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v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / rooms-city.c
diff --git a/src/rooms-city.c b/src/rooms-city.c
deleted file mode 100644 (file)
index f1dbc42..0000000
+++ /dev/null
@@ -1,259 +0,0 @@
-#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 current_floor->grid_array 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 (current_floor->grid_array[y][x].feat == FF_STORE)
-                       {
-                               prevent_bm = (f_info[current_floor->grid_array[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;
-}
-