#include "player/player-class.h"
#include "player/player-personality.h"
#include "player/player-race-types.h"
+#include "player/player-status-table.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
#include "util/bit-flags-calculator.h"
if (o_ptr->pval < 10) *c = '0' + o_ptr->pval;
}
- if (have_flag(flags, stat + TR_SUST_STR))
+ if (has_flag(flags, stat + TR_SUST_STR))
{
*a = TERM_GREEN;
}
*/
static void display_equipments_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int *col)
{
- for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
object_type *o_ptr;
o_ptr = &creature_ptr->inventory_list[i];
{
TERM_COLOR a = TERM_SLATE;
char c = '.';
- if (have_flag(flags, stat))
+ if (has_flag(flags, stat))
{
compensate_stat_by_weapon(&c, &a, o_ptr, stat, flags);
}
- else if (have_flag(flags, stat + TR_SUST_STR))
+ else if (has_flag(flags, stat + TR_SUST_STR))
{
a = TERM_GREEN;
c = 's';
char c = '.';
change_display_by_mutation(creature_ptr, stat, &c, &a);
- if (have_flag(flags, stat + TR_SUST_STR))
+ if (has_flag(flags, stat + TR_SUST_STR))
{
a = TERM_GREEN;
c = 's';