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[Refactor] #38997 place_outer_bold() を削除し、place_grid() に統合 / Removed place_outer_bold...
authorHourier <hourier@users.sourceforge.jp>
Sat, 18 Jan 2020 10:52:10 +0000 (19:52 +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.c

index 0cbf804..c5d1e0c 100644 (file)
@@ -2136,7 +2136,7 @@ bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x
                        if (i == 0)
                        {
                                /* Failed for some reason: hack - ignore the solidness */
-                               place_outer_bold(player_ptr, y3, x3);
+                               place_bold(player_ptr, y3, x3, outer);
                                dx = 0;
                                dy = 0;
                        }
index 15631f6..26fb2de 100644 (file)
@@ -1295,16 +1295,6 @@ bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
 }
 
 
-void place_outer_bold(player_type *player_ptr, POSITION y, POSITION x)
-{
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       set_cave_feat(floor_ptr, y, x, feat_wall_outer);
-       floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-       add_cave_info(floor_ptr, y, x, CAVE_OUTER);
-       delete_monster(player_ptr, y, x);
-}
-
-
 void place_outer_noperm_bold(player_type *player_ptr, POSITION y, POSITION x)
 {
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
index 71fefdb..8af3ad6 100644 (file)
@@ -218,7 +218,6 @@ extern void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type
 extern bool darkened_grid(player_type *player_ptr, grid_type *g_ptr);
 extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
 extern void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gh_type);
-void place_outer_bold(player_type *player_ptr, POSITION y, POSITION x);
 void place_outer_noperm_bold(player_type *player_ptr, POSITION y, POSITION x);
 void place_solid_bold(player_type *player_ptr, POSITION y, POSITION x);
 void place_solid_perm_bold(player_type *player_ptr, POSITION y, POSITION x);
index 01dee81..30983e7 100644 (file)
@@ -832,7 +832,7 @@ static bool hack_isnt_wall(player_type *player_ptr, POSITION y, POSITION x, int
                /* if greater than cutoff then is a wall */
                else
                {
-                       place_outer_bold(player_ptr, y, x);
+                       place_bold(player_ptr, y, x, outer);
                        return FALSE;
                }
        }
@@ -989,10 +989,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
                {
                        /* Next to a 'filled' region? - set to be room walls */
-                       place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
                }
                else
                {
@@ -1004,10 +1004,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
                {
                        /* Next to a 'filled' region? - set to be room walls */
-                       place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
                }
                else
                {
@@ -1027,10 +1027,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
                {
                        /* room boundary */
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
                }
                else
                {
@@ -1041,10 +1041,10 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO
                if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
                {
                        /* room boundary */
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
                        if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
                        floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
                }
                else
                {
@@ -1790,15 +1790,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
                /* top and bottom */
                for (x = x1; x <= x2; x++)
                {
-                       place_outer_bold(player_ptr, y1, x);
-                       place_outer_bold(player_ptr, y2, x);
+                       place_bold(player_ptr, y1, x, outer);
+                       place_bold(player_ptr, y2, x, outer);
                }
 
                /* left and right */
                for (y = y1 + 1; y < y2; y++)
                {
-                       place_outer_bold(player_ptr, y, x1);
-                       place_outer_bold(player_ptr, y, x2);
+                       place_bold(player_ptr, y, x1, outer);
+                       place_bold(player_ptr, y, x2, outer);
                }
 
                /* Make a couple of entrances */
@@ -1982,7 +1982,7 @@ void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light,
        else if (is_extra_bold(floor_ptr, y, x))
        {
                /* Set bounding walls */
-               place_outer_bold(player_ptr, y, x);
+               place_bold(player_ptr, y, x, outer);
                if (light) g_ptr->info |= CAVE_GLOW;
        }
        else if (permanent_wall(f_ptr))