* @param max 色IDの最大値
* @return 選択した色ID
*/
-static byte mh_attr(int max)
+static TERM_COLOR mh_attr(int max)
{
switch (randint1(max))
{
* @param type 魔法属性
* @return 対応する色ID
*/
-static byte spell_color(int type)
+static TERM_COLOR spell_color(int type)
{
/* Check if A.B.'s new graphics should be used (rr9) */
if (streq(ANGBAND_GRAF, "new") || streq(ANGBAND_GRAF, "ne2"))
/* Normal tiles or ASCII */
else
{
- byte a;
- char c;
+ TERM_COLOR a;
+ SYMBOL_CODE c;
/* Lookup the default colors for this type */
cptr s = quark_str(gf_color[type]);
byte k;
TERM_COLOR a;
- char c;
+ SYMBOL_CODE c;
/* No motion (*) */
if ((ny == y) && (nx == x)) base = 0x30;
if (!p_ptr->blind && player_has_los_bold(y, x))
{
c_ptr->info &= ~(CAVE_UNSAFE);
-
lite_spot(y, x);
-
obvious = TRUE;
}
if (!p_ptr->blind && player_has_los_bold(y, x))
{
c_ptr->info &= ~(CAVE_UNSAFE);
-
lite_spot(y, x);
-
obvious = TRUE;
}
feature_type *mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
cave_alter_feat(y, x, FF_SPIKE);
-
c_ptr->mimic = old_mimic;
note_spot(y, x);
-
lite_spot(y, x);
/* Check line of sight */
if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
c_ptr->info |= (CAVE_GLOW);
-
note_spot(y, x);
-
lite_spot(y, x);
-
update_local_illumination(y, x);
/* Observe */