3 #include "system/angband.h"
6 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array
7 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
8 * of "update_view()" and "update_lite()". We must also be as large as the
9 * largest illuminatable room, but no room is larger than 800 grids. We
10 * must also be large enough to allow "good enough" use as a circular queue,
11 * to calculate monster flow, but note that the flow code is "paranoid".
15 //!< 対象グリッドの一覧をまとめる構造体
16 typedef struct pos_list {
17 POSITION_IDX n; //!< Array of grids for use by various functions (see grid.c")
22 extern const POSITION ddd[9];
23 extern const POSITION ddx[10];
24 extern const POSITION ddy[10];
25 extern const POSITION ddx_ddd[9];
26 extern const POSITION ddy_ddd[9];
27 extern const POSITION cdd[8];
28 extern const POSITION ddx_cdd[8];
29 extern const POSITION ddy_cdd[8];
31 typedef struct player_type player_type;
32 DIRECTION coords_to_dir(player_type *creature_ptr, POSITION y, POSITION x);
33 POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
34 void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
35 bool player_can_see_bold(player_type *creature_ptr, POSITION y, POSITION x);
37 typedef struct monster_type monster_type;
38 bool is_seen(player_type *creature_ptr, monster_type *m_ptr);