Exemplo n.º 1
0
/*static*/ bool inventory::has_category(const item& it, item_cat cat, const player& u) {
    switch (cat)
    {
    case IC_COMESTIBLE: // food
        if (it.is_food(&u) || it.is_food_container(&u))
        {
             return true;
        }
        break;
    case IC_AMMO: // ammo
        if (it.is_ammo() || it.is_ammo_container())
        {
             return true;
        }
        break;
    case IC_ARMOR: // armour
        if (it.is_armor())
        {
             return true;
        }
        break;
    case IC_BOOK: // books
        if (it.is_book())
        {
             return true;
        }
        break;
    case IC_TOOL: // tools
        if (it.is_tool())
        {
             return true;
        }
        break;
    case IC_CONTAINER: // containers for liquid handling
        if (it.is_tool() || it.is_gun())
        {
            if (it.ammo_type() == "gasoline")
            {
                return true;
            }
        }
        else
        {
            if (it.is_container())
            {
                return true;
            }
        }
        break;
    }
    return false;
}
Exemplo n.º 2
0
void Item_modifier::modify(item &new_item) const
{

    if(new_item.is_null()) {
        return;
    }

    new_item.damage = std::min( std::max( (int) rng( damage.first, damage.second ), MIN_ITEM_DAMAGE ), MAX_ITEM_DAMAGE );

    long ch = (charges.first == charges.second) ? charges.first : rng(charges.first, charges.second);

    if(ch != -1) {
        if( new_item.count_by_charges() || new_item.made_of( LIQUID ) ) {
            // food, ammo
            // count_by_charges requires that charges is at least 1. It makes no sense to
            // spawn a "water (0)" item.
            new_item.charges = std::max( 1l, ch );
        } else if( new_item.is_tool() ) {
            const auto qty = std::min( ch, new_item.ammo_capacity() );
            new_item.charges = qty;
            if( new_item.ammo_type() != "NULL" && qty > 0 ) {
                new_item.ammo_set( new_item.ammo_type(), qty );
            }
        } else if( !new_item.is_gun() ) {
            //not gun, food, ammo or tool. 
            new_item.charges = ch;
        }
    }
    
    if( new_item.is_gun() && ( ammo.get() != nullptr || ch > 0 ) ) {
        if( ammo.get() == nullptr ) {
            // In case there is no explicit ammo item defined, use the default ammo
            if( new_item.ammo_type() != "NULL" ) {
                new_item.charges = ch;
                new_item.set_curammo( new_item.ammo_type() );
            }
        } else {
            const item am = ammo->create_single( new_item.bday );
            new_item.set_curammo( am );
            // Prefer explicit charges of the gun, else take the charges of the ammo item,
            // Gun charges are easier to define: {"item":"gun","charge":10,"ammo-item":"ammo"}
            if( ch > 0 ) {
                new_item.charges = ch;
            } else {
                new_item.charges = am.charges;
            }
        }
        // Make sure the item is in valid state
        if( new_item.ammo_data() && new_item.magazine_integral() ) {
            new_item.charges = std::min( new_item.charges, new_item.ammo_capacity() );
        } else {
            new_item.charges = 0;
        }
    }

    if(container.get() != NULL) {
        item cont = container->create_single(new_item.bday);
        if (!cont.is_null()) {
            if (new_item.made_of(LIQUID)) {
                long rc = cont.get_remaining_capacity_for_liquid(new_item);
                if(rc > 0 && (new_item.charges > rc || ch == -1)) {
                    // make sure the container is not over-full.
                    // fill up the container (if using default charges)
                    new_item.charges = rc;
                }
            }
            cont.put_in(new_item);
            new_item = cont;
        }
    }
    if (contents.get() != NULL) {
        Item_spawn_data::ItemList contentitems = contents->create(new_item.bday);
        new_item.contents.insert(new_item.contents.end(), contentitems.begin(), contentitems.end());
    }
}
Exemplo n.º 3
0
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 );
        }
    }
}
Exemplo n.º 4
0
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 )
{
    int moves_taken = 100;
    bool picked_up = false;
    item leftovers = newit;

    if( newit.invlet != '\0' &&
        g->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 (!g->u.can_pickWeight(newit.weight(), false)) {
        add_msg(m_info, _("The %s is too heavy!"), newit.display_name().c_str());
    } else if( newit.is_ammo() && (newit.ammo_type() == "arrow" || newit.ammo_type() == "bolt")) {
        //add ammo to quiver
        int quivered = handle_quiver_insertion( newit, moves_taken, picked_up);
        if( newit.charges > 0) {
            if(!g->u.can_pickVolume( newit.volume())) {
                if(quivered > 0) {
                    //update the charges for the item that gets re-added to the game map
                    quantity = quivered;
                    leftovers.charges = newit.charges;
                }
                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
                item &it = g->u.i_add(newit);
                picked_up = true;

                //display output message
                PickupMap map_pickup;
                int charges = (newit.count_by_charges()) ? newit.charges : 1;
                map_pickup.insert(std::pair<std::string, ItemCount>(newit.tname(), ItemCount(it, charges)));
                show_pickup_message(map_pickup);
            }
        }
    } else if (!g->u.can_pickVolume(newit.volume())) {
        if( !autopickup ) {
            // Armor can be instantly worn
            if (newit.is_armor() &&
                query_yn(_("Put on the %s?"),
                         newit.display_name().c_str())) {
                if (g->u.wear_item(newit)) {
                    picked_up = true;
                }
            } else if (g->u.is_armed()) {
                if (!g->u.weapon.has_flag("NO_UNWIELD")) {
                    if( !offered_swap ) {
                        offered_swap = true;
                        if ( g->u.weapon.type->id != newit.type->id &&
                             query_yn(_("No space for %1$s; wield instead? (drops %2$s)"),
                                      newit.display_name().c_str(),
                                      g->u.weapon.display_name().c_str()) ) {
                            picked_up = true;
                            g->m.add_item_or_charges( pickup_target,
                                                      g->u.remove_weapon(), 1 );
                            g->u.inv.assign_empty_invlet( newit, true ); // force getting an invlet.
                            g->u.wield( &( g->u.i_add(newit) ) );

                            if (newit.invlet) {
                                add_msg(m_info, _("Wielding %c - %s"), newit.invlet,
                                        newit.display_name().c_str());
                            } else {
                                add_msg(m_info, _("Wielding - %s"), newit.display_name().c_str());
                            }
                        }
                    }
                } else {
                    add_msg(m_info, _("There's no room in your inventory for the %s "
                                      "and you can't unwield your %s."),
                            newit.display_name().c_str(),
                            g->u.weapon.display_name().c_str());
                }
            } else if( !g->u.is_armed()  ) {
                if (g->u.keep_hands_free) {
                    add_msg(m_info, _("There's no room in your inventory for the %s "
                                      "and you have decided to keep your hands free."),
                            newit.display_name().c_str());
                } else {
                    g->u.inv.assign_empty_invlet(newit, true);  // force getting an invlet.
                    g->u.wield(&(g->u.i_add(newit)));
                    picked_up = true;

                    if (newit.invlet) {
                        add_msg(m_info, _("Wielding %c - %s"), newit.invlet,
                                newit.display_name().c_str());
                    } else {
                        add_msg(m_info, _("Wielding - %s"), newit.display_name().c_str());
                    }
                }
            } // end of if unarmed
        } // end of if !autopickup
    } else {
        auto &entry = mapPickup[newit.tname()];
        entry.second += newit.count_by_charges() ? newit.charges : 1;
        entry.first = g->u.i_add(newit);
        picked_up = true;
    }

    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 );
        }
    }
}
Exemplo n.º 5
0
void Item_modifier::modify( item &new_item ) const
{

    if( new_item.is_null() ) {
        return;
    }

    new_item.set_damage( rng( damage.first, damage.second ) );

    long ch = ( charges.first == charges.second ) ? charges.first : rng( charges.first,
              charges.second );

    if( ch != -1 ) {
        if( new_item.count_by_charges() || new_item.made_of( LIQUID ) ) {
            // food, ammo
            // count_by_charges requires that charges is at least 1. It makes no sense to
            // spawn a "water (0)" item.
            new_item.charges = std::max( 1l, ch );
        } else if( new_item.is_tool() ) {
            const auto qty = std::min( ch, new_item.ammo_capacity() );
            new_item.charges = qty;
            if( new_item.ammo_type() && qty > 0 ) {
                new_item.ammo_set( new_item.ammo_type()->default_ammotype(), qty );
            }
        } else if( !new_item.is_gun() ) {
            //not gun, food, ammo or tool.
            new_item.charges = ch;
        }
    }

    if( ch > 0 && ( new_item.is_gun() || new_item.is_magazine() ) ) {
        if( ammo == nullptr ) {
            // In case there is no explicit ammo item defined, use the default ammo
            if( new_item.ammo_type() ) {
                new_item.ammo_set( new_item.ammo_type()->default_ammotype(), ch );
            }
        } else {
            const item am = ammo->create_single( new_item.birthday() );
            new_item.ammo_set( am.typeId(), ch );
        }
        // Make sure the item is in valid state
        if( new_item.ammo_data() && new_item.magazine_integral() ) {
            new_item.charges = std::min( new_item.charges, new_item.ammo_capacity() );
        } else {
            new_item.charges = 0;
        }
    }

    if( new_item.is_tool() || new_item.is_gun() || new_item.is_magazine() ) {
        bool spawn_ammo = rng( 0, 99 ) < with_ammo && new_item.ammo_remaining() == 0 && ch == -1 &&
                          ( !new_item.is_tool() || new_item.type->tool->rand_charges.empty() );
        bool spawn_mag  = rng( 0, 99 ) < with_magazine && !new_item.magazine_integral() &&
                          !new_item.magazine_current();

        if( spawn_mag ) {
            new_item.contents.emplace_back( new_item.magazine_default(), new_item.birthday() );
        }

        if( spawn_ammo ) {
            if( ammo ) {
                const item am = ammo->create_single( new_item.birthday() );
                new_item.ammo_set( am.typeId() );
            } else {
                new_item.ammo_set( new_item.ammo_type()->default_ammotype() );
            }
        }
    }

    if( container != nullptr ) {
        item cont = container->create_single( new_item.birthday() );
        if( !cont.is_null() ) {
            if( new_item.made_of( LIQUID ) ) {
                long rc = cont.get_remaining_capacity_for_liquid( new_item );
                if( rc > 0 && ( new_item.charges > rc || ch == -1 ) ) {
                    // make sure the container is not over-full.
                    // fill up the container (if using default charges)
                    new_item.charges = rc;
                }
            }
            cont.put_in( new_item );
            new_item = cont;
        }
    }

    if( contents != nullptr ) {
        Item_spawn_data::ItemList contentitems = contents->create( new_item.birthday() );
        new_item.contents.insert( new_item.contents.end(), contentitems.begin(), contentitems.end() );
    }

    for( auto &flag : custom_flags ) {
        new_item.set_flag( flag );
    }
}