f5 &= ~(RF5_DRAIN_MANA);
}
- /* XXX XXX XXX No spells left? */
+ /* No spells left? */
/* if (!f4 && !f5 && !f6) ... */
(*f4p) = f4;
* @details
* Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
*\n
- * XXX XXX XXX This function could use some work, but remember to\n
+ * This function could use some work, but remember to\n
* keep it as optimized as possible, while retaining generic code.\n
*\n
* Verify the various "blind-ness" checks in the code.\n
*\n
- * XXX XXX XXX Note that several effects should really not be "seen"\n
+ * Note that several effects should really not be "seen"\n
* if the player is blind. See also "effects.c" for other "mistakes".\n
*\n
* Perhaps monsters should breathe at locations *near* the player,\n
/* Sometimes forbid inate attacks (breaths) */
if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
- /* XXX XXX XXX Handle "track_target" option (?) */
+ /* Handle "track_target" option (?) */
/* Extract the racial spell flags */
}
else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
{
- int by = y, bx = x;
+ POSITION by = y, bx = x;
get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
{
if (!spell_is_inate(thrown_spell)
&& (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
{
- disturb(1, 1);
+ disturb(TRUE, TRUE);
msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name);
return (TRUE);