/* Hidden trap (or door) */
else if (letter[idx].trap)
{
- c_ptr->mimic = f_info[c_ptr->feat].mimic;
+ c_ptr->mimic = c_ptr->feat;
c_ptr->feat = letter[idx].trap;
}
else if (object_index)
/* Old CAVE_IN_MIRROR flag */
if (c_ptr->info & CAVE_OBJECT)
{
- c_ptr->mimic = f_info[FEAT_MIRROR].mimic;
+ c_ptr->mimic = FEAT_MIRROR;
}
/* Runes will be mimics and flags */
c_ptr->feat == FEAT_GLYPH)
{
c_ptr->info |= CAVE_OBJECT;
- c_ptr->mimic = f_info[c_ptr->feat].mimic;
+ c_ptr->mimic = c_ptr->feat;
c_ptr->feat = FEAT_FLOOR;
}
else if (c_ptr->info & CAVE_TRAP)
{
c_ptr->info &= ~CAVE_TRAP;
- c_ptr->mimic = f_info[c_ptr->feat].mimic;
+ c_ptr->mimic = c_ptr->feat;
c_ptr->feat = choose_random_trap();
}
/* Another hidden trap */
else if (c_ptr->feat == FEAT_INVIS)
{
- c_ptr->mimic = f_info[FEAT_FLOOR].mimic;
+ c_ptr->mimic = FEAT_FLOOR;
c_ptr->feat = FEAT_TRAP_OPEN;
}
else if (c_ptr->feat == FEAT_SECRET)
{
place_closed_door(y, x);
- c_ptr->mimic = f_info[FEAT_WALL_EXTRA].mimic;
+ c_ptr->mimic = FEAT_WALL_EXTRA;
}
}
}
if (!cave_naked_bold(y, x)) return;
/* Place an invisible trap */
- c_ptr->mimic = f_info[c_ptr->feat].mimic;
+ c_ptr->mimic = c_ptr->feat;
c_ptr->feat = choose_random_trap();
}
}
}
- /* Pre-apply default mimic field */
- cave[yval][xval].mimic = f_info[cave[yval][xval].feat].mimic;
-
/* Place the wall open trap */
+ cave[yval][xval].mimic = cave[yval][xval].feat;
cave[yval][xval].feat = FEAT_TRAP_OPEN;
/* Prepare allocation table */
/* Place a special trap */
c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
- c_ptr->mimic = f_info[c_ptr->feat].mimic;
+ c_ptr->mimic = c_ptr->feat;
c_ptr->feat = trap;
/* Message */
/* Create a glyph */
cave[y][x].info |= CAVE_OBJECT;
- cave[y][x].mimic = f_info[FEAT_GLYPH].mimic;
+ cave[y][x].mimic = FEAT_GLYPH;
/* Notice */
note_spot(y, x);
-
+
/* Redraw */
lite_spot(y, x);
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
c_ptr = &cave[cur_hgt - 1][x];
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
}
/* Special boundary walls -- Left and right */
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
c_ptr = &cave[y][cur_wid - 1];
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = f_info[floor_type[randint0(100)]].mimic;
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
}
/* Mega-Hack -- Forget the view and lite */
/* Create a glyph */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = f_info[FEAT_GLYPH].mimic;
+ cave[py][px].mimic = FEAT_GLYPH;
/* Notice */
note_spot(py, px);
/* Create a mirror */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = f_info[FEAT_MIRROR].mimic;
+ cave[py][px].mimic = FEAT_MIRROR;
/* Turn on the light */
cave[py][px].info |= CAVE_GLOW;
/* Create a glyph */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = f_info[FEAT_MINOR_GLYPH].mimic;
+ cave[py][px].mimic = FEAT_MINOR_GLYPH;
/* Notice */
note_spot(py, px);
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++)