if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
return;
}
}
else
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
}
}
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
return;
}
}
else
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
}
}
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_ROOM);
if (light) add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_GLOW);
}
/* Set to be floor if is a wall (don't touch lakes). */
if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
- place_floor_bold(y, x);
+ place_floor_bold(p_ptr->current_floor_ptr, y, x);
}
/*!