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[Refactor] #37353 インデント修正。 / Fix indent.
authordeskull <deskull@users.sourceforge.jp>
Fri, 8 Mar 2019 13:34:48 +0000 (22:34 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Fri, 8 Mar 2019 13:34:48 +0000 (22:34 +0900)
src/object2.c
src/rooms-vault.c

index 51d7392..ed2483d 100644 (file)
@@ -49,12 +49,12 @@ static void one_sustain(object_type *o_ptr)
 {
        switch (randint0(A_MAX))
        {
-       case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
-       case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
-       case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
-       case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
-       case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
-       case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
+               case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
+               case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
+               case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
+               case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
+               case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
+               case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
        }
 }
 
index ba4e885..35d5cf5 100644 (file)
@@ -551,65 +551,64 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        /* Analyze the symbol */
                        switch (*t)
                        {
-                               /* Monster */
-                       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 */
-                       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;
-                       }
-
-                       /* 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;
-                       }
-
-                       /* Nasty monster and treasure */
-                       case '8':
-                       {
-                               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;
-                       }
+                               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;
+                               }
 
-                       /* Monster and/or object */
-                       case ',':
-                       {
-                               if (randint0(100) < 50)
+                               /* Meaner monster */
+                               case '@':
                                {
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 3;
+                                       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;
                                }
-                               if (randint0(100) < 50)
+
+                               /* 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, 0L);
+                                       place_object(y, x, AM_GOOD);
                                        current_floor_ptr->object_level = current_floor_ptr->base_level;
+                                       break;
+                               }
+
+                               /* Nasty monster and treasure */
+                               case '8':
+                               {
+                                       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;
+                               }
+
+                               /* Monster and/or object */
+                               case ',':
+                               {
+                                       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;
-                       }
 
                        }
                }