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[Refactor] #37353 files.h を追加して宣言を分離。
[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 "floor.h"
15 #include "wild.h"
16 #include "world.h"
17 #include "monster.h"
18 #include "realm-hex.h"
19 #include "player-status.h"
20 #include "grid.h"
21 #include "monster-status.h"
22 #include "quest.h"
23 #include "dungeon-file.h"
24 #include "files.h"
25
26  /*
27   * Wilderness
28   */
29 wilderness_type **wilderness;
30
31
32 /*!
33  * @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
34  * @param feat_type 非一様確率を再現するための要素数100の配列
35  * @param prob 元の確率テーブル
36  * @return なし
37  */
38 static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_FEAT_PROB_NUM])
39 {
40         int lim[DUNGEON_FEAT_PROB_NUM], cur = 0, i;
41
42         lim[0] = prob[0].percent;
43         for (i = 1; i < DUNGEON_FEAT_PROB_NUM; i++) lim[i] = lim[i - 1] + prob[i].percent;
44         if (lim[DUNGEON_FEAT_PROB_NUM - 1] < 100) lim[DUNGEON_FEAT_PROB_NUM - 1] = 100;
45
46         for (i = 0; i < 100; i++)
47         {
48                 while (i == lim[cur]) cur++;
49                 feat_type[i] = prob[cur].feat;
50         }
51 }
52
53 /*!
54  * @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
55  * / Fill the arrays of floors and walls in the good proportions
56  * @param type ダンジョンID
57  * @return なし
58  */
59 void set_floor_and_wall(DUNGEON_IDX type)
60 {
61         DUNGEON_IDX cur_type = 255;
62         dungeon_type *d_ptr;
63
64         /* Already filled */
65         if (cur_type == type) return;
66
67         cur_type = type;
68         d_ptr = &d_info[type];
69
70         set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
71         set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
72
73         feat_wall_outer = d_ptr->outer_wall;
74         feat_wall_inner = d_ptr->inner_wall;
75         feat_wall_solid = d_ptr->outer_wall;
76 }
77
78
79 /*!
80  * @brief プラズマフラクタル的地形生成の再帰中間処理
81  * / Helper for plasma generation.
82  * @param x1 左上端の深み
83  * @param x2 右上端の深み
84  * @param x3 左下端の深み
85  * @param x4 右下端の深み
86  * @param xmid 中央座標X
87  * @param ymid 中央座標Y
88  * @param rough ランダム幅
89  * @param depth_max 深みの最大値
90  * @return なし
91  */
92 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)
93 {
94         /*
95          * Average the four corners & perturb it a bit.
96          * tmp is a random int +/- rough
97          */
98         FEAT_IDX tmp2 = rough*2 + 1;
99         FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
100
101         FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
102
103         /* Division always rounds down, so we round up again */
104         if (((x1 + x2 + x3 + x4) % 4) > 1)
105                 avg++;
106
107         /* Normalize */
108         if (avg < 0) avg = 0;
109         if (avg > depth_max) avg = depth_max;
110
111         /* Set the new value. */
112         current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
113 }
114
115
116 /*!
117  * @brief プラズマフラクタル的地形生成の再帰末端処理
118  * / Helper for plasma generation.
119  * @param x1 中間末端部1の重み
120  * @param x2 中間末端部2の重み
121  * @param x3 中間末端部3の重み
122  * @param xmid 最終末端部座標X
123  * @param ymid 最終末端部座標Y
124  * @param rough ランダム幅
125  * @param depth_max 深みの最大値
126  * @return なし
127  */
128 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)
129 {
130         /*
131          * Average the three corners & perturb it a bit.
132          * tmp is a random int +/- rough
133          */
134         FEAT_IDX tmp2 = rough * 2 + 1;
135         FEAT_IDX tmp = randint0(tmp2) - rough;
136
137         FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
138
139         /* Division always rounds down, so we round up again */
140         if ((x1 + x2 + x3) % 3) avg++;
141
142         /* Normalize */
143         if (avg < 0) avg = 0;
144         if (avg > depth_max) avg = depth_max;
145
146         /* Set the new value. */
147         current_floor_ptr->grid_array[ymid][xmid].feat = (FEAT_IDX)avg;
148 }
149
150
151 /*!
152  * @brief プラズマフラクタル的地形生成の開始処理
153  * / Helper for plasma generation.
154  * @param x1 処理範囲の左上X座標
155  * @param y1 処理範囲の左上Y座標
156  * @param x2 処理範囲の右下X座標
157  * @param y2 処理範囲の右下Y座標
158  * @param depth_max 深みの最大値
159  * @param rough ランダム幅
160  * @return なし
161  * @details
162  * <pre>
163  * A generic function to generate the plasma fractal.
164  * Note that it uses ``cave_feat'' as temporary storage.
165  * The values in ``cave_feat'' after this function
166  * are NOT actual features; They are raw heights which
167  * need to be converted to features.
168  * </pre>
169  */
170 static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
171 {
172         /* Find middle */
173         POSITION xmid = (x2 - x1) / 2 + x1;
174         POSITION ymid = (y2 - y1) / 2 + y1;
175
176         /* Are we done? */
177         if (x1 + 1 == x2) return;
178
179         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,
180                 current_floor_ptr->grid_array[y2][x2].feat, xmid, ymid, rough, depth_max);
181
182         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,
183                 xmid, y1, rough, depth_max);
184
185         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,
186                 x2, ymid, rough, depth_max);
187
188         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,
189                 xmid, y2, rough, depth_max);
190
191         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,
192                 x1, ymid, rough, depth_max);
193
194
195         /* Recurse the four quadrants */
196         plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
197         plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
198         plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
199         plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
200 }
201
202
203 #define MAX_FEAT_IN_TERRAIN 18
204
205 /*
206  * The default table in terrain level generation.
207  */
208 static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
209
210 /*!
211  * @brief 荒野フロア生成のサブルーチン
212  * @param terrain 荒野地形ID
213  * @param seed 乱数の固定シード
214  * @param border 未使用
215  * @param corner 広域マップの角部分としての生成ならばTRUE
216  * @return なし
217  */
218 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
219 {
220         POSITION x1, y1;
221         int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
222         FEAT_IDX roughness = 1; /* The roughness of the level. */
223         u32b state_backup[4];
224
225         /* Unused */
226         (void)border;
227
228         /* The outer wall is easy */
229         if (terrain == TERRAIN_EDGE)
230         {
231                 /* Create level background */
232                 for (y1 = 0; y1 < MAX_HGT; y1++)
233                 {
234                         for (x1 = 0; x1 < MAX_WID; x1++)
235                         {
236                                 current_floor_ptr->grid_array[y1][x1].feat = feat_permanent;
237                         }
238                 }
239
240                 /* We are done already */
241                 return;
242         }
243
244
245         /* Hack -- Backup the RNG state */
246         Rand_state_backup(state_backup);
247
248         /* Hack -- Induce consistant flavors */
249         Rand_state_set(seed);
250
251         if (!corner)
252         {
253                 /* Create level background */
254                 for (y1 = 0; y1 < MAX_HGT; y1++)
255                 {
256                         for (x1 = 0; x1 < MAX_WID; x1++)
257                         {
258                                 current_floor_ptr->grid_array[y1][x1].feat = table_size / 2;
259                         }
260                 }
261         }
262
263         /*
264          * Initialize the four corners
265          * ToDo: calculate the medium height of the adjacent
266          * terrains for every corner.
267          */
268         current_floor_ptr->grid_array[1][1].feat = (s16b)randint0(table_size);
269         current_floor_ptr->grid_array[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
270         current_floor_ptr->grid_array[1][MAX_WID-2].feat = (s16b)randint0(table_size);
271         current_floor_ptr->grid_array[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
272
273         if (!corner)
274         {
275                 /* Hack -- preserve four corners */
276                 s16b north_west = current_floor_ptr->grid_array[1][1].feat;
277                 s16b south_west = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
278                 s16b north_east = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
279                 s16b south_east = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
280
281                 /* x1, y1, x2, y2, num_depths, roughness */
282                 plasma_recursive(1, 1, MAX_WID-2, MAX_HGT-2, table_size-1, roughness);
283
284                 /* Hack -- copyback four corners */
285                 current_floor_ptr->grid_array[1][1].feat = north_west;
286                 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = south_west;
287                 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = north_east;
288                 current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat = south_east;
289
290                 for (y1 = 1; y1 < MAX_HGT - 1; y1++)
291                 {
292                         for (x1 = 1; x1 < MAX_WID - 1; x1++)
293                         {
294                                 current_floor_ptr->grid_array[y1][x1].feat = terrain_table[terrain][current_floor_ptr->grid_array[y1][x1].feat];
295                         }
296                 }
297         }
298         else /* Hack -- only four corners */
299         {
300                 current_floor_ptr->grid_array[1][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][1].feat];
301                 current_floor_ptr->grid_array[MAX_HGT - 2][1].feat = terrain_table[terrain][current_floor_ptr->grid_array[MAX_HGT - 2][1].feat];
302                 current_floor_ptr->grid_array[1][MAX_WID - 2].feat = terrain_table[terrain][current_floor_ptr->grid_array[1][MAX_WID - 2].feat];
303                 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];
304         }
305
306         /* Hack -- Restore the RNG state */
307         Rand_state_restore(state_backup);
308 }
309
310
311
312 /*!
313  * @brief 荒野フロア生成のメインルーチン /
314  * Load a town or generate a terrain level using "plasma" fractals.
315  * @param y 広域Y座標
316  * @param x 広域X座標
317  * @param border 広域マップの辺部分としての生成ならばTRUE
318  * @param corner 広域マップの角部分としての生成ならばTRUE
319  * @return なし
320  * @details
321  * <pre>
322  * x and y are the coordinates of the area in the wilderness.
323  * Border and corner are optimization flags to speed up the
324  * generation of the fractal terrain.
325  * If border is set then only the border of the terrain should
326  * be generated (for initializing the border structure).
327  * If corner is set then only the corners of the area are needed.
328  * </pre>
329  */
330 static void generate_area(POSITION y, POSITION x, bool border, bool corner)
331 {
332         POSITION x1, y1;
333
334         /* Number of the town (if any) */
335         p_ptr->town_num = wilderness[y][x].town;
336
337         /* Set the base level */
338         current_floor_ptr->base_level = wilderness[y][x].level;
339
340         /* Set the dungeon level */
341         current_floor_ptr->dun_level = 0;
342
343         /* Set the monster generation level */
344         current_floor_ptr->monster_level = current_floor_ptr->base_level;
345
346         /* Set the object generation level */
347         current_floor_ptr->object_level = current_floor_ptr->base_level;
348
349
350         /* Create the town */
351         if (p_ptr->town_num)
352         {
353                 /* Reset the buildings */
354                 init_buildings();
355
356                 /* Initialize the town */
357                 if (border | corner)
358                         init_flags = INIT_CREATE_DUNGEON | INIT_ONLY_FEATURES;
359                 else
360                         init_flags = INIT_CREATE_DUNGEON;
361
362                 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
363
364                 if (!corner && !border) p_ptr->visit |= (1L << (p_ptr->town_num - 1));
365         }
366         else
367         {
368                 int terrain = wilderness[y][x].terrain;
369                 u32b seed = wilderness[y][x].seed;
370
371                 generate_wilderness_area(terrain, seed, border, corner);
372         }
373
374         if (!corner && !wilderness[y][x].town)
375         {
376                 /*
377                  * Place roads in the wilderness
378                  * ToDo: make the road a bit more interresting
379                  */
380                 if (wilderness[y][x].road)
381                 {
382                         current_floor_ptr->grid_array[MAX_HGT/2][MAX_WID/2].feat = feat_floor;
383
384                         if (wilderness[y-1][x].road)
385                         {
386                                 /* North road */
387                                 for (y1 = 1; y1 < MAX_HGT/2; 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+1][x].road)
395                         {
396                                 /* North road */
397                                 for (y1 = MAX_HGT/2; y1 < MAX_HGT - 1; y1++)
398                                 {
399                                         x1 = MAX_WID/2;
400                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
401                                 }
402                         }
403
404                         if (wilderness[y][x+1].road)
405                         {
406                                 /* East road */
407                                 for (x1 = MAX_WID/2; x1 < MAX_WID - 1; x1++)
408                                 {
409                                         y1 = MAX_HGT/2;
410                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
411                                 }
412                         }
413
414                         if (wilderness[y][x-1].road)
415                         {
416                                 /* West road */
417                                 for (x1 = 1; x1 < MAX_WID/2; x1++)
418                                 {
419                                         y1 = MAX_HGT/2;
420                                         current_floor_ptr->grid_array[y1][x1].feat = feat_floor;
421                                 }
422                         }
423                 }
424         }
425
426         if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
427         {
428                 int dy, dx;
429                 u32b state_backup[4];
430
431                 /* Hack -- Backup the RNG state */
432                 Rand_state_backup(state_backup);
433
434                 /* Hack -- Induce consistant flavors */
435                 Rand_state_set(wilderness[y][x].seed);
436
437                 dy = rand_range(6, current_floor_ptr->height - 6);
438                 dx = rand_range(6, current_floor_ptr->width - 6);
439
440                 current_floor_ptr->grid_array[dy][dx].feat = feat_entrance;
441                 current_floor_ptr->grid_array[dy][dx].special = wilderness[y][x].entrance;
442
443                 /* Hack -- Restore the RNG state */
444                 Rand_state_restore(state_backup);
445         }
446 }
447
448
449 /*
450  * Border of the wilderness area
451  */
452 static border_type border;
453
454
455 /*!
456  * @brief 広域マップの生成 /
457  * Build the wilderness area outside of the town.
458  * @return なし
459  */
460 void wilderness_gen(void)
461 {
462         int i, lim;
463         POSITION y, x;
464         grid_type *g_ptr;
465         feature_type *f_ptr;
466
467         /* Big town */
468         current_floor_ptr->height = MAX_HGT;
469         current_floor_ptr->width = MAX_WID;
470
471         /* Assume illegal panel */
472         panel_row_min = current_floor_ptr->height;
473         panel_col_min = current_floor_ptr->width;
474
475         /* Init the wilderness */
476
477         process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
478
479         x = p_ptr->wilderness_x;
480         y = p_ptr->wilderness_y;
481         get_mon_num_prep(get_monster_hook(), NULL);
482
483         /* North border */
484         generate_area(y - 1, x, TRUE, FALSE);
485
486         for (i = 1; i < MAX_WID - 1; i++)
487         {
488                 border.north[i] = current_floor_ptr->grid_array[MAX_HGT - 2][i].feat;
489         }
490
491         /* South border */
492         generate_area(y + 1, x, TRUE, FALSE);
493
494         for (i = 1; i < MAX_WID - 1; i++)
495         {
496                 border.south[i] = current_floor_ptr->grid_array[1][i].feat;
497         }
498
499         /* West border */
500         generate_area(y, x - 1, TRUE, FALSE);
501
502         for (i = 1; i < MAX_HGT - 1; i++)
503         {
504                 border.west[i] = current_floor_ptr->grid_array[i][MAX_WID - 2].feat;
505         }
506
507         /* East border */
508         generate_area(y, x + 1, TRUE, FALSE);
509
510         for (i = 1; i < MAX_HGT - 1; i++)
511         {
512                 border.east[i] = current_floor_ptr->grid_array[i][1].feat;
513         }
514
515         /* North west corner */
516         generate_area(y - 1, x - 1, FALSE, TRUE);
517         border.north_west = current_floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
518
519         /* North east corner */
520         generate_area(y - 1, x + 1, FALSE, TRUE);
521         border.north_east = current_floor_ptr->grid_array[MAX_HGT - 2][1].feat;
522
523         /* South west corner */
524         generate_area(y + 1, x - 1, FALSE, TRUE);
525         border.south_west = current_floor_ptr->grid_array[1][MAX_WID - 2].feat;
526
527         /* South east corner */
528         generate_area(y + 1, x + 1, FALSE, TRUE);
529         border.south_east = current_floor_ptr->grid_array[1][1].feat;
530
531
532         /* Create terrain of the current area */
533         generate_area(y, x, FALSE, FALSE);
534
535
536         /* Special boundary walls -- North */
537         for (i = 0; i < MAX_WID; i++)
538         {
539                 current_floor_ptr->grid_array[0][i].feat = feat_permanent;
540                 current_floor_ptr->grid_array[0][i].mimic = border.north[i];
541         }
542
543         /* Special boundary walls -- South */
544         for (i = 0; i < MAX_WID; i++)
545         {
546                 current_floor_ptr->grid_array[MAX_HGT - 1][i].feat = feat_permanent;
547                 current_floor_ptr->grid_array[MAX_HGT - 1][i].mimic = border.south[i];
548         }
549
550         /* Special boundary walls -- West */
551         for (i = 0; i < MAX_HGT; i++)
552         {
553                 current_floor_ptr->grid_array[i][0].feat = feat_permanent;
554                 current_floor_ptr->grid_array[i][0].mimic = border.west[i];
555         }
556
557         /* Special boundary walls -- East */
558         for (i = 0; i < MAX_HGT; i++)
559         {
560                 current_floor_ptr->grid_array[i][MAX_WID - 1].feat = feat_permanent;
561                 current_floor_ptr->grid_array[i][MAX_WID - 1].mimic = border.east[i];
562         }
563
564         /* North west corner */
565         current_floor_ptr->grid_array[0][0].mimic = border.north_west;
566
567         /* North east corner */
568         current_floor_ptr->grid_array[0][MAX_WID - 1].mimic = border.north_east;
569
570         /* South west corner */
571         current_floor_ptr->grid_array[MAX_HGT - 1][0].mimic = border.south_west;
572
573         /* South east corner */
574         current_floor_ptr->grid_array[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
575
576         /* Light up or darken the area */
577         for (y = 0; y < current_floor_ptr->height; y++)
578         {
579                 for (x = 0; x < current_floor_ptr->width; x++)
580                 {
581                         g_ptr = &current_floor_ptr->grid_array[y][x];
582
583                         if (is_daytime())
584                         {
585                                 /* Assume lit */
586                                 g_ptr->info |= (CAVE_GLOW);
587
588                                 /* Hack -- Memorize lit grids if allowed */
589                                 if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
590                         }
591                         else
592                         {
593                                 /* Feature code (applying "mimic" field) */
594                                 f_ptr = &f_info[get_feat_mimic(g_ptr)];
595
596                                 if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
597                                     !have_flag(f_ptr->flags, FF_ENTRANCE))
598                                 {
599                                         /* Assume dark */
600                                         g_ptr->info &= ~(CAVE_GLOW);
601
602                                         /* Darken "boring" features */
603                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))
604                                         {
605                                                 /* Forget the grid */
606                                                 g_ptr->info &= ~(CAVE_MARK);
607                                         }
608                                 }
609                                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
610                                 {
611                                         /* Assume lit */
612                                         g_ptr->info |= (CAVE_GLOW);
613
614                                         /* Hack -- Memorize lit grids if allowed */
615                                         if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
616                                 }
617                         }
618                 }
619         }
620
621         if (p_ptr->teleport_town)
622         {
623                 for (y = 0; y < current_floor_ptr->height; y++)
624                 {
625                         for (x = 0; x < current_floor_ptr->width; x++)
626                         {
627                                 g_ptr = &current_floor_ptr->grid_array[y][x];
628
629                                 /* Seeing true feature code (ignore mimic) */
630                                 f_ptr = &f_info[g_ptr->feat];
631
632                                 if (have_flag(f_ptr->flags, FF_BLDG))
633                                 {
634                                         if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
635                                         {
636                                                 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
637                                                 p_ptr->oldpy = y;
638                                                 p_ptr->oldpx = x;
639                                         }
640                                 }
641                         }
642                 }
643                 p_ptr->teleport_town = FALSE;
644         }
645
646         else if (p_ptr->leaving_dungeon)
647         {
648                 for (y = 0; y < current_floor_ptr->height; y++)
649                 {
650                         for (x = 0; x < current_floor_ptr->width; x++)
651                         {
652                                 g_ptr = &current_floor_ptr->grid_array[y][x];
653
654                                 if (cave_have_flag_grid(g_ptr, FF_ENTRANCE))
655                                 {
656                                         if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
657                                         p_ptr->oldpy = y;
658                                         p_ptr->oldpx = x;
659                                 }
660                         }
661                 }
662                 p_ptr->teleport_town = FALSE;
663         }
664
665         player_place(p_ptr->oldpy, p_ptr->oldpx);
666         /* p_ptr->leaving_dungeon = FALSE;*/
667
668         lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
669
670         /* Make some residents */
671         for (i = 0; i < lim; i++)
672         {
673                 BIT_FLAGS mode = 0;
674
675                 if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
676                         mode |= PM_ALLOW_SLEEP;
677
678                 /* Make a resident */
679                 (void)alloc_monster(generate_encounter ? 0 : 3, mode);
680         }
681
682         if(generate_encounter) p_ptr->ambush_flag = TRUE;
683         generate_encounter = FALSE;
684
685         /* Fill the arrays of floors and walls in the good proportions */
686         set_floor_and_wall(0);
687
688         /* Set rewarded quests to finished */
689         for (i = 0; i < max_q_idx; i++)
690         {
691                 if (quest[i].status == QUEST_STATUS_REWARDED)
692                         quest[i].status = QUEST_STATUS_FINISHED;
693         }
694 }
695
696
697 static s16b conv_terrain2feat[MAX_WILDERNESS];
698
699 /*!
700  * @brief 広域マップの生成(簡易処理版) /
701  * Build the wilderness area. -DG-
702  * @return なし
703  */
704 void wilderness_gen_small(void)
705 {
706         int i, j;
707
708         /* To prevent stupid things */
709         for (i = 0; i < MAX_WID; i++)
710         for (j = 0; j < MAX_HGT; j++)
711         {
712                 current_floor_ptr->grid_array[j][i].feat = feat_permanent;
713         }
714
715         /* Init the wilderness */
716         process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
717
718         /* Fill the map */
719         for (i = 0; i < current_world_ptr->max_wild_x; i++)
720         for (j = 0; j < current_world_ptr->max_wild_y; j++)
721         {
722                 if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
723                 {
724                         current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
725                         current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
726                 }
727                 else if (wilderness[j][i].road) current_floor_ptr->grid_array[j][i].feat = feat_floor;
728                 else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
729                 {
730                         current_floor_ptr->grid_array[j][i].feat = feat_entrance;
731                         current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
732                 }
733                 else current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
734
735                 current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
736         }
737
738         current_floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
739         current_floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
740
741         if (current_floor_ptr->height > MAX_HGT) current_floor_ptr->height = MAX_HGT;
742         if (current_floor_ptr->width > MAX_WID) current_floor_ptr->width = MAX_WID;
743
744         /* Assume illegal panel */
745         panel_row_min = current_floor_ptr->height;
746         panel_col_min = current_floor_ptr->width;
747
748         /* Place the player */
749         p_ptr->x = p_ptr->wilderness_x;
750         p_ptr->y = p_ptr->wilderness_y;
751
752         p_ptr->town_num = 0;
753 }
754
755
756 typedef struct wilderness_grid wilderness_grid;
757
758 struct wilderness_grid
759 {
760         int             terrain;    /* Terrain type */
761         TOWN_IDX town;   /* Town number */
762         DEPTH level;     /* Level of the wilderness */
763         byte    road;       /* Road */
764         char    name[32];       /* Name of the town/wilderness */
765 };
766
767
768 static wilderness_grid w_letter[255];
769
770
771 /*!
772  * @brief w_info.txtのデータ解析 /
773  * Parse a sub-file of the "extra info"
774  * @param buf 読み取ったデータ行のバッファ
775  * @param ymin 未使用
776  * @param xmin 広域地形マップを読み込みたいx座標の開始位置
777  * @param ymax 未使用
778  * @param xmax 広域地形マップを読み込みたいx座標の終了位置
779  * @param y 広域マップの高さを返す参照ポインタ
780  * @param x 広域マップの幅を返す参照ポインタ
781  * @return なし
782  */
783 errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, int *y, int *x)
784 {
785         int i, num;
786         char *zz[33];
787
788         /* Unused */
789         (void)ymin;
790         (void)ymax;
791         if (!(buf[0] == 'W')) return (PARSE_ERROR_GENERIC);
792
793         switch (buf[2])
794         {
795                 /* Process "W:F:<letter>:<terrain>:<town>:<road>:<name> */
796 #ifdef JP
797         case 'E':
798                 return 0;
799         case 'F':
800         case 'J':
801 #else
802         case 'J':
803                 return 0;
804         case 'F':
805         case 'E':
806 #endif
807         {
808                 if ((num = tokenize(buf+4, 6, zz, 0)) > 1)
809                 {
810                         int index = zz[0][0];
811                         
812                         if (num > 1)
813                                 w_letter[index].terrain = atoi(zz[1]);
814                         else
815                                 w_letter[index].terrain = 0;
816                         
817                         if (num > 2)
818                                 w_letter[index].level = (s16b)atoi(zz[2]);
819                         else
820                                 w_letter[index].level = 0;
821                         
822                         if (num > 3)
823                                 w_letter[index].town = (TOWN_IDX)atoi(zz[3]);
824                         else
825                                 w_letter[index].town = 0;
826                         
827                         if (num > 4)
828                                 w_letter[index].road = (byte_hack)atoi(zz[4]);
829                         else
830                                 w_letter[index].road = 0;
831                         
832                         if (num > 5)
833                                 strcpy(w_letter[index].name, zz[5]);
834                         else
835                                 w_letter[index].name[0] = 0;
836                 }
837                 else
838                 {
839                                 /* Failure */
840                         return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
841                 }
842                 
843                 break;
844         }
845         
846         /* Process "W:D:<layout> */
847         /* Layout of the wilderness */
848         case 'D':
849         {
850                 /* Acquire the text */
851                 char *s = buf+4;
852                 
853                 /* Length of the text */
854                 int len = strlen(s);
855                 
856                 for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
857                 {
858                         int id = s[0];
859                         wilderness[*y][*x].terrain = w_letter[id].terrain;
860                         wilderness[*y][*x].level = w_letter[id].level;
861                         wilderness[*y][*x].town = w_letter[id].town;
862                         wilderness[*y][*x].road = w_letter[id].road;
863                         strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
864                 }
865                 
866                 (*y)++;
867                 
868                 break;
869         }
870         
871         /* Process "W:P:<x>:<y> - starting position in the wilderness */
872         case 'P':
873         {
874                 if ((p_ptr->wilderness_x == 0) &&
875                     (p_ptr->wilderness_y == 0))
876                 {
877                         if (tokenize(buf+4, 2, zz, 0) == 2)
878                         {
879                                 p_ptr->wilderness_y = atoi(zz[0]);
880                                 p_ptr->wilderness_x = atoi(zz[1]);
881                                 
882                                 if ((p_ptr->wilderness_x < 1) ||
883                                     (p_ptr->wilderness_x > current_world_ptr->max_wild_x) ||
884                                     (p_ptr->wilderness_y < 1) ||
885                                     (p_ptr->wilderness_y > current_world_ptr->max_wild_y))
886                                 {
887                                         return (PARSE_ERROR_OUT_OF_BOUNDS);
888                                 }
889                         }
890                         else
891                         {
892                                 return (PARSE_ERROR_TOO_FEW_ARGUMENTS);
893                         }
894                 }
895                 
896                 break;
897         }
898         
899         default:
900                 /* Failure */
901                 return (PARSE_ERROR_UNDEFINED_DIRECTIVE);
902         }
903         
904         for (i = 1; i < max_d_idx; i++)
905         {
906                 if (!d_info[i].maxdepth) continue;
907                 wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
908                 if (!wilderness[d_info[i].dy][d_info[i].dx].town)
909                         wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
910         }
911
912         /* Success */
913         return (0);
914 }
915
916
917
918 /*!
919  * @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 /
920  * Generate the random seeds for the wilderness
921  * @return なし
922  */
923 void seed_wilderness(void)
924 {
925         POSITION x, y;
926
927         /* Init wilderness seeds */
928         for (x = 0; x < current_world_ptr->max_wild_x; x++)
929         {
930                 for (y = 0; y < current_world_ptr->max_wild_y; y++)
931                 {
932                         wilderness[y][x].seed = randint0(0x10000000);
933                         wilderness[y][x].entrance = 0;
934                 }
935         }
936 }
937
938
939 /*
940  * Pointer to wilderness_type
941  */
942 typedef wilderness_type *wilderness_type_ptr;
943
944
945 /*!
946  * @brief ゲーム開始時の荒野初期化メインルーチン /
947  * Initialize wilderness array
948  * @return エラーコード
949  */
950 errr init_wilderness(void)
951 {
952         int i;
953
954         /* Allocate the wilderness (two-dimension array) */
955         C_MAKE(wilderness, current_world_ptr->max_wild_y, wilderness_type_ptr);
956         C_MAKE(wilderness[0], current_world_ptr->max_wild_x * current_world_ptr->max_wild_y, wilderness_type);
957
958         /* Init the other pointers */
959         for (i = 1; i < current_world_ptr->max_wild_y; i++)
960                 wilderness[i] = wilderness[0] + i * current_world_ptr->max_wild_x;
961
962         generate_encounter = FALSE;
963
964         return 0;
965 }
966
967 /*!
968  * @brief 荒野の地勢設定を初期化する /
969  * Initialize wilderness array
970  * @param terrain 初期化したい地勢ID
971  * @param feat_global 基本的な地形ID
972  * @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
973  * @return なし
974  */
975 static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
976 {
977         va_list vp;
978         concptr    p;
979         int     cur = 0;
980         char    check = 'a';
981         FEAT_IDX feat;
982         int     num;
983
984         /* Begin the varargs stuff */
985         va_start(vp, fmt);
986
987         /* Wilderness terrains on global map */
988         conv_terrain2feat[terrain] = feat_global;
989
990         /* Wilderness terrains on local map */
991         for (p = fmt; *p; p++)
992         {
993                 if (*p == check)
994                 {
995                         int lim;
996
997                         feat = (s16b)va_arg(vp, int);
998                         num = va_arg(vp, int);
999                         lim = cur + num;
1000
1001                         for (; (cur < lim) && (cur < MAX_FEAT_IN_TERRAIN); cur++)
1002                                 terrain_table[terrain][cur] = feat;
1003                         if (cur >= MAX_FEAT_IN_TERRAIN) break;
1004
1005                         check++;
1006                 }
1007                 else
1008                 {
1009                         plog_fmt("Format error");
1010                 }
1011         }
1012         if (cur < MAX_FEAT_IN_TERRAIN)
1013         {
1014                 plog_fmt("Too few parameters");
1015         }
1016
1017         /* End the varargs stuff */
1018         va_end(vp);
1019 }
1020
1021
1022 /*!
1023  * @brief 荒野の地勢設定全体を初期化するメインルーチン /
1024  * Initialize arrays for wilderness terrains
1025  * @return なし
1026  */
1027 void init_wilderness_terrains(void)
1028 {
1029         init_terrain_table(TERRAIN_EDGE, feat_permanent, "a",
1030                 feat_permanent, MAX_FEAT_IN_TERRAIN);
1031
1032         init_terrain_table(TERRAIN_TOWN, feat_town, "a",
1033                 feat_floor, MAX_FEAT_IN_TERRAIN);
1034
1035         init_terrain_table(TERRAIN_DEEP_WATER, feat_deep_water, "ab",
1036                 feat_deep_water, 12,
1037                 feat_shallow_water, MAX_FEAT_IN_TERRAIN - 12);
1038
1039         init_terrain_table(TERRAIN_SHALLOW_WATER, feat_shallow_water, "abcde",
1040                 feat_deep_water, 3,
1041                 feat_shallow_water, 12,
1042                 feat_floor, 1,
1043                 feat_dirt, 1,
1044                 feat_grass, MAX_FEAT_IN_TERRAIN - 17);
1045
1046         init_terrain_table(TERRAIN_SWAMP, feat_swamp, "abcdef",
1047                 feat_dirt, 2,
1048                 feat_grass, 3,
1049                 feat_tree, 1,
1050                 feat_brake, 1,
1051                 feat_shallow_water, 4,
1052                 feat_swamp, MAX_FEAT_IN_TERRAIN - 11);
1053
1054         init_terrain_table(TERRAIN_DIRT, feat_dirt, "abcdef",
1055                 feat_floor, 3,
1056                 feat_dirt, 10,
1057                 feat_flower, 1,
1058                 feat_brake, 1,
1059                 feat_grass, 1,
1060                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1061
1062         init_terrain_table(TERRAIN_GRASS, feat_grass, "abcdef",
1063                 feat_floor, 2,
1064                 feat_dirt, 2,
1065                 feat_grass, 9,
1066                 feat_flower, 1,
1067                 feat_brake, 2,
1068                 feat_tree, MAX_FEAT_IN_TERRAIN - 16);
1069
1070         init_terrain_table(TERRAIN_TREES, feat_tree, "abcde",
1071                 feat_floor, 2,
1072                 feat_dirt, 1,
1073                 feat_tree, 11,
1074                 feat_brake, 2,
1075                 feat_grass, MAX_FEAT_IN_TERRAIN - 16);
1076
1077         init_terrain_table(TERRAIN_DESERT, feat_dirt, "abc",
1078                 feat_floor, 2,
1079                 feat_dirt, 13,
1080                 feat_grass, MAX_FEAT_IN_TERRAIN - 15);
1081
1082         init_terrain_table(TERRAIN_SHALLOW_LAVA, feat_shallow_lava, "abc",
1083                 feat_shallow_lava, 14,
1084                 feat_deep_lava, 3,
1085                 feat_mountain, MAX_FEAT_IN_TERRAIN - 17);
1086
1087         init_terrain_table(TERRAIN_DEEP_LAVA, feat_deep_lava, "abcd",
1088                 feat_dirt, 3,
1089                 feat_shallow_lava, 3,
1090                 feat_deep_lava, 10,
1091                 feat_mountain, MAX_FEAT_IN_TERRAIN - 16);
1092
1093         init_terrain_table(TERRAIN_MOUNTAIN, feat_mountain, "abcdef",
1094                 feat_floor, 1,
1095                 feat_brake, 1,
1096                 feat_grass, 2,
1097                 feat_dirt, 2,
1098                 feat_tree, 2,
1099                 feat_mountain, MAX_FEAT_IN_TERRAIN - 8);
1100 }
1101
1102 /*!
1103  * @brief 荒野から広域マップへの切り替え処理 /
1104  * Initialize arrays for wilderness terrains
1105  * @return 切り替えが行われた場合はTRUEを返す。
1106  */
1107 bool change_wild_mode(void)
1108 {
1109         int i;
1110         bool have_pet = FALSE;
1111
1112         /* It is in the middle of changing map */
1113         if (p_ptr->leaving) return FALSE;
1114
1115
1116         if (lite_town || vanilla_town)
1117         {
1118                 msg_print(_("荒野なんてない。", "No global map."));
1119                 return FALSE;
1120         }
1121
1122         if (p_ptr->wild_mode)
1123         {
1124                 /* Save the location in the global map */
1125                 p_ptr->wilderness_x = p_ptr->x;
1126                 p_ptr->wilderness_y = p_ptr->y;
1127
1128                 /* Give first move to the player */
1129                 p_ptr->energy_need = 0;
1130
1131                 /* Go back to the ordinary map */
1132                 p_ptr->wild_mode = FALSE;
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 = &current_floor_ptr->m_list[i];
1142
1143                 if (!monster_is_valid(m_ptr)) 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                 msg_print(_("敵がすぐ近くにいるときは広域マップに入れない!",
1149                         "You cannot enter global map, since there is some monsters nearby!"));
1150                 free_turn(p_ptr);
1151                 return FALSE;
1152         }
1153
1154         if (have_pet)
1155         {
1156                 concptr msg = _("ペットを置いて広域マップに入りますか?",
1157                         "Do you leave your pets behind? ");
1158
1159                 if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
1160                 {
1161                         free_turn(p_ptr);
1162                         return FALSE;
1163                 }
1164         }
1165
1166         take_turn(p_ptr, 1000);
1167
1168         /* Remember the position */
1169         p_ptr->oldpx = p_ptr->x;
1170         p_ptr->oldpy = p_ptr->y;
1171
1172         /* Cancel hex spelling */
1173         if (hex_spelling_any()) stop_hex_spell_all();
1174
1175         /* Cancel any special action */
1176         set_action(ACTION_NONE);
1177
1178         /* Go into the global map */
1179         p_ptr->wild_mode = TRUE;
1180         p_ptr->leaving = TRUE;
1181
1182         /* Succeed */
1183         return TRUE;
1184 }