{
take_turn(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
else if (o_idx)
{
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
/* Close the door */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
/* Try digging */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
/* Disarm chest */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
/* Bash a closed door */
if (g_ptr->m_idx)
{
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
/* Locked doors */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
/* Go for it */
y = caster_ptr->y + ddy_cdd[cdir];
x = caster_ptr->x + ddx_cdd[cdir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
}
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_FIRE);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_FIRE);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
return NULL;
}
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
break;
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_POISON);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_POISON);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_ZANMA);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_HAGAN);
if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_COLD);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_COLD);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_MAJIN);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_ELEC);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_ELEC);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
monster_desc(caster_ptr, m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
}
- else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
+ else do_cmd_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
}
}
}
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_QUAKE);
else
earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
}
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
if (g_ptr->m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_3DAN);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_3DAN);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_DRAIN);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
handle_stuff(caster_ptr);
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
}
}
else
x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
+ do_cmd_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
moved = TRUE;
- tmp_mdeath = py_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
+ tmp_mdeath = do_cmd_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
break;
}
POSITION x = caster_ptr->x + ddx[dir];
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- py_attack(caster_ptr, y, x, 0);
+ do_cmd_attack(caster_ptr, y, x, 0);
if (randint0(caster_ptr->skill_dis) < 7)
msg_print(_("うまく逃げられなかった。", "You failed to run away."));
else
msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
"Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
handle_stuff(creature_ptr);
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
}
creature_ptr->energy_need += ENERGY_NEED();
/* Hack -- attack monsters */
if (g_ptr->m_idx)
- py_attack(creature_ptr, y, x, 0);
+ do_cmd_attack(creature_ptr, y, x, 0);
else
{
msg_print(_("攻撃が空をきった。", "You attack the empty air."));