/* Anger the monster */
if ((tdam > 0) && !object_is_potion(q_ptr))
- anger_monster(m_ptr);
+ anger_monster(creature_ptr, m_ptr);
if (fear && m_ptr->ml)
{
k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
/* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
+ if (k > 0) anger_monster(attacker_ptr, m_ptr);
/* Damage, check for fear and mdeath */
switch (attack)
int tmp = (10 + randint1(15) + attacker_ptr->lev / 5);
k = 0;
- anger_monster(m_ptr);
+ anger_monster(attacker_ptr, m_ptr);
if (!(r_ptr->flags3 & (RF3_NO_STUN)))
{
}
/* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
+ if (k > 0) anger_monster(attacker_ptr, m_ptr);
touch_zap_player(m_ptr, attacker_ptr);
message_pain(c_mon_ptr->m_idx, tdam);
/* Anger the monster */
- if (tdam > 0) anger_monster(m_ptr);
+ if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
if (fear && m_ptr->ml)
{
extern void set_friendly(monster_type *m_ptr);
extern void set_pet(monster_type *m_ptr);
extern void set_hostile(monster_type *m_ptr);
-extern void anger_monster(monster_type *m_ptr);
+extern void anger_monster(player_type *player_ptr, monster_type *m_ptr);
/*
* Bit flags for the *_can_enter() and monster_can_cross_terrain()
* @param m_ptr モンスター情報構造体の参照ポインタ
* @return なし
*/
-void anger_monster(monster_type *m_ptr)
+void anger_monster(player_type *player_ptr, monster_type *m_ptr)
{
- if (p_ptr->phase_out) return;
+ if (player_ptr->phase_out) return;
if (is_friendly(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
set_hostile(m_ptr);
- chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
- chg_virtue(p_ptr, V_HONOUR, -1);
- chg_virtue(p_ptr, V_JUSTICE, -1);
- chg_virtue(p_ptr, V_COMPASSION, -1);
+ chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
+ chg_virtue(player_ptr, V_HONOUR, -1);
+ chg_virtue(player_ptr, V_JUSTICE, -1);
+ chg_virtue(player_ptr, V_COMPASSION, -1);
}
}
else
{
/* HACK - anger the monster before showing the sleep message */
- if (do_sleep) anger_monster(m_ptr);
+ if (do_sleep) anger_monster(caster_ptr, m_ptr);
/* Give detailed messages if visible or destroyed */
if (note && seen_msg)
/* Anger monsters */
if (((dam > 0) || get_angry) && !do_sleep)
- anger_monster(m_ptr);
+ anger_monster(caster_ptr, m_ptr);
if ((fear || do_fear) && seen)
{