msg_print(NULL);
return FALSE;
}
+
+/*!
+ * 剣の舞い
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return 常にTRUE
+ */
+bool sword_dancing(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION y = 0, x = 0;
+ grid_type *g_ptr;
+ for (int i = 0; i < 6; i++) {
+ dir = randint0(8);
+ y = creature_ptr->y + ddy_ddd[dir];
+ x = creature_ptr->x + ddx_ddd[dir];
+ g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
+
+ /* Hack -- attack monsters */
+ if (g_ptr->m_idx)
+ do_cmd_attack(creature_ptr, y, x, 0);
+ else {
+ msg_print(_("攻撃が空をきった。", "You attack the empty air."));
+ }
+ }
+
+ return TRUE;
+}
#include "system/angband.h"
bool hit_and_away(player_type *caster_ptr);
+bool sword_dancing(player_type *creature_ptr);
}
-/*!
- * 剣の舞い
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return 常にTRUE
-*/
-bool sword_dancing(player_type *creature_ptr)
-{
- DIRECTION dir;
- POSITION y = 0, x = 0;
- grid_type *g_ptr;
- for (int i = 0; i < 6; i++)
- {
- dir = randint0(8);
- y = creature_ptr->y + ddy_ddd[dir];
- x = creature_ptr->x + ddx_ddd[dir];
- g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
-
- /* Hack -- attack monsters */
- if (g_ptr->m_idx)
- do_cmd_attack(creature_ptr, y, x, 0);
- else
- {
- msg_print(_("攻撃が空をきった。", "You attack the empty air."));
- }
- }
-
- return TRUE;
-}
-
-
bool clear_mind(player_type *creature_ptr)
{
if (total_friends)
bool double_attack(player_type* creature_ptr);
bool comvert_hp_to_mp(player_type* creature_ptr);
bool comvert_mp_to_hp(player_type* creature_ptr);
-bool sword_dancing(player_type* creature_ptr);
bool clear_mind(player_type* creature_ptr);
bool vanish_dungeon(player_type* caster_ptr);