for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
{
for (x = 0; x < floor_ptr->width; x++)
{
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
}
}
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
}
}
if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
}
-#define place_solid_perm_bold(Y, X) \
+#define place_solid_perm_bold(F, Y, X) \
{ \
- set_cave_feat(floor_ptr, Y,X,feat_permanent); \
- p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
+ set_cave_feat(F, Y, X, feat_permanent); \
+ F->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ add_cave_info(F, Y, X, CAVE_SOLID); \
delete_monster(Y, X); \
}