x = tmp_col + col_dir;
/* Hack -- Avoid outer/solid walls */
- if (is_outer_bold(y, x)) continue;
+ if (is_outer_bold(p_ptr->current_floor_ptr, y, x)) continue;
if (is_solid_bold(y, x)) continue;
/* Accept this location */
for (x = col1 - 1; x <= col1 + 1; x++)
{
/* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(y, x))
+ if (is_outer_bold(p_ptr->current_floor_ptr, y, x))
{
/* Change the wall to a "solid" wall */
place_solid_noperm_bold(y, x);
for (i = *x - 1; i <= *x + 1; i++)
{
/* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(j, i))
+ if (is_outer_bold(p_ptr->current_floor_ptr, j, i))
{
/* Change the wall to a "solid" wall */
place_solid_noperm_bold(j, i);
void add_door(POSITION x, POSITION y)
{
/* Need to have a wall in the center square */
- if (!is_outer_bold(y, x)) return;
+ if (!is_outer_bold(p_ptr->current_floor_ptr, y, x)) return;
/* look at:
* x#x
*/
if (is_floor_bold(p_ptr->current_floor_ptr, y - 1, x) && is_floor_bold(p_ptr->current_floor_ptr, y + 1, x) &&
- (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
+ (is_outer_bold(p_ptr->current_floor_ptr, y, x - 1) && is_outer_bold(p_ptr->current_floor_ptr, y, x + 1)))
{
/* secret door */
place_secret_door(y, x, DOOR_DEFAULT);
* where x = don't care
* .=floor, #=wall
*/
- if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
+ if (is_outer_bold(p_ptr->current_floor_ptr, y - 1, x) && is_outer_bold(p_ptr->current_floor_ptr, y + 1, x) &&
is_floor_bold(p_ptr->current_floor_ptr, y, x - 1) && is_floor_bold(p_ptr->current_floor_ptr, y, x + 1))
{
/* secret door */
#define is_extra_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_EXTRA)
#define is_inner_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_INNER)
-#define is_outer_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_OUTER)
+#define is_outer_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_OUTER)
#define is_solid_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_SOLID)
#define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
if (light) p_ptr->current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
if (room) p_ptr->current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
}
- else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
+ else if (is_outer_bold(p_ptr->current_floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
(p_ptr->current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
{
/* Walls */
{
/* Fill unconnected regions with granite */
if ((!(p_ptr->current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
- is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
+ is_outer_bold(p_ptr->current_floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
/* current_world_ptr->game_turn off icky flag (no longer needed.) */