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-rw-r--r--src/q_god.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/q_god.cc b/src/q_god.cc
index c5120da0..fc8a89f0 100644
--- a/src/q_god.cc
+++ b/src/q_god.cc
@@ -292,12 +292,14 @@ std::string quest_god_describe()
static void quest_god_place_rand_dung()
{
+ auto &wilderness = *wilderness_ptr;
+
int x = -1, y = -1, tries;
/* erase old dungeon */
if (cquest_quests_given > 0)
{
- wild_map[cquest_dung_y][cquest_dung_x].entrance = 0;
+ wilderness(cquest_dung_x, cquest_dung_y).entrance = 0;
/* erase old recall level */
max_dlv[DUNGEON_GOD] = 0;
@@ -307,19 +309,17 @@ static void quest_god_place_rand_dung()
tries = 1000;
while (tries > 0)
{
- wilderness_map *w_ptr = NULL;
- wilderness_type_info *wf_ptr = NULL;
tries = tries - 1;
/* get grid coordinates, within a range which prevents
* dungeon being generated at the very edge of the
* wilderness (would crash the game). */
- x = rand_range(1, max_wild_x-2);
- y = rand_range(1, max_wild_y-2);
+ x = rand_range(1, wilderness.width()-2);
+ y = rand_range(1, wilderness.height()-2);
/* Is there a town/dungeon/potentially impassable feature there, ? */
- w_ptr = &wild_map[y][x];
- wf_ptr = &wf_info[w_ptr->feat];
+ wilderness_map const *w_ptr = &wilderness(x, y);
+ wilderness_type_info const *wf_ptr = &wf_info[w_ptr->feat];
if ((w_ptr->entrance != 0) ||
(wf_ptr->entrance != 0) ||
@@ -350,7 +350,7 @@ static void quest_god_place_rand_dung()
}
/* create god dungeon in that place */
- wild_map[y][x].entrance = 1000 + DUNGEON_GOD;
+ wilderness(x, y).entrance = 1000 + DUNGEON_GOD;
/* set quest variables */
cquest_dung_x = x;