}
-#define cave_pass_lite_bold(Y,X) \
- (cave_los_bold((Y), (X)) && \
- have_flag(f_flags_bold((Y), (X)), FF_PROJECT))
-
-
/*
* Determine how much contiguous open space this grid is next to
*/
x = cx + ddx_cdd[i % 8];
/* Found a wall, break the length */
- if (!cave_pass_lite_bold(y, x))
+ if (!cave_los_bold(y, x))
{
/* Track best length */
if (len > blen)
y = cy + ddy_ddd[i];
x = cx + ddx_ddd[i];
- if (!cave_pass_lite_bold(y, x)) c++;
+ if (!cave_los_bold(y, x)) c++;
}
return c;
* properly.
* This leaves only a check for 6 bounding walls!
*/
- if (in_bounds(y, x) && cave_pass_lite_bold(y, x) &&
+ if (in_bounds(y, x) && cave_los_bold(y, x) &&
(next_to_walls_adj(y, x) == 6) && (next_to_open(y, x) <= 1)) return;
}
x = temp_x[i], y = temp_y[i];
/* Walls get lit, but stop light */
- if (!cave_pass_lite_bold(y, x)) continue;
+ if (!cave_los_bold(y, x)) continue;
/* Spread adjacent */
cave_temp_lite_room_aux(y + 1, x);
x = temp_x[i], y = temp_y[i];
/* Walls get dark, but stop darkness */
- if (!cave_pass_lite_bold(y, x)) continue;
+ if (!cave_los_bold(y, x)) continue;
/* Spread adjacent */
cave_temp_unlite_room_aux(y + 1, x);