#define PR_STUN 0x00002000L /* Display Extra (Stun) */
#define PR_HUNGER 0x00004000L /* Display Extra (Hunger) */
#define PR_STATUS 0x00008000L /* Display Status Bar */
-#define PR_DUNGEON 0x00010000L /* Display Extra (Blind) */
+#define PR_XXX0 0x00010000L /* (unused) */
#define PR_UHEALTH 0x00020000L /* Display Uma Health Bar */
-#define PR_XXX1 0x00040000L /* Display Extra (Afraid) */
-#define PR_XXX2 0x00080000L /* Display Extra (Poisoned) */
+#define PR_XXX1 0x00040000L /* (unused) */
+#define PR_XXX2 0x00080000L /* (unused) */
#define PR_STATE 0x00100000L /* Display Extra (State) */
#define PR_SPEED 0x00200000L /* Display Extra (Speed) */
#define PR_STUDY 0x00400000L /* Display Extra (Study) */
}
}
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
p_ptr->counter = FALSE;
now_damaged = FALSE;
- /* Notice stuff (if needed) */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff (if needed) */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Place the cursor on the player */
move_cursor_relative(py, px);
inven_item_describe(item);
inven_item_optimize(item);
- /* Notice stuff (if needed) */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff (if needed) */
- if (p_ptr->update) update_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff (if needed) */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
}
world_player = FALSE;
p_ptr->energy_need = ENERGY_NEED();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
}
/* Update monsters */
p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
- /* Update stuff */
- update_stuff();
-
- /* Redraw stuff */
- redraw_stuff();
-
- /* Redraw stuff */
- window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Leave "xtra" mode */
character_xtra = FALSE;
/* Combine / Reorder the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Notice stuff */
+ /* Handle "p_ptr->notice" */
notice_stuff();
- /* Update stuff */
- update_stuff();
-
- /* Redraw stuff */
- redraw_stuff();
-
- /* Window stuff */
- window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Refresh */
Term_fresh();
/* Process the player */
process_player();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process all of the monsters */
process_monsters();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process the world */
process_world();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Window stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process the level */
dungeon(load_game);
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Window stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Cancel the target */
target_who = 0;