pickup_answer handle_problematic_pickup( const item &it, bool &offered_swap, const std::string &explain ) { player &u = g->u; uimenu amenu; amenu.return_invalid = true; amenu.selected = 0; amenu.text = explain; offered_swap = true; // @todo Gray out if not enough hands amenu.addentry( WIELD, !u.weapon.has_flag( "NO_UNWIELD" ), 'w', _("Dispose of %s and wield %s"), u.weapon.display_name().c_str(), it.display_name().c_str() ); if( it.is_armor() ) { amenu.addentry( WEAR, u.can_wear( it ), 'W', _("Wear %s"), it.display_name().c_str() ); } if( !it.is_container_empty() && u.can_pickVolume( it.volume() ) ) { amenu.addentry( SPILL, true, 's', _("Spill %s, then pick up %s"), it.contents.front().tname().c_str(), it.display_name().c_str() ); } amenu.query(); int choice = amenu.ret; if( choice <= CANCEL || choice >= NUM_ANSWERS ) { return CANCEL; } return static_cast<pickup_answer>( choice ); }
bool player::can_consume( const item &it ) const { if( can_consume_as_is( it ) ) { return true; } // checking NO_UNLOAD to prevent consumption of `battery` when contained in `battery_car` (#20012) return !it.is_container_empty() && !it.has_flag( "NO_UNLOAD" ) && can_consume_as_is( it.contents.front() ); }
void Pickup::pick_one_up( const tripoint &pickup_target, item &newit, vehicle *veh, int cargo_part, int index, int quantity, bool &got_water, bool &offered_swap, PickupMap &mapPickup, bool autopickup ) { player &u = g->u; int moves_taken = 100; bool picked_up = false; pickup_answer option = CANCEL; item leftovers = newit; if( newit.invlet != '\0' && u.invlet_to_position( newit.invlet ) != INT_MIN ) { // Existing invlet is not re-usable, remove it and let the code in player.cpp/inventory.cpp // add a new invlet, otherwise keep the (usable) invlet. newit.invlet = '\0'; } if( quantity != 0 && newit.count_by_charges() ) { // Reinserting leftovers happens after item removal to avoid stacking issues. leftovers.charges = newit.charges - quantity; if( leftovers.charges > 0 ) { newit.charges = quantity; } } else { leftovers.charges = 0; } if( newit.made_of( LIQUID ) ) { got_water = true; } else if( !u.can_pickWeight( newit, false ) ) { add_msg( m_info, _( "The %s is too heavy!" ), newit.display_name().c_str() ); } else if( newit.is_ammo() && ( newit.ammo_type() == ammotype( "arrow" ) || newit.ammo_type() == ammotype( "bolt" ) ) ) { // @todo Make quiver code generic so that ammo pouches can use it too //add ammo to quiver int quivered = handle_quiver_insertion( newit, moves_taken, picked_up ); if( quivered > 0 ) { quantity = quivered; //already picked up some for quiver so use special case handling picked_up = true; option = NUM_ANSWERS; } if( newit.charges > 0 ) { if( !u.can_pickVolume( newit ) ) { if( !autopickup ) { // Silence some messaging if we're doing autopickup. add_msg( m_info, ngettext( "There's no room in your inventory for the %s.", "There's no room in your inventory for the %s.", newit.charges ), newit.tname( newit.charges ).c_str() ); } } else { // Add to inventory instead option = STASH; } } if( option == NUM_ANSWERS ) { //not picking up the rest so //update the charges for the item that gets re-added to the game map leftovers.charges = newit.charges; } } else if( newit.is_bucket() && !newit.is_container_empty() ) { if( !autopickup ) { const std::string &explain = string_format( _( "Can't stash %s while it's not empty" ), newit.display_name().c_str() ); option = handle_problematic_pickup( newit, offered_swap, explain ); } else { option = CANCEL; } } else if( !u.can_pickVolume( newit ) ) { if( !autopickup ) { const std::string &explain = string_format( _( "Not enough capacity to stash %s" ), newit.display_name().c_str() ); option = handle_problematic_pickup( newit, offered_swap, explain ); } else { option = CANCEL; } } else { option = STASH; } switch( option ) { case NUM_ANSWERS: // Some other option break; case CANCEL: picked_up = false; break; case WEAR: picked_up = u.wear_item( newit ); break; case WIELD: picked_up = u.wield( newit ); if( !picked_up ) { break; } if( u.weapon.invlet ) { add_msg( m_info, _( "Wielding %c - %s" ), u.weapon.invlet, u.weapon.display_name().c_str() ); } else { add_msg( m_info, _( "Wielding - %s" ), u.weapon.display_name().c_str() ); } break; case SPILL: if( newit.is_container_empty() ) { debugmsg( "Tried to spill contents from an empty container" ); break; } picked_up = newit.spill_contents( u ); if( !picked_up ) { break; } // Intentional fallthrough case STASH: auto &entry = mapPickup[newit.tname()]; entry.second += newit.count_by_charges() ? newit.charges : 1; entry.first = u.i_add( newit ); picked_up = true; break; } if( picked_up ) { Pickup::remove_from_map_or_vehicle( pickup_target, veh, cargo_part, moves_taken, index ); } if( leftovers.charges > 0 ) { bool to_map = veh == nullptr; if( !to_map ) { to_map = !veh->add_item( cargo_part, leftovers ); } if( to_map ) { g->m.add_item_or_charges( pickup_target, leftovers ); } } }
void pick_one_up( const tripoint &pickup_target, item &newit, vehicle *veh, int cargo_part, int index, int quantity, bool &got_water, bool &offered_swap, PickupMap &mapPickup, bool autopickup ) { player &u = g->u; int moves_taken = 100; bool picked_up = false; pickup_answer option = CANCEL; item leftovers = newit; if( newit.invlet != '\0' && u.invlet_to_position( newit.invlet ) != INT_MIN ) { // Existing invlet is not re-usable, remove it and let the code in player.cpp/inventory.cpp // add a new invlet, otherwise keep the (usable) invlet. newit.invlet = '\0'; } if( quantity != 0 && newit.count_by_charges() ) { // Reinserting leftovers happens after item removal to avoid stacking issues. leftovers.charges = newit.charges - quantity; if( leftovers.charges > 0 ) { newit.charges = quantity; } } else { leftovers.charges = 0; } if( newit.made_of( LIQUID ) ) { got_water = true; } else if( !u.can_pickWeight( newit, false ) ) { add_msg( m_info, _( "The %s is too heavy!" ), newit.display_name().c_str() ); } else if( newit.is_bucket() && !newit.is_container_empty() ) { if( !autopickup ) { const std::string &explain = string_format( _( "Can't stash %s while it's not empty" ), newit.display_name().c_str() ); option = handle_problematic_pickup( newit, offered_swap, explain ); } else { option = CANCEL; } } else if( !u.can_pickVolume( newit ) ) { if( !autopickup ) { const std::string &explain = string_format( _( "Not enough capacity to stash %s" ), newit.display_name().c_str() ); option = handle_problematic_pickup( newit, offered_swap, explain ); } else { option = CANCEL; } } else { option = STASH; } switch( option ) { case NUM_ANSWERS: // Some other option break; case CANCEL: picked_up = false; break; case WEAR: picked_up = u.wear_item( newit ); break; case WIELD: picked_up = u.wield( newit ); if( !picked_up ) { break; } if( u.weapon.invlet ) { add_msg( m_info, _( "Wielding %c - %s" ), u.weapon.invlet, u.weapon.display_name().c_str() ); } else { add_msg( m_info, _( "Wielding - %s" ), u.weapon.display_name().c_str() ); } break; case SPILL: if( newit.is_container_empty() ) { debugmsg( "Tried to spill contents from an empty container" ); break; } picked_up = newit.spill_contents( u ); if( !picked_up ) { break; } // Intentional fallthrough case STASH: auto &entry = mapPickup[newit.tname()]; entry.second += newit.count_by_charges() ? newit.charges : 1; entry.first = u.i_add( newit ); picked_up = true; break; } if( picked_up ) { remove_from_map_or_vehicle( pickup_target, veh, cargo_part, moves_taken, index ); } if( leftovers.charges > 0 ) { bool to_map = veh == nullptr; if( !to_map ) { to_map = !veh->add_item( cargo_part, leftovers ); } if( to_map ) { g->m.add_item_or_charges( pickup_target, leftovers ); } } }