* This is made by two concentric "crypts" with perpendicular
* walls creating the cross-hairs.
*/
-static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+static void build_target_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
{
POSITION rad, x, y;
for (y = y0 - rad; y <= y0 + rad; y++)
{
/* clear room flag */
- p_ptr->current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
/* Vault - so is "icky" */
- p_ptr->current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
+ floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
{
add_door(x0, y0 - y);
/* Fill with stuff - medium difficulty */
- fill_treasure(p_ptr->current_floor_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+ fill_treasure(floor_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
}
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 7: case 15: build_target_vault(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;
#endif /* ALLOW_CAVERNS_AND_LAKES */