mirror of
https://github.com/diasurgical/DevilutionX.git
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542 lines
14 KiB
C++
542 lines
14 KiB
C++
/**
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* @file items.h
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*
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* Interface of item functionality.
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*/
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#pragma once
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#include <cstdint>
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#include "DiabloUI/ui_flags.hpp"
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#include "engine.h"
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#include "engine/animationinfo.h"
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#include "engine/point.hpp"
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#include "itemdat.h"
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#include "monster.h"
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#include "utils/stdcompat/optional.hpp"
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#include "utils/string_or_view.hpp"
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namespace devilution {
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#define MAXITEMS 127
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#define ITEMTYPES 43
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#define GOLD_SMALL_LIMIT 1000
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#define GOLD_MEDIUM_LIMIT 2500
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#define GOLD_MAX_LIMIT 5000
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// Item indestructible durability
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#define DUR_INDESTRUCTIBLE 255
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enum item_quality : uint8_t {
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ITEM_QUALITY_NORMAL,
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ITEM_QUALITY_MAGIC,
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ITEM_QUALITY_UNIQUE,
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};
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enum _unique_items : int8_t {
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UITEM_CLEAVER,
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UITEM_SKCROWN,
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UITEM_INFRARING,
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UITEM_OPTAMULET,
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UITEM_TRING,
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UITEM_HARCREST,
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UITEM_STEELVEIL,
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UITEM_ARMOFVAL,
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UITEM_GRISWOLD,
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UITEM_BOVINE,
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UITEM_RIFTBOW,
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UITEM_NEEDLER,
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UITEM_CELESTBOW,
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UITEM_DEADLYHUNT,
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UITEM_BOWOFDEAD,
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UITEM_BLKOAKBOW,
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UITEM_FLAMEDART,
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UITEM_FLESHSTING,
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UITEM_WINDFORCE,
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UITEM_EAGLEHORN,
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UITEM_GONNAGALDIRK,
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UITEM_DEFENDER,
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UITEM_GRYPHONCLAW,
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UITEM_BLACKRAZOR,
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UITEM_GIBBOUSMOON,
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UITEM_ICESHANK,
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UITEM_EXECUTIONER,
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UITEM_BONESAW,
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UITEM_SHADHAWK,
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UITEM_WIZSPIKE,
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UITEM_LGTSABRE,
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UITEM_FALCONTALON,
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UITEM_INFERNO,
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UITEM_DOOMBRINGER,
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UITEM_GRIZZLY,
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UITEM_GRANDFATHER,
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UITEM_MANGLER,
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UITEM_SHARPBEAK,
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UITEM_BLOODLSLAYER,
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UITEM_CELESTAXE,
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UITEM_WICKEDAXE,
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UITEM_STONECLEAV,
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UITEM_AGUHATCHET,
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UITEM_HELLSLAYER,
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UITEM_MESSERREAVER,
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UITEM_CRACKRUST,
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UITEM_JHOLMHAMM,
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UITEM_CIVERBS,
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UITEM_CELESTSTAR,
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UITEM_BARANSTAR,
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UITEM_GNARLROOT,
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UITEM_CRANBASH,
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UITEM_SCHAEFHAMM,
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UITEM_DREAMFLANGE,
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UITEM_STAFFOFSHAD,
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UITEM_IMMOLATOR,
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UITEM_STORMSPIRE,
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UITEM_GLEAMSONG,
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UITEM_THUNDERCALL,
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UITEM_PROTECTOR,
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UITEM_NAJPUZZLE,
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UITEM_MINDCRY,
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UITEM_RODOFONAN,
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UITEM_SPIRITSHELM,
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UITEM_THINKINGCAP,
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UITEM_OVERLORDHELM,
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UITEM_FOOLSCREST,
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UITEM_GOTTERDAM,
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UITEM_ROYCIRCLET,
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UITEM_TORNFLESH,
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UITEM_GLADBANE,
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UITEM_RAINCLOAK,
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UITEM_LEATHAUT,
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UITEM_WISDWRAP,
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UITEM_SPARKMAIL,
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UITEM_SCAVCARAP,
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UITEM_NIGHTSCAPE,
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UITEM_NAJPLATE,
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UITEM_DEMONSPIKE,
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UITEM_DEFLECTOR,
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UITEM_SKULLSHLD,
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UITEM_DRAGONBRCH,
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UITEM_BLKOAKSHLD,
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UITEM_HOLYDEF,
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UITEM_STORMSHLD,
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UITEM_BRAMBLE,
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UITEM_REGHA,
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UITEM_BLEEDER,
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UITEM_CONSTRICT,
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UITEM_ENGAGE,
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UITEM_INVALID = -1,
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};
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/*
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First 5 bits store level
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6th bit stores onlygood flag
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7th bit stores uper15 flag - uper means unique percent, this flag is true for unique monsters and loot from them has 15% to become unique
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8th bit stores uper1 flag - this is loot from normal monsters, which has 1% to become unique
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9th bit stores info if item is unique
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10th bit stores info if item is a basic one from griswold
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11th bit stores info if item is a premium one from griswold
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12th bit stores info if item is from wirt
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13th bit stores info if item is from adria
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14th bit stores info if item is from pepin
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15th bit stores pregen flag
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combining CF_UPER15 and CF_UPER1 flags (CF_USEFUL) is used to mark potions and town portal scrolls created on the ground
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CF_TOWN is combining all store flags and indicates if item has been bought from a NPC
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*/
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enum icreateinfo_flag {
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// clang-format off
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CF_LEVEL = (1 << 6) - 1,
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CF_ONLYGOOD = 1 << 6,
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CF_UPER15 = 1 << 7,
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CF_UPER1 = 1 << 8,
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CF_UNIQUE = 1 << 9,
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CF_SMITH = 1 << 10,
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CF_SMITHPREMIUM = 1 << 11,
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CF_BOY = 1 << 12,
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CF_WITCH = 1 << 13,
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CF_HEALER = 1 << 14,
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CF_PREGEN = 1 << 15,
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CF_USEFUL = CF_UPER15 | CF_UPER1,
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CF_TOWN = CF_SMITH | CF_SMITHPREMIUM | CF_BOY | CF_WITCH | CF_HEALER,
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// clang-format on
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};
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enum icreateinfo_flag2 {
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// clang-format off
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CF_HELLFIRE = 1,
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// clang-format on
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};
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// All item animation frames have this width.
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constexpr int ItemAnimWidth = 96;
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// Defined in player.h, forward declared here to allow for functions which operate in the context of a player.
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struct Player;
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struct Item {
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/** Randomly generated identifier */
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int32_t _iSeed = 0;
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uint16_t _iCreateInfo = 0;
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enum ItemType _itype = ItemType::None;
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Point position = { 0, 0 };
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bool _iAnimFlag = false;
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/*
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* @brief Contains Information for current Animation
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*/
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AnimationInfo AnimInfo;
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bool _iDelFlag = false; // set when item is flagged for deletion, deprecated in 1.02
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uint8_t _iSelFlag = 0;
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bool _iPostDraw = false;
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bool _iIdentified = false;
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item_quality _iMagical = ITEM_QUALITY_NORMAL;
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char _iName[64] = {};
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char _iIName[64] = {};
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enum item_equip_type _iLoc = ILOC_NONE;
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enum item_class _iClass = ICLASS_NONE;
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uint8_t _iCurs = 0;
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int _ivalue = 0;
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int _iIvalue = 0;
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uint8_t _iMinDam = 0;
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uint8_t _iMaxDam = 0;
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int16_t _iAC = 0;
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ItemSpecialEffect _iFlags = ItemSpecialEffect::None;
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enum item_misc_id _iMiscId = IMISC_NONE;
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enum spell_id _iSpell = SPL_NULL;
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int _iCharges = 0;
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int _iMaxCharges = 0;
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int _iDurability = 0;
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int _iMaxDur = 0;
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int16_t _iPLDam = 0;
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int16_t _iPLToHit = 0;
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int16_t _iPLAC = 0;
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int16_t _iPLStr = 0;
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int16_t _iPLMag = 0;
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int16_t _iPLDex = 0;
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int16_t _iPLVit = 0;
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int16_t _iPLFR = 0;
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int16_t _iPLLR = 0;
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int16_t _iPLMR = 0;
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int16_t _iPLMana = 0;
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int16_t _iPLHP = 0;
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int16_t _iPLDamMod = 0;
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int16_t _iPLGetHit = 0;
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int16_t _iPLLight = 0;
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int8_t _iSplLvlAdd = 0;
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bool _iRequest = false;
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/** Unique item ID, used as an index into UniqueItemList */
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int _iUid = 0;
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int16_t _iFMinDam = 0;
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int16_t _iFMaxDam = 0;
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int16_t _iLMinDam = 0;
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int16_t _iLMaxDam = 0;
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int16_t _iPLEnAc = 0;
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enum item_effect_type _iPrePower = IPL_INVALID;
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enum item_effect_type _iSufPower = IPL_INVALID;
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int _iVAdd1 = 0;
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int _iVMult1 = 0;
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int _iVAdd2 = 0;
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int _iVMult2 = 0;
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int8_t _iMinStr = 0;
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uint8_t _iMinMag = 0;
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int8_t _iMinDex = 0;
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bool _iStatFlag = false;
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_item_indexes IDidx = IDI_NONE;
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uint32_t dwBuff = 0;
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ItemSpecialEffectHf _iDamAcFlags = ItemSpecialEffectHf::None;
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/**
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* @brief Clears this item and returns the old value
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*/
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Item pop() &
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{
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Item temp = std::move(*this);
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clear();
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return temp;
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}
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/**
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* @brief Resets the item so isEmpty() returns true without needing to reinitialise the whole object
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*/
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DVL_REINITIALIZES void clear()
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{
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this->_itype = ItemType::None;
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}
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/**
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* @brief Checks whether this item is empty or not.
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* @return 'True' in case the item is empty and 'False' otherwise.
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*/
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bool isEmpty() const
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{
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return this->_itype == ItemType::None;
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}
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/**
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* @brief Checks whether this item is an equipment.
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* @return 'True' in case the item is an equipment and 'False' otherwise.
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*/
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bool isEquipment() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_iLoc) {
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case ILOC_AMULET:
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case ILOC_ARMOR:
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case ILOC_HELM:
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case ILOC_ONEHAND:
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case ILOC_RING:
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case ILOC_TWOHAND:
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return true;
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default:
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return false;
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}
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}
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/**
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* @brief Checks whether this item is a weapon.
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* @return 'True' in case the item is a weapon and 'False' otherwise.
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*/
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bool isWeapon() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_itype) {
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case ItemType::Axe:
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case ItemType::Bow:
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case ItemType::Mace:
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case ItemType::Staff:
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case ItemType::Sword:
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return true;
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default:
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return false;
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}
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}
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/**
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* @brief Checks whether this item is an armor.
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* @return 'True' in case the item is an armor and 'False' otherwise.
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*/
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bool isArmor() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_itype) {
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case ItemType::HeavyArmor:
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case ItemType::LightArmor:
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case ItemType::MediumArmor:
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return true;
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default:
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return false;
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}
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}
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/**
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* @brief Checks whether this item is a helm.
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* @return 'True' in case the item is a helm and 'False' otherwise.
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*/
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bool isHelm() const
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{
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return !this->isEmpty() && this->_itype == ItemType::Helm;
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}
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/**
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* @brief Checks whether this item is a shield.
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* @return 'True' in case the item is a shield and 'False' otherwise.
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*/
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bool isShield() const
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{
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return !this->isEmpty() && this->_itype == ItemType::Shield;
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}
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/**
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* @brief Checks whether this item is a jewelry.
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* @return 'True' in case the item is a jewelry and 'False' otherwise.
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*/
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bool isJewelry() const
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{
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if (this->isEmpty()) {
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return false;
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}
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switch (this->_itype) {
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case ItemType::Amulet:
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case ItemType::Ring:
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return true;
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default:
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return false;
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}
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}
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[[nodiscard]] bool isScroll() const
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{
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return _iMiscId == IMISC_SCROLL || _iMiscId == IMISC_SCROLLT;
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}
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[[nodiscard]] bool isScrollOf(spell_id spellId) const
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{
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return isScroll() && _iSpell == spellId;
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}
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[[nodiscard]] bool keyAttributesMatch(int32_t seed, _item_indexes itemIndex, uint16_t createInfo) const
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{
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return _iSeed == seed && IDidx == itemIndex && _iCreateInfo == createInfo;
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}
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UiFlags getTextColor() const
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{
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switch (_iMagical) {
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case ITEM_QUALITY_MAGIC:
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return UiFlags::ColorBlue;
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case ITEM_QUALITY_UNIQUE:
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return UiFlags::ColorWhitegold;
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default:
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return UiFlags::ColorWhite;
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}
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}
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UiFlags getTextColorWithStatCheck() const
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{
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if (!_iStatFlag)
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return UiFlags::ColorRed;
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return getTextColor();
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}
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/**
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* @brief Sets the current Animation for the Item
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* @param showAnimation Definies if the Animation (Flipping) is shown or if only the final Frame (item on the ground) is shown
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*/
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void setNewAnimation(bool showAnimation);
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/**
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* @brief If this item is a spell book, calculates the magic requirement to learn a new level, then for all items sets _iStatFlag
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* @param player Player to compare stats against requirements
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*/
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void updateRequiredStatsCacheForPlayer(const Player &player);
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};
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struct ItemGetRecordStruct {
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int32_t nSeed;
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uint16_t wCI;
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int nIndex;
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uint32_t dwTimestamp;
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};
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struct CornerStoneStruct {
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Point position;
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bool activated;
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Item item;
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};
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/** Contains the items on ground in the current game. */
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extern Item Items[MAXITEMS + 1];
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extern uint8_t ActiveItems[MAXITEMS];
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extern uint8_t ActiveItemCount;
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/** Contains the location of dropped items. */
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extern int8_t dItem[MAXDUNX][MAXDUNY];
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extern bool ShowUniqueItemInfoBox;
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extern CornerStoneStruct CornerStone;
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extern bool UniqueItemFlags[128];
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BYTE GetOutlineColor(const Item &item, bool checkReq);
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bool IsItemAvailable(int i);
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bool IsUniqueAvailable(int i);
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void InitItemGFX();
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void InitItems();
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void CalcPlrItemVals(Player &player, bool Loadgfx);
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void CalcPlrInv(Player &player, bool Loadgfx);
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void InitializeItem(Item &item, int itemData);
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void GenerateNewSeed(Item &h);
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int GetGoldCursor(int value);
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/**
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* @brief Update the gold cursor on the given gold item
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* @param gold The item to update
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*/
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void SetPlrHandGoldCurs(Item &gold);
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void CreatePlrItems(Player &player);
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bool ItemSpaceOk(Point position);
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int AllocateItem();
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Point GetSuperItemLoc(Point position);
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void GetItemAttrs(Item &item, int itemData, int lvl);
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void SetupItem(Item &item);
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int RndItem(const Monster &monster);
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void SpawnUnique(_unique_items uid, Point position);
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void SpawnItem(Monster &monster, Point position, bool sendmsg);
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void CreateRndItem(Point position, bool onlygood, bool sendmsg, bool delta);
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void CreateRndUseful(Point position, bool sendmsg);
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void CreateTypeItem(Point position, bool onlygood, ItemType itemType, int imisc, bool sendmsg, bool delta);
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void RecreateItem(Item &item, int idx, uint16_t icreateinfo, int iseed, int ivalue, bool isHellfire);
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void RecreateEar(Item &item, uint16_t ic, int iseed, int Id, int dur, int mdur, int ch, int mch, int ivalue, int ibuff);
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void CornerstoneSave();
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void CornerstoneLoad(Point position);
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void SpawnQuestItem(int itemid, Point position, int randarea, int selflag);
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void SpawnRewardItem(int itemid, Point position, bool sendmsg);
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void SpawnMapOfDoom(Point position, bool sendmsg);
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void SpawnRuneBomb(Point position, bool sendmsg);
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void SpawnTheodore(Point position, bool sendmsg);
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void RespawnItem(Item &item, bool FlipFlag);
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void DeleteItem(int i);
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void ProcessItems();
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void FreeItemGFX();
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void GetItemFrm(Item &item);
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void GetItemStr(Item &item);
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void CheckIdentify(Player &player, int cii);
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void DoRepair(Player &player, int cii);
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void DoRecharge(Player &player, int cii);
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bool DoOil(Player &player, int cii);
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[[nodiscard]] StringOrView PrintItemPower(char plidx, const Item &item);
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void DrawUniqueInfo(const Surface &out);
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void PrintItemDetails(const Item &item);
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void PrintItemDur(const Item &item);
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void UseItem(int p, item_misc_id Mid, spell_id spl);
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bool UseItemOpensHive(const Item &item, Point position);
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bool UseItemOpensCrypt(const Item &item, Point position);
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void SpawnSmith(int lvl);
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void SpawnPremium(int pnum);
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void SpawnWitch(int lvl);
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void SpawnBoy(int lvl);
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void SpawnHealer(int lvl);
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void MakeGoldStack(Item &goldItem, int value);
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int ItemNoFlippy();
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void CreateSpellBook(Point position, spell_id ispell, bool sendmsg, bool delta);
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void CreateMagicArmor(Point position, ItemType itemType, int icurs, bool sendmsg, bool delta);
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void CreateAmulet(Point position, int lvl, bool sendmsg, bool delta);
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void CreateMagicWeapon(Point position, ItemType itemType, int icurs, bool sendmsg, bool delta);
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bool GetItemRecord(int nSeed, uint16_t wCI, int nIndex);
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void SetItemRecord(int nSeed, uint16_t wCI, int nIndex);
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void PutItemRecord(int nSeed, uint16_t wCI, int nIndex);
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/**
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* @brief Resets item get records.
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*/
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void initItemGetRecords();
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void RepairItem(Item &item, int lvl);
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void RechargeItem(Item &item, Player &player);
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bool ApplyOilToItem(Item &item, Player &player);
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#ifdef _DEBUG
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std::string DebugSpawnItem(std::string itemName);
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std::string DebugSpawnUniqueItem(std::string itemName);
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#endif
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/* data */
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extern int MaxGold;
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extern int8_t ItemCAnimTbl[];
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extern _sfx_id ItemInvSnds[];
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} // namespace devilution
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