}
/*!
-* @brief モンスターIDからモンスターのレベルを取得する /
+* @brief モンスターIDからモンスターのレベルを取得する(ただし最低1を保証する) /
* @param m_idx モンスターID
* @return モンスターのレベル
*/
-int monster_level_idx(MONSTER_IDX m_idx)
+DEPTH monster_level_idx(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
return rlev;
}
{
monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
void spell_RF6_HEAL(MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool seen = (!p_ptr->blind && m_ptr->ml);
GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
{
monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
monster_race *tr_ptr = &r_info[t_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool resist, saving_throw;
if (TARGET_TYPE == MONSTER_TO_PLAYER)
*/
void spell_RF6_FORGET(MONSTER_IDX m_idx)
{
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
int count = 0;
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN], m_poss[80];
monster_name(m_idx, m_name);
{
int count = 0;
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- int rlev = monster_level_idx(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);
void spell_RF6_S_MONSTER(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
void spell_RF6_S_MONSTERS(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
void spell_RF6_S_ANT(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
int count = 0, k;
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
monspell_message(m_idx, t_idx,
_("%^sが何かをつぶやいた。", "%^s mumbles."),
void spell_RF6_S_HOUND(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
void spell_RF6_S_HYDRA(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
int num = 1;
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
void spell_RF6_S_DEMON(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
void spell_RF6_S_UNDEAD(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
void spell_RF6_S_DRAGON(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
monspell_message(m_idx, t_idx,
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- int rlev = monster_level_idx(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);
void spell_RF6_S_HI_DRAGON(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
void spell_RF6_S_AMBERITES(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
int count = 0, k;
- int rlev = monster_level_idx(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);
{
int count = 0, k;
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- int rlev = monster_level_idx(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;
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int hp;
- int rlev = monster_level_idx(m_idx);
+ DEPTH rlev = monster_level_idx(m_idx);
int shoot_dd = r_ptr->blow[0].d_dice;
int shoot_ds = r_ptr->blow[0].d_side;