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[Refactor] #38997 build_room() に floor_type * 引数を追加. / Add floor_type * argument...
[hengband/hengband.git] / src / rooms-vault.c
index 26b1ed4..36ec04c 100644 (file)
@@ -1,11 +1,30 @@
 #include "angband.h"
-#include "generate.h"
+#include "util.h"
+#include "rooms-vault.h"
+
+#include "floor-generate.h"
 #include "grid.h"
 #include "rooms.h"
 #include "store.h"
 #include "trap.h"
 #include "monster.h"
 #include "feature.h"
+#include "floor.h"
+#include "dungeon.h"
+#include "geometry.h"
+#include "wild.h"
+
+/*
+ * The vault generation arrays
+ */
+vault_type *v_info;
+char *v_name;
+char *v_text;
+
+/*
+ * Maximum number of vaults in v_info.txt
+ */
+VAULT_IDX max_v_idx;
 
 /*
 * This function creates a random vault that looks like a collection of bubbles.
@@ -18,7 +37,7 @@
 * Note: If two centers are on the same point then this algorithm will create a
 *       blank bubble filled with walls. - This is prevented from happening.
 */
-static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+static void build_bubble_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
 #define BUBBLENUM 10           /* number of bubbles */
 
@@ -70,9 +89,9 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                int side_x = x0 - xhsize + i;
 
                place_outer_noperm_bold(y0 - yhsize + 0, side_x);
-               current_floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
                place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
-               current_floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Left and right boundaries */
@@ -81,9 +100,9 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                int side_y = y0 - yhsize + i;
 
                place_outer_noperm_bold(side_y, x0 - xhsize + 0);
-               current_floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+               floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
                place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
-               current_floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+               floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Fill in middle with bubbles */
@@ -133,7 +152,7 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                        }
 
                        /* clean up rest of flags */
-                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
                }
        }
 
@@ -146,7 +165,7 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        }
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
+       fill_treasure(floor_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
 }
 
 /* Create a random vault that looks like a collection of overlapping rooms */
@@ -171,7 +190,7 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
                        POSITION y = y0 - yhsize + y1;
 
                        place_extra_bold(y, x);
-                       current_floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
+                       p_ptr->current_floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
                }
        }
 
@@ -182,7 +201,7 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
                x2 = randint1(xhsize) * 2 + x0 - xhsize;
                y1 = randint1(yhsize) * 2 + y0 - yhsize;
                y2 = randint1(yhsize) * 2 + y0 - yhsize;
-               build_room(x1, x2, y1, y2);
+               build_room(p_ptr->current_floor_ptr, x1, x2, y1, y2);
        }
 
        /* Add some random doors */
@@ -194,11 +213,11 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
        }
 
        /* Fill with monsters and treasure, high difficulty */
-       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
+       fill_treasure(p_ptr->current_floor_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
 }
 
 
-/* Create a random vault out of a fractal current_floor_ptr->grid_array */
+/* Create a random vault out of a fractal p_ptr->current_floor_ptr->grid_array */
 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
 {
        int grd, roug, cutoff;
@@ -229,10 +248,10 @@ static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION y
                        randint1(xsize / 4) + randint1(ysize / 4);
 
                /* make it */
-               generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
+               generate_hmap(p_ptr->current_floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
 
                /* Convert to normal format+ clean up */
-               done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
+               done = generate_fracave(p_ptr->current_floor_ptr, y0, x0, xsize, ysize, cutoff, light, room);
        }
 
        /* Set icky flag because is a vault */
@@ -240,12 +259,12 @@ static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION y
        {
                for (y = 0; y <= ysize; y++)
                {
-                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       p_ptr->current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
+       fill_treasure(p_ptr->current_floor_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
 }
 
 
@@ -305,7 +324,7 @@ static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yof
 * @param transno 変換ID
 * @return なし
 */
-static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
+static void build_vault(floor_type *floor_ptr, POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
        POSITION xoffset, POSITION yoffset, int transno)
 {
        POSITION dx, dy, x, y, i, j;
@@ -324,7 +343,6 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        /* Flip / rotate */
                        coord_trans(&i, &j, xoffset, yoffset, transno);
 
-                       /* Extract the location */
                        if (transno % 2 == 0)
                        {
                                /* no swap of x/y */
@@ -340,7 +358,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                        /* Hack -- skip "non-grids" */
                        if (*t == ' ') continue;
-                       g_ptr = &current_floor_ptr->grid_array[y][x];
+                       g_ptr = &floor_ptr->grid_array[y][x];
 
                        /* Lay down a floor */
                        place_floor_grid(g_ptr);
@@ -426,92 +444,92 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                                /* Black market in a dungeon */
                        case 'S':
-                               set_cave_feat(y, x, feat_black_market);
+                               set_cave_feat(floor_ptr, y, x, feat_black_market);
                                store_init(NO_TOWN, STORE_BLACK);
                                break;
 
                                /* The Pattern */
                        case 'p':
-                               set_cave_feat(y, x, feat_pattern_start);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_start);
                                break;
 
                        case 'a':
-                               set_cave_feat(y, x, feat_pattern_1);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_1);
                                break;
 
                        case 'b':
-                               set_cave_feat(y, x, feat_pattern_2);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_2);
                                break;
 
                        case 'c':
-                               set_cave_feat(y, x, feat_pattern_3);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_3);
                                break;
 
                        case 'd':
-                               set_cave_feat(y, x, feat_pattern_4);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_4);
                                break;
 
                        case 'P':
-                               set_cave_feat(y, x, feat_pattern_end);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_end);
                                break;
 
                        case 'B':
-                               set_cave_feat(y, x, feat_pattern_exit);
+                               set_cave_feat(floor_ptr, y, x, feat_pattern_exit);
                                break;
 
                        case 'A':
                                /* Reward for Pattern walk */
-                               current_floor_ptr->object_level = current_floor_ptr->base_level + 12;
+                               floor_ptr->object_level = floor_ptr->base_level + 12;
                                place_object(y, x, AM_GOOD | AM_GREAT);
-                               current_floor_ptr->object_level = current_floor_ptr->base_level;
+                               floor_ptr->object_level = floor_ptr->base_level;
                                break;
 
                        case '~':
-                               set_cave_feat(y, x, feat_shallow_water);
+                               set_cave_feat(floor_ptr, y, x, feat_shallow_water);
                                break;
 
                        case '=':
-                               set_cave_feat(y, x, feat_deep_water);
+                               set_cave_feat(floor_ptr, y, x, feat_deep_water);
                                break;
 
                        case 'v':
-                               set_cave_feat(y, x, feat_shallow_lava);
+                               set_cave_feat(floor_ptr, y, x, feat_shallow_lava);
                                break;
 
                        case 'w':
-                               set_cave_feat(y, x, feat_deep_lava);
+                               set_cave_feat(floor_ptr, y, x, feat_deep_lava);
                                break;
 
                        case 'f':
-                               set_cave_feat(y, x, feat_shallow_acid_puddle);
+                               set_cave_feat(floor_ptr, y, x, feat_shallow_acid_puddle);
                                break;
 
                        case 'F':
-                               set_cave_feat(y, x, feat_deep_acid_puddle);
+                               set_cave_feat(floor_ptr, y, x, feat_deep_acid_puddle);
                                break;
 
                        case 'g':
-                               set_cave_feat(y, x, feat_shallow_poisonous_puddle);
+                               set_cave_feat(floor_ptr, y, x, feat_shallow_poisonous_puddle);
                                break;
 
                        case 'G':
-                               set_cave_feat(y, x, feat_deep_poisonous_puddle);
+                               set_cave_feat(floor_ptr, y, x, feat_deep_poisonous_puddle);
                                break;
 
                        case 'h':
-                               set_cave_feat(y, x, feat_cold_zone);
+                               set_cave_feat(floor_ptr, y, x, feat_cold_zone);
                                break;
 
                        case 'H':
-                               set_cave_feat(y, x, feat_heavy_cold_zone);
+                               set_cave_feat(floor_ptr, y, x, feat_heavy_cold_zone);
                                break;
 
                        case 'i':
-                               set_cave_feat(y, x, feat_electrical_zone);
+                               set_cave_feat(floor_ptr, y, x, feat_electrical_zone);
                                break;
 
                        case 'I':
-                               set_cave_feat(y, x, feat_heavy_electrical_zone);
+                               set_cave_feat(floor_ptr, y, x, feat_heavy_electrical_zone);
                                break;
 
                        }
@@ -531,7 +549,6 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        /* Flip / rotate */
                        coord_trans(&i, &j, xoffset, yoffset, transno);
 
-                       /* Extract the location */
                        if (transno % 2 == 0)
                        {
                                /* no swap of x/y */
@@ -551,65 +568,64 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        /* Analyze the symbol */
                        switch (*t)
                        {
-                               /* Monster */
-                       case '&':
-                       {
-                               monster_level = current_floor_ptr->base_level + 5;
-                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                               monster_level = current_floor_ptr->base_level;
-                               break;
-                       }
-
-                       /* Meaner monster */
-                       case '@':
-                       {
-                               monster_level = current_floor_ptr->base_level + 11;
-                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                               monster_level = current_floor_ptr->base_level;
-                               break;
-                       }
+                               case '&':
+                               {
+                                       floor_ptr->monster_level = floor_ptr->base_level + 5;
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       floor_ptr->monster_level = floor_ptr->base_level;
+                                       break;
+                               }
 
-                       /* Meaner monster, plus treasure */
-                       case '9':
-                       {
-                               monster_level = current_floor_ptr->base_level + 9;
-                               place_monster(y, x, PM_ALLOW_SLEEP);
-                               monster_level = current_floor_ptr->base_level;
-                               current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
-                               place_object(y, x, AM_GOOD);
-                               current_floor_ptr->object_level = current_floor_ptr->base_level;
-                               break;
-                       }
+                               /* Meaner monster */
+                               case '@':
+                               {
+                                       floor_ptr->monster_level = floor_ptr->base_level + 11;
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       floor_ptr->monster_level = floor_ptr->base_level;
+                                       break;
+                               }
 
-                       /* Nasty monster and treasure */
-                       case '8':
-                       {
-                               monster_level = current_floor_ptr->base_level + 40;
-                               place_monster(y, x, PM_ALLOW_SLEEP);
-                               monster_level = current_floor_ptr->base_level;
-                               current_floor_ptr->object_level = current_floor_ptr->base_level + 20;
-                               place_object(y, x, AM_GOOD | AM_GREAT);
-                               current_floor_ptr->object_level = current_floor_ptr->base_level;
-                               break;
-                       }
+                               /* Meaner monster, plus treasure */
+                               case '9':
+                               {
+                                       floor_ptr->monster_level = floor_ptr->base_level + 9;
+                                       place_monster(y, x, PM_ALLOW_SLEEP);
+                                       floor_ptr->monster_level = floor_ptr->base_level;
+                                       floor_ptr->object_level = floor_ptr->base_level + 7;
+                                       place_object(y, x, AM_GOOD);
+                                       floor_ptr->object_level = floor_ptr->base_level;
+                                       break;
+                               }
 
-                       /* Monster and/or object */
-                       case ',':
-                       {
-                               if (randint0(100) < 50)
+                               /* Nasty monster and treasure */
+                               case '8':
                                {
-                                       monster_level = current_floor_ptr->base_level + 3;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = current_floor_ptr->base_level;
+                                       floor_ptr->monster_level = floor_ptr->base_level + 40;
+                                       place_monster(y, x, PM_ALLOW_SLEEP);
+                                       floor_ptr->monster_level = floor_ptr->base_level;
+                                       floor_ptr->object_level = floor_ptr->base_level + 20;
+                                       place_object(y, x, AM_GOOD | AM_GREAT);
+                                       floor_ptr->object_level = floor_ptr->base_level;
+                                       break;
                                }
-                               if (randint0(100) < 50)
+
+                               /* Monster and/or object */
+                               case ',':
                                {
-                                       current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
-                                       place_object(y, x, 0L);
-                                       current_floor_ptr->object_level = current_floor_ptr->base_level;
+                                       if (randint0(100) < 50)
+                                       {
+                                               floor_ptr->monster_level = floor_ptr->base_level + 3;
+                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                               floor_ptr->monster_level = floor_ptr->base_level;
+                                       }
+                                       if (randint0(100) < 50)
+                                       {
+                                               floor_ptr->object_level = floor_ptr->base_level + 7;
+                                               place_object(y, x, 0L);
+                                               floor_ptr->object_level = floor_ptr->base_level;
+                                       }
+                                       break;
                                }
-                               break;
-                       }
 
                        }
                }
@@ -656,7 +672,7 @@ bool build_type7(void)
        y = v_ptr->hgt;
 
        /* Some huge vault cannot be ratated to fit in the dungeon */
-       if (x + 2 > current_floor_ptr->height - 2)
+       if (x + 2 > p_ptr->current_floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -692,7 +708,7 @@ bool build_type7(void)
        msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
 
        /* Hack -- Build the vault */
-       build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
+       build_vault(p_ptr->current_floor_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
                v_text + v_ptr->text, xoffset, yoffset, transno);
 
        return TRUE;
@@ -736,7 +752,7 @@ bool build_type8(void)
        y = v_ptr->hgt;
 
        /* Some huge vault cannot be ratated to fit in the dungeon */
-       if (x + 2 > current_floor_ptr->height - 2)
+       if (x + 2 > p_ptr->current_floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -778,7 +794,7 @@ bool build_type8(void)
        msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
 
        /* Hack -- Build the vault */
-       build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
+       build_vault(p_ptr->current_floor_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
                v_text + v_ptr->text, xoffset, yoffset, transno);
 
        return TRUE;
@@ -819,10 +835,10 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                for (y = y0 - rad; y <= y0 + rad; y++)
                {
                        /* clear room flag */
-                       current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
+                       p_ptr->current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
 
                        /* Vault - so is "icky" */
-                       current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
+                       p_ptr->current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
 
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
@@ -902,7 +918,7 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        add_door(x0, y0 - y);
 
        /* Fill with stuff - medium difficulty */
-       fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+       fill_treasure(p_ptr->current_floor_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
 }
 
 
@@ -931,17 +947,17 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        xsize = xhsize * 2;
        ysize = yhsize * 2;
 
-       if (current_floor_ptr->dun_level < 25)
+       if (p_ptr->current_floor_ptr->dun_level < 25)
        {
                /* Earth vault  (Rubble) */
                type = LAKE_T_EARTH_VAULT;
        }
-       else if (current_floor_ptr->dun_level < 50)
+       else if (p_ptr->current_floor_ptr->dun_level < 50)
        {
                /* Air vault (Trees) */
                type = LAKE_T_AIR_VAULT;
        }
-       else if (current_floor_ptr->dun_level < 75)
+       else if (p_ptr->current_floor_ptr->dun_level < 75)
        {
                /* Water vault (shallow water) */
                type = LAKE_T_WATER_VAULT;
@@ -971,7 +987,7 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
                c2 = (c1 + c3) / 2;
 
                /* make it */
-               generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
+               generate_hmap(p_ptr->current_floor_ptr, y0, x0, xsize, ysize, grd, roug, c3);
 
                /* Convert to normal format+ clean up */
                done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
@@ -982,7 +998,7 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        {
                for (y = 0; y <= ysize; y++)
                {
-                       current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       p_ptr->current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
@@ -994,7 +1010,7 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
        }
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
+       fill_treasure(p_ptr->current_floor_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1,
                y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
 }
 #endif /* ALLOW_CAVERNS_AND_LAKES */
@@ -1029,36 +1045,36 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        /* generate the room */
        for (x = x1 - 2; x <= x2 + 2; x++)
        {
-               if (!in_bounds(y1 - 2, x)) break;
+               if (!in_bounds(p_ptr->current_floor_ptr, y1 - 2, x)) break;
 
-               current_floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               p_ptr->current_floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y1 - 2, x);
        }
 
        for (x = x1 - 2; x <= x2 + 2; x++)
        {
-               if (!in_bounds(y2 + 2, x)) break;
+               if (!in_bounds(p_ptr->current_floor_ptr, y2 + 2, x)) break;
 
-               current_floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               p_ptr->current_floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y2 + 2, x);
        }
 
        for (y = y1 - 2; y <= y2 + 2; y++)
        {
-               if (!in_bounds(y, x1 - 2)) break;
+               if (!in_bounds(p_ptr->current_floor_ptr, y, x1 - 2)) break;
 
-               current_floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               p_ptr->current_floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x1 - 2);
        }
 
        for (y = y1 - 2; y <= y2 + 2; y++)
        {
-               if (!in_bounds(y, x2 + 2)) break;
+               if (!in_bounds(p_ptr->current_floor_ptr, y, x2 + 2)) break;
 
-               current_floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               p_ptr->current_floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x2 + 2);
        }
@@ -1067,7 +1083,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
+                       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
 
                        g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
 
@@ -1095,7 +1111,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                {
                        total = x - x1 + y - y1;
                        /* If total is odd- and is a floor then make a wall */
-                       if ((total % 2 == 1) && is_floor_bold(y, x))
+                       if ((total % 2 == 1) && is_floor_bold(p_ptr->current_floor_ptr, y, x))
                        {
                                place_inner_bold(y, x);
                        }
@@ -1119,7 +1135,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        }
 
        /* Fill with monsters and treasure, highest difficulty */
-       fill_treasure(x1, x2, y1, y2, 10);
+       fill_treasure(p_ptr->current_floor_ptr, x1, x2, y1, y2, 10);
 
        C_KILL(visited, num_vertices, int);
 }
@@ -1152,7 +1168,7 @@ static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       current_floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       p_ptr->current_floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
                        /* Make everything a floor */
                        place_floor_bold(y, x);
                }
@@ -1162,7 +1178,7 @@ static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        build_recursive_room(x1, y1, x2, y2, randint1(5));
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x1, x2, y1, y2, randint1(3));
+       fill_treasure(p_ptr->current_floor_ptr, x1, x2, y1, y2, randint1(3));
 }
 
 
@@ -1200,7 +1216,7 @@ bool build_type10(void)
        switch (vtype)
        {
                /* Build an appropriate room */
-       case 1: case  9: build_bubble_vault(x0, y0, xsize, ysize); break;
+       case 1: case  9: build_bubble_vault(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;
        case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
        case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
        case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
@@ -1211,8 +1227,6 @@ bool build_type10(void)
        case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
 #endif /* ALLOW_CAVERNS_AND_LAKES */
                /* I know how to add a few more... give me some time. */
-
-               /* Paranoia */
        default: return FALSE;
        }
 
@@ -1258,7 +1272,7 @@ bool build_type17(void)
        y = v_ptr->hgt;
 
        /* Some huge vault cannot be ratated to fit in the dungeon */
-       if (x + 2 > current_floor_ptr->height - 2)
+       if (x + 2 > p_ptr->current_floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -1294,7 +1308,7 @@ bool build_type17(void)
        msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
 
        /* Hack -- Build the vault */
-       build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
+       build_vault(p_ptr->current_floor_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
                v_text + v_ptr->text, xoffset, yoffset, transno);
 
        return TRUE;