more '*' and perminv_mode==inuse

If any items are in use and hero isn't wielding anything, include
| - bare hands
in the primary weapon slot of the display of used items as an alert.
More useful for perm_invent than for #seeall.

If no items at all are in use, continue to show "not using any items"
without any specific weaponless alert.

When sortloot() is called for inuse_only, pass a filter that screens
out items which aren't in use so they won't be needlessly sorted.
This commit is contained in:
PatR
2023-11-25 14:11:43 -08:00
parent 99ccb7a26f
commit 6c5b5c0688
2 changed files with 137 additions and 90 deletions

View File

@@ -1178,6 +1178,7 @@ extern struct obj *o_on(unsigned int, struct obj *);
extern boolean obj_here(struct obj *, coordxy, coordxy);
extern boolean wearing_armor(void);
extern boolean is_worn(struct obj *);
extern boolean is_inuse(struct obj *);
extern struct obj *g_at(coordxy, coordxy);
extern boolean splittable(struct obj *);
extern int any_obj_ok(struct obj *);

View File

@@ -73,83 +73,78 @@ static const char *const inuse_headers[] = { /* [4] shown first, [1] last */
static void
inuse_classify(Loot *sort_item, struct obj *obj)
{
/* in-use; only applicable to hero's inventory */
if (carried(obj) && (is_worn(obj) || tool_being_used(obj))) {
long w_mask = (obj->owornmask & (W_ACCESSORY | W_WEAPONS | W_ARMOR));
int rating = 0, altclass = 0;
long w_mask = (obj->owornmask & (W_ACCESSORY | W_WEAPONS | W_ARMOR));
int rating = 0, altclass = 0;
#define USE_RATING(test) \
do { \
/* 'rating' advances for each USE_RATING() call */ \
++rating; \
if ((test) != 0) \
goto assign_rating; \
} while (0)
do { \
/* 'rating' advances for each USE_RATING() call */ \
++rating; \
if ((test) != 0) \
goto assign_rating; \
} while (0)
/*
* In order of importance, least to most, somewhat arbitrarily.
*
* For instance, all accessories are grouped together even
* though they're usually less important than other stuff, so
* that they appear earlier within displayed list of used items.
* Amulet is rated as most important primarily because the
* default 'packorder' puts amulets first (possibly because one
* might be The Amulet). Non-wielded alternate weapon and
* quiver are grouped with primary weapon. Weapons are rated
* above armor because of default 'packorder'.
*
* These ratings don't match either subclasses or 'packorder'.
*
* USE_RATING() sets up 'rating' then jumps to 'assign_rating'
* if 'obj' warrants that.
*/
/* "Miscellaneous" */
++altclass; /* 1 */
/* lamp and leash might be used doubly, as a tool and also wielded
or readied-in-quiver; these tests for used-as-tool only pass
when owornmask is 0 so that used-as-weapon takes precedence */
USE_RATING(!w_mask && obj->otyp == LEASH && obj->leashmon);
USE_RATING(!w_mask && obj->oclass == TOOL_CLASS && obj->lamplit);
/* "Armor" */
++altclass; /* 2 */
USE_RATING(w_mask & WORN_SHIRT);
USE_RATING(w_mask & WORN_BOOTS);
USE_RATING(w_mask & WORN_GLOVES);
USE_RATING(w_mask & WORN_HELMET);
USE_RATING(w_mask & WORN_SHIELD);
USE_RATING(w_mask & WORN_CLOAK);
USE_RATING(w_mask & WORN_ARMOR);
/* "Weapons" */
++altclass; /* 3 */
/* could get more complicated: if uswapwep is just alternate weapon
rather than wielded secondary, swap order with quiver (unless
quiver is ammo for uswapwep without also being ammo for uwep) */
USE_RATING(w_mask & W_QUIVER);
USE_RATING(w_mask & W_SWAPWEP);
USE_RATING(w_mask & W_WEP);
/* "Accessories" */
++altclass; /* 4 */
USE_RATING(w_mask & WORN_BLINDF);
USE_RATING(w_mask & LEFT_RING);
USE_RATING(w_mask & RIGHT_RING);
USE_RATING(w_mask & WORN_AMUL);
/* if we get here, the USE_RATING() checks failed to find a match */
rating = 0;
altclass = -1; /* 'orderclass' must end up non-zero */
/*
* In order of importance, least to most, somewhat arbitrarily.
*
* For instance, all accessories are grouped together even
* though they're usually less important than other stuff, so
* that they appear earlier within displayed list of used items.
* Amulet is rated as most important primarily because the
* default 'packorder' puts amulets first (possibly because one
* might be The Amulet). Non-wielded alternate weapon and
* quiver are grouped with primary weapon. Weapons are rated
* above armor because of default 'packorder'.
*
* These ratings don't match either subclasses or 'packorder'.
*
* USE_RATING() sets up 'rating' then jumps to 'assign_rating'
* if 'obj' warrants that.
*/
/* "Miscellaneous" */
++altclass; /* 1 */
/* lamp and leash might be used doubly, as a tool and also wielded
or readied-in-quiver; these tests for used-as-tool only pass
when owornmask is 0 so that used-as-weapon takes precedence */
USE_RATING(!w_mask && obj->otyp == LEASH && obj->leashmon);
USE_RATING(!w_mask && obj->oclass == TOOL_CLASS && obj->lamplit);
/* "Armor" */
++altclass; /* 2 */
USE_RATING(w_mask & WORN_SHIRT);
USE_RATING(w_mask & WORN_BOOTS);
USE_RATING(w_mask & WORN_GLOVES);
USE_RATING(w_mask & WORN_HELMET);
USE_RATING(w_mask & WORN_SHIELD);
USE_RATING(w_mask & WORN_CLOAK);
USE_RATING(w_mask & WORN_ARMOR);
/* "Weapons" */
++altclass; /* 3 */
/* could get more complicated: if uswapwep is just alternate weapon
rather than wielded secondary, swap order with quiver (unless
quiver is ammo for uswapwep without also being ammo for uwep) */
USE_RATING(w_mask & W_QUIVER);
USE_RATING(w_mask & W_SWAPWEP);
USE_RATING(w_mask & W_WEP);
/* "Accessories" */
++altclass; /* 4 */
USE_RATING(w_mask & WORN_BLINDF);
USE_RATING(w_mask & LEFT_RING);
USE_RATING(w_mask & RIGHT_RING);
USE_RATING(w_mask & WORN_AMUL);
/* if we get here, the USE_RATING() checks failed to find a match;
obj might have an owornmask of W_BALL or W_ART|W_ARTI; doprinuse()
doesn't list such items so give it a rating of 0 to suppress */
rating = 0;
altclass = -1; /* 'orderclass' must end up non-zero */
assign_rating:
sort_item->inuse = rating;
sort_item->orderclass = altclass; /* used for alternate headings */
sort_item->inuse = rating;
sort_item->orderclass = altclass; /* used for alternate headings */
#undef USE_RATING
} else { /* 'obj' is not in use by hero */
sort_item->inuse = 0;
sort_item->orderclass = -1; /* non-zero => has been classified */
}
/* not applicable for in-use */
sort_item->subclass = 0;
sort_item->disco = 0;
#undef USE_RATING
}
/* sortloot() classification; called at most once [per sort] for each object;
@@ -2102,6 +2097,15 @@ is_worn(struct obj *otmp)
: FALSE;
}
/* is 'obj' being used by the hero? worn, wielded, active lamp or leash;
not to be confused with obj->in_use, which finishes using up an item
(destroys it) if restoring a save file finds that bit set */
boolean
is_inuse(struct obj *obj)
{
return (carried(obj) && (is_worn(obj) || tool_being_used(obj)));
}
/* extra xprname() input that askchain() can't pass through safe_qbuf() */
static struct xprnctx {
char let;
@@ -3431,7 +3435,7 @@ display_pickinv(
not_carrying_anything[] = "Not carrying anything",
not_using_anything[] = "Not using any items",
only_carrying_gold[] = "Only carrying gold";
struct obj *otmp, wizid_fakeobj;
struct obj *otmp, wizid_fakeobj, inuse_fakeobj;
char ilet, ret, *formattedobj;
const char *invlet = flags.inv_order;
int n, classcount, inusecount = 0;
@@ -3441,6 +3445,8 @@ display_pickinv(
unsigned sortflags;
Loot *sortedinvent, *srtinv;
int8_t prevorderclass;
boolean (*filter)(struct obj *) = (boolean (*)(OBJ_P)) 0;
boolean wizid = (wizard && iflags.override_ID), gotsomething = FALSE;
int clr = NO_COLOR, menu_behavior = MENU_BEHAVE_STANDARD;
boolean show_gold = TRUE, inuse_only = FALSE, skipped_gold = FALSE,
@@ -3494,8 +3500,9 @@ display_pickinv(
: lets ? (int) strlen(lets)
: !gi.invent ? 0 : !gi.invent->nobj ? 1 : 2;
/* for xtra_choice, there's another 'item' not included in initial 'n';
for !lets (full invent) and for override_ID (wizard mode identify),
skip message_menu handling of single item even if item count was 1 */
for !lets (full invent or inuse_only) and for override_ID (wizard
mode identify), skip message_menu handling of single item even if
item count was 1 */
if (xtra_choice || (n == 1 && (!lets || wizid)))
++n;
@@ -3547,10 +3554,37 @@ display_pickinv(
if (inuse_only) {
flags.sortpack = FALSE;
sortflags = SORTLOOT_INUSE; /* override */
filter = is_inuse;
if (!uwep) {
/*
* inuse_only and not wielding anything: insert "bare hands"
* into primary weapon slot. Unlike adding an extra menu
* entry for 'xtra_choice' at top of menu, we need an object
* in invent for it to be sorted into desired position.
* It will need custom formatting below.
*/
inuse_fakeobj = cg.zeroobj; /* STRANGE_OBJECT, ILLOBJ_CLASS */
inuse_fakeobj.invlet = HANDS_SYM; /* '-' */
inuse_fakeobj.owornmask = W_WEP; /* inuse_classify needs this */
inuse_fakeobj.where = OBJ_INVENT; /* is_inuse filter needs this */
inuse_fakeobj.nobj = gi.invent;
gi.invent = &inuse_fakeobj;
}
}
sortedinvent = sortloot(&gi.invent, sortflags, FALSE, filter);
/* inuse_only: if we inserted bare hands as a fake weapon, remove them;
although the fake object will no longer be in invent, sortedinvent
will still contain a pointer to it */
if (gi.invent == &inuse_fakeobj) {
gi.invent = inuse_fakeobj.nobj;
inuse_fakeobj.nobj = (struct obj *) 0;
/* if inuse_fakeobj is the only thing present in sortedinvent, get
rid of it in order to produce "not using any items" */
if (sortedinvent[0].obj == &inuse_fakeobj && !sortedinvent[1].obj)
sortedinvent[0].obj = (struct obj *) 0;
}
sortedinvent = sortloot(&gi.invent, sortflags, FALSE,
(boolean (*)(OBJ_P)) 0);
start_menu(win, menu_behavior);
any = cg.zeroany;
if (wizid) {
@@ -3601,10 +3635,6 @@ display_pickinv(
int tmpglyph;
glyph_info tmpglyphinfo = nul_glyphinfo;
/* for in-use-only, sorting puts all in-use items before any not-in-
use items, so once a not-in-use item is encountered, we're done */
if (inuse_only && srtinv->orderclass < 1)
break;
/* for showing a set of specific letters, skip ones not in the set */
if (lets && !strchr(lets, otmp->invlet))
continue;
@@ -3623,10 +3653,9 @@ display_pickinv(
continue;
}
}
any = cg.zeroany; /* all bits zero */
ilet = otmp->invlet;
if ((flags.sortpack && !classcount)
|| (inuse_only && srtinv->orderclass != prevorderclass)) {
/* maybe insert a class header */
if (inuse_only ? (srtinv->orderclass != prevorderclass)
: (flags.sortpack && !classcount)) {
boolean withsym = (want_reply && iflags.menu_head_objsym);
const char *class_header = inuse_only
? inuse_headers[(int) srtinv->orderclass]
@@ -3636,16 +3665,33 @@ display_pickinv(
classcount++;
prevorderclass = srtinv->orderclass;
}
ilet = otmp->invlet;
any = cg.zeroany; /* all bits zero */
if (wizid)
any.a_obj = otmp;
else
any.a_char = ilet;
tmpglyph = obj_to_glyph(otmp, rn2_on_display_rng);
map_glyphinfo(0, 0, tmpglyph, 0U, &tmpglyphinfo);
formattedobj = doname(otmp);
add_menu(win, &tmpglyphinfo, &any, ilet,
wizid ? def_oc_syms[(int) otmp->oclass].sym : 0,
ATR_NONE, clr, formattedobj, MENU_ITEMFLAGS_NONE);
if (otmp == &inuse_fakeobj) {
/* fake item to format as "bare|gloved hands" */
char barehands[QBUFSZ];
/* like doname() below, makeplural() returns an obuf[] */
formattedobj = makeplural(body_part(HAND));
Sprintf(barehands, "%s %s (no weapon)",
uarmg ? "gloved" : "bare", formattedobj);
add_menu(win, &nul_glyphinfo, &any, ilet, 0,
ATR_NONE, clr, barehands, MENU_ITEMFLAGS_NONE);
} else {
/* normal inventory item */
tmpglyph = obj_to_glyph(otmp, rn2_on_display_rng);
map_glyphinfo(0, 0, tmpglyph, 0U, &tmpglyphinfo);
formattedobj = doname(otmp);
add_menu(win, &tmpglyphinfo, &any, ilet,
wizid ? def_oc_syms[(int) otmp->oclass].sym : 0,
ATR_NONE, clr, formattedobj, MENU_ITEMFLAGS_NONE);
}
/* doname() uses a static pool of obuf[] output buffers and
we don't want inventory display to overwrite all of them,
so when we've used one we release it for re-use */
@@ -4972,7 +5018,7 @@ doprinuse(void)
char lets[52 + 1];
for (otmp = gi.invent; otmp; otmp = otmp->nobj)
if (is_worn(otmp) || tool_being_used(otmp)) {
if (is_inuse(otmp)) {
/* we could be carrying more than 52 items; theoretically they
might all be lit candles so avoid potential lets[] overflow */
if (ct >= (int) sizeof lets - 1)
@@ -4986,7 +5032,7 @@ doprinuse(void)
/* no longer need to collect letters; sortloot() takes care of it, but
still need to count far enough to know whether anything is in use */
for (otmp = gi.invent; otmp; otmp = otmp->nobj)
if (is_worn(otmp) || tool_being_used(otmp)) {
if (is_inuse(otmp)) {
++ct;
break;
}