#include "status/base-status.h"
#include "status/buff-setter.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "timed-effect/player-blindness.h"
#include "timed-effect/player-confusion.h"
#include "timed-effect/player-cut.h"
disturb(this->player_ptr, false, false);
}
- this->player_ptr->update |= PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTER_STATUSES | PU_MONSTER_LITE;
+ const auto flags_srf = {
+ StatusRedrawingFlag::UN_VIEW,
+ StatusRedrawingFlag::UN_LITE,
+ StatusRedrawingFlag::VIEW,
+ StatusRedrawingFlag::LITE,
+ StatusRedrawingFlag::MONSTER_STATUSES,
+ StatusRedrawingFlag::MONSTER_LITE,
+ };
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flags(flags_srf);
this->player_ptr->redraw |= PR_MAP;
this->player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
handle_stuff(this->player_ptr);
if (v > 0) {
if (!is_confused) {
msg_print(_("あなたは混乱した!", "You are confused!"));
-
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
if (this->player_ptr->action == ACTION_LEARN) {
msg_print(_("学習が続けられない!", "You cannot continue learning!"));
auto bluemage_data = PlayerClass(player_ptr).get_specific_data<bluemage_data_type>();
if (this->player_ptr->action == ACTION_MONK_STANCE) {
msg_print(_("構えがとけた。", "You lose your stance."));
PlayerClass(player_ptr).set_monk_stance(MonkStanceType::NONE);
- this->player_ptr->update |= PU_BONUS;
+ rfu.set_flag(StatusRedrawingFlag::BONUS);
this->player_ptr->redraw |= PR_ACTION;
this->player_ptr->action = ACTION_NONE;
} else if (this->player_ptr->action == ACTION_SAMURAI_STANCE) {
disturb(this->player_ptr, false, true);
}
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
this->player_ptr->redraw |= PR_MAP | PR_HEALTH | PR_UHEALTH;
- this->player_ptr->update |= PU_MONSTER_STATUSES;
+ rfu.set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
this->player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
handle_stuff(this->player_ptr);
return true;
disturb(this->player_ptr, false, false);
}
- this->player_ptr->update |= PU_BONUS;
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::BONUS);
handle_stuff(this->player_ptr);
return true;
}
disturb(this->player_ptr, false, false);
}
- this->player_ptr->update |= PU_BONUS;
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(StatusRedrawingFlag::BONUS);
this->player_ptr->redraw |= PR_STUN;
handle_stuff(this->player_ptr);
return true;
disturb(this->player_ptr, false, false);
}
- this->player_ptr->update |= PU_BONUS;
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(StatusRedrawingFlag::BONUS);
this->player_ptr->redraw |= PR_CUT;
handle_stuff(this->player_ptr);
return true;