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/* File: generate.c */
/* Purpose: Wilderness & Town related things */
/*
* Copyright (c) 2001 James E. Wilson, Robert A. Koeneke, DarkGod
*
* This software may be copied and distributed for educational, research, and
* not for profit purposes provided that this copyright and statement are
* included in all such copies.
*/
#include "angband.h"
/*
* Various defines for the wilderness
*/
#define DUN_WILD_VAULT 50 /* Chance of finding a wilderness vault. */
/*
* Various defines for the towns
*/
#define TOWN_NORMAL_FLOOR 70
#define TOWN_BORDER 90
/*
* Helper for plasma generation.
*/
static void perturb_point_mid(int x1, int x2, int x3, int x4,
int xmid, int ymid, int rough, int depth_max)
{
/*
* Average the four corners & perturb it a bit.
* tmp is a random int +/- rough
*/
int tmp2 = rough * 2 + 1;
int tmp = randint(tmp2) - (rough + 1);
int avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
/* Division always rounds down, so we round up again */
if (((x1 + x2 + x3 + x4) % 4) > 1) avg++;
/* Normalize */
if (avg < 0) avg = 0;
if (avg > depth_max) avg = depth_max;
/* Set the new value. */
cave[ymid][xmid].feat = (byte)avg;
}
static void perturb_point_end(int x1, int x2, int x3,
int xmid, int ymid, int rough, int depth_max)
{
/*
* Average the three corners & perturb it a bit.
* tmp is a random int +/- rough
*/
int tmp2 = rough * 2 + 1;
int tmp = randint(tmp2) - (rough + 1);
int avg = ((x1 + x2 + x3) / 3) + tmp;
/* Division always rounds down, so we round up again */
if ((x1 + x2 + x3) % 3) avg++;
/* Normalize */
if (avg < 0) avg = 0;
if (avg > depth_max) avg = depth_max;
/* Set the new value. */
cave[ymid][xmid].feat = (byte)avg;
}
/*
* A generic function to generate the plasma fractal.
* Note that it uses ``cave_feat'' as temporary storage.
* The values in ``cave_feat'' after this function
* are NOT actual features; They are raw heights which
* need to be converted to features.
*
* So we shouldn't call cave_set_feat in the helper functions
* above.
*/
static void plasma_recursive(int x1, int y1, int x2, int y2,
int depth_max, int rough)
{
/* Find middle */
int xmid = (x2 - x1) / 2 + x1;
int ymid = (y2 - y1) / 2 + y1;
/* Are we done? */
if (x1 + 1 == x2) return;
perturb_point_mid(cave[y1][x1].feat, cave[y2][x1].feat, cave[y1][x2].feat,
cave[y2][x2].feat, xmid, ymid, rough, depth_max);
perturb_point_end(cave[y1][x1].feat, cave[y1][x2].feat, cave[ymid][xmid].feat,
xmid, y1, rough, depth_max);
perturb_point_end(cave[y1][x2].feat, cave[y2][x2].feat, cave[ymid][xmid].feat,
x2, ymid, rough, depth_max);
perturb_point_end(cave[y2][x2].feat, cave[y2][x1].feat, cave[ymid][xmid].feat,
xmid, y2, rough, depth_max);
perturb_point_end(cave[y2][x1].feat, cave[y1][x1].feat, cave[ymid][xmid].feat,
x1, ymid, rough, depth_max);
/* Recurse the four quadrants */
plasma_recursive(x1, y1, xmid, ymid, depth_max, rough);
plasma_recursive(xmid, y1, x2, ymid, depth_max, rough);
plasma_recursive(x1, ymid, xmid, y2, depth_max, rough);
plasma_recursive(xmid, ymid, x2, y2, depth_max, rough);
}
/*
* Load a town or generate a terrain level using "plasma" fractals.
*
* x and y are the coordinates of the area in the wilderness.
* Border and corner are optimization flags to speed up the
* generation of the fractal terrain.
* If border is set then only the border of the terrain should
* be generated (for initializing the border structure).
* If corner is set then only the corners of the area are needed.
*
* Return the number of floor grids
*/
int generate_area(int y, int x, bool border, bool corner, bool refresh)
{
int road, entrance;
int x1, y1;
int hack_floor = 0;
/* Number of the town (if any) */
p_ptr->town_num = wf_info[wild_map[y][x].feat].entrance;
if (!p_ptr->town_num) p_ptr->town_num = wild_map[y][x].entrance;
{
int roughness = 1; /* The roughness of the level. */
int terrain[3][3]; /* The terrain around the current area */
int ym, xm, yp, xp;
/* Place the player at the center */
if (!p_ptr->oldpx) p_ptr->oldpx = MAX_WID / 2;
if (!p_ptr->oldpy) p_ptr->oldpy = MAX_HGT / 2;
/* Initialize the terrain array */
ym = ((y - 1) < 0) ? 0 : (y - 1);
xm = ((x - 1) < 0) ? 0 : (x - 1);
yp = ((y + 1) >= max_wild_y) ? (max_wild_y - 1) : (y + 1);
xp = ((x + 1) >= max_wild_x) ? (max_wild_x - 1) : (x + 1);
terrain[0][0] = wild_map[ym][xm].feat;
terrain[0][1] = wild_map[ym][x].feat;
terrain[0][2] = wild_map[ym][xp].feat;
terrain[1][0] = wild_map[y][xm].feat;
terrain[1][1] = wild_map[y][x].feat;
terrain[1][2] = wild_map[y][xp].feat;
terrain[2][0] = wild_map[yp][xm].feat;
terrain[2][1] = wild_map[yp][x].feat;
terrain[2][2] = wild_map[yp][xp].feat;
/* Hack -- Use the "simple" RNG */
Rand_quick = TRUE;
/* Hack -- Induce consistant town layout */
Rand_value = wild_map[y][x].seed;
if (!corner)
{
/* Create level background */
for (y1 = 0; y1 < MAX_HGT; y1++)
{
for (x1 = 0; x1 < MAX_WID; x1++)
{
cave_set_feat(y1, x1, MAX_WILD_TERRAIN / 2);
}
}
}
/*
* Initialize the four corners
* ToDo: calculate the medium height of the adjacent
* terrains for every corner.
*/
cave_set_feat(1, 1, (byte)rand_int(MAX_WILD_TERRAIN));
cave_set_feat(MAX_HGT - 2, 1, (byte)rand_int(MAX_WILD_TERRAIN));
cave_set_feat(1, MAX_WID - 2, (byte)rand_int(MAX_WILD_TERRAIN));
cave_set_feat(MAX_HGT - 2, MAX_WID - 2, (byte)rand_int(MAX_WILD_TERRAIN));
if (!corner)
{
/* x1, y1, x2, y2, num_depths, roughness */
plasma_recursive(1, 1, MAX_WID - 2, MAX_HGT - 2, MAX_WILD_TERRAIN - 1, roughness);
}
/* Use the complex RNG */
Rand_quick = FALSE;
for (y1 = 1; y1 < MAX_HGT - 1; y1++)
{
for (x1 = 1; x1 < MAX_WID - 1; x1++)
{
cave_set_feat(y1, x1,
wf_info[terrain[1][1]].terrain[cave[y1][x1].feat]);
}
}
}
/* Should we create a town ? */
if ((p_ptr->town_num > 0) && (p_ptr->town_num < 1000))
{
/* Create the town */
int xstart = 0;
int ystart = 0;
/* Initialize the town */
init_flags = INIT_CREATE_DUNGEON;
process_dungeon_file(NULL, "t_info.txt", &ystart, &xstart, cur_hgt, cur_wid, TRUE);
}
else
{
/* Reset the town flag */
p_ptr->town_num = 0;
}
if (!corner)
{
/*
* Place roads in the wilderness
* ToDo: make the road a bit more interresting
*/
road = wf_info[wild_map[y][x].feat].road;
if (road & ROAD_NORTH)
{
/* North road */
for (y1 = 1; y1 < MAX_HGT / 2; y1++)
{
x1 = MAX_WID / 2;
cave_set_feat(y1, x1, FEAT_FLOOR);
}
}
if (road & ROAD_SOUTH)
{
/* North road */
for (y1 = MAX_HGT / 2; y1 < MAX_HGT - 1; y1++)
{
x1 = MAX_WID / 2;
cave_set_feat(y1, x1, FEAT_FLOOR);
}
}
if (road & ROAD_EAST)
{
/* East road */
for (x1 = MAX_WID / 2; x1 < MAX_WID - 1; x1++)
{
y1 = MAX_HGT / 2;
cave_set_feat(y1, x1, FEAT_FLOOR);
}
}
if (road & ROAD_WEST)
{
/* West road */
for (x1 = 1; x1 < MAX_WID / 2; x1++)
{
y1 = MAX_HGT / 2;
cave_set_feat(y1, x1, FEAT_FLOOR);
}
}
}
#if 0
/* Hack -- Use the "simple" RNG */
Rand_quick = TRUE;
/* Hack -- Induce consistant town layout */
Rand_value = wilderness[y][x].seed;
/* Generate a wilderness vault. */
if (magik(DUN_WILD_VAULT))
{
vault_type *v_ptr;
int vindex, vy, vx;
int i;
/* Pick a wilderness vault */
for (i = 0; i < 1000; i++)
{
/* Access a random vault record */
vindex = rand_int(max_v_idx);
v_ptr = &v_info[vindex];
/* Accept the first greater vault */
if (v_ptr->typ == 10) break;
}
/* Message */
if (cheat_room) msg_format("Wilderness Vault %d", vindex);
/* Boost the rating */
rating += v_ptr->rat;
vy = rand_range((v_ptr->hgt / 2) + 1, MAX_HGT - (v_ptr->hgt / 2)-1);
vx = rand_range((v_ptr->wid / 2) + 1, MAX_WID - (v_ptr->wid / 2)-1);
build_vault(vy, vx, v_ptr->hgt, v_ptr->wid, v_text + v_ptr->text);
}
/* Use the complex RNG */
Rand_quick = FALSE;
#endif
/* Hack -- Use the "simple" RNG */
Rand_quick = TRUE;
/* Hack -- Induce consistant town layout */
Rand_value = wild_map[y][x].seed;
entrance = wf_info[wild_map[y][x].feat].entrance;
if (!entrance) entrance = wild_map[y][x].entrance;
/* Create the dungeon if requested on the map */
if (entrance >= 1000)
{
int dy, dx;
dy = rand_range(6, cur_hgt - 6);
dx = rand_range(6, cur_wid - 6);
cave_set_feat(dy, dx, FEAT_MORE);
cave[dy][dx].special = entrance - 1000;
cave[dy][dx].info |= (CAVE_GLOW | CAVE_MARK);
}
/* Use the complex RNG */
Rand_quick = FALSE;
/* MEGA HACK -- set at least one floor grid */
for (y1 = 1; y1 < cur_hgt - 1; y1++)
{
for (x1 = 1; x1 < cur_wid - 1; x1++)
{
if (cave_floor_bold(y1, x1)) hack_floor++;
}
}
/* NO floor ? put one */
if (!hack_floor)
{
cave_set_feat(cur_hgt / 2, cur_wid / 2, FEAT_GRASS);
cave[cur_hgt / 2][cur_wid / 2].special = 0;
hack_floor = 1;
}
/* Set the monster generation level to the wilderness level */
monster_level = wf_info[wild_map[y][x].feat].level;
/* Set the object generation level to the wilderness level */
object_level = wf_info[wild_map[y][x].feat].level;
return hack_floor;
}
/*
* Border of the wilderness area
*/
static border_type border;
/*
* Build the wilderness area outside of the town.
* -KMW-
*/
void wilderness_gen(int refresh)
{
int i, y, x, hack_floor;
bool daytime;
int xstart = 0;
int ystart = 0;
cave_type *c_ptr;
/* Init the wilderness */
process_dungeon_file(NULL, "w_info.txt", &ystart, &xstart, cur_hgt, cur_wid, TRUE);
x = p_ptr->wilderness_x;
y = p_ptr->wilderness_y;
/* Set the correct monster hook */
set_mon_num_hook();
/* Prepare allocation table */
get_mon_num_prep();
/* North border */
generate_area(y - 1, x, TRUE, FALSE, refresh);
for (i = 1; i < MAX_WID - 1; i++)
{
border.north[i] = cave[MAX_HGT - 2][i].feat;
}
/* South border */
generate_area(y + 1, x, TRUE, FALSE, refresh);
for (i = 1; i < MAX_WID - 1; i++)
{
border.south[i] = cave[1][i].feat;
}
/* West border */
generate_area(y, x - 1, TRUE, FALSE, refresh);
for (i = 1; i < MAX_HGT - 1; i++)
{
border.west[i] = cave[i][MAX_WID - 2].feat;
}
/* East border */
generate_area(y, x + 1, TRUE, FALSE, refresh);
for (i = 1; i < MAX_HGT - 1; i++)
{
border.east[i] = cave[i][1].feat;
}
/* North west corner */
generate_area(y - 1, x - 1, FALSE, TRUE, refresh);
border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
/* North east corner */
generate_area(y - 1, x + 1, FALSE, TRUE, refresh);
border.north_east = cave[MAX_HGT - 2][1].feat;
/* South west corner */
generate_area(y + 1, x - 1, FALSE, TRUE, refresh);
border.south_west = cave[1][MAX_WID - 2].feat;
/* South east corner */
generate_area(y + 1, x + 1, FALSE, TRUE, refresh);
border.south_east = cave[1][1].feat;
/* Create terrain of the current area */
hack_floor = generate_area(y, x, FALSE, FALSE, refresh);
/* Special boundary walls -- North */
for (i = 0; i < MAX_WID; i++)
{
cave[0][i].mimic = border.north[i];
cave_set_feat(0, i, FEAT_PERM_SOLID);
}
/* Special boundary walls -- South */
for (i = 0; i < MAX_WID; i++)
{
cave[MAX_HGT - 1][i].mimic = border.south[i];
cave_set_feat(MAX_HGT - 1, i, FEAT_PERM_SOLID);
}
/* Special boundary walls -- West */
for (i = 0; i < MAX_HGT; i++)
{
cave[i][0].mimic = border.west[i];
cave_set_feat(i, 0, FEAT_PERM_SOLID);
}
/* Special boundary walls -- East */
for (i = 0; i < MAX_HGT; i++)
{
cave[i][MAX_WID - 1].mimic = border.east[i];
cave_set_feat(i, MAX_WID - 1, FEAT_PERM_SOLID);
}
/* North west corner */
cave[0][0].mimic = border.north_west;
/* Make sure it has correct CAVE_WALL flag set */
cave_set_feat(0, 0, cave[0][0].feat);
/* North east corner */
cave[0][MAX_WID - 1].mimic = border.north_east;
/* Make sure it has correct CAVE_WALL flag set */
cave_set_feat(0, MAX_WID - 1, cave[0][MAX_WID - 1].feat);
/* South west corner */
cave[MAX_HGT - 1][0].mimic = border.south_west;
/* Make sure it has correct CAVE_WALL flag set */
cave_set_feat(MAX_HGT - 1, 0, cave[MAX_HGT - 1][0].feat);
/* South east corner */
cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
/* Make sure it has correct CAVE_WALL flag set */
cave_set_feat(MAX_HGT - 1, MAX_WID - 1, cave[MAX_HGT - 1][MAX_WID - 1].feat);
/* Day time */
if ((turn % (10L * DAY)) < ((10L * DAY) / 2))
daytime = TRUE;
else
daytime = FALSE;
/* Light up or darken the area */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
/* Get the cave grid */
c_ptr = &cave[y][x];
if (daytime)
{
/* Assume lit */
c_ptr->info |= (CAVE_GLOW);
/* Hack -- Memorize lit grids if allowed */
if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
}
else
{
/* Darken "boring" features */
if (!(f_info[c_ptr->feat].flags1 & FF1_REMEMBER))
{
/* Forget the grid */
c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
}
}
}
}
player_place(p_ptr->oldpy, p_ptr->oldpx);
if (!refresh)
{
int lim = (generate_encounter == TRUE) ? 60 : MIN_M_ALLOC_TN;
/*
* Can't have more monsters than floor grids -1(for the player,
* not needed but safer
*/
if (lim > hack_floor - 1) lim = hack_floor - 1;
/* Make some residents */
for (i = 0; i < lim; i++)
{
/* Make a resident */
(void)alloc_monster((generate_encounter == TRUE) ? 0 : 3, (generate_encounter == TRUE) ? FALSE : TRUE);
}
if (generate_encounter) ambush_flag = TRUE;
generate_encounter = FALSE;
}
/* Set rewarded quests to finished */
for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status == QUEST_STATUS_REWARDED)
quest[i].status = QUEST_STATUS_FINISHED;
}
process_hooks(HOOK_WILD_GEN, "(d)", FALSE);
}
/*
* Build the wilderness area.
* -DG-
*/
void wilderness_gen_small()
{
int i, j, entrance;
int xstart = 0;
int ystart = 0;
/* To prevent stupid things */
for (i = 0; i < MAX_WID; i++)
{
for (j = 0; j < MAX_HGT; j++)
{
cave_set_feat(j, i, FEAT_EKKAIA);
}
}
/* Init the wilderness */
process_dungeon_file(NULL, "w_info.txt", &ystart, &xstart, cur_hgt, cur_wid, TRUE);
/* Fill the map */
for (i = 0; i < max_wild_x; i++)
{
for (j = 0; j < max_wild_y; j++)
{
entrance = wf_info[wild_map[j][i].feat].entrance;
if (!entrance) entrance = wild_map[j][i].entrance;
if (wild_map[j][i].entrance)
{
cave_set_feat(j, i, FEAT_MORE);
}
else
{
cave_set_feat(j, i, wf_info[wild_map[j][i].feat].feat);
}
if ((cave[j][i].feat == FEAT_MORE) && (entrance >= 1000))
{
cave[j][i].special = entrance - 1000;
}
/* Show it if we know it */
if (wild_map[j][i].known)
{
cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
}
}
}
/* Place the player */
p_ptr->px = p_ptr->wilderness_x;
p_ptr->py = p_ptr->wilderness_y;
/* Set rewarded quests to finished */
for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status == QUEST_STATUS_REWARDED)
quest[i].status = QUEST_STATUS_FINISHED;
}
process_hooks(HOOK_WILD_GEN, "(d)", TRUE);
}
/* Show a small radius of wilderness around the player */
void reveal_wilderness_around_player(int y, int x, int h, int w)
{
int i, j;
/* Circle or square ? */
if (h == 0)
{
for (i = x - w; i < x + w; i++)
{
for (j = y - w; j < y + w; j++)
{
/* Bound checking */
if (!in_bounds(j, i)) continue;
/* Severe bound checking */
if ((i < 0) || (i >= max_wild_x) || (j < 0) || (j >= max_wild_y)) continue;
/* We want a radius, not a "squarus" :) */
if (distance(y, x, j, i) >= w) continue;
/* New we know here */
wild_map[j][i].known = TRUE;
/* Only if we are in overview */
if (p_ptr->wild_mode)
{
cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
/* Show it */
lite_spot(j, i);
}
}
}
}
else
{
for (i = x; i < x + w; i++)
{
for (j = y; j < y + h; j++)
{
/* Bound checking */
if (!in_bounds(j, i)) continue;
/* New we know here */
wild_map[j][i].known = TRUE;
/* Only if we are in overview */
if (p_ptr->wild_mode)
{
cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
/* Show it */
lite_spot(j, i);
}
}
}
}
}
/*
* Builds a store at a given pseudo-location
*
* As of 2.8.1 (?) the town is actually centered in the middle of a
* complete level, and thus the top left corner of the town itself
* is no longer at (0,0), but rather, at (qy,qx), so the constants
* in the comments below should be mentally modified accordingly.
*
* As of 2.7.4 (?) the stores are placed in a more "user friendly"
* configuration, such that the four "center" buildings always
* have at least four grids between them, to allow easy running,
* and the store doors tend to face the middle of town.
*
* The stores now lie inside boxes from 3-9 and 12-18 vertically,
* and from 7-17, 21-31, 35-45, 49-59. Note that there are thus
* always at least 2 open grids between any disconnected walls.
*
* Note the use of "town_illuminate()" to handle all "illumination"
* and "memorization" issues.
*/
static void build_store(int qy, int qx, int n, int yy, int xx)
{
int y, x, y0, x0, y1, x1, y2, x2, tmp;
/* Find the "center" of the store */
y0 = qy + yy * 9 + 6;
x0 = qx + xx * 14 + 12;
/* Determine the store boundaries */
y1 = y0 - randint((yy == 0) ? 3 : 2);
y2 = y0 + randint((yy == 1) ? 3 : 2);
x1 = x0 - randint(5);
x2 = x0 + randint(5);
/* Build an invulnerable rectangular building */
for (y = y1; y <= y2; y++)
{
for (x = x1; x <= x2; x++)
{
/* Create the building */
cave_set_feat(y, x, FEAT_PERM_EXTRA);
}
}
/* Pick a door direction (S,N,E,W) */
tmp = rand_int(4);
/* Re-roll "annoying" doors */
if (((tmp == 0) && (yy == 1)) ||
((tmp == 1) && (yy == 0)) ||
((tmp == 2) && (xx == 3)) ||
((tmp == 3) && (xx == 0)))
{
/* Pick a new direction */
tmp = rand_int(4);
}
/* Extract a "door location" */
switch (tmp)
{
/* Bottom side */
case 0:
{
y = y2;
x = rand_range(x1, x2);
break;
}
/* Top side */
case 1:
{
y = y1;
x = rand_range(x1, x2);
break;
}
/* Right side */
case 2:
{
y = rand_range(y1, y2);
x = x2;
break;
}
/* Left side */
default:
{
y = rand_range(y1, y2);
x = x1;
break;
}
}
/* Clear previous contents, add a store door */
cave_set_feat(y, x, FEAT_SHOP);
cave[y][x].special = n;
cave[y][x].info |= CAVE_FREE;
}
static void build_store_circle(int qy, int qx, int n, int yy, int xx)
{
int tmp, y, x, y0, x0, rad = 2 + rand_int(2);
/* Find the "center" of the store */
y0 = qy + yy * 9 + 6;
x0 = qx + xx * 14 + 12;
/* Determine the store boundaries */
/* Build an invulnerable circular building */
for (y = y0 - rad; y <= y0 + rad; y++)
{
for (x = x0 - rad; x <= x0 + rad; x++)
{
if (distance(y0, x0, y, x) > rad) continue;
/* Create the building */
cave_set_feat(y, x, FEAT_PERM_EXTRA);
}
}
/* Pick a door direction (S,N,E,W) */
tmp = rand_int(4);
/* Re-roll "annoying" doors */
if (((tmp == 0) && (yy == 1)) ||
((tmp == 1) && (yy == 0)) ||
((tmp == 2) && (xx == 3)) ||
((tmp == 3) && (xx == 0)))
{
/* Pick a new direction */
tmp = rand_int(4);
}
/* Extract a "door location" */
switch (tmp)
{
/* Bottom side */
case 0:
{
for (y = y0; y <= y0 + rad; y++) cave_set_feat(y, x0, FEAT_FLOOR);
break;
}
/* Top side */
case 1:
{
for (y = y0 - rad; y <= y0; y++) cave_set_feat(y, x0, FEAT_FLOOR);
break;
}
/* Right side */
case 2:
{
for (x = x0; x <= x0 + rad; x++) cave_set_feat(y0, x, FEAT_FLOOR);
break;
}
/* Left side */
default:
{
for (x = x0 - rad; x <= x0; x++) cave_set_feat(y0, x, FEAT_FLOOR);
break;
}
}
/* Clear previous contents, add a store door */
cave_set_feat(y0, x0, FEAT_SHOP);
cave[y0][x0].special = n;
cave[y0][x0].info |= CAVE_FREE;
}
static void build_store_hidden(int n, int yy, int xx)
{
/* Clear previous contents, add a store door */
cave_set_feat(yy, xx, FEAT_SHOP);
cave[yy][xx].special = n;
cave[yy][xx].info |= CAVE_FREE;
}
/* Return a list of stores */
static int get_shops(int *rooms)
{
int n, num = 0;
for (n = 0; n < max_st_idx; n++)
{
rooms[n] = 0;
}
for (n = 0; n < max_st_idx; n++)
{
int chance = 50;
if (st_info[n].flags1 & SF1_COMMON) chance += 30;
if (st_info[n].flags1 & SF1_RARE) chance -= 20;
if (st_info[n].flags1 & SF1_VERY_RARE) chance -= 30;
if (!magik(chance)) continue;
if (st_info[n].flags1 & SF1_RANDOM) rooms[num++] = n;
}
return num;
}
/* Generate town borders */
static void set_border(int y, int x)
{
cave_type *c_ptr;
/* Paranoia */
if (!in_bounds(y, x)) return;
/* Was a floor */
if (cave_floor_bold(y, x) ||
(f_info[cave[y][x].feat].flags1 & FF1_DOOR))
{
cave_set_feat(y, x, FEAT_DOOR_HEAD);
}
/* Was a wall */
else
{
cave_set_feat(y, x, FEAT_PERM_SOLID);
}
/* Access grid */
c_ptr = &cave[y][x];
/* Clear special attrs */
c_ptr->mimic = 0;
c_ptr->special = 0;
c_ptr->info |= (CAVE_ROOM);
}
static void town_borders(int t_idx, int qy, int qx)
{
int y, x;
x = qx;
for (y = qy; y < qy + SCREEN_HGT - 1; y++)
{
set_border(y, x);
}
x = qx + SCREEN_WID - 1;
for (y = qy; y < qy + SCREEN_HGT - 1; y++)
{
set_border(y, x);
}
y = qy;
for (x = qx; x < qx + SCREEN_WID - 1; x++)
{
set_border(y, x);
}
y = qy + SCREEN_HGT - 1;
for (x = qx; x < qx + SCREEN_WID; x++)
{
set_border(y, x);
}
}
static bool create_townpeople_hook(int r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
if (r_ptr->d_char == 't') return TRUE;
else return FALSE;
}
/*
* Generate the "consistent" town features, and place the player
*
* Hack -- play with the R.N.G. to always yield the same town
* layout, including the size and shape of the buildings, the
* locations of the doorways, and the location of the stairs.
*/
static void town_gen_hack(int t_idx, int qy, int qx)
{
int y, x, k, floor, num = 0;
bool (*old_get_mon_num_hook)(int r_idx);
int *rooms;
/* Do we use dungeon floor or normal one */
if (magik(TOWN_NORMAL_FLOOR)) floor = FEAT_FLOOR;
else floor = 0;
/* Place some floors */
for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
{
for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
{
/* Create empty floor */
cave_set_feat(y, x, (floor) ? floor : floor_type[rand_int(100)]);
cave[y][x].info |= (CAVE_ROOM | CAVE_FREE);
}
}
/* Prepare an Array of "remaining stores", and count them */
C_MAKE(rooms, max_st_idx, int);
num = get_shops(rooms);
/* Place two rows of stores */
for (y = 0; y < 2; y++)
{
/* Place four stores per row */
for (x = 0; x < 4; x++)
{
/* Pick a random unplaced store */
k = ((num <= 1) ? 0 : rand_int(num));
/* Build that store at the proper location */
build_store(qy, qx, rooms[k], y, x);
/* Shift the stores down, remove one store */
if ( num == 0 ) num = 1;
rooms[k] = rooms[--num];
}
}
C_FREE(rooms, max_st_idx, int);
/* Generates the town's borders */
if (magik(TOWN_NORMAL_FLOOR)) town_borders(t_idx, qy, qx);
/* Some inhabitants(leveled .. hehe :) */
/* Backup the old hook */
old_get_mon_num_hook = get_mon_num_hook;
/* Require "okay" monsters */
get_mon_num_hook = create_townpeople_hook;
/* Prepare allocation table */
get_mon_num_prep();
for (x = qx; x < qx + SCREEN_WID; x++)
for (y = qy; y < qy + SCREEN_HGT; y++)
{
int m_idx, r_idx;
/* Only in town */
if (!in_bounds(y, x)) continue;
if (!(cave[y][x].info & CAVE_FREE)) continue;
if (!cave_empty_bold(y, x)) continue;
if (rand_int(100)) continue;
r_idx = get_mon_num(0);
m_allow_special[r_idx] = TRUE;
m_idx = place_monster_one(y, x, r_idx, 0, TRUE, MSTATUS_ENEMY);
m_allow_special[r_idx] = FALSE;
if (m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
if (m_ptr->level < (dun_level / 2))
{
m_ptr->exp = MONSTER_EXP(m_ptr->level + (dun_level / 2) + randint(dun_level / 2));
monster_check_experience(m_idx, TRUE);
}
}
}
/* Reset restriction */
get_mon_num_hook = old_get_mon_num_hook;
/* Prepare allocation table */
get_mon_num_prep();
}
static void town_gen_circle(int t_idx, int qy, int qx)
{
int y, x, cy, cx, rad, floor, k, num = 0;
bool (*old_get_mon_num_hook)(int r_idx);
int *rooms;
/* Do we use dungeon floor or normal one */
if (magik(TOWN_NORMAL_FLOOR)) floor = FEAT_FLOOR;
else floor = 0;
rad = (SCREEN_HGT / 2);
y = qy;
for (x = qx + rad; x < qx + SCREEN_WID - rad; x++)
{
set_border(y, x);
}
y = qy + SCREEN_HGT - 1;
for (x = qx + rad; x < qx + SCREEN_WID - rad; x++)
{
set_border(y, x);
}
/* Place some floors */
for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
{
for (x = qx + rad; x < qx + SCREEN_WID - rad; x++)
{
/* Create empty floor */
cave_set_feat(y, x, (floor) ? floor : floor_type[rand_int(100)]);
cave[y][x].info |= CAVE_ROOM | CAVE_FREE;
}
}
cy = qy + (SCREEN_HGT / 2);
cx = qx + rad;
for (y = cy - rad; y < cy + rad; y++)
for (x = cx - rad; x < cx + 1; x++)
{
int d = distance(cy, cx, y, x);
if ((d == rad) || (d == rad - 1)) set_border(y, x);
if (d < rad - 1)
{
cave_set_feat(y, x, (floor) ? floor : floor_type[rand_int(100)]);
cave[y][x].info |= CAVE_ROOM | CAVE_FREE;
}
}
cx = qx + SCREEN_WID - rad - 1;
for (y = cy - rad; y < cy + rad; y++)
for (x = cx; x < cx + rad + 1; x++)
{
int d = distance(cy, cx, y, x);
if ((d == rad) || (d == rad - 1)) set_border(y, x);
if (d < rad - 1)
{
cave_set_feat(y, x, (floor) ? floor : floor_type[rand_int(100)]);
cave[y][x].info |= CAVE_ROOM | CAVE_FREE;
}
}
/* Prepare an Array of "remaining stores", and count them */
C_MAKE(rooms, max_st_idx, int);
num = get_shops(rooms);
/* Place two rows of stores */
for (y = 0; y < 2; y++)
{
/* Place four stores per row */
for (x = 0; x < 4; x++)
{
/* Pick a random unplaced store */
k = ((num <= 1) ? 0 : rand_int(num));
/* Build that store at the proper location */
build_store_circle(qy, qx, rooms[k], y, x);
/* Shift the stores down, remove one store */
if ( num == 0 ) num = 1;
rooms[k] = rooms[--num];
}
}
C_FREE(rooms, max_st_idx, int);
/* Some inhabitants(leveled .. hehe :) */
/* Backup the old hook */
old_get_mon_num_hook = get_mon_num_hook;
/* Require "okay" monsters */
get_mon_num_hook = create_townpeople_hook;
/* Prepare allocation table */
get_mon_num_prep();
for (x = qx; x < qx + SCREEN_WID; x++)
for (y = qy; y < qy + SCREEN_HGT; y++)
{
int m_idx, r_idx;
/* Only in town */
if (!in_bounds(y, x)) continue;
if (!(cave[y][x].info & CAVE_FREE)) continue;
if (!cave_empty_bold(y, x)) continue;
if (rand_int(100)) continue;
r_idx = get_mon_num(0);
m_allow_special[r_idx] = TRUE;
m_idx = place_monster_one(y, x, r_idx, 0, TRUE, MSTATUS_ENEMY);
m_allow_special[r_idx] = FALSE;
if (m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
if (m_ptr->level < (dun_level / 2))
{
m_ptr->exp = MONSTER_EXP(m_ptr->level + (dun_level / 2) + randint(dun_level / 2));
monster_check_experience(m_idx, TRUE);
}
}
}
/* Reset restriction */
get_mon_num_hook = old_get_mon_num_hook;
/* Prepare allocation table */
get_mon_num_prep();
}
static void town_gen_hidden(int t_idx, int qy, int qx)
{
int y, x, n, k, num = 0, i;
int *rooms;
/* Prepare an Array of "remaining stores", and count them */
C_MAKE(rooms, max_st_idx, int);
num = get_shops(rooms);
/* Get a number of stores to place */
n = rand_int(num / 2) + (num / 2);
/* Place k stores */
for (i = 0; i < n; i++)
{
/* Pick a random unplaced store */
k = ((num <= 1) ? 0 : rand_int(num));
/* Find a good spot */
while (TRUE)
{
y = rand_range(1, cur_hgt - 2);
x = rand_range(1, cur_wid - 2);
if (cave_empty_bold(y, x)) break;
}
/* Build that store at the proper location */
build_store_hidden(rooms[k], y, x);
/* Shift the stores down, remove one store */
if ( num == 0 ) num = 1;
rooms[k] = rooms[--num];
}
C_FREE(rooms, max_st_idx, int);
}
/*
* Town logic flow for generation of new town
*
* We start with a fully wiped cave of normal floors.
*
* Note that town_gen_hack() plays games with the R.N.G.
*
* This function does NOT do anything about the owners of the stores,
* nor the contents thereof. It only handles the physical layout.
*
* We place the player on the stairs at the same time we make them.
*
* Hack -- since the player always leaves the dungeon by the stairs,
* he is always placed on the stairs, even if he left the dungeon via
* word of recall or teleport level.
*/
void town_gen(int t_idx)
{
int qy, qx;
/* Level too small to contain a town */
if (cur_hgt < SCREEN_HGT) return;
if (cur_wid < SCREEN_WID) return;
/* Center fo the level */
qy = (cur_hgt - SCREEN_HGT) / 2;
qx = (cur_wid - SCREEN_WID) / 2;
/* Build stuff */
switch (rand_int(3))
{
case 0:
{
town_gen_hack(t_idx, qy, qx);
if (wizard)
{
msg_format("Town level(normal) (%d, seed %d)",
t_idx, town_info[t_idx].seed);
}
break;
}
case 1:
{
town_gen_circle(t_idx, qy, qx);
if (wizard)
{
msg_format("Town level(circle)(%d, seed %d)",
t_idx, town_info[t_idx].seed);
}
break;
}
case 2:
{
town_gen_hidden(t_idx, qy, qx);
if (wizard)
{
msg_format("Town level(hidden)(%d, seed %d)",
t_idx, town_info[t_idx].seed);
}
break;
}
}
p_ptr->town_num = t_idx;
}
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