bool has_good_luck(player_type *creature_ptr) { return (creature_ptr->pseikaku == PERSONALITY_LUCKY) || (creature_ptr->muta3 & MUT3_GOOD_LUCK); }
-BIT_FLAGS has_aggravate(player_type *creature_ptr)
+BIT_FLAGS player_aggravate_state(player_type *creature_ptr)
{
if (creature_ptr->cursed & TRC_AGGRAVATE) {
if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY)) {
return AGGRAVATE_NONE;
}
+bool has_aggravate(player_type *creature_ptr) { return player_aggravate_state(creature_ptr) == AGGRAVATE_NORMAL; }
+
FLAG_CAUSE_MAX = 18
};
-enum status_aggravate {
+enum aggravate_state {
AGGRAVATE_NONE = 0x00000000L,
- AGGRAVATE_NORMAL = 0x00000001L,
- AGGRAVATE_S_FAIRY = 0x00000002L,
+ AGGRAVATE_S_FAIRY = 0x00000001L,
+ AGGRAVATE_NORMAL = 0x00000002L,
};
bool has_pass_wall(player_type *creature_ptr);
bool has_icky_wield_weapon(player_type *creature_ptr, int i);
bool has_riding_wield_weapon(player_type *creature_ptr, int i);
bool has_good_luck(player_type *creature_ptr);
-BIT_FLAGS has_aggravate(player_type *creature_ptr);
+BIT_FLAGS player_aggravate_state(player_type *creature_ptr);
+bool has_aggravate(player_type *creature_ptr);
if (hex_spelling_any(creature_ptr))
pow -= (1 + casting_hex_num(creature_ptr));
}
- if (has_aggravate(creature_ptr) == AGGRAVATE_S_FAIRY) {
+ if (player_aggravate_state(creature_ptr) == AGGRAVATE_S_FAIRY) {
pow = MIN(pow - 3, (pow + 2) / 2);
}