#include "dungeon.h"
/*!
-* @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal current_floor_ptr->grid_array system
+* @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal p_ptr->current_floor_ptr->grid_array system
* @return なし
*/
bool build_type9(void)
* Still no space?!
* Try normal room
*/
- return build_type1(current_floor_ptr);
+ return build_type1(p_ptr->current_floor_ptr);
}
}
light = done = FALSE;
room = TRUE;
- if ((current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+ if ((p_ptr->current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
while (!done)
{