for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(challanger_ptr, y, x);
+ place_bold(challanger_ptr, y, x, solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(creature_ptr, y, x);
+ place_bold(creature_ptr, y, x, solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
{
for (x = 0; x < floor_ptr->width; x++)
{
- place_solid_perm_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, solid_perm);
}
}
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(creature_ptr, y, x);
+ place_bold(creature_ptr, y, x, solid_perm);
}
}
}
-void place_solid_perm_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_permanent);
- 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_noperm_bold(player_type *player_ptr, POSITION y, POSITION x)
{
feature_type *f_ptr = &f_info[feat_wall_solid];
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_perm_bold(player_type *player_ptr, POSITION y, POSITION x);
void place_solid_noperm_bold(player_type *player_ptr, POSITION y, POSITION x);
/*