if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
/* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+ light = ((current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
/* Get corner values */
y1 = yval - ysize / 2;
/* Place fixed lite berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- MONRACE_IDX r_idx = get_mon_num(dun_level);
+ MONRACE_IDX r_idx = get_mon_num(current_floor_ptr->dun_level);
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
g_ptr->feat = feat_glass_wall;
get_mon_num_prep(vault_aux_lite, NULL);
- r_idx = get_mon_num(dun_level);
+ r_idx = get_mon_num(current_floor_ptr->dun_level);
if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
/* Walls around the breather */
/* Place shard berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- MONRACE_IDX r_idx = get_mon_num(dun_level);
+ MONRACE_IDX r_idx = get_mon_num(current_floor_ptr->dun_level);
y = yval + ddy_ddd[dir1];
x = xval + ddx_ddd[dir1];