s16b this_o_idx, next_o_idx = 0;
/* Feature code (applying "mimic" field) */
- byte feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ byte feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
byte a;
byte c;
byte feat;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Blind players see nothing */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* All non-walls are "checked" */
if ((feat <= FEAT_DOOR_TAIL) ||
c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Memorize walls (etc) */
if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
cave_type *c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Process all non-walls */
if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
c_ptr = &cave[yy][xx];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Memorize normal features */
if (ninja)
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
if ((feat == FEAT_DEEP_LAVA) ||
((feat >= FEAT_SHOP_HEAD) &&
oktomove = FALSE;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Disturb the player */
disturb(0, 0);
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Must be known to the player */
if (c_ptr->info & (CAVE_MARK))
c_ptr = &cave[row][col];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Visible monsters abort running */
if (c_ptr->m_idx)
c_ptr = &cave[row][col];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
if (!(c_ptr->info & (CAVE_MARK)) ||
c_ptr = &cave[row][col];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
if (!(c_ptr->info & (CAVE_MARK)) ||
c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Hack -- do not start silly run */
if (see_wall(dir, py, px) &&
if (!(c_ptr->info & (CAVE_MARK))) continue;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
/* Not looking for this feature */
if (!((*test)(feat))) continue;
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
/* Check for chest */
o_idx = chest_check(y, x);
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
/* Require open/broken door */
if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
{
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Sound */
sound(SOUND_DIG);
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* No tunnelling through doors */
if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Check for chests */
o_idx = chest_check(y, x);
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Nothing useful */
if (!((feat >= FEAT_DOOR_HEAD) &&
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Take a turn */
energy_use = 100;
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Require closed door */
if (!((feat >= FEAT_DOOR_HEAD) &&
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
{
else
{
/* Feature code (applying "mimic" field) */
- byte feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ byte feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
{
byte feat;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Notice glyphs */
if (c_ptr->info & CAVE_OBJECT) return (TRUE);
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
/* Require knowledge about grid, or ability to see grid */
if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))