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 */
}
else
{
- place_trap(y, x);
+ place_trap(floor_ptr, y, x);
}
break;
/* Trap */
case '^':
- place_trap(y, x);
+ place_trap(floor_ptr, y, x);
break;
/* Black market in a dungeon */
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
{
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);
}
}
}
/* 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 */
/* If total is odd- and is a floor then make a wall */
if ((total % 2 == 1) && is_floor_bold(floor_ptr, y, x))
{
- place_inner_bold(y, x);
+ place_inner_bold(floor_ptr, y, x);
}
}
}
{
/* 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 */
{
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);
}
}