if (cast)
{
project_length = 2;
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
}
py_attack(caster_ptr, y, x, 0);
- if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat))
+ if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
break;
y += ddy[dir];
x += ddx[dir];
- if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
msg_print(NULL);
(void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
for (i = 0; i < 5; i++)
{
y += ddy[dir];
x += ddx[dir];
- if (cave_empty_bold(p_ptr->current_floor_ptr, y, x))
+ if (cave_empty_bold(caster_ptr->current_floor_ptr, y, x))
{
ty = y;
tx = x;
m_ptr->fx = tx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ty, tx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
/* Destroy the feature */
- cave_alter_feat(y, x, FF_HURT_ROCK);
+ cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
caster_ptr->update |= (PU_FLOW);
}
break;
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
}
else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
int total_damage = 0, basedam, i;
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_type *o_ptr;
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
for (i = 0; i < 2; i++)
{
update_monster(caster_ptr, m_idx, TRUE);
/* Redraw the old spot */
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/* Redraw the new spot */
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, ny, nx);
/* Player can move forward? */
if (player_can_enter(caster_ptr, g_ptr->feat, 0))
command_dir = 0;
caster_ptr->redraw |= PR_MANA;
- handle_stuff();
+ handle_stuff(caster_ptr);
} while (caster_ptr->csp > mana_cost_per_monster);
if (is_new) return NULL;
if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
- if (!cave_player_teleportable_bold(y, x, 0L) ||
+ if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
(distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
- !projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x))
+ !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
{
msg_print(_("失敗!", "You cannot move to that place!"));
break;
{
POSITION x, y;
- if (!get_rep_dir(&dir, FALSE)) return NULL;
+ if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
py_attack(caster_ptr, y, x, 0);
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- handle_stuff();
+ handle_stuff(caster_ptr);
py_attack(caster_ptr, y, x, 0);
}
}