place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
- place_solid_bold(player_ptr, y, x - 1);
- place_solid_bold(player_ptr, y, x + 1);
+ place_bold(player_ptr, y, x - 1, solid);
+ place_bold(player_ptr, y, x + 1, solid);
}
/* look at:
place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
- place_solid_bold(player_ptr, y - 1, x);
- place_solid_bold(player_ptr, y + 1, x);
+ place_bold(player_ptr, y - 1, x, solid);
+ place_bold(player_ptr, y + 1, x, solid);
}
}
}
-void place_solid_bold(player_type *player_ptr, POSITION y, POSITION x)
-{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- set_cave_feat(floor_ptr, y, x, feat_wall_solid);
- floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- add_cave_info(floor_ptr, y, x, CAVE_SOLID);
- delete_monster(player_ptr, y, x);
-}
-
-
void place_solid_perm_bold(player_type *player_ptr, POSITION y, POSITION x)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
extern bool darkened_grid(player_type *player_ptr, grid_type *g_ptr);
extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
extern void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gh_type);
-void place_solid_bold(player_type *player_ptr, POSITION y, POSITION x);
void place_solid_perm_bold(player_type *player_ptr, POSITION y, POSITION x);
void place_solid_noperm_bold(player_type *player_ptr, POSITION y, POSITION x);
}
/* Prevent edge of wall from being tunneled */
- place_solid_bold(player_ptr, yval, x1 - 1);
- place_solid_bold(player_ptr, yval, x2 + 1);
+ place_bold(player_ptr, yval, x1 - 1, solid);
+ place_bold(player_ptr, yval, x2 + 1, solid);
}
else
{
}
/* Prevent edge of wall from being tunneled */
- place_solid_bold(player_ptr, y1 - 1, xval);
- place_solid_bold(player_ptr, y2 + 1, xval);
+ place_bold(player_ptr, y1 - 1, xval, solid);
+ place_bold(player_ptr, y2 + 1, xval, solid);
}
place_random_door(player_ptr, yval, xval, TRUE);
for (y = y1; y <= yval; y++)
{
place_bold(player_ptr, y, x2, floor);
- place_solid_bold(player_ptr, y, x1 - 1);
+ place_bold(player_ptr, y, x1 - 1, solid);
}
for (y = yval; y <= y2 + 1; y++)
{
place_bold(player_ptr, y, x1, floor);
- place_solid_bold(player_ptr, y, x2 + 1);
+ place_bold(player_ptr, y, x2 + 1, solid);
}
}
else
for (y = yval; y <= y2 + 1; y++)
{
place_bold(player_ptr, y, x1, floor);
- place_solid_bold(player_ptr, y, x2 + 1);
+ place_bold(player_ptr, y, x2 + 1, solid);
}
for (y = y1; y <= yval; y++)
{
place_bold(player_ptr, y, x2, floor);
- place_solid_bold(player_ptr, y, x1 - 1);
+ place_bold(player_ptr, y, x1 - 1, solid);
}
}