place_secret_door(floor_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
- place_solid_bold(y, x - 1);
- place_solid_bold(y, x + 1);
+ place_solid_bold(floor_ptr, y, x - 1);
+ place_solid_bold(floor_ptr, y, x + 1);
}
place_secret_door(floor_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
- place_solid_bold(y - 1, x);
- place_solid_bold(y + 1, x);
+ place_solid_bold(floor_ptr, y - 1, x);
+ place_solid_bold(floor_ptr, y + 1, x);
}
}
if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
-#define place_solid_bold(Y, X) \
+#define place_solid_bold(F, Y, X) \
{ \
- set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
- p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
+ set_cave_feat(F,Y,X,feat_wall_solid); \
+ F->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ add_cave_info(F,Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}
}
/* Prevent edge of wall from being tunneled */
- place_solid_bold(yval, x1 - 1);
- place_solid_bold(yval, x2 + 1);
+ place_solid_bold(floor_ptr, yval, x1 - 1);
+ place_solid_bold(floor_ptr, yval, x2 + 1);
}
else
{
}
/* Prevent edge of wall from being tunneled */
- place_solid_bold(y1 - 1, xval);
- place_solid_bold(y2 + 1, xval);
+ place_solid_bold(floor_ptr, y1 - 1, xval);
+ place_solid_bold(floor_ptr, y2 + 1, xval);
}
place_random_door(floor_ptr, yval, xval, TRUE);
for (y = y1; y <= yval; y++)
{
place_floor_bold(floor_ptr, y, x2);
- place_solid_bold(y, x1 - 1);
+ place_solid_bold(floor_ptr, y, x1 - 1);
}
for (y = yval; y <= y2 + 1; y++)
{
place_floor_bold(floor_ptr, y, x1);
- place_solid_bold(y, x2 + 1);
+ place_solid_bold(floor_ptr, y, x2 + 1);
}
}
else
for (y = yval; y <= y2 + 1; y++)
{
place_floor_bold(floor_ptr, y, x1);
- place_solid_bold(y, x2 + 1);
+ place_solid_bold(floor_ptr, y, x2 + 1);
}
for (y = y1; y <= yval; y++)
{
place_floor_bold(floor_ptr, y, x2);
- place_solid_bold(y, x1 - 1);
+ place_solid_bold(floor_ptr, y, x1 - 1);
}
}