for (i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] = 0L;
- if (IS_HERO() || creature_ptr->shero)
+ if (IS_HERO(creature_ptr) || creature_ptr->shero)
add_flag(flgs, TR_RES_FEAR);
if (creature_ptr->tim_invis)
add_flag(flgs, TR_SEE_INVIS);
* Only heal when Adrenalin Channeling is not active. We check
* that by checking if the player isn't fast and 'heroed' atm.
*/
- if (!IS_FAST(caster_ptr) || !IS_HERO())
+ if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
{
hp_player(caster_ptr, plev);
}
{
if (creature_ptr->hero > v) return FALSE;
}
- else if (!IS_HERO())
+ else if (!IS_HERO(creature_ptr))
{
msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
notice = TRUE;
}
/* Temporary "Hero" */
- if (IS_HERO())
+ if (IS_HERO(creature_ptr))
{
creature_ptr->to_h[0] += 12;
creature_ptr->to_h[1] += 12;
}
/* Hack -- Hero/Shero -> Res fear */
- if (IS_HERO() || creature_ptr->shero)
+ if (IS_HERO(creature_ptr) || creature_ptr->shero)
{
creature_ptr->resist_fear = TRUE;
}
if (mhp < creature_ptr->lev + 1) mhp = creature_ptr->lev + 1;
/* Factor in the hero / superhero settings */
- if (IS_HERO()) mhp += 10;
+ if (IS_HERO(creature_ptr)) mhp += 10;
if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
if (creature_ptr->tsuyoshi) mhp += 50;
/* Temporary flags macro */
#define IS_FAST(C) (C->fast || music_singing(C, MUSIC_SPEED) || music_singing(C, MUSIC_SHERO))
#define IS_INVULN(C) (C->invuln || music_singing(C, MUSIC_INVULN))
-#define IS_HERO() (p_ptr->hero || music_singing(p_ptr, MUSIC_HERO) || music_singing(p_ptr, MUSIC_SHERO))
+#define IS_HERO(C) (C->hero || music_singing(C, MUSIC_HERO) || music_singing(C, MUSIC_SHERO))
#define IS_BLESSED() (p_ptr->blessed || music_singing(p_ptr, MUSIC_BLESS) || hex_spelling(HEX_BLESS))
#define IS_OPPOSE_ACID() (p_ptr->oppose_acid || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
#define IS_OPPOSE_ELEC() (p_ptr->oppose_elec || music_singing(p_ptr, MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))
{
info[i++] = _("あなたは高潔さを感じている。", "You feel rightous.");
}
- if (IS_HERO())
+ if (IS_HERO(creature_ptr))
{
info[i++] = _("あなたはヒーロー気分だ。", "You feel heroic.");
}
if (creature_ptr->tim_reflect) ADD_FLG(BAR_REFLECTION);
/* Heroism */
- if (IS_HERO()) ADD_FLG(BAR_HEROISM);
+ if (IS_HERO(creature_ptr)) ADD_FLG(BAR_HEROISM);
/* Super Heroism / berserk */
if (creature_ptr->shero) ADD_FLG(BAR_BERSERK);