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-info.h"
9 #include "object/object-mark-types.h"
10 #include "object/object-stack.h"
11 #include "object/object-value.h"
12 #include "player-info/equipment-info.h"
13 #include "spell-realm/spells-craft.h"
14 #include "system/object-type-definition.h"
15 #include "system/player-type-definition.h"
16 #include "util/object-sort.h"
17 #include "view/display-messages.h"
18 #include "view/object-describer.h"
20 void vary_item(PlayerType *player_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
23 inven_item_increase(player_ptr, item, num);
24 inven_item_describe(player_ptr, item);
25 inven_item_optimize(player_ptr, item);
29 floor_item_increase(player_ptr, 0 - item, num);
30 floor_item_describe(player_ptr, 0 - item);
31 floor_item_optimize(player_ptr, 0 - item);
35 * @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 /
36 * Increase the "number" of an item in the inventory
37 * @param player_ptr プレイヤーへの参照ポインタ
38 * @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(PlayerType *player_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
43 ObjectType *o_ptr = &player_ptr->inventory_list[item];
55 player_ptr->update |= (PU_BONUS);
56 player_ptr->update |= (PU_MANA);
57 player_ptr->update |= (PU_COMBINE);
58 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP);
60 if (o_ptr->number || !player_ptr->ele_attack)
62 if (!(item == INVEN_MAIN_HAND) && !(item == INVEN_SUB_HAND))
64 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + INVEN_SUB_HAND - item))
67 set_ele_attack(player_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 player_ptr プレイ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
76 void inven_item_optimize(PlayerType *player_ptr, INVENTORY_IDX item)
78 ObjectType *o_ptr = &player_ptr->inventory_list[item];
84 if (item >= INVEN_MAIN_HAND) {
85 player_ptr->equip_cnt--;
86 (&player_ptr->inventory_list[item])->wipe();
87 player_ptr->update |= PU_BONUS;
88 player_ptr->update |= PU_TORCH;
89 player_ptr->update |= PU_MANA;
91 player_ptr->window_flags |= PW_EQUIP;
92 player_ptr->window_flags |= PW_SPELL;
96 player_ptr->inven_cnt--;
98 for (i = item; i < INVEN_PACK; i++) {
99 player_ptr->inventory_list[i] = player_ptr->inventory_list[i + 1];
102 (&player_ptr->inventory_list[i])->wipe();
103 player_ptr->window_flags |= PW_INVEN;
104 player_ptr->window_flags |= PW_SPELL;
108 * @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 /
109 * Drop (some of) a non-cursed inventory/equipment item
110 * @param player_ptr プレイヤーへの参照ポインタ
111 * @param item 所持テーブルのID
114 * The object will be dropped "near" the current location
116 void drop_from_inventory(PlayerType *player_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
121 GAME_TEXT o_name[MAX_NLEN];
122 o_ptr = &player_ptr->inventory_list[item];
126 if (amt > o_ptr->number)
129 if (item >= INVEN_MAIN_HAND) {
130 item = inven_takeoff(player_ptr, item, amt);
131 o_ptr = &player_ptr->inventory_list[item];
135 q_ptr->copy_from(o_ptr);
136 distribute_charges(o_ptr, q_ptr, amt);
139 describe_flavor(player_ptr, o_name, q_ptr, 0);
140 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
141 (void)drop_near(player_ptr, q_ptr, 0, player_ptr->y, player_ptr->x);
142 vary_item(player_ptr, item, -amt);
146 * @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 /
147 * Combine items in the pack
149 * Note special handling of the "overflow" slot
151 void combine_pack(PlayerType *player_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 = &player_ptr->inventory_list[i];
165 for (int j = 0; j < i; j++) {
167 j_ptr = &player_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 player_ptr->inven_cnt--;
186 for (k = i; k < INVEN_PACK; k++) {
187 player_ptr->inventory_list[k] = player_ptr->inventory_list[k + 1];
190 (&player_ptr->inventory_list[k])->wipe();
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 == ItemKindType::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 == ItemKindType::WAND) {
202 o_ptr->pval = o_ptr->pval * remain / old_num;
206 player_ptr->window_flags |= (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 player_ptr プレイヤーへの参照ポインタ
222 * Note special handling of the "overflow" slot
224 void reorder_pack(PlayerType *player_ptr)
233 for (i = 0; i < INVEN_PACK; i++) {
234 if ((i == INVEN_PACK) && (player_ptr->inven_cnt == INVEN_PACK))
237 o_ptr = &player_ptr->inventory_list[i];
241 o_value = object_value(o_ptr);
242 for (j = 0; j < INVEN_PACK; j++) {
243 if (object_sort_comp(player_ptr, o_ptr, o_value, &player_ptr->inventory_list[j]))
252 q_ptr->copy_from(&player_ptr->inventory_list[i]);
253 for (k = i; k > j; k--) {
254 (&player_ptr->inventory_list[k])->copy_from(&player_ptr->inventory_list[k - 1]);
257 (&player_ptr->inventory_list[j])->copy_from(q_ptr);
258 player_ptr->window_flags |= (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 int16_t store_item_to_inventory(PlayerType *player_ptr, ObjectType *o_ptr)
287 INVENTORY_IDX i, j, k;
288 INVENTORY_IDX n = -1;
291 for (j = 0; j < INVEN_PACK; j++) {
292 j_ptr = &player_ptr->inventory_list[j];
297 if (object_similar(j_ptr, o_ptr)) {
298 object_absorb(j_ptr, o_ptr);
300 player_ptr->update |= (PU_BONUS);
301 player_ptr->window_flags |= (PW_INVEN | PW_PLAYER);
306 if (player_ptr->inven_cnt > INVEN_PACK)
309 for (j = 0; j <= INVEN_PACK; j++) {
310 j_ptr = &player_ptr->inventory_list[j];
316 if (i < INVEN_PACK) {
317 int32_t o_value = object_value(o_ptr);
318 for (j = 0; j < INVEN_PACK; j++) {
319 if (object_sort_comp(player_ptr, o_ptr, o_value, &player_ptr->inventory_list[j]))
324 for (k = n; k >= i; k--) {
325 (&player_ptr->inventory_list[k + 1])->copy_from(&player_ptr->inventory_list[k]);
328 (&player_ptr->inventory_list[i])->wipe();
331 (&player_ptr->inventory_list[i])->copy_from(o_ptr);
332 j_ptr = &player_ptr->inventory_list[i];
333 j_ptr->held_m_idx = 0;
334 j_ptr->iy = j_ptr->ix = 0;
335 j_ptr->marked = OM_TOUCHED;
337 player_ptr->inven_cnt++;
338 player_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
339 player_ptr->window_flags |= (PW_INVEN | PW_PLAYER);
345 * @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 /
346 * Check if we have space for an item in the pack without overflow
347 * @param player_ptr プレイヤーへの参照ポインタ
348 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
349 * @return 溢れずに済むならTRUEを返す
351 bool check_store_item_to_inventory(PlayerType *player_ptr, const ObjectType *o_ptr)
353 if (player_ptr->inven_cnt < INVEN_PACK)
356 for (int j = 0; j < INVEN_PACK; j++) {
357 ObjectType *j_ptr = &player_ptr->inventory_list[j];
361 if (object_similar(j_ptr, o_ptr))
369 * @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 /
370 * Take off (some of) a non-cursed equipment item
371 * @param player_ptr プレイヤーへの参照ポインタ
372 * @param item オブジェクトを外したい所持テーブルのID
374 * @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。
376 * Note that only one item at a time can be wielded per slot.\n
377 * Note that taking off an item when "full" may cause that item\n
378 * to fall to the ground.\n
379 * Return the inventory slot into which the item is placed.\n
381 INVENTORY_IDX inven_takeoff(PlayerType *player_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
388 GAME_TEXT o_name[MAX_NLEN];
389 o_ptr = &player_ptr->inventory_list[item];
393 if (amt > o_ptr->number)
396 q_ptr->copy_from(o_ptr);
398 describe_flavor(player_ptr, o_name, q_ptr, 0);
399 if (((item == INVEN_MAIN_HAND) || (item == INVEN_SUB_HAND)) && o_ptr->is_melee_weapon()) {
400 act = _("を装備からはずした", "You were wielding");
401 } else if (item == INVEN_BOW) {
402 act = _("を装備からはずした", "You were holding");
403 } else if (item == INVEN_LITE) {
404 act = _("を光源からはずした", "You were holding");
406 act = _("を装備からはずした", "You were wearing");
409 inven_item_increase(player_ptr, item, -amt);
410 inven_item_optimize(player_ptr, item);
412 slot = store_item_to_inventory(player_ptr, q_ptr);
414 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
416 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));