mirror of
https://github.com/diasurgical/DevilutionX.git
synced 2026-06-20 05:44:36 +00:00
3497 lines
101 KiB
C++
3497 lines
101 KiB
C++
/**
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* @file player.cpp
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*
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* Implementation of player functionality, leveling, actions, creation, loading, etc.
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*/
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#ifdef USE_SDL3
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_timer.h>
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#else
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#include <SDL.h>
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#endif
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#include <fmt/core.h>
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#include "control/control.hpp"
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#include "controls/control_mode.hpp"
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#include "controls/plrctrls.h"
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#include "cursor.h"
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#include "dead.h"
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#ifdef _DEBUG
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#include "debug.h"
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#endif
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#include "engine/backbuffer_state.hpp"
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#include "engine/load_cl2.hpp"
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#include "engine/load_file.hpp"
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#include "engine/points_in_rectangle_range.hpp"
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#include "engine/random.hpp"
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#include "engine/render/clx_render.hpp"
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#include "engine/trn.hpp"
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#include "engine/world_tile.hpp"
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#include "game_mode.hpp"
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#include "gamemenu.h"
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#include "headless_mode.hpp"
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#include "help.h"
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#include "inv_iterators.hpp"
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#include "levels/tile_properties.hpp"
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#include "levels/trigs.h"
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#include "lighting.h"
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#include "loadsave.h"
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#include "lua/lua_event.hpp"
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#include "minitext.h"
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#include "missiles.h"
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#include "monster.h"
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#include "nthread.h"
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#include "objects.h"
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#include "options.h"
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#include "player.h"
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#include "qol/autopickup.h"
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#include "qol/stash.h"
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#include "spells.h"
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#include "stores.h"
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#include "towners.h"
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#include "utils/is_of.hpp"
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#include "utils/language.h"
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#include "utils/log.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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uint8_t MyPlayerId;
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Player *MyPlayer;
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std::vector<Player> Players;
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Player *InspectPlayer;
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bool MyPlayerIsDead;
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namespace {
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struct DirectionSettings {
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Direction dir;
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PLR_MODE walkMode;
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};
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void UpdatePlayerLightOffset(Player &player)
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{
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if (player.lightId == NO_LIGHT)
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return;
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const WorldTileDisplacement offset = player.position.CalculateWalkingOffset(player._pdir, player.AnimInfo);
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ChangeLightOffset(player.lightId, offset.screenToLight());
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}
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void WalkInDirection(Player &player, const DirectionSettings &walkParams)
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{
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player.occupyTile(player.position.future, true);
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player.position.temp = player.position.tile + walkParams.dir;
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}
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constexpr std::array<const DirectionSettings, 8> WalkSettings { {
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// clang-format off
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{ Direction::South, PM_WALK_SOUTHWARDS },
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{ Direction::SouthWest, PM_WALK_SOUTHWARDS },
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{ Direction::West, PM_WALK_SIDEWAYS },
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{ Direction::NorthWest, PM_WALK_NORTHWARDS },
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{ Direction::North, PM_WALK_NORTHWARDS },
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{ Direction::NorthEast, PM_WALK_NORTHWARDS },
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{ Direction::East, PM_WALK_SIDEWAYS },
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{ Direction::SouthEast, PM_WALK_SOUTHWARDS }
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// clang-format on
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} };
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bool PlrDirOK(const Player &player, Direction dir)
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{
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const Point position = player.position.tile;
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const Point futurePosition = position + dir;
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if (futurePosition.x < 0 || !PosOkPlayer(player, futurePosition)) {
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return false;
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}
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if (dir == Direction::East) {
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return !IsTileSolid(position + Direction::SouthEast);
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}
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if (dir == Direction::West) {
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return !IsTileSolid(position + Direction::SouthWest);
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}
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return true;
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}
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void HandleWalkMode(Player &player, Direction dir)
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{
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const auto &dirModeParams = WalkSettings[static_cast<size_t>(dir)];
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SetPlayerOld(player);
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if (!PlrDirOK(player, dir)) {
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return;
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}
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player._pdir = dir;
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// The player's tile position after finishing this movement action
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player.position.future = player.position.tile + dirModeParams.dir;
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WalkInDirection(player, dirModeParams);
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player.tempDirection = dirModeParams.dir;
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player._pmode = dirModeParams.walkMode;
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}
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void StartWalkAnimation(Player &player, Direction dir, bool pmWillBeCalled)
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{
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int8_t skippedFrames = -2;
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if (leveltype == DTYPE_TOWN && sgGameInitInfo.bRunInTown != 0)
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skippedFrames = 2;
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if (pmWillBeCalled)
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skippedFrames += 1;
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NewPlrAnim(player, player_graphic::Walk, dir, AnimationDistributionFlags::ProcessAnimationPending, skippedFrames);
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}
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/**
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* @brief Start moving a player to a new tile
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*/
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void StartWalk(Player &player, Direction dir, bool pmWillBeCalled)
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{
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if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
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SyncPlrKill(player, DeathReason::Unknown);
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return;
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}
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StartWalkAnimation(player, dir, pmWillBeCalled);
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HandleWalkMode(player, dir);
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}
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void ClearStateVariables(Player &player)
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{
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player.position.temp = { 0, 0 };
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player.tempDirection = Direction::South;
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player.queuedSpell.spellLevel = 0;
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}
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void StartAttack(Player &player, Direction d, bool includesFirstFrame)
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{
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if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
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SyncPlrKill(player, DeathReason::Unknown);
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return;
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}
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int8_t skippedAnimationFrames = 0;
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const auto flags = player._pIFlags;
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// If the first frame is not included in vanilla, the skip logic for the first frame will not be executed.
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// This will result in a different and slower attack speed.
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if (HasAnyOf(flags, ItemSpecialEffect::FastestAttack)) {
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// If the fastest attack logic is trigger frames in vanilla two frames are skipped, so missing the first frame reduces the skip logic by two frames.
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skippedAnimationFrames = includesFirstFrame ? 4 : 2;
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} else if (HasAnyOf(flags, ItemSpecialEffect::FasterAttack)) {
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skippedAnimationFrames = includesFirstFrame ? 3 : 2;
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} else if (HasAnyOf(flags, ItemSpecialEffect::FastAttack)) {
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skippedAnimationFrames = includesFirstFrame ? 2 : 1;
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} else if (HasAnyOf(flags, ItemSpecialEffect::QuickAttack)) {
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skippedAnimationFrames = includesFirstFrame ? 1 : 0;
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}
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auto animationFlags = AnimationDistributionFlags::ProcessAnimationPending;
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if (player._pmode == PM_ATTACK)
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animationFlags = static_cast<AnimationDistributionFlags>(animationFlags | AnimationDistributionFlags::RepeatedAction);
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NewPlrAnim(player, player_graphic::Attack, d, animationFlags, skippedAnimationFrames, player._pAFNum);
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player._pmode = PM_ATTACK;
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FixPlayerLocation(player, d);
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SetPlayerOld(player);
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}
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void StartRangeAttack(Player &player, Direction d, WorldTileCoord cx, WorldTileCoord cy, bool includesFirstFrame)
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{
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if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
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SyncPlrKill(player, DeathReason::Unknown);
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return;
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}
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int8_t skippedAnimationFrames = 0;
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const auto flags = player._pIFlags;
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if (!gbIsHellfire) {
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if (includesFirstFrame && HasAnyOf(flags, ItemSpecialEffect::QuickAttack | ItemSpecialEffect::FastAttack)) {
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skippedAnimationFrames += 1;
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}
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if (HasAnyOf(flags, ItemSpecialEffect::FastAttack)) {
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skippedAnimationFrames += 1;
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}
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}
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auto animationFlags = AnimationDistributionFlags::ProcessAnimationPending;
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if (player._pmode == PM_RATTACK)
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animationFlags = static_cast<AnimationDistributionFlags>(animationFlags | AnimationDistributionFlags::RepeatedAction);
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NewPlrAnim(player, player_graphic::Attack, d, animationFlags, skippedAnimationFrames, player._pAFNum);
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player._pmode = PM_RATTACK;
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FixPlayerLocation(player, d);
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SetPlayerOld(player);
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player.position.temp = WorldTilePosition { cx, cy };
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}
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player_graphic GetPlayerGraphicForSpell(SpellID spellId)
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{
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switch (GetSpellData(spellId).type()) {
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case MagicType::Fire:
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return player_graphic::Fire;
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case MagicType::Lightning:
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return player_graphic::Lightning;
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default:
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return player_graphic::Magic;
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}
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}
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void StartSpell(Player &player, Direction d, WorldTileCoord cx, WorldTileCoord cy)
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{
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if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
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SyncPlrKill(player, DeathReason::Unknown);
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return;
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}
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// Checks conditions for spell again, because initial check was done when spell was queued and the parameters could be changed meanwhile
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bool isValid = false;
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switch (player.queuedSpell.spellType) {
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case SpellType::Skill:
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case SpellType::Spell:
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isValid = CheckSpell(player, player.queuedSpell.spellId, player.queuedSpell.spellType, true) == SpellCheckResult::Success;
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break;
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case SpellType::Scroll:
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isValid = CanUseScroll(player, player.queuedSpell.spellId);
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break;
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case SpellType::Charges:
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isValid = CanUseStaff(player, player.queuedSpell.spellId);
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break;
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default:
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break;
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}
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if (!isValid)
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return;
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auto animationFlags = AnimationDistributionFlags::ProcessAnimationPending;
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if (player._pmode == PM_SPELL)
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animationFlags = static_cast<AnimationDistributionFlags>(animationFlags | AnimationDistributionFlags::RepeatedAction);
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NewPlrAnim(player, GetPlayerGraphicForSpell(player.queuedSpell.spellId), d, animationFlags, 0, player._pSFNum);
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PlaySfxLoc(GetSpellData(player.queuedSpell.spellId).sSFX, player.position.tile);
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player._pmode = PM_SPELL;
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FixPlayerLocation(player, d);
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SetPlayerOld(player);
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player.position.temp = WorldTilePosition { cx, cy };
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player.queuedSpell.spellLevel = player.GetSpellLevel(player.queuedSpell.spellId);
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player.executedSpell = player.queuedSpell;
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}
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void RespawnDeadItem(Item &&itm, Point target)
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{
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if (ActiveItemCount >= MAXITEMS)
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return;
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const int ii = AllocateItem();
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Item &item = Items[ii];
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dItem[target.x][target.y] = ii + 1;
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item = itm;
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item.position = target;
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RespawnItem(item, true);
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NetSendCmdPItem(false, CMD_SPAWNITEM, target, item);
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}
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void DeadItem(Player &player, Item &&item, Displacement direction)
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{
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if (item.isEmpty())
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return;
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const Point playerTile = player.position.tile;
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if (direction != Displacement { 0, 0 }) {
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const Point target = playerTile + direction;
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if (ItemSpaceOk(target)) {
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RespawnDeadItem(std::move(item), target);
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return;
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}
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}
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std::optional<Point> dropPoint = FindClosestValidPosition(ItemSpaceOk, playerTile, 1, 50);
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if (dropPoint) {
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RespawnDeadItem(std::move(item), *dropPoint);
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}
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}
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int DropGold(Player &player, int amount, bool skipFullStacks)
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{
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for (int i = 0; i < player._pNumInv && amount > 0; i++) {
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Item &item = player.InvList[i];
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if (item._itype != ItemType::Gold || (skipFullStacks && item._ivalue == MaxGold))
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continue;
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if (amount < item._ivalue) {
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Item goldItem;
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MakeGoldStack(goldItem, amount);
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DeadItem(player, std::move(goldItem), { 0, 0 });
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item._ivalue -= amount;
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return 0;
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}
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amount -= item._ivalue;
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DeadItem(player, std::move(item), { 0, 0 });
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player.RemoveInvItem(i);
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i = -1;
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}
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return amount;
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}
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void DropHalfPlayersGold(Player &player)
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{
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const int remainingGold = DropGold(player, player._pGold / 2, true);
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if (remainingGold > 0) {
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DropGold(player, remainingGold, false);
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}
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player._pGold /= 2;
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}
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void InitLevelChange(Player &player)
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{
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const Player &myPlayer = *MyPlayer;
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RemoveEnemyReferences(player);
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RemovePlrMissiles(player);
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player.pManaShield = false;
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player.wReflections = 0;
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if (&player != MyPlayer) {
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// share info about your manashield when another player joins the level
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if (myPlayer.pManaShield)
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NetSendCmd(true, CMD_SETSHIELD);
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// share info about your reflect charges when another player joins the level
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NetSendCmdParam1(true, CMD_SETREFLECT, myPlayer.wReflections);
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} else if (qtextflag) {
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qtextflag = false;
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stream_stop();
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}
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FixPlrWalkTags(player);
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SetPlayerOld(player);
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if (&player == MyPlayer) {
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player.occupyTile(player.position.tile, false);
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} else {
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player._pLvlVisited[player.plrlevel] = true;
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}
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ClrPlrPath(player);
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player.destAction = ACTION_NONE;
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player._pLvlChanging = true;
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if (&player == MyPlayer) {
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player.pLvlLoad = 10;
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}
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}
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/**
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* @brief Continue movement towards new tile
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*/
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bool DoWalk(Player &player)
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{
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// Play walking sound effect on certain animation frames
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if (*GetOptions().Audio.walkingSound && (leveltype != DTYPE_TOWN || sgGameInitInfo.bRunInTown == 0)) {
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if (player.AnimInfo.currentFrame == 0
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|| player.AnimInfo.currentFrame == 4) {
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PlaySfxLoc(SfxID::Walk, player.position.tile);
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}
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}
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if (!player.AnimInfo.isLastFrame()) {
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// We didn't reach new tile so update player's "sub-tile" position
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UpdatePlayerLightOffset(player);
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return false;
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}
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// We reached the new tile -> update the player's tile position
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dPlayer[player.position.tile.x][player.position.tile.y] = 0;
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player.position.tile = player.position.temp;
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// dPlayer is set here for backwards compatibility; without it, the player would be invisible if loaded from a vanilla save.
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player.occupyTile(player.position.tile, false);
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// Update the coordinates for lighting and vision entries for the player
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if (leveltype != DTYPE_TOWN) {
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ChangeLightXY(player.lightId, player.position.tile);
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ChangeVisionXY(player.getId(), player.position.tile);
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}
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StartStand(player, player.tempDirection);
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ClearStateVariables(player);
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// Reset the "sub-tile" position of the player's light entry to 0
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if (leveltype != DTYPE_TOWN) {
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ChangeLightOffset(player.lightId, { 0, 0 });
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}
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AutoPickup(player);
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return true;
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}
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bool WeaponDecay(Player &player, int ii)
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{
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if (!player.InvBody[ii].isEmpty() && player.InvBody[ii]._iClass == ICLASS_WEAPON && HasAnyOf(player.InvBody[ii]._iDamAcFlags, ItemSpecialEffectHf::Decay)) {
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player.InvBody[ii]._iPLDam -= 5;
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if (player.InvBody[ii]._iPLDam <= -100) {
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RemoveEquipment(player, static_cast<inv_body_loc>(ii), true);
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CalcPlrInv(player, true);
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return true;
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}
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CalcPlrInv(player, true);
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}
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return false;
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}
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bool DamageWeapon(Player &player, unsigned damageFrequency)
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{
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if (&player != MyPlayer) {
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return false;
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}
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if (WeaponDecay(player, INVLOC_HAND_LEFT))
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return true;
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if (WeaponDecay(player, INVLOC_HAND_RIGHT))
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return true;
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if (!FlipCoin(damageFrequency)) {
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return false;
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}
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if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._iClass == ICLASS_WEAPON) {
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if (player.InvBody[INVLOC_HAND_LEFT]._iDurability == DUR_INDESTRUCTIBLE) {
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return false;
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}
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player.InvBody[INVLOC_HAND_LEFT]._iDurability--;
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if (player.InvBody[INVLOC_HAND_LEFT]._iDurability <= 0) {
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RemoveEquipment(player, INVLOC_HAND_LEFT, true);
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CalcPlrInv(player, true);
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return true;
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}
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}
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if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._iClass == ICLASS_WEAPON) {
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if (player.InvBody[INVLOC_HAND_RIGHT]._iDurability == DUR_INDESTRUCTIBLE) {
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return false;
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}
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player.InvBody[INVLOC_HAND_RIGHT]._iDurability--;
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if (player.InvBody[INVLOC_HAND_RIGHT]._iDurability == 0) {
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RemoveEquipment(player, INVLOC_HAND_RIGHT, true);
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CalcPlrInv(player, true);
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return true;
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}
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}
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if (player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Shield) {
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if (player.InvBody[INVLOC_HAND_RIGHT]._iDurability == DUR_INDESTRUCTIBLE) {
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return false;
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}
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player.InvBody[INVLOC_HAND_RIGHT]._iDurability--;
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if (player.InvBody[INVLOC_HAND_RIGHT]._iDurability == 0) {
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RemoveEquipment(player, INVLOC_HAND_RIGHT, true);
|
|
CalcPlrInv(player, true);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Shield) {
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._iDurability == DUR_INDESTRUCTIBLE) {
|
|
return false;
|
|
}
|
|
|
|
player.InvBody[INVLOC_HAND_LEFT]._iDurability--;
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._iDurability == 0) {
|
|
RemoveEquipment(player, INVLOC_HAND_LEFT, true);
|
|
CalcPlrInv(player, true);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool PlrHitMonst(Player &player, Monster &monster, bool adjacentDamage = false)
|
|
{
|
|
int hper = 0;
|
|
|
|
if (!monster.isPossibleToHit())
|
|
return false;
|
|
|
|
if (adjacentDamage) {
|
|
if (player.getCharacterLevel() > 20)
|
|
hper -= 30;
|
|
else
|
|
hper -= (35 - player.getCharacterLevel()) * 2;
|
|
}
|
|
|
|
int hit = GenerateRnd(100);
|
|
if (monster.mode == MonsterMode::Petrified) {
|
|
hit = 0;
|
|
}
|
|
|
|
hper += player.GetMeleePiercingToHit() - player.CalculateArmorPierce(monster.armorClass, true);
|
|
hper = std::clamp(hper, 5, 95);
|
|
|
|
if (monster.tryLiftGargoyle())
|
|
return true;
|
|
|
|
if (hit >= hper) {
|
|
#ifdef _DEBUG
|
|
if (!DebugGodMode)
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
if (gbIsHellfire && HasAllOf(player._pIFlags, ItemSpecialEffect::FireDamage | ItemSpecialEffect::LightningDamage)) {
|
|
// Fixed off by 1 error from Hellfire
|
|
const int midam = RandomIntBetween(player._pIFMinDam, player._pIFMaxDam);
|
|
AddMissile(player.position.tile, player.position.temp, player._pdir, MissileID::SpectralArrow, TARGET_MONSTERS, player, midam, 0);
|
|
}
|
|
const int mind = player._pIMinDam;
|
|
const int maxd = player._pIMaxDam;
|
|
int dam = RandomIntBetween(mind, maxd);
|
|
dam += dam * player._pIBonusDam / 100;
|
|
dam += player._pIBonusDamMod;
|
|
int dam2 = dam << 6;
|
|
dam += player._pDamageMod;
|
|
|
|
const ClassAttributes &classAttributes = GetClassAttributes(player._pClass);
|
|
if (HasAnyOf(classAttributes.classFlags, PlayerClassFlag::CriticalStrike)) {
|
|
if (GenerateRnd(100) < player.getCharacterLevel()) {
|
|
dam *= 2;
|
|
}
|
|
}
|
|
|
|
ItemType phanditype = ItemType::None;
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Sword || player.InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Sword) {
|
|
phanditype = ItemType::Sword;
|
|
}
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Mace || player.InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Mace) {
|
|
phanditype = ItemType::Mace;
|
|
}
|
|
|
|
switch (monster.data().monsterClass) {
|
|
case MonsterClass::Undead:
|
|
if (phanditype == ItemType::Sword) {
|
|
dam -= dam / 2;
|
|
} else if (phanditype == ItemType::Mace) {
|
|
dam += dam / 2;
|
|
}
|
|
break;
|
|
case MonsterClass::Animal:
|
|
if (phanditype == ItemType::Mace) {
|
|
dam -= dam / 2;
|
|
} else if (phanditype == ItemType::Sword) {
|
|
dam += dam / 2;
|
|
}
|
|
break;
|
|
case MonsterClass::Demon:
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::TripleDemonDamage)) {
|
|
dam *= 3;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (HasAnyOf(player.pDamAcFlags, ItemSpecialEffectHf::Devastation) && GenerateRnd(100) < 5) {
|
|
dam *= 3;
|
|
}
|
|
|
|
if (HasAnyOf(player.pDamAcFlags, ItemSpecialEffectHf::Doppelganger) && monster.type().type != MT_DIABLO && !monster.isUnique() && GenerateRnd(100) < 10) {
|
|
AddDoppelganger(monster);
|
|
}
|
|
|
|
dam <<= 6;
|
|
if (HasAnyOf(player.pDamAcFlags, ItemSpecialEffectHf::Jesters)) {
|
|
int r = GenerateRnd(201);
|
|
if (r >= 100)
|
|
r = 100 + (r - 100) * 5;
|
|
dam = dam * r / 100;
|
|
}
|
|
|
|
if (adjacentDamage)
|
|
dam >>= 2;
|
|
|
|
if (&player == MyPlayer) {
|
|
if (HasAnyOf(player.pDamAcFlags, ItemSpecialEffectHf::Peril)) {
|
|
dam2 += player._pIGetHit << 6;
|
|
if (dam2 >= 0) {
|
|
ApplyPlrDamage(DamageType::Physical, player, 0, 1, dam2);
|
|
}
|
|
dam *= 2;
|
|
}
|
|
#ifdef _DEBUG
|
|
if (DebugGodMode) {
|
|
dam = monster.hitPoints; /* ensure monster is killed with one hit */
|
|
}
|
|
#endif
|
|
ApplyMonsterDamage(DamageType::Physical, monster, dam);
|
|
}
|
|
|
|
int skdam = 0;
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::RandomStealLife)) {
|
|
skdam = GenerateRnd(dam / 8);
|
|
player._pHitPoints += skdam;
|
|
if (player._pHitPoints > player._pMaxHP) {
|
|
player._pHitPoints = player._pMaxHP;
|
|
}
|
|
player._pHPBase += skdam;
|
|
if (player._pHPBase > player._pMaxHPBase) {
|
|
player._pHPBase = player._pMaxHPBase;
|
|
}
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
}
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::StealMana3 | ItemSpecialEffect::StealMana5) && HasNoneOf(player._pIFlags, ItemSpecialEffect::NoMana)) {
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::StealMana3)) {
|
|
skdam = 3 * dam / 100;
|
|
}
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::StealMana5)) {
|
|
skdam = 5 * dam / 100;
|
|
}
|
|
player._pMana += skdam;
|
|
if (player._pMana > player._pMaxMana) {
|
|
player._pMana = player._pMaxMana;
|
|
}
|
|
player._pManaBase += skdam;
|
|
if (player._pManaBase > player._pMaxManaBase) {
|
|
player._pManaBase = player._pMaxManaBase;
|
|
}
|
|
RedrawComponent(PanelDrawComponent::Mana);
|
|
}
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::StealLife3 | ItemSpecialEffect::StealLife5)) {
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::StealLife3)) {
|
|
skdam = 3 * dam / 100;
|
|
}
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::StealLife5)) {
|
|
skdam = 5 * dam / 100;
|
|
}
|
|
player._pHitPoints += skdam;
|
|
if (player._pHitPoints > player._pMaxHP) {
|
|
player._pHitPoints = player._pMaxHP;
|
|
}
|
|
player._pHPBase += skdam;
|
|
if (player._pHPBase > player._pMaxHPBase) {
|
|
player._pHPBase = player._pMaxHPBase;
|
|
}
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
}
|
|
if (monster.hasNoLife()) {
|
|
M_StartKill(monster, player);
|
|
} else {
|
|
if (monster.mode != MonsterMode::Petrified && HasAnyOf(player._pIFlags, ItemSpecialEffect::Knockback))
|
|
M_GetKnockback(monster, player.position.tile);
|
|
M_StartHit(monster, player, dam);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool PlrHitPlr(Player &attacker, Player &target)
|
|
{
|
|
if (target._pInvincible) {
|
|
return false;
|
|
}
|
|
|
|
if (HasAnyOf(target._pSpellFlags, SpellFlag::Etherealize)) {
|
|
return false;
|
|
}
|
|
|
|
const int hit = GenerateRnd(100);
|
|
|
|
int hper = attacker.GetMeleeToHit() - target.GetArmor();
|
|
hper = std::clamp(hper, 5, 95);
|
|
|
|
int blk = 100;
|
|
if ((target._pmode == PM_STAND || target._pmode == PM_ATTACK) && target._pBlockFlag) {
|
|
blk = GenerateRnd(100);
|
|
}
|
|
|
|
int blkper = target.GetBlockChance() - (attacker.getCharacterLevel() * 2);
|
|
blkper = std::clamp(blkper, 0, 100);
|
|
|
|
if (hit >= hper) {
|
|
return false;
|
|
}
|
|
|
|
if (blk < blkper) {
|
|
const Direction dir = GetDirection(target.position.tile, attacker.position.tile);
|
|
StartPlrBlock(target, dir);
|
|
return true;
|
|
}
|
|
|
|
const int mind = attacker._pIMinDam;
|
|
const int maxd = attacker._pIMaxDam;
|
|
int dam = RandomIntBetween(mind, maxd);
|
|
dam += (dam * attacker._pIBonusDam) / 100;
|
|
dam += attacker._pIBonusDamMod + attacker._pDamageMod;
|
|
|
|
const ClassAttributes &classAttributes = GetClassAttributes(attacker._pClass);
|
|
if (HasAnyOf(classAttributes.classFlags, PlayerClassFlag::CriticalStrike)) {
|
|
if (GenerateRnd(100) < attacker.getCharacterLevel()) {
|
|
dam *= 2;
|
|
}
|
|
}
|
|
const int skdam = dam << 6;
|
|
if (HasAnyOf(attacker._pIFlags, ItemSpecialEffect::RandomStealLife)) {
|
|
const int tac = GenerateRnd(skdam / 8);
|
|
attacker._pHitPoints += tac;
|
|
if (attacker._pHitPoints > attacker._pMaxHP) {
|
|
attacker._pHitPoints = attacker._pMaxHP;
|
|
}
|
|
attacker._pHPBase += tac;
|
|
if (attacker._pHPBase > attacker._pMaxHPBase) {
|
|
attacker._pHPBase = attacker._pMaxHPBase;
|
|
}
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
}
|
|
if (&attacker == MyPlayer) {
|
|
NetSendCmdDamage(true, target, skdam, DamageType::Physical);
|
|
}
|
|
StartPlrHit(target, skdam, false);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool PlrHitObj(const Player &player, Object &targetObject)
|
|
{
|
|
if (targetObject.IsBreakable()) {
|
|
BreakObject(player, targetObject);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool DoAttack(Player &player)
|
|
{
|
|
if (player.AnimInfo.currentFrame == player._pAFNum - 2) {
|
|
PlaySfxLoc(SfxID::Swing, player.position.tile);
|
|
}
|
|
|
|
bool didhit = false;
|
|
|
|
if (player.AnimInfo.currentFrame == player._pAFNum - 1) {
|
|
Point position = player.position.tile + player._pdir;
|
|
Monster *monster = FindMonsterAtPosition(position);
|
|
|
|
if (monster != nullptr) {
|
|
if (CanTalkToMonst(*monster)) {
|
|
player.position.temp.x = 0; /** @todo Looks to be irrelevant, probably just remove it */
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!gbIsHellfire || !HasAllOf(player._pIFlags, ItemSpecialEffect::FireDamage | ItemSpecialEffect::LightningDamage)) {
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FireDamage)) {
|
|
AddMissile(position, { 1, 0 }, Direction::South, MissileID::WeaponExplosion, TARGET_MONSTERS, player, 0, 0);
|
|
}
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::LightningDamage)) {
|
|
AddMissile(position, { 2, 0 }, Direction::South, MissileID::WeaponExplosion, TARGET_MONSTERS, player, 0, 0);
|
|
}
|
|
}
|
|
|
|
if (monster != nullptr) {
|
|
didhit = PlrHitMonst(player, *monster);
|
|
} else if (PlayerAtPosition(position) != nullptr && !player.friendlyMode) {
|
|
didhit = PlrHitPlr(player, *PlayerAtPosition(position));
|
|
} else {
|
|
Object *object = FindObjectAtPosition(position, false);
|
|
if (object != nullptr) {
|
|
didhit = PlrHitObj(player, *object);
|
|
}
|
|
}
|
|
if (player.CanCleave()) {
|
|
// playing as a class/weapon with cleave
|
|
position = player.position.tile + Right(player._pdir);
|
|
monster = FindMonsterAtPosition(position);
|
|
if (monster != nullptr) {
|
|
if (!CanTalkToMonst(*monster) && monster->position.old == position) {
|
|
if (PlrHitMonst(player, *monster, true))
|
|
didhit = true;
|
|
}
|
|
}
|
|
position = player.position.tile + Left(player._pdir);
|
|
monster = FindMonsterAtPosition(position);
|
|
if (monster != nullptr) {
|
|
if (!CanTalkToMonst(*monster) && monster->position.old == position) {
|
|
if (PlrHitMonst(player, *monster, true))
|
|
didhit = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (didhit && DamageWeapon(player, 30)) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (player.AnimInfo.isLastFrame()) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool DoRangeAttack(Player &player)
|
|
{
|
|
int arrows = 0;
|
|
if (player.AnimInfo.currentFrame == player._pAFNum - 1) {
|
|
arrows = 1;
|
|
}
|
|
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::MultipleArrows) && player.AnimInfo.currentFrame == player._pAFNum + 1) {
|
|
arrows = 2;
|
|
}
|
|
|
|
for (int arrow = 0; arrow < arrows; arrow++) {
|
|
int xoff = 0;
|
|
int yoff = 0;
|
|
if (arrows != 1) {
|
|
const int angle = arrow == 0 ? -1 : 1;
|
|
const int x = player.position.temp.x - player.position.tile.x;
|
|
if (x != 0)
|
|
yoff = x < 0 ? angle : -angle;
|
|
const int y = player.position.temp.y - player.position.tile.y;
|
|
if (y != 0)
|
|
xoff = y < 0 ? -angle : angle;
|
|
}
|
|
|
|
int dmg = 4;
|
|
MissileID mistype = MissileID::Arrow;
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FireArrows)) {
|
|
mistype = MissileID::FireArrow;
|
|
}
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::LightningArrows)) {
|
|
mistype = MissileID::LightningArrow;
|
|
}
|
|
if (HasAllOf(player._pIFlags, ItemSpecialEffect::FireArrows | ItemSpecialEffect::LightningArrows)) {
|
|
// Fixed off by 1 error from Hellfire
|
|
dmg = RandomIntBetween(player._pIFMinDam, player._pIFMaxDam);
|
|
mistype = MissileID::SpectralArrow;
|
|
}
|
|
|
|
AddMissile(
|
|
player.position.tile,
|
|
player.position.temp + Displacement { xoff, yoff },
|
|
player._pdir,
|
|
mistype,
|
|
TARGET_MONSTERS,
|
|
player,
|
|
dmg,
|
|
0);
|
|
|
|
if (arrow == 0 && mistype != MissileID::SpectralArrow) {
|
|
PlaySfxLoc(arrows != 1 ? SfxID::ShootBow2 : SfxID::ShootBow, player.position.tile);
|
|
}
|
|
|
|
if (DamageWeapon(player, 40)) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (player.AnimInfo.isLastFrame()) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void DamageParryItem(Player &player)
|
|
{
|
|
if (&player != MyPlayer) {
|
|
return;
|
|
}
|
|
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Shield || player.InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Staff) {
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._iDurability == DUR_INDESTRUCTIBLE) {
|
|
return;
|
|
}
|
|
|
|
player.InvBody[INVLOC_HAND_LEFT]._iDurability--;
|
|
if (player.InvBody[INVLOC_HAND_LEFT]._iDurability == 0) {
|
|
RemoveEquipment(player, INVLOC_HAND_LEFT, true);
|
|
CalcPlrInv(player, true);
|
|
}
|
|
}
|
|
|
|
if (player.InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Shield) {
|
|
if (player.InvBody[INVLOC_HAND_RIGHT]._iDurability != DUR_INDESTRUCTIBLE) {
|
|
player.InvBody[INVLOC_HAND_RIGHT]._iDurability--;
|
|
if (player.InvBody[INVLOC_HAND_RIGHT]._iDurability == 0) {
|
|
RemoveEquipment(player, INVLOC_HAND_RIGHT, true);
|
|
CalcPlrInv(player, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DoBlock(Player &player)
|
|
{
|
|
if (player.AnimInfo.isLastFrame()) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
|
|
if (FlipCoin(10)) {
|
|
DamageParryItem(player);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void DamageArmor(Player &player)
|
|
{
|
|
if (&player != MyPlayer) {
|
|
return;
|
|
}
|
|
|
|
if (player.InvBody[INVLOC_CHEST].isEmpty() && player.InvBody[INVLOC_HEAD].isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
bool targetHead = FlipCoin(3);
|
|
if (!player.InvBody[INVLOC_CHEST].isEmpty() && player.InvBody[INVLOC_HEAD].isEmpty()) {
|
|
targetHead = false;
|
|
}
|
|
if (player.InvBody[INVLOC_CHEST].isEmpty() && !player.InvBody[INVLOC_HEAD].isEmpty()) {
|
|
targetHead = true;
|
|
}
|
|
|
|
Item *pi;
|
|
if (targetHead) {
|
|
pi = &player.InvBody[INVLOC_HEAD];
|
|
} else {
|
|
pi = &player.InvBody[INVLOC_CHEST];
|
|
}
|
|
if (pi->_iDurability == DUR_INDESTRUCTIBLE) {
|
|
return;
|
|
}
|
|
|
|
pi->_iDurability--;
|
|
if (pi->_iDurability != 0) {
|
|
return;
|
|
}
|
|
|
|
if (targetHead) {
|
|
RemoveEquipment(player, INVLOC_HEAD, true);
|
|
} else {
|
|
RemoveEquipment(player, INVLOC_CHEST, true);
|
|
}
|
|
CalcPlrInv(player, true);
|
|
}
|
|
|
|
bool DoSpell(Player &player)
|
|
{
|
|
if (player.AnimInfo.currentFrame == player._pSFNum) {
|
|
CastSpell(
|
|
player,
|
|
player.executedSpell.spellId,
|
|
player.position.tile,
|
|
player.position.temp,
|
|
player.executedSpell.spellLevel);
|
|
|
|
if (IsAnyOf(player.executedSpell.spellType, SpellType::Scroll, SpellType::Charges)) {
|
|
EnsureValidReadiedSpell(player);
|
|
}
|
|
}
|
|
|
|
if (player.AnimInfo.isLastFrame()) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool DoGotHit(Player &player)
|
|
{
|
|
if (player.AnimInfo.isLastFrame()) {
|
|
StartStand(player, player._pdir);
|
|
ClearStateVariables(player);
|
|
if (!FlipCoin(4)) {
|
|
DamageArmor(player);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool DoDeath(Player &player)
|
|
{
|
|
if (player.AnimInfo.isLastFrame()) {
|
|
if (player.AnimInfo.tickCounterOfCurrentFrame == 0) {
|
|
player.AnimInfo.ticksPerFrame = 100;
|
|
dFlags[player.position.tile.x][player.position.tile.y] |= DungeonFlag::DeadPlayer;
|
|
} else if (&player == MyPlayer && player.AnimInfo.tickCounterOfCurrentFrame == 30) {
|
|
MyPlayerIsDead = true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool IsPlayerAdjacentToObject(Player &player, Object &object)
|
|
{
|
|
const int x = std::abs(player.position.tile.x - object.position.x);
|
|
int y = std::abs(player.position.tile.y - object.position.y);
|
|
if (y > 1 && object.position.y >= 1 && FindObjectAtPosition(object.position + Direction::NorthEast) == &object) {
|
|
// special case for activating a large object from the north-east side
|
|
y = std::abs(player.position.tile.y - object.position.y + 1);
|
|
}
|
|
return x <= 1 && y <= 1;
|
|
}
|
|
|
|
void TryDisarm(const Player &player, Object &object)
|
|
{
|
|
if (&player == MyPlayer)
|
|
NewCursor(CURSOR_HAND);
|
|
if (!object._oTrapFlag) {
|
|
return;
|
|
}
|
|
const int trapdisper = (2 * player._pDexterity) - (5 * currlevel);
|
|
if (GenerateRnd(100) > trapdisper) {
|
|
return;
|
|
}
|
|
for (int j = 0; j < ActiveObjectCount; j++) {
|
|
Object &trap = Objects[ActiveObjects[j]];
|
|
if (trap.IsTrap() && FindObjectAtPosition({ trap._oVar1, trap._oVar2 }) == &object) {
|
|
trap._oVar4 = 1;
|
|
object._oTrapFlag = false;
|
|
}
|
|
}
|
|
if (object.IsTrappedChest()) {
|
|
object._oTrapFlag = false;
|
|
}
|
|
}
|
|
|
|
void CheckNewPath(Player &player, bool pmWillBeCalled)
|
|
{
|
|
int x = 0;
|
|
int y = 0;
|
|
|
|
Monster *monster;
|
|
Player *target;
|
|
Object *object;
|
|
Item *item;
|
|
|
|
const int targetId = player.destParam1;
|
|
|
|
switch (player.destAction) {
|
|
case ACTION_ATTACKMON:
|
|
case ACTION_RATTACKMON:
|
|
case ACTION_SPELLMON:
|
|
monster = &Monsters[targetId];
|
|
if (monster->hasNoLife()) {
|
|
player.Stop();
|
|
return;
|
|
}
|
|
if (player.destAction == ACTION_ATTACKMON)
|
|
MakePlrPath(player, monster->position.future, false);
|
|
break;
|
|
case ACTION_ATTACKPLR:
|
|
case ACTION_RATTACKPLR:
|
|
case ACTION_SPELLPLR:
|
|
target = &Players[targetId];
|
|
if (target->hasNoLife()) {
|
|
player.Stop();
|
|
return;
|
|
}
|
|
if (player.destAction == ACTION_ATTACKPLR)
|
|
MakePlrPath(player, target->position.future, false);
|
|
break;
|
|
case ACTION_OPERATE:
|
|
case ACTION_DISARM:
|
|
case ACTION_OPERATETK:
|
|
object = &Objects[targetId];
|
|
break;
|
|
case ACTION_PICKUPITEM:
|
|
case ACTION_PICKUPAITEM:
|
|
item = &Items[targetId];
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Direction d;
|
|
if (player.walkpath[0] != WALK_NONE) {
|
|
if (player._pmode == PM_STAND) {
|
|
if (&player == MyPlayer) {
|
|
if (player.destAction == ACTION_ATTACKMON || player.destAction == ACTION_ATTACKPLR) {
|
|
if (player.destAction == ACTION_ATTACKMON) {
|
|
x = std::abs(player.position.future.x - monster->position.future.x);
|
|
y = std::abs(player.position.future.y - monster->position.future.y);
|
|
d = GetDirection(player.position.future, monster->position.future);
|
|
} else {
|
|
x = std::abs(player.position.future.x - target->position.future.x);
|
|
y = std::abs(player.position.future.y - target->position.future.y);
|
|
d = GetDirection(player.position.future, target->position.future);
|
|
}
|
|
|
|
if (x < 2 && y < 2) {
|
|
ClrPlrPath(player);
|
|
if (player.destAction == ACTION_ATTACKMON && monster->talkMsg != TEXT_NONE && monster->talkMsg != TEXT_VILE14) {
|
|
TalktoMonster(player, *monster);
|
|
} else {
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
}
|
|
player.destAction = ACTION_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (player.walkpath[0]) {
|
|
case WALK_N:
|
|
StartWalk(player, Direction::North, pmWillBeCalled);
|
|
break;
|
|
case WALK_NE:
|
|
StartWalk(player, Direction::NorthEast, pmWillBeCalled);
|
|
break;
|
|
case WALK_E:
|
|
StartWalk(player, Direction::East, pmWillBeCalled);
|
|
break;
|
|
case WALK_SE:
|
|
StartWalk(player, Direction::SouthEast, pmWillBeCalled);
|
|
break;
|
|
case WALK_S:
|
|
StartWalk(player, Direction::South, pmWillBeCalled);
|
|
break;
|
|
case WALK_SW:
|
|
StartWalk(player, Direction::SouthWest, pmWillBeCalled);
|
|
break;
|
|
case WALK_W:
|
|
StartWalk(player, Direction::West, pmWillBeCalled);
|
|
break;
|
|
case WALK_NW:
|
|
StartWalk(player, Direction::NorthWest, pmWillBeCalled);
|
|
break;
|
|
}
|
|
|
|
for (size_t j = 1; j < MaxPathLengthPlayer; j++) {
|
|
player.walkpath[j - 1] = player.walkpath[j];
|
|
}
|
|
|
|
player.walkpath[MaxPathLengthPlayer - 1] = WALK_NONE;
|
|
|
|
if (player._pmode == PM_STAND) {
|
|
StartStand(player, player._pdir);
|
|
player.destAction = ACTION_NONE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
if (player.destAction == ACTION_NONE) {
|
|
return;
|
|
}
|
|
|
|
if (player._pmode == PM_STAND) {
|
|
switch (player.destAction) {
|
|
case ACTION_ATTACK:
|
|
d = GetDirection(player.position.tile, { player.destParam1, player.destParam2 });
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
break;
|
|
case ACTION_ATTACKMON:
|
|
x = std::abs(player.position.tile.x - monster->position.future.x);
|
|
y = std::abs(player.position.tile.y - monster->position.future.y);
|
|
if (x <= 1 && y <= 1) {
|
|
d = GetDirection(player.position.future, monster->position.future);
|
|
if (monster->talkMsg != TEXT_NONE && monster->talkMsg != TEXT_VILE14) {
|
|
TalktoMonster(player, *monster);
|
|
} else {
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
}
|
|
}
|
|
break;
|
|
case ACTION_ATTACKPLR:
|
|
x = std::abs(player.position.tile.x - target->position.future.x);
|
|
y = std::abs(player.position.tile.y - target->position.future.y);
|
|
if (x <= 1 && y <= 1) {
|
|
d = GetDirection(player.position.future, target->position.future);
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
}
|
|
break;
|
|
case ACTION_RATTACK:
|
|
d = GetDirection(player.position.tile, { player.destParam1, player.destParam2 });
|
|
StartRangeAttack(player, d, player.destParam1, player.destParam2, pmWillBeCalled);
|
|
break;
|
|
case ACTION_RATTACKMON:
|
|
d = GetDirection(player.position.future, monster->position.future);
|
|
if (monster->talkMsg != TEXT_NONE && monster->talkMsg != TEXT_VILE14) {
|
|
TalktoMonster(player, *monster);
|
|
} else {
|
|
StartRangeAttack(player, d, monster->position.future.x, monster->position.future.y, pmWillBeCalled);
|
|
}
|
|
break;
|
|
case ACTION_RATTACKPLR:
|
|
d = GetDirection(player.position.future, target->position.future);
|
|
StartRangeAttack(player, d, target->position.future.x, target->position.future.y, pmWillBeCalled);
|
|
break;
|
|
case ACTION_SPELL:
|
|
d = GetDirection(player.position.tile, { player.destParam1, player.destParam2 });
|
|
StartSpell(player, d, player.destParam1, player.destParam2);
|
|
break;
|
|
case ACTION_SPELLWALL:
|
|
StartSpell(player, static_cast<Direction>(player.destParam3), player.destParam1, player.destParam2);
|
|
player.tempDirection = static_cast<Direction>(player.destParam3);
|
|
break;
|
|
case ACTION_SPELLMON:
|
|
d = GetDirection(player.position.tile, monster->position.future);
|
|
StartSpell(player, d, monster->position.future.x, monster->position.future.y);
|
|
break;
|
|
case ACTION_SPELLPLR:
|
|
d = GetDirection(player.position.tile, target->position.future);
|
|
StartSpell(player, d, target->position.future.x, target->position.future.y);
|
|
break;
|
|
case ACTION_OPERATE:
|
|
if (IsPlayerAdjacentToObject(player, *object)) {
|
|
if (object->_oBreak == 1) {
|
|
d = GetDirection(player.position.tile, object->position);
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
} else {
|
|
OperateObject(player, *object);
|
|
}
|
|
}
|
|
break;
|
|
case ACTION_DISARM:
|
|
if (IsPlayerAdjacentToObject(player, *object)) {
|
|
if (object->_oBreak == 1) {
|
|
d = GetDirection(player.position.tile, object->position);
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
} else {
|
|
TryDisarm(player, *object);
|
|
OperateObject(player, *object);
|
|
}
|
|
}
|
|
break;
|
|
case ACTION_OPERATETK:
|
|
if (object->_oBreak != 1) {
|
|
OperateObject(player, *object);
|
|
}
|
|
break;
|
|
case ACTION_PICKUPITEM:
|
|
if (&player == MyPlayer) {
|
|
x = std::abs(player.position.tile.x - item->position.x);
|
|
y = std::abs(player.position.tile.y - item->position.y);
|
|
if (x <= 1 && y <= 1 && pcurs == CURSOR_HAND && !item->_iRequest) {
|
|
NetSendCmdGItem(true, CMD_REQUESTGITEM, player, targetId);
|
|
item->_iRequest = true;
|
|
}
|
|
}
|
|
break;
|
|
case ACTION_PICKUPAITEM:
|
|
if (&player == MyPlayer) {
|
|
x = std::abs(player.position.tile.x - item->position.x);
|
|
y = std::abs(player.position.tile.y - item->position.y);
|
|
if (x <= 1 && y <= 1 && pcurs == CURSOR_HAND) {
|
|
NetSendCmdGItem(true, CMD_REQUESTAGITEM, player, targetId);
|
|
}
|
|
}
|
|
break;
|
|
case ACTION_TALK:
|
|
if (&player == MyPlayer) {
|
|
HelpFlag = false;
|
|
TalkToTowner(player, player.destParam1);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
FixPlayerLocation(player, player._pdir);
|
|
player.destAction = ACTION_NONE;
|
|
|
|
return;
|
|
}
|
|
|
|
if (player._pmode == PM_ATTACK && player.AnimInfo.currentFrame >= player._pAFNum) {
|
|
if (player.destAction == ACTION_ATTACK) {
|
|
d = GetDirection(player.position.future, { player.destParam1, player.destParam2 });
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_ATTACKMON) {
|
|
x = std::abs(player.position.tile.x - monster->position.future.x);
|
|
y = std::abs(player.position.tile.y - monster->position.future.y);
|
|
if (x <= 1 && y <= 1) {
|
|
d = GetDirection(player.position.future, monster->position.future);
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
}
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_ATTACKPLR) {
|
|
x = std::abs(player.position.tile.x - target->position.future.x);
|
|
y = std::abs(player.position.tile.y - target->position.future.y);
|
|
if (x <= 1 && y <= 1) {
|
|
d = GetDirection(player.position.future, target->position.future);
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
}
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_OPERATE) {
|
|
if (IsPlayerAdjacentToObject(player, *object)) {
|
|
if (object->_oBreak == 1) {
|
|
d = GetDirection(player.position.tile, object->position);
|
|
StartAttack(player, d, pmWillBeCalled);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (player._pmode == PM_RATTACK && player.AnimInfo.currentFrame >= player._pAFNum) {
|
|
if (player.destAction == ACTION_RATTACK) {
|
|
d = GetDirection(player.position.tile, { player.destParam1, player.destParam2 });
|
|
StartRangeAttack(player, d, player.destParam1, player.destParam2, pmWillBeCalled);
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_RATTACKMON) {
|
|
d = GetDirection(player.position.tile, monster->position.future);
|
|
StartRangeAttack(player, d, monster->position.future.x, monster->position.future.y, pmWillBeCalled);
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_RATTACKPLR) {
|
|
d = GetDirection(player.position.tile, target->position.future);
|
|
StartRangeAttack(player, d, target->position.future.x, target->position.future.y, pmWillBeCalled);
|
|
player.destAction = ACTION_NONE;
|
|
}
|
|
}
|
|
|
|
if (player._pmode == PM_SPELL && player.AnimInfo.currentFrame >= player._pSFNum) {
|
|
if (player.destAction == ACTION_SPELL) {
|
|
d = GetDirection(player.position.tile, { player.destParam1, player.destParam2 });
|
|
StartSpell(player, d, player.destParam1, player.destParam2);
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_SPELLMON) {
|
|
d = GetDirection(player.position.tile, monster->position.future);
|
|
StartSpell(player, d, monster->position.future.x, monster->position.future.y);
|
|
player.destAction = ACTION_NONE;
|
|
} else if (player.destAction == ACTION_SPELLPLR) {
|
|
d = GetDirection(player.position.tile, target->position.future);
|
|
StartSpell(player, d, target->position.future.x, target->position.future.y);
|
|
player.destAction = ACTION_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool PlrDeathModeOK(Player &player)
|
|
{
|
|
if (&player != MyPlayer) {
|
|
return true;
|
|
}
|
|
if (player._pmode == PM_DEATH) {
|
|
return true;
|
|
}
|
|
if (player._pmode == PM_QUIT) {
|
|
return true;
|
|
}
|
|
if (player._pmode == PM_NEWLVL) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void ValidatePlayer()
|
|
{
|
|
assert(MyPlayer != nullptr);
|
|
Player &myPlayer = *MyPlayer;
|
|
|
|
// Player::setCharacterLevel ensures that the player level is within the expected range in case someone has edited their character level in memory
|
|
myPlayer.setCharacterLevel(myPlayer.getCharacterLevel());
|
|
// This lets us catch cases where someone is editing experience directly through memory modification and reset their experience back to the expected cap.
|
|
if (myPlayer._pExperience > myPlayer.getNextExperienceThreshold()) {
|
|
myPlayer._pExperience = myPlayer.getNextExperienceThreshold();
|
|
if (*GetOptions().Gameplay.experienceBar) {
|
|
RedrawEverything();
|
|
}
|
|
}
|
|
|
|
int gt = 0;
|
|
for (int i = 0; i < myPlayer._pNumInv; i++) {
|
|
if (myPlayer.InvList[i]._itype == ItemType::Gold) {
|
|
int maxGold = GOLD_MAX_LIMIT;
|
|
if (gbIsHellfire) {
|
|
maxGold *= 2;
|
|
}
|
|
if (myPlayer.InvList[i]._ivalue > maxGold) {
|
|
myPlayer.InvList[i]._ivalue = maxGold;
|
|
}
|
|
gt += myPlayer.InvList[i]._ivalue;
|
|
}
|
|
}
|
|
if (gt != myPlayer._pGold)
|
|
myPlayer._pGold = gt;
|
|
|
|
if (myPlayer._pBaseStr > myPlayer.GetMaximumAttributeValue(CharacterAttribute::Strength)) {
|
|
myPlayer._pBaseStr = myPlayer.GetMaximumAttributeValue(CharacterAttribute::Strength);
|
|
}
|
|
if (myPlayer._pBaseMag > myPlayer.GetMaximumAttributeValue(CharacterAttribute::Magic)) {
|
|
myPlayer._pBaseMag = myPlayer.GetMaximumAttributeValue(CharacterAttribute::Magic);
|
|
}
|
|
if (myPlayer._pBaseDex > myPlayer.GetMaximumAttributeValue(CharacterAttribute::Dexterity)) {
|
|
myPlayer._pBaseDex = myPlayer.GetMaximumAttributeValue(CharacterAttribute::Dexterity);
|
|
}
|
|
if (myPlayer._pBaseVit > myPlayer.GetMaximumAttributeValue(CharacterAttribute::Vitality)) {
|
|
myPlayer._pBaseVit = myPlayer.GetMaximumAttributeValue(CharacterAttribute::Vitality);
|
|
}
|
|
|
|
uint64_t msk = 0;
|
|
for (auto b = static_cast<size_t>(SpellID::Firebolt); b < SpellsData.size(); b++) {
|
|
if (GetSpellBookLevel((SpellID)b) != -1) {
|
|
msk |= GetSpellBitmask(static_cast<SpellID>(b));
|
|
if (myPlayer._pSplLvl[b] > MaxSpellLevel)
|
|
myPlayer._pSplLvl[b] = MaxSpellLevel;
|
|
}
|
|
}
|
|
|
|
myPlayer._pMemSpells &= msk;
|
|
myPlayer._pInfraFlag = false;
|
|
}
|
|
|
|
HeroClass GetPlayerSpriteClass(HeroClass cls)
|
|
{
|
|
if (cls == HeroClass::Bard && !HaveBardAssets())
|
|
return HeroClass::Rogue;
|
|
if (cls == HeroClass::Barbarian && !HaveBarbarianAssets())
|
|
return HeroClass::Warrior;
|
|
return cls;
|
|
}
|
|
|
|
PlayerWeaponGraphic GetPlayerWeaponGraphic(player_graphic graphic, PlayerWeaponGraphic weaponGraphic)
|
|
{
|
|
if (leveltype == DTYPE_TOWN && IsAnyOf(graphic, player_graphic::Lightning, player_graphic::Fire, player_graphic::Magic)) {
|
|
// If the hero doesn't hold the weapon in town then we should use the unarmed animation for casting
|
|
switch (weaponGraphic) {
|
|
case PlayerWeaponGraphic::Mace:
|
|
case PlayerWeaponGraphic::Sword:
|
|
return PlayerWeaponGraphic::Unarmed;
|
|
case PlayerWeaponGraphic::SwordShield:
|
|
case PlayerWeaponGraphic::MaceShield:
|
|
return PlayerWeaponGraphic::UnarmedShield;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return weaponGraphic;
|
|
}
|
|
|
|
uint16_t GetPlayerSpriteWidth(HeroClass cls, player_graphic graphic, PlayerWeaponGraphic weaponGraphic)
|
|
{
|
|
const PlayerSpriteData spriteData = GetPlayerSpriteDataForClass(cls);
|
|
|
|
switch (graphic) {
|
|
case player_graphic::Stand:
|
|
return spriteData.stand;
|
|
case player_graphic::Walk:
|
|
return spriteData.walk;
|
|
case player_graphic::Attack:
|
|
if (weaponGraphic == PlayerWeaponGraphic::Bow)
|
|
return spriteData.bow;
|
|
return spriteData.attack;
|
|
case player_graphic::Hit:
|
|
return spriteData.swHit;
|
|
case player_graphic::Block:
|
|
return spriteData.block;
|
|
case player_graphic::Lightning:
|
|
return spriteData.lightning;
|
|
case player_graphic::Fire:
|
|
return spriteData.fire;
|
|
case player_graphic::Magic:
|
|
return spriteData.magic;
|
|
case player_graphic::Death:
|
|
return spriteData.death;
|
|
}
|
|
app_fatal("Invalid player_graphic");
|
|
}
|
|
|
|
void GetPlayerGraphicsPath(std::string_view path, std::string_view prefix, std::string_view type, char out[256])
|
|
{
|
|
*BufCopy(out, "plrgfx\\", path, "\\", prefix, "\\", prefix, type) = '\0';
|
|
}
|
|
|
|
} // namespace
|
|
|
|
void Player::CalcScrolls()
|
|
{
|
|
_pScrlSpells = 0;
|
|
for (const Item &item : InventoryAndBeltPlayerItemsRange { *this }) {
|
|
if (item.isScroll() && item._iStatFlag) {
|
|
_pScrlSpells |= GetSpellBitmask(item._iSpell);
|
|
}
|
|
}
|
|
EnsureValidReadiedSpell(*this);
|
|
}
|
|
|
|
bool Player::CanUseItem(const Item &item) const
|
|
{
|
|
if (!IsItemValid(*this, item))
|
|
return false;
|
|
|
|
return _pStrength >= item._iMinStr
|
|
&& _pMagic >= item._iMinMag
|
|
&& _pDexterity >= item._iMinDex;
|
|
}
|
|
|
|
void Player::RemoveInvItem(int iv, bool calcScrolls)
|
|
{
|
|
if (this == MyPlayer) {
|
|
// Locate the first grid index containing this item and notify remote clients
|
|
for (size_t i = 0; i < InventoryGridCells; i++) {
|
|
const int8_t itemIndex = InvGrid[i];
|
|
if (std::abs(itemIndex) - 1 == iv) {
|
|
NetSendCmdParam1(false, CMD_DELINVITEMS, static_cast<uint16_t>(i));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Iterate through invGrid and remove every reference to item
|
|
for (int8_t &itemIndex : InvGrid) {
|
|
if (std::abs(itemIndex) - 1 == iv) {
|
|
itemIndex = 0;
|
|
}
|
|
}
|
|
|
|
InvList[iv].clear();
|
|
|
|
_pNumInv--;
|
|
|
|
// If the item at the end of inventory array isn't the one removed, shift all following items back one index to retain inventory order.
|
|
if (_pNumInv > 0 && _pNumInv != iv) {
|
|
for (int newIndex = iv; newIndex < _pNumInv; newIndex++) {
|
|
InvList[newIndex] = InvList[newIndex + 1].pop();
|
|
}
|
|
|
|
for (int8_t &itemIndex : InvGrid) {
|
|
if (itemIndex > iv + 1) { // if item was shifted, decrease the index so it's paired with the correct item.
|
|
itemIndex--;
|
|
}
|
|
if (itemIndex < -(iv + 1)) {
|
|
itemIndex++; // since occupied cells are negative, increment the index to keep it same as as top-left cell for item, only negative.
|
|
}
|
|
}
|
|
}
|
|
|
|
if (calcScrolls) {
|
|
CalcScrolls();
|
|
}
|
|
}
|
|
|
|
void Player::RemoveSpdBarItem(int iv)
|
|
{
|
|
if (this == MyPlayer) {
|
|
NetSendCmdParam1(false, CMD_DELBELTITEMS, iv);
|
|
}
|
|
|
|
SpdList[iv].clear();
|
|
|
|
CalcScrolls();
|
|
RedrawEverything();
|
|
}
|
|
|
|
[[nodiscard]] uint8_t Player::getId() const
|
|
{
|
|
return static_cast<uint8_t>(std::distance<const Player *>(&Players[0], this));
|
|
}
|
|
|
|
int Player::GetBaseAttributeValue(CharacterAttribute attribute) const
|
|
{
|
|
switch (attribute) {
|
|
case CharacterAttribute::Dexterity:
|
|
return this->_pBaseDex;
|
|
case CharacterAttribute::Magic:
|
|
return this->_pBaseMag;
|
|
case CharacterAttribute::Strength:
|
|
return this->_pBaseStr;
|
|
case CharacterAttribute::Vitality:
|
|
return this->_pBaseVit;
|
|
default:
|
|
app_fatal("Unsupported attribute");
|
|
}
|
|
}
|
|
|
|
int Player::GetCurrentAttributeValue(CharacterAttribute attribute) const
|
|
{
|
|
switch (attribute) {
|
|
case CharacterAttribute::Dexterity:
|
|
return this->_pDexterity;
|
|
case CharacterAttribute::Magic:
|
|
return this->_pMagic;
|
|
case CharacterAttribute::Strength:
|
|
return this->_pStrength;
|
|
case CharacterAttribute::Vitality:
|
|
return this->_pVitality;
|
|
default:
|
|
app_fatal("Unsupported attribute");
|
|
}
|
|
}
|
|
|
|
int Player::GetMaximumAttributeValue(CharacterAttribute attribute) const
|
|
{
|
|
const ClassAttributes &attr = getClassAttributes();
|
|
switch (attribute) {
|
|
case CharacterAttribute::Strength:
|
|
return attr.maxStr;
|
|
case CharacterAttribute::Magic:
|
|
return attr.maxMag;
|
|
case CharacterAttribute::Dexterity:
|
|
return attr.maxDex;
|
|
case CharacterAttribute::Vitality:
|
|
return attr.maxVit;
|
|
}
|
|
app_fatal("Unsupported attribute");
|
|
}
|
|
|
|
Point Player::GetTargetPosition() const
|
|
{
|
|
// clang-format off
|
|
constexpr int DirectionOffsetX[8] = { 0,-1, 1, 0,-1, 1, 1,-1 };
|
|
constexpr int DirectionOffsetY[8] = { -1, 0, 0, 1,-1,-1, 1, 1 };
|
|
// clang-format on
|
|
Point target = position.future;
|
|
for (auto step : walkpath) {
|
|
if (step == WALK_NONE)
|
|
break;
|
|
if (step > 0) {
|
|
target.x += DirectionOffsetX[step - 1];
|
|
target.y += DirectionOffsetY[step - 1];
|
|
}
|
|
}
|
|
return target;
|
|
}
|
|
|
|
int Player::GetPositionPathIndex(Point pos)
|
|
{
|
|
constexpr Displacement DirectionOffset[8] = { { 0, -1 }, { -1, 0 }, { 1, 0 }, { 0, 1 }, { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } };
|
|
Point target = position.future;
|
|
int i = 0;
|
|
for (auto step : walkpath) {
|
|
if (target == pos) return i;
|
|
if (step == WALK_NONE)
|
|
break;
|
|
if (step > 0) {
|
|
target += DirectionOffset[step - 1];
|
|
}
|
|
++i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void Player::Say(HeroSpeech speechId) const
|
|
{
|
|
const SfxID soundEffect = GetHeroSound(_pClass, speechId);
|
|
|
|
if (soundEffect == SfxID::None)
|
|
return;
|
|
|
|
PlaySfxLoc(soundEffect, position.tile);
|
|
}
|
|
|
|
void Player::SaySpecific(HeroSpeech speechId) const
|
|
{
|
|
const SfxID soundEffect = GetHeroSound(_pClass, speechId);
|
|
|
|
if (soundEffect == SfxID::None || effect_is_playing(soundEffect))
|
|
return;
|
|
|
|
PlaySfxLoc(soundEffect, position.tile, false);
|
|
}
|
|
|
|
void Player::Say(HeroSpeech speechId, int delay) const
|
|
{
|
|
sfxdelay = delay;
|
|
sfxdnum = GetHeroSound(_pClass, speechId);
|
|
}
|
|
|
|
void Player::Stop()
|
|
{
|
|
ClrPlrPath(*this);
|
|
destAction = ACTION_NONE;
|
|
}
|
|
|
|
bool Player::isWalking() const
|
|
{
|
|
return IsAnyOf(_pmode, PM_WALK_NORTHWARDS, PM_WALK_SOUTHWARDS, PM_WALK_SIDEWAYS);
|
|
}
|
|
|
|
int Player::GetManaShieldDamageReduction()
|
|
{
|
|
constexpr uint8_t Max = 7;
|
|
return 24 - (std::min(_pSplLvl[static_cast<int8_t>(SpellID::ManaShield)], Max) * 3);
|
|
}
|
|
|
|
void Player::RestorePartialLife()
|
|
{
|
|
const int wholeHitpoints = _pMaxHP >> 6;
|
|
int l = ((wholeHitpoints / 8) + GenerateRnd(wholeHitpoints / 4)) << 6;
|
|
if (IsAnyOf(_pClass, HeroClass::Warrior, HeroClass::Barbarian))
|
|
l *= 2;
|
|
if (IsAnyOf(_pClass, HeroClass::Rogue, HeroClass::Monk, HeroClass::Bard))
|
|
l += l / 2;
|
|
_pHitPoints = std::min(_pHitPoints + l, _pMaxHP);
|
|
_pHPBase = std::min(_pHPBase + l, _pMaxHPBase);
|
|
}
|
|
|
|
void Player::RestorePartialMana()
|
|
{
|
|
const int wholeManaPoints = _pMaxMana >> 6;
|
|
int l = ((wholeManaPoints / 8) + GenerateRnd(wholeManaPoints / 4)) << 6;
|
|
if (_pClass == HeroClass::Sorcerer)
|
|
l *= 2;
|
|
if (IsAnyOf(_pClass, HeroClass::Rogue, HeroClass::Monk, HeroClass::Bard))
|
|
l += l / 2;
|
|
if (HasNoneOf(_pIFlags, ItemSpecialEffect::NoMana)) {
|
|
_pMana = std::min(_pMana + l, _pMaxMana);
|
|
_pManaBase = std::min(_pManaBase + l, _pMaxManaBase);
|
|
}
|
|
}
|
|
|
|
void Player::ReadySpellFromEquipment(inv_body_loc bodyLocation, bool forceSpell)
|
|
{
|
|
const Item &item = InvBody[bodyLocation];
|
|
if (item._itype == ItemType::Staff && IsValidSpell(item._iSpell) && item._iCharges > 0 && item._iStatFlag) {
|
|
if (forceSpell || _pRSpell == SpellID::Invalid || _pRSplType == SpellType::Invalid) {
|
|
_pRSpell = item._iSpell;
|
|
_pRSplType = SpellType::Charges;
|
|
RedrawEverything();
|
|
}
|
|
}
|
|
}
|
|
|
|
player_graphic Player::getGraphic() const
|
|
{
|
|
switch (_pmode) {
|
|
case PM_STAND:
|
|
case PM_NEWLVL:
|
|
case PM_QUIT:
|
|
return player_graphic::Stand;
|
|
case PM_WALK_NORTHWARDS:
|
|
case PM_WALK_SOUTHWARDS:
|
|
case PM_WALK_SIDEWAYS:
|
|
return player_graphic::Walk;
|
|
case PM_ATTACK:
|
|
case PM_RATTACK:
|
|
return player_graphic::Attack;
|
|
case PM_BLOCK:
|
|
return player_graphic::Block;
|
|
case PM_SPELL:
|
|
return GetPlayerGraphicForSpell(executedSpell.spellId);
|
|
case PM_GOTHIT:
|
|
return player_graphic::Hit;
|
|
case PM_DEATH:
|
|
return player_graphic::Death;
|
|
default:
|
|
app_fatal("SyncPlrAnim");
|
|
}
|
|
}
|
|
|
|
uint16_t Player::getSpriteWidth() const
|
|
{
|
|
if (!HeadlessMode)
|
|
return (*AnimInfo.sprites)[0].width();
|
|
const player_graphic graphic = getGraphic();
|
|
const HeroClass cls = GetPlayerSpriteClass(_pClass);
|
|
const PlayerWeaponGraphic weaponGraphic = GetPlayerWeaponGraphic(graphic, static_cast<PlayerWeaponGraphic>(_pgfxnum & 0xF));
|
|
return GetPlayerSpriteWidth(cls, graphic, weaponGraphic);
|
|
}
|
|
|
|
void Player::getAnimationFramesAndTicksPerFrame(player_graphic graphics, int8_t &numberOfFrames, int8_t &ticksPerFrame) const
|
|
{
|
|
ticksPerFrame = 1;
|
|
switch (graphics) {
|
|
case player_graphic::Stand:
|
|
numberOfFrames = _pNFrames;
|
|
ticksPerFrame = 4;
|
|
break;
|
|
case player_graphic::Walk:
|
|
numberOfFrames = _pWFrames;
|
|
break;
|
|
case player_graphic::Attack:
|
|
numberOfFrames = _pAFrames;
|
|
break;
|
|
case player_graphic::Hit:
|
|
numberOfFrames = _pHFrames;
|
|
break;
|
|
case player_graphic::Lightning:
|
|
case player_graphic::Fire:
|
|
case player_graphic::Magic:
|
|
numberOfFrames = _pSFrames;
|
|
break;
|
|
case player_graphic::Death:
|
|
numberOfFrames = _pDFrames;
|
|
ticksPerFrame = 2;
|
|
break;
|
|
case player_graphic::Block:
|
|
numberOfFrames = _pBFrames;
|
|
ticksPerFrame = 3;
|
|
break;
|
|
default:
|
|
app_fatal("Unknown player graphics");
|
|
}
|
|
}
|
|
|
|
void Player::UpdatePreviewCelSprite(_cmd_id cmdId, Point point, uint16_t wParam1, uint16_t wParam2)
|
|
{
|
|
// if game is not running don't show a preview
|
|
if (!gbRunGame || PauseMode != 0 || !gbProcessPlayers)
|
|
return;
|
|
|
|
// we can only show a preview if our command is executed in the next game tick
|
|
if (_pmode != PM_STAND)
|
|
return;
|
|
|
|
std::optional<player_graphic> graphic;
|
|
Direction dir = Direction::South;
|
|
int minimalWalkDistance = -1;
|
|
|
|
switch (cmdId) {
|
|
case _cmd_id::CMD_RATTACKID: {
|
|
const Monster &monster = Monsters[wParam1];
|
|
dir = GetDirection(position.future, monster.position.future);
|
|
graphic = player_graphic::Attack;
|
|
break;
|
|
}
|
|
case _cmd_id::CMD_SPELLID: {
|
|
const Monster &monster = Monsters[wParam1];
|
|
dir = GetDirection(position.future, monster.position.future);
|
|
graphic = GetPlayerGraphicForSpell(static_cast<SpellID>(wParam2));
|
|
break;
|
|
}
|
|
case _cmd_id::CMD_ATTACKID: {
|
|
const Monster &monster = Monsters[wParam1];
|
|
point = monster.position.future;
|
|
minimalWalkDistance = 2;
|
|
if (!CanTalkToMonst(monster)) {
|
|
dir = GetDirection(position.future, monster.position.future);
|
|
graphic = player_graphic::Attack;
|
|
}
|
|
break;
|
|
}
|
|
case _cmd_id::CMD_RATTACKPID: {
|
|
const Player &targetPlayer = Players[wParam1];
|
|
dir = GetDirection(position.future, targetPlayer.position.future);
|
|
graphic = player_graphic::Attack;
|
|
break;
|
|
}
|
|
case _cmd_id::CMD_SPELLPID: {
|
|
const Player &targetPlayer = Players[wParam1];
|
|
dir = GetDirection(position.future, targetPlayer.position.future);
|
|
graphic = GetPlayerGraphicForSpell(static_cast<SpellID>(wParam2));
|
|
break;
|
|
}
|
|
case _cmd_id::CMD_ATTACKPID: {
|
|
const Player &targetPlayer = Players[wParam1];
|
|
point = targetPlayer.position.future;
|
|
minimalWalkDistance = 2;
|
|
dir = GetDirection(position.future, targetPlayer.position.future);
|
|
graphic = player_graphic::Attack;
|
|
break;
|
|
}
|
|
case _cmd_id::CMD_RATTACKXY:
|
|
case _cmd_id::CMD_SATTACKXY:
|
|
dir = GetDirection(position.tile, point);
|
|
graphic = player_graphic::Attack;
|
|
break;
|
|
case _cmd_id::CMD_SPELLXY:
|
|
dir = GetDirection(position.tile, point);
|
|
graphic = GetPlayerGraphicForSpell(static_cast<SpellID>(wParam1));
|
|
break;
|
|
case _cmd_id::CMD_SPELLXYD:
|
|
dir = static_cast<Direction>(wParam2);
|
|
graphic = GetPlayerGraphicForSpell(static_cast<SpellID>(wParam1));
|
|
break;
|
|
case _cmd_id::CMD_WALKXY:
|
|
minimalWalkDistance = 1;
|
|
break;
|
|
case _cmd_id::CMD_TALKXY:
|
|
case _cmd_id::CMD_DISARMXY:
|
|
case _cmd_id::CMD_OPOBJXY:
|
|
case _cmd_id::CMD_GOTOGETITEM:
|
|
case _cmd_id::CMD_GOTOAGETITEM:
|
|
minimalWalkDistance = 2;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (minimalWalkDistance >= 0 && position.future != point) {
|
|
int8_t testWalkPath[MaxPathLengthPlayer];
|
|
const int steps = FindPath(CanStep, [this](Point tile) { return PosOkPlayer(*this, tile); }, position.future, point, testWalkPath, MaxPathLengthPlayer);
|
|
if (steps == 0) {
|
|
// Can't walk to desired location => stand still
|
|
return;
|
|
}
|
|
if (steps >= minimalWalkDistance) {
|
|
graphic = player_graphic::Walk;
|
|
switch (testWalkPath[0]) {
|
|
case WALK_N:
|
|
dir = Direction::North;
|
|
break;
|
|
case WALK_NE:
|
|
dir = Direction::NorthEast;
|
|
break;
|
|
case WALK_E:
|
|
dir = Direction::East;
|
|
break;
|
|
case WALK_SE:
|
|
dir = Direction::SouthEast;
|
|
break;
|
|
case WALK_S:
|
|
dir = Direction::South;
|
|
break;
|
|
case WALK_SW:
|
|
dir = Direction::SouthWest;
|
|
break;
|
|
case WALK_W:
|
|
dir = Direction::West;
|
|
break;
|
|
case WALK_NW:
|
|
dir = Direction::NorthWest;
|
|
break;
|
|
}
|
|
if (!PlrDirOK(*this, dir))
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!graphic || HeadlessMode)
|
|
return;
|
|
|
|
LoadPlrGFX(*this, *graphic);
|
|
const ClxSpriteList sprites = AnimationData[static_cast<size_t>(*graphic)].spritesForDirection(dir);
|
|
if (!previewCelSprite || *previewCelSprite != sprites[0]) {
|
|
previewCelSprite = sprites[0];
|
|
progressToNextGameTickWhenPreviewWasSet = ProgressToNextGameTick;
|
|
}
|
|
}
|
|
|
|
void Player::setCharacterLevel(uint8_t level)
|
|
{
|
|
this->_pLevel = std::clamp<uint8_t>(level, 1U, getMaxCharacterLevel());
|
|
}
|
|
|
|
uint8_t Player::getMaxCharacterLevel() const
|
|
{
|
|
return GetMaximumCharacterLevel();
|
|
}
|
|
|
|
uint32_t Player::getNextExperienceThreshold() const
|
|
{
|
|
return GetNextExperienceThresholdForLevel(this->getCharacterLevel());
|
|
}
|
|
|
|
int32_t Player::calculateBaseLife() const
|
|
{
|
|
const ClassAttributes &attr = getClassAttributes();
|
|
return attr.adjLife + (attr.lvlLife * getCharacterLevel()) + (attr.chrLife * _pBaseVit);
|
|
}
|
|
|
|
int32_t Player::calculateBaseMana() const
|
|
{
|
|
const ClassAttributes &attr = getClassAttributes();
|
|
return attr.adjMana + (attr.lvlMana * getCharacterLevel()) + (attr.chrMana * _pBaseMag);
|
|
}
|
|
|
|
void Player::occupyTile(Point tilePosition, bool isMoving) const
|
|
{
|
|
int16_t id = this->getId();
|
|
id += 1;
|
|
dPlayer[tilePosition.x][tilePosition.y] = isMoving ? -id : id;
|
|
}
|
|
|
|
bool Player::isLevelOwnedByLocalClient() const
|
|
{
|
|
for (const Player &other : Players) {
|
|
if (!other.plractive)
|
|
continue;
|
|
if (other._pLvlChanging)
|
|
continue;
|
|
if (other._pmode == PM_NEWLVL)
|
|
continue;
|
|
if (other.plrlevel != this->plrlevel)
|
|
continue;
|
|
if (other.plrIsOnSetLevel != this->plrIsOnSetLevel)
|
|
continue;
|
|
if (&other == MyPlayer && gbBufferMsgs != 0)
|
|
continue;
|
|
return &other == MyPlayer;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
Player *PlayerAtPosition(Point position, bool ignoreMovingPlayers /*= false*/)
|
|
{
|
|
if (!InDungeonBounds(position))
|
|
return nullptr;
|
|
|
|
auto playerIndex = dPlayer[position.x][position.y];
|
|
if (playerIndex == 0 || (ignoreMovingPlayers && playerIndex < 0))
|
|
return nullptr;
|
|
|
|
return &Players[std::abs(playerIndex) - 1];
|
|
}
|
|
|
|
ClxSprite GetPlayerPortraitSprite(Player &player)
|
|
{
|
|
const bool inDungeon = (player.plrlevel != 0);
|
|
|
|
const HeroClass cls = GetPlayerSpriteClass(player._pClass);
|
|
const PlayerWeaponGraphic animWeaponId = GetPlayerWeaponGraphic(player_graphic::Stand, static_cast<PlayerWeaponGraphic>(player._pgfxnum & 0xF));
|
|
|
|
const PlayerSpriteData &spriteData = GetPlayerSpriteDataForClass(cls);
|
|
const char *path = spriteData.classPath.c_str();
|
|
|
|
std::string_view szCel = inDungeon ? "as" : "st";
|
|
|
|
player_graphic graphic = player_graphic::Stand;
|
|
if (player.hasNoLife()) {
|
|
if (animWeaponId == PlayerWeaponGraphic::Unarmed) {
|
|
szCel = "dt";
|
|
graphic = player_graphic::Death;
|
|
}
|
|
}
|
|
|
|
const char prefixBuf[3] = { spriteData.classChar, ArmourChar[player._pgfxnum >> 4], WepChar[static_cast<std::size_t>(animWeaponId)] };
|
|
char pszName[256];
|
|
GetPlayerGraphicsPath(path, std::string_view(prefixBuf, 3), szCel, pszName);
|
|
|
|
const std::string spritePath { pszName };
|
|
// Check to see if the sprite has updated.
|
|
if (player.PartyInfoSpriteLocations[inDungeon] != spritePath) {
|
|
// The sprite has changed so store the new location
|
|
player.PartyInfoSpriteLocations[inDungeon] = spritePath;
|
|
|
|
player.PartyInfoSprites[inDungeon] = std::nullopt;
|
|
|
|
// And now load the new sprite and store it
|
|
const uint16_t animationWidth = GetPlayerSpriteWidth(cls, graphic, animWeaponId);
|
|
player.PartyInfoSprites[inDungeon] = LoadCl2Sheet(pszName, animationWidth);
|
|
}
|
|
|
|
const ClxSpriteList spriteList = (*player.PartyInfoSprites[inDungeon])[static_cast<size_t>(Direction::South)];
|
|
return spriteList[(graphic == player_graphic::Stand) ? 0 : spriteList.numSprites() - 1];
|
|
}
|
|
|
|
bool IsPlayerUnarmed(Player &player)
|
|
{
|
|
const PlayerWeaponGraphic animWeaponId = GetPlayerWeaponGraphic(player_graphic::Stand, static_cast<PlayerWeaponGraphic>(player._pgfxnum & 0xF));
|
|
return animWeaponId == PlayerWeaponGraphic::Unarmed;
|
|
}
|
|
|
|
void LoadPlrGFX(Player &player, player_graphic graphic)
|
|
{
|
|
if (HeadlessMode)
|
|
return;
|
|
|
|
auto &animationData = player.AnimationData[static_cast<size_t>(graphic)];
|
|
if (animationData.sprites)
|
|
return;
|
|
|
|
const HeroClass cls = GetPlayerSpriteClass(player._pClass);
|
|
PlayerWeaponGraphic animWeaponId = GetPlayerWeaponGraphic(graphic, static_cast<PlayerWeaponGraphic>(player._pgfxnum & 0xF));
|
|
|
|
const PlayerSpriteData &spriteData = GetPlayerSpriteDataForClass(cls);
|
|
const char *path = spriteData.classPath.c_str();
|
|
|
|
std::string_view szCel;
|
|
switch (graphic) {
|
|
case player_graphic::Stand:
|
|
szCel = "as";
|
|
if (leveltype == DTYPE_TOWN)
|
|
szCel = "st";
|
|
break;
|
|
case player_graphic::Walk:
|
|
szCel = "aw";
|
|
if (leveltype == DTYPE_TOWN)
|
|
szCel = "wl";
|
|
break;
|
|
case player_graphic::Attack:
|
|
if (leveltype == DTYPE_TOWN)
|
|
return;
|
|
szCel = "at";
|
|
break;
|
|
case player_graphic::Hit:
|
|
if (leveltype == DTYPE_TOWN)
|
|
return;
|
|
szCel = "ht";
|
|
break;
|
|
case player_graphic::Lightning:
|
|
szCel = "lm";
|
|
break;
|
|
case player_graphic::Fire:
|
|
szCel = "fm";
|
|
break;
|
|
case player_graphic::Magic:
|
|
szCel = "qm";
|
|
break;
|
|
case player_graphic::Death:
|
|
// Only one Death animation exists, for unarmed characters
|
|
animWeaponId = PlayerWeaponGraphic::Unarmed;
|
|
szCel = "dt";
|
|
break;
|
|
case player_graphic::Block:
|
|
if (leveltype == DTYPE_TOWN)
|
|
return;
|
|
if (!player._pBlockFlag)
|
|
return;
|
|
szCel = "bl";
|
|
break;
|
|
default:
|
|
app_fatal("PLR:2");
|
|
}
|
|
|
|
const char prefixBuf[3] = { spriteData.classChar, ArmourChar[player._pgfxnum >> 4], WepChar[static_cast<std::size_t>(animWeaponId)] };
|
|
char pszName[256];
|
|
GetPlayerGraphicsPath(path, std::string_view(prefixBuf, 3), szCel, pszName);
|
|
const uint16_t animationWidth = GetPlayerSpriteWidth(cls, graphic, animWeaponId);
|
|
animationData.sprites = LoadCl2Sheet(pszName, animationWidth);
|
|
std::optional<std::array<uint8_t, 256>> graphicTRN = GetPlayerGraphicTRN(pszName);
|
|
if (graphicTRN) {
|
|
ClxApplyTrans(*animationData.sprites, graphicTRN->data());
|
|
}
|
|
std::optional<std::array<uint8_t, 256>> classTRN = GetClassTRN(player);
|
|
if (classTRN) {
|
|
ClxApplyTrans(*animationData.sprites, classTRN->data());
|
|
}
|
|
}
|
|
|
|
void InitPlayerGFX(Player &player)
|
|
{
|
|
if (HeadlessMode)
|
|
return;
|
|
|
|
ResetPlayerGFX(player);
|
|
|
|
if (player.hasNoLife()) {
|
|
player._pgfxnum &= ~0xFU;
|
|
LoadPlrGFX(player, player_graphic::Death);
|
|
return;
|
|
}
|
|
|
|
for (size_t i = 0; i < enum_size<player_graphic>::value; i++) {
|
|
auto graphic = static_cast<player_graphic>(i);
|
|
if (graphic == player_graphic::Death)
|
|
continue;
|
|
LoadPlrGFX(player, graphic);
|
|
}
|
|
}
|
|
|
|
void ResetPlayerGFX(Player &player)
|
|
{
|
|
player.AnimInfo.sprites = std::nullopt;
|
|
|
|
if (!gbRunGame) {
|
|
player.PartyInfoSprites[0] = std::nullopt;
|
|
player.PartyInfoSprites[1] = std::nullopt;
|
|
}
|
|
|
|
for (PlayerAnimationData &animData : player.AnimationData) {
|
|
animData.sprites = std::nullopt;
|
|
}
|
|
}
|
|
|
|
void NewPlrAnim(Player &player, player_graphic graphic, Direction dir, AnimationDistributionFlags flags /*= AnimationDistributionFlags::None*/, int8_t numSkippedFrames /*= 0*/, int8_t distributeFramesBeforeFrame /*= 0*/)
|
|
{
|
|
LoadPlrGFX(player, graphic);
|
|
|
|
OptionalClxSpriteList sprites;
|
|
int previewShownGameTickFragments = 0;
|
|
if (!HeadlessMode) {
|
|
sprites = player.AnimationData[static_cast<size_t>(graphic)].spritesForDirection(dir);
|
|
if (player.previewCelSprite && (*sprites)[0] == *player.previewCelSprite && !player.isWalking()) {
|
|
previewShownGameTickFragments = std::clamp<int>(AnimationInfo::baseValueFraction - player.progressToNextGameTickWhenPreviewWasSet, 0, AnimationInfo::baseValueFraction);
|
|
}
|
|
}
|
|
|
|
int8_t numberOfFrames;
|
|
int8_t ticksPerFrame;
|
|
player.getAnimationFramesAndTicksPerFrame(graphic, numberOfFrames, ticksPerFrame);
|
|
player.AnimInfo.setNewAnimation(sprites, numberOfFrames, ticksPerFrame, flags, numSkippedFrames, distributeFramesBeforeFrame, static_cast<uint8_t>(previewShownGameTickFragments));
|
|
}
|
|
|
|
void SetPlrAnims(Player &player)
|
|
{
|
|
const HeroClass pc = player._pClass;
|
|
const PlayerAnimData &plrAtkAnimData = GetPlayerAnimDataForClass(pc);
|
|
auto gn = static_cast<PlayerWeaponGraphic>(player._pgfxnum & 0xFU);
|
|
|
|
if (leveltype == DTYPE_TOWN) {
|
|
player._pNFrames = plrAtkAnimData.townIdleFrames;
|
|
player._pWFrames = plrAtkAnimData.townWalkingFrames;
|
|
} else {
|
|
player._pNFrames = plrAtkAnimData.idleFrames;
|
|
player._pWFrames = plrAtkAnimData.walkingFrames;
|
|
player._pHFrames = plrAtkAnimData.recoveryFrames;
|
|
player._pBFrames = plrAtkAnimData.blockingFrames;
|
|
switch (gn) {
|
|
case PlayerWeaponGraphic::Unarmed:
|
|
player._pAFrames = plrAtkAnimData.unarmedFrames;
|
|
player._pAFNum = plrAtkAnimData.unarmedActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::UnarmedShield:
|
|
player._pAFrames = plrAtkAnimData.unarmedShieldFrames;
|
|
player._pAFNum = plrAtkAnimData.unarmedShieldActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::Sword:
|
|
player._pAFrames = plrAtkAnimData.swordFrames;
|
|
player._pAFNum = plrAtkAnimData.swordActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::SwordShield:
|
|
player._pAFrames = plrAtkAnimData.swordShieldFrames;
|
|
player._pAFNum = plrAtkAnimData.swordShieldActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::Bow:
|
|
player._pAFrames = plrAtkAnimData.bowFrames;
|
|
player._pAFNum = plrAtkAnimData.bowActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::Axe:
|
|
player._pAFrames = plrAtkAnimData.axeFrames;
|
|
player._pAFNum = plrAtkAnimData.axeActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::Mace:
|
|
player._pAFrames = plrAtkAnimData.maceFrames;
|
|
player._pAFNum = plrAtkAnimData.maceActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::MaceShield:
|
|
player._pAFrames = plrAtkAnimData.maceShieldFrames;
|
|
player._pAFNum = plrAtkAnimData.maceShieldActionFrame;
|
|
break;
|
|
case PlayerWeaponGraphic::Staff:
|
|
player._pAFrames = plrAtkAnimData.staffFrames;
|
|
player._pAFNum = plrAtkAnimData.staffActionFrame;
|
|
break;
|
|
}
|
|
}
|
|
|
|
player._pDFrames = plrAtkAnimData.deathFrames;
|
|
player._pSFrames = plrAtkAnimData.castingFrames;
|
|
player._pSFNum = plrAtkAnimData.castingActionFrame;
|
|
const int armorGraphicIndex = player._pgfxnum & ~0xFU;
|
|
if (IsAnyOf(pc, HeroClass::Warrior, HeroClass::Barbarian)) {
|
|
if (gn == PlayerWeaponGraphic::Bow && leveltype != DTYPE_TOWN)
|
|
player._pNFrames = 8;
|
|
if (armorGraphicIndex > 0)
|
|
player._pDFrames = 15;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param player The player reference.
|
|
* @param c The hero class.
|
|
*/
|
|
void CreatePlayer(Player &player, HeroClass c)
|
|
{
|
|
player = {};
|
|
SetRndSeed(SDL_GetTicks());
|
|
|
|
player.setCharacterLevel(1);
|
|
player._pClass = c;
|
|
|
|
const ClassAttributes &attr = player.getClassAttributes();
|
|
|
|
player._pBaseStr = attr.baseStr;
|
|
player._pStrength = player._pBaseStr;
|
|
|
|
player._pBaseMag = attr.baseMag;
|
|
player._pMagic = player._pBaseMag;
|
|
|
|
player._pBaseDex = attr.baseDex;
|
|
player._pDexterity = player._pBaseDex;
|
|
|
|
player._pBaseVit = attr.baseVit;
|
|
player._pVitality = player._pBaseVit;
|
|
|
|
player._pHitPoints = player.calculateBaseLife();
|
|
player._pMaxHP = player._pHitPoints;
|
|
player._pHPBase = player._pHitPoints;
|
|
player._pMaxHPBase = player._pHitPoints;
|
|
|
|
player._pMana = player.calculateBaseMana();
|
|
player._pMaxMana = player._pMana;
|
|
player._pManaBase = player._pMana;
|
|
player._pMaxManaBase = player._pMana;
|
|
|
|
player._pExperience = 0;
|
|
player._pArmorClass = 0;
|
|
player._pLightRad = 10;
|
|
player._pInfraFlag = false;
|
|
|
|
for (uint8_t &spellLevel : player._pSplLvl) {
|
|
spellLevel = 0;
|
|
}
|
|
|
|
player._pSpellFlags = SpellFlag::None;
|
|
player._pRSplType = SpellType::Invalid;
|
|
|
|
// Initializing the hotkey bindings to no selection
|
|
std::fill(player._pSplHotKey, player._pSplHotKey + NumHotkeys, SpellID::Invalid);
|
|
|
|
// CreatePlrItems calls AutoEquip which will overwrite the player graphic if required
|
|
player._pgfxnum = static_cast<uint8_t>(PlayerWeaponGraphic::Unarmed);
|
|
|
|
for (bool &levelVisited : player._pLvlVisited) {
|
|
levelVisited = false;
|
|
}
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
player._pSLvlVisited[i] = false;
|
|
}
|
|
|
|
player._pLvlChanging = false;
|
|
player.pTownWarps = 0;
|
|
player.pLvlLoad = 0;
|
|
player.pManaShield = false;
|
|
player.pDamAcFlags = ItemSpecialEffectHf::None;
|
|
player.wReflections = 0;
|
|
|
|
InitDungMsgs(player);
|
|
CreatePlrItems(player);
|
|
SetRndSeed(0);
|
|
}
|
|
|
|
int CalcStatDiff(Player &player)
|
|
{
|
|
int diff = 0;
|
|
for (auto attribute : enum_values<CharacterAttribute>()) {
|
|
diff += player.GetMaximumAttributeValue(attribute);
|
|
diff -= player.GetBaseAttributeValue(attribute);
|
|
}
|
|
return diff;
|
|
}
|
|
|
|
void NextPlrLevel(Player &player)
|
|
{
|
|
player.setCharacterLevel(player.getCharacterLevel() + 1);
|
|
|
|
CalcPlrInv(player, true);
|
|
|
|
if (CalcStatDiff(player) < 5) {
|
|
player._pStatPts = CalcStatDiff(player);
|
|
} else {
|
|
player._pStatPts += 5;
|
|
}
|
|
const int hp = player.getClassAttributes().lvlLife;
|
|
|
|
player._pMaxHP += hp;
|
|
player._pHitPoints = player._pMaxHP;
|
|
player._pMaxHPBase += hp;
|
|
player._pHPBase = player._pMaxHPBase;
|
|
|
|
if (&player == MyPlayer) {
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
}
|
|
|
|
const int mana = player.getClassAttributes().lvlMana;
|
|
|
|
player._pMaxMana += mana;
|
|
player._pMaxManaBase += mana;
|
|
|
|
if (HasNoneOf(player._pIFlags, ItemSpecialEffect::NoMana)) {
|
|
player._pMana = player._pMaxMana;
|
|
player._pManaBase = player._pMaxManaBase;
|
|
}
|
|
|
|
if (&player == MyPlayer) {
|
|
RedrawComponent(PanelDrawComponent::Mana);
|
|
}
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse)
|
|
FocusOnCharInfo();
|
|
|
|
CalcPlrInv(player, true);
|
|
PlaySFX(SfxID::ItemArmor);
|
|
PlaySFX(SfxID::ItemSign);
|
|
}
|
|
|
|
void Player::_addExperience(uint32_t experience, int levelDelta)
|
|
{
|
|
if (this != MyPlayer || hasNoLife())
|
|
return;
|
|
|
|
if (isMaxCharacterLevel()) {
|
|
return;
|
|
}
|
|
|
|
// Adjust xp based on difference between the players current level and the target level (usually a monster level)
|
|
uint32_t clampedExp = static_cast<uint32_t>(std::clamp<int64_t>(static_cast<int64_t>(experience * (1 + levelDelta / 10.0)), 0, std::numeric_limits<uint32_t>::max()));
|
|
|
|
// Prevent power leveling
|
|
if (gbIsMultiplayer) {
|
|
// for low level characters experience gain is capped to 1/20 of current levels xp
|
|
// for high level characters experience gain is capped to 200 * current level - this is a smaller value than 1/20 of the exp needed for the next level after level 5.
|
|
clampedExp = std::min<uint32_t>({ clampedExp, /* level 1-5: */ getNextExperienceThreshold() / 20U, /* level 6-50: */ 200U * getCharacterLevel() });
|
|
}
|
|
|
|
lua::OnPlayerGainExperience(this, clampedExp);
|
|
|
|
const uint32_t maxExperience = GetNextExperienceThresholdForLevel(getMaxCharacterLevel());
|
|
|
|
// ensure we only add enough experience to reach the max experience cap so we don't overflow
|
|
_pExperience += std::min(clampedExp, maxExperience - _pExperience);
|
|
|
|
if (*GetOptions().Gameplay.experienceBar) {
|
|
RedrawEverything();
|
|
}
|
|
|
|
// Increase player level if applicable
|
|
while (!isMaxCharacterLevel() && _pExperience >= getNextExperienceThreshold()) {
|
|
// NextPlrLevel increments character level which changes the next experience threshold
|
|
NextPlrLevel(*this);
|
|
}
|
|
|
|
NetSendCmdParam1(false, CMD_PLRLEVEL, getCharacterLevel());
|
|
}
|
|
|
|
void AddPlrMonstExper(int lvl, unsigned exp, char pmask)
|
|
{
|
|
unsigned totplrs = 0;
|
|
for (size_t i = 0; i < Players.size(); i++) {
|
|
if (((1 << i) & pmask) != 0) {
|
|
totplrs++;
|
|
}
|
|
}
|
|
|
|
if (totplrs != 0) {
|
|
const unsigned e = exp / totplrs;
|
|
if ((pmask & (1 << MyPlayerId)) != 0)
|
|
MyPlayer->addExperience(e, lvl);
|
|
}
|
|
}
|
|
|
|
void InitPlayer(Player &player, bool firstTime)
|
|
{
|
|
if (firstTime) {
|
|
player._pRSplType = SpellType::Invalid;
|
|
player._pRSpell = SpellID::Invalid;
|
|
if (&player == MyPlayer)
|
|
LoadHotkeys();
|
|
player._pSBkSpell = SpellID::Invalid;
|
|
player.queuedSpell.spellId = player._pRSpell;
|
|
player.queuedSpell.spellType = player._pRSplType;
|
|
player.pManaShield = false;
|
|
player.wReflections = 0;
|
|
}
|
|
|
|
player.lightId = NO_LIGHT;
|
|
|
|
if (player.isOnActiveLevel()) {
|
|
|
|
SetPlrAnims(player);
|
|
|
|
ClearStateVariables(player);
|
|
|
|
if (!player.hasNoLife()) {
|
|
player._pmode = PM_STAND;
|
|
NewPlrAnim(player, player_graphic::Stand, Direction::South);
|
|
player.AnimInfo.currentFrame = GenerateRnd(player._pNFrames - 1);
|
|
player.AnimInfo.tickCounterOfCurrentFrame = GenerateRnd(3);
|
|
} else {
|
|
player._pgfxnum &= ~0xFU;
|
|
player._pmode = PM_DEATH;
|
|
NewPlrAnim(player, player_graphic::Death, Direction::South);
|
|
player.AnimInfo.currentFrame = player.AnimInfo.numberOfFrames - 2;
|
|
}
|
|
|
|
player._pdir = Direction::South;
|
|
|
|
if (&player == MyPlayer && (!firstTime || leveltype != DTYPE_TOWN)) {
|
|
player.position.tile = ViewPosition;
|
|
}
|
|
|
|
SetPlayerOld(player);
|
|
player.walkpath[0] = WALK_NONE;
|
|
player.destAction = ACTION_NONE;
|
|
|
|
if (&player == MyPlayer) {
|
|
player.lightId = AddLight(player.position.tile, player._pLightRad);
|
|
ChangeLightXY(player.lightId, player.position.tile); // fix for a bug where old light is still visible at the entrance after reentering level
|
|
}
|
|
ActivateVision(player.position.tile, player._pLightRad, player.getId());
|
|
}
|
|
|
|
player._pAblSpells = GetSpellBitmask(GetPlayerStartingLoadoutForClass(player._pClass).skill);
|
|
|
|
player._pInvincible = false;
|
|
|
|
if (&player == MyPlayer) {
|
|
MyPlayerIsDead = false;
|
|
}
|
|
}
|
|
|
|
void InitMultiView()
|
|
{
|
|
assert(MyPlayer != nullptr);
|
|
ViewPosition = MyPlayer->position.tile;
|
|
}
|
|
|
|
void PlrClrTrans(Point position)
|
|
{
|
|
for (int i = position.y - 1; i <= position.y + 1; i++) {
|
|
for (int j = position.x - 1; j <= position.x + 1; j++) {
|
|
TransList[dTransVal[j][i]] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlrDoTrans(Point position)
|
|
{
|
|
if (IsNoneOf(leveltype, DTYPE_CATHEDRAL, DTYPE_CATACOMBS, DTYPE_CRYPT)) {
|
|
TransList[1] = true;
|
|
return;
|
|
}
|
|
|
|
for (int i = position.y - 1; i <= position.y + 1; i++) {
|
|
for (int j = position.x - 1; j <= position.x + 1; j++) {
|
|
if (IsTileNotSolid({ j, i }) && dTransVal[j][i] != 0) {
|
|
TransList[dTransVal[j][i]] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SetPlayerOld(Player &player)
|
|
{
|
|
player.position.old = player.position.tile;
|
|
}
|
|
|
|
void FixPlayerLocation(Player &player, Direction bDir)
|
|
{
|
|
player.position.future = player.position.tile;
|
|
player._pdir = bDir;
|
|
if (&player == MyPlayer) {
|
|
ViewPosition = player.position.tile;
|
|
}
|
|
ChangeLightXY(player.lightId, player.position.tile);
|
|
ChangeVisionXY(player.getId(), player.position.tile);
|
|
}
|
|
|
|
void StartStand(Player &player, Direction dir)
|
|
{
|
|
if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
|
|
SyncPlrKill(player, DeathReason::Unknown);
|
|
return;
|
|
}
|
|
|
|
NewPlrAnim(player, player_graphic::Stand, dir);
|
|
player._pmode = PM_STAND;
|
|
FixPlayerLocation(player, dir);
|
|
FixPlrWalkTags(player);
|
|
player.occupyTile(player.position.tile, false);
|
|
SetPlayerOld(player);
|
|
}
|
|
|
|
void StartPlrBlock(Player &player, Direction dir)
|
|
{
|
|
if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
|
|
SyncPlrKill(player, DeathReason::Unknown);
|
|
return;
|
|
}
|
|
|
|
PlaySfxLoc(SfxID::ItemSword, player.position.tile);
|
|
|
|
int8_t skippedAnimationFrames = 0;
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FastBlock)) {
|
|
skippedAnimationFrames = (player._pBFrames - 2); // ISPL_FASTBLOCK means we cancel the animation if frame 2 was shown
|
|
}
|
|
|
|
NewPlrAnim(player, player_graphic::Block, dir, AnimationDistributionFlags::SkipsDelayOfLastFrame, skippedAnimationFrames);
|
|
|
|
player._pmode = PM_BLOCK;
|
|
FixPlayerLocation(player, dir);
|
|
SetPlayerOld(player);
|
|
}
|
|
|
|
/**
|
|
* @todo Figure out why clearing player.position.old sometimes fails
|
|
*/
|
|
void FixPlrWalkTags(const Player &player)
|
|
{
|
|
for (int y = 0; y < MAXDUNY; y++) {
|
|
for (int x = 0; x < MAXDUNX; x++) {
|
|
if (PlayerAtPosition({ x, y }) == &player)
|
|
dPlayer[x][y] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void StartPlrHit(Player &player, int dam, bool forcehit)
|
|
{
|
|
if (player._pInvincible && player.hasNoLife() && &player == MyPlayer) {
|
|
SyncPlrKill(player, DeathReason::Unknown);
|
|
return;
|
|
}
|
|
|
|
player.Say(HeroSpeech::ArghClang);
|
|
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
if (player._pClass == HeroClass::Barbarian) {
|
|
if (dam >> 6 < player.getCharacterLevel() + player.getCharacterLevel() / 4 && !forcehit) {
|
|
return;
|
|
}
|
|
} else if (dam >> 6 < player.getCharacterLevel() && !forcehit) {
|
|
return;
|
|
}
|
|
|
|
const Direction pd = player._pdir;
|
|
|
|
int8_t skippedAnimationFrames = 0;
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FastestHitRecovery)) {
|
|
skippedAnimationFrames = 3;
|
|
} else if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FasterHitRecovery)) {
|
|
skippedAnimationFrames = 2;
|
|
} else if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FastHitRecovery)) {
|
|
skippedAnimationFrames = 1;
|
|
} else {
|
|
skippedAnimationFrames = 0;
|
|
}
|
|
|
|
NewPlrAnim(player, player_graphic::Hit, pd, AnimationDistributionFlags::None, skippedAnimationFrames);
|
|
|
|
player._pmode = PM_GOTHIT;
|
|
FixPlayerLocation(player, pd);
|
|
FixPlrWalkTags(player);
|
|
player.occupyTile(player.position.tile, false);
|
|
SetPlayerOld(player);
|
|
}
|
|
|
|
#if defined(__clang__) || defined(__GNUC__)
|
|
__attribute__((no_sanitize("shift-base")))
|
|
#endif
|
|
void
|
|
StartPlayerKill(Player &player, DeathReason deathReason)
|
|
{
|
|
if (player.hasNoLife() && player._pmode == PM_DEATH) {
|
|
return;
|
|
}
|
|
|
|
if (&player == MyPlayer) {
|
|
NetSendCmdParam1(true, CMD_PLRDEAD, static_cast<uint16_t>(deathReason));
|
|
gamemenu_off();
|
|
}
|
|
|
|
const bool dropGold = !gbIsMultiplayer || !(player.isOnLevel(16) || player.isOnArenaLevel());
|
|
const bool dropItems = dropGold && deathReason == DeathReason::MonsterOrTrap;
|
|
const bool dropEar = dropGold && deathReason == DeathReason::Player;
|
|
|
|
player.Say(HeroSpeech::AuughUh);
|
|
|
|
// Are the current animations item dependent?
|
|
if (player._pgfxnum != 0) {
|
|
if (dropItems) {
|
|
// Ensure death animation show the player without weapon and armor, because they drop on death
|
|
player._pgfxnum = 0;
|
|
} else {
|
|
// Death animation aren't weapon specific, so always use the unarmed animations
|
|
player._pgfxnum &= ~0xFU;
|
|
}
|
|
ResetPlayerGFX(player);
|
|
SetPlrAnims(player);
|
|
}
|
|
|
|
NewPlrAnim(player, player_graphic::Death, player._pdir);
|
|
|
|
player._pBlockFlag = false;
|
|
player._pmode = PM_DEATH;
|
|
player._pInvincible = true;
|
|
SetPlayerHitPoints(player, 0);
|
|
|
|
if (&player != MyPlayer && dropItems) {
|
|
// Ensure that items are removed for remote players
|
|
// The dropped items will be synced separately (by the remote client)
|
|
for (Item &item : player.InvBody) {
|
|
item.clear();
|
|
}
|
|
CalcPlrInv(player, false);
|
|
}
|
|
|
|
if (player.isOnActiveLevel()) {
|
|
FixPlayerLocation(player, player._pdir);
|
|
FixPlrWalkTags(player);
|
|
dFlags[player.position.tile.x][player.position.tile.y] |= DungeonFlag::DeadPlayer;
|
|
SetPlayerOld(player);
|
|
|
|
// Only generate drops once (for the local player)
|
|
// For remote players we get separated sync messages (by the remote client)
|
|
if (&player == MyPlayer) {
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
|
|
if (!player.HoldItem.isEmpty()) {
|
|
DeadItem(player, std::move(player.HoldItem), { 0, 0 });
|
|
NewCursor(CURSOR_HAND);
|
|
}
|
|
if (dropGold) {
|
|
DropHalfPlayersGold(player);
|
|
}
|
|
if (dropEar) {
|
|
Item ear;
|
|
InitializeItem(ear, IDI_EAR);
|
|
CopyUtf8(ear._iName, fmt::format(fmt::runtime("Ear of {:s}"), player._pName), sizeof(ear._iName));
|
|
CopyUtf8(ear._iIName, player._pName, ItemNameLength);
|
|
switch (player._pClass) {
|
|
case HeroClass::Sorcerer:
|
|
ear._iCurs = ICURS_EAR_SORCERER;
|
|
break;
|
|
case HeroClass::Warrior:
|
|
ear._iCurs = ICURS_EAR_WARRIOR;
|
|
break;
|
|
case HeroClass::Rogue:
|
|
case HeroClass::Monk:
|
|
case HeroClass::Bard:
|
|
case HeroClass::Barbarian:
|
|
ear._iCurs = ICURS_EAR_ROGUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
ear._iCreateInfo = player._pName[0] << 8 | player._pName[1];
|
|
ear._iSeed = player._pName[2] << 24 | player._pName[3] << 16 | player._pName[4] << 8 | player._pName[5];
|
|
ear._ivalue = player.getCharacterLevel();
|
|
|
|
if (FindGetItem(ear._iSeed, IDI_EAR, ear._iCreateInfo) == -1) {
|
|
DeadItem(player, std::move(ear), { 0, 0 });
|
|
}
|
|
}
|
|
if (dropItems) {
|
|
Direction pdd = player._pdir;
|
|
for (Item &item : player.InvBody) {
|
|
pdd = Left(pdd);
|
|
DeadItem(player, item.pop(), Displacement(pdd));
|
|
}
|
|
|
|
CalcPlrInv(player, false);
|
|
}
|
|
}
|
|
}
|
|
SetPlayerHitPoints(player, 0);
|
|
}
|
|
|
|
void StripTopGold(Player &player)
|
|
{
|
|
for (Item &item : InventoryPlayerItemsRange { player }) {
|
|
if (item._itype != ItemType::Gold)
|
|
continue;
|
|
if (item._ivalue <= MaxGold)
|
|
continue;
|
|
Item excessGold;
|
|
MakeGoldStack(excessGold, item._ivalue - MaxGold);
|
|
item._ivalue = MaxGold;
|
|
|
|
if (GoldAutoPlace(player, excessGold))
|
|
continue;
|
|
if (!player.HoldItem.isEmpty() && ActiveItemCount + 1 >= MAXITEMS)
|
|
continue;
|
|
DeadItem(player, std::move(excessGold), { 0, 0 });
|
|
}
|
|
player._pGold = CalculateGold(player);
|
|
|
|
if (player.HoldItem.isEmpty())
|
|
return;
|
|
if (AutoEquip(player, player.HoldItem, false))
|
|
return;
|
|
if (CanFitItemInInventory(player, player.HoldItem))
|
|
return;
|
|
if (AutoPlaceItemInBelt(player, player.HoldItem))
|
|
return;
|
|
const std::optional<Point> itemTile = FindAdjacentPositionForItem(player.position.tile, player._pdir);
|
|
if (itemTile)
|
|
return;
|
|
DeadItem(player, std::move(player.HoldItem), { 0, 0 });
|
|
NewCursor(CURSOR_HAND);
|
|
}
|
|
|
|
void ApplyPlrDamage(DamageType damageType, Player &player, int dam, int minHP /*= 0*/, int frac /*= 0*/, DeathReason deathReason /*= DeathReason::MonsterOrTrap*/)
|
|
{
|
|
int totalDamage = (dam << 6) + frac;
|
|
if (&player == MyPlayer && !player.hasNoLife()) {
|
|
lua::OnPlayerTakeDamage(&player, totalDamage, static_cast<int>(damageType));
|
|
}
|
|
if (totalDamage > 0 && player.pManaShield && HasNoneOf(player._pIFlags, ItemSpecialEffect::NoMana)) {
|
|
const uint8_t manaShieldLevel = player._pSplLvl[static_cast<int8_t>(SpellID::ManaShield)];
|
|
if (manaShieldLevel > 0) {
|
|
totalDamage += totalDamage / -player.GetManaShieldDamageReduction();
|
|
}
|
|
if (&player == MyPlayer)
|
|
RedrawComponent(PanelDrawComponent::Mana);
|
|
if (player._pMana >= totalDamage) {
|
|
player._pMana -= totalDamage;
|
|
player._pManaBase -= totalDamage;
|
|
totalDamage = 0;
|
|
} else {
|
|
totalDamage -= player._pMana;
|
|
if (manaShieldLevel > 0) {
|
|
totalDamage += totalDamage / (player.GetManaShieldDamageReduction() - 1);
|
|
}
|
|
player._pMana = 0;
|
|
player._pManaBase = player._pMaxManaBase - player._pMaxMana;
|
|
if (&player == MyPlayer)
|
|
NetSendCmd(true, CMD_REMSHIELD);
|
|
}
|
|
}
|
|
|
|
if (totalDamage == 0)
|
|
return;
|
|
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
player._pHitPoints -= totalDamage;
|
|
player._pHPBase -= totalDamage;
|
|
if (player._pHitPoints > player._pMaxHP) {
|
|
player._pHitPoints = player._pMaxHP;
|
|
player._pHPBase = player._pMaxHPBase;
|
|
}
|
|
const int minHitPoints = minHP << 6;
|
|
if (player._pHitPoints < minHitPoints) {
|
|
SetPlayerHitPoints(player, minHitPoints);
|
|
}
|
|
if (player.hasNoLife()) {
|
|
SyncPlrKill(player, deathReason);
|
|
}
|
|
}
|
|
|
|
void SyncPlrKill(Player &player, DeathReason deathReason)
|
|
{
|
|
SetPlayerHitPoints(player, 0);
|
|
StartPlayerKill(player, deathReason);
|
|
}
|
|
|
|
void RemovePlrMissiles(const Player &player)
|
|
{
|
|
if (leveltype != DTYPE_TOWN) {
|
|
Monster *golem;
|
|
while ((golem = FindGolemForPlayer(player)) != nullptr) {
|
|
KillGolem(*golem);
|
|
}
|
|
}
|
|
|
|
for (auto &missile : Missiles) {
|
|
if (missile._mitype == MissileID::StoneCurse && &Players[missile._misource] == &player) {
|
|
Monsters[missile.var2].mode = static_cast<MonsterMode>(missile.var1);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if defined(__clang__) || defined(__GNUC__)
|
|
__attribute__((no_sanitize("shift-base")))
|
|
#endif
|
|
void
|
|
StartNewLvl(Player &player, interface_mode fom, int lvl)
|
|
{
|
|
InitLevelChange(player);
|
|
|
|
switch (fom) {
|
|
case WM_DIABNEXTLVL:
|
|
case WM_DIABPREVLVL:
|
|
case WM_DIABRTNLVL:
|
|
case WM_DIABTOWNWARP:
|
|
player.setLevel(lvl);
|
|
break;
|
|
case WM_DIABSETLVL:
|
|
if (&player == MyPlayer)
|
|
setlvlnum = (_setlevels)lvl;
|
|
player.setLevel(setlvlnum);
|
|
break;
|
|
case WM_DIABTWARPUP:
|
|
MyPlayer->pTownWarps |= 1 << (leveltype - 2);
|
|
player.setLevel(lvl);
|
|
break;
|
|
case WM_DIABRETOWN:
|
|
break;
|
|
default:
|
|
app_fatal("StartNewLvl");
|
|
}
|
|
|
|
if (&player == MyPlayer) {
|
|
player._pmode = PM_NEWLVL;
|
|
player._pInvincible = true;
|
|
SDL_Event event;
|
|
CustomEventToSdlEvent(event, fom);
|
|
SDL_PushEvent(&event);
|
|
if (gbIsMultiplayer) {
|
|
NetSendCmdParam2(true, CMD_NEWLVL, fom, lvl);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RestartTownLvl(Player &player)
|
|
{
|
|
InitLevelChange(player);
|
|
|
|
player.setLevel(0);
|
|
player._pInvincible = false;
|
|
|
|
SetPlayerHitPoints(player, 64);
|
|
|
|
player._pMana = 0;
|
|
player._pManaBase = player._pMana - (player._pMaxMana - player._pMaxManaBase);
|
|
|
|
CalcPlrInv(player, false);
|
|
player._pmode = PM_NEWLVL;
|
|
|
|
if (&player == MyPlayer) {
|
|
player._pInvincible = true;
|
|
SDL_Event event;
|
|
CustomEventToSdlEvent(event, WM_DIABRETOWN);
|
|
SDL_PushEvent(&event);
|
|
}
|
|
}
|
|
|
|
void StartWarpLvl(Player &player, size_t pidx)
|
|
{
|
|
InitLevelChange(player);
|
|
|
|
if (gbIsMultiplayer) {
|
|
if (!player.isOnLevel(0)) {
|
|
player.setLevel(0);
|
|
} else {
|
|
if (Portals[pidx].setlvl)
|
|
player.setLevel(static_cast<_setlevels>(Portals[pidx].level));
|
|
else
|
|
player.setLevel(Portals[pidx].level);
|
|
}
|
|
}
|
|
|
|
if (&player == MyPlayer) {
|
|
SetCurrentPortal(pidx);
|
|
player._pmode = PM_NEWLVL;
|
|
player._pInvincible = true;
|
|
SDL_Event event;
|
|
CustomEventToSdlEvent(event, WM_DIABWARPLVL);
|
|
SDL_PushEvent(&event);
|
|
}
|
|
}
|
|
|
|
void ProcessPlayers()
|
|
{
|
|
assert(MyPlayer != nullptr);
|
|
Player &myPlayer = *MyPlayer;
|
|
|
|
if (myPlayer.pLvlLoad > 0) {
|
|
myPlayer.pLvlLoad--;
|
|
}
|
|
|
|
if (sfxdelay > 0) {
|
|
sfxdelay--;
|
|
if (sfxdelay == 0) {
|
|
switch (sfxdnum) {
|
|
case SfxID::Defiler1:
|
|
InitQTextMsg(TEXT_DEFILER1);
|
|
break;
|
|
case SfxID::Defiler2:
|
|
InitQTextMsg(TEXT_DEFILER2);
|
|
break;
|
|
case SfxID::Defiler3:
|
|
InitQTextMsg(TEXT_DEFILER3);
|
|
break;
|
|
case SfxID::Defiler4:
|
|
InitQTextMsg(TEXT_DEFILER4);
|
|
break;
|
|
default:
|
|
PlaySFX(sfxdnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
ValidatePlayer();
|
|
|
|
for (size_t pnum = 0; pnum < Players.size(); pnum++) {
|
|
Player &player = Players[pnum];
|
|
if (player.plractive && player.isOnActiveLevel() && (&player == MyPlayer || !player._pLvlChanging)) {
|
|
if (!PlrDeathModeOK(player) && player.hasNoLife()) {
|
|
SyncPlrKill(player, DeathReason::Unknown);
|
|
}
|
|
|
|
if (&player == MyPlayer) {
|
|
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::DrainLife) && leveltype != DTYPE_TOWN) {
|
|
ApplyPlrDamage(DamageType::Physical, player, 0, 0, 4);
|
|
}
|
|
if (player.pManaShield && HasAnyOf(player._pIFlags, ItemSpecialEffect::NoMana)) {
|
|
NetSendCmd(true, CMD_REMSHIELD);
|
|
}
|
|
}
|
|
|
|
bool tplayer = false;
|
|
do {
|
|
switch (player._pmode) {
|
|
case PM_STAND:
|
|
case PM_NEWLVL:
|
|
case PM_QUIT:
|
|
tplayer = false;
|
|
break;
|
|
case PM_WALK_NORTHWARDS:
|
|
case PM_WALK_SOUTHWARDS:
|
|
case PM_WALK_SIDEWAYS:
|
|
tplayer = DoWalk(player);
|
|
break;
|
|
case PM_ATTACK:
|
|
tplayer = DoAttack(player);
|
|
break;
|
|
case PM_RATTACK:
|
|
tplayer = DoRangeAttack(player);
|
|
break;
|
|
case PM_BLOCK:
|
|
tplayer = DoBlock(player);
|
|
break;
|
|
case PM_SPELL:
|
|
tplayer = DoSpell(player);
|
|
break;
|
|
case PM_GOTHIT:
|
|
tplayer = DoGotHit(player);
|
|
break;
|
|
case PM_DEATH:
|
|
tplayer = DoDeath(player);
|
|
break;
|
|
}
|
|
CheckNewPath(player, tplayer);
|
|
} while (tplayer);
|
|
|
|
player.previewCelSprite = std::nullopt;
|
|
if (player._pmode != PM_DEATH || player.AnimInfo.tickCounterOfCurrentFrame != 40)
|
|
player.AnimInfo.processAnimation();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ClrPlrPath(Player &player)
|
|
{
|
|
memset(player.walkpath, WALK_NONE, sizeof(player.walkpath));
|
|
}
|
|
|
|
/**
|
|
* @brief Determines if the target position is clear for the given player to stand on.
|
|
*
|
|
* This requires an ID instead of a Player& to compare with the dPlayer lookup table values.
|
|
*
|
|
* @param player The player to check.
|
|
* @param position Dungeon tile coordinates.
|
|
* @return False if something (other than the player themselves) is blocking the tile.
|
|
*/
|
|
bool PosOkPlayer(const Player &player, Point position)
|
|
{
|
|
if (!InDungeonBounds(position))
|
|
return false;
|
|
if (!IsTileWalkable(position))
|
|
return false;
|
|
Player *otherPlayer = PlayerAtPosition(position);
|
|
if (otherPlayer != nullptr && otherPlayer != &player && !otherPlayer->hasNoLife())
|
|
return false;
|
|
|
|
if (dMonster[position.x][position.y] != 0) {
|
|
if (leveltype == DTYPE_TOWN) {
|
|
return false;
|
|
}
|
|
if (dMonster[position.x][position.y] <= 0) {
|
|
return false;
|
|
}
|
|
if (!Monsters[dMonster[position.x][position.y] - 1].hasNoLife()) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void MakePlrPath(Player &player, Point targetPosition, bool endspace)
|
|
{
|
|
if (player.position.future == targetPosition) {
|
|
return;
|
|
}
|
|
|
|
int path = FindPath(CanStep, [&player](Point position) { return PosOkPlayer(player, position); }, player.position.future, targetPosition, player.walkpath, MaxPathLengthPlayer);
|
|
if (path == 0) {
|
|
return;
|
|
}
|
|
|
|
if (!endspace) {
|
|
path--;
|
|
}
|
|
|
|
player.walkpath[path] = WALK_NONE;
|
|
}
|
|
|
|
void CheckPlrSpell(bool isShiftHeld, SpellID spellID, SpellType spellType)
|
|
{
|
|
bool addflag = false;
|
|
|
|
assert(MyPlayer != nullptr);
|
|
Player &myPlayer = *MyPlayer;
|
|
|
|
if (!IsValidSpell(spellID)) {
|
|
myPlayer.Say(HeroSpeech::IDontHaveASpellReady);
|
|
return;
|
|
}
|
|
|
|
if (ControlMode == ControlTypes::KeyboardAndMouse) {
|
|
if (pcurs != CURSOR_HAND)
|
|
return;
|
|
|
|
if (GetMainPanel().contains(MousePosition)) // inside main panel
|
|
return;
|
|
|
|
if (
|
|
(IsLeftPanelOpen() && GetLeftPanel().contains(MousePosition)) // inside left panel
|
|
|| (IsRightPanelOpen() && GetRightPanel().contains(MousePosition)) // inside right panel
|
|
) {
|
|
if (spellID != SpellID::Healing
|
|
&& spellID != SpellID::Identify
|
|
&& spellID != SpellID::ItemRepair
|
|
&& spellID != SpellID::Infravision
|
|
&& spellID != SpellID::StaffRecharge)
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (leveltype == DTYPE_TOWN && !GetSpellData(spellID).isAllowedInTown()) {
|
|
myPlayer.Say(HeroSpeech::ICantCastThatHere);
|
|
return;
|
|
}
|
|
|
|
SpellCheckResult spellcheck = SpellCheckResult::Success;
|
|
switch (spellType) {
|
|
case SpellType::Skill:
|
|
case SpellType::Spell:
|
|
spellcheck = CheckSpell(*MyPlayer, spellID, spellType, false);
|
|
addflag = spellcheck == SpellCheckResult::Success;
|
|
break;
|
|
case SpellType::Scroll:
|
|
addflag = pcurs == CURSOR_HAND && CanUseScroll(myPlayer, spellID);
|
|
break;
|
|
case SpellType::Charges:
|
|
addflag = pcurs == CURSOR_HAND && CanUseStaff(myPlayer, spellID);
|
|
break;
|
|
case SpellType::Invalid:
|
|
return;
|
|
}
|
|
|
|
if (!addflag) {
|
|
if (spellType == SpellType::Spell) {
|
|
switch (spellcheck) {
|
|
case SpellCheckResult::Fail_NoMana:
|
|
myPlayer.Say(HeroSpeech::NotEnoughMana);
|
|
break;
|
|
case SpellCheckResult::Fail_Level0:
|
|
myPlayer.Say(HeroSpeech::ICantCastThatYet);
|
|
break;
|
|
default:
|
|
myPlayer.Say(HeroSpeech::ICantDoThat);
|
|
break;
|
|
}
|
|
LastPlayerAction = PlayerActionType::None;
|
|
}
|
|
return;
|
|
}
|
|
|
|
const int spellFrom = 0;
|
|
if (IsWallSpell(spellID)) {
|
|
LastPlayerAction = PlayerActionType::Spell;
|
|
const Direction sd = GetDirection(myPlayer.position.tile, cursPosition);
|
|
NetSendCmdLocParam4(true, CMD_SPELLXYD, cursPosition, static_cast<int8_t>(spellID), static_cast<uint8_t>(spellType), static_cast<uint16_t>(sd), spellFrom);
|
|
} else if (pcursmonst != -1 && !isShiftHeld) {
|
|
LastPlayerAction = PlayerActionType::SpellMonsterTarget;
|
|
NetSendCmdParam4(true, CMD_SPELLID, pcursmonst, static_cast<int8_t>(spellID), static_cast<uint8_t>(spellType), spellFrom);
|
|
} else if (PlayerUnderCursor != nullptr && !PlayerUnderCursor->hasNoLife() && !isShiftHeld && !myPlayer.friendlyMode) {
|
|
LastPlayerAction = PlayerActionType::SpellPlayerTarget;
|
|
NetSendCmdParam4(true, CMD_SPELLPID, PlayerUnderCursor->getId(), static_cast<int8_t>(spellID), static_cast<uint8_t>(spellType), spellFrom);
|
|
} else {
|
|
Point targetedTile = cursPosition;
|
|
if (spellID == SpellID::Teleport && myPlayer.executedSpell.spellId == SpellID::Teleport) {
|
|
// Check if the player is attempting to queue Teleport onto a tile that is currently being targeted with Teleport, or a nearby tile
|
|
if (cursPosition.WalkingDistance(myPlayer.position.temp) <= 1) {
|
|
// Get the relative displacement from the player's current position to the cursor position
|
|
const WorldTileDisplacement relativeMove = cursPosition - static_cast<Point>(myPlayer.position.tile);
|
|
// Target the tile the relative distance away from the player's targeted Teleport tile
|
|
targetedTile = myPlayer.position.temp + relativeMove;
|
|
}
|
|
}
|
|
LastPlayerAction = PlayerActionType::Spell;
|
|
NetSendCmdLocParam3(true, CMD_SPELLXY, targetedTile, static_cast<int8_t>(spellID), static_cast<uint8_t>(spellType), spellFrom);
|
|
}
|
|
}
|
|
|
|
void SyncPlrAnim(Player &player)
|
|
{
|
|
const player_graphic graphic = player.getGraphic();
|
|
if (!HeadlessMode)
|
|
player.AnimInfo.sprites = player.AnimationData[static_cast<size_t>(graphic)].spritesForDirection(player._pdir);
|
|
}
|
|
|
|
void SyncInitPlrPos(Player &player)
|
|
{
|
|
if (!player.isOnActiveLevel())
|
|
return;
|
|
|
|
const WorldTileDisplacement offset[9] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 }, { 2, 0 }, { 0, 2 }, { 1, 2 }, { 2, 1 }, { 2, 2 } };
|
|
|
|
const Point position = [&]() {
|
|
for (int i = 0; i < 8; i++) {
|
|
Point position = player.position.tile + offset[i];
|
|
if (PosOkPlayer(player, position))
|
|
return position;
|
|
}
|
|
|
|
const std::optional<Point> nearPosition = FindClosestValidPosition(
|
|
[&player](Point testPosition) {
|
|
for (int i = 0; i < numtrigs; i++) {
|
|
if (trigs[i].position == testPosition)
|
|
return false;
|
|
}
|
|
return PosOkPlayer(player, testPosition) && !PosOkPortal(currlevel, testPosition);
|
|
},
|
|
player.position.tile,
|
|
1, // skip the starting tile since that was checked in the previous loop
|
|
50);
|
|
|
|
return nearPosition.value_or(Point { 0, 0 });
|
|
}();
|
|
|
|
player.position.tile = position;
|
|
player.occupyTile(position, false);
|
|
player.position.future = position;
|
|
|
|
if (&player == MyPlayer) {
|
|
ViewPosition = position;
|
|
}
|
|
}
|
|
|
|
void SyncInitPlr(Player &player)
|
|
{
|
|
SetPlrAnims(player);
|
|
SyncInitPlrPos(player);
|
|
if (&player != MyPlayer)
|
|
player.lightId = NO_LIGHT;
|
|
}
|
|
|
|
void CheckStats(Player &player)
|
|
{
|
|
for (auto attribute : enum_values<CharacterAttribute>()) {
|
|
const int maxStatPoint = player.GetMaximumAttributeValue(attribute);
|
|
switch (attribute) {
|
|
case CharacterAttribute::Strength:
|
|
player._pBaseStr = std::clamp(player._pBaseStr, 0, maxStatPoint);
|
|
break;
|
|
case CharacterAttribute::Magic:
|
|
player._pBaseMag = std::clamp(player._pBaseMag, 0, maxStatPoint);
|
|
break;
|
|
case CharacterAttribute::Dexterity:
|
|
player._pBaseDex = std::clamp(player._pBaseDex, 0, maxStatPoint);
|
|
break;
|
|
case CharacterAttribute::Vitality:
|
|
player._pBaseVit = std::clamp(player._pBaseVit, 0, maxStatPoint);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ModifyPlrStr(Player &player, int l)
|
|
{
|
|
l = std::clamp(l, 0 - player._pBaseStr, player.GetMaximumAttributeValue(CharacterAttribute::Strength) - player._pBaseStr);
|
|
|
|
player._pStrength += l;
|
|
player._pBaseStr += l;
|
|
|
|
CalcPlrInv(player, true);
|
|
|
|
if (&player == MyPlayer) {
|
|
NetSendCmdParam1(false, CMD_SETSTR, player._pBaseStr);
|
|
}
|
|
}
|
|
|
|
void ModifyPlrMag(Player &player, int l)
|
|
{
|
|
l = std::clamp(l, 0 - player._pBaseMag, player.GetMaximumAttributeValue(CharacterAttribute::Magic) - player._pBaseMag);
|
|
|
|
player._pMagic += l;
|
|
player._pBaseMag += l;
|
|
|
|
int ms = l;
|
|
ms *= player.getClassAttributes().chrMana;
|
|
|
|
player._pMaxManaBase += ms;
|
|
player._pMaxMana += ms;
|
|
if (HasNoneOf(player._pIFlags, ItemSpecialEffect::NoMana)) {
|
|
player._pManaBase += ms;
|
|
player._pMana += ms;
|
|
}
|
|
|
|
CalcPlrInv(player, true);
|
|
|
|
if (&player == MyPlayer) {
|
|
NetSendCmdParam1(false, CMD_SETMAG, player._pBaseMag);
|
|
}
|
|
}
|
|
|
|
void ModifyPlrDex(Player &player, int l)
|
|
{
|
|
l = std::clamp(l, 0 - player._pBaseDex, player.GetMaximumAttributeValue(CharacterAttribute::Dexterity) - player._pBaseDex);
|
|
|
|
player._pDexterity += l;
|
|
player._pBaseDex += l;
|
|
CalcPlrInv(player, true);
|
|
|
|
if (&player == MyPlayer) {
|
|
NetSendCmdParam1(false, CMD_SETDEX, player._pBaseDex);
|
|
}
|
|
}
|
|
|
|
void ModifyPlrVit(Player &player, int l)
|
|
{
|
|
l = std::clamp(l, 0 - player._pBaseVit, player.GetMaximumAttributeValue(CharacterAttribute::Vitality) - player._pBaseVit);
|
|
|
|
player._pVitality += l;
|
|
player._pBaseVit += l;
|
|
|
|
int ms = l;
|
|
ms *= player.getClassAttributes().chrLife;
|
|
|
|
player._pHPBase += ms;
|
|
player._pMaxHPBase += ms;
|
|
player._pHitPoints += ms;
|
|
player._pMaxHP += ms;
|
|
|
|
CalcPlrInv(player, true);
|
|
|
|
if (&player == MyPlayer) {
|
|
NetSendCmdParam1(false, CMD_SETVIT, player._pBaseVit);
|
|
}
|
|
}
|
|
|
|
void SetPlayerHitPoints(Player &player, int val)
|
|
{
|
|
player._pHitPoints = val;
|
|
player._pHPBase = val + player._pMaxHPBase - player._pMaxHP;
|
|
|
|
if (&player == MyPlayer) {
|
|
RedrawComponent(PanelDrawComponent::Health);
|
|
}
|
|
}
|
|
|
|
void SetPlrStr(Player &player, int v)
|
|
{
|
|
player._pBaseStr = v;
|
|
CalcPlrInv(player, true);
|
|
}
|
|
|
|
void SetPlrMag(Player &player, int v)
|
|
{
|
|
player._pBaseMag = v;
|
|
|
|
int m = v;
|
|
m *= player.getClassAttributes().chrMana;
|
|
|
|
player._pMaxManaBase = m;
|
|
player._pMaxMana = m;
|
|
CalcPlrInv(player, true);
|
|
}
|
|
|
|
void SetPlrDex(Player &player, int v)
|
|
{
|
|
player._pBaseDex = v;
|
|
CalcPlrInv(player, true);
|
|
}
|
|
|
|
void SetPlrVit(Player &player, int v)
|
|
{
|
|
player._pBaseVit = v;
|
|
|
|
int hp = v;
|
|
hp *= player.getClassAttributes().chrLife;
|
|
|
|
player._pHPBase = hp;
|
|
player._pMaxHPBase = hp;
|
|
CalcPlrInv(player, true);
|
|
}
|
|
|
|
void InitDungMsgs(Player &player)
|
|
{
|
|
player.pDungMsgs = 0;
|
|
player.pDungMsgs2 = 0;
|
|
}
|
|
|
|
enum {
|
|
// clang-format off
|
|
DungMsgCathedral = 1 << 0,
|
|
DungMsgCatacombs = 1 << 1,
|
|
DungMsgCaves = 1 << 2,
|
|
DungMsgHell = 1 << 3,
|
|
DungMsgDiablo = 1 << 4,
|
|
// clang-format on
|
|
};
|
|
|
|
void PlayDungMsgs()
|
|
{
|
|
assert(MyPlayer != nullptr);
|
|
Player &myPlayer = *MyPlayer;
|
|
|
|
if (!setlevel && currlevel == 1 && !myPlayer._pLvlVisited[1] && (myPlayer.pDungMsgs & DungMsgCathedral) == 0) {
|
|
myPlayer.Say(HeroSpeech::TheSanctityOfThisPlaceHasBeenFouled, 40);
|
|
myPlayer.pDungMsgs = myPlayer.pDungMsgs | DungMsgCathedral;
|
|
} else if (!setlevel && currlevel == 5 && !myPlayer._pLvlVisited[5] && (myPlayer.pDungMsgs & DungMsgCatacombs) == 0) {
|
|
myPlayer.Say(HeroSpeech::TheSmellOfDeathSurroundsMe, 40);
|
|
myPlayer.pDungMsgs |= DungMsgCatacombs;
|
|
} else if (!setlevel && currlevel == 9 && !myPlayer._pLvlVisited[9] && (myPlayer.pDungMsgs & DungMsgCaves) == 0) {
|
|
myPlayer.Say(HeroSpeech::ItsHotDownHere, 40);
|
|
myPlayer.pDungMsgs |= DungMsgCaves;
|
|
} else if (!setlevel && currlevel == 13 && !myPlayer._pLvlVisited[13] && (myPlayer.pDungMsgs & DungMsgHell) == 0) {
|
|
myPlayer.Say(HeroSpeech::IMustBeGettingClose, 40);
|
|
myPlayer.pDungMsgs |= DungMsgHell;
|
|
} else if (!setlevel && currlevel == 16 && !myPlayer._pLvlVisited[16] && (myPlayer.pDungMsgs & DungMsgDiablo) == 0) {
|
|
for (auto &monster : Monsters) {
|
|
if (monster.type().type != MT_DIABLO) continue;
|
|
if (monster.hitPoints > 0) {
|
|
sfxdelay = 40;
|
|
sfxdnum = SfxID::DiabloGreeting;
|
|
myPlayer.pDungMsgs |= DungMsgDiablo;
|
|
}
|
|
break;
|
|
}
|
|
} else if (!setlevel && currlevel == 17 && !myPlayer._pLvlVisited[17] && (myPlayer.pDungMsgs2 & 1) == 0) {
|
|
sfxdelay = 10;
|
|
sfxdnum = SfxID::Defiler1;
|
|
Quests[Q_DEFILER]._qactive = QUEST_ACTIVE;
|
|
Quests[Q_DEFILER]._qlog = true;
|
|
Quests[Q_DEFILER]._qmsg = TEXT_DEFILER1;
|
|
NetSendCmdQuest(true, Quests[Q_DEFILER]);
|
|
myPlayer.pDungMsgs2 |= 1;
|
|
} else if (!setlevel && currlevel == 19 && !myPlayer._pLvlVisited[19] && (myPlayer.pDungMsgs2 & 4) == 0) {
|
|
sfxdelay = 10;
|
|
sfxdnum = SfxID::Defiler3;
|
|
myPlayer.pDungMsgs2 |= 4;
|
|
} else if (!setlevel && currlevel == 21 && !myPlayer._pLvlVisited[21] && (myPlayer.pDungMsgs & 32) == 0) {
|
|
myPlayer.Say(HeroSpeech::ThisIsAPlaceOfGreatPower, 30);
|
|
myPlayer.pDungMsgs |= 32;
|
|
} else if (setlevel && setlvlnum == SL_SKELKING && !gbIsSpawn && !myPlayer._pSLvlVisited[SL_SKELKING] && Quests[Q_SKELKING]._qactive == QUEST_ACTIVE) {
|
|
sfxdelay = 10;
|
|
sfxdnum = SfxID::LeoricGreeting;
|
|
} else {
|
|
sfxdelay = 0;
|
|
}
|
|
}
|
|
|
|
#ifdef BUILD_TESTING
|
|
bool TestPlayerDoGotHit(Player &player)
|
|
{
|
|
return DoGotHit(player);
|
|
}
|
|
#endif
|
|
|
|
} // namespace devilution
|