*/
#include "angband.h"
-#include "projection.h"
+#include "util.h"
+
+#include "cmd-pet.h"
+#include "floor.h"
+#include "grid.h"
#include "quest.h"
#include "realm-hex.h"
+#include "player-move.h"
+#include "player-class.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "monster-spell.h"
+#include "spells.h"
+#include "dungeon.h"
+#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 /
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);
+ grid_n = project_path(p_ptr->current_floor_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 && current_floor->grid_array[y][x].m_idx > 0 &&
- !are_enemies(m_ptr, &m_list[current_floor->grid_array[y][x].m_idx]))
+ else if (is_friend && p_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0 &&
+ !are_enemies(m_ptr, &p_ptr->current_floor_ptr->m_list[p_ptr->current_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(p_ptr, y, x))
return FALSE;
}
if (!hit2)
* @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() */
}
/* Check the projection path */
- grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
+ grid_n = project_path(p_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
/* Project along the path */
for (i = 0; i < grid_n; ++i)
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" */
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(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->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;
}
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->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;
}
}
else
{
- breath_shape(grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
+ breath_shape(master_ptr->current_floor_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;
}
}
u16b path_g[128];
int path_n, i;
- path_n = project_path(path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
+ path_n = project_path(p_ptr->current_floor_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(sy, sx, FF_PROJECT)) break;
+ if (!cave_have_flag_bold(p_ptr->current_floor_ptr, sy, sx, FF_PROJECT)) break;
*ty = sy;
*tx = sx;
*/
static bool dispel_check_monster(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
- monster_type *t_ptr = &m_list[t_idx];
+ monster_type *t_ptr = &p_ptr->current_floor_ptr->m_list[t_idx];
- /* Invulnabilty */
if (MON_INVULNER(t_ptr)) return TRUE;
- /* Speed */
if (t_ptr->mspeed < 135)
{
if (MON_FAST(t_ptr)) return TRUE;
/* Riding monster */
if (t_idx == p_ptr->riding)
{
- if (dispel_check(m_idx)) return TRUE;
+ if (dispel_check(p_ptr, m_idx)) return TRUE;
}
/* No need to cast dispel spell */
char m_poss[160];
#endif
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = &p_ptr->current_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(p_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) && dun_level
- && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
+ bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && p_ptr->current_floor_ptr->dun_level
+ && (!p_ptr->current_floor_ptr->inside_quest || is_fixed_quest_idx(p_ptr->current_floor_ptr->inside_quest));
bool can_use_lite_area = FALSE;
bool can_remember;
f6 = r_ptr->a_ability_flags2;
/* Target is given for pet? */
- if (pet_t_m_idx && pet)
+ if (p_ptr->pet_t_m_idx && pet)
{
- target_idx = pet_t_m_idx;
- t_ptr = &m_list[target_idx];
+ target_idx = p_ptr->pet_t_m_idx;
+ t_ptr = &p_ptr->current_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(p_ptr->current_floor_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->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+ target_idx = p_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
if (target_idx)
{
- t_ptr = &m_list[target_idx];
+ t_ptr = &p_ptr->current_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 != p_ptr->pet_t_m_idx) && !are_enemies(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(p_ptr->current_floor_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 (p_ptr->phase_out)
{
- start = randint1(m_max-1) + m_max;
+ start = randint1(p_ptr->current_floor_ptr->m_max-1) + p_ptr->current_floor_ptr->m_max;
if (randint0(2)) plus = -1;
}
- else start = m_max + 1;
+ else start = p_ptr->current_floor_ptr->m_max + 1;
/* Scan thru all monsters */
- for (i = start; ((i < start + m_max) && (i > start - m_max)); i += plus)
+ for (i = start; ((i < start + p_ptr->current_floor_ptr->m_max) && (i > start - p_ptr->current_floor_ptr->m_max)); i += plus)
{
- MONSTER_IDX dummy = (i % m_max);
+ MONSTER_IDX dummy = (i % p_ptr->current_floor_ptr->m_max);
if (!dummy) continue;
target_idx = dummy;
- t_ptr = &m_list[target_idx];
+ t_ptr = &p_ptr->current_floor_ptr->m_list[target_idx];
- /* Skip dead monsters */
- if (!t_ptr->r_idx) continue;
+ if (!monster_is_valid(t_ptr)) continue;
/* Monster must be 'an enemy' */
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;
+ if (!projectable(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
/* Get it */
success = TRUE;
if (f4 & RF4_BR_LITE)
{
- if (!los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if (!los(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
f4 &= ~(RF4_BR_LITE);
}
f6 &= (RF6_NOMAGIC_MASK);
}
- if (p_ptr->inside_arena || p_ptr->inside_battle)
+ if (p_ptr->current_floor_ptr->inside_arena || p_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 (p_ptr->phase_out && !one_in_(3))
{
f6 &= ~(RF6_HEAL);
}
get_project_point(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(p_ptr->current_floor_ptr, real_y, real_x, p_ptr->y, p_ptr->x))
{
int dist = distance(real_y, real_x, p_ptr->y, p_ptr->x);
}
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, p_ptr->y, p_ptr->x) <= 4) && los(p_ptr->current_floor_ptr, real_y, real_x, p_ptr->y, p_ptr->x))
f5 &= ~(RF5_BA_LITE);
}
}
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))
+ if (projectable(p_ptr->current_floor_ptr, 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);
}
/* 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(p_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(p_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(p_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx, rad, GF_DISINTEGRATE, TRUE))
{
f4 &= ~(RF4_BR_DISI);
}
/* Choose a spell to cast */
thrown_spell = spell[randint0(num)];
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
+ if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(p_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);
+ disturb(p_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);
}
/* Hex: Anti Magic Barrier */
- if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
+ if (!spell_is_inate(thrown_spell) && magic_barrier(p_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);
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))
+ if (m_ptr->ml && maneable && !current_world_ptr->timewalk_m_idx && !p_ptr->blind && (p_ptr->pclass == CLASS_IMITATOR))
{
if (thrown_spell != 167) /* Not RF6_SPECIAL */
{
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++;
- new_mane = TRUE;
+ p_ptr->new_mane = TRUE;
p_ptr->redraw |= (PR_IMITATION);
}
}
/* Always take note of monsters that kill you */
- if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
+ if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->current_floor_ptr->inside_arena)
{
r_ptr->r_deaths++; /* Ignore appearance difference */
}