#include "angband.h"
+#include "world.h"
static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
static int match_autopick;
* @param feat 地形情報のID
* @return 罠持ちの地形ならばTRUEを返す。
*/
-bool is_trap(IDX feat)
+bool is_trap(FEAT_IDX feat)
{
return have_flag(f_info[feat].flags, FF_TRAP);
}
* @param feat 地形情報のID
* @return 閉じたドアのある地形ならばTRUEを返す。
*/
-bool is_closed_door(IDX feat)
+bool is_closed_door(FEAT_IDX feat)
{
feature_type *f_ptr = &f_info[feat];
POSITION dx, dy;
/* Absolute */
- int ax, ay;
+ POSITION ax, ay;
/* Signs */
- int sx, sy;
+ POSITION sx, sy;
/* Fractions */
- int qx, qy;
+ POSITION qx, qy;
/* Scanners */
- int tx, ty;
+ POSITION tx, ty;
/* Scale factors */
- int f1, f2;
+ POSITION f1, f2;
/* Slope, or 1/Slope, of LOS */
- int m;
+ POSITION m;
/* Extract the offset */
*/
void prt_map(void)
{
- int x, y;
- int v;
+ POSITION x, y;
+ int v;
/* map bounds */
- s16b xmin, xmax, ymin, ymax;
+ POSITION xmin, xmax, ymin, ymax;
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
{
int cy, cx;
-
- /* Save the screen */
screen_save();
/* Note */
prt(_("お待ち下さい...", "Please wait..."), 0, 0);
Term_fresh();
-
- /* Clear the screen */
Term_clear();
display_autopick = 0;
/* Get any key */
inkey();
}
-
- /* Restore the screen */
screen_load();
}
void cave_alter_feat(POSITION y, POSITION x, int action)
{
/* Set old feature */
- IDX oldfeat = cave[y][x].feat;
+ FEAT_IDX oldfeat = cave[y][x].feat;
/* Get the new feat */
- IDX newfeat = feat_state(oldfeat, action);
+ FEAT_IDX newfeat = feat_state(oldfeat, action);
/* No change */
if (newfeat == oldfeat) return;