* @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;
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > p_ptr->current_floor_ptr->height - 2)
+ if (x + 2 > floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
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(p_ptr->current_floor_ptr, 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;
* @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;
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > p_ptr->current_floor_ptr->height - 2)
+ if (x + 2 > floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
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(p_ptr->current_floor_ptr, 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;
* @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;
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > p_ptr->current_floor_ptr->height - 2)
+ if (x + 2 > floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
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(p_ptr->current_floor_ptr, 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;
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;
}