/* Place a secret door on the inner room */
switch (randint0(4))
{
- case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
- case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
+ case 0: place_secret_door(floor_ptr, y1b, xval, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y2b, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, yval, x1a, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x2a, DOOR_DEFAULT); break;
}
/* Place a treasure in the vault */
one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
- place_secret_door(yval, x1a - 1, door_type);
- place_secret_door(yval, x2a + 1, door_type);
- place_secret_door(y1b - 1, xval, door_type);
- place_secret_door(y2b + 1, xval, door_type);
+ place_secret_door(floor_ptr, yval, x1a - 1, door_type);
+ place_secret_door(floor_ptr, yval, x2a + 1, door_type);
+ place_secret_door(floor_ptr, y1b - 1, xval, door_type);
+ place_secret_door(floor_ptr, y2b + 1, xval, door_type);
}
}
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Place a monster in the room */
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Place another inner room */
/* Place a locked door on the inner room */
switch (randint1(4))
{
- case 1: place_locked_door(yval - 1, xval); break;
- case 2: place_locked_door(yval + 1, xval); break;
- case 3: place_locked_door(yval, xval - 1); break;
- case 4: place_locked_door(yval, xval + 1); break;
+ case 1: place_locked_door(floor_ptr, yval - 1, xval); break;
+ case 2: place_locked_door(floor_ptr, yval + 1, xval); break;
+ case 3: place_locked_door(floor_ptr, yval, xval - 1); break;
+ case 4: place_locked_door(floor_ptr, yval, xval + 1); break;
}
/* Monsters to guard the "treasure" */
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Large Inner Pillar */
place_inner_grid(g_ptr);
/* Secret doors (random top/bottom) */
- place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
- place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
+ place_secret_door(floor_ptr, yval - 3 + (randint1(2) * 2), xval - 3, door_type);
+ place_secret_door(floor_ptr, yval - 3 + (randint1(2) * 2), xval + 3, door_type);
/* Monsters */
vault_monsters(yval, xval - 2, randint1(2));
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Maze (really a checkerboard) */
if (randint0(100) < 50)
{
int i = randint1(10);
- place_secret_door(y1 - 1, xval - i, door_type);
- place_secret_door(y1 - 1, xval + i, door_type);
- place_secret_door(y2 + 1, xval - i, door_type);
- place_secret_door(y2 + 1, xval + i, door_type);
+ place_secret_door(floor_ptr, y1 - 1, xval - i, door_type);
+ place_secret_door(floor_ptr, y1 - 1, xval + i, door_type);
+ place_secret_door(floor_ptr, y2 + 1, xval - i, door_type);
+ place_secret_door(floor_ptr, y2 + 1, xval + i, door_type);
}
else
{
int i = randint1(3);
- place_secret_door(yval + i, x1 - 1, door_type);
- place_secret_door(yval - i, x1 - 1, door_type);
- place_secret_door(yval + i, x2 + 1, door_type);
- place_secret_door(yval - i, x2 + 1, door_type);
+ place_secret_door(floor_ptr, yval + i, x1 - 1, door_type);
+ place_secret_door(floor_ptr, yval - i, x1 - 1, door_type);
+ place_secret_door(floor_ptr, yval + i, x2 + 1, door_type);
+ place_secret_door(floor_ptr, yval - i, x2 + 1, door_type);
}
/* Treasure, centered at the center of the cross */
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
}
msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Sort the entries */