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180 lines
6.5 KiB
180 lines
6.5 KiB
/** |
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* @file inv.h |
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* |
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* Interface of player inventory. |
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*/ |
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#pragma once |
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#include <cstdint> |
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#include "engine/point.hpp" |
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#include "items.h" |
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#include "palette.h" |
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#include "player.h" |
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namespace devilution { |
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#define INV_SLOT_SIZE_PX 28 |
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#define INV_SLOT_HALF_SIZE_PX (INV_SLOT_SIZE_PX / 2) |
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#define INV_ROW_SLOT_SIZE 10 |
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constexpr Size InventorySlotSizeInPixels { INV_SLOT_SIZE_PX, INV_SLOT_SIZE_PX }; |
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enum inv_item : int8_t { |
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// clang-format off |
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INVITEM_HEAD = 0, |
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INVITEM_RING_LEFT = 1, |
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INVITEM_RING_RIGHT = 2, |
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INVITEM_AMULET = 3, |
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INVITEM_HAND_LEFT = 4, |
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INVITEM_HAND_RIGHT = 5, |
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INVITEM_CHEST = 6, |
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INVITEM_INV_FIRST = 7, |
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INVITEM_INV_LAST = 46, |
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INVITEM_BELT_FIRST = 47, |
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INVITEM_BELT_LAST = 54, |
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// clang-format on |
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}; |
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// identifiers for each of the inventory squares |
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// see https://github.com/sanctuary/graphics/blob/master/inventory.png |
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enum inv_xy_slot : uint8_t { |
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// clang-format off |
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SLOTXY_HEAD_FIRST = 0, |
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SLOTXY_HEAD_LAST = 3, |
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SLOTXY_RING_LEFT = 4, |
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SLOTXY_RING_RIGHT = 5, |
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SLOTXY_AMULET = 6, |
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SLOTXY_HAND_LEFT_FIRST = 7, |
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SLOTXY_HAND_LEFT_LAST = 12, |
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SLOTXY_HAND_RIGHT_FIRST = 13, |
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SLOTXY_HAND_RIGHT_LAST = 18, |
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SLOTXY_CHEST_FIRST = 19, |
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SLOTXY_CHEST_LAST = 24, |
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// regular inventory |
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SLOTXY_INV_FIRST = 25, |
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SLOTXY_INV_ROW1_FIRST = SLOTXY_INV_FIRST, |
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SLOTXY_INV_ROW1_LAST = 34, |
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SLOTXY_INV_ROW2_FIRST = 35, |
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SLOTXY_INV_ROW2_LAST = 44, |
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SLOTXY_INV_ROW3_FIRST = 45, |
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SLOTXY_INV_ROW3_LAST = 54, |
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SLOTXY_INV_ROW4_FIRST = 55, |
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SLOTXY_INV_ROW4_LAST = 64, |
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SLOTXY_INV_LAST = SLOTXY_INV_ROW4_LAST, |
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// belt items |
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SLOTXY_BELT_FIRST = 65, |
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SLOTXY_BELT_LAST = 72, |
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NUM_XY_SLOTS = 73 |
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// clang-format on |
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}; |
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enum item_color : uint8_t { |
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// clang-format off |
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ICOL_YELLOW = PAL16_YELLOW + 5, |
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ICOL_WHITE = PAL16_GRAY + 5, |
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ICOL_BLUE = PAL16_BLUE + 5, |
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ICOL_RED = PAL16_RED + 5, |
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// clang-format on |
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}; |
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extern bool invflag; |
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extern bool drawsbarflag; |
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extern const Point InvRect[73]; |
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/** |
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* @brief Function type which performs an operation on the given item. |
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*/ |
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using ItemFunc = void (*)(Item &); |
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void FreeInvGFX(); |
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void InitInv(); |
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/** |
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* @brief Render the inventory panel to the given buffer. |
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*/ |
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void DrawInv(const Surface &out); |
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void DrawInvBelt(const Surface &out); |
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/** |
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* @brief Checks whether or not auto-equipping behavior is enabled for the given player and item. |
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* @param player The player to check. |
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* @param item The item to check. |
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* @return 'True' if auto-equipping behavior is enabled for the player and item and 'False' otherwise. |
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*/ |
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bool AutoEquipEnabled(const Player &player, const Item &item); |
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/** |
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* @brief Automatically attempts to equip the specified item in the most appropriate 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 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 Item &item, bool persistItem = true); |
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/** |
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* @brief Checks whether the given item can be placed on the specified player's inventory. |
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* If 'persistItem' is 'True', the item is also placed in the inventory. |
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* @param item The item to be checked. |
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* @param persistItem Pass 'True' to actually place the item in the inventory. The default is 'False'. |
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* @return 'True' in case the item can be placed on the player's inventory and 'False' otherwise. |
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*/ |
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bool AutoPlaceItemInInventory(Player &player, const Item &item, bool persistItem = false); |
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/** |
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* @brief Checks whether the given item can be placed on the specified player's inventory slot. |
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* If 'persistItem' is 'True', the item is also placed in the inventory slot. |
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* @param slotIndex The 0-based index of the slot to put the item on. |
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* @param item The item to be checked. |
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* @param persistItem Pass 'True' to actually place the item in the inventory slot. The default is 'False'. |
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* @return 'True' in case the item can be placed on the specified player's inventory slot and 'False' otherwise. |
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*/ |
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bool AutoPlaceItemInInventorySlot(Player &player, int slotIndex, const Item &item, bool persistItem); |
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/** |
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* @brief Checks whether the given item can be placed on the specified player's belt. Returns 'True' when the item can be placed |
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* on belt slots and the player has at least one empty slot in his belt. |
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* If 'persistItem' is 'True', the item is also placed in the belt. |
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* @param player The player on whose belt will be checked. |
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* @param item The item to be checked. |
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* @param persistItem Pass 'True' to actually place the item in the belt. The default is 'False'. |
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* @return 'True' in case the item can be placed on the player's belt and 'False' otherwise. |
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*/ |
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bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem = false); |
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bool GoldAutoPlace(Player &player); |
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bool GoldAutoPlaceInInventorySlot(Player &player, int slotIndex); |
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void CheckInvSwap(Player &player, BYTE bLoc, int idx, uint16_t wCI, int seed, bool bId, uint32_t dwBuff); |
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void inv_update_rem_item(Player &player, BYTE iv); |
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void CheckInvItem(bool isShiftHeld = false); |
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/** |
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* Check for interactions with belt |
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*/ |
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void CheckInvScrn(bool isShiftHeld); |
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void CheckItemStats(Player &player); |
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void InvGetItem(int pnum, Item *item, int ii); |
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void AutoGetItem(int pnum, Item *item, int ii); |
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int FindGetItem(int idx, uint16_t ci, int iseed); |
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void SyncGetItem(Point position, int idx, uint16_t ci, int iseed); |
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bool CanPut(Point position); |
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bool TryInvPut(); |
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int InvPutItem(Player &player, Point position); |
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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); |
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int8_t CheckInvHLight(); |
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void RemoveScroll(Player &player); |
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bool UseScroll(); |
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void UseStaffCharge(Player &player); |
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bool UseStaff(); |
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bool UseInvItem(int pnum, int cii); |
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void DoTelekinesis(); |
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int CalculateGold(Player &player); |
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bool DropItemBeforeTrig(); |
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/* data */ |
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} // namespace devilution
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