for (i = 0; i < MAX_WID; i++)
{
cave[0][i].feat = FEAT_PERM_SOLID;
- cave[0][i].mimic = f_info[border.north[i]].mimic;
+ cave[0][i].mimic = border.north[i];
}
/* Special boundary walls -- South */
for (i = 0; i < MAX_WID; i++)
{
cave[MAX_HGT - 1][i].feat = FEAT_PERM_SOLID;
- cave[MAX_HGT - 1][i].mimic = f_info[border.south[i]].mimic;
+ cave[MAX_HGT - 1][i].mimic = border.south[i];
}
/* Special boundary walls -- West */
for (i = 0; i < MAX_HGT; i++)
{
cave[i][0].feat = FEAT_PERM_SOLID;
- cave[i][0].mimic = f_info[border.west[i]].mimic;
+ cave[i][0].mimic = border.west[i];
}
/* Special boundary walls -- East */
for (i = 0; i < MAX_HGT; i++)
{
cave[i][MAX_WID - 1].feat = FEAT_PERM_SOLID;
- cave[i][MAX_WID - 1].mimic = f_info[border.east[i]].mimic;
+ cave[i][MAX_WID - 1].mimic = border.east[i];
}
/* North west corner */
- cave[0][0].mimic = f_info[border.north_west].mimic;
+ cave[0][0].mimic = border.north_west;
/* North east corner */
- cave[0][MAX_WID - 1].mimic = f_info[border.north_east].mimic;
+ cave[0][MAX_WID - 1].mimic = border.north_east;
/* South west corner */
- cave[MAX_HGT - 1][0].mimic = f_info[border.south_west].mimic;
+ cave[MAX_HGT - 1][0].mimic = border.south_west;
/* South east corner */
- cave[MAX_HGT - 1][MAX_WID - 1].mimic = f_info[border.south_east].mimic;
+ cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;
/* Light up or darken the area */
for (y = 0; y < cur_hgt; y++)