X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frooms-vault.c;h=b38da22263bc8beeb2c28a30521832e8a894117a;hb=2f2336064ec491d528430b302e2207ddbab3199f;hp=917d63c75cde7a07b30f4a58f452375216ff181a;hpb=abe62e87d7a0cb6311bcdbabb7b4ebceec25191c;p=hengband%2Fhengband.git diff --git a/src/rooms-vault.c b/src/rooms-vault.c index 917d63c75..b38da2226 100644 --- a/src/rooms-vault.c +++ b/src/rooms-vault.c @@ -5,6 +5,7 @@ #include "store.h" #include "trap.h" #include "monster.h" +#include "feature.h" /* * This function creates a random vault that looks like a collection of bubbles. @@ -309,7 +310,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm { POSITION dx, dy, x, y, i, j; concptr t; - grid_type *c_ptr; + grid_type *g_ptr; /* Place dungeon features and objects */ for (t = data, dy = 0; dy < ymax; dy++) @@ -339,45 +340,45 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm /* Hack -- skip "non-grids" */ if (*t == ' ') continue; - c_ptr = &grid_array[y][x]; + g_ptr = &grid_array[y][x]; /* Lay down a floor */ - place_floor_grid(c_ptr); + place_floor_grid(g_ptr); /* Remove any mimic */ - c_ptr->mimic = 0; + g_ptr->mimic = 0; /* Part of a vault */ - c_ptr->info |= (CAVE_ROOM | CAVE_ICKY); + g_ptr->info |= (CAVE_ROOM | CAVE_ICKY); /* Analyze the grid */ switch (*t) { /* Granite wall (outer) */ case '%': - place_outer_noperm_grid(c_ptr); + place_outer_noperm_grid(g_ptr); break; /* Granite wall (inner) */ case '#': - place_inner_grid(c_ptr); + place_inner_grid(g_ptr); break; /* Glass wall (inner) */ case '$': - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; + place_inner_grid(g_ptr); + g_ptr->feat = feat_glass_wall; break; /* Permanent wall (inner) */ case 'X': - place_inner_perm_grid(c_ptr); + place_inner_perm_grid(g_ptr); break; /* Permanent glass wall (inner) */ case 'Y': - place_inner_perm_grid(c_ptr); - c_ptr->feat = feat_permanent_glass_wall; + place_inner_perm_grid(g_ptr); + g_ptr->feat = feat_permanent_glass_wall; break; /* Treasure/trap */ @@ -399,7 +400,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm /* Tree */ case ':': - c_ptr->feat = feat_tree; + g_ptr->feat = feat_tree; break; /* Secret doors */ @@ -410,7 +411,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm /* Secret glass doors */ case '-': place_secret_door(y, x, DOOR_GLASS_DOOR); - if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall; + if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall; break; /* Curtains */ @@ -1066,12 +1067,12 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO { for (x = x1 - 1; x <= x2 + 1; x++) { - grid_type *c_ptr = &grid_array[y][x]; + grid_type *g_ptr = &grid_array[y][x]; - c_ptr->info |= (CAVE_ROOM | CAVE_ICKY); + g_ptr->info |= (CAVE_ROOM | CAVE_ICKY); /* Permanent walls */ - place_inner_perm_grid(c_ptr); + place_inner_perm_grid(g_ptr); } }