30 #define EQUIP(a, b, c, d, e, f) EQUIP_##a,
const char * equip_describe(struct player *p, int slot)
bool object_is_carried(struct player *p, const struct object *obj)
const char * equip_mention(struct player *p, int slot)
void inven_carry(struct player *p, struct object *obj, bool absorb, bool message)
Add an item to the players inventory.
void inven_takeoff(struct object *item)
Take off a non-cursed equipment item.
bool object_is_equipped(struct player_body body, const struct object *obj)
char gear_to_label(struct object *obj)
Convert a gear object into a one character label.
void pack_overflow(struct object *obj)
Overflow an item from the pack, if it is overfull.
bool minus_ac(struct player *p)
Acid has hit the player, attempt to affect some armor.
int inven_carry_num(const struct object *obj, bool stack)
Calculate how much of an item is can be carried in the inventory or quiver.
Returns whether the pack is holding the maximum number of items.
Combine items in the pack, confirming no blank objects or gold.
struct object * slot_object(struct player *p, int slot)
Object information, for a specific object.
struct object * gear_last_item(void)
int object_slot(struct player_body body, const struct object *obj)
int wield_slot(const struct object *obj)
Determine which equipment slot (if any) an item likes.
void inven_wield(struct object *obj, int slot)
Wield or wear a single item from the pack or floor.
types of slot for equipment
const char ** p
struct object * equipped_item_by_slot_name(struct player *p, const char *name)
int slot_by_name(struct player *p, const char *name)
bool inven_carry_okay(const struct object *obj)
Check if we have space for some of an item in the pack, optionally requiring stacking.
struct object * gear_object_for_use(struct object *obj, int num, bool message, bool *none_left)
Remove an amount of an object from the inventory or quiver, returning a detached object which can be ...
Returns whether the pack is holding the more than the maximum number of items.
Intialize random names
Most of the "player" information goes here.
void inven_drop(struct object *obj, int amt)
Drop (some of) a non-cursed inventory/equipment item "near" the current location. ...
bool slot_type_is(int slot, int type)
A player 'body'.
void inven_item_charges(struct object *obj)
Describe the charges on an item in the inventory.