{
auto *floor_ptr = player_ptr->current_floor_ptr;
if (floor_ptr->dun_level == 1) {
- while (one_in_(DUN_MOS_DEN)) {
+ constexpr auto density_moss = 2;
+ while (one_in_(density_moss)) {
place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
}
}
recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
/* Split the river some of the time - junctions look cool */
- if (one_in_(DUN_WAT_CHG) && (width > 0)) {
+ constexpr auto chance_river_junction = 50;
+ if (one_in_(chance_river_junction) && (width > 0)) {
recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x1 + 8 * (dx + changex), y1 + 8 * (dy + changey), feat1, feat2, width - 1);
}
} else {
}
}
- wid = randint1(DUN_WAT_RNG);
+ constexpr auto width_rivers = 2;
+ wid = randint1(width_rivers);
recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
/* Hack - Save the location as a "room" */
#define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */
-#define DUN_MOS_DEN 2 /* Density of moss streamers */
-#define DUN_MOS_RNG 10 /* Width of moss streamers */
-#define DUN_STR_MOS 2 /* Number of moss streamers */
-#define DUN_WAT_DEN 15 /* Density of rivers */
-#define DUN_WAT_RNG 2 /* Width of rivers */
-#define DUN_STR_WAT 3 /* Max number of rivers */
-#define DUN_WAT_CHG 50 /* 1 in 50 chance of junction in river */
-
/* Chance of using syllables to form the name instead of the "template" files */
#define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
#define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */