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[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 #include "realm-hex.h"
17 #include "player-status.h"
18 #include "grid.h"
19
20 /*!
21  * @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
22  * @param feat_type 非一様確率を再現するための要素数100の配列
23  * @param prob 元の確率テーブル
24  * @return なし
25  */
26 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
27 {
28         int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
29
30         lim[0] = prob[0].percent;
31         for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
32
33         /* Paranoia */
34         if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
35
36         for (i = 0; i < 100; i++)
37         {
38                 while (i == lim[cur]) cur++;
39                 feat_type[i] = prob[cur].feat;
40         }
41 }
42
43 /*!
44  * @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
45  * / Fill the arrays of floors and walls in the good proportions
46  * @param type ダンジョンID
47  * @return なし
48  */
49 void set_floor_and_wall(DUNGEON_IDX type)
50 {
51         DUNGEON_IDX cur_type = 255;
52         dungeon_type *d_ptr;
53
54         /* Already filled */
55         if (cur_type == type) return;
56
57         cur_type = type;
58         d_ptr = &d_info[type];
59
60         set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
61         set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
62
63         feat_wall_outer = d_ptr->outer_wall;
64         feat_wall_inner = d_ptr->inner_wall;
65         feat_wall_solid = d_ptr->outer_wall;
66 }
67
68
69 /*!
70  * @brief プラズマフラクタル的地形生成の再帰中間処理
71  * / Helper for plasma generation.
72  * @param x1 左上端の深み
73  * @param x2 右上端の深み
74  * @param x3 左下端の深み
75  * @param x4 右下端の深み
76  * @param xmid 中央座標X
77  * @param ymid 中央座標Y
78  * @param rough ランダム幅
79  * @param depth_max 深みの最大値
80  * @return なし
81  */
82 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)
83 {
84         /*
85          * Average the four corners & perturb it a bit.
86          * tmp is a random int +/- rough
87          */
88         FEAT_IDX tmp2 = rough*2 + 1;
89         FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
90
91         FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
92
93         /* Division always rounds down, so we round up again */
94         if (((x1 + x2 + x3 + x4) % 4) > 1)
95                 avg++;
96
97         /* Normalize */
98         if (avg < 0) avg = 0;
99         if (avg > depth_max) avg = depth_max;
100
101         /* Set the new value. */
102         current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
103 }
104
105
106 /*!
107  * @brief プラズマフラクタル的地形生成の再帰末端処理
108  * / Helper for plasma generation.
109  * @param x1 中間末端部1の重み
110  * @param x2 中間末端部2の重み
111  * @param x3 中間末端部3の重み
112  * @param xmid 最終末端部座標X
113  * @param ymid 最終末端部座標Y
114  * @param rough ランダム幅
115  * @param depth_max 深みの最大値
116  * @return なし
117  */
118 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)
119 {
120         /*
121          * Average the three corners & perturb it a bit.
122          * tmp is a random int +/- rough
123          */
124         FEAT_IDX tmp2 = rough * 2 + 1;
125         FEAT_IDX tmp = randint0(tmp2) - rough;
126
127         FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
128
129         /* Division always rounds down, so we round up again */
130         if ((x1 + x2 + x3) % 3) avg++;
131
132         /* Normalize */
133         if (avg < 0) avg = 0;
134         if (avg > depth_max) avg = depth_max;
135
136         /* Set the new value. */
137         current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
138 }
139
140
141 /*!
142  * @brief プラズマフラクタル的地形生成の開始処理
143  * / Helper for plasma generation.
144  * @param x1 処理範囲の左上X座標
145  * @param y1 処理範囲の左上Y座標
146  * @param x2 処理範囲の右下X座標
147  * @param y2 処理範囲の右下Y座標
148  * @param depth_max 深みの最大値
149  * @param rough ランダム幅
150  * @return なし
151  * @details
152  * <pre>
153  * A generic function to generate the plasma fractal.
154  * Note that it uses ``cave_feat'' as temporary storage.
155  * The values in ``cave_feat'' after this function
156  * are NOT actual features; They are raw heights which
157  * need to be converted to features.
158  * </pre>
159  */
160 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
161 {
162         /* Find middle */
163         POSITION xmid = (x2 - x1) / 2 + x1;
164         POSITION ymid = (y2 - y1) / 2 + y1;
165
166         /* Are we done? */
167         if (x1 + 1 == x2) return;
168
169         perturb_point_mid(current_floor_ptr->grid_array[y1][x1].feat, current_floor_ptr->grid_array[y2][x1].feat, current_floor_ptr->grid_array[y1][x2].feat,
170                 current_floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
171
172         perturb_point_end(current_floor_ptr->grid_array[y1][x1].feat, current_floor_ptr->grid_array[y1][x2].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
173                 xmid, y1, rough, depth_max);
174
175         perturb_point_end(current_floor_ptr->grid_array[y1][x2].feat, current_floor_ptr->grid_array[y2][x2].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
176                 x2, ymid, rough, depth_max);
177
178         perturb_point_end(current_floor_ptr->grid_array[y2][x2].feat, current_floor_ptr->grid_array[y2][x1].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
179                 xmid, y2, rough, depth_max);
180
181         perturb_point_end(current_floor_ptr->grid_array[y2][x1].feat, current_floor_ptr->grid_array[y1][x1].feat, current_floor_ptr->grid_array[ymid][xmid].feat,
182                 x1, ymid, rough, depth_max);
183
184
185         /* Recurse the four quadrants */
186         plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
187         plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
188         plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
189         plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
190 }
191
192
193 #define MAX_FEAT_IN_TERRAIN 18
194
195 /*
196  * The default table in terrain level generation.
197  */
198 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
199
200 /*!
201  * @brief 荒野フロア生成のサブルーチン
202  * @param terrain 荒野地形ID
203  * @param seed 乱数の固定シード
204  * @param border 未使用
205  * @param corner 広域マップの角部分としての生成ならばTRUE
206  * @return なし
207  */
208 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
209 {
210         POSITION x1, y1;
211         int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
212         FEAT_IDX roughness = 1; /* The roughness of the level. */
213         u32b state_backup[4];
214
215         /* Unused */
216         (void)border;
217
218         /* The outer wall is easy */
219         if (terrain == TERRAIN_EDGE)
220         {
221                 /* Create level background */
222                 for (y1 = 0; y1 < MAX_HGT; y1++)
223                 {
224                         for (x1 = 0; x1 < MAX_WID; x1++)
225                         {
226                                 current_floor_ptr->grid_array[y1][x1].feat = feat_permanent;
227                         }
228                 }
229
230                 /* We are done already */
231                 return;
232         }
233
234
235         /* Hack -- Backup the RNG state */
236         Rand_state_backup(state_backup);
237
238         /* Hack -- Induce consistant flavors */
239         Rand_state_set(seed);
240
241         if (!corner)
242         {
243                 /* Create level background */
244                 for (y1 = 0; y1 < MAX_HGT; y1++)
245                 {
246                         for (x1 = 0; x1 < MAX_WID; x1++)
247                         {
248                                 current_floor_ptr->grid_array[y1][x1].feat = table_size / 2;
249                         }
250                 }
251         }
252
253         /*
254          * Initialize the four corners
255          * ToDo: calculate the medium height of the adjacent
256          * terrains for every corner.
257          */
258         current_floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
259         current_floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
260         current_floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
261         current_floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
262
263         if (!corner)
264         {
265                 /* Hack -- preserve four corners */
266                 s16b north_west = current_floor_ptr->grid_array[1][1].feat;
267                 s16b south_west = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
268                 s16b north_east = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
269                 s16b south_east = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
270
271                 /* x1, y1, x2, y2, num_depths, roughness */
272                 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
273
274                 /* Hack -- copyback four corners */
275                 current_floor_ptr->grid_array[1][1].feat = north_west;
276                 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
277                 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
278                 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
279
280                 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
281                 {
282                         for (x1 = 1; x1 < MAX_WID - 1; x1++)
283                         {
284                                 current_floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][current_floor_ptr->grid_array[y1][x1].feat];
285                         }
286                 }
287         }
288         else /* Hack -- only four corners */
289         {
290                 current_floor_ptr->grid_array[1][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][1].feat];
291                 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][1].feat];
292                 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][MAX_WID - 2].feat];
293                 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat];
294         }
295
296         /* Hack -- Restore the RNG state */
297         Rand_state_restore(state_backup);
298 }
299
300
301
302 /*!
303  * @brief 荒野フロア生成のメインルーチン /
304  * Load a town or generate a terrain level using "plasma" fractals.
305  * @param y 広域Y座標
306  * @param x 広域X座標
307  * @param border 広域マップの辺部分としての生成ならばTRUE
308  * @param corner 広域マップの角部分としての生成ならばTRUE
309  * @return なし
310  * @details
311  * <pre>
312  * x and y are the coordinates of the area in the wilderness.
313  * Border and corner are optimization flags to speed up the
314  * generation of the fractal terrain.
315  * If border is set then only the border of the terrain should
316  * be generated (for initializing the border structure).
317  * If corner is set then only the corners of the area are needed.
318  * </pre>
319  */
320 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
321 {
322         POSITION x1, y1;
323
324         /* Number of the town (if any) */
325         p_ptr->town_num = wilderness[y][x].town;
326
327         /* Set the base level */
328         current_floor_ptr->base_level = wilderness[y][x].level;
329
330         /* Set the dungeon level */
331         current_floor_ptr->dun_level = 0;
332
333         /* Set the monster generation level */
334         monster_level = current_floor_ptr->base_level;
335
336         /* Set the object generation level */
337         object_level = current_floor_ptr->base_level;
338
339
340         /* Create the town */
341         if (p_ptr->town_num)
342         {
343                 /* Reset the buildings */
344                 init_buildings();
345
346                 /* Initialize the town */
347                 if (border | corner)
348                         init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
349                 else
350                         init_flags = INIT_CREATE_DUNGEON;
351
352                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
353
354                 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
355         }
356         else
357         {
358                 int terrain = wilderness[y][x].terrain;
359                 u32b seed = wilderness[y][x].seed;
360
361                 generate_wilderness_area(terrain, seed, border, corner);
362         }
363
364         if (!corner && !wilderness[y][x].town)
365         {
366                 /*
367                  * Place roads in the wilderness
368                  * ToDo: make the road a bit more interresting
369                  */
370                 if (wilderness[y][x].road)
371                 {
372                         current_floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
373
374                         if (wilderness[y-1][x].road)
375                         {
376                                 /* North road */
377                                 for (y1 = 1; y1 < MAX_HGT/2; y1++)
378                                 {
379                                         x1 = MAX_WID/2;
380                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
381                                 }
382                         }
383
384                         if (wilderness[y+1][x].road)
385                         {
386                                 /* North road */
387                                 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
388                                 {
389                                         x1 = MAX_WID/2;
390                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
391                                 }
392                         }
393
394                         if (wilderness[y][x+1].road)
395                         {
396                                 /* East road */
397                                 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
398                                 {
399                                         y1 = MAX_HGT/2;
400                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
401                                 }
402                         }
403
404                         if (wilderness[y][x-1].road)
405                         {
406                                 /* West road */
407                                 for (x1 = 1; x1 < MAX_WID/2; x1++)
408                                 {
409                                         y1 = MAX_HGT/2;
410                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
411                                 }
412                         }
413                 }
414         }
415
416         if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
417         {
418                 int dy, dx;
419                 u32b state_backup[4];
420
421                 /* Hack -- Backup the RNG state */
422                 Rand_state_backup(state_backup);
423
424                 /* Hack -- Induce consistant flavors */
425                 Rand_state_set(wilderness[y][x].seed);
426
427                 dy = rand_range(6, cur_hgt - 6);
428                 dx = rand_range(6, cur_wid - 6);
429
430                 current_floor_ptr->grid_array[dy][dx].feat = feat_entrance;
431                 current_floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
432
433                 /* Hack -- Restore the RNG state */
434                 Rand_state_restore(state_backup);
435         }
436 }
437
438
439 /*
440  * Border of the wilderness area
441  */
442 static border_type border;
443
444
445 /*!
446  * @brief 広域マップの生成 /
447  * Build the wilderness area outside of the town.
448  * @return なし
449  */
450 void wilderness_gen(void)
451 {
452         int i, lim;
453         POSITION y, x;
454         grid_type *g_ptr;
455         feature_type *f_ptr;
456
457         /* Big town */
458         cur_hgt = MAX_HGT;
459         cur_wid = MAX_WID;
460
461         /* Assume illegal panel */
462         panel_row_min = cur_hgt;
463         panel_col_min = cur_wid;
464
465         /* Init the wilderness */
466
467         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
468
469         x = p_ptr->wilderness_x;
470         y = p_ptr->wilderness_y;
471         get_mon_num_prep(get_monster_hook(), NULL);
472
473         /* North border */
474         generate_area(y - 1, x, TRUE, FALSE);
475
476         for (i = 1; i < MAX_WID - 1; i++)
477         {
478                 border.north[i] = current_floor_ptr->grid_array[MAX_HGT - 2][i].feat;
479         }
480
481         /* South border */
482         generate_area(y + 1, x, TRUE, FALSE);
483
484         for (i = 1; i < MAX_WID - 1; i++)
485         {
486                 border.south[i] = current_floor_ptr->grid_array[1][i].feat;
487         }
488
489         /* West border */
490         generate_area(y, x - 1, TRUE, FALSE);
491
492         for (i = 1; i < MAX_HGT - 1; i++)
493         {
494                 border.west[i] = current_floor_ptr->grid_array[i][MAX_WID - 2].feat;
495         }
496
497         /* East border */
498         generate_area(y, x + 1, TRUE, FALSE);
499
500         for (i = 1; i < MAX_HGT - 1; i++)
501         {
502                 border.east[i] = current_floor_ptr->grid_array[i][1].feat;
503         }
504
505         /* North west corner */
506         generate_area(y - 1, x - 1, FALSE, TRUE);
507         border.north_west = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
508
509         /* North east corner */
510         generate_area(y - 1, x + 1, FALSE, TRUE);
511         border.north_east = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
512
513         /* South west corner */
514         generate_area(y + 1, x - 1, FALSE, TRUE);
515         border.south_west = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
516
517         /* South east corner */
518         generate_area(y + 1, x + 1, FALSE, TRUE);
519         border.south_east = current_floor_ptr->grid_array[1][1].feat;
520
521
522         /* Create terrain of the current area */
523         generate_area(y, x, FALSE, FALSE);
524
525
526         /* Special boundary walls -- North */
527         for (i = 0; i < MAX_WID; i++)
528         {
529                 current_floor_ptr->grid_array[0][i].feat = feat_permanent;
530                 current_floor_ptr->grid_array[0][i].mimic = border.north[i];
531         }
532
533         /* Special boundary walls -- South */
534         for (i = 0; i < MAX_WID; i++)
535         {
536                 current_floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
537                 current_floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
538         }
539
540         /* Special boundary walls -- West */
541         for (i = 0; i < MAX_HGT; i++)
542         {
543                 current_floor_ptr->grid_array[i][0].feat = feat_permanent;
544                 current_floor_ptr->grid_array[i][0].mimic = border.west[i];
545         }
546
547         /* Special boundary walls -- East */
548         for (i = 0; i < MAX_HGT; i++)
549         {
550                 current_floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
551                 current_floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
552         }
553
554         /* North west corner */
555         current_floor_ptr->grid_array[0][0].mimic = border.north_west;
556
557         /* North east corner */
558         current_floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
559
560         /* South west corner */
561         current_floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
562
563         /* South east corner */
564         current_floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
565
566         /* Light up or darken the area */
567         for (y = 0; y < cur_hgt; y++)
568         {
569                 for (x = 0; x < cur_wid; x++)
570                 {
571                         g_ptr = &current_floor_ptr->grid_array[y][x];
572
573                         if (is_daytime())
574                         {
575                                 /* Assume lit */
576                                 g_ptr->info |= (CAVE_GLOW);
577
578                                 /* Hack -- Memorize lit grids if allowed */
579                                 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
580                         }
581                         else
582                         {
583                                 /* Feature code (applying "mimic" field) */
584                                 f_ptr = &f_info[get_feat_mimic(g_ptr)];
585
586                                 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
587                                     !have_flag(f_ptr->flags, FF_ENTRANCE))
588                                 {
589                                         /* Assume dark */
590                                         g_ptr->info &= ~(CAVE_GLOW);
591
592                                         /* Darken "boring" features */
593                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))
594                                         {
595                                                 /* Forget the grid */
596                                                 g_ptr->info &= ~(CAVE_MARK);
597                                         }
598                                 }
599                                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
600                                 {
601                                         /* Assume lit */
602                                         g_ptr->info |= (CAVE_GLOW);
603
604                                         /* Hack -- Memorize lit grids if allowed */
605                                         if (view_perma_grids) g_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                                 g_ptr = &current_floor_ptr->grid_array[y][x];
618
619                                 /* Seeing true feature code (ignore mimic) */
620                                 f_ptr = &f_info[g_ptr->feat];
621
622                                 if (have_flag(f_ptr->flags, FF_BLDG))
623                                 {
624                                         if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
625                                         {
626                                                 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
627                                                 p_ptr->oldpy = y;
628                                                 p_ptr->oldpx = x;
629                                         }
630                                 }
631                         }
632                 }
633                 p_ptr->teleport_town = FALSE;
634         }
635
636         else if (p_ptr->leaving_dungeon)
637         {
638                 for (y = 0; y < cur_hgt; y++)
639                 {
640                         for (x = 0; x < cur_wid; x++)
641                         {
642                                 g_ptr = &current_floor_ptr->grid_array[y][x];
643
644                                 if (cave_have_flag_grid(g_ptr, FF_ENTRANCE))
645                                 {
646                                         if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
647                                         p_ptr->oldpy = y;
648                                         p_ptr->oldpx = x;
649                                 }
650                         }
651                 }
652                 p_ptr->teleport_town = FALSE;
653         }
654
655         player_place(p_ptr->oldpy, p_ptr->oldpx);
656         /* p_ptr->leaving_dungeon = FALSE;*/
657
658         lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
659
660         /* Make some residents */
661         for (i = 0; i < lim; i++)
662         {
663                 BIT_FLAGS mode = 0;
664
665                 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
666                         mode |= PM_ALLOW_SLEEP;
667
668                 /* Make a resident */
669                 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
670         }
671
672         if(generate_encounter) ambush_flag = TRUE;
673         generate_encounter = FALSE;
674
675         /* Fill the arrays of floors and walls in the good proportions */
676         set_floor_and_wall(0);
677
678         /* Set rewarded quests to finished */
679         for (i = 0; i < max_q_idx; i++)
680         {
681                 if (quest[i].status == QUEST_STATUS_REWARDED)
682                         quest[i].status = QUEST_STATUS_FINISHED;
683         }
684 }
685
686
687 static s16b conv_terrain2feat[MAX_WILDERNESS];
688
689 /*!
690  * @brief 広域マップの生成(簡易処理版) /
691  * Build the wilderness area. -DG-
692  * @return なし
693  */
694 void wilderness_gen_small(void)
695 {
696         int i, j;
697
698         /* To prevent stupid things */
699         for (i = 0; i < MAX_WID; i++)
700         for (j = 0; j < MAX_HGT; j++)
701         {
702                 current_floor_ptr->grid_array[j][i].feat = feat_permanent;
703         }
704
705         /* Init the wilderness */
706         process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
707
708         /* Fill the map */
709         for (i = 0; i < max_wild_x; i++)
710         for (j = 0; j < max_wild_y; j++)
711         {
712                 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
713                 {
714                         current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
715                         current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
716                 }
717                 else if (wilderness[j][i].road) current_floor_ptr->grid_array[j][i].feat = feat_floor;
718                 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
719                 {
720                         current_floor_ptr->grid_array[j][i].feat = feat_entrance;
721                         current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
722                 }
723                 else current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
724
725                 current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
726         }
727
728         cur_hgt = (s16b) max_wild_y;
729         cur_wid = (s16b) max_wild_x;
730
731         if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
732         if (cur_wid > MAX_WID) cur_wid = MAX_WID;
733
734         /* Assume illegal panel */
735         panel_row_min = cur_hgt;
736         panel_col_min = cur_wid;
737
738         /* Place the player */
739         p_ptr->x = p_ptr->wilderness_x;
740         p_ptr->y = p_ptr->wilderness_y;
741
742         p_ptr->town_num = 0;
743 }
744
745
746 typedef struct wilderness_grid wilderness_grid;
747
748 struct wilderness_grid
749 {
750         int             terrain;    /* Terrain type */
751         TOWN_IDX town;   /* Town number */
752         DEPTH level;     /* Level of the wilderness */
753         byte    road;       /* Road */
754         char    name[32];       /* Name of the town/wilderness */
755 };
756
757
758 static wilderness_grid w_letter[255];
759
760
761 /*!
762  * @brief w_info.txtのデータ解析 /
763  * Parse a sub-file of the "extra info"
764  * @param buf 読み取ったデータ行のバッファ
765  * @param ymin 未使用
766  * @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 ymax 未使用
768  * @param xmax 広域地形マップを読み込みたいx座標の終了位置
769  * @param y 広域マップの高さを返す参照ポインタ
770  * @param x 広域マップの幅を返す参照ポインタ
771  * @return なし
772  */
773 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
774 {
775         int i, num;
776         char *zz[33];
777
778         /* Unused */
779         (void)ymin;
780         (void)ymax;
781
782         /* Paranoia */
783         if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
784
785         switch (buf[2])
786         {
787                 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
788 #ifdef JP
789         case 'E':
790                 return 0;
791         case 'F':
792         case 'J':
793 #else
794         case 'J':
795                 return 0;
796         case 'F':
797         case 'E':
798 #endif
799         {
800                 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
801                 {
802                         int index = zz[0][0];
803                         
804                         if (num > 1)
805                                 w_letter[index].terrain = atoi(zz[1]);
806                         else
807                                 w_letter[index].terrain = 0;
808                         
809                         if (num > 2)
810                                 w_letter[index].level = (s16b)atoi(zz[2]);
811                         else
812                                 w_letter[index].level = 0;
813                         
814                         if (num > 3)
815                                 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
816                         else
817                                 w_letter[index].town = 0;
818                         
819                         if (num > 4)
820                                 w_letter[index].road = (byte_hack)atoi(zz[4]);
821                         else
822                                 w_letter[index].road = 0;
823                         
824                         if (num > 5)
825                                 strcpy(w_letter[index].name, zz[5]);
826                         else
827                                 w_letter[index].name[0] = 0;
828                 }
829                 else
830                 {
831                                 /* Failure */
832                         return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
833                 }
834                 
835                 break;
836         }
837         
838         /* Process "W:D:<layout> */
839         /* Layout of the wilderness */
840         case 'D':
841         {
842                 /* Acquire the text */
843                 char *s = buf+4;
844                 
845                 /* Length of the text */
846                 int len = strlen(s);
847                 
848                 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
849                 {
850                         int id = s[0];
851                         wilderness[*y][*x].terrain = w_letter[id].terrain;
852                         wilderness[*y][*x].level = w_letter[id].level;
853                         wilderness[*y][*x].town = w_letter[id].town;
854                         wilderness[*y][*x].road = w_letter[id].road;
855                         strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
856                 }
857                 
858                 (*y)++;
859                 
860                 break;
861         }
862         
863         /* Process "W:P:<x>:<y> - starting position in the wilderness */
864         case 'P':
865         {
866                 if ((p_ptr->wilderness_x == 0) &&
867                     (p_ptr->wilderness_y == 0))
868                 {
869                         if (tokenize(buf+4, 2, zz, 0) == 2)
870                         {
871                                 p_ptr->wilderness_y = atoi(zz[0]);
872                                 p_ptr->wilderness_x = atoi(zz[1]);
873                                 
874                                 if ((p_ptr->wilderness_x < 1) ||
875                                     (p_ptr->wilderness_x > max_wild_x) ||
876                                     (p_ptr->wilderness_y < 1) ||
877                                     (p_ptr->wilderness_y > max_wild_y))
878                                 {
879                                         return (PARSE_ERROR_OUT_OF_BOUNDS);
880                                 }
881                         }
882                         else
883                         {
884                                 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
885                         }
886                 }
887                 
888                 break;
889         }
890         
891         default:
892                 /* Failure */
893                 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
894         }
895         
896         for (i = 1; i < max_d_idx; i++)
897         {
898                 if (!d_info[i].maxdepth) continue;
899                 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
900                 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
901                         wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
902         }
903
904         /* Success */
905         return (0);
906 }
907
908
909
910 /*!
911  * @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 /
912  * Generate the random seeds for the wilderness
913  * @return なし
914  */
915 void seed_wilderness(void)
916 {
917         POSITION x, y;
918
919         /* Init wilderness seeds */
920         for (x = 0; x < max_wild_x; x++)
921         {
922                 for (y = 0; y < max_wild_y; y++)
923                 {
924                         wilderness[y][x].seed = randint0(0x10000000);
925                         wilderness[y][x].entrance = 0;
926                 }
927         }
928 }
929
930
931 /*
932  * Pointer to wilderness_type
933  */
934 typedef wilderness_type *wilderness_type_ptr;
935
936
937 /*!
938  * @brief ゲーム開始時の荒野初期化メインルーチン /
939  * Initialize wilderness array
940  * @return エラーコード
941  */
942 errr init_wilderness(void)
943 {
944         int i;
945
946         /* Allocate the wilderness (two-dimension array) */
947         C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
948         C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
949
950         /* Init the other pointers */
951         for (i = 1; i < max_wild_y; i++)
952                 wilderness[i] = wilderness[0] + i * max_wild_x;
953
954         generate_encounter = FALSE;
955
956         return 0;
957 }
958
959 /*!
960  * @brief 荒野の地勢設定を初期化する /
961  * Initialize wilderness array
962  * @param terrain 初期化したい地勢ID
963  * @param feat_global 基本的な地形ID
964  * @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
965  * @return なし
966  */
967 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
968 {
969         va_list vp;
970         concptr    p;
971         int     cur = 0;
972         char    check = 'a';
973         FEAT_IDX feat;
974         int     num;
975
976         /* Begin the varargs stuff */
977         va_start(vp, fmt);
978
979         /* Wilderness terrains on global map */
980         conv_terrain2feat[terrain] = feat_global;
981
982         /* Wilderness terrains on local map */
983         for (p = fmt; *p; p++)
984         {
985                 if (*p == check)
986                 {
987                         int lim;
988
989                         feat = (s16b)va_arg(vp, int);
990                         num = va_arg(vp, int);
991                         lim = cur + num;
992
993                         for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
994                                 terrain_table[terrain][cur] = feat;
995                         if (cur >= MAX_FEAT_IN_TERRAIN) break;
996
997                         check++;
998                 }
999                 else /* Paranoia */
1000                 {
1001                         plog_fmt("Format error");
1002                 }
1003         }
1004
1005         /* Paranoia */
1006         if (cur < MAX_FEAT_IN_TERRAIN)
1007         {
1008                 plog_fmt("Too few parameters");
1009         }
1010
1011         /* End the varargs stuff */
1012         va_end(vp);
1013 }
1014
1015
1016 /*!
1017  * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1018  * Initialize arrays for wilderness terrains
1019  * @return なし
1020  */
1021 void init_wilderness_terrains(void)
1022 {
1023         init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1024                 feat_permanent, MAX_FEAT_IN_TERRAIN);
1025
1026         init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1027                 feat_floor, MAX_FEAT_IN_TERRAIN);
1028
1029         init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1030                 feat_deep_water, 12,
1031                 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1032
1033         init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1034                 feat_deep_water, 3,
1035                 feat_shallow_water, 12,
1036                 feat_floor, 1,
1037                 feat_dirt, 1,
1038                 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1039
1040         init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1041                 feat_dirt, 2,
1042                 feat_grass, 3,
1043                 feat_tree, 1,
1044                 feat_brake, 1,
1045                 feat_shallow_water, 4,
1046                 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1047
1048         init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1049                 feat_floor, 3,
1050                 feat_dirt, 10,
1051                 feat_flower, 1,
1052                 feat_brake, 1,
1053                 feat_grass, 1,
1054                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1055
1056         init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1057                 feat_floor, 2,
1058                 feat_dirt, 2,
1059                 feat_grass, 9,
1060                 feat_flower, 1,
1061                 feat_brake, 2,
1062                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1063
1064         init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1065                 feat_floor, 2,
1066                 feat_dirt, 1,
1067                 feat_tree, 11,
1068                 feat_brake, 2,
1069                 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1070
1071         init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1072                 feat_floor, 2,
1073                 feat_dirt, 13,
1074                 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1075
1076         init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1077                 feat_shallow_lava, 14,
1078                 feat_deep_lava, 3,
1079                 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1080
1081         init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1082                 feat_dirt, 3,
1083                 feat_shallow_lava, 3,
1084                 feat_deep_lava, 10,
1085                 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1086
1087         init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1088                 feat_floor, 1,
1089                 feat_brake, 1,
1090                 feat_grass, 2,
1091                 feat_dirt, 2,
1092                 feat_tree, 2,
1093                 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1094 }
1095
1096 /*!
1097  * @brief 荒野から広域マップへの切り替え処理 /
1098  * Initialize arrays for wilderness terrains
1099  * @return 切り替えが行われた場合はTRUEを返す。
1100  */
1101 bool change_wild_mode(void)
1102 {
1103         int i;
1104         bool have_pet = FALSE;
1105
1106         /* It is in the middle of changing map */
1107         if (p_ptr->leaving) return FALSE;
1108
1109
1110         if (lite_town || vanilla_town)
1111         {
1112 #ifdef JP
1113                 msg_print("荒野なんてない。");
1114 #else
1115                 msg_print("No global map.");
1116 #endif
1117                 return FALSE;
1118         }
1119
1120         if (p_ptr->wild_mode)
1121         {
1122                 /* Save the location in the global map */
1123                 p_ptr->wilderness_x = p_ptr->x;
1124                 p_ptr->wilderness_y = p_ptr->y;
1125
1126                 /* Give first move to the player */
1127                 p_ptr->energy_need = 0;
1128
1129                 /* Go back to the ordinary map */
1130                 p_ptr->wild_mode = FALSE;
1131
1132                 /* Leaving */
1133                 p_ptr->leaving = TRUE;
1134
1135                 /* Succeed */
1136                 return TRUE;
1137         }
1138
1139         for (i = 1; i < m_max; i++)
1140         {
1141                 monster_type *m_ptr = &m_list[i];
1142
1143                 if (!m_ptr->r_idx) continue;
1144                 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1145                 if (MON_CSLEEP(m_ptr)) continue;
1146                 if (m_ptr->cdis > MAX_SIGHT) continue;
1147                 if (!is_hostile(m_ptr)) continue;
1148 #ifdef JP
1149                 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 #else
1151                 msg_print("You cannot enter global map, since there is some monsters nearby!");
1152 #endif
1153                 free_turn(p_ptr);
1154                 return FALSE;
1155         }
1156
1157         if (have_pet)
1158         {
1159 #ifdef JP
1160                 concptr msg = "ペットを置いて広域マップに入りますか?";
1161 #else
1162                 concptr msg = "Do you leave your pets behind? ";
1163 #endif
1164
1165                 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1166                 {
1167                         free_turn(p_ptr);
1168                         return FALSE;
1169                 }
1170         }
1171
1172         /* HACK */
1173         p_ptr->energy_use = 1000;
1174
1175         /* Remember the position */
1176         p_ptr->oldpx = p_ptr->x;
1177         p_ptr->oldpy = p_ptr->y;
1178
1179         /* Cancel hex spelling */
1180         if (hex_spelling_any()) stop_hex_spell_all();
1181
1182         /* Cancel any special action */
1183         set_action(ACTION_NONE);
1184
1185         /* Go into the global map */
1186         p_ptr->wild_mode = TRUE;
1187
1188         /* Leaving */
1189         p_ptr->leaving = TRUE;
1190
1191         /* Succeed */
1192         return TRUE;
1193 }