-#include "system/angband.h"
-#include "core/magic-effects-timeout-reducer.h"
+#include "core/magic-effects-timeout-reducer.h"
#include "game-option/birth-options.h"
#include "player/player-effects.h"
* / Handle timeout every 10 game turns
* @return なし
*/
-void reduce_magic_effects_timeout(player_type* creature_ptr)
+void reduce_magic_effects_timeout(player_type *creature_ptr)
{
const int dec_count = (easy_band ? 2 : 1);
if (creature_ptr->tim_mimic) {
#pragma once
+#include "system/angband.h"
+
void reduce_magic_effects_timeout(player_type* creature_ptr);
-#include "system/angband.h"
-#include "core/turn-compensator.h"
-#include "world/world.h"
-#include "floor/floor.h"
+#include "core/turn-compensator.h"
#include "floor/floor-town.h"
+#include "floor/floor.h"
+#include "player/player-race-types.h"
#include "store/store-owners.h"
#include "store/store-util.h"
#include "store/store.h"
-#include "player/player-race-types.h"
+#include "world/world.h"
/*!
* @brief ゲームターンからの実時間換算を行うための補正をかける
* @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
* @return 修正をかけた後のゲームターン
*/
-s32b turn_real(player_type* player_ptr, s32b hoge)
+s32b turn_real(player_type *player_ptr, s32b hoge)
{
switch (player_ptr->start_race) {
case RACE_VAMPIRE:
* @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
* @return 修正をかけた後のゲームターン
*/
-void prevent_turn_overflow(player_type* player_ptr)
+void prevent_turn_overflow(player_type *player_ptr)
{
if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit)
return;
current_world_ptr->game_turn -= rollback_turns;
else
current_world_ptr->game_turn = 1;
- floor_type* floor_ptr = player_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (floor_ptr->generated_turn > rollback_turns)
floor_ptr->generated_turn -= rollback_turns;
else
for (int i = 1; i < max_towns; i++) {
for (int j = 0; j < MAX_STORES; j++) {
- store_type* store_ptr = &town_info[i].store[j];
+ store_type *store_ptr = &town_info[i].store[j];
if (store_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS) {
store_ptr->last_visit -= rollback_turns;
#pragma once
+#include "system/angband.h"
+
s32b turn_real(player_type* player_ptr, s32b hoge);
void prevent_turn_overflow(player_type* player_ptr);
-#include "system/angband.h"
-#include "effect/effect-monster-util.h"
-#include "effect/effect-monster-evil.h"
+#include "effect/effect-monster-evil.h"
+#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags3.h"
-#include "monster-race/monster-race-hook.h"
#include "monster/monster-info.h"
static bool effect_monster_away_resist(player_type *caster_ptr, effect_monster_type *em_ptr)
#pragma once
+#include "system/angband.h"
+#include "effect/effect-monster-util.h"
+
gf_switch_result effect_monster_away_undead(player_type *caster_ptr, effect_monster_type *em_ptr);
gf_switch_result effect_monster_away_evil(player_type *caster_ptr, effect_monster_type *em_ptr);
gf_switch_result effect_monster_away_all(player_type *caster_ptr, effect_monster_type *em_ptr);
-#include "system/angband.h"
-#include "effect/effect-monster-util.h"
-#include "effect/effect-monster-lite-dark.h"
+#include "effect/effect-monster-lite-dark.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags3.h"
#pragma once
+#include "effect/effect-monster-util.h"
+#include "system/angband.h"
+
gf_switch_result effect_monster_lite_weak(player_type *caster_ptr, effect_monster_type *em_ptr);
gf_switch_result effect_monster_lite(player_type *caster_ptr, effect_monster_type *em_ptr);
gf_switch_result effect_monster_dark(player_type *caster_ptr, effect_monster_type *em_ptr);
-#include "system/angband.h"
-#include "effect/effect-monster-util.h"
-#include "effect/effect-monster-resist-hurt.h"
+#include "effect/effect-monster-resist-hurt.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#pragma once
+#include "effect/effect-monster-util.h"
+#include "system/angband.h"
+
gf_switch_result effect_monster_void(effect_monster_type *em_ptr);
gf_switch_result effect_monster_acid(player_type *caster_ptr, effect_monster_type *em_ptr);
gf_switch_result effect_monster_elec(player_type *caster_ptr, effect_monster_type *em_ptr);
-#include "system/angband.h"
-#include "effect/spells-effect-util.h"
+#include "effect/spells-effect-util.h"
int rakubadam_m;
int rakubadam_p;
#pragma once
+#include "system/angband.h"
+
extern int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
extern int rakubadam_p; /*!< 落馬した際のダメージ量 */