#include "cmd-action/cmd-spell.h"
#include "cmd-item/cmd-magiceat.h"
#include "cmd-item/cmd-zapwand.h"
-#include "core/asking-player.h"
#include "core/player-redraw-types.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "effect/spells-effect-util.h"
-#include "game-option/disturbance-options.h"
#include "game-option/text-display-options.h"
#include "inventory/inventory-slot-types.h"
#include "io/command-repeater.h"
#include "io/input-key-requester.h"
#include "main/sound-of-music.h"
#include "melee/melee-postprocess.h"
+#include "mind/mind-archer.h"
#include "mind/mind-cavalry.h"
#include "mind/mind-force-trainer.h"
#include "mind/mind-mage.h"
+#include "mind/mind-magic-eater.h"
#include "mind/mind-mirror-master.h"
#include "mind/mind-monk.h"
#include "mind/mind-ninja.h"
#include "racial/racial-balrog.h"
#include "racial/racial-draconian.h"
#include "racial/racial-kutar.h"
-#include "racial/racial-util.h"
#include "racial/racial-vampire.h"
#include "realm/realm-names-table.h"
#include "spell-kind/spells-beam.h"
#include "status/buff-setter.h"
#include "status/experience.h"
#include "target/target-getter.h"
-#include "term/screen-processor.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"
-/*!
- * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
- * @param rpi_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
- * @return 成功率(%)を返す
- */
-PERCENTAGE racial_chance(player_type *creature_ptr, rpi_type *rpi_ptr)
+bool switch_class_racial_execution(player_type *creature_ptr, const s32b command)
{
- if ((creature_ptr->lev < rpi_ptr->min_level) || creature_ptr->confused)
- return 0;
-
- PERCENTAGE difficulty = rpi_ptr->fail;
- if (difficulty == 0)
- return 100;
-
- if (creature_ptr->stun) {
- difficulty += (PERCENTAGE)creature_ptr->stun;
- } else if (creature_ptr->lev > rpi_ptr->min_level) {
- PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - rpi_ptr->min_level) / 3);
- if (lev_adj > 10)
- lev_adj = 10;
-
- difficulty -= lev_adj;
- }
-
- if (difficulty < 5)
- difficulty = 5;
+ DIRECTION dir = 0;
+ switch (creature_ptr->pclass) {
+ case CLASS_WARRIOR:
+ return sword_dancing(creature_ptr);
+ case CLASS_HIGH_MAGE:
+ if (creature_ptr->realm1 == REALM_HEX) {
+ bool retval = stop_hex_spell(creature_ptr);
+ if (retval)
+ creature_ptr->energy_use = 10;
+
+ return retval;
+ }
- difficulty = difficulty / 2;
- const BASE_STATUS stat = creature_ptr->stat_cur[rpi_ptr->stat];
- int sum = 0;
- for (int i = 1; i <= stat; i++) {
- int val = i - difficulty;
- if (val > 0)
- sum += (val <= difficulty) ? val : difficulty;
- }
+ /* Fall through */
+ case CLASS_MAGE:
+ case CLASS_SORCERER:
+ return eat_magic(creature_ptr, creature_ptr->lev * 2);
+ case CLASS_PRIEST:
+ if (!is_good_realm(creature_ptr->realm1)) {
+ (void)dispel_monsters(creature_ptr, creature_ptr->lev * 4);
+ turn_monsters(creature_ptr, creature_ptr->lev * 4);
+ banish_monsters(creature_ptr, creature_ptr->lev * 4);
+ return TRUE;
+ }
- if (difficulty == 0)
- return 100;
- else
- return ((sum * 100) / difficulty) / stat;
-}
+ return bless_weapon(creature_ptr);
+ case CLASS_ROGUE:
+ return hit_and_away(creature_ptr);
+ case CLASS_RANGER:
+ case CLASS_SNIPER:
+ msg_print(_("敵を調査した...", "You examine your foes..."));
+ probing(creature_ptr);
+ return TRUE;
+ case CLASS_PALADIN:
+ if (!get_aim_dir(creature_ptr, &dir))
+ return FALSE;
-/*!
- * @brief レイシャル・パワーの発動の判定処理
- * @param rpi_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
- * @return
- * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
- * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
- */
-int check_racial_level(player_type *creature_ptr, rpi_type *rpi_ptr)
-{
- PLAYER_LEVEL min_level = rpi_ptr->min_level;
- int use_stat = rpi_ptr->stat;
- int difficulty = rpi_ptr->fail;
- int use_hp = 0;
- rpi_ptr->racial_cost = rpi_ptr->cost;
- if (creature_ptr->csp < rpi_ptr->racial_cost)
- use_hp = rpi_ptr->racial_cost - creature_ptr->csp;
-
- if (creature_ptr->lev < min_level) {
- msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", "You need to attain level %d to use this power."), min_level);
- free_turn(creature_ptr);
- return FALSE;
- }
+ fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, creature_ptr->lev * 3);
+ return TRUE;
+ case CLASS_WARRIOR_MAGE:
+ if (command == -3)
+ return comvert_hp_to_mp(creature_ptr);
+ else if (command == -4)
+ return comvert_mp_to_hp(creature_ptr);
- if (cmd_limit_confused(creature_ptr)) {
- free_turn(creature_ptr);
- return FALSE;
- } else if (creature_ptr->chp < use_hp) {
- if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? "))) {
- free_turn(creature_ptr);
+ return TRUE;
+ case CLASS_CHAOS_WARRIOR:
+ return confusing_light(creature_ptr);
+ case CLASS_MONK:
+ if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
+ msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
return FALSE;
}
- }
- if (difficulty) {
- if (creature_ptr->stun) {
- difficulty += creature_ptr->stun;
- } else if (creature_ptr->lev > min_level) {
- int lev_adj = ((creature_ptr->lev - min_level) / 3);
- if (lev_adj > 10)
- lev_adj = 10;
- difficulty -= lev_adj;
+ if (creature_ptr->riding) {
+ msg_print(_("乗馬中はできません。", "You need to get off a pet."));
+ return FALSE;
}
- if (difficulty < 5)
- difficulty = 5;
- }
-
- take_turn(creature_ptr, 100);
- if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
- return 1;
+ if (command == -3) {
+ if (!choose_monk_stance(creature_ptr))
+ return FALSE;
- if (flush_failure)
- flush();
+ creature_ptr->update |= PU_BONUS;
+ return TRUE;
+ }
- msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
- return -1;
-}
+ if (command == -4)
+ return double_attack(creature_ptr);
-/*!
- * @brief レイシャル・パワー発動処理
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param command 発動するレイシャルのID
- * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
- */
-bool exe_racial_power(player_type *creature_ptr, s32b command)
-{
- PLAYER_LEVEL plev = creature_ptr->lev;
- DIRECTION dir = 0;
- if (command <= -3) {
- switch (creature_ptr->pclass) {
- case CLASS_WARRIOR:
- return sword_dancing(creature_ptr);
- case CLASS_HIGH_MAGE:
- if (creature_ptr->realm1 == REALM_HEX) {
- bool retval = stop_hex_spell(creature_ptr);
- if (retval)
- creature_ptr->energy_use = 10;
-
- return retval;
- }
-
- /* Fall through */
- case CLASS_MAGE:
- case CLASS_SORCERER:
- if (!eat_magic(creature_ptr, creature_ptr->lev * 2))
+ return TRUE;
+ case CLASS_MINDCRAFTER:
+ case CLASS_FORCETRAINER:
+ return clear_mind(creature_ptr);
+ case CLASS_TOURIST:
+ if (command == -3) {
+ if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
- break;
- case CLASS_PRIEST:
- if (is_good_realm(creature_ptr->realm1)) {
- if (!bless_weapon(creature_ptr))
- return FALSE;
- } else {
- (void)dispel_monsters(creature_ptr, plev * 4);
- turn_monsters(creature_ptr, plev * 4);
- banish_monsters(creature_ptr, plev * 4);
- }
-
- break;
- case CLASS_ROGUE:
- if (!hit_and_away(creature_ptr))
- return FALSE;
+ project_length = 1;
+ fire_beam(creature_ptr, GF_PHOTO, dir, 1);
+ return TRUE;
+ }
- break;
- case CLASS_RANGER:
- case CLASS_SNIPER:
- msg_print(_("敵を調査した...", "You examine your foes..."));
- probing(creature_ptr);
- break;
- case CLASS_PALADIN:
+ return (command != -4) || identify_fully(creature_ptr, FALSE, 0);
+ case CLASS_IMITATOR:
+ handle_stuff(creature_ptr);
+ return do_cmd_mane(creature_ptr, TRUE);
+ case CLASS_BEASTMASTER:
+ if (command == -3) {
if (!get_aim_dir(creature_ptr, &dir))
return FALSE;
- fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, plev * 3);
- break;
- case CLASS_WARRIOR_MAGE:
- if (command == -3) {
- return comvert_hp_to_mp(creature_ptr);
- } else if (command == -4) {
- return comvert_mp_to_hp(creature_ptr);
- }
-
- break;
- case CLASS_CHAOS_WARRIOR:
- return confusing_light(creature_ptr);
- case CLASS_MONK:
- if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
- msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
- return FALSE;
- }
+ (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
+ return TRUE;
+ }
- if (creature_ptr->riding) {
- msg_print(_("乗馬中はできません。", "You need to get off a pet."));
- return FALSE;
- }
-
- if (command == -3) {
- if (!choose_monk_stance(creature_ptr))
- return FALSE;
- creature_ptr->update |= (PU_BONUS);
- } else if (command == -4) {
- return double_attack(creature_ptr);
- }
-
- break;
- case CLASS_MINDCRAFTER:
- case CLASS_FORCETRAINER:
- return clear_mind(creature_ptr);
- case CLASS_TOURIST:
- if (command == -3) {
- if (!get_aim_dir(creature_ptr, &dir))
- return FALSE;
-
- project_length = 1;
- fire_beam(creature_ptr, GF_PHOTO, dir, 1);
- } else if (command == -4) {
- if (!identify_fully(creature_ptr, FALSE, 0))
- return FALSE;
- }
-
- break;
- case CLASS_IMITATOR:
- handle_stuff(creature_ptr);
- if (!do_cmd_mane(creature_ptr, TRUE))
- return FALSE;
+ if (command == -4)
+ project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
- break;
- case CLASS_BEASTMASTER:
- if (command == -3) {
- if (!get_aim_dir(creature_ptr, &dir))
- return FALSE;
+ return TRUE;
+ case CLASS_ARCHER:
+ return create_ammo(creature_ptr);
+ case CLASS_MAGIC_EATER:
+ if (command == -3)
+ return import_magic_device(creature_ptr);
+
+ return (command != -4) || (!cmd_limit_cast(creature_ptr) && do_cmd_magic_eater(creature_ptr, FALSE, TRUE));
+ case CLASS_BARD:
+ if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
+ return FALSE;
- (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
- } else if (command == -4)
- project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
+ stop_singing(creature_ptr);
+ creature_ptr->energy_use = 10;
+ return TRUE;
+ case CLASS_RED_MAGE:
+ if (cmd_limit_cast(creature_ptr))
+ return FALSE;
- break;
- case CLASS_ARCHER:
- if (!create_ammo(creature_ptr))
- return FALSE;
+ handle_stuff(creature_ptr);
+ do_cmd_cast(creature_ptr);
+ handle_stuff(creature_ptr);
+ if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
+ do_cmd_cast(creature_ptr);
- break;
- case CLASS_MAGIC_EATER:
- if (command == -3) {
- if (!import_magic_device(creature_ptr))
- return FALSE;
- } else if (command == -4) {
- if (cmd_limit_cast(creature_ptr) || !do_cmd_magic_eater(creature_ptr, FALSE, TRUE))
- return FALSE;
- }
-
- break;
- case CLASS_BARD:
- if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
- return FALSE;
+ return TRUE;
+ case CLASS_SAMURAI:
+ if (command == -3) {
+ concentration(creature_ptr);
+ return TRUE;
+ }
- stop_singing(creature_ptr);
- creature_ptr->energy_use = 10;
- break;
- case CLASS_RED_MAGE:
- if (cmd_limit_cast(creature_ptr))
- return FALSE;
+ if (command != -4)
+ return TRUE;
- handle_stuff(creature_ptr);
- do_cmd_cast(creature_ptr);
- handle_stuff(creature_ptr);
- if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
- do_cmd_cast(creature_ptr);
-
- break;
- case CLASS_SAMURAI:
- if (command == -3) {
- concentration(creature_ptr);
- } else if (command == -4) {
- if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
- msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
- return FALSE;
- }
-
- if (!choose_kata(creature_ptr))
- return FALSE;
-
- creature_ptr->update |= (PU_BONUS);
- }
-
- break;
- case CLASS_BLUE_MAGE:
- if (creature_ptr->action == ACTION_LEARN)
- set_action(creature_ptr, ACTION_NONE);
- else
- set_action(creature_ptr, ACTION_LEARN);
-
- free_turn(creature_ptr);
- break;
- case CLASS_CAVALRY:
- return rodeo(creature_ptr);
- case CLASS_BERSERKER:
- if (!recall_player(creature_ptr, randint0(21) + 15))
- return FALSE;
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
+ msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
+ return FALSE;
+ }
- break;
- case CLASS_SMITH:
- if (creature_ptr->lev > 29) {
- if (!identify_fully(creature_ptr, TRUE, 0))
- return FALSE;
- } else if (!ident_spell(creature_ptr, TRUE, 0))
- return FALSE;
+ if (!choose_kata(creature_ptr))
+ return FALSE;
- break;
- case CLASS_MIRROR_MASTER:
- if (command == -3)
- remove_all_mirrors(creature_ptr, TRUE);
- else if (command == -4)
- return mirror_concentration(creature_ptr);
-
- break;
- case CLASS_NINJA:
- hayagake(creature_ptr);
- break;
+ creature_ptr->update |= PU_BONUS;
+ return TRUE;
+ case CLASS_BLUE_MAGE:
+ set_action(creature_ptr, creature_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
+ free_turn(creature_ptr);
+ return TRUE;
+ case CLASS_CAVALRY:
+ return rodeo(creature_ptr);
+ case CLASS_BERSERKER:
+ return recall_player(creature_ptr, randint0(21) + 15);
+ case CLASS_SMITH:
+ if (creature_ptr->lev <= 29)
+ return ident_spell(creature_ptr, TRUE, 0);
+
+ return identify_fully(creature_ptr, TRUE, 0);
+ case CLASS_MIRROR_MASTER:
+ if (command == -3) {
+ remove_all_mirrors(creature_ptr, TRUE);
+ return TRUE;
}
+ if (command == -4)
+ return mirror_concentration(creature_ptr);
+
+ return TRUE;
+ case CLASS_NINJA:
+ return hayagake(creature_ptr);
+ default:
return TRUE;
}
+}
- if (creature_ptr->mimic_form) {
- switch (creature_ptr->mimic_form) {
- case MIMIC_DEMON:
- case MIMIC_DEMON_LORD: {
- return demonic_breath(creature_ptr);
- }
- case MIMIC_VAMPIRE:
- vampirism(creature_ptr);
- break;
- }
-
+bool switch_mimic_racial_execution(player_type *creature_ptr)
+{
+ switch (creature_ptr->mimic_form) {
+ case MIMIC_DEMON:
+ case MIMIC_DEMON_LORD: {
+ return demonic_breath(creature_ptr);
+ }
+ case MIMIC_VAMPIRE:
+ vampirism(creature_ptr);
+ return TRUE;
+ default:
return TRUE;
}
+}
+bool switch_race_racial_execution(player_type *creature_ptr, const s32b command)
+{
+ DIRECTION dir = 0;
switch (creature_ptr->prace) {
case RACE_DWARF:
msg_print(_("周囲を調べた。", "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_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(plev));
- break;
+ (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
+ 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(plev));
- break;
+ (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
+ 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 * plev) / 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, plev);
- break;
+ (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
+ 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 (plev < 25)
- fire_bolt(creature_ptr, GF_ACID, dir, plev);
+ if (creature_ptr->lev < 25)
+ (void)fire_bolt(creature_ptr, GF_ACID, dir, creature_ptr->lev);
else
- fire_ball(creature_ptr, GF_ACID, dir, plev, 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, plev);
- 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 + ((plev - 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, plev);
- 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 (plev >= 30) {
+ 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, plev, 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, plev);
+ (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, plev);
- break;
+ (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
+ 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 (plev < 25)
- sleep_monsters_touch(creature_ptr);
+ if (creature_ptr->lev < 25)
+ (void)sleep_monsters_touch(creature_ptr);
else
- (void)sleep_monsters(creature_ptr, plev);
+ (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;
}