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[Refactor] #37353 メッセージ整理。 / Refactor messages.
[hengband/hengband.git] / src / wild.c
1 /*!
2  * @file wild.c
3  * @brief 荒野マップの生成とルール管理 / Wilderness generation
4  * @date 2014/02/13
5  * @author
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.
11  */
12
13 #include "angband.h"
14 #include "world.h"
15 #include "monster.h"
16 #include "realm-hex.h"
17
18 /*!
19  * @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
20  * @param feat_type 非一様確率を再現するための要素数100の配列
21  * @param prob 元の確率テーブル
22  * @return なし
23  */
24 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
25 {
26         int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
27
28         lim[0] = prob[0].percent;
29         for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
30
31         /* Paranoia */
32         if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
33
34         for (i = 0; i < 100; i++)
35         {
36                 while (i == lim[cur]) cur++;
37                 feat_type[i] = prob[cur].feat;
38         }
39 }
40
41 /*!
42  * @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
43  * / Fill the arrays of floors and walls in the good proportions
44  * @param type ダンジョンID
45  * @return なし
46  */
47 void set_floor_and_wall(DUNGEON_IDX type)
48 {
49         DUNGEON_IDX cur_type = 255;
50         dungeon_info_type *d_ptr;
51
52         /* Already filled */
53         if (cur_type == type) return;
54
55         cur_type = type;
56         d_ptr = &d_info[type];
57
58         set_floor_and_wall_aux(floor_type, d_ptr->floor);
59         set_floor_and_wall_aux(fill_type, d_ptr->fill);
60
61         feat_wall_outer = d_ptr->outer_wall;
62         feat_wall_inner = d_ptr->inner_wall;
63         feat_wall_solid = d_ptr->outer_wall;
64 }
65
66
67 /*!
68  * @brief プラズマフラクタル的地形生成の再帰中間処理
69  * / Helper for plasma generation.
70  * @param x1 左上端の深み
71  * @param x2 右上端の深み
72  * @param x3 左下端の深み
73  * @param x4 右下端の深み
74  * @param xmid 中央座標X
75  * @param ymid 中央座標Y
76  * @param rough ランダム幅
77  * @param depth_max 深みの最大値
78  * @return なし
79  */
80 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)
81 {
82         /*
83          * Average the four corners & perturb it a bit.
84          * tmp is a random int +/- rough
85          */
86         FEAT_IDX tmp2 = rough*2 + 1;
87         FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
88
89         FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
90
91         /* Division always rounds down, so we round up again */
92         if (((x1 + x2 + x3 + x4) % 4) > 1)
93                 avg++;
94
95         /* Normalize */
96         if (avg < 0) avg = 0;
97         if (avg > depth_max) avg = depth_max;
98
99         /* Set the new value. */
100         cave[ymid][xmid].feat = (FEAT_IDX)avg;
101 }
102
103
104 /*!
105  * @brief プラズマフラクタル的地形生成の再帰末端処理
106  * / Helper for plasma generation.
107  * @param x1 中間末端部1の重み
108  * @param x2 中間末端部2の重み
109  * @param x3 中間末端部3の重み
110  * @param xmid 最終末端部座標X
111  * @param ymid 最終末端部座標Y
112  * @param rough ランダム幅
113  * @param depth_max 深みの最大値
114  * @return なし
115  */
116 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)
117 {
118         /*
119          * Average the three corners & perturb it a bit.
120          * tmp is a random int +/- rough
121          */
122         FEAT_IDX tmp2 = rough * 2 + 1;
123         FEAT_IDX tmp = randint0(tmp2) - rough;
124
125         FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
126
127         /* Division always rounds down, so we round up again */
128         if ((x1 + x2 + x3) % 3) avg++;
129
130         /* Normalize */
131         if (avg < 0) avg = 0;
132         if (avg > depth_max) avg = depth_max;
133
134         /* Set the new value. */
135         cave[ymid][xmid].feat = (FEAT_IDX)avg;
136 }
137
138
139 /*!
140  * @brief プラズマフラクタル的地形生成の開始処理
141  * / Helper for plasma generation.
142  * @param x1 処理範囲の左上X座標
143  * @param y1 処理範囲の左上Y座標
144  * @param x2 処理範囲の右下X座標
145  * @param y2 処理範囲の右下Y座標
146  * @param depth_max 深みの最大値
147  * @param rough ランダム幅
148  * @return なし
149  * @details
150  * <pre>
151  * A generic function to generate the plasma fractal.
152  * Note that it uses ``cave_feat'' as temporary storage.
153  * The values in ``cave_feat'' after this function
154  * are NOT actual features; They are raw heights which
155  * need to be converted to features.
156  * </pre>
157  */
158 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
159 {
160         /* Find middle */
161         POSITION xmid = (x2 - x1) / 2 + x1;
162         POSITION ymid = (y2 - y1) / 2 + y1;
163
164         /* Are we done? */
165         if (x1 + 1 == x2) return;
166
167         perturb_point_mid(cave[y1][x1].feat, cave[y2][x1].feat, cave[y1][x2].feat,
168                 cave[y2][x2].feat, xmid, ymid, rough, depth_max);
169
170         perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
171                 xmid, y1, rough, depth_max);
172
173         perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
174                 x2, ymid, rough, depth_max);
175
176         perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
177                 xmid, y2, rough, depth_max);
178
179         perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
180                 x1, ymid, rough, depth_max);
181
182
183         /* Recurse the four quadrants */
184         plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
185         plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
186         plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
187         plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
188 }
189
190
191 #define MAX_FEAT_IN_TERRAIN 18
192
193 /*
194  * The default table in terrain level generation.
195  */
196 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
197
198 /*!
199  * @brief 荒野フロア生成のサブルーチン
200  * @param terrain 荒野地形ID
201  * @param seed 乱数の固定シード
202  * @param border 未使用
203  * @param corner 広域マップの角部分としての生成ならばTRUE
204  * @return なし
205  */
206 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
207 {
208         POSITION x1, y1;
209         int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
210         int roughness = 1; /* The roughness of the level. */
211         u32b state_backup[4];
212
213         /* Unused */
214         (void)border;
215
216         /* The outer wall is easy */
217         if (terrain == TERRAIN_EDGE)
218         {
219                 /* Create level background */
220                 for (y1 = 0; y1 < MAX_HGT; y1++)
221                 {
222                         for (x1 = 0; x1 < MAX_WID; x1++)
223                         {
224                                 cave[y1][x1].feat = feat_permanent;
225                         }
226                 }
227
228                 /* We are done already */
229                 return;
230         }
231
232
233         /* Hack -- Backup the RNG state */
234         Rand_state_backup(state_backup);
235
236         /* Hack -- Induce consistant flavors */
237         Rand_state_set(seed);
238
239         if (!corner)
240         {
241                 /* Create level background */
242                 for (y1 = 0; y1 < MAX_HGT; y1++)
243                 {
244                         for (x1 = 0; x1 < MAX_WID; x1++)
245                         {
246                                 cave[y1][x1].feat = table_size / 2;
247                         }
248                 }
249         }
250
251         /*
252          * Initialize the four corners
253          * ToDo: calculate the medium height of the adjacent
254          * terrains for every corner.
255          */
256         cave[1][1].feat = (s16b)randint0(table_size);
257         cave[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
258         cave[1][MAX_WID-2].feat = (s16b)randint0(table_size);
259         cave[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
260
261         if (!corner)
262         {
263                 /* Hack -- preserve four corners */
264                 s16b north_west = cave[1][1].feat;
265                 s16b south_west = cave[MAX_HGT - 2][1].feat;
266                 s16b north_east = cave[1][MAX_WID - 2].feat;
267                 s16b south_east = cave[MAX_HGT - 2][MAX_WID - 2].feat;
268
269                 /* x1, y1, x2, y2, num_depths, roughness */
270                 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
271
272                 /* Hack -- copyback four corners */
273                 cave[1][1].feat = north_west;
274                 cave[MAX_HGT - 2][1].feat = south_west;
275                 cave[1][MAX_WID - 2].feat = north_east;
276                 cave[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
277
278                 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
279                 {
280                         for (x1 = 1; x1 < MAX_WID - 1; x1++)
281                         {
282                                 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
283                         }
284                 }
285         }
286         else /* Hack -- only four corners */
287         {
288                 cave[1][1].feat = terrain_table[terrain][cave[1][1].feat];
289                 cave[MAX_HGT - 2][1].feat = terrain_table[terrain][cave[MAX_HGT - 2][1].feat];
290                 cave[1][MAX_WID - 2].feat = terrain_table[terrain][cave[1][MAX_WID - 2].feat];
291                 cave[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][cave[MAX_HGT - 2][MAX_WID - 2].feat];
292         }
293
294         /* Hack -- Restore the RNG state */
295         Rand_state_restore(state_backup);
296 }
297
298
299
300 /*!
301  * @brief 荒野フロア生成のメインルーチン /
302  * Load a town or generate a terrain level using "plasma" fractals.
303  * @param y 広域マップY座標
304  * @param x 広域マップY座標
305  * @param border 広域マップの辺部分としての生成ならばTRUE
306  * @param corner 広域マップの角部分としての生成ならばTRUE
307  * @return なし
308  * @details
309  * <pre>
310  * x and y are the coordinates of the area in the wilderness.
311  * Border and corner are optimization flags to speed up the
312  * generation of the fractal terrain.
313  * If border is set then only the border of the terrain should
314  * be generated (for initializing the border structure).
315  * If corner is set then only the corners of the area are needed.
316  * </pre>
317  */
318 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
319 {
320         POSITION x1, y1;
321
322         /* Number of the town (if any) */
323         p_ptr->town_num = (s16b)wilderness[y][x].town;
324
325         /* Set the base level */
326         base_level = wilderness[y][x].level;
327
328         /* Set the dungeon level */
329         dun_level = 0;
330
331         /* Set the monster generation level */
332         monster_level = base_level;
333
334         /* Set the object generation level */
335         object_level = base_level;
336
337
338         /* Create the town */
339         if (p_ptr->town_num)
340         {
341                 /* Reset the buildings */
342                 init_buildings();
343
344                 /* Initialize the town */
345                 if (border | corner)
346                         init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
347                 else
348                         init_flags = INIT_CREATE_DUNGEON;
349
350                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
351
352                 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
353         }
354         else
355         {
356                 int terrain = wilderness[y][x].terrain;
357                 u32b seed = wilderness[y][x].seed;
358
359                 generate_wilderness_area(terrain, seed, border, corner);
360         }
361
362         if (!corner && !wilderness[y][x].town)
363         {
364                 /*
365                  * Place roads in the wilderness
366                  * ToDo: make the road a bit more interresting
367                  */
368                 if (wilderness[y][x].road)
369                 {
370                         cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
371
372                         if (wilderness[y-1][x].road)
373                         {
374                                 /* North road */
375                                 for (y1 = 1; y1 < MAX_HGT/2; y1++)
376                                 {
377                                         x1 = MAX_WID/2;
378                                         cave[y1][x1].feat = feat_floor;
379                                 }
380                         }
381
382                         if (wilderness[y+1][x].road)
383                         {
384                                 /* North road */
385                                 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
386                                 {
387                                         x1 = MAX_WID/2;
388                                         cave[y1][x1].feat = feat_floor;
389                                 }
390                         }
391
392                         if (wilderness[y][x+1].road)
393                         {
394                                 /* East road */
395                                 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
396                                 {
397                                         y1 = MAX_HGT/2;
398                                         cave[y1][x1].feat = feat_floor;
399                                 }
400                         }
401
402                         if (wilderness[y][x-1].road)
403                         {
404                                 /* West road */
405                                 for (x1 = 1; x1 < MAX_WID/2; x1++)
406                                 {
407                                         y1 = MAX_HGT/2;
408                                         cave[y1][x1].feat = feat_floor;
409                                 }
410                         }
411                 }
412         }
413
414         if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
415         {
416                 int dy, dx;
417                 u32b state_backup[4];
418
419                 /* Hack -- Backup the RNG state */
420                 Rand_state_backup(state_backup);
421
422                 /* Hack -- Induce consistant flavors */
423                 Rand_state_set(wilderness[y][x].seed);
424
425                 dy = rand_range(6, cur_hgt - 6);
426                 dx = rand_range(6, cur_wid - 6);
427
428                 cave[dy][dx].feat = feat_entrance;
429                 cave[dy][dx].special = wilderness[y][x].entrance;
430
431                 /* Hack -- Restore the RNG state */
432                 Rand_state_restore(state_backup);
433         }
434 }
435
436
437 /*
438  * Border of the wilderness area
439  */
440 static border_type border;
441
442
443 /*!
444  * @brief 広域マップの生成 /
445  * Build the wilderness area outside of the town.
446  * @return なし
447  */
448 void wilderness_gen(void)
449 {
450         int i, y, x, lim;
451         cave_type *c_ptr;
452         feature_type *f_ptr;
453
454         /* Big town */
455         cur_hgt = MAX_HGT;
456         cur_wid = MAX_WID;
457
458         /* Assume illegal panel */
459         panel_row_min = cur_hgt;
460         panel_col_min = cur_wid;
461
462         /* Init the wilderness */
463
464         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
465
466         x = p_ptr->wilderness_x;
467         y = p_ptr->wilderness_y;
468         get_mon_num_prep(get_monster_hook(), NULL);
469
470         /* North border */
471         generate_area(y - 1, x, TRUE, FALSE);
472
473         for (i = 1; i < MAX_WID - 1; i++)
474         {
475                 border.north[i] = cave[MAX_HGT - 2][i].feat;
476         }
477
478         /* South border */
479         generate_area(y + 1, x, TRUE, FALSE);
480
481         for (i = 1; i < MAX_WID - 1; i++)
482         {
483                 border.south[i] = cave[1][i].feat;
484         }
485
486         /* West border */
487         generate_area(y, x - 1, TRUE, FALSE);
488
489         for (i = 1; i < MAX_HGT - 1; i++)
490         {
491                 border.west[i] = cave[i][MAX_WID - 2].feat;
492         }
493
494         /* East border */
495         generate_area(y, x + 1, TRUE, FALSE);
496
497         for (i = 1; i < MAX_HGT - 1; i++)
498         {
499                 border.east[i] = cave[i][1].feat;
500         }
501
502         /* North west corner */
503         generate_area(y - 1, x - 1, FALSE, TRUE);
504         border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
505
506         /* North east corner */
507         generate_area(y - 1, x + 1, FALSE, TRUE);
508         border.north_east = cave[MAX_HGT - 2][1].feat;
509
510         /* South west corner */
511         generate_area(y + 1, x - 1, FALSE, TRUE);
512         border.south_west = cave[1][MAX_WID - 2].feat;
513
514         /* South east corner */
515         generate_area(y + 1, x + 1, FALSE, TRUE);
516         border.south_east = cave[1][1].feat;
517
518
519         /* Create terrain of the current area */
520         generate_area(y, x, FALSE, FALSE);
521
522
523         /* Special boundary walls -- North */
524         for (i = 0; i < MAX_WID; i++)
525         {
526                 cave[0][i].feat = feat_permanent;
527                 cave[0][i].mimic = border.north[i];
528         }
529
530         /* Special boundary walls -- South */
531         for (i = 0; i < MAX_WID; i++)
532         {
533                 cave[MAX_HGT - 1][i].feat = feat_permanent;
534                 cave[MAX_HGT - 1][i].mimic = border.south[i];
535         }
536
537         /* Special boundary walls -- West */
538         for (i = 0; i < MAX_HGT; i++)
539         {
540                 cave[i][0].feat = feat_permanent;
541                 cave[i][0].mimic = border.west[i];
542         }
543
544         /* Special boundary walls -- East */
545         for (i = 0; i < MAX_HGT; i++)
546         {
547                 cave[i][MAX_WID - 1].feat = feat_permanent;
548                 cave[i][MAX_WID - 1].mimic = border.east[i];
549         }
550
551         /* North west corner */
552         cave[0][0].mimic = border.north_west;
553
554         /* North east corner */
555         cave[0][MAX_WID - 1].mimic = border.north_east;
556
557         /* South west corner */
558         cave[MAX_HGT - 1][0].mimic = border.south_west;
559
560         /* South east corner */
561         cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
562
563         /* Light up or darken the area */
564         for (y = 0; y < cur_hgt; y++)
565         {
566                 for (x = 0; x < cur_wid; x++)
567                 {
568                         /* Get the cave grid */
569                         c_ptr = &cave[y][x];
570
571                         if (is_daytime())
572                         {
573                                 /* Assume lit */
574                                 c_ptr->info |= (CAVE_GLOW);
575
576                                 /* Hack -- Memorize lit grids if allowed */
577                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
578                         }
579                         else
580                         {
581                                 /* Feature code (applying "mimic" field) */
582                                 f_ptr = &f_info[get_feat_mimic(c_ptr)];
583
584                                 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
585                                     !have_flag(f_ptr->flags, FF_ENTRANCE))
586                                 {
587                                         /* Assume dark */
588                                         c_ptr->info &= ~(CAVE_GLOW);
589
590                                         /* Darken "boring" features */
591                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))
592                                         {
593                                                 /* Forget the grid */
594                                                 c_ptr->info &= ~(CAVE_MARK);
595                                         }
596                                 }
597                                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
598                                 {
599                                         /* Assume lit */
600                                         c_ptr->info |= (CAVE_GLOW);
601
602                                         /* Hack -- Memorize lit grids if allowed */
603                                         if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
604                                 }
605                         }
606                 }
607         }
608
609         if (p_ptr->teleport_town)
610         {
611                 for (y = 0; y < cur_hgt; y++)
612                 {
613                         for (x = 0; x < cur_wid; x++)
614                         {
615                                 /* Get the cave grid */
616                                 c_ptr = &cave[y][x];
617
618                                 /* Seeing true feature code (ignore mimic) */
619                                 f_ptr = &f_info[c_ptr->feat];
620
621                                 if (have_flag(f_ptr->flags, FF_BLDG))
622                                 {
623                                         if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
624                                         {
625                                                 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
626                                                 p_ptr->oldpy = (s16b)y;
627                                                 p_ptr->oldpx = (s16b)x;
628                                         }
629                                 }
630                         }
631                 }
632                 p_ptr->teleport_town = FALSE;
633         }
634
635         else if (p_ptr->leaving_dungeon)
636         {
637                 for (y = 0; y < cur_hgt; y++)
638                 {
639                         for (x = 0; x < cur_wid; x++)
640                         {
641                                 /* Get the cave grid */
642                                 c_ptr = &cave[y][x];
643
644                                 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
645                                 {
646                                         if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
647                                         p_ptr->oldpy = (s16b)y;
648                                         p_ptr->oldpx = (s16b)x;
649                                 }
650                         }
651                 }
652                 p_ptr->teleport_town = FALSE;
653         }
654
655         player_place(p_ptr->oldpy, p_ptr->oldpx);
656         /* p_ptr->leaving_dungeon = FALSE;*/
657
658         lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
659
660         /* Make some residents */
661         for (i = 0; i < lim; i++)
662         {
663                 BIT_FLAGS mode = 0;
664
665                 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
666                         mode |= PM_ALLOW_SLEEP;
667
668                 /* Make a resident */
669                 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
670         }
671
672         if(generate_encounter) ambush_flag = TRUE;
673         generate_encounter = FALSE;
674
675         /* Fill the arrays of floors and walls in the good proportions */
676         set_floor_and_wall(0);
677
678         /* Set rewarded quests to finished */
679         for (i = 0; i < max_q_idx; i++)
680         {
681                 if (quest[i].status == QUEST_STATUS_REWARDED)
682                         quest[i].status = QUEST_STATUS_FINISHED;
683         }
684 }
685
686
687 static s16b conv_terrain2feat[MAX_WILDERNESS];
688
689 /*!
690  * @brief 広域マップの生成(簡易処理版) /
691  * Build the wilderness area. -DG-
692  * @return なし
693  */
694 void wilderness_gen_small(void)
695 {
696         int i, j;
697
698         /* To prevent stupid things */
699         for (i = 0; i < MAX_WID; i++)
700         for (j = 0; j < MAX_HGT; j++)
701         {
702                 cave[j][i].feat = feat_permanent;
703         }
704
705         /* Init the wilderness */
706         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
707
708         /* Fill the map */
709         for (i = 0; i < max_wild_x; i++)
710         for (j = 0; j < max_wild_y; j++)
711         {
712                 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
713                 {
714                         cave[j][i].feat = (s16b)feat_town;
715                         cave[j][i].special = (s16b)wilderness[j][i].town;
716                 }
717                 else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
718                 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
719                 {
720                         cave[j][i].feat = feat_entrance;
721                         cave[j][i].special = (byte)wilderness[j][i].entrance;
722                 }
723                 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
724
725                 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
726         }
727
728         cur_hgt = (s16b) max_wild_y;
729         cur_wid = (s16b) max_wild_x;
730
731         if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
732         if (cur_wid > MAX_WID) cur_wid = MAX_WID;
733
734         /* Assume illegal panel */
735         panel_row_min = cur_hgt;
736         panel_col_min = cur_wid;
737
738         /* Place the player */
739         p_ptr->x = p_ptr->wilderness_x;
740         p_ptr->y = p_ptr->wilderness_y;
741
742         p_ptr->town_num = 0;
743 }
744
745
746 typedef struct wilderness_grid wilderness_grid;
747
748 struct wilderness_grid
749 {
750         int             terrain;    /* Terrain type */
751         int             town;       /* Town number */
752         s16b    level;          /* Level of the wilderness */
753         byte    road;       /* Road */
754         char    name[32];       /* Name of the town/wilderness */
755 };
756
757
758 static wilderness_grid w_letter[255];
759
760
761 /*!
762  * @brief w_info.txtのデータ解析 /
763  * Parse a sub-file of the "extra info"
764  * @param buf 読み取ったデータ行のバッファ
765  * @param ymin 未使用
766  * @param xmin 広域地形マップを読み込みたいx座標の開始位置
767  * @param ymax 未使用
768  * @param xmax 広域地形マップを読み込みたいx座標の終了位置
769  * @param y 広域マップの高さを返す参照ポインタ
770  * @param x 広域マップの幅を返す参照ポインタ
771  * @return なし
772  */
773 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
774 {
775         int i, num;
776         char *zz[33];
777
778         /* Unused */
779         (void)ymin;
780         (void)ymax;
781
782         /* Paranoia */
783         if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
784
785         switch (buf[2])
786         {
787                 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
788 #ifdef JP
789         case 'E':
790                 return 0;
791         case 'F':
792         case 'J':
793 #else
794         case 'J':
795                 return 0;
796         case 'F':
797         case 'E':
798 #endif
799         {
800                 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
801                 {
802                         int index = zz[0][0];
803                         
804                         if (num > 1)
805                                 w_letter[index].terrain = atoi(zz[1]);
806                         else
807                                 w_letter[index].terrain = 0;
808                         
809                         if (num > 2)
810                                 w_letter[index].level = (s16b)atoi(zz[2]);
811                         else
812                                 w_letter[index].level = 0;
813                         
814                         if (num > 3)
815                                 w_letter[index].town = atoi(zz[3]);
816                         else
817                                 w_letter[index].town = 0;
818                         
819                         if (num > 4)
820                                 w_letter[index].road = (byte_hack)atoi(zz[4]);
821                         else
822                                 w_letter[index].road = 0;
823                         
824                         if (num > 5)
825                                 strcpy(w_letter[index].name, zz[5]);
826                         else
827                                 w_letter[index].name[0] = 0;
828                 }
829                 else
830                 {
831                                 /* Failure */
832                         return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
833                 }
834                 
835                 break;
836         }
837         
838         /* Process "W:D:<layout> */
839         /* Layout of the wilderness */
840         case 'D':
841         {
842                 /* Acquire the text */
843                 char *s = buf+4;
844                 
845                 /* Length of the text */
846                 int len = strlen(s);
847                 
848                 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
849                 {
850                         int id = s[0];
851                         wilderness[*y][*x].terrain = w_letter[id].terrain;
852                         wilderness[*y][*x].level = w_letter[id].level;
853                         wilderness[*y][*x].town = w_letter[id].town;
854                         wilderness[*y][*x].road = w_letter[id].road;
855                         strcpy(town[w_letter[id].town].name, w_letter[id].name);
856                 }
857                 
858                 (*y)++;
859                 
860                 break;
861         }
862         
863         /* Process "W:P:<x>:<y> - starting position in the wilderness */
864         case 'P':
865         {
866                 if ((p_ptr->wilderness_x == 0) &&
867                     (p_ptr->wilderness_y == 0))
868                 {
869                         if (tokenize(buf+4, 2, zz, 0) == 2)
870                         {
871                                 p_ptr->wilderness_y = atoi(zz[0]);
872                                 p_ptr->wilderness_x = atoi(zz[1]);
873                                 
874                                 if ((p_ptr->wilderness_x < 1) ||
875                                     (p_ptr->wilderness_x > max_wild_x) ||
876                                     (p_ptr->wilderness_y < 1) ||
877                                     (p_ptr->wilderness_y > max_wild_y))
878                                 {
879                                         return (PARSE_ERROR_OUT_OF_BOUNDS);
880                                 }
881                         }
882                         else
883                         {
884                                 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
885                         }
886                 }
887                 
888                 break;
889         }
890         
891         default:
892                 /* Failure */
893                 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
894         }
895         
896         for (i = 1; i < max_d_idx; i++)
897         {
898                 if (!d_info[i].maxdepth) continue;
899                 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
900                 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
901                         wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
902         }
903
904         /* Success */
905         return (0);
906 }
907
908
909
910 /*!
911  * @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 /
912  * Generate the random seeds for the wilderness
913  * @return なし
914  */
915 void seed_wilderness(void)
916 {
917         POSITION x, y;
918
919         /* Init wilderness seeds */
920         for (x = 0; x < max_wild_x; x++)
921         {
922                 for (y = 0; y < max_wild_y; y++)
923                 {
924                         wilderness[y][x].seed = randint0(0x10000000);
925                         wilderness[y][x].entrance = 0;
926                 }
927         }
928 }
929
930
931 /*
932  * Pointer to wilderness_type
933  */
934 typedef wilderness_type *wilderness_type_ptr;
935
936
937 /*!
938  * @brief ゲーム開始時の荒野初期化メインルーチン /
939  * Initialize wilderness array
940  * @return エラーコード
941  */
942 errr init_wilderness(void)
943 {
944         int i;
945
946         /* Allocate the wilderness (two-dimension array) */
947         C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
948         C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
949
950         /* Init the other pointers */
951         for (i = 1; i < max_wild_y; i++)
952                 wilderness[i] = wilderness[0] + i * max_wild_x;
953
954         generate_encounter = FALSE;
955
956         return 0;
957 }
958
959 /*!
960  * @brief 荒野の地勢設定を初期化する /
961  * Initialize wilderness array
962  * @param terrain 初期化したい地勢ID
963  * @param feat_global 基本的な地形ID
964  * @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
965  * @return なし
966  */
967 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
968 {
969         va_list vp;
970         concptr    p;
971         int     cur = 0;
972         char    check = 'a';
973         FEAT_IDX feat;
974         int     num;
975
976         /* Begin the varargs stuff */
977         va_start(vp, fmt);
978
979         /* Wilderness terrains on global map */
980         conv_terrain2feat[terrain] = feat_global;
981
982         /* Wilderness terrains on local map */
983         for (p = fmt; *p; p++)
984         {
985                 if (*p == check)
986                 {
987                         int lim;
988
989                         feat = (s16b)va_arg(vp, int);
990                         num = va_arg(vp, int);
991                         lim = cur + num;
992
993                         for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
994                                 terrain_table[terrain][cur] = feat;
995                         if (cur >= MAX_FEAT_IN_TERRAIN) break;
996
997                         check++;
998                 }
999                 else /* Paranoia */
1000                 {
1001                         plog_fmt("Format error");
1002                 }
1003         }
1004
1005         /* Paranoia */
1006         if (cur < MAX_FEAT_IN_TERRAIN)
1007         {
1008                 plog_fmt("Too few parameters");
1009         }
1010
1011         /* End the varargs stuff */
1012         va_end(vp);
1013 }
1014
1015
1016 /*!
1017  * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1018  * Initialize arrays for wilderness terrains
1019  * @return なし
1020  */
1021 void init_wilderness_terrains(void)
1022 {
1023         init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1024                 feat_permanent, MAX_FEAT_IN_TERRAIN);
1025
1026         init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1027                 feat_floor, MAX_FEAT_IN_TERRAIN);
1028
1029         init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1030                 feat_deep_water, 12,
1031                 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1032
1033         init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1034                 feat_deep_water, 3,
1035                 feat_shallow_water, 12,
1036                 feat_floor, 1,
1037                 feat_dirt, 1,
1038                 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1039
1040         init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1041                 feat_dirt, 2,
1042                 feat_grass, 3,
1043                 feat_tree, 1,
1044                 feat_brake, 1,
1045                 feat_shallow_water, 4,
1046                 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1047
1048         init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1049                 feat_floor, 3,
1050                 feat_dirt, 10,
1051                 feat_flower, 1,
1052                 feat_brake, 1,
1053                 feat_grass, 1,
1054                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1055
1056         init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1057                 feat_floor, 2,
1058                 feat_dirt, 2,
1059                 feat_grass, 9,
1060                 feat_flower, 1,
1061                 feat_brake, 2,
1062                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1063
1064         init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1065                 feat_floor, 2,
1066                 feat_dirt, 1,
1067                 feat_tree, 11,
1068                 feat_brake, 2,
1069                 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1070
1071         init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1072                 feat_floor, 2,
1073                 feat_dirt, 13,
1074                 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1075
1076         init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1077                 feat_shallow_lava, 14,
1078                 feat_deep_lava, 3,
1079                 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1080
1081         init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1082                 feat_dirt, 3,
1083                 feat_shallow_lava, 3,
1084                 feat_deep_lava, 10,
1085                 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1086
1087         init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1088                 feat_floor, 1,
1089                 feat_brake, 1,
1090                 feat_grass, 2,
1091                 feat_dirt, 2,
1092                 feat_tree, 2,
1093                 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1094 }
1095
1096 /*!
1097  * @brief 荒野から広域マップへの切り替え処理 /
1098  * Initialize arrays for wilderness terrains
1099  * @return 切り替えが行われた場合はTRUEを返す。
1100  */
1101 bool change_wild_mode(void)
1102 {
1103         int i;
1104         bool have_pet = FALSE;
1105
1106         /* It is in the middle of changing map */
1107         if (p_ptr->leaving) return FALSE;
1108
1109
1110         if (lite_town || vanilla_town)
1111         {
1112 #ifdef JP
1113                 msg_print("荒野なんてない。");
1114 #else
1115                 msg_print("No global map.");
1116 #endif
1117                 return FALSE;
1118         }
1119
1120         if (p_ptr->wild_mode)
1121         {
1122                 /* Save the location in the global map */
1123                 p_ptr->wilderness_x = p_ptr->x;
1124                 p_ptr->wilderness_y = p_ptr->y;
1125
1126                 /* Give first move to the player */
1127                 p_ptr->energy_need = 0;
1128
1129                 /* Go back to the ordinary map */
1130                 p_ptr->wild_mode = FALSE;
1131
1132                 /* Leaving */
1133                 p_ptr->leaving = TRUE;
1134
1135                 /* Succeed */
1136                 return TRUE;
1137         }
1138
1139         for (i = 1; i < m_max; i++)
1140         {
1141                 monster_type *m_ptr = &m_list[i];
1142
1143                 if (!m_ptr->r_idx) continue;
1144                 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1145                 if (MON_CSLEEP(m_ptr)) continue;
1146                 if (m_ptr->cdis > MAX_SIGHT) continue;
1147                 if (!is_hostile(m_ptr)) continue;
1148 #ifdef JP
1149                 msg_print("敵がすぐ近くにいるときは広域マップに入れない!");
1150 #else
1151                 msg_print("You cannot enter global map, since there is some monsters nearby!");
1152 #endif
1153                 p_ptr->energy_use = 0;
1154                 return FALSE;
1155         }
1156
1157         if (have_pet)
1158         {
1159 #ifdef JP
1160                 concptr msg = "ペットを置いて広域マップに入りますか?";
1161 #else
1162                 concptr msg = "Do you leave your pets behind? ";
1163 #endif
1164
1165                 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1166                 {
1167                         p_ptr->energy_use = 0;
1168                         return FALSE;
1169                 }
1170         }
1171
1172         /* HACK */
1173         p_ptr->energy_use = 1000;
1174
1175         /* Remember the position */
1176         p_ptr->oldpx = p_ptr->x;
1177         p_ptr->oldpy = p_ptr->y;
1178
1179         /* Cancel hex spelling */
1180         if (hex_spelling_any()) stop_hex_spell_all();
1181
1182         /* Cancel any special action */
1183         set_action(ACTION_NONE);
1184
1185         /* Go into the global map */
1186         p_ptr->wild_mode = TRUE;
1187
1188         /* Leaving */
1189         p_ptr->leaving = TRUE;
1190
1191         /* Succeed */
1192         return TRUE;
1193 }