#include "angband.h"
#include "object-curse.h"
+#include "projection.h"
+#include "quest.h"
/*!
/* Scan the pile of objects */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
object_type *o_ptr = &o_list[this_o_idx];
/* Acquire next object */
SPELL_IDX thrown_spell = 0;
DEPTH rlev;
PERCENTAGE failrate;
- byte spell[96], num = 0;
+ byte spell[96], num = 0;
BIT_FLAGS f4, f5, f6;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
char m_poss[80];
#endif
bool do_spell = DO_SPELL_NONE;
int dam = 0;
- /* Target location */
POSITION x = p_ptr->x;
POSITION y = p_ptr->y;
}
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))
{
reset_target(m_ptr);
- /* Extract the monster level */
rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
/* Forbid inate attacks sometimes */
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);