* "glowing" grid. This prevents the player from being able to "see" the\n
* walls of illuminated rooms from a corridor outside the room.\n
*/
-bool player_can_see_bold(int y, int x)
+bool player_can_see_bold(POSITION y, POSITION x)
{
cave_type *c_ptr;
* @details
* 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
*/
-bool cave_valid_bold(int y, int x)
+bool cave_valid_bold(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Forbid perma-grids */
if (cave_perma_grid(c_ptr)) return (FALSE);
* "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
* then a whole lot of code should be changed... XXX XXX\n
*/
-void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
+void map_info(POSITION y, POSITION x, byte *ap, char *cp, byte *tap, char *tcp)
{
/* Get the cave */
cave_type *c_ptr = &cave[y][x];
extern bool is_hidden_door(cave_type *c_ptr);
extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern void update_local_illumination(POSITION y, POSITION x);
-extern bool player_can_see_bold(int y, int x);
-extern bool cave_valid_bold(int y, int x);
+extern bool player_can_see_bold(POSITION y, POSITION x);
+extern bool cave_valid_bold(POSITION y, POSITION x);
extern bool no_lite(void);
extern void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]);
-extern void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp);
+extern void map_info(POSITION y, POSITION x, byte *ap, char *cp, byte *tap, char *tcp);
extern void move_cursor_relative(int row, int col);
extern void print_rel(char c, byte a, int y, int x);
extern void note_spot(int y, int x);