killer, level and rooms move to instance globals.

This commit is contained in:
Bart House
2018-12-24 19:50:08 -08:00
parent 198e44216e
commit be5cdcf77a
74 changed files with 793 additions and 790 deletions

View File

@@ -160,7 +160,7 @@ register struct rm *lev;
return 1;
/* Boulders block light. */
for (obj = level.objects[x][y]; obj; obj = obj->nexthere)
for (obj = g.level.objects[x][y]; obj; obj = obj->nexthere)
if (obj->otyp == BOULDER)
return 1;
@@ -295,12 +295,12 @@ char *rmin, *rmax;
/* If in a lit room, we are able to see to its boundaries. */
/* If dark, set COULD_SEE so various spells work -dlc */
if (rnum >= 0) {
for (zy = rooms[rnum].ly - 1; zy <= rooms[rnum].hy + 1; zy++) {
rmin[zy] = start = rooms[rnum].lx - 1;
rmax[zy] = stop = rooms[rnum].hx + 1;
for (zy = g.rooms[rnum].ly - 1; zy <= g.rooms[rnum].hy + 1; zy++) {
rmin[zy] = start = g.rooms[rnum].lx - 1;
rmax[zy] = stop = g.rooms[rnum].hx + 1;
for (zx = start; zx <= stop; zx++) {
if (rooms[rnum].rlit) {
if (g.rooms[rnum].rlit) {
next[zy][zx] = COULD_SEE | IN_SIGHT;
levl[zx][zy].seenv = SVALL; /* see the walls */
} else