#include "player/player-status-flags.h"
#include "player/player-status.h"
#include "player/special-defense-types.h"
-#include "spell/spell-types.h"
+#include "effect/attribute-types.h"
#include "status/action-setter.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
switch (attack) {
case MUTA::SCOR_TAIL:
- project(player_ptr, 0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL);
+ project(player_ptr, 0, 0, m_ptr->fy, m_ptr->fx, k, AttributeType::POIS, PROJECT_KILL);
*mdeath = (m_ptr->r_idx == 0);
break;
case MUTA::HORNS:
case MUTA::TRUNK:
case MUTA::TENTACLES:
default: {
- MonsterDamageProcessor mdp(player_ptr, m_idx, k, fear, GF_ATTACK);
+ MonsterDamageProcessor mdp(player_ptr, m_idx, k, fear, AttributeType::ATTACK);
*mdeath = mdp.mon_take_hit(nullptr);
break;
}