#include "angband.h"
#include "grid.h"
#include "trap.h"
+#include "monster-hook.h"
/*!
*/
static bool detect_feat_flag(POSITION range, int flag, bool known)
{
- int x, y;
+ POSITION x, y;
bool detect = FALSE;
cave_type *c_ptr;
*/
bool detect_objects_gold(POSITION range)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
POSITION range2 = range;
bool detect = FALSE;
*/
bool detect_objects_normal(POSITION range)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
POSITION range2 = range;
bool detect = FALSE;
*/
bool detect_objects_magic(POSITION range)
{
- int i, y, x, tv;
+ OBJECT_TYPE_VALUE tv;
+ OBJECT_IDX i;
+ POSITION y, x;
bool detect = FALSE;
{
MONSTER_IDX i;
POSITION y, x;
- bool flag = FALSE;
+ bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
/* Aggravate everyone nearby */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
-/* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
+ monster_type *m_ptr = &m_list[i];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */