* @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
* @return なし
*/
-static void generate_challenge_arena(void)
+static void generate_challenge_arena(floor_type *floor_ptr)
{
POSITION y, x;
POSITION qy = 0;
POSITION qx = 0;
/* Smallest area */
- current_floor_ptr->height = SCREEN_HGT;
- current_floor_ptr->width = SCREEN_WID;
+ floor_ptr->height = SCREEN_HGT;
+ floor_ptr->width = SCREEN_WID;
/* Start with solid walls */
for (y = 0; y < MAX_HGT; y++)
place_solid_perm_bold(y, x);
/* Illuminate and memorize the walls */
- current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
{
/* Create empty floor */
- current_floor_ptr->grid_array[y][x].feat = feat_floor;
+ floor_ptr->grid_array[y][x].feat = feat_floor;
}
}
if (p_ptr->inside_arena)
{
/* Small arena */
- generate_challenge_arena();
+ generate_challenge_arena(current_floor_ptr);
}
/* Build the battle -KMW- */