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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
/
combat
/
shoot.c
diff --git
a/src/combat/shoot.c
b/src/combat/shoot.c
index
3f8ea1c
..
9d19447
100644
(file)
--- a/
src/combat/shoot.c
+++ b/
src/combat/shoot.c
@@
-389,7
+389,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
}
else
{
}
else
{
- o_ptr = ¤t_floor_ptr->o_list[0 - item];
+ o_ptr = &
p_ptr->
current_floor_ptr->o_list[0 - item];
}
/* Sniper - Cannot shot a single arrow twice */
}
/* Sniper - Cannot shot a single arrow twice */
@@
-536,7
+536,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
/* Shatter Arrow */
if (snipe_type == SP_KILL_WALL)
{
/* Shatter Arrow */
if (snipe_type == SP_KILL_WALL)
{
- g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
+ g_ptr = &
p_ptr->
current_floor_ptr->grid_array[ny][nx];
if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
{
if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
{
@@
-554,7
+554,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
}
/* Stopped by walls/doors */
}
/* Stopped by walls/doors */
- if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
+ if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !
p_ptr->
current_floor_ptr->grid_array[ny][nx].m_idx) break;
/* Advance the distance */
cur_dis++;
/* Advance the distance */
cur_dis++;
@@
-562,7
+562,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
/* Sniper */
if (snipe_type == SP_LITE)
{
/* Sniper */
if (snipe_type == SP_LITE)
{
- current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
+
p_ptr->
current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
note_spot(ny, nx);
lite_spot(ny, nx);
}
note_spot(ny, nx);
lite_spot(ny, nx);
}
@@
-599,7
+599,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
/* Sniper */
if (snipe_type == SP_EVILNESS)
{
/* Sniper */
if (snipe_type == SP_EVILNESS)
{
- current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+
p_ptr->
current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
note_spot(ny, nx);
lite_spot(ny, nx);
}
note_spot(ny, nx);
lite_spot(ny, nx);
}
@@
-612,11
+612,11
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
y = ny;
/* Monster here, Try to hit it */
y = ny;
/* Monster here, Try to hit it */
- if (current_floor_ptr->grid_array[y][x].m_idx)
+ if (
p_ptr->
current_floor_ptr->grid_array[y][x].m_idx)
{
{
- grid_type *c_mon_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *c_mon_ptr = &
p_ptr->
current_floor_ptr->grid_array[y][x];
- monster_type *m_ptr = ¤t_floor_ptr->m_list[c_mon_ptr->m_idx];
+ monster_type *m_ptr = &
p_ptr->
current_floor_ptr->m_list[c_mon_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Check the visibility */
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Check the visibility */
@@
-649,7
+649,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
if (shooter_ptr->riding)
{
if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
if (shooter_ptr->riding)
{
if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
- && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
+ && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[
p_ptr->
current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
&& one_in_(2))
{
shooter_ptr->skill_exp[GINOU_RIDING] += 1;
&& one_in_(2))
{
shooter_ptr->skill_exp[GINOU_RIDING] += 1;
@@
-735,7
+735,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
/* Sniper */
if (snipe_type == SP_HOLYNESS)
{
/* Sniper */
if (snipe_type == SP_HOLYNESS)
{
- current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
+
p_ptr->
current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
note_spot(ny, nx);
lite_spot(ny, nx);
}
note_spot(ny, nx);
lite_spot(ny, nx);
}
@@
-796,13
+796,13
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
if (!in_bounds2(ny, nx)) break;
/* Stopped by walls/doors */
if (!in_bounds2(ny, nx)) break;
/* Stopped by walls/doors */
- if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
+ if (!player_can_enter(
p_ptr->
current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
/* Stopped by monsters */
if (!cave_empty_bold(ny, nx)) break;
/* Stopped by monsters */
if (!cave_empty_bold(ny, nx)) break;
- current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
- current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+
p_ptr->
current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+
p_ptr->
current_floor_ptr->grid_array[oy][ox].m_idx = 0;
m_ptr->fx = nx;
m_ptr->fy = ny;
m_ptr->fx = nx;
m_ptr->fy = ny;
@@
-842,8
+842,8
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
if (stick_to)
{
if (stick_to)
{
- MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ MONSTER_IDX m_idx =
p_ptr->
current_floor_ptr->grid_array[y][x].m_idx;
+ monster_type *m_ptr = &
p_ptr->
current_floor_ptr->m_list[m_idx];
OBJECT_IDX o_idx = o_pop();
if (!o_idx)
OBJECT_IDX o_idx = o_pop();
if (!o_idx)
@@
-856,7
+856,7
@@
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
return;
}
return;
}
- o_ptr = ¤t_floor_ptr->o_list[o_idx];
+ o_ptr = &
p_ptr->
current_floor_ptr->o_list[o_idx];
object_copy(o_ptr, q_ptr);
/* Forget mark */
object_copy(o_ptr, q_ptr);
/* Forget mark */