X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frooms-city.c;h=2e3dc4d04f478887b1086db224a8994b928d745d;hb=a687d7b025fffeabfa3bcd3c33eac17dcb6466f1;hp=58b1ab0187405c3348212f01804385296dbbf069;hpb=4ab537b0157f4328c102f328f297b78be0689975;p=hengband%2Fhengband.git diff --git a/src/rooms-city.c b/src/rooms-city.c index 58b1ab018..2e3dc4d04 100644 --- a/src/rooms-city.c +++ b/src/rooms-city.c @@ -1,9 +1,13 @@ #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" @@ -180,7 +184,7 @@ static void build_stores(POSITION ltcy, POSITION ltcx, int stores[], int n) * 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 @@ -201,13 +205,13 @@ bool build_type16(void) 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; } }