*/
bool is_cave_empty_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;
bool is_empty_grid = cave_has_flag_bold(floor_ptr, y, x, FloorFeatureType::PLACE);
is_empty_grid &= !(floor_ptr->grid_array[y][x].m_idx);
is_empty_grid &= !player_bold(player_ptr, y, x);