6 #include "floor-generate.h"
8 #include "rooms-city.h"
15 * Precalculate buildings' location of underground arcade
17 static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
19 POSITION i, y, x, center_y, center_x;
20 int tmp, attempt = 10000;
21 POSITION max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
22 POSITION max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
23 ugbldg_type *cur_ugbldg;
24 bool **ugarcade_used, abort;
26 /* Allocate "ugarcade_used" array (2-dimension) */
27 C_MAKE(ugarcade_used, town_hgt, bool *);
28 C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
29 for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
31 /* Calculate building locations */
32 for (i = 0; i < n; i++)
34 cur_ugbldg = &ugbldg[i];
35 (void)WIPE(cur_ugbldg, ugbldg_type);
39 /* Find the "center" of the store */
40 center_y = rand_range(2, town_hgt - 3);
41 center_x = rand_range(2, town_wid - 3);
43 /* Determine the store boundaries */
44 tmp = center_y - randint1(max_bldg_hgt);
45 cur_ugbldg->y0 = MAX(tmp, 1);
46 tmp = center_x - randint1(max_bldg_wid);
47 cur_ugbldg->x0 = MAX(tmp, 1);
48 tmp = center_y + randint1(max_bldg_hgt);
49 cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
50 tmp = center_x + randint1(max_bldg_wid);
51 cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
53 /* Scan this building's area */
54 for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
56 for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
58 if (ugarcade_used[y][x])
67 } while (abort && attempt); /* Accept this building if no overlapping */
69 /* Failed to generate underground arcade */
73 * Mark to ugarcade_used[][] as "used"
74 * Note: Building-adjacent grids are included for preventing
75 * connected bulidings.
77 for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
79 for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
81 ugarcade_used[y][x] = TRUE;
86 /* Free "ugarcade_used" array (2-dimension) */
87 C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
88 C_KILL(ugarcade_used, town_hgt, bool *);
90 /* If i < n, generation is not allowed */
96 * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
97 * @param player_ptr プレーヤーへの参照ポインタ
100 * @param ltcx 生成基準X座標
101 * @param stotes[] 生成する店舗のリスト
104 * Note: ltcy and ltcx indicate "left top corner".
106 static void build_stores(player_type *player_ptr, POSITION ltcy, POSITION ltcx, int stores[], int n)
111 ugbldg_type *cur_ugbldg;
113 for (i = 0; i < n; i++)
115 cur_ugbldg = &ugbldg[i];
117 /* Generate new room */
118 generate_room_floor(player_ptr,
119 ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
120 ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
124 for (i = 0; i < n; i++)
126 cur_ugbldg = &ugbldg[i];
128 /* Build an invulnerable rectangular building */
129 generate_fill_perm_bold(player_ptr,
130 ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
131 ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
133 /* Pick a door direction (S,N,E,W) */
139 x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
145 x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
150 y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
156 y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
161 for (j = 0; j < max_f_idx; j++)
163 if (have_flag(f_info[j].flags, FF_STORE))
165 if (f_info[j].subtype == stores[i]) break;
169 /* Clear previous contents, add a store door */
172 cave_set_feat(player_ptr, ltcy + y, ltcx + x, j);
175 store_init(NO_TOWN, stores[i]);
182 * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
185 * Town logic flow for generation of new town\n
186 * Originally from Vanilla 3.0.3\n
188 * We start with a fully wiped grids of normal floors.\n
190 * Note that town_gen_hack() plays games with the R.N.G.\n
192 * This function does NOT do anything about the owners of the stores,\n
193 * nor the contents thereof. It only handles the physical layout.\n
195 bool build_type16(player_type *player_ptr)
199 STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
200 STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
202 int n = sizeof stores / sizeof(int);
203 POSITION i, y, x, y1, x1, yval, xval;
204 int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
205 int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
206 bool prevent_bm = FALSE;
208 /* Hack -- If already exist black market, prevent building */
209 floor_type *floor_ptr = player_ptr->current_floor_ptr;
210 for (y = 0; (y < floor_ptr->height) && !prevent_bm; y++)
212 for (x = 0; x < floor_ptr->width; x++)
214 if (floor_ptr->grid_array[y][x].feat == FF_STORE)
216 prevent_bm = (f_info[floor_ptr->grid_array[y][x].feat].subtype == STORE_BLACK);
221 for (i = 0; i < n; i++)
223 if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
225 if (!n) return FALSE;
227 /* Allocate buildings array */
228 C_MAKE(ugbldg, n, ugbldg_type);
230 /* If cannot build stores, abort */
231 if (!precalc_ugarcade(town_hgt, town_wid, n))
233 /* Free buildings array */
234 C_KILL(ugbldg, n, ugbldg_type);
238 /* Find and reserve some space in the dungeon. Get center of room. */
239 if (!find_space(player_ptr, &yval, &xval, town_hgt + 4, town_wid + 4))
241 /* Free buildings array */
242 C_KILL(ugbldg, n, ugbldg_type);
246 /* Get top left corner */
247 y1 = yval - (town_hgt / 2);
248 x1 = xval - (town_wid / 2);
250 /* Generate new room */
251 generate_room_floor(player_ptr,
252 y1 + town_hgt / 3, x1 + town_wid / 3,
253 y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
256 build_stores(player_ptr, y1, x1, stores, n);
258 msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
260 /* Free buildings array */
261 C_KILL(ugbldg, n, ugbldg_type);