* @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
* @return なし
*/
-bool build_type10(void)
+bool build_type10(floor_type *floor_ptr)
{
POSITION y0, x0, xsize, ysize, vtype;
switch (vtype)
{
/* Build an appropriate room */
- case 1: case 9: build_bubble_vault(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;
- case 2: case 10: build_room_vault(p_ptr->current_floor_ptr, x0, y0, xsize, ysize); break;
+ case 1: case 9: build_bubble_vault(floor_ptr, x0, y0, xsize, ysize); break;
+ case 2: case 10: build_room_vault(floor_ptr, x0, y0, xsize, ysize); break;
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(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;
+ case 5: case 13: build_mini_c_vault(floor_ptr, x0, y0, xsize, ysize); break;
+ case 6: case 14: build_castle_vault(floor_ptr, x0, y0, xsize, ysize); break;
+ case 7: case 15: build_target_vault(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;
+ case 8: build_elemental_vault(floor_ptr, x0, y0, xsize, ysize); break;
#endif /* ALLOW_CAVERNS_AND_LAKES */
/* I know how to add a few more... give me some time. */
default: return FALSE;
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(p_ptr->current_floor_ptr);
- case ROOM_T_RANDOM_VAULT: return build_type10();
+ case ROOM_T_RANDOM_VAULT: return build_type10(p_ptr->current_floor_ptr);
case ROOM_T_OVAL: return build_type11(p_ptr->current_floor_ptr);
case ROOM_T_CRYPT: return build_type12(p_ptr->current_floor_ptr);
case ROOM_T_TRAP_PIT: return build_type13(p_ptr->current_floor_ptr);