-#include "art-definition/art-sword-types.h"
+#include "player/player-status-flags.h"
+#include "art-definition/art-sword-types.h"
#include "grid/grid.h"
#include "inventory/inventory-slot-types.h"
#include "monster-race/monster-race.h"
#include "player/player-race.h"
#include "player/player-skill.h"
#include "player/player-status.h"
-#include "player/player-status-flags.h"
#include "player/special-defense-types.h"
#include "realm/realm-hex-numbers.h"
#include "realm/realm-song-numbers.h"
#include "realm/realm-types.h"
#include "spell-realm/spells-hex.h"
+#include "sv-definition/sv-weapon-types.h"
#include "system/floor-type-definition.h"
#include "system/monster-type-definition.h"
#include "system/object-type-definition.h"
-#include "sv-definition/sv-weapon-types.h"
#include "util/bit-flags-calculator.h"
#include "util/quarks.h"
#include "util/string-processor.h"
creature_ptr->slow_digest = TRUE;
}
- if (!creature_ptr->mimic_form
+ if (!creature_ptr->mimic_form
&& (creature_ptr->prace == RACE_GOLEM || creature_ptr->prace == RACE_ZOMBIE || creature_ptr->prace == RACE_SPECTRE
|| creature_ptr->prace == RACE_ANDROID)) {
creature_ptr->slow_digest = TRUE;
BIT_FLAGS flgs[TR_FLAG_SIZE];
creature_ptr->resist_fear = FALSE;
- if (creature_ptr->muta3 & MUT3_FEARLESS)
+ if (creature_ptr->muta3 & MUT3_FEARLESS)
creature_ptr->resist_fear = TRUE;
- switch (creature_ptr->pclass) {
+ switch (creature_ptr->pclass) {
case CLASS_WARRIOR:
if (creature_ptr->lev > 29)
creature_ptr->resist_fear = TRUE;
creature_ptr->lite = TRUE;
}
- if (creature_ptr->mimic_form == MIMIC_VAMPIRE) {
+ if (creature_ptr->mimic_form == MIMIC_VAMPIRE) {
creature_ptr->lite = TRUE;
}
creature_ptr->lite = TRUE;
}
- if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_VAMPIRE)
+ if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_VAMPIRE)
creature_ptr->lite = TRUE;
if (creature_ptr->sh_fire)
return FALSE;
}
-void is_icky_wield_weapon(player_type* creature_ptr, int i)
+void is_icky_wield_weapon(player_type *creature_ptr, int i)
{
- object_type *o_ptr;
+ object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
object_flags(creature_ptr, o_ptr, flgs);
- creature_ptr->icky_wield[i] = FALSE;
+ creature_ptr->icky_wield[i] = FALSE;
if ((creature_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
creature_ptr->icky_wield[i] = TRUE;
} else if (creature_ptr->pclass == CLASS_SORCERER) {
}
}
- bool is_not_ninja_weapon(player_type *creature_ptr, int i)
+bool is_not_ninja_weapon(player_type *creature_ptr, int i)
{
tval_type tval = creature_ptr->inventory_list[INVEN_RARM + i].tval - TV_WEAPON_BEGIN;
OBJECT_SUBTYPE_VALUE sval = creature_ptr->inventory_list[INVEN_RARM + i].sval;