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 "player/player-effects.h" // 暫定、相互参照している.
10 #include "util/object-sort.h"
11 #include "view/object-describer.h"
13 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
16 inven_item_increase(owner_ptr, item, num);
17 inven_item_describe(owner_ptr, item);
18 inven_item_optimize(owner_ptr, item);
22 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
23 floor_item_increase(floor_ptr, 0 - item, num);
24 floor_item_describe(owner_ptr, 0 - item);
25 floor_item_optimize(owner_ptr, 0 - item);
29 * @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 /
30 * Increase the "number" of an item in the inventory
31 * @param owner_ptr プレーヤーへの参照ポインタ
32 * @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
36 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
38 object_type *o_ptr = &owner_ptr->inventory_list[item];
50 owner_ptr->total_weight += (num * o_ptr->weight);
51 owner_ptr->update |= (PU_BONUS);
52 owner_ptr->update |= (PU_MANA);
53 owner_ptr->update |= (PU_COMBINE);
54 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
56 if (o_ptr->number || !owner_ptr->ele_attack)
58 if (!(item == INVEN_RARM) && !(item == INVEN_LARM))
60 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item))
63 set_ele_attack(owner_ptr, 0, 0);
67 * @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 /
68 * Erase an inventory slot if it has no more items
69 * @param owner_ptr プレーヤーへの参照ポインタ
70 * @param item 消去したいプレイヤーのアイテム所持スロット
73 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
75 object_type *o_ptr = &owner_ptr->inventory_list[item];
81 if (item >= INVEN_RARM) {
82 owner_ptr->equip_cnt--;
83 object_wipe(&owner_ptr->inventory_list[item]);
84 owner_ptr->update |= PU_BONUS;
85 owner_ptr->update |= PU_TORCH;
86 owner_ptr->update |= PU_MANA;
88 owner_ptr->window |= PW_EQUIP;
89 owner_ptr->window |= PW_SPELL;
93 owner_ptr->inven_cnt--;
95 for (i = item; i < INVEN_PACK; i++) {
96 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
99 object_wipe(&owner_ptr->inventory_list[i]);
100 owner_ptr->window |= PW_INVEN;
101 owner_ptr->window |= PW_SPELL;
105 * @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 /
106 * Drop (some of) a non-cursed inventory/equipment item
107 * @param owner_ptr プレーヤーへの参照ポインタ
108 * @param item 所持テーブルのID
112 * The object will be dropped "near" the current location
114 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
119 GAME_TEXT o_name[MAX_NLEN];
120 o_ptr = &owner_ptr->inventory_list[item];
124 if (amt > o_ptr->number)
127 if (item >= INVEN_RARM) {
128 item = inven_takeoff(owner_ptr, item, amt);
129 o_ptr = &owner_ptr->inventory_list[item];
133 object_copy(q_ptr, o_ptr);
134 distribute_charges(o_ptr, q_ptr, amt);
137 object_desc(owner_ptr, o_name, q_ptr, 0);
138 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
139 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
140 vary_item(owner_ptr, item, -amt);
144 * @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 /
145 * Combine items in the pack
148 * Note special handling of the "overflow" slot
150 void combine_pack(player_type *owner_ptr)
153 bool is_first_combination = TRUE;
154 bool combined = TRUE;
155 while (is_first_combination || combined) {
156 is_first_combination = FALSE;
159 for (int i = INVEN_PACK; i > 0; i--) {
161 o_ptr = &owner_ptr->inventory_list[i];
164 for (int j = 0; j < i; j++) {
166 j_ptr = &owner_ptr->inventory_list[j];
171 * Get maximum number of the stack if these
172 * are similar, get zero otherwise.
174 int max_num = object_similar_part(j_ptr, o_ptr);
176 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
180 if (o_ptr->number + j_ptr->number <= max_num) {
182 object_absorb(j_ptr, o_ptr);
183 owner_ptr->inven_cnt--;
185 for (k = i; k < INVEN_PACK; k++) {
186 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
189 object_wipe(&owner_ptr->inventory_list[k]);
191 int old_num = o_ptr->number;
192 int remain = j_ptr->number + o_ptr->number - max_num;
193 object_absorb(j_ptr, o_ptr);
194 o_ptr->number = remain;
195 if (o_ptr->tval == TV_ROD) {
196 o_ptr->pval = o_ptr->pval * remain / old_num;
197 o_ptr->timeout = o_ptr->timeout * remain / old_num;
200 if (o_ptr->tval == TV_WAND) {
201 o_ptr->pval = o_ptr->pval * remain / old_num;
205 owner_ptr->window |= (PW_INVEN);
213 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."));
217 * @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 /
218 * Reorder items in the pack
219 * @param owner_ptr プレーヤーへの参照ポインタ
222 * Note special handling of the "overflow" slot
224 void reorder_pack(player_type *owner_ptr)
233 for (i = 0; i < INVEN_PACK; i++) {
234 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK))
237 o_ptr = &owner_ptr->inventory_list[i];
241 o_value = object_value(o_ptr);
242 for (j = 0; j < INVEN_PACK; j++) {
243 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j]))
252 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
253 for (k = i; k > j; k--) {
254 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
257 object_copy(&owner_ptr->inventory_list[j], q_ptr);
258 owner_ptr->window |= (PW_INVEN);
262 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."));
266 * @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 /
267 * Add an item to the players inventory, and return the slot used.
268 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
269 * @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。
271 * If the new item can combine with an existing item in the inventory,\n
272 * it will do so, using "object_similar()" and "object_absorb()", else,\n
273 * the item will be placed into the "proper" location in the inventory.\n
275 * This function can be used to "over-fill" the player's pack, but only\n
276 * once, and such an action must trigger the "overflow" code immediately.\n
277 * Note that when the pack is being "over-filled", the new item must be\n
278 * placed into the "overflow" slot, and the "overflow" must take place\n
279 * before the pack is reordered, but (optionally) after the pack is\n
280 * combined. This may be tricky. See "dungeon.c" for info.\n
282 * Note that this code must remove any location/stack information\n
283 * from the object once it is placed into the inventory.\n
285 s16b store_item_to_inventory(player_type *owner_ptr, object_type *o_ptr)
287 INVENTORY_IDX i, j, k;
288 INVENTORY_IDX n = -1;
291 for (j = 0; j < INVEN_PACK; j++) {
292 j_ptr = &owner_ptr->inventory_list[j];
297 if (object_similar(j_ptr, o_ptr)) {
298 object_absorb(j_ptr, o_ptr);
300 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
301 owner_ptr->update |= (PU_BONUS);
302 owner_ptr->window |= (PW_INVEN);
307 if (owner_ptr->inven_cnt > INVEN_PACK)
310 for (j = 0; j <= INVEN_PACK; j++) {
311 j_ptr = &owner_ptr->inventory_list[j];
317 if (i < INVEN_PACK) {
318 s32b o_value = object_value(o_ptr);
319 for (j = 0; j < INVEN_PACK; j++) {
320 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j]))
325 for (k = n; k >= i; k--) {
326 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
329 object_wipe(&owner_ptr->inventory_list[i]);
332 object_copy(&owner_ptr->inventory_list[i], o_ptr);
333 j_ptr = &owner_ptr->inventory_list[i];
334 j_ptr->next_o_idx = 0;
335 j_ptr->held_m_idx = 0;
336 j_ptr->iy = j_ptr->ix = 0;
337 j_ptr->marked = OM_TOUCHED;
339 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
340 owner_ptr->inven_cnt++;
341 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
342 owner_ptr->window |= (PW_INVEN);
348 * 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
349 * @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 /
350 * Check if we have space for an item in the pack without overflow
351 * @param owner_ptr プレーヤーへの参照ポインタ
352 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
353 * @return 溢れずに済むならTRUEを返す
355 bool check_store_item_to_inventory(object_type *o_ptr)
357 if (p_ptr->inven_cnt < INVEN_PACK)
360 for (int j = 0; j < INVEN_PACK; j++) {
361 object_type *j_ptr = &p_ptr->inventory_list[j];
365 if (object_similar(j_ptr, o_ptr))
373 * @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 /
374 * Take off (some of) a non-cursed equipment item
375 * @param owner_ptr プレーヤーへの参照ポインタ
376 * @param item オブジェクトを外したい所持テーブルのID
378 * @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。
380 * Note that only one item at a time can be wielded per slot.\n
381 * Note that taking off an item when "full" may cause that item\n
382 * to fall to the ground.\n
383 * Return the inventory slot into which the item is placed.\n
385 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
392 GAME_TEXT o_name[MAX_NLEN];
393 o_ptr = &owner_ptr->inventory_list[item];
397 if (amt > o_ptr->number)
400 object_copy(q_ptr, o_ptr);
402 object_desc(owner_ptr, o_name, q_ptr, 0);
403 if (((item == INVEN_RARM) || (item == INVEN_LARM)) && object_is_melee_weapon(o_ptr)) {
404 act = _("を装備からはずした", "You were wielding");
405 } else if (item == INVEN_BOW) {
406 act = _("を装備からはずした", "You were holding");
407 } else if (item == INVEN_LITE) {
408 act = _("を光源からはずした", "You were holding");
410 act = _("を装備からはずした", "You were wearing");
413 inven_item_increase(owner_ptr, item, -amt);
414 inven_item_optimize(owner_ptr, item);
416 slot = store_item_to_inventory(owner_ptr, q_ptr);
418 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
420 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));