/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
{
- int armour;
- cave_type *c_ptr = &cave[y][x];
+ cave_type *c_mon_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Check the visibility */
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Hack -- Track this monster */
- health_track(c_ptr->m_idx);
+ health_track(c_mon_ptr->m_idx);
}
}
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
}
- /* Complex message */
- if (p_ptr->wizard || cheat_xtra)
- {
- msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp);
- }
+ msg_format_wizard(CHEAT_MONSTER,
+ _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+ tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
/* Sniper */
if (snipe_type == SP_EXPLODE)
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
+ if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}
}
/* Message */
- message_pain(c_ptr->m_idx, tdam);
+ message_pain(c_mon_ptr->m_idx, tdam);
/* Anger the monster */
if (tdam > 0) anger_monster(m_ptr);
if (snipe_type == SP_RUSH)
{
int n = randint1(5) + 3;
- int m_idx = c_ptr->m_idx;
+ int m_idx = c_mon_ptr->m_idx;
for ( ; cur_dis <= tdis; )
{
m_ptr->fy = ny;
/* Update the monster (new location) */
- update_mon(c_ptr->m_idx, TRUE);
+ update_mon(c_mon_ptr->m_idx, TRUE);
lite_spot(ny, nx);
lite_spot(oy, ox);
return;
}
+ if (j_ptr->sval == SV_HARP)
+ {
+ msg_print(_("この武器で射撃はできない。", "It's not for firing."));
+ flush();
+ return;
+ }
+
if (p_ptr->special_defense & KATA_MUSOU)
{
/* Modify the damage */
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
- /* Complex message */
- if (p_ptr->wizard)
- {
- msg_format(_("%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp);
- }
+ msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+ tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
/* Hit the monster, check for death */
if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))