/* * 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); }
/** * Wield or wear a single item from the pack or floor */ void inven_wield(struct object *obj, int slot) { struct object *wielded, *old = player->body.slots[slot].obj; const char *fmt; char o_name[80]; /* Increase equipment counter if empty slot */ if (old == NULL) player->upkeep->equip_cnt++; /* Take a turn */ player->upkeep->energy_use = z_info->move_energy; /* Split off a new object if necessary */ if (obj->number > 1) { /* Split off a new single object */ wielded = object_split(obj, 1); /* If it's a gear object, give the split item a list entry */ if (pile_contains(player->gear, obj)) { wielded->next = obj->next; obj->next = wielded; wielded->prev = obj; if (wielded->next) (wielded->next)->prev = wielded; } } else wielded = obj; /* Carry floor items, don't allow combining */ if (square_holds_object(cave, player->py, player->px, wielded)) { square_excise_object(cave, player->py, player->px, wielded); inven_carry(player, wielded, FALSE, FALSE); } /* Wear the new stuff */ player->body.slots[slot].obj = wielded; /* Do any ID-on-wield */ object_notice_on_wield(wielded); /* Where is the item now */ if (tval_is_melee_weapon(wielded)) fmt = "You are wielding %s (%c)."; else if (wielded->tval == TV_BOW) fmt = "You are shooting with %s (%c)."; else if (tval_is_light(wielded)) fmt = "Your light source is %s (%c)."; else fmt = "You are wearing %s (%c)."; /* Describe the result */ object_desc(o_name, sizeof(o_name), wielded, ODESC_PREFIX | ODESC_FULL); /* Message */ msgt(MSG_WIELD, fmt, o_name, I2A(slot)); /* Cursed! */ if (cursed_p(wielded->flags)) { /* Warn the player */ msgt(MSG_CURSED, "Oops! It feels deathly cold!"); /* Sense the object */ object_notice_curses(wielded); } /* See if we have to overflow the pack */ combine_pack(); pack_overflow(old); /* Recalculate bonuses, torch, mana, gear */ player->upkeep->notice |= (PN_IGNORE); player->upkeep->update |= (PU_BONUS | PU_INVEN); player->upkeep->redraw |= (PR_INVEN | PR_EQUIP | PR_ARMOR); player->upkeep->redraw |= (PR_STATS | PR_HP | PR_MANA | PR_SPEED); /* Disable repeats */ cmd_disable_repeat(); }