Use a menu to loot multiple containers

When looting a location with multiple containers, show a menu for user
to pick the containers to loot instead of asking a yes/no question for
each container.
This commit is contained in:
Pasi Kallinen
2015-03-09 21:08:42 +02:00
parent 8e31929ef5
commit c0a5b49e62

View File

@@ -1451,6 +1451,36 @@ int x, y;
return FALSE;
}
int
do_loot_cont(cobjp)
struct obj **cobjp;
{
struct obj *cobj = *cobjp;
if (!cobj) return 0;
if (cobj->olocked) {
pline("%s locked.", cobj->lknown ? "It is" :
"Hmmm, it turns out to be");
cobj->lknown = 1;
return 0;
}
cobj->lknown = 1;
if (cobj->otyp == BAG_OF_TRICKS) {
int tmp;
You("carefully open the bag...");
pline("It develops a huge set of teeth and bites you!");
tmp = rnd(10);
losehp(Maybe_Half_Phys(tmp), "carnivorous bag", KILLED_BY_AN);
makeknown(BAG_OF_TRICKS);
return 1;
}
You("%sopen %s...",
(!cobj->cknown || !cobj->lknown) ? "carefully " : "",
the(xname(cobj)));
return use_container(cobjp, 0);
}
int
doloot() /* loot a container on the floor or loot saddle from mon. */
{
@@ -1486,46 +1516,62 @@ lootcont:
if (container_at(cc.x, cc.y, FALSE)) {
boolean any = FALSE;
int num_conts = 0;
if (!able_to_loot(cc.x, cc.y, TRUE)) return 0;
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
nobj = cobj->nexthere;
if (Is_container(cobj)) {
c = ynq(safe_qbuf(qbuf, "There is ", " here, loot it?",
cobj, doname, ansimpleoname, "a container"));
if (c == 'q') return (timepassed);
if (c == 'n') continue;
any = TRUE;
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = cobj->nexthere)
if (Is_container(cobj)) num_conts++;
if (cobj->olocked) {
pline("%s locked.", cobj->lknown ? "It is" :
"Hmmm, it turns out to be");
cobj->lknown = 1;
continue;
if (num_conts > 1) {
/* use a menu to loot many containers */
int n, i;
winid win;
anything any;
menu_item *pick_list = NULL;
any.a_void = 0;
win = create_nhwindow(NHW_MENU);
start_menu(win);
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = cobj->nexthere)
if (Is_container(cobj)) {
any.a_obj = cobj;
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, doname(cobj), MENU_UNSELECTED);
}
cobj->lknown = 1;
end_menu(win, "Loot which containers?");
n = select_menu(win, PICK_ANY, &pick_list);
destroy_nhwindow(win);
if (cobj->otyp == BAG_OF_TRICKS) {
int tmp;
You("carefully open the bag...");
pline("It develops a huge set of teeth and bites you!");
tmp = rnd(10);
losehp(Maybe_Half_Phys(tmp), "carnivorous bag", KILLED_BY_AN);
makeknown(BAG_OF_TRICKS);
timepassed = 1;
continue;
if (n > 0) {
for (i = 0; i < n; i++) {
timepassed |= do_loot_cont(&pick_list[i].item.a_obj);
if (multi < 0 || !pick_list[i].item.a_obj) {
free((genericptr_t) pick_list);
return 1;
}
}
You("%sopen %s...",
(!cobj->cknown || !cobj->lknown) ? "carefully " : "",
the(xname(cobj)));
timepassed |= use_container(&cobj, 0);
/* might have triggered chest trap or magic bag explosion */
if (multi < 0 || !cobj) return 1;
}
if (pick_list) free((genericptr_t) pick_list);
if (n != 0) c = 'y';
} else {
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
nobj = cobj->nexthere;
if (Is_container(cobj)) {
c = ynq(safe_qbuf(qbuf, "There is ", " here, loot it?",
cobj, doname, ansimpleoname, "a container"));
if (c == 'q') return (timepassed);
if (c == 'n') continue;
any = TRUE;
timepassed |= do_loot_cont(&cobj);
/* might have triggered chest trap or magic bag explosion */
if (multi < 0 || !cobj) return 1;
}
}
if (any) c = 'y';
}
if (any) c = 'y';
} else if (IS_GRAVE(levl[cc.x][cc.y].typ)) {
You("need to dig up the grave to effectively loot it...");
}