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652 lines
18 KiB
652 lines
18 KiB
/** |
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* @file player.h |
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* |
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* Interface of player functionality, leveling, actions, creation, loading, etc. |
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*/ |
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#pragma once |
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#include <array> |
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#include <cstdint> |
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#include "diablo.h" |
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#include "engine.h" |
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#include "engine/actor_position.hpp" |
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#include "engine/animationinfo.h" |
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#include "engine/cel_sprite.hpp" |
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#include "engine/point.hpp" |
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#include "gendung.h" |
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#include "interfac.h" |
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#include "items.h" |
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#include "multi.h" |
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#include "path.h" |
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#include "spelldat.h" |
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#include "utils/enum_traits.h" |
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namespace devilution { |
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// number of inventory grid cells |
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#define NUM_INV_GRID_ELEM 40 |
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#define MAXBELTITEMS 8 |
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#define MAXRESIST 75 |
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#define MAXCHARLEVEL 51 |
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#define MAX_SPELL_LEVEL 15 |
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#define PLR_NAME_LEN 32 |
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constexpr int BaseHitChance = 50; |
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/** Walking directions */ |
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enum { |
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// clang-format off |
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WALK_NE = 1, |
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WALK_NW = 2, |
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WALK_SE = 3, |
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WALK_SW = 4, |
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WALK_N = 5, |
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WALK_E = 6, |
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WALK_S = 7, |
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WALK_W = 8, |
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WALK_NONE = -1, |
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// clang-format on |
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}; |
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enum class HeroClass : uint8_t { |
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Warrior, |
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Rogue, |
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Sorcerer, |
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Monk, |
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Bard, |
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Barbarian, |
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LAST = Barbarian |
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}; |
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enum class CharacterAttribute : uint8_t { |
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Strength, |
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Magic, |
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Dexterity, |
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Vitality, |
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FIRST = Strength, |
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LAST = Vitality |
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}; |
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// Logical equipment locations |
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enum inv_body_loc : uint8_t { |
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INVLOC_HEAD, |
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INVLOC_RING_LEFT, |
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INVLOC_RING_RIGHT, |
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INVLOC_AMULET, |
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INVLOC_HAND_LEFT, |
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INVLOC_HAND_RIGHT, |
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INVLOC_CHEST, |
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NUM_INVLOC, |
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}; |
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enum class player_graphic : uint8_t { |
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Stand, |
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Walk, |
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Attack, |
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Hit, |
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Lightning, |
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Fire, |
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Magic, |
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Death, |
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Block, |
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LAST = Block |
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}; |
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enum class PlayerWeaponGraphic : uint8_t { |
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Unarmed, |
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UnarmedShield, |
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Sword, |
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SwordShield, |
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Bow, |
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Axe, |
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Mace, |
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MaceShield, |
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Staff, |
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}; |
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enum PLR_MODE : uint8_t { |
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PM_STAND, |
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PM_WALK, //Movement towards N, NW, or NE |
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PM_WALK2, //Movement towards S, SW, or SE |
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PM_WALK3, //Movement towards W or E |
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PM_ATTACK, |
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PM_RATTACK, |
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PM_BLOCK, |
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PM_GOTHIT, |
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PM_DEATH, |
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PM_SPELL, |
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PM_NEWLVL, |
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PM_QUIT, |
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}; |
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enum action_id : int8_t { |
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// clang-format off |
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ACTION_WALK = -2, // Automatic walk when using gamepad |
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ACTION_NONE = -1, |
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ACTION_ATTACK = 9, |
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ACTION_RATTACK = 10, |
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ACTION_SPELL = 12, |
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ACTION_OPERATE = 13, |
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ACTION_DISARM = 14, |
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ACTION_PICKUPITEM = 15, // put item in hand (inventory screen open) |
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ACTION_PICKUPAITEM = 16, // put item in inventory |
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ACTION_TALK = 17, |
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ACTION_OPERATETK = 18, // operate via telekinesis |
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ACTION_ATTACKMON = 20, |
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ACTION_ATTACKPLR = 21, |
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ACTION_RATTACKMON = 22, |
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ACTION_RATTACKPLR = 23, |
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ACTION_SPELLMON = 24, |
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ACTION_SPELLPLR = 25, |
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ACTION_SPELLWALL = 26, |
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// clang-format on |
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}; |
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/** |
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* @brief Contains Data (CelSprites) for a player graphic (player_graphic) |
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*/ |
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struct PlayerAnimationData { |
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/** |
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* @brief CelSprites for the different directions |
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*/ |
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std::array<std::optional<CelSprite>, 8> CelSpritesForDirections; |
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/** |
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* @brief Raw Data (binary) of the CL2 file. |
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* Is referenced from CelSprite in CelSpritesForDirections |
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*/ |
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std::unique_ptr<byte[]> RawData; |
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}; |
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struct Player { |
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Player() = default; |
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Player(Player &&) noexcept = default; |
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Player &operator=(Player &&) noexcept = default; |
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PLR_MODE _pmode; |
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int8_t walkpath[MAX_PATH_LENGTH]; |
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bool plractive; |
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action_id destAction; |
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int destParam1; |
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int destParam2; |
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Direction destParam3; |
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int destParam4; |
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int plrlevel; |
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ActorPosition position; |
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Direction _pdir; // Direction faced by player (direction enum) |
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int _pgfxnum; // Bitmask indicating what variant of the sprite the player is using. Lower byte define weapon (PlayerWeaponGraphic) and higher values define armour (starting with PlayerArmorGraphic) |
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/** |
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* @brief Contains Information for current Animation |
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*/ |
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AnimationInfo AnimInfo; |
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int _plid; |
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int _pvid; |
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spell_id _pSpell; |
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spell_type _pSplType; |
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int8_t _pSplFrom; // TODO Create enum |
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spell_id _pTSpell; |
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spell_id _pRSpell; |
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spell_type _pRSplType; |
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spell_id _pSBkSpell; |
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int8_t _pSplLvl[64]; |
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uint64_t _pMemSpells; // Bitmask of learned spells |
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uint64_t _pAblSpells; // Bitmask of abilities |
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uint64_t _pScrlSpells; // Bitmask of spells available via scrolls |
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uint8_t _pSpellFlags; |
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spell_id _pSplHotKey[4]; |
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spell_type _pSplTHotKey[4]; |
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bool _pBlockFlag; |
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bool _pInvincible; |
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int8_t _pLightRad; |
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bool _pLvlChanging; // True when the player is transitioning between levels |
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char _pName[PLR_NAME_LEN]; |
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HeroClass _pClass; |
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int _pStrength; |
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int _pBaseStr; |
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int _pMagic; |
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int _pBaseMag; |
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int _pDexterity; |
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int _pBaseDex; |
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int _pVitality; |
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int _pBaseVit; |
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int _pStatPts; |
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int _pDamageMod; |
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int _pBaseToBlk; |
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int _pHPBase; |
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int _pMaxHPBase; |
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int _pHitPoints; |
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int _pMaxHP; |
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int _pHPPer; |
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int _pManaBase; |
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int _pMaxManaBase; |
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int _pMana; |
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int _pMaxMana; |
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int _pManaPer; |
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int8_t _pLevel; |
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int8_t _pMaxLvl; |
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uint32_t _pExperience; |
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uint32_t _pNextExper; |
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int8_t _pArmorClass; |
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int8_t _pMagResist; |
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int8_t _pFireResist; |
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int8_t _pLghtResist; |
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int _pGold; |
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bool _pInfraFlag; |
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/** Player's direction when ending movement. Also used for casting direction of SPL_FIREWALL. */ |
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Direction tempDirection; |
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/** Used for spell level, and X component of _pVar5 */ |
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int _pVar4; |
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/** Used for storing position of a tile which should have its BFLAG_PLAYERLR flag removed after walking. When starting to walk the game places the player in the dPlayer array -1 in the Y coordinate, and uses BFLAG_PLAYERLR to check if it should be using -1 to the Y coordinate when rendering the player (also used for storing the level of a spell when the player casts it) */ |
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int _pVar5; |
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/** Used for stalling the appearance of the options screen after dying in singleplayer */ |
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int deathFrame; |
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bool _pLvlVisited[NUMLEVELS]; |
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bool _pSLvlVisited[NUMLEVELS]; // only 10 used |
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/** |
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* @brief Contains Data (Sprites) for the different Animations |
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*/ |
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std::array<PlayerAnimationData, enum_size<player_graphic>::value> AnimationData; |
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int _pNFrames; |
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int _pWFrames; |
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int _pAFrames; |
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int _pAFNum; |
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int _pSFrames; |
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int _pSFNum; |
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int _pHFrames; |
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int _pDFrames; |
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int _pBFrames; |
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ItemStruct InvBody[NUM_INVLOC]; |
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ItemStruct InvList[NUM_INV_GRID_ELEM]; |
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int _pNumInv; |
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int8_t InvGrid[NUM_INV_GRID_ELEM]; |
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ItemStruct SpdList[MAXBELTITEMS]; |
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ItemStruct HoldItem; |
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int _pIMinDam; |
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int _pIMaxDam; |
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int _pIAC; |
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int _pIBonusDam; |
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int _pIBonusToHit; |
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int _pIBonusAC; |
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int _pIBonusDamMod; |
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/** Bitmask of staff spell */ |
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uint64_t _pISpells; |
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/** Bitmask using item_special_effect */ |
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int _pIFlags; |
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int _pIGetHit; |
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int8_t _pISplLvlAdd; |
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int _pISplDur; |
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int _pIEnAc; |
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int _pIFMinDam; |
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int _pIFMaxDam; |
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int _pILMinDam; |
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int _pILMaxDam; |
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item_misc_id _pOilType; |
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uint8_t pTownWarps; |
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uint8_t pDungMsgs; |
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uint8_t pLvlLoad; |
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bool pBattleNet; |
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bool pManaShield; |
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uint8_t pDungMsgs2; |
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bool pOriginalCathedral; |
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uint16_t wReflections; |
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uint8_t pDiabloKillLevel; |
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_difficulty pDifficulty; |
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uint32_t pDamAcFlags; |
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void CalcScrolls(); |
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bool HasItem(int item, int *idx = nullptr) const; |
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/** |
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* @brief Remove an item from player inventory |
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* @param iv invList index of item to be removed |
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* @param calcScrolls If true, CalcScrolls() gets called after removing item |
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*/ |
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void RemoveInvItem(int iv, bool calcScrolls = true); |
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/** |
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* @brief Remove an item from player inventory and return true if the player has the item, return false otherwise |
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* @param item IDidx of item to be removed |
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*/ |
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bool TryRemoveInvItemById(int item); |
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void RemoveSpdBarItem(int iv); |
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/** |
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* @brief Gets the most valuable item out of all the player's items that match the given predicate. |
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* @param itemPredicate The predicate used to match the items. |
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* @return The most valuable item out of all the player's items that match the given predicate, or 'nullptr' in case no |
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* matching items were found. |
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*/ |
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template <typename TPredicate> |
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const ItemStruct *GetMostValuableItem(const TPredicate &itemPredicate) const |
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{ |
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const auto getMostValuableItem = [&itemPredicate](const ItemStruct *begin, const ItemStruct *end, const ItemStruct *mostValuableItem = nullptr) { |
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for (const auto *item = begin; item < end; item++) { |
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if (item->isEmpty() || !itemPredicate(*item)) { |
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continue; |
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} |
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if (mostValuableItem == nullptr || item->_iIvalue > mostValuableItem->_iIvalue) { |
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mostValuableItem = item; |
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} |
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} |
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return mostValuableItem; |
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}; |
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const ItemStruct *mostValuableItem = getMostValuableItem(SpdList, SpdList + MAXBELTITEMS); |
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mostValuableItem = getMostValuableItem(InvBody, InvBody + inv_body_loc::NUM_INVLOC, mostValuableItem); |
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mostValuableItem = getMostValuableItem(InvList, InvList + _pNumInv, mostValuableItem); |
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return mostValuableItem; |
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} |
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/** |
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* @brief Gets the base value of the player's specified attribute. |
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* @param attribute The attribute to retrieve the base value for |
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* @return The base value for the requested attribute. |
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*/ |
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int GetBaseAttributeValue(CharacterAttribute attribute) const; |
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/** |
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* @brief Gets the maximum value of the player's specified attribute. |
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* @param attribute The attribute to retrieve the maximum value for |
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* @return The maximum value for the requested attribute. |
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*/ |
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int GetMaximumAttributeValue(CharacterAttribute attribute) const; |
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/** |
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* @brief Get the tile coordinates a player is moving to (if not moving, then it corresponds to current position). |
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*/ |
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Point GetTargetPosition() const; |
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/** |
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* @brief Says a speech line. |
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* @todo BUGFIX Prevent more then one speech to be played at a time (reject new requests). |
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*/ |
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void Say(HeroSpeech speechId) const; |
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/** |
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* @brief Says a speech line after a given delay. |
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* @param delay Multiple of 50ms wait before starting the speech |
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*/ |
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void Say(HeroSpeech speechId, int delay) const; |
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/** |
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* @brief Says a speech line, without random variants. |
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*/ |
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void SaySpecific(HeroSpeech speechId) const; |
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/** |
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* @brief Attempts to stop the player from performing any queued up action. If the player is currently walking, his walking will |
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* stop as soon as he reaches the next tile. If any action was queued with the previous command (like targeting a monster, |
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* opening a chest, picking an item up, etc) this action will also be cancelled. |
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*/ |
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void Stop(); |
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/** |
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* @brief Is the player currently walking? |
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*/ |
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bool IsWalking() const; |
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/** |
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* @brief Resets all Data of the current Player |
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*/ |
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void Reset(); |
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/** |
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* @brief Return player's armor value |
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*/ |
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int GetArmor() const |
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{ |
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return _pIBonusAC + _pIAC + _pDexterity / 5; |
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} |
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/** |
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* @brief Return player's melee to hit value |
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*/ |
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int GetMeleeToHit() const |
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{ |
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int hper = _pLevel + _pDexterity / 2 + _pIBonusToHit + BaseHitChance; |
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if (_pClass == HeroClass::Warrior) |
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hper += 20; |
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return hper; |
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} |
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/** |
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* @brief Return player's melee to hit value, including armor piercing |
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*/ |
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int GetMeleePiercingToHit() const |
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{ |
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int hper = GetMeleeToHit(); |
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//in hellfire armor piercing ignores % of enemy armor instead, no way to include it here |
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if (!gbIsHellfire) |
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hper += _pIEnAc; |
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return hper; |
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} |
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/** |
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* @brief Return player's ranged to hit value |
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*/ |
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int GetRangedToHit() const |
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{ |
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int hper = _pLevel + _pDexterity + _pIBonusToHit + BaseHitChance; |
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if (_pClass == HeroClass::Rogue) |
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hper += 20; |
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else if (_pClass == HeroClass::Warrior || _pClass == HeroClass::Bard) |
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hper += 10; |
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return hper; |
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} |
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int GetRangedPiercingToHit() const |
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{ |
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int hper = GetRangedToHit(); |
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//in hellfire armor piercing ignores % of enemy armor instead, no way to include it here |
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if (!gbIsHellfire) |
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hper += _pIEnAc; |
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return hper; |
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} |
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/** |
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* @brief Return magic hit chance |
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*/ |
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int GetMagicToHit() const |
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{ |
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int hper = _pMagic + BaseHitChance; |
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if (_pClass == HeroClass::Sorcerer) |
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hper += 20; |
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else if (_pClass == HeroClass::Bard) |
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hper += 10; |
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return hper; |
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} |
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/** |
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* @brief Return block chance |
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* @param useLevel - indicate if player's level should be added to block chance (the only case where it isn't is blocking a trap) |
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*/ |
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int GetBlockChance(bool useLevel = true) const |
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{ |
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int blkper = _pDexterity + _pBaseToBlk; |
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if (useLevel) |
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blkper += _pLevel * 2; |
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return blkper; |
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} |
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/** |
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* @brief Return monster armor value after including player's armor piercing % (hellfire only) |
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* @param monsterArmor - monster armor before applying % armor pierce |
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* @param isMelee - indicates if it's melee or ranged combat |
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*/ |
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int CalculateArmorPierce(int monsterArmor, bool isMelee) const |
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{ |
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int tmac = monsterArmor; |
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if (gbIsHellfire && _pIEnAc > 0) { |
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int pIEnAc = _pIEnAc - 1; |
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if (pIEnAc > 0) |
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tmac >>= pIEnAc; |
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else |
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tmac -= tmac / 4; |
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} |
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if (isMelee && _pClass == HeroClass::Barbarian) { |
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tmac -= monsterArmor / 8; |
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} |
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if (tmac < 0) |
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tmac = 0; |
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return tmac; |
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} |
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/** |
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* @brief Calculates the players current Hit Points as a percentage of their max HP and stores it for later reference |
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* |
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* The stored value is unused... |
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* @see _pHPPer |
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* @return The players current hit points as a percentage of their maximum (from 0 to 80%) |
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*/ |
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int UpdateHitPointPercentage() |
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{ |
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if (_pMaxHP <= 0) { // divide by zero guard |
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_pHPPer = 0; |
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} else { |
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// Maximum achievable HP is approximately 1200. Diablo uses fixed point integers where the last 6 bits are |
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// fractional values. This means that we will never overflow HP values normally by doing this multiplication |
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// as the max value is representable in 17 bits and the multiplication result will be at most 23 bits |
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_pHPPer = clamp(_pHitPoints * 80 / _pMaxHP, 0, 80); // hp should never be greater than maxHP but just in case |
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} |
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return _pHPPer; |
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} |
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int UpdateManaPercentage() |
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{ |
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if (_pMaxMana <= 0) { |
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_pManaPer = 0; |
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} else { |
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_pManaPer = clamp(_pMana * 80 / _pMaxMana, 0, 80); |
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} |
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return _pManaPer; |
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} |
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/** |
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* @brief Sets the readied spell to the spell in the specified equipment slot. Does nothing if the item does not have a valid spell. |
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* @param bodyLocation - the body location whose item will be checked for the spell. |
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*/ |
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void ReadySpellFromEquipment(inv_body_loc bodyLocation) |
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{ |
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auto &item = InvBody[bodyLocation]; |
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if (item._itype == ITYPE_STAFF && item._iSpell != SPL_NULL && item._iCharges > 0) { |
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_pRSpell = item._iSpell; |
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_pRSplType = RSPLTYPE_CHARGES; |
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force_redraw = 255; |
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} |
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} |
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/** |
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* @brief Does the player currently have a ranged weapon equipped? |
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*/ |
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bool UsesRangedWeapon() const |
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{ |
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return static_cast<PlayerWeaponGraphic>(_pgfxnum & 0xF) == PlayerWeaponGraphic::Bow; |
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} |
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bool CanChangeAction() |
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{ |
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if (_pmode == PM_STAND) |
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return true; |
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if (_pmode == PM_ATTACK && AnimInfo.CurrentFrame > _pAFNum) |
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return true; |
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if (_pmode == PM_RATTACK && AnimInfo.CurrentFrame > _pAFNum) |
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return true; |
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if (_pmode == PM_SPELL && AnimInfo.CurrentFrame > _pSFNum) |
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return true; |
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if (IsWalking() && AnimInfo.CurrentFrame == AnimInfo.NumberOfFrames) |
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return true; |
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return false; |
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} |
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}; |
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extern int MyPlayerId; |
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extern Player Players[MAX_PLRS]; |
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extern bool MyPlayerIsDead; |
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extern int BlockBonuses[enum_size<HeroClass>::value]; |
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void LoadPlrGFX(Player &player, player_graphic graphic); |
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void InitPlayerGFX(Player &player); |
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void ResetPlayerGFX(Player &player); |
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/** |
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* @brief Sets the new Player Animation with all relevant information for rendering |
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* @param graphic What player animation should be displayed |
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* @param dir Direction of the animation |
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* @param numberOfFrames Number of Frames in Animation |
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* @param delayLen Delay after each Animation sequence |
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* @param flags Specifies what special logics are applied to this Animation |
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* @param numSkippedFrames Number of Frames that will be skipped (for example with modifier "faster attack") |
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* @param distributeFramesBeforeFrame Distribute the numSkippedFrames only before this frame |
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*/ |
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void NewPlrAnim(Player &player, player_graphic graphic, Direction dir, int numberOfFrames, int delayLen, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int numSkippedFrames = 0, int distributeFramesBeforeFrame = 0); |
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void SetPlrAnims(Player &player); |
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void CreatePlayer(int playerId, HeroClass c); |
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int CalcStatDiff(Player &player); |
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#ifdef _DEBUG |
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void NextPlrLevel(int pnum); |
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#endif |
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void AddPlrExperience(int pnum, int lvl, int exp); |
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void AddPlrMonstExper(int lvl, int exp, char pmask); |
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void ApplyPlrDamage(int pnum, int dam, int minHP = 0, int frac = 0, int earflag = 0); |
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void InitPlayer(Player &player, bool FirstTime); |
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void InitMultiView(); |
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void PlrClrTrans(Point position); |
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void PlrDoTrans(Point position); |
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void SetPlayerOld(Player &player); |
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void FixPlayerLocation(int pnum, Direction bDir); |
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void StartStand(int pnum, Direction dir); |
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void StartPlrBlock(int pnum, Direction dir); |
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void FixPlrWalkTags(int pnum); |
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void RemovePlrFromMap(int pnum); |
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void StartPlrHit(int pnum, int dam, bool forcehit); |
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void StartPlayerKill(int pnum, int earflag); |
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void StripTopGold(Player &player); |
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void SyncPlrKill(int pnum, int earflag); |
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void RemovePlrMissiles(int pnum); |
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void StartNewLvl(int pnum, interface_mode fom, int lvl); |
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void RestartTownLvl(int pnum); |
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void StartWarpLvl(int pnum, int pidx); |
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void ProcessPlayers(); |
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void ClrPlrPath(Player &player); |
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bool PosOkPlayer(const Player &player, Point position); |
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void MakePlrPath(Player &player, Point targetPosition, bool endspace); |
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void CalcPlrStaff(Player &player); |
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void CheckPlrSpell(); |
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void SyncPlrAnim(int pnum); |
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void SyncInitPlrPos(int pnum); |
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void SyncInitPlr(int pnum); |
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void CheckStats(Player &player); |
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void ModifyPlrStr(int p, int l); |
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void ModifyPlrMag(int p, int l); |
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void ModifyPlrDex(int p, int l); |
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void ModifyPlrVit(int p, int l); |
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void SetPlayerHitPoints(Player &player, int val); |
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void SetPlrStr(Player &player, int v); |
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void SetPlrMag(Player &player, int v); |
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void SetPlrDex(Player &player, int v); |
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void SetPlrVit(Player &player, int v); |
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void InitDungMsgs(Player &player); |
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void PlayDungMsgs(); |
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/* data */ |
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extern int plrxoff[9]; |
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extern int plryoff[9]; |
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extern int plrxoff2[9]; |
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extern int plryoff2[9]; |
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extern int StrengthTbl[enum_size<HeroClass>::value]; |
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extern int MagicTbl[enum_size<HeroClass>::value]; |
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extern int DexterityTbl[enum_size<HeroClass>::value]; |
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extern int VitalityTbl[enum_size<HeroClass>::value]; |
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extern uint32_t ExpLvlsTbl[MAXCHARLEVEL]; |
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} // namespace devilution
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