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984 lines
29 KiB
984 lines
29 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 <cstdint> |
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#include <vector> |
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#include <algorithm> |
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#include <array> |
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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/clx_sprite.hpp" |
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#include "engine/path.h" |
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#include "engine/point.hpp" |
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#include "interfac.h" |
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#include "items.h" |
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#include "items/validation.h" |
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#include "levels/gendung.h" |
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#include "multi.h" |
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#include "playerdat.hpp" |
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#include "spelldat.h" |
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#include "utils/attributes.h" |
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#include "utils/enum_traits.h" |
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namespace devilution { |
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constexpr int InventoryGridCells = 40; |
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constexpr int MaxBeltItems = 8; |
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constexpr int MaxResistance = 75; |
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constexpr uint8_t MaxSpellLevel = 15; |
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constexpr int PlayerNameLength = 32; |
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constexpr size_t NumHotkeys = 12; |
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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 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_NORTHWARDS, |
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PM_WALK_SOUTHWARDS, |
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PM_WALK_SIDEWAYS, |
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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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enum class SpellFlag : uint8_t { |
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// clang-format off |
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None = 0, |
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Etherealize = 1 << 0, |
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RageActive = 1 << 1, |
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RageCooldown = 1 << 2, |
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// bits 3-7 are unused |
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// clang-format on |
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}; |
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use_enum_as_flags(SpellFlag); |
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/* @brief When the player dies, what is the reason/source why? */ |
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enum class DeathReason { |
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/* @brief Monster or Trap (dungeon) */ |
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MonsterOrTrap, |
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/* @brief Other player or selfkill (for example firewall) */ |
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Player, |
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/* @brief HP is zero but we don't know when or where this happened */ |
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Unknown, |
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}; |
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/** Maps from armor animation to letter used in graphic files. */ |
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constexpr std::array<char, 3> ArmourChar = { |
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'l', // light |
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'm', // medium |
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'h', // heavy |
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}; |
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/** Maps from weapon animation to letter used in graphic files. */ |
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constexpr std::array<char, 9> WepChar = { |
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'n', // unarmed |
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'u', // no weapon + shield |
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's', // sword + no shield |
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'd', // sword + shield |
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'b', // bow |
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'a', // axe |
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'm', // blunt + no shield |
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'h', // blunt + shield |
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't', // staff |
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}; |
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/** Maps from player class to letter used in graphic files. */ |
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constexpr std::array<char, 6> CharChar = { |
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'w', // warrior |
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'r', // rogue |
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's', // sorcerer |
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'm', // monk |
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'b', |
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'c', |
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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 Sprite lists for each of the 8 directions. |
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*/ |
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OptionalOwnedClxSpriteSheet sprites; |
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[[nodiscard]] ClxSpriteList spritesForDirection(Direction direction) const |
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{ |
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return (*sprites)[static_cast<size_t>(direction)]; |
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} |
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}; |
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struct SpellCastInfo { |
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SpellID spellId; |
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SpellType spellType; |
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/* @brief Inventory location for scrolls */ |
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int8_t spellFrom; |
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/* @brief Used for spell level */ |
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int spellLevel; |
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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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char _pName[PlayerNameLength]; |
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Item InvBody[NUM_INVLOC]; |
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Item InvList[InventoryGridCells]; |
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Item SpdList[MaxBeltItems]; |
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Item HoldItem; |
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int lightId; |
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int _pNumInv; |
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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 _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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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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int _pIGetHit; |
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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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uint32_t _pExperience; |
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PLR_MODE _pmode; |
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int8_t walkpath[MaxPathLength]; |
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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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int destParam3; |
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int destParam4; |
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int _pGold; |
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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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/** |
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* @brief Contains a optional preview ClxSprite that is displayed until the current command is handled by the game logic |
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*/ |
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OptionalClxSprite previewCelSprite; |
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/** |
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* @brief Contains the progress to next game tick when previewCelSprite was set |
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*/ |
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int8_t progressToNextGameTickWhenPreviewWasSet; |
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/** @brief Bitmask using item_special_effect */ |
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ItemSpecialEffect _pIFlags; |
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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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int8_t _pNFrames; |
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int8_t _pWFrames; |
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int8_t _pAFrames; |
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int8_t _pAFNum; |
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int8_t _pSFrames; |
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int8_t _pSFNum; |
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int8_t _pHFrames; |
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int8_t _pDFrames; |
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int8_t _pBFrames; |
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int8_t InvGrid[InventoryGridCells]; |
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uint8_t plrlevel; |
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bool plrIsOnSetLevel; |
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ActorPosition position; |
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Direction _pdir; // Direction faced by player (direction enum) |
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HeroClass _pClass; |
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private: |
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uint8_t _pLevel = 1; // Use get/setCharacterLevel to ensure this attribute stays within the accepted range |
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public: |
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uint8_t _pgfxnum; // Bitmask indicating what variant of the sprite the player is using. The 3 lower bits define weapon (PlayerWeaponGraphic) and the higher bits define armour (starting with PlayerArmorGraphic) |
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int8_t _pISplLvlAdd; |
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/** @brief Specifies whether players are in non-PvP mode. */ |
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bool friendlyMode = true; |
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/** @brief The next queued spell */ |
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SpellCastInfo queuedSpell; |
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/** @brief The spell that is currently being cast */ |
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SpellCastInfo executedSpell; |
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/* @brief Which spell should be executed with CURSOR_TELEPORT */ |
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SpellID inventorySpell; |
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/* @brief Inventory location for scrolls with CURSOR_TELEPORT */ |
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int8_t spellFrom; |
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SpellID _pRSpell; |
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SpellType _pRSplType; |
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SpellID _pSBkSpell; |
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uint8_t _pSplLvl[64]; |
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/** @brief Bitmask of staff spell */ |
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uint64_t _pISpells; |
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/** @brief Bitmask of learned spells */ |
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uint64_t _pMemSpells; |
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/** @brief Bitmask of abilities */ |
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uint64_t _pAblSpells; |
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/** @brief Bitmask of spells available via scrolls */ |
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uint64_t _pScrlSpells; |
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SpellFlag _pSpellFlags; |
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SpellID _pSplHotKey[NumHotkeys]; |
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SpellType _pSplTHotKey[NumHotkeys]; |
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bool _pBlockFlag; |
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bool _pInvincible; |
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int8_t _pLightRad; |
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/** @brief True when the player is transitioning between levels */ |
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bool _pLvlChanging; |
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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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bool _pInfraFlag; |
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/** Player's direction when ending movement. Also used for casting direction of SpellID::FireWall. */ |
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Direction tempDirection; |
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bool _pLvlVisited[NUMLEVELS]; |
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bool _pSLvlVisited[NUMLEVELS]; // only 10 used |
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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 pManaShield; |
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uint8_t pDungMsgs2; |
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bool pOriginalCathedral; |
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uint8_t pDiabloKillLevel; |
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uint16_t wReflections; |
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ItemSpecialEffectHf pDamAcFlags; |
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/** |
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* @brief Convenience function to get the base stats/bonuses for this player's class |
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*/ |
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[[nodiscard]] const ClassAttributes &getClassAttributes() const |
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{ |
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return GetClassAttributes(_pClass); |
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} |
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[[nodiscard]] const PlayerCombatData &getPlayerCombatData() const |
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{ |
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return GetPlayerCombatDataForClass(_pClass); |
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} |
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[[nodiscard]] const PlayerData &getPlayerData() const |
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{ |
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return GetPlayerDataForClass(_pClass); |
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} |
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/** |
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* @brief Gets the translated name for the character's class |
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*/ |
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[[nodiscard]] std::string_view getClassName() const |
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{ |
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return _(getPlayerData().className); |
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} |
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[[nodiscard]] int getBaseToBlock() const |
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{ |
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return getPlayerCombatData().baseToBlock; |
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} |
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void CalcScrolls(); |
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bool CanUseItem(const Item &item) const; |
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bool CanCleave() |
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{ |
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switch (_pClass) { |
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case HeroClass::Warrior: |
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case HeroClass::Rogue: |
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case HeroClass::Sorcerer: |
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return false; |
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case HeroClass::Monk: |
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return isEquipped(ItemType::Staff); |
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case HeroClass::Bard: |
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return InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Sword && InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Sword; |
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case HeroClass::Barbarian: |
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return isEquipped(ItemType::Axe) || (!isEquipped(ItemType::Shield) && (isEquipped(ItemType::Mace, true) || isEquipped(ItemType::Sword, true))); |
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default: |
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return false; |
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} |
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} |
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bool isEquipped(ItemType itemType, bool isTwoHanded = false) |
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{ |
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switch (itemType) { |
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case ItemType::Sword: |
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case ItemType::Axe: |
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case ItemType::Bow: |
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case ItemType::Mace: |
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case ItemType::Shield: |
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case ItemType::Staff: |
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return (InvBody[INVLOC_HAND_LEFT]._itype == itemType && (!isTwoHanded || InvBody[INVLOC_HAND_LEFT]._iLoc == ILOC_TWOHAND)) |
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|| (InvBody[INVLOC_HAND_RIGHT]._itype == itemType && (!isTwoHanded || InvBody[INVLOC_HAND_LEFT]._iLoc == ILOC_TWOHAND)); |
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case ItemType::LightArmor: |
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case ItemType::MediumArmor: |
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case ItemType::HeavyArmor: |
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return InvBody[INVLOC_CHEST]._itype == itemType; |
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case ItemType::Helm: |
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return InvBody[INVLOC_HEAD]._itype == itemType; |
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case ItemType::Ring: |
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return InvBody[INVLOC_RING_LEFT]._itype == itemType || InvBody[INVLOC_RING_RIGHT]._itype == itemType; |
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case ItemType::Amulet: |
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return InvBody[INVLOC_AMULET]._itype == itemType; |
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default: |
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return false; |
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} |
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} |
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/** |
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* @brief 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 Returns the network identifier for this player |
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*/ |
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[[nodiscard]] uint8_t getId() const; |
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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 Item *GetMostValuableItem(const TPredicate &itemPredicate) const |
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{ |
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const auto getMostValuableItem = [&itemPredicate](const Item *begin, const Item *end, const Item *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 Item *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 current value of the player's specified attribute. |
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* @param attribute The attribute to retrieve the current value for |
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* @return The current value for the requested attribute. |
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*/ |
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int GetCurrentAttributeValue(CharacterAttribute attribute) const; |
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|
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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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/** |
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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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/** |
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* @brief Returns the index of the given position in `walkpath`, or -1 if not found. |
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*/ |
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int GetPositionPathIndex(Point position); |
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|
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/** |
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* @brief Says a speech line. |
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* @todo BUGFIX Prevent more than 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 speechId The speech ID to say. |
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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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/** |
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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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/** |
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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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/** |
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* @brief Returns item location taking into consideration barbarian's ability to hold two-handed maces and clubs in one hand. |
|
*/ |
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item_equip_type GetItemLocation(const Item &item) const |
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{ |
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if (_pClass == HeroClass::Barbarian && item._iLoc == ILOC_TWOHAND && IsAnyOf(item._itype, ItemType::Sword, ItemType::Mace)) |
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return ILOC_ONEHAND; |
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return item._iLoc; |
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} |
|
|
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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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* @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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return getCharacterLevel() + _pDexterity / 2 + _pIBonusToHit + getPlayerCombatData().baseMeleeToHit; |
|
} |
|
|
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/** |
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* @brief Return player's melee to hit value, including armor piercing |
|
*/ |
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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; |
|
return hper; |
|
} |
|
|
|
/** |
|
* @brief Return player's ranged to hit value |
|
*/ |
|
int GetRangedToHit() const |
|
{ |
|
return getCharacterLevel() + _pDexterity + _pIBonusToHit + getPlayerCombatData().baseRangedToHit; |
|
} |
|
|
|
int GetRangedPiercingToHit() const |
|
{ |
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int hper = GetRangedToHit(); |
|
// in hellfire armor piercing ignores % of enemy armor instead, no way to include it here |
|
if (!gbIsHellfire) |
|
hper += _pIEnAc; |
|
return hper; |
|
} |
|
|
|
/** |
|
* @brief Return magic hit chance |
|
*/ |
|
int GetMagicToHit() const |
|
{ |
|
return _pMagic + getPlayerCombatData().baseMagicToHit; |
|
} |
|
|
|
/** |
|
* @brief Return block chance |
|
* @param useLevel - indicate if player's level should be added to block chance (the only case where it isn't is blocking a trap) |
|
*/ |
|
int GetBlockChance(bool useLevel = true) const |
|
{ |
|
int blkper = _pDexterity + getBaseToBlock(); |
|
if (useLevel) |
|
blkper += getCharacterLevel() * 2; |
|
return blkper; |
|
} |
|
|
|
/** |
|
* @brief Return reciprocal of the factor for calculating damage reduction due to Mana Shield. |
|
* |
|
* Valid only for players with Mana Shield spell level greater than zero. |
|
*/ |
|
int GetManaShieldDamageReduction(); |
|
|
|
/** |
|
* @brief Gets the effective spell level for the player, considering item bonuses |
|
* @param spell SpellID enum member identifying the spell |
|
* @return effective spell level |
|
*/ |
|
int GetSpellLevel(SpellID spell) const |
|
{ |
|
if (spell == SpellID::Invalid || static_cast<std::size_t>(spell) >= sizeof(_pSplLvl)) { |
|
return 0; |
|
} |
|
|
|
return std::max<int>(_pISplLvlAdd + _pSplLvl[static_cast<std::size_t>(spell)], 0); |
|
} |
|
|
|
/** |
|
* @brief Return monster armor value after including player's armor piercing % (hellfire only) |
|
* @param monsterArmor - monster armor before applying % armor pierce |
|
* @param isMelee - indicates if it's melee or ranged combat |
|
*/ |
|
int CalculateArmorPierce(int monsterArmor, bool isMelee) const |
|
{ |
|
int tmac = monsterArmor; |
|
if (_pIEnAc > 0) { |
|
if (gbIsHellfire) { |
|
int pIEnAc = _pIEnAc - 1; |
|
if (pIEnAc > 0) |
|
tmac >>= pIEnAc; |
|
else |
|
tmac -= tmac / 4; |
|
} |
|
if (isMelee && _pClass == HeroClass::Barbarian) { |
|
tmac -= monsterArmor / 8; |
|
} |
|
} |
|
if (tmac < 0) |
|
tmac = 0; |
|
|
|
return tmac; |
|
} |
|
|
|
/** |
|
* @brief Calculates the players current Hit Points as a percentage of their max HP and stores it for later reference |
|
* |
|
* The stored value is unused... |
|
* @see _pHPPer |
|
* @return The players current hit points as a percentage of their maximum (from 0 to 80%) |
|
*/ |
|
int UpdateHitPointPercentage() |
|
{ |
|
if (_pMaxHP <= 0) { // divide by zero guard |
|
_pHPPer = 0; |
|
} else { |
|
// Maximum achievable HP is approximately 1200. Diablo uses fixed point integers where the last 6 bits are |
|
// fractional values. This means that we will never overflow HP values normally by doing this multiplication |
|
// as the max value is representable in 17 bits and the multiplication result will be at most 23 bits |
|
_pHPPer = std::clamp(_pHitPoints * 81 / _pMaxHP, 0, 81); // hp should never be greater than maxHP but just in case |
|
} |
|
|
|
return _pHPPer; |
|
} |
|
|
|
int UpdateManaPercentage() |
|
{ |
|
if (_pMaxMana <= 0) { |
|
_pManaPer = 0; |
|
} else { |
|
_pManaPer = std::clamp(_pMana * 81 / _pMaxMana, 0, 81); |
|
} |
|
|
|
return _pManaPer; |
|
} |
|
|
|
/** |
|
* @brief Restores between 1/8 (inclusive) and 1/4 (exclusive) of the players max HP (further adjusted by class). |
|
* |
|
* This determines a random amount of non-fractional life points to restore then scales the value based on the |
|
* player class. Warriors/barbarians get between 1/4 and 1/2 life restored per potion, rogue/monk/bard get 3/16 |
|
* to 3/8, and sorcerers get the base amount. |
|
*/ |
|
void RestorePartialLife(); |
|
|
|
/** |
|
* @brief Resets hp to maxHp |
|
*/ |
|
void RestoreFullLife() |
|
{ |
|
_pHitPoints = _pMaxHP; |
|
_pHPBase = _pMaxHPBase; |
|
} |
|
|
|
/** |
|
* @brief Restores between 1/8 (inclusive) and 1/4 (exclusive) of the players max Mana (further adjusted by class). |
|
* |
|
* This determines a random amount of non-fractional mana points to restore then scales the value based on the |
|
* player class. Sorcerers get between 1/4 and 1/2 mana restored per potion, rogue/monk/bard get 3/16 to 3/8, |
|
* and warrior/barbarian get the base amount. However if the player can't use magic due to an equipped item then |
|
* they get nothing. |
|
*/ |
|
void RestorePartialMana(); |
|
|
|
/** |
|
* @brief Resets mana to maxMana (if the player can use magic) |
|
*/ |
|
void RestoreFullMana() |
|
{ |
|
if (HasNoneOf(_pIFlags, ItemSpecialEffect::NoMana)) { |
|
_pMana = _pMaxMana; |
|
_pManaBase = _pMaxManaBase; |
|
} |
|
} |
|
/** |
|
* @brief Sets the readied spell to the spell in the specified equipment slot. Does nothing if the item does not have a valid spell. |
|
* @param bodyLocation - the body location whose item will be checked for the spell. |
|
* @param forceSpell - if true, always change active spell, if false, only when current spell slot is empty |
|
*/ |
|
void ReadySpellFromEquipment(inv_body_loc bodyLocation, bool forceSpell); |
|
|
|
/** |
|
* @brief Does the player currently have a ranged weapon equipped? |
|
*/ |
|
bool UsesRangedWeapon() const |
|
{ |
|
return static_cast<PlayerWeaponGraphic>(_pgfxnum & 0xF) == PlayerWeaponGraphic::Bow; |
|
} |
|
|
|
bool CanChangeAction() |
|
{ |
|
if (_pmode == PM_STAND) |
|
return true; |
|
if (_pmode == PM_ATTACK && AnimInfo.currentFrame >= _pAFNum) |
|
return true; |
|
if (_pmode == PM_RATTACK && AnimInfo.currentFrame >= _pAFNum) |
|
return true; |
|
if (_pmode == PM_SPELL && AnimInfo.currentFrame >= _pSFNum) |
|
return true; |
|
if (isWalking() && AnimInfo.isLastFrame()) |
|
return true; |
|
return false; |
|
} |
|
|
|
[[nodiscard]] player_graphic getGraphic() const; |
|
|
|
[[nodiscard]] uint16_t getSpriteWidth() const; |
|
|
|
void getAnimationFramesAndTicksPerFrame(player_graphic graphics, int8_t &numberOfFrames, int8_t &ticksPerFrame) const; |
|
|
|
[[nodiscard]] ClxSprite currentSprite() const |
|
{ |
|
return previewCelSprite ? *previewCelSprite : AnimInfo.currentSprite(); |
|
} |
|
[[nodiscard]] Displacement getRenderingOffset(const ClxSprite sprite) const |
|
{ |
|
Displacement offset = { -CalculateWidth2(sprite.width()), 0 }; |
|
if (isWalking()) |
|
offset += GetOffsetForWalking(AnimInfo, _pdir); |
|
return offset; |
|
} |
|
|
|
/** |
|
* @brief Updates previewCelSprite according to new requested command |
|
* @param cmdId What command is requested |
|
* @param point Point for the command |
|
* @param wParam1 First Parameter |
|
* @param wParam2 Second Parameter |
|
*/ |
|
void UpdatePreviewCelSprite(_cmd_id cmdId, Point point, uint16_t wParam1, uint16_t wParam2); |
|
|
|
[[nodiscard]] uint8_t getCharacterLevel() const |
|
{ |
|
return _pLevel; |
|
} |
|
|
|
/** |
|
* @brief Sets the character level to the target level or nearest valid value. |
|
* @param level New character level, will be clamped to the allowed range |
|
*/ |
|
void setCharacterLevel(uint8_t level); |
|
|
|
[[nodiscard]] uint8_t getMaxCharacterLevel() const; |
|
|
|
[[nodiscard]] bool isMaxCharacterLevel() const |
|
{ |
|
return getCharacterLevel() >= getMaxCharacterLevel(); |
|
} |
|
|
|
private: |
|
void _addExperience(uint32_t experience, int levelDelta); |
|
|
|
public: |
|
/** |
|
* @brief Adds experience to the local player based on the current game mode |
|
* @param experience base value to add, this will be adjusted to prevent power leveling in multiplayer games |
|
*/ |
|
void addExperience(uint32_t experience) |
|
{ |
|
_addExperience(experience, 0); |
|
} |
|
|
|
/** |
|
* @brief Adds experience to the local player based on the difference between the monster level |
|
* and current level, then also applying the power level cap in multiplayer games. |
|
* @param experience base value to add, will be scaled up/down by the difference between player and monster level |
|
* @param monsterLevel level of the monster that has rewarded this experience |
|
*/ |
|
void addExperience(uint32_t experience, int monsterLevel) |
|
{ |
|
_addExperience(experience, monsterLevel - getCharacterLevel()); |
|
} |
|
|
|
[[nodiscard]] uint32_t getNextExperienceThreshold() const; |
|
|
|
/** @brief Checks if the player is on the same level as the local player (MyPlayer). */ |
|
bool isOnActiveLevel() const |
|
{ |
|
if (setlevel) |
|
return isOnLevel(setlvlnum); |
|
return isOnLevel(currlevel); |
|
} |
|
|
|
/** @brief Checks if the player is on the corresponding level. */ |
|
bool isOnLevel(uint8_t level) const |
|
{ |
|
return !this->plrIsOnSetLevel && this->plrlevel == level; |
|
} |
|
/** @brief Checks if the player is on the corresponding level. */ |
|
bool isOnLevel(_setlevels level) const |
|
{ |
|
return this->plrIsOnSetLevel && this->plrlevel == static_cast<uint8_t>(level); |
|
} |
|
/** @brief Checks if the player is on a arena level. */ |
|
bool isOnArenaLevel() const |
|
{ |
|
return plrIsOnSetLevel && IsArenaLevel(static_cast<_setlevels>(plrlevel)); |
|
} |
|
void setLevel(uint8_t level) |
|
{ |
|
this->plrlevel = level; |
|
this->plrIsOnSetLevel = false; |
|
} |
|
void setLevel(_setlevels level) |
|
{ |
|
this->plrlevel = static_cast<uint8_t>(level); |
|
this->plrIsOnSetLevel = true; |
|
} |
|
|
|
/** @brief Returns a character's life based on starting life, character level, and base vitality. */ |
|
int32_t calculateBaseLife() const; |
|
|
|
/** @brief Returns a character's mana based on starting mana, character level, and base magic. */ |
|
int32_t calculateBaseMana() const; |
|
|
|
/** |
|
* @brief Sets a tile/dPlayer to be occupied by the player |
|
* @param position tile to update |
|
* @param isMoving specifies whether the player is moving or not (true/moving results in a negative index in dPlayer) |
|
*/ |
|
void occupyTile(Point position, bool isMoving) const; |
|
|
|
/** @brief Checks if the player level is owned by local client. */ |
|
bool isLevelOwnedByLocalClient() const; |
|
|
|
/** @brief Checks if the player is holding an item of the provided type, and is usable. */ |
|
bool isHoldingItem(const ItemType type) const |
|
{ |
|
const Item &leftHandItem = InvBody[INVLOC_HAND_LEFT]; |
|
const Item &rightHandItem = InvBody[INVLOC_HAND_RIGHT]; |
|
|
|
return (type == leftHandItem._itype && leftHandItem._iStatFlag) || (type == rightHandItem._itype && rightHandItem._iStatFlag); |
|
} |
|
}; |
|
|
|
extern DVL_API_FOR_TEST uint8_t MyPlayerId; |
|
extern DVL_API_FOR_TEST Player *MyPlayer; |
|
extern DVL_API_FOR_TEST std::vector<Player> Players; |
|
/** @brief What Player items and stats should be displayed? Normally this is identical to MyPlayer but can differ when /inspect was used. */ |
|
extern Player *InspectPlayer; |
|
/** @brief Do we currently inspect a remote player (/inspect was used)? In this case the (remote) players items and stats can't be modified. */ |
|
inline bool IsInspectingPlayer() |
|
{ |
|
return MyPlayer != InspectPlayer; |
|
} |
|
extern bool MyPlayerIsDead; |
|
|
|
Player *PlayerAtPosition(Point position, bool ignoreMovingPlayers = false); |
|
|
|
void LoadPlrGFX(Player &player, player_graphic graphic); |
|
void InitPlayerGFX(Player &player); |
|
void ResetPlayerGFX(Player &player); |
|
|
|
/** |
|
* @brief Sets the new Player Animation with all relevant information for rendering |
|
* @param player The player to set the animation for |
|
* @param graphic What player animation should be displayed |
|
* @param dir Direction of the animation |
|
* @param numberOfFrames Number of Frames in Animation |
|
* @param delayLen Delay after each Animation sequence |
|
* @param flags Specifies what special logics are applied to this Animation |
|
* @param numSkippedFrames Number of Frames that will be skipped (for example with modifier "faster attack") |
|
* @param distributeFramesBeforeFrame Distribute the numSkippedFrames only before this frame |
|
*/ |
|
void NewPlrAnim(Player &player, player_graphic graphic, Direction dir, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int8_t numSkippedFrames = 0, int8_t distributeFramesBeforeFrame = 0); |
|
void SetPlrAnims(Player &player); |
|
void CreatePlayer(Player &player, HeroClass c); |
|
int CalcStatDiff(Player &player); |
|
#ifdef _DEBUG |
|
void NextPlrLevel(Player &player); |
|
#endif |
|
void AddPlrMonstExper(int lvl, unsigned int exp, char pmask); |
|
void ApplyPlrDamage(DamageType damageType, Player &player, int dam, int minHP = 0, int frac = 0, DeathReason deathReason = DeathReason::MonsterOrTrap); |
|
void InitPlayer(Player &player, bool FirstTime); |
|
void InitMultiView(); |
|
void PlrClrTrans(Point position); |
|
void PlrDoTrans(Point position); |
|
void SetPlayerOld(Player &player); |
|
void FixPlayerLocation(Player &player, Direction bDir); |
|
void StartStand(Player &player, Direction dir); |
|
void StartPlrBlock(Player &player, Direction dir); |
|
void FixPlrWalkTags(const Player &player); |
|
void StartPlrHit(Player &player, int dam, bool forcehit); |
|
void StartPlayerKill(Player &player, DeathReason deathReason); |
|
/** |
|
* @brief Strip the top off gold piles that are larger than MaxGold |
|
*/ |
|
void StripTopGold(Player &player); |
|
void SyncPlrKill(Player &player, DeathReason deathReason); |
|
void RemovePlrMissiles(const Player &player); |
|
void StartNewLvl(Player &player, interface_mode fom, int lvl); |
|
void RestartTownLvl(Player &player); |
|
void StartWarpLvl(Player &player, size_t pidx); |
|
void ProcessPlayers(); |
|
void ClrPlrPath(Player &player); |
|
bool PosOkPlayer(const Player &player, Point position); |
|
void MakePlrPath(Player &player, Point targetPosition, bool endspace); |
|
void CalcPlrStaff(Player &player); |
|
void CheckPlrSpell(bool isShiftHeld, SpellID spellID = MyPlayer->_pRSpell, SpellType spellType = MyPlayer->_pRSplType); |
|
void SyncPlrAnim(Player &player); |
|
void SyncInitPlrPos(Player &player); |
|
void SyncInitPlr(Player &player); |
|
void CheckStats(Player &player); |
|
void ModifyPlrStr(Player &player, int l); |
|
void ModifyPlrMag(Player &player, int l); |
|
void ModifyPlrDex(Player &player, int l); |
|
void ModifyPlrVit(Player &player, int l); |
|
void SetPlayerHitPoints(Player &player, int val); |
|
void SetPlrStr(Player &player, int v); |
|
void SetPlrMag(Player &player, int v); |
|
void SetPlrDex(Player &player, int v); |
|
void SetPlrVit(Player &player, int v); |
|
void InitDungMsgs(Player &player); |
|
void PlayDungMsgs(); |
|
|
|
} // namespace devilution
|
|
|