… | |
… | |
441 | * 1000 |
441 | * 1000 |
442 | * (type == CONTAINER ? 1000 : 1) |
442 | * (type == CONTAINER ? 1000 : 1) |
443 | / dominant_material ()->density; |
443 | / dominant_material ()->density; |
444 | } |
444 | } |
445 | |
445 | |
|
|
446 | MTH bool is_wiz () const { return flag [FLAG_WIZ]; } |
446 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
447 | MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } |
447 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
448 | MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET |
448 | || type == CLOAK || type == BOOTS || type == GLOVES |
449 | || type == CLOAK || type == BOOTS || type == GLOVES |
449 | || type == BRACERS || type == GIRDLE; } |
450 | || type == BRACERS || type == GIRDLE; } |
450 | MTH bool is_alive () const { return (type == PLAYER |
451 | MTH bool is_alive () const { return (type == PLAYER |