Hengband
2.2.1
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#include "angband.h"
#include "util.h"
#include "grid.h"
#include "floor.h"
#include "floor-generate.h"
#include "rooms.h"
#include "rooms-city.h"
#include "store.h"
#include "wild.h"
関数 | |
static bool | precalc_ugarcade (int town_hgt, int town_wid, int n) |
static void | build_stores (POSITION ltcy, POSITION ltcx, int stores[], int n) |
タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings [詳解] | |
bool | build_type16 (floor_type *floor_ptr) |
タイプ16の部屋…地下都市の生成 / Type 16 – Underground Arcade [詳解] | |
タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
ltcy | 生成基準Y座標 |
ltcx | 生成基準X座標 |
stotes[] | 生成する店舗のリスト |
n | 生成する店舗の数 |
bool build_type16 | ( | floor_type * | floor_ptr | ) |
タイプ16の部屋…地下都市の生成 / Type 16 – Underground Arcade
Town logic flow for generation of new town
Originally from Vanilla 3.0.3
We start with a fully wiped p_ptr->current_floor_ptr->grid_array 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.
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static |