* @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;
POSITION gx[1024], gy[1024];
- byte gm[32];
- int gm_rad = rad;
+ POSITION gm[32];
+ POSITION gm_rad = rad;
bool hit2 = FALSE;
bool hityou = FALSE;
* @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(IDX m_idx, IDX 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;
+ POSITION y = 0, x = 0;
int i, k;
- IDX t_idx = 0;
+ MONSTER_IDX t_idx = 0;
int thrown_spell;
int dam = 0;
int start;
/* 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;