Hengband  2.2.1
floor-save.h
[詳解]
1 #pragma once
2 
3 #define MAX_SAVED_FLOORS 20 /*!< 保存フロアの最大数 / Maximum number of saved floors. */
4 
5 /*
6  * A structure type for the saved floor
7  */
8 typedef struct
9 {
10  FLOOR_IDX floor_id; /* No recycle until 65536 IDs are all used */
11  s16b savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
13  s32b last_visit; /* Time count of last visit. 0 for new floor. */
14  u32b visit_mark; /* Older has always smaller mark. */
15  FLOOR_IDX upper_floor_id; /* a floor connected with level teleportation */
16  FLOOR_IDX lower_floor_id; /* a floor connected with level tel. and trap door */
18 
20 
21 extern void init_saved_floors(bool force);
22 extern void change_floor(player_type *creature_ptr);
23 extern void leave_floor(player_type *creature_ptr);
24 extern void clear_saved_floor_files(void);
25 extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);
26 extern FLOOR_IDX get_new_floor_id(void);
27 
28 /*
29  * Flags for change floor mode
30  */
31 #define CFM_UP 0x0001 /* Move up */
32 #define CFM_DOWN 0x0002 /* Move down */
33 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
34 #define CFM_XXX 0x0008 /* XXX */
35 #define CFM_SHAFT 0x0010 /* Shaft */
36 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
37 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
38 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
39 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
40 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
41 extern void prepare_change_floor_mode(BIT_FLAGS mode);
42 
43 extern void precalc_cur_num_of_pet(void);
44 extern FLOOR_IDX max_floor_id;
saved_floor_type * get_sf_ptr(FLOOR_IDX floor_id)
保存フロアIDから参照ポインタを得る / Get a pointer for an item of the saved_floors array.
Definition: floor-save.c:205
FLOOR_IDX lower_floor_id
Definition: floor-save.h:16
FLOOR_IDX floor_id
Definition: floor-save.h:10
FLOOR_IDX max_floor_id
Definition: floor-save.c:55
FLOOR_IDX upper_floor_id
Definition: floor-save.h:15
void leave_floor(player_type *creature_ptr)
現在のフロアを離れるに伴って行なわれる保存処理 / Maintain quest monsters, mark next floor_id at stairs, save current floor,...
Definition: floor-save.c:864
u32b visit_mark
Definition: floor-save.h:14
u32b saved_floor_file_sign
Definition: floor-save.c:61
s32b last_visit
Definition: floor-save.h:13
s32b DEPTH
ゲーム中の階層レベルの型定義
Definition: h-type.h:216
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
s16b FLOOR_IDX
ゲーム中のフロアID型を定義
Definition: h-type.h:116
FLOOR_IDX get_new_floor_id(void)
新規に利用可能な保存フロアを返す / Initialize new saved floor and get its floor id.
Definition: floor-save.c:270
s16b savefile_id
Definition: floor-save.h:11
signed long s32b
Definition: h-type.h:107
void prepare_change_floor_mode(BIT_FLAGS mode)
フロア切り替え時の処理フラグを追加する / Prepare mode flags of changing floor
Definition: floor-save.c:339
Definition: floor-save.h:8
void clear_saved_floor_files(void)
保存フロア用テンポラリファイルを削除する / Kill temporal files
Definition: floor-save.c:159
void init_saved_floors(bool force)
保存フロア配列を初期化する / Initialize saved_floors array.
Definition: floor-save.c:69
void precalc_cur_num_of_pet(void)
フロア移動時にペットを伴った場合の準備処理 / Pre-calculate the racial counters of preserved pets
Definition: floor-save.c:521
DEPTH dun_level
Definition: floor-save.h:12
unsigned long u32b
Definition: h-type.h:108
Definition: player-status.h:86
signed short s16b
Definition: h-type.h:98
void change_floor(player_type *creature_ptr)
フロアの切り替え処理 / Enter new floor.
Definition: floor-save.c:1097