creature_ptr->levitation = TRUE;
}
}
+
+void have_can_swim(player_type *creature_ptr)
+{
+ creature_ptr->can_swim = FALSE;
+ if (creature_ptr->riding) {
+ monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
+ monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
+ if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC))
+ creature_ptr->can_swim = TRUE;
+ }
+}
creature_ptr->impact[1] = FALSE;
creature_ptr->slow_digest = FALSE;
creature_ptr->regenerate = FALSE;
- creature_ptr->can_swim = FALSE;
creature_ptr->resist_acid = FALSE;
creature_ptr->resist_elec = FALSE;
creature_ptr->resist_fire = FALSE;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
bool omoi = FALSE;
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
/* Save the old vision stuff */
bool old_telepathy = creature_ptr->telepathy;
have_sustain_con(creature_ptr);
have_sustain_chr(creature_ptr);
have_levitation(creature_ptr);
+ have_can_swim(creature_ptr);
calc_race_status(creature_ptr);
calc_weapon_penalty(creature_ptr, INVEN_RARM);
calc_weapon_penalty(creature_ptr, INVEN_LARM);
- if (creature_ptr->riding) {
- monster_type *riding_m_ptr = &floor_ptr->m_list[creature_ptr->riding];
- monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
- if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC))
- creature_ptr->can_swim = TRUE;
- }
-
creature_ptr->hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);