* tmp is a random int +/- rough
*/
int tmp2 = rough*2 + 1;
- int tmp = randint(tmp2) - (rough + 1);
+ int tmp = randint1(tmp2) - (rough + 1);
int avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
* tmp is a random int +/- rough
*/
int tmp2 = rough * 2 + 1;
- int tmp = rand_int(tmp2) - rough;
+ int tmp = randint0(tmp2) - rough;
int avg = ((x1 + x2 + x3) / 3) + tmp;
};
-void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
+static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
{
int x1, y1;
int table_size = sizeof(terrain_table[0]) / sizeof(int);
* ToDo: calculate the medium height of the adjacent
* terrains for every corner.
*/
- cave[1][1].feat = (byte)rand_int(table_size);
- cave[MAX_HGT-2][1].feat = (byte)rand_int(table_size);
- cave[1][MAX_WID-2].feat = (byte)rand_int(table_size);
- cave[MAX_HGT-2][MAX_WID-2].feat = (byte)rand_int(table_size);
+ cave[1][1].feat = (byte)randint0(table_size);
+ cave[MAX_HGT-2][1].feat = (byte)randint0(table_size);
+ cave[1][MAX_WID-2].feat = (byte)randint0(table_size);
+ cave[MAX_HGT-2][MAX_WID-2].feat = (byte)randint0(table_size);
if (!corner)
{
/* Set the object generation level */
object_level = base_level;
-#ifdef USE_SCRIPT
- if (generate_wilderness_callback(y, x)) return;
-#endif /* USE_SCRIPT */
-
/* Create the town */
if (p_ptr->town_num)
}
}
- if (wilderness[y][x].entrance && !wilderness[y][x].town && (total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
+ if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
{
int dy, dx;
void wilderness_gen(void)
{
int i, y, x, lim;
- bool daytime;
cave_type *c_ptr;
/* Big town */
cur_hgt = MAX_HGT;
cur_wid = MAX_WID;
- /* Determine number of panels */
- max_panel_rows = (cur_hgt / SCREEN_HGT) * 2 - 2;
- max_panel_cols = (cur_wid / SCREEN_WID) * 2 - 2;
-
/* Assume illegal panel */
- panel_row = max_panel_rows;
- panel_col = max_panel_cols;
+ panel_row_min = cur_hgt;
+ panel_col_min = cur_wid;
/* Init the wilderness */
/* South east corner */
cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
-
- /* Day time */
- if ((turn % (20L * TOWN_DAWN)) < ((20L * TOWN_DAWN) / 2))
- daytime = TRUE;
- else
- daytime = FALSE;
-
/* Light up or darken the area */
for (y = 0; y < cur_hgt; y++)
{
/* Get the cave grid */
c_ptr = &cave[y][x];
- if (daytime)
+ if (is_daytime())
{
/* Assume lit */
c_ptr->info |= (CAVE_GLOW);
/* Darken "boring" features */
if ((c_ptr->feat <= FEAT_INVIS) ||
((c_ptr->feat >= FEAT_DEEP_WATER) &&
- (c_ptr->feat <= FEAT_TREES) &&
+ (c_ptr->feat <= FEAT_MOUNTAIN) &&
(c_ptr->feat != FEAT_MUSEUM)) ||
(x == 0) || (x == cur_wid-1) ||
(y == 0) || (y == cur_hgt-1))
cave[j][i].special = wilderness[j][i].town;
}
else if (wilderness[j][i].road) cave[j][i].feat = FEAT_FLOOR;
- else if (wilderness[j][i].entrance && (total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
+ else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
{
cave[j][i].feat = FEAT_ENTRANCE;
cave[j][i].special = (byte)wilderness[j][i].entrance;
if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
if (cur_wid > MAX_WID) cur_wid = MAX_WID;
- /* Determine number of panels */
- max_panel_rows = (cur_hgt / SCREEN_HGT) * 2 - 2;
- max_panel_cols = (cur_wid / SCREEN_WID) * 2 - 2;
-
/* Assume illegal panel */
- panel_row = max_panel_rows;
- panel_col = max_panel_cols;
+ panel_row_min = cur_hgt;
+ panel_col_min = cur_wid;
/* Place the player */
px = p_ptr->wilderness_x;
{
int x, y;
-#ifdef USE_SCRIPT
- if (!wilderness_init_callback())
-#endif /* USE_SCRIPT */
+ /* Init wilderness seeds */
+ for (x = 0; x < max_wild_x; x++)
{
- /* Init wilderness seeds */
- for (x = 0; x < max_wild_x; x++)
+ for (y = 0; y < max_wild_y; y++)
{
- for (y = 0; y < max_wild_y; y++)
- {
- wilderness[y][x].seed = rand_int(0x10000000);
- wilderness[y][x].entrance = 0;
- }
+ wilderness[y][x].seed = randint0(0x10000000);
+ wilderness[y][x].entrance = 0;
}
}
}
bool change_wild_mode(void)
{
int i;
+ bool have_pet = FALSE;
if (lite_town || vanilla_town)
{
monster_type *m_ptr = &m_list[i];
if (!m_ptr->r_idx) continue;
+ if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
if (m_ptr->csleep) continue;
if (m_ptr->cdis > MAX_SIGHT) continue;
if (!is_hostile(m_ptr)) continue;
energy_use = 0;
return FALSE;
}
+
+ if (have_pet)
+ {
+#ifdef JP
+ if(!get_check_strict("¥Ú¥Ã¥È¤òÃÖ¤¤¤Æ¹°è¥Þ¥Ã¥×¤ËÆþ¤ê¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+#else
+ if(!get_check_strict("Do you leave your pets behind? ", CHECK_OKAY_CANCEL))
+#endif
+ {
+ energy_use = 0;
+ return FALSE;
+ }
+ }
+
energy_use = 1000;
}