return;
if (is_echizen(player_ptr))
msg_print(_("『とにかく入ってみようぜぇ。』", "\"Let's go in anyway.\""));
- else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN)
+ else if (is_chargeman(player_ptr))
msg_print(_("『全滅してやるぞ!』", "\"I'll annihilate THEM!\""));
/* Player enters a new quest */
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
if (is_echizen(trapped_ptr))
msg_print(_("くっそ~!", ""));
- else if (trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN)
+ else if (is_chargeman(trapped_ptr))
msg_print(_("ジュラル星人の仕業に違いない!", ""));
sound(SOUND_FALL);
#ifdef JP
if (is_echizen(player_ptr))
msg_print("やりやがったな!");
- else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN) {
+ else if (is_chargeman(player_ptr)) {
if (randint0(2) == 0)
msg_print(_("ジュラル星人め!", ""));
else
#include "monster/monster-status.h"
#include "monster/monster-update.h"
#include "monster/monster-util.h"
+#include "player/player-status.h"
#include "object/warning.h"
#include "spell/spell-types.h"
#include "system/floor-type-definition.h"
static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
+ if (is_chargeman(player_ptr) && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
return MON_ALIEN_JURAL;
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
if (is_echizen(target_ptr))
msg_print(_("やりやがったな!", ""));
- else if (target_ptr->pseikaku == PERSONALITY_CHARGEMAN) {
+ else if (is_chargeman(target_ptr)) {
if (randint0(2) == 0)
msg_print(_("ジュラル星人め!", ""));
else
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
if (is_echizen(target_ptr))
msg_print(_("くっそ~", ""));
- else if (target_ptr->pseikaku == PERSONALITY_CHARGEMAN) {
+ else if (is_chargeman(target_ptr)) {
if (randint0(2) == 0)
msg_print(_("ジュラル星人め!", ""));
else
return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
}
+bool is_chargeman(player_type *creature_ptr)
+{
+ return creature_ptr->pseikaku == PERSONALITY_CHARGEMAN;
+}
+
WEIGHT calc_weapon_weight_limit(player_type *creature_ptr)
{
WEIGHT weight = adj_str_hold[creature_ptr->stat_index[A_STR]];
bool is_hero(player_type *creature_ptr);
bool is_shero(player_type *creature_ptr);
bool is_echizen(player_type *creature_ptr);
+bool is_chargeman(player_type *creature_ptr);
void stop_mouth(player_type *caster_ptr);
#include "player/attack-defense-types.h"
#include "player-info/avatar.h"
#include "player/player-race.h"
+#include "player/player-status.h"
#include "player/player-status-flags.h"
#include "player/special-defense-types.h"
#include "spell-realm/spells-hex.h"
if (creature_ptr->is_dead)
return false;
- if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
+ if (is_chargeman(creature_ptr))
v = 0;
if (v) {