/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
{
- int armour;
- cave_type *c_ptr = &cave[y][x];
+ cave_type *c_mon_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Check the visibility */
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Hack -- Track this monster */
- health_track(c_ptr->m_idx);
+ health_track(c_mon_ptr->m_idx);
}
}
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
+ if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}
}
/* Message */
- message_pain(c_ptr->m_idx, tdam);
+ message_pain(c_mon_ptr->m_idx, tdam);
/* Anger the monster */
if (tdam > 0) anger_monster(m_ptr);
if (snipe_type == SP_RUSH)
{
int n = randint1(5) + 3;
- int m_idx = c_ptr->m_idx;
+ int m_idx = c_mon_ptr->m_idx;
for ( ; cur_dis <= tdis; )
{
m_ptr->fy = ny;
/* Update the monster (new location) */
- update_mon(c_ptr->m_idx, TRUE);
+ update_mon(c_mon_ptr->m_idx, TRUE);
lite_spot(ny, nx);
lite_spot(oy, ox);
return;
}
+ if (j_ptr->sval == SV_HARP)
+ {
+ msg_print(_("この武器で射撃はできない。", "It's not for firing."));
+ flush();
+ return;
+ }
+
if (p_ptr->special_defense & KATA_MUSOU)
{