3 * @brief ゲームデータ初期化2 / Initialization (part 2) -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.
27 * The "init1.c" file is used only to parse the ascii template files,
28 * to create the binary image files. If you include the binary image
29 * files instead of the ascii template files, then you can undefine
30 * "ALLOW_TEMPLATES", saving about 20K by removing "init1.c". Note
31 * that the binary image files are extremely system dependant.
40 #ifdef CHECK_MODIFICATION_TIME
41 #include <sys/types.h>
43 #endif /* CHECK_MODIFICATION_TIME */
50 * @brief 各データファイルを読み取るためのパスを取得する
51 * Find the default paths to all of our important sub-directories.
52 * @param path パス保管先の文字列
56 * The purpose of each sub-directory is described in "variable.c".
57 * All of the sub-directories should, by default, be located inside
58 * the main "lib" directory, whose location is very system dependant.
59 * This function takes a writable buffer, initially containing the
60 * "path" to the "lib" directory, for example, "/pkg/lib/angband/",
61 * or a system dependant string, for example, ":lib:". The buffer
62 * must be large enough to contain at least 32 more characters.
63 * Various command line options may allow some of the important
64 * directories to be changed to user-specified directories, most
65 * importantly, the "info" and "user" and "save" directories,
66 * but this is done after this function, see "main.c".
67 * In general, the initial path should end in the appropriate "PATH_SEP"
68 * string. All of the "sub-directory" paths (created below or supplied
69 * by the user) will NOT end in the "PATH_SEP" string, see the special
70 * "path_build()" function in "util.c" for more information.
71 * Mega-Hack -- support fat raw files under NEXTSTEP, using special
72 * "suffixed" directories for the "ANGBAND_DIR_DATA" directory, but
73 * requiring the directories to be created by hand by the user.
74 * Hack -- first we free all the strings, since this is known
75 * to succeed even if the strings have not been allocated yet,
76 * as long as the variables start out as "NULL". This allows
77 * this function to be called multiple times, for example, to
78 * try several base "path" values until a good one is found.
81 void init_file_paths(char *path)
85 #ifdef PRIVATE_USER_PATH
87 #endif /* PRIVATE_USER_PATH */
89 /*** Free everything ***/
91 /* Free the main path */
92 string_free(ANGBAND_DIR);
94 /* Free the sub-paths */
95 string_free(ANGBAND_DIR_APEX);
96 string_free(ANGBAND_DIR_BONE);
97 string_free(ANGBAND_DIR_DATA);
98 string_free(ANGBAND_DIR_EDIT);
99 string_free(ANGBAND_DIR_SCRIPT);
100 string_free(ANGBAND_DIR_FILE);
101 string_free(ANGBAND_DIR_HELP);
102 string_free(ANGBAND_DIR_INFO);
103 string_free(ANGBAND_DIR_SAVE);
104 string_free(ANGBAND_DIR_USER);
105 string_free(ANGBAND_DIR_XTRA);
108 /*** Prepare the "path" ***/
110 /* Hack -- save the main directory */
111 ANGBAND_DIR = string_make(path);
113 /* Prepare to append to the Base Path */
114 tail = path + strlen(path);
119 /*** Use "flat" paths with VM/ESA ***/
121 /* Use "blank" path names */
122 ANGBAND_DIR_APEX = string_make("");
123 ANGBAND_DIR_BONE = string_make("");
124 ANGBAND_DIR_DATA = string_make("");
125 ANGBAND_DIR_EDIT = string_make("");
126 ANGBAND_DIR_SCRIPT = string_make("");
127 ANGBAND_DIR_FILE = string_make("");
128 ANGBAND_DIR_HELP = string_make("");
129 ANGBAND_DIR_INFO = string_make("");
130 ANGBAND_DIR_SAVE = string_make("");
131 ANGBAND_DIR_USER = string_make("");
132 ANGBAND_DIR_XTRA = string_make("");
138 /*** Build the sub-directory names ***/
140 /* Build a path name */
141 strcpy(tail, "apex");
142 ANGBAND_DIR_APEX = string_make(path);
144 /* Build a path name */
145 strcpy(tail, "bone");
146 ANGBAND_DIR_BONE = string_make(path);
148 /* Build a path name */
149 strcpy(tail, "data");
150 ANGBAND_DIR_DATA = string_make(path);
152 /* Build a path name */
153 strcpy(tail, "edit");
154 ANGBAND_DIR_EDIT = string_make(path);
156 /* Build a path name */
157 strcpy(tail, "script");
158 ANGBAND_DIR_SCRIPT = string_make(path);
160 /* Build a path name */
161 strcpy(tail, "file");
162 ANGBAND_DIR_FILE = string_make(path);
164 /* Build a path name */
165 strcpy(tail, "help");
166 ANGBAND_DIR_HELP = string_make(path);
168 /* Build a path name */
169 strcpy(tail, "info");
170 ANGBAND_DIR_INFO = string_make(path);
172 /* Build a path name */
173 strcpy(tail, "pref");
174 ANGBAND_DIR_PREF = string_make(path);
176 /* Build a path name */
177 strcpy(tail, "save");
178 ANGBAND_DIR_SAVE = string_make(path);
180 #ifdef PRIVATE_USER_PATH
182 /* Build the path to the user specific directory */
183 path_build(buf, sizeof(buf), PRIVATE_USER_PATH, VERSION_NAME);
185 /* Build a relative path name */
186 ANGBAND_DIR_USER = string_make(buf);
188 #else /* PRIVATE_USER_PATH */
190 /* Build a path name */
191 strcpy(tail, "user");
192 ANGBAND_DIR_USER = string_make(path);
194 #endif /* PRIVATE_USER_PATH */
196 /* Build a path name */
197 strcpy(tail, "xtra");
198 ANGBAND_DIR_XTRA = string_make(path);
205 /* Allow "fat binary" usage with NeXT */
226 /* Use special directory */
229 /* Forget the old path name */
230 string_free(ANGBAND_DIR_DATA);
232 /* Build a new path name */
233 sprintf(tail, "data-%s", next);
234 ANGBAND_DIR_DATA = string_make(path);
244 #ifdef ALLOW_TEMPLATES
248 * Hack -- help give useful error messages
250 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 */
251 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 */
255 * エラーメッセージの名称定義 / Standard error message text
257 cptr err_str[PARSE_ERROR_MAX] =
274 "missing record header",
275 "non-sequential records",
276 "invalid flag specification",
277 "undefined directive",
279 "coordinates out of bounds",
281 "undefined terrain tag",
287 #endif /* ALLOW_TEMPLATES */
293 header v_head; /*!< Vault情報のヘッダ構造体 */
294 header f_head; /*!< 地形情報のヘッダ構造体 */
295 header k_head; /*!< ペースアイテム情報のヘッダ構造体 */
296 header a_head; /*!< 固定アーティファクト情報のヘッダ構造体 */
297 header e_head; /*!< アイテムエゴ情報のヘッダ構造体 */
298 header r_head; /*!< モンスター種族情報のヘッダ構造体 */
299 header d_head; /*!< ダンジョン情報のヘッダ構造体 */
300 header s_head; /*!< プレイヤー職業技能情報のヘッダ構造体 */
301 header m_head; /*!< プレイヤー職業魔法情報のヘッダ構造体 */
303 #ifdef CHECK_MODIFICATION_TIME
306 * @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
307 * Find the default paths to all of our important sub-directories.
308 * @param fd ファイルディスクリプタ
309 * @param template_file ファイル名
310 * @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。
312 static errr check_modification_date(int fd, cptr template_file)
316 struct stat txt_stat, raw_stat;
318 /* Build the filename */
319 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, template_file);
321 /* Access stats on text file */
322 if (stat(buf, &txt_stat))
324 /* No text file - continue */
327 /* Access stats on raw file */
328 else if (fstat(fd, &raw_stat))
334 /* Ensure text file is not newer than raw file */
335 else if (txt_stat.st_mtime > raw_stat.st_mtime)
337 /* Reprocess text file */
344 #endif /* CHECK_MODIFICATION_TIME */
348 /*** Initialize from binary image files ***/
352 * @brief rawファイルからのデータの読み取り処理
353 * Initialize the "*_info" array, by parsing a binary "image" file
354 * @param fd ファイルディスクリプタ
355 * @param head rawファイルのヘッダ
358 static errr init_info_raw(int fd, header *head)
362 /* Read and Verify the header */
363 if (fd_read(fd, (char*)(&test), sizeof(header)) ||
364 (test.v_major != head->v_major) ||
365 (test.v_minor != head->v_minor) ||
366 (test.v_patch != head->v_patch) ||
367 (test.info_num != head->info_num) ||
368 (test.info_len != head->info_len) ||
369 (test.head_size != head->head_size) ||
370 (test.info_size != head->info_size))
377 /* Accept the header */
381 /* Allocate the "*_info" array */
382 C_MAKE(head->info_ptr, head->info_size, char);
384 /* Read the "*_info" array */
385 fd_read(fd, head->info_ptr, head->info_size);
390 /* Allocate the "*_name" array */
391 C_MAKE(head->name_ptr, head->name_size, char);
393 /* Read the "*_name" array */
394 fd_read(fd, head->name_ptr, head->name_size);
400 /* Allocate the "*_text" array */
401 C_MAKE(head->text_ptr, head->text_size, char);
403 /* Read the "*_text" array */
404 fd_read(fd, head->text_ptr, head->text_size);
410 /* Allocate the "*_tag" array */
411 C_MAKE(head->tag_ptr, head->tag_size, char);
413 /* Read the "*_tag" array */
414 fd_read(fd, head->tag_ptr, head->tag_size);
426 * Initialize the header of an *_info.raw file.
427 * @param head rawファイルのヘッダ
432 static void init_header(header *head, int num, int len)
434 /* Save the "version" */
435 head->v_major = FAKE_VER_MAJOR;
436 head->v_minor = FAKE_VER_MINOR;
437 head->v_patch = FAKE_VER_PATCH;
440 /* Save the "record" information */
441 head->info_num = num;
442 head->info_len = len;
444 /* Save the size of "*_head" and "*_info" */
445 head->head_size = sizeof(header);
446 head->info_size = head->info_num * head->info_len;
452 * Initialize the "*_info" array
453 * @param filename ファイル名(拡張子txt/raw)
454 * @param head 処理に用いるヘッダ構造体
455 * @param info データ保管先の構造体ポインタ
456 * @param name 名称用可変文字列の保管先
457 * @param text テキスト用可変文字列の保管先
458 * @param tag タグ用可変文字列の保管先
461 * Note that we let each entry have a unique "name" and "text" string,
462 * even if the string happens to be empty (everyone has a unique '\0').
464 static errr init_info(cptr filename, header *head,
465 void **info, char **name, char **text, char **tag)
479 #ifdef ALLOW_TEMPLATES
481 /*** Load the binary image file ***/
483 /* Build the filename */
484 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
487 /* Attempt to open the "raw" file */
488 fd = fd_open(buf, O_RDONLY);
490 /* Process existing "raw" file */
493 #ifdef CHECK_MODIFICATION_TIME
495 err = check_modification_date(fd, format("%s.txt", filename));
497 #endif /* CHECK_MODIFICATION_TIME */
499 /* Attempt to parse the "raw" file */
501 err = init_info_raw(fd, head);
508 /* Do we have to parse the *.txt file? */
511 /*** Make the fake arrays ***/
513 /* Allocate the "*_info" array */
514 C_MAKE(head->info_ptr, head->info_size, char);
516 /* Hack -- make "fake" arrays */
517 if (name) C_MAKE(head->name_ptr, FAKE_NAME_SIZE, char);
518 if (text) C_MAKE(head->text_ptr, FAKE_TEXT_SIZE, char);
519 if (tag) C_MAKE(head->tag_ptr, FAKE_TAG_SIZE, char);
521 if (info) (*info) = head->info_ptr;
522 if (name) (*name) = head->name_ptr;
523 if (text) (*text) = head->text_ptr;
524 if (tag) (*tag) = head->tag_ptr;
526 /*** Load the ascii template file ***/
528 /* Build the filename */
530 path_build(buf, sizeof(buf), ANGBAND_DIR_EDIT, format("%s.txt", filename));
533 fp = my_fopen(buf, "r");
536 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));
539 err = init_info_txt(fp, buf, head, head->parse_info_txt);
551 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "未知の");
554 msg_format("'%s.txt'ファイルの %d 行目にエラー。", filename, error_line);
555 msg_format("レコード %d は '%s' エラーがあります。", error_idx, oops);
556 msg_format("構文 '%s'。", buf);
560 quit(format("'%s.txt'ファイルにエラー", filename));
563 oops = (((err > 0) && (err < PARSE_ERROR_MAX)) ? err_str[err] : "unknown");
566 msg_format("Error %d at line %d of '%s.txt'.", err, error_line, filename);
567 msg_format("Record %d contains a '%s' error.", error_idx, oops);
568 msg_format("Parsing '%s'.", buf);
572 quit(format("Error in '%s.txt' file.", filename));
578 /*** Make final retouch on fake tags ***/
582 (*head->retouch)(head);
586 /*** Dump the binary image file ***/
588 /* File type is "DATA" */
589 FILE_TYPE(FILE_TYPE_DATA);
591 /* Build the filename */
592 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
595 /* Grab permissions */
598 /* Kill the old file */
601 /* Attempt to create the raw file */
602 fd = fd_make(buf, mode);
604 /* Drop permissions */
607 /* Dump to the file */
611 fd_write(fd, (cptr)(head), head->head_size);
613 /* Dump the "*_info" array */
614 fd_write(fd, head->info_ptr, head->info_size);
616 /* Dump the "*_name" array */
617 fd_write(fd, head->name_ptr, head->name_size);
619 /* Dump the "*_text" array */
620 fd_write(fd, head->text_ptr, head->text_size);
622 /* Dump the "*_tag" array */
623 fd_write(fd, head->tag_ptr, head->tag_size);
630 /*** Kill the fake arrays ***/
632 /* Free the "*_info" array */
633 C_KILL(head->info_ptr, head->info_size, char);
635 /* Hack -- Free the "fake" arrays */
636 if (name) C_KILL(head->name_ptr, FAKE_NAME_SIZE, char);
637 if (text) C_KILL(head->text_ptr, FAKE_TEXT_SIZE, char);
638 if (tag) C_KILL(head->tag_ptr, FAKE_TAG_SIZE, char);
640 #endif /* ALLOW_TEMPLATES */
643 /*** Load the binary image file ***/
645 /* Build the filename */
646 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
648 /* Attempt to open the "raw" file */
649 fd = fd_open(buf, O_RDONLY);
651 /* Process existing "raw" file */
652 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));
654 /* Attempt to parse the "raw" file */
655 err = init_info_raw(fd, head);
661 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));
663 #ifdef ALLOW_TEMPLATES
667 if (info) (*info) = head->info_ptr;
668 if (name) (*name) = head->name_ptr;
669 if (text) (*text) = head->text_ptr;
670 if (tag) (*tag) = head->tag_ptr;
678 * @brief 地形情報読み込みのメインルーチン /
679 * Initialize the "f_info" array
682 static errr init_f_info(void)
684 /* Init the header */
685 init_header(&f_head, max_f_idx, sizeof(feature_type));
687 #ifdef ALLOW_TEMPLATES
689 /* Save a pointer to the parsing function */
690 f_head.parse_info_txt = parse_f_info;
692 /* Save a pointer to the retouch fake tags */
693 f_head.retouch = retouch_f_info;
695 #endif /* ALLOW_TEMPLATES */
697 return init_info("f_info", &f_head,
698 (void*)&f_info, &f_name, NULL, &f_tag);
703 * @brief ベースアイテム情報読み込みのメインルーチン /
704 * Initialize the "k_info" array
707 static errr init_k_info(void)
709 /* Init the header */
710 init_header(&k_head, max_k_idx, sizeof(object_kind));
712 #ifdef ALLOW_TEMPLATES
714 /* Save a pointer to the parsing function */
715 k_head.parse_info_txt = parse_k_info;
717 #endif /* ALLOW_TEMPLATES */
719 return init_info("k_info", &k_head,
720 (void*)&k_info, &k_name, &k_text, NULL);
726 * @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 /
727 * Initialize the "a_info" array
730 static errr init_a_info(void)
732 /* Init the header */
733 init_header(&a_head, max_a_idx, sizeof(artifact_type));
735 #ifdef ALLOW_TEMPLATES
737 /* Save a pointer to the parsing function */
738 a_head.parse_info_txt = parse_a_info;
740 #endif /* ALLOW_TEMPLATES */
742 return init_info("a_info", &a_head,
743 (void*)&a_info, &a_name, &a_text, NULL);
749 * @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 /
750 * Initialize the "e_info" array
753 static errr init_e_info(void)
755 /* Init the header */
756 init_header(&e_head, max_e_idx, sizeof(ego_item_type));
758 #ifdef ALLOW_TEMPLATES
760 /* Save a pointer to the parsing function */
761 e_head.parse_info_txt = parse_e_info;
763 #endif /* ALLOW_TEMPLATES */
765 return init_info("e_info", &e_head,
766 (void*)&e_info, &e_name, &e_text, NULL);
772 * @brief モンスター種族情報読み込みのメインルーチン /
773 * Initialize the "r_info" array
776 static errr init_r_info(void)
778 /* Init the header */
779 init_header(&r_head, max_r_idx, sizeof(monster_race));
781 #ifdef ALLOW_TEMPLATES
783 /* Save a pointer to the parsing function */
784 r_head.parse_info_txt = parse_r_info;
786 #endif /* ALLOW_TEMPLATES */
788 return init_info("r_info", &r_head,
789 (void*)&r_info, &r_name, &r_text, NULL);
795 * @brief ダンジョン情報読み込みのメインルーチン /
796 * Initialize the "d_info" array
799 static errr init_d_info(void)
801 /* Init the header */
802 init_header(&d_head, max_d_idx, sizeof(dungeon_info_type));
804 #ifdef ALLOW_TEMPLATES
806 /* Save a pointer to the parsing function */
807 d_head.parse_info_txt = parse_d_info;
809 #endif /* ALLOW_TEMPLATES */
811 return init_info("d_info", &d_head,
812 (void*)&d_info, &d_name, &d_text, NULL);
817 * @brief Vault情報読み込みのメインルーチン /
818 * Initialize the "v_info" array
821 * Note that we let each entry have a unique "name" and "text" string,
822 * even if the string happens to be empty (everyone has a unique '\0').
824 errr init_v_info(void)
826 /* Init the header */
827 init_header(&v_head, max_v_idx, sizeof(vault_type));
829 #ifdef ALLOW_TEMPLATES
831 /* Save a pointer to the parsing function */
832 v_head.parse_info_txt = parse_v_info;
834 #endif /* ALLOW_TEMPLATES */
836 return init_info("v_info", &v_head,
837 (void*)&v_info, &v_name, &v_text, NULL);
842 * @brief 職業技能情報読み込みのメインルーチン /
843 * Initialize the "s_info" array
846 static errr init_s_info(void)
848 /* Init the header */
849 init_header(&s_head, MAX_CLASS, sizeof(skill_table));
851 #ifdef ALLOW_TEMPLATES
853 /* Save a pointer to the parsing function */
854 s_head.parse_info_txt = parse_s_info;
856 #endif /* ALLOW_TEMPLATES */
858 return init_info("s_info", &s_head,
859 (void*)&s_info, NULL, NULL, NULL);
864 * @brief 職業魔法情報読み込みのメインルーチン /
865 * Initialize the "m_info" array
868 static errr init_m_info(void)
870 /* Init the header */
871 init_header(&m_head, MAX_CLASS, sizeof(player_magic));
873 #ifdef ALLOW_TEMPLATES
875 /* Save a pointer to the parsing function */
876 m_head.parse_info_txt = parse_m_info;
878 #endif /* ALLOW_TEMPLATES */
880 return init_info("m_info", &m_head,
881 (void*)&m_info, NULL, NULL, NULL);
886 /*** Initialize others ***/
889 * 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.
891 static byte store_table[MAX_STORES][STORE_CHOICES][2] =
896 { TV_FOOD, SV_FOOD_RATION },
897 { TV_FOOD, SV_FOOD_RATION },
898 { TV_FOOD, SV_FOOD_RATION },
899 { TV_FOOD, SV_FOOD_RATION },
901 { TV_FOOD, SV_FOOD_RATION },
902 { TV_FOOD, SV_FOOD_BISCUIT },
903 { TV_FOOD, SV_FOOD_JERKY },
904 { TV_FOOD, SV_FOOD_JERKY },
906 { TV_FOOD, SV_FOOD_PINT_OF_WINE },
907 { TV_FOOD, SV_FOOD_PINT_OF_ALE },
908 { TV_LITE, SV_LITE_TORCH },
909 { TV_LITE, SV_LITE_TORCH },
911 { TV_LITE, SV_LITE_TORCH },
912 { TV_LITE, SV_LITE_TORCH },
913 { TV_LITE, SV_LITE_LANTERN },
914 { TV_LITE, SV_LITE_LANTERN },
926 { TV_SHOT, SV_AMMO_NORMAL },
927 { TV_ARROW, SV_AMMO_NORMAL },
928 { TV_BOLT, SV_AMMO_NORMAL },
929 { TV_DIGGING, SV_SHOVEL },
931 { TV_DIGGING, SV_PICK },
932 { TV_CLOAK, SV_CLOAK },
933 { TV_CLOAK, SV_CLOAK },
934 { TV_CLOAK, SV_FUR_CLOAK },
936 { TV_FOOD, SV_FOOD_RATION },
937 { TV_FOOD, SV_FOOD_RATION },
938 { TV_FOOD, SV_FOOD_RATION },
939 { TV_FOOD, SV_FOOD_RATION },
941 { TV_POTION, SV_POTION_WATER },
942 { TV_POTION, SV_POTION_WATER },
943 { TV_LITE, SV_LITE_LANTERN },
944 { TV_LITE, SV_LITE_LANTERN },
946 { TV_FOOD, SV_FOOD_WAYBREAD },
947 { TV_FOOD, SV_FOOD_WAYBREAD },
951 { TV_SHOT, SV_AMMO_NORMAL },
952 { TV_ARROW, SV_AMMO_NORMAL },
953 { TV_BOLT, SV_AMMO_NORMAL },
954 { TV_DIGGING, SV_SHOVEL }
960 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
961 { TV_BOOTS, SV_PAIR_OF_SOFT_LEATHER_BOOTS },
962 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
963 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
965 { TV_HELM, SV_HARD_LEATHER_CAP },
966 { TV_HELM, SV_HARD_LEATHER_CAP },
967 { TV_HELM, SV_METAL_CAP },
968 { TV_HELM, SV_IRON_HELM },
970 { TV_SOFT_ARMOR, SV_ROBE },
971 { TV_SOFT_ARMOR, SV_ROBE },
972 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
973 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
975 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
976 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
977 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
978 { TV_SOFT_ARMOR, SV_HARD_STUDDED_LEATHER },
980 { TV_SOFT_ARMOR, SV_RHINO_HIDE_ARMOR },
981 { TV_SOFT_ARMOR, SV_LEATHER_SCALE_MAIL },
982 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
983 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
985 { TV_HARD_ARMOR, SV_DOUBLE_RING_MAIL },
986 { TV_HARD_ARMOR, SV_AUGMENTED_CHAIN_MAIL },
987 { TV_HARD_ARMOR, SV_BAR_CHAIN_MAIL },
988 { TV_HARD_ARMOR, SV_DOUBLE_CHAIN_MAIL },
990 { TV_HARD_ARMOR, SV_METAL_BRIGANDINE_ARMOUR },
991 { TV_HARD_ARMOR, SV_SPLINT_MAIL },
992 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
993 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
995 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
996 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
997 { TV_SHIELD, SV_LARGE_LEATHER_SHIELD },
998 { TV_SHIELD, SV_SMALL_METAL_SHIELD },
1000 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1001 { TV_BOOTS, SV_PAIR_OF_HARD_LEATHER_BOOTS },
1002 { TV_HELM, SV_HARD_LEATHER_CAP },
1003 { TV_HELM, SV_HARD_LEATHER_CAP },
1005 { TV_SOFT_ARMOR, SV_ROBE },
1006 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1007 { TV_SOFT_ARMOR, SV_SOFT_LEATHER_ARMOR },
1008 { TV_SOFT_ARMOR, SV_HARD_LEATHER_ARMOR },
1010 { TV_SOFT_ARMOR, SV_LEATHER_JACK },
1011 { TV_HARD_ARMOR, SV_METAL_SCALE_MAIL },
1012 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1013 { TV_HARD_ARMOR, SV_CHAIN_MAIL },
1015 { TV_GLOVES, SV_SET_OF_LEATHER_GLOVES },
1016 { TV_GLOVES, SV_SET_OF_GAUNTLETS },
1017 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD },
1018 { TV_SHIELD, SV_SMALL_LEATHER_SHIELD }
1024 { TV_SWORD, SV_DAGGER },
1025 { TV_SWORD, SV_MAIN_GAUCHE },
1026 { TV_SWORD, SV_RAPIER },
1027 { TV_SWORD, SV_SMALL_SWORD },
1029 { TV_SWORD, SV_SHORT_SWORD },
1030 { TV_SWORD, SV_SABRE },
1031 { TV_SWORD, SV_CUTLASS },
1032 { TV_SWORD, SV_TULWAR },
1034 { TV_SWORD, SV_BROAD_SWORD },
1035 { TV_SWORD, SV_LONG_SWORD },
1036 { TV_SWORD, SV_SCIMITAR },
1037 { TV_SWORD, SV_KATANA },
1039 { TV_SWORD, SV_BASTARD_SWORD },
1040 { TV_POLEARM, SV_SPEAR },
1041 { TV_POLEARM, SV_AWL_PIKE },
1042 { TV_POLEARM, SV_TRIDENT },
1044 { TV_POLEARM, SV_PIKE },
1045 { TV_POLEARM, SV_BEAKED_AXE },
1046 { TV_POLEARM, SV_BROAD_AXE },
1047 { TV_POLEARM, SV_LANCE },
1049 { TV_POLEARM, SV_BATTLE_AXE },
1050 { TV_POLEARM, SV_HATCHET },
1051 { TV_BOW, SV_SLING },
1052 { TV_BOW, SV_SHORT_BOW },
1054 { TV_BOW, SV_LIGHT_XBOW },
1055 { TV_SHOT, SV_AMMO_NORMAL },
1056 { TV_SHOT, SV_AMMO_NORMAL },
1057 { TV_ARROW, SV_AMMO_NORMAL },
1059 { TV_ARROW, SV_AMMO_NORMAL },
1060 { TV_BOLT, SV_AMMO_NORMAL },
1061 { TV_BOLT, SV_AMMO_NORMAL },
1062 { TV_BOW, SV_LIGHT_XBOW },
1064 { TV_ARROW, SV_AMMO_NORMAL },
1065 { TV_BOLT, SV_AMMO_NORMAL },
1066 { TV_BOW, SV_SHORT_BOW },
1067 { TV_BOW, SV_LIGHT_XBOW },
1069 { TV_SWORD, SV_DAGGER },
1070 { TV_SWORD, SV_TANTO },
1071 { TV_SWORD, SV_RAPIER },
1072 { TV_SWORD, SV_SMALL_SWORD },
1074 { TV_SWORD, SV_SHORT_SWORD },
1075 { TV_SWORD, SV_LONG_SWORD },
1076 { TV_SWORD, SV_SCIMITAR },
1077 { TV_SWORD, SV_BROAD_SWORD },
1079 { TV_HISSATSU_BOOK, 0 },
1080 { TV_HISSATSU_BOOK, 0 },
1081 { TV_HISSATSU_BOOK, 1 },
1082 { TV_HISSATSU_BOOK, 1 },
1088 { TV_HAFTED, SV_NUNCHAKU },
1089 { TV_HAFTED, SV_QUARTERSTAFF },
1090 { TV_HAFTED, SV_MACE },
1091 { TV_HAFTED, SV_BO_STAFF },
1093 { TV_HAFTED, SV_WAR_HAMMER },
1094 { TV_HAFTED, SV_WAR_HAMMER },
1095 { TV_HAFTED, SV_MORNING_STAR },
1096 { TV_HAFTED, SV_FLAIL },
1098 { TV_HAFTED, SV_LEAD_FILLED_MACE },
1099 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1100 { TV_SCROLL, SV_SCROLL_BLESSING },
1101 { TV_SCROLL, SV_SCROLL_HOLY_CHANT },
1103 { TV_POTION, SV_POTION_HEROISM },
1104 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1105 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1106 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1108 { TV_POTION, SV_POTION_CURE_LIGHT },
1109 { TV_POTION, SV_POTION_CURE_SERIOUS },
1110 { TV_POTION, SV_POTION_CURE_SERIOUS },
1111 { TV_POTION, SV_POTION_CURE_CRITICAL },
1113 { TV_POTION, SV_POTION_CURE_CRITICAL },
1114 { TV_POTION, SV_POTION_RESTORE_EXP },
1115 { TV_POTION, SV_POTION_RESTORE_EXP },
1116 { TV_POTION, SV_POTION_RESTORE_EXP },
1118 { TV_LIFE_BOOK, 0 },
1119 { TV_LIFE_BOOK, 0 },
1120 { TV_LIFE_BOOK, 1 },
1121 { TV_LIFE_BOOK, 1 },
1123 { TV_CRUSADE_BOOK, 0 },
1124 { TV_CRUSADE_BOOK, 0 },
1125 { TV_CRUSADE_BOOK, 1 },
1126 { TV_CRUSADE_BOOK, 1 },
1128 { TV_HAFTED, SV_WHIP },
1129 { TV_HAFTED, SV_MACE },
1130 { TV_HAFTED, SV_BALL_AND_CHAIN },
1131 { TV_HAFTED, SV_WAR_HAMMER },
1133 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1134 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1135 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1136 { TV_POTION, SV_POTION_CURE_CRITICAL },
1138 { TV_POTION, SV_POTION_CURE_CRITICAL },
1139 { TV_POTION, SV_POTION_RESTORE_EXP },
1142 { TV_STATUE, SV_ANY },
1144 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1145 { TV_SCROLL, SV_SCROLL_REMOVE_CURSE },
1146 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE },
1147 { TV_SCROLL, SV_SCROLL_STAR_REMOVE_CURSE }
1153 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1154 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1155 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1156 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1158 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1159 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1160 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1161 { TV_SCROLL, SV_SCROLL_LIGHT },
1163 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1164 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1165 { TV_SCROLL, SV_SCROLL_TELEPORT },
1166 { TV_SCROLL, SV_SCROLL_MONSTER_CONFUSION },
1168 { TV_SCROLL, SV_SCROLL_MAPPING },
1169 { TV_SCROLL, SV_SCROLL_DETECT_GOLD },
1170 { TV_SCROLL, SV_SCROLL_DETECT_ITEM },
1171 { TV_SCROLL, SV_SCROLL_DETECT_TRAP },
1173 { TV_SCROLL, SV_SCROLL_DETECT_INVIS },
1174 { TV_SCROLL, SV_SCROLL_RECHARGING },
1175 { TV_SCROLL, SV_SCROLL_TELEPORT },
1176 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1178 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1179 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1180 { TV_SCROLL, SV_SCROLL_WORD_OF_RECALL },
1181 { TV_SCROLL, SV_SCROLL_TELEPORT },
1183 { TV_SCROLL, SV_SCROLL_TELEPORT },
1184 { TV_POTION, SV_POTION_RES_STR },
1185 { TV_POTION, SV_POTION_RES_INT },
1186 { TV_POTION, SV_POTION_RES_WIS },
1188 { TV_POTION, SV_POTION_RES_DEX },
1189 { TV_POTION, SV_POTION_RES_CON },
1190 { TV_POTION, SV_POTION_RES_CHR },
1191 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1193 { TV_SCROLL, SV_SCROLL_IDENTIFY },
1194 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY }, /* Yep, occasionally! */
1195 { TV_SCROLL, SV_SCROLL_STAR_IDENTIFY },
1196 { TV_SCROLL, SV_SCROLL_LIGHT },
1198 { TV_POTION, SV_POTION_RES_STR },
1199 { TV_POTION, SV_POTION_RES_INT },
1200 { TV_POTION, SV_POTION_RES_WIS },
1201 { TV_POTION, SV_POTION_RES_DEX },
1203 { TV_POTION, SV_POTION_RES_CON },
1204 { TV_POTION, SV_POTION_RES_CHR },
1205 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1206 { TV_SCROLL, SV_SCROLL_ENCHANT_ARMOR },
1208 { TV_SCROLL, SV_SCROLL_RECHARGING },
1209 { TV_SCROLL, SV_SCROLL_PHASE_DOOR },
1210 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_HIT },
1211 { TV_SCROLL, SV_SCROLL_ENCHANT_WEAPON_TO_DAM },
1216 /* Magic-User store */
1218 { TV_RING, SV_RING_PROTECTION },
1219 { TV_RING, SV_RING_LEVITATION_FALL },
1220 { TV_RING, SV_RING_PROTECTION },
1221 { TV_RING, SV_RING_RESIST_FIRE },
1223 { TV_RING, SV_RING_RESIST_COLD },
1224 { TV_AMULET, SV_AMULET_CHARISMA },
1225 { TV_RING, SV_RING_WARNING },
1226 { TV_AMULET, SV_AMULET_RESIST_ACID },
1228 { TV_AMULET, SV_AMULET_SEARCHING },
1229 { TV_WAND, SV_WAND_SLOW_MONSTER },
1230 { TV_WAND, SV_WAND_CONFUSE_MONSTER },
1231 { TV_WAND, SV_WAND_SLEEP_MONSTER },
1233 { TV_WAND, SV_WAND_MAGIC_MISSILE },
1234 { TV_WAND, SV_WAND_STINKING_CLOUD },
1235 { TV_WAND, SV_WAND_WONDER },
1236 { TV_WAND, SV_WAND_DISARMING },
1238 { TV_STAFF, SV_STAFF_LITE },
1239 { TV_STAFF, SV_STAFF_MAPPING },
1240 { TV_STAFF, SV_STAFF_DETECT_TRAP },
1241 { TV_STAFF, SV_STAFF_DETECT_DOOR },
1243 { TV_STAFF, SV_STAFF_DETECT_GOLD },
1244 { TV_STAFF, SV_STAFF_DETECT_ITEM },
1245 { TV_STAFF, SV_STAFF_DETECT_INVIS },
1246 { TV_STAFF, SV_STAFF_DETECT_EVIL },
1248 { TV_STAFF, SV_STAFF_TELEPORTATION },
1249 { TV_STAFF, SV_STAFF_TELEPORTATION },
1250 { TV_STAFF, SV_STAFF_TELEPORTATION },
1251 { TV_STAFF, SV_STAFF_TELEPORTATION },
1253 { TV_STAFF, SV_STAFF_IDENTIFY },
1254 { TV_STAFF, SV_STAFF_IDENTIFY },
1255 { TV_STAFF, SV_STAFF_IDENTIFY },
1257 { TV_STAFF, SV_STAFF_IDENTIFY },
1258 { TV_STAFF, SV_STAFF_REMOVE_CURSE },
1259 { TV_STAFF, SV_STAFF_CURE_LIGHT },
1260 { TV_STAFF, SV_STAFF_PROBING },
1264 { TV_SORCERY_BOOK, 0 },
1265 { TV_SORCERY_BOOK, 0 },
1266 { TV_SORCERY_BOOK, 1 },
1267 { TV_SORCERY_BOOK, 1 },
1269 { TV_ARCANE_BOOK, 0 },
1270 { TV_ARCANE_BOOK, 0 },
1271 { TV_ARCANE_BOOK, 1 },
1272 { TV_ARCANE_BOOK, 1 },
1274 { TV_ARCANE_BOOK, 2 },
1275 { TV_ARCANE_BOOK, 2 },
1276 { TV_ARCANE_BOOK, 3 },
1277 { TV_ARCANE_BOOK, 3 },
1282 /* Black Market (unused) */
1355 { TV_SORCERY_BOOK, 0 },
1356 { TV_SORCERY_BOOK, 0 },
1357 { TV_SORCERY_BOOK, 1 },
1358 { TV_SORCERY_BOOK, 1 },
1360 { TV_NATURE_BOOK, 0 },
1361 { TV_NATURE_BOOK, 0 },
1362 { TV_NATURE_BOOK, 1 },
1363 { TV_NATURE_BOOK, 1 },
1365 { TV_CHAOS_BOOK, 0 },
1366 { TV_CHAOS_BOOK, 0 },
1367 { TV_CHAOS_BOOK, 1 },
1368 { TV_CHAOS_BOOK, 1 },
1370 { TV_DEATH_BOOK, 0 },
1371 { TV_DEATH_BOOK, 0 },
1372 { TV_DEATH_BOOK, 1 },
1373 { TV_DEATH_BOOK, 1 },
1375 { TV_TRUMP_BOOK, 0 }, /* +16 */
1376 { TV_TRUMP_BOOK, 0 },
1377 { TV_TRUMP_BOOK, 1 },
1378 { TV_TRUMP_BOOK, 1 },
1380 { TV_ARCANE_BOOK, 0 },
1381 { TV_ARCANE_BOOK, 1 },
1382 { TV_ARCANE_BOOK, 2 },
1383 { TV_ARCANE_BOOK, 3 },
1385 { TV_CRAFT_BOOK, 0 },
1386 { TV_CRAFT_BOOK, 0 },
1387 { TV_CRAFT_BOOK, 1 },
1388 { TV_CRAFT_BOOK, 1 },
1390 { TV_DAEMON_BOOK, 0 },
1391 { TV_DAEMON_BOOK, 0 },
1392 { TV_DAEMON_BOOK, 1 },
1393 { TV_DAEMON_BOOK, 1 },
1395 { TV_MUSIC_BOOK, 0 },
1396 { TV_MUSIC_BOOK, 0 },
1397 { TV_MUSIC_BOOK, 1 },
1398 { TV_MUSIC_BOOK, 1 },
1407 /* Museum (unused) */
1445 * @brief 基本情報読み込みのメインルーチン /
1446 * Initialize misc. values
1449 static errr init_misc(void)
1451 /* Initialize the values */
1452 process_dungeon_file("misc.txt", 0, 0, 0, 0);
1459 * @brief 町情報読み込みのメインルーチン /
1460 * Initialize town array
1463 static errr init_towns(void)
1467 /*** Prepare the Towns ***/
1469 /* Allocate the towns */
1470 C_MAKE(town, max_towns, town_type);
1472 for (i = 1; i < max_towns; i++)
1474 /*** Prepare the Stores ***/
1476 /* Allocate the stores */
1477 C_MAKE(town[i].store, MAX_STORES, store_type);
1479 /* Fill in each store */
1480 for (j = 0; j < MAX_STORES; j++)
1482 /* Access the store */
1483 store_type *st_ptr = &town[i].store[j];
1485 if ((i > 1) && (j == STORE_MUSEUM || j == STORE_HOME)) continue;
1487 /* Assume full stock */
1490 * 我が家が 20 ページまで使える隠し機能のための準備。
1491 * オプションが有効でもそうでなくても一応スペース
1494 if (j == STORE_HOME)
1496 st_ptr->stock_size = (STORE_INVEN_MAX * 10);
1498 else if (j == STORE_MUSEUM)
1500 st_ptr->stock_size = (STORE_INVEN_MAX * 50);
1504 st_ptr->stock_size = STORE_INVEN_MAX;
1508 /* Allocate the stock */
1509 C_MAKE(st_ptr->stock, st_ptr->stock_size, object_type);
1511 /* No table for the black market or home */
1512 if ((j == STORE_BLACK) || (j == STORE_HOME) || (j == STORE_MUSEUM)) continue;
1514 /* Assume full table */
1515 st_ptr->table_size = STORE_CHOICES;
1517 /* Allocate the stock */
1518 C_MAKE(st_ptr->table, st_ptr->table_size, s16b);
1520 /* Scan the choices */
1521 for (k = 0; k < STORE_CHOICES; k++)
1525 /* Extract the tval/sval codes */
1526 int tv = store_table[j][k][0];
1527 int sv = store_table[j][k][1];
1530 for (k_idx = 1; k_idx < max_k_idx; k_idx++)
1532 object_kind *k_ptr = &k_info[k_idx];
1535 if ((k_ptr->tval == tv) && (k_ptr->sval == sv)) break;
1539 if (k_idx == max_k_idx) continue;
1541 /* Add that item index to the table */
1542 st_ptr->table[st_ptr->table_num++] = k_idx;
1551 * @brief 店情報初期化のメインルーチン /
1552 * Initialize buildings
1555 errr init_buildings(void)
1559 for (i = 0; i < MAX_BLDG; i++)
1561 building[i].name[0] = '\0';
1562 building[i].owner_name[0] = '\0';
1563 building[i].owner_race[0] = '\0';
1565 for (j = 0; j < 8; j++)
1567 building[i].act_names[j][0] = '\0';
1568 building[i].member_costs[j] = 0;
1569 building[i].other_costs[j] = 0;
1570 building[i].letters[j] = 0;
1571 building[i].actions[j] = 0;
1572 building[i].action_restr[j] = 0;
1575 for (j = 0; j < MAX_CLASS; j++)
1577 building[i].member_class[j] = 0;
1580 for (j = 0; j < MAX_RACES; j++)
1582 building[i].member_race[j] = 0;
1585 for (j = 0; j < MAX_MAGIC+1; j++)
1587 building[i].member_realm[j] = 0;
1596 * @brief クエスト情報初期化のメインルーチン /
1597 * Initialize quest array
1600 static errr init_quests(void)
1604 /*** Prepare the quests ***/
1606 /* Allocate the quests */
1607 C_MAKE(quest, max_quests, quest_type);
1609 /* Set all quest to "untaken" */
1610 for (i = 0; i < max_quests; i++)
1612 quest[i].status = QUEST_STATUS_UNTAKEN;
1618 /*! 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 */
1619 static bool feat_tag_is_not_found = FALSE;
1622 * @brief 地形タグからIDを得る /
1623 * Initialize quest array
1626 s16b f_tag_to_index_in_init(cptr str)
1628 s16b feat = f_tag_to_index(str);
1630 if (feat < 0) feat_tag_is_not_found = TRUE;
1637 * @brief 地形の汎用定義をタグを通じて取得する /
1638 * Initialize feature variables
1641 static errr init_feat_variables(void)
1646 feat_none = f_tag_to_index_in_init("NONE");
1649 feat_floor = f_tag_to_index_in_init("FLOOR");
1652 feat_glyph = f_tag_to_index_in_init("GLYPH");
1653 feat_explosive_rune = f_tag_to_index_in_init("EXPLOSIVE_RUNE");
1654 feat_mirror = f_tag_to_index_in_init("MIRROR");
1657 feat_door[DOOR_DOOR].open = f_tag_to_index_in_init("OPEN_DOOR");
1658 feat_door[DOOR_DOOR].broken = f_tag_to_index_in_init("BROKEN_DOOR");
1659 feat_door[DOOR_DOOR].closed = f_tag_to_index_in_init("CLOSED_DOOR");
1662 for (i = 1; i < MAX_LJ_DOORS; i++)
1664 s16b door = f_tag_to_index(format("LOCKED_DOOR_%d", i));
1665 if (door < 0) break;
1666 feat_door[DOOR_DOOR].locked[i - 1] = door;
1668 if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1669 feat_door[DOOR_DOOR].num_locked = i - 1;
1672 for (i = 0; i < MAX_LJ_DOORS; i++)
1674 s16b door = f_tag_to_index(format("JAMMED_DOOR_%d", i));
1675 if (door < 0) break;
1676 feat_door[DOOR_DOOR].jammed[i] = door;
1678 if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1679 feat_door[DOOR_DOOR].num_jammed = i;
1682 feat_door[DOOR_GLASS_DOOR].open = f_tag_to_index_in_init("OPEN_GLASS_DOOR");
1683 feat_door[DOOR_GLASS_DOOR].broken = f_tag_to_index_in_init("BROKEN_GLASS_DOOR");
1684 feat_door[DOOR_GLASS_DOOR].closed = f_tag_to_index_in_init("CLOSED_GLASS_DOOR");
1686 /* Locked glass doors */
1687 for (i = 1; i < MAX_LJ_DOORS; i++)
1689 s16b door = f_tag_to_index(format("LOCKED_GLASS_DOOR_%d", i));
1690 if (door < 0) break;
1691 feat_door[DOOR_GLASS_DOOR].locked[i - 1] = door;
1693 if (i == 1) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1694 feat_door[DOOR_GLASS_DOOR].num_locked = i - 1;
1696 /* Jammed glass doors */
1697 for (i = 0; i < MAX_LJ_DOORS; i++)
1699 s16b door = f_tag_to_index(format("JAMMED_GLASS_DOOR_%d", i));
1700 if (door < 0) break;
1701 feat_door[DOOR_GLASS_DOOR].jammed[i] = door;
1703 if (!i) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
1704 feat_door[DOOR_GLASS_DOOR].num_jammed = i;
1707 feat_door[DOOR_CURTAIN].open = f_tag_to_index_in_init("OPEN_CURTAIN");
1708 feat_door[DOOR_CURTAIN].broken = feat_door[DOOR_CURTAIN].open;
1709 feat_door[DOOR_CURTAIN].closed = f_tag_to_index_in_init("CLOSED_CURTAIN");
1710 feat_door[DOOR_CURTAIN].locked[0] = feat_door[DOOR_CURTAIN].closed;
1711 feat_door[DOOR_CURTAIN].num_locked = 1;
1712 feat_door[DOOR_CURTAIN].jammed[0] = feat_door[DOOR_CURTAIN].closed;
1713 feat_door[DOOR_CURTAIN].num_jammed = 1;
1716 feat_up_stair = f_tag_to_index_in_init("UP_STAIR");
1717 feat_down_stair = f_tag_to_index_in_init("DOWN_STAIR");
1718 feat_entrance = f_tag_to_index_in_init("ENTRANCE");
1721 init_normal_traps();
1724 feat_trap_open = f_tag_to_index_in_init("TRAP_OPEN");
1725 feat_trap_armageddon = f_tag_to_index_in_init("TRAP_ARMAGEDDON");
1726 feat_trap_piranha = f_tag_to_index_in_init("TRAP_PIRANHA");
1729 feat_rubble = f_tag_to_index_in_init("RUBBLE");
1732 feat_magma_vein = f_tag_to_index_in_init("MAGMA_VEIN");
1733 feat_quartz_vein = f_tag_to_index_in_init("QUARTZ_VEIN");
1736 feat_granite = f_tag_to_index_in_init("GRANITE");
1737 feat_permanent = f_tag_to_index_in_init("PERMANENT");
1740 feat_glass_floor = f_tag_to_index_in_init("GLASS_FLOOR");
1743 feat_glass_wall = f_tag_to_index_in_init("GLASS_WALL");
1744 feat_permanent_glass_wall = f_tag_to_index_in_init("PERMANENT_GLASS_WALL");
1747 feat_pattern_start = f_tag_to_index_in_init("PATTERN_START");
1748 feat_pattern_1 = f_tag_to_index_in_init("PATTERN_1");
1749 feat_pattern_2 = f_tag_to_index_in_init("PATTERN_2");
1750 feat_pattern_3 = f_tag_to_index_in_init("PATTERN_3");
1751 feat_pattern_4 = f_tag_to_index_in_init("PATTERN_4");
1752 feat_pattern_end = f_tag_to_index_in_init("PATTERN_END");
1753 feat_pattern_old = f_tag_to_index_in_init("PATTERN_OLD");
1754 feat_pattern_exit = f_tag_to_index_in_init("PATTERN_EXIT");
1755 feat_pattern_corrupted = f_tag_to_index_in_init("PATTERN_CORRUPTED");
1758 feat_black_market = f_tag_to_index_in_init("BLACK_MARKET");
1759 feat_town = f_tag_to_index_in_init("TOWN");
1762 feat_deep_water = f_tag_to_index_in_init("DEEP_WATER");
1763 feat_shallow_water = f_tag_to_index_in_init("SHALLOW_WATER");
1764 feat_deep_lava = f_tag_to_index_in_init("DEEP_LAVA");
1765 feat_shallow_lava = f_tag_to_index_in_init("SHALLOW_LAVA");
1766 feat_dirt = f_tag_to_index_in_init("DIRT");
1767 feat_grass = f_tag_to_index_in_init("GRASS");
1768 feat_flower = f_tag_to_index_in_init("FLOWER");
1769 feat_brake = f_tag_to_index_in_init("BRAKE");
1770 feat_tree = f_tag_to_index_in_init("TREE");
1771 feat_mountain = f_tag_to_index_in_init("MOUNTAIN");
1772 feat_swamp = f_tag_to_index_in_init("SWAMP");
1774 /* Unknown grid (not detected) */
1775 feat_undetected = f_tag_to_index_in_init("UNDETECTED");
1777 /* Wilderness terrains */
1778 init_wilderness_terrains();
1780 return feat_tag_is_not_found ? PARSE_ERROR_UNDEFINED_TERRAIN_TAG : 0;
1785 * @brief その他の初期情報更新 /
1786 * Initialize some other arrays
1789 static errr init_other(void)
1794 /*** Prepare the "dungeon" information ***/
1796 /* Allocate and Wipe the object list */
1797 C_MAKE(o_list, max_o_idx, object_type);
1799 /* Allocate and Wipe the monster list */
1800 C_MAKE(m_list, max_m_idx, monster_type);
1802 /* Allocate and Wipe the monster process list */
1803 for (i = 0; i < MAX_MTIMED; i++)
1805 C_MAKE(mproc_list[i], max_m_idx, s16b);
1808 /* Allocate and Wipe the max dungeon level */
1809 C_MAKE(max_dlv, max_d_idx, s16b);
1811 /* Allocate and wipe each line of the cave */
1812 for (i = 0; i < MAX_HGT; i++)
1814 /* Allocate one row of the cave */
1815 C_MAKE(cave[i], MAX_WID, cave_type);
1819 /*** Prepare the various "bizarre" arrays ***/
1821 /* Macro variables */
1822 C_MAKE(macro__pat, MACRO_MAX, cptr);
1823 C_MAKE(macro__act, MACRO_MAX, cptr);
1824 C_MAKE(macro__cmd, MACRO_MAX, bool);
1826 /* Macro action buffer */
1827 C_MAKE(macro__buf, 1024, char);
1829 /* Quark variables */
1832 /* Message variables */
1833 C_MAKE(message__ptr, MESSAGE_MAX, u16b);
1834 C_MAKE(message__buf, MESSAGE_BUF, char);
1836 /* Hack -- No messages yet */
1837 message__tail = MESSAGE_BUF;
1840 /*** Prepare the Player inventory ***/
1843 C_MAKE(inventory, INVEN_TOTAL, object_type);
1846 /*** Prepare the options ***/
1848 /* Scan the options */
1849 for (i = 0; option_info[i].o_desc; i++)
1851 int os = option_info[i].o_set;
1852 int ob = option_info[i].o_bit;
1854 /* Set the "default" options */
1855 if (option_info[i].o_var)
1858 option_mask[os] |= (1L << ob);
1861 if (option_info[i].o_norm)
1864 option_flag[os] |= (1L << ob);
1871 option_flag[os] &= ~(1L << ob);
1876 /* Analyze the windows */
1877 for (n = 0; n < 8; n++)
1879 /* Analyze the options */
1880 for (i = 0; i < 32; i++)
1883 if (window_flag_desc[i])
1886 window_mask[n] |= (1L << i);
1892 * Set the "default" window flags
1893 * Window 1 : Display messages
1894 * Window 2 : Display inven/equip
1896 window_flag[1] = 1L << 6;
1897 window_flag[2] = 1L << 0;
1900 /*** Pre-allocate space for the "format()" buffer ***/
1902 /* Hack -- Just call the "format()" function */
1903 (void)format("%s (%s).", "Mr.Hoge", MAINTAINER);
1912 * @brief オブジェクト配列を初期化する /
1913 * Initialize some other arrays
1916 static errr init_object_alloc(void)
1921 s16b num[MAX_DEPTH];
1922 s16b aux[MAX_DEPTH];
1925 /*** Analyze object allocation info ***/
1927 /* Clear the "aux" array */
1928 (void)C_WIPE(&aux, MAX_DEPTH, s16b);
1930 /* Clear the "num" array */
1931 (void)C_WIPE(&num, MAX_DEPTH, s16b);
1933 /* Free the old "alloc_kind_table" (if it exists) */
1934 if (alloc_kind_table)
1936 C_KILL(alloc_kind_table, alloc_kind_size, alloc_entry);
1939 /* Size of "alloc_kind_table" */
1940 alloc_kind_size = 0;
1942 /* Scan the objects */
1943 for (i = 1; i < max_k_idx; i++)
1947 /* Scan allocation pairs */
1948 for (j = 0; j < 4; j++)
1950 /* Count the "legal" entries */
1951 if (k_ptr->chance[j])
1953 /* Count the entries */
1956 /* Group by level */
1957 num[k_ptr->locale[j]]++;
1962 /* Collect the level indexes */
1963 for (i = 1; i < MAX_DEPTH; i++)
1965 /* Group by level */
1970 if (!num[0]) quit(_("町のアイテムがない!", "No town objects!"));
1972 /*** Initialize object allocation info ***/
1974 /* Allocate the alloc_kind_table */
1975 C_MAKE(alloc_kind_table, alloc_kind_size, alloc_entry);
1977 /* Access the table entry */
1978 table = alloc_kind_table;
1980 /* Scan the objects */
1981 for (i = 1; i < max_k_idx; i++)
1985 /* Scan allocation pairs */
1986 for (j = 0; j < 4; j++)
1988 /* Count the "legal" entries */
1989 if (k_ptr->chance[j])
1993 /* Extract the base level */
1994 x = k_ptr->locale[j];
1996 /* Extract the base probability */
1997 p = (100 / k_ptr->chance[j]);
1999 /* Skip entries preceding our locale */
2000 y = (x > 0) ? num[x-1] : 0;
2002 /* Skip previous entries at this locale */
2005 /* Load the entry */
2012 /* Another entry complete for this locale */
2024 * @brief モンスター配列と生成テーブルを初期化する /
2025 * Initialize some other arrays
2028 static errr init_alloc(void)
2031 monster_race *r_ptr;
2037 /* Allocate the "r_info" array */
2038 C_MAKE(elements, max_r_idx, tag_type);
2040 /* Scan the monsters */
2041 for (i = 1; i < max_r_idx; i++)
2043 elements[i].tag = r_info[i].level;
2044 elements[i].index = i;
2047 tag_sort(elements, max_r_idx);
2049 /*** Initialize monster allocation info ***/
2051 /* Size of "alloc_race_table" */
2052 alloc_race_size = max_r_idx;
2054 /* Allocate the alloc_race_table */
2055 C_MAKE(alloc_race_table, alloc_race_size, alloc_entry);
2057 /* Scan the monsters */
2058 for (i = 1; i < max_r_idx; i++)
2060 /* Get the i'th race */
2061 r_ptr = &r_info[elements[i].index];
2063 /* Count valid pairs */
2068 /* Extract the base level */
2071 /* Extract the base probability */
2072 p = (100 / r_ptr->rarity);
2074 /* Load the entry */
2075 alloc_race_table[i].index = elements[i].index;
2076 alloc_race_table[i].level = x;
2077 alloc_race_table[i].prob1 = p;
2078 alloc_race_table[i].prob2 = p;
2079 alloc_race_table[i].prob3 = p;
2083 /* Free the "r_info" array */
2084 C_KILL(elements, max_r_idx, tag_type);
2086 #else /* SORT_R_INFO */
2090 s16b num[MAX_DEPTH];
2091 s16b aux[MAX_DEPTH];
2093 /*** Analyze monster allocation info ***/
2095 /* Clear the "aux" array */
2096 C_WIPE(&aux, MAX_DEPTH, s16b);
2098 /* Clear the "num" array */
2099 C_WIPE(&num, MAX_DEPTH, s16b);
2101 /* Size of "alloc_race_table" */
2102 alloc_race_size = 0;
2104 /* Scan the monsters */
2105 for (i = 1; i < max_r_idx; i++)
2107 /* Get the i'th race */
2110 /* Legal monsters */
2113 /* Count the entries */
2116 /* Group by level */
2117 num[r_ptr->level]++;
2121 /* Collect the level indexes */
2122 for (i = 1; i < MAX_DEPTH; i++)
2124 /* Group by level */
2129 if (!num[0]) quit(_("町のモンスターがない!", "No town monsters!"));
2131 /*** Initialize monster allocation info ***/
2133 /* Allocate the alloc_race_table */
2134 C_MAKE(alloc_race_table, alloc_race_size, alloc_entry);
2136 /* Access the table entry */
2137 table = alloc_race_table;
2139 /* Scan the monsters */
2140 for (i = 1; i < max_r_idx; i++)
2142 /* Get the i'th race */
2145 /* Count valid pairs */
2150 /* Extract the base level */
2153 /* Extract the base probability */
2154 p = (100 / r_ptr->rarity);
2156 /* Skip entries preceding our locale */
2157 y = (x > 0) ? num[x-1] : 0;
2159 /* Skip previous entries at this locale */
2162 /* Load the entry */
2169 /* Another entry complete for this locale */
2174 #endif /* SORT_R_INFO */
2176 /* Init the "alloc_kind_table" */
2177 (void)init_object_alloc();
2186 * @brief 画面左下にシステムメッセージを表示する /
2187 * Hack -- take notes on line 23
2190 static void note(cptr str)
2192 Term_erase(0, 23, 255);
2193 Term_putstr(20, 23, -1, TERM_WHITE, str);
2200 * @brief 全ゲームデータ読み込みのサブルーチン /
2201 * Hack -- Explain a broken "lib" folder and quit (see below).
2205 * XXX XXX XXX This function is "messy" because various things
2206 * may or may not be initialized, but the "plog()" and "quit()"
2207 * functions are "supposed" to work under any conditions.
2210 static void init_angband_aux(cptr why)
2217 plog("'lib'ディレクトリが存在しないか壊れているようです。");
2220 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。");
2223 plog("該当する'README'ファイルを読んで確認してみて下さい。");
2225 /* Quit with error */
2229 plog("The 'lib' directory is probably missing or broken.");
2232 plog("Perhaps the archive was not extracted correctly.");
2235 plog("See the 'README' file for more information.");
2237 /* Quit with error */
2238 quit("Fatal Error.");
2245 * @brief 全ゲームデータ読み込みのメインルーチン /
2246 * Hack -- main Angband initialization entry point
2250 * XXX XXX XXX This function is "messy" because various things
2251 * may or may not be initialized, but the "plog()" and "quit()"
2252 * functions are "supposed" to work under any conditions.
2253 * Verify some files, display the "news.txt" file, create
2254 * the high score file, initialize all internal arrays, and
2255 * load the basic "user pref files".
2256 * Be very careful to keep track of the order in which things
2257 * are initialized, in particular, the only thing *known* to
2258 * be available when this function is called is the "z-term.c"
2259 * package, and that may not be fully initialized until the
2260 * end of this function, when the default "user pref files"
2261 * are loaded and "Term_xtra(TERM_XTRA_REACT,0)" is called.
2262 * Note that this function attempts to verify the "news" file,
2263 * and the game aborts (cleanly) on failure, since without the
2264 * "news" file, it is likely that the "lib" folder has not been
2265 * correctly located. Otherwise, the news file is displayed for
2267 * Note that this function attempts to verify (or create) the
2268 * "high score" file, and the game aborts (cleanly) on failure,
2269 * since one of the most common "extraction" failures involves
2270 * failing to extract all sub-directories (even empty ones), such
2271 * as by failing to use the "-d" option of "pkunzip", or failing
2272 * to use the "save empty directories" option with "Compact Pro".
2273 * This error will often be caught by the "high score" creation
2274 * code below, since the "lib/apex" directory, being empty in the
2275 * standard distributions, is most likely to be "lost", making it
2276 * impossible to create the high score file.
2277 * Note that various things are initialized by this function,
2278 * including everything that was once done by "init_some_arrays".
2279 * This initialization involves the parsing of special files
2280 * in the "lib/data" and sometimes the "lib/edit" directories.
2281 * Note that the "template" files are initialized first, since they
2282 * often contain errors. This means that macros and message recall
2283 * and things like that are not available until after they are done.
2284 * We load the default "user pref files" here in case any "color"
2285 * changes are needed before character creation.
2286 * Note that the "graf-xxx.prf" file must be loaded separately,
2287 * if needed, in the first (?) pass through "TERM_XTRA_REACT".
2290 void init_angband(void)
2301 /*** Verify the "news" file ***/
2303 /* Build the filename */
2304 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
2306 /* Attempt to open the file */
2307 fd = fd_open(buf, O_RDONLY);
2315 sprintf(why, _("'%s'ファイルにアクセスできません!", "Cannot access the '%s' file!"), buf);
2317 /* Crash and burn */
2318 init_angband_aux(why);
2325 /*** Display the "news" file ***/
2330 /* Build the filename */
2331 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
2333 /* Open the News file */
2334 fp = my_fopen(buf, "r");
2341 /* Dump the file to the screen */
2342 while (0 == my_fgets(fp, buf, sizeof(buf)))
2344 /* Display and advance */
2345 Term_putstr(0, i++, -1, TERM_WHITE, buf);
2356 /*** Verify (or create) the "high score" file ***/
2358 /* Build the filename */
2359 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
2361 /* Attempt to open the high score file */
2362 fd = fd_open(buf, O_RDONLY);
2367 /* File type is "DATA" */
2368 FILE_TYPE(FILE_TYPE_DATA);
2370 /* Grab permissions */
2373 /* Create a new high score file */
2374 fd = fd_make(buf, mode);
2376 /* Drop permissions */
2385 sprintf(why, _("'%s'ファイルを作成できません!", "Cannot create the '%s' file!"), buf);
2387 /* Crash and burn */
2388 init_angband_aux(why);
2396 /*** Initialize some arrays ***/
2398 /* Initialize misc. values */
2399 note(_("[変数を初期化しています...(その他)", "[Initializing values... (misc)]"));
2400 if (init_misc()) quit(_("その他の変数を初期化できません", "Cannot initialize misc. values"));
2402 /* Initialize feature info */
2404 note("[データの初期化中... (地形)]");
2405 if (init_f_info()) quit("地形初期化不能");
2406 if (init_feat_variables()) quit("地形初期化不能");
2408 note("[Initializing arrays... (features)]");
2409 if (init_f_info()) quit("Cannot initialize features");
2410 if (init_feat_variables()) quit("Cannot initialize features");
2414 /* Initialize object info */
2415 note(_("[データの初期化中... (アイテム)]", "[Initializing arrays... (objects)]"));
2416 if (init_k_info()) quit(_("アイテム初期化不能", "Cannot initialize objects"));
2419 /* Initialize artifact info */
2420 note(_("[データの初期化中... (伝説のアイテム)]", "[Initializing arrays... (artifacts)]"));
2421 if (init_a_info()) quit(_("伝説のアイテム初期化不能", "Cannot initialize artifacts"));
2424 /* Initialize ego-item info */
2425 note(_("[データの初期化中... (名のあるアイテム)]", "[Initializing arrays... (ego-items)]"));
2426 if (init_e_info()) quit(_("名のあるアイテム初期化不能", "Cannot initialize ego-items"));
2429 /* Initialize monster info */
2430 note(_("[データの初期化中... (モンスター)]", "[Initializing arrays... (monsters)]"));
2431 if (init_r_info()) quit(_("モンスター初期化不能", "Cannot initialize monsters"));
2434 /* Initialize dungeon info */
2435 note(_("[データの初期化中... (ダンジョン)]", "[Initializing arrays... (dungeon)]"));
2436 if (init_d_info()) quit(_("ダンジョン初期化不能", "Cannot initialize dungeon"));
2439 for (i = 1; i < max_d_idx; i++)
2440 if (d_info[i].final_guardian)
2441 r_info[d_info[i].final_guardian].flags7 |= RF7_GUARDIAN;
2444 /* Initialize magic info */
2445 note(_("[データの初期化中... (魔法)]", "[Initializing arrays... (magic)]"));
2446 if (init_m_info()) quit(_("魔法初期化不能", "Cannot initialize magic"));
2448 /* Initialize weapon_exp info */
2449 note(_("[データの初期化中... (熟練度)]", "[Initializing arrays... (skill)]"));
2450 if (init_s_info()) quit(_("熟練度初期化不能", "Cannot initialize skill"));
2452 /* Initialize wilderness array */
2453 note(_("[配列を初期化しています... (荒野)]", "[Initializing arrays... (wilderness)]"));
2455 if (init_wilderness()) quit(_("荒野を初期化できません", "Cannot initialize wilderness"));
2458 /* Initialize town array */
2459 note(_("[配列を初期化しています... (街)]", "[Initializing arrays... (towns)]"));
2460 if (init_towns()) quit(_("街を初期化できません", "Cannot initialize towns"));
2463 /* Initialize building array */
2464 note(_("[配列を初期化しています... (建物)]", "[Initializing arrays... (buildings)]"));
2465 if (init_buildings()) quit(_("建物を初期化できません", "Cannot initialize buildings"));
2468 /* Initialize quest array */
2469 note(_("[配列を初期化しています... (クエスト)]", "[Initializing arrays... (quests)]"));
2470 if (init_quests()) quit(_("クエストを初期化できません", "Cannot initialize quests"));
2472 /* Initialize vault info */
2473 if (init_v_info()) quit(_("vault 初期化不能", "Cannot initialize vaults"));
2475 /* Initialize some other arrays */
2476 note(_("[データの初期化中... (その他)]", "[Initializing arrays... (other)]"));
2477 if (init_other()) quit(_("その他のデータ初期化不能", "Cannot initialize other stuff"));
2480 /* Initialize some other arrays */
2481 note(_("[データの初期化中... (アロケーション)]", "[Initializing arrays... (alloc)]"));
2482 if (init_alloc()) quit(_("アロケーション・スタッフ初期化不能", "Cannot initialize alloc stuff"));
2486 /*** Load default user pref files ***/
2488 /* Initialize feature info */
2489 note(_("[ユーザー設定ファイルを初期化しています...]", "[Initializing user pref files...]"));
2491 /* Access the "basic" pref file */
2492 strcpy(buf, "pref.prf");
2494 /* Process that file */
2495 process_pref_file(buf);
2497 /* Access the "basic" system pref file */
2498 sprintf(buf, "pref-%s.prf", ANGBAND_SYS);
2500 /* Process that file */
2501 process_pref_file(buf);
2504 note(_("[初期化終了]", "[Initialization complete]"));
2508 * @brief サムチェック情報を出力 / Get check sum in string form
2509 * @return サムチェック情報の文字列
2511 cptr get_check_sum(void)
2513 return format("%02x%02x%02x%02x%02x%02x%02x%02x%02x",