{
/* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
+ handle_stuff();
- update_stuff();
-
- /* Fully healed */
p_ptr->chp = p_ptr->mhp;
-
- /* Fully rested */
p_ptr->csp = p_ptr->msp;
/* Display the player */
/* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
- update_stuff();
+ handle_stuff();
/* Fully healed */
p_ptr->chp = p_ptr->mhp;
#
/* Update Study */
p_ptr->update |= (PU_SPELLS);
- update_stuff();
+ handle_stuff();
/* Redraw object recall */
p_ptr->window |= (PW_OBJECT);
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- update_stuff();
+ handle_stuff();
p_ptr->is_dead = TRUE;
/* HACK -- don't get sanity blast on updating view */
is_loading_now = FALSE;
- update_stuff();
+ handle_stuff();
/* Initialize monster process */
mproc_init();
if (apply_disenchant(0))
{
/* Hack -- Update AC */
- update_stuff();
+ handle_stuff();
obvious = TRUE;
}
}
obvious = TRUE;
msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
get_damage += acid_dam(damage, ddesc, -1, FALSE);
- update_stuff();
+ handle_stuff();
update_smart_learn(m_idx, DRS_ACID);
break;
}
reset_target(m_ptr);
if (p_ptr->notice) notice_stuff();
- if (p_ptr->update) update_stuff();
+ if (p_ptr->update) handle_stuff();
if (p_ptr->redraw) redraw_stuff();
if (p_ptr->window) window_stuff();
/* Update stuff if needed */
- if (p_ptr->update) update_stuff();
+ if (p_ptr->update) handle_stuff();
if (flg & PROJECT_KILL)
}
/* Update stuff if needed */
- if (p_ptr->update) update_stuff();
+ if (p_ptr->update) handle_stuff();
/* Check objects */
if (flg & (PROJECT_ITEM))
(void)set_cut(0);
(void)restore_all_status();
(void)set_shero(0, TRUE);
- update_stuff();
+ handle_stuff();
hp_player(5000);
return TRUE;
/* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- update_stuff();
+ handle_stuff();
}