extern char player_base[32];
extern char savefile[1024];
extern char savefile_base[40];
-extern POSITION_IDX mon_lite_n;
-extern POSITION mon_lite_y[MON_LITE_MAX];
-extern POSITION mon_lite_x[MON_LITE_MAX];
extern POSITION_IDX view_n;
extern POSITION view_y[VIEW_MAX];
extern POSITION view_x[VIEW_MAX];
(MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
/* Clear all monster lit squares */
- for (i = 0; i < mon_lite_n; i++)
+ for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
{
/* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[mon_lite_y[i]][mon_lite_x[i]];
+ g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
/* Set temp or xtra flag */
g_ptr->info |= (g_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
/*
* Look at old set flags to see if there are any changes.
*/
- for (i = 0; i < mon_lite_n; i++)
+ for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
{
- fx = mon_lite_x[i];
- fy = mon_lite_y[i];
+ fx = current_floor_ptr->mon_lite_x[i];
+ fy = current_floor_ptr->mon_lite_y[i];
/* We trust this grid is in bounds */
}
/* Clear the lite array */
- mon_lite_n = 0;
+ current_floor_ptr->mon_lite_n = 0;
/* Copy the temp array into the lit array lighting the new squares. */
for (i = 0; i < end_temp; i++)
}
/* Save in the monster lit or darkened array */
- mon_lite_x[mon_lite_n] = fx;
- mon_lite_y[mon_lite_n] = fy;
- mon_lite_n++;
+ current_floor_ptr->mon_lite_x[current_floor_ptr->mon_lite_n] = fx;
+ current_floor_ptr->mon_lite_y[current_floor_ptr->mon_lite_n] = fy;
+ current_floor_ptr->mon_lite_n++;
}
/* Clear the temp flag for the old lit or darken grids */
grid_type *g_ptr;
/* Clear all monster lit squares */
- for (i = 0; i < mon_lite_n; i++)
+ for (i = 0; i < current_floor_ptr->mon_lite_n; i++)
{
/* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[mon_lite_y[i]][mon_lite_x[i]];
+ g_ptr = ¤t_floor_ptr->grid_array[current_floor_ptr->mon_lite_y[i]][current_floor_ptr->mon_lite_x[i]];
/* Clear monster illumination flag */
g_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
}
/* Empty the array */
- mon_lite_n = 0;
+ current_floor_ptr->mon_lite_n = 0;
}
char savefile[1024];
char savefile_base[40];
-POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
-POSITION mon_lite_y[MON_LITE_MAX];
-POSITION mon_lite_x[MON_LITE_MAX];
-
POSITION_IDX view_n; //!< Array of grids viewable to the player (see "current_floor_ptr->grid_array.c")
POSITION view_y[VIEW_MAX];
POSITION view_x[VIEW_MAX];