/*
* Move the player
*/
-bool move_player_effect(int oy, int ox, int ny, int nx, u32b mpe_mode)
+bool move_player_effect(int ny, int nx, u32b mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!(mpe_mode & MPE_STAYING))
{
+ int oy = py;
+ int ox = px;
cave_type *oc_ptr = &cave[oy][ox];
int om_idx = oc_ptr->m_idx;
int nm_idx = c_ptr->m_idx;
if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
/* Move the player */
- (void)move_player_effect(py, px, y, x, mpe_mode);
+ (void)move_player_effect(y, x, mpe_mode);
}
}
energy_use = 100;
if (pickup) mpe_mode |= MPE_DO_PICKUP;
- (void)move_player_effect(py, px, py, px, mpe_mode);
+ (void)move_player_effect(py, px, mpe_mode);
}
/* Move the player */
if (sy && !p_ptr->is_dead)
- (void)move_player_effect(py, px, py, px, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
+ (void)move_player_effect(py, px, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
return fall_dam;
}
p_ptr->redraw |= (PR_UHEALTH);
/* Move the player */
- (void)move_player_effect(py, px, y, x, MPE_HANDLE_STUFF | MPE_ENERGY_USE | MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
+ (void)move_player_effect(y, x, MPE_HANDLE_STUFF | MPE_ENERGY_USE | MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
return TRUE;
}
extern bool py_attack(int y, int x, int mode);
extern bool pattern_seq(int c_y, int c_x, int n_y, int n_x);
extern bool player_can_enter(s16b feature, u16b mode);
-extern bool move_player_effect(int oy, int ox, int ny, int nx, u32b mpe_mode);
+extern bool move_player_effect(int ny, int nx, u32b mpe_mode);
extern bool trap_can_be_ignored(int feat);
extern void move_player(int dir, bool do_pickup, bool break_trap);
extern void run_step(int dir);
msg_print(NULL);
/* Move the player */
- (void)move_player_effect(py, px, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
break;
}
if (player_can_enter(c_ptr->feat, 0))
{
/* Move the player */
- if (!move_player_effect(py, px, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
+ if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
}
/* -more- */
/* sound(SOUND_WALK); */
/* Move the player */
- if (!move_player_effect(py, px, ny, nx, MPE_DONT_PICKUP)) break;
+ if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
}
/* Possible disturb */
msg_print(NULL);
/* Move the player */
- (void)move_player_effect(py, px, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
break;
}
cave_alter_feat(y, x, FF_HURT_ROCK);
/* Move the player */
- (void)move_player_effect(py, px, y, x, MPE_DONT_PICKUP);
+ (void)move_player_effect(y, x, MPE_DONT_PICKUP);
}
break;
}
/* Move the player to the safe location */
- (void)move_player_effect(py, px, sy, sx, MPE_DONT_PICKUP);
+ (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
}
/* Important -- no wall on player */
sound(SOUND_TELEPORT);
/* Swap the player and monster */
- (void)move_player_effect(py, px, ty, tx, MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(ty, tx, MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
/* Success */
return TRUE;
ox = px;
/* Move the player */
- (void)move_player_effect(py, px, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
/* Monsters with teleport ability may follow the player */
for (xx = -1; xx < 2; xx++)
sound(SOUND_TELEPORT);
/* Move the player */
- (void)move_player_effect(py, px, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}