*/
#include "angband.h"
+#include "geometry.h"
/*!
* コピーライト情報 /
char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
int total_friends = 0;
-s32b friend_align = 0;
-
int leaving_quest = 0;
bool reinit_wilderness = FALSE;
char savefile[1024];
char savefile_base[40];
-POSITION_IDX temp_n; //!< Array of grids for use by various functions (see "current_floor_ptr->grid_array.c")
-POSITION temp_y[TEMP_MAX];
-POSITION temp_x[TEMP_MAX];
+pos_list tmp_pos;
/*
* Not completely allocated, that would be inefficient
* Not completely hardcoded, that would overflow memory
*/
-floor_type floor;
-floor_type *current_floor_ptr = &floor;
+floor_type floor_info;
+floor_type *current_floor_ptr = &floor_info;
/*
* The array of saved floors
*/
saved_floor_type saved_floors[MAX_SAVED_FLOORS];
-
/*
* Number of floor_id used from birth
*/
FLOOR_IDX max_floor_id;
-
world_type world;
world_type *current_world_ptr = &world;
-
/*
- * Sign for current process used in temporal files.
+ * Sign for current process used in temporary files.
* Actually it is the start time of current process.
*/
u32b saved_floor_file_sign;
-
/*
* Maximum number of towns
*/
-/*
- * Current "comp" function for ang_sort()
- */
-bool (*ang_sort_comp)(vptr u, vptr v, int a, int b);
-
-
-/*
- * Current "swap" function for ang_sort()
- */
-void (*ang_sort_swap)(vptr u, vptr v, int a, int b);
-
-
/*
* Hack -- function hooks to restrict "get_mon_num_prep()" function
*/
bool (*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
-
-/*
- * Wilderness
- */
-wilderness_type **wilderness;
-
-
/*
* Buildings
*/
bool mon_fight;
-bool ambush_flag;
bool generate_encounter;
concptr screen_dump = NULL;
#endif
/* for snipers */
-int snipe_type = SP_NONE;
bool reset_concent = FALSE; /* Concentration reset flag */
bool is_fired = FALSE;