killer, level and rooms move to instance globals.
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@@ -1697,7 +1697,7 @@ aligntyp atyp;
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against picking the next demon resulted in incubus
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being picked nearly twice as often as sucubus);
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we need the '+1' in case the entire set is too high
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level (really low level hero) */
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level (really low g.level hero) */
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nums[last] = k + 1 - (adj_lev(&mons[last]) > (u.ulevel * 2));
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num += nums[last];
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}
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@@ -2139,7 +2139,7 @@ register struct monst *mtmp;
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/* only valid for INSIDE of room */
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roomno = levl[mx][my].roomno - ROOMOFFSET;
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if (roomno >= 0)
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rt = rooms[roomno].rtype;
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rt = g.rooms[roomno].rtype;
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#ifdef SPECIALIZATION
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else if (IS_ROOM(typ))
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rt = OROOM, roomno = 0;
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@@ -2149,7 +2149,7 @@ register struct monst *mtmp;
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if (OBJ_AT(mx, my)) {
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ap_type = M_AP_OBJECT;
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appear = level.objects[mx][my]->otyp;
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appear = g.level.objects[mx][my]->otyp;
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} else if (IS_DOOR(typ) || IS_WALL(typ) || typ == SDOOR || typ == SCORR) {
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ap_type = M_AP_FURNITURE;
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/*
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@@ -2169,7 +2169,7 @@ register struct monst *mtmp;
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appear = Is_rogue_level(&u.uz) ? S_hwall : S_hcdoor;
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else
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appear = Is_rogue_level(&u.uz) ? S_vwall : S_vcdoor;
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} else if (level.flags.is_maze_lev && !In_sokoban(&u.uz) && rn2(2)) {
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} else if (g.level.flags.is_maze_lev && !In_sokoban(&u.uz) && rn2(2)) {
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ap_type = M_AP_OBJECT;
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appear = STATUE;
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} else if (roomno < 0 && !t_at(mx, my)) {
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