#include "angband.h"
#include "world.h"
+#include "monster.h"
+#include "realm-hex.h"
+#include "player-status.h"
/*!
* @brief 地形生成確率を決める要素100の配列を確率テーブルから作成する
void set_floor_and_wall(DUNGEON_IDX type)
{
DUNGEON_IDX cur_type = 255;
- dungeon_info_type *d_ptr;
+ dungeon_type *d_ptr;
/* Already filled */
if (cur_type == type) return;
cur_type = type;
d_ptr = &d_info[type];
- set_floor_and_wall_aux(floor_type, d_ptr->floor);
- set_floor_and_wall_aux(fill_type, d_ptr->fill);
+ set_floor_and_wall_aux(feat_ground_type, d_ptr->floor);
+ set_floor_and_wall_aux(feat_wall_type, d_ptr->fill);
feat_wall_outer = d_ptr->outer_wall;
feat_wall_inner = d_ptr->inner_wall;
* @param depth_max 深みの最大値
* @return なし
*/
-static void perturb_point_mid(POSITION x1, POSITION x2, POSITION x3, POSITION x4, POSITION xmid, POSITION ymid, POSITION rough, POSITION depth_max)
+static void perturb_point_mid(FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, FEAT_IDX x4, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
{
/*
* Average the four corners & perturb it a bit.
* tmp is a random int +/- rough
*/
- int tmp2 = rough*2 + 1;
- int tmp = randint1(tmp2) - (rough + 1);
+ FEAT_IDX tmp2 = rough*2 + 1;
+ FEAT_IDX tmp = randint1(tmp2) - (rough + 1);
- int avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
+ FEAT_IDX avg = ((x1 + x2 + x3 + x4) / 4) + tmp;
/* Division always rounds down, so we round up again */
if (((x1 + x2 + x3 + x4) % 4) > 1)
if (avg > depth_max) avg = depth_max;
/* Set the new value. */
- cave[ymid][xmid].feat = (s16b)avg;
+ cave[ymid][xmid].feat = (FEAT_IDX)avg;
}
* @param depth_max 深みの最大値
* @return なし
*/
-static void perturb_point_end(int x1, int x2, int x3,
- int xmid, int ymid, int rough, int depth_max)
+static void perturb_point_end(FEAT_IDX x1, FEAT_IDX x2, FEAT_IDX x3, POSITION xmid, POSITION ymid, FEAT_IDX rough, FEAT_IDX depth_max)
{
/*
* Average the three corners & perturb it a bit.
* tmp is a random int +/- rough
*/
- int tmp2 = rough * 2 + 1;
- int tmp = randint0(tmp2) - rough;
+ FEAT_IDX tmp2 = rough * 2 + 1;
+ FEAT_IDX tmp = randint0(tmp2) - rough;
- int avg = ((x1 + x2 + x3) / 3) + tmp;
+ FEAT_IDX avg = ((x1 + x2 + x3) / 3) + tmp;
/* Division always rounds down, so we round up again */
if ((x1 + x2 + x3) % 3) avg++;
if (avg > depth_max) avg = depth_max;
/* Set the new value. */
- cave[ymid][xmid].feat = (s16b)avg;
+ cave[ymid][xmid].feat = (FEAT_IDX)avg;
}
* need to be converted to features.
* </pre>
*/
-static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
+static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX depth_max, FEAT_IDX rough)
{
/* Find middle */
POSITION xmid = (x2 - x1) / 2 + x1;
{
POSITION x1, y1;
int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
- int roughness = 1; /* The roughness of the level. */
+ FEAT_IDX roughness = 1; /* The roughness of the level. */
u32b state_backup[4];
/* Unused */
/*!
* @brief 荒野フロア生成のメインルーチン /
* Load a town or generate a terrain level using "plasma" fractals.
- * @param y 広域マップY座標
- * @param x 広域マップY座標
+ * @param y 広域Y座標
+ * @param x 広域X座標
* @param border 広域マップの辺部分としての生成ならばTRUE
* @param corner 広域マップの角部分としての生成ならばTRUE
* @return なし
x = p_ptr->wilderness_x;
y = p_ptr->wilderness_y;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), NULL);
/* North border */
wilderness[*y][*x].level = w_letter[id].level;
wilderness[*y][*x].town = w_letter[id].town;
wilderness[*y][*x].road = w_letter[id].road;
- strcpy(town[w_letter[id].town].name, w_letter[id].name);
+ strcpy(town_info[w_letter[id].town].name, w_letter[id].name);
}
(*y)++;
#else
msg_print("You cannot enter global map, since there is some monsters nearby!");
#endif
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
return FALSE;
}
if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
{
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
return FALSE;
}
}