forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Handle "quit and save" */
if (!p_ptr->playing && !p_ptr->is_dead) break;
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Close stuff */
close_game();
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Stop playing */
p_ptr->playing = FALSE;
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Clear the bottom line */
Term_erase(0, hgt - 1, 255);
p_ptr->old_monlite = p_ptr->monlite;
}
-void clear_mon_lite(void)
+void clear_mon_lite(floor_type *floor_ptr)
{
int i;
grid_type *g_ptr;
/* Clear all monster lit squares */
- for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
+ for (i = 0; i < floor_ptr->mon_lite_n; i++)
{
/* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
+ g_ptr = &floor_ptr->grid_array[floor_ptr->mon_lite_y[i]][floor_ptr->mon_lite_x[i]];
/* Clear monster illumination flag */
g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
}
/* Empty the array */
- current_floor_ptr->mon_lite_n = 0;
+ floor_ptr->mon_lite_n = 0;
}
extern void forget_view(void);
extern void update_view(void);
extern void update_mon_lite(floor_type *floor_ptr);
-extern void clear_mon_lite(void);
+extern void clear_mon_lite(floor_type *floor_ptr);
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Save current floor */
if (!save_floor(sf_ptr, 0))
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Save the game */
#ifdef ZANGBAND
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Save the game */
#ifdef ZANGBAND
forget_lite();
forget_view();
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Update lite/view */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
}
/* Lose monster light */
- if (!in_generate) clear_mon_lite();
+ if (!in_generate) clear_mon_lite(current_floor_ptr);
/* Big area of affect */
for (y = (y1 - r); y <= (y1 + r); y++)
}
/* Lose monster light */
- clear_mon_lite();
+ clear_mon_lite(current_floor_ptr);
/* Examine the quaked region */
for (dy = -r; dy <= r; dy++)