<ClCompile Include="..\..\src\spell-kind\spells-fetcher.c" />\r
<ClCompile Include="..\..\src\spell-kind\spells-polymorph.c" />\r
<ClCompile Include="..\..\src\spell-kind\spells-world.c" />\r
+ <ClCompile Include="..\..\src\spell-realm\spells-arcane.c" />\r
<ClCompile Include="..\..\src\spell-realm\spells-craft.c" />\r
<ClCompile Include="..\..\src\spell-realm\spells-demon.c" />\r
<ClCompile Include="..\..\src\spell-realm\spells-nature.c" />\r
<ClInclude Include="..\..\src\spell-kind\spells-fetcher.h" />\r
<ClInclude Include="..\..\src\spell-kind\spells-polymorph.h" />\r
<ClInclude Include="..\..\src\spell-kind\spells-world.h" />\r
+ <ClInclude Include="..\..\src\spell-realm\spells-arcane.h" />\r
<ClInclude Include="..\..\src\spell-realm\spells-craft.h" />\r
<ClInclude Include="..\..\src\spell-realm\spells-demon.h" />\r
<ClInclude Include="..\..\src\spell-realm\spells-nature.h" />\r
<ClCompile Include="..\..\src\spell-realm\spells-nature.c">
<Filter>spell-realm</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\spell-realm\spells-arcane.c">
+ <Filter>spell-realm</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\spell-realm\spells-nature.h">
<Filter>spell-realm</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\spell-realm\spells-arcane.h">
+ <Filter>spell-realm</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
spell-kind/spells-teleport.c spell-kind/spells-teleport.h \
spell-kind/spells-world.c spell-kind/spells-world.h \
\
+ spell-realm/spells-arcane.c spell-realm/spells-arcane.h \
spell-realm/spells-chaos.c spell-realm/spells-chaos.h \
spell-realm/spells-craft.c spell-realm/spells-craft.h \
spell-realm/spells-crusade.c spell-realm/spells-crusade.h \
#include "spell-kind/spells-perception.h"
#include "spell-kind/spells-teleport.h"
#include "spell-kind/spells-world.h"
+#include "spell-realm/spells-arcane.h"
#include "spell/spell-types.h"
#include "spell/spells-diceroll.h"
-#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
#include "status/bad-status-setter.h"
--- /dev/null
+#include "spell-realm/spells-arcane.h"
+#include "core/player-update-types.h"
+#include "inventory/inventory-slot-types.h"
+#include "sv-definition/sv-lite-types.h"
+#include "system/object-type-definition.h"
+#include "view/display-messages.h"
+
+/*!
+ * @brief \8eõ\96½\82Â\82«\8cõ\8c¹\82Ì\94R\91f\92Ç\89Á\8f\88\97\9d /
+ * Charge a lite (torch or latern)
+ * @return \82È\82µ
+ */
+void phlogiston(player_type *caster_ptr)
+{
+ GAME_TURN max_flog = 0;
+ object_type *o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
+ if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
+ max_flog = FUEL_LAMP;
+ else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
+ max_flog = FUEL_TORCH;
+ else {
+ msg_print(_("\94R\91f\82ð\8fÁ\94ï\82·\82é\83A\83C\83e\83\80\82ð\91\95\94õ\82µ\82Ä\82¢\82Ü\82¹\82ñ\81B", "You are not wielding anything which uses phlogiston."));
+ return;
+ }
+
+ if (o_ptr->xtra4 >= max_flog) {
+ msg_print(_("\82±\82Ì\83A\83C\83e\83\80\82É\82Í\82±\82ê\88È\8fã\94R\91f\82ð\95â\8f[\82Å\82«\82Ü\82¹\82ñ\81B", "No more phlogiston can be put in this item."));
+ return;
+ }
+
+ o_ptr->xtra4 += (XTRA16)(max_flog / 2);
+ msg_print(_("\8fÆ\96¾\97p\83A\83C\83e\83\80\82É\94R\91f\82ð\95â\8f[\82µ\82½\81B", "You add phlogiston to your light item."));
+ if (o_ptr->xtra4 >= max_flog) {
+ o_ptr->xtra4 = (XTRA16)max_flog;
+ msg_print(_("\8fÆ\96¾\97p\83A\83C\83e\83\80\82Í\96\9e\83^\83\93\82É\82È\82Á\82½\81B", "Your light item is full."));
+ }
+
+ caster_ptr->update |= PU_TORCH;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+void phlogiston(player_type *caster_ptr);
}
/*!
- * @brief 寿命つき光源の燃素追加処理 /
- * Charge a lite (torch or latern)
- * @return なし
- */
-void phlogiston(player_type *caster_ptr)
-{
- GAME_TURN max_flog = 0;
- object_type *o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
-
- /* It's a lamp */
- if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN)) {
- max_flog = FUEL_LAMP;
- }
-
- /* It's a torch */
- else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH)) {
- max_flog = FUEL_TORCH;
- }
-
- /* No torch to refill */
- else {
- msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
- return;
- }
-
- if (o_ptr->xtra4 >= max_flog) {
- msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
- return;
- }
-
- /* Refuel */
- o_ptr->xtra4 += (XTRA16)(max_flog / 2);
- msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
-
- if (o_ptr->xtra4 >= max_flog) {
- o_ptr->xtra4 = (XTRA16)max_flog;
- msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
- }
-
- caster_ptr->update |= (PU_TORCH);
-}
-
-/*!
* @brief 武器の祝福処理 /
* Bless a weapon
* @return ターン消費を要する処理を行ったならばTRUEを返す
bool curse_weapon_object(player_type *creature_ptr, bool force, object_type *o_ptr);
void brand_bolts(player_type *caster_ptr);
bool perilous_secrets(player_type *user_ptr);
-void phlogiston(player_type *caster_ptr);
bool bless_weapon(player_type *caster_ptr);
bool pulish_shield(player_type *caster_ptr);
bool create_ration(player_type *crature_ptr);