case 'A':
/* Reward for Pattern walk */
- object_level = current_floor_ptr->base_level + 12;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 12;
place_object(y, x, AM_GOOD | AM_GREAT);
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
break;
case '~':
/* Analyze the symbol */
switch (*t)
{
- /* Monster */
- case '&':
- {
- monster_level = current_floor_ptr->base_level + 5;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor_ptr->base_level;
- break;
- }
-
- /* Meaner monster */
- case '@':
- {
- monster_level = current_floor_ptr->base_level + 11;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor_ptr->base_level;
- break;
- }
+ case '&':
+ {
+ current_floor_ptr->monster_level = current_floor_ptr->base_level + 5;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ break;
+ }
- /* Meaner monster, plus treasure */
- case '9':
- {
- monster_level = current_floor_ptr->base_level + 9;
- place_monster(y, x, PM_ALLOW_SLEEP);
- monster_level = current_floor_ptr->base_level;
- object_level = current_floor_ptr->base_level + 7;
- place_object(y, x, AM_GOOD);
- object_level = current_floor_ptr->base_level;
- break;
- }
+ /* Meaner monster */
+ case '@':
+ {
+ current_floor_ptr->monster_level = current_floor_ptr->base_level + 11;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ break;
+ }
- /* Nasty monster and treasure */
- case '8':
- {
- monster_level = current_floor_ptr->base_level + 40;
- place_monster(y, x, PM_ALLOW_SLEEP);
- monster_level = current_floor_ptr->base_level;
- object_level = current_floor_ptr->base_level + 20;
- place_object(y, x, AM_GOOD | AM_GREAT);
- object_level = current_floor_ptr->base_level;
- break;
- }
+ /* Meaner monster, plus treasure */
+ case '9':
+ {
+ current_floor_ptr->monster_level = current_floor_ptr->base_level + 9;
+ place_monster(y, x, PM_ALLOW_SLEEP);
+ current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
+ place_object(y, x, AM_GOOD);
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
+ break;
+ }
- /* Monster and/or object */
- case ',':
- {
- if (randint0(100) < 50)
+ /* Nasty monster and treasure */
+ case '8':
{
- monster_level = current_floor_ptr->base_level + 3;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor_ptr->base_level;
+ current_floor_ptr->monster_level = current_floor_ptr->base_level + 40;
+ place_monster(y, x, PM_ALLOW_SLEEP);
+ current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 20;
+ place_object(y, x, AM_GOOD | AM_GREAT);
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
+ break;
}
- if (randint0(100) < 50)
+
+ /* Monster and/or object */
+ case ',':
{
- object_level = current_floor_ptr->base_level + 7;
- place_object(y, x, 0L);
- object_level = current_floor_ptr->base_level;
+ if (randint0(100) < 50)
+ {
+ current_floor_ptr->monster_level = current_floor_ptr->base_level + 3;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ }
+ if (randint0(100) < 50)
+ {
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
+ place_object(y, x, 0L);
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
+ }
+ break;
}
- break;
- }
}
}
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > cur_hgt - 2)
+ if (x + 2 > current_floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > cur_hgt - 2)
+ if (x + 2 > current_floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
xsize = xhsize * 2;
ysize = yhsize * 2;
- if (dun_level < 25)
+ if (current_floor_ptr->dun_level < 25)
{
/* Earth vault (Rubble) */
type = LAKE_T_EARTH_VAULT;
}
- else if (dun_level < 50)
+ else if (current_floor_ptr->dun_level < 50)
{
/* Air vault (Trees) */
type = LAKE_T_AIR_VAULT;
}
- else if (dun_level < 75)
+ else if (current_floor_ptr->dun_level < 75)
{
/* Water vault (shallow water) */
type = LAKE_T_WATER_VAULT;
case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
#endif /* ALLOW_CAVERNS_AND_LAKES */
/* I know how to add a few more... give me some time. */
-
- /* Paranoia */
default: return FALSE;
}
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > cur_hgt - 2)
+ if (x + 2 > current_floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;