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/**
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* @file inv.cpp
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*
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* Implementation of player inventory.
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*/
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#include <utility>
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#include "cursor.h"
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#include "engine/render/cel_render.hpp"
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#include "engine/render/text_render.hpp"
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#include "minitext.h"
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#include "options.h"
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#include "plrmsg.h"
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#include "stores.h"
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#include "towners.h"
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#include "utils/language.h"
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#include "utils/stdcompat/optional.hpp"
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namespace devilution {
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namespace {
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std::optional<CelSprite> pInvCels;
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} // namespace
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bool invflag;
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bool drawsbarflag;
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int sgdwLastTime; // check name
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/**
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* Maps from inventory slot to screen position. The inventory slots are
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* arranged as follows:
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* 00 01
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* 02 03 06
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* 07 08 19 20 13 14
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* 09 10 21 22 15 16
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* 11 12 23 24 17 18
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* 04 05
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* 25 26 27 28 29 30 31 32 33 34
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* 35 36 37 38 39 40 41 42 43 44
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* 45 46 47 48 49 50 51 52 53 54
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* 55 56 57 58 59 60 61 62 63 64
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* 65 66 67 68 69 70 71 72
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* @see graphics/inv/inventory.png
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*/
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const InvXY InvRect[] = {
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// clang-format off
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// X, Y
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{ 132, 31 }, // helmet
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{ 160, 31 }, // helmet
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{ 132, 59 }, // helmet
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{ 160, 59 }, // helmet
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{ 45, 205 }, // left ring
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{ 247, 205 }, // right ring
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{ 204, 59 }, // amulet
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{ 17, 104 }, // left hand
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{ 46, 104 }, // left hand
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{ 17, 132 }, // left hand
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{ 46, 132 }, // left hand
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{ 17, 160 }, // left hand
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{ 46, 160 }, // left hand
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{ 247, 104 }, // right hand
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{ 276, 104 }, // right hand
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{ 247, 132 }, // right hand
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{ 276, 132 }, // right hand
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{ 247, 160 }, // right hand
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{ 276, 160 }, // right hand
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{ 132, 104 }, // chest
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{ 160, 104 }, // chest
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{ 132, 132 }, // chest
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{ 160, 132 }, // chest
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{ 132, 160 }, // chest
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{ 160, 160 }, // chest
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{ 17, 250 }, // inv row 1
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{ 46, 250 }, // inv row 1
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{ 75, 250 }, // inv row 1
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{ 104, 250 }, // inv row 1
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{ 133, 250 }, // inv row 1
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{ 162, 250 }, // inv row 1
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{ 191, 250 }, // inv row 1
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{ 220, 250 }, // inv row 1
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{ 249, 250 }, // inv row 1
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{ 278, 250 }, // inv row 1
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{ 17, 279 }, // inv row 2
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{ 46, 279 }, // inv row 2
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{ 75, 279 }, // inv row 2
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{ 104, 279 }, // inv row 2
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{ 133, 279 }, // inv row 2
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{ 162, 279 }, // inv row 2
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{ 191, 279 }, // inv row 2
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{ 220, 279 }, // inv row 2
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{ 249, 279 }, // inv row 2
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{ 278, 279 }, // inv row 2
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{ 17, 308 }, // inv row 3
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{ 46, 308 }, // inv row 3
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{ 75, 308 }, // inv row 3
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{ 104, 308 }, // inv row 3
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{ 133, 308 }, // inv row 3
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{ 162, 308 }, // inv row 3
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{ 191, 308 }, // inv row 3
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{ 220, 308 }, // inv row 3
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{ 249, 308 }, // inv row 3
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{ 278, 308 }, // inv row 3
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{ 17, 337 }, // inv row 4
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{ 46, 337 }, // inv row 4
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{ 75, 337 }, // inv row 4
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{ 104, 337 }, // inv row 4
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{ 133, 337 }, // inv row 4
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{ 162, 337 }, // inv row 4
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{ 191, 337 }, // inv row 4
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{ 220, 337 }, // inv row 4
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{ 249, 337 }, // inv row 4
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{ 278, 337 }, // inv row 4
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{ 205, 33 }, // belt
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{ 234, 33 }, // belt
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{ 263, 33 }, // belt
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{ 292, 33 }, // belt
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{ 321, 33 }, // belt
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{ 350, 33 }, // belt
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{ 379, 33 }, // belt
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{ 408, 33 } // belt
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// clang-format on
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};
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/* data */
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void FreeInvGFX()
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{
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pInvCels = std::nullopt;
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}
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void InitInv()
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{
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if (plr[myplr]._pClass == HeroClass::Warrior) {
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pInvCels = LoadCel("Data\\Inv\\Inv.CEL", SPANEL_WIDTH);
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} else if (plr[myplr]._pClass == HeroClass::Rogue) {
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pInvCels = LoadCel("Data\\Inv\\Inv_rog.CEL", SPANEL_WIDTH);
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} else if (plr[myplr]._pClass == HeroClass::Sorcerer) {
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pInvCels = LoadCel("Data\\Inv\\Inv_Sor.CEL", SPANEL_WIDTH);
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} else if (plr[myplr]._pClass == HeroClass::Monk) {
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if (!gbIsSpawn)
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pInvCels = LoadCel("Data\\Inv\\Inv_Sor.CEL", SPANEL_WIDTH);
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else
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pInvCels = LoadCel("Data\\Inv\\Inv.CEL", SPANEL_WIDTH);
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} else if (plr[myplr]._pClass == HeroClass::Bard) {
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pInvCels = LoadCel("Data\\Inv\\Inv_rog.CEL", SPANEL_WIDTH);
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} else if (plr[myplr]._pClass == HeroClass::Barbarian) {
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pInvCels = LoadCel("Data\\Inv\\Inv.CEL", SPANEL_WIDTH);
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}
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invflag = false;
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drawsbarflag = false;
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}
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static void InvDrawSlotBack(const CelOutputBuffer &out, int X, int Y, int W, int H)
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{
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BYTE *dst;
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dst = out.at(X, Y);
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int wdt, hgt;
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BYTE pix;
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for (hgt = H; hgt; hgt--, dst -= out.pitch() + W) {
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for (wdt = W; wdt; wdt--) {
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pix = *dst;
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if (pix >= PAL16_BLUE) {
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if (pix <= PAL16_BLUE + 15)
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pix -= PAL16_BLUE - PAL16_BEIGE;
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else if (pix >= PAL16_GRAY)
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pix -= PAL16_GRAY - PAL16_BEIGE;
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}
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*dst++ = pix;
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}
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}
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}
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void DrawInv(const CelOutputBuffer &out)
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{
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int frame, i, j, ii;
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CelDrawTo(out, RIGHT_PANEL_X, 351, *pInvCels, 1);
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InvXY slotSize[] = {
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{ 2, 2 }, //head
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{ 1, 1 }, //left ring
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{ 1, 1 }, //right ring
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{ 1, 1 }, //amulet
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{ 2, 3 }, //left hand
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{ 2, 3 }, //right hand
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{ 2, 3 }, // chest
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};
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InvXY slotPos[] = {
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{ 133, 59 }, //head
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{ 48, 205 }, //left ring
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{ 249, 205 }, //right ring
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{ 205, 60 }, //amulet
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{ 17, 160 }, //left hand
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{ 248, 160 }, //right hand
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{ 133, 160 }, // chest
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};
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for (int slot = INVLOC_HEAD; slot < NUM_INVLOC; slot++) {
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if (!plr[myplr].InvBody[slot].isEmpty()) {
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int screen_x = slotPos[slot].X;
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int screen_y = slotPos[slot].Y;
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InvDrawSlotBack(out, RIGHT_PANEL_X + screen_x, screen_y, slotSize[slot].X * INV_SLOT_SIZE_PX, slotSize[slot].Y * INV_SLOT_SIZE_PX);
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frame = plr[myplr].InvBody[slot]._iCurs + CURSOR_FIRSTITEM;
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int frameW;
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int frameH;
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std::tie(frameW, frameH) = GetInvItemSize(frame);
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// calc item offsets for weapons smaller than 2x3 slots
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if (slot == INVLOC_HAND_LEFT) {
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screen_x += frameW == INV_SLOT_SIZE_PX ? 14 : 0;
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screen_y += frameH == (3 * INV_SLOT_SIZE_PX) ? 0 : -14;
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} else if (slot == INVLOC_HAND_RIGHT) {
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screen_x += frameW == INV_SLOT_SIZE_PX ? 13 : 1;
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screen_y += frameH == 3 * INV_SLOT_SIZE_PX ? 0 : -14;
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}
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const auto &cel = GetInvItemSprite(frame);
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const int celFrame = GetInvItemFrame(frame);
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if (pcursinvitem == slot) {
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CelBlitOutlineTo(out, GetOutlineColor(plr[myplr].InvBody[slot], true), RIGHT_PANEL_X + screen_x, screen_y, cel, celFrame, false);
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}
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if (plr[myplr].InvBody[slot]._iStatFlag) {
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CelClippedDrawTo(out, RIGHT_PANEL_X + screen_x, screen_y, cel, celFrame);
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} else {
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CelDrawLightRedTo(out, RIGHT_PANEL_X + screen_x, screen_y, cel, celFrame, 1);
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}
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if (slot == INVLOC_HAND_LEFT) {
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if (plr[myplr].InvBody[slot]._iLoc == ILOC_TWOHAND) {
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if (plr[myplr]._pClass != HeroClass::Barbarian
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|| (plr[myplr].InvBody[slot]._itype != ITYPE_SWORD
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&& plr[myplr].InvBody[slot]._itype != ITYPE_MACE)) {
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InvDrawSlotBack(out, RIGHT_PANEL_X + slotPos[INVLOC_HAND_RIGHT].X, slotPos[INVLOC_HAND_RIGHT].Y, slotSize[INVLOC_HAND_RIGHT].X * INV_SLOT_SIZE_PX, slotSize[INVLOC_HAND_RIGHT].Y * INV_SLOT_SIZE_PX);
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light_table_index = 0;
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cel_transparency_active = true;
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const int dst_x = RIGHT_PANEL_X + slotPos[INVLOC_HAND_RIGHT].X + (frameW == INV_SLOT_SIZE_PX ? 13 : -1);
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const int dst_y = slotPos[INVLOC_HAND_RIGHT].Y;
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CelClippedBlitLightTransTo(out, dst_x, dst_y, cel, celFrame);
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cel_transparency_active = false;
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}
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}
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}
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}
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}
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for (i = 0; i < NUM_INV_GRID_ELEM; i++) {
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if (plr[myplr].InvGrid[i] != 0) {
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InvDrawSlotBack(
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out,
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InvRect[i + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X,
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InvRect[i + SLOTXY_INV_FIRST].Y - 1,
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INV_SLOT_SIZE_PX,
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INV_SLOT_SIZE_PX);
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}
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}
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for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
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if (plr[myplr].InvGrid[j] > 0) { // first slot of an item
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ii = plr[myplr].InvGrid[j] - 1;
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frame = plr[myplr].InvList[ii]._iCurs + CURSOR_FIRSTITEM;
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const auto &cel = GetInvItemSprite(frame);
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const int celFrame = GetInvItemFrame(frame);
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if (pcursinvitem == ii + INVITEM_INV_FIRST) {
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CelBlitOutlineTo(
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out,
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GetOutlineColor(plr[myplr].InvList[ii], true),
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InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X,
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InvRect[j + SLOTXY_INV_FIRST].Y - 1,
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cel, celFrame, false);
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}
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if (plr[myplr].InvList[ii]._iStatFlag) {
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CelClippedDrawTo(
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out,
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InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X,
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InvRect[j + SLOTXY_INV_FIRST].Y - 1,
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cel, celFrame);
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} else {
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CelDrawLightRedTo(
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out,
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InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X,
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InvRect[j + SLOTXY_INV_FIRST].Y - 1,
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cel, celFrame, 1);
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}
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}
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}
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}
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void DrawInvBelt(const CelOutputBuffer &out)
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{
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if (talkflag) {
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return;
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}
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DrawPanelBox(out, 205, 21, 232, 28, PANEL_X + 205, PANEL_Y + 5);
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for (int i = 0; i < MAXBELTITEMS; i++) {
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if (plr[myplr].SpdList[i].isEmpty()) {
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continue;
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}
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|
|
|
|
|
|
|
|
InvDrawSlotBack(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, INV_SLOT_SIZE_PX, INV_SLOT_SIZE_PX);
|
|
|
|
|
int frame = plr[myplr].SpdList[i]._iCurs + CURSOR_FIRSTITEM;
|
|
|
|
|
|
|
|
|
|
const auto &cel = GetInvItemSprite(frame);
|
|
|
|
|
const int celFrame = GetInvItemFrame(frame);
|
|
|
|
|
|
|
|
|
|
if (pcursinvitem == i + INVITEM_BELT_FIRST) {
|
|
|
|
|
if (!sgbControllerActive || invflag) {
|
|
|
|
|
CelBlitOutlineTo(out, GetOutlineColor(plr[myplr].SpdList[i], true), InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, cel, celFrame, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (plr[myplr].SpdList[i]._iStatFlag) {
|
|
|
|
|
CelClippedDrawTo(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, cel, celFrame);
|
|
|
|
|
} else {
|
|
|
|
|
CelDrawLightRedTo(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, cel, celFrame, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (AllItemsList[plr[myplr].SpdList[i].IDidx].iUsable
|
|
|
|
|
&& plr[myplr].SpdList[i]._iStatFlag
|
|
|
|
|
&& plr[myplr].SpdList[i]._itype != ITYPE_GOLD) {
|
|
|
|
|
sprintf(tempstr, "%d", i + 1);
|
|
|
|
|
SDL_Rect rect {
|
|
|
|
|
InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X + INV_SLOT_SIZE_PX - GetLineWidth(tempstr),
|
|
|
|
|
InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1,
|
|
|
|
|
0,
|
|
|
|
|
0
|
|
|
|
|
};
|
|
|
|
|
DrawString(out, tempstr, rect, UIS_SILVER);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Adds an item to a player's InvGrid array
|
|
|
|
|
* @param playerNumber Player index
|
|
|
|
|
* @param invGridIndex Item's position in InvGrid (this should be the item's topleft grid tile)
|
|
|
|
|
* @param invListIndex The item's InvList index (it's expected this already has +1 added to it since InvGrid can't store a 0 index)
|
|
|
|
|
* @param sizeX Horizontal size of item
|
|
|
|
|
* @param sizeY Vertical size of item
|
|
|
|
|
*/
|
|
|
|
|
static void AddItemToInvGrid(int playerNumber, int invGridIndex, int invListIndex, int sizeX, int sizeY)
|
|
|
|
|
{
|
|
|
|
|
const int pitch = 10;
|
|
|
|
|
for (int y = 0; y < sizeY; y++) {
|
|
|
|
|
for (int x = 0; x < sizeX; x++) {
|
|
|
|
|
if (x == 0 && y == sizeY - 1)
|
|
|
|
|
plr[playerNumber].InvGrid[invGridIndex + x] = invListIndex;
|
|
|
|
|
else
|
|
|
|
|
plr[playerNumber].InvGrid[invGridIndex + x] = -invListIndex;
|
|
|
|
|
}
|
|
|
|
|
invGridIndex += pitch;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Gets the size, in inventory cells, of the given item.
|
|
|
|
|
* @param item The item whose size is to be determined.
|
|
|
|
|
* @return The size, in inventory cells, of the item.
|
|
|
|
|
*/
|
|
|
|
|
InvXY GetInventorySize(const ItemStruct &item)
|
|
|
|
|
{
|
|
|
|
|
int itemSizeIndex = item._iCurs + CURSOR_FIRSTITEM;
|
|
|
|
|
int w;
|
|
|
|
|
int h;
|
|
|
|
|
std::tie(w, h) = GetInvItemSize(itemSizeIndex);
|
|
|
|
|
return { w / INV_SLOT_SIZE_PX, h / INV_SLOT_SIZE_PX };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the given item can fit in a belt slot (i.e. the item's size in inventory cells is 1x1).
|
|
|
|
|
* @param item The item to be checked.
|
|
|
|
|
* @return 'True' in case the item can fit a belt slot and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool FitsInBeltSlot(const ItemStruct &item)
|
|
|
|
|
{
|
|
|
|
|
InvXY size = GetInventorySize(item);
|
|
|
|
|
|
|
|
|
|
return size.X == 1 && size.Y == 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the given item can be placed on the belt. Takes item size as well as characteristics into account. Items
|
|
|
|
|
* that cannot be placed on the belt have to be placed in the inventory instead.
|
|
|
|
|
* @param item The item to be checked.
|
|
|
|
|
* @return 'True' in case the item can be placed on the belt and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool CanBePlacedOnBelt(const ItemStruct &item)
|
|
|
|
|
{
|
|
|
|
|
return FitsInBeltSlot(item)
|
|
|
|
|
&& item._itype != ITYPE_GOLD
|
|
|
|
|
&& item._iStatFlag
|
|
|
|
|
&& AllItemsList[item.IDidx].iUsable;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the given item can be placed on the specified player's belt. Returns 'True' when the item can be placed
|
|
|
|
|
* on belt slots and the player has at least one empty slot in his belt.
|
|
|
|
|
* If 'persistItem' is 'True', the item is also placed in the belt.
|
|
|
|
|
* @param playerNumber The player number on whose belt will be checked.
|
|
|
|
|
* @param item The item to be checked.
|
|
|
|
|
* @param persistItem Pass 'True' to actually place the item in the belt. The default is 'False'.
|
|
|
|
|
* @return 'True' in case the item can be placed on the player's belt and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool AutoPlaceItemInBelt(int playerNumber, const ItemStruct &item, bool persistItem)
|
|
|
|
|
{
|
|
|
|
|
if (!CanBePlacedOnBelt(item)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (auto &beltItem : plr[playerNumber].SpdList) {
|
|
|
|
|
if (beltItem.isEmpty()) {
|
|
|
|
|
if (persistItem) {
|
|
|
|
|
beltItem = item;
|
|
|
|
|
plr[playerNumber].CalcScrolls();
|
|
|
|
|
drawsbarflag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the given item can be equipped. Since this overload doesn't take player information, it only considers
|
|
|
|
|
* general aspects about the item, like if its requirements are met and if the item's target location is valid for the body.
|
|
|
|
|
* @param item The item to check.
|
|
|
|
|
* @return 'True' in case the item could be equipped in a player, and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool CanEquip(const ItemStruct &item)
|
|
|
|
|
{
|
|
|
|
|
return item.isEquipment()
|
|
|
|
|
&& item._iStatFlag;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief A specialized version of 'CanEquip(int, ItemStruct&, int)' that specifically checks whether the item can be equipped
|
|
|
|
|
* in one/both of the player's hands.
|
|
|
|
|
* @param playerNumber The player number whose inventory will be checked for compatibility with the item.
|
|
|
|
|
* @param item The item to check.
|
|
|
|
|
* @return 'True' if the player can currently equip the item in either one of his hands (i.e. the required hands are empty and
|
|
|
|
|
* allow the item), and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool CanWield(int playerNumber, const ItemStruct &item)
|
|
|
|
|
{
|
|
|
|
|
if (!CanEquip(item) || (item._iLoc != ILOC_ONEHAND && item._iLoc != ILOC_TWOHAND))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
PlayerStruct &player = plr[playerNumber];
|
|
|
|
|
ItemStruct &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
|
|
|
|
|
ItemStruct &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
|
|
|
|
|
|
|
|
|
|
if (leftHandItem.isEmpty() && rightHandItem.isEmpty()) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!leftHandItem.isEmpty() && !rightHandItem.isEmpty()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &occupiedHand = !leftHandItem.isEmpty() ? leftHandItem : rightHandItem;
|
|
|
|
|
|
|
|
|
|
// Barbarian can wield two handed swords and maces in one hand, so we allow equiping any sword/mace as long as his occupied
|
|
|
|
|
// hand has a shield (i.e. no dual wielding allowed)
|
|
|
|
|
if (player._pClass == HeroClass::Barbarian) {
|
|
|
|
|
if (occupiedHand._itype == ITYPE_SHIELD && (item._itype == ITYPE_SWORD || item._itype == ITYPE_MACE))
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Bard can dual wield swords and maces, so we allow equiping one-handed weapons in her free slot as long as her occupied
|
|
|
|
|
// slot is another one-handed weapon.
|
|
|
|
|
if (player._pClass == HeroClass::Bard) {
|
|
|
|
|
bool occupiedHandIsOneHandedSwordOrMace = occupiedHand._iLoc == ILOC_ONEHAND
|
|
|
|
|
&& (occupiedHand._itype == ITYPE_SWORD || occupiedHand._itype == ITYPE_MACE);
|
|
|
|
|
|
|
|
|
|
bool weaponToEquipIsOneHandedSwordOrMace = item._iLoc == ILOC_ONEHAND
|
|
|
|
|
&& (item._itype == ITYPE_SWORD || item._itype == ITYPE_MACE);
|
|
|
|
|
|
|
|
|
|
if (occupiedHandIsOneHandedSwordOrMace && weaponToEquipIsOneHandedSwordOrMace) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return item._iLoc == ILOC_ONEHAND
|
|
|
|
|
&& occupiedHand._iLoc == ILOC_ONEHAND
|
|
|
|
|
&& item._iClass != occupiedHand._iClass;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the specified item can be equipped in the desired body location on the player.
|
|
|
|
|
* @param playerNumber The player number whose inventory will be checked for compatibility with the item.
|
|
|
|
|
* @param item The item to check.
|
|
|
|
|
* @param bodyLocation The location in the inventory to be checked against.
|
|
|
|
|
* @return 'True' if the player can currently equip the item in the specified body location (i.e. the body location is empty and
|
|
|
|
|
* allows the item), and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool CanEquip(int playerNumber, const ItemStruct &item, inv_body_loc bodyLocation)
|
|
|
|
|
{
|
|
|
|
|
PlayerStruct &player = plr[playerNumber];
|
|
|
|
|
if (!CanEquip(item) || player._pmode > PM_WALK3 || !player.InvBody[bodyLocation].isEmpty()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (bodyLocation) {
|
|
|
|
|
case INVLOC_AMULET:
|
|
|
|
|
return item._iLoc == ILOC_AMULET;
|
|
|
|
|
|
|
|
|
|
case INVLOC_CHEST:
|
|
|
|
|
return item._iLoc == ILOC_ARMOR;
|
|
|
|
|
|
|
|
|
|
case INVLOC_HAND_LEFT:
|
|
|
|
|
case INVLOC_HAND_RIGHT:
|
|
|
|
|
return CanWield(playerNumber, item);
|
|
|
|
|
|
|
|
|
|
case INVLOC_HEAD:
|
|
|
|
|
return item._iLoc == ILOC_HELM;
|
|
|
|
|
|
|
|
|
|
case INVLOC_RING_LEFT:
|
|
|
|
|
case INVLOC_RING_RIGHT:
|
|
|
|
|
return item._iLoc == ILOC_RING;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Automatically attempts to equip the specified item in a specific location in the player's body.
|
|
|
|
|
* @note On success, this will broadcast an equipment_change event to let other players know about the equipment change.
|
|
|
|
|
* @param playerNumber The player number whose inventory will be checked for compatibility with the item.
|
|
|
|
|
* @param item The item to equip.
|
|
|
|
|
* @param bodyLocation The location in the inventory where the item should be equipped.
|
|
|
|
|
* @param persistItem Indicates whether or not the item should be persisted in the player's body. Pass 'False' to check
|
|
|
|
|
* whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default.
|
|
|
|
|
* @return 'True' if the item was equipped and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool AutoEquip(int playerNumber, const ItemStruct &item, inv_body_loc bodyLocation, bool persistItem)
|
|
|
|
|
{
|
|
|
|
|
if (!CanEquip(playerNumber, item, bodyLocation)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (persistItem) {
|
|
|
|
|
plr[playerNumber].InvBody[bodyLocation] = item;
|
|
|
|
|
|
|
|
|
|
if (sgOptions.Audio.bAutoEquipSound && playerNumber == myplr) {
|
|
|
|
|
PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NetSendCmdChItem(false, bodyLocation);
|
|
|
|
|
CalcPlrInv(playerNumber, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Automatically attempts to equip the specified item in the most appropriate location in the player's body.
|
|
|
|
|
* @note On success, this will broadcast an equipment_change event to let other players know about the equipment change.
|
|
|
|
|
* @param playerNumber The player number whose inventory will be checked for compatibility with the item.
|
|
|
|
|
* @param item The item to equip.
|
|
|
|
|
* @param persistItem Indicates whether or not the item should be persisted in the player's body. Pass 'False' to check
|
|
|
|
|
* whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default.
|
|
|
|
|
* @return 'True' if the item was equipped and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool AutoEquip(int playerNumber, const ItemStruct &item, bool persistItem)
|
|
|
|
|
{
|
|
|
|
|
if (!CanEquip(item)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int bodyLocation = INVLOC_HEAD; bodyLocation < NUM_INVLOC; bodyLocation++) {
|
|
|
|
|
if (AutoEquip(playerNumber, item, (inv_body_loc)bodyLocation, persistItem)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether or not auto-equipping behavior is enabled for the given player and item.
|
|
|
|
|
* @param player The player to check.
|
|
|
|
|
* @param item The item to check.
|
|
|
|
|
* @return 'True' if auto-equipping behavior is enabled for the player and item and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool AutoEquipEnabled(const PlayerStruct &player, const ItemStruct &item)
|
|
|
|
|
{
|
|
|
|
|
if (item.isWeapon()) {
|
|
|
|
|
// Monk can use unarmed attack as an encouraged option, thus we do not automatically equip weapons on him so as to not
|
|
|
|
|
// annoy players who prefer that playstyle.
|
|
|
|
|
return player._pClass != HeroClass::Monk && sgOptions.Gameplay.bAutoEquipWeapons;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item.isArmor()) {
|
|
|
|
|
return sgOptions.Gameplay.bAutoEquipArmor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item.isHelm()) {
|
|
|
|
|
return sgOptions.Gameplay.bAutoEquipHelms;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item.isShield()) {
|
|
|
|
|
return sgOptions.Gameplay.bAutoEquipShields;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item.isJewelry()) {
|
|
|
|
|
return sgOptions.Gameplay.bAutoEquipJewelry;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the given item can be placed on the specified player's inventory.
|
|
|
|
|
* If 'persistItem' is 'True', the item is also placed in the inventory.
|
|
|
|
|
* @param playerNumber The player number on whose inventory will be checked.
|
|
|
|
|
* @param item The item to be checked.
|
|
|
|
|
* @param persistItem Pass 'True' to actually place the item in the inventory. The default is 'False'.
|
|
|
|
|
* @return 'True' in case the item can be placed on the player's inventory and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool AutoPlaceItemInInventory(int playerNumber, const ItemStruct &item, bool persistItem)
|
|
|
|
|
{
|
|
|
|
|
InvXY itemSize = GetInventorySize(item);
|
|
|
|
|
bool done = false;
|
|
|
|
|
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
if (itemSize.Y == 1) {
|
|
|
|
|
for (int i = 30; i <= 39 && !done; i++) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem);
|
|
|
|
|
}
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
for (int x = 9; x >= 0 && !done; x--) {
|
|
|
|
|
for (int y = 2; y >= 0 && !done; y--) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, 10 * y + x, item, persistItem);
|
|
|
|
|
}
|
|
|
|
|
}
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
if (itemSize.Y == 2) {
|
|
|
|
|
for (int x = 10 - itemSize.X; x >= 0 && !done; x -= itemSize.X) {
|
|
|
|
|
for (int y = 0; y < 3 && !done; y++) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, 10 * y + x, item, persistItem);
|
|
|
|
|
}
|
|
|
|
|
}
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
if (itemSize.X == 2) {
|
|
|
|
|
for (int x = 7; x >= 0 && !done; x -= 2) {
|
|
|
|
|
for (int y = 0; y < 3 && !done; y++) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, 10 * y + x, item, persistItem);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (itemSize.X == 1 && itemSize.Y == 3) {
|
|
|
|
|
for (int i = 0; i < 20 && !done; i++) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem);
|
|
|
|
|
}
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (itemSize.X == 2 && itemSize.Y == 3) {
|
|
|
|
|
for (int i = 0; i < 9 && !done; i++) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 10; i < 19 && !done; i++) {
|
|
|
|
|
done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem);
|
|
|
|
|
}
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Checks whether the given item can be placed on the specified player's inventory slot.
|
|
|
|
|
* If 'persistItem' is 'True', the item is also placed in the inventory slot.
|
|
|
|
|
* @param playerNumber The player number on whose inventory slot will be checked.
|
|
|
|
|
* @param slotIndex The 0-based index of the slot to put the item on.
|
|
|
|
|
* @param item The item to be checked.
|
|
|
|
|
* @param persistItem Pass 'True' to actually place the item in the inventory slot. The default is 'False'.
|
|
|
|
|
* @return 'True' in case the item can be placed on the specified player's inventory slot and 'False' otherwise.
|
|
|
|
|
*/
|
|
|
|
|
bool AutoPlaceItemInInventorySlot(int playerNumber, int slotIndex, const ItemStruct &item, bool persistItem)
|
|
|
|
|
{
|
|
|
|
|
int i, j, xx, yy;
|
|
|
|
|
bool done;
|
|
|
|
|
|
|
|
|
|
done = true;
|
|
|
|
|
yy = 10 * (slotIndex / 10);
|
|
|
|
|
if (yy < 0) {
|
|
|
|
|
yy = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
InvXY itemSize = GetInventorySize(item);
|
|
|
|
|
for (j = 0; j < itemSize.Y && done; j++) {
|
|
|
|
|
if (yy >= NUM_INV_GRID_ELEM) {
|
|
|
|
|
done = false;
|
|
|
|
|
}
|
|
|
|
|
xx = slotIndex % 10;
|
|
|
|
|
if (xx < 0) {
|
|
|
|
|
xx = 0;
|
|
|
|
|
}
|
|
|
|
|
for (i = 0; i < itemSize.X && done; i++) {
|
|
|
|
|
if (xx >= 10) {
|
|
|
|
|
done = false;
|
|
|
|
|
} else {
|
|
|
|
|
done = plr[playerNumber].InvGrid[xx + yy] == 0;
|
|
|
|
|
}
|
|
|
|
|
xx++;
|
|
|
|
|
}
|
|
|
|
|
yy += 10;
|
|
|
|
|
}
|
|
|
|
|
if (done && persistItem) {
|
|
|
|
|
plr[playerNumber].InvList[plr[playerNumber]._pNumInv] = plr[playerNumber].HoldItem;
|
|
|
|
|
plr[playerNumber]._pNumInv++;
|
|
|
|
|
|
|
|
|
|
AddItemToInvGrid(playerNumber, slotIndex, plr[playerNumber]._pNumInv, itemSize.X, itemSize.Y);
|
|
|
|
|
plr[playerNumber].CalcScrolls();
|
|
|
|
|
}
|
|
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool GoldAutoPlace(int pnum)
|
|
|
|
|
{
|
|
|
|
|
bool done = false;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < plr[pnum]._pNumInv && !done; i++) {
|
|
|
|
|
if (plr[pnum].InvList[i]._itype != ITYPE_GOLD)
|
|
|
|
|
continue;
|
|
|
|
|
if (plr[pnum].InvList[i]._ivalue >= MaxGold)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
plr[pnum].InvList[i]._ivalue += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
if (plr[pnum].InvList[i]._ivalue > MaxGold) {
|
|
|
|
|
plr[pnum].HoldItem._ivalue = plr[pnum].InvList[i]._ivalue - MaxGold;
|
|
|
|
|
SetPlrHandGoldCurs(&plr[pnum].HoldItem);
|
|
|
|
|
plr[pnum].InvList[i]._ivalue = MaxGold;
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
GetPlrHandSeed(&plr[pnum].HoldItem);
|
|
|
|
|
} else {
|
|
|
|
|
plr[pnum].HoldItem._ivalue = 0;
|
|
|
|
|
done = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetPlrHandGoldCurs(&plr[pnum].InvList[i]);
|
|
|
|
|
plr[pnum]._pGold = CalculateGold(pnum);
|
|
|
|
|
}
|
|
|
|
|
|
Improve inventory filling algorithm (#1876)
* Extract loop body into GoldAutoPlaceInInventorySlot()
* Improve placement of gold in inventory
When adding gold to the inventory, this now finds a free slot as
follows:
1) Start at X, and work left until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3| | | | | | | | | |X|
* Improve inventory placement for single-height items
When adding single-height items (which in practice are all 1x1) to the
inventory, this now finds a free slot as follows:
1) Start at X, and work right until row 3 is full
2) Start at Y, and work up until column 9 is full
3) Move one column left, start at row 2 and work up
4) Repeat step 3 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | | | | |
|1| | | | | | | | | | |
|2| | | | | | | | | |Y|
|3|X| | | | | | | | | |
* Improve inventory placement for two-height items
When adding 1x2 items to the inventory, this now finds a free slot as
follows:
1) Start at X, and work down until column 9 is full
2) Move one column left, start at row 0 and work down
3) Repeat step 2 until there is no free space
| |0|1|2|3|4|5|6|7|8|9|
|-|-|-|-|-|-|-|-|-|-|-|
|0| | | | | | | |Z|Y|X|
|1| | | | | | | | | | |
|2| | | | | | | | | | |
|3| | | | | | | | | | |
When adding 2x2 items, it first tries to place them in even columns,
then goes to odd columns of no space was found:
1) Start at Y, and work down until columns 8/9 are full
2) Move two columns left, start at row 0 and work down
3) Repeat step 2 until there is no free space in columns 0/1
4) Go to Z, and work down until columns 7/8 are full
5) Move two columns left, start at row 0 and work down
3) Repeat step 5 until there is no free space
5 years ago
|
|
|
for (int i = 39; i >= 30 && !done; i--) {
|
|
|
|
|
done = GoldAutoPlaceInInventorySlot(pnum, i);
|
|
|
|
|
}
|
|
|
|
|
for (int x = 9; x >= 0 && !done; x--) {
|
|
|
|
|
for (int y = 2; y >= 0 && !done; y--) {
|
|
|
|
|
done = GoldAutoPlaceInInventorySlot(pnum, 10 * y + x);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool GoldAutoPlaceInInventorySlot(int pnum, int slotIndex)
|
|
|
|
|
{
|
|
|
|
|
bool done = false;
|
|
|
|
|
|
|
|
|
|
int yy = 10 * (slotIndex / 10);
|
|
|
|
|
int xx = slotIndex % 10;
|
|
|
|
|
if (plr[pnum].InvGrid[xx + yy] == 0) {
|
|
|
|
|
int ii = plr[pnum]._pNumInv;
|
|
|
|
|
plr[pnum].InvList[ii] = plr[pnum].HoldItem;
|
|
|
|
|
plr[pnum]._pNumInv = plr[pnum]._pNumInv + 1;
|
|
|
|
|
plr[pnum].InvGrid[xx + yy] = plr[pnum]._pNumInv;
|
|
|
|
|
GetPlrHandSeed(&plr[pnum].InvList[ii]);
|
|
|
|
|
int gold = plr[pnum].HoldItem._ivalue;
|
|
|
|
|
if (gold > MaxGold) {
|
|
|
|
|
gold -= MaxGold;
|
|
|
|
|
plr[pnum].HoldItem._ivalue = gold;
|
|
|
|
|
GetPlrHandSeed(&plr[pnum].HoldItem);
|
|
|
|
|
plr[pnum].InvList[ii]._ivalue = MaxGold;
|
|
|
|
|
} else {
|
|
|
|
|
plr[pnum].HoldItem._ivalue = 0;
|
|
|
|
|
done = true;
|
|
|
|
|
plr[pnum]._pGold = CalculateGold(pnum);
|
|
|
|
|
NewCursor(CURSOR_HAND);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return done;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool WeaponAutoPlace(int pnum)
|
|
|
|
|
{
|
|
|
|
|
if (plr[pnum]._pClass == HeroClass::Monk)
|
|
|
|
|
return false;
|
|
|
|
|
if (plr[pnum].HoldItem._iLoc != ILOC_TWOHAND
|
|
|
|
|
|| (plr[pnum]._pClass == HeroClass::Barbarian && (plr[pnum].HoldItem._itype == ITYPE_SWORD || plr[pnum].HoldItem._itype == ITYPE_MACE))) {
|
|
|
|
|
if (plr[pnum]._pClass != HeroClass::Bard) {
|
|
|
|
|
if (!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON)
|
|
|
|
|
return false;
|
|
|
|
|
if (!plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty()) {
|
|
|
|
|
NetSendCmdChItem(true, INVLOC_HAND_LEFT);
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_LEFT] = plr[pnum].HoldItem;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iLoc != ILOC_TWOHAND) {
|
|
|
|
|
NetSendCmdChItem(true, INVLOC_HAND_RIGHT);
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_RIGHT] = plr[pnum].HoldItem;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
} else if (plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
|
|
|
|
|
NetSendCmdChItem(true, INVLOC_HAND_LEFT);
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_LEFT] = plr[pnum].HoldItem;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int SwapItem(ItemStruct *a, ItemStruct *b)
|
|
|
|
|
{
|
|
|
|
|
ItemStruct h;
|
|
|
|
|
|
|
|
|
|
h = *a;
|
|
|
|
|
*a = *b;
|
|
|
|
|
*b = h;
|
|
|
|
|
|
|
|
|
|
return h._iCurs + CURSOR_FIRSTITEM;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckInvPaste(int pnum, int mx, int my)
|
|
|
|
|
{
|
|
|
|
|
int r, sx, sy;
|
|
|
|
|
int i, j, xx, yy, ii;
|
|
|
|
|
bool done, done2h;
|
|
|
|
|
int il, cn, it, iv, ig, gt;
|
|
|
|
|
ItemStruct tempitem;
|
|
|
|
|
|
|
|
|
|
SetICursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
i = mx + (icursW / 2);
|
|
|
|
|
j = my + (icursH / 2);
|
|
|
|
|
sx = icursW28;
|
|
|
|
|
sy = icursH28;
|
|
|
|
|
done = false;
|
|
|
|
|
for (r = 0; (DWORD)r < NUM_XY_SLOTS && !done; r++) {
|
|
|
|
|
int xo = RIGHT_PANEL;
|
|
|
|
|
int yo = 0;
|
|
|
|
|
if (r >= SLOTXY_BELT_FIRST) {
|
|
|
|
|
xo = PANEL_LEFT;
|
|
|
|
|
yo = PANEL_TOP;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (i >= InvRect[r].X + xo && i < InvRect[r].X + xo + INV_SLOT_SIZE_PX) {
|
|
|
|
|
if (j >= InvRect[r].Y + yo - INV_SLOT_SIZE_PX - 1 && j < InvRect[r].Y + yo) {
|
|
|
|
|
done = true;
|
|
|
|
|
r--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (r == SLOTXY_CHEST_LAST) {
|
|
|
|
|
if ((sx & 1) == 0)
|
|
|
|
|
i -= 14;
|
|
|
|
|
if ((sy & 1) == 0)
|
|
|
|
|
j -= 14;
|
|
|
|
|
}
|
|
|
|
|
if (r == SLOTXY_INV_LAST && (sy & 1) == 0)
|
|
|
|
|
j += 14;
|
|
|
|
|
}
|
|
|
|
|
if (!done)
|
|
|
|
|
return;
|
|
|
|
|
il = ILOC_UNEQUIPABLE;
|
|
|
|
|
if (r >= SLOTXY_HEAD_FIRST && r <= SLOTXY_HEAD_LAST)
|
|
|
|
|
il = ILOC_HELM;
|
|
|
|
|
if (r >= SLOTXY_RING_LEFT && r <= SLOTXY_RING_RIGHT)
|
|
|
|
|
il = ILOC_RING;
|
|
|
|
|
if (r == SLOTXY_AMULET)
|
|
|
|
|
il = ILOC_AMULET;
|
|
|
|
|
if (r >= SLOTXY_HAND_LEFT_FIRST && r <= SLOTXY_HAND_RIGHT_LAST)
|
|
|
|
|
il = ILOC_ONEHAND;
|
|
|
|
|
if (r >= SLOTXY_CHEST_FIRST && r <= SLOTXY_CHEST_LAST)
|
|
|
|
|
il = ILOC_ARMOR;
|
|
|
|
|
if (r >= SLOTXY_BELT_FIRST && r <= SLOTXY_BELT_LAST)
|
|
|
|
|
il = ILOC_BELT;
|
|
|
|
|
done = false;
|
|
|
|
|
if (plr[pnum].HoldItem._iLoc == il)
|
|
|
|
|
done = true;
|
|
|
|
|
if (il == ILOC_ONEHAND && plr[pnum].HoldItem._iLoc == ILOC_TWOHAND) {
|
|
|
|
|
if (plr[pnum]._pClass == HeroClass::Barbarian
|
|
|
|
|
&& (plr[pnum].HoldItem._itype == ITYPE_SWORD || plr[pnum].HoldItem._itype == ITYPE_MACE))
|
|
|
|
|
il = ILOC_ONEHAND;
|
|
|
|
|
else
|
|
|
|
|
il = ILOC_TWOHAND;
|
|
|
|
|
done = true;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem._iLoc == ILOC_UNEQUIPABLE && il == ILOC_BELT) {
|
|
|
|
|
if (sx == 1 && sy == 1) {
|
|
|
|
|
done = true;
|
|
|
|
|
if (!AllItemsList[plr[pnum].HoldItem.IDidx].iUsable)
|
|
|
|
|
done = false;
|
|
|
|
|
if (!plr[pnum].HoldItem._iStatFlag)
|
|
|
|
|
done = false;
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD)
|
|
|
|
|
done = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (il == ILOC_UNEQUIPABLE) {
|
|
|
|
|
done = true;
|
|
|
|
|
it = 0;
|
|
|
|
|
ii = r - SLOTXY_INV_FIRST;
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD) {
|
|
|
|
|
yy = 10 * (ii / 10);
|
|
|
|
|
xx = ii % 10;
|
|
|
|
|
if (plr[pnum].InvGrid[xx + yy] != 0) {
|
|
|
|
|
iv = plr[pnum].InvGrid[xx + yy];
|
|
|
|
|
if (iv > 0) {
|
|
|
|
|
if (plr[pnum].InvList[iv - 1]._itype != ITYPE_GOLD) {
|
|
|
|
|
it = iv;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
it = -iv;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
yy = 10 * ((ii / 10) - ((sy - 1) / 2));
|
|
|
|
|
if (yy < 0)
|
|
|
|
|
yy = 0;
|
|
|
|
|
for (j = 0; j < sy && done; j++) {
|
|
|
|
|
if (yy >= NUM_INV_GRID_ELEM)
|
|
|
|
|
done = false;
|
|
|
|
|
xx = (ii % 10) - ((sx - 1) / 2);
|
|
|
|
|
if (xx < 0)
|
|
|
|
|
xx = 0;
|
|
|
|
|
for (i = 0; i < sx && done; i++) {
|
|
|
|
|
if (xx >= 10) {
|
|
|
|
|
done = false;
|
|
|
|
|
} else {
|
|
|
|
|
if (plr[pnum].InvGrid[xx + yy] != 0) {
|
|
|
|
|
iv = plr[pnum].InvGrid[xx + yy];
|
|
|
|
|
if (iv < 0)
|
|
|
|
|
iv = -iv;
|
|
|
|
|
if (it != 0) {
|
|
|
|
|
if (it != iv)
|
|
|
|
|
done = false;
|
|
|
|
|
} else
|
|
|
|
|
it = iv;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
xx++;
|
|
|
|
|
}
|
|
|
|
|
yy += 10;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!done)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (il != ILOC_UNEQUIPABLE && il != ILOC_BELT && !plr[pnum].HoldItem._iStatFlag) {
|
|
|
|
|
done = false;
|
|
|
|
|
plr[pnum].PlaySpeach(13);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!done)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr)
|
|
|
|
|
PlaySFX(ItemInvSnds[ItemCAnimTbl[plr[pnum].HoldItem._iCurs]]);
|
|
|
|
|
|
|
|
|
|
cn = CURSOR_HAND;
|
|
|
|
|
switch (il) {
|
|
|
|
|
case ILOC_HELM:
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HEAD);
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HEAD].isEmpty())
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HEAD] = plr[pnum].HoldItem;
|
|
|
|
|
else
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HEAD], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_RING:
|
|
|
|
|
if (r == SLOTXY_RING_LEFT) {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_RING_LEFT);
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_RING_LEFT].isEmpty())
|
|
|
|
|
plr[pnum].InvBody[INVLOC_RING_LEFT] = plr[pnum].HoldItem;
|
|
|
|
|
else
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_RING_LEFT], &plr[pnum].HoldItem);
|
|
|
|
|
} else {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_RING_RIGHT);
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_RING_RIGHT].isEmpty())
|
|
|
|
|
plr[pnum].InvBody[INVLOC_RING_RIGHT] = plr[pnum].HoldItem;
|
|
|
|
|
else
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_RING_RIGHT], &plr[pnum].HoldItem);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_AMULET:
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_AMULET);
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_AMULET].isEmpty())
|
|
|
|
|
plr[pnum].InvBody[INVLOC_AMULET] = plr[pnum].HoldItem;
|
|
|
|
|
else
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_AMULET], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_ONEHAND:
|
|
|
|
|
if (r <= SLOTXY_HAND_LEFT_LAST) {
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty()) {
|
|
|
|
|
if ((plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty() || plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iClass != plr[pnum].HoldItem._iClass)
|
|
|
|
|
|| (plr[pnum]._pClass == HeroClass::Bard && plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON && plr[pnum].HoldItem._iClass == ICLASS_WEAPON)) {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_LEFT] = plr[pnum].HoldItem;
|
|
|
|
|
} else {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_RIGHT], &plr[pnum].HoldItem);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if ((plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty() || plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iClass != plr[pnum].HoldItem._iClass)
|
|
|
|
|
|| (plr[pnum]._pClass == HeroClass::Bard && plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON && plr[pnum].HoldItem._iClass == ICLASS_WEAPON)) {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_LEFT], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_RIGHT], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
|
|
|
|
|
if ((plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() || plr[pnum].InvBody[INVLOC_HAND_LEFT]._iLoc != ILOC_TWOHAND)
|
|
|
|
|
|| (plr[pnum]._pClass == HeroClass::Barbarian && (plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SWORD || plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_MACE))) {
|
|
|
|
|
if ((plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() || plr[pnum].InvBody[INVLOC_HAND_LEFT]._iClass != plr[pnum].HoldItem._iClass)
|
|
|
|
|
|| (plr[pnum]._pClass == HeroClass::Bard && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON && plr[pnum].HoldItem._iClass == ICLASS_WEAPON)) {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_RIGHT] = plr[pnum].HoldItem;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_LEFT], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
SwapItem(&plr[pnum].InvBody[INVLOC_HAND_RIGHT], &plr[pnum].InvBody[INVLOC_HAND_LEFT]);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_RIGHT], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iClass == plr[pnum].HoldItem._iClass)
|
|
|
|
|
&& !(plr[pnum]._pClass == HeroClass::Bard && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON && plr[pnum].HoldItem._iClass == ICLASS_WEAPON)) {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_LEFT], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_RIGHT], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_TWOHAND:
|
|
|
|
|
if (!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() && !plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
|
|
|
|
|
tempitem = plr[pnum].HoldItem;
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD)
|
|
|
|
|
plr[pnum].HoldItem = plr[pnum].InvBody[INVLOC_HAND_RIGHT];
|
|
|
|
|
else
|
|
|
|
|
plr[pnum].HoldItem = plr[pnum].InvBody[INVLOC_HAND_LEFT];
|
|
|
|
|
if (pnum == myplr)
|
|
|
|
|
NewCursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
else
|
|
|
|
|
SetICursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
done2h = AutoPlaceItemInInventory(pnum, plr[pnum].HoldItem, true);
|
|
|
|
|
plr[pnum].HoldItem = tempitem;
|
|
|
|
|
if (pnum == myplr)
|
|
|
|
|
NewCursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
else
|
|
|
|
|
SetICursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
if (!done2h)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD)
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_RIGHT]._itype = ITYPE_NONE;
|
|
|
|
|
else
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
|
|
|
|
|
if (!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() || !plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty())
|
|
|
|
|
SwapItem(&plr[pnum].InvBody[INVLOC_HAND_LEFT], &plr[pnum].InvBody[INVLOC_HAND_RIGHT]);
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_HAND_LEFT], &plr[pnum].HoldItem);
|
|
|
|
|
} else {
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
plr[pnum].InvBody[INVLOC_HAND_LEFT] = plr[pnum].HoldItem;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_STAFF && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iSpell != SPL_NULL && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iCharges > 0) {
|
|
|
|
|
plr[pnum]._pRSpell = plr[pnum].InvBody[INVLOC_HAND_LEFT]._iSpell;
|
|
|
|
|
plr[pnum]._pRSplType = RSPLTYPE_CHARGES;
|
|
|
|
|
force_redraw = 255;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_ARMOR:
|
|
|
|
|
NetSendCmdChItem(false, INVLOC_CHEST);
|
|
|
|
|
if (plr[pnum].InvBody[INVLOC_CHEST].isEmpty())
|
|
|
|
|
plr[pnum].InvBody[INVLOC_CHEST] = plr[pnum].HoldItem;
|
|
|
|
|
else
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvBody[INVLOC_CHEST], &plr[pnum].HoldItem);
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_UNEQUIPABLE:
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD && it == 0) {
|
|
|
|
|
ii = r - SLOTXY_INV_FIRST;
|
|
|
|
|
yy = 10 * (ii / 10);
|
|
|
|
|
xx = ii % 10;
|
|
|
|
|
if (plr[pnum].InvGrid[yy + xx] > 0) {
|
|
|
|
|
il = plr[pnum].InvGrid[yy + xx];
|
|
|
|
|
il--;
|
|
|
|
|
gt = plr[pnum].InvList[il]._ivalue;
|
|
|
|
|
ig = plr[pnum].HoldItem._ivalue + gt;
|
|
|
|
|
if (ig <= MaxGold) {
|
|
|
|
|
plr[pnum].InvList[il]._ivalue = ig;
|
|
|
|
|
plr[pnum]._pGold += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
SetPlrHandGoldCurs(&plr[pnum].InvList[il]);
|
|
|
|
|
} else {
|
|
|
|
|
ig = MaxGold - gt;
|
|
|
|
|
plr[pnum]._pGold += ig;
|
|
|
|
|
plr[pnum].HoldItem._ivalue -= ig;
|
|
|
|
|
plr[pnum].InvList[il]._ivalue = MaxGold;
|
|
|
|
|
plr[pnum].InvList[il]._iCurs = ICURS_GOLD_LARGE;
|
|
|
|
|
// BUGFIX: incorrect values here are leftover from beta (fixed)
|
|
|
|
|
cn = GetGoldCursor(plr[pnum].HoldItem._ivalue);
|
|
|
|
|
cn += CURSOR_FIRSTITEM;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
il = plr[pnum]._pNumInv;
|
|
|
|
|
plr[pnum].InvList[il] = plr[pnum].HoldItem;
|
|
|
|
|
plr[pnum]._pNumInv++;
|
|
|
|
|
plr[pnum].InvGrid[yy + xx] = plr[pnum]._pNumInv;
|
|
|
|
|
plr[pnum]._pGold += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
SetPlrHandGoldCurs(&plr[pnum].InvList[il]);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (it == 0) {
|
|
|
|
|
plr[pnum].InvList[plr[pnum]._pNumInv] = plr[pnum].HoldItem;
|
|
|
|
|
plr[pnum]._pNumInv++;
|
|
|
|
|
it = plr[pnum]._pNumInv;
|
|
|
|
|
} else {
|
|
|
|
|
il = it - 1;
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD)
|
|
|
|
|
plr[pnum]._pGold += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
cn = SwapItem(&plr[pnum].InvList[il], &plr[pnum].HoldItem);
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD)
|
|
|
|
|
plr[pnum]._pGold = CalculateGold(pnum);
|
|
|
|
|
for (i = 0; i < NUM_INV_GRID_ELEM; i++) {
|
|
|
|
|
if (plr[pnum].InvGrid[i] == it)
|
|
|
|
|
plr[pnum].InvGrid[i] = 0;
|
|
|
|
|
if (plr[pnum].InvGrid[i] == -it)
|
|
|
|
|
plr[pnum].InvGrid[i] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ii = r - SLOTXY_INV_FIRST;
|
|
|
|
|
|
|
|
|
|
// Calculate top-left position of item for InvGrid and then add item to InvGrid
|
|
|
|
|
|
|
|
|
|
yy = 10 * (ii / 10 - ((sy - 1) / 2));
|
|
|
|
|
xx = (ii % 10 - ((sx - 1) / 2));
|
|
|
|
|
if (yy < 0)
|
|
|
|
|
yy = 0;
|
|
|
|
|
if (xx < 0)
|
|
|
|
|
xx = 0;
|
|
|
|
|
AddItemToInvGrid(pnum, xx + yy, it, sx, sy);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case ILOC_BELT:
|
|
|
|
|
ii = r - SLOTXY_BELT_FIRST;
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD) {
|
|
|
|
|
if (!plr[pnum].SpdList[ii].isEmpty()) {
|
|
|
|
|
if (plr[pnum].SpdList[ii]._itype == ITYPE_GOLD) {
|
|
|
|
|
i = plr[pnum].HoldItem._ivalue + plr[pnum].SpdList[ii]._ivalue;
|
|
|
|
|
if (i <= MaxGold) {
|
|
|
|
|
plr[pnum].SpdList[ii]._ivalue = i;
|
|
|
|
|
plr[pnum]._pGold += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
SetPlrHandGoldCurs(&plr[pnum].SpdList[ii]);
|
|
|
|
|
} else {
|
|
|
|
|
i = MaxGold - plr[pnum].SpdList[ii]._ivalue;
|
|
|
|
|
plr[pnum]._pGold += i;
|
|
|
|
|
plr[pnum].HoldItem._ivalue -= i;
|
|
|
|
|
plr[pnum].SpdList[ii]._ivalue = MaxGold;
|
|
|
|
|
plr[pnum].SpdList[ii]._iCurs = ICURS_GOLD_LARGE;
|
|
|
|
|
|
|
|
|
|
// BUGFIX: incorrect values here are leftover from beta (fixed)
|
|
|
|
|
cn = GetGoldCursor(plr[pnum].HoldItem._ivalue);
|
|
|
|
|
cn += CURSOR_FIRSTITEM;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
plr[pnum]._pGold += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
cn = SwapItem(&plr[pnum].SpdList[ii], &plr[pnum].HoldItem);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
plr[pnum].SpdList[ii] = plr[pnum].HoldItem;
|
|
|
|
|
plr[pnum]._pGold += plr[pnum].HoldItem._ivalue;
|
|
|
|
|
}
|
|
|
|
|
} else if (plr[pnum].SpdList[ii].isEmpty()) {
|
|
|
|
|
plr[pnum].SpdList[ii] = plr[pnum].HoldItem;
|
|
|
|
|
} else {
|
|
|
|
|
cn = SwapItem(&plr[pnum].SpdList[ii], &plr[pnum].HoldItem);
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD)
|
|
|
|
|
plr[pnum]._pGold = CalculateGold(pnum);
|
|
|
|
|
}
|
|
|
|
|
drawsbarflag = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
CalcPlrInv(pnum, true);
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
if (cn == CURSOR_HAND)
|
|
|
|
|
SetCursorPos(MouseX + (cursW / 2), MouseY + (cursH / 2));
|
|
|
|
|
NewCursor(cn);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckInvSwap(int pnum, BYTE bLoc, int idx, uint16_t wCI, int seed, bool bId, uint32_t dwBuff)
|
|
|
|
|
{
|
|
|
|
|
PlayerStruct *p;
|
|
|
|
|
|
|
|
|
|
memset(&items[MAXITEMS], 0, sizeof(*items));
|
|
|
|
|
RecreateItem(MAXITEMS, idx, wCI, seed, 0, (dwBuff & CF_HELLFIRE) != 0);
|
|
|
|
|
|
|
|
|
|
p = &plr[pnum];
|
|
|
|
|
p->HoldItem = items[MAXITEMS];
|
|
|
|
|
|
|
|
|
|
if (bId) {
|
|
|
|
|
p->HoldItem._iIdentified = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bLoc < NUM_INVLOC) {
|
|
|
|
|
p->InvBody[bLoc] = p->HoldItem;
|
|
|
|
|
|
|
|
|
|
if (bLoc == INVLOC_HAND_LEFT && p->HoldItem._iLoc == ILOC_TWOHAND) {
|
|
|
|
|
p->InvBody[INVLOC_HAND_RIGHT]._itype = ITYPE_NONE;
|
|
|
|
|
} else if (bLoc == INVLOC_HAND_RIGHT && p->HoldItem._iLoc == ILOC_TWOHAND) {
|
|
|
|
|
p->InvBody[INVLOC_HAND_LEFT]._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CalcPlrInv(pnum, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckInvCut(int pnum, int mx, int my, bool automaticMove)
|
|
|
|
|
{
|
|
|
|
|
int r;
|
|
|
|
|
bool done;
|
|
|
|
|
char ii;
|
|
|
|
|
int iv, ig;
|
|
|
|
|
PlayerStruct &player = plr[pnum];
|
|
|
|
|
|
|
|
|
|
if (player._pmode > PM_WALK3) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dropGoldFlag) {
|
|
|
|
|
dropGoldFlag = false;
|
|
|
|
|
dropGoldValue = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
done = false;
|
|
|
|
|
|
|
|
|
|
for (r = 0; (DWORD)r < NUM_XY_SLOTS && !done; r++) {
|
|
|
|
|
int xo = RIGHT_PANEL;
|
|
|
|
|
int yo = 0;
|
|
|
|
|
if (r >= SLOTXY_BELT_FIRST) {
|
|
|
|
|
xo = PANEL_LEFT;
|
|
|
|
|
yo = PANEL_TOP;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// check which inventory rectangle the mouse is in, if any
|
|
|
|
|
if (mx >= InvRect[r].X + xo
|
|
|
|
|
&& mx < InvRect[r].X + xo + (INV_SLOT_SIZE_PX + 1)
|
|
|
|
|
&& my >= InvRect[r].Y + yo - (INV_SLOT_SIZE_PX + 1)
|
|
|
|
|
&& my < InvRect[r].Y + yo) {
|
|
|
|
|
done = true;
|
|
|
|
|
r--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!done) {
|
|
|
|
|
// not on an inventory slot rectangle
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &holdItem = player.HoldItem;
|
|
|
|
|
holdItem._itype = ITYPE_NONE;
|
|
|
|
|
|
|
|
|
|
bool automaticallyMoved = false;
|
|
|
|
|
bool automaticallyEquipped = false;
|
|
|
|
|
bool automaticallyUnequip = false;
|
|
|
|
|
|
|
|
|
|
ItemStruct &headItem = player.InvBody[INVLOC_HEAD];
|
|
|
|
|
if (r >= SLOTXY_HEAD_FIRST && r <= SLOTXY_HEAD_LAST && !headItem.isEmpty()) {
|
|
|
|
|
holdItem = headItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_HEAD);
|
|
|
|
|
headItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &leftRingItem = player.InvBody[INVLOC_RING_LEFT];
|
|
|
|
|
if (r == SLOTXY_RING_LEFT && !leftRingItem.isEmpty()) {
|
|
|
|
|
holdItem = leftRingItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_RING_LEFT);
|
|
|
|
|
leftRingItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &rightRingItem = player.InvBody[INVLOC_RING_RIGHT];
|
|
|
|
|
if (r == SLOTXY_RING_RIGHT && !rightRingItem.isEmpty()) {
|
|
|
|
|
holdItem = rightRingItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_RING_RIGHT);
|
|
|
|
|
rightRingItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &amuletItem = player.InvBody[INVLOC_AMULET];
|
|
|
|
|
if (r == SLOTXY_AMULET && !amuletItem.isEmpty()) {
|
|
|
|
|
holdItem = amuletItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_AMULET);
|
|
|
|
|
amuletItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
|
|
|
|
|
if (r >= SLOTXY_HAND_LEFT_FIRST && r <= SLOTXY_HAND_LEFT_LAST && !leftHandItem.isEmpty()) {
|
|
|
|
|
holdItem = leftHandItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_HAND_LEFT);
|
|
|
|
|
leftHandItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
|
|
|
|
|
if (r >= SLOTXY_HAND_RIGHT_FIRST && r <= SLOTXY_HAND_RIGHT_LAST && !rightHandItem.isEmpty()) {
|
|
|
|
|
holdItem = rightHandItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_HAND_RIGHT);
|
|
|
|
|
rightHandItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ItemStruct &chestItem = player.InvBody[INVLOC_CHEST];
|
|
|
|
|
if (r >= SLOTXY_CHEST_FIRST && r <= SLOTXY_CHEST_LAST && !chestItem.isEmpty()) {
|
|
|
|
|
holdItem = chestItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyUnequip = true;
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
NetSendCmdDelItem(false, INVLOC_CHEST);
|
|
|
|
|
chestItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (r >= SLOTXY_INV_FIRST && r <= SLOTXY_INV_LAST) {
|
|
|
|
|
ig = r - SLOTXY_INV_FIRST;
|
|
|
|
|
ii = player.InvGrid[ig];
|
|
|
|
|
if (ii != 0) {
|
|
|
|
|
iv = ii;
|
|
|
|
|
if (ii <= 0) {
|
|
|
|
|
iv = -ii;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
holdItem = player.InvList[iv - 1];
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
if (CanBePlacedOnBelt(holdItem)) {
|
|
|
|
|
automaticallyMoved = AutoPlaceItemInBelt(pnum, holdItem, true);
|
|
|
|
|
} else {
|
|
|
|
|
automaticallyMoved = automaticallyEquipped = AutoEquip(pnum, holdItem);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
plr[pnum].RemoveInvItem(iv - 1, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (r >= SLOTXY_BELT_FIRST) {
|
|
|
|
|
ItemStruct &beltItem = player.SpdList[r - SLOTXY_BELT_FIRST];
|
|
|
|
|
if (!beltItem.isEmpty()) {
|
|
|
|
|
holdItem = beltItem;
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
automaticallyMoved = AutoPlaceItemInInventory(pnum, holdItem, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
beltItem._itype = ITYPE_NONE;
|
|
|
|
|
drawsbarflag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!holdItem.isEmpty()) {
|
|
|
|
|
if (holdItem._itype == ITYPE_GOLD) {
|
|
|
|
|
player._pGold = CalculateGold(pnum);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CalcPlrInv(pnum, true);
|
|
|
|
|
CheckItemStats(pnum);
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
if (automaticallyEquipped) {
|
|
|
|
|
PlaySFX(ItemInvSnds[ItemCAnimTbl[holdItem._iCurs]]);
|
|
|
|
|
} else if (!automaticMove || automaticallyMoved) {
|
|
|
|
|
PlaySFX(IS_IGRAB);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (automaticMove) {
|
|
|
|
|
if (!automaticallyMoved) {
|
|
|
|
|
if (CanBePlacedOnBelt(holdItem) || automaticallyUnequip) {
|
|
|
|
|
player.PlaySpecificSpeach(15);
|
|
|
|
|
} else {
|
|
|
|
|
player.PlaySpecificSpeach(37);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
holdItem._itype = ITYPE_NONE;
|
|
|
|
|
} else {
|
|
|
|
|
NewCursor(holdItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
SetCursorPos(mx - (cursW / 2), MouseY - (cursH / 2));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void inv_update_rem_item(int pnum, BYTE iv)
|
|
|
|
|
{
|
|
|
|
|
if (iv < NUM_INVLOC) {
|
|
|
|
|
plr[pnum].InvBody[iv]._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (plr[pnum]._pmode != PM_DEATH) {
|
|
|
|
|
CalcPlrInv(pnum, true);
|
|
|
|
|
} else {
|
|
|
|
|
CalcPlrInv(pnum, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RemoveSpdBarItem(int pnum, int iv)
|
|
|
|
|
{
|
|
|
|
|
plr[pnum].SpdList[iv]._itype = ITYPE_NONE;
|
|
|
|
|
|
|
|
|
|
plr[pnum].CalcScrolls();
|
|
|
|
|
force_redraw = 255;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckInvItem(bool isShiftHeld)
|
|
|
|
|
{
|
|
|
|
|
if (pcurs >= CURSOR_FIRSTITEM) {
|
|
|
|
|
CheckInvPaste(myplr, MouseX, MouseY);
|
|
|
|
|
} else {
|
|
|
|
|
CheckInvCut(myplr, MouseX, MouseY, isShiftHeld);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check for interactions with belt
|
|
|
|
|
*/
|
|
|
|
|
void CheckInvScrn(bool isShiftHeld)
|
|
|
|
|
{
|
|
|
|
|
if (MouseX > 190 + PANEL_LEFT && MouseX < 437 + PANEL_LEFT
|
|
|
|
|
&& MouseY > PANEL_TOP && MouseY < 33 + PANEL_TOP) {
|
|
|
|
|
CheckInvItem(isShiftHeld);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckItemStats(int pnum)
|
|
|
|
|
{
|
|
|
|
|
PlayerStruct *p = &plr[pnum];
|
|
|
|
|
|
|
|
|
|
p->HoldItem._iStatFlag = false;
|
|
|
|
|
|
|
|
|
|
if (p->_pStrength >= p->HoldItem._iMinStr
|
|
|
|
|
&& p->_pMagic >= p->HoldItem._iMinMag
|
|
|
|
|
&& p->_pDexterity >= p->HoldItem._iMinDex) {
|
|
|
|
|
p->HoldItem._iStatFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckBookLevel(int pnum)
|
|
|
|
|
{
|
|
|
|
|
int slvl;
|
|
|
|
|
|
|
|
|
|
if (plr[pnum].HoldItem._iMiscId == IMISC_BOOK) {
|
|
|
|
|
plr[pnum].HoldItem._iMinMag = spelldata[plr[pnum].HoldItem._iSpell].sMinInt;
|
|
|
|
|
slvl = plr[pnum]._pSplLvl[plr[pnum].HoldItem._iSpell];
|
|
|
|
|
while (slvl != 0) {
|
|
|
|
|
plr[pnum].HoldItem._iMinMag += 20 * plr[pnum].HoldItem._iMinMag / 100;
|
|
|
|
|
slvl--;
|
|
|
|
|
if (plr[pnum].HoldItem._iMinMag + 20 * plr[pnum].HoldItem._iMinMag / 100 > 255) {
|
|
|
|
|
plr[pnum].HoldItem._iMinMag = -1;
|
|
|
|
|
slvl = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckQuestItem(int pnum)
|
|
|
|
|
{
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_OPTAMULET && quests[Q_BLIND]._qactive == QUEST_ACTIVE)
|
|
|
|
|
quests[Q_BLIND]._qactive = QUEST_DONE;
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_MUSHROOM && quests[Q_MUSHROOM]._qactive == QUEST_ACTIVE && quests[Q_MUSHROOM]._qvar1 == QS_MUSHSPAWNED) {
|
|
|
|
|
plr[pnum].PlaySpeach(95, 10); // BUGFIX: Voice for this quest might be wrong in MP
|
|
|
|
|
quests[Q_MUSHROOM]._qvar1 = QS_MUSHPICKED;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_ANVIL && quests[Q_ANVIL]._qactive != QUEST_NOTAVAIL) {
|
|
|
|
|
if (quests[Q_ANVIL]._qactive == QUEST_INIT) {
|
|
|
|
|
quests[Q_ANVIL]._qactive = QUEST_ACTIVE;
|
|
|
|
|
quests[Q_ANVIL]._qvar1 = 1;
|
|
|
|
|
}
|
|
|
|
|
if (quests[Q_ANVIL]._qlog) {
|
|
|
|
|
plr[myplr].PlaySpeach(89, 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_GLDNELIX && quests[Q_VEIL]._qactive != QUEST_NOTAVAIL) {
|
|
|
|
|
plr[myplr].PlaySpeach(88, 30);
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_ROCK && quests[Q_ROCK]._qactive != QUEST_NOTAVAIL) {
|
|
|
|
|
if (quests[Q_ROCK]._qactive == QUEST_INIT) {
|
|
|
|
|
quests[Q_ROCK]._qactive = QUEST_ACTIVE;
|
|
|
|
|
quests[Q_ROCK]._qvar1 = 1;
|
|
|
|
|
}
|
|
|
|
|
if (quests[Q_ROCK]._qlog) {
|
|
|
|
|
plr[myplr].PlaySpeach(87, 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_ARMOFVAL && quests[Q_BLOOD]._qactive == QUEST_ACTIVE) {
|
|
|
|
|
quests[Q_BLOOD]._qactive = QUEST_DONE;
|
|
|
|
|
plr[myplr].PlaySpeach(91, 20);
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_MAPOFDOOM) {
|
|
|
|
|
quests[Q_GRAVE]._qlog = false;
|
|
|
|
|
quests[Q_GRAVE]._qactive = QUEST_ACTIVE;
|
|
|
|
|
quests[Q_GRAVE]._qvar1 = 1;
|
|
|
|
|
plr[myplr].PlaySpeach(79, 10);
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_NOTE1 || plr[pnum].HoldItem.IDidx == IDI_NOTE2 || plr[pnum].HoldItem.IDidx == IDI_NOTE3) {
|
|
|
|
|
int mask, idx, item_num;
|
|
|
|
|
ItemStruct tmp;
|
|
|
|
|
mask = 0;
|
|
|
|
|
idx = plr[pnum].HoldItem.IDidx;
|
|
|
|
|
if (plr[pnum].HasItem(IDI_NOTE1) || idx == IDI_NOTE1)
|
|
|
|
|
mask = 1;
|
|
|
|
|
if (plr[pnum].HasItem(IDI_NOTE2) || idx == IDI_NOTE2)
|
|
|
|
|
mask |= 2;
|
|
|
|
|
if (plr[pnum].HasItem(IDI_NOTE3) || idx == IDI_NOTE3)
|
|
|
|
|
mask |= 4;
|
|
|
|
|
if (mask == 7) {
|
|
|
|
|
int n1, n2, n3;
|
|
|
|
|
plr[myplr].PlaySpeach(46, 10);
|
|
|
|
|
switch (idx) {
|
|
|
|
|
case IDI_NOTE1:
|
|
|
|
|
plr[pnum].HasItem(IDI_NOTE2, &n2);
|
|
|
|
|
plr[pnum].RemoveInvItem(n2);
|
|
|
|
|
plr[pnum].HasItem(IDI_NOTE3, &n3);
|
|
|
|
|
plr[pnum].RemoveInvItem(n3);
|
|
|
|
|
break;
|
|
|
|
|
case IDI_NOTE2:
|
|
|
|
|
plr[pnum].HasItem(IDI_NOTE1, &n1);
|
|
|
|
|
plr[pnum].RemoveInvItem(n1);
|
|
|
|
|
plr[pnum].HasItem(IDI_NOTE3, &n3);
|
|
|
|
|
plr[pnum].RemoveInvItem(n3);
|
|
|
|
|
break;
|
|
|
|
|
case IDI_NOTE3:
|
|
|
|
|
plr[pnum].HasItem(IDI_NOTE1, &n1);
|
|
|
|
|
plr[pnum].RemoveInvItem(n1);
|
|
|
|
|
plr[pnum].HasItem(IDI_NOTE2, &n2);
|
|
|
|
|
plr[pnum].RemoveInvItem(n2);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
item_num = itemactive[0];
|
|
|
|
|
tmp = items[item_num];
|
|
|
|
|
memset(&items[item_num], 0, sizeof(*items));
|
|
|
|
|
GetItemAttrs(item_num, IDI_FULLNOTE, 16);
|
|
|
|
|
SetupItem(item_num);
|
|
|
|
|
plr[pnum].HoldItem = items[item_num];
|
|
|
|
|
items[item_num] = tmp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CleanupItems(ItemStruct *item, int ii)
|
|
|
|
|
{
|
|
|
|
|
dItem[item->position.x][item->position.y] = 0;
|
|
|
|
|
|
|
|
|
|
if (currlevel == 21 && item->position == CornerStone.position) {
|
|
|
|
|
CornerStone.item._itype = ITYPE_NONE;
|
|
|
|
|
CornerStone.item._iSelFlag = 0;
|
|
|
|
|
CornerStone.item.position = { 0, 0 };
|
|
|
|
|
CornerStone.item._iAnimFlag = false;
|
|
|
|
|
CornerStone.item._iIdentified = false;
|
|
|
|
|
CornerStone.item._iPostDraw = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int i = 0;
|
|
|
|
|
while (i < numitems) {
|
|
|
|
|
if (itemactive[i] == ii) {
|
|
|
|
|
DeleteItem(itemactive[i], i);
|
|
|
|
|
i = 0;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InvGetItem(int pnum, ItemStruct *item, int ii)
|
|
|
|
|
{
|
|
|
|
|
if (dropGoldFlag) {
|
|
|
|
|
dropGoldFlag = false;
|
|
|
|
|
dropGoldValue = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dItem[item->position.x][item->position.y] == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (myplr == pnum && pcurs >= CURSOR_FIRSTITEM)
|
|
|
|
|
NetSendCmdPItem(true, CMD_SYNCPUTITEM, plr[myplr].position.tile);
|
|
|
|
|
|
|
|
|
|
item->_iCreateInfo &= ~CF_PREGEN;
|
|
|
|
|
plr[pnum].HoldItem = *item;
|
|
|
|
|
CheckQuestItem(pnum);
|
|
|
|
|
CheckBookLevel(pnum);
|
|
|
|
|
CheckItemStats(pnum);
|
|
|
|
|
bool cursor_updated = false;
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD && GoldAutoPlace(pnum))
|
|
|
|
|
cursor_updated = true;
|
|
|
|
|
CleanupItems(item, ii);
|
|
|
|
|
pcursitem = -1;
|
|
|
|
|
if (!cursor_updated)
|
|
|
|
|
NewCursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AutoGetItem(int pnum, ItemStruct *item, int ii)
|
|
|
|
|
{
|
|
|
|
|
bool done;
|
|
|
|
|
|
|
|
|
|
if (pcurs != CURSOR_HAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dropGoldFlag) {
|
|
|
|
|
dropGoldFlag = false;
|
|
|
|
|
dropGoldValue = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dItem[item->position.x][item->position.y] == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
item->_iCreateInfo &= ~CF_PREGEN;
|
|
|
|
|
plr[pnum].HoldItem = *item; /// BUGFIX: overwrites cursor item, allowing for belt dupe bug
|
|
|
|
|
CheckQuestItem(pnum);
|
|
|
|
|
CheckBookLevel(pnum);
|
|
|
|
|
CheckItemStats(pnum);
|
|
|
|
|
SetICursor(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM);
|
|
|
|
|
if (plr[pnum].HoldItem._itype == ITYPE_GOLD) {
|
|
|
|
|
done = GoldAutoPlace(pnum);
|
|
|
|
|
if (!done) {
|
|
|
|
|
item->_ivalue = plr[pnum].HoldItem._ivalue;
|
|
|
|
|
SetPlrHandGoldCurs(item);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
done = AutoEquipEnabled(plr[pnum], plr[pnum].HoldItem) && AutoEquip(pnum, plr[pnum].HoldItem);
|
|
|
|
|
if (!done) {
|
|
|
|
|
done = AutoPlaceItemInBelt(pnum, plr[pnum].HoldItem, true);
|
|
|
|
|
}
|
|
|
|
|
if (!done) {
|
|
|
|
|
done = AutoPlaceItemInInventory(pnum, plr[pnum].HoldItem, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (done) {
|
|
|
|
|
CleanupItems(&items[ii], ii);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
plr[pnum].PlaySpeach(14);
|
|
|
|
|
}
|
|
|
|
|
plr[pnum].HoldItem = *item;
|
|
|
|
|
RespawnItem(item, true);
|
|
|
|
|
NetSendCmdPItem(true, CMD_RESPAWNITEM, item->position);
|
|
|
|
|
plr[pnum].HoldItem._itype = ITYPE_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int FindGetItem(int idx, uint16_t ci, int iseed)
|
|
|
|
|
{
|
|
|
|
|
if (numitems <= 0)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
int ii;
|
|
|
|
|
int i = 0;
|
|
|
|
|
while (true) {
|
|
|
|
|
ii = itemactive[i];
|
|
|
|
|
if (items[ii].IDidx == idx && items[ii]._iSeed == iseed && items[ii]._iCreateInfo == ci)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
if (i >= numitems)
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return ii;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SyncGetItem(int x, int y, int idx, uint16_t ci, int iseed)
|
|
|
|
|
{
|
|
|
|
|
int ii;
|
|
|
|
|
|
|
|
|
|
if (dItem[x][y]) {
|
|
|
|
|
ii = dItem[x][y] - 1;
|
|
|
|
|
if (items[ii].IDidx == idx
|
|
|
|
|
&& items[ii]._iSeed == iseed
|
|
|
|
|
&& items[ii]._iCreateInfo == ci) {
|
|
|
|
|
FindGetItem(idx, ci, iseed);
|
|
|
|
|
} else {
|
|
|
|
|
ii = FindGetItem(idx, ci, iseed);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ii = FindGetItem(idx, ci, iseed);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ii == -1)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
CleanupItems(&items[ii], ii);
|
|
|
|
|
assert(FindGetItem(idx, ci, iseed) == -1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CanPut(int x, int y)
|
|
|
|
|
{
|
|
|
|
|
char oi, oi2;
|
|
|
|
|
|
|
|
|
|
if (dItem[x][y])
|
|
|
|
|
return false;
|
|
|
|
|
if (nSolidTable[dPiece[x][y]])
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (dObject[x][y] != 0) {
|
|
|
|
|
if (object[dObject[x][y] > 0 ? dObject[x][y] - 1 : -(dObject[x][y] + 1)]._oSolidFlag)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
oi = dObject[x + 1][y + 1];
|
|
|
|
|
if (oi > 0 && object[oi - 1]._oSelFlag != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (oi < 0 && object[-(oi + 1)]._oSelFlag != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
oi = dObject[x + 1][y];
|
|
|
|
|
if (oi > 0) {
|
|
|
|
|
oi2 = dObject[x][y + 1];
|
|
|
|
|
if (oi2 > 0 && object[oi - 1]._oSelFlag != 0 && object[oi2 - 1]._oSelFlag != 0)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (currlevel == 0 && dMonster[x][y] != 0)
|
|
|
|
|
return false;
|
|
|
|
|
if (currlevel == 0 && dMonster[x + 1][y + 1] != 0)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool TryInvPut()
|
|
|
|
|
{
|
|
|
|
|
if (numitems >= MAXITEMS)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
direction dir = GetDirection(plr[myplr].position.tile, { cursmx, cursmy });
|
|
|
|
|
if (CanPut(plr[myplr].position.tile.x + offset_x[dir], plr[myplr].position.tile.y + offset_y[dir])) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
direction dirLeft = left[dir];
|
|
|
|
|
if (CanPut(plr[myplr].position.tile.x + offset_x[dirLeft], plr[myplr].position.tile.y + offset_y[dirLeft])) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
direction dirRight = right[dir];
|
|
|
|
|
if (CanPut(plr[myplr].position.tile.x + offset_x[dirRight], plr[myplr].position.tile.y + offset_y[dirRight])) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return CanPut(plr[myplr].position.tile.x, plr[myplr].position.tile.y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawInvMsg(const char *msg)
|
|
|
|
|
{
|
|
|
|
|
DWORD dwTicks;
|
|
|
|
|
|
|
|
|
|
dwTicks = SDL_GetTicks();
|
|
|
|
|
if (dwTicks - sgdwLastTime >= 5000) {
|
|
|
|
|
sgdwLastTime = dwTicks;
|
|
|
|
|
ErrorPlrMsg(msg);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static bool PutItem(int pnum, Point &position)
|
|
|
|
|
{
|
|
|
|
|
if (numitems >= MAXITEMS)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
auto relativePosition = position - plr[pnum].position.tile;
|
|
|
|
|
|
|
|
|
|
direction d = GetDirection(plr[pnum].position.tile, position);
|
|
|
|
|
|
|
|
|
|
if (abs(relativePosition.x) > 1 || abs(relativePosition.y) > 1) {
|
|
|
|
|
position.x = plr[pnum].position.tile.x + offset_x[d];
|
|
|
|
|
position.y = plr[pnum].position.tile.y + offset_y[d];
|
|
|
|
|
}
|
|
|
|
|
if (CanPut(position.x, position.y))
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
direction dLeft = left[d];
|
|
|
|
|
position.x = plr[pnum].position.tile.x + offset_x[dLeft];
|
|
|
|
|
position.y = plr[pnum].position.tile.y + offset_y[dLeft];
|
|
|
|
|
if (CanPut(position.x, position.y))
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
direction dRight = right[d];
|
|
|
|
|
position.x = plr[pnum].position.tile.x + offset_x[dRight];
|
|
|
|
|
position.y = plr[pnum].position.tile.y + offset_y[dRight];
|
|
|
|
|
if (CanPut(position.x, position.y))
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
for (int l = 1; l < 50; l++) {
|
|
|
|
|
for (int j = -l; j <= l; j++) {
|
|
|
|
|
int yp = j + plr[pnum].position.tile.y;
|
|
|
|
|
for (int i = -l; i <= l; i++) {
|
|
|
|
|
int xp = i + plr[pnum].position.tile.x;
|
|
|
|
|
if (!CanPut(xp, yp))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
position = { xp, yp };
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int InvPutItem(int pnum, Point position)
|
|
|
|
|
{
|
|
|
|
|
if (!PutItem(pnum, position))
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
if (currlevel == 0) {
|
|
|
|
|
int yp = cursmy;
|
|
|
|
|
int xp = cursmx;
|
|
|
|
|
if (plr[pnum].HoldItem._iCurs == ICURS_RUNE_BOMB && xp >= 79 && xp <= 82 && yp >= 61 && yp <= 64) {
|
|
|
|
|
Point relativePosition = position - plr[pnum].position.tile;
|
|
|
|
|
NetSendCmdLocParam2(false, CMD_OPENHIVE, plr[pnum].position.tile, relativePosition.x, relativePosition.y);
|
|
|
|
|
quests[Q_FARMER]._qactive = QUEST_DONE;
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
NetSendCmdQuest(true, Q_FARMER);
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].HoldItem.IDidx == IDI_MAPOFDOOM && xp >= 35 && xp <= 38 && yp >= 20 && yp <= 24) {
|
|
|
|
|
NetSendCmd(false, CMD_OPENCRYPT);
|
|
|
|
|
quests[Q_GRAVE]._qactive = QUEST_DONE;
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
NetSendCmdQuest(true, Q_GRAVE);
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(CanPut(position.x, position.y));
|
|
|
|
|
|
|
|
|
|
int ii = AllocateItem();
|
|
|
|
|
|
|
|
|
|
dItem[position.x][position.y] = ii + 1;
|
|
|
|
|
items[ii] = plr[pnum].HoldItem;
|
|
|
|
|
items[ii].position = position;
|
|
|
|
|
RespawnItem(&items[ii], true);
|
|
|
|
|
|
|
|
|
|
if (currlevel == 21 && position == CornerStone.position) {
|
|
|
|
|
CornerStone.item = items[ii];
|
|
|
|
|
InitQTextMsg(TEXT_CORNSTN);
|
|
|
|
|
quests[Q_CORNSTN]._qlog = false;
|
|
|
|
|
quests[Q_CORNSTN]._qactive = QUEST_DONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
NewCursor(CURSOR_HAND);
|
|
|
|
|
return ii;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int SyncPutItem(int pnum, Point position, int idx, uint16_t icreateinfo, int iseed, int Id, int dur, int mdur, int ch, int mch, int ivalue, DWORD ibuff, int to_hit, int max_dam, int min_str, int min_mag, int min_dex, int ac)
|
|
|
|
|
{
|
|
|
|
|
if (!PutItem(pnum, position))
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
assert(CanPut(position.x, position.y));
|
|
|
|
|
|
|
|
|
|
int ii = AllocateItem();
|
|
|
|
|
|
|
|
|
|
dItem[position.x][position.y] = ii + 1;
|
|
|
|
|
|
|
|
|
|
if (idx == IDI_EAR) {
|
|
|
|
|
RecreateEar(ii, icreateinfo, iseed, Id, dur, mdur, ch, mch, ivalue, ibuff);
|
|
|
|
|
} else {
|
|
|
|
|
RecreateItem(ii, idx, icreateinfo, iseed, ivalue, (ibuff & CF_HELLFIRE) != 0);
|
|
|
|
|
if (Id)
|
|
|
|
|
items[ii]._iIdentified = true;
|
|
|
|
|
items[ii]._iDurability = dur;
|
|
|
|
|
items[ii]._iMaxDur = mdur;
|
|
|
|
|
items[ii]._iCharges = ch;
|
|
|
|
|
items[ii]._iMaxCharges = mch;
|
|
|
|
|
items[ii]._iPLToHit = to_hit;
|
|
|
|
|
items[ii]._iMaxDam = max_dam;
|
|
|
|
|
items[ii]._iMinStr = min_str;
|
|
|
|
|
items[ii]._iMinMag = min_mag;
|
|
|
|
|
items[ii]._iMinDex = min_dex;
|
|
|
|
|
items[ii]._iAC = ac;
|
|
|
|
|
items[ii].dwBuff = ibuff;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
items[ii].position = position;
|
|
|
|
|
RespawnItem(&items[ii], true);
|
|
|
|
|
|
|
|
|
|
if (currlevel == 21 && position == CornerStone.position) {
|
|
|
|
|
CornerStone.item = items[ii];
|
|
|
|
|
InitQTextMsg(TEXT_CORNSTN);
|
|
|
|
|
quests[Q_CORNSTN]._qlog = false;
|
|
|
|
|
quests[Q_CORNSTN]._qactive = QUEST_DONE;
|
|
|
|
|
}
|
|
|
|
|
return ii;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char CheckInvHLight()
|
|
|
|
|
{
|
|
|
|
|
int r, ii, nGold;
|
|
|
|
|
ItemStruct *pi;
|
|
|
|
|
PlayerStruct *p;
|
|
|
|
|
|
|
|
|
|
for (r = 0; (DWORD)r < NUM_XY_SLOTS; r++) {
|
|
|
|
|
int xo = RIGHT_PANEL;
|
|
|
|
|
int yo = 0;
|
|
|
|
|
if (r >= SLOTXY_BELT_FIRST) {
|
|
|
|
|
xo = PANEL_LEFT;
|
|
|
|
|
yo = PANEL_TOP;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (MouseX >= InvRect[r].X + xo
|
|
|
|
|
&& MouseX < InvRect[r].X + xo + (INV_SLOT_SIZE_PX + 1)
|
|
|
|
|
&& MouseY >= InvRect[r].Y + yo - (INV_SLOT_SIZE_PX + 1)
|
|
|
|
|
&& MouseY < InvRect[r].Y + yo) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((DWORD)r >= NUM_XY_SLOTS)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
int8_t rv = -1;
|
|
|
|
|
infoclr = COL_WHITE;
|
|
|
|
|
pi = nullptr;
|
|
|
|
|
p = &plr[myplr];
|
|
|
|
|
ClearPanel();
|
|
|
|
|
if (r >= SLOTXY_HEAD_FIRST && r <= SLOTXY_HEAD_LAST) {
|
|
|
|
|
rv = INVLOC_HEAD;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else if (r == SLOTXY_RING_LEFT) {
|
|
|
|
|
rv = INVLOC_RING_LEFT;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else if (r == SLOTXY_RING_RIGHT) {
|
|
|
|
|
rv = INVLOC_RING_RIGHT;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else if (r == SLOTXY_AMULET) {
|
|
|
|
|
rv = INVLOC_AMULET;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else if (r >= SLOTXY_HAND_LEFT_FIRST && r <= SLOTXY_HAND_LEFT_LAST) {
|
|
|
|
|
rv = INVLOC_HAND_LEFT;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else if (r >= SLOTXY_HAND_RIGHT_FIRST && r <= SLOTXY_HAND_RIGHT_LAST) {
|
|
|
|
|
pi = &p->InvBody[INVLOC_HAND_LEFT];
|
|
|
|
|
if (pi->isEmpty() || pi->_iLoc != ILOC_TWOHAND
|
|
|
|
|
|| (p->_pClass == HeroClass::Barbarian && (p->InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SWORD || p->InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_MACE))) {
|
|
|
|
|
rv = INVLOC_HAND_RIGHT;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else {
|
|
|
|
|
rv = INVLOC_HAND_LEFT;
|
|
|
|
|
}
|
|
|
|
|
} else if (r >= SLOTXY_CHEST_FIRST && r <= SLOTXY_CHEST_LAST) {
|
|
|
|
|
rv = INVLOC_CHEST;
|
|
|
|
|
pi = &p->InvBody[rv];
|
|
|
|
|
} else if (r >= SLOTXY_INV_FIRST && r <= SLOTXY_INV_LAST) {
|
|
|
|
|
r = abs(p->InvGrid[r - SLOTXY_INV_FIRST]);
|
|
|
|
|
if (r == 0)
|
|
|
|
|
return -1;
|
|
|
|
|
ii = r - 1;
|
|
|
|
|
rv = ii + INVITEM_INV_FIRST;
|
|
|
|
|
pi = &p->InvList[ii];
|
|
|
|
|
} else if (r >= SLOTXY_BELT_FIRST) {
|
|
|
|
|
r -= SLOTXY_BELT_FIRST;
|
|
|
|
|
drawsbarflag = true;
|
|
|
|
|
pi = &p->SpdList[r];
|
|
|
|
|
if (pi->isEmpty())
|
|
|
|
|
return -1;
|
|
|
|
|
rv = r + INVITEM_BELT_FIRST;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pi->isEmpty())
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
if (pi->_itype == ITYPE_GOLD) {
|
|
|
|
|
nGold = pi->_ivalue;
|
|
|
|
|
sprintf(infostr, ngettext("%i gold piece", "%i gold pieces", nGold), nGold);
|
|
|
|
|
} else {
|
|
|
|
|
if (pi->_iMagical == ITEM_QUALITY_MAGIC) {
|
|
|
|
|
infoclr = COL_BLUE;
|
|
|
|
|
} else if (pi->_iMagical == ITEM_QUALITY_UNIQUE) {
|
|
|
|
|
infoclr = COL_GOLD;
|
|
|
|
|
}
|
|
|
|
|
if (pi->_iIdentified) {
|
|
|
|
|
strcpy(infostr, pi->_iIName);
|
|
|
|
|
PrintItemDetails(pi);
|
|
|
|
|
} else {
|
|
|
|
|
strcpy(infostr, pi->_iName);
|
|
|
|
|
PrintItemDur(pi);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return rv;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RemoveScroll(int pnum)
|
|
|
|
|
{
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < plr[pnum]._pNumInv; i++) {
|
|
|
|
|
if (!plr[pnum].InvList[i].isEmpty()
|
|
|
|
|
&& (plr[pnum].InvList[i]._iMiscId == IMISC_SCROLL || plr[pnum].InvList[i]._iMiscId == IMISC_SCROLLT)
|
|
|
|
|
&& plr[pnum].InvList[i]._iSpell == plr[pnum]._pRSpell) {
|
|
|
|
|
plr[pnum].RemoveInvItem(i);
|
|
|
|
|
plr[pnum].CalcScrolls();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (i = 0; i < MAXBELTITEMS; i++) {
|
|
|
|
|
if (!plr[pnum].SpdList[i].isEmpty()
|
|
|
|
|
&& (plr[pnum].SpdList[i]._iMiscId == IMISC_SCROLL || plr[pnum].SpdList[i]._iMiscId == IMISC_SCROLLT)
|
|
|
|
|
&& plr[pnum].SpdList[i]._iSpell == plr[pnum]._pSpell) {
|
|
|
|
|
RemoveSpdBarItem(pnum, i);
|
|
|
|
|
plr[pnum].CalcScrolls();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UseScroll()
|
|
|
|
|
{
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
if (pcurs != CURSOR_HAND)
|
|
|
|
|
return false;
|
|
|
|
|
if (leveltype == DTYPE_TOWN && !spelldata[plr[myplr]._pRSpell].sTownSpell)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < plr[myplr]._pNumInv; i++) {
|
|
|
|
|
if (!plr[myplr].InvList[i].isEmpty()
|
|
|
|
|
&& (plr[myplr].InvList[i]._iMiscId == IMISC_SCROLL || plr[myplr].InvList[i]._iMiscId == IMISC_SCROLLT)
|
|
|
|
|
&& plr[myplr].InvList[i]._iSpell == plr[myplr]._pRSpell) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (i = 0; i < MAXBELTITEMS; i++) {
|
|
|
|
|
if (!plr[myplr].SpdList[i].isEmpty()
|
|
|
|
|
&& (plr[myplr].SpdList[i]._iMiscId == IMISC_SCROLL || plr[myplr].SpdList[i]._iMiscId == IMISC_SCROLLT)
|
|
|
|
|
&& plr[myplr].SpdList[i]._iSpell == plr[myplr]._pRSpell) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UseStaffCharge(int pnum)
|
|
|
|
|
{
|
|
|
|
|
if (!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty()
|
|
|
|
|
&& (plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMiscId == IMISC_STAFF
|
|
|
|
|
|| plr[myplr].InvBody[INVLOC_HAND_LEFT]._iMiscId == IMISC_UNIQUE // BUGFIX: myplr->pnum
|
|
|
|
|
)
|
|
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&& plr[pnum].InvBody[INVLOC_HAND_LEFT]._iSpell == plr[pnum]._pRSpell
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&& plr[pnum].InvBody[INVLOC_HAND_LEFT]._iCharges > 0) {
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plr[pnum].InvBody[INVLOC_HAND_LEFT]._iCharges--;
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CalcPlrStaff(pnum);
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}
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}
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bool UseStaff()
|
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|
{
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|
if (pcurs == CURSOR_HAND) {
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if (!plr[myplr].InvBody[INVLOC_HAND_LEFT].isEmpty()
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&& (plr[myplr].InvBody[INVLOC_HAND_LEFT]._iMiscId == IMISC_STAFF || plr[myplr].InvBody[INVLOC_HAND_LEFT]._iMiscId == IMISC_UNIQUE)
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&& plr[myplr].InvBody[INVLOC_HAND_LEFT]._iSpell == plr[myplr]._pRSpell
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&& plr[myplr].InvBody[INVLOC_HAND_LEFT]._iCharges > 0) {
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return true;
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}
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}
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return false;
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}
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void StartGoldDrop()
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|
{
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initialDropGoldIndex = pcursinvitem;
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if (pcursinvitem <= INVITEM_INV_LAST)
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initialDropGoldValue = plr[myplr].InvList[pcursinvitem - INVITEM_INV_FIRST]._ivalue;
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else
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initialDropGoldValue = plr[myplr].SpdList[pcursinvitem - INVITEM_BELT_FIRST]._ivalue;
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|
dropGoldFlag = true;
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dropGoldValue = 0;
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if (talkflag)
|
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|
|
|
control_reset_talk();
|
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|
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}
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|
|
bool UseInvItem(int pnum, int cii)
|
|
|
|
|
{
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|
|
int c, idata;
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|
|
ItemStruct *Item;
|
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|
|
bool speedlist;
|
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|
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|
|
if (plr[pnum]._pInvincible && plr[pnum]._pHitPoints == 0 && pnum == myplr)
|
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|
|
return true;
|
|
|
|
|
if (pcurs != CURSOR_HAND)
|
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|
|
|
return true;
|
|
|
|
|
if (stextflag != STORE_NONE)
|
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|
|
return true;
|
|
|
|
|
if (cii < INVITEM_INV_FIRST)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (cii <= INVITEM_INV_LAST) {
|
|
|
|
|
c = cii - INVITEM_INV_FIRST;
|
|
|
|
|
Item = &plr[pnum].InvList[c];
|
|
|
|
|
speedlist = false;
|
|
|
|
|
} else {
|
|
|
|
|
if (talkflag)
|
|
|
|
|
return true;
|
|
|
|
|
c = cii - INVITEM_BELT_FIRST;
|
|
|
|
|
Item = &plr[pnum].SpdList[c];
|
|
|
|
|
speedlist = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (Item->IDidx) {
|
|
|
|
|
case IDI_MUSHROOM:
|
|
|
|
|
plr[pnum].PlaySpeach(95, 10);
|
|
|
|
|
return true;
|
|
|
|
|
case IDI_FUNGALTM:
|
|
|
|
|
PlaySFX(IS_IBOOK);
|
|
|
|
|
plr[pnum].PlaySpeach(29, 10);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!AllItemsList[Item->IDidx].iUsable)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (!Item->_iStatFlag) {
|
|
|
|
|
plr[pnum].PlaySpeach(13);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Item->_iMiscId == IMISC_NONE && Item->_itype == ITYPE_GOLD) {
|
|
|
|
|
StartGoldDrop();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dropGoldFlag) {
|
|
|
|
|
dropGoldFlag = false;
|
|
|
|
|
dropGoldValue = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Item->_iMiscId == IMISC_SCROLL && currlevel == 0 && !spelldata[Item->_iSpell].sTownSpell) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Item->_iMiscId == IMISC_SCROLLT && currlevel == 0 && !spelldata[Item->_iSpell].sTownSpell) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Item->_iMiscId > IMISC_RUNEFIRST && Item->_iMiscId < IMISC_RUNELAST && currlevel == 0) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
idata = ItemCAnimTbl[Item->_iCurs];
|
|
|
|
|
if (Item->_iMiscId == IMISC_BOOK)
|
|
|
|
|
PlaySFX(IS_RBOOK);
|
|
|
|
|
else if (pnum == myplr)
|
|
|
|
|
PlaySFX(ItemInvSnds[idata]);
|
|
|
|
|
|
|
|
|
|
UseItem(pnum, Item->_iMiscId, Item->_iSpell);
|
|
|
|
|
|
|
|
|
|
if (speedlist) {
|
|
|
|
|
if (plr[pnum].SpdList[c]._iMiscId == IMISC_NOTE) {
|
|
|
|
|
InitQTextMsg(TEXT_BOOK9);
|
|
|
|
|
invflag = false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
RemoveSpdBarItem(pnum, c);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (plr[pnum].InvList[c]._iMiscId == IMISC_MAPOFDOOM)
|
|
|
|
|
return true;
|
|
|
|
|
if (plr[pnum].InvList[c]._iMiscId == IMISC_NOTE) {
|
|
|
|
|
InitQTextMsg(TEXT_BOOK9);
|
|
|
|
|
invflag = false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
plr[pnum].RemoveInvItem(c);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DoTelekinesis()
|
|
|
|
|
{
|
|
|
|
|
if (pcursobj != -1)
|
|
|
|
|
NetSendCmdParam1(true, CMD_OPOBJT, pcursobj);
|
|
|
|
|
if (pcursitem != -1)
|
|
|
|
|
NetSendCmdGItem(true, CMD_REQUESTAGITEM, myplr, myplr, pcursitem);
|
|
|
|
|
if (pcursmonst != -1 && !M_Talker(pcursmonst) && monster[pcursmonst].mtalkmsg == TEXT_NONE)
|
|
|
|
|
NetSendCmdParam1(true, CMD_KNOCKBACK, pcursmonst);
|
|
|
|
|
NewCursor(CURSOR_HAND);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int CalculateGold(int pnum)
|
|
|
|
|
{
|
|
|
|
|
int i, gold;
|
|
|
|
|
|
|
|
|
|
gold = 0;
|
|
|
|
|
for (i = 0; i < MAXBELTITEMS; i++) {
|
|
|
|
|
if (plr[pnum].SpdList[i]._itype == ITYPE_GOLD) {
|
|
|
|
|
gold += plr[pnum].SpdList[i]._ivalue;
|
|
|
|
|
force_redraw = 255;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (i = 0; i < plr[pnum]._pNumInv; i++) {
|
|
|
|
|
if (plr[pnum].InvList[i]._itype == ITYPE_GOLD)
|
|
|
|
|
gold += plr[pnum].InvList[i]._ivalue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return gold;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool DropItemBeforeTrig()
|
|
|
|
|
{
|
|
|
|
|
if (TryInvPut()) {
|
|
|
|
|
NetSendCmdPItem(true, CMD_PUTITEM, { cursmx, cursmy });
|
|
|
|
|
NewCursor(CURSOR_HAND);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|