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[Refactor] struct player_type を class PlayerType に置換。
[hengbandforosx/hengbandosx.git] / src / effect / effect-monster-evil.cpp
index c66322f..67035ea 100644 (file)
@@ -10,7 +10,7 @@
 #include "system/monster-type-definition.h"
 #include "system/player-type-definition.h"
 
-static bool effect_monster_away_resist(player_type *player_ptr, effect_monster_type *em_ptr)
+static bool effect_monster_away_resist(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_away_undead(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_away_evil(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_away_all(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_turn_undead(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_turn_evil(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_undead(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_evil(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_good(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        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_type *player_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_disp_demon(PlayerType *player_ptr, effect_monster_type *em_ptr)
 {
        if ((em_ptr->r_ptr->flags3 & (RF3_DEMON)) == 0)
        {