* @date 2020/04/25
* @author Hourier
*/
-#include "system/angband.h"
-#include "autopick/autopick-util.h"
-#include "autopick-methods-table.h"
+
#include "autopick/autopick-destroyer.h"
-#include "object/sv-other-types.h"
-#include "object/object2.h"
+#include "autopick-methods-table.h"
+#include "autopick/autopick-util.h"
#include "object/object-ego.h"
-#include "object/object-hook.h"
-#include "object/object-kind.h"
#include "object/object-flavor.h"
+#include "object/object-hook.h"
#include "object/object-mark-types.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
+#include "object/sv-other-types.h"
#include "object/sv-wand-types.h"
#include "player/player-move.h"
#include "player/player-races-table.h"
#pragma once
+#include "system/angband.h"
+
void auto_destroy_item(player_type *player_ptr, object_type *o_ptr, int autopick_idx);
-#include "system/angband.h"
-#include "autopick/autopick-util.h"
-#include "autopick/autopick-entry.h"
+#include "autopick/autopick-entry.h"
#include "autopick/autopick-flags-table.h"
+#include "autopick/autopick-key-flag-process.h"
#include "autopick/autopick-keys-table.h"
#include "autopick/autopick-methods-table.h"
-#include "autopick/autopick-key-flag-process.h"
+#include "inventory/player-inventory.h"
#include "object/item-feeling.h"
#include "object/item-use-flags.h"
#include "object/object-ego.h"
-#include "object/object-kind.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
#include "object/special-object-flags.h"
-#include "inventory/player-inventory.h"
#ifdef JP
static char kanji_colon[] = ":";
#pragma once
+#include "system/angband.h"
+#include "autopick/autopick-util.h"
+
bool autopick_new_entry(autopick_type *entry, concptr str, bool allow_default);
void autopick_entry_from_object(player_type *player_ptr, autopick_type *entry, object_type *o_ptr);
concptr autopick_line_from_entry(autopick_type *entry);
* @author Hourier
*/
-#include "system/angband.h"
-#include "autopick/autopick-key-flag-process.h"
-#include "autopick/autopick-flags-table.h"
#include "autopick/autopick-matcher.h"
+#include "autopick/autopick-flags-table.h"
+#include "autopick/autopick-key-flag-process.h"
#include "object/item-feeling.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
/*
#pragma once
+#include "system/angband.h"
#include "autopick/autopick-util.h"
bool is_autopick_match(player_type *player_ptr, object_type *o_ptr, autopick_type *entry, concptr o_name);
* @author Hourier
*/
-#include "system/angband.h"
#include "autopick/autopick-registry.h"
-#include "autopick/autopick-util.h"
-#include "autopick/autopick-methods-table.h"
-#include "autopick/autopick-reader-writer.h"
#include "autopick/autopick-entry.h"
#include "autopick/autopick-finder.h"
+#include "autopick/autopick-methods-table.h"
+#include "autopick/autopick-reader-writer.h"
+#include "io/files-util.h"
#include "object/item-feeling.h"
-#include "object/object-hook.h"
-#include "object/object-kind.h"
#include "object/object-flavor.h"
+#include "object/object-hook.h"
#include "object/special-object-flags.h"
#include "util/util.h"
-#include "io/files-util.h"
static const char autoregister_header[] = "?:$AUTOREGISTER";
#pragma once
+#include "system/angband.h"
+#include "autopick/autopick-util.h"
+
bool autopick_autoregister(player_type *player_ptr, object_type *o_ptr);
* 2014 Deskull rearranged comment for Doxygen.\n
*/
-#include "system/angband.h"
-#include "util/util.h"
-#include "autopick/autopick-menu-data-table.h"
-#include "autopick/autopick-methods-table.h"
+#include "autopick/autopick.h"
#include "autopick/autopick-destroyer.h"
#include "autopick/autopick-finder.h"
-#include "autopick/autopick.h"
-#include "player/player-move.h"
-#include "object/object2.h"
+#include "autopick/autopick-menu-data-table.h"
+#include "autopick/autopick-methods-table.h"
#include "object/object-flavor.h"
#include "object/object-mark-types.h"
+#include "object/object2.h"
+#include "player/player-move.h"
+#include "util/util.h"
/*
* Auto-destroy marked item
#pragma once
+#include "system/angband.h"
#include "autopick/autopick-util.h"
#include "grid/grid.h"
-#include "system/angband.h"
-#include "birth/game-play-initializer.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
-#include "world/world.h"
-#include "dungeon/quest.h"
-#include "dungeon/dungeon.h"
+#include "birth/game-play-initializer.h"
#include "dungeon/dungeon-file.h"
+#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
+#include "market/arena.h"
#include "object/artifact.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
#include "pet/pet-util.h"
-#include "system/system-variables.h"
#include "player/player-races-table.h"
-#include "market/arena.h"
+#include "system/system-variables.h"
+#include "world/world.h"
/*!
* @brief ベースアイテム構造体の鑑定済みフラグをリセットする。
#pragma once
+#include "system/angband.h"
+
void player_wipe_without_name(player_type *creature_ptr);
void init_dungeon_quests(player_type *creature_ptr);
void init_turn(player_type *creature_ptr);
-#include "system/angband.h"
-#include "birth/inventory-initializer.h"
-#include "monster/monster-race-hook.h"
-#include "player/player-personalities-table.h"
+#include "birth/inventory-initializer.h"
+#include "autopick/autopick.h"
#include "birth/initial-equipments-table.h"
+#include "monster/monster-race-hook.h"
#include "object/item-apply-magic.h"
-#include "object/object2.h"
#include "object/object-ego.h"
#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/sv-bow-types.h"
#include "object/sv-food-types.h"
#include "object/sv-lite-types.h"
#include "object/sv-staff-types.h"
#include "object/sv-wand-types.h"
#include "object/sv-weapon-types.h"
-#include "autopick/autopick.h"
+#include "player/player-personalities-table.h"
#include "player/player-races-table.h"
/*!
#pragma once
+#include "system/angband.h"
+
void wield_all(player_type *creature_ptr);
void add_outfit(player_type *creature_ptr, object_type *o_ptr);
void player_outfit(player_type *creature_ptr);
/*!
-* @file cmd-activate.c
-* @brief プレイヤーの発動コマンド実装
-* @date 2018/09/07
-* @details
-* cmd6.cより分離。
-*/
+ * @brief プレイヤーの発動コマンド実装
+ * @date 2018/09/07
+ * @author deskull
+ */
-#include "system/angband.h"
-#include "main/sound-definitions-table.h"
#include "cmd-item/cmd-activate.h"
-#include "cmd/cmd-basic.h"
#include "cmd-io/cmd-save.h"
-#include "object/object-hook.h"
+#include "cmd/cmd-basic.h"
#include "core/sort.h"
+#include "effect/effect-characteristics.h"
+#include "effect/spells-effect-util.h"
#include "floor/floor.h"
-#include "object/artifact.h"
-#include "object/item-use-flags.h"
-#include "player/avatar.h"
-#include "spell/spells-summon.h"
-#include "spell/spells-status.h"
-#include "spell/spells-object.h"
-#include "spell/spells-floor.h"
-#include "player/player-effects.h"
-#include "realm/realm-hex.h"
-#include "player/player-damage.h"
#include "inventory/player-inventory.h"
-#include "monster/monster-status.h"
#include "io/files-util.h"
-#include "object/object-kind.h"
+#include "io/targeting.h"
+#include "main/sound-definitions-table.h"
+#include "monster/monster-status.h"
+#include "object/artifact.h"
+#include "object/item-use-flags.h"
#include "object/object-ego.h"
+#include "object/object-hook.h"
+#include "object/object-kind.h"
#include "object/sv-lite-types.h"
#include "object/sv-ring-types.h"
-#include "io/targeting.h"
-#include "world/world.h"
-#include "effect/spells-effect-util.h"
-#include "spell/spells-type.h"
+#include "player/avatar.h"
+#include "player/player-damage.h"
+#include "player/player-effects.h"
+#include "player/player-races-table.h"
+#include "realm/realm-hex.h"
#include "spell/process-effect.h"
-#include "effect/effect-characteristics.h"
+#include "spell/spells-detection.h"
+#include "spell/spells-floor.h"
+#include "spell/spells-object.h"
+#include "spell/spells-status.h"
+#include "spell/spells-summon.h"
+#include "spell/spells-type.h"
#include "spell/spells2.h"
#include "spell/spells3.h"
-#include "spell/spells-detection.h"
-#include "player/player-races-table.h"
+#include "world/world.h"
/*!
* @brief 装備耐性に準じたブレス効果の選択テーブル /
#pragma once
+#include "system/angband.h"
#include "object/tr-types.h"
extern void do_cmd_activate(player_type *user_ptr);
*/
#include "cmd-item/cmd-item.h"
-#include "core/stuff-handler.h"
-#include "util/util.h"
-#include "main/sound-definitions-table.h"
-#include "term/gameterm.h"
-
-#include "player/selfinfo.h"
+#include "autopick/autopick-registry.h"
+#include "autopick/autopick.h"
+#include "cmd-action/cmd-pet.h"
#include "cmd-item/cmd-activate.h"
#include "cmd-item/cmd-eat.h"
#include "cmd-item/cmd-quaff.h"
#include "cmd-item/cmd-usestaff.h"
#include "cmd-item/cmd-zaprod.h"
#include "cmd-item/cmd-zapwand.h"
-#include "cmd-action/cmd-pet.h"
#include "cmd/cmd-basic.h"
-#include "object/object2.h"
+#include "combat/snipe.h"
+#include "core/sort.h"
+#include "core/stuff-handler.h"
+#include "dungeon/quest.h"
+#include "inventory/player-inventory.h"
+#include "io/targeting.h"
+#include "main/sound-definitions-table.h"
+#include "monster/monster.h"
+#include "object/artifact.h"
#include "object/item-feeling.h"
#include "object/item-use-flags.h"
+#include "object/object-ego.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "object/object-ego.h"
#include "object/object-mark-types.h"
-#include "core/sort.h"
-#include "dungeon/quest.h"
-#include "object/artifact.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
#include "object/sv-lite-types.h"
#include "object/trc-types.h"
#include "player/avatar.h"
-#include "player/player-status.h"
-#include "player/player-effects.h"
#include "player/player-class.h"
+#include "player/player-effects.h"
#include "player/player-personalities-table.h"
-#include "monster/monster.h"
-#include "view/display-main-window.h"
-#include "spell/spells3.h"
-#include "object/object-kind.h"
-#include "autopick/autopick.h"
-#include "autopick/autopick-registry.h"
-#include "io/targeting.h"
-#include "combat/snipe.h"
#include "player/player-races-table.h"
+#include "player/player-status.h"
+#include "player/selfinfo.h"
+#include "spell/spells3.h"
+#include "term/gameterm.h"
+#include "util/util.h"
#include "view/display-main-window.h"
-#include "inventory/player-inventory.h"
/*!
* @brief 持ち物一覧を表示するコマンドのメインルーチン / Display inventory_list
* </pre>
*/
-#include "system/angband.h"
-#include "util/util.h"
-#include "main/sound-definitions-table.h"
-#include "term/gameterm.h"
-
-#include "cmd/cmd-basic.h"
+#include "cmd-item/cmd-magiceat.h"
#include "cmd-item/cmd-usestaff.h"
#include "cmd-item/cmd-zaprod.h"
#include "cmd-item/cmd-zapwand.h"
-#include "cmd-item/cmd-magiceat.h"
-#include "player/avatar.h"
-#include "player/player-status.h"
-#include "spell/spells3.h"
-#include "player/player-class.h"
-#include "object/object2.h"
+#include "cmd/cmd-basic.h"
+#include "io/targeting.h"
+#include "main/sound-definitions-table.h"
#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/sv-other-types.h"
#include "object/sv-rod-types.h"
-#include "io/targeting.h"
+#include "player/avatar.h"
+#include "player/player-class.h"
+#include "player/player-status.h"
+#include "spell/spells3.h"
+#include "term/gameterm.h"
+#include "util/util.h"
/*!
* @brief 魔道具術師の取り込んだ魔力一覧から選択/閲覧する /
#pragma once
+#include "system/angband.h"
+
#define EATER_EXT 36
#define EATER_CHARGE 0x10000L
#define EATER_ROD_CHARGE 0x10L
*/
#include "cmd-item/cmd-quaff.h"
-#include "util/util.h"
+#include "birth/birth-stat.h"
+#include "cmd/cmd-basic.h"
+#include "floor/floor.h"
+#include "inventory/player-inventory.h"
#include "main/sound-definitions-table.h"
-
-#include "player/selfinfo.h"
-#include "object/object-hook.h"
#include "mutation/mutation.h"
+#include "object/item-use-flags.h"
+#include "object/object-broken.h"
+#include "object/object-hook.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
+#include "object/sv-potion-types.h"
#include "player/avatar.h"
-#include "spell/spells3.h"
-#include "spell/spells-status.h"
+#include "player/mimic-info-table.h"
+#include "player/player-class.h"
+#include "player/player-damage.h"
#include "player/player-effects.h"
+#include "player/player-races-table.h"
#include "player/player-status.h"
-#include "player/player-damage.h"
-#include "player/mimic-info-table.h"
-#include "inventory/player-inventory.h"
+#include "player/selfinfo.h"
#include "realm/realm-hex.h"
+#include "spell/spells-detection.h"
#include "spell/spells-floor.h"
-#include "object/item-use-flags.h"
-#include "object/object2.h"
-#include "object/object-broken.h"
-#include "object/sv-potion-types.h"
-#include "cmd/cmd-basic.h"
-#include "floor/floor.h"
-#include "object/object-kind.h"
+#include "spell/spells-status.h"
+#include "spell/spells3.h"
+#include "util/util.h"
#include "view/display-main-window.h"
-#include "player/player-class.h"
-#include "spell/spells-detection.h"
-#include "birth/birth-stat.h"
-#include "player/player-races-table.h"
/*!
* @brief 薬を飲むコマンドのサブルーチン /
*/
#include "cmd-item/cmd-read.h"
-#include "util/util.h"
+#include "cmd/cmd-basic.h"
+#include "core/show-file.h"
+#include "floor/floor.h"
+#include "inventory/player-inventory.h"
+#include "io/files-util.h"
#include "main/sound-definitions-table.h"
-
+#include "object/artifact.h"
#include "object/item-use-flags.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "object/artifact.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
+#include "object/sv-scroll-types.h"
#include "player/avatar.h"
-#include "player/player-status.h"
-#include "player/player-damage.h"
#include "player/player-class.h"
+#include "player/player-damage.h"
#include "player/player-effects.h"
-#include "inventory/player-inventory.h"
-#include "store/rumor.h"
+#include "player/player-status.h"
#include "realm/realm-hex.h"
-
-#include "spell/spells-object.h"
+#include "spell/spells-detection.h"
#include "spell/spells-floor.h"
-#include "spell/spells-summon.h"
+#include "spell/spells-object.h"
#include "spell/spells-status.h"
-
-#include "cmd/cmd-basic.h"
-#include "core/show-file.h"
-#include "io/files-util.h"
-#include "floor/floor.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
-#include "object/sv-scroll-types.h"
-#include "view/display-main-window.h"
+#include "spell/spells-summon.h"
#include "spell/spells-type.h"
#include "spell/spells2.h"
#include "spell/spells3.h"
-#include "spell/spells-detection.h"
+#include "store/rumor.h"
+#include "util/util.h"
+#include "view/display-main-window.h"
/*!
* @brief 巻物を読むコマンドのサブルーチン
#include "object/special-object-flags.h"
#include "player/player-status.h"
#include "cmd/cmd-basic.h"
-#include "object/object-kind.h"
#include "autopick/autopick.h"
-#include "view/display-main-window.h"
#include "inventory/player-inventory.h"
#include "object/tr-types.h"
#include "object/trc-types.h"
+#include "view/display-main-window.h"
/*!
* エッセンス情報の構造体 / A structure for smithing
/*!
- * @file cmd2.c
* @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
* @date 2014/01/02
* @author
-#include "system/angband.h"
-#include "cmd/cmd-visuals.h"
+#include "cmd/cmd-visuals.h"
#include "cmd/cmd-draw.h"
+#include "io/files-util.h"
+#include "io/read-pref-file.h"
#include "knowledge/knowledge-features.h"
#include "knowledge/knowledge-items.h"
#include "knowledge/knowledge-monsters.h"
-#include "io/files-util.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
+#include "knowledge/lighting-level-table.h"
#include "object/object-flavor.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
#include "term/gameterm.h"
-#include "knowledge/lighting-level-table.h"
-#include "io/read-pref-file.h"
#include "view/display-main-window.h" // 暫定。後で消す.
/*!
#pragma once
+#include "system/angband.h"
+
void do_cmd_visuals(player_type *creature_ptr, void(*process_autopick_file_command)(char*));
-#include "system/angband.h"
+#include "combat/shoot.h"
+#include "combat/snipe.h"
#include "core/stuff-handler.h"
-#include "util/util.h"
+#include "effect/effect-characteristics.h"
+#include "effect/spells-effect-util.h"
+#include "grid/grid.h"
+#include "io/targeting.h"
#include "main/sound-definitions-table.h"
-#include "term/gameterm.h"
-
-#include "monster/monster.h"
#include "monster/monster-status.h"
+#include "monster/monster.h"
#include "mspell/monster-spell.h"
#include "object/artifact.h"
-#include "player/avatar.h"
-#include "player/player-status.h"
-#include "player/player-skill.h"
-#include "player/player-class.h"
-#include "player/player-personalities-table.h"
-#include "object/object2.h"
-#include "object/object-hook.h"
#include "object/object-broken.h"
-#include "object/object-mark-types.h"
-#include "effect/effect-characteristics.h"
-#include "grid/grid.h"
#include "object/object-flavor.h"
-
-#include "shoot.h"
-#include "combat/snipe.h"
-#include "view/display-main-window.h"
+#include "object/object-hook.h"
#include "object/object-kind.h"
-#include "io/targeting.h"
-#include "effect/spells-effect-util.h"
-#include "spell/process-effect.h"
+#include "object/object-mark-types.h"
+#include "object/object2.h"
#include "object/sv-bow-types.h"
#include "object/tr-types.h"
+#include "player/avatar.h"
+#include "player/player-class.h"
+#include "player/player-personalities-table.h"
+#include "player/player-skill.h"
+#include "player/player-status.h"
+#include "spell/process-effect.h"
+#include "term/gameterm.h"
+#include "util/util.h"
+#include "view/display-main-window.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 /
-/*!
- * @file shoot.c
- */
-#pragma once
+#pragma once
-extern bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name);
-extern HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam);
-extern ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
-extern int bow_tmul(OBJECT_SUBTYPE_VALUE sval);
-extern HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow);
-extern HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam);
-extern HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari);
+#include "system/angband.h"
+
+bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name);
+HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam);
+ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval);
+int bow_tmul(OBJECT_SUBTYPE_VALUE sval);
+HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow);
+HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam);
+HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari);
-#include "system/angband.h"
-#include "util/util.h"
-
+#include "floor/floor-events.h"
+#include "cmd-io/cmd-dump.h"
#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
#include "floor/floor.h"
-#include "floor/floor-events.h"
#include "grid/grid.h"
-#include "monster/monster.h"
#include "monster/monster-status.h"
-#include "dungeon/quest.h"
+#include "monster/monster.h"
+#include "object/object-ego.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
#include "object/object-mark-types.h"
-#include "object/special-object-flags.h"
-#include "object/sv-ring-types.h"
-#include "player/player-move.h"
-#include "world/world.h"
-#include "player/player-effects.h"
#include "object/object2.h"
-#include "object/object-kind.h"
-#include "object/object-ego.h"
+#include "object/special-object-flags.h"
#include "object/sv-amulet-types.h"
#include "object/sv-protector-types.h"
-#include "cmd-io/cmd-dump.h"
+#include "object/sv-ring-types.h"
+#include "player/player-effects.h"
+#include "player/player-move.h"
+#include "util/util.h"
#include "view/display-main-window.h"
+#include "world/world.h"
static bool mon_invis;
static POSITION mon_fy, mon_fx;
#pragma once
-extern void day_break(player_type *subject_ptr);
-extern void night_falls(player_type *subject_ptr);
-extern MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr);
-extern void update_dungeon_feeling(player_type *subject_ptr);
-extern void glow_deep_lava_and_bldg(player_type *subject_ptr);
-extern void forget_lite(floor_type *floor_ptr);
-extern void update_lite(player_type *subject_ptr);
-extern void forget_view(floor_type *floor_ptr);
-extern void update_view(player_type *subject_ptr);
-extern void update_mon_lite(player_type *subject_ptr);
-extern void clear_mon_lite(floor_type *floor_ptr);
+#include "system/angband.h"
+
+void day_break(player_type *subject_ptr);
+void night_falls(player_type *subject_ptr);
+MONSTER_NUMBER count_all_hostile_monsters(floor_type *floor_ptr);
+void update_dungeon_feeling(player_type *subject_ptr);
+void glow_deep_lava_and_bldg(player_type *subject_ptr);
+void forget_lite(floor_type *floor_ptr);
+void update_lite(player_type *subject_ptr);
+void forget_view(floor_type *floor_ptr);
+void update_view(player_type *subject_ptr);
+void update_mon_lite(player_type *subject_ptr);
+void clear_mon_lite(floor_type *floor_ptr);
-#include "system/angband.h"
-#include "inventory/inventory-curse.h"
-#include "object/object-flavor.h"
-#include "spell/spells-summon.h"
-#include "player/player-damage.h"
-#include "player/player-move.h"
-#include "spell/spells2.h"
-#include "spell/spells3.h"
+#include "inventory/inventory-curse.h"
#include "io/files-util.h"
+#include "object/artifact.h"
#include "object/item-feeling.h"
#include "object/object-curse.h"
-#include "object/artifact.h"
+#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "object/special-object-flags.h"
-#include "player/player-effects.h"
-#include "object/object-kind.h"
-#include "player/player-races-table.h"
#include "object/tr-types.h"
#include "object/trc-types.h"
+#include "player/player-damage.h"
+#include "player/player-effects.h"
+#include "player/player-move.h"
+#include "player/player-races-table.h"
+#include "spell/spells-summon.h"
+#include "spell/spells2.h"
+#include "spell/spells3.h"
#define TRC_P_FLAG_MASK \
(TRC_TELEPORT_SELF | TRC_CHAINSWORD | TRC_TY_CURSE | TRC_DRAIN_EXP | TRC_ADD_L_CURSE | TRC_ADD_H_CURSE | TRC_CALL_ANIMAL | TRC_CALL_DEMON \
#pragma once
-object_type* choose_cursed_obj_name(player_type* player_ptr, BIT_FLAGS flag);
+#include "system/angband.h"
+
+object_type *choose_cursed_obj_name(player_type *player_ptr, BIT_FLAGS flag);
void execute_cursed_items_effect(player_type* creature_ptr);
-#include "system/angband.h"
+#include "inventory/player-inventory.h"
#include "core/stuff-handler.h"
-#include "util/util.h"
-#include "inventory/player-inventory.h"
-
-#include "term/gameterm.h"
-#include "object/sv-other-types.h"
+#include "floor/floor.h"
#include "object/item-use-flags.h"
-#include "object/object1.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
#include "object/object-mark-types.h"
-#include "floor/floor.h"
+#include "object/object1.h"
+#include "object/object2.h"
+#include "object/sv-other-types.h"
#include "player/player-move.h"
-
+#include "term/gameterm.h"
+#include "util/util.h"
#include "view/display-main-window.h"
bool select_ring_slot;
#pragma once
+#include "system/angband.h"
+
extern bool select_ring_slot;
-extern bool is_ring_slot(int i);
-extern concptr describe_use(player_type *owner_ptr, int i);
+bool is_ring_slot(int i);
+concptr describe_use(player_type *owner_ptr, int i);
-extern void display_inventory(player_type *creature_ptr, tval_type tval);
-extern void display_equipment(player_type *creature_ptr, tval_type tval);
-extern COMMAND_CODE show_inventory(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
-extern COMMAND_CODE show_equipment(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
-extern void toggle_inventory_equipment(player_type *owner_ptr);
+void display_inventory(player_type *creature_ptr, tval_type tval);
+void display_equipment(player_type *creature_ptr, tval_type tval);
+COMMAND_CODE show_inventory(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
+COMMAND_CODE show_equipment(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
+void toggle_inventory_equipment(player_type *owner_ptr);
-extern object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, tval_type tval);
-extern bool can_get_item(player_type *owner_ptr, tval_type tval);
-extern bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, tval_type tval);
-extern ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, tval_type item_tester_tval);
-extern COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, tval_type item_tester_tval);
-extern bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, tval_type tval);
-extern void py_pickup_floor(player_type *creature_ptr, bool pickup);
+object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, tval_type tval);
+bool can_get_item(player_type *owner_ptr, tval_type tval);
+bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, tval_type tval);
+ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, tval_type item_tester_tval);
+COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, tval_type item_tester_tval);
+bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, tval_type tval);
+void py_pickup_floor(player_type *creature_ptr, bool pickup);
-#include "system/angband.h"
-#include "object/object-flavor.h"
-#include "player/player-move.h"
+#include "inventory/recharge-processor.h"
#include "core/hp-mp-regenerator.h"
-#include "object/object-kind.h"
+#include "object/object-flavor.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
+#include "player/player-move.h"
/*!
* @brief
* @param o_ptr 対象オブジェクトの構造体参照ポインタ
* @return なし
*/
-static void recharged_notice(player_type* owner_ptr, object_type* o_ptr)
+static void recharged_notice(player_type *owner_ptr, object_type *o_ptr)
{
if (!o_ptr->inscription)
return;
* / Handle recharging objects once every 10 game turns
* @return なし
*/
-void recharge_magic_items(player_type* creature_ptr)
+void recharge_magic_items(player_type *creature_ptr)
{
int i;
bool changed;
for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++) {
- object_type* o_ptr = &creature_ptr->inventory_list[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
}
/*
- * Recharge rods. Rods now use timeout to control charging status,
- * and each charging rod in a stack decreases the stack's timeout by
- * one per turn. -LM-
- */
+ * Recharge rods. Rods now use timeout to control charging status,
+ * and each charging rod in a stack decreases the stack's timeout by
+ * one per turn. -LM-
+ */
for (changed = FALSE, i = 0; i < INVEN_PACK; i++) {
- object_type* o_ptr = &creature_ptr->inventory_list[i];
- object_kind* k_ptr = &k_info[o_ptr->k_idx];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
if (!o_ptr->k_idx)
continue;
}
for (i = 1; i < creature_ptr->current_floor_ptr->o_max; i++) {
- object_type* o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
+ object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
if (!OBJECT_IS_VALID(o_ptr))
continue;
#pragma once
-void recharge_magic_items(player_type* creature_ptr);
+#include "system/angband.h"
+
+void recharge_magic_items(player_type *creature_ptr);
-#include "system/angband.h"
-#include "inventory/simple-appraiser.h"
-#include "object/object-flavor.h"
-#include "player/avatar.h"
+#include "inventory/simple-appraiser.h"
+#include "autopick/autopick.h"
+#include "inventory/player-inventory.h"
#include "object/item-feeling.h"
-#include "object/object2.h"
+#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
+#include "player/avatar.h"
#include "player/player-move.h"
-#include "inventory/player-inventory.h"
-#include "autopick/autopick.h"
/*!
* @brief 擬似鑑定を実際に行い判定を反映する
* @param heavy 重度の擬似鑑定を行うならばTRUE
* @return なし
*/
-static void sense_inventory_aux(player_type* creature_ptr, INVENTORY_IDX slot, bool heavy)
+static void sense_inventory_aux(player_type *creature_ptr, INVENTORY_IDX slot, bool heavy)
{
byte feel;
- object_type* o_ptr = &creature_ptr->inventory_list[slot];
+ object_type *o_ptr = &creature_ptr->inventory_list[slot];
GAME_TEXT o_name[MAX_NLEN];
if (o_ptr->ident & (IDENT_SENSE))
return;
object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (slot >= INVEN_RARM) {
#ifdef JP
- msg_format("%s%s(%c)は%sという感じがする...",
- describe_use(creature_ptr, slot), o_name, index_to_label(slot), game_inscriptions[feel]);
+ msg_format("%s%s(%c)は%sという感じがする...", describe_use(creature_ptr, slot), o_name, index_to_label(slot), game_inscriptions[feel]);
#else
- msg_format("You feel the %s (%c) you are %s %s %s...",
- o_name, index_to_label(slot), describe_use(creature_ptr, slot),
- ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
+ msg_format("You feel the %s (%c) you are %s %s %s...", o_name, index_to_label(slot), describe_use(creature_ptr, slot),
+ ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
#endif
} else {
#ifdef JP
- msg_format("ザックの中の%s(%c)は%sという感じがする...",
- o_name, index_to_label(slot), game_inscriptions[feel]);
+ msg_format("ザックの中の%s(%c)は%sという感じがする...", o_name, index_to_label(slot), game_inscriptions[feel]);
#else
- msg_format("You feel the %s (%c) in your pack %s %s...",
- o_name, index_to_label(slot),
- ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
+ msg_format("You feel the %s (%c) in your pack %s %s...", o_name, index_to_label(slot), ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
#endif
}
* Class 4 = Ranger --> slow but heavy (changed!)\n
* Class 5 = Paladin --> slow but heavy\n
*/
-void sense_inventory1(player_type* creature_ptr)
+void sense_inventory1(player_type *creature_ptr)
{
PLAYER_LEVEL plev = creature_ptr->lev;
bool heavy = FALSE;
- object_type* o_ptr;
+ object_type *o_ptr;
if (creature_ptr->confused)
return;
* @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
* @return なし
*/
-void sense_inventory2(player_type* creature_ptr)
+void sense_inventory2(player_type *creature_ptr)
{
PLAYER_LEVEL plev = creature_ptr->lev;
- object_type* o_ptr;
+ object_type *o_ptr;
if (creature_ptr->confused)
return;
#pragma once
+#include "system/angband.h"
+
void sense_inventory1(player_type* creature_ptr);
void sense_inventory2(player_type* creature_ptr);
/*!
- * @brief
+ * @brief 一部職業でのみダンプする能力の出力処理
* @date 2020/03/07
* @author Hourier
*/
#include "io-dump/special-class-dump.h"
#include "cmd-item/cmd-magiceat.h"
#include "cmd-item/cmd-smith.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
#include "mspell/monster-spell.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
typedef struct {
BIT_FLAGS f4;
*/
#include "io/interpret-pref-file.h"
+#include "birth/character-builder.h"
#include "io/gf-descriptions.h"
#include "io/tokenizer.h"
#include "object/object-kind.h"
-#include "birth/character-builder.h"
-#include "world/world.h"
#include "term/gameterm.h"
#include "view/display-main-window.h" // 暫定。apply_default_feat_lighting()。後で消す.
+#include "world/world.h"
#define MAX_MACRO_CHARS 16128 // 1つのマクロキー押下で実行可能なコマンド最大数 (エスケープシーケンス含む).
*
*/
-#include "system/angband.h"
-#include "util/util.h"
-#include "system/system-variables.h" // 暫定、init_flags の扱いを決めた上で消す.
-#include "system/angband-version.h"
-
#include "io/load.h"
-#include "market/arena.h"
-#include "io/report.h"
-
+#include "birth/quick-start.h"
+#include "cmd-item/cmd-smith.h"
+#include "dungeon/dungeon-file.h"
#include "dungeon/dungeon.h"
-#include "grid/feature.h"
-#include "floor/floor-generate.h"
-#include "grid/trap.h"
-#include "mutation/mutation.h"
-#include "monster/monster.h"
-#include "store/store-util.h"
#include "dungeon/quest.h"
-#include "store/store.h"
-#include "object/artifact.h"
-#include "player/avatar.h"
-#include "spell/spells-status.h"
-#include "object/object-hook.h"
-#include "floor/wild.h"
-#include "player/patron.h"
-
-#include "floor/floor.h"
+#include "floor/floor-generate.h"
#include "floor/floor-save.h"
#include "floor/floor-town.h"
+#include "floor/floor.h"
+#include "floor/wild.h"
+#include "grid/feature.h"
#include "grid/grid.h"
-
-#include "pet/pet-util.h"
-#include "dungeon/dungeon-file.h"
-#include "io/uid-checker.h"
+#include "grid/trap.h"
#include "io/files-util.h"
-#include "player/player-skill.h"
-#include "player/player-class.h"
-#include "player/race-info-table.h"
-#include "player/player-personality.h"
-#include "player/player-sex.h"
-#include "world/world.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
-#include "object/object-ego.h"
+#include "io/report.h"
#include "io/save.h"
+#include "io/uid-checker.h"
#include "locale/japanese.h"
-#include "cmd-item/cmd-smith.h"
-#include "birth/quick-start.h"
-#include "player/player-races-table.h"
+#include "market/arena.h"
#include "market/bounty.h"
-#include "object/tr-types.h"
+#include "monster/monster.h"
+#include "mutation/mutation.h"
+#include "object/artifact.h"
+#include "object/object-ego.h"
+#include "object/object-hook.h"
+#include "object/object-kind.h"
#include "object/object-mark-types.h"
+#include "object/object2.h"
+#include "object/old-ego-extra-values.h" // TODO v1.5.0以前のセーブファイルをロードする処理を分離する.
#include "object/sv-armor-types.h"
#include "object/sv-lite-types.h"
+#include "object/tr-types.h"
#include "object/trc-types.h"
-#include "object/old-ego-extra-values.h" // TODO v1.5.0以前のセーブファイルをロードする処理を分離する.
+#include "pet/pet-util.h"
+#include "player/avatar.h"
+#include "player/patron.h"
+#include "player/player-class.h"
+#include "player/player-personality.h"
+#include "player/player-races-table.h"
+#include "player/player-sex.h"
+#include "player/player-skill.h"
+#include "player/race-info-table.h"
+#include "spell/spells-status.h"
+#include "store/store-util.h"
+#include "store/store.h"
+#include "system/angband-version.h"
+#include "system/system-variables.h" // 暫定、init_flags の扱いを決めた上で消す.
+#include "util/util.h"
+#include "world/world.h"
/*
* Maximum number of tries for selection of a proper quest monster
#pragma once
+#include "system/angband.h"
#include "floor/floor-save.h"
/*
#include "io/save.h"
#include "io/load.h"
#include "io/report.h"
-
#include "system/angband-version.h"
#include "object/artifact.h"
#include "core/sort.h"
#define SLF_SECOND 0x0001 /* Called from another save/load function */
#define SLF_NO_KILL 0x0002 /* Don't kill temporary files */
-/* save.c */
-extern bool save_player(player_type *player_ptr);
-extern bool load_player(player_type *player_ptr);
-extern bool save_floor(player_type *player_ptr, saved_floor_type *sf_ptr, BIT_FLAGS mode);
+bool save_player(player_type *player_ptr);
+bool load_player(player_type *player_ptr);
+bool save_floor(player_type *player_ptr, saved_floor_type *sf_ptr, BIT_FLAGS mode);
* @author Hourier
*/
-#include "system/angband.h"
-#include "knowledge-experiences.h"
-#include "io-dump/dump-util.h"
+#include "knowledge/knowledge-experiences.h"
#include "core/show-file.h"
+#include "io-dump/dump-util.h"
#include "object/object-flavor.h"
#include "object/object-kind.h"
#include "object/sv-bow-types.h"
#include "player/player-skill.h"
-#include "spell/technic-info-table.h"
-#include "spell/spells-util.h"
#include "spell/spells-execution.h"
+#include "spell/spells-util.h"
+#include "spell/technic-info-table.h"
/*
* Display weapon-exp
#pragma once
+#include "system/angband.h"
+
void do_cmd_knowledge_weapon_exp(player_type *creature_ptr);
void do_cmd_knowledge_spell_exp(player_type *creature_ptr);
void do_cmd_knowledge_skill_exp(player_type *creature_ptr);
* @author Hourier
*/
-#include "system/angband.h"
#include "knowledge/knowledge-inventory.h"
-#include "io-dump/dump-util.h"
#include "core/show-file.h"
-#include "object/object-flavor.h"
-#include "object/special-object-flags.h"
-#include "object/sv-ring-types.h"
-#include "store/store-util.h"
#include "floor/floor-town.h"
+#include "io-dump/dump-util.h"
+#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "object/object-kind.h"
+#include "object/special-object-flags.h"
#include "object/sv-amulet-types.h"
#include "object/sv-protector-types.h"
+#include "object/sv-ring-types.h"
#include "object/tr-types.h"
+#include "store/store-util.h"
static concptr inven_res_label = _(
" 酸電火冷毒光闇破轟獄因沌劣 盲怖乱痺透命感消復浮",
#pragma once
+#include "system/angband.h"
+
void do_cmd_knowledge_inventory(player_type *creature_ptr);
* @author Hourier
*/
-#include "system/angband.h"
-#include "knowledge-items.h"
+#include "knowledge/knowledge-items.h"
+#include "core/show-file.h"
+#include "core/sort.h"
+#include "core/stuff-handler.h"
#include "io-dump/dump-util.h"
+#include "knowledge/object-group-table.h"
#include "object/artifact.h"
-#include "core/sort.h"
-#include "object/object2.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
-#include "core/show-file.h"
-#include "knowledge/object-group-table.h"
-#include "world/world.h"
#include "term/gameterm.h"
-#include "core/stuff-handler.h"
#include "view/display-main-window.h" // 暫定、後で消す.
+#include "world/world.h"
/*
* todo okay = 既知のアーティファクト? と思われるが確証がない
#pragma once
+#include "system/angband.h"
+
void do_cmd_knowledge_artifacts(player_type *player_ptr);
void do_cmd_knowledge_objects(player_type *creature_ptr, bool *need_redraw, bool visual_only, IDX direct_k_idx);
/*!
- * @file init2.c
* @brief ゲームデータ初期化2 / Initialization (part 2) -BEN-
* @date 2014/01/28
* @author
* </pre>
*/
-#include "system/angband.h"
-#include "util/util.h"
-#include "io/uid-checker.h"
-#include "io/files-util.h"
-#include "system/system-variables.h"
-#include "system/angband-version.h"
-#include "io/read-pref-file.h"
-#include "term/gameterm.h"
-
-#include "object/artifact.h"
-#include "cmd/cmd-building.h"
#include "main/init.h"
+#include "cmd/cmd-building.h"
+#include "dungeon/dungeon-file.h"
+#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
-#include "grid/trap.h"
-#include "room/rooms.h"
-#include "store/store.h"
+#include "floor/floor-town.h"
+#include "floor/floor.h"
#include "floor/wild.h"
-#include "dungeon/dungeon-file.h"
-#include "io/files-util.h"
#include "grid/feature.h"
-#include "floor/floor.h"
-#include "floor/floor-town.h"
-#include "dungeon/dungeon.h"
-#include "room/rooms-vault.h"
-#include "player/player-skill.h"
-#include "player/player-class.h"
-#include "object/object-kind.h"
+#include "grid/trap.h"
+#include "io/files-util.h"
+#include "io/read-pref-file.h"
+#include "io/uid-checker.h"
+#include "market/articles-on-sale.h"
+#include "object/artifact.h"
#include "object/object-ego.h"
+#include "object/object-kind.h"
+#include "player/player-class.h"
+#include "player/player-skill.h"
#include "room/rooms-vault.h"
-#include "world/world.h"
-#include "market/articles-on-sale.h"
+#include "room/rooms.h"
#include "store/store-util.h"
+#include "store/store.h"
+#include "system/angband-version.h"
+#include "system/system-variables.h"
+#include "term/gameterm.h"
+#include "util/util.h"
+#include "world/world.h"
-#include <sys/types.h>
#include <sys/stat.h>
+#include <sys/types.h>
static void put_title(void);
#ifndef INCLUDED_INIT_H
#define INCLUDED_INIT_H
-#include "system/h-basic.h"
+#include "system/angband.h"
typedef struct header header;
-#include "system/angband.h"
-#include "store/store-owners.h"
-#include "articles-on-sale.h"
+#include "market/articles-on-sale.h"
#include "object/sv-amulet-types.h"
#include "object/sv-armor-types.h"
#include "object/sv-bow-types.h"
#pragma once
+#include "store/store-owners.h"
+#include "system/angband.h"
+
#define STORE_CHOICES 48 /* Number of items to choose stock from */
extern byte store_table[MAX_STORES][STORE_CHOICES][2];
-#include "system/angband.h"
-#include "market/building-craft-fix.h"
-#include "object/object2.h"
-#include "object/object-hook.h"
+#include "market/building-craft-fix.h"
+#include "core/stuff-handler.h"
+#include "inventory/player-inventory.h"
+#include "market/building-util.h"
+#include "object/artifact.h"
+#include "object/item-use-flags.h"
+#include "object/object-boost.h"
#include "object/object-flavor.h"
+#include "object/object-hook.h"
#include "object/object-kind.h"
-#include "object/artifact.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
-#include "market/building-util.h"
-#include "inventory/player-inventory.h"
-#include "object/object-boost.h"
-#include "player/player-effects.h"
-#include "core/stuff-handler.h"
-#include "object/tr-types.h"
-#include "object/item-use-flags.h"
#include "object/sv-other-types.h"
#include "object/sv-weapon-types.h"
+#include "object/tr-types.h"
+#include "player/player-effects.h"
/*!
* @brief 修復材料のオブジェクトから修復対象に特性を移植する。
ck_ptr = &k_info[k_idx];
if (tval == TV_SWORD) {
- if ((ck_ptr->sval == SV_BROKEN_DAGGER) || (ck_ptr->sval == SV_BROKEN_SWORD) || (ck_ptr->sval == SV_DIAMOND_EDGE) || (ck_ptr->sval == SV_POISON_NEEDLE))
+ if ((ck_ptr->sval == SV_BROKEN_DAGGER) || (ck_ptr->sval == SV_BROKEN_SWORD) || (ck_ptr->sval == SV_DIAMOND_EDGE)
+ || (ck_ptr->sval == SV_POISON_NEEDLE))
continue;
}
if (tval == TV_POLEARM) {
#pragma once
+#include "system/angband.h"
+
int repair_broken_weapon(player_type *player_ptr, PRICE bcost);
-#include "system/angband.h"
-#include "market/building-recharger.h"
+#include "market/building-recharger.h"
+#include "autopick/autopick.h"
+#include "inventory/player-inventory.h"
+#include "market/building-util.h"
#include "object/item-use-flags.h"
+#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "object/object-kind.h"
-#include "object/object-flavor.h"
#include "object/special-object-flags.h"
-#include "market/building-util.h"
-#include "inventory/player-inventory.h"
#include "spell/spells3.h"
-#include "autopick/autopick.h"
/*!
* @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
k_ptr = &k_info[o_ptr->k_idx];
/*
- * We don't want to give the player free info about
- * the level of the item or the number of charges.
- */
+ * We don't want to give the player free info about
+ * the level of the item or the number of charges.
+ */
/* The item must be "known" */
char tmp_str[MAX_NLEN];
if (!object_is_known(o_ptr)) {
price = MAX(10, price);
}
- if (o_ptr->tval == TV_WAND
- && (o_ptr->pval / o_ptr->number >= k_ptr->pval)) {
+ if (o_ptr->tval == TV_WAND && (o_ptr->pval / o_ptr->number >= k_ptr->pval)) {
if (o_ptr->number > 1) {
msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
} else {
#ifdef JP
if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
#else
- if (get_check(format("Recharge the %s for %d gold? ",
- ((o_ptr->number > 1) ? "rods" : "rod"), price)))
+ if (get_check(format("Recharge the %s for %d gold? ", ((o_ptr->number > 1) ? "rods" : "rod"), price)))
#endif
{
else
max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
- charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
- MIN(player_ptr->au / price, max_charges));
+ charges = (PARAMETER_VALUE)get_quantity(
+ format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), MIN(player_ptr->au / price, max_charges));
if (charges < 1)
return;
#pragma once
+#include "system/angband.h"
+
void building_recharge(player_type *player_ptr);
void building_recharge_all(player_type *player_ptr);
#pragma once
+
#include "util/util.h"
#include "combat/monster-attack-types.h"
#include "combat/monster-attack-effect.h"
#pragma once
+
#include "monster/monster-race.h"
typedef bool(*monsterrace_hook_type)(MONRACE_IDX r_idx);
* 2013 Deskull rearranged comment for Doxygen.
*/
-#include "system/angband.h"
-#include "util/util.h"
-
#include "object/artifact.h"
+#include "cmd-item/cmd-activate.h"
#include "cmd-item/cmd-smith.h"
-
-#include "player/avatar.h"
#include "floor/floor.h"
-#include "cmd-item/cmd-activate.h"
-#include "object/object1.h"
-#include "object/object-kind.h"
+#include "grid/grid.h"
+#include "io/files-util.h"
+#include "monster/monster.h"
#include "object/object-boost.h"
#include "object/object-curse.h"
#include "object/object-ego.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
+#include "object/object1.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
#include "object/sv-armor-types.h"
#include "object/sv-weapon-types.h"
-#include "spell/spells-object.h"
-#include "io/files-util.h"
-#include "grid/grid.h"
-#include "monster/monster.h"
-#include "view/display-main-window.h"
+#include "object/tr-types.h"
+#include "object/trc-types.h"
+#include "player/avatar.h"
#include "player/player-class.h"
#include "player/player-personalities-table.h"
+#include "spell/spells-object.h"
+#include "util/util.h"
+#include "view/display-main-window.h"
#include "world/world.h"
-#include "object/tr-types.h"
-#include "object/trc-types.h"
-#include "object/object2.h"
/*
* The artifact arrays
#pragma once
+
+#include "system/angband.h"
#include "cmd-item/cmd-activate.h"
typedef struct artifact_type artifact_type;
-#include "system/angband.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
+/*!
+ * @brief アイテム破壊処理
+ * @date 2019/03/06
+ * @author deskull
+ */
+#include "object/object-broken.h"
#include "combat/snipe.h"
-#include "spell/spells-type.h"
-#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/sv-potion-types.h"
#include "object/tr-types.h"
+#include "spell/process-effect.h"
+#include "spell/spells-type.h"
/*!
* @brief アイテムが酸で破損するかどうかを判定する
#pragma once
-extern bool hates_acid(object_type *o_ptr);
-extern bool hates_elec(object_type *o_ptr);
-extern bool hates_fire(object_type *o_ptr);
-extern bool hates_cold(object_type *o_ptr);
-extern int set_acid_destroy(object_type *o_ptr);
-extern int set_elec_destroy(object_type *o_ptr);
-extern int set_fire_destroy(object_type *o_ptr);
-extern int set_cold_destroy(object_type *o_ptr);
+#include "system/angband.h"
-extern bool potion_smash_effect(player_type *owner_ptr, MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx);
+bool hates_acid(object_type *o_ptr);
+bool hates_elec(object_type *o_ptr);
+bool hates_fire(object_type *o_ptr);
+bool hates_cold(object_type *o_ptr);
+int set_acid_destroy(object_type *o_ptr);
+int set_elec_destroy(object_type *o_ptr);
+int set_fire_destroy(object_type *o_ptr);
+int set_cold_destroy(object_type *o_ptr);
+
+bool potion_smash_effect(player_type *owner_ptr, MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx);
PERCENTAGE breakage_chance(player_type *owner_ptr, object_type *o_ptr, bool has_archer_bonus, SPELL_IDX snipe_type);
/*!
- * @file object-flavor.c
* @brief オブジェクトの記述処理 / Mbject flavor code
* @date 2014/01/03
* @author
* are included in all such copies. Other copyrights may also apply.\n
*/
-#include "system/angband.h"
-#include "util/util.h"
-
+#include "object/object-flavor.h"
#include "cmd-item/cmd-smith.h"
+#include "combat/snipe.h"
+#include "grid/trap.h"
+#include "io/files-util.h"
+#include "locale/japanese.h"
+#include "monster/monster-race.h"
#include "object/artifact.h"
-#include "player/player-status.h"
-#include "player/player-class.h"
-#include "shoot.h"
-#include "object/object-kind.h"
+#include "object/object-ego.h"
#include "object/object-hook.h"
-#include "object/object-flavor.h"
+#include "object/object-kind.h"
#include "object/special-object-flags.h"
#include "object/sv-food-types.h"
#include "object/sv-lite-types.h"
-#include "grid/trap.h"
-#include "combat/snipe.h"
-#include "io/files-util.h"
-#include "world/world.h"
-#include "monster/monster-race.h"
-#include "object/object-ego.h"
-#include "locale/japanese.h"
#include "object/tr-types.h"
+#include "player/player-class.h"
+#include "player/player-status.h"
+#include "shoot.h"
+#include "util/util.h"
+#include "world/world.h"
/*!
* @brief アイテムの価値記述テーブル
#pragma once
-#include "system/h-type.h"
+#include "system/angband.h"
#include "object/object1.h"
/* flavor.c */
-#include "system/angband.h"
+/*!
+ * @brief オブジェクトに関する汎用判定処理
+ * @date 2018/09/24
+ * @author deskull
+ */
+
+#include "object/object-hook.h"
+#include "dungeon/quest.h"
#include "floor/floor.h"
-#include "util/util.h"
+#include "monster/monster.h"
#include "object/artifact.h"
#include "object/item-feeling.h"
-#include "object/object-hook.h"
#include "object/object-kind.h"
#include "object/special-object-flags.h"
#include "object/sv-armor-types.h"
#include "object/sv-protector-types.h"
#include "object/sv-weapon-types.h"
#include "object/tr-types.h"
-#include "monster/monster.h"
+#include "player/mimic-info-table.h"
#include "player/player-class.h"
+#include "player/player-races-table.h"
#include "player/player-skill.h"
-#include "player/mimic-info-table.h"
-#include "dungeon/quest.h"
-#include "world/world.h"
+#include "util/util.h"
#include "view/display-main-window.h"
-#include "player/player-races-table.h"
+#include "world/world.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。/
/* Assume okay */
return TRUE;
}
+
+/*
+ * Determine if a given inventory item is "aware"
+ */
+bool object_is_aware(object_type *o_ptr)
+{
+ return k_info[(o_ptr)->k_idx].aware;
+}
+
+/*
+ * Determine if a given inventory item is "tried"
+ */
+bool object_is_tried(object_type *o_ptr)
+{
+ return k_info[(o_ptr)->k_idx].tried;
+}
+
+/*
+ * Determine if a given inventory item is "known"
+ * Test One -- Check for special "known" tag
+ * Test Two -- Check for "Easy Know" + "Aware"
+ */
+bool object_is_known(object_type *o_ptr)
+{
+ return ((o_ptr->ident & IDENT_KNOWN) != 0) || (k_info[(o_ptr)->k_idx].easy_know && k_info[(o_ptr)->k_idx].aware);
+}
#pragma once
-extern bool (*item_tester_hook)(object_type *o_ptr);
-
-extern bool item_tester_hook_convertible(object_type *o_ptr);
-extern bool item_tester_hook_recharge(object_type *o_ptr);
-extern bool item_tester_hook_orthodox_melee_weapons(object_type *o_ptr);
-extern bool item_tester_hook_melee_weapon(object_type *o_ptr);
-extern bool item_tester_hook_ammo(object_type *o_ptr);
-extern bool item_tester_hook_broken_weapon(object_type *o_ptr);
-extern bool item_tester_hook_boomerang(object_type *o_ptr);
-extern bool item_tester_hook_eatable(object_type *o_ptr);
-extern bool item_tester_hook_mochikae(object_type *o_ptr);
-extern bool item_tester_hook_activate(object_type *o_ptr);
-extern bool item_tester_hook_wear(object_type *o_ptr);
-extern bool item_tester_hook_use(object_type *o_ptr);
-extern bool item_tester_hook_quaff(object_type *o_ptr);
-extern bool item_tester_hook_readable(object_type *o_ptr);
-extern bool item_tester_hook_melee_ammo(object_type *o_ptr);
-extern bool item_tester_hook_weapon_except_bow(object_type *o_ptr);
-extern bool item_tester_hook_cursed(object_type *o_ptr);
-extern bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr);
-extern bool item_tester_hook_identify(object_type *o_ptr);
-extern bool item_tester_hook_identify_weapon_armour(object_type *o_ptr);
-extern bool item_tester_hook_identify_fully(object_type *o_ptr);
-extern bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr);
-extern bool item_tester_hook_recharge(object_type *o_ptr);
-
-extern bool item_tester_learn_spell(object_type *o_ptr);
-extern bool item_tester_high_level_book(object_type *o_ptr);
-extern bool item_tester_refill_lantern(object_type *o_ptr);
+#include "system/angband.h"
-extern bool object_is_potion(object_type *o_ptr);
-extern bool object_is_bounty(object_type *o_ptr);
-extern bool object_is_favorite(object_type *o_ptr);
-extern bool object_is_rare(object_type *o_ptr);
-extern bool object_is_weapon(object_type *o_ptr);
-extern bool object_is_weapon_ammo(object_type *o_ptr);
-extern bool object_is_ammo(object_type *o_ptr);
-extern bool object_is_armour(object_type *o_ptr);
-extern bool object_is_weapon_armour_ammo(object_type *o_ptr);
-extern bool object_is_melee_weapon(object_type *o_ptr);
-extern bool object_is_wearable(object_type *o_ptr);
-extern bool object_is_equipment(object_type *o_ptr);
-extern bool object_refuse_enchant_weapon(object_type *o_ptr);
-extern bool object_allow_enchant_weapon(object_type *o_ptr);
-extern bool object_allow_enchant_melee_weapon(object_type *o_ptr);
-extern bool object_is_smith(object_type *o_ptr);
-extern bool object_is_artifact(object_type *o_ptr);
-extern bool object_is_random_artifact(object_type *o_ptr);
-extern bool object_is_nameless(object_type *o_ptr);
-extern bool object_allow_two_hands_wielding(object_type *o_ptr);
-extern bool object_can_refill_torch(object_type *o_ptr);
-extern bool can_player_destroy_object(object_type *o_ptr);
-extern bool object_is_quest_target(object_type *o_ptr);
+extern bool (*item_tester_hook)(object_type *o_ptr);
-/*
- * Determine if a given inventory item is "aware"
- */
-#define object_is_aware(T) (k_info[(T)->k_idx].aware)
+bool item_tester_hook_convertible(object_type *o_ptr);
+bool item_tester_hook_recharge(object_type *o_ptr);
+bool item_tester_hook_orthodox_melee_weapons(object_type *o_ptr);
+bool item_tester_hook_melee_weapon(object_type *o_ptr);
+bool item_tester_hook_ammo(object_type *o_ptr);
+bool item_tester_hook_broken_weapon(object_type *o_ptr);
+bool item_tester_hook_boomerang(object_type *o_ptr);
+bool item_tester_hook_eatable(object_type *o_ptr);
+bool item_tester_hook_mochikae(object_type *o_ptr);
+bool item_tester_hook_activate(object_type *o_ptr);
+bool item_tester_hook_wear(object_type *o_ptr);
+bool item_tester_hook_use(object_type *o_ptr);
+bool item_tester_hook_quaff(object_type *o_ptr);
+bool item_tester_hook_readable(object_type *o_ptr);
+bool item_tester_hook_melee_ammo(object_type *o_ptr);
+bool item_tester_hook_weapon_except_bow(object_type *o_ptr);
+bool item_tester_hook_cursed(object_type *o_ptr);
+bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr);
+bool item_tester_hook_identify(object_type *o_ptr);
+bool item_tester_hook_identify_weapon_armour(object_type *o_ptr);
+bool item_tester_hook_identify_fully(object_type *o_ptr);
+bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr);
+bool item_tester_hook_recharge(object_type *o_ptr);
- /*
- * Determine if a given inventory item is "tried"
- */
-#define object_is_tried(T) (k_info[(T)->k_idx].tried)
+bool item_tester_learn_spell(object_type *o_ptr);
+bool item_tester_high_level_book(object_type *o_ptr);
+bool item_tester_refill_lantern(object_type *o_ptr);
- /*
- * Determine if a given inventory item is "known"
- * Test One -- Check for special "known" tag
- * Test Two -- Check for "Easy Know" + "Aware"
- */
-#define object_is_known(T) (((T)->ident & (IDENT_KNOWN)) || (k_info[(T)->k_idx].easy_know && k_info[(T)->k_idx].aware))
+bool object_is_potion(object_type *o_ptr);
+bool object_is_bounty(object_type *o_ptr);
+bool object_is_favorite(object_type *o_ptr);
+bool object_is_rare(object_type *o_ptr);
+bool object_is_weapon(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(object_type *o_ptr);
+bool object_is_weapon_armour_ammo(object_type *o_ptr);
+bool object_is_melee_weapon(object_type *o_ptr);
+bool object_is_wearable(object_type *o_ptr);
+bool object_is_equipment(object_type *o_ptr);
+bool object_refuse_enchant_weapon(object_type *o_ptr);
+bool object_allow_enchant_weapon(object_type *o_ptr);
+bool object_allow_enchant_melee_weapon(object_type *o_ptr);
+bool object_is_smith(object_type *o_ptr);
+bool object_is_artifact(object_type *o_ptr);
+bool object_is_random_artifact(object_type *o_ptr);
+bool object_is_nameless(object_type *o_ptr);
+bool object_allow_two_hands_wielding(object_type *o_ptr);
+bool object_can_refill_torch(object_type *o_ptr);
+bool can_player_destroy_object(object_type *o_ptr);
+bool object_is_quest_target(object_type *o_ptr);
+bool object_is_aware(object_type *o_ptr);
+bool object_is_tried(object_type *o_ptr);
+bool object_is_known(object_type *o_ptr);
#define OBJECT_IS_FULL_KNOWN(T) ((T)->ident & IDENT_FULL_KNOWN)
-#include "system/angband.h"
+/*!
+ * @brief アイテムが特定種別のものであるかどうかの判定関数群
+ * @date 2018/12/15
+ * @author deskull
+ */
+
#include "object/object-kind-hook.h"
#include "object/object-kind.h"
#include "object/sv-amulet-types.h"
-
+#pragma once
+
+#include "system/angband.h"
+
bool kind_is_cloak(KIND_OBJECT_IDX k_idx);
bool kind_is_polearm(KIND_OBJECT_IDX k_idx);
bool kind_is_sword(KIND_OBJECT_IDX k_idx);
bool kind_is_hafted(KIND_OBJECT_IDX k_idx);
bool kind_is_potion(KIND_OBJECT_IDX k_idx);
bool kind_is_good(KIND_OBJECT_IDX k_idx);
-
-
-
-#include "system/angband.h"
+#include "object-kind.h"
#include "util/util.h"
-#include "object-kind.h"
/*
* The object kind arrays
#pragma once
-#include "util/util.h"
+
+#include "system/angband.h"
/*!
* @struct object_kind
* 2014 Deskull rearranged comment for Doxygen.\n
*/
-#include "system/angband.h"
#include "object/object1.h"
-#include "system/system-variables.h"
+#include "cmd-item/cmd-activate.h"
+#include "cmd-item/cmd-smith.h"
+#include "combat/snipe.h"
+#include "floor/floor.h"
+#include "inventory/player-inventory.h"
+#include "io/files-util.h"
#include "io/read-pref-file.h"
-#include "util/util.h"
+#include "monster/monster.h"
#include "object/artifact.h"
-#include "floor/floor.h"
-#include "cmd-item/cmd-activate.h"
#include "object/item-apply-magic.h"
-#include "object/object-kind.h"
#include "object/object-ego.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
#include "object/special-object-flags.h"
#include "object/sv-amulet-types.h"
#include "object/sv-lite-types.h"
#include "object/sv-other-types.h"
#include "object/sv-ring-types.h"
#include "object/sv-weapon-types.h"
-#include "player/player-move.h"
+#include "object/tr-types.h"
+#include "object/trc-types.h"
#include "player/player-class.h"
-#include "inventory/player-inventory.h"
-#include "monster/monster.h"
-#include "io/files-util.h"
+#include "player/player-move.h"
+#include "system/system-variables.h"
#include "term/gameterm.h"
-#include "cmd-item/cmd-smith.h"
-#include "combat/snipe.h"
+#include "util/util.h"
#include "view/display-main-window.h"
-#include "object/tr-types.h"
-#include "object/trc-types.h"
#if defined(MACH_O_CARBON)
#ifdef verify
#define OBJ_GOLD_LIST 480 /* First "gold" entry */
+#include "system/angband.h"
#include "object/object-util.h"
void reset_visuals(player_type *owner_ptr, void(*process_autopick_file_command)(char*));
* 2013 Deskull rearranged comment for Doxygen.\n
*/
-#include "system/angband.h"
-#include "term/gameterm.h"
-#include "core/stuff-handler.h"
-#include "util/util.h"
-
-#include "monster/creature.h"
-
-#include "object/artifact.h"
+#include "player/player-effects.h"
+#include "autopick/autopick-reader-writer.h"
+#include "birth/birth-body-spec.h"
+#include "birth/birth-stat.h"
+#include "birth/character-builder.h"
#include "cmd-io/cmd-dump.h"
-#include "floor/floor.h"
#include "cmd/cmd-building.h"
-#include "birth/character-builder.h"
+#include "combat/snipe.h"
+#include "core/stuff-handler.h"
+#include "dungeon/quest.h"
+#include "floor/floor.h"
+#include "floor/wild.h"
#include "grid/grid.h"
+#include "io/files-util.h"
+#include "io/report.h"
+#include "io/save.h"
+#include "monster/creature.h"
+#include "monster/monster-status.h"
+#include "mspell/monster-spell.h"
#include "mutation/mutation.h"
-#include "dungeon/quest.h"
-#include "player/avatar.h"
-#include "spell/spells-status.h"
-#include "realm/realm-song.h"
-#include "realm/realm-hex.h"
+#include "object/artifact.h"
#include "object/item-feeling.h"
-#include "object/object2.h"
#include "object/object-ego.h"
#include "object/object-hook.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
#include "object/sv-armor-types.h"
#include "object/sv-protector-types.h"
#include "object/sv-weapon-types.h"
-#include "floor/wild.h"
-#include "spell/spells-floor.h"
-#include "player/player-status.h"
+#include "player/avatar.h"
#include "player/player-class.h"
+#include "player/player-damage.h"
#include "player/player-move.h"
-#include "player/player-effects.h"
-#include "player/race-info-table.h"
-#include "player/player-class.h"
-#include "player/player-personality.h"
#include "player/player-personalities-table.h"
-#include "player/player-sex.h"
-#include "player/player-damage.h"
-#include "monster/monster-status.h"
-#include "combat/snipe.h"
-#include "io/files-util.h"
-#include "mspell/monster-spell.h"
-#include "world/world.h"
-#include "object/object-kind.h"
-#include "autopick/autopick-reader-writer.h"
-#include "io/save.h"
-#include "io/report.h"
-#include "birth/birth-stat.h"
-#include "birth/birth-body-spec.h"
+#include "player/player-personality.h"
#include "player/player-races-table.h"
-
+#include "player/player-sex.h"
+#include "player/player-status.h"
+#include "player/race-info-table.h"
+#include "realm/realm-hex.h"
+#include "realm/realm-song.h"
+#include "spell/spells-floor.h"
+#include "spell/spells-status.h"
+#include "term/gameterm.h"
+#include "util/util.h"
#include "view/display-main-window.h"
+#include "world/world.h"
/*!
* @brief 修行僧の構え能力テーブル
#pragma once
-typedef struct kamae kamae;
+#include "system/angband.h"
-struct kamae
-{
+typedef struct kamae {
concptr desc; /* A verbose kamae description */
PLAYER_LEVEL min_level; /* Minimum level to use */
concptr info;
-};
-
-/* effects.c */
-
-extern void set_action(player_type *creature_ptr, ACTION_IDX typ);
-extern void reset_tim_flags(player_type *creature_ptr);
-extern void dispel_player(player_type *creature_ptr);
-extern bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, MIMIC_RACE_IDX p, bool do_dec);
-extern bool set_blind(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_confused(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_afraid(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_paralyzed(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_image(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_fast(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_slow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_shield(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tsubureru(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_magicdef(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_blessed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_hero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_invis(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_infra(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_lightspeed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v);
-extern bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v);
-extern bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_stun(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_cut(player_type *creature_ptr, TIME_EFFECT v);
-extern bool set_food(player_type *creature_ptr, TIME_EFFECT v);
-extern bool inc_stat(player_type *creature_ptr, int stat);
-extern bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent);
-extern bool res_stat(player_type *creature_ptr, int stat);
-extern bool hp_player(player_type *creature_ptr, int num);
-extern bool do_dec_stat(player_type *creature_ptr, int stat);
-extern bool do_res_stat(player_type *creature_ptr, int stat);
-extern bool do_inc_stat(player_type *creature_ptr, int stat);
-extern bool restore_level(player_type *creature_ptr);
-extern bool lose_all_info(player_type *creature_ptr);
-extern void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac);
-extern void gain_exp(player_type *creature_ptr, s32b amount);
-extern void calc_android_exp(player_type *creature_ptr);
-extern void lose_exp(player_type *creature_ptr, s32b amount);
-extern bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob);
-extern void do_poly_self(player_type *creature_ptr);
-extern bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool choose_ele_attack(player_type *creature_ptr);
-extern bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT turn);
-extern bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_tim_esp(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_superstealth(player_type *creature_ptr, bool set);
-extern void do_poly_wounds(player_type *creature_ptr);
-extern void change_race(player_type *creature_ptr, player_race_type new_race, concptr effect_msg);
-extern bool drop_weapons(player_type *creature_ptr);
+} kamae;
extern const kamae kamae_shurui[MAX_KAMAE];
extern const kamae kata_shurui[MAX_KATA];
+
+void set_action(player_type *creature_ptr, ACTION_IDX typ);
+void reset_tim_flags(player_type *creature_ptr);
+void dispel_player(player_type *creature_ptr);
+bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, MIMIC_RACE_IDX p, bool do_dec);
+bool set_blind(player_type *creature_ptr, TIME_EFFECT v);
+bool set_confused(player_type *creature_ptr, TIME_EFFECT v);
+bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v);
+bool set_afraid(player_type *creature_ptr, TIME_EFFECT v);
+bool set_paralyzed(player_type *creature_ptr, TIME_EFFECT v);
+bool set_image(player_type *creature_ptr, TIME_EFFECT v);
+bool set_fast(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_slow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_shield(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tsubureru(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_magicdef(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_blessed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_hero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_invis(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_infra(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_lightspeed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v);
+bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v);
+bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_stun(player_type *creature_ptr, TIME_EFFECT v);
+bool set_cut(player_type *creature_ptr, TIME_EFFECT v);
+bool set_food(player_type *creature_ptr, TIME_EFFECT v);
+bool inc_stat(player_type *creature_ptr, int stat);
+bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent);
+bool res_stat(player_type *creature_ptr, int stat);
+bool hp_player(player_type *creature_ptr, int num);
+bool do_dec_stat(player_type *creature_ptr, int stat);
+bool do_res_stat(player_type *creature_ptr, int stat);
+bool do_inc_stat(player_type *creature_ptr, int stat);
+bool restore_level(player_type *creature_ptr);
+bool lose_all_info(player_type *creature_ptr);
+void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac);
+void gain_exp(player_type *creature_ptr, s32b amount);
+void calc_android_exp(player_type *creature_ptr);
+void lose_exp(player_type *creature_ptr, s32b amount);
+bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob);
+void do_poly_self(player_type *creature_ptr);
+bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool choose_ele_attack(player_type *creature_ptr);
+bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT turn);
+bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_tim_esp(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool set_superstealth(player_type *creature_ptr, bool set);
+void do_poly_wounds(player_type *creature_ptr);
+void change_race(player_type *creature_ptr, player_race_type new_race, concptr effect_msg);
+bool drop_weapons(player_type *creature_ptr);
* </pre>
*/
-#include "system/angband.h"
-#include "core/stuff-handler.h"
-#include "core/special-internal-keys.h"
-#include "util/util.h"
-#include "main/sound-definitions-table.h"
-
-#include "realm/realm-song.h"
+#include "player/player-move.h"
#include "autopick/autopick.h"
+#include "cmd-action/cmd-attack.h"
+#include "cmd/cmd-basic.h"
+#include "core/special-internal-keys.h"
+#include "core/stuff-handler.h"
#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
+#include "grid/feature.h"
#include "grid/grid.h"
#include "grid/trap.h"
-#include "dungeon/quest.h"
-#include "object/artifact.h"
-#include "player/player-move.h"
-#include "player/player-status.h"
-#include "player/player-effects.h"
-#include "player/player-races-table.h"
-#include "player/player-class.h"
#include "inventory/player-inventory.h"
-#include "player/player-personalities-table.h"
-#include "spell/spells-floor.h"
-#include "grid/feature.h"
-#include "object/warning.h"
-#include "object/special-object-flags.h"
+#include "io/targeting.h"
+#include "main/sound-definitions-table.h"
+#include "monster/monster-status.h"
#include "monster/monster.h"
#include "mspell/monster-spell.h"
-#include "monster/monster-status.h"
-#include "object/object2.h"
-#include "object/object-hook.h"
+#include "object/artifact.h"
#include "object/object-flavor.h"
+#include "object/object-hook.h"
#include "object/object-mark-types.h"
+#include "object/object2.h"
+#include "object/special-object-flags.h"
+#include "object/warning.h"
+#include "player/player-class.h"
+#include "player/player-effects.h"
+#include "player/player-personalities-table.h"
+#include "player/player-races-table.h"
+#include "player/player-status.h"
+#include "realm/realm-song.h"
+#include "spell/process-effect.h"
+#include "spell/spells-floor.h"
#include "spell/spells-type.h"
-#include "cmd/cmd-basic.h"
+#include "spell/spells3.h"
+#include "util/util.h"
#include "view/display-main-window.h"
#include "world/world.h"
-#include "object/object-kind.h"
-#include "autopick/autopick.h"
-#include "io/targeting.h"
-#include "spell/process-effect.h"
-#include "spell/spells3.h"
-#include "cmd-action/cmd-attack.h"
travel_type travel;
#pragma once
+#include "system/angband.h"
#include "floor/floor.h"
-extern void disturb(player_type *creature_ptr, bool stop_search, bool flush_output);
-extern void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap);
-extern void run_step(player_type *creature_ptr, DIRECTION dir);
+void disturb(player_type *creature_ptr, bool stop_search, bool flush_output);
+void move_player(player_type *creature_ptr, DIRECTION dir, bool do_pickup, bool break_trap);
+void run_step(player_type *creature_ptr, DIRECTION dir);
#define MPE_STAYING 0x00000001
#define MPE_FORGET_FLOW 0x00000002
#define MPE_DO_PICKUP 0x00000020
#define MPE_BREAK_TRAP 0x00000040
#define MPE_DONT_SWAP_MON 0x00000080
-extern bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode);
-
-extern void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx);
-extern bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x);
-extern bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat);
-extern void search(player_type *creature_ptr);
-extern void carry(player_type *creature_ptr, bool pickup);
-extern void do_cmd_travel(player_type *creature_ptr);
-extern void travel_step(player_type *creature_ptr);
+bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode);
+void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx);
+bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x);
+bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat);
+void search(player_type *creature_ptr);
+void carry(player_type *creature_ptr, bool pickup);
+void do_cmd_travel(player_type *creature_ptr);
+void travel_step(player_type *creature_ptr);
/* Types of pattern tiles */
#define NOT_PATTERN_TILE -1
#include "pet/pet-util.h"
#include "cmd-action/cmd-spell.h"
#include "dungeon/dungeon.h"
-#include "object/object-kind.h"
#include "monster/monster-race.h"
#include "autopick/autopick.h"
#include "autopick/autopick-reader-writer.h"
-#include "system/angband.h"
-#include "spell/spells-util.h"
-#include "spell/spells-execution.h"
+#include "spell/spells-execution.h"
#include "realm/realm.h"
#include "realm/realm-arcane.h"
#include "realm/realm-chaos.h"
#pragma once
+#include "system/angband.h"
+#include "spell/spells-util.h"
+
concptr exe_spell(player_type *caster_ptr, REALM_IDX realm, SPELL_IDX spell, spell_type mode);
-#include "system/angband.h"
-#include "util/util.h"
+/*!
+ * @brief フロアに影響のある魔法の処理
+ * @date 2019/02/21
+ * @author deskull
+ */
+#include "spell/spells-floor.h"
+#include "cmd-io/cmd-dump.h"
+#include "cmd/cmd-basic.h"
#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
+#include "floor/floor-events.h"
+#include "floor/floor-save.h"
#include "floor/floor.h"
+#include "grid/feature.h"
#include "grid/grid.h"
-#include "dungeon/quest.h"
+#include "io/write-diary.h"
+#include "monster/monster-status.h"
#include "object/artifact.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "object/object-mark-types.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
-
-#include "io/write-diary.h"
-#include "cmd/cmd-basic.h"
-#include "cmd-io/cmd-dump.h"
-
-#include "floor/floor-events.h"
-#include "floor/floor-save.h"
#include "player/player-damage.h"
#include "player/player-effects.h"
#include "player/player-move.h"
-#include "grid/feature.h"
-#include "view/display-main-window.h"
-
-#include "monster/monster-status.h"
-
#include "spell/spells3.h"
-#include "spell/spells-floor.h"
+#include "util/util.h"
+#include "view/display-main-window.h"
/*
* Light up the dungeon using "clairvoyance"
#pragma once
-extern void wiz_lite(player_type *caster_ptr, bool ninja);
-extern void wiz_dark(player_type *caster_ptr);
-extern bool warding_glyph(player_type *caster_ptr);
-extern bool explosive_rune(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool place_mirror(player_type *caster_ptr);
-extern void stair_creation(player_type *caster_ptr);
-extern void map_area(player_type *caster_ptr, POSITION range);
-extern bool destroy_area(player_type *caster_ptr, POSITION y1, POSITION x1, POSITION r, bool in_generate);
-extern bool earthquake(player_type *caster_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx);
+#include "system/angband.h"
+
+void wiz_lite(player_type *caster_ptr, bool ninja);
+void wiz_dark(player_type *caster_ptr);
+bool warding_glyph(player_type *caster_ptr);
+bool explosive_rune(player_type *caster_ptr, POSITION y, POSITION x);
+bool place_mirror(player_type *caster_ptr);
+void stair_creation(player_type *caster_ptr);
+void map_area(player_type *caster_ptr, POSITION range);
+bool destroy_area(player_type *caster_ptr, POSITION y1, POSITION x1, POSITION r, bool in_generate);
+bool earthquake(player_type *caster_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx);
-#include "spell/spells-object.h"
+/*!
+ * @brief アイテムに影響のある魔法の処理
+ * @date 2019/01/22
+ * @deskull
+ */
+
+#include "spell/spells-object.h"
#include "autopick/autopick.h"
#include "cmd/cmd-basic.h"
#include "floor/floor-object.h"
-#include "system/angband.h"
-#include "core/stuff-handler.h"
-#include "util/util.h"
+/*!
+ * @brief スピード等のステータスに影響のある魔法の処理
+ * @date 2019/01/22
+ * @author deskull
+ */
+#include "spell/spells-status.h"
+#include "cmd-action/cmd-spell.h"
#include "cmd-item/cmd-magiceat.h"
-#include "player/avatar.h"
+#include "core/stuff-handler.h"
#include "effect/effect-characteristics.h"
+#include "io/targeting.h"
+#include "mind/racial-force-trainer.h"
+#include "monster/monster.h"
#include "object/object-flavor.h"
-#include "player/player-status.h"
+#include "object/object-kind.h"
+#include "object/object2.h"
+#include "player/avatar.h"
#include "player/player-class.h"
-#include "spell/spells-status.h"
-#include "spell/spells-type.h"
-#include "monster/monster.h"
-#include "cmd-action/cmd-spell.h"
#include "player/player-effects.h"
-#include "object/object2.h"
-#include "object/object-kind.h"
-#include "io/targeting.h"
+#include "player/player-status.h"
#include "realm/realm-song.h"
-#include "view/display-main-window.h"
+#include "spell/spells-type.h"
#include "spell/spells2.h"
#include "spell/spells3.h"
-#include "mind/racial-force-trainer.h"
+#include "util/util.h"
+#include "view/display-main-window.h"
/*!
* @brief モンスター回復処理
#pragma once
+#include "system/angband.h"
#include "spell/spells-util.h"
bool heal_monster(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam);
* </pre>
*/
-#include "system/angband.h"
-#include "system/system-variables.h"
-#include "core/stuff-handler.h"
-#include "util/util.h"
-#include "main/sound-definitions-table.h"
-
-#include "monster/creature.h"
-
-#include "object/artifact.h"
-#include "io/write-diary.h"
+#include "spell/spells2.h"
+#include "autopick/autopick.h"
+#include "cmd-action/cmd-attack.h"
#include "cmd-action/cmd-pet.h"
-#include "pet/pet-util.h"
-#include "pet/pet-fall-off.h"
#include "cmd-io/cmd-dump.h"
+#include "combat/combat-options-type.h"
+#include "core/stuff-handler.h"
+#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
+#include "effect/spells-effect-util.h"
+#include "floor/floor-events.h"
+#include "grid/feature.h"
#include "grid/grid.h"
-#include "world/world.h"
-#include "spell/spells2.h"
-#include "spell/spells3.h"
-#include "spell/spells-summon.h"
+#include "inventory/player-inventory.h"
+#include "io/targeting.h"
+#include "io/write-diary.h"
+#include "locale/english.h"
+#include "main/sound-definitions-table.h"
+#include "monster/creature.h"
+#include "monster/monster-race.h"
+#include "monster/monster-status.h"
#include "mutation/mutation.h"
-#include "dungeon/quest.h"
-#include "player/avatar.h"
-
-#include "spell/spells-status.h"
-#include "spell/spells-floor.h"
-#include "spell/spells-diceroll.h"
-#include "realm/realm-hex.h"
-#include "autopick/autopick.h"
+#include "object/artifact.h"
#include "object/item-use-flags.h"
-#include "object/object2.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "object/object-mark-types.h"
-#include "monster/monster-status.h"
-#include "player/player-move.h"
-#include "player/player-status.h"
-#include "player/player-effects.h"
-#include "player/player-skill.h"
+#include "object/object2.h"
+#include "object/special-object-flags.h"
+#include "object/sv-food-types.h"
+#include "pet/pet-fall-off.h"
+#include "pet/pet-util.h"
+#include "player/avatar.h"
#include "player/player-class.h"
#include "player/player-damage.h"
-#include "inventory/player-inventory.h"
-
-#include "dungeon/dungeon.h"
-#include "floor/floor-events.h"
-#include "grid/feature.h"
-#include "view/display-main-window.h"
-#include "object/object-kind.h"
-#include "monster/monster-race.h"
-#include "io/targeting.h"
-#include "locale/english.h"
-#include "effect/spells-effect-util.h"
-#include "spell/spells-type.h"
+#include "player/player-effects.h"
+#include "player/player-move.h"
+#include "player/player-skill.h"
+#include "player/player-status.h"
+#include "realm/realm-hex.h"
#include "spell/process-effect.h"
-#include "combat/combat-options-type.h"
-#include "cmd-action/cmd-attack.h"
-#include "object/special-object-flags.h"
-#include "object/sv-food-types.h"
+#include "spell/spells-diceroll.h"
+#include "spell/spells-floor.h"
+#include "spell/spells-status.h"
+#include "spell/spells-summon.h"
+#include "spell/spells-type.h"
+#include "spell/spells3.h"
+#include "system/system-variables.h"
+#include "util/util.h"
+#include "view/display-main-window.h"
+#include "world/world.h"
#define SV_WOODEN_STATUE 0
#pragma once
-bool wall_stone(player_type* caster_ptr);
+#include "system/angband.h"
+
+bool wall_stone(player_type *caster_ptr);
bool speed_monsters(player_type* caster_ptr);
bool slow_monsters(player_type* caster_ptr, int power);
bool sleep_monsters(player_type* caster_ptr, int power);
/*!
- * @file spells3.c
* @brief 魔法効果の実装/ Spell code (part 3)
* @date 2014/07/26
* @author
* </pre>
*/
-#include "system/angband.h"
+#include "spell/spells3.h"
+#include "autopick/autopick.h"
+#include "cmd-action/cmd-attack.h"
+#include "cmd-action/cmd-spell.h"
+#include "cmd-io/cmd-dump.h"
+#include "cmd-io/cmd-save.h"
#include "cmd/cmd-building.h"
+#include "combat/snipe.h"
#include "core/stuff-handler.h"
-#include "term/gameterm.h"
-#include "util/util.h"
-#include "main/sound-definitions-table.h"
-#include "object/item-feeling.h"
-#include "object/object-ego.h"
-#include "object/object-mark-types.h"
-
-#include "monster/creature.h"
-
#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
+#include "effect/spells-effect-util.h"
+#include "floor/floor-save.h"
#include "floor/floor-town.h"
+#include "floor/wild.h"
+#include "grid/grid.h"
+#include "inventory/player-inventory.h"
+#include "io/files-util.h"
+#include "io/targeting.h"
+#include "io/write-diary.h"
+#include "main/sound-definitions-table.h"
+#include "market/building-util.h"
+#include "mind/mind.h"
+#include "mind/racial-force-trainer.h"
+#include "monster/creature.h"
+#include "monster/monster-process.h"
+#include "monster/monster-status.h"
+#include "mspell/monster-spell.h"
+#include "object/artifact.h"
+#include "object/item-feeling.h"
#include "object/item-use-flags.h"
-#include "object/object2.h"
#include "object/object-boost.h"
+#include "object/object-ego.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "player/player-move.h"
-#include "player/player-status.h"
+#include "object/object-kind.h"
+#include "object/object-mark-types.h"
+#include "object/object2.h"
+#include "object/special-object-flags.h"
+#include "object/tr-types.h"
+#include "object/trc-types.h"
+#include "player/avatar.h"
#include "player/player-class.h"
#include "player/player-damage.h"
-#include "inventory/player-inventory.h"
+#include "player/player-effects.h"
+#include "player/player-move.h"
+#include "player/player-personalities-table.h"
+#include "player/player-skill.h"
+#include "player/player-status.h"
+#include "spell/process-effect.h"
+#include "spell/spells-execution.h"
+#include "spell/spells-floor.h"
#include "spell/spells-summon.h"
-#include "dungeon/quest.h"
-#include "object/artifact.h"
-#include "player/avatar.h"
#include "spell/spells2.h"
-#include "spell/spells3.h"
-#include "spell/spells-floor.h"
#include "spell/technic-info-table.h"
-#include "grid/grid.h"
-#include "market/building-util.h"
-#include "monster/monster-process.h"
-#include "monster/monster-status.h"
-#include "mspell/monster-spell.h"
-#include "io/write-diary.h"
-#include "cmd-io/cmd-save.h"
-#include "cmd-action/cmd-spell.h"
-#include "cmd-io/cmd-dump.h"
-#include "combat/snipe.h"
-#include "floor/floor-save.h"
-#include "io/files-util.h"
-#include "player/player-effects.h"
-#include "player/player-skill.h"
-#include "player/player-personalities-table.h"
+#include "term/gameterm.h"
+#include "util/util.h"
#include "view/display-main-window.h"
-#include "mind/mind.h"
-#include "floor/wild.h"
#include "world/world.h"
-#include "object/object-kind.h"
-#include "autopick/autopick.h"
-#include "io/targeting.h"
-#include "effect/spells-effect-util.h"
-#include "spell/spells-execution.h"
-#include "spell/process-effect.h"
-#include "mind/racial-force-trainer.h"
-#include "cmd-action/cmd-attack.h"
-#include "object/tr-types.h"
-#include "object/trc-types.h"
-#include "object/special-object-flags.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
#pragma once
+#include "system/angband.h"
#include "spell/spells-util.h"
bool teleport_away(player_type* caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode);
-#include "system/angband.h"
-#include "store/store-owners.h"
+#include "store/store-owners.h"
#include "player/player-races-table.h"
/*!
#pragma once
+#include "system/angband.h"
+
#define MAX_STORES 10 /*!< 店舗の種類最大数 / Total number of stores (see "store.c", etc) */
#define MAX_OWNERS 32 /*!< 各店舗毎の店主定義最大数 / Total number of owners per store (see "store.c", etc) */
-#include "system/angband.h"
+/*!
+ * @brief 店舗処理関係のユーティリティ
+ * @date 2020/03/20
+ * @author Hourier
+ */
+
#include "store/store-util.h"
#include "object/item-apply-magic.h"
#include "object/item-feeling.h"
-#include "object/object2.h"
#include "object/object-hook.h"
#include "object/object-kind.h"
-#include "object/tr-types.h"
+#include "object/object2.h"
#include "object/special-object-flags.h"
#include "object/sv-lite-types.h"
#include "object/sv-potion-types.h"
#include "object/sv-scroll-types.h"
#include "object/sv-weapon-types.h"
+#include "object/tr-types.h"
int cur_store_num = 0;
store_type *st_ptr = NULL;
#pragma once
+#include "system/angband.h"
+
#define STORE_OBJ_LEVEL 5 /* Magic Level for normal stores */
#define STORE_GENERAL 0 /*!< 店舗の種類: 雑貨屋 */
-#include "system/angband.h"
-#include "util/util.h"
-
-#include "term/gameterm.h"
+#include "term/gameterm.h"
#include "system/system-variables.h"
-
+#include "util/util.h"
/*
* Standard window names
#pragma once
+#include "system/angband.h"
#include "spell/spells-type.h"
+
/*
* Angband "attributes" (with symbols, and base (R,G,B) codes)
*
* 2014 Deskull rearranged comment for Doxygen.
*/
-#include "system/angband.h"
-#include "util/util.h"
+#include "view/display-main-window.h"
#include "autopick/autopick-finder.h"
#include "autopick/autopick-methods-table.h"
#include "autopick/autopick-util.h"
-#include "term/gameterm.h"
-
#include "cmd/cmd-building.h"
-#include "system/system-variables.h"
+#include "core/player-processor.h"
#include "core/stuff-handler.h"
-#include "io/files-util.h"
-#include "world/world.h"
+#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
+#include "effect/effect-characteristics.h"
+#include "effect/spells-effect-util.h"
+#include "floor/floor-town.h"
+#include "grid/feature.h"
+#include "grid/grid.h"
+#include "inventory/player-inventory.h"
+#include "io/files-util.h"
+#include "io/input-key-processor.h"
+#include "io/targeting.h"
+#include "market/arena-info-table.h"
+#include "monster/monster.h"
#include "object/artifact.h"
-#include "object/object2.h"
+#include "object/object-flavor.h"
+#include "object/object-kind.h"
#include "object/object-mark-types.h"
+#include "object/object2.h"
#include "player/avatar.h"
-#include "view/display-player.h"
-#include "player/player-status.h"
-#include "player/player-class.h"
-#include "player/player-races-table.h"
#include "player/mimic-info-table.h"
+#include "player/player-class.h"
#include "player/player-effects.h"
-#include "inventory/player-inventory.h"
-#include "monster/monster.h"
-#include "view/display-main-window.h"
-
+#include "player/player-races-table.h"
+#include "player/player-status.h"
#include "realm/realm-hex.h"
#include "realm/realm-song.h"
-
-#include "object/object-flavor.h"
-
-#include "grid/grid.h"
-#include "dungeon/dungeon.h"
-#include "effect/effect-characteristics.h"
-#include "floor/floor-town.h"
-#include "grid/feature.h"
-#include "object/object-kind.h"
-#include "io/targeting.h"
-
-#include "market/arena-info-table.h"
-#include "effect/spells-effect-util.h"
#include "spell/spells3.h"
-#include "io/input-key-processor.h"
-#include "core/player-processor.h"
+#include "system/system-variables.h"
+#include "term/gameterm.h"
+#include "util/util.h"
+#include "view/display-player.h"
+#include "world/world.h"
/*
* Not using graphical tiles for this feature?
#pragma once
+#include "system/angband.h"
#include "grid/feature.h"
extern void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p);
-#include "floor/floor.h"
-#include "view/display-player-middle.h"
-#include "view/status-first-page.h"
-#include "view/display-util.h"
-#include "player/player-effects.h"
-#include "player/player-skill.h"
-#include "realm/realm-song.h"
-#include "world/world.h"
-#include "object/object-kind.h"
+#include "view/display-player-middle.h"
+#include "floor/floor.h"
#include "object/object-hook.h"
#include "object/special-object-flags.h"
#include "object/sv-bow-types.h"
+#include "player/player-effects.h"
+#include "player/player-races-table.h"
+#include "player/player-skill.h"
+#include "realm/realm-song.h"
#include "shoot.h"
#include "term/gameterm.h"
-#include "player/player-races-table.h"
+#include "view/display-util.h"
+#include "view/status-first-page.h"
+#include "world/world.h"
/*!
* @brief プレイヤーの打撃能力修正を表示する
* ここにこれ以上関数を引っ越してくるのは禁止
*/
-#include "display-player.h"
+#include "view/display-player.h"
+#include "dungeon/dungeon-file.h"
+#include "dungeon/quest.h"
#include "floor/floor.h"
+#include "knowledge/knowledge-mutations.h"
+#include "object/object-kind.h"
#include "player/mimic-info-table.h"
+#include "player/patron.h"
#include "player/player-personality.h"
-#include "term/gameterm.h"
-#include "status-first-page.h"
#include "player/player-sex.h"
-#include "player/patron.h"
-#include "world/world.h"
-#include "dungeon/quest.h"
+#include "status-first-page.h"
#include "system/system-variables.h" // 暫定。後で消す
-#include "knowledge/knowledge-mutations.h"
-#include "dungeon/dungeon-file.h"
-#include "object/object-kind.h"
-#include "view/display-util.h"
+#include "term/gameterm.h"
#include "view/display-characteristic.h"
-#include "view/display-player-stat-info.h"
-#include "view/display-player-misc-info.h"
#include "view/display-player-middle.h"
+#include "view/display-player-misc-info.h"
+#include "view/display-player-stat-info.h"
+#include "view/display-util.h"
+#include "world/world.h"
/*!
* @brief
#include "view/object-describer.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "object/object-kind.h"
#include "object/special-object-flags.h"
/*!
* @author Hourier
*/
-#include "system/angband.h"
-#include "combat/shoot.h"
-#include "term/gameterm.h"
#include "status-first-page.h"
+#include "combat/attack-power-table.h"
+#include "combat/shoot.h"
#include "display-util.h"
#include "object/artifact.h"
-#include "object/object1.h"
#include "object/object-hook.h"
-#include "object/object-kind.h"
+#include "object/object1.h"
+#include "object/special-object-flags.h"
#include "object/sv-weapon-types.h"
-#include "combat/attack-power-table.h"
#include "object/tr-types.h"
-#include "object/special-object-flags.h"
+#include "term/gameterm.h"
static TERM_COLOR likert_color = TERM_WHITE;
#pragma once
+#include "system/angband.h"
+
#define ENTRY_BARE_HAND 0
#define ENTRY_TWO_HANDS 1
#define ENTRY_RIGHT_HAND1 2
* 2013 Deskull rearranged comment for Doxygen.
*/
-#include "system/angband.h"
#include "wizard/wizard-spoiler.h"
-#include "util/util.h"
-#include "term/gameterm.h"
-#include "system/angband-version.h"
-#include "object/artifact.h"
#include "core/sort.h"
-#include "store/store.h"
-#include "store/store-util.h"
+#include "floor/floor-town.h"
+#include "io/files-util.h"
#include "monster/monster.h"
-#include "object/object2.h"
+#include "object/artifact.h"
+#include "object/object-ego.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
-#include "object/object-ego.h"
#include "object/object-kind.h"
-#include "floor/floor-town.h"
-#include "io/files-util.h"
+#include "object/object2.h"
+#include "object/special-object-flags.h"
#include "object/tr-types.h"
#include "object/trc-types.h"
-#include "object/special-object-flags.h"
+#include "store/store-util.h"
+#include "store/store.h"
+#include "system/angband-version.h"
+#include "term/gameterm.h"
+#include "util/util.h"
/*
* The spoiler file being created
#pragma once
+#include "system/angband.h"
+
void do_cmd_spoilers(player_type* player_ptr);
void spoil_random_artifact(player_type* creature_ptr, concptr fname);