}
}
+
+/*
+ * Hack -- forget the "flow" information
+ */
+void forget_flow(floor_type *floor_ptr)
+{
+ POSITION x, y;
+
+ /* Check the entire dungeon */
+ for (y = 0; y < floor_ptr->height; y++)
+ {
+ for (x = 0; x < floor_ptr->width; x++)
+ {
+ /* Forget the old data */
+ floor_ptr->grid_array[y][x].dist = 0;
+ floor_ptr->grid_array[y][x].cost = 0;
+ floor_ptr->grid_array[y][x].when = 0;
+ }
+ }
+}
+
extern void place_secret_door(floor_type *floor_ptr, POSITION y, POSITION x, int type);
extern void place_locked_door(floor_type *floor_ptr, POSITION y, POSITION x);
+extern void forget_flow(floor_type *floor_ptr);
+
/*
- * Hack -- forget the "flow" information
- */
-void forget_flow(void)
-{
- POSITION x, y;
-
- /* Check the entire dungeon */
- for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
- {
- for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
- {
- /* Forget the old data */
- p_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
- p_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
- p_ptr->current_floor_ptr->grid_array[y][x].when = 0;
- }
- }
-}
-
-
-/*
* Hack - speed up the update_flow algorithm by only doing
* it everytime the player moves out of LOS of the last
* "way-point".
extern void note_spot(POSITION y, POSITION x);
extern void lite_spot(POSITION y, POSITION x);
extern void delayed_visual_update(void);
-extern void forget_flow(void);
extern void update_flow(void);
extern void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat);
extern FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat);
if (mpe_mode & MPE_FORGET_FLOW)
{
- forget_flow();
+ forget_flow(creature_ptr->current_floor_ptr);
creature_ptr->update |= (PU_UN_VIEW);
creature_ptr->redraw |= (PR_MAP);
}
}
- forget_flow();
+ forget_flow(floor_ptr);
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);