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Vanillaにならって、キャラクターの状態を表わすグローバル変数の多くを
[hengband/hengband.git] / src / wild.c
index d23b7f6..8521d77 100644 (file)
@@ -428,7 +428,7 @@ static int terrain_table[MAX_WILDERNESS][18] =
 };
 
 
-void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
+static void generate_wilderness_area(int terrain, u32b seed, bool border, bool corner)
 {
        int x1, y1;
        int table_size = sizeof(terrain_table[0]) / sizeof(int);
@@ -605,7 +605,7 @@ static void generate_area(int y, int x, bool border, bool corner)
                }
        }
 
-       if (wilderness[y][x].entrance && !wilderness[y][x].town && (total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
+       if (wilderness[y][x].entrance && !wilderness[y][x].town && (p_ptr->total_winner || !(d_info[wilderness[y][x].entrance].flags1 & DF1_WINNER)))
        {
                int dy, dx;
 
@@ -886,7 +886,7 @@ void wilderness_gen_small()
                        cave[j][i].special = wilderness[j][i].town;
                }
                else if (wilderness[j][i].road) cave[j][i].feat = FEAT_FLOOR;
-               else if (wilderness[j][i].entrance && (total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
+               else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
                {
                        cave[j][i].feat = FEAT_ENTRANCE;
                        cave[j][i].special = (byte)wilderness[j][i].entrance;