{
for (x = 0; x < floor_ptr->width; x++)
{
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
}
/* Clear mimic type */
floor_ptr->grid_array[*y][*x].mimic = 0;
- place_floor_bold(*y, *x);
+ place_floor_bold(floor_ptr, *y, *x);
return TRUE;
}
p_ptr->x = floor_ptr->width / 2;
/* Give one square */
- place_floor_bold(p_ptr->y, p_ptr->x);
+ place_floor_bold(floor_ptr, p_ptr->y, p_ptr->x);
wipe_generate_random_floor_flags(floor_ptr);
}
{
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
else
{
{
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
else
{
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
return;
}
}
else
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
}
}
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
return;
}
}
else
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
}
}
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_ROOM);
if (light) add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_GLOW);
}
/* Set to be floor if is a wall (don't touch lakes). */
if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
}
/*!
#define is_outer_grid(C) ((C)->info & CAVE_OUTER)
#define is_solid_grid(C) ((C)->info & CAVE_SOLID)
-#define place_floor_bold(Y, X) \
+#define place_floor_bold(F, Y, X) \
{ \
- set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_ground_type[randint0(100)]); \
- p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_FLOOR); \
+ set_cave_feat((F), Y,X,feat_ground_type[randint0(100)]); \
+ (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ add_cave_info((F), Y,X,CAVE_FLOOR); \
delete_monster(Y, X); \
}
if (distance(y0, x0, y, x) <= rad - 1)
{
/* inside- so is floor */
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
else if (distance(y0, x0, y, x) <= rad + 1)
{
if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
{
/* inside - so is floor */
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
else if (distance(y0, x0, y, x) < 3)
{
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
else
{
{
for (y = y1; y <= yval; y++)
{
- place_floor_bold(y, x2);
+ place_floor_bold(floor_ptr, y, x2);
place_solid_bold(y, x1 - 1);
}
for (y = yval; y <= y2 + 1; y++)
{
- place_floor_bold(y, x1);
+ place_floor_bold(floor_ptr, y, x1);
place_solid_bold(y, x2 + 1);
}
}
{
for (y = yval; y <= y2 + 1; y++)
{
- place_floor_bold(y, x1);
+ place_floor_bold(floor_ptr, y, x1);
place_solid_bold(y, x2 + 1);
}
for (y = y1; y <= yval; y++)
{
- place_floor_bold(y, x2);
+ place_floor_bold(floor_ptr, y, x2);
place_solid_bold(y, x1 - 1);
}
}
else
{
/* middle of a bubble */
- place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
+ place_floor_bold(floor_ptr, y0 - yhsize + y, x0 - xhsize + x);
}
/* clean up rest of flags */
if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
{
/* inside- so is floor */
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
else
{
place_inner_bold(floor_ptr, y0 + 1, x);
}
- place_floor_bold(y0, x0);
+ place_floor_bold(floor_ptr, y0, x0);
/* Add doors to vault */
{
floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
/* Make everything a floor */
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
}
floor_ptr->grid_array[y0][x0].mimic = 0;
/* Add inner open space */
- place_floor_bold(y0, x0);
+ place_floor_bold(floor_ptr, y0, x0);
}
/*!
{
for (y = 0; y <= ysize; ++y)
{
- place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
+ place_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
if (is_extra_bold(floor_ptr, y1+y, x1+x))
{
/* clear the untouched region */
- place_floor_bold(y1 + y, x1 + x);
+ place_floor_bold(floor_ptr, y1 + y, x1 + x);
floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
else
visited[node] = 1;
x = 2 * (node % m) + x1;
y = 2 * (node / m) + y1;
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
/* setup order of adjacent node visits */
if (one_in_(3))
/* (0,+) - check for bottom boundary */
if ((node / m < n - 1) && (visited[node + m] == 0))
{
- place_floor_bold(y + 1, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y + 1, x);
r_visit(y1, x1, y2, x2, node + m, dir, visited);
}
break;
/* (0,-) - check for top boundary */
if ((node / m > 0) && (visited[node - m] == 0))
{
- place_floor_bold(y - 1, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y - 1, x);
r_visit(y1, x1, y2, x2, node - m, dir, visited);
}
break;
/* (+,0) - check for right boundary */
if ((node % m < m - 1) && (visited[node + 1] == 0))
{
- place_floor_bold(y, x + 1);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x + 1);
r_visit(y1, x1, y2, x2, node + 1, dir, visited);
}
break;
/* (-,0) - check for left boundary */
if ((node % m > 0) && (visited[node - 1] == 0))
{
- place_floor_bold(y, x - 1);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x - 1);
r_visit(y1, x1, y2, x2, node - 1, dir, visited);
}
} /* end switch */
{
/* left and right */
y = randint1(ysize) + y1;
- place_floor_bold(y, x1);
- place_floor_bold(y, x2);
+ place_floor_bold(floor_ptr, y, x1);
+ place_floor_bold(floor_ptr, y, x2);
}
else
{
/* top and bottom */
x = randint1(xsize) + x1;
- place_floor_bold(y1, x);
- place_floor_bold(y2, x);
+ place_floor_bold(floor_ptr, y1, x);
+ place_floor_bold(floor_ptr, y2, x);
}
/* Select size of keep */
if (one_in_(2))
{
/* left */
- place_floor_bold(y, x1 + 1);
+ place_floor_bold(floor_ptr, y, x1 + 1);
}
else
{
/* right */
- place_floor_bold(y, x2 - 1);
+ place_floor_bold(floor_ptr, y, x2 - 1);
}
/* Build the room */