<ClInclude Include="..\..\src\floor\floor-base-definitions.h" />\r
<ClInclude Include="..\..\src\floor\floor-util.h" />\r
<ClInclude Include="..\..\src\floor\object-scanner.h" />\r
+ <ClInclude Include="..\..\src\floor\sight-definitions.h" />\r
<ClInclude Include="..\..\src\game-option\auto-destruction-options.h" />\r
<ClInclude Include="..\..\src\game-option\birth-options.h" />\r
<ClInclude Include="..\..\src\game-option\cheat-options.h" />\r
<ClInclude Include="..\..\src\floor\floor-base-definitions.h">
<Filter>floor</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\floor\sight-definitions.h">
+ <Filter>floor</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
floor/geometry.c floor/geometry.h \
floor/object-scanner.c floor/object-scanner.h \
floor/pattern-walk.c floor/pattern-walk.h \
+ floor/sight-definitions.h \
floor/wild.h floor/wild.c \
\
game-option/auto-destruction-options.c game-option/auto-destruction-options.h \
/*
* A structure type for the saved floor
*/
-typedef struct
-{
+typedef struct saved_floor_type {
FLOOR_IDX floor_id; /* No recycle until 65536 IDs are all used */
s16b savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
DEPTH dun_level;
#pragma once
-#include "floor-base-definitions.h"
+#include "floor/floor-base-definitions.h"
+#include "floor/sight-definitions.h"
#include "monster/monster-timed-effect-types.h"
#include "system/angband.h"
#include "floor/floor-save.h"
-/*!
- * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
- * @details Note that the "lite radius" will NEVER exceed 14, and we would
- * never require more than 581 entries in the array for circular "lite".
- */
-#define LITE_MAX 600
-
-/*!
- * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
- * @details Note that the "view radius" will NEVER exceed 20, monster illumination
- * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
- * we would never require more than 1520 entries in the array.
- */
-#define MON_LITE_MAX 1536
-
-/*!
- * @brief 視界処理配列サイズ / Maximum size of the "view" array
- * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
- * was octagonal, we would never require more than 1520 entries in the array.
- */
-#define VIEW_MAX 1536
-
-/*!
- * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array
- * @details We must be large for proper functioning of delayed redrawing.
- * We must also be as large as two times of the largest view area.
- * Note that maximum view grids are 1149 entries.
- */
-#define REDRAW_MAX 2298
-
typedef struct grid_type grid_type;
typedef struct object_type object_type;
typedef struct monster_type monster_type;
--- /dev/null
+#pragma once
+
+/*!
+ * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
+ * @details Note that the "lite radius" will NEVER exceed 14, and we would
+ * never require more than 581 entries in the array for circular "lite".
+ */
+#define LITE_MAX 600
+
+/*!
+ * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
+ * @details Note that the "view radius" will NEVER exceed 20, monster illumination
+ * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
+ * we would never require more than 1520 entries in the array.
+ */
+#define MON_LITE_MAX 1536
+
+/*!
+ * @brief 視界処理配列サイズ / Maximum size of the "view" array
+ * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
+ * was octagonal, we would never require more than 1520 entries in the array.
+ */
+#define VIEW_MAX 1536
+
+/*!
+ * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array
+ * @details We must be large for proper functioning of delayed redrawing.
+ * We must also be as large as two times of the largest view area.
+ * Note that maximum view grids are 1149 entries.
+ */
+#define REDRAW_MAX 2298