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;
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
place_floor_grid(g_ptr);
g_ptr->feat = feat_glass_floor;
g_ptr->info |= (CAVE_ROOM);
/* Walls around the room */
for (y = y1 - 1; y <= y2 + 1; y++)
{
- g_ptr = &grid_array[y][x1 - 1];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
place_outer_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[y][x2 + 1];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
place_outer_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = &grid_array[y1 - 1][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
place_outer_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[y2 + 1][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
place_outer_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
/* 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];
/* Walls around the breather */
for (dir2 = 0; dir2 < 8; dir2++)
{
- g_ptr = &grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
+ g_ptr = ¤t_floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
{
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
place_inner_perm_grid(g_ptr);
g_ptr->feat = feat_permanent_glass_wall;
- grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
+ current_floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
}
/* Glass door */
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
place_secret_door(y, x, DOOR_GLASS_DOOR);
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
/* Place a potion */
get_obj_num_hook = kind_is_potion;
place_object(yval, xval, AM_NO_FIXED_ART);
- grid_array[yval][xval].info |= (CAVE_ICKY);
+ current_floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
}
break;
DIRECTION dir1;
/* Pillars */
- g_ptr = &grid_array[y1 + 1][x1 + 1];
+ g_ptr = ¤t_floor_ptr->grid_array[y1 + 1][x1 + 1];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[y1 + 1][x2 - 1];
+ g_ptr = ¤t_floor_ptr->grid_array[y1 + 1][x2 - 1];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[y2 - 1][x1 + 1];
+ g_ptr = ¤t_floor_ptr->grid_array[y2 - 1][x1 + 1];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[y2 - 1][x2 - 1];
+ g_ptr = ¤t_floor_ptr->grid_array[y2 - 1][x2 - 1];
place_inner_grid(g_ptr);
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 */
for (dir1 = 0; dir1 < 8; dir1++)
{
- g_ptr = &grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
+ g_ptr = ¤t_floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
/* Place an object */
place_object(yval, xval, AM_NO_FIXED_ART);
- grid_array[yval][xval].info |= (CAVE_ICKY);
+ current_floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
}
break;
/* Walls around the potion */
for (y = yval - 2; y <= yval + 2; y++)
{
- g_ptr = &grid_array[y][xval - 3];
+ g_ptr = ¤t_floor_ptr->grid_array[y][xval - 3];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[y][xval + 3];
+ g_ptr = ¤t_floor_ptr->grid_array[y][xval + 3];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
for (x = xval - 2; x <= xval + 2; x++)
{
- g_ptr = &grid_array[yval - 3][x];
+ g_ptr = ¤t_floor_ptr->grid_array[yval - 3][x];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
- g_ptr = &grid_array[yval + 3][x];
+ g_ptr = ¤t_floor_ptr->grid_array[yval + 3][x];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
for (dir1 = 4; dir1 < 8; dir1++)
{
- g_ptr = &grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
+ g_ptr = ¤t_floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
place_inner_grid(g_ptr);
g_ptr->feat = feat_glass_wall;
}
/* 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];
for (y = yval - 2; y <= yval + 2; y++)
for (x = xval - 2; x <= xval + 2; x++)
- grid_array[y][x].info |= (CAVE_ICKY);
+ current_floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
}
break;