auto *floor_ptr = this->player_ptr->current_floor_ptr;
if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
- bool dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
+ auto dawn = !(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN));
if (dawn)
day_break(this->player_ptr);
else
n = randint0(MAX_STORES);
} while ((n == STORE_HOME) || (n == STORE_MUSEUM));
- for (FEAT_IDX i = 1; i < max_f_idx; i++) {
- feature_type *f_ptr = &f_info[i];
+ for (auto i = 1; i < max_f_idx; i++) {
+ auto *f_ptr = &f_info[i];
if (f_ptr->name.empty())
continue;
if (!has_flag(f_ptr->flags, FF_STORE))