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 ); } } } }