-/*!
+/*!
* @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
* @date 2014/01/08
* @author
#include "cmd-action/cmd-spell.h"
#include "cmd-item/cmd-magiceat.h"
#include "cmd-item/cmd-zapwand.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "effect/spells-effect-util.h"
#include "status/buff-setter.h"
#include "status/experience.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "target/target-getter.h"
#include "timed-effect/player-paralysis.h"
#include "timed-effect/timed-effects.h"
return sword_dancing(player_ptr);
case PlayerClassType::HIGH_MAGE:
if (player_ptr->realm1 == REALM_HEX) {
- auto retval = SpellHex(player_ptr).stop_spells_with_selection();
+ const auto retval = SpellHex(player_ptr).stop_spells_with_selection();
if (retval) {
PlayerEnergy(player_ptr).set_player_turn_energy(10);
}
return false;
}
- set_bits(player_ptr->update, PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
return true;
}
return false;
}
- set_bits(player_ptr->update, PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
return true;
case PlayerClassType::BLUE_MAGE:
set_action(player_ptr, player_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);