* @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
* @return 部屋の生成に成功した場合 TRUE を返す。
*/
-static bool room_build(player_type *player_ptr, dun_data_type *dd_ptr, EFFECT_ID typ)
+static bool room_build(PlayerType *player_ptr, dun_data_type *dd_ptr, EFFECT_ID typ)
{
switch (typ) {
case ROOM_T_NORMAL:
* @param player_ptr プレイヤーへの参照ポインタ
* @return 部屋生成に成功した場合 TRUE を返す。
*/
-bool generate_rooms(player_type *player_ptr, dun_data_type *dd_ptr)
+bool generate_rooms(PlayerType *player_ptr, dun_data_type *dd_ptr)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
int crowded = 0;