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[Refactor] #38997 place_trees()の引数修正 / Fixed argument place_trees() from floor_type...
authorHourier <hourier@users.sourceforge.jp>
Sun, 12 Jan 2020 16:27:03 +0000 (01:27 +0900)
committerHourier <hourier@users.sourceforge.jp>
Sun, 12 Jan 2020 16:27:03 +0000 (01:27 +0900)
src/floor-generate.c
src/floor-streams.c
src/floor-streams.h

index bdc76f8..a0ab093 100644 (file)
@@ -703,7 +703,7 @@ static bool cave_gen(player_type *player_ptr)
                {
                        while (one_in_(DUN_MOS_DEN))
                        {
-                               place_trees(floor_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
+                               place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
                        }
                }
 
index 597cc22..8cf7aae 100644 (file)
@@ -391,12 +391,13 @@ void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance)
  * This happens in real world lava tubes.
  * </pre>
  */
-void place_trees(floor_type *floor_ptr, POSITION x, POSITION y)
+void place_trees(player_type *player_ptr, POSITION x, POSITION y)
 {
        int i, j;
        grid_type *g_ptr;
 
        /* place trees/ rubble in ovalish distribution */
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
        for (i = x - 3; i < x + 4; i++)
        {
                for (j = y - 3; j < y + 4; j++)
@@ -428,7 +429,7 @@ void place_trees(floor_type *floor_ptr, POSITION x, POSITION y)
                                g_ptr->mimic = 0;
 
                                /* Light area since is open above */
-                               if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
+                               if (!(d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
                        }
                }
        }
index 053fcc8..0a78129 100644 (file)
@@ -16,5 +16,5 @@
 
 extern void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2);
 extern void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance);
-extern void place_trees(floor_type *floor_ptr, POSITION x, POSITION y);
+extern void place_trees(player_type *player_ptr, POSITION x, POSITION y);
 extern void destroy_level(player_type *player_ptr);