bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (mon_to_player || (mon_to_mon && known && see_either))
disturb(target_ptr, TRUE, TRUE);
if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
}
void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
monspell_message(target_ptr, m_idx, t_idx,
_("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."),
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
dispel_player(target_ptr);
- if (target_ptr->riding) dispel_monster_status(target_ptr->riding);
+ if (target_ptr->riding) dispel_monster_status(target_ptr, target_ptr->riding);
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("やりやがったな!", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
if (t_idx == target_ptr->riding) dispel_player(target_ptr);
- dispel_monster_status(t_idx);
+ dispel_monster_status(target_ptr, t_idx);
}
}
dam = monspell_damage(target_ptr, (MS_ROCKET), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_ROCKET, dam, 2, FALSE, MS_ROCKET, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_SHARD);
+ update_smart_learn(target_ptr, m_idx, DRS_SHARD);
return dam;
}
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
switch (GF_TYPE)
{
sound(SOUND_BREATH);
breath(target_ptr, y, x, m_idx, GF_TYPE, dam, 0, TRUE, ms_type, TARGET_TYPE);
if (smart_learn_aux && mon_to_player)
- update_smart_learn(m_idx, drs_type);
+ update_smart_learn(target_ptr, m_idx, drs_type);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_NUKE), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_POIS);
+ update_smart_learn(target_ptr, m_idx, DRS_POIS);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_CHAOS), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_CHAOS);
+ update_smart_learn(target_ptr, m_idx, DRS_CHAOS);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_ACID), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_ACID);
+ update_smart_learn(target_ptr, m_idx, DRS_ACID);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_ELEC), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_ELEC);
+ update_smart_learn(target_ptr, m_idx, DRS_ELEC);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_FIRE), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_FIRE);
+ update_smart_learn(target_ptr, m_idx, DRS_FIRE);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_COLD), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_COLD);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_POIS), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_POIS);
+ update_smart_learn(target_ptr, m_idx, DRS_POIS);
return dam;
}
dam = monspell_damage(target_ptr, (MS_BALL_NETHER), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_NETH);
+ update_smart_learn(target_ptr, m_idx, DRS_NETH);
return dam;
}
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
monspell_message(target_ptr, m_idx, t_idx,
dam = monspell_damage(target_ptr, (MS_BALL_DARK), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_DARK);
+ update_smart_learn(target_ptr, m_idx, DRS_DARK);
return dam;
}
{
HIT_POINT dam;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
dam = monspell_damage(target_ptr, (MS_DRAIN_MANA), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_MANA);
+ update_smart_learn(target_ptr, m_idx, DRS_MANA);
return dam;
}
bool seen = (!target_ptr->blind && m_ptr->ml);
HIT_POINT dam;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
bool seen = (!target_ptr->blind && m_ptr->ml);
HIT_POINT dam;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
void spell_RF5_CAUSE(player_type *target_ptr, int GF_TYPE, HIT_POINT dam, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, concptr msg1, concptr msg2, concptr msg3, int MS_TYPE, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
bolt(target_ptr, m_idx, y, x, GF_ACID, dam, MS_BOLT_ACID, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_ACID);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_ACID);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_ELEC, dam, MS_BOLT_ELEC, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_ELEC);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_ELEC);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_FIRE, dam, MS_BOLT_FIRE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_FIRE);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_FIRE);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_COLD, dam, MS_BOLT_COLD, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
dam = monspell_damage(target_ptr, (MS_STARBURST), m_idx, DAM_ROLL);
breath(target_ptr, y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- update_smart_learn(m_idx, DRS_LITE);
+ update_smart_learn(target_ptr, m_idx, DRS_LITE);
return dam;
}
bolt(target_ptr, m_idx, y, x, GF_NETHER, dam, MS_BOLT_NETHER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_NETH);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_NETH);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_WATER, dam, MS_BOLT_WATER, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_MANA, dam, MS_BOLT_MANA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_PLASMA, dam, MS_BOLT_PLASMA, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_ICE, dam, MS_BOLT_ICE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_COLD);
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_COLD);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bolt(target_ptr, m_idx, y, x, GF_MISSILE, dam, MS_MAGIC_MISSILE, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- update_smart_learn(m_idx, DRS_REFLECT);
+ update_smart_learn(target_ptr, m_idx, DRS_REFLECT);
}
return dam;
bool see_t = see_monster(floor_ptr, t_idx);
bool known = monster_near_player(floor_ptr, m_idx, t_idx);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
if (see_t) msg_format(msg4, t_name);
}
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
}
learn_spell(target_ptr, MS_SCARE);
- update_smart_learn(m_idx, DRS_FEAR);
+ update_smart_learn(target_ptr, m_idx, DRS_FEAR);
return;
}
if (!resist && !saving_throw)
{
- set_monster_monfear(t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4);
+ set_monster_monfear(target_ptr, t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4);
}
}
}
learn_spell(target_ptr, MS_BLIND);
- update_smart_learn(m_idx, DRS_BLIND);
+ update_smart_learn(target_ptr, m_idx, DRS_BLIND);
return;
}
concptr msg1;
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
if (streq(t_name, "it"))
{
if (!resist && !saving_throw)
{
- (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
+ (void)set_monster_confused(target_ptr, t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
}
}
}
learn_spell(target_ptr, MS_CONF);
- update_smart_learn(m_idx, DRS_CONF);
+ update_smart_learn(target_ptr, m_idx, DRS_CONF);
return;
}
if (!resist && !saving_throw)
{
- (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
+ (void)set_monster_confused(target_ptr, t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4));
}
}
}
learn_spell(target_ptr, MS_SLOW);
- update_smart_learn(m_idx, DRS_FREE);
+ update_smart_learn(target_ptr, m_idx, DRS_FREE);
return;
}
concptr msg1;
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
if (streq(t_name, "it"))
{
if (!resist && !saving_throw)
{
- set_monster_slow(t_idx, MON_SLOW(t_ptr) + 50);
+ set_monster_slow(target_ptr, t_idx, MON_SLOW(t_ptr) + 50);
}
}
}
learn_spell(target_ptr, MS_SLEEP);
- update_smart_learn(m_idx, DRS_FREE);
+ update_smart_learn(target_ptr, m_idx, DRS_FREE);
return;
}
if (!resist && !saving_throw)
{
- (void)set_monster_stunned(t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4);
+ (void)set_monster_stunned(target_ptr, t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4);
}
}
bool see_m = see_monster(floor_ptr, m_idx);
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
+ char m_poss[10];
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
monspell_message_base(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
- _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."),
+ _("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
+ _("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
+ _("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
target_ptr->blind > 0, TARGET_TYPE);
- /* Allow quick speed increases to base+10 */
- if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100))
+ if (set_monster_fast(target_ptr, m_idx, MON_FAST(m_ptr) + 100))
{
if (TARGET_TYPE == MONSTER_TO_PLAYER ||
(TARGET_TYPE == MONSTER_TO_MONSTER && see_m))
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
bool seen = (!target_ptr->blind && m_ptr->ml);
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
+ char m_poss[10];
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
disturb(target_ptr, TRUE, TRUE);
monspell_message_base(target_ptr, m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
- _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
- _("%^sが自分の傷に集中した。", "%^s concentrates on %s wounds."),
- _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."),
+ _("%^sは自分の傷に念を集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
+ _("%^sが自分の傷に集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
+ _("%^sは自分の傷に念を集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
target_ptr->blind > 0, TARGET_TYPE);
- /* Heal some */
m_ptr->hp += (rlev * 6);
-
- /* Fully healed */
if (m_ptr->hp >= m_ptr->maxhp)
{
/* Fully healed */
_("%^sは完全に治った!", "%^s looks completely healed!"),
!seen, TARGET_TYPE);
}
-
- /* Partially healed */
else
{
monspell_message_base(target_ptr, m_idx, t_idx,
!seen, TARGET_TYPE);
}
- /* Redraw (later) if needed */
if (target_ptr->health_who == m_idx) target_ptr->redraw |= (PR_HEALTH);
if (target_ptr->riding == m_idx) target_ptr->redraw |= (PR_UHEALTH);
- /* Cancel fear */
if (!MON_MONFEAR(m_ptr)) return;
- /* Cancel fear */
- (void)set_monster_monfear(m_idx, 0);
+ (void)set_monster_monfear(target_ptr, m_idx, 0);
if (see_monster(floor_ptr, m_idx))
- msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
+ msg_format(_("%^sは勇気を取り戻した。", format("%%^s recovers %s courage.", m_poss)), m_name);
}
_("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."),
!seen, TARGET_TYPE);
- if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE);
+ if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(target_ptr, m_idx, randint1(4) + 4, FALSE);
}
void spell_RF6_BLINK(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
disturb(target_ptr, TRUE, TRUE);
void spell_RF6_TPORT(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
floor_type *floor_ptr = target_ptr->current_floor_ptr;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
MONSTER_IDX who = 0;
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
if (m_ptr->r_idx == MON_DIO) who = 1;
if (floor_ptr->inside_arena || target_ptr->phase_out || !summon_possible(target_ptr, m_ptr->fy, m_ptr->fx))
return -1;
- delete_monster_idx(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx);
- summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode);
+ delete_monster_idx(target_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx);
+ summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_BANOR, mode);
floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode);
+ summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_LUPART, mode);
floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- msg_print(_("『バーノール・ルパート』が分裂した!", "Banor=Rupart splits in two person!"));
+ msg_print(_("『バーノール・ルパート』が分裂した!", "Banor=Rupart splits into two persons!"));
break;
case MON_BANOR:
dummy_y = floor_ptr->m_list[k].fy;
dummy_x = floor_ptr->m_list[k].fx;
}
- delete_monster_idx(k);
+ delete_monster_idx(target_ptr, k);
}
}
- summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode);
+ summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_BANORLUPART, mode);
floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
for (k = 0; k < num; k++)
{
- count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode);
+ count += summon_named_creature(target_ptr, m_idx, y, x, MON_SHURYUUDAN, mode);
}
-
if (target_ptr->blind && count)
- msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things are scattered nearby."));
-
+ {
+ msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things scattered nearby."));
+ }
return 0;
}
bool monster_to_monster = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool direct = player_bold(target_ptr, y, x);
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
if (one_in_(3) || !direct)
if (monster_to_player ||
(monster_to_monster && target_ptr->riding == t_idx))
{
- /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
- -- henkma
- */
get_damage = take_hit(target_ptr, DAMAGE_NOESCAPE, dam, m_name, -1);
if (target_ptr->tim_eyeeye && get_damage > 0 && !target_ptr->is_dead)
{
GAME_TEXT m_name_self[80];
- /* hisself */
- monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
-
+ monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
-
project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
}
switch (m_ptr->r_idx)
{
case MON_OHMU:
- /* Moved to process_monster(), like multiplication */
return -1;
case MON_BANORLUPART:
break;
}
- /* Something is wrong */
else return -1;
}
}
bool resists_tele = FALSE;
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
if (tr_ptr->flagsr & RFR_RES_TELE)
{
if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL))
{
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
if (see_monster(floor_ptr, t_idx))
{
msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name);
}
else if (tr_ptr->level > randint1(100))
{
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
if (see_monster(floor_ptr, t_idx))
{
msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name);
if (resists_tele)
{
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
return;
}
teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
else
teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE);
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("くっそ~", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
}
learn_spell(target_ptr, MS_TELE_AWAY);
- teleport_player_away(m_idx, target_ptr, 100);
+ teleport_player_away(m_idx, target_ptr, 100, FALSE);
return;
}
bool resists_tele = FALSE;
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
if (tr_ptr->flagsr & RFR_RES_TELE)
{
if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL))
{
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
if (see_monster(floor_ptr, t_idx))
{
msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name);
}
else if (tr_ptr->level > randint1(100))
{
- if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
+ if (is_original_ap_and_seen(target_ptr, t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE;
if (see_monster(floor_ptr, t_idx))
{
msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name);
if (resists_tele)
{
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
return;
}
if (t_idx == target_ptr->riding)
- teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5);
+ teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5, FALSE);
else
teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
- set_monster_csleep(t_idx, 0);
+ set_monster_csleep(target_ptr, t_idx, 0);
}
}
learn_spell(target_ptr, MS_TELE_LEVEL);
- update_smart_learn(m_idx, DRS_NEXUS);
+ update_smart_learn(target_ptr, m_idx, DRS_NEXUS);
return;
}
bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER;
bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER;
GAME_TEXT t_name[MAX_NLEN];
- monster_name(t_idx, t_name);
+ monster_name(target_ptr, t_idx, t_name);
if ((target_ptr->pclass == CLASS_NINJA) &&
!(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
void spell_RF6_TRAPS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
if (target_ptr->blind)
{
DEPTH rlev = monster_level_idx(target_ptr->current_floor_ptr, m_idx);
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
/*!
* @brief 鷹召喚の処理。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_EAGLE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_EAGLE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
int count = 0;
int num = 4 + randint1(3);
for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
return count;
/*!
* @brief インターネット・エクスプローダー召喚の処理。 /
+ * @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_IE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_IE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
BIT_FLAGS mode = 0L;
int count = 0;
int num = 2 + randint1(1 + rlev / 20);
for (int k = 0; k < num; k++)
{
- count += summon_named_creature(m_idx, y, x, MON_IE, mode);
+ count += summon_named_creature(target_ptr, m_idx, y, x, MON_IE, mode);
}
return count;
int count = 0;
for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
return count;
/*!
* @brief ロックのクローン召喚の処理。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_LOCKE_CLONE(POSITION y, POSITION x, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_LOCKE_CLONE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
BIT_FLAGS mode = 0L;
int count = 0;
int num = randint1(3);
for (int k = 0; k < num; k++)
{
- count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode);
+ count += summon_named_creature(target_ptr, m_idx, y, x, MON_LOCKE_CLONE, mode);
}
return count;
/*!
* @brief シラミ召喚の処理。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_LOUSE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_LOUSE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
int count = 0;
int num = 2 + randint1(3);
for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP);
}
return count;
/*!
* @brief 救援召喚の通常処理。同シンボルのモンスターを召喚する。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param rlev 呪文を唱えるモンスターのレベル
* @param m_idx 呪文を唱えるモンスターID
* @return 召喚したモンスターの数を返す。
*/
-MONSTER_NUMBER summon_Kin(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
+MONSTER_NUMBER summon_Kin(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx)
{
int count = 0;
for (int k = 0; k < 4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP);
}
return count;
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
int count = 0;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN], m_poss[80];
- monster_name(m_idx, m_name);
- monster_name(t_idx, t_name);
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+ monster_name(target_ptr, m_idx, m_name);
+ monster_name(target_ptr, t_idx, t_name);
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
disturb(target_ptr, TRUE, TRUE);
bool known = monster_near_player(floor_ptr, m_idx, t_idx);
case MON_MENELDOR:
case MON_GWAIHIR:
case MON_THORONDOR:
- count += summon_EAGLE(y, x, rlev, m_idx);
+ count += summon_EAGLE(target_ptr, y, x, rlev, m_idx);
break;
case MON_BULLGATES:
- count += summon_IE(y, x, rlev, m_idx);
+ count += summon_IE(target_ptr, y, x, rlev, m_idx);
break;
case MON_SERPENT:
break;
case MON_CALDARM:
- count += summon_LOCKE_CLONE(y, x, m_idx);
+ count += summon_LOCKE_CLONE(target_ptr, y, x, m_idx);
break;
case MON_LOUSY:
- count += summon_LOUSE(y, x, rlev, m_idx);
+ count += summon_LOUSE(target_ptr, y, x, rlev, m_idx);
break;
default:
- count += summon_Kin(y, x, rlev, m_idx);
+ count += summon_Kin(target_ptr, y, x, rlev, m_idx);
break;
}
if (is_friendly(m_ptr) && mon_to_mon)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP));
}
else
{
- count += summon_cyber(m_idx, y, x);
+ count += summon_cyber(target_ptr, m_idx, y, x);
}
if (target_ptr->blind && count && mon_to_player)
floor_ptr->monster_noise = TRUE;
}
+
/*!
* @brief RF6_S_MONSTERの処理。モンスター一体召喚。 /
* @param target_ptr プレーヤーへの参照ポインタ
for (int k = 0; k < 1; k++)
{
if (mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if (mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, 0, (monster_u_mode(floor_ptr, m_idx)));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (monster_u_mode(floor_ptr, m_idx)));
}
if (target_ptr->blind && count && mon_to_player)
for (int k = 0; k < S_NUM_6; k++)
{
if (mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if (mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
}
if (target_ptr->blind && count && mon_to_player)
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
for (int k = 0; k < S_NUM_6; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
for (int k = 0; k < S_NUM_6; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
for (int k = 0; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
for (int k = 0; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count && mon_to_player)
int count = 0;
for (int k = 0; k < num; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP);
}
if (count < 2)
int count = 0;
for (int k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count)
int count = 0;
for (int k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count)
int count = 0;
for (int k = 0; k < 1; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP);
}
if (target_ptr->blind && count)
POSITION cy = y;
POSITION cx = x;
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
if (target_ptr->blind)
msg_format(_("%^sが何かをつぶやいた。", "%^s mumbles."), m_name);
msg_print(NULL);
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
int count = 0;
for (int k = 0; k < 30; k++)
{
- if (!summon_possible(target_ptr, cy, cx) || !cave_empty_bold(floor_ptr, cy, cx))
+ if (!summon_possible(target_ptr, cy, cx) || !is_cave_empty_bold(target_ptr, cy, cx))
{
int j;
for (j = 100; j > 0; j--)
{
scatter(target_ptr, &cy, &cx, y, x, 2, 0);
- if (cave_empty_bold(floor_ptr, cy, cx)) break;
+ if (is_cave_empty_bold(target_ptr, cy, cx)) break;
}
if (!j) break;
}
- if (!cave_empty_bold(floor_ptr, cy, cx)) continue;
+ if (!is_cave_empty_bold(target_ptr, cy, cx)) continue;
- if (!summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode)) continue;
+ if (!summon_named_creature(target_ptr, m_idx, cy, cx, MON_NAZGUL, mode)) continue;
y = cy;
x = cx;
void spell_RF6_S_HI_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_name(m_idx, m_name);
+ monster_name(target_ptr, m_idx, m_name);
disturb(target_ptr, TRUE, TRUE);
for (int k = 0; k < S_NUM_6; k++)
{
if (mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if (mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
}
}
for (int k = 0; k < S_NUM_4; k++)
{
if (mon_to_player)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
if (mon_to_mon)
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx)));
}
if (target_ptr->blind && count && mon_to_player)
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
for (int k = 0; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
if (target_ptr->blind && count && mon_to_player)
int count = 0;
for (int k = 0; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
if (count) uniques_are_summoned = TRUE;
for (int k = count; k < S_NUM_4; k++)
{
- count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ count += summon_specific(target_ptr, m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
if (target_ptr->blind && count && mon_to_player)
* @param m_idx 呪文を唱えるモンスターID
* @return 攻撃呪文のダメージ、または召喚したモンスターの数を返す。その他の場合0。以降の処理を中断するなら-1を返す。
*/
-HIT_POINT monspell_to_player(int SPELL_NUM, player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
+HIT_POINT monspell_to_player(player_type *target_ptr, int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
switch (SPELL_NUM)
{
switch (SPELL_NUM)
{
- case MS_SHRIEK: return -1; /* RF4_SHRIEK */
- case MS_XXX1: return -1; /* RF4_XXX1 */
- case MS_DISPEL: return -1; /* RF4_DISPEL */
-
- /* RF4_ROCKET */
+ case MS_SHRIEK: return -1;
+ case MS_XXX1: return -1;
+ case MS_DISPEL: return -1;
case MS_ROCKET:
dam = (hp / 4) > 800 ? 800 : (hp / 4);
break;
-
- /* RF4_SHOOT */
case MS_SHOOT:
dice_num = shoot_dd;
dice_side = shoot_ds;
dam = shoot_base;
break;
- case MS_XXX2: return -1; /* RF4_XXX2 */
- case MS_XXX3: return -1; /* RF4_XXX3 */
- case MS_XXX4: return -1; /* RF4_XXX4 */
-
- /* RF4_BR_ACID */
- /* RF4_BR_ELEC */
- /* RF4_BR_FIRE */
- /* RF4_BR_COLD */
+ case MS_XXX2: return -1;
+ case MS_XXX3: return -1;
+ case MS_XXX4: return -1;
+
case MS_BR_ACID:
case MS_BR_ELEC:
case MS_BR_FIRE:
case MS_BR_COLD:
dam = ((hp / 3) > 1600 ? 1600 : (hp / 3));
break;
-
- /* RF4_BR_POIS */
case MS_BR_POIS:
dam = ((hp / 3) > 800 ? 800 : (hp / 3));
break;
-
- /* RF4_BR_NETH */
case MS_BR_NETHER:
dam = ((hp / 6) > 550 ? 550 : (hp / 6));
break;
-
- /* RF4_BR_LITE */
- /* RF4_BR_DARK */
case MS_BR_LITE:
case MS_BR_DARK:
dam = ((hp / 6) > 400 ? 400 : (hp / 6));
break;
-
- /* RF4_BR_CONF */
- /* RF4_BR_SOUN */
case MS_BR_CONF:
case MS_BR_SOUND:
dam = ((hp / 6) > 450 ? 450 : (hp / 6));
break;
-
- /* RF4_BR_CHAO */
case MS_BR_CHAOS:
dam = ((hp / 6) > 600 ? 600 : (hp / 6));
break;
-
- /* RF4_BR_DISE */
case MS_BR_DISEN:
dam = ((hp / 6) > 500 ? 500 : (hp / 6));
break;
-
- /* RF4_BR_NEXU */
case MS_BR_NEXUS:
dam = ((hp / 3) > 250 ? 250 : (hp / 3));
break;
-
- /* RF4_BR_TIME */
case MS_BR_TIME:
dam = ((hp / 3) > 150 ? 150 : (hp / 3));
break;
-
- /* RF4_BR_INER */
- /* RF4_BR_GRAV */
case MS_BR_INERTIA:
case MS_BR_GRAVITY:
dam = ((hp / 6) > 200 ? 200 : (hp / 6));
break;
-
- /* RF4_BR_SHAR */
case MS_BR_SHARDS:
dam = ((hp / 6) > 500 ? 500 : (hp / 6));
break;
-
- /* RF4_BR_PLAS */
case MS_BR_PLASMA:
dam = ((hp / 6) > 150 ? 150 : (hp / 6));
break;
-
- /* RF4_BR_WALL */
case MS_BR_FORCE:
dam = ((hp / 6) > 200 ? 200 : (hp / 6));
break;
-
- /* RF4_BR_MANA */
case MS_BR_MANA:
dam = ((hp / 3) > 250 ? 250 : (hp / 3));
break;
-
- /* RF4_BA_NUKE */
case MS_BALL_NUKE:
mult = powerful ? 2 : 1;
dam = rlev * (mult / div);
dice_num = 10;
dice_side = 6;
break;
-
- /* RF4_BR_NUKE */
case MS_BR_NUKE:
dam = ((hp / 3) > 800 ? 800 : (hp / 3));
break;
-
- /* RF4_BA_CHAO */
case MS_BALL_CHAOS:
dam = (powerful ? (rlev * 3) : (rlev * 2));
dice_num = 10;
dice_side = 10;
break;
-
- /* RF4_BR_DISI */
case MS_BR_DISI:
dam = ((hp / 6) > 150 ? 150 : (hp / 6));
break;
-
- /* RF5_BA_ACID */
case MS_BALL_ACID:
if (powerful)
{
}
break;
-
- /* RF5_BA_ELEC */
case MS_BALL_ELEC:
if (powerful)
{
}
break;
-
- /* RF5_BA_FIRE */
case MS_BALL_FIRE:
if (powerful)
{
}
break;
-
- /* RF5_BA_COLD */
case MS_BALL_COLD:
if (powerful)
{
}
break;
-
- /* RF5_BA_POIS */
case MS_BALL_POIS:
mult = powerful ? 2 : 1;
dice_num = 12;
dice_side = 2;
break;
-
- /* RF5_BA_NETH */
case MS_BALL_NETHER:
dam = 50 + rlev * (powerful ? 2 : 1);
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BA_WATE */
case MS_BALL_WATER:
dam = 50;
dice_num = 1;
dice_side = powerful ? (rlev * 3) : (rlev * 2);
break;
-
- /* RF5_BA_MANA */
- /* RF5_BA_DARK */
case MS_BALL_MANA:
case MS_BALL_DARK:
dam = (rlev * 4) + 50;
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_DRAIN_MANA */
case MS_DRAIN_MANA:
dam = rlev;
div = 1;
dice_num = 1;
dice_side = rlev;
break;
-
- /* RF5_MIND_BLAST */
case MS_MIND_BLAST:
dice_num = 7;
dice_side = 7;
break;
-
- /* RF5_BRAIN_SMASH */
case MS_BRAIN_SMASH:
dice_num = 12;
dice_side = 12;
break;
-
- /* RF5_CAUSE_1 */
case MS_CAUSE_1:
dice_num = 3;
dice_side = 8;
break;
-
- /* RF5_CAUSE_2 */
case MS_CAUSE_2:
dice_num = 8;
dice_side = 8;
break;
-
- /* RF5_CAUSE_3 */
case MS_CAUSE_3:
dice_num = 10;
dice_side = 15;
break;
-
- /* RF5_CAUSE_4 */
case MS_CAUSE_4:
dice_num = 15;
dice_side = 15;
break;
-
- /* RF5_BO_ACID */
case MS_BOLT_ACID:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 7;
dice_side = 8;
break;
-
- /* RF5_BO_ELEC */
case MS_BOLT_ELEC:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 4;
dice_side = 8;
break;
-
- /* RF5_BO_FIRE */
case MS_BOLT_FIRE:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 9;
dice_side = 8;
break;
-
- /* RF5_BO_COLD */
case MS_BOLT_COLD:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 6;
dice_side = 8;
break;
-
- /* RF5_BA_LITE */
case MS_STARBURST:
dam = (rlev * 4) + 50;
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BO_NETH */
case MS_BOLT_NETHER:
dam = 30 + (rlev * 4) / (powerful ? 2 : 3);
dice_num = 5;
dice_side = 5;
break;
-
- /* RF5_BO_WATE */
case MS_BOLT_WATER:
dam = (rlev * 3 / (powerful ? 2 : 3));
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BO_MANA */
case MS_BOLT_MANA:
dam = 50;
dice_num = 1;
dice_side = rlev * 7 / 2;
break;
-
- /* RF5_BO_PLAS */
case MS_BOLT_PLASMA:
dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
dice_num = 8;
dice_side = 7;
break;
-
- /* RF5_BO_ICEE */
case MS_BOLT_ICE:
dam = (rlev * 3 / (powerful ? 2 : 3));
dice_num = 6;
dice_side = 6;
break;
-
- /* RF5_MISSILE */
case MS_MAGIC_MISSILE:
dam = (rlev / 3);
dice_num = 2;
dice_side = 6;
break;
+ case MS_SCARE: return -1;
+ case MS_BLIND: return -1;
+ case MS_CONF: return -1;
+ case MS_SLOW: return -1;
+ case MS_SLEEP: return -1;
+ case MS_SPEED: return -1;
- case MS_SCARE: return -1; /* RF5_SCARE */
- case MS_BLIND: return -1; /* RF5_BLIND */
- case MS_CONF: return -1; /* RF5_CONF */
- case MS_SLOW: return -1; /* RF5_SLOW */
- case MS_SLEEP: return -1; /* RF5_HOLD */
- case MS_SPEED: return -1; /* RF6_HASTE */
-
- /* RF6_HAND_DOOM */
case MS_HAND_DOOM:
mult = target_ptr->chp;
div = 100;
dice_side = 20;
break;
- case MS_HEAL: return -1; /* RF6_HEAL */
- case MS_INVULNER: return -1; /* RF6_INVULNER */
- case MS_BLINK: return -1; /* RF6_BLINK */
- case MS_TELEPORT: return -1; /* RF6_TPORT */
- case MS_WORLD: return -1; /* RF6_WORLD */
- case MS_SPECIAL: return -1; /* RF6_SPECIAL */
- case MS_TELE_TO: return -1; /* RF6_TELE_TO */
- case MS_TELE_AWAY: return -1; /* RF6_TELE_AWAY */
- case MS_TELE_LEVEL: return -1; /* RF6_TELE_LEVEL */
-
- /* RF6_PSY_SPEAR */
+ case MS_HEAL: return -1;
+ case MS_INVULNER: return -1;
+ case MS_BLINK: return -1;
+ case MS_TELEPORT: return -1;
+ case MS_WORLD: return -1;
+ case MS_SPECIAL: return -1;
+ case MS_TELE_TO: return -1;
+ case MS_TELE_AWAY: return -1;
+ case MS_TELE_LEVEL: return -1;
+
case MS_PSY_SPEAR:
dam = powerful ? 150 : 100;
dice_num = 1;
dice_side = powerful ? (rlev * 2) : (rlev * 3 / 2);
break;
- case MS_DARKNESS: return -1; /* RF6_DARKNESS */
- case MS_MAKE_TRAP: return -1; /* RF6_TRAPS */
- case MS_FORGET: return -1; /* RF6_FORGET */
- case MS_RAISE_DEAD: return -1; /* RF6_RAISE_DEAD */
- case MS_S_KIN: return -1; /* RF6_S_KIN */
- case MS_S_CYBER: return -1; /* RF6_S_CYBER */
- case MS_S_MONSTER: return -1; /* RF6_S_MONSTER */
- case MS_S_MONSTERS: return -1; /* RF6_S_MONSTER */
- case MS_S_ANT: return -1; /* RF6_S_ANT */
- case MS_S_SPIDER: return -1; /* RF6_S_SPIDER */
- case MS_S_HOUND: return -1; /* RF6_S_HOUND */
- case MS_S_HYDRA: return -1; /* RF6_S_HYDRA */
- case MS_S_ANGEL: return -1; /* RF6_S_ANGEL */
- case MS_S_DEMON: return -1; /* RF6_S_DEMON */
- case MS_S_UNDEAD: return -1; /* RF6_S_UNDEAD */
- case MS_S_DRAGON: return -1; /* RF6_S_DRAGON */
- case MS_S_HI_UNDEAD: return -1; /* RF6_S_HI_UNDEAD */
- case MS_S_HI_DRAGON: return -1; /* RF6_S_HI_DRAGON */
- case MS_S_AMBERITE: return -1; /* RF6_S_AMBERITES */
- case MS_S_UNIQUE: return -1; /* RF6_S_UNIQUE */
+ case MS_DARKNESS: return -1;
+ case MS_MAKE_TRAP: return -1;
+ case MS_FORGET: return -1;
+ case MS_RAISE_DEAD: return -1;
+ case MS_S_KIN: return -1;
+ case MS_S_CYBER: return -1;
+ case MS_S_MONSTER: return -1;
+ case MS_S_MONSTERS: return -1;
+ case MS_S_ANT: return -1;
+ case MS_S_SPIDER: return -1;
+ case MS_S_HOUND: return -1;
+ case MS_S_HYDRA: return -1;
+ case MS_S_ANGEL: return -1;
+ case MS_S_DEMON: return -1;
+ case MS_S_UNDEAD: return -1;
+ case MS_S_DRAGON: return -1;
+ case MS_S_HI_UNDEAD: return -1;
+ case MS_S_HI_DRAGON: return -1;
+ case MS_S_AMBERITE: return -1;
+ case MS_S_UNIQUE: return -1;
}
return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);