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#include "panels/spell_list.hpp"
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#include <cstdint>
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#include <fmt/format.h>
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#include "control.h"
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#include "controls/plrctrls.h"
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#include "engine.h"
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#include "engine/backbuffer_state.hpp"
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#include "engine/palette.h"
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#include "engine/render/text_render.hpp"
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#include "inv_iterators.hpp"
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#include "options.h"
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#include "panels/spell_icons.hpp"
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#include "player.h"
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#include "spells.h"
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#include "utils/algorithm/container.hpp"
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#include "utils/language.h"
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#include "utils/str_cat.hpp"
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#include "utils/utf8.hpp"
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#define SPLROWICONLS 10
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namespace devilution {
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namespace {
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void PrintSBookSpellType(const Surface &out, Point position, std::string_view text, uint8_t rectColorIndex)
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{
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DrawLargeSpellIconBorder(out, position, rectColorIndex);
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// Align the spell type text with bottom of spell icon
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position += Displacement { SPLICONLENGTH / 2 - GetLineWidth(text) / 2, (IsSmallFontTall() ? -19 : -15) };
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// Then draw the text over the top
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DrawString(out, text, position, UiFlags::ColorWhite | UiFlags::Outlined);
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}
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void PrintSBookHotkey(const Surface &out, Point position, const std::string_view text)
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{
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// Align the hot key text with the top-right corner of the spell icon
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position += Displacement { SPLICONLENGTH - (GetLineWidth(text.data()) + 5), 5 - SPLICONLENGTH };
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// Then draw the text over the top
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DrawString(out, text, position, UiFlags::ColorWhite | UiFlags::Outlined);
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}
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bool GetSpellListSelection(SpellID &pSpell, SpellType &pSplType)
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{
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pSpell = SpellID::Invalid;
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pSplType = SpellType::Invalid;
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Player &myPlayer = *MyPlayer;
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for (auto &spellListItem : GetSpellListItems()) {
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if (spellListItem.isSelected) {
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pSpell = spellListItem.id;
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pSplType = spellListItem.type;
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if (myPlayer._pClass == HeroClass::Monk && spellListItem.id == SpellID::Search)
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pSplType = SpellType::Skill;
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return true;
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}
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}
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return false;
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}
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std::optional<std::string_view> GetHotkeyName(SpellID spellId, SpellType spellType, bool useShortName = false)
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{
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Player &myPlayer = *MyPlayer;
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for (size_t t = 0; t < NumHotkeys; t++) {
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if (myPlayer._pSplHotKey[t] != spellId || myPlayer._pSplTHotKey[t] != spellType)
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continue;
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auto quickSpellActionKey = StrCat("QuickSpell", t + 1);
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if (ControlMode == ControlTypes::Gamepad)
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return sgOptions.Padmapper.InputNameForAction(quickSpellActionKey, useShortName);
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return sgOptions.Keymapper.KeyNameForAction(quickSpellActionKey);
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}
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return {};
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}
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} // namespace
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void DrawSpell(const Surface &out)
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{
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Player &myPlayer = *MyPlayer;
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SpellID spl = myPlayer._pRSpell;
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SpellType st = myPlayer._pRSplType;
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if (!IsValidSpell(spl)) {
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st = SpellType::Invalid;
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spl = SpellID::Null;
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}
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if (st == SpellType::Spell) {
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int tlvl = myPlayer.GetSpellLevel(spl);
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if (CheckSpell(*MyPlayer, spl, st, true) != SpellCheckResult::Success)
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st = SpellType::Invalid;
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if (tlvl <= 0)
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st = SpellType::Invalid;
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}
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if (leveltype == DTYPE_TOWN && st != SpellType::Invalid && !GetSpellData(spl).isAllowedInTown())
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st = SpellType::Invalid;
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SetSpellTrans(st);
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const Point position = GetMainPanel().position + Displacement { 565, 119 };
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DrawLargeSpellIcon(out, position, spl);
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std::optional<std::string_view> hotkeyName = GetHotkeyName(spl, myPlayer._pRSplType, true);
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if (hotkeyName)
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PrintSBookHotkey(out, position, *hotkeyName);
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}
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void DrawSpellList(const Surface &out)
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{
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InfoString = StringOrView {};
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const Player &myPlayer = *MyPlayer;
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for (auto &spellListItem : GetSpellListItems()) {
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const SpellID spellId = spellListItem.id;
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SpellType transType = spellListItem.type;
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int spellLevel = 0;
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const SpellData &spellDataItem = GetSpellData(spellListItem.id);
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if (leveltype == DTYPE_TOWN && !spellDataItem.isAllowedInTown()) {
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transType = SpellType::Invalid;
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}
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if (spellListItem.type == SpellType::Spell) {
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spellLevel = myPlayer.GetSpellLevel(spellListItem.id);
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if (spellLevel == 0)
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transType = SpellType::Invalid;
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}
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SetSpellTrans(transType);
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DrawLargeSpellIcon(out, spellListItem.location, spellId);
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std::optional<std::string_view> shortHotkeyName = GetHotkeyName(spellId, spellListItem.type, true);
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if (shortHotkeyName)
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PrintSBookHotkey(out, spellListItem.location, *shortHotkeyName);
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if (!spellListItem.isSelected)
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continue;
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uint8_t spellColor = PAL16_GRAY + 5;
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switch (spellListItem.type) {
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case SpellType::Skill:
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spellColor = PAL16_YELLOW - 46;
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PrintSBookSpellType(out, spellListItem.location, _("Skill"), spellColor);
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InfoString = fmt::format(fmt::runtime(_("{:s} Skill")), pgettext("spell", spellDataItem.sNameText));
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break;
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case SpellType::Spell:
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if (!myPlayer.isOnLevel(0)) {
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spellColor = PAL16_BLUE + 5;
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}
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PrintSBookSpellType(out, spellListItem.location, _("Spell"), spellColor);
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InfoString = fmt::format(fmt::runtime(_("{:s} Spell")), pgettext("spell", spellDataItem.sNameText));
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if (spellId == SpellID::HolyBolt) {
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AddPanelString(_("Damages undead only"));
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}
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if (spellLevel == 0)
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AddPanelString(_("Spell Level 0 - Unusable"));
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else
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AddPanelString(fmt::format(fmt::runtime(_("Spell Level {:d}")), spellLevel));
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break;
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case SpellType::Scroll: {
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if (!myPlayer.isOnLevel(0)) {
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spellColor = PAL16_RED - 59;
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}
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PrintSBookSpellType(out, spellListItem.location, _("Scroll"), spellColor);
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InfoString = fmt::format(fmt::runtime(_("Scroll of {:s}")), pgettext("spell", spellDataItem.sNameText));
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const int scrollCount = c_count_if(InventoryAndBeltPlayerItemsRange { myPlayer }, [spellId](const Item &item) {
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return item.isScrollOf(spellId);
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});
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AddPanelString(fmt::format(fmt::runtime(ngettext("{:d} Scroll", "{:d} Scrolls", scrollCount)), scrollCount));
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} break;
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case SpellType::Charges: {
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if (!myPlayer.isOnLevel(0)) {
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spellColor = PAL16_ORANGE + 5;
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}
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PrintSBookSpellType(out, spellListItem.location, _("Staff"), spellColor);
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InfoString = fmt::format(fmt::runtime(_("Staff of {:s}")), pgettext("spell", spellDataItem.sNameText));
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int charges = myPlayer.InvBody[INVLOC_HAND_LEFT]._iCharges;
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AddPanelString(fmt::format(fmt::runtime(ngettext("{:d} Charge", "{:d} Charges", charges)), charges));
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} break;
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case SpellType::Invalid:
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break;
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}
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std::optional<std::string_view> fullHotkeyName = GetHotkeyName(spellId, spellListItem.type);
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if (fullHotkeyName) {
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AddPanelString(fmt::format(fmt::runtime(_("Spell Hotkey {:s}")), *fullHotkeyName));
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}
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}
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}
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std::vector<SpellListItem> GetSpellListItems()
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{
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std::vector<SpellListItem> spellListItems;
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uint64_t mask;
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const Point mainPanelPosition = GetMainPanel().position;
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int x = mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS;
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int y = mainPanelPosition.y - 17;
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for (auto i : enum_values<SpellType>()) {
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Player &myPlayer = *MyPlayer;
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switch (static_cast<SpellType>(i)) {
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case SpellType::Skill:
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mask = myPlayer._pAblSpells;
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break;
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case SpellType::Spell:
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mask = myPlayer._pMemSpells;
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break;
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case SpellType::Scroll:
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mask = myPlayer._pScrlSpells;
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break;
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case SpellType::Charges:
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mask = myPlayer._pISpells;
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break;
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default:
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continue;
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}
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int8_t j = static_cast<int8_t>(SpellID::Firebolt);
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for (uint64_t spl = 1; j < MAX_SPELLS; spl <<= 1, j++) {
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if ((mask & spl) == 0)
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continue;
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int lx = x;
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int ly = y - SPLICONLENGTH;
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bool isSelected = (MousePosition.x >= lx && MousePosition.x < lx + SPLICONLENGTH && MousePosition.y >= ly && MousePosition.y < ly + SPLICONLENGTH);
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spellListItems.emplace_back(SpellListItem { { x, y }, static_cast<SpellType>(i), static_cast<SpellID>(j), isSelected });
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x -= SPLICONLENGTH;
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if (x == mainPanelPosition.x + 12 - SPLICONLENGTH) {
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x = mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS;
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y -= SPLICONLENGTH;
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}
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}
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if (mask != 0 && x != mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS)
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x -= SPLICONLENGTH;
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if (x == mainPanelPosition.x + 12 - SPLICONLENGTH) {
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x = mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS;
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y -= SPLICONLENGTH;
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}
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}
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return spellListItems;
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}
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void SetSpell()
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{
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SpellID pSpell;
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SpellType pSplType;
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spselflag = false;
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if (!GetSpellListSelection(pSpell, pSplType)) {
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return;
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}
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Player &myPlayer = *MyPlayer;
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myPlayer._pRSpell = pSpell;
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myPlayer._pRSplType = pSplType;
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RedrawEverything();
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}
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void SetSpeedSpell(size_t slot)
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{
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SpellID pSpell;
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SpellType pSplType;
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if (!GetSpellListSelection(pSpell, pSplType)) {
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return;
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}
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Player &myPlayer = *MyPlayer;
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for (size_t i = 0; i < NumHotkeys; ++i) {
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if (myPlayer._pSplHotKey[i] == pSpell && myPlayer._pSplTHotKey[i] == pSplType)
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myPlayer._pSplHotKey[i] = SpellID::Invalid;
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}
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myPlayer._pSplHotKey[slot] = pSpell;
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myPlayer._pSplTHotKey[slot] = pSplType;
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}
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void ToggleSpell(size_t slot)
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{
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uint64_t spells;
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Player &myPlayer = *MyPlayer;
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const SpellID spellId = myPlayer._pSplHotKey[slot];
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if (!IsValidSpell(spellId)) {
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return;
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}
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switch (myPlayer._pSplTHotKey[slot]) {
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case SpellType::Skill:
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spells = myPlayer._pAblSpells;
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break;
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case SpellType::Spell:
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spells = myPlayer._pMemSpells;
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break;
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case SpellType::Scroll:
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spells = myPlayer._pScrlSpells;
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break;
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case SpellType::Charges:
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spells = myPlayer._pISpells;
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break;
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case SpellType::Invalid:
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return;
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}
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if ((spells & GetSpellBitmask(spellId)) != 0) {
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myPlayer._pRSpell = spellId;
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|
|
|
myPlayer._pRSplType = myPlayer._pSplTHotKey[slot];
|
|
|
|
|
RedrawEverything();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DoSpeedBook()
|
|
|
|
|
{
|
|
|
|
|
spselflag = true;
|
|
|
|
|
const Point mainPanelPosition = GetMainPanel().position;
|
|
|
|
|
int xo = mainPanelPosition.x + 12 + SPLICONLENGTH * 10;
|
|
|
|
|
int yo = mainPanelPosition.y - 17;
|
|
|
|
|
int x = xo + SPLICONLENGTH / 2;
|
|
|
|
|
int y = yo - SPLICONLENGTH / 2;
|
|
|
|
|
|
|
|
|
|
Player &myPlayer = *MyPlayer;
|
|
|
|
|
|
|
|
|
|
if (IsValidSpell(myPlayer._pRSpell)) {
|
|
|
|
|
for (auto i : enum_values<SpellType>()) {
|
|
|
|
|
uint64_t spells;
|
|
|
|
|
switch (static_cast<SpellType>(i)) {
|
|
|
|
|
case SpellType::Skill:
|
|
|
|
|
spells = myPlayer._pAblSpells;
|
|
|
|
|
break;
|
|
|
|
|
case SpellType::Spell:
|
|
|
|
|
spells = myPlayer._pMemSpells;
|
|
|
|
|
break;
|
|
|
|
|
case SpellType::Scroll:
|
|
|
|
|
spells = myPlayer._pScrlSpells;
|
|
|
|
|
break;
|
|
|
|
|
case SpellType::Charges:
|
|
|
|
|
spells = myPlayer._pISpells;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
uint64_t spell = 1;
|
|
|
|
|
for (int j = 1; j < MAX_SPELLS; j++) {
|
|
|
|
|
if ((spell & spells) != 0) {
|
|
|
|
|
if (j == static_cast<int8_t>(myPlayer._pRSpell) && static_cast<SpellType>(i) == myPlayer._pRSplType) {
|
|
|
|
|
x = xo + SPLICONLENGTH / 2;
|
|
|
|
|
y = yo - SPLICONLENGTH / 2;
|
|
|
|
|
}
|
|
|
|
|
xo -= SPLICONLENGTH;
|
|
|
|
|
if (xo == mainPanelPosition.x + 12 - SPLICONLENGTH) {
|
|
|
|
|
xo = mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS;
|
|
|
|
|
yo -= SPLICONLENGTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
spell <<= 1ULL;
|
|
|
|
|
}
|
|
|
|
|
if (spells != 0 && xo != mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS)
|
|
|
|
|
xo -= SPLICONLENGTH;
|
|
|
|
|
if (xo == mainPanelPosition.x + 12 - SPLICONLENGTH) {
|
|
|
|
|
xo = mainPanelPosition.x + 12 + SPLICONLENGTH * SPLROWICONLS;
|
|
|
|
|
yo -= SPLICONLENGTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetCursorPos({ x, y });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|