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);
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)
{
{
y += ddy[dir];
x += ddx[dir];
- if (cave_empty_bold(caster_ptr->current_floor_ptr, y, x))
+ if (is_cave_empty_bold(caster_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);
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)
{
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);
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))
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, caster_ptr->y, caster_ptr->x, y, x))
{
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."));