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[Refactor] #38997 rooms-pitnest.c 内関数に floor_type * 引数を追加.
authordeskull <deskull@users.sourceforge.jp>
Wed, 21 Aug 2019 14:33:26 +0000 (23:33 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Wed, 21 Aug 2019 14:33:26 +0000 (23:33 +0900)
src/rooms-pitnest.c
src/rooms-pitnest.h
src/rooms.c

index 1e922f5..00bb177 100644 (file)
@@ -283,7 +283,7 @@ static vault_aux_type pit_types[] =
 *\n
 * Note that "monster nests" will never contain "unique" monsters.\n
 */
-bool build_type5(void)
+bool build_type5(floor_type *floor_ptr)
 {
        POSITION y, x, y1, x1, y2, x2, xval, yval;
        int i;
@@ -317,7 +317,7 @@ bool build_type5(void)
                while (attempts--)
                {
                        /* Get a (hard) monster type */
-                       r_idx = get_mon_num(current_floor_ptr->dun_level + 11);
+                       r_idx = get_mon_num(floor_ptr->dun_level + 11);
                        r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
@@ -352,7 +352,7 @@ bool build_type5(void)
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &floor_ptr->grid_array[y][x];
                        place_floor_grid(g_ptr);
                        g_ptr->info |= (CAVE_ROOM);
                }
@@ -361,16 +361,16 @@ bool build_type5(void)
        /* Place the outer walls */
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
+               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
                place_outer_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
+               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
                place_outer_grid(g_ptr);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
+               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
                place_outer_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
+               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
                place_outer_grid(g_ptr);
        }
 
@@ -384,17 +384,17 @@ bool build_type5(void)
        /* The inner walls */
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
+               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
                place_inner_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
+               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
                place_inner_grid(g_ptr);
        }
 
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
+               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
                place_inner_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
+               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
                place_inner_grid(g_ptr);
        }
        for (y = y1; y <= y2; y++)
@@ -491,7 +491,7 @@ bool build_type5(void)
 *\n
 * Note that "monster pits" will never contain "unique" monsters.\n
 */
-bool build_type6(void)
+bool build_type6(floor_type *floor_ptr)
 {
        POSITION y, x, y1, x1, y2, x2, xval, yval;
        int i, j;
@@ -526,7 +526,7 @@ bool build_type6(void)
                while (attempts--)
                {
                        /* Get a (hard) monster type */
-                       r_idx = get_mon_num(current_floor_ptr->dun_level + 11);
+                       r_idx = get_mon_num(floor_ptr->dun_level + 11);
                        r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
@@ -560,7 +560,7 @@ bool build_type6(void)
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &floor_ptr->grid_array[y][x];
                        place_floor_grid(g_ptr);
                        g_ptr->info |= (CAVE_ROOM);
                }
@@ -569,16 +569,16 @@ bool build_type6(void)
        /* Place the outer walls */
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
+               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
                place_outer_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
+               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
                place_outer_grid(g_ptr);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
+               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
                place_outer_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
+               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
                place_outer_grid(g_ptr);
        }
 
@@ -591,16 +591,16 @@ bool build_type6(void)
        /* The inner walls */
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
+               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
                place_inner_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
+               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
                place_inner_grid(g_ptr);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
+               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
                place_inner_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
+               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
                place_inner_grid(g_ptr);
        }
        for (y = y1; y <= y2; y++)
@@ -767,7 +767,7 @@ static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
 *\n
 * Note that "monster pits" will never contain "unique" monsters.\n
 */
-bool build_type13(void)
+bool build_type13(floor_type *floor_ptr)
 {
        static int placing[][3] = {
                { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
@@ -834,7 +834,7 @@ bool build_type13(void)
                while (attempts--)
                {
                        /* Get a (hard) monster type */
-                       r_idx = get_mon_num(current_floor_ptr->dun_level + 0);
+                       r_idx = get_mon_num(floor_ptr->dun_level + 0);
                        r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
@@ -868,7 +868,7 @@ bool build_type13(void)
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &floor_ptr->grid_array[y][x];
                        place_inner_grid(g_ptr);
                        g_ptr->info |= (CAVE_ROOM);
                }
@@ -877,11 +877,11 @@ bool build_type13(void)
        /* Place the floor area 1 */
        for (x = x1 + 3; x <= x2 - 3; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[yval - 2][x];
+               g_ptr = &floor_ptr->grid_array[yval - 2][x];
                place_floor_grid(g_ptr);
                add_cave_info(yval - 2, x, CAVE_ICKY);
 
-               g_ptr = &current_floor_ptr->grid_array[yval + 2][x];
+               g_ptr = &floor_ptr->grid_array[yval + 2][x];
                place_floor_grid(g_ptr);
                add_cave_info(yval + 2, x, CAVE_ICKY);
        }
@@ -889,11 +889,11 @@ bool build_type13(void)
        /* Place the floor area 2 */
        for (x = x1 + 5; x <= x2 - 5; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[yval - 3][x];
+               g_ptr = &floor_ptr->grid_array[yval - 3][x];
                place_floor_grid(g_ptr);
                add_cave_info(yval - 3, x, CAVE_ICKY);
 
-               g_ptr = &current_floor_ptr->grid_array[yval + 3][x];
+               g_ptr = &floor_ptr->grid_array[yval + 3][x];
                place_floor_grid(g_ptr);
                add_cave_info(yval + 3, x, CAVE_ICKY);
        }
@@ -901,27 +901,27 @@ bool build_type13(void)
        /* Corridor */
        for (x = x1; x <= x2; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[yval][x];
+               g_ptr = &floor_ptr->grid_array[yval][x];
                place_floor_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y1][x];
+               g_ptr = &floor_ptr->grid_array[y1][x];
                place_floor_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y2][x];
+               g_ptr = &floor_ptr->grid_array[y2][x];
                place_floor_grid(g_ptr);
        }
 
        /* Place the outer walls */
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
+               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
                place_outer_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
+               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
                place_outer_grid(g_ptr);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
-               g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
+               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
                place_outer_grid(g_ptr);
-               g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
+               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
                place_outer_grid(g_ptr);
        }
 
@@ -954,8 +954,8 @@ bool build_type13(void)
        }
 
        /* Place the wall open trap */
-       current_floor_ptr->grid_array[yval][xval].mimic = current_floor_ptr->grid_array[yval][xval].feat;
-       current_floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
+       floor_ptr->grid_array[yval][xval].mimic = floor_ptr->grid_array[yval][xval].feat;
+       floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
 
        /* Sort the entries */
        for (i = 0; i < 16 - 1; i++)
index 21b6640..140e4f4 100644 (file)
@@ -7,6 +7,6 @@ typedef struct
 }
 nest_mon_info_type;
 
-extern bool build_type5(void);
-extern bool build_type6(void);
-extern bool build_type13(void);
+extern bool build_type5(floor_type *floor_ptr);
+extern bool build_type6(floor_type *floor_ptr);
+extern bool build_type13(floor_type *floor_ptr);
index de9fd00..81f007d 100644 (file)
@@ -2090,15 +2090,15 @@ static bool room_build(EFFECT_ID typ)
        case ROOM_T_OVERLAP:       return build_type2(current_floor_ptr);
        case ROOM_T_CROSS:         return build_type3(current_floor_ptr);
        case ROOM_T_INNER_FEAT:    return build_type4(current_floor_ptr);
-       case ROOM_T_NEST:          return build_type5();
-       case ROOM_T_PIT:           return build_type6();
+       case ROOM_T_NEST:          return build_type5(current_floor_ptr);
+       case ROOM_T_PIT:           return build_type6(current_floor_ptr);
        case ROOM_T_LESSER_VAULT:  return build_type7();
        case ROOM_T_GREATER_VAULT: return build_type8();
        case ROOM_T_FRACAVE:       return build_type9();
        case ROOM_T_RANDOM_VAULT:  return build_type10();
        case ROOM_T_OVAL:          return build_type11(current_floor_ptr);
        case ROOM_T_CRYPT:         return build_type12(current_floor_ptr);
-       case ROOM_T_TRAP_PIT:      return build_type13();
+       case ROOM_T_TRAP_PIT:      return build_type13(current_floor_ptr);
        case ROOM_T_TRAP:          return build_type14();
        case ROOM_T_GLASS:         return build_type15();
        case ROOM_T_ARCADE:        return build_type16();