diff options
Diffstat (limited to 'src/init2.cc')
-rw-r--r-- | src/init2.cc | 1494 |
1 files changed, 1494 insertions, 0 deletions
diff --git a/src/init2.cc b/src/init2.cc new file mode 100644 index 00000000..338ebf10 --- /dev/null +++ b/src/init2.cc @@ -0,0 +1,1494 @@ +#include "init2.hpp" +#include "init2.h" + +#include "ability_type.hpp" +#include "alloc_entry.hpp" +#include "artifact_type.hpp" +#include "cave.hpp" +#include "cave_type.hpp" +#include "cli_comm.hpp" +#include "dungeon_info_type.hpp" +#include "ego_item_type.hpp" +#include "files.hpp" +#include "feature_type.hpp" +#include "generate.hpp" +#include "gen_evol.hpp" +#include "gen_maze.hpp" +#include "hist_type.hpp" +#include "hooks.hpp" +#include "init1.hpp" +#include "lua_bind.hpp" +#include "messages.hpp" +#include "meta_class_type.hpp" +#include "modules.hpp" +#include "monster_ego.hpp" +#include "monster_race.hpp" +#include "monster_type.hpp" +#include "object_kind.hpp" +#include "owner_type.hpp" +#include "player_class.hpp" +#include "player_race.hpp" +#include "player_race_mod.hpp" +#include "quark.hpp" +#include "randart.hpp" +#include "randart_part_type.hpp" +#include "script.h" +#include "set_type.hpp" +#include "skill_type.hpp" +#include "spells3.hpp" +#include "squeltch.hpp" +#include "store_action_type.hpp" +#include "store_info_type.hpp" +#include "store_type.hpp" +#include "tables.hpp" +#include "trap_type.hpp" +#include "tome/make_array.hpp" +#include "town_type.hpp" +#include "util.hpp" +#include "util.h" +#include "variable.h" +#include "variable.hpp" +#include "vault_type.hpp" +#include "wilderness_map.hpp" +#include "wilderness_type_info.hpp" + +#include <cassert> +#include <type_traits> + +/* + * This file is used to initialise various variables and arrays for the + * Angband game. Note the use of "fd_read()" and "fd_write()" to bypass + * the common limitation of "read()" and "write()" to only 32767 bytes + * at a time. + * + * Several of the arrays for Angband are built from "template" files in + * the "lib/file" directory, from which quick-load binary "image" files + * are constructed whenever they are not present in the "lib/data" + * directory, or if those files become obsolete, if we are allowed. + * + * Warning -- the "ascii" file parsers use a minor hack to collect the + * name and text information in a single pass. Thus, the game will not + * be able to load any template file with more than 20K of names or 60K + * of text, even though technically, up to 64K should be legal. + * + * The "init1.c" file is used only to parse the ascii template files. + */ + + + +/* + * Find the default paths to all of our important sub-directories. + * + * The purpose of each sub-directory is described in "variable.c". + * + * All of the sub-directories should, by default, be located inside + * the main "lib" directory, whose location is very system dependant. + * + * This function takes a writable buffer, initially containing the + * "path" to the "lib" directory, for example, "/pkg/lib/angband/", + * or a system dependant string, for example, ":lib:". The buffer + * must be large enough to contain at least 32 more characters. + * + * Various command line options may allow some of the important + * directories to be changed to user-specified directories, most + * importantly, the "info" and "user" and "save" directories, + * but this is done after this function, see "main.c". + * + * In general, the initial path should end in the appropriate "PATH_SEP" + * string. All of the "sub-directory" paths (created below or supplied + * by the user) will NOT end in the "PATH_SEP" string, see the special + * "path_build()" function in "util.c" for more information. + * + * Mega-Hack -- support fat raw files under NEXTSTEP, using special + * "suffixed" directories for the "ANGBAND_DIR_DATA" directory, but + * requiring the directories to be created by hand by the user. + * + * Hack -- first we free all the strings, since this is known + * to succeed even if the strings have not been allocated yet, + * as long as the variables start out as "NULL". This allows + * this function to be called multiple times, for example, to + * try several base "path" values until a good one is found. + */ +void init_file_paths(char *path) +{ + char *tail; + int pathlen; + + assert(path != nullptr); + + /*** Free everything ***/ + + /* Free the main path */ + free(ANGBAND_DIR); + + /* Free the sub-paths */ + free(ANGBAND_DIR_CORE); + free(ANGBAND_DIR_DNGN); + free(ANGBAND_DIR_DATA); + free(ANGBAND_DIR_EDIT); + free(ANGBAND_DIR_FILE); + free(ANGBAND_DIR_HELP); + free(ANGBAND_DIR_INFO); + free(ANGBAND_DIR_MODULES); + free(ANGBAND_DIR_NOTE); + free(ANGBAND_DIR_SAVE); + free(ANGBAND_DIR_PREF); + free(ANGBAND_DIR_USER); + free(ANGBAND_DIR_XTRA); + + + /*** Prepare the "path" ***/ + + pathlen = strlen(path); + + /* Hack -- save the main directory without trailing PATH_SEP if present */ + if (strlen(PATH_SEP) > 0 && pathlen > 0) + { + int seplen = strlen(PATH_SEP); + + if (strcmp(path + pathlen - seplen, PATH_SEP) == 0) + { + path[pathlen - seplen] = '\0'; + ANGBAND_DIR = strdup(path); + path[pathlen - seplen] = *PATH_SEP; + } + else + { + ANGBAND_DIR = strdup(path); + } + } + else + { + ANGBAND_DIR = strdup(path); + } + + /* Prepare to append to the Base Path */ + tail = path + pathlen; + + + + /*** Build the sub-directory names ***/ + + /* Build a path name */ + strcpy(tail, "core"); + ANGBAND_DIR_CORE = strdup(path); + + /* Build a path name */ + strcpy(tail, "dngn"); + ANGBAND_DIR_DNGN = strdup(path); + + /* Build a path name */ + strcpy(tail, "data"); + ANGBAND_DIR_DATA = strdup(path); + + /* Build a path name */ + strcpy(tail, "edit"); + ANGBAND_DIR_EDIT = strdup(path); + + /* Build a path name */ + strcpy(tail, "file"); + ANGBAND_DIR_FILE = strdup(path); + + /* Build a path name */ + strcpy(tail, "help"); + ANGBAND_DIR_HELP = strdup(path); + + /* Build a path name */ + strcpy(tail, "info"); + ANGBAND_DIR_INFO = strdup(path); + + /* Build a path name */ + strcpy(tail, "mods"); + ANGBAND_DIR_MODULES = strdup(path); + + /* Build a path name */ + strcpy(tail, "pref"); + ANGBAND_DIR_PREF = strdup(path); + + /* synchronize with module_reset_dir */ + { + char user_path[1024]; + + /* Get an absolute path from the file name */ + path_parse(user_path, 1024, PRIVATE_USER_PATH); + strcat(user_path, USER_PATH_VERSION); + ANGBAND_DIR_USER = strdup(user_path); + ANGBAND_DIR_NOTE = strdup(user_path); + + /* Savefiles are in user directory */ + strcat(user_path, "/save"); + ANGBAND_DIR_SAVE = strdup(user_path); + } + + /* Build a path name */ + strcpy(tail, "xtra"); + ANGBAND_DIR_XTRA = strdup(path); +} + + + +/* + * Initialize and verify the file paths, and the score file. + * + * Use the ANGBAND_PATH environment var if possible, else use + * DEFAULT_PATH, and in either case, branch off appropriately. + * + * First, we'll look for the ANGBAND_PATH environment variable, + * and then look for the files in there. If that doesn't work, + * we'll try the DEFAULT_PATH constant. So be sure that one of + * these two things works... + * + * We must ensure that the path ends with "PATH_SEP" if needed, + * since the "init_file_paths()" function will simply append the + * relevant "sub-directory names" to the given path. + */ +void init_file_paths_with_env() +{ + char path[1024]; + + cptr tail; + + /* Get the environment variable */ + tail = getenv("TOME_PATH"); + + /* Use the angband_path, or a default */ + strcpy(path, tail ? tail : DEFAULT_PATH); + + /* Hack -- Add a path separator (only if needed) */ + if (!suffix(path, PATH_SEP)) strcat(path, PATH_SEP); + + /* Initialize */ + init_file_paths(path); +} + + +/* + * Hack -- help give useful error messages + */ +s16b error_idx; +s16b error_line; + + +/* + * Standard error message text + */ +static cptr err_str[9] = +{ + NULL, + "parse error", + "obsolete file", + "missing record header", + "non-sequential records", + "invalid flag specification", + "undefined directive", + "out of memory", + "invalid skill chart" +}; + + +/* + * Hack -- take notes on line 23 + */ +static void note(cptr str) +{ + Term_erase(0, 23, 255); + Term_putstr(20, 23, -1, TERM_WHITE, str); + Term_fresh(); +} + + +/* + * Traits for data arrays + */ +namespace { + + struct f_info_traits { + + static constexpr char const *name = "f_info.txt"; + + static void allocate() + { + f_info = make_array<feature_type>(max_f_idx); + } + + static errr parse(FILE *fp) + { + return init_f_info_txt(fp); + } + + }; + + struct k_info_traits { + + static constexpr char const *name = "k_info.txt"; + + static void allocate() + { + k_info = make_array<object_kind>(max_k_idx); + } + + static errr parse(FILE *fp) + { + return init_k_info_txt(fp); + }; + + }; + + struct set_info_traits { + + static constexpr char const *name = "set_info.txt"; + + static void allocate() + { + set_info = make_array<set_type>(max_set_idx); + } + + static errr parse(FILE *fp) + { + return init_set_info_txt(fp); + } + + }; + + struct a_info_traits { + + static constexpr char const *name = "a_info.txt"; + + static void allocate() + { + a_info = make_array<artifact_type>(max_a_idx); + } + + static errr parse(FILE *fp) + { + return init_a_info_txt(fp); + } + + }; + + struct s_info_traits { + + static constexpr char const *name = "s_info.txt"; + + static void allocate() + { + s_info = make_array<skill_type>(max_s_idx); + } + + static errr parse(FILE *fp) + { + return init_s_info_txt(fp); + } + + }; + + struct ab_info_traits { + + static constexpr char const *name = "ab_info.txt"; + + static void allocate() + { + ab_info = make_array<ability_type>(max_ab_idx); + } + + static errr parse(FILE *fp) + { + return init_ab_info_txt(fp); + } + + }; + + struct e_info_traits { + + static constexpr char const *name = "e_info.txt"; + + static void allocate() + { + e_info = make_array<ego_item_type>(max_e_idx); + } + + static errr parse(FILE *fp) + { + return init_e_info_txt(fp); + } + + }; + + struct ra_info_traits { + + static constexpr char const *name = "ra_info.txt"; + + static void allocate() + { + ra_info = make_array<randart_part_type>(max_ra_idx); + } + + static errr parse(FILE *fp) + { + return init_ra_info_txt(fp); + } + + }; + + struct r_info_traits { + + static constexpr char const *name = "r_info.txt"; + + static void allocate() + { + r_info = make_array<monster_race>(max_r_idx); + } + + static errr parse(FILE *fp) + { + return init_r_info_txt(fp); + } + + }; + + struct re_info_traits { + + static constexpr char const *name = "re_info.txt"; + + static void allocate() + { + re_info = make_array<monster_ego>(max_re_idx); + } + + static errr parse(FILE *fp) + { + return init_re_info_txt(fp); + } + + }; + + struct d_info_traits { + + static constexpr char const *name = "d_info.txt"; + + static void allocate() + { + d_info = make_array<dungeon_info_type>(max_d_idx); + } + + static errr parse(FILE *fp) + { + return init_d_info_txt(fp); + } + + }; + + struct st_info_traits { + + static constexpr char const *name = "st_info.txt"; + + static void allocate() + { + st_info = make_array<store_info_type>(max_st_idx); + } + + static errr parse(FILE *fp) + { + return init_st_info_txt(fp); + } + + }; + + struct ow_info_traits { + + static constexpr char const *name = "ow_info.txt"; + + static void allocate() + { + ow_info = make_array<owner_type>(max_ow_idx); + } + + static errr parse(FILE *fp) + { + return init_ow_info_txt(fp); + } + + }; + + struct ba_info_traits { + + static constexpr char const *name = "ba_info.txt"; + + static void allocate() + { + ba_info = make_array<store_action_type>(max_ba_idx); + } + + static errr parse(FILE *fp) + { + return init_ba_info_txt(fp); + } + + }; + + struct wf_info_traits { + + static constexpr char const *name = "wf_info.txt"; + + static void allocate() + { + wf_info = make_array<wilderness_type_info>(max_wf_idx); + } + + static errr parse(FILE *fp) + { + return init_wf_info_txt(fp); + } + + }; + + struct tr_info_traits { + + static constexpr char const *name = "tr_info.txt"; + + static void allocate() + { + t_info = make_array<trap_type>(max_t_idx); + } + + static errr parse(FILE *fp) + { + return init_t_info_txt(fp); + } + + }; + + struct v_info_traits { + + static constexpr char const *name = "v_info.txt"; + + static void allocate() + { + v_info = make_array<vault_type>(max_v_idx); + } + + static errr parse(FILE *fp) + { + return init_v_info_txt(fp); + } + + }; + + struct p_info_traits { + + static constexpr char const *name = "p_info.txt"; + + static void allocate() + { + race_info = make_array<player_race>(max_rp_idx); + race_mod_info = make_array<player_race_mod>(max_rmp_idx); + class_info = make_array<player_class>(max_c_idx); + bg = make_array<hist_type>(max_bg_idx); + meta_class_info = make_array<meta_class_type>(max_mc_idx); + for (std::size_t i = 0; i < max_mc_idx; i++) + { + meta_class_info[i].classes = make_array<s16b>(max_c_idx); + } + } + + static errr parse(FILE *fp) + { + return init_player_info_txt(fp); + } + + }; + +} + +template<typename T> static errr init_x_info() { + + /* Allocate the data array */ + T::allocate(); + + /* Build the filename */ + boost::filesystem::path path(ANGBAND_DIR_EDIT); + path /= T::name; + + /* Open the file */ + FILE *fp = my_fopen(path.c_str(), "r"); + + /* Parse it */ + if (!fp) + { + quit_fmt("Cannot open '%s' file.", T::name); + } + + /* Parse the file */ + errr err = T::parse(fp); + + /* Close it */ + my_fclose(fp); + + /* Errors */ + if (err) + { + /* Error string */ + cptr oops = (((err > 0) && (err < 8)) ? err_str[err] : "unknown"); + + /* Oops */ + msg_format("Error %d at line %d of '%s'.", err, error_line, T::name); + msg_format("Record %d contains a '%s' error.", error_idx, oops); + msg_print(NULL); + + /* Quit */ + quit_fmt("Error in '%s' file.", T::name); + } + + /* Success */ + return (0); +} + +errr init_v_info() +{ + return init_x_info<v_info_traits>(); +} + +/* + * Initialize the very basic arrays + */ +static void init_basic() +{ + /* Macro variables */ + macro__pat = make_array<char *>(MACRO_MAX); + macro__act = make_array<char *>(MACRO_MAX); + macro__cmd = make_array<bool_>(MACRO_MAX); + + /* Macro action buffer */ + macro__buf = make_array<char>(1024); + + /* Extended trigger macros */ + cli_info = make_array<cli_comm>(CLI_MAX); +} + + +/* + * Initialise misc. values + */ +static errr init_misc(void) +{ + int xstart = 0; + int ystart = 0; + int i; + + /*** Prepare the various "bizarre" arrays ***/ + + /* Initialize quark subsystem */ + quark_init(); + + /* Initialize messages subsystem */ + message_init(); + + /* Initialise the values */ + process_dungeon_file("misc.txt", &ystart, &xstart, 0, 0, TRUE, FALSE); + + /* Init the spell effects */ + for (i = 0; i < MAX_EFFECTS; i++) + effects[i].time = 0; + + /* Initialize timers */ + TIMER_INERTIA_CONTROL = + new_timer(meta_inertia_control_timer_callback, + 10); + TIMER_AGGRAVATE_EVIL = + new_timer(timer_aggravate_evil_callback, + 10); + + return 0; +} + + +/* + * Initialise town array + */ +static errr init_towns(void) +{ + int i = 0, j = 0; + + /*** Prepare the Towns ***/ + + /* Allocate the towns */ + town_info = make_array<town_type>(max_towns); + + for (i = 1; i < max_towns; i++) + { + if (i <= max_real_towns) town_info[i].flags |= (TOWN_REAL); + + /* Allocate the stores */ + town_info[i].store = make_array<store_type>(max_st_idx); + + /* Fill in each store */ + for (j = 0; j < max_st_idx; j++) + { + /* Access the store */ + store_type *st_ptr = &town_info[i].store[j]; + + /* Know who we are */ + st_ptr->st_idx = j; + + /* Assume full stock */ + st_ptr->stock_size = 0; + } + } + return 0; +} + +void create_stores_stock(int t) +{ + int j; + town_type *t_ptr = &town_info[t]; + + if (t_ptr->stocked) return; + + for (j = 0; j < max_st_idx; j++) + { + store_type *st_ptr = &t_ptr->store[j]; + + /* Assume full stock */ + st_ptr->stock_size = st_info[j].max_obj; + + /* Allocate the stock */ + st_ptr->stock = make_array<object_type>(st_ptr->stock_size); + } + t_ptr->stocked = TRUE; +} + +/* + * Initialise wilderness map array + */ +static errr init_wilderness(void) +{ + int i; + + /* Allocate the wilderness (two-dimension array) */ + wild_map = make_array<wilderness_map *>(max_wild_y); + + /* Init the other pointers */ + for (i = 0; i < max_wild_y; i++) + { + wild_map[i] = make_array<wilderness_map>(max_wild_x); + } + + /* No encounter right now */ + generate_encounter = FALSE; + + return 0; +} + +/* + * Initialise some other arrays + */ +static errr init_other(void) +{ + int i, n; + + /*** Prepare the "dungeon" information ***/ + + /* Allocate and Wipe the special gene flags */ + m_allow_special = make_array<bool_>(max_r_idx); + k_allow_special = make_array<bool_>(max_k_idx); + a_allow_special = make_array<bool_>(max_a_idx); + + + /*** Prepare "vinfo" array ***/ + + /* Used by "update_view()" */ + (void)vinfo_init(); + + + /* Allocate and Wipe the object list */ + o_list = make_array<object_type>(max_o_idx); + + /* Allocate and Wipe the monster list */ + m_list = new monster_type[max_m_idx]; + + /* Allocate and Wipe the to keep monster list */ + km_list = new monster_type[max_m_idx]; + + /* Allocate and Wipe the max dungeon level */ + max_dlv = make_array<s16b>(max_d_idx); + + /* Allocate and Wipe the special levels */ + for (i = 0; i < MAX_DUNGEON_DEPTH; i++) + { + special_lvl[i] = make_array<bool_>(max_d_idx); + } + + /* Allocate and wipe each line of the cave */ + cave = new cave_type *[MAX_HGT]; + for (i = 0; i < MAX_HGT; i++) + { + /* Allocate one row of the cave */ + cave[i] = new cave_type[MAX_WID]; + } + + /*** Pre-allocate the basic "auto-inscriptions" ***/ + + /* The "basic" feelings */ + (void)quark_add("cursed"); + (void)quark_add("broken"); + (void)quark_add("average"); + (void)quark_add("good"); + + /* The "extra" feelings */ + (void)quark_add("excellent"); + (void)quark_add("worthless"); + (void)quark_add("special"); + (void)quark_add("terrible"); + + /* Some extra strings */ + (void)quark_add("uncursed"); + (void)quark_add("on sale"); + + + /*** Prepare the options ***/ + + /* Scan the options */ + for (i = 0; option_info[i].o_desc; i++) + { + int os = option_info[i].o_page; + int ob = option_info[i].o_bit; + + /* Set the "default" options */ + if (option_info[i].o_var) + { + /* Accept */ + option_mask[os] |= (1L << ob); + + /* Set */ + if (option_info[i].o_norm) + { + /* Set */ + option_flag[os] |= (1L << ob); + } + + /* Clear */ + else + { + /* Clear */ + option_flag[os] &= ~(1L << ob); + } + } + } + + /* Analyze the windows */ + for (n = 0; n < 8; n++) + { + /* Analyze the options */ + for (i = 0; i < 32; i++) + { + /* Accept */ + if (window_flag_desc[i]) + { + /* Accept */ + window_mask[n] |= (1L << i); + } + } + } + + + /* + * Install the various level generators + */ + add_level_generator("dungeon", level_generate_dungeon); + add_level_generator("maze", level_generate_maze); + add_level_generator("life", level_generate_life); + + /*** Pre-allocate space for the "format()" buffer ***/ + + /* Hack -- Just call the "format()" function */ + (void)format("%s (%s).", "Dark God <darkgod@t-o-m-e.net>", MAINTAINER); + + /* Success */ + return (0); +} + + + +/* + * Initialise some other arrays + */ +static errr init_alloc(void) +{ + int i, j; + + object_kind *k_ptr; + + monster_race *r_ptr; + + alloc_entry *table; + + s16b num[MAX_DEPTH_MONSTER]; + + s16b aux[MAX_DEPTH_MONSTER]; + + /*** Analyze object allocation info ***/ + + /* Clear the "aux" array */ + memset(aux, 0, MAX_DEPTH_MONSTER * sizeof(s16b)); + + /* Clear the "num" array */ + memset(num, 0, MAX_DEPTH_MONSTER * sizeof(s16b)); + + /* Size of "alloc_kind_table" */ + alloc_kind_size = 0; + + /* Scan the objects */ + for (i = 1; i < max_k_idx; i++) + { + k_ptr = &k_info[i]; + + /* Scan allocation pairs */ + for (j = 0; j < ALLOCATION_MAX; j++) + { + /* Count the "legal" entries */ + if (k_ptr->chance[j]) + { + /* Count the entries */ + alloc_kind_size++; + + /* Group by level */ + num[k_ptr->locale[j]]++; + } + } + } + + /* Collect the level indexes */ + for (i = 1; i < MAX_DEPTH_MONSTER; i++) + { + /* Group by level */ + num[i] += num[i - 1]; + } + + /* Paranoia */ + if (!num[0]) quit("No town objects!"); + + + /*** Initialise object allocation info ***/ + + /* Allocate the alloc_kind_table */ + alloc_kind_table = make_array<alloc_entry>(alloc_kind_size); + + /* Access the table entry */ + table = alloc_kind_table; + + /* Scan the objects */ + for (i = 1; i < max_k_idx; i++) + { + k_ptr = &k_info[i]; + + /* Scan allocation pairs */ + for (j = 0; j < ALLOCATION_MAX; j++) + { + /* Count the "legal" entries */ + if (k_ptr->chance[j]) + { + int p, x, y, z; + + /* Extract the base level */ + x = k_ptr->locale[j]; + + /* Extract the base probability */ + p = (100 / k_ptr->chance[j]); + + /* Skip entries preceding our locale */ + y = (x > 0) ? num[x - 1] : 0; + + /* Skip previous entries at this locale */ + z = y + aux[x]; + + /* Load the entry */ + table[z].index = i; + table[z].level = x; + table[z].prob1 = p; + table[z].prob2 = p; + table[z].prob3 = p; + + /* Another entry complete for this locale */ + aux[x]++; + } + } + } + + + /*** Analyze monster allocation info ***/ + + /* Clear the "aux" array */ + memset(aux, 0, MAX_DEPTH_MONSTER * sizeof(s16b)); + + /* Clear the "num" array */ + memset(num, 0, MAX_DEPTH_MONSTER * sizeof(s16b)); + + /* Size of "alloc_race_table" */ + alloc_race_size = 0; + + /* Scan the monsters */ + for (i = 1; i < max_r_idx; i++) + { + /* Get the i'th race */ + r_ptr = &r_info[i]; + + /* Legal monsters */ + if (r_ptr->rarity) + { + /* Count the entries */ + alloc_race_size++; + + /* Group by level */ + num[r_ptr->level]++; + } + } + + /* Collect the level indexes */ + for (i = 1; i < MAX_DEPTH_MONSTER; i++) + { + /* Group by level */ + num[i] += num[i - 1]; + } + + /* Paranoia */ + if (!num[0]) quit("No town monsters!"); + + + /*** Initialise monster allocation info ***/ + + /* Allocate the alloc_race_table */ + alloc_race_table = make_array<alloc_entry>(alloc_race_size); + + /* Access the table entry */ + table = alloc_race_table; + + /* Scan the monsters */ + for (i = 1; i < max_r_idx; i++) + { + /* Get the i'th race */ + r_ptr = &r_info[i]; + + /* Count valid pairs */ + if (r_ptr->rarity) + { + int p, x, y, z; + + /* Extract the base level */ + x = r_ptr->level; + + /* Extract the base probability */ + p = (100 / r_ptr->rarity); + + /* Skip entries preceding our locale */ + y = (x > 0) ? num[x - 1] : 0; + + /* Skip previous entries at this locale */ + z = y + aux[x]; + + /* Load the entry */ + table[z].index = i; + table[z].level = x; + table[z].prob1 = p; + table[z].prob2 = p; + table[z].prob3 = p; + + /* Another entry complete for this locale */ + aux[x]++; + } + } + + + /* Success */ + return (0); +} + +/* Init the sets in a_info */ +static void init_sets_aux() +{ + int i, j; + + for (i = 0; i < max_a_idx; i++) + a_info[i].set = -1; + for (i = 0; i < max_set_idx; i++) + { + for (j = 0; j < set_info[i].num; j++) + { + a_info[set_info[i].arts[j].a_idx].set = i; + } + } +} + +/* + * Mark guardians and their artifacts with SPECIAL_GENE flag + */ +static void init_guardians(void) +{ + int i; + + /* Scan dungeons */ + for (i = 0; i < max_d_idx; i++) + { + dungeon_info_type *d_ptr = &d_info[i]; + + /* Mark the guadian monster */ + if (d_ptr->final_guardian) + { + monster_race *r_ptr = &r_info[d_ptr->final_guardian]; + + r_ptr->flags9 |= RF9_SPECIAL_GENE; + + /* Mark the final artifact */ + if (d_ptr->final_artifact) + { + artifact_type *a_ptr = &a_info[d_ptr->final_artifact]; + + a_ptr->flags4 |= TR4_SPECIAL_GENE; + } + + /* Mark the final object */ + if (d_ptr->final_object) + { + object_kind *k_ptr = &k_info[d_ptr->final_object]; + + k_ptr->flags4 |= TR4_SPECIAL_GENE; + } + + /* Give randart if there are no final artifacts */ + if (!(d_ptr->final_artifact) && !(d_ptr->final_object)) + { + r_ptr->flags7 |= RF7_DROP_RANDART; + } + } + } +} + +/* + * Hack -- Explain a broken "lib" folder and quit (see below). + * + * XXX XXX XXX This function is "messy" because various things + * may or may not be initialised, but the "plog()" and "quit()" + * functions are "supposed" to work under any conditions. + */ +static void init_angband_aux(cptr why) +{ + /* Why */ + plog(why); + + /* Explain */ + plog("The 'lib' directory is probably missing or broken."); + + /* More details */ + plog("Perhaps the archive was not extracted correctly."); + + /* Explain */ + plog("See the 'README' file for more information."); + + /* Quit with error */ + quit("Fatal Error."); +} + +/* + * Hack -- main Angband initialisation entry point + * + * Verify some files, display the "news.txt" file, create + * the high score file, initialise all internal arrays, and + * load the basic "user pref files". + * + * Note that we blindly assume that "news2.txt" exists. XXX + * + * Be very careful to keep track of the order in which things + * are initialised, in particular, the only thing *known* to + * be available when this function is called is the "z-term.c" + * package, and that may not be fully initialised until the + * end of this function, when the default "user pref files" + * are loaded and "Term_xtra(TERM_XTRA_REACT,0)" is called. + * + * Note that this function attempts to verify the "news" file, + * and the game aborts (cleanly) on failure, since without the + * "news" file, it is likely that the "lib" folder has not been + * correctly located. Otherwise, the news file is displayed for + * the user. + * + * Note that this function attempts to verify (or create) the + * "high score" file, and the game aborts (cleanly) on failure, + * since one of the most common "extraction" failures involves + * failing to extract all sub-directories (even empty ones), such + * as by failing to use the "-d" option of "pkunzip", or failing + * to use the "save empty directories" option with "Compact Pro". + * This error will often be caught by the "high score" creation + * code below, since the "lib/apex" directory, being empty in the + * standard distributions, is most likely to be "lost", making it + * impossible to create the high score file. + * + * Note that various things are initialised by this function, + * including everything that was once done by "init_some_arrays". + * + * This initialisation involves the parsing of special files + * in the "lib/data" and sometimes the "lib/edit" directories. + * + * Note that the "template" files are initialised first, since they + * often contain errors. This means that macros and message recall + * and things like that are not available until after they are done. + * + * We load the default "user pref files" here in case any "color" + * changes are needed before character creation. + * + * Note that the "graf-xxx.prf" file must be loaded separately, + * if needed, in the first (?) pass through "TERM_XTRA_REACT". + */ +void init_angband(void) +{ + int fd = -1; + + int mode = FILE_MODE; + + FILE *fp; + + const char *news_file; + + char buf[1024]; + + /* Init some VERY basic stuff, like macro arrays */ + init_basic(); + + /* Select & init a module if needed */ + select_module(); + + /*** Choose which news.txt file to use ***/ + + /* Choose the news file */ + switch (time(NULL) % 2) + { + default: + { + news_file = "news.txt"; + break; + } + + case 0: + { + news_file = "news2.txt"; + break; + } + } + + /*** Verify the "news" file ***/ + + /* Build the filename */ + path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, news_file); + + /* Attempt to open the file */ + fd = fd_open(buf, O_RDONLY); + + /* Failure */ + if (fd < 0) + { + char why[1024]; + + /* Message */ + sprintf(why, "Cannot access the '%s' file!", buf); + + /* Crash and burn */ + init_angband_aux(why); + } + + /* Close it */ + (void)fd_close(fd); + + + /*** Display the "news" file ***/ + + /* Clear screen */ + Term_clear(); + + /* Build the filename */ + path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, news_file); + + /* Open the News file */ + fp = my_fopen(buf, "r"); + + /* Dump */ + if (fp) + { + int i = 0; + + /* Dump the file to the screen */ + while (0 == my_fgets(fp, buf, 1024)) + { + /* Display and advance - we use display_message to parse colour codes XXX */ + display_message(0, i++, strlen(buf), TERM_WHITE, buf); + } + + /* Close */ + my_fclose(fp); + } + + /* Flush it */ + Term_fresh(); + + + /*** Verify (or create) the "high score" file ***/ + + /* Build the filename */ + path_build(buf, 1024, ANGBAND_DIR_USER, "scores.raw"); + + /* Attempt to open the high score file */ + fd = fd_open(buf, O_RDONLY); + + /* Failure */ + if (fd < 0) + { + /* Create a new high score file */ + fd = fd_make(buf, mode); + + /* Failure */ + if (fd < 0) + { + char why[1024]; + + /* Message */ + sprintf(why, "Cannot create the '%s' file!", buf); + + /* Crash and burn */ + init_angband_aux(why); + } + } + + /* Close it */ + (void)fd_close(fd); + + + /*** Initialise some arrays ***/ + + /* Initialise misc. values */ + note("[Initialising values... (misc)]"); + if (init_misc()) quit("Cannot initialise misc. values"); + + /* Initialise some other arrays */ + note("[Initialising scripting... (script)]"); + init_lua_init(); + + /* Initialise skills info */ + note("[Initialising arrays... (skills)]"); + if (init_x_info<s_info_traits>()) quit("Cannot initialise skills"); + + /* Initialise abilities info */ + note("[Initialising arrays... (abilities)]"); + if (init_x_info<ab_info_traits>()) quit("Cannot initialise abilities"); + + /* Initialise player info */ + note("[Initialising arrays... (players)]"); + if (init_x_info<p_info_traits>()) quit("Cannot initialise players"); + + /* Initialise feature info */ + note("[Initialising arrays... (features)]"); + if (init_x_info<f_info_traits>()) quit("Cannot initialise features"); + + /* Initialise object info */ + note("[Initialising arrays... (objects)]"); + if (init_x_info<k_info_traits>()) quit("Cannot initialise objects"); + + /* Initialise artifact info */ + note("[Initialising arrays... (artifacts)]"); + if (init_x_info<a_info_traits>()) quit("Cannot initialise artifacts"); + + /* Initialise set info */ + note("[Initialising item sets... (sets)]"); + if (init_x_info<set_info_traits>()) quit("Cannot initialise item sets"); + init_sets_aux(); + + /* Initialise ego-item info */ + note("[Initialising arrays... (ego-items)]"); + if (init_x_info<e_info_traits>()) quit("Cannot initialise ego-items"); + + /* Initialise randart parts info */ + note("[Initialising arrays... (randarts)]"); + if (init_x_info<ra_info_traits>()) quit("Cannot initialise randarts"); + + /* Initialise monster info */ + note("[Initialising arrays... (monsters)]"); + if (init_x_info<r_info_traits>()) quit("Cannot initialise monsters"); + + /* Initialise ego monster info */ + note("[Initialising arrays... (ego monsters)]"); + if (init_x_info<re_info_traits>()) quit("Cannot initialise ego monsters"); + + /* Initialise dungeon type info */ + note("[Initialising arrays... (dungeon types)]"); + if (init_x_info<d_info_traits>()) quit("Cannot initialise dungeon types"); + init_guardians(); + + /* Initialise actions type info */ + note("[Initialising arrays... (action types)]"); + if (init_x_info<ba_info_traits>()) quit("Cannot initialise action types"); + + /* Initialise owners type info */ + note("[Initialising arrays... (owners types)]"); + if (init_x_info<ow_info_traits>()) quit("Cannot initialise owners types"); + + /* Initialise stores type info */ + note("[Initialising arrays... (stores types)]"); + if (init_x_info<st_info_traits>()) quit("Cannot initialise stores types"); + + /* Initialise wilderness features array */ + note("[Initialising arrays... (wilderness features)]"); + if (init_x_info<wf_info_traits>()) quit("Cannot initialise wilderness features"); + + /* Initialise wilderness map array */ + note("[Initialising arrays... (wilderness map)]"); + if (init_wilderness()) quit("Cannot initialise wilderness map"); + + /* Initialise town array */ + note("[Initialising arrays... (towns)]"); + if (init_towns()) quit("Cannot initialise towns"); + + /* Initialise trap info */ + note("[Initialising arrays... (traps)]"); + if (init_x_info<tr_info_traits>()) quit("Cannot initialise traps"); + + /* Initialise some other arrays */ + note("[Initialising arrays... (other)]"); + if (init_other()) quit("Cannot initialise other stuff"); + + /* Initialise some other arrays */ + note("[Initialising arrays... (alloc)]"); + if (init_alloc()) quit("Cannot initialise alloc stuff"); + + /* Init random artifact names */ + build_prob(artifact_names_list); + + /* Initialize the automatizer */ + automatizer_init(); + + /*** Load default user pref files ***/ + + /* Initialise feature info */ + note("[Initialising user pref files...]"); + + /* Access the "basic" pref file */ + strcpy(buf, "pref.prf"); + + /* Process that file */ + process_pref_file(buf); + + /* Access the "basic" system pref file */ + sprintf(buf, "pref-%s.prf", ANGBAND_SYS); + + /* Process that file */ + process_pref_file(buf); + + /* Access the "user" pref file */ + sprintf(buf, "user.prf"); + + /* Process that file */ + process_pref_file(buf); + + /* Access the "user" system pref file */ + sprintf(buf, "user-%s.prf", ANGBAND_SYS); + + /* Process that file */ + process_pref_file(buf); + + /* Done */ + note("[Initialisation complete]"); +} |