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/**
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* @file pack.cpp
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*
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* Implementation of functions for minifying player data structure.
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*/
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#include "pack.h"
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#include "engine/random.hpp"
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#include "init.h"
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#include "loadsave.h"
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#include "stores.h"
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#include "utils/endian.hpp"
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namespace devilution {
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namespace {
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void VerifyGoldSeeds(PlayerStruct &player)
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{
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for (int i = 0; i < player._pNumInv; i++) {
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if (player.InvList[i].IDidx != IDI_GOLD)
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continue;
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for (int j = 0; j < player._pNumInv; j++) {
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if (i == j)
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continue;
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if (player.InvList[j].IDidx != IDI_GOLD)
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continue;
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if (player.InvList[i]._iSeed != player.InvList[j]._iSeed)
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continue;
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player.InvList[i]._iSeed = AdvanceRndSeed();
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j = -1;
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}
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}
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}
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} // namespace
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void PackItem(PkItemStruct *id, const ItemStruct *is)
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{
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memset(id, 0, sizeof(*id));
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if (is->isEmpty()) {
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id->idx = 0xFFFF;
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} else {
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auto idx = is->IDidx;
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if (!gbIsHellfire) {
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idx = RemapItemIdxToDiablo(idx);
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}
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if (gbIsSpawn) {
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idx = RemapItemIdxToSpawn(idx);
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}
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id->idx = SDL_SwapLE16(idx);
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if (is->IDidx == IDI_EAR) {
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id->iCreateInfo = is->_iName[8] | (is->_iName[7] << 8);
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id->iSeed = LoadBE32(&is->_iName[9]);
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id->bId = is->_iName[13];
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id->bDur = is->_iName[14];
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id->bMDur = is->_iName[15];
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id->bCh = is->_iName[16];
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id->bMCh = is->_iName[17];
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id->wValue = SDL_SwapLE16(is->_ivalue | (is->_iName[18] << 8) | ((is->_iCurs - ICURS_EAR_SORCERER) << 6));
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id->dwBuff = LoadBE32(&is->_iName[19]);
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} else {
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id->iSeed = SDL_SwapLE32(is->_iSeed);
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id->iCreateInfo = SDL_SwapLE16(is->_iCreateInfo);
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id->bId = (is->_iMagical << 1) | (is->_iIdentified ? 1 : 0);
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id->bDur = is->_iDurability;
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id->bMDur = is->_iMaxDur;
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id->bCh = is->_iCharges;
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id->bMCh = is->_iMaxCharges;
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if (is->IDidx == IDI_GOLD)
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id->wValue = SDL_SwapLE16(is->_ivalue);
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id->dwBuff = is->dwBuff;
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}
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}
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}
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void PackPlayer(PkPlayerStruct *pPack, const PlayerStruct &player, bool manashield)
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{
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memset(pPack, 0, sizeof(*pPack));
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pPack->destAction = player.destAction;
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pPack->destParam1 = player.destParam1;
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pPack->destParam2 = player.destParam2;
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pPack->plrlevel = player.plrlevel;
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pPack->px = player.position.tile.x;
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pPack->py = player.position.tile.y;
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if (gbVanilla) {
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pPack->targx = player.position.tile.x;
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pPack->targy = player.position.tile.y;
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}
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strcpy(pPack->pName, player._pName);
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pPack->pClass = static_cast<int8_t>(player._pClass);
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pPack->pBaseStr = player._pBaseStr;
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pPack->pBaseMag = player._pBaseMag;
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pPack->pBaseDex = player._pBaseDex;
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pPack->pBaseVit = player._pBaseVit;
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pPack->pLevel = player._pLevel;
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pPack->pStatPts = player._pStatPts;
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pPack->pExperience = SDL_SwapLE32(player._pExperience);
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pPack->pGold = SDL_SwapLE32(player._pGold);
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pPack->pHPBase = SDL_SwapLE32(player._pHPBase);
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pPack->pMaxHPBase = SDL_SwapLE32(player._pMaxHPBase);
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pPack->pManaBase = SDL_SwapLE32(player._pManaBase);
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pPack->pMaxManaBase = SDL_SwapLE32(player._pMaxManaBase);
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pPack->pMemSpells = SDL_SwapLE64(player._pMemSpells);
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for (int i = 0; i < 37; i++) // Should be MAX_SPELLS but set to 37 to make save games compatible
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pPack->pSplLvl[i] = player._pSplLvl[i];
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for (int i = 37; i < 47; i++)
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pPack->pSplLvl2[i - 37] = player._pSplLvl[i];
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for (int i = 0; i < NUM_INVLOC; i++) {
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PackItem(&pPack->InvBody[i], &player.InvBody[i]);
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}
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pPack->_pNumInv = player._pNumInv;
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for (int i = 0; i < pPack->_pNumInv; i++) {
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PackItem(&pPack->InvList[i], &player.InvList[i]);
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}
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for (int i = 0; i < NUM_INV_GRID_ELEM; i++)
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pPack->InvGrid[i] = player.InvGrid[i];
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for (int i = 0; i < MAXBELTITEMS; i++) {
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PackItem(&pPack->SpdList[i], &player.SpdList[i]);
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}
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pPack->wReflections = SDL_SwapLE16(player.wReflections);
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pPack->pDifficulty = SDL_SwapLE32(player.pDifficulty);
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pPack->pDamAcFlags = SDL_SwapLE32(player.pDamAcFlags);
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pPack->pDiabloKillLevel = SDL_SwapLE32(player.pDiabloKillLevel);
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pPack->bIsHellfire = gbIsHellfire ? 1 : 0;
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if (!gbIsMultiplayer || manashield)
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pPack->pManaShield = SDL_SwapLE32(player.pManaShield);
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else
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pPack->pManaShield = 0;
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}
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/**
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* Expand a PkItemStruct in to a ItemStruct
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*
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* Note: last slot of item[MAXITEMS+1] used as temporary buffer
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* find real name reference below, possibly [sizeof(item[])/sizeof(ItemStruct)]
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* @param is The source packed item
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* @param id The distination item
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*/
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void UnPackItem(const PkItemStruct *is, ItemStruct *id, bool isHellfire)
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{
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auto &item = Items[MAXITEMS];
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auto idx = static_cast<_item_indexes>(SDL_SwapLE16(is->idx));
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if (idx == IDI_NONE) {
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id->_itype = ITYPE_NONE;
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return;
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}
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if (gbIsSpawn) {
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idx = RemapItemIdxFromSpawn(idx);
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}
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if (!isHellfire) {
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idx = RemapItemIdxFromDiablo(idx);
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}
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if (!IsItemAvailable(idx)) {
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id->_itype = ITYPE_NONE;
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return;
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}
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if (idx == IDI_EAR) {
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RecreateEar(
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item,
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SDL_SwapLE16(is->iCreateInfo),
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SDL_SwapLE32(is->iSeed),
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is->bId,
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is->bDur,
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is->bMDur,
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is->bCh,
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is->bMCh,
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SDL_SwapLE16(is->wValue),
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SDL_SwapLE32(is->dwBuff));
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} else {
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memset(&item, 0, sizeof(item));
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RecreateItem(item, idx, SDL_SwapLE16(is->iCreateInfo), SDL_SwapLE32(is->iSeed), SDL_SwapLE16(is->wValue), isHellfire);
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item._iMagical = static_cast<item_quality>(is->bId >> 1);
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item._iIdentified = (is->bId & 1) != 0;
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item._iDurability = is->bDur;
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item._iMaxDur = is->bMDur;
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item._iCharges = is->bCh;
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item._iMaxCharges = is->bMCh;
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RemoveInvalidItem(&item);
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if (isHellfire)
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item.dwBuff |= CF_HELLFIRE;
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else
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item.dwBuff &= ~CF_HELLFIRE;
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}
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*id = item;
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}
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void UnPackPlayer(const PkPlayerStruct *pPack, int pnum, bool netSync)
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{
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auto &player = Players[pnum];
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player.position.tile = { pPack->px, pPack->py };
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player.position.future = { pPack->px, pPack->py };
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player.plrlevel = pPack->plrlevel;
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ClrPlrPath(player);
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player.destAction = ACTION_NONE;
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strcpy(player._pName, pPack->pName);
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player._pClass = (HeroClass)pPack->pClass;
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InitPlayer(pnum, true);
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player._pBaseStr = pPack->pBaseStr;
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player._pStrength = pPack->pBaseStr;
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player._pBaseMag = pPack->pBaseMag;
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player._pMagic = pPack->pBaseMag;
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player._pBaseDex = pPack->pBaseDex;
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player._pDexterity = pPack->pBaseDex;
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player._pBaseVit = pPack->pBaseVit;
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player._pVitality = pPack->pBaseVit;
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player._pLevel = pPack->pLevel;
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player._pStatPts = pPack->pStatPts;
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player._pExperience = SDL_SwapLE32(pPack->pExperience);
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player._pGold = SDL_SwapLE32(pPack->pGold);
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player._pMaxHPBase = SDL_SwapLE32(pPack->pMaxHPBase);
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player._pHPBase = SDL_SwapLE32(pPack->pHPBase);
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player._pBaseToBlk = BlockBonuses[static_cast<std::size_t>(player._pClass)];
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if (!netSync)
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if ((int)(player._pHPBase & 0xFFFFFFC0) < 64)
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player._pHPBase = 64;
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player._pMaxManaBase = SDL_SwapLE32(pPack->pMaxManaBase);
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player._pManaBase = SDL_SwapLE32(pPack->pManaBase);
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player._pMemSpells = SDL_SwapLE64(pPack->pMemSpells);
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for (int i = 0; i < 37; i++) // Should be MAX_SPELLS but set to 36 to make save games compatible
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player._pSplLvl[i] = pPack->pSplLvl[i];
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for (int i = 37; i < 47; i++)
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player._pSplLvl[i] = pPack->pSplLvl2[i - 37];
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for (int i = 0; i < NUM_INVLOC; i++) {
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auto packedItem = pPack->InvBody[i];
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bool isHellfire = netSync ? ((packedItem.dwBuff & CF_HELLFIRE) != 0) : (pPack->bIsHellfire != 0);
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UnPackItem(&packedItem, &player.InvBody[i], isHellfire);
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}
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player._pNumInv = pPack->_pNumInv;
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for (int i = 0; i < player._pNumInv; i++) {
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auto packedItem = pPack->InvList[i];
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bool isHellfire = netSync ? ((packedItem.dwBuff & CF_HELLFIRE) != 0) : (pPack->bIsHellfire != 0);
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UnPackItem(&packedItem, &player.InvList[i], isHellfire);
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}
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for (int i = 0; i < NUM_INV_GRID_ELEM; i++)
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player.InvGrid[i] = pPack->InvGrid[i];
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VerifyGoldSeeds(player);
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for (int i = 0; i < MAXBELTITEMS; i++) {
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auto packedItem = pPack->SpdList[i];
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bool isHellfire = netSync ? ((packedItem.dwBuff & CF_HELLFIRE) != 0) : (pPack->bIsHellfire != 0);
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UnPackItem(&packedItem, &player.SpdList[i], isHellfire);
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}
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if (pnum == MyPlayerId) {
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for (int i = 0; i < 20; i++)
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witchitem[i]._itype = ITYPE_NONE;
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}
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CalcPlrInv(pnum, false);
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player.wReflections = SDL_SwapLE16(pPack->wReflections);
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player.pTownWarps = 0;
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player.pDungMsgs = 0;
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player.pDungMsgs2 = 0;
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player.pLvlLoad = 0;
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player.pDiabloKillLevel = SDL_SwapLE32(pPack->pDiabloKillLevel);
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player.pBattleNet = pPack->pBattleNet != 0;
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player.pManaShield = SDL_SwapLE32(pPack->pManaShield);
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player.pDifficulty = (_difficulty)SDL_SwapLE32(pPack->pDifficulty);
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player.pDamAcFlags = SDL_SwapLE32(pPack->pDamAcFlags);
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}
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} // namespace devilution
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