3 * @brief 荒野マップの生成とルール管理 / Wilderness generation
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
22 #include "realm-hex.h"
23 #include "player-status.h"
24 #include "player-effects.h"
26 #include "monster-status.h"
28 #include "dungeon-file.h"
29 #include "io/tokenizer.h"
32 #include "floor-town.h"
35 #include "view-mainwindow.h"
37 #define MAX_FEAT_IN_TERRAIN 18
42 wilderness_type **wilderness;
44 bool generate_encounter;
47 * @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
48 * @param feat_type 非一様確率を再現するための要素数100の配列
49 * @param prob 元の確率テーブル
52 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
54 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
56 lim[0] = prob[0].percent;
57 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
58 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
60 for (i = 0; i < 100; i++)
62 while (i == lim[cur]) cur++;
63 feat_type[i] = prob[cur].feat;
69 * @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
70 * / Fill the arrays of floors and walls in the good proportions
74 void set_floor_and_wall(DUNGEON_IDX type)
76 DUNGEON_IDX cur_type = 255;
80 if (cur_type == type) return;
83 d_ptr = &d_info[type];
85 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
86 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
88 feat_wall_outer = d_ptr->outer_wall;
89 feat_wall_inner = d_ptr->inner_wall;
90 feat_wall_solid = d_ptr->outer_wall;
95 * @brief プラズマフラクタル的地形生成の再帰中間処理
96 * / Helper for plasma generation.
104 * @param depth_max 深みの最大値
107 static void perturb_point_mid(floor_type *floor_ptr, FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, FEAT_IDX x4, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
110 * Average the four corners & perturb it a bit.
111 * tmp is a random int +/- rough
113 FEAT_IDX tmp2 = rough*2 + 1;
114 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
116 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
118 /* Division always rounds down, so we round up again */
119 if (((x1 + x2 + x3 + x4) % 4) > 1)
123 if (avg < 0) avg = 0;
124 if (avg > depth_max) avg = depth_max;
126 /* Set the new value. */
127 floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
132 * @brief プラズマフラクタル的地形生成の再帰末端処理
133 * / Helper for plasma generation.
134 * @param x1 中間末端部1の重み
135 * @param x2 中間末端部2の重み
136 * @param x3 中間末端部3の重み
137 * @param xmid 最終末端部座標X
138 * @param ymid 最終末端部座標Y
140 * @param depth_max 深みの最大値
143 static void perturb_point_end(floor_type *floor_ptr, FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
146 * Average the three corners & perturb it a bit.
147 * tmp is a random int +/- rough
149 FEAT_IDX tmp2 = rough * 2 + 1;
150 FEAT_IDX tmp = randint0(tmp2) - rough;
152 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
154 /* Division always rounds down, so we round up again */
155 if ((x1 + x2 + x3) % 3) avg++;
158 if (avg < 0) avg = 0;
159 if (avg > depth_max) avg = depth_max;
161 /* Set the new value. */
162 floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
167 * @brief プラズマフラクタル的地形生成の開始処理
168 * / Helper for plasma generation.
169 * @param x1 処理範囲の左上X座標
170 * @param y1 処理範囲の左上Y座標
171 * @param x2 処理範囲の右下X座標
172 * @param y2 処理範囲の右下Y座標
173 * @param depth_max 深みの最大値
178 * A generic function to generate the plasma fractal.
179 * Note that it uses ``cave_feat'' as temporary storage.
180 * The values in ``cave_feat'' after this function
181 * are NOT actual features; They are raw heights which
182 * need to be converted to features.
185 static void plasma_recursive(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
188 POSITION xmid = (x2 - x1) / 2 + x1;
189 POSITION ymid = (y2 - y1) / 2 + y1;
192 if (x1 + 1 == x2) return;
194 perturb_point_mid(floor_ptr, floor_ptr->grid_array[y1][x1].feat, floor_ptr->grid_array[y2][x1].feat, floor_ptr->grid_array[y1][x2].feat,
195 floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
197 perturb_point_end(floor_ptr, floor_ptr->grid_array[y1][x1].feat, floor_ptr->grid_array[y1][x2].feat, floor_ptr->grid_array[ymid][xmid].feat,
198 xmid, y1, rough, depth_max);
200 perturb_point_end(floor_ptr, floor_ptr->grid_array[y1][x2].feat, floor_ptr->grid_array[y2][x2].feat, floor_ptr->grid_array[ymid][xmid].feat,
201 x2, ymid, rough, depth_max);
203 perturb_point_end(floor_ptr, floor_ptr->grid_array[y2][x2].feat, floor_ptr->grid_array[y2][x1].feat, floor_ptr->grid_array[ymid][xmid].feat,
204 xmid, y2, rough, depth_max);
206 perturb_point_end(floor_ptr, floor_ptr->grid_array[y2][x1].feat, floor_ptr->grid_array[y1][x1].feat, floor_ptr->grid_array[ymid][xmid].feat,
207 x1, ymid, rough, depth_max);
210 /* Recurse the four quadrants */
211 plasma_recursive(floor_ptr, x1, y1, xmid, ymid, depth_max, rough);
212 plasma_recursive(floor_ptr, xmid, y1, x2, ymid, depth_max, rough);
213 plasma_recursive(floor_ptr, x1, ymid, xmid, y2, depth_max, rough);
214 plasma_recursive(floor_ptr, xmid, ymid, x2, y2, depth_max, rough);
219 * The default table in terrain level generation.
221 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
224 * @brief 荒野フロア生成のサブルーチン
225 * @param terrain 荒野地形ID
226 * @param seed 乱数の固定シード
228 * @param corner 広域マップの角部分としての生成ならばTRUE
231 static void generate_wilderness_area(floor_type *floor_ptr, int terrain, u32b seed, bool corner)
233 /* The outer wall is easy */
234 if (terrain == TERRAIN_EDGE)
236 /* Create level background */
237 for (POSITION y1 = 0; y1 < MAX_HGT; y1++)
239 for (POSITION x1 = 0; x1 < MAX_WID; x1++)
241 floor_ptr->grid_array[y1][x1].feat = feat_permanent;
248 /* Hack -- Backup the RNG state */
249 u32b state_backup[4];
250 Rand_state_backup(state_backup);
252 /* Hack -- Induce consistant flavors */
253 Rand_state_set(seed);
255 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
258 /* Create level background */
259 for (POSITION y1 = 0; y1 < MAX_HGT; y1++)
261 for (POSITION x1 = 0; x1 < MAX_WID; x1++)
263 floor_ptr->grid_array[y1][x1].feat = table_size / 2;
269 * Initialize the four corners
270 * ToDo: calculate the medium height of the adjacent
271 * terrains for every corner.
273 floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
274 floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
275 floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
276 floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
278 /* Hack -- only four corners */
281 floor_ptr->grid_array[1][1].feat = terrain_table[terrain][floor_ptr->grid_array[1][1].feat];
282 floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][floor_ptr->grid_array[MAX_HGT - 2][1].feat];
283 floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][floor_ptr->grid_array[1][MAX_WID - 2].feat];
284 floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat];
285 Rand_state_restore(state_backup);
289 /* Hack -- preserve four corners */
290 s16b north_west = floor_ptr->grid_array[1][1].feat;
291 s16b south_west = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
292 s16b north_east = floor_ptr->grid_array[1][MAX_WID - 2].feat;
293 s16b south_east = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
295 /* x1, y1, x2, y2, num_depths, roughness */
296 FEAT_IDX roughness = 1; /* The roughness of the level. */
297 plasma_recursive(floor_ptr, 1, 1, MAX_WID - 2, MAX_HGT - 2, table_size - 1, roughness);
299 /* Hack -- copyback four corners */
300 floor_ptr->grid_array[1][1].feat = north_west;
301 floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
302 floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
303 floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
305 for (POSITION y1 = 1; y1 < MAX_HGT - 1; y1++)
307 for (POSITION x1 = 1; x1 < MAX_WID - 1; x1++)
309 floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][floor_ptr->grid_array[y1][x1].feat];
313 Rand_state_restore(state_backup);
318 * @brief 荒野フロア生成のメインルーチン /
319 * Load a town or generate a terrain level using "plasma" fractals.
320 * @param player_ptr プレーヤーへの参照ポインタ
323 * @param border 広域マップの辺部分としての生成ならばTRUE
324 * @param corner 広域マップの角部分としての生成ならばTRUE
328 * x and y are the coordinates of the area in the wilderness.
329 * Border and corner are optimization flags to speed up the
330 * generation of the fractal terrain.
331 * If border is set then only the border of the terrain should
332 * be generated (for initializing the border structure).
333 * If corner is set then only the corners of the area are needed.
336 static void generate_area(player_type *player_ptr, POSITION y, POSITION x, bool border, bool corner)
338 /* Number of the town (if any) */
339 player_ptr->town_num = wilderness[y][x].town;
341 /* Set the base level */
342 floor_type *floor_ptr = player_ptr->current_floor_ptr;
343 floor_ptr->base_level = wilderness[y][x].level;
345 /* Set the dungeon level */
346 floor_ptr->dun_level = 0;
348 /* Set the monster generation level */
349 floor_ptr->monster_level = floor_ptr->base_level;
351 /* Set the object generation level */
352 floor_ptr->object_level = floor_ptr->base_level;
355 /* Create the town */
356 if (player_ptr->town_num)
358 /* Reset the buildings */
361 /* Initialize the town */
363 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
365 init_flags = INIT_CREATE_DUNGEON;
367 process_dungeon_file(player_ptr, "t_info.txt", 0, 0, MAX_HGT, MAX_WID);
369 if (!corner && !border) player_ptr->visit |= (1L << (player_ptr->town_num - 1));
373 int terrain = wilderness[y][x].terrain;
374 u32b seed = wilderness[y][x].seed;
376 generate_wilderness_area(floor_ptr, terrain, seed, corner);
379 if (!corner && !wilderness[y][x].town)
382 * Place roads in the wilderness
383 * ToDo: make the road a bit more interresting
385 if (wilderness[y][x].road)
387 floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
390 if (wilderness[y-1][x].road)
393 for (y1 = 1; y1 < MAX_HGT/2; y1++)
396 floor_ptr->grid_array[y1][x1].feat = feat_floor;
400 if (wilderness[y+1][x].road)
403 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
406 floor_ptr->grid_array[y1][x1].feat = feat_floor;
410 if (wilderness[y][x+1].road)
413 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
416 floor_ptr->grid_array[y1][x1].feat = feat_floor;
420 if (wilderness[y][x-1].road)
423 for (x1 = 1; x1 < MAX_WID/2; x1++)
426 floor_ptr->grid_array[y1][x1].feat = feat_floor;
433 * 本来は '> 0'で良いと思われるがエンバグするのも怖いので'!= 0'と記載する
434 * 問題なければ'> 0'へ置き換えること
436 bool is_winner = wilderness[y][x].entrance != 0;
437 is_winner &= !wilderness[y][x].town != 0;
438 bool is_wild_winner = (d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER) == 0;
439 is_winner &= ((current_world_ptr->total_winner != 0) || is_wild_winner);
440 if (!is_winner) return;
442 /* Hack -- Backup the RNG state */
443 u32b state_backup[4];
444 Rand_state_backup(state_backup);
446 /* Hack -- Induce consistant flavors */
447 Rand_state_set(wilderness[y][x].seed);
449 int dy = rand_range(6, floor_ptr->height - 6);
450 int dx = rand_range(6, floor_ptr->width - 6);
452 floor_ptr->grid_array[dy][dx].feat = feat_entrance;
453 floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
455 /* Hack -- Restore the RNG state */
456 Rand_state_restore(state_backup);
461 * Border of the wilderness area
463 static border_type border;
467 * Build the wilderness area outside of the town.
468 * @todo 広域マップは恒常生成にする予定、player_typeによる処理分岐は最終的に排除する。
469 * @param creature_ptr プレーヤーへの参照ポインタ
472 void wilderness_gen(player_type *creature_ptr)
475 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
476 floor_ptr->height = MAX_HGT;
477 floor_ptr->width = MAX_WID;
479 /* Assume illegal panel */
480 panel_row_min = floor_ptr->height;
481 panel_col_min = floor_ptr->width;
483 process_dungeon_file(creature_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
484 POSITION x = creature_ptr->wilderness_x;
485 POSITION y = creature_ptr->wilderness_y;
486 get_mon_num_prep(creature_ptr, get_monster_hook(creature_ptr), NULL);
489 generate_area(creature_ptr, y - 1, x, TRUE, FALSE);
491 for (int i = 1; i < MAX_WID - 1; i++)
493 border.north[i] = floor_ptr->grid_array[MAX_HGT - 2][i].feat;
497 generate_area(creature_ptr, y + 1, x, TRUE, FALSE);
499 for (int i = 1; i < MAX_WID - 1; i++)
501 border.south[i] = floor_ptr->grid_array[1][i].feat;
505 generate_area(creature_ptr, y, x - 1, TRUE, FALSE);
507 for (int i = 1; i < MAX_HGT - 1; i++)
509 border.west[i] = floor_ptr->grid_array[i][MAX_WID - 2].feat;
513 generate_area(creature_ptr, y, x + 1, TRUE, FALSE);
515 for (int i = 1; i < MAX_HGT - 1; i++)
517 border.east[i] = floor_ptr->grid_array[i][1].feat;
520 /* North west corner */
521 generate_area(creature_ptr, y - 1, x - 1, FALSE, TRUE);
522 border.north_west = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
524 /* North east corner */
525 generate_area(creature_ptr, y - 1, x + 1, FALSE, TRUE);
526 border.north_east = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
528 /* South west corner */
529 generate_area(creature_ptr, y + 1, x - 1, FALSE, TRUE);
530 border.south_west = floor_ptr->grid_array[1][MAX_WID - 2].feat;
532 /* South east corner */
533 generate_area(creature_ptr, y + 1, x + 1, FALSE, TRUE);
534 border.south_east = floor_ptr->grid_array[1][1].feat;
536 /* Create terrain of the current area */
537 generate_area(creature_ptr, y, x, FALSE, FALSE);
539 /* Special boundary walls -- North */
540 for (int i = 0; i < MAX_WID; i++)
542 floor_ptr->grid_array[0][i].feat = feat_permanent;
543 floor_ptr->grid_array[0][i].mimic = border.north[i];
546 /* Special boundary walls -- South */
547 for (int i = 0; i < MAX_WID; i++)
549 floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
550 floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
553 /* Special boundary walls -- West */
554 for (int i = 0; i < MAX_HGT; i++)
556 floor_ptr->grid_array[i][0].feat = feat_permanent;
557 floor_ptr->grid_array[i][0].mimic = border.west[i];
560 /* Special boundary walls -- East */
561 for (int i = 0; i < MAX_HGT; i++)
563 floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
564 floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
567 floor_ptr->grid_array[0][0].mimic = border.north_west;
568 floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
569 floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
570 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 < floor_ptr->height; y++)
575 for (x = 0; x < floor_ptr->width; x++)
578 g_ptr = &floor_ptr->grid_array[y][x];
583 g_ptr->info |= CAVE_GLOW;
585 /* Hack -- Memorize lit grids if allowed */
586 if (view_perma_grids) g_ptr->info |= CAVE_MARK;
590 /* 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);
610 if (!have_flag(f_ptr->flags, FF_ENTRANCE)) continue;
612 g_ptr->info |= CAVE_GLOW;
614 /* Hack -- Memorize lit grids if allowed */
615 if (view_perma_grids) g_ptr->info |= CAVE_MARK;
619 if (creature_ptr->teleport_town)
621 for (y = 0; y < floor_ptr->height; y++)
623 for (x = 0; x < floor_ptr->width; x++)
626 g_ptr = &floor_ptr->grid_array[y][x];
628 /* Seeing true feature code (ignore mimic) */
630 f_ptr = &f_info[g_ptr->feat];
632 if (!have_flag(f_ptr->flags, FF_BLDG)) continue;
634 if ((f_ptr->subtype != 4) && !((creature_ptr->town_num == 1) && (f_ptr->subtype == 0)))
639 delete_monster_idx(creature_ptr, g_ptr->m_idx);
642 creature_ptr->oldpy = y;
643 creature_ptr->oldpx = x;
647 creature_ptr->teleport_town = FALSE;
649 else if (creature_ptr->leaving_dungeon)
651 for (y = 0; y < floor_ptr->height; y++)
653 for (x = 0; x < floor_ptr->width; x++)
656 g_ptr = &floor_ptr->grid_array[y][x];
658 if (!cave_have_flag_grid(g_ptr, FF_ENTRANCE)) continue;
662 delete_monster_idx(creature_ptr, g_ptr->m_idx);
665 creature_ptr->oldpy = y;
666 creature_ptr->oldpx = x;
670 creature_ptr->teleport_town = FALSE;
673 player_place(creature_ptr, creature_ptr->oldpy, creature_ptr->oldpx);
674 int lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
676 /* Make some residents */
677 for (int i = 0; i < lim; i++)
681 if (!(generate_encounter || (one_in_(2) && (!creature_ptr->town_num))))
682 mode |= PM_ALLOW_SLEEP;
684 /* Make a resident */
685 (void)alloc_monster(creature_ptr, generate_encounter ? 0 : 3, mode);
688 if(generate_encounter) creature_ptr->ambush_flag = TRUE;
689 generate_encounter = FALSE;
691 /* Fill the arrays of floors and walls in the good proportions */
692 set_floor_and_wall(0);
694 /* Set rewarded quests to finished */
695 for (int i = 0; i < max_q_idx; i++)
697 if (quest[i].status == QUEST_STATUS_REWARDED)
698 quest[i].status = QUEST_STATUS_FINISHED;
702 static s16b conv_terrain2feat[MAX_WILDERNESS];
705 * @brief 広域マップの生成(簡易処理版) /
706 * Build the wilderness area. -DG-
709 void wilderness_gen_small(player_type *creature_ptr)
711 /* To prevent stupid things */
712 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
713 for (int i = 0; i < MAX_WID; i++)
715 for (int j = 0; j < MAX_HGT; j++)
717 floor_ptr->grid_array[j][i].feat = feat_permanent;
721 process_dungeon_file(creature_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
724 for (int i = 0; i < current_world_ptr->max_wild_x; i++)
726 for (int j = 0; j < current_world_ptr->max_wild_y; j++)
728 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
730 floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
731 floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
732 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
736 if (wilderness[j][i].road)
738 floor_ptr->grid_array[j][i].feat = feat_floor;
739 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
743 if (wilderness[j][i].entrance && (current_world_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
745 floor_ptr->grid_array[j][i].feat = feat_entrance;
746 floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
747 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
751 floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
752 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
756 floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
757 floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
759 if (floor_ptr->height > MAX_HGT) floor_ptr->height = MAX_HGT;
760 if (floor_ptr->width > MAX_WID) floor_ptr->width = MAX_WID;
762 /* Assume illegal panel */
763 panel_row_min = floor_ptr->height;
764 panel_col_min = floor_ptr->width;
766 creature_ptr->x = creature_ptr->wilderness_x;
767 creature_ptr->y = creature_ptr->wilderness_y;
768 creature_ptr->town_num = 0;
772 typedef struct wilderness_grid wilderness_grid;
774 struct wilderness_grid
776 int terrain; /* Terrain type */
777 TOWN_IDX town; /* Town number */
778 DEPTH level; /* Level of the wilderness */
779 byte road; /* Road */
780 char name[32]; /* Name of the town/wilderness */
784 static wilderness_grid w_letter[255];
787 * @brief w_info.txtのデータ解析 /
788 * Parse a sub-file of the "extra info"
789 * @param buf 読み取ったデータ行のバッファ
791 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
793 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
794 * @param y 広域マップの高さを返す参照ポインタ
795 * @param x 広域マップの幅を返す参照ポインタ
798 errr parse_line_wilderness(player_type *creature_ptr, char *buf, int xmin, int xmax, int *y, int *x)
800 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
806 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
819 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
821 int index = zz[0][0];
824 w_letter[index].terrain = atoi(zz[1]);
826 w_letter[index].terrain = 0;
829 w_letter[index].level = (s16b)atoi(zz[2]);
831 w_letter[index].level = 0;
834 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
836 w_letter[index].town = 0;
839 w_letter[index].road = (byte)atoi(zz[4]);
841 w_letter[index].road = 0;
844 strcpy(w_letter[index].name, zz[5]);
846 w_letter[index].name[0] = 0;
851 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
857 /* Process "W:D:<layout> */
858 /* Layout of the wilderness */
864 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
867 wilderness[*y][*x].terrain = w_letter[id].terrain;
868 wilderness[*y][*x].level = w_letter[id].level;
869 wilderness[*y][*x].town = w_letter[id].town;
870 wilderness[*y][*x].road = w_letter[id].road;
871 strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
878 /* Process "W:P:<x>:<y> - starting position in the wilderness */
881 bool is_corner = creature_ptr->wilderness_x == 0;
882 is_corner = creature_ptr->wilderness_y == 0;
883 if (!is_corner) break;
885 if (tokenize(buf + 4, 2, zz, 0) != 2)
887 return PARSE_ERROR_TOO_FEW_ARGUMENTS;
890 creature_ptr->wilderness_y = atoi(zz[0]);
891 creature_ptr->wilderness_x = atoi(zz[1]);
893 if ((creature_ptr->wilderness_x < 1) ||
894 (creature_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
895 (creature_ptr->wilderness_y < 1) ||
896 (creature_ptr->wilderness_y > current_world_ptr->max_wild_y))
898 return PARSE_ERROR_OUT_OF_BOUNDS;
905 return PARSE_ERROR_UNDEFINED_DIRECTIVE;
908 for (int i = 1; i < current_world_ptr->max_d_idx; i++)
910 if (!d_info[i].maxdepth) continue;
911 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte)i;
912 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
914 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
923 * @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 /
924 * Generate the random seeds for the wilderness
927 void seed_wilderness(void)
929 for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
931 for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
933 wilderness[y][x].seed = randint0(0x10000000);
934 wilderness[y][x].entrance = 0;
941 * Pointer to wilderness_type
943 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)
952 /* Allocate the wilderness (two-dimension array) */
953 C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
954 C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
956 /* Init the other pointers */
957 for (int i = 1; i < current_world_ptr->max_wild_y; i++)
959 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, ...)
977 /* Begin the varargs stuff */
981 /* Wilderness terrains on global map */
982 conv_terrain2feat[terrain] = feat_global;
984 /* Wilderness terrains on local map */
987 for (concptr p = fmt; *p; p++)
991 plog_fmt("Format error");
995 FEAT_IDX feat = (s16b)va_arg(vp, int);
996 int num = va_arg(vp, int);
999 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
1001 terrain_table[terrain][cur] = feat;
1004 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1009 if (cur < MAX_FEAT_IN_TERRAIN)
1011 plog_fmt("Too few parameters");
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);
1100 * @brief 荒野から広域マップへの切り替え処理 /
1101 * Initialize arrays for wilderness terrains
1102 * @param encount 襲撃時TRUE
1103 * @return 切り替えが行われた場合はTRUEを返す。
1105 bool change_wild_mode(player_type *creature_ptr, bool encount)
1107 generate_encounter = encount;
1109 /* It is in the middle of changing map */
1110 if (creature_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 (creature_ptr->wild_mode)
1120 /* Save the location in the global map */
1121 creature_ptr->wilderness_x = creature_ptr->x;
1122 creature_ptr->wilderness_y = creature_ptr->y;
1124 /* Give first move to the player */
1125 creature_ptr->energy_need = 0;
1127 /* Go back to the ordinary map */
1128 creature_ptr->wild_mode = FALSE;
1129 creature_ptr->leaving = TRUE;
1133 bool have_pet = FALSE;
1134 for (int i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
1136 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
1138 if (!monster_is_valid(m_ptr)) continue;
1139 if (is_pet(m_ptr) && i != creature_ptr->riding) have_pet = TRUE;
1140 if (MON_CSLEEP(m_ptr)) continue;
1141 if (m_ptr->cdis > MAX_SIGHT) continue;
1142 if (!is_hostile(m_ptr)) continue;
1143 msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!",
1144 "You cannot enter global map, since there is some monsters nearby!"));
1145 free_turn(creature_ptr);
1151 concptr msg = _("ペットを置いて広域マップに入りますか?",
1152 "Do you leave your pets behind? ");
1154 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1156 free_turn(creature_ptr);
1161 take_turn(creature_ptr, 1000);
1163 /* Remember the position */
1164 creature_ptr->oldpx = creature_ptr->x;
1165 creature_ptr->oldpy = creature_ptr->y;
1167 /* Cancel hex spelling */
1168 if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
1170 /* Cancel any special action */
1171 set_action(creature_ptr, ACTION_NONE);
1173 /* Go into the global map */
1174 creature_ptr->wild_mode = TRUE;
1175 creature_ptr->leaving = TRUE;