#include "player-race.h"
#include "dungeon.h"
#include "floor.h"
-#include "bldg.h"
+#include "market/building.h"
#include "world.h"
#include "rooms-vault.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
#include "object-ego.h"
#include "monsterrace.h"
#include "floor-town.h"
-#include "realm.h"
+#include "realm/realm.h"
#include "trap.h"
#include "artifact.h"
#include "cmd-activate.h"
-#include "term.h"
+#include "gameterm.h"
#include "wild.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "player-class.h"
#include "init.h"
letter[index].special = 0;
letter[index].random = RANDOM_NONE;
- /* Fall through */
switch (num)
{
case 9:
letter[index].special = (s16b)atoi(zz[8]);
+ /* Fall through */
case 8:
if ((zz[7][0] == '*') && !zz[7][1])
{
letter[index].trap = f_tag_to_index(zz[7]);
if (letter[index].trap < 0) return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
}
+ /* Fall through */
case 7:
if (zz[6][0] == '*')
{
{
letter[index].artifact = (ARTIFACT_IDX)atoi(zz[6]);
}
+ /* Fall through */
case 6:
if (zz[5][0] == '*')
{
{
letter[index].ego = (EGO_IDX)atoi(zz[5]);
}
+ /* Fall through */
case 5:
if (zz[4][0] == '*')
{
{
letter[index].object = (IDX)atoi(zz[4]);
}
+ /* Fall through */
case 4:
if (zz[3][0] == '*')
{
{
letter[index].monster = (IDX)atoi(zz[3]);
}
+ /* Fall through */
case 3:
letter[index].cave_info = atoi(zz[2]);
+ /* Fall through */
case 2:
if ((zz[1][0] == '*') && !zz[1][1])
{