*/
+/* Number of rooms to attempt (was 50) */
+#define DUN_ROOMS_MAX 40
+
+
+/* Room types for generate_lake() */
+#define LAKE_T_LAVA 1
+#define LAKE_T_WATER 2
+#define LAKE_T_CAVE 3
+#define LAKE_T_EARTH_VAULT 4
+#define LAKE_T_AIR_VAULT 5
+#define LAKE_T_WATER_VAULT 6
+#define LAKE_T_FIRE_VAULT 7
+
+
+/* Room types for room_build() */
+#define ROOM_T_NORMAL 0 /* Simple (33x11) */
+#define ROOM_T_OVERLAP 1 /* Overlapping (33x11) */
+#define ROOM_T_CROSS 2 /* Crossed (33x11) */
+#define ROOM_T_INNER_FEAT 3 /* Large (33x11) */
+#define ROOM_T_NEST 4 /* Monster nest (33x11) */
+#define ROOM_T_PIT 5 /* Monster pit (33x11) */
+#define ROOM_T_LESSER_VAULT 6 /* Lesser vault (33x22) */
+#define ROOM_T_GREATER_VAULT 7 /* Greater vault (66x44) */
+#define ROOM_T_FRACAVE 8 /* Fractal cave (42x24) */
+#define ROOM_T_RANDOM_VAULT 9 /* Random vault (44x22) */
+#define ROOM_T_OVAL 10 /* Circular rooms (22x22) */
+#define ROOM_T_CRYPT 11 /* Crypts (22x22) */
+#define ROOM_T_TRAP_PIT 12 /* Trapped monster pit */
+#define ROOM_T_TRAP 13 /* Piranha/Armageddon trap room */
+#define ROOM_T_GLASS 14 /* Glass room */
+#define ROOM_T_ARCADE 15 /* Arcade */
+
+#define ROOM_T_MAX 16
+
+
+/*
+ * Room type information
+ */
+typedef struct room_info_type room_info_type;
+
+struct room_info_type
+{
+ /* Allocation information. */
+ s16b prob[ROOM_T_MAX];
+
+ /* Minimum level on which room can appear. */
+ byte min_level;
+};
+
+
/* Externs */
#ifdef ALLOW_CAVERNS_AND_LAKES
extern void build_lake(int type);
extern void build_cavern(void);
#endif /* ALLOW_CAVERNS_AND_LAKES */
-extern bool room_build(int y0, int x0, int typ);
+extern bool generate_rooms(void);
extern void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault);
+