<ClCompile Include="..\..\src\room\room-generator.c" />\r
<ClCompile Include="..\..\src\room\room-info-table.c" />\r
<ClCompile Include="..\..\src\room\rooms-maze-vault.c" />\r
+ <ClCompile Include="..\..\src\room\space-finder.c" />\r
<ClCompile Include="..\..\src\room\treasure-deployment.c" />\r
<ClCompile Include="..\..\src\save\floor-writer.c" />\r
<ClCompile Include="..\..\src\save\info-writer.c" />\r
<ClInclude Include="..\..\src\room\room-info-table.h" />\r
<ClInclude Include="..\..\src\room\room-types.h" />\r
<ClInclude Include="..\..\src\room\rooms-maze-vault.h" />\r
+ <ClInclude Include="..\..\src\room\space-finder.h" />\r
<ClInclude Include="..\..\src\room\treasure-deployment.h" />\r
<ClInclude Include="..\..\src\save\floor-writer.h" />\r
<ClInclude Include="..\..\src\save\info-writer.h" />\r
<ClCompile Include="..\..\src\room\rooms-maze-vault.c">
<Filter>room</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\room\space-finder.c">
+ <Filter>room</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\room\rooms-maze-vault.h">
<Filter>room</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\room\space-finder.h">
+ <Filter>room</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
room/rooms-fractal.c room/rooms-fractal.h \
room/rooms-maze-vault.c room/rooms-maze-vault.h \
room/rooms-normal.c room/rooms-normal.h \
+ room/rooms-pit-nest.c room/rooms-pit-nest.h \
room/rooms-special.c room/rooms-special.h \
room/rooms-trap.c room/rooms-trap.h \
room/rooms-vault.c room/rooms-vault.h \
- room/rooms-pit-nest.c room/rooms-pit-nest.h \
+ room/space-finder.c room/space-finder.h \
room/pit-nest-kinds-table.c room/pit-nest-kinds-table.h \
room/treasure-deployment.c room/treasure-deployment.h \
\
#include "game-option/cheat-types.h"
#include "grid/feature.h"
#include "grid/grid.h"
-#include "room/rooms.h"
+#include "room/space-finder.h"
#include "store/store-util.h"
#include "store/store.h"
#include "system/floor-type-definition.h"
#include "grid/grid.h"
#include "room/cave-filler.h"
#include "room/rooms-normal.h"
-#include "room/rooms.h"
+#include "room/space-finder.h"
#include "system/floor-type-definition.h"
/*!
#include "floor/floor.h"
#include "grid/grid.h"
#include "grid/trap.h"
-#include "room/rooms.h"
+#include "room/rooms.h" // todo 相互依存.
+#include "room/space-finder.h"
#include "system/floor-type-definition.h"
/*!
#include "monster/monster-list.h"
#include "monster/monster-util.h"
#include "room/pit-nest-kinds-table.h"
-#include "room/rooms.h"
+#include "room/space-finder.h"
#include "system/floor-type-definition.h"
#include "util/sort.h"
#include "view/display-messages.h"
#include "monster-floor/place-monster-types.h"
#include "object-enchant/item-apply-magic.h"
#include "object/object-kind-hook.h"
-#include "room/rooms.h"
+#include "room/space-finder.h"
#include "system/floor-type-definition.h"
#include "system/system-variables.h"
#include "wizard/wizard-messages.h"
#include "game-option/cheat-types.h"
#include "grid/feature.h"
#include "grid/grid.h"
-#include "room/rooms.h"
+#include "room/space-finder.h"
#include "system/floor-type-definition.h"
#include "wizard/wizard-messages.h"
#include "room/cave-filler.h"
#include "room/lake-types.h"
#include "room/rooms-maze-vault.h"
-#include "room/rooms.h"
+#include "room/rooms.h" // todo 相互依存.
+#include "room/space-finder.h"
#include "room/treasure-deployment.h"
#include "store/store-util.h"
#include "store/store.h"
#include "room/room-info-table.h"
#include "room/rooms-city.h"
#include "room/rooms-fractal.h"
-#include "room/rooms-normal.h"
+#include "room/rooms-normal.h" // todo 相互依存.
#include "room/rooms-pit-nest.h"
#include "room/rooms-special.h"
#include "room/rooms-trap.h"
-#include "room/rooms-vault.h"
+#include "room/rooms-vault.h" // todo 相互依存.
#include "room/treasure-deployment.h"
#include "system/dungeon-data-definition.h"
#include "system/floor-type-definition.h"
place_bold(player_ptr, y0, x0, GB_FLOOR);
}
-/*!
- * @brief
- * 指定範囲に通路が通っていることを確認した上で床で埋める
- * This function tunnels around a room if it will cut off part of a grid system.
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param x1 範囲の左端
- * @param y1 範囲の上端
- * @param x2 範囲の右端
- * @param y2 範囲の下端
- * @return なし
- */
-static void check_room_boundary(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
-{
- bool old_is_floor;
- bool new_is_floor;
- int count = 0;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1);
-
- for (POSITION x = x1; x <= x2; x++) {
- new_is_floor = get_is_floor(floor_ptr, x, y1 - 1);
- if (new_is_floor != old_is_floor)
- count++;
-
- old_is_floor = new_is_floor;
- }
-
- for (POSITION y = y1; y <= y2; y++) {
- new_is_floor = get_is_floor(floor_ptr, x2 + 1, y);
- if (new_is_floor != old_is_floor)
- count++;
-
- old_is_floor = new_is_floor;
- }
-
- for (POSITION x = x2; x >= x1; x--) {
- new_is_floor = get_is_floor(floor_ptr, x, y2 + 1);
- if (new_is_floor != old_is_floor)
- count++;
-
- old_is_floor = new_is_floor;
- }
-
- for (POSITION y = y2; y >= y1; y--) {
- new_is_floor = get_is_floor(floor_ptr, x1 - 1, y);
- if (new_is_floor != old_is_floor)
- count++;
-
- old_is_floor = new_is_floor;
- }
-
- if (count <= 2)
- return;
-
- for (POSITION y = y1; y <= y2; y++)
- for (POSITION x = x1; x <= x2; x++)
- set_floor(player_ptr, x, y);
-}
-
-/*!
- * @brief
- * find_space()の予備処理として部屋の生成が可能かを判定する /
- * Helper function for find_space(). Is this a good location?
- * @param blocks_high 範囲の高さ
- * @param blocks_wide 範囲の幅
- * @param block_y 範囲の上端
- * @param block_x 範囲の左端
- * @return なし
- */
-static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
-{
- if (blocks_wide < 3) {
- if ((blocks_wide == 2) && (block_x % 3) == 2)
- return FALSE;
- } else if ((blocks_wide % 3) == 0) {
- if ((block_x % 3) != 0)
- return FALSE;
- } else {
- if (block_x + (blocks_wide / 2) <= dun_data->col_rooms / 2) {
- if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
- return FALSE;
- if ((block_x % 3) == 1)
- return FALSE;
- } else {
- if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
- return FALSE;
- if ((block_x % 3) == 1)
- return FALSE;
- }
- }
-
- POSITION by1 = block_y;
- POSITION bx1 = block_x;
- POSITION by2 = block_y + blocks_high;
- POSITION bx2 = block_x + blocks_wide;
-
- if ((by1 < 0) || (by2 > dun_data->row_rooms) || (bx1 < 0) || (bx2 > dun_data->col_rooms))
- return FALSE;
-
- for (POSITION by = by1; by < by2; by++)
- for (POSITION bx = bx1; bx < bx2; bx++)
- if (dun_data->room_map[by][bx])
- return FALSE;
-
- return TRUE;
-}
-
-/*!
- * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
- * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
- * @param height 確保したい領域の高さ
- * @param width 確保したい領域の幅
- * @return 所定の範囲が確保できた場合TRUEを返す
- * @details
- * Find and allocate a free space in the dungeon large enough to hold\n
- * the room calling this function.\n
- *\n
- * We allocate space in 11x11 blocks, but want to make sure that rooms\n
- * align neatly on the standard screen. Therefore, we make them use\n
- * blocks in few 11x33 rectangles as possible.\n
- *\n
- * Be careful to include the edges of the room in height and width!\n
- *\n
- * Return TRUE and values for the center of the room if all went well.\n
- * Otherwise, return FALSE.\n
- */
-bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width)
-{
- int pick;
- POSITION block_y = 0;
- POSITION block_x = 0;
- POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
- POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
- if ((dun_data->row_rooms < blocks_high) || (dun_data->col_rooms < blocks_wide))
- return FALSE;
-
- int candidates = 0;
- for (block_y = dun_data->row_rooms - blocks_high; block_y >= 0; block_y--) {
- for (block_x = dun_data->col_rooms - blocks_wide; block_x >= 0; block_x--) {
- if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) {
- /* Find a valid place */
- candidates++;
- }
- }
- }
-
- if (!candidates)
- return FALSE;
-
- if (!(d_info[player_ptr->current_floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
- pick = randint1(candidates);
- else
- pick = candidates / 2 + 1;
-
- for (block_y = dun_data->row_rooms - blocks_high; block_y >= 0; block_y--) {
- for (block_x = dun_data->col_rooms - blocks_wide; block_x >= 0; block_x--) {
- if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) {
- pick--;
- if (!pick)
- break;
- }
- }
-
- if (!pick)
- break;
- }
-
- POSITION by1 = block_y;
- POSITION bx1 = block_x;
- POSITION by2 = block_y + blocks_high;
- POSITION bx2 = block_x + blocks_wide;
- *y = ((by1 + by2) * BLOCK_HGT) / 2;
- *x = ((bx1 + bx2) * BLOCK_WID) / 2;
- if (dun_data->cent_n < CENT_MAX) {
- dun_data->cent[dun_data->cent_n].y = (byte)*y;
- dun_data->cent[dun_data->cent_n].x = (byte)*x;
- dun_data->cent_n++;
- }
-
- for (POSITION by = by1; by < by2; by++)
- for (POSITION bx = bx1; bx < bx2; bx++)
- dun_data->room_map[by][bx] = TRUE;
-
- check_room_boundary(player_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
- return TRUE;
-}
-
/*
* Builds a cave system in the center of the dungeon.
*/
void build_lake(player_type *player_ptr, int type);
void build_cavern(player_type *player_ptr);
-bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width);
void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0);
void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2);
POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4);
--- /dev/null
+#include "room/space-finder.h"
+#include "dungeon/dungeon-flag-types.h"
+#include "dungeon/dungeon.h"
+#include "floor/floor.h"
+#include "system/dungeon-data-definition.h"
+#include "system/floor-type-definition.h"
+
+/*!
+ * @brief
+ * 指定範囲に通路が通っていることを確認した上で床で埋める
+ * This function tunnels around a room if it will cut off part of a grid system.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param x1 範囲の左端
+ * @param y1 範囲の上端
+ * @param x2 範囲の右端
+ * @param y2 範囲の下端
+ * @return なし
+ */
+static void check_room_boundary(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
+{
+ bool old_is_floor;
+ bool new_is_floor;
+ int count = 0;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1);
+
+ for (POSITION x = x1; x <= x2; x++) {
+ new_is_floor = get_is_floor(floor_ptr, x, y1 - 1);
+ if (new_is_floor != old_is_floor)
+ count++;
+
+ old_is_floor = new_is_floor;
+ }
+
+ for (POSITION y = y1; y <= y2; y++) {
+ new_is_floor = get_is_floor(floor_ptr, x2 + 1, y);
+ if (new_is_floor != old_is_floor)
+ count++;
+
+ old_is_floor = new_is_floor;
+ }
+
+ for (POSITION x = x2; x >= x1; x--) {
+ new_is_floor = get_is_floor(floor_ptr, x, y2 + 1);
+ if (new_is_floor != old_is_floor)
+ count++;
+
+ old_is_floor = new_is_floor;
+ }
+
+ for (POSITION y = y2; y >= y1; y--) {
+ new_is_floor = get_is_floor(floor_ptr, x1 - 1, y);
+ if (new_is_floor != old_is_floor)
+ count++;
+
+ old_is_floor = new_is_floor;
+ }
+
+ if (count <= 2)
+ return;
+
+ for (POSITION y = y1; y <= y2; y++)
+ for (POSITION x = x1; x <= x2; x++)
+ set_floor(player_ptr, x, y);
+}
+
+/*!
+ * @brief
+ * find_space()の予備処理として部屋の生成が可能かを判定する /
+ * Helper function for find_space(). Is this a good location?
+ * @param blocks_high 範囲の高さ
+ * @param blocks_wide 範囲の幅
+ * @param block_y 範囲の上端
+ * @param block_x 範囲の左端
+ * @return なし
+ */
+static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
+{
+ if (blocks_wide < 3) {
+ if ((blocks_wide == 2) && (block_x % 3) == 2)
+ return FALSE;
+ } else if ((blocks_wide % 3) == 0) {
+ if ((block_x % 3) != 0)
+ return FALSE;
+ } else {
+ if (block_x + (blocks_wide / 2) <= dun_data->col_rooms / 2) {
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
+ } else {
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
+ }
+ }
+
+ POSITION by1 = block_y;
+ POSITION bx1 = block_x;
+ POSITION by2 = block_y + blocks_high;
+ POSITION bx2 = block_x + blocks_wide;
+
+ if ((by1 < 0) || (by2 > dun_data->row_rooms) || (bx1 < 0) || (bx2 > dun_data->col_rooms))
+ return FALSE;
+
+ for (POSITION by = by1; by < by2; by++)
+ for (POSITION bx = bx1; bx < bx2; bx++)
+ if (dun_data->room_map[by][bx])
+ return FALSE;
+
+ return TRUE;
+}
+
+/*!
+ * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
+ * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
+ * @param height 確保したい領域の高さ
+ * @param width 確保したい領域の幅
+ * @return 所定の範囲が確保できた場合TRUEを返す
+ * @details
+ * Find and allocate a free space in the dungeon large enough to hold\n
+ * the room calling this function.\n
+ *\n
+ * We allocate space in 11x11 blocks, but want to make sure that rooms\n
+ * align neatly on the standard screen. Therefore, we make them use\n
+ * blocks in few 11x33 rectangles as possible.\n
+ *\n
+ * Be careful to include the edges of the room in height and width!\n
+ *\n
+ * Return TRUE and values for the center of the room if all went well.\n
+ * Otherwise, return FALSE.\n
+ */
+bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width)
+{
+ int pick;
+ POSITION block_y = 0;
+ POSITION block_x = 0;
+ POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
+ if ((dun_data->row_rooms < blocks_high) || (dun_data->col_rooms < blocks_wide))
+ return FALSE;
+
+ int candidates = 0;
+ for (block_y = dun_data->row_rooms - blocks_high; block_y >= 0; block_y--) {
+ for (block_x = dun_data->col_rooms - blocks_wide; block_x >= 0; block_x--) {
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) {
+ /* Find a valid place */
+ candidates++;
+ }
+ }
+ }
+
+ if (!candidates)
+ return FALSE;
+
+ if (!(d_info[player_ptr->current_floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
+ pick = randint1(candidates);
+ else
+ pick = candidates / 2 + 1;
+
+ for (block_y = dun_data->row_rooms - blocks_high; block_y >= 0; block_y--) {
+ for (block_x = dun_data->col_rooms - blocks_wide; block_x >= 0; block_x--) {
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) {
+ pick--;
+ if (!pick)
+ break;
+ }
+ }
+
+ if (!pick)
+ break;
+ }
+
+ POSITION by1 = block_y;
+ POSITION bx1 = block_x;
+ POSITION by2 = block_y + blocks_high;
+ POSITION bx2 = block_x + blocks_wide;
+ *y = ((by1 + by2) * BLOCK_HGT) / 2;
+ *x = ((bx1 + bx2) * BLOCK_WID) / 2;
+ if (dun_data->cent_n < CENT_MAX) {
+ dun_data->cent[dun_data->cent_n].y = (byte)*y;
+ dun_data->cent[dun_data->cent_n].x = (byte)*x;
+ dun_data->cent_n++;
+ }
+
+ for (POSITION by = by1; by < by2; by++)
+ for (POSITION bx = bx1; bx < bx2; bx++)
+ dun_data->room_map[by][bx] = TRUE;
+
+ check_room_boundary(player_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
+ return TRUE;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width);