* @param f6p モンスター魔法のフラグリスト3
* @return なし
*/
-static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
+static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
* @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
* @return なし
*/
-void bolt(int m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
+void bolt(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
{
- int flg;
+ BIT_FLAGS flg = 0;
bool learnable = spell_learnable(m_idx);
switch (target_type)
* @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
* @return なし
*/
-void beam(int m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
+void beam(MONSTER_IDX m_idx, int y, int x, int typ, int dam_hp, int monspell, int target_type)
{
- int flg;
+ BIT_FLAGS flg = 0;
bool learnable = spell_learnable(m_idx);
switch (target_type)
* @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
* @return なし
*/
-void breath(int y, int x, int m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type)
+void breath(int y, int x, MONSTER_IDX m_idx, int typ, int dam_hp, int rad, bool breath, int monspell, int target_type)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool learnable = spell_learnable(m_idx);
- int flg;
+ BIT_FLAGS flg = 0x00;
switch (target_type)
{
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Extra, biased saving throw for blessed items */
- if (have_flag(oflgs, TR_BLESSED) && (randint1(888) > chance))
+ if (have_flag(oflgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%sは呪いを跳ね返した!", o_name,
+ msg_format("祝福された%sは呪いを跳ね返した!", o_name,
#else
- msg_format("Your %s resist%s cursing!", o_name,
+ msg_format("Your blessed %s resist%s cursing!", o_name,
#endif
((o_ptr->number > 1) ? "" : "s"));
* @param m_idx モンスターの構造体配列ID
* @return 魔力消去をかけるべきならTRUEを返す。
*/
-bool dispel_check(int m_idx)
+bool dispel_check(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
*\n
* This function may well be an efficiency bottleneck.\n
*/
-static int choose_attack_spell(int m_idx, byte spells[], byte num)
+static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
}
/* Player is close and we have attack spells, blink away */
- if ((distance(py, px, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->flags6 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
+ if ((distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->a_ability_flags2 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
{
/* Choose tactical spell */
if (tactic_num) return (tactic[randint0(tactic_num)]);
* @param spell 判定対象のID
* @return 非魔術的な特殊技能ならばTRUEを返す。
*/
-bool spell_is_inate(u16b spell)
+bool spell_is_inate(SPELL_IDX spell)
{
if (spell < 32 * 4) /* Set RF4 */
{
* @param path_check 射線を判定するための関数ポインタ
* @return 有効な座標があった場合TRUEを返す
*/
-static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
- int f_flag, bool (*path_check)(int, int, int, int))
+static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
+ int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
{
int i;
int tonari;
{-1, 0, 1, -1, 1, -1, 0, 1},
{ 1, 0, -1, 1, -1, 1, 0, -1}};
- if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
- else if (m_ptr->fy < py) tonari = 1;
- else if (m_ptr->fx < px) tonari = 2;
+ if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
+ else if (m_ptr->fy < p_ptr->y) tonari = 1;
+ else if (m_ptr->fx < p_ptr->x) tonari = 2;
else tonari = 3;
for (i = 0; i < 8; i++)
* Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
* any spell attacks until the player has had a single chance to move.\n
*/
-bool make_attack_spell(int m_idx)
+bool make_attack_spell(MONSTER_IDX m_idx)
{
- int k, thrown_spell = 0, rlev, failrate;
+ int k;
+ SPELL_IDX thrown_spell = 0;
+ DEPTH rlev;
+ PERCENTAGE failrate;
byte spell[96], num = 0;
- u32b f4, f5, f6;
+ BIT_FLAGS f4, f5, f6;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
bool no_inate = FALSE;
bool do_spell = DO_SPELL_NONE;
int dam = 0;
- int rad = 0; //For elemental spells
/* Target location */
- int x = px;
- int y = py;
+ POSITION x = p_ptr->x;
+ POSITION y = p_ptr->y;
/* Target location for lite breath */
- int x_br_lite = 0;
- int y_br_lite = 0;
-
- /* Summon count */
- int count = 0;
+ POSITION x_br_lite = 0;
+ POSITION y_br_lite = 0;
/* Extract the "see-able-ness" */
bool seen = (!p_ptr->blind && m_ptr->ml);
/* Extract the racial spell flags */
f4 = r_ptr->flags4;
- f5 = r_ptr->flags5;
- f6 = r_ptr->flags6;
+ f5 = r_ptr->a_ability_flags1;
+ f6 = r_ptr->a_ability_flags2;
/*** require projectable player ***/
if (((f4 & RF4_BOLT_MASK) ||
(f5 & RF5_BOLT_MASK) ||
(f6 & RF6_BOLT_MASK)) &&
- !clean_shot(m_ptr->fy, m_ptr->fx, py, px, FALSE))
+ !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
{
/* Remove spells that will only hurt friends */
f4 &= ~(RF4_BOLT_MASK);