More globals moved to instance_globals.

This commit is contained in:
Bart House
2018-12-19 21:26:35 -08:00
parent b7a0e69998
commit 576eece500
65 changed files with 498 additions and 505 deletions

View File

@@ -229,7 +229,7 @@ int dir;
{
mz_move(x, y, dir);
mz_move(x, y, dir);
if (x < 3 || y < 3 || x > x_maze_max || y > y_maze_max
if (x < 3 || y < 3 || x > g.x_maze_max || y > g.y_maze_max
|| levl[x][y].typ != STONE)
return FALSE;
return TRUE;
@@ -240,8 +240,8 @@ STATIC_OVL void
maze0xy(cc)
coord *cc;
{
cc->x = 3 + 2 * rn2((x_maze_max >> 1) - 1);
cc->y = 3 + 2 * rn2((y_maze_max >> 1) - 1);
cc->x = 3 + 2 * rn2((g.x_maze_max >> 1) - 1);
cc->y = 3 + 2 * rn2((g.y_maze_max >> 1) - 1);
return;
}
@@ -281,7 +281,7 @@ d_level *lev;
* if there are rooms and this a branch, let place_branch choose
* the branch location (to avoid putting branches in corridors).
*/
if (rtype == LR_BRANCH && nroom) {
if (rtype == LR_BRANCH && g.nroom) {
place_branch(Is_branchlev(&u.uz), 0, 0);
return;
}
@@ -807,7 +807,7 @@ maze_inbounds(x, y)
int x, y;
{
return (x >= 2 && y >= 2
&& x < x_maze_max && y < y_maze_max && isok(x, y));
&& x < g.x_maze_max && y < g.y_maze_max && isok(x, y));
}
void
@@ -818,8 +818,8 @@ xchar typ;
int x, y, dir, idx, idx2, dx, dy, dx2, dy2;
dirok[0] = 0; /* lint suppression */
for (x = 2; x < x_maze_max; x++)
for (y = 2; y < y_maze_max; y++)
for (x = 2; x < g.x_maze_max; x++)
for (y = 2; y < g.y_maze_max; y++)
if (ACCESSIBLE(levl[x][y].typ) && (x % 2) && (y % 2)) {
idx = idx2 = 0;
for (dir = 0; dir < 4; dir++) {
@@ -864,8 +864,8 @@ int wallthick;
{
int x,y;
coord mm;
int tmp_xmax = x_maze_max;
int tmp_ymax = y_maze_max;
int tmp_xmax = g.x_maze_max;
int tmp_ymax = g.y_maze_max;
int rdx = 0;
int rdy = 0;
int scale;
@@ -881,8 +881,8 @@ int wallthick;
corrwid = 5;
scale = corrwid + wallthick;
rdx = (x_maze_max / scale);
rdy = (y_maze_max / scale);
rdx = (g.x_maze_max / scale);
rdy = (g.y_maze_max / scale);
if (level.flags.corrmaze)
for (x = 2; x < (rdx * 2); x++)
@@ -894,8 +894,8 @@ int wallthick;
levl[x][y].typ = ((x % 2) && (y % 2)) ? STONE : HWALL;
/* set upper bounds for maze0xy and walkfrom */
x_maze_max = (rdx * 2);
y_maze_max = (rdy * 2);
g.x_maze_max = (rdx * 2);
g.y_maze_max = (rdy * 2);
/* create maze */
maze0xy(&mm);
@@ -905,8 +905,8 @@ int wallthick;
maze_remove_deadends((level.flags.corrmaze) ? CORR : ROOM);
/* restore bounds */
x_maze_max = tmp_xmax;
y_maze_max = tmp_ymax;
g.x_maze_max = tmp_xmax;
g.y_maze_max = tmp_ymax;
/* scale maze up if needed */
if (scale > 2) {
@@ -914,27 +914,27 @@ int wallthick;
int rx = 1, ry = 1;
/* back up the existing smaller maze */
for (x = 1; x < x_maze_max; x++)
for (y = 1; y < y_maze_max; y++) {
for (x = 1; x < g.x_maze_max; x++)
for (y = 1; y < g.y_maze_max; y++) {
tmpmap[x][y] = levl[x][y].typ;
}
/* do the scaling */
rx = x = 2;
while (rx < x_maze_max) {
while (rx < g.x_maze_max) {
int mx = (x % 2) ? corrwid
: ((x == 2 || x == (rdx * 2)) ? 1
: wallthick);
ry = y = 2;
while (ry < y_maze_max) {
while (ry < g.y_maze_max) {
int dx = 0, dy = 0;
int my = (y % 2) ? corrwid
: ((y == 2 || y == (rdy * 2)) ? 1
: wallthick);
for (dx = 0; dx < mx; dx++)
for (dy = 0; dy < my; dy++) {
if (rx+dx >= x_maze_max
|| ry+dy >= y_maze_max)
if (rx+dx >= g.x_maze_max
|| ry+dy >= g.y_maze_max)
break;
levl[rx + dx][ry + dy].typ = tmpmap[x][y];
}
@@ -1026,7 +1026,7 @@ const char *s;
}
if (!level.flags.corrmaze)
wallification(2, 2, x_maze_max, y_maze_max);
wallification(2, 2, g.x_maze_max, g.y_maze_max);
mazexy(&mm);
mkstairs(mm.x, mm.y, 1, (struct mkroom *) 0); /* up */
@@ -1049,13 +1049,13 @@ const char *s;
#define INVPOS_X_MARGIN (6 - 2)
#define INVPOS_Y_MARGIN (5 - 2)
#define INVPOS_DISTANCE 11
int x_range = x_maze_max - x_maze_min - 2 * INVPOS_X_MARGIN - 1,
y_range = y_maze_max - y_maze_min - 2 * INVPOS_Y_MARGIN - 1;
int x_range = g.x_maze_max - x_maze_min - 2 * INVPOS_X_MARGIN - 1,
y_range = g.y_maze_max - y_maze_min - 2 * INVPOS_Y_MARGIN - 1;
if (x_range <= INVPOS_X_MARGIN || y_range <= INVPOS_Y_MARGIN
|| (x_range * y_range) <= (INVPOS_DISTANCE * INVPOS_DISTANCE)) {
debugpline2("inv_pos: maze is too small! (%d x %d)",
x_maze_max, y_maze_max);
g.x_maze_max, g.y_maze_max);
}
inv_pos.x = inv_pos.y = 0; /*{occupied() => invocation_pos()}*/
do {
@@ -1205,8 +1205,8 @@ coord *cc;
int cpt = 0;
do {
cc->x = 1 + rn2(x_maze_max);
cc->y = 1 + rn2(y_maze_max);
cc->x = 1 + rn2(g.x_maze_max);
cc->y = 1 + rn2(g.y_maze_max);
cpt++;
} while (cpt < 100
&& levl[cc->x][cc->y].typ
@@ -1215,8 +1215,8 @@ coord *cc;
int x, y;
/* last try */
for (x = 1; x < x_maze_max; x++)
for (y = 1; y < y_maze_max; y++) {
for (x = 1; x < g.x_maze_max; x++)
for (y = 1; y < g.y_maze_max; y++) {
cc->x = x;
cc->y = y;
if (levl[cc->x][cc->y].typ