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Made changes to whitespace to match what's in the 2.2.2 refactoring branch.
[hengbandforosx/hengbandosx.git] / src / rooms-vault.c
index e50ad36..8243b68 100644 (file)
@@ -70,9 +70,9 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                int side_x = x0 - xhsize + i;
 
                place_outer_noperm_bold(y0 - yhsize + 0, side_x);
-               current_floor->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
                place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
-               current_floor->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Left and right boundaries */
@@ -81,9 +81,9 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                int side_y = y0 - yhsize + i;
 
                place_outer_noperm_bold(side_y, x0 - xhsize + 0);
-               current_floor->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
                place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
-               current_floor->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Fill in middle with bubbles */
@@ -133,7 +133,7 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                        }
 
                        /* clean up rest of flags */
-                       current_floor->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
                }
        }
 
@@ -171,7 +171,7 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
                        POSITION y = y0 - yhsize + y1;
 
                        place_extra_bold(y, x);
-                       current_floor->grid_array[y][x].info &= (~CAVE_ICKY);
+                       current_floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
                }
        }
 
@@ -198,7 +198,7 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
 }
 
 
-/* Create a random vault out of a fractal current_floor->grid_array */
+/* Create a random vault out of a fractal current_floor_ptr->grid_array */
 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
 {
        int grd, roug, cutoff;
@@ -240,7 +240,7 @@ static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION y
        {
                for (y = 0; y <= ysize; y++)
                {
-                       current_floor->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
@@ -340,7 +340,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                        /* Hack -- skip "non-grids" */
                        if (*t == ' ') continue;
-                       g_ptr = &current_floor->grid_array[y][x];
+                       g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        /* Lay down a floor */
                        place_floor_grid(g_ptr);
@@ -461,9 +461,9 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                        case 'A':
                                /* Reward for Pattern walk */
-                               object_level = base_level + 12;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level + 12;
                                place_object(y, x, AM_GOOD | AM_GREAT);
-                               object_level = base_level;
+                               current_floor_ptr->object_level = current_floor_ptr->base_level;
                                break;
 
                        case '~':
@@ -551,65 +551,64 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        /* Analyze the symbol */
                        switch (*t)
                        {
-                               /* Monster */
-                       case '&':
-                       {
-                               monster_level = base_level + 5;
-                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                               monster_level = base_level;
-                               break;
-                       }
-
-                       /* Meaner monster */
-                       case '@':
-                       {
-                               monster_level = base_level + 11;
-                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                               monster_level = 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 = base_level + 9;
-                               place_monster(y, x, PM_ALLOW_SLEEP);
-                               monster_level = base_level;
-                               object_level = base_level + 7;
-                               place_object(y, x, AM_GOOD);
-                               object_level = 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 = base_level + 40;
-                               place_monster(y, x, PM_ALLOW_SLEEP);
-                               monster_level = base_level;
-                               object_level = base_level + 20;
-                               place_object(y, x, AM_GOOD | AM_GREAT);
-                               object_level = 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 = base_level + 3;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = 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 = base_level + 7;
-                                       place_object(y, x, 0L);
-                                       object_level = 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;
-                       }
 
                        }
                }
@@ -656,7 +655,7 @@ bool build_type7(void)
        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;
@@ -736,7 +735,7 @@ bool build_type8(void)
        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;
@@ -819,10 +818,10 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                for (y = y0 - rad; y <= y0 + rad; y++)
                {
                        /* clear room flag */
-                       current_floor->grid_array[y][x].info &= ~(CAVE_ROOM);
+                       current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
 
                        /* Vault - so is "icky" */
-                       current_floor->grid_array[y][x].info |= CAVE_ICKY;
+                       current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
 
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
@@ -931,17 +930,17 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        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;
@@ -982,7 +981,7 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        {
                for (y = 0; y <= ysize; y++)
                {
-                       current_floor->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
@@ -1031,7 +1030,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y1 - 2, x)) break;
 
-               current_floor->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y1 - 2, x);
        }
@@ -1040,7 +1039,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y2 + 2, x)) break;
 
-               current_floor->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y2 + 2, x);
        }
@@ -1049,7 +1048,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y, x1 - 2)) break;
 
-               current_floor->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x1 - 2);
        }
@@ -1058,7 +1057,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                if (!in_bounds(y, x2 + 2)) break;
 
-               current_floor->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               current_floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x2 + 2);
        }
@@ -1067,7 +1066,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       grid_type *g_ptr = &current_floor->grid_array[y][x];
+                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
 
                        g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
 
@@ -1152,7 +1151,7 @@ static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       current_floor->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       current_floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
                        /* Make everything a floor */
                        place_floor_bold(y, x);
                }
@@ -1211,8 +1210,6 @@ bool build_type10(void)
        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;
        }
 
@@ -1258,7 +1255,7 @@ bool build_type17(void)
        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;