void night_falls(PlayerType *player_ptr)
{
msg_print(_("日が沈んだ。", "The sun has fallen."));
- auto *floor_ptr = player_ptr->current_floor_ptr;
if (player_ptr->wild_mode) {
update_sun_light(player_ptr);
return;
}
- for (auto y = 0; y < floor_ptr->height; y++) {
- for (auto x = 0; x < floor_ptr->width; x++) {
- auto *g_ptr = &floor_ptr->grid_array[y][x];
- auto *f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
+ auto &floor = *player_ptr->current_floor_ptr;
+ for (auto y = 0; y < floor.height; y++) {
+ for (auto x = 0; x < floor.width; x++) {
+ const Pos2D pos(y, x);
+ auto &grid = floor.get_grid(pos);
+ const auto &terrain = grid.get_terrain_mimic();
using Tc = TerrainCharacteristics;
- if (g_ptr->is_mirror() || f_ptr->flags.has(Tc::QUEST_ENTER) || f_ptr->flags.has(Tc::ENTRANCE)) {
+ if (grid.is_mirror() || terrain.flags.has(Tc::QUEST_ENTER) || terrain.flags.has(Tc::ENTRANCE)) {
continue;
}
- g_ptr->info &= ~(CAVE_GLOW);
- if (f_ptr->flags.has_not(Tc::REMEMBER)) {
- g_ptr->info &= ~(CAVE_MARK);
+ grid.info &= ~(CAVE_GLOW);
+ if (terrain.flags.has_not(Tc::REMEMBER)) {
+ grid.info &= ~(CAVE_MARK);
note_spot(player_ptr, y, x);
}
}
delta += (r_ptr->level - floor_ptr->dun_level) * base;
}
- if (r_ptr->flags1 & RF1_FRIENDS) {
+ if (r_ptr->misc_flags.has(MonsterMiscType::HAS_FRIENDS)) {
if (5 <= get_monster_crowd_number(floor_ptr, i)) {
delta += 1;
}
return;
}
- if (AngbandSystem::get_instance().is_watching()) {
+ if (AngbandSystem::get_instance().is_phase_out()) {
return;
}
*/
void glow_deep_lava_and_bldg(PlayerType *player_ptr)
{
- auto *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->get_dungeon_definition().flags.has(DungeonFeatureType::DARKNESS)) {
+ auto &floor = *player_ptr->current_floor_ptr;
+ if (floor.get_dungeon_definition().flags.has(DungeonFeatureType::DARKNESS)) {
return;
}
- for (POSITION y = 0; y < floor_ptr->height; y++) {
- for (POSITION x = 0; x < floor_ptr->width; x++) {
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
- if (terrains_info[g_ptr->get_feat_mimic()].flags.has_not(TerrainCharacteristics::GLOW)) {
+ for (auto y = 0; y < floor.height; y++) {
+ for (auto x = 0; x < floor.width; x++) {
+ const auto &grid = floor.get_grid({ y, x });
+ if (grid.get_terrain_mimic().flags.has_not(TerrainCharacteristics::GLOW)) {
continue;
}
- for (DIRECTION i = 0; i < 9; i++) {
- POSITION yy = y + ddy_ddd[i];
- POSITION xx = x + ddx_ddd[i];
- if (!in_bounds2(floor_ptr, yy, xx)) {
+ for (auto i = 0; i < 9; i++) {
+ const Pos2D pos(y + ddy_ddd[i], x + ddx_ddd[i]);
+ if (!in_bounds2(&floor, pos.y, pos.x)) {
continue;
}
- floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
+ floor.get_grid(pos).info |= CAVE_GLOW;
}
}
}
for (int i = 0; i < floor_ptr->view_n; i++) {
POSITION y = floor_ptr->view_y[i];
POSITION x = floor_ptr->view_x[i];
- grid_type *g_ptr;
+ Grid *g_ptr;
g_ptr = &floor_ptr->grid_array[y][x];
g_ptr->info &= ~(CAVE_VIEW);
}