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/**
* @file pack.cpp
*
* Implementation of functions for minifying player data structure.
*/
#include "pack.h"
#include <cstdint>
#include "engine/random.hpp"
#include "init.h"
#include "loadsave.h"
#include "playerdat.hpp"
#include "plrmsg.h"
#include "stores.h"
#include "utils/endian.hpp"
#include "utils/log.hpp"
#include "utils/utf8.hpp"
#define ValidateField(logValue, condition) \
do { \
if (!(condition)) { \
LogFailedJoinAttempt(#condition, #logValue, logValue); \
EventFailedJoinAttempt(player._pName); \
return false; \
} \
} while (0)
#define ValidateFields(logValue1, logValue2, condition) \
do { \
if (!(condition)) { \
LogFailedJoinAttempt(#condition, #logValue1, logValue1, #logValue2, logValue2); \
EventFailedJoinAttempt(player._pName); \
return false; \
} \
} while (0)
namespace devilution {
namespace {
void EventFailedJoinAttempt(const char *playerName)
{
std::string message = fmt::format("Player '{}' sent invalid player data during attempt to join the game.", playerName);
EventPlrMsg(message);
}
template <typename T>
void LogFailedJoinAttempt(const char *condition, const char *name, T value)
{
LogDebug("Remote player validation failed: ValidateField({}: {}, {})", name, value, condition);
}
template <typename T1, typename T2>
void LogFailedJoinAttempt(const char *condition, const char *name1, T1 value1, const char *name2, T2 value2)
{
LogDebug("Remote player validation failed: ValidateFields({}: {}, {}: {}, {})", name1, value1, name2, value2, condition);
}
void VerifyGoldSeeds(Player &player)
{
for (int i = 0; i < player._pNumInv; i++) {
if (player.InvList[i].IDidx != IDI_GOLD)
continue;
for (int j = 0; j < player._pNumInv; j++) {
if (i == j)
continue;
if (player.InvList[j].IDidx != IDI_GOLD)
continue;
if (player.InvList[i]._iSeed != player.InvList[j]._iSeed)
continue;
player.InvList[i]._iSeed = AdvanceRndSeed();
j = -1;
}
}
}
bool hasMultipleFlags(uint16_t flags)
{
return (flags & (flags - 1)) > 0;
}
bool IsCreationFlagComboValid(uint16_t iCreateInfo)
{
iCreateInfo = iCreateInfo & ~CF_LEVEL;
const bool isTownItem = (iCreateInfo & CF_TOWN) != 0;
const bool isPregenItem = (iCreateInfo & CF_PREGEN) != 0;
const bool isUsefulItem = (iCreateInfo & CF_USEFUL) == CF_USEFUL;
if (isPregenItem) {
// Pregen flags are discarded when an item is picked up, therefore impossible to have in the inventory
return false;
}
if (isUsefulItem && (iCreateInfo & ~CF_USEFUL) != 0)
return false;
if (isTownItem && hasMultipleFlags(iCreateInfo)) {
// Items from town can only have 1 towner flag
return false;
}
return true;
}
bool IsTownItemValid(uint16_t iCreateInfo)
{
const uint8_t level = iCreateInfo & CF_LEVEL;
const bool isBoyItem = (iCreateInfo & CF_BOY) != 0;
const uint8_t maxTownItemLevel = 30;
// Wirt items in multiplayer are equal to the level of the player, therefore they cannot exceed the max character level
if (isBoyItem && level <= MaxCharacterLevel)
return true;
return level <= maxTownItemLevel;
}
bool IsUniqueMonsterItemValid(uint16_t iCreateInfo, uint32_t dwBuff)
{
const uint8_t level = iCreateInfo & CF_LEVEL;
const bool isHellfireItem = (dwBuff & CF_HELLFIRE) != 0;
// Check all unique monster levels to see if they match the item level
for (int i = 0; UniqueMonstersData[i].mName != nullptr; i++) {
const auto &uniqueMonsterData = UniqueMonstersData[i];
const auto &uniqueMonsterLevel = static_cast<uint8_t>(MonstersData[uniqueMonsterData.mtype].level);
if (IsAnyOf(uniqueMonsterData.mtype, MT_DEFILER, MT_NAKRUL, MT_HORKDMN)) {
// These monsters don't use their mlvl for item generation
continue;
}
if (level == uniqueMonsterLevel) {
// If the ilvl matches the mlvl, we confirm the item is legitimate
return true;
}
}
return false;
}
bool IsDungeonItemValid(uint16_t iCreateInfo, uint32_t dwBuff)
{
const uint8_t level = iCreateInfo & CF_LEVEL;
const bool isHellfireItem = (dwBuff & CF_HELLFIRE) != 0;
// Check all monster levels to see if they match the item level
for (int16_t i = 0; i < static_cast<int16_t>(NUM_MTYPES); i++) {
const auto &monsterData = MonstersData[i];
auto monsterLevel = static_cast<uint8_t>(monsterData.level);
if (i != MT_DIABLO && monsterData.availability == MonsterAvailability::Never) {
// Skip monsters that are unable to appear in the game
continue;
}
if (i == MT_DIABLO && !isHellfireItem) {
// Adjust The Dark Lord's mlvl if the item isn't a Hellfire item to match the Diablo mlvl
monsterLevel -= 15;
}
if (level == monsterLevel) {
// If the ilvl matches the mlvl, we confirm the item is legitimate
return true;
}
}
if (isHellfireItem) {
uint8_t hellfireMaxDungeonLevel = 24;
// Hellfire adjusts the currlevel minus 7 in dungeon levels 20-24 for generating items
hellfireMaxDungeonLevel -= 7;
return level <= (hellfireMaxDungeonLevel * 2);
}
uint8_t diabloMaxDungeonLevel = 16;
// Diablo doesn't have containers that drop items in dungeon level 16, therefore we decrement by 1
diabloMaxDungeonLevel--;
return level <= (diabloMaxDungeonLevel * 2);
}
bool RecreateHellfireSpellBook(const Player &player, const ItemNetPack &packedItem, Item &item)
{
Item spellBook {};
RecreateItem(player, packedItem.item, spellBook);
// Hellfire uses the spell book level when generating items via CreateSpellBook()
int spellBookLevel = GetSpellBookLevel(spellBook._iSpell);
// CreateSpellBook() adds 1 to the spell level for ilvl
spellBookLevel++;
if (spellBookLevel >= 1 && (spellBook._iCreateInfo & CF_LEVEL) == spellBookLevel * 2) {
// The ilvl matches the result for a spell book drop, so we confirm the item is legitimate
item = spellBook;
return true;
}
ValidateFields(spellBook._iCreateInfo, spellBook.dwBuff, IsDungeonItemValid(spellBook._iCreateInfo, spellBook.dwBuff));
item = spellBook;
return true;
}
} // namespace
void PackItem(ItemPack &packedItem, const Item &item, bool isHellfire)
{
packedItem = {};
// Arena potions don't exist in vanilla so don't save them to stay backward compatible
if (item.isEmpty() || item._iMiscId == IMISC_ARENAPOT) {
packedItem.idx = 0xFFFF;
} else {
auto idx = item.IDidx;
if (!isHellfire) {
idx = RemapItemIdxToDiablo(idx);
}
if (gbIsSpawn) {
idx = RemapItemIdxToSpawn(idx);
}
packedItem.idx = SDL_SwapLE16(idx);
if (item.IDidx == IDI_EAR) {
packedItem.iCreateInfo = SDL_SwapLE16(item._iIName[1] | (item._iIName[0] << 8));
packedItem.iSeed = SDL_SwapLE32(LoadBE32(&item._iIName[2]));
packedItem.bId = item._iIName[6];
packedItem.bDur = item._iIName[7];
packedItem.bMDur = item._iIName[8];
packedItem.bCh = item._iIName[9];
packedItem.bMCh = item._iIName[10];
packedItem.wValue = SDL_SwapLE16(item._ivalue | (item._iIName[11] << 8) | ((item._iCurs - ICURS_EAR_SORCERER) << 6));
packedItem.dwBuff = SDL_SwapLE32(LoadBE32(&item._iIName[12]));
} else {
packedItem.iSeed = SDL_SwapLE32(item._iSeed);
packedItem.iCreateInfo = SDL_SwapLE16(item._iCreateInfo);
packedItem.bId = (item._iMagical << 1) | (item._iIdentified ? 1 : 0);
if (item._iMaxDur > 255)
packedItem.bMDur = 254;
else
packedItem.bMDur = item._iMaxDur;
packedItem.bDur = std::min<int32_t>(item._iDurability, packedItem.bMDur);
packedItem.bCh = item._iCharges;
packedItem.bMCh = item._iMaxCharges;
if (item.IDidx == IDI_GOLD)
packedItem.wValue = SDL_SwapLE16(item._ivalue);
packedItem.dwBuff = item.dwBuff;
}
}
}
void PackPlayer(PlayerPack &packed, const Player &player)
{
memset(&packed, 0, sizeof(packed));
packed.destAction = player.destAction;
packed.destParam1 = player.destParam1;
packed.destParam2 = player.destParam2;
packed.plrlevel = player.plrlevel;
packed.px = player.position.tile.x;
packed.py = player.position.tile.y;
if (gbVanilla) {
packed.targx = player.position.tile.x;
packed.targy = player.position.tile.y;
}
CopyUtf8(packed.pName, player._pName, sizeof(packed.pName));
packed.pClass = static_cast<uint8_t>(player._pClass);
packed.pBaseStr = player._pBaseStr;
packed.pBaseMag = player._pBaseMag;
packed.pBaseDex = player._pBaseDex;
packed.pBaseVit = player._pBaseVit;
packed.pLevel = player._pLevel;
packed.pStatPts = player._pStatPts;
packed.pExperience = SDL_SwapLE32(player._pExperience);
packed.pGold = SDL_SwapLE32(player._pGold);
packed.pHPBase = SDL_SwapLE32(player._pHPBase);
packed.pMaxHPBase = SDL_SwapLE32(player._pMaxHPBase);
packed.pManaBase = SDL_SwapLE32(player._pManaBase);
packed.pMaxManaBase = SDL_SwapLE32(player._pMaxManaBase);
packed.pMemSpells = SDL_SwapLE64(player._pMemSpells);
for (int i = 0; i < 37; i++) // Should be MAX_SPELLS but set to 37 to make save games compatible
packed.pSplLvl[i] = player._pSplLvl[i];
for (int i = 37; i < 47; i++)
packed.pSplLvl2[i - 37] = player._pSplLvl[i];
for (int i = 0; i < NUM_INVLOC; i++)
PackItem(packed.InvBody[i], player.InvBody[i], gbIsHellfire);
packed._pNumInv = player._pNumInv;
for (int i = 0; i < packed._pNumInv; i++)
PackItem(packed.InvList[i], player.InvList[i], gbIsHellfire);
for (int i = 0; i < InventoryGridCells; i++)
packed.InvGrid[i] = player.InvGrid[i];
for (int i = 0; i < MaxBeltItems; i++)
PackItem(packed.SpdList[i], player.SpdList[i], gbIsHellfire);
packed.wReflections = SDL_SwapLE16(player.wReflections);
packed.pDamAcFlags = SDL_SwapLE32(static_cast<uint32_t>(player.pDamAcFlags));
packed.pDiabloKillLevel = SDL_SwapLE32(player.pDiabloKillLevel);
packed.bIsHellfire = gbIsHellfire ? 1 : 0;
}
void PackNetItem(const Item &item, ItemNetPack &packedItem)
{
if (item.isEmpty()) {
packedItem.def.wIndx = static_cast<_item_indexes>(0xFFFF);
return;
}
packedItem.def.wIndx = static_cast<_item_indexes>(SDL_SwapLE16(item.IDidx));
packedItem.def.wCI = SDL_SwapLE16(item._iCreateInfo);
packedItem.def.dwSeed = SDL_SwapLE32(item._iSeed);
if (item.IDidx != IDI_EAR)
PrepareItemForNetwork(item, packedItem.item);
else
PrepareEarForNetwork(item, packedItem.ear);
}
void PackNetPlayer(PlayerNetPack &packed, const Player &player)
{
packed.plrlevel = player.plrlevel;
packed.px = player.position.tile.x;
packed.py = player.position.tile.y;
CopyUtf8(packed.pName, player._pName, sizeof(packed.pName));
packed.pClass = static_cast<uint8_t>(player._pClass);
packed.pBaseStr = player._pBaseStr;
packed.pBaseMag = player._pBaseMag;
packed.pBaseDex = player._pBaseDex;
packed.pBaseVit = player._pBaseVit;
packed.pLevel = player._pLevel;
packed.pStatPts = player._pStatPts;
packed.pExperience = SDL_SwapLE32(player._pExperience);
packed.pHPBase = SDL_SwapLE32(player._pHPBase);
packed.pMaxHPBase = SDL_SwapLE32(player._pMaxHPBase);
packed.pManaBase = SDL_SwapLE32(player._pManaBase);
packed.pMaxManaBase = SDL_SwapLE32(player._pMaxManaBase);
packed.pMemSpells = SDL_SwapLE64(player._pMemSpells);
for (int i = 0; i < MAX_SPELLS; i++)
packed.pSplLvl[i] = player._pSplLvl[i];
for (int i = 0; i < NUM_INVLOC; i++)
PackNetItem(player.InvBody[i], packed.InvBody[i]);
packed._pNumInv = player._pNumInv;
for (int i = 0; i < packed._pNumInv; i++)
PackNetItem(player.InvList[i], packed.InvList[i]);
for (int i = 0; i < InventoryGridCells; i++)
packed.InvGrid[i] = player.InvGrid[i];
for (int i = 0; i < MaxBeltItems; i++)
PackNetItem(player.SpdList[i], packed.SpdList[i]);
packed.wReflections = SDL_SwapLE16(player.wReflections);
packed.pDiabloKillLevel = player.pDiabloKillLevel;
packed.pManaShield = player.pManaShield;
packed.friendlyMode = player.friendlyMode ? 1 : 0;
packed.isOnSetLevel = player.plrIsOnSetLevel;
packed.pStrength = SDL_SwapLE32(player._pStrength);
packed.pMagic = SDL_SwapLE32(player._pMagic);
packed.pDexterity = SDL_SwapLE32(player._pDexterity);
packed.pVitality = SDL_SwapLE32(player._pVitality);
packed.pHitPoints = SDL_SwapLE32(player._pHitPoints);
packed.pMaxHP = SDL_SwapLE32(player._pMaxHP);
packed.pMana = SDL_SwapLE32(player._pMana);
packed.pMaxMana = SDL_SwapLE32(player._pMaxMana);
packed.pDamageMod = SDL_SwapLE32(player._pDamageMod);
packed.pBaseToBlk = SDL_SwapLE32(player._pBaseToBlk);
packed.pIMinDam = SDL_SwapLE32(player._pIMinDam);
packed.pIMaxDam = SDL_SwapLE32(player._pIMaxDam);
packed.pIAC = SDL_SwapLE32(player._pIAC);
packed.pIBonusDam = SDL_SwapLE32(player._pIBonusDam);
packed.pIBonusToHit = SDL_SwapLE32(player._pIBonusToHit);
packed.pIBonusAC = SDL_SwapLE32(player._pIBonusAC);
packed.pIBonusDamMod = SDL_SwapLE32(player._pIBonusDamMod);
packed.pIGetHit = SDL_SwapLE32(player._pIGetHit);
packed.pIEnAc = SDL_SwapLE32(player._pIEnAc);
packed.pIFMinDam = SDL_SwapLE32(player._pIFMinDam);
packed.pIFMaxDam = SDL_SwapLE32(player._pIFMaxDam);
packed.pILMinDam = SDL_SwapLE32(player._pILMinDam);
packed.pILMaxDam = SDL_SwapLE32(player._pILMaxDam);
}
void UnPackItem(const ItemPack &packedItem, const Player &player, Item &item, bool isHellfire)
{
if (packedItem.idx == 0xFFFF) {
item.clear();
return;
}
auto idx = static_cast<_item_indexes>(SDL_SwapLE16(packedItem.idx));
if (gbIsSpawn) {
idx = RemapItemIdxFromSpawn(idx);
}
if (!isHellfire) {
idx = RemapItemIdxFromDiablo(idx);
}
if (!IsItemAvailable(idx)) {
item.clear();
return;
}
if (idx == IDI_EAR) {
uint16_t ic = SDL_SwapLE16(packedItem.iCreateInfo);
uint32_t iseed = SDL_SwapLE32(packedItem.iSeed);
uint16_t ivalue = SDL_SwapLE16(packedItem.wValue);
int32_t ibuff = SDL_SwapLE32(packedItem.dwBuff);
char heroName[17];
heroName[0] = static_cast<char>((ic >> 8) & 0x7F);
heroName[1] = static_cast<char>(ic & 0x7F);
heroName[2] = static_cast<char>((iseed >> 24) & 0x7F);
heroName[3] = static_cast<char>((iseed >> 16) & 0x7F);
heroName[4] = static_cast<char>((iseed >> 8) & 0x7F);
heroName[5] = static_cast<char>(iseed & 0x7F);
heroName[6] = static_cast<char>(packedItem.bId & 0x7F);
heroName[7] = static_cast<char>(packedItem.bDur & 0x7F);
heroName[8] = static_cast<char>(packedItem.bMDur & 0x7F);
heroName[9] = static_cast<char>(packedItem.bCh & 0x7F);
heroName[10] = static_cast<char>(packedItem.bMCh & 0x7F);
heroName[11] = static_cast<char>((ivalue >> 8) & 0x7F);
heroName[12] = static_cast<char>((ibuff >> 24) & 0x7F);
heroName[13] = static_cast<char>((ibuff >> 16) & 0x7F);
heroName[14] = static_cast<char>((ibuff >> 8) & 0x7F);
heroName[15] = static_cast<char>(ibuff & 0x7F);
heroName[16] = '\0';
RecreateEar(item, ic, iseed, ivalue & 0xFF, heroName);
} else {
item = {};
RecreateItem(player, item, idx, SDL_SwapLE16(packedItem.iCreateInfo), SDL_SwapLE32(packedItem.iSeed), SDL_SwapLE16(packedItem.wValue), isHellfire);
item._iIdentified = (packedItem.bId & 1) != 0;
item._iMaxDur = packedItem.bMDur;
item._iDurability = ClampDurability(item, packedItem.bDur);
item._iMaxCharges = clamp<int>(packedItem.bMCh, 0, item._iMaxCharges);
item._iCharges = clamp<int>(packedItem.bCh, 0, item._iMaxCharges);
RemoveInvalidItem(item);
if (isHellfire)
item.dwBuff |= CF_HELLFIRE;
else
item.dwBuff &= ~CF_HELLFIRE;
}
}
void UnPackPlayer(const PlayerPack &packed, Player &player)
{
Point position { packed.px, packed.py };
player = {};
player._pLevel = clamp<int8_t>(packed.pLevel, 1, MaxCharacterLevel);
player._pMaxHPBase = SDL_SwapLE32(packed.pMaxHPBase);
player._pHPBase = SDL_SwapLE32(packed.pHPBase);
player._pHPBase = clamp<int32_t>(player._pHPBase, 0, player._pMaxHPBase);
player._pMaxHP = player._pMaxHPBase;
player._pHitPoints = player._pHPBase;
player.position.tile = position;
player.position.future = position;
player.setLevel(clamp<int8_t>(packed.plrlevel, 0, NUMLEVELS));
player._pClass = static_cast<HeroClass>(clamp<uint8_t>(packed.pClass, 0, enum_size<HeroClass>::value - 1));
ClrPlrPath(player);
player.destAction = ACTION_NONE;
CopyUtf8(player._pName, packed.pName, sizeof(player._pName));
InitPlayer(player, true);
player._pBaseStr = std::min<uint8_t>(packed.pBaseStr, player.GetMaximumAttributeValue(CharacterAttribute::Strength));
player._pStrength = player._pBaseStr;
player._pBaseMag = std::min<uint8_t>(packed.pBaseMag, player.GetMaximumAttributeValue(CharacterAttribute::Magic));
player._pMagic = player._pBaseMag;
player._pBaseDex = std::min<uint8_t>(packed.pBaseDex, player.GetMaximumAttributeValue(CharacterAttribute::Dexterity));
player._pDexterity = player._pBaseDex;
player._pBaseVit = std::min<uint8_t>(packed.pBaseVit, player.GetMaximumAttributeValue(CharacterAttribute::Vitality));
player._pVitality = player._pBaseVit;
player._pStatPts = packed.pStatPts;
player._pExperience = SDL_SwapLE32(packed.pExperience);
player._pGold = SDL_SwapLE32(packed.pGold);
player._pBaseToBlk = PlayersData[static_cast<std::size_t>(player._pClass)].blockBonus;
if ((int)(player._pHPBase & 0xFFFFFFC0) < 64)
player._pHPBase = 64;
player._pMaxManaBase = SDL_SwapLE32(packed.pMaxManaBase);
player._pManaBase = SDL_SwapLE32(packed.pManaBase);
player._pManaBase = std::min<int32_t>(player._pManaBase, player._pMaxManaBase);
player._pMemSpells = SDL_SwapLE64(packed.pMemSpells);
for (int i = 0; i < 37; i++) // Should be MAX_SPELLS but set to 36 to make save games compatible
player._pSplLvl[i] = packed.pSplLvl[i];
for (int i = 37; i < 47; i++)
player._pSplLvl[i] = packed.pSplLvl2[i - 37];
bool isHellfire = packed.bIsHellfire != 0;
for (int i = 0; i < NUM_INVLOC; i++)
UnPackItem(packed.InvBody[i], player, player.InvBody[i], isHellfire);
player._pNumInv = packed._pNumInv;
for (int i = 0; i < player._pNumInv; i++)
UnPackItem(packed.InvList[i], player, player.InvList[i], isHellfire);
for (int i = 0; i < InventoryGridCells; i++)
player.InvGrid[i] = packed.InvGrid[i];
VerifyGoldSeeds(player);
for (int i = 0; i < MaxBeltItems; i++)
UnPackItem(packed.SpdList[i], player, player.SpdList[i], isHellfire);
CalcPlrInv(player, false);
player.wReflections = SDL_SwapLE16(packed.wReflections);
player.pDiabloKillLevel = SDL_SwapLE32(packed.pDiabloKillLevel);
}
bool UnPackNetItem(const Player &player, const ItemNetPack &packedItem, Item &item)
{
item = {};
_item_indexes idx = static_cast<_item_indexes>(SDL_SwapLE16(packedItem.def.wIndx));
if (idx < 0 || idx > IDI_LAST)
return true;
if (idx == IDI_EAR) {
RecreateEar(item, SDL_SwapLE16(packedItem.ear.wCI), SDL_SwapLE32(packedItem.ear.dwSeed), packedItem.ear.bCursval, packedItem.ear.heroname);
return true;
}
uint16_t creationFlags = SDL_SwapLE16(packedItem.item.wCI);
uint32_t dwBuff = SDL_SwapLE16(packedItem.item.dwBuff);
if (idx != IDI_GOLD)
ValidateField(creationFlags, IsCreationFlagComboValid(creationFlags));
if ((creationFlags & CF_TOWN) != 0)
ValidateField(creationFlags, IsTownItemValid(creationFlags));
else if ((creationFlags & CF_USEFUL) == CF_UPER15)
ValidateFields(creationFlags, dwBuff, IsUniqueMonsterItemValid(creationFlags, dwBuff));
else if ((dwBuff & CF_HELLFIRE) != 0 && AllItemsList[idx].iMiscId == IMISC_BOOK)
return RecreateHellfireSpellBook(player, packedItem, item);
else
ValidateFields(creationFlags, dwBuff, IsDungeonItemValid(creationFlags, dwBuff));
RecreateItem(player, packedItem.item, item);
return true;
}
bool UnPackNetPlayer(const PlayerNetPack &packed, Player &player)
{
CopyUtf8(player._pName, packed.pName, sizeof(player._pName));
ValidateField(packed.pClass, packed.pClass < enum_size<HeroClass>::value);
player._pClass = static_cast<HeroClass>(packed.pClass);
Point position { packed.px, packed.py };
ValidateFields(position.x, position.y, InDungeonBounds(position));
ValidateField(packed.plrlevel, packed.plrlevel < NUMLEVELS);
ValidateField(packed.pLevel, packed.pLevel >= 1 && packed.pLevel <= MaxCharacterLevel);
int32_t baseHpMax = SDL_SwapLE32(packed.pMaxHPBase);
int32_t baseHp = SDL_SwapLE32(packed.pHPBase);
ValidateFields(baseHp, baseHpMax, baseHp >= 0 && baseHp <= baseHpMax);
int32_t baseManaMax = SDL_SwapLE32(packed.pMaxManaBase);
int32_t baseMana = SDL_SwapLE32(packed.pManaBase);
ValidateFields(baseMana, baseManaMax, baseMana <= baseManaMax);
ValidateFields(packed.pClass, packed.pBaseStr, packed.pBaseStr <= player.GetMaximumAttributeValue(CharacterAttribute::Strength));
ValidateFields(packed.pClass, packed.pBaseMag, packed.pBaseMag <= player.GetMaximumAttributeValue(CharacterAttribute::Magic));
ValidateFields(packed.pClass, packed.pBaseDex, packed.pBaseDex <= player.GetMaximumAttributeValue(CharacterAttribute::Dexterity));
ValidateFields(packed.pClass, packed.pBaseVit, packed.pBaseVit <= player.GetMaximumAttributeValue(CharacterAttribute::Vitality));
ValidateField(packed._pNumInv, packed._pNumInv < InventoryGridCells);
player._pLevel = packed.pLevel;
player.position.tile = position;
player.position.future = position;
player.plrlevel = packed.plrlevel;
player.plrIsOnSetLevel = packed.isOnSetLevel != 0;
player._pMaxHPBase = baseHpMax;
player._pHPBase = baseHp;
player._pMaxHP = baseHpMax;
player._pHitPoints = baseHp;
ClrPlrPath(player);
player.destAction = ACTION_NONE;
InitPlayer(player, true);
player._pBaseStr = packed.pBaseStr;
player._pStrength = player._pBaseStr;
player._pBaseMag = packed.pBaseMag;
player._pMagic = player._pBaseMag;
player._pBaseDex = packed.pBaseDex;
player._pDexterity = player._pBaseDex;
player._pBaseVit = packed.pBaseVit;
player._pVitality = player._pBaseVit;
player._pStatPts = packed.pStatPts;
player._pExperience = SDL_SwapLE32(packed.pExperience);
player._pBaseToBlk = PlayersData[static_cast<std::size_t>(player._pClass)].blockBonus;
player._pMaxManaBase = baseManaMax;
player._pManaBase = baseMana;
player._pMemSpells = SDL_SwapLE64(packed.pMemSpells);
player.wReflections = SDL_SwapLE16(packed.wReflections);
player.pDiabloKillLevel = packed.pDiabloKillLevel;
player.pManaShield = packed.pManaShield != 0;
player.friendlyMode = packed.friendlyMode != 0;
for (int i = 0; i < MAX_SPELLS; i++)
player._pSplLvl[i] = packed.pSplLvl[i];
for (int i = 0; i < NUM_INVLOC; i++) {
if (!UnPackNetItem(player, packed.InvBody[i], player.InvBody[i]))
return false;
if (player.InvBody[i].isEmpty())
continue;
auto loc = static_cast<int8_t>(player.GetItemLocation(player.InvBody[i]));
switch (i) {
case INVLOC_HEAD:
ValidateField(loc, loc == ILOC_HELM);
break;
case INVLOC_RING_LEFT:
case INVLOC_RING_RIGHT:
ValidateField(loc, loc == ILOC_RING);
break;
case INVLOC_AMULET:
ValidateField(loc, loc == ILOC_AMULET);
break;
case INVLOC_HAND_LEFT:
case INVLOC_HAND_RIGHT:
ValidateField(loc, IsAnyOf(loc, ILOC_ONEHAND, ILOC_TWOHAND));
break;
case INVLOC_CHEST:
ValidateField(loc, loc == ILOC_ARMOR);
break;
}
}
player._pNumInv = packed._pNumInv;
for (int i = 0; i < player._pNumInv; i++) {
if (!UnPackNetItem(player, packed.InvList[i], player.InvList[i]))
return false;
}
for (int i = 0; i < InventoryGridCells; i++)
player.InvGrid[i] = packed.InvGrid[i];
for (int i = 0; i < MaxBeltItems; i++) {
Item &item = player.SpdList[i];
if (!UnPackNetItem(player, packed.SpdList[i], item))
return false;
if (item.isEmpty())
continue;
Size beltItemSize = GetInventorySize(item);
int8_t beltItemType = static_cast<int8_t>(item._itype);
bool beltItemUsable = item.isUsable();
ValidateFields(beltItemSize.width, beltItemSize.height, (beltItemSize == Size { 1, 1 }));
ValidateField(beltItemType, item._itype != ItemType::Gold);
ValidateField(beltItemUsable, beltItemUsable);
}
CalcPlrInv(player, false);
player._pGold = CalculateGold(player);
ValidateFields(player._pStrength, SDL_SwapLE32(packed.pStrength), player._pStrength == SDL_SwapLE32(packed.pStrength));
ValidateFields(player._pMagic, SDL_SwapLE32(packed.pMagic), player._pMagic == SDL_SwapLE32(packed.pMagic));
ValidateFields(player._pDexterity, SDL_SwapLE32(packed.pDexterity), player._pDexterity == SDL_SwapLE32(packed.pDexterity));
ValidateFields(player._pVitality, SDL_SwapLE32(packed.pVitality), player._pVitality == SDL_SwapLE32(packed.pVitality));
ValidateFields(player._pHitPoints, SDL_SwapLE32(packed.pHitPoints), player._pHitPoints == SDL_SwapLE32(packed.pHitPoints));
ValidateFields(player._pMaxHP, SDL_SwapLE32(packed.pMaxHP), player._pMaxHP == SDL_SwapLE32(packed.pMaxHP));
ValidateFields(player._pMana, SDL_SwapLE32(packed.pMana), player._pMana == SDL_SwapLE32(packed.pMana));
ValidateFields(player._pMaxMana, SDL_SwapLE32(packed.pMaxMana), player._pMaxMana == SDL_SwapLE32(packed.pMaxMana));
ValidateFields(player._pDamageMod, SDL_SwapLE32(packed.pDamageMod), player._pDamageMod == SDL_SwapLE32(packed.pDamageMod));
ValidateFields(player._pBaseToBlk, SDL_SwapLE32(packed.pBaseToBlk), player._pBaseToBlk == SDL_SwapLE32(packed.pBaseToBlk));
ValidateFields(player._pIMinDam, SDL_SwapLE32(packed.pIMinDam), player._pIMinDam == SDL_SwapLE32(packed.pIMinDam));
ValidateFields(player._pIMaxDam, SDL_SwapLE32(packed.pIMaxDam), player._pIMaxDam == SDL_SwapLE32(packed.pIMaxDam));
ValidateFields(player._pIAC, SDL_SwapLE32(packed.pIAC), player._pIAC == SDL_SwapLE32(packed.pIAC));
ValidateFields(player._pIBonusDam, SDL_SwapLE32(packed.pIBonusDam), player._pIBonusDam == SDL_SwapLE32(packed.pIBonusDam));
ValidateFields(player._pIBonusToHit, SDL_SwapLE32(packed.pIBonusToHit), player._pIBonusToHit == SDL_SwapLE32(packed.pIBonusToHit));
ValidateFields(player._pIBonusAC, SDL_SwapLE32(packed.pIBonusAC), player._pIBonusAC == SDL_SwapLE32(packed.pIBonusAC));
ValidateFields(player._pIBonusDamMod, SDL_SwapLE32(packed.pIBonusDamMod), player._pIBonusDamMod == SDL_SwapLE32(packed.pIBonusDamMod));
ValidateFields(player._pIGetHit, SDL_SwapLE32(packed.pIGetHit), player._pIGetHit == SDL_SwapLE32(packed.pIGetHit));
ValidateFields(player._pIEnAc, SDL_SwapLE32(packed.pIEnAc), player._pIEnAc == SDL_SwapLE32(packed.pIEnAc));
ValidateFields(player._pIFMinDam, SDL_SwapLE32(packed.pIFMinDam), player._pIFMinDam == SDL_SwapLE32(packed.pIFMinDam));
ValidateFields(player._pIFMaxDam, SDL_SwapLE32(packed.pIFMaxDam), player._pIFMaxDam == SDL_SwapLE32(packed.pIFMaxDam));
ValidateFields(player._pILMinDam, SDL_SwapLE32(packed.pILMinDam), player._pILMinDam == SDL_SwapLE32(packed.pILMinDam));
ValidateFields(player._pILMaxDam, SDL_SwapLE32(packed.pILMaxDam), player._pILMaxDam == SDL_SwapLE32(packed.pILMaxDam));
ValidateFields(player._pMaxHPBase, player.calculateBaseLife(), player._pMaxHPBase <= player.calculateBaseLife());
ValidateFields(player._pMaxManaBase, player.calculateBaseMana(), player._pMaxManaBase <= player.calculateBaseMana());
return true;
}
} // namespace devilution