#include "world.h"
#include "view-mainwindow.h"
-/*!
- * @brief モンスターが敵対モンスターにビームを当てること可能かを判定する /
- * Determine if a beam spell will hit the target.
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param y1 始点のY座標
- * @param x1 始点のX座標
- * @param y2 目標のY座標
- * @param x2 目標のX座標
- * @param m_ptr 使用するモンスターの構造体参照ポインタ
- * @return ビームが到達可能ならばTRUEを返す
- */
+ /*!
+ * @brief モンスターが敵対モンスターにビームを当てること可能かを判定する /
+ * Determine if a beam spell will hit the target.
+ * @param target_ptr プレーヤーへの参照ポインタ
+ * @param y1 始点のY座標
+ * @param x1 始点のX座標
+ * @param y2 目標のY座標
+ * @param x2 目標のX座標
+ * @param m_ptr 使用するモンスターの構造体参照ポインタ
+ * @return ビームが到達可能ならばTRUEを返す
+ */
static bool direct_beam(player_type *target_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, monster_type *m_ptr)
{
/* Check the projection path */
floor_type *floor_ptr = target_ptr->current_floor_ptr;
u16b grid_g[512];
- int grid_n = project_path(floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
+ int grid_n = project_path(target_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
/* No grid is ever projectable from itself */
if (!grid_n) return FALSE;
if (y == y2 && x == x2)
hit2 = TRUE;
else if (is_friend && floor_ptr->grid_array[y][x].m_idx > 0 &&
- !are_enemies(m_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx]))
+ !are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx]))
{
/* Friends don't shoot friends */
return FALSE;
/* Check the projection path */
u16b grid_g[512];
- int grid_n = project_path(master_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
+ int grid_n = project_path(master_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
/* Project along the path */
int i;
}
else if (flg & PROJECT_LOS)
{
- if (los(master_ptr->current_floor_ptr, y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (los(master_ptr->current_floor_ptr, y1, x1, master_ptr->y, master_ptr->x) && (distance(y1, x1, master_ptr->y, master_ptr->x) <= rad)) hityou = TRUE;
+ if (los(master_ptr, y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
+ if (los(master_ptr, y1, x1, master_ptr->y, master_ptr->x) && (distance(y1, x1, master_ptr->y, master_ptr->x) <= rad)) hityou = TRUE;
}
else
{
- if (projectable(master_ptr->current_floor_ptr, y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (projectable(master_ptr->current_floor_ptr, y1, x1, master_ptr->y, master_ptr->x) && (distance(y1, x1, master_ptr->y, master_ptr->x) <= rad)) hityou = TRUE;
+ if (projectable(master_ptr, y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
+ if (projectable(master_ptr, y1, x1, master_ptr->y, master_ptr->x) && (distance(y1, x1, master_ptr->y, master_ptr->x) <= rad)) hityou = TRUE;
}
}
else
POSITION gx[1024], gy[1024];
POSITION gm[32];
POSITION gm_rad = rad;
- breath_shape(master_ptr->current_floor_ptr, grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
+ breath_shape(master_ptr, grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
for (i = 0; i < grids; i++)
{
/*!
* @brief モンスターが特殊能力の目標地点を決める処理 /
* Get the actual center point of ball spells (rad > 1) (originally from TOband)
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param sy 始点のY座標
* @param sx 始点のX座標
* @param ty 目標Y座標を返す参照ポインタ
* @param flg 判定のフラグ配列
* @return なし
*/
-void get_project_point(floor_type *floor_ptr, POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
+void get_project_point(player_type *target_ptr, POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
{
u16b path_g[128];
- int path_n = project_path(floor_ptr, path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
+ int path_n = project_path(target_ptr, path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
*ty = sy;
*tx = sx;
sx = GRID_X(path_g[i]);
/* Hack -- Balls explode before reaching walls */
- if (!cave_have_flag_bold(floor_ptr, sy, sx, FF_PROJECT)) break;
+ if (!cave_have_flag_bold(target_ptr->current_floor_ptr, sy, sx, FF_PROJECT)) break;
*ty = sy;
*tx = sx;
if (MON_INVULNER(t_ptr)) return TRUE;
if ((t_ptr->mspeed < 135) && MON_FAST(t_ptr)) return TRUE;
-
+
/* Riding monster */
if ((t_idx == target_ptr->riding) && dispel_check(target_ptr, m_idx)) return TRUE;
GAME_TEXT m_name[160];
GAME_TEXT t_name[160];
-#ifndef JP
+#ifdef JP
+#else
+
char m_poss[160];
#endif
t_ptr = &floor_ptr->m_list[target_idx];
/* Cancel if not projectable (for now) */
- if ((m_idx == target_idx) || !projectable(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if ((m_idx == target_idx) || !projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
{
target_idx = 0;
}
/* Cancel if neither enemy nor a given target */
if ((m_idx == target_idx) ||
- ((target_idx != target_ptr->pet_t_m_idx) && !are_enemies(m_ptr, t_ptr)))
+ ((target_idx != target_ptr->pet_t_m_idx) && !are_enemies(target_ptr, m_ptr, t_ptr)))
{
target_idx = 0;
}
/* Allow only summoning etc.. if not projectable */
- else if (!projectable(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ else if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
{
f4 &= (RF4_INDIRECT_MASK);
f5 &= (RF5_INDIRECT_MASK);
if (target_ptr->phase_out)
{
- start = randint1(floor_ptr->m_max-1) + floor_ptr->m_max;
+ start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
if (randint0(2)) plus = -1;
}
else start = floor_ptr->m_max + 1;
if (!monster_is_valid(t_ptr)) continue;
/* Monster must be 'an enemy' */
- if ((m_idx == target_idx) || !are_enemies(m_ptr, t_ptr)) continue;
+ if ((m_idx == target_idx) || !are_enemies(target_ptr, m_ptr, t_ptr)) continue;
/* Monster must be projectable */
- if (!projectable(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
+ if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
/* Get it */
success = TRUE;
/* No enemy found */
if (!success) return FALSE;
}
-
+
/* OK -- we've got a target */
y = t_ptr->fy;
x = t_ptr->fx;
if (f4 & RF4_BR_LITE)
{
- if (!los(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if (!los(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
f4 &= ~(RF4_BR_LITE);
}
bool vs_ninja = (target_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);
if (vs_ninja &&
- !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
- !(r_ptr->flags7 & RF7_DARK_MASK))
+ !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
+ !(r_ptr->flags7 & RF7_DARK_MASK))
can_use_lite_area = TRUE;
if (!(r_ptr->flags2 & RF2_STUPID))
if (!(target_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != target_ptr->riding))
{
if ((f4 & (RF4_BALL_MASK & ~(RF4_ROCKET))) ||
- (f5 & RF5_BALL_MASK) ||
- (f6 & RF6_BALL_MASK))
+ (f5 & RF5_BALL_MASK) ||
+ (f6 & RF6_BALL_MASK))
{
POSITION real_y = y;
POSITION real_x = x;
- get_project_point(floor_ptr, m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);
+ get_project_point(target_ptr, m_ptr->fy, m_ptr->fx, &real_y, &real_x, 0L);
- if (projectable(floor_ptr, real_y, real_x, target_ptr->y, target_ptr->x))
+ if (projectable(target_ptr, real_y, real_x, target_ptr->y, target_ptr->x))
{
int dist = distance(real_y, real_x, target_ptr->y, target_ptr->x);
}
else if (f5 & RF5_BA_LITE)
{
- if ((distance(real_y, real_x, target_ptr->y, target_ptr->x) <= 4) && los(floor_ptr, real_y, real_x, target_ptr->y, target_ptr->x))
+ if ((distance(real_y, real_x, target_ptr->y, target_ptr->x) <= 4) && los(target_ptr, real_y, real_x, target_ptr->y, target_ptr->x))
f5 &= ~(RF5_BA_LITE);
}
}
POSITION real_y = y;
POSITION real_x = x;
- get_project_point(floor_ptr, m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
- if (projectable(floor_ptr, real_y, real_x, target_ptr->y, target_ptr->x) && (distance(real_y, real_x, target_ptr->y, target_ptr->x) <= 2))
+ get_project_point(target_ptr, m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
+ if (projectable(target_ptr, real_y, real_x, target_ptr->y, target_ptr->x) && (distance(real_y, real_x, target_ptr->y, target_ptr->x) <= 2))
f4 &= ~(RF4_ROCKET);
}
if (((f4 & RF4_BEAM_MASK) || (f5 & RF5_BEAM_MASK) || (f6 & RF6_BEAM_MASK)) &&
- !direct_beam(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
+ !direct_beam(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, m_ptr))
{
f4 &= ~(RF4_BEAM_MASK);
f5 &= ~(RF5_BEAM_MASK);
f6 &= ~(RF6_BREATH_MASK);
}
else if ((f4 & RF4_BR_LITE) &&
- !breath_direct(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
+ !breath_direct(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_LITE, TRUE))
{
f4 &= ~(RF4_BR_LITE);
}
else if ((f4 & RF4_BR_DISI) &&
- !breath_direct(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
+ !breath_direct(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
{
f4 &= ~(RF4_BR_DISI);
}
{
/* Check for a clean bolt shot */
if (((f4 & RF4_BOLT_MASK) ||
- (f5 & RF5_BOLT_MASK) ||
- (f6 & RF6_BOLT_MASK)) &&
- !clean_shot(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, pet))
+ (f5 & RF5_BOLT_MASK) ||
+ (f6 & RF6_BOLT_MASK)) &&
+ !clean_shot(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, pet))
{
f4 &= ~(RF4_BOLT_MASK);
f5 &= ~(RF5_BOLT_MASK);
/* Check for a possible summon */
if (((f4 & RF4_SUMMON_MASK) ||
- (f5 & RF5_SUMMON_MASK) ||
- (f6 & RF6_SUMMON_MASK)) &&
- !(summon_possible(floor_ptr, t_ptr->fy, t_ptr->fx)))
+ (f5 & RF5_SUMMON_MASK) ||
+ (f6 & RF6_SUMMON_MASK)) &&
+ !(summon_possible(target_ptr, t_ptr->fy, t_ptr->fx)))
{
/* Remove summoning spells */
f4 &= ~(RF4_SUMMON_MASK);
}
/* Check for a possible raise dead */
- if ((f6 & RF6_RAISE_DEAD) && !raise_possible(floor_ptr, m_ptr))
+ if ((f6 & RF6_RAISE_DEAD) && !raise_possible(target_ptr, m_ptr))
{
/* Remove raise dead spell */
f6 &= ~(RF6_RAISE_DEAD);
/* Special moves restriction */
if (f6 & RF6_SPECIAL)
{
- if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(floor_ptr, t_ptr->fy, t_ptr->fx))
+ if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(target_ptr, t_ptr->fy, t_ptr->fx))
{
f6 &= ~(RF6_SPECIAL);
}
{
/* Hack -- allow "desperate" spells */
if ((m_ptr->hp < m_ptr->maxhp / 10) &&
- (randint0(100) < 50))
+ (randint0(100) < 50))
{
/* Require intelligent spells */
f4 &= (RF4_INT_MASK);
/* Extract the "normal" spells */
for (k = 0; k < 32; k++)
{
- if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
+ if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
}
/* Extract the "bizarre" spells */
for (k = 0; k < 32; k++)
{
- if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
+ if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
}
/* No spells left */
if (target_ptr->leaving) return FALSE;
/* Get the monster name (or "it") */
- monster_desc(m_name, m_ptr, 0x00);
+ monster_desc(target_ptr, m_name, m_ptr, 0x00);
+
+#ifdef JP
+#else
-#ifndef JP
/* Get the monster possessive ("his"/"her"/"its") */
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif
/* Get the target's name (or "it") */
- monster_desc(t_name, t_ptr, 0x00);
+ monster_desc(target_ptr, t_name, t_ptr, 0x00);
/* Choose a spell to cast */
thrown_spell = spell[randint0(num)];
if (!spell_is_inate(thrown_spell) && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2))))
{
disturb(target_ptr, 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);
+ 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);
return TRUE;
}
/* Hex: Anti Magic Barrier */
if (!spell_is_inate(thrown_spell) && magic_barrier(target_ptr, m_idx))
{
- if (see_m) msg_format(_("反魔法バリアが%^sの呪文をかき消した。",
- "Anti magic barrier cancels the spell which %^s casts."), m_name);
+ if (see_m) msg_format(_("反魔法バリアが%^sの呪文をかき消した。",
+ "Anti magic barrier cancels the spell which %^s casts."), m_name);
return TRUE;
}
- can_remember = is_original_ap_and_seen(m_ptr);
+ can_remember = is_original_ap_and_seen(target_ptr, m_ptr);
dam = monspell_to_monster(target_ptr, thrown_spell, y, x, m_idx, target_idx);
if (dam < 0) return FALSE;
if (can_remember)
{
/* Inate spell */
- if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
+ if (thrown_spell < RF4_SPELL_START + RF4_SPELL_SIZE)
{
- r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
+ r_ptr->r_flags4 |= (1L << (thrown_spell - RF4_SPELL_START));
if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
}
/* Bolt or Ball */
- else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
+ else if (thrown_spell < RF5_SPELL_START + RF5_SPELL_SIZE)
{
- r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
+ r_ptr->r_flags5 |= (1L << (thrown_spell - RF5_SPELL_START));
if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
}
/* Special spell */
- else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
+ else if (thrown_spell < RF6_SPELL_START + RF6_SPELL_SIZE)
{
- r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
+ r_ptr->r_flags6 |= (1L << (thrown_spell - RF6_SPELL_START));
if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
}
}