X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frooms-special.c;h=77966f2aef808a346cb6103912f09327ec45bada;hb=77e2c6684cd68bfea687737591be5ace8e66e35e;hp=7f62db082c4af689ffe3dde1edc955b148a4e1fd;hpb=027427cec7267fca99c7f3a92467d6f26774a9f2;p=hengband%2Fhengband.git diff --git a/src/rooms-special.c b/src/rooms-special.c index 7f62db082..77966f2ae 100644 --- a/src/rooms-special.c +++ b/src/rooms-special.c @@ -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_floor_grid(g_ptr); + 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_outer_grid(g_ptr); + place_grid(player_ptr, g_ptr, gb_outer); g_ptr->feat = feat_glass_wall; g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_outer_grid(g_ptr); + 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_outer_grid(g_ptr); + place_grid(player_ptr, g_ptr, gb_outer); g_ptr->feat = feat_glass_wall; g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_outer_grid(g_ptr); + 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_inner_grid(g_ptr); + 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_inner_perm_grid(g_ptr); + 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; @@ -134,30 +134,30 @@ bool build_type15(player_type *player_ptr) /* Pillars */ g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1]; - place_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + place_grid(player_ptr, g_ptr, gb_inner); g_ptr->feat = feat_glass_wall; g_ptr = &floor_ptr->grid_array[y][xval + 3]; - place_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + place_grid(player_ptr, g_ptr, gb_inner); g_ptr->feat = feat_glass_wall; g_ptr = &floor_ptr->grid_array[yval + 3][x]; - place_inner_grid(g_ptr); + 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_inner_grid(g_ptr); + 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];