/* File: wild.c */
-/* Purpose: Wilderness generation */
-
/*
- * Copyright (c) 1989, 1999 James E. Wilson, Robert A. Koeneke,
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke,
* Robert Ruehlmann
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: Wilderness generation */
+
#include "angband.h"
+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;
+
+ /* Paranoia */
+ 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;
+ }
+}
+
+/*
+ * Fill the arrays of floors and walls in the good proportions
+ */
+void set_floor_and_wall(byte type)
+{
+ static byte cur_type = 255;
+ dungeon_info_type *d_ptr;
+
+ /* Already filled */
+ if (cur_type == type) return;
+
+ cur_type = type;
+ d_ptr = &d_info[type];
+
+ set_floor_and_wall_aux(floor_type, d_ptr->floor);
+ set_floor_and_wall_aux(fill_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;
+}
+
+
/*
* Helper for plasma generation.
*/
}
+#define MAX_FEAT_IN_TERRAIN 18
+
/*
* The default table in terrain level generation.
*/
-static int terrain_table[MAX_WILDERNESS][18] =
-{
- /* TERRAIN_EDGE */
- {
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
-
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
-
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
-
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
-
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
-
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- FEAT_PERM_SOLID,
- },
- /* TERRAIN_TOWN */
- {
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
- },
- /* TERRAIN_DEEP_WATER */
- {
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
-
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
-
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
-
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- },
- /* TERRAIN_SHALLOW_WATER */
- {
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
- FEAT_DEEP_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_FLOOR,
- FEAT_DIRT,
- FEAT_GRASS,
- },
- /* TERRAIN_SWAMP */
- {
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
- FEAT_SHAL_WATER,
-
- FEAT_GRASS,
- FEAT_GRASS,
- FEAT_GRASS,
-
- FEAT_GRASS,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DEEP_GRASS,
- FEAT_TREES,
- },
- /* TERRAIN_DIRT */
- {
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_FLOOR,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_FLOWER,
- FEAT_DEEP_GRASS,
-
- FEAT_GRASS,
- FEAT_TREES,
- FEAT_TREES,
- },
- /* TERRAIN_GRASS */
- {
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_GRASS,
- FEAT_GRASS,
-
- FEAT_GRASS,
- FEAT_GRASS,
- FEAT_GRASS,
-
- FEAT_GRASS,
- FEAT_GRASS,
- FEAT_GRASS,
-
- FEAT_GRASS,
- FEAT_FLOWER,
- FEAT_DEEP_GRASS,
-
- FEAT_DEEP_GRASS,
- FEAT_TREES,
- FEAT_TREES,
- },
- /* TERRAIN_TREES */
- {
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_DIRT,
-
- FEAT_TREES,
- FEAT_TREES,
- FEAT_TREES,
-
- FEAT_TREES,
- FEAT_TREES,
- FEAT_TREES,
-
- FEAT_TREES,
- FEAT_TREES,
- FEAT_TREES,
-
- FEAT_TREES,
- FEAT_TREES,
- FEAT_DEEP_GRASS,
-
- FEAT_DEEP_GRASS,
- FEAT_GRASS,
- FEAT_GRASS,
- },
- /* TERRAIN_DESERT */
- {
- FEAT_FLOOR,
- FEAT_FLOOR,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_GRASS,
- FEAT_GRASS,
- FEAT_GRASS,
- },
- /* TERRAIN_SHALLOW_LAVA */
- {
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
-
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
-
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
-
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
-
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
- FEAT_DEEP_LAVA,
-
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
- FEAT_MOUNTAIN,
- },
- /* TERRAIN_DEEP_LAVA */
- {
- FEAT_DIRT,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
- FEAT_SHAL_LAVA,
-
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
-
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
-
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
- FEAT_DEEP_LAVA,
-
- FEAT_DEEP_LAVA,
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
- },
- /* TERRAIN_MOUNTAIN */
- {
- FEAT_FLOOR,
- FEAT_DEEP_GRASS,
- FEAT_GRASS,
-
- FEAT_GRASS,
- FEAT_DIRT,
- FEAT_DIRT,
-
- FEAT_TREES,
- FEAT_TREES,
- FEAT_MOUNTAIN,
-
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
-
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
-
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
- FEAT_MOUNTAIN,
- },
-
-};
+static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
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);
+ int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
int roughness = 1; /* The roughness of the level. */
+ u32b state_backup[4];
+
+ /* Unused */
+ (void)border;
/* The outer wall is easy */
if (terrain == TERRAIN_EDGE)
{
for (x1 = 0; x1 < MAX_WID; x1++)
{
- cave[y1][x1].feat = FEAT_PERM_SOLID;
+ cave[y1][x1].feat = feat_permanent;
}
}
}
- /* Hack -- Use the "simple" RNG */
- Rand_quick = TRUE;
+ /* Hack -- Backup the RNG state */
+ Rand_state_backup(state_backup);
- /* Hack -- Induce consistant town layout */
- Rand_value = seed;
+ /* Hack -- Induce consistant flavors */
+ Rand_state_init(seed);
if (!corner)
{
* ToDo: calculate the medium height of the adjacent
* terrains for every corner.
*/
- 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);
+ cave[1][1].feat = randint0(table_size);
+ cave[MAX_HGT-2][1].feat = randint0(table_size);
+ cave[1][MAX_WID-2].feat = randint0(table_size);
+ cave[MAX_HGT-2][MAX_WID-2].feat = randint0(table_size);
if (!corner)
{
+ /* Hack -- preserve four corners */
+ s16b north_west = cave[1][1].feat;
+ s16b south_west = cave[MAX_HGT - 2][1].feat;
+ s16b north_east = cave[1][MAX_WID - 2].feat;
+ s16b south_east = cave[MAX_HGT - 2][MAX_WID - 2].feat;
+
/* x1, y1, x2, y2, num_depths, roughness */
plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
- }
- /* Use the complex RNG */
- Rand_quick = FALSE;
+ /* Hack -- copyback four corners */
+ cave[1][1].feat = north_west;
+ cave[MAX_HGT - 2][1].feat = south_west;
+ cave[1][MAX_WID - 2].feat = north_east;
+ cave[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
- for (y1 = 1; y1 < MAX_HGT-1; y1++)
- {
- for (x1 = 1; x1 < MAX_WID-1; x1++)
+ for (y1 = 1; y1 < MAX_HGT - 1; y1++)
{
- cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
+ for (x1 = 1; x1 < MAX_WID - 1; x1++)
+ {
+ cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
+ }
}
}
+ else /* Hack -- only four corners */
+ {
+ cave[1][1].feat = terrain_table[terrain][cave[1][1].feat];
+ cave[MAX_HGT - 2][1].feat = terrain_table[terrain][cave[MAX_HGT - 2][1].feat];
+ cave[1][MAX_WID - 2].feat = terrain_table[terrain][cave[1][MAX_WID - 2].feat];
+ cave[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][cave[MAX_HGT - 2][MAX_WID - 2].feat];
+ }
+
+ /* Hack -- Restore the RNG state */
+ Rand_state_restore(state_backup);
}
else
init_flags = INIT_CREATE_DUNGEON;
- process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
+ process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
}
*/
if (wilderness[y][x].road)
{
- cave[MAX_HGT/2][MAX_WID/2].feat = FEAT_FLOOR;
+ cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
if (wilderness[y-1][x].road)
{
for (y1 = 1; y1 < MAX_HGT/2; y1++)
{
x1 = MAX_WID/2;
- cave[y1][x1].feat = FEAT_FLOOR;
+ cave[y1][x1].feat = feat_floor;
}
}
for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
{
x1 = MAX_WID/2;
- cave[y1][x1].feat = FEAT_FLOOR;
+ cave[y1][x1].feat = feat_floor;
}
}
for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
{
y1 = MAX_HGT/2;
- cave[y1][x1].feat = FEAT_FLOOR;
+ cave[y1][x1].feat = feat_floor;
}
}
for (x1 = 1; x1 < MAX_WID/2; x1++)
{
y1 = MAX_HGT/2;
- cave[y1][x1].feat = FEAT_FLOOR;
+ cave[y1][x1].feat = feat_floor;
}
}
}
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;
+ u32b state_backup[4];
- /* Hack -- Use the "simple" RNG */
- Rand_quick = TRUE;
+ /* Hack -- Backup the RNG state */
+ Rand_state_backup(state_backup);
- /* Hack -- Induce consistant town layout */
- Rand_value = wilderness[y][x].seed;
+ /* Hack -- Induce consistant flavors */
+ Rand_state_init(wilderness[y][x].seed);
dy = rand_range(6, cur_hgt - 6);
dx = rand_range(6, cur_wid - 6);
- cave[dy][dx].feat = FEAT_ENTRANCE;
- cave[dy][dx].special = (byte)wilderness[y][x].entrance;
+ cave[dy][dx].feat = feat_entrance;
+ cave[dy][dx].special = wilderness[y][x].entrance;
- /* Use the complex RNG */
- Rand_quick = FALSE;
+ /* Hack -- Restore the RNG state */
+ Rand_state_restore(state_backup);
}
}
{
int i, y, x, lim;
cave_type *c_ptr;
+ feature_type *f_ptr;
/* Big town */
cur_hgt = MAX_HGT;
/* Init the wilderness */
- process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
x = p_ptr->wilderness_x;
y = p_ptr->wilderness_y;
/* Special boundary walls -- North */
for (i = 0; i < MAX_WID; i++)
{
- cave[0][i].feat = FEAT_PERM_SOLID;
+ cave[0][i].feat = feat_permanent;
cave[0][i].mimic = border.north[i];
}
/* Special boundary walls -- South */
for (i = 0; i < MAX_WID; i++)
{
- cave[MAX_HGT - 1][i].feat = FEAT_PERM_SOLID;
+ cave[MAX_HGT - 1][i].feat = feat_permanent;
cave[MAX_HGT - 1][i].mimic = border.south[i];
}
/* Special boundary walls -- West */
for (i = 0; i < MAX_HGT; i++)
{
- cave[i][0].feat = FEAT_PERM_SOLID;
+ cave[i][0].feat = feat_permanent;
cave[i][0].mimic = border.west[i];
}
/* Special boundary walls -- East */
for (i = 0; i < MAX_HGT; i++)
{
- cave[i][MAX_WID - 1].feat = FEAT_PERM_SOLID;
+ cave[i][MAX_WID - 1].feat = feat_permanent;
cave[i][MAX_WID - 1].mimic = border.east[i];
}
}
else
{
- /* Darken "boring" features */
- if ((c_ptr->feat <= FEAT_INVIS) ||
- ((c_ptr->feat >= FEAT_DEEP_WATER) &&
- (c_ptr->feat <= FEAT_MOUNTAIN) &&
- (c_ptr->feat != FEAT_MUSEUM)) ||
- (x == 0) || (x == cur_wid-1) ||
- (y == 0) || (y == cur_hgt-1))
+ /* Feature code (applying "mimic" field) */
+ f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+ if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
+ !have_flag(f_ptr->flags, FF_ENTRANCE))
{
- /* Forget the grid */
- c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
+ /* Assume dark */
+ c_ptr->info &= ~(CAVE_GLOW);
+
+ /* Darken "boring" features */
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ /* Forget the grid */
+ c_ptr->info &= ~(CAVE_MARK);
+ }
}
- else if (c_ptr->feat == FEAT_ENTRANCE)
+ else if (have_flag(f_ptr->flags, FF_ENTRANCE))
{
/* Assume lit */
c_ptr->info |= (CAVE_GLOW);
{
for (x = 0; x < cur_wid; x++)
{
- if (((cave[y][x].feat - FEAT_BLDG_HEAD) == 4) || ((p_ptr->town_num == 1) && ((cave[y][x].feat - FEAT_BLDG_HEAD) == 0)))
+ /* Get the cave grid */
+ c_ptr = &cave[y][x];
+
+ /* Seeing true feature code (ignore mimic) */
+ f_ptr = &f_info[c_ptr->feat];
+
+ if (have_flag(f_ptr->flags, FF_BLDG))
{
- if (cave[y][x].m_idx) delete_monster_idx(cave[y][x].m_idx);
- p_ptr->oldpy = y;
- p_ptr->oldpx = x;
+ if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
+ {
+ if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
+ p_ptr->oldpy = y;
+ p_ptr->oldpx = x;
+ }
}
}
}
{
for (x = 0; x < cur_wid; x++)
{
- if (cave[y][x].feat == FEAT_ENTRANCE)
+ /* Get the cave grid */
+ c_ptr = &cave[y][x];
+
+ if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
{
- if (cave[y][x].m_idx) delete_monster_idx(cave[y][x].m_idx);
+ if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
p_ptr->oldpy = y;
p_ptr->oldpx = x;
}
}
player_place(p_ptr->oldpy, p_ptr->oldpx);
- p_ptr->leftbldg = FALSE;
/* p_ptr->leaving_dungeon = FALSE;*/
lim = (generate_encounter==TRUE)?40:MIN_M_ALLOC_TN;
/* Make some residents */
for (i = 0; i < lim; i++)
{
+ u32b mode = 0;
+
+ if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
+ mode |= PM_ALLOW_SLEEP;
+
/* Make a resident */
- (void)alloc_monster(generate_encounter ? 0 : 3, (bool)!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))));
+ (void)alloc_monster(generate_encounter ? 0 : 3, mode);
}
if(generate_encounter) ambush_flag = TRUE;
generate_encounter = FALSE;
- for (i = 0; i < 100; i++)
- {
- floor_type[i] = FEAT_FLOOR;
- fill_type[i] = FEAT_WALL_EXTRA;
- }
+ /* Fill the arrays of floors and walls in the good proportions */
+ set_floor_and_wall(0);
/* Set rewarded quests to finished */
for (i = 0; i < max_quests; i++)
}
+static s16b conv_terrain2feat[MAX_WILDERNESS];
+
/*
* Build the wilderness area.
* -DG-
for (i = 0; i < MAX_WID; i++)
for (j = 0; j < MAX_HGT; j++)
{
- cave[j][i].feat = FEAT_PERM_SOLID;
+ cave[j][i].feat = feat_permanent;
}
/* Init the wilderness */
- process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
/* Fill the map */
for (i = 0; i < max_wild_x; i++)
{
if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
{
- cave[j][i].feat = FEAT_TOWN;
+ cave[j][i].feat = feat_town;
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].road) cave[j][i].feat = feat_floor;
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].feat = feat_entrance;
cave[j][i].special = (byte)wilderness[j][i].entrance;
}
else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
}
- cur_hgt = (max_wild_y / SCREEN_HGT + 1) * SCREEN_HGT;
- cur_wid = (max_wild_x / SCREEN_WID + 1) * SCREEN_WID;
+ cur_hgt = (s16b) max_wild_y;
+ cur_wid = (s16b) max_wild_x;
if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
if (cur_wid > MAX_WID) cur_wid = MAX_WID;
int i, num;
char *zz[33];
+ /* Unused */
+ (void)ymin;
+ (void)ymax;
/* Paranoia */
if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
}
+static void init_terrain_table(int terrain, s16b feat_global, cptr fmt, ...)
+{
+ va_list vp;
+ cptr p;
+ int cur = 0;
+ char check = 'a';
+ s16b feat;
+ int num;
+
+ /* Begin the varargs stuff */
+ va_start(vp, fmt);
+
+ /* Wilderness terrains on global map */
+ conv_terrain2feat[terrain] = feat_global;
+
+ /* Wilderness terrains on local map */
+ for (p = fmt; *p; p++)
+ {
+ if (*p == check)
+ {
+ int lim;
+
+ feat = (s16b)va_arg(vp, int);
+ num = va_arg(vp, 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++;
+ }
+ else /* Paranoia */
+ {
+ plog_fmt("Format error");
+ }
+ }
+
+ /* Paranoia */
+ if (cur < MAX_FEAT_IN_TERRAIN)
+ {
+ plog_fmt("Too few parameters");
+ }
+
+ /* End the varargs stuff */
+ va_end(vp);
+}
+
+
+/*
+ * Initialize arrays for wilderness terrains
+ */
+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);
+}
+
+
bool change_wild_mode(void)
{
int i;
bool have_pet = FALSE;
+ /* It is in the middle of changing map */
+ if (p_ptr->leaving) return FALSE;
+
+
if (lite_town || vanilla_town)
{
#ifdef JP
msg_print("¹ÓÌî¤Ê¤ó¤Æ¤Ê¤¤¡£");
#else
- msg_print("No global mal");
+ msg_print("No global map.");
#endif
return FALSE;
}
- if (!p_ptr->wild_mode)
+
+ if (p_ptr->wild_mode)
{
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
+ /* Save the location in the global map */
+ p_ptr->wilderness_x = px;
+ p_ptr->wilderness_y = py;
+
+ /* Give first move to the player */
+ p_ptr->energy_need = 0;
+
+ /* Go back to the ordinary map */
+ p_ptr->wild_mode = FALSE;
- 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;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+
+ /* Succeed */
+ return TRUE;
+ }
+
+ for (i = 1; i < m_max; i++)
+ {
+ 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 (MON_CSLEEP(m_ptr)) continue;
+ if (m_ptr->cdis > MAX_SIGHT) continue;
+ if (!is_hostile(m_ptr)) continue;
#ifdef JP
- msg_print("Ũ¤¬¤¹¤°¶á¤¯¤Ë¤¤¤ë¤È¤¤Ï¹°è¥Þ¥Ã¥×¤ËÆþ¤ì¤Ê¤¤¡ª");
+ msg_print("Ũ¤¬¤¹¤°¶á¤¯¤Ë¤¤¤ë¤È¤¤Ï¹°è¥Þ¥Ã¥×¤ËÆþ¤ì¤Ê¤¤¡ª");
#else
- msg_print("You cannot enter global map, since there is some monsters nearby!");
+ msg_print("You cannot enter global map, since there is some monsters nearby!");
#endif
- energy_use = 0;
- return FALSE;
- }
+ energy_use = 0;
+ return FALSE;
+ }
- if (have_pet)
- {
+ if (have_pet)
+ {
#ifdef JP
- if(!get_check_strict("¥Ú¥Ã¥È¤òÃÖ¤¤¤Æ¹°è¥Þ¥Ã¥×¤ËÆþ¤ê¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+ cptr msg = "¥Ú¥Ã¥È¤òÃÖ¤¤¤Æ¹°è¥Þ¥Ã¥×¤ËÆþ¤ê¤Þ¤¹¤«¡©";
#else
- if(!get_check_strict("Do you leave your pets behind? ", CHECK_OKAY_CANCEL))
+ cptr msg = "Do you leave your pets behind? ";
#endif
- {
- energy_use = 0;
- return FALSE;
- }
+
+ if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
+ {
+ energy_use = 0;
+ return FALSE;
}
-
- energy_use = 1000;
}
+ /* HACK */
+ energy_use = 1000;
+
+ /* Remember the position */
+ p_ptr->oldpx = px;
+ p_ptr->oldpy = py;
+
+ /* Cancel hex spelling */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
+ /* Cancel any special action */
set_action(ACTION_NONE);
- p_ptr->wild_mode = !p_ptr->wild_mode;
+ /* Go into the global map */
+ p_ptr->wild_mode = TRUE;
/* Leaving */
p_ptr->leaving = TRUE;
+ /* Succeed */
return TRUE;
}