#include "mspell/mspell.h"
#include "player/player-personality-types.h"
#include "player/player-status-flags.h"
-#include "spell/spell-types.h"
+#include "effect/attribute-types.h"
#include "status/bad-status-setter.h"
#include "status/base-status.h"
#include "system/floor-type-definition.h"
}
const auto dam = monspell_damage(player_ptr, RF_ABILITY::DRAIN_MANA, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, GF_DRAIN_MANA, dam, 0, false, TARGET_TYPE);
+ const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::DRAIN_MANA, dam, 0, false, TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
update_smart_learn(player_ptr, m_idx, DRS_MANA);
}
const auto dam = monspell_damage(player_ptr, RF_ABILITY::MIND_BLAST, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, GF_MIND_BLAST, dam, 0, false, TARGET_TYPE);
+ const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::MIND_BLAST, dam, 0, false, TARGET_TYPE);
auto res = MonsterSpellResult::make_valid(dam);
res.learnable = proj_res.affected_player;
}
const auto dam = monspell_damage(player_ptr, RF_ABILITY::BRAIN_SMASH, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, GF_BRAIN_SMASH, dam, 0, false, TARGET_TYPE);
+ const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::BRAIN_SMASH, dam, 0, false, TARGET_TYPE);
auto res = MonsterSpellResult::make_valid(dam);
res.learnable = proj_res.affected_player;