feature_state state[MAX_FEAT_STATES]; /*!< feature_state テーブル */
byte subtype; /*!< 副特性値 */
- byte power; /*!< 地形強度 */
+ FEAT_POWER power; /*!< 地形強度 */
SYMBOL_COLOR d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
SYMBOL_CODE d_char[F_LIT_MAX]; /*!< デフォルトの地形シンボルアルファベット / Default feature character */
{
byte method;
byte effect;
- byte d_dice;
- byte d_side;
+ DICE_NUMBER d_dice;
+ DICE_SID d_side;
};
int town;
int road;
u32b seed;
- s16b level;
+ DEPTH level;
byte entrance;
};
feat_prob floor[DUNGEON_FEAT_PROB_NUM]; /* Floor probability */
feat_prob fill[DUNGEON_FEAT_PROB_NUM]; /* Cave wall probability */
- s16b outer_wall; /* Outer wall tile */
- s16b inner_wall; /* Inner wall tile */
- s16b stream1; /* stream tile */
- s16b stream2; /* stream tile */
+ FEAT_IDX outer_wall; /* Outer wall tile */
+ FEAT_IDX inner_wall; /* Inner wall tile */
+ FEAT_IDX stream1; /* stream tile */
+ FEAT_IDX stream2; /* stream tile */
- s16b mindepth; /* Minimal depth */
- s16b maxdepth; /* Maximal depth */
+ DEPTH mindepth; /* Minimal depth */
+ DEPTH maxdepth; /* Maximal depth */
byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
s16b pit;
s16b nest;