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.
16 #include "realm-hex.h"
17 #include "player-status.h"
20 * @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
21 * @param feat_type 非一様確率を再現するための要素数100の配列
22 * @param prob 元の確率テーブル
25 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
27 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
29 lim[0] = prob[0].percent;
30 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
33 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
35 for (i = 0; i < 100; i++)
37 while (i == lim[cur]) cur++;
38 feat_type[i] = prob[cur].feat;
43 * @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
44 * / Fill the arrays of floors and walls in the good proportions
48 void set_floor_and_wall(DUNGEON_IDX type)
50 DUNGEON_IDX cur_type = 255;
54 if (cur_type == type) return;
57 d_ptr = &d_info[type];
59 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
60 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
62 feat_wall_outer = d_ptr->outer_wall;
63 feat_wall_inner = d_ptr->inner_wall;
64 feat_wall_solid = d_ptr->outer_wall;
69 * @brief プラズマフラクタル的地形生成の再帰中間処理
70 * / Helper for plasma generation.
78 * @param depth_max 深みの最大値
81 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)
84 * Average the four corners & perturb it a bit.
85 * tmp is a random int +/- rough
87 FEAT_IDX tmp2 = rough*2 + 1;
88 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
90 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
92 /* Division always rounds down, so we round up again */
93 if (((x1 + x2 + x3 + x4) % 4) > 1)
98 if (avg > depth_max) avg = depth_max;
100 /* Set the new value. */
101 cave[ymid][xmid].feat = (FEAT_IDX)avg;
106 * @brief プラズマフラクタル的地形生成の再帰末端処理
107 * / Helper for plasma generation.
108 * @param x1 中間末端部1の重み
109 * @param x2 中間末端部2の重み
110 * @param x3 中間末端部3の重み
111 * @param xmid 最終末端部座標X
112 * @param ymid 最終末端部座標Y
114 * @param depth_max 深みの最大値
117 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)
120 * Average the three corners & perturb it a bit.
121 * tmp is a random int +/- rough
123 FEAT_IDX tmp2 = rough * 2 + 1;
124 FEAT_IDX tmp = randint0(tmp2) - rough;
126 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
128 /* Division always rounds down, so we round up again */
129 if ((x1 + x2 + x3) % 3) avg++;
132 if (avg < 0) avg = 0;
133 if (avg > depth_max) avg = depth_max;
135 /* Set the new value. */
136 cave[ymid][xmid].feat = (FEAT_IDX)avg;
141 * @brief プラズマフラクタル的地形生成の開始処理
142 * / Helper for plasma generation.
143 * @param x1 処理範囲の左上X座標
144 * @param y1 処理範囲の左上Y座標
145 * @param x2 処理範囲の右下X座標
146 * @param y2 処理範囲の右下Y座標
147 * @param depth_max 深みの最大値
152 * A generic function to generate the plasma fractal.
153 * Note that it uses ``cave_feat'' as temporary storage.
154 * The values in ``cave_feat'' after this function
155 * are NOT actual features; They are raw heights which
156 * need to be converted to features.
159 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
162 POSITION xmid = (x2 - x1) / 2 + x1;
163 POSITION ymid = (y2 - y1) / 2 + y1;
166 if (x1 + 1 == x2) return;
168 perturb_point_mid(cave[y1][x1].feat, cave[y2][x1].feat, cave[y1][x2].feat,
169 cave[y2][x2].feat, xmid, ymid, rough, depth_max);
171 perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
172 xmid, y1, rough, depth_max);
174 perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
175 x2, ymid, rough, depth_max);
177 perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
178 xmid, y2, rough, depth_max);
180 perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
181 x1, ymid, rough, depth_max);
184 /* Recurse the four quadrants */
185 plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
186 plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
187 plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
188 plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
192 #define MAX_FEAT_IN_TERRAIN 18
195 * The default table in terrain level generation.
197 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
200 * @brief 荒野フロア生成のサブルーチン
201 * @param terrain 荒野地形ID
202 * @param seed 乱数の固定シード
204 * @param corner 広域マップの角部分としての生成ならばTRUE
207 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
210 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
211 FEAT_IDX roughness = 1; /* The roughness of the level. */
212 u32b state_backup[4];
217 /* The outer wall is easy */
218 if (terrain == TERRAIN_EDGE)
220 /* Create level background */
221 for (y1 = 0; y1 < MAX_HGT; y1++)
223 for (x1 = 0; x1 < MAX_WID; x1++)
225 cave[y1][x1].feat = feat_permanent;
229 /* We are done already */
234 /* Hack -- Backup the RNG state */
235 Rand_state_backup(state_backup);
237 /* Hack -- Induce consistant flavors */
238 Rand_state_set(seed);
242 /* Create level background */
243 for (y1 = 0; y1 < MAX_HGT; y1++)
245 for (x1 = 0; x1 < MAX_WID; x1++)
247 cave[y1][x1].feat = table_size / 2;
253 * Initialize the four corners
254 * ToDo: calculate the medium height of the adjacent
255 * terrains for every corner.
257 cave[1][1].feat = (s16b)randint0(table_size);
258 cave[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
259 cave[1][MAX_WID-2].feat = (s16b)randint0(table_size);
260 cave[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
264 /* Hack -- preserve four corners */
265 s16b north_west = cave[1][1].feat;
266 s16b south_west = cave[MAX_HGT - 2][1].feat;
267 s16b north_east = cave[1][MAX_WID - 2].feat;
268 s16b south_east = cave[MAX_HGT - 2][MAX_WID - 2].feat;
270 /* x1, y1, x2, y2, num_depths, roughness */
271 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
273 /* Hack -- copyback four corners */
274 cave[1][1].feat = north_west;
275 cave[MAX_HGT - 2][1].feat = south_west;
276 cave[1][MAX_WID - 2].feat = north_east;
277 cave[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
279 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
281 for (x1 = 1; x1 < MAX_WID - 1; x1++)
283 cave[y1][x1].feat = terrain_table[terrain][cave[y1][x1].feat];
287 else /* Hack -- only four corners */
289 cave[1][1].feat = terrain_table[terrain][cave[1][1].feat];
290 cave[MAX_HGT - 2][1].feat = terrain_table[terrain][cave[MAX_HGT - 2][1].feat];
291 cave[1][MAX_WID - 2].feat = terrain_table[terrain][cave[1][MAX_WID - 2].feat];
292 cave[MAX_HGT - 2][MAX_WID - 2].feat = terrain_table[terrain][cave[MAX_HGT - 2][MAX_WID - 2].feat];
295 /* Hack -- Restore the RNG state */
296 Rand_state_restore(state_backup);
302 * @brief 荒野フロア生成のメインルーチン /
303 * Load a town or generate a terrain level using "plasma" fractals.
306 * @param border 広域マップの辺部分としての生成ならばTRUE
307 * @param corner 広域マップの角部分としての生成ならばTRUE
311 * x and y are the coordinates of the area in the wilderness.
312 * Border and corner are optimization flags to speed up the
313 * generation of the fractal terrain.
314 * If border is set then only the border of the terrain should
315 * be generated (for initializing the border structure).
316 * If corner is set then only the corners of the area are needed.
319 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
323 /* Number of the town (if any) */
324 p_ptr->town_num = (s16b)wilderness[y][x].town;
326 /* Set the base level */
327 base_level = wilderness[y][x].level;
329 /* Set the dungeon level */
332 /* Set the monster generation level */
333 monster_level = base_level;
335 /* Set the object generation level */
336 object_level = base_level;
339 /* Create the town */
342 /* Reset the buildings */
345 /* Initialize the town */
347 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
349 init_flags = INIT_CREATE_DUNGEON;
351 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
353 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
357 int terrain = wilderness[y][x].terrain;
358 u32b seed = wilderness[y][x].seed;
360 generate_wilderness_area(terrain, seed, border, corner);
363 if (!corner && !wilderness[y][x].town)
366 * Place roads in the wilderness
367 * ToDo: make the road a bit more interresting
369 if (wilderness[y][x].road)
371 cave[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
373 if (wilderness[y-1][x].road)
376 for (y1 = 1; y1 < MAX_HGT/2; y1++)
379 cave[y1][x1].feat = feat_floor;
383 if (wilderness[y+1][x].road)
386 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
389 cave[y1][x1].feat = feat_floor;
393 if (wilderness[y][x+1].road)
396 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
399 cave[y1][x1].feat = feat_floor;
403 if (wilderness[y][x-1].road)
406 for (x1 = 1; x1 < MAX_WID/2; x1++)
409 cave[y1][x1].feat = feat_floor;
415 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
418 u32b state_backup[4];
420 /* Hack -- Backup the RNG state */
421 Rand_state_backup(state_backup);
423 /* Hack -- Induce consistant flavors */
424 Rand_state_set(wilderness[y][x].seed);
426 dy = rand_range(6, cur_hgt - 6);
427 dx = rand_range(6, cur_wid - 6);
429 cave[dy][dx].feat = feat_entrance;
430 cave[dy][dx].special = wilderness[y][x].entrance;
432 /* Hack -- Restore the RNG state */
433 Rand_state_restore(state_backup);
439 * Border of the wilderness area
441 static border_type border;
446 * Build the wilderness area outside of the town.
449 void wilderness_gen(void)
459 /* Assume illegal panel */
460 panel_row_min = cur_hgt;
461 panel_col_min = cur_wid;
463 /* Init the wilderness */
465 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
467 x = p_ptr->wilderness_x;
468 y = p_ptr->wilderness_y;
469 get_mon_num_prep(get_monster_hook(), NULL);
472 generate_area(y - 1, x, TRUE, FALSE);
474 for (i = 1; i < MAX_WID - 1; i++)
476 border.north[i] = cave[MAX_HGT - 2][i].feat;
480 generate_area(y + 1, x, TRUE, FALSE);
482 for (i = 1; i < MAX_WID - 1; i++)
484 border.south[i] = cave[1][i].feat;
488 generate_area(y, x - 1, TRUE, FALSE);
490 for (i = 1; i < MAX_HGT - 1; i++)
492 border.west[i] = cave[i][MAX_WID - 2].feat;
496 generate_area(y, x + 1, TRUE, FALSE);
498 for (i = 1; i < MAX_HGT - 1; i++)
500 border.east[i] = cave[i][1].feat;
503 /* North west corner */
504 generate_area(y - 1, x - 1, FALSE, TRUE);
505 border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
507 /* North east corner */
508 generate_area(y - 1, x + 1, FALSE, TRUE);
509 border.north_east = cave[MAX_HGT - 2][1].feat;
511 /* South west corner */
512 generate_area(y + 1, x - 1, FALSE, TRUE);
513 border.south_west = cave[1][MAX_WID - 2].feat;
515 /* South east corner */
516 generate_area(y + 1, x + 1, FALSE, TRUE);
517 border.south_east = cave[1][1].feat;
520 /* Create terrain of the current area */
521 generate_area(y, x, FALSE, FALSE);
524 /* Special boundary walls -- North */
525 for (i = 0; i < MAX_WID; i++)
527 cave[0][i].feat = feat_permanent;
528 cave[0][i].mimic = border.north[i];
531 /* Special boundary walls -- South */
532 for (i = 0; i < MAX_WID; i++)
534 cave[MAX_HGT - 1][i].feat = feat_permanent;
535 cave[MAX_HGT - 1][i].mimic = border.south[i];
538 /* Special boundary walls -- West */
539 for (i = 0; i < MAX_HGT; i++)
541 cave[i][0].feat = feat_permanent;
542 cave[i][0].mimic = border.west[i];
545 /* Special boundary walls -- East */
546 for (i = 0; i < MAX_HGT; i++)
548 cave[i][MAX_WID - 1].feat = feat_permanent;
549 cave[i][MAX_WID - 1].mimic = border.east[i];
552 /* North west corner */
553 cave[0][0].mimic = border.north_west;
555 /* North east corner */
556 cave[0][MAX_WID - 1].mimic = border.north_east;
558 /* South west corner */
559 cave[MAX_HGT - 1][0].mimic = border.south_west;
561 /* South east corner */
562 cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
564 /* Light up or darken the area */
565 for (y = 0; y < cur_hgt; y++)
567 for (x = 0; x < cur_wid; x++)
569 /* Get the cave grid */
575 c_ptr->info |= (CAVE_GLOW);
577 /* Hack -- Memorize lit grids if allowed */
578 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
582 /* Feature code (applying "mimic" field) */
583 f_ptr = &f_info[get_feat_mimic(c_ptr)];
585 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
586 !have_flag(f_ptr->flags, FF_ENTRANCE))
589 c_ptr->info &= ~(CAVE_GLOW);
591 /* Darken "boring" features */
592 if (!have_flag(f_ptr->flags, FF_REMEMBER))
594 /* Forget the grid */
595 c_ptr->info &= ~(CAVE_MARK);
598 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
601 c_ptr->info |= (CAVE_GLOW);
603 /* Hack -- Memorize lit grids if allowed */
604 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
610 if (p_ptr->teleport_town)
612 for (y = 0; y < cur_hgt; y++)
614 for (x = 0; x < cur_wid; x++)
616 /* Get the cave grid */
619 /* Seeing true feature code (ignore mimic) */
620 f_ptr = &f_info[c_ptr->feat];
622 if (have_flag(f_ptr->flags, FF_BLDG))
624 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
626 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
627 p_ptr->oldpy = (s16b)y;
628 p_ptr->oldpx = (s16b)x;
633 p_ptr->teleport_town = FALSE;
636 else if (p_ptr->leaving_dungeon)
638 for (y = 0; y < cur_hgt; y++)
640 for (x = 0; x < cur_wid; x++)
642 /* Get the cave grid */
645 if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
647 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
648 p_ptr->oldpy = (s16b)y;
649 p_ptr->oldpx = (s16b)x;
653 p_ptr->teleport_town = FALSE;
656 player_place(p_ptr->oldpy, p_ptr->oldpx);
657 /* p_ptr->leaving_dungeon = FALSE;*/
659 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
661 /* Make some residents */
662 for (i = 0; i < lim; i++)
666 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
667 mode |= PM_ALLOW_SLEEP;
669 /* Make a resident */
670 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
673 if(generate_encounter) ambush_flag = TRUE;
674 generate_encounter = FALSE;
676 /* Fill the arrays of floors and walls in the good proportions */
677 set_floor_and_wall(0);
679 /* Set rewarded quests to finished */
680 for (i = 0; i < max_q_idx; i++)
682 if (quest[i].status == QUEST_STATUS_REWARDED)
683 quest[i].status = QUEST_STATUS_FINISHED;
688 static s16b conv_terrain2feat[MAX_WILDERNESS];
691 * @brief 広域マップの生成(簡易処理版) /
692 * Build the wilderness area. -DG-
695 void wilderness_gen_small(void)
699 /* To prevent stupid things */
700 for (i = 0; i < MAX_WID; i++)
701 for (j = 0; j < MAX_HGT; j++)
703 cave[j][i].feat = feat_permanent;
706 /* Init the wilderness */
707 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
710 for (i = 0; i < max_wild_x; i++)
711 for (j = 0; j < max_wild_y; j++)
713 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
715 cave[j][i].feat = (s16b)feat_town;
716 cave[j][i].special = (s16b)wilderness[j][i].town;
718 else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
719 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
721 cave[j][i].feat = feat_entrance;
722 cave[j][i].special = (byte)wilderness[j][i].entrance;
724 else cave[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
726 cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
729 cur_hgt = (s16b) max_wild_y;
730 cur_wid = (s16b) max_wild_x;
732 if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
733 if (cur_wid > MAX_WID) cur_wid = MAX_WID;
735 /* Assume illegal panel */
736 panel_row_min = cur_hgt;
737 panel_col_min = cur_wid;
739 /* Place the player */
740 p_ptr->x = p_ptr->wilderness_x;
741 p_ptr->y = p_ptr->wilderness_y;
747 typedef struct wilderness_grid wilderness_grid;
749 struct wilderness_grid
751 int terrain; /* Terrain type */
752 int town; /* Town number */
753 s16b level; /* Level of the wilderness */
754 byte road; /* Road */
755 char name[32]; /* Name of the town/wilderness */
759 static wilderness_grid w_letter[255];
763 * @brief w_info.txtのデータ解析 /
764 * Parse a sub-file of the "extra info"
765 * @param buf 読み取ったデータ行のバッファ
767 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
769 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
770 * @param y 広域マップの高さを返す参照ポインタ
771 * @param x 広域マップの幅を返す参照ポインタ
774 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
784 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
788 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
801 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
803 int index = zz[0][0];
806 w_letter[index].terrain = atoi(zz[1]);
808 w_letter[index].terrain = 0;
811 w_letter[index].level = (s16b)atoi(zz[2]);
813 w_letter[index].level = 0;
816 w_letter[index].town = atoi(zz[3]);
818 w_letter[index].town = 0;
821 w_letter[index].road = (byte_hack)atoi(zz[4]);
823 w_letter[index].road = 0;
826 strcpy(w_letter[index].name, zz[5]);
828 w_letter[index].name[0] = 0;
833 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
839 /* Process "W:D:<layout> */
840 /* Layout of the wilderness */
843 /* Acquire the text */
846 /* Length of the text */
849 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
852 wilderness[*y][*x].terrain = w_letter[id].terrain;
853 wilderness[*y][*x].level = w_letter[id].level;
854 wilderness[*y][*x].town = w_letter[id].town;
855 wilderness[*y][*x].road = w_letter[id].road;
856 strcpy(town[w_letter[id].town].name, w_letter[id].name);
864 /* Process "W:P:<x>:<y> - starting position in the wilderness */
867 if ((p_ptr->wilderness_x == 0) &&
868 (p_ptr->wilderness_y == 0))
870 if (tokenize(buf+4, 2, zz, 0) == 2)
872 p_ptr->wilderness_y = atoi(zz[0]);
873 p_ptr->wilderness_x = atoi(zz[1]);
875 if ((p_ptr->wilderness_x < 1) ||
876 (p_ptr->wilderness_x > max_wild_x) ||
877 (p_ptr->wilderness_y < 1) ||
878 (p_ptr->wilderness_y > max_wild_y))
880 return (PARSE_ERROR_OUT_OF_BOUNDS);
885 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
894 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
897 for (i = 1; i < max_d_idx; i++)
899 if (!d_info[i].maxdepth) continue;
900 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
901 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
902 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
912 * @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 /
913 * Generate the random seeds for the wilderness
916 void seed_wilderness(void)
920 /* Init wilderness seeds */
921 for (x = 0; x < max_wild_x; x++)
923 for (y = 0; y < max_wild_y; y++)
925 wilderness[y][x].seed = randint0(0x10000000);
926 wilderness[y][x].entrance = 0;
933 * Pointer to wilderness_type
935 typedef wilderness_type *wilderness_type_ptr;
939 * @brief ゲーム開始時の荒野初期化メインルーチン /
940 * Initialize wilderness array
943 errr init_wilderness(void)
947 /* Allocate the wilderness (two-dimension array) */
948 C_MAKE(wilderness, max_wild_y, wilderness_type_ptr);
949 C_MAKE(wilderness[0], max_wild_x * max_wild_y, wilderness_type);
951 /* Init the other pointers */
952 for (i = 1; i < max_wild_y; i++)
953 wilderness[i] = wilderness[0] + i * max_wild_x;
955 generate_encounter = FALSE;
961 * @brief 荒野の地勢設定を初期化する /
962 * Initialize wilderness array
963 * @param terrain 初期化したい地勢ID
964 * @param feat_global 基本的な地形ID
965 * @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
968 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
977 /* Begin the varargs stuff */
980 /* Wilderness terrains on global map */
981 conv_terrain2feat[terrain] = feat_global;
983 /* Wilderness terrains on local map */
984 for (p = fmt; *p; p++)
990 feat = (s16b)va_arg(vp, int);
991 num = va_arg(vp, int);
994 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
995 terrain_table[terrain][cur] = feat;
996 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1002 plog_fmt("Format error");
1007 if (cur < MAX_FEAT_IN_TERRAIN)
1009 plog_fmt("Too few parameters");
1012 /* End the varargs stuff */
1018 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1019 * Initialize arrays for wilderness terrains
1022 void init_wilderness_terrains(void)
1024 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1025 feat_permanent, MAX_FEAT_IN_TERRAIN);
1027 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1028 feat_floor, MAX_FEAT_IN_TERRAIN);
1030 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1031 feat_deep_water, 12,
1032 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1034 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1036 feat_shallow_water, 12,
1039 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1041 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1046 feat_shallow_water, 4,
1047 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1049 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1055 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1057 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1063 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1065 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1070 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1072 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1075 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1077 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1078 feat_shallow_lava, 14,
1080 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1082 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1084 feat_shallow_lava, 3,
1086 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1088 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1094 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1098 * @brief 荒野から広域マップへの切り替え処理 /
1099 * Initialize arrays for wilderness terrains
1100 * @return 切り替えが行われた場合はTRUEを返す。
1102 bool change_wild_mode(void)
1105 bool have_pet = FALSE;
1107 /* It is in the middle of changing map */
1108 if (p_ptr->leaving) return FALSE;
1111 if (lite_town || vanilla_town)
1114 msg_print("荒野なんてない。");
1116 msg_print("No global map.");
1121 if (p_ptr->wild_mode)
1123 /* Save the location in the global map */
1124 p_ptr->wilderness_x = p_ptr->x;
1125 p_ptr->wilderness_y = p_ptr->y;
1127 /* Give first move to the player */
1128 p_ptr->energy_need = 0;
1130 /* Go back to the ordinary map */
1131 p_ptr->wild_mode = FALSE;
1134 p_ptr->leaving = TRUE;
1140 for (i = 1; i < m_max; i++)
1142 monster_type *m_ptr = &m_list[i];
1144 if (!m_ptr->r_idx) continue;
1145 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1146 if (MON_CSLEEP(m_ptr)) continue;
1147 if (m_ptr->cdis > MAX_SIGHT) continue;
1148 if (!is_hostile(m_ptr)) continue;
1150 msg_print("敵がすぐ近くにいるときは広域マップに入れない!");
1152 msg_print("You cannot enter global map, since there is some monsters nearby!");
1161 concptr msg = "ペットを置いて広域マップに入りますか?";
1163 concptr msg = "Do you leave your pets behind? ";
1166 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1174 p_ptr->energy_use = 1000;
1176 /* Remember the position */
1177 p_ptr->oldpx = p_ptr->x;
1178 p_ptr->oldpy = p_ptr->y;
1180 /* Cancel hex spelling */
1181 if (hex_spelling_any()) stop_hex_spell_all();
1183 /* Cancel any special action */
1184 set_action(ACTION_NONE);
1186 /* Go into the global map */
1187 p_ptr->wild_mode = TRUE;
1190 p_ptr->leaving = TRUE;