{
int idx;
object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
+ next_o_idx = o_ptr->next_o_idx;
idx = is_autopick(o_ptr);
{
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;
/* Ignore non-artifacts */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Hack -- Preserve unknown artifacts */
{
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;
/* Forbid artifact grids */
{
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;
/* Memorized objects */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Memorize objects */
BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
if (do_take)
{
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;
/*
{
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;
/* Reset monster pointer */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
q_ptr = &forge;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Known to be worthless? */
{
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 */
{
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;
if (this_o_idx == o_idx)
{
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;
if (this_o_idx == o_idx)
{
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;
object_wipe(o_ptr);
{
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;
/* Check for possible combination */
{
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;
/* Check for combination */
{
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;
/* Skip non-chests */
#endif /* ALLOW_EASY_SENSE -- TNB */
object_desc(o_name, o_ptr, 0);
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
- /* Hack -- disturb */
disturb(FALSE, FALSE);
/* Pick up gold */
{
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;
/* Visible object */
for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
#if 0
/* Get the "plural"-ness */
bool plural = (o_ptr->number > 1);
#endif
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
object_flags(o_ptr, flgs);
{
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;
/* Hack -- Preserve unknown artifacts */
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Held by new monster */
{
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire next object */
next_o_idx = current_floor_ptr->o_list[this_o_idx].next_o_idx;
delete_object_idx(this_o_idx);
}
{
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;
/* Memorized object */
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;
/* Obtain an object description */
{
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;
if (o_ptr->marked & OM_FOUND)