path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH|PROJECT_THRU);
p_ptr->redraw |= (PR_MAP);
-
- /* Redraw stuff */
redraw_stuff();
/* Draw path */
for (i = 0; i < path_n; i++)
{
- int ny = GRID_Y(path_g[i]);
- int nx = GRID_X(path_g[i]);
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
cave_type *c_ptr = &cave[ny][nx];
if (panel_contains(ny, nx))
/* Count this execution */
command_rep--;
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
-
- /* Redraw stuff */
redraw_stuff();
/* Hack -- Assume messages were seen */
/* Notice stuff */
if (p_ptr->notice) notice_stuff();
-
if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff */
if (p_ptr->window) window_stuff();
if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
*/
void redraw_stuff(void)
{
- /* Redraw stuff */
if (!p_ptr->redraw) return;
-
/* Character is not ready yet, no screen updates */
if (!character_generated) return;
-
/* Character is in "icky" mode, no screen updates */
if (character_icky) return;
-
-
/* Hack -- clear the screen */
if (p_ptr->redraw & (PR_WIPE))
{
void handle_stuff(void)
{
if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
if (p_ptr->redraw) redraw_stuff();
-
if (p_ptr->window) window_stuff();
}