#include "view/display-messages.h"
#include "view/display-player.h" // 暫定。後で消す.
#include "world/world.h"
+#include "player/player-status-flags.h"
/*!
* @brief 画面を再描画するコマンドのメインルーチン
return;
}
- if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
+ if (have_good_luck(creature_ptr))
msg_print(do_cmd_feeling_text_lucky[creature_ptr->feeling]);
else if (is_echizen(creature_ptr))
msg_print(do_cmd_feeling_text_combat[creature_ptr->feeling]);
#include "io/mutations-dump.h"
#include "mutation/mutation-flag-types.h"
+#include "player/player-status-flags.h"
/*!
* @brief ファイルポインタを通じて突然変異の一覧を出力する
if (creature_ptr->muta3 & MUT3_MOTION)
fprintf(out_file, _(" あなたの動作は正確で力強い。(隠密+1)\n", " Your movements are precise and forceful (+1 STL).\n"));
- if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
+ if (have_good_luck(creature_ptr))
fprintf(out_file, _(" あなたは白いオーラにつつまれている。\n", " There is a white aura surrounding you.\n"));
if (creature_ptr->muta3 & MUT3_BAD_LUCK)
#include "system/floor-type-definition.h"
#include "util/bit-flags-calculator.h"
#include "world/world.h"
+#include "player/player-status-flags.h"
+
/*!
* @brief 生成されたベースアイテムに魔法的な強化を与えるメインルーチン
if ((owner_ptr->pseikaku != PERSONALITY_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
f2 = d_info[owner_ptr->dungeon_idx].obj_great;
- if (owner_ptr->muta3 & MUT3_GOOD_LUCK) {
+ if (have_good_luck(owner_ptr)) {
f1 += 5;
f2 += 2;
} else if (owner_ptr->muta3 & MUT3_BAD_LUCK) {
for (int i = 0; i < rolls; i++) {
if (make_artifact(owner_ptr, o_ptr))
break;
- if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77)) {
+ if (have_good_luck(owner_ptr) && one_in_(77)) {
if (make_artifact(owner_ptr, o_ptr))
break;
}
#include "perception/object-perception.h"
#include "player/avatar.h"
#include "view/display-messages.h"
+#include "player/player-status-flags.h"
/*!
* @brief 擬似鑑定を実際に行い判定を反映する
if ((i < INVEN_RARM) && (0 != randint0(5)))
continue;
- if ((creature_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13)) {
+ if (have_good_luck(creature_ptr) && !randint0(13)) {
heavy = TRUE;
}
};
const player_personality *ap_ptr;
-
-void set_personality_flags(player_type *creature_ptr)
-{
- if (creature_ptr->pseikaku == PERSONALITY_LUCKY)
- creature_ptr->muta3 |= MUT3_GOOD_LUCK;
-}
extern const player_personality personality_info[MAX_PERSONALITIES];
extern const player_personality *ap_ptr;
-
-extern void set_personality_flags(player_type *creature_ptr);
OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;
return (creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) && (!s_info[creature_ptr->pclass].w_max[tval][sval]);
}
+
+bool have_good_luck(player_type *creature_ptr) { return (creature_ptr->pseikaku == PERSONALITY_LUCKY) || (creature_ptr->muta3 |= MUT3_GOOD_LUCK); };
bool is_not_ninja_weapon(player_type *creature_ptr, int i);
bool is_not_monk_weapon(player_type *creature_ptr, int i);
void is_icky_wield_weapon(player_type *creature_ptr, int i);
-
-
+bool have_good_luck(player_type *creature_ptr);
}
calc_class_status(creature_ptr);
- set_personality_flags(creature_ptr);
calc_equipment_status(creature_ptr);
if (old_mighty_throw != creature_ptr->mighty_throw) {
#include "status/element-resistance.h"
#include "term/screen-processor.h"
#include "util/bit-flags-calculator.h"
+#include "player/player-status-flags.h"
/*!
* @brief 自己分析処理(Nethackからのアイデア) / self-knowledge... idea from nethack.
if (creature_ptr->muta3 & MUT3_MOTION) {
info[i++] = _("あなたの動作は正確で力強い。(隠密+1)", "Your movements are precise and forceful (+1 STL).");
}
- if (creature_ptr->muta3 & MUT3_GOOD_LUCK) {
+ if (have_good_luck(creature_ptr)) {
info[i++] = _("あなたは白いオーラにつつまれている。", "There is a white aura surrounding you.");
}
if (creature_ptr->muta3 & MUT3_BAD_LUCK) {