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[Refactor] #38997 place_locked_door() のfloor_type * 引数をplayer_type * 引数に変更 / Changed...
authorHourier <hourier@users.sourceforge.jp>
Mon, 13 Jan 2020 01:14:10 +0000 (10:14 +0900)
committerHourier <hourier@users.sourceforge.jp>
Mon, 13 Jan 2020 01:14:10 +0000 (10:14 +0900)
src/floor.c
src/floor.h
src/rooms-normal.c

index 85b6987..faaf39b 100644 (file)
@@ -34,15 +34,16 @@ saved_floor_type saved_floors[MAX_SAVED_FLOORS];
 * @param x 配置したいフロアのX座標
 * @return なし
 */
-void place_locked_door(floor_type *floor_ptr, POSITION y, POSITION x)
+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(floor_ptr, y, x);
        }
        else
        {
-               set_cave_feat(floor_ptr, y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
+               set_cave_feat(floor_ptr, y, x, feat_locked_door_random((d_info[player_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
                floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
                delete_monster(floor_ptr, y, x);
        }
index bbbcc59..94f8e73 100644 (file)
@@ -377,7 +377,7 @@ extern void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
 
 extern void add_door(floor_type *floor_ptr, POSITION x, POSITION y);
 extern void place_secret_door(floor_type *floor_ptr, POSITION y, POSITION x, int type);
-extern void place_locked_door(floor_type *floor_ptr, POSITION y, POSITION x);
+extern void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
 extern void forget_flow(floor_type *floor_ptr);
 extern void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
 
index d97a056..4435659 100644 (file)
@@ -706,10 +706,10 @@ bool build_type4(player_type *player_ptr)
                        /* Place a locked door on the inner room */
                        switch (randint1(4))
                        {
-                       case 1: place_locked_door(floor_ptr, yval - 1, xval); break;
-                       case 2: place_locked_door(floor_ptr, yval + 1, xval); break;
-                       case 3: place_locked_door(floor_ptr, yval, xval - 1); break;
-                       case 4: place_locked_door(floor_ptr, yval, xval + 1); break;
+                       case 1: place_locked_door(player_ptr, yval - 1, xval); break;
+                       case 2: place_locked_door(player_ptr, yval + 1, xval); break;
+                       case 3: place_locked_door(player_ptr, yval, xval - 1); break;
+                       case 4: place_locked_door(player_ptr, yval, xval + 1); break;
                        }
 
                        /* Monsters to guard the "treasure" */