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2118 lines
60 KiB
2118 lines
60 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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|
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#include "DiabloUI/ui_flags.hpp" |
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#include "controls/plrctrls.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/cl2_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 "inv_iterators.hpp" |
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#include "levels/town.h" |
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#include "minitext.h" |
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#include "miniwin/misc_msg.h" |
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#include "options.h" |
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#include "panels/ui_panels.hpp" |
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#include "plrmsg.h" |
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#include "qol/stash.h" |
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#include "stores.h" |
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#include "towners.h" |
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#include "utils/format_int.hpp" |
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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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#include "utils/str_cat.hpp" |
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#include "utils/utf8.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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* |
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* @code{.unparsed} |
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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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* @endcode |
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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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OptionalOwnedCelSprite pInvCels; |
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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 player The player reference |
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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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/** |
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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 Item &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 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 Item &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, Item&, 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 Item &item) |
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{ |
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if (!CanEquip(item) || IsNoneOf(player.GetItemLocation(item), ILOC_ONEHAND, ILOC_TWOHAND)) |
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return false; |
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Item &leftHandItem = player.InvBody[INVLOC_HAND_LEFT]; |
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Item &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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Item &occupiedHand = !leftHandItem.isEmpty() ? leftHandItem : rightHandItem; |
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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 = player.GetItemLocation(occupiedHand) == ILOC_ONEHAND |
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&& IsAnyOf(occupiedHand._itype, ItemType::Sword, ItemType::Mace); |
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bool weaponToEquipIsOneHandedSwordOrMace = player.GetItemLocation(item) == ILOC_ONEHAND |
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&& IsAnyOf(item._itype, ItemType::Sword, ItemType::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 player.GetItemLocation(item) == ILOC_ONEHAND |
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&& player.GetItemLocation(occupiedHand) == 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 Item &item, inv_body_loc bodyLocation) |
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{ |
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if (!CanEquip(item) || player._pmode > PM_WALK_SIDEWAYS || !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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void ChangeEquipment(Player &player, inv_body_loc bodyLocation, const Item &item) |
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{ |
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player.InvBody[bodyLocation] = item; |
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if (&player == MyPlayer) { |
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NetSendCmdChItem(false, bodyLocation); |
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} |
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} |
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bool AutoEquip(Player &player, const Item &item, inv_body_loc bodyLocation, bool persistItem) |
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{ |
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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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ChangeEquipment(player, bodyLocation, item); |
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if (*sgOptions.Audio.autoEquipSound && &player == MyPlayer) { |
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PlaySFX(ItemInvSnds[ItemCAnimTbl[item._iCurs]]); |
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} |
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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 FindSlotUnderCursor(Point cursorPosition, Size itemSize) |
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{ |
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int i = cursorPosition.x; |
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int j = cursorPosition.y; |
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if (!IsHardwareCursor()) { |
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// offset the cursor position to match the hot pixel we'd use for a hardware cursor |
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i += itemSize.width * INV_SLOT_HALF_SIZE_PX; |
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j += itemSize.height * INV_SLOT_HALF_SIZE_PX; |
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} |
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for (int r = 0; r < NUM_XY_SLOTS; r++) { |
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int xo = GetRightPanel().position.x; |
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int yo = GetRightPanel().position.y; |
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if (r >= SLOTXY_BELT_FIRST) { |
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xo = GetMainPanel().position.x; |
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yo = GetMainPanel().position.y; |
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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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return 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 % 2 == 0) |
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i -= INV_SLOT_HALF_SIZE_PX; |
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if (itemSize.height % 2 == 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 % 2 == 0) |
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j += INV_SLOT_HALF_SIZE_PX; |
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} |
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return NUM_XY_SLOTS; |
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} |
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void CheckInvPaste(Player &player, Point cursorPosition) |
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{ |
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Size itemSize = GetInventorySize(player.HoldItem); |
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int slot = FindSlotUnderCursor(cursorPosition, itemSize); |
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if (slot == NUM_XY_SLOTS) |
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return; |
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item_equip_type il = ILOC_UNEQUIPABLE; |
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if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) |
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il = ILOC_HELM; |
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if (slot >= SLOTXY_RING_LEFT && slot <= SLOTXY_RING_RIGHT) |
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il = ILOC_RING; |
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if (slot == SLOTXY_AMULET) |
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il = ILOC_AMULET; |
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if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) |
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il = ILOC_ONEHAND; |
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if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) |
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il = ILOC_ARMOR; |
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if (slot >= SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST) |
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il = ILOC_BELT; |
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item_equip_type desiredIl = player.GetItemLocation(player.HoldItem); |
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if (il == ILOC_ONEHAND && desiredIl == ILOC_TWOHAND) |
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il = ILOC_TWOHAND; |
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int8_t it = 0; |
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if (il == ILOC_UNEQUIPABLE) { |
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int ii = slot - SLOTXY_INV_FIRST; |
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if (player.HoldItem._itype == ItemType::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 != ItemType::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 (int j = 0; j < itemSize.height; j++) { |
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if (yy >= InventoryGridCells) |
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return; |
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int xx = std::max((ii % INV_ROW_SLOT_SIZE) - ((itemSize.width - 1) / 2), 0); |
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for (int i = 0; i < itemSize.width; i++) { |
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if (xx >= INV_ROW_SLOT_SIZE) |
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return; |
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if (player.InvGrid[xx + yy] != 0) { |
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int8_t iv = abs(player.InvGrid[xx + yy]); |
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if (it != 0) { |
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if (it != iv) |
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return; |
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} else { |
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it = iv; |
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} |
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} |
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xx++; |
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} |
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yy += INV_ROW_SLOT_SIZE; |
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} |
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} |
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} else if (il == ILOC_BELT) { |
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if (!CanBePlacedOnBelt(player.HoldItem)) |
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return; |
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} else if (desiredIl != il) { |
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return; |
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} |
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|
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if (IsNoneOf(il, ILOC_UNEQUIPABLE, ILOC_BELT) && !player.CanUseItem(player.HoldItem)) { |
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player.Say(HeroSpeech::ICantUseThisYet); |
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return; |
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} |
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|
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if (player._pmode > PM_WALK_SIDEWAYS && IsNoneOf(il, ILOC_UNEQUIPABLE, ILOC_BELT)) |
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return; |
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|
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if (&player == MyPlayer) |
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PlaySFX(ItemInvSnds[ItemCAnimTbl[player.HoldItem._iCurs]]); |
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|
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switch (il) { |
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case ILOC_HELM: |
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case ILOC_RING: |
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case ILOC_AMULET: |
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case ILOC_ARMOR: { |
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auto iLocToInvLoc = [&slot](item_equip_type loc) { |
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switch (loc) { |
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case ILOC_HELM: |
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return INVLOC_HEAD; |
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case ILOC_RING: |
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return (slot == SLOTXY_RING_LEFT ? INVLOC_RING_LEFT : INVLOC_RING_RIGHT); |
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case ILOC_AMULET: |
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return INVLOC_AMULET; |
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case ILOC_ARMOR: |
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return INVLOC_CHEST; |
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default: |
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app_fatal("Unexpected equipment type"); |
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} |
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}; |
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inv_body_loc slot = iLocToInvLoc(il); |
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Item previouslyEquippedItem = player.InvBody[slot]; |
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ChangeEquipment(player, slot, player.HoldItem.pop()); |
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if (!previouslyEquippedItem.isEmpty()) { |
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player.HoldItem = previouslyEquippedItem; |
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} |
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break; |
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} |
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case ILOC_ONEHAND: { |
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inv_body_loc selectedHand = slot <= SLOTXY_HAND_LEFT_LAST ? INVLOC_HAND_LEFT : INVLOC_HAND_RIGHT; |
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inv_body_loc otherHand = slot <= SLOTXY_HAND_LEFT_LAST ? INVLOC_HAND_RIGHT : INVLOC_HAND_LEFT; |
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|
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bool pasteIntoSelectedHand = (player.InvBody[otherHand].isEmpty() || player.InvBody[otherHand]._iClass != player.HoldItem._iClass) |
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|| (player._pClass == HeroClass::Bard && player.InvBody[otherHand]._iClass == ICLASS_WEAPON && player.HoldItem._iClass == ICLASS_WEAPON); |
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|
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bool dequipTwoHandedWeapon = (!player.InvBody[otherHand].isEmpty() && player.GetItemLocation(player.InvBody[otherHand]) == ILOC_TWOHAND); |
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|
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inv_body_loc pasteHand = pasteIntoSelectedHand ? selectedHand : otherHand; |
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Item previouslyEquippedItem = dequipTwoHandedWeapon ? player.InvBody[otherHand] : player.InvBody[pasteHand]; |
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if (dequipTwoHandedWeapon) { |
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RemoveEquipment(player, otherHand, false); |
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} |
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ChangeEquipment(player, pasteHand, player.HoldItem.pop()); |
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if (!previouslyEquippedItem.isEmpty()) { |
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player.HoldItem = previouslyEquippedItem; |
|
} |
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break; |
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} |
|
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 |
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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 ¬eItem) |
|
{ |
|
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 = LoadCelAsCl2("Data\\Inv\\Inv.CEL", static_cast<uint16_t>(SidePanelSize.width)); |
|
break; |
|
case HeroClass::Rogue: |
|
case HeroClass::Bard: |
|
pInvCels = LoadCelAsCl2("Data\\Inv\\Inv_rog.CEL", static_cast<uint16_t>(SidePanelSize.width)); |
|
break; |
|
case HeroClass::Sorcerer: |
|
pInvCels = LoadCelAsCl2("Data\\Inv\\Inv_Sor.CEL", static_cast<uint16_t>(SidePanelSize.width)); |
|
break; |
|
case HeroClass::Monk: |
|
pInvCels = LoadCelAsCl2(!gbIsSpawn ? "Data\\Inv\\Inv_Sor.CEL" : "Data\\Inv\\Inv.CEL", static_cast<uint16_t>(SidePanelSize.width)); |
|
break; |
|
} |
|
} |
|
|
|
void DrawInv(const Surface &out) |
|
{ |
|
Cl2Draw(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) { |
|
Cl2DrawOutline(out, GetOutlineColor(myPlayer.InvBody[slot], true), position, cel, celFrame); |
|
} |
|
|
|
DrawItem(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; |
|
Cl2DrawLightBlended(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) { |
|
Cl2DrawOutline(out, GetOutlineColor(myPlayer.InvList[ii], true), position, cel, celFrame); |
|
} |
|
|
|
DrawItem( |
|
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) { |
|
Cl2DrawOutline(out, GetOutlineColor(myPlayer.SpdList[i], true), position, cel, celFrame); |
|
} |
|
} |
|
|
|
DrawItem(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 (ObjectUnderCursor != nullptr) |
|
NetSendCmdLoc(MyPlayerId, true, CMD_OPOBJT, cursPosition); |
|
if (pcursitem != -1) |
|
NetSendCmdGItem(true, CMD_REQUESTAGITEM, 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
|
|
|