<ClCompile Include="..\..\src\floor-events.c" />\r
<ClCompile Include="..\..\src\floor-generate.c" />\r
<ClCompile Include="..\..\src\floor-save.c" />\r
+ <ClCompile Include="..\..\src\floor.c" />\r
<ClCompile Include="..\..\src\geometry.c" />\r
<ClCompile Include="..\..\src\history.c" />\r
<ClCompile Include="..\..\src\init.c" />\r
<ClCompile Include="..\..\src\player-skill.c">
<Filter>player</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\floor.c">
+ <Filter>floor</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\angband.h" />
\
defines.h dungeon.c externs.h files.c files.h \
\
- floor.h floor-events.c floor-events.h floor-generate.c floor-generate.h \
+ floor.c floor.h floor-events.c floor-events.h floor-generate.c floor-generate.h \
floor-save.h floor-save.c \
floor-streams.c floor-streams.h \
\
#include "artifact.h"
#include "avatar.h"
+#include "floor.h"
#include "cmd-activate.h"
#include "object-boost.h"
#include "object-curse.h"
#include "object-hook.h"
#include "files.h"
+#include "floor.h"
#define MAX_LINELEN 1024
#include "realm-hex.h"
#include "player-status.h"
#include "player-effects.h"
+#include "floor.h"
/*!
* @brief 食料を食べるコマンドのサブルーチン
#include "spells-floor.h"
#include "object-broken.h"
#include "cmd-basic.h"
+#include "floor.h"
/*!
* @brief 薬を飲むコマンドのサブルーチン /
#include "cmd-basic.h"
#include "files.h"
+#include "floor.h"
/*!
* @brief 巻物を読むコマンドのサブルーチン
#include "object-hook.h"
#include "cmd-basic.h"
#include "view-mainwindow.h"
+#include "floor.h"
/*!
* @brief
#include "spells-floor.h"
#include "object-hook.h"
#include "cmd-basic.h"
+#include "floor.h"
#include "spells-status.h"
#include "spells-floor.h"
#include "cmd-basic.h"
+#include "floor.h"
/*!
* @brief ロッドの効果を発動する
#include "player-effects.h"
#include "object-hook.h"
#include "cmd-basic.h"
+#include "floor.h"
/*!
#include "monster.h"
#include "files.h"
#include "player-skill.h"
+#include "floor.h"
dungeon_grid letter[255];
extern byte angband_color_table[256][4];
extern const concptr angband_sound_name[SOUND_MAX];
extern const concptr angband_music_basic_name[MUSIC_BASIC_MAX];
-extern floor_type *current_floor_ptr;
extern world_type *current_world_ptr;
extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
extern FLOOR_IDX max_floor_id;
#include "init.h"
#include "monster-spell.h"
#include "player-skill.h"
+#include "floor.h"
/*
--- /dev/null
+#include "angband.h"
+#include "floor.h"
+
+/*
+ * 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
+ */
+floor_type floor_info;
+floor_type *current_floor_ptr = &floor_info;
-
+#pragma once
+
+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; /*!< 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、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 */
+ 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_floor_ptr->max_o_idx] */
+ OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
+
+ monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
+ MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
+
+ 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 "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 "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")
+ POSITION view_y[VIEW_MAX];
+ POSITION view_x[VIEW_MAX];
+
+ POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
+ POSITION redraw_y[REDRAW_MAX];
+ POSITION redraw_x[REDRAW_MAX];
+
+} floor_type;
+
#define DUNGEON_MODE_NONE 0
#define DUNGEON_MODE_AND 1
#define DUNGEON_MODE_NAND 2
#define permanent_wall(F) \
(have_flag((F)->flags, FF_WALL) && \
have_flag((F)->flags, FF_PERMANENT))
+
+extern floor_type *current_floor_ptr;
\ No newline at end of file
#include "dungeon-file.h"
#include "files.h"
#include "feature.h"
+#include "floor.h"
#ifndef MACINTOSH
#ifdef CHECK_MODIFICATION_TIME
#include "util.h"
#include "view-mainwindow.h"
+#include "floor.h"
#include "floor-events.h"
#include "init.h"
#include "files.h"
#include "monsterrace-hook.h"
#include "monster.h"
#include "monster-spell.h"
+#include "floor.h"
/*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
int vault_aux_race;
#include "spells.h"
#include "cmd-basic.h"
#include "files.h"
+#include "floor.h"
/*!
* @brief プレイヤーに突然変異を与える
#include "spells-summon.h"
#include "spells-object.h"
#include "spells-status.h"
+#include "floor.h"
#ifdef JP
/*!
#include "angband.h"
#include "util.h"
+#include "floor.h"
#include "bldg.h"
#include "birth.h"
#include "grid.h"
#include "spells.h"
#include "player-status.h"
#include "player-effects.h"
+#include "floor.h"
/*!
* @brief 生命領域魔法の各処理を行う
#include "util.h"
#include "grid.h"
+#include "floor.h"
#include "floor-generate.h"
#include "rooms.h"
#include "rooms-city.h"
#include "quest.h"
#include "store.h"
#include "wild.h"
+#include "floor.h"
#include "floor-events.h"
#include "floor-save.h"
#include "files.h"
#include "player-status.h"
#include "files.h"
#include "scores.h"
+#include "floor.h"
/*!
* @brief i番目のスコア情報にバッファ位置をシークする / Seek score 'i' in the highscore file
#include "angband.h"
#include "sort.h"
+#include "floor.h"
#include "quest.h"
/*
#include "spells-summon.h"
#include "monster-status.h"
+#include "floor.h"
/*!
* @brief トランプ魔法独自の召喚処理を行う / Handle summoning and failure of trump spells
} 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; /*!< 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、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 */
- 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_floor_ptr->max_o_idx] */
- OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
-
- monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
- MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
-
- 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 "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 "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")
- POSITION view_y[VIEW_MAX];
- POSITION view_x[VIEW_MAX];
-
- POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
- POSITION redraw_y[REDRAW_MAX];
- POSITION redraw_x[REDRAW_MAX];
-
-} floor_type;
-
-typedef struct {
POSITION max_wild_x; /*!< Maximum size of the wilderness */
POSITION max_wild_y; /*!< Maximum size of the wilderness */
GAME_TURN game_turn; /*!< 画面表示上のゲーム時間基準となるターン / Current game turn */
#include "monsterrace-hook.h"
#include "view-mainwindow.h"
#include "quest.h"
+#include "floor.h"
static int num_more = 0;
"ambush",
};
-
-/*
- * 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
- */
-floor_type floor_info;
-floor_type *current_floor_ptr = &floor_info;
-
/*
* The array of saved floors
*/