From 5a26b43aadfeed9d3775425a4477e3fa9d161109 Mon Sep 17 00:00:00 2001 From: Hourier Date: Fri, 24 Jul 2020 12:17:46 +0900 Subject: [PATCH] [Refactor] #40570 Moved generate_room_floor() and generate_fill_perm_bold() from room-generator.c/h to rooms-city.c --- src/room/room-generator.c | 24 +----------------------- src/room/room-generator.h | 2 -- src/room/rooms-city.c | 23 ++++++++++++++++++++++- 3 files changed, 23 insertions(+), 26 deletions(-) diff --git a/src/room/room-generator.c b/src/room/room-generator.c index 789e5ecd4..4ecdf552a 100644 --- a/src/room/room-generator.c +++ b/src/room/room-generator.c @@ -6,7 +6,7 @@ #include "grid/grid.h" #include "room/room-info-table.h" #include "room/room-types.h" -#include "room/rooms-city.h" // 相互依存、後で消す. +#include "room/rooms-city.h" #include "room/rooms-fractal.h" #include "room/rooms-normal.h" #include "room/rooms-pit-nest.h" @@ -18,28 +18,6 @@ #include "system/floor-type-definition.h" #include "wizard/wizard-messages.h" -/* Create a new floor room with optional light */ -void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light) -{ - grid_type *g_ptr; - for (POSITION y = y1; y <= y2; y++) { - for (POSITION x = x1; x <= x2; x++) { - g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, GB_FLOOR); - g_ptr->info |= (CAVE_ROOM); - if (light) - g_ptr->info |= (CAVE_GLOW); - } - } -} - -void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2) -{ - for (POSITION y = y1; y <= y2; y++) - for (POSITION x = x1; x <= x2; x++) - place_bold(player_ptr, y, x, GB_INNER_PERM); -} - /*! * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block * @param player_ptr プレーヤーへの参照ポインタ diff --git a/src/room/room-generator.h b/src/room/room-generator.h index 575a1e529..32faa420e 100644 --- a/src/room/room-generator.h +++ b/src/room/room-generator.h @@ -2,6 +2,4 @@ #include "system/angband.h" -void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light); -void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2); bool generate_rooms(player_type *player_ptr); diff --git a/src/room/rooms-city.c b/src/room/rooms-city.c index 941bf7edc..20317fbc0 100644 --- a/src/room/rooms-city.c +++ b/src/room/rooms-city.c @@ -5,7 +5,6 @@ #include "game-option/cheat-types.h" #include "grid/feature.h" #include "grid/grid.h" -#include "room/room-generator.h" // 相互依存、後で消す. #include "room/rooms.h" #include "store/store-util.h" #include "store/store.h" @@ -70,6 +69,28 @@ static bool precalc_ugarcade(int town_hgt, int town_wid, int n) return i == n; } +/* Create a new floor room with optional light */ +static void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light) +{ + grid_type *g_ptr; + for (POSITION y = y1; y <= y2; y++) { + for (POSITION x = x1; x <= x2; x++) { + g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x]; + place_grid(player_ptr, g_ptr, GB_FLOOR); + g_ptr->info |= (CAVE_ROOM); + if (light) + g_ptr->info |= (CAVE_GLOW); + } + } +} + +static void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2) +{ + for (POSITION y = y1; y <= y2; y++) + for (POSITION x = x1; x <= x2; x++) + place_bold(player_ptr, y, x, GB_INNER_PERM); +} + /*! * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings * @param player_ptr プレーヤーへの参照ポインタ -- 2.11.0