p_ptr->oldpx = p_ptr->x;
}
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
/* Hack -- Increase "icky" depth */
/* Cancel the health bar */
health_track(0);
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
/* Mark the savefile */
(void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
/* Cause of "death" */
(void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
/*
* Actually erase the entire "lite" array, redrawing every grid
*/
-void forget_lite(void)
+void forget_lite(floor_type *floor_ptr)
{
int i;
POSITION x, y;
/* None to forget */
- if (!current_floor_ptr->lite_n) return;
+ if (!floor_ptr->lite_n) return;
/* Clear them all */
- for (i = 0; i < current_floor_ptr->lite_n; i++)
+ for (i = 0; i < floor_ptr->lite_n; i++)
{
- y = current_floor_ptr->lite_y[i];
- x = current_floor_ptr->lite_x[i];
+ y = floor_ptr->lite_y[i];
+ x = floor_ptr->lite_x[i];
/* Forget "LITE" flag */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
/* lite_spot(y, x); Perhaps don't need? */
}
/* None left */
- current_floor_ptr->lite_n = 0;
+ floor_ptr->lite_n = 0;
}
extern byte get_dungeon_feeling(floor_type *floor_ptr);
extern void update_dungeon_feeling(player_type *subject_ptr, floor_type *floor_ptr);
extern void glow_deep_lava_and_bldg(floor_type *floor_ptr);
-extern void forget_lite(void);
+extern void forget_lite(floor_type *floor_ptr);
extern void update_lite(player_type *p_ptr);
extern void forget_view(void);
extern void update_view(player_type *subject_ptr, floor_type *floor_ptr);
/* Record the last visit current_world_ptr->game_turn of current floor */
sf_ptr->last_visit = current_world_ptr->game_turn;
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
/* Hack -- Forget messages */
msg_flag = FALSE;
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
/* Hack -- Forget messages */
msg_flag = FALSE;
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
if (creature_ptr->update & (PU_UN_LITE))
{
creature_ptr->update &= ~(PU_UN_LITE);
- forget_lite();
+ forget_lite(current_floor_ptr);
}
if (creature_ptr->update & (PU_UN_VIEW))
saved_floor_type *cur_sf_ptr;
int i;
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
town_info[p_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
}
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
/* Hack -- Character is in "icky" mode */