*/
bool build_type13(PlayerType *player_ptr, dun_data_type *dd_ptr)
{
- POSITION y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
-
- MonsterEntity align;
-
- auto *floor_ptr = player_ptr->current_floor_ptr;
- const auto pit_type = pick_pit_type(*floor_ptr, pit_types);
+ auto &floor = *player_ptr->current_floor_ptr;
+ const auto pit_type = pick_pit_type(floor, pit_types);
/* Only in Angband */
- if (floor_ptr->dungeon_idx != DUNGEON_ANGBAND) {
+ if (floor.dungeon_idx != DUNGEON_ANGBAND) {
return false;
}
if (pit.prep_func) {
(*(pit.prep_func))(player_ptr);
}
- get_mon_num_prep(player_ptr, pit.hook_func, vault_aux_trapped_pit);
+ get_mon_num_prep(player_ptr, pit.hook_func, vault_aux_trapped_pit);
+ MonsterEntity align;
align.sub_align = SUB_ALIGN_NEUTRAL;
auto whats = pick_pit_monraces(player_ptr, align);
if (!whats) {
return false;
}
- /* Find and reserve some space in the dungeon. Get center of room. */
+ int yval;
+ int xval;
if (!find_space(player_ptr, dd_ptr, &yval, &xval, 13, 25)) {
return false;
}
/* Large room */
- y1 = yval - 5;
- y2 = yval + 5;
- x1 = xval - 11;
- x2 = xval + 11;
+ auto y1 = yval - 5;
+ auto y2 = yval + 5;
+ auto x1 = xval - 11;
+ auto x2 = xval + 11;
/* Fill with inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++) {
- for (x = x1 - 1; x <= x2 + 1; x++) {
- auto &grid = floor_ptr->get_grid({ y, x });
+ for (auto y = y1 - 1; y <= y2 + 1; y++) {
+ for (auto x = x1 - 1; x <= x2 + 1; x++) {
+ auto &grid = floor.get_grid({ y, x });
place_grid(player_ptr, &grid, GB_INNER);
grid.add_info(CAVE_ROOM);
}
}
/* Place the floor area 1 */
- for (x = x1 + 3; x <= x2 - 3; x++) {
- auto &grid_top = floor_ptr->get_grid({ yval - 2, x });
+ for (auto x = x1 + 3; x <= x2 - 3; x++) {
+ auto &grid_top = floor.get_grid({ yval - 2, x });
place_grid(player_ptr, &grid_top, GB_FLOOR);
grid_top.add_info(CAVE_ICKY);
- auto &grid_bottom = floor_ptr->get_grid({ yval + 2, x });
+ auto &grid_bottom = floor.get_grid({ yval + 2, x });
place_grid(player_ptr, &grid_bottom, GB_FLOOR);
grid_bottom.add_info(CAVE_ICKY);
}
/* Place the floor area 2 */
- for (x = x1 + 5; x <= x2 - 5; x++) {
- auto &grid_left = floor_ptr->get_grid({ yval - 3, x });
+ for (auto x = x1 + 5; x <= x2 - 5; x++) {
+ auto &grid_left = floor.get_grid({ yval - 3, x });
place_grid(player_ptr, &grid_left, GB_FLOOR);
grid_left.add_info(CAVE_ICKY);
- auto &grid_right = floor_ptr->get_grid({ yval + 3, x });
+ auto &grid_right = floor.get_grid({ yval + 3, x });
place_grid(player_ptr, &grid_right, GB_FLOOR);
grid_right.add_info(CAVE_ICKY);
}
/* Corridor */
- for (x = x1; x <= x2; x++) {
- place_grid(player_ptr, &floor_ptr->get_grid({ yval, x }), GB_FLOOR);
- place_grid(player_ptr, &floor_ptr->get_grid({ y1, x }), GB_FLOOR);
- place_grid(player_ptr, &floor_ptr->get_grid({ y2, x }), GB_FLOOR);
+ for (auto x = x1; x <= x2; x++) {
+ place_grid(player_ptr, &floor.get_grid({ yval, x }), GB_FLOOR);
+ place_grid(player_ptr, &floor.get_grid({ y1, x }), GB_FLOOR);
+ place_grid(player_ptr, &floor.get_grid({ y2, x }), GB_FLOOR);
}
/* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++) {
- place_grid(player_ptr, &floor_ptr->get_grid({ y, x1 - 1 }), GB_OUTER);
- place_grid(player_ptr, &floor_ptr->get_grid({ y, x2 + 1 }), GB_OUTER);
+ for (auto y = y1 - 1; y <= y2 + 1; y++) {
+ place_grid(player_ptr, &floor.get_grid({ y, x1 - 1 }), GB_OUTER);
+ place_grid(player_ptr, &floor.get_grid({ y, x2 + 1 }), GB_OUTER);
}
- for (x = x1 - 1; x <= x2 + 1; x++) {
- place_grid(player_ptr, &floor_ptr->get_grid({ y1 - 1, x }), GB_OUTER);
- place_grid(player_ptr, &floor_ptr->get_grid({ y2 + 1, x }), GB_OUTER);
+
+ for (auto x = x1 - 1; x <= x2 + 1; x++) {
+ place_grid(player_ptr, &floor.get_grid({ y1 - 1, x }), GB_OUTER);
+ place_grid(player_ptr, &floor.get_grid({ y2 + 1, x }), GB_OUTER);
}
/* Random corridor */
if (one_in_(2)) {
- for (y = y1; y <= yval; y++) {
+ for (auto y = y1; y <= yval; y++) {
place_bold(player_ptr, y, x2, GB_FLOOR);
place_bold(player_ptr, y, x1 - 1, GB_SOLID);
}
- for (y = yval; y <= y2 + 1; y++) {
+ for (auto y = yval; y <= y2 + 1; y++) {
place_bold(player_ptr, y, x1, GB_FLOOR);
place_bold(player_ptr, y, x2 + 1, GB_SOLID);
}
} else {
- for (y = yval; y <= y2 + 1; y++) {
+ for (auto y = yval; y <= y2 + 1; y++) {
place_bold(player_ptr, y, x1, GB_FLOOR);
place_bold(player_ptr, y, x2 + 1, GB_SOLID);
}
- for (y = y1; y <= yval; y++) {
+ for (auto y = y1; y <= yval; y++) {
place_bold(player_ptr, y, x2, GB_FLOOR);
place_bold(player_ptr, y, x1 - 1, GB_SOLID);
}
/* Place the wall open trap */
const Pos2D pos(yval, xval);
- auto &grid = floor_ptr->get_grid(pos);
+ auto &grid = floor.get_grid(pos);
grid.mimic = grid.feat;
grid.feat = feat_trap_open;
/* Sort the entries */
- for (i = 0; i < NUM_PIT_MONRACES - 1; i++) {
+ for (auto i = 0; i < NUM_PIT_MONRACES - 1; i++) {
/* Sort the entries */
- for (j = 0; j < NUM_PIT_MONRACES - 1; j++) {
+ for (auto j = 0; j < NUM_PIT_MONRACES - 1; j++) {
int i1 = j;
int i2 = j + 1;
msg_format_wizard(player_ptr, CHEAT_DUNGEON, fmt, pit.name.data(), pit_subtype_string(*pit_type).data());
/* Select the entries */
- for (i = 0; i < NUM_PIT_MONRACES / 2; i++) {
+ for (auto i = 0; i < NUM_PIT_MONRACES / 2; i++) {
/* Every other entry */
(*whats)[i] = (*whats)[i * 2];