#include "grid/grid.h"
#include "room/room-info-table.h"
#include "room/room-types.h"
-#include "room/rooms-city.h" // 相互依存、後で消す.
+#include "room/rooms-city.h"
#include "room/rooms-fractal.h"
#include "room/rooms-normal.h"
#include "room/rooms-pit-nest.h"
#include "system/floor-type-definition.h"
#include "wizard/wizard-messages.h"
-/* Create a new floor room with optional light */
-void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
-{
- grid_type *g_ptr;
- for (POSITION y = y1; y <= y2; y++) {
- for (POSITION x = x1; x <= x2; x++) {
- g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, GB_FLOOR);
- g_ptr->info |= (CAVE_ROOM);
- if (light)
- g_ptr->info |= (CAVE_GLOW);
- }
- }
-}
-
-void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- for (POSITION y = y1; y <= y2; y++)
- for (POSITION x = x1; x <= x2; x++)
- place_bold(player_ptr, y, x, GB_INNER_PERM);
-}
-
/*!
* @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
* @param player_ptr プレーヤーへの参照ポインタ
#include "system/angband.h"
-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);
bool generate_rooms(player_type *player_ptr);
#include "game-option/cheat-types.h"
#include "grid/feature.h"
#include "grid/grid.h"
-#include "room/room-generator.h" // 相互依存、後で消す.
#include "room/rooms.h"
#include "store/store-util.h"
#include "store/store.h"
return i == n;
}
+/* Create a new floor room with optional light */
+static void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
+{
+ grid_type *g_ptr;
+ for (POSITION y = y1; y <= y2; y++) {
+ for (POSITION x = x1; x <= x2; x++) {
+ g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+ place_grid(player_ptr, g_ptr, GB_FLOOR);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light)
+ g_ptr->info |= (CAVE_GLOW);
+ }
+ }
+}
+
+static void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+{
+ for (POSITION y = y1; y <= y2; y++)
+ for (POSITION x = x1; x <= x2; x++)
+ place_bold(player_ptr, y, x, GB_INNER_PERM);
+}
+
/*!
* @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
* @param player_ptr プレーヤーへの参照ポインタ