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)
{
{
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);
}
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))
{
*/
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);
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);
}
*/
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);
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);
}
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);
}
else
{
- p_ptr->current_floor_ptr->monster_noise = TRUE;
+ target_ptr->current_floor_ptr->monster_noise = TRUE;
}
}
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);
}
else
{
- p_ptr->current_floor_ptr->monster_noise = TRUE;
+ target_ptr->current_floor_ptr->monster_noise = TRUE;
}
}
*/
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);
_("%^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))
*/
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];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
DEPTH rlev = monster_level_idx(m_idx);
- bool seen = (!p_ptr->blind && m_ptr->ml);
+ bool seen = (!target_ptr->blind && m_ptr->ml);
GAME_TEXT m_name[MAX_NLEN];
monster_name(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);
}
/* 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))
monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
- if (teleport_barrier(p_ptr, m_idx))
+ if (teleport_barrier(target_ptr, m_idx))
{
if(see_monster(target_ptr->current_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。",
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);
+ teleport_away(target_ptr, m_idx, 10, 0L);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
- p_ptr->update |= (PU_MONSTERS);
+ target_ptr->update |= (PU_MONSTERS);
}
}
monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
- disturb(p_ptr, TRUE, TRUE);
- if (teleport_barrier(p_ptr, m_idx))
+ disturb(target_ptr, TRUE, TRUE);
+ if (teleport_barrier(target_ptr, m_idx))
{
if(see_monster(target_ptr->current_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。",
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);
+ teleport_away_followable(target_ptr, m_idx);
}
}