{
object_aware(creature_ptr, o_ptr);
object_known(o_ptr);
- s16b slot = inven_carry(creature_ptr, o_ptr);
+ s16b slot = store_item_to_inventory(creature_ptr, o_ptr);
autopick_alter_item(creature_ptr, slot, FALSE);
wield_all(creature_ptr);
}
/* Unstack the used item */
o_ptr->number--;
creature_ptr->total_weight -= q_ptr->weight;
- item = inven_carry(creature_ptr, q_ptr);
+ item = store_item_to_inventory(creature_ptr, q_ptr);
msg_format(_("杖をまとめなおした。", "You unstack your staff."));
}
/* Unstack the used item */
o_ptr->number--;
creature_ptr->total_weight -= q_ptr->weight;
- item = inven_carry(creature_ptr, q_ptr);
+ item = store_item_to_inventory(creature_ptr, q_ptr);
msg_print(_("杖をまとめなおした。", "You unstack your staff."));
}
}
else
{
- inven_carry(creature_ptr, q_ptr);
+ store_item_to_inventory(creature_ptr, q_ptr);
}
do_drop = FALSE;
}
target_ptr->hold_o_idx = q_ptr->next_o_idx;
q_ptr->next_o_idx = 0;
msg_format(_("%sを奪った。", "You snatched %s."), o_name);
- inven_carry(attacker_ptr, q_ptr);
+ store_item_to_inventory(attacker_ptr, q_ptr);
}
/*!
* Note that this code must remove any location/stack information\n
* from the object once it is placed into the inventory.\n
*/
-s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
+s16b store_item_to_inventory(player_type *owner_ptr, object_type *o_ptr)
{
INVENTORY_IDX i, j, k;
INVENTORY_IDX n = -1;
void drop_from_inventory(player_type *owner_type, INVENTORY_IDX item, ITEM_NUMBER amt);
void combine_pack(player_type *owner_ptr);
void reorder_pack(player_type *owner_ptr);
-s16b inven_carry(player_type *owner_ptr, object_type *o_ptr);
+s16b store_item_to_inventory(player_type *owner_ptr, object_type *o_ptr);
* @details
* In all cases, return the slot (or -1) where the object was placed
*
- * Note that this is a hacked up version of "inven_carry()".
+ * Note that this is a hacked up version of "store_item_to_inventory()".
*
* Also note that it may not correctly "adapt" to "knowledge" bacoming
* known, the player may have to pick stuff up and drop it again.
* Since a corpse is handed at first,
* there is at least one empty slot.
*/
- item_new = inven_carry(player_ptr, &forge);
+ item_new = store_item_to_inventory(player_ptr, &forge);
object_desc(player_ptr, o_name, &forge, 0);
msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
inven_item_increase(owner_ptr, item, -amt);
inven_item_optimize(owner_ptr, item);
- slot = inven_carry(owner_ptr, q_ptr);
+ slot = store_item_to_inventory(owner_ptr, q_ptr);
#ifdef JP
msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
#else
#endif
/* Carry the object */
- INVENTORY_IDX slot = inven_carry(owner_ptr, o_ptr);
+ INVENTORY_IDX slot = store_item_to_inventory(owner_ptr, o_ptr);
/* Get the object again */
o_ptr = &owner_ptr->inventory_list[slot];
apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
q_ptr->discount = 99;
- slot = inven_carry(creature_ptr, q_ptr);
+ slot = store_item_to_inventory(creature_ptr, q_ptr);
object_desc(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
vary_item(creature_ptr, item, -1);
- slot = inven_carry(creature_ptr, q_ptr);
+ slot = store_item_to_inventory(creature_ptr, q_ptr);
/* Auto-inscription */
if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
vary_item(creature_ptr, item, -1);
- slot = inven_carry(creature_ptr, q_ptr);
+ slot = store_item_to_inventory(creature_ptr, q_ptr);
/* Auto-inscription */
if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
o_ptr->pval++;
o_ptr->number--;
caster_ptr->total_weight -= q_ptr->weight;
- item = inven_carry(caster_ptr, q_ptr);
+ item = store_item_to_inventory(caster_ptr, q_ptr);
msg_print(_("杖をまとめなおした。", "You unstack your staff."));
}
* @details
* <pre>
* In all cases, return the slot (or -1) where the object was placed
- * Note that this is a hacked up version of "inven_carry()".
+ * Note that this is a hacked up version of "store_item_to_inventory()".
* Also note that it may not correctly "adapt" to "knowledge" bacoming
* known, the player may have to pick stuff up and drop it again.
* </pre>
* @details
* <pre>
* In all cases, return the slot (or -1) where the object was placed
- * Note that this is a hacked up version of "inven_carry()".
+ * Note that this is a hacked up version of "store_item_to_inventory()".
* Also note that it may not correctly "adapt" to "knowledge" bacoming
* known, the player may have to pick stuff up and drop it again.
* </pre>
{
bool combined_or_reordered;
distribute_charges(o_ptr, j_ptr, amt);
- item_new = inven_carry(player_ptr, j_ptr);
+ item_new = store_item_to_inventory(player_ptr, j_ptr);
GAME_TEXT o_name[MAX_NLEN];
object_desc(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
j_ptr->inscription = 0;
j_ptr->feeling = FEEL_NONE;
j_ptr->ident &= ~(IDENT_STORE);
- item_new = inven_carry(player_ptr, j_ptr);
+ item_new = store_item_to_inventory(player_ptr, j_ptr);
object_desc(player_ptr, o_name, &player_ptr->inventory_list[item_new], 0);
msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));