"are included in all such copies."
};
-
int max_macrotrigger = 0; /*!< 現在登録中のマクロ(トリガー)の数 */
concptr macro_template = NULL; /*!< Angband設定ファイルのT: タグ情報から読み込んだ長いTコードを処理するために利用する文字列ポインタ */
concptr macro_modifier_chr; /*!< &x# で指定されるマクロトリガーに関する情報を記録する文字列ポインタ */
/*
* Savefile version
*/
-byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
+byte h_ver_major; /* Savefile version for Hengband 1.1.1 and later */
byte h_ver_minor;
byte h_ver_patch;
byte h_ver_extra;
s16b running; /* Current counter for running, if any */
GAME_TURN resting; /* Current counter for resting, if any */
-POSITION cur_hgt; /* Current dungeon height */
-POSITION cur_wid; /* Current dungeon width */
-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 */
MONSTER_NUMBER num_repro; /*!< Current reproducer count */
-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 */
-DEPTH object_level; /*!< アイテムの生成レベル、base_levelを起点に一時変更する時に参照 / Current object creation level */
-DEPTH monster_level; /*!< モンスターの生成レベル、base_levelを起点に一時変更する時に参照 / Current monster creation level */
+DEPTH object_level; /*!< アイテムの生成レベル、current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level */
+DEPTH monster_level; /*!< モンスターの生成レベル、current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level */
bool invoking_midnight_curse; /*!< 悪夢モード時の真夜中太古の呪い発生処理フラグ */
GAME_TURN turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */
/*
* Targetting variables
*/
-IDX target_who;
+MONSTER_IDX target_who;
POSITION target_col;
POSITION target_row;
char savefile[1024];
char savefile_base[40];
-POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "cave.c")
+POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
POSITION lite_y[LITE_MAX];
POSITION lite_x[LITE_MAX];
-POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "cave.c")
+POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
POSITION mon_lite_y[MON_LITE_MAX];
POSITION mon_lite_x[MON_LITE_MAX];
-POSITION_IDX view_n; //!< Array of grids viewable to the player (see "cave.c")
+POSITION_IDX view_n; //!< Array of grids viewable to the player (see "current_floor_ptr->grid_array.c")
POSITION view_y[VIEW_MAX];
POSITION view_x[VIEW_MAX];
-POSITION_IDX temp_n; //!< Array of grids for use by various functions (see "cave.c")
+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];
-POSITION_IDX redraw_n = 0; //!< Array of grids for delayed visual updating (see "cave.c")
+POSITION_IDX redraw_n = 0; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
POSITION redraw_y[REDRAW_MAX];
POSITION redraw_x[REDRAW_MAX];
/*
- * The array of "cave grids" [MAX_WID][MAX_HGT].
+ * The array of "current_floor_ptr->grid_array grids" [MAX_WID][MAX_HGT].
* Not completely allocated, that would be inefficient
* Not completely hardcoded, that would overflow memory
*/
-cave_type *cave[MAX_HGT];
+floor_type floor;
+floor_type *current_floor_ptr = &floor;
+
/*
/*
* Number of floor_id used from birth
*/
-s16b max_floor_id;
+FLOOR_IDX max_floor_id;
/*
/*
* Maximum number of towns
*/
-u16b max_towns;
+TOWN_IDX max_towns;
/*
* The towns [max_towns]
*/
-town_type *town;
+town_type *town_info;
/*
/*
* The dungeon arrays
*/
-dungeon_info_type *d_info;
+dungeon_type *d_info;
char *d_name;
char *d_text;
bool (*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
-/* Hack, monk armour */
-bool monk_armour_aux;
-bool monk_notify_aux;
-
-
/*
* Wilderness
*/
/*
* Maximum number of vaults in v_info.txt
*/
-IDX max_v_idx;
+VAULT_IDX max_v_idx;
/*
* Maximum number of terrain features in f_info.txt
/*
* Maximum number of ego-items in e_info.txt
*/
-IDX max_e_idx;
+EGO_IDX max_e_idx;
/*
* Maximum number of dungeon in e_info.txt
bool can_save = FALSE; /* Game can be saved */
s16b world_monster;
-bool world_player;
int cap_mon;
int cap_mspeed;
FEAT_IDX feat_explosive_rune;
FEAT_IDX feat_mirror;
-/* Doors */
-door_type feat_door[MAX_DOOR_TYPES];
-
/* Stairs */
FEAT_IDX feat_up_stair;
FEAT_IDX feat_down_stair;
/*
* Which dungeon ?
*/
-DUNGEON_IDX dungeon_type;
DEPTH *max_dlv;
FEAT_IDX feat_wall_outer;
FEAT_IDX feat_wall_inner;
FEAT_IDX feat_wall_solid;
-FEAT_IDX floor_type[100], fill_type[100];
+FEAT_IDX feat_ground_type[100], feat_wall_type[100];
bool now_damaged;
COMMAND_CODE now_message;