#include "sort.h"
#include "player-status.h"
#include "object-hook.h"
+#include "monster.h"
#include "monster-status.h"
/*!
#include "artifact.h"
#include "avatar.h"
#include "object-hook.h"
+#include "monster.h"
#include "monster-status.h"
#define PW_BORG_2 0x00008000L /*!<サブウィンドウ描画フラグ: ボーグステータス / Display borg status */
-/* Bit flags for monster_desc() */
-#define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
-#define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
-#define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
-#define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
-#define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
-#define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
-#define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
-#define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
-#define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
-#define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
-
-#define MD_WRONGDOER_NAME (MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE) /* 加害明記向け */
-
/*
* Bit flags for object_desc()
*/
extern MONSTER_IDX m_pop(void);
extern errr get_mon_num_prep(monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(DEPTH level);
-extern void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode);
extern int lore_do_probe(MONRACE_IDX r_idx);
extern void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
extern void update_monster(MONSTER_IDX m_idx, bool full);
#include "shoot.h"
#include "player-move.h"
#include "patron.h"
+#include "monster.h"
#include "monster-status.h"
#include "monsterrace-hook.h"
#include "melee.h"
#include "projection.h"
+#include "monster.h"
#include "monster-status.h"
#include "monster-spell.h"
#include "avatar.h"
extern bool alloc_horde(POSITION y, POSITION x);
extern bool alloc_guardian(bool def_val);
extern bool alloc_monster(POSITION dis, BIT_FLAGS mode);
+
+
+extern void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode);
+/* Bit flags for monster_desc() */
+#define MD_OBJECTIVE 0x00000001 /* Objective (or Reflexive) */
+#define MD_POSSESSIVE 0x00000002 /* Possessive (or Reflexive) */
+#define MD_INDEF_HIDDEN 0x00000004 /* Use indefinites for hidden monsters ("something") */
+#define MD_INDEF_VISIBLE 0x00000008 /* Use indefinites for visible monsters ("a kobold") */
+#define MD_PRON_HIDDEN 0x00000010 /* Pronominalize hidden monsters */
+#define MD_PRON_VISIBLE 0x00000020 /* Pronominalize visible monsters */
+#define MD_ASSUME_HIDDEN 0x00000040 /* Assume the monster is hidden */
+#define MD_ASSUME_VISIBLE 0x00000080 /* Assume the monster is visible */
+#define MD_TRUE_NAME 0x00000100 /* Chameleon's true name */
+#define MD_IGNORE_HALLU 0x00000200 /* Ignore hallucination, and penetrate shape change */
+
+#define MD_WRONGDOER_NAME (MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE) /* 加害明記向け */
#include "realm-hex.h"
#include "player-move.h"
#include "player-status.h"
+#include "monster.h"
#include "monster-spell.h"
#include "quest.h"
#include "realm-hex.h"
#include "player-move.h"
+#include "monster.h"
#include "monster-status.h"
#include "monster-spell.h"
#include "spells-floor.h"
#include "feature.h"
#include "warning.h"
+#include "monster.h"
#include "monster-spell.h"
#include "avatar.h"
#include "spells-status.h"
#include "object-hook.h"
+#include "monster.h"
#include "monster-status.h"
#include "monsterrace-hook.h"
#include "mutation.h"
#include "monsterrace-hook.h"
#include "projection.h"
#include "artifact.h"
+#include "monster.h"
#include "player-status.h"
#include "feature.h"
#include "angband.h"
#include "projection.h"
+#include "monster.h"
#include "monster-status.h"
#include "monster-spell.h"
#include "artifact.h"
#include "spells-status.h"
#include "projection.h"
#include "spells.h"
+#include "monster.h"
/*!
* @brief モンスター回復処理