From ce7f12d322e83c1bc88b6617d79f68a3b6a7340c Mon Sep 17 00:00:00 2001 From: Hourier Date: Sun, 26 Apr 2020 18:43:31 +0900 Subject: [PATCH] [Refactor] #37353 Changed enum values in grid_bold_type from lowercase to UPPERCASE --- src/floor-generate.c | 64 ++++++++--------- src/floor-save.c | 4 +- src/floor.c | 22 +++--- src/grid.c | 40 +++++------ src/grid.h | 22 +++--- src/room/rooms-pit-nest.c | 76 ++++++++++----------- src/rooms-normal.c | 170 +++++++++++++++++++++++----------------------- src/rooms-special.c | 34 +++++----- src/rooms-trap.c | 10 +-- src/rooms-vault.c | 70 +++++++++---------- src/rooms.c | 120 ++++++++++++++++---------------- src/spells-floor.c | 4 +- 12 files changed, 318 insertions(+), 318 deletions(-) diff --git a/src/floor-generate.c b/src/floor-generate.c index 52cd3898f..50a25a9b4 100644 --- a/src/floor-generate.c +++ b/src/floor-generate.c @@ -645,22 +645,22 @@ static bool cave_gen(player_type *player_ptr, concptr *why) { for (x = 0; x < floor_ptr->width; x++) { - place_bold(player_ptr, y, x, gb_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, gb_extra); - place_bold(player_ptr, floor_ptr->height - 1, x, gb_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, gb_extra); - place_bold(player_ptr, y, floor_ptr->width - 1, gb_extra); + place_bold(player_ptr, y, 0, GB_EXTRA); + place_bold(player_ptr, y, floor_ptr->width - 1, GB_EXTRA); } } else @@ -670,7 +670,7 @@ static bool cave_gen(player_type *player_ptr, concptr *why) { for (x = 0; x < floor_ptr->width; x++) { - place_bold(player_ptr, y, x, gb_extra); + place_bold(player_ptr, y, x, GB_EXTRA); } } } @@ -796,7 +796,7 @@ static bool cave_gen(player_type *player_ptr, concptr *why) /* Clear mimic type */ g_ptr->mimic = 0; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); } } @@ -812,7 +812,7 @@ static bool cave_gen(player_type *player_ptr, concptr *why) g_ptr->mimic = 0; /* Clear previous contents, add up floor */ - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); /* Occasional doorway */ if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS)) @@ -1003,35 +1003,35 @@ static void build_arena(player_type *player_ptr, POSITION *start_y, POSITION *st for (i = y_height; i <= y_height + 5; i++) for (j = x_left; j <= x_right; j++) { - place_bold(player_ptr, i, j, gb_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, gb_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, gb_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, gb_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, gb_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, gb_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, gb_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, gb_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; @@ -1061,7 +1061,7 @@ static void generate_challenge_arena(player_type *challanger_ptr) for (x = 0; x < MAX_WID; x++) { /* Create "solid" perma-wall */ - place_bold(challanger_ptr, y, x, gb_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); @@ -1111,35 +1111,35 @@ static void build_battle(player_type *player_ptr, POSITION *y, POSITION *x) for (i = y_height; i <= y_height + 5; i++) for (j = x_left; j <= x_right; j++) { - place_bold(player_ptr, i, j, gb_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, gb_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, gb_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, gb_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, gb_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, gb_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, gb_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, gb_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++) @@ -1175,7 +1175,7 @@ static void generate_gambling_arena(player_type *creature_ptr) for (x = 0; x < MAX_WID; x++) { /* Create "solid" perma-wall */ - place_bold(creature_ptr, y, x, gb_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); @@ -1227,7 +1227,7 @@ static void generate_fixed_floor(player_type *player_ptr) { for (x = 0; x < floor_ptr->width; x++) { - place_bold(player_ptr, y, x, gb_solid_perm); + place_bold(player_ptr, y, x, GB_SOLID_PERM); } } @@ -1668,7 +1668,7 @@ bool build_tunnel(player_type *player_ptr, POSITION row1, POSITION col1, POSITIO if (is_outer_bold(floor_ptr, y, x)) { /* Change the wall to a "solid" wall */ - place_bold(player_ptr, y, x, gb_solid_noperm); + place_bold(player_ptr, y, x, GB_SOLID_NOPERM); } } } @@ -1819,7 +1819,7 @@ static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool a if (is_outer_bold(floor_ptr, j, i)) { /* Change the wall to a "solid" wall */ - place_bold(player_ptr, j, i, gb_solid_noperm); + place_bold(player_ptr, j, i, GB_SOLID_NOPERM); } } } @@ -1827,7 +1827,7 @@ static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool a /* Clear mimic type */ floor_ptr->grid_array[*y][*x].mimic = 0; - place_bold(player_ptr, *y, *x, gb_floor); + place_bold(player_ptr, *y, *x, GB_FLOOR); return TRUE; } @@ -1859,7 +1859,7 @@ static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool a if (i == 0) { /* Failed for some reason: hack - ignore the solidness */ - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); dx = 0; dy = 0; } @@ -2117,7 +2117,7 @@ bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x if (i == 0) { /* Failed for some reason: hack - ignore the solidness */ - place_bold(player_ptr, y3, x3, gb_outer); + place_bold(player_ptr, y3, x3, GB_OUTER); dx = 0; dy = 0; } diff --git a/src/floor-save.c b/src/floor-save.c index 308d44cbb..307fe803a 100644 --- a/src/floor-save.c +++ b/src/floor-save.c @@ -344,7 +344,7 @@ static void build_dead_end(player_type *creature_ptr) for (x = 0; x < MAX_WID; x++) { /* Create "solid" perma-wall */ - place_bold(creature_ptr, y, x, gb_solid_perm); + place_bold(creature_ptr, y, x, GB_SOLID_PERM); } } @@ -353,7 +353,7 @@ static void build_dead_end(player_type *creature_ptr) creature_ptr->x = creature_ptr->current_floor_ptr->width / 2; /* Give one square */ - place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, gb_floor); + place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, GB_FLOOR); wipe_generate_random_floor_flags(creature_ptr->current_floor_ptr); } diff --git a/src/floor.c b/src/floor.c index 564868671..02bb290ba 100644 --- a/src/floor.c +++ b/src/floor.c @@ -89,7 +89,7 @@ void place_locked_door(player_type *player_ptr, POSITION y, POSITION 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, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); return; } @@ -112,7 +112,7 @@ void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type 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, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); return; } @@ -248,8 +248,8 @@ void add_door(player_type *player_ptr, POSITION x, POSITION y) (is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1))) { place_secret_door(player_ptr, y, x, DOOR_DEFAULT); - place_bold(player_ptr, y, x - 1, gb_solid); - place_bold(player_ptr, y, x + 1, gb_solid); + place_bold(player_ptr, y, x - 1, GB_SOLID); + place_bold(player_ptr, y, x + 1, GB_SOLID); } /* look at: @@ -264,8 +264,8 @@ void add_door(player_type *player_ptr, POSITION x, POSITION y) is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1)) { place_secret_door(player_ptr, y, x, DOOR_DEFAULT); - place_bold(player_ptr, y - 1, x, gb_solid); - place_bold(player_ptr, y + 1, x, gb_solid); + place_bold(player_ptr, y - 1, x, GB_SOLID); + place_bold(player_ptr, y + 1, x, GB_SOLID); } } @@ -700,7 +700,7 @@ void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool roo if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS) { - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); return; } @@ -752,7 +752,7 @@ void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool roo } else { - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); } delete_monster(player_ptr, y, x); @@ -822,7 +822,7 @@ void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type 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, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); return; } @@ -844,7 +844,7 @@ void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type if (feat == feat_none) { - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); return; } @@ -1362,7 +1362,7 @@ void set_floor(player_type *player_ptr, POSITION x, POSITION y) } if (is_extra_bold(floor_ptr, y, x)) - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); } diff --git a/src/grid.c b/src/grid.c index 1ac8e66d3..c7cfe9c85 100644 --- a/src/grid.c +++ b/src/grid.c @@ -256,7 +256,7 @@ void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr) } /* Add "solid" perma-wall */ - place_grid(player_ptr, g_ptr, gb_solid_perm); + place_grid(player_ptr, g_ptr, GB_SOLID_PERM); } /*! @@ -1216,47 +1216,47 @@ void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_typ { switch (gb_type) { - case gb_floor: + case GB_FLOOR: { g_ptr->feat = feat_ground_type[randint0(100)]; g_ptr->info &= ~(CAVE_MASK); g_ptr->info |= CAVE_FLOOR; break; } - case gb_extra: + case GB_EXTRA: { g_ptr->feat = feat_wall_type[randint0(100)]; g_ptr->info &= ~(CAVE_MASK); g_ptr->info |= CAVE_EXTRA; break; } - case gb_extra_perm: + case GB_EXTRA_PERM: { // No such grid return; } - case gb_inner: + case GB_INNER: { g_ptr->feat = feat_wall_inner; g_ptr->info &= ~(CAVE_MASK); g_ptr->info |= CAVE_INNER; break; } - case gb_inner_perm: + case GB_INNER_PERM: { g_ptr->feat = feat_permanent; g_ptr->info &= ~(CAVE_MASK); g_ptr->info |= CAVE_INNER; break; } - case gb_outer: + case GB_OUTER: { g_ptr->feat = feat_wall_outer; g_ptr->info &= ~(CAVE_MASK); g_ptr->info |= CAVE_OUTER; break; } - case gb_outer_noperm: + case GB_OUTER_NOPERM: { feature_type *f_ptr = &f_info[feat_wall_outer]; if (permanent_wall(f_ptr)) @@ -1272,19 +1272,19 @@ void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_typ g_ptr->info |= (CAVE_OUTER | CAVE_VAULT); break; } - case gb_solid: + case GB_SOLID: { // No such grid return; } - case gb_solid_perm: + case GB_SOLID_PERM: { g_ptr->feat = feat_permanent; g_ptr->info &= ~(CAVE_MASK); g_ptr->info |= CAVE_SOLID; break; } - case gb_solid_noperm: + case GB_SOLID_NOPERM: { // No such grid return; @@ -1315,49 +1315,49 @@ void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type floor_type *floor_ptr = player_ptr->current_floor_ptr; switch (gb_type) { - case gb_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 gb_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 gb_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 gb_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 gb_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 gb_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 gb_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)); @@ -1366,14 +1366,14 @@ void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type add_cave_info(floor_ptr, y, x, (CAVE_OUTER | CAVE_VAULT)); break; } - case gb_solid: + case GB_SOLID: { 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_SOLID); break; } - case gb_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)) diff --git a/src/grid.h b/src/grid.h index c917e84e7..29da5e3ee 100644 --- a/src/grid.h +++ b/src/grid.h @@ -202,18 +202,18 @@ extern bool check_local_illumination(player_type *creature_ptr, POSITION y, POSI extern bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode); extern bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode); -typedef enum grid_bold_type +typedef enum { - 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 + 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); diff --git a/src/room/rooms-pit-nest.c b/src/room/rooms-pit-nest.c index efa2a8923..e3e59cf1f 100644 --- a/src/room/rooms-pit-nest.c +++ b/src/room/rooms-pit-nest.c @@ -281,7 +281,7 @@ bool build_type5(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); } } @@ -290,16 +290,16 @@ bool build_type5(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } @@ -313,17 +313,17 @@ bool build_type5(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } for (y = y1; y <= y2; y++) { @@ -490,7 +490,7 @@ bool build_type6(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); } } @@ -499,16 +499,16 @@ bool build_type6(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } /* Advance to the center room */ @@ -521,16 +521,16 @@ bool build_type6(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } for (y = y1; y <= y2; y++) { @@ -770,7 +770,7 @@ bool build_type13(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr->info |= (CAVE_ROOM); } } @@ -779,11 +779,11 @@ bool build_type13(player_type *player_ptr) for (x = x1 + 3; x <= x2 - 3; x++) { g_ptr = &floor_ptr->grid_array[yval - 2][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); add_cave_info(floor_ptr, yval + 2, x, CAVE_ICKY); } @@ -791,11 +791,11 @@ bool build_type13(player_type *player_ptr) for (x = x1 + 5; x <= x2 - 5; x++) { g_ptr = &floor_ptr->grid_array[yval - 3][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); add_cave_info(floor_ptr, yval + 3, x, CAVE_ICKY); } @@ -803,27 +803,27 @@ bool build_type13(player_type *player_ptr) for (x = x1; x <= x2; x++) { g_ptr = &floor_ptr->grid_array[yval][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr = &floor_ptr->grid_array[y1][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr = &floor_ptr->grid_array[y2][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } /* Random corridor */ @@ -831,26 +831,26 @@ bool build_type13(player_type *player_ptr) { for (y = y1; y <= yval; y++) { - place_bold(player_ptr, y, x2, gb_floor); - place_bold(player_ptr, y, x1 - 1, gb_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, gb_floor); - place_bold(player_ptr, y, x2 + 1, gb_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, gb_floor); - place_bold(player_ptr, y, x2 + 1, gb_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, gb_floor); - place_bold(player_ptr, y, x1 - 1, gb_solid); + place_bold(player_ptr, y, x2, GB_FLOOR); + place_bold(player_ptr, y, x1 - 1, GB_SOLID); } } diff --git a/src/rooms-normal.c b/src/rooms-normal.c index a9704a41e..a942efee3 100644 --- a/src/rooms-normal.c +++ b/src/rooms-normal.c @@ -67,7 +67,7 @@ bool build_type1(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -77,16 +77,16 @@ bool build_type1(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } @@ -122,7 +122,7 @@ bool build_type1(player_type *player_ptr) for (x = x1; x <= x2; x += 2) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } } @@ -133,16 +133,16 @@ bool build_type1(player_type *player_ptr) if ((y1 + 4 < y2) && (x1 + 4 < x2)) { g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_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, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } @@ -152,16 +152,16 @@ bool build_type1(player_type *player_ptr) for (y = y1 + 2; y <= y2 - 2; y += 2) { g_ptr = &floor_ptr->grid_array[y][x1]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y][x2]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } /* Hack -- Occasional divided room */ @@ -175,26 +175,26 @@ bool build_type1(player_type *player_ptr) /* Horizontal wall */ for (x = x1; x <= x2; x++) { - place_bold(player_ptr, yval, x, gb_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, gb_solid); - place_bold(player_ptr, yval, x2 + 1, gb_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, gb_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, gb_solid); - place_bold(player_ptr, y2 + 1, xval, gb_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); @@ -243,7 +243,7 @@ bool build_type2(player_type *player_ptr) for (x = x1a - 1; x <= x2a + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -255,7 +255,7 @@ bool build_type2(player_type *player_ptr) for (x = x1b - 1; x <= x2b + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -266,32 +266,32 @@ bool build_type2(player_type *player_ptr) for (y = y1a - 1; y <= y2a + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1a - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2a + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2a + 1][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2b + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2b + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } @@ -302,7 +302,7 @@ bool build_type2(player_type *player_ptr) for (x = x1a; x <= x2a; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); } } @@ -312,7 +312,7 @@ bool build_type2(player_type *player_ptr) for (x = x1b; x <= x2b; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); } } @@ -379,7 +379,7 @@ bool build_type3(player_type *player_ptr) for (x = x1a - 1; x <= x2a + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -391,7 +391,7 @@ bool build_type3(player_type *player_ptr) for (x = x1b - 1; x <= x2b + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -402,32 +402,32 @@ bool build_type3(player_type *player_ptr) for (y = y1a - 1; y <= y2a + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1a - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2a + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2a + 1][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2b + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2b + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } @@ -437,7 +437,7 @@ bool build_type3(player_type *player_ptr) for (x = x1a; x <= x2a; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); } } @@ -447,7 +447,7 @@ bool build_type3(player_type *player_ptr) for (x = x1b; x <= x2b; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); } } @@ -464,7 +464,7 @@ bool build_type3(player_type *player_ptr) for (x = x1a; x <= x2a; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } break; @@ -477,16 +477,16 @@ bool build_type3(player_type *player_ptr) for (y = y1b; y <= y2b; y++) { g_ptr = &floor_ptr->grid_array[y][x1a]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y][x2a]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2b][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } /* Place a secret door on the inner room */ @@ -521,9 +521,9 @@ bool build_type3(player_type *player_ptr) { if (y == yval) continue; g_ptr = &floor_ptr->grid_array[y][x1a - 1]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y][x2a + 1]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } /* Pinch the north/south sides */ @@ -531,9 +531,9 @@ bool build_type3(player_type *player_ptr) { if (x == xval) continue; g_ptr = &floor_ptr->grid_array[y1b - 1][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2b + 1][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } /* Sometimes shut using secret doors */ @@ -554,22 +554,22 @@ bool build_type3(player_type *player_ptr) else if (one_in_(3)) { g_ptr = &floor_ptr->grid_array[yval][xval]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y1b][xval]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2b][xval]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[yval][x1a]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[yval][x2a]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } break; @@ -617,7 +617,7 @@ bool build_type4(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -627,16 +627,16 @@ bool build_type4(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } @@ -650,16 +650,16 @@ bool build_type4(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } @@ -703,7 +703,7 @@ bool build_type4(player_type *player_ptr) { if ((x == xval) && (y == yval)) continue; g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } @@ -755,7 +755,7 @@ bool build_type4(player_type *player_ptr) for (x = xval - 1; x <= xval + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } @@ -768,12 +768,12 @@ bool build_type4(player_type *player_ptr) for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } } @@ -789,16 +789,16 @@ bool build_type4(player_type *player_ptr) for (x = xval - 5; x <= xval + 5; x++) { g_ptr = &floor_ptr->grid_array[yval - 1][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[yval + 1][x]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr = &floor_ptr->grid_array[yval][xval + 5]; - place_grid(player_ptr, g_ptr, gb_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); @@ -836,7 +836,7 @@ bool build_type4(player_type *player_ptr) if (0x1 & (x + y)) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } } } @@ -866,12 +866,12 @@ bool build_type4(player_type *player_ptr) for (y = y1; y <= y2; y++) { g_ptr = &floor_ptr->grid_array[y][xval]; - place_grid(player_ptr, g_ptr, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } /* Doors into the rooms */ @@ -941,12 +941,12 @@ bool build_type11(player_type *player_ptr) if (distance(y0, x0, y, x) <= rad - 1) { /* inside- so is floor */ - place_bold(player_ptr, y, x, gb_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, gb_extra); + place_bold(player_ptr, y, x, GB_EXTRA); } } } @@ -1001,23 +1001,23 @@ bool build_type12(player_type *player_ptr) if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1) { /* inside - so is floor */ - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); } else if (distance(y0, x0, y, x) < 3) { - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); } else { /* make granite outside so arena works */ - place_bold(player_ptr, y, x, gb_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, gb_extra); + place_bold(player_ptr, y, x, GB_EXTRA); } } } diff --git a/src/rooms-special.c b/src/rooms-special.c index 6e66618b6..403260611 100644 --- a/src/rooms-special.c +++ b/src/rooms-special.c @@ -48,7 +48,7 @@ bool build_type15(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_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); @@ -59,20 +59,20 @@ bool build_type15(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_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, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr->feat = feat_glass_wall; } @@ -96,7 +96,7 @@ bool build_type15(player_type *player_ptr) 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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr->feat = feat_glass_wall; } } @@ -107,7 +107,7 @@ bool build_type15(player_type *player_ptr) 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, gb_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); } @@ -134,19 +134,19 @@ bool build_type15(player_type *player_ptr) /* Pillars */ g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_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, gb_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, gb_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); @@ -157,7 +157,7 @@ bool build_type15(player_type *player_ptr) 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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr->feat = feat_glass_wall; } @@ -188,27 +188,27 @@ bool build_type15(player_type *player_ptr) for (y = yval - 2; y <= yval + 2; y++) { g_ptr = &floor_ptr->grid_array[y][xval - 3]; - place_grid(player_ptr, g_ptr, gb_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, gb_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, gb_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, gb_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, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); g_ptr->feat = feat_glass_wall; } diff --git a/src/rooms-trap.c b/src/rooms-trap.c index 72e35d949..dc712feac 100644 --- a/src/rooms-trap.c +++ b/src/rooms-trap.c @@ -55,7 +55,7 @@ bool build_type14(player_type *player_ptr) for (x = x1 - 1; x <= x2 + 1; x++) { g_ptr = &floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -65,16 +65,16 @@ bool build_type14(player_type *player_ptr) for (y = y1 - 1; y <= y2 + 1; y++) { g_ptr = &floor_ptr->grid_array[y][x1 - 1]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y][x2 + 1]; - place_grid(player_ptr, g_ptr, gb_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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); g_ptr = &floor_ptr->grid_array[y2 + 1][x]; - place_grid(player_ptr, g_ptr, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } if (floor_ptr->dun_level < 30 + randint1(30)) diff --git a/src/rooms-vault.c b/src/rooms-vault.c index d6c0a27db..72b5185ad 100644 --- a/src/rooms-vault.c +++ b/src/rooms-vault.c @@ -89,9 +89,9 @@ static void build_bubble_vault(player_type *player_ptr, POSITION x0, POSITION y0 { int side_x = x0 - xhsize + i; - place_bold(player_ptr, y0 - yhsize + 0, side_x, gb_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, gb_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); } @@ -100,9 +100,9 @@ static void build_bubble_vault(player_type *player_ptr, POSITION x0, POSITION y0 { int side_y = y0 - yhsize + i; - place_bold(player_ptr, side_y, x0 - xhsize + 0, gb_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, gb_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); } @@ -144,12 +144,12 @@ static void build_bubble_vault(player_type *player_ptr, POSITION x0, POSITION y0 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, gb_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, gb_floor); + place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, GB_FLOOR); } /* clean up rest of flags */ @@ -191,7 +191,7 @@ static void build_room_vault(player_type *player_ptr, POSITION x0, POSITION y0, { POSITION y = y0 - yhsize + y1; - place_bold(player_ptr, y, x, gb_extra); + place_bold(player_ptr, y, x, GB_EXTRA); floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY); } } @@ -365,7 +365,7 @@ static void build_vault(player_type *player_ptr, POSITION yval, POSITION xval, P g_ptr = &floor_ptr->grid_array[y][x]; /* Lay down a floor */ - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); /* Remove any mimic */ g_ptr->mimic = 0; @@ -378,28 +378,28 @@ static void build_vault(player_type *player_ptr, POSITION yval, POSITION xval, P { /* Granite wall (outer) */ case '%': - place_grid(player_ptr, g_ptr, gb_outer_noperm); + place_grid(player_ptr, g_ptr, GB_OUTER_NOPERM); break; /* Granite wall (inner) */ case '#': - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); break; /* Glass wall (inner) */ case '$': - place_grid(player_ptr, g_ptr, gb_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, gb_inner_perm); + place_grid(player_ptr, g_ptr, GB_INNER_PERM); break; /* Permanent glass wall (inner) */ case 'Y': - place_grid(player_ptr, g_ptr, gb_inner_perm); + place_grid(player_ptr, g_ptr, GB_INNER_PERM); g_ptr->feat = feat_permanent_glass_wall; break; @@ -841,19 +841,19 @@ static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1) { /* inside- so is floor */ - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); } else { /* make granite outside so arena works */ - place_bold(player_ptr, y, x, gb_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, gb_extra); + place_bold(player_ptr, y, x, GB_EXTRA); } } } @@ -869,7 +869,7 @@ static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2) { /* Make an internal wall */ - place_bold(player_ptr, y, x, gb_inner); + place_bold(player_ptr, y, x, GB_INNER); } } } @@ -877,27 +877,27 @@ static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0 /* Add perpendicular walls */ for (x = x0 - rad; x <= x0 + rad; x++) { - place_bold(player_ptr, y0, x, gb_inner); + place_bold(player_ptr, y0, x, GB_INNER); } for (y = y0 - rad; y <= y0 + rad; y++) { - place_bold(player_ptr, y, x0, gb_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, gb_inner); - place_bold(player_ptr, y, x0 + 1, gb_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, gb_inner); - place_bold(player_ptr, y0 + 1, x, gb_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, gb_floor); + place_bold(player_ptr, y0, x0, GB_FLOOR); /* Add doors to vault */ @@ -1046,7 +1046,7 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY); - place_bold(player_ptr, y1 - 2, x, gb_outer_noperm); + place_bold(player_ptr, y1 - 2, x, GB_OUTER_NOPERM); } for (x = x1 - 2; x <= x2 + 2; x++) @@ -1055,7 +1055,7 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY); - place_bold(player_ptr, y2 + 2, x, gb_outer_noperm); + place_bold(player_ptr, y2 + 2, x, GB_OUTER_NOPERM); } for (y = y1 - 2; y <= y2 + 2; y++) @@ -1064,7 +1064,7 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY); - place_bold(player_ptr, y, x1 - 2, gb_outer_noperm); + place_bold(player_ptr, y, x1 - 2, GB_OUTER_NOPERM); } for (y = y1 - 2; y <= y2 + 2; y++) @@ -1073,7 +1073,7 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY); - place_bold(player_ptr, y, x2 + 2, gb_outer_noperm); + place_bold(player_ptr, y, x2 + 2, GB_OUTER_NOPERM); } for (y = y1 - 1; y <= y2 + 1; y++) @@ -1085,7 +1085,7 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 g_ptr->info |= (CAVE_ROOM | CAVE_ICKY); /* Permanent walls */ - place_grid(player_ptr, g_ptr, gb_inner_perm); + place_grid(player_ptr, g_ptr, GB_INNER_PERM); } } @@ -1110,7 +1110,7 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 /* 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, gb_inner); + place_bold(player_ptr, y, x, GB_INNER); } } } @@ -1120,15 +1120,15 @@ static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0 { /* left and right */ y = randint1(dy) + dy / 2; - place_bold(player_ptr, y1 + y, x1 - 1, gb_inner); - place_bold(player_ptr, y1 + y, x2 + 1, gb_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, gb_inner); - place_bold(player_ptr, y2 + 1, x1 + x, gb_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 */ @@ -1168,7 +1168,7 @@ static void build_castle_vault(player_type *player_ptr, POSITION x0, POSITION y0 { floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY); /* Make everything a floor */ - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); } } diff --git a/src/rooms.c b/src/rooms.c index 0542055d5..7e8c76ff1 100644 --- a/src/rooms.c +++ b/src/rooms.c @@ -139,14 +139,14 @@ void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0) floor_type *floor_ptr = player_ptr->current_floor_ptr; for (y = y0 - 1; y <= y0 + 1; y++) { - place_bold(player_ptr, y, x0 - 1, gb_inner); - place_bold(player_ptr, y, x0 + 1, gb_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, gb_inner); - place_bold(player_ptr, y0 + 1, x, gb_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 */ @@ -162,7 +162,7 @@ void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0) floor_ptr->grid_array[y0][x0].mimic = 0; /* Add inner open space */ - place_bold(player_ptr, y0, x0, gb_floor); + place_bold(player_ptr, y0, x0, GB_FLOOR); } /*! @@ -832,7 +832,7 @@ static bool hack_isnt_wall(player_type *player_ptr, POSITION y, POSITION x, int /* if greater than cutoff then is a wall */ else { - place_bold(player_ptr, y, x, gb_outer); + place_bold(player_ptr, y, x, GB_OUTER); return FALSE; } } @@ -971,7 +971,7 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO { for (y = 0; y <= ysize; ++y) { - place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_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); } } @@ -989,30 +989,30 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO 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, gb_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, gb_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, gb_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, gb_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, gb_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, gb_extra); + place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA); } /* clear the icky flag-don't need it any more */ @@ -1027,29 +1027,29 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO 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, gb_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, gb_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, gb_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, gb_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, gb_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, gb_extra); + place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA); } /* clear icky flag -done with it */ @@ -1086,14 +1086,14 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO else { - place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_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, gb_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); } } @@ -1244,7 +1244,7 @@ bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION x { for (y = 0; y <= ysize; ++y) { - place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, gb_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); } } @@ -1254,8 +1254,8 @@ bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION x /* Do boundarys- set to normal granite */ for (i = 0; i <= xsize; ++i) { - place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, gb_extra); - place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, gb_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); @@ -1266,8 +1266,8 @@ bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION x for (i = 1; i < ysize; ++i) { - place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, gb_extra); - place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, gb_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); @@ -1283,7 +1283,7 @@ bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION x /* 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, gb_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); @@ -1528,18 +1528,18 @@ void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, floor_type *floor_ptr = player_ptr->current_floor_ptr; for (i = 0; i <= xsize; i++) { - place_bold(player_ptr, y1, x1 + i, gb_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, gb_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, gb_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, gb_outer_noperm); + place_bold(player_ptr, y1 + i, x2, GB_OUTER_NOPERM); floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY); } @@ -1551,7 +1551,7 @@ void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, if (is_extra_bold(floor_ptr, y1 + y, x1 + x)) { /* clear the untouched region */ - place_bold(player_ptr, y1 + y, x1 + x, gb_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 @@ -1595,7 +1595,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS visited[node] = 1; x = 2 * (node % m) + x1; y = 2 * (node / m) + y1; - place_bold(player_ptr, y, x, gb_floor); + place_bold(player_ptr, y, x, GB_FLOOR); /* setup order of adjacent node visits */ if (one_in_(3)) @@ -1635,7 +1635,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS /* (0,+) - check for bottom boundary */ if ((node / m < n - 1) && (visited[node + m] == 0)) { - place_bold(player_ptr, y + 1, x, gb_floor); + place_bold(player_ptr, y + 1, x, GB_FLOOR); r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited); } break; @@ -1643,7 +1643,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS /* (0,-) - check for top boundary */ if ((node / m > 0) && (visited[node - m] == 0)) { - place_bold(player_ptr, y - 1, x, gb_floor); + place_bold(player_ptr, y - 1, x, GB_FLOOR); r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited); } break; @@ -1651,7 +1651,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS /* (+,0) - check for right boundary */ if ((node % m < m - 1) && (visited[node + 1] == 0)) { - place_bold(player_ptr, y, x + 1, gb_floor); + place_bold(player_ptr, y, x + 1, GB_FLOOR); r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited); } break; @@ -1659,7 +1659,7 @@ void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POS /* (-,0) - check for left boundary */ if ((node % m > 0) && (visited[node - 1] == 0)) { - place_bold(player_ptr, y, x - 1, gb_floor); + place_bold(player_ptr, y, x - 1, GB_FLOOR); r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited); } } /* end switch */ @@ -1700,15 +1700,15 @@ void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITIO 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, gb_outer); + place_grid(player_ptr, g_ptr, GB_OUTER); } else if (!is_vault) { - place_grid(player_ptr, g_ptr, gb_extra); + place_grid(player_ptr, g_ptr, GB_EXTRA); } else { - place_grid(player_ptr, g_ptr, gb_inner); + place_grid(player_ptr, g_ptr, GB_INNER); } if (light) g_ptr->info |= (CAVE_GLOW); } @@ -1787,15 +1787,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS /* top and bottom */ for (x = x1; x <= x2; x++) { - place_bold(player_ptr, y1, x, gb_outer); - place_bold(player_ptr, y2, x, gb_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, gb_outer); - place_bold(player_ptr, y, x2, gb_outer); + place_bold(player_ptr, y, x1, GB_OUTER); + place_bold(player_ptr, y, x2, GB_OUTER); } /* Make a couple of entrances */ @@ -1803,15 +1803,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS { /* left and right */ y = randint1(ysize) + y1; - place_bold(player_ptr, y, x1, gb_floor); - place_bold(player_ptr, y, x2, gb_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, gb_floor); - place_bold(player_ptr, y2, x, gb_floor); + place_bold(player_ptr, y1, x, GB_FLOOR); + place_bold(player_ptr, y2, x, GB_FLOOR); } /* Select size of keep */ @@ -1850,7 +1850,7 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS { for (x = x1; x < x2; x++) { - place_bold(player_ptr, y, x, gb_inner); + place_bold(player_ptr, y, x, GB_INNER); } } @@ -1862,15 +1862,15 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS /* top and bottom */ for (x = x1 + 1; x <= x2 - 1; x++) { - place_bold(player_ptr, y1 + 1, x, gb_inner); - place_bold(player_ptr, y2 - 1, x, gb_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, gb_inner); - place_bold(player_ptr, y, x2 - 1, gb_inner); + place_bold(player_ptr, y, x1 + 1, GB_INNER); + place_bold(player_ptr, y, x2 - 1, GB_INNER); } /* Make a door */ @@ -1879,12 +1879,12 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS if (one_in_(2)) { /* left */ - place_bold(player_ptr, y, x1 + 1, gb_floor); + place_bold(player_ptr, y, x1 + 1, GB_FLOOR); } else { /* right */ - place_bold(player_ptr, y, x2 - 1, gb_floor); + place_bold(player_ptr, y, x2 - 1, GB_FLOOR); } /* Build the room */ @@ -1901,7 +1901,7 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS { for (x = x1; x < x2; x++) { - place_bold(player_ptr, y, x, gb_inner); + place_bold(player_ptr, y, x, GB_INNER); } } return; @@ -1922,7 +1922,7 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS { for (x = x1; x < x2; x++) { - place_bold(player_ptr, y, x, gb_inner); + place_bold(player_ptr, y, x, GB_INNER); } } return; @@ -1979,7 +1979,7 @@ void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light, else if (is_extra_bold(floor_ptr, y, x)) { /* Set bounding walls */ - place_bold(player_ptr, y, x, gb_outer); + place_bold(player_ptr, y, x, GB_OUTER); if (light) g_ptr->info |= CAVE_GLOW; } else if (permanent_wall(f_ptr)) @@ -2031,7 +2031,7 @@ void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSI { /* Point to grid */ g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x]; - place_grid(player_ptr, g_ptr, gb_floor); + place_grid(player_ptr, g_ptr, GB_FLOOR); g_ptr->info |= (CAVE_ROOM); if (light) g_ptr->info |= (CAVE_GLOW); } @@ -2047,7 +2047,7 @@ void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, for (x = x1; x <= x2; x++) { /* Point to grid */ - place_bold(player_ptr, y, x, gb_inner_perm); + place_bold(player_ptr, y, x, GB_INNER_PERM); } } } diff --git a/src/spells-floor.c b/src/spells-floor.c index 21a085528..31d0f5c9a 100644 --- a/src/spells-floor.c +++ b/src/spells-floor.c @@ -606,7 +606,7 @@ bool destroy_area(player_type *caster_ptr, POSITION y1, POSITION x1, POSITION r, if (t < 20) { /* Create granite wall */ - place_grid(caster_ptr, g_ptr, gb_extra); + place_grid(caster_ptr, g_ptr, GB_EXTRA); } else if (t < 70) { @@ -621,7 +621,7 @@ bool destroy_area(player_type *caster_ptr, POSITION y1, POSITION x1, POSITION r, else { /* Create floor */ - place_grid(caster_ptr, g_ptr, gb_floor); + place_grid(caster_ptr, g_ptr, GB_FLOOR); } /* Clear garbage of hidden trap or door */ -- 2.11.0