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[Refactor] #38997 place_outer_perm_grid() を削除し、place_grid() に統合 / Removed place_outer...
[hengband/hengband.git] / src / rooms-pitnest.c
index bd6ed36..6f4d43b 100644 (file)
@@ -24,7 +24,7 @@ struct vault_aux_type
 {
        concptr name;
        bool(*hook_func)(MONRACE_IDX r_idx);
-       void(*prep_func)(void);
+       void(*prep_func)(player_type *player_ptr);
        DEPTH level;
        int chance;
 };
@@ -60,7 +60,7 @@ struct vault_aux_type
 * @param allow_flag_mask 生成が許されるpit/nestのビット配列
 * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
 */
-static int pick_vault_type(vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
+static int pick_vault_type(floor_type *floor_ptr, vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
 {
        int tmp, total, count;
 
@@ -73,13 +73,13 @@ static int pick_vault_type(vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
                if (!n_ptr->name) break;
 
                /* Ignore excessive depth */
-               if (n_ptr->level > p_ptr->current_floor_ptr->dun_level) continue;
+               if (n_ptr->level > floor_ptr->dun_level) continue;
 
                /* Not matched with pit/nest flag */
                if (!(allow_flag_mask & (1L << count))) continue;
 
                /* Count this possibility */
-               total += n_ptr->chance * MAX_DEPTH / (MIN(p_ptr->current_floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+               total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
        }
 
        /* Pick a random type */
@@ -92,13 +92,13 @@ static int pick_vault_type(vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
                if (!n_ptr->name) break;
 
                /* Ignore excessive depth */
-               if (n_ptr->level > p_ptr->current_floor_ptr->dun_level) continue;
+               if (n_ptr->level > floor_ptr->dun_level) continue;
 
                /* Not matched with pit/nest flag */
                if (!(allow_flag_mask & (1L << count))) continue;
 
                /* Count this possibility */
-               total += n_ptr->chance * MAX_DEPTH / (MIN(p_ptr->current_floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+               total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
 
                /* Found the type */
                if (tmp < total) break;
@@ -265,6 +265,7 @@ static vault_aux_type pit_types[] =
 
 /*!
 * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
+* @param player_ptr プレーヤーへの参照ポインタ
 * @return なし
 * @details
 * A monster nest is a "big" room, with an "inner" room, containing\n
@@ -283,7 +284,7 @@ static vault_aux_type pit_types[] =
 *\n
 * Note that "monster nests" will never contain "unique" monsters.\n
 */
-bool build_type5(floor_type *floor_ptr)
+bool build_type5(player_type *player_ptr)
 {
        POSITION y, x, y1, x1, y2, x2, xval, yval;
        int i;
@@ -293,7 +294,8 @@ bool build_type5(floor_type *floor_ptr)
 
        grid_type *g_ptr;
 
-       int cur_nest_type = pick_vault_type(nest_types, d_info[floor_ptr->dungeon_idx].nest);
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       int cur_nest_type = pick_vault_type(floor_ptr, nest_types, d_info[floor_ptr->dungeon_idx].nest);
        vault_aux_type *n_ptr;
 
        /* No type available */
@@ -302,8 +304,8 @@ bool build_type5(floor_type *floor_ptr)
        n_ptr = &nest_types[cur_nest_type];
 
        /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-       get_mon_num_prep(n_ptr->hook_func, NULL);
+       if (n_ptr->prep_func) (*(n_ptr->prep_func))(player_ptr);
+       get_mon_num_prep(player_ptr, n_ptr->hook_func, NULL);
 
        align.sub_align = SUB_ALIGN_NEUTRAL;
 
@@ -317,7 +319,7 @@ bool build_type5(floor_type *floor_ptr)
                while (attempts--)
                {
                        /* Get a (hard) monster type */
-                       r_idx = get_mon_num(floor_ptr->dun_level + 11);
+                       r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 11);
                        r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
@@ -353,7 +355,7 @@ bool build_type5(floor_type *floor_ptr)
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
                        g_ptr = &floor_ptr->grid_array[y][x];
-                       place_floor_grid(g_ptr);
+                       place_grid(g_ptr, floor);
                        g_ptr->info |= (CAVE_ROOM);
                }
        }
@@ -362,16 +364,16 @@ bool build_type5(floor_type *floor_ptr)
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
 
@@ -385,17 +387,17 @@ bool build_type5(floor_type *floor_ptr)
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
        }
 
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
        }
        for (y = y1; y <= y2; y++)
        {
@@ -408,10 +410,10 @@ bool build_type5(floor_type *floor_ptr)
        /* Place a secret door */
        switch (randint1(4))
        {
-       case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
-       case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
-       case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
-       case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
+       case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+       case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+       case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+       case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
        }
 
        msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
@@ -427,7 +429,7 @@ bool build_type5(floor_type *floor_ptr)
                        r_idx = nest_mon_info[i].r_idx;
 
                        /* Place that "random" monster (no groups) */
-                       (void)place_monster_aux(0, y, x, r_idx, 0L);
+                       (void)place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
 
                        nest_mon_info[i].used = TRUE;
                }
@@ -491,7 +493,7 @@ bool build_type5(floor_type *floor_ptr)
 *\n
 * Note that "monster pits" will never contain "unique" monsters.\n
 */
-bool build_type6(floor_type *floor_ptr)
+bool build_type6(player_type *player_ptr)
 {
        POSITION y, x, y1, x1, y2, x2, xval, yval;
        int i, j;
@@ -502,7 +504,8 @@ bool build_type6(floor_type *floor_ptr)
 
        grid_type *g_ptr;
 
-       int cur_pit_type = pick_vault_type(pit_types, d_info[floor_ptr->dungeon_idx].pit);
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       int cur_pit_type = pick_vault_type(floor_ptr, pit_types, d_info[floor_ptr->dungeon_idx].pit);
        vault_aux_type *n_ptr;
 
        /* No type available */
@@ -511,8 +514,8 @@ bool build_type6(floor_type *floor_ptr)
        n_ptr = &pit_types[cur_pit_type];
 
        /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-       get_mon_num_prep(n_ptr->hook_func, NULL);
+       if (n_ptr->prep_func) (*(n_ptr->prep_func))(player_ptr);
+       get_mon_num_prep(player_ptr, n_ptr->hook_func, NULL);
 
        align.sub_align = SUB_ALIGN_NEUTRAL;
 
@@ -526,7 +529,7 @@ bool build_type6(floor_type *floor_ptr)
                while (attempts--)
                {
                        /* Get a (hard) monster type */
-                       r_idx = get_mon_num(floor_ptr->dun_level + 11);
+                       r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 11);
                        r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
@@ -561,7 +564,7 @@ bool build_type6(floor_type *floor_ptr)
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
                        g_ptr = &floor_ptr->grid_array[y][x];
-                       place_floor_grid(g_ptr);
+                       place_grid(g_ptr, floor);
                        g_ptr->info |= (CAVE_ROOM);
                }
        }
@@ -570,16 +573,16 @@ bool build_type6(floor_type *floor_ptr)
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        /* Advance to the center room */
@@ -592,16 +595,16 @@ bool build_type6(floor_type *floor_ptr)
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_inner_grid(g_ptr);
+               place_grid(g_ptr, inner);
        }
        for (y = y1; y <= y2; y++)
        {
@@ -614,10 +617,10 @@ bool build_type6(floor_type *floor_ptr)
        /* Place a secret door */
        switch (randint1(4))
        {
-       case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
-       case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
-       case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
-       case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
+       case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+       case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+       case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+       case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
        }
 
        /* Sort the entries */
@@ -655,51 +658,51 @@ bool build_type6(floor_type *floor_ptr)
        /* Top and bottom rows */
        for (x = xval - 9; x <= xval + 9; x++)
        {
-               place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
-               place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, yval - 2, x, what[0], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, yval + 2, x, what[0], PM_NO_KAGE);
        }
 
        /* Middle columns */
        for (y = yval - 1; y <= yval + 1; y++)
        {
-               place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 9, what[0], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 9, what[0], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 8, what[1], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 8, what[1], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 7, what[1], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 7, what[1], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 6, what[2], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 6, what[2], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 5, what[2], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 5, what[2], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 4, what[3], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 4, what[3], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 3, what[3], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 3, what[3], PM_NO_KAGE);
 
-               place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval - 2, what[4], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, xval + 2, what[4], PM_NO_KAGE);
        }
 
        /* Above/Below the center monster */
        for (x = xval - 1; x <= xval + 1; x++)
        {
-               place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
-               place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, yval + 1, x, what[5], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, yval - 1, x, what[5], PM_NO_KAGE);
        }
 
        /* Next to the center monster */
-       place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
-       place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
+       place_monster_aux(player_ptr, 0, yval, xval + 1, what[6], PM_NO_KAGE);
+       place_monster_aux(player_ptr, 0, yval, xval - 1, what[6], PM_NO_KAGE);
 
        /* Center monster */
-       place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
+       place_monster_aux(player_ptr, 0, yval, xval, what[7], PM_NO_KAGE);
 
        return TRUE;
 }
@@ -713,12 +716,12 @@ static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
 {
        monster_race *r_ptr = &r_info[r_idx];
 
-       if (!vault_monster_okay(r_idx)) return (FALSE);
+       if (!vault_monster_okay(r_idx)) return FALSE;
 
        /* No wall passing monster */
-       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
+       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
 
-       return (TRUE);
+       return TRUE;
 }
 
 
@@ -767,7 +770,7 @@ static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
 *\n
 * Note that "monster pits" will never contain "unique" monsters.\n
 */
-bool build_type13(floor_type *floor_ptr)
+bool build_type13(player_type *player_ptr)
 {
        static int placing[][3] = {
                { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
@@ -807,7 +810,8 @@ bool build_type13(floor_type *floor_ptr)
 
        grid_type *g_ptr;
 
-       int cur_pit_type = pick_vault_type(pit_types, d_info[floor_ptr->dungeon_idx].pit);
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       int cur_pit_type = pick_vault_type(floor_ptr, pit_types, d_info[floor_ptr->dungeon_idx].pit);
        vault_aux_type *n_ptr;
 
        /* Only in Angband */
@@ -819,8 +823,8 @@ bool build_type13(floor_type *floor_ptr)
        n_ptr = &pit_types[cur_pit_type];
 
        /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-       get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+       if (n_ptr->prep_func) (*(n_ptr->prep_func))(player_ptr);
+       get_mon_num_prep(player_ptr, n_ptr->hook_func, vault_aux_trapped_pit);
 
        align.sub_align = SUB_ALIGN_NEUTRAL;
 
@@ -834,7 +838,7 @@ bool build_type13(floor_type *floor_ptr)
                while (attempts--)
                {
                        /* Get a (hard) monster type */
-                       r_idx = get_mon_num(floor_ptr->dun_level + 0);
+                       r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 0);
                        r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
@@ -869,7 +873,7 @@ bool build_type13(floor_type *floor_ptr)
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
                        g_ptr = &floor_ptr->grid_array[y][x];
-                       place_inner_grid(g_ptr);
+                       place_grid(g_ptr, inner);
                        g_ptr->info |= (CAVE_ROOM);
                }
        }
@@ -878,11 +882,11 @@ bool build_type13(floor_type *floor_ptr)
        for (x = x1 + 3; x <= x2 - 3; x++)
        {
                g_ptr = &floor_ptr->grid_array[yval - 2][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
                add_cave_info(floor_ptr, yval - 2, x, CAVE_ICKY);
 
                g_ptr = &floor_ptr->grid_array[yval + 2][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
                add_cave_info(floor_ptr, yval + 2, x, CAVE_ICKY);
        }
 
@@ -890,11 +894,11 @@ bool build_type13(floor_type *floor_ptr)
        for (x = x1 + 5; x <= x2 - 5; x++)
        {
                g_ptr = &floor_ptr->grid_array[yval - 3][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
                add_cave_info(floor_ptr, yval - 3, x, CAVE_ICKY);
 
                g_ptr = &floor_ptr->grid_array[yval + 3][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
                add_cave_info(floor_ptr, yval + 3, x, CAVE_ICKY);
        }
 
@@ -902,27 +906,27 @@ bool build_type13(floor_type *floor_ptr)
        for (x = x1; x <= x2; x++)
        {
                g_ptr = &floor_ptr->grid_array[yval][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
                g_ptr = &floor_ptr->grid_array[y1][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
                g_ptr = &floor_ptr->grid_array[y2][x];
-               place_floor_grid(g_ptr);
+               place_grid(g_ptr, floor);
        }
 
        /* Place the outer walls */
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
        for (x = x1 - 1; x <= x2 + 1; x++)
        {
                g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
                g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
+               place_grid(g_ptr, outer);
        }
 
        /* Random corridor */
@@ -931,12 +935,12 @@ bool build_type13(floor_type *floor_ptr)
                for (y = y1; y <= yval; y++)
                {
                        place_floor_bold(floor_ptr, y, x2);
-                       place_solid_bold(y, x1 - 1);
+                       place_solid_bold(floor_ptr, y, x1 - 1);
                }
                for (y = yval; y <= y2 + 1; y++)
                {
                        place_floor_bold(floor_ptr, y, x1);
-                       place_solid_bold(y, x2 + 1);
+                       place_solid_bold(floor_ptr, y, x2 + 1);
                }
        }
        else
@@ -944,12 +948,12 @@ bool build_type13(floor_type *floor_ptr)
                for (y = yval; y <= y2 + 1; y++)
                {
                        place_floor_bold(floor_ptr, y, x1);
-                       place_solid_bold(y, x2 + 1);
+                       place_solid_bold(floor_ptr, y, x2 + 1);
                }
                for (y = y1; y <= yval; y++)
                {
                        place_floor_bold(floor_ptr, y, x2);
-                       place_solid_bold(y, x1 - 1);
+                       place_solid_bold(floor_ptr, y, x1 - 1);
                }
        }
 
@@ -998,7 +1002,7 @@ bool build_type13(floor_type *floor_ptr)
        {
                y = yval + placing[i][0];
                x = xval + placing[i][1];
-               place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+               place_monster_aux(player_ptr, 0, y, x, what[placing[i][2]], PM_NO_KAGE);
        }
 
        return TRUE;