report.c rooms.c rooms-city.c rooms-city.h rooms-fractal.c rooms-fractal.h \
rooms.h rooms-normal.c rooms-normal.h rooms-pitnest.c rooms-pitnest.h \
rooms-special.c rooms-special.h rooms-trap.c rooms-trap.h rooms-vault.c \
- rooms-vault.h save.c scores.c selfinfo.c selfinfo.h shoot.c snipe.c \
+ rooms-vault.h save.c scores.c selfinfo.c selfinfo.h shoot.c shoot.h snipe.c \
\
rumor.h rumor.c \
\
extern bool ang_sort_comp_hook(vptr u, vptr v, int a, int b);
extern void ang_sort_swap_hook(vptr u, vptr v, int a, int b);
-/* shoot.c */
-extern ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
-extern int bow_tmul(OBJECT_SUBTYPE_VALUE sval);
#include "store.h"
#include "artifact.h"
#include "avatar.h"
+#include "shoot.h"
/*
#include "angband.h"
#include "player-status.h"
+#include "shoot.h"
/*!
* @brief 最初から簡易な名称が明らかになるベースアイテムの判定。 / Certain items, if aware, are known instantly
#include "artifact.h"
#include "avatar.h"
+#include "shoot.h"
/*!
* @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
* Determines the odds of an object breaking when thrown at a monster
--- /dev/null
+/*!
+ * @file shoot.c
+ */
+
+
+#pragma once
+
+extern ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
+extern int bow_tmul(OBJECT_SUBTYPE_VALUE sval);