Hey guys, I'm having a problem with a 2 dimensional array of structs. Whenever I assign a value to one particular struct it appears that it contaminates that value for every other struct on that row.

Here are the relevant lines of code.
Code:
struct Cell
{
	D3DXVECTOR2 position;
	bool isSouthOpen,
		 isEastOpen,
		 isNorthOpen,
		 isWestOpen,
		 isActive;
};

...

Cell* cells;

...

cells = new Cell[cellColumnSize, cellRowSize];

for (int i = 0; i < cellColumnSize; ++i)
	for (int j = 0; j < cellRowSize; ++j)
	{
		cells[i,j].position = D3DXVECTOR2(i, j);
		cells[i,j].isSouthOpen = false;
		cells[i,j].isWestOpen = false;
		cells[i,j].isNorthOpen = false;
		cells[i,j].isEastOpen = false;
		cells[i,j].isActive = false;
	}

...

startCell = D3DXVECTOR2(0, 0);
cellPointer = startCell;
cells[(UINT) cellPointer.x, (UINT) cellPointer.y].isActive = true; // Sets the entire row to active for some reason.
It's for a little game that procedurally generates a random maze. I've only got it rendering active cells so the output and watching the pointer's referenced values verifies that an entire row gets contaminated.

I've never seen behavior like this so I imagine it might be due to some c++ behavior that I'm unaware of. Haven't been using c++ for very long.

Thanks!