* optimized primarily for the most common cases, that is, for the
* non-marked floor grids.
*/
-void note_spot(int y, int x)
+void note_spot(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;
/* Blind players see nothing */
if (p_ptr->blind) return;
*
* This function should only be called on "legal" grids
*/
-void lite_spot(int y, int x)
+void lite_spot(POSITION y, POSITION x)
{
/* Redraw if on screen */
if (panel_contains(y, x) && in_bounds2(y, x))
/*
* print project path
*/
-void prt_path(int y, int x)
+void prt_path(POSITION y, POSITION x)
{
int i;
int path_n;
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);
+extern void note_spot(POSITION y, POSITION x);
extern void display_dungeon(void);
-extern void lite_spot(int y, int x);
+extern void lite_spot(POSITION y, POSITION x);
extern void prt_map(void);
-extern void prt_path(int y, int x);
+extern void prt_path(POSITION y, POSITION x);
extern void display_map(int *cy, int *cx);
extern void do_cmd_view_map(void);
extern void forget_lite(void);