*
* This function now returns "TRUE" if vision is "blocked" by grid (y,x).
*/
-static bool update_view_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+static bool update_view_aux(PlayerType *player_ptr, POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g1_c_ptr;
* 4c1: Each side aborts as soon as possible
* 4c2: Each side tells the next strip how far it has to check
*/
-void update_view(player_type *player_ptr)
+void update_view(PlayerType *player_ptr)
{
// 前回プレイヤーから見えていた座標たちを格納する配列。
std::vector<Pos2D> points;