*/
#include "cmd-io/cmd-dump.h"
-#include "art-definition/art-bow-types.h"
#include "cmd-io/feeling-table.h"
#include "core/asking-player.h"
#include "dungeon/quest.h"
if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
msg_print(do_cmd_feeling_text_lucky[creature_ptr->feeling]);
- else if (IS_ECHIZEN(creature_ptr))
+ else if (is_echizen(creature_ptr))
msg_print(do_cmd_feeling_text_combat[creature_ptr->feeling]);
else
msg_print(do_cmd_feeling_text[creature_ptr->feeling]);
*/
#include "cmd/cmd-basic.h"
-#include "art-definition/art-bow-types.h"
#include "art-definition/art-weapon-types.h"
#include "cmd-action/cmd-attack.h"
#include "cmd-io/cmd-dump.h"
if (!confirm_leave_level(creature_ptr, FALSE)) return;
/* Success */
- if (IS_ECHIZEN(creature_ptr))
+ if (is_echizen(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("上の階に登った。", "You enter the up staircase."));
if (record_stair) exe_write_diary(creature_ptr, DIARY_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
- if (IS_ECHIZEN(creature_ptr))
+ if (is_echizen(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else if (up_num == creature_ptr->current_floor_ptr->dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
/* Confirm Leaving */
if(!confirm_leave_level(creature_ptr, TRUE)) return;
- if (IS_ECHIZEN(creature_ptr))
+ if (is_echizen(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("下の階に降りた。", "You enter the down staircase."));
}
else
{
- if (IS_ECHIZEN(creature_ptr))
+ if (is_echizen(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
#include "player/player-effects.h"
#include "player/player-race-types.h"
#include "player/player-race.h"
-#include "realm/realm-song-numbers.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
#include "world/world.h"
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
int regen_amount = PY_REGEN_NORMAL;
- if (creature_ptr->poisoned && !IS_INVULN(creature_ptr)) {
+ if (creature_ptr->poisoned && !is_invuln(creature_ptr)) {
take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
}
- if (creature_ptr->cut && !IS_INVULN(creature_ptr)) {
+ if (creature_ptr->cut && !is_invuln(creature_ptr)) {
HIT_POINT dam;
if (creature_ptr->cut > 1000) {
dam = 200;
}
if (is_specific_player_race(creature_ptr, RACE_VAMPIRE) || (creature_ptr->mimic_form == MIMIC_VAMPIRE)) {
- if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->resist_lite && !IS_INVULN(creature_ptr) && is_daytime()) {
+ if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->resist_lite && !is_invuln(creature_ptr) && is_daytime()) {
if ((creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) {
msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
object_desc(creature_ptr, o_name, o_ptr, OD_NAME_ONLY);
sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
- if (!IS_INVULN(creature_ptr))
+ if (!is_invuln(creature_ptr))
take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, ouch, -1);
}
}
- if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN(creature_ptr) && !creature_ptr->immune_fire) {
+ if (have_flag(f_ptr->flags, FF_LAVA) && !is_invuln(creature_ptr) && !creature_ptr->immune_fire) {
int damage = 0;
if (have_flag(f_ptr->flags, FF_DEEP)) {
}
}
- if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN(creature_ptr) && !creature_ptr->immune_cold) {
+ if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !is_invuln(creature_ptr) && !creature_ptr->immune_cold) {
int damage = 0;
if (have_flag(f_ptr->flags, FF_DEEP)) {
}
}
- if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN(creature_ptr) && !creature_ptr->immune_elec) {
+ if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !is_invuln(creature_ptr) && !creature_ptr->immune_elec) {
int damage = 0;
if (have_flag(f_ptr->flags, FF_DEEP)) {
}
}
- if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN(creature_ptr) && !creature_ptr->immune_acid) {
+ if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !is_invuln(creature_ptr) && !creature_ptr->immune_acid) {
int damage = 0;
if (have_flag(f_ptr->flags, FF_DEEP)) {
}
}
- if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN(creature_ptr)) {
+ if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !is_invuln(creature_ptr)) {
int damage = 0;
if (have_flag(f_ptr->flags, FF_DEEP)) {
* WILL BE!
*/
if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) {
- if (!IS_INVULN(creature_ptr) && !creature_ptr->wraith_form && !creature_ptr->kabenuke
+ if (!is_invuln(creature_ptr) && !creature_ptr->wraith_form && !creature_ptr->kabenuke
&& ((creature_ptr->chp > (creature_ptr->lev / 5)) || !creature_ptr->pass_wall)) {
concptr dam_desc;
cave_no_regen = TRUE;
#include "dungeon/quest.h"
-#include "art-definition/art-bow-types.h"
#include "cmd-io/cmd-dump.h"
#include "core/asking-player.h"
#include "dungeon/dungeon.h"
msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
- if (IS_ECHIZEN(player_ptr))
+ if (is_echizen(player_ptr))
msg_print(_("『とにかく入ってみようぜぇ。』", ""));
else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN) msg_print("『全滅してやるぞ!』");
#include "player/player-move.h"
#include "player/player-race-types.h"
#include "player/player-race.h"
-#include "realm/realm-song-numbers.h"
#include "spell/spells-status.h"
#include "spell-kind/spells-teleport.h"
#include "view/display-messages.h"
break;
case PATTERN_TILE_WRECKED:
- if (!IS_INVULN(creature_ptr))
+ if (!is_invuln(creature_ptr))
take_hit(creature_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
break;
default:
if (is_specific_player_race(creature_ptr, RACE_AMBERITE) && !one_in_(2))
return TRUE;
- else if (!IS_INVULN(creature_ptr))
+ else if (!is_invuln(creature_ptr))
take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
break;
}
#include "player/player-class.h"
#include "player/player-effects.h"
#include "player/player-status.h"
-#include "realm/realm-song-numbers.h"
#include "room/rooms.h"
#include "spell/process-effect.h"
#include "spell/spell-types.h"
if (!use_graphics)
{
if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN(subject_ptr) || subject_ptr->timewalk) a = TERM_WHITE;
+ else if (is_invuln(subject_ptr) || subject_ptr->timewalk) a = TERM_WHITE;
else if (subject_ptr->wraith_form) a = TERM_L_DARK;
}
if (!use_graphics)
{
if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
- else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
+ else if (is_invuln(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
else if (player_ptr->wraith_form) a = TERM_L_DARK;
}
if (!player_ptr->levitation && !player_ptr->can_swim) return FALSE;
}
- if (have_flag(f_ptr->flags, FF_LAVA) && !player_ptr->immune_fire && !IS_INVULN(player_ptr))
+ if (have_flag(f_ptr->flags, FF_LAVA) && !player_ptr->immune_fire && !is_invuln(player_ptr))
{
/* Always forbid deep lava */
if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
#include "grid/trap.h"
-#include "art-definition/art-bow-types.h"
#include "cmd-io/cmd-dump.h"
#include "cmd-io/cmd-save.h"
#include "dungeon/dungeon.h"
else
{
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
- if (IS_ECHIZEN(trapped_ptr))
+ if (is_echizen(trapped_ptr))
msg_print(_("くっそ~!", ""));
else if((trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN))
msg_print(_("ジュラル星人の仕業に違いない!", ""));
#include "inventory/inventory-damage.h"
-#include "art-definition/art-bow-types.h"
#include "floor/floor.h"
#include "inventory/inventory-object.h"
#include "mind/mind-mirror-master.h"
#endif
#ifdef JP
- if (IS_ECHIZEN(player_ptr))
+ if (is_echizen(player_ptr))
msg_print("やりやがったな!");
else if ((player_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
if (randint0(2) == 0)
#include "player/player-effects.h"
#include "player/player-move.h"
#include "player/player-status.h"
-#include "realm/realm-song-numbers.h"
#include "spell/process-effect.h"
#include "spell-kind/earthquake.h"
#include "spell-kind/spells-detection.h"
* Only heal when Adrenalin Channeling is not active. We check
* that by checking if the player isn't fast and 'heroed' atm.
*/
- if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
+ if (!is_fast(caster_ptr) || !is_hero(caster_ptr))
{
hp_player(caster_ptr, plev);
}
#include "monster/monster-status.h"
-#include "art-definition/art-bow-types.h"
#include "autopick/autopick-pref-processor.h"
#include "cmd-io/cmd-dump.h"
#include "cmd/cmd-draw.h"
else if (!m_ptr->ml)
{
#ifdef JP
- if (IS_ECHIZEN(target_ptr))
+ if (is_echizen(target_ptr))
msg_format("せっかくだから%sを殺した。", m_name);
else
msg_format("%sを殺した。", m_name);
else
{
#ifdef JP
- if (IS_ECHIZEN(target_ptr))
+ if (is_echizen(target_ptr))
msg_format("せっかくだから%sを倒した。", m_name);
else
msg_format("%sを倒した。", m_name);
else
{
#ifdef JP
- if (IS_ECHIZEN(target_ptr))
+ if (is_echizen(target_ptr))
msg_format("せっかくだから%sを葬り去った。", m_name);
else
msg_format("%sを葬り去った。", m_name);
*/
#include "mspell/mspell-floor.h"
-#include "art-definition/art-bow-types.h"
#include "effect/effect-characteristics.h"
#include "mind/drs-types.h"
#include "monster-race/monster-race.h"
_("%^sは%sをテレポートさせた。", "%^s teleports %s away."), TARGET_TYPE);
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
- if (IS_ECHIZEN(target_ptr))
+ if (is_echizen(target_ptr))
msg_print(_("くっそ~", ""));
else if ((target_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
if (randint0(2) == 0)
*/
#include "mspell/mspell-status.h"
-#include "art-definition/art-bow-types.h"
#include "mind/drs-types.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
if (target_ptr->riding)
dispel_monster_status(target_ptr, target_ptr->riding);
- if (IS_ECHIZEN(target_ptr))
+ if (is_echizen(target_ptr))
msg_print(_("やりやがったな!", ""));
else if ((target_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
if (randint0(2) == 0)
*/
bool dispel_check(player_type *creature_ptr, MONSTER_IDX m_idx)
{
- if (IS_INVULN(creature_ptr))
+ if (is_invuln(creature_ptr))
return TRUE;
if (creature_ptr->wraith_form)
return TRUE;
if (creature_ptr->pspeed < 145) {
- if (IS_FAST(creature_ptr))
+ if (is_fast(creature_ptr))
return TRUE;
}
return (raise[randint0(raise_num)]);
}
- if (IS_INVULN(target_ptr)) {
+ if (is_invuln(target_ptr)) {
if (psy_spe_num && (randint0(100) < 50)) {
return (psy_spe[randint0(psy_spe_num)]);
} else if (attack_num && (randint0(100) < 40)) {
#include "player/player-damage.h"
#include "player/player-effects.h"
#include "player/player-move.h"
-#include "realm/realm-song-numbers.h"
#include "view/display-messages.h"
#include "world/world.h"
if (creature_ptr->food < PY_FOOD_STARVE) {
HIT_POINT dam = (PY_FOOD_STARVE - creature_ptr->food) / 10;
- if (!IS_INVULN(creature_ptr))
+ if (!is_invuln(creature_ptr))
take_hit(creature_ptr, DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
}
}
#include "player/player-personalities-types.h"
#include "player/player-race-types.h"
#include "player/player-status.h"
-#include "realm/realm-song-numbers.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
#include "util/bit-flags-calculator.h"
/* Mega-Hack -- Apply "invulnerability" */
if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
{
- if (IS_INVULN(creature_ptr) && (damage < 9000))
+ if (is_invuln(creature_ptr) && (damage < 9000))
{
if (damage_type == DAMAGE_FORCE)
{
{
if (creature_ptr->fast > v) return FALSE;
}
- else if (!IS_FAST(creature_ptr) && !creature_ptr->lightspeed)
+ else if (!is_fast(creature_ptr) && !creature_ptr->lightspeed)
{
msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
notice = TRUE;
{
if (creature_ptr->hero > v) return FALSE;
}
- else if (!IS_HERO(creature_ptr))
+ else if (!is_hero(creature_ptr))
{
msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
notice = TRUE;
{
if (creature_ptr->invuln > v) return FALSE;
}
- else if (!IS_INVULN(creature_ptr))
+ else if (!is_invuln(creature_ptr))
{
msg_print(_("無敵だ!", "Invulnerability!"));
notice = TRUE;
}
/* Lava */
- else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || IS_INVULN(creature_ptr)))
+ else if (have_flag(f_ptr->flags, FF_LAVA) && (creature_ptr->immune_fire || is_invuln(creature_ptr)))
{
/* Ignore */
notice = FALSE;
#include "system/angband.h"
+#include "art-definition/art-bow-types.h"
#include "player/player-status.h"
#include "art-definition/art-sword-types.h"
#include "art-definition/art-weapon-types.h"
creature_ptr->levitation = TRUE;
}
- if (IS_HERO(creature_ptr))
+ if (is_hero(creature_ptr))
{
creature_ptr->to_h[0] += 12;
creature_ptr->to_h[1] += 12;
creature_ptr->skill_dig += 30;
}
- if (IS_FAST(creature_ptr))
+ if (is_fast(creature_ptr))
{
creature_ptr->pspeed += 10;
}
creature_ptr->reflect = TRUE;
}
- if (IS_HERO(creature_ptr) || creature_ptr->shero)
+ if (is_hero(creature_ptr) || creature_ptr->shero)
{
creature_ptr->resist_fear = TRUE;
}
}
if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
- if (IS_HERO(creature_ptr)) mhp += 10;
+ if (is_hero(creature_ptr)) mhp += 10;
if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
if (creature_ptr->tsuyoshi) mhp += 50;
if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) mhp += 15;
msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
- if (!IS_INVULN(creature_ptr))
+ if (!is_invuln(creature_ptr))
take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
int to_ruin = randint1(45) + 35;
{
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_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_echizen(player_type *creature_ptr)
+{
+ return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
+}
extern const s32b player_exp[PY_MAX_LEVEL];
extern const s32b player_exp_a[PY_MAX_LEVEL];
-
-/* Temporary flags macro */
-#define IS_FAST(C) (C->fast || music_singing(C, MUSIC_SPEED) || music_singing(C, MUSIC_SHERO))
-#define IS_INVULN(C) (C->invuln || music_singing(C, MUSIC_INVULN))
-#define IS_HERO(C) (C->hero || music_singing(C, MUSIC_HERO) || music_singing(C, MUSIC_SHERO))
-
-#define IS_ECHIZEN(C) (((C)->pseikaku == PERSONALITY_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
-
extern bool is_blessed(player_type *creature_ptr);
extern bool is_oppose_acid(player_type *creature_ptr);
extern bool is_oppose_elec(player_type *creature_ptr);
extern bool is_time_limit_esp(player_type *creature_ptr);
extern bool is_time_limit_stealth(player_type *creature_ptr);
extern bool can_two_hands_wielding(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_echizen(player_type *creature_ptr);
/*
* Player "food" crucial values
{
info[i++] = _("あなたは高潔さを感じている。", "You feel rightous.");
}
- if (IS_HERO(creature_ptr))
+ if (is_hero(creature_ptr))
{
info[i++] = _("あなたはヒーロー気分だ。", "You feel heroic.");
}
{
info[i++] = _("あなたは神秘のシールドで守られている。", "You are protected by a mystic shield.");
}
- if (IS_INVULN(creature_ptr))
+ if (is_invuln(creature_ptr))
{
info[i++] = _("あなたは現在傷つかない。", "You are temporarily invulnerable.");
}
for (int i = 0; i < TR_FLAG_SIZE; i++)
flags[i] = 0L;
- if (IS_HERO(creature_ptr) || creature_ptr->shero)
+ if (is_hero(creature_ptr) || creature_ptr->shero)
add_flag(flags, TR_RES_FEAR);
if (creature_ptr->tim_invis)
add_flag(flags, TR_SEE_INVIS);
add_flag(flags, TR_REGEN);
if (is_time_limit_esp(creature_ptr))
add_flag(flags, TR_TELEPATHY);
- if (IS_FAST(creature_ptr) || creature_ptr->slow)
+ if (is_fast(creature_ptr) || creature_ptr->slow)
add_flag(flags, TR_SPEED);
if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(is_specific_player_race(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
*/
#include "spell-kind/spells-teleport.h"
-#include "art-definition/art-bow-types.h"
#include "cmd-io/cmd-save.h"
#include "core/asking-player.h"
#include "core/speed-table.h"
sound(SOUND_TELEPORT);
#ifdef JP
- if (IS_ECHIZEN(creature_ptr))
+ if (is_echizen(creature_ptr))
msg_format("『こっちだぁ、%s』", creature_ptr->name);
#endif
(void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
#include "player/player-race-types.h"
#include "player/player-status.h"
#include "realm/realm-hex-numbers.h"
-#include "realm/realm-song-numbers.h"
#include "spell-realm/spells-hex.h"
#include "spell/spells3.h"
#include "system/system-variables.h"
if (creature_ptr->protevil)
ADD_BAR_FLAG(BAR_PROTEVIL);
- if (IS_INVULN(creature_ptr))
+ if (is_invuln(creature_ptr))
ADD_BAR_FLAG(BAR_INVULN);
if (creature_ptr->wraith_form)
if (creature_ptr->tim_reflect)
ADD_BAR_FLAG(BAR_REFLECTION);
- if (IS_HERO(creature_ptr))
+ if (is_hero(creature_ptr))
ADD_BAR_FLAG(BAR_HEROISM);
if (creature_ptr->shero)
i += 10;
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- bool is_fast = IS_FAST(player_ptr);
+ bool is_player_fast = is_fast(player_ptr);
char buf[32] = "";
TERM_COLOR attr = TERM_WHITE;
if (i > 110) {
attr = TERM_VIOLET;
else
attr = TERM_GREEN;
- } else if ((is_fast && !player_ptr->slow) || player_ptr->lightspeed)
+ } else if ((is_player_fast && !player_ptr->slow) || player_ptr->lightspeed)
attr = TERM_YELLOW;
- else if (player_ptr->slow && !is_fast)
+ else if (player_ptr->slow && !is_player_fast)
attr = TERM_VIOLET;
else
attr = TERM_L_GREEN;
attr = TERM_VIOLET;
else
attr = TERM_RED;
- } else if (is_fast && !player_ptr->slow)
+ } else if (is_player_fast && !player_ptr->slow)
attr = TERM_YELLOW;
- else if (player_ptr->slow && !is_fast)
+ else if (player_ptr->slow && !is_player_fast)
attr = TERM_VIOLET;
else
attr = TERM_L_UMBER;
if (!use_graphics) {
if (current_world_ptr->timewalk_m_idx)
a = TERM_DARK;
- else if (IS_INVULN(player_ptr) || player_ptr->timewalk)
+ else if (is_invuln(player_ptr) || player_ptr->timewalk)
a = TERM_WHITE;
else if (player_ptr->wraith_form)
a = TERM_L_DARK;
if (!use_graphics) {
if (current_world_ptr->timewalk_m_idx)
a = TERM_DARK;
- else if (IS_INVULN(player_ptr) || player_ptr->timewalk)
+ else if (is_invuln(player_ptr) || player_ptr->timewalk)
a = TERM_WHITE;
else if (player_ptr->wraith_form)
a = TERM_L_DARK;
if (!use_graphics) {
if (current_world_ptr->timewalk_m_idx)
ta = TERM_DARK;
- else if (IS_INVULN(player_ptr) || player_ptr->timewalk)
+ else if (is_invuln(player_ptr) || player_ptr->timewalk)
ta = TERM_WHITE;
else if (player_ptr->wraith_form)
ta = TERM_L_DARK;
if (!use_graphics) {
if (current_world_ptr->timewalk_m_idx)
a = TERM_DARK;
- else if (IS_INVULN(player_ptr) || player_ptr->timewalk)
+ else if (is_invuln(player_ptr) || player_ptr->timewalk)
a = TERM_WHITE;
else if (player_ptr->wraith_form)
a = TERM_L_DARK;
#include "player/player-effects.h"
#include "player/player-race-types.h"
#include "player/player-skill.h"
-#include "realm/realm-song-numbers.h"
#include "sv-definition/sv-bow-types.h"
#include "term/term-color-types.h"
#include "view/display-util.h"
int tmp_speed = 0;
if (!creature_ptr->riding)
{
- if (IS_FAST(creature_ptr)) tmp_speed += 10;
+ if (is_fast(creature_ptr)) tmp_speed += 10;
if (creature_ptr->slow) tmp_speed -= 10;
if (creature_ptr->lightspeed) tmp_speed = 99;
}