-
#include "angband.h"
#include "util.h"
* Calculate spell damages
* @return 警告を行う
*/
-object_type *choose_warning_item(void)
+object_type *choose_warning_item(player_type *creature_ptr)
{
- int i;
int choices[INVEN_TOTAL - INVEN_RARM];
- int number = 0;
/* Paranoia -- Player has no warning ability */
- if (!p_ptr->warning) return NULL;
+ if (!creature_ptr->warning) return NULL;
/* Search Inventory */
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ int number = 0;
+ for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_type *o_ptr = &p_ptr->inventory_list[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
object_flags(o_ptr, flgs);
if (have_flag(flgs, TR_WARNING))
}
/* Choice one of them */
- return number ? &p_ptr->inventory_list[choices[randint0(number)]] : NULL;
+ return number ? &creature_ptr->inventory_list[choices[randint0(number)]] : NULL;
}
/*!
static void spell_damcalc(player_type *target_ptr, monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = r_ptr->level;
- bool ignore_wraith_form = FALSE;
+ int rlev = r_ptr->level;
+ bool ignore_wraith_form = FALSE;
/* Vulnerability, resistance and immunity */
switch (typ)
{
dam = 0;
ignore_wraith_form = TRUE;
+ break;
}
- else
- {
- if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (PRACE_IS_(target_ptr, RACE_ANDROID)) dam += dam / 3;
- if (target_ptr->resist_elec) dam = (dam + 2) / 3;
- if (IS_OPPOSE_ELEC())
- dam = (dam + 2) / 3;
- }
+
+ if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (PRACE_IS_(target_ptr, RACE_ANDROID)) dam += dam / 3;
+ if (target_ptr->resist_elec) dam = (dam + 2) / 3;
+ if (is_oppose_elec(target_ptr)) dam = (dam + 2) / 3;
break;
case GF_POIS:
if (target_ptr->resist_pois) dam = (dam + 2) / 3;
- if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
+ if (is_oppose_pois(target_ptr)) dam = (dam + 2) / 3;
break;
case GF_ACID:
{
dam = 0;
ignore_wraith_form = TRUE;
+ break;
}
- else
- {
- if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (target_ptr->resist_acid) dam = (dam + 2) / 3;
- if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
- }
+
+ if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (target_ptr->resist_acid) dam = (dam + 2) / 3;
+ if (is_oppose_acid(target_ptr)) dam = (dam + 2) / 3;
break;
case GF_COLD:
{
dam = 0;
ignore_wraith_form = TRUE;
+ break;
}
- else
- {
- if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (target_ptr->resist_cold) dam = (dam + 2) / 3;
- if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
- }
+
+ if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (target_ptr->resist_cold) dam = (dam + 2) / 3;
+ if (is_oppose_cold(target_ptr)) dam = (dam + 2) / 3;
break;
case GF_FIRE:
{
dam = 0;
ignore_wraith_form = TRUE;
+ break;
}
- else
- {
- if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (PRACE_IS_(target_ptr, RACE_ENT)) dam += dam / 3;
- if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (target_ptr->resist_fire) dam = (dam + 2) / 3;
- if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
- }
+
+ if (target_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (PRACE_IS_(target_ptr, RACE_ENT)) dam += dam / 3;
+ if (target_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (target_ptr->resist_fire) dam = (dam + 2) / 3;
+ if (is_oppose_fire(target_ptr)) dam = (dam + 2) / 3;
break;
case GF_PSY_SPEAR:
dam = 0;
ignore_wraith_form = TRUE;
}
+
break;
case GF_LITE:
if (PRACE_IS_(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
else if (PRACE_IS_(target_ptr, RACE_S_FAIRY)) dam = dam * 4 / 3;
- /*
- * Cannot use "ignore_wraith_form" strictly (for "random one damage")
- * "dam *= 2;" for later "dam /= 2"
- */
if (target_ptr->wraith_form) dam *= 2;
break;
case GF_NUKE:
if (target_ptr->resist_pois) dam = (2 * dam + 2) / 5;
- if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
+ if (is_oppose_pois(target_ptr)) dam = (2 * dam + 2) / 5;
break;
case GF_DEATH_RAY:
dam = 0;
ignore_wraith_form = TRUE;
}
+
+ break;
}
- else
+
+ switch (target_ptr->prace)
{
- switch (target_ptr->prace)
- {
- case RACE_GOLEM:
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_VAMPIRE:
- case RACE_DEMON:
- case RACE_SPECTRE:
- dam = 0;
- ignore_wraith_form = TRUE;
- break;
- }
+ case RACE_GOLEM:
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_VAMPIRE:
+ case RACE_DEMON:
+ case RACE_SPECTRE:
+ dam = 0;
+ ignore_wraith_form = TRUE;
+ break;
}
+
break;
case GF_HOLY_FIRE:
dam = 0;
ignore_wraith_form = TRUE;
}
+
break;
case GF_CAUSE_1:
dam = 0;
ignore_wraith_form = TRUE;
}
+
break;
case GF_CAUSE_4:
dam = 0;
ignore_wraith_form = TRUE;
}
+
break;
}
* @param max 算出した最大ダメージを返すポインタ
* @return なし
*/
-void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
+void spell_damcalc_by_spellnum(player_type *creature_ptr, int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
- HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
- spell_damcalc(p_ptr, m_ptr, typ, dam, max);
+ monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
+ HIT_POINT dam = monspell_damage(creature_ptr, spell_num, m_idx, DAM_MAX);
+ spell_damcalc(creature_ptr, m_ptr, typ, dam, max);
}
/*!
* @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
* @return 算出された最大ダメージを返す。
*/
-static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
+static int blow_damcalc(monster_type *m_ptr, player_type *target_ptr, monster_blow *blow_ptr)
{
- int dam = blow_ptr->d_dice * blow_ptr->d_side;
- int dummy_max = 0;
- bool check_wraith_form = TRUE;
+ int dam = blow_ptr->d_dice * blow_ptr->d_side;
+ int dummy_max = 0;
- if (blow_ptr->method != RBM_EXPLODE)
+ if (blow_ptr->method == RBM_EXPLODE)
{
- ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
-
- switch (blow_ptr->effect)
- {
- case RBE_SUPERHURT:
- {
- int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
- dam = MAX(dam, tmp_dam * 2);
- break;
- }
+ dam = (dam + 1) / 2;
+ spell_damcalc(target_ptr, m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
+ dam = dummy_max;
+ return dam;
+ }
- case RBE_HURT:
- case RBE_SHATTER:
- dam -= (dam * ((ac < 150) ? ac : 150) / 250);
- break;
+ ARMOUR_CLASS ac = target_ptr->ac + target_ptr->to_a;
+ bool check_wraith_form = TRUE;
+ switch (blow_ptr->effect)
+ {
+ case RBE_SUPERHURT:
+ {
+ int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
+ dam = MAX(dam, tmp_dam * 2);
+ break;
+ }
- case RBE_ACID:
- spell_damcalc(p_ptr, m_ptr, GF_ACID, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
+ case RBE_HURT:
+ case RBE_SHATTER:
+ dam -= (dam * ((ac < 150) ? ac : 150) / 250);
+ break;
- case RBE_ELEC:
- spell_damcalc(p_ptr, m_ptr, GF_ELEC, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
+ case RBE_ACID:
+ spell_damcalc(target_ptr, m_ptr, GF_ACID, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- case RBE_FIRE:
- spell_damcalc(p_ptr, m_ptr, GF_FIRE, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
+ case RBE_ELEC:
+ spell_damcalc(target_ptr, m_ptr, GF_ELEC, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- case RBE_COLD:
- spell_damcalc(p_ptr, m_ptr, GF_COLD, dam, &dummy_max);
- dam = dummy_max;
- check_wraith_form = FALSE;
- break;
+ case RBE_FIRE:
+ spell_damcalc(target_ptr, m_ptr, GF_FIRE, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- case RBE_DR_MANA:
- dam = 0;
- check_wraith_form = FALSE;
- break;
- }
+ case RBE_COLD:
+ spell_damcalc(target_ptr, m_ptr, GF_COLD, dam, &dummy_max);
+ dam = dummy_max;
+ check_wraith_form = FALSE;
+ break;
- if (check_wraith_form && p_ptr->wraith_form)
- {
- dam /= 2;
- if (!dam) dam = 1;
- }
+ case RBE_DR_MANA:
+ dam = 0;
+ check_wraith_form = FALSE;
+ break;
}
- else
+
+ if (check_wraith_form && target_ptr->wraith_form)
{
- dam = (dam + 1) / 2;
- spell_damcalc(p_ptr, m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
- dam = dummy_max;
+ dam /= 2;
+ if (!dam) dam = 1;
}
return dam;
}
+
/*!
* @brief プレイヤーが特定地点へ移動した場合に警告を発する処理 /
* Examine the grid (xx,yy) and warn the player if there are any danger
* @param yy 危険性を調査するマスのY座標
* @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
*/
-bool process_warning(POSITION xx, POSITION yy)
+bool process_warning(player_type *creature_ptr, POSITION xx, POSITION yy)
{
POSITION mx, my;
grid_type *g_ptr;
monster_type *m_ptr;
monster_race *r_ptr;
- if (!in_bounds(p_ptr->current_floor_ptr, my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
+ if (!in_bounds(creature_ptr->current_floor_ptr, my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[my][mx];
+ g_ptr = &creature_ptr->current_floor_ptr->grid_array[my][mx];
if (!g_ptr->m_idx) continue;
- m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
if (MON_CSLEEP(m_ptr)) continue;
if (!is_hostile(m_ptr)) continue;
r_ptr = &r_info[m_ptr->r_idx];
/* Monster spells (only powerful ones)*/
- if (projectable(my, mx, yy, xx))
+ if (projectable(creature_ptr, my, mx, yy, xx))
{
BIT_FLAGS f4 = r_ptr->flags4;
BIT_FLAGS f5 = r_ptr->a_ability_flags1;
BIT_FLAGS f6 = r_ptr->a_ability_flags2;
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
+ if (!(d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
{
- if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
- if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
- if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
- if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
- if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
- if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
+ if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
+ if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(creature_ptr, MS_BALL_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
+ if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(creature_ptr, MS_STARBURST, GF_LITE, g_ptr->m_idx, &dam_max0);
+ if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(creature_ptr, MS_HAND_DOOM, GF_HAND_DOOM, g_ptr->m_idx, &dam_max0);
+ if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(creature_ptr, MS_PSY_SPEAR, GF_PSY_SPEAR, g_ptr->m_idx, &dam_max0);
}
- if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
+
+ if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(creature_ptr, MS_ROCKET, GF_ROCKET, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(creature_ptr, MS_BR_ACID, GF_ACID, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(creature_ptr, MS_BR_ELEC, GF_ELEC, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_FIRE, GF_FIRE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(creature_ptr, MS_BR_COLD, GF_COLD, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(creature_ptr, MS_BR_POIS, GF_POIS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NETHER, GF_NETHER, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_LITE, GF_LITE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DARK, GF_DARK, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(creature_ptr, MS_BR_CONF, GF_CONFUSION, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(creature_ptr, MS_BR_SOUND, GF_SOUND, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(creature_ptr, MS_BR_CHAOS, GF_CHAOS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISEN, GF_DISENCHANT, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NEXUS, GF_NEXUS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(creature_ptr, MS_BR_TIME, GF_TIME, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(creature_ptr, MS_BR_INERTIA, GF_INERTIAL, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(creature_ptr, MS_BR_GRAVITY, GF_GRAVITY, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(creature_ptr, MS_BR_SHARDS, GF_SHARDS, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(creature_ptr, MS_BR_PLASMA, GF_PLASMA, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(creature_ptr, MS_BR_FORCE, GF_FORCE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(creature_ptr, MS_BR_MANA, GF_MANA, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(creature_ptr, MS_BR_NUKE, GF_NUKE, g_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(creature_ptr, MS_BR_DISI, GF_DISINTEGRATE, g_ptr->m_idx, &dam_max0);
}
/* Monster melee attacks */
- if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
+ if ((r_ptr->flags1 & RF1_NEVER_BLOW) || (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
{
- if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
- {
- int m;
- int dam_melee = 0;
- for (m = 0; m < 4; m++)
- {
- /* Skip non-attacks */
- if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
-
- /* Extract the attack info */
- dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
- if (r_ptr->blow[m].method == RBM_EXPLODE) break;
- }
- if (dam_melee > dam_max0) dam_max0 = dam_melee;
- }
+ dam_max += dam_max0;
+ continue;
}
- /* Contribution from this monster */
+ if (!(mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1))
+ {
+ dam_max += dam_max0;
+ continue;
+ }
+
+ int dam_melee = 0;
+ for (int m = 0; m < 4; m++)
+ {
+ /* Skip non-attacks */
+ if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
+
+ /* Extract the attack info */
+ dam_melee += blow_damcalc(m_ptr, creature_ptr, &r_ptr->blow[m]);
+ if (r_ptr->blow[m].method == RBM_EXPLODE) break;
+ }
+
+ if (dam_melee > dam_max0) dam_max0 = dam_melee;
dam_max += dam_max0;
}
}
{
old_damage = dam_max * 3 / 2;
- if (dam_max > p_ptr->chp / 2)
+ if (dam_max > creature_ptr->chp / 2)
{
- object_type *o_ptr = choose_warning_item();
+ object_type *o_ptr = choose_warning_item(creature_ptr);
if (o_ptr)
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
else
strcpy(o_name, _("体", "body")); /* Warning ability without item */
msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
- disturb(p_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
}
}
else old_damage = old_damage / 2;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[yy][xx];
- if (((!easy_disarm && is_trap(g_ptr->feat))
- || (g_ptr->mimic && is_trap(g_ptr->feat))) && !one_in_(13))
- {
- object_type *o_ptr = choose_warning_item();
-
- if (o_ptr)
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- else
- strcpy(o_name, _("体", "body")); /* Warning ability without item */
- msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
- disturb(p_ptr, FALSE, TRUE);
- return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
- }
+ g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
+ bool is_warning = (!easy_disarm && is_trap(creature_ptr, g_ptr->feat)) || (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat));
+ is_warning &= !one_in_(13);
+ if (!is_warning) return TRUE;
- return TRUE;
+ object_type *o_ptr = choose_warning_item(creature_ptr);
+ if (o_ptr != NULL)
+ object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ else
+ strcpy(o_name, _("体", "body")); /* Warning ability without item */
+ msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
+ disturb(creature_ptr, FALSE, TRUE);
+ return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
}
-