3 * @brief 荒野マップの生成とルール管理 / Wilderness generation
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
22 #include "realm-hex.h"
23 #include "player-status.h"
24 #include "player-effects.h"
26 #include "monster-status.h"
28 #include "dungeon-file.h"
31 #include "floor-town.h"
34 #include "view-mainwindow.h"
39 wilderness_type **wilderness;
41 bool generate_encounter;
45 * @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
46 * @param feat_type 非一様確率を再現するための要素数100の配列
47 * @param prob 元の確率テーブル
50 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
52 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
54 lim[0] = prob[0].percent;
55 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
56 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
58 for (i = 0; i < 100; i++)
60 while (i == lim[cur]) cur++;
61 feat_type[i] = prob[cur].feat;
66 * @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
67 * / Fill the arrays of floors and walls in the good proportions
71 void set_floor_and_wall(DUNGEON_IDX type)
73 DUNGEON_IDX cur_type = 255;
77 if (cur_type == type) return;
80 d_ptr = &d_info[type];
82 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
83 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
85 feat_wall_outer = d_ptr->outer_wall;
86 feat_wall_inner = d_ptr->inner_wall;
87 feat_wall_solid = d_ptr->outer_wall;
92 * @brief プラズマフラクタル的地形生成の再帰中間処理
93 * / Helper for plasma generation.
101 * @param depth_max 深みの最大値
104 static void perturb_point_mid(FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, FEAT_IDX x4, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
107 * Average the four corners & perturb it a bit.
108 * tmp is a random int +/- rough
110 FEAT_IDX tmp2 = rough*2 + 1;
111 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
113 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
115 /* Division always rounds down, so we round up again */
116 if (((x1 + x2 + x3 + x4) % 4) > 1)
120 if (avg < 0) avg = 0;
121 if (avg > depth_max) avg = depth_max;
123 /* Set the new value. */
124 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
129 * @brief プラズマフラクタル的地形生成の再帰末端処理
130 * / Helper for plasma generation.
131 * @param x1 中間末端部1の重み
132 * @param x2 中間末端部2の重み
133 * @param x3 中間末端部3の重み
134 * @param xmid 最終末端部座標X
135 * @param ymid 最終末端部座標Y
137 * @param depth_max 深みの最大値
140 static void perturb_point_end(FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
143 * Average the three corners & perturb it a bit.
144 * tmp is a random int +/- rough
146 FEAT_IDX tmp2 = rough * 2 + 1;
147 FEAT_IDX tmp = randint0(tmp2) - rough;
149 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
151 /* Division always rounds down, so we round up again */
152 if ((x1 + x2 + x3) % 3) avg++;
155 if (avg < 0) avg = 0;
156 if (avg > depth_max) avg = depth_max;
158 /* Set the new value. */
159 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
164 * @brief プラズマフラクタル的地形生成の開始処理
165 * / Helper for plasma generation.
166 * @param x1 処理範囲の左上X座標
167 * @param y1 処理範囲の左上Y座標
168 * @param x2 処理範囲の右下X座標
169 * @param y2 処理範囲の右下Y座標
170 * @param depth_max 深みの最大値
175 * A generic function to generate the plasma fractal.
176 * Note that it uses ``cave_feat'' as temporary storage.
177 * The values in ``cave_feat'' after this function
178 * are NOT actual features; They are raw heights which
179 * need to be converted to features.
182 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
185 POSITION xmid = (x2 - x1) / 2 + x1;
186 POSITION ymid = (y2 - y1) / 2 + y1;
189 if (x1 + 1 == x2) return;
191 perturb_point_mid(current_floor_ptr->grid_array[y1][x1].feat, current_floor_ptr->grid_array[y2][x1].feat, current_floor_ptr->grid_array[y1][x2].feat,
192 current_floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
194 perturb_point_end(current_floor_ptr->grid_array[y1][x1].feat, current_floor_ptr->grid_array[y1][x2].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
195 xmid, y1, rough, depth_max);
197 perturb_point_end(current_floor_ptr->grid_array[y1][x2].feat, current_floor_ptr->grid_array[y2][x2].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
198 x2, ymid, rough, depth_max);
200 perturb_point_end(current_floor_ptr->grid_array[y2][x2].feat, current_floor_ptr->grid_array[y2][x1].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
201 xmid, y2, rough, depth_max);
203 perturb_point_end(current_floor_ptr->grid_array[y2][x1].feat, current_floor_ptr->grid_array[y1][x1].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
204 x1, ymid, rough, depth_max);
207 /* Recurse the four quadrants */
208 plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
209 plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
210 plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
211 plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
215 #define MAX_FEAT_IN_TERRAIN 18
218 * The default table in terrain level generation.
220 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
223 * @brief 荒野フロア生成のサブルーチン
224 * @param terrain 荒野地形ID
225 * @param seed 乱数の固定シード
227 * @param corner 広域マップの角部分としての生成ならばTRUE
230 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
233 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
234 FEAT_IDX roughness = 1; /* The roughness of the level. */
235 u32b state_backup[4];
240 /* The outer wall is easy */
241 if (terrain == TERRAIN_EDGE)
243 /* Create level background */
244 for (y1 = 0; y1 < MAX_HGT; y1++)
246 for (x1 = 0; x1 < MAX_WID; x1++)
248 current_floor_ptr->grid_array[y1][x1].feat = feat_permanent;
252 /* We are done already */
257 /* Hack -- Backup the RNG state */
258 Rand_state_backup(state_backup);
260 /* Hack -- Induce consistant flavors */
261 Rand_state_set(seed);
265 /* Create level background */
266 for (y1 = 0; y1 < MAX_HGT; y1++)
268 for (x1 = 0; x1 < MAX_WID; x1++)
270 current_floor_ptr->grid_array[y1][x1].feat = table_size / 2;
276 * Initialize the four corners
277 * ToDo: calculate the medium height of the adjacent
278 * terrains for every corner.
280 current_floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
281 current_floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
282 current_floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
283 current_floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
287 /* Hack -- preserve four corners */
288 s16b north_west = current_floor_ptr->grid_array[1][1].feat;
289 s16b south_west = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
290 s16b north_east = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
291 s16b south_east = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
293 /* x1, y1, x2, y2, num_depths, roughness */
294 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
296 /* Hack -- copyback four corners */
297 current_floor_ptr->grid_array[1][1].feat = north_west;
298 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
299 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
300 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
302 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
304 for (x1 = 1; x1 < MAX_WID - 1; x1++)
306 current_floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][current_floor_ptr->grid_array[y1][x1].feat];
310 else /* Hack -- only four corners */
312 current_floor_ptr->grid_array[1][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][1].feat];
313 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][1].feat];
314 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][MAX_WID - 2].feat];
315 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat];
318 /* Hack -- Restore the RNG state */
319 Rand_state_restore(state_backup);
325 * @brief 荒野フロア生成のメインルーチン /
326 * Load a town or generate a terrain level using "plasma" fractals.
329 * @param border 広域マップの辺部分としての生成ならばTRUE
330 * @param corner 広域マップの角部分としての生成ならばTRUE
334 * x and y are the coordinates of the area in the wilderness.
335 * Border and corner are optimization flags to speed up the
336 * generation of the fractal terrain.
337 * If border is set then only the border of the terrain should
338 * be generated (for initializing the border structure).
339 * If corner is set then only the corners of the area are needed.
342 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
346 /* Number of the town (if any) */
347 p_ptr->town_num = wilderness[y][x].town;
349 /* Set the base level */
350 current_floor_ptr->base_level = wilderness[y][x].level;
352 /* Set the dungeon level */
353 current_floor_ptr->dun_level = 0;
355 /* Set the monster generation level */
356 current_floor_ptr->monster_level = current_floor_ptr->base_level;
358 /* Set the object generation level */
359 current_floor_ptr->object_level = current_floor_ptr->base_level;
362 /* Create the town */
365 /* Reset the buildings */
368 /* Initialize the town */
370 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
372 init_flags = INIT_CREATE_DUNGEON;
374 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
376 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
380 int terrain = wilderness[y][x].terrain;
381 u32b seed = wilderness[y][x].seed;
383 generate_wilderness_area(terrain, seed, border, corner);
386 if (!corner && !wilderness[y][x].town)
389 * Place roads in the wilderness
390 * ToDo: make the road a bit more interresting
392 if (wilderness[y][x].road)
394 current_floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
396 if (wilderness[y-1][x].road)
399 for (y1 = 1; y1 < MAX_HGT/2; y1++)
402 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
406 if (wilderness[y+1][x].road)
409 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
412 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
416 if (wilderness[y][x+1].road)
419 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
422 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
426 if (wilderness[y][x-1].road)
429 for (x1 = 1; x1 < MAX_WID/2; x1++)
432 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
438 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
441 u32b state_backup[4];
443 /* Hack -- Backup the RNG state */
444 Rand_state_backup(state_backup);
446 /* Hack -- Induce consistant flavors */
447 Rand_state_set(wilderness[y][x].seed);
449 dy = rand_range(6, current_floor_ptr->height - 6);
450 dx = rand_range(6, current_floor_ptr->width - 6);
452 current_floor_ptr->grid_array[dy][dx].feat = feat_entrance;
453 current_floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
455 /* Hack -- Restore the RNG state */
456 Rand_state_restore(state_backup);
462 * Border of the wilderness area
464 static border_type border;
469 * Build the wilderness area outside of the town.
472 void wilderness_gen(void)
480 current_floor_ptr->height = MAX_HGT;
481 current_floor_ptr->width = MAX_WID;
483 /* Assume illegal panel */
484 panel_row_min = current_floor_ptr->height;
485 panel_col_min = current_floor_ptr->width;
487 /* Init the wilderness */
489 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
491 x = p_ptr->wilderness_x;
492 y = p_ptr->wilderness_y;
493 get_mon_num_prep(get_monster_hook(), NULL);
496 generate_area(y - 1, x, TRUE, FALSE);
498 for (i = 1; i < MAX_WID - 1; i++)
500 border.north[i] = current_floor_ptr->grid_array[MAX_HGT - 2][i].feat;
504 generate_area(y + 1, x, TRUE, FALSE);
506 for (i = 1; i < MAX_WID - 1; i++)
508 border.south[i] = current_floor_ptr->grid_array[1][i].feat;
512 generate_area(y, x - 1, TRUE, FALSE);
514 for (i = 1; i < MAX_HGT - 1; i++)
516 border.west[i] = current_floor_ptr->grid_array[i][MAX_WID - 2].feat;
520 generate_area(y, x + 1, TRUE, FALSE);
522 for (i = 1; i < MAX_HGT - 1; i++)
524 border.east[i] = current_floor_ptr->grid_array[i][1].feat;
527 /* North west corner */
528 generate_area(y - 1, x - 1, FALSE, TRUE);
529 border.north_west = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
531 /* North east corner */
532 generate_area(y - 1, x + 1, FALSE, TRUE);
533 border.north_east = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
535 /* South west corner */
536 generate_area(y + 1, x - 1, FALSE, TRUE);
537 border.south_west = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
539 /* South east corner */
540 generate_area(y + 1, x + 1, FALSE, TRUE);
541 border.south_east = current_floor_ptr->grid_array[1][1].feat;
544 /* Create terrain of the current area */
545 generate_area(y, x, FALSE, FALSE);
548 /* Special boundary walls -- North */
549 for (i = 0; i < MAX_WID; i++)
551 current_floor_ptr->grid_array[0][i].feat = feat_permanent;
552 current_floor_ptr->grid_array[0][i].mimic = border.north[i];
555 /* Special boundary walls -- South */
556 for (i = 0; i < MAX_WID; i++)
558 current_floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
559 current_floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
562 /* Special boundary walls -- West */
563 for (i = 0; i < MAX_HGT; i++)
565 current_floor_ptr->grid_array[i][0].feat = feat_permanent;
566 current_floor_ptr->grid_array[i][0].mimic = border.west[i];
569 /* Special boundary walls -- East */
570 for (i = 0; i < MAX_HGT; i++)
572 current_floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
573 current_floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
576 /* North west corner */
577 current_floor_ptr->grid_array[0][0].mimic = border.north_west;
579 /* North east corner */
580 current_floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
582 /* South west corner */
583 current_floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
585 /* South east corner */
586 current_floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
588 /* Light up or darken the area */
589 for (y = 0; y < current_floor_ptr->height; y++)
591 for (x = 0; x < current_floor_ptr->width; x++)
593 g_ptr = ¤t_floor_ptr->grid_array[y][x];
598 g_ptr->info |= (CAVE_GLOW);
600 /* Hack -- Memorize lit grids if allowed */
601 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
605 /* Feature code (applying "mimic" field) */
606 f_ptr = &f_info[get_feat_mimic(g_ptr)];
608 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
609 !have_flag(f_ptr->flags, FF_ENTRANCE))
612 g_ptr->info &= ~(CAVE_GLOW);
614 /* Darken "boring" features */
615 if (!have_flag(f_ptr->flags, FF_REMEMBER))
617 /* Forget the grid */
618 g_ptr->info &= ~(CAVE_MARK);
621 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
624 g_ptr->info |= (CAVE_GLOW);
626 /* Hack -- Memorize lit grids if allowed */
627 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
633 if (p_ptr->teleport_town)
635 for (y = 0; y < current_floor_ptr->height; y++)
637 for (x = 0; x < current_floor_ptr->width; x++)
639 g_ptr = ¤t_floor_ptr->grid_array[y][x];
641 /* Seeing true feature code (ignore mimic) */
642 f_ptr = &f_info[g_ptr->feat];
644 if (have_flag(f_ptr->flags, FF_BLDG))
646 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
648 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
655 p_ptr->teleport_town = FALSE;
658 else if (p_ptr->leaving_dungeon)
660 for (y = 0; y < current_floor_ptr->height; y++)
662 for (x = 0; x < current_floor_ptr->width; x++)
664 g_ptr = ¤t_floor_ptr->grid_array[y][x];
666 if (cave_have_flag_grid(g_ptr, FF_ENTRANCE))
668 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
674 p_ptr->teleport_town = FALSE;
677 player_place(p_ptr->oldpy, p_ptr->oldpx);
678 /* p_ptr->leaving_dungeon = FALSE;*/
680 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
682 /* Make some residents */
683 for (i = 0; i < lim; i++)
687 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
688 mode |= PM_ALLOW_SLEEP;
690 /* Make a resident */
691 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
694 if(generate_encounter) p_ptr->ambush_flag = TRUE;
695 generate_encounter = FALSE;
697 /* Fill the arrays of floors and walls in the good proportions */
698 set_floor_and_wall(0);
700 /* Set rewarded quests to finished */
701 for (i = 0; i < max_q_idx; i++)
703 if (quest[i].status == QUEST_STATUS_REWARDED)
704 quest[i].status = QUEST_STATUS_FINISHED;
709 static s16b conv_terrain2feat[MAX_WILDERNESS];
712 * @brief 広域マップの生成(簡易処理版) /
713 * Build the wilderness area. -DG-
716 void wilderness_gen_small(void)
720 /* To prevent stupid things */
721 for (i = 0; i < MAX_WID; i++)
722 for (j = 0; j < MAX_HGT; j++)
724 current_floor_ptr->grid_array[j][i].feat = feat_permanent;
727 /* Init the wilderness */
728 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
731 for (i = 0; i < current_world_ptr->max_wild_x; i++)
732 for (j = 0; j < current_world_ptr->max_wild_y; j++)
734 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
736 current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
737 current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
739 else if (wilderness[j][i].road) current_floor_ptr->grid_array[j][i].feat = feat_floor;
740 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
742 current_floor_ptr->grid_array[j][i].feat = feat_entrance;
743 current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
745 else current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
747 current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
750 current_floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
751 current_floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
753 if (current_floor_ptr->height > MAX_HGT) current_floor_ptr->height = MAX_HGT;
754 if (current_floor_ptr->width > MAX_WID) current_floor_ptr->width = MAX_WID;
756 /* Assume illegal panel */
757 panel_row_min = current_floor_ptr->height;
758 panel_col_min = current_floor_ptr->width;
760 /* Place the player */
761 p_ptr->x = p_ptr->wilderness_x;
762 p_ptr->y = p_ptr->wilderness_y;
768 typedef struct wilderness_grid wilderness_grid;
770 struct wilderness_grid
772 int terrain; /* Terrain type */
773 TOWN_IDX town; /* Town number */
774 DEPTH level; /* Level of the wilderness */
775 byte road; /* Road */
776 char name[32]; /* Name of the town/wilderness */
780 static wilderness_grid w_letter[255];
784 * @brief w_info.txtのデータ解析 /
785 * Parse a sub-file of the "extra info"
786 * @param buf 読み取ったデータ行のバッファ
788 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
790 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
791 * @param y 広域マップの高さを返す参照ポインタ
792 * @param x 広域マップの幅を返す参照ポインタ
795 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
803 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
807 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
820 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
822 int index = zz[0][0];
825 w_letter[index].terrain = atoi(zz[1]);
827 w_letter[index].terrain = 0;
830 w_letter[index].level = (s16b)atoi(zz[2]);
832 w_letter[index].level = 0;
835 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
837 w_letter[index].town = 0;
840 w_letter[index].road = (byte_hack)atoi(zz[4]);
842 w_letter[index].road = 0;
845 strcpy(w_letter[index].name, zz[5]);
847 w_letter[index].name[0] = 0;
852 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
858 /* Process "W:D:<layout> */
859 /* Layout of the wilderness */
862 /* Acquire the text */
865 /* Length of the text */
868 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
871 wilderness[*y][*x].terrain = w_letter[id].terrain;
872 wilderness[*y][*x].level = w_letter[id].level;
873 wilderness[*y][*x].town = w_letter[id].town;
874 wilderness[*y][*x].road = w_letter[id].road;
875 strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
883 /* Process "W:P:<x>:<y> - starting position in the wilderness */
886 if ((p_ptr->wilderness_x == 0) &&
887 (p_ptr->wilderness_y == 0))
889 if (tokenize(buf+4, 2, zz, 0) == 2)
891 p_ptr->wilderness_y = atoi(zz[0]);
892 p_ptr->wilderness_x = atoi(zz[1]);
894 if ((p_ptr->wilderness_x < 1) ||
895 (p_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
896 (p_ptr->wilderness_y < 1) ||
897 (p_ptr->wilderness_y > current_world_ptr->max_wild_y))
899 return (PARSE_ERROR_OUT_OF_BOUNDS);
904 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
913 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
916 for (i = 1; i < max_d_idx; i++)
918 if (!d_info[i].maxdepth) continue;
919 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
920 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
921 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
931 * @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 /
932 * Generate the random seeds for the wilderness
935 void seed_wilderness(void)
939 /* Init wilderness seeds */
940 for (x = 0; x < current_world_ptr->max_wild_x; x++)
942 for (y = 0; y < current_world_ptr->max_wild_y; y++)
944 wilderness[y][x].seed = randint0(0x10000000);
945 wilderness[y][x].entrance = 0;
952 * Pointer to wilderness_type
954 typedef wilderness_type *wilderness_type_ptr;
958 * @brief ゲーム開始時の荒野初期化メインルーチン /
959 * Initialize wilderness array
962 errr init_wilderness(void)
966 /* Allocate the wilderness (two-dimension array) */
967 C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
968 C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
970 /* Init the other pointers */
971 for (i = 1; i < current_world_ptr->max_wild_y; i++)
972 wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
974 generate_encounter = FALSE;
980 * @brief 荒野の地勢設定を初期化する /
981 * Initialize wilderness array
982 * @param terrain 初期化したい地勢ID
983 * @param feat_global 基本的な地形ID
984 * @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
987 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
996 /* Begin the varargs stuff */
999 /* Wilderness terrains on global map */
1000 conv_terrain2feat[terrain] = feat_global;
1002 /* Wilderness terrains on local map */
1003 for (p = fmt; *p; p++)
1009 feat = (s16b)va_arg(vp, int);
1010 num = va_arg(vp, int);
1013 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
1014 terrain_table[terrain][cur] = feat;
1015 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1021 plog_fmt("Format error");
1024 if (cur < MAX_FEAT_IN_TERRAIN)
1026 plog_fmt("Too few parameters");
1029 /* End the varargs stuff */
1035 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1036 * Initialize arrays for wilderness terrains
1039 void init_wilderness_terrains(void)
1041 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1042 feat_permanent, MAX_FEAT_IN_TERRAIN);
1044 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1045 feat_floor, MAX_FEAT_IN_TERRAIN);
1047 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1048 feat_deep_water, 12,
1049 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1051 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1053 feat_shallow_water, 12,
1056 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1058 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1063 feat_shallow_water, 4,
1064 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1066 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1072 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1074 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1080 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1082 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1087 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1089 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1092 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1094 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1095 feat_shallow_lava, 14,
1097 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1099 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1101 feat_shallow_lava, 3,
1103 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1105 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1111 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1115 * @brief 荒野から広域マップへの切り替え処理 /
1116 * Initialize arrays for wilderness terrains
1117 * @param encount 襲撃時TRUE
1118 * @return 切り替えが行われた場合はTRUEを返す。
1120 bool change_wild_mode(bool encount)
1123 bool have_pet = FALSE;
1124 generate_encounter = encount;
1126 /* It is in the middle of changing map */
1127 if (p_ptr->leaving) return FALSE;
1130 if (lite_town || vanilla_town)
1132 msg_print(_("荒野なんてない。", "No global map."));
1136 if (p_ptr->wild_mode)
1138 /* Save the location in the global map */
1139 p_ptr->wilderness_x = p_ptr->x;
1140 p_ptr->wilderness_y = p_ptr->y;
1142 /* Give first move to the player */
1143 p_ptr->energy_need = 0;
1145 /* Go back to the ordinary map */
1146 p_ptr->wild_mode = FALSE;
1147 p_ptr->leaving = TRUE;
1153 for (i = 1; i < current_floor_ptr->m_max; i++)
1155 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1157 if (!monster_is_valid(m_ptr)) continue;
1158 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1159 if (MON_CSLEEP(m_ptr)) continue;
1160 if (m_ptr->cdis > MAX_SIGHT) continue;
1161 if (!is_hostile(m_ptr)) continue;
1162 msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!",
1163 "You cannot enter global map, since there is some monsters nearby!"));
1170 concptr msg = _("ペットを置いて広域マップに入りますか?",
1171 "Do you leave your pets behind? ");
1173 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1180 take_turn(p_ptr, 1000);
1182 /* Remember the position */
1183 p_ptr->oldpx = p_ptr->x;
1184 p_ptr->oldpy = p_ptr->y;
1186 /* Cancel hex spelling */
1187 if (hex_spelling_any()) stop_hex_spell_all();
1189 /* Cancel any special action */
1190 set_action(ACTION_NONE);
1192 /* Go into the global map */
1193 p_ptr->wild_mode = TRUE;
1194 p_ptr->leaving = TRUE;