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[modify](2.2.1.1 #37582) GF_OLD_DRAINをGF_HYPODYNAMIAに改名。使い手のHP回復や滋養度回復を伴わない同魔法効果を...
[hengband/hengband.git] / src / wild.c
1 /*!
2  * @file wild.c
3  * @brief 荒野マップの生成とルール管理 / Wilderness generation
4  * @date 2014/02/13
5  * @author
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.
11  */
12
13 #include "angband.h"
14
15 /*!
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
19  * @return なし
20  */
21 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
22 {
23         int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
24
25         lim[0] = prob[0].percent;
26         for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
27
28         /* Paranoia */
29         if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
30
31         for (i = 0; i < 100; i++)
32         {
33                 while (i == lim[cur]) cur++;
34                 feat_type[i] = prob[cur].feat;
35         }
36 }
37
38 /*!
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
41  * @param type ダンジョンID
42  * @return なし
43  */
44 void set_floor_and_wall(DUNGEON_IDX type)
45 {
46         DUNGEON_IDX cur_type = 255;
47         dungeon_info_type *d_ptr;
48
49         /* Already filled */
50         if (cur_type == type) return;
51
52         cur_type = type;
53         d_ptr = &d_info[type];
54
55         set_floor_and_wall_aux(floor_type, d_ptr->floor);
56         set_floor_and_wall_aux(fill_type, d_ptr->fill);
57
58         feat_wall_outer = d_ptr->outer_wall;
59         feat_wall_inner = d_ptr->inner_wall;
60         feat_wall_solid = d_ptr->outer_wall;
61 }
62
63
64 /*!
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.
67  * @param x1 左上端の深み
68  * @param x2 右上端の深み
69  * @param x3 左下端の深み
70  * @param x4 右下端の深み
71  * @param xmid 中央座標X
72  * @param ymid 中央座標Y
73  * @param rough ランダム幅
74  * @param depth_max 深みの最大値
75  * @return なし
76  */
77 static void perturb_point_mid(int x1, int x2, int x3, int x4,
78                           int xmid, int ymid, int rough, int depth_max)
79 {
80         /*
81          * Average the four corners & perturb it a bit.
82          * tmp is a random int +/- rough
83          */
84         int tmp2 = rough*2 + 1;
85         int tmp = randint1(tmp2) - (rough + 1);
86
87         int avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
88
89         /* Division always rounds down, so we round up again */
90         if (((x1 + x2 + x3 + x4) % 4) > 1)
91                 avg++;
92
93         /* Normalize */
94         if (avg < 0) avg = 0;
95         if (avg > depth_max) avg = depth_max;
96
97         /* Set the new value. */
98         cave[ymid][xmid].feat = (s16b)avg;
99 }
100
101
102 /*!
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
110  * @param rough ランダム幅
111  * @param depth_max 深みの最大値
112  * @return なし
113  */
114 static void perturb_point_end(int x1, int x2, int x3,
115                           int xmid, int ymid, int rough, int depth_max)
116 {
117         /*
118          * Average the three corners & perturb it a bit.
119          * tmp is a random int +/- rough
120          */
121         int tmp2 = rough * 2 + 1;
122         int tmp = randint0(tmp2) - rough;
123
124         int avg = ((x1 + x2 + x3) / 3) + tmp;
125
126         /* Division always rounds down, so we round up again */
127         if ((x1 + x2 + x3) % 3) avg++;
128
129         /* Normalize */
130         if (avg < 0) avg = 0;
131         if (avg > depth_max) avg = depth_max;
132
133         /* Set the new value. */
134         cave[ymid][xmid].feat = (s16b)avg;
135 }
136
137
138 /*!
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
146  * @param rough ランダム幅
147  * @return なし
148  * @details
149  * <pre>
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.
155  * </pre>
156  */
157 static void plasma_recursive(int x1, int y1, int x2, int y2,
158                              int depth_max, int rough)
159 {
160         /* Find middle */
161         int xmid = (x2 - x1) / 2 + x1;
162         int ymid = (y2 - y1) / 2 + y1;
163
164         /* Are we done? */
165         if (x1 + 1 == x2) return;
166
167         perturb_point_mid(cave[y1][x1].feat, cave[y2][x1].feat, cave[y1][x2].feat,
168                 cave[y2][x2].feat, xmid, ymid, rough, depth_max);
169
170         perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
171                 xmid, y1, rough, depth_max);
172
173         perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
174                 x2, ymid, rough, depth_max);
175
176         perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
177                 xmid, y2, rough, depth_max);
178
179         perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
180                 x1, ymid, rough, depth_max);
181
182
183         /* Recurse the four quadrants */
184         plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
185         plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
186         plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
187         plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
188 }
189
190
191 #define MAX_FEAT_IN_TERRAIN 18
192
193 /*
194  * The default table in terrain level generation.
195  */
196 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
197
198 /*!
199  * @brief 荒野フロア生成のサブルーチン
200  * @param terrain 荒野地形ID
201  * @param seed 乱数の固定シード
202  * @param border 未使用
203  * @param corner 広域マップの角部分としての生成ならばTRUE
204  * @return なし
205  */
206 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
207 {
208         int x1, y1;
209         int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
210         int roughness = 1; /* The roughness of the level. */
211         u32b state_backup[4];
212
213         /* Unused */
214         (void)border;
215
216         /* The outer wall is easy */
217         if (terrain == TERRAIN_EDGE)
218         {
219                 /* Create level background */
220                 for (y1 = 0; y1 < MAX_HGT; y1++)
221                 {
222                         for (x1 = 0; x1 < MAX_WID; x1++)
223                         {
224                                 cave[y1][x1].feat = feat_permanent;
225                         }
226                 }
227
228                 /* We are done already */
229                 return;
230         }
231
232
233         /* Hack -- Backup the RNG state */
234         Rand_state_backup(state_backup);
235
236         /* Hack -- Induce consistant flavors */
237         Rand_state_set(seed);
238
239         if (!corner)
240         {
241                 /* Create level background */
242                 for (y1 = 0; y1 < MAX_HGT; y1++)
243                 {
244                         for (x1 = 0; x1 < MAX_WID; x1++)
245                         {
246                                 cave[y1][x1].feat = table_size / 2;
247                         }
248                 }
249         }
250
251         /*
252          * Initialize the four corners
253          * ToDo: calculate the medium height of the adjacent
254          * terrains for every corner.
255          */
256         cave[1][1].feat = (s16b)randint0(table_size);
257         cave[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
258         cave[1][MAX_WID-2].feat = (s16b)randint0(table_size);
259         cave[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
260
261         if (!corner)
262         {
263                 /* Hack -- preserve four corners */
264                 s16b north_west = cave[1][1].feat;
265                 s16b south_west = cave[MAX_HGT - 2][1].feat;
266                 s16b north_east = cave[1][MAX_WID - 2].feat;
267                 s16b south_east = cave[MAX_HGT - 2][MAX_WID - 2].feat;
268
269                 /* x1, y1, x2, y2, num_depths, roughness */
270                 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
271
272                 /* Hack -- copyback four corners */
273                 cave[1][1].feat = north_west;
274                 cave[MAX_HGT - 2][1].feat = south_west;
275                 cave[1][MAX_WID - 2].feat = north_east;
276                 cave[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
277
278                 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
279                 {
280                         for (x1 = 1; x1 < MAX_WID - 1; x1++)
281                         {
282                                 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
283                         }
284                 }
285         }
286         else /* Hack -- only four corners */
287         {
288                 cave[1][1].feat = terrain_table[terrain][cave[1][1].feat];
289                 cave[MAX_HGT - 2][1].feat = terrain_table[terrain][cave[MAX_HGT - 2][1].feat];
290                 cave[1][MAX_WID - 2].feat = terrain_table[terrain][cave[1][MAX_WID - 2].feat];
291                 cave[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][cave[MAX_HGT - 2][MAX_WID - 2].feat];
292         }
293
294         /* Hack -- Restore the RNG state */
295         Rand_state_restore(state_backup);
296 }
297
298
299
300 /*!
301  * @brief 荒野フロア生成のメインルーチン /
302  * Load a town or generate a terrain level using "plasma" fractals.
303  * @param y 広域マップY座標
304  * @param x 広域マップY座標
305  * @param border 広域マップの辺部分としての生成ならばTRUE
306  * @param corner 広域マップの角部分としての生成ならばTRUE
307  * @return なし
308  * @details
309  * <pre>
310  * x and y are the coordinates of the area in the wilderness.
311  * Border and corner are optimization flags to speed up the
312  * generation of the fractal terrain.
313  * If border is set then only the border of the terrain should
314  * be generated (for initializing the border structure).
315  * If corner is set then only the corners of the area are needed.
316  * </pre>
317  */
318 static void generate_area(int y, int x, bool border, bool corner)
319 {
320         int x1, y1;
321
322         /* Number of the town (if any) */
323         p_ptr->town_num = (s16b)wilderness[y][x].town;
324
325         /* Set the base level */
326         base_level = wilderness[y][x].level;
327
328         /* Set the dungeon level */
329         dun_level = 0;
330
331         /* Set the monster generation level */
332         monster_level = base_level;
333
334         /* Set the object generation level */
335         object_level = base_level;
336
337
338         /* Create the town */
339         if (p_ptr->town_num)
340         {
341                 /* Reset the buildings */
342                 init_buildings();
343
344                 /* Initialize the town */
345                 if (border | corner)
346                         init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
347                 else
348                         init_flags = INIT_CREATE_DUNGEON;
349
350                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
351
352                 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
353         }
354         else
355         {
356                 int terrain = wilderness[y][x].terrain;
357                 u32b seed = wilderness[y][x].seed;
358
359                 generate_wilderness_area(terrain, seed, border, corner);
360         }
361
362         if (!corner && !wilderness[y][x].town)
363         {
364                 /*
365                  * Place roads in the wilderness
366                  * ToDo: make the road a bit more interresting
367                  */
368                 if (wilderness[y][x].road)
369                 {
370                         cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
371
372                         if (wilderness[y-1][x].road)
373                         {
374                                 /* North road */
375                                 for (y1 = 1; y1 < MAX_HGT/2; y1++)
376                                 {
377                                         x1 = MAX_WID/2;
378                                         cave[y1][x1].feat = feat_floor;
379                                 }
380                         }
381
382                         if (wilderness[y+1][x].road)
383                         {
384                                 /* North road */
385                                 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
386                                 {
387                                         x1 = MAX_WID/2;
388                                         cave[y1][x1].feat = feat_floor;
389                                 }
390                         }
391
392                         if (wilderness[y][x+1].road)
393                         {
394                                 /* East road */
395                                 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
396                                 {
397                                         y1 = MAX_HGT/2;
398                                         cave[y1][x1].feat = feat_floor;
399                                 }
400                         }
401
402                         if (wilderness[y][x-1].road)
403                         {
404                                 /* West road */
405                                 for (x1 = 1; x1 < MAX_WID/2; x1++)
406                                 {
407                                         y1 = MAX_HGT/2;
408                                         cave[y1][x1].feat = feat_floor;
409                                 }
410                         }
411                 }
412         }
413
414         if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
415         {
416                 int dy, dx;
417                 u32b state_backup[4];
418
419                 /* Hack -- Backup the RNG state */
420                 Rand_state_backup(state_backup);
421
422                 /* Hack -- Induce consistant flavors */
423                 Rand_state_set(wilderness[y][x].seed);
424
425                 dy = rand_range(6, cur_hgt - 6);
426                 dx = rand_range(6, cur_wid - 6);
427
428                 cave[dy][dx].feat = feat_entrance;
429                 cave[dy][dx].special = wilderness[y][x].entrance;
430
431                 /* Hack -- Restore the RNG state */
432                 Rand_state_restore(state_backup);
433         }
434 }
435
436
437 /*
438  * Border of the wilderness area
439  */
440 static border_type border;
441
442
443 /*!
444  * @brief 広域マップの生成 /
445  * Build the wilderness area outside of the town.
446  * @return なし
447  */
448 void wilderness_gen(void)
449 {
450         int i, y, x, lim;
451         cave_type *c_ptr;
452         feature_type *f_ptr;
453
454         /* Big town */
455         cur_hgt = MAX_HGT;
456         cur_wid = MAX_WID;
457
458         /* Assume illegal panel */
459         panel_row_min = cur_hgt;
460         panel_col_min = cur_wid;
461
462         /* Init the wilderness */
463
464         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
465
466         x = p_ptr->wilderness_x;
467         y = p_ptr->wilderness_y;
468
469         /* Prepare allocation table */
470         get_mon_num_prep(get_monster_hook(), NULL);
471
472         /* North border */
473         generate_area(y - 1, x, TRUE, FALSE);
474
475         for (i = 1; i < MAX_WID - 1; i++)
476         {
477                 border.north[i] = cave[MAX_HGT - 2][i].feat;
478         }
479
480         /* South border */
481         generate_area(y + 1, x, TRUE, FALSE);
482
483         for (i = 1; i < MAX_WID - 1; i++)
484         {
485                 border.south[i] = cave[1][i].feat;
486         }
487
488         /* West border */
489         generate_area(y, x - 1, TRUE, FALSE);
490
491         for (i = 1; i < MAX_HGT - 1; i++)
492         {
493                 border.west[i] = cave[i][MAX_WID - 2].feat;
494         }
495
496         /* East border */
497         generate_area(y, x + 1, TRUE, FALSE);
498
499         for (i = 1; i < MAX_HGT - 1; i++)
500         {
501                 border.east[i] = cave[i][1].feat;
502         }
503
504         /* North west corner */
505         generate_area(y - 1, x - 1, FALSE, TRUE);
506         border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
507
508         /* North east corner */
509         generate_area(y - 1, x + 1, FALSE, TRUE);
510         border.north_east = cave[MAX_HGT - 2][1].feat;
511
512         /* South west corner */
513         generate_area(y + 1, x - 1, FALSE, TRUE);
514         border.south_west = cave[1][MAX_WID - 2].feat;
515
516         /* South east corner */
517         generate_area(y + 1, x + 1, FALSE, TRUE);
518         border.south_east = cave[1][1].feat;
519
520
521         /* Create terrain of the current area */
522         generate_area(y, x, FALSE, FALSE);
523
524
525         /* Special boundary walls -- North */
526         for (i = 0; i < MAX_WID; i++)
527         {
528                 cave[0][i].feat = feat_permanent;
529                 cave[0][i].mimic = border.north[i];
530         }
531
532         /* Special boundary walls -- South */
533         for (i = 0; i < MAX_WID; i++)
534         {
535                 cave[MAX_HGT - 1][i].feat = feat_permanent;
536                 cave[MAX_HGT - 1][i].mimic = border.south[i];
537         }
538
539         /* Special boundary walls -- West */
540         for (i = 0; i < MAX_HGT; i++)
541         {
542                 cave[i][0].feat = feat_permanent;
543                 cave[i][0].mimic = border.west[i];
544         }
545
546         /* Special boundary walls -- East */
547         for (i = 0; i < MAX_HGT; i++)
548         {
549                 cave[i][MAX_WID - 1].feat = feat_permanent;
550                 cave[i][MAX_WID - 1].mimic = border.east[i];
551         }
552
553         /* North west corner */
554         cave[0][0].mimic = border.north_west;
555
556         /* North east corner */
557         cave[0][MAX_WID - 1].mimic = border.north_east;
558
559         /* South west corner */
560         cave[MAX_HGT - 1][0].mimic = border.south_west;
561
562         /* South east corner */
563         cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
564
565         /* Light up or darken the area */
566         for (y = 0; y < cur_hgt; y++)
567         {
568                 for (x = 0; x < cur_wid; x++)
569                 {
570                         /* Get the cave grid */
571                         c_ptr = &cave[y][x];
572
573                         if (is_daytime())
574                         {
575                                 /* Assume lit */
576                                 c_ptr->info |= (CAVE_GLOW);
577
578                                 /* Hack -- Memorize lit grids if allowed */
579                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
580                         }
581                         else
582                         {
583                                 /* Feature code (applying "mimic" field) */
584                                 f_ptr = &f_info[get_feat_mimic(c_ptr)];
585
586                                 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
587                                     !have_flag(f_ptr->flags, FF_ENTRANCE))
588                                 {
589                                         /* Assume dark */
590                                         c_ptr->info &= ~(CAVE_GLOW);
591
592                                         /* Darken "boring" features */
593                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))
594                                         {
595                                                 /* Forget the grid */
596                                                 c_ptr->info &= ~(CAVE_MARK);
597                                         }
598                                 }
599                                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
600                                 {
601                                         /* Assume lit */
602                                         c_ptr->info |= (CAVE_GLOW);
603
604                                         /* Hack -- Memorize lit grids if allowed */
605                                         if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
606                                 }
607                         }
608                 }
609         }
610
611         if (p_ptr->teleport_town)
612         {
613                 for (y = 0; y < cur_hgt; y++)
614                 {
615                         for (x = 0; x < cur_wid; x++)
616                         {
617                                 /* Get the cave grid */
618                                 c_ptr = &cave[y][x];
619
620                                 /* Seeing true feature code (ignore mimic) */
621                                 f_ptr = &f_info[c_ptr->feat];
622
623                                 if (have_flag(f_ptr->flags, FF_BLDG))
624                                 {
625                                         if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
626                                         {
627                                                 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
628                                                 p_ptr->oldpy = (s16b)y;
629                                                 p_ptr->oldpx = (s16b)x;
630                                         }
631                                 }
632                         }
633                 }
634                 p_ptr->teleport_town = FALSE;
635         }
636
637         else if (p_ptr->leaving_dungeon)
638         {
639                 for (y = 0; y < cur_hgt; y++)
640                 {
641                         for (x = 0; x < cur_wid; x++)
642                         {
643                                 /* Get the cave grid */
644                                 c_ptr = &cave[y][x];
645
646                                 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
647                                 {
648                                         if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
649                                         p_ptr->oldpy = (s16b)y;
650                                         p_ptr->oldpx = (s16b)x;
651                                 }
652                         }
653                 }
654                 p_ptr->teleport_town = FALSE;
655         }
656
657         player_place(p_ptr->oldpy, p_ptr->oldpx);
658         /* p_ptr->leaving_dungeon = FALSE;*/
659
660         lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
661
662         /* Make some residents */
663         for (i = 0; i < lim; i++)
664         {
665                 BIT_FLAGS mode = 0;
666
667                 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
668                         mode |= PM_ALLOW_SLEEP;
669
670                 /* Make a resident */
671                 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
672         }
673
674         if(generate_encounter) ambush_flag = TRUE;
675         generate_encounter = FALSE;
676
677         /* Fill the arrays of floors and walls in the good proportions */
678         set_floor_and_wall(0);
679
680         /* Set rewarded quests to finished */
681         for (i = 0; i < max_q_idx; i++)
682         {
683                 if (quest[i].status == QUEST_STATUS_REWARDED)
684                         quest[i].status = QUEST_STATUS_FINISHED;
685         }
686 }
687
688
689 static s16b conv_terrain2feat[MAX_WILDERNESS];
690
691 /*!
692  * @brief 広域マップの生成(簡易処理版) /
693  * Build the wilderness area. -DG-
694  * @return なし
695  */
696 void wilderness_gen_small(void)
697 {
698         int i, j;
699
700         /* To prevent stupid things */
701         for (i = 0; i < MAX_WID; i++)
702         for (j = 0; j < MAX_HGT; j++)
703         {
704                 cave[j][i].feat = feat_permanent;
705         }
706
707         /* Init the wilderness */
708         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
709
710         /* Fill the map */
711         for (i = 0; i < max_wild_x; i++)
712         for (j = 0; j < max_wild_y; j++)
713         {
714                 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
715                 {
716                         cave[j][i].feat = (s16b)feat_town;
717                         cave[j][i].special = (s16b)wilderness[j][i].town;
718                 }
719                 else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
720                 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
721                 {
722                         cave[j][i].feat = feat_entrance;
723                         cave[j][i].special = (byte)wilderness[j][i].entrance;
724                 }
725                 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
726
727                 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
728         }
729
730         cur_hgt = (s16b) max_wild_y;
731         cur_wid = (s16b) max_wild_x;
732
733         if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
734         if (cur_wid > MAX_WID) cur_wid = MAX_WID;
735
736         /* Assume illegal panel */
737         panel_row_min = cur_hgt;
738         panel_col_min = cur_wid;
739
740         /* Place the player */
741         p_ptr->x = p_ptr->wilderness_x;
742         p_ptr->y = p_ptr->wilderness_y;
743
744         p_ptr->town_num = 0;
745 }
746
747
748 typedef struct wilderness_grid wilderness_grid;
749
750 struct wilderness_grid
751 {
752         int             terrain;    /* Terrain type */
753         int             town;       /* Town number */
754         s16b    level;          /* Level of the wilderness */
755         byte    road;       /* Road */
756         char    name[32];       /* Name of the town/wilderness */
757 };
758
759
760 static wilderness_grid w_letter[255];
761
762
763 /*!
764  * @brief w_info.txtのデータ解析 /
765  * Parse a sub-file of the "extra info"
766  * @param buf 読み取ったデータ行のバッファ
767  * @param ymin 未使用
768  * @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 ymax 未使用
770  * @param xmax 広域地形マップを読み込みたいx座標の終了位置
771  * @param y 広域マップの高さを返す参照ポインタ
772  * @param x 広域マップの幅を返す参照ポインタ
773  * @return なし
774  */
775 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
776 {
777         int i, num;
778         char *zz[33];
779
780         /* Unused */
781         (void)ymin;
782         (void)ymax;
783
784         /* Paranoia */
785         if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
786
787         switch (buf[2])
788         {
789                 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
790 #ifdef JP
791         case 'E':
792                 return 0;
793         case 'F':
794         case 'J':
795 #else
796         case 'J':
797                 return 0;
798         case 'F':
799         case 'E':
800 #endif
801         {
802                 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
803                 {
804                         int index = zz[0][0];
805                         
806                         if (num > 1)
807                                 w_letter[index].terrain = atoi(zz[1]);
808                         else
809                                 w_letter[index].terrain = 0;
810                         
811                         if (num > 2)
812                                 w_letter[index].level = (s16b)atoi(zz[2]);
813                         else
814                                 w_letter[index].level = 0;
815                         
816                         if (num > 3)
817                                 w_letter[index].town = atoi(zz[3]);
818                         else
819                                 w_letter[index].town = 0;
820                         
821                         if (num > 4)
822                                 w_letter[index].road = (byte_hack)atoi(zz[4]);
823                         else
824                                 w_letter[index].road = 0;
825                         
826                         if (num > 5)
827                                 strcpy(w_letter[index].name, zz[5]);
828                         else
829                                 w_letter[index].name[0] = 0;
830                 }
831                 else
832                 {
833                                 /* Failure */
834                         return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
835                 }
836                 
837                 break;
838         }
839         
840         /* Process "W:D:<layout> */
841         /* Layout of the wilderness */
842         case 'D':
843         {
844                 /* Acquire the text */
845                 char *s = buf+4;
846                 
847                 /* Length of the text */
848                 int len = strlen(s);
849                 
850                 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
851                 {
852                         int id = s[0];
853                         wilderness[*y][*x].terrain = w_letter[id].terrain;
854                         wilderness[*y][*x].level = w_letter[id].level;
855                         wilderness[*y][*x].town = w_letter[id].town;
856                         wilderness[*y][*x].road = w_letter[id].road;
857                         strcpy(town[w_letter[id].town].name, w_letter[id].name);
858                 }
859                 
860                 (*y)++;
861                 
862                 break;
863         }
864         
865         /* Process "W:P:<x>:<y> - starting position in the wilderness */
866         case 'P':
867         {
868                 if ((p_ptr->wilderness_x == 0) &&
869                     (p_ptr->wilderness_y == 0))
870                 {
871                         if (tokenize(buf+4, 2, zz, 0) == 2)
872                         {
873                                 p_ptr->wilderness_y = atoi(zz[0]);
874                                 p_ptr->wilderness_x = atoi(zz[1]);
875                                 
876                                 if ((p_ptr->wilderness_x < 1) ||
877                                     (p_ptr->wilderness_x > max_wild_x) ||
878                                     (p_ptr->wilderness_y < 1) ||
879                                     (p_ptr->wilderness_y > max_wild_y))
880                                 {
881                                         return (PARSE_ERROR_OUT_OF_BOUNDS);
882                                 }
883                         }
884                         else
885                         {
886                                 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
887                         }
888                 }
889                 
890                 break;
891         }
892         
893         default:
894                 /* Failure */
895                 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
896         }
897         
898         for (i = 1; i < max_d_idx; i++)
899         {
900                 if (!d_info[i].maxdepth) continue;
901                 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
902                 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
903                         wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
904         }
905
906         /* Success */
907         return (0);
908 }
909
910
911
912 /*!
913  * @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 /
914  * Generate the random seeds for the wilderness
915  * @return なし
916  */
917 void seed_wilderness(void)
918 {
919         int x, y;
920
921         /* Init wilderness seeds */
922         for (x = 0; x < max_wild_x; x++)
923         {
924                 for (y = 0; y < max_wild_y; y++)
925                 {
926                         wilderness[y][x].seed = randint0(0x10000000);
927                         wilderness[y][x].entrance = 0;
928                 }
929         }
930 }
931
932
933 /*
934  * Pointer to wilderness_type
935  */
936 typedef wilderness_type *wilderness_type_ptr;
937
938
939 /*!
940  * @brief ゲーム開始時の荒野初期化メインルーチン /
941  * Initialize wilderness array
942  * @return エラーコード
943  */
944 errr init_wilderness(void)
945 {
946         int i;
947
948         /* Allocate the wilderness (two-dimension array) */
949         C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
950         C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
951
952         /* Init the other pointers */
953         for (i = 1; i < max_wild_y; i++)
954                 wilderness[i] = wilderness[0] + i * max_wild_x;
955
956         generate_encounter = FALSE;
957
958         return 0;
959 }
960
961 /*!
962  * @brief 荒野の地勢設定を初期化する /
963  * Initialize wilderness array
964  * @param terrain 初期化したい地勢ID
965  * @param feat_global 基本的な地形ID
966  * @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
967  * @return なし
968  */
969 static void init_terrain_table(int terrain, s16b feat_global, cptr fmt, ...)
970 {
971         va_list vp;
972         cptr    p;
973         int     cur = 0;
974         char    check = 'a';
975         s16b    feat;
976         int     num;
977
978         /* Begin the varargs stuff */
979         va_start(vp, fmt);
980
981         /* Wilderness terrains on global map */
982         conv_terrain2feat[terrain] = feat_global;
983
984         /* Wilderness terrains on local map */
985         for (p = fmt; *p; p++)
986         {
987                 if (*p == check)
988                 {
989                         int lim;
990
991                         feat = (s16b)va_arg(vp, int);
992                         num = va_arg(vp, int);
993                         lim = cur + num;
994
995                         for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
996                                 terrain_table[terrain][cur] = feat;
997                         if (cur >= MAX_FEAT_IN_TERRAIN) break;
998
999                         check++;
1000                 }
1001                 else /* Paranoia */
1002                 {
1003                         plog_fmt("Format error");
1004                 }
1005         }
1006
1007         /* Paranoia */
1008         if (cur < MAX_FEAT_IN_TERRAIN)
1009         {
1010                 plog_fmt("Too few parameters");
1011         }
1012
1013         /* End the varargs stuff */
1014         va_end(vp);
1015 }
1016
1017
1018 /*!
1019  * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1020  * Initialize arrays for wilderness terrains
1021  * @return なし
1022  */
1023 void init_wilderness_terrains(void)
1024 {
1025         init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1026                 feat_permanent, MAX_FEAT_IN_TERRAIN);
1027
1028         init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1029                 feat_floor, MAX_FEAT_IN_TERRAIN);
1030
1031         init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1032                 feat_deep_water, 12,
1033                 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1034
1035         init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1036                 feat_deep_water, 3,
1037                 feat_shallow_water, 12,
1038                 feat_floor, 1,
1039                 feat_dirt, 1,
1040                 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1041
1042         init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1043                 feat_dirt, 2,
1044                 feat_grass, 3,
1045                 feat_tree, 1,
1046                 feat_brake, 1,
1047                 feat_shallow_water, 4,
1048                 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1049
1050         init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1051                 feat_floor, 3,
1052                 feat_dirt, 10,
1053                 feat_flower, 1,
1054                 feat_brake, 1,
1055                 feat_grass, 1,
1056                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1057
1058         init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1059                 feat_floor, 2,
1060                 feat_dirt, 2,
1061                 feat_grass, 9,
1062                 feat_flower, 1,
1063                 feat_brake, 2,
1064                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1065
1066         init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1067                 feat_floor, 2,
1068                 feat_dirt, 1,
1069                 feat_tree, 11,
1070                 feat_brake, 2,
1071                 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1072
1073         init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1074                 feat_floor, 2,
1075                 feat_dirt, 13,
1076                 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1077
1078         init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1079                 feat_shallow_lava, 14,
1080                 feat_deep_lava, 3,
1081                 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1082
1083         init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1084                 feat_dirt, 3,
1085                 feat_shallow_lava, 3,
1086                 feat_deep_lava, 10,
1087                 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1088
1089         init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1090                 feat_floor, 1,
1091                 feat_brake, 1,
1092                 feat_grass, 2,
1093                 feat_dirt, 2,
1094                 feat_tree, 2,
1095                 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1096 }
1097
1098 /*!
1099  * @brief 荒野から広域マップへの切り替え処理 /
1100  * Initialize arrays for wilderness terrains
1101  * @return 切り替えが行われた場合はTRUEを返す。
1102  */
1103 bool change_wild_mode(void)
1104 {
1105         int i;
1106         bool have_pet = FALSE;
1107
1108         /* It is in the middle of changing map */
1109         if (p_ptr->leaving) return FALSE;
1110
1111
1112         if (lite_town || vanilla_town)
1113         {
1114 #ifdef JP
1115                 msg_print("荒野なんてない。");
1116 #else
1117                 msg_print("No global map.");
1118 #endif
1119                 return FALSE;
1120         }
1121
1122         if (p_ptr->wild_mode)
1123         {
1124                 /* Save the location in the global map */
1125                 p_ptr->wilderness_x = p_ptr->x;
1126                 p_ptr->wilderness_y = p_ptr->y;
1127
1128                 /* Give first move to the player */
1129                 p_ptr->energy_need = 0;
1130
1131                 /* Go back to the ordinary map */
1132                 p_ptr->wild_mode = FALSE;
1133
1134                 /* Leaving */
1135                 p_ptr->leaving = TRUE;
1136
1137                 /* Succeed */
1138                 return TRUE;
1139         }
1140
1141         for (i = 1; i < m_max; i++)
1142         {
1143                 monster_type *m_ptr = &m_list[i];
1144
1145                 if (!m_ptr->r_idx) continue;
1146                 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1147                 if (MON_CSLEEP(m_ptr)) continue;
1148                 if (m_ptr->cdis > MAX_SIGHT) continue;
1149                 if (!is_hostile(m_ptr)) continue;
1150 #ifdef JP
1151                 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 #else
1153                 msg_print("You cannot enter global map, since there is some monsters nearby!");
1154 #endif
1155                 p_ptr->energy_use = 0;
1156                 return FALSE;
1157         }
1158
1159         if (have_pet)
1160         {
1161 #ifdef JP
1162                 cptr msg = "ペットを置いて広域マップに入りますか?";
1163 #else
1164                 cptr msg = "Do you leave your pets behind? ";
1165 #endif
1166
1167                 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1168                 {
1169                         p_ptr->energy_use = 0;
1170                         return FALSE;
1171                 }
1172         }
1173
1174         /* HACK */
1175         p_ptr->energy_use = 1000;
1176
1177         /* Remember the position */
1178         p_ptr->oldpx = p_ptr->x;
1179         p_ptr->oldpy = p_ptr->y;
1180
1181         /* Cancel hex spelling */
1182         if (hex_spelling_any()) stop_hex_spell_all();
1183
1184         /* Cancel any special action */
1185         set_action(ACTION_NONE);
1186
1187         /* Go into the global map */
1188         p_ptr->wild_mode = TRUE;
1189
1190         /* Leaving */
1191         p_ptr->leaving = TRUE;
1192
1193         /* Succeed */
1194         return TRUE;
1195 }