* @return なし
* @note Hack -- regenerate any "overflow" levels
*/
-void generate_random_floor(floor_type *floor_ptr)
+void generate_floor(floor_type *floor_ptr)
{
int num;
extern bool place_quest_monsters(floor_type *floor_ptr);
extern void wipe_generate_random_floor_flags(floor_type *floor_ptr);
extern void clear_cave(floor_type *floor_ptr);
-extern void generate_random_floor(floor_type *floor_ptr);
+extern void generate_floor(floor_type *floor_ptr);
extern bool build_tunnel(floor_type *floor_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2);
extern bool build_tunnel2(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff);
if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) &&
!(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR))
{
- /* Create creature_ptr->current_floor_ptr->grid_array */
- generate_random_floor(creature_ptr->current_floor_ptr);
+ generate_floor(creature_ptr->current_floor_ptr);
/* Paranoia -- No new saved floor */
new_floor_id = 0;
}
else
{
- /* Newly create creature_ptr->current_floor_ptr->grid_array */
- generate_random_floor(creature_ptr->current_floor_ptr);
+ generate_floor(creature_ptr->current_floor_ptr);
}
/* Record last visit current_world_ptr->game_turn */