2 * @brief 荒野マップの生成とルール管理 / Wilderness generation
5 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research, and
7 * not for profit purposes provided that this copyright and statement are
8 * included in all such copies.
9 * 2013 Deskull rearranged comment for Doxygen.
12 #include "floor/wild.h"
13 #include "core/asking-player.h"
14 #include "dungeon/dungeon-flag-types.h"
15 #include "dungeon/quest.h"
16 #include "floor/cave.h"
17 #include "floor/floor-town.h"
18 #include "game-option/birth-options.h"
19 #include "game-option/map-screen-options.h"
20 #include "grid/feature.h"
21 #include "grid/grid.h"
22 #include "info-reader/fixed-map-parser.h"
23 #include "info-reader/parse-error-types.h"
24 #include "io/files-util.h"
25 #include "io/tokenizer.h"
26 #include "market/building-initializer.h"
27 #include "monster-floor/monster-generator.h"
28 #include "monster-floor/monster-remover.h"
29 #include "monster-floor/monster-summon.h"
30 #include "monster-floor/place-monster-types.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-status.h"
33 #include "monster/monster-util.h"
34 #include "player-status/player-energy.h"
35 #include "player/attack-defense-types.h"
36 #include "player/player-status.h"
37 #include "realm/realm-names-table.h"
38 #include "spell-realm/spells-hex.h"
39 #include "status/action-setter.h"
40 #include "system/dungeon-info.h"
41 #include "system/floor-type-definition.h"
42 #include "system/grid-type-definition.h"
43 #include "system/monster-entity.h"
44 #include "system/player-type-definition.h"
45 #include "system/system-variables.h"
46 #include "system/terrain-type-definition.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-messages.h"
49 #include "window/main-window-util.h"
50 #include "world/world.h"
52 constexpr auto MAX_FEAT_IN_TERRAIN = 18;
54 std::vector<std::vector<wilderness_type>> wilderness;
55 static bool generate_encounter;
58 int16_t north[MAX_WID];
59 int16_t south[MAX_WID];
60 int16_t east[MAX_HGT];
61 int16_t west[MAX_HGT];
68 struct wilderness_grid {
69 wt_type terrain; /* Terrain type */
70 int16_t town; /* Town number */
71 DEPTH level; /* Level of the wilderness */
73 char name[32]; /* Name of the town/wilderness */
76 static border_type border;
78 static wilderness_grid w_letter[255];
80 /* The default table in terrain level generation. */
81 static int16_t terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
83 static int16_t conv_terrain2feat[MAX_WILDERNESS];
86 * @brief 地形生成確率を決める要素100の配列を確率テーブルから作成する
87 * @param feat_type 非一様確率を再現するための要素数100の配列
88 * @param prob 元の確率テーブル
90 static void set_floor_and_wall_aux(int16_t feat_type[100], const std::array<feat_prob, DUNGEON_FEAT_PROB_NUM> &prob)
92 int lim[DUNGEON_FEAT_PROB_NUM];
93 lim[0] = prob[0].percent;
94 for (int i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) {
95 lim[i] = lim[i - 1] + prob[i].percent;
98 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) {
99 lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
103 for (int i = 0; i < 100; i++) {
104 while (i == lim[cur]) {
108 feat_type[i] = prob[cur].feat;
113 * @brief ダンジョンの地形を指定確率に応じて各マスへランダムに敷き詰める
114 * / Fill the arrays of floors and walls in the good proportions
115 * @param type ダンジョンID
117 void set_floor_and_wall(DUNGEON_IDX type)
119 DUNGEON_IDX cur_type = 255;
120 if (cur_type == type) {
125 dungeon_type *d_ptr = &dungeons_info[type];
127 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
128 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
130 feat_wall_outer = d_ptr->outer_wall;
131 feat_wall_inner = d_ptr->inner_wall;
132 feat_wall_solid = d_ptr->outer_wall;
136 * @brief プラズマフラクタル的地形生成の再帰中間処理
137 * / Helper for plasma generation.
145 * @param depth_max 深みの最大値
147 static void perturb_point_mid(
148 FloorType *floor_ptr, FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, FEAT_IDX x4, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
150 FEAT_IDX tmp2 = rough * 2 + 1;
151 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
152 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
153 if (((x1 + x2 + x3 + x4) % 4) > 1) {
161 if (avg > depth_max) {
165 floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
169 * @brief プラズマフラクタル的地形生成の再帰末端処理
170 * / Helper for plasma generation.
171 * @param x1 中間末端部1の重み
172 * @param x2 中間末端部2の重み
173 * @param x3 中間末端部3の重み
174 * @param xmid 最終末端部座標X
175 * @param ymid 最終末端部座標Y
177 * @param depth_max 深みの最大値
179 static void perturb_point_end(FloorType *floor_ptr, FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
181 FEAT_IDX tmp2 = rough * 2 + 1;
182 FEAT_IDX tmp = randint0(tmp2) - rough;
183 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
184 if ((x1 + x2 + x3) % 3) {
192 if (avg > depth_max) {
196 floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
200 * @brief プラズマフラクタル的地形生成の開始処理
201 * / Helper for plasma generation.
202 * @param x1 処理範囲の左上X座標
203 * @param y1 処理範囲の左上Y座標
204 * @param x2 処理範囲の右下X座標
205 * @param y2 処理範囲の右下Y座標
206 * @param depth_max 深みの最大値
210 * A generic function to generate the plasma fractal.
211 * Note that it uses ``cave_feat'' as temporary storage.
212 * The values in ``cave_feat'' after this function
213 * are NOT actual features; They are raw heights which
214 * need to be converted to features.
217 static void plasma_recursive(FloorType *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
219 POSITION xmid = (x2 - x1) / 2 + x1;
220 POSITION ymid = (y2 - y1) / 2 + y1;
225 perturb_point_mid(floor_ptr, floor_ptr->grid_array[y1][x1].feat, floor_ptr->grid_array[y2][x1].feat, floor_ptr->grid_array[y1][x2].feat,
226 floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
228 floor_ptr, floor_ptr->grid_array[y1][x1].feat, floor_ptr->grid_array[y1][x2].feat, floor_ptr->grid_array[ymid][xmid].feat, xmid, y1, rough, depth_max);
230 floor_ptr, floor_ptr->grid_array[y1][x2].feat, floor_ptr->grid_array[y2][x2].feat, floor_ptr->grid_array[ymid][xmid].feat, x2, ymid, rough, depth_max);
232 floor_ptr, floor_ptr->grid_array[y2][x2].feat, floor_ptr->grid_array[y2][x1].feat, floor_ptr->grid_array[ymid][xmid].feat, xmid, y2, rough, depth_max);
234 floor_ptr, floor_ptr->grid_array[y2][x1].feat, floor_ptr->grid_array[y1][x1].feat, floor_ptr->grid_array[ymid][xmid].feat, x1, ymid, rough, depth_max);
235 plasma_recursive(floor_ptr, x1, y1, xmid, ymid, depth_max, rough);
236 plasma_recursive(floor_ptr, xmid, y1, x2, ymid, depth_max, rough);
237 plasma_recursive(floor_ptr, x1, ymid, xmid, y2, depth_max, rough);
238 plasma_recursive(floor_ptr, xmid, ymid, x2, y2, depth_max, rough);
242 * @brief 荒野フロア生成のサブルーチン
243 * @param terrain 荒野地形ID
244 * @param seed 乱数の固定シード
246 * @param corner 広域マップの角部分としての生成ならばTRUE
248 static void generate_wilderness_area(FloorType *floor_ptr, int terrain, uint32_t seed, bool corner)
250 if (terrain == TERRAIN_EDGE) {
251 for (POSITION y1 = 0; y1 < MAX_HGT; y1++) {
252 for (POSITION x1 = 0; x1 < MAX_WID; x1++) {
253 floor_ptr->grid_array[y1][x1].feat = feat_permanent;
260 const auto state_backup = w_ptr->rng.get_state();
261 w_ptr->rng.set_state(seed);
262 int table_size = sizeof(terrain_table[0]) / sizeof(int16_t);
264 for (POSITION y1 = 0; y1 < MAX_HGT; y1++) {
265 for (POSITION x1 = 0; x1 < MAX_WID; x1++) {
266 floor_ptr->grid_array[y1][x1].feat = table_size / 2;
271 floor_ptr->grid_array[1][1].feat = (int16_t)randint0(table_size);
272 floor_ptr->grid_array[MAX_HGT - 2][1].feat = (int16_t)randint0(table_size);
273 floor_ptr->grid_array[1][MAX_WID - 2].feat = (int16_t)randint0(table_size);
274 floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = (int16_t)randint0(table_size);
276 floor_ptr->grid_array[1][1].feat = terrain_table[terrain][floor_ptr->grid_array[1][1].feat];
277 floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][floor_ptr->grid_array[MAX_HGT - 2][1].feat];
278 floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][floor_ptr->grid_array[1][MAX_WID - 2].feat];
279 floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat];
280 w_ptr->rng.set_state(state_backup);
284 int16_t north_west = floor_ptr->grid_array[1][1].feat;
285 int16_t south_west = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
286 int16_t north_east = floor_ptr->grid_array[1][MAX_WID - 2].feat;
287 int16_t south_east = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
288 FEAT_IDX roughness = 1; /* The roughness of the level. */
289 plasma_recursive(floor_ptr, 1, 1, MAX_WID - 2, MAX_HGT - 2, table_size - 1, roughness);
290 floor_ptr->grid_array[1][1].feat = north_west;
291 floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
292 floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
293 floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
294 for (POSITION y1 = 1; y1 < MAX_HGT - 1; y1++) {
295 for (POSITION x1 = 1; x1 < MAX_WID - 1; x1++) {
296 floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][floor_ptr->grid_array[y1][x1].feat];
300 w_ptr->rng.set_state(state_backup);
304 * @brief 荒野フロア生成のメインルーチン
305 * @param player_ptr プレイヤーへの参照ポインタ
308 * @param is_border 広域マップの辺部分としての生成ならばTRUE
309 * @param is_corner 広域マップの角部分としての生成ならばTRUE
311 static void generate_area(PlayerType *player_ptr, POSITION y, POSITION x, bool is_border, bool is_corner)
313 player_ptr->town_num = wilderness[y][x].town;
314 auto *floor_ptr = player_ptr->current_floor_ptr;
315 floor_ptr->base_level = wilderness[y][x].level;
316 floor_ptr->dun_level = 0;
317 floor_ptr->monster_level = floor_ptr->base_level;
318 floor_ptr->object_level = floor_ptr->base_level;
319 if (player_ptr->town_num) {
321 if (is_border || is_corner) {
322 init_flags = i2enum<init_flags_type>(INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES);
324 init_flags = INIT_CREATE_DUNGEON;
327 parse_fixed_map(player_ptr, TOWN_DEFINITION_LIST, 0, 0, MAX_HGT, MAX_WID);
328 if (!is_corner && !is_border) {
329 player_ptr->visit |= (1UL << (player_ptr->town_num - 1));
332 int terrain = wilderness[y][x].terrain;
333 uint32_t seed = wilderness[y][x].seed;
334 generate_wilderness_area(floor_ptr, terrain, seed, is_corner);
337 if (!is_corner && !wilderness[y][x].town) {
338 //!< @todo make the road a bit more interresting.
339 if (wilderness[y][x].road) {
340 floor_ptr->grid_array[MAX_HGT / 2][MAX_WID / 2].feat = feat_floor;
342 if (wilderness[y - 1][x].road) {
344 for (y1 = 1; y1 < MAX_HGT / 2; y1++) {
346 floor_ptr->grid_array[y1][x1].feat = feat_floor;
350 if (wilderness[y + 1][x].road) {
352 for (y1 = MAX_HGT / 2; y1 < MAX_HGT - 1; y1++) {
354 floor_ptr->grid_array[y1][x1].feat = feat_floor;
358 if (wilderness[y][x + 1].road) {
360 for (x1 = MAX_WID / 2; x1 < MAX_WID - 1; x1++) {
362 floor_ptr->grid_array[y1][x1].feat = feat_floor;
366 if (wilderness[y][x - 1].road) {
368 for (x1 = 1; x1 < MAX_WID / 2; x1++) {
370 floor_ptr->grid_array[y1][x1].feat = feat_floor;
376 bool is_winner = wilderness[y][x].entrance > 0;
377 is_winner &= (wilderness[y][x].town == 0);
378 bool is_wild_winner = dungeons_info[wilderness[y][x].entrance].flags.has_not(DungeonFeatureType::WINNER);
379 is_winner &= ((w_ptr->total_winner != 0) || is_wild_winner);
384 const auto state_backup = w_ptr->rng.get_state();
385 w_ptr->rng.set_state(wilderness[y][x].seed);
386 int dy = rand_range(6, floor_ptr->height - 6);
387 int dx = rand_range(6, floor_ptr->width - 6);
388 floor_ptr->grid_array[dy][dx].feat = feat_entrance;
389 floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
390 w_ptr->rng.set_state(state_backup);
394 * @brief 地上マップにモンスターを生成する
395 * @param player_ptr プレイヤーへの参照ポインタ
396 * @details '>' キーで普通に入った時と、襲撃を受けた時でモンスター数は異なる.
397 * また、集団生成や護衛は、最初に生成された1体だけがカウント対象である.
398 * よって、実際に生成されるモンスターは、コードの見た目より多くなる.
400 static void generate_wild_monsters(PlayerType *player_ptr)
402 constexpr auto num_ambush_monsters = 40;
403 constexpr auto num_normal_monsters = 8;
404 const auto lim = generate_encounter ? num_ambush_monsters : num_normal_monsters;
405 for (auto i = 0; i < lim; i++) {
407 if (!(generate_encounter || (one_in_(2) && (!player_ptr->town_num)))) {
408 mode |= PM_ALLOW_SLEEP;
411 (void)alloc_monster(player_ptr, generate_encounter ? 0 : 3, mode, summon_specific);
417 * Build the wilderness area outside of the town.
418 * @todo 広域マップは恒常生成にする予定、PlayerTypeによる処理分岐は最終的に排除する。
419 * @param player_ptr プレイヤーへの参照ポインタ
421 void wilderness_gen(PlayerType *player_ptr)
423 auto *floor_ptr = player_ptr->current_floor_ptr;
424 floor_ptr->height = MAX_HGT;
425 floor_ptr->width = MAX_WID;
426 panel_row_min = floor_ptr->height;
427 panel_col_min = floor_ptr->width;
428 parse_fixed_map(player_ptr, WILDERNESS_DEFINITION, 0, 0, w_ptr->max_wild_y, w_ptr->max_wild_x);
429 POSITION x = player_ptr->wilderness_x;
430 POSITION y = player_ptr->wilderness_y;
431 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), nullptr);
434 generate_area(player_ptr, y - 1, x, true, false);
435 for (int i = 1; i < MAX_WID - 1; i++) {
436 border.north[i] = floor_ptr->grid_array[MAX_HGT - 2][i].feat;
440 generate_area(player_ptr, y + 1, x, true, false);
441 for (int i = 1; i < MAX_WID - 1; i++) {
442 border.south[i] = floor_ptr->grid_array[1][i].feat;
446 generate_area(player_ptr, y, x - 1, true, false);
447 for (int i = 1; i < MAX_HGT - 1; i++) {
448 border.west[i] = floor_ptr->grid_array[i][MAX_WID - 2].feat;
452 generate_area(player_ptr, y, x + 1, true, false);
453 for (int i = 1; i < MAX_HGT - 1; i++) {
454 border.east[i] = floor_ptr->grid_array[i][1].feat;
457 /* North west corner */
458 generate_area(player_ptr, y - 1, x - 1, false, true);
459 border.north_west = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
461 /* North east corner */
462 generate_area(player_ptr, y - 1, x + 1, false, true);
463 border.north_east = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
465 /* South west corner */
466 generate_area(player_ptr, y + 1, x - 1, false, true);
467 border.south_west = floor_ptr->grid_array[1][MAX_WID - 2].feat;
469 /* South east corner */
470 generate_area(player_ptr, y + 1, x + 1, false, true);
471 border.south_east = floor_ptr->grid_array[1][1].feat;
473 /* Create terrain of the current area */
474 generate_area(player_ptr, y, x, false, false);
476 /* Special boundary walls -- North */
477 for (int i = 0; i < MAX_WID; i++) {
478 floor_ptr->grid_array[0][i].feat = feat_permanent;
479 floor_ptr->grid_array[0][i].mimic = border.north[i];
482 /* Special boundary walls -- South */
483 for (int i = 0; i < MAX_WID; i++) {
484 floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
485 floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
488 /* Special boundary walls -- West */
489 for (int i = 0; i < MAX_HGT; i++) {
490 floor_ptr->grid_array[i][0].feat = feat_permanent;
491 floor_ptr->grid_array[i][0].mimic = border.west[i];
494 /* Special boundary walls -- East */
495 for (int i = 0; i < MAX_HGT; i++) {
496 floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
497 floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
500 floor_ptr->grid_array[0][0].mimic = border.north_west;
501 floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
502 floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
503 floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
504 for (y = 0; y < floor_ptr->height; y++) {
505 for (x = 0; x < floor_ptr->width; x++) {
507 g_ptr = &floor_ptr->grid_array[y][x];
509 g_ptr->info |= CAVE_GLOW;
510 if (view_perma_grids) {
511 g_ptr->info |= CAVE_MARK;
518 f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
519 auto can_darken = !g_ptr->is_mirror();
520 can_darken &= f_ptr->flags.has_none_of({ TerrainCharacteristics::QUEST_ENTER, TerrainCharacteristics::ENTRANCE });
522 g_ptr->info &= ~(CAVE_GLOW);
523 if (f_ptr->flags.has_not(TerrainCharacteristics::REMEMBER)) {
524 g_ptr->info &= ~(CAVE_MARK);
530 if (f_ptr->flags.has_not(TerrainCharacteristics::ENTRANCE)) {
534 g_ptr->info |= CAVE_GLOW;
535 if (view_perma_grids) {
536 g_ptr->info |= CAVE_MARK;
541 if (player_ptr->teleport_town) {
542 for (y = 0; y < floor_ptr->height; y++) {
543 for (x = 0; x < floor_ptr->width; x++) {
545 g_ptr = &floor_ptr->grid_array[y][x];
547 f_ptr = &terrains_info[g_ptr->feat];
548 if (f_ptr->flags.has_not(TerrainCharacteristics::BLDG)) {
552 if ((f_ptr->subtype != 4) && !((player_ptr->town_num == 1) && (f_ptr->subtype == 0))) {
556 if (g_ptr->m_idx != 0) {
557 delete_monster_idx(player_ptr, g_ptr->m_idx);
560 player_ptr->oldpy = y;
561 player_ptr->oldpx = x;
565 player_ptr->teleport_town = false;
566 } else if (player_ptr->leaving_dungeon) {
567 for (y = 0; y < floor_ptr->height; y++) {
568 for (x = 0; x < floor_ptr->width; x++) {
570 g_ptr = &floor_ptr->grid_array[y][x];
571 if (!g_ptr->cave_has_flag(TerrainCharacteristics::ENTRANCE)) {
575 if (g_ptr->m_idx != 0) {
576 delete_monster_idx(player_ptr, g_ptr->m_idx);
579 player_ptr->oldpy = y;
580 player_ptr->oldpx = x;
584 player_ptr->teleport_town = false;
587 player_place(player_ptr, player_ptr->oldpy, player_ptr->oldpx);
588 generate_wild_monsters(player_ptr);
589 if (generate_encounter) {
590 player_ptr->ambush_flag = true;
593 generate_encounter = false;
594 set_floor_and_wall(0);
595 auto &quest_list = QuestList::get_instance();
596 for (auto &[q_idx, quest] : quest_list) {
597 if (quest.status == QuestStatusType::REWARDED) {
598 quest.status = QuestStatusType::FINISHED;
604 * @brief 広域マップの生成(簡易処理版) /
605 * Build the wilderness area. -DG-
607 void wilderness_gen_small(PlayerType *player_ptr)
609 auto *floor_ptr = player_ptr->current_floor_ptr;
610 for (int i = 0; i < MAX_WID; i++) {
611 for (int j = 0; j < MAX_HGT; j++) {
612 floor_ptr->grid_array[j][i].feat = feat_permanent;
616 parse_fixed_map(player_ptr, WILDERNESS_DEFINITION, 0, 0, w_ptr->max_wild_y, w_ptr->max_wild_x);
617 for (int i = 0; i < w_ptr->max_wild_x; i++) {
618 for (int j = 0; j < w_ptr->max_wild_y; j++) {
619 if (wilderness[j][i].town && (wilderness[j][i].town != VALID_TOWNS)) {
620 floor_ptr->grid_array[j][i].feat = (int16_t)feat_town;
621 floor_ptr->grid_array[j][i].special = (int16_t)wilderness[j][i].town;
622 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
626 if (wilderness[j][i].road) {
627 floor_ptr->grid_array[j][i].feat = feat_floor;
628 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
632 if (wilderness[j][i].entrance && (w_ptr->total_winner || dungeons_info[wilderness[j][i].entrance].flags.has_not(DungeonFeatureType::WINNER))) {
633 floor_ptr->grid_array[j][i].feat = feat_entrance;
634 floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
635 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
639 floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
640 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
644 floor_ptr->height = (int16_t)w_ptr->max_wild_y;
645 floor_ptr->width = (int16_t)w_ptr->max_wild_x;
646 if (floor_ptr->height > MAX_HGT) {
647 floor_ptr->height = MAX_HGT;
650 if (floor_ptr->width > MAX_WID) {
651 floor_ptr->width = MAX_WID;
654 panel_row_min = floor_ptr->height;
655 panel_col_min = floor_ptr->width;
656 player_ptr->x = player_ptr->wilderness_x;
657 player_ptr->y = player_ptr->wilderness_y;
658 player_ptr->town_num = 0;
662 * @brief w_info.txtのデータ解析 /
663 * Parse a sub-file of the "extra info"
664 * @param buf 読み取ったデータ行のバッファ
666 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
668 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
669 * @param y 広域マップの高さを返す参照ポインタ
670 * @param x 広域マップの幅を返す参照ポインタ
672 parse_error_type parse_line_wilderness(PlayerType *player_ptr, char *buf, int xmin, int xmax, int *y, int *x)
674 if (!(buf[0] == 'W')) {
675 return PARSE_ERROR_GENERIC;
681 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
684 return PARSE_ERROR_NONE;
689 return PARSE_ERROR_NONE;
694 if ((num = tokenize(buf + 4, 6, zz, 0)) > 1) {
695 int index = zz[0][0];
698 w_letter[index].terrain = i2enum<wt_type>(atoi(zz[1]));
700 w_letter[index].terrain = TERRAIN_EDGE;
704 w_letter[index].level = (int16_t)atoi(zz[2]);
706 w_letter[index].level = 0;
710 w_letter[index].town = static_cast<int16_t>(atoi(zz[3]));
712 w_letter[index].town = 0;
716 w_letter[index].road = (byte)atoi(zz[4]);
718 w_letter[index].road = 0;
722 strcpy(w_letter[index].name, zz[5]);
724 w_letter[index].name[0] = 0;
728 return PARSE_ERROR_TOO_FEW_ARGUMENTS;
734 /* Process "W:D:<layout> */
735 /* Layout of the wilderness */
740 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++) {
742 wilderness[*y][*x].terrain = w_letter[id].terrain;
743 wilderness[*y][*x].level = w_letter[id].level;
744 wilderness[*y][*x].town = w_letter[id].town;
745 wilderness[*y][*x].road = w_letter[id].road;
746 towns_info[w_letter[id].town].name = w_letter[id].name;
753 /* Process "W:P:<x>:<y> - starting position in the wilderness */
755 bool is_corner = player_ptr->wilderness_x == 0;
756 is_corner = player_ptr->wilderness_y == 0;
761 if (tokenize(buf + 4, 2, zz, 0) != 2) {
762 return PARSE_ERROR_TOO_FEW_ARGUMENTS;
765 player_ptr->wilderness_y = atoi(zz[0]);
766 player_ptr->wilderness_x = atoi(zz[1]);
768 auto out_of_bounds = (player_ptr->wilderness_x < 1);
769 out_of_bounds |= (player_ptr->wilderness_x > w_ptr->max_wild_x);
770 out_of_bounds |= (player_ptr->wilderness_y < 1);
771 out_of_bounds |= (player_ptr->wilderness_y > w_ptr->max_wild_y);
773 return PARSE_ERROR_OUT_OF_BOUNDS;
780 return PARSE_ERROR_UNDEFINED_DIRECTIVE;
783 for (const auto &d_ref : dungeons_info) {
784 if (d_ref.idx == 0 || !d_ref.maxdepth) {
787 wilderness[d_ref.dy][d_ref.dx].entrance = static_cast<byte>(d_ref.idx);
788 if (!wilderness[d_ref.dy][d_ref.dx].town) {
789 wilderness[d_ref.dy][d_ref.dx].level = d_ref.mindepth;
793 return PARSE_ERROR_NONE;
797 * @brief ゲーム開始時に各荒野フロアの乱数シードを指定する /
798 * Generate the random seeds for the wilderness
800 void seed_wilderness(void)
802 for (POSITION x = 0; x < w_ptr->max_wild_x; x++) {
803 for (POSITION y = 0; y < w_ptr->max_wild_y; y++) {
804 wilderness[y][x].seed = randint0(0x10000000);
805 wilderness[y][x].entrance = 0;
811 * @brief 荒野の地勢設定を初期化する /
812 * Initialize wilderness array
813 * @param terrain 初期化したい地勢ID
814 * @param feat_global 基本的な地形ID
815 * @param fmt 地勢内の地形数を参照するための独自フォーマット
817 static void init_terrain_table(int terrain, int16_t feat_global, concptr fmt, ...)
821 conv_terrain2feat[terrain] = feat_global;
824 for (concptr p = fmt; *p; p++) {
826 plog_fmt("Format error");
830 FEAT_IDX feat = (int16_t)va_arg(vp, int);
831 int num = va_arg(vp, int);
833 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++) {
834 terrain_table[terrain][cur] = feat;
837 if (cur >= MAX_FEAT_IN_TERRAIN) {
844 if (cur < MAX_FEAT_IN_TERRAIN) {
845 plog_fmt("Too few parameters");
852 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
853 * Initialize arrays for wilderness terrains
855 void init_wilderness_terrains(void)
857 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a", feat_permanent, MAX_FEAT_IN_TERRAIN);
858 init_terrain_table(TERRAIN_TOWN, feat_town, "a", feat_floor, MAX_FEAT_IN_TERRAIN);
859 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab", feat_deep_water, 12, feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
860 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde", feat_deep_water, 3, feat_shallow_water, 12, feat_floor, 1, feat_dirt, 1, feat_grass,
861 MAX_FEAT_IN_TERRAIN - 17);
862 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef", feat_dirt, 2, feat_grass, 3, feat_tree, 1, feat_brake, 1, feat_shallow_water, 4, feat_swamp,
863 MAX_FEAT_IN_TERRAIN - 11);
865 TERRAIN_DIRT, feat_dirt, "abcdef", feat_floor, 3, feat_dirt, 10, feat_flower, 1, feat_brake, 1, feat_grass, 1, feat_tree, MAX_FEAT_IN_TERRAIN - 16);
867 TERRAIN_GRASS, feat_grass, "abcdef", feat_floor, 2, feat_dirt, 2, feat_grass, 9, feat_flower, 1, feat_brake, 2, feat_tree, MAX_FEAT_IN_TERRAIN - 16);
868 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde", feat_floor, 2, feat_dirt, 1, feat_tree, 11, feat_brake, 2, feat_grass, MAX_FEAT_IN_TERRAIN - 16);
869 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc", feat_floor, 2, feat_dirt, 13, feat_grass, MAX_FEAT_IN_TERRAIN - 15);
870 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc", feat_shallow_lava, 14, feat_deep_lava, 3, feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
872 TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd", feat_dirt, 3, feat_shallow_lava, 3, feat_deep_lava, 10, feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
873 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef", feat_floor, 1, feat_brake, 1, feat_grass, 2, feat_dirt, 2, feat_tree, 2, feat_mountain,
874 MAX_FEAT_IN_TERRAIN - 8);
877 void init_wilderness_encounter()
879 generate_encounter = false;
883 * @brief 荒野から広域マップへの切り替え処理 /
884 * Initialize arrays for wilderness terrains
885 * @param encount 襲撃時TRUE
886 * @return 切り替えが行われた場合はTRUEを返す。
888 bool change_wild_mode(PlayerType *player_ptr, bool encount)
890 generate_encounter = encount;
891 if (player_ptr->leaving) {
895 if (lite_town || vanilla_town) {
896 msg_print(_("荒野なんてない。", "No global map."));
900 if (player_ptr->wild_mode) {
901 player_ptr->wilderness_x = player_ptr->x;
902 player_ptr->wilderness_y = player_ptr->y;
903 player_ptr->energy_need = 0;
904 player_ptr->wild_mode = false;
905 player_ptr->leaving = true;
909 bool has_pet = false;
910 PlayerEnergy energy(player_ptr);
911 for (int i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
912 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
913 if (!m_ptr->is_valid()) {
917 if (m_ptr->is_pet() && i != player_ptr->riding) {
921 if (m_ptr->is_asleep() || (m_ptr->cdis > MAX_PLAYER_SIGHT) || !m_ptr->is_hostile()) {
925 msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!", "You cannot enter global map, since there are some monsters nearby!"));
926 energy.reset_player_turn();
931 concptr msg = _("ペットを置いて広域マップに入りますか?", "Do you leave your pets behind? ");
932 if (!get_check_strict(player_ptr, msg, CHECK_OKAY_CANCEL)) {
933 energy.reset_player_turn();
938 energy.set_player_turn_energy(1000);
939 player_ptr->oldpx = player_ptr->x;
940 player_ptr->oldpy = player_ptr->y;
941 SpellHex spell_hex(player_ptr);
942 if (spell_hex.is_spelling_any()) {
943 spell_hex.stop_all_spells();
946 set_action(player_ptr, ACTION_NONE);
947 player_ptr->wild_mode = true;
948 player_ptr->leaving = true;