POSITION y = j_ptr->iy;
POSITION x = j_ptr->ix;
- /* Grid */
c_ptr = &cave[y][x];
/* Scan all objects in the grid */
/* Refuse "illegal" locations */
if (!in_bounds(y, x)) return;
- /* Grid */
c_ptr = &cave[y][x];
/* Scan all objects in the grid */
}
- /* Grid */
c_ptr = &cave[by][bx];
/* Scan objects in that grid for combination */
/* Check for combination */
if (object_similar(o_ptr, j_ptr))
{
- /* Combine the items */
object_absorb(o_ptr, j_ptr);
/* Success */
/* Check if the two items can be combined */
if (object_similar(j_ptr, o_ptr))
{
- /* Combine the items */
object_absorb(j_ptr, o_ptr);
- /* Increase the weight */
p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
p_ptr->update |= (PU_BONUS);
-
p_ptr->window |= (PW_INVEN);
/* Success */
/* Player touches it, and no longer marked */
j_ptr->marked = OM_TOUCHED;
- /* Increase the weight */
p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
/* Count the items */
inven_cnt++;
- p_ptr->update |= (PU_BONUS);
-
- /* Combine and Reorder pack */
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
/* Return the slot */