#include "wizard/wizard-messages.h"
#include "world/world.h"
-static bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
+static bool is_friendly_idx(PlayerType *player_ptr, MONSTER_IDX m_idx)
{
return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);
}
* @return 対象にできるならtrueを返す
* @todo グローバル変数対策の上 monster_hook.cへ移す。
*/
-static bool monster_hook_tanuki(player_type *player_ptr, MONRACE_IDX r_idx)
+static bool monster_hook_tanuki(PlayerType *player_ptr, MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
bool unselectable = any_bits(r_ptr->flags1, RF1_UNIQUE);
* @param r_idx モンスター種族ID
* @return モンスター種族の表層ID
*/
-static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
+static MONRACE_IDX initial_r_appearance(PlayerType *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (is_chargeman(player_ptr) && any_bits(generate_mode, PM_JURAL) && none_bits(generate_mode, PM_MULTIPLY | PM_KAGE))
* @param r_idx 生成モンスター種族
* @return ユニークの生成が不可能な条件ならFALSE、それ以外はTRUE
*/
-static bool check_unique_placeable(player_type *player_ptr, MONRACE_IDX r_idx)
+static bool check_unique_placeable(PlayerType *player_ptr, MONRACE_IDX r_idx)
{
if (player_ptr->phase_out)
return true;
* @param r_idx 生成モンスター種族
* @return 生成が可能ならTRUE、不可能ならFALSE
*/
-static bool check_quest_placeable(player_type *player_ptr, MONRACE_IDX r_idx)
+static bool check_quest_placeable(PlayerType *player_ptr, MONRACE_IDX r_idx)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (quest_number(player_ptr, floor_ptr->dun_level) == 0)
* @param x 生成位置x座標
* @return 生成が可能ならTRUE、不可能ならFALSE
*/
-static bool check_procection_rune(player_type *player_ptr, MONRACE_IDX r_idx, POSITION y, POSITION x)
+static bool check_procection_rune(PlayerType *player_ptr, MONRACE_IDX r_idx, POSITION y, POSITION x)
{
grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
if (!g_ptr->is_rune_protection())
return true;
}
-static void warn_unique_generation(player_type *player_ptr, MONRACE_IDX r_idx)
+static void warn_unique_generation(PlayerType *player_ptr, MONRACE_IDX r_idx)
{
if (!player_ptr->warning || !w_ptr->character_dungeon)
return;
* @param mode 生成オプション
* @return 成功したらtrue
*/
-bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+bool place_monster_one(PlayerType *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];