12 #define DUN_ROOMS_MAX 40
17 #define LAKE_T_WATER 2
19 #define LAKE_T_EARTH_VAULT 4
20 #define LAKE_T_AIR_VAULT 5
21 #define LAKE_T_WATER_VAULT 6
22 #define LAKE_T_FIRE_VAULT 7
26 #define ROOM_T_NORMAL 0
27 #define ROOM_T_OVERLAP 1
28 #define ROOM_T_CROSS 2
29 #define ROOM_T_INNER_FEAT 3
32 #define ROOM_T_LESSER_VAULT 6
33 #define ROOM_T_GREATER_VAULT 7
34 #define ROOM_T_FRACAVE 8
35 #define ROOM_T_RANDOM_VAULT 9
36 #define ROOM_T_OVAL 10
37 #define ROOM_T_CRYPT 11
38 #define ROOM_T_TRAP_PIT 12
39 #define ROOM_T_TRAP 13
40 #define ROOM_T_GLASS 14
41 #define ROOM_T_ARCADE 15
62 #ifdef ALLOW_CAVERNS_AND_LAKES
68 extern void build_maze_vault(
int x0,
int y0,
int xsize,
int ysize,
bool is_vault);
void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
Definition: rooms.c:4741
#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