/*** 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;
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;
feat2 = feat_deep_lava;
feat3 = feat_shallow_lava;
break;
-
- /* Paranoia */
default: return FALSE;
}
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 */
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)
{
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)
/* 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)
case ROOM_T_ARCADE: return build_type16();
case ROOM_T_FIXED: return build_type17();
}
-
- /* Paranoia */
return FALSE;
}
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. */