* @param power モンスター魔法のID
* @return なし
*/
-void mindcraft_info(char *p, int use_mind, int power)
+void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
{
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = caster_ptr->lev;
strcpy(p, "");
#endif
case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
- case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
+ case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
}
break;
case MIND_KI:
{
int boost = P_PTR_KI;
- if (heavy_armor(p_ptr)) boost /= 2;
+ if (heavy_armor(caster_ptr)) boost /= 2;
switch (power)
{
}
/* Get info */
- mindcraft_info(comment, use_mind, i);
+ mindcraft_info(caster_ptr, comment, use_mind, i);
if (use_menu)
{
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
if (!m_idx) break;
- if (!player_has_los_bold(p_ptr, target_row, target_col)) break;
+ if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
if (!projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
dispel_monster_status(m_idx);
break;
m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
if (!m_idx) break;
if (m_idx == caster_ptr->riding) break;
- if (!player_has_los_bold(p_ptr, target_row, target_col)) break;
+ if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
if (!projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
monster_desc(m_name, m_ptr, 0);
POSITION nx = GRID_X(path_g[i]);
grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
- if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && cave_empty_bold(p_ptr->current_floor_ptr, ny, nx) &&
+ if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && cave_empty_bold(caster_ptr->current_floor_ptr, ny, nx) &&
!(g_ptr->info & CAVE_OBJECT) &&
!pattern_tile(ny, nx))
{
* @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
* @return なし
*/
-void do_cmd_mind_browse(void)
+void do_cmd_mind_browse(player_type *caster_ptr)
{
SPELL_IDX n = 0;
int j, line;
char temp[62*5];
int use_mind = 0;
- if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
- else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
- else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
- else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
- else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
+ if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
+ else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
+ else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
+ else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
+ else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
use_mind = MIND_MIRROR_MASTER;
screen_save();
while(1)
{
- if (!get_mind_power(p_ptr, &n, TRUE))
+ if (!get_mind_power(caster_ptr, &n, TRUE))
{
screen_load();
return;