void clear_cave(PlayerType *player_ptr)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- std::fill_n(floor_ptr->o_list.begin(), floor_ptr->o_max, object_type{});
+ std::fill_n(floor_ptr->o_list.begin(), floor_ptr->o_max, ObjectType{});
floor_ptr->o_max = 1;
floor_ptr->o_cnt = 0;