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[Refactor] #37353 地下都市生成処理を rooms.c から rooms-city.c/h へ分離。
authorDeskull <deskull@users.sourceforge.jp>
Sat, 15 Sep 2018 07:51:41 +0000 (16:51 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Sat, 15 Sep 2018 07:51:41 +0000 (16:51 +0900)
Separate generation of underground city from rooms.c to rooms-city.c/h.

Hengband_vcs2015/Hengband/Hengband.vcxproj
Hengband_vcs2015/Hengband/Hengband.vcxproj.filters
src/rooms-city.c [new file with mode: 0644]
src/rooms-city.h [new file with mode: 0644]
src/rooms.c
src/rooms.h

index 30668d9..84720df 100644 (file)
     <ClCompile Include="..\..\src\realm-life.c" />\r
     <ClCompile Include="..\..\src\realm-trump.c" />\r
     <ClCompile Include="..\..\src\report.c" />\r
+    <ClCompile Include="..\..\src\rooms-city.c" />\r
     <ClCompile Include="..\..\src\rooms-normal.c" />\r
     <ClCompile Include="..\..\src\rooms-pitnest.c" />\r
     <ClCompile Include="..\..\src\rooms-vault.c" />\r
     <ClInclude Include="..\..\src\realm-song.h" />\r
     <ClInclude Include="..\..\src\realm-sorcery.h" />\r
     <ClInclude Include="..\..\src\realm-trump.h" />\r
+    <ClInclude Include="..\..\src\rooms-city.h" />\r
     <ClInclude Include="..\..\src\rooms-normal.h" />\r
     <ClInclude Include="..\..\src\rooms-pitnest.h" />\r
     <ClInclude Include="..\..\src\rooms-vault.h" />\r
index a7c5ef0..0bc7d49 100644 (file)
     <ClCompile Include="..\..\src\realm-hissatsu.c">\r
       <Filter>Source</Filter>\r
     </ClCompile>\r
+    <ClCompile Include="..\..\src\rooms-city.c">\r
+      <Filter>Source</Filter>\r
+    </ClCompile>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ClInclude Include="..\..\src\angband.h">\r
     <ClInclude Include="..\..\src\realm-hex.h">\r
       <Filter>Header</Filter>\r
     </ClInclude>\r
+    <ClInclude Include="..\..\src\rooms-city.h">\r
+      <Filter>Header</Filter>\r
+    </ClInclude>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ResourceCompile Include="..\..\src\angband.rc" />\r
diff --git a/src/rooms-city.c b/src/rooms-city.c
new file mode 100644 (file)
index 0000000..415566b
--- /dev/null
@@ -0,0 +1,256 @@
+#include "angband.h"\r
+#include "grid.h"\r
+#include "generate.h"\r
+#include "rooms.h"\r
+#include "rooms-city.h"\r
+\r
+\r
+\r
+/*\r
+* Precalculate buildings' location of underground arcade\r
+*/\r
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)\r
+{\r
+       int i, y, x, center_y, center_x, tmp, attempt = 10000;\r
+       int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;\r
+       int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;\r
+       ugbldg_type *cur_ugbldg;\r
+       bool **ugarcade_used, abort;\r
+\r
+       /* Allocate "ugarcade_used" array (2-dimension) */\r
+       C_MAKE(ugarcade_used, town_hgt, bool *);\r
+       C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);\r
+       for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;\r
+\r
+       /* Calculate building locations */\r
+       for (i = 0; i < n; i++)\r
+       {\r
+               cur_ugbldg = &ugbldg[i];\r
+               (void)WIPE(cur_ugbldg, ugbldg_type);\r
+\r
+               do\r
+               {\r
+                       /* Find the "center" of the store */\r
+                       center_y = rand_range(2, town_hgt - 3);\r
+                       center_x = rand_range(2, town_wid - 3);\r
+\r
+                       /* Determine the store boundaries */\r
+                       tmp = center_y - randint1(max_bldg_hgt);\r
+                       cur_ugbldg->y0 = MAX(tmp, 1);\r
+                       tmp = center_x - randint1(max_bldg_wid);\r
+                       cur_ugbldg->x0 = MAX(tmp, 1);\r
+                       tmp = center_y + randint1(max_bldg_hgt);\r
+                       cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);\r
+                       tmp = center_x + randint1(max_bldg_wid);\r
+                       cur_ugbldg->x1 = MIN(tmp, town_wid - 2);\r
+\r
+                       /* Scan this building's area */\r
+                       for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)\r
+                       {\r
+                               for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)\r
+                               {\r
+                                       if (ugarcade_used[y][x])\r
+                                       {\r
+                                               abort = TRUE;\r
+                                               break;\r
+                                       }\r
+                               }\r
+                       }\r
+\r
+                       attempt--;\r
+               } while (abort && attempt); /* Accept this building if no overlapping */\r
+\r
+                                                                       /* Failed to generate underground arcade */\r
+               if (!attempt) break;\r
+\r
+               /*\r
+               * Mark to ugarcade_used[][] as "used"\r
+               * Note: Building-adjacent grids are included for preventing\r
+               * connected bulidings.\r
+               */\r
+               for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)\r
+               {\r
+                       for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)\r
+                       {\r
+                               ugarcade_used[y][x] = TRUE;\r
+                       }\r
+               }\r
+       }\r
+\r
+       /* Free "ugarcade_used" array (2-dimension) */\r
+       C_KILL(*ugarcade_used, town_hgt * town_wid, bool);\r
+       C_KILL(ugarcade_used, town_hgt, bool *);\r
+\r
+       /* If i < n, generation is not allowed */\r
+       return i == n;\r
+}\r
+\r
+\r
+/*!\r
+* @brief \83^\83C\83v16\82Ì\95\94\89®\81c\92n\89º\93s\8es\90\90¬\82Ì\83T\83u\83\8b\81[\83`\83\93 / Actually create buildings\r
+* @return \82È\82µ\r
+* @param ltcy \90\90¬\8aî\8f\80Y\8dÀ\95W\r
+* @param ltcx \90\90¬\8aî\8f\80X\8dÀ\95W\r
+* @param stotes[] \90\90¬\82·\82é\93X\95Ü\82Ì\83\8a\83X\83g\r
+* @param n \90\90¬\82·\82é\93X\95Ü\82Ì\90\94\r
+* @note\r
+* Note: ltcy and ltcx indicate "left top corner".\r
+*/\r
+static void build_stores(int ltcy, int ltcx, int stores[], int n)\r
+{\r
+       int i, y, x;\r
+       IDX j;\r
+       ugbldg_type *cur_ugbldg;\r
+\r
+       for (i = 0; i < n; i++)\r
+       {\r
+               cur_ugbldg = &ugbldg[i];\r
+\r
+               /* Generate new room */\r
+               generate_room_floor(\r
+                       ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,\r
+                       ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,\r
+                       FALSE);\r
+       }\r
+\r
+       for (i = 0; i < n; i++)\r
+       {\r
+               cur_ugbldg = &ugbldg[i];\r
+\r
+               /* Build an invulnerable rectangular building */\r
+               generate_fill_perm_bold(\r
+                       ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,\r
+                       ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);\r
+\r
+               /* Pick a door direction (S,N,E,W) */\r
+               switch (randint0(4))\r
+               {\r
+                       /* Bottom side */\r
+               case 0:\r
+                       y = cur_ugbldg->y1;\r
+                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);\r
+                       break;\r
+\r
+                       /* Top side */\r
+               case 1:\r
+                       y = cur_ugbldg->y0;\r
+                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);\r
+                       break;\r
+\r
+                       /* Right side */\r
+               case 2:\r
+                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);\r
+                       x = cur_ugbldg->x1;\r
+                       break;\r
+\r
+                       /* Left side */\r
+               default:\r
+                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);\r
+                       x = cur_ugbldg->x0;\r
+                       break;\r
+               }\r
+\r
+               for (j = 0; j < max_f_idx; j++)\r
+               {\r
+                       if (have_flag(f_info[j].flags, FF_STORE))\r
+                       {\r
+                               if (f_info[j].subtype == stores[i]) break;\r
+                       }\r
+               }\r
+\r
+               /* Clear previous contents, add a store door */\r
+               if (j < max_f_idx)\r
+               {\r
+                       cave_set_feat(ltcy + y, ltcx + x, j);\r
+\r
+                       /* Init store */\r
+                       store_init(NO_TOWN, stores[i]);\r
+               }\r
+       }\r
+}\r
+\r
+\r
+/*!\r
+* @brief \83^\83C\83v16\82Ì\95\94\89®\81c\92n\89º\93s\8es\82Ì\90\90¬ / Type 16 -- Underground Arcade\r
+* @return \82È\82µ\r
+* @details\r
+* Town logic flow for generation of new town\n\r
+* Originally from Vanilla 3.0.3\n\r
+*\n\r
+* We start with a fully wiped cave of normal floors.\n\r
+*\n\r
+* Note that town_gen_hack() plays games with the R.N.G.\n\r
+*\n\r
+* This function does NOT do anything about the owners of the stores,\n\r
+* nor the contents thereof.  It only handles the physical layout.\n\r
+*/\r
+bool build_type16(void)\r
+{\r
+       int stores[] =\r
+       {\r
+               STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,\r
+               STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,\r
+       };\r
+       int n = sizeof stores / sizeof(int);\r
+       POSITION i, y, x, y1, x1, yval, xval;\r
+       int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);\r
+       int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);\r
+       bool prevent_bm = FALSE;\r
+\r
+       /* Hack -- If already exist black market, prevent building */\r
+       for (y = 0; (y < cur_hgt) && !prevent_bm; y++)\r
+       {\r
+               for (x = 0; x < cur_wid; x++)\r
+               {\r
+                       if (cave[y][x].feat == FF_STORE)\r
+                       {\r
+                               prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);\r
+                               break;\r
+                       }\r
+               }\r
+       }\r
+       for (i = 0; i < n; i++)\r
+       {\r
+               if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];\r
+       }\r
+       if (!n) return FALSE;\r
+\r
+       /* Allocate buildings array */\r
+       C_MAKE(ugbldg, n, ugbldg_type);\r
+\r
+       /* If cannot build stores, abort */\r
+       if (!precalc_ugarcade(town_hgt, town_wid, n))\r
+       {\r
+               /* Free buildings array */\r
+               C_KILL(ugbldg, n, ugbldg_type);\r
+               return FALSE;\r
+       }\r
+\r
+       /* Find and reserve some space in the dungeon.  Get center of room. */\r
+       if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))\r
+       {\r
+               /* Free buildings array */\r
+               C_KILL(ugbldg, n, ugbldg_type);\r
+               return FALSE;\r
+       }\r
+\r
+       /* Get top left corner */\r
+       y1 = yval - (town_hgt / 2);\r
+       x1 = xval - (town_wid / 2);\r
+\r
+       /* Generate new room */\r
+       generate_room_floor(\r
+               y1 + town_hgt / 3, x1 + town_wid / 3,\r
+               y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);\r
+\r
+       /* Build stores */\r
+       build_stores(y1, x1, stores, n);\r
+\r
+       msg_print_wizard(CHEAT_DUNGEON, _("\92n\89º\8aX\82ð\90\90¬\82µ\82Ü\82µ\82½", "Underground arcade was generated."));\r
+\r
+       /* Free buildings array */\r
+       C_KILL(ugbldg, n, ugbldg_type);\r
+\r
+       return TRUE;\r
+}\r
+\r
diff --git a/src/rooms-city.h b/src/rooms-city.h
new file mode 100644 (file)
index 0000000..8a67b94
--- /dev/null
@@ -0,0 +1,17 @@
+extern bool build_type16(void);\r
+\r
+/* Minimum & maximum town size */\r
+#define MIN_TOWN_WID ((MAX_WID / 3) / 2)\r
+#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)\r
+#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)\r
+#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)\r
+\r
+/* Struct for build underground buildings */\r
+typedef struct\r
+{\r
+       int y0, x0; /* North-west corner (relative) */\r
+       int y1, x1; /* South-east corner (relative) */\r
+}\r
+ugbldg_type;\r
+\r
+ugbldg_type *ugbldg;\r
index 04f4839..8d49cf6 100644 (file)
@@ -44,6 +44,7 @@
 #include "rooms-normal.h"
 #include "rooms-pitnest.h"
 #include "rooms-vault.h"
+#include "rooms-city.h"
 
 
 /*!
@@ -3269,270 +3270,6 @@ void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
        }
 }
 
-/* Minimum & maximum town size */
-#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
-#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
-#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
-#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
-
-/* Struct for build underground buildings */
-typedef struct
-{
-       int y0, x0; /* North-west corner (relative) */
-       int y1, x1; /* South-east corner (relative) */
-}
-ugbldg_type;
-
-ugbldg_type *ugbldg;
-
-/*
- * Precalculate buildings' location of underground arcade
- */
-static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
-{
-       int i, y, x, center_y, center_x, tmp, attempt = 10000;
-       int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
-       int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
-       ugbldg_type *cur_ugbldg;
-       bool **ugarcade_used, abort;
-
-       /* Allocate "ugarcade_used" array (2-dimension) */
-       C_MAKE(ugarcade_used, town_hgt, bool *);
-       C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
-       for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
-
-       /* Calculate building locations */
-       for (i = 0; i < n; i++)
-       {
-               cur_ugbldg = &ugbldg[i];
-               (void)WIPE(cur_ugbldg, ugbldg_type);
-
-               do
-               {
-                       /* Find the "center" of the store */
-                       center_y = rand_range(2, town_hgt - 3);
-                       center_x = rand_range(2, town_wid - 3);
-
-                       /* Determine the store boundaries */
-                       tmp = center_y - randint1(max_bldg_hgt);
-                       cur_ugbldg->y0 = MAX(tmp, 1);
-                       tmp = center_x - randint1(max_bldg_wid);
-                       cur_ugbldg->x0 = MAX(tmp, 1);
-                       tmp = center_y + randint1(max_bldg_hgt);
-                       cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
-                       tmp = center_x + randint1(max_bldg_wid);
-                       cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
-
-                       /* Scan this building's area */
-                       for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
-                       {
-                               for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
-                               {
-                                       if (ugarcade_used[y][x])
-                                       {
-                                               abort = TRUE;
-                                               break;
-                                       }
-                               }
-                       }
-
-                       attempt--;
-               }
-               while (abort && attempt); /* Accept this building if no overlapping */
-
-               /* Failed to generate underground arcade */
-               if (!attempt) break;
-
-               /*
-                * Mark to ugarcade_used[][] as "used"
-                * Note: Building-adjacent grids are included for preventing
-                * connected bulidings.
-                */
-               for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
-               {
-                       for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
-                       {
-                               ugarcade_used[y][x] = TRUE;
-                       }
-               }
-       }
-
-       /* Free "ugarcade_used" array (2-dimension) */
-       C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
-       C_KILL(ugarcade_used, town_hgt, bool *);
-
-       /* If i < n, generation is not allowed */
-       return i == n;
-}
-
-/*!
- * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
- * @return なし
- * @param ltcy 生成基準Y座標
- * @param ltcx 生成基準X座標
- * @param stotes[] 生成する店舗のリスト
- * @param n 生成する店舗の数
- * @note
- * Note: ltcy and ltcx indicate "left top corner".
- */
-static void build_stores(int ltcy, int ltcx, int stores[], int n)
-{
-       int i, y, x;
-       IDX j;
-       ugbldg_type *cur_ugbldg;
-
-       for (i = 0; i < n; i++)
-       {
-               cur_ugbldg = &ugbldg[i];
-
-               /* Generate new room */
-               generate_room_floor(
-                       ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
-                       ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
-                       FALSE);
-       }
-
-       for (i = 0; i < n; i++)
-       {
-               cur_ugbldg = &ugbldg[i];
-
-               /* Build an invulnerable rectangular building */
-               generate_fill_perm_bold(
-                       ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
-                       ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
-
-               /* Pick a door direction (S,N,E,W) */
-               switch (randint0(4))
-               {
-               /* Bottom side */
-               case 0:
-                       y = cur_ugbldg->y1;
-                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
-                       break;
-
-               /* Top side */
-               case 1:
-                       y = cur_ugbldg->y0;
-                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
-                       break;
-
-               /* Right side */
-               case 2:
-                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
-                       x = cur_ugbldg->x1;
-                       break;
-
-               /* Left side */
-               default:
-                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
-                       x = cur_ugbldg->x0;
-                       break;
-               }
-
-               for (j = 0; j < max_f_idx; j++)
-               {
-                       if (have_flag(f_info[j].flags, FF_STORE))
-                       {
-                               if (f_info[j].subtype == stores[i]) break;
-                       }
-               }
-
-               /* Clear previous contents, add a store door */
-               if (j < max_f_idx)
-               {
-                       cave_set_feat(ltcy + y, ltcx + x, j);
-
-                       /* Init store */
-                       store_init(NO_TOWN, stores[i]);
-               }
-       }
-}
-
-
-/*!
- * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
- * @return なし
- * @details
- * Town logic flow for generation of new town\n
- * Originally from Vanilla 3.0.3\n
- *\n
- * We start with a fully wiped cave of normal floors.\n
- *\n
- * Note that town_gen_hack() plays games with the R.N.G.\n
- *\n
- * This function does NOT do anything about the owners of the stores,\n
- * nor the contents thereof.  It only handles the physical layout.\n
- */
-static bool build_type16(void)
-{
-       int stores[] =
-       {
-               STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
-               STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
-       };
-       int n = sizeof stores / sizeof (int);
-       POSITION i, y, x, y1, x1, yval, xval;
-       int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
-       int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
-       bool prevent_bm = FALSE;
-
-       /* Hack -- If already exist black market, prevent building */
-       for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
-       {
-               for (x = 0; x < cur_wid; x++)
-               {
-                       if (cave[y][x].feat == FF_STORE)
-                       {
-                               prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
-                               break;
-                       }
-               }
-       }
-       for (i = 0; i < n; i++)
-       {
-               if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
-       }
-       if (!n) return FALSE;
-
-       /* Allocate buildings array */
-       C_MAKE(ugbldg, n, ugbldg_type);
-
-       /* If cannot build stores, abort */
-       if (!precalc_ugarcade(town_hgt, town_wid, n))
-       {
-               /* Free buildings array */
-               C_KILL(ugbldg, n, ugbldg_type);
-               return FALSE;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
-       {
-               /* Free buildings array */
-               C_KILL(ugbldg, n, ugbldg_type);
-               return FALSE;
-       }
-
-       /* Get top left corner */
-       y1 = yval - (town_hgt / 2);
-       x1 = xval - (town_wid / 2);
-
-       /* Generate new room */
-       generate_room_floor(
-               y1 + town_hgt / 3, x1 + town_wid / 3,
-               y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
-
-       /* Build stores */
-       build_stores(y1, x1, stores, n);
-
-       msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
-
-       /* Free buildings array */
-       C_KILL(ugbldg, n, ugbldg_type);
-
-       return TRUE;
-}
-
 
 /*!
  * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
index 8866db1..3f962d3 100644 (file)
@@ -72,4 +72,6 @@ extern bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width
 extern void build_small_room(int x0, int y0);
 extern void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2);
 extern int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4);
+extern void generate_room_floor(int y1, int x1, int y2, int x2, int light);
+extern void generate_fill_perm_bold(int y1, int x1, int y2, int x2);