{
OBJECT_IDX this_o_idx, next_o_idx = 0;
grid_type *c_ptr;
- c_ptr = &cave[y][x];
+ c_ptr = &grid_array[y][x];
/* Invisible trap */
if (c_ptr->mimic && is_trap(c_ptr->feat))
*/
void carry(bool pickup)
{
- grid_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *c_ptr = &grid_array[p_ptr->y][p_ptr->x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
*/
bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
{
- feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
- feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
+ feature_type *cur_f_ptr = &f_info[grid_array[c_y][c_x].feat];
+ feature_type *new_f_ptr = &f_info[grid_array[n_y][n_x].feat];
bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
int pattern_type_cur, pattern_type_new;
{
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
- grid_type *c_ptr = &cave[ny][nx];
- grid_type *oc_ptr = &cave[oy][ox];
+ grid_type *c_ptr = &grid_array[ny][nx];
+ grid_type *oc_ptr = &grid_array[oy][ox];
feature_type *f_ptr = &f_info[c_ptr->feat];
feature_type *of_ptr = &f_info[oc_ptr->feat];
POSITION x = p_ptr->x + ddx[dir];
/* Examine the destination */
- grid_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &grid_array[y][x];
feature_type *f_ptr = &f_info[c_ptr->feat];
py_attack(y, x, 0);
oktomove = FALSE;
}
- else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
+ else if (monster_can_cross_terrain(grid_array[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
{
do_past = TRUE;
}
}
else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
{
- msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
+ msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name);
free_turn(p_ptr);
oktomove = FALSE;
disturb(FALSE, TRUE);
if (!in_bounds2(y, x)) return (FALSE);
/* Access grid */
- c_ptr = &cave[y][x];
+ c_ptr = &grid_array[y][x];
/* Must be known to the player */
if (c_ptr->info & (CAVE_MARK))
if (!in_bounds2(y, x)) return (TRUE);
/* Memorized grids are always known */
- if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
+ if (grid_array[y][x].info & (CAVE_MARK)) return (FALSE);
/* Viewable door/wall grids are known */
if (player_can_see_bold(y, x)) return (FALSE);
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
{
/* No duplicate warning */
p_ptr->dtrap = FALSE;
/* You are just on the edge */
- if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ if (!(grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
col = p_ptr->x + ddx[new_dir];
/* Access grid */
- c_ptr = &cave[row][col];
+ c_ptr = &grid_array[row][col];
/* Feature code (applying "mimic" field) */
feat = get_feat_mimic(c_ptr);
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(grid_array[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
{
/* No duplicate warning */
p_ptr->dtrap = FALSE;
/* You are just on the edge */
- if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ if (!(grid_array[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
POSITION col = p_ptr->x + ddx[dir];
/* Access grid */
- c_ptr = &cave[row][col];
+ c_ptr = &grid_array[row][col];
/* Visible monsters abort running */
if (c_ptr->m_idx)
if (!new_dir) return (0);
/* Access newly move grid */
- c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
+ c_ptr = &grid_array[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
/* Close door abort traveling */
if (!easy_open && is_closed_door(c_ptr->feat)) return (0);