std::list<item> obtain_activity_items( player_activity &act, player &p )
{
    std::list<item> res;

    auto items = reorder_for_dropping( p, convert_to_indexes( act ) );

    debug_drop_list( items );

    while( !items.empty() && ( p.is_npc() || p.moves > 0 || items.front().consumed_moves == 0 ) ) {
        const auto &ait = items.front();

        p.mod_moves( -ait.consumed_moves );

        if( p.is_worn( *ait.it ) ) {
            p.takeoff( *ait.it, &res );
        } else if( ait.it->count_by_charges() ) {
            res.push_back( p.reduce_charges( const_cast<item *>( ait.it ), ait.count ) );
        } else {
            res.push_back( p.i_rem( ait.it ) );
        }

        items.pop_front();
    }
    // Avoid tumbling to the ground. Unload cleanly.
    const units::volume excessive_volume = p.volume_carried() - p.volume_capacity();
    if( excessive_volume > 0_ml ) {
        const auto excess = p.inv.remove_randomly_by_volume( excessive_volume );
        res.insert( res.begin(), excess.begin(), excess.end() );
    }
    // Load anything that remains (if any) into the activity
    act.values.clear();
    if( !items.empty() ) {
        for( const auto &drop : convert_to_indexes( p, items ) ) {
            act.values.push_back( drop.first );
            act.values.push_back( drop.second );
        }
    }
    // And cancel if its empty. If its not, we modified in place and we will continue
    // to resolve the drop next turn. This is different from the pickup logic which
    // creates a brand new activity every turn and cancels the old activity
    if( act.values.empty() ) {
        p.cancel_activity();
    }

    return res;
}
std::list<item> obtain_activity_items( player_activity &act, player &p )
{
    std::list<item> res;

    auto items = reorder_for_dropping( p, convert_to_indexes( act ) );

    debug_drop_list( items );

    while( !items.empty() && ( p.is_npc() || p.moves > 0 || items.front().consumed_moves == 0 ) ) {
        const auto &ait = items.front();

        p.mod_moves( -ait.consumed_moves );

        if( p.is_worn( *ait.it ) ) {
            p.takeoff( *ait.it, &res );
        } else if( ait.it->count_by_charges() ) {
            res.push_back( p.reduce_charges( const_cast<item *>( ait.it ), ait.count ) );
        } else {
            res.push_back( p.i_rem( ait.it ) );
        }

        items.pop_front();
    }
    // Avoid tumbling to the ground. Unload cleanly.
    const units::volume excessive_volume = p.volume_carried() - p.volume_capacity();
    if( excessive_volume > 0 ) {
        const auto excess = p.inv.remove_randomly_by_volume( excessive_volume );
        res.insert( res.begin(), excess.begin(), excess.end() );
    }
    // Load anything that remains (if any) into the activity
    act.values.clear();
    if( !items.empty() ) {
        for( const auto &drop : convert_to_indexes( p, items ) ) {
            act.values.push_back( drop.first );
            act.values.push_back( drop.second );
        }
    }
    // And either cancel if it's empty, or restart if it's not.
    if( act.values.empty() ) {
        p.cancel_activity();
    } else {
        p.assign_activity( act );
    }

    return res;
}