{
for (x = 0; x < floor_ptr->width; x++)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
}
/* Special boundary walls -- Top and bottom */
for (x = 0; x < floor_ptr->width; x++)
{
- place_bold(player_ptr, 0, x, extra);
- place_bold(player_ptr, floor_ptr->height - 1, x, extra);
+ place_bold(player_ptr, 0, x, gb_extra);
+ place_bold(player_ptr, floor_ptr->height - 1, x, gb_extra);
}
/* Special boundary walls -- Left and right */
for (y = 1; y < (floor_ptr->height - 1); y++)
{
- place_bold(player_ptr, y, 0, extra);
- place_bold(player_ptr, y, floor_ptr->width - 1, extra);
+ place_bold(player_ptr, y, 0, gb_extra);
+ place_bold(player_ptr, y, floor_ptr->width - 1, gb_extra);
}
}
else
{
for (x = 0; x < floor_ptr->width; x++)
{
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
}
}
}
/* Clear mimic type */
g_ptr->mimic = 0;
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
}
g_ptr->mimic = 0;
/* Clear previous contents, add up floor */
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
/* Occasional doorway */
if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (i = y_depth; i >= y_depth - 5; i--)
for (j = x_left; j <= x_right; j++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_left; j <= x_left + 17; j++)
for (i = y_height; i <= y_depth; i++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_right; j >= x_right - 17; j--)
for (i = y_height; i <= y_depth; i++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_bold(player_ptr, y_height + 6, x_left + 18, extra_perm);
+ place_bold(player_ptr, y_height + 6, x_left + 18, gb_extra_perm);
floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth - 6, x_left + 18, extra_perm);
+ place_bold(player_ptr, y_depth - 6, x_left + 18, gb_extra_perm);
floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_height + 6, x_right - 18, extra_perm);
+ place_bold(player_ptr, y_height + 6, x_right - 18, gb_extra_perm);
floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth - 6, x_right - 18, extra_perm);
+ place_bold(player_ptr, y_depth - 6, x_right - 18, gb_extra_perm);
floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
*start_y = y_height + 5;
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_bold(challanger_ptr, y, x, solid_perm);
+ place_bold(challanger_ptr, y, x, gb_solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (i = y_depth; i >= y_depth - 3; i--)
for (j = x_left; j <= x_right; j++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_left; j <= x_left + 17; j++)
for (i = y_height; i <= y_depth; i++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_right; j >= x_right - 17; j--)
for (i = y_height; i <= y_depth; i++)
{
- place_bold(player_ptr, i, j, extra_perm);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_bold(player_ptr, y_height+6, x_left+18, extra_perm);
+ place_bold(player_ptr, y_height+6, x_left+18, gb_extra_perm);
floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth-4, x_left+18, extra_perm);
+ place_bold(player_ptr, y_depth-4, x_left+18, gb_extra_perm);
floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_height+6, x_right-18, extra_perm);
+ place_bold(player_ptr, y_height+6, x_right-18, gb_extra_perm);
floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth-4, x_right-18, extra_perm);
+ place_bold(player_ptr, y_depth-4, x_right-18, gb_extra_perm);
floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
for (i = y_height + 1; i <= y_height + 5; i++)
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_bold(creature_ptr, y, x, solid_perm);
+ place_bold(creature_ptr, y, x, gb_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_bold(player_ptr, y, x, solid_perm);
+ place_bold(player_ptr, y, x, gb_solid_perm);
}
}
if (is_outer_bold(floor_ptr, y, x))
{
/* Change the wall to a "solid" wall */
- place_bold(player_ptr, y, x, solid_noperm);
+ place_bold(player_ptr, y, x, gb_solid_noperm);
}
}
}
if (is_outer_bold(floor_ptr, j, i))
{
/* Change the wall to a "solid" wall */
- place_bold(player_ptr, j, i, solid_noperm);
+ place_bold(player_ptr, j, i, gb_solid_noperm);
}
}
}
/* Clear mimic type */
floor_ptr->grid_array[*y][*x].mimic = 0;
- place_bold(player_ptr, *y, *x, floor);
+ place_bold(player_ptr, *y, *x, gb_floor);
return TRUE;
}
if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
dx = 0;
dy = 0;
}
if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_bold(player_ptr, y3, x3, outer);
+ place_bold(player_ptr, y3, x3, gb_outer);
dx = 0;
dy = 0;
}
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_bold(creature_ptr, y, x, solid_perm);
+ place_bold(creature_ptr, y, x, gb_solid_perm);
}
}
creature_ptr->x = creature_ptr->current_floor_ptr->width / 2;
/* Give one square */
- place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, floor);
+ place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, gb_floor);
wipe_generate_random_floor_flags(creature_ptr->current_floor_ptr);
}
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
return;
}
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
return;
}
place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
- place_bold(player_ptr, y, x - 1, solid);
- place_bold(player_ptr, y, x + 1, solid);
+ place_bold(player_ptr, y, x - 1, gb_solid);
+ place_bold(player_ptr, y, x + 1, gb_solid);
}
/* look at:
place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
- place_bold(player_ptr, y - 1, x, solid);
- place_bold(player_ptr, y + 1, x, solid);
+ place_bold(player_ptr, y - 1, x, gb_solid);
+ place_bold(player_ptr, y + 1, x, gb_solid);
}
}
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
return;
}
}
else
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
delete_monster(player_ptr, y, x);
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
return;
}
if (feat == feat_none)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
return;
}
/* Set to be floor if is a wall (don't touch lakes). */
if (is_extra_bold(floor_ptr, y, x))
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
}
/* Add "solid" perma-wall */
- place_grid(player_ptr, g_ptr, solid_perm);
+ place_grid(player_ptr, g_ptr, gb_solid_perm);
}
/*!
{
switch (gb_type)
{
- case floor:
+ case gb_floor:
{
g_ptr->feat = feat_ground_type[randint0(100)];
g_ptr->info |= CAVE_FLOOR;
break;
}
- case extra:
+ case gb_extra:
{
g_ptr->feat = feat_wall_type[randint0(100)];
g_ptr->info |= CAVE_EXTRA;
break;
}
- case extra_perm:
+ case gb_extra_perm:
{
// No such grid
return;
}
- case inner:
+ case gb_inner:
{
g_ptr->feat = feat_wall_inner;
g_ptr->info |= CAVE_INNER;
break;
}
- case inner_perm:
+ case gb_inner_perm:
{
g_ptr->feat = feat_permanent;
g_ptr->info |= CAVE_INNER;
break;
}
- case outer:
+ case gb_outer:
{
g_ptr->feat = feat_wall_outer;
g_ptr->info |= CAVE_OUTER;
break;
}
- case outer_noperm:
+ case gb_outer_noperm:
{
feature_type *f_ptr = &f_info[feat_wall_outer];
if (permanent_wall(f_ptr))
g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
break;
}
- case solid:
+ case gb_solid:
{
// No such grid
return;
}
- case solid_perm:
+ case gb_solid_perm:
{
g_ptr->feat = feat_permanent;
g_ptr->info |= CAVE_SOLID;
break;
}
- case solid_noperm:
+ case gb_solid_noperm:
{
// No such grid
return;
floor_type *floor_ptr = player_ptr->current_floor_ptr;
switch (gb_type)
{
- case floor:
+ case gb_floor:
{
set_cave_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
add_cave_info(floor_ptr, y, x, CAVE_FLOOR);
break;
}
- case extra:
+ case gb_extra:
{
set_cave_feat(floor_ptr, y, x, feat_wall_type[randint0(100)]);
floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
break;
}
- case extra_perm:
+ case gb_extra_perm:
{
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_EXTRA);
break;
}
- case inner:
+ case gb_inner:
{
set_cave_feat(floor_ptr, y, x, feat_wall_inner);
floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
add_cave_info(floor_ptr, y, x, CAVE_INNER);
break;
}
- case inner_perm:
+ case gb_inner_perm:
{
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_INNER);
break;
}
- case outer:
+ case gb_outer:
{
set_cave_feat(floor_ptr, y, x, feat_wall_outer);
floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
add_cave_info(floor_ptr, y, x, CAVE_OUTER);
break;
}
- case outer_noperm:
+ case gb_outer_noperm:
{
feature_type *_f_ptr = &f_info[feat_wall_outer];
if (permanent_wall(_f_ptr)) set_cave_feat(floor_ptr, y, x, (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM));
add_cave_info(floor_ptr, y, x, (CAVE_OUTER | CAVE_VAULT));
break;
}
- case solid:
+ case gb_solid:
{
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);
break;
}
- case solid_perm:
+ case gb_solid_perm:
{
feature_type *f_ptr = &f_info[feat_wall_solid];
if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
typedef enum grid_bold_type
{
- floor,
- extra,
- extra_perm,
- inner,
- inner_perm,
- outer,
- outer_noperm,
- solid,
- solid_perm,
- solid_noperm
+ gb_floor,
+ gb_extra,
+ gb_extra_perm,
+ gb_inner,
+ gb_inner_perm,
+ gb_outer,
+ gb_outer_noperm,
+ gb_solid,
+ gb_solid_perm,
+ gb_solid_noperm
} grid_bold_type;
extern void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type pg_type);
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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
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 (x = x1; x <= x2; x += 2)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
}
if ((y1 + 4 < y2) && (x1 + 4 < x2))
{
g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
for (y = y1 + 2; y <= y2 - 2; y += 2)
{
g_ptr = &floor_ptr->grid_array[y][x1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y][x2];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (x = x1 + 2; x <= x2 - 2; x += 2)
{
g_ptr = &floor_ptr->grid_array[y1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
/* Hack -- Occasional divided room */
/* Horizontal wall */
for (x = x1; x <= x2; x++)
{
- place_bold(player_ptr, yval, x, inner);
+ place_bold(player_ptr, yval, x, gb_inner);
if (curtain2) floor_ptr->grid_array[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
- place_bold(player_ptr, yval, x1 - 1, solid);
- place_bold(player_ptr, yval, x2 + 1, solid);
+ place_bold(player_ptr, yval, x1 - 1, gb_solid);
+ place_bold(player_ptr, yval, x2 + 1, gb_solid);
}
else
{
/* Vertical wall */
for (y = y1; y <= y2; y++)
{
- place_bold(player_ptr, y, xval, inner);
+ place_bold(player_ptr, y, xval, gb_inner);
if (curtain2) floor_ptr->grid_array[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
- place_bold(player_ptr, y1 - 1, xval, solid);
- place_bold(player_ptr, y2 + 1, xval, solid);
+ place_bold(player_ptr, y1 - 1, xval, gb_solid);
+ place_bold(player_ptr, y2 + 1, xval, gb_solid);
}
place_random_door(player_ptr, yval, xval, TRUE);
for (x = x1a - 1; x <= x2a + 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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
for (x = x1b - 1; x <= x2b + 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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
for (y = y1a - 1; y <= y2a + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1a - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2a + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1a - 1; x <= x2a + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1a - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2a + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
/* Place the walls around room "b" */
for (y = y1b - 1; y <= y2b + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1b - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2b + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1b - 1; x <= x2b + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1b - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2b + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1a; x <= x2a; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
}
for (x = x1b; x <= x2b; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
}
for (x = x1a - 1; x <= x2a + 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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
for (x = x1b - 1; x <= x2b + 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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
for (y = y1a - 1; y <= y2a + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1a - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2a + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1a - 1; x <= x2a + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1a - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2a + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
/* Place the walls around room "b" */
for (y = y1b - 1; y <= y2b + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1b - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2b + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1b - 1; x <= x2b + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1b - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2b + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1a; x <= x2a; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
}
for (x = x1b; x <= x2b; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
}
for (x = x1a; x <= x2a; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
break;
for (y = y1b; y <= y2b; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1a];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y][x2a];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (x = x1a; x <= x2a; x++)
{
g_ptr = &floor_ptr->grid_array[y1b][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2b][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
/* Place a secret door on the inner room */
{
if (y == yval) continue;
g_ptr = &floor_ptr->grid_array[y][x1a - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y][x2a + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
/* Pinch the north/south sides */
{
if (x == xval) continue;
g_ptr = &floor_ptr->grid_array[y1b - 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2b + 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
/* Sometimes shut using secret doors */
else if (one_in_(3))
{
g_ptr = &floor_ptr->grid_array[yval][xval];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y1b][xval];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[y2b][xval];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[yval][x1a];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[yval][x2a];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
/* Occasionally put a pillar in the center */
else if (one_in_(3))
{
g_ptr = &floor_ptr->grid_array[yval][xval];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
break;
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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
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);
}
{
if ((x == xval) && (y == yval)) continue;
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
for (x = xval - 1; x <= xval + 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);
}
}
for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
}
for (x = xval - 5; x <= xval + 5; x++)
{
g_ptr = &floor_ptr->grid_array[yval - 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[yval + 1][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
/* Close off the left/right edges */
g_ptr = &floor_ptr->grid_array[yval][xval - 5];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr = &floor_ptr->grid_array[yval][xval + 5];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
/* Secret doors (random top/bottom) */
place_secret_door(player_ptr, yval - 3 + (randint1(2) * 2), xval - 3, door_type);
if (0x1 & (x + y))
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
}
}
for (y = y1; y <= y2; y++)
{
g_ptr = &floor_ptr->grid_array[y][xval];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
for (x = x1; x <= x2; x++)
{
g_ptr = &floor_ptr->grid_array[yval][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
/* Doors into the rooms */
if (distance(y0, x0, y, x) <= rad - 1)
{
/* inside- so is floor */
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
else if (distance(y0, x0, y, x) <= rad + 1)
{
/* make granite outside so arena works */
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
}
}
}
if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
{
/* inside - so is floor */
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
else if (distance(y0, x0, y, x) < 3)
{
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
else
{
/* make granite outside so arena works */
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
}
/* proper boundary for arena */
if (((y + rad) == y0) || ((y - rad) == y0) ||
((x + rad) == x0) || ((x - rad) == x0))
{
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
}
}
}
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);
}
}
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->feat = feat_glass_floor;
g_ptr->info |= (CAVE_ROOM);
if (light) g_ptr->info |= (CAVE_GLOW);
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->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
}
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->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
}
for (dir2 = 0; dir2 < 8; dir2++)
{
g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
}
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner_perm);
+ place_grid(player_ptr, g_ptr, gb_inner_perm);
g_ptr->feat = feat_permanent_glass_wall;
floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
}
/* Pillars */
g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
for (dir1 = 0; dir1 < 8; dir1++)
{
g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (y = yval - 2; y <= yval + 2; y++)
{
g_ptr = &floor_ptr->grid_array[y][xval - 3];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][xval + 3];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (x = xval - 2; x <= xval + 2; x++)
{
g_ptr = &floor_ptr->grid_array[yval - 3][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[yval + 3][x];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (dir1 = 4; dir1 < 8; dir1++)
{
g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
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);
}
if (floor_ptr->dun_level < 30 + randint1(30))
{
int side_x = x0 - xhsize + i;
- place_bold(player_ptr, y0 - yhsize + 0, side_x, outer_noperm);
+ place_bold(player_ptr, y0 - yhsize + 0, side_x, gb_outer_noperm);
floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y0 - yhsize + ysize - 1, side_x, outer_noperm);
+ place_bold(player_ptr, y0 - yhsize + ysize - 1, side_x, gb_outer_noperm);
floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
}
{
int side_y = y0 - yhsize + i;
- place_bold(player_ptr, side_y, x0 - xhsize + 0, outer_noperm);
+ place_bold(player_ptr, side_y, x0 - xhsize + 0, gb_outer_noperm);
floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, side_y, x0 - xhsize + xsize - 1, outer_noperm);
+ place_bold(player_ptr, side_y, x0 - xhsize + xsize - 1, gb_outer_noperm);
floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
}
if (((min2 - min1) <= 2) && (!(min1 < 3)))
{
/* Boundary at midpoint+ not at inner region of bubble */
- place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, outer_noperm);
+ place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, gb_outer_noperm);
}
else
{
/* middle of a bubble */
- place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, floor);
+ place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, gb_floor);
}
/* clean up rest of flags */
{
POSITION y = y0 - yhsize + y1;
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
}
}
g_ptr = &floor_ptr->grid_array[y][x];
/* Lay down a floor */
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
/* Remove any mimic */
g_ptr->mimic = 0;
{
/* Granite wall (outer) */
case '%':
- place_grid(player_ptr, g_ptr, outer_noperm);
+ place_grid(player_ptr, g_ptr, gb_outer_noperm);
break;
/* Granite wall (inner) */
case '#':
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
break;
/* Glass wall (inner) */
case '$':
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
break;
/* Permanent wall (inner) */
case 'X':
- place_grid(player_ptr, g_ptr, inner_perm);
+ place_grid(player_ptr, g_ptr, gb_inner_perm);
break;
/* Permanent glass wall (inner) */
case 'Y':
- place_grid(player_ptr, g_ptr, inner_perm);
+ place_grid(player_ptr, g_ptr, gb_inner_perm);
g_ptr->feat = feat_permanent_glass_wall;
break;
if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
{
/* inside- so is floor */
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
else
{
/* make granite outside so arena works */
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
}
/* proper boundary for arena */
if (((y + rad) == y0) || ((y - rad) == y0) ||
((x + rad) == x0) || ((x - rad) == x0))
{
- place_bold(player_ptr, y, x, extra);
+ place_bold(player_ptr, y, x, gb_extra);
}
}
}
if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
{
/* Make an internal wall */
- place_bold(player_ptr, y, x, inner);
+ place_bold(player_ptr, y, x, gb_inner);
}
}
}
/* Add perpendicular walls */
for (x = x0 - rad; x <= x0 + rad; x++)
{
- place_bold(player_ptr, y0, x, inner);
+ place_bold(player_ptr, y0, x, gb_inner);
}
for (y = y0 - rad; y <= y0 + rad; y++)
{
- place_bold(player_ptr, y, x0, inner);
+ place_bold(player_ptr, y, x0, gb_inner);
}
/* Make inner vault */
for (y = y0 - 1; y <= y0 + 1; y++)
{
- place_bold(player_ptr, y, x0 - 1, inner);
- place_bold(player_ptr, y, x0 + 1, inner);
+ place_bold(player_ptr, y, x0 - 1, gb_inner);
+ place_bold(player_ptr, y, x0 + 1, gb_inner);
}
for (x = x0 - 1; x <= x0 + 1; x++)
{
- place_bold(player_ptr, y0 - 1, x, inner);
- place_bold(player_ptr, y0 + 1, x, inner);
+ place_bold(player_ptr, y0 - 1, x, gb_inner);
+ place_bold(player_ptr, y0 + 1, x, gb_inner);
}
- place_bold(player_ptr, y0, x0, floor);
+ place_bold(player_ptr, y0, x0, gb_floor);
/* Add doors to vault */
floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y1 - 2, x, outer_noperm);
+ place_bold(player_ptr, y1 - 2, x, gb_outer_noperm);
}
for (x = x1 - 2; x <= x2 + 2; x++)
floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y2 + 2, x, outer_noperm);
+ place_bold(player_ptr, y2 + 2, x, gb_outer_noperm);
}
for (y = y1 - 2; y <= y2 + 2; y++)
floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y, x1 - 2, outer_noperm);
+ place_bold(player_ptr, y, x1 - 2, gb_outer_noperm);
}
for (y = y1 - 2; y <= y2 + 2; y++)
floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y, x2 + 2, outer_noperm);
+ place_bold(player_ptr, y, x2 + 2, gb_outer_noperm);
}
for (y = y1 - 1; y <= y2 + 1; y++)
g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
/* Permanent walls */
- place_grid(player_ptr, g_ptr, inner_perm);
+ place_grid(player_ptr, g_ptr, gb_inner_perm);
}
}
/* If total is odd- and is a floor then make a wall */
if ((total % 2 == 1) && is_floor_bold(floor_ptr, y, x))
{
- place_bold(player_ptr, y, x, inner);
+ place_bold(player_ptr, y, x, gb_inner);
}
}
}
{
/* left and right */
y = randint1(dy) + dy / 2;
- place_bold(player_ptr, y1 + y, x1 - 1, inner);
- place_bold(player_ptr, y1 + y, x2 + 1, inner);
+ place_bold(player_ptr, y1 + y, x1 - 1, gb_inner);
+ place_bold(player_ptr, y1 + y, x2 + 1, gb_inner);
}
else
{
/* top and bottom */
x = randint1(dx) + dx / 2;
- place_bold(player_ptr, y1 - 1, x1 + x, inner);
- place_bold(player_ptr, y2 + 1, x1 + x, inner);
+ place_bold(player_ptr, y1 - 1, x1 + x, gb_inner);
+ place_bold(player_ptr, y2 + 1, x1 + x, gb_inner);
}
/* Fill with monsters and treasure, highest difficulty */
{
floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
/* Make everything a floor */
- place_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
}
}
floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (y = y0 - 1; y <= y0 + 1; y++)
{
- place_bold(player_ptr, y, x0 - 1, inner);
- place_bold(player_ptr, y, x0 + 1, inner);
+ place_bold(player_ptr, y, x0 - 1, gb_inner);
+ place_bold(player_ptr, y, x0 + 1, gb_inner);
}
for (x = x0 - 1; x <= x0 + 1; x++)
{
- place_bold(player_ptr, y0 - 1, x, inner);
- place_bold(player_ptr, y0 + 1, x, inner);
+ place_bold(player_ptr, y0 - 1, x, gb_inner);
+ place_bold(player_ptr, y0 + 1, x, gb_inner);
}
/* Place a secret door on one side */
floor_ptr->grid_array[y0][x0].mimic = 0;
/* Add inner open space */
- place_bold(player_ptr, y0, x0, floor);
+ place_bold(player_ptr, y0, x0, gb_floor);
}
/*!
/* if greater than cutoff then is a wall */
else
{
- place_bold(player_ptr, y, x, outer);
+ place_bold(player_ptr, y, x, gb_outer);
return FALSE;
}
}
{
for (y = 0; y <= ysize; ++y)
{
- place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_extra);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
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_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, gb_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_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, outer);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, gb_outer);
}
else
{
/* set to be normal granite */
- place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, extra);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, gb_extra);
}
/* bottom boundary */
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_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, gb_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_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, outer);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, gb_outer);
}
else
{
/* set to be normal granite */
- place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, extra);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, gb_extra);
}
/* clear the icky flag-don't need it any more */
if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, gb_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_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, outer);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, gb_outer);
}
else
{
/* outside room */
- place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, extra);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, gb_extra);
}
/* right boundary */
if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, gb_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_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, outer);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, gb_outer);
}
else
{
/* outside room */
- place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, extra);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, gb_extra);
}
/* clear icky flag -done with it */
else
{
- place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_extra);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
}
}
else
{
/* Clear the unconnected regions */
- place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_extra);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
{
for (y = 0; y <= ysize; ++y)
{
- place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, floor);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_floor);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
/* Do boundarys- set to normal granite */
for (i = 0; i <= xsize; ++i)
{
- place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, extra);
- place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, extra);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, gb_extra);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, gb_extra);
/* clear the icky flag-don't need it any more */
floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
for (i = 1; i < ysize; ++i)
{
- place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, extra);
- place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, extra);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, gb_extra);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, gb_extra);
/* clear icky flag -done with it */
floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
/* Fill unconnected regions with granite */
if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
- place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, extra);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_extra);
/* turn off icky flag (no longer needed.) */
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = 0; i <= xsize; i++)
{
- place_bold(player_ptr, y1, x1 + i, outer_noperm);
+ place_bold(player_ptr, y1, x1 + i, gb_outer_noperm);
floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y2, x1 + i, outer_noperm);
+ place_bold(player_ptr, y2, x1 + i, gb_outer_noperm);
floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Left and right boundaries */
for (i = 1; i < ysize; i++)
{
- place_bold(player_ptr, y1 + i, x1, outer_noperm);
+ place_bold(player_ptr, y1 + i, x1, gb_outer_noperm);
floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
- place_bold(player_ptr, y1 + i, x2, outer_noperm);
+ place_bold(player_ptr, y1 + i, x2, gb_outer_noperm);
floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
}
if (is_extra_bold(floor_ptr, y1 + y, x1 + x))
{
/* clear the untouched region */
- place_bold(player_ptr, y1 + y, x1 + x, floor);
+ place_bold(player_ptr, y1 + y, x1 + x, gb_floor);
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_bold(player_ptr, y, x, floor);
+ place_bold(player_ptr, y, x, gb_floor);
/* 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_bold(player_ptr, y + 1, x, floor);
+ place_bold(player_ptr, y + 1, x, gb_floor);
r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited);
}
break;
/* (0,-) - check for top boundary */
if ((node / m > 0) && (visited[node - m] == 0))
{
- place_bold(player_ptr, y - 1, x, floor);
+ place_bold(player_ptr, y - 1, x, gb_floor);
r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited);
}
break;
/* (+,0) - check for right boundary */
if ((node % m < m - 1) && (visited[node + 1] == 0))
{
- place_bold(player_ptr, y, x + 1, floor);
+ place_bold(player_ptr, y, x + 1, gb_floor);
r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited);
}
break;
/* (-,0) - check for left boundary */
if ((node % m > 0) && (visited[node - 1] == 0))
{
- place_bold(player_ptr, y, x - 1, floor);
+ place_bold(player_ptr, y, x - 1, gb_floor);
r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited);
}
} /* end switch */
if (is_vault) g_ptr->info |= CAVE_ICKY;
if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
{
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
else if (!is_vault)
{
- place_grid(player_ptr, g_ptr, extra);
+ place_grid(player_ptr, g_ptr, gb_extra);
}
else
{
- place_grid(player_ptr, g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
}
if (light) g_ptr->info |= (CAVE_GLOW);
}
/* top and bottom */
for (x = x1; x <= x2; x++)
{
- place_bold(player_ptr, y1, x, outer);
- place_bold(player_ptr, y2, x, outer);
+ place_bold(player_ptr, y1, x, gb_outer);
+ place_bold(player_ptr, y2, x, gb_outer);
}
/* left and right */
for (y = y1 + 1; y < y2; y++)
{
- place_bold(player_ptr, y, x1, outer);
- place_bold(player_ptr, y, x2, outer);
+ place_bold(player_ptr, y, x1, gb_outer);
+ place_bold(player_ptr, y, x2, gb_outer);
}
/* Make a couple of entrances */
{
/* left and right */
y = randint1(ysize) + y1;
- place_bold(player_ptr, y, x1, floor);
- place_bold(player_ptr, y, x2, floor);
+ place_bold(player_ptr, y, x1, gb_floor);
+ place_bold(player_ptr, y, x2, gb_floor);
}
else
{
/* top and bottom */
x = randint1(xsize) + x1;
- place_bold(player_ptr, y1, x, floor);
- place_bold(player_ptr, y2, x, floor);
+ place_bold(player_ptr, y1, x, gb_floor);
+ place_bold(player_ptr, y2, x, gb_floor);
}
/* Select size of keep */
{
for (x = x1; x < x2; x++)
{
- place_bold(player_ptr, y, x, inner);
+ place_bold(player_ptr, y, x, gb_inner);
}
}
/* top and bottom */
for (x = x1 + 1; x <= x2 - 1; x++)
{
- place_bold(player_ptr, y1 + 1, x, inner);
- place_bold(player_ptr, y2 - 1, x, inner);
+ place_bold(player_ptr, y1 + 1, x, gb_inner);
+ place_bold(player_ptr, y2 - 1, x, gb_inner);
}
/* left and right */
for (y = y1 + 1; y <= y2 - 1; y++)
{
- place_bold(player_ptr, y, x1 + 1, inner);
- place_bold(player_ptr, y, x2 - 1, inner);
+ place_bold(player_ptr, y, x1 + 1, gb_inner);
+ place_bold(player_ptr, y, x2 - 1, gb_inner);
}
/* Make a door */
if (one_in_(2))
{
/* left */
- place_bold(player_ptr, y, x1 + 1, floor);
+ place_bold(player_ptr, y, x1 + 1, gb_floor);
}
else
{
/* right */
- place_bold(player_ptr, y, x2 - 1, floor);
+ place_bold(player_ptr, y, x2 - 1, gb_floor);
}
/* Build the room */
{
for (x = x1; x < x2; x++)
{
- place_bold(player_ptr, y, x, inner);
+ place_bold(player_ptr, y, x, gb_inner);
}
}
return;
{
for (x = x1; x < x2; x++)
{
- place_bold(player_ptr, y, x, inner);
+ place_bold(player_ptr, y, x, gb_inner);
}
}
return;
else if (is_extra_bold(floor_ptr, y, x))
{
/* Set bounding walls */
- place_bold(player_ptr, y, x, outer);
+ place_bold(player_ptr, y, x, gb_outer);
if (light) g_ptr->info |= CAVE_GLOW;
}
else if (permanent_wall(f_ptr))
{
/* Point to grid */
g_ptr = &player_ptr->current_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);
if (light) g_ptr->info |= (CAVE_GLOW);
}
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- place_bold(player_ptr, y, x, inner_perm);
+ place_bold(player_ptr, y, x, gb_inner_perm);
}
}
}
if (t < 20)
{
/* Create granite wall */
- place_grid(caster_ptr, g_ptr, extra);
+ place_grid(caster_ptr, g_ptr, gb_extra);
}
else if (t < 70)
{
else
{
/* Create floor */
- place_grid(caster_ptr, g_ptr, floor);
+ place_grid(caster_ptr, g_ptr, gb_floor);
}
/* Clear garbage of hidden trap or door */