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Unit.cpp
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Unit.cpp
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#include <vector>
#include "Unit.h"
#include "Constants.h"
#include "D2Helpers.h"
#include "D2BS.h"
#define HAS_BIT(value, bit) ((((value) >> (bit)) & 0x1) == 0x1)
using namespace std;
// TODO: If UnitId is the unique id of the unit, we can just look up that
// location in the table
static UnitAny* GetUnitFromTables(UnitHashTable* unitTables, DWORD dwTypeLow,
DWORD dwTypeHigh, char* szName, DWORD dwClassId, DWORD dwType, DWORD dwMode,
DWORD dwUnitId)
{
unsigned int i, j;
unsigned int hashLow, hashHigh;
UnitAny* tmpUnit;
if(dwUnitId != -1)
hashLow = hashHigh = dwUnitId & 0x7F; // % 128
else
{
hashLow = 0;
hashHigh = 127;
}
// Go through all the types
for(i = dwTypeLow; i <= dwTypeHigh; ++i)
{
// Go through all the hash values
for(j = hashLow; j <= hashHigh; ++j)
{
// Go through all the units in a given hash value
for(tmpUnit = unitTables[i].table[j]; tmpUnit != NULL;
tmpUnit = tmpUnit->pListNext)
// Check if it matches
if(CheckUnit(tmpUnit, szName, dwClassId, dwType, dwMode,
dwUnitId))
return tmpUnit;
}
}
return NULL;
}
UnitAny* GetUnit(char* szName, DWORD dwClassId, DWORD dwType, DWORD dwMode,
DWORD dwUnitId)
{
if(ClientState() != ClientStateInGame)
return NULL;
// If we have a valid type, just check that value, other wise, check all
// values. There are 6 valid types, 0-5
if(dwType == 3)
return GetUnitFromTables(p_D2CLIENT_ClientSideUnitHashTables, dwType,
dwType, szName, dwClassId, dwType, dwMode, dwUnitId);
if(dwType >= 0 && dwType <= 5)
return GetUnitFromTables(p_D2CLIENT_ServerSideUnitHashTables, dwType,
dwType, szName, dwClassId, dwType, dwMode, dwUnitId);
else
return GetUnitFromTables(p_D2CLIENT_ServerSideUnitHashTables, 0, 5,
szName, dwClassId, dwType, dwMode, dwUnitId);
/* EnterCriticalSection(&Vars.cUnitListSection);
UnitAny* result = NULL;
for(vector<pair<DWORD, DWORD> >::iterator it = Vars.vUnitList.begin(); it != Vars.vUnitList.end(); it++)
{
UnitAny* unit = D2CLIENT_FindUnit(it->first, it->second);
if(unit != NULL && CheckUnit(unit, szName, dwClassId, dwType, dwMode, dwUnitId))
{
result = unit;
break;
}
}
LeaveCriticalSection(&Vars.cUnitListSection);
return result;*/
// First off, check for near units
/* UnitAny* player = D2CLIENT_GetPlayerUnit();
if(player && player->pPath && player->pPath->pRoom1 && player->pPath->pRoom1->pRoom2 &&
player->pPath->pRoom1->pRoom2->pLevel)
{
Room2* ptRoomOther = player->pPath->pRoom1->pRoom2->pLevel->pRoom2First;
for(;ptRoomOther; ptRoomOther = ptRoomOther->pRoom2Next)
{
if(!ptRoomOther->pRoom1)
continue;
for(UnitAny* lpUnit = ptRoomOther->pRoom1->pUnitFirst; lpUnit; lpUnit = lpUnit->pListNext)
{
if(CheckUnit(lpUnit, szName, dwClassId, dwType, dwMode, dwUnitId))
return lpUnit;
}
}
}
return NULL;*/
}
static DWORD dwMax(DWORD a, DWORD b)
{
return a > b ? a : b;
}
static UnitAny* GetNextUnitFromTables(UnitAny* curUnit,
UnitHashTable* unitTables, DWORD dwTypeLow, DWORD dwTypeHigh, char* szName,
DWORD dwClassId, DWORD dwType, DWORD dwMode)
{
unsigned int i, j;
UnitAny* tmpUnit;
// If we're looking for the same type unit, or any type then finish off the
// current inner iterations
if(dwType == -1 || dwType == curUnit->dwType)
{
i = curUnit->dwType;
// Finish off the current linked list
for(tmpUnit = curUnit->pListNext; tmpUnit != NULL; tmpUnit = tmpUnit->pListNext)
// Check if it matches
if(CheckUnit(tmpUnit, szName, dwClassId, dwType, dwMode, (DWORD)-1))
return tmpUnit;
// Finish off the current hash table
for(j = (curUnit->dwUnitId & 0x7f) + 1; j <= 127; ++j)
// Go through all the units in this linked list
for(tmpUnit = unitTables[i].table[j]; tmpUnit != NULL;
tmpUnit = tmpUnit->pListNext)
// Check if it matches
if(CheckUnit(tmpUnit, szName, dwClassId, dwType, dwMode,
(DWORD)-1))
return tmpUnit;
}
// Go through all the remaining types
for(i = dwMax(dwTypeLow, curUnit->dwType + 1); i <= dwTypeHigh; ++i)
{
// Go through all the hash values
for(j = 0; j < 127; ++j)
{
// Go through all the units in a given hash value
for(tmpUnit = unitTables[i].table[j]; tmpUnit != NULL;
tmpUnit = tmpUnit->pListNext)
// Check if it matches
if(CheckUnit(tmpUnit, szName, dwClassId, dwType, dwMode,
(DWORD)-1))
return tmpUnit;
}
}
return NULL;
}
UnitAny* GetNextUnit(UnitAny* pUnit, char* szName, DWORD dwClassId,
DWORD dwType, DWORD dwMode)
{
if(ClientState() != ClientStateInGame)
return NULL;
if(!pUnit)
return NULL;
if(dwType == 3)
return GetNextUnitFromTables(pUnit, p_D2CLIENT_ClientSideUnitHashTables,
dwType, dwType, szName, dwClassId, dwType, dwMode);
if(dwType >= 0 && dwType <= 5)
return GetNextUnitFromTables(pUnit, p_D2CLIENT_ServerSideUnitHashTables,
dwType, dwType, szName, dwClassId, dwType, dwMode);
else
return GetNextUnitFromTables(pUnit, p_D2CLIENT_ServerSideUnitHashTables,
0, 5, szName, dwClassId, dwType, dwMode);
/* EnterCriticalSection(&Vars.cUnitListSection);
UnitAny* result = NULL;
// find where we left off
vector<pair<DWORD, DWORD> >::iterator it = Vars.vUnitList.begin();
for(; it != Vars.vUnitList.end(); it++)
{
if(it->first == pUnit->dwUnitId && it->second == pUnit->dwType)
// this is where we left off
break;
}
if(it != Vars.vUnitList.end())
{
it++;
for(; it != Vars.vUnitList.end(); it++)
{
UnitAny* unit = D2CLIENT_FindUnit(it->first, it->second);
if(unit != NULL && CheckUnit(unit, szName, dwClassId, dwType, dwMode, (DWORD)-1))
{
result = unit;
break;
}
}
}
LeaveCriticalSection(&Vars.cUnitListSection);
return result;*/
/* UnitAny* lpUnit = pUnit->pListNext;
Room1* ptRoom = D2COMMON_GetRoomFromUnit(pUnit);
Room2* ptRoomOther = NULL;
if(ptRoom)
{
ptRoomOther = ptRoom->pRoom2;
if(!lpUnit && ptRoomOther)
ptRoomOther = ptRoomOther->pRoom2Next;
for(; ptRoomOther; ptRoomOther = ptRoomOther->pRoom2Next)
{
if(ptRoomOther->pRoom1)
{
if(!lpUnit)
lpUnit = ptRoomOther->pRoom1->pUnitFirst;
for(; lpUnit; lpUnit = lpUnit->pListNext)
{
if(CheckUnit(lpUnit, szName, dwClassId, dwType, dwMode, (DWORD)-1))
return lpUnit;
}
}
}
}
return NULL;*/
}
UnitAny* GetInvUnit(UnitAny* pOwner, char* szName, DWORD dwClassId, DWORD dwMode, DWORD dwUnitId)
{
for(UnitAny* pItem = D2COMMON_GetItemFromInventory(pOwner->pInventory); pItem; pItem = D2COMMON_GetNextItemFromInventory(pItem))
{
if(CheckUnit(pItem, szName, dwClassId, 4, dwMode, dwUnitId))
return pItem;
}
return NULL;
}
UnitAny* GetInvNextUnit(UnitAny* pUnit, UnitAny* pOwner, char* szName, DWORD dwClassId, DWORD dwMode)
{
if(pUnit->dwType == UNIT_ITEM)
{
// Check first if it belongs to a person
if(pUnit->pItemData && pUnit->pItemData->pOwnerInventory && pUnit->pItemData->pOwnerInventory == pOwner->pInventory)
{
// Get the next matching unit from the owner's inventory
for(UnitAny* pItem = D2COMMON_GetNextItemFromInventory(pUnit); pItem; pItem = D2COMMON_GetNextItemFromInventory(pItem))
{
if(CheckUnit(pItem, szName, dwClassId, 4, dwMode, (DWORD)-1))
return pItem;
}
}
}
return NULL;
}
BOOL CheckUnit(UnitAny* pUnit, char* szName, DWORD dwClassId, DWORD dwType, DWORD dwMode, DWORD dwUnitId)
{
if((dwUnitId != -1 && pUnit->dwUnitId != dwUnitId) ||
(dwType != -1 && pUnit->dwType != dwType) ||
(dwClassId != -1 && pUnit->dwTxtFileNo != dwClassId))
return FALSE;
if(dwMode != -1)
{
if(dwMode >= 100 && pUnit->dwType == UNIT_ITEM)
{
if(pUnit->pItemData && dwMode-100 != pUnit->pItemData->ItemLocation)
return FALSE;
}
else
{
if(HAS_BIT(dwMode, 29))
{
bool result = false;
// mode is a mask
for(unsigned int i = 0; i < 28; i++)
if(HAS_BIT(dwMode, i) && pUnit->dwMode == i)
result = true;
if(!result)
return FALSE;
}
else if(pUnit->dwMode != dwMode)
return FALSE;
}
}
if(szName && szName[0])
{
char szBuf[512] = "";
if(dwType == UNIT_ITEM)
GetItemCode(pUnit, szBuf);
else
GetUnitName(pUnit, szBuf, 512);
if(!!_stricmp(szBuf, szName))
return FALSE;
}
return TRUE;
}
int GetUnitHP(UnitAny* pUnit)
{
return (int)(D2COMMON_GetUnitStat(pUnit, STAT_HP, 0) >> 8);
}
int GetUnitMP(UnitAny* pUnit)
{
return (int)(D2COMMON_GetUnitStat(pUnit, STAT_MANA, 0) >> 8);
}