<ClInclude Include="..\..\src\load\savedata-flag-types.h" />\r
<ClInclude Include="..\..\src\load\store-loader.h" />\r
<ClInclude Include="..\..\src\load\world-loader.h" />\r
+ <ClInclude Include="..\..\src\room\lake-types.h" />\r
+ <ClInclude Include="..\..\src\room\room-types.h" />\r
<ClInclude Include="..\..\src\save\floor-writer.h" />\r
<ClInclude Include="..\..\src\save\info-writer.h" />\r
<ClInclude Include="..\..\src\save\item-writer.h" />\r
<ClInclude Include="..\..\src\player\player-status-flags.h">
<Filter>player</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\room\room-types.h">
+ <Filter>room</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\src\room\lake-types.h">
+ <Filter>room</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
realm/realm-trump.c realm/realm-trump.h \
realm/realm-types.h \
\
- room/rooms.c room/rooms.h room/rooms-city.c room/rooms-city.h \
+ room/lake-types.h room/room-types.h \
+ room/rooms.c room/rooms.h \
+ room/rooms-city.c room/rooms-city.h \
room/rooms-fractal.c room/rooms-fractal.h \
room/rooms-normal.c room/rooms-normal.h \
room/rooms-special.c room/rooms-special.h \
#include "monster/monster-info.h"
#include "monster-floor/place-monster-types.h"
#include "player/player-status.h"
+#include "room/lake-types.h"
#include "room/rooms.h"
#include "system/floor-type-definition.h"
#include "system/system-variables.h"
#include "monster-race/monster-race.h"
#include "monster/monster-info.h"
#include "object-hook/hook-enchant.h"
+#include "room/lake-types.h"
#include "room/rooms.h"
#include "spell-kind/spells-floor.h"
#include "system/artifact-type-definition.h"
--- /dev/null
+#pragma once
+
+/* 池型地形の生成ID / Room types for generate_lake() */
+typedef enum lake_type {
+ LAKE_T_LAVA = 1, /*!< 池型地形ID: 溶岩 */
+ LAKE_T_WATER = 2, /*!< 池型地形ID: 池 */
+ LAKE_T_CAVE = 3, /*!< 池型地形ID: 空洞 */
+ LAKE_T_EARTH_VAULT = 4, /*!< 池型地形ID: 地属性VAULT */
+ LAKE_T_AIR_VAULT = 5, /*!< 池型地形ID: 風属性VAULT */
+ LAKE_T_WATER_VAULT = 6, /*!< 池型地形ID: 水属性VAULT */
+ LAKE_T_FIRE_VAULT = 7, /*!< 池型地形ID: 火属性VAULT */
+} lake_type;
--- /dev/null
+#pragma once
+
+/* 部屋型ID / Room types for room_build() */
+typedef enum room_type {
+ ROOM_T_NORMAL = 0, /*!<部屋型ID:基本長方形 / Simple (33x11) */
+ ROOM_T_OVERLAP = 1, /*!<部屋型ID:長方形二つ重ね / Overlapping (33x11) */
+ ROOM_T_CROSS = 2, /*!<部屋型ID:十字 / Crossed (33x11) */
+ ROOM_T_INNER_FEAT = 3, /*!<部屋型ID:二重壁 / Large (33x11) */
+ ROOM_T_NEST = 4, /*!<部屋型ID:モンスターNEST / Monster nest (33x11) */
+ ROOM_T_PIT = 5, /*!<部屋型ID:モンスターPIT / Monster pit (33x11) */
+ ROOM_T_LESSER_VAULT = 6, /*!<部屋型ID:小型VAULT / Lesser vault (33x22) */
+ ROOM_T_GREATER_VAULT = 7, /*!<部屋型ID:大型VAULT / Greater vault (66x44) */
+ ROOM_T_FRACAVE = 8, /*!<部屋型ID:フラクタル地形 / Fractal room (42x24) */
+ ROOM_T_RANDOM_VAULT = 9, /*!<部屋型ID:ランダムVAULT / Random vault (44x22) */
+ ROOM_T_OVAL = 10, /*!<部屋型ID:円形部屋 / Circular rooms (22x22) */
+ ROOM_T_CRYPT = 11, /*!<部屋型ID:聖堂 / Crypts (22x22) */
+ ROOM_T_TRAP_PIT = 12, /*!<部屋型ID:トラップつきモンスターPIT / Trapped monster pit */
+ ROOM_T_TRAP = 13, /*!<部屋型ID:トラップ部屋 / Piranha/Armageddon trap room */
+ ROOM_T_GLASS = 14, /*!<部屋型ID:ガラス部屋 / Glass room */
+ ROOM_T_ARCADE = 15, /*!<部屋型ID:商店 / Arcade */
+ ROOM_T_FIXED = 16, /*!<部屋型ID:固定部屋 / Fixed room */
+ ROOM_T_MAX = 17, /*!<部屋型ID最大数 */
+} room_type;
#include "monster-floor/monster-generator.h"
#include "monster-floor/place-monster-types.h"
#include "object-enchant/item-apply-magic.h"
+#include "room/lake-types.h"
#include "room/rooms.h"
#include "store/store-util.h"
#include "store/store.h"
#include "monster-floor/monster-generator.h"
#include "monster-floor/place-monster-types.h"
#include "object-enchant/item-apply-magic.h"
+#include "room/lake-types.h"
#include "room/rooms-city.h"
#include "room/rooms-fractal.h"
#include "room/rooms-normal.h"
#pragma once
+#include "room/room-types.h"
#include "system/angband.h"
#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_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_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 */
-
-/* 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_MAX 17 /*!<部屋型ID最大数 */
-
/* Maximum locked/jammed doors */
#define MAX_LJ_DOORS 8