STATIC_DCL void FDECL(getpos_help, (BOOLEAN_P, const char *));
STATIC_DCL int FDECL(CFDECLSPEC cmp_coord_distu, (const void *,
const void *));
+STATIC_DCL boolean FDECL(gather_locs_interesting, (int, int, int));
STATIC_DCL void FDECL(gather_locs, (coord **, int *, int));
STATIC_DCL void FDECL(auto_describe, (int, int));
STATIC_DCL void NDECL(do_mname);
#define GLOC_OBJS 1
#define GLOC_DOOR 2
-boolean
-gather_locs_glyphmatch(glyph, gloc)
-int glyph, gloc;
+STATIC_OVL boolean
+gather_locs_interesting(x,y, gloc)
+int x,y, gloc;
{
+ /* TODO: if glyph is a pile glyph, convert to ordinary one
+ * in order to keep tail/boulder/rock check simple.
+ */
+ int glyph = glyph_at(x, y);
+
switch (gloc) {
default:
case GLOC_MONS: return (glyph_is_monster(glyph)
int *cnt_p;
int gloc;
{
- int x, y, pass, glyph, idx;
+ int x, y, pass, idx;
/*
* We always include the hero's location even if there is no monster
for (pass = 0; pass < 2; pass++) {
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
- /* TODO: if glyph is a pile glyph, convert to ordinary one
- * in order to keep tail/boulder/rock check simple.
- */
- glyph = glyph_at(x, y);
/* unlike '/M', this skips monsters revealed by
warning glyphs and remembered invisible ones */
if ((x == u.ux && y == u.uy)
- || gather_locs_glyphmatch(glyph, gloc)) {
+ || gather_locs_interesting(x,y, gloc)) {
if (!pass) {
++*cnt_p;
} else {