#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(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
{
- if (player_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 effect_player_old_speed(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
{
- if (player_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(player_ptr, player_ptr->fast + randint1(5), false);
+ (void)mod_acceleration(player_ptr, randint1(5), false);
ep_ptr->dam = 0;
}
void effect_player_old_slow(PlayerType *player_ptr)
{
- if (player_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)BadStatusSetter(player_ptr).mod_slowness(randint0(4) + 4, false);
+ (void)BadStatusSetter(player_ptr).mod_deceleration(randint0(4) + 4, false);
}
void effect_player_old_sleep(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
return;
}
- if (player_ptr->blind) {
+ if (player_ptr->effects()->blindness()->is_blind()) {
msg_print(_("眠ってしまった!", "You fall asleep!"));
}