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/**
* @file inv.cpp
*
* Implementation of player inventory.
*/
#include <utility>
#include <algorithm>
#include <fmt/format.h>
#include "DiabloUI/ui_flags.hpp"
#include "controls/plrctrls.h"
#include "cursor.h"
#include "engine/cel_sprite.hpp"
#include "engine/load_cel.hpp"
#include "engine/render/cel_render.hpp"
#include "engine/render/text_render.hpp"
#include "engine/size.hpp"
#include "hwcursor.hpp"
#include "inv_iterators.hpp"
#include "levels/town.h"
#include "minitext.h"
#include "miniwin/miniwin.h"
#include "options.h"
#include "panels/ui_panels.hpp"
#include "plrmsg.h"
#include "qol/stash.h"
#include "stores.h"
#include "towners.h"
#include "utils/format_int.hpp"
#include "utils/language.h"
#include "utils/sdl_geometry.h"
#include "utils/stdcompat/optional.hpp"
#include "utils/str_cat.hpp"
#include "utils/utf8.hpp"
namespace devilution {
bool invflag;
bool drawsbarflag;
/**
* Maps from inventory slot to screen position. The inventory slots are
* arranged as follows:
*
* @code{.unparsed}
* 00 01
* 02 03 06
*
* 07 08 19 20 13 14
* 09 10 21 22 15 16
* 11 12 23 24 17 18
*
* 04 05
*
* 25 26 27 28 29 30 31 32 33 34
* 35 36 37 38 39 40 41 42 43 44
* 45 46 47 48 49 50 51 52 53 54
* 55 56 57 58 59 60 61 62 63 64
*
* 65 66 67 68 69 70 71 72
* @endcode
*/
const Point InvRect[] = {
// clang-format off
// X, Y
{ 132, 31 }, // helmet
{ 160, 31 }, // helmet
{ 132, 59 }, // helmet
{ 160, 59 }, // helmet
{ 45, 205 }, // left ring
{ 247, 205 }, // right ring
{ 204, 59 }, // amulet
{ 17, 104 }, // left hand
{ 46, 104 }, // left hand
{ 17, 132 }, // left hand
{ 46, 132 }, // left hand
{ 17, 160 }, // left hand
{ 46, 160 }, // left hand
{ 247, 104 }, // right hand
{ 276, 104 }, // right hand
{ 247, 132 }, // right hand
{ 276, 132 }, // right hand
{ 247, 160 }, // right hand
{ 276, 160 }, // right hand
{ 132, 104 }, // chest
{ 160, 104 }, // chest
{ 132, 132 }, // chest
{ 160, 132 }, // chest
{ 132, 160 }, // chest
{ 160, 160 }, // chest
{ 17, 250 }, // inv row 1
{ 46, 250 }, // inv row 1
{ 75, 250 }, // inv row 1
{ 104, 250 }, // inv row 1
{ 133, 250 }, // inv row 1
{ 162, 250 }, // inv row 1
{ 191, 250 }, // inv row 1
{ 220, 250 }, // inv row 1
{ 249, 250 }, // inv row 1
{ 278, 250 }, // inv row 1
{ 17, 279 }, // inv row 2
{ 46, 279 }, // inv row 2
{ 75, 279 }, // inv row 2
{ 104, 279 }, // inv row 2
{ 133, 279 }, // inv row 2
{ 162, 279 }, // inv row 2
{ 191, 279 }, // inv row 2
{ 220, 279 }, // inv row 2
{ 249, 279 }, // inv row 2
{ 278, 279 }, // inv row 2
{ 17, 308 }, // inv row 3
{ 46, 308 }, // inv row 3
{ 75, 308 }, // inv row 3
{ 104, 308 }, // inv row 3
{ 133, 308 }, // inv row 3
{ 162, 308 }, // inv row 3
{ 191, 308 }, // inv row 3
{ 220, 308 }, // inv row 3
{ 249, 308 }, // inv row 3
{ 278, 308 }, // inv row 3
{ 17, 337 }, // inv row 4
{ 46, 337 }, // inv row 4
{ 75, 337 }, // inv row 4
{ 104, 337 }, // inv row 4
{ 133, 337 }, // inv row 4
{ 162, 337 }, // inv row 4
{ 191, 337 }, // inv row 4
{ 220, 337 }, // inv row 4
{ 249, 337 }, // inv row 4
{ 278, 337 }, // inv row 4
{ 205, 33 }, // belt
{ 234, 33 }, // belt
{ 263, 33 }, // belt
{ 292, 33 }, // belt
{ 321, 33 }, // belt
{ 350, 33 }, // belt
{ 379, 33 }, // belt
{ 408, 33 } // belt
// clang-format on
};
namespace {
OptionalOwnedCelSprite pInvCels;
/**
* @brief Adds an item to a player's InvGrid array
* @param player The player reference
* @param invGridIndex Item's position in InvGrid (this should be the item's topleft grid tile)
* @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)
* @param itemSize Size of item
*/
void AddItemToInvGrid(Player &player, int invGridIndex, int invListIndex, Size itemSize)
{
const int pitch = 10;
for (int y = 0; y < itemSize.height; y++) {
for (int x = 0; x < itemSize.width; x++) {
if (x == 0 && y == itemSize.height - 1)
player.InvGrid[invGridIndex + x] = invListIndex;
else
player.InvGrid[invGridIndex + x] = -invListIndex;
}
invGridIndex += pitch;
}
}
/**
* @brief Checks whether the given item can fit in a belt slot (i.e. the item's size in inventory cells is 1x1).
* @param item The item to be checked.
* @return 'True' in case the item can fit a belt slot and 'False' otherwise.
*/
bool FitsInBeltSlot(const Item &item)
{
return GetInventorySize(item) == Size { 1, 1 };
}
/**
* @brief Checks whether the given item can be equipped. Since this overload doesn't take player information, it only considers
* general aspects about the item, like if its requirements are met and if the item's target location is valid for the body.
* @param item The item to check.
* @return 'True' in case the item could be equipped in a player, and 'False' otherwise.
*/
bool CanEquip(const Item &item)
{
return item.isEquipment()
&& item._iStatFlag;
}
/**
* @brief A specialized version of 'CanEquip(int, Item&, int)' that specifically checks whether the item can be equipped
* in one/both of the player's hands.
* @param player The player whose inventory will be checked for compatibility with the item.
* @param item The item to check.
* @return 'True' if the player can currently equip the item in either one of his hands (i.e. the required hands are empty and
* allow the item), and 'False' otherwise.
*/
bool CanWield(Player &player, const Item &item)
{
if (!CanEquip(item) || IsNoneOf(player.GetItemLocation(item), ILOC_ONEHAND, ILOC_TWOHAND))
return false;
Item &leftHandItem = player.InvBody[INVLOC_HAND_LEFT];
Item &rightHandItem = player.InvBody[INVLOC_HAND_RIGHT];
if (leftHandItem.isEmpty() && rightHandItem.isEmpty()) {
return true;
}
if (!leftHandItem.isEmpty() && !rightHandItem.isEmpty()) {
return false;
}
Item &occupiedHand = !leftHandItem.isEmpty() ? leftHandItem : rightHandItem;
// Bard can dual wield swords and maces, so we allow equiping one-handed weapons in her free slot as long as her occupied
// slot is another one-handed weapon.
if (player._pClass == HeroClass::Bard) {
bool occupiedHandIsOneHandedSwordOrMace = player.GetItemLocation(occupiedHand) == ILOC_ONEHAND
&& IsAnyOf(occupiedHand._itype, ItemType::Sword, ItemType::Mace);
bool weaponToEquipIsOneHandedSwordOrMace = player.GetItemLocation(item) == ILOC_ONEHAND
&& IsAnyOf(item._itype, ItemType::Sword, ItemType::Mace);
if (occupiedHandIsOneHandedSwordOrMace && weaponToEquipIsOneHandedSwordOrMace) {
return true;
}
}
return player.GetItemLocation(item) == ILOC_ONEHAND
&& player.GetItemLocation(occupiedHand) == ILOC_ONEHAND
&& item._iClass != occupiedHand._iClass;
}
/**
* @brief Checks whether the specified item can be equipped in the desired body location on the player.
* @param player The player whose inventory will be checked for compatibility with the item.
* @param item The item to check.
* @param bodyLocation The location in the inventory to be checked against.
* @return 'True' if the player can currently equip the item in the specified body location (i.e. the body location is empty and
* allows the item), and 'False' otherwise.
*/
bool CanEquip(Player &player, const Item &item, inv_body_loc bodyLocation)
{
if (!CanEquip(item) || player._pmode > PM_WALK_SIDEWAYS || !player.InvBody[bodyLocation].isEmpty()) {
return false;
}
switch (bodyLocation) {
case INVLOC_AMULET:
return item._iLoc == ILOC_AMULET;
case INVLOC_CHEST:
return item._iLoc == ILOC_ARMOR;
case INVLOC_HAND_LEFT:
case INVLOC_HAND_RIGHT:
return CanWield(player, item);
case INVLOC_HEAD:
return item._iLoc == ILOC_HELM;
case INVLOC_RING_LEFT:
case INVLOC_RING_RIGHT:
return item._iLoc == ILOC_RING;
default:
return false;
}
}
void ChangeEquipment(Player &player, inv_body_loc bodyLocation, const Item &item)
{
player.InvBody[bodyLocation] = item;
if (&player == MyPlayer) {
NetSendCmdChItem(false, bodyLocation);
}
}
bool AutoEquip(Player &player, const Item &item, inv_body_loc bodyLocation, bool persistItem)
{
if (!CanEquip(player, item, bodyLocation)) {
return false;
}
if (persistItem) {
ChangeEquipment(player, bodyLocation, item);
if (*sgOptions.Audio.autoEquipSound && &player == MyPlayer) {
PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]);
}
CalcPlrInv(player, true);
}
return true;
}
int FindSlotUnderCursor(Point cursorPosition, Size itemSize)
{
int i = cursorPosition.x;
int j = cursorPosition.y;
if (!IsHardwareCursor()) {
// offset the cursor position to match the hot pixel we'd use for a hardware cursor
i += itemSize.width * INV_SLOT_HALF_SIZE_PX;
j += itemSize.height * INV_SLOT_HALF_SIZE_PX;
}
for (int r = 0; r < NUM_XY_SLOTS; r++) {
int xo = GetRightPanel().position.x;
int yo = GetRightPanel().position.y;
if (r >= SLOTXY_BELT_FIRST) {
xo = GetMainPanel().position.x;
yo = GetMainPanel().position.y;
}
if (i >= InvRect[r].x + xo && i <= InvRect[r].x + xo + InventorySlotSizeInPixels.width) {
if (j >= InvRect[r].y + yo - InventorySlotSizeInPixels.height - 1 && j < InvRect[r].y + yo) {
return r;
}
}
if (r == SLOTXY_CHEST_LAST) {
if (itemSize.width % 2 == 0)
i -= INV_SLOT_HALF_SIZE_PX;
if (itemSize.height % 2 == 0)
j -= INV_SLOT_HALF_SIZE_PX;
}
if (r == SLOTXY_INV_LAST && itemSize.height % 2 == 0)
j += INV_SLOT_HALF_SIZE_PX;
}
return NUM_XY_SLOTS;
}
void CheckInvPaste(Player &player, Point cursorPosition)
{
Size itemSize = GetInventorySize(player.HoldItem);
int slot = FindSlotUnderCursor(cursorPosition, itemSize);
if (slot == NUM_XY_SLOTS)
return;
item_equip_type il = ILOC_UNEQUIPABLE;
if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST)
il = ILOC_HELM;
if (slot >= SLOTXY_RING_LEFT && slot <= SLOTXY_RING_RIGHT)
il = ILOC_RING;
if (slot == SLOTXY_AMULET)
il = ILOC_AMULET;
if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST)
il = ILOC_ONEHAND;
if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST)
il = ILOC_ARMOR;
if (slot >= SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST)
il = ILOC_BELT;
item_equip_type desiredIl = player.GetItemLocation(player.HoldItem);
if (il == ILOC_ONEHAND && desiredIl == ILOC_TWOHAND)
il = ILOC_TWOHAND;
int8_t it = 0;
if (il == ILOC_UNEQUIPABLE) {
int ii = slot - SLOTXY_INV_FIRST;
if (player.HoldItem._itype == ItemType::Gold) {
if (player.InvGrid[ii] != 0) {
int8_t iv = player.InvGrid[ii];
if (iv > 0) {
if (player.InvList[iv - 1]._itype != ItemType::Gold) {
it = iv;
}
} else {
it = -iv;
}
}
} else {
int yy = std::max(INV_ROW_SLOT_SIZE * ((ii / INV_ROW_SLOT_SIZE) - ((itemSize.height - 1) / 2)), 0);
for (int j = 0; j < itemSize.height; j++) {
if (yy >= InventoryGridCells)
return;
int xx = std::max((ii % INV_ROW_SLOT_SIZE) - ((itemSize.width - 1) / 2), 0);
for (int i = 0; i < itemSize.width; i++) {
if (xx >= INV_ROW_SLOT_SIZE)
return;
if (player.InvGrid[xx + yy] != 0) {
int8_t iv = abs(player.InvGrid[xx + yy]);
if (it != 0) {
if (it != iv)
return;
} else {
it = iv;
}
}
xx++;
}
yy += INV_ROW_SLOT_SIZE;
}
}
} else if (il == ILOC_BELT) {
if (!CanBePlacedOnBelt(player.HoldItem))
return;
} else if (desiredIl != il) {
return;
}
if (IsNoneOf(il, ILOC_UNEQUIPABLE, ILOC_BELT) && !player.CanUseItem(player.HoldItem)) {
player.Say(HeroSpeech::ICantUseThisYet);
return;
}
if (player._pmode > PM_WALK_SIDEWAYS && IsNoneOf(il, ILOC_UNEQUIPABLE, ILOC_BELT))
return;
if (&player == MyPlayer)
PlaySFX(ItemInvSnds[ItemCAnimTbl[player.HoldItem._iCurs]]);
switch (il) {
case ILOC_HELM:
case ILOC_RING:
case ILOC_AMULET:
case ILOC_ARMOR: {
auto iLocToInvLoc = [&slot](item_equip_type loc) {
switch (loc) {
case ILOC_HELM:
return INVLOC_HEAD;
case ILOC_RING:
return (slot == 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);
Item previouslyEquippedItem = player.InvBody[slot];
ChangeEquipment(player, slot, player.HoldItem.pop());
if (!previouslyEquippedItem.isEmpty()) {
player.HoldItem = previouslyEquippedItem;
}
break;
}
case ILOC_ONEHAND: {
inv_body_loc selectedHand = slot <= SLOTXY_HAND_LEFT_LAST ? INVLOC_HAND_LEFT : INVLOC_HAND_RIGHT;
inv_body_loc otherHand = slot <= SLOTXY_HAND_LEFT_LAST ? INVLOC_HAND_RIGHT : INVLOC_HAND_LEFT;
bool pasteIntoSelectedHand = (player.InvBody[otherHand].isEmpty() || player.InvBody[otherHand]._iClass != player.HoldItem._iClass)
|| (player._pClass == HeroClass::Bard && player.InvBody[otherHand]._iClass == ICLASS_WEAPON && player.HoldItem._iClass == ICLASS_WEAPON);
bool dequipTwoHandedWeapon = (!player.InvBody[otherHand].isEmpty() && player.GetItemLocation(player.InvBody[otherHand]) == ILOC_TWOHAND);
inv_body_loc pasteHand = pasteIntoSelectedHand ? selectedHand : otherHand;
Item previouslyEquippedItem = dequipTwoHandedWeapon ? player.InvBody[otherHand] : player.InvBody[pasteHand];
if (dequipTwoHandedWeapon) {
RemoveEquipment(player, otherHand, false);
}
ChangeEquipment(player, pasteHand, player.HoldItem.pop());
if (!previouslyEquippedItem.isEmpty()) {
player.HoldItem = previouslyEquippedItem;
}
break;
}
case ILOC_TWOHAND:
if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && !player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
inv_body_loc locationToUnequip = INVLOC_HAND_LEFT;
if (player.InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Shield) {
locationToUnequip = INVLOC_HAND_RIGHT;
}
bool done2h = AutoPlaceItemInInventory(player, player.InvBody[locationToUnequip], true);
if (!done2h)
return;
if (locationToUnequip == INVLOC_HAND_RIGHT) {
RemoveEquipment(player, INVLOC_HAND_RIGHT, false);
} else {
// CMD_CHANGEPLRITEMS will eventually be sent for the left hand
player.InvBody[INVLOC_HAND_LEFT].clear();
}
}
if (player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
Item previouslyEquippedItem = player.InvBody[INVLOC_HAND_LEFT];
ChangeEquipment(player, INVLOC_HAND_LEFT, player.HoldItem.pop());
if (!previouslyEquippedItem.isEmpty()) {
player.HoldItem = previouslyEquippedItem;
}
} else {
Item previouslyEquippedItem = player.InvBody[INVLOC_HAND_RIGHT];
RemoveEquipment(player, INVLOC_HAND_RIGHT, false);
ChangeEquipment(player, INVLOC_HAND_LEFT, player.HoldItem);
player.HoldItem = previouslyEquippedItem;
}
break;
case ILOC_UNEQUIPABLE:
if (player.HoldItem._itype == ItemType::Gold && it == 0) {
int ii = slot - 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;
SetPlrHandGoldCurs(player.InvList[invIndex]);
player._pGold += player.HoldItem._ivalue;
player.HoldItem.clear();
} else {
ig = MaxGold - gt;
player._pGold += ig;
player.HoldItem._ivalue -= ig;
SetPlrHandGoldCurs(player.HoldItem);
player.InvList[invIndex]._ivalue = MaxGold;
player.InvList[invIndex]._iCurs = ICURS_GOLD_LARGE;
}
} else {
int invIndex = player._pNumInv;
player._pGold += player.HoldItem._ivalue;
player.InvList[invIndex] = player.HoldItem.pop();
player._pNumInv++;
player.InvGrid[ii] = player._pNumInv;
}
} else {
if (it == 0) {
player.InvList[player._pNumInv] = player.HoldItem.pop();
player._pNumInv++;
it = player._pNumInv;
} else {
int invIndex = it - 1;
if (player.HoldItem._itype == ItemType::Gold)
player._pGold += player.HoldItem._ivalue;
std::swap(player.InvList[invIndex], player.HoldItem);
if (player.HoldItem._itype == ItemType::Gold)
player._pGold = CalculateGold(player);
for (auto &itemIndex : player.InvGrid) {
if (itemIndex == it)
itemIndex = 0;
if (itemIndex == -it)
itemIndex = 0;
}
}
int ii = slot - 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 = slot - SLOTXY_BELT_FIRST;
if (player.SpdList[ii].isEmpty()) {
player.SpdList[ii] = player.HoldItem.pop();
} else {
std::swap(player.SpdList[ii], player.HoldItem);
if (player.HoldItem._itype == ItemType::Gold)
player._pGold = CalculateGold(player);
}
drawsbarflag = true;
} break;
case ILOC_NONE:
case ILOC_INVALID:
break;
}
CalcPlrInv(player, true);
if (&player == MyPlayer) {
if (player.HoldItem.isEmpty() && !IsHardwareCursor())
SetCursorPos(MousePosition + Displacement { itemSize * INV_SLOT_HALF_SIZE_PX });
NewCursor(player.HoldItem);
}
}
void CheckInvCut(Player &player, Point cursorPosition, bool automaticMove, bool dropItem)
{
if (player._pmode > PM_WALK_SIDEWAYS) {
return;
}
if (dropGoldFlag) {
CloseGoldDrop();
dropGoldValue = 0;
}
uint32_t r = 0;
for (; r < NUM_XY_SLOTS; r++) {
int xo = GetRightPanel().position.x;
int yo = GetRightPanel().position.y;
if (r >= SLOTXY_BELT_FIRST) {
xo = GetMainPanel().position.x;
yo = GetMainPanel().position.y;
}
// 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) {
break;
}
}
if (r == NUM_XY_SLOTS) {
// not on an inventory slot rectangle
return;
}
Item &holdItem = player.HoldItem;
holdItem.clear();
bool automaticallyMoved = false;
bool automaticallyEquipped = false;
bool automaticallyUnequip = false;
Item &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) {
RemoveEquipment(player, INVLOC_HEAD, false);
}
}
Item &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) {
RemoveEquipment(player, INVLOC_RING_LEFT, false);
}
}
Item &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) {
RemoveEquipment(player, INVLOC_RING_RIGHT, false);
}
}
Item &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) {
RemoveEquipment(player, INVLOC_AMULET, false);
}
}
Item &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) {
RemoveEquipment(player, INVLOC_HAND_LEFT, false);
}
}
Item &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) {
RemoveEquipment(player, INVLOC_HAND_RIGHT, false);
}
}
Item &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) {
RemoveEquipment(player, INVLOC_CHEST, false);
}
}
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 if (CanEquip(holdItem)) {
/*
* Move the respective InvBodyItem to inventory before moving the item from inventory
* to InvBody with AutoEquip. AutoEquip requires the InvBody slot to be empty.
* First identify the correct InvBody slot and store it in invloc.
*/
automaticallyUnequip = true; // Switch to say "I have no room when inventory is too full"
int invloc = NUM_INVLOC;
switch (player.GetItemLocation(holdItem)) {
case ILOC_ARMOR:
invloc = INVLOC_CHEST;
break;
case ILOC_HELM:
invloc = INVLOC_HEAD;
break;
case ILOC_AMULET:
invloc = INVLOC_AMULET;
break;
case ILOC_ONEHAND:
// User is attempting to move a weapon (left hand)
if (player.InvList[iv - 1]._iClass == player.InvBody[INVLOC_HAND_LEFT]._iClass
&& player.GetItemLocation(player.InvList[iv - 1]) == player.GetItemLocation(player.InvBody[INVLOC_HAND_LEFT])) {
invloc = INVLOC_HAND_LEFT;
}
// User is attempting to move a shield (right hand)
if (player.InvList[iv - 1]._iClass == player.InvBody[INVLOC_HAND_RIGHT]._iClass
&& player.GetItemLocation(player.InvList[iv - 1]) == player.GetItemLocation(player.InvBody[INVLOC_HAND_RIGHT])) {
invloc = INVLOC_HAND_RIGHT;
}
// A two-hand item can always be replaced with a one-hand item
if (player.GetItemLocation(player.InvBody[INVLOC_HAND_LEFT]) == ILOC_TWOHAND) {
invloc = INVLOC_HAND_LEFT;
}
break;
case ILOC_TWOHAND:
// Moving a two-hand item from inventory to InvBody requires emptying both hands
if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
holdItem = player.InvBody[INVLOC_HAND_RIGHT];
if (!AutoPlaceItemInInventory(player, holdItem, true)) {
// No space to move right hand item to inventory, abort.
break;
}
holdItem = player.InvBody[INVLOC_HAND_LEFT];
if (!AutoPlaceItemInInventory(player, holdItem, false)) {
// No space for left item. Move back right item to right hand and abort.
player.InvBody[INVLOC_HAND_RIGHT] = player.InvList[player._pNumInv - 1];
player.RemoveInvItem(player._pNumInv - 1, false);
break;
}
RemoveEquipment(player, INVLOC_HAND_RIGHT, false);
invloc = INVLOC_HAND_LEFT;
} else {
invloc = INVLOC_HAND_LEFT;
}
break;
default:
automaticallyUnequip = false; // Switch to say "I can't do that"
invloc = NUM_INVLOC;
break;
}
// Empty the identified InvBody slot (invloc) and hand over to AutoEquip
holdItem = player.InvBody[invloc];
if (player.InvBody[invloc]._itype != ItemType::None) {
if (invloc != NUM_INVLOC && AutoPlaceItemInInventory(player, holdItem, true)) {
player.InvBody[invloc].clear();
}
}
holdItem = player.InvList[iv - 1];
automaticallyMoved = automaticallyEquipped = AutoEquip(player, holdItem);
}
}
if (!automaticMove || automaticallyMoved) {
player.RemoveInvItem(iv - 1, false);
}
}
}
if (r >= SLOTXY_BELT_FIRST) {
Item &beltItem = player.SpdList[r - SLOTXY_BELT_FIRST];
if (!beltItem.isEmpty()) {
holdItem = beltItem;
if (automaticMove) {
automaticallyMoved = AutoPlaceItemInInventory(player, holdItem, true);
}
if (!automaticMove || automaticallyMoved) {
beltItem.clear();
drawsbarflag = true;
}
}
}
if (!holdItem.isEmpty()) {
if (holdItem._itype == ItemType::Gold) {
player._pGold = CalculateGold(player);
}
CalcPlrInv(player, true);
holdItem._iStatFlag = player.CanUseItem(holdItem);
if (&player == MyPlayer) {
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.clear();
} else {
NewCursor(holdItem);
if (!IsHardwareCursor() && !dropItem) {
// For a hardware cursor, we set the "hot point" to the center of the item instead.
Size cursSize = GetInvItemSize(holdItem._iCurs + CURSOR_FIRSTITEM);
SetCursorPos(cursorPosition - Displacement(cursSize / 2));
}
}
}
}
if (dropItem && !holdItem.isEmpty()) {
TryDropItem();
}
}
void TryCombineNaKrulNotes(Player &player, Item &noteItem)
{
int idx = noteItem.IDidx;
_item_indexes notes[] = { IDI_NOTE1, IDI_NOTE2, IDI_NOTE3 };
if (IsNoneOf(idx, IDI_NOTE1, IDI_NOTE2, IDI_NOTE3)) {
return;
}
for (_item_indexes note : notes) {
if (idx != note && !HasInventoryItemWithId(player, note)) {
return; // the player doesn't have all notes
}
}
MyPlayer->Say(HeroSpeech::JustWhatIWasLookingFor, 10);
for (_item_indexes note : notes) {
if (idx != note) {
RemoveInventoryItemById(player, note);
}
}
Point position = noteItem.position; // copy the position to restore it after re-initialising the item
noteItem = {};
GetItemAttrs(noteItem, IDI_FULLNOTE, 16);
SetupItem(noteItem);
noteItem.position = position; // this ensures CleanupItem removes the entry in the dropped items lookup table
}
void CheckQuestItem(Player &player, Item &questItem)
{
Player &myPlayer = *MyPlayer;
if (questItem.IDidx == IDI_OPTAMULET && Quests[Q_BLIND]._qactive == QUEST_ACTIVE)
Quests[Q_BLIND]._qactive = QUEST_DONE;
if (questItem.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 (questItem.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 (questItem.IDidx == IDI_GLDNELIX && Quests[Q_VEIL]._qactive != QUEST_NOTAVAIL) {
myPlayer.Say(HeroSpeech::INeedToGetThisToLachdanan, 30);
}
if (questItem.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 (questItem.IDidx == IDI_ARMOFVAL && Quests[Q_BLOOD]._qactive == QUEST_ACTIVE) {
Quests[Q_BLOOD]._qactive = QUEST_DONE;
myPlayer.Say(HeroSpeech::MayTheSpiritOfArkaineProtectMe, 20);
}
if (questItem.IDidx == IDI_MAPOFDOOM) {
Quests[Q_GRAVE]._qlog = false;
Quests[Q_GRAVE]._qactive = QUEST_ACTIVE;
if (Quests[Q_GRAVE]._qvar1 != 1) {
MyPlayer->Say(HeroSpeech::UhHuh, 10);
Quests[Q_GRAVE]._qvar1 = 1;
}
}
TryCombineNaKrulNotes(player, questItem);
}
void OpenHive()
{
NetSendCmd(false, CMD_OPENHIVE);
auto &quest = Quests[Q_FARMER];
quest._qactive = QUEST_DONE;
if (gbIsMultiplayer)
NetSendCmdQuest(true, quest);
}
void OpenCrypt()
{
NetSendCmd(false, CMD_OPENCRYPT);
auto &quest = Quests[Q_GRAVE];
quest._qactive = QUEST_DONE;
if (gbIsMultiplayer)
NetSendCmdQuest(true, quest);
}
void CleanupItems(int ii)
{
auto &item = Items[ii];
dItem[item.position.x][item.position.y] = 0;
if (currlevel == 21 && item.position == CornerStone.position) {
CornerStone.item.clear();
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(i);
i = 0;
continue;
}
i++;
}
}
bool CanUseStaff(Item &staff, spell_id spell)
{
return !staff.isEmpty()
&& IsAnyOf(staff._iMiscId, IMISC_STAFF, IMISC_UNIQUE)
&& staff._iSpell == spell
&& staff._iCharges > 0;
}
void StartGoldDrop()
{
CloseGoldWithdraw();
initialDropGoldIndex = pcursinvitem;
Player &myPlayer = *MyPlayer;
if (pcursinvitem <= INVITEM_INV_LAST)
initialDropGoldValue = myPlayer.InvList[pcursinvitem - INVITEM_INV_FIRST]._ivalue;
else
initialDropGoldValue = myPlayer.SpdList[pcursinvitem - INVITEM_BELT_FIRST]._ivalue;
if (talkflag)
control_reset_talk();
Point start = GetPanelPosition(UiPanels::Inventory, { 67, 128 });
SDL_Rect rect = MakeSdlRect(start.x, start.y, 180, 20);
SDL_SetTextInputRect(&rect);
dropGoldFlag = true;
dropGoldValue = 0;
SDL_StartTextInput();
}
int CreateGoldItemInInventorySlot(Player &player, int slotIndex, int value)
{
if (player.InvGrid[slotIndex] != 0) {
return value;
}
Item &goldItem = player.InvList[player._pNumInv];
MakeGoldStack(goldItem, std::min(value, MaxGold));
player._pNumInv++;
player.InvGrid[slotIndex] = player._pNumInv;
value -= goldItem._ivalue;
return value;
}
} // namespace
void InvDrawSlotBack(const Surface &out, Point targetPosition, Size size)
{
SDL_Rect srcRect = MakeSdlRect(0, 0, size.width, size.height);
out.Clip(&srcRect, &targetPosition);
if (size.width <= 0 || size.height <= 0)
return;
std::uint8_t *dst = &out[targetPosition];
const auto dstPitch = out.pitch();
for (int hgt = size.height; hgt != 0; hgt--, dst -= dstPitch + size.width) {
for (int wdt = size.width; wdt != 0; wdt--) {
std::uint8_t pix = *dst;
if (pix >= PAL16_BLUE) {
if (pix <= PAL16_BLUE + 15)
pix -= PAL16_BLUE - PAL16_BEIGE;
else if (pix >= PAL16_GRAY)
pix -= PAL16_GRAY - PAL16_BEIGE;
}
*dst++ = pix;
}
}
}
bool CanBePlacedOnBelt(const Item &item)
{
return FitsInBeltSlot(item)
&& item._itype != ItemType::Gold
&& MyPlayer->CanUseItem(item)
&& AllItemsList[item.IDidx].iUsable;
}
void FreeInvGFX()
{
pInvCels = std::nullopt;
}
void InitInv()
{
switch (MyPlayer->_pClass) {
case HeroClass::Warrior:
case HeroClass::Barbarian:
pInvCels = LoadCel("Data\\Inv\\Inv.CEL", static_cast<uint16_t>(SidePanelSize.width));
break;
case HeroClass::Rogue:
case HeroClass::Bard:
pInvCels = LoadCel("Data\\Inv\\Inv_rog.CEL", static_cast<uint16_t>(SidePanelSize.width));
break;
case HeroClass::Sorcerer:
pInvCels = LoadCel("Data\\Inv\\Inv_Sor.CEL", static_cast<uint16_t>(SidePanelSize.width));
break;
case HeroClass::Monk:
pInvCels = LoadCel(!gbIsSpawn ? "Data\\Inv\\Inv_Sor.CEL" : "Data\\Inv\\Inv.CEL", static_cast<uint16_t>(SidePanelSize.width));
break;
}
CloseInventory();
drawsbarflag = false;
}
void DrawInv(const Surface &out)
{
CelDrawTo(out, GetPanelPosition(UiPanels::Inventory, { 0, 351 }), CelSprite { *pInvCels }, 0);
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
};
Player &myPlayer = *MyPlayer;
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 });
const int cursId = myPlayer.InvBody[slot]._iCurs + CURSOR_FIRSTITEM;
auto frameSize = GetInvItemSize(cursId);
// 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 CelSprite cel { GetInvItemSprite(cursId) };
const int celFrame = GetInvItemFrame(cursId);
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.GetItemLocation(myPlayer.InvBody[slot]) == ILOC_TWOHAND) {
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 = GetRightPanel().position.x + slotPos[INVLOC_HAND_RIGHT].x + (frameSize.width == InventorySlotSizeInPixels.width ? INV_SLOT_HALF_SIZE_PX : 0) - 1;
const int dstY = GetRightPanel().position.y + slotPos[INVLOC_HAND_RIGHT].y;
CelClippedBlitLightTransTo(out, { dstX, dstY }, cel, celFrame);
cel_transparency_active = false;
}
}
}
}
for (int i = 0; i < InventoryGridCells; 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 < InventoryGridCells; j++) {
if (myPlayer.InvGrid[j] > 0) { // first slot of an item
int ii = myPlayer.InvGrid[j] - 1;
int cursId = myPlayer.InvList[ii]._iCurs + CURSOR_FIRSTITEM;
const CelSprite cel { GetInvItemSprite(cursId) };
const int celFrame = GetInvItemFrame(cursId);
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;
}
const Point mainPanelPosition = GetMainPanel().position;
DrawPanelBox(out, { 205, 21, 232, 28 }, mainPanelPosition + Displacement { 205, 5 });
Player &myPlayer = *MyPlayer;
for (int i = 0; i < MaxBeltItems; i++) {
if (myPlayer.SpdList[i].isEmpty()) {
continue;
}
const Point position { InvRect[i + SLOTXY_BELT_FIRST].x + mainPanelPosition.x, InvRect[i + SLOTXY_BELT_FIRST].y + mainPanelPosition.y - 1 };
InvDrawSlotBack(out, position, InventorySlotSizeInPixels);
const int cursId = myPlayer.SpdList[i]._iCurs + CURSOR_FIRSTITEM;
const CelSprite cel { GetInvItemSprite(cursId) };
const int celFrame = GetInvItemFrame(cursId);
if (pcursinvitem == i + INVITEM_BELT_FIRST) {
if (ControlMode == ControlTypes::KeyboardAndMouse || 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]._itype != ItemType::Gold) {
DrawString(out, StrCat(i + 1), { position - Displacement { 0, 12 }, InventorySlotSizeInPixels }, UiFlags::ColorWhite | UiFlags::AlignRight);
}
}
}
void RemoveEquipment(Player &player, inv_body_loc bodyLocation, bool hiPri)
{
if (&player == MyPlayer) {
NetSendCmdDelItem(hiPri, bodyLocation);
}
player.InvBody[bodyLocation].clear();
}
bool AutoPlaceItemInBelt(Player &player, const Item &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;
}
bool AutoEquip(Player &player, const Item &item, bool persistItem)
{
if (!CanEquip(item)) {
return false;
}
for (int bodyLocation = INVLOC_HEAD; bodyLocation < NUM_INVLOC; bodyLocation++) {
if (AutoEquip(player, item, (inv_body_loc)bodyLocation, persistItem)) {
return true;
}
}
return false;
}
bool AutoEquipEnabled(const Player &player, const Item &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.autoEquipWeapons;
}
if (item.isArmor()) {
return *sgOptions.Gameplay.autoEquipArmor;
}
if (item.isHelm()) {
return *sgOptions.Gameplay.autoEquipHelms;
}
if (item.isShield()) {
return *sgOptions.Gameplay.autoEquipShields;
}
if (item.isJewelry()) {
return *sgOptions.Gameplay.autoEquipJewelry;
}
return true;
}
bool AutoPlaceItemInInventory(Player &player, const Item &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(StrCat("Unknown item size: ", itemSize.width, "x", itemSize.height));
}
bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const Item &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 >= InventoryGridCells) {
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] = item;
player._pNumInv++;
AddItemToInvGrid(player, slotIndex, player._pNumInv, itemSize);
player.CalcScrolls();
}
return true;
}
int RoomForGold()
{
int amount = 0;
for (int8_t &itemIndex : MyPlayer->InvGrid) {
if (itemIndex < 0) {
continue;
}
if (itemIndex == 0) {
amount += MaxGold;
continue;
}
Item &goldItem = MyPlayer->InvList[itemIndex - 1];
if (goldItem._itype != ItemType::Gold || goldItem._ivalue == MaxGold) {
continue;
}
amount += MaxGold - goldItem._ivalue;
}
return amount;
}
int AddGoldToInventory(Player &player, int value)
{
// Top off existing piles
for (int i = 0; i < player._pNumInv && value > 0; i++) {
Item &goldItem = player.InvList[i];
if (goldItem._itype != ItemType::Gold || goldItem._ivalue >= MaxGold) {
continue;
}
if (goldItem._ivalue + value > MaxGold) {
value -= MaxGold - goldItem._ivalue;
goldItem._ivalue = MaxGold;
} else {
goldItem._ivalue += value;
value = 0;
}
SetPlrHandGoldCurs(goldItem);
}
// Last row right to left
for (int i = 39; i >= 30 && value > 0; i--) {
value = CreateGoldItemInInventorySlot(player, i, value);
}
// Remaining inventory in columns, bottom to top, right to left
for (int x = 9; x >= 0 && value > 0; x--) {
for (int y = 2; y >= 0 && value > 0; y--) {
value = CreateGoldItemInInventorySlot(player, 10 * y + x, value);
}
}
return value;
}
bool GoldAutoPlace(Player &player, Item &goldStack)
{
goldStack._ivalue = AddGoldToInventory(player, goldStack._ivalue);
SetPlrHandGoldCurs(goldStack);
player._pGold = CalculateGold(player);
return goldStack._ivalue == 0;
}
void CheckInvSwap(Player &player, inv_body_loc bLoc, int idx, uint16_t wCI, int seed, bool bId, uint32_t dwBuff)
{
Item &item = player.InvBody[bLoc];
item = {};
RecreateItem(item, idx, wCI, seed, 0, (dwBuff & CF_HELLFIRE) != 0);
if (bId) {
item._iIdentified = true;
}
if (bLoc == INVLOC_HAND_LEFT && player.GetItemLocation(item) == ILOC_TWOHAND) {
player.InvBody[INVLOC_HAND_RIGHT].clear();
} else if (bLoc == INVLOC_HAND_RIGHT && player.GetItemLocation(item) == ILOC_TWOHAND) {
player.InvBody[INVLOC_HAND_LEFT].clear();
}
CalcPlrInv(player, true);
}
void inv_update_rem_item(Player &player, inv_body_loc iv)
{
player.InvBody[iv].clear();
CalcPlrInv(player, player._pmode != PM_DEATH);
}
void TransferItemToStash(Player &player, int location)
{
if (location == -1) {
return;
}
Item &item = GetInventoryItem(player, location);
if (!AutoPlaceItemInStash(player, item, true)) {
player.SaySpecific(HeroSpeech::WhereWouldIPutThis);
return;
}
PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]);
if (location < INVITEM_INV_FIRST) {
RemoveEquipment(player, static_cast<inv_body_loc>(location), false);
CalcPlrInv(player, true);
} else if (location <= INVITEM_INV_LAST)
player.RemoveInvItem(location - INVITEM_INV_FIRST);
else
player.RemoveSpdBarItem(location - INVITEM_BELT_FIRST);
}
void CheckInvItem(bool isShiftHeld, bool isCtrlHeld)
{
if (!MyPlayer->HoldItem.isEmpty()) {
CheckInvPaste(*MyPlayer, MousePosition);
} else if (IsStashOpen && isCtrlHeld) {
TransferItemToStash(*MyPlayer, pcursinvitem);
} else {
CheckInvCut(*MyPlayer, MousePosition, isShiftHeld, isCtrlHeld);
}
}
void CheckInvScrn(bool isShiftHeld, bool isCtrlHeld)
{
const Point mainPanelPosition = GetMainPanel().position;
if (MousePosition.x > 190 + mainPanelPosition.x && MousePosition.x < 437 + mainPanelPosition.x
&& MousePosition.y > mainPanelPosition.y && MousePosition.y < 33 + mainPanelPosition.y) {
CheckInvItem(isShiftHeld, isCtrlHeld);
}
}
void InvGetItem(Player &player, int ii)
{
auto &item = Items[ii];
if (dropGoldFlag) {
CloseGoldDrop();
dropGoldValue = 0;
}
if (dItem[item.position.x][item.position.y] == 0)
return;
item._iCreateInfo &= ~CF_PREGEN;
CheckQuestItem(player, item);
item.updateRequiredStatsCacheForPlayer(player);
if (item._itype == ItemType::Gold && GoldAutoPlace(player, item)) {
if (MyPlayer == &player) {
// Non-gold items (or gold when you have a full inventory) go to the hand then provide audible feedback on
// paste. To give the same feedback for auto-placed gold we play the sound effect now.
PlaySFX(IS_GOLD);
}
} else {
// The item needs to go into the players hand
if (MyPlayer == &player && !player.HoldItem.isEmpty()) {
// drop whatever the player is currently holding
NetSendCmdPItem(true, CMD_SYNCPUTITEM, player.position.tile, player.HoldItem);
}
// need to copy here instead of move so CleanupItems still has access to the position
player.HoldItem = item;
NewCursor(player.HoldItem);
}
// This potentially moves items in memory so must be done after we've made a copy
CleanupItems(ii);
pcursitem = -1;
}
std::optional<Point> FindAdjacentPositionForItem(Point origin, Direction facing)
{
if (ActiveItemCount >= MAXITEMS)
return {};
if (CanPut(origin + facing))
return origin + facing;
if (CanPut(origin + Left(facing)))
return origin + Left(facing);
if (CanPut(origin + Right(facing)))
return origin + Right(facing);
if (CanPut(origin + Left(Left(facing))))
return origin + Left(Left(facing));
if (CanPut(origin + Right(Right(facing))))
return origin + Right(Right(facing));
if (CanPut(origin + Left(Left(Left(facing)))))
return origin + Left(Left(Left(facing)));
if (CanPut(origin + Right(Right(Right(facing)))))
return origin + Right(Right(Right(facing)));
if (CanPut(origin + Opposite(facing)))
return origin + Opposite(facing);
if (CanPut(origin))
return origin;
return {};
}
void AutoGetItem(Player &player, Item *itemPointer, int ii)
{
Item &item = *itemPointer;
if (dropGoldFlag) {
CloseGoldDrop();
dropGoldValue = 0;
}
if (dItem[item.position.x][item.position.y] == 0)
return;
item._iCreateInfo &= ~CF_PREGEN;
CheckQuestItem(player, item);
item.updateRequiredStatsCacheForPlayer(player);
bool done;
bool autoEquipped = false;
if (item._itype == ItemType::Gold) {
done = GoldAutoPlace(player, item);
if (!done) {
SetPlrHandGoldCurs(item);
}
} else {
done = AutoEquipEnabled(player, item) && AutoEquip(player, item);
if (done) {
autoEquipped = true;
}
if (!done) {
done = AutoPlaceItemInBelt(player, item, true);
}
if (!done) {
done = AutoPlaceItemInInventory(player, item, true);
}
}
if (done) {
if (!autoEquipped && *sgOptions.Audio.itemPickupSound && &player == MyPlayer) {
PlaySFX(IS_IGRAB);
}
CleanupItems(ii);
return;
}
if (&player == MyPlayer) {
player.Say(HeroSpeech::ICantCarryAnymore);
}
RespawnItem(item, true);
NetSendCmdPItem(true, CMD_RESPAWNITEM, item.position, item);
}
int FindGetItem(int32_t iseed, _item_indexes idx, uint16_t createInfo)
{
for (uint8_t i = 0; i < ActiveItemCount; i++) {
auto &item = Items[ActiveItems[i]];
if (item.keyAttributesMatch(iseed, idx, createInfo)) {
return i;
}
}
return -1;
}
void SyncGetItem(Point position, int32_t iseed, _item_indexes idx, uint16_t ci)
{
// Check what the local client has at the target position
int ii = dItem[position.x][position.y] - 1;
if (ii >= 0 && ii < MAXITEMS) {
// If there was an item there, check that it's the same item as the remote player has
if (!Items[ii].keyAttributesMatch(iseed, idx, ci)) {
// Key attributes don't match so we must've desynced, ignore this index and try find a matching item via lookup
ii = -1;
}
}
if (ii == -1) {
// Either there's no item at the expected position or it doesn't match what is being picked up, so look for an item that matches the key attributes
ii = FindGetItem(iseed, idx, ci);
if (ii != -1) {
// Translate to Items index for CleanupItems, FindGetItem returns an ActiveItems index
ii = ActiveItems[ii];
}
}
if (ii == -1) {
// Still can't find the expected item, assume it was collected earlier and this caused the desync
return;
}
CleanupItems(ii);
}
bool CanPut(Point position)
{
if (!InDungeonBounds(position)) {
return false;
}
if (IsTileSolid(position)) {
return false;
}
if (dItem[position.x][position.y] != 0) {
return false;
}
if (leveltype == DTYPE_TOWN) {
if (dMonster[position.x][position.y] != 0) {
return false;
}
if (dMonster[position.x + 1][position.y + 1] != 0) {
return false;
}
}
if (IsItemBlockingObjectAtPosition(position)) {
return false;
}
return true;
}
int InvPutItem(const Player &player, Point position, const Item &item)
{
if (player.isOnLevel(0)) {
if (item.IDidx == IDI_RUNEBOMB && OpensHive(position)) {
OpenHive();
return -1;
}
if (item.IDidx == IDI_MAPOFDOOM && OpensGrave(position)) {
OpenCrypt();
return -1;
}
}
std::optional<Point> itemTile = FindAdjacentPositionForItem(player.position.tile, GetDirection(player.position.tile, position));
if (!itemTile)
return -1;
int ii = AllocateItem();
dItem[itemTile->x][itemTile->y] = ii + 1;
Items[ii] = item;
Items[ii].position = *itemTile;
RespawnItem(Items[ii], true);
if (currlevel == 21 && *itemTile == CornerStone.position) {
CornerStone.item = Items[ii];
InitQTextMsg(TEXT_CORNSTN);
Quests[Q_CORNSTN]._qlog = false;
Quests[Q_CORNSTN]._qactive = QUEST_DONE;
}
return ii;
}
int SyncPutItem(const 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 (player.isOnLevel(0)) {
if (idx == IDI_RUNEBOMB && OpensHive(position))
return -1;
if (idx == IDI_MAPOFDOOM && OpensGrave(position))
return -1;
}
std::optional<Point> itemTile = FindAdjacentPositionForItem(player.position.tile, GetDirection(player.position.tile, position));
if (!itemTile)
return -1;
return SyncDropItem(*itemTile, idx, icreateinfo, iseed, id, dur, mdur, ch, mch, ivalue, ibuff, toHit, maxDam, minStr, minMag, minDex, ac);
}
int SyncDropItem(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)
{
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(item, true);
if (currlevel == 21 && position == CornerStone.position) {
CornerStone.item = item;
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 = GetRightPanel().position.x;
int yo = GetRightPanel().position.y;
if (r >= SLOTXY_BELT_FIRST) {
xo = GetMainPanel().position.x;
yo = GetMainPanel().position.y;
}
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::ColorWhite;
Item *pi = nullptr;
Player &myPlayer = *MyPlayer;
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() || myPlayer.GetItemLocation(*pi) != ILOC_TWOHAND) {
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 == ItemType::Gold) {
int nGold = pi->_ivalue;
InfoString = fmt::format(fmt::runtime(ngettext("{:s} gold piece", "{:s} gold pieces", nGold)), FormatInteger(nGold));
} else {
InfoColor = pi->getTextColor();
if (pi->_iIdentified) {
InfoString = string_view(pi->_iIName);
PrintItemDetails(*pi);
} else {
InfoString = string_view(pi->_iName);
PrintItemDur(*pi);
}
}
return rv;
}
bool UseScroll(const spell_id spell)
{
if (pcurs != CURSOR_HAND)
return false;
if (leveltype == DTYPE_TOWN && !spelldata[spell].sTownSpell)
return false;
return HasInventoryOrBeltItem(*MyPlayer, [spell](const Item &item) {
return item.isScrollOf(spell);
});
}
void UseStaffCharge(Player &player)
{
auto &staff = player.InvBody[INVLOC_HAND_LEFT];
if (!CanUseStaff(staff, player._pSpell))
return;
staff._iCharges--;
CalcPlrStaff(player);
}
bool UseStaff(const spell_id spell)
{
if (pcurs != CURSOR_HAND) {
return false;
}
Player &myPlayer = *MyPlayer;
return CanUseStaff(myPlayer.InvBody[INVLOC_HAND_LEFT], spell);
}
Item &GetInventoryItem(Player &player, int location)
{
if (location < INVITEM_INV_FIRST)
return player.InvBody[location];
if (location <= INVITEM_INV_LAST)
return player.InvList[location - INVITEM_INV_FIRST];
return player.SpdList[location - INVITEM_BELT_FIRST];
}
bool UseInvItem(int pnum, int cii)
{
Player &player = Players[pnum];
if (player._pInvincible && player._pHitPoints == 0 && &player == MyPlayer)
return true;
if (pcurs != CURSOR_HAND)
return true;
if (stextflag != STORE_NONE)
return true;
if (cii < INVITEM_INV_FIRST)
return false;
bool speedlist = false;
int c;
Item *item;
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;
// If selected speedlist item exists in InvList, use the InvList item.
for (int i = 0; i < player._pNumInv && *sgOptions.Gameplay.autoRefillBelt; i++) {
if (player.InvList[i]._iMiscId == item->_iMiscId && player.InvList[i]._iSpell == item->_iSpell) {
c = i;
item = &player.InvList[c];
speedlist = false;
break;
}
}
// If speedlist item is not inventory, use same item at the end of the speedlist if exists.
if (speedlist && *sgOptions.Gameplay.autoRefillBelt) {
for (int i = INVITEM_BELT_LAST - INVITEM_BELT_FIRST; i > c; i--) {
Item &candidate = player.SpdList[i];
if (!candidate.isEmpty() && candidate._iMiscId == item->_iMiscId && candidate._iSpell == item->_iSpell) {
c = i;
item = &candidate;
break;
}
}
}
}
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 (player.isOnLevel(0)) {
if (UseItemOpensHive(*item, player.position.tile)) {
OpenHive();
player.RemoveInvItem(c);
return true;
}
if (UseItemOpensCrypt(*item, player.position.tile)) {
OpenCrypt();
player.RemoveInvItem(c);
return true;
}
}
if (!AllItemsList[item->IDidx].iUsable)
return false;
if (!player.CanUseItem(*item)) {
player.Say(HeroSpeech::ICantUseThisYet);
return true;
}
if (item->_iMiscId == IMISC_NONE && item->_itype == ItemType::Gold) {
StartGoldDrop();
return true;
}
if (dropGoldFlag) {
CloseGoldDrop();
dropGoldValue = 0;
}
if (item->isScroll() && leveltype == DTYPE_TOWN && !spelldata[item->_iSpell].sTownSpell) {
return true;
}
if (item->_iMiscId > IMISC_RUNEFIRST && item->_iMiscId < IMISC_RUNELAST && leveltype == DTYPE_TOWN) {
return true;
}
int idata = ItemCAnimTbl[item->_iCurs];
if (item->_iMiscId == IMISC_BOOK)
PlaySFX(IS_RBOOK);
else if (&player == MyPlayer)
PlaySFX(ItemInvSnds[idata]);
UseItem(pnum, item->_iMiscId, item->_iSpell);
if (speedlist) {
if (player.SpdList[c]._iMiscId == IMISC_NOTE) {
InitQTextMsg(TEXT_BOOK9);
CloseInventory();
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);
CloseInventory();
return true;
}
player.RemoveInvItem(c);
return true;
}
void CloseInventory()
{
CloseGoldWithdraw();
IsStashOpen = false;
invflag = false;
}
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.talkMsg == 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 == ItemType::Gold)
gold += player.InvList[i]._ivalue;
}
return gold;
}
Size GetInventorySize(const Item &item)
{
int itemSizeIndex = item._iCurs + CURSOR_FIRSTITEM;
auto size = GetInvItemSize(itemSizeIndex);
return { size.width / InventorySlotSizeInPixels.width, size.height / InventorySlotSizeInPixels.height };
}
} // namespace devilution