Hengband  2.2.1
フィールド
floor_type 構造体

#include <floor.h>

floor_type 連携図
Collaboration graph
[凡例]

フィールド

DUNGEON_IDX dungeon_idx
 
grid_typegrid_array [MAX_HGT]
 
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 [詳解]
 
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 [詳解]
 
DEPTH object_level
 アイテムの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level [詳解]
 
DEPTH monster_level
 モンスターの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level [詳解]
 
POSITION width
 
POSITION height
 
MONSTER_NUMBER num_repro
 Current reproducer count [詳解]
 
GAME_TURN generated_turn
 
object_typeo_list
 The array of dungeon items [current_world_ptr->max_o_idx] [詳解]
 
OBJECT_IDX o_max
 
OBJECT_IDX o_cnt
 
monster_typem_list
 The array of dungeon monsters [current_world_ptr->max_m_idx] [詳解]
 
MONSTER_IDX m_max
 
MONSTER_IDX m_cnt
 
s16bmproc_list [MAX_MTIMED]
 The array to process dungeon monsters[max_m_idx] [詳解]
 
s16b mproc_max [MAX_MTIMED]
 Number of monsters to be processed [詳解]
 
POSITION_IDX lite_n
 Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c") [詳解]
 
POSITION lite_y [LITE_MAX]
 
POSITION lite_x [LITE_MAX]
 
POSITION_IDX mon_lite_n
 Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c") [詳解]
 
POSITION mon_lite_y [MON_LITE_MAX]
 
POSITION mon_lite_x [MON_LITE_MAX]
 
POSITION_IDX view_n
 Array of grids viewable to the player (see "grid_array") [詳解]
 
POSITION view_y [VIEW_MAX]
 
POSITION view_x [VIEW_MAX]
 
POSITION_IDX redraw_n
 Array of grids for delayed visual updating (see "p_ptr->current_floor_ptr->grid_array.c") [詳解]
 
POSITION redraw_y [REDRAW_MAX]
 
POSITION redraw_x [REDRAW_MAX]
 
bool monster_noise
 

フィールド詳解

◆ base_level

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

◆ dun_level

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

◆ dungeon_idx

DUNGEON_IDX dungeon_idx

◆ generated_turn

GAME_TURN generated_turn

◆ grid_array

grid_type* grid_array[MAX_HGT]

◆ height

POSITION height

◆ lite_n

POSITION_IDX lite_n

Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")

◆ lite_x

POSITION lite_x[LITE_MAX]

◆ lite_y

POSITION lite_y[LITE_MAX]

◆ m_cnt

MONSTER_IDX m_cnt

◆ m_list

monster_type* m_list

The array of dungeon monsters [current_world_ptr->max_m_idx]

◆ m_max

MONSTER_IDX m_max

◆ mon_lite_n

POSITION_IDX mon_lite_n

Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")

◆ mon_lite_x

POSITION mon_lite_x[MON_LITE_MAX]

◆ mon_lite_y

POSITION mon_lite_y[MON_LITE_MAX]

◆ monster_level

DEPTH monster_level

モンスターの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level

◆ monster_noise

bool monster_noise

◆ mproc_list

s16b* mproc_list[MAX_MTIMED]

The array to process dungeon monsters[max_m_idx]

◆ mproc_max

s16b mproc_max[MAX_MTIMED]

Number of monsters to be processed

◆ num_repro

MONSTER_NUMBER num_repro

Current reproducer count

◆ o_cnt

OBJECT_IDX o_cnt

◆ o_list

object_type* o_list

The array of dungeon items [current_world_ptr->max_o_idx]

◆ o_max

OBJECT_IDX o_max

◆ object_level

DEPTH object_level

アイテムの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level

◆ redraw_n

POSITION_IDX redraw_n

Array of grids for delayed visual updating (see "p_ptr->current_floor_ptr->grid_array.c")

◆ redraw_x

POSITION redraw_x[REDRAW_MAX]

◆ redraw_y

POSITION redraw_y[REDRAW_MAX]

◆ view_n

POSITION_IDX view_n

Array of grids viewable to the player (see "grid_array")

◆ view_x

POSITION view_x[VIEW_MAX]

◆ view_y

POSITION view_y[VIEW_MAX]

◆ width

POSITION width

この構造体詳解は次のファイルから抽出されました: