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;
40 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
42 for (i = 0; i < 100; i++)
44 while (i == lim[cur]) cur++;
45 feat_type[i] = prob[cur].feat;
50 * @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
51 * / Fill the arrays of floors and walls in the good proportions
55 void set_floor_and_wall(DUNGEON_IDX type)
57 DUNGEON_IDX cur_type = 255;
61 if (cur_type == type) return;
64 d_ptr = &d_info[type];
66 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
67 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
69 feat_wall_outer = d_ptr->outer_wall;
70 feat_wall_inner = d_ptr->inner_wall;
71 feat_wall_solid = d_ptr->outer_wall;
76 * @brief プラズマフラクタル的地形生成の再帰中間処理
77 * / Helper for plasma generation.
85 * @param depth_max 深みの最大値
88 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)
91 * Average the four corners & perturb it a bit.
92 * tmp is a random int +/- rough
94 FEAT_IDX tmp2 = rough*2 + 1;
95 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
97 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
99 /* Division always rounds down, so we round up again */
100 if (((x1 + x2 + x3 + x4) % 4) > 1)
104 if (avg < 0) avg = 0;
105 if (avg > depth_max) avg = depth_max;
107 /* Set the new value. */
108 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
113 * @brief プラズマフラクタル的地形生成の再帰末端処理
114 * / Helper for plasma generation.
115 * @param x1 中間末端部1の重み
116 * @param x2 中間末端部2の重み
117 * @param x3 中間末端部3の重み
118 * @param xmid 最終末端部座標X
119 * @param ymid 最終末端部座標Y
121 * @param depth_max 深みの最大値
124 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)
127 * Average the three corners & perturb it a bit.
128 * tmp is a random int +/- rough
130 FEAT_IDX tmp2 = rough * 2 + 1;
131 FEAT_IDX tmp = randint0(tmp2) - rough;
133 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
135 /* Division always rounds down, so we round up again */
136 if ((x1 + x2 + x3) % 3) avg++;
139 if (avg < 0) avg = 0;
140 if (avg > depth_max) avg = depth_max;
142 /* Set the new value. */
143 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
148 * @brief プラズマフラクタル的地形生成の開始処理
149 * / Helper for plasma generation.
150 * @param x1 処理範囲の左上X座標
151 * @param y1 処理範囲の左上Y座標
152 * @param x2 処理範囲の右下X座標
153 * @param y2 処理範囲の右下Y座標
154 * @param depth_max 深みの最大値
159 * A generic function to generate the plasma fractal.
160 * Note that it uses ``cave_feat'' as temporary storage.
161 * The values in ``cave_feat'' after this function
162 * are NOT actual features; They are raw heights which
163 * need to be converted to features.
166 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
169 POSITION xmid = (x2 - x1) / 2 + x1;
170 POSITION ymid = (y2 - y1) / 2 + y1;
173 if (x1 + 1 == x2) return;
175 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,
176 current_floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
178 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,
179 xmid, y1, rough, depth_max);
181 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,
182 x2, ymid, rough, depth_max);
184 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,
185 xmid, y2, rough, depth_max);
187 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,
188 x1, ymid, rough, depth_max);
191 /* Recurse the four quadrants */
192 plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
193 plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
194 plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
195 plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
199 #define MAX_FEAT_IN_TERRAIN 18
202 * The default table in terrain level generation.
204 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
207 * @brief 荒野フロア生成のサブルーチン
208 * @param terrain 荒野地形ID
209 * @param seed 乱数の固定シード
211 * @param corner 広域マップの角部分としての生成ならばTRUE
214 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
217 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
218 FEAT_IDX roughness = 1; /* The roughness of the level. */
219 u32b state_backup[4];
224 /* The outer wall is easy */
225 if (terrain == TERRAIN_EDGE)
227 /* Create level background */
228 for (y1 = 0; y1 < MAX_HGT; y1++)
230 for (x1 = 0; x1 < MAX_WID; x1++)
232 current_floor_ptr->grid_array[y1][x1].feat = feat_permanent;
236 /* We are done already */
241 /* Hack -- Backup the RNG state */
242 Rand_state_backup(state_backup);
244 /* Hack -- Induce consistant flavors */
245 Rand_state_set(seed);
249 /* Create level background */
250 for (y1 = 0; y1 < MAX_HGT; y1++)
252 for (x1 = 0; x1 < MAX_WID; x1++)
254 current_floor_ptr->grid_array[y1][x1].feat = table_size / 2;
260 * Initialize the four corners
261 * ToDo: calculate the medium height of the adjacent
262 * terrains for every corner.
264 current_floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
265 current_floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
266 current_floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
267 current_floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
271 /* Hack -- preserve four corners */
272 s16b north_west = current_floor_ptr->grid_array[1][1].feat;
273 s16b south_west = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
274 s16b north_east = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
275 s16b south_east = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
277 /* x1, y1, x2, y2, num_depths, roughness */
278 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
280 /* Hack -- copyback four corners */
281 current_floor_ptr->grid_array[1][1].feat = north_west;
282 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
283 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
284 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
286 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
288 for (x1 = 1; x1 < MAX_WID - 1; x1++)
290 current_floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][current_floor_ptr->grid_array[y1][x1].feat];
294 else /* Hack -- only four corners */
296 current_floor_ptr->grid_array[1][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][1].feat];
297 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][1].feat];
298 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][MAX_WID - 2].feat];
299 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];
302 /* Hack -- Restore the RNG state */
303 Rand_state_restore(state_backup);
309 * @brief 荒野フロア生成のメインルーチン /
310 * Load a town or generate a terrain level using "plasma" fractals.
313 * @param border 広域マップの辺部分としての生成ならばTRUE
314 * @param corner 広域マップの角部分としての生成ならばTRUE
318 * x and y are the coordinates of the area in the wilderness.
319 * Border and corner are optimization flags to speed up the
320 * generation of the fractal terrain.
321 * If border is set then only the border of the terrain should
322 * be generated (for initializing the border structure).
323 * If corner is set then only the corners of the area are needed.
326 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
330 /* Number of the town (if any) */
331 p_ptr->town_num = wilderness[y][x].town;
333 /* Set the base level */
334 current_floor_ptr->base_level = wilderness[y][x].level;
336 /* Set the dungeon level */
337 current_floor_ptr->dun_level = 0;
339 /* Set the monster generation level */
340 current_floor_ptr->monster_level = current_floor_ptr->base_level;
342 /* Set the object generation level */
343 current_floor_ptr->object_level = current_floor_ptr->base_level;
346 /* Create the town */
349 /* Reset the buildings */
352 /* Initialize the town */
354 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
356 init_flags = INIT_CREATE_DUNGEON;
358 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
360 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
364 int terrain = wilderness[y][x].terrain;
365 u32b seed = wilderness[y][x].seed;
367 generate_wilderness_area(terrain, seed, border, corner);
370 if (!corner && !wilderness[y][x].town)
373 * Place roads in the wilderness
374 * ToDo: make the road a bit more interresting
376 if (wilderness[y][x].road)
378 current_floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
380 if (wilderness[y-1][x].road)
383 for (y1 = 1; y1 < MAX_HGT/2; y1++)
386 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
390 if (wilderness[y+1][x].road)
393 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
396 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
400 if (wilderness[y][x+1].road)
403 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
406 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
410 if (wilderness[y][x-1].road)
413 for (x1 = 1; x1 < MAX_WID/2; x1++)
416 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
422 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
425 u32b state_backup[4];
427 /* Hack -- Backup the RNG state */
428 Rand_state_backup(state_backup);
430 /* Hack -- Induce consistant flavors */
431 Rand_state_set(wilderness[y][x].seed);
433 dy = rand_range(6, current_floor_ptr->height - 6);
434 dx = rand_range(6, current_floor_ptr->width - 6);
436 current_floor_ptr->grid_array[dy][dx].feat = feat_entrance;
437 current_floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
439 /* Hack -- Restore the RNG state */
440 Rand_state_restore(state_backup);
446 * Border of the wilderness area
448 static border_type border;
453 * Build the wilderness area outside of the town.
456 void wilderness_gen(void)
464 current_floor_ptr->height = MAX_HGT;
465 current_floor_ptr->width = MAX_WID;
467 /* Assume illegal panel */
468 panel_row_min = current_floor_ptr->height;
469 panel_col_min = current_floor_ptr->width;
471 /* Init the wilderness */
473 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
475 x = p_ptr->wilderness_x;
476 y = p_ptr->wilderness_y;
477 get_mon_num_prep(get_monster_hook(), NULL);
480 generate_area(y - 1, x, TRUE, FALSE);
482 for (i = 1; i < MAX_WID - 1; i++)
484 border.north[i] = current_floor_ptr->grid_array[MAX_HGT - 2][i].feat;
488 generate_area(y + 1, x, TRUE, FALSE);
490 for (i = 1; i < MAX_WID - 1; i++)
492 border.south[i] = current_floor_ptr->grid_array[1][i].feat;
496 generate_area(y, x - 1, TRUE, FALSE);
498 for (i = 1; i < MAX_HGT - 1; i++)
500 border.west[i] = current_floor_ptr->grid_array[i][MAX_WID - 2].feat;
504 generate_area(y, x + 1, TRUE, FALSE);
506 for (i = 1; i < MAX_HGT - 1; i++)
508 border.east[i] = current_floor_ptr->grid_array[i][1].feat;
511 /* North west corner */
512 generate_area(y - 1, x - 1, FALSE, TRUE);
513 border.north_west = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
515 /* North east corner */
516 generate_area(y - 1, x + 1, FALSE, TRUE);
517 border.north_east = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
519 /* South west corner */
520 generate_area(y + 1, x - 1, FALSE, TRUE);
521 border.south_west = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
523 /* South east corner */
524 generate_area(y + 1, x + 1, FALSE, TRUE);
525 border.south_east = current_floor_ptr->grid_array[1][1].feat;
528 /* Create terrain of the current area */
529 generate_area(y, x, FALSE, FALSE);
532 /* Special boundary walls -- North */
533 for (i = 0; i < MAX_WID; i++)
535 current_floor_ptr->grid_array[0][i].feat = feat_permanent;
536 current_floor_ptr->grid_array[0][i].mimic = border.north[i];
539 /* Special boundary walls -- South */
540 for (i = 0; i < MAX_WID; i++)
542 current_floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
543 current_floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
546 /* Special boundary walls -- West */
547 for (i = 0; i < MAX_HGT; i++)
549 current_floor_ptr->grid_array[i][0].feat = feat_permanent;
550 current_floor_ptr->grid_array[i][0].mimic = border.west[i];
553 /* Special boundary walls -- East */
554 for (i = 0; i < MAX_HGT; i++)
556 current_floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
557 current_floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
560 /* North west corner */
561 current_floor_ptr->grid_array[0][0].mimic = border.north_west;
563 /* North east corner */
564 current_floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
566 /* South west corner */
567 current_floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
569 /* South east corner */
570 current_floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
572 /* Light up or darken the area */
573 for (y = 0; y < current_floor_ptr->height; y++)
575 for (x = 0; x < current_floor_ptr->width; x++)
577 g_ptr = ¤t_floor_ptr->grid_array[y][x];
582 g_ptr->info |= (CAVE_GLOW);
584 /* Hack -- Memorize lit grids if allowed */
585 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
589 /* Feature code (applying "mimic" field) */
590 f_ptr = &f_info[get_feat_mimic(g_ptr)];
592 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
593 !have_flag(f_ptr->flags, FF_ENTRANCE))
596 g_ptr->info &= ~(CAVE_GLOW);
598 /* Darken "boring" features */
599 if (!have_flag(f_ptr->flags, FF_REMEMBER))
601 /* Forget the grid */
602 g_ptr->info &= ~(CAVE_MARK);
605 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
608 g_ptr->info |= (CAVE_GLOW);
610 /* Hack -- Memorize lit grids if allowed */
611 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
617 if (p_ptr->teleport_town)
619 for (y = 0; y < current_floor_ptr->height; y++)
621 for (x = 0; x < current_floor_ptr->width; x++)
623 g_ptr = ¤t_floor_ptr->grid_array[y][x];
625 /* Seeing true feature code (ignore mimic) */
626 f_ptr = &f_info[g_ptr->feat];
628 if (have_flag(f_ptr->flags, FF_BLDG))
630 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
632 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
639 p_ptr->teleport_town = FALSE;
642 else if (p_ptr->leaving_dungeon)
644 for (y = 0; y < current_floor_ptr->height; y++)
646 for (x = 0; x < current_floor_ptr->width; x++)
648 g_ptr = ¤t_floor_ptr->grid_array[y][x];
650 if (cave_have_flag_grid(g_ptr, FF_ENTRANCE))
652 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
658 p_ptr->teleport_town = FALSE;
661 player_place(p_ptr->oldpy, p_ptr->oldpx);
662 /* p_ptr->leaving_dungeon = FALSE;*/
664 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
666 /* Make some residents */
667 for (i = 0; i < lim; i++)
671 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
672 mode |= PM_ALLOW_SLEEP;
674 /* Make a resident */
675 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
678 if(generate_encounter) p_ptr->ambush_flag = TRUE;
679 generate_encounter = FALSE;
681 /* Fill the arrays of floors and walls in the good proportions */
682 set_floor_and_wall(0);
684 /* Set rewarded quests to finished */
685 for (i = 0; i < max_q_idx; i++)
687 if (quest[i].status == QUEST_STATUS_REWARDED)
688 quest[i].status = QUEST_STATUS_FINISHED;
693 static s16b conv_terrain2feat[MAX_WILDERNESS];
696 * @brief 広域マップの生成(簡易処理版) /
697 * Build the wilderness area. -DG-
700 void wilderness_gen_small(void)
704 /* To prevent stupid things */
705 for (i = 0; i < MAX_WID; i++)
706 for (j = 0; j < MAX_HGT; j++)
708 current_floor_ptr->grid_array[j][i].feat = feat_permanent;
711 /* Init the wilderness */
712 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
715 for (i = 0; i < current_world_ptr->max_wild_x; i++)
716 for (j = 0; j < current_world_ptr->max_wild_y; j++)
718 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
720 current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
721 current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
723 else if (wilderness[j][i].road) current_floor_ptr->grid_array[j][i].feat = feat_floor;
724 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
726 current_floor_ptr->grid_array[j][i].feat = feat_entrance;
727 current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
729 else current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
731 current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
734 current_floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
735 current_floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
737 if (current_floor_ptr->height > MAX_HGT) current_floor_ptr->height = MAX_HGT;
738 if (current_floor_ptr->width > MAX_WID) current_floor_ptr->width = MAX_WID;
740 /* Assume illegal panel */
741 panel_row_min = current_floor_ptr->height;
742 panel_col_min = current_floor_ptr->width;
744 /* Place the player */
745 p_ptr->x = p_ptr->wilderness_x;
746 p_ptr->y = p_ptr->wilderness_y;
752 typedef struct wilderness_grid wilderness_grid;
754 struct wilderness_grid
756 int terrain; /* Terrain type */
757 TOWN_IDX town; /* Town number */
758 DEPTH level; /* Level of the wilderness */
759 byte road; /* Road */
760 char name[32]; /* Name of the town/wilderness */
764 static wilderness_grid w_letter[255];
768 * @brief w_info.txtのデータ解析 /
769 * Parse a sub-file of the "extra info"
770 * @param buf 読み取ったデータ行のバッファ
772 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
774 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
775 * @param y 広域マップの高さを返す参照ポインタ
776 * @param x 広域マップの幅を返す参照ポインタ
779 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
787 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
791 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
804 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
806 int index = zz[0][0];
809 w_letter[index].terrain = atoi(zz[1]);
811 w_letter[index].terrain = 0;
814 w_letter[index].level = (s16b)atoi(zz[2]);
816 w_letter[index].level = 0;
819 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
821 w_letter[index].town = 0;
824 w_letter[index].road = (byte_hack)atoi(zz[4]);
826 w_letter[index].road = 0;
829 strcpy(w_letter[index].name, zz[5]);
831 w_letter[index].name[0] = 0;
836 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
842 /* Process "W:D:<layout> */
843 /* Layout of the wilderness */
846 /* Acquire the text */
849 /* Length of the text */
852 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
855 wilderness[*y][*x].terrain = w_letter[id].terrain;
856 wilderness[*y][*x].level = w_letter[id].level;
857 wilderness[*y][*x].town = w_letter[id].town;
858 wilderness[*y][*x].road = w_letter[id].road;
859 strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
867 /* Process "W:P:<x>:<y> - starting position in the wilderness */
870 if ((p_ptr->wilderness_x == 0) &&
871 (p_ptr->wilderness_y == 0))
873 if (tokenize(buf+4, 2, zz, 0) == 2)
875 p_ptr->wilderness_y = atoi(zz[0]);
876 p_ptr->wilderness_x = atoi(zz[1]);
878 if ((p_ptr->wilderness_x < 1) ||
879 (p_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
880 (p_ptr->wilderness_y < 1) ||
881 (p_ptr->wilderness_y > current_world_ptr->max_wild_y))
883 return (PARSE_ERROR_OUT_OF_BOUNDS);
888 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
897 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
900 for (i = 1; i < max_d_idx; i++)
902 if (!d_info[i].maxdepth) continue;
903 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
904 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
905 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
915 * @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 /
916 * Generate the random seeds for the wilderness
919 void seed_wilderness(void)
923 /* Init wilderness seeds */
924 for (x = 0; x < current_world_ptr->max_wild_x; x++)
926 for (y = 0; y < current_world_ptr->max_wild_y; y++)
928 wilderness[y][x].seed = randint0(0x10000000);
929 wilderness[y][x].entrance = 0;
936 * Pointer to wilderness_type
938 typedef wilderness_type *wilderness_type_ptr;
942 * @brief ゲーム開始時の荒野初期化メインルーチン /
943 * Initialize wilderness array
946 errr init_wilderness(void)
950 /* Allocate the wilderness (two-dimension array) */
951 C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
952 C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
954 /* Init the other pointers */
955 for (i = 1; i < current_world_ptr->max_wild_y; i++)
956 wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
958 generate_encounter = FALSE;
964 * @brief 荒野の地勢設定を初期化する /
965 * Initialize wilderness array
966 * @param terrain 初期化したい地勢ID
967 * @param feat_global 基本的な地形ID
968 * @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
971 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
980 /* Begin the varargs stuff */
983 /* Wilderness terrains on global map */
984 conv_terrain2feat[terrain] = feat_global;
986 /* Wilderness terrains on local map */
987 for (p = fmt; *p; p++)
993 feat = (s16b)va_arg(vp, int);
994 num = va_arg(vp, int);
997 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
998 terrain_table[terrain][cur] = feat;
999 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1005 plog_fmt("Format error");
1008 if (cur < MAX_FEAT_IN_TERRAIN)
1010 plog_fmt("Too few parameters");
1013 /* End the varargs stuff */
1019 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1020 * Initialize arrays for wilderness terrains
1023 void init_wilderness_terrains(void)
1025 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1026 feat_permanent, MAX_FEAT_IN_TERRAIN);
1028 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1029 feat_floor, MAX_FEAT_IN_TERRAIN);
1031 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1032 feat_deep_water, 12,
1033 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1035 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1037 feat_shallow_water, 12,
1040 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1042 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1047 feat_shallow_water, 4,
1048 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1050 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1056 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1058 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1064 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1066 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1071 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1073 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1076 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1078 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1079 feat_shallow_lava, 14,
1081 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1083 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1085 feat_shallow_lava, 3,
1087 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1089 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1095 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1099 * @brief 荒野から広域マップへの切り替え処理 /
1100 * Initialize arrays for wilderness terrains
1101 * @return 切り替えが行われた場合はTRUEを返す。
1103 bool change_wild_mode(void)
1106 bool have_pet = FALSE;
1108 /* It is in the middle of changing map */
1109 if (p_ptr->leaving) return FALSE;
1112 if (lite_town || vanilla_town)
1114 msg_print(_("荒野なんてない。", "No global map."));
1118 if (p_ptr->wild_mode)
1120 /* Save the location in the global map */
1121 p_ptr->wilderness_x = p_ptr->x;
1122 p_ptr->wilderness_y = p_ptr->y;
1124 /* Give first move to the player */
1125 p_ptr->energy_need = 0;
1127 /* Go back to the ordinary map */
1128 p_ptr->wild_mode = FALSE;
1129 p_ptr->leaving = TRUE;
1135 for (i = 1; i < m_max; i++)
1137 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1139 if (!monster_is_valid(m_ptr)) continue;
1140 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1141 if (MON_CSLEEP(m_ptr)) continue;
1142 if (m_ptr->cdis > MAX_SIGHT) continue;
1143 if (!is_hostile(m_ptr)) continue;
1144 msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!",
1145 "You cannot enter global map, since there is some monsters nearby!"));
1152 concptr msg = _("ペットを置いて広域マップに入りますか?",
1153 "Do you leave your pets behind? ");
1155 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1162 take_turn(p_ptr, 1000);
1164 /* Remember the position */
1165 p_ptr->oldpx = p_ptr->x;
1166 p_ptr->oldpy = p_ptr->y;
1168 /* Cancel hex spelling */
1169 if (hex_spelling_any()) stop_hex_spell_all();
1171 /* Cancel any special action */
1172 set_action(ACTION_NONE);
1174 /* Go into the global map */
1175 p_ptr->wild_mode = TRUE;
1176 p_ptr->leaving = TRUE;