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