Example #1
0
File: xtra1.c Project: jcubic/ToME
/*
 * Handle "p_ptr->update"
 */
void update_stuff(void)
{
	/* Update stuff */
	if (!p_ptr->update) return;


	if (p_ptr->update & (PU_BODY))
	{
		p_ptr->update &= ~(PU_BODY);
		calc_body();
	}

	if (p_ptr->update & (PU_BONUS))
	{
		p_ptr->update &= ~(PU_BONUS);
		calc_bonuses(FALSE);
	}

	if (p_ptr->update & (PU_TORCH))
	{
		p_ptr->update &= ~(PU_TORCH);
		calc_torch();
	}

	if (p_ptr->update & (PU_HP))
	{
		p_ptr->update &= ~(PU_HP);
		call_lua("player.calc_hitpoints", "()", "");
	}

	if (p_ptr->update & (PU_SANITY))
	{
		p_ptr->update &= ~(PU_SANITY);
		call_lua("player.calc_sanity", "()", "");
	}

	if (p_ptr->update & (PU_MANA))
	{
		p_ptr->update &= ~(PU_MANA);
		call_lua("player.calc_mana", "()", "");
	}

	/* Character is not ready yet, no screen updates */
	if (!character_generated) return;


	/* Character is in "icky" mode, no screen updates */
	if (character_icky) return;


	if (p_ptr->update & (PU_UN_VIEW))
	{
		p_ptr->update &= ~(PU_UN_VIEW);
		forget_view();
	}

	if (p_ptr->update & (PU_VIEW))
	{
		p_ptr->update &= ~(PU_VIEW);
		update_view();
	}

	if (p_ptr->update & (PU_DISTANCE))
	{
		p_ptr->update &= ~(PU_DISTANCE);
		p_ptr->update &= ~(PU_MONSTERS);
		update_monsters(TRUE);
	}

	if (p_ptr->update & (PU_MONSTERS))
	{
		p_ptr->update &= ~(PU_MONSTERS);
		update_monsters(FALSE);
	}

	if (p_ptr->update & (PU_MON_LITE))
	{
		p_ptr->update &= ~(PU_MON_LITE);
		if (monster_lite) update_mon_lite();
	}
}
Example #2
0
/*
 * Handle "p_ptr->update"
 */
void update_stuff(void)
{
	/* Update stuff */
	if (!p_ptr->update) return;


	if (p_ptr->update & (PU_BONUS))
	{
		p_ptr->update &= ~(PU_BONUS);
		update_bonuses();
	}

	if (p_ptr->update & (PU_TORCH))
	{
		p_ptr->update &= ~(PU_TORCH);
		calc_torch();
	}

	if (p_ptr->update & (PU_HP))
	{
		p_ptr->update &= ~(PU_HP);
		calc_hitpoints();
	}

	if (p_ptr->update & (PU_MANA))
	{
		p_ptr->update &= ~(PU_MANA);
		calc_mana();
	}

	if (p_ptr->update & (PU_SPELLS))
	{
		p_ptr->update &= ~(PU_SPELLS);
		calc_spells();
	}


	/* Character is not ready yet, no screen updates */
	if (!character_generated) return;


	/* Character is in "icky" mode, no screen updates */
	if (character_icky) return;


	if (p_ptr->update & (PU_FORGET_VIEW))
	{
		p_ptr->update &= ~(PU_FORGET_VIEW);
		forget_view();
	}

	if (p_ptr->update & (PU_UPDATE_VIEW))
	{
		p_ptr->update &= ~(PU_UPDATE_VIEW);
		update_view();
	}


	if (p_ptr->update & (PU_FORGET_FLOW))
	{
		p_ptr->update &= ~(PU_FORGET_FLOW);
		forget_flow();
	}

	if (p_ptr->update & (PU_UPDATE_FLOW))
	{
		p_ptr->update &= ~(PU_UPDATE_FLOW);
		update_flow();
	}


	if (p_ptr->update & (PU_DISTANCE))
	{
		p_ptr->update &= ~(PU_DISTANCE);
		p_ptr->update &= ~(PU_MONSTERS);
		update_monsters(TRUE);
	}

	if (p_ptr->update & (PU_MONSTERS))
	{
		p_ptr->update &= ~(PU_MONSTERS);
		update_monsters(FALSE);
	}


	if (p_ptr->update & (PU_PANEL))
	{
		p_ptr->update &= ~(PU_PANEL);
		event_signal(EVENT_PLAYERMOVED);
	}
}