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/**
* @file items.h
*
* Interface of item functionality.
*/
#pragma once
#include <cstdint>
#include <optional>
#include "DiabloUI/ui_flags.hpp"
#include "cursor.h"
#include "engine/animationinfo.h"
#include "engine/point.hpp"
#include "engine/surface.hpp"
#include "itemdat.h"
#include "levels/dun_tile.hpp"
#include "monster.h"
#include "utils/is_of.hpp"
#include "utils/string_or_view.hpp"
namespace devilution {
#define MAXITEMS 127
#define ITEMTYPES 43
#define GOLD_SMALL_LIMIT 1000
#define GOLD_MEDIUM_LIMIT 2500
#define GOLD_MAX_LIMIT 5000
// Item indestructible durability
#define DUR_INDESTRUCTIBLE 255
constexpr int ItemNameLength = 64;
constexpr int MaxVendorValue = 140000;
constexpr int MaxVendorValueHf = 200000;
constexpr int MaxBoyValue = 90000;
constexpr int MaxBoyValueHf = 200000;
enum item_quality : uint8_t {
ITEM_QUALITY_NORMAL,
ITEM_QUALITY_MAGIC,
ITEM_QUALITY_UNIQUE,
};
enum _unique_items : int32_t {
UITEM_CLEAVER,
UITEM_SKCROWN,
UITEM_INFRARING,
UITEM_OPTAMULET,
UITEM_TRING,
UITEM_HARCREST,
UITEM_STEELVEIL,
UITEM_ARMOFVAL,
UITEM_GRISWOLD,
UITEM_BOVINE,
UITEM_RIFTBOW,
UITEM_NEEDLER,
UITEM_CELESTBOW,
UITEM_DEADLYHUNT,
UITEM_BOWOFDEAD,
UITEM_BLKOAKBOW,
UITEM_FLAMEDART,
UITEM_FLESHSTING,
UITEM_WINDFORCE,
UITEM_EAGLEHORN,
UITEM_GONNAGALDIRK,
UITEM_DEFENDER,
UITEM_GRYPHONCLAW,
UITEM_BLACKRAZOR,
UITEM_GIBBOUSMOON,
UITEM_ICESHANK,
UITEM_EXECUTIONER,
UITEM_BONESAW,
UITEM_SHADHAWK,
UITEM_WIZSPIKE,
UITEM_LGTSABRE,
UITEM_FALCONTALON,
UITEM_INFERNO,
UITEM_DOOMBRINGER,
UITEM_GRIZZLY,
UITEM_GRANDFATHER,
UITEM_MANGLER,
UITEM_SHARPBEAK,
UITEM_BLOODLSLAYER,
UITEM_CELESTAXE,
UITEM_WICKEDAXE,
UITEM_STONECLEAV,
UITEM_AGUHATCHET,
UITEM_HELLSLAYER,
UITEM_MESSERREAVER,
UITEM_CRACKRUST,
UITEM_JHOLMHAMM,
UITEM_CIVERBS,
UITEM_CELESTSTAR,
UITEM_BARANSTAR,
UITEM_GNARLROOT,
UITEM_CRANBASH,
UITEM_SCHAEFHAMM,
UITEM_DREAMFLANGE,
UITEM_STAFFOFSHAD,
UITEM_IMMOLATOR,
UITEM_STORMSPIRE,
UITEM_GLEAMSONG,
UITEM_THUNDERCALL,
UITEM_PROTECTOR,
UITEM_NAJPUZZLE,
UITEM_MINDCRY,
UITEM_RODOFONAN,
UITEM_SPIRITSHELM,
UITEM_THINKINGCAP,
UITEM_OVERLORDHELM,
UITEM_FOOLSCREST,
UITEM_GOTTERDAM,
UITEM_ROYCIRCLET,
UITEM_TORNFLESH,
UITEM_GLADBANE,
UITEM_RAINCLOAK,
UITEM_LEATHAUT,
UITEM_WISDWRAP,
UITEM_SPARKMAIL,
UITEM_SCAVCARAP,
UITEM_NIGHTSCAPE,
UITEM_NAJPLATE,
UITEM_DEMONSPIKE,
UITEM_DEFLECTOR,
UITEM_SKULLSHLD,
UITEM_DRAGONBRCH,
UITEM_BLKOAKSHLD,
UITEM_HOLYDEF,
UITEM_STORMSHLD,
UITEM_BRAMBLE,
UITEM_REGHA,
UITEM_BLEEDER,
UITEM_CONSTRICT,
UITEM_ENGAGE,
UITEM_INVALID = -1,
};
/*
CF_LEVEL: Item Level (6 bits; value ranges from 0-63)
CF_ONLYGOOD: Item is not able to have affixes with PLOK set to false
CF_UPER15: Item is from a Unique Monster and has 15% chance of being a Unique Item
CF_UPER1: Item is from the dungeon and has a 1% chance of being a Unique Item
CF_UNIQUE: Item is a Unique Item
CF_SMITH: Item is from Griswold (Basic)
CF_SMITHPREMIUM: Item is from Griswold (Premium)
CF_BOY: Item is from Wirt
CF_WITCH: Item is from Adria
CF_HEALER: Item is from Pepin
CF_PREGEN: Item is pre-generated, mostly associated with Quest items found in the dungeon or potions on the dungeon floor
Items that have both CF_UPER15 and CF_UPER1 are CF_USEFUL, which is used to generate Potions and Town Portal scrolls on the dungeon floor
Items that have any of CF_SMITH, CF_SMITHPREMIUM, CF_BOY, CF_WICTH, and CF_HEALER are CF_TOWN, indicating the item is sourced from an NPC
*/
enum icreateinfo_flag {
// clang-format off
CF_LEVEL = (1 << 6) - 1,
CF_ONLYGOOD = 1 << 6,
CF_UPER15 = 1 << 7,
CF_UPER1 = 1 << 8,
CF_UNIQUE = 1 << 9,
CF_SMITH = 1 << 10,
CF_SMITHPREMIUM = 1 << 11,
CF_BOY = 1 << 12,
CF_WITCH = 1 << 13,
CF_HEALER = 1 << 14,
CF_PREGEN = 1 << 15,
CF_USEFUL = CF_UPER15 | CF_UPER1,
CF_TOWN = CF_SMITH | CF_SMITHPREMIUM | CF_BOY | CF_WITCH | CF_HEALER,
// clang-format on
};
enum icreateinfo_flag2 {
// clang-format off
CF_HELLFIRE = 1 << 0,
CF_UIDOFFSET = ((1 << 4) - 1) << 1,
// clang-format on
};
// All item animation frames have this width.
constexpr int ItemAnimWidth = 96;
// Defined in player.h, forward declared here to allow for functions which operate in the context of a player.
struct Player;
struct Item {
/** Randomly generated identifier */
uint32_t _iSeed = 0;
uint16_t _iCreateInfo = 0;
ItemType _itype = ItemType::None;
bool _iAnimFlag = false;
Point position = { 0, 0 };
/*
* @brief Contains Information for current Animation
*/
AnimationInfo AnimInfo;
bool _iDelFlag = false; // set when item is flagged for deletion, deprecated in 1.02
SelectionRegion selectionRegion = SelectionRegion::None;
bool _iPostDraw = false;
bool _iIdentified = false;
item_quality _iMagical = ITEM_QUALITY_NORMAL;
char _iName[ItemNameLength] = {};
char _iIName[ItemNameLength] = {};
item_equip_type _iLoc = ILOC_NONE;
item_class _iClass = ICLASS_NONE;
uint8_t _iCurs = 0;
int _ivalue = 0;
int _iIvalue = 0;
uint8_t _iMinDam = 0;
uint8_t _iMaxDam = 0;
int16_t _iAC = 0;
ItemSpecialEffect _iFlags = ItemSpecialEffect::None;
item_misc_id _iMiscId = IMISC_NONE;
SpellID _iSpell = SpellID::Null;
_item_indexes IDidx = IDI_NONE;
int _iCharges = 0;
int _iMaxCharges = 0;
int _iDurability = 0;
int _iMaxDur = 0;
int16_t _iPLDam = 0;
int16_t _iPLToHit = 0;
int16_t _iPLAC = 0;
int16_t _iPLStr = 0;
int16_t _iPLMag = 0;
int16_t _iPLDex = 0;
int16_t _iPLVit = 0;
int16_t _iPLFR = 0;
int16_t _iPLLR = 0;
int16_t _iPLMR = 0;
int16_t _iPLMana = 0;
int16_t _iPLHP = 0;
int16_t _iPLDamMod = 0;
int16_t _iPLGetHit = 0;
int16_t _iPLLight = 0;
int8_t _iSplLvlAdd = 0;
bool _iRequest = false;
/** Unique item ID, used as an index into UniqueItemList */
int _iUid = 0;
int16_t _iFMinDam = 0;
int16_t _iFMaxDam = 0;
int16_t _iLMinDam = 0;
int16_t _iLMaxDam = 0;
int16_t _iPLEnAc = 0;
enum item_effect_type _iPrePower = IPL_INVALID;
enum item_effect_type _iSufPower = IPL_INVALID;
int _iVAdd1 = 0;
int _iVMult1 = 0;
int _iVAdd2 = 0;
int _iVMult2 = 0;
int8_t _iMinStr = 0;
uint8_t _iMinMag = 0;
int8_t _iMinDex = 0;
bool _iStatFlag = false;
ItemSpecialEffectHf _iDamAcFlags = ItemSpecialEffectHf::None;
uint32_t dwBuff = 0;
/**
* @brief Clears this item and returns the old value
*/
Item pop() &
{
Item temp = std::move(*this);
clear();
return temp;
}
/**
* @brief Resets the item so isEmpty() returns true without needing to reinitialise the whole object
*/
DVL_REINITIALIZES void clear()
{
this->_itype = ItemType::None;
}
/**
* @brief Checks whether this item is empty or not.
* @return 'True' in case the item is empty and 'False' otherwise.
*/
bool isEmpty() const
{
return this->_itype == ItemType::None;
}
/**
* @brief Checks whether this item is an equipment.
* @return 'True' in case the item is an equipment and 'False' otherwise.
*/
bool isEquipment() const
{
if (this->isEmpty()) {
return false;
}
switch (this->_iLoc) {
case ILOC_AMULET:
case ILOC_ARMOR:
case ILOC_HELM:
case ILOC_ONEHAND:
case ILOC_RING:
case ILOC_TWOHAND:
return true;
default:
return false;
}
}
/**
* @brief Checks whether this item is a weapon.
* @return 'True' in case the item is a weapon and 'False' otherwise.
*/
bool isWeapon() const
{
switch (this->_itype) {
case ItemType::Axe:
case ItemType::Bow:
case ItemType::Mace:
case ItemType::Staff:
case ItemType::Sword:
return true;
default:
return false;
}
}
/**
* @brief Checks whether this item is an armor.
* @return 'True' in case the item is an armor and 'False' otherwise.
*/
bool isArmor() const
{
switch (this->_itype) {
case ItemType::HeavyArmor:
case ItemType::LightArmor:
case ItemType::MediumArmor:
return true;
default:
return false;
}
}
/**
* @brief Checks whether this item is gold.
* @return 'True' in case the item is gold and 'False' otherwise.
*/
bool isGold() const
{
return this->_itype == ItemType::Gold;
}
/**
* @brief Checks whether this item is a helm.
* @return 'True' in case the item is a helm and 'False' otherwise.
*/
bool isHelm() const
{
return this->_itype == ItemType::Helm;
}
/**
* @brief Checks whether this item is a shield.
* @return 'True' in case the item is a shield and 'False' otherwise.
*/
bool isShield() const
{
return this->_itype == ItemType::Shield;
}
/**
* @brief Checks whether this item is a jewelry.
* @return 'True' in case the item is a jewelry and 'False' otherwise.
*/
bool isJewelry() const
{
switch (this->_itype) {
case ItemType::Amulet:
case ItemType::Ring:
return true;
default:
return false;
}
}
[[nodiscard]] bool isScroll() const
{
return IsAnyOf(_iMiscId, IMISC_SCROLL, IMISC_SCROLLT);
}
[[nodiscard]] bool isScrollOf(SpellID spellId) const
{
return isScroll() && _iSpell == spellId;
}
[[nodiscard]] bool isRune() const
{
return _iMiscId > IMISC_RUNEFIRST && _iMiscId < IMISC_RUNELAST;
}
[[nodiscard]] bool isRuneOf(SpellID spellId) const
{
if (!isRune())
return false;
switch (_iMiscId) {
case IMISC_RUNEF:
return spellId == SpellID::RuneOfFire;
case IMISC_RUNEL:
return spellId == SpellID::RuneOfLight;
case IMISC_GR_RUNEL:
return spellId == SpellID::RuneOfNova;
case IMISC_GR_RUNEF:
return spellId == SpellID::RuneOfImmolation;
case IMISC_RUNES:
return spellId == SpellID::RuneOfStone;
default:
return false;
}
}
[[nodiscard]] bool isUsable() const;
[[nodiscard]] bool keyAttributesMatch(uint32_t seed, _item_indexes itemIndex, uint16_t createInfo) const
{
return _iSeed == seed && IDidx == itemIndex && _iCreateInfo == createInfo;
}
UiFlags getTextColor() const
{
switch (_iMagical) {
case ITEM_QUALITY_MAGIC:
return UiFlags::ColorBlue;
case ITEM_QUALITY_UNIQUE:
return UiFlags::ColorWhitegold;
default:
return UiFlags::ColorWhite;
}
}
UiFlags getTextColorWithStatCheck() const
{
if (!_iStatFlag)
return UiFlags::ColorRed;
return getTextColor();
}
/**
* @brief Sets the current Animation for the Item
* @param showAnimation Definies if the Animation (Flipping) is shown or if only the final Frame (item on the ground) is shown
*/
void setNewAnimation(bool showAnimation);
/**
* @brief If this item is a spell book, calculates the magic requirement to learn a new level, then for all items sets _iStatFlag
* @param player Player to compare stats against requirements
*/
void updateRequiredStatsCacheForPlayer(const Player &player);
/** @brief Returns the translated item name to display (respects identified flag) */
StringOrView getName() const;
[[nodiscard]] Displacement getRenderingOffset(const ClxSprite sprite) const
{
return { -CalculateSpriteTileCenterX(sprite.width()), 0 };
}
};
struct ItemGetRecordStruct {
uint32_t nSeed;
uint16_t wCI;
int nIndex;
uint32_t dwTimestamp;
};
struct CornerStoneStruct {
Point position;
bool activated;
Item item;
bool isAvailable();
};
/** Contains the items on ground in the current game. */
extern Item Items[MAXITEMS + 1];
extern uint8_t ActiveItems[MAXITEMS];
extern uint8_t ActiveItemCount;
/** Contains the location of dropped items. */
extern int8_t dItem[MAXDUNX][MAXDUNY];
extern bool ShowUniqueItemInfoBox;
extern CornerStoneStruct CornerStone;
extern DVL_API_FOR_TEST bool UniqueItemFlags[128];
uint8_t GetOutlineColor(const Item &item, bool checkReq);
bool IsItemAvailable(int i);
void ClearUniqueItemFlags();
void InitItemGFX();
void InitItems();
void CalcPlrItemVals(Player &player, bool Loadgfx);
void CalcPlrInv(Player &player, bool Loadgfx);
void InitializeItem(Item &item, _item_indexes itemData);
void GenerateNewSeed(Item &item);
int GetGoldCursor(int value);
/**
* @brief Update the gold cursor on the given gold item
* @param gold The item to update
*/
void SetPlrHandGoldCurs(Item &gold);
void CreatePlrItems(Player &player);
bool ItemSpaceOk(Point position);
int AllocateItem();
/**
* @brief Moves the item onto the floor of the current dungeon level
* @param item The source of the item data, should not be used after calling this function
* @param position Coordinates of the tile to place the item on
* @return The index assigned to the item
*/
uint8_t PlaceItemInWorld(Item &&item, WorldTilePosition position);
Point GetSuperItemLoc(Point position);
void GetItemAttrs(Item &item, _item_indexes itemData, int lvl);
void SetupItem(Item &item);
Item *SpawnUnique(_unique_items uid, Point position, std::optional<int> level = std::nullopt, bool sendmsg = true, bool exactPosition = false);
void GetSuperItemSpace(Point position, int8_t inum);
_item_indexes RndItemForMonsterLevel(int8_t monsterLevel);
void SetupAllItems(const Player &player, Item &item, _item_indexes idx, uint32_t iseed, int lvl, int uper, bool onlygood, bool pregen, int uidOffset = 0, bool forceNotUnique = false);
void TryRandomUniqueItem(Item &item, _item_indexes idx, int8_t mLevel, int uper, bool onlygood, bool pregen);
void SpawnItem(Monster &monster, Point position, bool sendmsg, bool spawn = false);
void CreateRndItem(Point position, bool onlygood, bool sendmsg, bool delta);
void CreateRndUseful(Point position, bool sendmsg);
void CreateTypeItem(Point position, bool onlygood, ItemType itemType, int imisc, bool sendmsg, bool delta, bool spawn = false);
void RecreateItem(const Player &player, Item &item, _item_indexes idx, uint16_t icreateinfo, uint32_t iseed, int ivalue, uint32_t dwBuff);
void RecreateEar(Item &item, uint16_t ic, uint32_t iseed, uint8_t bCursval, std::string_view heroName);
void CornerstoneSave();
void CornerstoneLoad(Point position);
void SpawnQuestItem(_item_indexes itemid, Point position, int randarea, SelectionRegion selectionRegion, bool sendmsg);
void SpawnRewardItem(_item_indexes itemid, Point position, bool sendmsg);
void SpawnMapOfDoom(Point position, bool sendmsg);
void SpawnRuneBomb(Point position, bool sendmsg);
void SpawnTheodore(Point position, bool sendmsg);
void RespawnItem(Item &item, bool FlipFlag);
void DeleteItem(int i);
void ProcessItems();
void FreeItemGFX();
void GetItemFrm(Item &item);
void GetItemStr(Item &item);
void CheckIdentify(Player &player, int cii);
void DoRepair(Player &player, int cii);
void DoRecharge(Player &player, int cii);
bool DoOil(Player &player, int cii);
[[nodiscard]] StringOrView PrintItemPower(char plidx, const Item &item);
void DrawUniqueInfo(const Surface &out);
void PrintItemDetails(const Item &item);
void PrintItemDur(const Item &item);
void UseItem(Player &player, item_misc_id Mid, SpellID spellID, int spellFrom);
bool UseItemOpensHive(const Item &item, Point position);
bool UseItemOpensGrave(const Item &item, Point position);
void SpawnSmith(int lvl);
void ReplacePremium(const Player &player, int idx);
void SpawnPremium(const Player &player);
void SpawnWitch(int lvl);
void SpawnBoy(int lvl);
void SpawnHealer(int lvl);
void MakeGoldStack(Item &goldItem, int value);
int ItemNoFlippy();
void CreateSpellBook(Point position, SpellID ispell, bool sendmsg, bool delta);
void CreateMagicArmor(Point position, ItemType itemType, int icurs, bool sendmsg, bool delta);
void CreateAmulet(Point position, int lvl, bool sendmsg, bool delta, bool spawn = false);
void CreateMagicWeapon(Point position, ItemType itemType, int icurs, bool sendmsg, bool delta);
bool GetItemRecord(uint32_t nSeed, uint16_t wCI, int nIndex);
void SetItemRecord(uint32_t nSeed, uint16_t wCI, int nIndex);
void PutItemRecord(uint32_t nSeed, uint16_t wCI, int nIndex);
/**
* @brief Resets item get records.
*/
void initItemGetRecords();
void RepairItem(Item &item, int lvl);
void RechargeItem(Item &item, Player &player);
bool ApplyOilToItem(Item &item, Player &player);
/**
* @brief Checks if the item is generated in vanilla hellfire. If yes it updates dwBuff to include CF_HELLFIRE.
*/
void UpdateHellfireFlag(Item &item, const char *identifiedItemName);
/* data */
extern int MaxGold;
extern int8_t ItemCAnimTbl[];
extern SfxID ItemInvSnds[];
} // namespace devilution