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[Refactor] #38997 place_floor_bold() に floor_type * 引数を追加. / Add floor_type * argumen...
[hengband/hengband.git] / src / rooms-vault.c
index 3703ee0..5c3267b 100644 (file)
@@ -148,7 +148,7 @@ static void build_bubble_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
                        else
                        {
                                /* middle of a bubble */
-                               place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
+                               place_floor_bold(floor_ptr, y0 - yhsize + y, x0 - xhsize + x);
                        }
 
                        /* clean up rest of flags */
@@ -407,7 +407,7 @@ static void build_vault(floor_type *floor_ptr, POSITION yval, POSITION xval, POS
                                }
                                else
                                {
-                                       place_trap(y, x);
+                                       place_trap(floor_ptr, y, x);
                                }
                                break;
 
@@ -439,7 +439,7 @@ static void build_vault(floor_type *floor_ptr, POSITION yval, POSITION xval, POS
 
                                /* Trap */
                        case '^':
-                               place_trap(y, x);
+                               place_trap(floor_ptr, y, x);
                                break;
 
                                /* Black market in a dungeon */
@@ -843,7 +843,7 @@ static void build_target_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
                                /* inside- so is floor */
-                               place_floor_bold(y, x);
+                               place_floor_bold(floor_ptr, y, x);
                        }
                        else
                        {
@@ -872,7 +872,7 @@ static void build_target_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
                        {
                                /* Make an internal wall */
-                               place_inner_bold(y, x);
+                               place_inner_bold(floor_ptr, y, x);
                        }
                }
        }
@@ -880,27 +880,27 @@ static void build_target_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
        /* Add perpendicular walls */
        for (x = x0 - rad; x <= x0 + rad; x++)
        {
-               place_inner_bold(y0, x);
+               place_inner_bold(floor_ptr, y0, x);
        }
 
        for (y = y0 - rad; y <= y0 + rad; y++)
        {
-               place_inner_bold(y, x0);
+               place_inner_bold(floor_ptr, y, x0);
        }
 
        /* Make inner vault */
        for (y = y0 - 1; y <= y0 + 1; y++)
        {
-               place_inner_bold(y, x0 - 1);
-               place_inner_bold(y, x0 + 1);
+               place_inner_bold(floor_ptr, y, x0 - 1);
+               place_inner_bold(floor_ptr, y, x0 + 1);
        }
        for (x = x0 - 1; x <= x0 + 1; x++)
        {
-               place_inner_bold(y0 - 1, x);
-               place_inner_bold(y0 + 1, x);
+               place_inner_bold(floor_ptr, y0 - 1, x);
+               place_inner_bold(floor_ptr, y0 + 1, x);
        }
 
-       place_floor_bold(y0, x0);
+       place_floor_bold(floor_ptr, y0, x0);
 
 
        /* Add doors to vault */
@@ -1113,7 +1113,7 @@ static void build_mini_c_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
                        /* If total is odd- and is a floor then make a wall */
                        if ((total % 2 == 1) && is_floor_bold(floor_ptr, y, x))
                        {
-                               place_inner_bold(y, x);
+                               place_inner_bold(floor_ptr, y, x);
                        }
                }
        }
@@ -1123,15 +1123,15 @@ static void build_mini_c_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
        {
                /* left and right */
                y = randint1(dy) + dy / 2;
-               place_inner_bold(y1 + y, x1 - 1);
-               place_inner_bold(y1 + y, x2 + 1);
+               place_inner_bold(floor_ptr, y1 + y, x1 - 1);
+               place_inner_bold(floor_ptr, y1 + y, x2 + 1);
        }
        else
        {
                /* top and bottom */
                x = randint1(dx) + dx / 2;
-               place_inner_bold(y1 - 1, x1 + x);
-               place_inner_bold(y2 + 1, x1 + x);
+               place_inner_bold(floor_ptr, y1 - 1, x1 + x);
+               place_inner_bold(floor_ptr, y2 + 1, x1 + x);
        }
 
        /* Fill with monsters and treasure, highest difficulty */
@@ -1170,7 +1170,7 @@ static void build_castle_vault(floor_type *floor_ptr, POSITION x0, POSITION y0,
                {
                        floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
                        /* Make everything a floor */
-                       place_floor_bold(y, x);
+                       place_floor_bold(floor_ptr, y, x);
                }
        }