/* if greater than cutoff then is a wall */
else
{
- place_outer_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, outer);
return FALSE;
}
}
if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
{
/* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
}
else
{
if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
{
/* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
}
else
{
if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
}
else
{
if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
}
else
{
/* top and bottom */
for (x = x1; x <= x2; x++)
{
- place_outer_bold(player_ptr, y1, x);
- place_outer_bold(player_ptr, y2, x);
+ place_bold(player_ptr, y1, x, outer);
+ place_bold(player_ptr, y2, x, outer);
}
/* left and right */
for (y = y1 + 1; y < y2; y++)
{
- place_outer_bold(player_ptr, y, x1);
- place_outer_bold(player_ptr, y, x2);
+ place_bold(player_ptr, y, x1, outer);
+ place_bold(player_ptr, y, x2, outer);
}
/* Make a couple of entrances */
else if (is_extra_bold(floor_ptr, y, x))
{
/* Set bounding walls */
- place_outer_bold(player_ptr, y, x);
+ place_bold(player_ptr, y, x, outer);
if (light) g_ptr->info |= CAVE_GLOW;
}
else if (permanent_wall(f_ptr))