int protection;
int col, row = 2;
- int lvl, i;
+ int lvl;
char buf[80*20], *t;
/* AC lower than zero has no effect */
*/
static void dungeon(bool load_game)
{
- int quest_num = 0, i;
+ int quest_num = 0;
/* Set the base level */
base_level = dun_level;
/* Main loop */
while (TRUE)
{
- int i;
-
/* Hack -- Compact the monster list occasionally */
if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
bool up = TRUE;
bool down = TRUE;
s16b dest_floor_id = 0;
- int i;
/* Forbid up staircases on Ironman mode */
void generate_cave(void)
{
int y, x, num;
- int i;
/* Generate */
for (num = 0; TRUE; num++)
static void rd_monster(monster_type *m_ptr)
{
u32b flags;
- byte tmp8u;
char buf[128];
if (h_older_than(1, 5, 0, 0))
u16b limit;
cave_template_type *template;
- u16b num_temp;
/*** Wipe all cave ***/
static bool load_floor_aux(saved_floor_type *sf_ptr)
{
byte tmp8u;
- u16b tmp16u;
u32b tmp32u;
#ifdef VERIFY_CHECKSUMS
int i, y, x;
- byte tmp8u;
u16b tmp16u;
byte count;
- byte prev_char;
u16b prev_u16b;
- cave_type *c_ptr;
-
/*** Basic info ***/
cave[j][i].info |= (CAVE_GLOW | CAVE_MARK);
}
- cur_hgt = max_wild_y;
- cur_wid = max_wild_x;
+ cur_hgt = (s16b) max_wild_y;
+ cur_wid = (s16b) max_wild_x;
if (cur_hgt > MAX_HGT) cur_hgt = MAX_HGT;
if (cur_wid > MAX_WID) cur_wid = MAX_WID;