static void decide_summon_kin_caster(
PlayerType *player_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type, concptr m_name, concptr m_poss, const bool known)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
bool see_either = see_monster(player_ptr, m_idx) || see_monster(player_ptr, t_idx);
bool mon_to_mon = target_type == MONSTER_TO_MONSTER;
*/
MonsterSpellResult spell_RF6_S_KIN(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN], m_poss[80];
*/
MonsterSpellResult spell_RF6_S_CYBER(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
*/
MonsterSpellResult spell_RF6_S_MONSTER(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_MONSTERS(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_ANT(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_SPIDER(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_HOUND(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_HYDRA(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_ANGEL(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool see_either = see_monster(player_ptr, m_idx) || see_monster(player_ptr, t_idx);
*/
MonsterSpellResult spell_RF6_S_DEMON(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool see_either = see_monster(player_ptr, m_idx) || see_monster(player_ptr, t_idx);
*/
MonsterSpellResult spell_RF6_S_UNDEAD(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool see_either = see_monster(player_ptr, m_idx) || see_monster(player_ptr, t_idx);
*/
MonsterSpellResult spell_RF6_S_DRAGON(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_HI_UNDEAD(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
*/
MonsterSpellResult spell_RF6_S_HI_DRAGON(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_AMBERITES(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
*/
MonsterSpellResult spell_RF6_S_UNIQUE(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);