for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr->feat = feat_glass_floor;
g_ptr->info |= (CAVE_ROOM);
if (light) g_ptr->info |= (CAVE_GLOW);
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
}
/* Place fixed lite berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
+ MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
for (dir2 = 0; dir2 < 8; dir2++)
{
g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
}
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner_perm);
+ place_grid(player_ptr, g_ptr, gb_inner_perm);
g_ptr->feat = feat_permanent_glass_wall;
floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
}
/* Pillars */
g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
- r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
+ r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
if (r_idx) place_monster_aux(player_ptr, 0, yval, xval, r_idx, 0L);
/* Walls around the breather */
for (dir1 = 0; dir1 < 8; dir1++)
{
g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (y = yval - 2; y <= yval + 2; y++)
{
g_ptr = &floor_ptr->grid_array[y][xval - 3];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][xval + 3];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (x = xval - 2; x <= xval + 2; x++)
{
g_ptr = &floor_ptr->grid_array[yval - 3][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[yval + 3][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (dir1 = 4; dir1 < 8; dir1++)
{
g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
/* Place shard berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
+ MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
y = yval + ddy_ddd[dir1];
x = xval + ddx_ddd[dir1];