}
/*
+ * Grid based version of "creature_bold()"
+ */
+static bool player_grid(player_type *player_ptr, grid_type *g_ptr) { return g_ptr == &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x]; }
+
+/*
* Grid based version of "cave_empty_bold()"
*/
static bool is_cave_empty_grid(player_type *player_ptr, grid_type *g_ptr)
}
/*
+ * Determine if a "legal" grid is within "los" of the player *
+ * Note the use of comparison to zero to force a "boolean" result
+ */
+static bool player_has_los_grid(grid_type *g_ptr) { return (g_ptr->info & CAVE_VIEW) != 0; }
+
+/*
* Change the "feat" flag for a grid, and notice/redraw the grid
*/
void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat)
extern floor_type floor_info;
/*
- * Grid based version of "creature_bold()"
- */
-#define player_grid(C, G) \
- ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
-
-
-/*
- * Determine if a "legal" grid is within "los" of the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_has_los_grid(C) \
- (((C)->info & (CAVE_VIEW)) != 0)
-
-/*
* Convert a "location" (Y,X) into a "grid" (G)
*/
#define GRID(Y,X) \