*/
static bool direct_beam(player_type *target_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, monster_type *m_ptr)
{
- bool hit2 = FALSE;
- int i;
- POSITION y, x;
-
- int grid_n = 0;
- u16b grid_g[512];
-
- bool is_friend = is_pet(m_ptr);
-
/* Check the projection path */
floor_type *floor_ptr = target_ptr->current_floor_ptr;
- grid_n = project_path(floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
+ u16b grid_g[512];
+ int grid_n = project_path(floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
/* No grid is ever projectable from itself */
if (!grid_n) return FALSE;
- for (i = 0; i < grid_n; i++)
+ bool hit2 = FALSE;
+ POSITION y, x;
+ bool is_friend = is_pet(m_ptr);
+ for (int i = 0; i < grid_n; i++)
{
y = GRID_Y(grid_g[i]);
x = GRID_X(grid_g[i]);
if (is_friend && player_bold(target_ptr, y, x))
return FALSE;
}
- if (!hit2)
- return FALSE;
+
+ if (!hit2) return FALSE;
return TRUE;
}
*/
static bool breath_direct(player_type *master_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, EFFECT_ID typ, bool is_friend)
{
- /* Must be the same as projectable() */
-
- int i;
-
- /* Initial grid */
- POSITION y = y1;
- POSITION x = x1;
-
- int grid_n = 0;
- u16b grid_g[512];
-
- int grids = 0;
- POSITION gx[1024], gy[1024];
- POSITION gm[32];
- POSITION gm_rad = rad;
-
- bool hit2 = FALSE;
- bool hityou = FALSE;
-
BIT_FLAGS flg;
-
switch (typ)
{
case GF_LITE:
}
/* Check the projection path */
- grid_n = project_path(master_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
+ u16b grid_g[512];
+ int grid_n = project_path(master_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
/* Project along the path */
+ int i;
+ POSITION y = y1;
+ POSITION x = x1;
for (i = 0; i < grid_n; ++i)
{
int ny = GRID_Y(grid_g[i]);
grid_n = i;
+ bool hit2 = FALSE;
+ bool hityou = FALSE;
if (!grid_n)
{
if (flg & PROJECT_DISI)
}
else
{
+ int grids = 0;
+ POSITION gx[1024], gy[1024];
+ POSITION gm[32];
+ POSITION gm_rad = rad;
breath_shape(master_ptr->current_floor_ptr, grid_g, grid_n, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y, x, typ);
for (i = 0; i < grids; i++)
void get_project_point(floor_type *floor_ptr, POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg)
{
u16b path_g[128];
- int path_n, i;
-
- path_n = project_path(floor_ptr, path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
+ int path_n = project_path(floor_ptr, path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
*ty = sy;
*tx = sx;
/* Project along the path */
- for (i = 0; i < path_n; i++)
+ for (int i = 0; i < path_n; i++)
{
sy = GRID_Y(path_g[i]);
sx = GRID_X(path_g[i]);
static bool dispel_check_monster(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx)
{
monster_type *t_ptr = &target_ptr->current_floor_ptr->m_list[t_idx];
-
if (MON_INVULNER(t_ptr)) return TRUE;
- if (t_ptr->mspeed < 135)
- {
- if (MON_FAST(t_ptr)) return TRUE;
- }
-
+ if ((t_ptr->mspeed < 135) && MON_FAST(t_ptr)) return TRUE;
+
/* Riding monster */
- if (t_idx == target_ptr->riding)
- {
- if (dispel_check(target_ptr, m_idx)) return TRUE;
- }
+ if ((t_idx == target_ptr->riding) && dispel_check(target_ptr, m_idx)) return TRUE;
/* No need to cast dispel spell */
return FALSE;
bool monst_spell_monst(player_type *target_ptr, MONSTER_IDX m_idx)
{
POSITION y = 0, x = 0;
- int i, k;
+ int k;
MONSTER_IDX target_idx = 0;
int thrown_spell;
HIT_POINT dam = 0;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- u32b f4, f5, f6;
-
bool see_m = is_seen(m_ptr);
bool maneable = player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx);
bool pet = is_pet(m_ptr);
if (MON_CONFUSED(m_ptr)) return FALSE;
/* Extract the racial spell flags */
- f4 = r_ptr->flags4;
- f5 = r_ptr->a_ability_flags1;
- f6 = r_ptr->a_ability_flags2;
+ BIT_FLAGS f4 = r_ptr->flags4;
+ BIT_FLAGS f5 = r_ptr->a_ability_flags1;
+ BIT_FLAGS f6 = r_ptr->a_ability_flags2;
/* Target is given for pet? */
if (target_ptr->pet_t_m_idx && pet)
else start = floor_ptr->m_max + 1;
/* Scan thru all monsters */
- for (i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
+ for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
{
MONSTER_IDX dummy = (i % floor_ptr->m_max);
if (!dummy) continue;
dam = monspell_to_monster(target_ptr, thrown_spell, y, x, m_idx, target_idx);
if (dam < 0) return FALSE;
- if (m_ptr->ml && maneable && !current_world_ptr->timewalk_m_idx && !target_ptr->blind && (target_ptr->pclass == CLASS_IMITATOR))
+ bool is_special_magic = m_ptr->ml;
+ is_special_magic &= maneable;
+ is_special_magic &= current_world_ptr->timewalk_m_idx == 0;
+ is_special_magic &= !target_ptr->blind;
+ is_special_magic &= target_ptr->pclass == CLASS_IMITATOR;
+ is_special_magic &= thrown_spell != 167; /* Not RF6_SPECIAL */
+ if (is_special_magic)
{
- if (thrown_spell != 167) /* Not RF6_SPECIAL */
+ if (target_ptr->mane_num == MAX_MANE)
{
- if (target_ptr->mane_num == MAX_MANE)
+ target_ptr->mane_num--;
+ for (int i = 0; i < target_ptr->mane_num - 1; i++)
{
- target_ptr->mane_num--;
- for (i = 0; i < target_ptr->mane_num - 1; i++)
- {
- target_ptr->mane_spell[i] = target_ptr->mane_spell[i+1];
- target_ptr->mane_dam[i] = target_ptr->mane_dam[i+1];
- }
+ target_ptr->mane_spell[i] = target_ptr->mane_spell[i + 1];
+ target_ptr->mane_dam[i] = target_ptr->mane_dam[i + 1];
}
+ }
- target_ptr->mane_spell[target_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
- target_ptr->mane_dam[target_ptr->mane_num] = dam;
- target_ptr->mane_num++;
- target_ptr->new_mane = TRUE;
+ target_ptr->mane_spell[target_ptr->mane_num] = thrown_spell - RF4_SPELL_START;
+ target_ptr->mane_dam[target_ptr->mane_num] = dam;
+ target_ptr->mane_num++;
+ target_ptr->new_mane = TRUE;
- target_ptr->redraw |= (PR_IMITATION);
- }
+ target_ptr->redraw |= PR_IMITATION;
}
/* Remember what the monster did, if we saw it */