1 #include "inventory/inventory-object.h"
2 #include "core/player-update-types.h"
3 #include "core/window-redrawer.h"
4 #include "flavor/flavor-describer.h"
5 #include "floor/floor-object.h"
6 #include "inventory/inventory-slot-types.h"
7 #include "object-hook/hook-weapon.h"
8 #include "object/object-generator.h"
9 #include "object/object-info.h"
10 #include "object/object-mark-types.h"
11 #include "object/object-stack.h"
12 #include "object/object-value.h"
13 #include "spell-realm/spells-craft.h"
14 #include "util/object-sort.h"
15 #include "view/display-messages.h"
16 #include "view/object-describer.h"
18 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
21 inven_item_increase(owner_ptr, item, num);
22 inven_item_describe(owner_ptr, item);
23 inven_item_optimize(owner_ptr, item);
27 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
28 floor_item_increase(floor_ptr, 0 - item, num);
29 floor_item_describe(owner_ptr, 0 - item);
30 floor_item_optimize(owner_ptr, 0 - item);
34 * @brief アイテムを増減させ残り所持数メッセージを表示する /
35 * Increase the "number" of an item in the inventory
36 * @param owner_ptr プレーヤーへの参照ポインタ
37 * @param item 所持数を増やしたいプレイヤーのアイテム所持スロット
41 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
43 object_type *o_ptr = &owner_ptr->inventory_list[item];
55 owner_ptr->update |= (PU_BONUS);
56 owner_ptr->update |= (PU_MANA);
57 owner_ptr->update |= (PU_COMBINE);
58 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
60 if (o_ptr->number || !owner_ptr->ele_attack)
62 if (!(item == INVEN_MAIN_HAND) && !(item == INVEN_SUB_HAND))
64 if (has_melee_weapon(owner_ptr, INVEN_MAIN_HAND + INVEN_SUB_HAND - item))
67 set_ele_attack(owner_ptr, 0, 0);
71 * @brief 所持アイテムスロットから所持数のなくなったアイテムを消去する /
72 * Erase an inventory slot if it has no more items
73 * @param owner_ptr プレーヤーへの参照ポインタ
74 * @param item 消去したいプレイヤーのアイテム所持スロット
77 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
79 object_type *o_ptr = &owner_ptr->inventory_list[item];
85 if (item >= INVEN_MAIN_HAND) {
86 owner_ptr->equip_cnt--;
87 object_wipe(&owner_ptr->inventory_list[item]);
88 owner_ptr->update |= PU_BONUS;
89 owner_ptr->update |= PU_TORCH;
90 owner_ptr->update |= PU_MANA;
92 owner_ptr->window |= PW_EQUIP;
93 owner_ptr->window |= PW_SPELL;
97 owner_ptr->inven_cnt--;
99 for (i = item; i < INVEN_PACK; i++) {
100 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
103 object_wipe(&owner_ptr->inventory_list[i]);
104 owner_ptr->window |= PW_INVEN;
105 owner_ptr->window |= PW_SPELL;
109 * @brief 所持スロットから床下にオブジェクトを落とすメインルーチン /
110 * Drop (some of) a non-cursed inventory/equipment item
111 * @param owner_ptr プレーヤーへの参照ポインタ
112 * @param item 所持テーブルのID
116 * The object will be dropped "near" the current location
118 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
123 GAME_TEXT o_name[MAX_NLEN];
124 o_ptr = &owner_ptr->inventory_list[item];
128 if (amt > o_ptr->number)
131 if (item >= INVEN_MAIN_HAND) {
132 item = inven_takeoff(owner_ptr, item, amt);
133 o_ptr = &owner_ptr->inventory_list[item];
137 object_copy(q_ptr, o_ptr);
138 distribute_charges(o_ptr, q_ptr, amt);
141 describe_flavor(owner_ptr, o_name, q_ptr, 0);
142 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
143 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
144 vary_item(owner_ptr, item, -amt);
148 * @brief プレイヤーの所持スロットに存在するオブジェクトをまとめなおす /
149 * Combine items in the pack
152 * Note special handling of the "overflow" slot
154 void combine_pack(player_type *owner_ptr)
157 bool is_first_combination = TRUE;
158 bool combined = TRUE;
159 while (is_first_combination || combined) {
160 is_first_combination = FALSE;
163 for (int i = INVEN_PACK; i > 0; i--) {
165 o_ptr = &owner_ptr->inventory_list[i];
168 for (int j = 0; j < i; j++) {
170 j_ptr = &owner_ptr->inventory_list[j];
175 * Get maximum number of the stack if these
176 * are similar, get zero otherwise.
178 int max_num = object_similar_part(j_ptr, o_ptr);
180 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
184 if (o_ptr->number + j_ptr->number <= max_num) {
186 object_absorb(j_ptr, o_ptr);
187 owner_ptr->inven_cnt--;
189 for (k = i; k < INVEN_PACK; k++) {
190 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
193 object_wipe(&owner_ptr->inventory_list[k]);
195 int old_num = o_ptr->number;
196 int remain = j_ptr->number + o_ptr->number - max_num;
197 object_absorb(j_ptr, o_ptr);
198 o_ptr->number = remain;
199 if (o_ptr->tval == TV_ROD) {
200 o_ptr->pval = o_ptr->pval * remain / old_num;
201 o_ptr->timeout = o_ptr->timeout * remain / old_num;
204 if (o_ptr->tval == TV_WAND) {
205 o_ptr->pval = o_ptr->pval * remain / old_num;
209 owner_ptr->window |= (PW_INVEN);
217 msg_print(_("ザックの中のアイテムをまとめ直した。", "You combine some items in your pack."));
221 * @brief プレイヤーの所持スロットに存在するオブジェクトを並び替える /
222 * Reorder items in the pack
223 * @param owner_ptr プレーヤーへの参照ポインタ
226 * Note special handling of the "overflow" slot
228 void reorder_pack(player_type *owner_ptr)
237 for (i = 0; i < INVEN_PACK; i++) {
238 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK))
241 o_ptr = &owner_ptr->inventory_list[i];
245 o_value = object_value(owner_ptr, o_ptr);
246 for (j = 0; j < INVEN_PACK; j++) {
247 if (object_sort_comp(owner_ptr, o_ptr, o_value, &owner_ptr->inventory_list[j]))
256 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
257 for (k = i; k > j; k--) {
258 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
261 object_copy(&owner_ptr->inventory_list[j], q_ptr);
262 owner_ptr->window |= (PW_INVEN);
266 msg_print(_("ザックの中のアイテムを並べ直した。", "You reorder some items in your pack."));
270 * @brief オブジェクトをプレイヤーが拾って所持スロットに納めるメインルーチン /
271 * Add an item to the players inventory, and return the slot used.
272 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
273 * @return 収められた所持スロットのID、拾うことができなかった場合-1を返す。
275 * If the new item can combine with an existing item in the inventory,\n
276 * it will do so, using "object_similar()" and "object_absorb()", else,\n
277 * the item will be placed into the "proper" location in the inventory.\n
279 * This function can be used to "over-fill" the player's pack, but only\n
280 * once, and such an action must trigger the "overflow" code immediately.\n
281 * Note that when the pack is being "over-filled", the new item must be\n
282 * placed into the "overflow" slot, and the "overflow" must take place\n
283 * before the pack is reordered, but (optionally) after the pack is\n
284 * combined. This may be tricky. See "dungeon.c" for info.\n
286 * Note that this code must remove any location/stack information\n
287 * from the object once it is placed into the inventory.\n
289 s16b store_item_to_inventory(player_type *owner_ptr, object_type *o_ptr)
291 INVENTORY_IDX i, j, k;
292 INVENTORY_IDX n = -1;
295 for (j = 0; j < INVEN_PACK; j++) {
296 j_ptr = &owner_ptr->inventory_list[j];
301 if (object_similar(j_ptr, o_ptr)) {
302 object_absorb(j_ptr, o_ptr);
304 owner_ptr->update |= (PU_BONUS);
305 owner_ptr->window |= (PW_INVEN);
310 if (owner_ptr->inven_cnt > INVEN_PACK)
313 for (j = 0; j <= INVEN_PACK; j++) {
314 j_ptr = &owner_ptr->inventory_list[j];
320 if (i < INVEN_PACK) {
321 s32b o_value = object_value(owner_ptr, o_ptr);
322 for (j = 0; j < INVEN_PACK; j++) {
323 if (object_sort_comp(owner_ptr, o_ptr, o_value, &owner_ptr->inventory_list[j]))
328 for (k = n; k >= i; k--) {
329 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
332 object_wipe(&owner_ptr->inventory_list[i]);
335 object_copy(&owner_ptr->inventory_list[i], o_ptr);
336 j_ptr = &owner_ptr->inventory_list[i];
337 j_ptr->next_o_idx = 0;
338 j_ptr->held_m_idx = 0;
339 j_ptr->iy = j_ptr->ix = 0;
340 j_ptr->marked = OM_TOUCHED;
342 owner_ptr->inven_cnt++;
343 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
344 owner_ptr->window |= (PW_INVEN);
350 * @brief アイテムを拾う際にザックから溢れずに済むかを判定する /
351 * Check if we have space for an item in the pack without overflow
352 * @param owner_ptr プレーヤーへの参照ポインタ
353 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
354 * @return 溢れずに済むならTRUEを返す
356 bool check_store_item_to_inventory(player_type *player_ptr, object_type *o_ptr)
361 if (player_ptr->inven_cnt < INVEN_PACK)
364 for (int j = 0; j < INVEN_PACK; j++) {
365 object_type *j_ptr = &player_ptr->inventory_list[j];
369 if (object_similar(j_ptr, o_ptr))
377 * @brief 装備スロットからオブジェクトを外すメインルーチン /
378 * Take off (some of) a non-cursed equipment item
379 * @param owner_ptr プレーヤーへの参照ポインタ
380 * @param item オブジェクトを外したい所持テーブルのID
382 * @return 収められた所持スロットのID、拾うことができなかった場合-1を返す。
384 * Note that only one item at a time can be wielded per slot.\n
385 * Note that taking off an item when "full" may cause that item\n
386 * to fall to the ground.\n
387 * Return the inventory slot into which the item is placed.\n
389 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
396 GAME_TEXT o_name[MAX_NLEN];
397 o_ptr = &owner_ptr->inventory_list[item];
401 if (amt > o_ptr->number)
404 object_copy(q_ptr, o_ptr);
406 describe_flavor(owner_ptr, o_name, q_ptr, 0);
407 if (((item == INVEN_MAIN_HAND) || (item == INVEN_SUB_HAND)) && object_is_melee_weapon(o_ptr)) {
408 act = _("を装備からはずした", "You were wielding");
409 } else if (item == INVEN_BOW) {
410 act = _("を装備からはずした", "You were holding");
411 } else if (item == INVEN_LITE) {
412 act = _("を光源からはずした", "You were holding");
414 act = _("を装備からはずした", "You were wearing");
417 inven_item_increase(owner_ptr, item, -amt);
418 inven_item_optimize(owner_ptr, item);
420 slot = store_item_to_inventory(owner_ptr, q_ptr);
422 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
424 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));