#include "angband.h"
#include "cmd-spell.h"
+#include "melee.h"
+#include "monsterrace-hook.h"
+#include "projection.h"
+#include "artifact.h"
+#include "player-status.h"
/*!
* @brief 剣術の各処理を行う
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
+concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
{
msg_print(NULL);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
}
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
return NULL;
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
return "";
}
POSITION oy = y, ox = x;
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
y = p_ptr->y + ddy_ddd[dir];
x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
-
- /* Get the monster */
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
{
- if (!monster_living(&r_info[m_ptr->r_idx]))
+ if (!monster_living(m_ptr->r_idx))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
{
int damage;
- if (!buki_motteruka(INVEN_RARM + i)) break;
+ if (!has_melee_weapon(INVEN_RARM + i)) break;
o_ptr = &inventory[INVEN_RARM + i];
basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
damage = o_ptr->to_d * 100;
if (cast)
{
msg_print(_("雄叫びをあげた!", "You roar out!"));
- project_hack(GF_SOUND, randint1(plev * 3));
+ project_all_los(GF_SOUND, randint1(plev * 3));
aggravate_monsters(0);
}
break;
return NULL;
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
return "";
}
/* Player can move forward? */
if (player_can_enter(c_ptr->feat, 0))
{
- /* Move the player */
if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
}
else
if (cast)
{
msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
- project_hack(GF_ENGETSU, plev * 4);
- project_hack(GF_ENGETSU, plev * 4);
- project_hack(GF_ENGETSU, plev * 4);
+ project_all_los(GF_ENGETSU, plev * 4);
+ project_all_los(GF_ENGETSU, plev * 4);
+ project_all_los(GF_ENGETSU, plev * 4);
}
break;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return "";
for (i = 0; i < 2; i++)
{
int damage;
- if (!buki_motteruka(INVEN_RARM + i)) break;
+ if (!has_melee_weapon(INVEN_RARM + i)) break;
o_ptr = &inventory[INVEN_RARM + i];
basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
damage = o_ptr->to_d * 100;