-extern bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible);\r
-extern PERCENTAGE hit_chance(HIT_RELIABILITY chance, ARMOUR_CLASS ac);\r
-extern HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode);\r
-extern bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode);\r
-extern bool make_attack_normal(MONSTER_IDX m_idx);\r
-\r
+
+typedef int COMBAT_OPTION_IDX; // py_attack()用コンバットオプション型定義
+#define HISSATSU_NONE 0
+#define HISSATSU_2 1
+#define HISSATSU_3WAY 2
+#define HISSATSU_SUTEMI 3
+#define HISSATSU_FIRE 4
+#define HISSATSU_COLD 5
+#define HISSATSU_POISON 6
+#define HISSATSU_ELEC 7
+#define HISSATSU_NYUSIN 8
+#define HISSATSU_FUKI 9
+#define HISSATSU_MAJIN 10
+#define HISSATSU_BOOMER 11
+#define HISSATSU_DRAIN 12
+#define HISSATSU_SEKIRYUKA 13
+#define HISSATSU_OTAKEBI 14
+#define HISSATSU_SHOUGE 15
+#define HISSATSU_CONF 16
+#define HISSATSU_ISSEN 17
+#define HISSATSU_KYUSHO 18
+#define HISSATSU_KONSIN 19
+#define HISSATSU_HYAKU 20
+#define HISSATSU_MINEUCHI 21
+#define HISSATSU_MEKIKI 22
+#define HISSATSU_ZANMA 23
+#define HISSATSU_UNDEAD 24
+#define HISSATSU_HAGAN 25
+#define HISSATSU_QUAKE 26
+#define HISSATSU_COUNTER 27
+#define HISSATSU_HARAI 28
+#define HISSATSU_3DAN 29
+#define HISSATSU_100NIN 30
+#define HISSATSU_IAI 100
+
+extern const concptr silly_attacks[MAX_SILLY_ATTACK];
+#ifdef JP
+extern const concptr silly_attacks2[MAX_SILLY_ATTACK];
+#endif
+
+/* For Monk martial arts */
+typedef struct martial_arts martial_arts;
+struct martial_arts
+{
+ concptr desc; /* A verbose attack description */
+ PLAYER_LEVEL min_level; /* Minimum level to use */
+ int chance; /* Chance of 'success' */
+ int dd; /* Damage dice */
+ int ds; /* Damage sides */
+ int effect; /* Special effects */
+};
+
+typedef struct mbe_info_type mbe_info_type;
+
+struct mbe_info_type
+{
+ int power; /* The attack "power" */
+ int explode_type; /* Explosion effect */
+};
+
+extern const martial_arts ma_blows[MAX_MA];
+extern const int monk_ave_damage[PY_MAX_LEVEL + 1][3];
+
+extern bool test_hit_norm(HIT_RELIABILITY chance, ARMOUR_CLASS ac, bool visible);
+extern PERCENTAGE hit_chance(HIT_RELIABILITY chance, ARMOUR_CLASS ac);
+extern HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown);
+extern HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode);
+extern bool py_attack(POSITION y, POSITION x, COMBAT_OPTION_IDX mode);
+extern bool make_attack_normal(MONSTER_IDX m_idx);
+extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who);
+
+extern const mbe_info_type mbe_info[];