extern bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need);
extern void process_monsters_mtimed(int mtimed_idx);
extern void dispel_monster_status(MONSTER_IDX m_idx);
-extern u32b get_curse(int power, object_type *o_ptr);
-extern void curse_equipment(int chance, int heavy_chance);
+extern BIT_FLAGS get_curse(int power, object_type *o_ptr);
+extern void curse_equipment(PERCENTAGE chance, PERCENTAGE heavy_chance);
extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who);
extern bool process_the_world(int num, MONSTER_IDX who, bool vs_player);
extern void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx);
extern bool do_cmd_mane(bool baigaesi);
/* mspells1.c */
-extern bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend);
-extern bool summon_possible(int y1, int x1);
+extern bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
+extern bool summon_possible(POSITION y1, POSITION x1);
extern bool raise_possible(monster_type *m_ptr);
extern bool dispel_check(MONSTER_IDX m_idx);
extern bool spell_is_inate(SPELL_IDX spell);
* @param x1 判定を行いたいマスのX座標
* @return 召還に相応しいならばTRUEを返す
*/
-bool summon_possible(int y1, int x1)
+bool summon_possible(POSITION y1, POSITION x1)
{
- int y, x;
+ POSITION y, x;
/* Start at the player's location, and check 2 grids in each dir */
for (y = y1 - 2; y <= y1 + 2; y++)
* no equally friendly monster is\n
* between the attacker and target.\n
*/
-bool clean_shot(int y1, int x1, int y2, int x2, bool is_friend)
+bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
{
/* Must be the same as projectable() */
- int i, y, x;
+ int i;
+ POSITION y, x;
int grid_n = 0;
u16b grid_g[512];
}
/*!
- * @brief ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\81®ã\83\9cã\83¼ã\83«å\9e\8bï¼\86ã\83\96ã\83¬ã\82¹å\9e\8bé\94æ³\95å\87¦ç\90\86 /
+ * @brief ã\82¢ã\82¤ã\83\86ã\83 ã\81«ä»\98å\8a ã\81\95ã\82\8cã\82\8bå\8f¯è\83½æ\80§ã\81®ã\81\82ã\82\8bå\91ªã\81\84ã\82\92æ\8c\87å®\9aã\81\99ã\82\8bã\80\82
* @param power 呪いの段階
* @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ
* @return 与える呪いのID
*/
-u32b get_curse(int power, object_type *o_ptr)
+BIT_FLAGS get_curse(int power, object_type *o_ptr)
{
- u32b new_curse;
+ BIT_FLAGS new_curse;
while(1)
{
}
/*!
- * @brief 装備への呪い付加判定と付加処理 /
+ * @brief 装備への呪い付加判定と付加処理
* @param chance 呪いの基本確率
- * @param heavy_chance 重い呪いを選択肢に入れるか否か。
+ * @param heavy_chance さらに重い呪いとなる確率
* @return なし
*/
-void curse_equipment(int chance, int heavy_chance)
+void curse_equipment(PERCENTAGE chance, PERCENTAGE heavy_chance)
{
bool changed = FALSE;
int curse_power = 0;