{
bool light = false;
bool done = false;
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
if ((floor_ptr->dun_level <= randint1(50)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS))
light = true;
return;
}
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
int xsize = floor_ptr->width - 1;
int ysize = floor_ptr->height - 1;
int x0 = xsize / 2;
POSITION xsize = x2 - x1;
POSITION ysize = y2 - y1;
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
for (int i = 0; i <= xsize; i++) {
place_bold(player_ptr, y1, x1 + i, GB_OUTER_NOPERM);
floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
*/
void add_outer_wall(PlayerType *player_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
if (!in_bounds(floor_ptr, y, x))
return;