#include "spells-object.h"
#include "spells-status.h"
#include "spells-floor.h"
+#include "monster-spell.h"
#include "mind.h"
#include "world.h"
#include "mutation.h"
extern void do_poly_wounds(void);
extern void change_race(CHARACTER_IDX new_race, concptr effect_msg);
-/* mspells1.c */
-extern bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
-extern bool summon_possible(POSITION y1, POSITION x1);
-extern bool raise_possible(monster_type *m_ptr);
-extern bool dispel_check(MONSTER_IDX m_idx);
-extern bool spell_is_inate(SPELL_IDX spell);
-extern bool make_attack_spell(MONSTER_IDX m_idx);
-extern void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
-extern void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
-extern void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type);
-
-/* mspells2.c */
-extern void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg);
-extern bool monst_spell_monst(MONSTER_IDX m_idx);
-
-/* mspells3.c */
-extern bool do_cmd_cast_learned(void);
-extern void learn_spell(int monspell);
-extern void set_rf_masks(BIT_FLAGS *f4, BIT_FLAGS *f5, BIT_FLAGS *f6, BIT_FLAGS mode);
-
-/* mspells4.c */
-extern bool spell_learnable(MONSTER_IDX m_idx);
-extern HIT_POINT monspell_to_player(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx);
-extern HIT_POINT monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx);
-extern HIT_POINT monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE);
-extern HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE);
-extern HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE);
-
-
/*
* Hack -- conditional (or "bizarre") externs
*/
extern const monster_power monster_powers[MAX_MONSPELLS];
extern const concptr monster_powers_short[MAX_MONSPELLS];
+
+/* mspells1.c */
+extern bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend);
+extern bool summon_possible(POSITION y1, POSITION x1);
+extern bool raise_possible(monster_type *m_ptr);
+extern bool dispel_check(MONSTER_IDX m_idx);
+extern bool spell_is_inate(SPELL_IDX spell);
+extern bool make_attack_spell(MONSTER_IDX m_idx);
+extern void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
+extern void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
+extern void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type);
+
+/* mspells2.c */
+extern void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT_FLAGS flg);
+extern bool monst_spell_monst(MONSTER_IDX m_idx);
+
+/* mspells3.c */
+extern bool do_cmd_cast_learned(void);
+extern void learn_spell(int monspell);
+extern void set_rf_masks(BIT_FLAGS *f4, BIT_FLAGS *f5, BIT_FLAGS *f6, BIT_FLAGS mode);
+
+/* mspells4.c */
+extern bool spell_learnable(MONSTER_IDX m_idx);
+extern HIT_POINT monspell_to_player(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx);
+extern HIT_POINT monspell_to_monster(int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx);
+extern HIT_POINT monspell_damage(int SPELL_NUM, MONSTER_IDX m_idx, int TYPE);
+extern HIT_POINT monspell_race_damage(int SPELL_NUM, MONRACE_IDX r_idx, int TYPE);
+extern HIT_POINT monspell_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, int TYPE);
#include "object-broken.h"
#include "player-status.h"
#include "player-effects.h"
+#include "monster-spell.h"
/*!
#include "snipe.h"
#include "files.h"
#include "player-effects.h"
+#include "monster-spell.h"
/*!
* @brief プレイヤーの継続行動を設定する。
#include "grid.h"
#include "dungeon-file.h"
#include "files.h"
+#include "monster-spell.h"
#ifdef ALLOW_WIZARD