/*!
* @brief 汎用的なビーム/ボルト/ボール系による地形効果処理 / We are called from "project()" to "damage" terrain features
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
* @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
* @param y 目標Y座標 / Target y location (or location to travel "towards")
* Perhaps we should affect doors?
* </pre>
*/
-static bool project_f(floor_type *floor_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
+static bool project_f(player_type *caster_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
bool obvious = FALSE;
- bool known = player_has_los_bold(p_ptr, y, x);
+ bool known = player_has_los_bold(caster_ptr, y, x);
who = who ? who : 0;
/* Reduce damage by distance */
dam = (dam + r) / (r + 1);
-
- if (have_flag(f_ptr->flags, FF_TREE))
+if (have_flag(f_ptr->flags, FF_TREE))
{
concptr message;
switch (typ)
if (message)
{
msg_format(_("木は%s。", "A tree %s"), message);
- cave_set_feat(floor_ptr, y, x, one_in_(3) ? feat_brake : feat_grass);
+ cave_set_feat(caster_ptr, y, x, one_in_(3) ? feat_brake : feat_grass);
/* Observe */
if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
if (is_hidden_door(g_ptr))
{
/* Pick a door */
- disclose_grid(y, x);
+ disclose_grid(caster_ptr, y, x);
/* Check line of sight */
if (known)
}
/* Destroy the trap */
- cave_alter_feat(y, x, FF_DISARM);
+ cave_alter_feat(caster_ptr, y, x, FF_DISARM);
}
/* Locked doors are unlocked */
FEAT_IDX old_feat = g_ptr->feat;
/* Unlock the door */
- cave_alter_feat(y, x, FF_DISARM);
+ cave_alter_feat(caster_ptr, y, x, FF_DISARM);
/* Check line of sound */
if (known && (old_feat != g_ptr->feat))
}
/* Remove "unsafe" flag if player is not blind */
- if (!p_ptr->blind && player_has_los_bold(p_ptr, y, x))
+ if (!caster_ptr->blind && player_has_los_bold(caster_ptr, y, x))
{
g_ptr->info &= ~(CAVE_UNSAFE);
lite_spot(y, x);
}
/* Destroy the feature */
- cave_alter_feat(y, x, FF_TUNNEL);
+ cave_alter_feat(caster_ptr, y, x, FF_TUNNEL);
}
/* Remove "unsafe" flag if player is not blind */
- if (!p_ptr->blind && player_has_los_bold(p_ptr, y, x))
+ if (!caster_ptr->blind && player_has_los_bold(caster_ptr, y, x))
{
g_ptr->info &= ~(CAVE_UNSAFE);
lite_spot(y, x);
s16b old_mimic = g_ptr->mimic;
feature_type *mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
- cave_alter_feat(y, x, FF_SPIKE);
+ cave_alter_feat(caster_ptr, y, x, FF_SPIKE);
g_ptr->mimic = old_mimic;
note_spot(y, x);
obvious = TRUE;
}
}
+
break;
}
}
/* Destroy the wall */
- cave_alter_feat(y, x, FF_HURT_ROCK);
- p_ptr->update |= (PU_FLOW);
+ cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+ caster_ptr->update |= (PU_FLOW);
}
break;
case GF_MAKE_DOOR:
{
- if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
- if (player_bold(p_ptr, y, x)) break;
- cave_set_feat(floor_ptr, y, x, feat_door[DOOR_DOOR].closed);
+ if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
+ if (player_bold(caster_ptr, y, x)) break;
+ cave_set_feat(caster_ptr, y, x, feat_door[DOOR_DOOR].closed);
if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
break;
}
case GF_MAKE_TRAP:
{
- place_trap(floor_ptr, y, x);
+ place_trap(caster_ptr, y, x);
break;
}
case GF_MAKE_TREE:
{
- if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
- if (player_bold(p_ptr, y, x)) break;
- cave_set_feat(floor_ptr, y, x, feat_tree);
+ if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
+ if (player_bold(caster_ptr, y, x)) break;
+ cave_set_feat(caster_ptr, y, x, feat_tree);
if (g_ptr->info & (CAVE_MARK)) obvious = TRUE;
break;
}
case GF_MAKE_GLYPH:
{
- if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
+ if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
g_ptr->info |= CAVE_OBJECT;
g_ptr->mimic = feat_glyph;
note_spot(y, x);
case GF_STONE_WALL:
{
- if (!cave_naked_bold(p_ptr, floor_ptr, y, x)) break;
- if (player_bold(p_ptr, y, x)) break;
- cave_set_feat(floor_ptr, y, x, feat_granite);
+ if (!cave_naked_bold(caster_ptr, floor_ptr, y, x)) break;
+ if (player_bold(caster_ptr, y, x)) break;
+ cave_set_feat(caster_ptr, y, x, feat_granite);
break;
}
if (dam == 1)
{
if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
- cave_set_feat(floor_ptr, y, x, feat_shallow_lava);
+ cave_set_feat(caster_ptr, y, x, feat_shallow_lava);
}
else if (dam)
{
- cave_set_feat(floor_ptr, y, x, feat_deep_lava);
+ cave_set_feat(caster_ptr, y, x, feat_deep_lava);
}
+
break;
}
if (dam == 1)
{
if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
- cave_set_feat(floor_ptr, y, x, feat_shallow_water);
+ cave_set_feat(caster_ptr, y, x, feat_shallow_water);
}
else if (dam)
{
- cave_set_feat(floor_ptr, y, x, feat_deep_water);
+ cave_set_feat(caster_ptr, y, x, feat_deep_water);
}
+
break;
}
case GF_LITE:
{
/* Turn on the light */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+ if (!(d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
{
g_ptr->info |= (CAVE_GLOW);
note_spot(y, x);
lite_spot(y, x);
- update_local_illumination(p_ptr, y, x);
+ update_local_illumination(caster_ptr, y, x);
/* Observe */
- if (player_can_see_bold(y, x)) obvious = TRUE;
+ if (player_can_see_bold(caster_ptr, y, x)) obvious = TRUE;
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
- if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
+ if (g_ptr->m_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
- if (p_ptr->special_defense & NINJA_S_STEALTH)
+ if (caster_ptr->special_defense & NINJA_S_STEALTH)
{
- if (player_bold(p_ptr, y, x)) set_superstealth(p_ptr, FALSE);
+ if (player_bold(caster_ptr, y, x)) set_superstealth(caster_ptr, FALSE);
}
}
case GF_DARK_WEAK:
case GF_DARK:
{
- bool do_dark = !p_ptr->phase_out && !is_mirror_grid(g_ptr);
+ bool do_dark = !caster_ptr->phase_out && !is_mirror_grid(g_ptr);
int j;
/* Turn off the light. */
lite_spot(y, x);
- update_local_illumination(p_ptr, y, x);
+ update_local_illumination(caster_ptr, y, x);
- if (player_can_see_bold(y, x)) obvious = TRUE;
+ if (player_can_see_bold(caster_ptr, y, x)) obvious = TRUE;
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
- if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
+ if (g_ptr->m_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
}
/* All done */
{
if (is_mirror_grid(g_ptr))
{
- msg_print(_("鏡が割れた!", "The mirror was crashed!"));
+ msg_print(_("鏡が割れた!", "The mirror was shattered!"));
sound(SOUND_GLASS);
- remove_mirror(y, x);
- project(p_ptr, 0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ remove_mirror(caster_ptr, y, x);
+ project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
{
if (known && (g_ptr->info & CAVE_MARK))
{
- msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
+ msg_format(_("%sが割れた!", "The %s crumbled!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
sound(SOUND_GLASS);
}
/* Destroy the wall */
- cave_alter_feat(y, x, FF_HURT_ROCK);
- p_ptr->update |= (PU_FLOW);
+ cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+ caster_ptr->update |= (PU_FLOW);
}
+
break;
}
case GF_SOUND:
{
- if (is_mirror_grid(g_ptr) && p_ptr->lev < 40)
+ if (is_mirror_grid(g_ptr) && caster_ptr->lev < 40)
{
- msg_print(_("鏡が割れた!", "The mirror was crashed!"));
+ msg_print(_("鏡が割れた!", "The mirror was shattered!"));
sound(SOUND_GLASS);
- remove_mirror(y, x);
- project(p_ptr, 0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ remove_mirror(caster_ptr, y, x);
+ project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
{
if (known && (g_ptr->info & CAVE_MARK))
{
- msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
+ msg_format(_("%sが割れた!", "The %s crumbled!"), f_name + f_info[get_feat_mimic(g_ptr)].name);
sound(SOUND_GLASS);
}
/* Destroy the wall */
- cave_alter_feat(y, x, FF_HURT_ROCK);
- p_ptr->update |= (PU_FLOW);
+ cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
+ caster_ptr->update |= (PU_FLOW);
}
+
break;
}
{
/* Destroy mirror/glyph */
if (is_mirror_grid(g_ptr) || is_glyph_grid(g_ptr) || is_explosive_rune_grid(g_ptr))
- remove_mirror(y, x);
+ remove_mirror(caster_ptr, y, x);
/* Permanent features don't get effect */
/* But not protect monsters and other objects */
if (have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT))
{
- cave_alter_feat(y, x, FF_HURT_DISI);
+ cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
/* Update some things -- similar to GF_KILL_WALL */
- p_ptr->update |= (PU_FLOW);
+ caster_ptr->update |= (PU_FLOW);
}
+
break;
}
}
/*!
* @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
* @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
* @param y 目標Y座標 / Target y location (or location to travel "towards")
* We return "TRUE" if the effect of the projection is "obvious".
* </pre>
*/
-static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
+static bool project_o(player_type *caster_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
bool obvious = FALSE;
- bool known = player_has_los_bold(p_ptr, y, x);
+ bool known = player_has_los_bold(caster_ptr, y, x);
BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Scan all objects in the grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[this_o_idx];
bool is_art = FALSE;
bool ignore = FALSE;
case GF_IDENTIFY:
{
- identify_item(p_ptr, o_ptr);
+ identify_item(caster_ptr, o_ptr);
/* Auto-inscription */
- autopick_alter_item((-this_o_idx), FALSE);
+ autopick_alter_item(caster_ptr, (-this_o_idx), FALSE);
break;
}
int i;
BIT_FLAGS mode = 0L;
- if (!who || is_pet(&p_ptr->current_floor_ptr->m_list[who]))
+ if (!who || is_pet(&caster_ptr->current_floor_ptr->m_list[who]))
mode |= PM_FORCE_PET;
for (i = 0; i < o_ptr->number ; i++)
k_idx = o_ptr->k_idx;
is_potion = object_is_potion(o_ptr);
- delete_object_idx(this_o_idx);
+ delete_object_idx(caster_ptr->current_floor_ptr, this_o_idx);
/* Potions produce effects when 'shattered' */
if (is_potion)
}
/* Return "Anything seen?" */
- return (obvious);
+ return obvious;
}
/*!
* @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
* @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
* @param y 目標Y座標 / Target y location (or location to travel "towards")
* "flg" was added.
* </pre>
*/
-
-
-
-static bool project_m(player_type *caster_ptr, floor_type *floor_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
+static bool project_m(player_type *caster_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
{
int tmp;
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
DEPTH caster_lev = (who > 0) ? r_info[m_caster_ptr->r_idx].level : (caster_ptr->lev * 2);
/* Nobody here */
- if (!g_ptr->m_idx) return (FALSE);
+ if (!g_ptr->m_idx) return FALSE;
/* Never affect projector */
- if (who && (g_ptr->m_idx == who)) return (FALSE);
- if ((g_ptr->m_idx == caster_ptr->riding) && !who && !(typ == GF_OLD_HEAL) && !(typ == GF_OLD_SPEED) && !(typ == GF_STAR_HEAL)) return (FALSE);
+ if (who && (g_ptr->m_idx == who)) return FALSE;
+ if ((g_ptr->m_idx == caster_ptr->riding) && !who && !(typ == GF_OLD_HEAL) && !(typ == GF_OLD_SPEED) && !(typ == GF_STAR_HEAL)) return FALSE;
if (sukekaku && ((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) return FALSE;
/* Don't affect already death monsters */
/* Prevents problems with chain reactions of exploding monsters */
- if (m_ptr->hp < 0) return (FALSE);
+ if (m_ptr->hp < 0) return FALSE;
/* Reduce damage by distance */
dam = (dam + r) / (r + 1);
/* Normal monsters slow down */
else
{
- if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
+ if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
note = _("の動きが遅くなった。", " starts moving slower.");
}
/* Normal monsters slow down */
else
{
- if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
+ if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
note = _("の動きが遅くなった。", " starts moving slower.");
}
if (seen) obvious = TRUE;
/* PSI only works if the monster can see you! -- RG */
- if (!(los(floor_ptr, m_ptr->fy, m_ptr->fx, caster_ptr->y, caster_ptr->x)))
+ if (!(los(caster_ptr, m_ptr->fy, m_ptr->fx, caster_ptr->y, caster_ptr->x)))
{
if (seen_msg)
msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), m_name);
if (seen) obvious = TRUE;
/* Wake up */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
if (m_ptr->maxhp < m_ptr->max_maxhp)
{
if (seen) obvious = TRUE;
/* Wake up */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
if (MON_STUNNED(m_ptr))
{
if (seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
- (void)set_monster_stunned(g_ptr->m_idx, 0);
+ (void)set_monster_stunned(caster_ptr, g_ptr->m_idx, 0);
}
if (MON_CONFUSED(m_ptr))
{
if (seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
- (void)set_monster_confused(g_ptr->m_idx, 0);
+ (void)set_monster_confused(caster_ptr, g_ptr->m_idx, 0);
}
if (MON_MONFEAR(m_ptr))
{
if (seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
- (void)set_monster_monfear(g_ptr->m_idx, 0);
+ (void)set_monster_monfear(caster_ptr, g_ptr->m_idx, 0);
}
/* Heal */
if (seen) obvious = TRUE;
/* Speed up */
- if (set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100))
+ if (set_monster_fast(caster_ptr, g_ptr->m_idx, MON_FAST(m_ptr) + 100))
{
note = _("の動きが速くなった。", " starts moving faster.");
}
/* Normal monsters slow down */
else
{
- if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
+ if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
note = _("の動きが遅くなった。", " starts moving slower.");
}
do_conf = randint0(8) + 8;
do_stun = randint0(8) + 8;
}
- (void)set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 10);
+ (void)set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 10);
}
break;
}
delete_monster_idx(g_ptr->m_idx);
- return (TRUE);
+ return TRUE;
}
else
{
/* Normal monsters slow down */
else
{
- if (set_monster_slow(g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
+ if (set_monster_slow(caster_ptr, g_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
note = _("の動きが遅くなった。", " starts moving slower.");
}
if (seen) obvious = TRUE;
if (genocide_aux(caster_ptr, g_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
{
- if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappered!"), m_name);
+ if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), m_name);
chg_virtue(caster_ptr, V_VITALITY, -1);
return TRUE;
}
if (is_pet(m_ptr))
{
note = _("の動きが速くなった。", " starts moving faster.");
- (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
+ (void)set_monster_fast(caster_ptr, g_ptr->m_idx, MON_FAST(m_ptr) + 100);
success = TRUE;
}
{
note = _("を支配した。", " is tamed!");
set_pet(m_ptr);
- (void)set_monster_fast(g_ptr->m_idx, MON_FAST(m_ptr) + 100);
+ (void)set_monster_fast(caster_ptr, g_ptr->m_idx, MON_FAST(m_ptr) + 100);
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
}
/* Absolutely no effect */
- if (skipped) return (FALSE);
+ if (skipped) return FALSE;
/* "Unique" monsters cannot be polymorphed */
if (r_ptr->flags1 & (RF1_UNIQUE)) do_poly = FALSE;
/* Modify the damage */
tmp = dam;
- dam = mon_damage_mod(m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
+ dam = mon_damage_mod(caster_ptr, m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
if ((tmp > 0) && (dam == 0)) note = _("はダメージを受けていない。", " is unharmed.");
/* Check for death */
}
/* Apply stun */
- (void)set_monster_stunned(g_ptr->m_idx, tmp);
+ (void)set_monster_stunned(caster_ptr, g_ptr->m_idx, tmp);
/* Get angry */
get_angry = TRUE;
}
/* Apply confusion */
- (void)set_monster_confused(g_ptr->m_idx, tmp);
+ (void)set_monster_confused(caster_ptr, g_ptr->m_idx, tmp);
/* Get angry */
get_angry = TRUE;
/* Turn off the damage */
dam = 0;
}
- else
- {
- /* No polymorph */
- note = _("には効果がなかった。", " is unaffected.");
- }
/* Hack -- Get new monster */
m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
if (do_fear)
{
/* Set fear */
- (void)set_monster_monfear(g_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
+ (void)set_monster_monfear(caster_ptr, g_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
/* Get angry */
get_angry = TRUE;
if (caster_ptr->riding == g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
/* Wake the monster up */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
/* Hurt the monster */
m_ptr->hp -= dam;
}
}
- if (who > 0) monster_gain_exp(who, m_ptr->r_idx);
+ if (who > 0) monster_gain_exp(caster_ptr, who, m_ptr->r_idx);
/* Generate treasure, etc */
monster_death(g_ptr->m_idx, FALSE);
}
/* Hack -- handle sleep */
- if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
+ if (do_sleep) (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, do_sleep);
}
}
bool fear = FALSE;
/* Hurt the monster, check for fear and death */
- if (mon_take_hit(g_ptr->m_idx, dam, &fear, note_dies))
+ if (mon_take_hit(caster_ptr, g_ptr->m_idx, dam, &fear, note_dies))
{
/* Dead monster */
}
}
/* Hack -- handle sleep */
- if (do_sleep) (void)set_monster_csleep(g_ptr->m_idx, do_sleep);
+ if (do_sleep) (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, do_sleep);
}
}
{
caster_ptr->health_who = g_ptr->m_idx;
caster_ptr->redraw |= (PR_HEALTH);
- handle_stuff();
+ handle_stuff(caster_ptr);
}
/* Verify this code */
/* Mark the item as fully known */
q_ptr->ident |= (IDENT_MENTAL);
- (void)drop_near(q_ptr, -1, caster_ptr->y, caster_ptr->x);
+ (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
}
/* Track it */
/* Player is not here */
- if (!player_bold(p_ptr, y, x)) return (FALSE);
+ if (!player_bold(target_ptr, y, x)) return FALSE;
if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && (randint0(55) < (target_ptr->lev * 3 / 5 + 20)) && who && (who != target_ptr->riding))
{
- if (kawarimi(TRUE)) return FALSE;
+ if (kawarimi(target_ptr, TRUE)) return FALSE;
}
/* Player cannot hurt himself */
- if (!who) return (FALSE);
- if (who == target_ptr->riding) return (FALSE);
+ if (!who) return FALSE;
+ if (who == target_ptr->riding) return FALSE;
if ((target_ptr->reflect || ((target_ptr->special_defense & KATA_FUUJIN) && !target_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
{
else
msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
-
/* Choose 'new' target */
if (who > 0)
{
t_y = target_ptr->current_floor_ptr->m_list[who].fy - 1 + randint1(3);
t_x = target_ptr->current_floor_ptr->m_list[who].fx - 1 + randint1(3);
max_attempts--;
- } while (max_attempts && in_bounds2u(target_ptr->current_floor_ptr, t_y, t_x) && !projectable(target_ptr->current_floor_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
+ } while (max_attempts && in_bounds2u(target_ptr->current_floor_ptr, t_y, t_x) && !projectable(target_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
if (max_attempts < 1)
{
t_x = target_ptr->x - 1 + randint1(3);
}
- project(p_ptr, 0, 0, t_y, t_x, dam, typ, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), monspell);
+ project(target_ptr, 0, 0, t_y, t_x, dam, typ, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), monspell);
disturb(target_ptr, TRUE, TRUE);
return TRUE;
case GF_ACID:
{
if (fuzzy) msg_print(_("酸で攻撃された!", "You are hit by acid!"));
- get_damage = acid_dam(dam, killer, monspell, FALSE);
+ get_damage = acid_dam(target_ptr, dam, killer, monspell, FALSE);
break;
}
case GF_FIRE:
{
if (fuzzy) msg_print(_("火炎で攻撃された!", "You are hit by fire!"));
- get_damage = fire_dam(dam, killer, monspell, FALSE);
+ get_damage = fire_dam(target_ptr, dam, killer, monspell, FALSE);
break;
}
case GF_COLD:
{
if (fuzzy) msg_print(_("冷気で攻撃された!", "You are hit by cold!"));
- get_damage = cold_dam(dam, killer, monspell, FALSE);
+ get_damage = cold_dam(target_ptr, dam, killer, monspell, FALSE);
break;
}
case GF_ELEC:
{
if (fuzzy) msg_print(_("電撃で攻撃された!", "You are hit by lightning!"));
- get_damage = elec_dam(dam, killer, monspell, FALSE);
+ get_damage = elec_dam(target_ptr, dam, killer, monspell, FALSE);
break;
}
/* Standard damage -- also poisons player */
case GF_POIS:
{
- bool double_resist = IS_OPPOSE_POIS();
+ bool double_resist = is_oppose_pois(target_ptr);
if (fuzzy) msg_print(_("毒で攻撃された!", "You are hit by poison!"));
if (target_ptr->resist_pois) dam = (dam + 2) / 3;
/* Standard damage -- also poisons / mutates player */
case GF_NUKE:
{
- bool double_resist = IS_OPPOSE_POIS();
+ bool double_resist = is_oppose_pois(target_ptr);
if (fuzzy) msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
if (one_in_(6))
{
- inven_damage(set_acid_destroy, 2);
+ inventory_damage(target_ptr, set_acid_destroy, 2);
}
}
break;
(void)set_stun(target_ptr, target_ptr->stun + plus_stun);
}
- if (!(target_ptr->resist_fire || IS_OPPOSE_FIRE() || target_ptr->immune_fire))
+ if (!(target_ptr->resist_fire || is_oppose_fire(target_ptr) || target_ptr->immune_fire))
{
- inven_damage(set_acid_destroy, 3);
+ inventory_damage(target_ptr, set_acid_destroy, 3);
}
break;
{
msg_print(_("気分がよくなった。", "You feel invigorated!"));
hp_player(target_ptr, dam / 4);
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if (one_in_(5) && !target_ptr->resist_water)
{
- inven_damage(set_cold_destroy, 3);
+ inventory_damage(target_ptr, set_cold_destroy, 3);
}
if (target_ptr->resist_water) get_damage /= 4;
if (!target_ptr->resist_chaos || one_in_(9))
{
- inven_damage(set_elec_destroy, 2);
- inven_damage(set_fire_destroy, 2);
+ inventory_damage(target_ptr, set_elec_destroy, 2);
+ inventory_damage(target_ptr, set_fire_destroy, 2);
}
}
if (!target_ptr->resist_shard || one_in_(13))
{
- inven_damage(set_cold_destroy, 2);
+ inventory_damage(target_ptr, set_cold_destroy, 2);
}
get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
if (!target_ptr->resist_sound || one_in_(13))
{
- inven_damage(set_cold_destroy, 2);
+ inventory_damage(target_ptr, set_cold_destroy, 2);
}
get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
if (!target_ptr->resist_shard || one_in_(12))
{
- inven_damage(set_cold_destroy, 3);
+ inventory_damage(target_ptr, set_cold_destroy, 3);
}
get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
if (!target_ptr->levitation || one_in_(13))
{
- inven_damage(set_cold_destroy, 2);
+ inventory_damage(target_ptr, set_cold_destroy, 2);
}
get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
get_damage = take_hit(target_ptr, DAMAGE_ATTACK, dam, killer, monspell);
if (!target_ptr->resist_shard || one_in_(13))
{
- if (!target_ptr->immune_fire) inven_damage(set_fire_destroy, 2);
- inven_damage(set_cold_destroy, 2);
+ if (!target_ptr->immune_fire) inventory_damage(target_ptr, set_fire_destroy, 2);
+ inventory_damage(target_ptr, set_cold_destroy, 2);
}
break;
case GF_ICE:
{
if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
- get_damage = cold_dam(dam, killer, monspell, FALSE);
+ get_damage = cold_dam(target_ptr, dam, killer, monspell, FALSE);
if (!CHECK_MULTISHADOW(target_ptr))
{
if (!target_ptr->resist_shard)
(void)set_stun(target_ptr, target_ptr->stun + randint1(15));
}
- if ((!(target_ptr->resist_cold || IS_OPPOSE_COLD())) || one_in_(12))
+ if ((!(target_ptr->resist_cold || is_oppose_cold(target_ptr))) || one_in_(12))
{
- if (!target_ptr->immune_cold) inven_damage(set_cold_destroy, 3);
+ if (!target_ptr->immune_cold) inventory_damage(target_ptr, set_cold_destroy, 3);
}
}
target_ptr->csp -= dam;
}
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
target_ptr->redraw |= (PR_MANA);
target_ptr->window |= (PW_PLAYER | PW_SPELL);
if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if ((randint0(100 + rlev / 2) < MAX(5, target_ptr->skill_sav)) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
if ((randint0(100 + rlev / 2) < target_ptr->skill_sav) && !CHECK_MULTISHADOW(target_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- learn_spell(monspell);
+ learn_spell(target_ptr, monspell);
}
else
{
}
/* Hex - revenge damage stored */
- revenge_store(get_damage);
+ revenge_store(target_ptr, get_damage);
if ((target_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
&& (get_damage > 0) && !target_ptr->is_dead && (who > 0))
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
- project(p_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
+ project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
if (target_ptr->tim_eyeeye) set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
}
if ((target_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != target_ptr->riding))
{
- (void)kawarimi(FALSE);
+ (void)kawarimi(target_ptr, FALSE);
}
/* Return "Anything seen?" */
}
-
/*
*
* Modified version of los() for calculation of disintegration balls.
* Disintegration effects are stopped by permanent walls.
*/
-bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+bool in_disintegration_range(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
POSITION dx, dy; /* Delta */
POSITION ax, ay; /* Absolute */
ax = ABS(dx);
/* Handle adjacent (or identical) grids */
- if ((ax < 2) && (ay < 2)) return (TRUE);
+ if ((ax < 2) && (ay < 2)) return TRUE;
/* Paranoia -- require "safe" origin */
- /* if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) return (FALSE); */
+ /* if (!in_bounds(floor_ptr, y1, x1)) return FALSE; */
/* Directly South/North */
if (!dx)
{
for (ty = y1 + 1; ty < y2; ty++)
{
- if (cave_stop_disintegration(ty, x1)) return (FALSE);
+ if (cave_stop_disintegration(floor_ptr, ty, x1)) return FALSE;
}
}
{
for (ty = y1 - 1; ty > y2; ty--)
{
- if (cave_stop_disintegration(ty, x1)) return (FALSE);
+ if (cave_stop_disintegration(floor_ptr, ty, x1)) return FALSE;
}
}
/* Assume los */
- return (TRUE);
+ return TRUE;
}
/* Directly East/West */
{
for (tx = x1 + 1; tx < x2; tx++)
{
- if (cave_stop_disintegration(y1, tx)) return (FALSE);
+ if (cave_stop_disintegration(floor_ptr, y1, tx)) return FALSE;
}
}
{
for (tx = x1 - 1; tx > x2; tx--)
{
- if (cave_stop_disintegration(y1, tx)) return (FALSE);
+ if (cave_stop_disintegration(floor_ptr, y1, tx)) return FALSE;
}
}
/* Assume los */
- return (TRUE);
+ return TRUE;
}
/* Extract some signs */
{
if (ay == 2)
{
- if (!cave_stop_disintegration(y1 + sy, x1)) return (TRUE);
+ if (!cave_stop_disintegration(floor_ptr, y1 + sy, x1)) return TRUE;
}
}
{
if (ax == 2)
{
- if (!cave_stop_disintegration(y1, x1 + sx)) return (TRUE);
+ if (!cave_stop_disintegration(floor_ptr, y1, x1 + sx)) return TRUE;
}
}
/* the LOS exactly meets the corner of a tile. */
while (x2 - tx)
{
- if (cave_stop_disintegration(ty, tx)) return (FALSE);
+ if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
qy += m;
else if (qy > f2)
{
ty += sy;
- if (cave_stop_disintegration(ty, tx)) return (FALSE);
+ if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
qy -= f1;
tx += sx;
}
tx += sx;
}
}
+
+ return TRUE;
}
- /* Travel vertically */
+ /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
+ qx = ax * ax;
+ m = qx << 1;
+
+ ty = y1 + sy;
+
+ if (qx == f2)
+ {
+ tx = x1 + sx;
+ qx -= f1;
+ }
else
{
- /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
- qx = ax * ax;
- m = qx << 1;
+ tx = x1;
+ }
+
+ /* Note (below) the case (qx == f2), where */
+ /* the LOS exactly meets the corner of a tile. */
+ while (y2 - ty)
+ {
+ if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
- ty = y1 + sy;
+ qx += m;
- if (qx == f2)
+ if (qx < f2)
{
- tx = x1 + sx;
- qx -= f1;
+ ty += sy;
}
- else
+ else if (qx > f2)
{
- tx = x1;
+ tx += sx;
+ if (cave_stop_disintegration(floor_ptr, ty, tx)) return FALSE;
+ qx -= f1;
+ ty += sy;
}
-
- /* Note (below) the case (qx == f2), where */
- /* the LOS exactly meets the corner of a tile. */
- while (y2 - ty)
+ else
{
- if (cave_stop_disintegration(ty, tx)) return (FALSE);
-
- qx += m;
-
- if (qx < f2)
- {
- ty += sy;
- }
- else if (qx > f2)
- {
- tx += sx;
- if (cave_stop_disintegration(ty, tx)) return (FALSE);
- qx -= f1;
- ty += sy;
- }
- else
- {
- tx += sx;
- qx -= f1;
- ty += sy;
- }
+ tx += sx;
+ qx -= f1;
+ ty += sy;
}
}
- /* Assume los */
- return (TRUE);
+ return TRUE;
}
/*
* breath shape
*/
-void breath_shape(floor_type *floor_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
+void breath_shape(player_type *caster_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
{
POSITION by = y1;
POSITION bx = x1;
int path_n = 0;
int mdis = distance(y1, x1, y2, x2) + rad;
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
while (bdis <= mdis)
{
POSITION x, y;
case GF_LITE:
case GF_LITE_WEAK:
/* Lights are stopped by opaque terrains */
- if (!los(floor_ptr, by, bx, y, x)) continue;
+ if (!los(caster_ptr, by, bx, y, x)) continue;
break;
case GF_DISINTEGRATE:
/* Disintegration are stopped only by perma-walls */
- if (!in_disintegration_range(by, bx, y, x)) continue;
+ if (!in_disintegration_range(floor_ptr, by, bx, y, x)) continue;
break;
default:
/* Ball explosions are stopped by walls */
- if (!projectable(floor_ptr, by, bx, y, x)) continue;
+ if (!projectable(caster_ptr, by, bx, y, x)) continue;
break;
}
flg |= PROJECT_HIDE;
}
-
/* Hack -- Assume there will be no blast (max radius 32) */
for (dist = 0; dist < 32; dist++) gm[dist] = 0;
/* Calculate the projection path */
- path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
- handle_stuff();
+ path_n = project_path(caster_ptr, path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
+ handle_stuff(caster_ptr);
/* Giga-Hack SEEKER & SUPER_RAY */
gx[grids] = x;
grids++;
-
/* Only do visuals if requested */
if (!blind && !(flg & (PROJECT_HIDE)))
{
/* Only do visuals if the player can "see" the bolt */
if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x))
{
- u16b p;
-
TERM_COLOR a;
SYMBOL_CODE c;
/* Obtain the bolt pict */
- p = bolt_pict(oy, ox, y, x, typ);
+ u16b p = bolt_pict(oy, ox, y, x, typ);
/* Extract attr/char */
a = PICT_A(p);
c = PICT_C(p);
/* Visual effects */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
move_cursor_relative(y, x);
- /*if (fresh_before)*/ Term_fresh();
+ Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
lite_spot(y, x);
- /*if (fresh_before)*/ Term_fresh();
+ Term_fresh();
/* Display "beam" grids */
if (flg & (PROJECT_BEAM))
c = PICT_C(p);
/* Visual effects */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
}
/* Hack -- Activate delay */
Term_xtra(TERM_XTRA_DELAY, msec);
}
}
- if (project_o(0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
+
+ if (project_o(caster_ptr, 0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
{
/* The target of monsterspell becomes tha mirror(broken) */
monster_target_y = y;
monster_target_x = x;
- remove_mirror(y, x);
+ remove_mirror(caster_ptr, y, x);
next_mirror(caster_ptr, &oy, &ox, y, x);
- path_n = i + project_path(&(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
+ path_n = i + project_path(caster_ptr, &(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
for (j = last_i; j <= i; j++)
{
y = GRID_Y(path_g[j]);
x = GRID_X(path_g[j]);
- if (project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
+ if (project_m(caster_ptr, 0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
if (!who && (project_m_n == 1) && !jump) {
- if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
+ if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
+ {
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
if (m_ptr->ml)
{
- if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- health_track(caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
+ if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+ health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
}
}
}
- (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SEEKER);
+
+ (void)project_f(caster_ptr, 0, 0, y, x, dam, GF_SEEKER);
}
+
last_i = i;
}
}
+
for (i = last_i; i < path_n; i++)
{
POSITION py, px;
py = GRID_Y(path_g[i]);
px = GRID_X(path_g[i]);
- if (project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
+ if (project_m(caster_ptr, 0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
notice = TRUE;
if (!who && (project_m_n == 1) && !jump) {
if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)
if (m_ptr->ml)
{
- if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- health_track(caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
+ if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+ health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
}
}
}
- (void)project_f(caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SEEKER);
+
+ (void)project_f(caster_ptr, 0, 0, py, px, dam, GF_SEEKER);
}
+
return notice;
}
- else if (typ == GF_SUPER_RAY) {
+ else if (typ == GF_SUPER_RAY)
+ {
int j;
int second_step = 0;
gy[grids] = y;
gx[grids] = x;
grids++;
-
-
+
/* Only do visuals if requested */
if (!blind && !(flg & (PROJECT_HIDE)))
{
c = PICT_C(p);
/* Visual effects */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
move_cursor_relative(y, x);
/*if (fresh_before)*/ Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
c = PICT_C(p);
/* Visual effects */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
}
/* Hack -- Activate delay */
Term_xtra(TERM_XTRA_DELAY, msec);
}
}
- if (project_o(0, 0, y, x, dam, GF_SUPER_RAY))notice = TRUE;
+
+ if (project_o(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY))notice = TRUE;
if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
{
if (second_step)continue;
break;
}
+
if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) && !second_step)
{
/* The target of monsterspell becomes tha mirror(broken) */
monster_target_y = y;
monster_target_x = x;
- remove_mirror(y, x);
+ remove_mirror(caster_ptr, y, x);
for (j = 0; j <= i; j++)
{
y = GRID_Y(path_g[j]);
x = GRID_X(path_g[j]);
- (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
+ (void)project_f(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
}
+
path_n = i;
second_step = i + 1;
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x - 1, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x + 1, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x - 1, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x + 1, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x - 1, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x, flg);
- path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x + 1, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x - 1, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x + 1, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x - 1, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x + 1, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x - 1, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x, flg);
+ path_n += project_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x + 1, flg);
}
}
+
for (i = 0; i < path_n; i++)
{
- POSITION py, px;
- py = GRID_Y(path_g[i]);
- px = GRID_X(path_g[i]);
- (void)project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
+ POSITION py = GRID_Y(path_g[i]);
+ POSITION px = GRID_X(path_g[i]);
+ (void)project_m(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
if (!who && (project_m_n == 1) && !jump) {
if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
if (m_ptr->ml)
{
- if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- health_track(caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
+ if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+ health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
}
}
}
- (void)project_f(caster_ptr->current_floor_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
+
+ (void)project_f(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
}
+
return notice;
}
if (flg & PROJECT_DISI)
{
/* Hack -- Balls explode before reaching walls */
- if (cave_stop_disintegration(ny, nx) && (rad > 0)) break;
+ if (cave_stop_disintegration(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0)) break;
}
else if (flg & PROJECT_LOS)
{
c = PICT_C(p);
/* Visual effects */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
move_cursor_relative(y, x);
/*if (fresh_before)*/ Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
c = PICT_C(p);
/* Visual effects */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
}
/* Hack -- Activate delay */
{
flg &= ~(PROJECT_HIDE);
- breath_shape(caster_ptr->current_floor_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
+ breath_shape(caster_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
}
else
{
case GF_LITE:
case GF_LITE_WEAK:
/* Lights are stopped by opaque terrains */
- if (!los(caster_ptr->current_floor_ptr, by, bx, y, x)) continue;
+ if (!los(caster_ptr, by, bx, y, x)) continue;
break;
case GF_DISINTEGRATE:
/* Disintegration are stopped only by perma-walls */
- if (!in_disintegration_range(by, bx, y, x)) continue;
+ if (!in_disintegration_range(caster_ptr->current_floor_ptr, by, bx, y, x)) continue;
break;
default:
/* Ball explosions are stopped by walls */
- if (!projectable(caster_ptr->current_floor_ptr, by, bx, y, x)) continue;
+ if (!projectable(caster_ptr, by, bx, y, x)) continue;
break;
}
}
/* Speed -- ignore "non-explosions" */
- if (!grids) return (FALSE);
+ if (!grids) return FALSE;
/* Display the "blast area" if requested */
c = PICT_C(p);
/* Visual effects -- Display */
- print_rel(c, a, y, x);
+ print_rel(caster_ptr, c, a, y, x);
}
}
if (flg & PROJECT_KILL)
{
see_s_msg = (who > 0) ? is_seen(&caster_ptr->current_floor_ptr->m_list[who]) :
- (!who ? TRUE : (player_can_see_bold(y1, x1) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
+ (!who ? TRUE : (player_can_see_bold(caster_ptr, y1, x1) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
}
-
/* Check features */
if (flg & (PROJECT_GRID))
{
int d = dist_to_line(y, x, y1, x1, by, bx);
/* Affect the grid */
- if (project_f(caster_ptr->current_floor_ptr, who, d, y, x, dam, typ)) notice = TRUE;
+ if (project_f(caster_ptr, who, d, y, x, dam, typ)) notice = TRUE;
}
+
else
{
/* Affect the grid */
- if (project_f(caster_ptr->current_floor_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
+ if (project_f(caster_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
}
}
}
int d = dist_to_line(y, x, y1, x1, by, bx);
/* Affect the object in the grid */
- if (project_o(who, d, y, x, dam, typ)) notice = TRUE;
+ if (project_o(caster_ptr, who, d, y, x, dam, typ)) notice = TRUE;
}
else
{
/* Affect the object in the grid */
- if (project_o(who, dist, y, x, dam, typ)) notice = TRUE;
+ if (project_o(caster_ptr, who, dist, y, x, dam, typ)) notice = TRUE;
}
}
}
-
/* Check monsters */
if (flg & (PROJECT_KILL))
{
t_y = y_saver - 1 + randint1(3);
t_x = x_saver - 1 + randint1(3);
max_attempts--;
- } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr->current_floor_ptr, y, x, t_y, t_x));
+ } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr, y, x, t_y, t_x));
if (max_attempts < 1)
{
}
}
-
/* Find the closest point in the blast */
if (breath)
{
effective_dist = dist;
}
-
/* There is the riding player on this monster */
if (caster_ptr->riding && player_bold(caster_ptr, y, x))
{
}
/* Affect the monster in the grid */
- if (project_m(caster_ptr, caster_ptr->current_floor_ptr, who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
+ if (project_m(caster_ptr, who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
}
if (m_ptr->ml)
{
- if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- health_track(caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
+ if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
+ health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
}
}
}
}
-
/* Check player */
if (flg & (PROJECT_KILL))
{
distance(caster_ptr->y, caster_ptr->x, y, x) <= MAX_RANGE &&
distance(caster_ptr->y, caster_ptr->x, y, x) != 0 &&
player_has_los_bold(caster_ptr, y, x) &&
- 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))
+ {
mirror_y[mirror_num] = y;
mirror_x[mirror_num] = x;
mirror_num++;
y2 = point_y[0] > point_y[1] ? point_y[0] : point_y[1];
y2 = y2 > point_y[2] ? y2 : point_y[2];
- for (y = y1; y <= y2; y++) {
- for (x = x1; x <= x2; x++) {
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
if (centersign*((point_x[0] - x)*(point_y[1] - y)
- (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
centersign*((point_x[1] - x)*(point_y[2] - y)
centersign*((point_x[2] - x)*(point_y[0] - y)
- (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
- if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
+ if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+ {
/* Visual effects */
if (!(caster_ptr->blind)
- && panel_contains(y, x)) {
+ && panel_contains(y, x))
+ {
p = bolt_pict(y, x, y, x, GF_MANA);
- print_rel(PICT_C(p), PICT_A(p), y, x);
+ print_rel(caster_ptr, PICT_C(p), PICT_A(p), y, x);
move_cursor_relative(y, x);
/*if (fresh_before)*/ Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
}
}
}
- for (y = y1; y <= y2; y++) {
- for (x = x1; x <= x2; x++) {
+
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
if (centersign*((point_x[0] - x)*(point_y[1] - y)
- (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
centersign*((point_x[1] - x)*(point_y[2] - y)
centersign*((point_x[2] - x)*(point_y[0] - y)
- (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
- if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
- (void)project_f(caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_MANA);
+ if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+ {
+ (void)project_f(caster_ptr, 0, 0, y, x, dam, GF_MANA);
}
}
}
}
- for (y = y1; y <= y2; y++) {
- for (x = x1; x <= x2; x++) {
+
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
if (centersign*((point_x[0] - x)*(point_y[1] - y)
- (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
centersign*((point_x[1] - x)*(point_y[2] - y)
centersign*((point_x[2] - x)*(point_y[0] - y)
- (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
- if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
- (void)project_o(0, 0, y, x, dam, GF_MANA);
+ if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+ {
+ (void)project_o(caster_ptr, 0, 0, y, x, dam, GF_MANA);
}
}
}
}
- for (y = y1; y <= y2; y++) {
- for (x = x1; x <= x2; x++) {
+
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
if (centersign*((point_x[0] - x)*(point_y[1] - y)
- (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
centersign*((point_x[1] - x)*(point_y[2] - y)
centersign*((point_x[2] - x)*(point_y[0] - y)
- (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
- if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
- (void)project_m(caster_ptr, p_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_MANA,
+ if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
+ {
+ (void)project_m(caster_ptr, 0, 0, y, x, dam, GF_MANA,
(PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE);
}
}
}
}
- if (one_in_(7)) {
+
+ if (one_in_(7))
+ {
msg_print(_("鏡が結界に耐えきれず、壊れてしまった。", "The field broke a mirror"));
- remove_mirror(point_y[0], point_x[0]);
+ remove_mirror(caster_ptr, point_y[0], point_x[0]);
}
return TRUE;
*/
void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam)
{
- POSITION x, y;
-
- for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
+ for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
{
- for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
+ for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
{
- if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
+ if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
+ continue;
+
+ if (!project_m(caster_ptr, 0, 0, y, x, dam, GF_GENOCIDE,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
+ continue;
+
+ if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- if (project_m(caster_ptr, caster_ptr->current_floor_ptr, 0, 0, y, x, dam, GF_GENOCIDE,
- (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
- {
- if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- {
- remove_mirror(y, x);
- }
- }
+ remove_mirror(caster_ptr, y, x);
}
}
}
- return;
}
-
/*!
* @brief 領域魔法に応じて技能の名称を返す。
* @param tval 魔法書のtval
return _("呪文", "spell");
}
}
-