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/**
* @file items.h
*
* Interface of item functionality.
*/
#pragma once
#include <cstdint>
#include "DiabloUI/ui_flags.hpp"
#include "engine.h"
#include "engine/animationinfo.h"
#include "engine/point.hpp"
#include "itemdat.h"
#include "monster.h"
#include "utils/stdcompat/optional.hpp"
#include "utils/string_or_view.hpp"
namespace devilution {
#define MAXITEMS 127
#define ITEMTYPES 43
#define GOLD_SMALL_LIMIT 1000
#define GOLD_MEDIUM_LIMIT 2500
#define GOLD_MAX_LIMIT 5000
// Item indestructible durability
#define DUR_INDESTRUCTIBLE 255
enum item_quality : uint8_t {
ITEM_QUALITY_NORMAL,
ITEM_QUALITY_MAGIC,
ITEM_QUALITY_UNIQUE,
};
enum _unique_items : int8_t {
UITEM_CLEAVER,
UITEM_SKCROWN,
UITEM_INFRARING,
UITEM_OPTAMULET,
UITEM_TRING,
UITEM_HARCREST,
UITEM_STEELVEIL,
UITEM_ARMOFVAL,
UITEM_GRISWOLD,
UITEM_BOVINE,
UITEM_RIFTBOW,
UITEM_NEEDLER,
UITEM_CELESTBOW,
UITEM_DEADLYHUNT,
UITEM_BOWOFDEAD,
UITEM_BLKOAKBOW,
UITEM_FLAMEDART,
UITEM_FLESHSTING,
UITEM_WINDFORCE,
UITEM_EAGLEHORN,
UITEM_GONNAGALDIRK,
UITEM_DEFENDER,
UITEM_GRYPHONCLAW,
UITEM_BLACKRAZOR,
UITEM_GIBBOUSMOON,
UITEM_ICESHANK,
UITEM_EXECUTIONER,
UITEM_BONESAW,
UITEM_SHADHAWK,
UITEM_WIZSPIKE,
UITEM_LGTSABRE,
UITEM_FALCONTALON,
UITEM_INFERNO,
UITEM_DOOMBRINGER,
UITEM_GRIZZLY,
UITEM_GRANDFATHER,
UITEM_MANGLER,
UITEM_SHARPBEAK,
UITEM_BLOODLSLAYER,
UITEM_CELESTAXE,
UITEM_WICKEDAXE,
UITEM_STONECLEAV,
UITEM_AGUHATCHET,
UITEM_HELLSLAYER,
UITEM_MESSERREAVER,
UITEM_CRACKRUST,
UITEM_JHOLMHAMM,
UITEM_CIVERBS,
UITEM_CELESTSTAR,
UITEM_BARANSTAR,
UITEM_GNARLROOT,
UITEM_CRANBASH,
UITEM_SCHAEFHAMM,
UITEM_DREAMFLANGE,
UITEM_STAFFOFSHAD,
UITEM_IMMOLATOR,
UITEM_STORMSPIRE,
UITEM_GLEAMSONG,
UITEM_THUNDERCALL,
UITEM_PROTECTOR,
UITEM_NAJPUZZLE,
UITEM_MINDCRY,
UITEM_RODOFONAN,
UITEM_SPIRITSHELM,
UITEM_THINKINGCAP,
UITEM_OVERLORDHELM,
UITEM_FOOLSCREST,
UITEM_GOTTERDAM,
UITEM_ROYCIRCLET,
UITEM_TORNFLESH,
UITEM_GLADBANE,
UITEM_RAINCLOAK,
UITEM_LEATHAUT,
UITEM_WISDWRAP,
UITEM_SPARKMAIL,
UITEM_SCAVCARAP,
UITEM_NIGHTSCAPE,
UITEM_NAJPLATE,
UITEM_DEMONSPIKE,
UITEM_DEFLECTOR,
UITEM_SKULLSHLD,
UITEM_DRAGONBRCH,
UITEM_BLKOAKSHLD,
UITEM_HOLYDEF,
UITEM_STORMSHLD,
UITEM_BRAMBLE,
UITEM_REGHA,
UITEM_BLEEDER,
UITEM_CONSTRICT,
UITEM_ENGAGE,
UITEM_INVALID = -1,
};
/*
First 5 bits store level
6th bit stores onlygood flag
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
8th bit stores uper1 flag - this is loot from normal monsters, which has 1% to become unique
9th bit stores info if item is unique
10th bit stores info if item is a basic one from Griswold
11th bit stores info if item is a premium one from Griswold
12th bit stores info if item is from Wirt
13th bit stores info if item is from Adria
14th bit stores info if item is from Pepin
15th bit stores pregen flag
combining CF_UPER15 and CF_UPER1 flags (CF_USEFUL) is used to mark potions and town portal scrolls created on the ground
CF_TOWN is combining all store flags and indicates if item has been bought from a NPC
*/
enum icreateinfo_flag {
// clang-format off
CF_LEVEL = (1 << 6) - 1,
CF_ONLYGOOD = 1 << 6,
CF_UPER15 = 1 << 7,
CF_UPER1 = 1 << 8,
CF_UNIQUE = 1 << 9,
CF_SMITH = 1 << 10,
CF_SMITHPREMIUM = 1 << 11,
CF_BOY = 1 << 12,
CF_WITCH = 1 << 13,
CF_HEALER = 1 << 14,
CF_PREGEN = 1 << 15,
CF_USEFUL = CF_UPER15 | CF_UPER1,
CF_TOWN = CF_SMITH | CF_SMITHPREMIUM | CF_BOY | CF_WITCH | CF_HEALER,
// clang-format on
};
enum icreateinfo_flag2 {
// clang-format off
CF_HELLFIRE = 1,
// clang-format on
};
// All item animation frames have this width.
constexpr int ItemAnimWidth = 96;
// Defined in player.h, forward declared here to allow for functions which operate in the context of a player.
struct Player;
struct Item {
/** Randomly generated identifier */
uint32_t _iSeed = 0;
uint16_t _iCreateInfo = 0;
ItemType _itype = ItemType::None;
bool _iAnimFlag = false;
Point position = { 0, 0 };
/*
* @brief Contains Information for current Animation
*/
AnimationInfo AnimInfo;
bool _iDelFlag = false; // set when item is flagged for deletion, deprecated in 1.02
uint8_t _iSelFlag = 0;
bool _iPostDraw = false;
bool _iIdentified = false;
item_quality _iMagical = ITEM_QUALITY_NORMAL;
char _iName[64] = {};
char _iIName[64] = {};
item_equip_type _iLoc = ILOC_NONE;
item_class _iClass = ICLASS_NONE;
uint8_t _iCurs = 0;
int _ivalue = 0;
int _iIvalue = 0;
uint8_t _iMinDam = 0;
uint8_t _iMaxDam = 0;
int16_t _iAC = 0;
ItemSpecialEffect _iFlags = ItemSpecialEffect::None;
item_misc_id _iMiscId = IMISC_NONE;
SpellID _iSpell = SpellID::Null;
_item_indexes IDidx = IDI_NONE;
int _iCharges = 0;
int _iMaxCharges = 0;
int _iDurability = 0;
int _iMaxDur = 0;
int16_t _iPLDam = 0;
int16_t _iPLToHit = 0;
int16_t _iPLAC = 0;
int16_t _iPLStr = 0;
int16_t _iPLMag = 0;
int16_t _iPLDex = 0;
int16_t _iPLVit = 0;
int16_t _iPLFR = 0;
int16_t _iPLLR = 0;
int16_t _iPLMR = 0;
int16_t _iPLMana = 0;
int16_t _iPLHP = 0;
int16_t _iPLDamMod = 0;
int16_t _iPLGetHit = 0;
int16_t _iPLLight = 0;
int8_t _iSplLvlAdd = 0;
bool _iRequest = false;
/** Unique item ID, used as an index into UniqueItemList */
int _iUid = 0;
int16_t _iFMinDam = 0;
int16_t _iFMaxDam = 0;
int16_t _iLMinDam = 0;
int16_t _iLMaxDam = 0;
int16_t _iPLEnAc = 0;
enum item_effect_type _iPrePower = IPL_INVALID;
enum item_effect_type _iSufPower = IPL_INVALID;
int _iVAdd1 = 0;
int _iVMult1 = 0;
int _iVAdd2 = 0;
int _iVMult2 = 0;
int8_t _iMinStr = 0;
uint8_t _iMinMag = 0;
int8_t _iMinDex = 0;
bool _iStatFlag = false;
ItemSpecialEffectHf _iDamAcFlags = ItemSpecialEffectHf::None;
uint32_t dwBuff = 0;
/**
* @brief Clears this item and returns the old value
*/
Item pop() &
{
Item temp = std::move(*this);
clear();
return temp;
}
/**
* @brief Resets the item so isEmpty() returns true without needing to reinitialise the whole object
*/
DVL_REINITIALIZES void clear()
{
this->_itype = ItemType::None;
}
/**
* @brief Checks whether this item is empty or not.
* @return 'True' in case the item is empty and 'False' otherwise.
*/
bool isEmpty() const
{
return this->_itype == ItemType::None;
}
/**
* @brief Checks whether this item is an equipment.
* @return 'True' in case the item is an equipment and 'False' otherwise.
*/
bool isEquipment() const
{
if (this->isEmpty()) {
return false;
}
switch (this->_iLoc) {
case ILOC_AMULET:
case ILOC_ARMOR:
case ILOC_HELM:
case ILOC_ONEHAND:
case ILOC_RING:
case ILOC_TWOHAND:
return true;
default:
return false;
}
}
/**
* @brief Checks whether this item is a weapon.
* @return 'True' in case the item is a weapon and 'False' otherwise.
*/
bool isWeapon() const
{
if (this->isEmpty()) {
return false;
}
switch (this->_itype) {
case ItemType::Axe:
case ItemType::Bow:
case ItemType::Mace:
case ItemType::Staff:
case ItemType::Sword:
return true;
default:
return false;
}
}
/**
* @brief Checks whether this item is an armor.
* @return 'True' in case the item is an armor and 'False' otherwise.
*/
bool isArmor() const
{
if (this->isEmpty()) {
return false;
}
switch (this->_itype) {
case ItemType::HeavyArmor:
case ItemType::LightArmor:
case ItemType::MediumArmor:
return true;
default:
return false;
}
}
/**
* @brief Checks whether this item is a helm.
* @return 'True' in case the item is a helm and 'False' otherwise.
*/
bool isHelm() const
{
return !this->isEmpty() && this->_itype == ItemType::Helm;
}
/**
* @brief Checks whether this item is a shield.
* @return 'True' in case the item is a shield and 'False' otherwise.
*/
bool isShield() const
{
return !this->isEmpty() && this->_itype == ItemType::Shield;
}
/**
* @brief Checks whether this item is a jewelry.
* @return 'True' in case the item is a jewelry and 'False' otherwise.
*/
bool isJewelry() const
{
if (this->isEmpty()) {
return false;
}
switch (this->_itype) {
case ItemType::Amulet:
case ItemType::Ring:
return true;
default:
return false;
}
}
[[nodiscard]] bool isScroll() const
{
return IsAnyOf(_iMiscId, IMISC_SCROLL, IMISC_SCROLLT);
}
[[nodiscard]] bool isScrollOf(SpellID spellId) const
{
return isScroll() && _iSpell == spellId;
}
[[nodiscard]] bool isRune() const
{
return _iMiscId > IMISC_RUNEFIRST && _iMiscId < IMISC_RUNELAST;
}
[[nodiscard]] bool isRuneOf(SpellID spellId) const
{
if (!isRune())
return false;
switch (_iMiscId) {
case IMISC_RUNEF:
return spellId == SpellID::RuneOfFire;
case IMISC_RUNEL:
return spellId == SpellID::RuneOfLight;
case IMISC_GR_RUNEL:
return spellId == SpellID::RuneOfNova;
case IMISC_GR_RUNEF:
return spellId == SpellID::RuneOfImmolation;
case IMISC_RUNES:
return spellId == SpellID::RuneOfStone;
default:
return false;
}
}
[[nodiscard]] bool isUsable() const;
[[nodiscard]] bool keyAttributesMatch(uint32_t seed, _item_indexes itemIndex, uint16_t createInfo) const
{
return _iSeed == seed && IDidx == itemIndex && _iCreateInfo == createInfo;
}
UiFlags getTextColor() const
{
switch (_iMagical) {
case ITEM_QUALITY_MAGIC:
return UiFlags::ColorBlue;
case ITEM_QUALITY_UNIQUE:
return UiFlags::ColorWhitegold;
default:
return UiFlags::ColorWhite;
}
}
UiFlags getTextColorWithStatCheck() const
{
if (!_iStatFlag)
return UiFlags::ColorRed;
return getTextColor();
}
/**
* @brief Sets the current Animation for the Item
* @param showAnimation Definies if the Animation (Flipping) is shown or if only the final Frame (item on the ground) is shown
*/
void setNewAnimation(bool showAnimation);
/**
* @brief If this item is a spell book, calculates the magic requirement to learn a new level, then for all items sets _iStatFlag
* @param player Player to compare stats against requirements
*/
void updateRequiredStatsCacheForPlayer(const Player &player);
/** @brief Returns the translated item name to display (respects identified flag) */
StringOrView getName() const;
};
struct ItemGetRecordStruct {
uint32_t nSeed;
uint16_t wCI;
int nIndex;
uint32_t dwTimestamp;
};
struct CornerStoneStruct {
Point position;
bool activated;
Item item;
bool isAvailable();
};
/** Contains the items on ground in the current game. */
extern Item Items[MAXITEMS + 1];
extern uint8_t ActiveItems[MAXITEMS];
extern uint8_t ActiveItemCount;
/** Contains the location of dropped items. */
extern int8_t dItem[MAXDUNX][MAXDUNY];
extern bool ShowUniqueItemInfoBox;
extern CornerStoneStruct CornerStone;
extern bool UniqueItemFlags[128];
uint8_t GetOutlineColor(const Item &item, bool checkReq);
bool IsItemAvailable(int i);
bool IsUniqueAvailable(int i);
void InitItemGFX();
void InitItems();
void CalcPlrItemVals(Player &player, bool Loadgfx);
void CalcPlrInv(Player &player, bool Loadgfx);
void InitializeItem(Item &item, _item_indexes itemData);
void GenerateNewSeed(Item &h);
int GetGoldCursor(int value);
/**
* @brief Update the gold cursor on the given gold item
* @param gold The item to update
*/
void SetPlrHandGoldCurs(Item &gold);
void CreatePlrItems(Player &player);
bool ItemSpaceOk(Point position);
int AllocateItem();
/**
* @brief Moves the item onto the floor of the current dungeon level
* @param item The source of the item data, should not be used after calling this function
* @param position Coordinates of the tile to place the item on
* @return The index assigned to the item
*/
uint8_t PlaceItemInWorld(Item &&item, WorldTilePosition position);
Point GetSuperItemLoc(Point position);
void GetItemAttrs(Item &item, _item_indexes itemData, int lvl);
void SetupItem(Item &item);
Item *SpawnUnique(_unique_items uid, Point position, std::optional<int> level = std::nullopt, bool sendmsg = true, bool exactPosition = false);
void SpawnItem(Monster &monster, Point position, bool sendmsg, bool spawn = false);
void CreateRndItem(Point position, bool onlygood, bool sendmsg, bool delta);
void CreateRndUseful(Point position, bool sendmsg);
void CreateTypeItem(Point position, bool onlygood, ItemType itemType, int imisc, bool sendmsg, bool delta, bool spawn = false);
void RecreateItem(const Player &player, Item &item, _item_indexes idx, uint16_t icreateinfo, uint32_t iseed, int ivalue, bool isHellfire);
void RecreateEar(Item &item, uint16_t ic, uint32_t iseed, uint8_t bCursval, string_view heroName);
void CornerstoneSave();
void CornerstoneLoad(Point position);
void SpawnQuestItem(_item_indexes itemid, Point position, int randarea, int selflag, bool sendmsg);
void SpawnRewardItem(_item_indexes itemid, Point position, bool sendmsg);
void SpawnMapOfDoom(Point position, bool sendmsg);
void SpawnRuneBomb(Point position, bool sendmsg);
void SpawnTheodore(Point position, bool sendmsg);
void RespawnItem(Item &item, bool FlipFlag);
void DeleteItem(int i);
void ProcessItems();
void FreeItemGFX();
void GetItemFrm(Item &item);
void GetItemStr(Item &item);
void CheckIdentify(Player &player, int cii);
void DoRepair(Player &player, int cii);
void DoRecharge(Player &player, int cii);
bool DoOil(Player &player, int cii);
[[nodiscard]] StringOrView PrintItemPower(char plidx, const Item &item);
void DrawUniqueInfo(const Surface &out);
void PrintItemDetails(const Item &item);
void PrintItemDur(const Item &item);
void UseItem(size_t pnum, item_misc_id Mid, SpellID spellID, int spellFrom);
bool UseItemOpensHive(const Item &item, Point position);
bool UseItemOpensGrave(const Item &item, Point position);
void SpawnSmith(int lvl);
void SpawnPremium(const Player &player);
void SpawnWitch(int lvl);
void SpawnBoy(int lvl);
void SpawnHealer(int lvl);
void MakeGoldStack(Item &goldItem, int value);
int ItemNoFlippy();
void CreateSpellBook(Point position, SpellID ispell, bool sendmsg, bool delta);
void CreateMagicArmor(Point position, ItemType itemType, int icurs, bool sendmsg, bool delta);
void CreateAmulet(Point position, int lvl, bool sendmsg, bool delta, bool spawn = false);
void CreateMagicWeapon(Point position, ItemType itemType, int icurs, bool sendmsg, bool delta);
bool GetItemRecord(uint32_t nSeed, uint16_t wCI, int nIndex);
void SetItemRecord(uint32_t nSeed, uint16_t wCI, int nIndex);
void PutItemRecord(uint32_t nSeed, uint16_t wCI, int nIndex);
/**
* @brief Resets item get records.
*/
void initItemGetRecords();
void RepairItem(Item &item, int lvl);
void RechargeItem(Item &item, Player &player);
bool ApplyOilToItem(Item &item, Player &player);
/**
* @brief Checks if the item is generated in vanilla hellfire. If yes it updates dwBuff to include CF_HELLFIRE.
*/
void UpdateHellfireFlag(Item &item, const char *identifiedItemName);
#ifdef _DEBUG
std::string DebugSpawnItem(std::string itemName);
std::string DebugSpawnUniqueItem(std::string itemName);
#endif
/* data */
extern int MaxGold;
extern int8_t ItemCAnimTbl[];
extern _sfx_id ItemInvSnds[];
} // namespace devilution