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[Refactor] #37353 爆発の薬の効果を detonation() に分離。 / Separate implementation of 'potion...
[hengband/hengband.git] / src / spells1.c
index f23d6b4..574df6e 100644 (file)
 #include "trap.h"
 #include "object-curse.h"
 #include "player-damage.h"
+
+#include "monster.h"
+#include "monster-status.h"
+#include "spells-summon.h"
 #include "monsterrace-hook.h"
+
 #include "melee.h"
 #include "world.h"
+#include "projection.h"
+#include "mutation.h"
+#include "rooms.h"
 
 
 static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
@@ -111,9 +119,9 @@ PERCENTAGE beam_chance(void)
  * @param cury 現在の鏡のy座標
  * @param curx 現在の鏡のx座標
  */
-static void next_mirror(int* next_y, int* next_x, int cury, int curx)
+static void next_mirror(POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
 {
-       int mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
+       POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
        int mirror_num = 0;                       /* 鏡の数 */
        POSITION x, y;
        int num;
@@ -5400,19 +5408,21 @@ static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSI
                        if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
                        if (!CHECK_MULTISHADOW())
                        {
-                               if (!p_ptr->resist_sound)
+                               if (!p_ptr->resist_sound && !p_ptr->resist_water)
                                {
                                        set_stun(p_ptr->stun + randint1(40));
                                }
-                               if (!p_ptr->resist_conf)
+                               if (!p_ptr->resist_conf && !p_ptr->resist_water)
                                {
                                        set_confused(p_ptr->confused + randint1(5) + 5);
                                }
 
-                               if (one_in_(5))
+                               if (one_in_(5) && !p_ptr->resist_water)
                                {
                                        inven_damage(set_cold_destroy, 3);
                                }
+
+                               if (p_ptr->resist_water) get_damage /= 4;
                        }
 
                        get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);