Hengband
2.2.1
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データ構造 | |
struct | ugbldg_type |
マクロ定義 | |
#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) |
関数 | |
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 [詳解] | |
変数 | |
ugbldg_type * | ugbldg |
#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3) |
#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3) |
#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2) |
#define MIN_TOWN_WID ((MAX_WID / 3) / 2) |
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.
ugbldg_type* ugbldg |