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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/backbuffer_state.hpp"
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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 SpellType::Skill:
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case SpellType::Spell:
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case SpellType::Invalid:
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return true;
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case SpellType::Charges:
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return (player._pISpells & GetSpellBitmask(player._pRSpell)) != 0;
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case SpellType::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 != SpellID::Invalid) {
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player._pRSpell = SpellID::Invalid;
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RedrawEverything();
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}
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if (player._pRSplType != SpellType::Invalid) {
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player._pRSplType = SpellType::Invalid;
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RedrawEverything();
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}
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}
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} // namespace
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bool IsValidSpell(SpellID spl)
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{
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return spl > SpellID::Null
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&& spl <= SpellID::LAST
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&& (spl <= SpellID::LastDiablo || gbIsHellfire);
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}
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bool IsValidSpellFrom(int spellFrom)
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{
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if (spellFrom == 0)
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return true;
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if (spellFrom >= INVITEM_INV_FIRST && spellFrom <= INVITEM_INV_LAST)
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return true;
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if (spellFrom >= INVITEM_BELT_FIRST && spellFrom <= INVITEM_BELT_LAST)
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return true;
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return false;
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}
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bool IsWallSpell(SpellID spl)
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{
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return spl == SpellID::FireWall || spl == SpellID::LightningWall;
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}
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bool TargetsMonster(SpellID id)
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{
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return id == SpellID::Fireball
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|| id == SpellID::FireWall
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|| id == SpellID::Inferno
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|| id == SpellID::Lightning
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|| id == SpellID::StoneCurse
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|| id == SpellID::FlameWave;
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}
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int GetManaAmount(const Player &player, SpellID 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.GetSpellLevel(sn) - 1, 0);
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if (sl > 0) {
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adj = sl * GetSpellData(sn).sManaAdj;
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}
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if (sn == SpellID::Firebolt) {
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adj /= 2;
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}
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if (sn == SpellID::Resurrect && sl > 0) {
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adj = sl * (GetSpellData(SpellID::Resurrect).sManaCost / 8);
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}
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if (sn == SpellID::Healing || sn == SpellID::HealOther) {
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ma = (GetSpellData(SpellID::Healing).sManaCost + 2 * player._pLevel - adj);
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} else if (GetSpellData(sn).sManaCost == 255) {
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ma = (player._pMaxManaBase >> 6) - adj;
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} else {
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ma = (GetSpellData(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 (GetSpellData(sn).sMinMana > ma >> 6) {
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ma = GetSpellData(sn).sMinMana << 6;
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}
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return ma;
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}
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void ConsumeSpell(Player &player, SpellID sn)
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{
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switch (player.executedSpell.spellType) {
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case SpellType::Skill:
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case SpellType::Invalid:
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break;
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case SpellType::Scroll:
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ConsumeScroll(player);
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break;
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case SpellType::Charges:
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ConsumeStaffCharge(player);
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break;
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case SpellType::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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int ma = GetManaAmount(player, sn);
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player._pMana -= ma;
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player._pManaBase -= ma;
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RedrawComponent(PanelDrawComponent::Mana);
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break;
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}
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if (sn == SpellID::BloodStar) {
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ApplyPlrDamage(DamageType::Physical, player, 5);
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}
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if (sn == SpellID::BoneSpirit) {
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ApplyPlrDamage(DamageType::Physical, player, 6);
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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(const Player &player, SpellID sn, SpellType 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 == SpellType::Skill) {
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return SpellCheckResult::Success;
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}
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if (player.GetSpellLevel(sn) <= 0) {
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return SpellCheckResult::Fail_Level0;
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}
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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, SpellID spl, int sx, int sy, int dx, int dy, int spllvl)
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{
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Player &player = Players[id];
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Direction dir = player._pdir;
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if (IsWallSpell(spl)) {
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dir = player.tempDirection;
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}
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bool fizzled = false;
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const SpellData &spellData = GetSpellData(spl);
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for (size_t i = 0; i < sizeof(spellData.sMissiles) / sizeof(spellData.sMissiles[0]) && spellData.sMissiles[i] != MissileID::Null; i++) {
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Missile *missile = AddMissile({ sx, sy }, { dx, dy }, dir, spellData.sMissiles[i], TARGET_MONSTERS, id, 0, spllvl);
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fizzled |= (missile == nullptr);
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}
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if (spl == SpellID::ChargedBolt) {
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for (int i = (spllvl / 2) + 3; i > 0; i--) {
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Missile *missile = AddMissile({ sx, sy }, { dx, dy }, dir, MissileID::ChargedBolt, TARGET_MONSTERS, id, 0, spllvl);
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fizzled |= (missile == nullptr);
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}
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}
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if (!fizzled) {
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ConsumeSpell(player, spl);
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}
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}
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void DoResurrect(size_t pnum, Player &target)
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{
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if (pnum >= Players.size()) {
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return;
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}
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AddMissile(target.position.tile, target.position.tile, Direction::South, MissileID::ResurrectBeam, TARGET_MONSTERS, pnum, 0, 0);
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if (target._pHitPoints != 0)
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return;
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if (&target == MyPlayer) {
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MyPlayerIsDead = false;
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gamemenu_off();
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RedrawComponent(PanelDrawComponent::Health);
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RedrawComponent(PanelDrawComponent::Mana);
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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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SyncInitPlrPos(target);
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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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target._pmode = PM_STAND;
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CalcPlrInv(target, true);
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if (target.isOnActiveLevel()) {
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StartStand(target, target._pdir);
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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(SpellID::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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RedrawComponent(PanelDrawComponent::Health);
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}
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}
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int GetSpellBookLevel(SpellID s)
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{
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if (gbIsSpawn) {
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switch (s) {
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case SpellID::StoneCurse:
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case SpellID::Guardian:
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case SpellID::Golem:
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case SpellID::Elemental:
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case SpellID::BloodStar:
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case SpellID::BoneSpirit:
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return -1;
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default:
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break;
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}
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}
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if (!gbIsHellfire) {
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switch (s) {
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case SpellID::Nova:
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case SpellID::Apocalypse:
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return -1;
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default:
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if (s > SpellID::LastDiablo)
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return -1;
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break;
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}
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}
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return GetSpellData(s).sBookLvl;
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}
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int GetSpellStaffLevel(SpellID s)
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{
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if (gbIsSpawn) {
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switch (s) {
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case SpellID::StoneCurse:
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case SpellID::Guardian:
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case SpellID::Golem:
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case SpellID::Apocalypse:
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case SpellID::Elemental:
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case SpellID::BloodStar:
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case SpellID::BoneSpirit:
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return -1;
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default:
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|
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break;
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}
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}
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if (!gbIsHellfire && s > SpellID::LastDiablo)
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return -1;
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return GetSpellData(s).sStaffLvl;
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}
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} // namespace devilution
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