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[Refactor] #40635 Separated market/building-initializer.c/h from init.c/h
[hengband/hengband.git] / src / floor / wild.c
index a7eea08..ff9e64a 100644 (file)
 
 #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"
@@ -23,7 +25,7 @@
 #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"
@@ -36,6 +38,7 @@
 #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"
@@ -51,6 +54,17 @@ wilderness_type **wilderness;
 
 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