/* spells1.c */
extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ);
+extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int typ);
extern int take_hit(int damage_type, HIT_POINT damage, cptr kb_str, int monspell);
extern u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, int typ);
extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int flg);
extern int dist_to_line(int y, int x, int y1, int x1, int y2, int x2);
-extern bool project(int who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
+extern bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell);
extern int project_length;
extern bool binding_field(int dam);
extern void seal_of_mirror(int dam);
extern bool glyph_creation(void);
extern bool destroy_doors_touch(void);
extern bool disarm_traps_touch(void);
-extern bool animate_dead(int who, int y, int x);
+extern bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x);
extern bool sleep_monsters_touch(void);
extern bool activate_ty_curse(bool stop_ty, int *count);
extern int activate_hi_summon(POSITION y, POSITION x, bool can_pet);
extern bool recharge(int num);
extern bool bless_weapon(void);
extern bool pulish_shield(void);
-extern bool potion_smash_effect(int who, POSITION y, POSITION x, int k_idx);
+extern bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx);
extern void display_spell_list(void);
extern s16b experience_of_spell(int spell, int realm);
extern int mod_need_mana(int need_mana, int spell, int realm);
/*
* breath shape
*/
-void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ)
+void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int typ)
{
POSITION by = y1;
POSITION bx = x1;
* and "update_view()" and "update_monsters()" need to be called.
* </pre>
*/
-bool project(int who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell)
+bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, int monspell)
{
int i, t, dist;
{
u16b info; /* Hack -- cave flags */
- IDX feat; /* Hack -- feature type */
- IDX o_idx; /* Object in this grid */
+ FEAT_IDX feat; /* Hack -- feature type */
+ OBJECT_IDX o_idx; /* Object in this grid */
MONSTER_IDX m_idx; /* Monster in this grid */
s16b special; /* Special cave info */
- s16b mimic; /* Feature to mimic */
+ FEAT_IDX mimic; /* Feature to mimic */
byte cost; /* Hack -- cost of flowing */
byte dist; /* Hack -- distance from player */
struct object_type
{
- IDX k_idx; /* Kind index (zero if "dead") */
+ KIND_OBJECT_IDX k_idx; /* Kind index (zero if "dead") */
POSITION iy; /* Y-position on map, or zero */
POSITION ix; /* X-position on map, or zero */