monap_type *monap_ptr = initialize_monap_type(target_ptr, &tmp_monap, m_idx);
bool fear = FALSE;
- bool alive = TRUE;
check_no_blow(target_ptr, monap_ptr);
monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
monap_ptr->rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
if (mon_take_hit(target_ptr, m_idx, monap_ptr->m_ptr->hp + 1, &fear, NULL)) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
}
if (monap_ptr->touched) {
- if (target_ptr->sh_fire && alive && !target_ptr->is_dead) {
+ if (target_ptr->sh_fire && monap_ptr->alive && !target_ptr->is_dead) {
if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) {
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は灰の山になった。", " turns into a pile of ash."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
} else {
}
}
- if (target_ptr->sh_elec && alive && !target_ptr->is_dead) {
+ if (target_ptr->sh_elec && monap_ptr->alive && !target_ptr->is_dead) {
if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) {
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は燃え殻の山になった。", " turns into a pile of cinder."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
} else {
if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
}
}
- if (target_ptr->sh_cold && alive && !target_ptr->is_dead) {
+ if (target_ptr->sh_cold && monap_ptr->alive && !target_ptr->is_dead) {
if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) {
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は凍りついた。", " was frozen."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
} else {
if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
}
}
- if (target_ptr->dustrobe && alive && !target_ptr->is_dead) {
+ if (target_ptr->dustrobe && monap_ptr->alive && !target_ptr->is_dead) {
if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK)) {
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("はズタズタになった。", " had torn to pieces."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
} else {
if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
}
}
- if (target_ptr->tim_sh_holy && alive && !target_ptr->is_dead) {
+ if (target_ptr->tim_sh_holy && monap_ptr->alive && !target_ptr->is_dead) {
if (r_ptr->flags3 & RF3_EVIL) {
if (!(r_ptr->flagsr & RFR_RES_ALL)) {
HIT_POINT dam = damroll(2, 6);
msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
r_ptr->r_flags3 |= RF3_EVIL;
}
}
- if (target_ptr->tim_sh_touki && alive && !target_ptr->is_dead) {
+ if (target_ptr->tim_sh_touki && monap_ptr->alive && !target_ptr->is_dead) {
if (!(r_ptr->flagsr & RFR_RES_ALL)) {
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
}
} else {
if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
}
}
- if (hex_spelling(target_ptr, HEX_SHADOW_CLOAK) && alive && !target_ptr->is_dead) {
+ if (hex_spelling(target_ptr, HEX_SHADOW_CLOAK) && monap_ptr->alive && !target_ptr->is_dead) {
HIT_POINT dam = 1;
object_type *o_armed_ptr = &target_ptr->inventory_list[INVEN_RARM];
if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK)) {
msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), monap_ptr->m_name);
if (mon_take_hit(target_ptr, m_idx, dam, &fear, _("は倒れた。", " is destroyed."))) {
monap_ptr->blinked = FALSE;
- alive = FALSE;
+ monap_ptr->alive = FALSE;
} else /* monster does not dead */
{
int j;
set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
}
- if ((target_ptr->counter || (target_ptr->special_defense & KATA_MUSOU)) && alive && !target_ptr->is_dead && monap_ptr->m_ptr->ml && (target_ptr->csp > 7)) {
+ if ((target_ptr->counter || (target_ptr->special_defense & KATA_MUSOU)) && monap_ptr->alive && !target_ptr->is_dead && monap_ptr->m_ptr->ml && (target_ptr->csp > 7)) {
char m_target_name[MAX_NLEN];
monster_desc(target_ptr, m_target_name, monap_ptr->m_ptr, 0);
target_ptr->csp -= 7;
target_ptr->redraw |= (PR_MANA);
}
- if (monap_ptr->blinked && alive && !target_ptr->is_dead) {
+ if (monap_ptr->blinked && monap_ptr->alive && !target_ptr->is_dead) {
if (teleport_barrier(target_ptr, m_idx)) {
msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But a magic barrier obstructs it."));
} else {
if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena)
r_ptr->r_deaths++;
- if (monap_ptr->m_ptr->ml && fear && alive && !target_ptr->is_dead) {
+ if (monap_ptr->m_ptr->ml && fear && monap_ptr->alive && !target_ptr->is_dead) {
sound(SOUND_FLEE);
msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), monap_ptr->m_name);
}