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/**
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* @file autopickup.cpp
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*
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* QoL feature for automatically picking up gold
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*/
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#include "options.h"
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#include "player.h"
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namespace devilution {
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namespace {
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bool HasRoomForGold()
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{
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for (int idx : Players[MyPlayerId].InvGrid) {
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// Secondary item cell. No need to check those as we'll go through the main item cells anyway.
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if (idx < 0)
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continue;
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// Empty cell. 1x1 space available.
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if (idx == 0)
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return true;
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// Main item cell. Potentially a gold pile so check it.
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auto item = Players[MyPlayerId].InvList[idx - 1];
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if (item._itype == ItemType::Gold && item._ivalue < MaxGold)
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return true;
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}
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return false;
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}
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} // namespace
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void AutoGoldPickup(int pnum)
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{
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if (!sgOptions.Gameplay.bAutoGoldPickup)
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return;
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if (pnum != MyPlayerId)
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return;
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if (leveltype == DTYPE_TOWN)
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return;
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if (!HasRoomForGold())
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return;
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for (auto pathDir : PathDirs) {
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Point tile = Players[pnum].position.tile + pathDir;
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if (dItem[tile.x][tile.y] != 0) {
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int itemIndex = dItem[tile.x][tile.y] - 1;
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auto &item = Items[itemIndex];
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if (item._itype == ItemType::Gold) {
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NetSendCmdGItem(true, CMD_REQUESTAGITEM, pnum, pnum, itemIndex);
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item._iRequest = true;
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PlaySFX(IS_IGRAB);
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}
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}
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}
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}
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} // namespace devilution
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