#include "sort.h"
#include "projection.h"
#include "spells-summon.h"
-#include "patron.h"
-#include "mutation.h"
#include "floor-events.h"
#include "player-move.h"
-
-#define REWARD_CHANCE 10
-
-
-/*!
- * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
- * Advance experience levels and print experience
- * @return なし
- */
-void check_experience(void)
-{
- bool level_reward = FALSE;
- bool level_mutation = FALSE;
- bool level_inc_stat = FALSE;
- bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
- PLAYER_LEVEL old_lev = p_ptr->lev;
-
- /* Hack -- lower limit */
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
-
- /* Hack -- upper limit */
- if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
- if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
- if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
-
- /* Hack -- maintain "max" experience */
- if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
-
- /* Hack -- maintain "max max" experience */
- if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
-
- /* Redraw experience */
- p_ptr->redraw |= (PR_EXP);
- handle_stuff();
-
-
- /* Lose levels while possible */
- while ((p_ptr->lev > 1) &&
- (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
- {
- /* Lose a level */
- p_ptr->lev--;
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
- p_ptr->window |= (PW_PLAYER);
- handle_stuff();
- }
-
-
- /* Gain levels while possible */
- while ((p_ptr->lev < PY_MAX_LEVEL) &&
- (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
- {
- /* Gain a level */
- p_ptr->lev++;
-
- /* Save the highest level */
- if (p_ptr->lev > p_ptr->max_plv)
- {
- p_ptr->max_plv = p_ptr->lev;
-
- if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
- (p_ptr->muta2 & MUT2_CHAOS_GIFT))
- {
- level_reward = TRUE;
- }
- if (p_ptr->prace == RACE_BEASTMAN)
- {
- if (one_in_(5)) level_mutation = TRUE;
- }
- level_inc_stat = TRUE;
-
- do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
- }
-
- sound(SOUND_LEVEL);
-
- msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
- p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
-
- /* HPとMPの上昇量を表示 */
- level_up = 1;
- handle_stuff();
-
- level_up = 0;
-
- if (level_inc_stat)
- {
- if(!(p_ptr->max_plv % 10))
- {
- int choice;
- screen_save();
- while(1)
- {
- int n;
- char tmp[32];
-
- cnv_stat(p_ptr->stat_max[0], tmp);
- prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
- cnv_stat(p_ptr->stat_max[1], tmp);
- prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
- cnv_stat(p_ptr->stat_max[2], tmp);
- prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
- cnv_stat(p_ptr->stat_max[3], tmp);
- prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
- cnv_stat(p_ptr->stat_max[4], tmp);
- prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
- cnv_stat(p_ptr->stat_max[5], tmp);
- prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
-
- prt("", 8, 14);
- prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
-
- while(1)
- {
- choice = inkey();
- if ((choice >= 'a') && (choice <= 'f')) break;
- }
- for(n = 0; n < A_MAX; n++)
- if (n != choice - 'a')
- prt("",n+2,14);
- if (get_check(_("よろしいですか?", "Are you sure? "))) break;
- }
- do_inc_stat(choice - 'a');
- screen_load();
- }
- else if(!(p_ptr->max_plv % 2))
- do_inc_stat(randint0(6));
- }
-
- if (level_mutation)
- {
- msg_print(_("あなたは変わった気がする...", "You feel different..."));
- (void)gain_mutation(p_ptr, 0);
- level_mutation = FALSE;
- }
-
- /*
- * 報酬でレベルが上ると再帰的に check_experience() が
- * 呼ばれるので順番を最後にする。
- */
- if (level_reward)
- {
- gain_level_reward(0);
- level_reward = FALSE;
- }
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
- handle_stuff();
- }
-
- /* Load an autopick preference file */
- if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
-}
-
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-concptr extract_note_dies(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- /* Some monsters get "destroyed" */
- if (!monster_living(r_idx))
- {
- int i;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- return _("は爆発して粉々になった。", " explodes into tiny shreds.");
- }
- }
- return _("を倒した。", " is destroyed.");
- }
-
- return _("は死んだ。", " dies.");
-}
-
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
- Term_get_size(wid_p, hgt_p);
- *hgt_p -= ROW_MAP + 2;
- *wid_p -= COL_MAP + 2;
- if (use_bigtile) *wid_p /= 2;
-}
-
+#include "monster-status.h"
/*!
* @brief コンソール上におけるマップ表示の左上位置を返す /
/* Hack -- optional disturb on "panel change" */
if (disturb_panel && !center_player) disturb(FALSE, FALSE);
- /* Recalculate the boundaries */
panel_bounds_center();
p_ptr->update |= (PU_MONSTERS);
}
-/*
- * Monster health description
- */
-concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
-{
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- bool living;
- int perc;
- concptr desc;
- concptr attitude;
- concptr clone;
-
- /* Determine if the monster is "living" */
- living = monster_living(m_ptr->ap_r_idx);
-
- /* Calculate a health "percentage" */
- perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
- /* Healthy monsters */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
- }
-
- else if (perc >= 60)
- {
- desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
- }
-
- else if (perc >= 25)
- {
- desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
- }
-
- else if (perc >= 10)
- {
- desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
- }
-
- else
- {
- desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
- }
-
- /* Need attitude information? */
- if (!(mode & 0x01))
- {
- /* Full information is not needed */
- attitude = "";
- }
- else if (is_pet(m_ptr))
- {
- attitude = _(", ペット", ", pet");
- }
- else if (is_friendly(m_ptr))
- {
- attitude = _(", 友好的", ", friendly");
- }
- else
- {
- attitude = _("", "");
- }
-
- /* Clone monster? */
- if (m_ptr->smart & SM_CLONED)
- {
- clone = ", clone";
- }
- else
- {
- clone = "";
- }
-
- /* Display monster's level --- idea borrowed from ToME */
- if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
- {
- return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
- }
- else
- {
- return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
- }
-
-}
-
-
-
/*** Targeting Code ***/
-
/*
* Determine is a monster makes a reasonable target
*
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
/* Monster must be alive */
- if (!m_ptr->r_idx) return (FALSE);
+ if (!monster_is_valid(m_ptr)) return (FALSE);
/* Hack -- no targeting hallucinations */
if (p_ptr->image) return (FALSE);
/*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION da, db, kx, ky;
-
- /* Absolute distance components */
- kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Absolute distance components */
- kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Compare the distances */
- return (da <= db);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
- grid_type *ca_ptr = ¤t_floor_ptr->grid_array[y[a]][x[a]];
- grid_type *cb_ptr = ¤t_floor_ptr->grid_array[y[b]][x[b]];
- monster_type *ma_ptr = ¤t_floor_ptr->m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = ¤t_floor_ptr->m_list[cb_ptr->m_idx];
- monster_race *ap_ra_ptr, *ap_rb_ptr;
-
- /* The player grid */
- if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
- if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
- /* Extract monster race */
- if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
- else ap_ra_ptr = NULL;
- if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
- else ap_rb_ptr = NULL;
-
- if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
- if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
- /* Compare two monsters */
- if (ap_ra_ptr && ap_rb_ptr)
- {
- /* Unique monsters first */
- if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
- if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
- /* Shadowers first (あやしい影) */
- if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
- if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- /* Unknown monsters first */
- if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
- if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
- /* Higher level monsters first (if known) */
- if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
- {
- if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
- if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
- }
-
- /* Sort by index if all conditions are same */
- if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
- if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
- }
-
- /* An object get higher priority */
- if (current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
- if (!current_floor_ptr->grid_array[y[a]][x[a]].o_idx && current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return FALSE;
-
- /* Priority from the terrain */
- if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
- if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
- /* If all conditions are same, compare distance */
- return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
-
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
-
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
-}
-
-
-
-/*
* Hack -- help "select" a location (see below)
*/
static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
/* Scan the locations */
- for (i = 0; i < temp_n; i++)
+ for (i = 0; i < tmp_pos.n; i++)
{
/* Point 2 */
- x2 = temp_x[i];
- y2 = temp_y[i];
+ x2 = tmp_pos.x[i];
+ y2 = tmp_pos.y[i];
/* Directed distance */
x3 = (x2 - x1);
if (dx && (x3 * dx <= 0)) continue;
if (dy && (y3 * dy <= 0)) continue;
- /* Absolute distance */
x4 = ABS(x3);
y4 = ABS(y3);
v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
/* Penalize location */
-
- /* Track best */
if ((b_i >= 0) && (v >= b_v)) continue;
-
- /* Track best */
b_i = i; b_v = v;
}
return (b_i);
grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if (player_bold(y, x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Visible monsters */
}
/* Reset "temp" array */
- temp_n = 0;
+ tmp_pos.n = 0;
/* Scan the current panel */
for (y = min_hgt; y <= max_hgt; y++)
if ((mode & (TARGET_KILL)) && !target_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx])) continue;
/* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
+ tmp_pos.x[tmp_pos.n] = x;
+ tmp_pos.y[tmp_pos.n] = y;
+ tmp_pos.n++;
}
}
/* Set the sort hooks */
if (mode & (TARGET_KILL))
{
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
else
{
- /* Look important grids first in Look command */
- ang_sort_comp = ang_sort_comp_importance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_importance, ang_sort_swap_distance);
}
- /* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
-
- if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
+ if (p_ptr->riding && target_pet && (tmp_pos.n > 1) && (mode & (TARGET_KILL)))
{
POSITION tmp;
- tmp = temp_y[0];
- temp_y[0] = temp_y[1];
- temp_y[1] = tmp;
- tmp = temp_x[0];
- temp_x[0] = temp_x[1];
- temp_x[1] = tmp;
+ tmp = tmp_pos.y[0];
+ tmp_pos.y[0] = tmp_pos.y[1];
+ tmp_pos.y[1] = tmp;
+ tmp = tmp_pos.x[0];
+ tmp_pos.x[0] = tmp_pos.x[1];
+ tmp_pos.x[1] = tmp;
}
}
while (!done)
{
/* Interesting grids */
- if (flag && temp_n)
+ if (flag && tmp_pos.n)
{
- y = temp_y[m];
- x = temp_x[m];
+ y = tmp_pos.y[m];
+ x = tmp_pos.x[m];
/* Set forcus */
change_panel_xy(y, x);
case '*':
case '+':
{
- if (++m == temp_n)
+ if (++m == tmp_pos.n)
{
m = 0;
if (!expand_list) done = TRUE;
{
if (m-- == 0)
{
- m = temp_n - 1;
+ m = tmp_pos.n - 1;
if (!expand_list) done = TRUE;
}
break;
{
if(query == same_key)
{
- if (++m == temp_n)
+ if (++m == tmp_pos.n)
{
m = 0;
if (!expand_list) done = TRUE;
POSITION x2 = panel_col_min;
/* Find a new monster */
- i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
+ i = target_pick(tmp_pos.y[m], tmp_pos.x[m], ddy[d], ddx[d]);
/* Request to target past last interesting grid */
while (flag && (i < 0))
/* Note the change */
if (change_panel(ddy[d], ddx[d]))
{
- int v = temp_y[m];
- int u = temp_x[m];
+ int v = tmp_pos.y[m];
+ int u = tmp_pos.x[m];
/* Recalculate interesting grids */
target_set_prepare(mode);
bd = 999;
/* Pick a nearby monster */
- for (i = 0; i < temp_n; i++)
+ for (i = 0; i < tmp_pos.n; i++)
{
- t = distance(y, x, temp_y[i], temp_x[i]);
+ t = distance(y, x, tmp_pos.y[i], tmp_pos.x[i]);
/* Pick closest */
if (t < bd)
}
/* Forget */
- temp_n = 0;
+ tmp_pos.n = 0;
/* Clear the top line */
prt("", 0, 0);
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
{
grid_type *g_ptr;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Interesting memorized features */
POSITION y, x;
/* Reset "temp" array */
- temp_n = 0;
+ tmp_pos.n = 0;
if (!expand_list) return;
if (!tgt_pt_accept(y, x)) continue;
/* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
+ tmp_pos.x[tmp_pos.n] = x;
+ tmp_pos.y[tmp_pos.n] = y;
+ tmp_pos.n++;
}
}
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
-
/* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
/*
/* XAngband: Move cursor to stairs */
case '>':
case '<':
- if (expand_list && temp_n)
+ if (expand_list && tmp_pos.n)
{
int dx, dy;
int cx = (panel_col_min + panel_col_max) / 2;
n++;
/* Skip stairs which have defferent distance */
- for (; n < temp_n; ++ n)
+ for (; n < tmp_pos.n; ++ n)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[temp_y[n]][temp_x[n]];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[n]][tmp_pos.x[n]];
if (cave_have_flag_grid(g_ptr, FF_STAIRS) &&
cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
}
}
- if (n == temp_n) /* Loop out taget list */
+ if (n == tmp_pos.n) /* Loop out taget list */
{
n = 0;
y = p_ptr->y;
}
else /* move cursor to next stair and change panel */
{
- y = temp_y[n];
- x = temp_x[n];
+ y = tmp_pos.y[n];
+ x = tmp_pos.x[n];
dy = 2 * (y - cy) / hgt;
dx = 2 * (x - cx) / wid;