<ClCompile Include="..\..\src\cmd\dump-util.c" />\r
<ClCompile Include="..\..\src\effect\effect-feature.c" />\r
<ClCompile Include="..\..\src\effect\effect-item.c" />\r
+ <ClCompile Include="..\..\src\effect\spells-effect-util.c" />\r
<ClCompile Include="..\..\src\io\dump-remover.c" />\r
<ClCompile Include="..\..\src\io\mutations-dump.c" />\r
<ClCompile Include="..\..\src\knowledge\knowledge-autopick.c" />\r
<ClInclude Include="..\..\src\cmd\dump-util.h" />\r
<ClInclude Include="..\..\src\effect\effect-feature.h" />\r
<ClInclude Include="..\..\src\effect\effect-item.h" />\r
+ <ClInclude Include="..\..\src\effect\spells-effect-util.h" />\r
<ClInclude Include="..\..\src\io\dump-remover.h" />\r
<ClInclude Include="..\..\src\io\mutations-dump.h" />\r
<ClInclude Include="..\..\src\knowledge\knowledge-autopick.h" />\r
<ClCompile Include="..\..\src\realm\realm-trump.c">
<Filter>realm</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\effect\spells-effect-util.c">
+ <Filter>effect</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\gamevalue.h" />
<ClInclude Include="..\..\src\realm\realm-trump.h">
<Filter>realm</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\effect\spells-effect-util.h">
+ <Filter>effect</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
\
effect/effect-feature.c effect/effect-feature.h \
effect/effect-item.c effect/effect-item.h \
+ effect/spells-effect-util.c effect/spells-effect-util.h \
\
spell/spells-common.c spell/spells-common.h \
spells.h \
#include "object-ego.h"
#include "targeting.h"
#include "world.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief 装備耐性に準じたブレス効果の選択テーブル /
#include "view/display-main-window.h"
#include "targeting.h"
#include "world.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
#include "view/display-main-window.h"
#include "targeting.h"
#include "world.h"
+#include "effect/spells-effect-util.h"
int total_friends = 0;
#include "object-broken.h"
#include "floor.h"
#include "grid.h"
-#include "spells.h"
#include "object-flavor.h"
#include "shoot.h"
#include "view/display-main-window.h"
#include "object/object-kind.h"
#include "targeting.h"
+#include "effect/spells-effect-util.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 /
--- /dev/null
+#include "angband.h"
+#include "effect/spells-effect-util.h"
+
+int rakubadam_m;
+int rakubadam_p;
+bool sukekaku;
+
+int project_length = 0;
+
+int cap_mon;
+int cap_mspeed;
+HIT_POINT cap_hp;
+HIT_POINT cap_maxhp;
+STR_OFFSET cap_nickname;
+
+int project_m_n;
+POSITION project_m_x;
+POSITION project_m_y;
+POSITION monster_target_x;
+POSITION monster_target_y;
--- /dev/null
+#pragma once
+
+extern int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
+extern int rakubadam_p; /*!< 落馬した際のダメージ量 */
+
+extern int cap_mon;
+extern int cap_mspeed;
+extern HIT_POINT cap_hp;
+extern HIT_POINT cap_maxhp;
+extern STR_OFFSET cap_nickname;
+
+extern bool sukekaku;
+extern int project_length; /*!< 投射の射程距離 */
+
+extern int project_m_n; /*!< 魔法効果範囲内にいるモンスターの数 */
+extern POSITION project_m_x; /*!< 処理中のモンスターX座標 */
+extern POSITION project_m_y; /*!< 処理中のモンスターY座標 */
+extern POSITION monster_target_x; /*!< モンスターの攻撃目標X座標 */
+extern POSITION monster_target_y; /*!< モンスターの攻撃目標Y座標 */
#include "artifact.h"
#include "object/object-kind.h"
#include "trap.h"
+#include "effect/spells-effect-util.h"
/*
* The array of floor [MAX_WID][MAX_HGT].
#include "floor.h"
#include "melee.h"
-#include "spells.h"
#include "spells-summon.h"
#include "avatar.h"
#include "player-move.h"
#include "view/display-main-window.h"
#include "targeting.h"
#include "realm/realm-song.h"
+#include "effect/spells-effect-util.h"
/*! 特殊技能の一覧テーブル */
mind_power const mind_powers[5] =
#include "spells-status.h"
#include "spells-floor.h"
#include "object-hook.h"
-#include "spells.h"
#include "cmd-basic.h"
#include "files.h"
#include "floor.h"
#include "targeting.h"
#include "player-race.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief プレイヤーに突然変異を与える
#include "spells-status.h"
#include "spells-object.h"
#include "spells-floor.h"
-#include "spells.h"
#include "cmd-spell.h"
#include "realm/realm-hex.h"
#include "targeting.h"
#include "view/display-main-window.h"
#include "player-class.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief 修行僧の構え設定処理
#include "view/display-main-window.h"
#include "spells-floor.h"
#include "world.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief 剣術の各処理を行う
#include "util.h"
#include "cmd-spell.h"
-#include "spells.h"
#include "spells-summon.h"
#include "spells-status.h"
#include "spells-object.h"
#include "player-effects.h"
#include "player-damage.h"
#include "targeting.h"
-
+#include "effect/spells-effect-util.h"
/*!
* @brief 自然領域魔法の各処理を行う
#include "cmd-spell.h"
#include "mutation.h"
-#include "spells.h"
#include "spells-summon.h"
#include "spells-status.h"
#include "spells-object.h"
#include "player-effects.h"
#include "player-class.h"
#include "targeting.h"
-
+#include "effect/spells-effect-util.h"
/*!
* @brief トランプ領域魔法の各処理を行う
#include "angband.h"
#include "util.h"
-#include "spells.h"
#include "spells-summon.h"
#include "player-inventory.h"
#include "monster-status.h"
#include "floor.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief トランプ魔法独自の召喚処理を行う / Handle summoning and failure of trump spells
#define MAX_GF 117
-extern int cap_mon;
-extern int cap_mspeed;
-extern HIT_POINT cap_hp;
-extern HIT_POINT cap_maxhp;
-extern STR_OFFSET cap_nickname;
-extern bool sukekaku;
-
/* spells1.c */
extern bool in_disintegration_range(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern void breath_shape(player_type *caster_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ);
#define PROJECT_WHO_GLASS_SHARDS -2 /*!< 魔法効果の自然発生要因: 破壊されたガラス地形の破片 */
extern bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell);
-extern int project_length;
extern bool binding_field(player_type *caster_ptr, HIT_POINT dam);
extern void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam);
extern concptr spell_category_name(OBJECT_TYPE_VALUE tval);
#include "effect/effect-feature.h"
#include "effect/effect-item.h"
-
-
-static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
-static int rakubadam_p; /*!< 落馬した際のダメージ量 */
-bool sukekaku;
-
-int project_length = 0; /*!< 投射の射程距離 */
-
-int cap_mon;
-int cap_mspeed;
-HIT_POINT cap_hp;
-HIT_POINT cap_maxhp;
-STR_OFFSET cap_nickname;
+#include "effect/spells-effect-util.h"
/*!
* @brief 魔法処理のメインルーチン
}
-static int project_m_n; /*!< 魔法効果範囲内にいるモンスターの数 */
-static POSITION project_m_x; /*!< 処理中のモンスターX座標 */
-static POSITION project_m_y; /*!< 処理中のモンスターY座標 */
-static POSITION monster_target_x; /*!< モンスターの攻撃目標X座標 */
-static POSITION monster_target_y; /*!< モンスターの攻撃目標Y座標 */
-
-
/*!
* @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
* @param caster_ptr プレーヤーへの参照ポインタ
#include "targeting.h"
#include "realm/realm-song.h"
#include "english.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief プレイヤー周辺の地形を感知する
#include "object/object-kind.h"
#include "autopick/autopick.h"
#include "targeting.h"
+#include "effect/spells-effect-util.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
#include "feature.h"
#include "quest.h"
#include "dungeon.h"
-#include "spells.h"
#include "world.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief コンソール上におけるマップ表示の左上位置を返す /
#include "monster.h"
#include "view/display-main-window.h"
-#include "spells.h"
#include "realm/realm-hex.h"
#include "realm/realm-song.h"
#include "targeting.h"
#include "market/arena-info-table.h"
+#include "effect/spells-effect-util.h"
/*
* Not using graphical tiles for this feature?