FEAT_IDX j;
ugbldg_type *cur_ugbldg;
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = 0; i < n; i++)
{
cur_ugbldg = &ugbldg[i];
/* Generate new room */
- generate_room_floor(floor_ptr,
+ generate_room_floor(player_ptr,
ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
FALSE);
cur_ugbldg = &ugbldg[i];
/* Build an invulnerable rectangular building */
- generate_fill_perm_bold(floor_ptr,
+ generate_fill_perm_bold(player_ptr,
ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
}
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(floor_ptr, &yval, &xval, town_hgt + 4, town_wid + 4))
+ if (!find_space(player_ptr, &yval, &xval, town_hgt + 4, town_wid + 4))
{
/* Free buildings array */
C_KILL(ugbldg, n, ugbldg_type);
x1 = xval - (town_wid / 2);
/* Generate new room */
- generate_room_floor(floor_ptr,
+ generate_room_floor(player_ptr,
y1 + town_hgt / 3, x1 + town_wid / 3,
y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
return TRUE;
}
-