int num = 0, bonus, chance, vir;
HIT_POINT k;
- grid_type *g_ptr = ¤t_floor->grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
monster_type *m_ptr = &m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (do_quake)
{
earthquake(p_ptr->y, p_ptr->x, 10);
- if (!current_floor->grid_array[y][x].m_idx) *mdeath = TRUE;
+ if (!current_floor_ptr->grid_array[y][x].m_idx) *mdeath = TRUE;
}
}
bool mdeath = FALSE;
bool stormbringer = FALSE;
- grid_type *g_ptr = ¤t_floor->grid_array[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
monster_type *m_ptr = &m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
}
- if (is_mirror_grid(¤t_floor->grid_array[p_ptr->y][p_ptr->x]))
+ if (is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]))
{
teleport_player(10, 0L);
}