#pragma once

#include "system/angband.h"

extern bool select_ring_slot;

bool is_ring_slot(int i);
concptr describe_use(player_type *owner_ptr, int i);

void display_inventory(player_type *creature_ptr, tval_type tval);
void display_equipment(player_type *creature_ptr, tval_type tval);
COMMAND_CODE show_inventory(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
COMMAND_CODE show_equipment(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
void toggle_inventory_equipment(player_type *owner_ptr);

object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, tval_type tval);
bool can_get_item(player_type *owner_ptr, tval_type tval);
bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, tval_type tval);
ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, tval_type item_tester_tval);
COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, tval_type item_tester_tval);
bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, tval_type tval);
void py_pickup_floor(player_type *creature_ptr, bool pickup);
