<ClInclude Include="..\..\src\spell\spells-util.h" />\r
<ClInclude Include="..\..\src\spell\spells-execution.h" />\r
<ClInclude Include="..\..\src\spell\spells2.h" />\r
+ <ClInclude Include="..\..\src\spell\spells3.h" />\r
<ClInclude Include="..\..\src\spell\technic-info-table.h" />\r
<ClInclude Include="..\..\src\view\display-characteristic.h" />\r
<ClInclude Include="..\..\src\view\display-fruit.h" />\r
<ClInclude Include="..\..\src\spell\spells2.h">
<Filter>spell</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\spell\spells3.h">
+ <Filter>spell</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
spell/spells-util.h spell/spells-type.h \
spell/process-effect.h spell/process-effect.h \
spell/spells1.c spell/spells1.h spell/spells2.c spell/spells2.h \
- spell/spells3.c \
+ spell/spells3.c spell/spells3.h \
spells-diceroll.c spells-diceroll.h \
spells-floor.c spells-floor.h \
spells-object.c spells-object.h \
#include "player-effects.h"
#include "grid.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 箱からアイテムを引き出す /
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 装備耐性に準じたブレス効果の選択テーブル /
#include "targeting.h"
#include "world.h"
#include "effect/spells-effect-util.h"
+#include "spell/spells3.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 "player-personality.h"
#include "monster.h"
#include "view/display-main-window.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "object/object-kind.h"
#include "autopick/autopick.h"
#include "autopick/autopick-registry.h"
#include "cmd-magiceat.h"
#include "avatar.h"
#include "player-status.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "player-class.h"
#include "object/object-kind.h"
#include "targeting.h"
#include "view/display-main-window.h"
#include "spell/spells-type.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
static int damage;
#include "mutation.h"
#include "avatar.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-status.h"
#include "player-effects.h"
#include "player-status.h"
#include "view/display-main-window.h"
#include "spell/spells-type.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 巻物を読むコマンドのサブルーチン
#include "selfinfo.h"
#include "spell/technic-info-table.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-summon.h"
#include "realm/realm-hex.h"
#include "mind.h"
#include "player-class.h"
#include "player-inventory.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-status.h"
#include "spells-floor.h"
#include "object-hook.h"
#include "targeting.h"
#include "view/display-main-window.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief ロッドの効果を発動する
#include "targeting.h"
#include "view/display-main-window.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 魔法棒の効果を発動する
#include "world.h"
#include "spells-floor.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#define BLOW_EFFECT_TYPE_NONE 0
#define BLOW_EFFECT_TYPE_FEAR 1
#include "spell/spells-util.h"
#include "spell/spells-execution.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* コピーライト情報 /
#include "object-broken.h"
#include "autopick/autopick.h"
#include "spell/spells-type.h"
+#include "spell/spells3.h"
/*!
* @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
#include "effect/effect-monster-util.h"
#include "effect/effect-monster-resist-hurt.h"
#include "monster-status.h"
+#include "spell/spells3.h"
gf_switch_result effect_monster_void(effect_monster_type *em_ptr)
{
#include "avatar.h"
#include "spell/spells-type.h"
#include "effect/effect-characteristics.h"
+#include "spell/spells3.h"
/*!
* @brief ビーム/ボルト/ボール系魔法によるモンスターへの効果があるかないかを判定する
#include "mutation.h"
#include "monster-spell.h"
#include "spells-status.h"
+#include "spell/spells3.h"
// 毒を除く4元素.
void effect_player_elements(player_type *target_ptr, effect_player_type *ep_ptr,
#include "quest.h"
#include "artifact.h"
#include "cmd-spell.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "spells-object.h"
#include "spells-status.h"
#include "realm/realm-hex.h"
#include "cmd/cmd-visuals.h"
#include "cmd/cmd-zapwand.h"
#include "cmd/cmd-magiceat.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "market/store.h"
#include "avatar.h"
#include "cmd-spell.h"
#include "spell/spells-type.h"
#include "spell/process-effect.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*! 特殊技能の一覧テーブル */
mind_power const mind_powers[5] =
#include "angband.h"
#include "quantum-effect.h"
#include "monster-spell.h"
+#include "spell/spells3.h"
/*!
* @brief ユニークでない量子生物を消滅させる
#include "player-race.h"
#include "player-class.h"
#include "spell/process-effect.h"
+#include "spell/spells3.h"
#define DO_SPELL_NONE 0
#define DO_SPELL_BR_LITE 1
#include "dungeon.h"
#include "world.h"
#include "view/display-main-window.h"
+#include "spell/spells3.h"
/*!
* @brief モンスターが敵対モンスターにビームを当てること可能かを判定する /
#include "targeting.h"
#include "view/display-main-window.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief モンスター魔法をプレイヤーが使用する場合の換算レベル
#include "view/display-main-window.h" // 暫定、後で消したい.
#include "spell/process-effect.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief モンスター2体がプレイヤーの近くに居るかの判定 /
#include "effect/spells-effect-util.h"
#include "spell/spells-type.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief プレイヤーに突然変異を与える
#include "io/write-diary.h"
#include "cmd/cmd-dump.h"
#include "cmd/cmd-spell.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "dungeon.h"
#include "floor.h"
#include "grid.h"
#include "autopick/autopick.h"
#include "targeting.h"
#include "spell/process-effect.h"
+#include "spell/spells3.h"
travel_type travel;
#include "effect/spells-effect-util.h"
#include "spell/spells-type.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 修行僧の構え設定処理
#include "avatar.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-floor.h"
#include "spells-object.h"
#include "spells-summon.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief カオス領域魔法の各処理を行う
#include "player-status.h"
#include "player-effects.h"
#include "realm/realm-craft.h"
+#include "spell/spells3.h"
/*!
* @brief 匠領域魔法の各処理を行う
#include "realm/realm-crusade.h"
#include "spell/process-effect.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 破邪領域魔法の各処理を行う
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 暗黒領域魔法の各処理を行う
#include "spell/spells-type.h"
#include "spell/process-effect.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
#include "spell/spells-type.h"
#include "spell/process-effect.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 剣術の各処理を行う
#include "spells-status.h"
#include "spells-floor.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "player-status.h"
#include "player-effects.h"
#include "floor.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 自然領域魔法の各処理を行う
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 歌の開始を処理する / Start singing if the player is a Bard
#include "targeting.h"
#include "realm/realm-sorcery.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief 仙術領域魔法の各処理を行う
#include "realm/realm-trump.h"
#include "spell/spells-type.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief トランプ領域魔法の各処理を行う
#pragma once
#include "realm/realm.h"
-/* 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);
-extern POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-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);
-
-/* spells3.c */
-extern bool teleport_away(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode);
-extern void teleport_monster_to(player_type *caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode);
-extern bool teleport_player_aux(player_type *creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode);
-extern void teleport_player(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode);
-extern void teleport_player_away(MONSTER_IDX m_idx, player_type *target_ptr, POSITION dis, bool is_quantum_effect);
-extern void teleport_player_to(player_type *creature_ptr, POSITION ny, POSITION nx, teleport_flags mode);
-extern void teleport_away_followable(player_type *creature_ptr, MONSTER_IDX m_idx);
-extern bool teleport_level_other(player_type *caster_ptr);
-extern void teleport_level(player_type *creature_ptr, MONSTER_IDX m_idx);
-extern bool recall_player(player_type *creature_ptr, TIME_EFFECT turns);
-extern bool free_level_recall(player_type *creature_ptr);
-extern bool reset_recall(player_type *caster_ptr);
-extern bool apply_disenchant(player_type *target_ptr, BIT_FLAGS mode);
-extern void call_the_void(player_type *caster_ptr);
-extern void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los);
-extern void reserve_alter_reality(player_type *caster_ptr);
-extern void identify_pack(player_type *target_ptr);
-extern int remove_curse(player_type *caster_ptr);
-extern int remove_all_curse(player_type *caster_ptr);
-extern bool alchemy(player_type *caster_ptr);
-
-extern bool artifact_scroll(player_type *caster_ptr);
-extern bool ident_spell(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval);
-extern bool mundane_spell(player_type *ownner_ptr, bool only_equip);
-extern bool identify_item(player_type *owner_ptr, object_type *o_ptr);
-extern bool identify_fully(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval);
-extern bool recharge(player_type *caster_ptr, int power);
-extern void display_spell_list(player_type *caster_ptr);
-extern EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm);
-extern MANA_POINT mod_need_mana(player_type *caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm);
-extern PERCENTAGE mod_spell_chance_1(player_type *caster_ptr, PERCENTAGE chance);
-extern PERCENTAGE mod_spell_chance_2(player_type *caster_ptr, PERCENTAGE chance);
-extern PERCENTAGE spell_chance(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX realm);
-extern void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX realm);
-extern bool polymorph_monster(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool dimension_door(player_type *caster_ptr);
-extern bool mirror_tunnel(player_type *caster_ptr);
-extern void massacre(player_type *caster_ptr);
-extern bool eat_rock(player_type *caster_ptr);
-extern bool shock_power(player_type *caster_ptr);
-extern bool fetch_monster(player_type *caster_ptr);
-extern bool booze(player_type *creature_ptr);
-extern bool detonation(player_type *creature_ptr);
-extern void blood_curse_to_enemy(player_type *caster_ptr, MONSTER_IDX m_idx);
-extern bool fire_crimson(player_type *shooter_ptr);
-extern bool tele_town(player_type *caster_ptr);
-extern bool is_teleport_level_ineffective(player_type *caster_ptr, MONSTER_IDX idx);
+bool in_disintegration_range(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+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);
+POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+bool binding_field(player_type *caster_ptr, HIT_POINT dam);
+void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam);
+concptr spell_category_name(OBJECT_TYPE_VALUE tval);
#include "melee.h"
#include "world.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-summon.h"
#include "mutation.h"
#include "quest.h"
#include "artifact.h"
#include "avatar.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-floor.h"
#include "spell/technic-info-table.h"
#include "grid.h"
--- /dev/null
+#pragma once
+
+bool teleport_away(player_type* caster_ptr, MONSTER_IDX m_idx, POSITION dis, teleport_flags mode);
+void teleport_monster_to(player_type* caster_ptr, MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, teleport_flags mode);
+bool teleport_player_aux(player_type* creature_ptr, POSITION dis, bool is_quantum_effect, teleport_flags mode);
+void teleport_player(player_type* creature_ptr, POSITION dis, BIT_FLAGS mode);
+void teleport_player_away(MONSTER_IDX m_idx, player_type* target_ptr, POSITION dis, bool is_quantum_effect);
+void teleport_player_to(player_type* creature_ptr, POSITION ny, POSITION nx, teleport_flags mode);
+void teleport_away_followable(player_type* creature_ptr, MONSTER_IDX m_idx);
+bool teleport_level_other(player_type* caster_ptr);
+void teleport_level(player_type* creature_ptr, MONSTER_IDX m_idx);
+bool recall_player(player_type* creature_ptr, TIME_EFFECT turns);
+bool free_level_recall(player_type* creature_ptr);
+bool reset_recall(player_type* caster_ptr);
+bool apply_disenchant(player_type* target_ptr, BIT_FLAGS mode);
+void call_the_void(player_type* caster_ptr);
+void fetch(player_type* caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los);
+void reserve_alter_reality(player_type* caster_ptr);
+void identify_pack(player_type* target_ptr);
+int remove_curse(player_type* caster_ptr);
+int remove_all_curse(player_type* caster_ptr);
+bool alchemy(player_type* caster_ptr);
+
+bool artifact_scroll(player_type* caster_ptr);
+bool ident_spell(player_type* caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval);
+bool mundane_spell(player_type* ownner_ptr, bool only_equip);
+bool identify_item(player_type* owner_ptr, object_type* o_ptr);
+bool identify_fully(player_type* caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval);
+bool recharge(player_type* caster_ptr, int power);
+void display_spell_list(player_type* caster_ptr);
+EXP experience_of_spell(player_type* caster_ptr, SPELL_IDX spell, REALM_IDX use_realm);
+MANA_POINT mod_need_mana(player_type* caster_ptr, MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm);
+PERCENTAGE mod_spell_chance_1(player_type* caster_ptr, PERCENTAGE chance);
+PERCENTAGE mod_spell_chance_2(player_type* caster_ptr, PERCENTAGE chance);
+PERCENTAGE spell_chance(player_type* caster_ptr, SPELL_IDX spell, REALM_IDX realm);
+void print_spells(player_type* caster_ptr, SPELL_IDX target_spell, SPELL_IDX* spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX realm);
+bool polymorph_monster(player_type* caster_ptr, POSITION y, POSITION x);
+bool dimension_door(player_type* caster_ptr);
+bool mirror_tunnel(player_type* caster_ptr);
+void massacre(player_type* caster_ptr);
+bool eat_rock(player_type* caster_ptr);
+bool shock_power(player_type* caster_ptr);
+bool fetch_monster(player_type* caster_ptr);
+bool booze(player_type* creature_ptr);
+bool detonation(player_type* creature_ptr);
+void blood_curse_to_enemy(player_type* caster_ptr, MONSTER_IDX m_idx);
+bool fire_crimson(player_type* shooter_ptr);
+bool tele_town(player_type* caster_ptr);
+bool is_teleport_level_ineffective(player_type* caster_ptr, MONSTER_IDX idx);
#include "monster-status.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "spells-floor.h"
/*
#include "artifact.h"
#include "floor.h"
#include "grid.h"
-#include "spell/spells1.h"
+#include "spell/spells3.h"
#include "spells-object.h"
#include "object-boost.h"
#include "object-hook.h"
#include "realm/realm-song.h"
#include "view/display-main-window.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
/*!
* @brief モンスター回復処理
#include "world.h"
#include "spell/process-effect.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
static s16b normal_traps[MAX_NORMAL_TRAPS];
#include "market/arena-info-table.h"
#include "effect/spells-effect-util.h"
+#include "spell/spells3.h"
/*
* Not using graphical tiles for this feature?
#include "view/display-main-window.h"
#include "world.h"
#include "spell/spells2.h"
+#include "spell/spells3.h"
#define NUM_O_SET 8
#define NUM_O_BIT 32