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[Refactor] struct player_type を class PlayerType に置換。
[hengbandforosx/hengbandosx.git]
/
src
/
effect
/
effect-monster-evil.cpp
diff --git
a/src/effect/effect-monster-evil.cpp
b/src/effect/effect-monster-evil.cpp
index
c66322f
..
67035ea
100644
(file)
--- a/
src/effect/effect-monster-evil.cpp
+++ b/
src/effect/effect-monster-evil.cpp
@@
-10,7
+10,7
@@
#include "system/monster-type-definition.h"
#include "system/player-type-definition.h"
#include "system/monster-type-definition.h"
#include "system/player-type-definition.h"
-static bool effect_monster_away_resist(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+static bool effect_monster_away_resist(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flagsr & RFR_RES_TELE) == 0) return false;
{
if ((em_ptr->r_ptr->flagsr & RFR_RES_TELE) == 0) return false;
@@
-32,7
+32,7
@@
static bool effect_monster_away_resist(player_type *player_ptr, effect_monster_t
}
}
-process_result effect_monster_away_undead(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_away_undead(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD)) == 0)
{
@@
-56,7
+56,7
@@
process_result effect_monster_away_undead(player_type *player_ptr, effect_monste
}
}
-process_result effect_monster_away_evil(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_away_evil(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_EVIL)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_EVIL)) == 0)
{
@@
-80,7
+80,7
@@
process_result effect_monster_away_evil(player_type *player_ptr, effect_monster_
}
}
-process_result effect_monster_away_all(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_away_all(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
bool resists_tele = effect_monster_away_resist(player_ptr, em_ptr);
if (!resists_tele)
{
bool resists_tele = effect_monster_away_resist(player_ptr, em_ptr);
if (!resists_tele)
@@
-95,7
+95,7
@@
process_result effect_monster_away_all(player_type *player_ptr, effect_monster_t
}
}
-process_result effect_monster_turn_undead(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_turn_undead(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD)) == 0)
{
@@
-121,7
+121,7
@@
process_result effect_monster_turn_undead(player_type *player_ptr, effect_monste
}
}
-process_result effect_monster_turn_evil(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_turn_evil(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_EVIL)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_EVIL)) == 0)
{
@@
-166,7
+166,7
@@
process_result effect_monster_turn_all(effect_monster_type *em_ptr)
}
}
-process_result effect_monster_disp_undead(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_undead(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD)) == 0)
{
@@
-186,7
+186,7
@@
process_result effect_monster_disp_undead(player_type *player_ptr, effect_monste
}
}
-process_result effect_monster_disp_evil(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_evil(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_EVIL)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_EVIL)) == 0)
{
@@
-205,7
+205,7
@@
process_result effect_monster_disp_evil(player_type *player_ptr, effect_monster_
}
}
-process_result effect_monster_disp_good(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_good(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_GOOD)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_GOOD)) == 0)
{
@@
-241,7
+241,7
@@
process_result effect_monster_disp_living(effect_monster_type *em_ptr)
}
}
-process_result effect_monster_disp_demon(
player_t
ype *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_demon(
PlayerT
ype *player_ptr, effect_monster_type *em_ptr)
{
if ((em_ptr->r_ptr->flags3 & (RF3_DEMON)) == 0)
{
{
if ((em_ptr->r_ptr->flags3 & (RF3_DEMON)) == 0)
{