/* Redraw the state */
p_ptr->redraw |= (PR_STATE);
-
- /* Handle stuff */
handle_stuff();
/* Refresh */
/* Start at the player */
y = p_ptr->y;
x = p_ptr->x;
-
- /* Get local object */
q_ptr = &forge;
/* Obtain a local object */
}
sound(SOUND_SHOOT);
-
- /* Hack -- Handle stuff */
handle_stuff();
/* Save the old location */
note_spot(ny, nx);
- /* Redraw */
lite_spot(ny, nx);
}
note_spot(ny, nx);
- /* Redraw */
lite_spot(ny, nx);
}
if (snipe_type == SP_HOLYNESS)
{
cave[ny][nx].info |= (CAVE_GLOW);
-
note_spot(ny, nx);
-
- /* Redraw */
lite_spot(ny, nx);
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
+ if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
{
/* Dead monster */
}
m_ptr->fy = ny;
/* Update the monster (new location) */
- update_mon(c_mon_ptr->m_idx, TRUE);
+ update_monster(c_mon_ptr->m_idx, TRUE);
lite_spot(ny, nx);
lite_spot(oy, ox);
}
}
-
- /* Get local object */
q_ptr = &forge;
/* Obtain a local object */
y = p_ptr->y;
x = p_ptr->x;
-
- /* Hack -- Handle stuff */
handle_stuff();
if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
{
/* Dead monster */
}