} else {
ty = caster_ptr->y;
tx = caster_ptr->x;
- bool is_first_loop = TRUE;
+ bool is_first_loop = true;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
while (is_first_loop || g_ptr->o_idx_list.empty()) {
- is_first_loop = FALSE;
+ is_first_loop = false;
ty += ddy[dir];
tx += ddx[dir];
g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
POSITION ty, tx;
if (!target_set(caster_ptr, TARGET_KILL))
- return FALSE;
+ return false;
m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
if (!m_idx)
- return FALSE;
+ return false;
if (m_idx == caster_ptr->riding)
- return FALSE;
+ return false;
if (!player_has_los_bold(caster_ptr, target_row, target_col))
- return FALSE;
+ return false;
if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
- return FALSE;
+ return false;
m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
monster_desc(caster_ptr, m_name, m_ptr, 0);
health_track(caster_ptr, m_idx);
}
- return TRUE;
+ return true;
}