* just use an optimized hack of "you see me, so I see you", and then use the
* actual "projectable()" function to check spell attacks.
*/
-void update_view(player_type *subject_ptr, floor_type *floor_ptr)
+void update_view(player_type *subject_ptr)
{
int n, m, d, k, z;
POSITION y, x;
int full, over;
+ floor_type *floor_ptr = subject_ptr->current_floor_ptr;
POSITION y_max = floor_ptr->height - 1;
POSITION x_max = floor_ptr->width - 1;
extern void forget_lite(floor_type *floor_ptr);
extern void update_lite(player_type *subject_ptr);
extern void forget_view(floor_type *floor_ptr);
-extern void update_view(player_type *subject_ptr, floor_type *floor_ptr);
+extern void update_view(player_type *subject_ptr);
extern void update_mon_lite(player_type *subject_ptr);
extern void clear_mon_lite(floor_type *floor_ptr);
if (creature_ptr->update & (PU_VIEW))
{
creature_ptr->update &= ~(PU_VIEW);
- update_view(creature_ptr, floor_ptr);
+ update_view(creature_ptr);
}
if (creature_ptr->update & (PU_LITE))