* Not completely allocated, that would be inefficient
* Not completely hardcoded, that would overflow memory
*/
-floor_type floor;
-floor_type *current_floor_ptr = &floor;
+floor_type floor_info;
+floor_type *current_floor_ptr = &floor_info;
/*
* The array of saved floors
*/
saved_floor_type saved_floors[MAX_SAVED_FLOORS];
-
/*
* Number of floor_id used from birth
*/
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.
*/
u32b saved_floor_file_sign;
-
/*
* Maximum number of towns
*/