{
int y, x, dy, dx;
int y1, x1, y2, x2;
- int i, m, n, num_vertices, *visited;
+ int m, n, num_vertices, *visited;
bool light;
cave_type *c_ptr;
num_vertices = m * n;
/* initialize array of visited vertices */
- /* use ralloc here ? */
- visited = (int *)malloc(num_vertices * sizeof(int));
- for (i = 0; i < num_vertices; i++)
- visited[i] = 0;
+ C_MAKE(visited, num_vertices, int);
/* traverse the graph to create a spaning tree, pick a random root */
r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
/* Fill with monsters and treasure, low difficulty */
if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
- free(visited);
+ C_KILL(visited, num_vertices, int);
}
{
int dy, dx;
int y1, x1, y2, x2, y, x, total;
- int i, m, n, num_vertices;
+ int m, n, num_vertices;
int *visited;
if (cheat_room) msg_print("Mini Checker Board Vault");
num_vertices = m * n;
/* initialize array of visited vertices */
- /* use ralloc here ? */
- visited = (int *) malloc(num_vertices * sizeof(int));
- for (i = 0; i < num_vertices; i++)
- visited[i] = 0;
+ C_MAKE(visited, num_vertices, int);
/* traverse the graph to create a spannng tree, pick a random root */
r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
/* Fill with monsters and treasure, highest difficulty */
fill_treasure(x1, x2, y1, y2, 10);
- /* rnfree(visited, num_vertices * sizeof(int)); */
- free(visited);
+ C_KILL(visited, num_vertices, int);
}