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/**
* @file autopickup.cpp
*
* QoL feature for automatically picking up gold
*/
#include "options.h"
#include "player.h"
namespace devilution {
namespace {
bool HasRoomForGold()
{
for (int idx : plr[myplr].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 = plr[myplr].InvList[idx - 1];
if (item._itype == ITYPE_GOLD && item._ivalue < MaxGold)
return true;
}
return false;
}
} // namespace
void AutoGoldPickup(int pnum)
{
if (!sgOptions.Gameplay.bAutoGoldPickup)
return;
if (pnum != myplr)
return;
if (leveltype == DTYPE_TOWN)
return;
if (!HasRoomForGold())
return;
for (int dir = 0; dir < 8; dir++) {
int x = plr[pnum].position.tile.x + pathxdir[dir];
int y = plr[pnum].position.tile.y + pathydir[dir];
if (dItem[x][y] != 0) {
int itemIndex = dItem[x][y] - 1;
if (items[itemIndex]._itype == ITYPE_GOLD) {
NetSendCmdGItem(true, CMD_REQUESTAGITEM, pnum, pnum, itemIndex);
items[itemIndex]._iRequest = true;
PlaySFX(IS_IGRAB);
}
}
}
}
} // namespace devilution