switch (slot)
{
case INVEN_RARM:
- if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)))
+ if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
act = STR_WIELD_ARMS;
else
act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
break;
case INVEN_LARM:
- if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)))
+ if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
act = STR_WIELD_ARMS;
else
act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
p_ptr->total_weight += o_ptr->weight;
inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
inven_item_optimize(INVEN_LARM);
- if (object_allow_two_hands_wielding(o_ptr) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)))
+ if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
#ifdef JP
msg_format("%s¤òξ¼ê¤Ç¹½¤¨¤¿¡£", o_name);
#else
}
else
{
- if (object_allow_two_hands_wielding(o_ptr) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)))
+ if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
#ifdef JP
msg_format("%s¤òξ¼ê¤Ç¹½¤¨¤¿¡£", o_name);
#else
if (buki_motteruka(INVEN_RARM))
{
- if (object_allow_two_hands_wielding(o_ptr) && (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE)))
+ if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
#ifdef JP
msg_format("%s¤òξ¼ê¤Ç¹½¤¨¤¿¡£", o_name);
#else
#define PF_RYOUTE 0x0040
+#define CAN_TWO_HANDS_WIELDING() (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
+
+
/*
* There is a 1/20 (5%) chance of inflating the requested object_level
* during the creation of an object (see "get_obj_num()" in "object.c").
if (!p_ptr->migite) default_hand = 1;
}
- if (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
+ if (CAN_TWO_HANDS_WIELDING())
{
if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
object_allow_two_hands_wielding(&inventory[INVEN_RARM]))