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[Refactor] #38993 object_level を floor_type に取り込む。 / Move object_level to floor_type...
[hengband/hengband.git] / src / rooms-vault.c
index b38da22..26b1ed4 100644 (file)
@@ -70,9 +70,9 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                int side_x = x0 - xhsize + i;
 
                place_outer_noperm_bold(y0 - yhsize + 0, side_x);
-               grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
                place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
-               grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Left and right boundaries */
@@ -81,9 +81,9 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                int side_y = y0 - yhsize + i;
 
                place_outer_noperm_bold(side_y, x0 - xhsize + 0);
-               grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
                place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
-               grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Fill in middle with bubbles */
@@ -133,7 +133,7 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                        }
 
                        /* clean up rest of flags */
-                       grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
                }
        }
 
@@ -171,7 +171,7 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
                        POSITION y = y0 - yhsize + y1;
 
                        place_extra_bold(y, x);
-                       grid_array[y][x].info &= (~CAVE_ICKY);
+                       current_floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
                }
        }
 
@@ -198,7 +198,7 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
 }
 
 
-/* Create a random vault out of a fractal grid_array */
+/* Create a random vault out of a fractal current_floor_ptr->grid_array */
 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
 {
        int grd, roug, cutoff;
@@ -240,7 +240,7 @@ static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION y
        {
                for (y = 0; y <= ysize; y++)
                {
-                       grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
@@ -340,7 +340,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                        /* Hack -- skip "non-grids" */
                        if (*t == ' ') continue;
-                       g_ptr = &grid_array[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Lay down a floor */
                        place_floor_grid(g_ptr);
@@ -461,9 +461,9 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                        case 'A':
                                /* Reward for Pattern walk */
-                               object_level = base_level + 12;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level + 12;
                                place_object(y, x, AM_GOOD | AM_GREAT);
-                               object_level = base_level;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level;
                                break;
 
                        case '~':
@@ -554,42 +554,42 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                                /* Monster */
                        case '&':
                        {
-                               monster_level = base_level + 5;
+                               monster_level = current_floor_ptr->base_level + 5;
                                place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                               monster_level = base_level;
+                               monster_level = current_floor_ptr->base_level;
                                break;
                        }
 
                        /* Meaner monster */
                        case '@':
                        {
-                               monster_level = base_level + 11;
+                               monster_level = current_floor_ptr->base_level + 11;
                                place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                               monster_level = base_level;
+                               monster_level = current_floor_ptr->base_level;
                                break;
                        }
 
                        /* Meaner monster, plus treasure */
                        case '9':
                        {
-                               monster_level = base_level + 9;
+                               monster_level = current_floor_ptr->base_level + 9;
                                place_monster(y, x, PM_ALLOW_SLEEP);
-                               monster_level = base_level;
-                               object_level = base_level + 7;
+                               monster_level = current_floor_ptr->base_level;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
                                place_object(y, x, AM_GOOD);
-                               object_level = base_level;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level;
                                break;
                        }
 
                        /* Nasty monster and treasure */
                        case '8':
                        {
-                               monster_level = base_level + 40;
+                               monster_level = current_floor_ptr->base_level + 40;
                                place_monster(y, x, PM_ALLOW_SLEEP);
-                               monster_level = base_level;
-                               object_level = base_level + 20;
+                               monster_level = current_floor_ptr->base_level;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level + 20;
                                place_object(y, x, AM_GOOD | AM_GREAT);
-                               object_level = base_level;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level;
                                break;
                        }
 
@@ -598,15 +598,15 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        {
                                if (randint0(100) < 50)
                                {
-                                       monster_level = base_level + 3;
+                                       monster_level = current_floor_ptr->base_level + 3;
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
+                                       monster_level = current_floor_ptr->base_level;
                                }
                                if (randint0(100) < 50)
                                {
-                                       object_level = base_level + 7;
+                                       current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
                                        place_object(y, x, 0L);
-                                       object_level = base_level;
+                                       current_floor_ptr->object_level = current_floor_ptr->base_level;
                                }
                                break;
                        }
@@ -656,7 +656,7 @@ bool build_type7(void)
        y = v_ptr->hgt;
 
        /* Some huge vault cannot be ratated to fit in the dungeon */
-       if (x + 2 > cur_hgt - 2)
+       if (x + 2 > current_floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -736,7 +736,7 @@ bool build_type8(void)
        y = v_ptr->hgt;
 
        /* Some huge vault cannot be ratated to fit in the dungeon */
-       if (x + 2 > cur_hgt - 2)
+       if (x + 2 > current_floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -819,10 +819,10 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                for (y = y0 - rad; y <= y0 + rad; y++)
                {
                        /* clear room flag */
-                       grid_array[y][x].info &= ~(CAVE_ROOM);
+                       current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
 
                        /* Vault - so is "icky" */
-                       grid_array[y][x].info |= CAVE_ICKY;
+                       current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
 
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
@@ -931,17 +931,17 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        xsize = xhsize * 2;
        ysize = yhsize * 2;
 
-       if (dun_level < 25)
+       if (current_floor_ptr->dun_level < 25)
        {
                /* Earth vault  (Rubble) */
                type = LAKE_T_EARTH_VAULT;
        }
-       else if (dun_level < 50)
+       else if (current_floor_ptr->dun_level < 50)
        {
                /* Air vault (Trees) */
                type = LAKE_T_AIR_VAULT;
        }
-       else if (dun_level < 75)
+       else if (current_floor_ptr->dun_level < 75)
        {
                /* Water vault (shallow water) */
                type = LAKE_T_WATER_VAULT;
@@ -982,7 +982,7 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        {
                for (y = 0; y <= ysize; y++)
                {
-                       grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
@@ -1031,7 +1031,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y1 - 2, x)) break;
 
-               grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y1 - 2, x);
        }
@@ -1040,7 +1040,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y2 + 2, x)) break;
 
-               grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y2 + 2, x);
        }
@@ -1049,7 +1049,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y, x1 - 2)) break;
 
-               grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x1 - 2);
        }
@@ -1058,7 +1058,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y, x2 + 2)) break;
 
-               grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x2 + 2);
        }
@@ -1067,7 +1067,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       grid_type *g_ptr = &grid_array[y][x];
+                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
 
@@ -1152,7 +1152,7 @@ static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       current_floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
                        /* Make everything a floor */
                        place_floor_bold(y, x);
                }
@@ -1258,7 +1258,7 @@ bool build_type17(void)
        y = v_ptr->hgt;
 
        /* Some huge vault cannot be ratated to fit in the dungeon */
-       if (x + 2 > cur_hgt - 2)
+       if (x + 2 > current_floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;