#include "realm-hex.h"
#include "geometry.h"
#include "wild.h"
+#include "grid.h"
+#include "feature.h"
/*!
* @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
* @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
* @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
*/
-bool confirm_leave_level(bool down_stair)
+static bool confirm_leave_level(bool down_stair)
{
quest_type *q_ptr = &quest[p_ptr->inside_quest];
*/
bool cmd_limit_cast(player_type *creature_ptr)
{
- if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
+ if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
{
msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
bool go_up = FALSE;
/* Player grid */
- grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
feature_type *f_ptr = &f_info[g_ptr->feat];
int up_num = 0;
/* Leaving a quest */
if (!p_ptr->inside_quest)
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
}
/* Leaving */
return;
}
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
go_up = TRUE;
}
leave_quest_check();
p_ptr->inside_quest = g_ptr->special;
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
up_num = 0;
}
}
/* Get out from current dungeon */
- if (dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth)
- up_num = dun_level;
+ if (current_floor_ptr->dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth)
+ up_num = current_floor_ptr->dun_level;
}
if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else if (up_num == dun_level)
+ else if (up_num == current_floor_ptr->dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
else
msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
void do_cmd_go_down(void)
{
/* Player grid */
- grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
feature_type *f_ptr = &f_info[g_ptr->feat];
bool fall_trap = FALSE;
/* Leaving a quest */
if (!p_ptr->inside_quest)
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
}
/* Leaving */
{
DUNGEON_IDX target_dungeon = 0;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? g_ptr->special : DUNGEON_ANGBAND;
if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
else down_num += 1;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
/* Enter the dungeon just now */
p_ptr->enter_dungeon = TRUE;
/* Cancel the arg */
command_arg = 0;
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Search */
search();
*/
static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
int i, j;
bool flag = TRUE;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Attempt to unlock it */
if (o_ptr->pval > 0)
yy = p_ptr->y + ddy_ddd[d];
xx = p_ptr->x + ddx_ddd[d];
- /* Get the grid_array */
- g_ptr = &grid_array[yy][xx];
+ /* Get the current_floor_ptr->grid_array */
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
/* Must have knowledge */
if (!(g_ptr->info & (CAVE_MARK))) continue;
if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
/* Grab the object */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Already open */
if (o_ptr->pval == 0) continue;
int i, j;
/* Get requested grid */
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
bool more = FALSE;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Seeing true feature code (ignore mimic) */
x = p_ptr->x + ddx[dir];
/* Get requested grid */
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Monster in the way */
else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
py_attack(y, x, 0);
}
*/
static bool do_cmd_close_aux(POSITION y, POSITION x)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
FEAT_IDX old_feat = g_ptr->feat;
bool more = FALSE;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Seeing true feature code (ignore mimic) */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Monster in the way */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
*/
static bool do_cmd_tunnel_test(POSITION y, POSITION x)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Must have knowledge */
if (!(g_ptr->info & CAVE_MARK))
/* Verify legality */
if (!do_cmd_tunnel_test(y, x)) return (FALSE);
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
f_ptr = &f_info[g_ptr->feat];
power = f_ptr->power;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* A monster is in the way */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
{
int i, j;
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
/* Must be a closed door */
{
int i, j;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Get the "disarm" factor */
i = p_ptr->skill_dis;
bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Get feature */
feature_type *f_ptr = &f_info[g_ptr->feat];
int i = p_ptr->skill_dis;
int j;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Penalize some conditions */
if (p_ptr->blind || no_lite()) i = i / 10;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
*/
static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
{
- grid_type *g_ptr = &grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Get feature */
feature_type *f_ptr = &f_info[g_ptr->feat];
concptr name = f_name + f_info[get_feat_mimic(g_ptr)].name;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Monster in the way */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
f_ptr = &f_info[feat];
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if (g_ptr->m_idx)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(g_ptr);
/* Is a monster in the way? */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Go for it */
else
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Successful jamming */
msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
/* Get a "repeated" direction */
if (get_rep_dir(&dir, FALSE))
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
{
command_arg = 0;
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if (pickup) mpe_mode |= MPE_DO_PICKUP;
(void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
/* Take a turn (?) */
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* The sin of sloth */
if (command_arg > 100) chg_virtue(V_DILIGENCE, -1);
p_ptr->redraw |= (PR_EQUIPPY);
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* Rogue and Ninja gets bonus */
if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
{
hit_wall = TRUE;
- if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break;
+ if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !current_floor_ptr->grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break;
}
/* The player can see the (on screen) missile */
cur_dis++;
/* Monster here, Try to hit it */
- if (grid_array[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
{
- grid_type *g_ptr = &grid_array[y][x];
- monster_type *m_ptr = &m_list[g_ptr->m_idx];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Check the visibility */
visible = m_ptr->ml;
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
{
- monster_type *m_ptr = &m_list[grid_array[y][x].m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
/* ToDo (Robert): fix the invulnerability */
- if (grid_array[y][x].m_idx &&
- is_friendly(&m_list[grid_array[y][x].m_idx]) &&
+ if (current_floor_ptr->grid_array[y][x].m_idx &&
+ is_friendly(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]) &&
!MON_INVULNER(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
- set_hostile(&m_list[grid_array[y][x].m_idx]);
+ set_hostile(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]);
}
}
do_drop = FALSE;