* @param m_ptr 対象モンスター
* @return 魅了に抵抗したらTRUE
*/
-bool_hack common_saving_throw_charm(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr)
+bool_hack common_saving_throw_charm(player_type *operator_ptr, HIT_POINT pow, monster_type *m_ptr)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (p_ptr->current_floor_ptr->inside_arena) return TRUE;
+ if (operator_ptr->current_floor_ptr->inside_arena) return TRUE;
/* Memorize a flag */
if (r_ptr->flagsr & RFR_RES_ALL)
if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2 & MFLAG2_NOPET) return TRUE;
- pow += (adj_chr_chm[player_ptr->stat_ind[A_CHR]] - 1);
+ pow += (adj_chr_chm[operator_ptr->stat_ind[A_CHR]] - 1);
if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
}
* @param m_ptr 対象モンスター
* @return 服従に抵抗したらTRUE
*/
-bool_hack common_saving_throw_control(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr)
+bool_hack common_saving_throw_control(player_type *operator_ptr, HIT_POINT pow, monster_type *m_ptr)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (p_ptr->current_floor_ptr->inside_arena) return TRUE;
+ if (operator_ptr->current_floor_ptr->inside_arena) return TRUE;
/* Memorize a flag */
if (r_ptr->flagsr & RFR_RES_ALL)
if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2 & MFLAG2_NOPET) return TRUE;
- pow += adj_chr_chm[player_ptr->stat_ind[A_CHR]] - 1;
+ pow += adj_chr_chm[operator_ptr->stat_ind[A_CHR]] - 1;
if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
}
#pragma once
-extern bool_hack common_saving_throw_control(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr);
-extern bool_hack common_saving_throw_charm(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr);
+extern bool_hack common_saving_throw_control(player_type *operator_ptr, HIT_POINT pow, monster_type *m_ptr);
+extern bool_hack common_saving_throw_charm(player_type *operator_ptr, HIT_POINT pow, monster_type *m_ptr);