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[Fix] #38997 rooms.c 内変数参照修正. / Fix variable references in rooms.c.
authordeskull <deskull@users.sourceforge.jp>
Sat, 4 Jan 2020 07:05:37 +0000 (16:05 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Sat, 4 Jan 2020 07:05:37 +0000 (16:05 +0900)
src/rooms.c

index 4daf757..72efe11 100644 (file)
@@ -417,7 +417,7 @@ bool find_space(floor_type *floor_ptr, POSITION *y, POSITION *x, POSITION height
        }
 
        /* Normal dungeon */
-       if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
+       if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
        {
                /* Choose a random one */
                pick = randint1(candidates);
@@ -1148,7 +1148,7 @@ void build_cavern(floor_type *floor_ptr)
        bool done, light;
 
        light = done = FALSE;
-       if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+       if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
 
        /* Make a cave the size of the dungeon */
        xsize = floor_ptr->width - 1;
@@ -1313,7 +1313,7 @@ bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsi
                        /* Light lava */
                        if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
                        {
-                               if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+                               if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
                        }
                }
        }
@@ -1700,7 +1700,7 @@ void build_maze_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION
        msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
 
        /* Choose lite or dark */
-       light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+       light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
 
        /* Pick a random room size - randomized by calling routine */
        dy = ysize / 2 - 1;