fill_data.c3 = 0;
/* features to fill with */
- fill_data.feat1 = floor_type[randint0(100)];
- fill_data.feat2 = floor_type[randint0(100)];
- fill_data.feat3 = floor_type[randint0(100)];
+ fill_data.feat1 = feat_ground_type[randint0(100)];
+ fill_data.feat2 = feat_ground_type[randint0(100)];
+ fill_data.feat3 = feat_ground_type[randint0(100)];
fill_data.info1 = CAVE_FLOOR;
fill_data.info2 = CAVE_FLOOR;
case LAKE_T_LAVA: /* Lava */
feat1 = feat_deep_lava;
feat2 = feat_shallow_lava;
- feat3 = floor_type[randint0(100)];
+ feat3 = feat_ground_type[randint0(100)];
break;
case LAKE_T_WATER: /* Water */
feat1 = feat_deep_water;
feat2 = feat_shallow_water;
- feat3 = floor_type[randint0(100)];
+ feat3 = feat_ground_type[randint0(100)];
break;
case LAKE_T_CAVE: /* Collapsed cave */
- feat1 = floor_type[randint0(100)];
- feat2 = floor_type[randint0(100)];
+ feat1 = feat_ground_type[randint0(100)];
+ feat2 = feat_ground_type[randint0(100)];
feat3 = feat_rubble;
break;
case LAKE_T_EARTH_VAULT: /* Earth vault */
feat1 = feat_rubble;
- feat2 = floor_type[randint0(100)];
+ feat2 = feat_ground_type[randint0(100)];
feat3 = feat_rubble;
break;
case LAKE_T_AIR_VAULT: /* Air vault */