/* Dungeon */
else
{
- cave_type *c_ptr;
+ grid_type *c_ptr;
POSITION y = j_ptr->iy;
POSITION x = j_ptr->ix;
*/
void delete_object(POSITION y, POSITION x)
{
- cave_type *c_ptr;
+ grid_type *c_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Refuse "illegal" locations */
static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
{
OBJECT_IDX i;
- cave_type *c_ptr;
+ grid_type *c_ptr;
object_type *o_ptr;
/* Do nothing */
/* Dungeon */
else
{
- cave_type *c_ptr;
+ grid_type *c_ptr;
/* Access location */
POSITION y = o_ptr->iy;
OBJECT_IDX o_idx;
/* Acquire grid */
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
object_type forge;
object_type *q_ptr;
OBJECT_IDX o_idx;
/* Acquire grid */
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
object_type forge;
object_type *q_ptr;
OBJECT_IDX o_idx = 0;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- cave_type *c_ptr;
+ grid_type *c_ptr;
GAME_TEXT o_name[MAX_NLEN];
bool process_warning(POSITION xx, POSITION yy)
{
POSITION mx, my;
- cave_type *c_ptr;
+ grid_type *c_ptr;
GAME_TEXT o_name[MAX_NLEN];
#define WARNING_AWARE_RANGE 12