Make cPlayer::give_item() return the reason for failure
This commit is contained in:
@@ -2033,7 +2033,7 @@ void debug_give_item() {
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if(i == -1) return;
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bool was_ident = univ.scenario.scen_items[i].ident;
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univ.scenario.scen_items[i].ident = true;
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bool given = univ.current_pc().give_item(univ.scenario.scen_items[i], GIVE_DO_PRINT | GIVE_ALLOW_OVERLOAD);
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bool given = univ.current_pc().give_item(univ.scenario.scen_items[i], GIVE_DO_PRINT | GIVE_ALLOW_OVERLOAD) == eBuyStatus::OK;
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if(!given){
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ASB("Debug: can't give to " + univ.current_pc().name);
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given = univ.party.give_item(univ.scenario.scen_items[i], GIVE_DO_PRINT | GIVE_ALLOW_OVERLOAD);
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@@ -2055,7 +2055,7 @@ void debug_overburden() {
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cPlayer& pc = univ.current_pc();
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cItem item(ITEM_DEBUG_HEAVY);
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// Give the PC very heavy objects that do nothing:
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while(pc.give_item(item, GIVE_ALLOW_OVERLOAD)){}
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while(pc.give_item(item, GIVE_ALLOW_OVERLOAD) == eBuyStatus::OK){}
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if(pc.has_space()){
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// I don't know why this would ever happen, since the weight is 0, but just in case:
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ASB("Debug: failed to fill " + pc.name + "'s inventory.");
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@@ -207,17 +207,24 @@ void give_thing(short pc_num, short item_num) {
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univ.party[pc_num].items[item_num].charges -= how_many;
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item_store.charges = how_many;
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}
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if(univ.party[who_to].give_item(item_store,0)) {
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if(take_given_item)
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univ.party[pc_num].take_item(item_num);
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}
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else {
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if(!univ.party[who_to].has_space())
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eBuyStatus give_status = univ.party[who_to].give_item(item_store,0);
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switch(give_status){
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case eBuyStatus::OK:
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if(take_given_item){
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univ.party[pc_num].take_item(item_num);
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}
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break;
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case eBuyStatus::NO_SPACE:
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ASB("Can't give: PC has max. # of items.");
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else ASB("Can't give: PC carrying too much.");
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// Can't give to the recipient. Put charges back in giver's inventory:
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if(how_many > 0)
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univ.party[pc_num].items[item_num].charges += how_many;
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if(false) // Skip first line of fallthrough
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case eBuyStatus::TOO_HEAVY:
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ASB("Can't give: PC carrying too much.");
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// Can't give to the recipient. Put charges back in giver's inventory:
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if(how_many > 0)
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univ.party[pc_num].items[item_num].charges += how_many;
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break;
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default:
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break;
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}
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}
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}
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@@ -2166,7 +2166,7 @@ void do_alchemy() {
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cItem store_i(potion);
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store_i.charges = info.charges(skill);
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store_i.graphic_num += get_ran(1,0,2);
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if(!univ.party[pc_num].give_item(store_i,false)) {
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if(univ.party[pc_num].give_item(store_i,false) != eBuyStatus::OK) {
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add_string_to_buf("No room in inventory. Potion placed on floor.", 2);
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place_item(store_i,univ.party.town_loc);
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}
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@@ -3275,7 +3275,7 @@ void affect_spec(const runtime_state& ctx) {
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bool success = true;
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for(short i = 0; i < 6; i++)
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if(pc_num == 6 || pc_num == i)
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success = success && univ.party[i].give_item(to_give, equip_type | GIVE_ALLOW_OVERLOAD);
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success = success && univ.party[i].give_item(to_give, equip_type | GIVE_ALLOW_OVERLOAD) == eBuyStatus::OK;
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if(!success)
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ctx.next_spec = spec.pic;
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}
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@@ -419,7 +419,7 @@ void handle_menu_choice(eMenu item_hit) {
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if(choice < all_items.size()) {
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cItem store_i = all_items[choice];
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store_i.ident = true;
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if(!univ.party[current_active_pc].give_item(store_i,GIVE_ALLOW_OVERLOAD))
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if(univ.party[current_active_pc].give_item(store_i,GIVE_ALLOW_OVERLOAD) != eBuyStatus::OK)
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showError("Sorry, that PC has no free inventory slots left! You'll have to either drop something or give it to a different PC.");
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else redraw_screen();
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}
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@@ -581,7 +581,7 @@ int cParty::calc_day() const {
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bool cParty::give_item(cItem item,int flags) {
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for(int i = 0; i < 6; i++) {
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if(adven[i]->give_item(item,flags))
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if(adven[i]->give_item(item,flags) == eBuyStatus::OK)
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return true;
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}
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return false;
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@@ -440,9 +440,9 @@ void cPlayer::sort_items() {
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}
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}
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bool cPlayer::give_item(cItem item, int flags) {
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eBuyStatus cPlayer::give_item(cItem item, int flags) {
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if(main_status != eMainStatus::ALIVE)
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return false;
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return eBuyStatus::NO_SPACE;
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bool do_print = flags & GIVE_DO_PRINT;
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bool allow_overload = flags & GIVE_ALLOW_OVERLOAD;
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@@ -454,49 +454,47 @@ bool cPlayer::give_item(cItem item, int flags) {
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if(check_only) do_print = false;
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if(item.variety == eItemType::NO_ITEM)
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return true;
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return eBuyStatus::OK;
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if(item.variety == eItemType::GOLD) {
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if(!party) return false;
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if(!party) return eBuyStatus::NO_SPACE;
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if(!check_only)
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party->gold += item.item_level;
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if(do_print && print_result)
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print_result("You get some gold.");
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return true;
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return eBuyStatus::OK;
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}
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if(item.variety == eItemType::FOOD) {
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if(!party) return false;
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if(!party) return eBuyStatus::NO_SPACE;
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if(!check_only)
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party->food += item.item_level;
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if(do_print && print_result)
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print_result("You get some food.");
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return true;
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return eBuyStatus::OK;
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}
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if(item.variety == eItemType::SPECIAL) {
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if(!party) return false;
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if(!party) return eBuyStatus::NO_SPACE;
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if(!check_only)
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party->spec_items.insert(item.item_level);
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if(do_print && print_result)
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print_result("You get a special item.");
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return true;
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return eBuyStatus::OK;
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}
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if(item.variety == eItemType::QUEST) {
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if(!party) return false;
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if(!party) return eBuyStatus::NO_SPACE;
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if(!check_only)
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party->active_quests[item.item_level] = cJob(party->calc_day());
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if(do_print && print_result)
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print_result("You get a quest.");
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return true;
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return eBuyStatus::OK;
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}
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if(!allow_overload && item.item_weight() > free_weight()) {
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if(do_print && print_result) {
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play_sound(41);
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print_result("Item too heavy to carry.");
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}
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return false;
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return eBuyStatus::TOO_HEAVY;
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}
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if(main_status != eMainStatus::ALIVE) return false;
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cInvenSlot real_free_space = has_space();
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cInvenSlot extra_space = cInvenSlot(*this, INVENTORY_SIZE);
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@@ -513,7 +511,7 @@ bool cPlayer::give_item(cItem item, int flags) {
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cInvenSlot free_space = *space_ptr;
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if(free_space) {
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if(check_only) return true;
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if(check_only) return eBuyStatus::OK;
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item.property = false;
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item.contained = false;
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@@ -576,9 +574,9 @@ bool cPlayer::give_item(cItem item, int flags) {
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combine_things();
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sort_items();
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return true;
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return eBuyStatus::OK;
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}
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return false;
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return eBuyStatus::NO_SPACE;
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}
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bool cPlayer::equip_item(int which_item, bool do_print) {
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@@ -28,6 +28,7 @@ namespace legacy { struct pc_record_type; };
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static struct no_party_t {} no_party;
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// This enum is now also used in the context of giving items
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enum class eBuyStatus {OK, NO_SPACE, NEED_GOLD, TOO_HEAVY, HAVE_LOTS};
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enum ePartyPreset {PARTY_BLANK, PARTY_DEFAULT, PARTY_DEBUG};
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@@ -150,7 +151,9 @@ public:
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bool combine_things(bool check_only = false);
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void sort_items();
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bool give_item(cItem item, int flags);
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// Possible results of give_item are a subset of eBuyStatus, and shop code calls this function,
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// so reuse the enum
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eBuyStatus give_item(cItem item, int flags);
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bool equip_item(int which_item, bool do_print);
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bool unequip_item(int which_item, bool do_print);
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std::pair<cInvenSlot, cInvenSlot> get_weapons();
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