#include "monster-race/monster-race.h"
#include "monster-race/race-ability-mask.h"
#include "monster-race/race-brightness-mask.h"
-#include "monster-race/race-flags2.h"
-#include "monster-race/race-flags3.h"
-#include "monster-race/race-flags7.h"
#include "mspell/mspell-attack-util.h"
#include "mspell/mspell-judgement.h"
#include "player-base/player-class.h"
msa_ptr->x_br_lite = msa_ptr->x;
if (los(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y_br_lite, msa_ptr->x_br_lite)) {
const Pos2D pos(msa_ptr->y_br_lite, msa_ptr->x_br_lite);
- const auto &terrain = terrains_info[player_ptr->current_floor_ptr->get_grid(pos).feat];
+ const auto &terrain = player_ptr->current_floor_ptr->get_grid(pos).get_terrain();
if (terrain.flags.has_not(TerrainCharacteristics::LOS) && terrain.flags.has(TerrainCharacteristics::PROJECT) && one_in_(2)) {
msa_ptr->ability_flags.reset(MonsterAbilityType::BR_LITE);
}
static void feature_projection(const FloorType &floor, msa_type *msa_ptr)
{
const Pos2D pos(msa_ptr->y, msa_ptr->x);
- const auto &terrain = terrains_info[floor.get_grid(pos).feat];
+ const auto &terrain = floor.get_grid(pos).get_terrain();
if (terrain.flags.has(TerrainCharacteristics::PROJECT)) {
return;
}