示例#1
0
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 );
}
示例#2
0
bool Pickup::handle_spillable_contents( Character &c, item &it, map &m )
{
    if( it.is_bucket_nonempty() ) {
        const item &it_cont = it.contents.front();
        int num_charges = it_cont.charges;
        while( !it.spill_contents( c ) ) {
            if( num_charges > it_cont.charges ) {
                num_charges = it_cont.charges;
            } else {
                break;
            }
        }

        // If bucket is still not empty then player opted not to handle the
        // rest of the contents
        if( it.is_bucket_nonempty() ) {
            c.add_msg_player_or_npc(
                _( "To avoid spilling its contents, you set your %1$s on the %2$s." ),
                _( "To avoid spilling its contents, <npcname> sets their %1$s on the %2$s." ),
                it.display_name(), m.name( c.pos() )
            );
            m.add_item_or_charges( c.pos(), it );
            return true;
        }
    }

    return false;
}
示例#3
0
pickup_answer handle_problematic_pickup( const item &it, bool &offered_swap,
        const std::string &explain )
{
    if( offered_swap ) {
        return CANCEL;
    }

    player &u = g->u;

    uilist amenu;

    amenu.text = explain;

    offered_swap = true;
    // TODO: Gray out if not enough hands
    if( u.is_armed() ) {
        amenu.addentry( WIELD, !u.weapon.has_flag( "NO_UNWIELD" ), 'w',
                        _( "Dispose of %s and wield %s" ), u.weapon.display_name(),
                        it.display_name() );
    } else {
        amenu.addentry( WIELD, true, 'w', _( "Wield %s" ), it.display_name() );
    }
    if( it.is_armor() ) {
        amenu.addentry( WEAR, u.can_wear( it ).success(), 'W', _( "Wear %s" ), it.display_name() );
    }
    if( it.is_bucket_nonempty() ) {
        amenu.addentry( SPILL, u.can_pickVolume( it ), 's', _( "Spill %s, then pick up %s" ),
                        it.contents.front().tname(), it.display_name() );
    }

    amenu.query();
    int choice = amenu.ret;

    if( choice <= CANCEL || choice >= NUM_ANSWERS ) {
        return CANCEL;
    }

    return static_cast<pickup_answer>( choice );
}
示例#4
0
item_location game_menus::inv::container_for( player &p, const item &liquid, int radius )
{
    const auto filter = [ &liquid ]( const item_location & location ) {
        if( location.where() == item_location::type::character ) {
            Character *character = dynamic_cast<Character *>( g->critter_at( location.position() ) );
            if( character == nullptr ) {
                debugmsg( "Invalid location supplied to the liquid filter: no character found." );
                return false;
            }
            return location->get_remaining_capacity_for_liquid( liquid, *character ) > 0;
        }

        const bool allow_buckets = location.where() == item_location::type::map;
        return location->get_remaining_capacity_for_liquid( liquid, allow_buckets ) > 0;
    };

    return inv_internal( p, inventory_filter_preset( filter ),
                         string_format( _( "Container for %s" ), liquid.display_name( liquid.charges ).c_str() ), radius,
                         string_format( _( "You don't have a suitable container for carrying %s." ),
                                        liquid.tname().c_str() ) );
}
示例#5
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 );
        }
    }
}
示例#6
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 );
        }
    }
}
示例#7
0
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 );
        }
    }
}