void Player::doDrop() { bool dropped = false; std::vector<ListDefinition>itemList; for(unsigned int i=0; i<m_inventory.size(); i++) { Actor *actor = m_inventory[i]; if(!actor->hasTag(ITEM_DONT_DROP)) { std::string st = actor->m_name; itemList.push_back(ListDefinition(LIST_ENTRY, actor->m_letter, st)); } } ListOverlay itemOverlay(30, 30, "Drop what?", true, true, itemList); itemOverlay.main(m_level); for(unsigned int i=0; i<itemOverlay.m_definition.size(); i++) { ListDefinition &def = itemOverlay.m_definition[i]; if(def.m_selected) { Actor *item = getFromInventory(def.m_key); if(item != 0) { std::string msg = "You drop the "; msg += item->m_name; m_level->m_messages->showMessage(msg,MESSAGE_NOTIFICATION); item->m_x = m_x; item->m_y = m_y; m_level->m_actors.push_back(item); removeFromInventory(item); dropped = true; } } } if(dropped) act(); }
void CPetControl::onSummonBot(const CString &name, int val) { CGameObject *bot = findBot(name, getHiddenRoom()); if (!bot) { bot = findBot(name, getRoot()); } if (bot) { removeFromInventory(bot, false, false); COnSummonBotMsg summonMsg(val); summonMsg.execute(bot); } }
void Player::doQuaff() { act(); std::vector<ListDefinition>itemList; for(unsigned int i=0; i<m_inventory.size(); i++) { Actor *actor = m_inventory[i]; if(actor->hasTag(ITEM_QUAFF)) { std::string st = actor->m_name; itemList.push_back(ListDefinition(LIST_ENTRY, actor->m_letter, st)); } } ListOverlay itemOverlay(30, 30, "Drink what?", false, true, itemList); itemOverlay.main(m_level); for(unsigned int i=0; i<itemOverlay.m_definition.size(); i++) { ListDefinition &def = itemOverlay.m_definition[i]; if(def.m_selected) { Actor *item = getFromInventory(def.m_key); if(item != 0) { std::string msg = "You drink the "; msg += item->m_name; m_level->m_messages->showMessage(msg,MESSAGE_NOTIFICATION); item->quaff(this); item->m_amount--; if(item->m_amount <= 0) { removeFromInventory(item); if(item->hasTag(POTION_SACRED_NECTAR)) { for(unsigned int i=0; i<m_abilities.size(); i++) { Ability *ab = m_abilities[i]; if(ab->m_id == AB_SACRED_NECTAR && ab->m_active) { AbSacredNectar *bt = static_cast<AbSacredNectar *>(ab); if(bt->m_nectar == item) { invokeAbility(i); } } } } } } } } }
void CPetControl::removeFromInventory(CGameObject *item, bool refreshUI, bool sendMsg) { CViewItem *view = getGameManager()->getView(); removeFromInventory(item, view, refreshUI, sendMsg); }
void Player::doFire() { if(m_quiver == -1) { m_level->m_messages->showMessage("You have nothing quivered", MESSAGE_NOTIFICATION); return; } bool ok = false; if(m_weapon != -1) { if(m_inventory[m_weapon]->hasTag(ITEM_RANGED)) { if(m_quiver != -1 && m_inventory[m_quiver]->hasTag(ITEM_AMMO_BOW)) { ok = true; } } } if(ok) { Actor *target = getTarget(TARGET_HOSTILE); if(target != 0) { double breakProbability[] = {0.3, 0.7}; boost::random::discrete_distribution<> breakDist(breakProbability); if(true) { bool done = false; std::vector<int> tags; tags.push_back(ITEM_STACK); std::vector<Actor *> onGround= m_level->getActors(target->m_x,target->m_y,tags); for(unsigned int i=0; i<onGround.size(); i++) { Actor *a = onGround[i]; if(a->m_name == m_inventory[m_quiver]->m_name) { a->m_amount++; done = true; } } if(!done) { Actor *shot; shot = new Actor; *shot = *(m_inventory[m_quiver]); shot->m_amount = 1; shot->m_x = target->m_x; shot->m_y = target->m_y; m_level->m_actors.push_back(shot); } } attack(target,ATTACK_RANGED); act(); m_inventory[m_quiver]->m_amount--; if(m_inventory[m_quiver]->m_amount <=0) { m_quiver = -1; Actor *tmp = m_inventory[m_quiver]; removeFromInventory(tmp); } } else { m_level->m_messages->showMessage("You change your mind", MESSAGE_FLAVOUR); } } else { std::string msg = "You cannot fire "; msg += m_inventory[m_quiver]->m_name; msg += " with your "; if(m_weapon != -1) { msg += m_inventory[m_weapon]->m_name; } else { msg += "bare hands"; } m_level->m_messages->showMessage(msg, MESSAGE_NOTIFICATION); } }
/** * @brief Conditions for moving items between containers. * @param[in] inv The inventory to move in. * @param[in] from Source container. * @param[in] fItem The item to be moved. * @param[in] to Destination container. * @param[in] tx X coordinate in destination container. * @param[in] ty Y coordinate in destination container. * @param[in,out] TU pointer to entity available TU at this moment * or @c nullptr if TU doesn't matter (outside battlescape) * @param[out] uponItem The item fItem is evetually dropped upon * @return IA_NOTIME when not enough TU. * @return IA_NONE if no action possible. * @return IA_NORELOAD if you cannot reload a weapon. * @return IA_RELOAD_SWAP in case of exchange of ammo in a weapon. * @return IA_RELOAD when reloading. * @return IA_ARMOUR when placing an armour on the actor. * @return IA_MOVE when just moving an item. */ inventory_action_t InventoryInterface::moveInInventory (Inventory* const inv, const invDef_t* from, Item* fItem, const invDef_t* to, int tx, int ty, int* TU, Item** uponItem) { assert(to); assert(from); if (uponItem) *uponItem = nullptr; if (from == to && fItem->getX() == tx && fItem->getY() == ty) return IA_NONE; int time = from->out + to->in; if (from == to) { if (from->isFloorDef()) time = 0; else time /= 2; } if (TU && *TU < time) return IA_NOTIME; assert(inv); int checkedTo = INV_DOES_NOT_FIT; /* Special case for moving an item within the same container. */ if (from == to) { /* Do nothing if we move inside a scroll container. */ if (from->scroll) return IA_NONE; const Container& cont = inv->getContainer(from->id); Item* item = nullptr; while ((item = cont.getNextItem(item))) { if (item != fItem) continue; if (item->getAmount() <= 1) continue; checkedTo = inv->canHoldItem(to, item->def(), tx, ty, fItem); if (!(checkedTo & INV_FITS)) return IA_NONE; item->setX(tx); item->setY(ty); if (uponItem) *uponItem = item; return IA_MOVE; } } /* If weapon is twohanded and is moved from hand to hand do nothing. */ /* Twohanded weapon are only in CID_RIGHT. */ if (fItem->def()->fireTwoHanded && to->isLeftDef() && from->isRightDef()) { return IA_NONE; } /* If non-armour moved to an armour slot then abort. * Same for non extension items when moved to an extension slot. */ if ((to->armour && !fItem->isArmour()) || (to->implant && !fItem->def()->implant) || (to->headgear && !fItem->def()->headgear)) { return IA_NONE; } /* Check if the target is a blocked inv-armour and source!=dest. */ if (to->single) checkedTo = inv->canHoldItem(to, fItem->def(), 0, 0, fItem); else { if (tx == NONE || ty == NONE) inv->findSpace(to, fItem, &tx, &ty, fItem); /* still no valid location found */ if (tx == NONE || ty == NONE) return IA_NONE; checkedTo = inv->canHoldItem(to, fItem->def(), tx, ty, fItem); } Item* ic; bool alreadyRemovedSource = false; if (to->armour && from != to && !checkedTo) { /* Store x/y origin coordinates of removed (source) item. * When we re-add it we can use this. */ const int cacheFromX = fItem->getX(); const int cacheFromY = fItem->getY(); /* Check if destination/blocking item is the same as source/from item. * In that case the move is not needed -> abort. */ Item* icTo = inv->getItemAtPos(to, tx, ty); if (fItem->def() == icTo->def()) return IA_NONE; /* Actually remove the ammo from the 'from' container. */ if (!removeFromInventory(inv, from, fItem)) return IA_NONE; else /* Removal successful - store this info. */ alreadyRemovedSource = true; Item cacheItem2 = this->cacheItem; /* Save/cache (source) item. The cacheItem is modified in MoveInInventory. */ /* Move the destination item to the source. */ moveInInventory(inv, to, icTo, from, cacheFromX, cacheFromY, TU, uponItem); /* Reset the cached item (source) (It'll be move to container emptied by destination item later.) */ this->cacheItem = cacheItem2; checkedTo = inv->canHoldItem(to, this->cacheItem.def(), 0, 0, fItem); } else if (!checkedTo) { /* Get the target-invlist (e.g. a weapon). We don't need to check for * scroll because checkedTo is always true here. */ ic = inv->getItemAtPos(to, tx, ty); if (ic && !to->isEquipDef() && fItem->def()->isLoadableInWeapon(ic->def())) { /* A target-item was found and the dragged item (implicitly ammo) * can be loaded in it (implicitly weapon). */ if (ic->getAmmoLeft() >= ic->def()->ammo && ic->ammoDef() == fItem->def()) { /* Weapon already fully loaded with the same ammunition -> abort */ return IA_NORELOAD; } time += ic->def()->getReloadTime(); if (!TU || *TU >= time) { if (TU) *TU -= time; if (ic->getAmmoLeft() >= ic->def()->ammo) { /* exchange ammo */ const Item item(ic->ammoDef()); /* Put current ammo in place of the new ammo unless floor - there can be more than 1 item */ const int cacheFromX = from->isFloorDef() ? NONE : fItem->getX(); const int cacheFromY = from->isFloorDef() ? NONE : fItem->getY(); /* Actually remove the ammo from the 'from' container. */ if (!removeFromInventory(inv, from, fItem)) return IA_NONE; /* Add the currently used ammo in place of the new ammo in the "from" container. */ if (addToInventory(inv, &item, from, cacheFromX, cacheFromY, 1) == nullptr) Sys_Error("Could not reload the weapon - add to inventory failed (%s)", invName); ic->setAmmoDef(this->cacheItem.def()); if (uponItem) *uponItem = ic; return IA_RELOAD_SWAP; } else { /* Actually remove the ammo from the 'from' container. */ if (!removeFromInventory(inv, from, fItem)) return IA_NONE; ic->setAmmoDef(this->cacheItem.def()); /* loose ammo of type ic->m saved on server side */ ic->setAmmoLeft(ic->def()->ammo); if (uponItem) *uponItem = ic; return IA_RELOAD; } } /* Not enough time -> abort. */ return IA_NOTIME; } /* temp container like CID_EQUIP and CID_FLOOR */ if (ic && to->temp) { /* We are moving to a blocked location container but it's the base-equipment floor or a battlescape floor. * We add the item anyway but it'll not be displayed (yet) * This is then used in addToInventory below.*/ /** @todo change the other code to browse through these things. */ inv->findSpace(to, fItem, &tx, &ty, fItem); if (tx == NONE || ty == NONE) { Com_DPrintf(DEBUG_SHARED, "MoveInInventory - item will be added non-visible (%s)\n", invName); } } else { /* Impossible move -> abort. */ return IA_NONE; } } /* twohanded exception - only CID_RIGHT is allowed for fireTwoHanded weapons */ if (fItem->def()->fireTwoHanded && to->isLeftDef()) to = &this->csi->ids[CID_RIGHT]; switch (checkedTo) { case INV_DOES_NOT_FIT: /* Impossible move - should be handled above, but add an abort just in case */ Com_Printf("MoveInInventory: Item doesn't fit into container."); return IA_NONE; case INV_FITS: /* Remove rotated tag */ fItem->rotated = false; break; case INV_FITS_ONLY_ROTATED: /* Set rotated tag */ fItem->rotated = true; break; case INV_FITS_BOTH: /* Leave rotated tag as-is */ break; } /* Actually remove the item from the 'from' container (if it wasn't already removed). */ if (!alreadyRemovedSource) if (!removeFromInventory(inv, from, fItem)) return IA_NONE; /* successful */ if (TU) *TU -= time; assert(this->cacheItem.def()); ic = addToInventory(inv, &this->cacheItem, to, tx, ty, 1); /* return data */ if (uponItem) { assert(ic); *uponItem = ic; } if (to->isArmourDef()) { assert(this->cacheItem.isArmour()); return IA_ARMOUR; } return IA_MOVE; }