1 #include "mind/mind-warrior.h"
2 #include "cmd-action/cmd-attack.h"
3 #include "floor/geometry.h"
4 #include "monster/monster-util.h"
5 #include "spell-kind/spells-teleport.h"
6 #include "system/floor-type-definition.h"
7 #include "system/grid-type-definition.h"
8 #include "system/player-type-definition.h"
9 #include "target/target-getter.h"
10 #include "view/display-messages.h"
13 * 戦士と盗賊における、ヒット&アウェイのレイシャルパワー/突然変異
14 * @param player_ptr プレイヤーへの参照ポインタ
15 * @return コマンドの入力先にモンスターがいたらTRUE
17 bool hit_and_away(PlayerType *player_ptr)
20 if (!get_direction(player_ptr, &dir)) {
23 POSITION y = player_ptr->y + ddy[dir];
24 POSITION x = player_ptr->x + ddx[dir];
25 if (is_monster(player_ptr->current_floor_ptr->grid_array[y][x].m_idx)) {
26 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
27 if (randint0(player_ptr->skill_dis) < 7) {
28 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
30 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
35 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
42 * @param player_ptr プレイヤーへの参照ポインタ
45 bool sword_dancing(PlayerType *player_ptr)
48 POSITION y = 0, x = 0;
50 for (int i = 0; i < 6; i++) {
52 y = player_ptr->y + ddy_ddd[dir];
53 x = player_ptr->x + ddx_ddd[dir];
54 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
56 /* Hack -- attack monsters */
57 if (is_monster(g_ptr->m_idx)) {
58 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
60 msg_print(_("攻撃が空をきった。", "You attack the empty air."));