*/
void autopick_pickup_items(cave_type *c_ptr)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan the pile of objects */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
char o_name[MAX_NLEN];
/* Look at every newly adjacent square. */
for (i = -max; i <= max; i++)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* New direction */
new_dir = cycle[chome[prev_dir] + i];
{
cave_type *c_ptr = &cave[y][x];
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
(!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
{
- s16b this_o_idx, next_o_idx;
+ OBJECT_IDX this_o_idx, next_o_idx;
bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
/* Scan all objects in the grid */
int i;
cave_type *c_ptr;
monster_type *m_ptr;
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Do nothing */
if (i1 == i2) return;
*/
void monster_drop_carried_objects(monster_type *m_ptr)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
object_type forge;
object_type *o_ptr;
object_type *q_ptr;
{
object_type *j_ptr;
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
s16b prev_o_idx = 0;
/* During generation, destroyed artifacts are "preserved" */
if (preserve_mode || in_generate)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
BIT_FLAGS mode = 0L;
bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Get the monsters attitude */
if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
bool have_sw = FALSE, have_kabe = FALSE;
bool easy_2weapon = FALSE;
bool riding_levitation = FALSE;
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
const player_race *tmp_rp_ptr;
/* Save the old vision stuff */
static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
{
cave_type *c_ptr = &cave[y][x];
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
cptr s1 = "", s2 = "", s3 = "", x_info = "";
bool boring = TRUE;
FEAT_IDX feat;