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Corrected spelling in English description of the hatchet of Elmi the Murderer.
[hengbandforosx/hengbandosx.git] / src / rooms.c
index c30e79f..bd5abfa 100644 (file)
@@ -877,15 +877,15 @@ static void cave_fill(POSITION y, POSITION x)
        /*** Start Grid ***/
 
        /* Enqueue that entry */
-       temp_y[0] = y;
-       temp_x[0] = x;
+       tmp_pos.y[0] = y;
+       tmp_pos.x[0] = x;
 
        /* Now process the queue */
        while (flow_head != flow_tail)
        {
                /* Extract the next entry */
-               ty = temp_y[flow_head];
-               tx = temp_x[flow_head];
+               ty = tmp_pos.y[flow_head];
+               tx = tmp_pos.x[flow_head];
 
                /* Forget that entry */
                if (++flow_head == TEMP_MAX) flow_head = 0;
@@ -918,8 +918,8 @@ static void cave_fill(POSITION y, POSITION x)
                                        fill_data.info1, fill_data.info2, fill_data.info3))
                                {
                                        /* Enqueue that entry */
-                                       temp_y[flow_tail] = (byte_hack)j;
-                                       temp_x[flow_tail] = (byte_hack)i;
+                                       tmp_pos.y[flow_tail] = (byte_hack)j;
+                                       tmp_pos.x[flow_tail] = (byte_hack)i;
 
                                        /* Advance the queue */
                                        if (++flow_tail == TEMP_MAX) flow_tail = 0;
@@ -1221,8 +1221,6 @@ bool generate_lake(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int
                feat2 = feat_deep_lava;
                feat3 = feat_shallow_lava;
                break;
-
-       /* Paranoia */
        default: return FALSE;
        }
 
@@ -1303,7 +1301,7 @@ bool generate_lake(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int
                                is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
                                place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
 
-                       /* turn off icky flag (no longer needed.) */
+                       /* current_world_ptr->game_turn off icky flag (no longer needed.) */
                        current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
 
                        /* Light lava */
@@ -1407,29 +1405,28 @@ void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int diffi
                                if (value < 0)
                                {
                                        /* Meanest monster + treasure */
-                                       monster_level = current_floor_ptr->base_level + 40;
+                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 40;
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = current_floor_ptr->base_level;
-                                       object_level = current_floor_ptr->base_level + 20;
+                                       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);
-                                       object_level = current_floor_ptr->base_level;
+                                       current_floor_ptr->object_level = current_floor_ptr->base_level;
                                }
                                else if (value < 5)
                                {
                                        /* Mean monster +treasure */
-                                       monster_level = current_floor_ptr->base_level + 20;
+                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 20;
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = current_floor_ptr->base_level;
-                                       object_level = current_floor_ptr->base_level + 10;
+                                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
+                                       current_floor_ptr->object_level = current_floor_ptr->base_level + 10;
                                        place_object(y, x, AM_GOOD);
-                                       object_level = current_floor_ptr->base_level;
+                                       current_floor_ptr->object_level = current_floor_ptr->base_level;
                                }
                                else if (value < 10)
                                {
-                                       /* Monster */
-                                       monster_level = current_floor_ptr->base_level + 9;
+                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 9;
                                        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;
                                }
                                else if (value < 17)
                                {
@@ -1457,9 +1454,9 @@ void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int diffi
                                else if (value < 30)
                                {
                                        /* Monster and trap */
-                                       monster_level = current_floor_ptr->base_level + 5;
+                                       current_floor_ptr->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;
+                                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
                                        place_trap(y, x);
                                }
                                else if (value < 40)
@@ -1467,15 +1464,15 @@ void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int diffi
                                        /* Monster or object */
                                        if (randint0(100) < 50)
                                        {
-                                               monster_level = current_floor_ptr->base_level + 3;
+                                               current_floor_ptr->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;
                                        }
                                        if (randint0(100) < 50)
                                        {
-                                               object_level = current_floor_ptr->base_level + 7;
+                                               current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
                                                place_object(y, x, 0L);
-                                               object_level = current_floor_ptr->base_level;
+                                               current_floor_ptr->object_level = current_floor_ptr->base_level;
                                        }
                                }
                                else if (value < 50)
@@ -2102,8 +2099,6 @@ static bool room_build(EFFECT_ID typ)
        case ROOM_T_ARCADE:        return build_type16();
        case ROOM_T_FIXED:         return build_type17();
        }
-
-       /* Paranoia */
        return FALSE;
 }
 
@@ -2241,8 +2236,6 @@ bool generate_rooms(void)
                        if (rand < prob_list[room_type]) break;
                        else rand -= prob_list[room_type];
                }
-
-               /* Paranoia */
                if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
 
                /* Increase the number of rooms of that type we should build. */