/** * 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(); } }
/** * Drop all {ignore}able items. */ void ignore_drop(void) { struct object *obj; /* Scan through the slots backwards */ for (obj = gear_last_item(); obj; obj = obj->prev) { /* Skip non-objects and unignoreable objects */ assert(obj->kind); if (!ignore_item_ok(obj)) continue; /* Check for !d (no drop) inscription */ if (!check_for_inscrip(obj, "!d") && !check_for_inscrip(obj, "!*")) { /* Confirm the drop if the item is equipped. */ if (object_is_equipped(player->body, obj)) { if (!verify_object("Really take off and drop", obj)) { /* Hack - inscribe the item with !d to prevent repeated * confirmations. */ const char *inscription = quark_str(obj->note); if (inscription == NULL) { obj->note = quark_add("!d"); } else { char buffer[1024]; my_strcpy(buffer, inscription, sizeof(buffer)); my_strcat(buffer, "!d", sizeof(buffer)); obj->note = quark_add(buffer); } continue; } } /* We're allowed to drop it. */ if (!square_isshop(cave, player->py, player->px)) { player->upkeep->dropping = true; cmdq_push(CMD_DROP); cmd_set_arg_item(cmdq_peek(), "item", obj); cmd_set_arg_number(cmdq_peek(), "quantity", obj->number); } } } /* Update the gear */ player->upkeep->update |= (PU_INVEN); /* Combine/reorder the pack */ player->upkeep->notice |= (PN_COMBINE); }
/** * 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(); } }