-/*!
- * @file rooms.h
- * @brief 部屋生成処理の定義ヘッダー / Header file for rooms.c, used only in generate.c
- * @date 2014/09/07
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke<br>
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.<br
- */
-
-#pragma once
+#pragma once
#include "system/angband.h"
-#define ALLOW_CAVERNS_AND_LAKES
-
-#define DUN_ROOMS_MAX 40 /*!< 部屋生成処理の最大試行数 / Number of rooms to attempt (was 50) */
-
+#define DUN_ROOMS_MAX 40 /*!< 部屋生成処理の最大試行数 / Number of rooms to attempt (was 50) */
/* 池型地形の生成ID / Room types for generate_lake() */
-#define LAKE_T_LAVA 1 /*!< 池型地形ID: 溶岩 */
-#define LAKE_T_WATER 2 /*!< 池型地形ID: 池 */
-#define LAKE_T_CAVE 3 /*!< 池型地形ID: 空洞 */
+#define LAKE_T_LAVA 1 /*!< 池型地形ID: 溶岩 */
+#define LAKE_T_WATER 2 /*!< 池型地形ID: 池 */
+#define LAKE_T_CAVE 3 /*!< 池型地形ID: 空洞 */
#define LAKE_T_EARTH_VAULT 4 /*!< 池型地形ID: 地属性VAULT */
-#define LAKE_T_AIR_VAULT 5 /*!< 池型地形ID: 風属性VAULT */
+#define LAKE_T_AIR_VAULT 5 /*!< 池型地形ID: 風属性VAULT */
#define LAKE_T_WATER_VAULT 6 /*!< 池型地形ID: 水属性VAULT */
-#define LAKE_T_FIRE_VAULT 7 /*!< 池型地形ID: 火属性VAULT */
-
+#define LAKE_T_FIRE_VAULT 7 /*!< 池型地形ID: 火属性VAULT */
/* 部屋型ID / Room types for room_build() */
-#define ROOM_T_NORMAL 0 /*!<部屋型ID:基本長方形 / Simple (33x11) */
-#define ROOM_T_OVERLAP 1 /*!<部屋型ID:長方形二つ重ね / Overlapping (33x11) */
-#define ROOM_T_CROSS 2 /*!<部屋型ID:十字 / Crossed (33x11) */
-#define ROOM_T_INNER_FEAT 3 /*!<部屋型ID:二重壁 / Large (33x11) */
-#define ROOM_T_NEST 4 /*!<部屋型ID:モンスターNEST / Monster nest (33x11) */
-#define ROOM_T_PIT 5 /*!<部屋型ID:モンスターPIT / Monster pit (33x11) */
-#define ROOM_T_LESSER_VAULT 6 /*!<部屋型ID:小型VAULT / Lesser vault (33x22) */
-#define ROOM_T_GREATER_VAULT 7 /*!<部屋型ID:大型VAULT / Greater vault (66x44) */
-#define ROOM_T_FRACAVE 8 /*!<部屋型ID:フラクタル地形 / Fractal room (42x24) */
-#define ROOM_T_RANDOM_VAULT 9 /*!<部屋型ID:ランダムVAULT / Random vault (44x22) */
-#define ROOM_T_OVAL 10 /*!<部屋型ID:円形部屋 / Circular rooms (22x22) */
-#define ROOM_T_CRYPT 11 /*!<部屋型ID:聖堂 / Crypts (22x22) */
-#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 */
-#define ROOM_T_TRAP 13 /*!<部屋型ID:トラップ部屋 / Piranha/Armageddon trap room */
-#define ROOM_T_GLASS 14 /*!<部屋型ID:ガラス部屋 / Glass room */
-#define ROOM_T_ARCADE 15 /*!<部屋型ID:商店 / Arcade */
-#define ROOM_T_FIXED 16 /*!<部屋型ID:固定部屋 / Fixed room */
-
+#define ROOM_T_NORMAL 0 /*!<部屋型ID:基本長方形 / Simple (33x11) */
+#define ROOM_T_OVERLAP 1 /*!<部屋型ID:長方形二つ重ね / Overlapping (33x11) */
+#define ROOM_T_CROSS 2 /*!<部屋型ID:十字 / Crossed (33x11) */
+#define ROOM_T_INNER_FEAT 3 /*!<部屋型ID:二重壁 / Large (33x11) */
+#define ROOM_T_NEST 4 /*!<部屋型ID:モンスターNEST / Monster nest (33x11) */
+#define ROOM_T_PIT 5 /*!<部屋型ID:モンスターPIT / Monster pit (33x11) */
+#define ROOM_T_LESSER_VAULT 6 /*!<部屋型ID:小型VAULT / Lesser vault (33x22) */
+#define ROOM_T_GREATER_VAULT 7 /*!<部屋型ID:大型VAULT / Greater vault (66x44) */
+#define ROOM_T_FRACAVE 8 /*!<部屋型ID:フラクタル地形 / Fractal room (42x24) */
+#define ROOM_T_RANDOM_VAULT 9 /*!<部屋型ID:ランダムVAULT / Random vault (44x22) */
+#define ROOM_T_OVAL 10 /*!<部屋型ID:円形部屋 / Circular rooms (22x22) */
+#define ROOM_T_CRYPT 11 /*!<部屋型ID:聖堂 / Crypts (22x22) */
+#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 */
+#define ROOM_T_TRAP 13 /*!<部屋型ID:トラップ部屋 / Piranha/Armageddon trap room */
+#define ROOM_T_GLASS 14 /*!<部屋型ID:ガラス部屋 / Glass room */
+#define ROOM_T_ARCADE 15 /*!<部屋型ID:商店 / Arcade */
+#define ROOM_T_FIXED 16 /*!<部屋型ID:固定部屋 / Fixed room */
#define ROOM_T_MAX 17 /*!<部屋型ID最大数 */
+/* Maximum locked/jammed doors */
+#define MAX_LJ_DOORS 8
-/*
- * Room type information
- */
-typedef struct room_info_type {
- /* Allocation information. */
- s16b prob[ROOM_T_MAX];
+#define MAX_DOOR_TYPES 3
- /* Minimum level on which room can appear. */
- byte min_level;
+/* Room type information */
+typedef struct room_info_type {
+ s16b prob[ROOM_T_MAX]; /* Allocation information. */
+ byte min_level; /* Minimum level on which room can appear. */
} room_info_type;
-extern void build_lake(player_type *player_ptr, int type);
-extern void build_cavern(player_type *player_ptr);
-
-/* Maximum locked/jammed doors */
-#define MAX_LJ_DOORS 8
-
-/*
- * A structure type for doors
- */
+/* A structure type for doors */
typedef struct door_type {
- FEAT_IDX open;
- FEAT_IDX broken;
- FEAT_IDX closed;
- FEAT_IDX locked[MAX_LJ_DOORS];
- FEAT_IDX num_locked;
- FEAT_IDX jammed[MAX_LJ_DOORS];
- FEAT_IDX num_jammed;
+ FEAT_IDX open;
+ FEAT_IDX broken;
+ FEAT_IDX closed;
+ FEAT_IDX locked[MAX_LJ_DOORS];
+ FEAT_IDX num_locked;
+ FEAT_IDX jammed[MAX_LJ_DOORS];
+ FEAT_IDX num_jammed;
} door_type;
-#define MAX_DOOR_TYPES 3
-
-door_type feat_door[MAX_DOOR_TYPES];
-
-extern bool generate_rooms(player_type *player_ptr);
-extern void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault);
-extern bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width);
-extern void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0);
-extern void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2);
-extern POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4);
-extern void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light);
-extern void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff);
-extern bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room);
-extern void fill_treasure(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty);
-extern bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type);
-extern void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power);
-extern void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2);
-extern void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited);
+extern door_type feat_door[MAX_DOOR_TYPES];
+
+void build_lake(player_type *player_ptr, int type);
+void build_cavern(player_type *player_ptr);
+bool generate_rooms(player_type *player_ptr);
+void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault);
+bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width);
+void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0);
+void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2);
+POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4);
+void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light);
+void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff);
+bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room);
+void fill_treasure(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty);
+bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type);
+void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power);
+void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2);
+void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited);