#include "targeting.h"
#include "view-mainwindow.h"
#include "spells-floor.h"
+#include "world.h"
/*!
* @brief 剣術の各処理を行う
+* @param caster_ptr プレーヤーへの参照ポインタ
* @param spell 剣術ID
* @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。
if (cast)
{
project_length = 2;
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
+ project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
}
break;
DIRECTION cdir;
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
for (cdir = 0; cdir < 8; cdir++)
y = caster_ptr->y + ddy_cdd[cdir];
x = caster_ptr->x + ddx_cdd[cdir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, 0);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, 0);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, 0);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
}
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_FIRE);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_FIRE);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
if (cast)
{
- detect_monsters_mind(DETECT_RAD_DEFAULT);
+ detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
}
break;
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_MINEUCHI);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
else
{
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 (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (!p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
return NULL;
}
- py_attack(p_ptr, y, x, 0);
+ py_attack(caster_ptr, y, x, 0);
- if (!player_can_enter(p_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(p_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(p_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(p_ptr->current_floor_ptr->grid_array[y][x].feat) && !p_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);
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_POISON);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_POISON);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_ZANMA);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
case 10:
if (name) return _("裂風剣", "Wind Blast");
- if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blow it away.");
+ if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blows it away.");
if (cast)
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, 0);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, 0);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
{
return "";
}
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
int i;
POSITION ty = y, tx = x;
POSITION oy = y, ox = x;
- MONSTER_IDX m_idx = p_ptr->current_floor_ptr->grid_array[y][x].m_idx;
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+ 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(y, x))
+ if (is_cave_empty_bold(caster_ptr, y, x))
{
ty = y;
tx = x;
if ((ty != oy) || (tx != ox))
{
msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
- p_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
- p_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+ caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
m_ptr->fy = ty;
m_ptr->fx = tx;
- update_monster(m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
+ update_monster(caster_ptr, m_idx, TRUE);
+ 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 (plev > 44)
{
- if (!identify_fully(TRUE)) return NULL;
+ if (!identify_fully(caster_ptr, TRUE)) return NULL;
}
else
{
- if (!ident_spell(TRUE)) return NULL;
+ if (!ident_spell(caster_ptr, TRUE)) return NULL;
}
}
break;
case 12:
if (name) return _("破岩斬", "Rock Smash");
- if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock. Or greatly damage a monster made by rocks.");
+ if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock. Or greatly damages a monster made by rocks.");
if (cast)
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_HAGAN);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
- if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
+ 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;
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_COLD);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_COLD);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_KYUSHO);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_MAJIN);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_SUTEMI);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_ELEC);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_ELEC);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
if (cast)
{
- if (!rush_attack(NULL)) return NULL;
+ if (!rush_attack(caster_ptr, NULL)) return NULL;
}
break;
{
y = caster_ptr->y + ddy_ddd[dir];
x = caster_ptr->x + ddx_ddd[dir];
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
- m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+ m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
/* Hack -- attack monsters */
- if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+ if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
{
if (!monster_living(m_ptr->r_idx))
{
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(p_ptr, y, x, HISSATSU_SEKIRYUKA);
+ else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
}
}
}
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_QUAKE);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
else
earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
}
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++)
{
total_damage += damage / 200;
if (i) total_damage = total_damage * 7 / 10;
}
- fire_beam(GF_FORCE, dir, total_damage);
+ fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
}
break;
if (cast)
{
msg_print(_("雄叫びをあげた!", "You roar out!"));
- project_all_los(GF_SOUND, randint1(plev * 3));
- aggravate_monsters(0);
+ project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
+ aggravate_monsters(caster_ptr, 0);
}
break;
{
int i;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
for (i = 0; i < 3; i++)
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
if (g_ptr->m_idx)
- py_attack(p_ptr, y, x, HISSATSU_3DAN);
+ py_attack(caster_ptr, y, x, HISSATSU_3DAN);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
ny = y + ddy[dir];
nx = x + ddx[dir];
m_idx = g_ptr->m_idx;
- m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
/* Monster cannot move back? */
- if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
+ if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
{
/* -more- */
if (i < 2) msg_print(NULL);
}
g_ptr->m_idx = 0;
- p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+ caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
m_ptr->fy = ny;
m_ptr->fx = nx;
- update_monster(m_idx, TRUE);
+ 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(g_ptr->feat, 0))
+ if (player_can_enter(caster_ptr, g_ptr->feat, 0))
{
if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
}
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_DRAIN);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
if (cast)
{
msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
- project_all_los(GF_ENGETSU, plev * 4);
- project_all_los(GF_ENGETSU, plev * 4);
- project_all_los(GF_ENGETSU, plev * 4);
+ project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
+ project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
+ project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
}
break;
do
{
- if (!rush_attack(&mdeath)) break;
+ if (!rush_attack(caster_ptr, &mdeath)) break;
if (is_new)
{
/* Reserve needed mana point */
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;
{
POSITION y, x;
- if (!tgt_pt(&x, &y)) 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->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;
msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
break;
}
- project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
- teleport_player_to(y, x, 0L);
+ project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
+ teleport_player_to(caster_ptr, y, x, 0L);
}
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];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- py_attack(p_ptr, y, x, 0);
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, 0);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- handle_stuff();
- py_attack(p_ptr, y, x, 0);
+ handle_stuff(caster_ptr);
+ py_attack(caster_ptr, y, x, 0);
}
}
else
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_type *o_ptr;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
if (d_info[caster_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."));
+ msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
return "";
}
msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
damage *= caster_ptr->num_blow[i];
total_damage += (damage / 100);
}
- project(0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
+ project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
}
break;
{
POSITION y, x;
- if (!get_direction(&dir, FALSE, FALSE)) return NULL;
+ if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
if (dir == 5) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(p_ptr, y, x, HISSATSU_UNDEAD);
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
i = inkey();
prt("", 0, 0);
if (i != '@') return NULL;
- if (caster_ptr->total_winner)
+ if (current_world_ptr->total_winner)
{
take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
- caster_ptr->total_winner = TRUE;
+ current_world_ptr->total_winner = TRUE;
}
else
{