1 #include "market/building-initializer.h"
2 #include "floor/floor-town.h"
3 #include "market/articles-on-sale.h"
4 #include "object/object-kind.h"
5 #include "object/object-kind-hook.h"
6 #include "store/store-owners.h"
7 #include "store/store-util.h"
8 #include "store/store.h"
9 #include "system/building-type-definition.h"
10 #include "system/object-type-definition.h"
13 * @brief 町情報読み込みのメインルーチン /
14 * Initialize town array
19 C_MAKE(town_info, max_towns, town_type);
20 for (int i = 1; i < max_towns; i++) {
21 C_MAKE(town_info[i].store, MAX_STORES, store_type);
22 for (int j = 0; j < MAX_STORES; j++) {
23 store_type *store_ptr = &town_info[i].store[j];
24 if ((i > 1) && (j == STORE_MUSEUM || j == STORE_HOME))
28 * 我が家が 20 ページまで使える隠し機能のための準備。
29 * オプションが有効でもそうでなくても一応スペースを作っておく。
31 if (j == STORE_HOME) {
32 store_ptr->stock_size = STORE_INVEN_MAX * 10;
33 } else if (j == STORE_MUSEUM) {
34 store_ptr->stock_size = STORE_INVEN_MAX * 50;
36 store_ptr->stock_size = STORE_INVEN_MAX;
39 C_MAKE(store_ptr->stock, store_ptr->stock_size, object_type);
40 if ((j == STORE_BLACK) || (j == STORE_HOME) || (j == STORE_MUSEUM))
43 store_ptr->regular_num = 0;
44 store_ptr->regular_size = STORE_INVEN_MAX;
45 C_MAKE(store_ptr->regular, store_ptr->regular_size + 1, KIND_OBJECT_IDX);
46 for (int k = 0; k < store_ptr->regular_size; k++) {
47 int tv = store_regular_table[j][k].tval;
48 int sv = store_regular_table[j][k].sval;
52 KIND_OBJECT_IDX k_idx = lookup_kind(static_cast<tval_type>(tv), sv);
57 store_ptr->regular[store_ptr->regular_num++] = k_idx;
60 store_ptr->table_num = 0;
61 store_ptr->table_size = STORE_CHOICES;
62 C_MAKE(store_ptr->table, store_ptr->table_size + 1, KIND_OBJECT_IDX);
63 for (int k = 0; k < store_ptr->table_size; k++) {
64 int tv = store_table[j][k].tval;
65 int sv = store_table[j][k].sval;
69 KIND_OBJECT_IDX k_idx = lookup_kind(static_cast<tval_type>(tv), sv);
74 store_ptr->table[store_ptr->table_num++] = k_idx;
83 * @brief 店情報初期化のメインルーチン /
84 * Initialize buildings
87 errr init_buildings(void)
89 for (int i = 0; i < MAX_BLDG; i++) {
90 building[i].name[0] = '\0';
91 building[i].owner_name[0] = '\0';
92 building[i].owner_race[0] = '\0';
94 for (int j = 0; j < 8; j++) {
95 building[i].act_names[j][0] = '\0';
96 building[i].member_costs[j] = 0;
97 building[i].other_costs[j] = 0;
98 building[i].letters[j] = 0;
99 building[i].actions[j] = 0;
100 building[i].action_restr[j] = 0;
103 for (int j = 0; j < MAX_CLASS; j++)
104 building[i].member_class[j] = CLASS_WARRIOR;
106 for (int j = 0; j < MAX_RACES; j++)
107 building[i].member_race[j] = RACE_HUMAN;
109 for (int j = 0; j < MAX_MAGIC + 1; j++)
110 building[i].member_realm[j] = 0;