*/
static void drop_here(object_type *j_ptr, POSITION y, POSITION x)
{
- grid_type *c_ptr = &grid_array[y][x];
+ grid_type *g_ptr = &grid_array[y][x];
object_type *o_ptr;
OBJECT_IDX o_idx = o_pop();
o_ptr->held_m_idx = 0;
/* Build a stack */
- o_ptr->next_o_idx = c_ptr->o_idx;
+ o_ptr->next_o_idx = g_ptr->o_idx;
/* Place the object */
- c_ptr->o_idx = o_idx;
+ g_ptr->o_idx = o_idx;
}
for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
{
- grid_type *c_ptr = &grid_array[*y][*x];
+ grid_type *g_ptr = &grid_array[*y][*x];
int idx = s[0];
ARTIFACT_IDX artifact_index = letter[idx].artifact;
/* Lay down a floor */
- c_ptr->feat = conv_dungeon_feat(letter[idx].feature);
+ g_ptr->feat = conv_dungeon_feat(letter[idx].feature);
/* Only the features */
if (init_flags & INIT_ONLY_FEATURES) continue;
/* Cave info */
- c_ptr->info = letter[idx].cave_info;
+ g_ptr->info = letter[idx].cave_info;
/* Create a monster */
if (random & RANDOM_MONSTER)
/* Hidden trap (or door) */
else if (letter[idx].trap)
{
- c_ptr->mimic = c_ptr->feat;
- c_ptr->feat = conv_dungeon_feat(letter[idx].trap);
+ g_ptr->mimic = g_ptr->feat;
+ g_ptr->feat = conv_dungeon_feat(letter[idx].trap);
}
else if (object_index)
{
}
/* Terrain special */
- c_ptr->special = letter[idx].special;
+ g_ptr->special = letter[idx].special;
}
(*y)++;