Пример #1
0
/**
 * Add an item to the players inventory.
 *
 * If the new item can combine with an existing item in the inventory,
 * it will do so, using object_similar() and object_absorb(), else,
 * the item will be placed into the first available gear array index.
 *
 * This function can be used to "over-fill" the player's pack, but only
 * once, and such an action must trigger the "overflow" code immediately.
 * Note that when the pack is being "over-filled", the new item must be
 * placed into the "overflow" slot, and the "overflow" must take place
 * before the pack is reordered, but (optionally) after the pack is
 * combined.  This may be tricky.  See "dungeon.c" for info.
 *
 * Note that this code removes any location information from the object once
 * it is placed into the inventory, but takes no responsibility for removing
 * the object from any other pile it was in.
 */
void inven_carry(struct player *p, struct object *obj, bool absorb,
				 bool message)
{
	struct object *gear_obj;
	char o_name[80];

	/* Check for combining, if appropriate */
	if (absorb) {
		for (gear_obj = p->gear; gear_obj; gear_obj = gear_obj->next) {
			/* Can't stack equipment */
			if (object_is_equipped(p->body, gear_obj))
				continue;

			/* Check if the two items can be combined */
			if (object_similar(gear_obj, obj, OSTACK_PACK)) {
				/* Increase the weight */
				p->upkeep->total_weight += (obj->number * obj->weight);

				/* Combine the items, and their known versions */
				object_absorb(gear_obj->known, obj->known);
				obj->known = NULL;
				object_absorb(gear_obj, obj);

				/* Describe the combined object */
				object_desc(o_name, sizeof(o_name), gear_obj,
							ODESC_PREFIX | ODESC_FULL);

				/* Recalculate bonuses */
				p->upkeep->update |= (PU_BONUS | PU_INVEN);

				/* Redraw stuff */
				p->upkeep->redraw |= (PR_INVEN);

				/* Inventory will need updating */
				update_stuff(player);

				/* Optionally, display a message */
				if (message)
					msg("You have %s (%c).", o_name, gear_to_label(gear_obj));

				/* Sound for quiver objects */
				if (object_is_in_quiver(p, gear_obj))
					sound(MSG_QUIVER);

				/* Success */
				return;
			}
		}
	}

	/* Paranoia */
	assert(pack_slots_used(p) <= z_info->pack_size);

	/* Add to the end of the list */
	gear_insert_end(obj);

	/* Apply an autoinscription */
	apply_autoinscription(obj);

	/* Remove cave object details */
	obj->held_m_idx = 0;
	obj->iy = obj->ix = 0;
	obj->known->iy = obj->known->ix = 0;

	/* Update the inventory */
	p->upkeep->total_weight += (obj->number * obj->weight);
	p->upkeep->update |= (PU_BONUS | PU_INVEN);
	p->upkeep->notice |= (PN_COMBINE);
	p->upkeep->redraw |= (PR_INVEN);

	/* Inventory will need updating */
	update_stuff(player);

	/* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
	if (!object_flavor_is_aware(obj)) {
		if (player_has(player, PF_KNOW_MUSHROOM) && tval_is_mushroom(obj)) {
			object_flavor_aware(obj);
			msg("Mushrooms for breakfast!");
		} else if (player_has(player, PF_KNOW_ZAPPER) && tval_is_zapper(obj))
			object_flavor_aware(obj);
	}

	/* Optionally, display a message */
	if (message) {
		/* Describe the object */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* Message */
		msg("You have %s (%c).", o_name, gear_to_label(obj));
	}

	/* Sound for quiver objects */
	if (object_is_in_quiver(p, obj))
		sound(MSG_QUIVER);
}
Пример #2
0
/**
 * Drop (some of) a non-cursed inventory/equipment item "near" the current
 * location
 *
 * There are two cases here - a single object or entire stack is being dropped,
 * or part of a stack is being split off and dropped
 */
void inven_drop(struct object *obj, int amt)
{
	int py = player->py;
	int px = player->px;
	struct object *dropped;
	bool none_left = false;
	bool quiver = false;

	char name[80];
	char label;

	/* Error check */
	if (amt <= 0)
		return;

	/* Check it is still held, in case there were two drop commands queued
	 * for this item.  This is in theory not ideal, but in practice should
	 * be safe. */
	if (!object_is_carried(player, obj))
		return;

	/* Get where the object is now */
	label = gear_to_label(obj);

	/* Is it in the quiver? */
	if (object_is_in_quiver(player, obj))
		quiver = true;

	/* Not too many */
	if (amt > obj->number) amt = obj->number;

	/* Take off equipment, don't combine */
	if (object_is_equipped(player->body, obj))
		inven_takeoff(obj);

	/* Get the object */
	dropped = gear_object_for_use(obj, amt, false, &none_left);

	/* Describe the dropped object */
	object_desc(name, sizeof(name), dropped, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msg("You drop %s (%c).", name, label);

	/* Describe what's left */
	if (dropped->artifact) {
		object_desc(name, sizeof(name), dropped,
					ODESC_FULL | ODESC_SINGULAR);
		msg("You no longer have the %s (%c).", name, label);
	} else if (none_left) {
		/* Play silly games to get the right description */
		int number = dropped->number;
		dropped->number = 0;
		object_desc(name, sizeof(name), dropped, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", name, label);
		dropped->number = number;
	} else {
		object_desc(name, sizeof(name), obj, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", name, label);
	}

	/* Drop it near the player */
	drop_near(cave, &dropped, 0, py, px, false);

	/* Sound for quiver objects */
	if (quiver)
		sound(MSG_QUIVER);

	event_signal(EVENT_INVENTORY);
	event_signal(EVENT_EQUIPMENT);
}
Пример #3
0
/**
 * Add an item to the players inventory.
 *
 * If the new item can combine with an existing item in the inventory,
 * it will do so, using object_similar() and object_absorb(), else,
 * the item will be placed into the first available gear array index.
 *
 * This function can be used to "over-fill" the player's pack, but only
 * once, and such an action must trigger the "overflow" code immediately.
 * Note that when the pack is being "over-filled", the new item must be
 * placed into the "overflow" slot, and the "overflow" must take place
 * before the pack is reordered, but (optionally) after the pack is
 * combined.  This may be tricky.  See "dungeon.c" for info.
 *
 * Note that this code removes any location information from the object once
 * it is placed into the inventory, but takes no responsibility for removing
 * the object from any other pile it was in.
 */
void inven_carry(struct player *p, struct object *obj, bool absorb,
				 bool message)
{
	bool combining = false;

	/* Check for combining, if appropriate */
	if (absorb) {
		struct object *combine_item = NULL;

		struct object *gear_obj = p->gear;
		while (combine_item == false && gear_obj) {
			if (!object_is_equipped(p->body, gear_obj) &&
					object_similar(gear_obj, obj, OSTACK_PACK)) {
				combine_item = gear_obj;
			}

			gear_obj = gear_obj->next;
		}

		if (combine_item) {
			/* Increase the weight */
			p->upkeep->total_weight += (obj->number * obj->weight);

			/* Combine the items, and their known versions */
			object_absorb(combine_item->known, obj->known);
			obj->known = NULL;
			object_absorb(combine_item, obj);

			obj = combine_item;
			combining = true;
		}
	}

	/* We didn't manage the find an object to combine with */
	if (!combining) {
		/* Paranoia */
		assert(pack_slots_used(p) <= z_info->pack_size);

		gear_insert_end(obj);
		apply_autoinscription(obj);

		/* Remove cave object details */
		obj->held_m_idx = 0;
		obj->grid = loc(0, 0);
		obj->known->grid = loc(0, 0);

		/* Update the inventory */
		p->upkeep->total_weight += (obj->number * obj->weight);
		p->upkeep->notice |= (PN_COMBINE);

		/* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
		if (!object_flavor_is_aware(obj)) {
			if (player_has(player, PF_KNOW_MUSHROOM) && tval_is_mushroom(obj)) {
				object_flavor_aware(obj);
				msg("Mushrooms for breakfast!");
			} else if (player_has(player, PF_KNOW_ZAPPER) && tval_is_zapper(obj))
				object_flavor_aware(obj);
		}
	}

	p->upkeep->update |= (PU_BONUS | PU_INVEN);
	p->upkeep->redraw |= (PR_INVEN);
	update_stuff(player);

	if (message) {
		char o_name[80];
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", o_name, gear_to_label(obj));
	}

	if (object_is_in_quiver(p, obj))
		sound(MSG_QUIVER);
}