* @brief フロアに存在する全マスの記憶状態を初期化する / Wipe all unnecessary flags after current_floor_ptr->grid_array generation
* @return なし
*/
-void wipe_generate_random_floor_flags(void)
+void wipe_generate_random_floor_flags(floor_type *floor_ptr)
{
POSITION x, y;
- 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++)
{
/* Wipe unused flags */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
}
}
- if (current_floor_ptr->dun_level)
+ if (floor_ptr->dun_level)
{
- for (y = 1; y < current_floor_ptr->height - 1; y++)
+ for (y = 1; y < floor_ptr->height - 1; y++)
{
- for (x = 1; x < current_floor_ptr->width - 1; x++)
+ for (x = 1; x < floor_ptr->width - 1; x++)
{
/* There might be trap */
- current_floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
+ floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
}
}
}
/* Reset flag */
p_ptr->enter_dungeon = FALSE;
- wipe_generate_random_floor_flags();
+ wipe_generate_random_floor_flags(current_floor_ptr);
}
/*!
extern dun_data *dun;
extern bool place_quest_monsters(void);
-extern void wipe_generate_random_floor_flags(void);
+extern void wipe_generate_random_floor_flags(floor_type *floor_ptr);
extern void clear_cave(floor_type *floor_ptr);
extern void generate_random_floor(void);
/* Give one square */
place_floor_bold(p_ptr->y, p_ptr->x);
- wipe_generate_random_floor_flags();
+ wipe_generate_random_floor_flags(current_floor_ptr);
}