if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
change_race(creature_ptr, RACE_VAMPIRE, "");
+ calc_android_exp(creature_ptr);
creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
creature_ptr->redraw |= PR_EQUIPPY;
creature_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
- calc_android_exp(creature_ptr);
}
/*!
(void)inven_takeoff(creature_ptr, item, 255);
verify_equip_slot(creature_ptr, item);
calc_android_exp(creature_ptr);
+ creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
creature_ptr->redraw |= PR_EQUIPPY;
+ creature_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
}
object_absorb(j_ptr, o_ptr);
owner_ptr->update |= (PU_BONUS);
- owner_ptr->window_flags |= (PW_INVEN);
+ owner_ptr->window_flags |= (PW_INVEN | PW_PLAYER);
return (j);
}
}
owner_ptr->inven_cnt++;
owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
- owner_ptr->window_flags |= (PW_INVEN);
+ owner_ptr->window_flags |= (PW_INVEN | PW_PLAYER);
return i;
}
*item_new = store_item_to_inventory(player_ptr, j_ptr);
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[*item_new], 0);
- msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(*item_new));
handle_stuff(player_ptr);
+ msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(*item_new));
*i = st_ptr->stock_num;
store_item_increase(item, -amt);
store_item_optimize(item);
j_ptr->feeling = FEEL_NONE;
j_ptr->ident &= ~(IDENT_STORE);
item_new = store_item_to_inventory(player_ptr, j_ptr);
+ handle_stuff(player_ptr);
describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
+
autopick_alter_item(player_ptr, item_new, FALSE);
if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
o_ptr->pval -= j_ptr->pval;
- handle_stuff(player_ptr);
i = st_ptr->stock_num;
store_item_increase(item, -amt);
store_item_optimize(item);
#include "action/weapon-shield.h"
#include "autopick/autopick.h"
#include "core/asking-player.h"
+#include "core/player-update-types.h"
#include "core/stuff-handler.h"
+#include "core/window-redrawer.h"
#include "flavor/flavor-describer.h"
#include "flavor/object-flavor-types.h"
#include "floor/floor-object.h"
#include "view/display-messages.h"
#include "view/display-store.h"
#include "view/object-describer.h"
+#include "util/bit-flags-calculator.h"
#include "world/world.h"
/*!
autopick_alter_item(owner_ptr, item, FALSE);
inven_item_optimize(owner_ptr, item);
- handle_stuff(owner_ptr);
int item_pos = store_carry(owner_ptr, q_ptr);
if (item_pos >= 0) {
store_top = (item_pos / store_bottom) * store_bottom;
choice = 0;
vary_item(owner_ptr, item, -amt);
- handle_stuff(owner_ptr);
int item_pos = home_carry(owner_ptr, q_ptr);
if (item_pos >= 0) {
msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
choice = 0;
vary_item(owner_ptr, item, -amt);
- handle_stuff(owner_ptr);
int item_pos = home_carry(owner_ptr, q_ptr);
if (item_pos >= 0) {
store_top = (item_pos / store_bottom) * store_bottom;
}
}
+ set_bits(owner_ptr->update, PU_BONUS);
+ set_bits(owner_ptr->window_flags, PW_PLAYER);
+ handle_stuff(owner_ptr);
+
if ((choice == 0) && (item >= INVEN_MAIN_HAND)) {
calc_android_exp(owner_ptr);
verify_equip_slot(owner_ptr, item);