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[Refactor] #37353 型の置換。 / Type replacement.
authorDeskull <deskull@users.sourceforge.jp>
Thu, 3 Jan 2019 00:03:46 +0000 (09:03 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Thu, 3 Jan 2019 00:03:46 +0000 (09:03 +0900)
src/birth.c
src/cmd-spell.c
src/cmd5.c
src/rooms-city.c
src/rooms-normal.c

index 5b01a92..3e73a20 100644 (file)
@@ -2847,7 +2847,8 @@ static bool get_player_class(void)
  */
 static bool get_player_seikaku(void)
 {
-       int k, n, os, cs;
+       CHARACATER_IDX k;
+       int n, os, cs;
        char c;
        char sym[MAX_SEIKAKU];
        char p2 = ')';
index 9b8f065..7eb5eac 100644 (file)
@@ -178,10 +178,6 @@ cptr info_weight(WEIGHT weight)
 #endif\r
 }\r
 \r
-\r
-\r
-\r
-\r
 /*!\r
  * @brief 魔法処理のメインルーチン\r
  * @param realm 魔法領域のID\r
index 92a0a11..7f37b26 100644 (file)
@@ -52,17 +52,17 @@ cptr spell_category_name(OBJECT_TYPE_VALUE tval)
  */
 static int get_spell(SPELL_IDX *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
 {
-       int         i;
+       int i;
        SPELL_IDX   spell = -1;
-       int         num = 0;
-       int         ask = TRUE;
-       MANA_POINT  need_mana;
-       SPELL_IDX   spells[64];
-       bool        flag, redraw, okay;
-       char        choice;
+       int num = 0;
+       int ask = TRUE;
+       MANA_POINT need_mana;
+       SPELL_IDX spells[64];
+       bool flag, redraw, okay;
+       char choice;
        const magic_type  *s_ptr;
-       char        out_val[160];
-       cptr        p;
+       char out_val[160];
+       cptr p;
        COMMAND_CODE code;
 #ifdef JP
        char jverb_buf[128];
index df6ff39..a55ae56 100644 (file)
 */\r
 static bool precalc_ugarcade(int town_hgt, int town_wid, int n)\r
 {\r
-       int i, y, x, center_y, center_x, tmp, attempt = 10000;\r
-       int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;\r
-       int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;\r
+       POSITION i, y, x, center_y, center_x;\r
+       int tmp, attempt = 10000;\r
+       POSITION max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;\r
+       POSITION max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;\r
        ugbldg_type *cur_ugbldg;\r
        bool **ugarcade_used, abort;\r
 \r
@@ -97,10 +98,11 @@ static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
 * @note\r
 * Note: ltcy and ltcx indicate "left top corner".\r
 */\r
-static void build_stores(int ltcy, int ltcx, int stores[], int n)\r
+static void build_stores(POSITION ltcy, POSITION ltcx, int stores[], int n)\r
 {\r
-       int i, y, x;\r
-       IDX j;\r
+       int i;\r
+       POSITION y, x;\r
+       FEAT_IDX j;\r
        ugbldg_type *cur_ugbldg;\r
 \r
        for (i = 0; i < n; i++)\r
index 31d08de..bef9b5a 100644 (file)
@@ -329,8 +329,8 @@ bool build_type3(void)
        POSITION y1a, x1a, y2a, x2a;\r
        POSITION y1b, x1b, y2b, x2b;\r
        POSITION yval, xval;\r
-       bool            light;\r
-       cave_type   *c_ptr;\r
+       bool light;\r
+       cave_type *c_ptr;\r
 \r
 \r
        /* Find and reserve some space in the dungeon.  Get center of room. */\r
@@ -584,8 +584,8 @@ bool build_type4(void)
 {\r
        POSITION y, x, y1, x1;\r
        POSITION y2, x2, tmp, yval, xval;\r
-       bool        light;\r
-       cave_type   *c_ptr;\r
+       bool light;\r
+       cave_type *c_ptr;\r
 \r
 \r
        /* Find and reserve some space in the dungeon.  Get center of room. */\r
@@ -655,243 +655,243 @@ bool build_type4(void)
        /* Inner room variations */\r
        switch (randint1(5))\r
        {\r
-               /* Just an inner room with a monster */\r
-       case 1:\r
-       {\r
-               /* Place a secret door */\r
-               switch (randint1(4))\r
+                       /* Just an inner room with a monster */\r
+               case 1:\r
                {\r
-               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
-               }\r
-\r
-               /* Place a monster in the room */\r
-               vault_monsters(yval, xval, 1);\r
+                       /* Place a secret door */\r
+                       switch (randint1(4))\r
+                       {\r
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+                       }\r
 \r
-               break;\r
-       }\r
+                       /* Place a monster in the room */\r
+                       vault_monsters(yval, xval, 1);\r
 \r
-       /* Treasure Vault (with a door) */\r
-       case 2:\r
-       {\r
-               /* Place a secret door */\r
-               switch (randint1(4))\r
-               {\r
-               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+                       break;\r
                }\r
 \r
-               /* Place another inner room */\r
-               for (y = yval - 1; y <= yval + 1; y++)\r
+               /* Treasure Vault (with a door) */\r
+               case 2:\r
                {\r
-                       for (x = xval - 1; x <= xval + 1; x++)\r
+                       /* Place a secret door */\r
+                       switch (randint1(4))\r
                        {\r
-                               if ((x == xval) && (y == yval)) continue;\r
-                               c_ptr = &cave[y][x];\r
-                               place_inner_grid(c_ptr);\r
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
                        }\r
-               }\r
 \r
-               /* Place a locked door on the inner room */\r
-               switch (randint1(4))\r
-               {\r
-               case 1: place_locked_door(yval - 1, xval); break;\r
-               case 2: place_locked_door(yval + 1, xval); break;\r
-               case 3: place_locked_door(yval, xval - 1); break;\r
-               case 4: place_locked_door(yval, xval + 1); break;\r
-               }\r
+                       /* Place another inner room */\r
+                       for (y = yval - 1; y <= yval + 1; y++)\r
+                       {\r
+                               for (x = xval - 1; x <= xval + 1; x++)\r
+                               {\r
+                                       if ((x == xval) && (y == yval)) continue;\r
+                                       c_ptr = &cave[y][x];\r
+                                       place_inner_grid(c_ptr);\r
+                               }\r
+                       }\r
 \r
-               /* Monsters to guard the "treasure" */\r
-               vault_monsters(yval, xval, randint1(3) + 2);\r
+                       /* Place a locked door on the inner room */\r
+                       switch (randint1(4))\r
+                       {\r
+                       case 1: place_locked_door(yval - 1, xval); break;\r
+                       case 2: place_locked_door(yval + 1, xval); break;\r
+                       case 3: place_locked_door(yval, xval - 1); break;\r
+                       case 4: place_locked_door(yval, xval + 1); break;\r
+                       }\r
 \r
-               /* Object (80%) */\r
-               if (randint0(100) < 80)\r
-               {\r
-                       place_object(yval, xval, 0L);\r
-               }\r
+                       /* Monsters to guard the "treasure" */\r
+                       vault_monsters(yval, xval, randint1(3) + 2);\r
 \r
-               /* Stairs (20%) */\r
-               else\r
-               {\r
-                       place_random_stairs(yval, xval);\r
-               }\r
+                       /* Object (80%) */\r
+                       if (randint0(100) < 80)\r
+                       {\r
+                               place_object(yval, xval, 0L);\r
+                       }\r
 \r
-               /* Traps to protect the treasure */\r
-               vault_traps(yval, xval, 4, 10, 2 + randint1(3));\r
+                       /* Stairs (20%) */\r
+                       else\r
+                       {\r
+                               place_random_stairs(yval, xval);\r
+                       }\r
 \r
-               break;\r
-       }\r
+                       /* Traps to protect the treasure */\r
+                       vault_traps(yval, xval, 4, 10, 2 + randint1(3));\r
 \r
-       /* Inner pillar(s). */\r
-       case 3:\r
-       {\r
-               /* Place a secret door */\r
-               switch (randint1(4))\r
-               {\r
-               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+                       break;\r
                }\r
 \r
-               /* Large Inner Pillar */\r
-               for (y = yval - 1; y <= yval + 1; y++)\r
+               /* Inner pillar(s). */\r
+               case 3:\r
                {\r
-                       for (x = xval - 1; x <= xval + 1; x++)\r
+                       /* Place a secret door */\r
+                       switch (randint1(4))\r
                        {\r
-                               c_ptr = &cave[y][x];\r
-                               place_inner_grid(c_ptr);\r
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
                        }\r
-               }\r
 \r
-               /* Occasionally, two more Large Inner Pillars */\r
-               if (one_in_(2))\r
-               {\r
-                       tmp = randint1(2);\r
+                       /* Large Inner Pillar */\r
                        for (y = yval - 1; y <= yval + 1; y++)\r
                        {\r
-                               for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)\r
+                               for (x = xval - 1; x <= xval + 1; x++)\r
                                {\r
                                        c_ptr = &cave[y][x];\r
                                        place_inner_grid(c_ptr);\r
                                }\r
-                               for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)\r
+                       }\r
+\r
+                       /* Occasionally, two more Large Inner Pillars */\r
+                       if (one_in_(2))\r
+                       {\r
+                               tmp = randint1(2);\r
+                               for (y = yval - 1; y <= yval + 1; y++)\r
                                {\r
-                                       c_ptr = &cave[y][x];\r
-                                       place_inner_grid(c_ptr);\r
+                                       for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)\r
+                                       {\r
+                                               c_ptr = &cave[y][x];\r
+                                               place_inner_grid(c_ptr);\r
+                                       }\r
+                                       for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)\r
+                                       {\r
+                                               c_ptr = &cave[y][x];\r
+                                               place_inner_grid(c_ptr);\r
+                                       }\r
                                }\r
                        }\r
-               }\r
-\r
-               /* Occasionally, some Inner rooms */\r
-               if (one_in_(3))\r
-               {\r
-                       int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
-                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
-                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
 \r
-                       /* Long horizontal walls */\r
-                       for (x = xval - 5; x <= xval + 5; x++)\r
+                       /* Occasionally, some Inner rooms */\r
+                       if (one_in_(3))\r
                        {\r
-                               c_ptr = &cave[yval - 1][x];\r
+                               int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+                                       one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+                                       ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+\r
+                               /* Long horizontal walls */\r
+                               for (x = xval - 5; x <= xval + 5; x++)\r
+                               {\r
+                                       c_ptr = &cave[yval - 1][x];\r
+                                       place_inner_grid(c_ptr);\r
+                                       c_ptr = &cave[yval + 1][x];\r
+                                       place_inner_grid(c_ptr);\r
+                               }\r
+\r
+                               /* Close off the left/right edges */\r
+                               c_ptr = &cave[yval][xval - 5];\r
                                place_inner_grid(c_ptr);\r
-                               c_ptr = &cave[yval + 1][x];\r
+                               c_ptr = &cave[yval][xval + 5];\r
                                place_inner_grid(c_ptr);\r
-                       }\r
 \r
-                       /* Close off the left/right edges */\r
-                       c_ptr = &cave[yval][xval - 5];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[yval][xval + 5];\r
-                       place_inner_grid(c_ptr);\r
+                               /* Secret doors (random top/bottom) */\r
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);\r
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);\r
 \r
-                       /* Secret doors (random top/bottom) */\r
-                       place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);\r
-                       place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);\r
+                               /* Monsters */\r
+                               vault_monsters(yval, xval - 2, randint1(2));\r
+                               vault_monsters(yval, xval + 2, randint1(2));\r
 \r
-                       /* Monsters */\r
-                       vault_monsters(yval, xval - 2, randint1(2));\r
-                       vault_monsters(yval, xval + 2, randint1(2));\r
+                               /* Objects */\r
+                               if (one_in_(3)) place_object(yval, xval - 2, 0L);\r
+                               if (one_in_(3)) place_object(yval, xval + 2, 0L);\r
+                       }\r
 \r
-                       /* Objects */\r
-                       if (one_in_(3)) place_object(yval, xval - 2, 0L);\r
-                       if (one_in_(3)) place_object(yval, xval + 2, 0L);\r
+                       break;\r
                }\r
 \r
-               break;\r
-       }\r
-\r
-       /* Maze inside. */\r
-       case 4:\r
-       {\r
-               /* Place a secret door */\r
-               switch (randint1(4))\r
+               /* Maze inside. */\r
+               case 4:\r
                {\r
-               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
-               }\r
+                       /* Place a secret door */\r
+                       switch (randint1(4))\r
+                       {\r
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+                       }\r
 \r
-               /* Maze (really a checkerboard) */\r
-               for (y = y1; y <= y2; y++)\r
-               {\r
-                       for (x = x1; x <= x2; x++)\r
+                       /* Maze (really a checkerboard) */\r
+                       for (y = y1; y <= y2; y++)\r
                        {\r
-                               if (0x1 & (x + y))\r
+                               for (x = x1; x <= x2; x++)\r
                                {\r
-                                       c_ptr = &cave[y][x];\r
-                                       place_inner_grid(c_ptr);\r
+                                       if (0x1 & (x + y))\r
+                                       {\r
+                                               c_ptr = &cave[y][x];\r
+                                               place_inner_grid(c_ptr);\r
+                                       }\r
                                }\r
                        }\r
-               }\r
-\r
-               /* Monsters just love mazes. */\r
-               vault_monsters(yval, xval - 5, randint1(3));\r
-               vault_monsters(yval, xval + 5, randint1(3));\r
 \r
-               /* Traps make them entertaining. */\r
-               vault_traps(yval, xval - 3, 2, 8, randint1(3));\r
-               vault_traps(yval, xval + 3, 2, 8, randint1(3));\r
+                       /* Monsters just love mazes. */\r
+                       vault_monsters(yval, xval - 5, randint1(3));\r
+                       vault_monsters(yval, xval + 5, randint1(3));\r
 \r
-               /* Mazes should have some treasure too. */\r
-               vault_objects(yval, xval, 3);\r
+                       /* Traps make them entertaining. */\r
+                       vault_traps(yval, xval - 3, 2, 8, randint1(3));\r
+                       vault_traps(yval, xval + 3, 2, 8, randint1(3));\r
 \r
-               break;\r
-       }\r
-\r
-       /* Four small rooms. */\r
-       case 5:\r
-       {\r
-               int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
-                       one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
-                       ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+                       /* Mazes should have some treasure too. */\r
+                       vault_objects(yval, xval, 3);\r
 \r
-               /* Inner "cross" */\r
-               for (y = y1; y <= y2; y++)\r
-               {\r
-                       c_ptr = &cave[y][xval];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-               for (x = x1; x <= x2; x++)\r
-               {\r
-                       c_ptr = &cave[yval][x];\r
-                       place_inner_grid(c_ptr);\r
+                       break;\r
                }\r
 \r
-               /* Doors into the rooms */\r
-               if (randint0(100) < 50)\r
-               {\r
-                       int i = randint1(10);\r
-                       place_secret_door(y1 - 1, xval - i, door_type);\r
-                       place_secret_door(y1 - 1, xval + i, door_type);\r
-                       place_secret_door(y2 + 1, xval - i, door_type);\r
-                       place_secret_door(y2 + 1, xval + i, door_type);\r
-               }\r
-               else\r
+               /* Four small rooms. */\r
+               case 5:\r
                {\r
-                       int i = randint1(3);\r
-                       place_secret_door(yval + i, x1 - 1, door_type);\r
-                       place_secret_door(yval - i, x1 - 1, door_type);\r
-                       place_secret_door(yval + i, x2 + 1, door_type);\r
-                       place_secret_door(yval - i, x2 + 1, door_type);\r
-               }\r
+                       int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+\r
+                       /* Inner "cross" */\r
+                       for (y = y1; y <= y2; y++)\r
+                       {\r
+                               c_ptr = &cave[y][xval];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+                       for (x = x1; x <= x2; x++)\r
+                       {\r
+                               c_ptr = &cave[yval][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+\r
+                       /* Doors into the rooms */\r
+                       if (randint0(100) < 50)\r
+                       {\r
+                               int i = randint1(10);\r
+                               place_secret_door(y1 - 1, xval - i, door_type);\r
+                               place_secret_door(y1 - 1, xval + i, door_type);\r
+                               place_secret_door(y2 + 1, xval - i, door_type);\r
+                               place_secret_door(y2 + 1, xval + i, door_type);\r
+                       }\r
+                       else\r
+                       {\r
+                               int i = randint1(3);\r
+                               place_secret_door(yval + i, x1 - 1, door_type);\r
+                               place_secret_door(yval - i, x1 - 1, door_type);\r
+                               place_secret_door(yval + i, x2 + 1, door_type);\r
+                               place_secret_door(yval - i, x2 + 1, door_type);\r
+                       }\r
 \r
-               /* Treasure, centered at the center of the cross */\r
-               vault_objects(yval, xval, 2 + randint1(2));\r
+                       /* Treasure, centered at the center of the cross */\r
+                       vault_objects(yval, xval, 2 + randint1(2));\r
 \r
-               /* Gotta have some monsters. */\r
-               vault_monsters(yval + 1, xval - 4, randint1(4));\r
-               vault_monsters(yval + 1, xval + 4, randint1(4));\r
-               vault_monsters(yval - 1, xval - 4, randint1(4));\r
-               vault_monsters(yval - 1, xval + 4, randint1(4));\r
+                       /* Gotta have some monsters. */\r
+                       vault_monsters(yval + 1, xval - 4, randint1(4));\r
+                       vault_monsters(yval + 1, xval + 4, randint1(4));\r
+                       vault_monsters(yval - 1, xval - 4, randint1(4));\r
+                       vault_monsters(yval - 1, xval + 4, randint1(4));\r
 \r
-               break;\r
-       }\r
+                       break;\r
+               }\r
        }\r
 \r
        return TRUE;\r
@@ -961,7 +961,7 @@ bool build_type12(void)
        bool emptyflag = TRUE;\r
 \r
        /* Make a random metric */\r
-       int h1, h2, h3, h4;\r
+       POSITION h1, h2, h3, h4;\r
        h1 = randint1(32) - 16;\r
        h2 = randint1(16);\r
        h3 = randint1(32);\r