OSDN Git Service

[Refactor] #38932 文字コードを UTF-8(BOM) / LF に統一。 / Unify UTF-8(BOM) + LF.
[hengband/hengband.git] / src / rooms-city.c
index a55ae56..58b1ab0 100644 (file)
-#include "angband.h"\r
-#include "grid.h"\r
-#include "generate.h"\r
-#include "rooms.h"\r
-#include "rooms-city.h"\r
-#include "store.h"\r
-\r
-\r
-\r
-/*\r
-* Precalculate buildings' location of underground arcade\r
-*/\r
-static bool precalc_ugarcade(int town_hgt, int town_wid, int n)\r
-{\r
-       POSITION i, y, x, center_y, center_x;\r
-       int tmp, attempt = 10000;\r
-       POSITION max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;\r
-       POSITION max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;\r
-       ugbldg_type *cur_ugbldg;\r
-       bool **ugarcade_used, abort;\r
-\r
-       /* Allocate "ugarcade_used" array (2-dimension) */\r
-       C_MAKE(ugarcade_used, town_hgt, bool *);\r
-       C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);\r
-       for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;\r
-\r
-       /* Calculate building locations */\r
-       for (i = 0; i < n; i++)\r
-       {\r
-               cur_ugbldg = &ugbldg[i];\r
-               (void)WIPE(cur_ugbldg, ugbldg_type);\r
-\r
-               do\r
-               {\r
-                       /* Find the "center" of the store */\r
-                       center_y = rand_range(2, town_hgt - 3);\r
-                       center_x = rand_range(2, town_wid - 3);\r
-\r
-                       /* Determine the store boundaries */\r
-                       tmp = center_y - randint1(max_bldg_hgt);\r
-                       cur_ugbldg->y0 = MAX(tmp, 1);\r
-                       tmp = center_x - randint1(max_bldg_wid);\r
-                       cur_ugbldg->x0 = MAX(tmp, 1);\r
-                       tmp = center_y + randint1(max_bldg_hgt);\r
-                       cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);\r
-                       tmp = center_x + randint1(max_bldg_wid);\r
-                       cur_ugbldg->x1 = MIN(tmp, town_wid - 2);\r
-\r
-                       /* Scan this building's area */\r
-                       for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)\r
-                       {\r
-                               for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)\r
-                               {\r
-                                       if (ugarcade_used[y][x])\r
-                                       {\r
-                                               abort = TRUE;\r
-                                               break;\r
-                                       }\r
-                               }\r
-                       }\r
-\r
-                       attempt--;\r
-               } while (abort && attempt); /* Accept this building if no overlapping */\r
-\r
-                                                                       /* Failed to generate underground arcade */\r
-               if (!attempt) break;\r
-\r
-               /*\r
-               * Mark to ugarcade_used[][] as "used"\r
-               * Note: Building-adjacent grids are included for preventing\r
-               * connected bulidings.\r
-               */\r
-               for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)\r
-               {\r
-                       for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)\r
-                       {\r
-                               ugarcade_used[y][x] = TRUE;\r
-                       }\r
-               }\r
-       }\r
-\r
-       /* Free "ugarcade_used" array (2-dimension) */\r
-       C_KILL(*ugarcade_used, town_hgt * town_wid, bool);\r
-       C_KILL(ugarcade_used, town_hgt, bool *);\r
-\r
-       /* If i < n, generation is not allowed */\r
-       return i == n;\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings\r
-* @return なし\r
-* @param ltcy 生成基準Y座標\r
-* @param ltcx 生成基準X座標\r
-* @param stotes[] 生成する店舗のリスト\r
-* @param n 生成する店舗の数\r
-* @note\r
-* Note: ltcy and ltcx indicate "left top corner".\r
-*/\r
-static void build_stores(POSITION ltcy, POSITION ltcx, int stores[], int n)\r
-{\r
-       int i;\r
-       POSITION y, x;\r
-       FEAT_IDX j;\r
-       ugbldg_type *cur_ugbldg;\r
-\r
-       for (i = 0; i < n; i++)\r
-       {\r
-               cur_ugbldg = &ugbldg[i];\r
-\r
-               /* Generate new room */\r
-               generate_room_floor(\r
-                       ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,\r
-                       ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,\r
-                       FALSE);\r
-       }\r
-\r
-       for (i = 0; i < n; i++)\r
-       {\r
-               cur_ugbldg = &ugbldg[i];\r
-\r
-               /* Build an invulnerable rectangular building */\r
-               generate_fill_perm_bold(\r
-                       ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,\r
-                       ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);\r
-\r
-               /* Pick a door direction (S,N,E,W) */\r
-               switch (randint0(4))\r
-               {\r
-                       /* Bottom side */\r
-               case 0:\r
-                       y = cur_ugbldg->y1;\r
-                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);\r
-                       break;\r
-\r
-                       /* Top side */\r
-               case 1:\r
-                       y = cur_ugbldg->y0;\r
-                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);\r
-                       break;\r
-\r
-                       /* Right side */\r
-               case 2:\r
-                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);\r
-                       x = cur_ugbldg->x1;\r
-                       break;\r
-\r
-                       /* Left side */\r
-               default:\r
-                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);\r
-                       x = cur_ugbldg->x0;\r
-                       break;\r
-               }\r
-\r
-               for (j = 0; j < max_f_idx; j++)\r
-               {\r
-                       if (have_flag(f_info[j].flags, FF_STORE))\r
-                       {\r
-                               if (f_info[j].subtype == stores[i]) break;\r
-                       }\r
-               }\r
-\r
-               /* Clear previous contents, add a store door */\r
-               if (j < max_f_idx)\r
-               {\r
-                       cave_set_feat(ltcy + y, ltcx + x, j);\r
-\r
-                       /* Init store */\r
-                       store_init(NO_TOWN, stores[i]);\r
-               }\r
-       }\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade\r
-* @return なし\r
-* @details\r
-* Town logic flow for generation of new town\n\r
-* Originally from Vanilla 3.0.3\n\r
-*\n\r
-* We start with a fully wiped cave of normal floors.\n\r
-*\n\r
-* Note that town_gen_hack() plays games with the R.N.G.\n\r
-*\n\r
-* This function does NOT do anything about the owners of the stores,\n\r
-* nor the contents thereof.  It only handles the physical layout.\n\r
-*/\r
-bool build_type16(void)\r
-{\r
-       int stores[] =\r
-       {\r
-               STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,\r
-               STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,\r
-       };\r
-       int n = sizeof stores / sizeof(int);\r
-       POSITION i, y, x, y1, x1, yval, xval;\r
-       int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);\r
-       int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);\r
-       bool prevent_bm = FALSE;\r
-\r
-       /* Hack -- If already exist black market, prevent building */\r
-       for (y = 0; (y < cur_hgt) && !prevent_bm; y++)\r
-       {\r
-               for (x = 0; x < cur_wid; x++)\r
-               {\r
-                       if (cave[y][x].feat == FF_STORE)\r
-                       {\r
-                               prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);\r
-                               break;\r
-                       }\r
-               }\r
-       }\r
-       for (i = 0; i < n; i++)\r
-       {\r
-               if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];\r
-       }\r
-       if (!n) return FALSE;\r
-\r
-       /* Allocate buildings array */\r
-       C_MAKE(ugbldg, n, ugbldg_type);\r
-\r
-       /* If cannot build stores, abort */\r
-       if (!precalc_ugarcade(town_hgt, town_wid, n))\r
-       {\r
-               /* Free buildings array */\r
-               C_KILL(ugbldg, n, ugbldg_type);\r
-               return FALSE;\r
-       }\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))\r
-       {\r
-               /* Free buildings array */\r
-               C_KILL(ugbldg, n, ugbldg_type);\r
-               return FALSE;\r
-       }\r
-\r
-       /* Get top left corner */\r
-       y1 = yval - (town_hgt / 2);\r
-       x1 = xval - (town_wid / 2);\r
-\r
-       /* Generate new room */\r
-       generate_room_floor(\r
-               y1 + town_hgt / 3, x1 + town_wid / 3,\r
-               y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);\r
-\r
-       /* Build stores */\r
-       build_stores(y1, x1, stores, n);\r
-\r
-       msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));\r
-\r
-       /* Free buildings array */\r
-       C_KILL(ugbldg, n, ugbldg_type);\r
-\r
-       return TRUE;\r
-}\r
-\r
+#include "angband.h"
+#include "grid.h"
+#include "generate.h"
+#include "rooms.h"
+#include "rooms-city.h"
+#include "store.h"
+
+
+
+/*
+* Precalculate buildings' location of underground arcade
+*/
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
+{
+       POSITION i, y, x, center_y, center_x;
+       int tmp, attempt = 10000;
+       POSITION max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
+       POSITION 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(POSITION ltcy, POSITION ltcx, int stores[], int n)
+{
+       int i;
+       POSITION y, x;
+       FEAT_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
+*/
+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;
+}
+