#define MAX_WID 198
/*!
- * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
+ * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
* @details Note that the "lite radius" will NEVER exceed 14, and we would
* never require more than 581 entries in the array for circular "lite".
*/
#define LITE_MAX 600
/*!
- * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
+ * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
* @details Note that the "view radius" will NEVER exceed 20, monster illumination
* flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
* we would never require more than 1520 entries in the array.
typedef struct {
+ DUNGEON_IDX dungeon_idx;
grid_type *grid_array[MAX_HGT];
DEPTH dun_level; /*!< 現在の実ダンジョン階層base_levelの参照元となる / Current dungeon level */
DEPTH base_level; /*!< 基本生成レベル、後述のobject_level, monster_levelの参照元となる / Base dungeon level */
/*
* Determines if a map location is fully inside the outer walls
*/
-#define in_bounds(Y,X) \
- (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
+#define in_bounds(F,Y,X) \
+ (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
/*
* Determines if a map location is on or inside the outer walls