\r
cave_type *c_ptr;\r
\r
- bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);\r
+ bool curtain = (d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);\r
\r
/* Pick a room size */\r
y1 = randint1(4);\r
}\r
\r
/* Choose lite or dark */\r
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
\r
\r
/* Get corner values */\r
/* Hack -- Occasional divided room */\r
else if (one_in_(50))\r
{\r
- bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);\r
+ bool curtain2 = (d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);\r
\r
if (randint1(100) < 50)\r
{\r
if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
\r
/* Choose lite or dark */\r
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
\r
/* Determine extents of the first room */\r
y1a = yval - randint1(4);\r
\r
\r
/* Choose lite or dark */\r
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
\r
/* For now, always 3x3 */\r
wx = wy = 1;\r
/* Sometimes shut using secret doors */\r
if (one_in_(3))\r
{\r
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+ int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+ ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
\r
place_secret_door(yval, x1a - 1, door_type);\r
place_secret_door(yval, x2a + 1, door_type);\r
if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
\r
/* Choose lite or dark */\r
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
\r
/* Large room */\r
y1 = yval - 4;\r
/* Occasionally, some Inner rooms */\r
if (one_in_(3))\r
{\r
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+ int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+ ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
\r
/* Long horizontal walls */\r
for (x = xval - 5; x <= xval + 5; x++)\r
/* Four small rooms. */\r
case 5:\r
{\r
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+ int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
+ one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+ ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
\r
/* Inner "cross" */\r
for (y = y1; y <= y2; y++)\r
int light = FALSE;\r
\r
/* Occasional light */\r
- if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;\r
+ if ((randint1(dun_level) <= 15) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;\r
\r
rad = randint0(9);\r
\r
h4 = randint1(32) - 16;\r
\r
/* Occasional light */\r
- if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;\r
+ if ((randint1(dun_level) <= 5) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;\r
\r
rad = randint1(9);\r
\r