return mam_pp_ptr;
}
+static void prepare_redraw(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
+{
+ if (!mam_pp_ptr->m_ptr->ml)
+ return;
+
+ if (player_ptr->health_who == mam_pp_ptr->m_idx)
+ player_ptr->redraw |= (PR_HEALTH);
+
+ if (player_ptr->riding == mam_pp_ptr->m_idx)
+ player_ptr->redraw |= (PR_UHEALTH);
+}
+
/*!
* @brief モンスターが無敵だった場合の処理
* @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
mam_pp_type tmp_mam_pp;
mam_pp_type *mam_pp_ptr = initialize_mam_pp_type(player_ptr, &tmp_mam_pp, m_idx, dam);
monster_desc(player_ptr, mam_pp_ptr->m_name, m_ptr, 0);
-
- /* Redraw (later) if needed */
- if (m_ptr->ml) {
- if (player_ptr->health_who == m_idx)
- player_ptr->redraw |= (PR_HEALTH);
- if (player_ptr->riding == m_idx)
- player_ptr->redraw |= (PR_UHEALTH);
- }
-
+ prepare_redraw(player_ptr, mam_pp_ptr);
(void)set_monster_csleep(player_ptr, m_idx, 0);
if (player_ptr->riding && (m_idx == player_ptr->riding))