/* Rerate */
while (1)
{
- player_hp[0] = p_ptr->hitdie;
+ p_ptr->player_hp[0] = p_ptr->hitdie;
for (i = 1; i < 4; i++)
{
j = randint1(p_ptr->hitdie);
- player_hp[0] += j;
+ p_ptr->player_hp[0] += j;
}
/* Collect values */
for (i = 1; i < PY_MAX_LEVEL; i++)
{
- player_hp[i] = randint1(p_ptr->hitdie);
- player_hp[i] += player_hp[i - 1];
+ p_ptr->player_hp[i] = randint1(p_ptr->hitdie);
+ p_ptr->player_hp[i] += p_ptr->player_hp[i - 1];
}
/* Legal values */
- if ((player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
- (player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
+ if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
+ (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
}
- percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
+ percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
(2 * p_ptr->hitdie +
((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
{
for (i = 0;i < 64;i++)
{
- weapon_exp[j][i] = tmp_s16b;
- if (weapon_exp[j][i] > s_info[p_ptr->pclass].w_max[j][i]) weapon_exp[j][i] = s_info[p_ptr->pclass].w_max[j][i];
+ p_ptr->weapon_exp[j][i] = tmp_s16b;
+ if (p_ptr->weapon_exp[j][i] > s_info[p_ptr->pclass].w_max[j][i]) p_ptr->weapon_exp[j][i] = s_info[p_ptr->pclass].w_max[j][i];
}
}
for (j = 0; j < 10; j++)
{
- skill_exp[j] = tmp_s16b;
- if (skill_exp[j] > s_info[p_ptr->pclass].s_max[j]) skill_exp[j] = s_info[p_ptr->pclass].s_max[j];
+ p_ptr->skill_exp[j] = tmp_s16b;
+ if (p_ptr->skill_exp[j] > s_info[p_ptr->pclass].s_max[j]) p_ptr->skill_exp[j] = s_info[p_ptr->pclass].s_max[j];
}
for (j = 0; j < 32; j++)
- spell_exp[j] = (tmp_s16b > 1600 ? 1600 : tmp_s16b);
+ p_ptr->spell_exp[j] = (tmp_s16b > 1600 ? 1600 : tmp_s16b);
for (; j < 64; j++)
- spell_exp[j] = (tmp_s16b > 1400 ? 1400 : tmp_s16b);
+ p_ptr->spell_exp[j] = (tmp_s16b > 1400 ? 1400 : tmp_s16b);
/* Default */
sprintf(tmp_val, "%ld", (long)(p_ptr->au));