case KTRL('r'):
back = true;
- /* Fall through */
+ [[fallthrough]];
case '\n':
case '\r':
pos = i;
}
- /* Fall through */
+ [[fallthrough]];
case 0x7F:
case KTRL('d'): {
pos = i;
}
- /* Fall through */
+ [[fallthrough]];
case 0x7F:
case KTRL('d'): {
color = TERM_WHITE;
break;
}
}
- /* Fall through */
+ [[fallthrough]];
default: {
if (o_ptr->number < 10) {
t = object_desc_str(t, "つ");
switch (num) {
case 9:
letter[index].special = (int16_t)atoi(zz[8]);
- /* Fall through */
+ [[fallthrough]];
case 8:
if ((zz[7][0] == '*') && !zz[7][1]) {
letter[index].random |= RANDOM_TRAP;
return PARSE_ERROR_UNDEFINED_TERRAIN_TAG;
}
}
- /* Fall through */
+ [[fallthrough]];
case 7:
if (zz[6][0] == '*') {
letter[index].random |= RANDOM_ARTIFACT;
} else {
letter[index].artifact = i2enum<FixedArtifactId>(atoi(zz[6]));
}
- /* Fall through */
+ [[fallthrough]];
case 6:
if (zz[5][0] == '*') {
letter[index].random |= RANDOM_EGO;
} else {
letter[index].ego = i2enum<EgoType>(atoi(zz[5]));
}
- /* Fall through */
+ [[fallthrough]];
case 5:
if (zz[4][0] == '*') {
letter[index].random |= RANDOM_OBJECT;
} else {
letter[index].object = (OBJECT_IDX)atoi(zz[4]);
}
- /* Fall through */
+ [[fallthrough]];
case 4:
if (zz[3][0] == '*') {
letter[index].random |= RANDOM_MONSTER;
} else {
letter[index].monster = (MONSTER_IDX)atoi(zz[3]);
}
- /* Fall through */
+ [[fallthrough]];
case 3:
letter[index].cave_info = atoi(zz[2]);
- /* Fall through */
+ [[fallthrough]];
case 2:
if ((zz[1][0] == '*') && !zz[1][1]) {
letter[index].random |= RANDOM_FEATURE;
break;
}
}
- /* Fall through */
+ [[fallthrough]];
default: {
bool tag_not_found = false;
break;
}
}
- /* Fall through */
+ [[fallthrough]];
default: {
bool tag_not_found = false;
f_ptr->x_char[i] = char_old[i];
}
- /* Fall through */
+ [[fallthrough]];
case '\n':
case '\r':
if (direct_f_idx >= 0) {
}
// 壁紙の設定に失敗した(ファイルが存在しない等)場合、壁紙に使うファイルを選択させる
}
- [[fallthrough]]; /* Fall through */
+ [[fallthrough]];
case IDM_OPTIONS_OPEN_BG: {
memset(&ofn, 0, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
switch (wParam) {
case VK_DIVIDE:
term_no_press = true;
- [[fallthrough]]; /* Fall through */
+ [[fallthrough]];
case VK_RETURN:
numpad = ext_key;
break;
case VK_SEPARATOR:
case VK_DECIMAL:
term_no_press = true;
- [[fallthrough]]; /* Fall through */
+ [[fallthrough]];
case VK_CLEAR:
case VK_HOME:
case VK_END:
}
}
}
- [[fallthrough]]; /* Fall through */
+ [[fallthrough]];
case WM_ENABLE: {
if (wParam == FALSE && keep_subwindows) {
for (int i = 1; i < MAX_TERM_DATA; i++) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case RaceBlowEffectType::HURT:
mam_ptr->damage -= (mam_ptr->damage * ((mam_ptr->ac < 150) ? mam_ptr->ac : 150) / 250);
break;
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case RaceBlowEffectType::HURT: { /* AC軽減あり / Player armor reduces total damage */
monap_ptr->obvious = true;
monap_ptr->damage -= (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
if (player_ptr->realm1 == REALM_HEX) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case PlayerClassType::MAGE:
case PlayerClassType::SORCERER:
if (player_ptr->lev > 24) {
}
switch (player_melee_type(player_ptr)) {
- case MELEE_TYPE_BAREHAND_TWO: /* fall through */
+ case MELEE_TYPE_BAREHAND_TWO:
case MELEE_TYPE_WEAPON_TWOHAND:
if (calc_hand == main_attack_hand(player_ptr)) {
damage += (int16_t)bonus_to_d;
}
break;
- case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
+ case MELEE_TYPE_BAREHAND_MAIN:
case MELEE_TYPE_WEAPON_MAIN:
if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
damage += (int16_t)bonus_to_d;
}
break;
- case MELEE_TYPE_BAREHAND_SUB: /* fall through */
+ case MELEE_TYPE_BAREHAND_SUB:
case MELEE_TYPE_WEAPON_SUB:
if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
damage += (int16_t)bonus_to_d;
if (player_ptr->riding) {
break;
}
- /* fall through */
+ [[fallthrough]];
case MELEE_TYPE_BAREHAND_SUB:
if (player_ptr->riding) {
break;
}
- /* fall through */
+ [[fallthrough]];
case MELEE_TYPE_BAREHAND_TWO:
hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
break;
}
switch (player_melee_type(player_ptr)) {
- case MELEE_TYPE_BAREHAND_TWO: /* fall through */
+ case MELEE_TYPE_BAREHAND_TWO:
case MELEE_TYPE_WEAPON_TWOHAND:
if (calc_hand == main_attack_hand(player_ptr)) {
hit += (int16_t)bonus_to_h;
}
break;
- case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
+ case MELEE_TYPE_BAREHAND_MAIN:
case MELEE_TYPE_WEAPON_MAIN:
if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
hit += (int16_t)bonus_to_h;
}
break;
- case MELEE_TYPE_BAREHAND_SUB: /* fall through */
+ case MELEE_TYPE_BAREHAND_SUB:
case MELEE_TYPE_WEAPON_SUB:
if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
hit += (int16_t)bonus_to_h;
rc_ptr->add_power(rpi, RC_IDX_CLASS_0);
break;
}
- /* Fall through */
+ [[fallthrough]];
case PlayerClassType::MAGE:
case PlayerClassType::SORCERER:
rpi = rpi_type(_("魔力食い", "Eat Magic"));
return retval;
}
- /* Fall through */
+ [[fallthrough]];
case PlayerClassType::MAGE:
case PlayerClassType::SORCERER:
return eat_magic(player_ptr, player_ptr->lev * 2);
ysize = y2 - y1;
power += 2;
}
- /* Fall through */
+ [[fallthrough]];
case 4: {
/* Try to build a room */
if ((xsize < 3) || (ysize < 3)) {
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 3:
case 4:
case 5:
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 7:
case 8:
if (!count) {
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 9:
case 10:
case 11:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 12:
case 13:
case 14:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 17:
case 18:
count += activate_hi_summon(player_ptr, m_ptr->fy, m_ptr->fx, true);
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 19:
case 20:
case 21:
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 23:
case 24:
case 25:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 26:
case 27:
case 28:
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 30:
case 31:
if (!(*count)) {
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 32:
case 33:
if (!(*count)) {
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 34:
msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
wall_breaker(player_ptr);
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 1:
case 2:
case 3:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 4:
case 5:
case 6:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 7:
case 8:
case 9:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 10:
case 11:
case 12:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 13:
case 14:
case 15:
break;
}
}
- /* Fall through */
+ [[fallthrough]];
case 21:
case 22:
case 23:
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 24:
msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
lose_all_info(player_ptr);
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
case 25:
if ((floor_ptr->dun_level > 65) && !stop_ty) {
(*count) += summon_cyber(player_ptr, -1, player_ptr->y, player_ptr->x);
if (!one_in_(6)) {
break;
}
- /* Fall through */
+ [[fallthrough]];
default:
for (int i = 0; i < A_MAX; i++) {
do {
}
}
}
- /* Fall through */
+ [[fallthrough]];
case ItemKindType::POLEARM:
case ItemKindType::SWORD:
if (is_blessed_item(o_ptr)) {
return true;
}
- /* Fall through */
+ [[fallthrough]];
default:
return false;
}
ts_ptr->y = player_ptr->y;
ts_ptr->x = player_ptr->x;
}
- /* Fall through */
+ [[fallthrough]];
case 'o':
ts_ptr->flag = false;
return;
return mh_attr(2);
case AttributeType::DISINTEGRATE:
return 0x05;
- case AttributeType::PSI: /* fall through */
- case AttributeType::PSI_DRAIN: /* fall through */
- case AttributeType::TELEKINESIS: /* fall through */
- case AttributeType::DOMINATION: /* fall through */
- case AttributeType::DRAIN_MANA: /* fall through */
- case AttributeType::MIND_BLAST: /* fall through */
+ case AttributeType::PSI:
+ case AttributeType::PSI_DRAIN:
+ case AttributeType::TELEKINESIS:
+ case AttributeType::DOMINATION:
+ case AttributeType::DRAIN_MANA:
+ case AttributeType::MIND_BLAST:
case AttributeType::BRAIN_SMASH:
return 0x09;
- case AttributeType::CAUSE_1: /* fall through */
- case AttributeType::CAUSE_2: /* fall through */
- case AttributeType::CAUSE_3: /* fall through */
+ case AttributeType::CAUSE_1:
+ case AttributeType::CAUSE_2:
+ case AttributeType::CAUSE_3:
case AttributeType::CAUSE_4:
return 0x0E;
case AttributeType::HAND_DOOM: