#pragma once
+#include "realm.h"
+
+#define DETECT_RAD_DEFAULT 30
+#define DETECT_RAD_MAP 30
+#define DETECT_RAD_ALL 255
#define SPOP_DISPLAY_MES 0x0001 // !< スペル処理オプション … メッセージを表示する
#define SPOP_NO_UPDATE 0x0002 // !< スペル処理オプション … ステータス更新を解決後行う
#define SPOP_DEBUG 0x8000 // !< スペル処理オプション … デバッグ処理あり
+/*
+ * Spell types used by project(), and related functions.
+ */
+#define GF_ELEC 1 /*!< 魔法効果: 電撃*/
+#define GF_POIS 2 /*!< 魔法効果: 毒*/
+#define GF_ACID 3 /*!< 魔法効果: 酸*/
+#define GF_COLD 4 /*!< 魔法効果: 冷気*/
+#define GF_FIRE 5 /*!< 魔法効果: 火炎*/
+#define GF_PSY_SPEAR 9 /*!< 魔法効果: 光の剣*/
+#define GF_MISSILE 10 /*!< 魔法効果: 弱魔力*/
+#define GF_ARROW 11 /*!< 魔法効果: 射撃*/
+#define GF_PLASMA 12 /*!< 魔法効果: プラズマ*/
+ /* Replaced with GF_HOLY_FIRE and GF_HELL_FIRE */
+ /* #define GF_HOLY_ORB 13 */
+#define GF_WATER 14 /*!< 魔法効果: 水流*/
+#define GF_LITE 15 /*!< 魔法効果: 閃光*/
+#define GF_DARK 16 /*!< 魔法効果: 暗黒*/
+#define GF_LITE_WEAK 17 /*!< 魔法効果: 弱光*/
+#define GF_DARK_WEAK 18 /*!< 魔法効果: 弱暗*/
+#define GF_SHARDS 20 /*!< 魔法効果: 破片*/
+#define GF_SOUND 21 /*!< 魔法効果: 轟音*/
+#define GF_CONFUSION 22 /*!< 魔法効果: 混乱*/
+#define GF_FORCE 23 /*!< 魔法効果: フォース*/
+#define GF_INERTIAL 24 /*!< 魔法効果: 遅鈍*/
+#define GF_MANA 26 /*!< 魔法効果: 純粋魔力*/
+#define GF_METEOR 27 /*!< 魔法効果: 隕石*/
+#define GF_ICE 28 /*!< 魔法効果: 極寒*/
+#define GF_CHAOS 30 /*!< 魔法効果: カオス*/
+#define GF_NETHER 31 /*!< 魔法効果: 地獄*/
+#define GF_DISENCHANT 32 /*!< 魔法効果: 劣化*/
+#define GF_NEXUS 33 /*!< 魔法効果: 因果混乱*/
+#define GF_TIME 34 /*!< 魔法効果: 時間逆転*/
+#define GF_GRAVITY 35 /*!< 魔法効果: 重力*/
+#define GF_KILL_WALL 40 /*!< 魔法効果: 岩石溶解*/
+#define GF_KILL_DOOR 41 /*!< 魔法効果: ドア破壊*/
+#define GF_KILL_TRAP 42 /*!< 魔法効果: トラップ破壊*/
+#define GF_MAKE_WALL 45 /*!< 魔法効果: 壁生成*/
+#define GF_MAKE_DOOR 46 /*!< 魔法効果: ドア生成*/
+#define GF_MAKE_TRAP 47 /*!< 魔法効果: トラップ生成*/
+#define GF_MAKE_TREE 48 /*!< 魔法効果: 森林生成*/
+#define GF_OLD_CLONE 51 /*!< 魔法効果: クローン・モンスター*/
+#define GF_OLD_POLY 52 /*!< 魔法効果: チェンジ・モンスター*/
+#define GF_OLD_HEAL 53 /*!< 魔法効果: 回復モンスター*/
+#define GF_OLD_SPEED 54 /*!< 魔法効果: スピード・モンスター*/
+#define GF_OLD_SLOW 55 /*!< 魔法効果: スロウ・モンスター*/
+#define GF_OLD_CONF 56 /*!< 魔法効果: パニック・モンスター*/
+#define GF_OLD_SLEEP 57 /*!< 魔法効果: スリープ・モンスター*/
+#define GF_HYPODYNAMIA 58 /*!< 魔法効果: 衰弱*/
+#define GF_AWAY_UNDEAD 61 /*!< 魔法効果: アンデッド・アウェイ*/
+#define GF_AWAY_EVIL 62 /*!< 魔法効果: 邪悪飛ばし*/
+#define GF_AWAY_ALL 63 /*!< 魔法効果: テレポート・アウェイ*/
+#define GF_TURN_UNDEAD 64 /*!< 魔法効果: アンデッド恐慌*/
+#define GF_TURN_EVIL 65 /*!< 魔法効果: 邪悪恐慌*/
+#define GF_TURN_ALL 66 /*!< 魔法効果: モンスター恐慌*/
+#define GF_DISP_UNDEAD 67 /*!< 魔法効果: アンデッド退散*/
+#define GF_DISP_EVIL 68 /*!< 魔法効果: 邪悪退散*/
+#define GF_DISP_ALL 69 /*!< 魔法効果: モンスター退散*/
+/* New types for Zangband begin here... */
+#define GF_DISP_DEMON 70 /*!< 魔法効果: 悪魔退散*/
+#define GF_DISP_LIVING 71 /*!< 魔法効果: 生命退散*/
+#define GF_ROCKET 72 /*!< 魔法効果: ロケット*/
+#define GF_NUKE 73 /*!< 魔法効果: 放射性廃棄物*/
+#define GF_MAKE_GLYPH 74 /*!< 魔法効果: 守りのルーン生成*/
+#define GF_STASIS 75 /*!< 魔法効果: モンスター拘束*/
+#define GF_STONE_WALL 76 /*!< 魔法効果: 壁生成*/
+#define GF_DEATH_RAY 77 /*!< 魔法効果: 死の光線*/
+#define GF_STUN 78 /*!< 魔法効果: 朦朧*/
+#define GF_HOLY_FIRE 79 /*!< 魔法効果: 聖光*/
+#define GF_HELL_FIRE 80 /*!< 魔法効果: 地獄の劫火*/
+#define GF_DISINTEGRATE 81 /*!< 魔法効果: 分解*/
+#define GF_CHARM 82 /*!< 魔法効果: モンスター魅了*/
+#define GF_CONTROL_UNDEAD 83 /*!< 魔法効果: アンデッド支配*/
+#define GF_CONTROL_ANIMAL 84 /*!< 魔法効果: 動物支配*/
+#define GF_PSI 85 /*!< 魔法効果: サイキック攻撃*/
+#define GF_PSI_DRAIN 86 /*!< 魔法効果: 精神吸収*/
+#define GF_TELEKINESIS 87 /*!< 魔法効果: テレキシネス*/
+#define GF_JAM_DOOR 88 /*!< 魔法効果: 施錠*/
+#define GF_DOMINATION 89 /*!< 魔法効果: 精神支配*/
+#define GF_DISP_GOOD 90 /*!< 魔法効果: 善良退散*/
+#define GF_DRAIN_MANA 91 /*!< 魔法効果: 魔力吸収*/
+#define GF_MIND_BLAST 92 /*!< 魔法効果: 精神攻撃*/
+#define GF_BRAIN_SMASH 93 /*!< 魔法効果: 脳攻撃*/
+#define GF_CAUSE_1 94 /*!< 魔法効果: 軽傷の呪い*/
+#define GF_CAUSE_2 95 /*!< 魔法効果: 重傷の呪い*/
+#define GF_CAUSE_3 96 /*!< 魔法効果: 致命傷の呪い*/
+#define GF_CAUSE_4 97 /*!< 魔法効果: 秘孔を突く*/
+#define GF_HAND_DOOM 98 /*!< 魔法効果: 破滅の手*/
+#define GF_CAPTURE 99 /*!< 魔法効果: 捕縛*/
+#define GF_ANIM_DEAD 100 /*!< 魔法効果: 死者復活*/
+#define GF_CHARM_LIVING 101 /*!< 魔法効果: 生命魅了*/
+#define GF_IDENTIFY 102 /*!< 魔法効果: 鑑定*/
+#define GF_ATTACK 103 /*!< 魔法効果: 白兵*/
+#define GF_ENGETSU 104 /*!< 魔法効果: 円月*/
+#define GF_GENOCIDE 105 /*!< 魔法効果: 抹殺*/
+#define GF_PHOTO 106 /*!< 魔法効果: 撮影*/
+#define GF_CONTROL_DEMON 107 /*!< 魔法効果: 悪魔支配*/
+#define GF_LAVA_FLOW 108 /*!< 魔法効果: 溶岩噴出*/
+#define GF_BLOOD_CURSE 109 /*!< 魔法効果: 血の呪い*/
+#define GF_SEEKER 110 /*!< 魔法効果: シーカーレイ*/
+#define GF_SUPER_RAY 111 /*!< 魔法効果: スーパーレイ*/
+#define GF_STAR_HEAL 112 /*!< 魔法効果: 星の癒し*/
+#define GF_WATER_FLOW 113 /*!< 魔法効果: 流水*/
+#define GF_CRUSADE 114 /*!< 魔法効果: 聖戦*/
+#define GF_STASIS_EVIL 115 /*!< 魔法効果: 邪悪拘束*/
+#define GF_WOUNDS 116 /*!< 魔法効果: 創傷*/
+
+#define MAX_GF 117
+
+/*
+ * The "name" of spell 'N' is stored as spell_names[X][N],
+ * where X is 0 for mage-spells and 1 for priest-spells.
+ */
+typedef struct magic_type magic_type;
+
+struct magic_type
+{
+ PLAYER_LEVEL slevel; /* Required level (to learn) */
+ MANA_POINT smana; /* Required mana (to cast) */
+ PERCENTAGE sfail; /* Minimum chance of failure */
+ EXP sexp; /* Encoded experience bonus */
+};
+
+extern int cap_mon;
+extern int cap_mspeed;
+extern HIT_POINT cap_hp;
+extern HIT_POINT cap_maxhp;
+extern STR_OFFSET cap_nickname;
+extern bool sukekaku;
+
+extern const magic_type technic_info[NUM_TECHNIC][32];
+
+/* spells1.c */
+extern PERCENTAGE beam_chance(player_type *caster_ptr);
+extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+extern void breath_shape(floor_type *floor_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ);
+extern POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+
+#define PROJECT_WHO_UNCTRL_POWER -1 /*!< 魔法効果の自然発生要因: 名状し難い力の解放 */
+#define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
+extern bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell);
+
+extern int project_length;
+extern bool binding_field(player_type *caster_ptr, HIT_POINT dam);
+extern void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam);
+extern concptr spell_category_name(OBJECT_TYPE_VALUE tval);
+
+/* spells2.c */
+extern bool detect_traps(POSITION range, bool known);
+extern bool detect_doors(POSITION range);
+extern bool detect_stairs(POSITION range);
+extern bool detect_treasure(POSITION range);
+extern bool detect_objects_gold(POSITION range);
+extern bool detect_objects_normal(POSITION range);
+extern bool detect_objects_magic(POSITION range);
+extern bool detect_monsters_normal(POSITION range);
+extern bool detect_monsters_invis(POSITION range);
+extern bool detect_monsters_evil(POSITION range);
+extern bool detect_monsters_xxx(POSITION range, u32b match_flag);
+extern bool detect_monsters_string(POSITION range, concptr);
+extern bool detect_monsters_nonliving(POSITION range);
+extern bool detect_monsters_mind(POSITION range);
+extern bool detect_all(POSITION range);
+extern bool wall_stone(void);
+extern bool speed_monsters(void);
+extern bool slow_monsters(int power);
+extern bool sleep_monsters(int power);
+extern void aggravate_monsters(MONSTER_IDX who);
+extern bool genocide_aux(player_type *caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name);
+extern bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast);
+extern bool mass_genocide(player_type *caster_ptr, int power, bool player_cast);
+extern bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast);
+extern bool probing(void);
+extern bool banish_evil(int dist);
+extern bool dispel_evil(HIT_POINT dam);
+extern bool dispel_good(HIT_POINT dam);
+extern bool dispel_undead(HIT_POINT dam);
+extern bool dispel_monsters(HIT_POINT dam);
+extern bool dispel_living(HIT_POINT dam);
+extern bool dispel_demons(HIT_POINT dam);
+extern bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful);
+extern bool unleash_mana_storm(player_type *creature_ptr, bool powerful);
+extern bool crusade(player_type *caster_ptr);
+extern bool turn_undead(player_type *caster_ptr);
+extern void lite_room(POSITION y1, POSITION x1);
+extern bool starlight(bool magic);
+extern void unlite_room(POSITION y1, POSITION x1);
+extern bool lite_area(HIT_POINT dam, POSITION rad);
+extern bool unlite_area(HIT_POINT dam, POSITION rad);
+extern bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+extern bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
+extern bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
+extern void call_chaos(player_type *caster_ptr);
+extern bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool lite_line(DIRECTION dir, HIT_POINT dam);
+extern bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam);
+extern bool death_ray(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool wall_to_mud(DIRECTION dir, HIT_POINT dam);
+extern bool destroy_door(DIRECTION dir);
+extern bool disarm_trap(DIRECTION dir);
+extern bool wizard_lock(DIRECTION dir);
+extern bool teleport_monster(DIRECTION dir, int distance);
+extern bool door_creation(void);
+extern bool trap_creation(POSITION y, POSITION x);
+extern bool tree_creation(void);
+extern bool glyph_creation(void);
+extern bool destroy_doors_touch(void);
+extern bool disarm_traps_touch(void);
+extern bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x);
+extern bool sleep_monsters_touch(void);
+extern bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count);
+extern int activate_hi_summon(POSITION y, POSITION x, bool can_pet);
+extern void wall_breaker(player_type *caster_ptr);
+extern bool confuse_monsters(HIT_POINT dam);
+extern bool charm_monsters(HIT_POINT dam);
+extern bool charm_animals(HIT_POINT dam);
+extern bool stun_monsters(HIT_POINT dam);
+extern bool stasis_monsters(HIT_POINT dam);
+extern bool banish_monsters(int dist);
+extern bool turn_monsters(HIT_POINT dam);
+extern bool turn_evil(HIT_POINT dam);
+extern bool deathray_monsters(void);
+extern bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev);
+extern bool mindblast_monsters(HIT_POINT dam);
+extern bool teleport_swap(DIRECTION dir);
+extern bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg);
+extern bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam);
+extern bool eat_magic(player_type *caster_ptr, int power);
+extern void discharge_minion(player_type *caster_ptr);
+extern bool kawarimi(bool success);
+extern bool rush_attack(player_type *attacker_ptr, bool *mdeath);
+extern void remove_all_mirrors(player_type *caster_ptr, bool explode);
+extern void ring_of_power(player_type *caster_ptr, DIRECTION dir);
+extern void wild_magic(player_type *caster_ptr, int spell);
+extern void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad);
+extern bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad);
+extern void cast_wonder(player_type *caster_ptr, DIRECTION dir);
+extern void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir);
+extern void cast_shuffle(player_type *caster_ptr);
+extern void stop_mouth(player_type *caster_ptr);
+extern bool_hack vampirism(player_type *caster_ptr);
+extern bool panic_hit(void);
+extern bool psychometry(player_type *caster_ptr);
+extern bool draconian_breath(player_type *creature_ptr);
+extern bool android_inside_weapon(player_type *creature_ptr);
+extern bool create_ration(player_type *crature_ptr);
+extern void hayagake(player_type *creature_ptr);
+extern bool double_attack(player_type *creature_ptr);
+extern bool comvert_hp_to_mp(player_type *creature_ptr);
+extern bool comvert_mp_to_hp(player_type *creature_ptr);
+extern bool demonic_breath(player_type *creature_ptr);
+extern bool mirror_concentration(player_type *creature_ptr);
+extern bool sword_dancing(player_type *creature_ptr);
+extern bool confusing_light(player_type *creature_ptr);
+extern bool rodeo(player_type *creature_ptr);
+extern bool clear_mind(player_type *creature_ptr);
+extern bool concentration(player_type *creature_ptr);
+extern bool vanish_dungeon(player_type *caster_ptr);
+
+/*
+ * Bit flags for teleportation
+ */
+#define TELEPORT_NONMAGICAL 0x00000001
+#define TELEPORT_PASSIVE 0x00000002
+#define TELEPORT_DEC_VALOUR 0x00000004
+
+/* spells3.c */
+extern bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode);
+extern void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode);
+extern bool teleport_player_aux(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode);
+extern void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode);
+extern void teleport_player_away(MONSTER_IDX m_idx, POSITION dis);
+extern void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mode);
+extern void teleport_away_followable(player_type *creature_ptr, MONSTER_IDX m_idx);
+extern bool teleport_level_other(player_type *caster_ptr);
+extern void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx);
+extern bool recall_player(player_type *creature_ptr, TIME_EFFECT turns);
+extern bool free_level_recall(player_type *creature_ptr);
+extern bool reset_recall(void);
+extern bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode);
+extern void call_the_void(player_type *caster_ptr);
+extern void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los);
+extern void reserve_alter_reality(player_type *caster_ptr);
+extern void identify_pack(player_type *target_ptr);
+extern int remove_curse(player_type *caster_ptr);
+extern int remove_all_curse(player_type *caster_ptr);
+extern bool alchemy(player_type *caster_ptr);
+
+extern bool artifact_scroll(void);
+extern bool ident_spell(player_type *caster_ptr, bool only_equip);
+extern bool mundane_spell(player_type *ownner_ptr, bool only_equip);
+extern bool identify_item(player_type *owner_ptr, object_type *o_ptr);
+extern bool identify_fully(bool only_equip);
+extern bool recharge(int power);
+extern void display_spell_list(player_type *caster_ptr);
+extern EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm);
+extern MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm);
+extern PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance);
+extern PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance);
+extern PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX realm);
+extern void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX realm);
+extern bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x);
+extern bool dimension_door(void);
+extern bool mirror_tunnel(void);
+extern void massacre(player_type *caster_ptr);
+extern bool eat_lock(player_type *caster_ptr);
+extern bool shock_power(player_type *caster_ptr);
+extern bool booze(player_type *creature_ptr);
+extern bool detonation(player_type *creature_ptr);
+extern void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx);
+extern bool fire_crimson(player_type *shooter_ptr);
+extern bool tele_town(player_type *caster_ptr);
+extern int project_length;
+
+/* Is "teleport level" ineffective to this target? */
+#define TELE_LEVEL_IS_INEFF(TARGET) \
+ (p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out || \
+ (p_ptr->current_floor_ptr->inside_quest && !random_quest_number(p_ptr->current_floor_ptr->dun_level)) || \
+ (((TARGET) <= 0) && (quest_number(p_ptr->current_floor_ptr->dun_level) || (p_ptr->current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth)) && \
+ (p_ptr->current_floor_ptr->dun_level >= 1) && ironman_downward))
+