From: deskull Date: Sun, 27 Oct 2019 05:40:28 +0000 (+0900) Subject: [Refactor] #38997 room_build() に floor_type * 引数を追加. / Add floor_type * argument... X-Git-Tag: vmacos3.0.0-alpha52~2580 X-Git-Url: http://git.osdn.net/view?a=commitdiff_plain;h=ef65d957d510568e4947fd6677bdff5784e900f4;p=hengbandforosx%2Fhengbandosx.git [Refactor] #38997 room_build() に floor_type * 引数を追加. / Add floor_type * argument to room_build(). --- diff --git a/src/rooms.c b/src/rooms.c index f972ae348..6bc74bc13 100644 --- a/src/rooms.c +++ b/src/rooms.c @@ -2080,29 +2080,29 @@ void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2) * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation. * @return 部屋の精製に成功した場合 TRUE を返す。 */ -static bool room_build(EFFECT_ID typ) +static bool room_build(floor_type *floor_ptr, EFFECT_ID typ) { /* Build a room */ switch (typ) { /* Build an appropriate room */ - case ROOM_T_NORMAL: return build_type1(p_ptr->current_floor_ptr); - case ROOM_T_OVERLAP: return build_type2(p_ptr->current_floor_ptr); - case ROOM_T_CROSS: return build_type3(p_ptr->current_floor_ptr); - case ROOM_T_INNER_FEAT: return build_type4(p_ptr->current_floor_ptr); - case ROOM_T_NEST: return build_type5(p_ptr->current_floor_ptr); - case ROOM_T_PIT: return build_type6(p_ptr->current_floor_ptr); - case ROOM_T_LESSER_VAULT: return build_type7(p_ptr->current_floor_ptr); - case ROOM_T_GREATER_VAULT: return build_type8(p_ptr->current_floor_ptr); - case ROOM_T_FRACAVE: return build_type9(p_ptr->current_floor_ptr); - case ROOM_T_RANDOM_VAULT: return build_type10(p_ptr->current_floor_ptr); - case ROOM_T_OVAL: return build_type11(p_ptr->current_floor_ptr); - case ROOM_T_CRYPT: return build_type12(p_ptr->current_floor_ptr); - case ROOM_T_TRAP_PIT: return build_type13(p_ptr->current_floor_ptr); - case ROOM_T_TRAP: return build_type14(p_ptr->current_floor_ptr); - case ROOM_T_GLASS: return build_type15(p_ptr->current_floor_ptr); - case ROOM_T_ARCADE: return build_type16(p_ptr->current_floor_ptr); - case ROOM_T_FIXED: return build_type17(p_ptr->current_floor_ptr); + case ROOM_T_NORMAL: return build_type1(floor_ptr); + case ROOM_T_OVERLAP: return build_type2(floor_ptr); + case ROOM_T_CROSS: return build_type3(floor_ptr); + case ROOM_T_INNER_FEAT: return build_type4(floor_ptr); + case ROOM_T_NEST: return build_type5(floor_ptr); + case ROOM_T_PIT: return build_type6(floor_ptr); + case ROOM_T_LESSER_VAULT: return build_type7(floor_ptr); + case ROOM_T_GREATER_VAULT: return build_type8(floor_ptr); + case ROOM_T_FRACAVE: return build_type9(floor_ptr); + case ROOM_T_RANDOM_VAULT: return build_type10(floor_ptr); + case ROOM_T_OVAL: return build_type11(floor_ptr); + case ROOM_T_CRYPT: return build_type12(floor_ptr); + case ROOM_T_TRAP_PIT: return build_type13(floor_ptr); + case ROOM_T_TRAP: return build_type14(floor_ptr); + case ROOM_T_GLASS: return build_type15(floor_ptr); + case ROOM_T_ARCADE: return build_type16(floor_ptr); + case ROOM_T_FIXED: return build_type17(floor_ptr); } return FALSE; } @@ -2289,7 +2289,7 @@ bool generate_rooms(void) room_num[room_type]--; /* Build the room. */ - if (room_build(room_type)) + if (room_build(p_ptr->current_floor_ptr, room_type)) { /* Increase the room built count. */ rooms_built++;