}
if (is_specific_player_race(creature_ptr, RACE_VAMPIRE) || (creature_ptr->mimic_form == MIMIC_VAMPIRE)) {
- if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->resist_lite && !is_invuln(creature_ptr) && is_daytime()) {
+ if (!creature_ptr->current_floor_ptr->dun_level && !has_resist_lite(creature_ptr) && !is_invuln(creature_ptr) && is_daytime()) {
if ((creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) {
msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(creature_ptr, o_ptr, flgs);
- if (creature_ptr->inventory_list[INVEN_LITE].tval && !has_flag(flgs, TR_DARK_SOURCE) && !creature_ptr->resist_lite) {
+ if (creature_ptr->inventory_list[INVEN_LITE].tval && !has_flag(flgs, TR_DARK_SOURCE) && !has_resist_lite(creature_ptr)) {
GAME_TEXT o_name[MAX_NLEN];
char ouch[MAX_NLEN + 40];
describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
{
if (target_ptr->blind)
msg_print(_("何かで攻撃された!", "You are hit by something!"));
- if (!target_ptr->blind && !target_ptr->resist_lite && !target_ptr->resist_blind && !check_multishadow(target_ptr)) {
+ if (!target_ptr->blind && !has_resist_lite(target_ptr) && !target_ptr->resist_blind && !check_multishadow(target_ptr)) {
(void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
}
break;
case DRS_LITE:
- if (player_ptr->resist_lite)
+ if (has_resist_lite(player_ptr))
m_ptr->smart |= SM_RES_LITE;
break;
if (target_ptr->resist_neth)
msr_ptr->smart |= SM_RES_NETH;
- if (target_ptr->resist_lite)
+ if (has_resist_lite(target_ptr))
msr_ptr->smart |= SM_RES_LITE;
if (target_ptr->resist_dark)
void set_high_resistance_info(player_type *creature_ptr, self_info_type *self_ptr)
{
- if (creature_ptr->resist_lite)
+ if (has_resist_lite(creature_ptr))
self_ptr->info[self_ptr->line++] = _("あなたは閃光への耐性を持っている。", "You are resistant to bright light.");
if (is_specific_player_race(creature_ptr, RACE_VAMPIRE) || is_specific_player_race(creature_ptr, RACE_S_FAIRY)
per = per * 4 / 3;
}
- if (creature_ptr->resist_lite) {
+ if (has_resist_lite(creature_ptr)) {
per *= 400;
per /= randrate(4, 7, mode);
}
has_curses(creature_ptr);
creature_ptr->impact = has_impact(creature_ptr);
has_extra_blow(creature_ptr);
- creature_ptr->resist_lite = has_resist_lite(creature_ptr);
creature_ptr->resist_dark = has_resist_dark(creature_ptr);
creature_ptr->resist_chaos = has_resist_chaos(creature_ptr);
creature_ptr->resist_disen = has_resist_disen(creature_ptr);
bool is_fired;
bool level_up_message;
- BIT_FLAGS resist_lite; /* Resist light */
BIT_FLAGS resist_dark; /* Resist darkness */
BIT_FLAGS resist_chaos; /* Resist chaos */
BIT_FLAGS resist_disen; /* Resist disenchant */
#include "player/player-damage.h"
#include "player/player-race-types.h"
#include "player/player-race.h"
+#include "player/player-status-flags.h"
#include "spell-kind/earthquake.h"
#include "spell-kind/spells-beam.h"
#include "spell-kind/spells-charm.h"
if (cast) {
lite_area(caster_ptr, damroll(dice, sides), rad);
- if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite) {
+ if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !has_resist_lite(caster_ptr)) {
msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
}
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
wiz_lite(caster_ptr, FALSE);
- if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite) {
+ if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !has_resist_lite(caster_ptr)) {
msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
}
#include "object/object-mark-types.h"
#include "perception/object-perception.h"
#include "player/special-defense-types.h"
+#include "player/player-status-flags.h"
#include "spell-kind/spells-teleport.h"
#include "spell/spell-types.h"
#include "status/bad-status-setter.h"
msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
/* Blind the player */
- if (!caster_ptr->resist_blind && !caster_ptr->resist_lite) {
+ if (!caster_ptr->resist_blind && !has_resist_lite(caster_ptr)) {
/* Become blind */
(void)set_blind(caster_ptr, caster_ptr->blind + 10 + randint1(10));
}