X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Finit2.c;h=0a330c51d7d42e4e3c7b38e08610aec6ce54e2e5;hb=refs%2Fheads%2Fmaster;hp=c116089db85bd4ddb61f3ff4b448e1c376968151;hpb=827f9301429ad31255ae5bf6d8ac9264a1cd48bb;p=hengband%2Fhengband.git diff --git a/src/init2.c b/src/init2.c deleted file mode 100644 index c116089db..000000000 --- a/src/init2.c +++ /dev/null @@ -1,2500 +0,0 @@ -/*! - * @file init2.c - * @brief ゲームデータ初期化2 / Initialization (part 2) -BEN- - * @date 2014/01/28 - * @author - *
- * 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.
- * 2014 Deskull rearranged comment for Doxygen.\n
- * 
- * @details - *
- * 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.
- * 
- */ - -#include "angband.h" - -#include "init.h" - -#ifndef MACINTOSH -#ifdef CHECK_MODIFICATION_TIME -#include -#include -#endif /* CHECK_MODIFICATION_TIME */ -#endif - - - - -/*! - * @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 - *
- * 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.
- * 
- */ -void init_file_paths(char *path) -{ - char *tail; - -#ifdef PRIVATE_USER_PATH - char buf[1024]; -#endif /* PRIVATE_USER_PATH */ - - /*** Free everything ***/ - - /* Free the main path */ - string_free(ANGBAND_DIR); - - /* Free the sub-paths */ - string_free(ANGBAND_DIR_APEX); - string_free(ANGBAND_DIR_BONE); - string_free(ANGBAND_DIR_DATA); - string_free(ANGBAND_DIR_EDIT); - string_free(ANGBAND_DIR_SCRIPT); - string_free(ANGBAND_DIR_FILE); - string_free(ANGBAND_DIR_HELP); - string_free(ANGBAND_DIR_INFO); - string_free(ANGBAND_DIR_SAVE); - string_free(ANGBAND_DIR_USER); - string_free(ANGBAND_DIR_XTRA); - - - /*** Prepare the "path" ***/ - - /* Hack -- save the main directory */ - ANGBAND_DIR = string_make(path); - - /* Prepare to append to the Base Path */ - tail = path + strlen(path); - - /*** Build the sub-directory names ***/ - - /* Build a path name */ - strcpy(tail, "apex"); - ANGBAND_DIR_APEX = string_make(path); - - /* Build a path name */ - strcpy(tail, "bone"); - ANGBAND_DIR_BONE = string_make(path); - - /* Build a path name */ - strcpy(tail, "data"); - ANGBAND_DIR_DATA = string_make(path); - - /* Build a path name */ - strcpy(tail, "edit"); - ANGBAND_DIR_EDIT = string_make(path); - - /* Build a path name */ - strcpy(tail, "script"); - ANGBAND_DIR_SCRIPT = string_make(path); - - /* Build a path name */ - strcpy(tail, "file"); - ANGBAND_DIR_FILE = string_make(path); - - /* Build a path name */ - strcpy(tail, "help"); - ANGBAND_DIR_HELP = string_make(path); - - /* Build a path name */ - strcpy(tail, "info"); - ANGBAND_DIR_INFO = string_make(path); - - /* Build a path name */ - strcpy(tail, "pref"); - ANGBAND_DIR_PREF = string_make(path); - - /* Build a path name */ - strcpy(tail, "save"); - ANGBAND_DIR_SAVE = string_make(path); - -#ifdef PRIVATE_USER_PATH - - /* Build the path to the user specific directory */ - path_build(buf, sizeof(buf), PRIVATE_USER_PATH, VERSION_NAME); - - /* Build a relative path name */ - ANGBAND_DIR_USER = string_make(buf); - -#else /* PRIVATE_USER_PATH */ - - /* Build a path name */ - strcpy(tail, "user"); - ANGBAND_DIR_USER = string_make(path); - -#endif /* PRIVATE_USER_PATH */ - - /* Build a path name */ - strcpy(tail, "xtra"); - ANGBAND_DIR_XTRA = string_make(path); - - -#ifdef NeXT - - /* Allow "fat binary" usage with NeXT */ - if (TRUE) - { - cptr next = NULL; - -# if defined(m68k) - next = "m68k"; -# endif - -# if defined(i386) - next = "i386"; -# endif - -# if defined(sparc) - next = "sparc"; -# endif - -# if defined(hppa) - next = "hppa"; -# endif - - /* Use special directory */ - if (next) - { - /* Forget the old path name */ - string_free(ANGBAND_DIR_DATA); - - /* Build a new path name */ - sprintf(tail, "data-%s", next); - ANGBAND_DIR_DATA = string_make(path); - } - } - -#endif /* NeXT */ - -} - - - -#ifdef ALLOW_TEMPLATES - - -/* - * Hack -- help give useful error messages - */ -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 */ - - -/*! - * 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 - "文法エラー", - "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", - "未定義地形タグ", -#else - "parse error", - "obsolete file", - "missing record header", - "non-sequential records", - "invalid flag specification", - "undefined directive", - "out of memory", - "coordinates out of bounds", - "too few arguments", - "undefined terrain tag", -#endif - -}; - - -#endif /* ALLOW_TEMPLATES */ - - -/* - * File headers - */ -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]; - - struct stat txt_stat, raw_stat; - - /* Build the filename */ - path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, template_file); - - /* Access stats on text file */ - if (stat(buf, &txt_stat)) - { - /* No text file - continue */ - } - - /* Access stats on raw file */ - else if (fstat(fd, &raw_stat)) - { - /* Error */ - return (-1); - } - - /* Ensure text file is not newer than raw file */ - else if (txt_stat.st_mtime > raw_stat.st_mtime) - { - /* Reprocess text file */ - return (-1); - } - - return (0); -} - -#endif /* CHECK_MODIFICATION_TIME */ - - - -/*** 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) -{ - header test; - - /* Read and Verify the header */ - if (fd_read(fd, (char*)(&test), sizeof(header)) || - (test.v_major != head->v_major) || - (test.v_minor != head->v_minor) || - (test.v_patch != head->v_patch) || - (test.info_num != head->info_num) || - (test.info_len != head->info_len) || - (test.head_size != head->head_size) || - (test.info_size != head->info_size)) - { - /* Error */ - return (-1); - } - - - /* Accept the header */ - (*head) = test; - - - /* Allocate the "*_info" array */ - C_MAKE(head->info_ptr, head->info_size, char); - - /* Read the "*_info" array */ - fd_read(fd, head->info_ptr, head->info_size); - - - if (head->name_size) - { - /* Allocate the "*_name" array */ - C_MAKE(head->name_ptr, head->name_size, char); - - /* Read the "*_name" array */ - fd_read(fd, head->name_ptr, head->name_size); - } - - - if (head->text_size) - { - /* Allocate the "*_text" array */ - C_MAKE(head->text_ptr, head->text_size, char); - - /* Read the "*_text" array */ - fd_read(fd, head->text_ptr, head->text_size); - } - - - if (head->tag_size) - { - /* Allocate the "*_tag" array */ - C_MAKE(head->tag_ptr, head->tag_size, char); - - /* Read the "*_tag" array */ - fd_read(fd, head->tag_ptr, head->tag_size); - } - - - /* Success */ - return (0); -} - - - -/*! - * @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) -{ - /* Save the "version" */ - head->v_major = FAKE_VER_MAJOR; - head->v_minor = FAKE_VER_MINOR; - head->v_patch = FAKE_VER_PATCH; - head->v_extra = 0; - - /* Save the "record" information */ - head->info_num = num; - head->info_len = len; - - /* Save the size of "*_head" and "*_info" */ - head->head_size = sizeof(header); - head->info_size = head->info_num * head->info_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'). - */ -static errr init_info(cptr filename, header *head, - void **info, char **name, char **text, char **tag) -{ - int fd; - - int mode = 0644; - - errr err = 1; - - FILE *fp; - - /* General buffer */ - char buf[1024]; - - -#ifdef ALLOW_TEMPLATES - - /*** Load the binary image file ***/ - - /* Build the filename */ - 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 */ - if (fd >= 0) - { -#ifdef CHECK_MODIFICATION_TIME - - err = check_modification_date(fd, format("%s.txt", filename)); - -#endif /* CHECK_MODIFICATION_TIME */ - - /* Attempt to parse the "raw" file */ - if (!err) - err = init_info_raw(fd, head); - - /* Close it */ - (void)fd_close(fd); - } - - - /* Do we have to parse the *.txt file? */ - if (err) - { - /*** Make the fake arrays ***/ - - /* Allocate the "*_info" array */ - C_MAKE(head->info_ptr, head->info_size, char); - - /* Hack -- make "fake" arrays */ - if (name) C_MAKE(head->name_ptr, FAKE_NAME_SIZE, char); - if (text) C_MAKE(head->text_ptr, FAKE_TEXT_SIZE, char); - if (tag) C_MAKE(head->tag_ptr, FAKE_TAG_SIZE, char); - - if (info) (*info) = head->info_ptr; - if (name) (*name) = head->name_ptr; - if (text) (*text) = head->text_ptr; - if (tag) (*tag) = head->tag_ptr; - - /*** Load the ascii template file ***/ - - /* Build the filename */ - - path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, format("%s.txt", filename)); - - /* Open the file */ - fp = my_fopen(buf, "r"); - - /* Parse it */ - 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); - - /* Close it */ - my_fclose(fp); - - /* Errors */ - if (err) - { - cptr oops; - -#ifdef JP - /* Error string */ - oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "未知の"); - - /* Oops */ - 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'ファイルにエラー", filename)); -#else - /* Error string */ - oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "unknown"); - - /* Oops */ - msg_format("Error %d at line %d of '%s.txt'.", err, error_line, filename); - msg_format("Record %d contains a '%s' error.", error_idx, oops); - msg_format("Parsing '%s'.", buf); - msg_print(NULL); - - /* Quit */ - quit(format("Error in '%s.txt' file.", filename)); -#endif - - } - - - /*** Make final retouch on fake tags ***/ - - if (head->retouch) - { - (*head->retouch)(head); - } - - - /*** Dump the binary image file ***/ - - /* File type is "DATA" */ - FILE_TYPE(FILE_TYPE_DATA); - - /* Build the filename */ - path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename)); - - - /* Grab permissions */ - safe_setuid_grab(); - - /* Kill the old file */ - (void)fd_kill(buf); - - /* Attempt to create the raw file */ - fd = fd_make(buf, mode); - - /* Drop permissions */ - safe_setuid_drop(); - - /* Dump to the file */ - if (fd >= 0) - { - /* Dump it */ - fd_write(fd, (cptr)(head), head->head_size); - - /* Dump the "*_info" array */ - fd_write(fd, head->info_ptr, head->info_size); - - /* Dump the "*_name" array */ - fd_write(fd, head->name_ptr, head->name_size); - - /* Dump the "*_text" array */ - fd_write(fd, head->text_ptr, head->text_size); - - /* Dump the "*_tag" array */ - fd_write(fd, head->tag_ptr, head->tag_size); - - /* Close */ - (void)fd_close(fd); - } - - - /*** Kill the fake arrays ***/ - - /* Free the "*_info" array */ - C_KILL(head->info_ptr, head->info_size, char); - - /* Hack -- Free the "fake" arrays */ - if (name) C_KILL(head->name_ptr, FAKE_NAME_SIZE, char); - if (text) C_KILL(head->text_ptr, FAKE_TEXT_SIZE, char); - if (tag) C_KILL(head->tag_ptr, FAKE_TAG_SIZE, char); - -#endif /* ALLOW_TEMPLATES */ - - - /*** Load the binary image file ***/ - - /* Build the filename */ - 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 */ - 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); - - /* Close it */ - (void)fd_close(fd); - - /* Error */ - 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 - } -#endif - - if (info) (*info) = head->info_ptr; - if (name) (*name) = head->name_ptr; - if (text) (*text) = head->text_ptr; - if (tag) (*tag) = head->tag_ptr; - - /* Success */ - return (0); -} - - -/*! - * @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) -{ - /* Init the header */ - init_header(&f_head, max_f_idx, sizeof(feature_type)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - f_head.parse_info_txt = parse_f_info; - - /* Save a pointer to the retouch fake tags */ - f_head.retouch = retouch_f_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("f_info", &f_head, - (void*)&f_info, &f_name, NULL, &f_tag); -} - - -/*! - * @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) -{ - /* Init the header */ - init_header(&k_head, max_k_idx, sizeof(object_kind)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - k_head.parse_info_txt = parse_k_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("k_info", &k_head, - (void*)&k_info, &k_name, &k_text, NULL); -} - - - -/*! - * @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) -{ - /* Init the header */ - init_header(&a_head, max_a_idx, sizeof(artifact_type)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - a_head.parse_info_txt = parse_a_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("a_info", &a_head, - (void*)&a_info, &a_name, &a_text, NULL); -} - - - -/*! - * @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) -{ - /* Init the header */ - init_header(&e_head, max_e_idx, sizeof(ego_item_type)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - e_head.parse_info_txt = parse_e_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("e_info", &e_head, - (void*)&e_info, &e_name, &e_text, NULL); -} - - - -/*! - * @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) -{ - /* Init the header */ - init_header(&r_head, max_r_idx, sizeof(monster_race)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - r_head.parse_info_txt = parse_r_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("r_info", &r_head, - (void*)&r_info, &r_name, &r_text, NULL); -} - - - -/*! - * @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) -{ - /* Init the header */ - init_header(&d_head, max_d_idx, sizeof(dungeon_info_type)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - d_head.parse_info_txt = parse_d_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("d_info", &d_head, - (void*)&d_info, &d_name, &d_text, NULL); -} - - -/*! - * @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'). - */ -errr init_v_info(void) -{ - /* Init the header */ - init_header(&v_head, max_v_idx, sizeof(vault_type)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - v_head.parse_info_txt = parse_v_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("v_info", &v_head, - (void*)&v_info, &v_name, &v_text, NULL); -} - - -/*! - * @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) -{ - /* Init the header */ - init_header(&s_head, MAX_CLASS, sizeof(skill_table)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - s_head.parse_info_txt = parse_s_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("s_info", &s_head, - (void*)&s_info, NULL, NULL, NULL); -} - - -/*! - * @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) -{ - /* Init the header */ - init_header(&m_head, MAX_CLASS, sizeof(player_magic)); - -#ifdef ALLOW_TEMPLATES - - /* Save a pointer to the parsing function */ - m_head.parse_info_txt = parse_m_info; - -#endif /* ALLOW_TEMPLATES */ - - return init_info("m_info", &m_head, - (void*)&m_info, NULL, NULL, NULL); -} - - - -/*** Initialize others ***/ - -/*! - * 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] = -{ - { - /* General Store */ - - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_RATION }, - - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_BISCUIT }, - { TV_FOOD, SV_FOOD_JERKY }, - { TV_FOOD, SV_FOOD_JERKY }, - - { TV_FOOD, SV_FOOD_PINT_OF_WINE }, - { TV_FOOD, SV_FOOD_PINT_OF_ALE }, - { TV_LITE, SV_LITE_TORCH }, - { TV_LITE, SV_LITE_TORCH }, - - { TV_LITE, SV_LITE_TORCH }, - { TV_LITE, SV_LITE_TORCH }, - { TV_LITE, SV_LITE_LANTERN }, - { TV_LITE, SV_LITE_LANTERN }, - - { TV_FLASK, 0 }, - { TV_FLASK, 0 }, - { TV_FLASK, 0 }, - { TV_FLASK, 0 }, - - { TV_FLASK, 0 }, - { TV_FLASK, 0 }, - { TV_SPIKE, 0 }, - { TV_SPIKE, 0 }, - - { TV_SHOT, SV_AMMO_NORMAL }, - { TV_ARROW, SV_AMMO_NORMAL }, - { TV_BOLT, SV_AMMO_NORMAL }, - { TV_DIGGING, SV_SHOVEL }, - - { TV_DIGGING, SV_PICK }, - { TV_CLOAK, SV_CLOAK }, - { TV_CLOAK, SV_CLOAK }, - { TV_CLOAK, SV_FUR_CLOAK }, - - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_RATION }, - { TV_FOOD, SV_FOOD_RATION }, - - { TV_POTION, SV_POTION_WATER }, - { TV_POTION, SV_POTION_WATER }, - { TV_LITE, SV_LITE_LANTERN }, - { TV_LITE, SV_LITE_LANTERN }, - - { TV_FOOD, SV_FOOD_WAYBREAD }, - { TV_FOOD, SV_FOOD_WAYBREAD }, - { TV_CAPTURE, 0 }, - { TV_FIGURINE, 0 }, - - { TV_SHOT, SV_AMMO_NORMAL }, - { TV_ARROW, SV_AMMO_NORMAL }, - { TV_BOLT, SV_AMMO_NORMAL }, - { TV_DIGGING, SV_SHOVEL } - }, - - { - /* Armoury */ - - { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS }, - { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS }, - { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS }, - { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS }, - - { TV_HELM, SV_HARD_LEATHER_CAP }, - { TV_HELM, SV_HARD_LEATHER_CAP }, - { TV_HELM, SV_METAL_CAP }, - { TV_HELM, SV_IRON_HELM }, - - { TV_SOFT_ARMOR, SV_ROBE }, - { TV_SOFT_ARMOR, SV_ROBE }, - { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR }, - { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR }, - - { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR }, - { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR }, - { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER }, - { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER }, - - { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR }, - { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL }, - { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL }, - { TV_HARD_ARMOR, SV_CHAIN_MAIL }, - - { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL }, - { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL }, - { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL }, - { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL }, - - { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR }, - { TV_HARD_ARMOR, SV_SPLINT_MAIL }, - { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES }, - { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES }, - - { TV_GLOVES, SV_SET_OF_GAUNTLETS }, - { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }, - { TV_SHIELD, SV_LARGE_LEATHER_SHIELD }, - { TV_SHIELD, SV_SMALL_METAL_SHIELD }, - - { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS }, - { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS }, - { TV_HELM, SV_HARD_LEATHER_CAP }, - { TV_HELM, SV_HARD_LEATHER_CAP }, - - { TV_SOFT_ARMOR, SV_ROBE }, - { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR }, - { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR }, - { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR }, - - { TV_SOFT_ARMOR, SV_LEATHER_JACK }, - { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL }, - { TV_HARD_ARMOR, SV_CHAIN_MAIL }, - { TV_HARD_ARMOR, SV_CHAIN_MAIL }, - - { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES }, - { TV_GLOVES, SV_SET_OF_GAUNTLETS }, - { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }, - { TV_SHIELD, SV_SMALL_LEATHER_SHIELD } - }, - - { - /* Weaponsmith */ - - { TV_SWORD, SV_DAGGER }, - { TV_SWORD, SV_MAIN_GAUCHE }, - { TV_SWORD, SV_RAPIER }, - { TV_SWORD, SV_SMALL_SWORD }, - - { TV_SWORD, SV_SHORT_SWORD }, - { TV_SWORD, SV_SABRE }, - { TV_SWORD, SV_CUTLASS }, - { TV_SWORD, SV_TULWAR }, - - { TV_SWORD, SV_BROAD_SWORD }, - { TV_SWORD, SV_LONG_SWORD }, - { TV_SWORD, SV_SCIMITAR }, - { TV_SWORD, SV_KATANA }, - - { TV_SWORD, SV_BASTARD_SWORD }, - { TV_POLEARM, SV_SPEAR }, - { TV_POLEARM, SV_AWL_PIKE }, - { TV_POLEARM, SV_TRIDENT }, - - { TV_POLEARM, SV_PIKE }, - { TV_POLEARM, SV_BEAKED_AXE }, - { TV_POLEARM, SV_BROAD_AXE }, - { TV_POLEARM, SV_LANCE }, - - { TV_POLEARM, SV_BATTLE_AXE }, - { TV_POLEARM, SV_HATCHET }, - { TV_BOW, SV_SLING }, - { TV_BOW, SV_SHORT_BOW }, - - { TV_BOW, SV_LIGHT_XBOW }, - { TV_SHOT, SV_AMMO_NORMAL }, - { TV_SHOT, SV_AMMO_NORMAL }, - { TV_ARROW, SV_AMMO_NORMAL }, - - { TV_ARROW, SV_AMMO_NORMAL }, - { TV_BOLT, SV_AMMO_NORMAL }, - { TV_BOLT, SV_AMMO_NORMAL }, - { TV_BOW, SV_LIGHT_XBOW }, - - { TV_ARROW, SV_AMMO_NORMAL }, - { TV_BOLT, SV_AMMO_NORMAL }, - { TV_BOW, SV_SHORT_BOW }, - { TV_BOW, SV_LIGHT_XBOW }, - - { TV_SWORD, SV_DAGGER }, - { TV_SWORD, SV_TANTO }, - { TV_SWORD, SV_RAPIER }, - { TV_SWORD, SV_SMALL_SWORD }, - - { TV_SWORD, SV_SHORT_SWORD }, - { TV_SWORD, SV_LONG_SWORD }, - { TV_SWORD, SV_SCIMITAR }, - { TV_SWORD, SV_BROAD_SWORD }, - - { TV_HISSATSU_BOOK, 0 }, - { TV_HISSATSU_BOOK, 0 }, - { TV_HISSATSU_BOOK, 1 }, - { TV_HISSATSU_BOOK, 1 }, - }, - - { - /* Temple */ - - { TV_HAFTED, SV_NUNCHAKU }, - { TV_HAFTED, SV_QUARTERSTAFF }, - { TV_HAFTED, SV_MACE }, - { TV_HAFTED, SV_BO_STAFF }, - - { TV_HAFTED, SV_WAR_HAMMER }, - { TV_HAFTED, SV_WAR_HAMMER }, - { TV_HAFTED, SV_MORNING_STAR }, - { TV_HAFTED, SV_FLAIL }, - - { TV_HAFTED, SV_LEAD_FILLED_MACE }, - { TV_SCROLL, SV_SCROLL_REMOVE_CURSE }, - { TV_SCROLL, SV_SCROLL_BLESSING }, - { TV_SCROLL, SV_SCROLL_HOLY_CHANT }, - - { TV_POTION, SV_POTION_HEROISM }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - - { TV_POTION, SV_POTION_CURE_LIGHT }, - { TV_POTION, SV_POTION_CURE_SERIOUS }, - { TV_POTION, SV_POTION_CURE_SERIOUS }, - { TV_POTION, SV_POTION_CURE_CRITICAL }, - - { TV_POTION, SV_POTION_CURE_CRITICAL }, - { TV_POTION, SV_POTION_RESTORE_EXP }, - { TV_POTION, SV_POTION_RESTORE_EXP }, - { TV_POTION, SV_POTION_RESTORE_EXP }, - - { TV_LIFE_BOOK, 0 }, - { TV_LIFE_BOOK, 0 }, - { TV_LIFE_BOOK, 1 }, - { TV_LIFE_BOOK, 1 }, - - { TV_CRUSADE_BOOK, 0 }, - { TV_CRUSADE_BOOK, 0 }, - { TV_CRUSADE_BOOK, 1 }, - { TV_CRUSADE_BOOK, 1 }, - - { TV_HAFTED, SV_WHIP }, - { TV_HAFTED, SV_MACE }, - { TV_HAFTED, SV_BALL_AND_CHAIN }, - { TV_HAFTED, SV_WAR_HAMMER }, - - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_POTION, SV_POTION_CURE_CRITICAL }, - - { TV_POTION, SV_POTION_CURE_CRITICAL }, - { TV_POTION, SV_POTION_RESTORE_EXP }, - - { TV_FIGURINE, 0 }, - { TV_STATUE, SV_ANY }, - - { TV_SCROLL, SV_SCROLL_REMOVE_CURSE }, - { TV_SCROLL, SV_SCROLL_REMOVE_CURSE }, - { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }, - { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE } - }, - - { - /* Alchemy shop */ - - { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT }, - { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM }, - { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR }, - { TV_SCROLL, SV_SCROLL_IDENTIFY }, - - { TV_SCROLL, SV_SCROLL_IDENTIFY }, - { TV_SCROLL, SV_SCROLL_IDENTIFY }, - { TV_SCROLL, SV_SCROLL_IDENTIFY }, - { TV_SCROLL, SV_SCROLL_LIGHT }, - - { TV_SCROLL, SV_SCROLL_PHASE_DOOR }, - { TV_SCROLL, SV_SCROLL_PHASE_DOOR }, - { TV_SCROLL, SV_SCROLL_TELEPORT }, - { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION }, - - { TV_SCROLL, SV_SCROLL_MAPPING }, - { TV_SCROLL, SV_SCROLL_DETECT_GOLD }, - { TV_SCROLL, SV_SCROLL_DETECT_ITEM }, - { TV_SCROLL, SV_SCROLL_DETECT_TRAP }, - - { TV_SCROLL, SV_SCROLL_DETECT_INVIS }, - { TV_SCROLL, SV_SCROLL_RECHARGING }, - { TV_SCROLL, SV_SCROLL_TELEPORT }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL }, - { TV_SCROLL, SV_SCROLL_TELEPORT }, - - { TV_SCROLL, SV_SCROLL_TELEPORT }, - { TV_POTION, SV_POTION_RES_STR }, - { TV_POTION, SV_POTION_RES_INT }, - { TV_POTION, SV_POTION_RES_WIS }, - - { TV_POTION, SV_POTION_RES_DEX }, - { TV_POTION, SV_POTION_RES_CON }, - { TV_POTION, SV_POTION_RES_CHR }, - { TV_SCROLL, SV_SCROLL_IDENTIFY }, - - { TV_SCROLL, SV_SCROLL_IDENTIFY }, - { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */ - { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, - { TV_SCROLL, SV_SCROLL_LIGHT }, - - { TV_POTION, SV_POTION_RES_STR }, - { TV_POTION, SV_POTION_RES_INT }, - { TV_POTION, SV_POTION_RES_WIS }, - { TV_POTION, SV_POTION_RES_DEX }, - - { TV_POTION, SV_POTION_RES_CON }, - { TV_POTION, SV_POTION_RES_CHR }, - { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR }, - { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR }, - - { TV_SCROLL, SV_SCROLL_RECHARGING }, - { TV_SCROLL, SV_SCROLL_PHASE_DOOR }, - { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT }, - { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM }, - - }, - - { - /* Magic-User store */ - - { TV_RING, SV_RING_PROTECTION }, - { TV_RING, SV_RING_LEVITATION_FALL }, - { TV_RING, SV_RING_PROTECTION }, - { TV_RING, SV_RING_RESIST_FIRE }, - - { TV_RING, SV_RING_RESIST_COLD }, - { TV_AMULET, SV_AMULET_CHARISMA }, - { TV_RING, SV_RING_WARNING }, - { TV_AMULET, SV_AMULET_RESIST_ACID }, - - { TV_AMULET, SV_AMULET_SEARCHING }, - { TV_WAND, SV_WAND_SLOW_MONSTER }, - { TV_WAND, SV_WAND_CONFUSE_MONSTER }, - { TV_WAND, SV_WAND_SLEEP_MONSTER }, - - { TV_WAND, SV_WAND_MAGIC_MISSILE }, - { TV_WAND, SV_WAND_STINKING_CLOUD }, - { TV_WAND, SV_WAND_WONDER }, - { TV_WAND, SV_WAND_DISARMING }, - - { TV_STAFF, SV_STAFF_LITE }, - { TV_STAFF, SV_STAFF_MAPPING }, - { TV_STAFF, SV_STAFF_DETECT_TRAP }, - { TV_STAFF, SV_STAFF_DETECT_DOOR }, - - { TV_STAFF, SV_STAFF_DETECT_GOLD }, - { TV_STAFF, SV_STAFF_DETECT_ITEM }, - { TV_STAFF, SV_STAFF_DETECT_INVIS }, - { TV_STAFF, SV_STAFF_DETECT_EVIL }, - - { TV_STAFF, SV_STAFF_TELEPORTATION }, - { TV_STAFF, SV_STAFF_TELEPORTATION }, - { TV_STAFF, SV_STAFF_TELEPORTATION }, - { TV_STAFF, SV_STAFF_TELEPORTATION }, - - { TV_STAFF, SV_STAFF_IDENTIFY }, - { TV_STAFF, SV_STAFF_IDENTIFY }, - { TV_STAFF, SV_STAFF_IDENTIFY }, - - { TV_STAFF, SV_STAFF_IDENTIFY }, - { TV_STAFF, SV_STAFF_REMOVE_CURSE }, - { TV_STAFF, SV_STAFF_CURE_LIGHT }, - { TV_STAFF, SV_STAFF_PROBING }, - - { TV_FIGURINE, 0 }, - - { TV_SORCERY_BOOK, 0 }, - { TV_SORCERY_BOOK, 0 }, - { TV_SORCERY_BOOK, 1 }, - { TV_SORCERY_BOOK, 1 }, - - { TV_ARCANE_BOOK, 0 }, - { TV_ARCANE_BOOK, 0 }, - { TV_ARCANE_BOOK, 1 }, - { TV_ARCANE_BOOK, 1 }, - - { TV_ARCANE_BOOK, 2 }, - { TV_ARCANE_BOOK, 2 }, - { TV_ARCANE_BOOK, 3 }, - { TV_ARCANE_BOOK, 3 }, - - }, - - { - /* Black Market (unused) */ - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 } - }, - - { - /* Home (unused) */ - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 } - }, - - { - /* Bookstore */ - { TV_SORCERY_BOOK, 0 }, - { TV_SORCERY_BOOK, 0 }, - { TV_SORCERY_BOOK, 1 }, - { TV_SORCERY_BOOK, 1 }, - - { TV_NATURE_BOOK, 0 }, - { TV_NATURE_BOOK, 0 }, - { TV_NATURE_BOOK, 1 }, - { TV_NATURE_BOOK, 1 }, - - { TV_CHAOS_BOOK, 0 }, - { TV_CHAOS_BOOK, 0 }, - { TV_CHAOS_BOOK, 1 }, - { TV_CHAOS_BOOK, 1 }, - - { TV_DEATH_BOOK, 0 }, - { TV_DEATH_BOOK, 0 }, - { TV_DEATH_BOOK, 1 }, - { TV_DEATH_BOOK, 1 }, - - { TV_TRUMP_BOOK, 0 }, /* +16 */ - { TV_TRUMP_BOOK, 0 }, - { TV_TRUMP_BOOK, 1 }, - { TV_TRUMP_BOOK, 1 }, - - { TV_ARCANE_BOOK, 0 }, - { TV_ARCANE_BOOK, 1 }, - { TV_ARCANE_BOOK, 2 }, - { TV_ARCANE_BOOK, 3 }, - - { 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_DAEMON_BOOK, 1 }, - { TV_DAEMON_BOOK, 1 }, - - { TV_MUSIC_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 }, - }, - - { - /* Museum (unused) */ - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 }, - { 0, 0 } - } -}; - - -/*! - * @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) -{ - /* Initialize the values */ - process_dungeon_file("misc.txt", 0, 0, 0, 0); - - return 0; -} - - -/*! - * @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) -{ - int i, j, k; - - /*** Prepare the Towns ***/ - - /* Allocate the towns */ - C_MAKE(town, max_towns, town_type); - - for (i = 1; i < max_towns; i++) - { - /*** Prepare the Stores ***/ - - /* Allocate the stores */ - C_MAKE(town[i].store, MAX_STORES, store_type); - - /* Fill in each store */ - for (j = 0; j < MAX_STORES; j++) - { - /* Access the store */ - store_type *st_ptr = &town[i].store[j]; - - if ((i > 1) && (j == STORE_MUSEUM || j == STORE_HOME)) continue; - - /* Assume full stock */ - - /* - * 我が家が 20 ページまで使える隠し機能のための準備。 - * オプションが有効でもそうでなくても一応スペース - * を作っておく。 - */ - if (j == STORE_HOME) - { - st_ptr->stock_size = (STORE_INVEN_MAX * 10); - } - else if (j == STORE_MUSEUM) - { - st_ptr->stock_size = (STORE_INVEN_MAX * 50); - } - else - { - st_ptr->stock_size = STORE_INVEN_MAX; - } - - - /* Allocate the stock */ - C_MAKE(st_ptr->stock, st_ptr->stock_size, object_type); - - /* No table for the black market or home */ - if ((j == STORE_BLACK) || (j == STORE_HOME) || (j == STORE_MUSEUM)) continue; - - /* Assume full table */ - st_ptr->table_size = STORE_CHOICES; - - /* Allocate the stock */ - C_MAKE(st_ptr->table, st_ptr->table_size, s16b); - - /* Scan the choices */ - for (k = 0; k < STORE_CHOICES; k++) - { - int k_idx; - - /* Extract the tval/sval codes */ - int tv = store_table[j][k][0]; - int sv = store_table[j][k][1]; - - /* Look for it */ - for (k_idx = 1; k_idx < max_k_idx; k_idx++) - { - object_kind *k_ptr = &k_info[k_idx]; - - /* Found a match */ - if ((k_ptr->tval == tv) && (k_ptr->sval == sv)) break; - } - - /* Catch errors */ - if (k_idx == max_k_idx) continue; - - /* Add that item index to the table */ - st_ptr->table[st_ptr->table_num++] = k_idx; - } - } - } - - 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) -{ - int i, j; - - for (i = 0; i < MAX_BLDG; i++) - { - building[i].name[0] = '\0'; - building[i].owner_name[0] = '\0'; - building[i].owner_race[0] = '\0'; - - for (j = 0; j < 8; j++) - { - building[i].act_names[j][0] = '\0'; - building[i].member_costs[j] = 0; - building[i].other_costs[j] = 0; - building[i].letters[j] = 0; - building[i].actions[j] = 0; - building[i].action_restr[j] = 0; - } - - for (j = 0; j < MAX_CLASS; j++) - { - building[i].member_class[j] = 0; - } - - for (j = 0; j < MAX_RACES; j++) - { - building[i].member_race[j] = 0; - } - - for (j = 0; j < MAX_MAGIC+1; j++) - { - building[i].member_realm[j] = 0; - } - } - - return (0); -} - - -/*! - * @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) -{ - int i; - - /*** Prepare the quests ***/ - - /* Allocate the quests */ - C_MAKE(quest, max_quests, quest_type); - - /* Set all quest to "untaken" */ - for (i = 0; i < max_quests; i++) - { - quest[i].status = QUEST_STATUS_UNTAKEN; - } - - 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) -{ - 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; -} - - -/*! - * @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) -{ - int i, n; - - - /*** Prepare the "dungeon" information ***/ - - /* Allocate and Wipe the object list */ - C_MAKE(o_list, max_o_idx, object_type); - - /* 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); - - /* Allocate and wipe each line of the cave */ - for (i = 0; i < MAX_HGT; i++) - { - /* Allocate one row of the cave */ - C_MAKE(cave[i], MAX_WID, cave_type); - } - - - /*** Prepare the various "bizarre" arrays ***/ - - /* Macro variables */ - C_MAKE(macro__pat, MACRO_MAX, cptr); - C_MAKE(macro__act, MACRO_MAX, cptr); - C_MAKE(macro__cmd, MACRO_MAX, bool); - - /* Macro action buffer */ - C_MAKE(macro__buf, 1024, char); - - /* Quark variables */ - quark_init(); - - /* Message variables */ - C_MAKE(message__ptr, MESSAGE_MAX, u16b); - C_MAKE(message__buf, MESSAGE_BUF, char); - - /* Hack -- No messages yet */ - message__tail = MESSAGE_BUF; - - - /*** Prepare the Player inventory ***/ - - /* Allocate it */ - C_MAKE(inventory, INVEN_TOTAL, object_type); - - - /*** Prepare the options ***/ - - /* Scan the options */ - for (i = 0; option_info[i].o_desc; i++) - { - int os = option_info[i].o_set; - int ob = option_info[i].o_bit; - - /* Set the "default" options */ - if (option_info[i].o_var) - { - /* Accept */ - option_mask[os] |= (1L << ob); - - /* Set */ - if (option_info[i].o_norm) - { - /* Set */ - option_flag[os] |= (1L << ob); - } - - /* Clear */ - else - { - /* Clear */ - option_flag[os] &= ~(1L << ob); - } - } - } - - /* Analyze the windows */ - for (n = 0; n < 8; n++) - { - /* Analyze the options */ - for (i = 0; i < 32; i++) - { - /* Accept */ - if (window_flag_desc[i]) - { - /* Accept */ - window_mask[n] |= (1L << i); - } - } - } - - /* - * Set the "default" window flags - * Window 1 : Display messages - * Window 2 : Display inven/equip - */ - window_flag[1] = 1L << 6; - window_flag[2] = 1L << 0; - - - /*** Pre-allocate space for the "format()" buffer ***/ - - /* Hack -- Just call the "format()" function */ - (void)format("%s (%s).", "Mr.Hoge", MAINTAINER); - - - /* Success */ - return (0); -} - - -/*! - * @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) -{ - 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 */ - if (!num[0]) quit(_("町のアイテムがない!", "No town objects!")); - - /*** 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); -} - - -/*! - * @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) -{ - int i; - monster_race *r_ptr; - -#ifdef SORT_R_INFO - - tag_type *elements; - - /* Allocate the "r_info" array */ - C_MAKE(elements, max_r_idx, tag_type); - - /* Scan the monsters */ - for (i = 1; i < max_r_idx; i++) - { - elements[i].tag = r_info[i].level; - elements[i].index = i; - } - - tag_sort(elements, max_r_idx); - - /*** Initialize monster allocation info ***/ - - /* Size of "alloc_race_table" */ - alloc_race_size = max_r_idx; - - /* Allocate the alloc_race_table */ - C_MAKE(alloc_race_table, alloc_race_size, alloc_entry); - - /* Scan the monsters */ - for (i = 1; i < max_r_idx; i++) - { - /* Get the i'th race */ - r_ptr = &r_info[elements[i].index]; - - /* Count valid pairs */ - if (r_ptr->rarity) - { - int p, x; - - /* Extract the base level */ - x = r_ptr->level; - - /* Extract the base probability */ - p = (100 / r_ptr->rarity); - - /* Load the entry */ - 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; - alloc_race_table[i].prob3 = p; - } - } - - /* Free the "r_info" array */ - C_KILL(elements, max_r_idx, tag_type); - -#else /* SORT_R_INFO */ - - int j; - alloc_entry *table; - s16b num[MAX_DEPTH]; - s16b aux[MAX_DEPTH]; - - /*** Analyze monster allocation info ***/ - - /* Clear the "aux" array */ - C_WIPE(&aux, MAX_DEPTH, s16b); - - /* Clear the "num" array */ - C_WIPE(&num, MAX_DEPTH, s16b); - - /* Size of "alloc_race_table" */ - alloc_race_size = 0; - - /* Scan the monsters */ - for (i = 1; i < max_r_idx; i++) - { - /* Get the i'th race */ - r_ptr = &r_info[i]; - - /* Legal monsters */ - if (r_ptr->rarity) - { - /* Count the entries */ - alloc_race_size++; - - /* Group by level */ - num[r_ptr->level]++; - } - } - - /* Collect the level indexes */ - for (i = 1; i < MAX_DEPTH; i++) - { - /* Group by level */ - num[i] += num[i-1]; - } - - /* Paranoia */ - if (!num[0]) quit(_("町のモンスターがない!", "No town monsters!")); - - /*** Initialize monster allocation info ***/ - - /* Allocate the alloc_race_table */ - C_MAKE(alloc_race_table, alloc_race_size, alloc_entry); - - /* Access the table entry */ - table = alloc_race_table; - - /* Scan the monsters */ - for (i = 1; i < max_r_idx; i++) - { - /* Get the i'th race */ - r_ptr = &r_info[i]; - - /* Count valid pairs */ - if (r_ptr->rarity) - { - int p, x, y, z; - - /* Extract the base level */ - x = r_ptr->level; - - /* Extract the base probability */ - p = (100 / r_ptr->rarity); - - /* 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]++; - } - } - -#endif /* SORT_R_INFO */ - - /* Init the "alloc_kind_table" */ - (void)init_object_alloc(); - - /* Success */ - return (0); -} - - - -/*! - * @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) -{ - Term_erase(0, 23, 255); - Term_putstr(20, 23, -1, TERM_WHITE, str); - Term_fresh(); -} - - - -/*! - * @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 - *
- * 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.
- * 
- */ -static void init_angband_aux(cptr why) -{ - /* Why */ - plog(why); - -#ifdef JP - /* Explain */ - 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("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("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("致命的なエラー。"); -#else - /* Explain */ - plog("The 'lib' directory is probably missing or broken."); - - /* More details */ - plog("Perhaps the archive was not extracted correctly."); - - /* Explain */ - plog("See the 'README' file for more information."); - - /* Quit with error */ - quit("Fatal Error."); -#endif - -} - - -/*! - * @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 - *
- * 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
- * failing to extract all sub-directories (even empty ones), such
- * as by failing to use the "-d" option of "pkunzip", or failing
- * to use the "save empty directories" option with "Compact Pro".
- * This error will often be caught by the "high score" creation
- * 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".
- * 
- */ -void init_angband(void) -{ - int fd = -1; - - int mode = 0664; - - FILE *fp; - - char buf[1024]; - - - /*** Verify the "news" file ***/ - - /* Build the filename */ - path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt")); - - /* Attempt to open the file */ - fd = fd_open(buf, O_RDONLY); - - /* Failure */ - if (fd < 0) - { - char why[1024]; - - /* Message */ - 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); - } - - /* Close it */ - (void)fd_close(fd); - - - /*** Display the "news" file ***/ - - /* Clear screen */ - Term_clear(); - - /* Build the filename */ - path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt")); - - /* Open the News file */ - fp = my_fopen(buf, "r"); - - /* Dump */ - if (fp) - { - int i = 0; - - /* Dump the file to the screen */ - while (0 == my_fgets(fp, buf, sizeof(buf))) - { - /* Display and advance */ - Term_putstr(0, i++, -1, TERM_WHITE, buf); - } - - /* Close */ - my_fclose(fp); - } - - /* Flush it */ - Term_flush(); - - - /*** Verify (or create) the "high score" file ***/ - - /* Build the filename */ - path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw"); - - /* Attempt to open the high score file */ - fd = fd_open(buf, O_RDONLY); - - /* Failure */ - if (fd < 0) - { - /* File type is "DATA" */ - FILE_TYPE(FILE_TYPE_DATA); - - /* Grab permissions */ - safe_setuid_grab(); - - /* Create a new high score file */ - fd = fd_make(buf, mode); - - /* Drop permissions */ - safe_setuid_drop(); - - /* Failure */ - if (fd < 0) - { - char why[1024]; - - /* Message */ - 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); - - - /*** Initialize some arrays ***/ - - /* Initialize misc. values */ - 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("[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 */ - 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 */ - 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 */ - 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 */ - 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 */ - 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++) - if (d_info[i].final_guardian) - r_info[d_info[i].final_guardian].flags7 |= RF7_GUARDIAN; - } - - /* Initialize magic info */ - 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 */ - 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 */ - note(_("[配列を初期化しています... (荒野)]", "[Initializing arrays... (wilderness)]")); - - if (init_wilderness()) quit(_("荒野を初期化できません", "Cannot initialize wilderness")); - - - /* Initialize town array */ - 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 */ - 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 */ - 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 */ - if (init_v_info()) quit(_("vault 初期化不能", "Cannot initialize vaults")); - - /* Initialize some other arrays */ - 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 */ - 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 */ - 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 that file */ - process_pref_file(buf); - - /* Access the "basic" system pref file */ - sprintf(buf, "pref-%s.prf", ANGBAND_SYS); - - /* Process that file */ - process_pref_file(buf); - - /* Done */ - note(_("[初期化終了]", "[Initialization complete]")); -} - -/*! - * @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) -{ - return format("%02x%02x%02x%02x%02x%02x%02x%02x%02x", - f_head.v_extra, - k_head.v_extra, - a_head.v_extra, - e_head.v_extra, - r_head.v_extra, - d_head.v_extra, - m_head.v_extra, - s_head.v_extra, - v_head.v_extra); -} -