/* 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 },
/* 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