int i;
int path_n;
u16b path_g[512];
- int default_color = TERM_SLATE;
+ byte_hack default_color = TERM_SLATE;
if (!display_path) return;
if (-1 == project_length)
map_info(j, i, &ta, &tc, &ta, &tc);
/* Extract the priority */
- tp = feat_priority;
+ tp = (byte_hack)feat_priority;
if(match_autopick!=-1
&& (match_autopick_yx[y][x] == -1
/*
* Add a square to the changes array
*/
-static void mon_dark_hack(int y, int x)
+static void mon_dark_hack(POSITION y, POSITION x)
{
cave_type *c_ptr;
int midpoint, dpf, d;
cave_type *c_ptr;
POSITION fx, fy;
- void (*add_mon_lite)(int, int);
+ void (*add_mon_lite)(POSITION, POSITION);
int f_flag;
s16b end_temp;
for (d = 0; d < 8; d++)
{
int old_head = flow_head;
- int m = cave[ty][tx].cost + 1;
- int n = cave[ty][tx].dist + 1;
+ byte_hack m = cave[ty][tx].cost + 1;
+ byte_hack n = cave[ty][tx].dist + 1;
cave_type *c_ptr;
/* Child location */
}
-int conv_dungeon_feat(int newfeat)
+IDX conv_dungeon_feat(IDX newfeat)
{
feature_type *f_ptr = &f_info[newfeat];
* Take a feature, determine what that feature becomes
* through applying the given action.
*/
-int feat_state(int feat, int action)
+IDX feat_state(IDX feat, int action)
{
feature_type *f_ptr = &f_info[feat];
int i;
void cave_alter_feat(int y, int x, int action)
{
/* Set old feature */
- int oldfeat = cave[y][x].feat;
+ IDX oldfeat = cave[y][x].feat;
/* Get the new feat */
- int newfeat = feat_state(oldfeat, action);
+ IDX newfeat = feat_state(oldfeat, action);
/* No change */
if (newfeat == oldfeat) return;
/*
* Track a new monster
*/
-void health_track(int m_idx)
+void health_track(IDX m_idx)
{
/* Mount monster is already tracked */
if (m_idx && m_idx == p_ptr->riding) return;
/*
* Hack -- track the given monster race
*/
-void monster_race_track(int r_idx)
+void monster_race_track(IDX r_idx)
{
/* Save this monster ID */
p_ptr->monster_race_idx = r_idx;
/*
* Hack -- track the given object kind
*/
-void object_kind_track(int k_idx)
+void object_kind_track(IDX k_idx)
{
/* Save this monster ID */
p_ptr->object_kind_idx = k_idx;