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(DUNGEON_IDX type)
46 DUNGEON_IDX 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 = (s16b)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 = (s16b)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(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
160 POSITION xmid = (x2 - x1) / 2 + x1;
161 POSITION ymid = (y2 - y1) / 2 + y1;
164 if (x1 + 1 == x2) return;
166 perturb_point_mid(cave[y1][x1].feat, cave[y2][x1].feat, cave[y1][x2].feat,
167 cave[y2][x2].feat, xmid, ymid, rough, depth_max);
169 perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
170 xmid, y1, rough, depth_max);
172 perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
173 x2, ymid, rough, depth_max);
175 perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
176 xmid, y2, rough, depth_max);
178 perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
179 x1, ymid, rough, depth_max);
182 /* Recurse the four quadrants */
183 plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
184 plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
185 plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
186 plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
190 #define MAX_FEAT_IN_TERRAIN 18
193 * The default table in terrain level generation.
195 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
198 * @brief 荒野フロア生成のサブルーチン
199 * @param terrain 荒野地形ID
200 * @param seed 乱数の固定シード
202 * @param corner 広域マップの角部分としての生成ならばTRUE
205 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
208 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
209 int roughness = 1; /* The roughness of the level. */
210 u32b state_backup[4];
215 /* The outer wall is easy */
216 if (terrain == TERRAIN_EDGE)
218 /* Create level background */
219 for (y1 = 0; y1 < MAX_HGT; y1++)
221 for (x1 = 0; x1 < MAX_WID; x1++)
223 cave[y1][x1].feat = feat_permanent;
227 /* We are done already */
232 /* Hack -- Backup the RNG state */
233 Rand_state_backup(state_backup);
235 /* Hack -- Induce consistant flavors */
236 Rand_state_set(seed);
240 /* Create level background */
241 for (y1 = 0; y1 < MAX_HGT; y1++)
243 for (x1 = 0; x1 < MAX_WID; x1++)
245 cave[y1][x1].feat = table_size / 2;
251 * Initialize the four corners
252 * ToDo: calculate the medium height of the adjacent
253 * terrains for every corner.
255 cave[1][1].feat = (s16b)randint0(table_size);
256 cave[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
257 cave[1][MAX_WID-2].feat = (s16b)randint0(table_size);
258 cave[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
262 /* Hack -- preserve four corners */
263 s16b north_west = cave[1][1].feat;
264 s16b south_west = cave[MAX_HGT - 2][1].feat;
265 s16b north_east = cave[1][MAX_WID - 2].feat;
266 s16b south_east = cave[MAX_HGT - 2][MAX_WID - 2].feat;
268 /* x1, y1, x2, y2, num_depths, roughness */
269 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
271 /* Hack -- copyback four corners */
272 cave[1][1].feat = north_west;
273 cave[MAX_HGT - 2][1].feat = south_west;
274 cave[1][MAX_WID - 2].feat = north_east;
275 cave[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
277 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
279 for (x1 = 1; x1 < MAX_WID - 1; x1++)
281 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
285 else /* Hack -- only four corners */
287 cave[1][1].feat = terrain_table[terrain][cave[1][1].feat];
288 cave[MAX_HGT - 2][1].feat = terrain_table[terrain][cave[MAX_HGT - 2][1].feat];
289 cave[1][MAX_WID - 2].feat = terrain_table[terrain][cave[1][MAX_WID - 2].feat];
290 cave[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][cave[MAX_HGT - 2][MAX_WID - 2].feat];
293 /* Hack -- Restore the RNG state */
294 Rand_state_restore(state_backup);
300 * @brief 荒野フロア生成のメインルーチン /
301 * Load a town or generate a terrain level using "plasma" fractals.
304 * @param border 広域マップの辺部分としての生成ならばTRUE
305 * @param corner 広域マップの角部分としての生成ならばTRUE
309 * x and y are the coordinates of the area in the wilderness.
310 * Border and corner are optimization flags to speed up the
311 * generation of the fractal terrain.
312 * If border is set then only the border of the terrain should
313 * be generated (for initializing the border structure).
314 * If corner is set then only the corners of the area are needed.
317 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
321 /* Number of the town (if any) */
322 p_ptr->town_num = (s16b)wilderness[y][x].town;
324 /* Set the base level */
325 base_level = wilderness[y][x].level;
327 /* Set the dungeon level */
330 /* Set the monster generation level */
331 monster_level = base_level;
333 /* Set the object generation level */
334 object_level = base_level;
337 /* Create the town */
340 /* Reset the buildings */
343 /* Initialize the town */
345 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
347 init_flags = INIT_CREATE_DUNGEON;
349 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
351 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
355 int terrain = wilderness[y][x].terrain;
356 u32b seed = wilderness[y][x].seed;
358 generate_wilderness_area(terrain, seed, border, corner);
361 if (!corner && !wilderness[y][x].town)
364 * Place roads in the wilderness
365 * ToDo: make the road a bit more interresting
367 if (wilderness[y][x].road)
369 cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
371 if (wilderness[y-1][x].road)
374 for (y1 = 1; y1 < MAX_HGT/2; y1++)
377 cave[y1][x1].feat = feat_floor;
381 if (wilderness[y+1][x].road)
384 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
387 cave[y1][x1].feat = feat_floor;
391 if (wilderness[y][x+1].road)
394 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
397 cave[y1][x1].feat = feat_floor;
401 if (wilderness[y][x-1].road)
404 for (x1 = 1; x1 < MAX_WID/2; x1++)
407 cave[y1][x1].feat = feat_floor;
413 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
416 u32b state_backup[4];
418 /* Hack -- Backup the RNG state */
419 Rand_state_backup(state_backup);
421 /* Hack -- Induce consistant flavors */
422 Rand_state_set(wilderness[y][x].seed);
424 dy = rand_range(6, cur_hgt - 6);
425 dx = rand_range(6, cur_wid - 6);
427 cave[dy][dx].feat = feat_entrance;
428 cave[dy][dx].special = wilderness[y][x].entrance;
430 /* Hack -- Restore the RNG state */
431 Rand_state_restore(state_backup);
437 * Border of the wilderness area
439 static border_type border;
444 * Build the wilderness area outside of the town.
447 void wilderness_gen(void)
457 /* Assume illegal panel */
458 panel_row_min = cur_hgt;
459 panel_col_min = cur_wid;
461 /* Init the wilderness */
463 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
465 x = p_ptr->wilderness_x;
466 y = p_ptr->wilderness_y;
468 /* Prepare allocation table */
469 get_mon_num_prep(get_monster_hook(), NULL);
472 generate_area(y - 1, x, TRUE, FALSE);
474 for (i = 1; i < MAX_WID - 1; i++)
476 border.north[i] = cave[MAX_HGT - 2][i].feat;
480 generate_area(y + 1, x, TRUE, FALSE);
482 for (i = 1; i < MAX_WID - 1; i++)
484 border.south[i] = cave[1][i].feat;
488 generate_area(y, x - 1, TRUE, FALSE);
490 for (i = 1; i < MAX_HGT - 1; i++)
492 border.west[i] = cave[i][MAX_WID - 2].feat;
496 generate_area(y, x + 1, TRUE, FALSE);
498 for (i = 1; i < MAX_HGT - 1; i++)
500 border.east[i] = cave[i][1].feat;
503 /* North west corner */
504 generate_area(y - 1, x - 1, FALSE, TRUE);
505 border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
507 /* North east corner */
508 generate_area(y - 1, x + 1, FALSE, TRUE);
509 border.north_east = cave[MAX_HGT - 2][1].feat;
511 /* South west corner */
512 generate_area(y + 1, x - 1, FALSE, TRUE);
513 border.south_west = cave[1][MAX_WID - 2].feat;
515 /* South east corner */
516 generate_area(y + 1, x + 1, FALSE, TRUE);
517 border.south_east = cave[1][1].feat;
520 /* Create terrain of the current area */
521 generate_area(y, x, FALSE, FALSE);
524 /* Special boundary walls -- North */
525 for (i = 0; i < MAX_WID; i++)
527 cave[0][i].feat = feat_permanent;
528 cave[0][i].mimic = border.north[i];
531 /* Special boundary walls -- South */
532 for (i = 0; i < MAX_WID; i++)
534 cave[MAX_HGT - 1][i].feat = feat_permanent;
535 cave[MAX_HGT - 1][i].mimic = border.south[i];
538 /* Special boundary walls -- West */
539 for (i = 0; i < MAX_HGT; i++)
541 cave[i][0].feat = feat_permanent;
542 cave[i][0].mimic = border.west[i];
545 /* Special boundary walls -- East */
546 for (i = 0; i < MAX_HGT; i++)
548 cave[i][MAX_WID - 1].feat = feat_permanent;
549 cave[i][MAX_WID - 1].mimic = border.east[i];
552 /* North west corner */
553 cave[0][0].mimic = border.north_west;
555 /* North east corner */
556 cave[0][MAX_WID - 1].mimic = border.north_east;
558 /* South west corner */
559 cave[MAX_HGT - 1][0].mimic = border.south_west;
561 /* South east corner */
562 cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
564 /* Light up or darken the area */
565 for (y = 0; y < cur_hgt; y++)
567 for (x = 0; x < cur_wid; x++)
569 /* Get the cave grid */
575 c_ptr->info |= (CAVE_GLOW);
577 /* Hack -- Memorize lit grids if allowed */
578 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
582 /* Feature code (applying "mimic" field) */
583 f_ptr = &f_info[get_feat_mimic(c_ptr)];
585 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
586 !have_flag(f_ptr->flags, FF_ENTRANCE))
589 c_ptr->info &= ~(CAVE_GLOW);
591 /* Darken "boring" features */
592 if (!have_flag(f_ptr->flags, FF_REMEMBER))
594 /* Forget the grid */
595 c_ptr->info &= ~(CAVE_MARK);
598 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
601 c_ptr->info |= (CAVE_GLOW);
603 /* Hack -- Memorize lit grids if allowed */
604 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
610 if (p_ptr->teleport_town)
612 for (y = 0; y < cur_hgt; y++)
614 for (x = 0; x < cur_wid; x++)
616 /* Get the cave grid */
619 /* Seeing true feature code (ignore mimic) */
620 f_ptr = &f_info[c_ptr->feat];
622 if (have_flag(f_ptr->flags, FF_BLDG))
624 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
626 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
627 p_ptr->oldpy = (s16b)y;
628 p_ptr->oldpx = (s16b)x;
633 p_ptr->teleport_town = FALSE;
636 else if (p_ptr->leaving_dungeon)
638 for (y = 0; y < cur_hgt; y++)
640 for (x = 0; x < cur_wid; x++)
642 /* Get the cave grid */
645 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
647 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
648 p_ptr->oldpy = (s16b)y;
649 p_ptr->oldpx = (s16b)x;
653 p_ptr->teleport_town = FALSE;
656 player_place(p_ptr->oldpy, p_ptr->oldpx);
657 /* p_ptr->leaving_dungeon = FALSE;*/
659 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
661 /* Make some residents */
662 for (i = 0; i < lim; i++)
666 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
667 mode |= PM_ALLOW_SLEEP;
669 /* Make a resident */
670 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
673 if(generate_encounter) ambush_flag = TRUE;
674 generate_encounter = FALSE;
676 /* Fill the arrays of floors and walls in the good proportions */
677 set_floor_and_wall(0);
679 /* Set rewarded quests to finished */
680 for (i = 0; i < max_q_idx; i++)
682 if (quest[i].status == QUEST_STATUS_REWARDED)
683 quest[i].status = QUEST_STATUS_FINISHED;
688 static s16b conv_terrain2feat[MAX_WILDERNESS];
691 * @brief 広域マップの生成(簡易処理版) /
692 * Build the wilderness area. -DG-
695 void wilderness_gen_small(void)
699 /* To prevent stupid things */
700 for (i = 0; i < MAX_WID; i++)
701 for (j = 0; j < MAX_HGT; j++)
703 cave[j][i].feat = feat_permanent;
706 /* Init the wilderness */
707 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
710 for (i = 0; i < max_wild_x; i++)
711 for (j = 0; j < max_wild_y; j++)
713 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
715 cave[j][i].feat = (s16b)feat_town;
716 cave[j][i].special = (s16b)wilderness[j][i].town;
718 else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
719 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
721 cave[j][i].feat = feat_entrance;
722 cave[j][i].special = (byte)wilderness[j][i].entrance;
724 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
726 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
729 cur_hgt = (s16b) max_wild_y;
730 cur_wid = (s16b) max_wild_x;
732 if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
733 if (cur_wid > MAX_WID) cur_wid = MAX_WID;
735 /* Assume illegal panel */
736 panel_row_min = cur_hgt;
737 panel_col_min = cur_wid;
739 /* Place the player */
740 p_ptr->x = p_ptr->wilderness_x;
741 p_ptr->y = p_ptr->wilderness_y;
747 typedef struct wilderness_grid wilderness_grid;
749 struct wilderness_grid
751 int terrain; /* Terrain type */
752 int town; /* Town number */
753 s16b level; /* Level of the wilderness */
754 byte road; /* Road */
755 char name[32]; /* Name of the town/wilderness */
759 static wilderness_grid w_letter[255];
763 * @brief w_info.txtのデータ解析 /
764 * Parse a sub-file of the "extra info"
765 * @param buf 読み取ったデータ行のバッファ
767 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
769 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
770 * @param y 広域マップの高さを返す参照ポインタ
771 * @param x 広域マップの幅を返す参照ポインタ
774 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
784 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
788 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
801 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
803 int index = zz[0][0];
806 w_letter[index].terrain = atoi(zz[1]);
808 w_letter[index].terrain = 0;
811 w_letter[index].level = (s16b)atoi(zz[2]);
813 w_letter[index].level = 0;
816 w_letter[index].town = atoi(zz[3]);
818 w_letter[index].town = 0;
821 w_letter[index].road = (byte_hack)atoi(zz[4]);
823 w_letter[index].road = 0;
826 strcpy(w_letter[index].name, zz[5]);
828 w_letter[index].name[0] = 0;
833 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
839 /* Process "W:D:<layout> */
840 /* Layout of the wilderness */
843 /* Acquire the text */
846 /* Length of the text */
849 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
852 wilderness[*y][*x].terrain = w_letter[id].terrain;
853 wilderness[*y][*x].level = w_letter[id].level;
854 wilderness[*y][*x].town = w_letter[id].town;
855 wilderness[*y][*x].road = w_letter[id].road;
856 strcpy(town[w_letter[id].town].name, w_letter[id].name);
864 /* Process "W:P:<x>:<y> - starting position in the wilderness */
867 if ((p_ptr->wilderness_x == 0) &&
868 (p_ptr->wilderness_y == 0))
870 if (tokenize(buf+4, 2, zz, 0) == 2)
872 p_ptr->wilderness_y = atoi(zz[0]);
873 p_ptr->wilderness_x = atoi(zz[1]);
875 if ((p_ptr->wilderness_x < 1) ||
876 (p_ptr->wilderness_x > max_wild_x) ||
877 (p_ptr->wilderness_y < 1) ||
878 (p_ptr->wilderness_y > max_wild_y))
880 return (PARSE_ERROR_OUT_OF_BOUNDS);
885 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
894 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
897 for (i = 1; i < max_d_idx; i++)
899 if (!d_info[i].maxdepth) continue;
900 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
901 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
902 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
912 * @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 /
913 * Generate the random seeds for the wilderness
916 void seed_wilderness(void)
920 /* Init wilderness seeds */
921 for (x = 0; x < max_wild_x; x++)
923 for (y = 0; y < max_wild_y; y++)
925 wilderness[y][x].seed = randint0(0x10000000);
926 wilderness[y][x].entrance = 0;
933 * Pointer to wilderness_type
935 typedef wilderness_type *wilderness_type_ptr;
939 * @brief ゲーム開始時の荒野初期化メインルーチン /
940 * Initialize wilderness array
943 errr init_wilderness(void)
947 /* Allocate the wilderness (two-dimension array) */
948 C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
949 C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
951 /* Init the other pointers */
952 for (i = 1; i < max_wild_y; i++)
953 wilderness[i] = wilderness[0] + i * max_wild_x;
955 generate_encounter = FALSE;
961 * @brief 荒野の地勢設定を初期化する /
962 * Initialize wilderness array
963 * @param terrain 初期化したい地勢ID
964 * @param feat_global 基本的な地形ID
965 * @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
968 static void init_terrain_table(int terrain, s16b feat_global, cptr fmt, ...)
977 /* Begin the varargs stuff */
980 /* Wilderness terrains on global map */
981 conv_terrain2feat[terrain] = feat_global;
983 /* Wilderness terrains on local map */
984 for (p = fmt; *p; p++)
990 feat = (s16b)va_arg(vp, int);
991 num = va_arg(vp, int);
994 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
995 terrain_table[terrain][cur] = feat;
996 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1002 plog_fmt("Format error");
1007 if (cur < MAX_FEAT_IN_TERRAIN)
1009 plog_fmt("Too few parameters");
1012 /* End the varargs stuff */
1018 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1019 * Initialize arrays for wilderness terrains
1022 void init_wilderness_terrains(void)
1024 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1025 feat_permanent, MAX_FEAT_IN_TERRAIN);
1027 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1028 feat_floor, MAX_FEAT_IN_TERRAIN);
1030 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1031 feat_deep_water, 12,
1032 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1034 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1036 feat_shallow_water, 12,
1039 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1041 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1046 feat_shallow_water, 4,
1047 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1049 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1055 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1057 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1063 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1065 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1070 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1072 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1075 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1077 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1078 feat_shallow_lava, 14,
1080 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1082 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1084 feat_shallow_lava, 3,
1086 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1088 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1094 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1098 * @brief 荒野から広域マップへの切り替え処理 /
1099 * Initialize arrays for wilderness terrains
1100 * @return 切り替えが行われた場合はTRUEを返す。
1102 bool change_wild_mode(void)
1105 bool have_pet = FALSE;
1107 /* It is in the middle of changing map */
1108 if (p_ptr->leaving) return FALSE;
1111 if (lite_town || vanilla_town)
1114 msg_print("荒野なんてない。");
1116 msg_print("No global map.");
1121 if (p_ptr->wild_mode)
1123 /* Save the location in the global map */
1124 p_ptr->wilderness_x = p_ptr->x;
1125 p_ptr->wilderness_y = p_ptr->y;
1127 /* Give first move to the player */
1128 p_ptr->energy_need = 0;
1130 /* Go back to the ordinary map */
1131 p_ptr->wild_mode = FALSE;
1134 p_ptr->leaving = TRUE;
1140 for (i = 1; i < m_max; i++)
1142 monster_type *m_ptr = &m_list[i];
1144 if (!m_ptr->r_idx) continue;
1145 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1146 if (MON_CSLEEP(m_ptr)) continue;
1147 if (m_ptr->cdis > MAX_SIGHT) continue;
1148 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!");
1152 msg_print("You cannot enter global map, since there is some monsters nearby!");
1154 p_ptr->energy_use = 0;
1161 cptr msg = "ペットを置いて広域マップに入りますか?";
1163 cptr msg = "Do you leave your pets behind? ";
1166 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1168 p_ptr->energy_use = 0;
1174 p_ptr->energy_use = 1000;
1176 /* Remember the position */
1177 p_ptr->oldpx = p_ptr->x;
1178 p_ptr->oldpy = p_ptr->y;
1180 /* Cancel hex spelling */
1181 if (hex_spelling_any()) stop_hex_spell_all();
1183 /* Cancel any special action */
1184 set_action(ACTION_NONE);
1186 /* Go into the global map */
1187 p_ptr->wild_mode = TRUE;
1190 p_ptr->leaving = TRUE;