{
for (j = 0; j < cur_hgt; ++j)
{
- /* Location */
x = i / xrat + 1;
y = j / yrat + 1;
{
for (i = 0; i < cur_wid; ++i)
{
- /* Location */
x = i / xrat + 1;
y = j / yrat + 1;
/*
* Display a "small-scale" map of the dungeon for the player
*
- * Currently, the "player" is displayed on the map. XXX XXX XXX
+ * Currently, the "player" is displayed on the map.
*/
void do_cmd_view_map(void)
{
/*
- * XXX XXX XXX
- *
* This macro allows us to efficiently add a grid to the "lite" array,
* note that we are never called for illegal grids, or for grids which
* have already been placed into the "lite" array, and we are never
{
int i;
POSITION x, y;
- cave_type *c_ptr;
- s16b feat;
- feature_type *f_ptr;
+ cave_type *c_ptr;
+ FEAT_IDX feat;
+ feature_type *f_ptr;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
*/
void wiz_lite(bool ninja)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
FEAT_IDX feat;
feature_type *f_ptr;
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
*/
void wiz_dark(void)
{
- int i, y, x;
-
+ OBJECT_IDX i;
+ POSITION y, x;
/* Forget every grid */
for (y = 1; y < cur_hgt - 1; y++)
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
-
-
-
-
/*
* Change the "feat" flag for a grid, and notice/redraw the grid
*/
/* Hack -- glow the GLOW terrain */
if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
- int i, yy, xx;
+ DIRECTION i;
+ POSITION yy, xx;
for (i = 0; i < 9; i++)
{
/* Update the monster */
if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Hack -- glow the GLOW terrain */
if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
- int i, yy, xx;
+ DIRECTION i;
+ POSITION yy, xx;
cave_type *cc_ptr;
for (i = 0; i < 9; i++)
/* Update the monster */
if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
- /* Notice */
note_spot(yy, xx);
/* Redraw */
}
-IDX conv_dungeon_feat(IDX newfeat)
+FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
{
feature_type *f_ptr = &f_info[newfeat];
* Take a feature, determine what that feature becomes
* through applying the given action.
*/
-IDX feat_state(IDX feat, int action)
+FEAT_IDX feat_state(FEAT_IDX feat, int action)
{
feature_type *f_ptr = &f_info[feat];
int i;
update_local_illumination(y, x);
}
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Save this monster ID */
p_ptr->monster_race_idx = r_idx;
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Save this monster ID */
p_ptr->object_kind_idx = k_idx;
- /* Window stuff */
p_ptr->window |= (PW_OBJECT);
}
*
* All disturbance cancels repeated commands, resting, and running.
*/
-void disturb(int stop_search, int stop_travel)
+void disturb(bool stop_search, bool stop_travel)
{
#ifndef TRAVEL
/* Unused */