(void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
- break;
+ return TRUE;
case RACE_HOBBIT:
return create_ration(creature_ptr);
case RACE_GNOME:
msg_print(_("パッ!", "Blink!"));
teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
- break;
+ return TRUE;
case RACE_HALF_ORC:
msg_print(_("勇気を出した。", "You play tough."));
(void)set_afraid(creature_ptr, 0);
- break;
+ return TRUE;
case RACE_HALF_TROLL:
msg_print(_("うがぁぁ!", "RAAAGH!"));
(void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
- break;
+ return TRUE;
case RACE_AMBERITE:
if (command == -1) {
msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
reserve_alter_reality(creature_ptr);
- } else if (command == -2) {
- msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
- (void)true_healing(creature_ptr, 0);
- (void)restore_all_status(creature_ptr);
- (void)restore_level(creature_ptr);
+ return TRUE;
}
+
+ if (command != -2)
+ return TRUE;
- break;
+ msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
+ (void)true_healing(creature_ptr, 0);
+ (void)restore_all_status(creature_ptr);
+ (void)restore_level(creature_ptr);
+ return TRUE;
case RACE_BARBARIAN:
msg_print(_("うぉぉおお!", "Raaagh!"));
(void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
- break;
+ return TRUE;
case RACE_HALF_OGRE:
msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
- explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
- break;
+ (void)explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
+ return TRUE;
case RACE_HALF_GIANT:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
(void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
- break;
+ return TRUE;
case RACE_HALF_TITAN:
msg_print(_("敵を調査した...", "You examine your foes..."));
- probing(creature_ptr);
- break;
+ (void)probing(creature_ptr);
+ return TRUE;
case RACE_CYCLOPS:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
- fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * creature_ptr->lev) / 2);
- break;
+ (void)fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * creature_ptr->lev) / 2);
+ return TRUE;
case RACE_YEEK:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
stop_mouth(creature_ptr);
msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
(void)fear_monster(creature_ptr, dir, creature_ptr->lev);
- break;
+ return TRUE;
case RACE_KLACKON:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
stop_mouth(creature_ptr);
msg_print(_("酸を吐いた。", "You spit acid."));
if (creature_ptr->lev < 25)
- fire_bolt(creature_ptr, GF_ACID, dir, creature_ptr->lev);
+ (void)fire_bolt(creature_ptr, GF_ACID, dir, creature_ptr->lev);
else
- fire_ball(creature_ptr, GF_ACID, dir, creature_ptr->lev, 2);
+ (void)fire_ball(creature_ptr, GF_ACID, dir, creature_ptr->lev, 2);
- break;
+ return TRUE;
case RACE_KOBOLD:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
- fire_bolt(creature_ptr, GF_POIS, dir, creature_ptr->lev);
- break;
+ (void)fire_bolt(creature_ptr, GF_POIS, dir, creature_ptr->lev);
+ return TRUE;
case RACE_NIBELUNG:
msg_print(_("周囲を調査した。", "You examine your surroundings."));
(void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
- break;
+ return TRUE;
case RACE_DARK_ELF:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
- fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((creature_ptr->lev - 1) / 5), 4));
- break;
+ (void)fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((creature_ptr->lev - 1) / 5), 4));
+ return TRUE;
case RACE_DRACONIAN:
return draconian_breath(creature_ptr);
case RACE_MIND_FLAYER:
return FALSE;
msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
- fire_bolt(creature_ptr, GF_PSI, dir, creature_ptr->lev);
- break;
+ (void)fire_bolt(creature_ptr, GF_PSI, dir, creature_ptr->lev);
+ return TRUE;
case RACE_IMP:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
if (creature_ptr->lev >= 30) {
msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
- fire_ball(creature_ptr, GF_FIRE, dir, creature_ptr->lev, 2);
+ (void)fire_ball(creature_ptr, GF_FIRE, dir, creature_ptr->lev, 2);
} else {
msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
- fire_bolt(creature_ptr, GF_FIRE, dir, creature_ptr->lev);
+ (void)fire_bolt(creature_ptr, GF_FIRE, dir, creature_ptr->lev);
}
- break;
+ return TRUE;
case RACE_GOLEM:
(void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
- break;
+ return TRUE;
case RACE_SKELETON:
case RACE_ZOMBIE:
msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
(void)restore_level(creature_ptr);
- break;
+ return TRUE;
case RACE_VAMPIRE:
- vampirism(creature_ptr);
- break;
+ (void)vampirism(creature_ptr);
+ return TRUE;
case RACE_SPECTRE:
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
stop_mouth(creature_ptr);
msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
(void)fear_monster(creature_ptr, dir, creature_ptr->lev);
- break;
+ return TRUE;
case RACE_SPRITE:
msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
if (creature_ptr->lev < 25)
- sleep_monsters_touch(creature_ptr);
+ (void)sleep_monsters_touch(creature_ptr);
else
(void)sleep_monsters(creature_ptr, creature_ptr->lev);
- break;
+ return TRUE;
case RACE_BALROG:
return demonic_breath(creature_ptr);
case RACE_KUTAR:
(void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
- break;
+ return TRUE;
case RACE_ANDROID:
return android_inside_weapon(creature_ptr);
default:
msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
free_turn(creature_ptr);
- break;
+ return TRUE;
}
-
- return TRUE;
}
/*!