floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (y = y0 - 1; y <= y0 + 1; y++)
{
- place_inner_bold(player_ptr, y, x0 - 1);
- place_inner_bold(player_ptr, y, x0 + 1);
+ place_bold(player_ptr, y, x0 - 1, inner);
+ place_bold(player_ptr, y, x0 + 1, inner);
}
for (x = x0 - 1; x <= x0 + 1; x++)
{
- place_inner_bold(player_ptr, y0 - 1, x);
- place_inner_bold(player_ptr, y0 + 1, x);
+ place_bold(player_ptr, y0 - 1, x, inner);
+ place_bold(player_ptr, y0 + 1, x, inner);
}
/* Place a secret door on one side */
floor_ptr->grid_array[y0][x0].mimic = 0;
/* Add inner open space */
- place_floor_bold(player_ptr, y0, x0);
+ place_bold(player_ptr, y0, x0, floor);
}
/*!
/* if greater than cutoff then is a wall */
else
{
- place_outer_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, outer);
return FALSE;
}
}
{
for (y = 0; y <= ysize; ++y)
{
- place_extra_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
{
/* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
}
else
{
/* set to be normal granite */
- place_extra_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, extra);
}
/* bottom boundary */
if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
{
/* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
}
else
{
/* set to be normal granite */
- place_extra_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, extra);
}
/* clear the icky flag-don't need it any more */
if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
}
else
{
/* outside room */
- place_extra_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, extra);
}
/* right boundary */
if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
}
else
{
/* outside room */
- place_extra_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, extra);
}
/* clear icky flag -done with it */
else
{
- place_extra_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
}
}
else
{
/* Clear the unconnected regions */
- place_extra_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
{
for (y = 0; y <= ysize; ++y)
{
- place_floor_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, floor);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
/* Do boundarys- set to normal granite */
for (i = 0; i <= xsize; ++i)
{
- place_extra_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
- place_extra_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, extra);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, extra);
/* clear the icky flag-don't need it any more */
floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
for (i = 1; i < ysize; ++i)
{
- place_extra_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
- place_extra_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, extra);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, extra);
/* clear icky flag -done with it */
floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
/* Fill unconnected regions with granite */
if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
- place_extra_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
/* turn off icky flag (no longer needed.) */
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = 0; i <= xsize; i++)
{
- place_outer_noperm_bold(player_ptr, y1, x1 + i);
+ place_bold(player_ptr, y1, x1 + i, outer_noperm);
floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(player_ptr, y2, x1 + i);
+ place_bold(player_ptr, y2, x1 + i, outer_noperm);
floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Left and right boundaries */
for (i = 1; i < ysize; i++)
{
- place_outer_noperm_bold(player_ptr, y1 + i, x1);
+ place_bold(player_ptr, y1 + i, x1, outer_noperm);
floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(player_ptr, y1 + i, x2);
+ place_bold(player_ptr, y1 + i, x2, outer_noperm);
floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
}
if (is_extra_bold(floor_ptr, y1 + y, x1 + x))
{
/* clear the untouched region */
- place_floor_bold(player_ptr, y1 + y, x1 + x);
+ place_bold(player_ptr, y1 + y, x1 + x, floor);
floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
else
visited[node] = 1;
x = 2 * (node % m) + x1;
y = 2 * (node / m) + y1;
- place_floor_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, floor);
/* setup order of adjacent node visits */
if (one_in_(3))
/* (0,+) - check for bottom boundary */
if ((node / m < n - 1) && (visited[node + m] == 0))
{
- place_floor_bold(player_ptr, y + 1, x);
+ place_bold(player_ptr, y + 1, x, floor);
r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited);
}
break;
/* (0,-) - check for top boundary */
if ((node / m > 0) && (visited[node - m] == 0))
{
- place_floor_bold(player_ptr, y - 1, x);
+ place_bold(player_ptr, y - 1, x, floor);
r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited);
}
break;
/* (+,0) - check for right boundary */
if ((node % m < m - 1) && (visited[node + 1] == 0))
{
- place_floor_bold(player_ptr, y, x + 1);
+ place_bold(player_ptr, y, x + 1, floor);
r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited);
}
break;
/* (-,0) - check for left boundary */
if ((node % m > 0) && (visited[node - 1] == 0))
{
- place_floor_bold(player_ptr, y, x - 1);
+ place_bold(player_ptr, y, x - 1, floor);
r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited);
}
} /* end switch */
/* top and bottom */
for (x = x1; x <= x2; x++)
{
- place_outer_bold(player_ptr, y1, x);
- place_outer_bold(player_ptr, y2, x);
+ place_bold(player_ptr, y1, x, outer);
+ place_bold(player_ptr, y2, x, outer);
}
/* left and right */
for (y = y1 + 1; y < y2; y++)
{
- place_outer_bold(player_ptr, y, x1);
- place_outer_bold(player_ptr, y, x2);
+ place_bold(player_ptr, y, x1, outer);
+ place_bold(player_ptr, y, x2, outer);
}
/* Make a couple of entrances */
{
/* left and right */
y = randint1(ysize) + y1;
- place_floor_bold(player_ptr, y, x1);
- place_floor_bold(player_ptr, y, x2);
+ place_bold(player_ptr, y, x1, floor);
+ place_bold(player_ptr, y, x2, floor);
}
else
{
/* top and bottom */
x = randint1(xsize) + x1;
- place_floor_bold(player_ptr, y1, x);
- place_floor_bold(player_ptr, y2, x);
+ place_bold(player_ptr, y1, x, floor);
+ place_bold(player_ptr, y2, x, floor);
}
/* Select size of keep */
{
for (x = x1; x < x2; x++)
{
- place_inner_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, inner);
}
}
/* top and bottom */
for (x = x1 + 1; x <= x2 - 1; x++)
{
- place_inner_bold(player_ptr, y1 + 1, x);
- place_inner_bold(player_ptr, y2 - 1, x);
+ place_bold(player_ptr, y1 + 1, x, inner);
+ place_bold(player_ptr, y2 - 1, x, inner);
}
/* left and right */
for (y = y1 + 1; y <= y2 - 1; y++)
{
- place_inner_bold(player_ptr, y, x1 + 1);
- place_inner_bold(player_ptr, y, x2 - 1);
+ place_bold(player_ptr, y, x1 + 1, inner);
+ place_bold(player_ptr, y, x2 - 1, inner);
}
/* Make a door */
if (one_in_(2))
{
/* left */
- place_floor_bold(player_ptr, y, x1 + 1);
+ place_bold(player_ptr, y, x1 + 1, floor);
}
else
{
/* right */
- place_floor_bold(player_ptr, y, x2 - 1);
+ place_bold(player_ptr, y, x2 - 1, floor);
}
/* Build the room */
{
for (x = x1; x < x2; x++)
{
- place_inner_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, inner);
}
}
return;
{
for (x = x1; x < x2; x++)
{
- place_inner_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, inner);
}
}
return;
else if (is_extra_bold(floor_ptr, y, x))
{
/* Set bounding walls */
- place_outer_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, outer);
if (light) g_ptr->info |= CAVE_GLOW;
}
else if (permanent_wall(f_ptr))
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- place_inner_perm_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, inner_perm);
}
}
}