for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
+ place_grid(player_ptr, g_ptr, gb_floor);
g_ptr->info |= (CAVE_ROOM);
if (light) g_ptr->info |= (CAVE_GLOW);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
for (x = x1 - 1; x <= x2 + 1; x++)
{
g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
+ place_grid(player_ptr, g_ptr, gb_outer);
}
if (floor_ptr->dun_level < 30 + randint1(30))