s16b command_cmd; /* Current "Angband Command" */
COMMAND_ARG command_arg; /*!< 各種コマンドの汎用的な引数として扱う / Gives argument of current command */
-
COMMAND_NUM command_rep; /*!< 各種コマンドの汎用的なリピート数として扱う / Gives repetition of current command */
-
DIRECTION command_dir; /*!< 各種コマンドの汎用的な方向値処理として扱う/ Gives direction of current command */
s16b command_see; /* See "object1.c" */
POSITION cur_hgt; /* Current dungeon height */
POSITION cur_wid; /* Current dungeon width */
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 */
-s16b num_repro; /* Current reproducer count */
+MONSTER_NUMBER num_repro; /*!< Current reproducer count */
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、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 */
bool is_loading_now; /*!< ロード直後にcalc_bonus()時の徳変化、及びsanity_blast()による異常を抑止する */
bool hack_mutation;
-s16b inven_cnt; /* Number of items in inventory */
-s16b equip_cnt; /* Number of items in equipment */
+s16b inven_cnt; /* Number of items in inventory */
+s16b equip_cnt; /* Number of items in equipment */
-s16b o_max = 1; /* Number of allocated objects */
-s16b o_cnt = 0; /* Number of live objects */
+s16b o_max = 1; /* Number of allocated objects */
+s16b o_cnt = 0; /* Number of live objects */
-MONSTER_IDX m_max = 1; /* Number of allocated monsters */
-MONSTER_IDX m_cnt = 0; /* Number of live monsters */
+MONSTER_IDX m_max = 1; /* Number of allocated monsters */
+MONSTER_IDX m_cnt = 0; /* Number of live monsters */
MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
MONSTER_IDX hack_m_idx_ii = 0;
char savefile[1024];
char savefile_base[40];
-/*
- * Array of grids lit by player lite (see "cave.c")
- */
-POSITION_IDX lite_n;
+POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "cave.c")
POSITION lite_y[LITE_MAX];
POSITION lite_x[LITE_MAX];
-/*
- * Array of grids lit by player lite (see "cave.c")
- */
-POSITION_IDX mon_lite_n;
+POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "cave.c")
POSITION mon_lite_y[MON_LITE_MAX];
POSITION mon_lite_x[MON_LITE_MAX];
-/*
- * Array of grids viewable to the player (see "cave.c")
- */
-POSITION_IDX view_n;
+POSITION_IDX view_n; //!< Array of grids viewable to the player (see "cave.c")
POSITION view_y[VIEW_MAX];
POSITION view_x[VIEW_MAX];
-/*
- * Array of grids for use by various functions (see "cave.c")
- */
-POSITION_IDX temp_n;
+POSITION_IDX temp_n; //!< Array of grids for use by various functions (see "cave.c")
POSITION temp_y[TEMP_MAX];
POSITION temp_x[TEMP_MAX];
-/*
- * Array of grids for delayed visual updating (see "cave.c")
- */
-POSITION_IDX redraw_n = 0;
+POSITION_IDX redraw_n = 0; //!< Array of grids for delayed visual updating (see "cave.c")
POSITION redraw_y[REDRAW_MAX];
POSITION redraw_x[REDRAW_MAX];
*/
char *message__buf;
-
-/*
- * The array of normal options
- */
-u32b option_flag[8];
-u32b option_mask[8];
-
-
-/*
- * The array of window options
- */
-u32b window_flag[8];
-u32b window_mask[8];
-
+BIT_FLAGS option_flag[8]; //!< The array of normal options
+BIT_FLAGS option_mask[8]; //!< The array of normal options
+BIT_FLAGS window_flag[8]; //!< The array of window options
+BIT_FLAGS window_mask[8]; //!< The array of window options
/*
* The array of window pointers
*/
term *angband_term[8];
-
/*
* Standard window names
*/
* Specify attr/char pairs for visual special effects
* Be sure to use "index & 0x7F" to avoid illegal access
*/
-byte misc_to_attr[256];
+TERM_COLOR misc_to_attr[256];
char misc_to_char[256];
* Specify attr/char pairs for inventory items (by tval)
* Be sure to use "index & 0x7F" to avoid illegal access
*/
-byte tval_to_attr[128];
+TERM_COLOR tval_to_attr[128];
char tval_to_char[128];
char *d_text;
-/*
- * Hack -- The special Angband "System Suffix"
- * This variable is used to choose an appropriate "pref-xxx" file
- */
-cptr ANGBAND_SYS = "xxx";
+cptr ANGBAND_SYS = "xxx"; //!< Hack -- The special Angband "System Suffix" This variable is used to choose an appropriate "pref-xxx" file
+
-/*
- * Hack -- The special Angband "Keyboard Suffix"
- * This variable is used to choose an appropriate macro-trigger definition
- */
#ifdef JP
-cptr ANGBAND_KEYBOARD = "JAPAN";
+cptr ANGBAND_KEYBOARD = "JAPAN"; //!< Hack -- The special Angband "Keyboard Suffix" This variable is used to choose an appropriate macro-trigger definition
#else
cptr ANGBAND_KEYBOARD = "0";
#endif
-/*
- * Hack -- The special Angband "Graphics Suffix"
- * This variable is used to choose an appropriate "graf-xxx" file
- */
-cptr ANGBAND_GRAF = "ascii";
-
-/*
- * Path name: The main "lib" directory
- * This variable is not actually used anywhere in the code
- */
-cptr ANGBAND_DIR;
-
-/*
- * High score files (binary)
- * These files may be portable between platforms
- */
-cptr ANGBAND_DIR_APEX;
-
-/*
- * Bone files for player ghosts (ascii)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_BONE;
-
-/*
- * Binary image files for the "*_info" arrays (binary)
- * These files are not portable between platforms
- */
-cptr ANGBAND_DIR_DATA;
-
-/*
- * Textual template files for the "*_info" arrays (ascii)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_EDIT;
-
-/*
- * Script files
- * These files are portable between platforms.
- */
-cptr ANGBAND_DIR_SCRIPT;
-
-/*
- * Various extra files (ascii)
- * These files may be portable between platforms
- */
-cptr ANGBAND_DIR_FILE;
-
-/*
- * Help files (normal) for the online help (ascii)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_HELP;
-
-/*
- * Help files (spoilers) for the online help (ascii)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_INFO;
-
-/*
- * Default user "preference" files (ascii)
- * These files are rarely portable between platforms
- */
-cptr ANGBAND_DIR_PREF;
-
-/*
- * Savefiles for current characters (binary)
- * These files are portable between platforms
- */
-cptr ANGBAND_DIR_SAVE;
-
-/*
- * User "preference" files (ascii)
- * These files are rarely portable between platforms
- */
-cptr ANGBAND_DIR_USER;
-
-/*
- * Various extra files (binary)
- * These files are rarely portable between platforms
- */
-cptr ANGBAND_DIR_XTRA;
-
-
-/*
- * Total Hack -- allow all items to be listed (even empty ones)
- * This is only used by "do_cmd_inven_e()" and is cleared there.
- */
-bool item_tester_full;
+cptr ANGBAND_GRAF = "ascii"; //!< Hack -- The special Angband "Graphics Suffix" This variable is used to choose an appropriate "graf-xxx" file
+cptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
+cptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
+cptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
+cptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
+cptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
+cptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
+cptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
+cptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
+cptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
+cptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
+cptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
+cptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
+cptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
+bool item_tester_full; //!< Total Hack -- allow all items to be listed (even empty ones) This is only used by "do_cmd_inven_e()" and is cleared there.
bool item_tester_no_ryoute = FALSE;
u32b playtime;
u32b start_time;
-int tsuri_dir;
-
bool sukekaku;
bool new_mane;