for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr->info |= (CAVE_ROOM);
}
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (y = y1; y <= y2; y++)
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr->info |= (CAVE_ROOM);
}
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
/* Advance to the center room */
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (y = y1; y <= y2; y++)
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->info |= (CAVE_ROOM);
}
}
for (x = x1 + 3; x <= x2 - 3; x++)
{
g_ptr = &floor_ptr->grid_array[yval - 2][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
add_cave_info(floor_ptr, yval - 2, x, CAVE_ICKY);
g_ptr = &floor_ptr->grid_array[yval + 2][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
add_cave_info(floor_ptr, yval + 2, x, CAVE_ICKY);
}
for (x = x1 + 5; x <= x2 - 5; x++)
{
g_ptr = &floor_ptr->grid_array[yval - 3][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
add_cave_info(floor_ptr, yval - 3, x, CAVE_ICKY);
g_ptr = &floor_ptr->grid_array[yval + 3][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
add_cave_info(floor_ptr, yval + 3, x, CAVE_ICKY);
}
for (x = x1; x <= x2; x++)
{
g_ptr = &floor_ptr->grid_array[yval][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr = &floor_ptr->grid_array[y1][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr = &floor_ptr->grid_array[y2][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
/* Random corridor */
{
for (y = y1; y <= yval; y++)
{
- place_bold(player_ptr, y, x2, floor);
- place_bold(player_ptr, y, x1 - 1, solid);
+ place_bold(player_ptr, y, x2, gb_floor);
+ place_bold(player_ptr, y, x1 - 1, gb_solid);
}
for (y = yval; y <= y2 + 1; y++)
{
- place_bold(player_ptr, y, x1, floor);
- place_bold(player_ptr, y, x2 + 1, solid);
+ place_bold(player_ptr, y, x1, gb_floor);
+ place_bold(player_ptr, y, x2 + 1, gb_solid);
}
}
else
{
for (y = yval; y <= y2 + 1; y++)
{
- place_bold(player_ptr, y, x1, floor);
- place_bold(player_ptr, y, x2 + 1, solid);
+ place_bold(player_ptr, y, x1, gb_floor);
+ place_bold(player_ptr, y, x2 + 1, gb_solid);
}
for (y = y1; y <= yval; y++)
{
- place_bold(player_ptr, y, x2, floor);
- place_bold(player_ptr, y, x1 - 1, solid);
+ place_bold(player_ptr, y, x2, gb_floor);
+ place_bold(player_ptr, y, x1 - 1, gb_solid);
}
}