int i;
/* Handle the quest monster placements */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
monster_race *r_ptr;
- u32b mode;
+ BIT_FLAGS mode;
int j;
if (quest[i].status != QUEST_STATUS_TAKEN ||
/* Hack -- Add some rivers */
if (one_in_(3) && (randint1(dun_level) > 5))
{
- int feat1 = 0, feat2 = 0;
+ IDX feat1 = 0, feat2 = 0;
/* Choose water or lava */
if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
*/
static void battle_gen(void)
{
- int y, x, i;
+ int y, x;
+ MONSTER_IDX i;
int qy = 0;
int qx = 0;
build_battle();
- for(i=0;i<4;i++)
+ for(i = 0; i < 4; i++)
{
place_monster_aux(0, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 2 + (i%2)*4, battle_mon[i],
(PM_NO_KAGE | PM_NO_PET));