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 */
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 */
-GAME_TURN turn_limit; /*!< turnの最大値 / Limit of game turn */
-GAME_TURN dungeon_turn; /*!< NASTY生成の計算に関わる内部ターン値 / Game turn in dungeon */
-GAME_TURN dungeon_turn_limit; /*!< dungeon_turnの最大値 / Limit of game turn in dungeon */
GAME_TURN old_turn; /* Turn when level began */
GAME_TURN old_battle;
MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
MONSTER_IDX hack_m_idx_ii = 0;
+
bool multi_rew = FALSE;
char summon_kin_type; /* Hack, by Julian Lighton: summon 'relatives' */
char savefile[1024];
char savefile_base[40];
-POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "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 "grid_array.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 "grid_array.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 "grid_array.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 "grid_array.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 "grid_array 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
*/
-grid_type *grid_array[MAX_HGT];
-
+floor_type floor;
+floor_type *current_floor_ptr = &floor;
/*
* The array of saved floors
FLOOR_IDX max_floor_id;
+world_type world;
+world_type *current_world_ptr = &world;
+
+
/*
* Sign for current process used in temporal files.
* Actually it is the start time of current process.
/*
- * The array of dungeon items [max_o_idx]
- */
-object_type *o_list;
-
-/*
- * The array of dungeon monsters [max_m_idx]
- */
-monster_type *m_list;
-
-/*
- * The array to process dungeon monsters [max_m_idx]
- */
-s16b *mproc_list[MAX_MTIMED];
-s16b mproc_max[MAX_MTIMED]; /* Number of monsters to be processed */
-
-
-/*
* Maximum number of towns
*/
TOWN_IDX max_towns;
*/
DUNGEON_IDX max_d_idx;
-/*
- * Maximum number of objects in the level
- */
-OBJECT_IDX max_o_idx;
-/*
- * Maximum number of monsters in the level
- */
-MONSTER_IDX max_m_idx;
-
-/*
- * Maximum size of the wilderness
- */
-POSITION max_wild_x;
-POSITION max_wild_y;
/*
* Quest info