* Note that the dungeon generation routines are much different (2.7.5)\n
* and perhaps "DUN_ROOMS" should be less than 50.\n
*\n
- * XXX XXX XXX Note that it is possible to create a room which is only\n
+ * Note that it is possible to create a room which is only\n
* connected to itself, because the "tunnel generation" code allows a\n
* tunnel to leave a room, wander around, and then re-enter the room.\n
*\n
- * XXX XXX XXX Note that it is possible to create a set of rooms which\n
+ * Note that it is possible to create a set of rooms which\n
* are only connected to other rooms in that set, since there is nothing\n
* explicit in the code to prevent this from happening. But this is less\n
* likely than the "isolated room" problem, because each room attempts to\n
* but we must be careful not to allow, for example, the user to display\n
* hidden traps in a different way from floors, or secret doors in a way\n
* different from granite walls, or even permanent granite in a different\n
- * way from granite. XXX XXX XXX\n
+ * way from granite. \n
*/
#include "angband.h"