/* Refuse to start on anti-teleport grids */
if (c_ptr->info & (CAVE_ICKY)) continue;
- /* Done */
break;
}
if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
/* Town */
- if (!dun_level)
- up_stairs = FALSE;
+ if (!dun_level) up_stairs = FALSE;
/* Ironman */
- if (ironman_downward)
- up_stairs = FALSE;
+ if (ironman_downward) up_stairs = FALSE;
/* Bottom */
- if (dun_level >= d_info[dungeon_type].maxdepth)
- down_stairs = FALSE;
+ if (dun_level >= d_info[dungeon_type].maxdepth) down_stairs = FALSE;
/* Quest-level */
- if (quest_number(dun_level) && (dun_level > 1))
- down_stairs = FALSE;
+ if (quest_number(dun_level) && (dun_level > 1)) down_stairs = FALSE;
/* We can't place both */
if (down_stairs && up_stairs)
{
/* Choose a staircase randomly */
- if (randint0(100) < 50)
- up_stairs = FALSE;
- else
- down_stairs = FALSE;
+ if (randint0(100) < 50) up_stairs = FALSE;
+ else down_stairs = FALSE;
}
/* Place the stairs */
- if (up_stairs)
- place_up_stairs(y, x);
- else if (down_stairs)
- place_down_stairs(y, x);
+ if (up_stairs) place_up_stairs(y, x);
+ else if (down_stairs) place_down_stairs(y, x);
}
/*!
void place_random_door(POSITION y, POSITION x, bool room)
{
int tmp, type;
- s16b feat = feat_none;
+ FEAT_IDX feat = feat_none;
cave_type *c_ptr = &cave[y][x];
/* Initialize mimic info */
void place_closed_door(POSITION y, POSITION x, int type)
{
int tmp;
- s16b feat = feat_none;
+ FEAT_IDX feat = feat_none;
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
* grids which are not in rooms. We might want to also count stairs,\n
* open doors, closed doors, etc.
*/
-static int next_to_corr(int y1, int x1)
+static int next_to_corr(POSITION y1, POSITION x1)
{
- int i, y, x, k = 0;
+ int i, k = 0;
+ POSITION y, x;
cave_type *c_ptr;
/* Extract the location */
y = y1 + ddy_ddd[i];
x = x1 + ddx_ddd[i];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Skip non floors */
* @return ドアを設置可能ならばTRUEを返す
* @note Assumes "in_bounds(y1, x1)"
* @details
-* XXX XXX XXX\n
+* \n
* Assumes "in_bounds(y, x)"\n
*/
-static bool possible_doorway(int y, int x)
+static bool possible_doorway(POSITION y, POSITION x)
{
/* Count the adjacent corridors */
if (next_to_corr(y, x) >= 2)
*/
void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
{
- int x, y;
+ POSITION x, y;
/* Place a full floor under the room */
for (y = y1 - 1; y <= y2 + 1; y++)
*/
void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
{
- int y, x;
+ POSITION y, x;
place_floor(x1, x2, y1, y2, light);
/* Place the trap */
place_trap(y1, x1);
- /* Done */
break;
}
}
* @param x2 終点X座標
* @return なし
*/
-void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
+void correct_dir(int *rdir, int *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
/* Extract vertical and horizontal directions */
*rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
* @param y チェックするマスのY座標
* @return 床系地形ならばTRUE
*/
-bool get_is_floor(int x, int y)
+bool get_is_floor(POSITION x, POSITION y)
{
if (!in_bounds(y, x))
{
* @param y 地形を変えたいマスのY座標
* @return なし
*/
-void set_floor(int x, int y)
+void set_floor(POSITION x, POSITION y)
{
if (!in_bounds(y, x))
{