{
int to_ruin = 0;
POSITION r_y, r_x;
- int pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+ int pattern_type = f_info[current_floor->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
if (pattern_type == PATTERN_TILE_WRECKED)
{
scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
if (pattern_tile(r_y, r_x) &&
- (f_info[grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
+ (f_info[current_floor->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
{
cave_set_feat(r_y, r_x, feat_pattern_corrupted);
}
wreck_the_pattern();
}
- pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+ pattern_type = f_info[current_floor->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
switch (pattern_type)
{
*/
static void process_world_aux_hp_and_sp(void)
{
- feature_type *f_ptr = &f_info[grid_array[p_ptr->y][p_ptr->x].feat];
+ feature_type *f_ptr = &f_info[current_floor->grid_array[p_ptr->y][p_ptr->x].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
{
if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
{
- if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((current_floor->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
{
msg_print(_("熱で火傷した!", "The heat burns you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sで火傷した!", "The %s burns you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
msg_print(_("電撃を受けた!", "The electric shocks you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに感電した!", "The %s shocks you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
msg_print(_("酸が飛び散った!", "The acid melt you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name), -1);
if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに毒された!", "The %s poisons you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
msg_print(NULL);
/* Absorb light from the current possition */
- if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((current_floor->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
hp_player(10);
}
if (!in_bounds(ay, ax)) continue;
/* Count number of monsters */
- if (grid_array[ay][ax].m_idx > 0) count++;
+ if (current_floor->grid_array[ay][ax].m_idx > 0) count++;
}
return count;
for (i2 = 0; i2 < cur_wid; ++i2)
for (j2 = 0; j2 < cur_hgt; j2++)
{
- grid_type *g_ptr = &grid_array[j2][i2];
+ grid_type *g_ptr = ¤t_floor->grid_array[j2][i2];
if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
{
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, &m_list[current_floor->grid_array[y][x].m_idx], 0);
msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
}
/* Handle "quit and save" */
if (!p_ptr->playing && !p_ptr->is_dead) break;
- /* Erase the old grid_array */
+ /* Erase the old current_floor->grid_array */
wipe_o_list();
if (!p_ptr->is_dead) wipe_m_list();