*/
#include "angband.h"
+#include "projection.h"
+#include "quest.h"
+#include "realm-hex.h"
+#include "player-move.h"
+#include "monster.h"
+#include "monster-status.h"
+#include "monster-spell.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 /
* @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(int y1, int x1, int y2, int x2, monster_type *m_ptr)
+static bool direct_beam(POSITION y1, POSITION x1, POSITION y2, POSITION x2, monster_type *m_ptr)
{
bool hit2 = FALSE;
- int i, y, x;
+ int i;
+ POSITION y, x;
int grid_n = 0;
u16b grid_g[512];
if (y == y2 && x == x2)
hit2 = TRUE;
- else if (is_friend && cave[y][x].m_idx > 0 &&
- !are_enemies(m_ptr, &m_list[cave[y][x].m_idx]))
+ 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]))
{
/* Friends don't shoot friends */
return FALSE;
* @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, BIT_FLAGS flg)
+void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
{
u16b path_g[128];
int path_n, i;
*/
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 = ¤t_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;
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];
#endif
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_type *t_ptr = NULL;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
bool pet = is_pet(m_ptr);
- bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
+ 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 can_use_lite_area = FALSE;
if (pet_t_m_idx && pet)
{
target_idx = pet_t_m_idx;
- t_ptr = &m_list[target_idx];
+ t_ptr = ¤t_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))
/* Is there counter attack target? */
if (!target_idx && m_ptr->target_y)
{
- target_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
+ target_idx = 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 = ¤t_floor_ptr->m_list[target_idx];
/* Cancel if neither enemy nor a given target */
if ((m_idx == target_idx) ||
if (!dummy) continue;
target_idx = dummy;
- t_ptr = &m_list[target_idx];
+ t_ptr = ¤t_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;
if (!(r_ptr->flags2 & RF2_STUPID))
{
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
else if (vs_ninja && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
}
}
(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 */
POSITION rad = (r_ptr->flags2 & RF2_POWERFUL) ? 3 : 2;
/* Choose a spell to cast */
thrown_spell = spell[randint0(num)];
- 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);
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 */
{