#include "core/disturbance.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
+#include "floor/cave.h"
#include "floor/floor.h"
#include "floor/pattern-walk.h"
#include "game-option/input-options.h"
bool cave_los_grid(grid_type *grid_ptr) { return feat_supports_los(grid_ptr->feat); }
bool cave_have_flag_grid(grid_type *grid_ptr, int feature_flags) { return have_flag(f_info[grid_ptr->feat].flags, feature_flags); }
+
+/*
+ * Determine if a "feature" is "permanent wall"
+ */
+bool permanent_wall(feature_type *f_ptr) { return have_flag(f_ptr->flags, FF_WALL) && have_flag(f_ptr->flags, FF_PERMANENT); }
#include "system/angband.h"
typedef enum feature_flag_type feature_flag_type;
+typedef struct feature_type feature_type;
typedef struct grid_type grid_type;
bool in_bounds(floor_type *floor_ptr, POSITION y, POSITION x);
bool in_bounds2(floor_type *floor_ptr, POSITION y, POSITION x);
bool feat_supports_los(FEAT_IDX f_idx);
bool cave_los_grid(grid_type *grid_ptr);
bool cave_have_flag_grid(grid_type *grid_ptr, int feature_flags);
+bool permanent_wall(feature_type *f_ptr);
(((C)->info & (CAVE_VIEW)) != 0)
/*
- * Determine if a "feature" is "permanent wall"
- */
-#define permanent_wall(F) \
- (have_flag((F)->flags, FF_WALL) && \
- have_flag((F)->flags, FF_PERMANENT))
-
-/*
* Convert a "location" (Y,X) into a "grid" (G)
*/
#define GRID(Y,X) \
#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
#include "floor/cave.h"
-#include "floor/floor-generate.h"
#include "floor/floor.h"
-#include "game-option/birth-options.h"
-#include "game-option/cheat-types.h"
-#include "grid/feature-flag-types.h"
#include "grid/grid.h"
-#include "grid/trap.h"
-#include "monster-floor/monster-generator.h"
-#include "monster-floor/place-monster-types.h"
-#include "object-enchant/item-apply-magic.h"
#include "room/cave-filler.h"
#include "room/lake-types.h"
-#include "room/room-generator.h"
-#include "room/room-info-table.h"
-#include "room/rooms-city.h"
-#include "room/rooms-fractal.h"
-#include "room/rooms-pit-nest.h"
-#include "room/rooms-special.h"
-#include "room/rooms-trap.h"
-#include "room/treasure-deployment.h"
-#include "system/dungeon-data-definition.h"
#include "system/floor-type-definition.h"
-#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
-#include "wizard/wizard-messages.h"
/*!
* @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。