#include "room/rooms-special.h"
+#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
-#include "floor/floor-generate.h"
-#include "floor/floor.h"
+#include "floor/floor-generator.h"
+#include "game-option/cheat-types.h"
+#include "grid/door.h"
#include "grid/feature.h"
#include "grid/grid.h"
+#include "grid/object-placer.h"
#include "monster-race/monster-race-hook.h"
-#include "monster/monster2.h"
-#include "monster/place-monster-types.h"
+#include "monster-floor/monster-generator.h"
+#include "monster/monster-list.h"
+#include "monster/monster-util.h"
+#include "monster-floor/place-monster-types.h"
#include "object-enchant/item-apply-magic.h"
#include "object/object-kind-hook.h"
-#include "room/rooms.h"
+#include "room/space-finder.h"
+#include "system/floor-type-definition.h"
#include "system/system-variables.h"
-#include "util/util.h"
+#include "wizard/wizard-messages.h"
/*!
* @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-bool build_type15(player_type *player_ptr)
+bool build_type15(player_type *player_ptr, dun_data_type *dd_ptr)
{
POSITION y, x, y2, x2, yval, xval;
POSITION y1, x1, xsize, ysize;
/* Find and reserve some space in the dungeon. Get center of room. */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+ if (!find_space(player_ptr, dd_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
/* Choose lite or dark */
light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
break;
}
- msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
-
+ msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
return TRUE;
}