monap_ptr->obvious = TRUE;
}
+static void process_lose_all_attack(player_type *target_ptr, monap_type *monap_ptr)
+{
+ if (do_dec_stat(target_ptr, A_STR))
+ monap_ptr->obvious = TRUE;
+
+ if (do_dec_stat(target_ptr, A_DEX))
+ monap_ptr->obvious = TRUE;
+
+ if (do_dec_stat(target_ptr, A_CON))
+ monap_ptr->obvious = TRUE;
+
+ if (do_dec_stat(target_ptr, A_INT))
+ monap_ptr->obvious = TRUE;
+
+ if (do_dec_stat(target_ptr, A_WIS))
+ monap_ptr->obvious = TRUE;
+
+ if (do_dec_stat(target_ptr, A_CHR))
+ monap_ptr->obvious = TRUE;
+}
+
/*!
* @brief モンスターからプレイヤーへの打撃処理 / Attack the player via physical attacks.
* @param m_idx 打撃を行うモンスターのID
if (target_ptr->is_dead || check_multishadow(target_ptr))
break;
- if (do_dec_stat(target_ptr, A_STR))
- monap_ptr->obvious = TRUE;
-
- if (do_dec_stat(target_ptr, A_DEX))
- monap_ptr->obvious = TRUE;
-
- if (do_dec_stat(target_ptr, A_CON))
- monap_ptr->obvious = TRUE;
-
- if (do_dec_stat(target_ptr, A_INT))
- monap_ptr->obvious = TRUE;
-
- if (do_dec_stat(target_ptr, A_WIS))
- monap_ptr->obvious = TRUE;
-
- if (do_dec_stat(target_ptr, A_CHR))
- monap_ptr->obvious = TRUE;
-
+ process_lose_all_attack(target_ptr, monap_ptr);
break;
}
case RBE_SHATTER: { /* AC軽減あり / Player armor reduces total damage */