<ClInclude Include="..\..\src\floor.h" />\r
<ClInclude Include="..\..\src\gameoption.h" />\r
<ClInclude Include="..\..\src\gamevalue.h" />\r
- <ClInclude Include="..\..\src\generate.h" />\r
<ClInclude Include="..\..\src\geometry.h" />\r
<ClInclude Include="..\..\src\grid.h" />\r
<ClInclude Include="..\..\src\h-basic.h" />\r
<ClInclude Include="..\..\src\externs.h" />
<ClInclude Include="..\..\src\gameoption.h" />
<ClInclude Include="..\..\src\gamevalue.h" />
- <ClInclude Include="..\..\src\generate.h" />
<ClInclude Include="..\..\src\h-basic.h" />
<ClInclude Include="..\..\src\h-config.h" />
<ClInclude Include="..\..\src\h-define.h" />
*/
#include "angband.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "grid.h"
#include "rooms.h"
#include "floor.h"
#pragma once
+
+/*!
+ * @file generate.h
+ * @brief \83_\83\93\83W\83\87\83\93\90¶\90¬\8f\88\97\9d\82Ì\83w\83b\83_\81[\83t\83@\83C\83\8b
+ * @date 2014/08/08
+ * @author
+ * \95s\96¾(\95Ï\8bð\94Ø\93{\83X\83^\83b\83t\81H)
+ */
+
+#define ALLOW_CAVERNS_AND_LAKES
+
+#define SAFE_MAX_ATTEMPTS 5000 /*!< \90¶\90¬\8f\88\97\9d\8aî\96{\8e\8e\8ds\89ñ\90\94 */
+
+
+
+extern int dun_tun_rnd; /*!< \83_\83\93\83W\83\87\83\93\82Ì\92Ê\98H\95û\8cü\82ð\91~\82«\89ñ\82·\95p\93x(\88ê\89ñ\82Ì\8e\8e\8ds\82²\82Æ\82É%\82Å\94»\92è\82µ\82Ä\82¢\82é) */
+extern int dun_tun_chg; /*!< \83_\83\93\83W\83\87\83\93\82Ì\92Ê\98H\82ð\83N\83\89\83\93\83N\82³\82¹\82é\95p\93x(\88ê\89ñ\82Ì\8e\8e\8ds\82²\82Æ\82É%\82Å\94»\92è\82µ\82Ä\82¢\82é) */
+extern int dun_tun_con; /*!< \83_\83\93\83W\83\87\83\93\82Ì\92Ê\98H\82ð\8cp\91±\82µ\82Ä\88ø\82«\89\84\82Î\82·\95p\93x(\88ê\89ñ\82Ì\8e\8e\8ds\82²\82Æ\82É%\82Å\94»\92è\82µ\82Ä\82¢\82é) */
+extern int dun_tun_pen; /*!< \83_\83\93\83W\83\87\83\93\82Ì\95\94\89®\93ü\8cû\82É\83h\83A\82ð\90Ý\92u\82·\82é\95p\93x(\88ê\89ñ\82Ì\8e\8e\8ds\82²\82Æ\82É%\82Å\94»\92è\82µ\82Ä\82¢\82é) */
+extern int dun_tun_jct; /*!< \83_\83\93\83W\83\87\83\93\82Ì\92Ê\98H\8cð\8d·\92n\93_\95t\8bß\82É\83h\83A\82ð\90Ý\92u\82·\82é\95p\93x(\88ê\89ñ\82Ì\8e\8e\8ds\82²\82Æ\82É%\82Å\94»\92è\82µ\82Ä\82¢\82é) */
+
+/*
+ * Hack -- Dungeon allocation "places"
+ */
+#define ALLOC_SET_CORR 1 /* Hallway */
+#define ALLOC_SET_ROOM 2 /* Room */
+#define ALLOC_SET_BOTH 3 /* Anywhere */
+
+ /*
+ * Hack -- Dungeon allocation "types"
+ */
+#define ALLOC_TYP_RUBBLE 1 /* Rubble */
+#define ALLOC_TYP_TRAP 3 /* Trap */
+#define ALLOC_TYP_GOLD 4 /* Gold */
+#define ALLOC_TYP_OBJECT 5 /* Object */
+#define ALLOC_TYP_INVIS 6 /* Invisible wall */
+
+
+
+ /*
+ * The "size" of a "generation block" in grids
+ */
+#define BLOCK_HGT 11
+#define BLOCK_WID 11
+
+ /*
+ * Maximum numbers of rooms along each axis (currently 6x6)
+ */
+#define MAX_ROOMS_ROW (MAX_HGT / BLOCK_HGT)
+#define MAX_ROOMS_COL (MAX_WID / BLOCK_WID)
+
+
+ /*
+ * Bounds on some arrays used in the "dun_data" structure.
+ * These bounds are checked, though usually this is a formality.
+ */
+#define CENT_MAX 100
+#define DOOR_MAX 200
+#define WALL_MAX 500
+#define TUNN_MAX 900
+
+
+ /*
+ * Structure to hold all "dungeon generation" data
+ */
+
+typedef struct dun_data dun_data;
+
+struct dun_data
+{
+ /* Array of centers of rooms */
+ int cent_n;
+ coord cent[CENT_MAX];
+
+ /* Array of possible door locations */
+ int door_n;
+ coord door[DOOR_MAX];
+
+ /* Array of wall piercing locations */
+ int wall_n;
+ coord wall[WALL_MAX];
+
+ /* Array of tunnel grids */
+ int tunn_n;
+ coord tunn[TUNN_MAX];
+
+ /* Number of blocks along each axis */
+ int row_rooms;
+ int col_rooms;
+
+ /* Array of which blocks are used */
+ bool room_map[MAX_ROOMS_ROW][MAX_ROOMS_COL];
+
+ /* Various type of dungeon floors */
+ bool destroyed;
+ bool empty_level;
+ bool cavern;
+ int laketype;
+};
+
+extern dun_data *dun;
+
+extern bool place_quest_monsters(void);
+extern void wipe_generate_random_floor_flags(void);
+extern void clear_cave(void);
+extern void generate_random_floor(void);
+
extern bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2);
extern bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff);
#include "angband.h"
#include "floor.h"
#include "floor-events.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "grid.h"
#include "monster.h"
#include "quest.h"
*/
#include "angband.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "floor.h"
#include "floor-streams.h"
#include "grid.h"
+++ /dev/null
-/*!
- * @file generate.h
- * @brief ダンジョン生成処理のヘッダーファイル
- * @date 2014/08/08
- * @author
- * 不明(変愚蛮怒スタッフ?)
- */
-
-#define ALLOW_CAVERNS_AND_LAKES
-
-#define SAFE_MAX_ATTEMPTS 5000 /*!< 生成処理基本試行回数 */
-
-
-
-extern int dun_tun_rnd; /*!< ダンジョンの通路方向を掻き回す頻度(一回の試行ごとに%で判定している) */
-extern int dun_tun_chg; /*!< ダンジョンの通路をクランクさせる頻度(一回の試行ごとに%で判定している) */
-extern int dun_tun_con; /*!< ダンジョンの通路を継続して引き延ばす頻度(一回の試行ごとに%で判定している) */
-extern int dun_tun_pen; /*!< ダンジョンの部屋入口にドアを設置する頻度(一回の試行ごとに%で判定している) */
-extern int dun_tun_jct; /*!< ダンジョンの通路交差地点付近にドアを設置する頻度(一回の試行ごとに%で判定している) */
-
-/*
- * Hack -- Dungeon allocation "places"
- */
-#define ALLOC_SET_CORR 1 /* Hallway */
-#define ALLOC_SET_ROOM 2 /* Room */
-#define ALLOC_SET_BOTH 3 /* Anywhere */
-
-/*
- * Hack -- Dungeon allocation "types"
- */
-#define ALLOC_TYP_RUBBLE 1 /* Rubble */
-#define ALLOC_TYP_TRAP 3 /* Trap */
-#define ALLOC_TYP_GOLD 4 /* Gold */
-#define ALLOC_TYP_OBJECT 5 /* Object */
-#define ALLOC_TYP_INVIS 6 /* Invisible wall */
-
-
-
-/*
- * The "size" of a "generation block" in grids
- */
-#define BLOCK_HGT 11
-#define BLOCK_WID 11
-
-/*
- * Maximum numbers of rooms along each axis (currently 6x6)
- */
-#define MAX_ROOMS_ROW (MAX_HGT / BLOCK_HGT)
-#define MAX_ROOMS_COL (MAX_WID / BLOCK_WID)
-
-
-/*
- * Bounds on some arrays used in the "dun_data" structure.
- * These bounds are checked, though usually this is a formality.
- */
-#define CENT_MAX 100
-#define DOOR_MAX 200
-#define WALL_MAX 500
-#define TUNN_MAX 900
-
-
-/*
- * Structure to hold all "dungeon generation" data
- */
-
-typedef struct dun_data dun_data;
-
-struct dun_data
-{
- /* Array of centers of rooms */
- int cent_n;
- coord cent[CENT_MAX];
-
- /* Array of possible door locations */
- int door_n;
- coord door[DOOR_MAX];
-
- /* Array of wall piercing locations */
- int wall_n;
- coord wall[WALL_MAX];
-
- /* Array of tunnel grids */
- int tunn_n;
- coord tunn[TUNN_MAX];
-
- /* Number of blocks along each axis */
- int row_rooms;
- int col_rooms;
-
- /* Array of which blocks are used */
- bool room_map[MAX_ROOMS_ROW][MAX_ROOMS_COL];
-
- /* Various type of dungeon floors */
- bool destroyed;
- bool empty_level;
- bool cavern;
- int laketype;
-};
-
-extern dun_data *dun;
-
-extern bool place_quest_monsters(void);
-extern void wipe_generate_random_floor_flags(void);
-extern void clear_cave(void);
-extern void generate_random_floor(void);
#include "world.h"
#include "object-flavor.h"
#include "object-hook.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "grid.h"
#include "trap.h"
#include "rooms.h"
*/
#include "angband.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "trap.h"
#include "mutation.h"
#include "monster.h"
#include "angband.h"
#include "grid.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "rooms.h"
#include "rooms-city.h"
#include "store.h"
#include "angband.h"
#include "grid.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "rooms.h"
#include "rooms-normal.h"
#include "floor.h"
#include "angband.h"
#include "grid.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "rooms.h"
#include "rooms-pitnest.h"
#include "monster.h"
#include "angband.h"
#include "grid.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "rooms.h"
#include "monster.h"
#include "monsterrace-hook.h"
#include "angband.h"
#include "grid.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "rooms.h"
#include "floor.h"
#include "angband.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "grid.h"
#include "rooms.h"
#include "store.h"
#include "angband.h"
#include "floor.h"
-#include "generate.h"
+#include "floor-generate.h"
#include "grid.h"
#include "rooms.h"