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[Fix] #38997 前回マージ後の英語版ビルドエラーを修正. / Fixed English build error after previous merge.
[hengband/hengband.git] / src / monster-process.c
index e968a6a..138389d 100644 (file)
@@ -114,7 +114,7 @@ static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
                        }
 
                        /* Monster must be 'an enemy' */
-                       if (!are_enemies(m_ptr, t_ptr)) continue;
+                       if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
 
                        /* Monster must be projectable if we can't pass through walls */
                        if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
@@ -340,7 +340,7 @@ static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION
                if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
                {
                        if (cost == 0) continue;
-                       if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
+                       if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
                }
 
                /* Hack -- for kill or pass wall monster.. */
@@ -728,7 +728,7 @@ static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp
                        g_ptr = &floor_ptr->grid_array[y][x];
 
                        /* Skip locations in a wall */
-                       if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
+                       if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
 
                        /* Check for "availability" (if monsters can flow) */
                        if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
@@ -815,7 +815,7 @@ static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp
                        if (!in_bounds(floor_ptr, y, x)) continue;
 
                        /* Skip occupied locations */
-                       if (!monster_can_enter(y, x, r_ptr, 0)) continue;
+                       if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
 
                        /* Check for hidden, available grid */
                        if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
@@ -875,7 +875,7 @@ static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
 
                /* The monster must be an enemy, and in LOS */
                if (t_m_idx &&
-                       are_enemies(m_ptr, &floor_ptr->m_list[t_m_idx]) &&
+                       are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
                        los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
                        projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
                {
@@ -911,7 +911,7 @@ static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
                                g_ptr = &floor_ptr->grid_array[yy][xx];
 
                                /* Check grid */
-                               if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
+                               if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
                                {
                                        /* One more room grid */
                                        room++;
@@ -954,7 +954,7 @@ static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
                                if (!in_bounds2(floor_ptr, y2, x2)) continue;
 
                                /* Ignore filled grids */
-                               if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
+                               if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
 
                                /* Try to fill this hole */
                                break;
@@ -1262,7 +1262,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        msg_print("地面に落とされた。");
 #else
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
+                       monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
                        msg_format("You have fallen from %s.", m_name);
 #endif
                }
@@ -1445,7 +1445,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 
        /* Paranoia... no pet uniques outside wizard mode -- TY */
        if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
-               monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
+               monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
        {
                gets_angry = TRUE;
        }
@@ -1588,7 +1588,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
 
                        /* The monster must be an enemy, and projectable */
-                       if (t_m_idx && are_enemies(m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
+                       if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
                                projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
                        {
                                counterattack = TRUE;
@@ -1756,7 +1756,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                /* Access that grid */
                g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
                f_ptr = &f_info[g_ptr->feat];
-               can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
+               can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
 
                /* Access that grid's contents */
                y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
@@ -1803,7 +1803,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                }
 
                /* Handle doors and secret doors */
-               else if (is_closed_door(g_ptr->feat))
+               else if (is_closed_door(target_ptr, g_ptr->feat))
                {
                        bool may_bash = TRUE;
 
@@ -1872,7 +1872,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        if (did_open_door || did_bash_door)
                        {
                                /* Break down the door */
-                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
+                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
                                {
                                        cave_alter_feat(target_ptr, ny, nx, FF_BASH);
 
@@ -2023,7 +2023,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
                                (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
                                can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
-                               are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
+                               are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
                        {
                                if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
                                {
@@ -2055,7 +2055,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
                                (r_ptr->mexp > z_ptr->mexp) &&
                                can_cross && (g_ptr->m_idx != target_ptr->riding) &&
-                               monster_can_cross_terrain(target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
+                               monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
                        {
                                /* Allow movement */
                                do_move = TRUE;
@@ -2105,7 +2105,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 
                if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
                {
-                       if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+                       if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
                        {
                                /* Assume no move allowed */
                                do_move = FALSE;
@@ -2233,7 +2233,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        object_flags(o_ptr, flgs);
 
                        /* Acquire the object name */
-                       object_desc(o_name, o_ptr, 0);
+                       object_desc(target_ptr, o_name, o_ptr, 0);
                        monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
 
                        /* React to objects that hurt the monster */