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[Refactor] #40256 get_mon_num()に 新しく optionを追加し GMN_ARENA を追加. / Add option argument...
[hengband/hengband.git] / src / rooms-special.c
index ede0618..77966f2 100644 (file)
@@ -48,7 +48,7 @@ bool build_type15(player_type *player_ptr)
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
                        g_ptr = &floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, floor);
+                       place_grid(player_ptr, g_ptr, gb_floor);
                        g_ptr->feat = feat_glass_floor;
                        g_ptr->info |= (CAVE_ROOM);
                        if (light) g_ptr->info |= (CAVE_GLOW);
@@ -59,20 +59,20 @@ bool build_type15(player_type *player_ptr)
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_grid(player_ptr, g_ptr, outer);
+               place_grid(player_ptr, g_ptr, gb_outer);
                g_ptr->feat = feat_glass_wall;
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_grid(player_ptr, g_ptr, outer);
+               place_grid(player_ptr, g_ptr, gb_outer);
                g_ptr->feat = feat_glass_wall;
        }
 
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_grid(player_ptr, g_ptr, outer);
+               place_grid(player_ptr, g_ptr, gb_outer);
                g_ptr->feat = feat_glass_wall;
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_grid(player_ptr, g_ptr, outer);
+               place_grid(player_ptr, g_ptr, gb_outer);
                g_ptr->feat = feat_glass_wall;
        }
 
@@ -86,7 +86,7 @@ bool build_type15(player_type *player_ptr)
                /* Place fixed lite berathers */
                for (dir1 = 4; dir1 < 8; dir1++)
                {
-                       MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
+                       MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
 
                        y = yval + 2 * ddy_ddd[dir1];
                        x = xval + 2 * ddx_ddd[dir1];
@@ -96,7 +96,7 @@ bool build_type15(player_type *player_ptr)
                        for (dir2 = 0; dir2 < 8; dir2++)
                        {
                                g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
-                               place_grid(player_ptr, g_ptr, inner);
+                               place_grid(player_ptr, g_ptr, gb_inner);
                                g_ptr->feat = feat_glass_wall;
                        }
                }
@@ -107,7 +107,7 @@ bool build_type15(player_type *player_ptr)
                        y = yval + 2 * ddy_ddd[dir1];
                        x = xval + 2 * ddx_ddd[dir1];
                        g_ptr = &floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, inner_perm);
+                       place_grid(player_ptr, g_ptr, gb_inner_perm);
                        g_ptr->feat = feat_permanent_glass_wall;
                        floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
                }
@@ -134,30 +134,30 @@ bool build_type15(player_type *player_ptr)
 
                /* Pillars */
                g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
-               place_grid(player_ptr, g_ptr, inner);
+               place_grid(player_ptr, g_ptr, gb_inner);
                g_ptr->feat = feat_glass_wall;
 
                g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
-               place_grid(player_ptr, g_ptr, inner);
+               place_grid(player_ptr, g_ptr, gb_inner);
                g_ptr->feat = feat_glass_wall;
 
                g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
-               place_grid(player_ptr, g_ptr, inner);
+               place_grid(player_ptr, g_ptr, gb_inner);
                g_ptr->feat = feat_glass_wall;
 
                g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
-               place_grid(player_ptr, g_ptr, inner);
+               place_grid(player_ptr, g_ptr, gb_inner);
                g_ptr->feat = feat_glass_wall;
                get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
 
-               r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
+               r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
                if (r_idx) place_monster_aux(player_ptr, 0, yval, xval, r_idx, 0L);
 
                /* Walls around the breather */
                for (dir1 = 0; dir1 < 8; dir1++)
                {
                        g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
-                       place_grid(player_ptr, g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                }
 
@@ -188,27 +188,27 @@ bool build_type15(player_type *player_ptr)
                for (y = yval - 2; y <= yval + 2; y++)
                {
                        g_ptr = &floor_ptr->grid_array[y][xval - 3];
-                       place_grid(player_ptr, g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                        g_ptr = &floor_ptr->grid_array[y][xval + 3];
-                       place_grid(player_ptr, g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                }
 
                for (x = xval - 2; x <= xval + 2; x++)
                {
                        g_ptr = &floor_ptr->grid_array[yval - 3][x];
-                       place_grid(player_ptr, g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                        g_ptr = &floor_ptr->grid_array[yval + 3][x];
-                       place_grid(player_ptr, g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                }
 
                for (dir1 = 4; dir1 < 8; dir1++)
                {
                        g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
-                       place_grid(player_ptr, g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                }
 
@@ -217,7 +217,7 @@ bool build_type15(player_type *player_ptr)
                /* Place shard berathers */
                for (dir1 = 4; dir1 < 8; dir1++)
                {
-                       MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
+                       MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
 
                        y = yval + ddy_ddd[dir1];
                        x = xval + ddx_ddd[dir1];