monster_race *r_ptr = &r_info[m_ptr->r_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- ARMOUR_CLASS ap_cnt;
- ARMOUR_CLASS ac;
- DEPTH rlev;
int pt;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- char temp[MAX_NLEN];
- bool blinked;
- bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
+ char temp[MAX_NLEN];
+ bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
POSITION y_saver = t_ptr->fy;
POSITION x_saver = t_ptr->fx;
- int effect_type;
+ int effect_type;
bool see_m = is_seen(m_ptr);
bool see_t = is_seen(t_ptr);
bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
bool do_silly_attack = (one_in_(2) && subject_ptr->image);
- /* Cannot attack self */
if (m_idx == t_idx) return FALSE;
-
- /* Not allowed to attack */
if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
-
if (d_info[subject_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return FALSE;
/* Total armor */
- ac = tr_ptr->ac;
+ ARMOUR_CLASS ac = tr_ptr->ac;
/* Extract the effective monster level */
- rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
monster_desc(subject_ptr, m_name, m_ptr, 0);
monster_desc(subject_ptr, t_name, t_ptr, 0);
/* Assume no blink */
- blinked = FALSE;
+ bool blinked = FALSE;
if (!see_either && known)
{
if (subject_ptr->riding && (m_idx == subject_ptr->riding)) disturb(subject_ptr, TRUE, TRUE);
/* Scan through all four blows */
- for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
+ for (ARMOUR_CLASS ap_cnt = 0; ap_cnt < 4; ap_cnt++)
{
bool obvious = FALSE;