}
if (mon_to_mon && known && !see_either)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
}
if (mon_to_mon && known && !see_either)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
sound(SOUND_BREATH);
breath(y, x, m_idx, GF_TYPE, dam, 0, TRUE, ms_type, TARGET_TYPE);
}
else
{
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
}
breath(y, x, m_idx, GF_TYPE, dam, 0, FALSE, MS_TYPE, TARGET_TYPE);
}
else
{
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
}
}
if (mon_to_mon && known && !see_either)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
switch (m_ptr->r_idx)
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (known && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("重厚な足音が近くで聞こえる。", "You hear heavy steps nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("多くのものが間近に現れた音がする。", "You hear many things appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
}
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
msg_print(_("何かが間近に現れた音がする。", "You hear something appear nearby."));
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
}
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
}
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
}
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}
/*!
}
if (monster_near_player(m_idx, t_idx) && !see_monster(t_idx) && count && mon_to_mon)
- mon_fight = TRUE;
+ current_floor_ptr->monster_noise = TRUE;
}