3 * @brief 荒野マップの生成とルール管理 / Wilderness generation
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.
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
23 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
25 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
27 lim[0] = prob[0].percent;
28 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
31 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
33 for (i = 0; i < 100; i++)
35 while (i == lim[cur]) cur++;
36 feat_type[i] = prob[cur].feat;
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
46 void set_floor_and_wall(DUNGEON_IDX type)
48 DUNGEON_IDX cur_type = 255;
49 dungeon_info_type *d_ptr;
52 if (cur_type == type) return;
55 d_ptr = &d_info[type];
57 set_floor_and_wall_aux(floor_type, d_ptr->floor);
58 set_floor_and_wall_aux(fill_type, d_ptr->fill);
60 feat_wall_outer = d_ptr->outer_wall;
61 feat_wall_inner = d_ptr->inner_wall;
62 feat_wall_solid = d_ptr->outer_wall;
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.
76 * @param depth_max 深みの最大値
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)
82 * Average the four corners & perturb it a bit.
83 * tmp is a random int +/- rough
85 FEAT_IDX tmp2 = rough*2 + 1;
86 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
88 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
90 /* Division always rounds down, so we round up again */
91 if (((x1 + x2 + x3 + x4) % 4) > 1)
96 if (avg > depth_max) avg = depth_max;
98 /* Set the new value. */
99 cave[ymid][xmid].feat = (FEAT_IDX)avg;
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
112 * @param depth_max 深みの最大値
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)
118 * Average the three corners & perturb it a bit.
119 * tmp is a random int +/- rough
121 FEAT_IDX tmp2 = rough * 2 + 1;
122 FEAT_IDX tmp = randint0(tmp2) - rough;
124 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
126 /* Division always rounds down, so we round up again */
127 if ((x1 + x2 + x3) % 3) avg++;
130 if (avg < 0) avg = 0;
131 if (avg > depth_max) avg = depth_max;
133 /* Set the new value. */
134 cave[ymid][xmid].feat = (FEAT_IDX)avg;
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
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.
157 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
160 POSITION xmid = (x2 - x1) / 2 + x1;
161 POSITION ymid = (y2 - y1) / 2 + y1;
164 if (x1 + 1 == x2) return;
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);
169 perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
170 xmid, y1, rough, depth_max);
172 perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
173 x2, ymid, rough, depth_max);
175 perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
176 xmid, y2, rough, depth_max);
178 perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
179 x1, ymid, rough, depth_max);
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);
190 #define MAX_FEAT_IN_TERRAIN 18
193 * The default table in terrain level generation.
195 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
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
202 * @param corner 広域マップの角部分としての生成ならばTRUE
205 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
208 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
209 int roughness = 1; /* The roughness of the level. */
210 u32b state_backup[4];
215 /* The outer wall is easy */
216 if (terrain == TERRAIN_EDGE)
218 /* Create level background */
219 for (y1 = 0; y1 < MAX_HGT; y1++)
221 for (x1 = 0; x1 < MAX_WID; x1++)
223 cave[y1][x1].feat = feat_permanent;
227 /* We are done already */
232 /* Hack -- Backup the RNG state */
233 Rand_state_backup(state_backup);
235 /* Hack -- Induce consistant flavors */
236 Rand_state_set(seed);
240 /* Create level background */
241 for (y1 = 0; y1 < MAX_HGT; y1++)
243 for (x1 = 0; x1 < MAX_WID; x1++)
245 cave[y1][x1].feat = table_size / 2;
251 * Initialize the four corners
252 * ToDo: calculate the medium height of the adjacent
253 * terrains for every corner.
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);
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;
268 /* x1, y1, x2, y2, num_depths, roughness */
269 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
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;
277 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
279 for (x1 = 1; x1 < MAX_WID - 1; x1++)
281 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
285 else /* Hack -- only four corners */
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];
293 /* Hack -- Restore the RNG state */
294 Rand_state_restore(state_backup);
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.
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
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.
317 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
321 /* Number of the town (if any) */
322 p_ptr->town_num = (s16b)wilderness[y][x].town;
324 /* Set the base level */
325 base_level = wilderness[y][x].level;
327 /* Set the dungeon level */
330 /* Set the monster generation level */
331 monster_level = base_level;
333 /* Set the object generation level */
334 object_level = base_level;
337 /* Create the town */
340 /* Reset the buildings */
343 /* Initialize the town */
345 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
347 init_flags = INIT_CREATE_DUNGEON;
349 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
351 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
355 int terrain = wilderness[y][x].terrain;
356 u32b seed = wilderness[y][x].seed;
358 generate_wilderness_area(terrain, seed, border, corner);
361 if (!corner && !wilderness[y][x].town)
364 * Place roads in the wilderness
365 * ToDo: make the road a bit more interresting
367 if (wilderness[y][x].road)
369 cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
371 if (wilderness[y-1][x].road)
374 for (y1 = 1; y1 < MAX_HGT/2; y1++)
377 cave[y1][x1].feat = feat_floor;
381 if (wilderness[y+1][x].road)
384 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
387 cave[y1][x1].feat = feat_floor;
391 if (wilderness[y][x+1].road)
394 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
397 cave[y1][x1].feat = feat_floor;
401 if (wilderness[y][x-1].road)
404 for (x1 = 1; x1 < MAX_WID/2; x1++)
407 cave[y1][x1].feat = feat_floor;
413 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
416 u32b state_backup[4];
418 /* Hack -- Backup the RNG state */
419 Rand_state_backup(state_backup);
421 /* Hack -- Induce consistant flavors */
422 Rand_state_set(wilderness[y][x].seed);
424 dy = rand_range(6, cur_hgt - 6);
425 dx = rand_range(6, cur_wid - 6);
427 cave[dy][dx].feat = feat_entrance;
428 cave[dy][dx].special = wilderness[y][x].entrance;
430 /* Hack -- Restore the RNG state */
431 Rand_state_restore(state_backup);
437 * Border of the wilderness area
439 static border_type border;
444 * Build the wilderness area outside of the town.
447 void wilderness_gen(void)
457 /* Assume illegal panel */
458 panel_row_min = cur_hgt;
459 panel_col_min = cur_wid;
461 /* Init the wilderness */
463 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
465 x = p_ptr->wilderness_x;
466 y = p_ptr->wilderness_y;
467 get_mon_num_prep(get_monster_hook(), NULL);
470 generate_area(y - 1, x, TRUE, FALSE);
472 for (i = 1; i < MAX_WID - 1; i++)
474 border.north[i] = cave[MAX_HGT - 2][i].feat;
478 generate_area(y + 1, x, TRUE, FALSE);
480 for (i = 1; i < MAX_WID - 1; i++)
482 border.south[i] = cave[1][i].feat;
486 generate_area(y, x - 1, TRUE, FALSE);
488 for (i = 1; i < MAX_HGT - 1; i++)
490 border.west[i] = cave[i][MAX_WID - 2].feat;
494 generate_area(y, x + 1, TRUE, FALSE);
496 for (i = 1; i < MAX_HGT - 1; i++)
498 border.east[i] = cave[i][1].feat;
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;
505 /* North east corner */
506 generate_area(y - 1, x + 1, FALSE, TRUE);
507 border.north_east = cave[MAX_HGT - 2][1].feat;
509 /* South west corner */
510 generate_area(y + 1, x - 1, FALSE, TRUE);
511 border.south_west = cave[1][MAX_WID - 2].feat;
513 /* South east corner */
514 generate_area(y + 1, x + 1, FALSE, TRUE);
515 border.south_east = cave[1][1].feat;
518 /* Create terrain of the current area */
519 generate_area(y, x, FALSE, FALSE);
522 /* Special boundary walls -- North */
523 for (i = 0; i < MAX_WID; i++)
525 cave[0][i].feat = feat_permanent;
526 cave[0][i].mimic = border.north[i];
529 /* Special boundary walls -- South */
530 for (i = 0; i < MAX_WID; i++)
532 cave[MAX_HGT - 1][i].feat = feat_permanent;
533 cave[MAX_HGT - 1][i].mimic = border.south[i];
536 /* Special boundary walls -- West */
537 for (i = 0; i < MAX_HGT; i++)
539 cave[i][0].feat = feat_permanent;
540 cave[i][0].mimic = border.west[i];
543 /* Special boundary walls -- East */
544 for (i = 0; i < MAX_HGT; i++)
546 cave[i][MAX_WID - 1].feat = feat_permanent;
547 cave[i][MAX_WID - 1].mimic = border.east[i];
550 /* North west corner */
551 cave[0][0].mimic = border.north_west;
553 /* North east corner */
554 cave[0][MAX_WID - 1].mimic = border.north_east;
556 /* South west corner */
557 cave[MAX_HGT - 1][0].mimic = border.south_west;
559 /* South east corner */
560 cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
562 /* Light up or darken the area */
563 for (y = 0; y < cur_hgt; y++)
565 for (x = 0; x < cur_wid; x++)
567 /* Get the cave grid */
573 c_ptr->info |= (CAVE_GLOW);
575 /* Hack -- Memorize lit grids if allowed */
576 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
580 /* Feature code (applying "mimic" field) */
581 f_ptr = &f_info[get_feat_mimic(c_ptr)];
583 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
584 !have_flag(f_ptr->flags, FF_ENTRANCE))
587 c_ptr->info &= ~(CAVE_GLOW);
589 /* Darken "boring" features */
590 if (!have_flag(f_ptr->flags, FF_REMEMBER))
592 /* Forget the grid */
593 c_ptr->info &= ~(CAVE_MARK);
596 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
599 c_ptr->info |= (CAVE_GLOW);
601 /* Hack -- Memorize lit grids if allowed */
602 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
608 if (p_ptr->teleport_town)
610 for (y = 0; y < cur_hgt; y++)
612 for (x = 0; x < cur_wid; x++)
614 /* Get the cave grid */
617 /* Seeing true feature code (ignore mimic) */
618 f_ptr = &f_info[c_ptr->feat];
620 if (have_flag(f_ptr->flags, FF_BLDG))
622 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
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;
631 p_ptr->teleport_town = FALSE;
634 else if (p_ptr->leaving_dungeon)
636 for (y = 0; y < cur_hgt; y++)
638 for (x = 0; x < cur_wid; x++)
640 /* Get the cave grid */
643 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
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;
651 p_ptr->teleport_town = FALSE;
654 player_place(p_ptr->oldpy, p_ptr->oldpx);
655 /* p_ptr->leaving_dungeon = FALSE;*/
657 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
659 /* Make some residents */
660 for (i = 0; i < lim; i++)
664 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
665 mode |= PM_ALLOW_SLEEP;
667 /* Make a resident */
668 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
671 if(generate_encounter) ambush_flag = TRUE;
672 generate_encounter = FALSE;
674 /* Fill the arrays of floors and walls in the good proportions */
675 set_floor_and_wall(0);
677 /* Set rewarded quests to finished */
678 for (i = 0; i < max_q_idx; i++)
680 if (quest[i].status == QUEST_STATUS_REWARDED)
681 quest[i].status = QUEST_STATUS_FINISHED;
686 static s16b conv_terrain2feat[MAX_WILDERNESS];
689 * @brief 広域マップの生成(簡易処理版) /
690 * Build the wilderness area. -DG-
693 void wilderness_gen_small(void)
697 /* To prevent stupid things */
698 for (i = 0; i < MAX_WID; i++)
699 for (j = 0; j < MAX_HGT; j++)
701 cave[j][i].feat = feat_permanent;
704 /* Init the wilderness */
705 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
708 for (i = 0; i < max_wild_x; i++)
709 for (j = 0; j < max_wild_y; j++)
711 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
713 cave[j][i].feat = (s16b)feat_town;
714 cave[j][i].special = (s16b)wilderness[j][i].town;
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)))
719 cave[j][i].feat = feat_entrance;
720 cave[j][i].special = (byte)wilderness[j][i].entrance;
722 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
724 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
727 cur_hgt = (s16b) max_wild_y;
728 cur_wid = (s16b) max_wild_x;
730 if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
731 if (cur_wid > MAX_WID) cur_wid = MAX_WID;
733 /* Assume illegal panel */
734 panel_row_min = cur_hgt;
735 panel_col_min = cur_wid;
737 /* Place the player */
738 p_ptr->x = p_ptr->wilderness_x;
739 p_ptr->y = p_ptr->wilderness_y;
745 typedef struct wilderness_grid wilderness_grid;
747 struct wilderness_grid
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 */
757 static wilderness_grid w_letter[255];
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
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
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
772 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
782 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
786 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
799 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
801 int index = zz[0][0];
804 w_letter[index].terrain = atoi(zz[1]);
806 w_letter[index].terrain = 0;
809 w_letter[index].level = (s16b)atoi(zz[2]);
811 w_letter[index].level = 0;
814 w_letter[index].town = atoi(zz[3]);
816 w_letter[index].town = 0;
819 w_letter[index].road = (byte_hack)atoi(zz[4]);
821 w_letter[index].road = 0;
824 strcpy(w_letter[index].name, zz[5]);
826 w_letter[index].name[0] = 0;
831 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
837 /* Process "W:D:<layout> */
838 /* Layout of the wilderness */
841 /* Acquire the text */
844 /* Length of the text */
847 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
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);
862 /* Process "W:P:<x>:<y> - starting position in the wilderness */
865 if ((p_ptr->wilderness_x == 0) &&
866 (p_ptr->wilderness_y == 0))
868 if (tokenize(buf+4, 2, zz, 0) == 2)
870 p_ptr->wilderness_y = atoi(zz[0]);
871 p_ptr->wilderness_x = atoi(zz[1]);
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))
878 return (PARSE_ERROR_OUT_OF_BOUNDS);
883 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
892 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
895 for (i = 1; i < max_d_idx; i++)
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;
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
914 void seed_wilderness(void)
918 /* Init wilderness seeds */
919 for (x = 0; x < max_wild_x; x++)
921 for (y = 0; y < max_wild_y; y++)
923 wilderness[y][x].seed = randint0(0x10000000);
924 wilderness[y][x].entrance = 0;
931 * Pointer to wilderness_type
933 typedef wilderness_type *wilderness_type_ptr;
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
941 errr init_wilderness(void)
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);
949 /* Init the other pointers */
950 for (i = 1; i < max_wild_y; i++)
951 wilderness[i] = wilderness[0] + i * max_wild_x;
953 generate_encounter = FALSE;
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
966 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
975 /* Begin the varargs stuff */
978 /* Wilderness terrains on global map */
979 conv_terrain2feat[terrain] = feat_global;
981 /* Wilderness terrains on local map */
982 for (p = fmt; *p; p++)
988 feat = (s16b)va_arg(vp, int);
989 num = va_arg(vp, int);
992 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
993 terrain_table[terrain][cur] = feat;
994 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1000 plog_fmt("Format error");
1005 if (cur < MAX_FEAT_IN_TERRAIN)
1007 plog_fmt("Too few parameters");
1010 /* End the varargs stuff */
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
1020 void init_wilderness_terrains(void)
1022 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1023 feat_permanent, MAX_FEAT_IN_TERRAIN);
1025 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1026 feat_floor, MAX_FEAT_IN_TERRAIN);
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);
1032 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1034 feat_shallow_water, 12,
1037 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1039 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1044 feat_shallow_water, 4,
1045 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1047 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1053 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1055 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1061 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1063 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1068 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1070 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1073 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1075 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1076 feat_shallow_lava, 14,
1078 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1080 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1082 feat_shallow_lava, 3,
1084 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1086 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1092 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
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。
1100 bool change_wild_mode(void)
1103 bool have_pet = FALSE;
1105 /* It is in the middle of changing map */
1106 if (p_ptr->leaving) return FALSE;
1109 if (lite_town || vanilla_town)
1112 msg_print("荒野なんてない。");
1114 msg_print("No global map.");
1119 if (p_ptr->wild_mode)
1121 /* Save the location in the global map */
1122 p_ptr->wilderness_x = p_ptr->x;
1123 p_ptr->wilderness_y = p_ptr->y;
1125 /* Give first move to the player */
1126 p_ptr->energy_need = 0;
1128 /* Go back to the ordinary map */
1129 p_ptr->wild_mode = FALSE;
1132 p_ptr->leaving = TRUE;
1138 for (i = 1; i < m_max; i++)
1140 monster_type *m_ptr = &m_list[i];
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;
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!");
1150 msg_print("You cannot enter global map, since there is some monsters nearby!");
1152 p_ptr->energy_use = 0;
1159 concptr msg = "ペットを置いて広域マップに入りますか?";
1161 concptr msg = "Do you leave your pets behind? ";
1164 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1166 p_ptr->energy_use = 0;
1172 p_ptr->energy_use = 1000;
1174 /* Remember the position */
1175 p_ptr->oldpx = p_ptr->x;
1176 p_ptr->oldpy = p_ptr->y;
1178 /* Cancel hex spelling */
1179 if (hex_spelling_any()) stop_hex_spell_all();
1181 /* Cancel any special action */
1182 set_action(ACTION_NONE);
1184 /* Go into the global map */
1185 p_ptr->wild_mode = TRUE;
1188 p_ptr->leaving = TRUE;