* @note
* Note: ltcy and ltcx indicate "left top corner".
*/
-static void build_stores(POSITION ltcy, POSITION ltcx, int stores[], int n)
+static void build_stores(floor_type *floor_ptr, POSITION ltcy, POSITION ltcx, int stores[], int n)
{
int i;
POSITION y, x;
cur_ugbldg = &ugbldg[i];
/* Generate new room */
- generate_room_floor(p_ptr->current_floor_ptr,
+ generate_room_floor(floor_ptr,
ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
FALSE);
cur_ugbldg = &ugbldg[i];
/* Build an invulnerable rectangular building */
- generate_fill_perm_bold(p_ptr->current_floor_ptr,
+ generate_fill_perm_bold(floor_ptr,
ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
/* Clear previous contents, add a store door */
if (j < max_f_idx)
{
- cave_set_feat(p_ptr->current_floor_ptr, ltcy + y, ltcx + x, j);
+ cave_set_feat(floor_ptr, ltcy + y, ltcx + x, j);
/* Init store */
store_init(NO_TOWN, stores[i]);
y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
/* Build stores */
- build_stores(y1, x1, stores, n);
+ build_stores(floor_ptr, y1, x1, stores, n);
msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));