#include "sort.h"
#include "floor.h"
#include "feature.h"
+#include "dungeon.h"
{
concptr name;
bool(*hook_func)(MONRACE_IDX r_idx);
- void(*prep_func)(void);
+ void(*prep_func)(player_type *player_ptr);
DEPTH level;
int chance;
};
* @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;
if (!n_ptr->name) break;
/* Ignore excessive depth */
- if (n_ptr->level > 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(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 */
if (!n_ptr->name) break;
/* Ignore excessive depth */
- if (n_ptr->level > 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(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;
{
{ _("オーク", "orc"), vault_aux_orc, NULL, 5, 6 },
{ _("トロル", "troll"), vault_aux_troll, NULL, 20, 6 },
- { _("ジャイアント", "giant"), vault_aux_giant, NULL, 50, 6 },
+ { _("巨人", "giant"), vault_aux_giant, NULL, 50, 6 },
{ _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 80, 2 },
{ _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
{ _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
/*!
* @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
*\n
* Note that "monster nests" will never contain "unique" monsters.\n
*/
-bool build_type5(void)
+bool build_type5(player_type *player_ptr)
{
POSITION y, x, y1, x1, y2, x2, xval, yval;
int i;
grid_type *g_ptr;
- int cur_nest_type = pick_vault_type(nest_types, d_info[p_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 */
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;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(current_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 */
}
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+ if (!find_space(floor_ptr, &yval, &xval, 11, 25)) return FALSE;
/* Large room */
y1 = yval - 4;
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
place_floor_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
}
/* The inner walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_inner_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_inner_grid(g_ptr);
}
for (y = y1; y <= y2; y++)
{
for (x = x1; x <= x2; x++)
{
- add_cave_info(y, x, CAVE_ICKY);
+ add_cave_info(floor_ptr, y, x, CAVE_ICKY);
}
}
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(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));
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;
}
*\n
* Note that "monster pits" will never contain "unique" monsters.\n
*/
-bool build_type6(void)
+bool build_type6(player_type *player_ptr)
{
POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
grid_type *g_ptr;
- int cur_pit_type = pick_vault_type(pit_types, d_info[p_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 */
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;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(current_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 */
}
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+ if (!find_space(floor_ptr, &yval, &xval, 11, 25)) return FALSE;
/* Large room */
y1 = yval - 4;
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
place_floor_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
}
/* The inner walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_inner_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_inner_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_inner_grid(g_ptr);
}
for (y = y1; y <= y2; y++)
{
for (x = x1; x <= x2; x++)
{
- add_cave_info(y, x, CAVE_ICKY);
+ add_cave_info(floor_ptr, y, x, CAVE_ICKY);
}
}
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(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 */
/* 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;
}
{
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;
}
*\n
* Note that "monster pits" will never contain "unique" monsters.\n
*/
-bool build_type13(void)
+bool build_type13(player_type *player_ptr)
{
static int placing[][3] = {
{ -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
grid_type *g_ptr;
- int cur_pit_type = pick_vault_type(pit_types, d_info[p_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 */
- if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return FALSE;
+ if (floor_ptr->dungeon_idx != DUNGEON_ANGBAND) return FALSE;
/* No type available */
if (cur_pit_type < 0) return FALSE;
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;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(current_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 */
}
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+ if (!find_space(floor_ptr, &yval, &xval, 13, 25)) return FALSE;
/* Large room */
y1 = yval - 5;
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
place_inner_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
}
/* Place the floor area 1 */
for (x = x1 + 3; x <= x2 - 3; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[yval - 2][x];
+ g_ptr = &floor_ptr->grid_array[yval - 2][x];
place_floor_grid(g_ptr);
- add_cave_info(yval - 2, x, CAVE_ICKY);
+ add_cave_info(floor_ptr, yval - 2, x, CAVE_ICKY);
- g_ptr = ¤t_floor_ptr->grid_array[yval + 2][x];
+ g_ptr = &floor_ptr->grid_array[yval + 2][x];
place_floor_grid(g_ptr);
- add_cave_info(yval + 2, x, CAVE_ICKY);
+ add_cave_info(floor_ptr, yval + 2, x, CAVE_ICKY);
}
/* Place the floor area 2 */
for (x = x1 + 5; x <= x2 - 5; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[yval - 3][x];
+ g_ptr = &floor_ptr->grid_array[yval - 3][x];
place_floor_grid(g_ptr);
- add_cave_info(yval - 3, x, CAVE_ICKY);
+ add_cave_info(floor_ptr, yval - 3, x, CAVE_ICKY);
- g_ptr = ¤t_floor_ptr->grid_array[yval + 3][x];
+ g_ptr = &floor_ptr->grid_array[yval + 3][x];
place_floor_grid(g_ptr);
- add_cave_info(yval + 3, x, CAVE_ICKY);
+ add_cave_info(floor_ptr, yval + 3, x, CAVE_ICKY);
}
/* Corridor */
for (x = x1; x <= x2; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[yval][x];
+ g_ptr = &floor_ptr->grid_array[yval][x];
place_floor_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y1][x];
+ g_ptr = &floor_ptr->grid_array[y1][x];
place_floor_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2][x];
+ g_ptr = &floor_ptr->grid_array[y2][x];
place_floor_grid(g_ptr);
}
/* Place the outer walls */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ g_ptr = &floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
- g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
}
{
for (y = y1; y <= yval; y++)
{
- place_floor_bold(y, x2);
- place_solid_bold(y, x1 - 1);
+ place_floor_bold(floor_ptr, y, x2);
+ place_solid_bold(floor_ptr, y, x1 - 1);
}
for (y = yval; y <= y2 + 1; y++)
{
- place_floor_bold(y, x1);
- place_solid_bold(y, x2 + 1);
+ place_floor_bold(floor_ptr, y, x1);
+ place_solid_bold(floor_ptr, y, x2 + 1);
}
}
else
{
for (y = yval; y <= y2 + 1; y++)
{
- place_floor_bold(y, x1);
- place_solid_bold(y, x2 + 1);
+ place_floor_bold(floor_ptr, y, x1);
+ place_solid_bold(floor_ptr, y, x2 + 1);
}
for (y = y1; y <= yval; y++)
{
- place_floor_bold(y, x2);
- place_solid_bold(y, x1 - 1);
+ place_floor_bold(floor_ptr, y, x2);
+ place_solid_bold(floor_ptr, y, x1 - 1);
}
}
/* Place the wall open trap */
- current_floor_ptr->grid_array[yval][xval].mimic = current_floor_ptr->grid_array[yval][xval].feat;
- current_floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
+ floor_ptr->grid_array[yval][xval].mimic = floor_ptr->grid_array[yval][xval].feat;
+ floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
/* Sort the entries */
for (i = 0; i < 16 - 1; i++)
{
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;