#include "angband.h"
+#include "util.h"
+
#include "grid.h"
-#include "generate.h"
+#include "floor.h"
+#include "floor-generate.h"
#include "rooms.h"
#include "rooms-city.h"
#include "store.h"
+#include "wild.h"
* Town logic flow for generation of new town\n
* Originally from Vanilla 3.0.3\n
*\n
-* We start with a fully wiped cave of normal floors.\n
+* We start with a fully wiped current_floor_ptr->grid_array of normal floors.\n
*\n
* Note that town_gen_hack() plays games with the R.N.G.\n
*\n
bool prevent_bm = FALSE;
/* Hack -- If already exist black market, prevent building */
- for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
+ for (y = 0; (y < current_floor_ptr->height) && !prevent_bm; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- if (cave[y][x].feat == FF_STORE)
+ if (current_floor_ptr->grid_array[y][x].feat == FF_STORE)
{
- prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
+ prevent_bm = (f_info[current_floor_ptr->grid_array[y][x].feat].subtype == STORE_BLACK);
break;
}
}