/* This should not be used */
/*#define set_cave_info(Y,X,I) (cave[(Y)][(X)].info = (I)) */
-#define place_rubble(Y,X) set_cave_feat(Y,X,FEAT_RUBBLE)
-#define place_up_stairs(Y,X) set_cave_feat(Y,X,FEAT_LESS)
-#define place_down_stairs(Y,X) set_cave_feat(Y,X,FEAT_MORE)
+#define place_rubble(Y,X) set_cave_feat(Y,X,feat_rubble)
+#define place_up_stairs(Y,X) set_cave_feat(Y,X,feat_up_stair)
+#define place_down_stairs(Y,X) set_cave_feat(Y,X,feat_down_stair)
#define is_floor_bold(Y,X) (cave[Y][X].info & CAVE_FLOOR)
#define is_extra_bold(Y,X) (cave[Y][X].info & CAVE_EXTRA)
set_cave_feat(Y,X,floor_type[randint0(100)]); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_FLOOR); \
+ delete_monster(Y, X); \
}
#define place_floor_grid(C) \
(C)->feat = floor_type[randint0(100)]; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_FLOOR; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_extra_bold(Y, X) \
set_cave_feat(Y,X,fill_type[randint0(100)]); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
+ delete_monster(Y, X); \
}
#define place_extra_grid(C) \
(C)->feat = fill_type[randint0(100)]; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_EXTRA; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_extra_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,FEAT_PERM); \
+ set_cave_feat(Y,X,feat_permanent); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
+ delete_monster(Y, X); \
}
#define place_extra_perm_grid(C) \
{ \
- (C)->feat = FEAT_PERM; \
+ (C)->feat = feat_permanent; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_EXTRA; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_extra_noperm_bold(Y, X) \
if (permanent_wall(_f_ptr)) cave[Y][X].feat = feat_state(cave[Y][X].feat, FF_UNPERM); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
+ delete_monster(Y, X); \
}
#define place_inner_bold(Y, X) \
set_cave_feat(Y,X,feat_wall_inner); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_INNER); \
+ delete_monster(Y, X); \
}
#define place_inner_grid(C) \
(C)->feat = feat_wall_inner; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_INNER; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_inner_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,FEAT_PERM); \
+ set_cave_feat(Y,X,feat_permanent); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_INNER); \
+ delete_monster(Y, X); \
}
#define place_inner_perm_grid(C) \
{ \
- (C)->feat = FEAT_PERM; \
+ (C)->feat = feat_permanent; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_INNER; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_outer_bold(Y, X) \
set_cave_feat(Y,X,feat_wall_outer); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_OUTER); \
+ delete_monster(Y, X); \
}
#define place_outer_grid(C) \
(C)->feat = feat_wall_outer; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_OUTER; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_outer_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,FEAT_PERM); \
+ set_cave_feat(Y,X,feat_permanent); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_OUTER); \
+ delete_monster(Y, X); \
}
#define place_outer_perm_grid(C) \
{ \
- (C)->feat = FEAT_PERM; \
+ (C)->feat = feat_permanent; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_OUTER; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_outer_noperm_bold(Y, X) \
else set_cave_feat(Y,X,feat_wall_outer); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
+ delete_monster(Y, X); \
}
#define place_outer_noperm_grid(C) \
else (C)->feat = feat_wall_outer; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= (CAVE_OUTER | CAVE_VAULT); \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_solid_bold(Y, X) \
set_cave_feat(Y,X,feat_wall_solid); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
+ delete_monster(Y, X); \
}
#define place_solid_grid(C) \
(C)->feat = feat_wall_solid; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_SOLID; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_solid_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,FEAT_PERM); \
+ set_cave_feat(Y,X,feat_permanent); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
+ delete_monster(Y, X); \
}
#define place_solid_perm_grid(C) \
{ \
- (C)->feat = FEAT_PERM; \
+ (C)->feat = feat_permanent; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_SOLID; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
#define place_solid_noperm_bold(Y, X) \
else set_cave_feat(Y,X,feat_wall_solid); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
+ delete_monster(Y, X); \
}
#define place_solid_noperm_grid(C) \
else (C)->feat = feat_wall_solid; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_SOLID; \
+ if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
extern void place_random_stairs(int y, int x);
extern void place_random_door(int y, int x, bool room);
-extern void place_closed_door(int y, int x);
+extern void place_closed_door(int y, int x, int type);
extern void place_floor(int x1, int x2, int y1, int y2, bool light);
extern void place_room(int x1, int x2, int y1, int y2, bool light);
extern void vault_monsters(int y1, int x1, int num);
extern void vault_trap_aux(int y, int x, int yd, int xd);
extern void vault_traps(int y, int x, int yd, int xd, int num);
-extern int next_to_walls(int y, int x);
extern void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2);
extern void rand_dir(int *rdir, int *cdir);
extern bool get_is_floor(int x, int y);
extern void set_floor(int x, int y);
-extern void build_tunnel(int row1, int col1, int row2, int col2);
+extern bool build_tunnel(int row1, int col1, int row2, int col2);
extern bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff);