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[Refactor] #38997 place_floor_bold() に floor_type * 引数を追加. / Add floor_type * argumen...
[hengband/hengband.git] / src / rooms-vault.c
index 254ddfa..5c3267b 100644 (file)
@@ -11,6 +11,8 @@
 #include "feature.h"
 #include "floor.h"
 #include "dungeon.h"
+#include "geometry.h"
+#include "wild.h"
 
 /*
  * The vault generation arrays
@@ -20,6 +22,11 @@ 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.
 * It works by getting a set of coordinates that represent the center of each
 * bubble.  The entire room is made by seeing which bubble center is closest. If
@@ -30,7 +37,7 @@ char *v_text;
 * 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 */
 
@@ -82,9 +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 */
@@ -93,9 +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 */
@@ -141,11 +148,11 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                        else
                        {
                                /* middle of a bubble */
-                               place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
+                               place_floor_bold(floor_ptr, y0 - yhsize + y, x0 - xhsize + x);
                        }
 
                        /* 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);
                }
        }
 
@@ -154,15 +161,15 @@ static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                x = randint1(xsize - 3) - xhsize + x0 + 1;
                y = randint1(ysize - 3) - yhsize + y0 + 1;
-               add_door(x, y);
+               add_door(floor_ptr, x, y);
        }
 
        /* 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 */
-static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+static void build_room_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
        POSITION x1, x2, y1, y2, xhsize, yhsize;
        int i;
@@ -183,7 +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);
+                       floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
                }
        }
 
@@ -194,7 +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(floor_ptr, x1, x2, y1, y2);
        }
 
        /* Add some random doors */
@@ -202,15 +209,15 @@ static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION
        {
                x1 = randint1(xsize - 3) - xhsize + x0 + 1;
                y1 = randint1(ysize - 3) - yhsize + y0 + 1;
-               add_door(x1, y1);
+               add_door(floor_ptr, x1, y1);
        }
 
        /* 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(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;
@@ -241,10 +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 */
@@ -252,12 +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));
 }
 
 
@@ -317,7 +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;
@@ -336,7 +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 */
@@ -352,7 +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);
@@ -401,7 +407,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                                }
                                else
                                {
-                                       place_trap(y, x);
+                                       place_trap(floor_ptr, y, x);
                                }
                                break;
 
@@ -417,113 +423,113 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 
                                /* Secret doors */
                        case '+':
-                               place_secret_door(y, x, DOOR_DEFAULT);
+                               place_secret_door(floor_ptr, y, x, DOOR_DEFAULT);
                                break;
 
                                /* Secret glass doors */
                        case '-':
-                               place_secret_door(y, x, DOOR_GLASS_DOOR);
+                               place_secret_door(floor_ptr, y, x, DOOR_GLASS_DOOR);
                                if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
                                break;
 
                                /* Curtains */
                        case '\'':
-                               place_secret_door(y, x, DOOR_CURTAIN);
+                               place_secret_door(floor_ptr, y, x, DOOR_CURTAIN);
                                break;
 
                                /* Trap */
                        case '^':
-                               place_trap(y, x);
+                               place_trap(floor_ptr, y, x);
                                break;
 
                                /* 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;
 
                        }
@@ -543,7 +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 */
@@ -565,42 +570,42 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                        {
                                case '&':
                                {
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 5;
+                                       floor_ptr->monster_level = floor_ptr->base_level + 5;
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
+                                       floor_ptr->monster_level = floor_ptr->base_level;
                                        break;
                                }
 
                                /* Meaner monster */
                                case '@':
                                {
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 11;
+                                       floor_ptr->monster_level = floor_ptr->base_level + 11;
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
+                                       floor_ptr->monster_level = floor_ptr->base_level;
                                        break;
                                }
 
                                /* Meaner monster, plus treasure */
                                case '9':
                                {
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 9;
+                                       floor_ptr->monster_level = floor_ptr->base_level + 9;
                                        place_monster(y, x, PM_ALLOW_SLEEP);
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
-                                       current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
+                                       floor_ptr->monster_level = floor_ptr->base_level;
+                                       floor_ptr->object_level = floor_ptr->base_level + 7;
                                        place_object(y, x, AM_GOOD);
-                                       current_floor_ptr->object_level = current_floor_ptr->base_level;
+                                       floor_ptr->object_level = floor_ptr->base_level;
                                        break;
                                }
 
                                /* Nasty monster and treasure */
                                case '8':
                                {
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level + 40;
+                                       floor_ptr->monster_level = floor_ptr->base_level + 40;
                                        place_monster(y, x, PM_ALLOW_SLEEP);
-                                       current_floor_ptr->monster_level = current_floor_ptr->base_level;
-                                       current_floor_ptr->object_level = current_floor_ptr->base_level + 20;
+                                       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);
-                                       current_floor_ptr->object_level = current_floor_ptr->base_level;
+                                       floor_ptr->object_level = floor_ptr->base_level;
                                        break;
                                }
 
@@ -609,15 +614,15 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
                                {
                                        if (randint0(100) < 50)
                                        {
-                                               current_floor_ptr->monster_level = current_floor_ptr->base_level + 3;
+                                               floor_ptr->monster_level = floor_ptr->base_level + 3;
                                                place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                               current_floor_ptr->monster_level = current_floor_ptr->base_level;
+                                               floor_ptr->monster_level = floor_ptr->base_level;
                                        }
                                        if (randint0(100) < 50)
                                        {
-                                               current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
+                                               floor_ptr->object_level = floor_ptr->base_level + 7;
                                                place_object(y, x, 0L);
-                                               current_floor_ptr->object_level = current_floor_ptr->base_level;
+                                               floor_ptr->object_level = floor_ptr->base_level;
                                        }
                                        break;
                                }
@@ -633,7 +638,7 @@ static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xm
 * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
 * @return なし
 */
-bool build_type7(void)
+bool build_type7(floor_type *floor_ptr)
 {
        vault_type *v_ptr = NULL;
        int dummy;
@@ -667,7 +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 > floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -703,7 +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(floor_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
                v_text + v_ptr->text, xoffset, yoffset, transno);
 
        return TRUE;
@@ -713,7 +718,7 @@ bool build_type7(void)
 * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
 * @return なし
 */
-bool build_type8(void)
+bool build_type8(floor_type *floor_ptr)
 {
        vault_type *v_ptr;
        int dummy;
@@ -747,7 +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 > floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -789,7 +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(floor_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
                v_text + v_ptr->text, xoffset, yoffset, transno);
 
        return TRUE;
@@ -801,7 +806,7 @@ bool build_type8(void)
 * This is made by two concentric "crypts" with perpendicular
 * walls creating the cross-hairs.
 */
-static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+static void build_target_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
        POSITION rad, x, y;
 
@@ -830,15 +835,15 @@ 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);
+                       floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
 
                        /* Vault - so is "icky" */
-                       current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
+                       floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
 
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
                        {
                                /* inside- so is floor */
-                               place_floor_bold(y, x);
+                               place_floor_bold(floor_ptr, y, x);
                        }
                        else
                        {
@@ -867,7 +872,7 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
                        if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
                        {
                                /* Make an internal wall */
-                               place_inner_bold(y, x);
+                               place_inner_bold(floor_ptr, y, x);
                        }
                }
        }
@@ -875,27 +880,27 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        /* Add perpendicular walls */
        for (x = x0 - rad; x <= x0 + rad; x++)
        {
-               place_inner_bold(y0, x);
+               place_inner_bold(floor_ptr, y0, x);
        }
 
        for (y = y0 - rad; y <= y0 + rad; y++)
        {
-               place_inner_bold(y, x0);
+               place_inner_bold(floor_ptr, y, x0);
        }
 
        /* Make inner vault */
        for (y = y0 - 1; y <= y0 + 1; y++)
        {
-               place_inner_bold(y, x0 - 1);
-               place_inner_bold(y, x0 + 1);
+               place_inner_bold(floor_ptr, y, x0 - 1);
+               place_inner_bold(floor_ptr, y, x0 + 1);
        }
        for (x = x0 - 1; x <= x0 + 1; x++)
        {
-               place_inner_bold(y0 - 1, x);
-               place_inner_bold(y0 + 1, x);
+               place_inner_bold(floor_ptr, y0 - 1, x);
+               place_inner_bold(floor_ptr, y0 + 1, x);
        }
 
-       place_floor_bold(y0, x0);
+       place_floor_bold(floor_ptr, y0, x0);
 
 
        /* Add doors to vault */
@@ -903,17 +908,17 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        x = (rad - 2) / 4 + 1;
        y = rad / 2 + x;
 
-       add_door(x0 + x, y0);
-       add_door(x0 + y, y0);
-       add_door(x0 - x, y0);
-       add_door(x0 - y, y0);
-       add_door(x0, y0 + x);
-       add_door(x0, y0 + y);
-       add_door(x0, y0 - x);
-       add_door(x0, y0 - y);
+       add_door(floor_ptr, x0 + x, y0);
+       add_door(floor_ptr, x0 + y, y0);
+       add_door(floor_ptr, x0 - x, y0);
+       add_door(floor_ptr, x0 - y, y0);
+       add_door(floor_ptr, x0, y0 + x);
+       add_door(floor_ptr, x0, y0 + y);
+       add_door(floor_ptr, x0, y0 - x);
+       add_door(floor_ptr, x0, y0 - y);
 
        /* Fill with stuff - medium difficulty */
-       fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+       fill_treasure(floor_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
 }
 
 
@@ -925,7 +930,7 @@ static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
 *
 * Miniture rooms are then scattered across the vault.
 */
-static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
+static void build_elemental_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
 {
        int grd, roug;
        int c1, c2, c3;
@@ -942,17 +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 (floor_ptr->dun_level < 25)
        {
                /* Earth vault  (Rubble) */
                type = LAKE_T_EARTH_VAULT;
        }
-       else if (current_floor_ptr->dun_level < 50)
+       else if (floor_ptr->dun_level < 50)
        {
                /* Air vault (Trees) */
                type = LAKE_T_AIR_VAULT;
        }
-       else if (current_floor_ptr->dun_level < 75)
+       else if (floor_ptr->dun_level < 75)
        {
                /* Water vault (shallow water) */
                type = LAKE_T_WATER_VAULT;
@@ -982,10 +987,10 @@ 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(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);
+               done = generate_lake(floor_ptr, y0, x0, xsize, ysize, c1, c2, c3, type);
        }
 
        /* Set icky flag because is a vault */
@@ -993,19 +998,19 @@ 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;
+                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
                }
        }
 
        /* make a few rooms in the vault */
        for (i = 1; i <= (xsize * ysize) / 50; i++)
        {
-               build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
+               build_small_room(floor_ptr, x0 + randint0(xsize - 4) - xsize / 2 + 2,
                        y0 + randint0(ysize - 4) - ysize / 2 + 2);
        }
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
+       fill_treasure(floor_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1,
                y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
 }
 #endif /* ALLOW_CAVERNS_AND_LAKES */
@@ -1018,7 +1023,7 @@ static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSIT
 * The vault has two entrances on opposite sides to guarantee
 * a way to get in even if the vault abuts a side of the dungeon.
 */
-static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+static void build_mini_c_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
        POSITION dy, dx;
        POSITION y1, x1, y2, x2, y, x, total;
@@ -1040,36 +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(floor_ptr, y1 - 2, x)) break;
 
-               current_floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               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(floor_ptr, y2 + 2, x)) break;
 
-               current_floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+               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(floor_ptr, y, x1 - 2)) break;
 
-               current_floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               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(floor_ptr, y, x2 + 2)) break;
 
-               current_floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
+               floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
 
                place_outer_noperm_bold(y, x2 + 2);
        }
@@ -1078,7 +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 = &floor_ptr->grid_array[y][x];
 
                        g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
 
@@ -1106,9 +1111,9 @@ 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(floor_ptr, y, x))
                        {
-                               place_inner_bold(y, x);
+                               place_inner_bold(floor_ptr, y, x);
                        }
                }
        }
@@ -1118,19 +1123,19 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
        {
                /* left and right */
                y = randint1(dy) + dy / 2;
-               place_inner_bold(y1 + y, x1 - 1);
-               place_inner_bold(y1 + y, x2 + 1);
+               place_inner_bold(floor_ptr, y1 + y, x1 - 1);
+               place_inner_bold(floor_ptr, y1 + y, x2 + 1);
        }
        else
        {
                /* top and bottom */
                x = randint1(dx) + dx / 2;
-               place_inner_bold(y1 - 1, x1 + x);
-               place_inner_bold(y2 + 1, x1 + x);
+               place_inner_bold(floor_ptr, y1 - 1, x1 + x);
+               place_inner_bold(floor_ptr, y2 + 1, x1 + x);
        }
 
        /* Fill with monsters and treasure, highest difficulty */
-       fill_treasure(x1, x2, y1, y2, 10);
+       fill_treasure(floor_ptr, x1, x2, y1, y2, 10);
 
        C_KILL(visited, num_vertices, int);
 }
@@ -1141,7 +1146,7 @@ static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
 *
 *This makes a vault that looks like a castle/ city in the dungeon.
 */
-static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+static void build_castle_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
        POSITION dy, dx;
        POSITION y1, x1, y2, x2;
@@ -1163,17 +1168,17 @@ 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);
+                       floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
                        /* Make everything a floor */
-                       place_floor_bold(y, x);
+                       place_floor_bold(floor_ptr, y, x);
                }
        }
 
        /* Make the castle */
-       build_recursive_room(x1, y1, x2, y2, randint1(5));
+       build_recursive_room(floor_ptr, x1, y1, x2, y2, randint1(5));
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x1, x2, y1, y2, randint1(3));
+       fill_treasure(floor_ptr, x1, x2, y1, y2, randint1(3));
 }
 
 
@@ -1182,7 +1187,7 @@ static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITIO
 * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
 * @return なし
 */
-bool build_type10(void)
+bool build_type10(floor_type *floor_ptr)
 {
        POSITION y0, x0, xsize, ysize, vtype;
 
@@ -1198,28 +1203,28 @@ bool build_type10(void)
        do
        {
                vtype = randint1(15);
-       } while ((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
+       } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
                ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
 #else /* ALLOW_CAVERNS_AND_LAKES */
        do
        {
                vtype = randint1(7);
-       } while ((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
+       } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
                ((vtype == 1) || (vtype == 3)));
 #endif /* ALLOW_CAVERNS_AND_LAKES */
 
        switch (vtype)
        {
                /* Build an appropriate room */
-       case 1: case  9: build_bubble_vault(x0, y0, xsize, ysize); break;
-       case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
+       case 1: case  9: build_bubble_vault(floor_ptr, x0, y0, xsize, ysize); break;
+       case 2: case 10: build_room_vault(floor_ptr, 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;
-       case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
-       case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
-       case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
+       case 5: case 13: build_mini_c_vault(floor_ptr, x0, y0, xsize, ysize); break;
+       case 6: case 14: build_castle_vault(floor_ptr, x0, y0, xsize, ysize); break;
+       case 7: case 15: build_target_vault(floor_ptr, x0, y0, xsize, ysize); break;
 #ifdef ALLOW_CAVERNS_AND_LAKES
-       case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
+       case 8: build_elemental_vault(floor_ptr, x0, y0, xsize, ysize); break;
 #endif /* ALLOW_CAVERNS_AND_LAKES */
                /* I know how to add a few more... give me some time. */
        default: return FALSE;
@@ -1233,7 +1238,7 @@ bool build_type10(void)
 * @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
 * @return なし
 */
-bool build_type17(void)
+bool build_type17(floor_type *floor_ptr)
 {
        vault_type *v_ptr = NULL;
        int dummy;
@@ -1267,7 +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 > floor_ptr->height - 2)
        {
                /* Forbid 90 or 270 degree ratation */
                transno &= ~1;
@@ -1303,7 +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(floor_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
                v_text + v_ptr->text, xoffset, yoffset, transno);
 
        return TRUE;