X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmspells4.c;h=09f99291b7ad3197e8fd22f8109c17a126fb71fc;hb=859107d02a50995e3e8e76b14fa9b351f6a8ef07;hp=6f311308823e32040dc9b411e75a6b6c88f03488;hpb=0ae0d86ca8ffd2f43c188699e5baecfabbfe77a1;p=hengband%2Fhengband.git diff --git a/src/mspells4.c b/src/mspells4.c index 6f3113088..09f99291b 100644 --- a/src/mspells4.c +++ b/src/mspells4.c @@ -5,7 +5,6 @@ * @author Habu */ - #include "angband.h" #include "util.h" @@ -27,18 +26,17 @@ #include "world.h" #include "view-mainwindow.h" - -/*! -* @brief モンスター2体がプレイヤーの近くに居るかの判定 / -* @param floor_ptr 現在フロアへの参照ポインタ -* @param m_idx モンスターID一体目 -* @param t_idx モンスターID二体目 -* @return モンスター2体のどちらかがプレイヤーの近くに居ればTRUE、どちらも遠ければFALSEを返す。 -*/ + /*! + * @brief モンスター2体がプレイヤーの近くに居るかの判定 / + * @param floor_ptr 現在フロアへの参照ポインタ + * @param m_idx モンスターID一体目 + * @param t_idx モンスターID二体目 + * @return モンスター2体のどちらかがプレイヤーの近くに居ればTRUE、どちらも遠ければFALSEを返す。 + */ bool monster_near_player(floor_type *floor_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx) { - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; return (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT); } @@ -58,29 +56,31 @@ bool see_monster(floor_type *floor_ptr, MONSTER_IDX m_idx) /*! * @brief モンスターの唱えた呪文を青魔法で学習できるか判定する / +* @param target_ptr プレーヤーへの参照ポインタ * @param m_idx モンスターID * @return プレイヤーが青魔法で学習できるならTRUE、そうでなければFALSEを返す。 */ -bool spell_learnable(MONSTER_IDX m_idx) +bool spell_learnable(player_type *target_ptr, MONSTER_IDX m_idx) { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; + monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; /* Extract the "see-able-ness" */ - bool seen = (!p_ptr->blind && m_ptr->ml); + bool seen = (!target_ptr->blind && m_ptr->ml); - bool maneable = player_has_los_bold(p_ptr, m_ptr->fy, m_ptr->fx); + bool maneable = player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx); return (seen && maneable && !current_world_ptr->timewalk_m_idx); } /*! * @brief 特定条件のモンスター召喚のみPM_ALLOW_UNIQUEを許可する / +* @param floor_ptr 現在フロアへの参照ポインタ * @param m_idx モンスターID * @return 召喚可能であればPM_ALLOW_UNIQUEを返す。 */ -BIT_FLAGS monster_u_mode(MONSTER_IDX m_idx) +BIT_FLAGS monster_u_mode(floor_type *floor_ptr, MONSTER_IDX m_idx) { BIT_FLAGS u_mode = 0L; - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; bool pet = is_pet(m_ptr); if (!pet) u_mode |= PM_ALLOW_UNIQUE; return u_mode; @@ -89,7 +89,7 @@ BIT_FLAGS monster_u_mode(MONSTER_IDX m_idx) /*! * @brief モンスターが呪文行使する際のメッセージを処理する汎用関数 / - * @param floor_ptr 現在フロアへの参照ポインタ +* @param target_ptr プレーヤーへの参照ポインタ * @param m_idx 呪文を唱えるモンスターID * @param t_idx 呪文を受けるモンスターID。プレイヤーの場合はdummyで0とする。 * @param msg1 msg_flagがTRUEで、プレイヤーを対象とする場合のメッセージ @@ -107,8 +107,8 @@ static void monspell_message_base(player_type *target_ptr, MONSTER_IDX m_idx, MO bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); if (mon_to_player || (mon_to_mon && known && see_either)) disturb(target_ptr, TRUE, TRUE); @@ -188,10 +188,12 @@ void spell_RF4_SHRIEK(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_ if (TARGET_TYPE == MONSTER_TO_PLAYER) { aggravate_monsters(target_ptr, m_idx); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) + + if (TARGET_TYPE == MONSTER_TO_MONSTER) { - set_monster_csleep(t_idx, 0); + set_monster_csleep(target_ptr, t_idx, 0); } } @@ -206,8 +208,8 @@ void spell_RF4_SHRIEK(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_ void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE) { GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."), @@ -218,7 +220,7 @@ void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_ if (TARGET_TYPE == MONSTER_TO_PLAYER) { dispel_player(target_ptr); - if (target_ptr->riding) dispel_monster_status(target_ptr->riding); + if (target_ptr->riding) dispel_monster_status(target_ptr, target_ptr->riding); if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)) msg_print(_("やりやがったな!", "")); @@ -229,11 +231,13 @@ void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_ } learn_spell(target_ptr, MS_DISPEL); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) + + if (TARGET_TYPE == MONSTER_TO_MONSTER) { if (t_idx == target_ptr->riding) dispel_player(target_ptr); - dispel_monster_status(t_idx); + dispel_monster_status(target_ptr, t_idx); } } @@ -258,10 +262,10 @@ HIT_POINT spell_RF4_ROCKET(player_type *target_ptr, POSITION y, POSITION x, MONS _("%^sが%sにロケットを発射した。", "%^s fires a rocket at %s."), TARGET_TYPE); - dam = monspell_damage((MS_ROCKET), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_ROCKET), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_ROCKET, dam, 2, FALSE, MS_ROCKET, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_SHARD); + update_smart_learn(target_ptr, m_idx, DRS_SHARD); return dam; } @@ -276,7 +280,7 @@ HIT_POINT spell_RF4_ROCKET(player_type *target_ptr, POSITION y, POSITION x, MONS * @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER * @return ダメージ量を返す。 */ -HIT_POINT spell_RF4_SHOOT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx,int TARGET_TYPE) +HIT_POINT spell_RF4_SHOOT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { HIT_POINT dam; @@ -286,7 +290,7 @@ HIT_POINT spell_RF4_SHOOT(player_type *target_ptr, POSITION y, POSITION x, MONST _("%^sが%sに矢を放った。", "%^s fires an arrow at %s."), TARGET_TYPE); - dam = monspell_damage((MS_SHOOT), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_SHOOT), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_ARROW, dam, MS_SHOOT, TARGET_TYPE); sound(SOUND_SHOOT); @@ -311,145 +315,145 @@ HIT_POINT spell_RF4_BREATH(player_type *target_ptr, int GF_TYPE, POSITION y, POS concptr type_s; bool smart_learn_aux = TRUE; floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; bool known = monster_near_player(floor_ptr, m_idx, t_idx); bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx); bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); switch (GF_TYPE) { case GF_ACID: - dam = monspell_damage((MS_BR_ACID), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_ACID), m_idx, DAM_ROLL); type_s = _("酸", "acid"); ms_type = MS_BR_ACID; drs_type = DRS_ACID; break; case GF_ELEC: - dam = monspell_damage((MS_BR_ELEC), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_ELEC), m_idx, DAM_ROLL); type_s = _("稲妻", "lightning"); ms_type = MS_BR_ELEC; drs_type = DRS_ELEC; break; case GF_FIRE: - dam = monspell_damage((MS_BR_FIRE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_FIRE), m_idx, DAM_ROLL); type_s = _("火炎", "fire"); ms_type = MS_BR_FIRE; drs_type = DRS_FIRE; break; case GF_COLD: - dam = monspell_damage((MS_BR_COLD), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_COLD), m_idx, DAM_ROLL); type_s = _("冷気", "frost"); ms_type = MS_BR_COLD; drs_type = DRS_COLD; break; case GF_POIS: - dam = monspell_damage((MS_BR_POIS), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_POIS), m_idx, DAM_ROLL); type_s = _("ガス", "gas"); ms_type = MS_BR_POIS; drs_type = DRS_POIS; break; case GF_NETHER: - dam = monspell_damage((MS_BR_NETHER), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_NETHER), m_idx, DAM_ROLL); type_s = _("地獄", "nether"); ms_type = MS_BR_NETHER; drs_type = DRS_NETH; break; case GF_LITE: - dam = monspell_damage((MS_BR_LITE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_LITE), m_idx, DAM_ROLL); type_s = _("閃光", "light"); ms_type = MS_BR_LITE; drs_type = DRS_LITE; break; case GF_DARK: - dam = monspell_damage((MS_BR_DARK), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_DARK), m_idx, DAM_ROLL); type_s = _("暗黒", "darkness"); ms_type = MS_BR_DARK; drs_type = DRS_DARK; break; case GF_CONFUSION: - dam = monspell_damage((MS_BR_CONF), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_CONF), m_idx, DAM_ROLL); type_s = _("混乱", "confusion"); ms_type = MS_BR_CONF; drs_type = DRS_CONF; break; case GF_SOUND: - dam = monspell_damage((MS_BR_SOUND), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_SOUND), m_idx, DAM_ROLL); type_s = _("轟音", "sound"); ms_type = MS_BR_SOUND; drs_type = DRS_SOUND; break; case GF_CHAOS: - dam = monspell_damage((MS_BR_CHAOS), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_CHAOS), m_idx, DAM_ROLL); type_s = _("カオス", "chaos"); ms_type = MS_BR_CHAOS; drs_type = DRS_CHAOS; break; case GF_DISENCHANT: - dam = monspell_damage((MS_BR_DISEN), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_DISEN), m_idx, DAM_ROLL); type_s = _("劣化", "disenchantment"); ms_type = MS_BR_DISEN; drs_type = DRS_DISEN; break; case GF_NEXUS: - dam = monspell_damage((MS_BR_NEXUS), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_NEXUS), m_idx, DAM_ROLL); type_s = _("因果混乱", "nexus"); ms_type = MS_BR_NEXUS; drs_type = DRS_NEXUS; break; case GF_TIME: - dam = monspell_damage((MS_BR_TIME), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_TIME), m_idx, DAM_ROLL); type_s = _("時間逆転", "time"); ms_type = MS_BR_TIME; smart_learn_aux = FALSE; break; case GF_INERTIAL: - dam = monspell_damage((MS_BR_INERTIA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_INERTIA), m_idx, DAM_ROLL); type_s = _("遅鈍", "inertia"); ms_type = MS_BR_INERTIA; smart_learn_aux = FALSE; break; case GF_GRAVITY: - dam = monspell_damage((MS_BR_GRAVITY), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_GRAVITY), m_idx, DAM_ROLL); type_s = _("重力", "gravity"); ms_type = MS_BR_GRAVITY; smart_learn_aux = FALSE; break; case GF_SHARDS: - dam = monspell_damage((MS_BR_SHARDS), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_SHARDS), m_idx, DAM_ROLL); type_s = _("破片", "shards"); ms_type = MS_BR_SHARDS; drs_type = DRS_SHARD; break; case GF_PLASMA: - dam = monspell_damage((MS_BR_PLASMA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_PLASMA), m_idx, DAM_ROLL); type_s = _("プラズマ", "plasma"); ms_type = MS_BR_PLASMA; smart_learn_aux = FALSE; break; case GF_FORCE: - dam = monspell_damage((MS_BR_FORCE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_FORCE), m_idx, DAM_ROLL); type_s = _("フォース", "force"); ms_type = MS_BR_FORCE; smart_learn_aux = FALSE; break; case GF_MANA: - dam = monspell_damage((MS_BR_MANA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_MANA), m_idx, DAM_ROLL); type_s = _("魔力", "mana"); ms_type = MS_BR_MANA; smart_learn_aux = FALSE; break; case GF_NUKE: - dam = monspell_damage((MS_BR_NUKE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_NUKE), m_idx, DAM_ROLL); type_s = _("放射性廃棄物", "toxic waste"); ms_type = MS_BR_NUKE; drs_type = DRS_POIS; break; case GF_DISINTEGRATE: - dam = monspell_damage((MS_BR_DISI), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BR_DISI), m_idx, DAM_ROLL); type_s = _("分解", "disintegration"); ms_type = MS_BR_DISI; smart_learn_aux = FALSE; @@ -488,7 +492,7 @@ HIT_POINT spell_RF4_BREATH(player_type *target_ptr, int GF_TYPE, POSITION y, POS else if (mon_to_mon && known && see_either) { _(msg_format("%^sが%^sに%^sのブレスを吐いた。", m_name, t_name, type_s), - msg_format("%^s breathes %^s at %^s.", m_name, type_s, t_name)); + msg_format("%^s breathes %^s at %^s.", m_name, type_s, t_name)); } } @@ -498,7 +502,7 @@ HIT_POINT spell_RF4_BREATH(player_type *target_ptr, int GF_TYPE, POSITION y, POS sound(SOUND_BREATH); breath(target_ptr, y, x, m_idx, GF_TYPE, dam, 0, TRUE, ms_type, TARGET_TYPE); if (smart_learn_aux && mon_to_player) - update_smart_learn(m_idx, drs_type); + update_smart_learn(target_ptr, m_idx, drs_type); return dam; } @@ -524,10 +528,10 @@ HIT_POINT spell_RF4_BA_NUKE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに放射能球を放った。", "%^s casts a ball of radiation at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BALL_NUKE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_NUKE), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_NUKE, dam, 2, FALSE, MS_BALL_NUKE, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_POIS); + update_smart_learn(target_ptr, m_idx, DRS_POIS); return dam; } @@ -553,10 +557,10 @@ HIT_POINT spell_RF4_BA_CHAO(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに純ログルスを放った。", "%^s invokes raw Logrus upon %s."), TARGET_TYPE); - dam = monspell_damage((MS_BALL_CHAOS), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_CHAOS), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_CHAOS, dam, 4, FALSE, MS_BALL_CHAOS, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_CHAOS); + update_smart_learn(target_ptr, m_idx, DRS_CHAOS); return dam; } @@ -580,14 +584,14 @@ HIT_POINT spell_RF5_BA_ACID(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sがアシッド・ボールの呪文を唱えた。", "%^s casts an acid ball."), _("%^sが%sに向かってアシッド・ボールの呪文を唱えた。", - "%^s casts an acid ball at %s."), + "%^s casts an acid ball at %s."), TARGET_TYPE); - rad = monster_is_powerful(m_idx) ? 4 : 2; - dam = monspell_damage((MS_BALL_ACID), m_idx, DAM_ROLL); + rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2; + dam = monspell_damage(target_ptr, (MS_BALL_ACID), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_ACID, dam, rad, FALSE, MS_BALL_ACID, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_ACID); + update_smart_learn(target_ptr, m_idx, DRS_ACID); return dam; } @@ -610,15 +614,15 @@ HIT_POINT spell_RF5_BA_ELEC(player_type *target_ptr, POSITION y, POSITION x, MON monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sがサンダー・・ボールの呪文を唱えた。", "%^s casts a lightning ball."), - _("%^sが%sに向かってサンダー・ボールの呪文を唱えた。", - "%^s casts a lightning ball at %s."), + _("%^sが%sに向かってサンダー・ボールの呪文を唱えた。", + "%^s casts a lightning ball at %s."), TARGET_TYPE); - rad = monster_is_powerful(m_idx) ? 4 : 2; - dam = monspell_damage((MS_BALL_ELEC), m_idx, DAM_ROLL); + rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2; + dam = monspell_damage(target_ptr, (MS_BALL_ELEC), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_ELEC, dam, rad, FALSE, MS_BALL_ELEC, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_ELEC); + update_smart_learn(target_ptr, m_idx, DRS_ELEC); return dam; } @@ -637,7 +641,7 @@ HIT_POINT spell_RF5_BA_ELEC(player_type *target_ptr, POSITION y, POSITION x, MON HIT_POINT spell_RF5_BA_FIRE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { HIT_POINT dam, rad; - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; + monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; if (m_ptr->r_idx == MON_ROLENTO) { @@ -653,14 +657,14 @@ HIT_POINT spell_RF5_BA_FIRE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sがファイア・ボールの呪文を唱えた。", "%^s casts a fire ball."), _("%^sが%sに向かってファイア・ボールの呪文を唱えた。", - "%^s casts a fire ball at %s."), + "%^s casts a fire ball at %s."), TARGET_TYPE); } - rad = monster_is_powerful(m_idx) ? 4 : 2; - dam = monspell_damage((MS_BALL_FIRE), m_idx, DAM_ROLL); + rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2; + dam = monspell_damage(target_ptr, (MS_BALL_FIRE), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_FIRE, dam, rad, FALSE, MS_BALL_FIRE, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_FIRE); + update_smart_learn(target_ptr, m_idx, DRS_FIRE); return dam; } @@ -684,14 +688,14 @@ HIT_POINT spell_RF5_BA_COLD(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sがアイス・ボールの呪文を唱えた。", "%^s casts a frost ball."), _("%^sが%sに向かってアイス・ボールの呪文を唱えた。", - "%^s casts a frost ball at %s."), + "%^s casts a frost ball at %s."), TARGET_TYPE); - rad = monster_is_powerful(m_idx) ? 4 : 2; - dam = monspell_damage((MS_BALL_COLD), m_idx, DAM_ROLL); + rad = monster_is_powerful(target_ptr->current_floor_ptr, m_idx) ? 4 : 2; + dam = monspell_damage(target_ptr, (MS_BALL_COLD), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_COLD, dam, rad, FALSE, MS_BALL_COLD, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_COLD); + update_smart_learn(target_ptr, m_idx, DRS_COLD); return dam; } @@ -717,10 +721,10 @@ HIT_POINT spell_RF5_BA_POIS(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かって悪臭雲の呪文を唱えた。", "%^s casts a stinking cloud at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BALL_POIS), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_POIS), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_POIS, dam, 2, FALSE, MS_BALL_POIS, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_POIS); + update_smart_learn(target_ptr, m_idx, DRS_POIS); return dam; } @@ -746,10 +750,10 @@ HIT_POINT spell_RF5_BA_NETH(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かって地獄球の呪文を唱えた。", "%^s casts a nether ball at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BALL_NETHER), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_NETHER), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_NETHER, dam, 2, FALSE, MS_BALL_NETHER, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_NETH); + update_smart_learn(target_ptr, m_idx, DRS_NETH); return dam; } @@ -773,7 +777,7 @@ HIT_POINT spell_RF5_BA_WATE(player_type *target_ptr, POSITION y, POSITION x, MON bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); GAME_TEXT t_name[MAX_NLEN]; - monster_name(t_idx, t_name); + monster_name(target_ptr, t_idx, t_name); monspell_message(target_ptr, m_idx, t_idx, @@ -786,12 +790,12 @@ HIT_POINT spell_RF5_BA_WATE(player_type *target_ptr, POSITION y, POSITION x, MON { msg_format(_("あなたは渦巻きに飲み込まれた。", "You are engulfed in a whirlpool.")); } - else if (mon_to_mon && known && see_either && !p_ptr->blind) + else if (mon_to_mon && known && see_either && !target_ptr->blind) { msg_format(_("%^sは渦巻に飲み込まれた。", "%^s is engulfed in a whirlpool."), t_name); } - dam = monspell_damage((MS_BALL_WATER), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_WATER), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_WATER, dam, 4, FALSE, MS_BALL_WATER, TARGET_TYPE); return dam; } @@ -817,7 +821,7 @@ HIT_POINT spell_RF5_BA_MANA(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに対して魔力の嵐の呪文を念じた。", "%^s invokes a mana storm upon %s."), TARGET_TYPE); - dam = monspell_damage((MS_BALL_MANA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_MANA), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_MANA, dam, 4, FALSE, MS_BALL_MANA, TARGET_TYPE); return dam; } @@ -843,10 +847,10 @@ HIT_POINT spell_RF5_BA_DARK(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに対して暗黒の嵐の呪文を念じた。", "%^s invokes a darkness storm upon %s."), TARGET_TYPE); - dam = monspell_damage((MS_BALL_DARK), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BALL_DARK), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_DARK, dam, 4, FALSE, MS_BALL_DARK, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_DARK); + update_smart_learn(target_ptr, m_idx, DRS_DARK); return dam; } @@ -866,25 +870,25 @@ HIT_POINT spell_RF5_DRAIN_MANA(player_type *target_ptr, POSITION y, POSITION x, { HIT_POINT dam; GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - disturb(p_ptr, TRUE, TRUE); + disturb(target_ptr, TRUE, TRUE); } else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr->current_floor_ptr, m_idx)) - { + { /* Basic message */ msg_format(_("%^sは精神エネルギーを%sから吸いとった。", "%^s draws psychic energy from %s."), m_name, t_name); } - dam = monspell_damage((MS_DRAIN_MANA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_DRAIN_MANA), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_DRAIN_MANA, dam, 0, FALSE, MS_DRAIN_MANA, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_MANA); - + update_smart_learn(target_ptr, m_idx, DRS_MANA); + return dam; } @@ -901,28 +905,29 @@ HIT_POINT spell_RF5_DRAIN_MANA(player_type *target_ptr, POSITION y, POSITION x, */ HIT_POINT spell_RF5_MIND_BLAST(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - bool seen = (!p_ptr->blind && m_ptr->ml); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + bool seen = (!target_ptr->blind && m_ptr->ml); HIT_POINT dam; GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - disturb(p_ptr, TRUE, TRUE); + disturb(target_ptr, TRUE, TRUE); if (!seen) msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind.")); else msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name); } - else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr->current_floor_ptr, m_idx)) + else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(floor_ptr, m_idx)) { msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name); } - dam = monspell_damage((MS_MIND_BLAST), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_MIND_BLAST), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_MIND_BLAST, dam, 0, FALSE, MS_MIND_BLAST, TARGET_TYPE); return dam; } @@ -940,28 +945,29 @@ HIT_POINT spell_RF5_MIND_BLAST(player_type *target_ptr, POSITION y, POSITION x, */ HIT_POINT spell_RF5_BRAIN_SMASH(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - bool seen = (!p_ptr->blind && m_ptr->ml); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + bool seen = (!target_ptr->blind && m_ptr->ml); HIT_POINT dam; GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - disturb(p_ptr, TRUE, TRUE); + disturb(target_ptr, TRUE, TRUE); if (!seen) msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind.")); else msg_format(_("%^sがあなたの瞳をじっとにらんでいる。", "%^s gazes deep into your eyes."), m_name); } - else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr->current_floor_ptr, m_idx)) + else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(floor_ptr, m_idx)) { msg_format(_("%^sは%sをじっと睨んだ。", "%^s gazes intently at %s."), m_name, t_name); } - dam = monspell_damage((MS_BRAIN_SMASH), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BRAIN_SMASH), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_BRAIN_SMASH, dam, 0, FALSE, MS_BRAIN_SMASH, TARGET_TYPE); return dam; } @@ -986,18 +992,21 @@ HIT_POINT spell_RF5_BRAIN_SMASH(player_type *target_ptr, POSITION y, POSITION x, void spell_RF5_CAUSE(player_type *target_ptr, int GF_TYPE, HIT_POINT dam, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, concptr msg1, concptr msg2, concptr msg3, int MS_TYPE, int TARGET_TYPE) { GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - disturb(p_ptr, TRUE, TRUE); - if (p_ptr->blind) + disturb(target_ptr, TRUE, TRUE); + if (target_ptr->blind) msg_format(msg1, m_name); else msg_format(msg2, m_name); + breath(target_ptr, y, x, m_idx, GF_TYPE, dam, 0, FALSE, MS_TYPE, TARGET_TYPE); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) + + if (TARGET_TYPE == MONSTER_TO_MONSTER) { if (see_monster(target_ptr->current_floor_ptr, m_idx)) { @@ -1005,7 +1014,7 @@ void spell_RF5_CAUSE(player_type *target_ptr, int GF_TYPE, HIT_POINT dam, POSITI } else { - p_ptr->current_floor_ptr->monster_noise = TRUE; + target_ptr->current_floor_ptr->monster_noise = TRUE; } } @@ -1027,12 +1036,12 @@ HIT_POINT spell_RF5_CAUSE_1(player_type *target_ptr, POSITION y, POSITION x, MON { concptr msg1, msg2, msg3; HIT_POINT dam; - dam = monspell_damage((MS_CAUSE_1), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_CAUSE_1), m_idx, DAM_ROLL); msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles."); msg2 = _("%^sがあなたを指さして呪った。", "%^s points at you and curses."); msg3 = _("%^sは%sを指さして呪いをかけた。", "%^s points at %s and curses."); - + spell_RF5_CAUSE(target_ptr, GF_CAUSE_1, dam, y, x, m_idx, t_idx, msg1, msg2, msg3, MS_CAUSE_1, TARGET_TYPE); return dam; } @@ -1052,7 +1061,7 @@ HIT_POINT spell_RF5_CAUSE_2(player_type *target_ptr, POSITION y, POSITION x, MON { concptr msg1, msg2, msg3; HIT_POINT dam; - dam = monspell_damage((MS_CAUSE_2), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_CAUSE_2), m_idx, DAM_ROLL); msg1 = _("%^sが何かをつぶやいた。", "%^s mumbles."); msg2 = _("%^sがあなたを指さして恐ろしげに呪った。", "%^s points at you and curses horribly."); @@ -1077,7 +1086,7 @@ HIT_POINT spell_RF5_CAUSE_3(player_type *target_ptr, POSITION y, POSITION x, MON { concptr msg1, msg2, msg3; HIT_POINT dam; - dam = monspell_damage((MS_CAUSE_3), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_CAUSE_3), m_idx, DAM_ROLL); msg1 = _("%^sが何かを大声で叫んだ。", "%^s mumbles loudly."); msg2 = _("%^sがあなたを指さして恐ろしげに呪文を唱えた!", "%^s points at you, incanting terribly!"); @@ -1102,7 +1111,7 @@ HIT_POINT spell_RF5_CAUSE_4(player_type *target_ptr, POSITION y, POSITION x, MON { concptr msg1, msg2, msg3; HIT_POINT dam; - dam = monspell_damage((MS_CAUSE_4), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_CAUSE_4), m_idx, DAM_ROLL); msg1 = _("%^sが「お前は既に死んでいる」と叫んだ。", "%^s screams the word 'DIE!'"); msg2 = _("%^sがあなたの秘孔を突いて「お前は既に死んでいる」と叫んだ。", "%^s points at you, screaming the word DIE!"); @@ -1133,12 +1142,12 @@ HIT_POINT spell_RF5_BO_ACID(player_type *target_ptr, POSITION y, POSITION x, MON _("%sが%sに向かってアシッド・ボルトの呪文を唱えた。", "%^s casts an acid bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_ACID), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_ACID), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_ACID, dam, MS_BOLT_ACID, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_ACID); - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_ACID); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1165,12 +1174,12 @@ HIT_POINT spell_RF5_BO_ELEC(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かってサンダー・ボルトの呪文を唱えた。", "%^s casts a lightning bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_ELEC), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_ELEC), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_ELEC, dam, MS_BOLT_ELEC, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_ELEC); - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_ELEC); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1197,12 +1206,12 @@ HIT_POINT spell_RF5_BO_FIRE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かってファイア・ボルトの呪文を唱えた。", "%^s casts a fire bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_FIRE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_FIRE), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_FIRE, dam, MS_BOLT_FIRE, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_FIRE); - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_FIRE); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1229,12 +1238,12 @@ HIT_POINT spell_RF5_BO_COLD(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かってアイス・ボルトの呪文を唱えた。", "%^s casts a frost bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_COLD), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_COLD), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_COLD, dam, MS_BOLT_COLD, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_COLD); - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_COLD); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1261,10 +1270,10 @@ HIT_POINT spell_RF5_BA_LITE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに対してスターバーストの呪文を念じた。", "%^s invokes a starburst upon %s."), TARGET_TYPE); - dam = monspell_damage((MS_STARBURST), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_STARBURST), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_LITE, dam, 4, FALSE, MS_STARBURST, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) - update_smart_learn(m_idx, DRS_LITE); + update_smart_learn(target_ptr, m_idx, DRS_LITE); return dam; } @@ -1290,12 +1299,12 @@ HIT_POINT spell_RF5_BO_NETH(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かって地獄の矢の呪文を唱えた。", "%^s casts a nether bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_NETHER), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_NETHER), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_NETHER, dam, MS_BOLT_NETHER, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_NETH); - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_NETH); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1322,11 +1331,11 @@ HIT_POINT spell_RF5_BO_WATE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かってウォーター・ボルトの呪文を唱えた。", "%^s casts a water bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_WATER), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_WATER), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_WATER, dam, MS_BOLT_WATER, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1353,11 +1362,11 @@ HIT_POINT spell_RF5_BO_MANA(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かって魔力の矢の呪文を唱えた。", "%^s casts a mana bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_MANA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_MANA), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_MANA, dam, MS_BOLT_MANA, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1384,11 +1393,11 @@ HIT_POINT spell_RF5_BO_PLAS(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かってプラズマ・ボルトの呪文を唱えた。", "%^s casts a plasma bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_PLASMA), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_PLASMA), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_PLASMA, dam, MS_BOLT_PLASMA, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1415,12 +1424,12 @@ HIT_POINT spell_RF5_BO_ICEE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かって極寒の矢の呪文を唱えた。", "%^s casts an ice bolt at %s."), TARGET_TYPE); - dam = monspell_damage((MS_BOLT_ICE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_BOLT_ICE), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_ICE, dam, MS_BOLT_ICE, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_COLD); - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_COLD); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1447,11 +1456,11 @@ HIT_POINT spell_RF5_MISSILE(player_type *target_ptr, POSITION y, POSITION x, MON _("%^sが%sに向かってマジック・ミサイルの呪文を唱えた。", "%^s casts a magic missile at %s."), TARGET_TYPE); - dam = monspell_damage((MS_MAGIC_MISSILE), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_MAGIC_MISSILE), m_idx, DAM_ROLL); bolt(target_ptr, m_idx, y, x, GF_MISSILE, dam, MS_MAGIC_MISSILE, TARGET_TYPE); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - update_smart_learn(m_idx, DRS_REFLECT); + update_smart_learn(target_ptr, m_idx, DRS_REFLECT); } return dam; @@ -1473,17 +1482,18 @@ HIT_POINT spell_RF5_MISSILE(player_type *target_ptr, POSITION y, POSITION x, MON */ void spell_badstatus_message(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, concptr msg1, concptr msg2, concptr msg3, concptr msg4, bool resist, bool saving_throw, int TARGET_TYPE) { - bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx); - bool see_t = see_monster(target_ptr->current_floor_ptr, t_idx); - bool known = monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + bool see_either = see_monster(floor_ptr, m_idx) || see_monster(floor_ptr, t_idx); + bool see_t = see_monster(floor_ptr, t_idx); + bool known = monster_near_player(floor_ptr, m_idx, t_idx); GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); if (TARGET_TYPE == MONSTER_TO_PLAYER) { - disturb(p_ptr, TRUE, TRUE); - if (p_ptr->blind) + disturb(target_ptr, TRUE, TRUE); + if (target_ptr->blind) msg_format(msg1, m_name); else msg_format(msg2, m_name); @@ -1496,35 +1506,38 @@ void spell_badstatus_message(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER { msg_print(msg4); } + + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - if (known) - { - if (see_either) - { - msg_format(msg1, m_name, t_name); - } - else - { - p_ptr->current_floor_ptr->monster_noise = TRUE; - } - } - if (resist) - { - if (see_t) msg_format(msg2, t_name); - } - else if (saving_throw) + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; + + if (known) + { + if (see_either) { - if (see_t) msg_format(msg3, t_name); + msg_format(msg1, m_name, t_name); } else { - if (see_t) msg_format(msg4, t_name); + floor_ptr->monster_noise = TRUE; } - set_monster_csleep(t_idx, 0); } + + if (resist) + { + if (see_t) msg_format(msg2, t_name); + } + else if (saving_throw) + { + if (see_t) msg_format(msg3, t_name); + } + else + { + if (see_t) msg_format(msg4, t_name); + } + + set_monster_csleep(target_ptr, t_idx, 0); } @@ -1536,9 +1549,10 @@ void spell_badstatus_message(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER */ void spell_RF5_SCARE(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; monster_race *tr_ptr = &r_info[t_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool resist, saving_throw; if (TARGET_TYPE == MONSTER_TO_PLAYER) @@ -1556,25 +1570,27 @@ void spell_RF5_SCARE(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_i { (void)set_afraid(target_ptr, target_ptr->afraid + randint0(4) + 4); } + learn_spell(target_ptr, MS_SCARE); - update_smart_learn(m_idx, DRS_FEAR); + update_smart_learn(target_ptr, m_idx, DRS_FEAR); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - resist = tr_ptr->flags3 & RF3_NO_FEAR; - saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); - - spell_badstatus_message(target_ptr, m_idx, t_idx, - _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion in front of %s."), - _("%^sは恐怖を感じない。", "%^s refuses to be frightened."), - _("%^sは恐怖を感じない。", "%^s refuses to be frightened."), - _("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), - resist, saving_throw, TARGET_TYPE); - if (!resist && !saving_throw) - { - set_monster_monfear(t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4); - } + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; + + resist = tr_ptr->flags3 & RF3_NO_FEAR; + saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + + spell_badstatus_message(target_ptr, m_idx, t_idx, + _("%^sが恐ろしげな幻覚を作り出した。", "%^s casts a fearful illusion in front of %s."), + _("%^sは恐怖を感じない。", "%^s refuses to be frightened."), + _("%^sは恐怖を感じない。", "%^s refuses to be frightened."), + _("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), + resist, saving_throw, TARGET_TYPE); + + if (!resist && !saving_throw) + { + set_monster_monfear(target_ptr, t_idx, MON_MONFEAR(t_ptr) + randint0(4) + 4); } } @@ -1587,9 +1603,10 @@ void spell_RF5_SCARE(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_i */ void spell_RF5_BLIND(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; - monster_race *tr_ptr = &r_info[t_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_race *tr_ptr = &r_info[t_ptr->r_idx]; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool resist, saving_throw; if (TARGET_TYPE == MONSTER_TO_PLAYER) @@ -1607,38 +1624,40 @@ void spell_RF5_BLIND(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_i { (void)set_blind(target_ptr, 12 + randint0(4)); } + learn_spell(target_ptr, MS_BLIND); - update_smart_learn(m_idx, DRS_BLIND); + update_smart_learn(target_ptr, m_idx, DRS_BLIND); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) + + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; + + concptr msg1; + GAME_TEXT t_name[MAX_NLEN]; + monster_name(target_ptr, t_idx, t_name); + + if (streq(t_name, "it")) { - concptr msg1; - GAME_TEXT t_name[MAX_NLEN]; - monster_name(t_idx, t_name); - - if (streq(t_name, "it")) - { - msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %ss eyes."); - } - else - { - msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %s's eyes."); - } + msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %ss eyes."); + } + else + { + msg1 = _("%sは呪文を唱えて%sの目を焼き付かせた。", "%^s casts a spell, burning %s's eyes."); + } - resist = tr_ptr->flags3 & RF3_NO_CONF; - saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + resist = tr_ptr->flags3 & RF3_NO_CONF; + saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); - spell_badstatus_message(target_ptr, m_idx, t_idx, - msg1, - _("%^sには効果がなかった。", "%^s is unaffected."), - _("%^sには効果がなかった。", "%^s is unaffected."), - _("%^sは目が見えなくなった! ", "%^s is blinded!"), - resist, saving_throw, TARGET_TYPE); + spell_badstatus_message(target_ptr, m_idx, t_idx, + msg1, + _("%^sには効果がなかった。", "%^s is unaffected."), + _("%^sには効果がなかった。", "%^s is unaffected."), + _("%^sは目が見えなくなった! ", "%^s is blinded!"), + resist, saving_throw, TARGET_TYPE); - if (!resist && !saving_throw) - { - (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4)); - } + if (!resist && !saving_throw) + { + (void)set_monster_confused(target_ptr, t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4)); } } @@ -1651,9 +1670,10 @@ void spell_RF5_BLIND(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_i */ void spell_RF5_CONF(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; monster_race *tr_ptr = &r_info[t_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool resist, saving_throw; if (TARGET_TYPE == MONSTER_TO_PLAYER) @@ -1671,25 +1691,27 @@ void spell_RF5_CONF(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_id { (void)set_confused(target_ptr, target_ptr->confused + randint0(4) + 4); } + learn_spell(target_ptr, MS_CONF); - update_smart_learn(m_idx, DRS_CONF); + update_smart_learn(target_ptr, m_idx, DRS_CONF); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - resist = tr_ptr->flags3 & RF3_NO_CONF; - saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); - spell_badstatus_message(target_ptr, m_idx, t_idx, - _("%^sが%sの前に幻惑的な幻をつくり出した。", "%^s casts a mesmerizing illusion in front of %s."), - _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."), - _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."), - _("%^sは混乱したようだ。", "%^s seems confused."), - resist, saving_throw, TARGET_TYPE); + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; - if (!resist && !saving_throw) - { - (void)set_monster_confused(t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4)); - } + resist = tr_ptr->flags3 & RF3_NO_CONF; + saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + + spell_badstatus_message(target_ptr, m_idx, t_idx, + _("%^sが%sの前に幻惑的な幻をつくり出した。", "%^s casts a mesmerizing illusion in front of %s."), + _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."), + _("%^sは惑わされなかった。", "%^s disbelieves the feeble spell."), + _("%^sは混乱したようだ。", "%^s seems confused."), + resist, saving_throw, TARGET_TYPE); + + if (!resist && !saving_throw) + { + (void)set_monster_confused(target_ptr, t_idx, MON_CONFUSED(t_ptr) + 12 + randint0(4)); } } @@ -1702,9 +1724,10 @@ void spell_RF5_CONF(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_id */ void spell_RF5_SLOW(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; monster_race *tr_ptr = &r_info[t_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool resist, saving_throw; if (TARGET_TYPE == MONSTER_TO_PLAYER) @@ -1722,38 +1745,40 @@ void spell_RF5_SLOW(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_id { (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE); } + learn_spell(target_ptr, MS_SLOW); - update_smart_learn(m_idx, DRS_FREE); + update_smart_learn(target_ptr, m_idx, DRS_FREE); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - concptr msg1; - GAME_TEXT t_name[MAX_NLEN]; - monster_name(t_idx, t_name); - if (streq(t_name, "it")) - { - msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %ss muscles."); - } - else - { - msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %s's muscles."); - } + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; - resist = tr_ptr->flags1 & RF1_UNIQUE; - saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + concptr msg1; + GAME_TEXT t_name[MAX_NLEN]; + monster_name(target_ptr, t_idx, t_name); - spell_badstatus_message(target_ptr, m_idx, t_idx, - msg1, - _("%^sには効果がなかった。", "%^s is unaffected."), - _("%^sには効果がなかった。", "%^s is unaffected."), - _("%sの動きが遅くなった。", "%^s starts moving slower."), - resist, saving_throw, TARGET_TYPE); + if (streq(t_name, "it")) + { + msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %ss muscles."); + } + else + { + msg1 = _("%sが%sの筋肉から力を吸いとった。", "%^s drains power from %s's muscles."); + } - if (!resist && !saving_throw) - { - set_monster_slow(t_idx, MON_SLOW(t_ptr) + 50); - } + resist = tr_ptr->flags1 & RF1_UNIQUE; + saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + + spell_badstatus_message(target_ptr, m_idx, t_idx, + msg1, + _("%^sには効果がなかった。", "%^s is unaffected."), + _("%^sには効果がなかった。", "%^s is unaffected."), + _("%sの動きが遅くなった。", "%^s starts moving slower."), + resist, saving_throw, TARGET_TYPE); + + if (!resist && !saving_throw) + { + set_monster_slow(target_ptr, t_idx, MON_SLOW(t_ptr) + 50); } } @@ -1766,9 +1791,10 @@ void spell_RF5_SLOW(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_id */ void spell_RF5_HOLD(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; monster_race *tr_ptr = &r_info[t_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool resist, saving_throw; if (TARGET_TYPE == MONSTER_TO_PLAYER) @@ -1786,25 +1812,27 @@ void spell_RF5_HOLD(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_id { (void)set_paralyzed(target_ptr, target_ptr->paralyzed + randint0(4) + 4); } + learn_spell(target_ptr, MS_SLEEP); - update_smart_learn(m_idx, DRS_FREE); + update_smart_learn(target_ptr, m_idx, DRS_FREE); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - resist = (tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN); - saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); - spell_badstatus_message(target_ptr, m_idx, t_idx, - _("%^sは%sをじっと見つめた。", "%^s stares intently at %s."), - _("%^sには効果がなかった。", "%^s is unaffected."), - _("%^sには効果がなかった。", "%^s is unaffected."), - _("%^sは麻痺した!", "%^s is paralyzed!"), - resist, saving_throw, TARGET_TYPE); + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; - if (!resist && !saving_throw) - { - (void)set_monster_stunned(t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4); - } + resist = (tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN); + saving_throw = (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + + spell_badstatus_message(target_ptr, m_idx, t_idx, + _("%^sは%sをじっと見つめた。", "%^s stares intently at %s."), + _("%^sには効果がなかった。", "%^s is unaffected."), + _("%^sには効果がなかった。", "%^s is unaffected."), + _("%^sは麻痺した!", "%^s is paralyzed!"), + resist, saving_throw, TARGET_TYPE); + + if (!resist && !saving_throw) + { + (void)set_monster_stunned(target_ptr, t_idx, MON_STUNNED(t_ptr) + randint1(4) + 4); } } @@ -1818,20 +1846,21 @@ void spell_RF5_HOLD(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_id */ void spell_RF6_HASTE(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - bool see_m = see_monster(target_ptr->current_floor_ptr, m_idx); - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + bool see_m = see_monster(floor_ptr, m_idx); + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); monspell_message_base(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."), _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."), _("%^sが自分の体に念を送った。", "%^s concentrates on %s body."), - p_ptr->blind > 0, TARGET_TYPE); + target_ptr->blind > 0, TARGET_TYPE); /* Allow quick speed increases to base+10 */ - if (set_monster_fast(m_idx, MON_FAST(m_ptr) + 100)) + if (set_monster_fast(target_ptr, m_idx, MON_FAST(m_ptr) + 100)) { if (TARGET_TYPE == MONSTER_TO_PLAYER || (TARGET_TYPE == MONSTER_TO_MONSTER && see_m)) @@ -1852,16 +1881,15 @@ void spell_RF6_HASTE(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_i */ HIT_POINT spell_RF6_HAND_DOOM(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - HIT_POINT dam = 0; - simple_monspell_message(target_ptr, m_idx, t_idx, _("%^sが<破滅の手>を放った!", "%^s invokes the Hand of Doom!"), _("%^sが%sに<破滅の手>を放った!", "%^s invokes the Hand of Doom upon %s!"), TARGET_TYPE); + HIT_POINT dam = 0; if (TARGET_TYPE == MONSTER_TO_PLAYER) { - dam = monspell_damage((MS_HAND_DOOM), m_idx, DAM_ROLL); + dam = monspell_damage(target_ptr, (MS_HAND_DOOM), m_idx, DAM_ROLL); breath(target_ptr, y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_PLAYER); } else if (TARGET_TYPE == MONSTER_TO_MONSTER) @@ -1869,6 +1897,7 @@ HIT_POINT spell_RF6_HAND_DOOM(player_type *target_ptr, POSITION y, POSITION x, M dam = 20; /* Dummy power */ breath(target_ptr, y, x, m_idx, GF_HAND_DOOM, dam, 0, FALSE, MS_HAND_DOOM, MONSTER_TO_MONSTER); } + return dam; } @@ -1882,20 +1911,21 @@ HIT_POINT spell_RF6_HAND_DOOM(player_type *target_ptr, POSITION y, POSITION x, M */ void spell_RF6_HEAL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - DEPTH rlev = monster_level_idx(m_idx); - bool seen = (!p_ptr->blind && m_ptr->ml); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool seen = (!target_ptr->blind && m_ptr->ml); GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); - disturb(p_ptr, TRUE, TRUE); + disturb(target_ptr, TRUE, TRUE); monspell_message_base(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."), _("%^sが自分の傷に集中した。", "%^s concentrates on %s wounds."), _("%^sは自分の傷に念を集中した。", "%^s concentrates on %s wounds."), - p_ptr->blind > 0, TARGET_TYPE); + target_ptr->blind > 0, TARGET_TYPE); /* Heal some */ m_ptr->hp += (rlev * 6); @@ -1926,18 +1956,17 @@ void spell_RF6_HEAL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_id } /* Redraw (later) if needed */ - if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); - if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); + if (target_ptr->health_who == m_idx) target_ptr->redraw |= (PR_HEALTH); + if (target_ptr->riding == m_idx) target_ptr->redraw |= (PR_UHEALTH); /* Cancel fear */ - if (MON_MONFEAR(m_ptr)) - { - /* Cancel fear */ - (void)set_monster_monfear(m_idx, 0); + if (!MON_MONFEAR(m_ptr)) return; - if (see_monster(target_ptr->current_floor_ptr, m_idx)) - msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name); - } + /* Cancel fear */ + (void)set_monster_monfear(target_ptr, m_idx, 0); + + if (see_monster(floor_ptr, m_idx)) + msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name); } @@ -1950,17 +1979,17 @@ void spell_RF6_HEAL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_id */ void spell_RF6_INVULNER(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; + monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; bool seen = (!target_ptr->blind && m_ptr->ml); monspell_message_base(target_ptr, m_idx, t_idx, - _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."), - _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."), - _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."), - _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."), - !seen, TARGET_TYPE); + _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."), + _("%^sが何かを力強くつぶやいた。", "%^s mumbles powerfully."), + _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."), + _("%sは無傷の球の呪文を唱えた。", "%^s casts a Globe of Invulnerability."), + !seen, TARGET_TYPE); - if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(m_idx, randint1(4) + 4, FALSE); + if (!MON_INVULNER(m_ptr)) (void)set_monster_invulner(target_ptr, m_idx, randint1(4) + 4, FALSE); } @@ -1973,27 +2002,27 @@ void spell_RF6_INVULNER(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX void spell_RF6_BLINK(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE) { GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); - - if (TARGET_TYPE==MONSTER_TO_PLAYER) - disturb(p_ptr, TRUE, TRUE); + monster_name(target_ptr, m_idx, m_name); - if (teleport_barrier(p_ptr, m_idx)) + if (TARGET_TYPE == MONSTER_TO_PLAYER) + disturb(target_ptr, TRUE, TRUE); + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + if (teleport_barrier(target_ptr, m_idx)) { - if(see_monster(target_ptr->current_floor_ptr, m_idx)) + if (see_monster(floor_ptr, m_idx)) msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。", - "Magic barrier obstructs teleporting of %^s."), m_name); + "Magic barrier obstructs teleporting of %^s."), m_name); + return; } - else - { - if(see_monster(target_ptr->current_floor_ptr, m_idx)) - msg_format(_("%^sが瞬時に消えた。", "%^s blinks away."), m_name); - teleport_away(p_ptr, m_idx, 10, 0L); + if (see_monster(floor_ptr, m_idx)) + msg_format(_("%^sが瞬時に消えた。", "%^s blinks away."), m_name); - if (TARGET_TYPE==MONSTER_TO_PLAYER) - p_ptr->update |= (PU_MONSTERS); - } + teleport_away(target_ptr, m_idx, 10, 0L); + + if (TARGET_TYPE == MONSTER_TO_PLAYER) + target_ptr->update |= (PU_MONSTERS); } @@ -2004,25 +2033,25 @@ void spell_RF6_BLINK(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE * @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER */ void spell_RF6_TPORT(player_type *target_ptr, MONSTER_IDX m_idx, int TARGET_TYPE) -{ +{ GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); - - if (TARGET_TYPE==MONSTER_TO_PLAYER) - disturb(p_ptr, TRUE, TRUE); - if (teleport_barrier(p_ptr, m_idx)) + monster_name(target_ptr, m_idx, m_name); + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + if (TARGET_TYPE == MONSTER_TO_PLAYER) + disturb(target_ptr, TRUE, TRUE); + if (teleport_barrier(target_ptr, m_idx)) { - if(see_monster(target_ptr->current_floor_ptr, m_idx)) + if (see_monster(floor_ptr, m_idx)) msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。", - "Magic barrier obstructs teleporting of %^s."), m_name); + "Magic barrier obstructs teleporting of %^s."), m_name); + return; } - else - { - if(see_monster(target_ptr->current_floor_ptr, m_idx)) - msg_format(_("%^sがテレポートした。", "%^s teleports away."), m_name); - teleport_away_followable(p_ptr, m_idx); - } + if (see_monster(floor_ptr, m_idx)) + msg_format(_("%^sがテレポートした。", "%^s teleports away."), m_name); + + teleport_away_followable(target_ptr, m_idx); } @@ -2036,7 +2065,7 @@ HIT_POINT spell_RF6_WORLD(player_type *target_ptr, MONSTER_IDX m_idx) monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; MONSTER_IDX who = 0; GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); disturb(target_ptr, TRUE, TRUE); if (m_ptr->r_idx == MON_DIO) who = 1; @@ -2061,54 +2090,54 @@ HIT_POINT spell_RF6_SPECIAL_BANORLUPART(player_type *target_ptr, MONSTER_IDX m_i POSITION dummy_x = m_ptr->fx; BIT_FLAGS mode = 0L; - switch(m_ptr->r_idx) + switch (m_ptr->r_idx) { - case MON_BANORLUPART: - dummy_hp = (m_ptr->hp + 1) / 2; - dummy_maxhp = m_ptr->maxhp / 2; - - if (floor_ptr->inside_arena || target_ptr->phase_out || !summon_possible(floor_ptr, m_ptr->fy, m_ptr->fx)) - return -1; - - delete_monster_idx(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx); - summon_named_creature(0, dummy_y, dummy_x, MON_BANOR, mode); - floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp; - floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp; - summon_named_creature(0, dummy_y, dummy_x, MON_LUPART, mode); - floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp; - floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp; - - msg_print(_("『バーノール・ルパート』が分裂した!","Banor=Rupart splits in two person!")); - break; - - case MON_BANOR: - case MON_LUPART: - dummy_hp = 0; - dummy_maxhp = 0; + case MON_BANORLUPART: + dummy_hp = (m_ptr->hp + 1) / 2; + dummy_maxhp = m_ptr->maxhp / 2; + + if (floor_ptr->inside_arena || target_ptr->phase_out || !summon_possible(target_ptr, m_ptr->fy, m_ptr->fx)) + return -1; + + delete_monster_idx(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx); + summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_BANOR, mode); + floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp; + floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp; + summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_LUPART, mode); + floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp; + floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp; + + msg_print(_("『バーノール・ルパート』が分裂した!", "Banor=Rupart splits in two person!")); + break; - if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) - return -1; + case MON_BANOR: + case MON_LUPART: + dummy_hp = 0; + dummy_maxhp = 0; - for (k = 1; k < floor_ptr->m_max; k++) + if (!r_info[MON_BANOR].cur_num || !r_info[MON_LUPART].cur_num) + return -1; + + for (k = 1; k < floor_ptr->m_max; k++) + { + if (floor_ptr->m_list[k].r_idx == MON_BANOR || floor_ptr->m_list[k].r_idx == MON_LUPART) { - if (floor_ptr->m_list[k].r_idx == MON_BANOR || floor_ptr->m_list[k].r_idx == MON_LUPART) + dummy_hp += floor_ptr->m_list[k].hp; + dummy_maxhp += floor_ptr->m_list[k].maxhp; + if (floor_ptr->m_list[k].r_idx != m_ptr->r_idx) { - dummy_hp += floor_ptr->m_list[k].hp; - dummy_maxhp += floor_ptr->m_list[k].maxhp; - if (floor_ptr->m_list[k].r_idx != m_ptr->r_idx) - { - dummy_y = floor_ptr->m_list[k].fy; - dummy_x = floor_ptr->m_list[k].fx; - } - delete_monster_idx(k); + dummy_y = floor_ptr->m_list[k].fy; + dummy_x = floor_ptr->m_list[k].fx; } + delete_monster_idx(k); } - summon_named_creature(0, dummy_y, dummy_x, MON_BANORLUPART, mode); - floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp; - floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp; + } + summon_named_creature(target_ptr, 0, dummy_y, dummy_x, MON_BANORLUPART, mode); + floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp; + floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp; - msg_print(_("『バーノール』と『ルパート』が合体した!", "Banor and Rupart combine into one!")); - break; + msg_print(_("『バーノール』と『ルパート』が合体した!", "Banor and Rupart combine into one!")); + break; } return 0; @@ -2130,7 +2159,7 @@ HIT_POINT spell_RF6_SPECIAL_ROLENTO(player_type *target_ptr, POSITION y, POSITIO int count = 0, k; int num = 1 + randint1(3); BIT_FLAGS mode = 0L; - + monspell_message(target_ptr, m_idx, t_idx, _("%^sが何か大量に投げた。", "%^s spreads something."), _("%^sは手榴弾をばらまいた。", "%^s throws some hand grenades."), @@ -2139,12 +2168,12 @@ HIT_POINT spell_RF6_SPECIAL_ROLENTO(player_type *target_ptr, POSITION y, POSITIO for (k = 0; k < num; k++) { - count += summon_named_creature(m_idx, y, x, MON_SHURYUUDAN, mode); + count += summon_named_creature(target_ptr, m_idx, y, x, MON_SHURYUUDAN, mode); } - + if (target_ptr->blind && count) msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things are scattered nearby.")); - + return 0; } @@ -2163,89 +2192,87 @@ HIT_POINT spell_RF6_SPECIAL_B(player_type *target_ptr, POSITION y, POSITION x, M { HIT_POINT dam = -1; floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_type *t_ptr = &floor_ptr->m_list[t_idx]; - monster_race *tr_ptr = &r_info[t_ptr->r_idx]; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_race *tr_ptr = &r_info[t_ptr->r_idx]; bool monster_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); bool monster_to_monster = (TARGET_TYPE == MONSTER_TO_MONSTER); bool direct = player_bold(target_ptr, y, x); GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); disturb(target_ptr, TRUE, TRUE); if (one_in_(3) || !direct) - { + { simple_monspell_message(target_ptr, m_idx, t_idx, _("%^sは突然視界から消えた!", "%^s suddenly go out of your sight!"), _("%^sは突然急上昇して視界から消えた!", "%^s suddenly go out of your sight!"), TARGET_TYPE); - + teleport_away(target_ptr, m_idx, 10, TELEPORT_NONMAGICAL); target_ptr->update |= (PU_MONSTERS); + return dam; } - else - { - int get_damage = 0; - bool fear, dead; /* dummy */ - - simple_monspell_message(target_ptr, m_idx, t_idx, - _("%^sがあなたを掴んで空中から投げ落とした。", "%^s holds you, and drops from the sky."), - _("%^sが%sを掴んで空中から投げ落とした。", "%^s holds %s, and drops from the sky."), - TARGET_TYPE); - dam = damroll(4, 8); + int get_damage = 0; + bool fear, dead; /* dummy */ - if (monster_to_player || t_idx == target_ptr->riding) - teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE); - else - teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE); + simple_monspell_message(target_ptr, m_idx, t_idx, + _("%^sがあなたを掴んで空中から投げ落とした。", "%^s holds you, and drops from the sky."), + _("%^sが%sを掴んで空中から投げ落とした。", "%^s holds %s, and drops from the sky."), + TARGET_TYPE); - sound(SOUND_FALL); + dam = damroll(4, 8); - if ((monster_to_player && target_ptr->levitation) || - (monster_to_monster && (tr_ptr->flags7 & RF7_CAN_FLY))) - { - simple_monspell_message(target_ptr, m_idx, t_idx, - _("あなたは静かに着地した。", "You float gently down to the ground."), - _("%^sは静かに着地した。", "%^s floats gently down to the ground."), - TARGET_TYPE); - } - else - { - simple_monspell_message(target_ptr, m_idx, t_idx, - _("あなたは地面に叩きつけられた。", "You crashed into the ground."), - _("%^sは地面に叩きつけられた。", "%^s crashed into the ground."), - TARGET_TYPE); - dam += damroll(6, 8); - } + if (monster_to_player || t_idx == target_ptr->riding) + teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE); + else + teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE); - if(monster_to_player || - (monster_to_monster && target_ptr->riding == t_idx)) - { - /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary. - -- henkma - */ - get_damage = take_hit(target_ptr, DAMAGE_NOESCAPE, dam, m_name, -1); - if (target_ptr->tim_eyeeye && get_damage > 0 && !target_ptr->is_dead) - { - GAME_TEXT m_name_self[80]; - /* hisself */ - monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE); + sound(SOUND_FALL); - 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); + if ((monster_to_player && target_ptr->levitation) || + (monster_to_monster && (tr_ptr->flags7 & RF7_CAN_FLY))) + { + simple_monspell_message(target_ptr, m_idx, t_idx, + _("あなたは静かに着地した。", "You float gently down to the ground."), + _("%^sは静かに着地した。", "%^s floats gently down to the ground."), + TARGET_TYPE); + } + else + { + simple_monspell_message(target_ptr, m_idx, t_idx, + _("あなたは地面に叩きつけられた。", "You crashed into the ground."), + _("%^sは地面に叩きつけられた。", "%^s crashed into the ground."), + TARGET_TYPE); + dam += damroll(6, 8); + } - project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1); - set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE); - } - } + if (monster_to_player || + (monster_to_monster && target_ptr->riding == t_idx)) + { + /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary. + -- henkma + */ + get_damage = take_hit(target_ptr, DAMAGE_NOESCAPE, dam, m_name, -1); + if (target_ptr->tim_eyeeye && get_damage > 0 && !target_ptr->is_dead) + { + GAME_TEXT m_name_self[80]; + /* hisself */ + monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE); - if(monster_to_player && target_ptr->riding) - mon_take_hit_mon(target_ptr->riding, dam, &dead, &fear, extract_note_dies(real_r_idx(&floor_ptr->m_list[target_ptr->riding])), m_idx); + 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); - if(monster_to_monster) - mon_take_hit_mon(t_idx, dam, &dead, &fear, extract_note_dies(real_r_idx(t_ptr)), m_idx); + project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1); + set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE); + } } + if (monster_to_player && target_ptr->riding) + mon_take_hit_mon(target_ptr, target_ptr->riding, dam, &dead, &fear, extract_note_dies(real_r_idx(&floor_ptr->m_list[target_ptr->riding])), m_idx); + + if (monster_to_monster) + mon_take_hit_mon(target_ptr, t_idx, dam, &dead, &fear, extract_note_dies(real_r_idx(t_ptr)), m_idx); return dam; } @@ -2263,26 +2290,26 @@ HIT_POINT spell_RF6_SPECIAL_B(player_type *target_ptr, POSITION y, POSITION x, M HIT_POINT spell_RF6_SPECIAL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; disturb(target_ptr, TRUE, TRUE); switch (m_ptr->r_idx) { - case MON_OHMU: - /* Moved to process_monster(), like multiplication */ - return -1; + case MON_OHMU: + /* Moved to process_monster(), like multiplication */ + return -1; - case MON_BANORLUPART: - case MON_BANOR: - case MON_LUPART: - return spell_RF6_SPECIAL_BANORLUPART(target_ptr, m_idx); + case MON_BANORLUPART: + case MON_BANOR: + case MON_LUPART: + return spell_RF6_SPECIAL_BANORLUPART(target_ptr, m_idx); - case MON_ROLENTO: - return spell_RF6_SPECIAL_ROLENTO(target_ptr, y, x, m_idx, t_idx, TARGET_TYPE); - break; + case MON_ROLENTO: + return spell_RF6_SPECIAL_ROLENTO(target_ptr, y, x, m_idx, t_idx, TARGET_TYPE); + break; - default: + default: if (r_ptr->d_char == 'B') { return spell_RF6_SPECIAL_B(target_ptr, y, x, m_idx, t_idx, TARGET_TYPE); @@ -2306,58 +2333,61 @@ HIT_POINT spell_RF6_SPECIAL(player_type *target_ptr, POSITION y, POSITION x, MON void spell_RF6_TELE_TO(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_type *t_ptr = &floor_ptr->m_list[t_idx]; - monster_race *tr_ptr = &r_info[t_ptr->r_idx]; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_race *tr_ptr = &r_info[t_ptr->r_idx]; simple_monspell_message(target_ptr, m_idx, t_idx, _("%^sがあなたを引き戻した。", "%^s commands you to return."), _("%^sが%sを引き戻した。", "%^s commands %s to return."), TARGET_TYPE); - + if (TARGET_TYPE == MONSTER_TO_PLAYER) { teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE); learn_spell(target_ptr, MS_TELE_TO); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - bool resists_tele = FALSE; - GAME_TEXT t_name[MAX_NLEN]; - monster_name(t_idx, t_name); - if (tr_ptr->flagsr & RFR_RES_TELE) + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; + + bool resists_tele = FALSE; + GAME_TEXT t_name[MAX_NLEN]; + monster_name(target_ptr, t_idx, t_name); + + if (tr_ptr->flagsr & RFR_RES_TELE) + { + if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL)) { - if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL)) - { - if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; - if (see_monster(target_ptr->current_floor_ptr, t_idx)) - { - msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name); - } - resists_tele = TRUE; - } - else if (tr_ptr->level > randint1(100)) + if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; + if (see_monster(floor_ptr, t_idx)) { - if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; - if (see_monster(target_ptr->current_floor_ptr, t_idx)) - { - msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name); - } - resists_tele = TRUE; + msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name); } + resists_tele = TRUE; } - - if (!resists_tele) + else if (tr_ptr->level > randint1(100)) { - if (t_idx == target_ptr->riding) - teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE); - else - teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE); + if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; + if (see_monster(floor_ptr, t_idx)) + { + msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name); + } + resists_tele = TRUE; } + } - set_monster_csleep(t_idx, 0); + if (resists_tele) + { + set_monster_csleep(target_ptr, t_idx, 0); + return; } + + if (t_idx == target_ptr->riding) + teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE); + else + teleport_monster_to(target_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, TELEPORT_PASSIVE); + set_monster_csleep(target_ptr, t_idx, 0); } @@ -2371,14 +2401,15 @@ void spell_RF6_TELE_TO(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t */ void spell_RF6_TELE_AWAY(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; - monster_race *tr_ptr = &r_info[t_ptr->r_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_race *tr_ptr = &r_info[t_ptr->r_idx]; simple_monspell_message(target_ptr, m_idx, t_idx, _("%^sにテレポートさせられた。", "%^s teleports you away."), _("%^sは%sをテレポートさせた。", "%^s teleports %s away."), TARGET_TYPE); - + if (TARGET_TYPE == MONSTER_TO_PLAYER) { if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)) @@ -2391,45 +2422,48 @@ void spell_RF6_TELE_AWAY(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX learn_spell(target_ptr, MS_TELE_AWAY); teleport_player_away(m_idx, target_ptr, 100); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - bool resists_tele = FALSE; - GAME_TEXT t_name[MAX_NLEN]; - monster_name(t_idx, t_name); - if (tr_ptr->flagsr & RFR_RES_TELE) + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; + + bool resists_tele = FALSE; + GAME_TEXT t_name[MAX_NLEN]; + monster_name(target_ptr, t_idx, t_name); + + if (tr_ptr->flagsr & RFR_RES_TELE) + { + if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL)) { - if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flagsr & RFR_RES_ALL)) + if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; + if (see_monster(floor_ptr, t_idx)) { - if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; - if (see_monster(target_ptr->current_floor_ptr, t_idx)) - { - msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name); - } - resists_tele = TRUE; - } - else if (tr_ptr->level > randint1(100)) - { - if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; - if (see_monster(target_ptr->current_floor_ptr, t_idx)) - { - msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name); - } - resists_tele = TRUE; + msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), t_name); } + resists_tele = TRUE; } - - if (!resists_tele) + else if (tr_ptr->level > randint1(100)) { - if (t_idx == target_ptr->riding) - teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5); - else - teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE); + if (is_original_ap_and_seen(t_ptr)) tr_ptr->r_flagsr |= RFR_RES_TELE; + if (see_monster(floor_ptr, t_idx)) + { + msg_format(_("%^sは耐性を持っている!", "%^s resists!"), t_name); + } + resists_tele = TRUE; } + } - set_monster_csleep(t_idx, 0); + if (resists_tele) + { + set_monster_csleep(target_ptr, t_idx, 0); + return; } + + if (t_idx == target_ptr->riding) + teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5); + else + teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE); + set_monster_csleep(target_ptr, t_idx, 0); } @@ -2443,9 +2477,10 @@ void spell_RF6_TELE_AWAY(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX */ void spell_RF6_TELE_LEVEL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; - monster_race *tr_ptr = &r_info[t_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_race *tr_ptr = &r_info[t_ptr->r_idx]; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool resist, saving_throw; if (TARGET_TYPE == MONSTER_TO_PLAYER) @@ -2463,26 +2498,28 @@ void spell_RF6_TELE_LEVEL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_ID { teleport_level(target_ptr, 0); } + learn_spell(target_ptr, MS_TELE_LEVEL); - update_smart_learn(m_idx, DRS_NEXUS); + update_smart_learn(target_ptr, m_idx, DRS_NEXUS); + return; } - else if (TARGET_TYPE == MONSTER_TO_MONSTER) - { - resist = tr_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE); - saving_throw = (tr_ptr->flags1 & RF1_QUESTOR) || - (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); - - spell_badstatus_message(target_ptr, m_idx, t_idx, - _("%^sが%sの足を指さした。", "%^s gestures at %s's feet."), - _("%^sには効果がなかった。", "%^s is unaffected!"), - _("%^sは効力を跳ね返した!", "%^s resist the effects!"), - "", - resist, saving_throw, TARGET_TYPE); - if (!resist && !saving_throw) - { - teleport_level(target_ptr, (t_idx == target_ptr->riding) ? 0 : t_idx); - } + if (TARGET_TYPE != MONSTER_TO_MONSTER) return; + + resist = tr_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE); + saving_throw = (tr_ptr->flags1 & RF1_QUESTOR) || + (tr_ptr->level > randint1((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10); + + spell_badstatus_message(target_ptr, m_idx, t_idx, + _("%^sが%sの足を指さした。", "%^s gestures at %s's feet."), + _("%^sには効果がなかった。", "%^s is unaffected!"), + _("%^sは効力を跳ね返した!", "%^s resist the effects!"), + "", + resist, saving_throw, TARGET_TYPE); + + if (!resist && !saving_throw) + { + teleport_level(target_ptr, (t_idx == target_ptr->riding) ? 0 : t_idx); } } @@ -2498,15 +2535,13 @@ void spell_RF6_TELE_LEVEL(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_ID */ HIT_POINT spell_RF6_PSY_SPEAR(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - HIT_POINT dam; - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが光の剣を放った。", "%^s throw a Psycho-Spear."), _("%^sが%sに向かって光の剣を放った。", "%^s throw a Psycho-spear at %s."), TARGET_TYPE); - dam = monspell_damage((MS_PSY_SPEAR), m_idx, DAM_ROLL); + HIT_POINT dam = monspell_damage(target_ptr, (MS_PSY_SPEAR), m_idx, DAM_ROLL); beam(target_ptr, m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER); return dam; } @@ -2523,24 +2558,25 @@ HIT_POINT spell_RF6_PSY_SPEAR(player_type *target_ptr, POSITION y, POSITION x, M */ void spell_RF6_DARKNESS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; - monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_type *t_ptr = &floor_ptr->m_list[t_idx]; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; bool can_use_lite_area = FALSE; bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER; bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER; GAME_TEXT t_name[MAX_NLEN]; - monster_name(t_idx, t_name); + monster_name(target_ptr, t_idx, t_name); if ((target_ptr->pclass == CLASS_NINJA) && !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) && !(r_ptr->flags7 & RF7_DARK_MASK)) can_use_lite_area = TRUE; - if(monster_to_monster && !is_hostile(t_ptr)) + if (monster_to_monster && !is_hostile(t_ptr)) can_use_lite_area = FALSE; - + if (can_use_lite_area) { monspell_message(target_ptr, m_idx, t_idx, @@ -2549,7 +2585,7 @@ void spell_RF6_DARKNESS(player_type *target_ptr, POSITION y, POSITION x, MONSTER _("%^sが辺りを明るく照らした。", "%^s cast a spell to light up."), TARGET_TYPE); - if (see_monster(target_ptr->current_floor_ptr, t_idx) && monster_to_monster) + if (see_monster(floor_ptr, t_idx) && monster_to_monster) { msg_format(_("%^sは白い光に包まれた。", "%^s is surrounded by a white light."), t_name); } @@ -2562,13 +2598,13 @@ void spell_RF6_DARKNESS(player_type *target_ptr, POSITION y, POSITION x, MONSTER _("%^sが暗闇の中で手を振った。", "%^s gestures in shadow."), TARGET_TYPE); - if (see_monster(target_ptr->current_floor_ptr, t_idx) && monster_to_monster) + if (see_monster(floor_ptr, t_idx) && monster_to_monster) { msg_format(_("%^sは暗闇に包まれた。", "%^s is surrounded by darkness."), t_name); } } - if(monster_to_player) + if (monster_to_player) { if (can_use_lite_area) { @@ -2584,68 +2620,66 @@ void spell_RF6_DARKNESS(player_type *target_ptr, POSITION y, POSITION x, MONSTER } if (!monster_to_monster) return; - - if (can_use_lite_area) - { - (void)project(target_ptr, m_idx, 3, y, x, 0, GF_LITE_WEAK, PROJECT_GRID | PROJECT_KILL, -1); - lite_room(target_ptr, y, x); - } - else - { - (void)project(target_ptr, m_idx, 3, y, x, 0, GF_DARK_WEAK, PROJECT_GRID | PROJECT_KILL, MS_DARKNESS); - unlite_room(target_ptr, y, x); - } + + int lite_area = can_use_lite_area ? -1 : MS_DARKNESS; + (void)project(target_ptr, m_idx, 3, y, x, 0, GF_LITE_WEAK, PROJECT_GRID | PROJECT_KILL, lite_area); + lite_room(target_ptr, y, x); } /*! * @brief RF6_TRAPSの処理。トラップ。 / +* @param target_ptr プレーヤーへの参照ポインタ * @param y 対象の地点のy座標 * @param x 対象の地点のx座標 * @param m_idx 呪文を唱えるモンスターID +* @param なし */ -void spell_RF6_TRAPS(POSITION y, POSITION x, MONSTER_IDX m_idx) +void spell_RF6_TRAPS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx) { GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); - disturb(p_ptr, TRUE, TRUE); + monster_name(target_ptr, m_idx, m_name); + disturb(target_ptr, TRUE, TRUE); - if (p_ptr->blind) + if (target_ptr->blind) msg_format(_("%^sが何かをつぶやいて邪悪に微笑んだ。", - "%^s mumbles, and then cackles evilly."), m_name); + "%^s mumbles, and then cackles evilly."), m_name); else msg_format(_("%^sが呪文を唱えて邪悪に微笑んだ。", - "%^s casts a spell and cackles evilly."), m_name); + "%^s casts a spell and cackles evilly."), m_name); - learn_spell(p_ptr, MS_MAKE_TRAP); - (void)trap_creation(p_ptr, y, x); + learn_spell(target_ptr, MS_MAKE_TRAP); + (void)trap_creation(target_ptr, y, x); } /*! * @brief RF6_FORGETの処理。記憶消去。 / +* @param target_ptr プレーヤーへの参照ポインタ * @param m_idx 呪文を唱えるモンスターID +* @param なし */ -void spell_RF6_FORGET(MONSTER_IDX m_idx) +void spell_RF6_FORGET(player_type *target_ptr, MONSTER_IDX m_idx) { - DEPTH rlev = monster_level_idx(m_idx); + DEPTH rlev = monster_level_idx(target_ptr->current_floor_ptr, m_idx); GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); - disturb(p_ptr, TRUE, TRUE); + disturb(target_ptr, TRUE, TRUE); msg_format(_("%^sがあなたの記憶を消去しようとしている。", "%^s tries to blank your mind."), m_name); - if (randint0(100 + rlev / 2) < p_ptr->skill_sav) + if (randint0(100 + rlev / 2) < target_ptr->skill_sav) { msg_print(_("しかし効力を跳ね返した!", "You resist the effects!")); } - else if (lose_all_info(p_ptr)) + else if (lose_all_info(target_ptr)) { msg_print(_("記憶が薄れてしまった。", "Your memories fade away.")); } - learn_spell(p_ptr, MS_FORGET); + + learn_spell(target_ptr, MS_FORGET); } @@ -2672,19 +2706,20 @@ void spell_RF6_RAISE_DEAD(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_ID /*! * @brief 鷹召喚の処理。 / +* @param target_ptr プレーヤーへの参照ポインタ * @param y 対象の地点のy座標 * @param x 対象の地点のx座標 * @param rlev 呪文を唱えるモンスターのレベル * @param m_idx 呪文を唱えるモンスターID * @return 召喚したモンスターの数を返す。 */ -MONSTER_NUMBER summon_EAGLE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) +MONSTER_NUMBER summon_EAGLE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) { - int k, count = 0; + int count = 0; int num = 4 + randint1(3); - for (k = 0; k < num; k++) + for (int k = 0; k < num; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_EAGLES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); } return count; @@ -2693,20 +2728,21 @@ MONSTER_NUMBER summon_EAGLE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) /*! * @brief インターネット・エクスプローダー召喚の処理。 / + * @param target_ptr プレーヤーへの参照ポインタ * @param y 対象の地点のy座標 * @param x 対象の地点のx座標 * @param rlev 呪文を唱えるモンスターのレベル * @param m_idx 呪文を唱えるモンスターID * @return 召喚したモンスターの数を返す。 */ -MONSTER_NUMBER summon_IE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) +MONSTER_NUMBER summon_IE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) { BIT_FLAGS mode = 0L; - int k, count = 0; + int count = 0; int num = 2 + randint1(1 + rlev / 20); - for (k = 0; k < num; k++) + for (int k = 0; k < num; k++) { - count += summon_named_creature(m_idx, y, x, MON_IE, mode); + count += summon_named_creature(target_ptr, m_idx, y, x, MON_IE, mode); } return count; @@ -2726,7 +2762,6 @@ MONSTER_NUMBER summon_IE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) */ MONSTER_NUMBER summon_guardian(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int k, count = 0; int num = 2 + randint1(3); bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); @@ -2738,15 +2773,16 @@ MONSTER_NUMBER summon_guardian(player_type *target_ptr, POSITION y, POSITION x, _("地面から水が吹き出した!", "Water blew off from the ground!"), TARGET_TYPE); - if(mon_to_player) + if (mon_to_player) fire_ball_hide(target_ptr, GF_WATER_FLOW, 0, 3, 8); - else if(mon_to_mon) + else if (mon_to_mon) project(target_ptr, t_idx, 8, y, x, 3, GF_WATER_FLOW, PROJECT_GRID | PROJECT_HIDE, -1); } - for (k = 0; k < num; k++) + int count = 0; + for (int k = 0; k < num; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_GUARDIANS, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); } return count; @@ -2755,21 +2791,20 @@ MONSTER_NUMBER summon_guardian(player_type *target_ptr, POSITION y, POSITION x, /*! * @brief ロックのクローン召喚の処理。 / +* @param target_ptr プレーヤーへの参照ポインタ * @param y 対象の地点のy座標 * @param x 対象の地点のx座標 -* @param rlev 呪文を唱えるモンスターのレベル * @param m_idx 呪文を唱えるモンスターID * @return 召喚したモンスターの数を返す。 */ -MONSTER_NUMBER summon_LOCK_CLONE(POSITION y, POSITION x, DEPTH rlev, MONSTER_IDX m_idx) +MONSTER_NUMBER summon_LOCKE_CLONE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx) { BIT_FLAGS mode = 0L; - int k, count = 0; + int count = 0; int num = randint1(3); - rlev = rlev; - for (k = 0; k < num; k++) + for (int k = 0; k < num; k++) { - count += summon_named_creature(m_idx, y, x, MON_LOCKE_CLONE, mode); + count += summon_named_creature(target_ptr, m_idx, y, x, MON_LOCKE_CLONE, mode); } return count; @@ -2778,19 +2813,20 @@ MONSTER_NUMBER summon_LOCK_CLONE(POSITION y, POSITION x, DEPTH rlev, MONSTER_IDX /*! * @brief シラミ召喚の処理。 / +* @param target_ptr プレーヤーへの参照ポインタ * @param y 対象の地点のy座標 * @param x 対象の地点のx座標 * @param rlev 呪文を唱えるモンスターのレベル * @param m_idx 呪文を唱えるモンスターID * @return 召喚したモンスターの数を返す。 */ -MONSTER_NUMBER summon_LOUSE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) +MONSTER_NUMBER summon_LOUSE(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) { - int k, count = 0; + int count = 0; int num = 2 + randint1(3); - for (k = 0; k < num; k++) + for (int k = 0; k < num; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_LOUSE, PM_ALLOW_GROUP); } return count; @@ -2799,19 +2835,19 @@ MONSTER_NUMBER summon_LOUSE(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) /*! * @brief 救援召喚の通常処理。同シンボルのモンスターを召喚する。 / +* @param target_ptr プレーヤーへの参照ポインタ * @param y 対象の地点のy座標 * @param x 対象の地点のx座標 * @param rlev 呪文を唱えるモンスターのレベル * @param m_idx 呪文を唱えるモンスターID * @return 召喚したモンスターの数を返す。 */ -MONSTER_NUMBER summon_Kin(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) +MONSTER_NUMBER summon_Kin(player_type *target_ptr, POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) { - int k, count = 0; - - for (k = 0; k < 4; k++) + int count = 0; + for (int k = 0; k < 4; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_KIN, PM_ALLOW_GROUP); } return count; @@ -2830,21 +2866,21 @@ MONSTER_NUMBER summon_Kin(POSITION y, POSITION x, int rlev, MONSTER_IDX m_idx) */ void spell_RF6_S_KIN(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - bool known = monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx); - bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); int count = 0; GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN], m_poss[80]; - monster_name(m_idx, m_name); - monster_name(t_idx, t_name); - monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE); + monster_name(target_ptr, m_idx, m_name); + monster_name(target_ptr, t_idx, t_name); + monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE); disturb(target_ptr, TRUE, TRUE); + bool known = monster_near_player(floor_ptr, m_idx, t_idx); + bool see_either = see_monster(floor_ptr, m_idx) || see_monster(floor_ptr, t_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); if (m_ptr->r_idx == MON_SERPENT || m_ptr->r_idx == MON_ZOMBI_SERPENT) { monspell_message(target_ptr, m_idx, t_idx, @@ -2868,7 +2904,7 @@ void spell_RF6_S_KIN(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ID if (mon_to_player || (mon_to_mon && known && see_either)) { _(msg_format("%sが魔法で%sを召喚した。", m_name, ((r_ptr->flags1 & RF1_UNIQUE) ? "手下" : "仲間")), - msg_format("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1 & RF1_UNIQUE) ? "minions" : "kin"))); + msg_format("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1 & RF1_UNIQUE) ? "minions" : "kin"))); } } @@ -2878,38 +2914,38 @@ void spell_RF6_S_KIN(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ID switch (m_ptr->r_idx) { - case MON_MENELDOR: - case MON_GWAIHIR: - case MON_THORONDOR: - count += summon_EAGLE(y, x, rlev, m_idx); - break; + case MON_MENELDOR: + case MON_GWAIHIR: + case MON_THORONDOR: + count += summon_EAGLE(target_ptr, y, x, rlev, m_idx); + break; - case MON_BULLGATES: - count += summon_IE(y, x, rlev, m_idx); - break; + case MON_BULLGATES: + count += summon_IE(target_ptr, y, x, rlev, m_idx); + break; - case MON_SERPENT: - case MON_ZOMBI_SERPENT: - count += summon_guardian(target_ptr, y, x, rlev, m_idx, t_idx, TARGET_TYPE); - break; - - case MON_CALDARM: - count += summon_LOCK_CLONE(y, x, rlev, m_idx); - break; + case MON_SERPENT: + case MON_ZOMBI_SERPENT: + count += summon_guardian(target_ptr, y, x, rlev, m_idx, t_idx, TARGET_TYPE); + break; - case MON_LOUSY: - count += summon_LOUSE(y, x, rlev, m_idx); - break; + case MON_CALDARM: + count += summon_LOCKE_CLONE(target_ptr, y, x, m_idx); + break; - default: - count += summon_Kin(y, x, rlev, m_idx); - break; + case MON_LOUSY: + count += summon_LOUSE(target_ptr, y, x, rlev, m_idx); + break; + + default: + count += summon_Kin(target_ptr, y, x, rlev, m_idx); + break; } - + if (target_ptr->blind && count && mon_to_player) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); - if (known && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) + if (known && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) floor_ptr->monster_noise = TRUE; } @@ -2928,11 +2964,11 @@ void spell_RF6_S_CYBER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ { int count = 0; floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - DEPTH rlev = monster_level_idx(m_idx); + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - + monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sがサイバーデーモンを召喚した!", "%^s magically summons Cyberdemons!"), @@ -2941,20 +2977,21 @@ void spell_RF6_S_CYBER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ if (is_friendly(m_ptr) && mon_to_mon) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP)); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_CYBER, (PM_ALLOW_GROUP)); } else { - count += summon_cyber(m_idx, y, x); + count += summon_cyber(target_ptr, m_idx, y, x); } if (target_ptr->blind && count && mon_to_player) msg_print(_("重厚な足音が近くで聞こえる。", "You hear heavy steps nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) floor_ptr->monster_noise = TRUE; } + /*! * @brief RF6_S_MONSTERの処理。モンスター一体召喚。 / * @param target_ptr プレーヤーへの参照ポインタ @@ -2967,31 +3004,31 @@ void spell_RF6_S_CYBER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ */ void spell_RF6_S_MONSTER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法で仲間を召喚した!", "%^s magically summons help!"), _("%^sが魔法で仲間を召喚した!", "%^s magically summons help!"), TARGET_TYPE); - for (k = 0; k < 1; k++) + floor_type *floor_ptr = target_ptr->current_floor_ptr; + int count = 0; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + for (int k = 0; k < 1; k++) { - if(mon_to_player) - count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + if (mon_to_player) + count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - if(mon_to_mon) - count += summon_specific(m_idx, y, x, rlev, 0, (monster_u_mode(m_idx))); + if (mon_to_mon) + count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (monster_u_mode(floor_ptr, m_idx))); } if (target_ptr->blind && count && mon_to_player) msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3007,31 +3044,31 @@ void spell_RF6_S_MONSTER(player_type *target_ptr, POSITION y, POSITION x, MONSTE */ void spell_RF6_S_MONSTERS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でモンスターを召喚した!", "%^s magically summons monsters!"), _("%^sが魔法でモンスターを召喚した!", "%^s magically summons monsters!"), TARGET_TYPE); - - for (k = 0; k < S_NUM_6; k++) + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + int count = 0; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + for (int k = 0; k < S_NUM_6; k++) { - if(mon_to_player) - count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + if (mon_to_player) + count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - if(mon_to_mon) - count += summon_specific(m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(m_idx))); + if (mon_to_mon) + count += summon_specific(target_ptr, m_idx, y, x, rlev, 0, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx))); } if (target_ptr->blind && count && mon_to_player) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3047,27 +3084,27 @@ void spell_RF6_S_MONSTERS(player_type *target_ptr, POSITION y, POSITION x, MONST */ void spell_RF6_S_ANT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でアリを召喚した。", "%^s magically summons ants."), _("%^sが魔法でアリを召喚した。", "%^s magically summons ants."), TARGET_TYPE); - - for (k = 0; k < S_NUM_6; k++) + + int count = 0; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + for (int k = 0; k < S_NUM_6; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_ANT, PM_ALLOW_GROUP); } if (target_ptr->blind && count && mon_to_player) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3083,27 +3120,27 @@ void spell_RF6_S_ANT(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ID */ void spell_RF6_S_SPIDER(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - DEPTH rlev = monster_level_idx(m_idx); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でクモを召喚した。", "%^s magically summons spiders."), _("%^sが魔法でクモを召喚した。", "%^s magically summons spiders."), TARGET_TYPE); - - for (k = 0; k < S_NUM_6; k++) + + int count = 0; + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + for (int k = 0; k < S_NUM_6; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_SPIDER, PM_ALLOW_GROUP); } if (target_ptr->blind && count && mon_to_player) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3119,27 +3156,27 @@ void spell_RF6_S_SPIDER(player_type *target_ptr, POSITION y, POSITION x, MONSTER */ void spell_RF6_S_HOUND(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でハウンドを召喚した。", "%^s magically summons hounds."), _("%^sが魔法でハウンドを召喚した。", "%^s magically summons hounds."), TARGET_TYPE); - - for (k = 0; k < S_NUM_4; k++) + + int count = 0; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + for (int k = 0; k < S_NUM_4; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HOUND, PM_ALLOW_GROUP); } if (target_ptr->blind && count && mon_to_player) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3155,27 +3192,27 @@ void spell_RF6_S_HOUND(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ */ void spell_RF6_S_HYDRA(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でヒドラを召喚した。", "%^s magically summons hydras."), _("%^sが魔法でヒドラを召喚した。", "%^s magically summons hydras."), TARGET_TYPE); - - for (k = 0; k < S_NUM_4; k++) + + int count = 0; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + for (int k = 0; k < S_NUM_4; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HYDRA, PM_ALLOW_GROUP); } if (target_ptr->blind && count && mon_to_player) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3191,30 +3228,28 @@ void spell_RF6_S_HYDRA(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ */ void spell_RF6_S_ANGEL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - int num = 1; - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法で天使を召喚した!", "%^s magically summons an angel!"), _("%^sが魔法で天使を召喚した!", "%^s magically summons an angel!"), TARGET_TYPE); - + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; + int num = 1; if ((r_ptr->flags1 & RF1_UNIQUE) && !easy_band) { num += r_ptr->level / 40; } - - for (k = 0; k < num; k++) + + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + int count = 0; + for (int k = 0; k < num; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_ANGEL, PM_ALLOW_GROUP); } - + if (count < 2) { if (target_ptr->blind && count) @@ -3225,8 +3260,9 @@ void spell_RF6_S_ANGEL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ if (target_ptr->blind) msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby.")); } - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) + + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) floor_ptr->monster_noise = TRUE; } @@ -3243,26 +3279,26 @@ void spell_RF6_S_ANGEL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ */ void spell_RF6_S_DEMON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sは魔法で混沌の宮廷から悪魔を召喚した!", "%^s magically summons a demon from the Courts of Chaos!"), _("%^sは魔法で混沌の宮廷から悪魔を召喚した!", "%^s magically summons a demon from the Courts of Chaos!"), TARGET_TYPE); - - for (k = 0; k < 1; k++) + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + int count = 0; + for (int k = 0; k < 1; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_DEMON, PM_ALLOW_GROUP); } - + if (target_ptr->blind && count) msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3278,26 +3314,26 @@ void spell_RF6_S_DEMON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_ */ void spell_RF6_S_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でアンデッドの強敵を召喚した!", "%^s magically summons an undead adversary!"), _("%sが魔法でアンデッドを召喚した。", "%^s magically summons undead."), TARGET_TYPE); - - for (k = 0; k < 1; k++) + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + int count = 0; + for (int k = 0; k < 1; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNDEAD, PM_ALLOW_GROUP); } - + if (target_ptr->blind && count) msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3313,26 +3349,26 @@ void spell_RF6_S_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONSTER */ void spell_RF6_S_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法でドラゴンを召喚した!", "%^s magically summons a dragon!"), _("%^sが魔法でドラゴンを召喚した!", "%^s magically summons a dragon!"), TARGET_TYPE); - - for (k = 0; k < 1; k++) + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + int count = 0; + for (int k = 0; k < 1; k++) { - count += summon_specific(m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP); + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_DRAGON, PM_ALLOW_GROUP); } - + if (target_ptr->blind && count) msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby.")); - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3347,11 +3383,10 @@ void spell_RF6_S_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONSTER MONSTER_NUMBER summon_NAZGUL(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx) { BIT_FLAGS mode = 0L; - int count = 0, k; POSITION cy = y; POSITION cx = x; GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); if (target_ptr->blind) msg_format(_("%^sが何かをつぶやいた。", "%^s mumbles."), m_name); @@ -3361,35 +3396,38 @@ MONSTER_NUMBER summon_NAZGUL(player_type *target_ptr, POSITION y, POSITION x, MO msg_print(NULL); floor_type *floor_ptr = target_ptr->current_floor_ptr; - for (k = 0; k < 30; k++) + int count = 0; + for (int k = 0; k < 30; k++) { - if (!summon_possible(floor_ptr, cy, cx) || !cave_empty_bold(floor_ptr, cy, cx)) + if (!summon_possible(target_ptr, cy, cx) || !cave_empty_bold(floor_ptr, cy, cx)) { int j; for (j = 100; j > 0; j--) { - scatter(floor_ptr, &cy, &cx, y, x, 2, 0); + scatter(target_ptr, &cy, &cx, y, x, 2, 0); if (cave_empty_bold(floor_ptr, cy, cx)) break; } + if (!j) break; } + if (!cave_empty_bold(floor_ptr, cy, cx)) continue; - if (summon_named_creature(m_idx, cy, cx, MON_NAZGUL, mode)) - { - y = cy; - x = cx; - count++; - if (count == 1) - msg_format(_("「幽鬼戦隊%d号、ナズグル・ブラック!」", + if (!summon_named_creature(target_ptr, m_idx, cy, cx, MON_NAZGUL, mode)) continue; + + y = cy; + x = cx; + count++; + if (count == 1) + msg_format(_("「幽鬼戦隊%d号、ナズグル・ブラック!」", "A Nazgul says 'Nazgul-Rangers Number %d, Nazgul-Black!'"), count); - else - msg_format(_("「同じく%d号、ナズグル・ブラック!」", + else + msg_format(_("「同じく%d号、ナズグル・ブラック!」", "Another one says 'Number %d, Nazgul-Black!'"), count); - msg_print(NULL); - } + msg_print(NULL); } + msg_format(_("「%d人そろって、リングレンジャー!」", "They say 'The %d meets! We are the Ring-Ranger!'."), count); msg_print(NULL); @@ -3409,46 +3447,47 @@ MONSTER_NUMBER summon_NAZGUL(player_type *target_ptr, POSITION y, POSITION x, MO */ void spell_RF6_S_HI_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - DEPTH rlev = monster_level_idx(m_idx); - int k, count = 0; GAME_TEXT m_name[MAX_NLEN]; - monster_name(m_idx, m_name); + monster_name(target_ptr, m_idx, m_name); disturb(target_ptr, TRUE, TRUE); + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + int count = 0; if (((m_ptr->r_idx == MON_MORGOTH) || (m_ptr->r_idx == MON_SAURON) || (m_ptr->r_idx == MON_ANGMAR)) && ((r_info[MON_NAZGUL].cur_num + 2) < r_info[MON_NAZGUL].max_num) && mon_to_player) { - count += summon_NAZGUL(target_ptr, y, x, m_idx); + count += summon_NAZGUL(target_ptr, y, x, m_idx); } else - { + { monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法で強力なアンデッドを召喚した!", "%^s magically summons greater undead!"), _("%sが魔法でアンデッドを召喚した。", "%^s magically summons undead."), TARGET_TYPE); - for (k = 0; k < S_NUM_6; k++) + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + for (int k = 0; k < S_NUM_6; k++) { - if(mon_to_player) - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + if (mon_to_player) + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - if(mon_to_mon) - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(m_idx))); + if (mon_to_mon) + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx))); } } + if (target_ptr->blind && count && mon_to_player) { msg_print(_("間近で何か多くのものが這い回る音が聞こえる。", "You hear many creepy things appear nearby.")); } - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) floor_ptr->monster_noise = TRUE; } @@ -3464,33 +3503,33 @@ void spell_RF6_S_HI_UNDEAD(player_type *target_ptr, POSITION y, POSITION x, MONS */ void spell_RF6_S_HI_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法で古代ドラゴンを召喚した!", "%^s magically summons ancient dragons!"), _("%^sが魔法で古代ドラゴンを召喚した!", "%^s magically summons ancient dragons!"), TARGET_TYPE); - - for (k = 0; k < S_NUM_4; k++) - { - if(mon_to_player) - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); - - if(mon_to_mon) - count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(m_idx))); + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + int count = 0; + for (int k = 0; k < S_NUM_4; k++) + { + if (mon_to_player) + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + + if (mon_to_mon) + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_HI_DRAGON, (PM_ALLOW_GROUP | monster_u_mode(floor_ptr, m_idx))); } - + if (target_ptr->blind && count && mon_to_player) { msg_print(_("多くの力強いものが間近に現れた音が聞こえる。", "You hear many powerful things appear nearby.")); } - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3506,29 +3545,29 @@ void spell_RF6_S_HI_DRAGON(player_type *target_ptr, POSITION y, POSITION x, MONS */ void spell_RF6_S_AMBERITES(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sがアンバーの王族を召喚した!", "%^s magically summons Lords of Amber!"), _("%^sがアンバーの王族を召喚した!", "%^s magically summons Lords of Amber!"), TARGET_TYPE); - - for (k = 0; k < S_NUM_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + + int count = 0; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + for (int k = 0; k < S_NUM_4; k++) + { + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_AMBERITES, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); } - + if (target_ptr->blind && count && mon_to_player) { msg_print(_("不死の者が近くに現れるのが聞こえた。", "You hear immortal beings appear nearby.")); } - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) - target_ptr->current_floor_ptr->monster_noise = TRUE; + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) + floor_ptr->monster_noise = TRUE; } @@ -3544,36 +3583,35 @@ void spell_RF6_S_AMBERITES(player_type *target_ptr, POSITION y, POSITION x, MONS */ void spell_RF6_S_UNIQUE(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE) { - int count = 0, k; - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - DEPTH rlev = monster_level_idx(m_idx); - bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); - bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); - bool uniques_are_summoned = FALSE; - int non_unique_type = SUMMON_HI_UNDEAD; - monspell_message(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."), _("%^sが魔法で特別な強敵を召喚した!", "%^s magically summons special opponents!"), _("%^sが魔法で特別な強敵を召喚した!", "%^s magically summons special opponents!"), TARGET_TYPE); - - for (k = 0; k < S_NUM_4; k++) - { - count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); + bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER); + bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER); + bool uniques_are_summoned = FALSE; + int count = 0; + for (int k = 0; k < S_NUM_4; k++) + { + count += summon_specific(target_ptr, m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); } - + if (count) uniques_are_summoned = TRUE; + int non_unique_type = SUMMON_HI_UNDEAD; if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) non_unique_type = 0; else if (m_ptr->sub_align & SUB_ALIGN_GOOD) non_unique_type = SUMMON_ANGEL; - for (k = count; k < S_NUM_4; k++) + for (int k = count; k < S_NUM_4; k++) { - count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); + count += summon_specific(target_ptr, m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE)); } if (target_ptr->blind && count && mon_to_player) @@ -3581,8 +3619,8 @@ void spell_RF6_S_UNIQUE(player_type *target_ptr, POSITION y, POSITION x, MONSTER msg_format(_("多くの%sが間近に現れた音が聞こえる。", "You hear many %s appear nearby."), uniques_are_summoned ? _("力強いもの", "powerful things") : _("もの", "things")); } - - if (monster_near_player(target_ptr->current_floor_ptr, m_idx, t_idx) && !see_monster(target_ptr->current_floor_ptr, t_idx) && count && mon_to_mon) + + if (monster_near_player(floor_ptr, m_idx, t_idx) && !see_monster(floor_ptr, t_idx) && count && mon_to_mon) floor_ptr->monster_noise = TRUE; } @@ -3676,8 +3714,8 @@ HIT_POINT monspell_to_player(int SPELL_NUM, player_type *target_ptr, POSITION y, case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */ case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */ case RF6_SPELL_START + 12: spell_RF6_DARKNESS(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_DARKNESS */ - case RF6_SPELL_START + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */ - case RF6_SPELL_START + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */ + case RF6_SPELL_START + 13: spell_RF6_TRAPS(target_ptr, y, x, m_idx); break; /* RF6_TRAPS */ + case RF6_SPELL_START + 14: spell_RF6_FORGET(target_ptr, m_idx); break; /* RF6_FORGET */ case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */ case RF6_SPELL_START + 16: spell_RF6_S_KIN(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */ case RF6_SPELL_START + 17: spell_RF6_S_CYBER(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_CYBER */ @@ -3832,15 +3870,16 @@ HIT_POINT monspell_damage_roll(HIT_POINT dam, int dice_num, int dice_side, int m { switch (TYPE) { - case DAM_MAX: dam += maxroll(dice_num, dice_side) * mult / div; break; - case DAM_MIN: dam += dice_num * 1 * mult / div; break; - case DAM_ROLL: dam += damroll(dice_num, dice_side) * mult / div; break; - case DICE_NUM: return dice_num; - case DICE_SIDE: return dice_side; - case DICE_MULT: return mult; - case DICE_DIV: return div; - case BASE_DAM: return dam; + case DAM_MAX: dam += maxroll(dice_num, dice_side) * mult / div; break; + case DAM_MIN: dam += dice_num * 1 * mult / div; break; + case DAM_ROLL: dam += damroll(dice_num, dice_side) * mult / div; break; + case DICE_NUM: return dice_num; + case DICE_SIDE: return dice_side; + case DICE_MULT: return mult; + case DICE_DIV: return div; + case BASE_DAM: return dam; } + if (dam < 1) dam = 1; return dam; } @@ -3848,6 +3887,7 @@ HIT_POINT monspell_damage_roll(HIT_POINT dam, int dice_num, int dice_side, int m /*! * @brief モンスターの使う呪文の威力を返す / +* @param target_ptr プレーヤーへの参照ポインタ (破滅の手用) * @param SPELL_NUM 呪文番号 * @param hp 呪文を唱えるモンスターの体力 * @param rlev 呪文を唱えるモンスターのレベル @@ -3858,7 +3898,7 @@ HIT_POINT monspell_damage_roll(HIT_POINT dam, int dice_num, int dice_side, int m * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。 */ -HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE) +HIT_POINT monspell_damage_base(player_type *target_ptr, int SPELL_NUM, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE) { HIT_POINT dam = 0, dice_num = 0, dice_side = 0, mult = 1, div = 1; @@ -4004,6 +4044,7 @@ HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, i dice_num = 1; dice_side = rlev * 3; } + break; /* RF5_BA_ELEC */ @@ -4020,6 +4061,7 @@ HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, i dice_num = 1; dice_side = rlev * 3 / 2; } + break; /* RF5_BA_FIRE */ @@ -4036,6 +4078,7 @@ HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, i dice_num = 1; dice_side = rlev * 7 / 2; } + break; /* RF5_BA_COLD */ @@ -4052,6 +4095,7 @@ HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, i dice_num = 1; dice_side = rlev * 3 / 2; } + break; /* RF5_BA_POIS */ @@ -4218,7 +4262,7 @@ HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, i /* RF6_HAND_DOOM */ case MS_HAND_DOOM: - mult = p_ptr->chp; + mult = target_ptr->chp; div = 100; dam = 40 * (mult / div); dice_num = 1; @@ -4270,41 +4314,36 @@ HIT_POINT monspell_damage_base(int SPELL_NUM, int hp, int rlev, bool powerful, i /*! * @brief モンスターの使う呪文の威力を返す / +* @param target_ptr プレーヤーへの参照ポインタ * @param SPELL_NUM 呪文番号 * @param m_idx 呪文を唱えるモンスターID * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。 */ -HIT_POINT monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE) +HIT_POINT monspell_damage(player_type *target_ptr, int SPELL_NUM, MONSTER_IDX m_idx, int TYPE) { - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; + floor_type *floor_ptr = target_ptr->current_floor_ptr; + monster_type *m_ptr = &floor_ptr->m_list[m_idx]; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; int hp; - DEPTH rlev = monster_level_idx(m_idx); + DEPTH rlev = monster_level_idx(floor_ptr, m_idx); int shoot_dd = r_ptr->blow[0].d_dice; int shoot_ds = r_ptr->blow[0].d_side; - if (TYPE == DAM_ROLL) - { - hp = m_ptr->hp; - } - else - { - hp = m_ptr->max_maxhp; - } - - return monspell_damage_base(SPELL_NUM, hp, rlev, monster_is_powerful(m_idx), shoot_dd, shoot_ds, 0, TYPE); + hp = (TYPE == DAM_ROLL) ? m_ptr->hp : m_ptr->max_maxhp; + return monspell_damage_base(target_ptr, SPELL_NUM, hp, rlev, monster_is_powerful(floor_ptr, m_idx), shoot_dd, shoot_ds, 0, TYPE); } /*! * @brief モンスターの使う呪文の威力を返す / +* @param target_ptr プレーヤーへの参照ポインタ * @param SPELL_NUM 呪文番号 * @param r_idx 呪文を唱えるモンスターの種族ID * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。 */ -HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE) +HIT_POINT monspell_race_damage(player_type *target_ptr, int SPELL_NUM, MONRACE_IDX r_idx, int TYPE) { monster_race *r_ptr = &r_info[r_idx]; int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1); @@ -4313,25 +4352,26 @@ HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE) int shoot_dd = r_ptr->blow[0].d_dice; int shoot_ds = r_ptr->blow[0].d_side; - return monspell_damage_base(SPELL_NUM, MIN(30000, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE); + return monspell_damage_base(target_ptr, SPELL_NUM, MIN(30000, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE); } /*! * @brief 青魔導師の使う呪文の威力を返す / +* @param target_ptr プレーヤーへの参照ポインタ * @param SPELL_NUM 呪文番号 * @param plev 使用するレベル。2倍して扱う。 * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。 */ -HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE) +HIT_POINT monspell_bluemage_damage(player_type *target_ptr, int SPELL_NUM, PLAYER_LEVEL plev, int TYPE) { - int hp = p_ptr->chp; + int hp = target_ptr->chp; int shoot_dd = 1, shoot_ds = 1, shoot_base = 0; object_type *o_ptr = NULL; - if (has_melee_weapon(p_ptr, INVEN_RARM)) o_ptr = &p_ptr->inventory_list[INVEN_RARM]; - else if (has_melee_weapon(p_ptr, INVEN_LARM)) o_ptr = &p_ptr->inventory_list[INVEN_LARM]; + if (has_melee_weapon(target_ptr, INVEN_RARM)) o_ptr = &target_ptr->inventory_list[INVEN_RARM]; + else if (has_melee_weapon(target_ptr, INVEN_LARM)) o_ptr = &target_ptr->inventory_list[INVEN_LARM]; if (o_ptr) { @@ -4340,5 +4380,5 @@ HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE) shoot_base = o_ptr->to_d; } - return monspell_damage_base(SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE); + return monspell_damage_base(target_ptr, SPELL_NUM, hp, plev * 2, FALSE, shoot_dd, shoot_ds, shoot_base, TYPE); }