{
POSITION y = view_y[i];
POSITION x = view_x[i];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Forget that the grid is viewable */
/* Totally blocked by "unviewable neighbors" */
if (!v1 && !v2) return (TRUE);
-
- /* Access the grid */
c_ptr = &cave[y][x];
{
y = view_y[n];
x = view_x[n];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Mark the grid as not in "view" */
/* Now start on the player */
y = p_ptr->y;
x = p_ptr->x;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Assume the player grid is easily viewable */
{
y = view_y[n];
x = view_x[n];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Clear the "CAVE_XTRA" flag */
{
y = temp_y[n];
x = temp_x[n];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* No longer in the array */
{
y = redraw_y[i];
x = redraw_x[i];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Update only needed grids (prevent multiple updating) */
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Invisible trap */
*/
static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
{
- /* Access the grid */
cave_type *c_ptr = &cave[y][x];
/* Require "naked" floor grid */
if (!pick) break;
}
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Clear possible garbage of hidden trap */
{
cave_type *c_ptr;
feature_type *f_ptr;
-
- /* Access the grid */
y = dun->tunn[j].y;
x = dun->tunn[j].x;
-
- /* Access the grid */
c_ptr = &cave[y][x];
f_ptr = &f_info[c_ptr->feat];
for (j = 0; j < dun->wall_n; j++)
{
cave_type *c_ptr;
-
- /* Access the grid */
y = dun->wall[j].y;
x = dun->wall[j].x;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Clear mimic type */
if (!in_bounds2(ty, tx)) continue;
break;
}
-
- /* Access the grid */
c_ptr = &cave[ty][tx];
f_ptr = &f_info[c_ptr->feat];
/* Extract the location */
y = y1 + ddy_ddd[i];
x = x1 + ddx_ddd[i];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Skip non floors */
for (*x = xmin, i = 0; ((*x < xmax) && (i < len)); (*x)++, s++, i++)
{
- /* Access the grid */
cave_type *c_ptr = &cave[*y][*x];
int idx = s[0];
}
}
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
/* Learn about the player */
}
}
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
/* Learn about the player */
case RBE_UN_POWER:
{
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
case RBE_EAT_GOLD:
{
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
/* Confused monsters cannot steal successfully. -LM-*/
case RBE_EAT_ITEM:
{
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
/* Confused monsters cannot steal successfully. -LM-*/
case RBE_EAT_FOOD:
{
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
{
/* Access the lite */
o_ptr = &inventory[INVEN_LITE];
-
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
case RBE_DISEASE:
{
- /* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
\r
/* Hack -- skip "non-grids" */\r
if (*t == ' ') continue;\r
-\r
- /* Access the grid */\r
c_ptr = &cave[y][x];\r
\r
/* Lay down a floor */\r
{
int dist = distance(p_ptr->y, p_ptr->x, y, x);
if (dist > range) continue;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Hack -- Safe */
/* Stay in the circle of death */
if (k > r) continue;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Lose room and vault */
/* Stay in the circle of death */
if (k > r) continue;
-
- /* Access the grid */
c_ptr = &cave[y][x];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
/* Skip distant grids */
if (distance(cy, cx, yy, xx) > r) continue;
-
- /* Access the grid */
c_ptr = &cave[yy][xx];
/* Lose room and vault */
/* Important -- no wall on player */
map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
- /* Take some damage */
if (damage)
{
cptr killer;
/* Skip unaffected grids */
if (!map[16+yy-cy][16+xx-cx]) continue;
-
- /* Access the grid */
c_ptr = &cave[yy][xx];
if (c_ptr->m_idx == p_ptr->riding) continue;
/* Look for safety */
for (i = 0; i < 8; i++)
{
- /* Access the grid */
y = yy + ddy_ddd[i];
x = xx + ddx_ddd[i];
/* Skip distant grids */
if (distance(cy, cx, yy, xx) > r) continue;
-
- /* Access the grid */
c_ptr = &cave[yy][xx];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;