#include "mspell/mspell-breath.h"
+#include "core/disturbance.h"
#include "main/sound-definitions-table.h"
+#include "main/sound-of-music.h"
#include "mind/drs-types.h"
#include "monster-race/race-indice-types.h"
-#include "monster/monster2.h"
-#include "mspell/monster-spell.h"
+#include "monster/monster-info.h"
+#include "monster/monster-update.h"
+#include "mspell/mspell-checker.h"
#include "mspell/mspell-damage-calculator.h"
#include "mspell/mspell-util.h"
-#include "player/player-move.h"
-#include "spell/spells-type.h"
+#include "spell/spell-types.h"
+#include "system/floor-type-definition.h"
+#include "view/display-messages.h"
/*!
* @brief RF4_BR_*の処理。各種ブレス。 /
floor_type *floor_ptr = target_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
bool known = monster_near_player(floor_ptr, m_idx, t_idx);
- bool see_either = see_monster(target_ptr->current_floor_ptr, m_idx) || see_monster(target_ptr->current_floor_ptr, t_idx);
+ bool see_either = see_monster(target_ptr, m_idx) || see_monster(target_ptr, t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];