POSITION ny, nx;
/* Stagger around */
- while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT))
+ while (cave_perma_bold(y, x) || current_floor_ptr->grid_array[y][x].o_idx || (current_floor_ptr->grid_array[y][x].info & CAVE_OBJECT))
{
/* Pick a location */
scatter(&ny, &nx, y, x, 1, 0);
if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
!(quest[i].flags & QUEST_FLAG_PRESET) &&
(quest[i].level == level) &&
- (quest[i].dungeon == dungeon_type))
+ (quest[i].dungeon == p_ptr->dungeon_idx))
return (i);
}
{
QUEST_IDX i;
- if (dungeon_type != DUNGEON_ANGBAND) return 0;
+ if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return 0;
for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
{