case ACT_ULTIMATE_RESIST:
{
- int v = randint1(25)+25;
+ time_effect v = randint1(25)+25;
(void)set_afraid(0);
(void)set_hero(v, FALSE);
(void)hp_player(10);
* @param mpe_mode 移動オプションフラグ
* @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
*/
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(position ny, position nx, u32b mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
extern bool py_attack(int y, int x, int mode);
extern bool pattern_seq(int c_y, int c_x, int n_y, int n_x);
extern bool player_can_enter(s16b feature, u16b mode);
-extern bool move_player_effect(int ny, int nx, u32b mpe_mode);
+extern bool move_player_effect(position ny, position nx, u32b mpe_mode);
extern bool trap_can_be_ignored(int feat);
extern void move_player(int dir, bool do_pickup, bool break_trap);
extern void run_step(int dir);
/* melee1.c */
/* melee2.c */
-extern bool make_attack_normal(int m_idx);
+extern bool make_attack_normal(idx m_idx);
extern void process_monsters(void);
extern int get_mproc_idx(int m_idx, int mproc_type);
extern void mproc_init(void);
* @param m_idx 打撃を行うモンスターのID
* @return 実際に攻撃処理を行った場合TRUEを返す
*/
-bool make_attack_normal(int m_idx)
+bool make_attack_normal(idx m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int ap_cnt;
obvious = TRUE;
/* Heal the monster */
- m_ptr->hp += heal;
+ m_ptr->hp += (hit_point)heal;
/* Redraw (later) if needed */
if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
{
if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
- int dam = damroll(2, 6);
+ hit_point dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
{
if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
{
- int dam = damroll(2, 6);
+ hit_point dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
{
if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
{
- int dam = damroll(2, 6);
+ hit_point dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
{
if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
{
- int dam = damroll(2, 6);
+ hit_point dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
{
if (!(r_ptr->flagsr & RFR_RES_ALL))
{
- int dam = damroll(2, 6);
+ hit_point dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
{
if (!(r_ptr->flagsr & RFR_RES_ALL))
{
- int dam = damroll(2, 6);
+ hit_point dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
{
- int dam = 1;
+ hit_point dam = 1;
object_type *o_armed_ptr = &inventory[INVEN_RARM];
if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
*/
void monspell_message(int m_idx, int t_idx, cptr msg1, cptr msg2, cptr msg3, int TARGET_TYPE)
{
- monspell_message_base(m_idx, t_idx, msg1, msg1, msg2, msg3, p_ptr->blind, TARGET_TYPE);
+ monspell_message_base(m_idx, t_idx, msg1, msg1, msg2, msg3, p_ptr->blind > 0, TARGET_TYPE);
}
/*!
*/
void simple_monspell_message(int m_idx, int t_idx, cptr msg1, cptr msg2, int TARGET_TYPE)
{
- monspell_message_base(m_idx, t_idx, msg1, msg2, msg1, msg2, p_ptr->blind, TARGET_TYPE);
+ monspell_message_base(m_idx, t_idx, msg1, msg2, msg1, msg2, p_ptr->blind > 0, TARGET_TYPE);
}
/*!
_("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
_("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
_("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- p_ptr->blind, TARGET_TYPE);
+ p_ptr->blind > 0, TARGET_TYPE);
/* Allow quick speed increases to base+10 */
if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
_("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
_("%^sが自分の傷に集中した。", "%^s concentrates on %s wounds."),
_("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
- p_ptr->blind, TARGET_TYPE);
+ p_ptr->blind > 0, TARGET_TYPE);
/* Heal some */
m_ptr->hp += (rlev * 6);
*/
int spell_RF6_SPECIAL_BANORLUPART(int m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
- int dummy_hp, dummy_maxhp, k;
+ monster_type *m_ptr = &m_list[m_idx];
+ hit_point dummy_hp, dummy_maxhp;
+ int k;
int dummy_y = m_ptr->fy;
int dummy_x = m_ptr->fx;
u32b mode = 0L;
* @brief 突然変異レイシャル上で口を使うよりを行った際に歌や呪術を停止する /
* @return なし
*/
-void mutation_stop_mouth()
+static void mutation_stop_mouth(void)
{
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
case MUT1_RESIST:
{
int num = lvl / 10;
- int dur = randint1(20) + 20;
+ time_effect dur = randint1(20) + 20;
if (randint0(5) < num)
{
s16b next_o_idx; /* Next object in stack (if any) */
- s16b held_m_idx; /* Monster holding us (if any) */
+ idx held_m_idx; /* Monster holding us (if any) */
};