switch (which_stat) {
case A_STR:
- if (creature_ptr->sustain_str)
+ if (has_sustain_str(creature_ptr))
sustained = TRUE;
break;
case A_INT:
#include "player-info/base-status-info.h"
#include "inventory/inventory-slot-types.h"
#include "player-info/self-info-util.h"
+#include "player/player-status-flags.h"
#include "object/object-flags.h"
#include "object-enchant/tr-types.h"
#include "util/bit-flags-calculator.h"
void set_status_sustain_info(player_type *creature_ptr, self_info_type *self_ptr)
{
- if (creature_ptr->sustain_str) {
+ if (has_sustain_str(creature_ptr)) {
self_ptr->info[self_ptr->line++] = _("あなたの腕力は維持されている。", "Your strength is sustained.");
}
if (creature_ptr->sustain_int) {
creature_ptr->hold_exp = has_hold_exp(creature_ptr);
creature_ptr->see_inv = has_see_inv(creature_ptr);
creature_ptr->free_act = has_free_act(creature_ptr);
- creature_ptr->sustain_str = has_sustain_str(creature_ptr);
creature_ptr->sustain_int = has_sustain_int(creature_ptr);
creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
BIT_FLAGS anti_magic; /* Anti-magic */
BIT_FLAGS anti_tele; /* Prevent teleportation */
- BIT_FLAGS sustain_str; /* Keep strength */
BIT_FLAGS sustain_int; /* Keep intelligence */
BIT_FLAGS sustain_wis; /* Keep wisdom */
BIT_FLAGS sustain_dex; /* Keep dexterity */
#include "object-enchant/item-feeling.h"
#include "object-enchant/special-object-flags.h"
#include "perception/object-perception.h"
+#include "player/player-status-flags.h"
#include "player-info/avatar.h"
#include "spell-kind/spells-floor.h"
#include "system/object-type-definition.h"
bool sust = FALSE;
switch (stat) {
case A_STR:
- if (creature_ptr->sustain_str)
+ if (has_sustain_str(creature_ptr))
sust = TRUE;
break;
case A_INT: