1 #include "inventory/inventory-object.h"
2 #include "floor/floor-object.h"
3 #include "object/object-flavor.h"
4 #include "object/object-generator.h"
5 #include "object/object-hook.h"
6 #include "object/object-mark-types.h"
7 #include "object/object-stack.h"
8 #include "object/object-value.h"
9 #include "object/object-info.h"
10 #include "player/player-effects.h" // 暫定、相互参照している.
11 #include "util/object-sort.h"
12 #include "view/object-describer.h"
14 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
17 inven_item_increase(owner_ptr, item, num);
18 inven_item_describe(owner_ptr, item);
19 inven_item_optimize(owner_ptr, item);
23 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
24 floor_item_increase(floor_ptr, 0 - item, num);
25 floor_item_describe(owner_ptr, 0 - item);
26 floor_item_optimize(owner_ptr, 0 - item);
30 * @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 /
31 * Increase the "number" of an item in the inventory
32 * @param owner_ptr プレーヤーへの参照ポインタ
33 * @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
37 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
39 object_type *o_ptr = &owner_ptr->inventory_list[item];
51 owner_ptr->total_weight += (num * o_ptr->weight);
52 owner_ptr->update |= (PU_BONUS);
53 owner_ptr->update |= (PU_MANA);
54 owner_ptr->update |= (PU_COMBINE);
55 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
57 if (o_ptr->number || !owner_ptr->ele_attack)
59 if (!(item == INVEN_RARM) && !(item == INVEN_LARM))
61 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item))
64 set_ele_attack(owner_ptr, 0, 0);
68 * @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 /
69 * Erase an inventory slot if it has no more items
70 * @param owner_ptr プレーヤーへの参照ポインタ
71 * @param item 消去したいプレイヤーのアイテム所持スロット
74 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
76 object_type *o_ptr = &owner_ptr->inventory_list[item];
82 if (item >= INVEN_RARM) {
83 owner_ptr->equip_cnt--;
84 object_wipe(&owner_ptr->inventory_list[item]);
85 owner_ptr->update |= PU_BONUS;
86 owner_ptr->update |= PU_TORCH;
87 owner_ptr->update |= PU_MANA;
89 owner_ptr->window |= PW_EQUIP;
90 owner_ptr->window |= PW_SPELL;
94 owner_ptr->inven_cnt--;
96 for (i = item; i < INVEN_PACK; i++) {
97 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
100 object_wipe(&owner_ptr->inventory_list[i]);
101 owner_ptr->window |= PW_INVEN;
102 owner_ptr->window |= PW_SPELL;
106 * @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 /
107 * Drop (some of) a non-cursed inventory/equipment item
108 * @param owner_ptr プレーヤーへの参照ポインタ
109 * @param item 所持テーブルのID
113 * The object will be dropped "near" the current location
115 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
120 GAME_TEXT o_name[MAX_NLEN];
121 o_ptr = &owner_ptr->inventory_list[item];
125 if (amt > o_ptr->number)
128 if (item >= INVEN_RARM) {
129 item = inven_takeoff(owner_ptr, item, amt);
130 o_ptr = &owner_ptr->inventory_list[item];
134 object_copy(q_ptr, o_ptr);
135 distribute_charges(o_ptr, q_ptr, amt);
138 object_desc(owner_ptr, o_name, q_ptr, 0);
139 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
140 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
141 vary_item(owner_ptr, item, -amt);
145 * @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 /
146 * Combine items in the pack
149 * Note special handling of the "overflow" slot
151 void combine_pack(player_type *owner_ptr)
154 bool is_first_combination = TRUE;
155 bool combined = TRUE;
156 while (is_first_combination || combined) {
157 is_first_combination = FALSE;
160 for (int i = INVEN_PACK; i > 0; i--) {
162 o_ptr = &owner_ptr->inventory_list[i];
165 for (int j = 0; j < i; j++) {
167 j_ptr = &owner_ptr->inventory_list[j];
172 * Get maximum number of the stack if these
173 * are similar, get zero otherwise.
175 int max_num = object_similar_part(j_ptr, o_ptr);
177 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
181 if (o_ptr->number + j_ptr->number <= max_num) {
183 object_absorb(j_ptr, o_ptr);
184 owner_ptr->inven_cnt--;
186 for (k = i; k < INVEN_PACK; k++) {
187 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
190 object_wipe(&owner_ptr->inventory_list[k]);
192 int old_num = o_ptr->number;
193 int remain = j_ptr->number + o_ptr->number - max_num;
194 object_absorb(j_ptr, o_ptr);
195 o_ptr->number = remain;
196 if (o_ptr->tval == TV_ROD) {
197 o_ptr->pval = o_ptr->pval * remain / old_num;
198 o_ptr->timeout = o_ptr->timeout * remain / old_num;
201 if (o_ptr->tval == TV_WAND) {
202 o_ptr->pval = o_ptr->pval * remain / old_num;
206 owner_ptr->window |= (PW_INVEN);
214 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."));
218 * @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 /
219 * Reorder items in the pack
220 * @param owner_ptr プレーヤーへの参照ポインタ
223 * Note special handling of the "overflow" slot
225 void reorder_pack(player_type *owner_ptr)
234 for (i = 0; i < INVEN_PACK; i++) {
235 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK))
238 o_ptr = &owner_ptr->inventory_list[i];
242 o_value = object_value(o_ptr);
243 for (j = 0; j < INVEN_PACK; j++) {
244 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j]))
253 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
254 for (k = i; k > j; k--) {
255 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
258 object_copy(&owner_ptr->inventory_list[j], q_ptr);
259 owner_ptr->window |= (PW_INVEN);
263 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."));
267 * @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 /
268 * Add an item to the players inventory, and return the slot used.
269 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
270 * @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。
272 * If the new item can combine with an existing item in the inventory,\n
273 * it will do so, using "object_similar()" and "object_absorb()", else,\n
274 * the item will be placed into the "proper" location in the inventory.\n
276 * This function can be used to "over-fill" the player's pack, but only\n
277 * once, and such an action must trigger the "overflow" code immediately.\n
278 * Note that when the pack is being "over-filled", the new item must be\n
279 * placed into the "overflow" slot, and the "overflow" must take place\n
280 * before the pack is reordered, but (optionally) after the pack is\n
281 * combined. This may be tricky. See "dungeon.c" for info.\n
283 * Note that this code must remove any location/stack information\n
284 * from the object once it is placed into the inventory.\n
286 s16b store_item_to_inventory(player_type *owner_ptr, object_type *o_ptr)
288 INVENTORY_IDX i, j, k;
289 INVENTORY_IDX n = -1;
292 for (j = 0; j < INVEN_PACK; j++) {
293 j_ptr = &owner_ptr->inventory_list[j];
298 if (object_similar(j_ptr, o_ptr)) {
299 object_absorb(j_ptr, o_ptr);
301 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
302 owner_ptr->update |= (PU_BONUS);
303 owner_ptr->window |= (PW_INVEN);
308 if (owner_ptr->inven_cnt > INVEN_PACK)
311 for (j = 0; j <= INVEN_PACK; j++) {
312 j_ptr = &owner_ptr->inventory_list[j];
318 if (i < INVEN_PACK) {
319 s32b o_value = object_value(o_ptr);
320 for (j = 0; j < INVEN_PACK; j++) {
321 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j]))
326 for (k = n; k >= i; k--) {
327 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
330 object_wipe(&owner_ptr->inventory_list[i]);
333 object_copy(&owner_ptr->inventory_list[i], o_ptr);
334 j_ptr = &owner_ptr->inventory_list[i];
335 j_ptr->next_o_idx = 0;
336 j_ptr->held_m_idx = 0;
337 j_ptr->iy = j_ptr->ix = 0;
338 j_ptr->marked = OM_TOUCHED;
340 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
341 owner_ptr->inven_cnt++;
342 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
343 owner_ptr->window |= (PW_INVEN);
349 * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
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(object_type *o_ptr)
358 if (p_ptr->inven_cnt < INVEN_PACK)
361 for (int j = 0; j < INVEN_PACK; j++) {
362 object_type *j_ptr = &p_ptr->inventory_list[j];
366 if (object_similar(j_ptr, o_ptr))
374 * @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 /
375 * Take off (some of) a non-cursed equipment item
376 * @param owner_ptr プレーヤーへの参照ポインタ
377 * @param item オブジェクトを外したい所持テーブルのID
379 * @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。
381 * Note that only one item at a time can be wielded per slot.\n
382 * Note that taking off an item when "full" may cause that item\n
383 * to fall to the ground.\n
384 * Return the inventory slot into which the item is placed.\n
386 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
393 GAME_TEXT o_name[MAX_NLEN];
394 o_ptr = &owner_ptr->inventory_list[item];
398 if (amt > o_ptr->number)
401 object_copy(q_ptr, o_ptr);
403 object_desc(owner_ptr, o_name, q_ptr, 0);
404 if (((item == INVEN_RARM) || (item == INVEN_LARM)) && object_is_melee_weapon(o_ptr)) {
405 act = _("を装備からはずした", "You were wielding");
406 } else if (item == INVEN_BOW) {
407 act = _("を装備からはずした", "You were holding");
408 } else if (item == INVEN_LITE) {
409 act = _("を光源からはずした", "You were holding");
411 act = _("を装備からはずした", "You were wearing");
414 inven_item_increase(owner_ptr, item, -amt);
415 inven_item_optimize(owner_ptr, item);
417 slot = store_item_to_inventory(owner_ptr, q_ptr);
419 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
421 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));