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[Refactor] #37353 汎用的なポインタ命名 c_ptr を g_ptr に改名。 / Rename c_ptr, common pointer naming...
[hengband/hengband.git] / src / rooms-normal.c
index d550ce3..4377097 100644 (file)
@@ -16,7 +16,7 @@ bool build_type1(void)
 
        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);
@@ -62,27 +62,27 @@ bool build_type1(void)
        {
                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);
        }
 
 
@@ -91,21 +91,21 @@ bool build_type1(void)
        {
                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);
                }
        }
 
@@ -117,8 +117,8 @@ bool build_type1(void)
                {
                        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);
                        }
                }
        }
@@ -128,17 +128,17 @@ bool build_type1(void)
        {
                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);
                }
        }
 
@@ -147,17 +147,17 @@ bool build_type1(void)
        {
                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 */
@@ -210,7 +210,7 @@ bool build_type2(void)
        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;
@@ -236,10 +236,10 @@ bool build_type2(void)
        {
                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);
                }
        }
 
@@ -248,10 +248,10 @@ bool build_type2(void)
        {
                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);
                }
        }
 
@@ -259,33 +259,33 @@ bool build_type2(void)
        /* 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);
        }
 
 
@@ -295,8 +295,8 @@ bool build_type2(void)
        {
                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);
                }
        }
 
@@ -305,8 +305,8 @@ bool build_type2(void)
        {
                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);
                }
        }
 
@@ -333,7 +333,7 @@ bool build_type3(void)
        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. */
@@ -371,10 +371,10 @@ bool build_type3(void)
        {
                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);
                }
        }
 
@@ -383,10 +383,10 @@ bool build_type3(void)
        {
                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);
                }
        }
 
@@ -394,33 +394,33 @@ bool build_type3(void)
        /* 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);
        }
 
 
@@ -429,8 +429,8 @@ bool build_type3(void)
        {
                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);
                }
        }
 
@@ -439,8 +439,8 @@ bool build_type3(void)
        {
                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);
                }
        }
 
@@ -456,8 +456,8 @@ bool build_type3(void)
                {
                        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;
@@ -469,17 +469,17 @@ bool build_type3(void)
                /* 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 */
@@ -513,20 +513,20 @@ bool build_type3(void)
                        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 */
@@ -546,23 +546,23 @@ bool build_type3(void)
                /* 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;
@@ -588,7 +588,7 @@ bool build_type4(void)
        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. */
@@ -608,27 +608,27 @@ bool build_type4(void)
        {
                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);
        }
 
 
@@ -641,17 +641,17 @@ bool build_type4(void)
        /* 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);
        }
 
 
@@ -694,8 +694,8 @@ bool build_type4(void)
                                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);
                                }
                        }
 
@@ -746,8 +746,8 @@ bool build_type4(void)
                        {
                                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);
                                }
                        }
 
@@ -759,13 +759,13 @@ bool build_type4(void)
                                {
                                        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);
                                        }
                                }
                        }
@@ -780,17 +780,17 @@ bool build_type4(void)
                                /* 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);
@@ -827,8 +827,8 @@ bool build_type4(void)
                                {
                                        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);
                                        }
                                }
                        }
@@ -857,13 +857,13 @@ bool build_type4(void)
                        /* 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 */