-#include "system/angband.h"
-#include "effect/effect-player-util.h"
-#include "effect/effect-player-oldies.h"
-#include "player/player-effects.h"
-
-void effect_player_old_heal(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何らかの攻撃によって気分がよくなった。",
- "You are hit by something invigorating!"));
-
- (void)hp_player(target_ptr, ep_ptr->dam);
- ep_ptr->dam = 0;
+#include "effect/effect-player-oldies.h"
+#include "core/hp-mp-processor.h"
+#include "game-option/birth-options.h"
+#include "monster-race/race-indice-types.h"
+#include "player/eldritch-horror.h"
+#include "status/bad-status-setter.h"
+#include "status/buff-setter.h"
+#include "view/display-messages.h"
+
+void effect_player_old_heal(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
+
+ (void)hp_player(target_ptr, ep_ptr->dam);
+ ep_ptr->dam = 0;
}
-void effect_player_old_speed(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かで攻撃された!", "You are hit by something!"));
+void effect_player_old_speed(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
- (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
- ep_ptr->dam = 0;
+ (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
+ ep_ptr->dam = 0;
}
-void effect_player_old_slow(player_type *target_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("何か遅いもので攻撃された!", "You are hit by something slow!"));
+void effect_player_old_slow(player_type *target_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
}
-void effect_player_old_sleep(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->free_act)
- return;
+void effect_player_old_sleep(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->free_act)
+ return;
- if (target_ptr->blind)
- msg_print(_("眠ってしまった!", "You fall asleep!"));
+ if (target_ptr->blind)
+ msg_print(_("眠ってしまった!", "You fall asleep!"));
- if (ironman_nightmare) {
- msg_print(_("恐ろしい光景が頭に浮かんできた。",
- "A horrible vision enters your mind."));
+ if (ironman_nightmare) {
+ msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
- /* Have some nightmares */
- sanity_blast(target_ptr, NULL, FALSE);
- }
+ /* Have some nightmares */
+ sanity_blast(target_ptr, NULL, FALSE);
+ }
- set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
- ep_ptr->dam = 0;
+ set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
+ ep_ptr->dam = 0;
}