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[Refactor] #40466 Separated spells-demon.c/h from player-effects.c/h
[hengband/hengband.git] / src / player / player-effects.h
index 64ead75..31587f9 100644 (file)
@@ -4,31 +4,14 @@
 
 void set_action(player_type *creature_ptr, ACTION_IDX typ);
 void dispel_player(player_type *creature_ptr);
-bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, MIMIC_RACE_IDX p, bool do_dec);
-bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v);
-bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v);
-bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_food(player_type *creature_ptr, TIME_EFFECT v);
 bool inc_stat(player_type *creature_ptr, int stat);
 bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent);
 bool res_stat(player_type *creature_ptr, int stat);
@@ -36,19 +19,7 @@ bool hp_player(player_type *creature_ptr, int num);
 bool do_dec_stat(player_type *creature_ptr, int stat);
 bool do_res_stat(player_type *creature_ptr, int stat);
 bool do_inc_stat(player_type *creature_ptr, int stat);
-bool restore_level(player_type *creature_ptr);
 bool lose_all_info(player_type *creature_ptr);
-void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac);
-void gain_exp(player_type *creature_ptr, s32b amount);
-void calc_android_exp(player_type *creature_ptr);
-void lose_exp(player_type *creature_ptr, s32b amount);
-bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob);
 void do_poly_self(player_type *creature_ptr);
-bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-bool choose_ele_attack(player_type *creature_ptr);
-bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT turn);
-bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 void do_poly_wounds(player_type *creature_ptr);
 void change_race(player_type *creature_ptr, player_race_type new_race, concptr effect_msg);