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.
22 #include "realm-hex.h"
23 #include "player-status.h"
24 #include "player-effects.h"
26 #include "monster-status.h"
28 #include "dungeon-file.h"
31 #include "floor-town.h"
34 #include "view-mainwindow.h"
39 wilderness_type **wilderness;
41 bool generate_encounter;
45 * @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
46 * @param feat_type 非一様確率を再現するための要素数100の配列
47 * @param prob 元の確率テーブル
50 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
52 int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
54 lim[0] = prob[0].percent;
55 for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
56 if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
58 for (i = 0; i < 100; i++)
60 while (i == lim[cur]) cur++;
61 feat_type[i] = prob[cur].feat;
66 * @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
67 * / Fill the arrays of floors and walls in the good proportions
71 void set_floor_and_wall(DUNGEON_IDX type)
73 DUNGEON_IDX cur_type = 255;
77 if (cur_type == type) return;
80 d_ptr = &d_info[type];
82 set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
83 set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
85 feat_wall_outer = d_ptr->outer_wall;
86 feat_wall_inner = d_ptr->inner_wall;
87 feat_wall_solid = d_ptr->outer_wall;
92 * @brief プラズマフラクタル的地形生成の再帰中間処理
93 * / Helper for plasma generation.
101 * @param depth_max 深みの最大値
104 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)
107 * Average the four corners & perturb it a bit.
108 * tmp is a random int +/- rough
110 FEAT_IDX tmp2 = rough*2 + 1;
111 FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
113 FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
115 /* Division always rounds down, so we round up again */
116 if (((x1 + x2 + x3 + x4) % 4) > 1)
120 if (avg < 0) avg = 0;
121 if (avg > depth_max) avg = depth_max;
123 /* Set the new value. */
124 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
129 * @brief プラズマフラクタル的地形生成の再帰末端処理
130 * / Helper for plasma generation.
131 * @param x1 中間末端部1の重み
132 * @param x2 中間末端部2の重み
133 * @param x3 中間末端部3の重み
134 * @param xmid 最終末端部座標X
135 * @param ymid 最終末端部座標Y
137 * @param depth_max 深みの最大値
140 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)
143 * Average the three corners & perturb it a bit.
144 * tmp is a random int +/- rough
146 FEAT_IDX tmp2 = rough * 2 + 1;
147 FEAT_IDX tmp = randint0(tmp2) - rough;
149 FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
151 /* Division always rounds down, so we round up again */
152 if ((x1 + x2 + x3) % 3) avg++;
155 if (avg < 0) avg = 0;
156 if (avg > depth_max) avg = depth_max;
158 /* Set the new value. */
159 current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
164 * @brief プラズマフラクタル的地形生成の開始処理
165 * / Helper for plasma generation.
166 * @param x1 処理範囲の左上X座標
167 * @param y1 処理範囲の左上Y座標
168 * @param x2 処理範囲の右下X座標
169 * @param y2 処理範囲の右下Y座標
170 * @param depth_max 深みの最大値
175 * A generic function to generate the plasma fractal.
176 * Note that it uses ``cave_feat'' as temporary storage.
177 * The values in ``cave_feat'' after this function
178 * are NOT actual features; They are raw heights which
179 * need to be converted to features.
182 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
185 POSITION xmid = (x2 - x1) / 2 + x1;
186 POSITION ymid = (y2 - y1) / 2 + y1;
189 if (x1 + 1 == x2) return;
191 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,
192 current_floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
194 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,
195 xmid, y1, rough, depth_max);
197 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,
198 x2, ymid, rough, depth_max);
200 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,
201 xmid, y2, rough, depth_max);
203 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,
204 x1, ymid, rough, depth_max);
207 /* Recurse the four quadrants */
208 plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
209 plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
210 plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
211 plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
215 #define MAX_FEAT_IN_TERRAIN 18
218 * The default table in terrain level generation.
220 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
223 * @brief 荒野フロア生成のサブルーチン
224 * @param terrain 荒野地形ID
225 * @param seed 乱数の固定シード
227 * @param corner 広域マップの角部分としての生成ならばTRUE
230 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
233 int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
234 FEAT_IDX roughness = 1; /* The roughness of the level. */
235 u32b state_backup[4];
240 /* The outer wall is easy */
241 if (terrain == TERRAIN_EDGE)
243 /* Create level background */
244 for (y1 = 0; y1 < MAX_HGT; y1++)
246 for (x1 = 0; x1 < MAX_WID; x1++)
248 current_floor_ptr->grid_array[y1][x1].feat = feat_permanent;
252 /* We are done already */
257 /* Hack -- Backup the RNG state */
258 Rand_state_backup(state_backup);
260 /* Hack -- Induce consistant flavors */
261 Rand_state_set(seed);
265 /* Create level background */
266 for (y1 = 0; y1 < MAX_HGT; y1++)
268 for (x1 = 0; x1 < MAX_WID; x1++)
270 current_floor_ptr->grid_array[y1][x1].feat = table_size / 2;
276 * Initialize the four corners
277 * ToDo: calculate the medium height of the adjacent
278 * terrains for every corner.
280 current_floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
281 current_floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
282 current_floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
283 current_floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
287 /* Hack -- preserve four corners */
288 s16b north_west = current_floor_ptr->grid_array[1][1].feat;
289 s16b south_west = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
290 s16b north_east = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
291 s16b south_east = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
293 /* x1, y1, x2, y2, num_depths, roughness */
294 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
296 /* Hack -- copyback four corners */
297 current_floor_ptr->grid_array[1][1].feat = north_west;
298 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
299 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
300 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
302 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
304 for (x1 = 1; x1 < MAX_WID - 1; x1++)
306 current_floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][current_floor_ptr->grid_array[y1][x1].feat];
310 else /* Hack -- only four corners */
312 current_floor_ptr->grid_array[1][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][1].feat];
313 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][1].feat];
314 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][MAX_WID - 2].feat];
315 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];
318 /* Hack -- Restore the RNG state */
319 Rand_state_restore(state_backup);
325 * @brief 荒野フロア生成のメインルーチン /
326 * Load a town or generate a terrain level using "plasma" fractals.
329 * @param border 広域マップの辺部分としての生成ならばTRUE
330 * @param corner 広域マップの角部分としての生成ならばTRUE
334 * x and y are the coordinates of the area in the wilderness.
335 * Border and corner are optimization flags to speed up the
336 * generation of the fractal terrain.
337 * If border is set then only the border of the terrain should
338 * be generated (for initializing the border structure).
339 * If corner is set then only the corners of the area are needed.
342 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
346 /* Number of the town (if any) */
347 p_ptr->town_num = wilderness[y][x].town;
349 /* Set the base level */
350 current_floor_ptr->base_level = wilderness[y][x].level;
352 /* Set the dungeon level */
353 current_floor_ptr->dun_level = 0;
355 /* Set the monster generation level */
356 current_floor_ptr->monster_level = current_floor_ptr->base_level;
358 /* Set the object generation level */
359 current_floor_ptr->object_level = current_floor_ptr->base_level;
362 /* Create the town */
365 /* Reset the buildings */
368 /* Initialize the town */
370 init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
372 init_flags = INIT_CREATE_DUNGEON;
374 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
376 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
380 int terrain = wilderness[y][x].terrain;
381 u32b seed = wilderness[y][x].seed;
383 generate_wilderness_area(terrain, seed, border, corner);
386 if (!corner && !wilderness[y][x].town)
389 * Place roads in the wilderness
390 * ToDo: make the road a bit more interresting
392 if (wilderness[y][x].road)
394 current_floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
396 if (wilderness[y-1][x].road)
399 for (y1 = 1; y1 < MAX_HGT/2; y1++)
402 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
406 if (wilderness[y+1][x].road)
409 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
412 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
416 if (wilderness[y][x+1].road)
419 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
422 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
426 if (wilderness[y][x-1].road)
429 for (x1 = 1; x1 < MAX_WID/2; x1++)
432 current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
438 if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
441 u32b state_backup[4];
443 /* Hack -- Backup the RNG state */
444 Rand_state_backup(state_backup);
446 /* Hack -- Induce consistant flavors */
447 Rand_state_set(wilderness[y][x].seed);
449 dy = rand_range(6, current_floor_ptr->height - 6);
450 dx = rand_range(6, current_floor_ptr->width - 6);
452 current_floor_ptr->grid_array[dy][dx].feat = feat_entrance;
453 current_floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
455 /* Hack -- Restore the RNG state */
456 Rand_state_restore(state_backup);
462 * Border of the wilderness area
464 static border_type border;
469 * Build the wilderness area outside of the town.
472 void wilderness_gen(void)
480 current_floor_ptr->height = MAX_HGT;
481 current_floor_ptr->width = MAX_WID;
483 /* Assume illegal panel */
484 panel_row_min = current_floor_ptr->height;
485 panel_col_min = current_floor_ptr->width;
487 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
488 x = p_ptr->wilderness_x;
489 y = p_ptr->wilderness_y;
490 get_mon_num_prep(get_monster_hook(), NULL);
493 generate_area(y - 1, x, TRUE, FALSE);
495 for (i = 1; i < MAX_WID - 1; i++)
497 border.north[i] = current_floor_ptr->grid_array[MAX_HGT - 2][i].feat;
501 generate_area(y + 1, x, TRUE, FALSE);
503 for (i = 1; i < MAX_WID - 1; i++)
505 border.south[i] = current_floor_ptr->grid_array[1][i].feat;
509 generate_area(y, x - 1, TRUE, FALSE);
511 for (i = 1; i < MAX_HGT - 1; i++)
513 border.west[i] = current_floor_ptr->grid_array[i][MAX_WID - 2].feat;
517 generate_area(y, x + 1, TRUE, FALSE);
519 for (i = 1; i < MAX_HGT - 1; i++)
521 border.east[i] = current_floor_ptr->grid_array[i][1].feat;
524 /* North west corner */
525 generate_area(y - 1, x - 1, FALSE, TRUE);
526 border.north_west = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
528 /* North east corner */
529 generate_area(y - 1, x + 1, FALSE, TRUE);
530 border.north_east = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
532 /* South west corner */
533 generate_area(y + 1, x - 1, FALSE, TRUE);
534 border.south_west = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
536 /* South east corner */
537 generate_area(y + 1, x + 1, FALSE, TRUE);
538 border.south_east = current_floor_ptr->grid_array[1][1].feat;
541 /* Create terrain of the current area */
542 generate_area(y, x, FALSE, FALSE);
545 /* Special boundary walls -- North */
546 for (i = 0; i < MAX_WID; i++)
548 current_floor_ptr->grid_array[0][i].feat = feat_permanent;
549 current_floor_ptr->grid_array[0][i].mimic = border.north[i];
552 /* Special boundary walls -- South */
553 for (i = 0; i < MAX_WID; i++)
555 current_floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
556 current_floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
559 /* Special boundary walls -- West */
560 for (i = 0; i < MAX_HGT; i++)
562 current_floor_ptr->grid_array[i][0].feat = feat_permanent;
563 current_floor_ptr->grid_array[i][0].mimic = border.west[i];
566 /* Special boundary walls -- East */
567 for (i = 0; i < MAX_HGT; i++)
569 current_floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
570 current_floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
573 /* North west corner */
574 current_floor_ptr->grid_array[0][0].mimic = border.north_west;
576 /* North east corner */
577 current_floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
579 /* South west corner */
580 current_floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
582 /* South east corner */
583 current_floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
585 /* Light up or darken the area */
586 for (y = 0; y < current_floor_ptr->height; y++)
588 for (x = 0; x < current_floor_ptr->width; x++)
590 g_ptr = ¤t_floor_ptr->grid_array[y][x];
595 g_ptr->info |= (CAVE_GLOW);
597 /* Hack -- Memorize lit grids if allowed */
598 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
602 /* Feature code (applying "mimic" field) */
603 f_ptr = &f_info[get_feat_mimic(g_ptr)];
605 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
606 !have_flag(f_ptr->flags, FF_ENTRANCE))
609 g_ptr->info &= ~(CAVE_GLOW);
611 /* Darken "boring" features */
612 if (!have_flag(f_ptr->flags, FF_REMEMBER))
614 /* Forget the grid */
615 g_ptr->info &= ~(CAVE_MARK);
618 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
621 g_ptr->info |= (CAVE_GLOW);
623 /* Hack -- Memorize lit grids if allowed */
624 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
630 if (p_ptr->teleport_town)
632 for (y = 0; y < current_floor_ptr->height; y++)
634 for (x = 0; x < current_floor_ptr->width; x++)
636 g_ptr = ¤t_floor_ptr->grid_array[y][x];
638 /* Seeing true feature code (ignore mimic) */
639 f_ptr = &f_info[g_ptr->feat];
641 if (have_flag(f_ptr->flags, FF_BLDG))
643 if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
645 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
652 p_ptr->teleport_town = FALSE;
655 else if (p_ptr->leaving_dungeon)
657 for (y = 0; y < current_floor_ptr->height; y++)
659 for (x = 0; x < current_floor_ptr->width; x++)
661 g_ptr = ¤t_floor_ptr->grid_array[y][x];
663 if (cave_have_flag_grid(g_ptr, FF_ENTRANCE))
665 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
671 p_ptr->teleport_town = FALSE;
674 player_place(p_ptr->oldpy, p_ptr->oldpx);
675 /* p_ptr->leaving_dungeon = FALSE;*/
677 lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
679 /* Make some residents */
680 for (i = 0; i < lim; i++)
684 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
685 mode |= PM_ALLOW_SLEEP;
687 /* Make a resident */
688 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
691 if(generate_encounter) p_ptr->ambush_flag = TRUE;
692 generate_encounter = FALSE;
694 /* Fill the arrays of floors and walls in the good proportions */
695 set_floor_and_wall(0);
697 /* Set rewarded quests to finished */
698 for (i = 0; i < max_q_idx; i++)
700 if (quest[i].status == QUEST_STATUS_REWARDED)
701 quest[i].status = QUEST_STATUS_FINISHED;
706 static s16b conv_terrain2feat[MAX_WILDERNESS];
709 * @brief 広域マップの生成(簡易処理版) /
710 * Build the wilderness area. -DG-
713 void wilderness_gen_small(void)
717 /* To prevent stupid things */
718 for (i = 0; i < MAX_WID; i++)
719 for (j = 0; j < MAX_HGT; j++)
721 current_floor_ptr->grid_array[j][i].feat = feat_permanent;
724 process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
727 for (i = 0; i < current_world_ptr->max_wild_x; i++)
728 for (j = 0; j < current_world_ptr->max_wild_y; j++)
730 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
732 current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
733 current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
735 else if (wilderness[j][i].road) current_floor_ptr->grid_array[j][i].feat = feat_floor;
736 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
738 current_floor_ptr->grid_array[j][i].feat = feat_entrance;
739 current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
741 else current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
743 current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
746 current_floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
747 current_floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
749 if (current_floor_ptr->height > MAX_HGT) current_floor_ptr->height = MAX_HGT;
750 if (current_floor_ptr->width > MAX_WID) current_floor_ptr->width = MAX_WID;
752 /* Assume illegal panel */
753 panel_row_min = current_floor_ptr->height;
754 panel_col_min = current_floor_ptr->width;
756 p_ptr->x = p_ptr->wilderness_x;
757 p_ptr->y = p_ptr->wilderness_y;
762 typedef struct wilderness_grid wilderness_grid;
764 struct wilderness_grid
766 int terrain; /* Terrain type */
767 TOWN_IDX town; /* Town number */
768 DEPTH level; /* Level of the wilderness */
769 byte road; /* Road */
770 char name[32]; /* Name of the town/wilderness */
774 static wilderness_grid w_letter[255];
778 * @brief w_info.txtのデータ解析 /
779 * Parse a sub-file of the "extra info"
780 * @param buf 読み取ったデータ行のバッファ
782 * @param xmin 広域地形マップを読み込みたいx座標の開始位置
784 * @param xmax 広域地形マップを読み込みたいx座標の終了位置
785 * @param y 広域マップの高さを返す参照ポインタ
786 * @param x 広域マップの幅を返す参照ポインタ
789 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
797 if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
801 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
814 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
816 int index = zz[0][0];
819 w_letter[index].terrain = atoi(zz[1]);
821 w_letter[index].terrain = 0;
824 w_letter[index].level = (s16b)atoi(zz[2]);
826 w_letter[index].level = 0;
829 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
831 w_letter[index].town = 0;
834 w_letter[index].road = (byte_hack)atoi(zz[4]);
836 w_letter[index].road = 0;
839 strcpy(w_letter[index].name, zz[5]);
841 w_letter[index].name[0] = 0;
846 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
852 /* Process "W:D:<layout> */
853 /* Layout of the wilderness */
856 /* Acquire the text */
859 /* Length of the text */
862 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
865 wilderness[*y][*x].terrain = w_letter[id].terrain;
866 wilderness[*y][*x].level = w_letter[id].level;
867 wilderness[*y][*x].town = w_letter[id].town;
868 wilderness[*y][*x].road = w_letter[id].road;
869 strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
877 /* Process "W:P:<x>:<y> - starting position in the wilderness */
880 if ((p_ptr->wilderness_x == 0) &&
881 (p_ptr->wilderness_y == 0))
883 if (tokenize(buf+4, 2, zz, 0) == 2)
885 p_ptr->wilderness_y = atoi(zz[0]);
886 p_ptr->wilderness_x = atoi(zz[1]);
888 if ((p_ptr->wilderness_x < 1) ||
889 (p_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
890 (p_ptr->wilderness_y < 1) ||
891 (p_ptr->wilderness_y > current_world_ptr->max_wild_y))
893 return (PARSE_ERROR_OUT_OF_BOUNDS);
898 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
907 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
910 for (i = 1; i < max_d_idx; i++)
912 if (!d_info[i].maxdepth) continue;
913 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
914 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
915 wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
925 * @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 /
926 * Generate the random seeds for the wilderness
929 void seed_wilderness(void)
933 /* Init wilderness seeds */
934 for (x = 0; x < current_world_ptr->max_wild_x; x++)
936 for (y = 0; y < current_world_ptr->max_wild_y; y++)
938 wilderness[y][x].seed = randint0(0x10000000);
939 wilderness[y][x].entrance = 0;
946 * Pointer to wilderness_type
948 typedef wilderness_type *wilderness_type_ptr;
952 * @brief ゲーム開始時の荒野初期化メインルーチン /
953 * Initialize wilderness array
956 errr init_wilderness(void)
960 /* Allocate the wilderness (two-dimension array) */
961 C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
962 C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
964 /* Init the other pointers */
965 for (i = 1; i < current_world_ptr->max_wild_y; i++)
966 wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
968 generate_encounter = FALSE;
974 * @brief 荒野の地勢設定を初期化する /
975 * Initialize wilderness array
976 * @param terrain 初期化したい地勢ID
977 * @param feat_global 基本的な地形ID
978 * @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
981 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
990 /* Begin the varargs stuff */
993 /* Wilderness terrains on global map */
994 conv_terrain2feat[terrain] = feat_global;
996 /* Wilderness terrains on local map */
997 for (p = fmt; *p; p++)
1003 feat = (s16b)va_arg(vp, int);
1004 num = va_arg(vp, int);
1007 for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
1008 terrain_table[terrain][cur] = feat;
1009 if (cur >= MAX_FEAT_IN_TERRAIN) break;
1015 plog_fmt("Format error");
1018 if (cur < MAX_FEAT_IN_TERRAIN)
1020 plog_fmt("Too few parameters");
1023 /* End the varargs stuff */
1029 * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1030 * Initialize arrays for wilderness terrains
1033 void init_wilderness_terrains(void)
1035 init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1036 feat_permanent, MAX_FEAT_IN_TERRAIN);
1038 init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1039 feat_floor, MAX_FEAT_IN_TERRAIN);
1041 init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1042 feat_deep_water, 12,
1043 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1045 init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1047 feat_shallow_water, 12,
1050 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1052 init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1057 feat_shallow_water, 4,
1058 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1060 init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1066 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1068 init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1074 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1076 init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1081 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1083 init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1086 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1088 init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1089 feat_shallow_lava, 14,
1091 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1093 init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1095 feat_shallow_lava, 3,
1097 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1099 init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1105 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1109 * @brief 荒野から広域マップへの切り替え処理 /
1110 * Initialize arrays for wilderness terrains
1111 * @param encount 襲撃時TRUE
1112 * @return 切り替えが行われた場合はTRUEを返す。
1114 bool change_wild_mode(bool encount)
1117 bool have_pet = FALSE;
1118 generate_encounter = encount;
1120 /* It is in the middle of changing map */
1121 if (p_ptr->leaving) return FALSE;
1124 if (lite_town || vanilla_town)
1126 msg_print(_("荒野なんてない。", "No global map."));
1130 if (p_ptr->wild_mode)
1132 /* Save the location in the global map */
1133 p_ptr->wilderness_x = p_ptr->x;
1134 p_ptr->wilderness_y = p_ptr->y;
1136 /* Give first move to the player */
1137 p_ptr->energy_need = 0;
1139 /* Go back to the ordinary map */
1140 p_ptr->wild_mode = FALSE;
1141 p_ptr->leaving = TRUE;
1147 for (i = 1; i < current_floor_ptr->m_max; i++)
1149 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1151 if (!monster_is_valid(m_ptr)) continue;
1152 if (is_pet(m_ptr) && i != p_ptr->riding) have_pet = TRUE;
1153 if (MON_CSLEEP(m_ptr)) continue;
1154 if (m_ptr->cdis > MAX_SIGHT) continue;
1155 if (!is_hostile(m_ptr)) continue;
1156 msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!",
1157 "You cannot enter global map, since there is some monsters nearby!"));
1164 concptr msg = _("ペットを置いて広域マップに入りますか?",
1165 "Do you leave your pets behind? ");
1167 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1174 take_turn(p_ptr, 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(p_ptr, ACTION_NONE);
1186 /* Go into the global map */
1187 p_ptr->wild_mode = TRUE;
1188 p_ptr->leaving = TRUE;