}
+gf_switch_result effect_monster_old_speed(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100))
+ {
+ em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
+ }
+
+ if (!em_ptr->who)
+ {
+ if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
+ if (is_friendly(em_ptr->m_ptr))
+ chg_virtue(caster_ptr, V_HONOUR, 1);
+ }
+
+ em_ptr->dam = 0;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_result effect_monster_old_slow(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ /* Powerful monsters can resist */
+ if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
+ (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
+ {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ em_ptr->dam = 0;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
+ em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
+
+ em_ptr->dam = 0;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_result effect_monster_old_sleep(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
+ (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
+ (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
+ {
+ if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
+ {
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
+ }
+
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ }
+ else
+ {
+ em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
+ em_ptr->do_sleep = 500;
+ }
+
+ em_ptr->dam = 0;
+ 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_OLD_HEAL:
return effect_monster_old_heal(caster_ptr, em_ptr);
case GF_OLD_SPEED:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100))
- {
- em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
- }
-
- if (!em_ptr->who)
- {
- if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
- if (is_friendly(em_ptr->m_ptr))
- chg_virtue(caster_ptr, V_HONOUR, 1);
- }
-
- em_ptr->dam = 0;
- break;
- }
+ return effect_monster_old_speed(caster_ptr, em_ptr);
case GF_OLD_SLOW:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- /* Powerful monsters can resist */
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
- {
- em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
- }
- }
-
- em_ptr->dam = 0;
- break;
- }
+ return effect_monster_old_slow(caster_ptr, em_ptr);
case GF_OLD_SLEEP:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
- }
-
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
- em_ptr->do_sleep = 500;
- }
-
- em_ptr->dam = 0;
- break;
- }
+ return effect_monster_old_sleep(caster_ptr, em_ptr);
case GF_STASIS_EVIL:
{
if (em_ptr->seen) em_ptr->obvious = TRUE;