1 #include "inventory/inventory-object.h"
2 #include "floor/floor-object.h"
3 #include "object/object-flavor.h"
4 #include "object/object-hook.h"
5 #include "object/object-mark-types.h"
6 #include "object/object-value.h"
7 #include "object/object2.h" // 暫定、相互参照している.
8 #include "player/player-effects.h" // 暫定、相互参照している.
9 #include "view/object-describer.h"
11 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
14 inven_item_increase(owner_ptr, item, num);
15 inven_item_describe(owner_ptr, item);
16 inven_item_optimize(owner_ptr, item);
20 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
21 floor_item_increase(floor_ptr, 0 - item, num);
22 floor_item_describe(owner_ptr, 0 - item);
23 floor_item_optimize(owner_ptr, 0 - item);
27 * @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 /
28 * Increase the "number" of an item in the inventory
29 * @param owner_ptr プレーヤーへの参照ポインタ
30 * @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
34 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
36 object_type *o_ptr = &owner_ptr->inventory_list[item];
48 owner_ptr->total_weight += (num * o_ptr->weight);
49 owner_ptr->update |= (PU_BONUS);
50 owner_ptr->update |= (PU_MANA);
51 owner_ptr->update |= (PU_COMBINE);
52 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
54 if (o_ptr->number || !owner_ptr->ele_attack)
56 if (!(item == INVEN_RARM) && !(item == INVEN_LARM))
58 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item))
61 set_ele_attack(owner_ptr, 0, 0);
65 * @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 /
66 * Erase an inventory slot if it has no more items
67 * @param owner_ptr プレーヤーへの参照ポインタ
68 * @param item 消去したいプレイヤーのアイテム所持スロット
71 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
73 object_type *o_ptr = &owner_ptr->inventory_list[item];
79 if (item >= INVEN_RARM) {
80 owner_ptr->equip_cnt--;
81 object_wipe(&owner_ptr->inventory_list[item]);
82 owner_ptr->update |= PU_BONUS;
83 owner_ptr->update |= PU_TORCH;
84 owner_ptr->update |= PU_MANA;
86 owner_ptr->window |= PW_EQUIP;
87 owner_ptr->window |= PW_SPELL;
91 owner_ptr->inven_cnt--;
93 for (i = item; i < INVEN_PACK; i++) {
94 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
97 object_wipe(&owner_ptr->inventory_list[i]);
98 owner_ptr->window |= PW_INVEN;
99 owner_ptr->window |= PW_SPELL;
103 * @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 /
104 * Drop (some of) a non-cursed inventory/equipment item
105 * @param owner_ptr プレーヤーへの参照ポインタ
106 * @param item 所持テーブルのID
110 * The object will be dropped "near" the current location
112 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
117 GAME_TEXT o_name[MAX_NLEN];
118 o_ptr = &owner_ptr->inventory_list[item];
122 if (amt > o_ptr->number)
125 if (item >= INVEN_RARM) {
126 item = inven_takeoff(owner_ptr, item, amt);
127 o_ptr = &owner_ptr->inventory_list[item];
131 object_copy(q_ptr, o_ptr);
132 distribute_charges(o_ptr, q_ptr, amt);
135 object_desc(owner_ptr, o_name, q_ptr, 0);
136 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
137 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
138 vary_item(owner_ptr, item, -amt);
142 * @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 /
143 * Combine items in the pack
146 * Note special handling of the "overflow" slot
148 void combine_pack(player_type *owner_ptr)
151 bool is_first_combination = TRUE;
152 bool combined = TRUE;
153 while (is_first_combination || combined) {
154 is_first_combination = FALSE;
157 for (int i = INVEN_PACK; i > 0; i--) {
159 o_ptr = &owner_ptr->inventory_list[i];
162 for (int j = 0; j < i; j++) {
164 j_ptr = &owner_ptr->inventory_list[j];
169 * Get maximum number of the stack if these
170 * are similar, get zero otherwise.
172 int max_num = object_similar_part(j_ptr, o_ptr);
174 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
178 if (o_ptr->number + j_ptr->number <= max_num) {
180 object_absorb(j_ptr, o_ptr);
181 owner_ptr->inven_cnt--;
183 for (k = i; k < INVEN_PACK; k++) {
184 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
187 object_wipe(&owner_ptr->inventory_list[k]);
189 int old_num = o_ptr->number;
190 int remain = j_ptr->number + o_ptr->number - max_num;
191 object_absorb(j_ptr, o_ptr);
192 o_ptr->number = remain;
193 if (o_ptr->tval == TV_ROD) {
194 o_ptr->pval = o_ptr->pval * remain / old_num;
195 o_ptr->timeout = o_ptr->timeout * remain / old_num;
198 if (o_ptr->tval == TV_WAND) {
199 o_ptr->pval = o_ptr->pval * remain / old_num;
203 owner_ptr->window |= (PW_INVEN);
211 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."));
215 * @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 /
216 * Reorder items in the pack
217 * @param owner_ptr プレーヤーへの参照ポインタ
220 * Note special handling of the "overflow" slot
222 void reorder_pack(player_type *owner_ptr)
231 for (i = 0; i < INVEN_PACK; i++) {
232 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK))
235 o_ptr = &owner_ptr->inventory_list[i];
239 o_value = object_value(o_ptr);
240 for (j = 0; j < INVEN_PACK; j++) {
241 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j]))
250 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
251 for (k = i; k > j; k--) {
252 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
255 object_copy(&owner_ptr->inventory_list[j], q_ptr);
256 owner_ptr->window |= (PW_INVEN);
260 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."));
264 * @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 /
265 * Add an item to the players inventory, and return the slot used.
266 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
267 * @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。
269 * If the new item can combine with an existing item in the inventory,\n
270 * it will do so, using "object_similar()" and "object_absorb()", else,\n
271 * the item will be placed into the "proper" location in the inventory.\n
273 * This function can be used to "over-fill" the player's pack, but only\n
274 * once, and such an action must trigger the "overflow" code immediately.\n
275 * Note that when the pack is being "over-filled", the new item must be\n
276 * placed into the "overflow" slot, and the "overflow" must take place\n
277 * before the pack is reordered, but (optionally) after the pack is\n
278 * combined. This may be tricky. See "dungeon.c" for info.\n
280 * Note that this code must remove any location/stack information\n
281 * from the object once it is placed into the inventory.\n
283 s16b store_item_to_inventory(player_type *owner_ptr, object_type *o_ptr)
285 INVENTORY_IDX i, j, k;
286 INVENTORY_IDX n = -1;
289 for (j = 0; j < INVEN_PACK; j++) {
290 j_ptr = &owner_ptr->inventory_list[j];
295 if (object_similar(j_ptr, o_ptr)) {
296 object_absorb(j_ptr, o_ptr);
298 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
299 owner_ptr->update |= (PU_BONUS);
300 owner_ptr->window |= (PW_INVEN);
305 if (owner_ptr->inven_cnt > INVEN_PACK)
308 for (j = 0; j <= INVEN_PACK; j++) {
309 j_ptr = &owner_ptr->inventory_list[j];
315 if (i < INVEN_PACK) {
316 s32b o_value = object_value(o_ptr);
317 for (j = 0; j < INVEN_PACK; j++) {
318 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j]))
323 for (k = n; k >= i; k--) {
324 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
327 object_wipe(&owner_ptr->inventory_list[i]);
330 object_copy(&owner_ptr->inventory_list[i], o_ptr);
331 j_ptr = &owner_ptr->inventory_list[i];
332 j_ptr->next_o_idx = 0;
333 j_ptr->held_m_idx = 0;
334 j_ptr->iy = j_ptr->ix = 0;
335 j_ptr->marked = OM_TOUCHED;
337 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
338 owner_ptr->inven_cnt++;
339 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
340 owner_ptr->window |= (PW_INVEN);
346 * 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
347 * @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 /
348 * Check if we have space for an item in the pack without overflow
349 * @param owner_ptr プレーヤーへの参照ポインタ
350 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
351 * @return 溢れずに済むならTRUEを返す
353 bool check_store_item_to_inventory(object_type *o_ptr)
355 if (p_ptr->inven_cnt < INVEN_PACK)
358 for (int j = 0; j < INVEN_PACK; j++) {
359 object_type *j_ptr = &p_ptr->inventory_list[j];
363 if (object_similar(j_ptr, o_ptr))
371 * @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 /
372 * Take off (some of) a non-cursed equipment item
373 * @param owner_ptr プレーヤーへの参照ポインタ
374 * @param item オブジェクトを外したい所持テーブルのID
376 * @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。
378 * Note that only one item at a time can be wielded per slot.\n
379 * Note that taking off an item when "full" may cause that item\n
380 * to fall to the ground.\n
381 * Return the inventory slot into which the item is placed.\n
383 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
390 GAME_TEXT o_name[MAX_NLEN];
391 o_ptr = &owner_ptr->inventory_list[item];
395 if (amt > o_ptr->number)
398 object_copy(q_ptr, o_ptr);
400 object_desc(owner_ptr, o_name, q_ptr, 0);
401 if (((item == INVEN_RARM) || (item == INVEN_LARM)) && object_is_melee_weapon(o_ptr)) {
402 act = _("を装備からはずした", "You were wielding");
403 } else if (item == INVEN_BOW) {
404 act = _("を装備からはずした", "You were holding");
405 } else if (item == INVEN_LITE) {
406 act = _("を光源からはずした", "You were holding");
408 act = _("を装備からはずした", "You were wearing");
411 inven_item_increase(owner_ptr, item, -amt);
412 inven_item_optimize(owner_ptr, item);
414 slot = store_item_to_inventory(owner_ptr, q_ptr);
416 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
418 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));