*/
#include "angband.h"
+#include "util.h"
+
#include "floor.h"
#include "object-boost.h"
+#include "object-flavor.h"
#include "object-hook.h"
#include "melee.h"
+#include "player-move.h"
#include "player-status.h"
-#include "projection.h"
#include "spells-summon.h"
#include "quest.h"
#include "artifact.h"
#include "avatar.h"
+#include "spells.h"
#include "spells-floor.h"
+#include "grid.h"
+#include "monster-process.h"
#include "monster-status.h"
+#include "monster-spell.h"
+#include "cmd-spell.h"
+#include "snipe.h"
+#include "floor-save.h"
+#include "files.h"
+#include "player-effects.h"
+#include "view-mainwindow.h"
+#include "mind.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- /* Check for quest completion */
check_quest_completion(m_ptr);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
/* Awake monster */
if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
{
- /* Reset sleep counter */
(void)set_monster_csleep(g_ptr->m_idx, 0);
/* Notice the "waking up" */