#include "birth/inventory-initializer.h"
#include "autopick/autopick.h"
#include "birth/initial-equipments-table.h"
+#include "floor/floor-object.h"
#include "inventory/inventory-object.h"
#include "monster/monster-race-hook.h"
#include "object/item-apply-magic.h"
#include "core/sort.h"
#include "core/stuff-handler.h"
#include "dungeon/quest.h"
+#include "floor/floor-object.h"
#include "inventory/inventory-object.h"
#include "inventory/player-inventory.h"
#include "io/targeting.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
#include "effect/spells-effect-util.h"
+#include "floor/floor-object.h"
#include "floor/geometry.h"
#include "floor/wild.h"
#include "grid/grid.h"
g_ptr->o_idx = 0;
lite_spot(player_ptr, y, x);
}
+
+/*!
+ * @brief 床上のアイテムの数を増やす /
+ * Increase the "number" of an item on the floor
+ * @param floo_ptr 現在フロアへの参照ポインタ
+ * @param item 増やしたいアイテムの所持スロット
+ * @param num 増やしたいアイテムの数
+ * @return なし
+ */
+void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
+{
+ object_type *o_ptr = &floor_ptr->o_list[item];
+ num += o_ptr->number;
+ if (num > 255)
+ num = 255;
+ else if (num < 0)
+ num = 0;
+
+ num -= o_ptr->number;
+ o_ptr->number += num;
+}
+
+/*!
+ * @brief 床上の数の無くなったアイテムスロットを消去する /
+ * Optimize an item on the floor (destroy "empty" items)
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param item 消去したいアイテムの所持スロット
+ * @return なし
+ */
+void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
+{
+ object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
+ if (!o_ptr->k_idx)
+ return;
+ if (o_ptr->number)
+ return;
+
+ delete_object_idx(owner_ptr, item);
+}
bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode);
bool make_gold(floor_type *floor_ptr, object_type *j_ptr);
void delete_all_items_from_floor(player_type *owner_ptr, POSITION y, POSITION x);
+void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num);
+void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
#include "inventory/inventory-object.h"
+#include "floor/floor-object.h"
#include "object/object-flavor.h"
#include "object/object-mark-types.h"
#include "object/object-value.h"
/*!
- *
* @brief アイテムのエゴをレア度の重みに合わせてランダムに選択する
* Choose random ego type
* @param slot 取得したいエゴの装備部位
/*!
- * @brief 床上のアイテムの数を増やす /
- * Increase the "number" of an item on the floor
- * @param floo_ptr 現在フロアへの参照ポインタ
- * @param item 増やしたいアイテムの所持スロット
- * @param num 増やしたいアイテムの数
- * @return なし
- */
-void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
-{
- object_type *o_ptr = &floor_ptr->o_list[item];
- num += o_ptr->number;
- if (num > 255) num = 255;
- else if (num < 0) num = 0;
-
- num -= o_ptr->number;
- o_ptr->number += num;
-}
-
-
-/*!
- * @brief 床上の数の無くなったアイテムスロットを消去する /
- * Optimize an item on the floor (destroy "empty" items)
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param item 消去したいアイテムの所持スロット
- * @return なし
- */
-void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
-{
- object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
- if (!o_ptr->k_idx) return;
- if (o_ptr->number) return;
-
- delete_object_idx(owner_ptr, item);
-}
-
-
-/*!
* 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
* @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 /
* Check if we have space for an item in the pack without overflow
OBJECT_IDX drop_near(player_type *owner_type, object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
void floor_item_charges(floor_type *owner_ptr, INVENTORY_IDX item);
-void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num);
-void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item);
bool inven_carry_okay(object_type *o_ptr);
bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt);
#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
#include "effect/spells-effect-util.h"
+#include "floor/floor-object.h"
#include "floor/floor-save.h"
#include "floor/floor-town.h"
#include "floor/wild.h"