#include "angband.h"\r
#include "object-hook.h"\r
#include "avatar.h"\r
+#include "spells-status.h"\r
\r
/*!\r
* @brief 食料を食べるコマンドのサブルーチン\r
#include "object-hook.h"\r
#include "mutation.h"\r
#include "avatar.h"\r
+#include "spells-status.h"\r
\r
/*!\r
* @brief 薬を飲むコマンドのサブルーチン /\r
#include "artifact.h"\r
#include "avatar.h"\r
#include "player-status.h"\r
+#include "spells-status.h"\r
\r
/*!\r
* @brief 巻物を読むコマンドのサブルーチン\r
#include "object-hook.h"
#include "projection.h"
#include "spells-summon.h"
+#include "spells-status.h"
#include "monster-status.h"
#include "quest.h"
#include "artifact.h"
#include "store.h"
#include "spells-summon.h"
#include "spells-object.h"
+#include "spells-status.h"
#include "monsterrace-hook.h"
#include "world.h"
#include "mutation.h"
#include "quest.h"
#include "avatar.h"
#include "player-status.h"
+#include "spells-status.h"
/*!
* @brief プレイヤーの継続行動を設定する。
extern void do_cmd_time(void);
/* cmd-spell.c */
-extern void stop_singing(void);
extern concptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode);
extern bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode);
#include "angband.h"
#include "cmd-spell.h"
+#include "spells-status.h"
#include "projection.h"
/*!
}
/*!
-* @brief 歌の停止を処理する / Stop singing if the player is a Bard
-* @return なし
-*/
-void stop_singing(void)
-{
- if (p_ptr->pclass != CLASS_BARD) return;
-
- /* Are there interupted song? */
- if (INTERUPTING_SONG_EFFECT(p_ptr))
- {
- /* Forget interupted song */
- INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
- return;
- }
-
- /* The player is singing? */
- if (!SINGING_SONG_EFFECT(p_ptr)) return;
-
- /* Hack -- if called from set_action(), avoid recursive loop */
- if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);
-
- /* Message text of each song or etc. */
- do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);
-
- SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
- SINGING_SONG_ID(p_ptr) = 0;
- p_ptr->update |= (PU_BONUS);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-}
-
-/*!
* @brief 歌の各処理を行う
* @param spell 歌ID
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
return (project_hook(GF_TURN_ALL, dir, plev, flg));
}
+
+/*!
+* @brief \89Ì\82Ì\92â\8e~\82ð\8f\88\97\9d\82·\82é / Stop singing if the player is a Bard
+* @return \82È\82µ
+*/
+void stop_singing(void)
+{
+ if (p_ptr->pclass != CLASS_BARD) return;
+
+ /* Are there interupted song? */
+ if (INTERUPTING_SONG_EFFECT(p_ptr))
+ {
+ /* Forget interupted song */
+ INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ return;
+ }
+
+ /* The player is singing? */
+ if (!SINGING_SONG_EFFECT(p_ptr)) return;
+
+ /* Hack -- if called from set_action(), avoid recursive loop */
+ if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);
+
+ /* Message text of each song or etc. */
+ do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);
+
+ SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ SINGING_SONG_ID(p_ptr) = 0;
+ p_ptr->update |= (PU_BONUS);
+
+ /* Redraw status bar */
+ p_ptr->redraw |= (PR_STATUS);
+}
extern bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev);
extern bool poly_monster(DIRECTION dir, int power);
extern bool clone_monster(DIRECTION dir);
+extern void stop_singing(void);
+