* and which also do at least 20 damage, or, sometimes, N damage.
* This is used only to determine "cuts" and "stuns".
*/
-static int monster_critical(int dice, int sides, int dam)
+static int monster_critical(int dice, int sides, HIT_POINT dam)
{
int max = 0;
int total = dice * sides;
* @param m_idx 打撃を行うモンスターのID
* @return 実際に攻撃処理を行った場合TRUEを返す
*/
-bool make_attack_normal(IDX m_idx)
+bool make_attack_normal(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool touched = FALSE, fear = FALSE, alive = TRUE;
bool explode = FALSE;
bool do_silly_attack = (one_in_(2) && p_ptr->image);
- int get_damage = 0;
+ HIT_POINT get_damage = 0;
int abbreviate = 0;
/* Not allowed to attack */
{
bool obvious = FALSE;
- int power = 0;
- int damage = 0;
+ HIT_POINT power = 0;
+ HIT_POINT damage = 0;
cptr act = NULL;
else /* monster does not dead */
{
int j;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
int typ[4][2] = {
{ INVEN_HEAD, GF_OLD_CONF },
{ INVEN_LARM, GF_OLD_SLEEP },