* @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];
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;
int i, k;
MONSTER_IDX t_idx = 0;
int thrown_spell;
- int dam = 0;
+ HIT_POINT dam = 0;
int start;
int plus = 1;