<ClCompile Include="..\..\src\effect\effect-item.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster-charm.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster-domination.c" />\r
+ <ClCompile Include="..\..\src\effect\effect-monster-lite-dark.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster-oldies.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster-psi.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster-resist-hurt.c" />\r
<ClInclude Include="..\..\src\effect\effect-item.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster-charm.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster-domination.h" />\r
+ <ClInclude Include="..\..\src\effect\effect-monster-lite-dark.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster-oldies.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster-psi.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster-resist-hurt.h" />\r
<ClCompile Include="..\..\src\effect\effect-monster-charm.c">
<Filter>effect</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\effect\effect-monster-lite-dark.c">
+ <Filter>effect</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\gamevalue.h" />
<ClInclude Include="..\..\src\effect\effect-monster-charm.h">
<Filter>effect</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\effect\effect-monster-lite-dark.h">
+ <Filter>effect</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
effect/effect-monster-domination.c effect/effect-monster-domination.h \
effect/effect-monster-oldies.c effect/effect-monster-oldies.h \
effect/effect-monster-charm.c effect/effect-monster-charm.h \
+ effect/effect-monster-lite-dark.c effect/effect-monster-lite-dark.h \
effect/effect-monster-switcher.c effect/effect-monster-switcher.h \
effect/effect-player-util.h \
effect/effect-player-switcher.c effect/effect-player-switcher.h \
--- /dev/null
+#include "angband.h"
+#include "effect/effect-monster-util.h"
+#include "effect/effect-monster-lite-dark.h"
+
+gf_switch_result effect_monster_lite_weak(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (!em_ptr->dam)
+ {
+ em_ptr->skipped = TRUE;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ if ((em_ptr->r_ptr->flags3 & RF3_HURT_LITE) == 0)
+ {
+ em_ptr->dam = 0;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
+
+ em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
+ em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_result effect_monster_lite(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ if (em_ptr->r_ptr->flagsr & RFR_RES_LITE)
+ {
+ em_ptr->note = _("には耐性がある!", " resists!");
+ em_ptr->dam *= 2; em_ptr->dam /= (randint1(6) + 6);
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flagsr |= (RFR_RES_LITE);
+ }
+ else if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
+ {
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
+
+ em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
+ em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
+ em_ptr->dam *= 2;
+ }
+
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_result effect_monster_dark(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ if ((em_ptr->r_ptr->flagsr & RFR_RES_DARK) == 0)
+ return GF_SWITCH_CONTINUE;
+
+ em_ptr->note = _("には耐性がある!", " resists!");
+ em_ptr->dam *= 2; em_ptr->dam /= (randint1(6) + 6);
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flagsr |= (RFR_RES_DARK);
+
+ return GF_SWITCH_CONTINUE;
+}
--- /dev/null
+#pragma once
+
+gf_switch_result effect_monster_lite_weak(player_type *caster_ptr, effect_monster_type *em_ptr);
+gf_switch_result effect_monster_lite(player_type *caster_ptr, effect_monster_type *em_ptr);
+gf_switch_result effect_monster_dark(player_type *caster_ptr, effect_monster_type *em_ptr);
#include "effect/effect-monster-domination.h"
#include "effect/effect-monster-oldies.h"
#include "effect/effect-monster-charm.h"
+#include "effect/effect-monster-lite-dark.h"
gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
{
}
-gf_switch_result effect_monster_lite_weak(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
- if (!em_ptr->dam)
- {
- em_ptr->skipped = TRUE;
- return GF_SWITCH_CONTINUE;
- }
-
- if ((em_ptr->r_ptr->flags3 & RF3_HURT_LITE) == 0)
- {
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
- }
-
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
- em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
-
- em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
- em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
- return GF_SWITCH_CONTINUE;
-}
-
-
/*!
* @brief 魔法の効果によって様々なメッセーを出力したり与えるダメージの増減を行ったりする
* @param em_ptr モンスター効果構造体への参照ポインタ
case GF_LITE_WEAK:
return effect_monster_lite_weak(caster_ptr, em_ptr);
case GF_LITE:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (em_ptr->r_ptr->flagsr & RFR_RES_LITE)
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam *= 2; em_ptr->dam /= (randint1(6) + 6);
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= (RFR_RES_LITE);
- }
- else if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
- em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
- em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
- em_ptr->dam *= 2;
- }
- break;
- }
+ return effect_monster_lite(caster_ptr, em_ptr);
case GF_DARK:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (em_ptr->r_ptr->flagsr & RFR_RES_DARK)
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam *= 2; em_ptr->dam /= (randint1(6) + 6);
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= (RFR_RES_DARK);
- }
-
- break;
- }
+ return effect_monster_dark(caster_ptr, em_ptr);
case GF_KILL_WALL:
{
if (em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK))