/* Macros */
-#define set_cave_feat(Y,X,F) (current_floor->grid_array[(Y)][(X)].feat = (F))
-#define add_cave_info(Y,X,I) (current_floor->grid_array[(Y)][(X)].info |= (I))
+#define set_cave_feat(Y,X,F) (current_floor_ptr->grid_array[(Y)][(X)].feat = (F))
+#define add_cave_info(Y,X,I) (current_floor_ptr->grid_array[(Y)][(X)].info |= (I))
/* This should not be used */
-/*#define set_cave_info(Y,X,I) (current_floor->grid_array[(Y)][(X)].info = (I)) */
+/*#define set_cave_info(Y,X,I) (current_floor_ptr->grid_array[(Y)][(X)].info = (I)) */
/*!
* @brief 指定座標が瓦礫かどうかを返す
* @param X 指定X座標
* @return FLOOR属性を持っているならばTRUE
*/
-#define is_floor_bold(Y,X) (current_floor->grid_array[Y][X].info & CAVE_FLOOR)
-#define is_extra_bold(Y,X) (current_floor->grid_array[Y][X].info & CAVE_EXTRA)
+#define is_floor_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_FLOOR)
+#define is_extra_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_EXTRA)
-#define is_inner_bold(Y,X) (current_floor->grid_array[Y][X].info & CAVE_INNER)
-#define is_outer_bold(Y,X) (current_floor->grid_array[Y][X].info & CAVE_OUTER)
-#define is_solid_bold(Y,X) (current_floor->grid_array[Y][X].info & CAVE_SOLID)
+#define is_inner_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_INNER)
+#define is_outer_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_OUTER)
+#define is_solid_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_SOLID)
#define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
#define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
#define place_floor_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_ground_type[randint0(100)]); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_FLOOR); \
delete_monster(Y, X); \
}
#define place_extra_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_wall_type[randint0(100)]); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
}
#define place_extra_perm_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_permanent); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
}
{ \
feature_type *_f_ptr; \
set_cave_feat(Y,X,feat_wall_type[randint0(100)]); \
- _f_ptr = &f_info[current_floor->grid_array[Y][X].feat]; \
- if (permanent_wall(_f_ptr)) current_floor->grid_array[Y][X].feat = feat_state(current_floor->grid_array[Y][X].feat, FF_UNPERM); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ _f_ptr = &f_info[current_floor_ptr->grid_array[Y][X].feat]; \
+ if (permanent_wall(_f_ptr)) current_floor_ptr->grid_array[Y][X].feat = feat_state(current_floor_ptr->grid_array[Y][X].feat, FF_UNPERM); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
}
#define place_inner_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_wall_inner); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_INNER); \
delete_monster(Y, X); \
}
#define place_inner_perm_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_permanent); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_INNER); \
delete_monster(Y, X); \
}
#define place_outer_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_wall_outer); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_OUTER); \
delete_monster(Y, X); \
}
#define place_outer_perm_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_permanent); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_OUTER); \
delete_monster(Y, X); \
}
feature_type *_f_ptr = &f_info[feat_wall_outer]; \
if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
else set_cave_feat(Y,X,feat_wall_outer); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
delete_monster(Y, X); \
}
#define place_solid_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_wall_solid); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}
#define place_solid_perm_bold(Y, X) \
{ \
set_cave_feat(Y,X,feat_permanent); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}
#define place_solid_noperm_bold(Y, X) \
{ \
feature_type *_f_ptr = &f_info[feat_wall_solid]; \
- if ((current_floor->grid_array[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
+ if ((current_floor_ptr->grid_array[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
set_cave_feat(Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
else set_cave_feat(Y,X,feat_wall_solid); \
- current_floor->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}