#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 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(POSITION y1, POSITION x1, POSITION y2, POSITION x2, monster_type *m_ptr)
+ /*!
+ * @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)
{
- bool hit2 = FALSE;
- int i;
- POSITION y, x;
-
- int grid_n = 0;
- u16b grid_g[512];
-
- bool is_friend = is_pet(m_ptr);
-
/* Check the projection path */
- grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ u16b grid_g[512];
+ 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 (!grid_n) return FALSE;
- for (i = 0; i < grid_n; i++)
+ bool hit2 = FALSE;
+ POSITION y, x;
+ bool is_friend = is_pet(m_ptr);
+ for (int i = 0; i < grid_n; i++)
{
y = GRID_Y(grid_g[i]);
x = GRID_X(grid_g[i]);
if (y == y2 && x == x2)
hit2 = TRUE;
- else if (is_friend && current_floor_ptr->grid_array[y][x].m_idx > 0 &&
- !are_enemies(m_ptr, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]))
+ else if (is_friend && floor_ptr->grid_array[y][x].m_idx > 0 &&
+ !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;
}
- if (is_friend && player_bold(y, x))
+ if (is_friend && player_bold(target_ptr, y, x))
return FALSE;
}
- if (!hit2)
- return FALSE;
+
+ if (!hit2) return FALSE;
return TRUE;
}
+
/*!
* @brief モンスターが敵対モンスターに直接ブレスを当てることが可能かを判定する /
* Determine if a breath will hit the target.
* @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(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, EFFECT_ID typ, bool is_friend)
+static bool breath_direct(player_type *master_ptr, 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 */
- POSITION y = y1;
- POSITION x = x1;
-
- int grid_n = 0;
- u16b grid_g[512];
-
- int grids = 0;
- POSITION gx[1024], gy[1024];
- POSITION gm[32];
- POSITION gm_rad = rad;
-
- bool hit2 = FALSE;
- bool hityou = FALSE;
-
BIT_FLAGS flg;
-
switch (typ)
{
case GF_LITE:
}
/* Check the projection path */
- grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
+ u16b grid_g[512];
+ int grid_n = project_path(master_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
/* Project along the path */
+ int i;
+ POSITION y = y1;
+ POSITION x = x1;
for (i = 0; i < grid_n; ++i)
{
int ny = GRID_Y(grid_g[i]);
if (flg & PROJECT_DISI)
{
/* Hack -- Balls explode before reaching walls */
- if (cave_stop_disintegration(ny, nx)) break;
+ if (cave_stop_disintegration(master_ptr->current_floor_ptr, ny, nx)) break;
}
else if (flg & PROJECT_LOS)
{
/* Hack -- Balls explode before reaching walls */
- if (!cave_los_bold(ny, nx)) break;
+ if (!cave_los_bold(master_ptr->current_floor_ptr, ny, nx)) break;
}
else
{
/* Hack -- Balls explode before reaching walls */
- if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
+ if (!cave_have_flag_bold(master_ptr->current_floor_ptr, ny, nx, FF_PROJECT)) break;
}
/* Save the "blast epicenter" */
grid_n = i;
+ bool hit2 = FALSE;
+ bool hityou = FALSE;
if (!grid_n)
{
if (flg & PROJECT_DISI)
{
- if (in_disintegration_range(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (in_disintegration_range(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_ptr->x) <= rad)) hityou = TRUE;
+ if (in_disintegration_range(master_ptr->current_floor_ptr, y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
+ if (in_disintegration_range(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;
}
else if (flg & PROJECT_LOS)
{
- if (los(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (los(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_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(y1, x1, y2, x2) && (distance(y1, x1, y2, x2) <= rad)) hit2 = TRUE;
- if (projectable(y1, x1, p_ptr->y, p_ptr->x) && (distance(y1, x1, p_ptr->y, p_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
{
- breath_shape(grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
+ int grids = 0;
+ POSITION gx[1024], gy[1024];
+ POSITION gm[32];
+ POSITION gm_rad = rad;
+ 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++)
{
- /* Extract the location */
y = gy[i];
x = gx[i];
-
if ((y == y2) && (x == x2)) hit2 = TRUE;
- if (player_bold(y, x)) hityou = TRUE;
+ if (player_bold(master_ptr, y, x)) hityou = TRUE;
}
}
return TRUE;
}
+
/*!
* @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(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, i;
-
- path_n = project_path(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;
/* Project along the path */
- for (i = 0; i < path_n; i++)
+ for (int i = 0; i < path_n; i++)
{
sy = GRID_Y(path_g[i]);
sx = GRID_X(path_g[i]);
/* Hack -- Balls explode before reaching walls */
- if (!cave_have_flag_bold(sy, sx, FF_PROJECT)) break;
+ if (!cave_have_flag_bold(target_ptr->current_floor_ptr, sy, sx, FF_PROJECT)) break;
*ty = sy;
*tx = sx;
}
}
+
/*!
* @brief モンスターが敵モンスターに魔力消去を使うかどうかを返す /
* Check should monster cast dispel spell at other monster.
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx 術者のモンスターID
* @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(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
+static bool dispel_check_monster(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
- monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
-
+ monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
if (MON_INVULNER(t_ptr)) return TRUE;
- if (t_ptr->mspeed < 135)
- {
- if (MON_FAST(t_ptr)) return TRUE;
- }
+ if ((t_ptr->mspeed < 135) && MON_FAST(t_ptr)) return TRUE;
/* Riding monster */
- if (t_idx == p_ptr->riding)
- {
- if (dispel_check(m_idx)) return TRUE;
- }
+ if ((t_idx == target_ptr->riding) && dispel_check(target_ptr, m_idx)) return TRUE;
/* No need to cast dispel spell */
return FALSE;
}
+
/*!
+ * todo モンスターからモンスターへの呪文なのにplayer_typeが引数になり得るのは間違っている……
* @brief モンスターが敵モンスターに特殊能力を使う処理のメインルーチン /
* Monster tries to 'cast a spell' (or breath, etc) at another monster.
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx 術者のモンスターID
* @return 実際に特殊能力を使った場合TRUEを返す
* @details
* The player is only disturbed if able to be affected by the spell.
*/
-bool monst_spell_monst(MONSTER_IDX m_idx)
+bool monst_spell_monst(player_type *target_ptr, MONSTER_IDX m_idx)
{
POSITION y = 0, x = 0;
- int i, k;
+ int k;
MONSTER_IDX target_idx = 0;
int thrown_spell;
HIT_POINT dam = 0;
GAME_TEXT m_name[160];
GAME_TEXT t_name[160];
-#ifndef JP
+#ifdef JP
+#else
+
char m_poss[160];
#endif
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_type *t_ptr = NULL;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- u32b f4, f5, f6;
-
bool see_m = is_seen(m_ptr);
- bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
+ bool maneable = player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx);
bool pet = is_pet(m_ptr);
- bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && current_floor_ptr->dun_level
- && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
+ bool in_no_magic_dungeon = (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && floor_ptr->dun_level
+ && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest));
bool can_use_lite_area = FALSE;
bool can_remember;
/* Cannot cast spells when confused */
- if (MON_CONFUSED(m_ptr)) return (FALSE);
+ if (MON_CONFUSED(m_ptr)) return FALSE;
/* Extract the racial spell flags */
- f4 = r_ptr->flags4;
- f5 = r_ptr->a_ability_flags1;
- f6 = r_ptr->a_ability_flags2;
+ BIT_FLAGS f4 = r_ptr->flags4;
+ BIT_FLAGS f5 = r_ptr->a_ability_flags1;
+ BIT_FLAGS f6 = r_ptr->a_ability_flags2;
/* Target is given for pet? */
- if (pet_t_m_idx && pet)
+ if (target_ptr->pet_t_m_idx && pet)
{
- target_idx = pet_t_m_idx;
- t_ptr = ¤t_floor_ptr->m_list[target_idx];
+ target_idx = target_ptr->pet_t_m_idx;
+ t_ptr = &floor_ptr->m_list[target_idx];
/* Cancel if not projectable (for now) */
- if ((m_idx == target_idx) || !projectable(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;
}
/* Is there counter attack target? */
if (!target_idx && m_ptr->target_y)
{
- target_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+ target_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
if (target_idx)
{
- t_ptr = ¤t_floor_ptr->m_list[target_idx];
+ t_ptr = &floor_ptr->m_list[target_idx];
/* Cancel if neither enemy nor a given target */
if ((m_idx == target_idx) ||
- ((target_idx != 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(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);
{
bool success = FALSE;
- if (p_ptr->inside_battle)
+ if (target_ptr->phase_out)
{
- start = randint1(current_floor_ptr->m_max-1) + current_floor_ptr->m_max;
+ start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
if (randint0(2)) plus = -1;
}
- else start = current_floor_ptr->m_max + 1;
+ else start = floor_ptr->m_max + 1;
/* Scan thru all monsters */
- for (i = start; ((i < start + current_floor_ptr->m_max) && (i > start - current_floor_ptr->m_max)); i += plus)
+ for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
{
- MONSTER_IDX dummy = (i % current_floor_ptr->m_max);
+ MONSTER_IDX dummy = (i % floor_ptr->m_max);
if (!dummy) continue;
target_idx = dummy;
- t_ptr = ¤t_floor_ptr->m_list[target_idx];
+ t_ptr = &floor_ptr->m_list[target_idx];
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(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;
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(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);
}
if (f6 & RF6_DARKNESS)
{
- bool vs_ninja = (p_ptr->pclass == CLASS_NINJA) && !is_hostile(t_ptr);
+ 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 (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
+ if (d_info[target_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
}
}
f6 &= (RF6_NOMAGIC_MASK);
}
- if (p_ptr->inside_arena || p_ptr->inside_battle)
+ if (floor_ptr->inside_arena || target_ptr->phase_out)
{
f4 &= ~(RF4_SUMMON_MASK);
f5 &= ~(RF5_SUMMON_MASK);
if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
}
- if (p_ptr->inside_battle && !one_in_(3))
+ if (target_ptr->phase_out && !one_in_(3))
{
f6 &= ~(RF6_HEAL);
}
- if (m_idx == p_ptr->riding)
+ if (m_idx == target_ptr->riding)
{
f4 &= ~(RF4_RIDING_MASK);
f5 &= ~(RF5_RIDING_MASK);
f4 &= ~(RF4_SHRIEK);
f6 &= ~(RF6_DARKNESS | RF6_TRAPS);
- if (!(p_ptr->pet_extra_flags & PF_TELEPORT))
+ if (!(target_ptr->pet_extra_flags & PF_TELEPORT))
{
f6 &= ~(RF6_BLINK | RF6_TPORT | RF6_TELE_TO | RF6_TELE_AWAY | RF6_TELE_LEVEL);
}
- if (!(p_ptr->pet_extra_flags & PF_ATTACK_SPELL))
+ if (!(target_ptr->pet_extra_flags & PF_ATTACK_SPELL))
{
f4 &= ~(RF4_ATTACK_MASK);
f5 &= ~(RF5_ATTACK_MASK);
f6 &= ~(RF6_ATTACK_MASK);
}
- if (!(p_ptr->pet_extra_flags & PF_SUMMON_SPELL))
+ if (!(target_ptr->pet_extra_flags & PF_SUMMON_SPELL))
{
f4 &= ~(RF4_SUMMON_MASK);
f5 &= ~(RF5_SUMMON_MASK);
}
/* Prevent collateral damage */
- if (!(p_ptr->pet_extra_flags & PF_BALL_SPELL) && (m_idx != p_ptr->riding))
+ 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(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(real_y, real_x, p_ptr->y, p_ptr->x))
+ if (projectable(target_ptr, real_y, real_x, target_ptr->y, target_ptr->x))
{
- int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);
+ int dist = distance(real_y, real_x, target_ptr->y, target_ptr->x);
if (dist <= 2)
{
}
else if (f5 & RF5_BA_LITE)
{
- if ((distance(real_y, real_x, p_ptr->y, p_ptr->x) <= 4) && los(real_y, real_x, p_ptr->y, p_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(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))
+ 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(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);
/* Expected breath radius */
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))
+ if (!breath_direct(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, 0, TRUE))
{
f4 &= ~(RF4_BREATH_MASK);
f5 &= ~(RF5_BREATH_MASK);
f6 &= ~(RF6_BREATH_MASK);
}
else if ((f4 & RF4_BR_LITE) &&
- !breath_direct(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(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);
}
{
if (m_ptr->r_idx == MON_ROLENTO)
{
- if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
+ if ((target_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_SUMMON_SPELL)) != (PF_ATTACK_SPELL | PF_SUMMON_SPELL))
f6 &= ~(RF6_SPECIAL);
}
else if (r_ptr->d_char == 'B')
{
- if ((p_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
+ if ((target_ptr->pet_extra_flags & (PF_ATTACK_SPELL | PF_TELEPORT)) != (PF_ATTACK_SPELL | PF_TELEPORT))
f6 &= ~(RF6_SPECIAL);
}
else f6 &= ~(RF6_SPECIAL);
{
/* Check for a clean bolt shot */
if (((f4 & RF4_BOLT_MASK) ||
- (f5 & RF5_BOLT_MASK) ||
- (f6 & RF6_BOLT_MASK)) &&
- !clean_shot(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(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);
}
/* Dispel magic */
- if ((f4 & RF4_DISPEL) && !dispel_check_monster(m_idx, target_idx))
+ if ((f4 & RF4_DISPEL) && !dispel_check_monster(target_ptr, m_idx, target_idx))
{
/* Remove dispel spell */
f4 &= ~(RF4_DISPEL);
}
/* Check for a possible raise dead */
- if ((f6 & RF6_RAISE_DEAD) && !raise_possible(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(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);
}
/* Hack -- decline "teleport level" in some case */
- if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF((target_idx == p_ptr->riding) ? 0 : target_idx))
+ if ((f6 & RF6_TELE_LEVEL) && is_teleport_level_ineffective(target_ptr, (target_idx == target_ptr->riding) ? 0 : target_idx))
{
f6 &= ~(RF6_TELE_LEVEL);
}
/* 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 (!num) return (FALSE);
+ if (!num) return FALSE;
/* Stop if player is dead or gone */
- if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
+ if (!target_ptr->playing || target_ptr->is_dead) return FALSE;
/* Handle "leaving" */
- if (p_ptr->leaving) return (FALSE);
+ 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 (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
+ if (target_ptr->riding && (m_idx == target_ptr->riding)) disturb(target_ptr, 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(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);
+ 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);
- return (TRUE);
+ return TRUE;
}
/* Hex: Anti Magic Barrier */
- if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
+ 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);
- return (TRUE);
+ 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(thrown_spell, y, x, m_idx, target_idx);
+ dam = monspell_to_monster(target_ptr, thrown_spell, y, x, m_idx, target_idx);
if (dam < 0) return FALSE;
- if (m_ptr->ml && maneable && !current_world_ptr->timewalk_m_idx && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
+ bool is_special_magic = m_ptr->ml;
+ is_special_magic &= maneable;
+ is_special_magic &= current_world_ptr->timewalk_m_idx == 0;
+ is_special_magic &= !target_ptr->blind;
+ is_special_magic &= target_ptr->pclass == CLASS_IMITATOR;
+ is_special_magic &= thrown_spell != 167; /* Not RF6_SPECIAL */
+ if (is_special_magic)
{
- if (thrown_spell != 167) /* Not RF6_SPECIAL */
+ if (target_ptr->mane_num == MAX_MANE)
{
- if (p_ptr->mane_num == MAX_MANE)
+ target_ptr->mane_num--;
+ for (int i = 0; i < target_ptr->mane_num - 1; i++)
{
- p_ptr->mane_num--;
- for (i = 0; i < p_ptr->mane_num - 1; i++)
- {
- p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
- p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
- }
+ target_ptr->mane_spell[i] = target_ptr->mane_spell[i + 1];
+ target_ptr->mane_dam[i] = target_ptr->mane_dam[i + 1];
}
- p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
- p_ptr->mane_dam[p_ptr->mane_num] = dam;
- p_ptr->mane_num++;
- p_ptr->new_mane = TRUE;
-
- p_ptr->redraw |= (PR_IMITATION);
}
+
+ target_ptr->mane_spell[target_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
+ target_ptr->mane_dam[target_ptr->mane_num] = dam;
+ target_ptr->mane_num++;
+ target_ptr->new_mane = TRUE;
+
+ target_ptr->redraw |= PR_IMITATION;
}
/* Remember what the monster did, if we saw it */
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++;
}
}
/* Always take note of monsters that kill you */
- if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
+ if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena)
{
r_ptr->r_deaths++; /* Ignore appearance difference */
}