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[Refactor] #40399 Renamed inven_carry() to store_item_to_inventory()
authorHourier <hourier@users.sourceforge.jp>
Mon, 1 Jun 2020 15:28:00 +0000 (00:28 +0900)
committerHourier <hourier@users.sourceforge.jp>
Mon, 1 Jun 2020 15:28:00 +0000 (00:28 +0900)
15 files changed:
src/birth/inventory-initializer.c
src/cmd-item/cmd-eat.c
src/cmd-item/cmd-usestaff.c
src/cmd/cmd-basic.c
src/combat/attack-chaos-effect.c
src/inventory/inventory-object.c
src/inventory/inventory-object.h
src/io/load.c
src/market/bounty.c
src/object/object2.c
src/player/player-move.c
src/spell/spells-object.c
src/spell/spells3.c
src/store/store-util.c
src/store/store.c

index b32f0ab..bbf0332 100644 (file)
@@ -73,7 +73,7 @@ void add_outfit(player_type *creature_ptr, object_type *o_ptr)
 {
     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);
 }
index 7b661b0..6136444 100644 (file)
@@ -391,7 +391,7 @@ void exe_eat_food(player_type *creature_ptr, INVENTORY_IDX item)
                        /* 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."));
                }
index d6e358e..6decbee 100644 (file)
@@ -406,7 +406,7 @@ void exe_use_staff(player_type *creature_ptr, INVENTORY_IDX item)
                /* 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."));
        }
index 46e99b6..1a77b5e 100644 (file)
@@ -2787,7 +2787,7 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
                }
                else
                {
-                       inven_carry(creature_ptr, q_ptr);
+                       store_item_to_inventory(creature_ptr, q_ptr);
                }
                do_drop = FALSE;
        }
index 001ad76..c2b1f8a 100644 (file)
@@ -139,7 +139,7 @@ static void attack_golden_hammer(player_type *attacker_ptr, player_attack_type *
     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);
 }
 
 /*!
index b98bf45..0f18bd4 100644 (file)
@@ -278,7 +278,7 @@ void reorder_pack(player_type *owner_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;
index f20f98d..6323aba 100644 (file)
@@ -8,4 +8,4 @@ void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
 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);
index d440b24..ed14e31 100644 (file)
@@ -1293,7 +1293,7 @@ static void rd_lore(MONRACE_IDX r_idx)
  * @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.
index c0173da..d3e05bc 100644 (file)
@@ -150,7 +150,7 @@ bool exchange_cash(player_type *player_ptr)
                         * 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));
 
index 34ab146..d5b255d 100644 (file)
@@ -3392,7 +3392,7 @@ INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUM
        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
index 44e369a..193c8c0 100644 (file)
@@ -291,7 +291,7 @@ void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
 #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];
index 3f1b39b..0386cb4 100644 (file)
@@ -181,7 +181,7 @@ bool create_ammo(player_type *creature_ptr)
                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);
@@ -225,7 +225,7 @@ bool create_ammo(player_type *creature_ptr)
                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);
@@ -263,7 +263,7 @@ bool create_ammo(player_type *creature_ptr)
 
                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);
index 6eb3919..827cc30 100644 (file)
@@ -2637,7 +2637,7 @@ bool eat_magic(player_type *caster_ptr, int power)
                                        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."));
                                }
index 7f4670e..d3ed78d 100644 (file)
@@ -607,7 +607,7 @@ static void store_object_absorb(object_type *o_ptr, object_type *j_ptr)
  * @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>
index 5dc834a..1e2c115 100644 (file)
@@ -345,7 +345,7 @@ bool combine_and_reorder_home(int store_num)
  * @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>
@@ -1313,7 +1313,7 @@ static void store_purchase(player_type *player_ptr)
        {
                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);
 
@@ -1392,7 +1392,7 @@ static void store_purchase(player_type *player_ptr)
        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));