AmuletEnchanter(player_ptr, o_ptr, lev, power).apply_magic();
break;
case ItemKindType::LITE:
- LiteEnchanter(player_ptr, o_ptr, lev, power).apply_magic();
+ LiteEnchanter(player_ptr, o_ptr, power).apply_magic();
break;
default:
apply_magic_others(player_ptr, o_ptr, power);
#include "system/object-type-definition.h"
#include "system/player-type-definition.h"
-LiteEnchanter::LiteEnchanter(PlayerType *player_ptr, ObjectType *o_ptr, DEPTH level, int power)
+LiteEnchanter::LiteEnchanter(PlayerType *player_ptr, ObjectType *o_ptr, int power)
: player_ptr(player_ptr)
, o_ptr(o_ptr)
- , level(level)
, power(power)
{
switch (o_ptr->sval) {
class PlayerType;
class LiteEnchanter : EnchanterBase {
public:
- LiteEnchanter(PlayerType *player_ptr, ObjectType *o_ptr, DEPTH level, int power);
+ LiteEnchanter(PlayerType *player_ptr, ObjectType *o_ptr, int power);
void apply_magic() override;
protected:
private:
PlayerType *player_ptr;
ObjectType *o_ptr;
- DEPTH level;
int power;
void add_dark_flag();