Esempio n. 1
0
/**
 * Remove the "bad" spells from a spell list
 */
static void remove_bad_spells(struct monster *mon, bitflag f[RSF_SIZE])
{
	bitflag f2[RSF_SIZE], ai_flags[OF_SIZE], ai_pflags[PF_SIZE];
	struct element_info el[ELEM_MAX];

	bool know_something = false;

	/* Stupid monsters act randomly */
	if (rf_has(mon->race->flags, RF_STUPID)) return;

	/* Take working copy of spell flags */
	rsf_copy(f2, f);

	/* Don't heal if full */
	if (mon->hp >= mon->maxhp) rsf_off(f2, RSF_HEAL);
	
	/* Don't haste if hasted with time remaining */
	if (mon->m_timed[MON_TMD_FAST] > 10) rsf_off(f2, RSF_HASTE);

	/* Don't teleport to if the player is already next to us */
	if (mon->cdis == 1) rsf_off(f2, RSF_TELE_TO);

	/* Update acquired knowledge */
	of_wipe(ai_flags);
	pf_wipe(ai_pflags);
	if (OPT(birth_ai_learn)) {
		size_t i;

		/* Occasionally forget player status */
		if (one_in_(100)) {
			of_wipe(mon->known_pstate.flags);
			pf_wipe(mon->known_pstate.pflags);
			for (i = 0; i < ELEM_MAX; i++)
				mon->known_pstate.el_info[i].res_level = 0;
		}

		/* Use the memorized info */
		of_copy(ai_flags, mon->known_pstate.flags);
		pf_copy(ai_pflags, mon->known_pstate.pflags);
		if (!of_is_empty(ai_flags) || !pf_is_empty(ai_pflags))
			know_something = true;

		for (i = 0; i < ELEM_MAX; i++) {
			el[i].res_level = mon->known_pstate.el_info[i].res_level;
			if (el[i].res_level != 0)
				know_something = true;
		}
	}

	/* Cancel out certain flags based on knowledge */
	if (know_something)
		unset_spells(f2, ai_flags, ai_pflags, el, mon->race);

	/* use working copy of spell flags */
	rsf_copy(f, f2);
}
Esempio n. 2
0
/*
 * Describe miscellaneous powers.
 */
static bool describe_misc_magic(textblock * tb, const object_type * o_ptr,
								oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;
	size_t i;
	bool printed = FALSE;
	bitflag objflags[OF_SIZE];

	of_wipe(objflags);
	of_copy(objflags, o_ptr->flags_obj);
	if (!full)
		of_inter(objflags, o_ptr->id_obj);


	for (i = 0; i < N_ELEMENTS(misc_flags); i++) {
		if (of_has(objflags, misc_flags[i].flag)) {
			if (!printed)
				textblock_append(tb, "\nPowers:  ");
			textblock_append(tb, "%s. ", misc_flags[i].name);
			printed = TRUE;
		}
	}

	if (printed)
		textblock_append(tb, "\n");

	return printed;
}
Esempio n. 3
0
/**
 * Determine whether a flagset includes any curse flags.
 */
bool cursed_p(bitflag *f)
{
	bitflag f2[OF_SIZE];

	of_wipe(f2);
	create_mask(f2, FALSE, OFT_CURSE, OFT_MAX);

	return of_is_inter(f, f2);
}
Esempio n. 4
0
void set_ego_xtra_sustain(bitflag flags[OF_SIZE])
{
	size_t i;

	of_wipe(flags);

	for (i = 0; i < N_ELEMENTS(ego_sustains); i++)
		of_on(flags, ego_sustains[i]);
}
Esempio n. 5
0
/**
 * Extract the multiplier from a given object hitting a given monster.
 *
 * \param o_ptr is the object being used to attack
 * \param m_ptr is the monster being attacked
 * \param best_s_ptr is the best applicable slay_table entry, or NULL if no
 *  slay already known
 * \param real is whether this is a real attack (where we update lore) or a
 *  simulation (where we don't)
 * \param known_only is whether we are using all the object flags, or only
 * the ones we *already* know about
 */
void improve_attack_modifier(object_type *o_ptr, const monster_type
	*m_ptr, const struct slay **best_s_ptr, bool real, bool known_only)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_lore *l_ptr = &l_list[m_ptr->r_idx];
	bitflag f[OF_SIZE], known_f[OF_SIZE], note_f[OF_SIZE];
	int i;

	object_flags(o_ptr, f);
	object_flags_known(o_ptr, known_f);

	for (i = 0; i < SL_MAX; i++) {
		const struct slay *s_ptr = &slay_table[i];
		if ((known_only && !of_has(known_f, s_ptr->object_flag)) ||
				(!known_only && !of_has(f, s_ptr->object_flag))) continue;

		/* Disallow forbidden off-weapon slays/brands */
		if (wield_slot(o_ptr) > INVEN_BOW && wield_slot(o_ptr) < INVEN_TOTAL
 				&& !s_ptr->nonweap) continue;

		/* In a real attack, learn about monster resistance or slay match if:
		 * EITHER the slay flag on the object is known,
		 * OR the monster is vulnerable to the slay/brand
		 */
		if (real && (of_has(known_f, s_ptr->object_flag) || (s_ptr->monster_flag
				&& rf_has(r_ptr->flags,	s_ptr->monster_flag)) ||
				(s_ptr->resist_flag && !rf_has(r_ptr->flags,
				s_ptr->resist_flag)) || (s_ptr->vuln_flag &&
				rf_has(r_ptr->flags, s_ptr->vuln_flag)))) {

			/* notice any brand or slay that would affect monster */
			of_wipe(note_f);
			of_on(note_f, s_ptr->object_flag);
			object_notice_slays(o_ptr, note_f);

			if (m_ptr->ml && s_ptr->monster_flag)
				rf_on(l_ptr->flags, s_ptr->monster_flag);

			if (m_ptr->ml && s_ptr->resist_flag)
				rf_on(l_ptr->flags, s_ptr->resist_flag);

			if (m_ptr->ml && s_ptr->vuln_flag)
				rf_on(l_ptr->flags, s_ptr->vuln_flag);
		}

		/* If the monster doesn't resist or the slay flag matches */
		if ((s_ptr->brand && !rf_has(r_ptr->flags, s_ptr->resist_flag)) ||
				(s_ptr->monster_flag && rf_has(r_ptr->flags,
				s_ptr->monster_flag)) || (s_ptr->vuln_flag &&
				rf_has(r_ptr->flags, s_ptr->vuln_flag))) {

			/* compare multipliers to determine best attack */
			if ((*best_s_ptr == NULL) || ((*best_s_ptr)->mult < s_ptr->mult))
				*best_s_ptr = s_ptr;
		}
	}
}
Esempio n. 6
0
/**
 * Create a "mask" of flags of a specific type or ID threshold.
 *
 * \param f is the flag array we're filling
 * \param id is whether we're masking by ID level
 * \param ... is the list of flags or ID types we're looking for
 *
 * N.B. OFT_MAX must be the last item in the ... list
 */
void create_mask(bitflag *f, bool id, ...)
{
	const struct object_flag *of_ptr;
	int i;
	va_list args;

	of_wipe(f);

	va_start(args, id);

	/* Process each type in the va_args */
    for (i = va_arg(args, int); i != OFT_MAX; i = va_arg(args, int)) {
		for (of_ptr = object_flag_table; of_ptr->index < OF_MAX; of_ptr++)
			if ((id && of_ptr->id == i) || (!id && of_ptr->type == i))
				of_on(f, of_ptr->index);
	}

	va_end(args);

	return;
}
Esempio n. 7
0
/**
 * Check item flags for legality. This function currently does three things:
 *  - checks slay_table for slay & brand contradictions (dedup_slays)
 *  - checks gf_table for imm/res/vuln contradictions (dedup_gf_flags)
 *  - removes all attrs from ammo except slays/brands/ignore/hates
 */
void check_flags(object_type *o_ptr)
{
	bitflag f[OF_SIZE];
	int i;

	dedup_slays(o_ptr->flags);

	dedup_gf_flags(o_ptr->flags);

	if (kind_is_ammo(o_ptr->tval)) {
		create_mask(f, FALSE, OFT_SLAY, OFT_BRAND, OFT_KILL, OFT_IGNORE,
			OFT_HATES, OFT_INT, OFT_MAX);
		of_inter(o_ptr->flags, f);
		for (i = 0; i < MAX_PVALS; i++)
			of_wipe(o_ptr->pval_flags[i]);
		o_ptr->num_pvals = 0;
		o_ptr->ac = 0;
		o_ptr->to_a = 0;
	}

	return;
}
Esempio n. 8
0
/**
 * Create a "mask" of object flags of a specific type or ID threshold.
 *
 * \param f is the flag array we're filling
 * \param id is whether we're masking by ID level
 * \param ... is the list of flags or ID types we're looking for
 *
 * N.B. OFT_MAX must be the last item in the ... list
 */
void create_obj_flag_mask(bitflag *f, bool id, ...)
{
	int i, j;
	va_list args;

	of_wipe(f);

	va_start(args, id);

	/* Process each type in the va_args */
    for (i = va_arg(args, int); i != OFT_MAX; i = va_arg(args, int)) {
		for (j = 1; j < z_info->property_max; j++) {
			struct obj_property *prop = &obj_properties[j];
			if (prop->type != OBJ_PROPERTY_FLAG) continue;
			if ((id && prop->id_type == i) || (!id && prop->subtype == i)) {
				of_on(f, prop->index);
			}
		}
	}

	va_end(args);

	return;
}
Esempio n. 9
0
static void display_resistance_panel(const struct player_flag_record *rec,
									size_t size, const region *bounds) 
{
	size_t i;
	int j;
	int col = bounds->col;
	int row = bounds->row;
	int res_cols = 5 + 2 + player->body.count;

	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");
	for (i = 0; i < size - 3; i++, row++) {
		byte name_attr = COLOUR_WHITE;
		Term_gotoxy(col + 6, row);

		/* Repeated extraction of flags is inefficient but more natural */
		for (j = 0; j <= player->body.count; j++) {
			bitflag f[OF_SIZE];
			byte attr = COLOUR_WHITE | (j % 2) * 8; /* alternating columns */
			char sym = '.';
			bool res = false, imm = false, vul = false, rune = false;
			bool timed = false;
			bool known = false;

			/* Object or player info? */
			if (j < player->body.count) {
				int index = 0;
				struct object *obj = slot_object(player, j);
				struct curse_data *curse = obj ? obj->curses : NULL;

				while (obj) {
					/* Wipe flagset */
					of_wipe(f);

					/* Get known properties */
					object_flags_known(obj, f);
					if (rec[i].element != -1) {
						known = object_element_is_known(obj, rec[i].element);
					} else if (rec[i].flag != -1) {
						known = object_flag_is_known(obj, rec[i].flag);
					} else {
						known = true;
					}

					/* Get resistance, immunity and vulnerability info */
					if (rec[i].mod != -1) {
						if (obj->modifiers[rec[i].mod] != 0) {
							res = true;
						}
						rune = (player->obj_k->modifiers[rec[i].mod] == 1);
					} else if (rec[i].flag != -1) {
						if (of_has(f, rec[i].flag)) {
							res = true;
						}
						rune = of_has(player->obj_k->flags, rec[i].flag);
					} else if (rec[i].element != -1) {
						if (known) {
							if (obj->el_info[rec[i].element].res_level == 3) {
								imm = true;
							}
							if (obj->el_info[rec[i].element].res_level == 1) {
								res = true;
							}
							if (obj->el_info[rec[i].element].res_level == -1) {
								vul = true;
							}
						}
						rune = (player->obj_k->el_info[rec[i].element].res_level == 1);
					}

					/* Move to any unprocessed curse object */
					if (curse) {
						index++;
						obj = NULL;
						while (index < z_info->curse_max) {
							if (curse[index].power) {
								obj = curses[index].obj;
								break;
							} else {
								index++;
							}
						}
					} else {
						obj = NULL;
					}
				}
			} else {
				player_flags(player, f);
				known = true;

				/* Timed flags only in the player column */
				if (rec[i].tmd_flag >= 0) {
	 				timed = player->timed[rec[i].tmd_flag] ? true : false;
					/* There has to be one special case... */
					if ((rec[i].tmd_flag == TMD_AFRAID) &&
						(player->timed[TMD_TERROR]))
						timed = true;
				}

				/* Set which (if any) symbol and color are used */
				if (rec[i].mod != -1) {
					int k;

					/* Shape modifiers */
					for (k = 0; k < OBJ_MOD_MAX; k++) {
						res = (player->shape->modifiers[i] > 0);
						vul = (player->shape->modifiers[i] > 0);
					}

					/* Messy special cases */
					if (rec[i].mod == OBJ_MOD_INFRA)
						res |= (player->race->infra > 0);
					if (rec[i].mod == OBJ_MOD_TUNNEL)
						res |= (player->race->r_skills[SKILL_DIGGING] > 0);
				} else if (rec[i].flag != -1) {
					res = of_has(f, rec[i].flag);
					res |= (of_has(player->shape->flags, rec[i].flag) &&
							of_has(player->obj_k->flags, rec[i].flag));
				} else if (rec[i].element != -1) {
					int el = rec[i].element;
					imm = (player->race->el_info[el].res_level == 3) ||
						((player->shape->el_info[el].res_level == 3) &&
						 (player->obj_k->el_info[el].res_level));
					res = (player->race->el_info[el].res_level == 1) ||
						((player->shape->el_info[el].res_level == 1) &&
						 (player->obj_k->el_info[el].res_level));
					vul = (player->race->el_info[el].res_level == -1) ||
						((player->shape->el_info[el].res_level == -1) &&
						 (player->obj_k->el_info[el].res_level));
				}
			}

			/* Colour the name appropriately */
			if (imm) {
				name_attr = COLOUR_GREEN;
			} else if (res && (name_attr != COLOUR_GREEN)) {
				name_attr = COLOUR_L_BLUE;
			} else if (vul && (name_attr != COLOUR_GREEN)) {
				name_attr = COLOUR_RED;
			}

			/* Set the symbols and print them */
			if (vul) {
				sym = '-';
			} else if (imm) {
				sym = '*';
			} else if (res) {
				sym = '+';
			} else if (timed) {
				sym = '!';
				attr = COLOUR_L_GREEN;
			} else if ((j < player->body.count) && slot_object(player, j) &&
					   !known && !rune) {
				sym = '?';
			}

			Term_addch(attr, sym);
		}

		/* Check if the rune is known */
		if (((rec[i].mod >= 0) &&
			 (player->obj_k->modifiers[rec[i].mod] == 0))
			|| ((rec[i].flag >= 0) &&
				!of_has(player->obj_k->flags, rec[i].flag))
			|| ((rec[i].element >= 0) &&
				(player->obj_k->el_info[rec[i].element].res_level == 0))) {
			name_attr = COLOUR_SLATE;
		}

		Term_putstr(col, row, 6, name_attr, format("%5s:", rec[i].name));
	}
	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");

	/* Equippy */
	display_player_equippy(row++, col + 6);
}
Esempio n. 10
0
static void display_resistance_panel(const struct player_flag_record *rec,
									size_t size, const region *bounds) 
{
	size_t i;
	int j;
	int col = bounds->col;
	int row = bounds->row;
	int res_cols = 5 + 2 + player->body.count;

	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");
	for (i = 0; i < size - 3; i++, row++) {
		byte name_attr = COLOUR_WHITE;
		Term_gotoxy(col + 6, row);

		/* Repeated extraction of flags is inefficient but more natural */
		for (j = 0; j <= player->body.count; j++) {
			struct object *obj;
			bitflag f[OF_SIZE];

			byte attr = COLOUR_WHITE | (j % 2) * 8; /* alternating columns */
			char sym = '.';

			bool res = false, imm = false, vul = false, rune = false;
			bool timed = false;
			bool known = false;

			/* Wipe flagset */
			of_wipe(f);

			/* Get the object or player info */
			obj = j < player->body.count ? slot_object(player, j) : NULL;
			if (j < player->body.count && obj) {
				/* Get known properties */
				object_flags_known(obj, f);
				if (rec[i].element != -1)
					known = object_element_is_known(obj, rec[i].element);
				else if (rec[i].flag != -1)
					known = object_flag_is_known(obj, rec[i].flag);
				else
					known = true;
			} else if (j == player->body.count) {
				player_flags(player, f);
				known = true;

				/* Timed flags only in the player column */
				if (rec[i].tmd_flag >= 0) {
	 				timed = player->timed[rec[i].tmd_flag] ? true : false;
					/* There has to be one special case... */
					if ((rec[i].tmd_flag == TMD_AFRAID) &&
						(player->timed[TMD_TERROR]))
						timed = true;
				}
			}

			/* Set which (if any) symbol and color are used */
			if (rec[i].mod != -1) {
				if (j != player->body.count)
					res = (obj && (obj->modifiers[rec[i].mod] != 0));
				else {
					/* Messy special cases */
					if (rec[i].mod == OBJ_MOD_INFRA)
						res = (player->race->infra > 0);
					if (rec[i].mod == OBJ_MOD_TUNNEL)
						res = (player->race->r_skills[SKILL_DIGGING] > 0);
				}
				rune = (player->obj_k->modifiers[rec[i].mod] == 1);
			} else if (rec[i].flag != -1) {
				res = of_has(f, rec[i].flag);
				rune = of_has(player->obj_k->flags, rec[i].flag);
			} else if (rec[i].element != -1) {
				if (j != player->body.count) {
					imm = obj && known &&
						(obj->el_info[rec[i].element].res_level == 3);
					res = obj && known &&
						(obj->el_info[rec[i].element].res_level == 1);
					vul = obj && known &&
						(obj->el_info[rec[i].element].res_level == -1);
				} else {
					imm = player->race->el_info[rec[i].element].res_level == 3;
					res = player->race->el_info[rec[i].element].res_level == 1;
					vul = player->race->el_info[rec[i].element].res_level == -1;
				}
				rune = (player->obj_k->el_info[rec[i].element].res_level == 1);
			}

			/* Set the symbols and print them */
			if (imm) name_attr = COLOUR_GREEN;
			else if (!rune) name_attr = COLOUR_SLATE;
			else if (res && (name_attr != COLOUR_GREEN))
				name_attr = COLOUR_L_BLUE;

			if (vul) sym = '-';
			else if (imm) sym = '*';
			else if (res) sym = '+';
			else if (timed) { sym = '!'; attr = COLOUR_L_GREEN; }
			else if ((j < player->body.count) && obj && !known && !rune)
				sym = '?';

			Term_addch(attr, sym);
		}
		Term_putstr(col, row, 6, name_attr, format("%5s:", rec[i].name));
	}
	Term_putstr(col, row++, res_cols, COLOUR_WHITE, "      abcdefghijkl@");

	/* Equippy */
	display_player_equippy(row++, col + 6);
}
Esempio n. 11
0
static void display_resistance_panel(const struct player_flag_record *resists,
									size_t size, const region *bounds) 
{
	size_t i, j;
	int col = bounds->col;
	int row = bounds->row;
	Term_putstr(col, row++, RES_COLS, TERM_WHITE, "      abcdefghijkl@");
	for (i = 0; i < size-3; i++, row++)
	{
		byte name_attr = TERM_WHITE;
		Term_gotoxy(col+6, row);
		/* repeated extraction of flags is inefficient but more natural */
		for (j = INVEN_WIELD; j <= INVEN_TOTAL; j++)
		{
			object_type *o_ptr = &p_ptr->inventory[j];
			bitflag f[OF_SIZE];

			byte attr = TERM_WHITE | (j % 2) * 8; /* alternating columns */
			char sym = '.';

			bool res, imm, vuln;

			/* Wipe flagset */
			of_wipe(f);

			if (j < INVEN_TOTAL && o_ptr->kind)
			{
				object_flags_known(o_ptr, f);
			}
			else if (j == INVEN_TOTAL)
			{
				player_flags(f);

				/* If the race has innate infravision/digging, force the corresponding flag
				   here.  If we set it in player_flags(), then all callers of that
				   function will think the infravision is caused by equipment. */
				if (p_ptr->race->infra > 0)
					of_on(f, OF_INFRA);
				if (p_ptr->race->r_skills[SKILL_DIGGING] > 0)
					of_on(f, OF_TUNNEL);
			}

			res = of_has(f, resists[i].res_flag);
			imm = of_has(f, resists[i].im_flag);
			vuln = of_has(f, resists[i].vuln_flag);

			if (imm) name_attr = TERM_GREEN;
			else if (res && name_attr == TERM_WHITE) name_attr = TERM_L_BLUE;

			if (vuln) sym = '-';
			else if (imm) sym = '*';
			else if (res) sym = '+';
			else if ((j < INVEN_TOTAL) && o_ptr->kind && 
				!object_flag_is_known(o_ptr, resists[i].res_flag)) sym = '?';
			Term_addch(attr, sym);
		}
		Term_putstr(col, row, 6, name_attr, format("%5s:", resists[i].name));
	}
	Term_putstr(col, row++, RES_COLS, TERM_WHITE, "      abcdefghijkl@");
	/* Equippy */
	display_player_equippy(row++, col+6);
}
Esempio n. 12
0
static void display_resistance_panel(const struct player_flag_record *resists,
									size_t size, const region *bounds) 
{
	size_t i;
	int j;
	int col = bounds->col;
	int row = bounds->row;
	Term_putstr(col, row++, RES_COLS, TERM_WHITE, "      @abcdefghijklmnopqrstuvwxyz{|}");
	for (i = 0; i < size-3; i++, row++)
	{
		byte name_attr = TERM_WHITE;
		Term_gotoxy(col+6, row);
		/* repeated extraction of flags is inefficient but more natural */
		for (j = INVEN_WIELD - 1; j < INVEN_TOTAL; j++)
		{
			if (((j >= INVEN_WIELD) && (j < INVEN_WIELD + rp_ptr->melee_slots))
			||	((j >= INVEN_BOW) && (j < INVEN_BOW + rp_ptr->range_slots))
			||	((j >= INVEN_FINGER) && (j < INVEN_FINGER + rp_ptr->ring_slots))
			||	((j >= INVEN_NECK) && (j < INVEN_NECK + rp_ptr->amulet_slots))
			||	((j >= INVEN_LIGHT) && (j < INVEN_LIGHT + rp_ptr->light_slots))
			||	((j >= INVEN_BODY) && (j < INVEN_BODY + rp_ptr->body_slots))
			||	((j >= INVEN_OUTER) && (j < INVEN_OUTER + rp_ptr->cloak_slots))
			||	((j >= INVEN_ARM) && (j < INVEN_ARM + rp_ptr->shield_slots))
			||	((j >= INVEN_HEAD) && (j < INVEN_HEAD + rp_ptr->helm_slots))
			||	((j >= INVEN_HANDS) && (j < INVEN_HANDS + rp_ptr->glove_slots))
			||	((j >= INVEN_FEET) && (j < INVEN_FEET + rp_ptr->boot_slots))
			||	(j == INVEN_WIELD - 1))
			{
				object_type *o_ptr = &p_ptr->inventory[j];
				bitflag f[OF_SIZE];

				byte attr = TERM_WHITE | (j % 2) * 8; /* alternating columns */
				char sym = '.';

				bool res, imm, vuln;

				/* Wipe flagset */
				of_wipe(f);

				if (j < INVEN_WIELD)
				{
					player_flags(f);

					/* If the race has innate infravision/digging, force the corresponding flag
					   here.  If we set it in player_flags(), then all callers of that
					   function will think the infravision is caused by equipment. */
					if (rp_ptr->infra > 0)
						of_on(f, OF_INFRA);
					if (rp_ptr->r_skills[SKILL_DIGGING] > 0)
						of_on(f, OF_TUNNEL);
				}
				else if (j < INVEN_TOTAL && o_ptr->k_idx)
				{
					object_flags_known(o_ptr, f);
				}

				res = of_has(f, resists[i].res_flag);
				imm = of_has(f, resists[i].im_flag);
				vuln = of_has(f, resists[i].vuln_flag);

				if (imm) name_attr = TERM_GREEN;
				else if (res && name_attr == TERM_WHITE) name_attr = TERM_L_BLUE;

				if (vuln) sym = '-';
				else if (imm) sym = '*';
				else if (res) sym = '+';
				else if ((j < INVEN_TOTAL) && o_ptr->k_idx && 
					!object_flag_is_known(o_ptr, resists[i].res_flag)) sym = '?';
				Term_addch(attr, sym);
			}
		}
		Term_putstr(col, row, 6, name_attr, format("%5s:", resists[i].name));
	}
	Term_putstr(col, row++, RES_COLS, TERM_WHITE, "      @abcdefghijklmnopqrstuvwxyz{|}");
	/* Equippy */
	display_player_equippy(row++, col+7);
}