x = x1 + ddx_ddd[i];
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) continue;
/* Simply move to player */
if (player_bold(y, x)) return (FALSE);
x = x1 + ddx_ddd[i];
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) continue;
g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
x = fx + ddx_ddd[i];
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) continue;
/* Don't move toward player */
/* if (p_ptr->current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
int xx = p_ptr->x + ddx_ddd[i];
int yy = p_ptr->y + ddy_ddd[i];
- if (!in_bounds2(yy, xx)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
g_ptr = &p_ptr->current_floor_ptr->grid_array[yy][xx];
break;
}
- if (!in_bounds2(y2, x2)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, y2, x2)) continue;
/* Ignore filled grids */
if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
for (x = ox - 1; x <= ox + 1; x++)
{
/* Ignore locations off of edge */
- if (!in_bounds2(y, x)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) continue;
if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
}
}
nx = ox + ddx[d];
/* Ignore locations off of edge */
- if (!in_bounds2(ny, nx)) continue;
+ if (!in_bounds2(p_ptr->current_floor_ptr, ny, nx)) continue;
/* Access that grid */
g_ptr = &p_ptr->current_floor_ptr->grid_array[ny][nx];