g_ptr->mimic = 0;
/* Clear previous contents, add stairs */
- g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+ g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
/* No longer "FLOOR" */
g_ptr->info &= ~(CAVE_FLOOR);
case ALLOC_TYP_GOLD:
{
- place_gold(floor_ptr, y, x);
+ place_gold(owner_ptr, y, x);
break;
}
f_ptr = &f_info[g_ptr->feat];
if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
- if (!monster_can_enter(y, x, r_ptr, 0)) continue;
+ if (!monster_can_enter(creature_ptr, y, x, r_ptr, 0)) continue;
if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
if (g_ptr->info & CAVE_ICKY) continue;
else break;
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (i = y_depth; i >= y_depth - 5; i--)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_left; j <= x_left + 17; j++)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_right; j >= x_right - 17; j--)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_extra_perm_bold(player_ptr, y_height + 6, x_left + 18);
+ place_bold(player_ptr, y_height + 6, x_left + 18, extra_perm);
floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(player_ptr, y_depth - 6, x_left + 18);
+ place_bold(player_ptr, y_depth - 6, x_left + 18, extra_perm);
floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(player_ptr, y_height + 6, x_right - 18);
+ place_bold(player_ptr, y_height + 6, x_right - 18, extra_perm);
floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(player_ptr, y_depth - 6, x_right - 18);
+ place_bold(player_ptr, y_depth - 6, x_right - 18, extra_perm);
floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
*start_y = y_height + 5;
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(challanger_ptr, y, x);
+ place_bold(challanger_ptr, y, x, solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (i = y_depth; i >= y_depth - 3; i--)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_left; j <= x_left + 17; j++)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_right; j >= x_right - 17; j--)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(player_ptr, i, j);
+ place_bold(player_ptr, i, j, extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_extra_perm_bold(player_ptr, y_height+6, x_left+18);
+ place_bold(player_ptr, y_height+6, x_left+18, extra_perm);
floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(player_ptr, y_depth-4, x_left+18);
+ place_bold(player_ptr, y_depth-4, x_left+18, extra_perm);
floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(player_ptr, y_height+6, x_right-18);
+ place_bold(player_ptr, y_height+6, x_right-18, extra_perm);
floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(player_ptr, y_depth-4, x_right-18);
+ place_bold(player_ptr, y_depth-4, x_right-18, extra_perm);
floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
for (i = y_height + 1; i <= y_height + 5; i++)
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(creature_ptr, y, x);
+ place_bold(creature_ptr, y, x, solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
{
for (x = 0; x < floor_ptr->width; x++)
{
- place_solid_perm_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, solid_perm);
}
}
if (is_outer_bold(floor_ptr, y, x))
{
/* Change the wall to a "solid" wall */
- place_solid_noperm_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, solid_noperm);
}
}
}
if (is_outer_bold(floor_ptr, j, i))
{
/* Change the wall to a "solid" wall */
- place_solid_noperm_bold(player_ptr, j, i);
+ place_bold(player_ptr, j, i, solid_noperm);
}
}
}
if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_outer_bold(player_ptr, y3, x3);
+ place_bold(player_ptr, y3, x3, outer);
dx = 0;
dy = 0;
}