{
while (one_in_(DUN_MOS_DEN))
{
- place_trees(floor_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
+ place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
}
}
* This happens in real world lava tubes.
* </pre>
*/
-void place_trees(floor_type *floor_ptr, POSITION x, POSITION y)
+void place_trees(player_type *player_ptr, POSITION x, POSITION y)
{
int i, j;
grid_type *g_ptr;
/* place trees/ rubble in ovalish distribution */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = x - 3; i < x + 4; i++)
{
for (j = y - 3; j < y + 4; j++)
g_ptr->mimic = 0;
/* Light area since is open above */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
+ if (!(d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
}
}
}
extern void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2);
extern void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance);
-extern void place_trees(floor_type *floor_ptr, POSITION x, POSITION y);
+extern void place_trees(player_type *player_ptr, POSITION x, POSITION y);
extern void destroy_level(player_type *player_ptr);