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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 badf557..597cc22 100644 (file)
  */
 
 #include "angband.h"
-#include "generate.h"
+#include "util.h"
+
+#include "artifact.h"
+#include "floor-generate.h"
+#include "dungeon.h"
+#include "floor.h"
 #include "floor-streams.h"
 #include "grid.h"
+#include "monster.h"
 #include "feature.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+#include "spells.h"
+#include "spells-floor.h"
 
 
 /*!
@@ -34,7 +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;
@@ -73,20 +83,20 @@ static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2,
                        changey = 0;
                }
 
-               if (!in_bounds(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);
                }
@@ -107,9 +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(ty, tx)) continue;
+                                               if (!in_bounds2(floor_ptr, ty, tx)) continue;
 
-                                               g_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;
@@ -134,7 +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 */
@@ -156,7 +166,7 @@ static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2,
  * @param feat2 境界部地形ID
  * @return なし
  */
-void add_river(IDX feat1, IDX feat2)
+void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2)
 {
        POSITION y2, x2;
        POSITION y1 = 0, x1 = 0;
@@ -164,8 +174,8 @@ void add_river(IDX feat1, IDX feat2)
 
 
        /* Hack -- Choose starting point */
-       y2 = randint1(cur_hgt / 2 - 2) + cur_hgt / 2;
-       x2 = randint1(cur_wid / 2 - 2) + cur_wid / 2;
+       y2 = randint1(floor_ptr->height / 2 - 2) + floor_ptr->height / 2;
+       x2 = randint1(floor_ptr->width / 2 - 2) + floor_ptr->width / 2;
 
        /* Hack -- Choose ending point somewhere on boundary */
        switch(randint1(4))
@@ -173,7 +183,7 @@ void add_river(IDX feat1, IDX feat2)
                case 1:
                {
                        /* top boundary */
-                       x1 = randint1(cur_wid-2)+1;
+                       x1 = randint1(floor_ptr->width-2)+1;
                        y1 = 1;
                        break;
                }
@@ -181,27 +191,27 @@ void add_river(IDX feat1, IDX feat2)
                {
                        /* left boundary */
                        x1 = 1;
-                       y1 = randint1(cur_hgt-2)+1;
+                       y1 = randint1(floor_ptr->height-2)+1;
                        break;
                }
                case 3:
                {
                        /* right boundary */
-                       x1 = cur_wid-1;
-                       y1 = randint1(cur_hgt-2)+1;
+                       x1 = floor_ptr->width-1;
+                       y1 = randint1(floor_ptr->height-2)+1;
                        break;
                }
                case 4:
                {
                        /* bottom boundary */
-                       x1 = randint1(cur_wid-2)+1;
-                       y1 = cur_hgt-1;
+                       x1 = randint1(floor_ptr->width-2)+1;
+                       y1 = floor_ptr->height-1;
                        break;
                }
        }
 
        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)
@@ -216,6 +226,7 @@ void add_river(IDX feat1, 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
@@ -227,10 +238,11 @@ void add_river(IDX feat1, IDX feat2)
  * hidden gold types are currently unused.
  * </pre>
  */
-void build_streamer(IDX feat, int chance)
+void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance)
 {
-       int             i, tx, ty;
-       int             y, x, dir;
+       int i;
+       POSITION y, x, tx, ty;
+       DIRECTION dir;
        int dummy = 0;
 
        grid_type *g_ptr;
@@ -241,8 +253,9 @@ void build_streamer(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(cur_hgt / 2, cur_hgt / 6);
-       x = rand_spread(cur_wid / 2, cur_wid / 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);
@@ -258,14 +271,14 @@ void build_streamer(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(ty, tx)) continue;
+                               if (!in_bounds2(floor_ptr, ty, tx)) continue;
                                break;
                        }
-                       g_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)))
@@ -281,10 +294,10 @@ void build_streamer(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[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))
@@ -294,9 +307,7 @@ void build_streamer(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 = &o_list[this_o_idx];
-
-                                       /* Acquire next object */
+                                       object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
                                        next_o_idx = o_ptr->next_o_idx;
 
                                        /* Hack -- Preserve unknown artifacts */
@@ -320,7 +331,7 @@ void build_streamer(IDX feat, int chance)
                                        }
                                }
 
-                               delete_object(ty, tx);
+                               delete_object(floor_ptr, ty, tx);
                        }
 
                        /* Clear previous contents, add proper vein type */
@@ -334,14 +345,14 @@ void build_streamer(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);
                                }
                        }
                }
@@ -363,7 +374,7 @@ void build_streamer(IDX feat, int chance)
                }
 
                /* Quit before leaving the dungeon */
-               if (!in_bounds(y, x)) break;
+               if (!in_bounds(floor_ptr, y, x)) break;
        }
 }
 
@@ -380,7 +391,7 @@ void build_streamer(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;
@@ -390,8 +401,8 @@ void place_trees(POSITION x, POSITION y)
        {
                for (j = y - 3; j < y + 4; j++)
                {
-                       if (!in_bounds(j, i)) continue;
-                       g_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;
@@ -406,18 +417,18 @@ void place_trees(POSITION x, POSITION y)
                                if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
                                {
                                        if (randint1(100) < 75)
-                                               grid_array[j][i].feat = feat_tree;
+                                               floor_ptr->grid_array[j][i].feat = feat_tree;
                                }
                                else
                                {
-                                       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)) 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);
                        }
                }
        }
@@ -426,7 +437,7 @@ void place_trees(POSITION x, POSITION y)
        if (!ironman_downward && one_in_(3))
        {
                /* up stair */
-               grid_array[y][x].feat = feat_up_stair;
+               floor_ptr->grid_array[y][x].feat = feat_up_stair;
        }
 }
 
@@ -436,21 +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, cur_wid - 1 - 5);
-               y1 = rand_range(5, cur_hgt - 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);
        }
 }