#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
-#include "floor/floor.h"
+#include "floor/cave.h"
#include "grid/feature.h"
-#include "io/targeting.h"
#include "monster-race/monster-race.h"
#include "monster/monster-describer.h"
#include "pet/pet-util.h"
#include "player/player-move.h"
#include "player/player-skill.h"
#include "system/floor-type-definition.h"
-#include "util/bit-flags-calculator.h"
+#include "target/target-checker.h"
#include "view/display-messages.h"
/*!
*/
bool process_fall_off_horse(player_type *creature_ptr, HIT_POINT dam, bool force)
{
- POSITION sy = 0, sx = 0;
+ POSITION sy = 0;
+ POSITION sx = 0;
int sn = 0;
GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!creature_ptr->riding)
- return FALSE;
- if (creature_ptr->wild_mode)
+ if (!creature_ptr->riding || creature_ptr->wild_mode)
return FALSE;
if (dam >= 0 || force) {
- calc_fall_off_possibility(creature_ptr, dam, force, r_ptr);
-
+ if (!calc_fall_off_possibility(creature_ptr, dam, force, r_ptr))
+ return FALSE;
+
/* Check around the player */
for (DIRECTION i = 0; i < 8; i++) {
POSITION y = creature_ptr->y + ddy_ddd[i];
continue;
/* Skip non-empty grids */
- if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !cave_have_flag_grid(g_ptr, FF_CAN_FLY)) {
+ if (!cave_has_flag_grid(g_ptr, FF_MOVE) && !cave_has_flag_grid(g_ptr, FF_CAN_FLY)) {
if (!can_player_ride_pet(creature_ptr, g_ptr, FALSE))
continue;
}
- if (cave_have_flag_grid(g_ptr, FF_PATTERN))
+ if (cave_has_flag_grid(g_ptr, FF_PATTERN))
continue;
/* Count "safe" grids */
(void)move_player_effect(creature_ptr, creature_ptr->y, creature_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
return fall_dam;
-}
+}
\ No newline at end of file