1 #include "player/player-status.h"
4 FLAG_CAUSE_INVEN_RARM = 0, /*!< アイテムスロット…右手 */
5 FLAG_CAUSE_INVEN_LARM = 1, /*!< アイテムスロット…左手 */
6 FLAG_CAUSE_INVEN_BOW = 2, /*!< アイテムスロット…射撃 */
7 FLAG_CAUSE_INVEN_RIGHT = 3, /*!< アイテムスロット…右手指 */
8 FLAG_CAUSE_INVEN_LEFT = 4, /*!< アイテムスロット…左手指 */
9 FLAG_CAUSE_INVEN_NECK = 5, /*!< アイテムスロット…首 */
10 FLAG_CAUSE_INVEN_LITE = 6, /*!< アイテムスロット…光源 */
11 FLAG_CAUSE_INVEN_BODY = 7, /*!< アイテムスロット…体 */
12 FLAG_CAUSE_INVEN_OUTER = 8, /*!< アイテムスロット…体の上 */
13 FLAG_CAUSE_INVEN_HEAD = 9, /*!< アイテムスロット…頭部 */
14 FLAG_CAUSE_INVEN_HANDS = 10, /*!< アイテムスロット…腕部 */
15 FLAG_CAUSE_INVEN_FEET = 11, /*!< アイテムスロット…脚部 */
16 FLAG_CAUSE_RACE = 12, /*!< 種族上の体得 */
17 FLAG_CAUSE_CLASS = 13, /*!< 職業上の体得 */
18 FLAG_CAUSE_PERSONALITY = 14, /*!< 性格上の体得 */
19 FLAG_CAUSE_MAGIC_TIME_EFFECT = 15 /*!< 魔法による時限効果 */
22 bool have_pass_wall(player_type *creature_ptr);
23 bool have_kill_wall(player_type *creature_ptr);
24 BIT_FLAGS have_xtra_might(player_type *creature_ptr);
25 BIT_FLAGS have_esp_evil(player_type *creature_ptr);
26 BIT_FLAGS have_esp_animal(player_type *creature_ptr);
27 BIT_FLAGS have_esp_undead(player_type *creature_ptr);
28 BIT_FLAGS have_esp_demon(player_type *creature_ptr);
29 BIT_FLAGS have_esp_orc(player_type *creature_ptr);
30 BIT_FLAGS have_esp_troll(player_type *creature_ptr);
31 BIT_FLAGS have_esp_giant(player_type *creature_ptr);
32 BIT_FLAGS have_esp_dragon(player_type *creature_ptr);
33 BIT_FLAGS have_esp_human(player_type *creature_ptr);
34 BIT_FLAGS have_esp_good(player_type *creature_ptr);
35 BIT_FLAGS have_esp_nonliving(player_type *creature_ptr);
36 BIT_FLAGS have_esp_unique(player_type *creature_ptr);
37 void have_esp_telepathy(player_type *creature_ptr);
38 BIT_FLAGS have_bless_blade(player_type *creature_ptr);
39 void have_easy2_weapon(player_type *creature_ptr);
40 void have_down_saving(player_type *creature_ptr);
41 void have_no_ac(player_type *creature_ptr);
42 void have_no_flowed(player_type *creature_ptr);
43 void have_mighty_throw(player_type *creature_ptr);
44 BIT_FLAGS have_dec_mana(player_type *creature_ptr);
45 void have_reflect(player_type *creature_ptr);
46 void have_see_nocto(player_type *creature_ptr);
47 void have_warning(player_type *creature_ptr);
48 BIT_FLAGS have_anti_magic(player_type *creature_ptr);
49 BIT_FLAGS have_anti_tele(player_type *creature_ptr);
50 void have_sh_fire(player_type *creature_ptr);
51 void have_sh_elec(player_type *creature_ptr);
52 void have_sh_cold(player_type *creature_ptr);
53 void have_easy_spell(player_type *creature_ptr);
54 void have_heavy_spell(player_type *creature_ptr);
55 void have_hold_exp(player_type *creature_ptr);
56 void have_see_inv(player_type *creature_ptr);
57 void have_free_act(player_type *creature_ptr);
58 void have_sustain_str(player_type *creature_ptr);
59 void have_sustain_int(player_type *creature_ptr);
60 void have_sustain_wis(player_type *creature_ptr);
61 void have_sustain_dex(player_type *creature_ptr);
62 void have_sustain_con(player_type *creature_ptr);
63 void have_sustain_chr(player_type *creature_ptr);
64 void have_levitation(player_type *creature_ptr);
65 void have_can_swim(player_type *creature_ptr);
66 void have_slow_digest(player_type *creature_ptr);
67 void have_regenerate(player_type *creature_ptr);
68 void have_curses(player_type *creature_ptr);
69 void have_impact(player_type *creature_ptr);
70 void have_extra_blow(player_type *creature_ptr);
71 void have_resist_acid(player_type *creature_ptr);
72 void have_resist_elec(player_type *creature_ptr);
73 void have_resist_fire(player_type *creature_ptr);
74 void have_resist_cold(player_type *creature_ptr);
75 void have_resist_pois(player_type *creature_ptr);
76 void have_resist_conf(player_type *creature_ptr);
77 void have_resist_sound(player_type *creature_ptr);
78 void have_resist_lite(player_type *creature_ptr);
79 void have_resist_dark(player_type *creature_ptr);
80 void have_resist_chaos(player_type *creature_ptr);
81 void have_resist_disen(player_type *creature_ptr);
82 void have_resist_shard(player_type *creature_ptr);
83 void have_resist_nexus(player_type *creature_ptr);
84 void have_resist_blind(player_type *creature_ptr);
85 void have_resist_neth(player_type *creature_ptr);
86 void have_resist_time(player_type *creature_ptr);
87 void have_resist_water(player_type *creature_ptr);
88 void have_resist_fear(player_type *creature_ptr);
89 void have_immune_acid(player_type *creature_ptr);
90 void have_immune_elec(player_type *creature_ptr);
91 void have_immune_fire(player_type *creature_ptr);
92 void have_immune_cold(player_type *creature_ptr);
93 bool have_right_hand_weapon(player_type *creature_ptr);
94 bool have_left_hand_weapon(player_type *creature_ptr);
95 bool have_two_handed_weapons(player_type *creature_ptr);
96 void have_lite(player_type *creature_ptr);
97 bool is_disable_two_handed_bonus(player_type *creature_ptr, int i);
98 bool is_not_ninja_weapon(player_type *creature_ptr, int i);
99 bool is_not_monk_weapon(player_type *creature_ptr, int i);
100 bool is_icky_wield_weapon(player_type *creature_ptr, int i);
101 bool is_riding_wield_weapon(player_type *creature_ptr, int i);
102 bool have_good_luck(player_type *creature_ptr);