*\n
* You have been warned.\n
*/
-/*!
- * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
- * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
- * of "update_view()" and "update_lite()". We must also be as large as the
- * largest illuminatable room, but no room is larger than 800 grids. We
- * must also be large enough to allow "good enough" use as a circular queue,
- * to calculate monster flow, but note that the flow code is "paranoid".
- */
-#define TEMP_MAX 2298
/*!
* @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
extern bool player_can_see_bold(POSITION y, POSITION x);
extern bool no_lite(void);
+/*!
+ * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "current_floor_ptr->grid_array.c")
+ * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
+ * of "update_view()" and "update_lite()". We must also be as large as the
+ * largest illuminatable room, but no room is larger than 800 grids. We
+ * must also be large enough to allow "good enough" use as a circular queue,
+ * to calculate monster flow, but note that the flow code is "paranoid".
+ */
+#define TEMP_MAX 2298
+
//!< 対象グリッドの一覧をまとめる構造体
typedef struct
{