void game_menus::inv::common( player &p )
{
    static const std::set<int> allowed_selections = { { ' ', '.', 'q', '=', '\n', KEY_LEFT, KEY_ESCAPE } };

    p.inv.restack( &p );
    p.inv.sort();

    inventory_pick_selector inv_s( p );

    inv_s.add_character_items( p );
    inv_s.set_title( _( "Inventory" ) );

    int res;
    do {
        inv_s.set_hint( string_format(
                            _( "Item hotkeys assigned: <color_ltgray>%d</color>/<color_ltgray>%d</color>" ),
                            p.allocated_invlets().size(), inv_chars.size() - p.allocated_invlets().size() ) );
        const item_location &location = inv_s.execute();
        if( location == item_location::nowhere ) {
            break;
        }
        g->refresh_all();
        res = g->inventory_item_menu( p.get_item_position( location.get_item() ) );
        g->refresh_all();
    } while( allowed_selections.count( res ) != 0 );
}
drop_indexes convert_to_indexes( const player &p, const std::list<act_item> &items )
{
    drop_indexes res;

    for( const auto &ait : items ) {
        const int pos = p.get_item_position( ait.it );

        if( pos != INT_MIN && ait.count > 0 ) {
            if( res.empty() || res.back().first != pos ) {
                res.emplace_back( pos, ait.count );
            } else {
                res.back().second += ait.count;
            }
        }
    }
    return res;
}
void inventory_drop_selector::remove_dropping_items( player &dummy ) const
{
    std::map<item *, int> dummy_dropping;

    for( const auto &elem : dropping ) {
        dummy_dropping[&dummy.i_at( u.get_item_position( elem.first ) )] = elem.second;
    }
    for( auto &elem : dummy_dropping ) {
        if( elem.first->count_by_charges() ) {
            elem.first->mod_charges( -elem.second );
        } else {
            const int pos = dummy.get_item_position( elem.first );
            for( int i = 0; i < elem.second; ++i ) {
                dummy.i_rem( pos );
            }
        }
    }
}