-/*!
+/*!
* @brief 死の大鎌に特有の処理
* @date 2020/05/23
* @author Hourier
#include "specific-object/death-scythe.h"
#include "combat/attack-criticality.h"
-#include "core/player-redraw-types.h"
#include "core/stuff-handler.h"
#include "inventory/inventory-slot-types.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "object-enchant/tr-types.h"
-#include "object/object-flags.h"
-#include "player-attack/player-attack-util.h"
+#include "player-attack/player-attack.h"
#include "player-base/player-class.h"
#include "player-info/race-info.h"
#include "player/player-damage.h"
#include "status/element-resistance.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 "view/display-messages.h"
if (!PlayerClass(player_ptr).equals(PlayerClassType::SAMURAI) && (death_scythe_flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
player_ptr->csp -= (1 + (player_ptr->msp / 30));
- player_ptr->redraw |= (PR_MP);
+ RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
*magnification = *magnification * 3 / 2 + 20;
}
}
msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
- auto death_scythe_flags = object_flags(o_ptr);
+ const auto death_scythe_flags = o_ptr->get_flags();
pa_ptr->attack_damage = damroll(o_ptr->dd + player_ptr->to_dd[pa_ptr->hand], o_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
int magnification = calc_death_scythe_reflection_magnification(player_ptr);
compensate_death_scythe_reflection_magnification(player_ptr, &magnification, death_scythe_flags);