3 #include "system/angband.h"
5 struct MonsterSpellResult;
9 struct mspell_cast_msg_bad_status_to_player {
10 mspell_cast_msg_bad_status_to_player(concptr blind, concptr not_blind, concptr resist, concptr saved_throw);
11 mspell_cast_msg_bad_status_to_player() = default;
12 concptr blind; /*盲目時*/
13 concptr not_blind; /*非盲目時*/
14 concptr resist; /*耐性有*/
15 concptr saved_throw; /*抵抗時*/
18 struct mspell_cast_msg_bad_status_to_monster {
19 mspell_cast_msg_bad_status_to_monster(concptr default_msg, concptr resist, concptr saved_throw, concptr success);
20 mspell_cast_msg_bad_status_to_monster() = default;
21 concptr default_msg; /*通常時*/
22 concptr resist; /*耐性有*/
23 concptr saved_throw; /*抵抗時*/
24 concptr success; /*成功時*/
27 void spell_badstatus_message_to_player(PlayerType *player_ptr, MONSTER_IDX m_idx, const mspell_cast_msg_bad_status_to_player &msgs, bool resist,
29 void spell_badstatus_message_to_mons(PlayerType *player_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, const mspell_cast_msg_bad_status_to_monster &msgs, bool resist,
31 MonsterSpellResult spell_RF5_DRAIN_MANA(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type);
32 MonsterSpellResult spell_RF5_MIND_BLAST(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type);
33 MonsterSpellResult spell_RF5_BRAIN_SMASH(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type);
34 MonsterSpellResult spell_RF5_SCARE(MONSTER_IDX m_idx, PlayerType *player_ptr, MONSTER_IDX t_idx, int target_type);
35 MonsterSpellResult spell_RF5_BLIND(MONSTER_IDX m_idx, PlayerType *player_ptr, MONSTER_IDX t_idx, int target_type);
36 MonsterSpellResult spell_RF5_CONF(MONSTER_IDX m_idx, PlayerType *player_ptr, MONSTER_IDX t_idx, int target_type);
37 MonsterSpellResult spell_RF5_HOLD(MONSTER_IDX m_idx, PlayerType *player_ptr, MONSTER_IDX t_idx, int target_type);
38 MonsterSpellResult spell_RF6_HASTE(PlayerType *player_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type);
39 MonsterSpellResult spell_RF5_SLOW(MONSTER_IDX m_idx, PlayerType *player_ptr, MONSTER_IDX t_idx, int target_type);
40 MonsterSpellResult spell_RF6_HEAL(PlayerType *player_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type);
41 MonsterSpellResult spell_RF6_INVULNER(PlayerType *player_ptr, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type);
42 MonsterSpellResult spell_RF6_FORGET(PlayerType *player_ptr, MONSTER_IDX m_idx);