start_row = row1;
start_col = col1;
correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
while ((row1 != row2) || (col1 != col2)) {
if (main_loop_count++ > 2000)
return false;
*/
static bool set_tunnel(PlayerType *player_ptr, dun_data_type *dd_ptr, POSITION *x, POSITION *y, bool affectwall)
{
- 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];
if (!in_bounds(floor_ptr, *y, *x) || g_ptr->is_inner())
return true;
grid_type *g_ptr;
int length = distance(x1, y1, x2, y2);
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
if (length <= cutoff) {
retval = true;
short_seg_hack(player_ptr, dd_ptr, x1, y1, x2, y2, type, 0, &retval);