Example #1
0
/**
 * Combine items in the pack, confirming no blank objects or gold
 */
void combine_pack(void)
{
	struct object *obj1, *obj2, *prev;
	bool display_message = false;

	/* Combine the pack (backwards) */
	obj1 = gear_last_item();
	while (obj1) {
		assert(obj1->kind);
		assert(!tval_is_money(obj1));
		prev = obj1->prev;

		/* Scan the items above that item */
		for (obj2 = player->gear; obj2 && obj2 != obj1; obj2 = obj2->next) {
			assert(obj2->kind);

			/* Can we drop "obj1" onto "obj2"? */
			if (object_similar(obj2, obj1, OSTACK_PACK)) {
				display_message = true;
				object_absorb(obj2->known, obj1->known);
				obj1->known = NULL;
				object_absorb(obj2, obj1);
				break;
			} else if (inven_can_stack_partial(obj2, obj1, OSTACK_PACK)) {
				/* Setting this to true spams the combine message. */
				display_message = false;
				object_absorb_partial(obj2->known, obj1->known);
				object_absorb_partial(obj2, obj1);
				break;
			}
		}
		obj1 = prev;
	}

	calc_inventory(player->upkeep, player->gear, player->body);

	/* Redraw gear */
	event_signal(EVENT_INVENTORY);
	event_signal(EVENT_EQUIPMENT);

	/* Message */
	if (display_message) {
		msg("You combine some items in your pack.");

		/* Stop "repeat last command" from working. */
		cmd_disable_repeat();
	}
}
Example #2
0
/**
 * Let the floor carry an object, deleting old ignored items if necessary.
 * The calling function must deal with the dropped object on failure.
 *
 * Optionally put the object at the top or bottom of the pile
 */
bool floor_carry(struct chunk *c, int y, int x, struct object *drop, bool last)
{
	int n = 0;
	struct object *obj, *ignore = floor_get_oldest_ignored(y, x);

	/* Fail if the square can't hold objects */
	if (!square_isobjectholding(c, y, x))
		return false;

	/* Scan objects in that grid for combination */
	for (obj = square_object(c, y, x); obj; obj = obj->next) {
		/* Check for combination */
		if (object_similar(obj, drop, OSTACK_FLOOR)) {
			/* Combine the items */
			object_absorb(obj, drop);

			/* Result */
			return true;
		}

		/* Count objects */
		n++;
	}

	/* The stack is already too large */
	if (n >= z_info->floor_size || (!OPT(player, birth_stacking) && n)) {
		/* Delete the oldest ignored object */
		if (ignore) {
			square_excise_object(c, y, x, ignore);
			delist_object(c, ignore);
			object_delete(&ignore);
		} else
			return false;
	}

	/* Location */
	drop->iy = y;
	drop->ix = x;

	/* Forget monster */
	drop->held_m_idx = 0;

	/* Link to the first or last object in the pile */
	if (last)
		pile_insert_end(&c->squares[y][x].obj, drop);
	else
		pile_insert(&c->squares[y][x].obj, drop);

	/* Record in the level list */
	list_object(c, drop);

	/* Redraw */
	square_note_spot(c, y, x);
	square_light_spot(c, y, x);

	/* Result */
	return true;
}
Example #3
0
/**
 * Combine items in the pack, confirming no blank objects or gold
 */
void combine_pack(void)
{
	struct object *obj1, *obj2;
	bool display_message = FALSE;
	bool redraw = FALSE;

	/* Combine the pack (backwards) */
	for (obj1 = gear_last_item(); obj1; obj1 = obj1->prev) {
		assert(obj1->kind);
		assert(!tval_is_money(obj1));

		/* Scan the items above that item */
		for (obj2 = player->gear; obj2 && obj2 != obj1; obj2 = obj2->next) {
			assert(obj2->kind);

			/* Can we drop "obj1" onto "obj2"? */
			if (object_similar(obj2, obj1, OSTACK_PACK)) {
				display_message = TRUE;
				redraw = TRUE;
				object_absorb(obj2, obj1);
			} else if (inven_can_stack_partial(obj2, obj1, OSTACK_PACK)) {
				/* Setting this to TRUE spams the combine message. */
				display_message = FALSE;
				redraw = TRUE;
				object_absorb_partial(obj2, obj1);
				break;
			}
		}
	}

	calc_inventory(player->upkeep, player->gear, player->body);

	/* Redraw stuff */
	if (redraw) {
		player->upkeep->redraw |= (PR_INVEN | PR_EQUIP);
		player->upkeep->update |= (PU_INVEN);
	}

	/* Message */
	if (display_message) {
		msg("You combine some items in your pack.");

		/* Stop "repeat last command" from working. */
		cmd_disable_repeat();
	}
}
Example #4
0
/**
 * Add an item to the players inventory.
 *
 * If the new item can combine with an existing item in the inventory,
 * it will do so, using object_similar() and object_absorb(), else,
 * the item will be placed into the first available gear array index.
 *
 * This function can be used to "over-fill" the player's pack, but only
 * once, and such an action must trigger the "overflow" code immediately.
 * Note that when the pack is being "over-filled", the new item must be
 * placed into the "overflow" slot, and the "overflow" must take place
 * before the pack is reordered, but (optionally) after the pack is
 * combined.  This may be tricky.  See "dungeon.c" for info.
 *
 * Note that this code removes any location information from the object once
 * it is placed into the inventory, but takes no responsibility for removing
 * the object from any other pile it was in.
 */
void inven_carry(struct player *p, struct object *obj, bool absorb,
				 bool message)
{
	struct object *gear_obj;
	char o_name[80];

	/* Check for combining, if appropriate */
	if (absorb) {
		for (gear_obj = p->gear; gear_obj; gear_obj = gear_obj->next) {
			/* Can't stack equipment */
			if (object_is_equipped(p->body, gear_obj))
				continue;

			/* Check if the two items can be combined */
			if (object_similar(gear_obj, obj, OSTACK_PACK)) {
				/* Increase the weight */
				p->upkeep->total_weight += (obj->number * obj->weight);

				/* Combine the items, and their known versions */
				object_absorb(gear_obj->known, obj->known);
				obj->known = NULL;
				object_absorb(gear_obj, obj);

				/* Describe the combined object */
				object_desc(o_name, sizeof(o_name), gear_obj,
							ODESC_PREFIX | ODESC_FULL);

				/* Recalculate bonuses */
				p->upkeep->update |= (PU_BONUS | PU_INVEN);

				/* Redraw stuff */
				p->upkeep->redraw |= (PR_INVEN);

				/* Inventory will need updating */
				update_stuff(player);

				/* Optionally, display a message */
				if (message)
					msg("You have %s (%c).", o_name, gear_to_label(gear_obj));

				/* Sound for quiver objects */
				if (object_is_in_quiver(p, gear_obj))
					sound(MSG_QUIVER);

				/* Success */
				return;
			}
		}
	}

	/* Paranoia */
	assert(pack_slots_used(p) <= z_info->pack_size);

	/* Add to the end of the list */
	gear_insert_end(obj);

	/* Apply an autoinscription */
	apply_autoinscription(obj);

	/* Remove cave object details */
	obj->held_m_idx = 0;
	obj->iy = obj->ix = 0;
	obj->known->iy = obj->known->ix = 0;

	/* Update the inventory */
	p->upkeep->total_weight += (obj->number * obj->weight);
	p->upkeep->update |= (PU_BONUS | PU_INVEN);
	p->upkeep->notice |= (PN_COMBINE);
	p->upkeep->redraw |= (PR_INVEN);

	/* Inventory will need updating */
	update_stuff(player);

	/* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
	if (!object_flavor_is_aware(obj)) {
		if (player_has(player, PF_KNOW_MUSHROOM) && tval_is_mushroom(obj)) {
			object_flavor_aware(obj);
			msg("Mushrooms for breakfast!");
		} else if (player_has(player, PF_KNOW_ZAPPER) && tval_is_zapper(obj))
			object_flavor_aware(obj);
	}

	/* Optionally, display a message */
	if (message) {
		/* Describe the object */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* Message */
		msg("You have %s (%c).", o_name, gear_to_label(obj));
	}

	/* Sound for quiver objects */
	if (object_is_in_quiver(p, obj))
		sound(MSG_QUIVER);
}
Example #5
0
/*
 * Wield or wear a single item from the pack or floor
 */
void wield_item(object_type *o_ptr, int item, int slot)
{
	object_type object_type_body;
	object_type *i_ptr = &object_type_body;

	const char *fmt;
	char o_name[80];

	bool combined_ammo = FALSE;
	bool track_wielded_item = FALSE;
	int num = 1;

	/* If we are stacking ammo in the quiver */
	if (obj_is_ammo(o_ptr))
	{
		num = o_ptr->number;
		combined_ammo = object_similar(o_ptr, &p_ptr->inventory[slot],
			OSTACK_QUIVER);
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Obtain local object */
	object_copy(i_ptr, o_ptr);

	/* Modify quantity */
	i_ptr->number = num;

	/* Update object_idx if necessary, once object is in slot */
	if (p_ptr->object_idx == item)
	{
		track_wielded_item = TRUE;
	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -num);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -num);
		floor_item_optimize(0 - item);
	}

	/* Get the wield slot */
	o_ptr = &p_ptr->inventory[slot];

	if (combined_ammo)
	{
		/* Add the new ammo to the already-quiver-ed ammo */
		object_absorb(o_ptr, i_ptr);
	}
	else 
	{
		/* Take off existing item */
		if (o_ptr->kind)
			(void)inven_takeoff(slot, 255);

		/* If we are wielding ammo we may need to "open" the slot by shifting
		 * later ammo up the quiver; this is because we already called the
		 * inven_item_optimize() function. */
		if (slot >= QUIVER_START)
			open_quiver_slot(slot);
	
		/* Wear the new stuff */
		object_copy(o_ptr, i_ptr);

		/* Increment the equip counter by hand */
		p_ptr->equip_cnt++;
	}

	/* Increase the weight */
	p_ptr->total_weight += i_ptr->weight * num;

	/* Track object if necessary */
	if (track_wielded_item)
	{
		track_object(slot);
	}

	/* Do any ID-on-wield */
	object_notice_on_wield(o_ptr);

	/* Where is the item now */
	if (slot == INVEN_WIELD)
		fmt = "You are wielding %s (%c).";
	else if (slot == INVEN_BOW)
		fmt = "You are shooting with %s (%c).";
	else if (slot == INVEN_LIGHT)
		fmt = "Your light source is %s (%c).";
	else if (combined_ammo)
		fmt = "You combine %s in your quiver (%c).";
	else if (slot >= QUIVER_START && slot < QUIVER_END)
		fmt = "You add %s to your quiver (%c).";
	else
		fmt = "You are wearing %s (%c).";

	/* Describe the result */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msgt(MSG_WIELD, fmt, o_name, index_to_label(slot));

	/* Cursed! */
	if (cursed_p(o_ptr->flags))
	{
		/* Warn the player */
		msgt(MSG_CURSED, "Oops! It feels deathly cold!");

		/* Sense the object */
		object_notice_curses(o_ptr);
	}

	/* Save quiver size */
	save_quiver_size(p_ptr);

	/* See if we have to overflow the pack */
	pack_overflow();

	/* Recalculate bonuses, torch, mana */
	p_ptr->notice |= PN_SORT_QUIVER;
	p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
	p_ptr->redraw |= (PR_INVEN | PR_EQUIP);
}
Example #6
0
File: cmd3.c Project: fph/mortsil
/*
 * Wield or wear a single item from the pack or floor
 */
void do_cmd_wield(object_type *default_o_ptr, int default_item)
{
	int item, slot;
	
	object_type *o_ptr;
	
	object_type *i_ptr;
	object_type object_type_body;
	
	cptr act;
	
	cptr q, s;
	
	int i, quantity, original_quantity;
	
	bool weapon_less_effective = FALSE;
	
	bool grants_two_weapon = FALSE;
	
	char o_name[80];
	
	bool combine = FALSE;
	
	// use specified item if possible
	if (default_o_ptr != NULL)
	{
		o_ptr = default_o_ptr;
		item = default_item;
	}
	/* Get an item */
	else
	{
		/* Restrict the choices */
		item_tester_hook = item_tester_hook_wear;
		
		/* Get an item */
		q = "Wear/Wield which item? ";
		s = "You have nothing you can wear or wield.";
		if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
		
		/* Get the item (in the pack) */
		if (item >= 0)
		{
			o_ptr = &inventory[item];
		}
		else
		{
			o_ptr = &o_list[0 - item];
		}
	}
	
	// remember how many there were
	original_quantity = o_ptr->number;
	
	// Check whether it would be too heavy
	if ((item < 0) && (p_ptr->total_weight + o_ptr->weight > weight_limit()*3/2))
	{
		/* Describe it */
		object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 3);
		
		if (o_ptr->k_idx) msg_format("You cannot lift %s.", o_name);
		
		/* Abort */
		return;
	}
	
	
	/* Check the slot */
	slot = wield_slot(o_ptr);
	
	/* Ask for ring to replace */
	if ((o_ptr->tval == TV_RING) &&
		inventory[INVEN_LEFT].k_idx &&
		inventory[INVEN_RIGHT].k_idx)
	{
		/* Restrict the choices */
		item_tester_tval = TV_RING;
		
		/* Choose a ring from the equipment only */
		q = "Replace which ring? ";
		s = "Oops.";
		if (!get_item(&slot, q, s, USE_EQUIP)) return;
	}

	// Special cases for merging arrows
	if (object_similar(&inventory[INVEN_QUIVER1], o_ptr))
	{
		slot = INVEN_QUIVER1;
		combine = TRUE;
	}
	else if (object_similar(&inventory[INVEN_QUIVER2], o_ptr))
	{
		slot = INVEN_QUIVER2;
		combine = TRUE;
	}
	/* Ask for arrow set to replace */
	else if ((o_ptr->tval == TV_ARROW) && inventory[INVEN_QUIVER1].k_idx && inventory[INVEN_QUIVER2].k_idx)
	{
		/* Restrict the choices */
		item_tester_tval = TV_ARROW;
		
		/* Choose a set of arrows from the equipment only */
		q = "Replace which set of arrows? ";
		s = "Oops.";
		if (!get_item(&slot, q, s, USE_EQUIP)) return;
	}
	
	// Ask about two weapon fighting if necessary
	for (i = 0; i < o_ptr->abilities; i++)
	{
		if ((o_ptr->skilltype[i] == S_MEL) && (o_ptr->abilitynum[i] == MEL_TWO_WEAPON) && object_known_p(o_ptr))
		{
			grants_two_weapon = TRUE;
		}
	}
	if ((p_ptr->active_ability[S_MEL][MEL_TWO_WEAPON] || grants_two_weapon) && 
	    ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED) || (o_ptr->tval == TV_DIGGING)))
	{
		if (!(k_info[o_ptr->k_idx].flags3 & (TR3_TWO_HANDED)))
		{
			if (get_check("Do you wish to wield it in your off-hand? "))
			{
				slot = INVEN_ARM;
			}
		}
	}
	
	/* Prevent wielding into a cursed slot */
	if (cursed_p(&inventory[slot]))
	{
		/* Describe it */
		object_desc(o_name, sizeof(o_name), &inventory[slot], FALSE, 0);
		
		/* Message */
		msg_format("The %s you are %s appears to be cursed.",
		           o_name, describe_use(slot));
		
		/* Cancel the command */
		return;
	}
	
	/* Deal with wielding of two-handed weapons when already using a shield */
	if ((k_info[o_ptr->k_idx].flags3 & (TR3_TWO_HANDED)) && (inventory[INVEN_ARM].k_idx))
	{
		if (cursed_p(&inventory[INVEN_ARM]))
		{
			if (inventory[INVEN_ARM].tval == TV_SHIELD)
			{
				msg_print("You would need to remove your shield, but it appears to be cursed.");
			}
			else
			{
				msg_print("You would need to put down your off-hand weapon, but it appears to be cursed.");
			}
			
			/* Cancel the command */
			return;			
		}
		
		// warn about dropping item in left hand
		if ((item < 0) && (&inventory[INVEN_PACK-1])->tval)
		{
			/* Flush input */
			flush();
			
			if (inventory[INVEN_ARM].tval == TV_SHIELD)
			{
				if (!get_check("This would require removing (and dropping) your shield. Proceed? "))
				{
					/* Cancel the command */
					return;
				}
			}
			else
			{
				msg_print("This would require removing (and dropping) your off-hand weapon.");
				if (!get_check("Proceed? "))
				{
					/* Cancel the command */
					return;
				}
			}
		}
	}
	
	/* Deal with wielding of shield or second weapon when already wielding a two handed weapon */
	if ((slot == INVEN_ARM) && (k_info[inventory[INVEN_WIELD].k_idx].flags3 & (TR3_TWO_HANDED)))	     
	{
		if (cursed_p(&inventory[INVEN_WIELD]))
		{
			msg_print("You would need to put down your weapon, but it appears to be cursed.");
			
			/* Cancel the command */
			return;
		}

		// warn about dropping item in left hand
		if ((item < 0) && (&inventory[INVEN_PACK-1])->tval)
		{
			/* Flush input */
			flush();
			
			if (inventory[INVEN_ARM].tval == TV_SHIELD)
			{
				if (!get_check("This would require removing (and dropping) your weapon. Proceed? "))
				{
					/* Cancel the command */
					return;
				}
			}
			else
			{
				msg_print("This would require removing (and dropping) your weapon.");
				if (!get_check("Proceed? "))
				{
					/* Cancel the command */
					return;
				}
			}
		}
	}
	
	/* Deal with wielding of shield or second weapon when already wielding a hand and a half weapon */
	if ((slot == INVEN_ARM) && (k_info[inventory[INVEN_WIELD].k_idx].flags3 & (TR3_HAND_AND_A_HALF))
	    && (!inventory[INVEN_ARM].k_idx))
	{
		weapon_less_effective = TRUE;
	}
	
	/* Take a turn */
	p_ptr->energy_use = 100;
	
	// store the action type
	p_ptr->previous_action[0] = ACTION_MISC;
	
	/* Get local object */
	i_ptr = &object_type_body;
	
	/* Obtain local object */
	object_copy(i_ptr, o_ptr);
	
	// Handle quantity differently for arrows
	if (i_ptr->tval == TV_ARROW)
	{
		if (combine)	quantity = MIN(o_ptr->number, MAX_STACK_SIZE - 1 - (&inventory[slot])->number);
		else			quantity = o_ptr->number;
	}
	else
	{
		quantity = 1;
	}
	
	/* Modify quantity */
	i_ptr->number = quantity;
	
	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -quantity);
		inven_item_optimize(item);
	}
	
	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -quantity);
		floor_item_optimize(0 - item);
	}
	
	/* Get the wield slot */
	o_ptr = &inventory[slot];
	
	/* Take off existing item */
	if (o_ptr->k_idx && !combine)
	{
		/* Take off existing item */
		(void)inven_takeoff(slot, 255);
	}
	
	/* Deal with wielding of two-handed weapons when already using a shield */
	if ((k_info[i_ptr->k_idx].flags3 & (TR3_TWO_HANDED)) && (inventory[INVEN_ARM].k_idx))
	{
		/* Take off shield */
		check_pack_overflow();
		(void)inven_takeoff(INVEN_ARM, 255);
	}
	
	/* Deal with wielding of shield or second weapon when already wielding a two handed weapon */
	if ((slot == INVEN_ARM) && (k_info[inventory[INVEN_WIELD].k_idx].flags3 & (TR3_TWO_HANDED)))
	{
		/* Stop wielding two handed weapon */
		(void)inven_takeoff(INVEN_WIELD, 255);
	}
	
	/* Combine the new stuff into the equipment */
	if (combine)
	{
		msg_print("You combine them with some that are already in your quiver.");
		object_absorb(o_ptr, i_ptr);
	}
	/* Wear the new stuff */
	else
	{
		object_copy(o_ptr, i_ptr);
	}
	
	/* Increment the equip counter by hand */
	if (!combine) p_ptr->equip_cnt++;
	
	/* Where is the item now */
	if ((slot == INVEN_WIELD) || ((slot == INVEN_ARM) && (o_ptr->tval != TV_SHIELD)))
	{
		act = "You are wielding";
	}
	else if (slot == INVEN_BOW)
	{
		act = "You are shooting with";
	}
	else if (slot == INVEN_LITE)
	{
		act = "Your light source is";
	}
	else if ((slot == INVEN_QUIVER1) || (slot == INVEN_QUIVER2))
	{
		act = "In your quiver you have";
	}
	else
	{
		act = "You are wearing";
	}
	
	/* Describe the result */
	object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 3);
	
	/* Message */
	msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
	
	// Deal with wielding from the floor
	if (item < 0)
	{
		/* Forget monster */
		o_ptr->held_m_idx = 0;
		
		/* Forget location */
		o_ptr->iy = o_ptr->ix = 0;
		
		// Break the truce if picking up an item from the floor
		break_truce(FALSE);

		// Special effects when picking up all the items from the floor
		if (i_ptr->number == original_quantity)
		{
			/* No longer marked */
			o_ptr->marked = FALSE;
		}
	}
	
	/* Cursed! */
	if (cursed_p(o_ptr))
	{
		/* Warn the player */
		msg_print("You have a very bad feeling about this...");
		
		/* Remove special inscription, if any */
		if (o_ptr->discount >= INSCRIP_NULL) o_ptr->discount = 0;
		
		/* Sense the object if allowed */
		if (o_ptr->discount == 0) o_ptr->discount = INSCRIP_CURSED;
		
		/* The object has been "sensed" */
		o_ptr->ident |= (IDENT_SENSE);
	}
	
	if (weapon_less_effective)
	{
		/* Describe it */
		object_desc(o_name, sizeof(o_name), &inventory[INVEN_WIELD], FALSE, 0);
		
		/* Message */
		msg_format("You are no longer able to wield your %s as effectively.",
				   o_name);
	}
	
	ident_on_wield(o_ptr);
	
	// activate all of its new abilities
	for (i = 0; i < o_ptr->abilities; i++)
	{
		if (!p_ptr->have_ability[o_ptr->skilltype[i]][o_ptr->abilitynum[i]])
		{
			p_ptr->have_ability[o_ptr->skilltype[i]][o_ptr->abilitynum[i]] = TRUE;
			p_ptr->active_ability[o_ptr->skilltype[i]][o_ptr->abilitynum[i]] = TRUE;
		}
	}
	
	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);
	
	/* Recalculate mana */
	p_ptr->update |= (PU_MANA);
	
	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER_0);
	
	p_ptr->redraw |= (PR_EQUIPPY | PR_RESIST);
}
Example #7
0
/**
 * Add an item to the players inventory.
 *
 * If the new item can combine with an existing item in the inventory,
 * it will do so, using object_similar() and object_absorb(), else,
 * the item will be placed into the first available gear array index.
 *
 * This function can be used to "over-fill" the player's pack, but only
 * once, and such an action must trigger the "overflow" code immediately.
 * Note that when the pack is being "over-filled", the new item must be
 * placed into the "overflow" slot, and the "overflow" must take place
 * before the pack is reordered, but (optionally) after the pack is
 * combined.  This may be tricky.  See "dungeon.c" for info.
 *
 * Note that this code removes any location information from the object once
 * it is placed into the inventory, but takes no responsibility for removing
 * the object from any other pile it was in.
 */
void inven_carry(struct player *p, struct object *obj, bool absorb,
				 bool message)
{
	bool combining = false;

	/* Check for combining, if appropriate */
	if (absorb) {
		struct object *combine_item = NULL;

		struct object *gear_obj = p->gear;
		while (combine_item == false && gear_obj) {
			if (!object_is_equipped(p->body, gear_obj) &&
					object_similar(gear_obj, obj, OSTACK_PACK)) {
				combine_item = gear_obj;
			}

			gear_obj = gear_obj->next;
		}

		if (combine_item) {
			/* Increase the weight */
			p->upkeep->total_weight += (obj->number * obj->weight);

			/* Combine the items, and their known versions */
			object_absorb(combine_item->known, obj->known);
			obj->known = NULL;
			object_absorb(combine_item, obj);

			obj = combine_item;
			combining = true;
		}
	}

	/* We didn't manage the find an object to combine with */
	if (!combining) {
		/* Paranoia */
		assert(pack_slots_used(p) <= z_info->pack_size);

		gear_insert_end(obj);
		apply_autoinscription(obj);

		/* Remove cave object details */
		obj->held_m_idx = 0;
		obj->grid = loc(0, 0);
		obj->known->grid = loc(0, 0);

		/* Update the inventory */
		p->upkeep->total_weight += (obj->number * obj->weight);
		p->upkeep->notice |= (PN_COMBINE);

		/* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
		if (!object_flavor_is_aware(obj)) {
			if (player_has(player, PF_KNOW_MUSHROOM) && tval_is_mushroom(obj)) {
				object_flavor_aware(obj);
				msg("Mushrooms for breakfast!");
			} else if (player_has(player, PF_KNOW_ZAPPER) && tval_is_zapper(obj))
				object_flavor_aware(obj);
		}
	}

	p->upkeep->update |= (PU_BONUS | PU_INVEN);
	p->upkeep->redraw |= (PR_INVEN);
	update_stuff(player);

	if (message) {
		char o_name[80];
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", o_name, gear_to_label(obj));
	}

	if (object_is_in_quiver(p, obj))
		sound(MSG_QUIVER);
}