* @param is_friend TRUEならば、プレイヤーを巻き込む時にブレスの判定をFALSEにする。
* @return ブレスを直接当てられるならばTRUEを返す
*/
-static bool breath_direct(int y1, int x1, int y2, int x2, int rad, int typ, bool is_friend)
+static bool breath_direct(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, int typ, bool is_friend)
{
/* Must be the same as projectable() */
int i;
/* Initial grid */
- int y = y1;
- int x = x1;
+ POSITION y = y1;
+ POSITION x = x1;
int grid_n = 0;
u16b grid_g[512];
int grids = 0;
- byte gx[1024], gy[1024];
- byte gm[32];
- int gm_rad = rad;
+ POSITION gx[1024], gy[1024];
+ POSITION gm[32];
+ POSITION gm_rad = rad;
bool hit2 = FALSE;
bool hityou = FALSE;
- int flg;
+ BIT_FLAGS flg;
switch (typ)
{
* @param flg 判定のフラグ配列
* @return なし
*/
-void get_project_point(int sy, int sx, int *ty, int *tx, int flg)
+void get_project_point(int sy, int sx, int *ty, int *tx, BIT_FLAGS flg)
{
u16b path_g[128];
int path_n, i;
* @param t_idx 目標のモンスターID
* @return 魔力消去を使うべきならばTRUEを変えす。
*/
-static bool dispel_check_monster(int m_idx, int t_idx)
+static bool dispel_check_monster(MONSTER_IDX m_idx, IDX t_idx)
{
monster_type *t_ptr = &m_list[t_idx];
* @details
* The player is only disturbed if able to be affected by the spell.
*/
-bool monst_spell_monst(idx m_idx)
+bool monst_spell_monst(MONSTER_IDX m_idx)
{
- int y = 0, x = 0;
- int i, k, t_idx = 0;
+ POSITION y = 0, x = 0;
+ int i, k;
+ MONSTER_IDX t_idx = 0;
int thrown_spell;
- int dam = 0;
+ HIT_POINT dam = 0;
int start;
int plus = 1;
monster_type *t_ptr = NULL;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *tr_ptr = NULL;
u32b f4, f5, f6;
bool see_m = is_seen(m_ptr);
bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
- bool see_t;
- bool see_either;
bool pet = is_pet(m_ptr);
bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
/* Scan thru all monsters */
for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
{
- int dummy = (i % m_max);
+ MONSTER_IDX dummy = (i % m_max);
if (!dummy) continue;
t_idx = dummy;
/* OK -- we've got a target */
y = t_ptr->fy;
x = t_ptr->fx;
- tr_ptr = &r_info[t_ptr->r_idx];
/* Forget old counter attack target */
reset_target(m_ptr);
/* Choose a spell to cast */
thrown_spell = spell[randint0(num)];
- see_t = is_seen(t_ptr);
- see_either = (see_m || see_t);
-
if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
/* Check for spell failure (inate attacks never fail) */