r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
/* Demon characters are unaffected */
- if ((p_ptr->prace == RACE_IMP) || (p_ptr->prace == RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
+ if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
if (p_ptr->wizard) return;
/* Undead characters are 50% likely to be unaffected */
- if ((p_ptr->prace == RACE_SKELETON) || (p_ptr->prace == RACE_ZOMBIE)
- || (p_ptr->prace == RACE_VAMPIRE) || (p_ptr->prace == RACE_SPECTRE) ||
+ if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
+ || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
{
if (saving_throw(25 + p_ptr->lev)) return;
if (r_ptr->flags4 & RF4_BR_FIRE)
{
- if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
+ if (!(prace_is_(RACE_DEMON) && p_ptr->lev > 44))
{
- if(!p_ptr->immune_fire && p_ptr->oppose_fire) return (TRUE);
+ if (!p_ptr->immune_fire && p_ptr->oppose_fire) return (TRUE);
- if(p_ptr->special_defense & DEFENSE_FIRE) return(TRUE);
+ if (p_ptr->special_defense & DEFENSE_FIRE) return(TRUE);
}
}
}
/* First, affect the player (if necessary) */
- if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
+ if (hurt && !prace_is_(RACE_SPECTRE) && !p_ptr->wraith_form && !p_ptr->kabenuke)
{
/* Check around the player */
for (i = 0; i < 8; i++)
/* Vulnerability (Ouch!) */
if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
+ if (prace_is_(RACE_ANDROID)) dam += dam / 3;
/* Resist the damage */
if (p_ptr->resist_elec) dam = (dam + 2) / 3;
/* Unencumbered Monks become faster every 10 levels */
if (!(heavy_armor()))
{
- if (!((p_ptr->prace == RACE_KLACKON) ||
- (p_ptr->prace == RACE_SPRITE) ||
+ if (!(prace_is_(RACE_KLACKON) ||
+ prace_is_(RACE_SPRITE) ||
(p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
p_ptr->pspeed += (p_ptr->lev) / 10;
else if (!inventory[INVEN_LARM].tval || p_ptr->hidarite)
{
p_ptr->pspeed += 3;
- if (!((p_ptr->prace == RACE_KLACKON) ||
- (p_ptr->prace == RACE_SPRITE) ||
+ if (!(prace_is_(RACE_KLACKON) ||
+ prace_is_(RACE_SPRITE) ||
(p_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
p_ptr->pspeed += (p_ptr->lev) / 10;
p_ptr->skill_stl += (p_ptr->lev)/10;
if (p_ptr->sh_fire) p_ptr->lite = TRUE;
/* Golems also get an intrinsic AC bonus */
- if ((p_ptr->prace == RACE_GOLEM) || (p_ptr->prace == RACE_ANDROID))
+ if (prace_is_(RACE_GOLEM) || prace_is_(RACE_ANDROID))
{
p_ptr->to_a += 10 + (p_ptr->lev * 2 / 5);
p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);