object_type *o_ptr;
/* Is auto-destroy done? */
- notice_stuff();
+ handle_stuff();
if (!inventory[INVEN_PACK].k_idx) return;
/* Access the slot to be dropped */
inven_item_describe(INVEN_PACK);
inven_item_optimize(INVEN_PACK);
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
}
p_ptr->counter = FALSE;
now_damaged = FALSE;
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Place the cursor on the player */
character_xtra = FALSE;
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
- /* Combine / Reorder the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Refresh */
/* Hack -- Compress the object list occasionally */
if (o_cnt + 32 < o_max) compact_objects(0);
-
/* Process the player */
process_player();
-
process_upkeep_with_speed();
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
/* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Process all of the monsters */
process_monsters();
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Hack -- Hilite the player */
/* Hack -- Notice death or departure */
if (!p_ptr->playing || p_ptr->is_dead) break;
-
/* Process the world */
process_world();
- /* Handle "p_ptr->notice" */
- notice_stuff();
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Hack -- Hilite the player */
/* Process the level */
dungeon(load_game);
- /* Handle "p_ptr->notice" */
- notice_stuff();
/* Hack -- prevent "icky" message */
character_xtra = TRUE;
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
character_xtra = FALSE;