msa_ptr->ability_flags.reset(RF_ABILITY_NOMAGIC_MASK);
}
-static void check_mspell_stupid(player_type *player_ptr, msa_type *msa_ptr)
+static void check_mspell_stupid(PlayerType *player_ptr, msa_type *msa_ptr)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
msa_ptr->in_no_magic_dungeon = d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_MAGIC) && floor_ptr->dun_level
msa_ptr->ability_flags &= RF_ABILITY_NOMAGIC_MASK;
}
-static void check_mspell_smart(player_type *player_ptr, msa_type *msa_ptr)
+static void check_mspell_smart(PlayerType *player_ptr, msa_type *msa_ptr)
{
if ((msa_ptr->r_ptr->flags2 & RF2_SMART) == 0)
return;
}
}
-static void check_mspell_arena(player_type *player_ptr, msa_type *msa_ptr)
+static void check_mspell_arena(PlayerType *player_ptr, msa_type *msa_ptr)
{
if (!player_ptr->current_floor_ptr->inside_arena && !player_ptr->phase_out)
return;
msa_ptr->ability_flags.reset(MonsterAbilityType::SPECIAL);
}
-static bool check_mspell_non_stupid(player_type *player_ptr, msa_type *msa_ptr)
+static bool check_mspell_non_stupid(PlayerType *player_ptr, msa_type *msa_ptr)
{
if ((msa_ptr->r_ptr->flags2 & RF2_STUPID) != 0)
return true;
EnumClassFlagGroup<MonsterAbilityType>::get_flags(msa_ptr->ability_flags, std::back_inserter(msa_ptr->mspells));
}
-static void describe_mspell_monster(player_type *player_ptr, msa_type *msa_ptr)
+static void describe_mspell_monster(PlayerType *player_ptr, msa_type *msa_ptr)
{
monster_desc(player_ptr, msa_ptr->m_name, msa_ptr->m_ptr, 0x00);
#endif
}
-static bool switch_do_spell(player_type *player_ptr, msa_type *msa_ptr)
+static bool switch_do_spell(PlayerType *player_ptr, msa_type *msa_ptr)
{
switch (msa_ptr->do_spell) {
case DO_SPELL_NONE: {
}
}
-static bool check_mspell_continuation(player_type *player_ptr, msa_type *msa_ptr)
+static bool check_mspell_continuation(PlayerType *player_ptr, msa_type *msa_ptr)
{
if (msa_ptr->ability_flags.none())
return false;
return true;
}
-static bool check_mspell_unexploded(player_type *player_ptr, msa_type *msa_ptr)
+static bool check_mspell_unexploded(PlayerType *player_ptr, msa_type *msa_ptr)
{
PERCENTAGE fail_rate = 25 - (msa_ptr->rlev + 3) / 4;
if (msa_ptr->r_ptr->flags2 & RF2_STUPID)
*
* ターゲット (msa_ptr->y, msa_ptr->x) は設定済みとする。
*/
-static bool check_thrown_mspell(player_type *player_ptr, msa_type *msa_ptr)
+static bool check_thrown_mspell(PlayerType *player_ptr, msa_type *msa_ptr)
{
// プレイヤーがモンスターを正しく視認できていれば思い出に残る。
// FIXME: ここで処理するのはおかしいような?
}
}
-static void check_mspell_imitation(player_type *player_ptr, msa_type *msa_ptr)
+static void check_mspell_imitation(PlayerType *player_ptr, msa_type *msa_ptr)
{
bool seen = (!player_ptr->blind && msa_ptr->m_ptr->ml);
bool can_imitate = player_has_los_bold(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx);
* @param m_idx モンスター構造体配列のID
* @return 実際に特殊技能を利用したらTRUEを返す
*/
-bool make_attack_spell(player_type *player_ptr, MONSTER_IDX m_idx)
+bool make_attack_spell(PlayerType *player_ptr, MONSTER_IDX m_idx)
{
msa_type tmp_msa;
msa_type *msa_ptr = initialize_msa_type(player_ptr, &tmp_msa, m_idx);