#include "effect/effect-player-oldies.h"
-#include "effect/effect-player-util.h"
+#include "effect/effect-player.h"
#include "game-option/birth-options.h"
#include "hpmp/hp-mp-processor.h"
#include "monster-race/race-indice-types.h"
#include "status/bad-status-setter.h"
#include "status/buff-setter.h"
#include "system/player-type-definition.h"
+#include "timed-effect/player-acceleration.h"
+#include "timed-effect/player-blindness.h"
+#include "timed-effect/timed-effects.h"
#include "view/display-messages.h"
-void effect_player_old_heal(player_type *target_ptr, effect_player_type *ep_ptr)
+void effect_player_old_heal(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
{
- if (target_ptr->blind)
+ if (player_ptr->effects()->blindness()->is_blind()) {
msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
+ }
- (void)hp_player(target_ptr, ep_ptr->dam);
+ (void)hp_player(player_ptr, ep_ptr->dam);
ep_ptr->dam = 0;
}
-void effect_player_old_speed(player_type *target_ptr, effect_player_type *ep_ptr)
+void effect_player_old_speed(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
{
- if (target_ptr->blind)
+ if (player_ptr->effects()->blindness()->is_blind()) {
msg_print(_("何かで攻撃された!", "You are hit by something!"));
+ }
- (void)set_fast(target_ptr, target_ptr->fast + randint1(5), false);
+ (void)mod_acceleration(player_ptr, randint1(5), false);
ep_ptr->dam = 0;
}
-void effect_player_old_slow(player_type *target_ptr)
+void effect_player_old_slow(PlayerType *player_ptr)
{
- if (target_ptr->blind)
+ if (player_ptr->effects()->blindness()->is_blind()) {
msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
+ }
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(4) + 4, false);
}
-void effect_player_old_sleep(player_type *target_ptr, effect_player_type *ep_ptr)
+void effect_player_old_sleep(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
{
- if (target_ptr->free_act)
+ if (player_ptr->free_act) {
return;
+ }
- if (target_ptr->blind)
+ if (player_ptr->effects()->blindness()->is_blind()) {
msg_print(_("眠ってしまった!", "You fall asleep!"));
+ }
if (ironman_nightmare) {
msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
/* Have some nightmares */
- sanity_blast(target_ptr, nullptr, false);
+ sanity_blast(player_ptr, nullptr, false);
}
- set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
+ (void)BadStatusSetter(player_ptr).mod_paralysis(static_cast<TIME_EFFECT>(ep_ptr->dam));
ep_ptr->dam = 0;
}