15 #define ALLOW_CAVERNS_AND_LAKES 17 #define DUN_ROOMS_MAX 40 22 #define LAKE_T_WATER 2 24 #define LAKE_T_EARTH_VAULT 4 25 #define LAKE_T_AIR_VAULT 5 26 #define LAKE_T_WATER_VAULT 6 27 #define LAKE_T_FIRE_VAULT 7 31 #define ROOM_T_NORMAL 0 32 #define ROOM_T_OVERLAP 1 33 #define ROOM_T_CROSS 2 34 #define ROOM_T_INNER_FEAT 3 37 #define ROOM_T_LESSER_VAULT 6 38 #define ROOM_T_GREATER_VAULT 7 39 #define ROOM_T_FRACAVE 8 40 #define ROOM_T_RANDOM_VAULT 9 41 #define ROOM_T_OVAL 10 42 #define ROOM_T_CRYPT 11 43 #define ROOM_T_TRAP_PIT 12 44 #define ROOM_T_TRAP 13 45 #define ROOM_T_GLASS 14 46 #define ROOM_T_ARCADE 15 47 #define ROOM_T_FIXED 16 67 #ifdef ALLOW_CAVERNS_AND_LAKES 73 #define MAX_LJ_DOORS 8 bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
部屋生成が可能なスペースを確保する / Find a good spot for the next room.
Definition: rooms.c:383
door_type feat_door[MAX_DOOR_TYPES]
Definition: rooms.h:89
FEAT_IDX broken
Definition: rooms.h:81
#define ROOM_T_MAX
部屋型ID最大数
Definition: rooms.h:49
s16b prob[ROOM_T_MAX]
Definition: rooms.h:60
void build_room(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
Definition: rooms.c:1521
void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
Definition: rooms.c:599
FEAT_IDX open
Definition: rooms.h:80
FEAT_IDX num_locked
Definition: rooms.h:84
void build_small_room(floor_type *floor_ptr, POSITION x0, POSITION y0)
1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
Definition: rooms.c:166
#define MAX_LJ_DOORS
Definition: rooms.h:73
void build_lake(floor_type *floor_ptr, int type)
Definition: rooms.c:1328
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
Definition: rooms.c:1692
void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
Definition: rooms.c:2044
FEAT_IDX closed
Definition: rooms.h:82
#define MAX_DOOR_TYPES
Definition: grid.h:373
bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
Definition: rooms.c:1182
void build_recursive_room(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
Definition: rooms.c:1763
byte min_level
Definition: rooms.h:63
POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
Definition: rooms.c:2019
int DIRECTION
ゲーム中の方角の型定義
Definition: h-type.h:198
void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
Definition: rooms.c:2063
FEAT_IDX num_jammed
Definition: rooms.h:86
void fill_treasure(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
Definition: rooms.c:1383
signed short s16b
Definition: h-type.h:98
void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
Definition: rooms.c:1967
bool generate_rooms(floor_type *floor_ptr)
部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon.
Definition: rooms.c:2122
void build_cavern(floor_type *floor_ptr)
Definition: rooms.c:1144
bool generate_fracave(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
Definition: rooms.c:955
void r_visit(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
Definition: rooms.c:1608
s16b FEAT_IDX
ゲーム中の地形ID型を定義
Definition: h-type.h:115