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.
17 #include "realm-hex.h"
18 #include "player-status.h"
20 #include "monster-status.h"
25 wilderness_type **wilderness;
29 * @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
30 * @param feat_type 非一様確率を再現するための要素数100の配列
31 * @param prob 元の確率テーブル
34 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
36 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
38 lim[0] = prob[0].percent;
39 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
42 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
44 for (i = 0; i < 100; i++)
46 while (i == lim[cur]) cur++;
47 feat_type[i] = prob[cur].feat;
52 * @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
53 * / Fill the arrays of floors and walls in the good proportions
57 void set_floor_and_wall(DUNGEON_IDX type)
59 DUNGEON_IDX cur_type = 255;
63 if (cur_type == type) return;
66 d_ptr = &d_info[type];
68 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
69 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
71 feat_wall_outer = d_ptr->outer_wall;
72 feat_wall_inner = d_ptr->inner_wall;
73 feat_wall_solid = d_ptr->outer_wall;
78 * @brief プラズマフラクタル的地形生成の再帰中間処理
79 * / Helper for plasma generation.
87 * @param depth_max 深みの最大値
90 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)
93 * Average the four corners & perturb it a bit.
94 * tmp is a random int +/- rough
96 FEAT_IDX tmp2 = rough*2 + 1;
97 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
99 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
101 /* Division always rounds down, so we round up again */
102 if (((x1 + x2 + x3 + x4) % 4) > 1)
106 if (avg < 0) avg = 0;
107 if (avg > depth_max) avg = depth_max;
109 /* Set the new value. */
110 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
115 * @brief プラズマフラクタル的地形生成の再帰末端処理
116 * / Helper for plasma generation.
117 * @param x1 中間末端部1の重み
118 * @param x2 中間末端部2の重み
119 * @param x3 中間末端部3の重み
120 * @param xmid 最終末端部座標X
121 * @param ymid 最終末端部座標Y
123 * @param depth_max 深みの最大値
126 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)
129 * Average the three corners & perturb it a bit.
130 * tmp is a random int +/- rough
132 FEAT_IDX tmp2 = rough * 2 + 1;
133 FEAT_IDX tmp = randint0(tmp2) - rough;
135 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
137 /* Division always rounds down, so we round up again */
138 if ((x1 + x2 + x3) % 3) avg++;
141 if (avg < 0) avg = 0;
142 if (avg > depth_max) avg = depth_max;
144 /* Set the new value. */
145 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
150 * @brief プラズマフラクタル的地形生成の開始処理
151 * / Helper for plasma generation.
152 * @param x1 処理範囲の左上X座標
153 * @param y1 処理範囲の左上Y座標
154 * @param x2 処理範囲の右下X座標
155 * @param y2 処理範囲の右下Y座標
156 * @param depth_max 深みの最大値
161 * A generic function to generate the plasma fractal.
162 * Note that it uses ``cave_feat'' as temporary storage.
163 * The values in ``cave_feat'' after this function
164 * are NOT actual features; They are raw heights which
165 * need to be converted to features.
168 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
171 POSITION xmid = (x2 - x1) / 2 + x1;
172 POSITION ymid = (y2 - y1) / 2 + y1;
175 if (x1 + 1 == x2) return;
177 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,
178 current_floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
180 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,
181 xmid, y1, rough, depth_max);
183 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,
184 x2, ymid, rough, depth_max);
186 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,
187 xmid, y2, rough, depth_max);
189 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,
190 x1, ymid, rough, depth_max);
193 /* Recurse the four quadrants */
194 plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
195 plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
196 plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
197 plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
201 #define MAX_FEAT_IN_TERRAIN 18
204 * The default table in terrain level generation.
206 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
209 * @brief 荒野フロア生成のサブルーチン
210 * @param terrain 荒野地形ID
211 * @param seed 乱数の固定シード
213 * @param corner 広域マップの角部分としての生成ならばTRUE
216 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
219 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
220 FEAT_IDX roughness = 1; /* The roughness of the level. */
221 u32b state_backup[4];
226 /* The outer wall is easy */
227 if (terrain == TERRAIN_EDGE)
229 /* Create level background */
230 for (y1 = 0; y1 < MAX_HGT; y1++)
232 for (x1 = 0; x1 < MAX_WID; x1++)
234 current_floor_ptr->grid_array[y1][x1].feat = feat_permanent;
238 /* We are done already */
243 /* Hack -- Backup the RNG state */
244 Rand_state_backup(state_backup);
246 /* Hack -- Induce consistant flavors */
247 Rand_state_set(seed);
251 /* Create level background */
252 for (y1 = 0; y1 < MAX_HGT; y1++)
254 for (x1 = 0; x1 < MAX_WID; x1++)
256 current_floor_ptr->grid_array[y1][x1].feat = table_size / 2;
262 * Initialize the four corners
263 * ToDo: calculate the medium height of the adjacent
264 * terrains for every corner.
266 current_floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
267 current_floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
268 current_floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
269 current_floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
273 /* Hack -- preserve four corners */
274 s16b north_west = current_floor_ptr->grid_array[1][1].feat;
275 s16b south_west = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
276 s16b north_east = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
277 s16b south_east = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
279 /* x1, y1, x2, y2, num_depths, roughness */
280 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
282 /* Hack -- copyback four corners */
283 current_floor_ptr->grid_array[1][1].feat = north_west;
284 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
285 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
286 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
288 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
290 for (x1 = 1; x1 < MAX_WID - 1; x1++)
292 current_floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][current_floor_ptr->grid_array[y1][x1].feat];
296 else /* Hack -- only four corners */
298 current_floor_ptr->grid_array[1][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][1].feat];
299 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][1].feat];
300 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][MAX_WID - 2].feat];
301 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];
304 /* Hack -- Restore the RNG state */
305 Rand_state_restore(state_backup);
311 * @brief 荒野フロア生成のメインルーチン /
312 * Load a town or generate a terrain level using "plasma" fractals.
315 * @param border 広域マップの辺部分としての生成ならばTRUE
316 * @param corner 広域マップの角部分としての生成ならばTRUE
320 * x and y are the coordinates of the area in the wilderness.
321 * Border and corner are optimization flags to speed up the
322 * generation of the fractal terrain.
323 * If border is set then only the border of the terrain should
324 * be generated (for initializing the border structure).
325 * If corner is set then only the corners of the area are needed.
328 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
332 /* Number of the town (if any) */
333 p_ptr->town_num = wilderness[y][x].town;
335 /* Set the base level */
336 current_floor_ptr->base_level = wilderness[y][x].level;
338 /* Set the dungeon level */
339 current_floor_ptr->dun_level = 0;
341 /* Set the monster generation level */
342 current_floor_ptr->monster_level = current_floor_ptr->base_level;
344 /* Set the object generation level */
345 current_floor_ptr->object_level = current_floor_ptr->base_level;
348 /* Create the town */
351 /* Reset the buildings */
354 /* Initialize the town */
356 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
358 init_flags = INIT_CREATE_DUNGEON;
360 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
362 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
366 int terrain = wilderness[y][x].terrain;
367 u32b seed = wilderness[y][x].seed;
369 generate_wilderness_area(terrain, seed, border, corner);
372 if (!corner && !wilderness[y][x].town)
375 * Place roads in the wilderness
376 * ToDo: make the road a bit more interresting
378 if (wilderness[y][x].road)
380 current_floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
382 if (wilderness[y-1][x].road)
385 for (y1 = 1; y1 < MAX_HGT/2; y1++)
388 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
392 if (wilderness[y+1][x].road)
395 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
398 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
402 if (wilderness[y][x+1].road)
405 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
408 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
412 if (wilderness[y][x-1].road)
415 for (x1 = 1; x1 < MAX_WID/2; x1++)
418 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
424 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
427 u32b state_backup[4];
429 /* Hack -- Backup the RNG state */
430 Rand_state_backup(state_backup);
432 /* Hack -- Induce consistant flavors */
433 Rand_state_set(wilderness[y][x].seed);
435 dy = rand_range(6, current_floor_ptr->height - 6);
436 dx = rand_range(6, current_floor_ptr->width - 6);
438 current_floor_ptr->grid_array[dy][dx].feat = feat_entrance;
439 current_floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
441 /* Hack -- Restore the RNG state */
442 Rand_state_restore(state_backup);
448 * Border of the wilderness area
450 static border_type border;
455 * Build the wilderness area outside of the town.
458 void wilderness_gen(void)
466 current_floor_ptr->height = MAX_HGT;
467 current_floor_ptr->width = MAX_WID;
469 /* Assume illegal panel */
470 panel_row_min = current_floor_ptr->height;
471 panel_col_min = current_floor_ptr->width;
473 /* Init the wilderness */
475 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
477 x = p_ptr->wilderness_x;
478 y = p_ptr->wilderness_y;
479 get_mon_num_prep(get_monster_hook(), NULL);
482 generate_area(y - 1, x, TRUE, FALSE);
484 for (i = 1; i < MAX_WID - 1; i++)
486 border.north[i] = current_floor_ptr->grid_array[MAX_HGT - 2][i].feat;
490 generate_area(y + 1, x, TRUE, FALSE);
492 for (i = 1; i < MAX_WID - 1; i++)
494 border.south[i] = current_floor_ptr->grid_array[1][i].feat;
498 generate_area(y, x - 1, TRUE, FALSE);
500 for (i = 1; i < MAX_HGT - 1; i++)
502 border.west[i] = current_floor_ptr->grid_array[i][MAX_WID - 2].feat;
506 generate_area(y, x + 1, TRUE, FALSE);
508 for (i = 1; i < MAX_HGT - 1; i++)
510 border.east[i] = current_floor_ptr->grid_array[i][1].feat;
513 /* North west corner */
514 generate_area(y - 1, x - 1, FALSE, TRUE);
515 border.north_west = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
517 /* North east corner */
518 generate_area(y - 1, x + 1, FALSE, TRUE);
519 border.north_east = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
521 /* South west corner */
522 generate_area(y + 1, x - 1, FALSE, TRUE);
523 border.south_west = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
525 /* South east corner */
526 generate_area(y + 1, x + 1, FALSE, TRUE);
527 border.south_east = current_floor_ptr->grid_array[1][1].feat;
530 /* Create terrain of the current area */
531 generate_area(y, x, FALSE, FALSE);
534 /* Special boundary walls -- North */
535 for (i = 0; i < MAX_WID; i++)
537 current_floor_ptr->grid_array[0][i].feat = feat_permanent;
538 current_floor_ptr->grid_array[0][i].mimic = border.north[i];
541 /* Special boundary walls -- South */
542 for (i = 0; i < MAX_WID; i++)
544 current_floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
545 current_floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
548 /* Special boundary walls -- West */
549 for (i = 0; i < MAX_HGT; i++)
551 current_floor_ptr->grid_array[i][0].feat = feat_permanent;
552 current_floor_ptr->grid_array[i][0].mimic = border.west[i];
555 /* Special boundary walls -- East */
556 for (i = 0; i < MAX_HGT; i++)
558 current_floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
559 current_floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
562 /* North west corner */
563 current_floor_ptr->grid_array[0][0].mimic = border.north_west;
565 /* North east corner */
566 current_floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
568 /* South west corner */
569 current_floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
571 /* South east corner */
572 current_floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
574 /* Light up or darken the area */
575 for (y = 0; y < current_floor_ptr->height; y++)
577 for (x = 0; x < current_floor_ptr->width; x++)
579 g_ptr = ¤t_floor_ptr->grid_array[y][x];
584 g_ptr->info |= (CAVE_GLOW);
586 /* Hack -- Memorize lit grids if allowed */
587 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
591 /* Feature code (applying "mimic" field) */
592 f_ptr = &f_info[get_feat_mimic(g_ptr)];
594 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
595 !have_flag(f_ptr->flags, FF_ENTRANCE))
598 g_ptr->info &= ~(CAVE_GLOW);
600 /* Darken "boring" features */
601 if (!have_flag(f_ptr->flags, FF_REMEMBER))
603 /* Forget the grid */
604 g_ptr->info &= ~(CAVE_MARK);
607 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
610 g_ptr->info |= (CAVE_GLOW);
612 /* Hack -- Memorize lit grids if allowed */
613 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
619 if (p_ptr->teleport_town)
621 for (y = 0; y < current_floor_ptr->height; y++)
623 for (x = 0; x < current_floor_ptr->width; x++)
625 g_ptr = ¤t_floor_ptr->grid_array[y][x];
627 /* Seeing true feature code (ignore mimic) */
628 f_ptr = &f_info[g_ptr->feat];
630 if (have_flag(f_ptr->flags, FF_BLDG))
632 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
634 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
641 p_ptr->teleport_town = FALSE;
644 else if (p_ptr->leaving_dungeon)
646 for (y = 0; y < current_floor_ptr->height; y++)
648 for (x = 0; x < current_floor_ptr->width; x++)
650 g_ptr = ¤t_floor_ptr->grid_array[y][x];
652 if (cave_have_flag_grid(g_ptr, FF_ENTRANCE))
654 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
660 p_ptr->teleport_town = FALSE;
663 player_place(p_ptr->oldpy, p_ptr->oldpx);
664 /* p_ptr->leaving_dungeon = FALSE;*/
666 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
668 /* Make some residents */
669 for (i = 0; i < lim; i++)
673 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
674 mode |= PM_ALLOW_SLEEP;
676 /* Make a resident */
677 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
680 if(generate_encounter) p_ptr->ambush_flag = TRUE;
681 generate_encounter = FALSE;
683 /* Fill the arrays of floors and walls in the good proportions */
684 set_floor_and_wall(0);
686 /* Set rewarded quests to finished */
687 for (i = 0; i < max_q_idx; i++)
689 if (quest[i].status == QUEST_STATUS_REWARDED)
690 quest[i].status = QUEST_STATUS_FINISHED;
695 static s16b conv_terrain2feat[MAX_WILDERNESS];
698 * @brief 広域マップの生成(簡易処理版) /
699 * Build the wilderness area. -DG-
702 void wilderness_gen_small(void)
706 /* To prevent stupid things */
707 for (i = 0; i < MAX_WID; i++)
708 for (j = 0; j < MAX_HGT; j++)
710 current_floor_ptr->grid_array[j][i].feat = feat_permanent;
713 /* Init the wilderness */
714 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
717 for (i = 0; i < current_world_ptr->max_wild_x; i++)
718 for (j = 0; j < current_world_ptr->max_wild_y; j++)
720 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
722 current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
723 current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
725 else if (wilderness[j][i].road) current_floor_ptr->grid_array[j][i].feat = feat_floor;
726 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
728 current_floor_ptr->grid_array[j][i].feat = feat_entrance;
729 current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
731 else current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
733 current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
736 current_floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
737 current_floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
739 if (current_floor_ptr->height > MAX_HGT) current_floor_ptr->height = MAX_HGT;
740 if (current_floor_ptr->width > MAX_WID) current_floor_ptr->width = MAX_WID;
742 /* Assume illegal panel */
743 panel_row_min = current_floor_ptr->height;
744 panel_col_min = current_floor_ptr->width;
746 /* Place the player */
747 p_ptr->x = p_ptr->wilderness_x;
748 p_ptr->y = p_ptr->wilderness_y;
754 typedef struct wilderness_grid wilderness_grid;
756 struct wilderness_grid
758 int terrain; /* Terrain type */
759 TOWN_IDX town; /* Town number */
760 DEPTH level; /* Level of the wilderness */
761 byte road; /* Road */
762 char name[32]; /* Name of the town/wilderness */
766 static wilderness_grid w_letter[255];
770 * @brief w_info.txtのデータ解析 /
771 * Parse a sub-file of the "extra info"
772 * @param buf 読み取ったデータ行のバッファ
774 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
776 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
777 * @param y 広域マップの高さを返す参照ポインタ
778 * @param x 広域マップの幅を返す参照ポインタ
781 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
791 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
795 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
808 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
810 int index = zz[0][0];
813 w_letter[index].terrain = atoi(zz[1]);
815 w_letter[index].terrain = 0;
818 w_letter[index].level = (s16b)atoi(zz[2]);
820 w_letter[index].level = 0;
823 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
825 w_letter[index].town = 0;
828 w_letter[index].road = (byte_hack)atoi(zz[4]);
830 w_letter[index].road = 0;
833 strcpy(w_letter[index].name, zz[5]);
835 w_letter[index].name[0] = 0;
840 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
846 /* Process "W:D:<layout> */
847 /* Layout of the wilderness */
850 /* Acquire the text */
853 /* Length of the text */
856 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
859 wilderness[*y][*x].terrain = w_letter[id].terrain;
860 wilderness[*y][*x].level = w_letter[id].level;
861 wilderness[*y][*x].town = w_letter[id].town;
862 wilderness[*y][*x].road = w_letter[id].road;
863 strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
871 /* Process "W:P:<x>:<y> - starting position in the wilderness */
874 if ((p_ptr->wilderness_x == 0) &&
875 (p_ptr->wilderness_y == 0))
877 if (tokenize(buf+4, 2, zz, 0) == 2)
879 p_ptr->wilderness_y = atoi(zz[0]);
880 p_ptr->wilderness_x = atoi(zz[1]);
882 if ((p_ptr->wilderness_x < 1) ||
883 (p_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
884 (p_ptr->wilderness_y < 1) ||
885 (p_ptr->wilderness_y > current_world_ptr->max_wild_y))
887 return (PARSE_ERROR_OUT_OF_BOUNDS);
892 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
901 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
904 for (i = 1; i < max_d_idx; i++)
906 if (!d_info[i].maxdepth) continue;
907 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
908 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
909 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
919 * @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 /
920 * Generate the random seeds for the wilderness
923 void seed_wilderness(void)
927 /* Init wilderness seeds */
928 for (x = 0; x < current_world_ptr->max_wild_x; x++)
930 for (y = 0; y < current_world_ptr->max_wild_y; y++)
932 wilderness[y][x].seed = randint0(0x10000000);
933 wilderness[y][x].entrance = 0;
940 * Pointer to wilderness_type
942 typedef wilderness_type *wilderness_type_ptr;
946 * @brief ゲーム開始時の荒野初期化メインルーチン /
947 * Initialize wilderness array
950 errr init_wilderness(void)
954 /* Allocate the wilderness (two-dimension array) */
955 C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
956 C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
958 /* Init the other pointers */
959 for (i = 1; i < current_world_ptr->max_wild_y; i++)
960 wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
962 generate_encounter = FALSE;
968 * @brief 荒野の地勢設定を初期化する /
969 * Initialize wilderness array
970 * @param terrain 初期化したい地勢ID
971 * @param feat_global 基本的な地形ID
972 * @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
975 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
984 /* Begin the varargs stuff */
987 /* Wilderness terrains on global map */
988 conv_terrain2feat[terrain] = feat_global;
990 /* Wilderness terrains on local map */
991 for (p = fmt; *p; p++)
997 feat = (s16b)va_arg(vp, int);
998 num = va_arg(vp, int);
1001 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
1002 terrain_table[terrain][cur] = feat;
1003 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1009 plog_fmt("Format error");
1014 if (cur < MAX_FEAT_IN_TERRAIN)
1016 plog_fmt("Too few parameters");
1019 /* End the varargs stuff */
1025 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1026 * Initialize arrays for wilderness terrains
1029 void init_wilderness_terrains(void)
1031 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1032 feat_permanent, MAX_FEAT_IN_TERRAIN);
1034 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1035 feat_floor, MAX_FEAT_IN_TERRAIN);
1037 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1038 feat_deep_water, 12,
1039 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1041 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1043 feat_shallow_water, 12,
1046 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1048 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1053 feat_shallow_water, 4,
1054 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1056 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1062 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1064 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1070 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1072 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1077 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1079 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1082 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1084 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1085 feat_shallow_lava, 14,
1087 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1089 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1091 feat_shallow_lava, 3,
1093 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1095 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1101 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1105 * @brief 荒野から広域マップへの切り替え処理 /
1106 * Initialize arrays for wilderness terrains
1107 * @return 切り替えが行われた場合はTRUEを返す。
1109 bool change_wild_mode(void)
1112 bool have_pet = FALSE;
1114 /* It is in the middle of changing map */
1115 if (p_ptr->leaving) return FALSE;
1118 if (lite_town || vanilla_town)
1120 msg_print(_("荒野なんてない。", "No global map."));
1124 if (p_ptr->wild_mode)
1126 /* Save the location in the global map */
1127 p_ptr->wilderness_x = p_ptr->x;
1128 p_ptr->wilderness_y = p_ptr->y;
1130 /* Give first move to the player */
1131 p_ptr->energy_need = 0;
1133 /* Go back to the ordinary map */
1134 p_ptr->wild_mode = FALSE;
1135 p_ptr->leaving = TRUE;
1141 for (i = 1; i < m_max; i++)
1143 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1145 if (!monster_is_valid(m_ptr)) continue;
1146 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1147 if (MON_CSLEEP(m_ptr)) continue;
1148 if (m_ptr->cdis > MAX_SIGHT) continue;
1149 if (!is_hostile(m_ptr)) continue;
1150 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 "You cannot enter global map, since there is some monsters nearby!"));
1158 concptr msg = _("ペットを置いて広域マップに入りますか?",
1159 "Do you leave your pets behind? ");
1161 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1168 take_turn(p_ptr, 1000);
1170 /* Remember the position */
1171 p_ptr->oldpx = p_ptr->x;
1172 p_ptr->oldpy = p_ptr->y;
1174 /* Cancel hex spelling */
1175 if (hex_spelling_any()) stop_hex_spell_all();
1177 /* Cancel any special action */
1178 set_action(ACTION_NONE);
1180 /* Go into the global map */
1181 p_ptr->wild_mode = TRUE;
1182 p_ptr->leaving = TRUE;