floor_ptr->o_cnt = 0;
}
-/*!
- * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param x 地形を変えたいマスのX座標
- * @param y 地形を変えたいマスのY座標
- * @return なし
- */
-void set_floor(player_type *player_ptr, POSITION x, POSITION y)
-{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (!in_bounds(floor_ptr, y, x)) {
- return;
- }
-
- if (floor_ptr->grid_array[y][x].info & CAVE_ROOM) {
- return;
- }
-
- if (is_extra_bold(floor_ptr, y, x))
- place_bold(player_ptr, y, x, GB_FLOOR);
-}
-
/*
* Standard "find me a location" function
*
void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
void forget_flow(floor_type *floor_ptr);
void wipe_o_list(floor_type *floor_ptr);
-void set_floor(player_type *player_ptr, POSITION x, POSITION y);
void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
#include "floor/cave.h"
-#include "floor/floor.h"
#include "grid/grid.h"
#include "system/dungeon-data-definition.h"
#include "system/floor-type-definition.h"
}
/*!
+ * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param x 地形を変えたいマスのX座標
+ * @param y 地形を変えたいマスのY座標
+ * @return なし
+ */
+static void set_floor(player_type *player_ptr, POSITION x, POSITION y)
+{
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (!in_bounds(floor_ptr, y, x))
+ return;
+
+ if (floor_ptr->grid_array[y][x].info & CAVE_ROOM)
+ return;
+
+ if (is_extra_bold(floor_ptr, y, x))
+ place_bold(player_ptr, y, x, GB_FLOOR);
+}
+
+/*!
* @brief
* 指定範囲に通路が通っていることを確認した上で床で埋める
* This function tunnels around a room if it will cut off part of a grid system.