/* Eliminate the item (from the floor) */
else
{
- delete_object_idx(player_ptr->current_floor_ptr, 0 - item);
+ delete_object_idx(player_ptr, 0 - item);
}
msg_format(_("%sを自動破壊します。", "Auto-destroying %s."), o_name);
else
{
floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
- floor_item_optimize(creature_ptr->current_floor_ptr, 0 - item);
+ floor_item_optimize(creature_ptr, 0 - item);
}
o_ptr = &creature_ptr->inventory_list[slot];
else
{
floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
- floor_item_optimize(creature_ptr->current_floor_ptr, 0 - item);
+ floor_item_optimize(creature_ptr, 0 - item);
}
if (item >= INVEN_RARM)
move_cursor_relative(ny[cur_dis], nx[cur_dis]);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny[cur_dis], nx[cur_dis]);
+ lite_spot(creature_ptr, ny[cur_dis], nx[cur_dis]);
Term_fresh();
}
move_cursor_relative(ny[i], nx[i]);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny[i], nx[i]);
+ lite_spot(creature_ptr, ny[i], nx[i]);
Term_fresh();
}
else
else
{
floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
- floor_item_optimize(creature_ptr->current_floor_ptr, 0 - item);
+ floor_item_optimize(creature_ptr, 0 - item);
}
/* Access the wield slot */
creature_ptr->x = sx;
/* Redraw the old spot */
- lite_spot(oy, ox);
+ lite_spot(creature_ptr, oy, ox);
/* Redraw the new spot */
- lite_spot(creature_ptr->y, creature_ptr->x);
+ lite_spot(creature_ptr, creature_ptr->y, creature_ptr->x);
/* Check for new panel */
verify_panel(creature_ptr);
{
shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
note_spot(shooter_ptr, ny, nx);
- lite_spot(ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
}
/* The player can see the (on screen) missile */
move_cursor_relative(ny, nx);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
Term_fresh();
}
{
shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
note_spot(shooter_ptr, ny, nx);
- lite_spot(ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
}
prev_y = y;
{
shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
note_spot(shooter_ptr, ny, nx);
- lite_spot(ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
}
/* Hit the monster, check for death */
update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
- lite_spot(ny, nx);
- lite_spot(oy, ox);
+ lite_spot(shooter_ptr, ny, nx);
+ lite_spot(shooter_ptr, oy, ox);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
continue;
/* Redraw regardless */
- lite_spot(m_ptr->fy, m_ptr->fx);
+ lite_spot(creature_ptr, m_ptr->fy, m_ptr->fx);
}
if (creature_ptr->riding == m_idx) creature_ptr->redraw |= (PR_UHEALTH);
/* Redraw regardless */
- lite_spot(m_ptr->fy, m_ptr->fx);
+ lite_spot(creature_ptr, m_ptr->fy, m_ptr->fx);
}
}
}
repair_monsters = TRUE;
}
update_monster(master_ptr, m_idx, TRUE);
- lite_spot(cy, cx);
+ lite_spot(master_ptr, cy, cx);
/* Pre-calculated in precalc_cur_num_of_pet() */
/* r_ptr->cur_num++; */
if (a_info[o_ptr->name1].floor_id != new_floor_id)
{
/* Disappear from here */
- delete_object_idx(creature_ptr->current_floor_ptr, i);
+ delete_object_idx(creature_ptr, i);
}
else
{
}
}
- delete_object(floor_ptr, ty, tx);
+ delete_object(player_ptr, ty, tx);
}
/* Clear previous contents, add proper vein type */
if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
note_spot(player_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
/* Check if los has changed */
if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
{
if (cc_ptr->m_idx) update_monster(player_ptr, cc_ptr->m_idx, FALSE);
note_spot(player_ptr, yy, xx);
- lite_spot(yy, xx);
+ lite_spot(player_ptr, yy, xx);
}
update_local_illumination(player_ptr, yy, xx);
g_ptr->o_idx = o_idx;
note_spot(owner_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(owner_ptr, y, x);
}
g_ptr->o_idx = o_idx;
note_spot(player_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
}
/* Apply the saving throw */
if (randint0(100) < chance) continue;
- delete_object_idx(floor_ptr, i);
+ delete_object_idx(player_ptr, i);
num++;
}
}
\
/* Notice and redraw */ \
note_spot((C), (Y), (X)); \
- lite_spot((Y), (X)); \
+ lite_spot((C), (Y), (X)); \
} \
}
*
* This function should only be called on "legal" grids
*/
-void lite_spot(POSITION y, POSITION x)
+void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
{
/* Redraw if on screen */
- if (panel_contains(y, x) && in_bounds2(p_ptr->current_floor_ptr, y, x))
+ if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x))
{
TERM_COLOR a;
SYMBOL_CODE c;
TERM_COLOR ta;
SYMBOL_CODE tc;
- map_info(p_ptr, y, x, &a, &c, &ta, &tc);
+ map_info(player_ptr, y, x, &a, &c, &ta, &tc);
/* Hack -- fake monochrome */
if (!use_graphics)
{
if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN(p_ptr) || p_ptr->timewalk) a = TERM_WHITE;
- else if (p_ptr->wraith_form) a = TERM_L_DARK;
+ else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
+ else if (player_ptr->wraith_form) a = TERM_L_DARK;
}
/* Hack -- Queue it */
Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
/* Update sub-windows */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
note_spot(caster_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
}
extern bool no_lite(player_type *creature_ptr);
extern void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
extern void note_spot(player_type *player_ptr, POSITION y, POSITION x);
-extern void lite_spot(POSITION y, POSITION x);
+extern void lite_spot(player_type *player_ptr, POSITION y, POSITION x);
extern void update_flow(player_type *subject_ptr);
extern FEAT_IDX feat_state(FEAT_IDX feat, int action);
extern void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action);
(void)set_monster_csleep(caster_ptr, m_idx, 0);
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(target_row, target_col);
- lite_spot(ty, tx);
+ lite_spot(caster_ptr, target_row, target_col);
+ lite_spot(caster_ptr, ty, tx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
g_ptr->mimic = 0;
note_spot(target_ptr, ny, nx);
- lite_spot(ny, nx);
+ lite_spot(target_ptr, ny, nx);
if (!monster_is_valid(m_ptr)) return;
/* Allow movement */
m_ptr->fx = nx;
update_monster(target_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(target_ptr, oy, ox);
+ lite_spot(target_ptr, ny, nx);
}
else
{
msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
}
- delete_object_idx(target_ptr->current_floor_ptr, this_o_idx);
+ delete_object_idx(target_ptr, this_o_idx);
}
}
}
update_monster(target_ptr, m_idx, FALSE);
- lite_spot(m_ptr->fy, m_ptr->fx);
+ lite_spot(target_ptr, m_ptr->fy, m_ptr->fx);
if (m_idx == target_ptr->riding) target_ptr->update |= PU_BONUS;
}
object_type *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
- delete_object_idx(floor_ptr, this_o_idx);
+ delete_object_idx(player_ptr, this_o_idx);
}
(void)WIPE(m_ptr, monster_type);
floor_ptr->m_cnt--;
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
{
player_ptr->update |= (PU_MON_LITE);
m_ptr->ml = TRUE;
/* Draw the monster */
- lite_spot(fy, fx);
+ lite_spot(subject_ptr, fy, fx);
/* Update health bar as needed */
if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
m_ptr->ml = FALSE;
/* Erase the monster */
- lite_spot(fy, fx);
+ lite_spot(subject_ptr, fy, fx);
/* Update health bar as needed */
if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
update_monster(player_ptr, m_idx, FALSE);
- lite_spot(m_ptr->fy, m_ptr->fx);
+ lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
int old_r_idx = m_ptr->r_idx;
if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
g_ptr->mimic = 0;
note_spot(player_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
return TRUE;
}
object_copy(q_ptr, o_ptr);
q_ptr->held_m_idx = 0;
- delete_object_idx(floor_ptr, this_o_idx);
+ delete_object_idx(player_ptr, this_o_idx);
(void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
}
/* object2.c */
extern void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx);
-extern void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx);
-extern void delete_object(floor_type *floor_ptr, POSITION y, POSITION x);
+extern void delete_object_idx(player_type *owner_ptr, OBJECT_IDX o_idx);
+extern void delete_object(player_type *owner_ptr, POSITION y, POSITION x);
extern OBJECT_IDX o_pop(floor_type *floor_ptr);
extern OBJECT_IDX get_obj_num(player_type *o_ptr, DEPTH level, BIT_FLAGS mode);
extern void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
extern void floor_item_charges(floor_type *owner_ptr, INVENTORY_IDX item);
extern void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num);
-extern void floor_item_optimize(floor_type *floor_ptr, INVENTORY_IDX item);
+extern void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
extern bool inven_carry_okay(object_type *o_ptr);
extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
extern s16b inven_carry(player_type *owner_ptr, object_type *o_ptr);
/*!
* @brief オブジェクトを削除する /
* Delete a dungeon object
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_idx 削除対象のオブジェクト構造体ポインタ
* @return なし
* @details
* Handle "stacks" of objects correctly.
*/
-void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
+void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
{
object_type *j_ptr;
/* Excise */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
excise_object_idx(floor_ptr, o_idx);
/* Object */
POSITION y, x;
y = j_ptr->iy;
x = j_ptr->ix;
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
}
object_wipe(j_ptr);
/*!
* @brief フロアにマスに落ちているオブジェクトを全て削除する / Deletes all objects at given location
* Delete a dungeon object
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param y 削除したフロアマスのY座標
* @param x 削除したフロアマスのX座標
* @return なし
*/
-void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
+void delete_object(player_type *player_ptr, POSITION y, POSITION x)
{
grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Refuse "illegal" locations */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (!in_bounds(floor_ptr, y, x)) return;
g_ptr = &floor_ptr->grid_array[y][x];
}
g_ptr->o_idx = 0;
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
}
}
note_spot(owner_ptr, by, bx);
- lite_spot(by, bx);
+ lite_spot(owner_ptr, by, bx);
sound(SOUND_DROP);
/* Mega-Hack -- no message if "dropped" by player */
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
floor_item_increase(floor_ptr, 0 - item, num);
floor_item_describe(floor_ptr, 0 - item);
- floor_item_optimize(floor_ptr, 0 - item);
+ floor_item_optimize(owner_ptr, 0 - item);
}
/*!
* @brief 床上の数の無くなったアイテムスロットを消去する /
* Optimize an item on the floor (destroy "empty" items)
- * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param item 消去したいアイテムの所持スロット
* @return なし
*/
-void floor_item_optimize(floor_type *floor_ptr, INVENTORY_IDX item)
+void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &floor_ptr->o_list[item];
+ object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
/* Paranoia -- be sure it exists */
if (!o_ptr->k_idx) return;
/* Only optimize empty items */
if (o_ptr->number) return;
- delete_object_idx(floor_ptr, item);
+ delete_object_idx(owner_ptr, item);
}
if (old_race != creature_ptr->prace) autopick_load_pref(creature_ptr, FALSE);
/* Player's graphic tile may change */
- lite_spot(creature_ptr->y, creature_ptr->x);
+ lite_spot(creature_ptr, creature_ptr->y, creature_ptr->x);
}
owner_ptr->window |= (PW_PLAYER);
/* Delete the gold */
- delete_object_idx(owner_ptr->current_floor_ptr, this_o_idx);
+ delete_object_idx(owner_ptr, this_o_idx);
/* Check the next object */
continue;
/* Get the object again */
o_ptr = &owner_ptr->inventory_list[slot];
- delete_object_idx(owner_ptr->current_floor_ptr, o_idx);
+ delete_object_idx(owner_ptr, o_idx);
if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
if (o_ptr->tval == TV_GOLD)
{
int value = (long)o_ptr->pval;
- delete_object_idx(creature_ptr->current_floor_ptr, this_o_idx);
+ delete_object_idx(creature_ptr, this_o_idx);
msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
(long)value, o_name);
}
}
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(creature_ptr, oy, ox);
+ lite_spot(creature_ptr, ny, nx);
/* Check for new panel (redraw map) */
verify_panel(creature_ptr);
#endif
g_ptr->info |= (CAVE_MARK);
- lite_spot(y, x);
+ lite_spot(creature_ptr, y, x);
}
}
m_ptr->fx = tx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ty, tx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
update_monster(caster_ptr, m_idx, TRUE);
/* Redraw the old spot */
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/* Redraw the new spot */
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, ny, nx);
/* Player can move forward? */
if (player_can_enter(caster_ptr, g_ptr->feat, 0))
caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].mimic = feat_glyph;
note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
- lite_spot(caster_ptr->y, caster_ptr->x);
+ lite_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
return TRUE;
}
floor_ptr->grid_array[y][x].mimic = feat_explosive_rune;
note_spot(caster_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
return TRUE;
}
caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info |= CAVE_GLOW;
note_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
- lite_spot(caster_ptr->y, caster_ptr->x);
+ lite_spot(caster_ptr, caster_ptr->y, caster_ptr->x);
update_local_illumination(caster_ptr, caster_ptr->y, caster_ptr->x);
return TRUE;
}
/* Destroy all objects in the grid */
- delete_object(floor_ptr, caster_ptr->y, caster_ptr->x);
+ delete_object(caster_ptr, caster_ptr->y, caster_ptr->x);
/* Extract current floor data */
saved_floor_type *sf_ptr;
}
}
- delete_object(floor_ptr, y, x);
+ delete_object(caster_ptr, y, x);
/* Destroy "non-permanent" grids */
if (cave_perma_grid(g_ptr)) continue;
m_ptr->fx = sx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(yy, xx);
- lite_spot(sy, sx);
+ lite_spot(caster_ptr, yy, xx);
+ lite_spot(caster_ptr, sy, sx);
}
}
/* Destroy location (if valid) */
if (!cave_valid_bold(floor_ptr, yy, xx)) continue;
- delete_object(floor_ptr, yy, xx);
+ delete_object(caster_ptr, yy, xx);
/* Wall (or floor) type */
int t = cave_have_flag_bold(floor_ptr, yy, xx, FF_PROJECT) ? randint0(100) : 200;
if (!caster_ptr->blind && player_has_los_bold(caster_ptr, y, x))
{
g_ptr->info &= ~(CAVE_UNSAFE);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
obvious = TRUE;
}
if (!caster_ptr->blind && player_has_los_bold(caster_ptr, y, x))
{
g_ptr->info &= ~(CAVE_UNSAFE);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
obvious = TRUE;
}
g_ptr->mimic = old_mimic;
note_spot(caster_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/* Check line of sight */
if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
g_ptr->info |= CAVE_OBJECT;
g_ptr->mimic = feat_glyph;
note_spot(caster_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
break;
}
{
g_ptr->info |= (CAVE_GLOW);
note_spot(caster_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
update_local_illumination(caster_ptr, y, x);
/* Observe */
note_spot(caster_ptr, y, x);
}
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
update_local_illumination(caster_ptr, y, x);
}
}
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/* Return "Anything seen?" */
return (obvious);
}
k_idx = o_ptr->k_idx;
is_potion = object_is_potion(o_ptr);
- delete_object_idx(caster_ptr->current_floor_ptr, this_o_idx);
+ delete_object_idx(caster_ptr, this_o_idx);
/* Potions produce effects when 'shattered' */
if (is_potion)
(void)potion_smash_effect(caster_ptr, who, y, x, k_idx);
}
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
}
}
}
if (m_ptr->r_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
/* Redraw the monster grid */
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/* Update monster recall window */
if ((caster_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
move_cursor_relative(y, x);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
Term_fresh();
/* Display "beam" grids */
move_cursor_relative(y, x);
/*if (fresh_before)*/ Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/*if (fresh_before)*/ Term_fresh();
/* Display "beam" grids */
move_cursor_relative(y, x);
/*if (fresh_before)*/ Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/*if (fresh_before)*/ Term_fresh();
/* Display "beam" grids */
/* Hack -- Erase if needed */
if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
{
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
}
}
g_ptr->info &= ~(CAVE_UNSAFE);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
}
}
{
disclose_grid(caster_ptr, y, x);
g_ptr->info |= (CAVE_MARK);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
detect = TRUE;
}
}
if (o_ptr->tval == TV_GOLD)
{
o_ptr->marked |= OM_FOUND;
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
detect = TRUE;
}
}
if (o_ptr->tval != TV_GOLD)
{
o_ptr->marked |= OM_FOUND;
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
detect = TRUE;
}
}
{
/* Memorize the item */
o_ptr->marked |= OM_FOUND;
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
detect = TRUE;
}
}
m_ptr->mflag2 &= ~(MFLAG2_KAGE);
m_ptr->ap_r_idx = m_ptr->r_idx;
- lite_spot(m_ptr->fy, m_ptr->fx);
+ lite_spot(caster_ptr, m_ptr->fy, m_ptr->fx);
}
/* Get "the monster" or "something" */
}
note_spot(caster_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
update_local_illumination(caster_ptr, y, x);
}
update_monster(caster_ptr, g_ptr->m_idx, FALSE);
}
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
update_local_illumination(caster_ptr, y, x);
}
reset_target(m_ptr);
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
m_ptr->fx = nx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
next_o_idx = floor_ptr->o_list[this_o_idx].next_o_idx;
- delete_object_idx(floor_ptr, this_o_idx);
+ delete_object_idx(caster_ptr, this_o_idx);
}
}
m_ptr->fx = tx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ty, tx);
if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
g_ptr->mimic = 0;
note_spot(trapped_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(trapped_ptr, y, x);
}
}
}
/* Display player */
- lite_spot(player_ptr->y, player_ptr->x);
+ lite_spot(player_ptr, player_ptr->y, player_ptr->x);
/* Restore the cursor */
(void)Term_set_cursor(v);
/* If required, note */
if (g_ptr->info & CAVE_NOTE) note_spot(player_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(player_ptr, y, x);
/* Hack -- Visual update of monster on this grid */
if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
note_spot(creature_ptr, y, x);
- lite_spot(y, x);
+ lite_spot(creature_ptr, y, x);
creature_ptr->update |= (PU_FLOW);
prev_feat = tmp_feat;