else return FALSE;
}
- if (is_floor_bold(*y, *x))
+ if (is_floor_bold(p_ptr->current_floor_ptr, *y, *x))
{
/* Don't do anything */
return TRUE;
* .=floor, #=wall
*/
- if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
+ if (is_floor_bold(p_ptr->current_floor_ptr, y - 1, x) && is_floor_bold(p_ptr->current_floor_ptr, y + 1, x) &&
(is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
{
/* secret door */
* .=floor, #=wall
*/
if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
- is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
+ is_floor_bold(p_ptr->current_floor_ptr, y, x - 1) && is_floor_bold(p_ptr->current_floor_ptr, y, x + 1))
{
/* secret door */
place_secret_door(y, x, DOOR_DEFAULT);
}
/* Do the real check */
- if (is_floor_bold(y, x)) return (TRUE);
+ if (is_floor_bold(p_ptr->current_floor_ptr, y, x)) return (TRUE);
return (FALSE);
}
* Note the special fields for the "MONSTER_FLOW" code.
*/
-typedef struct player_type player_type;
-
+typedef struct player_type player_type; // TODO: Delete Finally.
typedef struct grid_type grid_type;
* @param X 指定X座標
* @return FLOOR属性を持っているならばTRUE
*/
-#define is_floor_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_FLOOR)
+#define is_floor_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_FLOOR)
#define is_extra_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_EXTRA)
#define is_inner_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_INNER)
{
for (y = y0 - 2; y <= y0 + 2; y++)
{
- if (!is_floor_bold(y, x))
+ if (!is_floor_bold(floor_ptr, y, x))
{
/* Wall in the way */
emptyflag = FALSE;
{
total = x - x1 + y - y1;
/* If total is odd- and is a floor then make a wall */
- if ((total % 2 == 1) && is_floor_bold(y, x))
+ if ((total % 2 == 1) && is_floor_bold(p_ptr->current_floor_ptr, y, x))
{
place_inner_bold(y, x);
}
{
for (y = 1; y < ysize; ++y)
{
- if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
+ if (is_floor_bold(p_ptr->current_floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
(p_ptr->current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
{
/* Clear the icky flag in the filled region */
if ((randint1(100) - difficulty * 3) > 50) value = 20;
/* if floor, shallow water and lava */
- if (is_floor_bold(y, x) ||
+ if (is_floor_bold(p_ptr->current_floor_ptr, y, x) ||
(cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
{
/* The smaller 'value' is, the better the stuff */
f_ptr = &f_info[g_ptr->feat];
- if (is_floor_bold(y, x))
+ if (is_floor_bold(p_ptr->current_floor_ptr, y, x))
{
for (i = -1; i <= 1; i++)
{