* @param is_friend TRUEならば、プレイヤーを巻き込む時にブレスの判定をFALSEにする。
* @return ブレスを直接当てられるならばTRUEを返す
*/
-static bool breath_direct(int y1, int x1, int y2, int x2, int rad, int typ, bool is_friend)
+static bool breath_direct(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, EFFECT_ID typ, bool is_friend)
{
/* Must be the same as projectable() */
int i;
/* Initial grid */
- int y = y1;
- int x = x1;
+ POSITION y = y1;
+ POSITION x = x1;
int grid_n = 0;
u16b grid_g[512];
int grids = 0;
- byte gx[1024], gy[1024];
- byte gm[32];
- int gm_rad = rad;
+ POSITION gx[1024], gy[1024];
+ POSITION gm[32];
+ POSITION gm_rad = rad;
bool hit2 = FALSE;
bool hityou = FALSE;
- int flg;
+ BIT_FLAGS flg;
switch (typ)
{
* @param flg 判定のフラグ配列
* @return なし
*/
-void get_project_point(int sy, int sx, int *ty, int *tx, int flg)
+void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
{
u16b path_g[128];
int path_n, i;
* @param t_idx 目標のモンスターID
* @return 魔力消去を使うべきならばTRUEを変えす。
*/
-static bool dispel_check_monster(int m_idx, int t_idx)
+static bool dispel_check_monster(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
monster_type *t_ptr = &m_list[t_idx];
* @details
* The player is only disturbed if able to be affected by the spell.
*/
-bool monst_spell_monst(idx m_idx)
+bool monst_spell_monst(MONSTER_IDX m_idx)
{
- int y = 0, x = 0;
- int i, k, t_idx = 0;
+ POSITION y = 0, x = 0;
+ int i, k;
+ MONSTER_IDX target_idx = 0;
int thrown_spell;
- int dam = 0;
+ HIT_POINT dam = 0;
int start;
int plus = 1;
byte spell[96], num = 0;
- char m_name[160];
- char t_name[160];
+ GAME_TEXT m_name[160];
+ GAME_TEXT t_name[160];
#ifndef JP
char m_poss[160];
monster_type *t_ptr = NULL;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *tr_ptr = NULL;
u32b f4, f5, f6;
bool see_m = is_seen(m_ptr);
bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
- bool see_t;
- bool see_either;
bool pet = is_pet(m_ptr);
bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
/* Target is given for pet? */
if (pet_t_m_idx && pet)
{
- t_idx = pet_t_m_idx;
- t_ptr = &m_list[t_idx];
+ target_idx = pet_t_m_idx;
+ t_ptr = &m_list[target_idx];
/* Cancel if not projectable (for now) */
- if ((m_idx == t_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if ((m_idx == target_idx) || !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
{
- t_idx = 0;
+ target_idx = 0;
}
}
/* Is there counter attack target? */
- if (!t_idx && m_ptr->target_y)
+ if (!target_idx && m_ptr->target_y)
{
- t_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
+ target_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
- if (t_idx)
+ if (target_idx)
{
- t_ptr = &m_list[t_idx];
+ t_ptr = &m_list[target_idx];
/* Cancel if neither enemy nor a given target */
- if ((m_idx == t_idx) ||
- ((t_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
+ if ((m_idx == target_idx) ||
+ ((target_idx != pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
{
- t_idx = 0;
+ target_idx = 0;
}
/* Allow only summoning etc.. if not projectable */
}
/* Look for enemies normally */
- if (!t_idx)
+ if (!target_idx)
{
bool success = FALSE;
/* Scan thru all monsters */
for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
{
- int dummy = (i % m_max);
+ MONSTER_IDX dummy = (i % m_max);
if (!dummy) continue;
- t_idx = dummy;
- t_ptr = &m_list[t_idx];
+ target_idx = dummy;
+ t_ptr = &m_list[target_idx];
/* Skip dead monsters */
if (!t_ptr->r_idx) continue;
/* Monster must be 'an enemy' */
- if ((m_idx == t_idx) || !are_enemies(m_ptr, t_ptr)) continue;
+ if ((m_idx == target_idx) || !are_enemies(m_ptr, t_ptr)) continue;
/* Monster must be projectable */
if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
/* OK -- we've got a target */
y = t_ptr->fy;
x = t_ptr->fx;
- tr_ptr = &r_info[t_ptr->r_idx];
/* Forget old counter attack target */
reset_target(m_ptr);
(f5 & RF5_BALL_MASK) ||
(f6 & RF6_BALL_MASK))
{
- int real_y = y;
- int real_x = x;
+ POSITION real_y = y;
+ POSITION real_x = x;
get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);
if (f4 & RF4_ROCKET)
{
- int real_y = y;
- int real_x = x;
+ POSITION real_y = y;
+ POSITION real_x = x;
get_project_point(m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
if (projectable(real_y, real_x, p_ptr->y, p_ptr->x) && (distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 2))
f4 &= ~(RF4_ROCKET);
}
- if (((f4 & RF4_BEAM_MASK) ||
- (f5 & RF5_BEAM_MASK) ||
- (f6 & RF6_BEAM_MASK)) &&
+ if (((f4 & RF4_BEAM_MASK) || (f5 & RF5_BEAM_MASK) || (f6 & RF6_BEAM_MASK)) &&
!direct_beam(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
{
f4 &= ~(RF4_BEAM_MASK);
f6 &= ~(RF6_BEAM_MASK);
}
- if ((f4 & RF4_BREATH_MASK) ||
- (f5 & RF5_BREATH_MASK) ||
- (f6 & RF6_BREATH_MASK))
+ if ((f4 & RF4_BREATH_MASK) || (f5 & RF5_BREATH_MASK) || (f6 & RF6_BREATH_MASK))
{
/* Expected breath radius */
- int rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
+ POSITION rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
if (!breath_direct(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
{
}
/* Dispel magic */
- if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, t_idx))
+ if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, target_idx))
{
/* Remove dispel spell */
f4 &= ~(RF4_DISPEL);
}
/* Hack -- decline "teleport level" in some case */
- if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((t_idx == p_ptr->riding) ? 0 : t_idx))
+ if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((target_idx == p_ptr->riding) ? 0 : target_idx))
{
f6 &= ~(RF6_TELE_LEVEL);
}
/* Choose a spell to cast */
thrown_spell = spell[randint0(num)];
- see_t = is_seen(t_ptr);
- see_either = (see_m || see_t);
-
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
+ if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
/* Check for spell failure (inate attacks never fail) */
if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
{
- disturb(1, 1);
- /* Message */
+ disturb(TRUE, TRUE);
if (see_m) msg_format(_("%^sは呪文を唱えようとしたが失敗した。",
"%^s tries to cast a spell, but fails."), m_name);
can_remember = is_original_ap_and_seen(m_ptr);
- dam = monspell_to_monster(thrown_spell, y, x, m_idx, t_idx);
- if (dam < 0)return FALSE;
+ dam = monspell_to_monster(thrown_spell, y, x, m_idx, target_idx);
+ if (dam < 0) return FALSE;
if (m_ptr->ml && maneable && !world_monster && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
{