* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_animal(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_ANIMAL); }
+BIT_FLAGS has_esp_animal(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_ANIMAL);
+}
/*!
* @brief クリーチャーがアンデッド感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_undead(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_UNDEAD); }
+BIT_FLAGS has_esp_undead(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_UNDEAD);
+}
/*!
* @brief クリーチャーが悪魔感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_demon(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_DEMON); }
+BIT_FLAGS has_esp_demon(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_DEMON);
+}
/*!
* @brief クリーチャーがオーク感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_orc(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_ORC); }
+BIT_FLAGS has_esp_orc(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_ORC);
+}
/*!
* @brief クリーチャーがトロル感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_troll(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_TROLL); }
+BIT_FLAGS has_esp_troll(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_TROLL);
+}
/*!
* @brief クリーチャーが巨人感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_giant(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_GIANT); }
+BIT_FLAGS has_esp_giant(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_GIANT);
+}
/*!
* @brief クリーチャーがドラゴン感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_dragon(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_DRAGON); }
+BIT_FLAGS has_esp_dragon(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_DRAGON);
+}
/*!
* @brief クリーチャーが人間感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_human(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_HUMAN); }
+BIT_FLAGS has_esp_human(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_HUMAN);
+}
/*!
* @brief クリーチャーが善良感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_good(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_GOOD); }
+BIT_FLAGS has_esp_good(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_GOOD);
+}
/*!
* @brief クリーチャーが無生物感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_nonliving(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_NONLIVING); }
+BIT_FLAGS has_esp_nonliving(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_NONLIVING);
+}
/*!
* @brief クリーチャーがユニーク感知を持っているかを返す。
* @param creature_ptr 判定対象のクリーチャー参照ポインタ
* @return 持っていたら所持前提ビットフラグを返す。
*/
-BIT_FLAGS has_esp_unique(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_ESP_UNIQUE); }
+BIT_FLAGS has_esp_unique(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_ESP_UNIQUE);
+}
/*!
* @brief クリーチャーがテレパシーを持っているかを返す。
return result;
}
-BIT_FLAGS has_bless_blade(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_BLESSED); }
+BIT_FLAGS has_bless_blade(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_BLESSED);
+}
-BIT_FLAGS has_easy2_weapon(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_EASY2_WEAPON); }
+BIT_FLAGS has_easy2_weapon(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_EASY2_WEAPON);
+}
-BIT_FLAGS has_down_saving(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_DOWN_SAVING); }
+BIT_FLAGS has_down_saving(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_DOWN_SAVING);
+}
-BIT_FLAGS has_no_ac(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_NO_AC); }
+BIT_FLAGS has_no_ac(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_NO_AC);
+}
BIT_FLAGS has_invuln_arrow(player_type *creature_ptr)
{
}
}
-BIT_FLAGS has_mighty_throw(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_MIGHTY_THROW); }
+BIT_FLAGS has_mighty_throw(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_MIGHTY_THROW);
+}
-BIT_FLAGS has_dec_mana(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_DEC_MANA); }
+BIT_FLAGS has_dec_mana(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_DEC_MANA);
+}
BIT_FLAGS has_reflect(player_type *creature_ptr)
{
return result;
}
-BIT_FLAGS has_see_nocto(player_type *creature_ptr) { return (creature_ptr->pclass == CLASS_NINJA) ? FLAG_CAUSE_CLASS : FLAG_CAUSE_NONE; }
+BIT_FLAGS has_see_nocto(player_type *creature_ptr)
+{
+ return (creature_ptr->pclass == CLASS_NINJA) ? FLAG_CAUSE_CLASS : FLAG_CAUSE_NONE;
+}
BIT_FLAGS has_warning(player_type *creature_ptr)
{
return result;
}
-BIT_FLAGS has_anti_magic(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_NO_MAGIC); }
+BIT_FLAGS has_anti_magic(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_NO_MAGIC);
+}
-BIT_FLAGS has_anti_tele(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_NO_TELE); }
+BIT_FLAGS has_anti_tele(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_NO_TELE);
+}
BIT_FLAGS has_sh_fire(player_type *creature_ptr)
{
return result;
}
-BIT_FLAGS has_easy_spell(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_EASY_SPELL); }
+BIT_FLAGS has_easy_spell(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_EASY_SPELL);
+}
-BIT_FLAGS has_heavy_spell(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_HEAVY_SPELL); }
+BIT_FLAGS has_heavy_spell(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_HEAVY_SPELL);
+}
BIT_FLAGS has_hold_exp(player_type *creature_ptr)
{
return result;
}
-BIT_FLAGS has_magic_mastery(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_MAGIC_MASTERY); }
+BIT_FLAGS has_magic_mastery(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_MAGIC_MASTERY);
+}
BIT_FLAGS has_free_act(player_type *creature_ptr)
{
creature_ptr->cursed &= ~(TRC_TELEPORT_SELF);
}
-BIT_FLAGS has_impact(player_type *creature_ptr) { return check_equipment_flags(creature_ptr, TR_IMPACT); }
+BIT_FLAGS has_impact(player_type *creature_ptr)
+{
+ return check_equipment_flags(creature_ptr, TR_IMPACT);
+}
void update_extra_blows(player_type *creature_ptr)
{
* 非利き手で攻撃可能とは、非利き手に武器を持っている事に等しい
* @detail Exclude martial arts and hand combats from weapons.
*/
-bool can_attack_with_sub_hand(player_type *creature_ptr) { return has_melee_weapon(creature_ptr, INVEN_SUB_HAND); }
+bool can_attack_with_sub_hand(player_type *creature_ptr)
+{
+ return has_melee_weapon(creature_ptr, INVEN_SUB_HAND);
+}
/*
* @brief 両手持ち状態かどうかを判定する
return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !(s_info[creature_ptr->pclass].w_max[tval][sval]);
}
-bool has_good_luck(player_type *creature_ptr) { return (creature_ptr->pseikaku == PERSONALITY_LUCKY) || (creature_ptr->muta3 & MUT3_GOOD_LUCK); }
+bool has_good_luck(player_type *creature_ptr)
+{
+ return (creature_ptr->pseikaku == PERSONALITY_LUCKY) || (creature_ptr->muta3 & MUT3_GOOD_LUCK);
+}
BIT_FLAGS player_aggravate_state(player_type *creature_ptr)
{
return AGGRAVATE_NONE;
}
-bool has_aggravate(player_type *creature_ptr) { return player_aggravate_state(creature_ptr) == AGGRAVATE_NORMAL; }
+bool has_aggravate(player_type *creature_ptr)
+{
+ return player_aggravate_state(creature_ptr) == AGGRAVATE_NORMAL;
+}
return TRUE;
}
-void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
+void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
+{
+ creature_ptr->energy_use = (ENERGY)need_cost;
+}
-void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
+void free_turn(player_type *creature_ptr)
+{
+ creature_ptr->energy_use = 0;
+}
/*!
* @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
}
-bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
+bool is_tim_stealth(player_type *creature_ptr)
+{
+ return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH);
+}
bool is_time_limit_esp(player_type *creature_ptr)
{
return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
}
-bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
+bool is_time_limit_stealth(player_type *creature_ptr)
+{
+ return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH);
+}
-bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || any_bits(creature_ptr->pet_extra_flags, PF_TWO_HANDS); }
+bool can_two_hands_wielding(player_type *creature_ptr)
+{
+ return !creature_ptr->riding || any_bits(creature_ptr->pet_extra_flags, PF_TWO_HANDS);
+}
/*!
* @brief 歌の停止を処理する / Stop singing if the player is a Bard
return 0;
}
-bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
+bool music_singing(player_type *caster_ptr, int music_songs)
+{
+ return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs);
+}
-bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
+bool is_fast(player_type *creature_ptr)
+{
+ return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO);
+}
-bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
+bool is_invuln(player_type *creature_ptr)
+{
+ return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN);
+}
-bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
+bool is_hero(player_type *creature_ptr)
+{
+ return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO);
+}
-bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
+bool is_shero(player_type *creature_ptr)
+{
+ return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER;
+}
bool is_echizen(player_type *creature_ptr)
{