+ * Precalculate buildings' location of underground arcade
+ */
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
+{
+ int i, y, x, center_y, center_x, tmp, attempt = 10000;
+ int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
+ int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
+ ugbldg_type *cur_ugbldg;
+ bool **ugarcade_used, abort;
+
+ /* Allocate "ugarcade_used" array (2-dimension) */
+ C_MAKE(ugarcade_used, town_hgt, bool *);
+ C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
+ for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
+
+ /* Calculate building locations */
+ for (i = 0; i < n; i++)
+ {
+ cur_ugbldg = &ugbldg[i];
+ (void)WIPE(cur_ugbldg, ugbldg_type);
+
+ do
+ {
+ /* Find the "center" of the store */
+ center_y = rand_range(2, town_hgt - 3);
+ center_x = rand_range(2, town_wid - 3);
+
+ /* Determine the store boundaries */
+ tmp = center_y - randint1(max_bldg_hgt);
+ cur_ugbldg->y0 = MAX(tmp, 1);
+ tmp = center_x - randint1(max_bldg_wid);
+ cur_ugbldg->x0 = MAX(tmp, 1);
+ tmp = center_y + randint1(max_bldg_hgt);
+ cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
+ tmp = center_x + randint1(max_bldg_wid);
+ cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
+
+ /* Scan this building's area */
+ for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
+ {
+ for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
+ {
+ if (ugarcade_used[y][x])
+ {
+ abort = TRUE;
+ break;
+ }
+ }
+ }
+
+ attempt--;
+ }
+ while (abort && attempt); /* Accept this building if no overlapping */
+
+ /* Failed to generate underground arcade */
+ if (!attempt) break;
+
+ /*
+ * Mark to ugarcade_used[][] as "used"
+ * Note: Building-adjacent grids are included for preventing
+ * connected bulidings.
+ */
+ for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
+ {
+ for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
+ {
+ ugarcade_used[y][x] = TRUE;
+ }
+ }
+ }
+
+ /* Free "ugarcade_used" array (2-dimension) */
+ C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
+ C_KILL(ugarcade_used, town_hgt, bool *);
+
+ /* If i < n, generation is not allowed */
+ return i == n;
+}
+
+/*!
+ * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
+ * @return なし
+ * @param ltcy 生成基準Y座標
+ * @param ltcx 生成基準X座標
+ * @param stotes[] 生成する店舗のリスト
+ * @param n 生成する店舗の数
+ * @note
+ * Note: ltcy and ltcx indicate "left top corner".
+ */
+static void build_stores(int ltcy, int ltcx, int stores[], int n)
+{
+ int i, y, x;
+ IDX j;
+ ugbldg_type *cur_ugbldg;
+
+ for (i = 0; i < n; i++)
+ {
+ cur_ugbldg = &ugbldg[i];
+
+ /* Generate new room */
+ generate_room_floor(
+ ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
+ ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
+ FALSE);
+ }
+
+ for (i = 0; i < n; i++)
+ {
+ cur_ugbldg = &ugbldg[i];
+
+ /* Build an invulnerable rectangular building */
+ generate_fill_perm_bold(
+ ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
+ ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
+
+ /* Pick a door direction (S,N,E,W) */
+ switch (randint0(4))
+ {
+ /* Bottom side */
+ case 0:
+ y = cur_ugbldg->y1;
+ x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+ break;
+
+ /* Top side */
+ case 1:
+ y = cur_ugbldg->y0;
+ x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+ break;
+
+ /* Right side */
+ case 2:
+ y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+ x = cur_ugbldg->x1;
+ break;
+
+ /* Left side */
+ default:
+ y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+ x = cur_ugbldg->x0;
+ break;
+ }
+
+ for (j = 0; j < max_f_idx; j++)
+ {
+ if (have_flag(f_info[j].flags, FF_STORE))
+ {
+ if (f_info[j].subtype == stores[i]) break;
+ }
+ }
+
+ /* Clear previous contents, add a store door */
+ if (j < max_f_idx)
+ {
+ cave_set_feat(ltcy + y, ltcx + x, j);
+
+ /* Init store */
+ store_init(NO_TOWN, stores[i]);
+ }
+ }
+}
+
+
+/*!
+ * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
+ * @return なし
+ * @details
+ * Town logic flow for generation of new town\n
+ * Originally from Vanilla 3.0.3\n
+ *\n
+ * We start with a fully wiped cave of normal floors.\n
+ *\n
+ * Note that town_gen_hack() plays games with the R.N.G.\n
+ *\n
+ * This function does NOT do anything about the owners of the stores,\n
+ * nor the contents thereof. It only handles the physical layout.\n
+ */
+static bool build_type16(void)
+{
+ int stores[] =
+ {
+ STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
+ STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
+ };
+ int n = sizeof stores / sizeof (int);
+ POSITION i, y, x, y1, x1, yval, xval;
+ int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
+ int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
+ bool prevent_bm = FALSE;
+
+ /* Hack -- If already exist black market, prevent building */
+ for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ if (cave[y][x].feat == FF_STORE)
+ {
+ prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
+ break;
+ }
+ }
+ }
+ for (i = 0; i < n; i++)
+ {
+ if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
+ }
+ if (!n) return FALSE;
+
+ /* Allocate buildings array */
+ C_MAKE(ugbldg, n, ugbldg_type);
+
+ /* If cannot build stores, abort */
+ if (!precalc_ugarcade(town_hgt, town_wid, n))
+ {
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+ return FALSE;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
+ {
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+ return FALSE;
+ }
+
+ /* Get top left corner */
+ y1 = yval - (town_hgt / 2);
+ x1 = xval - (town_wid / 2);
+
+ /* Generate new room */
+ generate_room_floor(
+ y1 + town_hgt / 3, x1 + town_wid / 3,
+ y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
+
+ /* Build stores */
+ build_stores(y1, x1, stores, n);
+
+ msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
+
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param type 部屋型ID
+ * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
+ * @return 部屋の精製に成功した場合 TRUE を返す。