<ClCompile Include="..\..\src\mind\mind-mage.c" />\r
<ClCompile Include="..\..\src\mind\racial-kutar.c" />\r
<ClCompile Include="..\..\src\mind\stances-table.c" />\r
+ <ClCompile Include="..\..\src\object-hook\hook-bow.c" />\r
<ClCompile Include="..\..\src\object-hook\hook-perception.c" />\r
<ClCompile Include="..\..\src\object-hook\hook-weapon.c" />\r
<ClCompile Include="..\..\src\player\bad-status-setter.c" />\r
<ClInclude Include="..\..\src\mspell\mspells1.h" />\r
<ClInclude Include="..\..\src\mspell\mspells2.h" />\r
<ClInclude Include="..\..\src\mspell\mspells3.h" />\r
+ <ClInclude Include="..\..\src\object-hook\hook-bow.h" />\r
<ClInclude Include="..\..\src\object-hook\hook-perception.h" />\r
<ClInclude Include="..\..\src\object-hook\hook-weapon.h" />\r
<ClInclude Include="..\..\src\player\bad-status-setter.h" />\r
<ClCompile Include="..\..\src\object-hook\hook-weapon.c">
<Filter>object-hook</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\object-hook\hook-bow.c">
+ <Filter>object-hook</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\cmd\cmd-basic.h">
<ClInclude Include="..\..\src\object-hook\hook-weapon.h">
<Filter>object-hook</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\object-hook\hook-bow.h">
+ <Filter>object-hook</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
object-enchant/trg-types.h \
object-enchant/vorpal-weapon.c object-enchant/vorpal-weapon.h \
\
+ object-hook/hook-bow.c object-hook/hook-bow.h \
object-hook/hook-perception.c object-hook/hook-perception.h \
object-hook/hook-weapon.c object-hook/hook-weapon.h \
\
#include "object-enchant/item-feeling.h"
#include "object-enchant/object-ego.h"
#include "object-enchant/special-object-flags.h"
+#include "object-hook/hook-bow.h"
#include "object/item-use-flags.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "perception/object-perception.h"
#include "object/object-hook.h"
#include "object-enchant/item-feeling.h"
+#include "object-hook/hook-bow.h"
#include "object/object-kind.h"
#include "object/object-stack.h"
#include "object/object-value.h"
#include "market/poker.h"
#include "monster-race/monster-race.h"
#include "mutation/mutation.h"
+#include "object-hook/hook-bow.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "player/avatar.h"
--- /dev/null
+#include "object-hook/hook-bow.h"
+#include "sv-definition/sv-other-types.h"
+#include "system/object-type-definition.h"
+
+/*!
+ * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
+ * Hook to determine if an object is contertible in an arrow/bolt
+ * @param o_ptr オブジェクトの構造体の参照ポインタ。
+ * @return 材料にできるならTRUEを返す
+ */
+bool item_tester_hook_convertible(player_type *player_ptr, object_type *o_ptr)
+{
+ /* Unused */
+ (void)player_ptr;
+
+ if ((o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_SKELETON))
+ return TRUE;
+ if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON))
+ return TRUE;
+ return FALSE;
+}
+
+/*!
+ * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
+ * @param o_ptr オブジェクトの構造体の参照ポインタ。
+ * @return 対象になるならTRUEを返す。
+ */
+bool item_tester_hook_ammo(player_type *player_ptr, object_type *o_ptr)
+{
+ /* Unused */
+ (void)player_ptr;
+
+ switch (o_ptr->tval) {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT: {
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+/*!
+ * @brief オブジェクトが矢弾として使用できるかどうかを返す / Check if an object is ammo
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 矢弾として使えるならばTRUEを返す
+ */
+bool object_is_ammo(object_type *o_ptr)
+{
+ if (TV_MISSILE_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_MISSILE_END)
+ return TRUE;
+
+ return FALSE;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+bool item_tester_hook_convertible(player_type *player_ptr, object_type *o_ptr);
+bool item_tester_hook_ammo(player_type *player_ptr, object_type *o_ptr);
+bool object_is_ammo(object_type *o_ptr);
bool (*item_tester_hook)(player_type *, object_type *);
/*!
- * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
- * Hook to determine if an object is contertible in an arrow/bolt
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 材料にできるならTRUEを返す
- */
-bool item_tester_hook_convertible(player_type *player_ptr, object_type *o_ptr)
-{
- /* Unused */
- (void)player_ptr;
-
- if ((o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_SKELETON))
- return TRUE;
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON))
- return TRUE;
- return FALSE;
-}
-
-/*!
- * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-bool item_tester_hook_ammo(player_type *player_ptr, object_type *o_ptr)
-{
- /* Unused */
- (void)player_ptr;
-
- switch (o_ptr->tval) {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT: {
- return TRUE;
- }
- }
-
- return FALSE;
-}
-
-/*!
* @brief オブジェクトをプレイヤーが食べることができるかを判定する /
* Hook to determine if an object is eatable
* @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
}
/*!
- * @brief オブジェクトが矢弾として使用できるかどうかを返す / Check if an object is ammo
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 矢弾として使えるならばTRUEを返す
- */
-bool object_is_ammo(object_type *o_ptr)
-{
- if (TV_MISSILE_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_MISSILE_END)
- return TRUE;
-
- return FALSE;
-}
-
-/*!
* @brief オブジェクトが防具として装備できるかどうかを返す / Check if an object is armour
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return 矢弾として使えるならばTRUEを返す
extern bool (*item_tester_hook)(player_type *, object_type *o_ptr);
-bool item_tester_hook_convertible(player_type *player_ptr, object_type *o_ptr);
bool item_tester_hook_recharge(player_type *player_ptr, object_type *o_ptr);
-bool item_tester_hook_ammo(player_type *player_ptr, object_type *o_ptr);
bool item_tester_hook_eatable(player_type *player_ptr, object_type *o_ptr);
bool item_tester_hook_activate(player_type *player_ptr, object_type *o_ptr);
bool item_tester_hook_wear(player_type *player_ptr, object_type *o_ptr);
bool object_is_rare(object_type *o_ptr);
bool object_is_weapon(player_type *player_ptr, object_type *o_ptr);
bool object_is_weapon_ammo(object_type *o_ptr);
-bool object_is_ammo(object_type *o_ptr);
bool object_is_armour(player_type *player_ptr, object_type *o_ptr);
bool object_is_weapon_armour_ammo(player_type *player_ptr, object_type *o_ptr);
bool object_is_melee_weapon(object_type *o_ptr);
*/
#define object_is_cursed(T) ((T)->curse_flags)
-extern bool item_tester_okay(player_type *player_ptr, object_type *o_ptr, tval_type tval);
+bool item_tester_okay(player_type *player_ptr, object_type *o_ptr, tval_type tval);
#include "object-enchant/tr-types.h"
#include "object-enchant/trc-types.h"
#include "object-enchant/trg-types.h"
+#include "object-hook/hook-bow.h"
#include "object/item-use-flags.h"
#include "object/object-flags.h"
#include "object/object-flavor.h"