OSDN Git Service

Sometimes generate a shopping arcade in a dungeon which has ARCADE flag (now only...
authoriks <iks@0568b783-4c39-0410-ac80-bf13821ea2a2>
Fri, 1 Feb 2013 14:53:17 +0000 (14:53 +0000)
committeriks <iks@0568b783-4c39-0410-ac80-bf13821ea2a2>
Fri, 1 Feb 2013 14:53:17 +0000 (14:53 +0000)
lib/edit/d_info.txt
src/defines.h
src/init1.c
src/rooms.c
src/rooms.h

index 0a5fa6b..6e1c260 100644 (file)
@@ -61,7 +61,7 @@ W:1:127:30:0:14:160:75:20:0xffff:0xffff
 L:FLOOR:100:FLOOR:0:FLOOR:0:50
 A:GRANITE:100:GRANITE:0:GRANITE:0:GRANITE:GRANITE:MAGMA_VEIN:QUARTZ_VEIN
 F:CAVERN | WATER_RIVER | LAVA_RIVER | ARENA | DESTROY | CURTAIN | GLASS_ROOM |
-F:LAKE_WATER | LAKE_LAVA | LAKE_RUBBLE | LAKE_TREE
+F:LAKE_WATER | LAKE_LAVA | LAKE_RUBBLE | LAKE_TREE | ARCADE
 F:MONSTER_DIV_64
 
 N:2:¥¤¡¼¥¯¤Îƶ·ê
index 652c08f..3d33f53 100644 (file)
@@ -5327,7 +5327,7 @@ extern int PlayerUID;
 #define DF1_GLASS_DOOR          0x00000200L
 #define DF1_CAVE                0x00000400L
 #define DF1_CAVERN              0x00000800L
-#define DF1_XXX12               0x00001000L
+#define DF1_ARCADE              0x00001000L
 #define DF1_XXX13               0x00002000L
 #define DF1_XXX14               0x00004000L
 #define DF1_XXX15               0x00008000L
index a5f057a..5e9def2 100644 (file)
@@ -832,7 +832,7 @@ static cptr d_info_flags1[] =
        "GLASS_DOOR",
        "CAVE",
        "CAVERN",
-       "XXX",
+       "ARCADE",
        "XXX",
        "XXX",
        "XXX",
index 2e8f338..a6f6b04 100644 (file)
@@ -52,12 +52,14 @@ static room_info_type room_info_normal[ROOM_T_MAX] =
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP_PIT */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP     */
        {{  0,  0,  0,  0,  1,  1,  1,  2,  2,  2,  2}, 40}, /*GLASS    */
+       {{  1,  1,  1,  1,  1,  1,  1,  2,  2,  3,  3},  1}, /*ARCADE   */
 };
 
 
 /* Build rooms in descending order of difficulty. */
 static byte room_build_order[ROOM_T_MAX] = {
        ROOM_T_GREATER_VAULT,
+       ROOM_T_ARCADE,
        ROOM_T_RANDOM_VAULT,
        ROOM_T_LESSER_VAULT,
        ROOM_T_TRAP_PIT,
@@ -475,6 +477,8 @@ static bool find_space(int *y, int *x, int height, int width)
  *  12 -- crypts
  *  13 -- trapped monster pits
  *  14 -- trapped room
+ *  15 -- glass room
+ *  16 -- underground arcade
  */
 
 
@@ -4250,8 +4254,8 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
        if (cheat_room) msg_print("Bubble Vault");
 
        /* Allocate center of bubbles */
-       center[0].x = randint1(xsize - 3) + 1;
-       center[0].y = randint1(ysize - 3) + 1;
+       center[0].x = (byte)randint1(xsize - 3) + 1;
+       center[0].y = (byte)randint1(ysize - 3) + 1;
 
        for (i = 1; i < BUBBLENUM; i++)
        {
@@ -6262,6 +6266,301 @@ static bool build_type15(void)
 }
 
 
+/* Create a new floor room with optional light */
+void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+{
+       int y, x;
+       
+       cave_type *c_ptr;
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
+                       /* Point to grid */
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+}
+
+void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
+{
+       int y, x;
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
+                       /* Point to grid */
+                       place_extra_perm_bold(y, x);
+               }
+       }
+}
+
+/* Minimum & maximum town size */
+#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
+#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
+#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
+#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
+
+/* Struct for build underground buildings */
+typedef struct
+{
+       int y0, x0; /* North-west corner (relative) */
+       int y1, x1; /* South-east corner (relative) */
+}
+ugbldg_type;
+
+ugbldg_type *ugbldg;
+
+/*
+ * 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;
+}
+
+/*
+ * Actually create buildings
+ * Note: ltcy and ltcx indicate "left top corner".
+ */
+static void build_stores(int ltcy, int ltcx, int stores[], int n)
+{
+       int i, j, y, x;
+       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]);
+               }
+       }
+}
+
+
+/*
+ * Type 16 -- Underground Arcade
+ *
+ * Town logic flow for generation of new town
+ * Originally from Vanilla 3.0.3
+ *
+ * We start with a fully wiped cave of normal floors.
+ *
+ * Note that town_gen_hack() plays games with the R.N.G.
+ *
+ * This function does NOT do anything about the owners of the stores,
+ * nor the contents thereof.  It only handles the physical layout.
+ */
+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);
+       int 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, x < x1 + town_wid * 2 / 3, FALSE);
+
+       /* Build stores */
+       build_stores(y1, x1, stores, n);
+
+#ifdef JP
+       if (cheat_room) msg_print("Ãϲ¼³¹");
+#else
+       if (cheat_room) msg_print("Underground Arcade");
+#endif
+
+       /* Free buildings array */
+       C_KILL(ugbldg, n, ugbldg_type);
+
+       return TRUE;
+}
+
+
 /*
  * Attempt to build a room of the given type at the given block
  *
@@ -6289,6 +6588,7 @@ static bool room_build(int typ)
        case ROOM_T_TRAP_PIT:      return build_type13();
        case ROOM_T_TRAP:          return build_type14();
        case ROOM_T_GLASS:         return build_type15();
+       case ROOM_T_ARCADE:        return build_type16();
        }
 
        /* Paranoia */
@@ -6388,6 +6688,10 @@ bool generate_rooms(void)
                prob_list[ROOM_T_GLASS] = 0;
        }
 
+       if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
+       {
+               prob_list[ROOM_T_ARCADE] = 0;
+       }
 
        /*
         * Initialize number of rooms,
@@ -6428,6 +6732,7 @@ bool generate_rooms(void)
                case ROOM_T_LESSER_VAULT:
                case ROOM_T_TRAP_PIT:
                case ROOM_T_GLASS:
+               case ROOM_T_ARCADE:
 
                        /* Large room */
                        i -= 2;
@@ -6484,6 +6789,13 @@ bool generate_rooms(void)
                                                room_num[ROOM_T_NEST] = 0;
                                                room_num[ROOM_T_TRAP_PIT] = 0;
                                        }
+                                       break;
+
+                               case ROOM_T_ARCADE:
+
+                                       /* Avoid double-town */
+                                       room_num[ROOM_T_ARCADE] = 0;
+                                       break;
                                }
                        }
                }
index 0c678dc..7fca5df 100644 (file)
@@ -42,8 +42,9 @@
 #define ROOM_T_TRAP_PIT      12         /* Trapped monster pit */
 #define ROOM_T_TRAP          13         /* Piranha/Armageddon trap room */
 #define ROOM_T_GLASS         14         /* Glass room */
+#define ROOM_T_ARCADE        15  /* Arcade */
 
-#define ROOM_T_MAX 15
+#define ROOM_T_MAX 16
 
 
 /*