* Note - this should be used only on allocated regions
* within another room.
*/
-void build_small_room(int x0, int y0)
+void build_small_room(POSITION x0, POSITION y0)
{
- int x, y;
+ POSITION x, y;
for (y = y0 - 1; y <= y0 + 1; y++)
{
* @param y2 範囲の下端
* @return なし
*/
-static void check_room_boundary(int x1, int y1, int x2, int y2)
+static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
- int count, x, y;
+ int count;
+ POSITION x, y;
bool old_is_floor, new_is_floor;
}
-void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
+void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
{
- int y, x, dy, dx;
- int y1, x1, y2, x2;
+ POSITION y, x, dy, dx;
+ POSITION y1, x1, y2, x2;
int m, n, num_vertices, *visited;
bool light;
cave_type *c_ptr;
#endif /* ALLOW_CAVERNS_AND_LAKES */
extern bool generate_rooms(void);
-extern void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault);
+extern void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault);
extern bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width);
-extern void build_small_room(int x0, int y0);
+extern void build_small_room(POSITION x0, POSITION y0);
extern void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2);
extern int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4);
extern void generate_room_floor(int y1, int x1, int y2, int x2, int light);