#include "hpmp/hp-mp-processor.h"
#include "player/player-damage.h"
#include "spell-kind/spells-sight.h"
-#include "spell/spell-types.h"
+#include "effect/attribute-types.h"
#include "status/bad-status-setter.h"
#include "status/body-improvement.h"
#include "system/player-type-definition.h"
* @magic 魔法の効果である場合TRUE (杖と同じ効果の呪文はあったか? 要調査)
* @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
*/
-bool cleansing_nova(player_type *player_ptr, bool magic, bool powerful)
+bool cleansing_nova(PlayerType *player_ptr, bool magic, bool powerful)
{
bool ident = false;
if (dispel_evil(player_ptr, powerful ? 225 : 150)) {
* @param player_ptr プレイヤーへの参照ポインタ
* @powerful 効果が増強される時TRUE (TRUEになるタイミングはあるか? 要調査)
*/
-bool unleash_mana_storm(player_type *player_ptr, bool powerful)
+bool unleash_mana_storm(PlayerType *player_ptr, bool powerful)
{
msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
- project(player_ptr, 0, (powerful ? 7 : 5), player_ptr->y, player_ptr->x, (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA,
+ project(player_ptr, 0, (powerful ? 7 : 5), player_ptr->y, player_ptr->x, (randint1(200) + (powerful ? 500 : 300)) * 2, AttributeType::MANA,
PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
bool is_special_class = player_ptr->pclass != PlayerClassType::MAGE;