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/**
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* @file items.h
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*
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* Interface of item functionality.
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*/
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#pragma once
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#include <cstdint>
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#include "DiabloUI/ui_item.h"
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#include "engine/animationinfo.h"
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#include "engine/point.hpp"
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#include "engine.h"
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#include "itemdat.h"
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#include "utils/stdcompat/optional.hpp"
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namespace devilution {
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#define MAXITEMS 127
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#define ITEMTYPES 43
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#define GOLD_SMALL_LIMIT 1000
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#define GOLD_MEDIUM_LIMIT 2500
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#define GOLD_MAX_LIMIT 5000
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// Item indestructible durability
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#define DUR_INDESTRUCTIBLE 255
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enum item_quality : uint8_t {
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ITEM_QUALITY_NORMAL,
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ITEM_QUALITY_MAGIC,
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ITEM_QUALITY_UNIQUE,
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};
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enum _unique_items : int8_t {
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UITEM_CLEAVER,
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UITEM_SKCROWN,
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UITEM_INFRARING,
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UITEM_OPTAMULET,
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UITEM_TRING,
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UITEM_HARCREST,
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UITEM_STEELVEIL,
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UITEM_ARMOFVAL,
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UITEM_GRISWOLD,
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UITEM_BOVINE,
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UITEM_RIFTBOW,
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UITEM_NEEDLER,
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UITEM_CELESTBOW,
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UITEM_DEADLYHUNT,
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UITEM_BOWOFDEAD,
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UITEM_BLKOAKBOW,
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UITEM_FLAMEDART,
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UITEM_FLESHSTING,
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UITEM_WINDFORCE,
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UITEM_EAGLEHORN,
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UITEM_GONNAGALDIRK,
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UITEM_DEFENDER,
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UITEM_GRYPHONCLAW,
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UITEM_BLACKRAZOR,
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UITEM_GIBBOUSMOON,
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UITEM_ICESHANK,
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UITEM_EXECUTIONER,
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UITEM_BONESAW,
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UITEM_SHADHAWK,
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UITEM_WIZSPIKE,
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UITEM_LGTSABRE,
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UITEM_FALCONTALON,
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UITEM_INFERNO,
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UITEM_DOOMBRINGER,
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UITEM_GRIZZLY,
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UITEM_GRANDFATHER,
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UITEM_MANGLER,
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UITEM_SHARPBEAK,
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UITEM_BLOODLSLAYER,
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UITEM_CELESTAXE,
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UITEM_WICKEDAXE,
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UITEM_STONECLEAV,
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UITEM_AGUHATCHET,
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UITEM_HELLSLAYER,
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UITEM_MESSERREAVER,
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UITEM_CRACKRUST,
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UITEM_JHOLMHAMM,
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UITEM_CIVERBS,
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UITEM_CELESTSTAR,
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UITEM_BARANSTAR,
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UITEM_GNARLROOT,
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UITEM_CRANBASH,
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UITEM_SCHAEFHAMM,
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UITEM_DREAMFLANGE,
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UITEM_STAFFOFSHAD,
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UITEM_IMMOLATOR,
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UITEM_STORMSPIRE,
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UITEM_GLEAMSONG,
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UITEM_THUNDERCALL,
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UITEM_PROTECTOR,
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UITEM_NAJPUZZLE,
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UITEM_MINDCRY,
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UITEM_RODOFONAN,
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UITEM_SPIRITSHELM,
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UITEM_THINKINGCAP,
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UITEM_OVERLORDHELM,
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UITEM_FOOLSCREST,
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UITEM_GOTTERDAM,
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UITEM_ROYCIRCLET,
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UITEM_TORNFLESH,
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UITEM_GLADBANE,
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UITEM_RAINCLOAK,
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UITEM_LEATHAUT,
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UITEM_WISDWRAP,
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UITEM_SPARKMAIL,
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UITEM_SCAVCARAP,
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UITEM_NIGHTSCAPE,
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UITEM_NAJPLATE,
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UITEM_DEMONSPIKE,
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UITEM_DEFLECTOR,
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UITEM_SKULLSHLD,
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UITEM_DRAGONBRCH,
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UITEM_BLKOAKSHLD,
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UITEM_HOLYDEF,
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UITEM_STORMSHLD,
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UITEM_BRAMBLE,
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UITEM_REGHA,
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UITEM_BLEEDER,
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UITEM_CONSTRICT,
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UITEM_ENGAGE,
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UITEM_INVALID = -1,
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};
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/*
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First 5 bits store level
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6th bit stores onlygood flag
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7th bit stores uper15 flag - uper means unique percent, this flag is true for unique monsters and loot from them has 15% to become unique
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8th bit stores uper1 flag - this is loot from normal monsters, which has 1% to become unique
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9th bit stores info if item is unique
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10th bit stores info if item is a basic one from griswold
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11th bit stores info if item is a premium one from griswold
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12th bit stores info if item is from wirt
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13th bit stores info if item is from adria
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14th bit stores info if item is from pepin
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15th bit stores pregen flag
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combining CF_UPER15 and CF_UPER1 flags (CF_USEFUL) is used to mark potions and town portal scrolls created on the ground
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CF_TOWN is combining all store flags and indicates if item has been bought from a NPC
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*/
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enum icreateinfo_flag {
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// clang-format off
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CF_LEVEL = (1 << 6) - 1,
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CF_ONLYGOOD = 1 << 6,
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CF_UPER15 = 1 << 7,
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CF_UPER1 = 1 << 8,
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CF_UNIQUE = 1 << 9,
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CF_SMITH = 1 << 10,
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CF_SMITHPREMIUM = 1 << 11,
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CF_BOY = 1 << 12,
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CF_WITCH = 1 << 13,
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CF_HEALER = 1 << 14,
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CF_PREGEN = 1 << 15,
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CF_USEFUL = CF_UPER15 | CF_UPER1,
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CF_TOWN = CF_SMITH | CF_SMITHPREMIUM | CF_BOY | CF_WITCH | CF_HEALER,
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// clang-format on
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};
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enum icreateinfo_flag2 {
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// clang-format off
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CF_HELLFIRE = 1,
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// clang-format on
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};
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// All item animation frames have this width.
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constexpr int ItemAnimWidth = 96;
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struct ItemStruct {
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int32_t _iSeed;
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uint16_t _iCreateInfo;
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enum item_type _itype;
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Point position;
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bool _iAnimFlag;
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/*
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* @brief Contains Information for current Animation
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*/
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AnimationInfo AnimInfo;
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bool _iDelFlag; // set when item is flagged for deletion, deprecated in 1.02
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uint8_t _iSelFlag;
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bool _iPostDraw;
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bool _iIdentified;
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item_quality _iMagical;
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char _iName[64];
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char _iIName[64];
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enum item_equip_type _iLoc;
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enum item_class _iClass;
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uint8_t _iCurs;
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int _ivalue;
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int _iIvalue;
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uint8_t _iMinDam;
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uint8_t _iMaxDam;
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int16_t _iAC;
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uint32_t _iFlags; // item_special_effect
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enum item_misc_id _iMiscId;
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enum spell_id _iSpell;
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int _iCharges;
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int _iMaxCharges;
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uint8_t _iDurability;
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uint8_t _iMaxDur;
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int16_t _iPLDam;
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int16_t _iPLToHit;
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int16_t _iPLAC;
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int16_t _iPLStr;
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int16_t _iPLMag;
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int16_t _iPLDex;
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int16_t _iPLVit;
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int16_t _iPLFR;
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int16_t _iPLLR;
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int16_t _iPLMR;
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int16_t _iPLMana;
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int16_t _iPLHP;
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int16_t _iPLDamMod;
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int16_t _iPLGetHit;
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int16_t _iPLLight;
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int8_t _iSplLvlAdd;
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bool _iRequest;
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int _iUid;
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int16_t _iFMinDam;
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int16_t _iFMaxDam;
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int16_t _iLMinDam;
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int16_t _iLMaxDam;
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int16_t _iPLEnAc;
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enum item_effect_type _iPrePower;
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enum item_effect_type _iSufPower;
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int _iVAdd1;
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int _iVMult1;
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int _iVAdd2;
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int _iVMult2;
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int8_t _iMinStr;
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uint8_t _iMinMag;
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int8_t _iMinDex;
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bool _iStatFlag;
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_item_indexes IDidx;
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uint32_t dwBuff;
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uint32_t _iDamAcFlags;
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/**
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* @brief Checks whether this item is empty or not.
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* @return 'True' in case the item is empty and 'False' otherwise.
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*/
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bool isEmpty() const
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{
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return this->_itype == ITYPE_NONE;
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}
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/**
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* @brief Checks whether this item is an equipment.
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* @return 'True' in case the item is an equipment and 'False' otherwise.
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*/
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bool isEquipment() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_iLoc) {
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case ILOC_AMULET:
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case ILOC_ARMOR:
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case ILOC_HELM:
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case ILOC_ONEHAND:
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case ILOC_RING:
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case ILOC_TWOHAND:
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return true;
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default:
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return false;
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}
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}
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/**
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* @brief Checks whether this item is a weapon.
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* @return 'True' in case the item is a weapon and 'False' otherwise.
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*/
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bool isWeapon() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_itype) {
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case ITYPE_AXE:
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case ITYPE_BOW:
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case ITYPE_MACE:
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case ITYPE_STAFF:
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case ITYPE_SWORD:
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return true;
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default:
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return false;
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}
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}
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/**
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* @brief Checks whether this item is an armor.
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* @return 'True' in case the item is an armor and 'False' otherwise.
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*/
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bool isArmor() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_itype) {
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case ITYPE_HARMOR:
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case ITYPE_LARMOR:
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case ITYPE_MARMOR:
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return true;
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default:
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return false;
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}
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}
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/**
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* @brief Checks whether this item is a helm.
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* @return 'True' in case the item is a helm and 'False' otherwise.
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*/
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bool isHelm() const
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{
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return !this->isEmpty() && this->_itype == ITYPE_HELM;
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}
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/**
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* @brief Checks whether this item is a shield.
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* @return 'True' in case the item is a shield and 'False' otherwise.
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*/
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bool isShield() const
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{
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return !this->isEmpty() && this->_itype == ITYPE_SHIELD;
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}
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/**
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* @brief Checks whether this item is a jewelry.
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* @return 'True' in case the item is a jewelry and 'False' otherwise.
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*/
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bool isJewelry() const
|
|
|
|
|
{
|
|
|
|
|
if (this->isEmpty()) {
|
|
|
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|
return false;
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|
|
|
|
}
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|
|
|
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|
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switch (this->_itype) {
|
|
|
|
|
case ITYPE_AMULET:
|
|
|
|
|
case ITYPE_RING:
|
|
|
|
|
return true;
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|
|
|
|
|
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|
|
default:
|
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|
return false;
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|
|
|
|
}
|
|
|
|
|
}
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|
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|
|
|
|
|
|
|
UiFlags getTextColor() const
|
|
|
|
|
{
|
|
|
|
|
switch (_iMagical) {
|
|
|
|
|
case ITEM_QUALITY_MAGIC:
|
|
|
|
|
return UIS_BLUE;
|
|
|
|
|
case ITEM_QUALITY_UNIQUE:
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|
|
|
return UIS_GOLD;
|
|
|
|
|
default:
|
|
|
|
|
return UIS_SILVER;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UiFlags getTextColorWithStatCheck() const
|
|
|
|
|
{
|
|
|
|
|
if (!_iStatFlag)
|
|
|
|
|
return UIS_RED;
|
|
|
|
|
return getTextColor();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Sets the current Animation for the Item
|
|
|
|
|
* @param showAnimation Definies if the Animation (Flipping) is shown or if only the final Frame (item on the ground) is shown
|
|
|
|
|
*/
|
|
|
|
|
void SetNewAnimation(bool showAnimation);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct ItemGetRecordStruct {
|
|
|
|
|
int32_t nSeed;
|
|
|
|
|
uint16_t wCI;
|
|
|
|
|
int nIndex;
|
|
|
|
|
uint32_t dwTimestamp;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct CornerStoneStruct {
|
|
|
|
|
Point position;
|
|
|
|
|
bool activated;
|
|
|
|
|
ItemStruct item;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
extern int itemactive[MAXITEMS];
|
|
|
|
|
extern bool uitemflag;
|
|
|
|
|
extern int itemavail[MAXITEMS];
|
|
|
|
|
extern ItemStruct items[MAXITEMS + 1];
|
|
|
|
|
extern CornerStoneStruct CornerStone;
|
|
|
|
|
extern bool UniqueItemFlags[128];
|
|
|
|
|
extern int numitems;
|
|
|
|
|
|
|
|
|
|
BYTE GetOutlineColor(const ItemStruct &item, bool checkReq);
|
|
|
|
|
bool IsItemAvailable(int i);
|
|
|
|
|
bool IsUniqueAvailable(int i);
|
|
|
|
|
void InitItemGFX();
|
|
|
|
|
void InitItems();
|
|
|
|
|
void CalcPlrItemVals(int p, bool Loadgfx);
|
|
|
|
|
void CalcPlrInv(int p, bool Loadgfx);
|
|
|
|
|
void SetPlrHandItem(ItemStruct *h, int idata);
|
|
|
|
|
void GetPlrHandSeed(ItemStruct *h);
|
|
|
|
|
void GetGoldSeed(int pnum, ItemStruct *h);
|
|
|
|
|
int GetGoldCursor(int value);
|
|
|
|
|
void SetPlrHandGoldCurs(ItemStruct *h);
|
|
|
|
|
void CreatePlrItems(int playerId);
|
|
|
|
|
bool ItemSpaceOk(Point position);
|
|
|
|
|
int AllocateItem();
|
|
|
|
|
Point GetSuperItemLoc(Point position);
|
|
|
|
|
void GetItemAttrs(int i, int idata, int lvl);
|
|
|
|
|
void SaveItemPower(int i, item_effect_type power, int param1, int param2, int minval, int maxval, int multval);
|
|
|
|
|
void GetItemPower(int i, int minlvl, int maxlvl, affix_item_type flgs, bool onlygood);
|
|
|
|
|
void SetupItem(int i);
|
|
|
|
|
int RndItem(int m);
|
|
|
|
|
void SpawnUnique(_unique_items uid, Point position);
|
|
|
|
|
void SpawnItem(int m, Point position, bool sendmsg);
|
|
|
|
|
void CreateRndItem(Point position, bool onlygood, bool sendmsg, bool delta);
|
|
|
|
|
void CreateRndUseful(Point position, bool sendmsg);
|
|
|
|
|
void CreateTypeItem(Point position, bool onlygood, int itype, int imisc, bool sendmsg, bool delta);
|
|
|
|
|
void RecreateItem(int ii, int idx, uint16_t icreateinfo, int iseed, int ivalue, bool isHellfire);
|
|
|
|
|
void RecreateEar(int ii, uint16_t ic, int iseed, int Id, int dur, int mdur, int ch, int mch, int ivalue, int ibuff);
|
|
|
|
|
void items_427A72();
|
|
|
|
|
void items_427ABA(Point position);
|
|
|
|
|
void SpawnQuestItem(int itemid, Point position, int randarea, int selflag);
|
|
|
|
|
void SpawnRock();
|
|
|
|
|
void SpawnRewardItem(int itemid, Point position);
|
|
|
|
|
void SpawnMapOfDoom(Point position);
|
|
|
|
|
void SpawnRuneBomb(Point position);
|
|
|
|
|
void SpawnTheodore(Point position);
|
|
|
|
|
void RespawnItem(ItemStruct *item, bool FlipFlag);
|
|
|
|
|
void DeleteItem(int ii, int i);
|
|
|
|
|
void ProcessItems();
|
|
|
|
|
void FreeItemGFX();
|
|
|
|
|
void GetItemFrm(int i);
|
|
|
|
|
void GetItemStr(int i);
|
|
|
|
|
void CheckIdentify(int pnum, int cii);
|
|
|
|
|
void DoRepair(int pnum, int cii);
|
|
|
|
|
void DoRecharge(int pnum, int cii);
|
|
|
|
|
void DoOil(int pnum, int cii);
|
|
|
|
|
void PrintItemPower(char plidx, ItemStruct *x);
|
|
|
|
|
void DrawUniqueInfo(const CelOutputBuffer &out);
|
|
|
|
|
void PrintItemDetails(ItemStruct *x);
|
|
|
|
|
void PrintItemDur(ItemStruct *x);
|
|
|
|
|
void UseItem(int p, item_misc_id Mid, spell_id spl);
|
|
|
|
|
bool StoreStatOk(ItemStruct *h);
|
|
|
|
|
void SpawnSmith(int lvl);
|
|
|
|
|
void SpawnPremium(int pnum);
|
|
|
|
|
void WitchBookLevel(int ii);
|
|
|
|
|
void SpawnWitch(int lvl);
|
|
|
|
|
void SpawnBoy(int lvl);
|
|
|
|
|
void SpawnHealer(int lvl);
|
|
|
|
|
void SpawnStoreGold();
|
|
|
|
|
void RecreateTownItem(int ii, int idx, uint16_t icreateinfo, int iseed);
|
|
|
|
|
void RecalcStoreStats();
|
|
|
|
|
int ItemNoFlippy();
|
|
|
|
|
void CreateSpellBook(Point position, spell_id ispell, bool sendmsg, bool delta);
|
|
|
|
|
void CreateMagicArmor(Point position, int imisc, int icurs, bool sendmsg, bool delta);
|
|
|
|
|
void CreateAmulet(Point position, int curlv, bool sendmsg, bool delta);
|
|
|
|
|
void CreateMagicWeapon(Point position, int imisc, int icurs, bool sendmsg, bool delta);
|
|
|
|
|
bool GetItemRecord(int nSeed, uint16_t wCI, int nIndex);
|
|
|
|
|
void SetItemRecord(int nSeed, uint16_t wCI, int nIndex);
|
|
|
|
|
void PutItemRecord(int nSeed, uint16_t wCI, int nIndex);
|
|
|
|
|
|
|
|
|
|
/* data */
|
|
|
|
|
|
|
|
|
|
extern int MaxGold;
|
|
|
|
|
|
|
|
|
|
extern BYTE ItemCAnimTbl[];
|
|
|
|
|
extern _sfx_id ItemInvSnds[];
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|