p_ptr->redraw |= (PR_MAP | PR_EXTRA);
p_ptr->redraw |= (PR_UHEALTH);
- /* Move the player */
(void)move_player_effect(y, x, MPE_HANDLE_STUFF | MPE_ENERGY_USE | MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
return TRUE;
fall_dam = TRUE;
}
- /* Move the player */
if (sy && !p_ptr->is_dead)
(void)move_player_effect(p_ptr->y, p_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
static int get_spell(SPELL_IDX *sn, concptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)\r
{\r
int i;\r
- SPELL_IDX spell = -1;\r
+ SPELL_IDX spell = -1;\r
int num = 0;\r
int ask = TRUE;\r
MANA_POINT need_mana;\r
verify_panel();
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD);
handle_stuff();
/* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
-
p_ptr->window |= (PW_PLAYER);
}
return TRUE; /* Goof-up */
}
- if ((pattern_type_new == ok_move) ||
- (pattern_type_new == pattern_type_cur))
+ if ((pattern_type_new == ok_move) || (pattern_type_new == pattern_type_cur))
return TRUE;
else
{
MONSTER_IDX om_idx = oc_ptr->m_idx;
MONSTER_IDX nm_idx = c_ptr->m_idx;
- /* Move the player */
p_ptr->y = ny;
p_ptr->x = nx;
p_can_enter = FALSE;
}
- /* Get the monster */
m_ptr = &m_list[c_ptr->m_idx];
-
if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
- /* Move the player */
(void)move_player_effect(y, x, mpe_mode);
}
}
if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
{
msg_print(NULL);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
break;
else
{
/* sound(SOUND_WALK); */
-
- /* Move the player */
if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
}
if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
{
msg_print(NULL);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
}
y = p_ptr->y + ddy_ddd[dir];
x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
-
- /* Get the monster */
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
/* Player can move forward? */
if (player_can_enter(c_ptr->feat, 0))
{
- /* Move the player */
if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
}
else
msg_format("『こっちだぁ、%s』", p_ptr->name);
#endif
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-
return TRUE;
}
}
sound(SOUND_TELEPORT);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
void massacre(void)
{
POSITION x, y;
- cave_type *c_ptr;
- monster_type *m_ptr;
+ cave_type *c_ptr;
+ monster_type *m_ptr;
DIRECTION dir;
for (dir = 0; dir < 8; dir++)
y = p_ptr->y + ddy_ddd[dir];
x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
-
- /* Get the monster */
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
/* Destroy the wall */
cave_alter_feat(y, x, FF_HURT_ROCK);
- /* Move the player */
(void)move_player_effect(y, x, MPE_DONT_PICKUP);
return TRUE;
}