sf_ptr->visit_mark = latest_visit_mark++;
/* sf_ptr->dun_level may be changed later */
- sf_ptr->dun_level = current_floor_ptr->dun_level;
+ sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
/* Increment number of floor_id */
if (p_ptr->riding)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
/* Pet of other pet don't follow. */
if (m_ptr->parent_m_idx)
*/
if (!p_ptr->wild_mode && !p_ptr->inside_arena && !p_ptr->phase_out)
{
- for (i = current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1, num = 1; (i >= 1 && num < MAX_PARTY_MON); i--)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
}
}
- (void)COPY(&party_mon[num], ¤t_floor_ptr->m_list[i], monster_type);
+ (void)COPY(&party_mon[num], &p_ptr->current_floor_ptr->m_list[i], monster_type);
num++;
if (record_named_pet)
{
- for (i = current_floor_ptr->m_max - 1; i >=1; i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
GAME_TEXT m_name[MAX_NLEN];
if (!monster_is_valid(m_ptr)) continue;
/* Pet of other pet may disappear. */
- for (i = current_floor_ptr->m_max - 1; i >=1; i--)
+ for (i = p_ptr->current_floor_ptr->m_max - 1; i >=1; i--)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
/* Are there its parent? */
- if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
+ if (m_ptr->parent_m_idx && !p_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
{
/* Its parent have gone, it also goes away. */
if (m_idx)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
+ p_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
m_ptr->r_idx = party_mon[i].r_idx;
/* r_ptr->cur_num++; */
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
}
else
int i;
/* Maintain unique monsters */
- for (i = 1; i < current_floor_ptr->m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
}
/* Maintain artifatcs */
- for (i = 1; i < current_floor_ptr->o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
if (!OBJECT_IS_VALID(o_ptr)) continue;
* @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
* @return なし
*/
-static void get_out_monster(void)
+static void get_out_monster(floor_type *floor_ptr, player_type *protected_ptr)
{
int tries = 0;
POSITION dis = 1;
- POSITION oy = p_ptr->y;
- POSITION ox = p_ptr->x;
- MONSTER_IDX m_idx = current_floor_ptr->grid_array[oy][ox].m_idx;
+ POSITION oy = protected_ptr->y;
+ POSITION ox = protected_ptr->x;
+ MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
/* Nothing to do if no monster */
if (!m_idx) return;
if (tries > 20 * dis * dis) dis++;
/* Ignore illegal locations */
- if (!in_bounds(ny, nx)) continue;
+ if (!in_bounds(floor_ptr, ny, nx)) continue;
/* Require "empty" floor space */
if (!cave_empty_bold(ny, nx)) continue;
/* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
- if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[ny][nx])) continue;
+ if (is_glyph_grid(&floor_ptr->grid_array[ny][nx])) continue;
+ if (is_explosive_rune_grid(&floor_ptr->grid_array[ny][nx])) continue;
/* ...nor onto the Pattern */
if (pattern_tile(ny, nx)) continue;
/*** It's a good place ***/
- m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ m_ptr = &floor_ptr->m_list[m_idx];
/* Update the old location */
- current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ floor_ptr->grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+ floor_ptr->grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
int i;
/* Search usable stairs */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
bool ok = FALSE;
prepare_change_floor_mode(CFM_RAND_PLACE | CFM_NO_RETURN);
/* Mega Hack -- It's not the stairs you enter. Disable it. */
- if (!feat_uses_special(current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
+ if (!feat_uses_special(p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat)) p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special = 0;
}
else
{
if ((quest[i].status == QUEST_STATUS_TAKEN) &&
((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
(quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].level == current_floor_ptr->dun_level) &&
+ (quest[i].level == p_ptr->current_floor_ptr->dun_level) &&
(creature_ptr->dungeon_idx == quest[i].dungeon) &&
!(quest[i].flags & QUEST_FLAG_PRESET))
{
}
/* Maintain quest monsters */
- for (i = 1; i < current_floor_ptr->m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
if (floor_mode & CFM_SAVE_FLOORS)
{
/* Extract stair position */
- g_ptr = ¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
f_ptr = &f_info[g_ptr->feat];
/* Get back to old saved floor? */
/* Get out from or Enter the dungeon */
if (floor_mode & CFM_DOWN)
{
- if (!current_floor_ptr->dun_level)
+ if (!p_ptr->current_floor_ptr->dun_level)
move_num = d_info[creature_ptr->dungeon_idx].mindepth;
}
else if (floor_mode & CFM_UP)
{
- if (current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
- move_num = -current_floor_ptr->dun_level;
+ if (p_ptr->current_floor_ptr->dun_level + move_num < d_info[creature_ptr->dungeon_idx].mindepth)
+ move_num = -p_ptr->current_floor_ptr->dun_level;
}
- current_floor_ptr->dun_level += move_num;
+ p_ptr->current_floor_ptr->dun_level += move_num;
}
/* Leaving the dungeon to town */
- if (!current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
+ if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->dungeon_idx)
{
creature_ptr->leaving_dungeon = TRUE;
if (!vanilla_town && !lite_town)
!(floor_mode & CFM_NO_RETURN))
{
/* Get out of the my way! */
- get_out_monster();
+ get_out_monster(p_ptr->current_floor_ptr, creature_ptr);
/* Record the last visit current_world_ptr->game_turn of current floor */
sf_ptr->last_visit = current_world_ptr->game_turn;
- forget_lite();
+ forget_lite(p_ptr->current_floor_ptr);
forget_view();
- clear_mon_lite(current_floor_ptr);
+ clear_mon_lite(p_ptr->current_floor_ptr);
/* Save current floor */
if (!save_floor(sf_ptr, 0))
* @return なし
* @details
* If the floor is an old saved floor, it will be\n
- * restored from the temporal file. If the floor is new one, new current_floor_ptr->grid_array\n
+ * restored from the temporal file. If the floor is new one, new p_ptr->current_floor_ptr->grid_array\n
* will be generated.\n
*/
void change_floor(BIT_FLAGS floor_mode)
if (!(floor_mode & CFM_SAVE_FLOORS) &&
!(floor_mode & CFM_FIRST_FLOOR))
{
- /* Create current_floor_ptr->grid_array */
- generate_random_floor(current_floor_ptr);
+ /* Create p_ptr->current_floor_ptr->grid_array */
+ generate_random_floor(p_ptr->current_floor_ptr);
/* Paranoia -- No new saved floor */
new_floor_id = 0;
/* Forbid return stairs */
if (floor_mode & CFM_NO_RETURN)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
if (!feat_uses_special(g_ptr->feat))
{
absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
/* Maintain monsters */
- for (i = 1; i < current_floor_ptr->m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
monster_race *r_ptr;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
}
/* Maintain artifatcs */
- for (i = 1; i < current_floor_ptr->o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
if (!OBJECT_IS_VALID(o_ptr)) continue;
msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
/* Create simple dead end */
- build_dead_end(current_floor_ptr);
+ build_dead_end(p_ptr->current_floor_ptr);
/* Break connection */
if (floor_mode & CFM_UP)
}
else
{
- /* Newly create current_floor_ptr->grid_array */
- generate_random_floor(current_floor_ptr);
+ /* Newly create p_ptr->current_floor_ptr->grid_array */
+ generate_random_floor(p_ptr->current_floor_ptr);
}
/* Record last visit current_world_ptr->game_turn */
sf_ptr->last_visit = current_world_ptr->game_turn;
- /* Set correct current_floor_ptr->dun_level value */
- sf_ptr->dun_level = current_floor_ptr->dun_level;
+ /* Set correct p_ptr->current_floor_ptr->dun_level value */
+ sf_ptr->dun_level = p_ptr->current_floor_ptr->dun_level;
/* Create connected stairs */
if (!(floor_mode & CFM_NO_RETURN))
{
/* Extract stair position */
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
/*** Create connected stairs ***/
/* No stairs down from Quest */
- if ((floor_mode & CFM_UP) && !quest_number(current_floor_ptr->dun_level))
+ if ((floor_mode & CFM_UP) && !quest_number(p_ptr->current_floor_ptr->dun_level))
{
g_ptr->feat = (floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
}
wiz_lite(p_ptr, (bool)(p_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
- current_floor_ptr->generated_turn = current_world_ptr->game_turn;
+ p_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
/* No dungeon feeling yet */
- p_ptr->feeling_turn = current_floor_ptr->generated_turn;
+ p_ptr->feeling_turn = p_ptr->current_floor_ptr->generated_turn;
p_ptr->feeling = 0;
/* Clear all flags */