#include "cmd-item/cmd-throw.h"
#include "combat/combat-options-type.h"
#include "core/disturbance.h"
-#include "core/player-redraw-types.h"
#include "effect/attribute-types.h"
#include "effect/effect-characteristics.h"
#include "effect/effect-processor.h"
#include "status/body-improvement.h"
#include "status/element-resistance.h"
#include "status/temporary-resistance.h"
-#include "system/baseitem-info-definition.h"
+#include "system/baseitem-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
+#include "system/monster-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "system/terrain-type-definition.h"
#include "target/projection-path-calculator.h"
#include "target/target-checker.h"
return false;
}
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
if (!success && one_in_(3)) {
msg_print(_("変わり身失敗!逃げられなかった。", "Kawarimi failed! You couldn't run away."));
ninja_data->kawarimi = false;
- player_ptr->redraw |= (PR_STATUS);
+ rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
return false;
}
}
ninja_data->kawarimi = false;
- player_ptr->redraw |= (PR_STATUS);
+ rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
return true;
}
bool tmp_mdeath = false;
bool moved = false;
for (const auto &[ny, nx] : path_g) {
- monster_type *m_ptr;
+ MonsterEntity *m_ptr;
if (is_cave_empty_bold(player_ptr, ny, nx) && player_can_enter(player_ptr, floor_ptr->grid_array[ny][nx].feat, 0)) {
ty = ny;
msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
#endif
} else if (!player_bold(player_ptr, ty, tx)) {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
+ msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name.data());
}
if (!player_bold(player_ptr, ty, tx)) {
if (!notice) {
return false;
}
- player_ptr->redraw |= (PR_STATUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
if (disturb_state) {
disturb(player_ptr, false, false);
}
+
return true;
}
if (ninja_data && !ninja_data->kawarimi) {
msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
ninja_data->kawarimi = true;
- player_ptr->redraw |= (PR_STATUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
}
break;
OBJECT_IDX slot;
for (slot = 0; slot < INVEN_PACK; slot++) {
- if (player_ptr->inventory_list[slot].tval == ItemKindType::SPIKE) {
+ if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::SPIKE) {
break;
}
}