*/
static bool cave_naked_bold(PlayerType *player_ptr, POSITION y, POSITION x)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
return cave_clean_bold(floor_ptr, y, x) && (floor_ptr->grid_array[y][x].m_idx == 0) && !player_bold(player_ptr, y, x);
}
*/
bool affect_feature(PlayerType *player_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, AttributeType typ)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];