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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 "all.h"
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DEVILUTION_BEGIN_NAMESPACE
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int GetManaAmount(int id, int 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 = plr[id]._pSplLvl[sn] + plr[id]._pISplLvlAdd - 1;
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if (sl < 0) {
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sl = 0;
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}
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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 >>= 1;
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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 * plr[id]._pLevel - adj);
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} else if (spelldata[sn].sManaCost == 255) {
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ma = ((BYTE)plr[id]._pMaxManaBase - adj);
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} else {
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ma = (spelldata[sn].sManaCost - adj);
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}
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if (ma < 0)
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ma = 0;
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ma <<= 6;
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if (plr[id]._pClass == PC_SORCERER) {
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ma >>= 1;
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} else if (plr[id]._pClass == PC_ROGUE || plr[id]._pClass == PC_MONK || plr[id]._pClass == PC_BARD) {
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ma -= ma >> 2;
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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, int sn)
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{
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int ma; // mana cost
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if (id == myplr) {
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switch (plr[id]._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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RemoveScroll(id);
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break;
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case RSPLTYPE_CHARGES:
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UseStaffCharge(id);
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break;
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case RSPLTYPE_SPELL:
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#ifdef _DEBUG
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if (!debug_mode_key_inverted_v) {
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#endif
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ma = GetManaAmount(id, sn);
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plr[id]._pMana -= ma;
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plr[id]._pManaBase -= ma;
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drawmanaflag = TRUE;
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#ifdef _DEBUG
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}
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#endif
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break;
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}
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}
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}
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/**
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* @brief Gets a value that represents the specified spellID in 64bit bitmask format.
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* For example:
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* - spell ID 1: 0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000.0001
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* - spell ID 43: 0000.0000.0000.0000.0000.0100.0000.0000.0000.0000.0000.0000.0000.0000.0000.0000
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* @param spellId The id of the spell to get a bitmask for.
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* @return A 64bit bitmask representation for the specified spell.
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*/
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Uint64 GetSpellBitmask(int spellId)
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{
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return 1ULL << (spellId - 1);
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}
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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 PlayerStruct &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);
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case RSPLTYPE_SCROLL:
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return player._pScrlSpells & GetSpellBitmask(player._pRSpell);
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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(PlayerStruct &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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/**
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* @brief Ensures the player's current readied spell is a valid selection for the character. If the current selection is
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* incompatible with the player's items and spell (for example, if the player does not currently have access to the spell),
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* the selection is cleared.
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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 checked.
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*/
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void EnsureValidReadiedSpell(PlayerStruct &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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BOOL CheckSpell(int id, int sn, char st, BOOL manaonly)
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{
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BOOL result;
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#ifdef _DEBUG
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if (debug_mode_key_inverted_v)
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return TRUE;
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#endif
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result = TRUE;
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if (!manaonly && pcurs != CURSOR_HAND) {
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result = FALSE;
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} else {
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if (st != RSPLTYPE_SKILL) {
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if (GetSpellLevel(id, sn) <= 0) {
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result = FALSE;
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} else {
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result = plr[id]._pMana >= GetManaAmount(id, sn);
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}
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}
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}
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return result;
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}
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void CastSpell(int id, int spl, int sx, int sy, int dx, int dy, int spllvl)
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{
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int dir = plr[id]._pdir;
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if (spl == SPL_FIREWALL || spl == SPL_LIGHTWALL) {
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dir = plr[id]._pVar3;
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}
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for (int i = 0; spelldata[spl].sMissiles[i] != 0 && i < 3; 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 >> 1) + 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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static void PlacePlayer(int pnum)
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{
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int nx, ny, max, min, x, y;
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DWORD i;
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BOOL done;
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if (plr[pnum].plrlevel == currlevel) {
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for (i = 0; i < 8; i++) {
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nx = plr[pnum]._px + plrxoff2[i];
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ny = plr[pnum]._py + plryoff2[i];
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if (PosOkPlayer(pnum, nx, ny)) {
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break;
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}
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}
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if (!PosOkPlayer(pnum, nx, ny)) {
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done = FALSE;
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for (max = 1, min = -1; min > -50 && !done; max++, min--) {
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for (y = min; y <= max && !done; y++) {
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ny = plr[pnum]._py + y;
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for (x = min; x <= max && !done; x++) {
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nx = plr[pnum]._px + x;
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if (PosOkPlayer(pnum, nx, ny)) {
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done = TRUE;
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}
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}
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}
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}
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}
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plr[pnum]._px = nx;
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plr[pnum]._py = ny;
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dPlayer[nx][ny] = pnum + 1;
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if (pnum == myplr) {
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ViewX = nx;
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ViewY = ny;
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}
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}
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}
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/**
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* @param pnum player index
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* @param rid target player index
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*/
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void DoResurrect(int pnum, int rid)
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{
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int hp;
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if ((char)rid != -1) {
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AddMissile(plr[rid]._px, plr[rid]._py, plr[rid]._px, plr[rid]._py, 0, MIS_RESURRECTBEAM, TARGET_MONSTERS, pnum, 0, 0);
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}
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if (pnum == myplr) {
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NewCursor(CURSOR_HAND);
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}
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if ((char)rid != -1 && plr[rid]._pHitPoints == 0) {
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if (rid == myplr) {
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deathflag = 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(rid);
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plr[rid].destAction = ACTION_NONE;
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plr[rid]._pInvincible = FALSE;
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PlacePlayer(rid);
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hp = 10 << 6;
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if (plr[rid]._pMaxHPBase < (10 << 6)) {
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hp = plr[rid]._pMaxHPBase;
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}
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SetPlayerHitPoints(rid, hp);
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plr[rid]._pHPBase = plr[rid]._pHitPoints + (plr[rid]._pMaxHPBase - plr[rid]._pMaxHP);
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plr[rid]._pMana = 0;
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plr[rid]._pManaBase = plr[rid]._pMana + (plr[rid]._pMaxManaBase - plr[rid]._pMaxMana);
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CalcPlrInv(rid, TRUE);
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if (plr[rid].plrlevel == currlevel) {
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StartStand(rid, plr[rid]._pdir);
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} else {
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plr[rid]._pmode = PM_STAND;
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}
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}
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}
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void DoHealOther(int pnum, int rid)
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{
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int i, j, hp;
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if (pnum == myplr) {
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NewCursor(CURSOR_HAND);
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}
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if ((char)rid != -1 && (plr[rid]._pHitPoints >> 6) > 0) {
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hp = (random_(57, 10) + 1) << 6;
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for (i = 0; i < plr[pnum]._pLevel; i++) {
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hp += (random_(57, 4) + 1) << 6;
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}
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for (j = 0; j < GetSpellLevel(pnum, SPL_HEALOTHER); ++j) {
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hp += (random_(57, 6) + 1) << 6;
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}
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if (plr[pnum]._pClass == PC_WARRIOR || plr[pnum]._pClass == PC_BARBARIAN) {
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hp <<= 1;
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} else if (plr[pnum]._pClass == PC_ROGUE || plr[pnum]._pClass == PC_BARD) {
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hp += hp >> 1;
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} else if (plr[pnum]._pClass == PC_MONK) {
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hp *= 3;
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}
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plr[rid]._pHitPoints += hp;
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|
|
|
|
if (plr[rid]._pHitPoints > plr[rid]._pMaxHP) {
|
|
|
|
|
plr[rid]._pHitPoints = plr[rid]._pMaxHP;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
plr[rid]._pHPBase += hp;
|
|
|
|
|
|
|
|
|
|
if (plr[rid]._pHPBase > plr[rid]._pMaxHPBase) {
|
|
|
|
|
plr[rid]._pHPBase = plr[rid]._pMaxHPBase;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
drawhpflag = TRUE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int GetSpellBookLevel(int s)
|
|
|
|
|
{
|
|
|
|
|
if (gbIsSpawn) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_STONE:
|
|
|
|
|
case SPL_GUARDIAN:
|
|
|
|
|
case SPL_GOLEM:
|
|
|
|
|
case SPL_FLARE:
|
|
|
|
|
case SPL_BONESPIRIT:
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!gbIsHellfire) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_NOVA:
|
|
|
|
|
case SPL_APOCA:
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_ELEMENT:
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return spelldata[s].sBookLvl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int GetSpellStaffLevel(int s)
|
|
|
|
|
{
|
|
|
|
|
if (gbIsSpawn) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_STONE:
|
|
|
|
|
case SPL_GUARDIAN:
|
|
|
|
|
case SPL_GOLEM:
|
|
|
|
|
case SPL_APOCA:
|
|
|
|
|
case SPL_FLARE:
|
|
|
|
|
case SPL_BONESPIRIT:
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
switch (s) {
|
|
|
|
|
case SPL_ELEMENT:
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return spelldata[s].sStaffLvl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DEVILUTION_END_NAMESPACE
|