*/
#include "angband.h"
+#include "world.h"
+#include "monster.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
* @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;
}
x = p_ptr->wilderness_x;
y = p_ptr->wilderness_y;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), NULL);
/* North border */
* @param fmt 地勢内の地形数を参照するための独自フォーマット
* @return なし
*/
-static void init_terrain_table(int terrain, s16b feat_global, cptr fmt, ...)
+static void init_terrain_table(int terrain, s16b feat_global, concptr fmt, ...)
{
va_list vp;
- cptr p;
+ concptr p;
int cur = 0;
char check = 'a';
- s16b feat;
+ FEAT_IDX feat;
int num;
/* Begin the varargs stuff */
if (have_pet)
{
#ifdef JP
- cptr msg = "ペットを置いて広域マップに入りますか?";
+ concptr msg = "ペットを置いて広域マップに入りますか?";
#else
- cptr msg = "Do you leave your pets behind? ";
+ concptr msg = "Do you leave your pets behind? ";
#endif
if (!get_check_strict(msg, CHECK_OKAY_CANCEL))