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 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 */
- DEPTH object_level; /*!< アイテムの生成レベル、p_ptr->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、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level */
- POSITION width; /* Current dungeon width */
- POSITION height; /* Current dungeon height */
+ 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 */
+ POSITION width; /*!< Current dungeon width */
+ POSITION height; /*!< Current dungeon height */
MONSTER_NUMBER num_repro; /*!< Current reproducer count */
GAME_TURN generated_turn; /* Turn when level began */
- object_type *o_list; /*!< The array of dungeon items [current_world_ptr->max_o_idx] */
+ object_type *o_list; /*!< The array of dungeon items [max_o_idx] */
OBJECT_IDX o_max; /* Number of allocated objects */
OBJECT_IDX o_cnt; /* Number of live objects */
- monster_type *m_list; /*!< The array of dungeon monsters [current_world_ptr->max_m_idx] */
+ monster_type *m_list; /*!< The array of dungeon monsters [max_m_idx] */
MONSTER_IDX m_max; /* Number of allocated monsters */
MONSTER_IDX m_cnt; /* Number of live monsters */
s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
- POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")
+ POSITION_IDX lite_n; //!< Array of grids lit by player lite
POSITION lite_y[LITE_MAX];
POSITION lite_x[LITE_MAX];
- POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")
+ POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite
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")
+ POSITION_IDX view_n; //!< Array of grids viewable to the player
POSITION view_y[VIEW_MAX];
POSITION view_x[VIEW_MAX];
- POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "p_ptr->current_floor_ptr->grid_array.c")
+ POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating
POSITION redraw_y[REDRAW_MAX];
POSITION redraw_x[REDRAW_MAX];