if (p_ptr->riding == i) p_ptr->riding = 0;
/* Monster is gone */
- cave[y][x].m_idx = 0;
+ grid_array[y][x].m_idx = 0;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
if (!in_bounds(y, x)) return;
/* Check the grid */
- c_ptr = &cave[y][x];
+ c_ptr = &grid_array[y][x];
/* Delete the monster (if any) */
if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
x = m_ptr->fx;
/* Cave grid */
- c_ptr = &cave[y][x];
+ c_ptr = &grid_array[y][x];
- /* Update the cave */
+ /* Update the grid_array */
c_ptr->m_idx = i2;
/* Repair objects being carried by monster */
if (!m_ptr->r_idx) continue;
/* Monster is gone */
- cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
+ grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
/* Wipe the Monster */
(void)WIPE(m_ptr, monster_type);
if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
return FALSE;
- if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
+ if (!monster_can_cross_terrain(grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
return FALSE;
- if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
+ if (!monster_can_cross_terrain(grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Access the location */
- grid_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &grid_array[y][x];
monster_type *m_ptr;
monster_race *r_ptr = &r_info[r_idx];
concptr name = (r_name + r_ptr->name);
/* Count all quest monsters */
for (i2 = 0; i2 < cur_wid; ++i2)
for (j2 = 0; j2 < cur_hgt; j2++)
- if (cave[j2][i2].m_idx > 0)
- if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
+ if (grid_array[j2][i2].m_idx > 0)
+ if (m_list[grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
number_mon++;
if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
return FALSE;
if (attempts < 1) return FALSE;
- m_idx = cave[y][x].m_idx;
+ m_idx = grid_array[y][x].m_idx;
if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
ox = randint1(cur_wid - 4) + 2;
/* Is it a good spot ? */
- if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
+ if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(grid_array[oy][ox].feat, &r_info[guardian], 0))
{
/* Place the guardian */
if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
bool player_place(POSITION y, POSITION x)
{
/* Paranoia XXX XXX */
- if (cave[y][x].m_idx != 0) return FALSE;
+ if (grid_array[y][x].m_idx != 0) return FALSE;
/* Save player location */
p_ptr->y = y;