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[Fix] #39944 backwardsEric氏の報告による、grid_bold_type のfloor列挙子と math.h のfloor()がコンフリクトを起こ...
[hengband/hengband.git] / src / rooms-special.c
index 3185b83..a37012f 100644 (file)
@@ -31,7 +31,7 @@ bool build_type15(player_type *player_ptr)
 
        /* Find and reserve some space in the dungeon.  Get center of room. */
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(floor_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+       if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
 
        /* Choose lite or dark */
        light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
@@ -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(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(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(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(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(g_ptr, outer);
+               place_grid(player_ptr, g_ptr, gb_outer);
                g_ptr->feat = feat_glass_wall;
        }
 
@@ -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(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(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);
                }
@@ -118,7 +118,7 @@ bool build_type15(player_type *player_ptr)
                x = xval + 2 * ddx_ddd[dir1];
                place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
                g_ptr = &floor_ptr->grid_array[y][x];
-               if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
+               if (is_closed_door(player_ptr, g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
 
                /* Place a potion */
                get_obj_num_hook = kind_is_potion;
@@ -134,19 +134,19 @@ bool build_type15(player_type *player_ptr)
 
                /* Pillars */
                g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
-               place_grid(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(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(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(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);
 
@@ -157,7 +157,7 @@ bool build_type15(player_type *player_ptr)
                for (dir1 = 0; dir1 < 8; dir1++)
                {
                        g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
-                       place_grid(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(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(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(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(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(g_ptr, inner);
+                       place_grid(player_ptr, g_ptr, gb_inner);
                        g_ptr->feat = feat_glass_wall;
                }