/* 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"
/*
+ * Fill the arrays of floors and walls in the good proportions
+ */
+void set_floor_and_wall(byte type)
+{
+ static byte cur_type = 255;
+ int i;
+
+ /* Already filled */
+ if (cur_type == type) return;
+
+ cur_type = type;
+
+ for (i = 0; i < 100; i++)
+ {
+ int lim1, lim2, lim3;
+
+ lim1 = d_info[type].floor_percent1;
+ lim2 = lim1 + d_info[type].floor_percent2;
+ lim3 = lim2 + d_info[type].floor_percent3;
+
+ if (i < lim1)
+ floor_type[i] = d_info[type].floor1;
+ else if (i < lim2)
+ floor_type[i] = d_info[type].floor2;
+ else if (i < lim3)
+ floor_type[i] = d_info[type].floor3;
+
+ lim1 = d_info[type].fill_percent1;
+ lim2 = lim1 + d_info[type].fill_percent2;
+ lim3 = lim2 + d_info[type].fill_percent3;
+ if (i < lim1)
+ fill_type[i] = d_info[type].fill_type1;
+ else if (i < lim2)
+ fill_type[i] = d_info[type].fill_type2;
+ else if (i < lim3)
+ fill_type[i] = d_info[type].fill_type3;
+ }
+}
+
+
+/*
* Helper for plasma generation.
*/
static void perturb_point_mid(int x1, int x2, int x3, int x4,
* 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);
int roughness = 1; /* The roughness of the level. */
+ /* Unused */
+ (void)border;
+
/* The outer wall is easy */
if (terrain == TERRAIN_EDGE)
{
* 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)
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].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;
Rand_quick = TRUE;
/* Hack -- Induce consistant town layout */
- Rand_value = wilderness[y][x].seed;
+ Rand_value = wilderness[y][x].seed;
dy = rand_range(6, cur_hgt - 6);
dx = rand_range(6, cur_wid - 6);
void wilderness_gen(void)
{
int i, y, x, lim;
- bool daytime;
cave_type *c_ptr;
- /* Big town */
+ /* 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 */
- 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;
/* 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))
player_place(p_ptr->oldpy, p_ptr->oldpx);
p_ptr->leftbldg = FALSE;
- // p_ptr->leaving_dungeon = 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==TRUE)?0:3, ((generate_encounter==TRUE) || (one_in_(2) && (!p_ptr->town_num)))?FALSE:TRUE);
+ (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++)
*/
void wilderness_gen_small()
{
- int i, j;
+ int i, j;
- /* To prevent stupid things */
- for (i = 0; i < MAX_WID; i++)
- for (j = 0; j < MAX_HGT; j++)
+ /* To prevent stupid things */
+ 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_PERM_SOLID;
}
/* 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++)
- for (j = 0; j < max_wild_y; j++)
+ /* Fill the map */
+ for (i = 0; i < max_wild_x; i++)
+ for (j = 0; j < max_wild_y; j++)
{
if (wilderness[j][i].town && (wilderness[j][i].town != NO_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].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;
}
- else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
+ else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
- cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
+ 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;
- /* 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;
- py = p_ptr->wilderness_y;
+ /* Place the player */
+ px = p_ptr->wilderness_x;
+ py = p_ptr->wilderness_y;
p_ptr->town_num = 0;
}
{
int terrain; /* Terrain type */
int town; /* Town number */
- byte level; /* Level of the wilderness */
+ s16b level; /* Level of the wilderness */
byte road; /* Road */
char name[32]; /* Name of the town/wilderness */
};
int i, num;
char *zz[33];
+ /* Unused */
+ (void)ymin;
+ (void)ymax;
/* Paranoia */
if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
{
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;
}