<ClInclude Include="..\..\src\flavor\tval-description-switcher.h" />\r
<ClInclude Include="..\..\src\floor\cave.h" />\r
<ClInclude Include="..\..\src\floor\fixed-map-generator.h" />\r
+ <ClInclude Include="..\..\src\floor\floor-allocation-types.h" />\r
<ClInclude Include="..\..\src\floor\floor-base-definitions.h" />\r
<ClInclude Include="..\..\src\floor\floor-util.h" />\r
<ClInclude Include="..\..\src\floor\object-scanner.h" />\r
<ClInclude Include="..\..\src\wizard\fixed-artifacts-spoiler.h">
<Filter>wizard</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\floor\floor-allocation-types.h">
+ <Filter>floor</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
floor/cave.c floor/cave.h \
floor/fixed-map-generator.c floor/fixed-map-generator.h \
floor/floor.c floor/floor.h \
+ floor/floor-allocation-types.h \
floor/floor-base-definitions.h \
floor/floor-events.c floor/floor-events.h \
floor/floor-generate.c floor/floor-generate.h \
--- /dev/null
+#pragma once
+
+/* Dungeon allocation "places" */
+typedef enum dap_type {
+ ALLOC_SET_CORR = 1, /* Hallway */
+ ALLOC_SET_ROOM = 2, /* Room */
+ ALLOC_SET_BOTH = 3, /* Anywhere */
+} dap_type;
+
+/* Dungeon allocation "types" */
+typedef enum dungeon_allocation_type {
+ ALLOC_TYP_RUBBLE = 1, /* Rubble */
+ ALLOC_TYP_TRAP = 3, /* Trap */
+ ALLOC_TYP_GOLD = 4, /* Gold */
+ ALLOC_TYP_OBJECT = 5, /* Object */
+ ALLOC_TYP_INVIS = 6, /* Invisible wall */
+} dungeon_allocation_type;
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
#include "floor/cave.h"
+#include "floor/floor-allocation-types.h"
#include "floor/floor-events.h"
#include "floor/floor-generate.h"
#include "floor/floor-save.h"
extern int dun_tun_pen; /*!< ダンジョンの部屋入口にドアを設置する頻度(一回の試行ごとに%で判定している) */
extern int dun_tun_jct; /*!< ダンジョンの通路交差地点付近にドアを設置する頻度(一回の試行ごとに%で判定している) */
-/*
- * Hack -- Dungeon allocation "places"
- */
-#define ALLOC_SET_CORR 1 /* Hallway */
-#define ALLOC_SET_ROOM 2 /* Room */
-#define ALLOC_SET_BOTH 3 /* Anywhere */
-
-/*
- * Hack -- Dungeon allocation "types"
- */
-#define ALLOC_TYP_RUBBLE 1 /* Rubble */
-#define ALLOC_TYP_TRAP 3 /* Trap */
-#define ALLOC_TYP_GOLD 4 /* Gold */
-#define ALLOC_TYP_OBJECT 5 /* Object */
-#define ALLOC_TYP_INVIS 6 /* Invisible wall */
-
bool place_quest_monsters(player_type *creature_ptr);
void wipe_generate_random_floor_flags(floor_type *floor_ptr);
void clear_cave(player_type *player_ptr);