{{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
{{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
{{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
- {{ 20, 40, 60, 80,100,100,100,100,100,100,100}, 1}, /*FIX */
+ {{ 20, 40, 60, 80,100,100,100,100,100,100,100}, 1}, /*FIX */
};
#endif
{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP */
{ { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 0}, 40 }, /*GLASS */
{ { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0}, 1 }, /*ARCADE */
-{ { 20, 40, 60, 80,100,100,100,100,100,100,100}, 1 }, /*FIX */
+{ { 20, 40, 60, 80,100,100,100,100,100,100,100}, 1 }, /*FIX */
};
#endif
* @param block_x 範囲の左端
* @return なし
*/
-static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
+static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
{
- int by1, bx1, by2, bx2, by, bx;
+ POSITION by1, bx1, by2, bx2, by, bx;
/* Itty-bitty rooms must shift about within their rectangle */
if (blocks_wide < 3)
}
/* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
+ by1 = block_y;
+ bx1 = block_x;
by2 = block_y + blocks_high;
bx2 = block_x + blocks_wide;
bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
- int by, bx, by1, bx1, by2, bx2;
- int block_y = 0, block_x = 0;
-
+ POSITION by, bx, by1, bx1, by2, bx2;
+ POSITION block_y = 0, block_x = 0;
/* Find out how many blocks we need. */
- int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
- int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
+ POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
/* There are no way to allocate such huge space */
if (dun->row_rooms < blocks_high) return FALSE;
}
/* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
+ by1 = block_y;
+ bx1 = block_x;
by2 = block_y + blocks_high;
bx2 = block_x + blocks_wide;
}
}
-
/*
* Hack- See if room will cut off a cavern.
*
*/
check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-
/* Success. */
return TRUE;
}
-
-
/*
* Structure to hold all "fill" data
*/
/* Store routine for the fractal cave generator */
/* this routine probably should be an inline function or a macro. */
-static void store_height(POSITION x, POSITION y, int val)
+static void store_height(POSITION x, POSITION y, FEAT_IDX val)
{
/* if on boundary set val > cutoff so walls are not as square */
if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
- (x == fill_data.xmax) || (y == fill_data.ymax)) &&
- (val <= fill_data.c1)) val = fill_data.c1 + 1;
+ (x == fill_data.xmax) || (y == fill_data.ymax)) &&
+ (val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- cave[y][x].feat = (s16b)val;
+ cave[y][x].feat = val;
return;
}