void init_saved_floors(PlayerType *player_ptr, bool force)
{
auto fd = -1;
- if (savefile[0]) {
+ if (!savefile.empty()) {
for (int i = 0; i < MAX_SAVED_FLOORS; i++) {
saved_floor_type *sf_ptr = &saved_floors[i];
std::string floor_savefile = get_saved_floor_name(i);