/**********Create shots*********/
if (ext == 1)
{
- int x,y, dir;
+ POSITION x, y;
+ DIRECTION dir;
cave_type *c_ptr;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
{
char name[80];
PLAYER_LEVEL level;
- int cost;
- int stat;
- int fail;
- int number;
+ int cost;
+ int stat;
+ int fail;
+ int number;
};
}
case CLASS_ROGUE:
{
- int x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (randint0(p_ptr->skill_dis) < 7)
- msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
- else teleport_player(30, 0L);
- }
- else
- {
- msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
- msg_print(NULL);
- }
+ if(!panic_hit()) return FALSE;
break;
}
case CLASS_RANGER:
}
else if (command == -4)
{
- int x, y;
+ POSITION x, y;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];