/* Shatter Arrow */
if (snipe_type == SP_KILL_WALL)
{
- c_ptr = &cave[ny][nx];
+ c_ptr = &grid_array[ny][nx];
if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
{
}
/* Stopped by walls/doors */
- if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
+ if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !grid_array[ny][nx].m_idx) break;
/* Advance the distance */
cur_dis++;
/* Sniper */
if (snipe_type == SP_LITE)
{
- cave[ny][nx].info |= (CAVE_GLOW);
+ grid_array[ny][nx].info |= (CAVE_GLOW);
note_spot(ny, nx);
lite_spot(ny, nx);
}
/* Sniper */
if (snipe_type == SP_EVILNESS)
{
- cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+ grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
note_spot(ny, nx);
lite_spot(ny, nx);
}
y = ny;
/* Monster here, Try to hit it */
- if (cave[y][x].m_idx)
+ if (grid_array[y][x].m_idx)
{
- grid_type *c_mon_ptr = &cave[y][x];
+ grid_type *c_mon_ptr = &grid_array[y][x];
monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Sniper */
if (snipe_type == SP_HOLYNESS)
{
- cave[ny][nx].info |= (CAVE_GLOW);
+ grid_array[ny][nx].info |= (CAVE_GLOW);
note_spot(ny, nx);
lite_spot(ny, nx);
}
if (!in_bounds2(ny, nx)) break;
/* Stopped by walls/doors */
- if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+ if (!player_can_enter(grid_array[ny][nx].feat, 0)) break;
/* Stopped by monsters */
if (!cave_empty_bold(ny, nx)) break;
- cave[ny][nx].m_idx = m_idx;
- cave[oy][ox].m_idx = 0;
+ grid_array[ny][nx].m_idx = m_idx;
+ grid_array[oy][ox].m_idx = 0;
m_ptr->fx = nx;
m_ptr->fy = ny;
if (stick_to)
{
- MONSTER_IDX m_idx = cave[y][x].m_idx;
+ MONSTER_IDX m_idx = grid_array[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
OBJECT_IDX o_idx = o_pop();