* Determine if an item can partly absorb a second item.
* Return maximum number of stack.
*/
-static int object_similar_part(object_type *o_ptr, object_type *j_ptr)
+int object_similar_part(object_type *o_ptr, object_type *j_ptr)
{
int i;
case EGO_WISDOM:
case EGO_BEAUTY:
case EGO_LITE:
+ case EGO_DARK:
case EGO_INFRAVISION:
break;
case EGO_SEEING:
}
/* Hack -- analyze ego-items */
- else if (object_is_ego(o_ptr))
+ if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
int bs, bn;
int by, bx;
int dy, dx;
- int ty, tx;
+ int ty, tx = 0;
s16b o_idx = 0;
}
+bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
+{
+ int o_type, j_type;
+
+ /* Use empty slots */
+ if (!j_ptr->k_idx) return TRUE;
+
+ /* Hack -- readable books always come first */
+ if ((o_ptr->tval == REALM1_BOOK) &&
+ (j_ptr->tval != REALM1_BOOK)) return TRUE;
+ if ((j_ptr->tval == REALM1_BOOK) &&
+ (o_ptr->tval != REALM1_BOOK)) return FALSE;
+
+ if ((o_ptr->tval == REALM2_BOOK) &&
+ (j_ptr->tval != REALM2_BOOK)) return TRUE;
+ if ((j_ptr->tval == REALM2_BOOK) &&
+ (o_ptr->tval != REALM2_BOOK)) return FALSE;
+
+ /* Objects sort by decreasing type */
+ if (o_ptr->tval > j_ptr->tval) return TRUE;
+ if (o_ptr->tval < j_ptr->tval) return FALSE;
+
+ /* Non-aware (flavored) items always come last */
+ /* Can happen in the home */
+ if (!object_is_aware(o_ptr)) return FALSE;
+ if (!object_is_aware(j_ptr)) return TRUE;
+
+ /* Objects sort by increasing sval */
+ if (o_ptr->sval < j_ptr->sval) return TRUE;
+ if (o_ptr->sval > j_ptr->sval) return FALSE;
+
+ /* Unidentified objects always come last */
+ /* Objects in the home can be unknown */
+ if (!object_is_known(o_ptr)) return FALSE;
+ if (!object_is_known(j_ptr)) return TRUE;
+
+ /* Fixed artifacts, random artifacts and ego items */
+ if (object_is_fixed_artifact(o_ptr)) o_type = 3;
+ else if (o_ptr->art_name) o_type = 2;
+ else if (object_is_ego(o_ptr)) o_type = 1;
+ else o_type = 0;
+
+ if (object_is_fixed_artifact(j_ptr)) j_type = 3;
+ else if (j_ptr->art_name) j_type = 2;
+ else if (object_is_ego(j_ptr)) j_type = 1;
+ else j_type = 0;
+
+ if (o_type < j_type) return TRUE;
+ if (o_type > j_type) return FALSE;
+
+ switch (o_ptr->tval)
+ {
+ case TV_FIGURINE:
+ case TV_STATUE:
+ case TV_CORPSE:
+ case TV_CAPTURE:
+ if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
+ if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
+ return FALSE;
+
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ /* Objects sort by increasing hit/damage bonuses */
+ if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
+ if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
+ break;
+
+ /* Hack: otherwise identical rods sort by
+ increasing recharge time --dsb */
+ case TV_ROD:
+ if (o_ptr->pval < j_ptr->pval) return TRUE;
+ if (o_ptr->pval > j_ptr->pval) return FALSE;
+ break;
+ }
+
+ /* Objects sort by decreasing value */
+ return o_value > object_value(j_ptr);
+}
+
+
/*
* Add an item to the players inventory, and return the slot used.
*
/* Reorder the pack */
if (i < INVEN_PACK)
{
- s32b o_value, j_value;
-
/* Get the "value" of the item */
- o_value = object_value(o_ptr);
+ s32b o_value = object_value(o_ptr);
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- j_ptr = &inventory[j];
-
- /* Use empty slots */
- if (!j_ptr->k_idx) break;
-
- /* Hack -- readable books always come first */
- if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) break;
- if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) continue;
-
- if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) break;
- if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) continue;
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Non-aware (flavored) items always come last */
- if (!object_is_aware(o_ptr)) continue;
- if (!object_is_aware(j_ptr)) break;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /* Unidentified objects always come last */
- if (!object_is_known(o_ptr)) continue;
- if (!object_is_known(j_ptr)) break;
-
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Determine the "value" of the pack item */
- j_value = object_value(j_ptr);
-
- /* Objects sort by decreasing value */
- if (o_value > j_value) break;
- if (o_value < j_value) continue;
+ if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
}
/* Use that slot */
/* Forget location */
j_ptr->iy = j_ptr->ix = 0;
- /* No longer marked */
- j_ptr->marked = 0;
+ /* Player touches it, and no longer marked */
+ j_ptr->marked = OM_TOUCHED;
/* Increase the weight */
p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
int i, j, k;
object_type *o_ptr;
object_type *j_ptr;
- bool flag = FALSE;
-
+ bool flag = FALSE, combined;
- /* Combine the pack (backwards) */
- for (i = INVEN_PACK; i > 0; i--)
+ do
{
- /* Get the item */
- o_ptr = &inventory[i];
+ combined = FALSE;
- /* Skip empty items */
- if (!o_ptr->k_idx) continue;
-
- /* Scan the items above that item */
- for (j = 0; j < i; j++)
+ /* Combine the pack (backwards) */
+ for (i = INVEN_PACK; i > 0; i--)
{
- int max_num;
-
/* Get the item */
- j_ptr = &inventory[j];
+ o_ptr = &inventory[i];
/* Skip empty items */
- if (!j_ptr->k_idx) continue;
-
- /*
- * Get maximum number of the stack if these
- * are similar, get zero otherwise.
- */
- max_num = object_similar_part(j_ptr, o_ptr);
+ if (!o_ptr->k_idx) continue;
- /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (max_num && j_ptr->number < max_num)
+ /* Scan the items above that item */
+ for (j = 0; j < i; j++)
{
- if (o_ptr->number + j_ptr->number <= max_num)
- {
- /* Take note */
- flag = TRUE;
+ int max_num;
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Get the item */
+ j_ptr = &inventory[j];
- /* One object is gone */
- inven_cnt--;
+ /* Skip empty items */
+ if (!j_ptr->k_idx) continue;
- /* Slide everything down */
- for (k = i; k < INVEN_PACK; k++)
+ /*
+ * Get maximum number of the stack if these
+ * are similar, get zero otherwise.
+ */
+ max_num = object_similar_part(j_ptr, o_ptr);
+
+ /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
+ if (max_num && j_ptr->number < max_num)
+ {
+ if (o_ptr->number + j_ptr->number <= max_num)
{
- /* Structure copy */
- inventory[k] = inventory[k+1];
+ /* Take note */
+ flag = TRUE;
+
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
+
+ /* One object is gone */
+ inven_cnt--;
+
+ /* Slide everything down */
+ for (k = i; k < INVEN_PACK; k++)
+ {
+ /* Structure copy */
+ inventory[k] = inventory[k+1];
+ }
+
+ /* Erase the "final" slot */
+ object_wipe(&inventory[k]);
}
-
- /* Erase the "final" slot */
- object_wipe(&inventory[k]);
- }
- else
- {
- int old_num = o_ptr->number;
- int remain = j_ptr->number + o_ptr->number - max_num;
+ else
+ {
+ int old_num = o_ptr->number;
+ int remain = j_ptr->number + o_ptr->number - max_num;
#if 0
- o_ptr->number -= remain;
+ o_ptr->number -= remain;
#endif
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
- o_ptr->number = remain;
+ o_ptr->number = remain;
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
- if (o_ptr->tval == TV_ROD)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- o_ptr->timeout = o_ptr->timeout * remain / old_num;
- }
+ /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
+ if (o_ptr->tval == TV_ROD)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ o_ptr->timeout = o_ptr->timeout * remain / old_num;
+ }
- /* Hack -- if wands are stacking, combine the charges. -LM- */
- if (o_ptr->tval == TV_WAND)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
+ /* Hack -- if wands are stacking, combine the charges. -LM- */
+ if (o_ptr->tval == TV_WAND)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ }
}
- }
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
-
- /* Done */
- break;
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+
+ /* Take note */
+ combined = TRUE;
+
+ /* Done */
+ break;
+ }
}
}
}
+ while (combined);
/* Message */
#ifdef JP
{
int i, j, k;
s32b o_value;
- s32b j_value;
object_type forge;
object_type *q_ptr;
- object_type *j_ptr;
object_type *o_ptr;
bool flag = FALSE;
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- /* Get the item already there */
- j_ptr = &inventory[j];
-
- /* Use empty slots */
- if (!j_ptr->k_idx) break;
-
- /* Hack -- readable books always come first */
- if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) break;
- if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) continue;
-
- if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) break;
- if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) continue;
-
- /* Objects sort by decreasing type */
- if (o_ptr->tval > j_ptr->tval) break;
- if (o_ptr->tval < j_ptr->tval) continue;
-
- /* Non-aware (flavored) items always come last */
- if (!object_is_aware(o_ptr)) continue;
- if (!object_is_aware(j_ptr)) break;
-
- /* Objects sort by increasing sval */
- if (o_ptr->sval < j_ptr->sval) break;
- if (o_ptr->sval > j_ptr->sval) continue;
-
- /* Unidentified objects always come last */
- if (!object_is_known(o_ptr)) continue;
- if (!object_is_known(j_ptr)) break;
-
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
- if (o_ptr->tval == TV_ROD)
- {
- if (o_ptr->pval < j_ptr->pval) break;
- if (o_ptr->pval > j_ptr->pval) continue;
- }
-
- /* Determine the "value" of the pack item */
- j_value = object_value(j_ptr);
-
-
-
- /* Objects sort by decreasing value */
- if (o_value > j_value) break;
- if (o_value < j_value) continue;
+ if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
}
/* Never move down */