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.
16 #include "realm-hex.h"
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
24 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
26 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
28 lim[0] = prob[0].percent;
29 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
32 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
34 for (i = 0; i < 100; i++)
36 while (i == lim[cur]) cur++;
37 feat_type[i] = prob[cur].feat;
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
47 void set_floor_and_wall(DUNGEON_IDX type)
49 DUNGEON_IDX cur_type = 255;
50 dungeon_info_type *d_ptr;
53 if (cur_type == type) return;
56 d_ptr = &d_info[type];
58 set_floor_and_wall_aux(floor_type, d_ptr->floor);
59 set_floor_and_wall_aux(fill_type, d_ptr->fill);
61 feat_wall_outer = d_ptr->outer_wall;
62 feat_wall_inner = d_ptr->inner_wall;
63 feat_wall_solid = d_ptr->outer_wall;
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.
77 * @param depth_max 深みの最大値
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)
83 * Average the four corners & perturb it a bit.
84 * tmp is a random int +/- rough
86 FEAT_IDX tmp2 = rough*2 + 1;
87 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
89 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
91 /* Division always rounds down, so we round up again */
92 if (((x1 + x2 + x3 + x4) % 4) > 1)
97 if (avg > depth_max) avg = depth_max;
99 /* Set the new value. */
100 cave[ymid][xmid].feat = (FEAT_IDX)avg;
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
113 * @param depth_max 深みの最大値
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)
119 * Average the three corners & perturb it a bit.
120 * tmp is a random int +/- rough
122 FEAT_IDX tmp2 = rough * 2 + 1;
123 FEAT_IDX tmp = randint0(tmp2) - rough;
125 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
127 /* Division always rounds down, so we round up again */
128 if ((x1 + x2 + x3) % 3) avg++;
131 if (avg < 0) avg = 0;
132 if (avg > depth_max) avg = depth_max;
134 /* Set the new value. */
135 cave[ymid][xmid].feat = (FEAT_IDX)avg;
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
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.
158 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
161 POSITION xmid = (x2 - x1) / 2 + x1;
162 POSITION ymid = (y2 - y1) / 2 + y1;
165 if (x1 + 1 == x2) return;
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);
170 perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
171 xmid, y1, rough, depth_max);
173 perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
174 x2, ymid, rough, depth_max);
176 perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
177 xmid, y2, rough, depth_max);
179 perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
180 x1, ymid, rough, depth_max);
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);
191 #define MAX_FEAT_IN_TERRAIN 18
194 * The default table in terrain level generation.
196 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
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
203 * @param corner 広域マップの角部分としての生成ならばTRUE
206 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
209 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
210 int roughness = 1; /* The roughness of the level. */
211 u32b state_backup[4];
216 /* The outer wall is easy */
217 if (terrain == TERRAIN_EDGE)
219 /* Create level background */
220 for (y1 = 0; y1 < MAX_HGT; y1++)
222 for (x1 = 0; x1 < MAX_WID; x1++)
224 cave[y1][x1].feat = feat_permanent;
228 /* We are done already */
233 /* Hack -- Backup the RNG state */
234 Rand_state_backup(state_backup);
236 /* Hack -- Induce consistant flavors */
237 Rand_state_set(seed);
241 /* Create level background */
242 for (y1 = 0; y1 < MAX_HGT; y1++)
244 for (x1 = 0; x1 < MAX_WID; x1++)
246 cave[y1][x1].feat = table_size / 2;
252 * Initialize the four corners
253 * ToDo: calculate the medium height of the adjacent
254 * terrains for every corner.
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);
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;
269 /* x1, y1, x2, y2, num_depths, roughness */
270 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
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;
278 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
280 for (x1 = 1; x1 < MAX_WID - 1; x1++)
282 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
286 else /* Hack -- only four corners */
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];
294 /* Hack -- Restore the RNG state */
295 Rand_state_restore(state_backup);
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.
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
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.
318 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
322 /* Number of the town (if any) */
323 p_ptr->town_num = (s16b)wilderness[y][x].town;
325 /* Set the base level */
326 base_level = wilderness[y][x].level;
328 /* Set the dungeon level */
331 /* Set the monster generation level */
332 monster_level = base_level;
334 /* Set the object generation level */
335 object_level = base_level;
338 /* Create the town */
341 /* Reset the buildings */
344 /* Initialize the town */
346 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
348 init_flags = INIT_CREATE_DUNGEON;
350 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
352 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
356 int terrain = wilderness[y][x].terrain;
357 u32b seed = wilderness[y][x].seed;
359 generate_wilderness_area(terrain, seed, border, corner);
362 if (!corner && !wilderness[y][x].town)
365 * Place roads in the wilderness
366 * ToDo: make the road a bit more interresting
368 if (wilderness[y][x].road)
370 cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
372 if (wilderness[y-1][x].road)
375 for (y1 = 1; y1 < MAX_HGT/2; y1++)
378 cave[y1][x1].feat = feat_floor;
382 if (wilderness[y+1][x].road)
385 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
388 cave[y1][x1].feat = feat_floor;
392 if (wilderness[y][x+1].road)
395 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
398 cave[y1][x1].feat = feat_floor;
402 if (wilderness[y][x-1].road)
405 for (x1 = 1; x1 < MAX_WID/2; x1++)
408 cave[y1][x1].feat = feat_floor;
414 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
417 u32b state_backup[4];
419 /* Hack -- Backup the RNG state */
420 Rand_state_backup(state_backup);
422 /* Hack -- Induce consistant flavors */
423 Rand_state_set(wilderness[y][x].seed);
425 dy = rand_range(6, cur_hgt - 6);
426 dx = rand_range(6, cur_wid - 6);
428 cave[dy][dx].feat = feat_entrance;
429 cave[dy][dx].special = wilderness[y][x].entrance;
431 /* Hack -- Restore the RNG state */
432 Rand_state_restore(state_backup);
438 * Border of the wilderness area
440 static border_type border;
445 * Build the wilderness area outside of the town.
448 void wilderness_gen(void)
458 /* Assume illegal panel */
459 panel_row_min = cur_hgt;
460 panel_col_min = cur_wid;
462 /* Init the wilderness */
464 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
466 x = p_ptr->wilderness_x;
467 y = p_ptr->wilderness_y;
468 get_mon_num_prep(get_monster_hook(), NULL);
471 generate_area(y - 1, x, TRUE, FALSE);
473 for (i = 1; i < MAX_WID - 1; i++)
475 border.north[i] = cave[MAX_HGT - 2][i].feat;
479 generate_area(y + 1, x, TRUE, FALSE);
481 for (i = 1; i < MAX_WID - 1; i++)
483 border.south[i] = cave[1][i].feat;
487 generate_area(y, x - 1, TRUE, FALSE);
489 for (i = 1; i < MAX_HGT - 1; i++)
491 border.west[i] = cave[i][MAX_WID - 2].feat;
495 generate_area(y, x + 1, TRUE, FALSE);
497 for (i = 1; i < MAX_HGT - 1; i++)
499 border.east[i] = cave[i][1].feat;
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;
506 /* North east corner */
507 generate_area(y - 1, x + 1, FALSE, TRUE);
508 border.north_east = cave[MAX_HGT - 2][1].feat;
510 /* South west corner */
511 generate_area(y + 1, x - 1, FALSE, TRUE);
512 border.south_west = cave[1][MAX_WID - 2].feat;
514 /* South east corner */
515 generate_area(y + 1, x + 1, FALSE, TRUE);
516 border.south_east = cave[1][1].feat;
519 /* Create terrain of the current area */
520 generate_area(y, x, FALSE, FALSE);
523 /* Special boundary walls -- North */
524 for (i = 0; i < MAX_WID; i++)
526 cave[0][i].feat = feat_permanent;
527 cave[0][i].mimic = border.north[i];
530 /* Special boundary walls -- South */
531 for (i = 0; i < MAX_WID; i++)
533 cave[MAX_HGT - 1][i].feat = feat_permanent;
534 cave[MAX_HGT - 1][i].mimic = border.south[i];
537 /* Special boundary walls -- West */
538 for (i = 0; i < MAX_HGT; i++)
540 cave[i][0].feat = feat_permanent;
541 cave[i][0].mimic = border.west[i];
544 /* Special boundary walls -- East */
545 for (i = 0; i < MAX_HGT; i++)
547 cave[i][MAX_WID - 1].feat = feat_permanent;
548 cave[i][MAX_WID - 1].mimic = border.east[i];
551 /* North west corner */
552 cave[0][0].mimic = border.north_west;
554 /* North east corner */
555 cave[0][MAX_WID - 1].mimic = border.north_east;
557 /* South west corner */
558 cave[MAX_HGT - 1][0].mimic = border.south_west;
560 /* South east corner */
561 cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
563 /* Light up or darken the area */
564 for (y = 0; y < cur_hgt; y++)
566 for (x = 0; x < cur_wid; x++)
568 /* Get the cave grid */
574 c_ptr->info |= (CAVE_GLOW);
576 /* Hack -- Memorize lit grids if allowed */
577 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
581 /* Feature code (applying "mimic" field) */
582 f_ptr = &f_info[get_feat_mimic(c_ptr)];
584 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
585 !have_flag(f_ptr->flags, FF_ENTRANCE))
588 c_ptr->info &= ~(CAVE_GLOW);
590 /* Darken "boring" features */
591 if (!have_flag(f_ptr->flags, FF_REMEMBER))
593 /* Forget the grid */
594 c_ptr->info &= ~(CAVE_MARK);
597 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
600 c_ptr->info |= (CAVE_GLOW);
602 /* Hack -- Memorize lit grids if allowed */
603 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
609 if (p_ptr->teleport_town)
611 for (y = 0; y < cur_hgt; y++)
613 for (x = 0; x < cur_wid; x++)
615 /* Get the cave grid */
618 /* Seeing true feature code (ignore mimic) */
619 f_ptr = &f_info[c_ptr->feat];
621 if (have_flag(f_ptr->flags, FF_BLDG))
623 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
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;
632 p_ptr->teleport_town = FALSE;
635 else if (p_ptr->leaving_dungeon)
637 for (y = 0; y < cur_hgt; y++)
639 for (x = 0; x < cur_wid; x++)
641 /* Get the cave grid */
644 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
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;
652 p_ptr->teleport_town = FALSE;
655 player_place(p_ptr->oldpy, p_ptr->oldpx);
656 /* p_ptr->leaving_dungeon = FALSE;*/
658 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
660 /* Make some residents */
661 for (i = 0; i < lim; i++)
665 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
666 mode |= PM_ALLOW_SLEEP;
668 /* Make a resident */
669 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
672 if(generate_encounter) ambush_flag = TRUE;
673 generate_encounter = FALSE;
675 /* Fill the arrays of floors and walls in the good proportions */
676 set_floor_and_wall(0);
678 /* Set rewarded quests to finished */
679 for (i = 0; i < max_q_idx; i++)
681 if (quest[i].status == QUEST_STATUS_REWARDED)
682 quest[i].status = QUEST_STATUS_FINISHED;
687 static s16b conv_terrain2feat[MAX_WILDERNESS];
690 * @brief 広域マップの生成(簡易処理版) /
691 * Build the wilderness area. -DG-
694 void wilderness_gen_small(void)
698 /* To prevent stupid things */
699 for (i = 0; i < MAX_WID; i++)
700 for (j = 0; j < MAX_HGT; j++)
702 cave[j][i].feat = feat_permanent;
705 /* Init the wilderness */
706 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
709 for (i = 0; i < max_wild_x; i++)
710 for (j = 0; j < max_wild_y; j++)
712 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
714 cave[j][i].feat = (s16b)feat_town;
715 cave[j][i].special = (s16b)wilderness[j][i].town;
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)))
720 cave[j][i].feat = feat_entrance;
721 cave[j][i].special = (byte)wilderness[j][i].entrance;
723 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
725 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
728 cur_hgt = (s16b) max_wild_y;
729 cur_wid = (s16b) max_wild_x;
731 if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
732 if (cur_wid > MAX_WID) cur_wid = MAX_WID;
734 /* Assume illegal panel */
735 panel_row_min = cur_hgt;
736 panel_col_min = cur_wid;
738 /* Place the player */
739 p_ptr->x = p_ptr->wilderness_x;
740 p_ptr->y = p_ptr->wilderness_y;
746 typedef struct wilderness_grid wilderness_grid;
748 struct wilderness_grid
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 */
758 static wilderness_grid w_letter[255];
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
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
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
773 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
783 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
787 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
800 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
802 int index = zz[0][0];
805 w_letter[index].terrain = atoi(zz[1]);
807 w_letter[index].terrain = 0;
810 w_letter[index].level = (s16b)atoi(zz[2]);
812 w_letter[index].level = 0;
815 w_letter[index].town = atoi(zz[3]);
817 w_letter[index].town = 0;
820 w_letter[index].road = (byte_hack)atoi(zz[4]);
822 w_letter[index].road = 0;
825 strcpy(w_letter[index].name, zz[5]);
827 w_letter[index].name[0] = 0;
832 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
838 /* Process "W:D:<layout> */
839 /* Layout of the wilderness */
842 /* Acquire the text */
845 /* Length of the text */
848 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
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);
863 /* Process "W:P:<x>:<y> - starting position in the wilderness */
866 if ((p_ptr->wilderness_x == 0) &&
867 (p_ptr->wilderness_y == 0))
869 if (tokenize(buf+4, 2, zz, 0) == 2)
871 p_ptr->wilderness_y = atoi(zz[0]);
872 p_ptr->wilderness_x = atoi(zz[1]);
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))
879 return (PARSE_ERROR_OUT_OF_BOUNDS);
884 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
893 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
896 for (i = 1; i < max_d_idx; i++)
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;
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
915 void seed_wilderness(void)
919 /* Init wilderness seeds */
920 for (x = 0; x < max_wild_x; x++)
922 for (y = 0; y < max_wild_y; y++)
924 wilderness[y][x].seed = randint0(0x10000000);
925 wilderness[y][x].entrance = 0;
932 * Pointer to wilderness_type
934 typedef wilderness_type *wilderness_type_ptr;
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
942 errr init_wilderness(void)
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);
950 /* Init the other pointers */
951 for (i = 1; i < max_wild_y; i++)
952 wilderness[i] = wilderness[0] + i * max_wild_x;
954 generate_encounter = FALSE;
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
967 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
976 /* Begin the varargs stuff */
979 /* Wilderness terrains on global map */
980 conv_terrain2feat[terrain] = feat_global;
982 /* Wilderness terrains on local map */
983 for (p = fmt; *p; p++)
989 feat = (s16b)va_arg(vp, int);
990 num = va_arg(vp, int);
993 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
994 terrain_table[terrain][cur] = feat;
995 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1001 plog_fmt("Format error");
1006 if (cur < MAX_FEAT_IN_TERRAIN)
1008 plog_fmt("Too few parameters");
1011 /* End the varargs stuff */
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
1021 void init_wilderness_terrains(void)
1023 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1024 feat_permanent, MAX_FEAT_IN_TERRAIN);
1026 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1027 feat_floor, MAX_FEAT_IN_TERRAIN);
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);
1033 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1035 feat_shallow_water, 12,
1038 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1040 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1045 feat_shallow_water, 4,
1046 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1048 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1054 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1056 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1062 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1064 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1069 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1071 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1074 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1076 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1077 feat_shallow_lava, 14,
1079 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1081 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1083 feat_shallow_lava, 3,
1085 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1087 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1093 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
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。
1101 bool change_wild_mode(void)
1104 bool have_pet = FALSE;
1106 /* It is in the middle of changing map */
1107 if (p_ptr->leaving) return FALSE;
1110 if (lite_town || vanilla_town)
1113 msg_print("荒野なんてない。");
1115 msg_print("No global map.");
1120 if (p_ptr->wild_mode)
1122 /* Save the location in the global map */
1123 p_ptr->wilderness_x = p_ptr->x;
1124 p_ptr->wilderness_y = p_ptr->y;
1126 /* Give first move to the player */
1127 p_ptr->energy_need = 0;
1129 /* Go back to the ordinary map */
1130 p_ptr->wild_mode = FALSE;
1133 p_ptr->leaving = TRUE;
1139 for (i = 1; i < m_max; i++)
1141 monster_type *m_ptr = &m_list[i];
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;
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!");
1151 msg_print("You cannot enter global map, since there is some monsters nearby!");
1153 p_ptr->energy_use = 0;
1160 concptr msg = "ペットを置いて広域マップに入りますか?";
1162 concptr msg = "Do you leave your pets behind? ";
1165 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1167 p_ptr->energy_use = 0;
1173 p_ptr->energy_use = 1000;
1175 /* Remember the position */
1176 p_ptr->oldpx = p_ptr->x;
1177 p_ptr->oldpy = p_ptr->y;
1179 /* Cancel hex spelling */
1180 if (hex_spelling_any()) stop_hex_spell_all();
1182 /* Cancel any special action */
1183 set_action(ACTION_NONE);
1185 /* Go into the global map */
1186 p_ptr->wild_mode = TRUE;
1189 p_ptr->leaving = TRUE;