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/**
* @file
* @brief Functions for letting the player adjust letter assignments.
**/
#include "AppHdr.h"
#include "adjust.h"
#include "ability.h"
#include "libutil.h"
#include "invent.h"
#include "item-use.h"
#include "items.h"
#include "macro.h"
#include "message.h"
#include "prompt.h"
#include "spl-util.h"
#include "ui.h"
static void _adjust_spell();
static void _adjust_ability();
void adjust()
{
mprf(MSGCH_PROMPT, "Adjust (g)ear, (s)pells, (a)bilities, "
"(p)otions, sc(r)olls or e(v)ocables? ");
const int keyin = toalower(get_ch());
if (keyin == 'g' || keyin == 'i')
adjust_item(OSEL_GEAR);
else if (keyin == 'p')
adjust_item(OBJ_POTIONS);
else if (keyin == 'r')
adjust_item(OBJ_SCROLLS);
else if (keyin == 'v')
adjust_item(OSEL_EVOKABLE);
else if (keyin == 's')
_adjust_spell();
else if (keyin == 'a')
_adjust_ability();
else if (key_is_escape(keyin))
canned_msg(MSG_OK);
else
canned_msg(MSG_HUH);
}
void adjust_item(int selector, item_def* to_adjust)
{
#ifdef USE_TILE_WEB
ui::cutoff_point ui_cutoff_point;
#endif
if (inv_count() < 1)
{
canned_msg(MSG_NOTHING_CARRIED);
return;
}
// If asked to adjust a specific item, make sure we have the right category.
if (to_adjust)
{
if (inventory_category_for(*to_adjust) == INVENT_CONSUMABLE)
selector = default_osel(item_to_oper(to_adjust));
else
selector = OSEL_GEAR;
}
if (!to_adjust)
{
const int from_slot = prompt_invent_item("Adjust which item?",
menu_type::invlist, selector, OPER_ANY);
if (prompt_failed(from_slot))
return;
to_adjust = &you.inv[from_slot];
mprf_nocap("%s", to_adjust->name(DESC_INVENTORY_EQUIP).c_str());
}
const int to_slot = prompt_invent_item("Adjust to which letter? ",
menu_type::invlist,
selector, OPER_ANY,
invprompt_flag::unthings_ok
| invprompt_flag::manual_list);
if (to_slot == PROMPT_ABORT
|| to_adjust->link == to_slot)
{
canned_msg(MSG_OK);
return;
}
ASSERT(to_adjust);
swap_inv_slots(*to_adjust, to_slot, true);
you.wield_change = true;
quiver::set_needs_redraw();
}
static void _adjust_spell()
{
if (!you.spell_no)
{
canned_msg(MSG_NO_SPELLS);
return;
}
// Select starting slot
mprf(MSGCH_PROMPT, "Adjust which spell? ");
int keyin = list_spells(false, false, false, false, "adjust");
if (!isaalpha(keyin))
{
canned_msg(MSG_OK);
return;
}
const int input_1 = keyin;
const int index_1 = letter_to_index(input_1);
spell_type spell = get_spell_by_letter(input_1);
if (spell == SPELL_NO_SPELL)
{
mpr("You don't know that spell.");
return;
}
// Print targeted spell.
mprf_nocap("%c - %s", keyin, spell_title(spell));
// Select target slot.
keyin = 0;
while (!isaalpha(keyin))
{
mprf(MSGCH_PROMPT, "Adjust to which letter? ");
keyin = get_ch();
if (key_is_escape(keyin))
{
canned_msg(MSG_OK);
return;
}
// FIXME: It would be nice if the user really could select letters
// without spells from this menu.
// XX this does not really work well with new menu code
if (keyin == '?' || keyin == '*')
{
keyin = list_spells(true, false, false, false, "adjust it to");
if (keyin < 'a' || keyin > 'Z')
continue;
}
}
const int input_2 = keyin;
const int index_2 = letter_to_index(keyin);
if (index_1 == index_2)
{
canned_msg(MSG_OK);
return;
}
// swap references in the letter table:
const int tmp = you.spell_letter_table[index_2];
you.spell_letter_table[index_2] = you.spell_letter_table[index_1];
you.spell_letter_table[index_1] = tmp;
// print out spell in new slot
mprf_nocap("%c - %s", input_2, spell_title(get_spell_by_letter(input_2)));
// print out other spell if one was involved (now at input_1)
spell = get_spell_by_letter(input_1);
if (spell != SPELL_NO_SPELL)
mprf_nocap("%c - %s", input_1, spell_title(spell));
}
static void _adjust_ability()
{
const vector<talent> talents = your_talents();
if (talents.empty())
{
mpr("You don't currently have any abilities.");
return;
}
mprf(MSGCH_PROMPT, "Adjust which ability? ");
int selected = choose_ability_menu(talents);
// If we couldn't find anything, cancel out.
if (selected == -1)
{
mpr("No such ability.");
return;
}
char old_key = static_cast<char>(talents[selected].hotkey);
mprf_nocap("%c - %s", old_key, ability_name(talents[selected].which).c_str());
const int index1 = letter_to_index(old_key);
mprf(MSGCH_PROMPT, "Adjust to which letter?");
const int keyin = get_ch();
if (!isaalpha(keyin))
{
canned_msg(MSG_HUH);
return;
}
swap_ability_slots(index1, letter_to_index(keyin));
}
void swap_inv_slots(item_def& to_adjust, int to_slot, bool verbose)
{
// Consumable adjustments are easiest. We only need to change letters and
// not move anything in the inventory array.
if (inventory_category_for(to_adjust) == INVENT_CONSUMABLE)
{
// Find if the new letter is used for any current item of the same
// operation type (ie: quaff), so that we can adjust the keybind on that
// item too.
const operation_types oper = item_to_oper(&to_adjust);
item_def* item2 = nullptr;
const int new_letter = index_to_letter(to_slot);
for (int i = MAX_GEAR; i < ENDOFPACK; ++i)
{
if (!you.inv[i].defined() || item_to_oper(&you.inv[i]) != oper)
continue;
if (you.inv[i].slot == new_letter)
{
item2 = &you.inv[i];
break;
}
}
if (item2)
item2->slot = to_adjust.slot;
to_adjust.slot = index_to_letter(to_slot);
if (verbose)
{
mprf_nocap("%s", to_adjust.name(DESC_INVENTORY_EQUIP).c_str());
if (item2)
mprf_nocap("%s", item2->name(DESC_INVENTORY_EQUIP).c_str());
}
return;
}
// Gear changes require moving items in the inventory array, which can
// invalidate many references that will need updating.
int new_quiver = -1;
if (you.quiver_action.item_is_quivered(to_adjust))
new_quiver = to_slot;
else if (you.quiver_action.item_is_quivered(to_slot))
new_quiver = to_adjust.link;
// Swap items.
const int from_slot = to_adjust.link;
item_def tmp = you.inv[to_slot];
you.inv[to_slot] = you.inv[from_slot];
you.inv[from_slot] = tmp;
// Slot switching.
tmp.slot = you.inv[to_slot].slot;
you.inv[to_slot].slot = index_to_letter(to_slot); //you.inv[from_slot].slot is 0 when 'from_slot' contains no item.
you.inv[from_slot].slot = tmp.slot;
you.inv[from_slot].link = from_slot;
you.inv[to_slot].link = to_slot;
bool wield_change = false;
for (player_equip_entry& entry : you.equipment.items)
{
if (entry.item == from_slot)
{
entry.item = to_slot;
if (you.inv[from_slot].base_type == OBJ_WEAPONS)
wield_change = true;
}
else if (entry.item == to_slot)
{
entry.item = from_slot;
if (you.inv[to_slot].base_type == OBJ_WEAPONS)
wield_change = true;
}
}
if (new_quiver >= 0)
you.quiver_action.replace(quiver::slot_to_action(new_quiver));
you.m_quiver_history.maybe_swap(from_slot, to_slot);
if (verbose)
{
mprf_nocap("%s", you.inv[to_slot].name(DESC_INVENTORY_EQUIP).c_str());
if (you.inv[from_slot].defined())
mprf_nocap("%s", you.inv[from_slot].name(DESC_INVENTORY_EQUIP).c_str());
}
if (wield_change)
{
you.wield_change = true;
quiver::on_weapon_changed();
}
else // just to make sure
quiver::set_needs_redraw();
// Swap the moved items in last_pickup if they're there.
if (!you.last_pickup.empty())
{
auto &last_pickup = you.last_pickup;
int to_count = lookup(last_pickup, to_slot, 0);
int from_count = lookup(last_pickup, from_slot, 0);
last_pickup.erase(to_slot);
last_pickup.erase(from_slot);
if (from_count > 0)
last_pickup[to_slot] = from_count;
if (to_count > 0)
last_pickup[from_slot] = to_count;
}
if (you.last_unequip == from_slot)
you.last_unequip = to_slot;
else if (you.last_unequip == to_slot)
you.last_unequip = from_slot;
if (you.cur_talisman == from_slot)
you.cur_talisman = to_slot;
else if (you.cur_talisman == to_slot)
you.cur_talisman = from_slot;
}
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