/* Check for dawn */
dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
- if (dawn) day_break();
+ if (dawn) day_break(current_floor_ptr);
else night_falls(current_floor_ptr);
}
static bool mon_invis;
static POSITION mon_fy, mon_fx;
-void day_break()
+void day_break(floor_type *floor_ptr)
{
POSITION y, x;
msg_print(_("夜が明けた。", "The sun has risen."));
if (!p_ptr->wild_mode)
{
/* Hack -- Scan the town */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
/* Assume lit */
g_ptr->info |= (CAVE_GLOW);
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
+ if (floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
}
}
-extern void day_break(void);
+extern void day_break(floor_type *floor_ptr);
extern void night_falls(floor_type *floor_ptr);
extern MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr);
extern byte get_dungeon_feeling(floor_type *floor_ptr);