Esempio n. 1
0
    // Purpose: called by the default context menu. Gives an option to merge
    //          extra commands into the menu.
    HRESULT OnDfmMergeContextMenu(IDataObject* pdataobject, UINT /*uFlags*/, QCMINFO& qcminfo)
    {
        CCfShellIdList itemlist(pdataobject);

        if (itemlist.GetItemCount() == 1 && !CVVVItem(itemlist.GetItem(0)).IsFolder())
        {
            // Add 'open' if only 1 item is selected.
            CMenu menu(true);
            menu.AddDefaultItem(ID_DFM_CMD_OPEN, L"&Open");
            MergeMenus(qcminfo, menu);

            // Note: XP will automatic make first menu item the default.
            //       Win98, ME and 2k don't do this, so must add as default item.
        }

        return S_OK;
    }
Esempio n. 2
0
/* gain for an item */
void acquire(int blessing)
{
    char otype;
    int index,id = ABORT;
    pob newthing;

    if (blessing < 0) {
        index = random_item();
        if (index == ABORT)
            mprint("You feel fortunate.");
        else {
            print1("Smoke drifts out of your pack.... ");
            print2("Destroyed: ");
            nprint2(itemid(Player.possessions[index]));
            morewait();
            dispose_lost_objects(1,Player.possessions[index]);
        }
    }
    else {
        newthing = ((pob) checkmalloc(sizeof(objtype)));
        /* DAG this assignment looks unneccessary */
        newthing->id = -1;
        if (gamestatusp(CHEATED))
            print1("Acquire which kind of item: !?][}{)/=%%\\& ");
        else
            print1("Acquire which kind of item: !?][}{)/=%%\\ ");
        otype = mgetc();
        switch (otype) {
        case (POTION&0xff):
            if (blessing > 0)
                id = itemlist(POTIONID,NUMPOTIONS);
            else
                id = random_range(NUMPOTIONS);
            if (id < 0) print2("You feel stupid.");
            else make_potion(newthing,id);
            break;
        case (SCROLL&0xff):
            if (blessing > 0)
                id = itemlist(SCROLLID,NUMSCROLLS);
            else
                id = random_range(NUMSCROLLS);
            if (id < 0) print2("You feel stupid.");
            else make_scroll(newthing,id);
            break;
        case (RING&0xff):
            if (blessing > 0)
                id = itemlist(RINGID,NUMRINGS);
            else
                id = random_range(NUMRINGS);
            if (id < 0) print2("You feel stupid.");
            else make_ring(newthing,id);
            break;
        case (STICK&0xff):
            if (blessing > 0)
                id = itemlist(STICKID,NUMSTICKS);
            else
                id = random_range(NUMSTICKS);
            if (id < 0) print2("You feel stupid.");
            else make_stick(newthing,id);
            break;
        case (ARMOR&0xff):
            if (blessing > 0)
                id = itemlist(ARMORID,NUMARMOR);
            else
                id = random_range(NUMARMOR);
            if (id < 0) print2("You feel stupid.");
            else make_armor(newthing,id);
            break;
        case (SHIELD&0xff):
            if (blessing > 0)
                id = itemlist(SHIELDID,NUMSHIELDS);
            else
                id = random_range(NUMSHIELDS);
            if (id < 0) print2("You feel stupid.");
            else make_shield(newthing,id);
            break;
        case (WEAPON&0xff):
            if (blessing > 0)
                id = itemlist(WEAPONID,NUMWEAPONS);
            else
                id = random_range(NUMWEAPONS);
            if (id < 0) print2("You feel stupid.");
            else make_weapon(newthing,id);
            break;
        case (BOOTS&0xff):
            if (blessing > 0)
                id = itemlist(BOOTID,NUMBOOTS);
            else
                id = random_range(NUMBOOTS);
            if (id < 0) print2("You feel stupid.");
            else make_boots(newthing,id);
            break;
        case (CLOAK&0xff):
            if (blessing > 0)
                id = itemlist(CLOAKID,NUMCLOAKS);
            else
                id = random_range(NUMCLOAKS);
            if (id < 0) print2("You feel stupid.");
            else make_cloak(newthing,id);
            break;
        case (FOOD&0xff):
            if (blessing > 0)
                id = itemlist(FOODID,NUMFOODS);
            else
                id = random_range(NUMFOODS);
            if (id < 0) print2("You feel stupid.");
            else make_food(newthing,id);
            break;
        case (THING&0xff):
            if (blessing > 0)
                id = itemlist(THINGID,NUMTHINGS);
            else
                id = random_range(NUMTHINGS);
            if (id < 0) print2("You feel stupid.");
            else make_thing(newthing,id);
            break;
        case (ARTIFACT&0xff):
            if (gamestatusp(CHEATED))
                id = itemlist(ARTIFACTID,NUMARTIFACTS);
            else
                id = -1;
            if (id < 0) print2("You feel stupid.");
            else make_artifact(newthing,id);
            break;
        default:
            print2("You feel stupid.");
        }
        xredraw();
        if (id != ABORT) {
            if (blessing > 0) {
                newthing->known = 2;
                Objects[id].known = 1;
            }
            newthing->used = FALSE;
            gain_item(newthing);
        }
        else
        {
            /* DAG newthing allocated but was not freed... was YA memory leak */
            /* use free() rather than free_obj() since newthing not initialized */
            free( (char *) newthing );
        }
    }
}