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#include <algorithm>
#include <climits>
#include <cstddef>
#include <functional>
#include <iterator>
#include <memory>
#include <new>
#include <string>
#include <vector>
#include "activity_type.h"
#include "bodypart.h"
#include "catacharset.h" // used for utf8_width()
#include "character.h"
#include "color.h"
#include "cursesdef.h"
#include "debug.h"
#include "enums.h"
#include "flag.h"
#include "flat_set.h"
#include "game_inventory.h"
#include "input.h"
#include "inventory.h"
#include "item.h"
#include "itype.h"
#include "line.h"
#include "output.h"
#include "pimpl.h"
#include "player_activity.h"
#include "string_formatter.h"
#include "translations.h"
#include "ui_manager.h"
#include "units_utility.h"
static const activity_id ACT_ARMOR_LAYERS( "ACT_ARMOR_LAYERS" );
static const flag_id json_flag_HIDDEN( "HIDDEN" );
namespace
{
std::string clothing_layer( const item &worn_item );
std::vector<std::string> clothing_properties(
const item &worn_item, int width, const Character &, const bodypart_id &bp );
std::vector<std::string> clothing_protection( const item &worn_item, int width,
const bodypart_id &bp );
std::vector<std::string> clothing_flags_description( const item &worn_item, int width );
std::string body_part_names( const std::vector<bodypart_id> &parts )
{
if( parts.empty() ) {
debugmsg( "Asked for names of empty list" );
return {};
}
std::vector<std::string> names;
names.reserve( parts.size() );
for( bodypart_id part : parts ) {
bool duplicate = false;
bool can_be_consolidated = false;
std::string current_part = body_part_name_accusative( part );
std::string opposite_part = body_part_name_accusative( part->opposite_part );
std::string part_group = body_part_name_accusative( part, 2 );
for( const std::string &already_listed : names ) {
if( already_listed == current_part || already_listed == part_group ) {
duplicate = true;
break;
} else if( already_listed == opposite_part ) {
can_be_consolidated = true;
break;
}
}
if( duplicate ) {
//Do nothing
} else if( can_be_consolidated ) {
std::replace( names.begin(), names.end(), opposite_part, part_group );
} else {
names.push_back( current_part );
}
}
return enumerate_as_string( names );
}
struct mid_pane_status {
size_t size;
size_t header_lines;
int offset;
};
mid_pane_status draw_mid_pane( const catacurses::window &w_sort_middle,
std::list<item>::const_iterator const worn_item_it,
Character &c, const bodypart_id &bp,
mid_pane_status &status )
{
const int win_width = getmaxx( w_sort_middle );
const size_t win_height = static_cast<size_t>( getmaxy( w_sort_middle ) );
// NOLINTNEXTLINE(cata-use-named-point-constants)
status.header_lines = fold_and_print( w_sort_middle, point( 0, 0 ), win_width - 1, c_white,
worn_item_it->type_name( 1 ) ) - 1;
const item_penalties penalties = c.worn.get_item_penalties( worn_item_it, c, bp );
std::vector<std::string> mid_pane_text;
mid_pane_text.reserve(
40 ); //Assume 10 for properties, 15 for protection, 5 for layering, 10 for encumbrance
std::vector<std::string> temp_text;
temp_text.reserve( 40 );
if( !penalties.body_parts_with_stacking_penalty.empty() ) {
std::string layer_description = [&]() -> std::string {
std::string outstring;
for( layer_level layer : worn_item_it->get_layer() )
{
switch( layer ) {
case layer_level::PERSONAL:
outstring.append( _( "in your <color_light_blue>personal aura</color>" ) );
break;
case layer_level::SKINTIGHT:
outstring.append( _( "<color_light_blue>close to your skin</color>" ) );
break;
case layer_level::NORMAL:
outstring.append( _( "of <color_light_blue>normal</color> clothing" ) );
break;
case layer_level::WAIST:
outstring.append( _( "on your <color_light_blue>waist</color>" ) );
break;
case layer_level::OUTER:
outstring.append( _( "of <color_light_blue>outer</color> clothing" ) );
break;
case layer_level::BELTED:
outstring.append( _( "<color_light_blue>strapped</color> to you" ) );
break;
case layer_level::AURA:
outstring.append( _( "an <color_light_blue>aura</color> around you" ) );
break;
default:
break;
}
}
return outstring ;
}
();
std::string body_parts =
body_part_names( penalties.body_parts_with_stacking_penalty );
std::string message =
string_format(
n_gettext( "Wearing multiple items %s on your "
"<color_light_red>%s</color> is adding encumbrance there.",
"Wearing multiple items %s on your "
"<color_light_red>%s</color> is adding encumbrance there.",
penalties.body_parts_with_stacking_penalty.size() ),
layer_description, body_parts
);
temp_text = foldstring( message, win_width );
mid_pane_text.insert( mid_pane_text.end(), temp_text.begin(), temp_text.end() );
}
if( !penalties.body_parts_with_out_of_order_penalty.empty() ) {
std::string body_parts =
body_part_names( penalties.body_parts_with_out_of_order_penalty );
std::string message;
if( penalties.bad_items_within.empty() ) {
message = string_format(
n_gettext( "Wearing this outside items it would normally be beneath "
"is adding encumbrance to your <color_light_red>%s</color>.",
"Wearing this outside items it would normally be beneath "
"is adding encumbrance to your <color_light_red>%s</color>.",
penalties.body_parts_with_out_of_order_penalty.size() ),
body_parts
);
} else {
std::string bad_item_name = *penalties.bad_items_within.begin();
message = string_format(
n_gettext( "Wearing this outside your <color_light_blue>%s</color> "
"is adding encumbrance to your <color_light_red>%s</color>.",
"Wearing this outside your <color_light_blue>%s</color> "
"is adding encumbrance to your <color_light_red>%s</color>.",
penalties.body_parts_with_out_of_order_penalty.size() ),
bad_item_name, body_parts
);
}
temp_text = foldstring( message, win_width );
mid_pane_text.insert( mid_pane_text.end(), temp_text.begin(), temp_text.end() );
}
temp_text = foldstring( clothing_layer( *worn_item_it ), win_width );
mid_pane_text.insert( mid_pane_text.end(), temp_text.begin(), temp_text.end() );
temp_text = clothing_flags_description( *worn_item_it, win_width );
mid_pane_text.insert( mid_pane_text.end(), temp_text.begin(), temp_text.end() );
temp_text = clothing_properties( *worn_item_it, win_width - 1, c, bp );
mid_pane_text.insert( mid_pane_text.end(), temp_text.begin(), temp_text.end() );
temp_text = clothing_protection( *worn_item_it, win_width - 1, bp );
mid_pane_text.insert( mid_pane_text.end(), temp_text.begin(), temp_text.end() );
status.size = mid_pane_text.size();
nc_color color = c_light_gray;
for( int line = status.offset; line < static_cast<int>( mid_pane_text.size() ); ++line ) {
size_t current_line = status.header_lines + 1 + line - status.offset;
if( current_line >= win_height ) {
return status;
} else {
print_colored_text( w_sort_middle, point( 0, current_line ), color,
c_light_gray, mid_pane_text[line] );
}
}
return status;
}
std::string clothing_layer( const item &worn_item )
{
std::string layer;
if( worn_item.has_flag( flag_PERSONAL ) ) {
layer = _( "This is in your personal aura." );
} else if( worn_item.has_flag( flag_SKINTIGHT ) ) {
layer = _( "This is worn next to the skin." );
} else if( worn_item.has_flag( flag_WAIST ) ) {
layer = _( "This is worn on or around your waist." );
} else if( worn_item.has_flag( flag_OUTER ) ) {
layer = _( "This is worn over your other clothes." );
} else if( worn_item.has_flag( flag_BELTED ) ) {
layer = _( "This is strapped onto you." );
} else if( worn_item.has_flag( flag_AURA ) ) {
layer = _( "This is an aura around you." );
}
return layer;
}
std::vector<std::string> clothing_properties(
const item &worn_item, const int width, const Character &c, const bodypart_id &bp )
{
std::vector<std::string> props;
bodypart_id used_bp = bp;
// catch all for items that aren't armor
if( !worn_item.find_armor_data() ) {
props.push_back( string_format( "<color_c_red>%s</color>",
_( "Item provides no protection" ) ) );
return props;
}
if( bp == bodypart_id( "bp_null" ) ) {
// if the armor has no protection data
if( worn_item.find_armor_data()->sub_data.empty() ) {
props.push_back( string_format( "<color_c_red>%s</color>",
_( "Item provides no protection" ) ) );
return props;
}
// if there is only one data entry for the armor
if( worn_item.find_armor_data()->sub_data.size() > 1 ) {
props.push_back( string_format( "<color_c_red>%s</color>",
_( "Armor is nonuniform. Specify a limb to get armor data" ) ) );
return props;
} else {
used_bp = *worn_item.get_covered_body_parts().begin();
props.reserve( 6 );
props.push_back( string_format( "<color_c_blue>%s</color>",
_( "Each limb is uniform" ) ) );
}
} else {
props.reserve( 5 );
}
props.push_back( string_format( "<color_c_green>[%s]</color>", _( "Properties" ) ) );
int coverage = worn_item.get_coverage( used_bp );
add_folded_name_and_value( props, _( "Coverage:" ), string_format( "%3d", coverage ),
width );
coverage = worn_item.get_coverage( used_bp, item::cover_type::COVER_MELEE );
add_folded_name_and_value( props, _( "Coverage (Melee):" ), string_format( "%3d",
coverage ), width );
coverage = worn_item.get_coverage( used_bp, item::cover_type::COVER_RANGED );
add_folded_name_and_value( props, _( "Coverage (Ranged):" ), string_format( "%3d",
coverage ), width );
coverage = worn_item.get_coverage( used_bp, item::cover_type::COVER_VITALS );
add_folded_name_and_value( props, _( "Coverage (Vitals):" ), string_format( "%3d",
coverage ), width );
const int encumbrance = worn_item.get_encumber( c, used_bp );
add_folded_name_and_value( props, _( "Encumbrance:" ), string_format( "%3d", encumbrance ),
width );
add_folded_name_and_value( props, _( "Warmth:" ), string_format( "%3d",
worn_item.get_warmth() ), width );
return props;
}
void add_category_and_values( std::vector<std::string> ¤t_text, const int field_width,
const std::string &category_name,
const std::vector<std::pair<std::string, std::string>> &names_and_values )
{
if( names_and_values.empty() ) {
current_text.emplace_back( trim_by_length( category_name, field_width ) );
} else {
const std::string separator = ", ";
const std::string spacer = " ";
std::string assembled_value;
for( size_t i = 0; i < names_and_values.size() ; ++i ) {
if( i == 0 ) {
assembled_value += spacer;
} else {
assembled_value += separator;
}
assembled_value += names_and_values[i].first + spacer + names_and_values[i].second;
}
int required_oneline_width = utf8_width( category_name + spacer + assembled_value );
if( required_oneline_width <= field_width ) {
current_text.emplace_back( trimmed_name_and_value( category_name, assembled_value, field_width ) );
} else {
current_text.emplace_back( trim_by_length( category_name, field_width ) );
for( const std::pair<std::string, std::string> &name_and_value : names_and_values ) {
current_text.emplace_back( trimmed_name_and_value( spacer + name_and_value.first,
name_and_value.second, field_width ) );
}
}
}
}
std::vector<std::pair<std::string, std::string>> collect_protection_subvalues(
const resistances &worst_res, const resistances &best_res, const resistances &median_res,
const bool display_median, const damage_type_id &type )
{
std::vector<std::pair<std::string, std::string>> subvalues;
subvalues.emplace_back( _( "Worst:" ), string_format( "%.2f",
worst_res.type_resist( type ) ) );
if( display_median ) {
subvalues.emplace_back( _( "Median:" ), string_format( "%.2f",
median_res.type_resist( type ) ) );
}
subvalues.emplace_back( _( "Best:" ), string_format( "%.2f",
best_res.type_resist( type ) ) );
return subvalues;
}
std::vector<std::string> clothing_protection( const item &worn_item, const int width,
const bodypart_id &bp )
{
std::vector<std::string> prot;
bodypart_id used_bp = bp;
if( !worn_item.find_armor_data() ) {
return prot;
}
// if bp is null its gonna be impossible to really get good info
if( bp == bodypart_id( "bp_null" ) ) {
// if we have exactly one entry for armor we can use that data
if( worn_item.find_armor_data()->sub_data.size() == 1 ) {
used_bp = *worn_item.get_covered_body_parts().begin();
} else {
return prot;
}
}
// prebuild and calc some values
// the rolls are basically a perfect hit for protection and a
// worst possible and a median hit
resistances worst_res = resistances( worn_item, false, 99, used_bp );
resistances best_res = resistances( worn_item, false, 0, used_bp );
resistances median_res = resistances( worn_item, false, 50, used_bp );
int percent_best = 100;
int percent_worst = 0;
const armor_portion_data *portion = worn_item.portion_for_bodypart( used_bp );
// if there isn't a portion this is probably pet armor
if( portion ) {
percent_best = portion->best_protection_chance;
percent_worst = portion->worst_protection_chance;
}
bool display_median = percent_best < 50 && percent_worst < 50;
prot.push_back( string_format( "<color_c_green>[%s]</color>", _( "Protection" ) ) );
for( const damage_type &dt : damage_type::get_all() ) {
bool skipped_details = false;
const std::string dtname = uppercase_first_letter( dt.name.translated() );
damage_info_order_id dio( dt.id.c_str() );
if( dio->info_display == damage_info_order::info_disp::DETAILED ) {
if( percent_worst > 0 ) {
std::vector<std::pair<std::string, std::string>> subvalues = collect_protection_subvalues(
worst_res, best_res, median_res, display_median, dt.id );
add_category_and_values( prot, width, dtname, subvalues );
} else {
skipped_details = true;
}
}
if( skipped_details || dio->info_display == damage_info_order::info_disp::BASIC ) {
add_folded_name_and_value( prot, dtname,
string_format( "%.2f", best_res.type_resist( dt.id ) ), width );
}
}
add_folded_name_and_value( prot, _( "Environmental:" ),
string_format( "%3d", worn_item.get_env_resist() ), width );
add_folded_name_and_value( prot, _( "Breathability:" ),
string_format( "%3d", worn_item.breathability( used_bp ) ), width );
return prot;
}
std::vector<std::string> clothing_flags_description( const item &worn_item, const int width )
{
std::vector<std::string> description_stack;
std::vector<std::string> current_description;
//Handle flag_FIT and flag_VARSIZE as a special case
if( worn_item.has_flag( flag_FIT ) ) {
current_description = foldstring( _( "It fits you well." ), width );
description_stack.insert( description_stack.end(), current_description.begin(),
current_description.end() );
} else if( worn_item.has_flag( flag_VARSIZE ) ) {
current_description = foldstring( _( "It could be refitted." ), width );
description_stack.insert( description_stack.end(), current_description.begin(),
current_description.end() );
}
//Handle all other flags:
const std::vector<std::pair<flag_id, std::string>> flag_descriptions = {
{ flag_HOOD, translate_marker( "It has a hood." ) },
{ flag_POCKETS, translate_marker( "It has pockets." ) },
{ flag_SUN_GLASSES, translate_marker( "It keeps the sun out of your eyes." ) },
{ flag_WATERPROOF, translate_marker( "It is waterproof." ) },
{ flag_WATER_FRIENDLY, translate_marker( "It is water friendly." ) },
{ flag_FANCY, translate_marker( "It looks fancy." ) },
{ flag_SUPER_FANCY, translate_marker( "It looks really fancy." ) },
{ flag_FLOTATION, translate_marker( "You will not drown today." ) },
{ flag_OVERSIZE, translate_marker( "It is very bulky." ) },
{ flag_SWIM_GOGGLES, translate_marker( "It helps you to see clearly underwater." ) },
{ flag_SEMITANGIBLE, translate_marker( "It can occupy the same space as other things." ) }
};
for( const std::pair<flag_id, std::string> &flag_pair : flag_descriptions ) {
if( worn_item.has_flag( std::get<0>( flag_pair ) ) ) {
current_description = foldstring( _( std::get<1>( flag_pair ) ), width );
description_stack.insert( description_stack.end(), current_description.begin(),
current_description.end() );
}
}
return description_stack;
}
} //namespace
// Figure out encumbrance penalties this clothing is involved in
item_penalties outfit::get_item_penalties( std::list<item>::const_iterator worn_item_it,
const Character &c, const bodypart_id &_bp )
{
std::vector<layer_level> layer = worn_item_it->get_layer();
std::vector<bodypart_id> body_parts_with_stacking_penalty;
std::vector<bodypart_id> body_parts_with_out_of_order_penalty;
std::vector<std::set<std::string>> lists_of_bad_items_within;
for( const bodypart_id &bp : c.get_all_body_parts() ) {
if( bp != _bp && _bp != bodypart_id( "bp_null" ) ) {
continue;
}
if( !worn_item_it->covers( bp ) ) {
continue;
}
std::set<std::string> bad_items_within;
// if no subparts do the old way
if( bp->sub_parts.empty() ) {
std::vector<layer_level> layer = worn_item_it->get_layer( bp );
bool first_integrated = true;
const int num_items = std::count_if( worn.begin(), worn.end(),
[layer, bp, &first_integrated]( const item & i ) {
if( i.has_layer( layer, bp ) && i.covers( bp ) && !i.has_flag( flag_SEMITANGIBLE ) ) {
if( i.has_flag( flag_INTEGRATED ) ) {
if( first_integrated ) {
first_integrated = false;
return true;
}
return false;
}
return true;
}
return false;
} );
if( num_items > 1 ) {
body_parts_with_stacking_penalty.push_back( bp );
}
for( auto it = worn.begin(); it != worn_item_it; ++it ) {
if( it->get_layer( bp ) > layer && it->covers( bp ) ) {
bad_items_within.insert( it->type_name() );
}
}
} else {
for( const sub_bodypart_str_id &sbp : bp->sub_parts ) {
if( !worn_item_it->covers( sbp ) ) {
continue;
}
std::vector<layer_level> layer = worn_item_it->get_layer( sbp );
bool first_integrated = true;
const int num_items = std::count_if( worn.begin(), worn.end(),
[layer, bp, sbp, &first_integrated]( const item & i ) {
if( i.has_layer( layer, sbp ) && i.covers( bp ) && !i.has_flag( flag_SEMITANGIBLE ) &&
i.covers( sbp ) ) {
if( i.has_flag( flag_INTEGRATED ) ) {
if( first_integrated ) {
first_integrated = false;
return true;
}
return false;
}
return true;
}
return false;
} );
if( num_items > 1 ) {
body_parts_with_stacking_penalty.push_back( bp );
}
for( auto it = worn.begin(); it != worn_item_it; ++it ) {
if( it->covers( sbp ) ) {
if( it->get_highest_layer( sbp ) > worn_item_it->get_highest_layer( sbp ) ) {
bad_items_within.insert( it->type_name() );
}
}
}
}
}
if( !bad_items_within.empty() ) {
body_parts_with_out_of_order_penalty.push_back( bp );
lists_of_bad_items_within.push_back( bad_items_within );
}
}
// We intersect all the lists_of_bad_items_within so that if there is one
// common bad item we're wearing this one over it can be mentioned in the
// message explaining the penalty.
while( lists_of_bad_items_within.size() > 1 ) {
std::set<std::string> intersection_of_first_two;
std::set_intersection(
lists_of_bad_items_within[0].begin(), lists_of_bad_items_within[0].end(),
lists_of_bad_items_within[1].begin(), lists_of_bad_items_within[1].end(),
std::inserter( intersection_of_first_two, intersection_of_first_two.begin() )
);
lists_of_bad_items_within.erase( lists_of_bad_items_within.begin() );
lists_of_bad_items_within[0] = std::move( intersection_of_first_two );
}
if( lists_of_bad_items_within.empty() ) {
lists_of_bad_items_within.emplace_back();
}
return { std::move( body_parts_with_stacking_penalty ),
std::move( body_parts_with_out_of_order_penalty ),
std::move( lists_of_bad_items_within[0] ) };
}
std::vector<layering_item_info> outfit::items_cover_bp( const Character &c, const bodypart_id &bp )
{
std::vector<layering_item_info> s;
for( auto elem_it = worn.begin(); elem_it != worn.end(); ++elem_it ) {
if( elem_it->covers( bp ) ) {
s.push_back( { get_item_penalties( elem_it, c, bp ),
elem_it->get_encumber( c, bp ),
elem_it->tname()
} );
}
}
return s;
}
static void draw_grid( const catacurses::window &w, int left_pane_w, int mid_pane_w,
int encumb_top )
{
const int win_w = getmaxx( w );
const int win_h = getmaxy( w );
draw_border( w );
mvwhline( w, point( 1, 2 ), 0, win_w - 2 );
mvwhline( w, point( left_pane_w + 2, encumb_top - 1 ), 0, mid_pane_w );
mvwvline( w, point( left_pane_w + 1, 3 ), 0, win_h - 4 );
mvwvline( w, point( left_pane_w + mid_pane_w + 2, 3 ), 0, win_h - 4 );
// intersections
mvwputch( w, point( 0, 2 ), BORDER_COLOR, LINE_XXXO ); // '|-'
mvwputch( w, point( win_w - 1, 2 ), BORDER_COLOR, LINE_XOXX ); // '-|'
mvwputch( w, point( left_pane_w + 1, encumb_top - 1 ), BORDER_COLOR, LINE_XXXO ); // '|-'
mvwputch( w, point( left_pane_w + mid_pane_w + 2, encumb_top - 1 ), BORDER_COLOR,
LINE_XOXX ); // '-|'
mvwputch( w, point( left_pane_w + 1, 2 ), BORDER_COLOR, LINE_OXXX ); // '^|^'
mvwputch( w, point( left_pane_w + 1, win_h - 1 ), BORDER_COLOR, LINE_XXOX ); // '_|_'
mvwputch( w, point( left_pane_w + mid_pane_w + 2, 2 ), BORDER_COLOR, LINE_OXXX ); // '^|^'
mvwputch( w, point( left_pane_w + mid_pane_w + 2, win_h - 1 ), BORDER_COLOR, LINE_XXOX ); // '_|_'
wnoutrefresh( w );
}
void outfit::sort_armor( Character &guy )
{
// FIXME: get_all_body_parts() doesn't return a sorted list
// and bodypart_id is not compatible with std::sort()
// so let's use a dirty hack
cata::flat_set<bodypart_id> armor_cat;
for( const bodypart_id &it : guy.get_all_body_parts() ) {
armor_cat.insert( it );
}
armor_cat.insert( bodypart_id( "bp_null" ) );
const int num_of_parts = guy.get_all_body_parts().size();
int win_h = 0;
int win_w = 0;
point win;
int cont_h = 0;
int left_w = 0;
int right_w = 0;
int middle_w = 0;
int encumb_top = 0;
int tabindex = 0;
const int tabcount = num_of_parts + 1;
int leftListIndex = 0;
int leftListOffset = 0;
int selected = -1;
int rightListOffset = 0;
int leftListLines = 0;
int rightListLines = 0;
std::vector<std::list<item>::iterator> tmp_worn;
// Layout window
catacurses::window w_sort_armor;
// Subwindows (between lines)
catacurses::window w_sort_cat;
catacurses::window w_sort_left;
catacurses::window w_sort_middle;
catacurses::window w_sort_right;
catacurses::window w_encumb;
ui_adaptor ui;
ui.on_screen_resize( [&]( ui_adaptor & ui ) {
win_h = TERMY;
win_w = FULL_SCREEN_WIDTH + ( TERMX - FULL_SCREEN_WIDTH ) * 3 / 4;
win.x = TERMX / 2 - win_w / 2;
win.y = TERMY / 2 - win_h / 2;
cont_h = win_h - 4;
left_w = ( win_w - 4 ) / 3;
right_w = left_w;
middle_w = ( win_w - 4 ) - left_w - right_w;
leftListLines = rightListLines = cont_h - 2;
w_sort_armor = catacurses::newwin( win_h, win_w, win );
w_sort_cat = catacurses::newwin( 1, win_w - 4, win + point( 2, 1 ) );
w_sort_left = catacurses::newwin( cont_h, left_w, win + point( 1, 3 ) );
w_sort_middle = catacurses::newwin( cont_h - num_of_parts - 2, middle_w,
win + point( 2 + left_w, 3 ) );
w_sort_right = catacurses::newwin( cont_h, right_w,
win + point( 3 + left_w + middle_w, 3 ) );
encumb_top = -1 + 3 + cont_h - num_of_parts;
w_encumb = catacurses::newwin( num_of_parts + 1, middle_w,
win + point( 2 + left_w, encumb_top ) );
ui.position_from_window( w_sort_armor );
} );
ui.mark_resize();
input_context ctxt( "SORT_ARMOR" );
ctxt.register_cardinal();
ctxt.register_action( "QUIT" );
ctxt.register_action( "PREV_TAB" );
ctxt.register_action( "NEXT_TAB" );
ctxt.register_action( "PAGE_UP" );
ctxt.register_action( "PAGE_DOWN" );
ctxt.register_action( "MOVE_ARMOR" );
ctxt.register_action( "CHANGE_SIDE" );
ctxt.register_action( "TOGGLE_CLOTH" );
ctxt.register_action( "ASSIGN_INVLETS" );
ctxt.register_action( "SORT_ARMOR" );
ctxt.register_action( "EQUIP_ARMOR" );
ctxt.register_action( "EQUIP_ARMOR_HERE" );
ctxt.register_action( "REMOVE_ARMOR" );
ctxt.register_action( "USAGE_HELP" );
ctxt.register_action( "HELP_KEYBINDINGS" );
ctxt.register_action( "SCROLL_ITEM_INFO_UP" );
ctxt.register_action( "SCROLL_ITEM_INFO_DOWN" );
Character &player_character = get_player_character();
auto do_return_entry = [&player_character]() {
player_character.assign_activity( ACT_ARMOR_LAYERS, 0 );
player_character.activity.auto_resume = true;
player_character.activity.moves_left = INT_MAX;
};
int leftListSize = 0;
int rightListSize = 0;
mid_pane_status mid_pane;
mid_pane.size = 0;
mid_pane.offset = 0;
mid_pane.header_lines = 1;
ui.on_redraw( [&]( ui_adaptor & ui ) {
// Create ptr list of items to display
tmp_worn.clear();
const bodypart_id &bp = armor_cat[ tabindex ];
if( bp == bodypart_id( "bp_null" ) ) {
// All
for( auto it = worn.begin(); it != worn.end(); ++it ) {
tmp_worn.push_back( it );
}
} else {
// bp_*
for( auto it = worn.begin(); it != worn.end(); ++it ) {
if( it->covers( bp ) ) {
tmp_worn.push_back( it );
}
}
}
// Ensure leftListIndex is in bounds
int new_index_upper_bound = std::max( 0, leftListSize - 1 );
leftListIndex = std::min( leftListIndex, new_index_upper_bound );
draw_grid( w_sort_armor, left_w, middle_w, encumb_top );
werase( w_sort_cat );
werase( w_sort_left );
werase( w_sort_middle );
werase( w_sort_right );
werase( w_encumb );
// top bar
wprintz( w_sort_cat, c_white, _( "Sort Armor" ) );
std::string temp = bp != bodypart_id( "bp_null" ) ? body_part_name_as_heading( bp, 1 ) : _( "All" );
wprintz( w_sort_cat, c_yellow, " << %s >>", temp );
right_print( w_sort_cat, 0, 0, c_white, string_format(
_( "[<color_yellow>%s</color>] Hide sprite. "
"[<color_yellow>%s</color>] Change side. "
"Press [<color_yellow>%s</color>] for help. "
"Press [<color_yellow>%s</color>] to change keybindings." ),
ctxt.get_desc( "TOGGLE_CLOTH" ),
ctxt.get_desc( "CHANGE_SIDE" ),
ctxt.get_desc( "USAGE_HELP" ),
ctxt.get_desc( "HELP_KEYBINDINGS" ) ) );
leftListSize = tmp_worn.size();
if( leftListLines > leftListSize ) {
leftListOffset = 0;
} else if( leftListOffset + leftListLines > leftListSize ) {
leftListOffset = leftListSize - leftListLines;
}
if( leftListOffset > leftListIndex ) {
leftListOffset = leftListIndex;
} else if( leftListOffset + leftListLines <= leftListIndex ) {
leftListOffset = leftListIndex + 1 - leftListLines;
}
// Left header
std:: string storage_header = string_format( _( "Storage (%s)" ), volume_units_abbr() );
trim_and_print( w_sort_left, point_zero, left_w - utf8_width( storage_header ) - 1, c_light_gray,
_( "(Innermost)" ) );
right_print( w_sort_left, 0, 0, c_light_gray, storage_header );
// Left list
const int max_drawindex = std::min( leftListSize - leftListOffset, leftListLines );
int storage_character_allowance = 5; //Sufficient for " x.yz", will increase if necessary
for( int drawindex = 0; drawindex < max_drawindex; drawindex++ ) {
int itemindex = leftListOffset + drawindex;
if( itemindex == leftListIndex ) {
mvwprintz( w_sort_left, point( 0, drawindex + 1 ), c_yellow, ">>" );
}
std::string worn_armor_name = tmp_worn[itemindex]->tname();
// Get storage capacity in user's preferred units
units::volume worn_armor_capacity = tmp_worn[itemindex]->get_total_capacity();
double worn_armor_storage = convert_volume( units::to_milliliter( worn_armor_capacity ) );
std::string storage_string = string_format( "%.2f", worn_armor_storage );
const int current_character_allowance = worn_armor_storage > 0 ? utf8_width( storage_string ) : 0;
storage_character_allowance = std::max( current_character_allowance + 1,
storage_character_allowance );
item_penalties const penalties =
get_item_penalties( tmp_worn[itemindex], guy, bp );
const int offset_x = ( itemindex == selected ) ? 4 : 3;
// Show armor name and storage capacity (if any)
trim_and_print( w_sort_left, point( offset_x, drawindex + 1 ),
left_w - offset_x - storage_character_allowance,
penalties.color_for_stacking_badness(), worn_armor_name );
if( worn_armor_storage > 0 ) {
// two digits, accurate to 1% of preferred storage unit
right_print( w_sort_left, drawindex + 1, 0, c_light_gray, storage_string );
}
if( tmp_worn[itemindex]->has_flag( json_flag_HIDDEN ) ) {
//~ Hint: Letter to show which piece of armor is Hidden in the layering menu
mvwprintz( w_sort_left, point( offset_x - 1, drawindex + 1 ), c_cyan, _( "H" ) );
}
}
if( leftListSize == 0 ) {
// NOLINTNEXTLINE(cata-use-named-point-constants)
trim_and_print( w_sort_left, point( 0, 1 ), left_w, c_light_blue, _( "<empty>" ) );
}
// Left footer
mvwprintz( w_sort_left, point( 0, cont_h - 1 ), c_light_gray, _( "(Outermost)" ) );
scrollbar() //Left list scrollbar at far left
.offset_x( 0 )
.offset_y( 4 ) //Header allowance
.content_size( leftListSize )
.viewport_pos( leftListOffset )
.viewport_size( cont_h - 2 )
.apply( w_sort_armor );
// Items stats
if( leftListSize > 0 ) {
draw_mid_pane( w_sort_middle, tmp_worn[leftListIndex], guy, bp, mid_pane );
scrollbar() //Mid pane scrollbar
.offset_x( left_w + 1 ) //On left of mid pane
.offset_y( 4 + mid_pane.header_lines )
.content_size( mid_pane.size )
.viewport_pos( mid_pane.offset )
.viewport_size( cont_h - num_of_parts - 3 - mid_pane.header_lines )
.apply( w_sort_armor );
} else {
// NOLINTNEXTLINE(cata-use-named-point-constants)
fold_and_print( w_sort_middle, point( 1, 0 ), middle_w - 1, c_white,
_( "Nothing to see here!" ) );
}
mvwprintz( w_encumb, point_east, c_white, _( "Encumbrance and Warmth" ) );
guy.print_encumbrance( ui, w_encumb, -1,
( leftListSize > 0 ) ? &*tmp_worn[leftListIndex] : nullptr );
// Right header
std::string encumbrance_header = _( "Encumbrance" );
trim_and_print( w_sort_right, point_zero, right_w - utf8_width( encumbrance_header ) - 1,
c_light_gray,
_( "(Innermost)" ) );
right_print( w_sort_right, 0, 0, c_light_gray, encumbrance_header );
const auto &combine_bp = [&guy]( const bodypart_id & cover ) -> bool {
const bodypart_id opposite = cover.obj().opposite_part;
return cover != opposite &&
guy.worn.items_cover_bp( guy, cover ) == guy.worn.items_cover_bp( guy, opposite );
};
cata::flat_set<bodypart_id> rl;
// Right list
rightListSize = 0;
for( const bodypart_id &cover : armor_cat ) {
if( cover == bodypart_id( "bp_null" ) ) {
continue;
}
if( !combine_bp( cover ) || rl.count( cover.obj().opposite_part ) == 0 ) {
rightListSize += items_cover_bp( guy, cover ).size() + 1;
rl.insert( cover );
}
}
if( rightListLines > rightListSize ) {
rightListOffset = 0;
} else if( rightListOffset + rightListLines > rightListSize ) {
rightListOffset = rightListSize - rightListLines;
}
int pos = 1;
int curr = 0;
int encumbrance_char_allowance = 4; //Enough for " 99+", will increase if necessary
int item_name_offset = 2;
for( const bodypart_id &cover : rl ) {
if( cover == bodypart_id( "bp_null" ) ) {
continue;
}
if( curr >= rightListOffset && pos <= rightListLines ) {
mvwprintz( w_sort_right, point( 1, pos ), ( cover == bp ? c_yellow : c_white ),
"%s:", body_part_name_as_heading( cover, combine_bp( cover ) ? 2 : 1 ) );
pos++;
}
curr++;
for( layering_item_info &elem : items_cover_bp( guy, cover ) ) {
if( curr >= rightListOffset && pos <= rightListLines ) {
nc_color color = elem.penalties.color_for_stacking_badness();
char plus = elem.penalties.badness() > 0 ? '+' : ' ';
std::string encumbrance_string = string_format( "%d%c", elem.encumber, plus );
if( utf8_width( encumbrance_string ) + 1 > encumbrance_char_allowance ) {
encumbrance_char_allowance = utf8_width( encumbrance_string ) + 1;
}
trim_and_print( w_sort_right, point( item_name_offset, pos ),
right_w - item_name_offset - encumbrance_char_allowance, color,
elem.name );
right_print( w_sort_right, pos, 0, c_light_gray, encumbrance_string );
pos++;
}
curr++;
}
}
scrollbar() //Right list scrollbar (on left side of right list)
.offset_x( 2 + left_w + middle_w )
.offset_y( 4 ) //Header allowance
.content_size( rightListSize )
.viewport_pos( rightListOffset )
.viewport_size( cont_h - 2 )
.apply( w_sort_armor );
// Right footer
mvwprintz( w_sort_right, point( 0, cont_h - 1 ), c_light_gray, _( "(Outermost)" ) );
// F5
wnoutrefresh( w_sort_armor ); // Required to show scrollbars
wnoutrefresh( w_sort_cat );
wnoutrefresh( w_sort_left );
wnoutrefresh( w_sort_middle );
wnoutrefresh( w_sort_right );
wnoutrefresh( w_encumb );
} );
bool exit = false;
while( !exit ) {
if( guy.is_avatar() ) {
// Totally hoisted this from advanced_inv
if( player_character.moves < 0 ) {
do_return_entry();
return;
}
} else {
// Player is sorting NPC's armor here
if( rl_dist( player_character.pos(), guy.pos() ) > 1 ) {
guy.add_msg_if_npc( m_bad, _( "%s is too far to sort armor." ), guy.get_name() );
return;
}
if( guy.attitude_to( player_character ) != Creature::Attitude::FRIENDLY ) {
guy.add_msg_if_npc( m_bad, _( "%s is not friendly!" ), guy.get_name() );
return;
}
}
ui_manager::redraw();
const std::string action = ctxt.handle_input();
if( guy.is_npc() && action == "ASSIGN_INVLETS" ) {
// It doesn't make sense to assign invlets to NPC items
continue;
}
// Helper function for moving items in the list
auto shift_selected_item = [&]() {
if( selected >= 0 ) {
std::list<item>::iterator to = tmp_worn[leftListIndex];
if( leftListIndex > selected ) {
++to;
}
worn.splice( to, worn, tmp_worn[selected] );
selected = leftListIndex;
guy.calc_encumbrance();
}
};
if( action == "UP" && leftListSize > 0 ) {
mid_pane.offset = 0;
if( leftListIndex > 0 ) {
item &item_to_check = *tmp_worn[leftListIndex - 1];
if( selected < 0 || !item_to_check.has_flag( flag_INTEGRATED ) ) {
leftListIndex--;
if( leftListIndex < leftListOffset ) {
leftListOffset = leftListIndex;
}
shift_selected_item();
} else {
popup( _( "Can't sort this under your integrated armor!" ) );
}
} else {
leftListIndex = leftListSize - 1;
if( leftListLines >= leftListSize ) {
leftListOffset = 0;
} else {
leftListOffset = leftListSize - leftListLines;
}
shift_selected_item();
}
} else if( action == "DOWN" && leftListSize > 0 ) {
mid_pane.offset = 0;
if( leftListIndex + 1 < leftListSize ) {
leftListIndex++;
if( leftListIndex >= leftListOffset + leftListLines ) {
leftListOffset = leftListIndex + 1 - leftListLines;
}
shift_selected_item();
} else {
item &item_to_check = *tmp_worn[0];
if( selected < 0 || !item_to_check.has_flag( flag_INTEGRATED ) ) {
leftListIndex = 0;
leftListOffset = 0;
shift_selected_item();
} else {
popup( _( "Can't sort this under your integrated armor!" ) );
}
}
} else if( action == "LEFT" || action == "PREV_TAB" || action == "RIGHT" || action == "NEXT_TAB" ) {
mid_pane.offset = 0;
tabindex = inc_clamp_wrap( tabindex, action == "RIGHT" || action == "NEXT_TAB", tabcount );
leftListIndex = leftListOffset = 0;
selected = -1;
} else if( action == "PAGE_DOWN" ) {
if( rightListOffset + rightListLines < rightListSize ) {
rightListOffset++;
}
} else if( action == "PAGE_UP" ) {
if( rightListOffset > 0 ) {
rightListOffset--;
}
} else if( action == "MOVE_ARMOR" && leftListIndex < leftListSize ) {
if( selected >= 0 ) {
selected = -1;
} else {
item &item_to_check = *tmp_worn[leftListIndex];
if( !item_to_check.has_flag( flag_INTEGRATED ) ) {
selected = leftListIndex;
} else {
popup( _( "Can't move your integrated armor!" ) );
}
}
} else if( action == "CHANGE_SIDE" ) {
mid_pane.offset = 0;
if( leftListIndex < leftListSize && tmp_worn[leftListIndex]->is_sided() ) {
if( player_character.query_yn( _( "Swap side for %s?" ),
colorize( tmp_worn[leftListIndex]->tname(),
tmp_worn[leftListIndex]->color_in_inventory() ) ) ) {
guy.change_side( *tmp_worn[leftListIndex] );
}
}
} else if( action == "TOGGLE_CLOTH" ) {
if( leftListIndex < leftListSize ) {
if( !tmp_worn[leftListIndex]->has_flag( json_flag_HIDDEN ) ) {
tmp_worn[leftListIndex]->set_flag( json_flag_HIDDEN );
} else {
tmp_worn[leftListIndex]->unset_flag( json_flag_HIDDEN );
}
}
} else if( action == "SORT_ARMOR" ) {
mid_pane.offset = 0;
worn.sort(
[]( const item & l, const item & r ) {
if( l.has_flag( flag_INTEGRATED ) == r.has_flag( flag_INTEGRATED ) ) {
return l.get_layer() < r.get_layer();
} else {
return l.has_flag( flag_INTEGRATED );
}
}
);
guy.calc_encumbrance();
} else if( action == "EQUIP_ARMOR" ) {
mid_pane.offset = 0;
// filter inventory for all items that are armor/clothing
item_location loc = game_menus::inv::wear( guy );
// only equip if something valid selected!
if( loc ) {
// store the item name just in case obtain() fails
const std::string item_name = loc->display_name();
item_location obtained = loc.obtain( guy );
if( obtained ) {
// wear the item
std::optional<std::list<item>::iterator> new_equip_it =
guy.wear( obtained );
if( new_equip_it ) {
const bodypart_id &bp = armor_cat[tabindex];
if( tabindex == num_of_parts || ( **new_equip_it ).covers( bp ) ) {
// Set ourselves up to be pointing at the new item
// TODO: This doesn't work yet because we don't save our
// state through other activities, but that's a thing
// that would be nice to do.
leftListIndex =
std::count_if( worn.begin(), *new_equip_it,
[&]( const item & i ) {
return tabindex == num_of_parts || i.covers( bp );
} );
}
} else if( guy.is_npc() ) {
// TODO: Pass the reason here
popup( _( "Can't put this on!" ) );
}
} else {
guy.add_msg_if_player( _( "You chose not to wear the %s." ), item_name );
}
}
} else if( action == "EQUIP_ARMOR_HERE" ) {
mid_pane.offset = 0;
// filter inventory for all items that are armor/clothing
item_location loc = game_menus::inv::wear( guy, armor_cat[tabindex] );
// only equip if something valid selected!
if( loc ) {
// store the item name just in case obtain() fails
const std::string item_name = loc->display_name();
item_location obtained = loc.obtain( guy );
if( obtained ) {
// wear the item
std::optional<std::list<item>::iterator> new_equip_it =
guy.wear( obtained );
if( new_equip_it ) {
// save iterator to cursor's position
std::list<item>::iterator cursor_it = tmp_worn[leftListIndex];
item &item_to_check = *cursor_it;
if( item_to_check.has_flag( flag_INTEGRATED ) ) {
// prevent adding under integrated armor
popup( _( "Can't put this on under your integrated armor!" ) );
} else {
// reorder `worn` vector to place new item at cursor
worn.splice( cursor_it, worn, *new_equip_it );
}
} else if( guy.is_npc() ) {
// TODO: Pass the reason here
popup( _( "Can't put this on!" ) );
}
} else {
guy.add_msg_if_player( _( "You chose not to wear the %s." ), item_name );
}
}
} else if( action == "REMOVE_ARMOR" ) {
mid_pane.offset = 0;
// query (for now)
if( leftListIndex < leftListSize ) {
if( player_character.query_yn( _( "Remove selected armor?" ) ) ) {
do_return_entry();
//create an item_location for player::takeoff to handle.
item &item_for_takeoff = *tmp_worn[leftListIndex];
item_location loc_for_takeoff = item_location( guy, &item_for_takeoff );
// remove the item, asking to drop it if necessary
guy.takeoff( loc_for_takeoff );
if( !player_character.has_activity( ACT_ARMOR_LAYERS ) ) {
// An activity has been created to take off the item;
// we must surrender control until it is done.
return;
}
player_character.cancel_activity();
selected = -1;
leftListIndex = std::max( 0, leftListIndex - 1 );
}
}
} else if( action == "ASSIGN_INVLETS" ) {
// prompt first before doing this (yes, yes, more popups...)
if( query_yn( _( "Reassign inventory letters for armor?" ) ) ) {
// Start with last armor (the most unimportant one?)
auto iiter = inv_chars.rbegin();
auto witer = worn.rbegin();
while( witer != worn.rend() && iiter != inv_chars.rend() ) {
const char invlet = *iiter;
item &w = *witer;
if( invlet == w.invlet ) {
++witer;
} else if( guy.invlet_to_item( invlet ) != nullptr ) {
++iiter;
} else {
guy.inv->reassign_item( w, invlet );
++witer;
++iiter;
}
}
}
} else if( action == "SCROLL_ITEM_INFO_UP" ) {
if( mid_pane.offset > 0 ) {
--mid_pane.offset;
}
} else if( action == "SCROLL_ITEM_INFO_DOWN" ) {
const int mid_pane_height = cont_h - num_of_parts - 2 - mid_pane.header_lines;
if( mid_pane.offset + mid_pane_height <= static_cast<int>( mid_pane.size ) ) {
++mid_pane.offset;
}
} else if( action == "USAGE_HELP" ) {
const std::vector<std::string> help_strings = {
string_format( _( "[<color_yellow>%s</color>]/[<color_yellow>%s</color>] to scroll the left pane (list of items).\n" ),
ctxt.get_desc( "UP" ), ctxt.get_desc( "DOWN" ) ),
string_format( _( "[<color_yellow>%s</color>]/[<color_yellow>%s</color>] to scroll the middle pane (item information).\n" ),
ctxt.get_desc( "SCROLL_ITEM_INFO_UP" ), ctxt.get_desc( "SCROLL_ITEM_INFO_DOWN" ) ),
string_format( _( "[<color_yellow>%s</color>]/[<color_yellow>%s</color>] to scroll the right pane (items grouped by body part).\n" ),
ctxt.get_desc( "PREV_TAB" ), ctxt.get_desc( "NEXT_TAB" ) ),
string_format( _( "[<color_yellow>%s</color>]/[<color_yellow>%s</color>] to limit the left pane to a particular body part.\n" ),
ctxt.get_desc( "LEFT" ), ctxt.get_desc( "RIGHT" ) ),
string_format( _( "[<color_yellow>%s</color>] to select an item for reordering.\n" ),
ctxt.get_desc( "MOVE_ARMOR" ) ),
string_format( _( "[<color_yellow>%s</color>] to assign special inventory letters to clothing.\n" ),
ctxt.get_desc( "ASSIGN_INVLETS" ) ),
string_format( _( "[<color_yellow>%s</color>] to change the side on which item is worn.\n" ),
ctxt.get_desc( "CHANGE_SIDE" ) ),
string_format( _( "[<color_yellow>%s</color>] to toggle item visibility on character sprite.\n" ),
ctxt.get_desc( "TOGGLE_CLOTH" ) ),
string_format( _( "[<color_yellow>%s</color>] to sort worn items into natural layer order.\n" ),
ctxt.get_desc( "SORT_ARMOR" ) ),
string_format( _( "[<color_yellow>%s</color>] to equip a new item.\n" ),
ctxt.get_desc( "EQUIP_ARMOR" ) ),
string_format( _( "[<color_yellow>%s</color>] to equip a new item at the currently selected position.\n" ),
ctxt.get_desc( "EQUIP_ARMOR_HERE" ) ),
string_format( _( "[<color_yellow>%s</color>] to remove selected item.\n" ),
ctxt.get_desc( "REMOVE_ARMOR" ) ),
"\n",
_( "Encumbrance explanation:\n" ),
_( "<color_light_gray>The first number is the summed encumbrance from all clothing on that bodypart."
"The second number is an additional encumbrance penalty caused by wearing either multiple items "
"on one of the bodypart's layers or wearing items the wrong way (e.g. a shirt over a backpack)."
"The sum of these values is the effective encumbrance value your character has for that bodypart."
"</color>" )
};
std::string assembled_string;
for( const std::string ¤t_line : help_strings ) {
assembled_string += current_line;
}
const auto new_win = []() {
return catacurses::newwin( FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH,
point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
};
scrollable_text( new_win, _( "Sort armor help" ), assembled_string );
} else if( action == "QUIT" ) {
exit = true;
}
}
}
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