/*** Temporary fields ***/
+ bool select_ring_slot;
+
bool playing; /* True if player is playing */
bool leaving; /* True if player is leaving */
bool riding_wield[2]; /* Riding weapon */
bool riding_ryoute; /* Riding weapon */
bool monlite;
- bool yoiyami;
- bool easy_2weapon;
- bool down_saving;
+ BIT_FLAGS yoiyami;
+ BIT_FLAGS easy_2weapon;
+ BIT_FLAGS down_saving;
POSITION cur_lite; /* Radius of lite (if any) */
s16b running; /* Current counter for running, if any */
bool suppress_multi_reward; /*!< 複数レベルアップ時のパトロンからの報酬多重受け取りを防止 */
- WEIGHT total_weight; /*!< 所持品と装備品の計算総重量 / Total weight being carried */
-
s16b stat_add[A_MAX]; /* Modifiers to stat values */
s16b stat_ind[A_MAX]; /* Indexes into stat tables */
bool is_fired;
bool level_up_message;
- bool immune_acid; /* Immunity to acid */
- bool immune_elec; /* Immunity to lightning */
- bool immune_fire; /* Immunity to fire */
- bool immune_cold; /* Immunity to cold */
-
- bool resist_acid; /* Resist acid */
- bool resist_elec; /* Resist lightning */
- bool resist_fire; /* Resist fire */
- bool resist_cold; /* Resist cold */
- bool resist_pois; /* Resist poison */
-
- bool resist_conf; /* Resist confusion */
- bool resist_sound; /* Resist sound */
- bool resist_lite; /* Resist light */
- bool resist_dark; /* Resist darkness */
- bool resist_chaos; /* Resist chaos */
- bool resist_disen; /* Resist disenchant */
- bool resist_shard; /* Resist shards */
- bool resist_nexus; /* Resist nexus */
- bool resist_blind; /* Resist blindness */
- bool resist_neth; /* Resist nether */
- bool resist_fear; /* Resist fear */
- bool resist_time; /* Resist time */
- bool resist_water; /* Resist water */
-
- bool reflect; /* Reflect 'bolt' attacks */
- bool sh_fire; /* Fiery 'immolation' effect */
- bool sh_elec; /* Electric 'immolation' effect */
- bool sh_cold; /* Cold 'immolation' effect */
-
- bool anti_magic; /* Anti-magic */
- bool anti_tele; /* Prevent teleportation */
-
- bool sustain_str; /* Keep strength */
- bool sustain_int; /* Keep intelligence */
- bool sustain_wis; /* Keep wisdom */
- bool sustain_dex; /* Keep dexterity */
- bool sustain_con; /* Keep constitution */
- bool sustain_chr; /* Keep charisma */
+ BIT_FLAGS anti_magic; /* Anti-magic */
+ BIT_FLAGS anti_tele; /* Prevent teleportation */
BIT_FLAGS cursed; /* Player is cursed */
bool can_swim; /* No damage falling */
- bool levitation; /* No damage falling */
- bool lite; /* Permanent light */
- bool free_act; /* Never paralyzed */
- bool see_inv; /* Can see invisible */
- bool regenerate; /* Regenerate hit pts */
- bool hold_exp; /* Resist exp draining */
-
- bool telepathy; /* Telepathy */
+ BIT_FLAGS levitation; /* No damage falling */
+ BIT_FLAGS lite; /* Permanent light */
+ BIT_FLAGS free_act; /* Never paralyzed */
+ BIT_FLAGS see_inv; /* Can see invisible */
+ BIT_FLAGS regenerate; /* Regenerate hit pts */
+ BIT_FLAGS hold_exp; /* Resist exp draining */
+
+ BIT_FLAGS telepathy; /* Telepathy */
BIT_FLAGS esp_animal;
BIT_FLAGS esp_undead;
BIT_FLAGS esp_demon;
BIT_FLAGS esp_orc;
BIT_FLAGS esp_troll;
- bool esp_giant;
- bool esp_dragon;
- bool esp_human;
+ BIT_FLAGS esp_giant;
+ BIT_FLAGS esp_dragon;
+ BIT_FLAGS esp_human;
BIT_FLAGS esp_evil;
- bool esp_good;
- bool esp_nonliving;
- bool esp_unique;
+ BIT_FLAGS esp_good;
+ BIT_FLAGS esp_nonliving;
+ BIT_FLAGS esp_unique;
- bool slow_digest; /* Slower digestion */
- bool bless_blade; /* Blessed blade */
+ BIT_FLAGS slow_digest; /* Slower digestion */
+ BIT_FLAGS bless_blade; /* Blessed blade */
BIT_FLAGS xtra_might; /* Extra might bow */
- bool impact[2]; /* Earthquake blows */
+ BIT_FLAGS impact; /* Earthquake blows */
bool pass_wall; /* Permanent wraithform */
bool kill_wall;
- bool dec_mana;
- bool easy_spell;
- bool heavy_spell;
- bool warning;
- bool mighty_throw;
- bool see_nocto; /* Noctovision */
+ BIT_FLAGS dec_mana;
+ BIT_FLAGS easy_spell;
+ BIT_FLAGS heavy_spell;
+ BIT_FLAGS warning;
+ BIT_FLAGS mighty_throw;
+ BIT_FLAGS see_nocto; /* Noctovision */
bool invoking_midnight_curse;
DICE_NUMBER to_dd[2]; /* Extra dice/sides */
extern int spell_exp_level(int spell_exp);
extern int calc_weapon_weight_limit(player_type *creature_ptr);
+extern WEIGHT calc_inventory_weight(player_type *creature_ptr);
extern s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);
extern void calc_bonuses(player_type *creature_ptr);
-extern WEIGHT weight_limit(player_type *creature_ptr);
+extern WEIGHT calc_weight_limit(player_type *creature_ptr);
extern bool has_melee_weapon(player_type *creature_ptr, int i);
extern bool heavy_armor(player_type *creature_ptr);
bool is_fast(player_type *creature_ptr);
bool is_invuln(player_type *creature_ptr);
bool is_hero(player_type *creature_ptr);
+bool is_shero(player_type *creature_ptr);
bool is_echizen(player_type *creature_ptr);
/*
#define PY_REGEN_HPBASE 1442 /* Min amount hp regen*2^16 */
#define PY_REGEN_MNBASE 524 /* Min amount mana regen*2^16 */
-extern void cheat_death(player_type *creature_ptr);
-
extern void stop_singing(player_type *creature_ptr);
extern void stop_mouth(player_type *caster_ptr);
extern PERCENTAGE calculate_upkeep(player_type *creature_ptr);