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[Refactor] #38997 'while (1)' を 'while (TRUE)' に変更 / Changed 'while (1)' to 'while...
[hengband/hengband.git] / src / floor-streams.c
index 355d016..597cc22 100644 (file)
@@ -44,7 +44,7 @@
  * @param width 基本幅
  * @return なし
  */
-static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
+static void recursive_river(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
 {
        POSITION dx, dy, length, l, x, y;
        POSITION changex, changey;
@@ -83,20 +83,20 @@ static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2,
                        changey = 0;
                }
 
-               if (!in_bounds(p_ptr->current_floor_ptr, y1 + dy + changey, x1 + dx + changex))
+               if (!in_bounds(floor_ptr, y1 + dy + changey, x1 + dx + changex))
                {
                        changex = 0;
                        changey = 0;
                }
 
                /* construct river out of two smaller ones */
-               recursive_river(x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
-               recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
+               recursive_river(floor_ptr, x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
+               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))
                {
-                       recursive_river(x1 + dx + changex, y1 + dy + changey,
+                       recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey,
                                        x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
                                        feat1, feat2, width - 1);
                }
@@ -117,9 +117,9 @@ static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2,
                                {
                                        for (tx = x - width - 1; tx <= x + width + 1; tx++)
                                        {
-                                               if (!in_bounds2(p_ptr->current_floor_ptr, ty, tx)) continue;
+                                               if (!in_bounds2(floor_ptr, ty, tx)) continue;
 
-                                               g_ptr = &p_ptr->current_floor_ptr->grid_array[ty][tx];
+                                               g_ptr = &floor_ptr->grid_array[ty][tx];
 
                                                if (g_ptr->feat == feat1) continue;
                                                if (g_ptr->feat == feat2) continue;
@@ -144,7 +144,7 @@ static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2,
                                                /* Lava terrain glows */
                                                if (have_flag(f_info[feat1].flags, FF_LAVA))
                                                {
-                                                       if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) g_ptr->info |= CAVE_GLOW;
+                                                       if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) g_ptr->info |= CAVE_GLOW;
                                                }
 
                                                /* Hack -- don't teleport here */
@@ -211,7 +211,7 @@ void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2)
        }
 
        wid = randint1(DUN_WAT_RNG);
-       recursive_river(x1, y1, x2, y2, feat1, feat2, wid);
+       recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
 
        /* Hack - Save the location as a "room" */
        if (dun->cent_n < CENT_MAX)
@@ -226,6 +226,7 @@ void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2)
 /*!
  * @brief ダンジョンの壁部にストリーマー(地質の変化)を与える /
  * Places "streamers" of rock through dungeon
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param feat ストリーマー地形ID
  * @param chance 生成密度
  * @return なし
@@ -237,7 +238,7 @@ void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2)
  * hidden gold types are currently unused.
  * </pre>
  */
-void build_streamer(FEAT_IDX feat, int chance)
+void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance)
 {
        int i;
        POSITION y, x, tx, ty;
@@ -252,8 +253,9 @@ void build_streamer(FEAT_IDX feat, int chance)
        bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);
 
        /* Hack -- Choose starting point */
-       y = rand_spread(p_ptr->current_floor_ptr->height / 2, p_ptr->current_floor_ptr->height / 6);
-       x = rand_spread(p_ptr->current_floor_ptr->width / 2, p_ptr->current_floor_ptr->width / 6);
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       y = rand_spread(floor_ptr->height / 2, floor_ptr->height / 6);
+       x = rand_spread(floor_ptr->width / 2, floor_ptr->width / 6);
 
        /* Choose a random compass direction */
        dir = randint0(8);
@@ -269,14 +271,14 @@ void build_streamer(FEAT_IDX feat, int chance)
                        int d = DUN_STR_RNG;
 
                        /* Pick a nearby grid */
-                       while (1)
+                       while (TRUE)
                        {
                                ty = rand_spread(y, d);
                                tx = rand_spread(x, d);
-                               if (!in_bounds2(p_ptr->current_floor_ptr, ty, tx)) continue;
+                               if (!in_bounds2(floor_ptr, ty, tx)) continue;
                                break;
                        }
-                       g_ptr = &p_ptr->current_floor_ptr->grid_array[ty][tx];
+                       g_ptr = &floor_ptr->grid_array[ty][tx];
                        f_ptr = &f_info[g_ptr->feat];
 
                        if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
@@ -292,10 +294,10 @@ void build_streamer(FEAT_IDX feat, int chance)
                                if (is_closed_door(g_ptr->feat)) continue;
                        }
 
-                       if (g_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[p_ptr->current_floor_ptr->m_list[g_ptr->m_idx].r_idx], 0)))
+                       if (g_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[floor_ptr->m_list[g_ptr->m_idx].r_idx], 0)))
                        {
                                /* Delete the monster (if any) */
-                               delete_monster(ty, tx);
+                               delete_monster(floor_ptr, ty, tx);
                        }
 
                        if (g_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
@@ -305,7 +307,7 @@ void build_streamer(FEAT_IDX feat, int chance)
                                /* Scan all objects in the grid */
                                for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                                {
-                                       object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+                                       object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
                                        next_o_idx = o_ptr->next_o_idx;
 
                                        /* Hack -- Preserve unknown artifacts */
@@ -329,7 +331,7 @@ void build_streamer(FEAT_IDX feat, int chance)
                                        }
                                }
 
-                               delete_object(ty, tx);
+                               delete_object(floor_ptr, ty, tx);
                        }
 
                        /* Clear previous contents, add proper vein type */
@@ -343,14 +345,14 @@ void build_streamer(FEAT_IDX feat, int chance)
                                /* Hack -- Add some known treasure */
                                if (one_in_(chance))
                                {
-                                       cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
+                                       cave_alter_feat(player_ptr, ty, tx, FF_MAY_HAVE_GOLD);
                                }
 
                                /* Hack -- Add some hidden treasure */
                                else if (one_in_(chance / 4))
                                {
-                                       cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
-                                       cave_alter_feat(ty, tx, FF_ENSECRET);
+                                       cave_alter_feat(player_ptr, ty, tx, FF_MAY_HAVE_GOLD);
+                                       cave_alter_feat(player_ptr, ty, tx, FF_ENSECRET);
                                }
                        }
                }
@@ -372,7 +374,7 @@ void build_streamer(FEAT_IDX feat, int chance)
                }
 
                /* Quit before leaving the dungeon */
-               if (!in_bounds(p_ptr->current_floor_ptr, y, x)) break;
+               if (!in_bounds(floor_ptr, y, x)) break;
        }
 }
 
@@ -389,7 +391,7 @@ void build_streamer(FEAT_IDX feat, int chance)
  * This happens in real world lava tubes.
  * </pre>
  */
-void place_trees(POSITION x, POSITION y)
+void place_trees(floor_type *floor_ptr, POSITION x, POSITION y)
 {
        int i, j;
        grid_type *g_ptr;
@@ -399,8 +401,8 @@ void place_trees(POSITION x, POSITION y)
        {
                for (j = y - 3; j < y + 4; j++)
                {
-                       if (!in_bounds(p_ptr->current_floor_ptr, j, i)) continue;
-                       g_ptr = &p_ptr->current_floor_ptr->grid_array[j][i];
+                       if (!in_bounds(floor_ptr, j, i)) continue;
+                       g_ptr = &floor_ptr->grid_array[j][i];
 
                        if (g_ptr->info & CAVE_ICKY) continue;
                        if (g_ptr->o_idx) continue;
@@ -415,18 +417,18 @@ void place_trees(POSITION x, POSITION y)
                                if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
                                {
                                        if (randint1(100) < 75)
-                                               p_ptr->current_floor_ptr->grid_array[j][i].feat = feat_tree;
+                                               floor_ptr->grid_array[j][i].feat = feat_tree;
                                }
                                else
                                {
-                                       p_ptr->current_floor_ptr->grid_array[j][i].feat = feat_rubble;
+                                       floor_ptr->grid_array[j][i].feat = feat_rubble;
                                }
 
                                /* Clear garbage of hidden trap or door */
                                g_ptr->mimic = 0;
 
                                /* Light area since is open above */
-                               if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) p_ptr->current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
+                               if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
                        }
                }
        }
@@ -435,7 +437,7 @@ void place_trees(POSITION x, POSITION y)
        if (!ironman_downward && one_in_(3))
        {
                /* up stair */
-               p_ptr->current_floor_ptr->grid_array[y][x].feat = feat_up_stair;
+               floor_ptr->grid_array[y][x].feat = feat_up_stair;
        }
 }
 
@@ -445,21 +447,19 @@ void place_trees(POSITION x, POSITION y)
  * Build a destroyed level
  * @return なし
  */
-void destroy_level(void)
+void destroy_level(player_type *player_ptr)
 {
-       POSITION y1, x1;
-       int n;
-
-       /* Note destroyed levels */
        msg_print_wizard(CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
 
        /* Drop a few epi-centers (usually about two) */
-       for (n = 0; n < randint1(5); n++)
+       POSITION y1, x1;
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       for (int n = 0; n < randint1(5); n++)
        {
                /* Pick an epi-center */
-               x1 = rand_range(5, p_ptr->current_floor_ptr->width - 1 - 5);
-               y1 = rand_range(5, p_ptr->current_floor_ptr->height - 1 - 5);
+               x1 = rand_range(5, floor_ptr->width - 1 - 5);
+               y1 = rand_range(5, floor_ptr->height - 1 - 5);
 
-               (void)destroy_area(y1, x1, 15, TRUE);
+               (void)destroy_area(player_ptr, y1, x1, 15, TRUE);
        }
 }