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2168 lines
63 KiB
2168 lines
63 KiB
/** |
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* @file inv.cpp |
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* |
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* Implementation of player inventory. |
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*/ |
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#include <utility> |
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|
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#include <algorithm> |
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#include <fmt/format.h> |
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#include "cursor.h" |
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#include "engine/cel_sprite.hpp" |
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#include "engine/load_cel.hpp" |
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#include "engine/render/cel_render.hpp" |
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#include "engine/render/text_render.hpp" |
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#include "engine/size.hpp" |
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#include "hwcursor.hpp" |
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#include "minitext.h" |
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#include "options.h" |
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#include "plrmsg.h" |
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#include "stores.h" |
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#include "towners.h" |
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#include "utils/language.h" |
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#include "utils/sdl_geometry.h" |
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#include "utils/stdcompat/optional.hpp" |
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namespace devilution { |
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bool invflag; |
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bool drawsbarflag; |
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|
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/** |
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* Maps from inventory slot to screen position. The inventory slots are |
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* arranged as follows: |
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* 00 01 |
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* 02 03 06 |
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* |
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* 07 08 19 20 13 14 |
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* 09 10 21 22 15 16 |
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* 11 12 23 24 17 18 |
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* |
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* 04 05 |
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* |
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* 25 26 27 28 29 30 31 32 33 34 |
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* 35 36 37 38 39 40 41 42 43 44 |
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* 45 46 47 48 49 50 51 52 53 54 |
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* 55 56 57 58 59 60 61 62 63 64 |
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* |
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* 65 66 67 68 69 70 71 72 |
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* @see graphics/inv/inventory.png |
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*/ |
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const Point InvRect[] = { |
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// clang-format off |
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// X, Y |
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{ 132, 31 }, // helmet |
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{ 160, 31 }, // helmet |
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{ 132, 59 }, // helmet |
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{ 160, 59 }, // helmet |
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{ 45, 205 }, // left ring |
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{ 247, 205 }, // right ring |
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{ 204, 59 }, // amulet |
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{ 17, 104 }, // left hand |
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{ 46, 104 }, // left hand |
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{ 17, 132 }, // left hand |
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{ 46, 132 }, // left hand |
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{ 17, 160 }, // left hand |
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{ 46, 160 }, // left hand |
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{ 247, 104 }, // right hand |
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{ 276, 104 }, // right hand |
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{ 247, 132 }, // right hand |
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{ 276, 132 }, // right hand |
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{ 247, 160 }, // right hand |
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{ 276, 160 }, // right hand |
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{ 132, 104 }, // chest |
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{ 160, 104 }, // chest |
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{ 132, 132 }, // chest |
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{ 160, 132 }, // chest |
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{ 132, 160 }, // chest |
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{ 160, 160 }, // chest |
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{ 17, 250 }, // inv row 1 |
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{ 46, 250 }, // inv row 1 |
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{ 75, 250 }, // inv row 1 |
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{ 104, 250 }, // inv row 1 |
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{ 133, 250 }, // inv row 1 |
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{ 162, 250 }, // inv row 1 |
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{ 191, 250 }, // inv row 1 |
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{ 220, 250 }, // inv row 1 |
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{ 249, 250 }, // inv row 1 |
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{ 278, 250 }, // inv row 1 |
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{ 17, 279 }, // inv row 2 |
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{ 46, 279 }, // inv row 2 |
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{ 75, 279 }, // inv row 2 |
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{ 104, 279 }, // inv row 2 |
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{ 133, 279 }, // inv row 2 |
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{ 162, 279 }, // inv row 2 |
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{ 191, 279 }, // inv row 2 |
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{ 220, 279 }, // inv row 2 |
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{ 249, 279 }, // inv row 2 |
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{ 278, 279 }, // inv row 2 |
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{ 17, 308 }, // inv row 3 |
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{ 46, 308 }, // inv row 3 |
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{ 75, 308 }, // inv row 3 |
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{ 104, 308 }, // inv row 3 |
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{ 133, 308 }, // inv row 3 |
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{ 162, 308 }, // inv row 3 |
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{ 191, 308 }, // inv row 3 |
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{ 220, 308 }, // inv row 3 |
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{ 249, 308 }, // inv row 3 |
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{ 278, 308 }, // inv row 3 |
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{ 17, 337 }, // inv row 4 |
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{ 46, 337 }, // inv row 4 |
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{ 75, 337 }, // inv row 4 |
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{ 104, 337 }, // inv row 4 |
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{ 133, 337 }, // inv row 4 |
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{ 162, 337 }, // inv row 4 |
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{ 191, 337 }, // inv row 4 |
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{ 220, 337 }, // inv row 4 |
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{ 249, 337 }, // inv row 4 |
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{ 278, 337 }, // inv row 4 |
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{ 205, 33 }, // belt |
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{ 234, 33 }, // belt |
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{ 263, 33 }, // belt |
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{ 292, 33 }, // belt |
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{ 321, 33 }, // belt |
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{ 350, 33 }, // belt |
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{ 379, 33 }, // belt |
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{ 408, 33 } // belt |
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// clang-format on |
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}; |
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namespace { |
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std::optional<CelSprite> pInvCels; |
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void InvDrawSlotBack(const Surface &out, Point targetPosition, Size size) |
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{ |
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SDL_Rect srcRect = MakeSdlRect(0, 0, size.width, size.height); |
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out.Clip(&srcRect, &targetPosition); |
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if (size.width <= 0 || size.height <= 0) |
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return; |
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std::uint8_t *dst = &out[targetPosition]; |
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const auto dstPitch = out.pitch(); |
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for (int hgt = size.height; hgt != 0; hgt--, dst -= dstPitch + size.width) { |
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for (int wdt = size.width; wdt != 0; wdt--) { |
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std::uint8_t pix = *dst; |
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if (pix >= PAL16_BLUE) { |
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if (pix <= PAL16_BLUE + 15) |
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pix -= PAL16_BLUE - PAL16_BEIGE; |
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else if (pix >= PAL16_GRAY) |
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pix -= PAL16_GRAY - PAL16_BEIGE; |
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} |
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*dst++ = pix; |
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} |
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} |
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} |
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/** |
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* @brief Adds an item to a player's InvGrid array |
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* @param invGridIndex Item's position in InvGrid (this should be the item's topleft grid tile) |
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* @param invListIndex The item's InvList index (it's expected this already has +1 added to it since InvGrid can't store a 0 index) |
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* @param itemSize Size of item |
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*/ |
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void AddItemToInvGrid(Player &player, int invGridIndex, int invListIndex, Size itemSize) |
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{ |
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const int pitch = 10; |
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for (int y = 0; y < itemSize.height; y++) { |
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for (int x = 0; x < itemSize.width; x++) { |
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if (x == 0 && y == itemSize.height - 1) |
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player.InvGrid[invGridIndex + x] = invListIndex; |
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else |
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player.InvGrid[invGridIndex + x] = -invListIndex; |
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} |
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invGridIndex += pitch; |
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} |
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} |
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/** |
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* @brief Gets the size, in inventory cells, of the given item. |
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* @param item The item whose size is to be determined. |
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* @return The size, in inventory cells, of the item. |
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*/ |
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Size GetInventorySize(const ItemStruct &item) |
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{ |
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int itemSizeIndex = item._iCurs + CURSOR_FIRSTITEM; |
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auto size = GetInvItemSize(itemSizeIndex); |
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return { size.width / InventorySlotSizeInPixels.width, size.height / InventorySlotSizeInPixels.height }; |
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} |
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/** |
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* @brief Checks whether the given item can fit in a belt slot (i.e. the item's size in inventory cells is 1x1). |
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* @param item The item to be checked. |
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* @return 'True' in case the item can fit a belt slot and 'False' otherwise. |
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*/ |
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bool FitsInBeltSlot(const ItemStruct &item) |
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{ |
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return GetInventorySize(item) == Size { 1, 1 }; |
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} |
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/** |
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* @brief Checks whether the given item can be placed on the belt. Takes item size as well as characteristics into account. Items |
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* that cannot be placed on the belt have to be placed in the inventory instead. |
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* @param item The item to be checked. |
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* @return 'True' in case the item can be placed on the belt and 'False' otherwise. |
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*/ |
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bool CanBePlacedOnBelt(const ItemStruct &item) |
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{ |
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return FitsInBeltSlot(item) |
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&& item._itype != ITYPE_GOLD |
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&& item._iStatFlag |
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&& AllItemsList[item.IDidx].iUsable; |
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} |
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/** |
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* @brief Checks whether the given item can be equipped. Since this overload doesn't take player information, it only considers |
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* general aspects about the item, like if its requirements are met and if the item's target location is valid for the body. |
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* @param item The item to check. |
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* @return 'True' in case the item could be equipped in a player, and 'False' otherwise. |
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*/ |
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bool CanEquip(const ItemStruct &item) |
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{ |
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return item.isEquipment() |
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&& item._iStatFlag; |
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} |
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/** |
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* @brief A specialized version of 'CanEquip(int, ItemStruct&, int)' that specifically checks whether the item can be equipped |
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* in one/both of the player's hands. |
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* @param player The player whose inventory will be checked for compatibility with the item. |
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* @param item The item to check. |
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* @return 'True' if the player can currently equip the item in either one of his hands (i.e. the required hands are empty and |
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* allow the item), and 'False' otherwise. |
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*/ |
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bool CanWield(Player &player, const ItemStruct &item) |
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{ |
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if (!CanEquip(item) || (item._iLoc != ILOC_ONEHAND && item._iLoc != ILOC_TWOHAND)) |
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return false; |
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ItemStruct &leftHandItem = player.InvBody[INVLOC_HAND_LEFT]; |
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ItemStruct &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT]; |
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if (leftHandItem.isEmpty() && rightHandItem.isEmpty()) { |
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return true; |
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} |
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if (!leftHandItem.isEmpty() && !rightHandItem.isEmpty()) { |
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return false; |
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} |
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ItemStruct &occupiedHand = !leftHandItem.isEmpty() ? leftHandItem : rightHandItem; |
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// Barbarian can wield two handed swords and maces in one hand, so we allow equiping any sword/mace as long as his occupied |
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// hand has a shield (i.e. no dual wielding allowed) |
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if (player._pClass == HeroClass::Barbarian) { |
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if (occupiedHand._itype == ITYPE_SHIELD && (item._itype == ITYPE_SWORD || item._itype == ITYPE_MACE)) |
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return true; |
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} |
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// Bard can dual wield swords and maces, so we allow equiping one-handed weapons in her free slot as long as her occupied |
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// slot is another one-handed weapon. |
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if (player._pClass == HeroClass::Bard) { |
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bool occupiedHandIsOneHandedSwordOrMace = occupiedHand._iLoc == ILOC_ONEHAND |
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&& (occupiedHand._itype == ITYPE_SWORD || occupiedHand._itype == ITYPE_MACE); |
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bool weaponToEquipIsOneHandedSwordOrMace = item._iLoc == ILOC_ONEHAND |
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&& (item._itype == ITYPE_SWORD || item._itype == ITYPE_MACE); |
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if (occupiedHandIsOneHandedSwordOrMace && weaponToEquipIsOneHandedSwordOrMace) { |
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return true; |
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} |
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} |
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return item._iLoc == ILOC_ONEHAND |
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&& occupiedHand._iLoc == ILOC_ONEHAND |
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&& item._iClass != occupiedHand._iClass; |
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} |
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/** |
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* @brief Checks whether the specified item can be equipped in the desired body location on the player. |
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* @param player The player whose inventory will be checked for compatibility with the item. |
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* @param item The item to check. |
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* @param bodyLocation The location in the inventory to be checked against. |
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* @return 'True' if the player can currently equip the item in the specified body location (i.e. the body location is empty and |
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* allows the item), and 'False' otherwise. |
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*/ |
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bool CanEquip(Player &player, const ItemStruct &item, inv_body_loc bodyLocation) |
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{ |
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if (!CanEquip(item) || player._pmode > PM_WALK3 || !player.InvBody[bodyLocation].isEmpty()) { |
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return false; |
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} |
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switch (bodyLocation) { |
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case INVLOC_AMULET: |
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return item._iLoc == ILOC_AMULET; |
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case INVLOC_CHEST: |
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return item._iLoc == ILOC_ARMOR; |
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case INVLOC_HAND_LEFT: |
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case INVLOC_HAND_RIGHT: |
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return CanWield(player, item); |
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case INVLOC_HEAD: |
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return item._iLoc == ILOC_HELM; |
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case INVLOC_RING_LEFT: |
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case INVLOC_RING_RIGHT: |
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return item._iLoc == ILOC_RING; |
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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 Automatically attempts to equip the specified item in a specific location in the player's body. |
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* @note On success, this will broadcast an equipment_change event to let other players know about the equipment change. |
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* @param playerId The player number whose inventory will be checked for compatibility with the item. |
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* @param item The item to equip. |
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* @param bodyLocation The location in the inventory where the item should be equipped. |
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* @param persistItem Indicates whether or not the item should be persisted in the player's body. Pass 'False' to check |
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* whether the player can equip the item but you don't want the item to actually be equipped. 'True' by default. |
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* @return 'True' if the item was equipped and 'False' otherwise. |
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*/ |
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bool AutoEquip(int playerId, const ItemStruct &item, inv_body_loc bodyLocation, bool persistItem) |
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{ |
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auto &player = Players[playerId]; |
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if (!CanEquip(player, item, bodyLocation)) { |
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return false; |
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} |
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if (persistItem) { |
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player.InvBody[bodyLocation] = item; |
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if (sgOptions.Audio.bAutoEquipSound && playerId == MyPlayerId) { |
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PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]); |
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} |
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NetSendCmdChItem(false, bodyLocation); |
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CalcPlrInv(player, true); |
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} |
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return true; |
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} |
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int SwapItem(ItemStruct *a, ItemStruct *b) |
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{ |
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std::swap(*a, *b); |
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return b->_iCurs + CURSOR_FIRSTITEM; |
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} |
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void CheckInvPaste(int pnum, Point cursorPosition) |
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{ |
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auto &player = Players[pnum]; |
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SetICursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
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int i = cursorPosition.x + (IsHardwareCursor() ? 0 : (icursW / 2)); |
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int j = cursorPosition.y + (IsHardwareCursor() ? 0 : (icursH / 2)); |
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Size itemSize { icursW28, icursH28 }; |
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bool done = false; |
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int r = 0; |
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for (; r < NUM_XY_SLOTS && !done; r++) { |
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int xo = RightPanel.position.x; |
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int yo = RightPanel.position.y; |
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if (r >= SLOTXY_BELT_FIRST) { |
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xo = PANEL_LEFT; |
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yo = PANEL_TOP; |
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} |
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if (i >= InvRect[r].x + xo && i <= InvRect[r].x + xo + InventorySlotSizeInPixels.width) { |
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if (j >= InvRect[r].y + yo - InventorySlotSizeInPixels.height - 1 && j < InvRect[r].y + yo) { |
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done = true; |
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r--; |
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} |
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} |
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if (r == SLOTXY_CHEST_LAST) { |
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if ((itemSize.width & 1) == 0) |
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i -= INV_SLOT_HALF_SIZE_PX; |
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if ((itemSize.height & 1) == 0) |
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j -= INV_SLOT_HALF_SIZE_PX; |
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} |
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if (r == SLOTXY_INV_LAST && (itemSize.height & 1) == 0) |
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j += INV_SLOT_HALF_SIZE_PX; |
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} |
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if (!done) |
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return; |
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item_equip_type il = ILOC_UNEQUIPABLE; |
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if (r >= SLOTXY_HEAD_FIRST && r <= SLOTXY_HEAD_LAST) |
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il = ILOC_HELM; |
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if (r >= SLOTXY_RING_LEFT && r <= SLOTXY_RING_RIGHT) |
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il = ILOC_RING; |
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if (r == SLOTXY_AMULET) |
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il = ILOC_AMULET; |
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if (r >= SLOTXY_HAND_LEFT_FIRST && r <= SLOTXY_HAND_RIGHT_LAST) |
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il = ILOC_ONEHAND; |
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if (r >= SLOTXY_CHEST_FIRST && r <= SLOTXY_CHEST_LAST) |
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il = ILOC_ARMOR; |
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if (r >= SLOTXY_BELT_FIRST && r <= SLOTXY_BELT_LAST) |
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il = ILOC_BELT; |
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done = player.HoldItem._iLoc == il; |
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if (il == ILOC_ONEHAND && player.HoldItem._iLoc == ILOC_TWOHAND) { |
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if (player._pClass == HeroClass::Barbarian |
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&& (player.HoldItem._itype == ITYPE_SWORD || player.HoldItem._itype == ITYPE_MACE)) |
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il = ILOC_ONEHAND; |
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else |
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il = ILOC_TWOHAND; |
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done = true; |
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} |
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if (player.HoldItem._iLoc == ILOC_UNEQUIPABLE && il == ILOC_BELT) { |
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if (itemSize == Size { 1, 1 }) { |
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done = true; |
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if (!AllItemsList[player.HoldItem.IDidx].iUsable) |
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done = false; |
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if (!player.HoldItem._iStatFlag) |
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done = false; |
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if (player.HoldItem._itype == ITYPE_GOLD) |
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done = false; |
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} |
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} |
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|
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int8_t it = 0; |
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if (il == ILOC_UNEQUIPABLE) { |
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done = true; |
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int ii = r - SLOTXY_INV_FIRST; |
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if (player.HoldItem._itype == ITYPE_GOLD) { |
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if (player.InvGrid[ii] != 0) { |
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int8_t iv = player.InvGrid[ii]; |
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if (iv > 0) { |
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if (player.InvList[iv - 1]._itype != ITYPE_GOLD) { |
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it = iv; |
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} |
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} else { |
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it = -iv; |
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} |
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} |
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} else { |
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int yy = std::max(INV_ROW_SLOT_SIZE * ((ii / INV_ROW_SLOT_SIZE) - ((itemSize.height - 1) / 2)), 0); |
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for (j = 0; j < itemSize.height && done; j++) { |
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if (yy >= NUM_INV_GRID_ELEM) |
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done = false; |
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int xx = std::max((ii % INV_ROW_SLOT_SIZE) - ((itemSize.width - 1) / 2), 0); |
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for (i = 0; i < itemSize.width && done; i++) { |
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if (xx >= INV_ROW_SLOT_SIZE) { |
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done = false; |
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} else { |
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if (player.InvGrid[xx + yy] != 0) { |
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int8_t iv = abs(player.InvGrid[xx + yy]); |
|
if (it != 0) { |
|
if (it != iv) |
|
done = false; |
|
} else { |
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it = iv; |
|
} |
|
} |
|
} |
|
xx++; |
|
} |
|
yy += INV_ROW_SLOT_SIZE; |
|
} |
|
} |
|
} |
|
|
|
if (!done) |
|
return; |
|
|
|
if (il != ILOC_UNEQUIPABLE && il != ILOC_BELT && !player.HoldItem._iStatFlag) { |
|
done = false; |
|
player.Say(HeroSpeech::ICantUseThisYet); |
|
} |
|
|
|
if (!done) |
|
return; |
|
|
|
if (pnum == MyPlayerId) |
|
PlaySFX(ItemInvSnds[ItemCAnimTbl[player.HoldItem._iCurs]]); |
|
|
|
int cn = CURSOR_HAND; |
|
switch (il) { |
|
case ILOC_HELM: |
|
case ILOC_RING: |
|
case ILOC_AMULET: |
|
case ILOC_ARMOR: { |
|
auto iLocToInvLoc = [&r](item_equip_type loc) { |
|
switch (loc) { |
|
case ILOC_HELM: |
|
return INVLOC_HEAD; |
|
case ILOC_RING: |
|
return (r == SLOTXY_RING_LEFT ? INVLOC_RING_LEFT : INVLOC_RING_RIGHT); |
|
case ILOC_AMULET: |
|
return INVLOC_AMULET; |
|
case ILOC_ARMOR: |
|
return INVLOC_CHEST; |
|
default: |
|
app_fatal("Unexpected equipment type"); |
|
} |
|
}; |
|
inv_body_loc slot = iLocToInvLoc(il); |
|
NetSendCmdChItem(false, INVLOC_CHEST); |
|
if (player.InvBody[slot].isEmpty()) |
|
player.InvBody[slot] = player.HoldItem; |
|
else |
|
cn = SwapItem(&player.InvBody[slot], &player.HoldItem); |
|
break; |
|
} |
|
case ILOC_ONEHAND: |
|
if (r <= SLOTXY_HAND_LEFT_LAST) { |
|
if (player.InvBody[INVLOC_HAND_LEFT].isEmpty()) { |
|
if ((player.InvBody[INVLOC_HAND_RIGHT].isEmpty() || player.InvBody[INVLOC_HAND_RIGHT]._iClass != player.HoldItem._iClass) |
|
|| (player._pClass == HeroClass::Bard && player.InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON && player.HoldItem._iClass == ICLASS_WEAPON)) { |
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT); |
|
player.InvBody[INVLOC_HAND_LEFT] = player.HoldItem; |
|
} else { |
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_RIGHT], &player.HoldItem); |
|
} |
|
break; |
|
} |
|
if ((player.InvBody[INVLOC_HAND_RIGHT].isEmpty() || player.InvBody[INVLOC_HAND_RIGHT]._iClass != player.HoldItem._iClass) |
|
|| (player._pClass == HeroClass::Bard && player.InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON && player.HoldItem._iClass == ICLASS_WEAPON)) { |
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_LEFT], &player.HoldItem); |
|
break; |
|
} |
|
|
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_RIGHT], &player.HoldItem); |
|
break; |
|
} |
|
if (player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) { |
|
if ((player.InvBody[INVLOC_HAND_LEFT].isEmpty() || player.InvBody[INVLOC_HAND_LEFT]._iLoc != ILOC_TWOHAND) |
|
|| (player._pClass == HeroClass::Barbarian && (player.InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SWORD || player.InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_MACE))) { |
|
if ((player.InvBody[INVLOC_HAND_LEFT].isEmpty() || player.InvBody[INVLOC_HAND_LEFT]._iClass != player.HoldItem._iClass) |
|
|| (player._pClass == HeroClass::Bard && player.InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON && player.HoldItem._iClass == ICLASS_WEAPON)) { |
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT); |
|
player.InvBody[INVLOC_HAND_RIGHT] = player.HoldItem; |
|
break; |
|
} |
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_LEFT], &player.HoldItem); |
|
break; |
|
} |
|
NetSendCmdDelItem(false, INVLOC_HAND_LEFT); |
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT); |
|
SwapItem(&player.InvBody[INVLOC_HAND_RIGHT], &player.InvBody[INVLOC_HAND_LEFT]); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_RIGHT], &player.HoldItem); |
|
break; |
|
} |
|
|
|
if ((!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._iClass == player.HoldItem._iClass) |
|
&& !(player._pClass == HeroClass::Bard && player.InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON && player.HoldItem._iClass == ICLASS_WEAPON)) { |
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_LEFT], &player.HoldItem); |
|
break; |
|
} |
|
NetSendCmdChItem(false, INVLOC_HAND_RIGHT); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_RIGHT], &player.HoldItem); |
|
break; |
|
case ILOC_TWOHAND: |
|
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && !player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) { |
|
ItemStruct tempitem = player.HoldItem; |
|
if (player.InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD) |
|
player.HoldItem = player.InvBody[INVLOC_HAND_RIGHT]; |
|
else |
|
player.HoldItem = player.InvBody[INVLOC_HAND_LEFT]; |
|
if (pnum == MyPlayerId) |
|
NewCursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
|
else |
|
SetICursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
|
bool done2h = AutoPlaceItemInInventory(player, player.HoldItem, true); |
|
player.HoldItem = tempitem; |
|
if (pnum == MyPlayerId) |
|
NewCursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
|
else |
|
SetICursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
|
if (!done2h) |
|
return; |
|
|
|
if (player.InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD) |
|
player.InvBody[INVLOC_HAND_RIGHT]._itype = ITYPE_NONE; |
|
else |
|
player.InvBody[INVLOC_HAND_LEFT]._itype = ITYPE_NONE; |
|
} |
|
|
|
NetSendCmdDelItem(false, INVLOC_HAND_RIGHT); |
|
|
|
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() || !player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) { |
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT); |
|
if (player.InvBody[INVLOC_HAND_LEFT].isEmpty()) |
|
SwapItem(&player.InvBody[INVLOC_HAND_LEFT], &player.InvBody[INVLOC_HAND_RIGHT]); |
|
cn = SwapItem(&player.InvBody[INVLOC_HAND_LEFT], &player.HoldItem); |
|
} else { |
|
NetSendCmdChItem(false, INVLOC_HAND_LEFT); |
|
player.InvBody[INVLOC_HAND_LEFT] = player.HoldItem; |
|
} |
|
break; |
|
case ILOC_UNEQUIPABLE: |
|
if (player.HoldItem._itype == ITYPE_GOLD && it == 0) { |
|
int ii = r - SLOTXY_INV_FIRST; |
|
if (player.InvGrid[ii] > 0) { |
|
int invIndex = player.InvGrid[ii] - 1; |
|
int gt = player.InvList[invIndex]._ivalue; |
|
int ig = player.HoldItem._ivalue + gt; |
|
if (ig <= MaxGold) { |
|
player.InvList[invIndex]._ivalue = ig; |
|
player._pGold += player.HoldItem._ivalue; |
|
SetPlrHandGoldCurs(player.InvList[invIndex]); |
|
} else { |
|
ig = MaxGold - gt; |
|
player._pGold += ig; |
|
player.HoldItem._ivalue -= ig; |
|
player.InvList[invIndex]._ivalue = MaxGold; |
|
player.InvList[invIndex]._iCurs = ICURS_GOLD_LARGE; |
|
// BUGFIX: incorrect values here are leftover from beta (fixed) |
|
cn = GetGoldCursor(player.HoldItem._ivalue); |
|
cn += CURSOR_FIRSTITEM; |
|
} |
|
} else { |
|
int invIndex = player._pNumInv; |
|
player.InvList[invIndex] = player.HoldItem; |
|
player._pNumInv++; |
|
player.InvGrid[ii] = player._pNumInv; |
|
player._pGold += player.HoldItem._ivalue; |
|
SetPlrHandGoldCurs(player.InvList[invIndex]); |
|
} |
|
} else { |
|
if (it == 0) { |
|
player.InvList[player._pNumInv] = player.HoldItem; |
|
player._pNumInv++; |
|
it = player._pNumInv; |
|
} else { |
|
int invIndex = it - 1; |
|
if (player.HoldItem._itype == ITYPE_GOLD) |
|
player._pGold += player.HoldItem._ivalue; |
|
cn = SwapItem(&player.InvList[invIndex], &player.HoldItem); |
|
if (player.HoldItem._itype == ITYPE_GOLD) |
|
player._pGold = CalculateGold(player); |
|
for (auto &itemId : player.InvGrid) { |
|
if (itemId == it) |
|
itemId = 0; |
|
if (itemId == -it) |
|
itemId = 0; |
|
} |
|
} |
|
int ii = r - SLOTXY_INV_FIRST; |
|
|
|
// Calculate top-left position of item for InvGrid and then add item to InvGrid |
|
|
|
int xx = std::max(ii % INV_ROW_SLOT_SIZE - ((itemSize.width - 1) / 2), 0); |
|
int yy = std::max(INV_ROW_SLOT_SIZE * (ii / INV_ROW_SLOT_SIZE - ((itemSize.height - 1) / 2)), 0); |
|
AddItemToInvGrid(player, xx + yy, it, itemSize); |
|
} |
|
break; |
|
case ILOC_BELT: { |
|
int ii = r - SLOTXY_BELT_FIRST; |
|
if (player.SpdList[ii].isEmpty()) { |
|
player.SpdList[ii] = player.HoldItem; |
|
} else { |
|
cn = SwapItem(&player.SpdList[ii], &player.HoldItem); |
|
if (player.HoldItem._itype == ITYPE_GOLD) |
|
player._pGold = CalculateGold(player); |
|
} |
|
drawsbarflag = true; |
|
} break; |
|
case ILOC_NONE: |
|
case ILOC_INVALID: |
|
break; |
|
} |
|
CalcPlrInv(player, true); |
|
if (pnum == MyPlayerId) { |
|
if (cn == CURSOR_HAND && !IsHardwareCursor()) |
|
SetCursorPos(MousePosition.x + (cursW / 2), MousePosition.y + (cursH / 2)); |
|
NewCursor(cn); |
|
} |
|
} |
|
|
|
void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove) |
|
{ |
|
auto &player = Players[pnum]; |
|
|
|
if (player._pmode > PM_WALK3) { |
|
return; |
|
} |
|
|
|
if (dropGoldFlag) { |
|
dropGoldFlag = false; |
|
dropGoldValue = 0; |
|
} |
|
|
|
bool done = false; |
|
|
|
uint32_t r = 0; |
|
for (; r < NUM_XY_SLOTS; r++) { |
|
int xo = RightPanel.position.x; |
|
int yo = RightPanel.position.y; |
|
if (r >= SLOTXY_BELT_FIRST) { |
|
xo = PANEL_LEFT; |
|
yo = PANEL_TOP; |
|
} |
|
|
|
// check which inventory rectangle the mouse is in, if any |
|
if (cursorPosition.x >= InvRect[r].x + xo |
|
&& cursorPosition.x < InvRect[r].x + xo + (InventorySlotSizeInPixels.width + 1) |
|
&& cursorPosition.y >= InvRect[r].y + yo - (InventorySlotSizeInPixels.height + 1) |
|
&& cursorPosition.y < InvRect[r].y + yo) { |
|
done = true; |
|
break; |
|
} |
|
} |
|
|
|
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(player, 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(player, 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(player, 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(player, 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(player, 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(player, 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(player, holdItem, true); |
|
} |
|
|
|
if (!automaticMove || automaticallyMoved) { |
|
NetSendCmdDelItem(false, INVLOC_CHEST); |
|
chestItem._itype = ITYPE_NONE; |
|
} |
|
} |
|
|
|
if (r >= SLOTXY_INV_FIRST && r <= SLOTXY_INV_LAST) { |
|
int ig = r - SLOTXY_INV_FIRST; |
|
int8_t ii = player.InvGrid[ig]; |
|
if (ii != 0) { |
|
int iv = (ii < 0) ? -ii : ii; |
|
|
|
holdItem = player.InvList[iv - 1]; |
|
if (automaticMove) { |
|
if (CanBePlacedOnBelt(holdItem)) { |
|
automaticallyMoved = AutoPlaceItemInBelt(player, holdItem, true); |
|
} else { |
|
automaticallyMoved = automaticallyEquipped = AutoEquip(pnum, holdItem); |
|
} |
|
} |
|
|
|
if (!automaticMove || automaticallyMoved) { |
|
player.RemoveInvItem(iv - 1, false); |
|
} |
|
} |
|
} |
|
|
|
if (r >= SLOTXY_BELT_FIRST) { |
|
ItemStruct &beltItem = player.SpdList[r - SLOTXY_BELT_FIRST]; |
|
if (!beltItem.isEmpty()) { |
|
holdItem = beltItem; |
|
if (automaticMove) { |
|
automaticallyMoved = AutoPlaceItemInInventory(player, holdItem, true); |
|
} |
|
|
|
if (!automaticMove || automaticallyMoved) { |
|
beltItem._itype = ITYPE_NONE; |
|
drawsbarflag = true; |
|
} |
|
} |
|
} |
|
|
|
if (!holdItem.isEmpty()) { |
|
if (holdItem._itype == ITYPE_GOLD) { |
|
player._pGold = CalculateGold(player); |
|
} |
|
|
|
CalcPlrInv(player, true); |
|
CheckItemStats(player); |
|
|
|
if (pnum == MyPlayerId) { |
|
if (automaticallyEquipped) { |
|
PlaySFX(ItemInvSnds[ItemCAnimTbl[holdItem._iCurs]]); |
|
} else if (!automaticMove || automaticallyMoved) { |
|
PlaySFX(IS_IGRAB); |
|
} |
|
|
|
if (automaticMove) { |
|
if (!automaticallyMoved) { |
|
if (CanBePlacedOnBelt(holdItem) || automaticallyUnequip) { |
|
player.SaySpecific(HeroSpeech::IHaveNoRoom); |
|
} else { |
|
player.SaySpecific(HeroSpeech::ICantDoThat); |
|
} |
|
} |
|
|
|
holdItem._itype = ITYPE_NONE; |
|
} else { |
|
NewCursor(holdItem._iCurs + CURSOR_FIRSTITEM); |
|
if (!IsHardwareCursor()) { |
|
// For a hardware cursor, we set the "hot point" to the center of the item instead. |
|
SetCursorPos(cursorPosition.x - (cursW / 2), cursorPosition.y - (cursH / 2)); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void CheckBookLevel(Player &player) |
|
{ |
|
if (player.HoldItem._iMiscId != IMISC_BOOK) |
|
return; |
|
|
|
player.HoldItem._iMinMag = spelldata[player.HoldItem._iSpell].sMinInt; |
|
int8_t spellLevel = player._pSplLvl[player.HoldItem._iSpell]; |
|
while (spellLevel != 0) { |
|
player.HoldItem._iMinMag += 20 * player.HoldItem._iMinMag / 100; |
|
spellLevel--; |
|
if (player.HoldItem._iMinMag + 20 * player.HoldItem._iMinMag / 100 > 255) { |
|
player.HoldItem._iMinMag = -1; |
|
spellLevel = 0; |
|
} |
|
} |
|
} |
|
|
|
void CheckNaKrulNotes(Player &player) |
|
{ |
|
int idx = player.HoldItem.IDidx; |
|
_item_indexes notes[] = { IDI_NOTE1, IDI_NOTE2, IDI_NOTE3 }; |
|
|
|
if (idx != IDI_NOTE1 && idx != IDI_NOTE2 && idx != IDI_NOTE3) { |
|
return; |
|
} |
|
|
|
for (auto note : notes) { |
|
if (idx != note && !player.HasItem(note)) { |
|
return; // the player doesn't have all notes |
|
} |
|
} |
|
|
|
Players[MyPlayerId].Say(HeroSpeech::JustWhatIWasLookingFor, 10); |
|
|
|
for (auto note : notes) { |
|
if (idx != note) { |
|
player.TryRemoveInvItemById(note); |
|
} |
|
} |
|
|
|
int itemNum = ActiveItems[0]; |
|
ItemStruct tmp = Items[itemNum]; |
|
memset(&Items[itemNum], 0, sizeof(*Items)); |
|
GetItemAttrs(Items[itemNum], IDI_FULLNOTE, 16); |
|
SetupItem(Items[itemNum]); |
|
player.HoldItem = Items[itemNum]; |
|
Items[itemNum] = tmp; |
|
} |
|
|
|
void CheckQuestItem(Player &player) |
|
{ |
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
if (player.HoldItem.IDidx == IDI_OPTAMULET && Quests[Q_BLIND]._qactive == QUEST_ACTIVE) |
|
Quests[Q_BLIND]._qactive = QUEST_DONE; |
|
|
|
if (player.HoldItem.IDidx == IDI_MUSHROOM && Quests[Q_MUSHROOM]._qactive == QUEST_ACTIVE && Quests[Q_MUSHROOM]._qvar1 == QS_MUSHSPAWNED) { |
|
player.Say(HeroSpeech::NowThatsOneBigMushroom, 10); // BUGFIX: Voice for this quest might be wrong in MP |
|
Quests[Q_MUSHROOM]._qvar1 = QS_MUSHPICKED; |
|
} |
|
|
|
if (player.HoldItem.IDidx == IDI_ANVIL && Quests[Q_ANVIL]._qactive != QUEST_NOTAVAIL) { |
|
if (Quests[Q_ANVIL]._qactive == QUEST_INIT) { |
|
Quests[Q_ANVIL]._qactive = QUEST_ACTIVE; |
|
} |
|
if (Quests[Q_ANVIL]._qlog) { |
|
myPlayer.Say(HeroSpeech::INeedToGetThisToGriswold, 10); |
|
} |
|
} |
|
|
|
if (player.HoldItem.IDidx == IDI_GLDNELIX && Quests[Q_VEIL]._qactive != QUEST_NOTAVAIL) { |
|
myPlayer.Say(HeroSpeech::INeedToGetThisToLachdanan, 30); |
|
} |
|
|
|
if (player.HoldItem.IDidx == IDI_ROCK && Quests[Q_ROCK]._qactive != QUEST_NOTAVAIL) { |
|
if (Quests[Q_ROCK]._qactive == QUEST_INIT) { |
|
Quests[Q_ROCK]._qactive = QUEST_ACTIVE; |
|
} |
|
if (Quests[Q_ROCK]._qlog) { |
|
myPlayer.Say(HeroSpeech::ThisMustBeWhatGriswoldWanted, 10); |
|
} |
|
} |
|
|
|
if (player.HoldItem.IDidx == IDI_ARMOFVAL && Quests[Q_BLOOD]._qactive == QUEST_ACTIVE) { |
|
Quests[Q_BLOOD]._qactive = QUEST_DONE; |
|
myPlayer.Say(HeroSpeech::MayTheSpiritOfArkaineProtectMe, 20); |
|
} |
|
|
|
if (player.HoldItem.IDidx == IDI_MAPOFDOOM) { |
|
Quests[Q_GRAVE]._qlog = false; |
|
Quests[Q_GRAVE]._qactive = QUEST_ACTIVE; |
|
if (Quests[Q_GRAVE]._qvar1 != 1) { |
|
Players[MyPlayerId].Say(HeroSpeech::UhHuh, 10); |
|
Quests[Q_GRAVE]._qvar1 = 1; |
|
} |
|
} |
|
|
|
CheckNaKrulNotes(player); |
|
} |
|
|
|
void CleanupItems(ItemStruct *item, int ii) |
|
{ |
|
dItem[item->position.x][item->position.y] = 0; |
|
|
|
if (currlevel == 21 && item->position == CornerStone.position) { |
|
CornerStone.item._itype = ITYPE_NONE; |
|
CornerStone.item._iSelFlag = 0; |
|
CornerStone.item.position = { 0, 0 }; |
|
CornerStone.item._iAnimFlag = false; |
|
CornerStone.item._iIdentified = false; |
|
CornerStone.item._iPostDraw = false; |
|
} |
|
|
|
int i = 0; |
|
while (i < ActiveItemCount) { |
|
if (ActiveItems[i] == ii) { |
|
DeleteItem(ActiveItems[i], i); |
|
i = 0; |
|
continue; |
|
} |
|
|
|
i++; |
|
} |
|
} |
|
|
|
bool PutItem(Player &player, Point &position) |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) |
|
return false; |
|
|
|
Direction d = GetDirection(player.position.tile, position); |
|
|
|
if (position.WalkingDistance(player.position.tile) > 1) { |
|
position = player.position.tile + d; |
|
} |
|
if (CanPut(position)) |
|
return true; |
|
|
|
position = player.position.tile + left[d]; |
|
if (CanPut(position)) |
|
return true; |
|
|
|
position = player.position.tile + right[d]; |
|
if (CanPut(position)) |
|
return true; |
|
|
|
for (int l = 1; l < 50; l++) { |
|
for (int j = -l; j <= l; j++) { |
|
int yp = j + player.position.tile.y; |
|
for (int i = -l; i <= l; i++) { |
|
int xp = i + player.position.tile.x; |
|
if (!CanPut({ xp, yp })) |
|
continue; |
|
|
|
position = { xp, yp }; |
|
return true; |
|
} |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
bool CanUseStaff(ItemStruct &staff, spell_id spell) |
|
{ |
|
return !staff.isEmpty() |
|
&& (staff._iMiscId == IMISC_STAFF || staff._iMiscId == IMISC_UNIQUE) |
|
&& staff._iSpell == spell |
|
&& staff._iCharges > 0; |
|
} |
|
|
|
void StartGoldDrop() |
|
{ |
|
initialDropGoldIndex = pcursinvitem; |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
if (pcursinvitem <= INVITEM_INV_LAST) |
|
initialDropGoldValue = myPlayer.InvList[pcursinvitem - INVITEM_INV_FIRST]._ivalue; |
|
else |
|
initialDropGoldValue = myPlayer.SpdList[pcursinvitem - INVITEM_BELT_FIRST]._ivalue; |
|
|
|
dropGoldFlag = true; |
|
dropGoldValue = 0; |
|
|
|
if (talkflag) |
|
control_reset_talk(); |
|
} |
|
|
|
} // namespace |
|
|
|
void FreeInvGFX() |
|
{ |
|
pInvCels = std::nullopt; |
|
} |
|
|
|
void InitInv() |
|
{ |
|
switch (Players[MyPlayerId]._pClass) { |
|
case HeroClass::Warrior: |
|
case HeroClass::Barbarian: |
|
pInvCels = LoadCel("Data\\Inv\\Inv.CEL", SPANEL_WIDTH); |
|
break; |
|
case HeroClass::Rogue: |
|
case HeroClass::Bard: |
|
pInvCels = LoadCel("Data\\Inv\\Inv_rog.CEL", SPANEL_WIDTH); |
|
break; |
|
case HeroClass::Sorcerer: |
|
pInvCels = LoadCel("Data\\Inv\\Inv_Sor.CEL", SPANEL_WIDTH); |
|
break; |
|
case HeroClass::Monk: |
|
pInvCels = LoadCel(!gbIsSpawn ? "Data\\Inv\\Inv_Sor.CEL" : "Data\\Inv\\Inv.CEL", SPANEL_WIDTH); |
|
break; |
|
} |
|
|
|
invflag = false; |
|
drawsbarflag = false; |
|
} |
|
|
|
void DrawInv(const Surface &out) |
|
{ |
|
CelDrawTo(out, GetPanelPosition(UiPanels::Inventory, { 0, 351 }), *pInvCels, 1); |
|
|
|
Size slotSize[] = { |
|
{ 2, 2 }, //head |
|
{ 1, 1 }, //left ring |
|
{ 1, 1 }, //right ring |
|
{ 1, 1 }, //amulet |
|
{ 2, 3 }, //left hand |
|
{ 2, 3 }, //right hand |
|
{ 2, 3 }, // chest |
|
}; |
|
|
|
Point slotPos[] = { |
|
{ 133, 59 }, //head |
|
{ 48, 205 }, //left ring |
|
{ 249, 205 }, //right ring |
|
{ 205, 60 }, //amulet |
|
{ 17, 160 }, //left hand |
|
{ 248, 160 }, //right hand |
|
{ 133, 160 }, // chest |
|
}; |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
for (int slot = INVLOC_HEAD; slot < NUM_INVLOC; slot++) { |
|
if (!myPlayer.InvBody[slot].isEmpty()) { |
|
int screenX = slotPos[slot].x; |
|
int screenY = slotPos[slot].y; |
|
InvDrawSlotBack(out, GetPanelPosition(UiPanels::Inventory, { screenX, screenY }), { slotSize[slot].width * InventorySlotSizeInPixels.width, slotSize[slot].height * InventorySlotSizeInPixels.height }); |
|
|
|
int frame = myPlayer.InvBody[slot]._iCurs + CURSOR_FIRSTITEM; |
|
|
|
auto frameSize = GetInvItemSize(frame); |
|
|
|
// calc item offsets for weapons smaller than 2x3 slots |
|
if (slot == INVLOC_HAND_LEFT) { |
|
screenX += frameSize.width == InventorySlotSizeInPixels.width ? INV_SLOT_HALF_SIZE_PX : 0; |
|
screenY += frameSize.height == (3 * InventorySlotSizeInPixels.height) ? 0 : -INV_SLOT_HALF_SIZE_PX; |
|
} else if (slot == INVLOC_HAND_RIGHT) { |
|
screenX += frameSize.width == InventorySlotSizeInPixels.width ? (INV_SLOT_HALF_SIZE_PX - 1) : 1; |
|
screenY += frameSize.height == (3 * InventorySlotSizeInPixels.height) ? 0 : -INV_SLOT_HALF_SIZE_PX; |
|
} |
|
|
|
const auto &cel = GetInvItemSprite(frame); |
|
const int celFrame = GetInvItemFrame(frame); |
|
const Point position = GetPanelPosition(UiPanels::Inventory, { screenX, screenY }); |
|
|
|
if (pcursinvitem == slot) { |
|
CelBlitOutlineTo(out, GetOutlineColor(myPlayer.InvBody[slot], true), position, cel, celFrame, false); |
|
} |
|
|
|
CelDrawItem(myPlayer.InvBody[slot], out, position, cel, celFrame); |
|
|
|
if (slot == INVLOC_HAND_LEFT) { |
|
if (myPlayer.InvBody[slot]._iLoc == ILOC_TWOHAND) { |
|
if (myPlayer._pClass != HeroClass::Barbarian |
|
|| (myPlayer.InvBody[slot]._itype != ITYPE_SWORD |
|
&& myPlayer.InvBody[slot]._itype != ITYPE_MACE)) { |
|
InvDrawSlotBack(out, GetPanelPosition(UiPanels::Inventory, slotPos[INVLOC_HAND_RIGHT]), { slotSize[INVLOC_HAND_RIGHT].width * InventorySlotSizeInPixels.width, slotSize[INVLOC_HAND_RIGHT].height * InventorySlotSizeInPixels.height }); |
|
LightTableIndex = 0; |
|
cel_transparency_active = true; |
|
|
|
const int dstX = RightPanel.position.x + slotPos[INVLOC_HAND_RIGHT].x + (frameSize.width == InventorySlotSizeInPixels.width ? INV_SLOT_HALF_SIZE_PX : 0) - 1; |
|
const int dstY = RightPanel.position.y + slotPos[INVLOC_HAND_RIGHT].y; |
|
CelClippedBlitLightTransTo(out, { dstX, dstY }, cel, celFrame); |
|
|
|
cel_transparency_active = false; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
for (int i = 0; i < NUM_INV_GRID_ELEM; i++) { |
|
if (myPlayer.InvGrid[i] != 0) { |
|
InvDrawSlotBack( |
|
out, |
|
GetPanelPosition(UiPanels::Inventory, InvRect[i + SLOTXY_INV_FIRST]) + Displacement { 0, -1 }, |
|
InventorySlotSizeInPixels); |
|
} |
|
} |
|
|
|
for (int j = 0; j < NUM_INV_GRID_ELEM; j++) { |
|
if (myPlayer.InvGrid[j] > 0) { // first slot of an item |
|
int ii = myPlayer.InvGrid[j] - 1; |
|
int frame = myPlayer.InvList[ii]._iCurs + CURSOR_FIRSTITEM; |
|
|
|
const auto &cel = GetInvItemSprite(frame); |
|
const int celFrame = GetInvItemFrame(frame); |
|
const Point position = GetPanelPosition(UiPanels::Inventory, InvRect[j + SLOTXY_INV_FIRST]) + Displacement { 0, -1 }; |
|
if (pcursinvitem == ii + INVITEM_INV_FIRST) { |
|
CelBlitOutlineTo( |
|
out, |
|
GetOutlineColor(myPlayer.InvList[ii], true), |
|
position, |
|
cel, celFrame, false); |
|
} |
|
|
|
CelDrawItem( |
|
myPlayer.InvList[ii], |
|
out, |
|
position, |
|
cel, celFrame); |
|
} |
|
} |
|
} |
|
|
|
void DrawInvBelt(const Surface &out) |
|
{ |
|
if (talkflag) { |
|
return; |
|
} |
|
|
|
DrawPanelBox(out, { 205, 21, 232, 28 }, { PANEL_X + 205, PANEL_Y + 5 }); |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
for (int i = 0; i < MAXBELTITEMS; i++) { |
|
if (myPlayer.SpdList[i].isEmpty()) { |
|
continue; |
|
} |
|
|
|
const Point position { InvRect[i + SLOTXY_BELT_FIRST].x + PANEL_X, InvRect[i + SLOTXY_BELT_FIRST].y + PANEL_Y - 1 }; |
|
InvDrawSlotBack(out, position, InventorySlotSizeInPixels); |
|
int frame = myPlayer.SpdList[i]._iCurs + CURSOR_FIRSTITEM; |
|
|
|
const auto &cel = GetInvItemSprite(frame); |
|
const int celFrame = GetInvItemFrame(frame); |
|
|
|
if (pcursinvitem == i + INVITEM_BELT_FIRST) { |
|
if (!sgbControllerActive || invflag) { |
|
CelBlitOutlineTo(out, GetOutlineColor(myPlayer.SpdList[i], true), position, cel, celFrame, false); |
|
} |
|
} |
|
|
|
CelDrawItem(myPlayer.SpdList[i], out, position, cel, celFrame); |
|
|
|
if (AllItemsList[myPlayer.SpdList[i].IDidx].iUsable |
|
&& myPlayer.SpdList[i]._iStatFlag |
|
&& myPlayer.SpdList[i]._itype != ITYPE_GOLD) { |
|
snprintf(tempstr, sizeof(tempstr) / sizeof(*tempstr), "%i", i + 1); |
|
DrawString(out, tempstr, { position, InventorySlotSizeInPixels }, UiFlags::ColorSilver | UiFlags::AlignRight); |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* @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 player The player 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(Player &player, const ItemStruct &item, bool persistItem) |
|
{ |
|
if (!CanBePlacedOnBelt(item)) { |
|
return false; |
|
} |
|
|
|
for (auto &beltItem : player.SpdList) { |
|
if (beltItem.isEmpty()) { |
|
if (persistItem) { |
|
beltItem = item; |
|
player.CalcScrolls(); |
|
drawsbarflag = true; |
|
} |
|
|
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
/** |
|
* @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 playerId 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 playerId, const ItemStruct &item, bool persistItem) |
|
{ |
|
if (!CanEquip(item)) { |
|
return false; |
|
} |
|
|
|
for (int bodyLocation = INVLOC_HEAD; bodyLocation < NUM_INVLOC; bodyLocation++) { |
|
if (AutoEquip(playerId, item, (inv_body_loc)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 Player &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 != HeroClass::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 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(Player &player, const ItemStruct &item, bool persistItem) |
|
{ |
|
Size itemSize = GetInventorySize(item); |
|
|
|
if (itemSize.height == 1) { |
|
for (int i = 30; i <= 39; i++) { |
|
if (AutoPlaceItemInInventorySlot(player, i, item, persistItem)) |
|
return true; |
|
} |
|
for (int x = 9; x >= 0; x--) { |
|
for (int y = 2; y >= 0; y--) { |
|
if (AutoPlaceItemInInventorySlot(player, 10 * y + x, item, persistItem)) |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
if (itemSize.height == 2) { |
|
for (int x = 10 - itemSize.width; x >= 0; x -= itemSize.width) { |
|
for (int y = 0; y < 3; y++) { |
|
if (AutoPlaceItemInInventorySlot(player, 10 * y + x, item, persistItem)) |
|
return true; |
|
} |
|
} |
|
if (itemSize.width == 2) { |
|
for (int x = 7; x >= 0; x -= 2) { |
|
for (int y = 0; y < 3; y++) { |
|
if (AutoPlaceItemInInventorySlot(player, 10 * y + x, item, persistItem)) |
|
return true; |
|
} |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
if (itemSize == Size { 1, 3 }) { |
|
for (int i = 0; i < 20; i++) { |
|
if (AutoPlaceItemInInventorySlot(player, i, item, persistItem)) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
if (itemSize == Size { 2, 3 }) { |
|
for (int i = 0; i < 9; i++) { |
|
if (AutoPlaceItemInInventorySlot(player, i, item, persistItem)) |
|
return true; |
|
} |
|
|
|
for (int i = 10; i < 19; i++) { |
|
if (AutoPlaceItemInInventorySlot(player, i, item, persistItem)) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
app_fatal("Unknown item size: %ix%i", itemSize.width, itemSize.height); |
|
} |
|
|
|
/** |
|
* @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 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(Player &player, int slotIndex, const ItemStruct &item, bool persistItem) |
|
{ |
|
int yy = (slotIndex > 0) ? (10 * (slotIndex / 10)) : 0; |
|
|
|
Size itemSize = GetInventorySize(item); |
|
for (int j = 0; j < itemSize.height; j++) { |
|
if (yy >= NUM_INV_GRID_ELEM) { |
|
return false; |
|
} |
|
int xx = (slotIndex > 0) ? (slotIndex % 10) : 0; |
|
for (int i = 0; i < itemSize.width; i++) { |
|
if (xx >= 10 || player.InvGrid[xx + yy] != 0) { |
|
return false; |
|
} |
|
xx++; |
|
} |
|
yy += 10; |
|
} |
|
|
|
if (persistItem) { |
|
player.InvList[player._pNumInv] = player.HoldItem; |
|
player._pNumInv++; |
|
|
|
AddItemToInvGrid(player, slotIndex, player._pNumInv, itemSize); |
|
player.CalcScrolls(); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
bool GoldAutoPlace(Player &player) |
|
{ |
|
bool done = false; |
|
|
|
for (int i = 0; i < player._pNumInv && !done; i++) { |
|
if (player.InvList[i]._itype != ITYPE_GOLD) |
|
continue; |
|
if (player.InvList[i]._ivalue >= MaxGold) |
|
continue; |
|
|
|
player.InvList[i]._ivalue += player.HoldItem._ivalue; |
|
if (player.InvList[i]._ivalue > MaxGold) { |
|
player.HoldItem._ivalue = player.InvList[i]._ivalue - MaxGold; |
|
SetPlrHandGoldCurs(player.HoldItem); |
|
player.InvList[i]._ivalue = MaxGold; |
|
if (gbIsHellfire) |
|
GetPlrHandSeed(&player.HoldItem); |
|
} else { |
|
player.HoldItem._ivalue = 0; |
|
done = true; |
|
} |
|
|
|
SetPlrHandGoldCurs(player.InvList[i]); |
|
player._pGold = CalculateGold(player); |
|
} |
|
|
|
for (int i = 39; i >= 30 && !done; i--) { |
|
done = GoldAutoPlaceInInventorySlot(player, i); |
|
} |
|
for (int x = 9; x >= 0 && !done; x--) { |
|
for (int y = 2; y >= 0 && !done; y--) { |
|
done = GoldAutoPlaceInInventorySlot(player, 10 * y + x); |
|
} |
|
} |
|
|
|
return done; |
|
} |
|
|
|
bool GoldAutoPlaceInInventorySlot(Player &player, int slotIndex) |
|
{ |
|
if (player.InvGrid[slotIndex] != 0) { |
|
return false; |
|
} |
|
|
|
int ii = player._pNumInv; |
|
player.InvList[ii] = player.HoldItem; |
|
player._pNumInv++; |
|
player.InvGrid[slotIndex] = player._pNumInv; |
|
GetPlrHandSeed(&player.InvList[ii]); |
|
|
|
int gold = player.HoldItem._ivalue; |
|
if (gold > MaxGold) { |
|
gold -= MaxGold; |
|
player.HoldItem._ivalue = gold; |
|
GetPlrHandSeed(&player.HoldItem); |
|
player.InvList[ii]._ivalue = MaxGold; |
|
return false; |
|
} |
|
|
|
player.HoldItem._ivalue = 0; |
|
player._pGold = CalculateGold(player); |
|
NewCursor(CURSOR_HAND); |
|
|
|
return true; |
|
} |
|
|
|
void CheckInvSwap(Player &player, BYTE bLoc, int idx, uint16_t wCI, int seed, bool bId, uint32_t dwBuff) |
|
{ |
|
auto &item = Items[MAXITEMS]; |
|
memset(&item, 0, sizeof(item)); |
|
RecreateItem(item, idx, wCI, seed, 0, (dwBuff & CF_HELLFIRE) != 0); |
|
|
|
player.HoldItem = item; |
|
|
|
if (bId) { |
|
player.HoldItem._iIdentified = true; |
|
} |
|
|
|
if (bLoc < NUM_INVLOC) { |
|
player.InvBody[bLoc] = player.HoldItem; |
|
|
|
if (bLoc == INVLOC_HAND_LEFT && player.HoldItem._iLoc == ILOC_TWOHAND) { |
|
player.InvBody[INVLOC_HAND_RIGHT]._itype = ITYPE_NONE; |
|
} else if (bLoc == INVLOC_HAND_RIGHT && player.HoldItem._iLoc == ILOC_TWOHAND) { |
|
player.InvBody[INVLOC_HAND_LEFT]._itype = ITYPE_NONE; |
|
} |
|
} |
|
|
|
CalcPlrInv(player, true); |
|
} |
|
|
|
void inv_update_rem_item(Player &player, BYTE iv) |
|
{ |
|
if (iv < NUM_INVLOC) { |
|
player.InvBody[iv]._itype = ITYPE_NONE; |
|
} |
|
|
|
CalcPlrInv(player, player._pmode != PM_DEATH); |
|
} |
|
|
|
void CheckInvItem(bool isShiftHeld) |
|
{ |
|
if (pcurs >= CURSOR_FIRSTITEM) { |
|
CheckInvPaste(MyPlayerId, MousePosition); |
|
} else { |
|
CheckInvCut(MyPlayerId, MousePosition, isShiftHeld); |
|
} |
|
} |
|
|
|
/** |
|
* Check for interactions with belt |
|
*/ |
|
void CheckInvScrn(bool isShiftHeld) |
|
{ |
|
if (MousePosition.x > 190 + PANEL_LEFT && MousePosition.x < 437 + PANEL_LEFT |
|
&& MousePosition.y > PANEL_TOP && MousePosition.y < 33 + PANEL_TOP) { |
|
CheckInvItem(isShiftHeld); |
|
} |
|
} |
|
|
|
void CheckItemStats(Player &player) |
|
{ |
|
ItemStruct &item = player.HoldItem; |
|
|
|
item._iStatFlag = false; |
|
|
|
if (player._pStrength >= item._iMinStr |
|
&& player._pMagic >= item._iMinMag |
|
&& player._pDexterity >= item._iMinDex) { |
|
item._iStatFlag = true; |
|
} |
|
} |
|
|
|
void InvGetItem(int pnum, ItemStruct *item, int ii) |
|
{ |
|
if (dropGoldFlag) { |
|
dropGoldFlag = false; |
|
dropGoldValue = 0; |
|
} |
|
|
|
if (dItem[item->position.x][item->position.y] == 0) |
|
return; |
|
|
|
auto &player = Players[pnum]; |
|
|
|
if (MyPlayerId == pnum && pcurs >= CURSOR_FIRSTITEM) |
|
NetSendCmdPItem(true, CMD_SYNCPUTITEM, player.position.tile); |
|
|
|
item->_iCreateInfo &= ~CF_PREGEN; |
|
player.HoldItem = *item; |
|
CheckQuestItem(player); |
|
CheckBookLevel(player); |
|
CheckItemStats(player); |
|
bool cursorUpdated = false; |
|
if (player.HoldItem._itype == ITYPE_GOLD && GoldAutoPlace(player)) |
|
cursorUpdated = true; |
|
CleanupItems(item, ii); |
|
pcursitem = -1; |
|
if (!cursorUpdated) |
|
NewCursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
|
} |
|
|
|
void AutoGetItem(int pnum, ItemStruct *item, int ii) |
|
{ |
|
bool done; |
|
|
|
if (pcurs != CURSOR_HAND) { |
|
return; |
|
} |
|
|
|
if (dropGoldFlag) { |
|
dropGoldFlag = false; |
|
dropGoldValue = 0; |
|
} |
|
|
|
if (dItem[item->position.x][item->position.y] == 0) |
|
return; |
|
|
|
auto &player = Players[pnum]; |
|
|
|
item->_iCreateInfo &= ~CF_PREGEN; |
|
player.HoldItem = *item; /// BUGFIX: overwrites cursor item, allowing for belt dupe bug |
|
CheckQuestItem(player); |
|
CheckBookLevel(player); |
|
CheckItemStats(player); |
|
SetICursor(player.HoldItem._iCurs + CURSOR_FIRSTITEM); |
|
if (player.HoldItem._itype == ITYPE_GOLD) { |
|
done = GoldAutoPlace(player); |
|
if (!done) { |
|
item->_ivalue = player.HoldItem._ivalue; |
|
SetPlrHandGoldCurs(*item); |
|
} |
|
} else { |
|
done = AutoEquipEnabled(player, player.HoldItem) && AutoEquip(pnum, player.HoldItem); |
|
if (!done) { |
|
done = AutoPlaceItemInBelt(player, player.HoldItem, true); |
|
} |
|
if (!done) { |
|
done = AutoPlaceItemInInventory(player, player.HoldItem, true); |
|
} |
|
} |
|
|
|
if (done) { |
|
CleanupItems(&Items[ii], ii); |
|
return; |
|
} |
|
|
|
if (pnum == MyPlayerId) { |
|
player.Say(HeroSpeech::ICantCarryAnymore); |
|
} |
|
player.HoldItem = *item; |
|
RespawnItem(item, true); |
|
NetSendCmdPItem(true, CMD_RESPAWNITEM, item->position); |
|
player.HoldItem._itype = ITYPE_NONE; |
|
} |
|
|
|
int FindGetItem(int idx, uint16_t ci, int iseed) |
|
{ |
|
if (ActiveItemCount <= 0) |
|
return -1; |
|
|
|
int ii; |
|
int i = 0; |
|
while (true) { |
|
ii = ActiveItems[i]; |
|
if (Items[ii].IDidx == idx && Items[ii]._iSeed == iseed && Items[ii]._iCreateInfo == ci) |
|
break; |
|
|
|
i++; |
|
|
|
if (i >= ActiveItemCount) |
|
return -1; |
|
} |
|
|
|
return ii; |
|
} |
|
|
|
void SyncGetItem(Point position, int idx, uint16_t ci, int iseed) |
|
{ |
|
int ii; |
|
|
|
if (dItem[position.x][position.y] != 0) { |
|
ii = dItem[position.x][position.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(Point position) |
|
{ |
|
if (dItem[position.x][position.y] != 0) |
|
return false; |
|
if (nSolidTable[dPiece[position.x][position.y]]) |
|
return false; |
|
|
|
if (dObject[position.x][position.y] != 0) { |
|
if (Objects[dObject[position.x][position.y] > 0 ? dObject[position.x][position.y] - 1 : -(dObject[position.x][position.y] + 1)]._oSolidFlag) |
|
return false; |
|
} |
|
|
|
int8_t oi = dObject[position.x + 1][position.y + 1]; |
|
if (oi > 0 && Objects[oi - 1]._oSelFlag != 0) { |
|
return false; |
|
} |
|
if (oi < 0 && Objects[-(oi + 1)]._oSelFlag != 0) { |
|
return false; |
|
} |
|
|
|
oi = dObject[position.x + 1][position.y]; |
|
if (oi > 0) { |
|
int8_t oi2 = dObject[position.x][position.y + 1]; |
|
if (oi2 > 0 && Objects[oi - 1]._oSelFlag != 0 && Objects[oi2 - 1]._oSelFlag != 0) |
|
return false; |
|
} |
|
|
|
if (currlevel == 0 && dMonster[position.x][position.y] != 0) |
|
return false; |
|
if (currlevel == 0 && dMonster[position.x + 1][position.y + 1] != 0) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
bool TryInvPut() |
|
{ |
|
if (ActiveItemCount >= MAXITEMS) |
|
return false; |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
Direction dir = GetDirection(myPlayer.position.tile, { cursmx, cursmy }); |
|
if (CanPut(myPlayer.position.tile + dir)) { |
|
return true; |
|
} |
|
|
|
if (CanPut(myPlayer.position.tile + left[dir])) { |
|
return true; |
|
} |
|
|
|
if (CanPut(myPlayer.position.tile + right[dir])) { |
|
return true; |
|
} |
|
|
|
return CanPut(myPlayer.position.tile); |
|
} |
|
|
|
int InvPutItem(Player &player, Point position) |
|
{ |
|
if (!PutItem(player, position)) |
|
return -1; |
|
|
|
if (currlevel == 0) { |
|
int yp = cursmy; |
|
int xp = cursmx; |
|
if (player.HoldItem._iCurs == ICURS_RUNE_BOMB && xp >= 79 && xp <= 82 && yp >= 61 && yp <= 64) { |
|
Displacement relativePosition = position - player.position.tile; |
|
NetSendCmdLocParam2(false, CMD_OPENHIVE, player.position.tile, relativePosition.deltaX, relativePosition.deltaY); |
|
auto &quest = Quests[Q_FARMER]; |
|
quest._qactive = QUEST_DONE; |
|
if (gbIsMultiplayer) { |
|
NetSendCmdQuest(true, quest); |
|
return -1; |
|
} |
|
return -1; |
|
} |
|
if (player.HoldItem.IDidx == IDI_MAPOFDOOM && xp >= 35 && xp <= 38 && yp >= 20 && yp <= 24) { |
|
NetSendCmd(false, CMD_OPENCRYPT); |
|
auto &quest = Quests[Q_GRAVE]; |
|
quest._qactive = QUEST_DONE; |
|
if (gbIsMultiplayer) { |
|
NetSendCmdQuest(true, quest); |
|
} |
|
return -1; |
|
} |
|
} |
|
|
|
assert(CanPut(position)); |
|
|
|
int ii = AllocateItem(); |
|
|
|
dItem[position.x][position.y] = ii + 1; |
|
Items[ii] = player.HoldItem; |
|
Items[ii].position = position; |
|
RespawnItem(&Items[ii], true); |
|
|
|
if (currlevel == 21 && position == CornerStone.position) { |
|
CornerStone.item = Items[ii]; |
|
InitQTextMsg(TEXT_CORNSTN); |
|
Quests[Q_CORNSTN]._qlog = false; |
|
Quests[Q_CORNSTN]._qactive = QUEST_DONE; |
|
} |
|
|
|
NewCursor(CURSOR_HAND); |
|
return ii; |
|
} |
|
|
|
int SyncPutItem(Player &player, Point position, int idx, uint16_t icreateinfo, int iseed, int id, int dur, int mdur, int ch, int mch, int ivalue, uint32_t ibuff, int toHit, int maxDam, int minStr, int minMag, int minDex, int ac) |
|
{ |
|
if (!PutItem(player, position)) |
|
return -1; |
|
|
|
assert(CanPut(position)); |
|
|
|
int ii = AllocateItem(); |
|
auto &item = Items[ii]; |
|
|
|
dItem[position.x][position.y] = ii + 1; |
|
|
|
if (idx == IDI_EAR) { |
|
RecreateEar(item, icreateinfo, iseed, id, dur, mdur, ch, mch, ivalue, ibuff); |
|
} else { |
|
RecreateItem(item, idx, icreateinfo, iseed, ivalue, (ibuff & CF_HELLFIRE) != 0); |
|
if (id != 0) |
|
item._iIdentified = true; |
|
item._iDurability = dur; |
|
item._iMaxDur = mdur; |
|
item._iCharges = ch; |
|
item._iMaxCharges = mch; |
|
item._iPLToHit = toHit; |
|
item._iMaxDam = maxDam; |
|
item._iMinStr = minStr; |
|
item._iMinMag = minMag; |
|
item._iMinDex = minDex; |
|
item._iAC = ac; |
|
item.dwBuff = ibuff; |
|
} |
|
|
|
item.position = position; |
|
RespawnItem(&Items[ii], true); |
|
|
|
if (currlevel == 21 && position == CornerStone.position) { |
|
CornerStone.item = Items[ii]; |
|
InitQTextMsg(TEXT_CORNSTN); |
|
Quests[Q_CORNSTN]._qlog = false; |
|
Quests[Q_CORNSTN]._qactive = QUEST_DONE; |
|
} |
|
return ii; |
|
} |
|
|
|
int8_t CheckInvHLight() |
|
{ |
|
int8_t r = 0; |
|
for (; r < NUM_XY_SLOTS; r++) { |
|
int xo = RightPanel.position.x; |
|
int yo = RightPanel.position.y; |
|
if (r >= SLOTXY_BELT_FIRST) { |
|
xo = PANEL_LEFT; |
|
yo = PANEL_TOP; |
|
} |
|
|
|
if (MousePosition.x >= InvRect[r].x + xo |
|
&& MousePosition.x < InvRect[r].x + xo + (InventorySlotSizeInPixels.width + 1) |
|
&& MousePosition.y >= InvRect[r].y + yo - (InventorySlotSizeInPixels.height + 1) |
|
&& MousePosition.y < InvRect[r].y + yo) { |
|
break; |
|
} |
|
} |
|
|
|
if (r >= NUM_XY_SLOTS) |
|
return -1; |
|
|
|
int8_t rv = -1; |
|
InfoColor = UiFlags::ColorSilver; |
|
ItemStruct *pi = nullptr; |
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
ClearPanel(); |
|
if (r >= SLOTXY_HEAD_FIRST && r <= SLOTXY_HEAD_LAST) { |
|
rv = INVLOC_HEAD; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else if (r == SLOTXY_RING_LEFT) { |
|
rv = INVLOC_RING_LEFT; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else if (r == SLOTXY_RING_RIGHT) { |
|
rv = INVLOC_RING_RIGHT; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else if (r == SLOTXY_AMULET) { |
|
rv = INVLOC_AMULET; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else if (r >= SLOTXY_HAND_LEFT_FIRST && r <= SLOTXY_HAND_LEFT_LAST) { |
|
rv = INVLOC_HAND_LEFT; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else if (r >= SLOTXY_HAND_RIGHT_FIRST && r <= SLOTXY_HAND_RIGHT_LAST) { |
|
pi = &myPlayer.InvBody[INVLOC_HAND_LEFT]; |
|
if (pi->isEmpty() || pi->_iLoc != ILOC_TWOHAND |
|
|| (myPlayer._pClass == HeroClass::Barbarian && (myPlayer.InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SWORD || myPlayer.InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_MACE))) { |
|
rv = INVLOC_HAND_RIGHT; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else { |
|
rv = INVLOC_HAND_LEFT; |
|
} |
|
} else if (r >= SLOTXY_CHEST_FIRST && r <= SLOTXY_CHEST_LAST) { |
|
rv = INVLOC_CHEST; |
|
pi = &myPlayer.InvBody[rv]; |
|
} else if (r >= SLOTXY_INV_FIRST && r <= SLOTXY_INV_LAST) { |
|
int8_t itemId = abs(myPlayer.InvGrid[r - SLOTXY_INV_FIRST]); |
|
if (itemId == 0) |
|
return -1; |
|
int ii = itemId - 1; |
|
rv = ii + INVITEM_INV_FIRST; |
|
pi = &myPlayer.InvList[ii]; |
|
} else if (r >= SLOTXY_BELT_FIRST) { |
|
r -= SLOTXY_BELT_FIRST; |
|
drawsbarflag = true; |
|
pi = &myPlayer.SpdList[r]; |
|
if (pi->isEmpty()) |
|
return -1; |
|
rv = r + INVITEM_BELT_FIRST; |
|
} |
|
|
|
if (pi->isEmpty()) |
|
return -1; |
|
|
|
if (pi->_itype == ITYPE_GOLD) { |
|
int nGold = pi->_ivalue; |
|
strcpy(infostr, fmt::format(ngettext("{:d} gold piece", "{:d} gold pieces", nGold), nGold).c_str()); |
|
} else { |
|
InfoColor = pi->getTextColor(); |
|
if (pi->_iIdentified) { |
|
strcpy(infostr, pi->_iIName); |
|
PrintItemDetails(pi); |
|
} else { |
|
strcpy(infostr, pi->_iName); |
|
PrintItemDur(pi); |
|
} |
|
} |
|
|
|
return rv; |
|
} |
|
|
|
void RemoveScroll(Player &player) |
|
{ |
|
for (int i = 0; i < player._pNumInv; i++) { |
|
if (!player.InvList[i].isEmpty() |
|
&& (player.InvList[i]._iMiscId == IMISC_SCROLL || player.InvList[i]._iMiscId == IMISC_SCROLLT) |
|
&& player.InvList[i]._iSpell == player._pRSpell) { |
|
player.RemoveInvItem(i); |
|
player.CalcScrolls(); |
|
return; |
|
} |
|
} |
|
for (int i = 0; i < MAXBELTITEMS; i++) { |
|
if (!player.SpdList[i].isEmpty() |
|
&& (player.SpdList[i]._iMiscId == IMISC_SCROLL || player.SpdList[i]._iMiscId == IMISC_SCROLLT) |
|
&& player.SpdList[i]._iSpell == player._pSpell) { |
|
player.RemoveSpdBarItem(i); |
|
player.CalcScrolls(); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
bool UseScroll() |
|
{ |
|
if (pcurs != CURSOR_HAND) |
|
return false; |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
if (leveltype == DTYPE_TOWN && !spelldata[myPlayer._pRSpell].sTownSpell) |
|
return false; |
|
|
|
for (int i = 0; i < myPlayer._pNumInv; i++) { |
|
if (!myPlayer.InvList[i].isEmpty() |
|
&& (myPlayer.InvList[i]._iMiscId == IMISC_SCROLL || myPlayer.InvList[i]._iMiscId == IMISC_SCROLLT) |
|
&& myPlayer.InvList[i]._iSpell == myPlayer._pRSpell) { |
|
return true; |
|
} |
|
} |
|
for (auto &item : myPlayer.SpdList) { |
|
if (!item.isEmpty() |
|
&& (item._iMiscId == IMISC_SCROLL || item._iMiscId == IMISC_SCROLLT) |
|
&& item._iSpell == myPlayer._pRSpell) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
void UseStaffCharge(Player &player) |
|
{ |
|
auto &staff = player.InvBody[INVLOC_HAND_LEFT]; |
|
|
|
if (!CanUseStaff(staff, player._pRSpell)) |
|
return; |
|
|
|
staff._iCharges--; |
|
CalcPlrStaff(player); |
|
} |
|
|
|
bool UseStaff() |
|
{ |
|
if (pcurs != CURSOR_HAND) { |
|
return false; |
|
} |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
return CanUseStaff(myPlayer.InvBody[INVLOC_HAND_LEFT], myPlayer._pRSpell); |
|
} |
|
|
|
bool UseInvItem(int pnum, int cii) |
|
{ |
|
int c; |
|
ItemStruct *item; |
|
|
|
auto &player = Players[pnum]; |
|
|
|
if (player._pInvincible && player._pHitPoints == 0 && pnum == MyPlayerId) |
|
return true; |
|
if (pcurs != CURSOR_HAND) |
|
return true; |
|
if (stextflag != STORE_NONE) |
|
return true; |
|
if (cii < INVITEM_INV_FIRST) |
|
return false; |
|
|
|
bool speedlist = false; |
|
if (cii <= INVITEM_INV_LAST) { |
|
c = cii - INVITEM_INV_FIRST; |
|
item = &player.InvList[c]; |
|
} else { |
|
if (talkflag) |
|
return true; |
|
c = cii - INVITEM_BELT_FIRST; |
|
item = &player.SpdList[c]; |
|
speedlist = true; |
|
} |
|
|
|
constexpr int SpeechDelay = 10; |
|
if (item->IDidx == IDI_MUSHROOM) { |
|
player.Say(HeroSpeech::NowThatsOneBigMushroom, SpeechDelay); |
|
return true; |
|
} |
|
if (item->IDidx == IDI_FUNGALTM) { |
|
PlaySFX(IS_IBOOK); |
|
player.Say(HeroSpeech::ThatDidntDoAnything, SpeechDelay); |
|
return true; |
|
} |
|
|
|
if (!AllItemsList[item->IDidx].iUsable) |
|
return false; |
|
|
|
if (!item->_iStatFlag) { |
|
player.Say(HeroSpeech::ICantUseThisYet); |
|
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; |
|
} |
|
|
|
int idata = ItemCAnimTbl[item->_iCurs]; |
|
if (item->_iMiscId == IMISC_BOOK) |
|
PlaySFX(IS_RBOOK); |
|
else if (pnum == MyPlayerId) |
|
PlaySFX(ItemInvSnds[idata]); |
|
|
|
UseItem(pnum, item->_iMiscId, item->_iSpell); |
|
|
|
if (speedlist) { |
|
if (player.SpdList[c]._iMiscId == IMISC_NOTE) { |
|
InitQTextMsg(TEXT_BOOK9); |
|
invflag = false; |
|
return true; |
|
} |
|
player.RemoveSpdBarItem(c); |
|
return true; |
|
} |
|
if (player.InvList[c]._iMiscId == IMISC_MAPOFDOOM) |
|
return true; |
|
if (player.InvList[c]._iMiscId == IMISC_NOTE) { |
|
InitQTextMsg(TEXT_BOOK9); |
|
invflag = false; |
|
return true; |
|
} |
|
player.RemoveInvItem(c); |
|
|
|
return true; |
|
} |
|
|
|
void DoTelekinesis() |
|
{ |
|
if (pcursobj != -1) |
|
NetSendCmdParam1(true, CMD_OPOBJT, pcursobj); |
|
if (pcursitem != -1) |
|
NetSendCmdGItem(true, CMD_REQUESTAGITEM, MyPlayerId, MyPlayerId, pcursitem); |
|
if (pcursmonst != -1) { |
|
auto &monter = Monsters[pcursmonst]; |
|
if (!M_Talker(monter) && monter.mtalkmsg == TEXT_NONE) |
|
NetSendCmdParam1(true, CMD_KNOCKBACK, pcursmonst); |
|
} |
|
NewCursor(CURSOR_HAND); |
|
} |
|
|
|
int CalculateGold(Player &player) |
|
{ |
|
int gold = 0; |
|
|
|
for (int i = 0; i < player._pNumInv; i++) { |
|
if (player.InvList[i]._itype == ITYPE_GOLD) |
|
gold += player.InvList[i]._ivalue; |
|
} |
|
|
|
return gold; |
|
} |
|
|
|
bool DropItemBeforeTrig() |
|
{ |
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if (!TryInvPut()) { |
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return false; |
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} |
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|
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NetSendCmdPItem(true, CMD_PUTITEM, { cursmx, cursmy }); |
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NewCursor(CURSOR_HAND); |
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return true; |
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} |
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|
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} // namespace devilution
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