You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

991 lines
29 KiB

/**
* @file player.h
*
* Interface of player functionality, leveling, actions, creation, loading, etc.
*/
#pragma once
#include <cstdint>
#include <vector>
#include <algorithm>
#include <array>
#include <string_view>
#include "diablo.h"
#include "engine/actor_position.hpp"
#include "engine/animationinfo.h"
#include "engine/clx_sprite.hpp"
#include "engine/displacement.hpp"
#include "engine/path.h"
#include "engine/point.hpp"
#include "game_mode.hpp"
#include "interfac.h"
#include "items.h"
#include "items/validation.h"
#include "levels/dun_tile.hpp"
#include "levels/gendung.h"
#include "multi.h"
#include "playerdat.hpp"
#include "spelldat.h"
#include "utils/attributes.h"
#include "utils/enum_traits.h"
#include "utils/is_of.hpp"
namespace devilution {
constexpr int InventoryGridCells = 40;
constexpr int MaxBeltItems = 8;
constexpr int MaxResistance = 75;
constexpr uint8_t MaxSpellLevel = 15;
constexpr int PlayerNameLength = 32;
constexpr size_t NumHotkeys = 12;
/** Walking directions */
enum {
// clang-format off
WALK_NE = 1,
WALK_NW = 2,
WALK_SE = 3,
WALK_SW = 4,
WALK_N = 5,
WALK_E = 6,
WALK_S = 7,
WALK_W = 8,
WALK_NONE = -1,
// clang-format on
};
enum class CharacterAttribute : uint8_t {
Strength,
Magic,
Dexterity,
Vitality,
FIRST = Strength,
LAST = Vitality
};
// Logical equipment locations
enum inv_body_loc : uint8_t {
INVLOC_HEAD,
INVLOC_RING_LEFT,
INVLOC_RING_RIGHT,
INVLOC_AMULET,
INVLOC_HAND_LEFT,
INVLOC_HAND_RIGHT,
INVLOC_CHEST,
NUM_INVLOC,
};
enum class player_graphic : uint8_t {
Stand,
Walk,
Attack,
Hit,
Lightning,
Fire,
Magic,
Death,
Block,
LAST = Block
};
enum class PlayerWeaponGraphic : uint8_t {
Unarmed,
UnarmedShield,
Sword,
SwordShield,
Bow,
Axe,
Mace,
MaceShield,
Staff,
};
enum PLR_MODE : uint8_t {
PM_STAND,
PM_WALK_NORTHWARDS,
PM_WALK_SOUTHWARDS,
PM_WALK_SIDEWAYS,
PM_ATTACK,
PM_RATTACK,
PM_BLOCK,
PM_GOTHIT,
PM_DEATH,
PM_SPELL,
PM_NEWLVL,
PM_QUIT,
};
enum action_id : int8_t {
// clang-format off
ACTION_WALK = -2, // Automatic walk when using gamepad
ACTION_NONE = -1,
ACTION_ATTACK = 9,
ACTION_RATTACK = 10,
ACTION_SPELL = 12,
ACTION_OPERATE = 13,
ACTION_DISARM = 14,
ACTION_PICKUPITEM = 15, // put item in hand (inventory screen open)
ACTION_PICKUPAITEM = 16, // put item in inventory
ACTION_TALK = 17,
ACTION_OPERATETK = 18, // operate via telekinesis
ACTION_ATTACKMON = 20,
ACTION_ATTACKPLR = 21,
ACTION_RATTACKMON = 22,
ACTION_RATTACKPLR = 23,
ACTION_SPELLMON = 24,
ACTION_SPELLPLR = 25,
ACTION_SPELLWALL = 26,
// clang-format on
};
enum class SpellFlag : uint8_t {
// clang-format off
None = 0,
Etherealize = 1 << 0,
RageActive = 1 << 1,
RageCooldown = 1 << 2,
// bits 3-7 are unused
// clang-format on
};
use_enum_as_flags(SpellFlag);
/* @brief When the player dies, what is the reason/source why? */
enum class DeathReason {
/* @brief Monster or Trap (dungeon) */
MonsterOrTrap,
/* @brief Other player or selfkill (for example firewall) */
Player,
/* @brief HP is zero but we don't know when or where this happened */
Unknown,
};
/** Maps from armor animation to letter used in graphic files. */
constexpr std::array<char, 3> ArmourChar = {
'l', // light
'm', // medium
'h', // heavy
};
/** Maps from weapon animation to letter used in graphic files. */
constexpr std::array<char, 9> WepChar = {
'n', // unarmed
'u', // no weapon + shield
's', // sword + no shield
'd', // sword + shield
'b', // bow
'a', // axe
'm', // blunt + no shield
'h', // blunt + shield
't', // staff
};
/**
* @brief Contains Data (CelSprites) for a player graphic (player_graphic)
*/
struct PlayerAnimationData {
/**
* @brief Sprite lists for each of the 8 directions.
*/
OptionalOwnedClxSpriteSheet sprites;
[[nodiscard]] ClxSpriteList spritesForDirection(Direction direction) const
{
return (*sprites)[static_cast<size_t>(direction)];
}
};
struct SpellCastInfo {
SpellID spellId;
SpellType spellType;
/* @brief Inventory location for scrolls */
int8_t spellFrom;
/* @brief Used for spell level */
int spellLevel;
};
struct Player {
Player() = default;
Player(Player &&) noexcept = default;
Player &operator=(Player &&) noexcept = default;
char _pName[PlayerNameLength];
Item InvBody[NUM_INVLOC];
Item InvList[InventoryGridCells];
Item SpdList[MaxBeltItems];
Item HoldItem;
int lightId;
int _pNumInv;
int _pStrength;
int _pBaseStr;
int _pMagic;
int _pBaseMag;
int _pDexterity;
int _pBaseDex;
int _pVitality;
int _pBaseVit;
int _pStatPts;
int _pDamageMod;
int _pHPBase;
int _pMaxHPBase;
int _pHitPoints;
int _pMaxHP;
int _pHPPer;
int _pManaBase;
int _pMaxManaBase;
int _pMana;
int _pMaxMana;
int _pManaPer;
int _pIMinDam;
int _pIMaxDam;
int _pIAC;
int _pIBonusDam;
int _pIBonusToHit;
int _pIBonusAC;
int _pIBonusDamMod;
int _pIGetHit;
int _pIEnAc;
int _pIFMinDam;
int _pIFMaxDam;
int _pILMinDam;
int _pILMaxDam;
uint32_t _pExperience;
PLR_MODE _pmode;
int8_t walkpath[MaxPathLengthPlayer];
bool plractive;
action_id destAction;
int destParam1;
int destParam2;
int destParam3;
int destParam4;
int _pGold;
/**
* @brief Contains Information for current Animation
*/
AnimationInfo AnimInfo;
/**
* @brief Contains a optional preview ClxSprite that is displayed until the current command is handled by the game logic
*/
OptionalClxSprite previewCelSprite;
/**
* @brief Contains the progress to next game tick when previewCelSprite was set
*/
int8_t progressToNextGameTickWhenPreviewWasSet;
/** @brief Bitmask using item_special_effect */
ItemSpecialEffect _pIFlags;
/**
* @brief Contains Data (Sprites) for the different Animations
*/
std::array<PlayerAnimationData, enum_size<player_graphic>::value> AnimationData;
std::array<OptionalOwnedClxSpriteSheet, 2> PartyInfoSprites;
std::array<std::string, 2> PartyInfoSpriteLocations;
int8_t _pNFrames;
int8_t _pWFrames;
int8_t _pAFrames;
int8_t _pAFNum;
int8_t _pSFrames;
int8_t _pSFNum;
int8_t _pHFrames;
int8_t _pDFrames;
int8_t _pBFrames;
int8_t InvGrid[InventoryGridCells];
uint8_t plrlevel;
bool plrIsOnSetLevel;
ActorPosition position;
Direction _pdir; // Direction faced by player (direction enum)
HeroClass _pClass;
private:
uint8_t _pLevel = 1; // Use get/setCharacterLevel to ensure this attribute stays within the accepted range
public:
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)
int8_t _pISplLvlAdd;
/** @brief Specifies whether players are in non-PvP mode. */
bool friendlyMode = true;
/** @brief The next queued spell */
SpellCastInfo queuedSpell;
/** @brief The spell that is currently being cast */
SpellCastInfo executedSpell;
/* @brief Which spell should be executed with CURSOR_TELEPORT */
SpellID inventorySpell;
/* @brief Inventory location for scrolls with CURSOR_TELEPORT */
int8_t spellFrom;
SpellID _pRSpell;
SpellType _pRSplType;
SpellID _pSBkSpell;
uint8_t _pSplLvl[64];
/** @brief Bitmask of staff spell */
uint64_t _pISpells;
/** @brief Bitmask of learned spells */
uint64_t _pMemSpells;
/** @brief Bitmask of abilities */
uint64_t _pAblSpells;
/** @brief Bitmask of spells available via scrolls */
uint64_t _pScrlSpells;
SpellFlag _pSpellFlags;
SpellID _pSplHotKey[NumHotkeys];
SpellType _pSplTHotKey[NumHotkeys];
bool _pBlockFlag;
bool _pInvincible;
int8_t _pLightRad;
/** @brief True when the player is transitioning between levels */
bool _pLvlChanging;
int8_t _pArmorClass;
int8_t _pMagResist;
int8_t _pFireResist;
int8_t _pLghtResist;
bool _pInfraFlag;
/** Player's direction when ending movement. Also used for casting direction of SpellID::FireWall. */
Direction tempDirection;
bool _pLvlVisited[NUMLEVELS];
bool _pSLvlVisited[NUMLEVELS]; // only 10 used
item_misc_id _pOilType;
uint8_t pTownWarps;
uint8_t pDungMsgs;
uint8_t pLvlLoad;
bool pManaShield;
uint8_t pDungMsgs2;
bool pOriginalCathedral;
uint8_t pDiabloKillLevel;
uint16_t wReflections;
ItemSpecialEffectHf pDamAcFlags;
[[nodiscard]] std::string_view name() const
{
return _pName;
}
/**
* @brief Convenience function to get the base stats/bonuses for this player's class
*/
[[nodiscard]] const ClassAttributes &getClassAttributes() const
{
return GetClassAttributes(_pClass);
}
[[nodiscard]] const PlayerCombatData &getPlayerCombatData() const
{
return GetPlayerCombatDataForClass(_pClass);
}
[[nodiscard]] const PlayerData &getPlayerData() const
{
return GetPlayerDataForClass(_pClass);
}
/**
* @brief Gets the translated name for the character's class
*/
[[nodiscard]] std::string_view getClassName() const
{
return _(getPlayerData().className);
}
[[nodiscard]] int getBaseToBlock() const
{
return getPlayerCombatData().baseToBlock;
}
void CalcScrolls();
bool CanUseItem(const Item &item) const;
bool CanCleave()
{
switch (_pClass) {
case HeroClass::Warrior:
case HeroClass::Rogue:
case HeroClass::Sorcerer:
return false;
case HeroClass::Monk:
return isEquipped(ItemType::Staff);
case HeroClass::Bard:
return InvBody[INVLOC_HAND_LEFT]._itype == ItemType::Sword && InvBody[INVLOC_HAND_RIGHT]._itype == ItemType::Sword;
case HeroClass::Barbarian:
return isEquipped(ItemType::Axe) || (!isEquipped(ItemType::Shield) && (isEquipped(ItemType::Mace, true) || isEquipped(ItemType::Sword, true)));
default:
return false;
}
}
bool isEquipped(ItemType itemType, bool isTwoHanded = false)
{
switch (itemType) {
case ItemType::Sword:
case ItemType::Axe:
case ItemType::Bow:
case ItemType::Mace:
case ItemType::Shield:
case ItemType::Staff:
return (InvBody[INVLOC_HAND_LEFT]._itype == itemType && (!isTwoHanded || InvBody[INVLOC_HAND_LEFT]._iLoc == ILOC_TWOHAND))
|| (InvBody[INVLOC_HAND_RIGHT]._itype == itemType && (!isTwoHanded || InvBody[INVLOC_HAND_LEFT]._iLoc == ILOC_TWOHAND));
case ItemType::LightArmor:
case ItemType::MediumArmor:
case ItemType::HeavyArmor:
return InvBody[INVLOC_CHEST]._itype == itemType;
case ItemType::Helm:
return InvBody[INVLOC_HEAD]._itype == itemType;
case ItemType::Ring:
return InvBody[INVLOC_RING_LEFT]._itype == itemType || InvBody[INVLOC_RING_RIGHT]._itype == itemType;
case ItemType::Amulet:
return InvBody[INVLOC_AMULET]._itype == itemType;
default:
return false;
}
}
/**
* @brief Remove an item from player inventory
* @param iv invList index of item to be removed
* @param calcScrolls If true, CalcScrolls() gets called after removing item
*/
void RemoveInvItem(int iv, bool calcScrolls = true);
/**
* @brief Returns the network identifier for this player
*/
[[nodiscard]] uint8_t getId() const;
void RemoveSpdBarItem(int iv);
/**
* @brief Gets the most valuable item out of all the player's items that match the given predicate.
* @param itemPredicate The predicate used to match the items.
* @return The most valuable item out of all the player's items that match the given predicate, or 'nullptr' in case no
* matching items were found.
*/
template <typename TPredicate>
const Item *GetMostValuableItem(const TPredicate &itemPredicate) const
{
const auto getMostValuableItem = [&itemPredicate](const Item *begin, const Item *end, const Item *mostValuableItem = nullptr) {
for (const auto *item = begin; item < end; item++) {
if (item->isEmpty() || !itemPredicate(*item)) {
continue;
}
if (mostValuableItem == nullptr || item->_iIvalue > mostValuableItem->_iIvalue) {
mostValuableItem = item;
}
}
return mostValuableItem;
};
const Item *mostValuableItem = getMostValuableItem(SpdList, SpdList + MaxBeltItems);
mostValuableItem = getMostValuableItem(InvBody, InvBody + inv_body_loc::NUM_INVLOC, mostValuableItem);
mostValuableItem = getMostValuableItem(InvList, InvList + _pNumInv, mostValuableItem);
return mostValuableItem;
}
/**
* @brief Gets the base value of the player's specified attribute.
* @param attribute The attribute to retrieve the base value for
* @return The base value for the requested attribute.
*/
int GetBaseAttributeValue(CharacterAttribute attribute) const;
/**
* @brief Gets the current value of the player's specified attribute.
* @param attribute The attribute to retrieve the current value for
* @return The current value for the requested attribute.
*/
int GetCurrentAttributeValue(CharacterAttribute attribute) const;
/**
* @brief Gets the maximum value of the player's specified attribute.
* @param attribute The attribute to retrieve the maximum value for
* @return The maximum value for the requested attribute.
*/
int GetMaximumAttributeValue(CharacterAttribute attribute) const;
/**
* @brief Get the tile coordinates a player is moving to (if not moving, then it corresponds to current position).
*/
Point GetTargetPosition() const;
/**
* @brief Returns the index of the given position in `walkpath`, or -1 if not found.
*/
int GetPositionPathIndex(Point position);
/**
* @brief Says a speech line.
* @todo BUGFIX Prevent more than one speech to be played at a time (reject new requests).
*/
void Say(HeroSpeech speechId) const;
/**
* @brief Says a speech line after a given delay.
* @param speechId The speech ID to say.
* @param delay Multiple of 50ms wait before starting the speech
*/
void Say(HeroSpeech speechId, int delay) const;
/**
* @brief Says a speech line, without random variants.
*/
void SaySpecific(HeroSpeech speechId) const;
/**
* @brief Attempts to stop the player from performing any queued up action. If the player is currently walking, his walking will
* stop as soon as he reaches the next tile. If any action was queued with the previous command (like targeting a monster,
* opening a chest, picking an item up, etc) this action will also be cancelled.
*/
void Stop();
/**
* @brief Is the player currently walking?
*/
bool isWalking() const;
/**
* @brief Returns item location taking into consideration barbarian's ability to hold two-handed maces and clubs in one hand.
*/
item_equip_type GetItemLocation(const Item &item) const
{
if (_pClass == HeroClass::Barbarian && item._iLoc == ILOC_TWOHAND && IsAnyOf(item._itype, ItemType::Sword, ItemType::Mace))
return ILOC_ONEHAND;
return item._iLoc;
}
/**
* @brief Return player's armor value
*/
int GetArmor() const
{
return _pIBonusAC + _pIAC + _pDexterity / 5;
}
/**
* @brief Return player's melee to hit value
*/
int GetMeleeToHit() const
{
return getCharacterLevel() + _pDexterity / 2 + _pIBonusToHit + getPlayerCombatData().baseMeleeToHit;
}
/**
* @brief Return player's melee to hit value, including armor piercing
*/
int GetMeleePiercingToHit() const
{
int hper = GetMeleeToHit();
// in hellfire armor piercing ignores % of enemy armor instead, no way to include it here
if (!gbIsHellfire)
hper += _pIEnAc;
return hper;
}
/**
* @brief Return player's ranged to hit value
*/
int GetRangedToHit() const
{
return getCharacterLevel() + _pDexterity + _pIBonusToHit + getPlayerCombatData().baseRangedToHit;
}
int GetRangedPiercingToHit() const
{
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 = { -CalculateSpriteTileCenterX(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);
/**
* @brief Get the players current portrait sprite which is used for the party panel.
* @param player
*/
ClxSprite GetPlayerPortraitSprite(Player &player);
bool IsPlayerUnarmed(Player &player);
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 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