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[Refactor] #37353 cave 配列を grid_array に改名。 / Rename cave array to grid_array().
[hengband/hengband.git] / src / shoot.c
index 4dceee9..55109b1 100644 (file)
@@ -519,7 +519,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        /* 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)
                                {
@@ -537,7 +537,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        }
 
                        /* 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++;
@@ -545,7 +545,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        /* 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);
                        }
@@ -582,7 +582,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        /* 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);
                        }
@@ -595,9 +595,9 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        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];
@@ -718,7 +718,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                        /* 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);
                                        }
@@ -779,13 +779,13 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                                                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;
@@ -825,7 +825,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
 
                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();