#include "system/floor-type-definition.h"
#include "system/item-entity.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "util/bit-flags-calculator.h"
#include "util/quarks.h"
#include "util/string-processor.h"
o_ptr->curse_flags.set(new_curse);
msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), item_name.data());
o_ptr->feeling = FEEL_NONE;
- player_ptr->update |= (PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::BONUS);
}
static void multiply_high_curse(PlayerType *player_ptr)
o_ptr->curse_flags.set(new_curse);
msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), item_name.data());
o_ptr->feeling = FEEL_NONE;
- player_ptr->update |= (PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::BONUS);
}
static void persist_curse(PlayerType *player_ptr)
o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), item_name.data());
o_ptr->feeling = FEEL_NONE;
- player_ptr->update |= (PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::BONUS);
}
static void curse_call_monster(PlayerType *player_ptr)