/* * Pick up objects and treasure on the floor. -LM- * * Called with pickup: * 0 to act according to the player's settings * 1 to quickly pickup single objects or present a menu for more * 2 to force a menu for any number of objects * * Scan the list of objects in that floor grid. Pick up gold automatically. * Pick up objects automatically until backpack space is full if * auto-pickup option is on, Otherwise, store objects on * floor in an array, and tally both how many there are and can be picked up. * * If not picking up anything, indicate objects on the floor. Show more * details if the "OPT(pickup_detail)" option is set. Do the same thing if we * don't have room for anything. * * [This paragraph is not true, intentional?] * If we are picking up objects automatically, and have room for at least * one, allow the "OPT(pickup_detail)" option to display information about objects * and prompt the player. Otherwise, automatically pick up a single object * or use a menu for more than one. * * Pick up multiple objects using Tim Baker's menu system. Recursively * call this function (forcing menus for any number of objects) until * objects are gone, backpack is full, or player is satisfied. * * We keep track of number of objects picked up to calculate time spent. * This tally is incremented even for automatic pickup, so we are careful * (in "dungeon.c" and elsewhere) to handle pickup as either a separate * automated move or a no-cost part of the stay still or 'g'et command. * * Note the lack of chance for the character to be disturbed by unmarked * objects. They are truly "unknown". */ byte py_pickup(int pickup) { int py = p_ptr.py; int px = p_ptr.px; s16b this_o_idx = 0; size_t floor_num = 0; int floor_list[MAX_FLOOR_STACK + 1]; size_t i; int can_pickup = 0; bool call_function_again = false; bool domsg = true; /* Objects picked up. Used to determine time cost of command. */ byte objs_picked_up = 0; /* Always pickup gold, effortlessly */ py_pickup_gold(); /* Nothing else to pick up -- return */ if (!cave.o_idx[py][px]) return objs_picked_up; /* Tally objects that can be picked up.*/ floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), py, px, 0x03); for (i = 0; i < floor_num; i++) { can_pickup += inven_carry_okay(object_byid(floor_list[i])); } if (!can_pickup) { /* Can't pick up, but probably want to know what's there. */ event_signal(EVENT_SEEFLOOR); return objs_picked_up; } /* Use a menu interface for multiple objects, or pickup single objects */ if (pickup == 1) { if (floor_num > 1) pickup = 2; else this_o_idx = floor_list[0]; } /* Display a list if requested. */ if (pickup == 2) { const char *q, *s; int item; /* Restrict the choices */ item_tester_hook = inven_carry_okay; /* Get an object or exit. */ q = "Get which item?"; s = "You see nothing there."; if (!get_item(&item, q, s, CMD_PICKUP, USE_FLOOR)) return (objs_picked_up); this_o_idx = 0 - item; call_function_again = true; /* With a list, we do not need explicit pickup messages */ domsg = false; } /* Pick up object, if legal */ if (this_o_idx) { /* Pick up the object */ py_pickup_aux(this_o_idx, domsg); /* Indicate an object picked up. */ objs_picked_up = 1; } /* * If requested, call this function recursively. Count objects picked * up. Force the display of a menu in all cases. */ if (call_function_again) objs_picked_up += py_pickup(2); /* Indicate how many objects have been picked up. */ return (objs_picked_up); }
int do_autopickup(void) { int py = p_ptr->py; int px = p_ptr->px; s16b this_o_idx, next_o_idx = 0; object_type *o_ptr; /* Objects picked up. Used to determine time cost of command. */ byte objs_picked_up = 0; size_t floor_num = 0; int floor_list[MAX_FLOOR_STACK + 1]; /* Nothing to pick up -- return */ if (!cave->o_idx[py][px]) return (0); /* Always pickup gold, effortlessly */ py_pickup_gold(); /* Scan the remaining objects */ for (this_o_idx = cave->o_idx[py][px]; this_o_idx; this_o_idx = next_o_idx) { /* Get the object and the next object */ o_ptr = object_byid(this_o_idx); next_o_idx = o_ptr->next_o_idx; /* Ignore all hidden objects and non-objects */ if (squelch_item_ok(o_ptr) || !o_ptr->kind) continue; /* XXX Hack -- Enforce limit */ if (floor_num >= N_ELEMENTS(floor_list)) break; /* Hack -- disturb */ disturb(p_ptr, 0, 0); /* Automatically pick up items into the backpack */ if (auto_pickup_okay(o_ptr)) { /* Pick up the object with message */ py_pickup_aux(this_o_idx, TRUE); objs_picked_up++; continue; } /* Tally objects and store them in an array. */ /* Remember this object index */ floor_list[floor_num] = this_o_idx; /* Count non-gold objects that remain on the floor. */ floor_num++; } return objs_picked_up; }
/** * Pick up objects and treasure on the floor, now also used for telekinesis. * * Called with pickup: * 0 to grab gold and describe non-gold objects. * 1 to pick up objects either with or without displaying a menu. * 2 to pick up objects, forcing a menu for multiple objects. * 3 to pick up objects, forcing a menu for any number of objects. * * Scan the list of objects in that floor grid. Pick up gold automatically. * Pick up objects automatically until pile or backpack space is full if * auto-pickup option is on, carry_query_floor option is not, and menus are * not forced (which the "get" command does). Otherwise, store objects on * floor in an array, and tally both how many there are and can be picked up. * * If the player is not picking up objects, describe a single object or * indicate the presence of a floor stack. If player is picking up objects, * name a single object, or indicate a stack of objects, that cannot go in * the backpack. * * Pick up a single object without menus, unless menus for single items are * forced. Confirm pickup if that option is on. * * Pick up multiple objects (unless using autopickup, no confirm) using Tim * Baker's menu system. Recursively call this function (forcing menus for any * number of objects) until objects are gone, backpack is full, or player is * satisfied. * * Keep track of number of objects picked up (to calculate time spent). */ byte py_pickup(int pickup, int y, int x) { s16b this_o_idx, next_o_idx = 0; char o_name[120]; object_type *o_ptr; /* Objects picked up. Used to determine time cost of command. */ byte objs_picked_up = 0; size_t floor_num = 0; int floor_list[MAX_FLOOR_STACK + 1], floor_o_idx = 0; int can_pickup = 0; bool call_function_again = FALSE; bool blind = ((p_ptr->timed[TMD_BLIND]) || (no_light())); bool msg = TRUE; bool telekinesis = (!(y == p_ptr->py) || !(x == p_ptr->px)); /* Nothing to pick up -- return */ if (!cave_o_idx[y][x]) return (0); /* Always pickup gold, effortlessly */ if (!telekinesis) py_pickup_gold(); /* Scan the pile of objects */ for (this_o_idx = cave_o_idx[y][x]; this_o_idx; this_o_idx = next_o_idx) { /* Access the object */ o_ptr = &o_list[this_o_idx]; /* Access the next object */ next_o_idx = o_ptr->next_o_idx; /* Ordinary pickup */ if (!telekinesis) { /* Ignore all hidden objects and non-objects */ if (squelch_hide_item(o_ptr) || !o_ptr->k_idx) continue; /* Hack -- disturb */ disturb(0, 0); /* Automatically pick up some items */ if (auto_pickup_okay(o_ptr)) { /* Pick up the object */ py_pickup_aux(this_o_idx, TRUE); objs_picked_up++; /* Check the next object */ continue; } } /* Tally objects and store them in an array. */ /* Remember this object index */ floor_list[floor_num] = this_o_idx; /* Count non-gold objects that remain on the floor. */ floor_num++; /* Tally objects that can be picked up.*/ if (inven_carry_okay(o_ptr)) can_pickup++; } /* There are no non-gold objects */ if (!floor_num) return (objs_picked_up); /* Get hold of the last floor index */ floor_o_idx = floor_list[floor_num - 1]; /* Mention the objects if player is not picking them up. */ if (pickup == 0 || !(can_pickup || telekinesis)) { const char *p = "see"; /* One object */ if (floor_num == 1) { if (!can_pickup) p = "have no room for"; else if (blind) p = "feel"; /* Get the object */ o_ptr = &o_list[floor_o_idx]; /* Describe the object. Less detail if blind. */ if (blind) object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_BASE); else object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL); /* Message */ message_flush(); msg_format("You %s %s.", p, o_name); } else { /* Optionally, display more information about floor items */ if (OPT(pickup_detail)) { ui_event_data e; if (!can_pickup) p = "have no room for the following objects"; else if (blind) p = "feel something on the floor"; /* Scan all marked objects in the grid */ floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), y, x, 0x03); /* Save screen */ screen_save(); /* Display objects on the floor */ show_floor(floor_list, floor_num, (OLIST_WEIGHT)); /* Display prompt */ prt(format("You %s: ", p), 0, 0); /* Move cursor back to character, if needed */ if (OPT(highlight_player)) move_cursor_relative(p_ptr->py, p_ptr->px); /* Wait for it. Use key as next command. */ e = inkey_ex(); Term_event_push(&e); /* Restore screen */ screen_load(); } /* Show less detail */ else { message_flush(); if (!can_pickup) msg_print("You have no room for any of the items on the floor."); else msg_format("You %s a pile of %d items.", (blind ? "feel" : "see"), floor_num); } } /* Done */ return (objs_picked_up); } /* We can pick up objects. Menus are not requested (yet). */ if (pickup == 1) { /* Scan floor (again) */ floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), y, x, 0x03); /* Use a menu interface for multiple objects, or get single objects */ if (floor_num > 1) pickup = 2; else this_o_idx = floor_o_idx; } /* Display a list if requested. */ if (pickup == 2) { cptr q, s; int item; /* Get an object or exit. */ q = "Get which item?"; s = "You see nothing there."; /* Telekinesis */ if (telekinesis) { item_tester_hook = inven_carry_okay; if (!get_item(&item, q, s, CMD_PICKUP, USE_TARGET)) return (objs_picked_up); this_o_idx = 0 - item; } else { /* Restrict the choices */ item_tester_hook = inven_carry_okay; if (!get_item(&item, q, s, CMD_PICKUP, USE_FLOOR)) return (objs_picked_up); this_o_idx = 0 - item; call_function_again = TRUE; } /* With a list, we do not need explicit pickup messages */ msg = FALSE; } /* Pick up object, if legal */ if (this_o_idx) { /* Regular pickup or telekinesis with pack not full */ if (can_pickup) { /* Pick up the object */ py_pickup_aux(this_o_idx, msg); } /* Telekinesis with pack full */ else { /* Access the object */ o_ptr = &o_list[this_o_idx]; /* Drop it */ drop_near(o_ptr, -1, p_ptr->py, p_ptr->px, TRUE); /* Delete the old object */ delete_object_idx(this_o_idx); } } /* Indicate an object picked up. */ objs_picked_up = 1; /* If requested, call this function recursively. Count objects picked up. * Force the display of a menu in all cases. */ if (call_function_again) objs_picked_up += py_pickup(3, y, x); /* Indicate how many objects have been picked up. */ return (objs_picked_up); }