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[Refactor] #37353 ULTRIX のプリプロを削除 / Removed preprocessor ULTRIX
[hengband/hengband.git] / src / rooms-city.c
index 0dea40f..d36fad0 100644 (file)
@@ -110,13 +110,12 @@ static void build_stores(player_type *player_ptr, POSITION ltcy, POSITION ltcx,
        FEAT_IDX j;
        ugbldg_type *cur_ugbldg;
 
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
        for (i = 0; i < n; i++)
        {
                cur_ugbldg = &ugbldg[i];
 
                /* Generate new room */
-               generate_room_floor(floor_ptr,
+               generate_room_floor(player_ptr,
                        ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
                        ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
                        FALSE);
@@ -127,7 +126,7 @@ static void build_stores(player_type *player_ptr, POSITION ltcy, POSITION ltcx,
                cur_ugbldg = &ugbldg[i];
 
                /* Build an invulnerable rectangular building */
-               generate_fill_perm_bold(floor_ptr, 
+               generate_fill_perm_bold(player_ptr, 
                        ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
                        ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
 
@@ -237,7 +236,7 @@ bool build_type16(player_type *player_ptr)
        }
 
        /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(floor_ptr, &yval, &xval, town_hgt + 4, town_wid + 4))
+       if (!find_space(player_ptr, &yval, &xval, town_hgt + 4, town_wid + 4))
        {
                /* Free buildings array */
                C_KILL(ugbldg, n, ugbldg_type);
@@ -249,7 +248,7 @@ bool build_type16(player_type *player_ptr)
        x1 = xval - (town_wid / 2);
 
        /* Generate new room */
-       generate_room_floor(floor_ptr,
+       generate_room_floor(player_ptr,
                y1 + town_hgt / 3, x1 + town_wid / 3,
                y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
 
@@ -263,4 +262,3 @@ bool build_type16(player_type *player_ptr)
 
        return TRUE;
 }
-