extern bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
extern bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
extern bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
-extern bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev);
+extern bool fire_blast(EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
extern void call_chaos(void);
extern bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
extern bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
*/
bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
{
- int i, t;
+ DIRECTION i;
+ int t;
POSITION y, x, yy, xx, dy, dx;
int damage = 0;
int sn = 0;
static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
{
int i;
-
POSITION y, x;
-
int len = 0;
int blen = 0;
*/
bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- int tx, ty;
-
+ POSITION tx, ty;
BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
/* Use the given direction */
*/
bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- int tx, ty;
-
+ POSITION tx, ty;
BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
/* Use the given direction */
*/
bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
{
- int ly, lx, ld;
- int ty, tx, y, x;
+ POSITION ly, lx;
+ int ld;
+ POSITION ty, tx, y, x;
int i;
BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
/*!
* @brief 死者復活処理(起点より周囲5マス)
- * @param who è¡\93è\80\85ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID(0ã\81ªã\82\89ã\81°ã\83\97ã\83¬ã\82¤ã\82\84ー)
+ * @param who è¡\93è\80\85ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID(0ã\81ªã\82\89ã\81°ã\83\97ã\83¬ã\82¤ã\83¤ー)
* @param y 起点Y座標
* @param x 起点X座標
* @return 作用が実際にあった場合TRUEを返す