POSITION x, y;
auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
switch (spell) {
- case MIRROR_SEEING:
+ case mind_mirror_master_type::MIRROR_SEEING:
tmp = g_ptr->is_mirror() ? 4 : 0;
if (plev + tmp > 4) {
detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
}
break;
- case MAKE_MIRROR:
+ case mind_mirror_master_type::MAKE_MIRROR:
if (number_of_mirrors(player_ptr->current_floor_ptr) < 4 + plev / 10) {
SpellsMirrorMaster(player_ptr).place_mirror();
} else {
}
break;
- case DRIP_LIGHT:
+ case mind_mirror_master_type::DRIP_LIGHT:
if (!get_aim_dir(player_ptr, &dir)) {
return false;
}
}
break;
- case WRAPPED_MIRROR:
+ case mind_mirror_master_type::WRAPPED_MIRROR:
teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
break;
- case MIRROR_LIGHT:
+ case mind_mirror_master_type::MIRROR_LIGHT:
(void)lite_area(player_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
break;
- case WANDERING_MIRROR:
+ case mind_mirror_master_type::WANDERING_MIRROR:
teleport_player(player_ptr, plev * 5, TELEPORT_SPONTANEOUS);
break;
- case ROBE_DUST:
+ case mind_mirror_master_type::ROBE_DUST:
set_dustrobe(player_ptr, 20 + randint1(20), false);
break;
- case BANISHING_MIRROR:
+ case mind_mirror_master_type::BANISHING_MIRROR:
if (!get_aim_dir(player_ptr, &dir)) {
return false;
}
(void)fire_beam(player_ptr, AttributeType::AWAY_ALL, dir, plev);
break;
- case MIRROR_CRASHING:
+ case mind_mirror_master_type::MIRROR_CRASHING:
if (!get_aim_dir(player_ptr, &dir)) {
return false;
}
fire_ball(player_ptr, AttributeType::SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
break;
- case SLEEPING_MIRROR:
+ case mind_mirror_master_type::SLEEPING_MIRROR:
for (x = 0; x < player_ptr->current_floor_ptr->width; x++) {
for (y = 0; y < player_ptr->current_floor_ptr->height; y++) {
if (player_ptr->current_floor_ptr->grid_array[y][x].is_mirror()) {
}
break;
- case SEEKER_RAY:
+ case mind_mirror_master_type::SEEKER_RAY:
if (!get_aim_dir(player_ptr, &dir)) {
return false;
}
SpellsMirrorMaster(player_ptr).seeker_ray(dir, damroll(11 + (plev - 5) / 4, 8));
break;
- case SEALING_MIRROR:
+ case mind_mirror_master_type::SEALING_MIRROR:
SpellsMirrorMaster(player_ptr).seal_of_mirror(plev * 4 + 100);
break;
- case WATER_SHIELD:
+ case mind_mirror_master_type::WATER_SHIELD:
t = 20 + randint1(20);
set_shield(player_ptr, t, false);
if (plev > 31) {
}
break;
- case SUPER_RAY:
+ case mind_mirror_master_type::SUPER_RAY:
if (!get_aim_dir(player_ptr, &dir)) {
return false;
}
SpellsMirrorMaster(player_ptr).super_ray(dir, damroll(11 + (plev - 5) / 4, 8));
break;
- case ILLUSION_LIGHT:
+ case mind_mirror_master_type::ILLUSION_LIGHT:
tmp = g_ptr->is_mirror() ? 4 : 3;
slow_monsters(player_ptr, plev);
stun_monsters(player_ptr, plev * tmp * 2);
turn_monsters(player_ptr, plev * tmp);
stasis_monsters(player_ptr, plev * tmp);
break;
- case MIRROR_SHIFT:
+ case mind_mirror_master_type::MIRROR_SHIFT:
if (!g_ptr->is_mirror()) {
msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
break;
reserve_alter_reality(player_ptr, randint0(21) + 15);
break;
- case MIRROR_TUNNEL:
+ case mind_mirror_master_type::MIRROR_TUNNEL:
msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
return SpellsMirrorMaster(player_ptr).mirror_tunnel();
- case RECALL_MIRROR:
+ case mind_mirror_master_type::RECALL_MIRROR:
return recall_player(player_ptr, randint0(21) + 15);
- case MULTI_SHADOW:
+ case mind_mirror_master_type::MULTI_SHADOW:
set_multishadow(player_ptr, 6 + randint1(6), false);
break;
- case BINDING_FIELD:
+ case mind_mirror_master_type::BINDING_FIELD:
if (!binding_field(player_ptr, plev * 11 + 5)) {
msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
}
break;
- case RUFFNOR_MIRROR:
+ case mind_mirror_master_type::RUFFNOR_MIRROR:
(void)set_invuln(player_ptr, randint1(4) + 4, false);
break;
default: