/* Refuse to start on anti-teleport grids */
if (c_ptr->info & (CAVE_ICKY)) continue;
- /* Done */
break;
}
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;
* @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(POSITION y, POSITION x)
*/
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;