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