#include "floor/floor-streams.h"
#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
-#include "floor/cave.h"
#include "flavor/flavor-describer.h"
#include "flavor/object-flavor-types.h"
+#include "floor/cave.h"
#include "floor/floor-generator-util.h"
#include "floor/floor-generator.h"
#include "floor/floor-object.h"
feature_type *f_ptr = &f_info[feat1];
/* Only add river if matches lake type or if have no lake at all */
- if (!(((dd_ptr->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) || ((dd_ptr->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER))
- || !dd_ptr->laketype)) {
+ if (!(((dd_ptr->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA))
+ || ((dd_ptr->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) || !dd_ptr->laketype)) {
return;
}
}
}
/*!
- * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param x 削除位置x座標
- * @param y 削除位置y座標
- * @return なし
- */
-void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (!in_bounds(floor_ptr, y, x))
- return;
-
- g_ptr = &floor_ptr->grid_array[y][x];
- if (g_ptr->m_idx)
- delete_monster_idx(player_ptr, g_ptr->m_idx);
-}
-
-/*!
* @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
* Move an object from index i1 to index i2 in the object list
* @param i1 整理したい配列の始点
void set_floor(player_type *player_ptr, POSITION x, POSITION y);
void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
void place_gold(player_type *player_ptr, POSITION y, POSITION x);
-void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
void compact_objects(player_type *owner_ptr, int size);
void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
#include "monster-floor/monster-remover.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
+#include "floor/cave.h"
#include "floor/floor-object.h"
#include "grid/grid.h"
#include "monster-race/monster-race.h"
player_ptr->riding_t_m_idx = 0;
health_track(player_ptr, 0);
}
+
+/*!
+ * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param x 削除位置x座標
+ * @param y 削除位置y座標
+ * @return なし
+ */
+void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
+{
+ grid_type *g_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (!in_bounds(floor_ptr, y, x))
+ return;
+
+ g_ptr = &floor_ptr->grid_array[y][x];
+ if (g_ptr->m_idx)
+ delete_monster_idx(player_ptr, g_ptr->m_idx);
+}
void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i);
void wipe_monsters_list(player_type *player_ptr);
+void delete_monster(player_type *player_ptr, POSITION y, POSITION x);