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[Fix] #39632 change_floor() の変数参照を整理. / Refactor variable reference in change_floor().
authordeskull <deskull@users.sourceforge.jp>
Fri, 4 Oct 2019 15:39:58 +0000 (00:39 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Fri, 4 Oct 2019 15:39:58 +0000 (00:39 +0900)
src/core.c
src/floor-save.c
src/floor-save.h

index a2f9feb..0e8360c 100644 (file)
@@ -5512,7 +5512,7 @@ void play_game(bool new_game)
        /* Generate a dungeon level if needed */
        if (!current_world_ptr->character_dungeon)
        {
-               change_floor(p_ptr->change_floor_mode);
+               change_floor(p_ptr);
        }
        else
        {
@@ -5523,7 +5523,7 @@ void play_game(bool new_game)
                        if (!p_ptr->y || !p_ptr->x)
                        {
                                msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location.  Regenerate the dungeon floor."));
-                               change_floor(p_ptr->change_floor_mode);
+                               change_floor(p_ptr);
                        }
 
                        /* Still no player?  -- Try to locate random place */
@@ -5673,7 +5673,7 @@ void play_game(bool new_game)
                if (p_ptr->is_dead) break;
 
                /* Make a new level */
-               change_floor(p_ptr->change_floor_mode);
+               change_floor(p_ptr);
        }
 
        /* Close stuff */
index 706cab0..a4db8af 100644 (file)
@@ -1091,7 +1091,7 @@ void leave_floor(player_type *creature_ptr)
  * restored from the temporal file.  If the floor is new one, new p_ptr->current_floor_ptr->grid_array\n
  * will be generated.\n
  */
-void change_floor(BIT_FLAGS floor_mode)
+void change_floor(player_type *creature_ptr)
 {
        saved_floor_type *sf_ptr;
        bool loaded = FALSE;
@@ -1100,7 +1100,7 @@ void change_floor(BIT_FLAGS floor_mode)
        current_world_ptr->character_dungeon = FALSE;
 
        /* No longer in the trap detecteded region */
-       p_ptr->dtrap = FALSE;
+       creature_ptr->dtrap = FALSE;
 
        /* Mega-Hack -- no panel yet */
        panel_row_min = 0;
@@ -1109,14 +1109,14 @@ void change_floor(BIT_FLAGS floor_mode)
        panel_col_max = 0;
 
        /* Mega-Hack -- not ambushed on the wildness? */
-       p_ptr->ambush_flag = FALSE;
+       creature_ptr->ambush_flag = FALSE;
 
        /* No saved floors (On the surface etc.) */
-       if (!(floor_mode & CFM_SAVE_FLOORS) &&
-           !(floor_mode & CFM_FIRST_FLOOR))
+       if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
+           !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
        {
-               /* Create p_ptr->current_floor_ptr->grid_array */
-               generate_random_floor(p_ptr->current_floor_ptr);
+               /* Create creature_ptr->current_floor_ptr->grid_array */
+               generate_random_floor(creature_ptr->current_floor_ptr);
 
                /* Paranoia -- No new saved floor */
                new_floor_id = 0;
@@ -1144,13 +1144,13 @@ void change_floor(BIT_FLAGS floor_mode)
                                loaded = TRUE;
 
                                /* Forbid return stairs */
-                               if (floor_mode & CFM_NO_RETURN)
+                               if (creature_ptr->change_floor_mode & CFM_NO_RETURN)
                                {
-                                       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                                       grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
 
                                        if (!feat_uses_special(g_ptr->feat))
                                        {
-                                               if (floor_mode & (CFM_DOWN | CFM_UP))
+                                               if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
                                                {
                                                        /* Reset to floor */
                                                        g_ptr->feat = feat_ground_type[randint0(100)];
@@ -1169,30 +1169,30 @@ void change_floor(BIT_FLAGS floor_mode)
                 * Stair creation/Teleport level/Trap door will take
                 * you the same floor when you used it later again.
                 */
-               if (p_ptr->floor_id)
+               if (creature_ptr->floor_id)
                {
-                       saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);
+                       saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
 
-                       if (floor_mode & CFM_UP)
+                       if (creature_ptr->change_floor_mode & CFM_UP)
                        {
                                /* New floor is right-above */
                                if (cur_sf_ptr->upper_floor_id == new_floor_id)
-                                       sf_ptr->lower_floor_id = p_ptr->floor_id;
+                                       sf_ptr->lower_floor_id = creature_ptr->floor_id;
                        }
-                       else if (floor_mode & CFM_DOWN)
+                       else if (creature_ptr->change_floor_mode & CFM_DOWN)
                        {
                                /* New floor is right-under */
                                if (cur_sf_ptr->lower_floor_id == new_floor_id)
-                                       sf_ptr->upper_floor_id = p_ptr->floor_id;
+                                       sf_ptr->upper_floor_id = creature_ptr->floor_id;
                        }
                }
 
                /* Break connection to killed floor */
                else
                {
-                       if (floor_mode & CFM_UP)
+                       if (creature_ptr->change_floor_mode & CFM_UP)
                                sf_ptr->lower_floor_id = 0;
-                       else if (floor_mode & CFM_DOWN)
+                       else if (creature_ptr->change_floor_mode & CFM_DOWN)
                                sf_ptr->upper_floor_id = 0;
                }
 
@@ -1202,17 +1202,17 @@ void change_floor(BIT_FLAGS floor_mode)
                        MONSTER_IDX i;
                        GAME_TURN tmp_last_visit = sf_ptr->last_visit;
                        GAME_TURN absence_ticks;
-                       int alloc_chance = d_info[p_ptr->dungeon_idx].max_m_alloc_chance;
+                       int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
                        GAME_TURN alloc_times;
 
                        while (tmp_last_visit > current_world_ptr->game_turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
                        absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
 
                        /* Maintain monsters */
-                       for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
+                       for (i = 1; i < creature_ptr->current_floor_ptr->m_max; i++)
                        {
                                monster_race *r_ptr;
-                               monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
+                               monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[i];
 
                                if (!monster_is_valid(m_ptr)) continue;
 
@@ -1246,9 +1246,9 @@ void change_floor(BIT_FLAGS floor_mode)
                        }
 
                        /* Maintain artifatcs */
-                       for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
+                       for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++)
                        {
-                               object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
+                               object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
 
                                if (!OBJECT_IS_VALID(o_ptr)) continue;
 
@@ -1293,68 +1293,68 @@ void change_floor(BIT_FLAGS floor_mode)
                                msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
 
                                /* Create simple dead end */
-                               build_dead_end(p_ptr->current_floor_ptr);
+                               build_dead_end(creature_ptr->current_floor_ptr);
 
                                /* Break connection */
-                               if (floor_mode & CFM_UP)
+                               if (creature_ptr->change_floor_mode & CFM_UP)
                                {
                                        sf_ptr->upper_floor_id = 0;
                                }
-                               else if (floor_mode & CFM_DOWN)
+                               else if (creature_ptr->change_floor_mode & CFM_DOWN)
                                {
                                        sf_ptr->lower_floor_id = 0;
                                }
                        }
                        else
                        {
-                               /* Newly create p_ptr->current_floor_ptr->grid_array */
-                               generate_random_floor(p_ptr->current_floor_ptr);
+                               /* Newly create creature_ptr->current_floor_ptr->grid_array */
+                               generate_random_floor(creature_ptr->current_floor_ptr);
                        }
 
                        /* Record last visit current_world_ptr->game_turn */
                        sf_ptr->last_visit = current_world_ptr->game_turn;
 
-                       /* Set correct p_ptr->current_floor_ptr->dun_level value */
-                       sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
+                       /* Set correct creature_ptr->current_floor_ptr->dun_level value */
+                       sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
 
                        /* Create connected stairs */
-                       if (!(floor_mode & CFM_NO_RETURN))
+                       if (!(creature_ptr->change_floor_mode & CFM_NO_RETURN))
                        {
                                /* Extract stair position */
-                               grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+                               grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
 
                                /*** Create connected stairs ***/
 
                                /* No stairs down from Quest */
-                               if ((floor_mode & CFM_UP) && !quest_number(p_ptr->current_floor_ptr->dun_level))
+                               if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr->current_floor_ptr->dun_level))
                                {
-                                       g_ptr->feat = (floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
+                                       g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
                                }
 
                                /* No stairs up when ironman_downward */
-                               else if ((floor_mode & CFM_DOWN) && !ironman_downward)
+                               else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
                                {
-                                       g_ptr->feat = (floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
+                                       g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
                                }
 
                                /* Paranoia -- Clear mimic */
                                g_ptr->mimic = 0;
 
                                /* Connect to previous floor */
-                               g_ptr->special = p_ptr->floor_id;
+                               g_ptr->special = creature_ptr->floor_id;
                        }
                }
 
                /* Arrive at random grid */
-               if (floor_mode & (CFM_RAND_PLACE))
+               if (creature_ptr->change_floor_mode & (CFM_RAND_PLACE))
                {
                        (void)new_player_spot();
                }
 
                /* You see stairs blocked */
-               else if ((floor_mode & CFM_NO_RETURN) && (floor_mode & (CFM_DOWN | CFM_UP)))
+               else if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) && (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)))
                {
-                       if (!p_ptr->blind)
+                       if (!creature_ptr->blind)
                        {
                                msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
                        }
@@ -1376,7 +1376,7 @@ void change_floor(BIT_FLAGS floor_mode)
        }
 
        /* Place preserved pet monsters */
-       place_pet(p_ptr);
+       place_pet(creature_ptr);
 
        /* Reset travel target place */
        forget_travel_flow();
@@ -1385,25 +1385,25 @@ void change_floor(BIT_FLAGS floor_mode)
        update_unique_artifact(new_floor_id);
 
        /* Now the player is in new floor */
-       p_ptr->floor_id = new_floor_id;
+       creature_ptr->floor_id = new_floor_id;
 
        /* The dungeon is ready */
        current_world_ptr->character_dungeon = TRUE;
 
        /* Hack -- Munchkin characters always get whole map */
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
-               wiz_lite(p_ptr, (bool)(p_ptr->pclass == CLASS_NINJA));
+       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+               wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
 
        /* Remember when this level was "created" */
-       p_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
+       creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
 
        /* No dungeon feeling yet */
-       p_ptr->feeling_turn = p_ptr->current_floor_ptr->generated_turn;
-       p_ptr->feeling = 0;
+       creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
+       creature_ptr->feeling = 0;
 
        /* Clear all flags */
-       floor_mode = 0L;
+       creature_ptr->change_floor_mode = 0L;
 
-       select_floor_music(p_ptr);
-       p_ptr->change_floor_mode = 0;
+       select_floor_music(creature_ptr);
+       creature_ptr->change_floor_mode = 0;
 }
index cc33262..1c89677 100644 (file)
@@ -19,7 +19,7 @@ typedef struct
 extern u32b saved_floor_file_sign;
 
 extern void init_saved_floors(bool force);
-extern void change_floor(BIT_FLAGS floor_mode);
+extern void change_floor(player_type *creature_ptr);
 extern void leave_floor(player_type *creature_ptr);
 extern void clear_saved_floor_files(void);
 extern saved_floor_type *get_sf_ptr(FLOOR_IDX floor_id);