#include "floor.h"
#include "bldg.h"
#include "world.h"
+#include "rooms-vault.h"
dungeon_grid letter[255];
extern const player_seikaku *ap_ptr;
extern const player_magic *mp_ptr;
extern birther previous_char;
-extern vault_type *v_info;
-extern char *v_name;
-extern char *v_text;
extern skill_table *s_info;
extern player_magic *m_info;
extern char *f_name;
#include "feature.h"
#include "floor.h"
#include "dungeon.h"
+#include "rooms-vault.h"
#ifndef MACINTOSH
#ifdef CHECK_MODIFICATION_TIME
#include "angband.h"
#include "util.h"
+#include "rooms-vault.h"
#include "floor-generate.h"
#include "grid.h"
#include "dungeon.h"
/*
+ * The vault generation arrays
+ */
+vault_type *v_info;
+char *v_name;
+char *v_text;
+
+/*
* This function creates a random vault that looks like a collection of bubbles.
* It works by getting a set of coordinates that represent the center of each
* bubble. The entire room is made by seeing which bubble center is closest. If
-extern bool build_type7(void);
+/*
+ * Information about "vault generation"
+ */
+
+typedef struct vault_type vault_type;
+
+struct vault_type
+{
+ STR_OFFSET name; /* Name (offset) */
+ STR_OFFSET text; /* Text (offset) */
+
+ ROOM_IDX typ; /* Vault type */
+ PROB rat; /* Vault rating (unused) */
+ POSITION hgt; /* Vault height */
+ POSITION wid; /* Vault width */
+};
+
+extern vault_type *v_info;
+extern char *v_name;
+extern char *v_text;
+
+extern bool build_type7(void);
extern bool build_type8(void);
extern bool build_type10(void);
extern bool build_type17(void);
};
-
-/*
- * Information about "vault generation"
- */
-
-typedef struct vault_type vault_type;
-
-struct vault_type
-{
- STR_OFFSET name; /* Name (offset) */
- STR_OFFSET text; /* Text (offset) */
-
- ROOM_IDX typ; /* Vault type */
- PROB rat; /* Vault rating (unused) */
- POSITION hgt; /* Vault height */
- POSITION wid; /* Vault width */
-};
-
-
/*
* Information about "skill"
*/
*/
birther previous_char;
-
-/*
- * The vault generation arrays
- */
-vault_type *v_info;
-char *v_name;
-char *v_text;
-
/*
* The skill table
*/