/*
 *
 *	設定した数と同じ数をm_field_make.cのmFM_FDDATA_NUMに定義する
 *
 *	注意 : 	各フィールドデータはシーンの番号と対応しています.
 *		途中のフィールドデータを消去すると, シーンデータがずれてしま
 *		います.
 *
 */
#include "m_field_make.h"
#include "field_Name.h"

EXTERN_DEFSEG_DATA(aclist_fd0);
extern mFM_mkmvac_c	fd0_actable[];
EXTERN_DEFSEG_DATA(aclist_fd1);
extern mFM_mkmvac_c	fd1_actable[];
EXTERN_DEFSEG_DATA(aclist_player_rms);
extern mFM_mkmvac_c	playerRMS_actable[];
EXTERN_DEFSEG_DATA(aclist_player_rmm);
extern mFM_mkmvac_c	playerRMM_actable[];
EXTERN_DEFSEG_DATA(aclist_player_rm);
extern mFM_mkmvac_c	playerRM_actable[];
EXTERN_DEFSEG_DATA(aclist_fd4);
extern mFM_mkmvac_c	fd4_actable[];
EXTERN_DEFSEG_DATA(aclist_npc_room001);
extern mFM_mkmvac_c	npcRoom001_actable[];
EXTERN_DEFSEG_DATA(aclist_fd_npc_land);
extern mFM_mkmvac_c	fd_npc_land_actable[];
EXTERN_DEFSEG_DATA(aclist_shop01);
extern mFM_mkmvac_c	shop01_actable[];
EXTERN_DEFSEG_DATA(aclist_broker_shop);
extern mFM_mkmvac_c	broker_shop_actable[];
EXTERN_DEFSEG_DATA(aclist_water);
extern mFM_mkmvac_c	water_test_actable[];
EXTERN_DEFSEG_DATA(aclist_post_office);
extern mFM_mkmvac_c	post_office_actable[];
EXTERN_DEFSEG_DATA(aclist_start_demo1);
extern mFM_mkmvac_c	start_demo1_actable[];
EXTERN_DEFSEG_DATA(aclist_start_demo2);
extern mFM_mkmvac_c	start_demo2_actable[];
EXTERN_DEFSEG_DATA(aclist_fg_out);
extern mFM_mkmvac_c	fgout_actable[];
EXTERN_DEFSEG_DATA(aclist_police_box);
extern mFM_mkmvac_c	police_box_actable[];
EXTERN_DEFSEG_DATA(aclist_buggy);
extern mFM_mkmvac_c	buggy_actable[];
EXTERN_DEFSEG_DATA(aclist_player_select);
extern mFM_mkmvac_c	player_select_actable[];

#if 0
EXTERN_DEFSEG_DATA(aclist_fd_npc_land);
extern mFM_mkmvac_c	fd_npc_mvaclist[];
#endif

static mFM_fdd_c	fdd[] = {

    /** 草原 1 000*/
    { FD_NAME_e,
      2, 1,
      {
	  {1,0}, {86,0},
      },
      fd0_actable,
      (u32)_aclist_fd0SegmentRomStart,
      (u32)_aclist_fd0SegmentRomEnd,
      (u32)_aclist_fd0SegmentStart,
      (u32)_aclist_fd0SegmentEnd,
    },
    /** 草原 2 001*/
    { FD_NAME_e,
      5, 6,
      {
	  {2,0},{2,0},{2,0},{0,0},{0,0},
	  {3,0},{3,0},{3,0},{0,0},{0,0},
	  {4,0},{4,0},{4,0},{0,0},{0,0},
	  {0,0},{0,0},{0,0},{0,0},{0,0},
	  {0,0},{0,0},{0,0},{0,0},{0,0},
	  {0,0},{0,0},{0,0},{0,0},{0,0},
      },
      fd1_actable,
      (u32)_aclist_fd1SegmentRomStart,
      (u32)_aclist_fd1SegmentRomEnd,
      (u32)_aclist_fd1SegmentStart,
      (u32)_aclist_fd1SegmentEnd,
    },
    /** 002 */
    { FD_NAME_e,
      5, 6,
      {
	  {84,0}, {6,0}, {6,0}, {6,0}, {6,0},
	  {6,0}, {6,0}, {5,0}, {5,0}, {6,0},
	  {6,0}, {23,0}, {5,0}, {5,0}, {6,0},
	  {84,0}, {5,0}, {5,0}, {5,0}, {6,0},
	  {6,0}, {5,0}, {5,0}, {5,0}, {6,0},
	  {6,0}, {6,0}, {6,0}, {6,0}, {6,0},
      },
      NULL, NULL, NULL, NULL, NULL,
    },
    /** 水に流れるテストコース */
    { FD_NAME_e,
      3, 4,
      {
	  {127,1},{37,1},{37,1},
	  {149,1},{151,1},{24,1},
	  {34,0},{34,0},{33,0},
	  {69,0},{66,0},{68,0},
      },
      water_test_actable,
      (u32)_aclist_waterSegmentRomStart,
      (u32)_aclist_waterSegmentRomEnd,
      (u32)_aclist_waterSegmentStart,
      (u32)_aclist_waterSegmentEnd,
    },
    /** 足跡テスト 004*/
    { FD_NAME_e,
      1, 1,
      {
	  {9,0},
      },
      NULL, NULL, NULL, NULL, NULL,
    },
    /** 草原 4 ( NPC実験フィールド ) 006*/
    { FD_NAME_e,
      1, 1,
      {
	  {19,0},
      },
      fd4_actable,
      (u32)_aclist_fd4SegmentRomStart,
      (u32)_aclist_fd4SegmentRomEnd,
      (u32)_aclist_fd4SegmentStart,
      (u32)_aclist_fd4SegmentEnd,
    },
    /** ＮＰＣの部屋	007*/
    { NPC_ROOM_NAME_e,
      1, 1,
      {
	  {21,0},
      },
      npcRoom001_actable,
      (u32)_aclist_npc_room001SegmentRomStart,
      (u32)_aclist_npc_room001SegmentRomEnd,
      (u32)_aclist_npc_room001SegmentStart,
      (u32)_aclist_npc_room001SegmentEnd,
    },
    /** NPC発生実験用フィールド 008*/
#if 0
    { FD_NPC_LAND_e,
#else
    { FD_NAME_e,
#endif
      7, 8,
      {
	  {22,0},{22,0},{22,0},{22,0},{22,0},{22,0},{22,0},
	  {22,0},{23,0},{22,0},{22,0},{22,0},{22,0},{22,0},
	  {22,0},{22,0},{22,0},{22,0},{22,0},{22,0},{22,0},
	  {22,0},{22,0},{22,0},{22,0},{22,0},{22,0},{22,0},
	  {22,0},{22,0},{22,0},{22,0},{22,0},{22,0},{22,0},
	  {22,0},{22,0},{22,0},{22,0},{22,0},{22,0},{22,0},
	  {22,0},{22,0},{22,0},{22,0},{22,0},{22,0},{22,0},
      },
      fd_npc_land_actable,
      (u32)_aclist_fd_npc_landSegmentRomStart,
      (u32)_aclist_fd_npc_landSegmentRomEnd,
      (u32)_aclist_fd_npc_landSegmentStart,
      (u32)_aclist_fd_npc_landSegmentEnd,
    },
    /** ランダム確認用フィールド 009 */
    {  FD_NAME_e,
      2, 2,
      {
	  {2,0},{2,0},
	  {2,0},{2,0},
      },
      fgout_actable,
      (u32)_aclist_fg_outSegmentRomStart,
      (u32)_aclist_fg_outSegmentRomEnd,
      (u32)_aclist_fg_outSegmentStart,
      (u32)_aclist_fg_outSegmentEnd,
    },
    /** お店用フィールド 010*/
    {  RM_SHOP01_e,
      1, 1,
      {
	  {25,0},
      },
       shop01_actable,
       (u32)_aclist_shop01SegmentRomStart,
       (u32)_aclist_shop01SegmentRomEnd,
       (u32)_aclist_shop01SegmentStart,
       (u32)_aclist_shop01SegmentEnd,
    },
    /** デザイナーさん BG確認用コース １ */
    {  FD_NAME_e,
      1, 1,
      {
	  {29,0},
      },
       NULL,
       NULL,
       NULL,
       NULL,
       NULL,
    },
    /** デザイナーさん BG確認用コース 川 １ */
    {  FD_NAME_e,
      1, 1,
      {
	  {31,0},
      },
       NULL,
       NULL,
       NULL,
       NULL,
       NULL,
    },
    /** 闇ブローカーのお店 */
    { RM_BROKER_SHOP_e,
      1, 1,
      {
	  {80,0},
      },
      broker_shop_actable,
      (u32)_aclist_broker_shopSegmentRomStart,
      (u32)_aclist_broker_shopSegmentRomEnd,
      (u32)_aclist_broker_shopSegmentStart,
      (u32)_aclist_broker_shopSegmentEnd,
    },
    /** FGツール用( 部屋の中 ) */
    { NPC_RM_1_e,
      1, 1,
      {
	  {21,0},
      },
      npcRoom001_actable,
      (u32)_aclist_npc_room001SegmentRomStart,
      (u32)_aclist_npc_room001SegmentRomEnd,
      (u32)_aclist_npc_room001SegmentStart,
      (u32)_aclist_npc_room001SegmentEnd,
    },
    /** 郵便局 */
    { RM_POST_OFFICE_e,
      1, 1,
      {
	  {81,0},
      },
       post_office_actable,
       (u32)_aclist_post_officeSegmentRomStart,
       (u32)_aclist_post_officeSegmentRomEnd,
       (u32)_aclist_post_officeSegmentStart,
       (u32)_aclist_post_officeSegmentEnd,
    },
    /** スタートデモ用 1 */
    { DEMO_START1_e,
      1, 1,
      {
	  {82,0},
      },
      start_demo1_actable,
      (u32)_aclist_start_demo1SegmentRomStart,
      (u32)_aclist_start_demo1SegmentRomEnd,
      (u32)_aclist_start_demo1SegmentStart,
      (u32)_aclist_start_demo1SegmentEnd,
    },
    /** スタートデモ用 2 */
    { DEMO_START2_e,
      1, 1,
      {
	  {83,0},
      },
      start_demo2_actable,
      (u32)_aclist_start_demo2SegmentRomStart,
      (u32)_aclist_start_demo2SegmentRomEnd,
      (u32)_aclist_start_demo2SegmentStart,
      (u32)_aclist_start_demo2SegmentEnd,
    },
    /** 交番 */
    { RM_POLICE_BOX_e,
      1, 1,
      {
	  {126,0},
      },
       police_box_actable,
       (u32)_aclist_police_boxSegmentRomStart,
       (u32)_aclist_police_boxSegmentRomEnd,
       (u32)_aclist_police_boxSegmentStart,
       (u32)_aclist_police_boxSegmentEnd,
    },
    /** 幌馬車内 */
    { RM_BUGGY_e,
      1, 1,
      {
	  {192,0},
      },
       buggy_actable,
       (u32)_aclist_buggySegmentRomStart,
       (u32)_aclist_buggySegmentRomEnd,
       (u32)_aclist_buggySegmentStart,
       (u32)_aclist_buggySegmentEnd,
    },
    /** プレーヤーセレクト */
    { DEMO_PLAYER_SELECT_e,
      1, 1,
      {
	  {193,0},
      },
      player_select_actable,
       (u32)_aclist_player_selectSegmentRomStart,
       (u32)_aclist_player_selectSegmentRomEnd,
       (u32)_aclist_player_selectSegmentStart,
       (u32)_aclist_player_selectSegmentEnd,
    },
    /** プレイヤの部屋 */
    { RM_PLAYER_ROOM_e,
      1, 1,
      {
	  {194,0},
      },
      playerRMS_actable,
      (u32)_aclist_player_rmsSegmentRomStart,
      (u32)_aclist_player_rmsSegmentRomEnd,
      (u32)_aclist_player_rmsSegmentStart,
      (u32)_aclist_player_rmsSegmentEnd,
    },
    /** プレイヤの部屋 */
    { RM_PLAYER_ROOM_e,
      1, 1,
      {
	  {195,0},
      },
      playerRMM_actable,
      (u32)_aclist_player_rmmSegmentRomStart,
      (u32)_aclist_player_rmmSegmentRomEnd,
      (u32)_aclist_player_rmmSegmentStart,
      (u32)_aclist_player_rmmSegmentEnd,
    },
    /** プレイヤの部屋 005*/
    { RM_PLAYER_ROOM_e,
      1, 1,
      {
	  {18,0},
      },
      playerRM_actable,
      (u32)_aclist_player_rmSegmentRomStart,
      (u32)_aclist_player_rmSegmentRomEnd,
      (u32)_aclist_player_rmSegmentStart,
      (u32)_aclist_player_rmSegmentEnd,
    },
};
