+ 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));
/* Parse the file */
err = init_info_txt(fp, buf, head, head->parse_info_txt);
#ifdef JP
/* Error string */
- oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "̤ÃΤÎ");
+ oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "未知の");
/* Oops */
- msg_format("'%s.txt'¥Õ¥¡¥¤¥ë¤Î %d ¹ÔÌܤ˥¨¥é¡¼¡£", filename, error_line);
- msg_format("¥ì¥³¡¼¥É %d ¤Ï '%s' ¥¨¥é¡¼¤¬¤¢¤ê¤Þ¤¹¡£", error_idx, oops);
- msg_format("¹½Ê¸ '%s'¡£", buf);
+ msg_format("'%s.txt'ファイルの %d 行目にエラー。", filename, error_line);
+ msg_format("レコード %d は '%s' エラーがあります。", error_idx, oops);
+ msg_format("構文 '%s'。", buf);
msg_print(NULL);
/* Quit */
- quit(format("'%s.txt'¥Õ¥¡¥¤¥ë¤Ë¥¨¥é¡¼", filename));
+ quit(format("'%s.txt'ã\83\95ã\82¡ã\82¤ã\83«ã\81«ã\82¨ã\83©ã\83¼", filename));
#else
/* Error string */
oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "unknown");
FILE_TYPE(FILE_TYPE_DATA);
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s_j.raw", filename));
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s.raw", filename));
-#endif
+ path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
/* Grab permissions */
/*** Load the binary image file ***/
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s_j.raw", filename));
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s.raw", filename));
-#endif
-
+ path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
/* Attempt to open the "raw" file */
fd = fd_open(buf, O_RDONLY);
/* Process existing "raw" file */
-#ifdef JP
- if (fd < 0) quit(format("'%s_j.raw'¥Õ¥¡¥¤¥ë¤ò¥í¡¼¥É¤Ç¤¤Þ¤»¤ó¡£", filename));
-#else
- if (fd < 0) quit(format("Cannot load '%s.raw' file.", filename));
-#endif
-
+ 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));
/* Attempt to parse the "raw" file */
err = init_info_raw(fd, head);
(void)fd_close(fd);
/* Error */
-#ifdef JP
- if (err) quit(format("'%s_j.raw'¥Õ¥¡¥¤¥ë¤ò²òÀϤǤ¤Þ¤»¤ó¡£", filename));
-#else
- if (err) quit(format("Cannot parse '%s.raw' file.", filename));
-#endif
+ 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));
#ifdef ALLOW_TEMPLATES
}
}
-/*
+/*!
+ * @brief 地形情報読み込みのメインルーチン /
* Initialize the "f_info" array
+ * @return エラーコード
*/
static errr init_f_info(void)
{
}
-/*
+/*!
+ * @brief ベースアイテム情報読み込みのメインルーチン /
* Initialize the "k_info" array
+ * @return エラーコード
*/
static errr init_k_info(void)
{
-/*
+/*!
+ * @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 /
* Initialize the "a_info" array
+ * @return エラーコード
*/
static errr init_a_info(void)
{
-/*
+/*!
+ * @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 /
* Initialize the "e_info" array
+ * @return エラーコード
*/
static errr init_e_info(void)
{
-/*
+/*!
+ * @brief モンスター種族情報読み込みのメインルーチン /
* Initialize the "r_info" array
+ * @return エラーコード
*/
static errr init_r_info(void)
{
-/*
+/*!
+ * @brief ダンジョン情報読み込みのメインルーチン /
* Initialize the "d_info" array
+ * @return エラーコード
*/
static errr init_d_info(void)
{
}
-/*
+/*!
+ * @brief Vault情報読み込みのメインルーチン /
* Initialize the "v_info" array
- *
+ * @return エラーコード
+ * @note
* Note that we let each entry have a unique "name" and "text" string,
* even if the string happens to be empty (everyone has a unique '\0').
*/
}
-/*
+/*!
+ * @brief 職業技能情報読み込みのメインルーチン /
* Initialize the "s_info" array
+ * @return エラーコード
*/
static errr init_s_info(void)
{
}
-/*
+/*!
+ * @brief 職業魔法情報読み込みのメインルーチン /
* Initialize the "m_info" array
+ * @return エラーコード
*/
static errr init_m_info(void)
{
/*** Initialize others ***/
-/*
- * Hack -- Objects sold in the stores -- by tval/sval pair.
+/*!
+ * 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.
*/
static byte store_table[MAX_STORES][STORE_CHOICES][2] =
{
{ TV_MUSIC_BOOK, 0 },
{ TV_MUSIC_BOOK, 1 },
{ TV_MUSIC_BOOK, 1 },
+
+ { TV_HEX_BOOK, 0 },
+ { TV_HEX_BOOK, 0 },
+ { TV_HEX_BOOK, 1 },
+ { TV_HEX_BOOK, 1 },
},
{
};
-/*
+/*!
+ * @brief 基本情報読み込みのメインルーチン /
* Initialize misc. values
+ * @return エラーコード
*/
static errr init_misc(void)
{
}
-/*
+/*!
+ * @brief 町情報読み込みのメインルーチン /
* Initialize town array
+ * @return エラーコード
*/
static errr init_towns(void)
{
/* Assume full stock */
/*
- * ²æ¤¬²È¤¬ 20 ¥Ú¡¼¥¸¤Þ¤Ç»È¤¨¤ë±£¤·µ¡Ç½¤Î¤¿¤á¤Î½àÈ÷¡£
- * ¥ª¥×¥·¥ç¥ó¤¬Í¸ú¤Ç¤â¤½¤¦¤Ç¤Ê¤¯¤Æ¤â°ì±þ¥¹¥Ú¡¼¥¹
- * ¤òºî¤Ã¤Æ¤ª¤¯¡£
+ * 我が家が 20 ページまで使える隠し機能のための準備。
+ * ã\82ªã\83\97ã\82·ã\83§ã\83³ã\81\8cæ\9c\89å\8a¹ã\81§ã\82\82ã\81\9dã\81\86ã\81§ã\81ªã\81\8fã\81¦ã\82\82ä¸\80å¿\9cã\82¹ã\83\9aã\83¼ã\82¹
+ * を作っておく。
*/
if (j == STORE_HOME)
{
/* Scan the choices */
for (k = 0; k < STORE_CHOICES; k++)
{
- int k_idx;
+ KIND_OBJECT_IDX k_idx;
/* Extract the tval/sval codes */
int tv = store_table[j][k][0];
return 0;
}
-/*
+/*!
+ * @brief 店情報初期化のメインルーチン /
* Initialize buildings
+ * @return エラーコード
*/
errr init_buildings(void)
{
}
-/*
+/*!
+ * @brief クエスト情報初期化のメインルーチン /
* Initialize quest array
+ * @return エラーコード
*/
static errr init_quests(void)
{
return 0;
}
+/*! 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 */
+static bool feat_tag_is_not_found = FALSE;
-/*
+/*!
+ * @brief 地形タグからIDを得る /
+ * Initialize quest array
+ * @return 地形ID
+ */
+s16b f_tag_to_index_in_init(cptr str)
+{
+ s16b feat = f_tag_to_index(str);
+
+ if (feat < 0) feat_tag_is_not_found = TRUE;
+
+ return feat;
+}
+
+
+/*!
+ * @brief 地形の汎用定義をタグを通じて取得する /
+ * Initialize feature variables
+ * @return エラーコード
+ */
+static errr init_feat_variables(void)
+{
+ FEAT_IDX i;
+
+ /* Nothing */
+ feat_none = f_tag_to_index_in_init("NONE");
+
+ /* Floor */
+ feat_floor = f_tag_to_index_in_init("FLOOR");
+
+ /* Objects */
+ feat_glyph = f_tag_to_index_in_init("GLYPH");
+ feat_explosive_rune = f_tag_to_index_in_init("EXPLOSIVE_RUNE");
+ feat_mirror = f_tag_to_index_in_init("MIRROR");
+
+ /* Doors */
+ feat_door[DOOR_DOOR].open = f_tag_to_index_in_init("OPEN_DOOR");
+ feat_door[DOOR_DOOR].broken = f_tag_to_index_in_init("BROKEN_DOOR");
+ feat_door[DOOR_DOOR].closed = f_tag_to_index_in_init("CLOSED_DOOR");
+
+ /* Locked doors */
+ for (i = 1; i < MAX_LJ_DOORS; i++)
+ {
+ s16b door = f_tag_to_index(format("LOCKED_DOOR_%d", i));
+ if (door < 0) break;
+ feat_door[DOOR_DOOR].locked[i - 1] = door;
+ }
+ if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
+ feat_door[DOOR_DOOR].num_locked = i - 1;
+
+ /* Jammed doors */
+ for (i = 0; i < MAX_LJ_DOORS; i++)
+ {
+ s16b door = f_tag_to_index(format("JAMMED_DOOR_%d", i));
+ if (door < 0) break;
+ feat_door[DOOR_DOOR].jammed[i] = door;
+ }
+ if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
+ feat_door[DOOR_DOOR].num_jammed = i;
+
+ /* Glass doors */
+ feat_door[DOOR_GLASS_DOOR].open = f_tag_to_index_in_init("OPEN_GLASS_DOOR");
+ feat_door[DOOR_GLASS_DOOR].broken = f_tag_to_index_in_init("BROKEN_GLASS_DOOR");
+ feat_door[DOOR_GLASS_DOOR].closed = f_tag_to_index_in_init("CLOSED_GLASS_DOOR");
+
+ /* Locked glass doors */
+ for (i = 1; i < MAX_LJ_DOORS; i++)
+ {
+ s16b door = f_tag_to_index(format("LOCKED_GLASS_DOOR_%d", i));
+ if (door < 0) break;
+ feat_door[DOOR_GLASS_DOOR].locked[i - 1] = door;
+ }
+ if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
+ feat_door[DOOR_GLASS_DOOR].num_locked = i - 1;
+
+ /* Jammed glass doors */
+ for (i = 0; i < MAX_LJ_DOORS; i++)
+ {
+ s16b door = f_tag_to_index(format("JAMMED_GLASS_DOOR_%d", i));
+ if (door < 0) break;
+ feat_door[DOOR_GLASS_DOOR].jammed[i] = door;
+ }
+ if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
+ feat_door[DOOR_GLASS_DOOR].num_jammed = i;
+
+ /* Curtains */
+ feat_door[DOOR_CURTAIN].open = f_tag_to_index_in_init("OPEN_CURTAIN");
+ feat_door[DOOR_CURTAIN].broken = feat_door[DOOR_CURTAIN].open;
+ feat_door[DOOR_CURTAIN].closed = f_tag_to_index_in_init("CLOSED_CURTAIN");
+ feat_door[DOOR_CURTAIN].locked[0] = feat_door[DOOR_CURTAIN].closed;
+ feat_door[DOOR_CURTAIN].num_locked = 1;
+ feat_door[DOOR_CURTAIN].jammed[0] = feat_door[DOOR_CURTAIN].closed;
+ feat_door[DOOR_CURTAIN].num_jammed = 1;
+
+ /* Stairs */
+ feat_up_stair = f_tag_to_index_in_init("UP_STAIR");
+ feat_down_stair = f_tag_to_index_in_init("DOWN_STAIR");
+ feat_entrance = f_tag_to_index_in_init("ENTRANCE");
+
+ /* Normal traps */
+ init_normal_traps();
+
+ /* Special traps */
+ feat_trap_open = f_tag_to_index_in_init("TRAP_OPEN");
+ feat_trap_armageddon = f_tag_to_index_in_init("TRAP_ARMAGEDDON");
+ feat_trap_piranha = f_tag_to_index_in_init("TRAP_PIRANHA");
+
+ /* Rubble */
+ feat_rubble = f_tag_to_index_in_init("RUBBLE");
+
+ /* Seams */
+ feat_magma_vein = f_tag_to_index_in_init("MAGMA_VEIN");
+ feat_quartz_vein = f_tag_to_index_in_init("QUARTZ_VEIN");
+
+ /* Walls */
+ feat_granite = f_tag_to_index_in_init("GRANITE");
+ feat_permanent = f_tag_to_index_in_init("PERMANENT");
+
+ /* Glass floor */
+ feat_glass_floor = f_tag_to_index_in_init("GLASS_FLOOR");
+
+ /* Glass walls */
+ feat_glass_wall = f_tag_to_index_in_init("GLASS_WALL");
+ feat_permanent_glass_wall = f_tag_to_index_in_init("PERMANENT_GLASS_WALL");
+
+ /* Pattern */
+ feat_pattern_start = f_tag_to_index_in_init("PATTERN_START");
+ feat_pattern_1 = f_tag_to_index_in_init("PATTERN_1");
+ feat_pattern_2 = f_tag_to_index_in_init("PATTERN_2");
+ feat_pattern_3 = f_tag_to_index_in_init("PATTERN_3");
+ feat_pattern_4 = f_tag_to_index_in_init("PATTERN_4");
+ feat_pattern_end = f_tag_to_index_in_init("PATTERN_END");
+ feat_pattern_old = f_tag_to_index_in_init("PATTERN_OLD");
+ feat_pattern_exit = f_tag_to_index_in_init("PATTERN_EXIT");
+ feat_pattern_corrupted = f_tag_to_index_in_init("PATTERN_CORRUPTED");
+
+ /* Various */
+ feat_black_market = f_tag_to_index_in_init("BLACK_MARKET");
+ feat_town = f_tag_to_index_in_init("TOWN");
+
+ /* Terrains */
+ feat_deep_water = f_tag_to_index_in_init("DEEP_WATER");
+ feat_shallow_water = f_tag_to_index_in_init("SHALLOW_WATER");
+ feat_deep_lava = f_tag_to_index_in_init("DEEP_LAVA");
+ feat_shallow_lava = f_tag_to_index_in_init("SHALLOW_LAVA");
+ feat_dirt = f_tag_to_index_in_init("DIRT");
+ feat_grass = f_tag_to_index_in_init("GRASS");
+ feat_flower = f_tag_to_index_in_init("FLOWER");
+ feat_brake = f_tag_to_index_in_init("BRAKE");
+ feat_tree = f_tag_to_index_in_init("TREE");
+ feat_mountain = f_tag_to_index_in_init("MOUNTAIN");
+ feat_swamp = f_tag_to_index_in_init("SWAMP");
+
+ /* Unknown grid (not detected) */
+ feat_undetected = f_tag_to_index_in_init("UNDETECTED");
+
+ /* Wilderness terrains */
+ init_wilderness_terrains();
+
+ return feat_tag_is_not_found ? PARSE_ERROR_UNDEFINED_TERRAIN_TAG : 0;
+}
+
+
+/*!
+ * @brief その他の初期情報更新 /
* Initialize some other arrays
+ * @return エラーコード
*/
static errr init_other(void)
{
for (i = 0; i < MAX_MTIMED; i++)
{
C_MAKE(mproc_list[i], max_m_idx, s16b);
- mproc_max[i] = 1;
}
/* Allocate and Wipe the max dungeon level */
- C_MAKE(max_dlv, max_d_idx, s16b);
+ C_MAKE(max_dlv, max_d_idx, DEPTH);
/* Allocate and wipe each line of the cave */
for (i = 0; i < MAX_HGT; i++)
quark_init();
/* Message variables */
- C_MAKE(message__ptr, MESSAGE_MAX, u16b);
+ C_MAKE(message__ptr, MESSAGE_MAX, u32b);
C_MAKE(message__buf, MESSAGE_BUF, char);
/* Hack -- No messages yet */
}
-/*
+/*!
+ * @brief オブジェクト配列を初期化する /
* Initialize some other arrays
+ * @return エラーコード
*/
static errr init_object_alloc(void)
{
}
/* Paranoia */
-#ifdef JP
-if (!num[0]) quit("Ä®¤Î¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡ª");
-#else
- if (!num[0]) quit("No town objects!");
-#endif
-
-
+ if (!num[0]) quit(_("町のアイテムがない!", "No town objects!"));
/*** Initialize object allocation info ***/
z = y + aux[x];
/* Load the entry */
- table[z].index = i;
- table[z].level = x;
- table[z].prob1 = p;
- table[z].prob2 = p;
- table[z].prob3 = p;
+ table[z].index = (KIND_OBJECT_IDX)i;
+ table[z].level = (DEPTH)x;
+ table[z].prob1 = (PROB)p;
+ table[z].prob2 = (PROB)p;
+ table[z].prob3 = (PROB)p;
/* Another entry complete for this locale */
aux[x]++;
}
-/*
+/*!
+ * @brief モンスター配列と生成テーブルを初期化する /
* Initialize some other arrays
+ * @return エラーコード
*/
static errr init_alloc(void)
{
for (i = 1; i < max_r_idx; i++)
{
elements[i].tag = r_info[i].level;
- elements[i].pointer = (void*)i;
+ elements[i].index = i;
}
tag_sort(elements, max_r_idx);
for (i = 1; i < max_r_idx; i++)
{
/* Get the i'th race */
- r_ptr = &r_info[(int)elements[i].pointer];
+ r_ptr = &r_info[elements[i].index];
/* Count valid pairs */
if (r_ptr->rarity)
p = (100 / r_ptr->rarity);
/* Load the entry */
- alloc_race_table[i].index = (int)elements[i].pointer;
- alloc_race_table[i].level = x;
- alloc_race_table[i].prob1 = p;
- alloc_race_table[i].prob2 = p;
- alloc_race_table[i].prob3 = p;
+ alloc_race_table[i].index = (KIND_OBJECT_IDX)elements[i].index;
+ alloc_race_table[i].level = (DEPTH)x;
+ alloc_race_table[i].prob1 = (PROB)p;
+ alloc_race_table[i].prob2 = (PROB)p;
+ alloc_race_table[i].prob3 = (PROB)p;
}
}
}
/* Paranoia */
-#ifdef JP
- if (!num[0]) quit("Ä®¤Î¥â¥ó¥¹¥¿¡¼¤¬¤Ê¤¤¡ª");
-#else
- if (!num[0]) quit("No town monsters!");
-#endif
-
-
+ if (!num[0]) quit(_("町のモンスターがない!", "No town monsters!"));
/*** Initialize monster allocation info ***/
-/*
+/*!
+ * @brief 画面左下にシステムメッセージを表示する /
* Hack -- take notes on line 23
+ * @return なし
*/
static void note(cptr str)
{
-/*
+/*!
+ * @brief 全ゲームデータ読み込みのサブルーチン /
* Hack -- Explain a broken "lib" folder and quit (see below).
- *
+ * @return なし
+ * @note
+ * <pre>
* XXX XXX XXX This function is "messy" because various things
* may or may not be initialized, but the "plog()" and "quit()"
* functions are "supposed" to work under any conditions.
+ * </pre>
*/
static void init_angband_aux(cptr why)
{
#ifdef JP
/* Explain */
- plog("'lib'¥Ç¥£¥ì¥¯¥È¥ê¤¬Â¸ºß¤·¤Ê¤¤¤«²õ¤ì¤Æ¤¤¤ë¤è¤¦¤Ç¤¹¡£");
+ plog("'lib'ディレクトリが存在しないか壊れているようです。");
/* More details */
- plog("¤Ò¤ç¤Ã¤È¤¹¤ë¤È¥¢¡¼¥«¥¤¥Ö¤¬Àµ¤·¤¯²òÅव¤ì¤Æ¤¤¤Ê¤¤¤Î¤«¤â¤·¤ì¤Þ¤»¤ó¡£");
+ 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。");
/* Explain */
- plog("³ºÅö¤¹¤ë'README'¥Õ¥¡¥¤¥ë¤òÆɤó¤Ç³Îǧ¤·¤Æ¤ß¤Æ²¼¤µ¤¤¡£");
+ plog("該当する'README'ファイルを読んで確認してみて下さい。");
/* Quit with error */
- quit("Ã×̿Ū¤Ê¥¨¥é¡¼¡£");
+ quit("致命的なエラー。");
#else
/* Explain */
plog("The 'lib' directory is probably missing or broken.");
}
-/*
+/*!
+ * @brief 全ゲームデータ読み込みのメインルーチン /
* Hack -- main Angband initialization entry point
- *
+ * @return なし
+ * @note
+ * <pre>
+ * XXX XXX XXX This function is "messy" because various things
+ * may or may not be initialized, but the "plog()" and "quit()"
+ * functions are "supposed" to work under any conditions.
* Verify some files, display the "news.txt" file, create
* the high score file, initialize all internal arrays, and
* load the basic "user pref files".
- *
* Be very careful to keep track of the order in which things
* are initialized, in particular, the only thing *known* to
* be available when this function is called is the "z-term.c"
* package, and that may not be fully initialized until the
* end of this function, when the default "user pref files"
* are loaded and "Term_xtra(TERM_XTRA_REACT,0)" is called.
- *
* Note that this function attempts to verify the "news" file,
* and the game aborts (cleanly) on failure, since without the
* "news" file, it is likely that the "lib" folder has not been
* correctly located. Otherwise, the news file is displayed for
* the user.
- *
* Note that this function attempts to verify (or create) the
* "high score" file, and the game aborts (cleanly) on failure,
* since one of the most common "extraction" failures involves
* code below, since the "lib/apex" directory, being empty in the
* standard distributions, is most likely to be "lost", making it
* impossible to create the high score file.
- *
* Note that various things are initialized by this function,
* including everything that was once done by "init_some_arrays".
- *
* This initialization involves the parsing of special files
* in the "lib/data" and sometimes the "lib/edit" directories.
- *
* Note that the "template" files are initialized first, since they
* often contain errors. This means that macros and message recall
* and things like that are not available until after they are done.
- *
* We load the default "user pref files" here in case any "color"
* changes are needed before character creation.
- *
* Note that the "graf-xxx.prf" file must be loaded separately,
* if needed, in the first (?) pass through "TERM_XTRA_REACT".
+ * </pre>
*/
void init_angband(void)
{
int fd = -1;
- int mode = 0664;
+ BIT_FLAGS mode = 0664;
FILE *fp;
/*** Verify the "news" file ***/
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news_j.txt");
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news.txt");
-#endif
-
+ path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
/* Attempt to open the file */
fd = fd_open(buf, O_RDONLY);
char why[1024];
/* Message */
-#ifdef JP
- sprintf(why, "'%s'¥Õ¥¡¥¤¥ë¤Ë¥¢¥¯¥»¥¹¤Ç¤¤Þ¤»¤ó!", buf);
-#else
- sprintf(why, "Cannot access the '%s' file!", buf);
-#endif
-
+ sprintf(why, _("'%s'ファイルにアクセスできません!", "Cannot access the '%s' file!"), buf);
/* Crash and burn */
init_angband_aux(why);
Term_clear();
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news_j.txt");
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news.txt");
-#endif
-
+ path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
/* Open the News file */
fp = my_fopen(buf, "r");
}
/* Flush it */
- Term_fresh();
+ Term_flush();
/*** Verify (or create) the "high score" file ***/
char why[1024];
/* Message */
-#ifdef JP
- sprintf(why, "'%s'¥Õ¥¡¥¤¥ë¤òºîÀ®¤Ç¤¤Þ¤»¤ó!", buf);
-#else
- sprintf(why, "Cannot create the '%s' file!", buf);
-#endif
-
+ sprintf(why, _("'%s'ファイルを作成できません!", "Cannot create the '%s' file!"), buf);
/* Crash and burn */
init_angband_aux(why);
/* Close it */
(void)fd_close(fd);
+ put_title();
/*** Initialize some arrays ***/
/* Initialize misc. values */
-#ifdef JP
-note("[ÊÑ¿ô¤ò½é´ü²½¤·¤Æ¤¤¤Þ¤¹...(¤½¤Î¾)");
-#else
- note("[Initializing values... (misc)]");
-#endif
-
-#ifdef JP
-if (init_misc()) quit("¤½¤Î¾¤ÎÊÑ¿ô¤ò½é´ü²½¤Ç¤¤Þ¤»¤ó");
-#else
- if (init_misc()) quit("Cannot initialize misc. values");
-#endif
-
+ note(_("[変数を初期化しています...(その他)", "[Initializing values... (misc)]"));
+ if (init_misc()) quit(_("その他の変数を初期化できません", "Cannot initialize misc. values"));
/* Initialize feature info */
#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (ÃÏ·Á)]");
- if (init_f_info()) quit("ÃÏ·Á½é´ü²½ÉÔǽ");
+ note("[データの初期化中... (地形)]");
+ if (init_f_info()) quit("地形初期化不能");
+ if (init_feat_variables()) quit("地形初期化不能");
#else
note("[Initializing arrays... (features)]");
if (init_f_info()) quit("Cannot initialize features");
+ if (init_feat_variables()) quit("Cannot initialize features");
#endif
/* Initialize object info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (¥¢¥¤¥Æ¥à)]");
- if (init_k_info()) quit("¥¢¥¤¥Æ¥à½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (objects)]");
- if (init_k_info()) quit("Cannot initialize objects");
-#endif
+ note(_("[データの初期化中... (アイテム)]", "[Initializing arrays... (objects)]"));
+ if (init_k_info()) quit(_("アイテム初期化不能", "Cannot initialize objects"));
/* Initialize artifact info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (ÅÁÀâ¤Î¥¢¥¤¥Æ¥à)]");
- if (init_a_info()) quit("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (artifacts)]");
- if (init_a_info()) quit("Cannot initialize artifacts");
-#endif
+ note(_("[データの初期化中... (伝説のアイテム)]", "[Initializing arrays... (artifacts)]"));
+ if (init_a_info()) quit(_("伝説のアイテム初期化不能", "Cannot initialize artifacts"));
/* Initialize ego-item info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à)]");
- if (init_e_info()) quit("̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (ego-items)]");
- if (init_e_info()) quit("Cannot initialize ego-items");
-#endif
+ note(_("[データの初期化中... (名のあるアイテム)]", "[Initializing arrays... (ego-items)]"));
+ if (init_e_info()) quit(_("名のあるアイテム初期化不能", "Cannot initialize ego-items"));
/* Initialize monster info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (¥â¥ó¥¹¥¿¡¼)]");
- if (init_r_info()) quit("¥â¥ó¥¹¥¿¡¼½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (monsters)]");
- if (init_r_info()) quit("Cannot initialize monsters");
-#endif
+ note(_("[データの初期化中... (モンスター)]", "[Initializing arrays... (monsters)]"));
+ if (init_r_info()) quit(_("モンスター初期化不能", "Cannot initialize monsters"));
/* Initialize dungeon info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (¥À¥ó¥¸¥ç¥ó)]");
- if (init_d_info()) quit("¥À¥ó¥¸¥ç¥ó½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (dungeon)]");
- if (init_d_info()) quit("Cannot initialize dungeon");
-#endif
+ note(_("[データの初期化中... (ダンジョン)]", "[Initializing arrays... (dungeon)]"));
+ if (init_d_info()) quit(_("ダンジョン初期化不能", "Cannot initialize dungeon"));
{
int i;
for (i = 1; i < max_d_idx; i++)
}
/* Initialize magic info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (ËâË¡)]");
- if (init_m_info()) quit("ËâË¡½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (magic)]");
- if (init_m_info()) quit("Cannot initialize magic");
-#endif
+ note(_("[データの初期化中... (魔法)]", "[Initializing arrays... (magic)]"));
+ if (init_m_info()) quit(_("魔法初期化不能", "Cannot initialize magic"));
/* Initialize weapon_exp info */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (½ÏÎýÅÙ)]");
- if (init_s_info()) quit("½ÏÎýÅÙ½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (skill)]");
- if (init_s_info()) quit("Cannot initialize skill");
-#endif
+ note(_("[データの初期化中... (熟練度)]", "[Initializing arrays... (skill)]"));
+ if (init_s_info()) quit(_("熟練度初期化不能", "Cannot initialize skill"));
/* Initialize wilderness array */
-#ifdef JP
-note("[ÇÛÎó¤ò½é´ü²½¤·¤Æ¤¤¤Þ¤¹... (¹ÓÌî)]");
-#else
- note("[Initializing arrays... (wilderness)]");
-#endif
+ note(_("[配列を初期化しています... (荒野)]", "[Initializing arrays... (wilderness)]"));
-#ifdef JP
-if (init_wilderness()) quit("¹ÓÌî¤ò½é´ü²½¤Ç¤¤Þ¤»¤ó");
-#else
- if (init_wilderness()) quit("Cannot initialize wilderness");
-#endif
+ if (init_wilderness()) quit(_("荒野を初期化できません", "Cannot initialize wilderness"));
/* Initialize town array */
-#ifdef JP
-note("[ÇÛÎó¤ò½é´ü²½¤·¤Æ¤¤¤Þ¤¹... (³¹)]");
-#else
- note("[Initializing arrays... (towns)]");
-#endif
-
-#ifdef JP
-if (init_towns()) quit("³¹¤ò½é´ü²½¤Ç¤¤Þ¤»¤ó");
-#else
- if (init_towns()) quit("Cannot initialize towns");
-#endif
+ note(_("[配列を初期化しています... (街)]", "[Initializing arrays... (towns)]"));
+ if (init_towns()) quit(_("街を初期化できません", "Cannot initialize towns"));
/* Initialize building array */
-#ifdef JP
-note("[ÇÛÎó¤ò½é´ü²½¤·¤Æ¤¤¤Þ¤¹... (·úʪ)]");
-#else
- note("[Initializing arrays... (buildings)]");
-#endif
-
-#ifdef JP
-if (init_buildings()) quit("·úʪ¤ò½é´ü²½¤Ç¤¤Þ¤»¤ó");
-#else
- if (init_buildings()) quit("Cannot initialize buildings");
-#endif
+ note(_("[配列を初期化しています... (建物)]", "[Initializing arrays... (buildings)]"));
+ if (init_buildings()) quit(_("建物を初期化できません", "Cannot initialize buildings"));
/* Initialize quest array */
-#ifdef JP
-note("[ÇÛÎó¤ò½é´ü²½¤·¤Æ¤¤¤Þ¤¹... (¥¯¥¨¥¹¥È)]");
-#else
- note("[Initializing arrays... (quests)]");
-#endif
-
-#ifdef JP
-if (init_quests()) quit("¥¯¥¨¥¹¥È¤ò½é´ü²½¤Ç¤¤Þ¤»¤ó");
-#else
- if (init_quests()) quit("Cannot initialize quests");
-#endif
-
+ note(_("[配列を初期化しています... (クエスト)]", "[Initializing arrays... (quests)]"));
+ if (init_quests()) quit(_("クエストを初期化できません", "Cannot initialize quests"));
/* Initialize vault info */
-#ifdef JP
- if (init_v_info()) quit("vault ½é´ü²½ÉÔǽ");
-#else
- if (init_v_info()) quit("Cannot initialize vaults");
-#endif
-
+ if (init_v_info()) quit(_("vault 初期化不能", "Cannot initialize vaults"));
/* Initialize some other arrays */
-#ifdef JP
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (¤½¤Î¾)]");
- if (init_other()) quit("¤½¤Î¾¤Î¥Ç¡¼¥¿½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (other)]");
- if (init_other()) quit("Cannot initialize other stuff");
-#endif
+ note(_("[データの初期化中... (その他)]", "[Initializing arrays... (other)]"));
+ if (init_other()) quit(_("その他のデータ初期化不能", "Cannot initialize other stuff"));
/* Initialize some other arrays */
-#ifdef JP
- /* translation */
- note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (¥¢¥í¥±¡¼¥·¥ç¥ó)]");
- if (init_alloc()) quit("¥¢¥í¥±¡¼¥·¥ç¥ó¡¦¥¹¥¿¥Ã¥Õ½é´ü²½ÉÔǽ");
-#else
- note("[Initializing arrays... (alloc)]");
- if (init_alloc()) quit("Cannot initialize alloc stuff");
-#endif
+ note(_("[データの初期化中... (アロケーション)]", "[Initializing arrays... (alloc)]"));
+ if (init_alloc()) quit(_("アロケーション・スタッフ初期化不能", "Cannot initialize alloc stuff"));
/*** Load default user pref files ***/
/* Initialize feature info */
-#ifdef JP
-note("[¥æ¡¼¥¶¡¼ÀßÄê¥Õ¥¡¥¤¥ë¤ò½é´ü²½¤·¤Æ¤¤¤Þ¤¹...]");
-#else
- note("[Initializing user pref files...]");
-#endif
-
+ note(_("[ユーザー設定ファイルを初期化しています...]", "[Initializing user pref files...]"));
/* Access the "basic" pref file */
strcpy(buf, "pref.prf");
process_pref_file(buf);
/* Done */
-#ifdef JP
- note("[½é´ü²½½ªÎ»]");
+ note(_("[初期化終了]", "[Initialization complete]"));
+}
+
+/*!
+ * @brief タイトル記述
+ * @return なし
+ */
+static void put_title(void)
+{
+ char title[120];
+ int col;
+#if H_VER_EXTRA > 0
+ 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,
#else
- note("[Initialization complete]");
+ sprintf(title, _("変愚蛮怒 %d.%d.%d(%s)", "Hengband %d.%d.%d(%s)"), H_VER_MAJOR, H_VER_MINOR, H_VER_PATCH,
#endif
-
+ IS_STABLE_VERSION ? _("安定版", "Stable") : _("開発版", "Developing"));
+ col = (80 - strlen(title)) / 2;
+ col = col < 0 ? 0 : col;
+ prt(title, VER_INFO_ROW, col);
}
-/*
- * Get check sum in string form
+/*!
+ * @brief サムチェック情報を出力 / Get check sum in string form
+ * @return サムチェック情報の文字列
*/
cptr get_check_sum(void)
{