3 * @brief ゲームデータ初期化1 / Initialization (part 1) -BEN-
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 * This file is used to initialize various variables and arrays for the
16 * Angband game. Note the use of "fd_read()" and "fd_write()" to bypass
17 * the common limitation of "read()" and "write()" to only 32767 bytes
19 * Several of the arrays for Angband are built from "template" files in
20 * the "lib/file" directory, from which quick-load binary "image" files
21 * are constructed whenever they are not present in the "lib/data"
22 * directory, or if those files become obsolete, if we are allowed.
23 * Warning -- the "ascii" file parsers use a minor hack to collect the
24 * name and text information in a single pass. Thus, the game will not
25 * be able to load any template file with more than 20K of names or 60K
26 * of text, even though technically, up to 64K should be legal.
28 * Note that if "ALLOW_TEMPLATES" is not defined, then a lot of the code
29 * in this file is compiled out, and the game will not run unless valid
30 * "binary template files" already exist in "lib/data". Thus, one can
31 * compile Angband with ALLOW_TEMPLATES defined, run once to create the
32 * "*.raw" files in "lib/data", and then quit, and recompile without
33 * defining ALLOW_TEMPLATES, which will both save 20K and prevent people
34 * from changing the ascii template files in potentially dangerous ways.
35 * ノートとして記録:ALLOW_TEMPLATESが定義されていない場合、
36 * このファイルのコードの多くはコンパイル出力され、本ゲームは
37 * 正規の「バイナリテンプレートファイル」がlib/dataファイル内に
38 * 存在しない限り起動しなくなる。一方ALLOW_TEMPLATESが定義されている
39 * ならば1度ゲームが起動するごとに*.rawファイル群が作成され、終了時には
40 * ALLOW_TEMPLATEの定義に関係なくリコンパイルされる。これにより20K(バイト?)
41 * のデータが保存され、プレイヤーが潜在的に危険な方法でascii文字の
42 * テンプレートファイルを変更することを妨げることができる。
43 * The code could actually be removed and placed into a "stand-alone"
44 * program, but that feels a little silly, especially considering some
45 * of the platforms that we currently support.
54 #ifdef ALLOW_TEMPLATES
59 /*** Helper arrays for parsing ascii template files ***/
63 * Monster Blow Methods
65 static cptr r_info_blow_method[] =
99 * Monster Blow Effects
101 static cptr r_info_blow_effect[] =
146 static cptr f_info_flags[] =
271 static cptr r_info_flags1[] =
311 static cptr r_info_flags2[] =
351 static cptr r_info_flags3[] =
391 static cptr r_info_flags4[] =
428 * モンスター特性トークン(発動型能力1) /
431 static cptr r_a_ability_flags1[] =
468 * モンスター特性トークン(発動型能力2) /
471 static cptr r_a_ability_flags2[] =
488 "ANIM_DEAD", /* ToDo: Implement ANIM_DEAD */
509 * モンスター特性トークン(発動型能力3) /
512 static cptr r_a_ability_flags3[] =
551 * モンスター特性トークン(発動型能力4) /
554 static cptr r_a_ability_flags4[] =
596 static cptr r_info_flags7[] =
636 static cptr r_info_flags8[] =
668 "WILD_SWAMP", /* ToDo: Implement Swamp */
677 static cptr r_info_flags9[] =
716 * モンスター特性トークンの定義R(耐性) /
719 static cptr r_info_flagsr[] =
757 * オブジェクト基本特性トークンの定義 /
760 static cptr k_info_flags[] =
857 "XXX3", /* Fake flag for Smith */
858 "XXX4", /* Fake flag for Smith */
908 * オブジェクト生成特性トークンの定義 /
911 static cptr k_info_gen_flags[] =
951 static cptr d_info_flags1[] =
989 * @brief データの可変文字列情報をテキストとして保管する /
990 * Add a text to the text-storage and store offset to it.
991 * @param offset 文字列保管ポインタからのオフセット
992 * @param head テキスト保管ヘッダ情報の構造体参照ポインタ
994 * @param normal_text テキストの正規化を行う
997 * Returns FALSE when there isn't enough space available to store
1000 static bool add_text(u32b *offset, header *head, cptr buf, bool normal_text)
1002 /* Hack -- Verify space */
1003 if (head->text_size + strlen(buf) + 8 > FAKE_TEXT_SIZE)
1009 /* Advance and save the text index */
1010 *offset = ++head->text_size;
1013 /* Additional text */
1014 else if (normal_text)
1017 * If neither the end of the last line nor
1018 * the beginning of current line is not a space,
1019 * fill up a space as a correct separator of two words.
1021 if (head->text_size > 0 &&
1023 (*(head->text_ptr + head->text_size - 1) != ' ') &&
1024 ((head->text_size == 1) || !iskanji(*(head->text_ptr + head->text_size - 2))) &&
1025 (buf[0] != ' ') && !iskanji(buf[0])
1027 (*(head->text_ptr + head->text_size - 1) != ' ') &&
1032 /* Append a space */
1033 *(head->text_ptr + head->text_size) = ' ';
1035 /* Advance the index */
1040 /* Append chars to the text */
1041 strcpy(head->text_ptr + head->text_size, buf);
1043 /* Advance the index */
1044 head->text_size += strlen(buf);
1052 * @brief データの可変文字列情報を名前として保管する /
1053 * Add a name to the name-storage and return an offset to it.
1054 * @param offset 文字列保管ポインタからのオフセット
1055 * @param head テキスト保管ヘッダ情報の構造体参照ポインタ
1059 * Returns FALSE when there isn't enough space available to store
1062 static bool add_name(u32b *offset, header *head, cptr buf)
1064 /* Hack -- Verify space */
1065 if (head->name_size + strlen(buf) + 8 > FAKE_NAME_SIZE)
1071 /* Advance and save the name index */
1072 *offset = ++head->name_size;
1075 /* Append chars to the names */
1076 strcpy(head->name_ptr + head->name_size, buf);
1078 /* Advance the index */
1079 head->name_size += strlen(buf);
1087 * @brief データの可変文字列情報をタグとして保管する /
1088 * Add a tag to the tag-storage and return an offset to it.
1089 * @param offset 文字列保管ポインタからのオフセット
1090 * @param head テキスト保管ヘッダ情報の構造体参照ポインタ
1094 * Returns FALSE when there isn't enough space available to store
1097 static bool add_tag(STR_OFFSET *offset, header *head, cptr buf)
1101 /* Search for an existing (fake) tag */
1102 for (i = 1; i < head->tag_size; i += strlen(&head->tag_ptr[i]) + 1)
1105 if (streq(&head->tag_ptr[i], buf)) break;
1108 /* There was no existing tag */
1109 if (i >= head->tag_size)
1111 /* Hack -- Verify space */
1112 if (head->tag_size + strlen(buf) + 8 > FAKE_TAG_SIZE)
1115 /* Append chars to the tags */
1116 strcpy(head->tag_ptr + head->tag_size, buf);
1118 /* Point the new tag */
1121 /* Advance the index */
1122 head->tag_size += strlen(buf) + 1;
1125 /* Return offset of the tag */
1134 * @brief シンボル1文字をカラーIDに変更する /
1135 * Convert a "color letter" into an "actual" color
1136 * The colors are: dwsorgbuDWvyRGBU, as shown below
1140 byte color_char_to_attr(char c)
1144 case 'd': return (TERM_DARK);
1145 case 'w': return (TERM_WHITE);
1146 case 's': return (TERM_SLATE);
1147 case 'o': return (TERM_ORANGE);
1148 case 'r': return (TERM_RED);
1149 case 'g': return (TERM_GREEN);
1150 case 'b': return (TERM_BLUE);
1151 case 'u': return (TERM_UMBER);
1153 case 'D': return (TERM_L_DARK);
1154 case 'W': return (TERM_L_WHITE);
1155 case 'v': return (TERM_VIOLET);
1156 case 'y': return (TERM_YELLOW);
1157 case 'R': return (TERM_L_RED);
1158 case 'G': return (TERM_L_GREEN);
1159 case 'B': return (TERM_L_BLUE);
1160 case 'U': return (TERM_L_UMBER);
1168 /*** Initialize from ascii template files ***/
1172 * @brief パース関数に基づいてデータファイルからデータを読み取る /
1173 * Initialize an "*_info" array, by parsing an ascii "template" file
1174 * @param fp 読み取りに使うファイルポインタ
1175 * @param buf 読み取りに使うバッファ領域
1176 * @param head ヘッダ構造体
1177 * @param parse_info_txt_line パース関数
1180 errr init_info_txt(FILE *fp, char *buf, header *head, parse_info_txt_func parse_info_txt_line)
1184 /* Just before the first record */
1187 /* Just before the first line */
1191 /* Prepare the "fake" stuff */
1192 head->name_size = 0;
1193 head->text_size = 0;
1197 while (0 == my_fgets(fp, buf, 1024))
1199 /* Advance the line number */
1202 /* Skip comments and blank lines */
1203 if (!buf[0] || (buf[0] == '#')) continue;
1205 /* Verify correct "colon" format */
1206 if (buf[1] != ':') return (PARSE_ERROR_GENERIC);
1209 /* Hack -- Process 'V' for "Version" */
1216 /* Mega Hack -- Calculate Check Sum */
1217 if (buf[0] != 'N' && buf[0] != 'D')
1220 for (i = 0; buf[i]; i++)
1222 head->v_extra += (byte)buf[i];
1223 head->v_extra ^= (1 << (i % 8));
1227 /* Parse the line */
1228 if ((err = (*parse_info_txt_line)(buf, head)) != 0)
1233 /* Complete the "name" and "text" sizes */
1234 if (head->name_size) head->name_size++;
1235 if (head->text_size) head->text_size++;
1243 * @brief Vault情報(v_info)のパース関数 /
1244 * Initialize the "v_info" array, by parsing an ascii "template" file
1246 * @param head ヘッダ構造体
1249 errr parse_v_info(char *buf, header *head)
1255 static vault_type *v_ptr = NULL;
1257 /* Process 'N' for "New/Number/Name" */
1260 /* Find the colon before the name */
1261 s = my_strchr(buf+2, ':');
1263 /* Verify that colon */
1266 /* Nuke the colon, advance to the name */
1269 /* Paranoia -- require a name */
1270 if (!*s) return (1);
1275 /* Verify information */
1276 if (i <= error_idx) return (4);
1278 /* Verify information */
1279 if (i >= head->info_num) return (2);
1281 /* Save the index */
1284 /* Point at the "info" */
1287 /* Store the name */
1288 if (!add_name(&v_ptr->name, head, s)) return (7);
1291 /* There better be a current v_ptr */
1292 else if (!v_ptr) return (3);
1294 /* Process 'D' for "Description" */
1295 else if (buf[0] == 'D')
1297 /* Acquire the text */
1300 /* Store the text */
1301 if (!add_text(&v_ptr->text, head, s, FALSE)) return (7);
1304 /* Process 'X' for "Extra info" (one line only) */
1305 else if (buf[0] == 'X')
1307 EFFECT_ID typ, rat, hgt, wid;
1309 /* Scan for the values */
1310 if (4 != sscanf(buf+2, "%d:%d:%d:%d",
1311 &typ, &rat, &hgt, &wid)) return (1);
1313 /* Save the values */
1314 v_ptr->typ = (ROOM_IDX)typ;
1315 v_ptr->rat = (PROB)rat;
1316 v_ptr->hgt = (POSITION)hgt;
1317 v_ptr->wid = (POSITION)wid;
1328 * @brief 職業技能情報(s_info)のパース関数 /
1329 * Initialize the "s_info" array, by parsing an ascii "template" file
1331 * @param head ヘッダ構造体
1334 errr parse_s_info(char *buf, header *head)
1339 static skill_table *s_ptr = NULL;
1342 /* Process 'N' for "New/Number/Name" */
1348 /* Verify information */
1349 if (i <= error_idx) return (4);
1351 /* Verify information */
1352 if (i >= head->info_num) return (2);
1354 /* Save the index */
1357 /* Point at the "info" */
1361 /* There better be a current s_ptr */
1362 else if (!s_ptr) return (3);
1364 /* Process 'W' for "Weapon exp" */
1365 else if (buf[0] == 'W')
1367 int tval, sval, start, max;
1368 const s16b exp_conv_table[] =
1370 WEAPON_EXP_UNSKILLED, WEAPON_EXP_BEGINNER, WEAPON_EXP_SKILLED,
1371 WEAPON_EXP_EXPERT, WEAPON_EXP_MASTER
1374 /* Scan for the values */
1375 if (4 != sscanf(buf+2, "%d:%d:%d:%d",
1376 &tval, &sval, &start, &max)) return (1);
1378 if (start < EXP_LEVEL_UNSKILLED || start > EXP_LEVEL_MASTER
1379 || max < EXP_LEVEL_UNSKILLED || max > EXP_LEVEL_MASTER) return (8);
1381 /* Save the values */
1382 s_ptr->w_start[tval][sval] = exp_conv_table[start];
1383 s_ptr->w_max[tval][sval] = exp_conv_table[max];
1386 /* Process 'S' for "Skill exp" */
1387 else if (buf[0] == 'S')
1389 int num, start, max;
1391 /* Scan for the values */
1392 if (3 != sscanf(buf+2, "%d:%d:%d",
1393 &num, &start, &max)) return (1);
1395 if (start < WEAPON_EXP_UNSKILLED || start > WEAPON_EXP_MASTER
1396 || max < WEAPON_EXP_UNSKILLED || max > WEAPON_EXP_MASTER) return (8);
1398 /* Save the values */
1399 s_ptr->s_start[num] = (SUB_EXP)start;
1400 s_ptr->s_max[num] = (SUB_EXP)max;
1412 * @brief 職業魔法情報(m_info)のパース関数 /
1413 * Initialize the "m_info" array, by parsing an ascii "template" file
1415 * @param head ヘッダ構造体
1418 errr parse_m_info(char *buf, header *head)
1425 static player_magic *m_ptr = NULL;
1428 static int realm, magic_idx = 0, readable = 0;
1431 /* Process 'N' for "New/Number/Name" */
1437 /* Verify information */
1438 if (i <= error_idx) return (4);
1440 /* Verify information */
1441 if (i >= head->info_num) return (2);
1443 /* Save the index */
1446 /* Point at the "info" */
1450 /* There better be a current m_ptr */
1451 else if (!m_ptr) return (3);
1453 /* Process 'I' for "Info" (one line only) */
1454 else if (buf[0] == 'I')
1457 int xtra, type, first, weight;
1459 /* Find the colon before the name */
1460 s = my_strchr(buf+2, ':');
1462 /* Verify that colon */
1465 /* Nuke the colon, advance to the name */
1470 if (streq(book, "SORCERY")) m_ptr->spell_book = TV_SORCERY_BOOK;
1471 else if (streq(book, "LIFE")) m_ptr->spell_book = TV_LIFE_BOOK;
1472 else if (streq(book, "MUSIC")) m_ptr->spell_book = TV_MUSIC_BOOK;
1473 else if (streq(book, "HISSATSU")) m_ptr->spell_book = TV_HISSATSU_BOOK;
1474 else if (streq(book, "NONE")) m_ptr->spell_book = 0;
1479 /* Find the colon before the name */
1480 s = my_strchr(s, ':');
1482 /* Verify that colon */
1485 /* Nuke the colon, advance to the name */
1488 if (streq(stat, "STR")) m_ptr->spell_stat = A_STR;
1489 else if (streq(stat, "INT")) m_ptr->spell_stat = A_INT;
1490 else if (streq(stat, "WIS")) m_ptr->spell_stat = A_WIS;
1491 else if (streq(stat, "DEX")) m_ptr->spell_stat = A_DEX;
1492 else if (streq(stat, "CON")) m_ptr->spell_stat = A_CON;
1493 else if (streq(stat, "CHR")) m_ptr->spell_stat = A_CHR;
1497 /* Scan for the values */
1498 if (4 != sscanf(s, "%x:%d:%d:%d",
1499 (uint *)&xtra, &type, &first, &weight)) return (1);
1501 m_ptr->spell_xtra = xtra;
1502 m_ptr->spell_type = type;
1503 m_ptr->spell_first = first;
1504 m_ptr->spell_weight = weight;
1508 /* Process 'R' for "Realm" (one line only) */
1509 else if (buf[0] == 'R')
1511 /* Scan for the values */
1512 if (2 != sscanf(buf+2, "%d:%d",
1513 &realm, &readable)) return (1);
1518 else if (buf[0] == 'T')
1520 int level, mana, fail, exp;
1522 if (!readable) return (1);
1523 /* Scan for the values */
1524 if (4 != sscanf(buf+2, "%d:%d:%d:%d",
1525 &level, &mana, &fail, &exp)) return (1);
1527 m_ptr->info[realm][magic_idx].slevel = (PLAYER_LEVEL)level;
1528 m_ptr->info[realm][magic_idx].smana = (MANA_POINT)mana;
1529 m_ptr->info[realm][magic_idx].sfail = (PERCENTAGE)fail;
1530 m_ptr->info[realm][magic_idx].sexp = (EXP)exp;
1543 * @brief テキストトークンを走査してフラグを一つ得る(汎用) /
1544 * Grab one flag from a textual string
1545 * @param flags ビットフラグを追加する先の参照ポインタ
1546 * @param names トークン定義配列
1547 * @param what 参照元の文字列ポインタ
1550 static errr grab_one_flag(u32b *flags, cptr names[], cptr what)
1555 for (i = 0; i < 32; i++)
1557 if (streq(what, names[i]))
1559 *flags |= (1L << i);
1569 * @brief テキストトークンを走査してフラグを一つ得る(地形情報向け) /
1570 * Grab one flag in an feature_type from a textual string
1571 * @param f_ptr 地形情報を保管する先の構造体参照ポインタ
1572 * @param what 参照元の文字列ポインタ
1575 static errr grab_one_feat_flag(feature_type *f_ptr, cptr what)
1580 for (i = 0; i < FF_FLAG_MAX; i++)
1582 if (streq(what, f_info_flags[i]))
1584 add_flag(f_ptr->flags, i);
1589 msg_format(_("未知の地形フラグ '%s'。", "Unknown feature flag '%s'."), what);
1592 return PARSE_ERROR_GENERIC;
1597 * @brief テキストトークンを走査してフラグ(ステート)を一つ得る(地形情報向け2) /
1598 * Grab an action in an feature_type from a textual string
1599 * @param f_ptr 地形情報を保管する先の構造体参照ポインタ
1600 * @param what 参照元の文字列ポインタ
1601 * @param count ステートの保存先ID
1604 static errr grab_one_feat_action(feature_type *f_ptr, cptr what, int count)
1609 for (i = 0; i < FF_FLAG_MAX; i++)
1611 if (streq(what, f_info_flags[i]))
1613 f_ptr->state[count].action = i;
1618 msg_format(_("未知の地形アクション '%s'。", "Unknown feature action '%s'."), what);
1621 return PARSE_ERROR_GENERIC;
1626 * @brief 地形情報(f_info)のパース関数 /
1627 * Initialize the "f_info" array, by parsing an ascii "template" file
1629 * @param head ヘッダ構造体
1632 errr parse_f_info(char *buf, header *head)
1639 static feature_type *f_ptr = NULL;
1642 /* Process 'N' for "New/Number/Name" */
1645 /* Find the colon before the name */
1646 s = my_strchr(buf+2, ':');
1650 /* Nuke the colon, advance to the name */
1657 /* Verify information */
1658 if (i <= error_idx) return (4);
1660 /* Verify information */
1661 if (i >= head->info_num) return (2);
1663 /* Save the index */
1666 /* Point at the "info" */
1669 /* Tag name is given */
1673 if (!add_tag(&f_ptr->tag, head, s)) return (7);
1676 /* Default "mimic" */
1677 f_ptr->mimic = (FEAT_IDX)i;
1679 /* Default "destroyed state" -- if not specified */
1680 f_ptr->destroyed = (FEAT_IDX)i;
1682 /* Default "states" */
1683 for (i = 0; i < MAX_FEAT_STATES; i++) f_ptr->state[i].action = FF_FLAG_MAX;
1686 /* There better be a current f_ptr */
1687 else if (!f_ptr) return (3);
1690 else if (buf[0] == 'J')
1692 /* Store the name */
1693 if (!add_name(&f_ptr->name, head, buf+2)) return (7);
1696 else if (buf[0] == 'E')
1698 /* Ignore english name */
1701 else if (buf[0] == 'J')
1703 /* Ignore Japanese name */
1706 else if (buf[0] == 'E')
1708 /* Acquire the Text */
1711 /* Store the name */
1712 if (!add_name(&f_ptr->name, head, s)) return (7);
1717 /* Process 'M' for "Mimic" (one line only) */
1718 else if (buf[0] == 'M')
1722 if (!add_tag(&offset, head, buf + 2)) return PARSE_ERROR_OUT_OF_MEMORY;
1724 /* Record a fake tag index */
1725 f_ptr->mimic_tag = offset;
1729 /* Process 'G' for "Graphics" (one line only) */
1730 else if (buf[0] == 'G')
1734 char char_tmp[F_LIT_MAX];
1737 if (buf[1] != ':') return (1);
1738 if (!buf[2]) return (1);
1739 if (buf[3] != ':') return (1);
1740 if (!buf[4]) return (1);
1742 /* Extract the char */
1743 char_tmp[F_LIT_STANDARD] = buf[2];
1745 /* Extract the color */
1746 s_attr = color_char_to_attr(buf[4]);
1749 if (s_attr > 127) return (1);
1751 /* Save the standard values */
1752 f_ptr->d_attr[F_LIT_STANDARD] = s_attr;
1753 f_ptr->d_char[F_LIT_STANDARD] = char_tmp[F_LIT_STANDARD];
1755 /* Is this feature supports lighting? */
1758 /* G:c:a:LIT (default) */
1759 apply_default_feat_lighting(f_ptr->d_attr, f_ptr->d_char);
1761 /* G:c:a:lc:la:dc:da */
1762 if (!streq(buf + 6, "LIT"))
1764 char attr_lite_tmp[F_LIT_MAX - F_LIT_NS_BEGIN];
1766 if ((F_LIT_MAX - F_LIT_NS_BEGIN) * 2 != sscanf(buf + 6, "%c:%c:%c:%c",
1767 &char_tmp[F_LIT_LITE], &attr_lite_tmp[F_LIT_LITE - F_LIT_NS_BEGIN],
1768 &char_tmp[F_LIT_DARK], &attr_lite_tmp[F_LIT_DARK - F_LIT_NS_BEGIN])) return 1;
1769 if (buf[F_LIT_MAX * 4 + 1]) return 1;
1771 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
1773 switch (attr_lite_tmp[j - F_LIT_NS_BEGIN])
1776 /* Use default lighting */
1779 /* No lighting support */
1780 f_ptr->d_attr[j] = f_ptr->d_attr[F_LIT_STANDARD];
1783 /* Extract the color */
1784 f_ptr->d_attr[j] = color_char_to_attr(attr_lite_tmp[j - F_LIT_NS_BEGIN]);
1785 if (f_ptr->d_attr[j] > 127) return 1;
1788 f_ptr->d_char[j] = char_tmp[j];
1794 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
1796 f_ptr->d_attr[j] = s_attr;
1797 f_ptr->d_char[j] = char_tmp[F_LIT_STANDARD];
1803 /* Hack -- Process 'F' for flags */
1804 else if (buf[0] == 'F')
1806 /* Parse every entry textually */
1807 for (s = buf + 2; *s; )
1809 /* Find the end of this entry */
1810 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
1812 /* Nuke and skip any dividers */
1816 while (*t == ' ' || *t == '|') t++;
1819 /* Hack -- Read feature subtype */
1820 if (1 == sscanf(s, "SUBTYPE_%d", &i))
1822 /* Extract a "subtype" */
1823 f_ptr->subtype = (FEAT_SUBTYPE)i;
1825 /* Start at next entry */
1832 /* Hack -- Read feature power */
1833 if (1 == sscanf(s, "POWER_%d", &i))
1835 /* Extract a "power" */
1836 f_ptr->power = (FEAT_POWER)i;
1838 /* Start at next entry */
1845 /* Parse this entry */
1846 if (0 != grab_one_feat_flag(f_ptr, s)) return (PARSE_ERROR_INVALID_FLAG);
1848 /* Start the next entry */
1853 /* Process 'W' for "More Info" (one line only) */
1854 else if (buf[0] == 'W')
1858 /* Scan for the value */
1859 if (1 != sscanf(buf+2, "%d", &priority)) return (PARSE_ERROR_GENERIC);
1861 /* Save the value */
1862 f_ptr->priority = (FEAT_PRIORITY)priority;
1865 /* Process 'K' for "States" (up to four lines + default (which cannot be last)) */
1866 else if (buf[0] == 'K')
1870 /* Find the next empty state slot (if any) */
1871 for (i = 0; i < MAX_FEAT_STATES; i++) if (f_ptr->state[i].action == FF_FLAG_MAX) break;
1873 /* Oops, no more slots */
1874 if (i == MAX_FEAT_STATES) return PARSE_ERROR_GENERIC;
1876 /* Analyze the first field */
1877 for (s = t = buf+2; *t && (*t != ':'); t++) /* loop */;
1879 /* Terminate the field (if necessary) */
1880 if (*t == ':') *t++ = '\0';
1882 /* Is this default entry? */
1883 if (streq(s, "DESTROYED"))
1885 if (!add_tag(&offset, head, t)) return PARSE_ERROR_OUT_OF_MEMORY;
1887 /* Record a fake tag index */
1888 f_ptr->destroyed_tag = offset;
1893 f_ptr->state[i].action = 0;
1895 /* Parse this entry */
1896 if (0 != grab_one_feat_action(f_ptr, s, i)) return PARSE_ERROR_INVALID_FLAG;
1898 if (!add_tag(&offset, head, t)) return PARSE_ERROR_OUT_OF_MEMORY;
1900 /* Record a fake tag index */
1901 f_ptr->state[i].result_tag = offset;
1913 * @brief 地形タグからIDを得る /
1914 * Convert a fake tag to a real feat index
1918 s16b f_tag_to_index(cptr str)
1922 /* Search for real index corresponding to this fake tag */
1923 for (i = 0; i < f_head.info_num; i++)
1925 if (streq(f_tag + f_info[i].tag, str))
1927 /* Return the index */
1938 * @brief 地形タグからIDを得る /
1939 * Search for real index corresponding to this fake tag
1940 * @param feat タグ文字列のオフセット
1941 * @return 地形ID。該当がないなら-1
1943 static FEAT_IDX search_real_feat(STR_OFFSET feat)
1947 /* Don't convert non-fake tag */
1953 /* Search for real index corresponding to this fake tag */
1954 for (i = 0; i < f_head.info_num; i++)
1956 if (feat == f_info[i].tag)
1958 /* Record real index */
1964 msg_format(_("未定義のタグ '%s'。", "%s is undefined."), f_tag + feat);
1970 * @brief 地形情報の各種タグからIDへ変換して結果を収める /
1971 * Retouch fake tags of f_info
1972 * @param head ヘッダ構造体
1975 void retouch_f_info(header *head)
1979 /* Convert fake tags to real feat indices */
1980 for (i = 0; i < head->info_num; i++)
1982 feature_type *f_ptr = &f_info[i];
1985 k = search_real_feat(f_ptr->mimic_tag);
1986 f_ptr->mimic = k < 0 ? f_ptr->mimic : k;
1987 k = search_real_feat(f_ptr->destroyed_tag);
1988 f_ptr->destroyed = k < 0 ? f_ptr->destroyed : k;
1989 for (j = 0; j < MAX_FEAT_STATES; j++)
1991 k = search_real_feat(f_ptr->state[j].result_tag);
1992 f_ptr->state[j].result = k < 0 ? f_ptr->state[j].result : k;
1999 * @brief テキストトークンを走査してフラグを一つ得る(ベースアイテム用) /
2000 * Grab one flag in an object_kind from a textual string
2001 * @param k_ptr 保管先のベースアイテム構造体参照ポインタ
2002 * @param what 参照元の文字列ポインタ
2005 static errr grab_one_kind_flag(object_kind *k_ptr, cptr what)
2010 for (i = 0; i < TR_FLAG_MAX; i++)
2012 if (streq(what, k_info_flags[i]))
2014 add_flag(k_ptr->flags, i);
2019 if (grab_one_flag(&k_ptr->gen_flags, k_info_gen_flags, what) == 0)
2022 msg_format(_("未知のアイテム・フラグ '%s'。", "Unknown object flag '%s'."), what);
2029 * @brief テキストトークンを走査してフラグを一つ得る(発動能力用) /
2030 * Grab one activation index flag
2031 * @param what 参照元の文字列ポインタ
2034 static byte grab_one_activation_flag(cptr what)
2040 if (activation_info[i].flag == NULL) break;
2042 if (streq(what, activation_info[i].flag))
2044 return activation_info[i].index;
2054 msg_format(_("未知の発動・フラグ '%s'。", "Unknown activation flag '%s'."), what);
2062 * @brief ベースアイテム(k_info)のパース関数 /
2063 * Initialize the "k_info" array, by parsing an ascii "template" file
2065 * @param head ヘッダ構造体
2068 errr parse_k_info(char *buf, header *head)
2075 static object_kind *k_ptr = NULL;
2078 /* Process 'N' for "New/Number/Name" */
2085 /* Find the colon before the name */
2086 s = my_strchr(buf+2, ':');
2088 /* Verify that colon */
2091 /* Nuke the colon, advance to the name */
2097 /* Verify information */
2098 if (i <= error_idx) return (4);
2100 /* Verify information */
2101 if (i >= head->info_num) return (2);
2103 /* Save the index */
2106 /* Point at the "info" */
2110 /* Paranoia -- require a name */
2111 if (!*s) return (1);
2113 /* Find the colon before the flavor */
2114 flavor = my_strchr(s, ':');
2116 /* Verify that colon */
2119 /* Nuke the colon, advance to the flavor */
2122 /* Store the flavor */
2123 if (!add_name(&k_ptr->flavor_name, head, flavor)) return (7);
2126 /* Store the name */
2127 if (!add_name(&k_ptr->name, head, s)) return (7);
2131 /* There better be a current k_ptr */
2132 else if (!k_ptr) return (3);
2137 /* 'E' から始まる行は英語名としている */
2138 else if (buf[0] == 'E')
2143 else if (buf[0] == 'E')
2147 /* Acquire the name */
2150 /* Find the colon before the flavor */
2151 flavor = my_strchr(s, ':');
2153 /* Verify that colon */
2156 /* Nuke the colon, advance to the flavor */
2159 /* Store the flavor */
2160 if (!add_name(&k_ptr->flavor_name, head, flavor)) return (7);
2163 /* Store the name */
2164 if (!add_name(&k_ptr->name, head, s)) return (7);
2168 /* Process 'D' for "Description" */
2169 else if (buf[0] == 'D')
2174 /* Acquire the text */
2179 /* Acquire the text */
2183 /* Store the text */
2184 if (!add_text(&k_ptr->text, head, s, TRUE)) return (7);
2187 /* Process 'G' for "Graphics" (one line only) */
2188 else if (buf[0] == 'G')
2194 if (buf[1] != ':') return (1);
2195 if (!buf[2]) return (1);
2196 if (buf[3] != ':') return (1);
2197 if (!buf[4]) return (1);
2199 /* Extract the char */
2202 /* Extract the attr */
2203 tmp = color_char_to_attr(buf[4]);
2206 if (tmp > 127) return (1);
2208 /* Save the values */
2209 k_ptr->d_attr = tmp;
2210 k_ptr->d_char = sym;
2213 /* Process 'I' for "Info" (one line only) */
2214 else if (buf[0] == 'I')
2216 int tval, sval, pval;
2218 /* Scan for the values */
2219 if (3 != sscanf(buf+2, "%d:%d:%d",
2220 &tval, &sval, &pval)) return (1);
2222 /* Save the values */
2223 k_ptr->tval = (OBJECT_TYPE_VALUE)tval;
2224 k_ptr->sval = (OBJECT_SUBTYPE_VALUE)sval;
2225 k_ptr->pval = (PARAMETER_VALUE)pval;
2228 /* Process 'W' for "More Info" (one line only) */
2229 else if (buf[0] == 'W')
2231 int level, extra, wgt;
2234 /* Scan for the values */
2235 if (4 != sscanf(buf+2, "%d:%d:%d:%ld",
2236 &level, &extra, &wgt, &cost)) return (1);
2238 /* Save the values */
2239 k_ptr->level = (DEPTH)level;
2240 k_ptr->extra = (BIT_FLAGS8)extra;
2241 k_ptr->weight = (WEIGHT)wgt;
2242 k_ptr->cost = (PRICE)cost;
2245 /* Process 'A' for "Allocation" (one line only) */
2246 else if (buf[0] == 'A')
2249 /* Simply read each number following a colon */
2250 for (i = 0, s = buf+1; s && (s[0] == ':') && s[1]; ++i)
2252 /* Default chance */
2253 k_ptr->chance[i] = 1;
2255 /* Store the attack damage index */
2256 k_ptr->locale[i] = atoi(s+1);
2258 /* Find the slash */
2259 t = my_strchr(s+1, '/');
2261 /* Find the next colon */
2262 s = my_strchr(s+1, ':');
2264 /* If the slash is "nearby", use it */
2265 if (t && (!s || t < s))
2267 int chance = atoi(t+1);
2268 if (chance > 0) k_ptr->chance[i] = (PROB)chance;
2273 /* Hack -- Process 'P' for "power" and such */
2274 else if (buf[0] == 'P')
2276 int ac, hd1, hd2, th, td, ta;
2278 /* Scan for the values */
2279 if (6 != sscanf(buf+2, "%d:%dd%d:%d:%d:%d",
2280 &ac, &hd1, &hd2, &th, &td, &ta)) return (1);
2282 k_ptr->ac = (ARMOUR_CLASS)ac;
2283 k_ptr->dd = (DICE_NUMBER)hd1;
2284 k_ptr->ds = (DICE_SID)hd2;
2285 k_ptr->to_h = (HIT_PROB)th;
2286 k_ptr->to_d = (HIT_POINT)td;
2287 k_ptr->to_a = (ARMOUR_CLASS)ta;
2290 /* Hack -- Process 'U' for activation index */
2291 else if (buf[0] == 'U')
2294 n = grab_one_activation_flag(buf + 2);
2305 /* Hack -- Process 'F' for flags */
2306 else if (buf[0] == 'F')
2308 /* Parse every entry textually */
2309 for (s = buf + 2; *s; )
2311 /* Find the end of this entry */
2312 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
2314 /* Nuke and skip any dividers */
2318 while (*t == ' ' || *t == '|') t++;
2321 /* Parse this entry */
2322 if (0 != grab_one_kind_flag(k_ptr, s)) return (5);
2324 /* Start the next entry */
2338 * @brief テキストトークンを走査してフラグを一つ得る(アーティファクト用) /
2339 * Grab one activation index flag
2340 * @param a_ptr 保管先のアーティファクト構造体参照ポインタ
2341 * @param what 参照元の文字列ポインタ
2342 * @return エラーがあった場合1、エラーがない場合0を返す
2344 static errr grab_one_artifact_flag(artifact_type *a_ptr, cptr what)
2349 for (i = 0; i < TR_FLAG_MAX; i++)
2351 if (streq(what, k_info_flags[i]))
2353 add_flag(a_ptr->flags, i);
2358 if (grab_one_flag(&a_ptr->gen_flags, k_info_gen_flags, what) == 0)
2361 msg_format(_("未知の伝説のアイテム・フラグ '%s'。", "Unknown artifact flag '%s'."), what);
2369 * @brief 固定アーティファクト情報(a_info)のパース関数 /
2370 * Initialize the "a_info" array, by parsing an ascii "template" file
2372 * @param head ヘッダ構造体
2375 errr parse_a_info(char *buf, header *head)
2382 static artifact_type *a_ptr = NULL;
2385 /* Process 'N' for "New/Number/Name" */
2388 /* Find the colon before the name */
2389 s = my_strchr(buf+2, ':');
2391 /* Verify that colon */
2394 /* Nuke the colon, advance to the name */
2397 /* Paranoia -- require a name */
2398 if (!*s) return (1);
2403 /* Verify information */
2404 if (i < error_idx) return (4);
2406 /* Verify information */
2407 if (i >= head->info_num) return (2);
2409 /* Save the index */
2412 /* Point at the "info" */
2415 /* Ignore everything */
2416 add_flag(a_ptr->flags, TR_IGNORE_ACID);
2417 add_flag(a_ptr->flags, TR_IGNORE_ELEC);
2418 add_flag(a_ptr->flags, TR_IGNORE_FIRE);
2419 add_flag(a_ptr->flags, TR_IGNORE_COLD);
2421 /* Store the name */
2422 if (!add_name(&a_ptr->name, head, s)) return (7);
2426 /* There better be a current a_ptr */
2427 else if (!a_ptr) return (3);
2432 /* 'E' から始まる行は英語名としている */
2433 else if (buf[0] == 'E')
2438 else if (buf[0] == 'E')
2440 /* Acquire the Text */
2443 /* Store the name */
2444 if (!add_name(&a_ptr->name, head, s)) return (7);
2448 /* Process 'D' for "Description" */
2449 else if (buf[0] == 'D')
2454 /* Acquire the text */
2459 /* Acquire the text */
2463 /* Store the text */
2464 if (!add_text(&a_ptr->text, head, s, TRUE)) return (7);
2468 /* Process 'I' for "Info" (one line only) */
2469 else if (buf[0] == 'I')
2471 int tval, sval, pval;
2473 /* Scan for the values */
2474 if (3 != sscanf(buf+2, "%d:%d:%d",
2475 &tval, &sval, &pval)) return (1);
2477 /* Save the values */
2478 a_ptr->tval = (OBJECT_TYPE_VALUE)tval;
2479 a_ptr->sval = (OBJECT_SUBTYPE_VALUE)sval;
2480 a_ptr->pval = (PARAMETER_VALUE)pval;
2483 /* Process 'W' for "More Info" (one line only) */
2484 else if (buf[0] == 'W')
2486 int level, rarity, wgt;
2489 /* Scan for the values */
2490 if (4 != sscanf(buf+2, "%d:%d:%d:%ld",
2491 &level, &rarity, &wgt, &cost)) return (1);
2493 /* Save the values */
2494 a_ptr->level = (DEPTH)level;
2495 a_ptr->rarity = (RARITY)rarity;
2496 a_ptr->weight = (WEIGHT)wgt;
2497 a_ptr->cost = (PRICE)cost;
2500 /* Hack -- Process 'P' for "power" and such */
2501 else if (buf[0] == 'P')
2503 int ac, hd1, hd2, th, td, ta;
2505 /* Scan for the values */
2506 if (6 != sscanf(buf+2, "%d:%dd%d:%d:%d:%d",
2507 &ac, &hd1, &hd2, &th, &td, &ta)) return (1);
2509 a_ptr->ac = (ARMOUR_CLASS)ac;
2510 a_ptr->dd = (DICE_NUMBER)hd1;
2511 a_ptr->ds = (DICE_SID)hd2;
2512 a_ptr->to_h = (HIT_PROB)th;
2513 a_ptr->to_d = (HIT_POINT)td;
2514 a_ptr->to_a = (ARMOUR_CLASS)ta;
2517 /* Hack -- Process 'U' for activation index */
2518 else if (buf[0] == 'U')
2521 n = grab_one_activation_flag(buf + 2);
2532 /* Hack -- Process 'F' for flags */
2533 else if (buf[0] == 'F')
2535 /* Parse every entry textually */
2536 for (s = buf + 2; *s; )
2538 /* Find the end of this entry */
2539 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
2541 /* Nuke and skip any dividers */
2545 while ((*t == ' ') || (*t == '|')) t++;
2548 /* Parse this entry */
2549 if (0 != grab_one_artifact_flag(a_ptr, s)) return (5);
2551 /* Start the next entry */
2566 * @brief テキストトークンを走査してフラグを一つ得る(アーティファクト用) /
2567 * Grab one flag in a ego-item_type from a textual string
2568 * @param e_ptr 保管先のエゴ構造体参照ポインタ
2569 * @param what 参照元の文字列ポインタ
2570 * @return エラーがあった場合1、エラーがない場合0を返す
2572 static bool grab_one_ego_item_flag(ego_item_type *e_ptr, cptr what)
2577 for (i = 0; i < TR_FLAG_MAX; i++)
2579 if (streq(what, k_info_flags[i]))
2581 add_flag(e_ptr->flags, i);
2586 if (grab_one_flag(&e_ptr->gen_flags, k_info_gen_flags, what) == 0)
2589 msg_format(_("未知の名のあるアイテム・フラグ '%s'。", "Unknown ego-item flag '%s'."), what);
2597 * @brief アイテムエゴ情報(e_info)のパース関数 /
2598 * Initialize the "e_info" array, by parsing an ascii "template" file
2600 * @param head ヘッダ構造体
2603 errr parse_e_info(char *buf, header *head)
2610 static ego_item_type *e_ptr = NULL;
2613 /* Just before the first record */
2616 /* Just before the first line */
2620 /* Process 'N' for "New/Number/Name" */
2623 /* Find the colon before the name */
2624 s = my_strchr(buf+2, ':');
2626 /* Verify that colon */
2629 /* Nuke the colon, advance to the name */
2632 /* Paranoia -- require a name */
2633 if (!*s) return (1);
2638 /* Verify information */
2639 if (i < error_idx) return (4);
2641 /* Verify information */
2642 if (i >= head->info_num) return (2);
2644 /* Save the index */
2647 /* Point at the "info" */
2650 /* Store the name */
2651 if (!add_name(&e_ptr->name, head, s)) return (7);
2655 /* There better be a current e_ptr */
2656 else if (!e_ptr) return (3);
2661 /* 'E' から始まる行は英語名 */
2662 else if (buf[0] == 'E')
2667 else if (buf[0] == 'E')
2669 /* Acquire the Text */
2672 /* Store the name */
2673 if (!add_name(&e_ptr->name, head, s)) return (7);
2678 /* Process 'D' for "Description" */
2679 else if (buf[0] == 'D')
2681 /* Acquire the text */
2684 /* Store the text */
2685 if (!add_text(&e_ptr->text, head, s, TRUE)) return (7);
2690 /* Process 'X' for "Xtra" (one line only) */
2691 else if (buf[0] == 'X')
2695 /* Scan for the values */
2696 if (2 != sscanf(buf+2, "%d:%d",
2697 &slot, &rating)) return (1);
2699 /* Save the values */
2700 e_ptr->slot = (INVENTORY_IDX)slot;
2701 e_ptr->rating = (PRICE)rating;
2704 /* Process 'W' for "More Info" (one line only) */
2705 else if (buf[0] == 'W')
2707 int level, rarity, pad2;
2710 /* Scan for the values */
2711 if (4 != sscanf(buf+2, "%d:%d:%d:%ld",
2712 &level, &rarity, &pad2, &cost)) return (1);
2714 /* Save the values */
2715 e_ptr->level = level;
2716 e_ptr->rarity = (RARITY)rarity;
2717 /* e_ptr->weight = wgt; */
2721 /* Hack -- Process 'C' for "creation" */
2722 else if (buf[0] == 'C')
2724 int th, td, ta, pval;
2726 /* Scan for the values */
2727 if (4 != sscanf(buf+2, "%d:%d:%d:%d",
2728 &th, &td, &ta, &pval)) return (1);
2730 e_ptr->max_to_h = (HIT_PROB)th;
2731 e_ptr->max_to_d = (HIT_POINT)td;
2732 e_ptr->max_to_a = (ARMOUR_CLASS)ta;
2733 e_ptr->max_pval = (PARAMETER_VALUE)pval;
2736 /* Hack -- Process 'U' for activation index */
2737 else if (buf[0] == 'U')
2740 n = grab_one_activation_flag(buf + 2);
2751 /* Hack -- Process 'F' for flags */
2752 else if (buf[0] == 'F')
2754 /* Parse every entry textually */
2755 for (s = buf + 2; *s; )
2757 /* Find the end of this entry */
2758 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
2760 /* Nuke and skip any dividers */
2764 while ((*t == ' ') || (*t == '|')) t++;
2767 /* Parse this entry */
2768 if (0 != grab_one_ego_item_flag(e_ptr, s)) return (5);
2770 /* Start the next entry */
2783 * @brief テキストトークンを走査してフラグを一つ得る(モンスター用1) /
2784 * Grab one (basic) flag in a monster_race from a textual string
2785 * @param r_ptr 保管先のモンスター種族構造体参照ポインタ
2786 * @param what 参照元の文字列ポインタ
2789 static errr grab_one_basic_flag(monster_race *r_ptr, cptr what)
2791 if (grab_one_flag(&r_ptr->flags1, r_info_flags1, what) == 0)
2794 if (grab_one_flag(&r_ptr->flags2, r_info_flags2, what) == 0)
2797 if (grab_one_flag(&r_ptr->flags3, r_info_flags3, what) == 0)
2800 if (grab_one_flag(&r_ptr->flags7, r_info_flags7, what) == 0)
2803 if (grab_one_flag(&r_ptr->flags8, r_info_flags8, what) == 0)
2806 if (grab_one_flag(&r_ptr->flags9, r_info_flags9, what) == 0)
2809 if (grab_one_flag(&r_ptr->flagsr, r_info_flagsr, what) == 0)
2812 msg_format(_("未知のモンスター・フラグ '%s'。", "Unknown monster flag '%s'."), what);
2820 * @brief テキストトークンを走査してフラグを一つ得る(モンスター用2) /
2821 * Grab one (spell) flag in a monster_race from a textual string
2822 * @param r_ptr 保管先のモンスター種族構造体参照ポインタ
2823 * @param what 参照元の文字列ポインタ
2826 static errr grab_one_spell_flag(monster_race *r_ptr, cptr what)
2828 if (grab_one_flag(&r_ptr->flags4, r_info_flags4, what) == 0)
2831 if (grab_one_flag(&r_ptr->a_ability_flags1, r_a_ability_flags1, what) == 0)
2834 if (grab_one_flag(&r_ptr->a_ability_flags2, r_a_ability_flags2, what) == 0)
2837 msg_format(_("未知のモンスター・フラグ '%s'。", "Unknown monster flag '%s'."), what);
2845 * @brief モンスター種族情報(r_info)のパース関数 /
2846 * Initialize the "r_info" array, by parsing an ascii "template" file
2848 * @param head ヘッダ構造体
2851 errr parse_r_info(char *buf, header *head)
2858 static monster_race *r_ptr = NULL;
2861 /* Process 'N' for "New/Number/Name" */
2864 /* Find the colon before the name */
2865 s = my_strchr(buf+2, ':');
2867 /* Verify that colon */
2870 /* Nuke the colon, advance to the name */
2873 /* Paranoia -- require a name */
2874 if (!*s) return (1);
2879 /* Verify information */
2880 if (i < error_idx) return (4);
2882 /* Verify information */
2883 if (i >= head->info_num) return (2);
2885 /* Save the index */
2888 /* Point at the "info" */
2891 /* Store the name */
2892 if (!add_name(&r_ptr->name, head, s)) return (7);
2896 /* There better be a current r_ptr */
2897 else if (!r_ptr) return (3);
2902 /* 'E' から始まる行は英語名 */
2903 else if (buf[0] == 'E')
2905 /* Acquire the Text */
2908 /* Store the name */
2909 if (!add_name(&r_ptr->E_name, head, s)) return (7);
2912 else if (buf[0] == 'E')
2914 /* Acquire the Text */
2917 /* Store the name */
2918 if (!add_name(&r_ptr->name, head, s)) return (7);
2921 /* Process 'D' for "Description" */
2922 else if (buf[0] == 'D')
2927 /* Acquire the text */
2932 /* Acquire the text */
2936 /* Store the text */
2937 if (!add_text(&r_ptr->text, head, s, TRUE)) return (7);
2940 /* Process 'G' for "Graphics" (one line only) */
2941 else if (buf[0] == 'G')
2947 if (buf[1] != ':') return (1);
2948 if (!buf[2]) return (1);
2949 if (buf[3] != ':') return (1);
2950 if (!buf[4]) return (1);
2952 /* Extract the char */
2955 /* Extract the attr */
2956 tmp = color_char_to_attr(buf[4]);
2959 if (tmp > 127) return (1);
2961 /* Save the values */
2962 r_ptr->d_char = sym;
2963 r_ptr->d_attr = tmp;
2966 /* Process 'I' for "Info" (one line only) */
2967 else if (buf[0] == 'I')
2969 int spd, hp1, hp2, aaf, ac, slp;
2971 /* Scan for the other values */
2972 if (6 != sscanf(buf+2, "%d:%dd%d:%d:%d:%d",
2973 &spd, &hp1, &hp2, &aaf, &ac, &slp)) return (1);
2975 /* Save the values */
2976 r_ptr->speed = (SPEED)spd;
2977 r_ptr->hdice = (DICE_NUMBER)MAX(hp1, 1);
2978 r_ptr->hside = (DICE_SID)MAX(hp2, 1);
2979 r_ptr->aaf = (POSITION)aaf;
2980 r_ptr->ac = (ARMOUR_CLASS)ac;
2981 r_ptr->sleep = (SLEEP_DEGREE)slp;
2984 /* Process 'W' for "More Info" (one line only) */
2985 else if (buf[0] == 'W')
2992 /* Scan for the values */
2993 if (6 != sscanf(buf+2, "%d:%d:%d:%ld:%ld:%d",
2994 &lev, &rar, &pad, &exp, &nextexp, &nextmon)) return (1);
2996 /* Save the values */
2997 r_ptr->level = (DEPTH)lev;
2998 r_ptr->rarity = (RARITY)rar;
2999 r_ptr->extra = (BIT_FLAGS16)pad;
3000 r_ptr->mexp = (EXP)exp;
3001 r_ptr->next_exp = (EXP)nextexp;
3002 r_ptr->next_r_idx = (IDX)nextmon;
3005 /* Process 'R' for "Reinforcement" (up to six lines) */
3006 else if (buf[0] == 'R')
3009 /* Find the next empty blow slot (if any) */
3010 for (i = 0; i < 6; i++) if (r_ptr->reinforce_id[i] == 0) break;
3012 /* Oops, no more slots */
3013 if (i == 6) return (1);
3015 /* Scan for the values */
3016 if (3 != sscanf(buf+2, "%d:%dd%d", &id, &dd, &ds)) return (1);
3017 r_ptr->reinforce_id[i] = (MONRACE_IDX)id;
3018 r_ptr->reinforce_dd[i] = (DICE_NUMBER)dd;
3019 r_ptr->reinforce_ds[i] = (DICE_SID)ds;
3022 /* Process 'B' for "Blows" (up to four lines) */
3023 else if (buf[0] == 'B')
3027 /* Find the next empty blow slot (if any) */
3028 for (i = 0; i < 4; i++) if (!r_ptr->blow[i].method) break;
3030 /* Oops, no more slots */
3031 if (i == 4) return (1);
3033 /* Analyze the first field */
3034 for (s = t = buf+2; *t && (*t != ':'); t++) /* loop */;
3036 /* Terminate the field (if necessary) */
3037 if (*t == ':') *t++ = '\0';
3039 /* Analyze the method */
3040 for (n1 = 0; r_info_blow_method[n1]; n1++)
3042 if (streq(s, r_info_blow_method[n1])) break;
3045 /* Invalid method */
3046 if (!r_info_blow_method[n1]) return (1);
3048 /* Analyze the second field */
3049 for (s = t; *t && (*t != ':'); t++) /* loop */;
3051 /* Terminate the field (if necessary) */
3052 if (*t == ':') *t++ = '\0';
3054 /* Analyze effect */
3055 for (n2 = 0; r_info_blow_effect[n2]; n2++)
3057 if (streq(s, r_info_blow_effect[n2])) break;
3060 /* Invalid effect */
3061 if (!r_info_blow_effect[n2]) return (1);
3063 /* Analyze the third field */
3064 for (s = t; *t && (*t != 'd'); t++) /* loop */;
3066 /* Terminate the field (if necessary) */
3067 if (*t == 'd') *t++ = '\0';
3069 /* Save the method */
3070 r_ptr->blow[i].method = (BLOW_METHOD)n1;
3072 /* Save the effect */
3073 r_ptr->blow[i].effect = (BLOW_EFFECT)n2;
3075 /* Extract the damage dice and sides */
3076 r_ptr->blow[i].d_dice = atoi(s);
3077 r_ptr->blow[i].d_side = atoi(t);
3080 /* Process 'F' for "Basic Flags" (multiple lines) */
3081 else if (buf[0] == 'F')
3083 /* Parse every entry */
3084 for (s = buf + 2; *s; )
3086 /* Find the end of this entry */
3087 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
3089 /* Nuke and skip any dividers */
3093 while (*t == ' ' || *t == '|') t++;
3096 /* Parse this entry */
3097 if (0 != grab_one_basic_flag(r_ptr, s)) return (5);
3099 /* Start the next entry */
3104 /* Process 'S' for "Spell Flags" (multiple lines) */
3105 else if (buf[0] == 'S')
3107 /* Parse every entry */
3108 for (s = buf + 2; *s; )
3110 /* Find the end of this entry */
3111 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
3113 /* Nuke and skip any dividers */
3117 while ((*t == ' ') || (*t == '|')) t++;
3120 /* Hack -- Read spell frequency */
3121 if (1 == sscanf(s, "1_IN_%d", &i))
3123 /* Extract a "frequency" */
3124 r_ptr->freq_spell = 100 / i;
3126 /* Start at next entry */
3133 /* Parse this entry */
3134 if (0 != grab_one_spell_flag(r_ptr, s)) return (5);
3136 /* Start the next entry */
3141 /* Process 'A' for "Artifact Flags" (multiple lines) */
3142 else if (buf[0] == 'A')
3144 int id, per, rarity;
3146 /* Find the next empty blow slot (if any) */
3147 for (i = 0; i < 4; i++) if (!r_ptr->artifact_id[i]) break;
3149 /* Oops, no more slots */
3150 if (i == 4) return (1);
3152 if (3 != sscanf(buf+2, "%d:%d:%d", &id, &rarity, &per)) return (1);
3153 r_ptr->artifact_id[i] = (ARTIFACT_IDX)id;
3154 r_ptr->artifact_rarity[i] = (RARITY)rarity;
3155 r_ptr->artifact_percent[i] = (PERCENTAGE)per;
3158 /* Process 'V' for "Arena power value ratio" */
3159 else if (buf[0] == 'V')
3162 if (3 != sscanf(buf+2, "%d", &val)) return (1);
3163 r_ptr->arena_ratio = (PERCENTAGE)val;
3175 * @brief テキストトークンを走査してフラグを一つ得る(ダンジョン用) /
3176 * Grab one flag for a dungeon type from a textual string
3177 * @param d_ptr 保管先のダンジョン構造体参照ポインタ
3178 * @param what 参照元の文字列ポインタ
3181 static errr grab_one_dungeon_flag(dungeon_info_type *d_ptr, cptr what)
3183 if (grab_one_flag(&d_ptr->flags1, d_info_flags1, what) == 0)
3186 msg_format(_("未知のダンジョン・フラグ '%s'。", "Unknown dungeon type flag '%s'."), what);
3193 * @brief テキストトークンを走査してフラグを一つ得る(モンスターのダンジョン出現条件用1) /
3194 * Grab one (basic) flag in a monster_race from a textual string
3195 * @param d_ptr 保管先のダンジョン構造体参照ポインタ
3196 * @param what 参照元の文字列ポインタ
3199 static errr grab_one_basic_monster_flag(dungeon_info_type *d_ptr, cptr what)
3201 if (grab_one_flag(&d_ptr->mflags1, r_info_flags1, what) == 0)
3204 if (grab_one_flag(&d_ptr->mflags2, r_info_flags2, what) == 0)
3207 if (grab_one_flag(&d_ptr->mflags3, r_info_flags3, what) == 0)
3210 if (grab_one_flag(&d_ptr->mflags7, r_info_flags7, what) == 0)
3213 if (grab_one_flag(&d_ptr->mflags8, r_info_flags8, what) == 0)
3216 if (grab_one_flag(&d_ptr->mflags9, r_info_flags9, what) == 0)
3219 if (grab_one_flag(&d_ptr->mflagsr, r_info_flagsr, what) == 0)
3222 msg_format(_("未知のモンスター・フラグ '%s'。", "Unknown monster flag '%s'."), what);
3229 * @brief テキストトークンを走査してフラグを一つ得る(モンスターのダンジョン出現条件用2) /
3230 * Grab one (spell) flag in a monster_race from a textual string
3231 * @param d_ptr 保管先のダンジョン構造体参照ポインタ
3232 * @param what 参照元の文字列ポインタ
3235 static errr grab_one_spell_monster_flag(dungeon_info_type *d_ptr, cptr what)
3237 if (grab_one_flag(&d_ptr->mflags4, r_info_flags4, what) == 0)
3240 if (grab_one_flag(&d_ptr->m_a_ability_flags1, r_a_ability_flags1, what) == 0)
3243 if (grab_one_flag(&d_ptr->m_a_ability_flags2, r_a_ability_flags2, what) == 0)
3246 msg_format(_("未知のモンスター・フラグ '%s'。", "Unknown monster flag '%s'."), what);
3253 * @brief ダンジョン情報(d_info)のパース関数 /
3254 * Initialize the "d_info" array, by parsing an ascii "template" file
3256 * @param head ヘッダ構造体
3259 errr parse_d_info(char *buf, header *head)
3266 static dungeon_info_type *d_ptr = NULL;
3269 /* Process 'N' for "New/Number/Name" */
3272 /* Find the colon before the name */
3273 s = my_strchr(buf+2, ':');
3275 /* Verify that colon */
3278 /* Nuke the colon, advance to the name */
3281 /* Paranoia -- require a name */
3282 if (!*s) return (1);
3287 /* Verify information */
3288 if (i < error_idx) return (4);
3290 /* Verify information */
3291 if (i >= head->info_num) return (2);
3293 /* Save the index */
3296 /* Point at the "info" */
3299 /* Store the name */
3300 if (!add_name(&d_ptr->name, head, s)) return (7);
3305 else if (buf[0] == 'E') return (0);
3307 else if (buf[0] == 'E')
3309 /* Acquire the Text */
3312 /* Store the name */
3313 if (!add_name(&d_ptr->name, head, s)) return (7);
3317 /* Process 'D' for "Description */
3318 else if (buf[0] == 'D')
3323 /* Acquire the text */
3328 /* Acquire the text */
3332 /* Store the text */
3333 if (!add_text(&d_ptr->text, head, s, TRUE)) return (7);
3336 /* Process 'W' for "More Info" (one line only) */
3337 else if (buf[0] == 'W')
3339 int min_lev, max_lev;
3341 int min_alloc, max_chance;
3342 int obj_good, obj_great;
3345 /* Scan for the values */
3346 if (10 != sscanf(buf+2, "%d:%d:%d:%d:%d:%d:%d:%d:%x:%x",
3347 &min_lev, &max_lev, &min_plev, &mode, &min_alloc, &max_chance, &obj_good, &obj_great, (unsigned int *)&pit, (unsigned int *)&nest)) return (1);
3349 /* Save the values */
3350 d_ptr->mindepth = (DEPTH)min_lev;
3351 d_ptr->maxdepth = (DEPTH)max_lev;
3352 d_ptr->min_plev = (PLAYER_LEVEL)min_plev;
3353 d_ptr->mode = (BIT_FLAGS8)mode;
3354 d_ptr->min_m_alloc_level = min_alloc;
3355 d_ptr->max_m_alloc_chance = max_chance;
3356 d_ptr->obj_good = obj_good;
3357 d_ptr->obj_great = obj_great;
3358 d_ptr->pit = (BIT_FLAGS16)pit;
3359 d_ptr->nest = (BIT_FLAGS16)nest;
3362 /* Process 'P' for "Place Info" */
3363 else if (buf[0] == 'P')
3367 /* Scan for the values */
3368 if (2 != sscanf(buf+2, "%d:%d", &dy, &dx)) return (1);
3370 /* Save the values */
3375 /* Process 'L' for "fLoor type" (one line only) */
3376 else if (buf[0] == 'L')
3380 /* Scan for the values */
3381 if (tokenize(buf+2, DUNGEON_FEAT_PROB_NUM * 2 + 1, zz, 0) != (DUNGEON_FEAT_PROB_NUM * 2 + 1)) return (1);
3383 /* Save the values */
3384 for (i = 0; i < DUNGEON_FEAT_PROB_NUM; i++)
3386 d_ptr->floor[i].feat = f_tag_to_index(zz[i * 2]);
3387 if (d_ptr->floor[i].feat < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3389 d_ptr->floor[i].percent = (PERCENTAGE)atoi(zz[i * 2 + 1]);
3391 d_ptr->tunnel_percent = atoi(zz[DUNGEON_FEAT_PROB_NUM * 2]);
3394 /* Process 'A' for "wAll type" (one line only) */
3395 else if (buf[0] == 'A')
3399 /* Scan for the values */
3400 if (tokenize(buf+2, DUNGEON_FEAT_PROB_NUM * 2 + 4, zz, 0) != (DUNGEON_FEAT_PROB_NUM * 2 + 4)) return (1);
3402 /* Save the values */
3403 for (i = 0; i < DUNGEON_FEAT_PROB_NUM; i++)
3405 d_ptr->fill[i].feat = f_tag_to_index(zz[i * 2]);
3406 if (d_ptr->fill[i].feat < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3408 d_ptr->fill[i].percent = (PERCENTAGE)atoi(zz[i * 2 + 1]);
3411 d_ptr->outer_wall = f_tag_to_index(zz[DUNGEON_FEAT_PROB_NUM * 2]);
3412 if (d_ptr->outer_wall < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3414 d_ptr->inner_wall = f_tag_to_index(zz[DUNGEON_FEAT_PROB_NUM * 2 + 1]);
3415 if (d_ptr->inner_wall < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3417 d_ptr->stream1 = f_tag_to_index(zz[DUNGEON_FEAT_PROB_NUM * 2 + 2]);
3418 if (d_ptr->stream1 < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3420 d_ptr->stream2 = f_tag_to_index(zz[DUNGEON_FEAT_PROB_NUM * 2 + 3]);
3421 if (d_ptr->stream2 < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3424 /* Process 'F' for "Dungeon Flags" (multiple lines) */
3425 else if (buf[0] == 'F')
3427 int artif = 0, monst = 0;
3429 /* Parse every entry */
3430 for (s = buf + 2; *s; )
3432 /* Find the end of this entry */
3433 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
3435 /* Nuke and skip any dividers */
3439 while (*t == ' ' || *t == '|') t++;
3442 /* Hack -- Read Final Artifact */
3443 if (1 == sscanf(s, "FINAL_ARTIFACT_%d", &artif))
3445 /* Extract a "Final Artifact" */
3446 d_ptr->final_artifact = (ARTIFACT_IDX)artif;
3448 /* Start at next entry */
3455 /* Hack -- Read Final Object */
3456 if (1 == sscanf(s, "FINAL_OBJECT_%d", &artif))
3458 /* Extract a "Final Artifact" */
3459 d_ptr->final_object = (KIND_OBJECT_IDX)artif;
3461 /* Start at next entry */
3468 /* Hack -- Read Artifact Guardian */
3469 if (1 == sscanf(s, "FINAL_GUARDIAN_%d", &monst))
3471 /* Extract a "Artifact Guardian" */
3472 d_ptr->final_guardian = (MONRACE_IDX)monst;
3474 /* Start at next entry */
3481 /* Hack -- Read Special Percentage */
3482 if (1 == sscanf(s, "MONSTER_DIV_%d", &monst))
3484 /* Extract a "Special %" */
3485 d_ptr->special_div = (PROB)monst;
3487 /* Start at next entry */
3494 /* Parse this entry */
3495 if (0 != grab_one_dungeon_flag(d_ptr, s)) return (5);
3497 /* Start the next entry */
3502 /* Process 'M' for "Basic Flags" (multiple lines) */
3503 else if (buf[0] == 'M')
3505 /* Parse every entry */
3506 for (s = buf + 2; *s; )
3508 /* Find the end of this entry */
3509 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
3511 /* Nuke and skip any dividers */
3515 while (*t == ' ' || *t == '|') t++;
3518 /* Hack -- Read monster symbols */
3519 if (!strncmp(s, "R_CHAR_", 7))
3521 /* Skip "R_CHAR_" */
3525 strncpy(d_ptr->r_char, s, sizeof(d_ptr->r_char));
3527 /* Start at next entry */
3534 /* Parse this entry */
3535 if (0 != grab_one_basic_monster_flag(d_ptr, s)) return (5);
3537 /* Start the next entry */
3542 /* Process 'S' for "Spell Flags" (multiple lines) */
3543 else if (buf[0] == 'S')
3545 /* Parse every entry */
3546 for (s = buf + 2; *s; )
3548 /* Find the end of this entry */
3549 for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */;
3551 /* Nuke and skip any dividers */
3555 while ((*t == ' ') || (*t == '|')) t++;
3558 /* Hack -- Read spell frequency */
3559 if (1 == sscanf(s, "1_IN_%d", &i))
3561 /* Start at next entry */
3568 /* Parse this entry */
3569 if (0 != grab_one_spell_monster_flag(d_ptr, s)) return (5);
3571 /* Start the next entry */
3583 #else /* ALLOW_TEMPLATES */
3589 #endif /* ALLOW_TEMPLATES */
3592 /* Random dungeon grid effects */
3593 #define RANDOM_NONE 0x00000000
3594 #define RANDOM_FEATURE 0x00000001
3595 #define RANDOM_MONSTER 0x00000002
3596 #define RANDOM_OBJECT 0x00000004
3597 #define RANDOM_EGO 0x00000008
3598 #define RANDOM_ARTIFACT 0x00000010
3599 #define RANDOM_TRAP 0x00000020
3602 typedef struct dungeon_grid dungeon_grid;
3606 FEAT_IDX feature; /* Terrain feature */
3607 MONSTER_IDX monster; /* Monster */
3608 OBJECT_IDX object; /* Object */
3609 EGO_IDX ego; /* Ego-Item */
3610 ARTIFACT_IDX artifact; /* Artifact */
3611 IDX trap; /* Trap */
3612 BIT_FLAGS cave_info; /* Flags for CAVE_MARK, CAVE_GLOW, CAVE_ICKY, CAVE_ROOM */
3613 s16b special; /* Reserved for special terrain info */
3614 int random; /* Number of the random effect */
3618 static dungeon_grid letter[255];
3622 * @brief 地形情報の「F:」情報をパースする
3623 * Process "F:<letter>:<terrain>:<cave_info>:<monster>:<object>:<ego>:<artifact>:<trap>:<special>" -- info for dungeon grid
3627 static errr parse_line_feature(char *buf)
3633 if (init_flags & INIT_ONLY_BUILDINGS) return (0);
3635 /* Tokenize the line */
3636 if ((num = tokenize(buf+2, 9, zz, 0)) > 1)
3638 /* Letter to assign */
3639 int index = zz[0][0];
3641 /* Reset the info for the letter */
3642 letter[index].feature = feat_none;
3643 letter[index].monster = 0;
3644 letter[index].object = 0;
3645 letter[index].ego = 0;
3646 letter[index].artifact = 0;
3647 letter[index].trap = feat_none;
3648 letter[index].cave_info = 0;
3649 letter[index].special = 0;
3650 letter[index].random = RANDOM_NONE;
3656 letter[index].special = (s16b)atoi(zz[8]);
3660 if ((zz[7][0] == '*') && !zz[7][1])
3662 letter[index].random |= RANDOM_TRAP;
3666 letter[index].trap = f_tag_to_index(zz[7]);
3667 if (letter[index].trap < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3672 if (zz[6][0] == '*')
3674 letter[index].random |= RANDOM_ARTIFACT;
3675 if (zz[6][1]) letter[index].artifact = (IDX)atoi(zz[6] + 1);
3677 else if (zz[6][0] == '!')
3679 if (p_ptr->inside_quest)
3681 letter[index].artifact = quest[p_ptr->inside_quest].k_idx;
3686 letter[index].artifact = (IDX)atoi(zz[6]);
3691 if (zz[5][0] == '*')
3693 letter[index].random |= RANDOM_EGO;
3694 if (zz[5][1]) letter[index].ego = (IDX)atoi(zz[5] + 1);
3698 letter[index].ego = (IDX)atoi(zz[5]);
3703 if (zz[4][0] == '*')
3705 letter[index].random |= RANDOM_OBJECT;
3706 if (zz[4][1]) letter[index].object = (IDX)atoi(zz[4] + 1);
3708 else if (zz[4][0] == '!')
3710 if (p_ptr->inside_quest)
3712 ARTIFACT_IDX a_idx = quest[p_ptr->inside_quest].k_idx;
3715 artifact_type *a_ptr = &a_info[a_idx];
3716 if (!(a_ptr->gen_flags & TRG_INSTA_ART))
3718 letter[index].object = lookup_kind(a_ptr->tval, a_ptr->sval);
3725 letter[index].object = (IDX)atoi(zz[4]);
3730 if (zz[3][0] == '*')
3732 letter[index].random |= RANDOM_MONSTER;
3733 if (zz[3][1]) letter[index].monster = (IDX)atoi(zz[3] + 1);
3735 else if (zz[3][0] == 'c')
3737 if (!zz[3][1]) return PARSE_ERROR_GENERIC;
3738 letter[index].monster = - atoi(zz[3] + 1);
3742 letter[index].monster = (IDX)atoi(zz[3]);
3747 letter[index].cave_info = atoi(zz[2]);
3751 if ((zz[1][0] == '*') && !zz[1][1])
3753 letter[index].random |= RANDOM_FEATURE;
3757 letter[index].feature = f_tag_to_index(zz[1]);
3758 if (letter[index].feature < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
3771 * @brief 地形情報の「B:」情報をパースする
3772 * Process "B:<Index>:<Command>:..." -- Building definition
3776 static errr parse_line_building(char *buf)
3792 /* Get the building number */
3795 /* Find the colon after the building number */
3796 s = my_strchr(s, ':');
3798 /* Verify that colon */
3801 /* Nuke the colon, advance to the sub-index */
3804 /* Paranoia -- require a sub-index */
3805 if (!*s) return (1);
3807 /* Building definition sub-index */
3810 /* Building name, owner, race */
3813 if (tokenize(s + 2, 3, zz, 0) == 3)
3815 /* Name of the building */
3816 strcpy(building[index].name, zz[0]);
3818 /* Name of the owner */
3819 strcpy(building[index].owner_name, zz[1]);
3821 /* Race of the owner */
3822 strcpy(building[index].owner_race, zz[2]);
3827 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
3830 /* Building Action */
3833 if (tokenize(s + 2, 8, zz, 0) >= 7)
3835 /* Index of the action */
3836 int action_index = atoi(zz[0]);
3838 /* Name of the action */
3839 strcpy(building[index].act_names[action_index], zz[1]);
3841 /* Cost of the action for members */
3842 building[index].member_costs[action_index] = (PRICE)atoi(zz[2]);
3844 /* Cost of the action for non-members */
3845 building[index].other_costs[action_index] = (PRICE)atoi(zz[3]);
3847 /* Letter assigned to the action */
3848 building[index].letters[action_index] = zz[4][0];
3851 building[index].actions[action_index] = (BACT_IDX)atoi(zz[5]);
3853 /* Action restriction */
3854 building[index].action_restr[action_index] = (BACT_RESTRICT_IDX)atoi(zz[6]);
3859 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
3862 /* Building Classes */
3865 if (tokenize(s + 2, MAX_CLASS, zz, 0) == MAX_CLASS)
3867 for (i = 0; i < MAX_CLASS; i++)
3869 building[index].member_class[i] = (CLASS_IDX)atoi(zz[i]);
3875 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
3878 /* Building Races */
3881 if (tokenize(s+2, MAX_RACES, zz, 0) == MAX_RACES)
3883 for (i = 0; i < MAX_RACES; i++)
3885 building[index].member_race[i] = (RACE_IDX)atoi(zz[i]);
3891 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
3894 /* Building Realms */
3897 if (tokenize(s+2, MAX_MAGIC, zz, 0) == MAX_MAGIC)
3899 for (i = 0; i < MAX_MAGIC; i++)
3901 building[index].member_realm[i+1] = (REALM_IDX)atoi(zz[i]);
3907 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
3912 /* Ignore scripts */
3918 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
3927 * @brief フロアの所定のマスにオブジェクトを配置する
3928 * Place the object j_ptr to a grid
3929 * @param j_ptr オブジェクト構造体の参照ポインタ
3934 static void drop_here(object_type *j_ptr, POSITION y, POSITION x)
3936 cave_type *c_ptr = &cave[y][x];
3939 /* Get new object */
3940 OBJECT_IDX o_idx = o_pop();
3942 /* Access new object */
3943 o_ptr = &o_list[o_idx];
3945 /* Structure copy */
3946 object_copy(o_ptr, j_ptr);
3954 o_ptr->held_m_idx = 0;
3957 o_ptr->next_o_idx = c_ptr->o_idx;
3959 /* Place the object */
3960 c_ptr->o_idx = o_idx;
3965 * @brief クエスト用固定ダンジョンをフロアに生成する
3966 * Parse a sub-file of the "extra info"
3976 static errr process_dungeon_file_aux(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
3983 /* Skip "empty" lines */
3984 if (!buf[0]) return (0);
3986 /* Skip "blank" lines */
3987 if (iswspace(buf[0])) return (0);
3990 if (buf[0] == '#') return (0);
3992 /* Require "?:*" format */
3993 if (buf[1] != ':') return (1);
3996 /* Process "%:<fname>" */
3999 /* Attempt to Process the given file */
4000 return (process_dungeon_file(buf + 2, ymin, xmin, ymax, xmax));
4003 /* Process "F:<letter>:<terrain>:<cave_info>:<monster>:<object>:<ego>:<artifact>:<trap>:<special>" -- info for dungeon grid */
4006 return parse_line_feature(buf);
4009 /* Process "D:<dungeon>" -- info for the cave grids */
4010 else if (buf[0] == 'D')
4012 object_type object_type_body;
4014 /* Acquire the text */
4017 /* Length of the text */
4018 int len = strlen(s);
4020 if (init_flags & INIT_ONLY_BUILDINGS) return (0);
4022 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
4024 /* Access the grid */
4025 cave_type *c_ptr = &cave[*y][*x];
4029 IDX object_index = letter[idx].object;
4030 IDX monster_index = letter[idx].monster;
4031 int random = letter[idx].random;
4032 IDX artifact_index = letter[idx].artifact;
4034 /* Lay down a floor */
4035 c_ptr->feat = conv_dungeon_feat(letter[idx].feature);
4037 /* Only the features */
4038 if (init_flags & INIT_ONLY_FEATURES) continue;
4041 c_ptr->info = letter[idx].cave_info;
4043 /* Create a monster */
4044 if (random & RANDOM_MONSTER)
4046 monster_level = base_level + monster_index;
4048 place_monster(*y, *x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4050 monster_level = base_level;
4052 else if (monster_index)
4054 int old_cur_num, old_max_num;
4057 if (monster_index < 0)
4059 monster_index = -monster_index;
4062 old_cur_num = r_info[monster_index].cur_num;
4063 old_max_num = r_info[monster_index].max_num;
4065 /* Make alive again */
4066 if (r_info[monster_index].flags1 & RF1_UNIQUE)
4068 r_info[monster_index].cur_num = 0;
4069 r_info[monster_index].max_num = 1;
4072 /* Make alive again */
4073 /* Hack -- Non-unique Nazguls are semi-unique */
4074 else if (r_info[monster_index].flags7 & RF7_NAZGUL)
4076 if (r_info[monster_index].cur_num == r_info[monster_index].max_num)
4078 r_info[monster_index].max_num++;
4083 place_monster_aux(0, *y, *x, monster_index, (PM_ALLOW_SLEEP | PM_NO_KAGE));
4087 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4089 /* Make alive again for real unique monster */
4090 r_info[monster_index].cur_num = old_cur_num;
4091 r_info[monster_index].max_num = old_max_num;
4095 /* Object (and possible trap) */
4096 if ((random & RANDOM_OBJECT) && (random & RANDOM_TRAP))
4098 object_level = base_level + object_index;
4101 * Random trap and random treasure defined
4102 * 25% chance for trap and 75% chance for object
4104 if (randint0(100) < 75)
4106 place_object(*y, *x, 0L);
4113 object_level = base_level;
4115 else if (random & RANDOM_OBJECT)
4117 object_level = base_level + object_index;
4119 /* Create an out of deep object */
4120 if (randint0(100) < 75)
4121 place_object(*y, *x, 0L);
4122 else if (randint0(100) < 80)
4123 place_object(*y, *x, AM_GOOD);
4125 place_object(*y, *x, AM_GOOD | AM_GREAT);
4127 object_level = base_level;
4130 else if (random & RANDOM_TRAP)
4134 /* Hidden trap (or door) */
4135 else if (letter[idx].trap)
4137 c_ptr->mimic = c_ptr->feat;
4138 c_ptr->feat = conv_dungeon_feat(letter[idx].trap);
4140 else if (object_index)
4142 /* Get local object */
4143 object_type *o_ptr = &object_type_body;
4145 /* Create the item */
4146 object_prep(o_ptr, object_index);
4148 if (o_ptr->tval == TV_GOLD)
4150 coin_type = object_index - OBJ_GOLD_LIST;
4155 /* Apply magic (no messages, no artifacts) */
4156 apply_magic(o_ptr, base_level, AM_NO_FIXED_ART | AM_GOOD);
4158 drop_here(o_ptr, *y, *x);
4164 if (a_info[artifact_index].cur_num)
4166 KIND_OBJECT_IDX k_idx = lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
4168 object_type *q_ptr = &forge;
4170 object_prep(q_ptr, k_idx);
4172 /* Drop it in the dungeon */
4173 drop_here(q_ptr, *y, *x);
4177 /* Create the artifact */
4178 if (create_named_art(artifact_index, *y, *x))
4179 a_info[artifact_index].cur_num = 1;
4183 /* Terrain special */
4184 c_ptr->special = letter[idx].special;
4192 /* Process "Q:<number>:<command>:... -- quest info */
4193 else if (buf[0] == 'Q')
4200 num = tokenize(buf + 2, 33, zz, 0);
4204 num = tokenize(buf + 3, 33, zz, 0);
4207 /* Have we enough parameters? */
4208 if (num < 3) return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
4211 q_ptr = &(quest[atoi(zz[0])]);
4213 /* Process "Q:<q_index>:Q:<type>:<num_mon>:<cur_num>:<max_num>:<level>:<r_idx>:<k_idx>:<flags>" -- quest info */
4214 if (zz[1][0] == 'Q')
4216 if (init_flags & INIT_ASSIGN)
4218 monster_race *r_ptr;
4219 artifact_type *a_ptr;
4221 if (num < 9) return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
4223 q_ptr->type = (QUEST_TYPE)atoi(zz[2]);
4224 q_ptr->num_mon = (MONSTER_NUMBER)atoi(zz[3]);
4225 q_ptr->cur_num = (MONSTER_NUMBER)atoi(zz[4]);
4226 q_ptr->max_num = (MONSTER_NUMBER)atoi(zz[5]);
4227 q_ptr->level = (DEPTH)atoi(zz[6]);
4228 q_ptr->r_idx = (IDX)atoi(zz[7]);
4229 q_ptr->k_idx = (IDX)atoi(zz[8]);
4230 q_ptr->dungeon = (DUNGEON_IDX)atoi(zz[9]);
4232 if (num > 10) q_ptr->flags = atoi(zz[10]);
4234 r_ptr = &r_info[q_ptr->r_idx];
4235 if (r_ptr->flags1 & RF1_UNIQUE)
4236 r_ptr->flags1 |= RF1_QUESTOR;
4238 a_ptr = &a_info[q_ptr->k_idx];
4239 a_ptr->gen_flags |= TRG_QUESTITEM;
4244 else if (zz[1][0] == 'R')
4246 if (init_flags & INIT_ASSIGN)
4249 IDX idx, reward_idx = 0;
4251 for (idx = 2; idx < num; idx++)
4253 IDX a_idx = (IDX)atoi(zz[idx]);
4254 if (a_idx < 1) continue;
4255 if (a_info[a_idx].cur_num > 0) continue;
4257 if (one_in_(count)) reward_idx = a_idx;
4262 /* Set quest's rewarding artifact */
4263 q_ptr->k_idx = reward_idx;
4264 a_info[reward_idx].gen_flags |= TRG_QUESTITEM;
4268 /* Change a quest type to KILL_ALL when all artifact of reward list are got */
4269 q_ptr->type = QUEST_TYPE_KILL_ALL;
4276 /* Process "Q:<q_index>:N:<name>" -- quest name */
4277 else if (zz[1][0] == 'N')
4279 if (init_flags & (INIT_ASSIGN | INIT_SHOW_TEXT | INIT_NAME_ONLY))
4281 strcpy(q_ptr->name, zz[2]);
4287 /* Process "Q:<q_index>:T:<text>" -- quest description line */
4288 else if (zz[1][0] == 'T')
4290 if (init_flags & INIT_SHOW_TEXT)
4292 strcpy(quest_text[quest_text_line], zz[2]);
4300 /* Process "W:<command>: ..." -- info for the wilderness */
4301 else if (buf[0] == 'W')
4303 return parse_line_wilderness(buf, ymin, xmin, ymax, xmax, y, x);
4306 /* Process "P:<y>:<x>" -- player position */
4307 else if (buf[0] == 'P')
4309 if (init_flags & INIT_CREATE_DUNGEON)
4311 if (tokenize(buf + 2, 2, zz, 0) == 2)
4313 int panels_x, panels_y;
4315 /* Hack - Set the dungeon size */
4316 panels_y = (*y / SCREEN_HGT);
4317 if (*y % SCREEN_HGT) panels_y++;
4318 cur_hgt = panels_y * SCREEN_HGT;
4320 panels_x = (*x / SCREEN_WID);
4321 if (*x % SCREEN_WID) panels_x++;
4322 cur_wid = panels_x * SCREEN_WID;
4324 /* Assume illegal panel */
4325 panel_row_min = cur_hgt;
4326 panel_col_min = cur_wid;
4328 /* Place player in a quest level */
4329 if (p_ptr->inside_quest)
4333 /* Delete the monster (if any) */
4334 delete_monster(p_ptr->y, p_ptr->x);
4342 /* Place player in the town */
4343 else if (!p_ptr->oldpx && !p_ptr->oldpy)
4345 p_ptr->oldpy = atoi(zz[0]);
4346 p_ptr->oldpx = atoi(zz[1]);
4354 /* Process "B:<Index>:<Command>:..." -- Building definition */
4355 else if (buf[0] == 'B')
4357 return parse_line_building(buf);
4360 /* Process "M:<type>:<maximum>" -- set maximum values */
4361 else if (buf[0] == 'M')
4363 if (tokenize(buf+2, 2, zz, 0) == 2)
4366 if (zz[0][0] == 'T')
4368 max_towns = (IDX)atoi(zz[1]);
4371 /* Maximum quests */
4372 else if (zz[0][0] == 'Q')
4374 max_q_idx = (IDX)atoi(zz[1]);
4378 else if (zz[0][0] == 'R')
4380 max_r_idx = (IDX)atoi(zz[1]);
4384 else if (zz[0][0] == 'K')
4386 max_k_idx = (IDX)atoi(zz[1]);
4390 else if (zz[0][0] == 'V')
4392 max_v_idx = (IDX)atoi(zz[1]);
4396 else if (zz[0][0] == 'F')
4398 max_f_idx = (IDX)atoi(zz[1]);
4402 else if (zz[0][0] == 'A')
4404 max_a_idx = (IDX)atoi(zz[1]);
4408 else if (zz[0][0] == 'E')
4410 max_e_idx = (IDX)atoi(zz[1]);
4414 else if (zz[0][0] == 'D')
4416 max_d_idx = (IDX)atoi(zz[1]);
4420 else if (zz[0][0] == 'O')
4422 max_o_idx = (IDX)atoi(zz[1]);
4426 else if (zz[0][0] == 'M')
4428 max_m_idx = (IDX)atoi(zz[1]);
4431 /* Wilderness size */
4432 else if (zz[0][0] == 'W')
4434 /* Maximum wild_x_size */
4435 if (zz[0][1] == 'X')
4436 max_wild_x = atoi(zz[1]);
4437 /* Maximum wild_y_size */
4438 if (zz[0][1] == 'Y')
4439 max_wild_y = atoi(zz[1]);
4453 static cptr variant = "ZANGBAND";
4457 * @brief クエスト用固定ダンジョン生成時の分岐処理
4458 * Helper function for "process_dungeon_file()"
4463 static cptr process_dungeon_file_expr(char **sp, char *fp)
4479 while (iswspace(*s)) s++;
4497 t = process_dungeon_file_expr(&s, &f);
4505 else if (streq(t, "IOR"))
4508 while (*s && (f != b2))
4510 t = process_dungeon_file_expr(&s, &f);
4511 if (*t && !streq(t, "0")) v = "1";
4516 else if (streq(t, "AND"))
4519 while (*s && (f != b2))
4521 t = process_dungeon_file_expr(&s, &f);
4522 if (*t && streq(t, "0")) v = "0";
4527 else if (streq(t, "NOT"))
4530 while (*s && (f != b2))
4532 t = process_dungeon_file_expr(&s, &f);
4533 if (*t && streq(t, "1")) v = "0";
4538 else if (streq(t, "EQU"))
4541 if (*s && (f != b2))
4543 t = process_dungeon_file_expr(&s, &f);
4545 while (*s && (f != b2))
4547 p = process_dungeon_file_expr(&s, &f);
4548 if (streq(t, p)) v = "1";
4553 else if (streq(t, "LEQ"))
4556 if (*s && (f != b2))
4558 t = process_dungeon_file_expr(&s, &f);
4560 while (*s && (f != b2))
4563 t = process_dungeon_file_expr(&s, &f);
4564 if (*t && atoi(p) > atoi(t)) v = "0";
4569 else if (streq(t, "GEQ"))
4572 if (*s && (f != b2))
4574 t = process_dungeon_file_expr(&s, &f);
4576 while (*s && (f != b2))
4579 t = process_dungeon_file_expr(&s, &f);
4581 /* Compare two numbers instead of string */
4582 if (*t && atoi(p) < atoi(t)) v = "0";
4588 while (*s && (f != b2))
4590 t = process_dungeon_file_expr(&s, &f);
4595 if (f != b2) v = "?x?x?";
4597 /* Extract final and Terminate */
4598 if ((f = *s) != '\0') *s++ = '\0';
4604 /* Accept all printables except spaces and brackets */
4606 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
4608 if (iskanji(*s)) s++;
4612 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
4615 /* Extract final and Terminate */
4616 if ((f = *s) != '\0') *s++ = '\0';
4622 if (streq(b+1, "SYS"))
4628 else if (streq(b+1, "GRAF"))
4633 else if (streq(b+1, "MONOCHROME"))
4642 else if (streq(b+1, "RACE"))
4644 v = _(rp_ptr->E_title, rp_ptr->title);
4648 else if (streq(b+1, "CLASS"))
4650 v = _(cp_ptr->E_title, cp_ptr->title);
4654 else if (streq(b+1, "REALM1"))
4656 v = _(E_realm_names[p_ptr->realm1], realm_names[p_ptr->realm1]);
4660 else if (streq(b+1, "REALM2"))
4662 v = _(E_realm_names[p_ptr->realm2], realm_names[p_ptr->realm2]);
4666 else if (streq(b+1, "PLAYER"))
4668 static char tmp_player_name[32];
4670 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
4680 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
4683 v = tmp_player_name;
4687 else if (streq(b+1, "TOWN"))
4689 sprintf(tmp, "%d", p_ptr->town_num);
4694 else if (streq(b+1, "LEVEL"))
4696 sprintf(tmp, "%d", p_ptr->lev);
4700 /* Current quest number */
4701 else if (streq(b+1, "QUEST_NUMBER"))
4703 sprintf(tmp, "%d", p_ptr->inside_quest);
4707 /* Number of last quest */
4708 else if (streq(b+1, "LEAVING_QUEST"))
4710 sprintf(tmp, "%d", leaving_quest);
4715 else if (prefix(b+1, "QUEST_TYPE"))
4717 /* "QUEST_TYPE" uses a special parameter to determine the type of the quest */
4718 sprintf(tmp, "%d", quest[atoi(b+11)].type);
4723 else if (prefix(b+1, "QUEST"))
4725 /* "QUEST" uses a special parameter to determine the number of the quest */
4726 sprintf(tmp, "%d", quest[atoi(b+6)].status);
4731 else if (prefix(b+1, "RANDOM"))
4733 /* "RANDOM" uses a special parameter to determine the number of the quest */
4734 sprintf(tmp, "%d", (int)(seed_town%atoi(b+7)));
4739 else if (streq(b+1, "VARIANT"))
4745 else if (streq(b+1, "WILDERNESS"))
4748 sprintf(tmp, "NONE");
4750 sprintf(tmp, "LITE");
4752 sprintf(tmp, "NORMAL");
4776 * @brief クエスト用固定ダンジョン生成時のメインルーチン
4777 * Helper function for "process_dungeon_file()"
4785 errr process_dungeon_file(cptr name, int ymin, int xmin, int ymax, int xmax)
4791 bool bypass = FALSE;
4792 int x = xmin, y = ymin;
4795 /* Build the filename */
4796 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, name);
4799 fp = my_fopen(buf, "r");
4802 if (!fp) return (-1);
4805 /* Process the file */
4806 while (0 == my_fgets(fp, buf, sizeof(buf)))
4812 /* Skip "empty" lines */
4813 if (!buf[0]) continue;
4815 /* Skip "blank" lines */
4816 if (iswspace(buf[0])) continue;
4819 if (buf[0] == '#') continue;
4822 /* Process "?:<expr>" */
4823 if ((buf[0] == '?') && (buf[1] == ':'))
4832 /* Parse the expr */
4833 v = process_dungeon_file_expr(&s, &f);
4836 bypass = (streq(v, "0") ? TRUE : FALSE);
4842 /* Apply conditionals */
4843 if (bypass) continue;
4845 /* Process the line */
4846 err = process_dungeon_file_aux(buf, ymin, xmin, ymax, xmax, &y, &x);
4857 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "unknown");
4859 msg_format("Error %d (%s) at line %d of '%s'.", err, oops, num, name);
4860 msg_format(_("'%s'を解析中。", "Parsing '%s'."), buf);
4866 /* Close the file */
4876 void write_r_info_txt(void)
4878 int i, j, z, fc, bc;
4881 cptr flags[32 * 10];
4886 monster_race *r_ptr;
4888 monster_blow *b_ptr;
4890 FILE *fff = fopen("output.txt", "wt");
4894 BIT_FLAGS mode = -1;
4898 fprintf(fff, "# File: r_info.txt (autogenerated)\n\n");
4900 fprintf(fff, "# Version stamp (required)\n\n");
4903 fprintf(fff, "V:%d.%d.%d\n\n\n", r_head->v_major, r_head->v_minor, r_head->v_patch);
4906 fprintf(fff, "##### The Player #####\n\n");
4908 for (z = -1; z < alloc_race_size; z++)
4910 /* Output the monsters in order */
4911 i = (z >= 0) ? alloc_race_table[z].index : 0;
4913 /* Acquire the monster */
4916 /* Ignore empty monsters */
4917 if (!strlen(r_name + r_ptr->name)) continue;
4919 /* Ignore useless monsters */
4920 if (i && !r_ptr->speed) continue;
4922 /* Write a note if necessary */
4923 if (i && (!r_ptr->level != !mode))
4928 fprintf(fff, "\n##### Town monsters #####\n\n");
4930 /* Note the dungeon */
4933 fprintf(fff, "\n##### Normal monsters #####\n\n");
4936 /* Record the change */
4937 mode = r_ptr->level;
4940 /* Acquire the flags */
4941 f_ptr[0] = r_ptr->flags1; n_ptr[0] = r_info_flags1;
4942 f_ptr[1] = r_ptr->flags2; n_ptr[1] = r_info_flags2;
4943 f_ptr[2] = r_ptr->flags3; n_ptr[2] = r_info_flags3;
4944 f_ptr[3] = r_ptr->flags4; n_ptr[3] = r_info_flags4;
4945 f_ptr[4] = r_ptr->a_ability_flags1; n_ptr[4] = r_a_ability_flags1;
4946 f_ptr[5] = r_ptr->a_ability_flags2; n_ptr[5] = r_a_ability_flags2;
4947 f_ptr[6] = r_ptr->flags7; n_ptr[6] = r_info_flags7;
4948 f_ptr[7] = r_ptr->flags8; n_ptr[7] = r_info_flags8;
4949 f_ptr[8] = r_ptr->flags9; n_ptr[8] = r_info_flags9;
4950 f_ptr[9] = r_ptr->flagsr; n_ptr[9] = r_info_flagsr;
4952 /* Write New/Number/Name */
4953 fprintf(fff, "N:%d:%s\n", z + 1, r_name + r_ptr->name);
4956 fprintf(fff, "G:%c:%c\n", r_ptr->d_char, color_char[r_ptr->d_attr]);
4958 /* Write Information */
4959 fprintf(fff, "I:%d:%dd%d:%d:%d:%d\n", r_ptr->speed, r_ptr->hdice, r_ptr->hside,
4960 r_ptr->aaf, r_ptr->ac, r_ptr->sleep);
4962 /* Write more information */
4963 fprintf(fff, "W:%d:%d:%d:%ld\n", r_ptr->level, r_ptr->rarity, r_ptr->extra, r_ptr->mexp);
4966 for(j = 0; j < 4; j++)
4968 b_ptr = &(r_ptr->blow[j]);
4970 /* Stop when done */
4971 if (!b_ptr->method) break;
4973 /* Write the blows */
4974 fprintf(fff, "B:%s:%s:%dd%d\n", r_info_blow_method[b_ptr->method],
4975 r_info_blow_effect[b_ptr->effect],
4976 b_ptr->d_dice, b_ptr->d_side);
4979 /* Extract the flags */
4980 for (fc = 0, j = 0; j < 32 * 3; j++)
4982 /* Check this flag */
4983 if (f_ptr[j / 32] & (1L << (j % 32))) flags[fc++] = n_ptr[j / 32][j % 32];
4986 /* Extract the extra flags */
4987 for (j = 32 * 6; j < 32 * 10; j++)
4989 /* Check this flag */
4990 if (f_ptr[j / 32] & (1L << (j % 32))) flags[fc++] = n_ptr[j / 32][j % 32];
4993 /* Write the flags */
4994 for (j = 0; j < fc;)
4998 /* Start the line */
5001 for (bc = 0; (bc < 60) && (j < fc); j++)
5005 /* Format the flag */
5006 sprintf(t, "%s%s", flags[j], (j < fc - 1) ? " | " : "");
5008 /* Add it to the buffer */
5011 /* Note the length */
5015 /* Done with this line; write it */
5016 fprintf(fff, "%s\n", buf);
5019 /* Write Spells if applicable */
5020 if (r_ptr->freq_spell)
5022 /* Write the frequency */
5023 fprintf(fff, "S:1_IN_%d | \n", 100 / r_ptr->freq_spell);
5025 /* Extract the spell flags */
5026 for (fc = 0, j = 96; j < 192; j++)
5028 /* Check this flag */
5029 if (f_ptr[j / 32] & (1L << (j % 32))) flags[fc++] = n_ptr[j / 32][j % 32];
5032 /* Write the flags */
5033 for (j = 0; j < fc;)
5037 /* Start the line */
5040 for (bc = 0, t = buf + 2; (bc < 60) && (j < fc); j++)
5044 /* Format the flag */
5045 sprintf(t, "%s%s", flags[j], (j < fc - 1) ? " | " : "");
5049 /* Note the length */
5056 /* Done with this line; write it */
5057 fprintf(fff, "%s\n", buf);
5061 /* Acquire the description */
5062 desc = r_text + r_ptr->text;
5063 dlen = strlen(desc);
5065 /* Write Description */
5066 for (j = 0; j < dlen;)
5070 /* Start the line */
5073 for (bc = 0, t = buf + 2; ((bc < 60) || !iswspace(desc[j])) && (j < dlen); j++, bc++, t++)
5081 /* Done with this line; write it */
5082 fprintf(fff, "%s\n", buf);
5085 /* Space between entries */