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Since it used as an adjective, replace "incredibly" with "incredible" in the English...
[hengband/hengband.git] / src / player-attack / attack-chaos-effect.c
index bfb4866..791efac 100644 (file)
@@ -6,17 +6,28 @@
  */
 
 #include "player-attack/attack-chaos-effect.h"
-#include "art-definition/art-weapon-types.h"
-#include "floor/floor.h"
-#include "monster/monster-status.h"
-#include "monster/monster2.h"
+#include "artifact/fixed-art-types.h"
+#include "core/player-redraw-types.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
 #include "inventory/inventory-object.h"
-#include "object/object-flavor.h"
+#include "inventory/inventory-slot-types.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags-resistance.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags3.h"
+#include "monster/monster-describer.h"
+#include "monster/monster-info.h"
+#include "monster/monster-status-setter.h"
+#include "monster/monster-status.h"
 #include "object/object-mark-types.h"
+#include "player/attack-defense-types.h"
 #include "realm/realm-hex-numbers.h"
-#include "spell-realm/spells-hex.h"
+#include "spell-kind/spells-polymorph.h"
 #include "spell-kind/spells-teleport.h"
-#include "spell/spells3.h"
+#include "spell-realm/spells-hex.h"
+#include "system/floor-type-definition.h"
+#include "view/display-messages.h"
 
 /*!
  * @brief カオス武器か混乱の手でモンスターを混乱させる処理
@@ -136,7 +147,7 @@ static void attack_golden_hammer(player_type *attacker_ptr, player_attack_type *
 
     object_type *q_ptr = &floor_ptr->o_list[target_ptr->hold_o_idx];
     GAME_TEXT o_name[MAX_NLEN];
-    object_desc(attacker_ptr, o_name, q_ptr, OD_NAME_ONLY);
+    describe_flavor(attacker_ptr, o_name, q_ptr, OD_NAME_ONLY);
     q_ptr->held_m_idx = 0;
     q_ptr->marked = OM_TOUCHED;
     target_ptr->hold_o_idx = q_ptr->next_o_idx;
@@ -157,7 +168,7 @@ static void attack_golden_hammer(player_type *attacker_ptr, player_attack_type *
 void change_monster_stat(player_type *attacker_ptr, player_attack_type *pa_ptr, const POSITION y, const POSITION x, int *num)
 {
     monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
-    object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
+    object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
     if ((attacker_ptr->special_attack & ATTACK_CONFUSE) || (pa_ptr->chaos_effect == CE_CONFUSION) || (pa_ptr->mode == HISSATSU_CONF)
         || hex_spelling(attacker_ptr, HEX_CONFUSION))
         attack_confuse(attacker_ptr, pa_ptr);