static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
{
cave_type *c_ptr = &cave[y][x];
-
OBJECT_IDX this_o_idx, next_o_idx = 0;
-
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
return (this_o_idx);
}
}
-
- /* No chest */
return (0);
}
/* Let the Chest drop items */
chest_death(FALSE, y, x, o_idx);
}
-
- /* Result */
return (more);
}
-
-#if defined(ALLOW_EASY_DISARM) /* TNB */
-
/*!
* @brief 地形は開くものであって、かつ開かれているかを返す /
* Attempt to open the given chest at the given location
return d[dx + 1][dy + 1];
}
-#endif /* defined(ALLOW_EASY_DISARM) -- TNB */
-
-
/*!
* @brief 「開ける」動作コマンドのサブルーチン /
* Perform the basic "open" command on doors
sound(SOUND_OPENDOOR);
}
-
- /* Result */
return (more);
}
}
/* Cancel repeat unless we may continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
}
}
}
-
- /* Result */
return (more);
}
}
/* Cancel repeat unless we may continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
/* Occasional Search XXX XXX */
if (randint0(100) < 25) search();
}
-
- /* Result */
return more;
}
}
/* Cancel repetition unless we can continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
/*!
sound(SOUND_OPENDOOR);
}
-
- /* Result */
return (TRUE);
}
sound(SOUND_FAIL);
chest_trap(y, x, o_idx);
}
-
- /* Result */
return (more);
}
* Returns TRUE if repeated commands may continue
* </pre>
*/
-#ifdef ALLOW_EASY_DISARM /* TNB */
bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
{
/* Get grid and contents */
cave_type *c_ptr = &cave[y][x];
/* Remove the trap */
cave_alter_feat(y, x, FF_DISARM);
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Move the player onto the trap */
move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- /* move the player onto the trap grid */
- move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
}
/* Failure -- Keep trying */
else
{
msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
-
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Move the player onto the trap */
move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- /* Move the player onto the trap */
- move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
}
-
- /* Result */
return (more);
}
set_action(ACTION_NONE);
}
-#ifdef ALLOW_EASY_DISARM /* TNB */
/* Option: Pick a direction */
if (easy_disarm)
}
}
-#endif /* ALLOW_EASY_DISARM -- TNB */
/* Allow repeated command */
if (command_arg)
}
/* Cancel repeat unless told not to */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
/* Hack -- Lose balance ala paralysis */
(void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
}
-
- /* Result */
return (more);
}
}
/* Unless valid action taken, cancel bash */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
}
/* Cancel repetition unless we can continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
}
/* Cancel repeat unless we may continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
/* Sniper - Cannot shot a single arrow twice */
if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
- /* Describe the object */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Use the proper number of shots */
note_spot(ny, nx);
- /* Redraw */
lite_spot(ny, nx);
}
note_spot(ny, nx);
- /* Redraw */
lite_spot(ny, nx);
}
note_spot(ny, nx);
- /* Redraw */
lite_spot(ny, nx);
}
m_ptr->fy = ny;
/* Update the monster (new location) */
- update_mon(c_mon_ptr->m_idx, TRUE);
+ update_monster(c_mon_ptr->m_idx, TRUE);
lite_spot(ny, nx);
lite_spot(oy, ox);