if (tb->mark)
{
- int tmp_cx = tb->cx;
- int len = strlen(tb->lines_list[tb->cy]);
-
- /* Correct cursor location */
- if (tb->cx > len) tmp_cx = len;
-
tb->dirty_flags |= DIRTY_ALL;
by1 = MIN(tb->my, tb->cy);
#endif
/* Print top 10 */
- for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
+ for (k = uniq_total - 1; k >= 0 && k >= (long)uniq_total - 10; k--)
{
monster_race *r_ptr = &r_info[who[k]];
*/
static void handle_signal_abort(int sig)
{
- int wid, hgt, rows;
+ int wid, hgt;
Term_get_size(&wid, &hgt);
- rows = hgt - 4;
/* Disable handler */
(void)signal(sig, SIG_IGN);
bool door_flag = FALSE;
cave_type *c_ptr;
- feature_type *f_ptr;
/* Save the starting location */
start_row = row1;
/* Access the location */
c_ptr = &cave[tmp_row][tmp_col];
- f_ptr = &f_info[c_ptr->feat];
- if (permanent_wall(f_ptr))
+ if (permanent_wall(&f_info[c_ptr->feat]))
{
/* Avoid the edge of vaults */
if (is_inner_grid(c_ptr)) continue;
/* Pierce "outer" walls of rooms */
if (is_outer_grid(c_ptr))
{
- feature_type *ff_ptr;
-
/* Acquire the "next" location */
y = tmp_row + row_dir;
x = tmp_col + col_dir;
- ff_ptr = &f_info[cave[y][x].feat];
-
/* Hack -- Avoid outer/solid walls */
if (is_outer_bold(y, x)) continue;
if (is_solid_bold(y, x)) continue;
*/
static bool set_tunnel(int *x, int *y, bool affectwall)
{
- int feat, i, j, dx, dy;
+ int i, j, dx, dy;
cave_type *c_ptr = &cave[*y][*x];
- feature_type *f_ptr;
if (!in_bounds(*y, *x)) return TRUE;
- feat = c_ptr->feat;
- f_ptr = &f_info[feat];
-
if (is_inner_grid(c_ptr))
{
return TRUE;