X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Ftypes.h;h=c92f065593aa903b79abadf6ae86274d31cdd3b4;hb=ad951098494c9de50a330832bbd93a3e508989a8;hp=d1285a382a80b1082db8a2f6a1585f95881f9f71;hpb=cc671828e26c0cb2d16d1b3526b3b77b6e8b3081;p=hengband%2Fhengband.git diff --git a/src/types.h b/src/types.h index d1285a382..c92f06559 100644 --- a/src/types.h +++ b/src/types.h @@ -427,13 +427,13 @@ struct skill_table /* * A single "grid" in a Cave * - * Note that several aspects of the code restrict the actual cave + * Note that several aspects of the code restrict the actual current_floor_ptr->grid_array * to a max size of 256 by 256. In partcular, locations are often * saved as bytes, limiting each coordinate to the 0-255 range. * * The "o_idx" and "m_idx" fields are very interesting. There are * many places in the code where we need quick access to the actual - * monster or object(s) in a given cave grid. The easiest way to + * monster or object(s) in a given grid. The easiest way to * do this is to simply keep the index of the monster and object * (if any) with the grid, but this takes 198*66*4 bytes of memory. * Several other methods come to mind, which require only half this @@ -454,13 +454,13 @@ typedef struct grid_type grid_type; struct grid_type { - BIT_FLAGS info; /* Hack -- cave flags */ + BIT_FLAGS info; /* Hack -- current_floor_ptr->grid_array flags */ FEAT_IDX feat; /* Hack -- feature type */ OBJECT_IDX o_idx; /* Object in this grid */ MONSTER_IDX m_idx; /* Monster in this grid */ - /*! 地形の特別な情報を保存する / Special cave info + /*! 地形の特別な情報を保存する / Special current_floor_ptr->grid_array info * 具体的な使用一覧はクエスト行き階段の移行先クエストID、 * 各ダンジョン入口の移行先ダンジョンID、 * @@ -503,7 +503,7 @@ struct coord * Note that "object flags" must now be derived from the object kind, * the artifact and ego-item indexes, and the two "xtra" fields. * - * Each cave grid points to one (or zero) objects via the "o_idx" + * Each grid points to one (or zero) objects via the "o_idx" * field (above). Each object then points to one (or zero) objects * via the "next_o_idx" field, forming a singly linked list, which * in game terms, represents a "stack" of objects in the same grid. @@ -1020,7 +1020,7 @@ struct player_type PLAYER_LEVEL lev; /* Level */ - s16b town_num; /* Current town number */ + TOWN_IDX town_num; /* Current town number */ s16b arena_number; /* monster number in arena -KMW- */ bool inside_arena; /* Is character inside arena? */ QUEST_IDX inside_quest; /* Inside quest level */ @@ -1647,7 +1647,7 @@ typedef struct wilderness_type wilderness_type; struct wilderness_type { int terrain; - int town; + TOWN_IDX town; int road; u32b seed; DEPTH level; @@ -1873,3 +1873,11 @@ typedef struct { int type; concptr name; } dragonbreath_type; + +typedef struct { + 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; + POSITION width; /* Current dungeon width */ + POSITION height; /* Current dungeon height */ +} floor_type; \ No newline at end of file