bool light;
- grid_type *c_ptr;
+ grid_type *g_ptr;
bool curtain = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
/* Walls around the room */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- c_ptr = &grid_array[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y][x2 + 1];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y][x1 - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y][x2 + 1];
+ place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- c_ptr = &grid_array[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y2 + 1][x];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y1 - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y2 + 1][x];
+ place_outer_grid(g_ptr);
}
{
for (y = y1; y <= y2; y++)
{
- c_ptr = &grid_array[y][x1];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr = &grid_array[y][x2];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
+ g_ptr = &grid_array[y][x1];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
+ g_ptr = &grid_array[y][x2];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
}
for (x = x1; x <= x2; x++)
{
- c_ptr = &grid_array[y1][x];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr = &grid_array[y2][x];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
+ g_ptr = &grid_array[y1][x];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
+ g_ptr = &grid_array[y2][x];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
}
}
{
for (x = x1; x <= x2; x += 2)
{
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
}
}
{
if ((y1 + 4 < y2) && (x1 + 4 < x2))
{
- c_ptr = &grid_array[y1 + 1][x1 + 1];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y1 + 1][x1 + 1];
+ place_inner_grid(g_ptr);
- c_ptr = &grid_array[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y1 + 1][x2 - 1];
+ place_inner_grid(g_ptr);
- c_ptr = &grid_array[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y2 - 1][x1 + 1];
+ place_inner_grid(g_ptr);
- c_ptr = &grid_array[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y2 - 1][x2 - 1];
+ place_inner_grid(g_ptr);
}
}
{
for (y = y1 + 2; y <= y2 - 2; y += 2)
{
- c_ptr = &grid_array[y][x1];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y][x2];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x1];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y][x2];
+ place_inner_grid(g_ptr);
}
for (x = x1 + 2; x <= x2 - 2; x += 2)
{
- c_ptr = &grid_array[y1][x];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y2][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y2][x];
+ place_inner_grid(g_ptr);
}
}
/* Hack -- Occasional divided room */
POSITION y1a, x1a, y2a, x2a;
POSITION y1b, x1b, y2b, x2b;
bool light;
- grid_type *c_ptr;
+ grid_type *g_ptr;
/* Find and reserve some space in the dungeon. Get center of room. */
if (!find_space(&yval, &xval, 11, 25)) return FALSE;
{
for (x = x1a - 1; x <= x2a + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
{
for (x = x1b - 1; x <= x2b + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
/* Place the walls around room "a" */
for (y = y1a - 1; y <= y2a + 1; y++)
{
- c_ptr = &grid_array[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y][x2a + 1];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y][x1a - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y][x2a + 1];
+ place_outer_grid(g_ptr);
}
for (x = x1a - 1; x <= x2a + 1; x++)
{
- c_ptr = &grid_array[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y2a + 1][x];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y1a - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y2a + 1][x];
+ place_outer_grid(g_ptr);
}
/* Place the walls around room "b" */
for (y = y1b - 1; y <= y2b + 1; y++)
{
- c_ptr = &grid_array[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y][x2b + 1];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y][x1b - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y][x2b + 1];
+ place_outer_grid(g_ptr);
}
for (x = x1b - 1; x <= x2b + 1; x++)
{
- c_ptr = &grid_array[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y2b + 1][x];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y1b - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y2b + 1][x];
+ place_outer_grid(g_ptr);
}
{
for (x = x1a; x <= x2a; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
}
}
{
for (x = x1b; x <= x2b; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
}
}
POSITION y1b, x1b, y2b, x2b;
POSITION yval, xval;
bool light;
- grid_type *c_ptr;
+ grid_type *g_ptr;
/* Find and reserve some space in the dungeon. Get center of room. */
{
for (x = x1a - 1; x <= x2a + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
{
for (x = x1b - 1; x <= x2b + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
/* Place the walls around room "a" */
for (y = y1a - 1; y <= y2a + 1; y++)
{
- c_ptr = &grid_array[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y][x2a + 1];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y][x1a - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y][x2a + 1];
+ place_outer_grid(g_ptr);
}
for (x = x1a - 1; x <= x2a + 1; x++)
{
- c_ptr = &grid_array[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y2a + 1][x];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y1a - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y2a + 1][x];
+ place_outer_grid(g_ptr);
}
/* Place the walls around room "b" */
for (y = y1b - 1; y <= y2b + 1; y++)
{
- c_ptr = &grid_array[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y][x2b + 1];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y][x1b - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y][x2b + 1];
+ place_outer_grid(g_ptr);
}
for (x = x1b - 1; x <= x2b + 1; x++)
{
- c_ptr = &grid_array[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y2b + 1][x];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y1b - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y2b + 1][x];
+ place_outer_grid(g_ptr);
}
{
for (x = x1a; x <= x2a; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
}
}
{
for (x = x1b; x <= x2b; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
}
}
{
for (x = x1a; x <= x2a; x++)
{
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
}
break;
/* Build the vault */
for (y = y1b; y <= y2b; y++)
{
- c_ptr = &grid_array[y][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y][x2a];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x1a];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y][x2a];
+ place_inner_grid(g_ptr);
}
for (x = x1a; x <= x2a; x++)
{
- c_ptr = &grid_array[y1b][x];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y2b][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y1b][x];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y2b][x];
+ place_inner_grid(g_ptr);
}
/* Place a secret door on the inner room */
for (y = y1b; y <= y2b; y++)
{
if (y == yval) continue;
- c_ptr = &grid_array[y][x1a - 1];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y][x2a + 1];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x1a - 1];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y][x2a + 1];
+ place_inner_grid(g_ptr);
}
/* Pinch the north/south sides */
for (x = x1a; x <= x2a; x++)
{
if (x == xval) continue;
- c_ptr = &grid_array[y1b - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y2b + 1][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y1b - 1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y2b + 1][x];
+ place_inner_grid(g_ptr);
}
/* Sometimes shut using secret doors */
/* Occasionally put a "plus" in the center */
else if (one_in_(3))
{
- c_ptr = &grid_array[yval][xval];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y1b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y2b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[yval][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[yval][x2a];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[yval][xval];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y1b][xval];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y2b][xval];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[yval][x1a];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[yval][x2a];
+ place_inner_grid(g_ptr);
}
/* Occasionally put a pillar in the center */
else if (one_in_(3))
{
- c_ptr = &grid_array[yval][xval];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[yval][xval];
+ place_inner_grid(g_ptr);
}
break;
POSITION y, x, y1, x1;
POSITION y2, x2, tmp, yval, xval;
bool light;
- grid_type *c_ptr;
+ grid_type *g_ptr;
/* Find and reserve some space in the dungeon. Get center of room. */
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
/* Outer Walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- c_ptr = &grid_array[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y][x2 + 1];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y][x1 - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y][x2 + 1];
+ place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- c_ptr = &grid_array[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &grid_array[y2 + 1][x];
- place_outer_grid(c_ptr);
+ g_ptr = &grid_array[y1 - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = &grid_array[y2 + 1][x];
+ place_outer_grid(g_ptr);
}
/* The inner walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- c_ptr = &grid_array[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y][x2 + 1];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x1 - 1];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y][x2 + 1];
+ place_inner_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- c_ptr = &grid_array[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[y2 + 1][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y1 - 1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[y2 + 1][x];
+ place_inner_grid(g_ptr);
}
for (x = xval - 1; x <= xval + 1; x++)
{
if ((x == xval) && (y == yval)) continue;
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
}
{
for (x = xval - 1; x <= xval + 1; x++)
{
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
}
{
for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
{
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
{
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
}
}
/* Long horizontal walls */
for (x = xval - 5; x <= xval + 5; x++)
{
- c_ptr = &grid_array[yval - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[yval + 1][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[yval - 1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[yval + 1][x];
+ place_inner_grid(g_ptr);
}
/* Close off the left/right edges */
- c_ptr = &grid_array[yval][xval - 5];
- place_inner_grid(c_ptr);
- c_ptr = &grid_array[yval][xval + 5];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[yval][xval - 5];
+ place_inner_grid(g_ptr);
+ g_ptr = &grid_array[yval][xval + 5];
+ place_inner_grid(g_ptr);
/* Secret doors (random top/bottom) */
place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
{
if (0x1 & (x + y))
{
- c_ptr = &grid_array[y][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][x];
+ place_inner_grid(g_ptr);
}
}
}
/* Inner "cross" */
for (y = y1; y <= y2; y++)
{
- c_ptr = &grid_array[y][xval];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[y][xval];
+ place_inner_grid(g_ptr);
}
for (x = x1; x <= x2; x++)
{
- c_ptr = &grid_array[yval][x];
- place_inner_grid(c_ptr);
+ g_ptr = &grid_array[yval][x];
+ place_inner_grid(g_ptr);
}
/* Doors into the rooms */