* Build the wilderness area. -DG-
* @return なし
*/
-void wilderness_gen_small(void)
+void wilderness_gen_small(floor_type *floor_ptr)
{
int i, j;
for (i = 0; i < MAX_WID; i++)
for (j = 0; j < MAX_HGT; j++)
{
- p_ptr->current_floor_ptr->grid_array[j][i].feat = feat_permanent;
+ floor_ptr->grid_array[j][i].feat = feat_permanent;
}
process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
{
if (wilderness[j][i].town && (wilderness[j][i].town != NO_TOWN))
{
- p_ptr->current_floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
- p_ptr->current_floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
+ floor_ptr->grid_array[j][i].feat = (s16b)feat_town;
+ floor_ptr->grid_array[j][i].special = (s16b)wilderness[j][i].town;
}
- else if (wilderness[j][i].road) p_ptr->current_floor_ptr->grid_array[j][i].feat = feat_floor;
+ else if (wilderness[j][i].road) floor_ptr->grid_array[j][i].feat = feat_floor;
else if (wilderness[j][i].entrance && (p_ptr->total_winner || !(d_info[wilderness[j][i].entrance].flags1 & DF1_WINNER)))
{
- p_ptr->current_floor_ptr->grid_array[j][i].feat = feat_entrance;
- p_ptr->current_floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
+ floor_ptr->grid_array[j][i].feat = feat_entrance;
+ floor_ptr->grid_array[j][i].special = (byte)wilderness[j][i].entrance;
}
- else p_ptr->current_floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
+ else floor_ptr->grid_array[j][i].feat = conv_terrain2feat[wilderness[j][i].terrain];
- p_ptr->current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
+ floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_MARK);
}
- p_ptr->current_floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
- p_ptr->current_floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
+ floor_ptr->height = (s16b) current_world_ptr->max_wild_y;
+ floor_ptr->width = (s16b) current_world_ptr->max_wild_x;
- if (p_ptr->current_floor_ptr->height > MAX_HGT) p_ptr->current_floor_ptr->height = MAX_HGT;
- if (p_ptr->current_floor_ptr->width > MAX_WID) p_ptr->current_floor_ptr->width = MAX_WID;
+ if (floor_ptr->height > MAX_HGT) floor_ptr->height = MAX_HGT;
+ if (floor_ptr->width > MAX_WID) floor_ptr->width = MAX_WID;
/* Assume illegal panel */
- panel_row_min = p_ptr->current_floor_ptr->height;
- panel_col_min = p_ptr->current_floor_ptr->width;
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
p_ptr->x = p_ptr->wilderness_x;
p_ptr->y = p_ptr->wilderness_y;