{
HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
- object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
+ object_type *o_ptr = &creature_ptr->inventory_list[INVEN_MAIN_HAND + hand];
if (object_is_known(o_ptr))
show_tohit += o_ptr->to_h;
char buf[160];
sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
- if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
+ if (!has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
else if (has_two_handed_weapons(creature_ptr))
display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
return;
}
- if ((creature_ptr->pclass != CLASS_MONK) || ((empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) == 0))
+ if ((creature_ptr->pclass != CLASS_MONK) || ((empty_hands(creature_ptr, TRUE) & EMPTY_HAND_MAIN) == 0))
return;
if ((creature_ptr->special_defense & KAMAE_MASK) == 0) {