extern bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx);
extern bool earthquake(POSITION cy, POSITION cx, POSITION r);
extern void lite_room(POSITION y1, POSITION x1);
-extern void unlite_room(int y1, int x1);
+extern void unlite_room(POSITION y1, POSITION x1);
extern bool lite_area(HIT_POINT dam, int rad);
extern bool unlite_area(HIT_POINT dam, int rad);
extern bool fire_ball(int typ, int dir, HIT_POINT dam, int rad);
*\r
* Miniture rooms are then scattered across the vault.\r
*/\r
-static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)\r
+static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)\r
{\r
int grd, roug;\r
int c1, c2, c3;\r
bool done = FALSE;\r
- int xsize, ysize, xhsize, yhsize, x, y, i;\r
+ POSITION xsize, ysize, xhsize, yhsize, x, y;\r
+ int i;\r
int type;\r
\r
msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));\r
* The vault has two entrances on opposite sides to guarantee\r
* a way to get in even if the vault abuts a side of the dungeon.\r
*/\r
-static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)\r
+static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
{\r
- int dy, dx;\r
- int y1, x1, y2, x2, y, x, total;\r
+ POSITION dy, dx;\r
+ POSITION y1, x1, y2, x2, y, x, total;\r
int m, n, num_vertices;\r
int *visited;\r
\r
* @param x1 指定X座標
* @return なし
*/
-void unlite_room(int y1, int x1)
+void unlite_room(POSITION y1, POSITION x1)
{
- int i, x, y;
+ int i;
+ POSITION x, y;
/* Add the initial grid */
cave_temp_unlite_room_aux(y1, x1);
static int levs[10] = { 0, 0, 20, 10, 5, 3, 2, 1, 1, 1 };\r
int evil_idx = 0, good_idx = 0;\r
\r
- int lev;\r
+ DEPTH lev;\r
msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));\r
\r
/* Summon Demons and Angels */\r
num = levs[MIN(lev / 10, 9)];\r
for (i = 0; i < num; i++)\r
{\r
- int x1 = rand_spread(x, 7);\r
- int y1 = rand_spread(y, 5);\r
+ POSITION x1 = rand_spread(x, 7);\r
+ POSITION y1 = rand_spread(y, 5);\r
\r
/* Skip illegal grids */\r
if (!in_bounds(y1, x1)) continue;\r
* @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.