*/
#include "angband.h"
-#include "util.h"
+#include "main/sound-definitions-table.h"
-#include "cmd-activate.h"
-#include "cmd-item.h"
-#include "cmd-basic.h"
-#include "floor.h"
+#include "cmd/cmd-activate.h"
+#include "cmd/cmd-basic.h"
+#include "cmd/cmd-save.h"
#include "object-hook.h"
#include "sort.h"
#include "artifact.h"
#include "avatar.h"
-#include "spells.h"
#include "spells-summon.h"
#include "spells-status.h"
#include "spells-object.h"
#include "spells-floor.h"
#include "player-effects.h"
-#include "realm-hex.h"
-#include "player-status.h"
+#include "realm/realm-hex.h"
#include "player-damage.h"
#include "player-inventory.h"
#include "monster-status.h"
#include "files.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
#include "object-ego.h"
-#include "grid.h"
#include "targeting.h"
-#include "realm-song.h"
-#include "player-race.h"
-#include "player-class.h"
-#include "view-mainwindow.h"
#include "world.h"
+#include "effect/spells-effect-util.h"
+#include "spell/spells-type.h"
/*!
* @brief 装備耐性に準じたブレス効果の選択テーブル /
{
msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(user_ptr, &dir)) return FALSE;
- if (hypodynamic_bolt(user_ptr, dir, 100))
- break;
+ hypodynamic_bolt(user_ptr, dir, 100);
+ break;
}
case ACT_HYPODYNAMIA_2:
{
if (o_ptr->name1 == ART_HYOUSIGI)
{
- msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
+ msg_print(_("拍子木を打った。", "You beat your wooden clappers."));
}
else
{
case ACT_TELEPORT:
{
msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
- teleport_player(user_ptr, 100, 0L);
+ teleport_player(user_ptr, 100, TELEPORT_SPONTANEOUS);
break;
}
switch (randint1(13))
{
case 1: case 2: case 3: case 4: case 5:
- teleport_player(user_ptr, 10, 0L);
+ teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
break;
case 6: case 7: case 8: case 9: case 10:
- teleport_player(user_ptr, 222, 0L);
+ teleport_player(user_ptr, 222, TELEPORT_SPONTANEOUS);
break;
case 11: case 12:
(void)stair_creation(user_ptr);
case ACT_PHASE_DOOR:
{
- teleport_player(user_ptr, 10, 0L);
+ teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
break;
}