Angband
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Player temporary status structures. More...
#include "player.h"
Go to the source code of this file.
Macros | |
#define | PN_COMBINE 0x00000001L /* Combine the pack */ |
Bit flags for the "player->upkeep->notice" variable. More... | |
#define | PN_IGNORE 0x00000002L /* Ignore stuff */ |
#define | PN_MON_MESSAGE 0x00000004L /* flush monster pain messages */ |
#define | PU_BONUS 0x00000001L /* Calculate bonuses */ |
Bit flags for the "player->upkeep->update" variable. More... | |
#define | PU_TORCH 0x00000002L /* Calculate torch radius */ |
#define | PU_HP 0x00000004L /* Calculate chp and mhp */ |
#define | PU_MANA 0x00000008L /* Calculate csp and msp */ |
#define | PU_SPELLS 0x00000010L /* Calculate spells */ |
#define | PU_UPDATE_VIEW 0x00000020L /* Update field of view */ |
#define | PU_MONSTERS 0x00000040L /* Update monsters */ |
#define | PU_DISTANCE 0x00000080L /* Update distances */ |
#define | PU_PANEL 0x00000100L /* Update panel */ |
#define | PU_INVEN 0x00000200L /* Update inventory */ |
#define | PR_MISC 0x00000001L /* Display Race/Class */ |
Bit flags for the "player->upkeep->redraw" variable. More... | |
#define | PR_TITLE 0x00000002L /* Display Title */ |
#define | PR_LEV 0x00000004L /* Display Level */ |
#define | PR_EXP 0x00000008L /* Display Experience */ |
#define | PR_STATS 0x00000010L /* Display Stats */ |
#define | PR_ARMOR 0x00000020L /* Display Armor */ |
#define | PR_HP 0x00000040L /* Display Hitpoints */ |
#define | PR_MANA 0x00000080L /* Display Mana */ |
#define | PR_GOLD 0x00000100L /* Display Gold */ |
#define | PR_HEALTH 0x00000200L /* Display Health Bar */ |
#define | PR_SPEED 0x00000400L /* Display Extra (Speed) */ |
#define | PR_STUDY 0x00000800L /* Display Extra (Study) */ |
#define | PR_DEPTH 0x00001000L /* Display Depth */ |
#define | PR_STATUS 0x00002000L |
#define | PR_DTRAP 0x00004000L /* Trap detection indicator */ |
#define | PR_STATE 0x00008000L /* Display Extra (State) */ |
#define | PR_MAP 0x00010000L /* Redraw whole map */ |
#define | PR_INVEN 0x00020000L /* Display inven/equip */ |
#define | PR_EQUIP 0x00040000L /* Display equip/inven */ |
#define | PR_MESSAGE 0x00080000L /* Display messages */ |
#define | PR_MONSTER 0x00100000L /* Display monster recall */ |
#define | PR_OBJECT 0x00200000L /* Display object recall */ |
#define | PR_MONLIST 0x00400000L /* Display monster list */ |
#define | PR_ITEMLIST 0x00800000L /* Display item list */ |
#define | PR_FEELING 0x01000000L /* Display level feeling */ |
#define | PR_BASIC |
Display Basic Info. More... | |
#define | PR_EXTRA (PR_STATUS | PR_STATE | PR_STUDY) |
Display Extra Info. More... | |
#define | PR_SUBWINDOW (PR_MONSTER | PR_OBJECT | PR_MONLIST | PR_ITEMLIST) |
Display Subwindow Info. More... | |
Functions | |
bool | earlier_object (struct object *orig, struct object *new, bool store) |
Decide which object comes earlier in the standard inventory listing, defaulting to the first if nothing separates them. More... | |
int | equipped_item_slot (struct player_body body, struct object *obj) |
void | calc_inventory (struct player_upkeep *upkeep, struct object *gear, struct player_body body) |
Put the player's inventory and quiver into easily accessible arrays. More... | |
void | calc_bonuses (struct player *p, struct player_state *state, bool known_only, bool update) |
Calculate the players current "state", taking into account not only race/class intrinsics, but also objects being worn and temporary spell effects. More... | |
void | calc_digging_chances (struct player_state *state, int chances[DIGGING_MAX]) |
Populates chances with the player's chance of digging through the diggable terrain types in one turn out of 1600. More... | |
int | calc_blows (struct player *p, const struct object *obj, struct player_state *state, int extra_blows) |
Calculate the blows a player would get. More... | |
void | health_track (struct player_upkeep *upkeep, struct monster *mon) |
Monster and object tracking functionsMore... | |
void | monster_race_track (struct player_upkeep *upkeep, struct monster_race *race) |
Track the given monster race. More... | |
void | track_object (struct player_upkeep *upkeep, struct object *obj) |
Track the given object. More... | |
void | track_object_kind (struct player_upkeep *upkeep, struct object_kind *kind) |
Track the given object kind. More... | |
void | track_object_cancel (struct player_upkeep *upkeep) |
Cancel all object tracking. More... | |
bool | tracked_object_is (struct player_upkeep *upkeep, struct object *obj) |
Is the given item tracked? More... | |
void | notice_stuff (struct player *p) |
Generic "deal with" functionsMore... | |
void | update_stuff (struct player *p) |
Handle "player->upkeep->update". More... | |
void | redraw_stuff (struct player *p) |
Handle "player->upkeep->redraw". More... | |
void | handle_stuff (struct player *p) |
Handle "player->upkeep->update" and "player->upkeep->redraw". More... | |
int | weight_remaining (struct player *p) |
Computes weight remaining before burdened. More... | |
Variables | |
const int | adj_dex_th [STAT_RANGE] |
Stat Table (DEX) – bonus to hit. More... | |
const int | adj_str_td [STAT_RANGE] |
Stat Table (STR) – bonus to dam. More... | |
const int | adj_str_blow [STAT_RANGE] |
Stat Table (STR) – help index into the "blow" table. More... | |
const int | adj_dex_safe [STAT_RANGE] |
Stat Table (DEX) – chance of avoiding "theft" and "falling". More... | |
const int | adj_con_fix [STAT_RANGE] |
Stat Table (CON) – base regeneration rate. More... | |
const int | adj_str_hold [STAT_RANGE] |
Stat Table (STR) – weapon weight limit in pounds. More... | |
Player temporary status structures.
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke Copyright (c) 2014 Nick McConnell
This work is free software; you can redistribute it and/or modify it under the terms of either:
a) the GNU General Public License as published by the Free Software Foundation, version 2, or
b) the "Angband licence": This software may be copied and distributed for educational, research, and not for profit purposes provided that this copyright and statement are included in all such copies. Other copyrights may also apply.
#define PN_COMBINE 0x00000001L /* Combine the pack */ |
Bit flags for the "player->upkeep->notice" variable.
Referenced by brand_object(), do_cmd_buy(), do_cmd_inscribe(), do_cmd_redraw(), do_cmd_sell(), do_cmd_uninscribe(), do_cmd_wiz_play(), effect_handler_RECHARGE(), effect_handler_TAP_DEVICE(), enchant(), floor_object_for_use(), gear_excise_object(), gear_object_for_use(), ignore_drop(), inven_carry(), melee_effect_handler_DRAIN_CHARGES(), notice_stuff(), on_new_level(), recharge_objects(), refill_lamp(), use_aux(), and wiz_reroll_item().
#define PN_IGNORE 0x00000002L /* Ignore stuff */ |
Referenced by do_cmd_buy(), do_cmd_inscribe(), do_cmd_open_chest(), do_cmd_options_item(), do_cmd_sell(), do_cmd_uninscribe(), ego_ignore(), ego_ignore_clear(), ego_ignore_toggle(), ignore_sval_menu_action(), inven_takeoff(), inven_wield(), kind_ignore_clear(), kind_ignore_when_aware(), kind_ignore_when_unaware(), notice_stuff(), object_flavor_aware(), object_learn_on_use(), player_pickup_aux(), textui_cmd_ignore_menu(), and textui_cmd_toggle_ignore().
#define PN_MON_MESSAGE 0x00000004L /* flush monster pain messages */ |
Referenced by add_monster_message(), and notice_stuff().
#define PR_ARMOR 0x00000020L /* Display Armor */ |
Referenced by inven_wield(), and update_bonuses().
#define PR_BASIC |
Display Basic Info.
Referenced by do_cmd_redraw(), do_cmd_wiz_advance(), leave_store(), new_level_display_update(), and target_set_interactive().
#define PR_DEPTH 0x00001000L /* Display Depth */ |
Referenced by target_set_interactive().
#define PR_DTRAP 0x00004000L /* Trap detection indicator */ |
Referenced by monster_swap(), and move_player().
#define PR_EQUIP 0x00040000L /* Display equip/inven */ |
Referenced by brand_object(), do_cmd_autoinscribe(), do_cmd_inscribe(), do_cmd_redraw(), do_cmd_sell(), do_cmd_uninscribe(), do_cmd_wiz_advance(), do_cmd_wiz_play(), effect_handler_CURSE_ARMOR(), effect_handler_CURSE_WEAPON(), effect_handler_DISENCHANT(), effect_handler_DRAIN_LIGHT(), enchant(), floor_object_for_use(), gear_excise_object(), gear_object_for_use(), inven_damage(), inven_wield(), minus_ac(), new_level_display_update(), o_xtra_act(), player_update_light(), recharge_objects(), refill_lamp(), rune_xtra_act(), target_set_interactive(), textui_get_item(), ui_enter_world(), uncurse_object(), use_aux(), and wiz_reroll_item().
#define PR_EXP 0x00000008L /* Display Experience */ |
Referenced by adjust_level().
Display Extra Info.
Referenced by do_cmd_redraw(), do_cmd_wiz_advance(), leave_store(), new_level_display_update(), and target_set_interactive().
#define PR_FEELING 0x01000000L /* Display level feeling */ |
Referenced by update_one().
#define PR_GOLD 0x00000100L /* Display Gold */ |
Referenced by melee_effect_handler_EAT_GOLD(), and player_pickup_gold().
#define PR_HEALTH 0x00000200L /* Display Health Bar */ |
Referenced by effect_handler_DRAIN_MANA(), effect_handler_EARTHQUAKE(), effect_handler_MON_HEAL_HP(), effect_handler_MON_HEAL_KIN(), health_track(), melee_effect_handler_DRAIN_CHARGES(), mon_set_timed(), mon_take_hit(), mon_take_nonplayer_hit(), project_m_monster_attack(), project_monster_handler_MON_HEAL(), regen_monster(), and update_mon().
#define PR_HP 0x00000040L /* Display Hitpoints */ |
Referenced by calc_hitpoints(), do_cmd_rerate(), effect_handler_HEAL_HP(), inven_wield(), player_regen_hp(), and take_hit().
#define PR_INVEN 0x00020000L /* Display inven/equip */ |
Referenced by brand_object(), do_cmd_autoinscribe(), do_cmd_inscribe(), do_cmd_redraw(), do_cmd_sell(), do_cmd_uninscribe(), do_cmd_wiz_advance(), do_cmd_wiz_play(), effect_handler_CURSE_ARMOR(), effect_handler_CURSE_WEAPON(), effect_handler_RECHARGE(), effect_handler_TAP_DEVICE(), enchant(), floor_object_for_use(), gear_excise_object(), gear_object_for_use(), inven_carry(), inven_wield(), melee_effect_handler_DRAIN_CHARGES(), new_level_display_update(), o_xtra_act(), recharge_objects(), refill_lamp(), rune_xtra_act(), textui_get_item(), ui_enter_world(), uncurse_object(), use_aux(), and wiz_reroll_item().
#define PR_ITEMLIST 0x00800000L /* Display item list */ |
Referenced by become_aware(), cave_illuminate(), do_cmd_autopickup(), do_cmd_pickup(), do_cmd_redraw(), do_cmd_wiz_advance(), effect_handler_DESTRUCTION(), effect_handler_DETECT_OBJECTS(), effect_handler_EARTHQUAKE(), effect_handler_MAP_AREA(), effect_handler_RUBBLE(), effect_handler_SENSE_OBJECTS(), new_level_display_update(), pre_turn_refresh(), square_light_spot(), wiz_create_item(), wiz_dark(), and wiz_light().
#define PR_LEV 0x00000004L /* Display Level */ |
Referenced by adjust_level().
#define PR_MANA 0x00000080L /* Display Mana */ |
#define PR_MAP 0x00010000L /* Redraw whole map */ |
Referenced by cave_illuminate(), do_animation(), do_cmd_redraw(), do_cmd_wiz_advance(), effect_handler_MAP_AREA(), get_debug_command(), leave_store(), modify_panel(), new_level_display_update(), pre_turn_refresh(), process_player_cleanup(), redraw_stuff(), screen_save(), target_set_interactive(), wiz_create_item(), wiz_dark(), and wiz_light().
#define PR_MESSAGE 0x00080000L /* Display messages */ |
Referenced by bell_message(), do_cmd_redraw(), do_cmd_wiz_advance(), redraw_stuff(), and ui_enter_world().
#define PR_MISC 0x00000001L /* Display Race/Class */ |
Bit flags for the "player->upkeep->redraw" variable.
Referenced by effect_handler_SHAPECHANGE(), and player_resume_normal_shape().
#define PR_MONLIST 0x00400000L /* Display monster list */ |
Referenced by become_aware(), cave_illuminate(), do_animation(), do_cmd_redraw(), do_cmd_wiz_advance(), do_cmd_wiz_zap(), effect_handler_BANISH(), effect_handler_DESTRUCTION(), effect_handler_EARTHQUAKE(), effect_handler_MAP_AREA(), effect_handler_MASS_BANISH(), effect_handler_RUBBLE(), get_debug_command(), mon_set_timed(), monster_death(), monster_swap(), new_level_display_update(), pre_turn_refresh(), update_mon(), wiz_dark(), and wiz_light().
#define PR_MONSTER 0x00100000L /* Display monster recall */ |
#define PR_OBJECT 0x00200000L /* Display object recall */ |
Referenced by calc_spells(), do_cmd_redraw(), do_cmd_wiz_advance(), spell_cast(), spell_learn(), track_object(), track_object_cancel(), track_object_kind(), and use_aux().
#define PR_SPEED 0x00000400L /* Display Extra (Speed) */ |
Referenced by inven_wield(), and update_bonuses().
#define PR_STATE 0x00008000L /* Display Extra (State) */ |
Referenced by cmd_cancel_repeat(), cmd_set_repeat(), disturb(), player_resting_step_turn(), and pre_turn_refresh().
#define PR_STATS 0x00000010L /* Display Stats */ |
Referenced by adjust_level(), inven_wield(), player_stat_dec(), and update_bonuses().
#define PR_STATUS 0x00002000L |
#define PR_STUDY 0x00000800L /* Display Extra (Study) */ |
Referenced by calc_spells(), and spell_learn().
#define PR_SUBWINDOW (PR_MONSTER | PR_OBJECT | PR_MONLIST | PR_ITEMLIST) |
Display Subwindow Info.
Referenced by redraw_stuff().
#define PR_TITLE 0x00000002L /* Display Title */ |
Referenced by adjust_level(), do_cmd_wizard(), effect_handler_SHAPECHANGE(), player_resume_normal_shape(), and quest_check().
#define PU_BONUS 0x00000001L /* Calculate bonuses */ |
Bit flags for the "player->upkeep->update" variable.
Referenced by adjust_level(), death_knowledge(), do_cmd_redraw(), do_cmd_rest(), do_cmd_wiz_advance(), do_cmd_wiz_play(), effect_handler_CURSE_ARMOR(), effect_handler_CURSE_WEAPON(), effect_handler_DISENCHANT(), effect_handler_RESTORE_STAT(), effect_handler_SHAPECHANGE(), enchant(), floor_object_for_use(), gear_excise_object(), gear_object_for_use(), get_bonuses(), inven_carry(), inven_damage(), inven_takeoff(), inven_wield(), minus_ac(), new_level_display_update(), on_new_level(), player_resume_normal_shape(), player_set_food(), player_stat_dec(), player_stat_inc(), process_world(), uncurse_object(), update_stuff(), and wiz_reroll_item().
#define PU_DISTANCE 0x00000080L /* Update distances */ |
Referenced by monster_swap(), new_level_display_update(), and update_stuff().
#define PU_HP 0x00000004L /* Calculate chp and mhp */ |
#define PU_INVEN 0x00000200L /* Update inventory */ |
#define PU_MANA 0x00000008L /* Calculate csp and msp */ |
Referenced by effect_handler_CURSE_ARMOR(), effect_handler_CURSE_WEAPON(), update_bonuses(), and update_stuff().
#define PU_MONSTERS 0x00000040L /* Update monsters */ |
Referenced by become_aware(), build_quest_stairs(), calc_torch(), cave_illuminate(), do_cmd_close_aux(), do_cmd_mon_command(), do_cmd_open_aux(), do_cmd_redraw(), do_cmd_wizard(), effect_handler_DESTRUCTION(), effect_handler_EARTHQUAKE(), effect_handler_MAP_AREA(), effect_handler_RUBBLE(), leave_store(), light_room(), monster_turn_can_move(), process_monsters(), project_feature_handler_DARK_WEAK(), project_feature_handler_KILL_DOOR(), project_feature_handler_KILL_WALL(), project_feature_handler_LIGHT_WEAK(), project_feature_handler_MAKE_DOOR(), twall(), update_bonuses(), update_stuff(), wiz_dark(), and wiz_light().
#define PU_PANEL 0x00000100L /* Update panel */ |
Referenced by monster_swap(), update_maps(), and update_stuff().
#define PU_SPELLS 0x00000010L /* Calculate spells */ |
Referenced by adjust_level(), do_cmd_redraw(), do_cmd_wiz_advance(), new_level_display_update(), on_new_level(), update_bonuses(), and update_stuff().
#define PU_TORCH 0x00000002L /* Calculate torch radius */ |
Referenced by disturb(), do_cmd_pathfind(), do_cmd_redraw(), new_level_display_update(), player_update_light(), refill_lamp(), run_step(), and update_stuff().
#define PU_UPDATE_VIEW 0x00000020L /* Update field of view */ |
Referenced by become_aware(), build_quest_stairs(), calc_torch(), cave_illuminate(), do_cmd_close_aux(), do_cmd_mon_command(), do_cmd_open_aux(), do_cmd_redraw(), effect_handler_DESTRUCTION(), effect_handler_EARTHQUAKE(), effect_handler_MAP_AREA(), effect_handler_RUBBLE(), inven_takeoff(), inven_wield(), leave_store(), light_room(), monster_death(), monster_swap(), monster_turn_can_move(), new_level_display_update(), place_new_monster_one(), project_feature_handler_DARK_WEAK(), project_feature_handler_KILL_DOOR(), project_feature_handler_KILL_WALL(), project_feature_handler_LIGHT_WEAK(), project_feature_handler_MAKE_DOOR(), twall(), update_bonuses(), update_stuff(), wiz_dark(), and wiz_light().
int calc_blows | ( | struct player * | p, |
const struct object * | obj, | ||
struct player_state * | state, | ||
int | extra_blows | ||
) |
Calculate the blows a player would get.
obj | is the object for which we are calculating blows |
state | is the player state for which we are calculating blows |
extra_blows | is the number of +blows available from this object and this state |
N.B. state->num_blows is now 100x the number of blows.
References adj_dex_blow, adj_str_blow, player_class::att_multiply, blows_table, player::class, MAX, player_class::max_attacks, MIN, player_class::min_weight, player_state::stat_ind, and object::weight.
Referenced by calc_bonuses().
void calc_bonuses | ( | struct player * | p, |
struct player_state * | state, | ||
bool | known_only, | ||
bool | update | ||
) |
Calculate the players current "state", taking into account not only race/class intrinsics, but also objects being worn and temporary spell effects.
See also calc_mana() and calc_hitpoints().
Take note of the new "speed code", in particular, a very strong player will start slowing down as soon as he reaches 150 pounds, but not until he reaches 450 pounds will he be half as fast as a normal kobold. This both hurts and helps the player, hurts because in the old days a player could just avoid 300 pounds, and helps because now carrying 300 pounds is not very painful.
The "weapon" and "bow" do not add to the bonuses to hit or to damage, since that would affect non-combat things. These values are actually added in later, at the appropriate place.
If known_only is true, calc_bonuses() will only use the known information of objects; thus it returns what the player knows the character state to be.
References player_state::ac, object::ac, adj_dex_dis, adj_dex_ta, adj_dex_th, adj_int_dev, adj_int_dis, adj_str_dig, adj_str_hold, adj_str_td, adj_str_th, adj_wis_sav, player_state::ammo_mult, player_state::ammo_tval, player_state::bless_wield, player::body, player_class::c_adj, player_class::c_skills, calc_blows(), calc_mana(), calc_shapechange(), calc_torch(), character_dungeon, player::class, player_body::count, curse_max, curses, object::curses, player_state::dam_red, player_race::el_info, player_state::el_info, object::el_info, ELEM_MAX, equipped_item_by_slot_name(), player_state::flags, object::flags, player_state::heavy_shoot, player_state::heavy_wield, i, index, player_race::infra, kf_has, object::kind, object_kind::kind_flags, object::known, player::lev, MAX, MIN, object::modifiers, modify_stat_value(), player::msp, player_state::num_blows, player_state::num_moves, player_state::num_shots, curse::obj, player::obj_k, object_flags(), object_flags_known(), of_has, of_on, OF_SIZE, of_union, pf_copy, pf_on, pf_union, pf_wipe, player_race::pflags, player_class::pflags, player_state::pflags, player_flags(), player_has, curse_data::power, object::pval, player_race::r_adj, player_race::r_skills, player::race, element_info::res_level, player_state::see_infra, player::shape, SKILL_DEVICE, SKILL_DIGGING, SKILL_DISARM_MAGIC, SKILL_DISARM_PHYS, SKILL_MAX, SKILL_SAVE, SKILL_SEARCH, SKILL_STEALTH, player_state::skills, slot_object(), slot_type_is(), player_state::speed, player_state::stat_add, player::stat_cur, player_state::stat_ind, STAT_MAX, player::stat_max, STAT_RANGE, player_state::stat_top, player_state::stat_use, player::timed, player_state::to_a, object::to_a, player_state::to_d, object::to_d, player_state::to_h, object::to_h, player_upkeep::total_weight, tval_is_digger(), player::upkeep, object::weight, weight_limit(), and player_class::x_skills.
Referenced by obj_known_blows(), obj_known_damage(), obj_known_digging(), obj_known_misc_combat(), and update_bonuses().
void calc_digging_chances | ( | struct player_state * | state, |
int | chances[DIGGING_MAX] | ||
) |
Populates chances
with the player's chance of digging through the diggable terrain types in one turn out of 1600.
References DIGGING_DOORS, DIGGING_GRANITE, DIGGING_MAGMA, DIGGING_MAX, DIGGING_QUARTZ, DIGGING_RUBBLE, i, MAX, SKILL_DIGGING, and player_state::skills.
Referenced by do_cmd_tunnel_aux(), and obj_known_digging().
void calc_inventory | ( | struct player_upkeep * | upkeep, |
struct object * | gear, | ||
struct player_body | body | ||
) |
Put the player's inventory and quiver into easily accessible arrays.
The pack may be overfull by one item
References character_dungeon, earlier_object(), i, player_upkeep::inven, player_upkeep::inven_cnt, mem_free(), mem_zalloc(), msg, object::next, object::note, object::number, object_is_equipped(), object_learn_on_wield(), angband_constants::pack_size, quark_str(), player_upkeep::quiver, player_upkeep::quiver_cnt, angband_constants::quiver_size, tval_is_ammo(), and z_info.
Referenced by combine_pack(), gear_excise_object(), rd_gear(), and update_inventory().
Decide which object comes earlier in the standard inventory listing, defaulting to the first if nothing separates them.
References object_kind::flavor, object::kind, obj_can_browse(), object_flavor_is_aware(), object_value(), object::pval, object::sval, object::tval, tval_is_ammo(), and tval_is_light().
Referenced by calc_inventory(), and store_stock_list().
int equipped_item_slot | ( | struct player_body | body, |
struct object * | obj | ||
) |
References player_body::count, i, equip_slot::obj, and player_body::slots.
Referenced by do_cmd_wield(), gear_to_label(), and inven_takeoff().
Handle "player->upkeep->update" and "player->upkeep->redraw".
References player_upkeep::redraw, redraw_stuff(), player_upkeep::update, update_stuff(), and player::upkeep.
Referenced by adjust_level(), close_game(), death_knowledge(), desc_art_fake(), desc_obj_fake(), display_knowledge(), do_cmd_buy(), do_cmd_locate(), do_cmd_query_symbol(), do_cmd_redraw(), do_cmd_rerate(), do_cmd_rest(), do_cmd_retrieve(), do_cmd_sell(), do_cmd_stash(), do_cmd_study_book(), do_cmd_wiz_advance(), effect_handler_DEEP_DESCENT(), effect_handler_RECALL(), effect_handler_SHAPECHANGE(), effect_handler_TELEPORT(), effect_handler_TELEPORT_TO(), mon_lore(), player_resume_normal_shape(), player_set_food(), player_set_timed(), pre_turn_refresh(), process_player(), project(), ranged_helper(), run_game_loop(), save_game(), store_menu_handle(), target_set_interactive(), target_set_interactive_aux(), textui_get_spell_from_book(), textui_spell_browse(), and wiz_create_item().
void health_track | ( | struct player_upkeep * | upkeep, |
struct monster * | mon | ||
) |
Track the given monster
References player_upkeep::health_who, PR_HEALTH, and player_upkeep::redraw.
Referenced by delete_monster_idx(), on_new_level(), project(), py_attack_real(), ranged_helper(), target_set_closest(), target_set_interactive(), target_set_interactive_aux(), textui_process_click(), and wipe_mon_list().
void monster_race_track | ( | struct player_upkeep * | upkeep, |
struct monster_race * | race | ||
) |
Track the given monster race.
References player_upkeep::monster_race, PR_MONSTER, and player_upkeep::redraw.
Referenced by do_cmd_query_symbol(), mon_lore(), player_kill_monster(), project(), py_attack_real(), ranged_helper(), target_set_closest(), target_set_interactive(), target_set_interactive_aux(), and textui_process_click().
Handle "player->upkeep->notice"
References combine_pack(), ignore_drop(), player_upkeep::notice, PN_COMBINE, PN_IGNORE, PN_MON_MESSAGE, show_monster_messages(), and player::upkeep.
Referenced by do_cmd_sell(), on_leave_level(), on_new_level(), pack_overflow(), player_kill_monster(), process_player(), run_game_loop(), and store_menu_handle().
Handle "player->upkeep->redraw".
References character_generated, flag_event_trigger::event, EVENT_END, EVENT_MAP, event_signal(), event_signal_point(), flag_event_trigger::flag, i, map_is_visible(), N_ELEMENTS, player_resting_count(), PR_MAP, PR_MESSAGE, PR_SUBWINDOW, player_upkeep::redraw, player_upkeep::running, and player::upkeep.
Referenced by display_bolt(), display_explosion(), display_missile(), handle_stuff(), idle_update(), modify_panel(), new_level_display_update(), on_leave_level(), on_new_level(), pack_overflow(), process_player_cleanup(), screen_save(), textui_get_item(), and ui_enter_world().
void track_object | ( | struct player_upkeep * | upkeep, |
struct object * | obj | ||
) |
Track the given object.
References player_upkeep::object, player_upkeep::object_kind, PR_OBJECT, and player_upkeep::redraw.
Referenced by context_menu_player_display_floor(), desc_obj_fake(), do_cmd_equip(), do_cmd_inven(), do_cmd_quiver(), do_cmd_study_book(), floor_object_for_use(), gear_object_for_use(), target_set_interactive_aux(), textui_get_spell_from_book(), textui_obj_examine(), textui_spell_browse(), and use_aux().
void track_object_cancel | ( | struct player_upkeep * | upkeep | ) |
Cancel all object tracking.
References player_upkeep::object, player_upkeep::object_kind, PR_OBJECT, and player_upkeep::redraw.
Referenced by desc_obj_fake().
void track_object_kind | ( | struct player_upkeep * | upkeep, |
struct object_kind * | kind | ||
) |
Track the given object kind.
References player_upkeep::object, player_upkeep::object_kind, PR_OBJECT, and player_upkeep::redraw.
Referenced by desc_obj_fake().
bool tracked_object_is | ( | struct player_upkeep * | upkeep, |
struct object * | obj | ||
) |
Is the given item tracked?
References player_upkeep::object.
Referenced by floor_object_for_use(), and gear_object_for_use().
Handle "player->upkeep->update".
References calc_hitpoints(), calc_mana(), calc_spells(), calc_torch(), cave, character_generated, player::class, EVENT_PLAYERMOVED, event_signal(), player_class::magic, map_is_visible(), PU_BONUS, PU_DISTANCE, PU_HP, PU_INVEN, PU_MANA, PU_MONSTERS, PU_PANEL, PU_SPELLS, PU_TORCH, PU_UPDATE_VIEW, player::state, class_magic::total_spells, player_upkeep::update, update_bonuses(), update_inventory(), update_monsters(), update_view(), and player::upkeep.
Referenced by effect_handler_RESTORE_EXP(), effect_handler_RESTORE_STAT(), get_bonuses(), handle_stuff(), inven_carry(), inven_takeoff(), inven_wield(), light_room(), new_level_display_update(), on_leave_level(), on_new_level(), pack_overflow(), process_player_cleanup(), and project().
Computes weight remaining before burdened.
References adj_str_wgt, i, player_state::stat_ind, player::state, player_upkeep::total_weight, and player::upkeep.
Referenced by context_menu_player_display_floor(), get_panel_midleft(), and show_inven().
const int adj_con_fix[STAT_RANGE] |
Stat Table (CON) – base regeneration rate.
Referenced by decrease_timeouts().
const int adj_dex_safe[STAT_RANGE] |
Stat Table (DEX) – chance of avoiding "theft" and "falling".
Referenced by blow_color(), melee_effect_handler_EAT_GOLD(), and melee_effect_handler_EAT_ITEM().
const int adj_dex_th[STAT_RANGE] |
Stat Table (DEX) – bonus to hit.
Referenced by attempt_shield_bash(), calc_bonuses(), and steal_monster_item().
const int adj_str_blow[STAT_RANGE] |
Stat Table (STR) – help index into the "blow" table.
Referenced by calc_blows(), and do_cmd_throw().
const int adj_str_hold[STAT_RANGE] |
Stat Table (STR) – weapon weight limit in pounds.
Referenced by calc_bonuses().
const int adj_str_td[STAT_RANGE] |
Stat Table (STR) – bonus to dam.
Referenced by attempt_shield_bash(), and calc_bonuses().