<ClCompile Include="..\..\src\cmd-pet.c" />\r
<ClCompile Include="..\..\src\cmd-quaff.c" />\r
<ClCompile Include="..\..\src\cmd-read.c" />\r
+ <ClCompile Include="..\..\src\feature.c" />\r
<ClCompile Include="..\..\src\floor-events.c" />\r
<ClCompile Include="..\..\src\floor-generate.c" />\r
<ClCompile Include="..\..\src\floor-save.c" />\r
<ClInclude Include="..\..\src\cmd-usestaff.h" />\r
<ClInclude Include="..\..\src\defines.h" />\r
<ClInclude Include="..\..\src\externs.h" />\r
+ <ClInclude Include="..\..\src\feature.h" />\r
<ClInclude Include="..\..\src\floor-events.h" />\r
<ClInclude Include="..\..\src\floor.h" />\r
<ClInclude Include="..\..\src\gameoption.h" />\r
#include "realm-hex.h"
#include "geometry.h"
#include "wild.h"
+#include "grid.h"
+#include "feature.h"
/*!
* @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
extern void player_outfit(void);
extern void dump_yourself(FILE *fff);
+
/* grids.c */
extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern bool is_trap(FEAT_IDX feat);
-extern bool is_known_trap(grid_type *g_ptr);
-extern bool is_closed_door(FEAT_IDX feat);
-extern bool is_hidden_door(grid_type *g_ptr);
extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern void update_local_illumination(POSITION y, POSITION x);
extern bool player_can_see_bold(POSITION y, POSITION x);
--- /dev/null
+#include "angband.h"
+#include "feature.h"
+
+
+/*!
+ * @brief 地形が罠持ちであるかの判定を行う。 / Return TRUE if the given feature is a trap
+ * @param feat 地形情報のID
+ * @return 罠持ちの地形ならばTRUEを返す。
+ */
+bool is_trap(FEAT_IDX feat)
+{
+ return have_flag(f_info[feat].flags, FF_TRAP);
+}
+
+/*!
+ * @brief 地形が閉じたドアであるかの判定を行う。 / Return TRUE if the given grid is a closed door
+ * @param feat 地形情報のID
+ * @return 閉じたドアのある地形ならばTRUEを返す。
+ */
+bool is_closed_door(FEAT_IDX feat)
+{
+ feature_type *f_ptr = &f_info[feat];
+
+ return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
+ !have_flag(f_ptr->flags, FF_MOVE);
+}
+
--- /dev/null
+#pragma once
+extern bool is_closed_door(FEAT_IDX feat);
+extern bool is_trap(FEAT_IDX feat);
#include "generate.h"
#include "floor-streams.h"
#include "grid.h"
+#include "feature.h"
/*!
#include "rooms.h"
#include "monster.h"
#include "quest.h"
+#include "feature.h"
static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
static int match_autopick;
return d;
}
-/*!
- * @brief 地形が罠持ちであるかの判定を行う。 / Return TRUE if the given feature is a trap
- * @param feat 地形情報のID
- * @return 罠持ちの地形ならばTRUEを返す。
- */
-bool is_trap(FEAT_IDX feat)
-{
- return have_flag(f_info[feat].flags, FF_TRAP);
-}
/*!
* @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
return FALSE;
}
-/*!
- * @brief 地形が閉じたドアであるかの判定を行う。 / Return TRUE if the given grid is a closed door
- * @param feat 地形情報のID
- * @return 閉じたドアのある地形ならばTRUEを返す。
- */
-bool is_closed_door(FEAT_IDX feat)
-{
- feature_type *f_ptr = &f_info[feat];
- return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
- !have_flag(f_ptr->flags, FF_MOVE);
-}
/*!
* @brief マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
extern void set_floor(POSITION x, POSITION y);
extern void place_bound_perm_wall(grid_type *g_ptr);
+extern bool is_known_trap(grid_type *g_ptr);
+extern bool is_hidden_door(grid_type *g_ptr);
#include "spells-status.h"
#include "cmd-spell.h"
#include "spells-floor.h"
+#include "feature.h"
/*! 特殊技能の一覧テーブル */
mind_power const mind_powers[5] =
#include "avatar.h"
#include "realm-hex.h"
#include "object-hook.h"
+#include "feature.h"
/*!
#include "object-curse.h"
#include "artifact.h"
#include "player-status.h"
+#include "feature.h"
static void one_sustain(object_type *o_ptr);
#include "angband.h"
#include "melee.h"
+#include "grid.h"
#include "trap.h"
#include "projection.h"
#include "quest.h"
#include "artifact.h"
#include "player-status.h"
#include "spells-floor.h"
+#include "feature.h"
#include "projection.h"
#include "artifact.h"
#include "player-status.h"
+#include "feature.h"
/*!
* @brief 剣術の各処理を行う
#include "monster.h"
#include "monsterrace-hook.h"
#include "objectkind-hook.h"
+#include "feature.h"
/*!
#include "store.h"
#include "trap.h"
#include "monster.h"
+#include "feature.h"
/*
* This function creates a random vault that looks like a collection of bubbles.
#include "realm-hex.h"
#include "object-hook.h"
#include "term.h"
+#include "grid.h"
+#include "feature.h"
static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
#include "spells-summon.h"
#include "quest.h"
#include "artifact.h"
+#include "feature.h"
static s16b normal_traps[MAX_NORMAL_TRAPS];