if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
dx = 0;
dy = 0;
}
}
-void place_outer_grid(grid_type *g_ptr)
-{
- g_ptr->feat = feat_wall_outer;
- g_ptr->info &= ~(CAVE_MASK);
- g_ptr->info |= CAVE_OUTER;
- if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
-}
-
-
void place_outer_noperm_grid(grid_type *g_ptr)
{
feature_type *_f_ptr = &f_info[feat_wall_outer];
solid_perm
} place_grid_type;
-extern void place_outer_grid(grid_type *g_ptr);
extern void place_outer_noperm_grid(grid_type *g_ptr);
extern void place_solid_perm_grid(grid_type *g_ptr);
extern void place_grid(grid_type *g_ptr, place_grid_type pg_type);
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (y = y1a - 1; y <= y2a + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1a - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2a + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1a - 1; x <= x2a + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1a - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2a + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
/* Place the walls around room "b" */
for (y = y1b - 1; y <= y2b + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1b - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2b + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1b - 1; x <= x2b + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1b - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2b + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (y = y1a - 1; y <= y2a + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1a - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2a + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1a - 1; x <= x2a + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1a - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2a + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
/* Place the walls around room "b" */
for (y = y1b - 1; y <= y2b + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1b - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2b + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1b - 1; x <= x2b + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1b - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2b + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
/* Advance to the center room */
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
/* Random corridor */
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, 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_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr->feat = feat_glass_wall;
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
if (floor_ptr->dun_level < 30 + randint1(30))
if (is_vault) g_ptr->info |= CAVE_ICKY;
if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
{
- place_outer_grid(g_ptr);
+ place_grid(g_ptr, outer);
}
else if (!is_vault)
{