<ClCompile Include="..\..\src\cmd-smith.c" />\r
<ClCompile Include="..\..\src\core.c" />\r
<ClCompile Include="..\..\src\dungeon-file.c" />\r
+ <ClCompile Include="..\..\src\dungeon.c" />\r
<ClCompile Include="..\..\src\feature.c" />\r
<ClCompile Include="..\..\src\floor-events.c" />\r
<ClCompile Include="..\..\src\floor-generate.c" />\r
<ClInclude Include="..\..\src\cmd-usestaff.h" />\r
<ClInclude Include="..\..\src\defines.h" />\r
<ClInclude Include="..\..\src\dungeon-file.h" />\r
+ <ClInclude Include="..\..\src\dungeon.h" />\r
<ClInclude Include="..\..\src\externs.h" />\r
<ClInclude Include="..\..\src\feature.h" />\r
<ClInclude Include="..\..\src\files.h" />\r
<Filter>floor</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core.c" />
+ <ClCompile Include="..\..\src\dungeon.c">
+ <Filter>floor</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\angband.h" />
<ClInclude Include="..\..\src\player-skill.h">
<Filter>player</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\dungeon.h">
+ <Filter>floor</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\angband.rc" />
\
core.c defines.h externs.h files.c files.h \
\
+ dungeon.c dungeon.h \
floor.c floor.h floor-events.c floor-events.h floor-generate.c floor-generate.h \
floor-save.h floor-save.c \
floor-streams.c floor-streams.h \
#include "chest.h"
#include "trap.h"
+#include "dungeon.h"
#include "floor.h"
#include "melee.h"
#include "object-hook.h"
#include "birth.h"
#include "cmd-pet.h"
#include "cmd-spell.h"
+#include "dungeon.h"
#include "world.h"
#include "player-effects.h"
#include "player-status.h"
#include "cmd-pet.h"
#include "cmd-basic.h"
#include "snipe.h"
+#include "dungeon.h"
#include "floor.h"
#include "floor-events.h"
#include "grid.h"
#include "monster.h"
#include "files.h"
#include "player-skill.h"
+#include "dungeon.h"
#include "floor.h"
#include "bldg.h"
--- /dev/null
+#include "angband.h"
+#include "dungeon.h"
+
+/*
+ * The dungeon arrays
+ */
+dungeon_type *d_info;
+char *d_name;
+char *d_text;
+
--- /dev/null
+#pragma once
+
+/* A structure for the != dungeon types */
+typedef struct dungeon_type dungeon_type;
+struct dungeon_type {
+
+ STR_OFFSET name; /* Name */
+ STR_OFFSET text; /* Description */
+
+ POSITION dy;
+ POSITION dx;
+
+ feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
+ feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
+ FEAT_IDX outer_wall; /* Outer wall tile */
+ FEAT_IDX inner_wall; /* Inner wall tile */
+ FEAT_IDX stream1; /* stream tile */
+ FEAT_IDX stream2; /* stream tile */
+
+ DEPTH mindepth; /* Minimal depth */
+ DEPTH maxdepth; /* Maximal depth */
+ PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ BIT_FLAGS16 pit;
+ BIT_FLAGS16 nest;
+ BIT_FLAGS8 mode; /* Mode of combinaison of the monster flags */
+
+ int min_m_alloc_level; /* Minimal number of monsters per level */
+ int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
+
+ BIT_FLAGS flags1; /* Flags 1 */
+
+ BIT_FLAGS mflags1; /* The monster flags that are allowed */
+ BIT_FLAGS mflags2;
+ BIT_FLAGS mflags3;
+ BIT_FLAGS mflags4;
+ BIT_FLAGS mflags7;
+ BIT_FLAGS mflags8;
+ BIT_FLAGS mflags9;
+ BIT_FLAGS mflagsr;
+
+ BIT_FLAGS m_a_ability_flags1;
+ BIT_FLAGS m_a_ability_flags2;
+ BIT_FLAGS m_a_ability_flags3;
+ BIT_FLAGS m_a_ability_flags4;
+
+ char r_char[5]; /* Monster race allowed */
+ KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
+ ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
+ MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
+
+ PROB special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
+ int tunnel_percent;
+ int obj_great;
+ int obj_good;
+};
+
+extern dungeon_type *d_info;
+extern char *d_name;
+extern char *d_text;
\ No newline at end of file
extern monster_race *r_info;
extern char *r_name;
extern char *r_text;
-extern dungeon_type *d_info;
-extern char *d_name;
-extern char *d_text;
+
extern concptr ANGBAND_SYS;
extern concptr ANGBAND_KEYBOARD;
extern concptr ANGBAND_GRAF;
#include "monster-spell.h"
#include "player-skill.h"
#include "floor.h"
+#include "dungeon.h"
/*
#include "angband.h"
#include "util.h"
+#include "dungeon.h"
#include "floor.h"
#include "floor-events.h"
#include "grid.h"
#include "grid.h"
#include "rooms.h"
+#include "dungeon.h"
#include "floor.h"
#include "floor-save.h"
#include "floor-streams.h"
#include "util.h"
#include "artifact.h"
+#include "dungeon.h"
#include "floor.h"
#include "floor-events.h"
#include "floor-generate.h"
#include "artifact.h"
#include "floor-generate.h"
+#include "dungeon.h"
#include "floor.h"
#include "floor-streams.h"
#include "grid.h"
#include "world.h"
#include "object-flavor.h"
#include "object-hook.h"
+#include "dungeon.h"
#include "floor-generate.h"
#include "grid.h"
#include "trap.h"
#include "files.h"
#include "feature.h"
#include "floor.h"
+#include "dungeon.h"
#ifndef MACINTOSH
#ifdef CHECK_MODIFICATION_TIME
#include "util.h"
#include "bldg.h"
+#include "dungeon.h"
#include "feature.h"
#include "floor-generate.h"
#include "trap.h"
#include "object-hook.h"
#include "grid.h"
#include "player-move.h"
+#include "dungeon.h"
#include "floor.h"
+#include "dungeon.h"
#include "spells.h"
#include "files.h"
#include "player-effects.h"
#include "monster-spell.h"
#include "monster-process.h"
#include "monsterrace-hook.h"
+#include "dungeon.h"
#include "floor.h"
#include "files.h"
#include "angband.h"
#include "util.h"
+#include "dungeon.h"
#include "floor.h"
#include "grid.h"
#include "monster.h"
#include "avatar.h"
#include "wild.h"
#include "spells.h"
+#include "dungeon.h"
/*
#include "util.h"
#include "cmd-pet.h"
+#include "dungeon.h"
#include "floor.h"
#include "object-flavor.h"
#include "monsterrace-hook.h"
#include "monster.h"
#include "monster-spell.h"
#include "floor.h"
+#include "dungeon.h"
/*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
int vault_aux_race;
#include "util.h"
#include "floor.h"
+#include "dungeon.h"
#include "grid.h"
#include "object-curse.h"
#include "quest.h"
#include "monster-status.h"
#include "monster-spell.h"
#include "spells.h"
+#include "dungeon.h"
/*!
* @brief モンスターが敵対モンスターにビームを当てること可能かを判定する /
#include "object.h"
#include "spells.h"
+#include "dungeon.h"
#include "floor.h"
#include "grid.h"
#include "object-boost.h"
#include "angband.h"
#include "util.h"
+#include "dungeon.h"
#include "floor.h"
#include "melee.h"
#include "grid.h"
#include "realm-hex.h"
#include "cmd-pet.h"
#include "cmd-spell.h"
+#include "dungeon.h"
/*!
* @var horror_desc
#include "cmd-spell.h"
#include "cmd-basic.h"
+#include "dungeon.h"
#include "floor.h"
#include "melee.h"
#include "monsterrace-hook.h"
#include "rooms.h"
#include "rooms-normal.h"
#include "floor.h"
+#include "dungeon.h"
/*!
* @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal current_floor_ptr->grid_array system
#include "trap.h"
#include "floor.h"
+#include "dungeon.h"
#include "rooms.h"
#include "sort.h"
#include "floor.h"
#include "feature.h"
+#include "dungeon.h"
#include "objectkind-hook.h"
#include "feature.h"
#include "floor.h"
+#include "dungeon.h"
/*!
#include "rooms.h"
#include "floor.h"
#include "feature.h"
+#include "dungeon.h"
/*!
#include "monster.h"
#include "feature.h"
#include "floor.h"
+#include "dungeon.h"
/*
* This function creates a random vault that looks like a collection of bubbles.
#include "feature.h"
#include "floor.h"
#include "floor-generate.h"
+#include "dungeon.h"
#include "grid.h"
#include "rooms.h"
#include "files.h"
#include "object-flavor.h"
#include "artifact.h"
+#include "dungeon.h"
/*
* Display a rumor and apply its effects
#include "angband.h"
#include "util.h"
+#include "dungeon.h"
#include "floor.h"
#include "spells-floor.h"
#include "grid.h"
#include "grid.h"
#include "feature.h"
#include "view-mainwindow.h"
+#include "dungeon.h"
static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
#include "player-effects.h"
#include "player-skill.h"
+#include "dungeon.h"
#include "floor-events.h"
#include "feature.h"
#include "view-mainwindow.h"
#include "bldg.h"
#include "util.h"
+#include "dungeon.h"
#include "floor.h"
#include "object-boost.h"
#include "object-flavor.h"
#include "floor-save.h"
#include "init.h"
#include "files.h"
+#include "dungeon.h"
static s16b normal_traps[MAX_NORMAL_TRAPS];
feat_prob;
-/* A structure for the != dungeon types */
-typedef struct dungeon_type dungeon_type;
-struct dungeon_type {
-
- STR_OFFSET name; /* Name */
- STR_OFFSET text; /* Description */
-
- POSITION dy;
- POSITION dx;
-
- feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
- feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
- FEAT_IDX outer_wall; /* Outer wall tile */
- FEAT_IDX inner_wall; /* Inner wall tile */
- FEAT_IDX stream1; /* stream tile */
- FEAT_IDX stream2; /* stream tile */
-
- DEPTH mindepth; /* Minimal depth */
- DEPTH maxdepth; /* Maximal depth */
- PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
- BIT_FLAGS16 pit;
- BIT_FLAGS16 nest;
- BIT_FLAGS8 mode; /* Mode of combinaison of the monster flags */
-
- int min_m_alloc_level; /* Minimal number of monsters per level */
- int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
-
- BIT_FLAGS flags1; /* Flags 1 */
-
- BIT_FLAGS mflags1; /* The monster flags that are allowed */
- BIT_FLAGS mflags2;
- BIT_FLAGS mflags3;
- BIT_FLAGS mflags4;
- BIT_FLAGS mflags7;
- BIT_FLAGS mflags8;
- BIT_FLAGS mflags9;
- BIT_FLAGS mflagsr;
-
- BIT_FLAGS m_a_ability_flags1;
- BIT_FLAGS m_a_ability_flags2;
- BIT_FLAGS m_a_ability_flags3;
- BIT_FLAGS m_a_ability_flags4;
-
- char r_char[5]; /* Monster race allowed */
- KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
- ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
- MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
-
- PROB special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
- int tunnel_percent;
- int obj_great;
- int obj_good;
-};
-
-
/*!
* @struct autopick_type
* @brief 自動拾い/破壊設定データの構造体 / A structure type for entry of auto-picker/destroyer
char *r_name;
char *r_text;
-
-/*
- * The dungeon arrays
- */
-dungeon_type *d_info;
-char *d_name;
-char *d_text;
-
-
concptr ANGBAND_SYS = "xxx"; //!< Hack -- The special Angband "System Suffix" This variable is used to choose an appropriate "pref-xxx" file
#include "object-flavor.h"
#include "grid.h"
+#include "dungeon.h"
#include "floor.h"
#include "feature.h"
#include "monster-spell.h"
#include "spells.h"
#include "object-flavor.h"
+#include "dungeon.h"
/*!
* @brief 警告を放つアイテムを選択する /
#include "angband.h"
#include "util.h"
+#include "dungeon.h"
#include "floor.h"
#include "wild.h"
#include "world.h"
*/
#include "angband.h"
+#include "dungeon.h"
#include "util.h"
#include "birth.h"
#include "selfinfo.h"
#include "view-mainwindow.h"
#include "feature.h"
#include "quest.h"
+#include "dungeon.h"
/*!
* @brief コンソール上におけるマップ表示の左上位置を返す /