}
+gf_switch_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 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_ROCK);
+
+ em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
+ em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
+ 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_DARK:
return effect_monster_dark(caster_ptr, em_ptr);
case GF_KILL_WALL:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK))
- {
- 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_ROCK);
-
- em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->dam = 0;
- }
-
- break;
- }
+ return effect_monster_kill_undead(caster_ptr, em_ptr);
case GF_AWAY_UNDEAD:
{
if (em_ptr->r_ptr->flags3 & (RF3_UNDEAD))