<ClInclude Include="..\..\src\spell\spells-type.h" />\r
<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\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\spells1.h">
<Filter>spell</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\spell\spells2.h">
+ <Filter>spell</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
spell/spells-execution.c spell/spells-execution.h \
spell/spells-util.h spell/spells-type.h \
spell/process-effect.h spell/process-effect.h \
- spell/spells1.h \
- spell/spells1.c spell/spells2.c spell/spells3.c \
+ spell/spells1.c spell/spells1.h spell/spells2.c spell/spells2.h \
+ spell/spells3.c \
spells-diceroll.c spells-diceroll.h \
spells-floor.c spells-floor.h \
spells-object.c spells-object.h \
#include "player-class.h"
#include "player-effects.h"
#include "grid.h"
+#include "spell/spells2.h"
/*!
* @brief 箱からアイテムを引き出す /
#include "spell/spells-type.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
+#include "spell/spells2.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 "view/display-main-window.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
static int damage;
#include "object-hook.h"
#include "mutation.h"
#include "avatar.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-status.h"
#include "player-effects.h"
#include "player-status.h"
#include "object/object-kind.h"
#include "view/display-main-window.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
/*!
* @brief 巻物を読むコマンドのサブルーチン
#include "cmd/cmd-dump.h"
#include "selfinfo.h"
#include "spell/technic-info-table.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-summon.h"
#include "realm/realm-hex.h"
#include "mind.h"
#include "player-effects.h"
#include "player-class.h"
#include "player-inventory.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-status.h"
#include "spells-floor.h"
#include "object-hook.h"
#include "floor.h"
#include "targeting.h"
#include "view/display-main-window.h"
+#include "spell/spells2.h"
/*!
* @brief ロッドの効果を発動する
#include "floor.h"
#include "targeting.h"
#include "view/display-main-window.h"
+#include "spell/spells2.h"
/*!
* @brief 魔法棒の効果を発動する
#include "view/display-main-window.h"
#include "world.h"
#include "spells-floor.h"
+#include "spell/spells2.h"
#define BLOW_EFFECT_TYPE_NONE 0
#define BLOW_EFFECT_TYPE_FEAR 1
#include "targeting.h"
#include "spell/spells-util.h"
#include "spell/spells-execution.h"
+#include "spell/spells2.h"
/*!
* コピーライト情報 /
#include "monsterrace-hook.h"
#include "combat/melee.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
#include "effect/effect-monster-resist-hurt.h"
#include "effect/effect-monster-psi.h"
#include "effect/effect-monster-domination.h"
#include "effect/spells-effect-util.h"
#include "player-move.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
#include "player-effects.h"
#include "effect/effect-characteristics.h"
#include "player-class.h"
#include "player-personality.h"
#include "world.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "io/write-diary.h"
#include "cmd/cmd-dump.h"
#include "save.h"
#include "effect/spells-effect-util.h"
#include "spell/spells-type.h"
#include "spell/process-effect.h"
+#include "spell/spells2.h"
/*! 特殊技能の一覧テーブル */
mind_power const mind_powers[5] =
#include "monster-status.h"
#include "monster-spell.h"
#include "monster-process.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-summon.h"
#include "monsterrace-hook.h"
#include "object-curse.h"
#include "player-effects.h"
#include "targeting.h"
#include "view/display-main-window.h"
+#include "spell/spells2.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 "world.h"
#include "view/display-main-window.h" // 暫定、後で消したい.
#include "spell/process-effect.h"
+#include "spell/spells2.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 "player-race.h"
#include "effect/spells-effect-util.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
/*!
* @brief プレイヤーに突然変異を与える
#include "spells-status.h"
#include "spells-floor.h"
#include "floor.h"
+#include "spell/spells2.h"
#ifdef JP
/*!
#include "player-class.h"
#include "effect/spells-effect-util.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
/*!
* @brief 修行僧の構え設定処理
#include "cmd-spell.h"
#include "avatar.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-floor.h"
#include "spells-object.h"
#include "spells-summon.h"
#include "spell/spells-type.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
+#include "spell/spells2.h"
/*!
* @brief カオス領域魔法の各処理を行う
#include "targeting.h"
#include "realm/realm-crusade.h"
#include "spell/process-effect.h"
+#include "spell/spells2.h"
/*!
* @brief 破邪領域魔法の各処理を行う
#include "player-damage.h"
#include "targeting.h"
#include "realm/realm-daemon.h"
+#include "spell/spells2.h"
/*!
* @brief 悪魔領域魔法の各処理を行う
#include "realm/realm-death.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
+#include "spell/spells2.h"
/*!
* @brief 暗黒領域魔法の各処理を行う
#include "spell/spells-execution.h"
#include "spell/spells-type.h"
#include "spell/process-effect.h"
+#include "spell/spells2.h"
#define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
#include "spell/spells-util.h"
#include "spell/spells-type.h"
#include "spell/process-effect.h"
+#include "spell/spells2.h"
/*!
* @brief 剣術の各処理を行う
#include "cmd-spell.h"
#include "spells-status.h"
#include "spells-floor.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "player-status.h"
#include "player-effects.h"
#include "floor.h"
#include "spell/spells-type.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
+#include "spell/spells2.h"
/*!
* @brief 自然領域魔法の各処理を行う
#include "realm/realm-song.h"
#include "spell/process-effect.h"
#include "effect/effect-characteristics.h"
+#include "spell/spells2.h"
/*!
* @brief 歌の開始を処理する / Start singing if the player is a Bard
#include "player-effects.h"
#include "targeting.h"
#include "realm/realm-sorcery.h"
+#include "spell/spells2.h"
/*!
* @brief 仙術領域魔法の各処理を行う
#include "effect/spells-effect-util.h"
#include "realm/realm-trump.h"
#include "spell/spells-type.h"
+#include "spell/spells2.h"
/*!
* @brief トランプ領域魔法の各処理を行う
extern void seal_of_mirror(player_type *caster_ptr, HIT_POINT dam);
extern concptr spell_category_name(OBJECT_TYPE_VALUE tval);
-/* spells2.c */
-extern bool detect_traps(player_type *caster_ptr, POSITION range, bool known);
-extern bool detect_doors(player_type *caster_ptr, POSITION range);
-extern bool detect_stairs(player_type *caster_ptr, POSITION range);
-extern bool detect_treasure(player_type *caster_ptr, POSITION range);
-extern bool detect_objects_gold(player_type *caster_ptr, POSITION range);
-extern bool detect_objects_normal(player_type *caster_ptr, POSITION range);
-extern bool detect_objects_magic(player_type *caster_ptr, POSITION range);
-extern bool detect_monsters_normal(player_type *caster_ptr, POSITION range);
-extern bool detect_monsters_invis(player_type *caster_ptr, POSITION range);
-extern bool detect_monsters_evil(player_type *caster_ptr, POSITION range);
-extern bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag);
-extern bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr);
-extern bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range);
-extern bool detect_monsters_mind(player_type *caster_ptr, POSITION range);
-extern bool detect_all(player_type *caster_ptr, POSITION range);
-extern bool wall_stone(player_type *caster_ptr);
-extern bool speed_monsters(player_type *caster_ptr);
-extern bool slow_monsters(player_type *caster_ptr, int power);
-extern bool sleep_monsters(player_type *caster_ptr, int power);
-extern void aggravate_monsters(player_type *caster_ptr, MONSTER_IDX who);
-extern bool genocide_aux(player_type *caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name);
-extern bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast);
-extern bool mass_genocide(player_type *caster_ptr, int power, bool player_cast);
-extern bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast);
-extern bool probing(player_type *caster_ptr);
-extern bool banish_evil(player_type *caster_ptr, int dist);
-extern bool dispel_evil(player_type *caster_ptr, HIT_POINT dam);
-extern bool dispel_good(player_type *caster_ptr, HIT_POINT dam);
-extern bool dispel_undead(player_type *caster_ptr, HIT_POINT dam);
-extern bool dispel_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool dispel_living(player_type *caster_ptr, HIT_POINT dam);
-extern bool dispel_demons(player_type *caster_ptr, HIT_POINT dam);
-extern bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful);
-extern bool unleash_mana_storm(player_type *creature_ptr, bool powerful);
-extern bool crusade(player_type *caster_ptr);
-extern bool turn_undead(player_type *caster_ptr);
-extern void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1);
-extern bool starlight(player_type *caster_ptr, bool magic);
-extern void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1);
-extern bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad);
-extern bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad);
-extern bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
-extern bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
-extern bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
-extern bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
-extern bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
-extern bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
-extern bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
-extern void call_chaos(player_type *caster_ptr);
-extern bool fire_beam(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
-extern bool fire_bolt_or_beam(player_type *caster_ptr, PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
-extern bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam);
-extern bool hypodynamic_bolt(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam);
-extern bool death_ray(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
-extern bool wall_to_mud(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam);
-extern bool destroy_door(player_type *caster_ptr, DIRECTION dir);
-extern bool disarm_trap(player_type *caster_ptr, DIRECTION dir);
-extern bool wizard_lock(player_type *caster_ptr, DIRECTION dir);
-extern bool teleport_monster(player_type *caster_ptr, DIRECTION dir, int distance);
-extern bool door_creation(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool destroy_doors_touch(player_type *caster_ptr);
-extern bool disarm_traps_touch(player_type *caster_ptr);
-extern bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x);
-extern bool sleep_monsters_touch(player_type *caster_ptr);
-extern bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count);
-extern int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet);
-extern void wall_breaker(player_type *caster_ptr);
-extern bool confuse_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool charm_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool charm_animals(player_type *caster_ptr, HIT_POINT dam);
-extern bool stun_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool stasis_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool banish_monsters(player_type *caster_ptr, int dist);
-extern bool turn_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool turn_evil(player_type *caster_ptr, HIT_POINT dam);
-extern bool deathray_monsters(player_type *caster_ptr);
-extern bool charm_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
-extern bool control_one_undead(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
-extern bool control_one_demon(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
-extern bool charm_animal(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
-extern bool mindblast_monsters(player_type *caster_ptr, HIT_POINT dam);
-extern bool teleport_swap(player_type *caster_ptr, DIRECTION dir);
-extern bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg);
-extern bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam);
-extern bool eat_magic(player_type *caster_ptr, int power);
-extern void discharge_minion(player_type *caster_ptr);
-extern bool kawarimi(player_type *caster_ptr, bool success);
-extern bool rush_attack(player_type *attacker_ptr, bool *mdeath);
-extern void remove_all_mirrors(player_type *caster_ptr, bool explode);
-extern void ring_of_power(player_type *caster_ptr, DIRECTION dir);
-extern void wild_magic(player_type *caster_ptr, int spell);
-extern void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad);
-extern bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad);
-extern void cast_wonder(player_type *caster_ptr, DIRECTION dir);
-extern void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir);
-extern void cast_shuffle(player_type *caster_ptr);
-extern bool_hack vampirism(player_type *caster_ptr);
-extern bool hit_and_away(player_type *caster_ptr);
-extern bool psychometry(player_type *caster_ptr);
-extern bool draconian_breath(player_type *creature_ptr);
-extern bool android_inside_weapon(player_type *creature_ptr);
-extern bool create_ration(player_type *crature_ptr);
-extern void hayagake(player_type *creature_ptr);
-extern bool double_attack(player_type *creature_ptr);
-extern bool comvert_hp_to_mp(player_type *creature_ptr);
-extern bool comvert_mp_to_hp(player_type *creature_ptr);
-extern bool demonic_breath(player_type *creature_ptr);
-extern bool mirror_concentration(player_type *creature_ptr);
-extern bool sword_dancing(player_type *creature_ptr);
-extern bool confusing_light(player_type *creature_ptr);
-extern bool rodeo(player_type *creature_ptr);
-extern bool clear_mind(player_type *creature_ptr);
-extern bool concentration(player_type *creature_ptr);
-extern bool vanish_dungeon(player_type *caster_ptr);
-
/* 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);
#include "monsterrace-hook.h"
#include "melee.h"
#include "world.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-summon.h"
#include "mutation.h"
#include "quest.h"
--- /dev/null
+#pragma once
+
+bool detect_traps(player_type* caster_ptr, POSITION range, bool known);
+bool detect_doors(player_type* caster_ptr, POSITION range);
+bool detect_stairs(player_type* caster_ptr, POSITION range);
+bool detect_treasure(player_type* caster_ptr, POSITION range);
+bool detect_objects_gold(player_type* caster_ptr, POSITION range);
+bool detect_objects_normal(player_type* caster_ptr, POSITION range);
+bool detect_objects_magic(player_type* caster_ptr, POSITION range);
+bool detect_monsters_normal(player_type* caster_ptr, POSITION range);
+bool detect_monsters_invis(player_type* caster_ptr, POSITION range);
+bool detect_monsters_evil(player_type* caster_ptr, POSITION range);
+bool detect_monsters_xxx(player_type* caster_ptr, POSITION range, u32b match_flag);
+bool detect_monsters_string(player_type* caster_ptr, POSITION range, concptr);
+bool detect_monsters_nonliving(player_type* caster_ptr, POSITION range);
+bool detect_monsters_mind(player_type* caster_ptr, POSITION range);
+bool detect_all(player_type* caster_ptr, POSITION range);
+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);
+void aggravate_monsters(player_type* caster_ptr, MONSTER_IDX who);
+bool genocide_aux(player_type* caster_ptr, MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name);
+bool symbol_genocide(player_type* caster_ptr, int power, bool player_cast);
+bool mass_genocide(player_type* caster_ptr, int power, bool player_cast);
+bool mass_genocide_undead(player_type* caster_ptr, int power, bool player_cast);
+bool probing(player_type* caster_ptr);
+bool banish_evil(player_type* caster_ptr, int dist);
+bool dispel_evil(player_type* caster_ptr, HIT_POINT dam);
+bool dispel_good(player_type* caster_ptr, HIT_POINT dam);
+bool dispel_undead(player_type* caster_ptr, HIT_POINT dam);
+bool dispel_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool dispel_living(player_type* caster_ptr, HIT_POINT dam);
+bool dispel_demons(player_type* caster_ptr, HIT_POINT dam);
+bool cleansing_nova(player_type* creature_ptr, bool magic, bool powerful);
+bool unleash_mana_storm(player_type* creature_ptr, bool powerful);
+bool crusade(player_type* caster_ptr);
+bool turn_undead(player_type* caster_ptr);
+void lite_room(player_type* caster_ptr, POSITION y1, POSITION x1);
+bool starlight(player_type* caster_ptr, bool magic);
+void unlite_room(player_type* caster_ptr, POSITION y1, POSITION x1);
+bool lite_area(player_type* caster_ptr, HIT_POINT dam, POSITION rad);
+bool unlite_area(player_type* caster_ptr, HIT_POINT dam, POSITION rad);
+bool fire_ball(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+bool fire_breath(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+bool fire_rocket(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+bool fire_ball_hide(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
+bool fire_meteor(player_type* caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
+bool fire_bolt(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+bool fire_blast(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
+void call_chaos(player_type* caster_ptr);
+bool fire_beam(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+bool fire_bolt_or_beam(player_type* caster_ptr, PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+bool lite_line(player_type* caster_ptr, DIRECTION dir, HIT_POINT dam);
+bool hypodynamic_bolt(player_type* caster_ptr, DIRECTION dir, HIT_POINT dam);
+bool death_ray(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
+bool wall_to_mud(player_type* caster_ptr, DIRECTION dir, HIT_POINT dam);
+bool destroy_door(player_type* caster_ptr, DIRECTION dir);
+bool disarm_trap(player_type* caster_ptr, DIRECTION dir);
+bool wizard_lock(player_type* caster_ptr, DIRECTION dir);
+bool teleport_monster(player_type* caster_ptr, DIRECTION dir, int distance);
+bool door_creation(player_type* caster_ptr, POSITION y, POSITION x);
+bool trap_creation(player_type* caster_ptr, POSITION y, POSITION x);
+bool tree_creation(player_type* caster_ptr, POSITION y, POSITION x);
+bool glyph_creation(player_type* caster_ptr, POSITION y, POSITION x);
+bool destroy_doors_touch(player_type* caster_ptr);
+bool disarm_traps_touch(player_type* caster_ptr);
+bool animate_dead(player_type* caster_ptr, MONSTER_IDX who, POSITION y, POSITION x);
+bool sleep_monsters_touch(player_type* caster_ptr);
+bool activate_ty_curse(player_type* target_ptr, bool stop_ty, int* count);
+int activate_hi_summon(player_type* caster_ptr, POSITION y, POSITION x, bool can_pet);
+void wall_breaker(player_type* caster_ptr);
+bool confuse_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool charm_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool charm_animals(player_type* caster_ptr, HIT_POINT dam);
+bool stun_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool stasis_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool banish_monsters(player_type* caster_ptr, int dist);
+bool turn_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool turn_evil(player_type* caster_ptr, HIT_POINT dam);
+bool deathray_monsters(player_type* caster_ptr);
+bool charm_monster(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
+bool control_one_undead(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
+bool control_one_demon(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
+bool charm_animal(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
+bool mindblast_monsters(player_type* caster_ptr, HIT_POINT dam);
+bool teleport_swap(player_type* caster_ptr, DIRECTION dir);
+bool project_hook(player_type* caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg);
+bool project_all_los(player_type* caster_ptr, EFFECT_ID typ, HIT_POINT dam);
+bool eat_magic(player_type* caster_ptr, int power);
+void discharge_minion(player_type* caster_ptr);
+bool kawarimi(player_type* caster_ptr, bool success);
+bool rush_attack(player_type* attacker_ptr, bool* mdeath);
+void remove_all_mirrors(player_type* caster_ptr, bool explode);
+void ring_of_power(player_type* caster_ptr, DIRECTION dir);
+void wild_magic(player_type* caster_ptr, int spell);
+void cast_meteor(player_type* caster_ptr, HIT_POINT dam, POSITION rad);
+bool cast_wrath_of_the_god(player_type* caster_ptr, HIT_POINT dam, POSITION rad);
+void cast_wonder(player_type* caster_ptr, DIRECTION dir);
+void cast_invoke_spirits(player_type* caster_ptr, DIRECTION dir);
+void cast_shuffle(player_type* caster_ptr);
+bool_hack vampirism(player_type* caster_ptr);
+bool hit_and_away(player_type* caster_ptr);
+bool psychometry(player_type* caster_ptr);
+bool draconian_breath(player_type* creature_ptr);
+bool android_inside_weapon(player_type* creature_ptr);
+bool create_ration(player_type* crature_ptr);
+void hayagake(player_type* creature_ptr);
+bool double_attack(player_type* creature_ptr);
+bool comvert_hp_to_mp(player_type* creature_ptr);
+bool comvert_mp_to_hp(player_type* creature_ptr);
+bool demonic_breath(player_type* creature_ptr);
+bool mirror_concentration(player_type* creature_ptr);
+bool sword_dancing(player_type* creature_ptr);
+bool confusing_light(player_type* creature_ptr);
+bool rodeo(player_type* creature_ptr);
+bool clear_mind(player_type* creature_ptr);
+bool concentration(player_type* creature_ptr);
+bool vanish_dungeon(player_type* caster_ptr);
#include "quest.h"
#include "artifact.h"
#include "avatar.h"
-#include "spell/spells1.h"
+#include "spell/spells2.h"
#include "spells-floor.h"
#include "spell/technic-info-table.h"
#include "grid.h"
#include "targeting.h"
#include "realm/realm-song.h"
#include "view/display-main-window.h"
+#include "spell/spells2.h"
/*!
* @brief モンスター回復処理
#include "monster-status.h"
#include "floor.h"
#include "effect/spells-effect-util.h"
+#include "spell/spells2.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
#include "dungeon.h"
#include "world.h"
#include "spell/process-effect.h"
+#include "spell/spells2.h"
static s16b normal_traps[MAX_NORMAL_TRAPS];
#include "targeting.h"
#include "view/display-main-window.h"
#include "world.h"
+#include "spell/spells2.h"
#define NUM_O_SET 8
#define NUM_O_BIT 32