for (dir = 0; dir <= 9; dir++)
{
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
/* Get the monster */
while (attempts--)
{
- scatter(&y, &x, py, px, 4, 0);
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
case ACT_QUAKE:
{
- earthquake(py, px, 5);
+ earthquake(p_ptr->y, p_ptr->x, 5);
break;
}
case ACT_SUMMON_ANIMAL:
{
- (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
case ACT_SUMMON_PHANTOM:
{
msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
- (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
if (pet)
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
if (pet)
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
{
msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
"Cold winds begin to blow around you, carrying with them the stench of decay..."));
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
{
if (pet)
case ACT_SUMMON_DAWN:
{
msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
bool pet = !one_in_(5);
if (pet) mode |= PM_FORCE_PET;
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
{
if (pet)
msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
object_copy(&forge, o_ptr);
inven_item_increase(inv, (0 - o_ptr->number));
inven_item_optimize(inv);
- o_idx = drop_near(&forge, 0, py, px);
+ o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
o_ptr = &o_list[o_idx];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
{
msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
- massacre(py, px);
+ massacre();
break;
}
case ACT_GRAND_CROSS:
{
msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
break;
}
int x, y;
if (!get_rep_dir2(&dir)) return FALSE;
- y = py+ddy[dir];
- x = px+ddx[dir];
+ y = p_ptr->y+ddy[dir];
+ x = p_ptr->x+ddx[dir];
tsuri_dir = dir;
if (!cave_have_flag_bold(y, x, FF_WATER))
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
set_action(ACTION_FISH);
monster_type *m_ptr;
cptr kakusan = "";
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
{
msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
kakusan = "Suke-san";
count++;
}
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
{
msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
kakusan = "Kaku-san";
m_ptr = &m_list[i];
if (!m_ptr->r_idx) continue;
if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
+ if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
count++;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
/* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())