{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Accept the item on the floor if legal */
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Validate the item */
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Item tester */
/* Access the next object */
next_o_idx = o_ptr->next_o_idx;
- /* Hack -- disturb */
disturb(FALSE, FALSE);
/* Pick up gold */
* @details
* Note that artifacts never break, see the "drop_near()" function.
*/
-PERCENTAGE breakage_chance(object_type *o_ptr)
+PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type)
{
PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev - 1) / 7 + 4 : 0);