for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
/* Forget "LITE" flag */
cave[y][x].info &= ~(CAVE_LITE);
- /* Redraw */
/* lite_spot(y, x); Perhaps don't need? */
}
/* If required, note */
if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
- /* Redraw */
lite_spot(y, x);
/* Hack -- Visual update of monster on this grid */
}
}
- /* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
/* Forget travel route when we have forgotten map */
forget_travel_flow();
- /* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- /* Update the view and lite */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
-
- /* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
note_spot(y, x);
- /* Redraw */
lite_spot(y, x);
/* Check if los has changed */
note_spot(yy, xx);
- /* Redraw */
lite_spot(yy, xx);
}
note_spot(y, x);
- /* Redraw */
lite_spot(y, x);
}