{
grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_name(g_ptr->m_idx, m_name);
/* Check the visibility */
visible = m_ptr->ml;
/* Handle visible monster */
else
{
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
if (m_ptr->ml)
if (fear && m_ptr->ml)
{
sound(SOUND_FLEE);
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
}
}
-
/* Potions smash open */
if (object_is_potion(q_ptr))
{
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
-
- /* ToDo (Robert): fix the invulnerability */
- if (current_floor_ptr->grid_array[y][x].m_idx &&
- is_friendly(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]) &&
- !MON_INVULNER(m_ptr))
+ if (current_floor_ptr->grid_array[y][x].m_idx && is_friendly(m_ptr) && !MON_INVULNER(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
set_hostile(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]);
}