extract_day_hour_min(&day, &hour, &min);
/* Update dungeon feeling, and announce it if changed */
- update_dungeon_feeling(player_ptr, player_ptr->current_floor_ptr);
+ update_dungeon_feeling(player_ptr);
/* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
if (ironman_downward && (player_ptr->dungeon_idx != DUNGEON_ANGBAND && player_ptr->dungeon_idx != 0))
* / Update dungeon feeling, and announce it if changed
* @return なし
*/
-void update_dungeon_feeling(player_type *subject_ptr, floor_type *floor_ptr)
+void update_dungeon_feeling(player_type *subject_ptr)
{
byte new_feeling;
int quest_num;
int delay;
/* No feeling on the surface */
+ floor_type *floor_ptr = subject_ptr->current_floor_ptr;
if (!floor_ptr->dun_level) return;
/* No feeling in the arena */
* *** *****
* ***
*/
-void update_lite(player_type *subject_ptr, floor_type *floor_ptr)
+void update_lite(player_type *subject_ptr)
{
int i;
POSITION x, y, min_x, max_x, min_y, max_y;
/*** Save the old "lite" grids for later ***/
/* Clear them all */
+ floor_type *floor_ptr = subject_ptr->current_floor_ptr;
for (i = 0; i < floor_ptr->lite_n; i++)
{
y = floor_ptr->lite_y[i];
* updating. Only squares in view of the player, whos state
* changes are drawn via lite_spot().
*/
-void update_mon_lite(player_type *subject_ptr, floor_type *floor_ptr)
+void update_mon_lite(player_type *subject_ptr)
{
int i, rad;
grid_type *g_ptr;
(MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
/* Clear all monster lit squares */
+ floor_type *floor_ptr = subject_ptr->current_floor_ptr;
for (i = 0; i < floor_ptr->mon_lite_n; i++)
{
/* Point to grid */
extern void night_falls(player_type *subject_ptr);
extern MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr);
extern byte get_dungeon_feeling(floor_type *floor_ptr);
-extern void update_dungeon_feeling(player_type *subject_ptr, floor_type *floor_ptr);
+extern void update_dungeon_feeling(player_type *subject_ptr);
extern void glow_deep_lava_and_bldg(player_type *subject_ptr);
extern void forget_lite(floor_type *floor_ptr);
-extern void update_lite(player_type *subject_ptr, floor_type *floor_ptr);
+extern void update_lite(player_type *subject_ptr);
extern void forget_view(floor_type *floor_ptr);
extern void update_view(player_type *subject_ptr, floor_type *floor_ptr);
-extern void update_mon_lite(player_type *subject_ptr, floor_type *floor_ptr);
+extern void update_mon_lite(player_type *subject_ptr);
extern void clear_mon_lite(floor_type *floor_ptr);
if (creature_ptr->update & (PU_LITE))
{
creature_ptr->update &= ~(PU_LITE);
- update_lite(creature_ptr, floor_ptr);
+ update_lite(creature_ptr);
}
if (creature_ptr->update & (PU_FLOW))
if (creature_ptr->update & (PU_MON_LITE))
{
creature_ptr->update &= ~(PU_MON_LITE);
- update_mon_lite(creature_ptr, floor_ptr);
+ update_mon_lite(creature_ptr);
}
/*