if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
- /* Pattern */
if (have_flag(f_ptr->flags, FF_PATTERN))
{
if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
}
- /* "CAN" flags */
if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
}
}
- /* Redraw old spot */
lite_spot(oy, ox);
-
- /* Redraw new spot */
lite_spot(ny, nx);
/* Check for new panel (redraw map) */
*/
static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
{
- byte feel;
+ byte feel;
object_type *o_ptr = &inventory[slot];
- char o_name[MAX_NLEN];
+ char o_name[MAX_NLEN];
/* We know about it already, do not tell us again */
if (o_ptr->ident & (IDENT_SENSE))return;
{
feature_type *f_ptr = &f_info[feat];
- /* Pattern */
if (have_flag(f_ptr->flags, FF_PATTERN))
{
if (!(mode & CEM_RIDING))