3 #include "effect/attribute-types.h"
4 #include "system/angband.h"
8 class EffectPlayerType {
10 DEPTH rlev; // モンスターのレベル (但し0のモンスターは1になる).
12 char killer[MAX_MONSTER_NAME];
13 GAME_TEXT m_name[MAX_NLEN];
18 AttributeType attribute;
20 EffectPlayerType(MONSTER_IDX who, int dam, AttributeType attribute, BIT_FLAGS flag);
24 class CapturedMonsterType;
26 using project_func = ProjectResult (*)(
27 PlayerType *player_ptr, MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, int dam, AttributeType typ, BIT_FLAGS flag, std::optional<CapturedMonsterType *> cap_mon_ptr);
29 bool affect_player(MONSTER_IDX who, PlayerType *player_ptr, concptr who_name, int r, POSITION y, POSITION x, int dam, AttributeType typ, BIT_FLAGS flag,
30 project_func project);