}
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
+ if (!find_space(floor_ptr, &yval, &xval, abs(y), abs(x))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[2];
* prevent generation of vaults with no-entrance.
*/
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
+ if (!find_space(floor_ptr, &yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[76 + randint1(3)];
ysize = randint1(11) + 11;
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
+ if (!find_space(floor_ptr, &y0, &x0, ysize + 1, xsize + 1)) return FALSE;
/* Select type of vault */
#ifdef ALLOW_CAVERNS_AND_LAKES
}
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
+ if (!find_space(floor_ptr, &yval, &xval, abs(y), abs(x))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[2];