OSDN Git Service

[Refactor] #38997 place_outer_noperm_bold() を削除し、place_grid() に統合 / Removed place_out...
[hengband/hengband.git] / src / rooms.c
index 53c8be2..e3a9c4c 100644 (file)
@@ -139,14 +139,14 @@ void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0)
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        for (y = y0 - 1; y <= y0 + 1; y++)
        {
-               place_inner_bold(player_ptr, y, x0 - 1);
-               place_inner_bold(player_ptr, y, x0 + 1);
+               place_bold(player_ptr, y, x0 - 1, inner);
+               place_bold(player_ptr, y, x0 + 1, inner);
        }
 
        for (x = x0 - 1; x <= x0 + 1; x++)
        {
-               place_inner_bold(player_ptr, y0 - 1, x);
-               place_inner_bold(player_ptr, y0 + 1, x);
+               place_bold(player_ptr, y0 - 1, x, inner);
+               place_bold(player_ptr, y0 + 1, x, inner);
        }
 
        /* Place a secret door on one side */
@@ -832,7 +832,7 @@ static bool hack_isnt_wall(player_type *player_ptr, POSITION y, POSITION x, int
                /* if greater than cutoff then is a wall */
                else
                {
-                       place_outer_bold(player_ptr, y, x);
+                       place_bold(player_ptr, y, x, outer);
                        return FALSE;
                }
        }
@@ -989,10 +989,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
                {
                        /* Next to a 'filled' region? - set to be room walls */
-                       place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
                }
                else
                {
@@ -1004,10 +1004,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
                {
                        /* Next to a 'filled' region? - set to be room walls */
-                       place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
                }
                else
                {
@@ -1027,10 +1027,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
                {
                        /* room boundary */
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
                }
                else
                {
@@ -1041,10 +1041,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
                {
                        /* room boundary */
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
                }
                else
                {
@@ -1531,18 +1531,18 @@ void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1,
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        for (i = 0; i <= xsize; i++)
        {
-               place_outer_noperm_bold(player_ptr, y1, x1 + i);
+               place_bold(player_ptr, y1, x1 + i, outer_noperm);
                floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_outer_noperm_bold(player_ptr, y2, x1 + i);
+               place_bold(player_ptr, y2, x1 + i, outer_noperm);
                floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Left and right boundaries */
        for (i = 1; i < ysize; i++)
        {
-               place_outer_noperm_bold(player_ptr, y1 + i, x1);
+               place_bold(player_ptr, y1 + i, x1, outer_noperm);
                floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_outer_noperm_bold(player_ptr, y1 + i, x2);
+               place_bold(player_ptr, y1 + i, x2, outer_noperm);
                floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
@@ -1790,15 +1790,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                /* top and bottom */
                for (x = x1; x <= x2; x++)
                {
-                       place_outer_bold(player_ptr, y1, x);
-                       place_outer_bold(player_ptr, y2, x);
+                       place_bold(player_ptr, y1, x, outer);
+                       place_bold(player_ptr, y2, x, outer);
                }
 
                /* left and right */
                for (y = y1 + 1; y < y2; y++)
                {
-                       place_outer_bold(player_ptr, y, x1);
-                       place_outer_bold(player_ptr, y, x2);
+                       place_bold(player_ptr, y, x1, outer);
+                       place_bold(player_ptr, y, x2, outer);
                }
 
                /* Make a couple of entrances */
@@ -1853,7 +1853,7 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                        {
                                for (x = x1; x < x2; x++)
                                {
-                                       place_inner_bold(player_ptr, y, x);
+                                       place_bold(player_ptr, y, x, inner);
                                }
                        }
 
@@ -1865,15 +1865,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                /* top and bottom */
                for (x = x1 + 1; x <= x2 - 1; x++)
                {
-                       place_inner_bold(player_ptr, y1 + 1, x);
-                       place_inner_bold(player_ptr, y2 - 1, x);
+                       place_bold(player_ptr, y1 + 1, x, inner);
+                       place_bold(player_ptr, y2 - 1, x, inner);
                }
 
                /* left and right */
                for (y = y1 + 1; y <= y2 - 1; y++)
                {
-                       place_inner_bold(player_ptr, y, x1 + 1);
-                       place_inner_bold(player_ptr, y, x2 - 1);
+                       place_bold(player_ptr, y, x1 + 1, inner);
+                       place_bold(player_ptr, y, x2 - 1, inner);
                }
 
                /* Make a door */
@@ -1904,7 +1904,7 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                        {
                                for (x = x1; x < x2; x++)
                                {
-                                       place_inner_bold(player_ptr, y, x);
+                                       place_bold(player_ptr, y, x, inner);
                                }
                        }
                        return;
@@ -1925,7 +1925,7 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                        {
                                for (x = x1; x < x2; x++)
                                {
-                                       place_inner_bold(player_ptr, y, x);
+                                       place_bold(player_ptr, y, x, inner);
                                }
                        }
                        return;
@@ -1982,7 +1982,7 @@ void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light,
        else if (is_extra_bold(floor_ptr, y, x))
        {
                /* Set bounding walls */
-               place_outer_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, outer);
                if (light) g_ptr->info |= CAVE_GLOW;
        }
        else if (permanent_wall(f_ptr))
@@ -2050,7 +2050,7 @@ void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1,
                for (x = x1; x <= x2; x++)
                {
                        /* Point to grid */
-                       place_inner_perm_bold(player_ptr, y, x);
+                       place_bold(player_ptr, y, x, inner_perm);
                }
        }
 }