* 2013 Deskull rearranged comment for Doxygen.
*/
-#include "system/angband.h"
-#include "util/util.h"
-#include "system/system-variables.h"
-
-#include "dungeon/dungeon.h"
-#include "floor/floor.h"
#include "floor/wild.h"
-#include "world/world.h"
-#include "monster/monster.h"
-#include "realm/realm-hex.h"
-#include "player/player-status.h"
-#include "player/player-effects.h"
-#include "grid/grid.h"
-#include "monster/monster-status.h"
+#include "core/asking-player.h"
+#include "dungeon/dungeon-flag-types.h"
+#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
-#include "dungeon/dungeon-file.h"
-#include "io/tokenizer.h"
-#include "io/files.h"
-#include "grid/feature.h"
+#include "floor/cave.h"
#include "floor/floor-town.h"
-#include "realm/realm.h"
-
-#include "view/display-main-window.h"
+#include "game-option/birth-options.h"
+#include "game-option/map-screen-options.h"
+#include "grid/feature.h"
+#include "grid/grid.h"
+#include "info-reader/fixed-map-parser.h"
+#include "info-reader/parse-error-types.h"
+#include "io/files-util.h"
+#include "io/tokenizer.h"
+#include "market/building-initializer.h"
+#include "monster-floor/monster-generator.h"
+#include "monster-floor/monster-remover.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "monster/monster-info.h"
+#include "monster/monster-status.h"
+#include "monster/monster-util.h"
+#include "player/attack-defense-types.h"
+#include "player/player-status.h"
+#include "realm/realm-names-table.h"
+#include "spell-realm/spells-hex.h"
+#include "status/action-setter.h"
+#include "system/floor-type-definition.h"
+#include "system/system-variables.h"
+#include "util/bit-flags-calculator.h"
+#include "view/display-messages.h"
+#include "window/main-window-util.h"
+#include "world/world.h"
#define MAX_FEAT_IN_TERRAIN 18
- /*
- * Wilderness
- */
+/*
+ * Wilderness
+ */
wilderness_type **wilderness;
bool generate_encounter;
+typedef struct border_type {
+ s16b north[MAX_WID];
+ s16b south[MAX_WID];
+ s16b east[MAX_HGT];
+ s16b west[MAX_HGT];
+ s16b north_west;
+ s16b north_east;
+ s16b south_west;
+ s16b south_east;
+} border_type;
+
/*!
* @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
* @param feat_type 非一様確率を再現するための要素数100の配列
*/
static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
{
- int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
-
- lim[0] = prob[0].percent;
- for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
- if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
-
- for (i = 0; i < 100; i++)
- {
- while (i == lim[cur]) cur++;
- feat_type[i] = prob[cur].feat;
- }
+ int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
+
+ lim[0] = prob[0].percent;
+ for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++)
+ lim[i] = lim[i - 1] + prob[i].percent;
+ if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100)
+ lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
+
+ for (i = 0; i < 100; i++) {
+ while (i == lim[cur])
+ cur++;
+ feat_type[i] = prob[cur].feat;
+ }
}
-
/*!
* @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
* / Fill the arrays of floors and walls in the good proportions
*/
void set_floor_and_wall(DUNGEON_IDX type)
{
- DUNGEON_IDX cur_type = 255;
- dungeon_type *d_ptr;
+ DUNGEON_IDX cur_type = 255;
+ dungeon_type *d_ptr;
- /* Already filled */
- if (cur_type == type) return;
+ /* Already filled */
+ if (cur_type == type)
+ return;
- cur_type = type;
- d_ptr = &d_info[type];
+ cur_type = type;
+ d_ptr = &d_info[type];
- set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
- set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
+ set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
+ set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
- feat_wall_outer = d_ptr->outer_wall;
- feat_wall_inner = d_ptr->inner_wall;
- feat_wall_solid = d_ptr->outer_wall;
+ feat_wall_outer = d_ptr->outer_wall;
+ feat_wall_inner = d_ptr->inner_wall;
+ feat_wall_solid = d_ptr->outer_wall;
}
-
/*!
* @brief プラズマフラクタル的地形生成の再帰中間処理
* / Helper for plasma generation.
* @param depth_max 深みの最大値
* @return なし
*/
-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)
+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)
{
- /*
- * Average the four corners & perturb it a bit.
- * tmp is a random int +/- rough
- */
- FEAT_IDX tmp2 = rough*2 + 1;
- FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
-
- FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
-
- /* Division always rounds down, so we round up again */
- if (((x1 + x2 + x3 + x4) % 4) > 1)
- avg++;
-
- /* Normalize */
- if (avg < 0) avg = 0;
- if (avg > depth_max) avg = depth_max;
-
- /* Set the new value. */
- floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
+ /*
+ * Average the four corners & perturb it a bit.
+ * tmp is a random int +/- rough
+ */
+ FEAT_IDX tmp2 = rough * 2 + 1;
+ FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
+
+ FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
+
+ /* Division always rounds down, so we round up again */
+ if (((x1 + x2 + x3 + x4) % 4) > 1)
+ avg++;
+
+ /* Normalize */
+ if (avg < 0)
+ avg = 0;
+ if (avg > depth_max)
+ avg = depth_max;
+
+ /* Set the new value. */
+ floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
}
-
/*!
* @brief プラズマフラクタル的地形生成の再帰末端処理
* / Helper for plasma generation.
*/
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)
{
- /*
- * Average the three corners & perturb it a bit.
- * tmp is a random int +/- rough
- */
- FEAT_IDX tmp2 = rough * 2 + 1;
- FEAT_IDX tmp = randint0(tmp2) - rough;
-
- FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
-
- /* Division always rounds down, so we round up again */
- if ((x1 + x2 + x3) % 3) avg++;
-
- /* Normalize */
- if (avg < 0) avg = 0;
- if (avg > depth_max) avg = depth_max;
-
- /* Set the new value. */
- floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
+ /*
+ * Average the three corners & perturb it a bit.
+ * tmp is a random int +/- rough
+ */
+ FEAT_IDX tmp2 = rough * 2 + 1;
+ FEAT_IDX tmp = randint0(tmp2) - rough;
+
+ FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
+
+ /* Division always rounds down, so we round up again */
+ if ((x1 + x2 + x3) % 3)
+ avg++;
+
+ /* Normalize */
+ if (avg < 0)
+ avg = 0;
+ if (avg > depth_max)
+ avg = depth_max;
+
+ /* Set the new value. */
+ floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
}
-
/*!
* @brief プラズマフラクタル的地形生成の開始処理
* / Helper for plasma generation.
*/
static void plasma_recursive(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
{
- /* Find middle */
- POSITION xmid = (x2 - x1) / 2 + x1;
- POSITION ymid = (y2 - y1) / 2 + y1;
-
- /* Are we done? */
- if (x1 + 1 == x2) return;
+ /* Find middle */
+ POSITION xmid = (x2 - x1) / 2 + x1;
+ POSITION ymid = (y2 - y1) / 2 + y1;
- 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,
- floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
+ /* Are we done? */
+ if (x1 + 1 == x2)
+ return;
- 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,
- xmid, y1, rough, depth_max);
+ 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,
+ floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
- 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,
- x2, ymid, rough, depth_max);
+ 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, xmid, y1, rough, depth_max);
- 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,
- xmid, y2, rough, depth_max);
+ 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, x2, ymid, rough, depth_max);
- 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,
- x1, ymid, rough, depth_max);
+ 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, xmid, y2, rough, depth_max);
+ 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, x1, ymid, rough, depth_max);
- /* Recurse the four quadrants */
- plasma_recursive(floor_ptr, x1, y1, xmid, ymid, depth_max, rough);
- plasma_recursive(floor_ptr, xmid, y1, x2, ymid, depth_max, rough);
- plasma_recursive(floor_ptr, x1, ymid, xmid, y2, depth_max, rough);
- plasma_recursive(floor_ptr, xmid, ymid, x2, y2, depth_max, rough);
+ /* Recurse the four quadrants */
+ plasma_recursive(floor_ptr, x1, y1, xmid, ymid, depth_max, rough);
+ plasma_recursive(floor_ptr, xmid, y1, x2, ymid, depth_max, rough);
+ plasma_recursive(floor_ptr, x1, ymid, xmid, y2, depth_max, rough);
+ plasma_recursive(floor_ptr, xmid, ymid, x2, y2, depth_max, rough);
}
-
/*
* The default table in terrain level generation.
*/
*/
static void generate_wilderness_area(floor_type *floor_ptr, int terrain, u32b seed, bool corner)
{
- /* The outer wall is easy */
- if (terrain == TERRAIN_EDGE)
- {
- /* Create level background */
- for (POSITION y1 = 0; y1 < MAX_HGT; y1++)
- {
- for (POSITION x1 = 0; x1 < MAX_WID; x1++)
- {
- floor_ptr->grid_array[y1][x1].feat = feat_permanent;
- }
- }
-
- return;
- }
-
- /* Hack -- Backup the RNG state */
- u32b state_backup[4];
- Rand_state_backup(state_backup);
-
- /* Hack -- Induce consistant flavors */
- Rand_state_set(seed);
-
- int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
- if (!corner)
- {
- /* Create level background */
- for (POSITION y1 = 0; y1 < MAX_HGT; y1++)
- {
- for (POSITION x1 = 0; x1 < MAX_WID; x1++)
- {
- floor_ptr->grid_array[y1][x1].feat = table_size / 2;
- }
- }
- }
-
- /*
- * Initialize the four corners
- * ToDo: calculate the medium height of the adjacent
- * terrains for every corner.
- */
- floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
- floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
- floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
- floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
-
- /* Hack -- only four corners */
- if (corner)
- {
- floor_ptr->grid_array[1][1].feat = terrain_table[terrain][floor_ptr->grid_array[1][1].feat];
- floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][floor_ptr->grid_array[MAX_HGT - 2][1].feat];
- floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][floor_ptr->grid_array[1][MAX_WID - 2].feat];
- 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];
- Rand_state_restore(state_backup);
- return;
- }
-
- /* Hack -- preserve four corners */
- s16b north_west = floor_ptr->grid_array[1][1].feat;
- s16b south_west = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
- s16b north_east = floor_ptr->grid_array[1][MAX_WID - 2].feat;
- s16b south_east = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
-
- /* x1, y1, x2, y2, num_depths, roughness */
- FEAT_IDX roughness = 1; /* The roughness of the level. */
- plasma_recursive(floor_ptr, 1, 1, MAX_WID - 2, MAX_HGT - 2, table_size - 1, roughness);
-
- /* Hack -- copyback four corners */
- floor_ptr->grid_array[1][1].feat = north_west;
- floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
- floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
- floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
-
- for (POSITION y1 = 1; y1 < MAX_HGT - 1; y1++)
- {
- for (POSITION x1 = 1; x1 < MAX_WID - 1; x1++)
- {
- floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][floor_ptr->grid_array[y1][x1].feat];
- }
- }
-
- Rand_state_restore(state_backup);
+ /* The outer wall is easy */
+ if (terrain == TERRAIN_EDGE) {
+ /* Create level background */
+ for (POSITION y1 = 0; y1 < MAX_HGT; y1++) {
+ for (POSITION x1 = 0; x1 < MAX_WID; x1++) {
+ floor_ptr->grid_array[y1][x1].feat = feat_permanent;
+ }
+ }
+
+ return;
+ }
+
+ /* Hack -- Backup the RNG state */
+ u32b state_backup[4];
+ Rand_state_backup(state_backup);
+
+ /* Hack -- Induce consistant flavors */
+ Rand_state_set(seed);
+
+ int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
+ if (!corner) {
+ /* Create level background */
+ for (POSITION y1 = 0; y1 < MAX_HGT; y1++) {
+ for (POSITION x1 = 0; x1 < MAX_WID; x1++) {
+ floor_ptr->grid_array[y1][x1].feat = table_size / 2;
+ }
+ }
+ }
+
+ /*
+ * Initialize the four corners
+ * ToDo: calculate the medium height of the adjacent
+ * terrains for every corner.
+ */
+ floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
+ floor_ptr->grid_array[MAX_HGT - 2][1].feat = (s16b)randint0(table_size);
+ floor_ptr->grid_array[1][MAX_WID - 2].feat = (s16b)randint0(table_size);
+ floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = (s16b)randint0(table_size);
+
+ /* Hack -- only four corners */
+ if (corner) {
+ floor_ptr->grid_array[1][1].feat = terrain_table[terrain][floor_ptr->grid_array[1][1].feat];
+ floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][floor_ptr->grid_array[MAX_HGT - 2][1].feat];
+ floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][floor_ptr->grid_array[1][MAX_WID - 2].feat];
+ 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];
+ Rand_state_restore(state_backup);
+ return;
+ }
+
+ /* Hack -- preserve four corners */
+ s16b north_west = floor_ptr->grid_array[1][1].feat;
+ s16b south_west = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
+ s16b north_east = floor_ptr->grid_array[1][MAX_WID - 2].feat;
+ s16b south_east = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
+
+ /* x1, y1, x2, y2, num_depths, roughness */
+ FEAT_IDX roughness = 1; /* The roughness of the level. */
+ plasma_recursive(floor_ptr, 1, 1, MAX_WID - 2, MAX_HGT - 2, table_size - 1, roughness);
+
+ /* Hack -- copyback four corners */
+ floor_ptr->grid_array[1][1].feat = north_west;
+ floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
+ floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
+ floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
+
+ for (POSITION y1 = 1; y1 < MAX_HGT - 1; y1++) {
+ for (POSITION x1 = 1; x1 < MAX_WID - 1; x1++) {
+ floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][floor_ptr->grid_array[y1][x1].feat];
+ }
+ }
+
+ Rand_state_restore(state_backup);
}
-
/*!
* @brief 荒野フロア生成のメインルーチン /
* Load a town or generate a terrain level using "plasma" fractals.
*/
static void generate_area(player_type *player_ptr, POSITION y, POSITION x, bool border, bool corner)
{
- /* Number of the town (if any) */
- player_ptr->town_num = wilderness[y][x].town;
-
- /* Set the base level */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- floor_ptr->base_level = wilderness[y][x].level;
-
- /* Set the dungeon level */
- floor_ptr->dun_level = 0;
-
- /* Set the monster generation level */
- floor_ptr->monster_level = floor_ptr->base_level;
-
- /* Set the object generation level */
- floor_ptr->object_level = floor_ptr->base_level;
-
-
- /* Create the town */
- if (player_ptr->town_num)
- {
- /* Reset the buildings */
- init_buildings();
-
- /* Initialize the town */
- if (border | corner)
- init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
- else
- init_flags = INIT_CREATE_DUNGEON;
-
- process_dungeon_file(player_ptr, "t_info.txt", 0, 0, MAX_HGT, MAX_WID);
-
- if (!corner && !border) player_ptr->visit |= (1L << (player_ptr->town_num - 1));
- }
- else
- {
- int terrain = wilderness[y][x].terrain;
- u32b seed = wilderness[y][x].seed;
-
- generate_wilderness_area(floor_ptr, terrain, seed, corner);
- }
-
- if (!corner && !wilderness[y][x].town)
- {
- /*
- * Place roads in the wilderness
- * ToDo: make the road a bit more interresting
- */
- if (wilderness[y][x].road)
- {
- floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
-
- POSITION x1, y1;
- if (wilderness[y-1][x].road)
- {
- /* North road */
- for (y1 = 1; y1 < MAX_HGT/2; y1++)
- {
- x1 = MAX_WID/2;
- floor_ptr->grid_array[y1][x1].feat = feat_floor;
- }
- }
-
- if (wilderness[y+1][x].road)
- {
- /* North road */
- for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
- {
- x1 = MAX_WID/2;
- floor_ptr->grid_array[y1][x1].feat = feat_floor;
- }
- }
-
- if (wilderness[y][x+1].road)
- {
- /* East road */
- for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
- {
- y1 = MAX_HGT/2;
- floor_ptr->grid_array[y1][x1].feat = feat_floor;
- }
- }
-
- if (wilderness[y][x-1].road)
- {
- /* West road */
- for (x1 = 1; x1 < MAX_WID/2; x1++)
- {
- y1 = MAX_HGT/2;
- floor_ptr->grid_array[y1][x1].feat = feat_floor;
- }
- }
- }
- }
-
- /*
- * 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
- * 問題なければ'> 0'へ置き換えること
- */
- bool is_winner = wilderness[y][x].entrance != 0;
- is_winner &= !wilderness[y][x].town != 0;
- bool is_wild_winner = (d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER) == 0;
- is_winner &= ((current_world_ptr->total_winner != 0) || is_wild_winner);
- if (!is_winner) return;
-
- /* Hack -- Backup the RNG state */
- u32b state_backup[4];
- Rand_state_backup(state_backup);
-
- /* Hack -- Induce consistant flavors */
- Rand_state_set(wilderness[y][x].seed);
-
- int dy = rand_range(6, floor_ptr->height - 6);
- int dx = rand_range(6, floor_ptr->width - 6);
-
- floor_ptr->grid_array[dy][dx].feat = feat_entrance;
- floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
-
- /* Hack -- Restore the RNG state */
- Rand_state_restore(state_backup);
+ /* Number of the town (if any) */
+ player_ptr->town_num = wilderness[y][x].town;
+
+ /* Set the base level */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ floor_ptr->base_level = wilderness[y][x].level;
+
+ /* Set the dungeon level */
+ floor_ptr->dun_level = 0;
+
+ /* Set the monster generation level */
+ floor_ptr->monster_level = floor_ptr->base_level;
+
+ /* Set the object generation level */
+ floor_ptr->object_level = floor_ptr->base_level;
+
+ /* Create the town */
+ if (player_ptr->town_num) {
+ /* Reset the buildings */
+ init_buildings();
+
+ /* Initialize the town */
+ if (border | corner)
+ init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
+ else
+ init_flags = INIT_CREATE_DUNGEON;
+
+ parse_fixed_map(player_ptr, "t_info.txt", 0, 0, MAX_HGT, MAX_WID);
+
+ if (!corner && !border)
+ player_ptr->visit |= (1L << (player_ptr->town_num - 1));
+ } else {
+ int terrain = wilderness[y][x].terrain;
+ u32b seed = wilderness[y][x].seed;
+
+ generate_wilderness_area(floor_ptr, terrain, seed, corner);
+ }
+
+ if (!corner && !wilderness[y][x].town) {
+ /*
+ * Place roads in the wilderness
+ * ToDo: make the road a bit more interresting
+ */
+ if (wilderness[y][x].road) {
+ floor_ptr->grid_array[MAX_HGT / 2][MAX_WID / 2].feat = feat_floor;
+
+ POSITION x1, y1;
+ if (wilderness[y - 1][x].road) {
+ /* North road */
+ for (y1 = 1; y1 < MAX_HGT / 2; y1++) {
+ x1 = MAX_WID / 2;
+ floor_ptr->grid_array[y1][x1].feat = feat_floor;
+ }
+ }
+
+ if (wilderness[y + 1][x].road) {
+ /* North road */
+ for (y1 = MAX_HGT / 2; y1 < MAX_HGT - 1; y1++) {
+ x1 = MAX_WID / 2;
+ floor_ptr->grid_array[y1][x1].feat = feat_floor;
+ }
+ }
+
+ if (wilderness[y][x + 1].road) {
+ /* East road */
+ for (x1 = MAX_WID / 2; x1 < MAX_WID - 1; x1++) {
+ y1 = MAX_HGT / 2;
+ floor_ptr->grid_array[y1][x1].feat = feat_floor;
+ }
+ }
+
+ if (wilderness[y][x - 1].road) {
+ /* West road */
+ for (x1 = 1; x1 < MAX_WID / 2; x1++) {
+ y1 = MAX_HGT / 2;
+ floor_ptr->grid_array[y1][x1].feat = feat_floor;
+ }
+ }
+ }
+ }
+
+ /*
+ * 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
+ * 問題なければ'> 0'へ置き換えること
+ */
+ bool is_winner = wilderness[y][x].entrance != 0;
+ is_winner &= !wilderness[y][x].town != 0;
+ bool is_wild_winner = (d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER) == 0;
+ is_winner &= ((current_world_ptr->total_winner != 0) || is_wild_winner);
+ if (!is_winner)
+ return;
+
+ /* Hack -- Backup the RNG state */
+ u32b state_backup[4];
+ Rand_state_backup(state_backup);
+
+ /* Hack -- Induce consistant flavors */
+ Rand_state_set(wilderness[y][x].seed);
+
+ int dy = rand_range(6, floor_ptr->height - 6);
+ int dx = rand_range(6, floor_ptr->width - 6);
+
+ floor_ptr->grid_array[dy][dx].feat = feat_entrance;
+ floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
+
+ /* Hack -- Restore the RNG state */
+ Rand_state_restore(state_backup);
}
-
/*
* Border of the wilderness area
*/
*/
void wilderness_gen(player_type *creature_ptr)
{
- /* Big town */
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- floor_ptr->height = MAX_HGT;
- floor_ptr->width = MAX_WID;
-
- /* Assume illegal panel */
- panel_row_min = floor_ptr->height;
- panel_col_min = floor_ptr->width;
-
- process_dungeon_file(creature_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
- POSITION x = creature_ptr->wilderness_x;
- POSITION y = creature_ptr->wilderness_y;
- get_mon_num_prep(creature_ptr, get_monster_hook(creature_ptr), NULL);
-
- /* North border */
- generate_area(creature_ptr, y - 1, x, TRUE, FALSE);
-
- for (int i = 1; i < MAX_WID - 1; i++)
- {
- border.north[i] = floor_ptr->grid_array[MAX_HGT - 2][i].feat;
- }
-
- /* South border */
- generate_area(creature_ptr, y + 1, x, TRUE, FALSE);
-
- for (int i = 1; i < MAX_WID - 1; i++)
- {
- border.south[i] = floor_ptr->grid_array[1][i].feat;
- }
-
- /* West border */
- generate_area(creature_ptr, y, x - 1, TRUE, FALSE);
-
- for (int i = 1; i < MAX_HGT - 1; i++)
- {
- border.west[i] = floor_ptr->grid_array[i][MAX_WID - 2].feat;
- }
-
- /* East border */
- generate_area(creature_ptr, y, x + 1, TRUE, FALSE);
-
- for (int i = 1; i < MAX_HGT - 1; i++)
- {
- border.east[i] = floor_ptr->grid_array[i][1].feat;
- }
-
- /* North west corner */
- generate_area(creature_ptr, y - 1, x - 1, FALSE, TRUE);
- border.north_west = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
-
- /* North east corner */
- generate_area(creature_ptr, y - 1, x + 1, FALSE, TRUE);
- border.north_east = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
-
- /* South west corner */
- generate_area(creature_ptr, y + 1, x - 1, FALSE, TRUE);
- border.south_west = floor_ptr->grid_array[1][MAX_WID - 2].feat;
-
- /* South east corner */
- generate_area(creature_ptr, y + 1, x + 1, FALSE, TRUE);
- border.south_east = floor_ptr->grid_array[1][1].feat;
-
- /* Create terrain of the current area */
- generate_area(creature_ptr, y, x, FALSE, FALSE);
-
- /* Special boundary walls -- North */
- for (int i = 0; i < MAX_WID; i++)
- {
- floor_ptr->grid_array[0][i].feat = feat_permanent;
- floor_ptr->grid_array[0][i].mimic = border.north[i];
- }
-
- /* Special boundary walls -- South */
- for (int i = 0; i < MAX_WID; i++)
- {
- floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
- floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
- }
-
- /* Special boundary walls -- West */
- for (int i = 0; i < MAX_HGT; i++)
- {
- floor_ptr->grid_array[i][0].feat = feat_permanent;
- floor_ptr->grid_array[i][0].mimic = border.west[i];
- }
-
- /* Special boundary walls -- East */
- for (int i = 0; i < MAX_HGT; i++)
- {
- floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
- floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
- }
-
- floor_ptr->grid_array[0][0].mimic = border.north_west;
- floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
- floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
- floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
-
- /* Light up or darken the area */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- if (is_daytime())
- {
- /* Assume lit */
- g_ptr->info |= CAVE_GLOW;
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) g_ptr->info |= CAVE_MARK;
- continue;
- }
-
- /* Feature code (applying "mimic" field) */
- feature_type *f_ptr;
- f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
- if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
- !have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- /* Assume dark */
- g_ptr->info &= ~(CAVE_GLOW);
-
- /* Darken "boring" features */
- if (!have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Forget the grid */
- g_ptr->info &= ~(CAVE_MARK);
- }
-
- continue;
- }
-
- if (!have_flag(f_ptr->flags, FF_ENTRANCE)) continue;
-
- g_ptr->info |= CAVE_GLOW;
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) g_ptr->info |= CAVE_MARK;
- }
- }
-
- if (creature_ptr->teleport_town)
- {
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Seeing true feature code (ignore mimic) */
- feature_type *f_ptr;
- f_ptr = &f_info[g_ptr->feat];
-
- if (!have_flag(f_ptr->flags, FF_BLDG)) continue;
-
- if ((f_ptr->subtype != 4) && !((creature_ptr->town_num == 1) && (f_ptr->subtype == 0)))
- continue;
-
- if (g_ptr->m_idx)
- {
- delete_monster_idx(creature_ptr, g_ptr->m_idx);
- }
-
- creature_ptr->oldpy = y;
- creature_ptr->oldpx = x;
- }
- }
-
- creature_ptr->teleport_town = FALSE;
- }
- else if (creature_ptr->leaving_dungeon)
- {
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- if (!cave_have_flag_grid(g_ptr, FF_ENTRANCE)) continue;
-
- if (g_ptr->m_idx)
- {
- delete_monster_idx(creature_ptr, g_ptr->m_idx);
- }
-
- creature_ptr->oldpy = y;
- creature_ptr->oldpx = x;
- }
- }
-
- creature_ptr->teleport_town = FALSE;
- }
-
- player_place(creature_ptr, creature_ptr->oldpy, creature_ptr->oldpx);
- int lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
-
- /* Make some residents */
- for (int i = 0; i < lim; i++)
- {
- BIT_FLAGS mode = 0;
-
- if (!(generate_encounter || (one_in_(2) && (!creature_ptr->town_num))))
- mode |= PM_ALLOW_SLEEP;
-
- /* Make a resident */
- (void)alloc_monster(creature_ptr, generate_encounter ? 0 : 3, mode);
- }
-
- if(generate_encounter) creature_ptr->ambush_flag = TRUE;
- generate_encounter = FALSE;
-
- /* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(0);
-
- /* Set rewarded quests to finished */
- for (int i = 0; i < max_q_idx; i++)
- {
- if (quest[i].status == QUEST_STATUS_REWARDED)
- quest[i].status = QUEST_STATUS_FINISHED;
- }
+ /* Big town */
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ floor_ptr->height = MAX_HGT;
+ floor_ptr->width = MAX_WID;
+
+ /* Assume illegal panel */
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
+
+ parse_fixed_map(creature_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
+ POSITION x = creature_ptr->wilderness_x;
+ POSITION y = creature_ptr->wilderness_y;
+ get_mon_num_prep(creature_ptr, get_monster_hook(creature_ptr), NULL);
+
+ /* North border */
+ generate_area(creature_ptr, y - 1, x, TRUE, FALSE);
+
+ for (int i = 1; i < MAX_WID - 1; i++) {
+ border.north[i] = floor_ptr->grid_array[MAX_HGT - 2][i].feat;
+ }
+
+ /* South border */
+ generate_area(creature_ptr, y + 1, x, TRUE, FALSE);
+
+ for (int i = 1; i < MAX_WID - 1; i++) {
+ border.south[i] = floor_ptr->grid_array[1][i].feat;
+ }
+
+ /* West border */
+ generate_area(creature_ptr, y, x - 1, TRUE, FALSE);
+
+ for (int i = 1; i < MAX_HGT - 1; i++) {
+ border.west[i] = floor_ptr->grid_array[i][MAX_WID - 2].feat;
+ }
+
+ /* East border */
+ generate_area(creature_ptr, y, x + 1, TRUE, FALSE);
+
+ for (int i = 1; i < MAX_HGT - 1; i++) {
+ border.east[i] = floor_ptr->grid_array[i][1].feat;
+ }
+
+ /* North west corner */
+ generate_area(creature_ptr, y - 1, x - 1, FALSE, TRUE);
+ border.north_west = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
+
+ /* North east corner */
+ generate_area(creature_ptr, y - 1, x + 1, FALSE, TRUE);
+ border.north_east = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
+
+ /* South west corner */
+ generate_area(creature_ptr, y + 1, x - 1, FALSE, TRUE);
+ border.south_west = floor_ptr->grid_array[1][MAX_WID - 2].feat;
+
+ /* South east corner */
+ generate_area(creature_ptr, y + 1, x + 1, FALSE, TRUE);
+ border.south_east = floor_ptr->grid_array[1][1].feat;
+
+ /* Create terrain of the current area */
+ generate_area(creature_ptr, y, x, FALSE, FALSE);
+
+ /* Special boundary walls -- North */
+ for (int i = 0; i < MAX_WID; i++) {
+ floor_ptr->grid_array[0][i].feat = feat_permanent;
+ floor_ptr->grid_array[0][i].mimic = border.north[i];
+ }
+
+ /* Special boundary walls -- South */
+ for (int i = 0; i < MAX_WID; i++) {
+ floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
+ floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
+ }
+
+ /* Special boundary walls -- West */
+ for (int i = 0; i < MAX_HGT; i++) {
+ floor_ptr->grid_array[i][0].feat = feat_permanent;
+ floor_ptr->grid_array[i][0].mimic = border.west[i];
+ }
+
+ /* Special boundary walls -- East */
+ for (int i = 0; i < MAX_HGT; i++) {
+ floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
+ floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
+ }
+
+ floor_ptr->grid_array[0][0].mimic = border.north_west;
+ floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
+ floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
+ floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
+
+ /* Light up or darken the area */
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
+
+ if (is_daytime()) {
+ /* Assume lit */
+ g_ptr->info |= CAVE_GLOW;
+
+ /* Hack -- Memorize lit grids if allowed */
+ if (view_perma_grids)
+ g_ptr->info |= CAVE_MARK;
+ continue;
+ }
+
+ /* Feature code (applying "mimic" field) */
+ feature_type *f_ptr;
+ f_ptr = &f_info[get_feat_mimic(g_ptr)];
+
+ if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) && !have_flag(f_ptr->flags, FF_ENTRANCE)) {
+ /* Assume dark */
+ g_ptr->info &= ~(CAVE_GLOW);
+
+ /* Darken "boring" features */
+ if (!have_flag(f_ptr->flags, FF_REMEMBER)) {
+ /* Forget the grid */
+ g_ptr->info &= ~(CAVE_MARK);
+ }
+
+ continue;
+ }
+
+ if (!have_flag(f_ptr->flags, FF_ENTRANCE))
+ continue;
+
+ g_ptr->info |= CAVE_GLOW;
+
+ /* Hack -- Memorize lit grids if allowed */
+ if (view_perma_grids)
+ g_ptr->info |= CAVE_MARK;
+ }
+ }
+
+ if (creature_ptr->teleport_town) {
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
+
+ /* Seeing true feature code (ignore mimic) */
+ feature_type *f_ptr;
+ f_ptr = &f_info[g_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_BLDG))
+ continue;
+
+ if ((f_ptr->subtype != 4) && !((creature_ptr->town_num == 1) && (f_ptr->subtype == 0)))
+ continue;
+
+ if (g_ptr->m_idx) {
+ delete_monster_idx(creature_ptr, g_ptr->m_idx);
+ }
+
+ creature_ptr->oldpy = y;
+ creature_ptr->oldpx = x;
+ }
+ }
+
+ creature_ptr->teleport_town = FALSE;
+ } else if (creature_ptr->leaving_dungeon) {
+ for (y = 0; y < floor_ptr->height; y++) {
+ for (x = 0; x < floor_ptr->width; x++) {
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
+
+ if (!cave_have_flag_grid(g_ptr, FF_ENTRANCE))
+ continue;
+
+ if (g_ptr->m_idx) {
+ delete_monster_idx(creature_ptr, g_ptr->m_idx);
+ }
+
+ creature_ptr->oldpy = y;
+ creature_ptr->oldpx = x;
+ }
+ }
+
+ creature_ptr->teleport_town = FALSE;
+ }
+
+ player_place(creature_ptr, creature_ptr->oldpy, creature_ptr->oldpx);
+ int lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
+
+ /* Make some residents */
+ for (int i = 0; i < lim; i++) {
+ BIT_FLAGS mode = 0;
+
+ if (!(generate_encounter || (one_in_(2) && (!creature_ptr->town_num))))
+ mode |= PM_ALLOW_SLEEP;
+
+ /* Make a resident */
+ (void)alloc_monster(creature_ptr, generate_encounter ? 0 : 3, mode, summon_specific);
+ }
+
+ if (generate_encounter)
+ creature_ptr->ambush_flag = TRUE;
+ generate_encounter = FALSE;
+
+ /* Fill the arrays of floors and walls in the good proportions */
+ set_floor_and_wall(0);
+
+ /* Set rewarded quests to finished */
+ for (int i = 0; i < max_q_idx; i++) {
+ if (quest[i].status == QUEST_STATUS_REWARDED)
+ quest[i].status = QUEST_STATUS_FINISHED;
+ }
}
static s16b conv_terrain2feat[MAX_WILDERNESS];
*/
void wilderness_gen_small(player_type *creature_ptr)
{
- /* To prevent stupid things */
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- for (int i = 0; i < MAX_WID; i++)
- {
- for (int j = 0; j < MAX_HGT; j++)
- {
- floor_ptr->grid_array[j][i].feat = feat_permanent;
- }
- }
-
- process_dungeon_file(creature_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
-
- /* Fill the map */
- for (int i = 0; i < current_world_ptr->max_wild_x; i++)
- {
- for (int j = 0; j < current_world_ptr->max_wild_y; j++)
- {
- if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
- {
- floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
- floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
- floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
- continue;
- }
-
- if (wilderness[j][i].road)
- {
- floor_ptr->grid_array[j][i].feat = feat_floor;
- floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
- continue;
- }
-
- if (wilderness[j][i].entrance && (current_world_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
- {
- floor_ptr->grid_array[j][i].feat = feat_entrance;
- floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
- floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
- continue;
- }
-
- floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
- floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
- }
- }
-
- floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
- floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
-
- if (floor_ptr->height > MAX_HGT) floor_ptr->height = MAX_HGT;
- if (floor_ptr->width > MAX_WID) floor_ptr->width = MAX_WID;
-
- /* Assume illegal panel */
- panel_row_min = floor_ptr->height;
- panel_col_min = floor_ptr->width;
-
- creature_ptr->x = creature_ptr->wilderness_x;
- creature_ptr->y = creature_ptr->wilderness_y;
- creature_ptr->town_num = 0;
+ /* To prevent stupid things */
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ for (int i = 0; i < MAX_WID; i++) {
+ for (int j = 0; j < MAX_HGT; j++) {
+ floor_ptr->grid_array[j][i].feat = feat_permanent;
+ }
+ }
+
+ parse_fixed_map(creature_ptr, "w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
+
+ /* Fill the map */
+ for (int i = 0; i < current_world_ptr->max_wild_x; i++) {
+ for (int j = 0; j < current_world_ptr->max_wild_y; j++) {
+ if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN)) {
+ floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
+ floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
+ floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
+ continue;
+ }
+
+ if (wilderness[j][i].road) {
+ floor_ptr->grid_array[j][i].feat = feat_floor;
+ floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
+ continue;
+ }
+
+ if (wilderness[j][i].entrance && (current_world_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER))) {
+ floor_ptr->grid_array[j][i].feat = feat_entrance;
+ floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
+ floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
+ continue;
+ }
+
+ floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
+ floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
+ }
+ }
+
+ floor_ptr->height = (s16b)current_world_ptr->max_wild_y;
+ floor_ptr->width = (s16b)current_world_ptr->max_wild_x;
+
+ if (floor_ptr->height > MAX_HGT)
+ floor_ptr->height = MAX_HGT;
+ if (floor_ptr->width > MAX_WID)
+ floor_ptr->width = MAX_WID;
+
+ /* Assume illegal panel */
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
+
+ creature_ptr->x = creature_ptr->wilderness_x;
+ creature_ptr->y = creature_ptr->wilderness_y;
+ creature_ptr->town_num = 0;
}
-
typedef struct wilderness_grid wilderness_grid;
-struct wilderness_grid
-{
- int terrain; /* Terrain type */
- TOWN_IDX town; /* Town number */
- DEPTH level; /* Level of the wilderness */
- byte road; /* Road */
- char name[32]; /* Name of the town/wilderness */
+struct wilderness_grid {
+ int terrain; /* Terrain type */
+ TOWN_IDX town; /* Town number */
+ DEPTH level; /* Level of the wilderness */
+ byte road; /* Road */
+ char name[32]; /* Name of the town/wilderness */
};
-
static wilderness_grid w_letter[255];
/*!
*/
errr parse_line_wilderness(player_type *creature_ptr, char *buf, int xmin, int xmax, int *y, int *x)
{
- if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
+ if (!(buf[0] == 'W'))
+ return (PARSE_ERROR_GENERIC);
- int num;
- char *zz[33];
- switch (buf[2])
- {
- /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
+ int num;
+ char *zz[33];
+ switch (buf[2]) {
+ /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
#ifdef JP
- case 'E':
- return 0;
- case 'F':
- case 'J':
+ case 'E':
+ return 0;
+ case 'F':
+ case 'J':
#else
- case 'J':
- return 0;
- case 'F':
- case 'E':
+ case 'J':
+ return 0;
+ case 'F':
+ case 'E':
#endif
- {
- if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
- {
- int index = zz[0][0];
-
- if (num > 1)
- w_letter[index].terrain = atoi(zz[1]);
- else
- w_letter[index].terrain = 0;
-
- if (num > 2)
- w_letter[index].level = (s16b)atoi(zz[2]);
- else
- w_letter[index].level = 0;
-
- if (num > 3)
- w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
- else
- w_letter[index].town = 0;
-
- if (num > 4)
- w_letter[index].road = (byte)atoi(zz[4]);
- else
- w_letter[index].road = 0;
-
- if (num > 5)
- strcpy(w_letter[index].name, zz[5]);
- else
- w_letter[index].name[0] = 0;
- }
- else
- {
- /* Failure */
- return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
- }
-
- break;
- }
-
- /* Process "W:D:<layout> */
- /* Layout of the wilderness */
- case 'D':
- {
- char *s = buf+4;
- int len = strlen(s);
- int i;
- for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
- {
- int id = s[0];
- wilderness[*y][*x].terrain = w_letter[id].terrain;
- wilderness[*y][*x].level = w_letter[id].level;
- wilderness[*y][*x].town = w_letter[id].town;
- wilderness[*y][*x].road = w_letter[id].road;
- strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
- }
-
- (*y)++;
- break;
- }
-
- /* Process "W:P:<x>:<y> - starting position in the wilderness */
- case 'P':
- {
- bool is_corner = creature_ptr->wilderness_x == 0;
- is_corner = creature_ptr->wilderness_y == 0;
- if (!is_corner) break;
-
- if (tokenize(buf + 4, 2, zz, 0) != 2)
- {
- return PARSE_ERROR_TOO_FEW_ARGUMENTS;
- }
-
- creature_ptr->wilderness_y = atoi(zz[0]);
- creature_ptr->wilderness_x = atoi(zz[1]);
-
- if ((creature_ptr->wilderness_x < 1) ||
- (creature_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
- (creature_ptr->wilderness_y < 1) ||
- (creature_ptr->wilderness_y > current_world_ptr->max_wild_y))
- {
- return PARSE_ERROR_OUT_OF_BOUNDS;
- }
-
- break;
- }
-
- default:
- return PARSE_ERROR_UNDEFINED_DIRECTIVE;
- }
-
- for (int i = 1; i < current_world_ptr->max_d_idx; i++)
- {
- if (!d_info[i].maxdepth) continue;
- wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte)i;
- if (!wilderness[d_info[i].dy][d_info[i].dx].town)
- {
- wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
- }
- }
-
- return 0;
+ {
+ if ((num = tokenize(buf + 4, 6, zz, 0)) > 1) {
+ int index = zz[0][0];
+
+ if (num > 1)
+ w_letter[index].terrain = atoi(zz[1]);
+ else
+ w_letter[index].terrain = 0;
+
+ if (num > 2)
+ w_letter[index].level = (s16b)atoi(zz[2]);
+ else
+ w_letter[index].level = 0;
+
+ if (num > 3)
+ w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
+ else
+ w_letter[index].town = 0;
+
+ if (num > 4)
+ w_letter[index].road = (byte)atoi(zz[4]);
+ else
+ w_letter[index].road = 0;
+
+ if (num > 5)
+ strcpy(w_letter[index].name, zz[5]);
+ else
+ w_letter[index].name[0] = 0;
+ } else {
+ /* Failure */
+ return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
+ }
+
+ break;
+ }
+
+ /* Process "W:D:<layout> */
+ /* Layout of the wilderness */
+ case 'D': {
+ char *s = buf + 4;
+ int len = strlen(s);
+ int i;
+ for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++) {
+ int id = s[0];
+ wilderness[*y][*x].terrain = w_letter[id].terrain;
+ wilderness[*y][*x].level = w_letter[id].level;
+ wilderness[*y][*x].town = w_letter[id].town;
+ wilderness[*y][*x].road = w_letter[id].road;
+ strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
+ }
+
+ (*y)++;
+ break;
+ }
+
+ /* Process "W:P:<x>:<y> - starting position in the wilderness */
+ case 'P': {
+ bool is_corner = creature_ptr->wilderness_x == 0;
+ is_corner = creature_ptr->wilderness_y == 0;
+ if (!is_corner)
+ break;
+
+ if (tokenize(buf + 4, 2, zz, 0) != 2) {
+ return PARSE_ERROR_TOO_FEW_ARGUMENTS;
+ }
+
+ creature_ptr->wilderness_y = atoi(zz[0]);
+ creature_ptr->wilderness_x = atoi(zz[1]);
+
+ if ((creature_ptr->wilderness_x < 1) || (creature_ptr->wilderness_x > current_world_ptr->max_wild_x) || (creature_ptr->wilderness_y < 1)
+ || (creature_ptr->wilderness_y > current_world_ptr->max_wild_y)) {
+ return PARSE_ERROR_OUT_OF_BOUNDS;
+ }
+
+ break;
+ }
+
+ default:
+ return PARSE_ERROR_UNDEFINED_DIRECTIVE;
+ }
+
+ for (int i = 1; i < current_world_ptr->max_d_idx; i++) {
+ if (!d_info[i].maxdepth)
+ continue;
+ wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte)i;
+ if (!wilderness[d_info[i].dy][d_info[i].dx].town) {
+ wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
+ }
+ }
+
+ return 0;
}
-
/*!
* @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 /
* Generate the random seeds for the wilderness
*/
void seed_wilderness(void)
{
- for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++)
- {
- for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++)
- {
- wilderness[y][x].seed = randint0(0x10000000);
- wilderness[y][x].entrance = 0;
- }
- }
+ for (POSITION x = 0; x < current_world_ptr->max_wild_x; x++) {
+ for (POSITION y = 0; y < current_world_ptr->max_wild_y; y++) {
+ wilderness[y][x].seed = randint0(0x10000000);
+ wilderness[y][x].entrance = 0;
+ }
+ }
}
-
/*
* Pointer to wilderness_type
*/
*/
errr init_wilderness(void)
{
- /* Allocate the wilderness (two-dimension array) */
- C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
- C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
-
- /* Init the other pointers */
- for (int i = 1; i < current_world_ptr->max_wild_y; i++)
- {
- wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
- }
-
- generate_encounter = FALSE;
- return 0;
-}
+ /* Allocate the wilderness (two-dimension array) */
+ C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
+ C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
+ /* Init the other pointers */
+ for (int i = 1; i < current_world_ptr->max_wild_y; i++) {
+ wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
+ }
+
+ generate_encounter = FALSE;
+ return 0;
+}
/*!
* @brief 荒野の地勢設定を初期化する /
*/
static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
{
- /* Begin the varargs stuff */
- va_list vp;
- va_start(vp, fmt);
-
- /* Wilderness terrains on global map */
- conv_terrain2feat[terrain] = feat_global;
-
- /* Wilderness terrains on local map */
- int cur = 0;
- char check = 'a';
- for (concptr p = fmt; *p; p++)
- {
- if (*p != check)
- {
- plog_fmt("Format error");
- continue;
- }
-
- FEAT_IDX feat = (s16b)va_arg(vp, int);
- int num = va_arg(vp, int);
- int lim = cur + num;
-
- for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
- {
- terrain_table[terrain][cur] = feat;
- }
-
- if (cur >= MAX_FEAT_IN_TERRAIN) break;
-
- check++;
- }
-
- if (cur < MAX_FEAT_IN_TERRAIN)
- {
- plog_fmt("Too few parameters");
- }
-
- va_end(vp);
-}
+ /* Begin the varargs stuff */
+ va_list vp;
+ va_start(vp, fmt);
+
+ /* Wilderness terrains on global map */
+ conv_terrain2feat[terrain] = feat_global;
+
+ /* Wilderness terrains on local map */
+ int cur = 0;
+ char check = 'a';
+ for (concptr p = fmt; *p; p++) {
+ if (*p != check) {
+ plog_fmt("Format error");
+ continue;
+ }
+
+ FEAT_IDX feat = (s16b)va_arg(vp, int);
+ int num = va_arg(vp, int);
+ int lim = cur + num;
+ for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++) {
+ terrain_table[terrain][cur] = feat;
+ }
+
+ if (cur >= MAX_FEAT_IN_TERRAIN)
+ break;
+
+ check++;
+ }
+
+ if (cur < MAX_FEAT_IN_TERRAIN) {
+ plog_fmt("Too few parameters");
+ }
+
+ va_end(vp);
+}
/*!
* @brief 荒野の地勢設定全体を初期化するメインルーチン /
*/
void init_wilderness_terrains(void)
{
- init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
- feat_permanent, MAX_FEAT_IN_TERRAIN);
-
- init_terrain_table(TERRAIN_TOWN, feat_town, "a",
- feat_floor, MAX_FEAT_IN_TERRAIN);
-
- init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
- feat_deep_water, 12,
- feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
-
- init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
- feat_deep_water, 3,
- feat_shallow_water, 12,
- feat_floor, 1,
- feat_dirt, 1,
- feat_grass, MAX_FEAT_IN_TERRAIN - 17);
-
- init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
- feat_dirt, 2,
- feat_grass, 3,
- feat_tree, 1,
- feat_brake, 1,
- feat_shallow_water, 4,
- feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
-
- init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
- feat_floor, 3,
- feat_dirt, 10,
- feat_flower, 1,
- feat_brake, 1,
- feat_grass, 1,
- feat_tree, MAX_FEAT_IN_TERRAIN - 16);
-
- init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
- feat_floor, 2,
- feat_dirt, 2,
- feat_grass, 9,
- feat_flower, 1,
- feat_brake, 2,
- feat_tree, MAX_FEAT_IN_TERRAIN - 16);
-
- init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
- feat_floor, 2,
- feat_dirt, 1,
- feat_tree, 11,
- feat_brake, 2,
- feat_grass, MAX_FEAT_IN_TERRAIN - 16);
-
- init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
- feat_floor, 2,
- feat_dirt, 13,
- feat_grass, MAX_FEAT_IN_TERRAIN - 15);
-
- init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
- feat_shallow_lava, 14,
- feat_deep_lava, 3,
- feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
-
- init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
- feat_dirt, 3,
- feat_shallow_lava, 3,
- feat_deep_lava, 10,
- feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
-
- init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
- feat_floor, 1,
- feat_brake, 1,
- feat_grass, 2,
- feat_dirt, 2,
- feat_tree, 2,
- feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
-}
+ init_terrain_table(TERRAIN_EDGE, feat_permanent, "a", feat_permanent, MAX_FEAT_IN_TERRAIN);
+
+ init_terrain_table(TERRAIN_TOWN, feat_town, "a", feat_floor, MAX_FEAT_IN_TERRAIN);
+
+ init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab", feat_deep_water, 12, feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
+
+ init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde", feat_deep_water, 3, feat_shallow_water, 12, feat_floor, 1, feat_dirt, 1, feat_grass,
+ MAX_FEAT_IN_TERRAIN - 17);
+ init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef", feat_dirt, 2, feat_grass, 3, feat_tree, 1, feat_brake, 1, feat_shallow_water, 4, feat_swamp,
+ MAX_FEAT_IN_TERRAIN - 11);
+
+ init_terrain_table(
+ TERRAIN_DIRT, feat_dirt, "abcdef", feat_floor, 3, feat_dirt, 10, feat_flower, 1, feat_brake, 1, feat_grass, 1, feat_tree, MAX_FEAT_IN_TERRAIN - 16);
+
+ init_terrain_table(
+ TERRAIN_GRASS, feat_grass, "abcdef", feat_floor, 2, feat_dirt, 2, feat_grass, 9, feat_flower, 1, feat_brake, 2, feat_tree, MAX_FEAT_IN_TERRAIN - 16);
+
+ init_terrain_table(TERRAIN_TREES, feat_tree, "abcde", feat_floor, 2, feat_dirt, 1, feat_tree, 11, feat_brake, 2, feat_grass, MAX_FEAT_IN_TERRAIN - 16);
+
+ init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc", feat_floor, 2, feat_dirt, 13, feat_grass, MAX_FEAT_IN_TERRAIN - 15);
+
+ init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc", feat_shallow_lava, 14, feat_deep_lava, 3, feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
+
+ init_terrain_table(
+ TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd", feat_dirt, 3, feat_shallow_lava, 3, feat_deep_lava, 10, feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
+
+ init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef", feat_floor, 1, feat_brake, 1, feat_grass, 2, feat_dirt, 2, feat_tree, 2, feat_mountain,
+ MAX_FEAT_IN_TERRAIN - 8);
+}
/*!
* @brief 荒野から広域マップへの切り替え処理 /
*/
bool change_wild_mode(player_type *creature_ptr, bool encount)
{
- generate_encounter = encount;
-
- /* It is in the middle of changing map */
- if (creature_ptr->leaving) return FALSE;
-
- if (lite_town || vanilla_town)
- {
- msg_print(_("荒野なんてない。", "No global map."));
- return FALSE;
- }
-
- if (creature_ptr->wild_mode)
- {
- /* Save the location in the global map */
- creature_ptr->wilderness_x = creature_ptr->x;
- creature_ptr->wilderness_y = creature_ptr->y;
-
- /* Give first move to the player */
- creature_ptr->energy_need = 0;
-
- /* Go back to the ordinary map */
- creature_ptr->wild_mode = FALSE;
- creature_ptr->leaving = TRUE;
- return TRUE;
- }
-
- bool have_pet = FALSE;
- for (int i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
- {
- monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
-
- if (!monster_is_valid(m_ptr)) continue;
- if (is_pet(m_ptr) && i != creature_ptr->riding) have_pet = TRUE;
- if (MON_CSLEEP(m_ptr)) continue;
- if (m_ptr->cdis > MAX_SIGHT) continue;
- if (!is_hostile(m_ptr)) continue;
- msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!",
- "You cannot enter global map, since there is some monsters nearby!"));
- free_turn(creature_ptr);
- return FALSE;
- }
-
- if (have_pet)
- {
- concptr msg = _("ペットを置いて広域マップに入りますか?",
- "Do you leave your pets behind? ");
-
- if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
- {
- free_turn(creature_ptr);
- return FALSE;
- }
- }
-
- take_turn(creature_ptr, 1000);
-
- /* Remember the position */
- creature_ptr->oldpx = creature_ptr->x;
- creature_ptr->oldpy = creature_ptr->y;
-
- /* Cancel hex spelling */
- if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
-
- /* Cancel any special action */
- set_action(creature_ptr, ACTION_NONE);
-
- /* Go into the global map */
- creature_ptr->wild_mode = TRUE;
- creature_ptr->leaving = TRUE;
- return TRUE;
+ generate_encounter = encount;
+
+ /* It is in the middle of changing map */
+ if (creature_ptr->leaving)
+ return FALSE;
+
+ if (lite_town || vanilla_town) {
+ msg_print(_("荒野なんてない。", "No global map."));
+ return FALSE;
+ }
+
+ if (creature_ptr->wild_mode) {
+ /* Save the location in the global map */
+ creature_ptr->wilderness_x = creature_ptr->x;
+ creature_ptr->wilderness_y = creature_ptr->y;
+
+ /* Give first move to the player */
+ creature_ptr->energy_need = 0;
+
+ /* Go back to the ordinary map */
+ creature_ptr->wild_mode = FALSE;
+ creature_ptr->leaving = TRUE;
+ return TRUE;
+ }
+
+ bool have_pet = FALSE;
+ for (int i = 1; i < creature_ptr->current_floor_ptr->m_max; i++) {
+ monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
+
+ if (!monster_is_valid(m_ptr))
+ continue;
+ if (is_pet(m_ptr) && i != creature_ptr->riding)
+ have_pet = TRUE;
+ if (monster_csleep_remaining(m_ptr))
+ continue;
+ if (m_ptr->cdis > MAX_SIGHT)
+ continue;
+ if (!is_hostile(m_ptr))
+ continue;
+ msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!", "You cannot enter global map, since there is some monsters nearby!"));
+ free_turn(creature_ptr);
+ return FALSE;
+ }
+
+ if (have_pet) {
+ concptr msg = _("ペットを置いて広域マップに入りますか?", "Do you leave your pets behind? ");
+
+ if (!get_check_strict(creature_ptr, msg, CHECK_OKAY_CANCEL)) {
+ free_turn(creature_ptr);
+ return FALSE;
+ }
+ }
+
+ take_turn(creature_ptr, 1000);
+
+ /* Remember the position */
+ creature_ptr->oldpx = creature_ptr->x;
+ creature_ptr->oldpy = creature_ptr->y;
+
+ /* Cancel hex spelling */
+ if (hex_spelling_any(creature_ptr))
+ stop_hex_spell_all(creature_ptr);
+
+ /* Cancel any special action */
+ set_action(creature_ptr, ACTION_NONE);
+
+ /* Go into the global map */
+ creature_ptr->wild_mode = TRUE;
+ creature_ptr->leaving = TRUE;
+ return TRUE;
}