# DIA_PATH tag allows you to specify the directory where the dia binary resides.
# If left empty dia is assumed to be found in the default search path.
-DIA_PATH =
+DIA_PATH = "../../../../../../Program Files (x86)/Graphviz2.38/bin"
# If set to YES the inheritance and collaboration graphs will hide inheritance
# and usage relations if the target is undocumented or is not a class.
if (item >= 0) o_ptr = &inventory[item];
/* Get the item (on the floor) */
- else o_ptr = &o_list[0 - item];
+ else o_ptr = ¤t_floor_ptr->o_list[0 - item];
if (o_ptr->k_idx && (o_ptr->marked & OM_AUTODESTROY))
{
item = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx;
while (item)
{
- OBJECT_IDX next = o_list[item].next_o_idx;
+ OBJECT_IDX next = current_floor_ptr->o_list[item].next_o_idx;
autopick_delayed_alter_aux(-item);
item = next;
}
if (item >= 0) o_ptr = &inventory[item];
/* Get the item (on the floor) */
- else o_ptr = &o_list[0 - item];
+ else o_ptr = ¤t_floor_ptr->o_list[0 - item];
/* Get the index in the auto-pick/destroy list */
idx = is_autopick(o_ptr);
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
int idx;
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
object_type forge;
object_type *q_ptr;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Small chests often hold "gold" */
{
int i, trap;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
int mon_level = o_ptr->xtra3;
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
take_turn(p_ptr, 100);
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
sound(SOUND_EAT);
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
q_ptr = &forge;
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
take_turn(p_ptr, 100);
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
/* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
/* Mega-Hack -- refuse to aim a pile from the ground */
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
int i, j;
bool flag = TRUE;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
take_turn(p_ptr, 100);
if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
/* Grab the object */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Already open */
if (o_ptr->pval == 0) continue;
{
int i, j;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
take_turn(p_ptr, 100);
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Process objects on floor */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Examine each unidentified object */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
int delta = 0;
/* Hack -- Compact the object list occasionally */
- if (o_cnt + 32 > max_o_idx) compact_objects(64);
+ if (o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
/* Hack -- Compress the object list occasionally */
if (o_cnt + 32 < o_max) compact_objects(0);
extern ARTIFACT_IDX max_a_idx;
extern EGO_IDX max_e_idx;
extern DUNGEON_IDX max_d_idx;
-extern OBJECT_IDX max_o_idx;
extern MONSTER_IDX max_m_idx;
extern POSITION max_wild_x;
extern POSITION max_wild_y;
int i;
/* Very simplified version of wipe_o_list() */
- (void)C_WIPE(o_list, o_max, object_type);
+ (void)C_WIPE(current_floor_ptr->o_list, o_max, object_type);
o_max = 1;
o_cnt = 0;
/* Prevent object over-flow */
- if (o_max >= max_o_idx)
+ if (o_max >= current_floor_ptr->max_o_idx)
{
why = _("アイテムが多すぎる", "too many objects");
okay = FALSE;
/* Maintain artifatcs */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Maintain artifatcs */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Scan all objects in the grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Hack -- memorize objects */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
OBJECT_IDX o_idx = o_pop();
/* Access new object */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Structure copy */
object_copy(o_ptr, j_ptr);
/* Maximum o_idx */
else if (zz[0][0] == 'O')
{
- max_o_idx = (IDX)atoi(zz[1]);
+ current_floor_ptr->max_o_idx = (IDX)atoi(zz[1]);
}
/* Maximum m_idx */
/*** Prepare the "dungeon" information ***/
/* Allocate and Wipe the object list */
- C_MAKE(o_list, max_o_idx, object_type);
+ C_MAKE(current_floor_ptr->o_list, current_floor_ptr->max_o_idx, object_type);
/* Allocate and Wipe the monster list */
C_MAKE(m_list, max_m_idx, monster_type);
rd_u16b(&limit);
/* Verify maximum */
- if (limit > max_o_idx)
+ if (limit > current_floor_ptr->max_o_idx)
{
note(format(_("アイテムの配列が大きすぎる(%d)!", "Too many (%d) object entries!"), limit));
return (151);
/* Acquire place */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Read the item */
rd_item(o_ptr);
rd_u16b(&limit);
/* Verify maximum */
- if (limit > max_o_idx) return 151;
+ if (limit > current_floor_ptr->max_o_idx) return 151;
/* Read the dungeon items */
if (i != o_idx) return 152;
/* Acquire place */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Read the item */
rd_item(o_ptr);
if (target_ptr->hold_o_idx)
{
- object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
+ object_type *q_ptr = ¤t_floor_ptr->o_list[target_ptr->hold_o_idx];
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, q_ptr, OD_NAME_ONLY);
if (o_idx)
{
object_type *j_ptr;
- j_ptr = &o_list[o_idx];
+ j_ptr = ¤t_floor_ptr->o_list[o_idx];
object_copy(j_ptr, o_ptr);
/* Modify number */
{
BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Drop objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Scan the pile of objects */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Check every object in the grid */
for (i = 0; i < floor_num && i < 23; i++)
{
- object_type *o_ptr = &o_list[floor_list[i]];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
/* Skip empty inscriptions */
if (!o_ptr->inscription) continue;
/* Check every object in the grid */
for (i = 0; i < floor_num && i < 23; i++)
{
- object_type *o_ptr = &o_list[floor_list[i]];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
/* Skip empty inscriptions */
if (!o_ptr->inscription) continue;
/* Floor */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
object_desc(o_name, o_ptr, 0);
/* Floor */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
/* No inscription */
/* Special index */
k = 0 - (*cp);
- o_ptr = &o_list[k];
+ o_ptr = ¤t_floor_ptr->o_list[k];
/* Validate the item */
if (item_tester_okay(o_ptr) || (mode & USE_FULL))
for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
else if (item >= 0) return &inventory[item];
/* Get the item (on the floor) */
- else return &o_list[0 - item];
+ else return ¤t_floor_ptr->o_list[0 - item];
}
for (this_o_idx = current_floor_ptr->grid_array[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Display the floor objects */
for (k = 0, i = 0; i < floor_num && i < 23; i++)
{
- o_ptr = &o_list[floor_list[i]];
+ o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
object_desc(o_name, o_ptr, 0);
/* Get the index */
m = floor_list[out_index[j]];
- o_ptr = &o_list[m];
+ o_ptr = ¤t_floor_ptr->o_list[m];
/* Clear the line */
prt("", j + 1, col ? col - 2 : col);
}
/* Validate the item */
- else if (item_tester_okay(&o_list[0 - (*cp)]) || (mode & USE_FULL))
+ else if (item_tester_okay(¤t_floor_ptr->o_list[0 - (*cp)]) || (mode & USE_FULL))
{
/* Forget restrictions */
item_tester_tval = 0;
o_idx = g_ptr->o_idx;
/* Only rotate a pile of two or more objects. */
- if (!(o_idx && o_list[o_idx].next_o_idx)) break;
+ if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) break;
/* Remove the first object from the list. */
excise_object_idx(o_idx);
/* Find end of the list. */
i = g_ptr->o_idx;
- while (o_list[i].next_o_idx)
- i = o_list[i].next_o_idx;
+ while (current_floor_ptr->o_list[i].next_o_idx)
+ i = current_floor_ptr->o_list[i].next_o_idx;
/* Add after the last object. */
- o_list[i].next_o_idx = o_idx;
+ current_floor_ptr->o_list[i].next_o_idx = o_idx;
/* Re-scan floor list */
floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
/* Access the object */
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
object_desc(o_name, o_ptr, 0);
if (floor_num == 1)
{
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
if (floor_num == 1)
{
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
char out_val[MAX_NLEN+20];
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
}
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
OBJECT_IDX prev_o_idx = 0;
/* Object */
- j_ptr = &o_list[o_idx];
+ j_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Monster */
if (j_ptr->held_m_idx)
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
object_type *k_ptr;
/* Previous object */
- k_ptr = &o_list[prev_o_idx];
+ k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
/* Remove from list */
k_ptr->next_o_idx = next_o_idx;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
object_type *k_ptr;
/* Previous object */
- k_ptr = &o_list[prev_o_idx];
+ k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
/* Remove from list */
k_ptr->next_o_idx = next_o_idx;
excise_object_idx(o_idx);
/* Object */
- j_ptr = &o_list[o_idx];
+ j_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Dungeon floor */
if (!(j_ptr->held_m_idx))
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Repair objects */
for (i = 1; i < o_max; i++)
{
- o_ptr = &o_list[i];
+ o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip "dead" objects */
if (!o_ptr->k_idx) continue;
o_ptr->next_o_idx = i2;
}
}
- o_ptr = &o_list[i1];
+ o_ptr = ¤t_floor_ptr->o_list[i1];
/* Monster */
if (o_ptr->held_m_idx)
}
/* Structure copy */
- o_list[i2] = o_list[i1];
+ current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
/* Wipe the hole */
object_wipe(o_ptr);
/* Examine the objects */
for (i = 1; i < o_max; i++)
{
- o_ptr = &o_list[i];
+ o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Excise dead objects (backwards!) */
for (i = o_max - 1; i >= 1; i--)
{
- o_ptr = &o_list[i];
+ o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip real objects */
if (o_ptr->k_idx) continue;
/* Delete the existing objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
OBJECT_IDX i;
/* Initial allocation */
- if (o_max < max_o_idx)
+ if (o_max < current_floor_ptr->max_o_idx)
{
/* Get next space */
i = o_max;
for (i = 1; i < o_max; i++)
{
object_type *o_ptr;
- o_ptr = &o_list[i];
+ o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip live objects */
if (o_ptr->k_idx) continue;
if (o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Structure Copy */
object_copy(o_ptr, q_ptr);
if (o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Copy the object */
object_copy(o_ptr, q_ptr);
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
if (!done)
{
/* Structure copy */
- object_copy(&o_list[o_idx], j_ptr);
+ object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
/* Access new object */
- j_ptr = &o_list[o_idx];
+ j_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Locate */
j_ptr->iy = by;
*/
void floor_item_charges(INVENTORY_IDX item)
{
- object_type *o_ptr = &o_list[item];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[item];
/* Require staff/wand */
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
*/
void floor_item_describe(INVENTORY_IDX item)
{
- object_type *o_ptr = &o_list[item];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[item];
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
*/
void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
{
- object_type *o_ptr = &o_list[item];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[item];
/* Apply */
num += o_ptr->number;
*/
void floor_item_optimize(INVENTORY_IDX item)
{
- object_type *o_ptr = &o_list[item];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[item];
/* Paranoia -- be sure it exists */
if (!o_ptr->k_idx) return;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
object_type *o_ptr;
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
#ifdef JP
object_desc(old_name, o_ptr, OD_NAME_ONLY);
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
#ifdef ALLOW_EASY_SENSE /* TNB */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (i = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
{
- o_ptr = &o_list[i];
+ o_ptr = ¤t_floor_ptr->o_list[i];
if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
}
/* Dump the objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Dump it */
wr_item(o_ptr);
}
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
/* Sniper - Cannot shot a single arrow twice */
return;
}
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
object_copy(o_ptr, q_ptr);
/* Forget mark */
/* Memorize objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Forget all objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
inven_item_increase(inv, (0 - o_ptr->number));
inven_item_optimize(inv);
o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
/* Scan all objects in the grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
bool is_art = FALSE;
bool ignore = FALSE;
/* Scan objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Scan objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Scan all objects */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
while (!g_ptr->o_idx);
}
- o_ptr = &o_list[g_ptr->o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[g_ptr->o_idx];
if (o_ptr->weight > wgt)
{
{
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &o_list[this_o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
/* Acquire next object */
- next_o_idx = o_list[this_o_idx].next_o_idx;
+ next_o_idx = current_floor_ptr->o_list[this_o_idx].next_o_idx;
delete_object_idx(this_o_idx);
}
}
POSITION width; /* Current dungeon width */
POSITION height; /* Current dungeon height */
MONSTER_NUMBER num_repro; /*!< Current reproducer count */
-} floor_type;
\ No newline at end of file
+
+ object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
+ OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
+
+} floor_type;
+
/*
- * The array of dungeon items [max_o_idx]
- */
-object_type *o_list;
-
-/*
* The array of dungeon monsters [max_m_idx]
*/
monster_type *m_list;
DUNGEON_IDX max_d_idx;
/*
- * Maximum number of objects in the level
- */
-OBJECT_IDX max_o_idx;
-
-/*
* Maximum number of monsters in the level
*/
MONSTER_IDX max_m_idx;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- o_ptr = &o_list[floor_list[0]];
+ o_ptr = ¤t_floor_ptr->o_list[floor_list[0]];
object_desc(o_name, o_ptr, 0);
o_idx = g_ptr->o_idx;
/* Only rotate a pile of two or more objects. */
- if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
+ if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) continue;
/* Remove the first object from the list. */
excise_object_idx(o_idx);
/* Find end of the list. */
i = g_ptr->o_idx;
- while (o_list[i].next_o_idx)
- i = o_list[i].next_o_idx;
+ while (current_floor_ptr->o_list[i].next_o_idx)
+ i = current_floor_ptr->o_list[i].next_o_idx;
/* Add after the last object. */
- o_list[i].next_o_idx = o_idx;
+ current_floor_ptr->o_list[i].next_o_idx = o_idx;
/* Loop and re-display the list */
}
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;