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[Refactor] #38844 current_floor_ptr を player_type 構造体に加え, max_o_idx, max_m_idx を...
[hengband/hengband.git] / src / rooms-fractal.c
index d9b8cab..010e429 100644 (file)
@@ -7,7 +7,7 @@
 #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)
@@ -35,14 +35,14 @@ 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)
        {