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/**
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* @file spells.cpp
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*
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* Implementation of functionality for casting player spells.
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*/
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#include "spells.h"
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#include "control.h"
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#include "cursor.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/point.hpp"
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#include "engine/random.hpp"
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#include "gamemenu.h"
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#include "inv.h"
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#include "missiles.h"
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namespace devilution {
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namespace {
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/**
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* @brief Gets a value indicating whether the player's current readied spell is a valid spell. Readied spells can be
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* invalidaded in a few scenarios where the spell comes from items, for example (like dropping the only scroll that
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* provided the spell).
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* @param player The player whose readied spell is to be checked.
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* @return 'true' when the readied spell is currently valid, and 'false' otherwise.
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*/
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bool IsReadiedSpellValid(const Player &player)
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{
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switch (player._pRSplType) {
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case RSPLTYPE_SKILL:
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case RSPLTYPE_SPELL:
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case RSPLTYPE_INVALID:
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return true;
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case RSPLTYPE_CHARGES:
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return (player._pISpells & GetSpellBitmask(player._pRSpell)) != 0;
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case RSPLTYPE_SCROLL:
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return (player._pScrlSpells & GetSpellBitmask(player._pRSpell)) != 0;
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default:
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return false;
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}
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}
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/**
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* @brief Clears the current player's readied spell selection.
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* @note Will force a UI redraw in case the values actually change, so that the new spell reflects on the bottom panel.
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* @param player The player whose readied spell is to be cleared.
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*/
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void ClearReadiedSpell(Player &player)
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{
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if (player._pRSpell != SPL_INVALID) {
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player._pRSpell = SPL_INVALID;
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force_redraw = 255;
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}
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if (player._pRSplType != RSPLTYPE_INVALID) {
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player._pRSplType = RSPLTYPE_INVALID;
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force_redraw = 255;
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}
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}
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void PlacePlayer(int pnum)
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{
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Player &player = Players[pnum];
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if (!player.isOnActiveLevel())
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return;
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Point newPosition = [&]() {
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Point okPosition = {};
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for (int i = 0; i < 8; i++) {
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okPosition = player.position.tile + Displacement { plrxoff2[i], plryoff2[i] };
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if (PosOkPlayer(player, okPosition))
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return okPosition;
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}
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for (int max = 1, min = -1; min > -50; max++, min--) {
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for (int y = min; y <= max; y++) {
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okPosition.y = player.position.tile.y + y;
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for (int x = min; x <= max; x++) {
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okPosition.x = player.position.tile.x + x;
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if (PosOkPlayer(player, okPosition))
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return okPosition;
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}
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}
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}
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return okPosition;
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}();
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player.position.tile = newPosition;
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dPlayer[newPosition.x][newPosition.y] = pnum + 1;
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if (pnum == MyPlayerId) {
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ViewPosition = newPosition;
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}
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}
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} // namespace
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bool IsWallSpell(spell_id spl)
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{
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return spl == SPL_FIREWALL || spl == SPL_LIGHTWALL;
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}
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bool TargetsMonster(spell_id id)
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{
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return id == SPL_FIREBALL
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|| id == SPL_FIREWALL
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|| id == SPL_FLAME
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|| id == SPL_LIGHTNING
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|| id == SPL_STONE
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|| id == SPL_WAVE;
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}
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int GetManaAmount(Player &player, spell_id sn)
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{
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int ma; // mana amount
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// mana adjust
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int adj = 0;
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// spell level
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int sl = std::max(player._pSplLvl[sn] + player._pISplLvlAdd - 1, 0);
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if (sl > 0) {
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adj = sl * spelldata[sn].sManaAdj;
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}
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if (sn == SPL_FIREBOLT) {
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adj /= 2;
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}
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if (sn == SPL_RESURRECT && sl > 0) {
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adj = sl * (spelldata[SPL_RESURRECT].sManaCost / 8);
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}
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if (sn == SPL_HEAL || sn == SPL_HEALOTHER) {
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ma = (spelldata[SPL_HEAL].sManaCost + 2 * player._pLevel - adj);
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} else if (spelldata[sn].sManaCost == 255) {
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ma = (player._pMaxManaBase >> 6) - adj;
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} else {
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ma = (spelldata[sn].sManaCost - adj);
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}
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ma = std::max(ma, 0);
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ma <<= 6;
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if (gbIsHellfire && player._pClass == HeroClass::Sorcerer) {
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ma /= 2;
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} else if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Monk || player._pClass == HeroClass::Bard) {
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ma -= ma / 4;
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}
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if (spelldata[sn].sMinMana > ma >> 6) {
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ma = spelldata[sn].sMinMana << 6;
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}
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return ma;
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}
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void UseMana(int id, spell_id sn)
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{
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int ma; // mana cost
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if (id != MyPlayerId)
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return;
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Player &myPlayer = *MyPlayer;
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switch (myPlayer._pSplType) {
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case RSPLTYPE_SKILL:
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case RSPLTYPE_INVALID:
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break;
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case RSPLTYPE_SCROLL:
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RemoveCurrentSpellScroll(myPlayer);
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break;
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case RSPLTYPE_CHARGES:
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UseStaffCharge(myPlayer);
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break;
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case RSPLTYPE_SPELL:
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#ifdef _DEBUG
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if (DebugGodMode)
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break;
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#endif
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ma = GetManaAmount(myPlayer, sn);
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myPlayer._pMana -= ma;
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myPlayer._pManaBase -= ma;
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drawmanaflag = true;
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break;
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}
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}
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void EnsureValidReadiedSpell(Player &player)
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{
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if (!IsReadiedSpellValid(player)) {
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ClearReadiedSpell(player);
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}
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}
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SpellCheckResult CheckSpell(int id, spell_id sn, spell_type st, bool manaonly)
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{
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#ifdef _DEBUG
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if (DebugGodMode)
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return SpellCheckResult::Success;
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#endif
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if (!manaonly && pcurs != CURSOR_HAND) {
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return SpellCheckResult::Fail_Busy;
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}
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if (st == RSPLTYPE_SKILL) {
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return SpellCheckResult::Success;
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}
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if (GetSpellLevel(id, sn) <= 0) {
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return SpellCheckResult::Fail_Level0;
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}
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Player &player = Players[id];
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if (player._pMana < GetManaAmount(player, sn)) {
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return SpellCheckResult::Fail_NoMana;
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}
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return SpellCheckResult::Success;
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}
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void CastSpell(int id, spell_id spl, int sx, int sy, int dx, int dy, int spllvl)
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{
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Direction dir = Players[id]._pdir;
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if (IsWallSpell(spl)) {
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dir = Players[id].tempDirection;
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}
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for (int i = 0; i < 3 && spelldata[spl].sMissiles[i] != MIS_NULL; i++) {
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AddMissile({ sx, sy }, { dx, dy }, dir, spelldata[spl].sMissiles[i], TARGET_MONSTERS, id, 0, spllvl);
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}
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if (spl == SPL_TOWN) {
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UseMana(id, SPL_TOWN);
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} else if (spl == SPL_CBOLT) {
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UseMana(id, SPL_CBOLT);
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for (int i = (spllvl / 2) + 3; i > 0; i--) {
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AddMissile({ sx, sy }, { dx, dy }, dir, MIS_CBOLT, TARGET_MONSTERS, id, 0, spllvl);
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}
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}
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}
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void DoResurrect(int pnum, uint16_t rid)
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{
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if ((DWORD)pnum >= MAX_PLRS || rid >= MAX_PLRS) {
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return;
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}
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auto &target = Players[rid];
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AddMissile(target.position.tile, target.position.tile, Direction::South, MIS_RESURRECTBEAM, TARGET_MONSTERS, pnum, 0, 0);
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if (target._pHitPoints != 0)
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return;
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if (rid == MyPlayerId) {
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MyPlayerIsDead = false;
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gamemenu_off();
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drawhpflag = true;
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drawmanaflag = true;
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}
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ClrPlrPath(target);
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target.destAction = ACTION_NONE;
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target._pInvincible = false;
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PlacePlayer(rid);
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int hp = 10 << 6;
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if (target._pMaxHPBase < (10 << 6)) {
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hp = target._pMaxHPBase;
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}
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SetPlayerHitPoints(target, hp);
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target._pHPBase = target._pHitPoints + (target._pMaxHPBase - target._pMaxHP); // CODEFIX: does the same stuff as SetPlayerHitPoints above, can be removed
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target._pMana = 0;
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target._pManaBase = target._pMana + (target._pMaxManaBase - target._pMaxMana);
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CalcPlrInv(target, true);
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if (target.isOnActiveLevel()) {
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StartStand(rid, target._pdir);
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} else {
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target._pmode = PM_STAND;
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}
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}
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void DoHealOther(const Player &caster, Player &target)
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{
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if ((target._pHitPoints >> 6) <= 0) {
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return;
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}
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int hp = (GenerateRnd(10) + 1) << 6;
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for (int i = 0; i < caster._pLevel; i++) {
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hp += (GenerateRnd(4) + 1) << 6;
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}
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for (int i = 0; i < caster.GetSpellLevel(SPL_HEALOTHER); i++) {
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hp += (GenerateRnd(6) + 1) << 6;
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}
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if (caster._pClass == HeroClass::Warrior || caster._pClass == HeroClass::Barbarian) {
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hp *= 2;
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} else if (caster._pClass == HeroClass::Rogue || caster._pClass == HeroClass::Bard) {
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hp += hp / 2;
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} else if (caster._pClass == HeroClass::Monk) {
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hp *= 3;
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}
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target._pHitPoints = std::min(target._pHitPoints + hp, target._pMaxHP);
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target._pHPBase = std::min(target._pHPBase + hp, target._pMaxHPBase);
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if (&target == MyPlayer) {
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drawhpflag = true;
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}
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}
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int GetSpellBookLevel(spell_id s)
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{
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if (gbIsSpawn) {
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switch (s) {
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case SPL_STONE:
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case SPL_GUARDIAN:
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case SPL_GOLEM:
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case SPL_ELEMENT:
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case SPL_FLARE:
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case SPL_BONESPIRIT:
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|
|
return -1;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!gbIsHellfire) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_NOVA:
|
|
|
|
|
case SPL_APOCA:
|
|
|
|
|
return -1;
|
|
|
|
|
default:
|
|
|
|
|
if (s > SPL_LASTDIABLO)
|
|
|
|
|
return -1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return spelldata[s].sBookLvl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int GetSpellStaffLevel(spell_id s)
|
|
|
|
|
{
|
|
|
|
|
if (gbIsSpawn) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_STONE:
|
|
|
|
|
case SPL_GUARDIAN:
|
|
|
|
|
case SPL_GOLEM:
|
|
|
|
|
case SPL_APOCA:
|
|
|
|
|
case SPL_ELEMENT:
|
|
|
|
|
case SPL_FLARE:
|
|
|
|
|
case SPL_BONESPIRIT:
|
|
|
|
|
return -1;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!gbIsHellfire && s > SPL_LASTDIABLO)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
return spelldata[s].sStaffLvl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|