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[Refactor] #38997 place_floor_bold() を削除し、place_grid() に統合 / Removed place_floor_bold...
authorHourier <hourier@users.sourceforge.jp>
Sat, 18 Jan 2020 10:39:50 +0000 (19:39 +0900)
committerHourier <hourier@users.sourceforge.jp>
Sat, 18 Jan 2020 14:01:53 +0000 (23:01 +0900)
src/floor-generate.c
src/floor-save.c
src/floor.c
src/grid.c
src/grid.h
src/rooms-normal.c
src/rooms-pitnest.c
src/rooms-vault.c
src/rooms.c

index 422b53c..c1a1168 100644 (file)
@@ -642,7 +642,7 @@ static bool cave_gen(player_type *player_ptr)
                {
                        for (x = 0; x < floor_ptr->width; x++)
                        {
-                               place_floor_bold(player_ptr, y, x);
+                               place_bold(player_ptr, y, x, floor);
                        }
                }
 
@@ -1846,7 +1846,7 @@ static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool a
                /* Clear mimic type */
                floor_ptr->grid_array[*y][*x].mimic = 0;
 
-               place_floor_bold(player_ptr, *y, *x);
+               place_bold(player_ptr, *y, *x, floor);
 
                return TRUE;
        }
index 2152e93..6f4ee24 100644 (file)
@@ -382,7 +382,7 @@ static void build_dead_end(player_type *creature_ptr)
        creature_ptr->x = creature_ptr->current_floor_ptr->width / 2;
 
        /* Give one square */
-       place_floor_bold(creature_ptr, creature_ptr->y, creature_ptr->x);
+       place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, floor);
 
        wipe_generate_random_floor_flags(creature_ptr->current_floor_ptr);
 }
index 7d22785..60954e1 100644 (file)
@@ -39,7 +39,7 @@ void place_locked_door(player_type *player_ptr, POSITION y, POSITION x)
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
                return;
        }
 
@@ -62,7 +62,7 @@ void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
                return;
        }
 
@@ -740,7 +740,7 @@ void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool roo
 
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
                return;
        }
 
@@ -804,7 +804,7 @@ void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool roo
        }
        else
        {
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
        }
 
        delete_monster(player_ptr, y, x);
@@ -887,7 +887,7 @@ void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
        if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
        {
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
                return;
        }
 
@@ -918,7 +918,7 @@ void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type
 
        if (feat == feat_none)
        {
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
                return;
        }
 
@@ -1534,7 +1534,7 @@ void set_floor(player_type *player_ptr, POSITION x, POSITION y)
 
        /* Set to be floor if is a wall (don't touch lakes). */
        if (is_extra_bold(floor_ptr, y, x))
-               place_floor_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, floor);
 }
 
 
index 1b3206b..85138bb 100644 (file)
@@ -1208,9 +1208,9 @@ bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 m
 }
 
 
-void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_hold_type gh_type)
+void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
 {
-       switch (gh_type)
+       switch (gb_type)
        {
        case floor:
        {
@@ -1295,16 +1295,6 @@ bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
 }
 
 
-void place_floor_bold(player_type *player_ptr, POSITION y, POSITION x)
-{
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       set_cave_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
-       floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-       add_cave_info(floor_ptr, y, x, CAVE_FLOOR);
-       delete_monster(player_ptr, y, x);
-}
-
-
 void place_extra_bold(player_type *player_ptr, POSITION y, POSITION x)
 {
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
@@ -1399,10 +1389,10 @@ void place_solid_noperm_bold(player_type *player_ptr, POSITION y, POSITION x)
        delete_monster(player_ptr, y, x);
 }
 
-void place_hold(player_type *player_ptr, POSITION y, POSITION x, grid_hold_type gh_type)
+void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
 {
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       switch (gh_type)
+       switch (gb_type)
        {
        case floor:
        {
index 66f3dd6..3cc6ea0 100644 (file)
@@ -201,7 +201,7 @@ extern bool check_local_illumination(player_type *creature_ptr, POSITION y, POSI
 extern bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
 extern bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode);
 
-typedef enum grid_hold_type
+typedef enum grid_bold_type
 {
        floor,
        extra,
@@ -212,13 +212,12 @@ typedef enum grid_hold_type
        outer_noperm,
        solid,
        solid_perm
-} grid_hold_type;
+} grid_bold_type;
 
-extern void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_hold_type pg_type);
+extern void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type pg_type);
 extern bool darkened_grid(player_type *player_ptr, grid_type *g_ptr);
 extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
-extern void place_hold(player_type *player_ptr, POSITION y, POSITION x, grid_hold_type gh_type);
-void place_floor_bold(player_type *player_ptr, POSITION y, POSITION x);
+extern void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gh_type);
 void place_extra_bold(player_type *player_ptr, POSITION y, POSITION x);
 void place_extra_perm_bold(player_type *player_ptr, POSITION y, POSITION x);
 void place_inner_bold(player_type *player_ptr, POSITION y, POSITION x);
index f187388..008bd71 100644 (file)
@@ -941,7 +941,7 @@ bool build_type11(player_type *player_ptr)
                        if (distance(y0, x0, y, x) <= rad - 1)
                        {
                                /* inside- so is floor */
-                               place_floor_bold(player_ptr, y, x);
+                               place_bold(player_ptr, y, x, floor);
                        }
                        else if (distance(y0, x0, y, x) <= rad + 1)
                        {
@@ -1001,11 +1001,11 @@ bool build_type12(player_type *player_ptr)
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
                                /* inside - so is floor */
-                               place_floor_bold(player_ptr, y, x);
+                               place_bold(player_ptr, y, x, floor);
                        }
                        else if (distance(y0, x0, y, x) < 3)
                        {
-                               place_floor_bold(player_ptr, y, x);
+                               place_bold(player_ptr, y, x, floor);
                        }
                        else
                        {
index 43833a0..470b52b 100644 (file)
@@ -934,12 +934,12 @@ bool build_type13(player_type *player_ptr)
        {
                for (y = y1; y <= yval; y++)
                {
-                       place_floor_bold(player_ptr, y, x2);
+                       place_bold(player_ptr, y, x2, floor);
                        place_solid_bold(player_ptr, y, x1 - 1);
                }
                for (y = yval; y <= y2 + 1; y++)
                {
-                       place_floor_bold(player_ptr, y, x1);
+                       place_bold(player_ptr, y, x1, floor);
                        place_solid_bold(player_ptr, y, x2 + 1);
                }
        }
@@ -947,12 +947,12 @@ bool build_type13(player_type *player_ptr)
        {
                for (y = yval; y <= y2 + 1; y++)
                {
-                       place_floor_bold(player_ptr, y, x1);
+                       place_bold(player_ptr, y, x1, floor);
                        place_solid_bold(player_ptr, y, x2 + 1);
                }
                for (y = y1; y <= yval; y++)
                {
-                       place_floor_bold(player_ptr, y, x2);
+                       place_bold(player_ptr, y, x2, floor);
                        place_solid_bold(player_ptr, y, x1 - 1);
                }
        }
index 422f994..d6589f7 100644 (file)
@@ -148,7 +148,7 @@ static void build_bubble_vault(player_type *player_ptr, POSITION x0, POSITION y0
                        else
                        {
                                /* middle of a bubble */
-                               place_floor_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x);
+                               place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, floor);
                        }
 
                        /* clean up rest of flags */
@@ -848,7 +848,7 @@ static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
                                /* inside- so is floor */
-                               place_floor_bold(player_ptr, y, x);
+                               place_bold(player_ptr, y, x, floor);
                        }
                        else
                        {
@@ -904,7 +904,7 @@ static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0
                place_inner_bold(player_ptr, y0 + 1, x);
        }
 
-       place_floor_bold(player_ptr, y0, x0);
+       place_bold(player_ptr, y0, x0, floor);
 
 
        /* Add doors to vault */
@@ -1177,7 +1177,7 @@ static void build_castle_vault(player_type *player_ptr, POSITION x0, POSITION y0
                {
                        floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
                        /* Make everything a floor */
-                       place_floor_bold(player_ptr, y, x);
+                       place_bold(player_ptr, y, x, floor);
                }
        }
 
index a03c45e..fb34fa1 100644 (file)
@@ -162,7 +162,7 @@ void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0)
        floor_ptr->grid_array[y0][x0].mimic = 0;
 
        /* Add inner open space */
-       place_floor_bold(player_ptr, y0, x0);
+       place_bold(player_ptr, y0, x0, floor);
 }
 
 /*!
@@ -1245,7 +1245,7 @@ bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION x
                {
                        for (y = 0; y <= ysize; ++y)
                        {
-                               place_floor_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize);
+                               place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, floor);
                                floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
                        }
                }
@@ -1554,7 +1554,7 @@ void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1,
                        if (is_extra_bold(floor_ptr, y1 + y, x1 + x))
                        {
                                /* clear the untouched region */
-                               place_floor_bold(player_ptr, y1 + y, x1 + x);
+                               place_bold(player_ptr, y1 + y, x1 + x, floor);
                                floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
                        }
                        else
@@ -1598,7 +1598,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS
        visited[node] = 1;
        x = 2 * (node % m) + x1;
        y = 2 * (node / m) + y1;
-       place_floor_bold(player_ptr, y, x);
+       place_bold(player_ptr, y, x, floor);
 
        /* setup order of adjacent node visits */
        if (one_in_(3))
@@ -1638,7 +1638,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS
                        /* (0,+) - check for bottom boundary */
                        if ((node / m < n - 1) && (visited[node + m] == 0))
                        {
-                               place_floor_bold(player_ptr, y + 1, x);
+                               place_bold(player_ptr, y + 1, x, floor);
                                r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited);
                        }
                        break;
@@ -1646,7 +1646,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS
                        /* (0,-) - check for top boundary */
                        if ((node / m > 0) && (visited[node - m] == 0))
                        {
-                               place_floor_bold(player_ptr, y - 1, x);
+                               place_bold(player_ptr, y - 1, x, floor);
                                r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited);
                        }
                        break;
@@ -1654,7 +1654,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS
                        /* (+,0) - check for right boundary */
                        if ((node % m < m - 1) && (visited[node + 1] == 0))
                        {
-                               place_floor_bold(player_ptr, y, x + 1);
+                               place_bold(player_ptr, y, x + 1, floor);
                                r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited);
                        }
                        break;
@@ -1662,7 +1662,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS
                        /* (-,0) - check for left boundary */
                        if ((node % m > 0) && (visited[node - 1] == 0))
                        {
-                               place_floor_bold(player_ptr, y, x - 1);
+                               place_bold(player_ptr, y, x - 1, floor);
                                r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited);
                        }
                } /* end switch */
@@ -1806,15 +1806,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                {
                        /* left and right */
                        y = randint1(ysize) + y1;
-                       place_floor_bold(player_ptr, y, x1);
-                       place_floor_bold(player_ptr, y, x2);
+                       place_bold(player_ptr, y, x1, floor);
+                       place_bold(player_ptr, y, x2, floor);
                }
                else
                {
                        /* top and bottom */
                        x = randint1(xsize) + x1;
-                       place_floor_bold(player_ptr, y1, x);
-                       place_floor_bold(player_ptr, y2, x);
+                       place_bold(player_ptr, y1, x, floor);
+                       place_bold(player_ptr, y2, x, floor);
                }
 
                /* Select size of keep */
@@ -1882,12 +1882,12 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                if (one_in_(2))
                {
                        /* left */
-                       place_floor_bold(player_ptr, y, x1 + 1);
+                       place_bold(player_ptr, y, x1 + 1, floor);
                }
                else
                {
                        /* right */
-                       place_floor_bold(player_ptr, y, x2 - 1);
+                       place_bold(player_ptr, y, x2 - 1, floor);
                }
 
                /* Build the room */