OSDN Git Service

[Refactor] #37353 コメント整理。 / Refactor comments.
[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 #include "world.h"
15 #include "monster.h"
16
17 /*!
18  * @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
19  * @param feat_type 非一様確率を再現するための要素数100の配列
20  * @param prob 元の確率テーブル
21  * @return なし
22  */
23 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
24 {
25         int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
26
27         lim[0] = prob[0].percent;
28         for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
29
30         /* Paranoia */
31         if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
32
33         for (i = 0; i < 100; i++)
34         {
35                 while (i == lim[cur]) cur++;
36                 feat_type[i] = prob[cur].feat;
37         }
38 }
39
40 /*!
41  * @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
42  * / Fill the arrays of floors and walls in the good proportions
43  * @param type ダンジョンID
44  * @return なし
45  */
46 void set_floor_and_wall(DUNGEON_IDX type)
47 {
48         DUNGEON_IDX cur_type = 255;
49         dungeon_info_type *d_ptr;
50
51         /* Already filled */
52         if (cur_type == type) return;
53
54         cur_type = type;
55         d_ptr = &d_info[type];
56
57         set_floor_and_wall_aux(floor_type, d_ptr->floor);
58         set_floor_and_wall_aux(fill_type, d_ptr->fill);
59
60         feat_wall_outer = d_ptr->outer_wall;
61         feat_wall_inner = d_ptr->inner_wall;
62         feat_wall_solid = d_ptr->outer_wall;
63 }
64
65
66 /*!
67  * @brief プラズマフラクタル的地形生成の再帰中間処理
68  * / Helper for plasma generation.
69  * @param x1 左上端の深み
70  * @param x2 右上端の深み
71  * @param x3 左下端の深み
72  * @param x4 右下端の深み
73  * @param xmid 中央座標X
74  * @param ymid 中央座標Y
75  * @param rough ランダム幅
76  * @param depth_max 深みの最大値
77  * @return なし
78  */
79 static void perturb_point_mid(FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, FEAT_IDX x4, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
80 {
81         /*
82          * Average the four corners & perturb it a bit.
83          * tmp is a random int +/- rough
84          */
85         FEAT_IDX tmp2 = rough*2 + 1;
86         FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
87
88         FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
89
90         /* Division always rounds down, so we round up again */
91         if (((x1 + x2 + x3 + x4) % 4) > 1)
92                 avg++;
93
94         /* Normalize */
95         if (avg < 0) avg = 0;
96         if (avg > depth_max) avg = depth_max;
97
98         /* Set the new value. */
99         cave[ymid][xmid].feat = (FEAT_IDX)avg;
100 }
101
102
103 /*!
104  * @brief プラズマフラクタル的地形生成の再帰末端処理
105  * / Helper for plasma generation.
106  * @param x1 中間末端部1の重み
107  * @param x2 中間末端部2の重み
108  * @param x3 中間末端部3の重み
109  * @param xmid 最終末端部座標X
110  * @param ymid 最終末端部座標Y
111  * @param rough ランダム幅
112  * @param depth_max 深みの最大値
113  * @return なし
114  */
115 static void perturb_point_end(FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
116 {
117         /*
118          * Average the three corners & perturb it a bit.
119          * tmp is a random int +/- rough
120          */
121         FEAT_IDX tmp2 = rough * 2 + 1;
122         FEAT_IDX tmp = randint0(tmp2) - rough;
123
124         FEAT_IDX 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 = (FEAT_IDX)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(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
158 {
159         /* Find middle */
160         POSITION xmid = (x2 - x1) / 2 + x1;
161         POSITION ymid = (y2 - y1) / 2 + y1;
162
163         /* Are we done? */
164         if (x1 + 1 == x2) return;
165
166         perturb_point_mid(cave[y1][x1].feat, cave[y2][x1].feat, cave[y1][x2].feat,
167                 cave[y2][x2].feat, xmid, ymid, rough, depth_max);
168
169         perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
170                 xmid, y1, rough, depth_max);
171
172         perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
173                 x2, ymid, rough, depth_max);
174
175         perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
176                 xmid, y2, rough, depth_max);
177
178         perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
179                 x1, ymid, rough, depth_max);
180
181
182         /* Recurse the four quadrants */
183         plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
184         plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
185         plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
186         plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
187 }
188
189
190 #define MAX_FEAT_IN_TERRAIN 18
191
192 /*
193  * The default table in terrain level generation.
194  */
195 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
196
197 /*!
198  * @brief 荒野フロア生成のサブルーチン
199  * @param terrain 荒野地形ID
200  * @param seed 乱数の固定シード
201  * @param border 未使用
202  * @param corner 広域マップの角部分としての生成ならばTRUE
203  * @return なし
204  */
205 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
206 {
207         POSITION x1, y1;
208         int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
209         int roughness = 1; /* The roughness of the level. */
210         u32b state_backup[4];
211
212         /* Unused */
213         (void)border;
214
215         /* The outer wall is easy */
216         if (terrain == TERRAIN_EDGE)
217         {
218                 /* Create level background */
219                 for (y1 = 0; y1 < MAX_HGT; y1++)
220                 {
221                         for (x1 = 0; x1 < MAX_WID; x1++)
222                         {
223                                 cave[y1][x1].feat = feat_permanent;
224                         }
225                 }
226
227                 /* We are done already */
228                 return;
229         }
230
231
232         /* Hack -- Backup the RNG state */
233         Rand_state_backup(state_backup);
234
235         /* Hack -- Induce consistant flavors */
236         Rand_state_set(seed);
237
238         if (!corner)
239         {
240                 /* Create level background */
241                 for (y1 = 0; y1 < MAX_HGT; y1++)
242                 {
243                         for (x1 = 0; x1 < MAX_WID; x1++)
244                         {
245                                 cave[y1][x1].feat = table_size / 2;
246                         }
247                 }
248         }
249
250         /*
251          * Initialize the four corners
252          * ToDo: calculate the medium height of the adjacent
253          * terrains for every corner.
254          */
255         cave[1][1].feat = (s16b)randint0(table_size);
256         cave[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
257         cave[1][MAX_WID-2].feat = (s16b)randint0(table_size);
258         cave[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
259
260         if (!corner)
261         {
262                 /* Hack -- preserve four corners */
263                 s16b north_west = cave[1][1].feat;
264                 s16b south_west = cave[MAX_HGT - 2][1].feat;
265                 s16b north_east = cave[1][MAX_WID - 2].feat;
266                 s16b south_east = cave[MAX_HGT - 2][MAX_WID - 2].feat;
267
268                 /* x1, y1, x2, y2, num_depths, roughness */
269                 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
270
271                 /* Hack -- copyback four corners */
272                 cave[1][1].feat = north_west;
273                 cave[MAX_HGT - 2][1].feat = south_west;
274                 cave[1][MAX_WID - 2].feat = north_east;
275                 cave[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
276
277                 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
278                 {
279                         for (x1 = 1; x1 < MAX_WID - 1; x1++)
280                         {
281                                 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
282                         }
283                 }
284         }
285         else /* Hack -- only four corners */
286         {
287                 cave[1][1].feat = terrain_table[terrain][cave[1][1].feat];
288                 cave[MAX_HGT - 2][1].feat = terrain_table[terrain][cave[MAX_HGT - 2][1].feat];
289                 cave[1][MAX_WID - 2].feat = terrain_table[terrain][cave[1][MAX_WID - 2].feat];
290                 cave[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][cave[MAX_HGT - 2][MAX_WID - 2].feat];
291         }
292
293         /* Hack -- Restore the RNG state */
294         Rand_state_restore(state_backup);
295 }
296
297
298
299 /*!
300  * @brief 荒野フロア生成のメインルーチン /
301  * Load a town or generate a terrain level using "plasma" fractals.
302  * @param y 広域マップY座標
303  * @param x 広域マップY座標
304  * @param border 広域マップの辺部分としての生成ならばTRUE
305  * @param corner 広域マップの角部分としての生成ならばTRUE
306  * @return なし
307  * @details
308  * <pre>
309  * x and y are the coordinates of the area in the wilderness.
310  * Border and corner are optimization flags to speed up the
311  * generation of the fractal terrain.
312  * If border is set then only the border of the terrain should
313  * be generated (for initializing the border structure).
314  * If corner is set then only the corners of the area are needed.
315  * </pre>
316  */
317 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
318 {
319         POSITION x1, y1;
320
321         /* Number of the town (if any) */
322         p_ptr->town_num = (s16b)wilderness[y][x].town;
323
324         /* Set the base level */
325         base_level = wilderness[y][x].level;
326
327         /* Set the dungeon level */
328         dun_level = 0;
329
330         /* Set the monster generation level */
331         monster_level = base_level;
332
333         /* Set the object generation level */
334         object_level = base_level;
335
336
337         /* Create the town */
338         if (p_ptr->town_num)
339         {
340                 /* Reset the buildings */
341                 init_buildings();
342
343                 /* Initialize the town */
344                 if (border | corner)
345                         init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
346                 else
347                         init_flags = INIT_CREATE_DUNGEON;
348
349                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
350
351                 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
352         }
353         else
354         {
355                 int terrain = wilderness[y][x].terrain;
356                 u32b seed = wilderness[y][x].seed;
357
358                 generate_wilderness_area(terrain, seed, border, corner);
359         }
360
361         if (!corner && !wilderness[y][x].town)
362         {
363                 /*
364                  * Place roads in the wilderness
365                  * ToDo: make the road a bit more interresting
366                  */
367                 if (wilderness[y][x].road)
368                 {
369                         cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
370
371                         if (wilderness[y-1][x].road)
372                         {
373                                 /* North road */
374                                 for (y1 = 1; y1 < MAX_HGT/2; y1++)
375                                 {
376                                         x1 = MAX_WID/2;
377                                         cave[y1][x1].feat = feat_floor;
378                                 }
379                         }
380
381                         if (wilderness[y+1][x].road)
382                         {
383                                 /* North road */
384                                 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
385                                 {
386                                         x1 = MAX_WID/2;
387                                         cave[y1][x1].feat = feat_floor;
388                                 }
389                         }
390
391                         if (wilderness[y][x+1].road)
392                         {
393                                 /* East road */
394                                 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
395                                 {
396                                         y1 = MAX_HGT/2;
397                                         cave[y1][x1].feat = feat_floor;
398                                 }
399                         }
400
401                         if (wilderness[y][x-1].road)
402                         {
403                                 /* West road */
404                                 for (x1 = 1; x1 < MAX_WID/2; x1++)
405                                 {
406                                         y1 = MAX_HGT/2;
407                                         cave[y1][x1].feat = feat_floor;
408                                 }
409                         }
410                 }
411         }
412
413         if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
414         {
415                 int dy, dx;
416                 u32b state_backup[4];
417
418                 /* Hack -- Backup the RNG state */
419                 Rand_state_backup(state_backup);
420
421                 /* Hack -- Induce consistant flavors */
422                 Rand_state_set(wilderness[y][x].seed);
423
424                 dy = rand_range(6, cur_hgt - 6);
425                 dx = rand_range(6, cur_wid - 6);
426
427                 cave[dy][dx].feat = feat_entrance;
428                 cave[dy][dx].special = wilderness[y][x].entrance;
429
430                 /* Hack -- Restore the RNG state */
431                 Rand_state_restore(state_backup);
432         }
433 }
434
435
436 /*
437  * Border of the wilderness area
438  */
439 static border_type border;
440
441
442 /*!
443  * @brief 広域マップの生成 /
444  * Build the wilderness area outside of the town.
445  * @return なし
446  */
447 void wilderness_gen(void)
448 {
449         int i, y, x, lim;
450         cave_type *c_ptr;
451         feature_type *f_ptr;
452
453         /* Big town */
454         cur_hgt = MAX_HGT;
455         cur_wid = MAX_WID;
456
457         /* Assume illegal panel */
458         panel_row_min = cur_hgt;
459         panel_col_min = cur_wid;
460
461         /* Init the wilderness */
462
463         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
464
465         x = p_ptr->wilderness_x;
466         y = p_ptr->wilderness_y;
467         get_mon_num_prep(get_monster_hook(), NULL);
468
469         /* North border */
470         generate_area(y - 1, x, TRUE, FALSE);
471
472         for (i = 1; i < MAX_WID - 1; i++)
473         {
474                 border.north[i] = cave[MAX_HGT - 2][i].feat;
475         }
476
477         /* South border */
478         generate_area(y + 1, x, TRUE, FALSE);
479
480         for (i = 1; i < MAX_WID - 1; i++)
481         {
482                 border.south[i] = cave[1][i].feat;
483         }
484
485         /* West border */
486         generate_area(y, x - 1, TRUE, FALSE);
487
488         for (i = 1; i < MAX_HGT - 1; i++)
489         {
490                 border.west[i] = cave[i][MAX_WID - 2].feat;
491         }
492
493         /* East border */
494         generate_area(y, x + 1, TRUE, FALSE);
495
496         for (i = 1; i < MAX_HGT - 1; i++)
497         {
498                 border.east[i] = cave[i][1].feat;
499         }
500
501         /* North west corner */
502         generate_area(y - 1, x - 1, FALSE, TRUE);
503         border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
504
505         /* North east corner */
506         generate_area(y - 1, x + 1, FALSE, TRUE);
507         border.north_east = cave[MAX_HGT - 2][1].feat;
508
509         /* South west corner */
510         generate_area(y + 1, x - 1, FALSE, TRUE);
511         border.south_west = cave[1][MAX_WID - 2].feat;
512
513         /* South east corner */
514         generate_area(y + 1, x + 1, FALSE, TRUE);
515         border.south_east = cave[1][1].feat;
516
517
518         /* Create terrain of the current area */
519         generate_area(y, x, FALSE, FALSE);
520
521
522         /* Special boundary walls -- North */
523         for (i = 0; i < MAX_WID; i++)
524         {
525                 cave[0][i].feat = feat_permanent;
526                 cave[0][i].mimic = border.north[i];
527         }
528
529         /* Special boundary walls -- South */
530         for (i = 0; i < MAX_WID; i++)
531         {
532                 cave[MAX_HGT - 1][i].feat = feat_permanent;
533                 cave[MAX_HGT - 1][i].mimic = border.south[i];
534         }
535
536         /* Special boundary walls -- West */
537         for (i = 0; i < MAX_HGT; i++)
538         {
539                 cave[i][0].feat = feat_permanent;
540                 cave[i][0].mimic = border.west[i];
541         }
542
543         /* Special boundary walls -- East */
544         for (i = 0; i < MAX_HGT; i++)
545         {
546                 cave[i][MAX_WID - 1].feat = feat_permanent;
547                 cave[i][MAX_WID - 1].mimic = border.east[i];
548         }
549
550         /* North west corner */
551         cave[0][0].mimic = border.north_west;
552
553         /* North east corner */
554         cave[0][MAX_WID - 1].mimic = border.north_east;
555
556         /* South west corner */
557         cave[MAX_HGT - 1][0].mimic = border.south_west;
558
559         /* South east corner */
560         cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
561
562         /* Light up or darken the area */
563         for (y = 0; y < cur_hgt; y++)
564         {
565                 for (x = 0; x < cur_wid; x++)
566                 {
567                         /* Get the cave grid */
568                         c_ptr = &cave[y][x];
569
570                         if (is_daytime())
571                         {
572                                 /* Assume lit */
573                                 c_ptr->info |= (CAVE_GLOW);
574
575                                 /* Hack -- Memorize lit grids if allowed */
576                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
577                         }
578                         else
579                         {
580                                 /* Feature code (applying "mimic" field) */
581                                 f_ptr = &f_info[get_feat_mimic(c_ptr)];
582
583                                 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
584                                     !have_flag(f_ptr->flags, FF_ENTRANCE))
585                                 {
586                                         /* Assume dark */
587                                         c_ptr->info &= ~(CAVE_GLOW);
588
589                                         /* Darken "boring" features */
590                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))
591                                         {
592                                                 /* Forget the grid */
593                                                 c_ptr->info &= ~(CAVE_MARK);
594                                         }
595                                 }
596                                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
597                                 {
598                                         /* Assume lit */
599                                         c_ptr->info |= (CAVE_GLOW);
600
601                                         /* Hack -- Memorize lit grids if allowed */
602                                         if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
603                                 }
604                         }
605                 }
606         }
607
608         if (p_ptr->teleport_town)
609         {
610                 for (y = 0; y < cur_hgt; y++)
611                 {
612                         for (x = 0; x < cur_wid; x++)
613                         {
614                                 /* Get the cave grid */
615                                 c_ptr = &cave[y][x];
616
617                                 /* Seeing true feature code (ignore mimic) */
618                                 f_ptr = &f_info[c_ptr->feat];
619
620                                 if (have_flag(f_ptr->flags, FF_BLDG))
621                                 {
622                                         if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
623                                         {
624                                                 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
625                                                 p_ptr->oldpy = (s16b)y;
626                                                 p_ptr->oldpx = (s16b)x;
627                                         }
628                                 }
629                         }
630                 }
631                 p_ptr->teleport_town = FALSE;
632         }
633
634         else if (p_ptr->leaving_dungeon)
635         {
636                 for (y = 0; y < cur_hgt; y++)
637                 {
638                         for (x = 0; x < cur_wid; x++)
639                         {
640                                 /* Get the cave grid */
641                                 c_ptr = &cave[y][x];
642
643                                 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
644                                 {
645                                         if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
646                                         p_ptr->oldpy = (s16b)y;
647                                         p_ptr->oldpx = (s16b)x;
648                                 }
649                         }
650                 }
651                 p_ptr->teleport_town = FALSE;
652         }
653
654         player_place(p_ptr->oldpy, p_ptr->oldpx);
655         /* p_ptr->leaving_dungeon = FALSE;*/
656
657         lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
658
659         /* Make some residents */
660         for (i = 0; i < lim; i++)
661         {
662                 BIT_FLAGS mode = 0;
663
664                 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
665                         mode |= PM_ALLOW_SLEEP;
666
667                 /* Make a resident */
668                 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
669         }
670
671         if(generate_encounter) ambush_flag = TRUE;
672         generate_encounter = FALSE;
673
674         /* Fill the arrays of floors and walls in the good proportions */
675         set_floor_and_wall(0);
676
677         /* Set rewarded quests to finished */
678         for (i = 0; i < max_q_idx; i++)
679         {
680                 if (quest[i].status == QUEST_STATUS_REWARDED)
681                         quest[i].status = QUEST_STATUS_FINISHED;
682         }
683 }
684
685
686 static s16b conv_terrain2feat[MAX_WILDERNESS];
687
688 /*!
689  * @brief 広域マップの生成(簡易処理版) /
690  * Build the wilderness area. -DG-
691  * @return なし
692  */
693 void wilderness_gen_small(void)
694 {
695         int i, j;
696
697         /* To prevent stupid things */
698         for (i = 0; i < MAX_WID; i++)
699         for (j = 0; j < MAX_HGT; j++)
700         {
701                 cave[j][i].feat = feat_permanent;
702         }
703
704         /* Init the wilderness */
705         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
706
707         /* Fill the map */
708         for (i = 0; i < max_wild_x; i++)
709         for (j = 0; j < max_wild_y; j++)
710         {
711                 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
712                 {
713                         cave[j][i].feat = (s16b)feat_town;
714                         cave[j][i].special = (s16b)wilderness[j][i].town;
715                 }
716                 else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
717                 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
718                 {
719                         cave[j][i].feat = feat_entrance;
720                         cave[j][i].special = (byte)wilderness[j][i].entrance;
721                 }
722                 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
723
724                 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
725         }
726
727         cur_hgt = (s16b) max_wild_y;
728         cur_wid = (s16b) max_wild_x;
729
730         if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
731         if (cur_wid > MAX_WID) cur_wid = MAX_WID;
732
733         /* Assume illegal panel */
734         panel_row_min = cur_hgt;
735         panel_col_min = cur_wid;
736
737         /* Place the player */
738         p_ptr->x = p_ptr->wilderness_x;
739         p_ptr->y = p_ptr->wilderness_y;
740
741         p_ptr->town_num = 0;
742 }
743
744
745 typedef struct wilderness_grid wilderness_grid;
746
747 struct wilderness_grid
748 {
749         int             terrain;    /* Terrain type */
750         int             town;       /* Town number */
751         s16b    level;          /* Level of the wilderness */
752         byte    road;       /* Road */
753         char    name[32];       /* Name of the town/wilderness */
754 };
755
756
757 static wilderness_grid w_letter[255];
758
759
760 /*!
761  * @brief w_info.txtのデータ解析 /
762  * Parse a sub-file of the "extra info"
763  * @param buf 読み取ったデータ行のバッファ
764  * @param ymin 未使用
765  * @param xmin 広域地形マップを読み込みたいx座標の開始位置
766  * @param ymax 未使用
767  * @param xmax 広域地形マップを読み込みたいx座標の終了位置
768  * @param y 広域マップの高さを返す参照ポインタ
769  * @param x 広域マップの幅を返す参照ポインタ
770  * @return なし
771  */
772 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
773 {
774         int i, num;
775         char *zz[33];
776
777         /* Unused */
778         (void)ymin;
779         (void)ymax;
780
781         /* Paranoia */
782         if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
783
784         switch (buf[2])
785         {
786                 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
787 #ifdef JP
788         case 'E':
789                 return 0;
790         case 'F':
791         case 'J':
792 #else
793         case 'J':
794                 return 0;
795         case 'F':
796         case 'E':
797 #endif
798         {
799                 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
800                 {
801                         int index = zz[0][0];
802                         
803                         if (num > 1)
804                                 w_letter[index].terrain = atoi(zz[1]);
805                         else
806                                 w_letter[index].terrain = 0;
807                         
808                         if (num > 2)
809                                 w_letter[index].level = (s16b)atoi(zz[2]);
810                         else
811                                 w_letter[index].level = 0;
812                         
813                         if (num > 3)
814                                 w_letter[index].town = atoi(zz[3]);
815                         else
816                                 w_letter[index].town = 0;
817                         
818                         if (num > 4)
819                                 w_letter[index].road = (byte_hack)atoi(zz[4]);
820                         else
821                                 w_letter[index].road = 0;
822                         
823                         if (num > 5)
824                                 strcpy(w_letter[index].name, zz[5]);
825                         else
826                                 w_letter[index].name[0] = 0;
827                 }
828                 else
829                 {
830                                 /* Failure */
831                         return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
832                 }
833                 
834                 break;
835         }
836         
837         /* Process "W:D:<layout> */
838         /* Layout of the wilderness */
839         case 'D':
840         {
841                 /* Acquire the text */
842                 char *s = buf+4;
843                 
844                 /* Length of the text */
845                 int len = strlen(s);
846                 
847                 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
848                 {
849                         int id = s[0];
850                         wilderness[*y][*x].terrain = w_letter[id].terrain;
851                         wilderness[*y][*x].level = w_letter[id].level;
852                         wilderness[*y][*x].town = w_letter[id].town;
853                         wilderness[*y][*x].road = w_letter[id].road;
854                         strcpy(town[w_letter[id].town].name, w_letter[id].name);
855                 }
856                 
857                 (*y)++;
858                 
859                 break;
860         }
861         
862         /* Process "W:P:<x>:<y> - starting position in the wilderness */
863         case 'P':
864         {
865                 if ((p_ptr->wilderness_x == 0) &&
866                     (p_ptr->wilderness_y == 0))
867                 {
868                         if (tokenize(buf+4, 2, zz, 0) == 2)
869                         {
870                                 p_ptr->wilderness_y = atoi(zz[0]);
871                                 p_ptr->wilderness_x = atoi(zz[1]);
872                                 
873                                 if ((p_ptr->wilderness_x < 1) ||
874                                     (p_ptr->wilderness_x > max_wild_x) ||
875                                     (p_ptr->wilderness_y < 1) ||
876                                     (p_ptr->wilderness_y > max_wild_y))
877                                 {
878                                         return (PARSE_ERROR_OUT_OF_BOUNDS);
879                                 }
880                         }
881                         else
882                         {
883                                 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
884                         }
885                 }
886                 
887                 break;
888         }
889         
890         default:
891                 /* Failure */
892                 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
893         }
894         
895         for (i = 1; i < max_d_idx; i++)
896         {
897                 if (!d_info[i].maxdepth) continue;
898                 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
899                 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
900                         wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
901         }
902
903         /* Success */
904         return (0);
905 }
906
907
908
909 /*!
910  * @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 /
911  * Generate the random seeds for the wilderness
912  * @return なし
913  */
914 void seed_wilderness(void)
915 {
916         POSITION x, y;
917
918         /* Init wilderness seeds */
919         for (x = 0; x < max_wild_x; x++)
920         {
921                 for (y = 0; y < max_wild_y; y++)
922                 {
923                         wilderness[y][x].seed = randint0(0x10000000);
924                         wilderness[y][x].entrance = 0;
925                 }
926         }
927 }
928
929
930 /*
931  * Pointer to wilderness_type
932  */
933 typedef wilderness_type *wilderness_type_ptr;
934
935
936 /*!
937  * @brief ゲーム開始時の荒野初期化メインルーチン /
938  * Initialize wilderness array
939  * @return エラーコード
940  */
941 errr init_wilderness(void)
942 {
943         int i;
944
945         /* Allocate the wilderness (two-dimension array) */
946         C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
947         C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
948
949         /* Init the other pointers */
950         for (i = 1; i < max_wild_y; i++)
951                 wilderness[i] = wilderness[0] + i * max_wild_x;
952
953         generate_encounter = FALSE;
954
955         return 0;
956 }
957
958 /*!
959  * @brief 荒野の地勢設定を初期化する /
960  * Initialize wilderness array
961  * @param terrain 初期化したい地勢ID
962  * @param feat_global 基本的な地形ID
963  * @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
964  * @return なし
965  */
966 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
967 {
968         va_list vp;
969         concptr    p;
970         int     cur = 0;
971         char    check = 'a';
972         FEAT_IDX feat;
973         int     num;
974
975         /* Begin the varargs stuff */
976         va_start(vp, fmt);
977
978         /* Wilderness terrains on global map */
979         conv_terrain2feat[terrain] = feat_global;
980
981         /* Wilderness terrains on local map */
982         for (p = fmt; *p; p++)
983         {
984                 if (*p == check)
985                 {
986                         int lim;
987
988                         feat = (s16b)va_arg(vp, int);
989                         num = va_arg(vp, int);
990                         lim = cur + num;
991
992                         for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
993                                 terrain_table[terrain][cur] = feat;
994                         if (cur >= MAX_FEAT_IN_TERRAIN) break;
995
996                         check++;
997                 }
998                 else /* Paranoia */
999                 {
1000                         plog_fmt("Format error");
1001                 }
1002         }
1003
1004         /* Paranoia */
1005         if (cur < MAX_FEAT_IN_TERRAIN)
1006         {
1007                 plog_fmt("Too few parameters");
1008         }
1009
1010         /* End the varargs stuff */
1011         va_end(vp);
1012 }
1013
1014
1015 /*!
1016  * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1017  * Initialize arrays for wilderness terrains
1018  * @return なし
1019  */
1020 void init_wilderness_terrains(void)
1021 {
1022         init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1023                 feat_permanent, MAX_FEAT_IN_TERRAIN);
1024
1025         init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1026                 feat_floor, MAX_FEAT_IN_TERRAIN);
1027
1028         init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1029                 feat_deep_water, 12,
1030                 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1031
1032         init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1033                 feat_deep_water, 3,
1034                 feat_shallow_water, 12,
1035                 feat_floor, 1,
1036                 feat_dirt, 1,
1037                 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1038
1039         init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1040                 feat_dirt, 2,
1041                 feat_grass, 3,
1042                 feat_tree, 1,
1043                 feat_brake, 1,
1044                 feat_shallow_water, 4,
1045                 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1046
1047         init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1048                 feat_floor, 3,
1049                 feat_dirt, 10,
1050                 feat_flower, 1,
1051                 feat_brake, 1,
1052                 feat_grass, 1,
1053                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1054
1055         init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1056                 feat_floor, 2,
1057                 feat_dirt, 2,
1058                 feat_grass, 9,
1059                 feat_flower, 1,
1060                 feat_brake, 2,
1061                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1062
1063         init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1064                 feat_floor, 2,
1065                 feat_dirt, 1,
1066                 feat_tree, 11,
1067                 feat_brake, 2,
1068                 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1069
1070         init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1071                 feat_floor, 2,
1072                 feat_dirt, 13,
1073                 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1074
1075         init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1076                 feat_shallow_lava, 14,
1077                 feat_deep_lava, 3,
1078                 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1079
1080         init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1081                 feat_dirt, 3,
1082                 feat_shallow_lava, 3,
1083                 feat_deep_lava, 10,
1084                 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1085
1086         init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1087                 feat_floor, 1,
1088                 feat_brake, 1,
1089                 feat_grass, 2,
1090                 feat_dirt, 2,
1091                 feat_tree, 2,
1092                 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1093 }
1094
1095 /*!
1096  * @brief 荒野から広域マップへの切り替え処理 /
1097  * Initialize arrays for wilderness terrains
1098  * @return 切り替えが行われた場合はTRUEを返す。
1099  */
1100 bool change_wild_mode(void)
1101 {
1102         int i;
1103         bool have_pet = FALSE;
1104
1105         /* It is in the middle of changing map */
1106         if (p_ptr->leaving) return FALSE;
1107
1108
1109         if (lite_town || vanilla_town)
1110         {
1111 #ifdef JP
1112                 msg_print("荒野なんてない。");
1113 #else
1114                 msg_print("No global map.");
1115 #endif
1116                 return FALSE;
1117         }
1118
1119         if (p_ptr->wild_mode)
1120         {
1121                 /* Save the location in the global map */
1122                 p_ptr->wilderness_x = p_ptr->x;
1123                 p_ptr->wilderness_y = p_ptr->y;
1124
1125                 /* Give first move to the player */
1126                 p_ptr->energy_need = 0;
1127
1128                 /* Go back to the ordinary map */
1129                 p_ptr->wild_mode = FALSE;
1130
1131                 /* Leaving */
1132                 p_ptr->leaving = TRUE;
1133
1134                 /* Succeed */
1135                 return TRUE;
1136         }
1137
1138         for (i = 1; i < m_max; i++)
1139         {
1140                 monster_type *m_ptr = &m_list[i];
1141
1142                 if (!m_ptr->r_idx) continue;
1143                 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1144                 if (MON_CSLEEP(m_ptr)) continue;
1145                 if (m_ptr->cdis > MAX_SIGHT) continue;
1146                 if (!is_hostile(m_ptr)) continue;
1147 #ifdef JP
1148                 msg_print("敵がすぐ近くにいるときは広域マップに入れない!");
1149 #else
1150                 msg_print("You cannot enter global map, since there is some monsters nearby!");
1151 #endif
1152                 p_ptr->energy_use = 0;
1153                 return FALSE;
1154         }
1155
1156         if (have_pet)
1157         {
1158 #ifdef JP
1159                 concptr msg = "ペットを置いて広域マップに入りますか?";
1160 #else
1161                 concptr msg = "Do you leave your pets behind? ";
1162 #endif
1163
1164                 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1165                 {
1166                         p_ptr->energy_use = 0;
1167                         return FALSE;
1168                 }
1169         }
1170
1171         /* HACK */
1172         p_ptr->energy_use = 1000;
1173
1174         /* Remember the position */
1175         p_ptr->oldpx = p_ptr->x;
1176         p_ptr->oldpy = p_ptr->y;
1177
1178         /* Cancel hex spelling */
1179         if (hex_spelling_any()) stop_hex_spell_all();
1180
1181         /* Cancel any special action */
1182         set_action(ACTION_NONE);
1183
1184         /* Go into the global map */
1185         p_ptr->wild_mode = TRUE;
1186
1187         /* Leaving */
1188         p_ptr->leaving = TRUE;
1189
1190         /* Succeed */
1191         return TRUE;
1192 }