* @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 */
* @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.
if (avg > depth_max) avg = depth_max;
/* Set the new value. */
- cave[ymid][xmid].feat = avg;
+ cave[ymid][xmid].feat = (s16b)avg;
}
if (avg > depth_max) avg = depth_max;
/* Set the new value. */
- cave[ymid][xmid].feat = avg;
+ cave[ymid][xmid].feat = (s16b)avg;
}
* 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;
*/
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];
* 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)
{
* 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;
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;
}
}
}
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;
}
}
}
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;
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;
* Build the wilderness area. -DG-
* @return なし
*/
-void wilderness_gen_small()
+void wilderness_gen_small(void)
{
int i, j;
{
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)))
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;
}
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;
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;
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)++;
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;
}
*/
void seed_wilderness(void)
{
- int x, y;
+ POSITION x, y;
/* Init wilderness seeds */
for (x = 0; x < max_wild_x; x++)
cptr p;
int cur = 0;
char check = 'a';
- s16b feat;
+ FEAT_IDX feat;
int num;
/* Begin the varargs stuff */
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;
#else
msg_print("You cannot enter global map, since there is some monsters nearby!");
#endif
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
}
/* HACK */
- energy_use = 1000;
+ 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();