extern bool dispel_demons(HIT_POINT dam);
extern bool crusade(void);
extern bool turn_undead(void);
-extern bool destroy_area(int y1, int x1, int r, bool in_generate);
-extern bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx);
-extern bool earthquake(int cy, int cx, int r);
+extern bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate);
+extern bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx);
+extern bool earthquake(POSITION cy, POSITION cx, POSITION r);
extern void lite_room(int y1, int x1);
extern void unlite_room(int y1, int x1);
extern bool lite_area(HIT_POINT dam, int rad);
* "earthquake" by using the "full" to select "destruction".
* </pre>
*/
-bool destroy_area(int y1, int x1, int r, bool in_generate)
+bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
{
- int y, x, k, t;
+ POSITION y, x;
+ int k, t;
cave_type *c_ptr;
bool flag = FALSE;
* This has allowed massive simplification of the "monster" code.
* </pre>
*/
-bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx)
+bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
{
- int i, t, y, x, yy, xx, dy, dx;
+ int i, t;
+ POSITION y, x, yy, xx, dy, dx;
int damage = 0;
int sn = 0;
POSITION sy = 0, sx = 0;
* @param cx 中心X座標
* @param r 効果半径
*/
-bool earthquake(int cy, int cx, int r)
+bool earthquake(POSITION cy, POSITION cx, POSITION r)
{
return earthquake_aux(cy, cx, r, 0);
}