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);
* @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)
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(p_ptr->current_floor_ptr, 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(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->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++)
{
y = gy[i];
x = gx[i];
if ((y == y2) && (x == x2)) hit2 = TRUE;
- if (player_bold(p_ptr, y, x)) hityou = TRUE;
+ if (player_bold(master_ptr, y, x)) hityou = TRUE;
}
}
* @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(floor_type *floor_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);
+ path_n = project_path(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(floor_ptr, sy, sx, FF_PROJECT)) break;
*ty = sy;
*tx = sx;
/* 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 */
bool pet = is_pet(m_ptr);
bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && p_ptr->current_floor_ptr->dun_level
- && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
+ && (!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;
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;
}
}
/* 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);
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->phase_out)
+ if (p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out)
{
f4 &= ~(RF4_SUMMON_MASK);
f5 &= ~(RF5_SUMMON_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(p_ptr->current_floor_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(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_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(p_ptr->current_floor_ptr, m_ptr->fy, m_ptr->fx, &real_y, &real_x, PROJECT_STOP);
+ 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);
}
}
/* 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);
}
/* 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 */
}