* @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.
* 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];
* 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 = (s16b)wilderness[y][x].town;
*/
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 */