/*
+ * Get feature string which blocks your way
+ */
+static cptr blocking_feat_name(byte feat)
+{
+ switch (feat)
+ {
+#ifdef JP
+ case FEAT_TREES: return "ÌÚ";
+ case FEAT_MOUNTAIN: return "»³";
+ default: return "ÊÉ";
+#else
+ case FEAT_TREES: return "tree";
+ case FEAT_MOUNTAIN: return "mountain";
+ default: return "wall";
+#endif
+ }
+}
+
+
+/*
* Move player in the given direction, with the given "pickup" flag.
*
* This routine should (probably) always induce energy expenditure.
return;
}
- oktomove = FALSE;
+ /* "Blocked" message appears later */
+ /* oktomove = FALSE; */
}
/* Get the monster */
/* unless in Shadow Form */
if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
p_can_pass_walls = TRUE;
- if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
- (cave[y][x].feat <= FEAT_PERM_SOLID))
+ if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
{
p_can_pass_walls = FALSE;
}
else
{
#ifdef JP
- msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
+ msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
#else
- msg_format("You feel a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
+ msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
#endif
c_ptr->info |= (CAVE_MARK);
else
{
#ifdef JP
- msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
+ msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
#else
- msg_format("There is a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
+ msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
#endif
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
}
/* Handle quest areas -KMW- */
- else if (cave[y][x].feat == FEAT_QUEST_ENTER)
+ else if (c_ptr->feat == FEAT_QUEST_ENTER)
{
/* Disturb */
disturb(0, 0);
command_new = SPECIAL_KEY_QUEST;
}
- else if (cave[y][x].feat == FEAT_QUEST_EXIT)
+ else if (c_ptr->feat == FEAT_QUEST_EXIT)
{
if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
{
leave_quest_check();
- p_ptr->inside_quest = cave[y][x].special;
+ p_ptr->inside_quest = c_ptr->special;
dun_level = 0;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;