{
char out_val[32];
- if ((p_ptr->prace == RACE_ANDROID) && !cheat_xtra)
- (void)strcpy(out_val, "*******");
- else
#ifdef JP
(void)sprintf(out_val, "%7ld", (long)p_ptr->exp);
#else
if (p_ptr->exp >= p_ptr->max_exp)
{
#ifdef JP
- put_str("·Ð¸³ ", ROW_EXP, 0);
+ if (p_ptr->prace == RACE_ANDROID) put_str("¶¯²½ ", ROW_EXP, 0);
+ else put_str("·Ð¸³ ", ROW_EXP, 0);
c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
#else
- put_str("EXP ", ROW_EXP, 0);
+ if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
+ else put_str("EXP ", ROW_EXP, 0);
c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
#endif
int num_boukyaku = 0;
magic_type *s_ptr;
- int use_realm1 = p_ptr->realm1 - 1;
- int use_realm2 = p_ptr->realm2 - 1;
int which;
int bonus = 0;
/* Get the spell */
- if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
+ if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
{
if (j < 32)
- s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
+ s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
else
- s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
+ s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
}
else if (j < 32)
- s_ptr = &mp_ptr->info[use_realm1][j];
+ s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
else
- s_ptr = &mp_ptr->info[use_realm2][j%32];
+ s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
/* Skip spells we are allowed to know */
if (s_ptr->slevel <= p_ptr->lev) continue;
if (j < 32)
{
p_ptr->spell_forgotten1 |= (1L << j);
- which = use_realm1;
+ which = p_ptr->realm1;
}
else
{
p_ptr->spell_forgotten2 |= (1L << (j - 32));
- which = use_realm2;
+ which = p_ptr->realm2;
}
/* No longer known */
if (j < 32)
{
p_ptr->spell_learned1 &= ~(1L << j);
- which = use_realm1;
+ which = p_ptr->realm1;
}
else
{
p_ptr->spell_learned2 &= ~(1L << (j - 32));
- which = use_realm2;
+ which = p_ptr->realm2;
}
/* Message */
#ifdef JP
msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
- spell_names[technic2magic(which+1)-1][j%32], p );
+ spell_names[technic2magic(which)-1][j%32], p );
#else
msg_format("You have forgotten the %s of %s.", p,
- spell_names[technic2magic(which+1)-1][j%32]);
+ spell_names[technic2magic(which)-1][j%32]);
#endif
if (j < 32)
{
p_ptr->spell_forgotten1 |= (1L << j);
- which = use_realm1;
+ which = p_ptr->realm1;
}
else
{
p_ptr->spell_forgotten2 |= (1L << (j - 32));
- which = use_realm2;
+ which = p_ptr->realm2;
}
/* No longer known */
if (j < 32)
{
p_ptr->spell_learned1 &= ~(1L << j);
- which = use_realm1;
+ which = p_ptr->realm1;
}
else
{
p_ptr->spell_learned2 &= ~(1L << (j - 32));
- which = use_realm2;
+ which = p_ptr->realm2;
}
/* Message */
#ifdef JP
msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
- spell_names[technic2magic(which+1)-1][j%32], p );
+ spell_names[technic2magic(which)-1][j%32], p );
#else
msg_format("You have forgotten the %s of %s.", p,
- spell_names[technic2magic(which+1)-1][j%32]);
+ spell_names[technic2magic(which)-1][j%32]);
#endif
if (j >= 99) break;
/* Access the spell */
- if (!is_magic(((j < 32) ? use_realm1 : use_realm2)+1))
+ if (!is_magic((j < 32) ? p_ptr->realm1 : p_ptr->realm2))
{
if (j < 32)
- s_ptr = &technic_info[use_realm1 - MIN_TECHNIC][j];
+ s_ptr = &technic_info[p_ptr->realm1 - MIN_TECHNIC][j];
else
- s_ptr = &technic_info[use_realm2 - MIN_TECHNIC][j%32];
+ s_ptr = &technic_info[p_ptr->realm2 - MIN_TECHNIC][j%32];
}
else if (j<32)
- s_ptr = &mp_ptr->info[use_realm1][j];
+ s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
else
- s_ptr = &mp_ptr->info[use_realm2][j%32];
+ s_ptr = &mp_ptr->info[p_ptr->realm2-1][j%32];
/* Skip spells we cannot remember */
if (s_ptr->slevel > p_ptr->lev) continue;
if (j < 32)
{
p_ptr->spell_forgotten1 &= ~(1L << j);
- which = use_realm1;
+ which = p_ptr->realm1;
}
else
{
p_ptr->spell_forgotten2 &= ~(1L << (j - 32));
- which = use_realm2;
+ which = p_ptr->realm2;
}
/* Known once more */
if (j < 32)
{
p_ptr->spell_learned1 |= (1L << j);
- which = use_realm1;
+ which = p_ptr->realm1;
}
else
{
p_ptr->spell_learned2 |= (1L << (j - 32));
- which = use_realm2;
+ which = p_ptr->realm2;
}
/* Message */
#ifdef JP
msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
- spell_names[technic2magic(which+1)-1][j%32], p );
+ spell_names[technic2magic(which)-1][j%32], p );
#else
msg_format("You have remembered the %s of %s.",
- p, spell_names[technic2magic(which+1)-1][j%32]);
+ p, spell_names[technic2magic(which)-1][j%32]);
#endif
/* Count spells that can be learned */
for (j = 0; j < 32; j++)
{
- if (!is_magic(use_realm1+1)) s_ptr = &technic_info[use_realm1-MIN_TECHNIC][j];
- else s_ptr = &mp_ptr->info[use_realm1][j];
+ if (!is_magic(p_ptr->realm1)) s_ptr = &technic_info[p_ptr->realm1-MIN_TECHNIC][j];
+ else s_ptr = &mp_ptr->info[p_ptr->realm1-1][j];
/* Skip spells we cannot remember */
if (s_ptr->slevel > p_ptr->lev) continue;
/* Redraw Study Status */
p_ptr->redraw |= (PR_STUDY);
+
+ /* Redraw object recall */
+ p_ptr->window |= (PW_OBJECT);
}
}
/* Only mages are affected */
if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
{
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
/* Assume player is not encumbered by gloves */
p_ptr->cumber_glove = FALSE;
o_ptr = &inventory[INVEN_HANDS];
/* Examine the gloves */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* Normal gloves hurt mage-type spells */
if (o_ptr->k_idx &&
- !(f2 & (TR2_FREE_ACT)) &&
- !(f1 & (TR1_MAGIC_MASTERY)) &&
- !((f1 & (TR1_DEX)) && (o_ptr->pval > 0)))
+ !(have_flag(flgs, TR_FREE_ACT)) &&
+ !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
+ !(have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))
{
/* Encumbered */
p_ptr->cumber_glove = TRUE;
if (mhp < p_ptr->lev + 1) mhp = p_ptr->lev + 1;
/* Factor in the hero / superhero settings */
- if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO))
- if (p_ptr->shero) mhp += 30;
+ if (p_ptr->hero || music_singing(MUSIC_HERO) || music_singing(MUSIC_SHERO)) mhp += 10;
+ if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
if (p_ptr->tsuyoshi) mhp += 50;
/* New maximum hitpoints */
{
int i;
object_type *o_ptr;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
/* Assume no light */
p_ptr->cur_lite = 0;
if (!o_ptr->k_idx) continue;
/* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* does this item glow? */
- if (f3 & TR3_LITE)
+ if (have_flag(flgs, TR_LITE))
{
if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
else p_ptr->cur_lite++;
{
int i, j, hold, neutral[2];
int old_speed;
- int old_telepathy;
+ bool old_telepathy;
+ bool old_esp_animal;
+ bool old_esp_undead;
+ bool old_esp_demon;
+ bool old_esp_orc;
+ bool old_esp_troll;
+ bool old_esp_giant;
+ bool old_esp_dragon;
+ bool old_esp_human;
+ bool old_esp_evil;
+ bool old_esp_good;
+ bool old_esp_nonliving;
+ bool old_esp_unique;
int old_see_inv;
int old_dis_ac;
int old_dis_to_a;
int extra_blows[2];
int extra_shots;
object_type *o_ptr;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
bool omoi = FALSE;
bool yoiyami = FALSE;
bool down_saving = FALSE;
/* Save the old vision stuff */
old_telepathy = p_ptr->telepathy;
+ old_esp_animal = p_ptr->esp_animal;
+ old_esp_undead = p_ptr->esp_undead;
+ old_esp_demon = p_ptr->esp_demon;
+ old_esp_orc = p_ptr->esp_orc;
+ old_esp_troll = p_ptr->esp_troll;
+ old_esp_giant = p_ptr->esp_giant;
+ old_esp_dragon = p_ptr->esp_dragon;
+ old_esp_human = p_ptr->esp_human;
+ old_esp_evil = p_ptr->esp_evil;
+ old_esp_good = p_ptr->esp_good;
+ old_esp_nonliving = p_ptr->esp_nonliving;
+ old_esp_unique = p_ptr->esp_unique;
+
old_see_inv = p_ptr->see_inv;
/* Save the old armor class */
p_ptr->ffall = FALSE;
p_ptr->hold_life = FALSE;
p_ptr->telepathy = FALSE;
+ p_ptr->esp_animal = FALSE;
+ p_ptr->esp_undead = FALSE;
+ p_ptr->esp_demon = FALSE;
+ p_ptr->esp_orc = FALSE;
+ p_ptr->esp_troll = FALSE;
+ p_ptr->esp_giant = FALSE;
+ p_ptr->esp_dragon = FALSE;
+ p_ptr->esp_human = FALSE;
+ p_ptr->esp_evil = FALSE;
+ p_ptr->esp_good = FALSE;
+ p_ptr->esp_nonliving = FALSE;
+ p_ptr->esp_unique = FALSE;
p_ptr->lite = FALSE;
p_ptr->sustain_str = FALSE;
p_ptr->sustain_int = FALSE;
if (!o_ptr->k_idx) continue;
/* Extract the item flags */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
p_ptr->cursed |= (o_ptr->curse_flags & (0xFFFFFFF0L));
if (o_ptr->name1 == ART_CHAINSWORD) p_ptr->cursed |= TRC_CHAINSWORD;
/* Affect stats */
- if (f1 & (TR1_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
- if (f1 & (TR1_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
- if (f1 & (TR1_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
- if (f1 & (TR1_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
- if (f1 & (TR1_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
- if (f1 & (TR1_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
+ if (have_flag(flgs, TR_STR)) p_ptr->stat_add[A_STR] += o_ptr->pval;
+ if (have_flag(flgs, TR_INT)) p_ptr->stat_add[A_INT] += o_ptr->pval;
+ if (have_flag(flgs, TR_WIS)) p_ptr->stat_add[A_WIS] += o_ptr->pval;
+ if (have_flag(flgs, TR_DEX)) p_ptr->stat_add[A_DEX] += o_ptr->pval;
+ if (have_flag(flgs, TR_CON)) p_ptr->stat_add[A_CON] += o_ptr->pval;
+ if (have_flag(flgs, TR_CHR)) p_ptr->stat_add[A_CHR] += o_ptr->pval;
- if (f1 & (TR1_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
+ if (have_flag(flgs, TR_MAGIC_MASTERY)) p_ptr->skill_dev += 8*o_ptr->pval;
/* Affect stealth */
- if (f1 & (TR1_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
+ if (have_flag(flgs, TR_STEALTH)) p_ptr->skill_stl += o_ptr->pval;
/* Affect searching ability (factor of five) */
- if (f1 & (TR1_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
+ if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_srh += (o_ptr->pval * 5);
/* Affect searching frequency (factor of five) */
- if (f1 & (TR1_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
+ if (have_flag(flgs, TR_SEARCH)) p_ptr->skill_fos += (o_ptr->pval * 5);
/* Affect infravision */
- if (f1 & (TR1_INFRA)) p_ptr->see_infra += o_ptr->pval;
+ if (have_flag(flgs, TR_INFRA)) p_ptr->see_infra += o_ptr->pval;
/* Affect digging (factor of 20) */
- if (f1 & (TR1_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
+ if (have_flag(flgs, TR_TUNNEL)) p_ptr->skill_dig += (o_ptr->pval * 20);
/* Affect speed */
- if (f1 & (TR1_SPEED)) p_ptr->pspeed += o_ptr->pval;
+ if (have_flag(flgs, TR_SPEED)) p_ptr->pspeed += o_ptr->pval;
/* Affect blows */
- if (f1 & (TR1_BLOWS))
+ if (have_flag(flgs, TR_BLOWS))
{
if((i == INVEN_RARM || i == INVEN_RIGHT) && !p_ptr->ryoute) extra_blows[0] += o_ptr->pval;
else if((i == INVEN_LARM || i == INVEN_LEFT) && !p_ptr->ryoute) extra_blows[1] += o_ptr->pval;
}
/* Hack -- cause earthquakes */
- if (f1 & (TR1_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
+ if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
/* Boost shots */
- if (f3 & (TR3_XTRA_SHOTS)) extra_shots++;
+ if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
/* Various flags */
- if (f3 & (TR3_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
- if (f3 & (TR3_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
- if (f3 & (TR3_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
- if (f3 & (TR3_DEC_MANA)) p_ptr->dec_mana = TRUE;
- if (f3 & (TR3_BLESSED)) p_ptr->bless_blade = TRUE;
- if (f3 & (TR3_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
- if (f3 & (TR3_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
- if (f3 & (TR3_REGEN)) p_ptr->regenerate = TRUE;
- if (f3 & (TR3_TELEPATHY)) p_ptr->telepathy = TRUE;
- if (f3 & (TR3_SEE_INVIS)) p_ptr->see_inv = TRUE;
- if (f3 & (TR3_FEATHER)) p_ptr->ffall = TRUE;
- if (f2 & (TR2_FREE_ACT)) p_ptr->free_act = TRUE;
- if (f2 & (TR2_HOLD_LIFE)) p_ptr->hold_life = TRUE;
- if (f3 & (TR3_WARNING)){
+ if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
+ if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
+ if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
+ if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
+ if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
+ if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
+ if (have_flag(flgs, TR_SLOW_DIGEST)) p_ptr->slow_digest = TRUE;
+ if (have_flag(flgs, TR_REGEN)) p_ptr->regenerate = TRUE;
+ if (have_flag(flgs, TR_TELEPATHY)) p_ptr->telepathy = TRUE;
+ if (have_flag(flgs, TR_ESP_ANIMAL)) p_ptr->esp_animal = TRUE;
+ if (have_flag(flgs, TR_ESP_UNDEAD)) p_ptr->esp_undead = TRUE;
+ if (have_flag(flgs, TR_ESP_DEMON)) p_ptr->esp_demon = TRUE;
+ if (have_flag(flgs, TR_ESP_ORC)) p_ptr->esp_orc = TRUE;
+ if (have_flag(flgs, TR_ESP_TROLL)) p_ptr->esp_troll = TRUE;
+ if (have_flag(flgs, TR_ESP_GIANT)) p_ptr->esp_giant = TRUE;
+ if (have_flag(flgs, TR_ESP_DRAGON)) p_ptr->esp_dragon = TRUE;
+ if (have_flag(flgs, TR_ESP_HUMAN)) p_ptr->esp_human = TRUE;
+ if (have_flag(flgs, TR_ESP_EVIL)) p_ptr->esp_evil = TRUE;
+ if (have_flag(flgs, TR_ESP_GOOD)) p_ptr->esp_good = TRUE;
+ if (have_flag(flgs, TR_ESP_NONLIVING)) p_ptr->esp_nonliving = TRUE;
+ if (have_flag(flgs, TR_ESP_UNIQUE)) p_ptr->esp_unique = TRUE;
+
+ if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
+ if (have_flag(flgs, TR_FEATHER)) p_ptr->ffall = TRUE;
+ if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
+ if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
+ if (have_flag(flgs, TR_WARNING)){
if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'$')))
p_ptr->warning = TRUE;
}
- if (f3 & (TR3_TELEPORT))
+ if (have_flag(flgs, TR_TELEPORT))
{
if (cursed_p(o_ptr)) p_ptr->cursed |= TRC_TELEPORT;
else if (!o_ptr->inscription || !(strchr(quark_str(o_ptr->inscription),'.')))
}
/* Immunity flags */
- if (f2 & (TR2_IM_FIRE)) p_ptr->immune_fire = TRUE;
- if (f2 & (TR2_IM_ACID)) p_ptr->immune_acid = TRUE;
- if (f2 & (TR2_IM_COLD)) p_ptr->immune_cold = TRUE;
- if (f2 & (TR2_IM_ELEC)) p_ptr->immune_elec = TRUE;
+ if (have_flag(flgs, TR_IM_FIRE)) p_ptr->immune_fire = TRUE;
+ if (have_flag(flgs, TR_IM_ACID)) p_ptr->immune_acid = TRUE;
+ if (have_flag(flgs, TR_IM_COLD)) p_ptr->immune_cold = TRUE;
+ if (have_flag(flgs, TR_IM_ELEC)) p_ptr->immune_elec = TRUE;
/* Resistance flags */
- if (f2 & (TR2_RES_ACID)) p_ptr->resist_acid = TRUE;
- if (f2 & (TR2_RES_ELEC)) p_ptr->resist_elec = TRUE;
- if (f2 & (TR2_RES_FIRE)) p_ptr->resist_fire = TRUE;
- if (f2 & (TR2_RES_COLD)) p_ptr->resist_cold = TRUE;
- if (f2 & (TR2_RES_POIS)) p_ptr->resist_pois = TRUE;
- if (f2 & (TR2_RES_FEAR)) p_ptr->resist_fear = TRUE;
- if (f2 & (TR2_RES_CONF)) p_ptr->resist_conf = TRUE;
- if (f2 & (TR2_RES_SOUND)) p_ptr->resist_sound = TRUE;
- if (f2 & (TR2_RES_LITE)) p_ptr->resist_lite = TRUE;
- if (f2 & (TR2_RES_DARK)) p_ptr->resist_dark = TRUE;
- if (f2 & (TR2_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
- if (f2 & (TR2_RES_DISEN)) p_ptr->resist_disen = TRUE;
- if (f2 & (TR2_RES_SHARDS)) p_ptr->resist_shard = TRUE;
- if (f2 & (TR2_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
- if (f2 & (TR2_RES_BLIND)) p_ptr->resist_blind = TRUE;
- if (f2 & (TR2_RES_NETHER)) p_ptr->resist_neth = TRUE;
-
- if (f2 & (TR2_REFLECT)) p_ptr->reflect = TRUE;
- if (f3 & (TR3_SH_FIRE)) p_ptr->sh_fire = TRUE;
- if (f3 & (TR3_SH_ELEC)) p_ptr->sh_elec = TRUE;
- if (f3 & (TR3_SH_COLD)) p_ptr->sh_cold = TRUE;
- if (f3 & (TR3_NO_MAGIC)) p_ptr->anti_magic = TRUE;
- if (f3 & (TR3_NO_TELE)) p_ptr->anti_tele = TRUE;
+ if (have_flag(flgs, TR_RES_ACID)) p_ptr->resist_acid = TRUE;
+ if (have_flag(flgs, TR_RES_ELEC)) p_ptr->resist_elec = TRUE;
+ if (have_flag(flgs, TR_RES_FIRE)) p_ptr->resist_fire = TRUE;
+ if (have_flag(flgs, TR_RES_COLD)) p_ptr->resist_cold = TRUE;
+ if (have_flag(flgs, TR_RES_POIS)) p_ptr->resist_pois = TRUE;
+ if (have_flag(flgs, TR_RES_FEAR)) p_ptr->resist_fear = TRUE;
+ if (have_flag(flgs, TR_RES_CONF)) p_ptr->resist_conf = TRUE;
+ if (have_flag(flgs, TR_RES_SOUND)) p_ptr->resist_sound = TRUE;
+ if (have_flag(flgs, TR_RES_LITE)) p_ptr->resist_lite = TRUE;
+ if (have_flag(flgs, TR_RES_DARK)) p_ptr->resist_dark = TRUE;
+ if (have_flag(flgs, TR_RES_CHAOS)) p_ptr->resist_chaos = TRUE;
+ if (have_flag(flgs, TR_RES_DISEN)) p_ptr->resist_disen = TRUE;
+ if (have_flag(flgs, TR_RES_SHARDS)) p_ptr->resist_shard = TRUE;
+ if (have_flag(flgs, TR_RES_NEXUS)) p_ptr->resist_nexus = TRUE;
+ if (have_flag(flgs, TR_RES_BLIND)) p_ptr->resist_blind = TRUE;
+ if (have_flag(flgs, TR_RES_NETHER)) p_ptr->resist_neth = TRUE;
+
+ if (have_flag(flgs, TR_REFLECT)) p_ptr->reflect = TRUE;
+ if (have_flag(flgs, TR_SH_FIRE)) p_ptr->sh_fire = TRUE;
+ if (have_flag(flgs, TR_SH_ELEC)) p_ptr->sh_elec = TRUE;
+ if (have_flag(flgs, TR_SH_COLD)) p_ptr->sh_cold = TRUE;
+ if (have_flag(flgs, TR_NO_MAGIC)) p_ptr->anti_magic = TRUE;
+ if (have_flag(flgs, TR_NO_TELE)) p_ptr->anti_tele = TRUE;
/* Sustain flags */
- if (f2 & (TR2_SUST_STR)) p_ptr->sustain_str = TRUE;
- if (f2 & (TR2_SUST_INT)) p_ptr->sustain_int = TRUE;
- if (f2 & (TR2_SUST_WIS)) p_ptr->sustain_wis = TRUE;
- if (f2 & (TR2_SUST_DEX)) p_ptr->sustain_dex = TRUE;
- if (f2 & (TR2_SUST_CON)) p_ptr->sustain_con = TRUE;
- if (f2 & (TR2_SUST_CHR)) p_ptr->sustain_chr = TRUE;
+ if (have_flag(flgs, TR_SUST_STR)) p_ptr->sustain_str = TRUE;
+ if (have_flag(flgs, TR_SUST_INT)) p_ptr->sustain_int = TRUE;
+ if (have_flag(flgs, TR_SUST_WIS)) p_ptr->sustain_wis = TRUE;
+ if (have_flag(flgs, TR_SUST_DEX)) p_ptr->sustain_dex = TRUE;
+ if (have_flag(flgs, TR_SUST_CON)) p_ptr->sustain_con = TRUE;
+ if (have_flag(flgs, TR_SUST_CHR)) p_ptr->sustain_chr = TRUE;
if (o_ptr->name2 == EGO_YOIYAMI) yoiyami = TRUE;
if (o_ptr->name2 == EGO_2WEAPON) easy_2weapon = TRUE;
p_ptr->update |= (PU_MONSTERS);
}
+ if ((p_ptr->esp_animal != old_esp_animal) ||
+ (p_ptr->esp_undead != old_esp_undead) ||
+ (p_ptr->esp_demon != old_esp_demon) ||
+ (p_ptr->esp_orc != old_esp_orc) ||
+ (p_ptr->esp_troll != old_esp_troll) ||
+ (p_ptr->esp_giant != old_esp_giant) ||
+ (p_ptr->esp_dragon != old_esp_dragon) ||
+ (p_ptr->esp_human != old_esp_human) ||
+ (p_ptr->esp_evil != old_esp_evil) ||
+ (p_ptr->esp_good != old_esp_good) ||
+ (p_ptr->esp_nonliving != old_esp_nonliving) ||
+ (p_ptr->esp_unique != old_esp_unique))
+ {
+ p_ptr->update |= (PU_MONSTERS);
+ }
+
/* Hack -- See Invis Change */
if (p_ptr->see_inv != old_see_inv)
{
/* Examine the "main weapon" */
o_ptr = &inventory[INVEN_RARM+i];
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* Assume not heavy */
p_ptr->heavy_wield[i] = FALSE;
num = 5; wgt = 70; mul = 3; break;
case CLASS_CAVALRY:
- if ((p_ptr->riding) && (f2 & TR2_RIDING)) {num = 5; wgt = 70; mul = 4;}
+ if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
else {num = 5; wgt = 100; mul = 3;}
break;
/* Assume okay */
/* Priest weapon penalty for non-blessed edged weapons */
- if ((p_ptr->pclass == CLASS_PRIEST) && (!(f3 & (TR3_BLESSED))) &&
+ if ((p_ptr->pclass == CLASS_PRIEST) && (!(have_flag(flgs, TR_BLESSED))) &&
((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
{
/* Reduce the real bonuses */
p_ptr->to_h[i] +=15;
p_ptr->dis_to_h[i] +=15;
}
- else if (!(f2 & TR2_RIDING))
+ else if (!(have_flag(flgs, TR_RIDING)))
{
int penalty;
if ((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY))