int num = 0, bonus, chance, vir;
HIT_POINT k;
- grid_type *c_ptr = &grid_array[y][x];
+ grid_type *g_ptr = &grid_array[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = &m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Access the weapon */
}
/* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
{
if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
{
- if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
+ if (set_monster_stunned(g_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
{
msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
}
}
/* Apply stun */
- (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
+ (void)set_monster_stunned(g_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
}
else
{
drain_result = m_ptr->hp;
/* Damage, check for fear and death */
- if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
+ if (mon_take_hit(g_ptr->m_idx, k, fear, NULL))
{
*mdeath = TRUE;
if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
else
{
msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
- (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
+ (void)set_monster_confused(g_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
}
}
if (!resists_tele)
{
msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
- teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
+ teleport_away(g_ptr->m_idx, 50, TELEPORT_PASSIVE);
num = num_blow + 1; /* Can't hit it anymore! */
*mdeath = TRUE;
}
}
/* Hack -- Get new monster */
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = &m_list[g_ptr->m_idx];
/* Oops, we need a different name... */
monster_desc(m_name, m_ptr, 0);
}
else if (o_ptr->name1 == ART_G_HAMMER)
{
- monster_type *target_ptr = &m_list[c_ptr->m_idx];
+ monster_type *target_ptr = &m_list[g_ptr->m_idx];
if (target_ptr->hold_o_idx)
{
bool mdeath = FALSE;
bool stormbringer = FALSE;
- grid_type *c_ptr = &grid_array[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ grid_type *g_ptr = &grid_array[y][x];
+ monster_type *m_ptr = &m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Track a new monster */
- health_track(c_ptr->m_idx);
+ health_track(g_ptr->m_idx);
}
if ((r_ptr->flags1 & RF1_FEMALE) &&
msg_format(_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
/* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
return FALSE;
}
}
}
- riding_t_m_idx = c_ptr->m_idx;
+ riding_t_m_idx = g_ptr->m_idx;
if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
if (!mdeath)
{
if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
+ natural_attack(g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
}
/* Hack -- delay fear messages */