#include "floor/wild.h"
#include "core/asking-player.h"
+#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
+#include "floor/cave.h"
#include "floor/floor-town.h"
#include "game-option/birth-options.h"
#include "game-option/map-screen-options.h"
#include "info-reader/parse-error-types.h"
#include "io/files-util.h"
#include "io/tokenizer.h"
-#include "main/init.h"
+#include "market/building-initializer.h"
#include "monster-floor/monster-generator.h"
#include "monster-floor/monster-remover.h"
#include "monster-floor/monster-summon.h"
#include "realm/realm-names-table.h"
#include "spell-realm/spells-hex.h"
#include "status/action-setter.h"
+#include "system/floor-type-definition.h"
#include "system/system-variables.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
bool generate_encounter;
+typedef struct border_type {
+ s16b north[MAX_WID];
+ s16b south[MAX_WID];
+ s16b east[MAX_HGT];
+ s16b west[MAX_HGT];
+ s16b north_west;
+ s16b north_east;
+ s16b south_west;
+ s16b south_east;
+} border_type;
+
/*!
* @brief 地形生成確率を決める要素100の配列を確率テーブルから作成する
* @param feat_type 非一様確率を再現するための要素数100の配列