#include "spell-realm/spells-hex.h"
#include "status/action-setter.h"
#include "status/bad-status-setter.h"
+#include "system/angband.h"
#include "system/floor-type-definition.h"
#include "system/monster-race-definition.h"
#include "system/monster-type-definition.h"
/*!
* @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
- * @return 実際に攻撃処理を行った場合TRUEを返す
*/
-bool make_attack_normal(PlayerType *player_ptr, MONSTER_IDX m_idx)
+void make_attack_normal(PlayerType *player_ptr, short m_idx)
{
monap_type tmp_monap;
monap_type *monap_ptr = initialize_monap_type(player_ptr, &tmp_monap, m_idx);
if (!check_no_blow(player_ptr, monap_ptr)) {
- return false;
+ return;
}
auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::IAI)) {
msg_format(_("相手が襲いかかる前に素早く武器を振るった。", "You took sen, drew and cut in one motion before %s moved."), monap_ptr->m_name);
if (do_cmd_attack(player_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, HISSATSU_IAI)) {
- return true;
+ return;
}
}
auto can_activate_kawarimi = randint0(55) < (player_ptr->lev * 3 / 5 + 20);
if (can_activate_kawarimi && kawarimi(player_ptr, true)) {
- return true;
+ return;
}
monap_ptr->blinked = false;
if (process_monster_blows(player_ptr, monap_ptr)) {
- return true;
+ return;
}
postprocess_monster_blows(player_ptr, monap_ptr);
- return true;
}