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 * @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
17 * @param feat_type 非一様確率を再現するための要素数100の配列
18 * @param prob 元の確率テーブル
21 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
23 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
25 lim[0] = prob[0].percent;
26 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
29 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
31 for (i = 0; i < 100; i++)
33 while (i == lim[cur]) cur++;
34 feat_type[i] = prob[cur].feat;
39 * @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
40 * / Fill the arrays of floors and walls in the good proportions
44 void set_floor_and_wall(byte type)
46 static byte cur_type = 255;
47 dungeon_info_type *d_ptr;
50 if (cur_type == type) return;
53 d_ptr = &d_info[type];
55 set_floor_and_wall_aux(floor_type, d_ptr->floor);
56 set_floor_and_wall_aux(fill_type, d_ptr->fill);
58 feat_wall_outer = d_ptr->outer_wall;
59 feat_wall_inner = d_ptr->inner_wall;
60 feat_wall_solid = d_ptr->outer_wall;
65 * @brief プラズマフラクタル的地形生成の再帰中間処理
66 * / Helper for plasma generation.
74 * @param depth_max 深みの最大値
77 static void perturb_point_mid(int x1, int x2, int x3, int x4,
78 int xmid, int ymid, int rough, int depth_max)
81 * Average the four corners & perturb it a bit.
82 * tmp is a random int +/- rough
84 int tmp2 = rough*2 + 1;
85 int tmp = randint1(tmp2) - (rough + 1);
87 int avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
89 /* Division always rounds down, so we round up again */
90 if (((x1 + x2 + x3 + x4) % 4) > 1)
95 if (avg > depth_max) avg = depth_max;
97 /* Set the new value. */
98 cave[ymid][xmid].feat = avg;
103 * @brief プラズマフラクタル的地形生成の再帰末端処理
104 * / Helper for plasma generation.
105 * @param x1 中間末端部1の重み
106 * @param x2 中間末端部2の重み
107 * @param x3 中間末端部3の重み
108 * @param xmid 最終末端部座標X
109 * @param ymid 最終末端部座標Y
111 * @param depth_max 深みの最大値
114 static void perturb_point_end(int x1, int x2, int x3,
115 int xmid, int ymid, int rough, int depth_max)
118 * Average the three corners & perturb it a bit.
119 * tmp is a random int +/- rough
121 int tmp2 = rough * 2 + 1;
122 int tmp = randint0(tmp2) - rough;
124 int avg = ((x1 + x2 + x3) / 3) + tmp;
126 /* Division always rounds down, so we round up again */
127 if ((x1 + x2 + x3) % 3) avg++;
130 if (avg < 0) avg = 0;
131 if (avg > depth_max) avg = depth_max;
133 /* Set the new value. */
134 cave[ymid][xmid].feat = avg;
139 * @brief プラズマフラクタル的地形生成の開始処理
140 * / Helper for plasma generation.
141 * @param x1 処理範囲の左上X座標
142 * @param y1 処理範囲の左上Y座標
143 * @param x2 処理範囲の右下X座標
144 * @param y2 処理範囲の右下Y座標
145 * @param depth_max 深みの最大値
150 * A generic function to generate the plasma fractal.
151 * Note that it uses ``cave_feat'' as temporary storage.
152 * The values in ``cave_feat'' after this function
153 * are NOT actual features; They are raw heights which
154 * need to be converted to features.
157 static void plasma_recursive(int x1, int y1, int x2, int y2,
158 int depth_max, int rough)
161 int xmid = (x2 - x1) / 2 + x1;
162 int 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_init(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 = randint0(table_size);
257 cave[MAX_HGT-2][1].feat = randint0(table_size);
258 cave[1][MAX_WID-2].feat = randint0(table_size);
259 cave[MAX_HGT-2][MAX_WID-2].feat = 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(int y, int x, bool border, bool corner)
322 /* Number of the town (if any) */
323 p_ptr->town_num = 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_init(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;
469 /* Prepare allocation table */
470 get_mon_num_prep(get_monster_hook(), NULL);
473 generate_area(y - 1, x, TRUE, FALSE);
475 for (i = 1; i < MAX_WID - 1; i++)
477 border.north[i] = cave[MAX_HGT - 2][i].feat;
481 generate_area(y + 1, x, TRUE, FALSE);
483 for (i = 1; i < MAX_WID - 1; i++)
485 border.south[i] = cave[1][i].feat;
489 generate_area(y, x - 1, TRUE, FALSE);
491 for (i = 1; i < MAX_HGT - 1; i++)
493 border.west[i] = cave[i][MAX_WID - 2].feat;
497 generate_area(y, x + 1, TRUE, FALSE);
499 for (i = 1; i < MAX_HGT - 1; i++)
501 border.east[i] = cave[i][1].feat;
504 /* North west corner */
505 generate_area(y - 1, x - 1, FALSE, TRUE);
506 border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
508 /* North east corner */
509 generate_area(y - 1, x + 1, FALSE, TRUE);
510 border.north_east = cave[MAX_HGT - 2][1].feat;
512 /* South west corner */
513 generate_area(y + 1, x - 1, FALSE, TRUE);
514 border.south_west = cave[1][MAX_WID - 2].feat;
516 /* South east corner */
517 generate_area(y + 1, x + 1, FALSE, TRUE);
518 border.south_east = cave[1][1].feat;
521 /* Create terrain of the current area */
522 generate_area(y, x, FALSE, FALSE);
525 /* Special boundary walls -- North */
526 for (i = 0; i < MAX_WID; i++)
528 cave[0][i].feat = feat_permanent;
529 cave[0][i].mimic = border.north[i];
532 /* Special boundary walls -- South */
533 for (i = 0; i < MAX_WID; i++)
535 cave[MAX_HGT - 1][i].feat = feat_permanent;
536 cave[MAX_HGT - 1][i].mimic = border.south[i];
539 /* Special boundary walls -- West */
540 for (i = 0; i < MAX_HGT; i++)
542 cave[i][0].feat = feat_permanent;
543 cave[i][0].mimic = border.west[i];
546 /* Special boundary walls -- East */
547 for (i = 0; i < MAX_HGT; i++)
549 cave[i][MAX_WID - 1].feat = feat_permanent;
550 cave[i][MAX_WID - 1].mimic = border.east[i];
553 /* North west corner */
554 cave[0][0].mimic = border.north_west;
556 /* North east corner */
557 cave[0][MAX_WID - 1].mimic = border.north_east;
559 /* South west corner */
560 cave[MAX_HGT - 1][0].mimic = border.south_west;
562 /* South east corner */
563 cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
565 /* Light up or darken the area */
566 for (y = 0; y < cur_hgt; y++)
568 for (x = 0; x < cur_wid; x++)
570 /* Get the cave grid */
576 c_ptr->info |= (CAVE_GLOW);
578 /* Hack -- Memorize lit grids if allowed */
579 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
583 /* Feature code (applying "mimic" field) */
584 f_ptr = &f_info[get_feat_mimic(c_ptr)];
586 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
587 !have_flag(f_ptr->flags, FF_ENTRANCE))
590 c_ptr->info &= ~(CAVE_GLOW);
592 /* Darken "boring" features */
593 if (!have_flag(f_ptr->flags, FF_REMEMBER))
595 /* Forget the grid */
596 c_ptr->info &= ~(CAVE_MARK);
599 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
602 c_ptr->info |= (CAVE_GLOW);
604 /* Hack -- Memorize lit grids if allowed */
605 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
611 if (p_ptr->teleport_town)
613 for (y = 0; y < cur_hgt; y++)
615 for (x = 0; x < cur_wid; x++)
617 /* Get the cave grid */
620 /* Seeing true feature code (ignore mimic) */
621 f_ptr = &f_info[c_ptr->feat];
623 if (have_flag(f_ptr->flags, FF_BLDG))
625 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
627 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
634 p_ptr->teleport_town = FALSE;
637 else if (p_ptr->leaving_dungeon)
639 for (y = 0; y < cur_hgt; y++)
641 for (x = 0; x < cur_wid; x++)
643 /* Get the cave grid */
646 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
648 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
654 p_ptr->teleport_town = FALSE;
657 player_place(p_ptr->oldpy, p_ptr->oldpx);
658 /* p_ptr->leaving_dungeon = FALSE;*/
660 lim = (generate_encounter==TRUE)?40:MIN_M_ALLOC_TN;
662 /* Make some residents */
663 for (i = 0; i < lim; i++)
667 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
668 mode |= PM_ALLOW_SLEEP;
670 /* Make a resident */
671 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
674 if(generate_encounter) ambush_flag = TRUE;
675 generate_encounter = FALSE;
677 /* Fill the arrays of floors and walls in the good proportions */
678 set_floor_and_wall(0);
680 /* Set rewarded quests to finished */
681 for (i = 0; i < max_quests; i++)
683 if (quest[i].status == QUEST_STATUS_REWARDED)
684 quest[i].status = QUEST_STATUS_FINISHED;
689 static s16b conv_terrain2feat[MAX_WILDERNESS];
692 * @brief 広域マップの生成(簡易処理版) /
693 * Build the wilderness area. -DG-
696 void wilderness_gen_small()
700 /* To prevent stupid things */
701 for (i = 0; i < MAX_WID; i++)
702 for (j = 0; j < MAX_HGT; j++)
704 cave[j][i].feat = feat_permanent;
707 /* Init the wilderness */
708 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
711 for (i = 0; i < max_wild_x; i++)
712 for (j = 0; j < max_wild_y; j++)
714 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
716 cave[j][i].feat = feat_town;
717 cave[j][i].special = wilderness[j][i].town;
719 else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
720 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
722 cave[j][i].feat = feat_entrance;
723 cave[j][i].special = (byte)wilderness[j][i].entrance;
725 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
727 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
730 cur_hgt = (s16b) max_wild_y;
731 cur_wid = (s16b) max_wild_x;
733 if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
734 if (cur_wid > MAX_WID) cur_wid = MAX_WID;
736 /* Assume illegal panel */
737 panel_row_min = cur_hgt;
738 panel_col_min = cur_wid;
740 /* Place the player */
741 px = p_ptr->wilderness_x;
742 py = p_ptr->wilderness_y;
748 typedef struct wilderness_grid wilderness_grid;
750 struct wilderness_grid
752 int terrain; /* Terrain type */
753 int town; /* Town number */
754 s16b level; /* Level of the wilderness */
755 byte road; /* Road */
756 char name[32]; /* Name of the town/wilderness */
760 static wilderness_grid w_letter[255];
764 * @brief w_info.txtのデータ解析 /
765 * Parse a sub-file of the "extra info"
766 * @param buf 読み取ったデータ行のバッファ
768 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
770 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
771 * @param y 広域マップの高さを返す参照ポインタ
772 * @param x 広域マップの幅を返す参照ポインタ
775 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
785 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
789 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
802 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
804 int index = zz[0][0];
807 w_letter[index].terrain = atoi(zz[1]);
809 w_letter[index].terrain = 0;
812 w_letter[index].level = atoi(zz[2]);
814 w_letter[index].level = 0;
817 w_letter[index].town = atoi(zz[3]);
819 w_letter[index].town = 0;
822 w_letter[index].road = atoi(zz[4]);
824 w_letter[index].road = 0;
827 strcpy(w_letter[index].name, zz[5]);
829 w_letter[index].name[0] = 0;
834 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
840 /* Process "W:D:<layout> */
841 /* Layout of the wilderness */
844 /* Acquire the text */
847 /* Length of the text */
850 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
854 wilderness[*y][*x].terrain = w_letter[idx].terrain;
856 wilderness[*y][*x].level = w_letter[idx].level;
858 wilderness[*y][*x].town = w_letter[idx].town;
860 wilderness[*y][*x].road = w_letter[idx].road;
862 strcpy(town[w_letter[idx].town].name, w_letter[idx].name);
870 /* Process "W:P:<x>:<y> - starting position in the wilderness */
873 if ((p_ptr->wilderness_x == 0) &&
874 (p_ptr->wilderness_y == 0))
876 if (tokenize(buf+4, 2, zz, 0) == 2)
878 p_ptr->wilderness_y = atoi(zz[0]);
879 p_ptr->wilderness_x = atoi(zz[1]);
881 if ((p_ptr->wilderness_x < 1) ||
882 (p_ptr->wilderness_x > max_wild_x) ||
883 (p_ptr->wilderness_y < 1) ||
884 (p_ptr->wilderness_y > max_wild_y))
886 return (PARSE_ERROR_OUT_OF_BOUNDS);
891 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
900 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
903 for (i = 1; i < max_d_idx; i++)
905 if (!d_info[i].maxdepth) continue;
906 wilderness[d_info[i].dy][d_info[i].dx].entrance = i;
907 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
908 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
918 * @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 /
919 * Generate the random seeds for the wilderness
922 void seed_wilderness(void)
926 /* Init wilderness seeds */
927 for (x = 0; x < max_wild_x; x++)
929 for (y = 0; y < max_wild_y; y++)
931 wilderness[y][x].seed = randint0(0x10000000);
932 wilderness[y][x].entrance = 0;
939 * Pointer to wilderness_type
941 typedef wilderness_type *wilderness_type_ptr;
945 * @brief ゲーム開始時の荒野初期化メインルーチン /
946 * Initialize wilderness array
949 errr init_wilderness(void)
953 /* Allocate the wilderness (two-dimension array) */
954 C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
955 C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
957 /* Init the other pointers */
958 for (i = 1; i < max_wild_y; i++)
959 wilderness[i] = wilderness[0] + i * max_wild_x;
961 generate_encounter = FALSE;
967 * @brief 荒野の地勢設定を初期化する /
968 * Initialize wilderness array
969 * @param terrain 初期化したい地勢ID
970 * @param feat_global 基本的な地形ID
971 * @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
974 static void init_terrain_table(int terrain, s16b feat_global, cptr fmt, ...)
983 /* Begin the varargs stuff */
986 /* Wilderness terrains on global map */
987 conv_terrain2feat[terrain] = feat_global;
989 /* Wilderness terrains on local map */
990 for (p = fmt; *p; p++)
996 feat = (s16b)va_arg(vp, int);
997 num = va_arg(vp, int);
1000 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
1001 terrain_table[terrain][cur] = feat;
1002 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1008 plog_fmt("Format error");
1013 if (cur < MAX_FEAT_IN_TERRAIN)
1015 plog_fmt("Too few parameters");
1018 /* End the varargs stuff */
1024 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1025 * Initialize arrays for wilderness terrains
1028 void init_wilderness_terrains(void)
1030 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1031 feat_permanent, MAX_FEAT_IN_TERRAIN);
1033 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1034 feat_floor, MAX_FEAT_IN_TERRAIN);
1036 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1037 feat_deep_water, 12,
1038 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1040 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1042 feat_shallow_water, 12,
1045 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1047 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1052 feat_shallow_water, 4,
1053 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1055 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1061 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1063 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1069 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1071 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1076 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1078 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1081 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1083 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1084 feat_shallow_lava, 14,
1086 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1088 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1090 feat_shallow_lava, 3,
1092 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1094 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1100 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1104 * @brief 荒野から広域マップへの切り替え処理 /
1105 * Initialize arrays for wilderness terrains
1106 * @return 切り替えが行われた場合はTRUEを返す。
1108 bool change_wild_mode(void)
1111 bool have_pet = FALSE;
1113 /* It is in the middle of changing map */
1114 if (p_ptr->leaving) return FALSE;
1117 if (lite_town || vanilla_town)
1120 msg_print("荒野なんてない。");
1122 msg_print("No global map.");
1127 if (p_ptr->wild_mode)
1129 /* Save the location in the global map */
1130 p_ptr->wilderness_x = px;
1131 p_ptr->wilderness_y = py;
1133 /* Give first move to the player */
1134 p_ptr->energy_need = 0;
1136 /* Go back to the ordinary map */
1137 p_ptr->wild_mode = FALSE;
1140 p_ptr->leaving = TRUE;
1146 for (i = 1; i < m_max; i++)
1148 monster_type *m_ptr = &m_list[i];
1150 if (!m_ptr->r_idx) continue;
1151 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1152 if (MON_CSLEEP(m_ptr)) continue;
1153 if (m_ptr->cdis > MAX_SIGHT) continue;
1154 if (!is_hostile(m_ptr)) continue;
1156 msg_print("敵がすぐ近くにいるときは広域マップに入れない!");
1158 msg_print("You cannot enter global map, since there is some monsters nearby!");
1167 cptr msg = "ペットを置いて広域マップに入りますか?";
1169 cptr msg = "Do you leave your pets behind? ";
1172 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1182 /* Remember the position */
1186 /* Cancel hex spelling */
1187 if (hex_spelling_any()) stop_hex_spell_all();
1189 /* Cancel any special action */
1190 set_action(ACTION_NONE);
1192 /* Go into the global map */
1193 p_ptr->wild_mode = TRUE;
1196 p_ptr->leaving = TRUE;