*\n
* Note that "monster nests" will never contain "unique" monsters.\n
*/
-bool build_type5(void)
+bool build_type5(floor_type *floor_ptr)
{
POSITION y, x, y1, x1, y2, x2, xval, yval;
int i;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(current_floor_ptr->dun_level + 11);
+ r_idx = get_mon_num(floor_ptr->dun_level + 11);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
place_floor_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
}
/* The inner walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_inner_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_inner_grid(g_ptr);
}
for (y = y1; y <= y2; y++)
*\n
* Note that "monster pits" will never contain "unique" monsters.\n
*/
-bool build_type6(void)
+bool build_type6(floor_type *floor_ptr)
{
POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(current_floor_ptr->dun_level + 11);
+ r_idx = get_mon_num(floor_ptr->dun_level + 11);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
place_floor_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
}
/* The inner walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_inner_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_inner_grid(g_ptr);
}
for (y = y1; y <= y2; y++)
*\n
* Note that "monster pits" will never contain "unique" monsters.\n
*/
-bool build_type13(void)
+bool build_type13(floor_type *floor_ptr)
{
static int placing[][3] = {
{ -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(current_floor_ptr->dun_level + 0);
+ r_idx = get_mon_num(floor_ptr->dun_level + 0);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
place_inner_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
}
/* Place the floor area 1 */
for (x = x1 + 3; x <= x2 - 3; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[yval - 2][x];
+ g_ptr = &floor_ptr->grid_array[yval - 2][x];
place_floor_grid(g_ptr);
add_cave_info(yval - 2, x, CAVE_ICKY);
- g_ptr = ¤t_floor_ptr->grid_array[yval + 2][x];
+ g_ptr = &floor_ptr->grid_array[yval + 2][x];
place_floor_grid(g_ptr);
add_cave_info(yval + 2, x, CAVE_ICKY);
}
/* Place the floor area 2 */
for (x = x1 + 5; x <= x2 - 5; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[yval - 3][x];
+ g_ptr = &floor_ptr->grid_array[yval - 3][x];
place_floor_grid(g_ptr);
add_cave_info(yval - 3, x, CAVE_ICKY);
- g_ptr = ¤t_floor_ptr->grid_array[yval + 3][x];
+ g_ptr = &floor_ptr->grid_array[yval + 3][x];
place_floor_grid(g_ptr);
add_cave_info(yval + 3, x, CAVE_ICKY);
}
/* Corridor */
for (x = x1; x <= x2; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[yval][x];
+ g_ptr = &floor_ptr->grid_array[yval][x];
place_floor_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y1][x];
+ g_ptr = &floor_ptr->grid_array[y1][x];
place_floor_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2][x];
+ g_ptr = &floor_ptr->grid_array[y2][x];
place_floor_grid(g_ptr);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
}
}
/* Place the wall open trap */
- current_floor_ptr->grid_array[yval][xval].mimic = current_floor_ptr->grid_array[yval][xval].feat;
- current_floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
+ floor_ptr->grid_array[yval][xval].mimic = floor_ptr->grid_array[yval][xval].feat;
+ floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
/* Sort the entries */
for (i = 0; i < 16 - 1; i++)