if (ironman_downward) up_stairs = FALSE;
/* Bottom */
- if (dun_level >= d_info[dungeon_type].maxdepth) down_stairs = FALSE;
+ if (dun_level >= d_info[dungeon_idx].maxdepth) down_stairs = FALSE;
/* Quest-level */
if (quest_number(dun_level) && (dun_level > 1)) down_stairs = FALSE;
/* Initialize mimic info */
c_ptr->mimic = 0;
- if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
+ if (d_info[dungeon_idx].flags1 & DF1_NO_DOORS)
{
place_floor_bold(y, x);
return;
}
- type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
/* Choose an object */
tmp = randint0(1000);
int tmp;
FEAT_IDX feat = feat_none;
- if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
+ if (d_info[dungeon_idx].flags1 & DF1_NO_DOORS)
{
place_floor_bold(y, x);
return;
*/
void place_locked_door(POSITION y, POSITION x)
{
- if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
+ if (d_info[dungeon_idx].flags1 & DF1_NO_DOORS)
{
place_floor_bold(y, x);
}
else
{
- set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
+ set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
cave[y][x].info &= ~(CAVE_FLOOR);
delete_monster(y, x);
}
*/
void place_secret_door(POSITION y, POSITION x, int type)
{
- if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
+ if (d_info[dungeon_idx].flags1 & DF1_NO_DOORS)
{
place_floor_bold(y, x);
}
if (type == DOOR_DEFAULT)
{
- type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
}
/* Create secret door */
if (cave[y][x].info & (CAVE_ROOM)) return;
/* Occasional door (if allowed) */
- if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
+ if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_idx].flags1 & DF1_NO_DOORS))
{
/* Place a door */
place_random_door(y, x, FALSE);