*\n
* Use the "update_view()" function to determine player line-of-sight.\n
*/
-bool los(int y1, int x1, int y2, int x2)
+bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
/* Delta */
- int dx, dy;
+ POSITION dx, dy;
/* Absolute */
int ax, ay;
/*
* Hack -- map the current panel (plus some) ala "magic mapping"
*/
-void map_area(int range)
+void map_area(POSITION range)
{
int i, x, y;
cave_type *c_ptr;
*
* This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
*/
-bool projectable(int y1, int x1, int y2, int x2)
+bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
- int y, x;
+ POSITION y, x;
int grid_n = 0;
u16b grid_g[512];
/*
* Track a new monster
*/
-void health_track(IDX m_idx)
+void health_track(MONSTER_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(IDX r_idx)
+void monster_race_track(MONRACE_IDX r_idx)
{
/* Save this monster ID */
p_ptr->monster_race_idx = r_idx;