<ClCompile Include="..\..\src\effect\effect-monster-switcher.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster-util.c" />\r
<ClCompile Include="..\..\src\effect\effect-monster.c" />\r
+ <ClCompile Include="..\..\src\effect\effect-player-oldies.c" />\r
<ClCompile Include="..\..\src\effect\effect-player-resist-hurt.c" />\r
<ClCompile Include="..\..\src\effect\effect-player-switcher.c" />\r
<ClCompile Include="..\..\src\effect\effect-player.c" />\r
<ClInclude Include="..\..\src\effect\effect-monster-switcher.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster-util.h" />\r
<ClInclude Include="..\..\src\effect\effect-monster.h" />\r
+ <ClInclude Include="..\..\src\effect\effect-player-oldies.h" />\r
<ClInclude Include="..\..\src\effect\effect-player-resist-hurt.h" />\r
<ClInclude Include="..\..\src\effect\effect-player-switcher.h" />\r
<ClInclude Include="..\..\src\effect\effect-player-util.h" />\r
<ClCompile Include="..\..\src\effect\effect-player-resist-hurt.c">
<Filter>effect</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\effect\effect-player-oldies.c">
+ <Filter>effect</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\gamevalue.h" />
<ClInclude Include="..\..\src\effect\effect-player-resist-hurt.h">
<Filter>effect</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\effect\effect-player-oldies.h">
+ <Filter>effect</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
effect/effect-monster-switcher.c effect/effect-monster-switcher.h \
effect/effect-player-util.h \
effect/effect-player-resist-hurt.c effect/effect-player-resist-hurt.h \
+ effect/effect-player-oldies.c effect/effect-player-oldies.h \
effect/effect-player-switcher.c effect/effect-player-switcher.h \
\
spell/technic-info-table.c spell/technic-info-table.h \
--- /dev/null
+#include "angband.h"
+#include "effect/effect-player-util.h"
+#include "effect/effect-player-oldies.h"
+#include "player-effects.h"
+
+void effect_player_old_heal(player_type *target_ptr,
+ effect_player_type *ep_ptr) {
+ if (target_ptr->blind)
+ msg_print(_("何らかの攻撃によって気分がよくなった。",
+ "You are hit by something invigorating!"));
+
+ (void)hp_player(target_ptr, ep_ptr->dam);
+ ep_ptr->dam = 0;
+}
+
+void effect_player_old_speed(player_type *target_ptr,
+ effect_player_type *ep_ptr) {
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
+
+ (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
+ ep_ptr->dam = 0;
+}
+
+void effect_player_old_slow(player_type *target_ptr) {
+ if (target_ptr->blind)
+ msg_print(
+ _("何か遅いもので攻撃された!", "You are hit by something slow!"));
+
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+}
+
+void effect_player_old_sleep(player_type *target_ptr,
+ effect_player_type *ep_ptr) {
+ if (target_ptr->free_act)
+ return;
+
+ if (target_ptr->blind)
+ msg_print(_("眠ってしまった!", "You fall asleep!"));
+
+ if (ironman_nightmare) {
+ msg_print(_("恐ろしい光景が頭に浮かんできた。",
+ "A horrible vision enters your mind."));
+
+ /* Have some nightmares */
+ sanity_blast(target_ptr, NULL, FALSE);
+ }
+
+ set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
+ ep_ptr->dam = 0;
+}
--- /dev/null
+#pragma once
+
+void effect_player_old_heal(player_type *target_ptr, effect_player_type *ep_ptr);
+void effect_player_old_speed(player_type *target_ptr, effect_player_type *ep_ptr);
+void effect_player_old_slow(player_type *target_ptr);
+void effect_player_old_sleep(player_type *target_ptr, effect_player_type *ep_ptr);
#include "monster-spell.h"
#include "object-curse.h"
#include "effect/effect-player-resist-hurt.h"
-
-void effect_player_old_heal(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("\89½\82ç\82©\82Ì\8dU\8c\82\82É\82æ\82Á\82Ä\8bC\95ª\82ª\82æ\82\82È\82Á\82½\81B",
- "You are hit by something invigorating!"));
-
- (void)hp_player(target_ptr, ep_ptr->dam);
- ep_ptr->dam = 0;
-}
-
-void effect_player_old_speed(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("\89½\82©\82Å\8dU\8c\82\82³\82ê\82½\81I", "You are hit by something!"));
-
- (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
- ep_ptr->dam = 0;
-}
-
-void effect_player_old_slow(player_type *target_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("\89½\82©\92x\82¢\82à\82Ì\82Å\8dU\8c\82\82³\82ê\82½\81I", "You are hit by something slow!"));
-
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
-}
-
-void effect_player_old_sleep(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->free_act)
- return;
-
- if (target_ptr->blind)
- msg_print(_("\96°\82Á\82Ä\82µ\82Ü\82Á\82½\81I", "You fall asleep!"));
-
- if (ironman_nightmare) {
- msg_print(_("\8b°\82ë\82µ\82¢\8cõ\8ci\82ª\93ª\82É\95\82\82©\82ñ\82Å\82«\82½\81B",
- "A horrible vision enters your mind."));
-
- /* Have some nightmares */
- sanity_blast(target_ptr, NULL, FALSE);
- }
-
- set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
- ep_ptr->dam = 0;
-}
+#include "effect/effect-player-oldies.h"
/*!
* @brief \96\82\96@\82Ì\8cø\89Ê\82É\82æ\82Á\82Ä\97l\81X\82È\83\81\83b\83Z\81[\82ð\8fo\97Í\82µ\82½\82è\97^\82¦\82é\83_\83\81\81[\83W\82Ì\91\9d\8c¸\82ð\8ds\82Á\82½\82è\82·\82é
effect_player_old_slow(target_ptr);
return;
case GF_OLD_SLEEP:
- effect_plyaer_old_sleep(target_ptr, ep_ptr);
+ effect_player_old_sleep(target_ptr, ep_ptr);
return;
case GF_MANA:
case GF_SEEKER: