#define MAX_HISCORES 999 /*!< スコア情報保存の最大数 / Maximum number of high scores in the high score file */
-
-
-/*!
- * @brief ダンジョンの最深層 / Maximum dungeon level.
- * @details
- * The player can never reach this level
- * in the dungeon, and this value is used for various calculations
- * involving object and monster creation. It must be at least 100.
- * Setting it below 128 may prevent the creation of some objects.
- */
-#define MAX_DEPTH 128
-
-#define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
-
/*!
* @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
* @details Note that the "lite radius" will NEVER exceed 14, and we would
#pragma once
+#define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
+
/*
* A structure type for the saved floor
*/
#include "grid.h"
/*!
+ * @brief ダンジョンの最深層 / Maximum dungeon level.
+ * @details
+ * The player can never reach this level
+ * in the dungeon, and this value is used for various calculations
+ * involving object and monster creation. It must be at least 100.
+ * Setting it below 128 may prevent the creation of some objects.
+ */
+#define MAX_DEPTH 128
+
+/*!
* @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
* Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
*/
#include "angband.h"
+#include "floor.h"
#include "object-boost.h"
#include "object-boost.h"
#include "cmd-activate.h"