Hengband  2.1.4
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rooms.h
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1 /*!
2  * @file rooms.h
3  * @brief 部屋生成処理の定義ヘッダー / Header file for rooms.c, used only in generate.c
4  * @date 2014/09/07
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke<br>
7  * This software may be copied and distributed for educational, research,
8  * and not for profit purposes provided that this copyright and statement
9  * are included in all such copies. Other copyrights may also apply.<br
10  */
11 
12 #define DUN_ROOMS_MAX 40 /*!< 部屋生成処理の最大試行数 / Number of rooms to attempt (was 50) */
13 
14 
15 /* 池型地形の生成ID / Room types for generate_lake() */
16 #define LAKE_T_LAVA 1 /*!< 池型地形ID: 溶岩 */
17 #define LAKE_T_WATER 2 /*!< 池型地形ID: 池 */
18 #define LAKE_T_CAVE 3 /*!< 池型地形ID: 空洞 */
19 #define LAKE_T_EARTH_VAULT 4 /*!< 池型地形ID: 地属性VAULT */
20 #define LAKE_T_AIR_VAULT 5 /*!< 池型地形ID: 風属性VAULT */
21 #define LAKE_T_WATER_VAULT 6 /*!< 池型地形ID: 水属性VAULT */
22 #define LAKE_T_FIRE_VAULT 7 /*!< 池型地形ID: 火属性VAULT */
23 
24 
25 /* 部屋型ID / Room types for room_build() */
26 #define ROOM_T_NORMAL 0 /*!<部屋型ID:基本長方形 / Simple (33x11) */
27 #define ROOM_T_OVERLAP 1 /*!<部屋型ID:長方形二つ重ね / Overlapping (33x11) */
28 #define ROOM_T_CROSS 2 /*!<部屋型ID:十字 / Crossed (33x11) */
29 #define ROOM_T_INNER_FEAT 3 /*!<部屋型ID:二重壁 / Large (33x11) */
30 #define ROOM_T_NEST 4 /*!<部屋型ID:モンスターNEST / Monster nest (33x11) */
31 #define ROOM_T_PIT 5 /*!<部屋型ID:モンスターPIT / Monster pit (33x11) */
32 #define ROOM_T_LESSER_VAULT 6 /*!<部屋型ID:小型VAULT / Lesser vault (33x22) */
33 #define ROOM_T_GREATER_VAULT 7 /*!<部屋型ID:大型VAULT / Greater vault (66x44) */
34 #define ROOM_T_FRACAVE 8 /*!<部屋型ID:フラクタル地形 / Fractal cave (42x24) */
35 #define ROOM_T_RANDOM_VAULT 9 /*!<部屋型ID:ランダムVAULT / Random vault (44x22) */
36 #define ROOM_T_OVAL 10 /*!<部屋型ID:円形部屋 / Circular rooms (22x22) */
37 #define ROOM_T_CRYPT 11 /*!<部屋型ID:聖堂 / Crypts (22x22) */
38 #define ROOM_T_TRAP_PIT 12 /*!<部屋型ID:トラップつきモンスターPIT / Trapped monster pit */
39 #define ROOM_T_TRAP 13 /*!<部屋型ID:トラップ部屋 / Piranha/Armageddon trap room */
40 #define ROOM_T_GLASS 14 /*!<部屋型ID:ガラス部屋 / Glass room */
41 #define ROOM_T_ARCADE 15 /*!<部屋型ID:商店 / Arcade */
42 
43 #define ROOM_T_MAX 16 /*!<部屋型ID最大数 */
44 
45 
46 /*
47  * Room type information
48  */
50 
52 {
53  /* Allocation information. */
55 
56  /* Minimum level on which room can appear. */
58 };
59 
60 
61 /* Externs */
62 #ifdef ALLOW_CAVERNS_AND_LAKES
63 extern void build_lake(int type);
64 extern void build_cavern(void);
65 #endif /* ALLOW_CAVERNS_AND_LAKES */
66 
67 extern bool generate_rooms(void);
68 extern void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault);
69 
void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
Definition: rooms.c:4741
Definition: rooms.h:51
#define ROOM_T_MAX
部屋型ID最大数
Definition: rooms.h:43
s16b prob[ROOM_T_MAX]
Definition: rooms.h:54
bool generate_rooms(void)
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:6703
void build_lake(int type)
Definition: rooms.c:4083
byte min_level
Definition: rooms.h:57
void build_cavern(void)
Definition: rooms.c:3899
signed short s16b
Definition: h-type.h:92
unsigned char byte
byte型をunsighned charとして定義 / Note that unsigned values can cause math problems / An unsigned byte of m...
Definition: h-type.h:76