bool detect = FALSE;
cave_type *c_ptr;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan the current panel */
for (y = 1; y < cur_hgt - 1; y++)
bool detect = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
for (i = 1; i < o_max; i++)
bool detect = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
for (i = 1; i < o_max; i++)
bool detect = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan all objects */
for (i = 1; i < o_max; i++)
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
POSITION y, x;
bool flag = FALSE;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
bool flag = FALSE;
concptr desc_monsters = _("変なモンスター", "weird monsters");
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
for (i = 1; i < m_max; i++)
{
c_ptr = &cave[y][x];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
- else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ else if (!(d_info[dungeon_idx].flags1 & DF1_DARKNESS))
{
DIRECTION i;
POSITION yy, xx;
c_ptr = &cave[yy][xx];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
- else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ else if (!(d_info[dungeon_idx].flags1 & DF1_DARKNESS))
{
DIRECTION ii;
POSITION yyy, xxx;
{
BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
+ if (d_info[dungeon_idx].flags1 & DF1_DARKNESS)
{
msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
return FALSE;
int dummy;
cave_type *c_ptr;
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;