extern bool draconian_breath(player_type *creature_ptr);
extern bool android_inside_weapon(player_type *creature_ptr);
extern bool create_ration(player_type *crature_ptr);
+extern void hayagake(player_type *creature_ptr);
/* spells3.c */
extern bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode);
break;
}
case CLASS_NINJA:
- {
- if (p_ptr->action == ACTION_HAYAGAKE)
- {
- set_action(ACTION_NONE);
- }
- else
- {
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
-
- if (!have_flag(f_ptr->flags, FF_PROJECT) ||
- (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
- {
- msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
- }
- else
- {
- set_action(ACTION_HAYAGAKE);
- }
- }
-
-
- p_ptr->energy_use = 0;
+ hayagake(p_ptr);
break;
}
-
- }
}
else if (p_ptr->mimic_form)
{
msg_print(_("食事を料理して作った。", "You cook some food."));
return TRUE;
}
+
+void hayagake(player_type *creature_ptr)
+{
+ if (creature_ptr->action == ACTION_HAYAGAKE)
+ {
+ set_action(ACTION_NONE);
+ }
+ else
+ {
+ cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+ }
+ else
+ {
+ set_action(ACTION_HAYAGAKE);
+ }
+ }
+ creature_ptr->energy_use = 0;
+}