if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan the current panel */
- for (y = 1; y < cur_hgt - 1; y++)
+ for (y = 1; y < current_floor_ptr->height - 1; y++)
{
- for (x = 1; x <= cur_wid - 1; x++)
+ for (x = 1; x <= current_floor_ptr->width - 1; x++)
{
int dist = distance(p_ptr->y, p_ptr->x, y, x);
if (dist > range) continue;
{
POSITION x, y;
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x]))
{