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#include "qol/stash.h"
#include "utils/stdcompat/algorithm.hpp"
#include <fmt/format.h>
#include <utility>
#include "DiabloUI/art_draw.h"
#include "control.h"
#include "controls/plrctrls.h"
#include "cursor.h"
#include "engine/points_in_rectangle_range.hpp"
#include "engine/rectangle.hpp"
#include "engine/render/cel_render.hpp"
#include "engine/render/text_render.hpp"
#include "engine/size.hpp"
#include "hwcursor.hpp"
#include "minitext.h"
#include "stores.h"
#include "utils/format_int.hpp"
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#include "utils/language.h"
#include "utils/utf8.hpp"
namespace devilution {
bool IsStashOpen;
StashStruct Stash;
bool IsWithdrawGoldOpen;
int WithdrawGoldValue;
namespace {
constexpr unsigned CountStashPages = 100;
constexpr unsigned LastStashPage = CountStashPages - 1;
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int InitialWithdrawGoldValue;
constexpr Size ButtonSize { 27, 16 };
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/** Contains mappings for the buttons in the stash (2 navigation buttons, withdraw gold buttons, 2 navigation buttons) */
constexpr Rectangle StashButtonRect[] = {
// clang-format off
{ { 19, 19 }, ButtonSize }, // 10 left
{ { 56, 19 }, ButtonSize }, // 1 left
{ { 93, 19 }, ButtonSize }, // withdraw gold
{ { 242, 19 }, ButtonSize }, // 1 right
{ { 279, 19 }, ButtonSize } // 10 right
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// clang-format on
};
constexpr PointsInRectangleRange StashGridRange { { { 0, 0 }, Size { 10, 10 } } };
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Art StashPanelArt;
Art StashNavButtonArt;
/**
* @param stashListIndex The item's StashList index
* @param itemSize Size of item
*/
void AddItemToStashGrid(unsigned page, Point position, uint16_t stashListIndex, Size itemSize)
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{
for (auto point : PointsInRectangleRange({ position, itemSize })) {
Stash.stashGrids[page][point.x][point.y] = stashListIndex + 1;
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}
}
Point FindSlotUnderCursor(Point cursorPosition)
{
for (auto point : StashGridRange) {
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Rectangle cell {
GetStashSlotCoord(point),
InventorySlotSizeInPixels + 1
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};
if (cell.contains(cursorPosition)) {
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return point;
}
}
return InvalidStashPoint;
}
void CheckStashPaste(Point cursorPosition)
{
Player &player = *MyPlayer;
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const Size itemSize = GetInventorySize(player.HoldItem);
const Displacement hotPixelOffset = Displacement(itemSize * INV_SLOT_HALF_SIZE_PX);
if (IsHardwareCursor()) {
// It's more natural to select the top left cell of the region the sprite is overlapping when putting an item
// into an inventory grid, so compensate for the adjusted hot pixel of hardware cursors.
cursorPosition -= hotPixelOffset;
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}
if (player.HoldItem._itype == ItemType::Gold) {
Stash.gold += player.HoldItem._ivalue;
player.HoldItem.clear();
PlaySFX(IS_GOLD);
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Stash.dirty = true;
if (!IsHardwareCursor()) {
// To make software cursors behave like hardware cursors we need to adjust the hand cursor position manually
SetCursorPos(cursorPosition + hotPixelOffset);
}
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NewCursor(CURSOR_HAND);
return;
}
// Make the hot pixel the center of the top-left cell of the item, this favors the cell which contains more of the
// item sprite
Point firstSlot = FindSlotUnderCursor(cursorPosition + Displacement(INV_SLOT_HALF_SIZE_PX));
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if (firstSlot == InvalidStashPoint)
return;
if (firstSlot.x + itemSize.width > 10 || firstSlot.y + itemSize.height > 10) {
return; // Item does not fit
}
// Check that no more than 1 item is replaced by the move
StashStruct::StashCell stashIndex = StashStruct::EmptyCell;
for (auto point : PointsInRectangleRange({ firstSlot, itemSize })) {
StashStruct::StashCell iv = Stash.GetItemIdAtPosition(point);
if (iv == StashStruct::EmptyCell || stashIndex == iv)
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continue;
if (stashIndex == StashStruct::EmptyCell) {
stashIndex = iv; // Found first item
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continue;
}
return; // Found a second item
}
PlaySFX(ItemInvSnds[ItemCAnimTbl[player.HoldItem._iCurs]]);
player.HoldItem.position = firstSlot + Displacement { 0, itemSize.height - 1 };
if (stashIndex == StashStruct::EmptyCell) {
Stash.stashList.emplace_back(player.HoldItem.pop());
// stashList will have at most 10 000 items, up to 65 535 are supported with uint16_t indexes
stashIndex = static_cast<uint16_t>(Stash.stashList.size() - 1);
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} else {
// remove item from stash grid
std::swap(Stash.stashList[stashIndex], player.HoldItem);
for (auto &row : Stash.GetCurrentGrid()) {
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for (auto &itemId : row) {
if (itemId - 1 == stashIndex)
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itemId = 0;
}
}
}
AddItemToStashGrid(Stash.GetPage(), firstSlot, stashIndex, itemSize);
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Stash.dirty = true;
if (player.HoldItem.isEmpty() && !IsHardwareCursor()) {
// To make software cursors behave like hardware cursors we need to adjust the hand cursor position manually
SetCursorPos(cursorPosition + hotPixelOffset);
}
NewCursor(player.HoldItem);
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}
void CheckStashCut(Point cursorPosition, bool automaticMove)
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{
Player &player = *MyPlayer;
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if (IsWithdrawGoldOpen) {
IsWithdrawGoldOpen = false;
WithdrawGoldValue = 0;
}
Point slot = InvalidStashPoint;
for (auto point : StashGridRange) {
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Rectangle cell {
GetStashSlotCoord(point),
InventorySlotSizeInPixels + 1
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};
// check which inventory rectangle the mouse is in, if any
if (cell.contains(cursorPosition)) {
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slot = point;
break;
}
}
if (slot == InvalidStashPoint) {
return;
}
Item &holdItem = player.HoldItem;
holdItem.clear();
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bool automaticallyMoved = false;
bool automaticallyEquipped = false;
StashStruct::StashCell iv = Stash.GetItemIdAtPosition(slot);
if (iv != StashStruct::EmptyCell) {
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holdItem = Stash.stashList[iv];
if (automaticMove) {
if (CanBePlacedOnBelt(holdItem)) {
automaticallyMoved = AutoPlaceItemInBelt(player, holdItem, true);
} else {
automaticallyMoved = automaticallyEquipped = AutoEquip(MyPlayerId, holdItem);
}
}
if (!automaticMove || automaticallyMoved) {
Stash.RemoveStashItem(iv);
}
}
if (!holdItem.isEmpty()) {
CalcPlrInv(player, true);
holdItem._iStatFlag = player.CanUseItem(holdItem);
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if (automaticallyEquipped) {
PlaySFX(ItemInvSnds[ItemCAnimTbl[holdItem._iCurs]]);
} else if (!automaticMove || automaticallyMoved) {
PlaySFX(IS_IGRAB);
}
if (automaticMove) {
if (!automaticallyMoved) {
if (CanBePlacedOnBelt(holdItem)) {
player.SaySpecific(HeroSpeech::IHaveNoRoom);
} else {
player.SaySpecific(HeroSpeech::ICantDoThat);
}
}
holdItem.clear();
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} else {
NewCursor(holdItem);
if (!IsHardwareCursor()) {
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// For a hardware cursor, we set the "hot point" to the center of the item instead.
Size cursSize = GetInvItemSize(holdItem._iCurs + CURSOR_FIRSTITEM);
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SetCursorPos(cursorPosition - Displacement(cursSize / 2));
}
}
}
}
void WithdrawGold(Player &player, int amount)
{
AddGoldToInventory(player, amount);
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Stash.gold -= amount;
Stash.dirty = true;
}
} // namespace
Point GetStashSlotCoord(Point slot)
{
constexpr int StashNextCell = INV_SLOT_SIZE_PX + 1; // spacing between each cell
return GetPanelPosition(UiPanels::Stash, slot * StashNextCell + Displacement { 17, 48 });
}
void FreeStashGFX()
{
StashPanelArt.Unload();
StashNavButtonArt.Unload();
}
void InitStash()
{
InitialWithdrawGoldValue = 0;
LoadArt("data\\stash.pcx", &StashPanelArt, 1);
LoadArt("data\\stashnavbtns.pcx", &StashNavButtonArt, 5);
}
void TransferItemToInventory(Player &player, uint16_t itemId)
{
if (itemId == uint16_t(-1)) {
return;
}
Item &item = Stash.stashList[itemId];
if (item.isEmpty()) {
return;
}
if (!AutoPlaceItemInInventory(player, item, true)) {
player.SaySpecific(HeroSpeech::IHaveNoRoom);
return;
}
PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]);
Stash.RemoveStashItem(itemId);
}
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int StashButtonPressed = -1;
void CheckStashButtonRelease(Point mousePosition)
{
if (StashButtonPressed == -1)
return;
Rectangle stashButton = StashButtonRect[StashButtonPressed];
stashButton.position = GetPanelPosition(UiPanels::Stash, stashButton.position);
if (stashButton.contains(mousePosition)) {
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switch (StashButtonPressed) {
case 0:
Stash.PreviousPage(10);
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break;
case 1:
Stash.PreviousPage();
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break;
case 2:
StartGoldWithdraw();
break;
case 3:
Stash.NextPage();
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break;
case 4:
Stash.NextPage(10);
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break;
}
}
StashButtonPressed = -1;
}
void CheckStashButtonPress(Point mousePosition)
{
Rectangle stashButton;
for (int i = 0; i < 5; i++) {
stashButton = StashButtonRect[i];
stashButton.position = GetPanelPosition(UiPanels::Stash, stashButton.position);
if (stashButton.contains(mousePosition)) {
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StashButtonPressed = i;
return;
}
}
StashButtonPressed = -1;
}
void DrawStash(const Surface &out)
{
DrawArt(out, GetPanelPosition(UiPanels::Stash), &StashPanelArt);
if (StashButtonPressed != -1) {
Point stashButton = GetPanelPosition(UiPanels::Stash, StashButtonRect[StashButtonPressed].position);
DrawArt(out, stashButton, &StashNavButtonArt, StashButtonPressed);
}
constexpr Displacement offset { 0, INV_SLOT_SIZE_PX - 1 };
for (auto slot : StashGridRange) {
if (Stash.IsItemAtPosition(slot)) {
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InvDrawSlotBack(out, GetStashSlotCoord(slot) + offset, InventorySlotSizeInPixels);
}
}
for (auto slot : StashGridRange) {
StashStruct::StashCell itemId = Stash.GetItemIdAtPosition(slot);
if (itemId == StashStruct::EmptyCell) {
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continue; // No item in the given slot
}
Item &item = Stash.stashList[itemId];
if (item.position != slot) {
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continue; // Not the first slot of the item
}
int frame = item._iCurs + CURSOR_FIRSTITEM;
const Point position = GetStashSlotCoord(item.position) + offset;
const CelSprite cel { GetInvItemSprite(frame) };
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const int celFrame = GetInvItemFrame(frame);
if (pcursstashitem == itemId) {
uint8_t color = GetOutlineColor(item, true);
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CelBlitOutlineTo(out, color, position, cel, celFrame, false);
}
CelDrawItem(item, out, position, cel, celFrame);
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}
Point position = GetPanelPosition(UiPanels::Stash);
UiFlags style = UiFlags::VerticalCenter | UiFlags::ColorWhite;
DrawString(out, fmt::format("{:d}", Stash.GetPage() + 1), { position + Displacement { 132, 0 }, { 57, 11 } }, UiFlags::AlignCenter | style);
DrawString(out, fmt::format("{:s}", FormatInteger(Stash.gold)), { position + Displacement { 122, 19 }, { 107, 13 } }, UiFlags::AlignRight | style);
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}
void CheckStashItem(Point mousePosition, bool isShiftHeld, bool isCtrlHeld)
{
if (!MyPlayer->HoldItem.isEmpty()) {
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CheckStashPaste(mousePosition);
} else if (isCtrlHeld) {
TransferItemToInventory(*MyPlayer, pcursstashitem);
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} else {
CheckStashCut(mousePosition, isShiftHeld);
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}
}
uint16_t CheckStashHLight(Point mousePosition)
{
Point slot = InvalidStashPoint;
for (auto point : StashGridRange) {
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Rectangle cell {
GetStashSlotCoord(point),
InventorySlotSizeInPixels + 1
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};
if (cell.contains(mousePosition)) {
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slot = point;
break;
}
}
if (slot == InvalidStashPoint)
return -1;
InfoColor = UiFlags::ColorWhite;
ClearPanel();
StashStruct::StashCell itemId = Stash.GetItemIdAtPosition(slot);
if (itemId == StashStruct::EmptyCell) {
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return -1;
}
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Item &item = Stash.stashList[itemId];
if (item.isEmpty()) {
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return -1;
}
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InfoColor = item.getTextColor();
if (item._iIdentified) {
InfoString = string_view(item._iIName);
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PrintItemDetails(item);
} else {
InfoString = string_view(item._iName);
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PrintItemDur(item);
}
return itemId;
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}
bool UseStashItem(uint16_t c)
{
if (MyPlayer->_pInvincible && MyPlayer->_pHitPoints == 0)
return true;
if (pcurs != CURSOR_HAND)
return true;
if (stextflag != STORE_NONE)
return true;
Item *item = &Stash.stashList[c];
constexpr int SpeechDelay = 10;
if (item->IDidx == IDI_MUSHROOM) {
MyPlayer->Say(HeroSpeech::NowThatsOneBigMushroom, SpeechDelay);
return true;
}
if (item->IDidx == IDI_FUNGALTM) {
PlaySFX(IS_IBOOK);
MyPlayer->Say(HeroSpeech::ThatDidntDoAnything, SpeechDelay);
return true;
}
if (!AllItemsList[item->IDidx].iUsable)
return false;
if (!MyPlayer->CanUseItem(*item)) {
MyPlayer->Say(HeroSpeech::ICantUseThisYet);
return true;
}
if (IsWithdrawGoldOpen) {
IsWithdrawGoldOpen = false;
WithdrawGoldValue = 0;
}
if (item->isScroll()) {
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return true;
}
if (item->_iMiscId > IMISC_RUNEFIRST && item->_iMiscId < IMISC_RUNELAST && leveltype == DTYPE_TOWN) {
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return true;
}
if (item->_iMiscId == IMISC_BOOK)
PlaySFX(IS_RBOOK);
else
PlaySFX(ItemInvSnds[ItemCAnimTbl[item->_iCurs]]);
UseItem(MyPlayerId, item->_iMiscId, item->_iSpell);
if (Stash.stashList[c]._iMiscId == IMISC_MAPOFDOOM)
return true;
if (Stash.stashList[c]._iMiscId == IMISC_NOTE) {
InitQTextMsg(TEXT_BOOK9);
CloseInventory();
return true;
}
Stash.RemoveStashItem(c);
return true;
}
void StashStruct::RemoveStashItem(StashStruct::StashCell iv)
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{
// Iterate through stashGrid and remove every reference to item
for (auto &row : Stash.GetCurrentGrid()) {
for (StashStruct::StashCell &itemId : row) {
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if (itemId - 1 == iv) {
itemId = 0;
}
}
}
if (stashList.empty()) {
return;
}
// If the item at the end of stash array isn't the one we removed, we need to swap its position in the array with the removed item
StashStruct::StashCell lastItemIndex = static_cast<StashStruct::StashCell>(stashList.size() - 1);
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if (lastItemIndex != iv) {
stashList[iv] = stashList[lastItemIndex];
for (auto &pair : Stash.stashGrids) {
auto &grid = pair.second;
for (auto &row : grid) {
for (StashStruct::StashCell &itemId : row) {
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if (itemId == lastItemIndex + 1) {
itemId = iv + 1;
}
}
}
}
}
stashList.pop_back();
Stash.dirty = true;
}
void StashStruct::SetPage(unsigned newPage)
{
page = std::min(newPage, LastStashPage);
dirty = true;
}
void StashStruct::NextPage(unsigned offset)
{
if (page <= LastStashPage) {
page += std::min(offset, LastStashPage - page);
} else {
page = LastStashPage;
}
dirty = true;
}
void StashStruct::PreviousPage(unsigned offset)
{
if (page <= LastStashPage) {
page -= std::min(offset, page);
} else {
page = LastStashPage;
}
dirty = true;
}
void StashStruct::RefreshItemStatFlags()
{
for (auto &item : Stash.stashList) {
item.updateRequiredStatsCacheForPlayer(*MyPlayer);
}
}
void StartGoldWithdraw()
{
CloseGoldDrop();
InitialWithdrawGoldValue = std::min(RoomForGold(), Stash.gold);
if (talkflag)
control_reset_talk();
Point start = GetPanelPosition(UiPanels::Stash, { 67, 128 });
SDL_Rect rect = MakeSdlRect(start.x, start.y, 180, 20);
SDL_SetTextInputRect(&rect);
IsWithdrawGoldOpen = true;
WithdrawGoldValue = 0;
SDL_StartTextInput();
}
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void WithdrawGoldKeyPress(char vkey)
{
Player &myPlayer = *MyPlayer;
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if (myPlayer._pHitPoints >> 6 <= 0) {
CloseGoldWithdraw();
return;
}
if (vkey == DVL_VK_RETURN) {
if (WithdrawGoldValue > 0) {
WithdrawGold(myPlayer, WithdrawGoldValue);
PlaySFX(IS_GOLD);
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}
CloseGoldWithdraw();
} else if (vkey == DVL_VK_ESCAPE) {
CloseGoldWithdraw();
} else if (vkey == DVL_VK_BACK) {
WithdrawGoldValue /= 10;
}
}
void DrawGoldWithdraw(const Surface &out, int amount)
{
if (!IsWithdrawGoldOpen) {
return;
}
const int dialogX = 30;
CelDrawTo(out, GetPanelPosition(UiPanels::Stash, { dialogX, 178 }), CelSprite { *pGBoxBuff }, 0);
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// Pre-wrap the string at spaces, otherwise DrawString would hard wrap in the middle of words
const std::string wrapped = WordWrapString(_("How many gold pieces do you want to withdraw?"), 200);
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// The split gold dialog is roughly 4 lines high, but we need at least one line for the player to input an amount.
// Using a clipping region 50 units high (approx 3 lines with a lineheight of 17) to ensure there is enough room left
// for the text entered by the player.
DrawString(out, wrapped, { GetPanelPosition(UiPanels::Stash, { dialogX + 31, 75 }), { 200, 50 } }, UiFlags::ColorWhitegold | UiFlags::AlignCenter, 1, 17);
std::string value = "";
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if (amount > 0) {
value = fmt::format("{:d}", amount);
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}
// Even a ten digit amount of gold only takes up about half a line. There's no need to wrap or clip text here so we
// use the Point form of DrawString.
DrawString(out, value, GetPanelPosition(UiPanels::Stash, { dialogX + 37, 128 }), UiFlags::ColorWhite | UiFlags::PentaCursor);
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}
void CloseGoldWithdraw()
{
if (!IsWithdrawGoldOpen)
return;
IsWithdrawGoldOpen = false;
WithdrawGoldValue = 0;
SDL_StopTextInput();
}
void GoldWithdrawNewText(string_view text)
{
for (char vkey : text) {
int digit = vkey - '0';
if (digit >= 0 && digit <= 9) {
int newGoldValue = WithdrawGoldValue * 10;
newGoldValue += digit;
if (newGoldValue <= InitialWithdrawGoldValue) {
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WithdrawGoldValue = newGoldValue;
}
}
}
}
bool AutoPlaceItemInStash(Player &player, const Item &item, bool persistItem)
{
if (item._itype == ItemType::Gold) {
if (persistItem) {
Stash.gold += item._ivalue;
Stash.dirty = true;
}
return true;
}
Size itemSize = GetInventorySize(item);
// Try to add the item to the current active page and if it's not possible move forward
for (unsigned pageCounter = 0; pageCounter < CountStashPages; pageCounter++) {
unsigned pageIndex = Stash.GetPage() + pageCounter;
// Wrap around if needed
if (pageIndex >= CountStashPages)
pageIndex -= CountStashPages;
// Search all possible position in stash grid
for (auto stashPosition : PointsInRectangleRange({ { 0, 0 }, Size { 10 - (itemSize.width - 1), 10 - (itemSize.height - 1) } })) {
// Check that all needed slots are free
bool isSpaceFree = true;
for (auto itemPoint : PointsInRectangleRange({ stashPosition, itemSize })) {
uint16_t iv = Stash.stashGrids[pageIndex][itemPoint.x][itemPoint.y];
if (iv != 0) {
isSpaceFree = false;
break;
}
}
if (!isSpaceFree)
continue;
if (persistItem) {
Stash.stashList.push_back(item);
uint16_t stashIndex = static_cast<uint16_t>(Stash.stashList.size() - 1);
Stash.stashList[stashIndex].position = stashPosition + Displacement { 0, itemSize.height - 1 };
AddItemToStashGrid(pageIndex, stashPosition, stashIndex, itemSize);
Stash.dirty = true;
}
return true;
}
}
return false;
}
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} // namespace devilution