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/**
* @file
* @brief Misc (mostly) inventory related functions.
**/
#include "AppHdr.h"
#include "items.h"
#include <algorithm>
#include <cctype>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <functional> // mem_fn
#include <limits>
#include "adjust.h"
#include "areas.h"
#include "arena.h"
#include "artefact.h"
#include "art-enum.h"
#include "beam.h"
#include "bitary.h"
#include "branch.h"
#include "cio.h"
#include "clua.h"
#include "colour.h"
#include "coord.h"
#include "coordit.h"
#include "corpse.h"
#include "database.h" // getRandNameString
#include "dbg-util.h"
#include "defines.h"
#include "delay.h"
#include "describe.h"
#include "dgn-event.h"
#include "directn.h"
#include "dungeon.h"
#include "english.h"
#include "env.h"
#include "god-passive.h"
#include "god-prayer.h"
#include "hints.h"
#include "hiscores.h"
#include "invent.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "item-use.h"
#include "libutil.h"
#include "macro.h"
#include "makeitem.h"
#include "message.h"
#include "nearby-danger.h"
#include "notes.h"
#include "options.h"
#include "orb.h"
#include "output.h"
#include "place.h"
#include "player-equip.h"
#include "player.h"
#include "prompt.h"
#include "quiver.h"
#include "randbook.h"
#include "religion.h"
#include "shopping.h"
#include "showsymb.h"
#include "skills.h"
#include "slot-select-mode.h"
#include "sound.h"
#include "spl-book.h"
#include "spl-util.h"
#include "stash.h"
#include "state.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "throw.h"
#include "tilepick.h"
#include "travel.h"
#include "viewchar.h"
#include "view.h"
#include "xom.h"
#include "zot.h" // bezotted, print_gem_warnings
static int _autopickup_subtype(const item_def &item);
static void _autoinscribe_item(item_def& item);
static void _autoinscribe_floor_items();
static void _autoinscribe_inventory();
static void _maybe_disable_autopickup_for_dropped_items(vector<SelItem> &items);
static void _multidrop(vector<SelItem> tmp_items);
static bool _merge_items_into_inv(item_def &it, int quant_got,
int &inv_slot, bool quiet);
static bool will_autopickup = false;
static bool will_autoinscribe = false;
static inline string _autopickup_item_name(const item_def &item)
{
return userdef_annotate_item(STASH_LUA_SEARCH_ANNOTATE, &item)
+ item_prefix(item, false) + " " + item.name(DESC_PLAIN);
}
// Used to be called "unlink_items", but all it really does is make
// sure item coordinates are correct to the stack they're in. -- bwr
void fix_item_coordinates()
{
// Nails all items to the ground (i.e. sets x,y).
for (int x = 0; x < GXM; x++)
for (int y = 0; y < GYM; y++)
{
int i = env.igrid[x][y];
while (i != NON_ITEM)
{
env.item[i].pos.x = x;
env.item[i].pos.y = y;
i = env.item[i].link;
}
}
}
// This function uses the items coordinates to relink all the env.igrid lists.
void link_items()
{
// First, initialise env.igrid array.
env.igrid.init(NON_ITEM);
// Link all items on the grid, plus shop inventory,
// but DON'T link the huge pile of monster items at (-2,-2).
for (int i = 0; i < MAX_ITEMS; i++)
{
// Don't mess with monster held items, since the index of the holding
// monster is stored in the link field.
if (env.item[i].held_by_monster())
continue;
if (!env.item[i].defined())
{
// Item is not assigned. Ignore.
env.item[i].link = NON_ITEM;
continue;
}
bool move_below = item_is_stationary(env.item[i]);
int movable_ind = -1;
// Stationary item, find index at location
if (move_below)
{
for (stack_iterator si(env.item[i].pos); si; ++si)
{
if (!item_is_stationary(*si))
movable_ind = si->index();
}
}
// Link to top
if (!move_below || movable_ind == -1)
{
env.item[i].link = env.igrid(env.item[i].pos);
env.igrid(env.item[i].pos) = i;
}
// Link below movable items.
else
{
env.item[i].link = env.item[movable_ind].link;
env.item[movable_ind].link = i;
}
}
}
static bool _item_ok_to_clean(int item)
{
// Never clean misc items, Orbs, gems, or runes.
if (env.item[item].base_type == OBJ_MISCELLANY
|| item_is_collectible(env.item[item]))
{
return false;
}
return true;
}
static bool _item_preferred_to_clean(int item)
{
// Preferably clean "normal" weapons and ammo
if (env.item[item].base_type == OBJ_WEAPONS
&& env.item[item].plus <= 0
&& !is_artefact(env.item[item]))
{
return true;
}
if (env.item[item].base_type == OBJ_MISSILES
&& env.item[item].plus <= 0
&& !is_artefact(env.item[item]))
{
return true;
}
return false;
}
// Returns index number of first available space, or NON_ITEM for
// unsuccessful cleanup (should be exceedingly rare!)
static int _cull_items()
{
crawl_state.cancel_cmd_repeat();
// XXX: Not the prettiest of messages, but the player
// deserves to know whenever this kicks in. -- bwr
mprf(MSGCH_WARN, "Too many items on level, removing some.");
// Rules:
// 1. Don't cleanup anything nearby the player
// 2. Don't cleanup shops
// 3. Don't cleanup monster inventory
// 4. Clean 15% of items
// 5. never remove orbs or runes
// 7. uniques weapons are moved to the abyss
// 8. randarts are simply lost
// 9. unrandarts are 'destroyed', but may be generated again
// 10. Remove +0 weapons and ammo first, only removing others if this fails.
int first_cleaned = NON_ITEM;
// 2. Avoid shops by avoiding (0,5..9).
// 3. Avoid monster inventory by iterating over the dungeon grid.
// 10. Remove +0 weapons and ammo first, only removing others if this fails.
// Loop twice. First iteration, get rid of uninteresting stuff. Second
// iteration, get rid of anything non-essential
for (int remove_all=0; remove_all<2 && first_cleaned==NON_ITEM; remove_all++)
{
for (rectangle_iterator ri(1); ri; ++ri)
{
if (grid_distance(you.pos(), *ri) <= 8)
continue;
for (stack_iterator si(*ri); si; ++si)
{
if (_item_ok_to_clean(si->index())
&& (remove_all || _item_preferred_to_clean(si->index()))
&& x_chance_in_y(15, 100))
{
if (is_unrandom_artefact(*si))
{
// 7. Move uniques to abyss.
set_unique_item_status(*si, UNIQ_LOST_IN_ABYSS);
}
if (first_cleaned == NON_ITEM)
first_cleaned = si->index();
// POOF!
destroy_item(si->index());
}
}
}
}
return first_cleaned;
}
/*---------------------------------------------------------------------*/
stack_iterator::stack_iterator(const coord_def& pos, bool accessible)
{
cur_link = accessible ? you.visible_igrd(pos) : env.igrid(pos);
if (cur_link != NON_ITEM)
next_link = env.item[cur_link].link;
else
next_link = NON_ITEM;
}
stack_iterator::stack_iterator(int start_link)
{
cur_link = start_link;
if (cur_link != NON_ITEM)
next_link = env.item[cur_link].link;
else
next_link = NON_ITEM;
}
stack_iterator::operator bool() const
{
return cur_link != NON_ITEM;
}
item_def& stack_iterator::operator*() const
{
ASSERT(cur_link != NON_ITEM);
return env.item[cur_link];
}
item_def* stack_iterator::operator->() const
{
ASSERT(cur_link != NON_ITEM);
return &env.item[cur_link];
}
int stack_iterator::index() const
{
return cur_link;
}
const stack_iterator& stack_iterator::operator ++ ()
{
cur_link = next_link;
if (cur_link != NON_ITEM)
next_link = env.item[cur_link].link;
return *this;
}
stack_iterator stack_iterator::operator++(int)
{
const stack_iterator copy = *this;
++(*this);
return copy;
}
bool stack_iterator::operator==(const stack_iterator& rhs) const
{
return cur_link == rhs.cur_link;
}
mon_inv_iterator::mon_inv_iterator(monster& _mon)
: mon(_mon)
{
type = static_cast<mon_inv_type>(0);
if (mon.inv[type] == NON_ITEM)
++*this;
}
mon_inv_iterator::operator bool() const
{
return type < NUM_MONSTER_SLOTS;
}
item_def& mon_inv_iterator::operator*() const
{
ASSERT(mon.inv[type] != NON_ITEM);
return env.item[mon.inv[type]];
}
item_def* mon_inv_iterator::operator->() const
{
ASSERT(mon.inv[type] != NON_ITEM);
return &env.item[mon.inv[type]];
}
mon_inv_iterator& mon_inv_iterator::operator ++ ()
{
do
{
type = static_cast<mon_inv_type>(type + 1);
}
while (*this && mon.inv[type] == NON_ITEM);
return *this;
}
mon_inv_iterator mon_inv_iterator::operator++(int)
{
const mon_inv_iterator copy = *this;
++(*this);
return copy;
}
/**
* Reduce quantity of an inventory item, do cleanup if item goes away.
* @return True if stack of items no longer exists, false otherwise.
*/
bool dec_inv_item_quantity(int obj, int amount)
{
bool ret = false;
if (you.inv[obj].quantity <= amount)
{
item_skills(you.inv[obj], you.skills_to_hide);
you.inv[obj].base_type = OBJ_UNASSIGNED;
you.inv[obj].quantity = 0;
you.inv[obj].props.clear();
ret = true;
// If we're repeating a command, the repetitions used up the
// item stack being repeated on, so stop rather than move onto
// the next stack.
crawl_state.cancel_cmd_repeat();
crawl_state.cancel_cmd_again();
quiver::on_actions_changed();
}
else
you.inv[obj].quantity -= amount;
return ret;
}
// Reduce quantity of a monster/grid item, do cleanup if item goes away.
//
// Returns true if stack of items no longer exists.
bool dec_mitm_item_quantity(int obj, int amount, bool player_action)
{
item_def &item = env.item[obj];
if (amount > item.quantity)
amount = item.quantity; // can't use min due to type mismatch
if (item.quantity == amount)
{
destroy_item(obj);
if (player_action)
{
// If we're repeating a command, the repetitions used up the
// item stack being repeated on, so stop rather than move onto
// the next stack.
crawl_state.cancel_cmd_repeat();
crawl_state.cancel_cmd_again();
}
return true;
}
item.quantity -= amount;
return false;
}
void inc_inv_item_quantity(int obj, int amount)
{
you.inv[obj].quantity += amount;
}
void inc_mitm_item_quantity(int obj, int amount)
{
env.item[obj].quantity += amount;
ASSERT(env.item[obj].defined());
}
void init_item(int item)
{
if (item == NON_ITEM)
return;
env.item[item].clear();
}
// Returns an unused env.item slot, or NON_ITEM if none available.
// The reserve is the number of item slots to not check.
// Items may be culled if a reserve <= 10 is specified.
int get_mitm_slot(int reserve)
{
ASSERT(reserve >= 0);
if (crawl_state.game_is_arena())
reserve = 0;
int item = NON_ITEM;
for (item = 0; item < (MAX_ITEMS - reserve); item++)
if (!env.item[item].defined())
break;
if (item >= MAX_ITEMS - reserve)
{
if (crawl_state.game_is_arena())
{
item = arena_cull_items();
// If arena_cull_items() can't free up any space then
// _cull_items() won't be able to either, so give up.
if (item == NON_ITEM)
return NON_ITEM;
}
else
item = (reserve <= 10) ? _cull_items() : NON_ITEM;
if (item == NON_ITEM)
return NON_ITEM;
}
ASSERT(item != NON_ITEM);
init_item(item);
return item;
}
void unlink_item(int dest)
{
// Don't destroy non-items, may be called after an item has been
// reduced to zero quantity however.
if (dest == NON_ITEM || !env.item[dest].defined())
return;
monster* mons = env.item[dest].holding_monster();
if (mons != nullptr)
{
for (mon_inv_iterator ii(*mons); ii; ++ii)
{
if (ii->index() == dest)
{
item_def& item = *ii;
mons->inv[ii.slot()] = NON_ITEM;
item.pos.reset();
item.link = NON_ITEM;
return;
}
}
mprf(MSGCH_ERROR, "Item %s claims to be held by monster %s, but "
"it isn't in the monster's inventory.",
env.item[dest].name(DESC_PLAIN, false, true).c_str(),
mons->name(DESC_PLAIN, true).c_str());
// Don't return so the debugging code can take a look at it.
}
// Unlinking a newly created item, or a a temporary one, or an item in
// the player's inventory.
else if (env.item[dest].pos.origin() || env.item[dest].pos == ITEM_IN_INVENTORY)
{
env.item[dest].pos.reset();
env.item[dest].link = NON_ITEM;
return;
}
else
{
// Linked item on map:
//
// Use the items (x,y) to access the list (env.igrid[x][y]) where
// the item should be linked.
#if TAG_MAJOR_VERSION == 34
if (env.item[dest].pos.x != 0 || env.item[dest].pos.y < 5)
#endif
ASSERT_IN_BOUNDS(env.item[dest].pos);
// First check the top:
if (env.igrid(env.item[dest].pos) == dest)
{
// link env.igrid to the second item
env.igrid(env.item[dest].pos) = env.item[dest].link;
env.item[dest].pos.reset();
env.item[dest].link = NON_ITEM;
return;
}
// Okay, item is buried, find item that's on top of it.
for (stack_iterator si(env.item[dest].pos); si; ++si)
{
// Find item linking to dest item.
if (si->defined() && si->link == dest)
{
// unlink dest
si->link = env.item[dest].link;
env.item[dest].pos.reset();
env.item[dest].link = NON_ITEM;
return;
}
}
}
#ifdef DEBUG
// Okay, the sane ways are gone... let's warn the player:
mprf(MSGCH_ERROR, "BUG WARNING: Problems unlinking item '%s', (%d, %d)!!!",
env.item[dest].name(DESC_PLAIN).c_str(),
env.item[dest].pos.x, env.item[dest].pos.y);
// Okay, first we scan all items to see if we have something
// linked to this item. We're not going to return if we find
// such a case... instead, since things are already out of
// alignment, let's assume there might be multiple links as well.
bool linked = false;
int old_link = env.item[dest].link; // used to try linking the first
// Clean the relevant parts of the object.
env.item[dest].base_type = OBJ_UNASSIGNED;
env.item[dest].quantity = 0;
env.item[dest].link = NON_ITEM;
env.item[dest].pos.reset();
env.item[dest].props.clear();
// Look through all items for links to this item.
for (auto &item : env.item)
{
if (item.defined() && item.link == dest)
{
// unlink item
item.link = old_link;
if (!linked)
{
old_link = NON_ITEM;
linked = true;
}
}
}
// Now check the grids to see if it's linked as a list top.
for (int c = 2; c < (GXM - 1); c++)
for (int cy = 2; cy < (GYM - 1); cy++)
{
if (env.igrid[c][cy] == dest)
{
env.igrid[c][cy] = old_link;
if (!linked)
{
old_link = NON_ITEM; // cleaned after the first
linked = true;
}
}
}
// Okay, finally warn player if we didn't do anything.
if (!linked)
mprf(MSGCH_ERROR, "BUG WARNING: Item didn't seem to be linked at all.");
#endif
}
void destroy_item(item_def &item, bool never_created)
{
if (!item.defined())
return;
if (never_created)
{
if (is_unrandom_artefact(item))
set_unique_item_status(item, UNIQ_NOT_EXISTS);
}
item.clear();
}
void destroy_item(int dest, bool never_created)
{
// Don't destroy non-items, but this function may be called upon
// to remove items reduced to zero quantity, so we allow "invalid"
// objects in.
if (dest == NON_ITEM || !env.item[dest].defined())
return;
unlink_item(dest);
destroy_item(env.item[dest], never_created);
}
static void _handle_gone_item(const item_def &item)
{
if (player_in_branch(BRANCH_ABYSS)
&& item.orig_place.branch == BRANCH_ABYSS)
{
if (is_unrandom_artefact(item))
set_unique_item_status(item, UNIQ_LOST_IN_ABYSS);
}
}
void item_was_lost(const item_def &item)
{
_handle_gone_item(item);
xom_check_lost_item(item);
}
void item_was_destroyed(const item_def &item)
{
_handle_gone_item(item);
xom_check_destroyed_item(item);
}
void lose_item_stack(const coord_def& where)
{
for (stack_iterator si(where); si; ++si)
{
if (si ->defined()) // FIXME is this check necessary?
{
item_was_lost(*si);
si->clear();
}
}
env.igrid(where) = NON_ITEM;
}
/**
* How many movable items are there at a location?
*
* @param obj The item link for the location.
* @return The number of movable items at the location.
*/
int count_movable_items(int obj)
{
int result = 0;
for (stack_iterator si(obj); si; ++si)
{
if (!item_is_stationary(*si))
++result;
}
return result;
}
/**
* Fill the given vector with the items on the given location link.
*
* @param[out] items A vector to hold the item_defs of the item.
* @param[in] obj The location link; an index in env.item.
* @param exclude_stationary If true, don't include stationary items.
*/
vector<item_def*> item_list_on_square(int obj)
{
vector<item_def*> items;
for (stack_iterator si(obj); si; ++si)
items.push_back(& (*si));
return items;
}
// no overloading by return type, so some ugly code duplication. (There may be
// cleverer template things to do.)
vector<const item_def*> const_item_list_on_square(int obj)
{
vector<const item_def*> items;
for (stack_iterator si(obj); si; ++si)
items.push_back(& (*si));
return items;
}
bool need_to_autopickup()
{
return will_autopickup;
}
void request_autopickup(bool do_pickup)
{
will_autopickup = do_pickup;
}
bool item_is_branded(const item_def& item)
{
switch (item.base_type)
{
case OBJ_WEAPONS:
return get_weapon_brand(item) != SPWPN_NORMAL;
case OBJ_ARMOUR:
return get_armour_ego_type(item) != SPARM_NORMAL;
case OBJ_MISSILES:
return get_ammo_brand(item) != SPMSL_NORMAL;
default:
return false;
}
}
static bool _immune_to_brand(brand_type brand)
{
switch (brand)
{
case SPWPN_HOLY_WRATH:
return !you.holy_wrath_susceptible();
case SPWPN_VENOM:
return you.res_poison() == 3;
case SPWPN_DRAINING:
case SPWPN_PAIN:
return you.res_negative_energy() == 3;
case SPWPN_ELECTROCUTION:
return you.res_elec() >= 1;
case SPWPN_ENTANGLING:
return you.res_constrict();
default:
return false;
}
}
bool item_is_unusual(const item_def& item)
{
if (item.base_type == OBJ_WEAPONS)
{
for (auto& match : Options.vulnerable_brand_warning)
{
if (get_weapon_brand(item) == match.first
&& you.experience_level <= match.second
&& !_immune_to_brand(match.first))
{
return true;
}
}
}
const auto &patterns = Options.unusual_monster_items;
const string name = item.name(DESC_A, false, false, true, false);
return any_of(begin(patterns), end(patterns),
[&](const text_pattern &p) -> bool
{ return p.matches(name); });
}
bool item_is_worth_listing(const item_def& item)
{
if (item_is_unusual(item))
return true;
switch (item.base_type)
{
case OBJ_STAVES:
case OBJ_WANDS:
case OBJ_JEWELLERY:
return true;
case OBJ_MISSILES:
return item.sub_type != MI_LARGE_ROCK || item_is_branded(item);
case OBJ_WEAPONS:
return is_unrandom_artefact(item)
|| get_weapon_brand(item) != SPWPN_NORMAL;
default:
return item_is_branded(item) || is_artefact(item);
}
}
// 3 - unrandart, 2 - artefact, 1 - glowing/runed, 0 - mundane
static int _item_name_specialness(const item_def& item)
{
if (is_unrandom_artefact(item) || is_xp_evoker(item))
return 3;
// You can tell something is an artefact, because it'll have a
// description which rules out anything else.
if (is_artefact(item))
return 2;
// All unknown jewellery is worth looking at.
if (item.base_type == OBJ_JEWELLERY)
{
if (is_useless_item(item))
return 0;
return 1;
}
if (item.is_identified())
{
if (item_is_branded(item))
return 1;
return 0;
}
if (item.flags & ISFLAG_COSMETIC_MASK)
return 1;
return 0;
}
string item_message(vector<const item_def *> const &items)
{
if (static_cast<int>(items.size()) >= Options.item_stack_summary_minimum)
{
string out_string;
vector<unsigned int> item_chars;
for (unsigned int i = 0; i < items.size() && i < 50; ++i)
{
cglyph_t g = get_item_glyph(*items[i]);
item_chars.push_back(g.ch * 0x100 +
(10 - _item_name_specialness(*(items[i]))));
}
sort(item_chars.begin(), item_chars.end());
int cur_state = -1;
string colour = "";
for (unsigned int i = 0; i < item_chars.size(); ++i)
{
const int specialness = 10 - (item_chars[i] % 0x100);
if (specialness != cur_state)
{
if (!colour.empty())
out_string += "</" + colour + ">";
switch (specialness)
{
case 3: colour = "lightcyan"; break; // unrandart
case 2: colour = "yellow"; break; // artefact
case 1: colour = "white"; break; // glowing/runed
case 0: colour = "darkgrey"; break; // mundane
}
if (!colour.empty())
out_string += "<" + colour + ">";
cur_state = specialness;
}
out_string += stringize_glyph(item_chars[i] / 0x100);
if (i + 1 < item_chars.size()
&& (item_chars[i] / 0x100) != (item_chars[i+1] / 0x100))
{
out_string += ' ';
}
}
if (!colour.empty())
out_string += "</" + colour + ">";
return out_string;
}
vector<string> colour_names;
for (const item_def *it : items)
colour_names.push_back(menu_colour_item_name(*it, DESC_A));
return join_strings(colour_names.begin(), colour_names.end(), "; ");
}
void item_check()
{
describe_floor();
origin_set(you.pos());
ostream& strm = msg::streams(MSGCH_FLOOR_ITEMS);
auto items = const_item_list_on_square(you.visible_igrd(you.pos()));
if (items.empty())
return;
// Special case
if (items.size() == 1)
{
const item_def& it(*items[0]);
string name = menu_colour_item_name(it, DESC_A);
strm << "You see here " << name << '.' << endl;
return;
}
string desc_string = item_message(items);
// Stack summary case
if (static_cast<int>(items.size()) >= Options.item_stack_summary_minimum)
mprf_nojoin(MSGCH_FLOOR_ITEMS, "Items here: %s.", desc_string.c_str());
else if (items.size() <= msgwin_lines() - 1)
{
mpr_nojoin(MSGCH_FLOOR_ITEMS, "Things that are here:");
mprf_nocap("%s", desc_string.c_str());
}
else
strm << "There are many items here." << endl;
if (items.size() > 2 && crawl_state.game_is_hints_tutorial())
{
// If there are 2 or more non-corpse items here, we might need
// a hint.
int count = 0;
for (const item_def *it : items)
{
if (it->base_type == OBJ_CORPSES)
continue;
if (++count > 1)
{
learned_something_new(HINT_MULTI_PICKUP);
break;
}
}
}
}
bool item_def::is_identified() const
{
if (flags & ISFLAG_IDENTIFIED)
return true;
if (item_type_known(*this))
return true;
return false;
}
void identify_item(item_def& item)
{
if (item.is_identified())
return;
item.flags |= ISFLAG_IDENTIFIED;
request_autoinscribe();
if (!is_artefact(item) && !crawl_state.game_is_arena())
identify_item_type(item.base_type, item.sub_type);
if (in_inventory(item))
{
shopping_list.cull_identical_items(item);
item_skills(item, you.skills_to_show);
}
if (notes_are_active()
&& is_interesting_item(item)
&& !(item.flags & (ISFLAG_NOTED_ID)))
{
// Make a note of it.
take_note(Note(NOTE_ID_ITEM, 0, 0, item.name(DESC_A),
origin_desc(item)));
// Sometimes (e.g. shops) you can ID an item before you get it;
// don't note twice in those cases.
item.flags |= (ISFLAG_NOTED_ID | ISFLAG_NOTED_GET);
}
}
// Identify a wand or equipment item the player stepped on.
// Returns true if the player learned something.
static bool _id_floor_item(item_def &item)
{
if (item.base_type == OBJ_WANDS)
{
if (!type_is_identified(item))
{
// If the player doesn't want unknown wands picked up, assume
// they won't want this wand after it is identified.
bool should_pickup = item_needs_autopickup(item);
identify_item(item);
if (!should_pickup)
set_item_autopickup(item, AP_FORCE_OFF);
return true;
}
}
else if (item_type_is_equipment(item.base_type)
|| item.base_type == OBJ_TALISMANS)
{
if (item.is_identified())
return false;
// autopickup hack for previously-unknown items
if (item_needs_autopickup(item))
item.props[NEEDS_AUTOPICKUP_KEY] = true;
identify_item(item);
// but skip ones that we discover to be useless
if (item.props.exists(NEEDS_AUTOPICKUP_KEY) && is_useless_item(item))
item.props.erase(NEEDS_AUTOPICKUP_KEY);
return true;
}
return false;
}
/// Auto-ID whatever stuff the player stands on.
void id_floor_items()
{
for (stack_iterator si(you.pos()); si; ++si)
_id_floor_item(*si);
}
void pickup_menu(int item_link)
{
int n_did_pickup = 0;
// XX why is this const?
auto items = const_item_list_on_square(item_link);
ASSERT(items.size());
string prompt = "Pick up what? " + slot_description() + " (_ for help)";
if (items.size() == 1 && items[0]->quantity > 1)
prompt = "Select pick up quantity by entering a number, then select the item";
vector<SelItem> selected = select_items(items, prompt.c_str(), false,
menu_type::pickup);
if (selected.empty())
canned_msg(MSG_OK);
redraw_screen();
update_screen();
string pickup_warning;
for (const SelItem &sel : selected)
{
// Moving the item might destroy it, in which case we can't
// rely on the link.
short next;
for (int j = item_link; j != NON_ITEM; j = next)
{
next = env.item[j].link;
if (&env.item[j] == sel.item)
{
if (j == item_link)
item_link = next;
int num_to_take = sel.quantity;
const bool take_all = (num_to_take == env.item[j].quantity);
iflags_t oldflags = env.item[j].flags;
clear_item_pickup_flags(env.item[j]);
// If we cleared any flags on the items, but the pickup was
// partial, reset the flags for the items that remain on the
// floor.
if (!move_item_to_inv(j, num_to_take))
{
pickup_warning = "You can't carry that many items.";
if (env.item[j].defined())
env.item[j].flags = oldflags;
}
else
{
// If we deliberately chose to take only part of a
// pile, we consider the rest to have been
// "dropped."
if (!take_all && env.item[j].defined())
env.item[j].flags |= ISFLAG_DROPPED;
}
}
}
}
if (!pickup_warning.empty())
{
mpr(pickup_warning);
learned_something_new(HINT_FULL_INVENTORY);
}
if (n_did_pickup)
you.turn_is_over = true;
}
bool origin_known(const item_def &item)
{
return item.orig_place != level_id();
}
void origin_reset(item_def &item)
{
item.orig_place.clear();
item.orig_monnum = 0;
}
// We have no idea where the player found this item.
void origin_set_unknown(item_def &item)
{
if (!origin_known(item))
{
item.orig_place = level_id(BRANCH_DUNGEON, 0);
item.orig_monnum = 0;
}
}
// This item is starting equipment.
void origin_set_startequip(item_def &item)
{
if (!origin_known(item))
{
item.orig_place = level_id(BRANCH_DUNGEON, 0);
item.orig_monnum = -IT_SRC_START;
}
}
void origin_set_monster(item_def &item, const monster* mons)
{
if (!origin_known(item))
{
if (!item.orig_monnum)
item.orig_monnum = mons->type;
item.orig_place = level_id::current();
}
}
void origin_purchased(item_def &item)
{
// We don't need to check origin_known if it's a shop purchase
item.orig_place = level_id::current();
item.orig_monnum = -IT_SRC_SHOP;
}
void origin_acquired(item_def &item, int agent)
{
// We don't need to check origin_known if it's a divine gift
item.orig_place = level_id::current();
item.orig_monnum = -agent;
}
static string _milestone_collectible(const item_def &item)
{
return string("found ") + item.name(DESC_A) + ".";
}
void milestone_check(const item_def &item)
{
if (item.base_type == OBJ_RUNES)
mark_milestone("rune", _milestone_collectible(item));
else if (item.base_type == OBJ_GEMS)
mark_milestone("gem.found", _milestone_collectible(item));
else if (item_is_orb(item))
mark_milestone("orb", "found the Orb of Zot!");
}
static void _check_note_item(item_def &item)
{
if (item.flags & (ISFLAG_NOTED_GET | ISFLAG_NOTED_ID))
return;
if (item_is_collectible(item) || is_artefact(item))
{
int v = item.base_type == OBJ_GEMS ? gem_time_left(item.sub_type) : 0;
take_note(Note(NOTE_GET_ITEM, v, 0, item.name(DESC_A),
origin_desc(item)));
item.flags |= ISFLAG_NOTED_GET;
// If it's already fully identified when picked up, don't take
// further notes.
if (item.is_identified())
item.flags |= ISFLAG_NOTED_ID;
milestone_check(item);
}
}
void origin_set(const coord_def& where)
{
for (stack_iterator si(where); si; ++si)
{
if (origin_known(*si))
continue;
si->orig_place = level_id::current();
}
}
static void _origin_freeze(item_def &item)
{
if (!origin_known(item))
{
item.orig_place = level_id::current();
_check_note_item(item);
}
}
static string _origin_monster_name(const item_def &item)
{
const monster_type monnum = static_cast<monster_type>(item.orig_monnum);
if (monnum == MONS_PLAYER_GHOST)
return "a player ghost";
else if (monnum == MONS_PANDEMONIUM_LORD)
return "a pandemonium lord";
return mons_type_name(monnum, DESC_A);
}
static string _origin_place_desc(const item_def &item)
{
return prep_branch_level_name(item.orig_place);
}
static bool _origin_is_special(const item_def &item)
{
return item.orig_place == level_id(BRANCH_DUNGEON, 0);
}
bool origin_describable(const item_def &item)
{
return origin_known(item)
&& !_origin_is_special(item)
&& !is_stackable_item(item)
&& item.quantity == 1
&& item.base_type != OBJ_CORPSES;
}
static string _article_it(const item_def &/*item*/)
{
// "it" is always correct, since gloves and boots also come in pairs.
return "it";
}
static bool _origin_is_original_equip(const item_def &item)
{
return _origin_is_special(item) && item.orig_monnum == -IT_SRC_START;
}
/**
* What god gifted this item to the player?
*
* @param item The item in question.
* @returns The god that gifted this item to the player, if any;
* else GOD_NO_GOD.
*/
god_type origin_as_god_gift(const item_def& item)
{
const god_type ogod = static_cast<god_type>(-item.orig_monnum);
if (ogod <= GOD_NO_GOD || ogod >= NUM_GODS)
return GOD_NO_GOD;
return ogod;
}
bool origin_is_acquirement(const item_def& item, item_source_type *type)
{
item_source_type junk;
if (type == nullptr)
type = &junk;
*type = IT_SRC_NONE;
const int iorig = -item.orig_monnum;
#if TAG_MAJOR_VERSION == 34
// Copy pasting is bad but this will autoupdate on version bump
if (iorig == AQ_CARD_GENIE)
{
*type = static_cast<item_source_type>(iorig);
return true;
}
#endif
if (iorig == AQ_SCROLL || iorig == AQ_WIZMODE)
{
*type = static_cast<item_source_type>(iorig);
return true;
}
return false;
}
string origin_desc(const item_def &item)
{
if (!origin_describable(item))
return "";
if (_origin_is_original_equip(item))
return "Original Equipment";
string desc;
if (item.orig_monnum)
{
if (item.orig_monnum < 0)
{
int iorig = -item.orig_monnum;
switch (iorig)
{
case IT_SRC_SHOP:
desc += "You bought " + _article_it(item) + " in a shop ";
break;
case IT_SRC_START:
desc += "Buggy Original Equipment: ";
break;
case AQ_SCROLL:
desc += "You acquired " + _article_it(item) + " ";
break;
case AQ_INVENTED:
desc += "You invented it yourself ";
break;
#if TAG_MAJOR_VERSION == 34
case AQ_CARD_GENIE:
desc += "You drew the Genie ";
break;
#endif
case AQ_WIZMODE:
desc += "Your wizardly powers created "+ _article_it(item)+ " ";
break;
default:
if (iorig > GOD_NO_GOD && iorig < NUM_GODS)
{
desc += god_name(static_cast<god_type>(iorig))
+ " gifted " + _article_it(item) + " to you ";
}
else
{
// Bug really.
desc += "You stumbled upon " + _article_it(item) + " ";
}
break;
}
}
else if (item.orig_monnum == MONS_DANCING_WEAPON)
desc += "You subdued it ";
else
{
desc += "You took " + _article_it(item) + " off "
+ _origin_monster_name(item) + " ";
}
}
else
desc += "You found " + _article_it(item) + " ";
desc += _origin_place_desc(item);
return desc;
}
/**
* Pickup a single item stack at the given location link
*
* @param link The location link
* @param qty If 0, prompt for quantity of that item to pick up, if < 0,
* pick up the entire stack, otherwise pick up qty of the item.
* @return True if any item was picked up, false otherwise.
*/
bool pickup_single_item(int link, int qty)
{
ASSERT(link != NON_ITEM);
item_def* item = &env.item[link];
if (item_is_stationary(env.item[link]))
{
mpr("You can't pick that up.");
return false;
}
if (item->base_type == OBJ_GOLD && !qty && !i_feel_safe()
&& !yesno("Are you sure you want to pick up this pile of gold now?",
true, 'n'))
{
canned_msg(MSG_OK);
return false;
}
if (qty == 0 && item->quantity > 1 && item->base_type != OBJ_GOLD)
{
const string prompt
= make_stringf("Pick up how many of %s (; or enter for all)? ",
item->name(DESC_THE, false,
false, false).c_str());
qty = prompt_for_quantity(prompt.c_str());
if (qty == -1)
qty = item->quantity;
else if (qty == 0)
{
canned_msg(MSG_OK);
return false;
}
else if (qty < item->quantity)
{
// Mark rest item as not eligible for autopickup.
item->flags |= ISFLAG_DROPPED;
item->flags &= ~ISFLAG_THROWN;
}
}
if (qty < 1 || qty > item->quantity)
qty = item->quantity;
iflags_t oldflags = item->flags;
clear_item_pickup_flags(*item);
const bool pickup_succ = move_item_to_inv(link, qty);
if (item->defined())
item->flags = oldflags;
if (!pickup_succ)
{
mpr("You can't carry that many items.");
learned_something_new(HINT_FULL_INVENTORY);
return false;
}
return true;
}
bool player_on_single_stack()
{
int o = you.visible_igrd(you.pos());
if (o == NON_ITEM)
return false;
else
return env.item[o].link == NON_ITEM && env.item[o].quantity > 1;
}
/**
* Do the pickup command.
*
* @param partial_quantity If true, prompt for a quantity to pick up when
* picking up a single stack.
*/
void pickup(bool partial_quantity)
{
int keyin = 'x';
int o = you.visible_igrd(you.pos());
const int num_items = count_movable_items(o);
// Store last_pickup in case we need to restore it.
// Then clear it to fill with items picked up.
map<int,int> tmp_l_p = you.last_pickup;
you.last_pickup.clear();
if (o == NON_ITEM)
mpr("There are no items here.");
else if (num_items == 1) // just one movable item?
{
// Get the link to the movable item in the pile.
while (item_is_stationary(env.item[o]))
o = env.item[o].link;
pickup_single_item(o, partial_quantity ? 0 : env.item[o].quantity);
}
else if (Options.pickup_menu_limit
&& num_items > (Options.pickup_menu_limit > 0
? Options.pickup_menu_limit
: Options.item_stack_summary_minimum - 1))
{
pickup_menu(o);
}
else
{
int next;
if (num_items == 0)
mpr("There are no objects that can be picked up here.");
else
mpr("There are several objects here.");
string pickup_warning;
bool any_selectable = false;
while (o != NON_ITEM)
{
// Must save this because pickup can destroy the item.
next = env.item[o].link;
if (item_is_stationary(env.item[o]))
{
o = next;
continue;
}
any_selectable = true;
if (keyin != 'a')
{
string prompt = "Pick up %s? ((y)es/(n)o/(a)ll/(m)enu/*?g,/q)";
mprf(MSGCH_PROMPT, prompt.c_str(),
menu_colour_item_name(env.item[o], DESC_A).c_str());
mouse_control mc(MOUSE_MODE_YESNO);
keyin = getch_ck();
}
if (keyin == '*' || keyin == '?' || keyin == ',' || keyin == 'g'
|| keyin == 'm' || keyin == CK_MOUSE_CLICK)
{
pickup_menu(o);
break;
}
if (keyin == 'q' || key_is_escape(keyin))
{
canned_msg(MSG_OK);
break;
}
if (keyin == 'y' || keyin == 'a')
{
int num_to_take = env.item[o].quantity;
const iflags_t old_flags(env.item[o].flags);
clear_item_pickup_flags(env.item[o]);
// attempt to actually pick up the object.
if (!move_item_to_inv(o, num_to_take))
{
pickup_warning = "You can't carry that many items.";
env.item[o].flags = old_flags;
}
}
o = next;
if (o == NON_ITEM && keyin != 'y' && keyin != 'a')
canned_msg(MSG_OK);
}
// If there were no selectable items (all corpses, for example),
// list them.
if (!any_selectable)
{
for (stack_iterator si(you.pos(), true); si; ++si)
mprf_nocap("%s", menu_colour_item_name(*si, DESC_A).c_str());
}
if (!pickup_warning.empty())
mpr(pickup_warning);
}
if (you.last_pickup.empty())
you.last_pickup = tmp_l_p;
}
bool is_stackable_item(const item_def &item)
{
if (!item.defined())
return false;
switch (item.base_type)
{
case OBJ_MISSILES:
case OBJ_SCROLLS:
case OBJ_POTIONS:
case OBJ_GOLD:
case OBJ_BAUBLES:
#if TAG_MAJOR_VERSION == 34
case OBJ_FOOD:
#endif
return true;
case OBJ_MISCELLANY:
return item.sub_type == MISC_ZIGGURAT
|| item.sub_type == MISC_SHOP_VOUCHER;
default:
break;
}
return false;
}
bool items_similar(const item_def &item1, const item_def &item2)
{
// Base and sub-types must always be the same to stack.
if (item1.base_type != item2.base_type || item1.sub_type != item2.sub_type)
return false;
if (item1.base_type == OBJ_GOLD || item_is_collectible(item1))
return true;
if (is_artefact(item1) != is_artefact(item2))
return false;
else if (is_artefact(item1)
&& get_artefact_name(item1) != get_artefact_name(item2))
{
return false;
}
// Missiles with different egos shouldn't merge.
if (item1.base_type == OBJ_MISSILES && item1.brand != item2.brand)
return false;
#define NO_MERGE_FLAGS (ISFLAG_MIMIC | ISFLAG_SUMMONED)
if ((item1.flags & NO_MERGE_FLAGS) != (item2.flags & NO_MERGE_FLAGS))
return false;
return true;
}
bool items_stack(const item_def &item1, const item_def &item2)
{
// Both items must be stackable.
if (!is_stackable_item(item1) || !is_stackable_item(item2)
|| static_cast<long long>(item1.quantity) + item2.quantity
> numeric_limits<decltype(item1.quantity)>::max())
{
return false;
}
return items_similar(item1, item2)
// Don't leak information when checking if an "(unknown)" shop item
// matches an unidentified item in inventory.
&& item1.is_identified() == item2.is_identified();
}
static int _userdef_find_free_slot(const item_def &i)
{
int slot = -1;
if (!clua.callfn("c_assign_invletter", "i>d", &i, &slot))
return -1;
return slot;
}
// Finds a free index in you.inv to put a given item.
// For gear, this slot will match the letter assigned to the item.
// For consumables, it will be the first free index (regardless of letter) and
// the letter must be determined later.
int find_free_slot(const item_def &i)
{
if (inventory_category_for(i) == INVENT_CONSUMABLE)
{
for (int j = MAX_GEAR; j < ENDOFPACK; ++j)
if (!you.inv[j].defined())
return j;
return -1;
}
#define slotisfree(s) \
((s) >= 0 && (s) < MAX_GEAR && !you.inv[s].defined())
bool searchforward = false;
// If we're doing Lua, see if there's a Lua function that can give
// us a free slot.
int slot = _userdef_find_free_slot(i);
if (slot == -2 || Options.assign_item_slot == SS_FORWARD)
searchforward = true;
if (slotisfree(slot))
return slot;
// See if the item remembers where it's been. Lua code can play with
// this field so be extra careful.
if (isaalpha(i.slot))
slot = letter_to_index(i.slot);
if (slotisfree(slot))
return slot;
FixedBitVector<MAX_GEAR> disliked;
if (i.base_type == OBJ_POTIONS)
disliked.set('y' - 'a');
if (!searchforward)
{
// This is the new default free slot search. We look for the last
// available slot that does not leave a gap in the inventory.
for (slot = MAX_GEAR - 1; slot >= 0; --slot)
{
if (you.inv[slot].defined())
{
if (slot + 1 < MAX_GEAR && !you.inv[slot + 1].defined()
&& !disliked[slot + 1])
{
return slot + 1;
}
}
else
{
if (slot + 1 < MAX_GEAR && you.inv[slot + 1].defined()
&& !disliked[slot])
{
return slot;
}
}
}
}
// Either searchforward is true, or search backwards failed and
// we re-try searching the opposite direction.
int badslot = -1;
// Return first free slot
for (slot = 0; slot < MAX_GEAR; ++slot)
if (!you.inv[slot].defined())
{
if (disliked[slot])
badslot = slot;
else
return slot;
}
// If the least preferred slot is the only choice, so be it.
return badslot;
#undef slotisfree
}
static void _got_item(item_def& item)
{
seen_item(item);
shopping_list.cull_identical_items(item);
item.flags |= ISFLAG_HANDLED;
if (item.props.exists(NEEDS_AUTOPICKUP_KEY))
item.props.erase(NEEDS_AUTOPICKUP_KEY);
}
void get_gold(const item_def& item, int quant, bool quiet)
{
you.attribute[ATTR_GOLD_FOUND] += quant;
if (you_worship(GOD_ZIN))
quant -= zin_tithe(item, quant, quiet);
if (quant <= 0)
return;
you.add_gold(quant);
if (!quiet)
{
const string gain = quant != you.gold
? make_stringf(" (gained %d)", quant)
: "";
mprf("You now have %d gold piece%s%s.",
you.gold, you.gold != 1 ? "s" : "", gain.c_str());
learned_something_new(HINT_SEEN_GOLD);
}
}
void note_inscribe_item(item_def &item)
{
_autoinscribe_item(item);
_origin_freeze(item);
_check_note_item(item);
}
static bool _put_item_in_inv(item_def& it, int quant_got, bool quiet, bool& put_in_inv)
{
put_in_inv = false;
if (item_is_stationary(it))
{
if (!quiet)
mpr("You can't pick that up.");
// Fake a successful pickup (return 1), so we can continue to
// pick up anything else that might be on this square.
return true;
}
// sanity
if (quant_got > it.quantity || quant_got <= 0)
quant_got = it.quantity;
// attempt to put the item into your inventory.
int inv_slot;
if (_merge_items_into_inv(it, quant_got, inv_slot, quiet))
{
put_in_inv = true;
// cleanup items that ended up in an inventory slot (not gold, etc)
if (inv_slot != -1)
_got_item(you.inv[inv_slot]);
else if (it.base_type == OBJ_BOOKS)
_got_item(it);
_check_note_item(inv_slot == -1 ? it : you.inv[inv_slot]);
return true;
}
return false;
}
// Currently only used for moving shop items into inventory, since they are
// not in env.item. This doesn't work with partial pickup, because that requires
// an env.item slot...
bool move_item_to_inv(item_def& item, bool quiet)
{
bool junk;
return _put_item_in_inv(item, item.quantity, quiet, junk);
}
/**
* Move the given item and quantity to the player's inventory.
*
* @param obj The item index in env.item.
* @param quant_got The quantity of this item to move.
* @param quiet If true, most messages notifying the player of item pickup (or
* item pickup failure) aren't printed.
* @returns false if items failed to be picked up because of a full inventory,
* true otherwise (even if nothing was picked up).
*/
bool move_item_to_inv(int obj, int quant_got, bool quiet)
{
item_def &it = env.item[obj];
const coord_def old_item_pos = it.pos;
bool actually_went_in = false;
const bool keep_going = _put_item_in_inv(it, quant_got, quiet, actually_went_in);
if ((item_is_collectible(it) || in_bounds(old_item_pos))
&& actually_went_in)
{
dungeon_events.fire_position_event(dgn_event(DET_ITEM_PICKUP,
you.pos(), 0, obj,
-1),
you.pos());
// XXX: Waiting until now to decrement the quantity may give Windows
// tiles players the opportunity to close the window and duplicate the
// item (a variant of bug #6486). However, we can't decrement the
// quantity before firing the position event, because the latter needs
// the object's index.
dec_mitm_item_quantity(obj, quant_got);
you.turn_is_over = true;
}
return keep_going;
}
static void _get_book(item_def& it)
{
if (it.sub_type != BOOK_MANUAL)
{
if (you.has_mutation(MUT_INNATE_CASTER))
{
mprf("%s burns to shimmering ash in your grasp.",
it.name(DESC_THE).c_str());
return;
}
mprf("You pick up %s and begin reading...", it.name(DESC_A).c_str());
if (!library_add_spells(spells_in_book(it)))
mpr("Unfortunately, you learned nothing new or useful.");
taken_new_item(it.base_type);
return;
}
// This is mainly for save compat: if a manual generated somehow that is not
// id'd, the following message is completely useless
identify_item(it);
const skill_type sk = static_cast<skill_type>(it.plus);
if (is_useless_skill(sk))
{
mprf("You pick up %s. Unfortunately, it's quite useless to you.",
it.name(DESC_A).c_str());
return;
}
if (you.skills[sk] >= MAX_SKILL_LEVEL)
{
mprf("You pick up %s, but it has nothing more to teach you.",
it.name(DESC_A).c_str());
return;
}
if (you.skill_manual_points[sk])
mprf("You pick up another %s and continue studying.", it.name(DESC_PLAIN).c_str());
else
mprf("You pick up %s and begin studying.", it.name(DESC_A).c_str());
you.skill_manual_points[sk] += it.skill_points;
you.skills_to_show.insert(sk);
}
static void _get_voucher(item_def& it)
{
if (it.sub_type != MISC_SHOP_VOUCHER)
return;
you.attribute[ATTR_VOUCHER]++;
taken_new_item(it.base_type);
}
// Adds all books in the player's inventory to library.
// Declared here for use by tags to load old saves.
void add_held_books_to_library()
{
for (item_def& it : you.inv)
{
if (it.base_type == OBJ_BOOKS)
{
_get_book(it);
destroy_item(it);
}
}
}
static bool _got_all_pan_runes()
{
for (int rune = RUNE_DEMONIC; rune <= RUNE_GLOORX_VLOQ; ++rune)
if (!you.runes[rune])
return false;
return true;
}
/**
* Place a rune into the player's inventory.
*
* @param it The item (rune) to pick up.
* @param quiet Whether to suppress (most?) messages.
*/
static void _get_rune(const item_def& it, bool quiet)
{
if (!you.runes[it.sub_type])
you.runes.set(it.sub_type);
if (!quiet)
{
flash_view_delay(UA_PICKUP, rune_colour(it.sub_type), 300);
mprf("You pick up the %s rune and feel its power.",
rune_type_name(it.sub_type));
int nrunes = runes_in_pack();
if (nrunes >= you.obtainable_runes)
mpr("You have collected all the runes! Now go and win!");
else if (nrunes == ZOT_ENTRY_RUNES)
{
// might be inappropriate in new Sprints, please change it then
mprf("%d runes! That's enough to enter the realm of Zot.",
nrunes);
}
else if (nrunes > 1)
{
if (player_in_branch(BRANCH_PANDEMONIUM) && _got_all_pan_runes())
mpr("You've emptied out Pandemonium! Nothing left here but demons.");
mprf("You now have %d runes.", nrunes);
}
mpr("Press } to see all the runes you have collected.");
}
if (it.sub_type == RUNE_ABYSSAL)
mpr("You feel the abyssal rune guiding you out of this place.");
}
static bool _is_disabled_gem(gem_type gem)
{
switch (gem)
{
#if TAG_MAJOR_VERSION == 34
case GEM_ORC:
return true;
#endif
default:
return false;
}
}
static bool _is_ungenerated_gem(gem_type gem)
{
branch_type br = branch_for_gem(gem);
return !brentry[br].is_valid() && is_random_subbranch(br);
}
static bool _got_all_gems()
{
for (int gem = GEM_DUNGEON; gem < NUM_GEM_TYPES; ++gem)
{
if (_is_disabled_gem(static_cast<gem_type>(gem)))
continue;
if (_is_ungenerated_gem(static_cast<gem_type>(gem)))
continue;
if (!you.gems_found[static_cast<gem_type>(gem)])
return false;
}
return true;
}
static void _get_gem(const item_def& it, bool quiet)
{
you.gems_found.set(it.sub_type);
if (quiet)
return;
flash_view_delay(UA_PICKUP, it.gem_colour(), 300);
// XXX: consider customizing this message per-gem
mprf("You pick up %s and feel its impossibly delicate weight in your %s.",
it.name(DESC_THE).c_str(), you.hand_name(true).c_str());
if (_got_all_gems())
{
mprf("You've found all the gems! Together, they sparkle an otherworldly %s!",
getSpeakString("misc_colour").c_str());
}
mpr("Press } and ! to see all the gems you have collected.");
print_gem_warnings(it.sub_type, 0);
}
/**
* Place the Orb of Zot into the player's inventory.
*/
static void _get_orb()
{
run_animation(ANIMATION_ORB, UA_PICKUP);
mprf(MSGCH_ORB, "You pick up the Orb of Zot!");
if (bezotted())
mpr("Zot can harm you no longer.");
env.orb_pos = you.pos(); // can be wrong in wizmode
orb_pickup_noise(you.pos(), 30);
start_orb_run(CHAPTER_ESCAPING, "Now all you have to do is get back out "
"of the dungeon!");
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_METEORAN)
update_vision_range();
#endif
}
/**
* Attempt to merge a stackable item into an existing stack in the player's
* inventory.
*
* @param it[in] The stack to merge.
* @param quant_got The quantity of this item to place.
* @param inv_slot[out] The inventory slot the item was placed in. -1 if
* not placed.
* @param quiet Whether to suppress pickup messages.
*/
static bool _merge_stackable_item_into_inv(const item_def &it, int quant_got,
int &inv_slot, bool quiet)
{
for (inv_slot = 0; inv_slot < ENDOFPACK; inv_slot++)
{
if (!items_stack(you.inv[inv_slot], it))
continue;
// If the object on the ground is inscribed, but not
// the one in inventory, then the inventory object
// picks up the other's inscription.
if (!(it.inscription).empty()
&& you.inv[inv_slot].inscription.empty())
{
you.inv[inv_slot].inscription = it.inscription;
}
inc_inv_item_quantity(inv_slot, quant_got);
you.last_pickup[inv_slot] = quant_got;
// If we are purchasing an identified item from a shop, maybe update our
// item slot. (Pre-identified items on the floor will already be handled
// by seen_item().)
const short old_slot = you.inv[inv_slot].slot;
if (inventory_category_for(it) == INVENT_CONSUMABLE
&& it.flags & ISFLAG_IDENTIFIED
&& !(you.inv[inv_slot].flags & ISFLAG_IDENTIFIED))
{
you.inv[inv_slot].flags |= ISFLAG_IDENTIFIED;
auto_assign_item_slot(you.inv[inv_slot], true);
}
if (!quiet)
{
#ifdef USE_SOUND
parse_sound(PICKUP_SOUND);
#endif
string prefix = you.inv[inv_slot].slot != old_slot
? make_stringf("%c -> ", old_slot) : "";
mprf_nocap("%s%s (gained %d)",
prefix.c_str(),
menu_colour_item_name(you.inv[inv_slot],
DESC_INVENTORY).c_str(),
quant_got);
}
return true;
}
inv_slot = -1;
return false;
}
static bool _merge_evokers(const item_def &it, int &inv_slot, bool quiet)
{
for (inv_slot = MAX_GEAR; inv_slot < ENDOFPACK; inv_slot++)
{
if (you.inv[inv_slot].base_type != OBJ_MISCELLANY
|| you.inv[inv_slot].sub_type != it.sub_type)
{
continue;
}
bool can_improve = evoker_plus(it.sub_type) < MAX_EVOKER_ENCHANT;
if (!can_improve)
{
if (!quiet)
{
mprf("%s cannot be improved any further.",
you.inv[inv_slot].name(DESC_YOUR).c_str());
}
return true;
}
evoker_plus(it.sub_type)++;
if (evoker_plus(it.sub_type) == MAX_EVOKER_ENCHANT)
set_item_autopickup(it, AP_FORCE_OFF);
if (!quiet)
{
#ifdef USE_SOUND
parse_sound(PICKUP_SOUND);
#endif
mprf_nocap("%s (improved by +1).",
menu_colour_item_name(you.inv[inv_slot],
DESC_INVENTORY).c_str());
}
return true;
}
inv_slot = -1;
return false;
}
/**
* Attempt to merge a wands charges into an existing wand of the same type in
* inventory.
*
* @param it[in] The wand to merge.
* @param inv_slot[out] The inventory slot the wand was placed in. -1 if
* not placed.
* @param quiet Whether to suppress pickup messages.
*/
static bool _merge_wand_charges(const item_def &it, int &inv_slot, bool quiet)
{
for (inv_slot = MAX_GEAR; inv_slot < ENDOFPACK; inv_slot++)
{
if (you.inv[inv_slot].base_type != OBJ_WANDS
|| you.inv[inv_slot].sub_type != it.sub_type)
{
continue;
}
you.inv[inv_slot].charges += it.charges;
if (!quiet)
{
#ifdef USE_SOUND
parse_sound(PICKUP_SOUND);
#endif
mprf_nocap("%s (gained %d charge%s)",
menu_colour_item_name(you.inv[inv_slot],
DESC_INVENTORY).c_str(),
it.charges, it.charges == 1 ? "" : "s");
}
return true;
}
inv_slot = -1;
return false;
}
// Returns the preferred letter for a given consumable item.
static int _letter_for_consumable(item_def& item, bool first_pickup)
{
// If this is an identified item, first check the consumable_slot option to
// see any default assignment and use this.
const operation_types oper = item_to_oper(&item);
if (item.is_identified())
{
char key = 0;
switch (item.base_type)
{
case OBJ_POTIONS:
key = Options.potion_shortcuts[item.sub_type];
break;
case OBJ_SCROLLS:
key = Options.scroll_shortcuts[item.sub_type];
break;
case OBJ_WANDS:
key = Options.evokable_shortcuts[item.sub_type];
break;
case OBJ_MISCELLANY:
key = Options.evokable_shortcuts[item.sub_type + NUM_WANDS];
break;
case OBJ_BAUBLES:
key = Options.evokable_shortcuts[item.sub_type + NUM_WANDS + NUM_MISCELLANY];
break;
default:
key = 0;
}
if (key > 0 && key != ' ')
{
// Verify that the player hasn't manually remapped something to this
// key already. (If they have, just jump to the next step.)
bool conflict = false;
for (int i = MAX_GEAR; i < ENDOFPACK; ++i)
{
if (you.inv[i].defined() && item_to_oper(&you.inv[i]) == oper
&& you.inv[i].slot == key)
{
conflict = true;
break;
}
}
if (!conflict)
return key;
}
}
if (!first_pickup)
return item.slot;
// If there wasn't any, or this is unidentified, try to pick any available
// letter that isn't 'reserved' by the consumable_slot option for this
// sub-category of item.
bool reserved[52] = {false};
switch (item.base_type)
{
case OBJ_POTIONS:
for (const char& key : Options.potion_shortcuts)
if (isalpha(key) > 0)
reserved[letter_to_index(key)] = true;
break;
case OBJ_SCROLLS:
for (const char& key : Options.scroll_shortcuts)
if (isalpha(key) > 0)
reserved[letter_to_index(key)] = true;
break;
case OBJ_WANDS:
case OBJ_MISCELLANY:
case OBJ_BAUBLES:
for (const char& key : Options.evokable_shortcuts)
if (isalpha(key))
reserved[letter_to_index(key)] = true;
break;
default:
break;
}
// For unidentified potions/scrolls, also exclude any letters used by
// unidentified items of the opposite type that the player is currently
// holding (to prevent the ?id scroll menu from ever having the same
// keybind twice).
if (!item.is_identified())
{
for (int i = MAX_GEAR; i < ENDOFPACK; ++i)
{
if (!you.inv[i].defined() || you.inv[i].is_identified()
|| !isalpha(you.inv[i].slot))
{
continue;
}
if ((item.base_type == OBJ_POTIONS && you.inv[i].base_type == OBJ_SCROLLS)
|| (item.base_type == OBJ_SCROLLS && you.inv[i].base_type == OBJ_POTIONS))
{
reserved[letter_to_index(you.inv[i].slot)] = true;
}
}
}
// Check which slots are strictly used already.
bool used_slots[52] = {false};
for (int i = MAX_GEAR; i < ENDOFPACK; ++i)
{
if (you.inv[i].defined() && item_to_oper(&you.inv[i]) == oper
&& isalpha(you.inv[i].slot))
{
used_slots[letter_to_index(you.inv[i].slot)] = true;
}
}
// Now select the first available slot that isn't reserved or in use.
for (int i = 0; i < 52; ++i)
if (!reserved[i] && !used_slots[i])
return index_to_letter(i);
// If somehow there aren't any letters neither reserved nor in use, pick
// the first one not currently in use, reserved or not
for (int i = 0; i < 52; ++i)
if (!used_slots[i])
return index_to_letter(i);
// Somehow, nothing is free. (This really shouldn't happen.)
die("Unable to find any slot for %s", item.name(DESC_THE, false, true).c_str());
}
// Assigns a letter to an item in you.inv.
// For gear, this will strictly correspond to its index.
// For consumables, this is more complicated.
static int _assign_inventory_letter(item_def& item)
{
if (inventory_category_for(item) == INVENT_GEAR)
return index_to_letter(item.link);
else
return _letter_for_consumable(item, true);
}
/**
* Maybe move an item to the slot given by the item_slot option.
*
* @param[in] item the item to be checked. Note that any references to this
* item may be invalidated by the swap_inv_slots call!
* @param quiet If true, don't print a message about moving this item.
* @returns the new location of the item if it was moved, null otherwise.
*/
item_def *auto_assign_item_slot(item_def& item, bool quiet)
{
if (!item.defined())
return nullptr;
if (!in_inventory(item))
return nullptr;
// Consumables can remap their letter when identified, but do not move
// themselves.
if (inventory_category_for(item) == INVENT_CONSUMABLE)
{
const short old_slot = item.slot;
item.slot = _letter_for_consumable(item, false);
if (item.slot != old_slot && !quiet)
mprf_nocap("%c -> %s", old_slot, item.name(DESC_INVENTORY).c_str());
// We return null since the previous item reference wasn't invalidated.
return nullptr;
}
int newslot = -1;
bool overwrite = true;
// check to see whether we've chosen an automatic label:
for (auto& mapping : Options.auto_gear_letters)
{
// `matches` has a validity check
if (!mapping.first.matches(item.name(DESC_QUALNAME))
&& !mapping.first.matches(item_prefix(item)
+ " " + item.name(DESC_A)))
{
continue;
}
for (char i : mapping.second)
{
if (i == '+')
overwrite = true;
else if (i == '-')
overwrite = false;
else if (isaalpha(i))
{
const int index = letter_to_index(i);
auto &iitem = you.inv[index];
// Slot is empty, or overwrite is on and the rule doesn't
// match the item already there.
if (!iitem.defined()
|| overwrite
&& !mapping.first.matches(iitem.name(DESC_QUALNAME))
&& !mapping.first.matches(item_prefix(iitem)
+ " " + iitem.name(DESC_A)))
{
newslot = index;
break;
}
}
}
if (newslot != -1 && newslot != item.link)
{
swap_inv_slots(item, newslot, you.num_turns);
return &you.inv[newslot];
}
}
return nullptr;
}
/**
* Move the given item and quantity to a free slot in the player's inventory.
* If the item_slot option tells us to put it in a specific slot, it will move
* there and push out the item that was in it before instead.
*
* @param it[in] The item to be placed into the player's inventory.
* @param quant_got The quantity of this item to place.
* @param quiet Suppresses pickup messages.
* @return The inventory slot the item was placed in.
*/
static int _place_item_in_free_slot(item_def &it, int quant_got,
bool quiet)
{
int freeslot = find_free_slot(it);
ASSERT_RANGE(freeslot, 0, ENDOFPACK);
ASSERT(!you.inv[freeslot].defined());
item_def &item = you.inv[freeslot];
// Copy item.
item = it;
item.link = freeslot;
item.quantity = quant_got;
item.slot = _assign_inventory_letter(item);
item.pos = ITEM_IN_INVENTORY;
// Remove "unobtainable" as it was just proven false.
item.flags &= ~ISFLAG_UNOBTAINABLE;
ash_id_item(item);
maybe_identify_base_type(item);
note_inscribe_item(item);
if (crawl_state.game_is_hints())
taken_new_item(item.base_type);
you.last_pickup[item.link] = quant_got;
quiver::on_item_pickup(freeslot);
quiver::on_actions_changed();
item_skills(item, you.skills_to_show);
if (const item_def* newitem = auto_assign_item_slot(item))
return newitem->link;
else if (!quiet)
{
#ifdef USE_SOUND
parse_sound(PICKUP_SOUND);
#endif
mprf_nocap("%s", menu_colour_item_name(item, DESC_INVENTORY).c_str());
}
return item.link;
}
/**
* Move the given item and quantity to the player's inventory.
* DOES NOT change the original item; the caller must handle any cleanup!
*
* @param it[in] The item to be placed into the player's inventory.
* @param quant_got The quantity of this item to place.
* @param inv_slot[out] The inventory slot the item was placed in. -1 if
* not placed.
* @param quiet If true, most messages notifying the player of item pickup (or
* item pickup failure) aren't printed.
* @return Whether something was successfully picked up.
*/
static bool _merge_items_into_inv(item_def &it, int quant_got,
int &inv_slot, bool quiet)
{
inv_slot = -1;
// sanity
if (quant_got > it.quantity || quant_got <= 0)
quant_got = it.quantity;
// Gold has no mass, so we handle it first.
if (it.base_type == OBJ_GOLD)
{
get_gold(it, quant_got, quiet);
return true;
}
if (it.base_type == OBJ_BOOKS)
{
_get_book(it);
return true;
}
if (it.base_type == OBJ_MISCELLANY && it.sub_type == MISC_SHOP_VOUCHER)
{
_get_voucher(it);
return true;
}
// Runes and gems are also massless.
if (it.base_type == OBJ_RUNES)
{
_get_rune(it, quiet);
return true;
}
if (it.base_type == OBJ_GEMS)
{
_get_gem(it, quiet);
return true;
}
// The Orb is also handled specially.
if (item_is_orb(it))
{
_get_orb();
return true;
}
// attempt to merge into an existing stack, if possible
if (is_stackable_item(it)
&& _merge_stackable_item_into_inv(it, quant_got, inv_slot, quiet))
{
return true;
}
// attempt to merge into an existing stack, if possible
if (it.base_type == OBJ_WANDS
&& _merge_wand_charges(it, inv_slot, quiet))
{
quant_got = 1;
return true;
}
// attempt to merge into an existing stack, if possible
if (is_xp_evoker(it)
&& _merge_evokers(it, inv_slot, quiet))
{
quant_got = 1;
return true;
}
// Can't combine, check for slot space.
if (inventory_category_for(it) == INVENT_GEAR && inv_count(INVENT_GEAR) >= MAX_GEAR)
return false;
inv_slot = _place_item_in_free_slot(it, quant_got, quiet);
return true;
}
void mark_items_non_pickup_at(const coord_def &pos)
{
int item = env.igrid(pos);
while (item != NON_ITEM)
{
env.item[item].flags |= ISFLAG_DROPPED;
env.item[item].flags &= ~ISFLAG_THROWN;
// remove any force-pickup autoinscription, otherwise the full
// inventory pickup check gets stuck in a loop
env.item[item].inscription = replace_all(
env.item[item].inscription, "=g", "");
item = env.item[item].link;
}
}
void clear_item_pickup_flags(item_def &item)
{
item.flags &= ~(ISFLAG_THROWN | ISFLAG_DROPPED | ISFLAG_NO_PICKUP);
}
// Moves env.item[obj] to p... will modify the value of obj to
// be the index of the final object (possibly different).
//
// Done this way in the hopes that it will be obvious from
// calling code that "obj" is possibly modified.
//
// Returns false on error or level full - cases where you
// keep the item.
bool move_item_to_grid(int *const obj, const coord_def& p, bool silent)
{
ASSERT_IN_BOUNDS(p);
int& ob(*obj);
// Must be a valid reference to a valid object.
if (ob == NON_ITEM || !env.item[ob].defined())
return false;
item_def& item(env.item[ob]);
bool move_below = item_is_stationary(item);
if (!silenced(p) && !silent)
feat_splash_noise(env.grid(p));
if (feat_destroys_items(env.grid(p)))
{
item_was_destroyed(item);
destroy_item(ob);
ob = NON_ITEM;
return true;
}
// If it's a stackable type or stationary item that's not a net...
int movable_ind = -1;
if (move_below || is_stackable_item(item))
{
// Look for similar item to stack:
for (stack_iterator si(p); si; ++si)
{
// Check if item already linked here -- don't want to unlink it.
if (ob == si->index())
return false;
if (items_stack(item, *si))
{
// Add quantity to item already here, and dispose
// of obj, while returning the found item. -- bwr
inc_mitm_item_quantity(si->index(), item.quantity);
destroy_item(ob);
ob = si->index();
gozag_move_gold_to_top(p);
if (you.see_cell(p))
{
// XXX: Is it actually necessary to identify when the
// new item merged with a stack?
ash_id_item(*si);
maybe_identify_base_type(*si);
}
return true;
}
if (move_below && !item_is_stationary(*si))
movable_ind = si->index();
}
}
else
ASSERT(item.quantity == 1);
ASSERT(ob != NON_ITEM);
// Need to actually move object, so first unlink from old position.
unlink_item(ob);
// Move item to coord.
item.pos = p;
// Need to move this stationary item to the position in the pile
// below the lowest non-stationary, non-net item.
if (move_below && movable_ind >= 0)
{
item.link = env.item[movable_ind].link;
env.item[movable_ind].link = item.index();
}
// Movable item or no movable items in pile, link item to top of list.
else
{
item.link = env.igrid(p);
env.igrid(p) = ob;
}
if (item_is_orb(item))
env.orb_pos = p;
if (item.base_type != OBJ_GOLD)
gozag_move_gold_to_top(p);
if (you.see_cell(p))
{
ash_id_item(item);
maybe_identify_base_type(item);
}
if (p == you.pos() && _id_floor_item(item))
mprf("You see here %s.", item.name(DESC_A).c_str());
return true;
}
void move_item_stack_to_grid(const coord_def& from, const coord_def& to)
{
if (env.igrid(from) == NON_ITEM)
return;
// Tell all items in stack what the new coordinate is.
for (stack_iterator si(from); si; ++si)
{
si->pos = to;
// Link last of the stack to the top of the old stack.
if (si->link == NON_ITEM && env.igrid(to) != NON_ITEM)
{
si->link = env.igrid(to);
break;
}
}
env.igrid(to) = env.igrid(from);
env.igrid(from) = NON_ITEM;
}
// Returns the mitm index of the item. If the item was copied but destroyed,
// returns -1. If there was no space to copy it, returns NON_ITEM.
int copy_item_to_grid(const item_def &item, const coord_def& p,
int quant_drop, bool mark_dropped, bool silent)
{
ASSERT_IN_BOUNDS(p);
if (quant_drop == 0)
return NON_ITEM;
if (!silenced(p) && !silent)
feat_splash_noise(env.grid(p));
if (feat_destroys_items(env.grid(p)))
{
item_was_destroyed(item);
return -1;
}
// default quant_drop == -1 => drop all
if (quant_drop < 0)
quant_drop = item.quantity;
// Loop through items at current location.
if (is_stackable_item(item))
{
for (stack_iterator si(p); si; ++si)
{
if (items_stack(item, *si))
{
item_def copy = item;
inc_mitm_item_quantity(si->index(), quant_drop);
if (mark_dropped)
{
// If the items on the floor already have a nonzero slot,
// leave it as such, otherwise set the slot.
if (!si->slot)
si->slot = item.slot;
si->flags |= ISFLAG_DROPPED;
si->flags &= ~ISFLAG_THROWN;
}
return si->index();
}
}
}
// Item not found in current stack, add new item to top.
int new_item_idx = get_mitm_slot(10);
if (new_item_idx == NON_ITEM)
return NON_ITEM;
item_def& new_item = env.item[new_item_idx];
// Copy item.
new_item = item;
// Set quantity, and set the item as unlinked.
new_item.quantity = quant_drop;
new_item.pos.reset();
new_item.link = NON_ITEM;
if (mark_dropped)
{
new_item.slot = index_to_letter(item.link);
new_item.flags |= ISFLAG_DROPPED;
new_item.flags &= ~ISFLAG_THROWN;
origin_set_unknown(new_item);
}
move_item_to_grid(&new_item_idx, p, true);
return new_item_idx;
}
coord_def item_pos(const item_def &item)
{
coord_def pos = item.pos;
if (pos == ITEM_IN_MONSTER_INVENTORY)
{
if (const monster *mon = item.holding_monster())
pos = mon->pos();
else
die("item held by an invalid monster");
}
else if (pos == ITEM_IN_INVENTORY)
pos = you.pos();
return pos;
}
/**
* Move the top item of a stack to a new location.
*
* @param pos the location of the stack
* @param dest the position to be moved to
* @return whether there were any items at pos to be moved.
*/
bool move_top_item(const coord_def &pos, const coord_def &dest)
{
int item = env.igrid(pos);
if (item == NON_ITEM)
return false;
dungeon_events.fire_position_event(
dgn_event(DET_ITEM_MOVED, pos, 0, item, -1, dest), pos);
// Now move the item to its new position...
move_item_to_grid(&item, dest);
return true;
}
const item_def* top_item_at(const coord_def& where)
{
const int link = you.visible_igrd(where);
return (link == NON_ITEM) ? nullptr : &env.item[link];
}
static bool _check_dangerous_drop(const item_def & item)
{
if (!feat_eliminates_items(env.grid(you.pos())))
return true;
string prompt = "Are you sure you want to drop " + item.name(DESC_THE)
+ " into "
+ feature_description_at(you.pos(), false, DESC_A) + "? "
+ "You won't be able to retrieve "
+ (item.quantity == 1 ? "it." : "them.");
// don't interrupt delays; this might do something strange to macros
// that trigger it, but the main way drops interact with delays is
// through multidrop and armour delays
if (yesno(prompt.c_str(), true, 'n', true, false))
return true;
canned_msg(MSG_OK);
return false;
}
/**
* Drop an item, possibly starting up a delay to do so.
*
* @param item_dropped the inventory index of the item to drop
* @param quant_drop the number of items to drop, -1 to drop the whole stack.
*
* @return True if we took time, either because we dropped the item
* or because we took a preliminary step (removing a ring, etc.).
*/
bool drop_item(int item_dropped, int quant_drop)
{
item_def &item = you.inv[item_dropped];
if (quant_drop < 0 || quant_drop > item.quantity)
quant_drop = item.quantity;
if (!_check_dangerous_drop(item))
return false;
if (item_is_equipped(item))
{
if (item.base_type == OBJ_GIZMOS)
{
mpr("That is permanently installed in your exoskeleton.");
return false;
}
const bool is_wpn = is_weapon(item);
if (!Options.easy_unequip && !is_wpn)
{
mprf(MSGCH_PROMPT, "You will have to take that off first.");
return false;
}
if (try_unequip_item(item))
{
// The delay handles the case where the item disappeared.
start_delay<DropItemDelay>(1, item);
// We didn't actually finish yet, but try_unequip_item either took
// time or queued up delays, so return true.
return true;
}
else
return false;
}
ASSERT(item.defined());
if (Options.drop_disables_autopickup
&& !is_artefact(item)
&& item.base_type != OBJ_MISSILES)
{
set_item_autopickup(item, AP_FORCE_OFF);
}
if (copy_item_to_grid(item, you.pos(), quant_drop, true, true) == NON_ITEM)
{
mpr("Too many items on this level, not dropping the item.");
return false;
}
mprf("You drop %s.", quant_name(item, quant_drop, DESC_A).c_str());
// If you drop an item in as a merfolk, it is below the water line and
// makes no noise falling.
if (!you.swimming())
feat_splash_noise(env.grid(you.pos()));
dec_inv_item_quantity(item_dropped, quant_drop);
you.turn_is_over = true;
you.last_pickup.erase(item_dropped);
if (you.last_unequip == item.link)
you.last_unequip = -1;
return true;
}
void drop_last()
{
vector<SelItem> items_to_drop;
for (const auto &entry : you.last_pickup)
{
const item_def* item = &you.inv[entry.first];
if (item->quantity > 0)
items_to_drop.emplace_back(entry.first, entry.second, item);
}
if (items_to_drop.empty())
mpr("No item to drop.");
else
{
you.last_pickup.clear();
_maybe_disable_autopickup_for_dropped_items(items_to_drop);
_multidrop(items_to_drop);
}
}
mon_inv_type get_mon_equip_slot(const monster* mon, const item_def &item)
{
ASSERT(mon->alive());
mon_inv_type slot = item_to_mslot(item);
if (slot == NUM_MONSTER_SLOTS)
return NUM_MONSTER_SLOTS;
if (mon->mslot_item(slot) == &item)
return slot;
if (slot == MSLOT_WEAPON && mon->mslot_item(MSLOT_ALT_WEAPON) == &item)
return MSLOT_ALT_WEAPON;
return NUM_MONSTER_SLOTS;
}
// This has to be of static storage class, so that the value isn't lost when a
// MultidropDelay is interrupted.
static vector<SelItem> items_for_multidrop;
// Arrange items that have been selected for multidrop so that
// equipped items are dropped after other items.
static bool _drop_item_order(const SelItem &first, const SelItem &second)
{
if (item_is_equipped(you.inv[first.slot]))
return false;
else if (item_is_equipped(you.inv[second.slot]))
return true;
else
return first.slot < second.slot;
}
void set_item_autopickup(const item_def &item, autopickup_level_type ap)
{
you.force_autopickup[item.base_type][_autopickup_subtype(item)] = ap;
}
int item_autopickup_level(const item_def &item)
{
return you.force_autopickup[item.base_type][_autopickup_subtype(item)];
}
static void _maybe_disable_autopickup_for_dropped_items(vector<SelItem> &items)
{
int autopickup_remove_count = 0;
const item_def *last_touched_item;
for (SelItem &si : items)
{
const item_def& item = *si.item;
if (!item.is_identified() || is_artefact(item))
continue;
if ((inventory_category_for(item) == INVENT_CONSUMABLE
|| item.base_type == OBJ_JEWELLERY)
&& item_autopickup_level(si.item[0]) != AP_FORCE_OFF)
{
last_touched_item = si.item;
++autopickup_remove_count;
set_item_autopickup(*last_touched_item, AP_FORCE_OFF);
}
}
if (autopickup_remove_count == 1)
{
mprf("Autopickup disabled for %s.",
pluralise(last_touched_item->name(DESC_DBNAME)).c_str());
}
else if (autopickup_remove_count > 1)
mprf("Autopickup disabled for %d items.", autopickup_remove_count);
}
/**
* Prompts the user for an item to drop.
*/
void drop()
{
if (inv_count() < 1)
{
canned_msg(MSG_NOTHING_CARRIED);
return;
}
vector<SelItem> tmp_items;
tmp_items = prompt_drop_items(items_for_multidrop);
if (tmp_items.empty())
{
canned_msg(MSG_OK);
return;
}
_maybe_disable_autopickup_for_dropped_items(tmp_items);
_multidrop(tmp_items);
}
static void _multidrop(vector<SelItem> tmp_items)
{
// Sort the dropped items so that we drop unequipped items first.
sort(tmp_items.begin(), tmp_items.end(), _drop_item_order);
// If the user answers "no" to an item an with a warning inscription,
// then remove it from the list of items to drop by not copying it
// over to items_for_multidrop.
items_for_multidrop.clear();
for (SelItem& si : tmp_items)
{
const int item_quant = si.item->quantity;
ASSERT(item_quant > 0);
// EVIL HACK: Fix item quantity to match the quantity we will drop,
// in order to prevent misleading messages when dropping
// 15 of 25 arrows inscribed with {!d}.
if (si.quantity && si.quantity != item_quant)
const_cast<item_def*>(si.item)->quantity = si.quantity;
// Check if we can add it to the multidrop list.
bool warning_ok = check_warning_inscriptions(*(si.item), OPER_DROP);
// Restore the item quantity if we mangled it.
if (item_quant != si.item->quantity)
const_cast<item_def*>(si.item)->quantity = item_quant;
if (warning_ok)
items_for_multidrop.push_back(si);
}
if (items_for_multidrop.empty()) // no items.
{
canned_msg(MSG_OK);
return;
}
if (items_for_multidrop.size() == 1) // only one item
{
drop_item(items_for_multidrop[0].slot, items_for_multidrop[0].quantity);
items_for_multidrop.clear();
}
else
start_delay<MultidropDelay>(items_for_multidrop.size(), items_for_multidrop);
}
static void _autoinscribe_item(item_def& item)
{
// If there's an inscription already, do nothing - except
// for automatically generated inscriptions
if (!item.inscription.empty())
return;
const string old_inscription = item.inscription;
item.inscription.clear();
string iname = _autopickup_item_name(item);
for (const auto &ai_entry : Options.autoinscriptions)
{
if (ai_entry.first.matches(iname))
{
// Don't autoinscribe dropped items on ground with
// "=g". If the item matches a rule which adds "=g",
// "=g" got added to it before it was dropped, and
// then the user explicitly removed it because they
// don't want to autopickup it again.
string str = ai_entry.second;
if ((item.flags & ISFLAG_DROPPED) && !in_inventory(item))
str = replace_all(str, "=g", "");
// Note that this might cause the item inscription to
// pass 80 characters.
item.inscription += str;
}
}
if (!old_inscription.empty())
{
if (item.inscription.empty())
item.inscription = old_inscription;
else
item.inscription = old_inscription + ", " + item.inscription;
}
}
static void _autoinscribe_floor_items()
{
for (stack_iterator si(you.pos()); si; ++si)
_autoinscribe_item(*si);
}
static void _autoinscribe_inventory()
{
for (auto &item : you.inv)
if (item.defined())
_autoinscribe_item(item);
}
bool need_to_autoinscribe()
{
return will_autoinscribe;
}
void request_autoinscribe(bool do_inscribe)
{
will_autoinscribe = do_inscribe;
}
void autoinscribe()
{
_autoinscribe_floor_items();
_autoinscribe_inventory();
will_autoinscribe = false;
}
/**
* Resolve an item's subtype to an appropriate value for autopickup.
* @param item The item to check.
* @returns The actual sub_type for items that either have an identified
* sub_type or where the sub_type is always known. Otherwise the value of the
* max subtype.
*/
static int _autopickup_subtype(const item_def &item)
{
// Sensed items.
if (item.base_type >= NUM_OBJECT_CLASSES)
return MAX_SUBTYPES - 1;
const int max_type = get_max_subtype(item.base_type);
// item_defs of unknown subtype.
if (max_type > 0 && item.sub_type >= max_type)
return max_type;
// Only where item_type_known() refers to the subtype (as opposed to the
// brand, for example) do we have to check it. For weapons etc. we always
// know the subtype.
switch (item.base_type)
{
case OBJ_JEWELLERY:
return item_type_known(item) ? item.sub_type
: jewellery_is_amulet(item) ? max_type : NUM_RINGS;
case OBJ_WANDS:
case OBJ_SCROLLS:
case OBJ_POTIONS:
case OBJ_STAVES:
return item_type_known(item) ? item.sub_type : max_type;
case OBJ_BOOKS:
if (item.sub_type == BOOK_MANUAL)
return item.sub_type;
else
return 0;
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
#endif
case OBJ_GOLD:
case OBJ_RUNES:
case OBJ_GEMS:
return max_type;
default:
return item.sub_type;
}
}
static bool _is_option_autopickup(const item_def &item, bool ignore_force)
{
if (item.base_type < NUM_OBJECT_CLASSES)
{
const int force = item_autopickup_level(item);
if (!ignore_force && force != AP_FORCE_NONE)
return force == AP_FORCE_ON;
}
else
return false;
// the special-cased gold here is because this call can become very heavy
// for gozag players under extreme circumstances
const string iname = item.base_type == OBJ_GOLD
? "{gold}"
: _autopickup_item_name(item);
maybe_bool res = clua.callmaybefn("ch_force_autopickup", "is",
&item, iname.c_str());
if (!clua.error.empty())
{
mprf(MSGCH_ERROR, "ch_force_autopickup failed: %s",
clua.error.c_str());
}
if (res.is_bool())
return bool(res);
// Check for initial settings
for (const pair<text_pattern, bool>& option : Options.force_autopickup)
if (option.first.matches(iname))
return option.second;
return Options.autopickups[item.base_type];
}
/** Is the item something that we should try to autopickup?
*
* @param ignore_force If true, ignore force_autopickup settings from the
* \ menu (default false).
* @return True if the object should be picked up.
*/
bool item_needs_autopickup(const item_def &item, bool ignore_force)
{
if (crawl_state.game_is_arena())
return false;
if (in_inventory(item))
return false;
if (item_is_stationary(item))
return false;
if (item.inscription.find("=g") != string::npos)
return true;
if ((item.flags & ISFLAG_THROWN) && Options.pickup_thrown)
return true;
if (item.flags & ISFLAG_DROPPED)
return false;
if (item.props.exists(NEEDS_AUTOPICKUP_KEY))
return true;
return _is_option_autopickup(item, ignore_force);
}
bool can_autopickup()
{
// [ds] Checking for autopickups == 0 is a bad idea because
// autopickup is still possible with inscriptions and
// pickup_thrown.
if (Options.autopickup_on <= 0)
return false;
if (!i_feel_safe())
return false;
return true;
}
typedef bool (*item_comparer)(const item_def& pickup_item,
const item_def& inv_item);
static bool _identical_types(const item_def& pickup_item,
const item_def& inv_item)
{
return pickup_item.is_type(inv_item.base_type, inv_item.sub_type);
}
static bool _similar_equip(const item_def& pickup_item,
const item_def& inv_item)
{
const equipment_slot inv_slot = get_item_slot(inv_item);
if (inv_slot == SLOT_UNUSED)
return false;
if (get_item_slot(pickup_item) != inv_slot)
return false;
// Just filling the same slot is enough for armour to be considered
// similar.
if (pickup_item.base_type == OBJ_ARMOUR)
return true;
return item_attack_skill(pickup_item) == item_attack_skill(inv_item)
&& get_damage_type(pickup_item) == get_damage_type(inv_item);
}
static bool _similar_wands(const item_def& pickup_item,
const item_def& inv_item)
{
if (inv_item.base_type != OBJ_WANDS)
return false;
if (pickup_item.sub_type != inv_item.sub_type)
return false;
#if TAG_MAJOR_VERSION == 34
// Not similar if wand in inventory is empty.
return !is_known_empty_wand(inv_item);
#else
return true;
#endif
}
static bool _similar_jewellery(const item_def& pickup_item,
const item_def& inv_item)
{
if (inv_item.base_type != OBJ_JEWELLERY)
return false;
if (pickup_item.sub_type != inv_item.sub_type)
return false;
// For jewellery of the same sub-type, unidentified jewellery is
// always considered similar, as is identified jewellery whose
// effect doesn't stack.
return !jewellery_is_amulet(inv_item)
&& !ring_has_stackable_effect(inv_item);
}
static bool _item_different_than_inv(const item_def& pickup_item,
item_comparer comparer)
{
return none_of(begin(you.inv), end(you.inv),
[&] (const item_def &inv_item) -> bool
{
return inv_item.defined()
&& comparer(pickup_item, inv_item);
});
}
static bool _interesting_explore_pickup(const item_def& item)
{
if (!(Options.explore_stop & ES_GREEDY_PICKUP_MASK))
return false;
if (item.base_type == OBJ_GOLD)
return Options.explore_stop & ES_GREEDY_PICKUP_GOLD;
if ((Options.explore_stop & ES_GREEDY_PICKUP_THROWN)
&& (item.flags & ISFLAG_THROWN))
{
return true;
}
vector<text_pattern> &ignores = Options.explore_stop_pickup_ignore;
if (!ignores.empty())
{
const string name = item.name(DESC_PLAIN);
for (const text_pattern &pat : ignores)
if (pat.matches(name))
return false;
}
if (!(Options.explore_stop & ES_GREEDY_PICKUP_SMART))
return true;
// "Smart" code follows.
// If ES_GREEDY_PICKUP_THROWN isn't set, then smart greedy pickup
// will ignore thrown items.
if (item.flags & ISFLAG_THROWN)
return false;
if (is_artefact(item))
return true;
// Possbible ego items.
if (!item.is_identified() && (item.flags & ISFLAG_COSMETIC_MASK))
return true;
switch (item.base_type)
{
case OBJ_WEAPONS:
case OBJ_MISSILES:
case OBJ_ARMOUR:
// Ego items.
if (item.brand != 0)
return true;
break;
default:
break;
}
switch (item.base_type)
{
case OBJ_WEAPONS:
case OBJ_ARMOUR:
return _item_different_than_inv(item, _similar_equip);
case OBJ_WANDS:
return _item_different_than_inv(item, _similar_wands);
case OBJ_JEWELLERY:
return _item_different_than_inv(item, _similar_jewellery);
case OBJ_TALISMANS:
case OBJ_MISCELLANY:
case OBJ_SCROLLS:
case OBJ_POTIONS:
case OBJ_STAVES:
// Item is boring only if there's an identical one in inventory.
return _item_different_than_inv(item, _identical_types);
case OBJ_BOOKS:
// Books always start out unidentified.
return true;
case OBJ_RUNES:
case OBJ_GEMS:
case OBJ_ORBS:
// Always interesting.
return true;
default:
break;
}
return false;
}
static void _do_autopickup()
{
bool did_pickup = false;
int n_did_pickup = 0;
int n_tried_pickup = 0;
// Store last_pickup in case we need to restore it.
// Then clear it to fill with items picked up.
map<int,int> tmp_l_p = you.last_pickup;
you.last_pickup.clear();
int o = you.visible_igrd(you.pos());
string pickup_warning;
while (o != NON_ITEM)
{
const int next = env.item[o].link;
item_def& mi = env.item[o];
if (item_needs_autopickup(mi))
{
// Do this before it's picked up, otherwise the picked up
// item will be in inventory and _interesting_explore_pickup()
// will always return false.
const bool interesting_pickup
= _interesting_explore_pickup(mi);
const iflags_t iflags(mi.flags);
if ((iflags & ISFLAG_THROWN))
learned_something_new(HINT_AUTOPICKUP_THROWN);
clear_item_pickup_flags(mi);
const bool pickup_result = move_item_to_inv(o, mi.quantity);
if (pickup_result)
{
did_pickup = true;
if (interesting_pickup)
n_did_pickup++;
}
else
{
n_tried_pickup++;
pickup_warning = "Your pack is full.";
mi.flags = iflags;
}
}
o = next;
}
if (!pickup_warning.empty())
mpr(pickup_warning);
if (did_pickup)
you.turn_is_over = true;
if (you.last_pickup.empty())
you.last_pickup = tmp_l_p;
item_check();
explore_pickup_event(n_did_pickup, n_tried_pickup);
}
void autopickup(bool forced)
{
_autoinscribe_floor_items();
will_autopickup = false;
// pick up things when forced (by input ;;), or when you feel save
if (forced || can_autopickup())
_do_autopickup();
else
item_check();
}
// Count how many items (of a given inventory category) are in the player's inventory.
int inv_count(inventory_category category)
{
int count = 0;
int start = 0;
int end = ENDOFPACK;
if (category == INVENT_GEAR)
end = MAX_GEAR;
else if (category == INVENT_CONSUMABLE)
start = MAX_GEAR;
for (int i = start; i < end; ++i)
if (you.inv[i].defined())
++count;
return count;
}
// Returns whether there is room in the player's inventory for a given item.
bool room_in_inventory(const item_def& new_item)
{
// Assume we always have room for any consumable. That is true as of this
// function being written, and ENDOFPACK should be increased before that
// ever *stops* being true for any reason.
if (inventory_category_for(new_item) == INVENT_CONSUMABLE)
return true;
// For gear, we'll need to check a bit more.
if (inv_count(INVENT_GEAR) < MAX_GEAR)
return true;
// Now that we know that our gear inventory is full, can this stack with
// anything we already have?
if (!is_stackable_item(new_item))
return false;
for (int i = 0; i < ENDOFPACK; ++i)
{
if (items_stack(you.inv[i], new_item))
return true;
}
return false;
}
inventory_category inventory_category_for(object_class_type type)
{
switch (type)
{
case OBJ_WEAPONS:
case OBJ_MISSILES:
case OBJ_ARMOUR:
case OBJ_JEWELLERY:
case OBJ_STAVES:
case OBJ_TALISMANS:
case OBJ_GIZMOS:
return INVENT_GEAR;
// Don't toss 'non-items' into the consumable inventory.
case OBJ_UNASSIGNED:
return INVENT_ANY;
// A few of the remaining categories don't belong in the inventory at
// all, but it isn't necessary to check for that here.
default:
return INVENT_CONSUMABLE;
}
}
inventory_category inventory_category_for(const item_def& item)
{
return inventory_category_for(item.base_type);
}
// sub_type == -1 means look for any item of the class
item_def *find_floor_item(object_class_type cls, int sub_type)
{
for (int y = 0; y < GYM; ++y)
for (int x = 0; x < GXM; ++x)
for (stack_iterator si(coord_def(x,y)); si; ++si)
if (si->defined()
&& (si->is_type(cls, sub_type)
|| si->base_type == cls && sub_type == -1)
&& !(si->flags & ISFLAG_MIMIC))
{
return &*si;
}
return nullptr;
}
int item_on_floor(const item_def &item, const coord_def& where)
{
// Check if the item is on the floor and reachable.
for (int link = env.igrid(where); link != NON_ITEM; link = env.item[link].link)
if (&env.item[link] == &item)
return link;
return NON_ITEM;
}
int get_max_subtype(object_class_type base_type)
{
static int max_subtype[] =
{
NUM_WEAPONS,
NUM_MISSILES,
NUM_ARMOURS,
NUM_WANDS,
#if TAG_MAJOR_VERSION == 34
NUM_FOODS,
#endif
NUM_SCROLLS,
NUM_JEWELLERY,
NUM_POTIONS,
NUM_BOOKS,
NUM_STAVES,
1, // Orbs -- only one
NUM_MISCELLANY,
-1, // corpses -- handled specially
1, // gold -- handled specially
#if TAG_MAJOR_VERSION == 34
NUM_RODS,
#endif
NUM_RUNE_TYPES,
NUM_TALISMANS,
NUM_GEM_TYPES,
1,
1,
};
COMPILE_CHECK(ARRAYSZ(max_subtype) == NUM_OBJECT_CLASSES);
ASSERT_RANGE(base_type, 0, NUM_OBJECT_CLASSES);
return max_subtype[base_type];
}
equipment_slot item_equip_slot(const item_def& item)
{
if (!item.defined() || !in_inventory(item))
return SLOT_UNUSED;
return you.equipment.find_equipped_slot(item);
}
// Includes melded items.
bool item_is_equipped(const item_def &item, bool quiver_too)
{
if (item.base_type == OBJ_TALISMANS)
return you.active_talisman() == &item;
else
{
return item_equip_slot(item) != SLOT_UNUSED
|| quiver_too && you.quiver_action.item_is_quivered(item);
}
}
bool item_is_melded(const item_def& item)
{
return you.equipment.is_melded(item);
}
////////////////////////////////////////////////////////////////////////
// item_def functions.
bool item_def::has_spells() const
{
return item_is_spellbook(*this);
}
bool item_def::cursed() const
{
return flags & ISFLAG_CURSED;
}
int item_def::index() const
{
return this - env.item.buffer();
}
bool valid_item_index(int i)
{
return i >= 0 && i < MAX_ITEMS;
}
int item_def::armour_rating() const
{
if (!defined() || base_type != OBJ_ARMOUR)
return 0;
return property(*this, PARM_AC) + plus;
}
monster* item_def::holding_monster() const
{
if (pos != ITEM_IN_MONSTER_INVENTORY)
return nullptr;
const int midx = link - NON_ITEM - 1;
if (invalid_monster_index(midx))
return nullptr;
return &env.mons[midx];
}
void item_def::set_holding_monster(const monster& mon)
{
pos = ITEM_IN_MONSTER_INVENTORY;
link = NON_ITEM + 1 + mon.mindex();
}
// Note: should not check env.mons, since it may be called by link_items() from
// tags.cc before monsters are unmarshalled.
bool item_def::held_by_monster() const
{
return pos == ITEM_IN_MONSTER_INVENTORY
&& !invalid_monster_index(link - NON_ITEM - 1);
}
// Note: This function is to isolate all the checks to see if
// an item is valid (often just checking the quantity).
//
// It shouldn't be used a a substitute for those cases
// which actually want to check the quantity (as the
// rules for unused objects might change).
bool item_def::defined() const
{
return base_type != OBJ_UNASSIGNED && quantity > 0;
}
/**
* Has this item's appearance been initialized?
*/
bool item_def::appearance_initialized() const
{
return rnd != 0 || is_unrandom_artefact(*this);
}
/**
* Assuming this item is a randart weapon/armour, what colour is it?
*/
colour_t item_def::randart_colour() const
{
ASSERT(is_artefact(*this));
static colour_t colours[] = { YELLOW, LIGHTGREEN, LIGHTRED, LIGHTMAGENTA };
return colours[rnd % ARRAYSZ(colours)];
}
/**
* Assuming this item is a weapon, what colour is it?
*/
colour_t item_def::weapon_colour() const
{
ASSERT(base_type == OBJ_WEAPONS);
// random artefact
if (is_artefact(*this))
return randart_colour();
if (is_demonic(*this))
return LIGHTRED;
switch (item_attack_skill(*this))
{
case SK_RANGED_WEAPONS:
return BLUE;
case SK_THROWING:
return WHITE;
case SK_SHORT_BLADES:
return CYAN;
case SK_LONG_BLADES:
return LIGHTCYAN;
case SK_AXES:
return MAGENTA;
case SK_MACES_FLAILS:
return LIGHTGREY;
case SK_POLEARMS:
return RED;
case SK_STAVES:
return GREEN;
default:
die("Unknown weapon attack skill %d", item_attack_skill(*this));
// XXX: give more info!
}
}
/**
* Assuming this item is a missile (stone/arrow/bolt/etc), what colour is it?
*/
colour_t item_def::missile_colour() const
{
ASSERT(base_type == OBJ_MISSILES);
// TODO: move this into item-prop.cc
switch (sub_type)
{
case MI_STONE:
return BROWN;
case MI_LARGE_ROCK:
return LIGHTGREY;
#if TAG_MAJOR_VERSION == 34
case MI_NEEDLE:
case MI_ARROW: // removed as an item, but don't crash
case MI_BOLT: // removed as an item, but don't crash
case MI_SLING_BULLET: // removed as an item, but don't crash
case MI_SLUG: // never existed as an item
#endif
case MI_DART:
return WHITE;
case MI_JAVELIN:
return RED;
case MI_THROWING_NET:
return MAGENTA;
case MI_BOOMERANG:
return GREEN;
case NUM_SPECIAL_MISSILES:
default:
die("invalid missile type");
}
}
/**
* Assuming this item is a piece of armour, what colour is it?
*/
colour_t item_def::armour_colour() const
{
ASSERT(base_type == OBJ_ARMOUR);
if (is_artefact(*this))
return randart_colour();
if (armour_type_is_hide((armour_type)sub_type))
return mons_class_colour(monster_for_hide((armour_type)sub_type));
// TODO: move (some of?) this into item-prop.cc
switch (sub_type)
{
case ARM_CLOAK:
case ARM_SCARF:
case ARM_CRYSTAL_PLATE_ARMOUR:
return WHITE;
case ARM_BARDING:
return GREEN;
case ARM_ROBE:
case ARM_ANIMAL_SKIN:
return RED;
#if TAG_MAJOR_VERSION == 34
case ARM_CAP:
#endif
case ARM_HAT:
case ARM_HELMET:
return MAGENTA;
case ARM_BOOTS:
return BLUE;
case ARM_GLOVES:
return LIGHTBLUE;
case ARM_LEATHER_ARMOUR:
return BROWN;
case ARM_KITE_SHIELD:
case ARM_TOWER_SHIELD:
case ARM_BUCKLER:
return CYAN;
case ARM_ORB:
return LIGHTGREY;
default:
return LIGHTCYAN;
}
}
/**
* Assuming this item is a wand, what colour is it?
*/
colour_t item_def::wand_colour() const
{
ASSERT(base_type == OBJ_WANDS);
// this is very odd... a linleyism?
// TODO: associate colours directly with names
// (use an array of [name, colour] tuples/structs)
switch (subtype_rnd % NDSC_WAND_PRI)
{
case 0: //"iron wand"
return CYAN;
case 1: //"brass wand"
case 5: //"gold wand"
return YELLOW;
case 3: //"wooden wand"
case 4: //"copper wand"
case 7: //"bronze wand"
return BROWN;
case 6: //"silver wand"
return WHITE;
case 11: //"fluorescent wand"
return LIGHTGREEN;
case 2: //"bone wand"
case 8: //"ivory wand"
case 9: //"glass wand"
case 10: //"lead wand"
default:
return LIGHTGREY;
}
}
/**
* Assuming this item is a potion, what colour is it?
*/
colour_t item_def::potion_colour() const
{
ASSERT(base_type == OBJ_POTIONS);
// TODO: associate colours directly with names
// (use an array of [name, colour] tuples/structs)
static const COLOURS potion_colours[] =
{
#if TAG_MAJOR_VERSION == 34
// clear
LIGHTGREY,
#endif
// blue, black, silvery, cyan, purple, orange
BLUE, LIGHTGREY, WHITE, CYAN, MAGENTA, LIGHTRED,
// inky, red, yellow, green, brown, pink, white
BLUE, RED, YELLOW, GREEN, BROWN, LIGHTMAGENTA, WHITE,
// emerald, grey, pink, copper, gold, dark, puce
LIGHTGREEN, LIGHTGREY, LIGHTRED, YELLOW, YELLOW, BROWN, BROWN,
// amethyst, sapphire
MAGENTA, BLUE
};
COMPILE_CHECK(ARRAYSZ(potion_colours) == NDSC_POT_PRI);
return potion_colours[subtype_rnd % NDSC_POT_PRI];
}
/**
* Assuming this item is a ring, what colour is it?
*/
colour_t item_def::ring_colour() const
{
ASSERT(!jewellery_is_amulet(*this));
// jewellery_is_amulet asserts base type
// TODO: associate colours directly with names
// (use an array of [name, colour] tuples/structs)
switch (subtype_rnd % NDSC_JEWEL_PRI)
{
case 1: // "silver ring"
case 8: // "granite ring"
case 9: // "ivory ring"
case 15: // "bone ring"
case 16: // "diamond ring"
case 20: // "opal ring"
case 21: // "pearl ring"
case 26: // "onyx ring"
return LIGHTGREY;
case 3: // "iron ring"
case 4: // "steel ring"
case 13: // "glass ring"
return CYAN;
case 5: // "tourmaline ring"
case 22: // "coral ring"
return MAGENTA;
case 10: // "ruby ring"
case 19: // "garnet ring"
return RED;
case 11: // "marble ring"
case 12: // "jade ring"
case 14: // "agate ring"
case 17: // "emerald ring"
case 18: // "peridot ring"
return GREEN;
case 23: // "sapphire ring"
case 24: // "cabochon ring"
case 28: // "moonstone ring"
return BLUE;
case 0: // "wooden ring"
case 2: // "golden ring"
case 6: // "brass ring"
case 7: // "copper ring"
case 25: // "gilded ring"
case 27: // "bronze ring"
default:
return BROWN;
}
}
/**
* Assuming this item is an amulet, what colour is it?
*/
colour_t item_def::amulet_colour() const
{
ASSERT(jewellery_is_amulet(*this));
// jewellery_is_amulet asserts base type
// TODO: associate colours directly with names
// (use an array of [name, colour] tuples/structs)
switch (subtype_rnd % NDSC_JEWEL_PRI)
{
case 1: // "zirconium amulet"
case 10: // "bone amulet"
case 11: // "platinum amulet"
case 16: // "pearl amulet"
case 20: // "diamond amulet"
return LIGHTGREY;
case 0: // "sapphire amulet"
case 17: // "blue amulet"
case 26: // "lapis lazuli amulet"
return BLUE;
case 3: // "emerald amulet"
case 12: // "jade amulet"
case 18: // "peridot amulet"
case 21: // "malachite amulet"
case 25: // "soapstone amulet"
case 28: // "beryl amulet"
return GREEN;
case 4: // "garnet amulet"
case 8: // "ruby amulet"
case 19: // "jasper amulet"
case 15: // "cameo amulet"
return RED;
case 22: // "steel amulet"
case 24: // "silver amulet"
case 27: // "filigree amulet"
return CYAN;
case 13: // "fluorescent amulet"
case 14: // "amethyst amulet"
case 23: // "cabochon amulet"
return MAGENTA;
case 2: // "golden amulet"
case 5: // "bronze amulet"
case 6: // "brass amulet"
case 7: // "copper amulet"
case 9: // "citrine amulet"
default:
return BROWN;
}
}
/**
* Assuming this is a piece of jewellery (ring or amulet), what colour is it?
*/
colour_t item_def::jewellery_colour() const
{
ASSERT(base_type == OBJ_JEWELLERY);
//randarts are bright, normal jewellery is dark
if (is_random_artefact(*this))
return LIGHTGREEN + (rnd % (WHITE - LIGHTGREEN + 1));
if (jewellery_is_amulet(*this))
return amulet_colour();
return ring_colour();
}
/**
* Assuming this item is a book, what colour is it?
*/
colour_t item_def::book_colour() const
{
ASSERT(base_type == OBJ_BOOKS);
if (sub_type == BOOK_MANUAL)
return WHITE;
if (sub_type == BOOK_PARCHMENT)
return parchment_colour(static_cast<spell_type>(plus));
switch (rnd % NDSC_BOOK_PRI)
{
case 0:
return BROWN;
case 1:
return CYAN;
case 2:
return LIGHTGREY;
case 3:
case 4:
default:
{
/// everything but BLACK, WHITE (manuals), and DARKGREY (useless)
static const colour_t colours[] = {
BLUE, GREEN, CYAN, RED, MAGENTA, BROWN, LIGHTGREY, LIGHTBLUE,
LIGHTGREEN, LIGHTCYAN, LIGHTRED, LIGHTMAGENTA, YELLOW
};
return colours[rnd % ARRAYSZ(colours)];
}
}
}
/**
* Assuming this item is a Rune of Zot, what colour is it?
*/
colour_t item_def::rune_colour() const
{
switch (sub_type)
{
case RUNE_DIS: // iron
return ETC_IRON;
case RUNE_COCYTUS: // icy
return ETC_ICE;
case RUNE_TARTARUS: // bone
case RUNE_SPIDER:
return ETC_BONE;
case RUNE_SLIME: // slimy
return ETC_SLIME;
case RUNE_SNAKE: // serpentine
return ETC_POISON;
case RUNE_ELF: // elven
return ETC_ELVEN;
case RUNE_VAULTS: // silver
return ETC_SILVER;
case RUNE_TOMB: // golden
return ETC_GOLD;
case RUNE_SWAMP: // decaying
return ETC_DECAY;
case RUNE_SHOALS: // barnacled
return ETC_WATER;
case RUNE_DEMONIC: // random Pandemonium lords
{
static const element_type types[] =
{ETC_EARTH, ETC_ELECTRICITY, ETC_ENCHANT, ETC_HEAL, ETC_BLOOD,
ETC_DEATH, ETC_UNHOLY, ETC_VEHUMET, ETC_BEOGH, ETC_CRYSTAL,
ETC_SMOKE, ETC_DWARVEN, ETC_ORCISH, ETC_FLASH};
return types[rnd % ARRAYSZ(types)];
}
case RUNE_ABYSSAL:
return ETC_RANDOM;
case RUNE_MNOLEG: // glowing
return ETC_MUTAGENIC;
case RUNE_LOM_LOBON: // magical
return ETC_MAGIC;
case RUNE_CEREBOV: // fiery
return ETC_FIRE;
case RUNE_GEHENNA: // obsidian
case RUNE_GLOORX_VLOQ: // dark
default:
return ETC_DARK;
}
}
/**
* Assuming this item is a gem, what colour is it?
*/
colour_t item_def::gem_colour() const
{
switch (sub_type)
{
default:
case GEM_DUNGEON: return LIGHTGREY;
#if TAG_MAJOR_VERSION == 34
case GEM_ORC: return ETC_GOLD;
#endif
case GEM_ELF: return ETC_ELVEN;
case GEM_LAIR: return GREEN;
case GEM_SWAMP: return ETC_DECAY;
case GEM_SHOALS: return ETC_ENCHANT;
case GEM_SNAKE: return ETC_POISON;
case GEM_SPIDER: return WHITE;
case GEM_SLIME: return ETC_AIR;
case GEM_VAULTS: return ETC_STEEL;
case GEM_CRYPT: return ETC_BONE;
case GEM_TOMB: return ETC_AWOKEN_FOREST; // enh
case GEM_DEPTHS: return ETC_DITHMENOS;
case GEM_ZOT: return ETC_RANDOM; // dubious
}
}
static colour_t _zigfig_colour()
{
const int zigs = you.zigs_completed;
return zigs >= 27 ? ETC_JEWEL :
zigs >= 9 ? ETC_FLASH :
zigs >= 3 ? ETC_MAGIC :
zigs >= 1 ? ETC_SHIMMER_BLUE :
ETC_BONE;
}
/**
* Assuming this item is a talisman, what colour is it?
*/
colour_t item_def::talisman_colour() const
{
ASSERT(base_type == OBJ_TALISMANS);
switch (sub_type)
{
case TALISMAN_QUILL:
return BROWN;
case TALISMAN_INKWELL:
return BLUE;
case TALISMAN_PROTEAN:
return ETC_RANDOM;
case TALISMAN_RIMEHORN:
return LIGHTBLUE;
case TALISMAN_SPIDER:
return LIGHTGREEN;
case TALISMAN_AQUA:
return ETC_WATER;
case TALISMAN_SCARAB:
return ETC_FIRE;
case TALISMAN_MEDUSA:
return ETC_POISON;
case TALISMAN_SPORE:
return BROWN;
case TALISMAN_MAW:
return ETC_BLOOD;
case TALISMAN_SERPENT:
return ETC_POISON;
case TALISMAN_EEL:
return LIGHTCYAN;
case TALISMAN_BLADE:
return ETC_IRON;
case TALISMAN_FORTRESS:
return GREEN;
case TALISMAN_WEREWOLF:
return LIGHTRED;
case TALISMAN_STATUE:
return ETC_EARTH;
case TALISMAN_HIVE:
return YELLOW;
case TALISMAN_DRAGON:
return ETC_FIRE;
case TALISMAN_SPHINX:
return ETC_MAGIC;
case TALISMAN_VAMPIRE:
return LIGHTMAGENTA;
case TALISMAN_DEATH:
return MAGENTA;
case TALISMAN_STORM:
return ETC_ELECTRICITY;
default:
return LIGHTGREEN;
}
}
/**
* Assuming this item is a misc (non-wand evocable) item, what colour is it?
*/
colour_t item_def::miscellany_colour() const
{
ASSERT(base_type == OBJ_MISCELLANY);
switch (sub_type)
{
#if TAG_MAJOR_VERSION == 34
case MISC_FAN_OF_GALES:
return CYAN;
case MISC_BOTTLED_EFREET:
return RED;
#endif
case MISC_PHANTOM_MIRROR:
return RED;
#if TAG_MAJOR_VERSION == 34
case MISC_STONE_OF_TREMORS:
return BROWN;
#endif
case MISC_LIGHTNING_ROD:
return LIGHTGREY;
case MISC_PHIAL_OF_FLOODS:
return LIGHTBLUE;
case MISC_BOX_OF_BEASTS:
return LIGHTGREEN; // ugh, but we're out of other options
#if TAG_MAJOR_VERSION == 34
case MISC_CRYSTAL_BALL_OF_ENERGY:
return LIGHTCYAN;
#endif
case MISC_HORN_OF_GERYON:
return LIGHTRED;
case MISC_SACK_OF_SPIDERS:
return WHITE;
case MISC_GRAVITAMBOURINE:
return LIGHTMAGENTA;
#if TAG_MAJOR_VERSION == 34
case MISC_LAMP_OF_FIRE:
return YELLOW;
case MISC_BUGGY_LANTERN_OF_SHADOWS:
case MISC_BUGGY_EBONY_CASKET:
return DARKGREY;
#endif
case MISC_TIN_OF_TREMORSTONES:
return BROWN;
case MISC_CONDENSER_VANE:
return WHITE;
#if TAG_MAJOR_VERSION == 34
case MISC_XOMS_CHESSBOARD:
return ETC_RANDOM;
#endif
case MISC_QUAD_DAMAGE:
return ETC_DARK;
case MISC_ZIGGURAT:
return _zigfig_colour();
default:
return LIGHTGREEN;
}
}
/**
* Assuming this item is a corpse, what colour is it?
*/
colour_t item_def::corpse_colour() const
{
ASSERT(base_type == OBJ_CORPSES);
switch (sub_type)
{
case CORPSE_SKELETON:
return LIGHTGREY;
case CORPSE_BODY:
{
const colour_t class_colour = mons_class_colour(mon_type);
#if TAG_MAJOR_VERSION == 34
if (class_colour == COLOUR_UNDEF)
return LIGHTRED;
#else
ASSERT(class_colour != COLOUR_UNDEF);
#endif
return class_colour;
}
default:
die("Unknown corpse type: %d", sub_type); // XXX: add more info
}
}
/**
* What colour is this item?
*
* @return The colour that the item should be displayed as.
* Used for console glyphs.
*/
colour_t item_def::get_colour() const
{
// props take first priority
if (props.exists(FORCED_ITEM_COLOUR_KEY))
{
const colour_t colour = props[FORCED_ITEM_COLOUR_KEY].get_int();
ASSERT(colour);
return colour;
}
// unrands get to override everything else (wrt colour)
if (is_unrandom_artefact(*this))
{
const unrandart_entry *unrand = get_unrand_entry(
find_unrandart_index(*this));
ASSERT(unrand);
ASSERT(unrand->colour);
return unrand->colour;
}
switch (base_type)
{
case OBJ_WEAPONS:
return weapon_colour();
case OBJ_MISSILES:
return missile_colour();
case OBJ_ARMOUR:
return armour_colour();
case OBJ_WANDS:
return wand_colour();
case OBJ_POTIONS:
return potion_colour();
#if TAG_MAJOR_VERSION == 34
case OBJ_FOOD:
return LIGHTRED;
#endif
case OBJ_JEWELLERY:
return jewellery_colour();
case OBJ_SCROLLS:
return LIGHTGREY;
case OBJ_BOOKS:
return book_colour();
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
return YELLOW;
#endif
case OBJ_STAVES:
return BROWN;
case OBJ_ORBS:
return ETC_MUTAGENIC;
case OBJ_CORPSES:
return corpse_colour();
case OBJ_MISCELLANY:
return miscellany_colour();
case OBJ_TALISMANS:
return talisman_colour();
case OBJ_GOLD:
return YELLOW;
case OBJ_RUNES:
return rune_colour();
case OBJ_GEMS:
return gem_colour();
case OBJ_DETECTED:
return Options.detected_item_colour;
case NUM_OBJECT_CLASSES:
case OBJ_UNASSIGNED:
case OBJ_RANDOM: // not sure what to do with these three
default:
return LIGHTGREY;
}
}
bool item_type_has_unidentified(object_class_type base_type)
{
return base_type == OBJ_WANDS
|| base_type == OBJ_SCROLLS
|| base_type == OBJ_JEWELLERY
|| base_type == OBJ_POTIONS
|| base_type == OBJ_BOOKS
|| base_type == OBJ_STAVES
#if TAG_MAJOR_VERSION == 34
|| base_type == OBJ_RODS
#endif
;
}
// Checks whether the item is actually a good one.
// TODO: check brands, etc.
bool item_def::is_valid(bool iinfo, bool error) const
{
auto channel = error ? MSGCH_ERROR : MSGCH_DIAGNOSTICS;
if (base_type == OBJ_DETECTED)
{
if (!iinfo)
mprf(channel, "weird detected item");
return iinfo;
}
else if (!defined())
{
mprf(channel, "undefined item");
return false;
}
const int max_sub = get_max_subtype(base_type);
if (max_sub != -1 && sub_type >= max_sub)
{
if (!iinfo || sub_type > max_sub || !item_type_has_unidentified(base_type))
{
if (!iinfo)
mprf(channel, "weird item subtype and no info");
if (sub_type > max_sub)
mprf(channel, "huge item subtype");
if (!item_type_has_unidentified(base_type))
mprf(channel, "unided item of a type that can't be");
return false;
}
}
if (get_colour() == 0)
{
mprf(channel, "item color invalid"); // 0 = BLACK and so invisible
return false;
}
if (!appearance_initialized())
{
mprf(channel, "item has uninitialized rnd");
return false; // no items with uninitialized rnd
}
return true;
}
// The Orb of Zot, gems, and unique runes are considered critical.
bool item_def::is_critical() const
{
if (!defined())
return false;
if (base_type == OBJ_ORBS || base_type == OBJ_GEMS)
return true;
return item_is_unique_rune(*this);
}
// Is item something that no one would usually bother enchanting?
bool item_def::is_mundane() const
{
switch (base_type)
{
case OBJ_WEAPONS:
if (sub_type == WPN_CLUB
|| is_giant_club_type(sub_type))
{
return true;
}
break;
case OBJ_ARMOUR:
if (sub_type == ARM_ANIMAL_SKIN)
return true;
break;
default:
break;
}
return false;
}
static void _rune_from_specs(const char* _specs, item_def &item)
{
char specs[80];
if (strstr(_specs, "rune of zot"))
{
strlcpy(specs, _specs, min(strlen(_specs) - strlen(" of zot") + 1,
sizeof(specs)));
}
else
strlcpy(specs, _specs, sizeof(specs));
if (strlen(specs) > 4)
{
for (int i = 0; i < NUM_RUNE_TYPES; ++i)
{
item.sub_type = i;
if (lowercase_string(item.name(DESC_PLAIN)).find(specs) != string::npos)
return;
}
}
while (true)
{
string line;
for (int i = 0; i < NUM_RUNE_TYPES; i++)
{
line += make_stringf("[%c] %-10s ", i + 'a', rune_type_name(i));
if (i % 5 == 4 || i == NUM_RUNE_TYPES - 1)
{
mprf(MSGCH_PROMPT, "%s", line.c_str());
line.clear();
}
}
mprf(MSGCH_PROMPT, "Which rune (ESC to exit)? ");
int keyin = toalower(get_ch());
if (key_is_escape(keyin) || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg(MSG_OK);
item.base_type = OBJ_UNASSIGNED;
return;
}
if (keyin < 'a' || keyin >= 'a' + NUM_RUNE_TYPES)
continue;
item.sub_type = keyin - 'a';
return;
}
}
static bool _book_from_spell(const char* specs, item_def &item)
{
spell_type type = spell_by_name(specs, true);
if (type == SPELL_NO_SPELL)
return false;
if (!is_player_book_spell(type))
return false;
item.sub_type = BOOK_PARCHMENT;
item.plus = static_cast<int>(type);
return true;
}
bool get_item_by_name(item_def *item, const char* specs,
object_class_type class_wanted, bool create_for_real)
{
// used only for wizmode and item lookup
int type_wanted = -1;
int special_wanted = 0;
// In order to get the sub-type, we'll fill out the base type...
// then we're going to iterate over all possible subtype values
// and see if we get a winner. -- bwr
item->base_type = class_wanted;
item->sub_type = 0;
item->plus = 0;
item->plus2 = 0;
item->special = 0;
item->flags = 0;
item->quantity = 1;
item->flags |= ISFLAG_IDENTIFIED;
if (class_wanted == OBJ_RUNES && strstr(specs, "rune"))
{
_rune_from_specs(specs, *item);
// Rune creation cancelled, clean up item->
if (item->base_type == OBJ_UNASSIGNED)
return false;
}
if (!item->sub_type)
{
type_wanted = -1;
size_t best_index = 10000;
for (const auto i : all_item_subtypes(item->base_type))
{
item->sub_type = i;
size_t pos = lowercase_string(item->name(DESC_DBNAME)).find(specs);
if (pos != string::npos)
{
// Earliest match is the winner.
if (pos < best_index)
{
if (create_for_real)
mpr(item->name(DESC_DBNAME));
type_wanted = i;
best_index = pos;
}
}
}
if (type_wanted != -1)
{
item->sub_type = type_wanted;
if (!create_for_real)
return true;
}
else
{
switch (class_wanted)
{
case OBJ_BOOKS:
// Make a parchment if we get a match against a spell.
if (_book_from_spell(specs, *item))
type_wanted = item->sub_type;
break;
// Search for a matching unrandart.
case OBJ_WEAPONS:
case OBJ_ARMOUR:
case OBJ_JEWELLERY:
{
for (int unrand = 0; unrand < NUM_UNRANDARTS; ++unrand)
{
int index = unrand + UNRAND_START;
const unrandart_entry* entry = get_unrand_entry(index);
unwind_var<unique_item_status_type> status(you.unique_items[unrand], UNIQ_NOT_EXISTS);
unwind_var<uint8_t> octo(you.octopus_king_rings, 0x0); // easier to do unconditionally
size_t pos = lowercase_string(entry->name).find(specs);
if (pos != string::npos && entry->base_type == class_wanted)
{
make_item_unrandart(*item, index);
if (create_for_real)
{
mprf("%s (%s)", entry->name,
debug_art_val_str(*item).c_str());
}
return true;
}
}
// Reset base type to class_wanted, if nothing found.
item->base_type = class_wanted;
item->sub_type = 0;
break;
}
default:
break;
}
}
if (type_wanted == -1)
{
// ds -- If specs is a valid int, try using that.
// Since zero is atoi's copout, the wizard
// must enter (subtype + 1).
if (!(type_wanted = atoi(specs)))
return false;
type_wanted--;
item->sub_type = type_wanted;
}
}
if (!create_for_real)
return true;
switch (item->base_type)
{
case OBJ_MISSILES:
item->quantity = 30;
// intentional fall-through
case OBJ_WEAPONS:
case OBJ_ARMOUR:
{
char buf[80];
msgwin_get_line_autohist("What ego type? ", buf, sizeof(buf));
if (buf[0] != '\0')
{
string buf_lwr = lowercase_string(buf);
special_wanted = 0;
size_t best_index = 10000;
const int brand_index = max(static_cast<int>(NUM_SPECIAL_WEAPONS),
static_cast<int>(NUM_SPECIAL_ARMOURS));
for (int i = SPWPN_NORMAL + 1; i < brand_index; ++i)
{
item->brand = i;
size_t pos = lowercase_string(item->name(DESC_PLAIN)).find(buf_lwr);
if (pos != string::npos)
{
// earliest match is the winner
if (pos < best_index)
{
if (create_for_real)
mpr(item->name(DESC_PLAIN));
special_wanted = i;
best_index = pos;
}
}
}
item->brand = special_wanted;
}
break;
}
case OBJ_BOOKS:
if (item->sub_type == BOOK_MANUAL)
{
skill_type skill =
debug_prompt_for_skill("A manual for which skill? ");
if (skill != SK_NONE)
item->skill = skill;
else
{
mpr("Sorry, no books on that skill today.");
item->skill = SK_FIGHTING; // Was probably that anyway.
}
item->skill_points = random_range(2000, 3000);
}
else if (item->sub_type == BOOK_PARCHMENT)
{
char buf[80];
msgwin_get_line_autohist("What parchment spell? ", buf, sizeof(buf));
if (buf[0] != '\0')
{
if (!_book_from_spell(buf, *item))
mpr("That parchment doesn't seem to exist.");
}
}
else if (type_wanted == BOOK_RANDART_THEME)
build_themed_book(*item, capped_spell_filter(20));
else if (type_wanted == BOOK_RANDART_LEVEL)
{
int level = random_range(1, 9);
make_book_level_randart(*item, level);
}
break;
case OBJ_WANDS:
item->plus = wand_charge_value(item->sub_type);
break;
case OBJ_POTIONS:
item->quantity = 12;
break;
case OBJ_SCROLLS:
item->quantity = 12;
break;
case OBJ_JEWELLERY:
item->plus = determine_jewellery_plus(item->sub_type);
default:
break;
}
item_set_appearance(*item);
return true;
}
static bool _locate_manual_by_exact_name(item_def &item, const char *lc_name)
{
// lookup manual names. We need to line up pluses with names to get this
// right; in contrast to the regular strategy for exact name lookup, this
// call just checks the item name cache directly.
// preconditions: we already have a manual, just need to find the right
// plus value
if (item.base_type != OBJ_BOOKS || item.sub_type != BOOK_MANUAL)
return false;
// XX can/should any other name lookups be done via the item name cache?
// any mismatch between the name cache and the exact name lookup will lead
// to errors when querying by glyph.
auto item_kind = item_kind_by_name(lc_name);
if (item_kind.base_type == OBJ_UNASSIGNED // not found (here for clarity, 2nd disjunct covers this)
|| item_kind.base_type != item.base_type // not a book
|| item_kind.sub_type != item.sub_type) // not a manual
{
return false;
}
item.plus = item_kind.plus;
return true;
}
bool get_item_by_exact_name(item_def &item, const char* name)
{
item.clear();
item.quantity = 1;
item.flags |= ISFLAG_IDENTIFIED;
string name_lc = lowercase_string(string(name));
// XX could we just use the item name cache instead of iterating through
// every name?
for (int i = 0; i < NUM_OBJECT_CLASSES; ++i)
{
if (i == OBJ_RUNES) // runes aren't shown in ?/I
continue;
item.base_type = static_cast<object_class_type>(i);
item.sub_type = 0;
if (!item.sub_type)
{
for (const auto j : all_item_subtypes(item.base_type))
{
item.sub_type = j;
if (lowercase_string(item.name(DESC_DBNAME)) == name_lc)
return true;
// if it's a manual, we also need to find the plus value:
if (_locate_manual_by_exact_name(item, name_lc.c_str()))
return true;
}
}
}
return false;
}
void move_items(const coord_def r, const coord_def p)
{
ASSERT_IN_BOUNDS(r);
ASSERT_IN_BOUNDS(p);
int it = env.igrid(r);
if (it == NON_ITEM)
return;
while (it != NON_ITEM)
{
env.item[it].pos.x = p.x;
env.item[it].pos.y = p.y;
if (env.item[it].link == NON_ITEM)
{
// Link to the stack on the target grid p,
// or NON_ITEM, if empty.
env.item[it].link = env.igrid(p);
break;
}
it = env.item[it].link;
}
// Move entire stack over to p.
env.igrid(p) = env.igrid(r);
env.igrid(r) = NON_ITEM;
}
int runes_in_pack()
{
return static_cast<int>(you.runes.count());
}
/// Includes destroyed gems.
int gems_found()
{
return static_cast<int>(you.gems_found.count());
}
int gems_lost()
{
int count = 0;
for (int i = 0; i < NUM_GEM_TYPES; i++)
if (you.gems_found[i] && you.gems_shattered[i])
count += 1;
return count;
}
int gems_held_intact()
{
return gems_found() - gems_lost();
}
object_class_type get_random_item_mimic_type()
{
return random_choose(OBJ_GOLD, OBJ_WEAPONS, OBJ_ARMOUR, OBJ_SCROLLS,
OBJ_POTIONS, OBJ_BOOKS, OBJ_STAVES,
OBJ_MISCELLANY, OBJ_TALISMANS, OBJ_JEWELLERY);
}
/**
* How many types of identifiable item exist in the same category as the
* given item? (E.g., wands, scrolls, rings, etc.)
*
* @param item The item in question.
* @return The number of item enums in the same category.
* If the item isn't in a category of identifiable items,
* returns 0.
*/
static int _items_in_category(const item_def &item)
{
switch (item.base_type)
{
case OBJ_WANDS:
return NUM_WANDS;
case OBJ_STAVES:
return NUM_STAVES;
case OBJ_POTIONS:
return NUM_POTIONS;
case OBJ_SCROLLS:
return NUM_SCROLLS;
case OBJ_JEWELLERY:
if (jewellery_is_amulet(item.sub_type))
return NUM_JEWELLERY - AMU_FIRST_AMULET;
return NUM_RINGS - RING_FIRST_RING;
default:
return 0;
}
}
/**
* What's the first enum for the given item's category?
*
* @param item The item in question.
* @return The enum value for the first item of the given type.
*/
static int _get_item_base(const item_def &item)
{
if (item.base_type != OBJ_JEWELLERY)
return 0; // XXX: dubious
if (jewellery_is_amulet(item))
return AMU_FIRST_AMULET;
return RING_FIRST_RING;
}
/**
* Autoidentify the (given) last item in its category.
*
8 @param item The item to identify.
*/
static void _identify_last_item(item_def &item)
{
if (!in_inventory(item) && item_needs_autopickup(item)
&& (item.base_type == OBJ_STAVES
|| item.base_type == OBJ_JEWELLERY))
{
item.props[NEEDS_AUTOPICKUP_KEY] = true;
}
identify_item(item);
if (item.props.exists(NEEDS_AUTOPICKUP_KEY) && is_useless_item(item))
item.props.erase(NEEDS_AUTOPICKUP_KEY);
const string class_name = item.base_type == OBJ_JEWELLERY ?
item_base_name(item) :
item_class_name(item.base_type, true);
mprf("You have identified the last %s.", class_name.c_str());
if (in_inventory(item))
{
mprf_nocap("%s", item.name(DESC_INVENTORY_EQUIP).c_str());
auto_assign_item_slot(item);
}
}
/**
* Check to see if there's only one unidentified subtype left in the given
* item's object type. If so, automatically identify it. Also mark item sets
* known, if appropriate.
*
* @param item The item in question.
* @return Whether the item was identified.
*/
bool maybe_identify_base_type(item_def &item)
{
if (is_artefact(item))
return false;
maybe_mark_set_known(item.base_type, item.sub_type);
if (type_is_identified(item))
return false;
const int item_count = _items_in_category(item);
if (!item_count)
return false;
// What's the enum of the first item in the category?
const int item_base = _get_item_base(item);
int ident_count = 0;
for (int i = item_base; i < item_count + item_base; i++)
{
const bool identified = you.type_ids[item.base_type][i]
|| item_known_excluded_from_set(item.base_type, i);
ident_count += identified ? 1 : 0;
}
if (ident_count < item_count - 1)
return false;
_identify_last_item(item);
return true;
}
void name_weapon(item_def &item)
{
string name = getRandMonNameString("steelspirit");
name = do_mon_name_replacements(name);
item.props[WEAPON_NAME_KEY] = name;
if (!item.inscription.empty())
item.inscription += ", ";
item.inscription += name;
}
string get_weapon_name(const item_def &item, bool full_name)
{
const string it_name = item.name(DESC_YOUR, false, false, false);
// Artefacts have names already.
if (is_artefact(item))
return it_name;
ASSERT(item.props.exists(WEAPON_NAME_KEY));
const string name = item.props[WEAPON_NAME_KEY].get_string();
// For non-artefacts, get the names we gave them.
if (!full_name)
return name;
return it_name + " \"" + name + "\"";
}
void maybe_name_weapon(item_def &item, bool silent)
{
const bool has_own_name = is_artefact(item);
const bool new_name = has_own_name
|| !item.props.exists(WEAPON_NAME_KEY);
if (new_name && !has_own_name)
name_weapon(item);
if (silent)
return;
string full_name = get_weapon_name(item, true);
// TODO: variant messages? (in the database?)
mprf("You welcome %s%s into your grasp.", full_name.c_str(),
new_name ? "" : " back");
}
void say_farewell_to_weapon(const item_def &item)
{
string name = get_weapon_name(item, false);
// TODO: variant messages? (in the database?)
mprf("You whisper farewell to %s.", name.c_str());
}
// Returns whether an additional copy of a given item in the player's inventory
// would be strictly redundant with ones they already have.
bool jewellery_is_redundant(const item_def& item)
{
if (item.base_type != OBJ_JEWELLERY || is_artefact(item))
return false;
const jewellery_type type = static_cast<jewellery_type>(item.sub_type);
const int slots = jewellery_is_amulet(type) ? you.equipment.num_slots[SLOT_AMULET]
: you.equipment.num_slots[SLOT_RING];
const int limit = min(slots, jewellery_usefulness_limit(type));
// A new item would be useless if we already have as many copies as we can use.
int count = 0;
for (int i = 0; i < MAX_GEAR; ++i)
{
if (you.inv[i].is_type(OBJ_JEWELLERY, type) && !is_artefact(you.inv[i]))
{
++count;
if (count >= limit)
return true;
}
}
return false;
}
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