bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
-void exe_monster_attack(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
+void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
/*!
* @brief モンスターが敵に接近するための方向を決める /
return;
}
- exe_monster_attack(target_ptr, turn_flags_ptr, m_idx, ny, nx);
+ exe_monster_attack_to_player(target_ptr, turn_flags_ptr, m_idx, ny, nx);
if (turn_flags_ptr->do_move && g_ptr->m_idx)
{
* @details
* 反攻撃の洞窟など、直接攻撃ができない場所では処理をスキップする
*/
-void exe_monster_attack(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
+void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
{
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];