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[Refactor] #37353 汎用的なポインタ命名 c_ptr を g_ptr に改名。 / Rename c_ptr, common pointer naming...
[hengband/hengband.git] / src / spells3.c
index 6f86499..ba0e282 100644 (file)
@@ -91,7 +91,7 @@ bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
 
                        /* No teleporting into vaults and such */
                        if (!(p_ptr->inside_quest || p_ptr->inside_arena))
-                               if (cave[ny][nx].info & CAVE_ICKY) continue;
+                               if (grid_array[ny][nx].info & CAVE_ICKY) continue;
 
                        /* This grid looks good */
                        look = FALSE;
@@ -113,10 +113,10 @@ bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
        sound(SOUND_TPOTHER);
 
        /* Update the old location */
-       cave[oy][ox].m_idx = 0;
+       grid_array[oy][ox].m_idx = 0;
 
        /* Update the new location */
-       cave[ny][nx].m_idx = m_idx;
+       grid_array[ny][nx].m_idx = m_idx;
 
        /* Move the monster */
        m_ptr->fy = ny;
@@ -193,7 +193,7 @@ void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power,
                        if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
 
                        /* No teleporting into vaults and such */
-                       /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
+                       /* if (grid_array[ny][nx].info & (CAVE_ICKY)) continue; */
 
                        /* This grid looks good */
                        look = FALSE;
@@ -214,10 +214,10 @@ void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power,
        sound(SOUND_TPOTHER);
 
        /* Update the old location */
-       cave[oy][ox].m_idx = 0;
+       grid_array[oy][ox].m_idx = 0;
 
        /* Update the new location */
-       cave[ny][nx].m_idx = m_idx;
+       grid_array[ny][nx].m_idx = m_idx;
 
        /* Move the monster */
        m_ptr->fy = ny;
@@ -381,7 +381,7 @@ void teleport_player(POSITION dis, BIT_FLAGS mode)
        {
                for (yy = -1; yy < 2; yy++)
                {
-                       MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+                       MONSTER_IDX tmp_m_idx = grid_array[oy+yy][ox+xx].m_idx;
 
                        /* A monster except your mount may follow */
                        if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
@@ -423,7 +423,7 @@ void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
        {
                for (yy = -1; yy < 2; yy++)
                {
-                       MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+                       MONSTER_IDX tmp_m_idx = grid_array[oy+yy][ox+xx].m_idx;
 
                        /* A monster except your mount or caster may follow */
                        if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
@@ -482,7 +482,7 @@ void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
                }
 
                /* Accept any grid when wizard mode */
-               if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+               if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!grid_array[y][x].m_idx || (grid_array[y][x].m_idx == p_ptr->riding))) break;
 
                /* Accept teleportable floor grids */
                if (cave_player_teleportable_bold(y, x, mode)) break;
@@ -561,7 +561,7 @@ bool teleport_level_other(player_type *creature_ptr)
        GAME_TEXT m_name[MAX_NLEN];
 
        if (!target_set(TARGET_KILL)) return FALSE;
-       target_m_idx = cave[target_row][target_col].m_idx;
+       target_m_idx = grid_array[target_row][target_col].m_idx;
        if (!target_m_idx) return TRUE;
        if (!player_has_los_bold(target_row, target_col)) return TRUE;
        if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
@@ -1377,7 +1377,7 @@ void brand_weapon(int brand_type)
 static bool vanish_dungeon(void)
 {
        POSITION y, x;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        feature_type *f_ptr;
        monster_type *m_ptr;
        GAME_TEXT m_name[MAX_NLEN];
@@ -1393,21 +1393,21 @@ static bool vanish_dungeon(void)
        {
                for (x = 1; x < cur_wid - 1; x++)
                {
-                       c_ptr = &cave[y][x];
+                       g_ptr = &grid_array[y][x];
 
                        /* Seeing true feature code (ignore mimic) */
-                       f_ptr = &f_info[c_ptr->feat];
+                       f_ptr = &f_info[g_ptr->feat];
 
                        /* Lose room and vault */
-                       c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+                       g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
-                       m_ptr = &m_list[c_ptr->m_idx];
+                       m_ptr = &m_list[g_ptr->m_idx];
 
                        /* Awake monster */
-                       if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
+                       if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
                        {
                                /* Reset sleep counter */
-                               (void)set_monster_csleep(c_ptr->m_idx, 0);
+                               (void)set_monster_csleep(g_ptr->m_idx, 0);
 
                                /* Notice the "waking up" */
                                if (m_ptr->ml)
@@ -1425,68 +1425,68 @@ static bool vanish_dungeon(void)
        /* Special boundary walls -- Top and bottom */
        for (x = 0; x < cur_wid; x++)
        {
-               c_ptr = &cave[0][x];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &grid_array[0][x];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
 
-               c_ptr = &cave[cur_hgt - 1][x];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &grid_array[cur_hgt - 1][x];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
        }
 
        /* Special boundary walls -- Left and right */
        for (y = 1; y < (cur_hgt - 1); y++)
        {
-               c_ptr = &cave[y][0];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &grid_array[y][0];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
 
-               c_ptr = &cave[y][cur_wid - 1];
-               f_ptr = &f_info[c_ptr->mimic];
+               g_ptr = &grid_array[y][cur_wid - 1];
+               f_ptr = &f_info[g_ptr->mimic];
 
                /* Lose room and vault */
-               c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+               g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
 
                /* Set boundary mimic if needed */
-               if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+               if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
                {
-                       c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+                       g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
 
                        /* Check for change to boring grid */
-                       if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+                       if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
                }
        }
 
@@ -1505,17 +1505,17 @@ static bool vanish_dungeon(void)
 void call_the_(void)
 {
        int i;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        bool do_call = TRUE;
 
        for (i = 0; i < 9; i++)
        {
-               c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
+               g_ptr = &grid_array[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
 
-               if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
+               if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
                {
-                       if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
-                           !permanent_wall(&f_info[c_ptr->feat]))
+                       if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
+                           !permanent_wall(&f_info[g_ptr->feat]))
                        {
                                do_call = FALSE;
                                break;
@@ -1588,12 +1588,12 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
 {
        POSITION ty, tx;
        OBJECT_IDX i;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        object_type *o_ptr;
        GAME_TEXT o_name[MAX_NLEN];
 
        /* Check to see if an object is already there */
-       if (cave[p_ptr->y][p_ptr->x].o_idx)
+       if (grid_array[p_ptr->y][p_ptr->x].o_idx)
        {
                msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
                return;
@@ -1611,17 +1611,17 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
                        return;
                }
 
-               c_ptr = &cave[ty][tx];
+               g_ptr = &grid_array[ty][tx];
 
                /* We need an item to fetch */
-               if (!c_ptr->o_idx)
+               if (!g_ptr->o_idx)
                {
                        msg_print(_("そこには何もありません。", "There is no object at this place."));
                        return;
                }
 
                /* No fetching from vault */
-               if (c_ptr->info & CAVE_ICKY)
+               if (g_ptr->info & CAVE_ICKY)
                {
                        msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
                        return;
@@ -1650,15 +1650,15 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
                {
                        ty += ddy[dir];
                        tx += ddx[dir];
-                       c_ptr = &cave[ty][tx];
+                       g_ptr = &grid_array[ty][tx];
 
                        if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
                                !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
                }
-               while (!c_ptr->o_idx);
+               while (!g_ptr->o_idx);
        }
 
-       o_ptr = &o_list[c_ptr->o_idx];
+       o_ptr = &o_list[g_ptr->o_idx];
 
        if (o_ptr->weight > wgt)
        {
@@ -1667,9 +1667,9 @@ void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
                return;
        }
 
-       i = c_ptr->o_idx;
-       c_ptr->o_idx = o_ptr->next_o_idx;
-       cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
+       i = g_ptr->o_idx;
+       g_ptr->o_idx = o_ptr->next_o_idx;
+       grid_array[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
 
        o_ptr->next_o_idx = 0;
        o_ptr->iy = p_ptr->y;
@@ -1728,8 +1728,8 @@ bool warding_glyph(void)
        }
 
        /* Create a glyph */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
-       cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
+       grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+       grid_array[p_ptr->y][p_ptr->x].mimic = feat_glyph;
 
        note_spot(p_ptr->y, p_ptr->x);
        lite_spot(p_ptr->y, p_ptr->x);
@@ -1750,11 +1750,11 @@ bool place_mirror(void)
        }
 
        /* Create a mirror */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
-       cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
+       grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+       grid_array[p_ptr->y][p_ptr->x].mimic = feat_mirror;
 
        /* Turn on the light */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
+       grid_array[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
 
        note_spot(p_ptr->y, p_ptr->x);
        lite_spot(p_ptr->y, p_ptr->x);
@@ -1778,8 +1778,8 @@ bool explosive_rune(void)
        }
 
        /* Create a glyph */
-       cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
-       cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
+       grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+       grid_array[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
 
        note_spot(p_ptr->y, p_ptr->x);  
        lite_spot(p_ptr->y, p_ptr->x);
@@ -4141,18 +4141,18 @@ static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
  */
 bool polymorph_monster(POSITION y, POSITION x)
 {
-       cave_type *c_ptr = &cave[y][x];
-       monster_type *m_ptr = &m_list[c_ptr->m_idx];
+       grid_type *g_ptr = &grid_array[y][x];
+       monster_type *m_ptr = &m_list[g_ptr->m_idx];
        bool polymorphed = FALSE;
        MONRACE_IDX new_r_idx;
        MONRACE_IDX old_r_idx = m_ptr->r_idx;
-       bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
-       bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
+       bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
+       bool health_tracked = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
        monster_type back_m;
 
        if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
 
-       if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
+       if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
 
        /* Memorize the monster before polymorphing */
        back_m = *m_ptr;
@@ -4176,7 +4176,7 @@ bool polymorph_monster(POSITION y, POSITION x)
                m_ptr->hold_o_idx = 0;
 
                /* "Kill" the "old" monster */
-               delete_monster_idx(c_ptr->m_idx);
+               delete_monster_idx(g_ptr->m_idx);
 
                /* Create a new monster (no groups) */
                if (place_monster_aux(0, y, x, new_r_idx, mode))
@@ -4579,7 +4579,7 @@ bool eat_magic(int power)
 void massacre(void)
 {
        POSITION x, y;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        monster_type *m_ptr;
        DIRECTION dir;
 
@@ -4587,11 +4587,11 @@ void massacre(void)
        {
                y = p_ptr->y + ddy_ddd[dir];
                x = p_ptr->x + ddx_ddd[dir];
-               c_ptr = &cave[y][x];
-               m_ptr = &m_list[c_ptr->m_idx];
+               g_ptr = &grid_array[y][x];
+               m_ptr = &m_list[g_ptr->m_idx];
 
                /* Hack -- attack monsters */
-               if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
                        py_attack(y, x, 0);
        }
 }
@@ -4599,16 +4599,16 @@ void massacre(void)
 bool eat_lock(void)
 {
        POSITION x, y;
-       cave_type *c_ptr;
+       grid_type *g_ptr;
        feature_type *f_ptr, *mimic_f_ptr;
        DIRECTION dir;
 
        if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
        y = p_ptr->y + ddy[dir];
        x = p_ptr->x + ddx[dir];
-       c_ptr = &cave[y][x];
-       f_ptr = &f_info[c_ptr->feat];
-       mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+       g_ptr = &grid_array[y][x];
+       f_ptr = &f_info[g_ptr->feat];
+       mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
 
        stop_mouth();
 
@@ -4620,9 +4620,9 @@ bool eat_lock(void)
        {
                msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch!  This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
        }
-       else if (c_ptr->m_idx)
+       else if (g_ptr->m_idx)
        {
-               monster_type *m_ptr = &m_list[c_ptr->m_idx];
+               monster_type *m_ptr = &m_list[g_ptr->m_idx];
                msg_print(_("何かが邪魔しています!", "There's something in the way!"));
 
                if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
@@ -4673,12 +4673,12 @@ bool shock_power(void)
        x = p_ptr->x + ddx[dir];
        dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
        fire_beam(GF_MISSILE, dir, dam);
-       if (cave[y][x].m_idx)
+       if (grid_array[y][x].m_idx)
        {
                int i;
                POSITION ty = y, tx = x;
                POSITION oy = y, ox = x;
-               MONSTER_IDX m_idx = cave[y][x].m_idx;
+               MONSTER_IDX m_idx = grid_array[y][x].m_idx;
                monster_type *m_ptr = &m_list[m_idx];
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
                GAME_TEXT m_name[MAX_NLEN];
@@ -4705,8 +4705,8 @@ bool shock_power(void)
                        if ((ty != oy) || (tx != ox))
                        {
                                msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-                               cave[oy][ox].m_idx = 0;
-                               cave[ty][tx].m_idx = m_idx;
+                               grid_array[oy][ox].m_idx = 0;
+                               grid_array[ty][tx].m_idx = m_idx;
                                m_ptr->fy = ty;
                                m_ptr->fx = tx;