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[Refactor] #2204 HIT_POINTエイリアスをintに揃えた
[hengbandforosx/hengbandosx.git] / src / effect / effect-player-resist-hurt.h
index e458201..f223ddd 100644 (file)
@@ -1,29 +1,39 @@
 #pragma once
 
 #include "system/angband.h"
-#include "effect/effect-player-util.h"
 
-void effect_player_elements(player_type *target_ptr, effect_player_type *ep_ptr, concptr attack_message, HIT_POINT (*damage_func)(player_type *, HIT_POINT, concptr, int, bool));
-void effect_player_poison(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_nuke(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_missile(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_holy_fire(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_hell_fire(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_arrow(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_plasma(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_nether(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_water(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_chaos(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_shards(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_sound(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_confusion(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_disenchant(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_nexus(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_force(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_rocket(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_inertial(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_lite(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_dark(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_time(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_gravity(player_type *target_ptr, effect_player_type *ep_ptr);
-void effect_player_disintegration(player_type *target_ptr, effect_player_type *ep_ptr);
+class EffectPlayerType;
+class PlayerType;
+void effect_player_elements(
+    PlayerType *player_ptr, EffectPlayerType *ep_ptr, concptr attack_message, int (*damage_func)(PlayerType *, int, concptr, bool));
+void effect_player_poison(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_nuke(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_missile(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_holy_fire(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_hell_fire(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_arrow(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_plasma(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_nether(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_water(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_chaos(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_shards(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_sound(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_confusion(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_disenchant(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_nexus(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_force(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_rocket(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_inertial(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_lite(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_dark(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_time(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_gravity(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_disintegration(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_death_ray(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_mana(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_psy_spear(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_meteor(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_icee(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_hand_doom(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_void(PlayerType *player_ptr, EffectPlayerType *ep_ptr);
+void effect_player_abyss(PlayerType *player_ptr, EffectPlayerType *ep_ptr);