/* Find and reserve some space in the dungeon. Get center of room. */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (!find_space(floor_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+ if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
/* Choose lite or dark */
light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr->feat = feat_glass_floor;
g_ptr->info |= (CAVE_ROOM);
if (light) g_ptr->info |= (CAVE_GLOW);
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr->feat = feat_glass_wall;
}
for (dir2 = 0; dir2 < 8; dir2++)
{
g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
}
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(g_ptr, inner_perm);
+ place_grid(player_ptr, g_ptr, gb_inner_perm);
g_ptr->feat = feat_permanent_glass_wall;
floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
}
x = xval + 2 * ddx_ddd[dir1];
place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
g_ptr = &floor_ptr->grid_array[y][x];
- if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
+ if (is_closed_door(player_ptr, g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
/* Place a potion */
get_obj_num_hook = kind_is_potion;
/* Pillars */
g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
for (dir1 = 0; dir1 < 8; dir1++)
{
g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (y = yval - 2; y <= yval + 2; y++)
{
g_ptr = &floor_ptr->grid_array[y][xval - 3];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[y][xval + 3];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (x = xval - 2; x <= xval + 2; x++)
{
g_ptr = &floor_ptr->grid_array[yval - 3][x];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
g_ptr = &floor_ptr->grid_array[yval + 3][x];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}
for (dir1 = 4; dir1 < 8; dir1++)
{
g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
- place_grid(g_ptr, inner);
+ place_grid(player_ptr, g_ptr, gb_inner);
g_ptr->feat = feat_glass_wall;
}