/* Magic-User store */
{ TV_RING, SV_RING_PROTECTION },
- { TV_RING, SV_RING_FEATHER_FALL },
+ { TV_RING, SV_RING_LEVITATION_FALL },
{ TV_RING, SV_RING_PROTECTION },
{ TV_RING, SV_RING_RESIST_FIRE },
{ TV_ARCANE_BOOK, 2 },
{ TV_ARCANE_BOOK, 3 },
- { TV_ENCHANT_BOOK, 0 },
- { TV_ENCHANT_BOOK, 0 },
- { TV_ENCHANT_BOOK, 1 },
- { TV_ENCHANT_BOOK, 1 },
+ { TV_CRAFT_BOOK, 0 },
+ { TV_CRAFT_BOOK, 0 },
+ { TV_CRAFT_BOOK, 1 },
+ { TV_CRAFT_BOOK, 1 },
{ TV_DAEMON_BOOK, 0 },
{ TV_DAEMON_BOOK, 0 },
{ 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 },
},
{
}
+static bool feat_tag_is_not_found = FALSE;
+
+
+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;
+}
+
+
+/*
+ * Initialize feature variables
+ */
+static errr init_feat_variables(void)
+{
+ int 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;
+}
+
+
/*
* Initialize some other arrays
*/
/* Allocate and Wipe the monster list */
C_MAKE(m_list, max_m_idx, monster_type);
+ /* Allocate and Wipe the monster process list */
+ for (i = 0; i < MAX_MTIMED; i++)
+ {
+ C_MAKE(mproc_list[i], max_m_idx, s16b);
+ }
+
/* Allocate and Wipe the max dungeon level */
C_MAKE(max_dlv, max_d_idx, s16b);
C_MAKE(macro__buf, 1024, char);
/* Quark variables */
- C_MAKE(quark__str, QUARK_MAX, cptr);
+ quark_init();
/* Message variables */
C_MAKE(message__ptr, MESSAGE_MAX, u16b);
}
+/*
+ * Initialize some other arrays
+ */
+static errr init_object_alloc(void)
+{
+ int i, j;
+ object_kind *k_ptr;
+ alloc_entry *table;
+ s16b num[MAX_DEPTH];
+ s16b aux[MAX_DEPTH];
+
+
+ /*** Analyze object allocation info ***/
+
+ /* Clear the "aux" array */
+ (void)C_WIPE(&aux, MAX_DEPTH, s16b);
+
+ /* Clear the "num" array */
+ (void)C_WIPE(&num, MAX_DEPTH, s16b);
+
+ /* Free the old "alloc_kind_table" (if it exists) */
+ if (alloc_kind_table)
+ {
+ C_KILL(alloc_kind_table, alloc_kind_size, alloc_entry);
+ }
+
+ /* Size of "alloc_kind_table" */
+ alloc_kind_size = 0;
+
+ /* Scan the objects */
+ for (i = 1; i < max_k_idx; i++)
+ {
+ k_ptr = &k_info[i];
+
+ /* Scan allocation pairs */
+ for (j = 0; j < 4; j++)
+ {
+ /* Count the "legal" entries */
+ if (k_ptr->chance[j])
+ {
+ /* Count the entries */
+ alloc_kind_size++;
+
+ /* Group by level */
+ num[k_ptr->locale[j]]++;
+ }
+ }
+ }
+
+ /* Collect the level indexes */
+ for (i = 1; i < MAX_DEPTH; i++)
+ {
+ /* Group by level */
+ num[i] += num[i-1];
+ }
+
+ /* Paranoia */
+#ifdef JP
+if (!num[0]) quit("Ä®¤Î¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡ª");
+#else
+ if (!num[0]) quit("No town objects!");
+#endif
+
+
+
+ /*** Initialize object allocation info ***/
+
+ /* Allocate the alloc_kind_table */
+ C_MAKE(alloc_kind_table, alloc_kind_size, alloc_entry);
+
+ /* Access the table entry */
+ table = alloc_kind_table;
+
+ /* Scan the objects */
+ for (i = 1; i < max_k_idx; i++)
+ {
+ k_ptr = &k_info[i];
+
+ /* Scan allocation pairs */
+ for (j = 0; j < 4; j++)
+ {
+ /* Count the "legal" entries */
+ if (k_ptr->chance[j])
+ {
+ int p, x, y, z;
+
+ /* Extract the base level */
+ x = k_ptr->locale[j];
+
+ /* Extract the base probability */
+ p = (100 / k_ptr->chance[j]);
+
+ /* Skip entries preceding our locale */
+ y = (x > 0) ? num[x-1] : 0;
+
+ /* Skip previous entries at this locale */
+ 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;
+
+ /* Another entry complete for this locale */
+ aux[x]++;
+ }
+ }
+ }
+
+ /* Success */
+ return (0);
+}
+
/*
* Initialize some other arrays
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].index = elements[i].index;
alloc_race_table[i].level = x;
alloc_race_table[i].prob1 = p;
alloc_race_table[i].prob2 = p;
}
/* Flush it */
- Term_fresh();
+ Term_flush();
/*** Verify (or create) the "high score" file ***/
#ifdef JP
note("[¥Ç¡¼¥¿¤Î½é´ü²½Ãæ... (ÃÏ·Á)]");
if (init_f_info()) quit("ÃÏ·Á½é´ü²½ÉÔǽ");
+ if (init_feat_variables()) quit("ÃÏ·Á½é´ü²½ÉÔǽ");
#else
note("[Initializing arrays... (features)]");
if (init_f_info()) quit("Cannot initialize features");
+ if (init_feat_variables()) quit("Cannot initialize features");
#endif