"CAVE",
"CAVERN",
"ARCADE",
- "XXX",
- "XXX",
+ "LAKE_ACID",
+ "LAKE_POISONOUS",
"XXX",
"FORGET",
"LAKE_WATER",
"NO_MELEE",
"CHAMELEON",
"DARKNESS",
- "XXX",
- "XXX"
+ "ACID_RIVER",
+ "POISONOUS_RIVER"
};
errr parse_e_info(char *buf, header *head)
{
int i;
-
char *s, *t;
/* Current entry */
static ego_item_type *e_ptr = NULL;
-
/* Just before the first record */
error_idx = -1;
/* Just before the first line */
error_line = -1;
-
/* Process 'N' for "New/Number/Name" */
if (buf[0] == 'N')
{
/* Find the colon before the name */
s = my_strchr(buf+2, ':');
- /* Verify that colon */
+ /* Verify that colon */
if (!s) return (1);
/* Nuke the colon, advance to the name */
errr parse_r_info(char *buf, header *head)
{
int i;
-
char *s, *t;
/* Current entry */
{
int id, ds, dd;
/* Find the next empty blow slot (if any) */
- for (i = 0; i < 6; i++) if (r_ptr->reinforce_id[i] == 0) break;
+ for (i = 0; i < A_MAX; i++) if (r_ptr->reinforce_id[i] == 0) break;
/* Oops, no more slots */
if (i == 6) return (1);
errr parse_d_info(char *buf, header *head)
{
int i;
-
char *s, *t;
/* Current entry */
static dungeon_info_type *d_ptr = NULL;
-
/* Process 'N' for "New/Number/Name" */
if (buf[0] == 'N')
{
IDX trap; /* Trap */
BIT_FLAGS cave_info; /* Flags for CAVE_MARK, CAVE_GLOW, CAVE_ICKY, CAVE_ROOM */
s16b special; /* Reserved for special terrain info */
- int random; /* Number of the random effect */
+ int random; /* Number of the random effect */
};
int num;
char *zz[9];
-
if (init_flags & INIT_ONLY_BUILDINGS) return (0);
/* Tokenize the line */
cave_type *c_ptr = &cave[y][x];
object_type *o_ptr;
- /* Get new object */
OBJECT_IDX o_idx = o_pop();
/* Access new object */
/* Structure copy */
object_copy(o_ptr, j_ptr);
-
/* Locate */
o_ptr->iy = y;
o_ptr->ix = x;
for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
{
- /* Access the grid */
cave_type *c_ptr = &cave[*y][*x];
int idx = s[0];
- IDX object_index = letter[idx].object;
- IDX monster_index = letter[idx].monster;
+ OBJECT_IDX object_index = letter[idx].object;
+ MONSTER_IDX monster_index = letter[idx].monster;
int random = letter[idx].random;
- IDX artifact_index = letter[idx].artifact;
+ ARTIFACT_IDX artifact_index = letter[idx].artifact;
/* Lay down a floor */
c_ptr->feat = conv_dungeon_feat(letter[idx].feature);
}
else if (object_index)
{
- /* Get local object */
object_type *o_ptr = &object_type_body;
-
- /* Create the item */
object_prep(o_ptr, object_index);
if (o_ptr->tval == TV_GOLD)
object_type *q_ptr = &forge;
object_prep(q_ptr, k_idx);
-
- /* Drop it in the dungeon */
drop_here(q_ptr, *y, *x);
}
else
/* Place player in a quest level */
if (p_ptr->inside_quest)
{
- int py, px;
+ POSITION py, px;
/* Delete the monster (if any) */
delete_monster(p_ptr->y, p_ptr->x);
/* Analyze */
if (*s == b1)
{
- const char *p;
- const char *t;
+ cptr p;
+ cptr t;
/* Skip b1 */
s++;
msg_print(NULL);
}
-
- /* Close the file */
my_fclose(fp);
return (err);
}
r_info_blow_effect[b_ptr->effect],
b_ptr->d_dice, b_ptr->d_side);
}
-
- /* Extract the flags */
for (fc = 0, j = 0; j < 32 * 3; j++)
{
/* Check this flag */