/** * @file inv.cpp * * Implementation of player inventory. */ #include "all.h" #include "options.h" namespace devilution { BOOL invflag; BYTE *pInvCels; BOOL drawsbarflag; int sgdwLastTime; // check name /** * Maps from inventory slot to screen position. The inventory slots are * arranged as follows: * 00 01 * 02 03 06 * 07 08 19 20 13 14 * 09 10 21 22 15 16 * 11 12 23 24 17 18 * 04 05 * 25 26 27 28 29 30 31 32 33 34 * 35 36 37 38 39 40 41 42 43 44 * 45 46 47 48 49 50 51 52 53 54 * 55 56 57 58 59 60 61 62 63 64 * 65 66 67 68 69 70 71 72 * @see graphics/inv/inventory.png */ const InvXY InvRect[] = { // clang-format off // X, Y { 132, 31 }, // helmet { 160, 31 }, // helmet { 132, 59 }, // helmet { 160, 59 }, // helmet { 45, 205 }, // left ring { 247, 205 }, // right ring { 204, 59 }, // amulet { 17, 104 }, // left hand { 46, 104 }, // left hand { 17, 132 }, // left hand { 46, 132 }, // left hand { 17, 160 }, // left hand { 46, 160 }, // left hand { 247, 104 }, // right hand { 276, 104 }, // right hand { 247, 132 }, // right hand { 276, 132 }, // right hand { 247, 160 }, // right hand { 276, 160 }, // right hand { 132, 104 }, // chest { 160, 104 }, // chest { 132, 132 }, // chest { 160, 132 }, // chest { 132, 160 }, // chest { 160, 160 }, // chest { 17, 250 }, // inv row 1 { 46, 250 }, // inv row 1 { 75, 250 }, // inv row 1 { 104, 250 }, // inv row 1 { 133, 250 }, // inv row 1 { 162, 250 }, // inv row 1 { 191, 250 }, // inv row 1 { 220, 250 }, // inv row 1 { 249, 250 }, // inv row 1 { 278, 250 }, // inv row 1 { 17, 279 }, // inv row 2 { 46, 279 }, // inv row 2 { 75, 279 }, // inv row 2 { 104, 279 }, // inv row 2 { 133, 279 }, // inv row 2 { 162, 279 }, // inv row 2 { 191, 279 }, // inv row 2 { 220, 279 }, // inv row 2 { 249, 279 }, // inv row 2 { 278, 279 }, // inv row 2 { 17, 308 }, // inv row 3 { 46, 308 }, // inv row 3 { 75, 308 }, // inv row 3 { 104, 308 }, // inv row 3 { 133, 308 }, // inv row 3 { 162, 308 }, // inv row 3 { 191, 308 }, // inv row 3 { 220, 308 }, // inv row 3 { 249, 308 }, // inv row 3 { 278, 308 }, // inv row 3 { 17, 337 }, // inv row 4 { 46, 337 }, // inv row 4 { 75, 337 }, // inv row 4 { 104, 337 }, // inv row 4 { 133, 337 }, // inv row 4 { 162, 337 }, // inv row 4 { 191, 337 }, // inv row 4 { 220, 337 }, // inv row 4 { 249, 337 }, // inv row 4 { 278, 337 }, // inv row 4 { 205, 33 }, // belt { 234, 33 }, // belt { 263, 33 }, // belt { 292, 33 }, // belt { 321, 33 }, // belt { 350, 33 }, // belt { 379, 33 }, // belt { 408, 33 } // belt // clang-format on }; /* data */ /** Specifies the starting inventory slots for placement of 2x2 items. */ int AP2x2Tbl[10] = { 8, 28, 6, 26, 4, 24, 2, 22, 0, 20 }; void FreeInvGFX() { MemFreeDbg(pInvCels); } void InitInv() { if (plr[myplr]._pClass == PC_WARRIOR) { pInvCels = LoadFileInMem("Data\\Inv\\Inv.CEL", NULL); } else if (plr[myplr]._pClass == PC_ROGUE) { pInvCels = LoadFileInMem("Data\\Inv\\Inv_rog.CEL", NULL); } else if (plr[myplr]._pClass == PC_SORCERER) { pInvCels = LoadFileInMem("Data\\Inv\\Inv_Sor.CEL", NULL); } else if (plr[myplr]._pClass == PC_MONK) { if (!gbIsSpawn) pInvCels = LoadFileInMem("Data\\Inv\\Inv_Sor.CEL", NULL); else pInvCels = LoadFileInMem("Data\\Inv\\Inv.CEL", NULL); } else if (plr[myplr]._pClass == PC_BARD) { pInvCels = LoadFileInMem("Data\\Inv\\Inv_rog.CEL", NULL); } else if (plr[myplr]._pClass == PC_BARBARIAN) { pInvCels = LoadFileInMem("Data\\Inv\\Inv.CEL", NULL); } invflag = FALSE; drawsbarflag = FALSE; } static void InvDrawSlotBack(CelOutputBuffer out, int X, int Y, int W, int H) { BYTE *dst; dst = out.at(X, Y); int wdt, hgt; BYTE pix; for (hgt = H; hgt; hgt--, dst -= out.pitch() + W) { for (wdt = W; wdt; wdt--) { pix = *dst; if (pix >= PAL16_BLUE) { if (pix <= PAL16_BLUE + 15) pix -= PAL16_BLUE - PAL16_BEIGE; else if (pix >= PAL16_GRAY) pix -= PAL16_GRAY - PAL16_BEIGE; } *dst++ = pix; } } } void DrawInv(CelOutputBuffer out) { BOOL invtest[NUM_INV_GRID_ELEM]; int frame, frame_width, color, screen_x, screen_y, i, j, ii; CelDrawTo(out, RIGHT_PANEL_X, 351, pInvCels, 1, SPANEL_WIDTH); if (!plr[myplr].InvBody[INVLOC_HEAD].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 133, 59, 2 * INV_SLOT_SIZE_PX, 2 * INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_HEAD]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == INVITEM_HEAD) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_HEAD]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_HEAD]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 133, 59, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 133, 59, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_HEAD]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, RIGHT_PANEL_X + 133, 59, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, RIGHT_PANEL_X + 133, 59, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, RIGHT_PANEL_X + 133, 59, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, RIGHT_PANEL_X + 133, 59, pCursCels2, frame - 179, frame_width, 1); } } } if (!plr[myplr].InvBody[INVLOC_RING_LEFT].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 48, 205, INV_SLOT_SIZE_PX, INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_RING_LEFT]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == INVITEM_RING_LEFT) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_RING_LEFT]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_RING_LEFT]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 48, 205, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 48, 205, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_RING_LEFT]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, RIGHT_PANEL_X + 48, 205, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, RIGHT_PANEL_X + 48, 205, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, RIGHT_PANEL_X + 48, 205, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, RIGHT_PANEL_X + 48, 205, pCursCels2, frame - 179, frame_width, 1); } } } if (!plr[myplr].InvBody[INVLOC_RING_RIGHT].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 249, 205, INV_SLOT_SIZE_PX, INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_RING_RIGHT]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == INVITEM_RING_RIGHT) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_RING_RIGHT]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_RING_RIGHT]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 249, 205, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 249, 205, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_RING_RIGHT]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, RIGHT_PANEL_X + 249, 205, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, RIGHT_PANEL_X + 249, 205, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, RIGHT_PANEL_X + 249, 205, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, RIGHT_PANEL_X + 249, 205, pCursCels2, frame - 179, frame_width, 1); } } } if (!plr[myplr].InvBody[INVLOC_AMULET].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 205, 60, INV_SLOT_SIZE_PX, INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_AMULET]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == INVITEM_AMULET) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_AMULET]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_AMULET]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 205, 60, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 205, 60, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_AMULET]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, RIGHT_PANEL_X + 205, 60, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, RIGHT_PANEL_X + 205, 60, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, RIGHT_PANEL_X + 205, 60, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, RIGHT_PANEL_X + 205, 60, pCursCels2, frame - 179, frame_width, 1); } } } if (!plr[myplr].InvBody[INVLOC_HAND_LEFT].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 17, 160, 2 * INV_SLOT_SIZE_PX, 3 * INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_HAND_LEFT]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; // calc item offsets for weapons smaller than 2x3 slots screen_x = frame_width == INV_SLOT_SIZE_PX ? (RIGHT_PANEL_X + 31) : (RIGHT_PANEL_X + 17); screen_y = InvItemHeight[frame] == (3 * INV_SLOT_SIZE_PX) ? (160) : (146); if (pcursinvitem == INVITEM_HAND_LEFT) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_HAND_LEFT]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_HAND_LEFT]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, screen_x, screen_y, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, screen_x, screen_y, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_HAND_LEFT]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, screen_x, screen_y, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, screen_x, screen_y, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, screen_x, screen_y, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, screen_x, screen_y, pCursCels2, frame - 179, frame_width, 1); } } if (plr[myplr].InvBody[INVLOC_HAND_LEFT]._iLoc == ILOC_TWOHAND) { if (plr[myplr]._pClass != PC_BARBARIAN || (plr[myplr].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_SWORD && plr[myplr].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_MACE)) { InvDrawSlotBack(out, RIGHT_PANEL_X + 248, 160, 2 * INV_SLOT_SIZE_PX, 3 * INV_SLOT_SIZE_PX); light_table_index = 0; cel_transparency_active = TRUE; const int dst_x = RIGHT_PANEL_X + (frame_width == INV_SLOT_SIZE_PX ? 261 : 247); const int dst_y = 160; if (frame <= 179) { CelClippedBlitLightTransTo(out, dst_x, dst_y, pCursCels, frame, frame_width); } else { CelClippedBlitLightTransTo(out, dst_x, dst_y, pCursCels2, frame - 179, frame_width); } cel_transparency_active = FALSE; } } } if (!plr[myplr].InvBody[INVLOC_HAND_RIGHT].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 248, 160, 2 * INV_SLOT_SIZE_PX, 3 * INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_HAND_RIGHT]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; // calc item offsets for weapons smaller than 2x3 slots screen_x = frame_width == INV_SLOT_SIZE_PX ? (RIGHT_PANEL_X + 261) : (RIGHT_PANEL_X + 249); screen_y = InvItemHeight[frame] == 3 * INV_SLOT_SIZE_PX ? (160) : (146); if (pcursinvitem == INVITEM_HAND_RIGHT) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_HAND_RIGHT]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_HAND_RIGHT]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, screen_x, screen_y, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, screen_x, screen_y, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_HAND_RIGHT]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, screen_x, screen_y, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, screen_x, screen_y, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, screen_x, screen_y, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, screen_x, screen_y, pCursCels2, frame - 179, frame_width, 1); } } } if (!plr[myplr].InvBody[INVLOC_CHEST].isEmpty()) { InvDrawSlotBack(out, RIGHT_PANEL_X + 133, 160, 2 * INV_SLOT_SIZE_PX, 3 * INV_SLOT_SIZE_PX); frame = plr[myplr].InvBody[INVLOC_CHEST]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == INVITEM_CHEST) { color = ICOL_WHITE; if (plr[myplr].InvBody[INVLOC_CHEST]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvBody[INVLOC_CHEST]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 133, 160, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo(out, color, RIGHT_PANEL_X + 133, 160, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvBody[INVLOC_CHEST]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo(out, RIGHT_PANEL_X + 133, 160, pCursCels, frame, frame_width); } else { CelClippedDrawTo(out, RIGHT_PANEL_X + 133, 160, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo(out, RIGHT_PANEL_X + 133, 160, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo(out, RIGHT_PANEL_X + 133, 160, pCursCels2, frame - 179, frame_width, 1); } } } for (i = 0; i < NUM_INV_GRID_ELEM; i++) { invtest[i] = FALSE; if (plr[myplr].InvGrid[i] != 0) { InvDrawSlotBack( out, InvRect[i + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[i + SLOTXY_INV_FIRST].Y - 1, INV_SLOT_SIZE_PX, INV_SLOT_SIZE_PX); } } for (j = 0; j < NUM_INV_GRID_ELEM; j++) { if (plr[myplr].InvGrid[j] > 0) // first slot of an item { ii = plr[myplr].InvGrid[j] - 1; invtest[j] = TRUE; frame = plr[myplr].InvList[ii]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == ii + INVITEM_INV_FIRST) { color = ICOL_WHITE; if (plr[myplr].InvList[ii]._iMagical != ITEM_QUALITY_NORMAL) { color = ICOL_BLUE; } if (!plr[myplr].InvList[ii]._iStatFlag) { color = ICOL_RED; } if (frame <= 179) { CelBlitOutlineTo( out, color, InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[j + SLOTXY_INV_FIRST].Y - 1, pCursCels, frame, frame_width, false); } else { CelBlitOutlineTo( out, color, InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[j + SLOTXY_INV_FIRST].Y - 1, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].InvList[ii]._iStatFlag) { if (frame <= 179) { CelClippedDrawTo( out, InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[j + SLOTXY_INV_FIRST].Y - 1, pCursCels, frame, frame_width); } else { CelClippedDrawTo( out, InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[j + SLOTXY_INV_FIRST].Y - 1, pCursCels2, frame - 179, frame_width); } } else { if (frame <= 179) { CelDrawLightRedTo( out, InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[j + SLOTXY_INV_FIRST].Y - 1, pCursCels, frame, frame_width, 1); } else { CelDrawLightRedTo( out, InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X, InvRect[j + SLOTXY_INV_FIRST].Y - 1, pCursCels2, frame - 179, frame_width, 1); } } } } } void DrawInvBelt(CelOutputBuffer out) { int i, frame, frame_width, color; BYTE fi, ff; if (talkflag) { return; } DrawPanelBox(out, 205, 21, 232, 28, PANEL_X + 205, PANEL_Y + 5); for (i = 0; i < MAXBELTITEMS; i++) { if (plr[myplr].SpdList[i].isEmpty()) { continue; } 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); frame = plr[myplr].SpdList[i]._iCurs + CURSOR_FIRSTITEM; frame_width = InvItemWidth[frame]; if (pcursinvitem == i + INVITEM_BELT_FIRST) { color = ICOL_WHITE; if (plr[myplr].SpdList[i]._iMagical) color = ICOL_BLUE; if (!plr[myplr].SpdList[i]._iStatFlag) color = ICOL_RED; if (!sgbControllerActive || invflag) { if (frame <= 179) CelBlitOutlineTo(out, color, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, pCursCels, frame, frame_width, false); else CelBlitOutlineTo(out, color, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, pCursCels2, frame - 179, frame_width, false); } } if (plr[myplr].SpdList[i]._iStatFlag) { if (frame <= 179) CelClippedDrawTo(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, pCursCels, frame, frame_width); else CelClippedDrawTo(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, pCursCels2, frame - 179, frame_width); } else { if (frame <= 179) CelDrawLightRedTo(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, pCursCels, frame, frame_width, 1); else CelDrawLightRedTo(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, pCursCels2, frame - 179, frame_width, 1); } if (AllItemsList[plr[myplr].SpdList[i].IDidx].iUsable && plr[myplr].SpdList[i]._iStatFlag && plr[myplr].SpdList[i]._itype != ITYPE_GOLD) { fi = i + 49; ff = fontframe[gbFontTransTbl[fi]]; PrintChar(out, InvRect[i + SLOTXY_BELT_FIRST].X + PANEL_X + INV_SLOT_SIZE_PX - fontkern[ff], InvRect[i + SLOTXY_BELT_FIRST].Y + PANEL_Y - 1, ff, COL_WHITE); } } } /** * @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; return { InvItemWidth[itemSizeIndex] / INV_SLOT_SIZE_PX, InvItemHeight[itemSizeIndex] / 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 (int i = 0; i < MAXBELTITEMS; i++) { if (plr[playerNumber].SpdList[i].isEmpty()) { if (persistItem) { plr[playerNumber].SpdList[i] = item; CalcPlrScrolls(playerNumber); 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 == PC_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 == PC_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. Can be one of 'inv_body_loc' members. * @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, int 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. Can be one of 'inv_body_loc' members. * @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, int 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, 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 != PC_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; if (itemSize.X == 1 && itemSize.Y == 1) { for (int i = 30; i <= 39 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 20; i <= 29 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 10; i <= 19 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 0; i <= 9 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } } if (itemSize.X == 1 && itemSize.Y == 2) { for (int i = 29; i >= 20 && !done; i--) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 9; i >= 0 && !done; i--) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 19; i >= 10 && !done; i--) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } } if (itemSize.X == 1 && itemSize.Y == 3) { for (int i = 0; i < 20 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } } if (itemSize.X == 2 && itemSize.Y == 2) { for (int i = 0; i < 10 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, AP2x2Tbl[i], item, persistItem); } for (int i = 21; i < 29 && !done; i += 2) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 1; i < 9 && !done; i += 2) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } for (int i = 10; i < 19 && !done; i++) { done = AutoPlaceItemInInventorySlot(playerNumber, i, item, persistItem); } } 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); } } return done; } /** * @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++; yy = 10 * (slotIndex / 10); if (yy < 0) { yy = 0; } for (j = 0; j < itemSize.Y; j++) { xx = slotIndex % 10; if (xx < 0) { xx = 0; } for (i = 0; i < itemSize.X; i++) { if (i != 0 || j != itemSize.Y - 1) { plr[playerNumber].InvGrid[xx + yy] = -plr[playerNumber]._pNumInv; } else { plr[playerNumber].InvGrid[xx + yy] = plr[playerNumber]._pNumInv; } xx++; } yy += 10; } CalcPlrScrolls(playerNumber); } 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); } for (int i = 39; i >= 0 && !done; i--) { int yy = 10 * (i / 10); int xx = i % 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); SetCursor_(CURSOR_HAND); } } } return done; } BOOL WeaponAutoPlace(int pnum) { if (plr[pnum]._pClass == PC_MONK) return FALSE; if (plr[pnum].HoldItem._iLoc != ILOC_TWOHAND || (plr[pnum]._pClass == PC_BARBARIAN && (plr[pnum].HoldItem._itype == ITYPE_SWORD || plr[pnum].HoldItem._itype == ITYPE_MACE))) { if (plr[pnum]._pClass != PC_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 >> 1); j = my + (icursH >> 1); 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 == PC_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) >> 1)); 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) >> 1); 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; if (plr[pnum]._pClass == PC_WARRIOR) PlaySFX(PS_WARR13); else if (plr[pnum]._pClass == PC_ROGUE) PlaySFX(PS_ROGUE13); else if (plr[pnum]._pClass == PC_SORCERER) PlaySFX(PS_MAGE13); else if (plr[pnum]._pClass == PC_MONK) PlaySFX(PS_MONK13); else if (plr[pnum]._pClass == PC_BARD) PlaySFX(PS_ROGUE13); else if (plr[pnum]._pClass == PC_BARBARIAN) PlaySFX(PS_MAGE13); } 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 == PC_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 == PC_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 == PC_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 == PC_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 == PC_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: NetSendCmdDelItem(FALSE, INVLOC_HAND_RIGHT); 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) SetCursor_(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) SetCursor_(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; } 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 <= GOLD_MAX_LIMIT) { plr[pnum].InvList[il]._ivalue = ig; plr[pnum]._pGold += plr[pnum].HoldItem._ivalue; SetPlrHandGoldCurs(&plr[pnum].InvList[il]); } else { ig = GOLD_MAX_LIMIT - gt; plr[pnum]._pGold += ig; plr[pnum].HoldItem._ivalue -= ig; plr[pnum].InvList[il]._ivalue = GOLD_MAX_LIMIT; 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; yy = 10 * (ii / 10 - ((sy - 1) >> 1)); if (yy < 0) yy = 0; for (j = 0; j < sy; j++) { xx = (ii % 10 - ((sx - 1) >> 1)); if (xx < 0) xx = 0; for (i = 0; i < sx; i++) { if (i != 0 || j != sy - 1) plr[pnum].InvGrid[xx + yy] = -it; else plr[pnum].InvGrid[xx + yy] = it; xx++; } yy += 10; } } 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 <= GOLD_MAX_LIMIT) { plr[pnum].SpdList[ii]._ivalue = i; plr[pnum]._pGold += plr[pnum].HoldItem._ivalue; SetPlrHandGoldCurs(&plr[pnum].SpdList[ii]); } else { i = GOLD_MAX_LIMIT - plr[pnum].SpdList[ii]._ivalue; plr[pnum]._pGold += i; plr[pnum].HoldItem._ivalue -= i; plr[pnum].SpdList[ii]._ivalue = GOLD_MAX_LIMIT; 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 >> 1), MouseY + (cursH >> 1)); SetCursor_(cn); } } void CheckInvSwap(int pnum, BYTE bLoc, int idx, WORD 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, i, j, offs, 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) { for (i = 0; i < NUM_INV_GRID_ELEM; i++) { if (player.InvGrid[i] == iv || player.InvGrid[i] == -iv) { player.InvGrid[i] = 0; } } iv--; player._pNumInv--; if (player._pNumInv > 0 && player._pNumInv != iv) { player.InvList[iv] = player.InvList[player._pNumInv]; for (j = 0; j < NUM_INV_GRID_ELEM; j++) { if (player.InvGrid[j] == player._pNumInv + 1) { player.InvGrid[j] = iv + 1; } if (player.InvGrid[j] == -(player._pNumInv + 1)) { player.InvGrid[j] = -iv - 1; } } } } } } 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) { switch (player._pClass) { case PC_WARRIOR: case PC_BARBARIAN: PlaySFX(PS_WARR15, false); break; case PC_ROGUE: case PC_BARD: PlaySFX(PS_ROGUE15, false); break; case PC_SORCERER: PlaySFX(PS_MAGE15, false); break; case PC_MONK: PlaySFX(PS_MONK15, false); break; case NUM_CLASSES: break; } } else { switch (player._pClass) { case PC_WARRIOR: case PC_BARBARIAN: PlaySFX(PS_WARR37, false); break; case PC_ROGUE: case PC_BARD: PlaySFX(PS_ROGUE37, false); break; case PC_SORCERER: PlaySFX(PS_MAGE37, false); break; case PC_MONK: PlaySFX(PS_MONK37, false); break; case NUM_CLASSES: break; } } } holdItem._itype = ITYPE_NONE; } else { SetCursor_(holdItem._iCurs + CURSOR_FIRSTITEM); SetCursorPos(mx - (cursW >> 1), MouseY - (cursH >> 1)); } } } } 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 RemoveInvItem(int pnum, int iv) { int i, j; iv++; for (i = 0; i < NUM_INV_GRID_ELEM; i++) { if (plr[pnum].InvGrid[i] == iv || plr[pnum].InvGrid[i] == -iv) { plr[pnum].InvGrid[i] = 0; } } iv--; plr[pnum]._pNumInv--; if (plr[pnum]._pNumInv > 0 && plr[pnum]._pNumInv != iv) { plr[pnum].InvList[iv] = plr[pnum].InvList[plr[pnum]._pNumInv]; for (j = 0; j < NUM_INV_GRID_ELEM; j++) { if (plr[pnum].InvGrid[j] == plr[pnum]._pNumInv + 1) { plr[pnum].InvGrid[j] = iv + 1; } if (plr[pnum].InvGrid[j] == -(plr[pnum]._pNumInv + 1)) { plr[pnum].InvGrid[j] = -(iv + 1); } } } CalcPlrScrolls(pnum); } void RemoveSpdBarItem(int pnum, int iv) { plr[pnum].SpdList[iv]._itype = ITYPE_NONE; CalcPlrScrolls(pnum); 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) { sfxdelay = 10; if (plr[pnum]._pClass == PC_WARRIOR) { // BUGFIX: Voice for this quest might be wrong in MP sfxdnum = PS_WARR95; } else if (plr[pnum]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE95; } else if (plr[pnum]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE95; } else if (plr[pnum]._pClass == PC_MONK) { sfxdnum = PS_MONK95; } else if (plr[pnum]._pClass == PC_BARD) { sfxdnum = PS_ROGUE95; } else if (plr[pnum]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR95; } 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 == TRUE) { sfxdelay = 10; if (plr[myplr]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR89; } else if (plr[myplr]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE89; } else if (plr[myplr]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE89; } else if (plr[myplr]._pClass == PC_MONK) { sfxdnum = PS_MONK89; } else if (plr[myplr]._pClass == PC_BARD) { sfxdnum = PS_ROGUE89; } else if (plr[myplr]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR89; } } } if (plr[pnum].HoldItem.IDidx == IDI_GLDNELIX && quests[Q_VEIL]._qactive != QUEST_NOTAVAIL) { sfxdelay = 30; if (plr[myplr]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR88; } else if (plr[myplr]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE88; } else if (plr[myplr]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE88; } else if (plr[myplr]._pClass == PC_MONK) { sfxdnum = PS_MONK88; } else if (plr[myplr]._pClass == PC_BARD) { sfxdnum = PS_ROGUE88; } else if (plr[myplr]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR88; } } 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 == TRUE) { sfxdelay = 10; if (plr[myplr]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR87; } else if (plr[myplr]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE87; } else if (plr[myplr]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE87; } else if (plr[myplr]._pClass == PC_MONK) { sfxdnum = PS_MONK87; } else if (plr[myplr]._pClass == PC_BARD) { sfxdnum = PS_ROGUE87; } else if (plr[myplr]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR87; } } } if (plr[pnum].HoldItem.IDidx == IDI_ARMOFVAL && quests[Q_BLOOD]._qactive == QUEST_ACTIVE) { quests[Q_BLOOD]._qactive = QUEST_DONE; sfxdelay = 20; if (plr[myplr]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR91; } else if (plr[myplr]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE91; } else if (plr[myplr]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE91; } else if (plr[myplr]._pClass == PC_MONK) { sfxdnum = PS_MONK91; } else if (plr[myplr]._pClass == PC_BARD) { sfxdnum = PS_ROGUE91; } else if (plr[myplr]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR91; } } if (plr[pnum].HoldItem.IDidx == IDI_MAPOFDOOM) { quests[Q_GRAVE]._qlog = FALSE; quests[Q_GRAVE]._qactive = QUEST_ACTIVE; quests[Q_GRAVE]._qvar1 = 1; sfxdelay = 10; if (plr[myplr]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR79; } else if (plr[myplr]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE79; } else if (plr[myplr]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE79; } else if (plr[myplr]._pClass == PC_MONK) { sfxdnum = PS_MONK79; } else if (plr[myplr]._pClass == PC_BARD) { sfxdnum = PS_ROGUE79; } else if (plr[myplr]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR79; } } if (plr[pnum].HoldItem.IDidx == IDI_NOTE1 || plr[pnum].HoldItem.IDidx == IDI_NOTE2 || plr[pnum].HoldItem.IDidx == IDI_NOTE3) { int mask, idx, item_num; int n1, n2, n3; ItemStruct tmp; mask = 0; idx = plr[pnum].HoldItem.IDidx; if (PlrHasItem(pnum, IDI_NOTE1, &n1) || idx == IDI_NOTE1) mask = 1; if (PlrHasItem(pnum, IDI_NOTE2, &n2) || idx == IDI_NOTE2) mask |= 2; if (PlrHasItem(pnum, IDI_NOTE3, &n3) || idx == IDI_NOTE3) mask |= 4; if (mask == 7) { sfxdelay = 10; if (plr[myplr]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR46; } else if (plr[myplr]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE46; } else if (plr[myplr]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE46; } else if (plr[myplr]._pClass == PC_MONK) { sfxdnum = PS_MONK46; } else if (plr[myplr]._pClass == PC_BARD) { sfxdnum = PS_ROGUE46; } else if (plr[myplr]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR46; } switch (idx) { case IDI_NOTE1: PlrHasItem(pnum, IDI_NOTE2, &n2); RemoveInvItem(pnum, n2); PlrHasItem(pnum, IDI_NOTE3, &n3); RemoveInvItem(pnum, n3); break; case IDI_NOTE2: PlrHasItem(pnum, IDI_NOTE1, &n1); RemoveInvItem(pnum, n1); PlrHasItem(pnum, IDI_NOTE3, &n3); RemoveInvItem(pnum, n3); break; case IDI_NOTE3: PlrHasItem(pnum, IDI_NOTE1, &n1); RemoveInvItem(pnum, n1); PlrHasItem(pnum, IDI_NOTE2, &n2); RemoveInvItem(pnum, 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->_ix][item->_iy] = 0; if (currlevel == 21 & item->_ix == CornerStone.x && item->_iy == CornerStone.y) { CornerStone.item._itype = ITYPE_NONE; CornerStone.item._iSelFlag = 0; CornerStone.item._ix = 0; CornerStone.item._iy = 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->_ix][item->_iy] == 0) return; if (myplr == pnum && pcurs >= CURSOR_FIRSTITEM) NetSendCmdPItem(TRUE, CMD_SYNCPUTITEM, plr[myplr]._px, plr[myplr]._py); item->_iCreateInfo &= ~CF_PREGEN; plr[pnum].HoldItem = *item; CheckQuestItem(pnum); CheckBookLevel(pnum); CheckItemStats(pnum); bool cursor_updated = false; if (gbIsHellfire && plr[pnum].HoldItem._itype == ITYPE_GOLD && GoldAutoPlace(pnum)) cursor_updated = true; CleanupItems(item, ii); pcursitem = -1; if (!cursor_updated) SetCursor_(plr[pnum].HoldItem._iCurs + CURSOR_FIRSTITEM); } void AutoGetItem(int pnum, ItemStruct *item, int ii) { int i, idx; int w, h; BOOL done; if (pcurs != CURSOR_HAND) { return; } if (dropGoldFlag) { dropGoldFlag = FALSE; dropGoldValue = 0; } if (dItem[item->_ix][item->_iy] == 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(&plr[pnum].HoldItem, ii); return; } if (pnum == myplr) { if (plr[pnum]._pClass == PC_WARRIOR) { PlaySFX(PS_WARR14); } else if (plr[pnum]._pClass == PC_ROGUE) { PlaySFX(PS_ROGUE14); } else if (plr[pnum]._pClass == PC_SORCERER) { PlaySFX(PS_MAGE14); } else if (plr[pnum]._pClass == PC_MONK) { PlaySFX(PS_MONK14); } else if (plr[pnum]._pClass == PC_BARD) { PlaySFX(PS_ROGUE14); } else if (plr[pnum]._pClass == PC_BARBARIAN) { PlaySFX(PS_WARR14); } } plr[pnum].HoldItem = *item; RespawnItem(item, TRUE); NetSendCmdPItem(TRUE, CMD_RESPAWNITEM, item->_ix, item->_iy); plr[pnum].HoldItem._itype = ITYPE_NONE; } int FindGetItem(int idx, WORD ci, int iseed) { if (numitems <= 0) return -1; int ii; int i = 0; while (1) { 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, WORD ci, int iseed) { int i, 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() { int dir; if (numitems >= MAXITEMS) return FALSE; dir = GetDirection(plr[myplr]._px, plr[myplr]._py, cursmx, cursmy); if (CanPut(plr[myplr]._px + offset_x[dir], plr[myplr]._py + offset_y[dir])) { return TRUE; } dir = (dir - 1) & 7; if (CanPut(plr[myplr]._px + offset_x[dir], plr[myplr]._py + offset_y[dir])) { return TRUE; } dir = (dir + 2) & 7; if (CanPut(plr[myplr]._px + offset_x[dir], plr[myplr]._py + offset_y[dir])) { return TRUE; } return CanPut(plr[myplr]._px, plr[myplr]._py); } void DrawInvMsg(const char *msg) { DWORD dwTicks; dwTicks = SDL_GetTicks(); if (dwTicks - sgdwLastTime >= 5000) { sgdwLastTime = dwTicks; ErrorPlrMsg(msg); } } int InvPutItem(int pnum, int x, int y) { BOOL done; int d; int i, j, l; int xx, yy; int xp, yp; if (numitems >= MAXITEMS) return -1; d = GetDirection(plr[pnum]._px, plr[pnum]._py, x, y); xx = x - plr[pnum]._px; yy = y - plr[pnum]._py; if (abs(xx) > 1 || abs(yy) > 1) { x = plr[pnum]._px + offset_x[d]; y = plr[pnum]._py + offset_y[d]; } if (!CanPut(x, y)) { d = (d - 1) & 7; x = plr[pnum]._px + offset_x[d]; y = plr[pnum]._py + offset_y[d]; if (!CanPut(x, y)) { d = (d + 2) & 7; x = plr[pnum]._px + offset_x[d]; y = plr[pnum]._py + offset_y[d]; if (!CanPut(x, y)) { done = FALSE; for (l = 1; l < 50 && !done; l++) { for (j = -l; j <= l && !done; j++) { yp = j + plr[pnum]._py; for (i = -l; i <= l && !done; i++) { xp = i + plr[pnum]._px; if (CanPut(xp, yp)) { done = TRUE; x = xp; y = yp; } } } } if (!done) return -1; } } } if (currlevel == 0) { yp = cursmy; xp = cursmx; if (plr[pnum].HoldItem._iCurs == ICURS_RUNE_BOMB && xp >= 79 && xp <= 82 && yp >= 61 && yp <= 64) { NetSendCmdLocParam2(0, CMD_OPENHIVE, plr[pnum]._px, plr[pnum]._py, xx, yy); quests[Q_FARMER]._qactive = 3; 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 = 3; if (gbIsMultiplayer) { NetSendCmdQuest(TRUE, Q_GRAVE); } return -1; } } assert(CanPut(x, y)); int ii = AllocateItem(); dItem[x][y] = ii + 1; items[ii] = plr[pnum].HoldItem; items[ii]._ix = x; items[ii]._iy = y; RespawnItem(&items[ii], TRUE); if (currlevel == 21 && x == CornerStone.x && y == CornerStone.y) { CornerStone.item = items[ii]; InitQTextMsg(TEXT_CORNSTN); quests[Q_CORNSTN]._qlog = 0; quests[Q_CORNSTN]._qactive = QUEST_DONE; } NewCursor(CURSOR_HAND); return ii; } int SyncPutItem(int pnum, int x, int y, int idx, WORD 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) { BOOL done; int d; int i, j, l; int xx, yy; int xp, yp; if (numitems >= MAXITEMS) return -1; d = GetDirection(plr[pnum]._px, plr[pnum]._py, x, y); xx = x - plr[pnum]._px; yy = y - plr[pnum]._py; if (abs(xx) > 1 || abs(yy) > 1) { x = plr[pnum]._px + offset_x[d]; y = plr[pnum]._py + offset_y[d]; } if (!CanPut(x, y)) { d = (d - 1) & 7; x = plr[pnum]._px + offset_x[d]; y = plr[pnum]._py + offset_y[d]; if (!CanPut(x, y)) { d = (d + 2) & 7; x = plr[pnum]._px + offset_x[d]; y = plr[pnum]._py + offset_y[d]; if (!CanPut(x, y)) { done = FALSE; for (l = 1; l < 50 && !done; l++) { for (j = -l; j <= l && !done; j++) { yp = j + plr[pnum]._py; for (i = -l; i <= l && !done; i++) { xp = i + plr[pnum]._px; if (CanPut(xp, yp)) { done = TRUE; x = xp; y = yp; } } } } if (!done) return -1; } } } CanPut(x, y); int ii = AllocateItem(); dItem[x][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]._ix = x; items[ii]._iy = y; RespawnItem(&items[ii], TRUE); if (currlevel == 21 && x == CornerStone.x && y == CornerStone.y) { CornerStone.item = items[ii]; InitQTextMsg(TEXT_CORNSTN); quests[Q_CORNSTN]._qlog = 0; quests[Q_CORNSTN]._qactive = QUEST_DONE; } return ii; } char CheckInvHLight() { int r, ii, nGold; ItemStruct *pi; PlayerStruct *p; char rv; 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; rv = -1; infoclr = COL_WHITE; pi = NULL; 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 == PC_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, "%i gold %s", nGold, get_pieces_str(nGold)); } else { if (pi->_iMagical == ITEM_QUALITY_MAGIC) { infoclr = COL_BLUE; } else if (pi->_iMagical == ITEM_QUALITY_UNIQUE) { infoclr = COL_GOLD; } strcpy(infostr, pi->_iName); if (pi->_iIdentified) { strcpy(infostr, pi->_iIName); PrintItemDetails(pi); } else { 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) { RemoveInvItem(pnum, i); CalcPlrScrolls(pnum); 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); CalcPlrScrolls(pnum); 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 ) && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iSpell == plr[pnum]._pRSpell && plr[pnum].InvBody[INVLOC_HAND_LEFT]._iCharges > 0) { plr[pnum].InvBody[INVLOC_HAND_LEFT]._iCharges--; CalcPlrStaff(pnum); } } BOOL UseStaff() { if (pcurs == CURSOR_HAND) { if (!plr[myplr].InvBody[INVLOC_HAND_LEFT].isEmpty() && (plr[myplr].InvBody[INVLOC_HAND_LEFT]._iMiscId == IMISC_STAFF || plr[myplr].InvBody[INVLOC_HAND_LEFT]._iMiscId == IMISC_UNIQUE) && plr[myplr].InvBody[INVLOC_HAND_LEFT]._iSpell == plr[myplr]._pRSpell && plr[myplr].InvBody[INVLOC_HAND_LEFT]._iCharges > 0) { return TRUE; } } return FALSE; } void StartGoldDrop() { initialDropGoldIndex = pcursinvitem; if (pcursinvitem <= INVITEM_INV_LAST) initialDropGoldValue = plr[myplr].InvList[pcursinvitem - INVITEM_INV_FIRST]._ivalue; else initialDropGoldValue = plr[myplr].SpdList[pcursinvitem - INVITEM_BELT_FIRST]._ivalue; dropGoldFlag = TRUE; dropGoldValue = 0; if (talkflag) control_reset_talk(); } BOOL UseInvItem(int pnum, int cii) { int c, idata; ItemStruct *Item; BOOL speedlist; if (plr[pnum]._pInvincible && plr[pnum]._pHitPoints == 0 && pnum == myplr) return TRUE; if (pcurs != CURSOR_HAND) return TRUE; if (stextflag != STORE_NONE) 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: sfxdelay = 10; if (plr[pnum]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR95; } else if (plr[pnum]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE95; } else if (plr[pnum]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE95; } else if (plr[pnum]._pClass == PC_MONK) { sfxdnum = PS_MONK95; } else if (plr[pnum]._pClass == PC_BARD) { sfxdnum = PS_ROGUE95; } else if (plr[pnum]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR95; } return TRUE; case IDI_FUNGALTM: PlaySFX(IS_IBOOK); sfxdelay = 10; if (plr[pnum]._pClass == PC_WARRIOR) { sfxdnum = PS_WARR29; } else if (plr[pnum]._pClass == PC_ROGUE) { sfxdnum = PS_ROGUE29; } else if (plr[pnum]._pClass == PC_SORCERER) { sfxdnum = PS_MAGE29; } else if (plr[pnum]._pClass == PC_MONK) { sfxdnum = PS_MONK29; } else if (plr[pnum]._pClass == PC_BARD) { sfxdnum = PS_ROGUE29; } else if (plr[pnum]._pClass == PC_BARBARIAN) { sfxdnum = PS_WARR29; } return TRUE; } if (!AllItemsList[Item->IDidx].iUsable) return FALSE; if (!Item->_iStatFlag) { if (plr[pnum]._pClass == PC_WARRIOR) { PlaySFX(PS_WARR13); } else if (plr[pnum]._pClass == PC_ROGUE) { PlaySFX(PS_ROGUE13); } else if (plr[pnum]._pClass == PC_SORCERER) { PlaySFX(PS_MAGE13); } else if (plr[pnum]._pClass == PC_MONK) { PlaySFX(PS_MONK13); } else if (plr[pnum]._pClass == PC_BARD) { PlaySFX(PS_ROGUE13); } else if (plr[pnum]._pClass == PC_BARBARIAN) { PlaySFX(PS_WARR13); } 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; } else { 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; } RemoveInvItem(pnum, 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 == 0) 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