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[Refactor] #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / wild.c
index 912ea0a..4cb5d6e 100644 (file)
@@ -41,9 +41,9 @@ static void set_floor_and_wall_aux(s16b feat_type[100], feat_prob prob[DUNGEON_F
  * @param type ダンジョンID
  * @return なし
  */
-void set_floor_and_wall(byte type)
+void set_floor_and_wall(DUNGEON_IDX type)
 {
-       static byte cur_type = 255;
+       DUNGEON_IDX cur_type = 255;
        dungeon_info_type *d_ptr;
 
        /* Already filled */
@@ -74,8 +74,7 @@ void set_floor_and_wall(byte type)
  * @param depth_max 深みの最大値
  * @return なし
  */
-static void perturb_point_mid(int x1, int x2, int x3, int x4,
-                         int xmid, int ymid, int rough, int depth_max)
+static void perturb_point_mid(POSITION x1, POSITION x2, POSITION x3, POSITION x4, POSITION xmid, POSITION ymid, POSITION rough, POSITION depth_max)
 {
        /*
         * Average the four corners & perturb it a bit.
@@ -95,7 +94,7 @@ static void perturb_point_mid(int x1, int x2, int x3, int x4,
        if (avg > depth_max) avg = depth_max;
 
        /* Set the new value. */
-       cave[ymid][xmid].feat = avg;
+       cave[ymid][xmid].feat = (s16b)avg;
 }
 
 
@@ -131,7 +130,7 @@ static void perturb_point_end(int x1, int x2, int x3,
        if (avg > depth_max) avg = depth_max;
 
        /* Set the new value. */
-       cave[ymid][xmid].feat = avg;
+       cave[ymid][xmid].feat = (s16b)avg;
 }
 
 
@@ -154,12 +153,11 @@ static void perturb_point_end(int x1, int x2, int x3,
  * need to be converted to features.
  * </pre>
  */
-static void plasma_recursive(int x1, int y1, int x2, int y2,
-                            int depth_max, int rough)
+static void plasma_recursive(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION depth_max, POSITION rough)
 {
        /* Find middle */
-       int xmid = (x2 - x1) / 2 + x1;
-       int ymid = (y2 - y1) / 2 + y1;
+       POSITION xmid = (x2 - x1) / 2 + x1;
+       POSITION ymid = (y2 - y1) / 2 + y1;
 
        /* Are we done? */
        if (x1 + 1 == x2) return;
@@ -205,7 +203,7 @@ static s16b terrain_table[MAX_WILDERNESS][MAX_FEAT_IN_TERRAIN];
  */
 static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
 {
-       int x1, y1;
+       POSITION x1, y1;
        int table_size = sizeof(terrain_table[0]) / sizeof(s16b);
        int roughness = 1; /* The roughness of the level. */
        u32b state_backup[4];
@@ -253,10 +251,10 @@ static void generate_wilderness_area(int terrain, u32b seed, bool border, bool c
         * ToDo: calculate the medium height of the adjacent
         * terrains for every corner.
         */
-       cave[1][1].feat = randint0(table_size);
-       cave[MAX_HGT-2][1].feat = randint0(table_size);
-       cave[1][MAX_WID-2].feat = randint0(table_size);
-       cave[MAX_HGT-2][MAX_WID-2].feat = randint0(table_size);
+       cave[1][1].feat = (s16b)randint0(table_size);
+       cave[MAX_HGT-2][1].feat = (s16b)randint0(table_size);
+       cave[1][MAX_WID-2].feat = (s16b)randint0(table_size);
+       cave[MAX_HGT-2][MAX_WID-2].feat = (s16b)randint0(table_size);
 
        if (!corner)
        {
@@ -315,12 +313,12 @@ static void generate_wilderness_area(int terrain, u32b seed, bool border, bool c
  * If corner is set then only the corners of the area are needed.
  * </pre>
  */
-static void generate_area(int y, int x, bool border, bool corner)
+static void generate_area(POSITION y, POSITION x, bool border, bool corner)
 {
-       int x1, y1;
+       POSITION x1, y1;
 
        /* Number of the town (if any) */
-       p_ptr->town_num = wilderness[y][x].town;
+       p_ptr->town_num = (s16b)wilderness[y][x].town;
 
        /* Set the base level */
        base_level = wilderness[y][x].level;
@@ -625,8 +623,8 @@ void wilderness_gen(void)
                                        if ((f_ptr->subtype == 4) || ((p_ptr->town_num == 1) && (f_ptr->subtype == 0)))
                                        {
                                                if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
-                                               p_ptr->oldpy = y;
-                                               p_ptr->oldpx = x;
+                                               p_ptr->oldpy = (s16b)y;
+                                               p_ptr->oldpx = (s16b)x;
                                        }
                                }
                        }
@@ -646,8 +644,8 @@ void wilderness_gen(void)
                                if (cave_have_flag_grid(c_ptr, FF_ENTRANCE))
                                {
                                        if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
-                                       p_ptr->oldpy = y;
-                                       p_ptr->oldpx = x;
+                                       p_ptr->oldpy = (s16b)y;
+                                       p_ptr->oldpx = (s16b)x;
                                }
                        }
                }
@@ -657,12 +655,12 @@ void wilderness_gen(void)
        player_place(p_ptr->oldpy, p_ptr->oldpx);
        /* p_ptr->leaving_dungeon = FALSE;*/
 
-       lim = (generate_encounter==TRUE)?40:MIN_M_ALLOC_TN;
+       lim = (generate_encounter == TRUE) ? 40 : MIN_M_ALLOC_TN;
 
        /* Make some residents */
        for (i = 0; i < lim; i++)
        {
-               u32b mode = 0;
+               BIT_FLAGS mode = 0;
 
                if (!(generate_encounter || (one_in_(2) && (!p_ptr->town_num))))
                        mode |= PM_ALLOW_SLEEP;
@@ -678,7 +676,7 @@ void wilderness_gen(void)
        set_floor_and_wall(0);
 
        /* Set rewarded quests to finished */
-       for (i = 0; i < max_quests; i++)
+       for (i = 0; i < max_q_idx; i++)
        {
                if (quest[i].status == QUEST_STATUS_REWARDED)
                        quest[i].status = QUEST_STATUS_FINISHED;
@@ -693,7 +691,7 @@ static s16b conv_terrain2feat[MAX_WILDERNESS];
  * Build the wilderness area. -DG-
  * @return なし
  */
-void wilderness_gen_small()
+void wilderness_gen_small(void)
 {
        int i, j;
 
@@ -713,8 +711,8 @@ void wilderness_gen_small()
        {
                if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
                {
-                       cave[j][i].feat = feat_town;
-                       cave[j][i].special = wilderness[j][i].town;
+                       cave[j][i].feat = (s16b)feat_town;
+                       cave[j][i].special = (s16b)wilderness[j][i].town;
                }
                else if (wilderness[j][i].road) cave[j][i].feat = feat_floor;
                else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
@@ -738,8 +736,8 @@ void wilderness_gen_small()
        panel_col_min = cur_wid;
 
        /* Place the player */
-       px = p_ptr->wilderness_x;
-       py = p_ptr->wilderness_y;
+       p_ptr->x = p_ptr->wilderness_x;
+       p_ptr->y = p_ptr->wilderness_y;
 
        p_ptr->town_num = 0;
 }
@@ -809,7 +807,7 @@ errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, in
                                w_letter[index].terrain = 0;
                        
                        if (num > 2)
-                               w_letter[index].level = atoi(zz[2]);
+                               w_letter[index].level = (s16b)atoi(zz[2]);
                        else
                                w_letter[index].level = 0;
                        
@@ -819,7 +817,7 @@ errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, in
                                w_letter[index].town = 0;
                        
                        if (num > 4)
-                               w_letter[index].road = atoi(zz[4]);
+                               w_letter[index].road = (byte_hack)atoi(zz[4]);
                        else
                                w_letter[index].road = 0;
                        
@@ -849,17 +847,12 @@ errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, in
                
                for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
                {
-                       int idx = s[0];
-                       
-                       wilderness[*y][*x].terrain = w_letter[idx].terrain;
-                       
-                       wilderness[*y][*x].level = w_letter[idx].level;
-                       
-                       wilderness[*y][*x].town = w_letter[idx].town;
-                       
-                       wilderness[*y][*x].road = w_letter[idx].road;
-                       
-                       strcpy(town[w_letter[idx].town].name, w_letter[idx].name);
+                       int id = s[0];
+                       wilderness[*y][*x].terrain = w_letter[id].terrain;
+                       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);
                }
                
                (*y)++;
@@ -903,7 +896,7 @@ errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, in
        for (i = 1; i < max_d_idx; i++)
        {
                if (!d_info[i].maxdepth) continue;
-               wilderness[d_info[i].dy][d_info[i].dx].entrance = i;
+               wilderness[d_info[i].dy][d_info[i].dx].entrance = (byte_hack)i;
                if (!wilderness[d_info[i].dy][d_info[i].dx].town)
                        wilderness[d_info[i].dy][d_info[i].dx].level = d_info[i].mindepth;
        }
@@ -921,7 +914,7 @@ errr parse_line_wilderness(char *buf, int ymin, int xmin, int ymax, int xmax, in
  */
 void seed_wilderness(void)
 {
-       int x, y;
+       POSITION x, y;
 
        /* Init wilderness seeds */
        for (x = 0; x < max_wild_x; x++)
@@ -977,7 +970,7 @@ static void init_terrain_table(int terrain, s16b feat_global, cptr fmt, ...)
        cptr    p;
        int     cur = 0;
        char    check = 'a';
-       s16b    feat;
+       FEAT_IDX feat;
        int     num;
 
        /* Begin the varargs stuff */
@@ -1127,8 +1120,8 @@ bool change_wild_mode(void)
        if (p_ptr->wild_mode)
        {
                /* Save the location in the global map */
-               p_ptr->wilderness_x = px;
-               p_ptr->wilderness_y = py;
+               p_ptr->wilderness_x = p_ptr->x;
+               p_ptr->wilderness_y = p_ptr->y;
 
                /* Give first move to the player */
                p_ptr->energy_need = 0;
@@ -1180,8 +1173,8 @@ bool change_wild_mode(void)
        p_ptr->energy_use = 1000;
 
        /* Remember the position */
-       p_ptr->oldpx = px;
-       p_ptr->oldpy = py;
+       p_ptr->oldpx = p_ptr->x;
+       p_ptr->oldpy = p_ptr->y;
 
        /* Cancel hex spelling */
        if (hex_spelling_any()) stop_hex_spell_all();