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[Refactor] #38997 place_outer_perm_grid() を削除し、place_grid() に統合 / Removed place_outer...
authorHourier <hourier@users.sourceforge.jp>
Sat, 18 Jan 2020 08:20:24 +0000 (17:20 +0900)
committerHourier <hourier@users.sourceforge.jp>
Sat, 18 Jan 2020 14:01:53 +0000 (23:01 +0900)
src/floor-generate.c
src/grid.c
src/grid.h
src/rooms-normal.c
src/rooms-pitnest.c
src/rooms-special.c
src/rooms-trap.c
src/rooms.c

index b25a51e..a99fcb8 100644 (file)
@@ -1869,7 +1869,7 @@ static bool set_tunnel(floor_type *floor_ptr, POSITION *x, POSITION *y, bool aff
                if (i == 0)
                {
                        /* Failed for some reason: hack - ignore the solidness */
-                       place_outer_grid(g_ptr);
+                       place_grid(g_ptr, outer);
                        dx = 0;
                        dy = 0;
                }
index 696cf62..d0cd158 100644 (file)
@@ -1208,15 +1208,6 @@ bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 m
 }
 
 
-void place_outer_grid(grid_type *g_ptr)
-{
-       g_ptr->feat = feat_wall_outer;
-       g_ptr->info &= ~(CAVE_MASK);
-       g_ptr->info |= CAVE_OUTER;
-       if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
-}
-
-
 void place_outer_noperm_grid(grid_type *g_ptr)
 {
        feature_type *_f_ptr = &f_info[feat_wall_outer];
index 5d9f767..3370859 100644 (file)
@@ -317,7 +317,6 @@ typedef enum place_grid_type
        solid_perm
 } place_grid_type;
 
-extern void place_outer_grid(grid_type *g_ptr);
 extern void place_outer_noperm_grid(grid_type *g_ptr);
 extern void place_solid_perm_grid(grid_type *g_ptr);
 extern void place_grid(grid_type *g_ptr, place_grid_type pg_type);
index 8273a5d..4aaaf4c 100644 (file)
@@ -77,16 +77,16 @@ bool build_type1(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(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
 
@@ -264,32 +264,32 @@ bool build_type2(floor_type *floor_ptr)
        for (y = y1a - 1; y <= y2a + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1a - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2a + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1a - 1; x <= x2a + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1a - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2a + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        /* Place the walls around room "b" */
        for (y = y1b - 1; y <= y2b + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1b - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2b + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1b - 1; x <= x2b + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1b - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2b + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
 
@@ -400,32 +400,32 @@ bool build_type3(player_type *player_ptr)
        for (y = y1a - 1; y <= y2a + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1a - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2a + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1a - 1; x <= x2a + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1a - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2a + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        /* Place the walls around room "b" */
        for (y = y1b - 1; y <= y2b + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1b - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2b + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1b - 1; x <= x2b + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1b - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2b + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
 
@@ -625,16 +625,16 @@ bool build_type4(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(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
 
index 386b76c..6f4d43b 100644 (file)
@@ -364,16 +364,16 @@ bool build_type5(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(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
 
@@ -573,16 +573,16 @@ bool build_type6(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(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        /* Advance to the center room */
@@ -917,16 +917,16 @@ bool build_type13(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(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        /* Random corridor */
index 4f18f11..3185b83 100644 (file)
@@ -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(g_ptr, outer);
                g_ptr->feat = feat_glass_wall;
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, 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(g_ptr, outer);
                g_ptr->feat = feat_glass_wall;
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr->feat = feat_glass_wall;
        }
 
index 680afc4..a5ef787 100644 (file)
@@ -63,16 +63,16 @@ bool build_type14(floor_type *floor_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(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        if (floor_ptr->dun_level < 30 + randint1(30))
index 62dce23..c2c5c25 100644 (file)
@@ -1692,7 +1692,7 @@ void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITIO
                        if (is_vault) g_ptr->info |= CAVE_ICKY;
                        if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
                        {
-                               place_outer_grid(g_ptr);
+                               place_grid(g_ptr, outer);
                        }
                        else if (!is_vault)
                        {