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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(Player &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(ItemPack &packedItem, const Item &item, bool isHellfire)
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{
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packedItem = {};
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if (item.isEmpty()) {
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packedItem.idx = 0xFFFF;
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} else {
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auto idx = item.IDidx;
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if (!isHellfire) {
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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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packedItem.idx = SDL_SwapLE16(idx);
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if (item.IDidx == IDI_EAR) {
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packedItem.iCreateInfo = item._iName[8] | (item._iName[7] << 8);
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packedItem.iSeed = LoadBE32(&item._iName[9]);
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packedItem.bId = item._iName[13];
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packedItem.bDur = item._iName[14];
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packedItem.bMDur = item._iName[15];
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packedItem.bCh = item._iName[16];
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packedItem.bMCh = item._iName[17];
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packedItem.wValue = SDL_SwapLE16(item._ivalue | (item._iName[18] << 8) | ((item._iCurs - ICURS_EAR_SORCERER) << 6));
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packedItem.dwBuff = LoadBE32(&item._iName[19]);
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} else {
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packedItem.iSeed = SDL_SwapLE32(item._iSeed);
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packedItem.iCreateInfo = SDL_SwapLE16(item._iCreateInfo);
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packedItem.bId = (item._iMagical << 1) | (item._iIdentified ? 1 : 0);
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packedItem.bDur = item._iDurability;
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packedItem.bMDur = item._iMaxDur;
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packedItem.bCh = item._iCharges;
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packedItem.bMCh = item._iMaxCharges;
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if (item.IDidx == IDI_GOLD)
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packedItem.wValue = SDL_SwapLE16(item._ivalue);
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packedItem.dwBuff = item.dwBuff;
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}
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}
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}
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void PackPlayer(PlayerPack *pPack, const Player &player, bool manashield, bool netSync)
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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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const Item &item = player.InvBody[i];
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bool isHellfire = netSync ? ((item.dwBuff & CF_HELLFIRE) != 0) : gbIsHellfire;
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PackItem(pPack->InvBody[i], item, isHellfire);
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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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const Item &item = player.InvList[i];
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bool isHellfire = netSync ? ((item.dwBuff & CF_HELLFIRE) != 0) : gbIsHellfire;
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PackItem(pPack->InvList[i], item, isHellfire);
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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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const Item &item = player.SpdList[i];
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bool isHellfire = netSync ? ((item.dwBuff & CF_HELLFIRE) != 0) : gbIsHellfire;
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PackItem(pPack->SpdList[i], item, isHellfire);
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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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void UnPackItem(const ItemPack &packedItem, Item &item, bool isHellfire)
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{
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auto idx = static_cast<_item_indexes>(SDL_SwapLE16(packedItem.idx));
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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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item._itype = ItemType::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(packedItem.iCreateInfo),
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SDL_SwapLE32(packedItem.iSeed),
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packedItem.bId,
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packedItem.bDur,
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packedItem.bMDur,
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packedItem.bCh,
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packedItem.bMCh,
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SDL_SwapLE16(packedItem.wValue),
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SDL_SwapLE32(packedItem.dwBuff));
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} else {
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item = {};
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RecreateItem(item, idx, SDL_SwapLE16(packedItem.iCreateInfo), SDL_SwapLE32(packedItem.iSeed), SDL_SwapLE16(packedItem.wValue), isHellfire);
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item._iMagical = static_cast<item_quality>(packedItem.bId >> 1);
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item._iIdentified = (packedItem.bId & 1) != 0;
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item._iDurability = packedItem.bDur;
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item._iMaxDur = packedItem.bMDur;
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item._iCharges = packedItem.bCh;
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item._iMaxCharges = packedItem.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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}
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bool UnPackPlayer(const PlayerPack *pPack, Player &player, bool netSync)
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{
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Point position { pPack->px, pPack->py };
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if (!InDungeonBounds(position)) {
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return false;
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}
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uint8_t dungeonLevel = pPack->plrlevel;
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if (dungeonLevel >= NUMLEVELS) {
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return false;
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}
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if (pPack->pClass >= enum_size<HeroClass>::value) {
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return false;
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}
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auto heroClass = static_cast<HeroClass>(pPack->pClass);
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if (pPack->pLevel > MAXCHARLEVEL || pPack->pLevel < 1) {
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return false;
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}
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uint32_t difficulty = SDL_SwapLE32(pPack->pDifficulty);
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if (difficulty > DIFF_LAST) {
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return false;
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}
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player._pLevel = pPack->pLevel;
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player.position.tile = position;
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player.position.future = position;
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player.plrlevel = dungeonLevel;
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player._pClass = heroClass;
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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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InitPlayer(player, 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._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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CalcPlrInv(player, 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 = pPack->pManaShield != 0;
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player.pDifficulty = static_cast<_difficulty>(difficulty);
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player.pDamAcFlags = SDL_SwapLE32(pPack->pDamAcFlags);
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return true;
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}
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} // namespace devilution
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