Example #1
0
void Weapon::onEvent(event::Event* const event) {
	if (event->id() == ChangedInventoryItems::ID) {
		ChangedInventoryItems* e = static_cast<ChangedInventoryItems*> (event);
		for (set<unsigned char>::iterator k = e->keys().begin(); k != e->keys().end(); ++k) {
			const Item& item = Inventory::itemAtKey(*k);
			if (item.count() <= 0) {
				/* we lost this item */
				_range_weapons.erase(*k);
				_melee_weapons.erase(*k);
				continue;
			}
			map<const string, const data::Weapon*>::const_iterator w = data::Weapon::weapons().find(item.name());
			if (w == data::Weapon::weapons().end())
				continue; // not a weapon
			int score = calculateWeaponScore(item, w->second);
			if (isRangedWeapon(w->second))
				_range_weapons[*k] = score;
			else
				_melee_weapons[*k] = score;

		}
		setBestWeapons();
	} else if (event->id() == ReceivedItems::ID) {
		ReceivedItems* e = static_cast<ReceivedItems*> (event);
		for (map<unsigned char, Item>::iterator i = e->items().begin(); i != e->items().end(); ++i) {
			map<const string, const data::Weapon*>::const_iterator w = data::Weapon::weapons().find(i->second.name());
			if (w == data::Weapon::weapons().end())
				continue; // not a weapon
			int score = calculateWeaponScore(i->second, w->second);
			if (isRangedWeapon(w->second)) {
				_range_weapons[i->first] = score;
			} else {
				_melee_weapons[i->first] = score;
				if (i->second.beatitude() == BEATITUDE_UNKNOWN) {
					Beatify b(i->first, 175);
					EventBus::broadcast(&b);
				}
			}
		}
		setBestWeapons();
	} else if (event->id() == WantItems::ID) {
		WantItems* e = static_cast<WantItems*> (event);
//		if (e->dropping() || Saiph::encumbrance() < BURDENED) {
			/* dropping items or we're burdened (which means don't loot weapons) */
			for (map<unsigned char, Item>::iterator i = e->items().begin(); i != e->items().end(); ++i) {
				if (e->dropping()) {
					if (_range_weapons.find(i->first) != _range_weapons.end() || _melee_weapons.find(i->first) != _melee_weapons.end()) {
						/* don't drop weapons in one of our lists */
						i->second.want(i->second.count());
					}
				} else {
					/* looting, is this better than what we got? */
					if (betterThanWhatWeGot(i->second))
						i->second.want(i->second.count());
				}
			}
//		}
	}
}
Example #2
0
/* methods */
void DiggingTool::onEvent(Event* const event) {
	if (event->id() == ChangedInventoryItems::ID || event->id() == ReceivedItems::ID) {
		findDigger();
	} else if (event->id() == WantItems::ID) {
		WantItems* e = static_cast<WantItems*> (event);
		int key;
		int score;

		// WantItems is called once per page while dropping, but the ranking needs to see the whole list...
		rankDiggers(key, score, (e->dropping() ? NULL : &Inventory::items()), (e->dropping() ? &Inventory::items() : &e->items()));

		if (key >= 0 && e->items().find(key) != e->items().end()) {
			Item& item = e->items()[(unsigned char)key];
			item.want(min(1, item.count()));
		}
	}
}
Example #3
0
void Door::onEvent(Event* const event) {
	if (event->id() == ChangedInventoryItems::ID) {
		/* inventory changed, see if we lost our unlocking device or got a new/better one */
		if (Inventory::items().find(_unlock_tool_key) == Inventory::items().end())
			_unlock_tool_key = 0; // darn, we lost our unlocking device
		ChangedInventoryItems* e = static_cast<ChangedInventoryItems*> (event);
		for (set<unsigned char>::iterator k = e->keys().begin(); k != e->keys().end(); ++k) {
			map<unsigned char, Item>::iterator i = Inventory::items().find(*k);
			if (i != Inventory::items().end() && wantItem(i->second))
				_unlock_tool_key = *k; // better key than what we currently got
		}
	} else if (event->id() == ReceivedItems::ID) {
		ReceivedItems* e = static_cast<ReceivedItems*> (event);
		for (map<unsigned char, Item>::iterator i = e->items().begin(); i != e->items().end(); ++i) {
			if (wantItem(i->second))
				_unlock_tool_key = i->first; // better key than what we currently got
		}
	} else if (event->id() == WantItems::ID) {
		WantItems* e = static_cast<WantItems*> (event);
		for (map<unsigned char, Item>::iterator i = e->items().begin(); i != e->items().end(); ++i) {
			if ((e->dropping() && _unlock_tool_key != ILLEGAL_ITEM && i->first == _unlock_tool_key) || wantItem(i->second))
				i->second.want(i->second.count());
		}
	} else if (event->id() == ShopDetected::ID) {
		ShopDetected* e = static_cast<ShopDetected*> (event);
		stack<Point> ps;
		for (int x = e->ul().col(); x <= e->lr().col(); ++x) {
			ps.push(Point(e->ul().row() - 1, x));
			ps.push(Point(e->lr().row() + 1, x));
		}
		for (int y = e->ul().row() - 1; y <= e->lr().row() + 1; ++y) {
			ps.push(Point(y, e->ul().col() - 1));
			ps.push(Point(y, e->lr().col() + 1));
		}
		for (; !ps.empty(); ps.pop()) {
			if (World::level().tile(ps.top()).symbol() != CLOSED_DOOR)
				continue;
			World::level().setDungeonSymbolValue(ps.top(), getDoorFlags(ps.top()) | DOOR_IS_SHOP);
		}
	}
}
Example #4
0
void Beatitude::onEvent(event::Event* const event) {
	if (event->id() == Beatify::ID) {
		Beatify* e = static_cast<Beatify*> (event);
		set<unsigned char>::iterator b = _beatify.find(e->key());
		_beatify.insert(e->key());
		if (e->priority() > _max_priority)
			_max_priority = e->priority();
	} else if (event->id() == WantItems::ID && World::level().tile().symbol() == ALTAR) {
		/* looting or picking up items at an altar */
		WantItems* e = static_cast<WantItems*> (event);
		if (e->dropping()) {
			for (map<unsigned char, Item>::iterator i = e->items().begin(); i != e->items().end(); ++i) {
				if (i->second.beatitude() != BEATITUDE_UNKNOWN)
					continue; // know beatitude already
				/* should drop this item, force it by setting count to 0 */
				i->second.count(0);
			}
			_beatify.clear();
			_max_priority = ILLEGAL_PRIORITY;
		}
	}
}