case ROOM_T_INNER_FEAT: return build_type4(p_ptr->current_floor_ptr);
case ROOM_T_NEST: return build_type5(p_ptr->current_floor_ptr);
case ROOM_T_PIT: return build_type6(p_ptr->current_floor_ptr);
- case ROOM_T_LESSER_VAULT: return build_type7();
- case ROOM_T_GREATER_VAULT: return build_type8();
+ case ROOM_T_LESSER_VAULT: return build_type7(p_ptr->current_floor_ptr);
+ case ROOM_T_GREATER_VAULT: return build_type8(p_ptr->current_floor_ptr);
case ROOM_T_FRACAVE: return build_type9();
case ROOM_T_RANDOM_VAULT: return build_type10();
case ROOM_T_OVAL: return build_type11(p_ptr->current_floor_ptr);
case ROOM_T_TRAP: return build_type14();
case ROOM_T_GLASS: return build_type15();
case ROOM_T_ARCADE: return build_type16();
- case ROOM_T_FIXED: return build_type17();
+ case ROOM_T_FIXED: return build_type17(p_ptr->current_floor_ptr);
}
return FALSE;
}