* XXX XXX XXX Perhaps we should affect doors?
* </pre>
*/
-static bool project_f(int who, int r, int y, int x, int dam, int typ)
+static bool project_f(int who, int r, int y, int x, HIT_POINT dam, int typ)
{
cave_type *c_ptr = &cave[y][x];
feature_type *f_ptr = &f_info[c_ptr->feat];
bool obvious = FALSE;
bool known = player_has_los_bold(y, x);
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
- int k_idx = 0;
+ KIND_OBJECT_IDX k_idx = 0;
bool is_potion = FALSE;
/*
* Find the distance from (x, y) to a line.
*/
-int dist_to_line(int y, int x, int y1, int x1, int y2, int x2)
+POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
/* Vector from (x, y) to (x1, y1) */
- int py = y1 - y;
- int px = x1 - x;
+ POSITION py = y1 - y;
+ POSITION px = x1 - x;
/* Normal vector */
- int ny = x2 - x1;
- int nx = y1 - y2;
+ POSITION ny = x2 - x1;
+ POSITION nx = y1 - y2;
- /* Length of N */
- int pd = distance(y1, x1, y, x);
- int nd = distance(y1, x1, y2, x2);
+ /* Length of N */
+ POSITION pd = distance(y1, x1, y, x);
+ POSITION nd = distance(y1, x1, y2, x2);
if (pd > nd) return distance(y, x, y2, x2);
/* Component of P on N */
nd = ((nd) ? ((py * ny + px * nx) / nd) : 0);
- /* Absolute value */
- return((nd >= 0) ? nd : 0 - nd);
+ /* Absolute value */
+ return((nd >= 0) ? nd : 0 - nd);
}
/*
* breath shape
*/
-void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ)
+void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int typ)
{
POSITION by = y1;
POSITION bx = x1;
* and "update_view()" and "update_monsters()" need to be called.
* </pre>
*/
-bool project(int who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell)
+bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell)
{
int i, t, dist;
* @param dam ダメージ量
* @return 効果があったらTRUEを返す
*/
-bool binding_field( int dam )
+bool binding_field( HIT_POINT dam )
{
int mirror_x[10],mirror_y[10]; /* 鏡はもっと少ない */
int mirror_num=0; /* 鏡の数 */
* @param dam ダメージ量
* @return 効果があったらTRUEを返す
*/
-void seal_of_mirror( int dam )
+void seal_of_mirror( HIT_POINT dam )
{
int x,y;