FLAG_CAUSE_PERSONALITY = 14, /*!< 性格上の体得 */
FLAG_CAUSE_MAGIC_TIME_EFFECT = 15, /*!< 魔法による時限効果 */
FLAG_CAUSE_MUTATION = 16, /*!< 変異による効果 */
- FLAG_CAUSE_BATTLE_FORM = 17 /*!< 構えによる効果 */
+ FLAG_CAUSE_BATTLE_FORM = 17, /*!< 構えによる効果 */
+ FLAG_CAUSE_MAX = 18
};
bool has_pass_wall(player_type *creature_ptr);
bool has_kill_wall(player_type *creature_ptr);
BIT_FLAGS has_xtra_might(player_type *creature_ptr);
+BIT_FLAGS has_infra_vision(player_type *creature_ptr);
BIT_FLAGS has_esp_evil(player_type *creature_ptr);
BIT_FLAGS has_esp_animal(player_type *creature_ptr);
BIT_FLAGS has_esp_undead(player_type *creature_ptr);
BIT_FLAGS has_easy2_weapon(player_type *creature_ptr);
BIT_FLAGS has_down_saving(player_type *creature_ptr);
BIT_FLAGS has_no_ac(player_type *creature_ptr);
+BIT_FLAGS has_invuln_arrow(player_type *creature_ptr);
void has_no_flowed(player_type *creature_ptr);
BIT_FLAGS has_mighty_throw(player_type *creature_ptr);
BIT_FLAGS has_dec_mana(player_type *creature_ptr);
BIT_FLAGS has_reflect(player_type *creature_ptr);
BIT_FLAGS has_see_nocto(player_type *creature_ptr);
-void has_warning(player_type *creature_ptr);
+BIT_FLAGS has_warning(player_type *creature_ptr);
BIT_FLAGS has_anti_magic(player_type *creature_ptr);
BIT_FLAGS has_anti_tele(player_type *creature_ptr);
BIT_FLAGS has_sh_fire(player_type *creature_ptr);
BIT_FLAGS has_heavy_spell(player_type *creature_ptr);
BIT_FLAGS has_hold_exp(player_type *creature_ptr);
BIT_FLAGS has_see_inv(player_type *creature_ptr);
+BIT_FLAGS has_magic_mastery(player_type *creature_ptr);
BIT_FLAGS has_free_act(player_type *creature_ptr);
BIT_FLAGS has_sustain_str(player_type *creature_ptr);
BIT_FLAGS has_sustain_int(player_type *creature_ptr);
BIT_FLAGS has_sustain_chr(player_type *creature_ptr);
BIT_FLAGS has_levitation(player_type *creature_ptr);
void has_can_swim(player_type *creature_ptr);
-void has_slow_digest(player_type *creature_ptr);
+BIT_FLAGS has_slow_digest(player_type *creature_ptr);
BIT_FLAGS has_regenerate(player_type *creature_ptr);
void has_curses(player_type *creature_ptr);
BIT_FLAGS has_impact(player_type *creature_ptr);
void has_extra_blow(player_type *creature_ptr);
BIT_FLAGS has_resist_acid(player_type *creature_ptr);
+BIT_FLAGS has_vuln_acid(player_type *creature_ptr);
BIT_FLAGS has_resist_elec(player_type *creature_ptr);
+BIT_FLAGS has_vuln_elec(player_type *creature_ptr);
BIT_FLAGS has_resist_fire(player_type *creature_ptr);
+BIT_FLAGS has_vuln_fire(player_type *creature_ptr);
BIT_FLAGS has_resist_cold(player_type *creature_ptr);
+BIT_FLAGS has_vuln_cold(player_type *creature_ptr);
BIT_FLAGS has_resist_pois(player_type *creature_ptr);
BIT_FLAGS has_resist_conf(player_type *creature_ptr);
-void has_resist_sound(player_type *creature_ptr);
-void has_resist_lite(player_type *creature_ptr);
-void has_resist_dark(player_type *creature_ptr);
-void has_resist_chaos(player_type *creature_ptr);
-void has_resist_disen(player_type *creature_ptr);
-void has_resist_shard(player_type *creature_ptr);
-void has_resist_nexus(player_type *creature_ptr);
-void has_resist_blind(player_type *creature_ptr);
-void has_resist_neth(player_type *creature_ptr);
-void has_resist_time(player_type *creature_ptr);
-void has_resist_water(player_type *creature_ptr);
-void has_resist_fear(player_type *creature_ptr);
+BIT_FLAGS has_resist_sound(player_type *creature_ptr);
+BIT_FLAGS has_resist_lite(player_type *creature_ptr);
+BIT_FLAGS has_vuln_lite(player_type *creature_ptr);
+BIT_FLAGS has_resist_dark(player_type *creature_ptr);
+BIT_FLAGS has_resist_chaos(player_type *creature_ptr);
+BIT_FLAGS has_resist_disen(player_type *creature_ptr);
+BIT_FLAGS has_resist_shard(player_type *creature_ptr);
+BIT_FLAGS has_resist_nexus(player_type *creature_ptr);
+BIT_FLAGS has_resist_blind(player_type *creature_ptr);
+BIT_FLAGS has_resist_neth(player_type *creature_ptr);
+BIT_FLAGS has_resist_time(player_type *creature_ptr);
+BIT_FLAGS has_resist_water(player_type *creature_ptr);
+BIT_FLAGS has_resist_fear(player_type *creature_ptr);
BIT_FLAGS has_immune_acid(player_type *creature_ptr);
BIT_FLAGS has_immune_elec(player_type *creature_ptr);
BIT_FLAGS has_immune_fire(player_type *creature_ptr);
BIT_FLAGS has_immune_cold(player_type *creature_ptr);
+BIT_FLAGS has_immune_dark(player_type *creature_ptr);
bool has_right_hand_weapon(player_type *creature_ptr);
bool has_left_hand_weapon(player_type *creature_ptr);
bool has_two_handed_weapons(player_type *creature_ptr);
-void has_lite(player_type *creature_ptr);
-bool is_disable_two_handed_bonus(player_type *creature_ptr, int i);
-bool is_not_ninja_weapon(player_type *creature_ptr, int i);
-bool is_not_monk_weapon(player_type *creature_ptr, int i);
-bool is_icky_wield_weapon(player_type *creature_ptr, int i);
-bool is_riding_wield_weapon(player_type *creature_ptr, int i);
+BIT_FLAGS has_lite(player_type *creature_ptr);
+bool has_disable_two_handed_bonus(player_type *creature_ptr, int i);
+bool has_not_ninja_weapon(player_type *creature_ptr, int i);
+bool has_not_monk_weapon(player_type *creature_ptr, int i);
+bool has_icky_wield_weapon(player_type *creature_ptr, int i);
+bool has_riding_wield_weapon(player_type *creature_ptr, int i);
bool has_good_luck(player_type *creature_ptr);