*
*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;
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- p_ptr->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);
}
build_recursive_room(x1, y1, x2, y2, randint1(5));
/* Fill with monsters and treasure, low difficulty */
- fill_treasure(p_ptr->current_floor_ptr, x1, x2, y1, y2, randint1(3));
+ fill_treasure(floor_ptr, x1, x2, y1, y2, randint1(3));
}
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(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;
- case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
+ case 6: case 14: build_castle_vault(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;
case 7: case 15: build_target_vault(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;
#ifdef ALLOW_CAVERNS_AND_LAKES
case 8: build_elemental_vault(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;