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/**
* @file missiles.cpp
*
* Implementation of missile functionality.
*/
#include "missiles.h"
#include <climits>
#include "control.h"
#include "cursor.h"
#include "dead.h"
#include "engine/cel_header.hpp"
#include "engine/load_file.hpp"
#include "engine/random.hpp"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "monster.h"
#include "spells.h"
#include "trigs.h"
namespace devilution {
int ActiveMissiles[MAXMISSILES];
int AvailableMissiles[MAXMISSILES];
MissileStruct Missiles[MAXMISSILES];
int ActiveMissileCount;
bool MissilePreFlag;
namespace {
ChainStruct chain[MAXMISSILES];
int numchains;
const int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 };
int AddClassHealingBonus(int hp, HeroClass heroClass)
{
switch (heroClass) {
case HeroClass::Warrior:
case HeroClass::Monk:
case HeroClass::Barbarian:
return hp * 2;
case HeroClass::Rogue:
case HeroClass::Bard:
return hp + hp / 2;
default:
return hp;
}
}
int ScaleSpellEffect(int base, int spellLevel)
{
for (int i = 0; i < spellLevel; i++) {
base += base / 8;
}
return base;
}
int GenerateRndSum(int range, int iterations)
{
int value = 0;
for (int i = 0; i < iterations; i++) {
value += GenerateRnd(range);
}
return value;
}
bool CheckBlock(Point from, Point to)
{
while (from != to) {
from += GetDirection(from, to);
if (nSolidTable[dPiece[from.x][from.y]])
return true;
}
return false;
}
inline bool InDungeonBounds(Point position)
{
return position.x > 0 && position.x < MAXDUNX && position.y > 0 && position.y < MAXDUNY;
}
MonsterStruct *FindClosest(Point source, int rad)
{
if (rad > 19)
rad = 19;
for (int i = 1; i < rad; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = source.x + CrawlTable[ck - 1];
int ty = source.y + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int mid = dMonster[tx][ty];
if (mid > 0 && !CheckBlock(source, { tx, ty }))
return &Monsters[mid - 1];
}
}
return nullptr;
}
constexpr Direction16 Direction16Flip(Direction16 x, Direction16 pivot)
{
unsigned ret = (2 * pivot + 16 - x) % 16;
return static_cast<Direction16>(ret);
}
void UpdateMissileVelocity(int i, Point source, Point destination, int v)
{
Missiles[i].position.velocity = { 0, 0 };
if (source == destination)
return;
double dxp = (destination.x + source.y - source.x - destination.y) * (1 << 21);
double dyp = (destination.y + destination.x - source.x - source.y) * (1 << 21);
double dr = sqrt(dxp * dxp + dyp * dyp);
Missiles[i].position.velocity.deltaX = static_cast<int>((dxp * (v << 16)) / dr);
Missiles[i].position.velocity.deltaY = static_cast<int>((dyp * (v << 15)) / dr);
}
/**
* @brief Add the missile to the lookup tables
* @param i Missiles index
*/
void PutMissile(int8_t i)
{
Point position = Missiles[i].position.tile;
if (!InDungeonBounds(position))
Missiles[i]._miDelFlag = true;
if (Missiles[i]._miDelFlag) {
return;
}
dFlags[position.x][position.y] |= BFLAG_MISSILE;
if (dMissile[position.x][position.y] == 0)
dMissile[position.x][position.y] = i + 1;
else
dMissile[position.x][position.y] = -1;
if (Missiles[i]._miPreFlag)
MissilePreFlag = true;
}
void UpdateMissilePos(int i)
{
int mx = Missiles[i].position.traveled.deltaX >> 16;
int my = Missiles[i].position.traveled.deltaY >> 16;
int dx = mx + 2 * my;
int dy = 2 * my - mx;
int lx = dx / 8;
dx = dx / 64;
int ly = dy / 8;
dy = dy / 64;
Missiles[i].position.tile = Missiles[i].position.start + Displacement { dx, dy };
Missiles[i].position.offset.deltaX = mx + (dy * 32) - (dx * 32);
Missiles[i].position.offset.deltaY = my - (dx * 16) - (dy * 16);
ChangeLightOffset(Missiles[i]._mlid, { lx - (dx * 8), ly - (dy * 8) });
}
void MoveMissilePos(int i)
{
int dx;
int dy;
switch (Missiles[i]._mimfnum) {
case DIR_NW:
case DIR_N:
case DIR_NE:
dx = 0;
dy = 0;
break;
case DIR_E:
dx = 1;
dy = 0;
break;
case DIR_W:
dx = 0;
dy = 1;
break;
case DIR_S:
case DIR_SW:
case DIR_SE:
dx = 1;
dy = 1;
break;
}
int x = Missiles[i].position.tile.x + dx;
int y = Missiles[i].position.tile.y + dy;
if (IsTileAvailable(Monsters[Missiles[i]._misource], { x, y })) {
Missiles[i].position.tile.x += dx;
Missiles[i].position.tile.y += dy;
Missiles[i].position.offset.deltaX += (dy * 32) - (dx * 32);
Missiles[i].position.offset.deltaY -= (dy * 16) + (dx * 16);
}
}
bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool shift)
{
auto &monster = Monsters[m];
bool resist = false;
if (monster.mtalkmsg != TEXT_NONE
|| monster._mhitpoints >> 6 <= 0
|| (t == MIS_HBOLT && monster.MType->mtype != MT_DIABLO && monster.MData->mMonstClass != MC_UNDEAD)) {
return false;
}
if (monster.MType->mtype == MT_ILLWEAV && monster._mgoal == MGOAL_RETREAT)
return false;
if (monster._mmode == MM_CHARGE)
return false;
uint8_t mor = monster.mMagicRes;
missile_resistance mir = MissileData[t].mResist;
if (((mor & IMMUNE_MAGIC) != 0 && mir == MISR_MAGIC)
|| ((mor & IMMUNE_FIRE) != 0 && mir == MISR_FIRE)
|| ((mor & IMMUNE_LIGHTNING) != 0 && mir == MISR_LIGHTNING)
|| ((mor & IMMUNE_ACID) != 0 && mir == MISR_ACID))
return false;
if (((mor & RESIST_MAGIC) != 0 && mir == MISR_MAGIC)
|| ((mor & RESIST_FIRE) != 0 && mir == MISR_FIRE)
|| ((mor & RESIST_LIGHTNING) != 0 && mir == MISR_LIGHTNING))
resist = true;
if (gbIsHellfire && t == MIS_HBOLT && (monster.MType->mtype == MT_DIABLO || monster.MType->mtype == MT_BONEDEMN))
resist = true;
int hit = GenerateRnd(100);
int hper = 0;
if (pnum != -1) {
const auto &player = Players[pnum];
if (MissileData[t].mType == 0) {
hper = player._pDexterity;
hper += player._pIBonusToHit;
hper += player._pLevel;
hper -= monster.mArmorClass;
hper -= (dist * dist) / 2;
hper += player._pIEnAc;
hper += 50;
if (player._pClass == HeroClass::Rogue)
hper += 20;
if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
hper += 10;
} else {
hper = player._pMagic - (monster.mLevel * 2) - dist + 50;
if (player._pClass == HeroClass::Sorcerer)
hper += 20;
else if (player._pClass == HeroClass::Bard)
hper += 10;
}
} else {
hper = GenerateRnd(75) - monster.mLevel * 2;
}
hper = clamp(hper, 5, 95);
if (monster._mmode == MM_STONE)
hit = 0;
bool ret = false;
if (CheckMonsterHit(monster, &ret))
return ret;
#ifdef _DEBUG
if (hit >= hper && !debug_mode_key_inverted_v && !debug_mode_dollar_sign)
return false;
#else
if (hit >= hper)
return false;
#endif
int dam;
if (t == MIS_BONESPIRIT) {
dam = monster._mhitpoints / 3 >> 6;
} else {
dam = mindam + GenerateRnd(maxdam - mindam + 1);
}
const auto &player = Players[pnum];
if (MissileData[t].mType == 0) {
dam = player._pIBonusDamMod + dam * player._pIBonusDam / 100 + dam;
if (player._pClass == HeroClass::Rogue)
dam += player._pDamageMod;
else
dam += player._pDamageMod / 2;
}
if (!shift)
dam <<= 6;
if (resist)
dam >>= 2;
if (pnum == MyPlayerId)
monster._mhitpoints -= dam;
if ((gbIsHellfire && (player._pIFlags & ISPL_NOHEALMON) != 0) || (!gbIsHellfire && (player._pIFlags & ISPL_FIRE_ARROWS) != 0))
monster._mFlags |= MFLAG_NOHEAL;
if (monster._mhitpoints >> 6 <= 0) {
if (monster._mmode == MM_STONE) {
M_StartKill(m, pnum);
monster.Petrify();
} else {
M_StartKill(m, pnum);
}
} else {
if (resist) {
PlayEffect(monster, 1);
} else if (monster._mmode == MM_STONE) {
if (m > MAX_PLRS - 1)
M_StartHit(m, pnum, dam);
monster.Petrify();
} else {
if (MissileData[t].mType == 0 && (player._pIFlags & ISPL_KNOCKBACK) != 0) {
M_GetKnockback(m);
}
if (m > MAX_PLRS - 1)
M_StartHit(m, pnum, dam);
}
}
if (monster._msquelch == 0) {
monster._msquelch = UINT8_MAX;
monster.position.last = player.position.tile;
}
return true;
}
bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, bool shift, bool *blocked)
{
if (sgGameInitInfo.bFriendlyFire == 0 && gbFriendlyMode)
return false;
*blocked = false;
auto &player = Players[pnum];
auto &target = Players[p];
if (target._pInvincible) {
return false;
}
if (mtype == MIS_HBOLT) {
return false;
}
if ((target._pSpellFlags & 1) != 0 && MissileData[mtype].mType == 0) {
return false;
}
int8_t resper;
switch (MissileData[mtype].mResist) {
case MISR_FIRE:
resper = target._pFireResist;
break;
case MISR_LIGHTNING:
resper = target._pLghtResist;
break;
case MISR_MAGIC:
case MISR_ACID:
resper = target._pMagResist;
break;
default:
resper = 0;
break;
}
int hper = GenerateRnd(100);
int hit;
if (MissileData[mtype].mType == 0) {
hit = player._pIBonusToHit
+ player._pLevel
- (dist * dist / 2)
- target._pDexterity / 5
- target._pIBonusAC
- target._pIAC
+ player._pDexterity + 50;
if (player._pClass == HeroClass::Rogue)
hit += 20;
if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
hit += 10;
} else {
hit = player._pMagic
- (target._pLevel * 2)
- dist
+ 50;
if (player._pClass == HeroClass::Sorcerer)
hit += 20;
else if (player._pClass == HeroClass::Bard)
hit += 10;
}
hit = clamp(hit, 5, 95);
if (hper >= hit) {
return false;
}
int blkper = 100;
if (!shift && (target._pmode == PM_STAND || target._pmode == PM_ATTACK) && target._pBlockFlag) {
blkper = GenerateRnd(100);
}
int blk = target._pDexterity + target._pBaseToBlk + (target._pLevel * 2) - (player._pLevel * 2);
blk = clamp(blk, 0, 100);
int dam;
if (mtype == MIS_BONESPIRIT) {
dam = target._pHitPoints / 3;
} else {
dam = mindam + GenerateRnd(maxdam - mindam + 1);
if (MissileData[mtype].mType == 0)
dam += player._pIBonusDamMod + player._pDamageMod + dam * player._pIBonusDam / 100;
if (!shift)
dam <<= 6;
}
if (MissileData[mtype].mType != 0)
dam /= 2;
if (resper > 0) {
dam -= (dam * resper) / 100;
if (pnum == MyPlayerId)
NetSendCmdDamage(true, p, dam);
player.Say(HeroSpeech::ArghClang);
return true;
}
if (blkper < blk) {
StartPlrBlock(p, GetDirection(target.position.tile, player.position.tile));
*blocked = true;
} else {
if (pnum == MyPlayerId)
NetSendCmdDamage(true, p, dam);
StartPlrHit(p, dam, false);
}
return true;
}
void CheckMissileCol(int i, int mindam, int maxdam, bool shift, Point position, bool nodel)
{
bool blocked;
int mx = position.x;
int my = position.y;
if (i >= MAXMISSILES || i < 0)
return;
if (mx >= MAXDUNX || mx < 0)
return;
if (my >= MAXDUNY || my < 0)
return;
if (Missiles[i]._micaster != TARGET_BOTH && Missiles[i]._misource != -1) {
if (Missiles[i]._micaster == TARGET_MONSTERS) {
int mid = dMonster[mx][my];
if (mid > 0) {
mid -= 1;
if (MonsterMHit(
Missiles[i]._misource,
mid,
mindam,
maxdam,
Missiles[i]._midist,
Missiles[i]._mitype,
shift)) {
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = true;
}
} else if (mid < 0) {
mid = -(mid + 1);
if (Monsters[mid]._mmode == MM_STONE
&& MonsterMHit(
Missiles[i]._misource,
mid,
5 years ago
mindam,
maxdam,
Missiles[i]._midist,
Missiles[i]._mitype,
5 years ago
shift)) {
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = true;
}
}
if (dPlayer[mx][my] > 0
&& dPlayer[mx][my] - 1 != Missiles[i]._misource
&& Plr2PlrMHit(
Missiles[i]._misource,
5 years ago
dPlayer[mx][my] - 1,
mindam,
maxdam,
Missiles[i]._midist,
Missiles[i]._mitype,
shift,
&blocked)) {
if (gbIsHellfire && blocked) {
int dir = Missiles[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1);
int mAnimFAmt = MissileSpriteData[Missiles[i]._miAnimType].mAnimFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir > mAnimFAmt)
dir = 0;
SetMissDir(i, dir);
} else if (!nodel) {
Missiles[i]._mirange = 0;
}
Missiles[i]._miHitFlag = true;
}
} else {
auto &monster = Monsters[Missiles[i]._misource];
if ((monster._mFlags & MFLAG_TARGETS_MONSTER) != 0
&& dMonster[mx][my] > 0
&& (Monsters[dMonster[mx][my] - 1]._mFlags & MFLAG_GOLEM) != 0
&& MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, Missiles[i]._midist, Missiles[i]._mitype, shift)) {
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = true;
}
if (dPlayer[mx][my] > 0
&& PlayerMHit(
5 years ago
dPlayer[mx][my] - 1,
&monster,
Missiles[i]._midist,
5 years ago
mindam,
maxdam,
Missiles[i]._mitype,
5 years ago
shift,
0,
&blocked)) {
if (gbIsHellfire && blocked) {
int dir = Missiles[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1);
int mAnimFAmt = MissileSpriteData[Missiles[i]._miAnimType].mAnimFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir > mAnimFAmt)
dir = 0;
SetMissDir(i, dir);
} else if (!nodel) {
Missiles[i]._mirange = 0;
}
Missiles[i]._miHitFlag = true;
}
}
} else {
int mid = dMonster[mx][my];
if (mid > 0) {
mid -= 1;
if (Missiles[i]._micaster == TARGET_BOTH) {
if (MonsterMHit(
Missiles[i]._misource,
mid,
mindam,
maxdam,
Missiles[i]._midist,
Missiles[i]._mitype,
shift)) {
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = true;
}
} else if (MonsterTrapHit(mid, mindam, maxdam, Missiles[i]._midist, Missiles[i]._mitype, shift)) {
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = true;
}
}
if (dPlayer[mx][my] > 0) {
if (PlayerMHit(
dPlayer[mx][my] - 1,
nullptr,
Missiles[i]._midist,
mindam,
maxdam,
Missiles[i]._mitype,
shift,
(Missiles[i]._miAnimType == MFILE_FIREWAL || Missiles[i]._miAnimType == MFILE_LGHNING) ? 1 : 0,
&blocked)) {
if (gbIsHellfire && blocked) {
int dir = Missiles[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1);
int mAnimFAmt = MissileSpriteData[Missiles[i]._miAnimType].mAnimFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir > mAnimFAmt)
dir = 0;
SetMissDir(i, dir);
} else if (!nodel) {
Missiles[i]._mirange = 0;
}
Missiles[i]._miHitFlag = true;
}
}
}
if (dObject[mx][my] != 0) {
int oi = dObject[mx][my] > 0 ? dObject[mx][my] - 1 : -(dObject[mx][my] + 1);
if (!Objects[oi]._oMissFlag) {
if (Objects[oi]._oBreak == 1)
BreakObject(-1, oi);
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = false;
}
}
if (nMissileTable[dPiece[mx][my]]) {
if (!nodel)
Missiles[i]._mirange = 0;
Missiles[i]._miHitFlag = false;
}
if (Missiles[i]._mirange == 0 && MissileData[Missiles[i]._mitype].miSFX != -1)
PlaySfxLoc(MissileData[Missiles[i]._mitype].miSFX, Missiles[i].position.tile);
}
void SetMissAnim(int mi, int animtype)
{
int dir = Missiles[mi]._mimfnum;
if (animtype > MFILE_NONE) {
animtype = MFILE_NONE;
}
Missiles[mi]._miAnimType = animtype;
Missiles[mi]._miAnimFlags = MissileSpriteData[animtype].mFlags;
Missiles[mi]._miAnimData = MissileSpriteData[animtype].mAnimData[dir];
Missiles[mi]._miAnimDelay = MissileSpriteData[animtype].mAnimDelay[dir];
Missiles[mi]._miAnimLen = MissileSpriteData[animtype].mAnimLen[dir];
Missiles[mi]._miAnimWidth = MissileSpriteData[animtype].mAnimWidth[dir];
Missiles[mi]._miAnimWidth2 = MissileSpriteData[animtype].mAnimWidth2[dir];
Missiles[mi]._miAnimCnt = 0;
Missiles[mi]._miAnimFrame = 1;
}
void FreeMissileGFX(int mi)
{
if ((MissileSpriteData[mi].mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
if (MissileSpriteData[mi].mAnimData[0] != nullptr) {
auto *p = (DWORD *)MissileSpriteData[mi].mAnimData[0];
p -= MissileSpriteData[mi].mAnimFAmt;
delete[] p;
MissileSpriteData[mi].mAnimData[0] = nullptr;
}
return;
}
for (int i = 0; i < MissileSpriteData[mi].mAnimFAmt; i++) {
if (MissileSpriteData[mi].mAnimData[i] != nullptr) {
delete[] MissileSpriteData[mi].mAnimData[i];
MissileSpriteData[mi].mAnimData[i] = nullptr;
}
}
}
bool MissilesFoundTarget(int mi, Point *position, int rad)
{
rad = std::min(rad, 19);
for (int i = 0; i < rad; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = position->x + CrawlTable[ck - 1];
int ty = position->y + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int dp = dPiece[tx][ty];
if (nSolidTable[dp] || dObject[tx][ty] != 0 || dMissile[tx][ty] != 0)
continue;
Missiles[mi].position.tile = { tx, ty };
*position = { tx, ty };
return true;
}
}
return false;
}
bool CheckIfTrig(Point position)
{
for (int i = 0; i < numtrigs; i++) {
if (trigs[i].position.WalkingDistance(position) < 2)
return true;
}
return false;
}
bool GuardianTryFireAt(int i, Point target)
{
auto &missile = Missiles[i];
Point position = missile.position.tile;
if (!LineClearMissile(position, target))
return false;
int mi = dMonster[target.x][target.y] - 1;
if (mi < MAX_PLRS)
return false;
if (Monsters[mi]._mhitpoints >> 6 <= 0)
return false;
Direction dir = GetDirection(position, target);
missile._miVar3 = AvailableMissiles[0];
AddMissile(position, target, dir, MIS_FIREBOLT, TARGET_MONSTERS, missile._misource, missile._midam, GetSpellLevel(missile._misource, SPL_FIREBOLT));
SetMissDir(i, 2);
missile._miVar2 = 3;
return true;
}
void FireballUpdate(int i, Displacement offset, bool alwaysDelete)
{
Missiles[i]._mirange--;
int id = Missiles[i]._misource;
Point p = (Missiles[i]._micaster == TARGET_MONSTERS) ? Players[id].position.tile : Monsters[id].position.tile;
if (Missiles[i]._miAnimType == MFILE_BIGEXP) {
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
} else {
int dam = Missiles[i]._midam;
Missiles[i].position.traveled += offset;
UpdateMissilePos(i);
if (Missiles[i].position.tile != Missiles[i].position.start)
CheckMissileCol(i, dam, dam, false, Missiles[i].position.tile, false);
if (Missiles[i]._mirange == 0) {
Point m = Missiles[i].position.tile;
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame);
constexpr Displacement Pattern[] = { { 0, 0 }, { 0, 1 }, { 0, -1 }, { 1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 0 }, { -1, 1 }, { -1, -1 } };
for (auto shift : Pattern) {
if (!CheckBlock(p, m + shift))
CheckMissileCol(i, dam, dam, false, m + shift, true);
}
if (!TransList[dTransVal[m.x][m.y]]
|| (Missiles[i].position.velocity.deltaX < 0 && ((TransList[dTransVal[m.x][m.y + 1]] && nSolidTable[dPiece[m.x][m.y + 1]]) || (TransList[dTransVal[m.x][m.y - 1]] && nSolidTable[dPiece[m.x][m.y - 1]])))) {
Missiles[i].position.tile.x++;
Missiles[i].position.tile.y++;
Missiles[i].position.offset.deltaY -= 32;
}
if (Missiles[i].position.velocity.deltaY > 0
&& ((TransList[dTransVal[m.x + 1][m.y]] && nSolidTable[dPiece[m.x + 1][m.y]])
|| (TransList[dTransVal[m.x - 1][m.y]] && nSolidTable[dPiece[m.x - 1][m.y]]))) {
Missiles[i].position.offset.deltaY -= 32;
}
if (Missiles[i].position.velocity.deltaX > 0
&& ((TransList[dTransVal[m.x][m.y + 1]] && nSolidTable[dPiece[m.x][m.y + 1]])
|| (TransList[dTransVal[m.x][m.y - 1]] && nSolidTable[dPiece[m.x][m.y - 1]]))) {
Missiles[i].position.offset.deltaX -= 32;
}
Missiles[i]._mimfnum = 0;
SetMissAnim(i, MFILE_BIGEXP);
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1;
Missiles[i].position.velocity = {};
} else if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) {
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, 8);
}
if (alwaysDelete)
Missiles[i]._miDelFlag = true;
}
PutMissile(i);
}
void MissileRing(int i, int type)
{
Missiles[i]._miDelFlag = true;
int8_t src = Missiles[i]._micaster;
uint8_t lvl = src > 0 ? Players[src]._pLevel : currlevel;
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2) / 2;
int k = CrawlNum[3];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = Missiles[i]._miVar1 + CrawlTable[ck - 1];
int ty = Missiles[i]._miVar2 + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int dp = dPiece[tx][ty];
if (nSolidTable[dp])
continue;
if (dObject[tx][ty] != 0)
continue;
if (!LineClearMissile(Missiles[i].position.tile, { tx, ty }))
continue;
if (nMissileTable[dp] || Missiles[i].limitReached) {
Missiles[i].limitReached = true;
continue;
}
AddMissile({ tx, ty }, { tx, ty }, 0, type, TARGET_BOTH, src, dmg, Missiles[i]._mispllvl);
}
}
bool GrowWall(int playerId, Point position, Point target, missile_id type, int spellLevel, int damage)
{
int dp = dPiece[position.x][position.y];
assert(dp <= MAXTILES && dp >= 0);
if (nMissileTable[dp] || !InDungeonBounds(target)) {
return false;
}
AddMissile(position, position, Players[playerId]._pdir, type, TARGET_BOTH, playerId, damage, spellLevel);
return true;
}
} // namespace
void GetDamageAmt(int i, int *mind, int *maxd)
{
assert(MyPlayerId >= 0 && MyPlayerId < MAX_PLRS);
assert(i >= 0 && i < 64);
auto &myPlayer = Players[MyPlayerId];
int sl = myPlayer._pSplLvl[i] + myPlayer._pISplLvlAdd;
switch (i) {
case SPL_FIREBOLT:
*mind = (myPlayer._pMagic / 8) + sl + 1;
*maxd = *mind + 9;
break;
case SPL_HEAL:
case SPL_HEALOTHER:
/// BUGFIX: healing calculation is unused
*mind = AddClassHealingBonus(myPlayer._pLevel + sl + 1, myPlayer._pClass) - 1;
*maxd = AddClassHealingBonus((4 * myPlayer._pLevel) + (6 * sl) + 10, myPlayer._pClass) - 1;
break;
case SPL_LIGHTNING:
case SPL_RUNELIGHT:
*mind = 2;
*maxd = 2 + myPlayer._pLevel;
break;
case SPL_FLASH:
*mind = ScaleSpellEffect(myPlayer._pLevel, sl);
*mind += *mind / 2;
*maxd = *mind * 2;
break;
case SPL_IDENTIFY:
case SPL_TOWN:
case SPL_STONE:
case SPL_INFRA:
case SPL_RNDTELEPORT:
case SPL_MANASHIELD:
case SPL_DOOMSERP:
case SPL_BLODRIT:
case SPL_INVISIBIL:
case SPL_BLODBOIL:
case SPL_TELEPORT:
case SPL_ETHEREALIZE:
case SPL_REPAIR:
case SPL_RECHARGE:
case SPL_DISARM:
case SPL_RESURRECT:
case SPL_TELEKINESIS:
case SPL_BONESPIRIT:
case SPL_WARP:
case SPL_REFLECT:
case SPL_BERSERK:
case SPL_SEARCH:
case SPL_RUNESTONE:
*mind = -1;
*maxd = -1;
break;
case SPL_FIREWALL:
case SPL_LIGHTWALL:
case SPL_FIRERING:
*mind = 2 * myPlayer._pLevel + 4;
*maxd = *mind + 36;
break;
case SPL_FIREBALL:
case SPL_RUNEFIRE: {
int base = (2 * myPlayer._pLevel) + 4;
*mind = ScaleSpellEffect(base, sl);
*maxd = ScaleSpellEffect(base + 36, sl);
} break;
case SPL_GUARDIAN: {
int base = (myPlayer._pLevel / 2) + 1;
*mind = ScaleSpellEffect(base, sl);
*maxd = ScaleSpellEffect(base + 9, sl);
} break;
case SPL_CHAIN:
*mind = 4;
*maxd = 4 + (2 * myPlayer._pLevel);
break;
case SPL_WAVE:
*mind = 6 * (myPlayer._pLevel + 1);
*maxd = *mind + 54;
break;
case SPL_NOVA:
case SPL_IMMOLAT:
case SPL_RUNEIMMOLAT:
case SPL_RUNENOVA:
*mind = ScaleSpellEffect((myPlayer._pLevel + 5) / 2, sl) * 5;
*maxd = ScaleSpellEffect((myPlayer._pLevel + 30) / 2, sl) * 5;
break;
case SPL_FLAME:
*mind = 3;
*maxd = myPlayer._pLevel + 4;
*maxd += *maxd / 2;
break;
case SPL_GOLEM:
*mind = 11;
*maxd = 17;
break;
case SPL_APOCA:
*mind = myPlayer._pLevel;
*maxd = *mind * 6;
break;
case SPL_ELEMENT:
*mind = ScaleSpellEffect(2 * myPlayer._pLevel + 4, sl);
/// BUGFIX: add here '*mind /= 2;'
*maxd = ScaleSpellEffect(2 * myPlayer._pLevel + 40, sl);
/// BUGFIX: add here '*maxd /= 2;'
break;
case SPL_CBOLT:
*mind = 1;
*maxd = *mind + (myPlayer._pMagic / 4);
break;
case SPL_HBOLT:
*mind = myPlayer._pLevel + 9;
*maxd = *mind + 9;
break;
case SPL_FLARE:
*mind = (myPlayer._pMagic / 2) + 3 * sl - (myPlayer._pMagic / 8);
*maxd = *mind;
break;
}
}
int GetSpellLevel(int playerId, spell_id sn)
{
auto &player = Players[playerId];
if (playerId != MyPlayerId)
return 1; // BUGFIX spell level will be wrong in multiplayer
return std::max(player._pISplLvlAdd + player._pSplLvl[sn], 0);
}
/**
* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to.
*
* W sW SW Sw S
* ^
* nW | Se
* |
* NW ------+-----> SE
* |
* Nw | sE
* |
* N Ne NE nE E
*
* @param x1 the x coordinate of p1
* @param y1 the y coordinate of p1
* @param x2 the x coordinate of p2
* @param y2 the y coordinate of p2
* @return the direction of the p1->p2 vector
*/
Direction16 GetDirection16(Point p1, Point p2)
{
Displacement offset = p2 - p1;
Displacement absolute = abs(offset);
bool flipY = offset.deltaX != absolute.deltaX;
bool flipX = offset.deltaY != absolute.deltaY;
bool flipMedian = false;
if (absolute.deltaX > absolute.deltaY) {
std::swap(absolute.deltaX, absolute.deltaY);
flipMedian = true;
}
Direction16 ret = DIR16_S;
if (3 * absolute.deltaX <= (absolute.deltaY * 2)) { // mx/my <= 2/3, approximation of tan(33.75)
if (5 * absolute.deltaX < absolute.deltaY) // mx/my < 0.2, approximation of tan(11.25)
ret = DIR16_SW;
else
ret = DIR16_Sw;
}
Direction16 medianPivot = DIR16_S;
if (flipY) {
ret = Direction16Flip(ret, DIR16_SW);
medianPivot = Direction16Flip(medianPivot, DIR16_SW);
}
if (flipX) {
ret = Direction16Flip(ret, DIR16_SE);
medianPivot = Direction16Flip(medianPivot, DIR16_SE);
}
if (flipMedian)
ret = Direction16Flip(ret, medianPivot);
return ret;
}
void DeleteMissile(int mi, int i)
{
if (Missiles[mi]._mitype == MIS_MANASHIELD) {
int src = Missiles[mi]._misource;
if (src == MyPlayerId)
NetSendCmd(true, CMD_REMSHIELD);
Players[src].pManaShield = false;
}
AvailableMissiles[MAXMISSILES - ActiveMissileCount] = mi;
ActiveMissileCount--;
if (ActiveMissileCount > 0 && i != ActiveMissileCount)
ActiveMissiles[i] = ActiveMissiles[ActiveMissileCount];
}
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, int t, bool shift)
{
auto &monster = Monsters[m];
bool resist = false;
if (monster.mtalkmsg != TEXT_NONE) {
return false;
}
if (monster._mhitpoints >> 6 <= 0) {
return false;
}
if (monster.MType->mtype == MT_ILLWEAV && monster._mgoal == MGOAL_RETREAT)
return false;
if (monster._mmode == MM_CHARGE)
return false;
missile_resistance mir = MissileData[t].mResist;
int mor = monster.mMagicRes;
if (((mor & IMMUNE_MAGIC) != 0 && mir == MISR_MAGIC)
|| ((mor & IMMUNE_FIRE) != 0 && mir == MISR_FIRE)
|| ((mor & IMMUNE_LIGHTNING) != 0 && mir == MISR_LIGHTNING)) {
return false;
}
if (((mor & RESIST_MAGIC) != 0 && mir == MISR_MAGIC)
|| ((mor & RESIST_FIRE) != 0 && mir == MISR_FIRE)
|| ((mor & RESIST_LIGHTNING) != 0 && mir == MISR_LIGHTNING)) {
resist = true;
}
int hit = GenerateRnd(100);
int hper = 90 - (BYTE)monster.mArmorClass - dist;
if (hper < 5)
hper = 5;
if (hper > 95)
hper = 95;
bool ret;
if (CheckMonsterHit(monster, &ret)) {
return ret;
}
#ifdef _DEBUG
if (hit < hper || debug_mode_dollar_sign || debug_mode_key_inverted_v || monster._mmode == MM_STONE) {
#else
if (hit < hper || monster._mmode == MM_STONE) {
#endif
int dam = mindam + GenerateRnd(maxdam - mindam + 1);
if (!shift)
dam <<= 6;
if (resist)
monster._mhitpoints -= dam / 4;
else
monster._mhitpoints -= dam;
#ifdef _DEBUG
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
monster._mhitpoints = 0;
#endif
if (monster._mhitpoints >> 6 <= 0) {
if (monster._mmode == MM_STONE) {
M_StartKill(m, -1);
monster.Petrify();
} else {
M_StartKill(m, -1);
}
} else {
if (resist) {
PlayEffect(monster, 1);
} else if (monster._mmode == MM_STONE) {
if (m > MAX_PLRS - 1)
M_StartHit(m, -1, dam);
monster.Petrify();
} else {
if (m > MAX_PLRS - 1)
M_StartHit(m, -1, dam);
}
}
return true;
}
return false;
}
bool PlayerMHit(int pnum, MonsterStruct *monster, int dist, int mind, int maxd, int mtype, bool shift, int earflag, bool *blocked)
{
*blocked = false;
auto &player = Players[pnum];
if (player._pHitPoints >> 6 <= 0) {
return false;
}
if (player._pInvincible) {
return false;
}
if ((player._pSpellFlags & 1) != 0 && MissileData[mtype].mType == 0) {
return false;
}
int hit = GenerateRnd(100);
#ifdef _DEBUG
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
hit = 1000;
#endif
int hper = 40;
if (MissileData[mtype].mType == 0) {
int tac = player._pIAC + player._pIBonusAC + player._pDexterity / 5;
if (monster != nullptr) {
hper = monster->mHit
+ ((monster->mLevel - player._pLevel) * 2)
+ 30
- (dist * 2) - tac;
} else {
hper = 100 - (tac / 2) - (dist * 2);
}
} else if (monster != nullptr) {
hper += (monster->mLevel * 2) - (player._pLevel * 2) - (dist * 2);
}
if (hper < 10)
hper = 10;
if (currlevel == 14 && hper < 20) {
hper = 20;
}
if (currlevel == 15 && hper < 25) {
hper = 25;
}
if (currlevel == 16 && hper < 30) {
hper = 30;
}
int blk = 100;
if ((player._pmode == PM_STAND || player._pmode == PM_ATTACK) && player._pBlockFlag) {
blk = GenerateRnd(100);
}
if (shift)
blk = 100;
if (mtype == MIS_ACIDPUD)
blk = 100;
int blkper = player._pBaseToBlk + player._pDexterity;
if (monster != nullptr)
blkper -= (monster->mLevel - player._pLevel) * 2;
if (blkper < 0)
blkper = 0;
if (blkper > 100)
blkper = 100;
int8_t resper;
switch (MissileData[mtype].mResist) {
case MISR_FIRE:
resper = player._pFireResist;
break;
case MISR_LIGHTNING:
resper = player._pLghtResist;
break;
case MISR_MAGIC:
case MISR_ACID:
resper = player._pMagResist;
break;
default:
resper = 0;
break;
}
if (hit >= hper) {
return false;
}
int dam;
if (mtype == MIS_BONESPIRIT) {
dam = player._pHitPoints / 3;
} else {
if (!shift) {
dam = (mind << 6) + GenerateRnd((maxd - mind + 1) << 6);
if (monster == nullptr)
if ((player._pIFlags & ISPL_ABSHALFTRAP) != 0)
dam /= 2;
dam += player._pIGetHit * 64;
} else {
dam = mind + GenerateRnd(maxd - mind + 1);
if (monster == nullptr)
if ((player._pIFlags & ISPL_ABSHALFTRAP) != 0)
dam /= 2;
dam += player._pIGetHit;
}
dam = std::max(dam, 64);
}
if ((resper <= 0 || gbIsHellfire) && blk < blkper) {
Direction dir = player._pdir;
if (monster != nullptr) {
dir = GetDirection(player.position.tile, monster->position.tile);
}
*blocked = true;
StartPlrBlock(pnum, dir);
return true;
}
if (resper > 0) {
dam -= dam * resper / 100;
if (pnum == MyPlayerId) {
ApplyPlrDamage(pnum, 0, 0, dam, earflag);
}
if (player._pHitPoints >> 6 > 0) {
player.Say(HeroSpeech::ArghClang);
}
return true;
}
if (pnum == MyPlayerId) {
ApplyPlrDamage(pnum, 0, 0, dam, earflag);
}
if (player._pHitPoints >> 6 > 0) {
StartPlrHit(pnum, dam, false);
}
return true;
}
void SetMissDir(int mi, int dir)
{
Missiles[mi]._mimfnum = dir;
SetMissAnim(mi, Missiles[mi]._miAnimType);
}
void LoadMissileGFX(BYTE mi)
{
MisFileData *mfd = &MissileSpriteData[mi];
if (mfd->mAnimData[0] != nullptr)
return;
char pszName[256];
if ((mfd->mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
sprintf(pszName, "Missiles\\%s.CL2", mfd->mName);
byte *file = LoadFileInMem(pszName).release();
for (int i = 0; i < mfd->mAnimFAmt; i++)
mfd->mAnimData[i] = CelGetFrame(file, i);
} else if (mfd->mAnimFAmt == 1) {
sprintf(pszName, "Missiles\\%s.CL2", mfd->mName);
mfd->mAnimData[0] = LoadFileInMem(pszName).release();
} else {
for (unsigned i = 0; i < mfd->mAnimFAmt; i++) {
sprintf(pszName, "Missiles\\%s%u.CL2", mfd->mName, i + 1);
mfd->mAnimData[i] = LoadFileInMem(pszName).release();
}
}
}
void InitMissileGFX()
{
for (int mi = 0; MissileSpriteData[mi].mAnimFAmt != 0; mi++) {
if (!gbIsHellfire && mi > MFILE_SCBSEXPD)
break;
if ((MissileSpriteData[mi].mFlags & MFLAG_HIDDEN) == 0)
LoadMissileGFX(mi);
}
}
void FreeMissiles()
{
for (int mi = 0; MissileSpriteData[mi].mAnimFAmt != 0; mi++) {
if ((MissileSpriteData[mi].mFlags & MFLAG_HIDDEN) == 0)
FreeMissileGFX(mi);
}
}
void FreeMissiles2()
{
for (int mi = 0; MissileSpriteData[mi].mAnimFAmt != 0; mi++) {
if ((MissileSpriteData[mi].mFlags & MFLAG_HIDDEN) != 0)
FreeMissileGFX(mi);
}
}
void InitMissiles()
{
auto &myPlayer = Players[MyPlayerId];
AutoMapShowItems = false;
myPlayer._pSpellFlags &= ~0x1;
if (myPlayer._pInfraFlag) {
for (int i = 0; i < ActiveMissileCount; ++i) {
int mi = ActiveMissiles[i];
if (Missiles[mi]._mitype == MIS_INFRA) {
int src = Missiles[mi]._misource;
if (src == MyPlayerId)
CalcPlrItemVals(MyPlayerId, true);
}
}
}
if ((myPlayer._pSpellFlags & 2) == 2 || (myPlayer._pSpellFlags & 4) == 4) {
myPlayer._pSpellFlags &= ~0x2;
myPlayer._pSpellFlags &= ~0x4;
for (int i = 0; i < ActiveMissileCount; ++i) {
int mi = ActiveMissiles[i];
if (Missiles[mi]._mitype == MIS_BLODBOIL) {
if (Missiles[mi]._misource == MyPlayerId) {
int missingHP = myPlayer._pMaxHP - myPlayer._pHitPoints;
CalcPlrItemVals(MyPlayerId, true);
ApplyPlrDamage(MyPlayerId, 0, 1, missingHP + Missiles[mi]._miVar2);
}
}
}
}
ActiveMissileCount = 0;
for (int i = 0; i < MAXMISSILES; i++) {
AvailableMissiles[i] = i;
ActiveMissiles[i] = 0;
}
numchains = 0;
for (auto &link : chain) {
link.idx = -1;
link._mitype = 0;
link._mirange = 0;
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) { // NOLINT(modernize-loop-convert)
dFlags[i][j] &= ~BFLAG_MISSILE;
}
}
myPlayer.wReflections = 0;
}
void AddHiveExplosion(int mi, Point /*src*/, Point /*dst*/, int midir, int8_t mienemy, int id, int dam)
{
for (int x : { 80, 81 }) {
for (int y : { 62, 63 }) {
AddMissile({ x, y }, { 80, 62 }, midir, MIS_HIVEEXP, mienemy, id, dam, 0);
}
}
Missiles[mi]._miDelFlag = true;
}
void AddRune(int mi, Point src, Point dst, int id, spell_id spellID, missile_id missileID)
{
if (LineClearMissile(src, dst)) {
if (id >= 0)
UseMana(id, spellID);
if (MissilesFoundTarget(mi, &dst, 10)) {
Missiles[mi]._miVar1 = missileID;
Missiles[mi]._miDelFlag = false;
Missiles[mi]._mlid = AddLight(dst, 8);
} else {
Missiles[mi]._miDelFlag = true;
}
} else {
Missiles[mi]._miDelFlag = true;
}
}
void AddFireRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
AddRune(mi, src, dst, id, SPL_RUNEFIRE, MIS_HIVEEXP);
}
void AddLightningRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
AddRune(mi, src, dst, id, SPL_RUNELIGHT, MIS_LIGHTBALL);
}
void AddGreatLightningRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
AddRune(mi, src, dst, id, SPL_RUNENOVA, MIS_NOVA);
}
void AddImmolationRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
if (LineClearMissile(src, dst)) {
if (id >= 0)
UseMana(id, SPL_RUNEIMMOLAT);
if (MissilesFoundTarget(mi, &dst, 10)) {
Missiles[mi]._miVar1 = MIS_IMMOLATION;
Missiles[mi]._miDelFlag = false;
Missiles[mi]._mlid = AddLight(dst, 8);
} else {
Missiles[mi]._miDelFlag = true;
}
} else {
Missiles[mi]._miDelFlag = true;
}
}
void AddStoneRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
if (LineClearMissile(src, dst)) {
if (id >= 0)
UseMana(id, SPL_RUNESTONE);
if (MissilesFoundTarget(mi, &dst, 10)) {
Missiles[mi]._miVar1 = MIS_STONE;
Missiles[mi]._miDelFlag = false;
Missiles[mi]._mlid = AddLight(dst, 8);
} else {
Missiles[mi]._miDelFlag = true;
}
} else {
Missiles[mi]._miDelFlag = true;
}
}
void AddReflection(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
if (id >= 0) {
int lvl = 2;
if (Missiles[mi]._mispllvl != 0)
lvl = Missiles[mi]._mispllvl;
auto &player = Players[id];
player.wReflections += lvl * player._pLevel;
UseMana(id, SPL_REFLECT);
}
Missiles[mi]._mirange = 0;
Missiles[mi]._miDelFlag = false;
}
void AddBerserk(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._mirange = 0;
Missiles[mi]._miDelFlag = true;
if (id < 0)
return;
Missiles[mi]._misource = id;
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = dst.x + CrawlTable[ck - 1];
int ty = dst.y + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int dm = dMonster[tx][ty];
dm = dm > 0 ? dm - 1 : -(dm + 1);
if (dm < MAX_PLRS)
continue;
auto &monster = Monsters[dm];
if (monster._uniqtype != 0 || monster._mAi == AI_DIABLO)
continue;
if (monster._mmode == MM_FADEIN || monster._mmode == MM_FADEOUT)
continue;
if ((monster.mMagicRes & IMMUNE_MAGIC) != 0)
continue;
if ((monster.mMagicRes & RESIST_MAGIC) != 0 && ((monster.mMagicRes & RESIST_MAGIC) != 1 || GenerateRnd(2) != 0))
continue;
if (monster._mmode == MM_CHARGE)
continue;
i = 6;
auto slvl = GetSpellLevel(id, SPL_BERSERK);
monster._mFlags |= MFLAG_BERSERK | MFLAG_GOLEM;
monster.mMinDamage = (GenerateRnd(10) + 120) * monster.mMinDamage / 100 + slvl;
monster.mMaxDamage = (GenerateRnd(10) + 120) * monster.mMaxDamage / 100 + slvl;
monster.mMinDamage2 = (GenerateRnd(10) + 120) * monster.mMinDamage2 / 100 + slvl;
monster.mMaxDamage2 = (GenerateRnd(10) + 120) * monster.mMaxDamage2 / 100 + slvl;
int r = (currlevel < 17 || currlevel > 20) ? 3 : 9;
monster.mlid = AddLight(monster.position.tile, r);
UseMana(id, SPL_BERSERK);
break;
}
}
}
void AddHorkSpawn(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
UpdateMissileVelocity(mi, src, dst, 8);
Missiles[mi]._mirange = 9;
Missiles[mi]._miVar1 = midir;
PutMissile(mi);
}
void AddJester(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
int spell = MIS_FIREBOLT;
switch (GenerateRnd(10)) {
case 0:
case 1:
spell = MIS_FIREBOLT;
break;
case 2:
spell = MIS_FIREBALL;
break;
case 3:
spell = MIS_FIREWALLC;
break;
case 4:
spell = MIS_GUARDIAN;
break;
case 5:
spell = MIS_CHAIN;
break;
case 6:
spell = MIS_TOWN;
UseMana(id, SPL_TOWN);
break;
case 7:
spell = MIS_TELEPORT;
break;
case 8:
spell = MIS_APOCA;
break;
case 9:
spell = MIS_STONE;
break;
}
AddMissile(src, dst, midir, spell, Missiles[mi]._micaster, Missiles[mi]._misource, 0, Missiles[mi]._mispllvl);
Missiles[mi]._miDelFlag = true;
Missiles[mi]._mirange = 0;
}
void AddStealPotions(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._misource = id;
for (int i = 0; i < 3; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = src.x + CrawlTable[ck - 1];
int ty = src.y + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int8_t pnum = dPlayer[tx][ty];
if (pnum == 0)
continue;
auto &player = Players[abs(pnum) - 1];
bool hasPlayedSFX = false;
for (int si = 0; si < MAXBELTITEMS; si++) {
int ii = -1;
if (player.SpdList[si]._itype == ITYPE_MISC) {
if (GenerateRnd(2) == 0)
continue;
switch (player.SpdList[si]._iMiscId) {
case IMISC_FULLHEAL:
ii = ItemMiscIdIdx(IMISC_HEAL);
break;
case IMISC_HEAL:
case IMISC_MANA:
player.RemoveSpdBarItem(si);
break;
case IMISC_FULLMANA:
ii = ItemMiscIdIdx(IMISC_MANA);
break;
case IMISC_REJUV:
if (GenerateRnd(2) != 0) {
ii = ItemMiscIdIdx(IMISC_MANA);
} else {
ii = ItemMiscIdIdx(IMISC_HEAL);
}
break;
case IMISC_FULLREJUV:
switch (GenerateRnd(3)) {
case 0:
ii = ItemMiscIdIdx(IMISC_FULLMANA);
break;
case 1:
ii = ItemMiscIdIdx(IMISC_FULLHEAL);
break;
default:
ii = ItemMiscIdIdx(IMISC_REJUV);
break;
}
break;
default:
continue;
}
}
if (ii != -1) {
SetPlrHandItem(&player.HoldItem, ii);
GetPlrHandSeed(&player.HoldItem);
player.HoldItem._iStatFlag = true;
player.SpdList[si] = player.HoldItem;
}
if (!hasPlayedSFX) {
PlaySfxLoc(IS_POPPOP2, { tx, ty });
hasPlayedSFX = true;
}
}
force_redraw = 255;
}
}
Missiles[mi]._mirange = 0;
Missiles[mi]._miDelFlag = true;
}
void AddManaTrap(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._misource = id;
for (int i = 0; i < 3; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = src.x + CrawlTable[ck - 1];
int ty = src.y + CrawlTable[ck];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
int8_t pid = dPlayer[tx][ty];
if (pid != 0) {
auto &player = Players[abs(pid) - 1];
player._pMana = 0;
player._pManaBase = player._pMana + player._pMaxManaBase - player._pMaxMana;
CalcPlrInv(pid, false);
drawmanaflag = true;
PlaySfxLoc(TSFX_COW7, { tx, ty });
}
}
}
}
Missiles[mi]._mirange = 0;
Missiles[mi]._miDelFlag = true;
}
void AddSpecArrow(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
int av = 0;
if (mienemy == TARGET_MONSTERS) {
auto &player = Players[id];
if (player._pClass == HeroClass::Rogue)
av += (player._pLevel - 1) / 4;
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
av += (player._pLevel - 1) / 8;
if ((player._pIFlags & ISPL_QUICKATTACK) != 0)
av++;
if ((player._pIFlags & ISPL_FASTATTACK) != 0)
av += 2;
if ((player._pIFlags & ISPL_FASTERATTACK) != 0)
av += 4;
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
}
Missiles[mi]._mirange = 1;
Missiles[mi]._miVar1 = dst.x;
Missiles[mi]._miVar2 = dst.y;
Missiles[mi]._miVar3 = av;
}
void AddWarp(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
5 years ago
int minDistanceSq = std::numeric_limits<int>::max();
if (id >= 0) {
src = Players[id].position.tile;
}
5 years ago
Point tile = src;
5 years ago
for (int i = 0; i < numtrigs && i < MAXTRIGGERS; i++) {
TriggerStruct *trg = &trigs[i];
5 years ago
if (trg->_tmsg == WM_DIABTWARPUP || trg->_tmsg == WM_DIABPREVLVL || trg->_tmsg == WM_DIABNEXTLVL || trg->_tmsg == WM_DIABRTNLVL) {
5 years ago
Point candidate = trg->position;
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if ((leveltype == DTYPE_CATHEDRAL || leveltype == DTYPE_CATACOMBS) && (trg->_tmsg == WM_DIABNEXTLVL || trg->_tmsg == WM_DIABPREVLVL || trg->_tmsg == WM_DIABRTNLVL)) {
candidate += Displacement { 0, 1 };
} else {
candidate += Displacement { 1, 0 };
}
Displacement off = src - candidate;
int distanceSq = off.deltaY * off.deltaY + off.deltaX * off.deltaX;
5 years ago
if (distanceSq < minDistanceSq) {
minDistanceSq = distanceSq;
tile = candidate;
}
}
}
Missiles[mi]._mirange = 2;
Missiles[mi]._miVar1 = 0;
Missiles[mi].position.tile = tile;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_WARP);
}
void AddLightningWall(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int dam)
{
UpdateMissileVelocity(mi, src, dst, 16);
Missiles[mi]._midam = dam;
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
Missiles[mi]._mirange = 255 * (Missiles[mi]._mispllvl + 1);
if (id < 0) {
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
} else {
Missiles[mi]._miVar1 = Players[id].position.tile.x;
Missiles[mi]._miVar2 = Players[id].position.tile.y;
}
}
void AddRuneExplosion(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
if (mienemy == TARGET_MONSTERS || mienemy == TARGET_BOTH) {
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4;
dmg = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl);
Missiles[mi]._midam = dmg;
constexpr Displacement Offsets[] = { { -1, -1 }, { 0, -1 }, { 1, -1 }, { -1, 0 }, { 0, 0 }, { 1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 } };
for (Displacement offset : Offsets)
CheckMissileCol(mi, dmg, dmg, false, Missiles[mi].position.tile + offset, true);
}
Missiles[mi]._mlid = AddLight(src, 8);
SetMissDir(mi, 0);
Missiles[mi]._miDelFlag = false;
Missiles[mi]._mirange = Missiles[mi]._miAnimLen - 1;
}
void AddImmolation(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int sp = 16;
if (mienemy == TARGET_MONSTERS) {
sp += std::min(Missiles[mi]._mispllvl * 2, 34);
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4;
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl);
UseMana(id, SPL_FIREBALL);
}
UpdateMissileVelocity(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = src.x;
Missiles[mi]._miVar5 = src.y;
Missiles[mi]._miVar6 = 2;
Missiles[mi]._miVar7 = 2;
Missiles[mi]._mlid = AddLight(src, 8);
}
void AddFireNova(int mi, Point src, Point dst, int midir, int8_t mienemy, int /*id*/, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int sp = 16;
if (mienemy == TARGET_MONSTERS) {
sp += std::min(Missiles[mi]._mispllvl, 34);
}
UpdateMissileVelocity(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = src.x;
Missiles[mi]._miVar5 = src.y;
Missiles[mi]._mlid = AddLight(src, 8);
}
void AddLightningArrow(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
UpdateMissileVelocity(mi, src, dst, 32);
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
Missiles[mi]._mirange = 255;
if (id < 0) {
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
} else {
Missiles[mi]._miVar1 = Players[id].position.tile.x;
Missiles[mi]._miVar2 = Players[id].position.tile.y;
}
Missiles[mi]._midam <<= 6;
}
void AddMana(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &player = Players[id];
int manaAmount = (GenerateRnd(10) + 1) << 6;
for (int i = 0; i < player._pLevel; i++) {
manaAmount += (GenerateRnd(4) + 1) << 6;
}
for (int i = 0; i < Missiles[mi]._mispllvl; i++) {
manaAmount += (GenerateRnd(6) + 1) << 6;
}
if (player._pClass == HeroClass::Sorcerer)
manaAmount *= 2;
if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Bard)
manaAmount += manaAmount / 2;
player._pMana += manaAmount;
if (player._pMana > player._pMaxMana)
player._pMana = player._pMaxMana;
player._pManaBase += manaAmount;
if (player._pManaBase > player._pMaxManaBase)
player._pManaBase = player._pMaxManaBase;
UseMana(id, SPL_MANA);
Missiles[mi]._miDelFlag = true;
drawmanaflag = true;
}
void AddMagi(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &player = Players[id];
player._pMana = player._pMaxMana;
player._pManaBase = player._pMaxManaBase;
UseMana(id, SPL_MAGI);
Missiles[mi]._miDelFlag = true;
drawmanaflag = true;
}
void AddRing(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_FIRERING);
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miDelFlag = false;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = 0;
Missiles[mi]._miVar5 = 0;
Missiles[mi]._miVar6 = 0;
Missiles[mi]._miVar7 = 0;
Missiles[mi].limitReached = false;
Missiles[mi]._mirange = 7;
}
void AddSearch(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = false;
Missiles[mi]._miVar1 = id;
Missiles[mi]._miVar2 = 0;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = 0;
Missiles[mi]._miVar5 = 0;
Missiles[mi]._miVar6 = 0;
Missiles[mi]._miVar7 = 0;
Missiles[mi].limitReached = false;
AutoMapShowItems = true;
int lvl = 2;
if (id > -1)
lvl = Players[id]._pLevel * 2;
Missiles[mi]._mirange = lvl + 10 * Missiles[mi]._mispllvl + 245;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_SEARCH);
for (int i = 0; i < ActiveMissileCount; i++) {
int mx = ActiveMissiles[i];
if (mx != mi) {
MissileStruct *mis = &Missiles[mx];
if (mis->_miVar1 == id && mis->_mitype == 85) {
int r1 = Missiles[mi]._mirange;
int r2 = mis->_mirange;
if (r2 < INT_MAX - r1)
mis->_mirange = r1 + r2;
Missiles[mi]._miDelFlag = true;
break;
}
}
}
}
void AddCboltArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int /*id*/, int /*dam*/)
{
Missiles[mi]._mirnd = GenerateRnd(15) + 1;
if (mienemy != TARGET_MONSTERS) {
Missiles[mi]._midam = 15;
}
if (src == dst) {
dst += static_cast<Direction>(midir);
}
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
Missiles[mi]._mlid = AddLight(src, 5);
UpdateMissileVelocity(mi, src, dst, 8);
Missiles[mi]._miVar1 = 5;
Missiles[mi]._miVar2 = midir;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._mirange = 256;
}
void AddLArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int av = 32;
if (mienemy == TARGET_MONSTERS) {
auto &player = Players[id];
if (player._pClass == HeroClass::Rogue)
av += (player._pLevel) / 4;
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
av += (player._pLevel) / 8;
if (gbIsHellfire) {
if ((player._pIFlags & ISPL_QUICKATTACK) != 0)
av++;
if ((player._pIFlags & ISPL_FASTATTACK) != 0)
av += 2;
if ((player._pIFlags & ISPL_FASTERATTACK) != 0)
av += 4;
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
} else {
if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
av -= 1;
}
}
UpdateMissileVelocity(mi, src, dst, av);
SetMissDir(mi, GetDirection16(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._mlid = AddLight(src, 5);
}
void AddArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int av = 32;
if (mienemy == TARGET_MONSTERS) {
auto &player = Players[id];
if ((player._pIFlags & ISPL_RNDARROWVEL) != 0) {
av = GenerateRnd(32) + 16;
}
if (player._pClass == HeroClass::Rogue)
av += (player._pLevel - 1) / 4;
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard)
av += (player._pLevel - 1) / 8;
if (gbIsHellfire) {
if ((player._pIFlags & ISPL_QUICKATTACK) != 0)
av++;
if ((player._pIFlags & ISPL_FASTATTACK) != 0)
av += 2;
if ((player._pIFlags & ISPL_FASTERATTACK) != 0)
av += 4;
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
}
}
UpdateMissileVelocity(mi, src, dst, av);
Missiles[mi]._miAnimFrame = GetDirection16(src, dst) + 1;
Missiles[mi]._mirange = 256;
}
void UpdateVileMissPos(int mi, Point dst)
{
for (int k = 1; k < 50; k++) {
for (int j = -k; j <= k; j++) {
int yy = j + dst.y;
for (int i = -k; i <= k; i++) {
int xx = i + dst.x;
if (PosOkPlayer(Players[MyPlayerId], { xx, yy })) {
Missiles[mi].position.tile = { xx, yy };
return;
}
}
}
}
Missiles[mi].position.tile = dst;
}
void AddRndTeleport(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
int pn;
int r1;
int r2;
int nTries = 0;
do {
nTries++;
if (nTries > 500) {
r1 = 0;
r2 = 0;
5 years ago
break; //BUGFIX: warps player to 0/0 in hellfire, change to return or use 1.09's version of the code
}
r1 = GenerateRnd(3) + 4;
r2 = GenerateRnd(3) + 4;
if (GenerateRnd(2) == 1)
r1 = -r1;
if (GenerateRnd(2) == 1)
r2 = -r2;
r1 += src.x;
r2 += src.y;
if (r1 < MAXDUNX && r1 >= 0 && r2 < MAXDUNY && r2 >= 0) { ///BUGFIX: < MAXDUNX / < MAXDUNY (fixed)
pn = dPiece[r1][r2];
}
5 years ago
} while (nSolidTable[pn] || dObject[r1][r2] != 0 || dMonster[r1][r2] != 0);
Missiles[mi]._mirange = 2;
Missiles[mi]._miVar1 = 0;
if (!setlevel || setlvlnum != SL_VILEBETRAYER) {
Missiles[mi].position.tile = { r1, r2 };
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_RNDTELEPORT);
} else {
int oi = dObject[dst.x][dst.y] - 1;
// BUGFIX: should only run magic circle check if dObject[dx][dy] is non-zero.
if (Objects[oi]._otype == OBJ_MCIRCLE1 || Objects[oi]._otype == OBJ_MCIRCLE2) {
Missiles[mi].position.tile = dst;
if (!PosOkPlayer(Players[MyPlayerId], dst))
UpdateVileMissPos(mi, dst);
}
}
}
void AddFirebolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int sp = 26;
if (micaster == 0) {
sp = 16;
if (id != -1) {
sp += std::min(Missiles[mi]._mispllvl * 2, 47);
}
int i;
for (i = 0; i < ActiveMissileCount; i++) {
int mx = ActiveMissiles[i];
if (Missiles[mx]._mitype == MIS_GUARDIAN && Missiles[mx]._misource == id && Missiles[mx]._miVar3 == mi)
break;
}
if (i == ActiveMissileCount)
UseMana(id, SPL_FIREBOLT);
}
UpdateMissileVelocity(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._mlid = AddLight(src, 8);
}
void AddMagmaball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
UpdateMissileVelocity(mi, src, dst, 16);
Missiles[mi].position.traveled.deltaX += 3 * Missiles[mi].position.velocity.deltaX;
Missiles[mi].position.traveled.deltaY += 3 * Missiles[mi].position.velocity.deltaY;
UpdateMissilePos(mi);
if (!gbIsHellfire || (Missiles[mi].position.velocity.deltaX & 0xFFFF0000) != 0 || (Missiles[mi].position.velocity.deltaY & 0xFFFF0000) != 0)
Missiles[mi]._mirange = 256;
else
Missiles[mi]._mirange = 1;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._mlid = AddLight(src, 8);
}
void AddKrull(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
UpdateMissileVelocity(mi, src, dst, 16);
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
PutMissile(mi);
}
void AddTeleport(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = dst.x + CrawlTable[ck - 1];
int ty = dst.y + CrawlTable[ck];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
if (IsTileNotSolid({ tx, ty }) && dMonster[tx][ty] == 0 && dObject[tx][ty] == 0 && dPlayer[tx][ty] == 0) {
Missiles[mi].position.tile = { tx, ty };
Missiles[mi].position.start = { tx, ty };
Missiles[mi]._miDelFlag = false;
i = 6;
break;
}
}
}
}
if (!Missiles[mi]._miDelFlag) {
UseMana(id, SPL_TELEPORT);
Missiles[mi]._mirange = 2;
}
}
void AddLightball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int dam)
{
UpdateMissileVelocity(mi, src, dst, 16);
Missiles[mi]._midam = dam;
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
Missiles[mi]._mirange = 255;
if (id < 0) {
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
} else {
Missiles[mi]._miVar1 = Players[id].position.tile.x;
Missiles[mi]._miVar2 = Players[id].position.tile.y;
}
}
void AddFirewall(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
Missiles[mi]._midam = GenerateRndSum(10, 2) + 2;
Missiles[mi]._midam += id >= 0 ? Players[id]._pLevel : currlevel; // BUGFIX: missing parenthesis around ternary (fixed)
Missiles[mi]._midam <<= 3;
UpdateMissileVelocity(mi, src, dst, 16);
int i = Missiles[mi]._mispllvl;
Missiles[mi]._mirange = 10;
if (i > 0)
Missiles[mi]._mirange *= i + 1;
if (mienemy == TARGET_PLAYERS || id < 0)
Missiles[mi]._mirange += currlevel;
else
Missiles[mi]._mirange += (Players[id]._pISplDur * Missiles[mi]._mirange) / 128;
Missiles[mi]._mirange *= 16;
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen;
Missiles[mi]._miVar2 = 0;
}
void AddFireball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int sp = 16;
if (mienemy == TARGET_MONSTERS) {
sp += std::min(Missiles[mi]._mispllvl * 2, 34);
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4;
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl);
UseMana(id, SPL_FIREBALL);
}
UpdateMissileVelocity(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = src.x;
Missiles[mi]._miVar5 = src.y;
Missiles[mi]._mlid = AddLight(src, 8);
}
void AddLightctrl(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, int id, int dam)
{
if (dam == 0 && mienemy == TARGET_MONSTERS)
UseMana(id, SPL_LIGHTNING);
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
UpdateMissileVelocity(mi, src, dst, 32);
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
Missiles[mi]._mirange = 256;
}
void AddLightning(int mi, Point /*src*/, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
Missiles[mi].position.start = dst;
if (midir >= 0) {
Missiles[mi].position.offset = Missiles[midir].position.offset;
Missiles[mi].position.traveled = Missiles[midir].position.traveled;
}
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
if (midir < 0 || mienemy == TARGET_PLAYERS || id == -1) {
if (midir < 0 || id == -1)
Missiles[mi]._mirange = 8;
else
Missiles[mi]._mirange = 10;
} else {
Missiles[mi]._mirange = (Missiles[mi]._mispllvl / 2) + 6;
}
Missiles[mi]._mlid = AddLight(Missiles[mi].position.tile, 4);
}
void AddMisexp(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
if (mienemy != 0 && id >= 0) {
switch (Monsters[id].MType->mtype) {
case MT_SUCCUBUS:
SetMissAnim(mi, MFILE_FLAREEXP);
break;
case MT_SNOWWICH:
SetMissAnim(mi, MFILE_SCBSEXPB);
break;
case MT_HLSPWN:
SetMissAnim(mi, MFILE_SCBSEXPD);
break;
case MT_SOLBRNR:
SetMissAnim(mi, MFILE_SCBSEXPC);
break;
default:
break;
}
}
Missiles[mi].position.tile = Missiles[dst.x].position.tile;
Missiles[mi].position.start = Missiles[dst.x].position.start;
Missiles[mi].position.offset = Missiles[dst.x].position.offset;
Missiles[mi].position.traveled = Missiles[dst.x].position.traveled;
Missiles[mi].position.velocity = { 0, 0 };
Missiles[mi]._mirange = Missiles[mi]._miAnimLen;
Missiles[mi]._miVar1 = 0;
}
void AddWeapexp(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
Missiles[mi].position.tile = src;
Missiles[mi].position.start = src;
Missiles[mi].position.velocity = { 0, 0 };
Missiles[mi]._miVar1 = 0;
Missiles[mi]._miVar2 = dst.x;
Missiles[mi]._mimfnum = 0;
if (dst.x == 1)
SetMissAnim(mi, MFILE_MAGBLOS);
else
SetMissAnim(mi, MFILE_MINILTNG);
Missiles[mi]._mirange = Missiles[mi]._miAnimLen - 1;
}
void AddTown(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
int tx = dst.x;
int ty = dst.y;
if (currlevel != 0) {
Missiles[mi]._miDelFlag = true;
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
tx = dst.x + CrawlTable[ck - 1];
ty = dst.y + CrawlTable[ck];
if (InDungeonBounds({ tx, ty })) {
int dp = dPiece[tx][ty];
if (dMissile[tx][ty] == 0 && !nSolidTable[dp] && !nMissileTable[dp] && dObject[tx][ty] == 0 && dPlayer[tx][ty] == 0) {
if (!CheckIfTrig({ tx, ty })) {
Missiles[mi].position.tile = { tx, ty };
Missiles[mi].position.start = { tx, ty };
Missiles[mi]._miDelFlag = false;
i = 6;
break;
}
}
}
}
}
} else {
Missiles[mi].position.tile = { tx, ty };
Missiles[mi].position.start = { tx, ty };
Missiles[mi]._miDelFlag = false;
}
Missiles[mi]._mirange = 100;
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen;
Missiles[mi]._miVar2 = 0;
for (int i = 0; i < ActiveMissileCount; i++) {
int mx = ActiveMissiles[i];
if (Missiles[mx]._mitype == MIS_TOWN && mx != mi && Missiles[mx]._misource == id)
Missiles[mx]._mirange = 0;
}
PutMissile(mi);
if (id == MyPlayerId && !Missiles[mi]._miDelFlag && currlevel != 0) {
if (!setlevel) {
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, { tx, ty }, currlevel, leveltype, 0);
} else {
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, { tx, ty }, setlvlnum, leveltype, 1);
}
}
}
void AddFlash(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
if (id != -1) {
if (mienemy == TARGET_MONSTERS) {
int dmg = GenerateRndSum(20, Players[id]._pLevel + 1) + Players[id]._pLevel + 1;
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl);
Missiles[mi]._midam += Missiles[mi]._midam / 2;
7 years ago
UseMana(id, SPL_FLASH);
} else {
Missiles[mi]._midam = Monsters[id].mLevel * 2;
}
7 years ago
} else {
Missiles[mi]._midam = currlevel / 2;
}
Missiles[mi]._mirange = 19;
}
void AddFlash2(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
if (mienemy == TARGET_MONSTERS) {
if (id != -1) {
int dmg = Players[id]._pLevel + 1;
dmg += GenerateRndSum(20, dmg);
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl);
Missiles[mi]._midam += Missiles[mi]._midam / 2;
} else {
Missiles[mi]._midam = currlevel / 2;
}
}
Missiles[mi]._miPreFlag = true;
Missiles[mi]._mirange = 19;
}
void AddManashield(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
auto &player = Players[id];
Missiles[mi]._mirange = 48 * player._pLevel;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_MANASHIELD);
if (id == MyPlayerId)
NetSendCmd(true, CMD_SETSHIELD);
player.pManaShield = true;
}
void AddFiremove(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._midam = GenerateRnd(10) + Players[id]._pLevel + 1;
UpdateMissileVelocity(mi, src, dst, 16);
Missiles[mi]._mirange = 255;
Missiles[mi]._miVar1 = 0;
Missiles[mi]._miVar2 = 0;
Missiles[mi].position.tile.x++;
Missiles[mi].position.tile.y++;
Missiles[mi].position.offset.deltaY -= 32;
}
void AddGuardian(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &player = Players[id];
int dmg = GenerateRnd(10) + (player._pLevel / 2) + 1;
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl);
Missiles[mi]._miDelFlag = true;
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = dst.x + CrawlTable[ck - 1];
int ty = dst.y + CrawlTable[ck];
k = dPiece[tx][ty];
if (InDungeonBounds({ tx, ty })) {
if (LineClearMissile(src, { tx, ty })) {
if (dMonster[tx][ty] == 0 && !nSolidTable[k] && !nMissileTable[k] && dObject[tx][ty] == 0 && dMissile[tx][ty] == 0) {
Missiles[mi].position.tile = { tx, ty };
Missiles[mi].position.start = { tx, ty };
Missiles[mi]._miDelFlag = false;
UseMana(id, SPL_GUARDIAN);
i = 6;
break;
}
}
}
}
}
if (!Missiles[mi]._miDelFlag) {
Missiles[mi]._misource = id;
Missiles[mi]._mlid = AddLight(Missiles[mi].position.tile, 1);
Missiles[mi]._mirange = Missiles[mi]._mispllvl + (player._pLevel / 2);
Missiles[mi]._mirange += (Missiles[mi]._mirange * player._pISplDur) / 128;
if (Missiles[mi]._mirange > 30)
Missiles[mi]._mirange = 30;
Missiles[mi]._mirange <<= 4;
if (Missiles[mi]._mirange < 30)
Missiles[mi]._mirange = 30;
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen;
Missiles[mi]._miVar2 = 0;
Missiles[mi]._miVar3 = 1;
}
}
void AddChain(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miVar1 = dst.x;
Missiles[mi]._miVar2 = dst.y;
Missiles[mi]._mirange = 1;
UseMana(id, SPL_CHAIN);
}
void AddBloodStar(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
SetMissDir(mi, dst.x);
Missiles[mi]._midam = 0;
Missiles[mi]._miLightFlag = true;
Missiles[mi]._mirange = 250;
}
void AddBone(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
if (dst.x > 3)
dst.x = 2;
SetMissDir(mi, dst.x);
Missiles[mi]._midam = 0;
Missiles[mi]._miLightFlag = true;
Missiles[mi]._mirange = 250;
}
void AddMetlHit(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
if (dst.x > 3)
dst.x = 2;
SetMissDir(mi, dst.x);
Missiles[mi]._midam = 0;
Missiles[mi]._miLightFlag = true;
Missiles[mi]._mirange = Missiles[mi]._miAnimLen;
}
namespace {
void InitMissileAnimationFromMonster(MissileStruct &mis, int midir, const MonsterStruct &mon, MonsterGraphic graphic)
{
const AnimStruct &anim = mon.MType->GetAnimData(graphic);
mis._mimfnum = midir;
mis._miAnimFlags = 0;
const auto &celSprite = *anim.CelSpritesForDirections[midir];
mis._miAnimData = celSprite.Data();
mis._miAnimDelay = anim.Rate;
mis._miAnimLen = anim.Frames;
mis._miAnimWidth = celSprite.Width();
mis._miAnimWidth2 = CalculateWidth2(celSprite.Width());
mis._miAnimAdd = 1;
mis._miVar1 = 0;
mis._miVar2 = 0;
mis._miLightFlag = true;
mis._mirange = 256;
}
} // namespace
void AddRhino(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &monster = Monsters[id];
MonsterGraphic graphic = MonsterGraphic::Special;
if (monster.MType->mtype < MT_HORNED || monster.MType->mtype > MT_OBLORD) {
if (monster.MType->mtype < MT_NSNAKE || monster.MType->mtype > MT_GSNAKE) {
graphic = MonsterGraphic::Walk;
} else {
graphic = MonsterGraphic::Attack;
}
}
UpdateMissileVelocity(mi, src, dst, 18);
InitMissileAnimationFromMonster(Missiles[mi], midir, monster, graphic);
if (monster.MType->mtype >= MT_NSNAKE && monster.MType->mtype <= MT_GSNAKE)
Missiles[mi]._miAnimFrame = 7;
if (monster._uniqtype != 0) {
Missiles[mi]._miUniqTrans = monster._uniqtrans + 1;
Missiles[mi]._mlid = monster.mlid;
}
PutMissile(mi);
}
void AddFireman(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &monster = Monsters[id];
UpdateMissileVelocity(mi, src, dst, 16);
InitMissileAnimationFromMonster(Missiles[mi], midir, monster, MonsterGraphic::Walk);
if (monster._uniqtype != 0)
Missiles[mi]._miUniqTrans = monster._uniqtrans + 1;
dMonster[monster.position.tile.x][monster.position.tile.y] = 0;
PutMissile(mi);
}
void AddFlare(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
UpdateMissileVelocity(mi, src, dst, 16);
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._mlid = AddLight(src, 8);
if (mienemy == TARGET_MONSTERS) {
UseMana(id, SPL_FLARE);
ApplyPlrDamage(id, 5);
} else if (id > 0) {
auto &monster = Monsters[id];
if (monster.MType->mtype == MT_SUCCUBUS)
SetMissAnim(mi, MFILE_FLARE);
if (monster.MType->mtype == MT_SNOWWICH)
SetMissAnim(mi, MFILE_SCUBMISB);
if (monster.MType->mtype == MT_HLSPWN)
SetMissAnim(mi, MFILE_SCUBMISD);
if (monster.MType->mtype == MT_SOLBRNR)
SetMissAnim(mi, MFILE_SCUBMISC);
}
if (MissileSpriteData[Missiles[mi]._miAnimType].mAnimFAmt == 16) {
SetMissDir(mi, GetDirection16(src, dst));
}
}
void AddAcid(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
UpdateMissileVelocity(mi, src, dst, 16);
SetMissDir(mi, GetDirection16(src, dst));
if ((!gbIsHellfire && (Missiles[mi].position.velocity.deltaX & 0xFFFF0000) != 0) || (Missiles[mi].position.velocity.deltaY & 0xFFFF0000) != 0)
Missiles[mi]._mirange = 5 * (Monsters[id]._mint + 4);
else
Missiles[mi]._mirange = 1;
Missiles[mi]._mlid = NO_LIGHT;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
PutMissile(mi);
}
void AddFireWallA(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int dam)
{
Missiles[mi]._midam = dam;
Missiles[mi].position.velocity = { 0, 0 };
Missiles[mi]._mirange = 50;
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen;
Missiles[mi]._miVar2 = 0;
}
void AddAcidpud(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
Missiles[mi].position.velocity = { 0, 0 };
Missiles[mi].position.offset = { 0, 0 };
Missiles[mi]._miLightFlag = true;
int monst = Missiles[mi]._misource;
Missiles[mi]._mirange = GenerateRnd(15) + 40 * (Monsters[monst]._mint + 1);
Missiles[mi]._miPreFlag = true;
}
void AddStone(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
int tx;
int ty;
bool found = false;
Missiles[mi]._misource = id;
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
tx = dst.x + CrawlTable[ck - 1];
ty = dst.y + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int mid = dMonster[tx][ty];
if (mid == 0)
continue;
auto &monster = Monsters[abs(mid) - 1];
if (IsAnyOf(monster.MType->mtype, MT_GOLEM, MT_DIABLO, MT_NAKRUL))
continue;
if (IsAnyOf(monster._mmode, MM_FADEIN, MM_FADEOUT, MM_CHARGE))
continue;
found = true;
Missiles[mi]._miVar1 = monster._mmode;
Missiles[mi]._miVar2 = mid;
monster.Petrify();
i = 6;
break;
}
}
if (!found) {
Missiles[mi]._miDelFlag = true;
return;
}
Missiles[mi].position.tile = { tx, ty };
Missiles[mi].position.start = Missiles[mi].position.tile;
Missiles[mi]._mirange = Missiles[mi]._mispllvl + 6;
Missiles[mi]._mirange += (Missiles[mi]._mirange * Players[id]._pISplDur) / 128;
if (Missiles[mi]._mirange > 15)
Missiles[mi]._mirange = 15;
Missiles[mi]._mirange <<= 4;
UseMana(id, SPL_STONE);
}
void AddGolem(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = false;
for (int i = 0; i < ActiveMissileCount; i++) {
int mx = ActiveMissiles[i];
if (Missiles[mx]._mitype == MIS_GOLEM) {
if (mx != mi && Missiles[mx]._misource == id) {
Missiles[mi]._miDelFlag = true;
return;
}
}
}
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar4 = dst.x;
Missiles[mi]._miVar5 = dst.y;
if (Monsters[id].position.tile != GolemHoldingCell && id == MyPlayerId)
M_StartKill(id, id);
UseMana(id, SPL_GOLEM);
}
void AddEtherealize(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
auto &player = Players[id];
int range = 8 * player._pLevel;
Missiles[mi]._mirange = ScaleSpellEffect(range, Missiles[mi]._mispllvl);
Missiles[mi]._mirange += Missiles[mi]._mirange * player._pISplDur / 128;
Missiles[mi]._miVar1 = player._pHitPoints;
Missiles[mi]._miVar2 = player._pHPBase;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_ETHEREALIZE);
}
void AddDummy(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
}
void AddBlodbur(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int dam)
{
Missiles[mi]._midam = dam;
Missiles[mi].position.tile = src;
Missiles[mi].position.start = src;
Missiles[mi]._misource = id;
if (dam == 1)
SetMissDir(mi, 0);
else
SetMissDir(mi, 1);
Missiles[mi]._miLightFlag = true;
Missiles[mi]._mirange = Missiles[mi]._miAnimLen;
}
void AddBoom(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int dam)
{
Missiles[mi].position.tile = dst;
Missiles[mi].position.start = dst;
Missiles[mi].position.velocity = { 0, 0 };
Missiles[mi]._midam = dam;
Missiles[mi]._mirange = Missiles[mi]._miAnimLen;
Missiles[mi]._miVar1 = 0;
}
void AddHeal(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &player = Players[id];
int hp = (GenerateRnd(10) + 1) << 6;
for (int i = 0; i < player._pLevel; i++) {
hp += (GenerateRnd(4) + 1) << 6;
}
for (int i = 0; i < Missiles[mi]._mispllvl; i++) {
hp += (GenerateRnd(6) + 1) << 6;
}
if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Barbarian || player._pClass == HeroClass::Monk) {
hp *= 2;
} else if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Bard) {
hp += hp / 2;
}
player._pHitPoints = std::min(player._pHitPoints + hp, player._pMaxHP);
player._pHPBase = std::min(player._pHPBase + hp, player._pMaxHPBase);
UseMana(id, SPL_HEAL);
Missiles[mi]._miDelFlag = true;
drawhpflag = true;
}
void AddHealOther(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
UseMana(id, SPL_HEALOTHER);
if (id == MyPlayerId) {
NewCursor(CURSOR_HEALOTHER);
if (sgbControllerActive)
TryIconCurs();
}
}
void AddElement(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4;
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl) / 2;
UpdateMissileVelocity(mi, src, dst, 16);
SetMissDir(mi, GetDirection(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = dst.x;
Missiles[mi]._miVar5 = dst.y;
Missiles[mi]._mlid = AddLight(src, 8);
UseMana(id, SPL_ELEMENT);
}
extern void FocusOnInventory();
void AddIdentify(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
UseMana(id, SPL_IDENTIFY);
if (id == MyPlayerId) {
if (sbookflag)
sbookflag = false;
if (!invflag) {
invflag = true;
if (sgbControllerActive)
FocusOnInventory();
}
NewCursor(CURSOR_IDENTIFY);
}
}
void AddFirewallC(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = dst.x + CrawlTable[ck - 1];
int ty = dst.y + CrawlTable[ck];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
k = dPiece[tx][ty];
if (LineClearMissile(src, { tx, ty })) {
if (src != Point { tx, ty } && !nSolidTable[k] && dObject[tx][ty] == 0) {
Missiles[mi]._miVar1 = tx;
Missiles[mi]._miVar2 = ty;
Missiles[mi]._miVar5 = tx;
Missiles[mi]._miVar6 = ty;
Missiles[mi]._miDelFlag = false;
i = 6;
break;
}
}
}
}
}
if (!Missiles[mi]._miDelFlag) {
Missiles[mi]._miVar7 = 0;
Missiles[mi].limitReached = false;
Missiles[mi]._miVar3 = left[left[midir]];
Missiles[mi]._miVar4 = right[right[midir]];
Missiles[mi]._mirange = 7;
UseMana(id, SPL_FIREWALL);
}
}
void AddInfra(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
Missiles[mi]._mirange = ScaleSpellEffect(1584, Missiles[mi]._mispllvl);
Missiles[mi]._mirange += Missiles[mi]._mirange * Players[id]._pISplDur / 128;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_INFRA);
}
void AddWave(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miVar1 = dst.x;
Missiles[mi]._miVar2 = dst.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = 0;
Missiles[mi]._mirange = 1;
Missiles[mi]._miAnimFrame = 4;
UseMana(id, SPL_WAVE);
}
void AddNova(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/)
{
Missiles[mi]._miVar1 = dst.x;
Missiles[mi]._miVar2 = dst.y;
if (id != -1) {
int dmg = GenerateRndSum(6, 5) + Players[id]._pLevel + 5;
Missiles[mi]._midam = ScaleSpellEffect(dmg / 2, Missiles[mi]._mispllvl);
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_NOVA);
} else {
Missiles[mi]._midam = (currlevel / 2) + GenerateRndSum(3, 3);
}
Missiles[mi]._mirange = 1;
}
void AddBlodboil(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
auto &player = Players[id];
if ((player._pSpellFlags & 6) != 0 || player._pHitPoints <= player._pLevel << 6) {
Missiles[mi]._miDelFlag = true;
return;
}
UseMana(id, SPL_BLODBOIL);
Missiles[mi]._miVar1 = id;
int tmp = 3 * player._pLevel;
tmp <<= 7;
player._pSpellFlags |= 2;
Missiles[mi]._miVar2 = tmp;
int lvl = player._pLevel * 2;
Missiles[mi]._mirange = lvl + 10 * Missiles[mi]._mispllvl + 245;
CalcPlrItemVals(id, true);
force_redraw = 255;
player.Say(HeroSpeech::Aaaaargh);
}
void AddRepair(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
UseMana(id, SPL_REPAIR);
if (id == MyPlayerId) {
if (sbookflag)
sbookflag = false;
if (!invflag) {
invflag = true;
if (sgbControllerActive)
FocusOnInventory();
}
NewCursor(CURSOR_REPAIR);
}
}
void AddRecharge(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
UseMana(id, SPL_RECHARGE);
if (id == MyPlayerId) {
if (sbookflag)
sbookflag = false;
if (!invflag) {
invflag = true;
if (sgbControllerActive)
FocusOnInventory();
}
NewCursor(CURSOR_RECHARGE);
}
}
void AddDisarm(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
UseMana(id, SPL_DISARM);
if (id == MyPlayerId) {
NewCursor(CURSOR_DISARM);
if (sgbControllerActive) {
if (pcursobj != -1)
NetSendCmdLocParam1(true, CMD_DISARMXY, { cursmx, cursmy }, pcursobj);
else
NewCursor(CURSOR_HAND);
}
}
}
void AddApoca(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miVar1 = 8;
Missiles[mi]._miVar2 = src.y - Missiles[mi]._miVar1;
Missiles[mi]._miVar3 = Missiles[mi]._miVar1 + src.y;
Missiles[mi]._miVar4 = src.x - Missiles[mi]._miVar1;
Missiles[mi]._miVar5 = Missiles[mi]._miVar1 + src.x;
Missiles[mi]._miVar6 = Missiles[mi]._miVar4;
if (Missiles[mi]._miVar2 <= 0)
Missiles[mi]._miVar2 = 1;
if (Missiles[mi]._miVar3 >= MAXDUNY)
Missiles[mi]._miVar3 = MAXDUNY - 1;
if (Missiles[mi]._miVar4 <= 0)
Missiles[mi]._miVar4 = 1;
if (Missiles[mi]._miVar5 >= MAXDUNX)
Missiles[mi]._miVar5 = MAXDUNX - 1;
int playerLevel = Players[id]._pLevel;
Missiles[mi]._midam = GenerateRndSum(6, playerLevel) + playerLevel;
Missiles[mi]._mirange = 255;
Missiles[mi]._miDelFlag = false;
UseMana(id, SPL_APOCA);
}
void AddFlame(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam)
{
Missiles[mi]._miVar2 = 5 * dam;
Missiles[mi].position.start = dst;
Missiles[mi].position.offset = Missiles[midir].position.offset;
Missiles[mi].position.traveled = Missiles[midir].position.traveled;
Missiles[mi]._mirange = Missiles[mi]._miVar2 + 20;
Missiles[mi]._mlid = AddLight(src, 1);
if (mienemy == TARGET_MONSTERS) {
int i = GenerateRnd(Players[id]._pLevel) + GenerateRnd(2);
Missiles[mi]._midam = 8 * i + 16 + ((8 * i + 16) / 2);
} else {
auto &monster = Monsters[id];
Missiles[mi]._midam = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1);
}
}
void AddFlamec(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
UpdateMissileVelocity(mi, src, dst, 32);
if (mienemy == TARGET_MONSTERS) {
UseMana(id, SPL_FLAME);
}
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._mirange = 256;
}
void AddCbolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int /*dam*/)
{
assert(mi >= 0 && mi < MAXMISSILES);
Missiles[mi]._mirnd = GenerateRnd(15) + 1;
Missiles[mi]._midam = (micaster == 0) ? (GenerateRnd(Players[id]._pMagic / 4) + 1) : 15;
if (src == dst) {
dst += static_cast<Direction>(midir);
}
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1;
Missiles[mi]._mlid = AddLight(src, 5);
UpdateMissileVelocity(mi, src, dst, 8);
Missiles[mi]._miVar1 = 5;
Missiles[mi]._miVar2 = midir;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._mirange = 256;
}
void AddHbolt(int mi, Point src, Point dst, int midir, int8_t /*micaster*/, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
int sp = 16;
if (id != -1) {
sp += std::min(Missiles[mi]._mispllvl * 2, 47);
}
UpdateMissileVelocity(mi, src, dst, sp);
SetMissDir(mi, GetDirection16(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._mlid = AddLight(src, 8);
Missiles[mi]._midam = GenerateRnd(10) + Players[id]._pLevel + 9;
UseMana(id, SPL_HBOLT);
}
void AddResurrect(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
UseMana(id, SPL_RESURRECT);
if (id == MyPlayerId) {
NewCursor(CURSOR_RESURRECT);
if (sgbControllerActive)
TryIconCurs();
}
Missiles[mi]._miDelFlag = true;
}
void AddResurrectBeam(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
Missiles[mi].position.tile = dst;
Missiles[mi].position.start = Missiles[mi].position.tile;
Missiles[mi].position.velocity = { 0, 0 };
Missiles[mi]._mirange = MissileSpriteData[MFILE_RESSUR1].mAnimLen[0];
}
void AddTelekinesis(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/)
{
Missiles[mi]._miDelFlag = true;
UseMana(id, SPL_TELEKINESIS);
if (id == MyPlayerId)
NewCursor(CURSOR_TELEKINESIS);
}
void AddBoneSpirit(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/)
{
if (src == dst) {
dst += static_cast<Direction>(midir);
}
Missiles[mi]._midam = 0;
UpdateMissileVelocity(mi, src, dst, 16);
SetMissDir(mi, GetDirection(src, dst));
Missiles[mi]._mirange = 256;
Missiles[mi]._miVar1 = src.x;
Missiles[mi]._miVar2 = src.y;
Missiles[mi]._miVar3 = 0;
Missiles[mi]._miVar4 = dst.x;
Missiles[mi]._miVar5 = dst.y;
Missiles[mi]._mlid = AddLight(src, 8);
if (mienemy == TARGET_MONSTERS) {
UseMana(id, SPL_BONESPIRIT);
ApplyPlrDamage(id, 6);
}
}
void AddRportal(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/)
{
Missiles[mi].position.tile = src;
Missiles[mi].position.start = src;
Missiles[mi]._mirange = 100;
Missiles[mi]._miVar1 = 100 - Missiles[mi]._miAnimLen;
Missiles[mi]._miVar2 = 0;
PutMissile(mi);
}
void AddDiabApoca(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int dam)
{
int players = gbIsMultiplayer ? MAX_PLRS : 1;
for (int pnum = 0; pnum < players; pnum++) {
auto &player = Players[pnum];
if (!player.plractive)
continue;
if (!LineClearMissile(src, player.position.future))
continue;
AddMissile({ 0, 0 }, player.position.future, 0, MIS_BOOM2, mienemy, id, dam, 0);
}
Missiles[mi]._miDelFlag = true;
}
int AddMissile(Point src, Point dst, int midir, int mitype, int8_t micaster, int id, int midam, int spllvl)
{
if (ActiveMissileCount >= MAXMISSILES - 1)
return -1;
if (mitype == MIS_MANASHIELD) {
auto &player = Players[id];
if (player.pManaShield) {
if (currlevel != player.plrlevel)
return -1;
for (int i = 0; i < ActiveMissileCount; i++) {
int mi = ActiveMissiles[i];
if (Missiles[mi]._mitype == MIS_MANASHIELD && Missiles[mi]._misource == id)
return -1;
}
}
}
int mi = AvailableMissiles[0];
AvailableMissiles[0] = AvailableMissiles[MAXMISSILES - ActiveMissileCount - 1];
ActiveMissiles[ActiveMissileCount] = mi;
ActiveMissileCount++;
memset(&Missiles[mi], 0, sizeof(*Missiles));
Missiles[mi]._mitype = mitype;
Missiles[mi]._micaster = micaster;
Missiles[mi]._misource = id;
Missiles[mi]._miAnimType = MissileData[mitype].mFileNum;
Missiles[mi]._miDrawFlag = MissileData[mitype].mDraw;
Missiles[mi]._mispllvl = spllvl;
Missiles[mi]._mimfnum = midir;
if (Missiles[mi]._miAnimType == MFILE_NONE || MissileSpriteData[Missiles[mi]._miAnimType].mAnimFAmt < 8)
SetMissDir(mi, 0);
else
SetMissDir(mi, midir);
Missiles[mi].position.tile = src;
Missiles[mi].position.offset = { 0, 0 };
Missiles[mi].position.start = src;
Missiles[mi].position.traveled = { 0, 0 };
Missiles[mi]._miDelFlag = false;
Missiles[mi]._miAnimAdd = 1;
Missiles[mi]._miLightFlag = false;
Missiles[mi]._miPreFlag = false;
Missiles[mi]._miUniqTrans = 0;
Missiles[mi]._midam = midam;
Missiles[mi]._miHitFlag = false;
Missiles[mi]._midist = 0;
Missiles[mi]._mlid = NO_LIGHT;
Missiles[mi]._mirnd = 0;
if (MissileData[mitype].mlSFX != -1) {
PlaySfxLoc(MissileData[mitype].mlSFX, Missiles[mi].position.start);
}
MissileData[mitype].mAddProc(mi, src, dst, midir, micaster, id, midam);
return mi;
}
void MI_Dummy(int i)
{
}
void MI_Golem(int mi)
{
int src = Missiles[mi]._misource;
if (Monsters[src].position.tile == GolemHoldingCell) {
for (int i = 0; i < 6; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
const int8_t *ct = &CrawlTable[ck];
int tx = Missiles[mi]._miVar4 + *(ct - 1);
int ty = Missiles[mi]._miVar5 + *ct;
if (!InDungeonBounds({ tx, ty }))
continue;
if (!LineClearMissile({ Missiles[mi]._miVar1, Missiles[mi]._miVar2 }, { tx, ty }))
continue;
if (dMonster[tx][ty] != 0 || nSolidTable[dPiece[tx][ty]] || dObject[tx][ty] != 0)
continue;
SpawnGolum(src, { tx, ty }, mi);
i = 6;
break;
}
}
}
Missiles[mi]._miDelFlag = true;
}
void MI_LArrow(int i)
{
Missiles[i]._mirange--;
int p = Missiles[i]._misource;
if (Missiles[i]._miAnimType == MFILE_MINILTNG || Missiles[i]._miAnimType == MFILE_MAGBLOS) {
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame + 5);
missile_resistance rst = MissileData[Missiles[i]._mitype].mResist;
if (Missiles[i]._mitype == MIS_LARROW) {
int mind;
int maxd;
if (p != -1) {
mind = Players[p]._pILMinDam;
maxd = Players[p]._pILMaxDam;
} else {
mind = GenerateRnd(10) + 1 + currlevel;
maxd = GenerateRnd(10) + 1 + currlevel * 2;
}
MissileData[MIS_LARROW].mResist = MISR_LIGHTNING;
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, true);
}
if (Missiles[i]._mitype == MIS_FARROW) {
int mind;
int maxd;
if (p != -1) {
mind = Players[p]._pIFMinDam;
maxd = Players[p]._pIFMaxDam;
} else {
mind = GenerateRnd(10) + 1 + currlevel;
maxd = GenerateRnd(10) + 1 + currlevel * 2;
}
MissileData[MIS_FARROW].mResist = MISR_FIRE;
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, true);
}
MissileData[Missiles[i]._mitype].mResist = rst;
} else {
Missiles[i]._midist++;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int mind;
int maxd;
if (p != -1) {
if (Missiles[i]._micaster == TARGET_MONSTERS) {
mind = Players[p]._pIMinDam;
maxd = Players[p]._pIMaxDam;
} else {
mind = Monsters[p].mMinDamage;
maxd = Monsters[p].mMaxDamage;
}
} else {
mind = GenerateRnd(10) + 1 + currlevel;
maxd = GenerateRnd(10) + 1 + currlevel * 2;
}
if (Missiles[i].position.tile != Missiles[i].position.start) {
missile_resistance rst = MissileData[Missiles[i]._mitype].mResist;
MissileData[Missiles[i]._mitype].mResist = MISR_NONE;
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, false);
MissileData[Missiles[i]._mitype].mResist = rst;
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._mimfnum = 0;
Missiles[i].position.traveled -= Missiles[i].position.velocity;
UpdateMissilePos(i);
if (Missiles[i]._mitype == MIS_LARROW)
SetMissAnim(i, MFILE_MINILTNG);
else
SetMissAnim(i, MFILE_MAGBLOS);
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1;
Missiles[i].position.StopMissile();
} else {
if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) {
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar1, Missiles[i]._miVar2 }, 5);
}
}
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
}
void MI_Arrow(int i)
{
Missiles[i]._mirange--;
Missiles[i]._midist++;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int p = Missiles[i]._misource;
int mind;
int maxd;
if (p != -1) {
if (Missiles[i]._micaster == TARGET_MONSTERS) {
mind = Players[p]._pIMinDam;
maxd = Players[p]._pIMaxDam;
} else {
mind = Monsters[p].mMinDamage;
maxd = Monsters[p].mMaxDamage;
}
} else {
mind = currlevel;
maxd = 2 * currlevel;
}
if (Missiles[i].position.tile != Missiles[i].position.start)
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, false);
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Firebolt(int i)
{
int d;
Missiles[i]._mirange--;
if (Missiles[i]._mitype != MIS_BONESPIRIT || Missiles[i]._mimfnum != 8) {
int omx = Missiles[i].position.traveled.deltaX;
int omy = Missiles[i].position.traveled.deltaY;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int p = Missiles[i]._misource;
if (p != -1) {
if (Missiles[i]._micaster == TARGET_MONSTERS) {
auto &player = Players[p];
switch (Missiles[i]._mitype) {
case MIS_FIREBOLT:
d = GenerateRnd(10) + (player._pMagic / 8) + Missiles[i]._mispllvl + 1;
break;
case MIS_FLARE:
d = 3 * Missiles[i]._mispllvl - (player._pMagic / 8) + (player._pMagic / 2);
break;
case MIS_BONESPIRIT:
d = 0;
break;
}
} else {
auto &monster = Monsters[p];
d = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1);
}
} else {
d = currlevel + GenerateRnd(2 * currlevel);
}
if (Missiles[i].position.tile != Missiles[i].position.start) {
CheckMissileCol(i, d, d, false, Missiles[i].position.tile, false);
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
Missiles[i].position.traveled = { omx, omy };
UpdateMissilePos(i);
Missiles[i].position.StopMissile();
switch (Missiles[i]._mitype) {
case MIS_FIREBOLT:
case MIS_MAGMABALL:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_MISEXP, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_FLARE:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_MISEXP2, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_ACID:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_MISEXP3, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_BONESPIRIT:
SetMissDir(i, DIR_OMNI);
Missiles[i]._mirange = 7;
Missiles[i]._miDelFlag = false;
PutMissile(i);
return;
case MIS_LICH:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXORA1, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_PSYCHORB:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXBL2, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_NECROMORB:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXRED3, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_ARCHLICH:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXYEL2, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
case MIS_BONEDEMON:
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXBL3, Missiles[i]._micaster, Missiles[i]._misource, 0, 0);
break;
}
if (Missiles[i]._mlid != NO_LIGHT)
AddUnLight(Missiles[i]._mlid);
PutMissile(i);
} else {
if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) {
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
if (Missiles[i]._mlid != NO_LIGHT)
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar1, Missiles[i]._miVar2 }, 8);
}
PutMissile(i);
}
} else if (Missiles[i]._mirange == 0) {
if (Missiles[i]._mlid != NO_LIGHT)
AddUnLight(Missiles[i]._mlid);
Missiles[i]._miDelFlag = true;
PlaySfxLoc(LS_BSIMPCT, Missiles[i].position.tile);
PutMissile(i);
} else
PutMissile(i);
}
void MI_Lightball(int i)
{
int tx = Missiles[i]._miVar1;
int ty = Missiles[i]._miVar2;
Missiles[i]._mirange--;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int j = Missiles[i]._mirange;
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false);
if (Missiles[i]._miHitFlag)
Missiles[i]._mirange = j;
int8_t obj = dObject[tx][ty];
if (obj != 0 && tx == Missiles[i].position.tile.x && ty == Missiles[i].position.tile.y) {
int oi = (obj > 0) ? (obj - 1) : -(obj + 1);
if (Objects[oi]._otype == OBJ_SHRINEL || Objects[oi]._otype == OBJ_SHRINER)
Missiles[i]._mirange = j;
}
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Krull(int i)
{
Missiles[i]._mirange--;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false);
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Acidpud(int i)
{
Missiles[i]._mirange--;
int range = Missiles[i]._mirange;
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false);
Missiles[i]._mirange = range;
if (range == 0) {
if (Missiles[i]._mimfnum != 0) {
Missiles[i]._miDelFlag = true;
} else {
SetMissDir(i, 1);
Missiles[i]._mirange = Missiles[i]._miAnimLen;
}
}
PutMissile(i);
}
void MI_Firewall(int i)
{
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 };
Missiles[i]._mirange--;
if (Missiles[i]._mirange == Missiles[i]._miVar1) {
SetMissDir(i, 1);
Missiles[i]._miAnimFrame = GenerateRnd(11) + 1;
}
if (Missiles[i]._mirange == Missiles[i]._miAnimLen - 1) {
SetMissDir(i, 0);
Missiles[i]._miAnimFrame = 13;
Missiles[i]._miAnimAdd = -1;
}
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, true);
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
if (Missiles[i]._mimfnum != 0 && Missiles[i]._mirange != 0 && Missiles[i]._miAnimAdd != -1 && Missiles[i]._miVar2 < 12) {
if (Missiles[i]._miVar2 == 0)
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, ExpLight[0]);
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar2]);
Missiles[i]._miVar2++;
}
PutMissile(i);
}
void MI_Fireball(int i)
{
FireballUpdate(i, Missiles[i].position.velocity, false);
}
void MI_HorkSpawn(int mi)
{
Missiles[mi]._mirange--;
CheckMissileCol(mi, 0, 0, false, Missiles[mi].position.tile, false);
if (Missiles[mi]._mirange <= 0) {
Missiles[mi]._miDelFlag = true;
for (int i = 0; i < 2; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
int tx = Missiles[mi].position.tile.x + CrawlTable[ck - 1];
int ty = Missiles[mi].position.tile.y + CrawlTable[ck];
if (!InDungeonBounds({ tx, ty }))
continue;
int dp = dPiece[tx][ty];
if (nSolidTable[dp] || dMonster[tx][ty] != 0 || dPlayer[tx][ty] != 0 || dObject[tx][ty] != 0)
continue;
auto md = static_cast<Direction>(Missiles[mi]._miVar1);
int monsterId = AddMonster({ tx, ty }, md, 1, true);
if (monsterId != -1)
M_StartStand(Monsters[monsterId], md);
i = 6;
break;
}
}
} else {
Missiles[mi]._midist++;
Missiles[mi].position.traveled += Missiles[mi].position.velocity;
UpdateMissilePos(mi);
}
PutMissile(mi);
}
void MI_Rune(int i)
{
int mx = Missiles[i].position.tile.x;
int my = Missiles[i].position.tile.y;
int mid = dMonster[mx][my];
int8_t pid = dPlayer[mx][my];
if (mid != 0 || pid != 0) {
Direction dir;
if (mid != 0) {
mid = (mid > 0) ? (mid - 1) : -(mid + 1);
dir = GetDirection(Missiles[i].position.tile, Monsters[mid].position.tile);
} else {
pid = (pid > 0) ? (pid - 1) : -(pid + 1);
dir = GetDirection(Missiles[i].position.tile, Players[pid].position.tile);
}
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
AddMissile({ mx, my }, { mx, my }, dir, Missiles[i]._miVar1, TARGET_BOTH, Missiles[i]._misource, Missiles[i]._midam, Missiles[i]._mispllvl);
}
PutMissile(i);
}
void MI_LightningWall(int i)
{
Missiles[i]._mirange--;
int range = Missiles[i]._mirange;
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false);
if (Missiles[i]._miHitFlag)
Missiles[i]._mirange = range;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
PutMissile(i);
}
void MI_HiveExplode(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange <= 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
}
void MI_Immolation(int i)
{
if (Missiles[i]._miVar7 < 0) {
int v = 2 * Missiles[i]._miVar6;
Missiles[i]._miVar6 = v;
Missiles[i]._miVar7 = v;
Missiles[i]._mimfnum = left[Missiles[i]._mimfnum];
} else {
Missiles[i]._miVar7--;
}
Displacement offset = Missiles[i].position.velocity;
switch (Missiles[i]._mimfnum) {
case DIR_S:
case DIR_N:
offset.deltaY = 0;
break;
case DIR_W:
case DIR_E:
offset.deltaX = 0;
break;
default:
break;
}
FireballUpdate(i, offset, true);
}
void MI_LightningArrow(int i)
{
Missiles[i]._mirange--;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int mx = Missiles[i].position.tile.x;
int my = Missiles[i].position.tile.y;
assert(mx >= 0 && mx < MAXDUNX);
assert(my >= 0 && my < MAXDUNY);
int pn = dPiece[mx][my];
assert(pn >= 0 && pn <= MAXTILES);
if (Missiles[i]._misource == -1) {
if ((mx != Missiles[i].position.start.x || my != Missiles[i].position.start.y) && nMissileTable[pn]) {
Missiles[i]._mirange = 0;
}
} else if (nMissileTable[pn]) {
Missiles[i]._mirange = 0;
}
if (!nMissileTable[pn]) {
if ((mx != Missiles[i]._miVar1 || my != Missiles[i]._miVar2) && mx > 0 && my > 0 && mx < MAXDUNX && my < MAXDUNY) {
if (Missiles[i]._misource != -1) {
if (Missiles[i]._micaster == TARGET_PLAYERS
&& IsAnyOf(Monsters[Missiles[i]._misource].MType->mtype, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
i,
MIS_LIGHTNING2,
Missiles[i]._micaster,
Missiles[i]._misource,
Missiles[i]._midam,
Missiles[i]._mispllvl);
} else {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
i,
MIS_LIGHTNING,
Missiles[i]._micaster,
Missiles[i]._misource,
Missiles[i]._midam,
Missiles[i]._mispllvl);
}
} else {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
i,
MIS_LIGHTNING,
Missiles[i]._micaster,
Missiles[i]._misource,
Missiles[i]._midam,
Missiles[i]._mispllvl);
}
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
}
}
if (Missiles[i]._mirange == 0 || mx <= 0 || my <= 0 || mx >= MAXDUNX || my > MAXDUNY) { // BUGFIX my >= MAXDUNY
Missiles[i]._miDelFlag = true;
}
}
void MI_Reflect(int i)
{
int src = Missiles[i]._misource;
auto &player = Players[src];
if (src != MyPlayerId && currlevel != player.plrlevel)
Missiles[i]._miDelFlag = true;
if (player.wReflections <= 0) {
Missiles[i]._miDelFlag = true;
NetSendCmd(true, CMD_REFLECT);
}
PutMissile(i);
}
void MI_FireRing(int i)
{
MissileRing(i, MIS_FIREWALL);
}
void MI_LightningRing(int i)
{
MissileRing(i, MIS_LIGHTWALL);
}
void MI_Search(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange != 0)
return;
Missiles[i]._miDelFlag = true;
PlaySfxLoc(IS_CAST7, Players[Missiles[i]._miVar1].position.tile);
AutoMapShowItems = false;
}
void MI_LightningWallC(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
return;
}
int id = Missiles[i]._misource;
int lvl = (id > -1) ? Players[id]._pLevel : 0;
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2);
{
Point position = { Missiles[i]._miVar1, Missiles[i]._miVar2 };
Point target = position + static_cast<Direction>(Missiles[i]._miVar3);
if (!Missiles[i].limitReached && GrowWall(id, position, target, MIS_LIGHTWALL, Missiles[i]._mispllvl, dmg)) {
Missiles[i]._miVar1 = target.x;
Missiles[i]._miVar2 = target.y;
} else {
Missiles[i].limitReached = true;
}
}
{
Point position = { Missiles[i]._miVar5, Missiles[i]._miVar6 };
Point target = position + static_cast<Direction>(Missiles[i]._miVar4);
if (Missiles[i]._miVar7 == 0 && GrowWall(id, position, target, MIS_LIGHTWALL, Missiles[i]._mispllvl, dmg)) {
Missiles[i]._miVar5 = target.x;
Missiles[i]._miVar6 = target.y;
} else {
Missiles[i]._miVar7 = 1;
}
}
}
void MI_FireNova(int i)
{
int sx1 = 0;
int sy1 = 0;
int id = Missiles[i]._misource;
int dam = Missiles[i]._midam;
Point src = Missiles[i].position.tile;
Direction dir = DIR_S;
mienemy_type en = TARGET_PLAYERS;
if (id != -1) {
dir = Players[id]._pdir;
en = TARGET_MONSTERS;
}
for (const auto &k : VisionCrawlTable) {
if (sx1 != k[6] || sy1 != k[7]) {
Displacement offsets[] = { { k[6], k[7] }, { -k[6], -k[7] }, { -k[6], +k[7] }, { +k[6], -k[7] } };
for (Displacement offset : offsets)
AddMissile(src, src + offset, dir, MIS_FIRENOVA, en, id, dam, Missiles[i]._mispllvl);
sx1 = k[6];
sy1 = k[7];
}
}
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
}
void MI_SpecArrow(int i)
{
int id = Missiles[i]._misource;
int dam = Missiles[i]._midam;
Point src = Missiles[i].position.tile;
Point dst = { Missiles[i]._miVar1, Missiles[i]._miVar2 };
int spllvl = Missiles[i]._miVar3;
int mitype = 0;
Direction dir = DIR_S;
mienemy_type micaster = TARGET_PLAYERS;
if (id != -1) {
auto &player = Players[id];
dir = player._pdir;
micaster = TARGET_MONSTERS;
switch (player._pILMinDam) {
case 0:
mitype = MIS_FIRENOVA;
break;
case 1:
mitype = MIS_LIGHTARROW;
break;
case 2:
mitype = MIS_CBOLTARROW;
break;
case 3:
mitype = MIS_HBOLTARROW;
break;
}
}
AddMissile(src, dst, dir, mitype, micaster, id, dam, spllvl);
if (mitype == MIS_CBOLTARROW) {
AddMissile(src, dst, dir, mitype, micaster, id, dam, spllvl);
AddMissile(src, dst, dir, mitype, micaster, id, dam, spllvl);
}
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
}
void MI_Lightctrl(int i)
{
assert(i >= 0 && i < MAXMISSILES);
Missiles[i]._mirange--;
7 years ago
int dam;
int id = Missiles[i]._misource;
if (id != -1) {
if (Missiles[i]._micaster == TARGET_MONSTERS) {
dam = (GenerateRnd(2) + GenerateRnd(Players[id]._pLevel) + 2) << 6;
} else {
auto &monster = Monsters[id];
dam = 2 * (monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1));
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}
} else {
dam = GenerateRnd(currlevel) + 2 * currlevel;
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}
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
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int mx = Missiles[i].position.tile.x;
int my = Missiles[i].position.tile.y;
assert(mx >= 0 && mx < MAXDUNX);
assert(my >= 0 && my < MAXDUNY);
int pn = dPiece[mx][my];
assert(pn >= 0 && pn <= MAXTILES);
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if (id != -1 || Point { mx, my } != Missiles[i].position.start) {
if (nMissileTable[pn]) {
Missiles[i]._mirange = 0;
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}
}
if (!nMissileTable[pn]
&& Point { mx, my } != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }
&& InDungeonBounds({ mx, my })) {
if (id != -1) {
if (Missiles[i]._micaster == TARGET_PLAYERS
&& IsAnyOf(Monsters[id].MType->mtype, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
i,
MIS_LIGHTNING2,
Missiles[i]._micaster,
id,
dam,
Missiles[i]._mispllvl);
7 years ago
} else {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
i,
MIS_LIGHTNING,
Missiles[i]._micaster,
id,
dam,
Missiles[i]._mispllvl);
}
} else {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
i,
MIS_LIGHTNING,
Missiles[i]._micaster,
id,
dam,
Missiles[i]._mispllvl);
}
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
}
assert(mx != 0 && my != 0);
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
7 years ago
}
}
void MI_Lightning(int i)
{
Missiles[i]._mirange--;
int j = Missiles[i]._mirange;
if (Missiles[i].position.tile != Missiles[i].position.start)
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false);
if (Missiles[i]._miHitFlag)
Missiles[i]._mirange = j;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
}
void MI_Town(int i)
{
int expLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 };
if (Missiles[i]._mirange > 1)
Missiles[i]._mirange--;
if (Missiles[i]._mirange == Missiles[i]._miVar1)
SetMissDir(i, 1);
if (currlevel != 0 && Missiles[i]._mimfnum != 1 && Missiles[i]._mirange != 0) {
if (Missiles[i]._miVar2 == 0)
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 1);
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, expLight[Missiles[i]._miVar2]);
Missiles[i]._miVar2++;
}
for (int p = 0; p < MAX_PLRS; p++) {
auto &player = Players[p];
if (player.plractive && currlevel == player.plrlevel && !player._pLvlChanging && player._pmode == PM_STAND && player.position.tile == Missiles[i].position.tile) {
ClrPlrPath(player);
if (p == MyPlayerId) {
NetSendCmdParam1(true, CMD_WARP, Missiles[i]._misource);
player._pmode = PM_NEWLVL;
}
}
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
}
void MI_Flash(int i)
{
if (Missiles[i]._micaster == TARGET_MONSTERS) {
if (Missiles[i]._misource != -1)
Players[Missiles[i]._misource]._pInvincible = true;
}
Missiles[i]._mirange--;
constexpr Displacement Offsets[] = { { -1, 0 }, { 0, 0 }, { 1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 } };
for (Displacement offset : Offsets)
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile + offset, true);
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
if (Missiles[i]._micaster == TARGET_MONSTERS) {
if (Missiles[i]._misource != -1)
Players[Missiles[i]._misource]._pInvincible = false;
}
}
PutMissile(i);
}
void MI_Flash2(int i)
{
if (Missiles[i]._micaster == TARGET_MONSTERS) {
if (Missiles[i]._misource != -1)
Players[Missiles[i]._misource]._pInvincible = true;
}
Missiles[i]._mirange--;
constexpr Displacement Offsets[] = { { -1, -1 }, { 0, -1 }, { 1, -1 } };
for (Displacement offset : Offsets)
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile + offset, true);
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
if (Missiles[i]._micaster == TARGET_MONSTERS) {
if (Missiles[i]._misource != -1)
Players[Missiles[i]._misource]._pInvincible = false;
}
}
PutMissile(i);
}
void MI_Manashield(int i)
{
int id = Missiles[i]._misource;
if (id != MyPlayerId) {
if (currlevel != Players[id].plrlevel)
Missiles[i]._miDelFlag = true;
} else {
if (Players[id]._pMana <= 0 || !Players[id].plractive)
Missiles[i]._mirange = 0;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
NetSendCmd(true, CMD_ENDSHIELD);
}
}
PutMissile(i);
}
void MI_Etherealize(int i)
{
Missiles[i]._mirange--;
auto &player = Players[Missiles[i]._misource];
Missiles[i].position.tile = player.position.tile;
Missiles[i].position.traveled.deltaX = player.position.offset.deltaX << 16;
Missiles[i].position.traveled.deltaY = player.position.offset.deltaY << 16;
if (player._pmode == PM_WALK3) {
Missiles[i].position.start = player.position.future;
} else {
Missiles[i].position.start = player.position.tile;
}
UpdateMissilePos(i);
if (player._pmode == PM_WALK3) {
if (player._pdir == DIR_W)
Missiles[i].position.tile.x++;
else
Missiles[i].position.tile.y++;
}
player._pSpellFlags |= 1;
if (Missiles[i]._mirange == 0 || player._pHitPoints <= 0) {
Missiles[i]._miDelFlag = true;
player._pSpellFlags &= ~0x1;
}
PutMissile(i);
}
void MI_Firemove(int i)
{
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 };
Missiles[i].position.tile.x--;
Missiles[i].position.tile.y--;
Missiles[i].position.offset.deltaY += 32;
Missiles[i]._miVar1++;
if (Missiles[i]._miVar1 == Missiles[i]._miAnimLen) {
SetMissDir(i, 1);
Missiles[i]._miAnimFrame = GenerateRnd(11) + 1;
}
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int j = Missiles[i]._mirange;
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false);
if (Missiles[i]._miHitFlag)
Missiles[i]._mirange = j;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
if (Missiles[i]._mimfnum != 0 || Missiles[i]._mirange == 0) {
if (Missiles[i].position.tile.x != Missiles[i]._miVar3 || Missiles[i].position.tile.y != Missiles[i]._miVar4) {
Missiles[i]._miVar3 = Missiles[i].position.tile.x;
Missiles[i]._miVar4 = Missiles[i].position.tile.y;
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar3, Missiles[i]._miVar4 }, 8);
}
} else {
if (Missiles[i]._miVar2 == 0)
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, ExpLight[0]);
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar2]);
Missiles[i]._miVar2++;
}
Missiles[i].position.tile.x++;
Missiles[i].position.tile.y++;
Missiles[i].position.offset.deltaY -= 32;
PutMissile(i);
}
void MI_Guardian(int i)
{
assert(i >= 0 && i < MAXMISSILES);
7 years ago
Missiles[i]._mirange--;
7 years ago
if (Missiles[i]._miVar2 > 0) {
Missiles[i]._miVar2--;
7 years ago
}
if (Missiles[i]._mirange == Missiles[i]._miVar1 || (Missiles[i]._mimfnum == MFILE_GUARD && Missiles[i]._miVar2 == 0)) {
7 years ago
SetMissDir(i, 1);
}
Point position = Missiles[i].position.tile;
if ((Missiles[i]._mirange % 16) == 0) {
Displacement previous = { 0, 0 };
bool found = false;
for (int j = 0; j < 23 && !found; j++) {
for (int k = 10; k >= 0 && !found; k -= 2) {
const Displacement offset { VisionCrawlTable[j][k], VisionCrawlTable[j][k + 1] };
if (offset == Displacement { 0, 0 }) {
break;
}
if (previous == offset) {
7 years ago
continue;
}
found = GuardianTryFireAt(i, { position.x + offset.deltaX, position.y + offset.deltaY })
|| GuardianTryFireAt(i, { position.x - offset.deltaX, position.y - offset.deltaY })
|| GuardianTryFireAt(i, { position.x + offset.deltaX, position.y - offset.deltaY })
|| GuardianTryFireAt(i, { position.x - offset.deltaX, position.y + offset.deltaY });
if (!found) {
previous = offset;
7 years ago
}
}
}
}
7 years ago
if (Missiles[i]._mirange == 14) {
7 years ago
SetMissDir(i, 0);
Missiles[i]._miAnimFrame = 15;
Missiles[i]._miAnimAdd = -1;
}
7 years ago
Missiles[i]._miVar3 += Missiles[i]._miAnimAdd;
7 years ago
if (Missiles[i]._miVar3 > 15) {
Missiles[i]._miVar3 = 15;
} else if (Missiles[i]._miVar3 > 0) {
ChangeLight(Missiles[i]._mlid, position, Missiles[i]._miVar3);
}
7 years ago
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
7 years ago
}
PutMissile(i);
}
void MI_Chain(int mi)
{
int id = Missiles[mi]._misource;
Point position = Missiles[mi].position.tile;
Direction dir = GetDirection(position, { Missiles[mi]._miVar1, Missiles[mi]._miVar2 });
AddMissile(position, { Missiles[mi]._miVar1, Missiles[mi]._miVar2 }, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, id, 1, Missiles[mi]._mispllvl);
int rad = Missiles[mi]._mispllvl + 3;
if (rad > 19)
rad = 19;
for (int i = 1; i < rad; i++) {
int k = CrawlNum[i];
int ck = k + 2;
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) {
Point target = position + Displacement { CrawlTable[ck - 1], CrawlTable[ck] };
if (InDungeonBounds(target) && dMonster[target.x][target.y] > 0) {
dir = GetDirection(position, target);
AddMissile(position, target, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, id, 1, Missiles[mi]._mispllvl);
}
}
}
Missiles[mi]._mirange--;
if (Missiles[mi]._mirange == 0)
Missiles[mi]._miDelFlag = true;
}
void MI_Blood(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
if (Missiles[i]._miAnimFrame == Missiles[i]._miAnimLen)
Missiles[i]._miPreFlag = true;
PutMissile(i);
}
void MI_Weapexp(int i)
{
constexpr int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 };
Missiles[i]._mirange--;
int id = Missiles[i]._misource;
int mind;
int maxd;
if (Missiles[i]._miVar2 == 1) {
mind = Players[id]._pIFMinDam;
maxd = Players[id]._pIFMaxDam;
MissileData[Missiles[i]._mitype].mResist = MISR_FIRE;
} else {
mind = Players[id]._pILMinDam;
maxd = Players[id]._pILMaxDam;
MissileData[Missiles[i]._mitype].mResist = MISR_LIGHTNING;
}
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, false);
if (Missiles[i]._miVar1 == 0) {
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 9);
} else {
if (Missiles[i]._mirange != 0)
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar1]);
}
Missiles[i]._miVar1++;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
} else {
PutMissile(i);
}
}
void MI_Misexp(int i)
{
constexpr int ExpLight[] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2, 1, 0, 0, 0, 0 };
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
} else {
if (Missiles[i]._miVar1 == 0)
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 9);
else
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar1]);
Missiles[i]._miVar1++;
PutMissile(i);
}
}
void MI_Acidsplat(int i)
{
if (Missiles[i]._mirange == Missiles[i]._miAnimLen) {
Missiles[i].position.tile.x++;
Missiles[i].position.tile.y++;
Missiles[i].position.offset.deltaY -= 32;
}
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
int monst = Missiles[i]._misource;
int dam = (Monsters[monst].MData->mLevel >= 2 ? 2 : 1);
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_ACIDPUD, TARGET_PLAYERS, monst, dam, Missiles[i]._mispllvl);
} else {
PutMissile(i);
}
}
void MI_Teleport(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange <= 0) {
Missiles[i]._miDelFlag = true;
return;
}
int id = Missiles[i]._misource;
auto &player = Players[id];
dPlayer[player.position.tile.x][player.position.tile.y] = 0;
PlrClrTrans(player.position.tile);
player.position.tile = { Missiles[i].position.tile.x, Missiles[i].position.tile.y };
player.position.future = player.position.tile;
player.position.old = player.position.tile;
PlrDoTrans(player.position.tile);
Missiles[i]._miVar1 = 1;
dPlayer[player.position.tile.x][player.position.tile.y] = id + 1;
if (leveltype != DTYPE_TOWN) {
ChangeLightXY(player._plid, player.position.tile);
ChangeVisionXY(player._pvid, player.position.tile);
}
if (id == MyPlayerId) {
ViewX = player.position.tile.x - ScrollInfo.tile.x;
ViewY = player.position.tile.y - ScrollInfo.tile.y;
}
}
void MI_Stone(int i)
{
Missiles[i]._mirange--;
auto &monster = Monsters[Missiles[i]._miVar2];
if (monster._mhitpoints == 0 && Missiles[i]._miAnimType != MFILE_SHATTER1) {
Missiles[i]._mimfnum = 0;
Missiles[i]._miDrawFlag = true;
SetMissAnim(i, MFILE_SHATTER1);
Missiles[i]._mirange = 11;
}
if (monster._mmode != MM_STONE) {
Missiles[i]._miDelFlag = true;
return;
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
if (monster._mhitpoints > 0) {
monster._mmode = (MON_MODE)Missiles[i]._miVar1;
monster.AnimInfo.IsPetrified = false;
} else {
AddDead(monster.position.tile, stonendx, monster._mdir);
}
}
if (Missiles[i]._miAnimType == MFILE_SHATTER1)
PutMissile(i);
}
void MI_Boom(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._miVar1 == 0)
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, true);
if (Missiles[i]._miHitFlag)
Missiles[i]._miVar1 = 1;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Rhino(int i)
{
int monst = Missiles[i]._misource;
auto &monster = Monsters[monst];
if (monster._mmode != MM_CHARGE) {
Missiles[i]._miDelFlag = true;
return;
}
UpdateMissilePos(i);
Point prevPos = Missiles[i].position.tile;
Point newPosSnake;
dMonster[prevPos.x][prevPos.y] = 0;
if (monster._mAi == AI_SNAKE) {
Missiles[i].position.traveled += Missiles[i].position.velocity * 2;
UpdateMissilePos(i);
newPosSnake = Missiles[i].position.tile;
Missiles[i].position.traveled -= Missiles[i].position.velocity;
} else {
Missiles[i].position.traveled += Missiles[i].position.velocity;
}
UpdateMissilePos(i);
Point newPos = Missiles[i].position.tile;
if (!IsTileAvailable(monster, newPos) || (monster._mAi == AI_SNAKE && !IsTileAvailable(monster, newPosSnake))) {
MissToMonst(i, prevPos);
Missiles[i]._miDelFlag = true;
return;
}
monster.position.future = newPos;
monster.position.old = newPos;
monster.position.tile = newPos;
dMonster[newPos.x][newPos.y] = -(monst + 1);
if (monster._uniqtype != 0)
ChangeLightXY(Missiles[i]._mlid, newPos);
MoveMissilePos(i);
PutMissile(i);
}
void MI_Fireman(int i)
{
UpdateMissilePos(i);
Point a = Missiles[i].position.tile;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
auto &monster = Monsters[Missiles[i]._misource];
Point b = Missiles[i].position.tile;
int enemy = monster._menemy;
Point c = (monster._mFlags & MFLAG_TARGETS_MONSTER) == 0 ? Players[enemy].position.tile : Monsters[enemy].position.tile;
int j = 0;
if (b != a && (((Missiles[i]._miVar1 & 1) != 0 && a.WalkingDistance(c) >= 4) || Missiles[i]._miVar2 > 1) && IsTileAvailable(monster, a)) {
MissToMonst(i, a);
Missiles[i]._miDelFlag = true;
} else if ((monster._mFlags & MFLAG_TARGETS_MONSTER) == 0) {
j = dPlayer[b.x][b.y];
} else {
j = dMonster[b.x][b.y];
}
if (!PosOkMissile(b) || (j > 0 && (Missiles[i]._miVar1 & 1) == 0)) {
Missiles[i].position.velocity *= -1;
Missiles[i]._mimfnum = opposite[Missiles[i]._mimfnum];
Missiles[i]._miAnimData = monster.MType->GetAnimData(MonsterGraphic::Walk).CelSpritesForDirections[Missiles[i]._mimfnum]->Data();
Missiles[i]._miVar2++;
if (j > 0)
Missiles[i]._miVar1 |= 1;
}
MoveMissilePos(i);
PutMissile(i);
}
void MI_FirewallC(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
return;
}
int id = Missiles[i]._misource;
{
Point position = { Missiles[i]._miVar1, Missiles[i]._miVar2 };
Point target = position + static_cast<Direction>(Missiles[i]._miVar3);
if (!Missiles[i].limitReached && GrowWall(id, position, target, MIS_FIREWALL, Missiles[i]._mispllvl, 0)) {
Missiles[i]._miVar1 = target.x;
Missiles[i]._miVar2 = target.y;
} else {
Missiles[i].limitReached = true;
}
}
{
Point position = { Missiles[i]._miVar5, Missiles[i]._miVar6 };
Point target = position + static_cast<Direction>(Missiles[i]._miVar4);
if (Missiles[i]._miVar7 == 0 && GrowWall(id, position, target, MIS_FIREWALL, Missiles[i]._mispllvl, 0)) {
Missiles[i]._miVar5 = target.x;
Missiles[i]._miVar6 = target.y;
} else {
Missiles[i]._miVar7 = 1;
}
}
}
void MI_Infra(int i)
{
Missiles[i]._mirange--;
Players[Missiles[i]._misource]._pInfraFlag = true;
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
CalcPlrItemVals(Missiles[i]._misource, true);
}
}
void MI_Apoca(int i)
{
int id = Missiles[i]._misource;
bool exit = false;
int j;
int k;
for (j = Missiles[i]._miVar2; j < Missiles[i]._miVar3 && !exit; j++) {
for (k = Missiles[i]._miVar4; k < Missiles[i]._miVar5 && !exit; k++) {
if (dMonster[k][j] < MAX_PLRS)
continue;
if (nSolidTable[dPiece[k][j]])
continue;
if (gbIsHellfire && !LineClearMissile(Missiles[i].position.tile, { k, j }))
continue;
AddMissile({ k, j }, { k, j }, Players[id]._pdir, MIS_BOOM, TARGET_MONSTERS, id, Missiles[i]._midam, 0);
exit = true;
}
if (!exit) {
Missiles[i]._miVar4 = Missiles[i]._miVar6;
}
}
if (exit) {
Missiles[i]._miVar2 = j - 1;
Missiles[i]._miVar4 = k;
} else {
Missiles[i]._miDelFlag = true;
}
}
void MI_Wave(int i)
{
5 years ago
bool f1 = false;
bool f2 = false;
assert(i >= 0 && i < MAXMISSILES);
int id = Missiles[i]._misource;
Point src = Missiles[i].position.tile;
Direction sd = GetDirection(src, { Missiles[i]._miVar1, Missiles[i]._miVar2 });
Direction dira = left[left[sd]];
Direction dirb = right[right[sd]];
Point na = src + sd;
5 years ago
int pn = dPiece[na.x][na.y];
assert(pn >= 0 && pn <= MAXTILES);
7 years ago
if (!nMissileTable[pn]) {
Direction pdir = Players[id]._pdir;
AddMissile(na, na + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, Missiles[i]._mispllvl);
na += dira;
Point nb = src + sd + dirb;
for (int j = 0; j < (Missiles[i]._mispllvl / 2) + 2; j++) {
pn = dPiece[na.x][na.y]; // BUGFIX: dPiece is accessed before check against dungeon size and 0
assert(pn >= 0 && pn <= MAXTILES);
if (nMissileTable[pn] || f1 || !InDungeonBounds(na)) {
f1 = true;
} else {
AddMissile(na, na + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, Missiles[i]._mispllvl);
na += dira;
}
pn = dPiece[nb.x][nb.y]; // BUGFIX: dPiece is accessed before check against dungeon size and 0
assert(pn >= 0 && pn <= MAXTILES);
if (nMissileTable[pn] || f2 || !InDungeonBounds(nb)) {
f2 = true;
} else {
AddMissile(nb, nb + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, Missiles[i]._mispllvl);
nb += dirb;
}
}
}
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
}
void MI_Nova(int i)
{
int sx1 = 0;
int sy1 = 0;
int id = Missiles[i]._misource;
int dam = Missiles[i]._midam;
Point src = Missiles[i].position.tile;
Direction dir = DIR_S;
mienemy_type en = TARGET_PLAYERS;
if (id != -1) {
dir = Players[id]._pdir;
en = TARGET_MONSTERS;
}
for (const auto &k : VisionCrawlTable) {
if (sx1 != k[6] || sy1 != k[7]) {
AddMissile(src, src + Displacement { k[6], k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl);
AddMissile(src, src + Displacement { -k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl);
AddMissile(src, src + Displacement { -k[6], k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl);
AddMissile(src, src + Displacement { k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl);
sx1 = k[6];
sy1 = k[7];
}
}
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
}
void MI_Blodboil(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange != 0) {
return;
}
int id = Missiles[i]._miVar1;
auto &player = Players[id];
int hpdif = player._pMaxHP - player._pHitPoints;
if ((player._pSpellFlags & 2) != 0) {
player._pSpellFlags &= ~0x2;
player._pSpellFlags |= 4;
int lvl = player._pLevel * 2;
Missiles[i]._mirange = lvl + 10 * Missiles[i]._mispllvl + 245;
} else {
player._pSpellFlags &= ~0x4;
Missiles[i]._miDelFlag = true;
hpdif += Missiles[i]._miVar2;
}
CalcPlrItemVals(id, true);
ApplyPlrDamage(id, 0, 1, hpdif);
force_redraw = 255;
player.Say(HeroSpeech::HeavyBreathing);
}
void MI_Flame(int i)
{
Missiles[i]._mirange--;
Missiles[i]._miVar2--;
int k = Missiles[i]._mirange;
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false);
if (Missiles[i]._mirange == 0 && Missiles[i]._miHitFlag)
Missiles[i]._mirange = k;
if (Missiles[i]._miVar2 == 0)
Missiles[i]._miAnimFrame = 20;
if (Missiles[i]._miVar2 <= 0) {
k = Missiles[i]._miAnimFrame;
if (k > 11)
k = 24 - k;
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, k);
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
if (Missiles[i]._miVar2 <= 0)
PutMissile(i);
}
void MI_Flamec(int i)
{
Missiles[i]._mirange--;
int src = Missiles[i]._misource;
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) {
int id = dPiece[Missiles[i].position.tile.x][Missiles[i].position.tile.y];
if (!nMissileTable[id]) {
AddMissile(
Missiles[i].position.tile,
Missiles[i].position.start,
7 years ago
i,
MIS_FLAME,
Missiles[i]._micaster,
7 years ago
src,
Missiles[i]._miVar3,
Missiles[i]._mispllvl);
} else {
Missiles[i]._mirange = 0;
}
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
Missiles[i]._miVar3++;
}
if (Missiles[i]._mirange == 0 || Missiles[i]._miVar3 == 3)
Missiles[i]._miDelFlag = true;
}
void MI_Cbolt(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._miAnimType != MFILE_LGHNING) {
if (Missiles[i]._miVar3 == 0) {
constexpr int BPath[16] = { -1, 0, 1, -1, 0, 1, -1, -1, 0, 0, 1, 1, 0, 1, -1, 0 };
auto md = static_cast<Direction>(Missiles[i]._miVar2);
switch (BPath[Missiles[i]._mirnd]) {
case -1:
md = left[md];
break;
case 1:
md = right[md];
break;
}
Missiles[i]._mirnd = (Missiles[i]._mirnd + 1) & 0xF;
UpdateMissileVelocity(i, Missiles[i].position.tile, Missiles[i].position.tile + md, 8);
Missiles[i]._miVar3 = 16;
} else {
Missiles[i]._miVar3--;
}
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false);
if (Missiles[i]._miHitFlag) {
Missiles[i]._miVar1 = 8;
Missiles[i]._mimfnum = 0;
Missiles[i].position.offset = { 0, 0 };
Missiles[i].position.velocity = {};
SetMissAnim(i, MFILE_LGHNING);
Missiles[i]._mirange = Missiles[i]._miAnimLen;
UpdateMissilePos(i);
}
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miVar1);
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
}
void MI_Hbolt(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._miAnimType != MFILE_HOLYEXPL) {
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
int dam = Missiles[i]._midam;
if (Missiles[i].position.tile != Missiles[i].position.start) {
CheckMissileCol(i, dam, dam, false, Missiles[i].position.tile, false);
}
if (Missiles[i]._mirange == 0) {
Missiles[i].position.traveled -= Missiles[i].position.velocity;
UpdateMissilePos(i);
Missiles[i]._mimfnum = 0;
SetMissAnim(i, MFILE_HOLYEXPL);
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1;
Missiles[i].position.StopMissile();
} else {
if (Missiles[i].position.tile != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }) {
Missiles[i]._miVar1 = Missiles[i].position.tile.x;
Missiles[i]._miVar2 = Missiles[i].position.tile.y;
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar1, Missiles[i]._miVar2 }, 8);
}
}
} else {
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame + 7);
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
}
PutMissile(i);
}
void MI_Element(int i)
{
Missiles[i]._mirange--;
int dam = Missiles[i]._midam;
int id = Missiles[i]._misource;
if (Missiles[i]._miAnimType == MFILE_BIGEXP) {
Point c = Missiles[i].position.tile;
Point p = Players[id].position.tile;
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame);
if (!CheckBlock(p, c))
CheckMissileCol(i, dam, dam, true, c, true);
constexpr Displacement Offsets[] = { { 0, 1 }, { 0, -1 }, { 1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 0 }, { -1, 1 }, { -1, -1 } };
for (Displacement offset : Offsets) {
if (!CheckBlock(p, c + offset))
CheckMissileCol(i, dam, dam, true, c + offset, true);
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
} else {
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
Point c = Missiles[i].position.tile;
CheckMissileCol(i, dam, dam, false, c, false);
if (Missiles[i]._miVar3 == 0 && c == Point { Missiles[i]._miVar4, Missiles[i]._miVar5 })
Missiles[i]._miVar3 = 1;
if (Missiles[i]._miVar3 == 1) {
Missiles[i]._miVar3 = 2;
Missiles[i]._mirange = 255;
auto *monster = FindClosest(c, 19);
if (monster != nullptr) {
Direction sd = GetDirection(c, monster->position.tile);
SetMissDir(i, sd);
UpdateMissileVelocity(i, c, monster->position.tile, 16);
} else {
Direction sd = Players[id]._pdir;
SetMissDir(i, sd);
UpdateMissileVelocity(i, c, c + sd, 16);
}
}
if (c != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }) {
Missiles[i]._miVar1 = c.x;
Missiles[i]._miVar2 = c.y;
ChangeLight(Missiles[i]._mlid, c, 8);
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._mimfnum = 0;
SetMissAnim(i, MFILE_BIGEXP);
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1;
Missiles[i].position.StopMissile();
}
}
PutMissile(i);
}
void MI_Bonespirit(int i)
{
Missiles[i]._mirange--;
int dam = Missiles[i]._midam;
int id = Missiles[i]._misource;
if (Missiles[i]._mimfnum == DIR_OMNI) {
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame);
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
} else {
Missiles[i].position.traveled += Missiles[i].position.velocity;
UpdateMissilePos(i);
Point c = Missiles[i].position.tile;
CheckMissileCol(i, dam, dam, false, c, false);
if (Missiles[i]._miVar3 == 0 && c == Point { Missiles[i]._miVar4, Missiles[i]._miVar5 })
Missiles[i]._miVar3 = 1;
if (Missiles[i]._miVar3 == 1) {
Missiles[i]._miVar3 = 2;
Missiles[i]._mirange = 255;
auto *monster = FindClosest(c, 19);
if (monster != nullptr) {
Missiles[i]._midam = monster->_mhitpoints >> 7;
SetMissDir(i, GetDirection(c, monster->position.tile));
UpdateMissileVelocity(i, c, monster->position.tile, 16);
} else {
Direction sd = Players[id]._pdir;
SetMissDir(i, sd);
UpdateMissileVelocity(i, c, c + sd, 16);
}
}
if (c != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }) {
Missiles[i]._miVar1 = c.x;
Missiles[i]._miVar2 = c.y;
ChangeLight(Missiles[i]._mlid, c, 8);
}
if (Missiles[i]._mirange == 0) {
SetMissDir(i, DIR_OMNI);
Missiles[i].position.velocity = {};
Missiles[i]._mirange = 7;
}
PutMissile(i);
}
}
void MI_ResurrectBeam(int i)
{
Missiles[i]._mirange--;
if (Missiles[i]._mirange == 0)
Missiles[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Rportal(int i)
{
int expLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 };
if (Missiles[i]._mirange > 1)
Missiles[i]._mirange--;
if (Missiles[i]._mirange == Missiles[i]._miVar1)
SetMissDir(i, 1);
if (currlevel != 0 && Missiles[i]._mimfnum != 1 && Missiles[i]._mirange != 0) {
if (Missiles[i]._miVar2 == 0)
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 1);
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, expLight[Missiles[i]._miVar2]);
Missiles[i]._miVar2++;
}
if (Missiles[i]._mirange == 0) {
Missiles[i]._miDelFlag = true;
AddUnLight(Missiles[i]._mlid);
}
PutMissile(i);
}
static void DeleteMissiles()
{
for (int i = 0; i < ActiveMissileCount;) {
if (Missiles[ActiveMissiles[i]]._miDelFlag) {
DeleteMissile(ActiveMissiles[i], i);
} else {
i++;
}
}
}
void ProcessMissiles()
{
for (int i = 0; i < ActiveMissileCount; i++) {
auto &missile = Missiles[ActiveMissiles[i]];
const auto &position = missile.position.tile;
dFlags[position.x][position.y] &= ~BFLAG_MISSILE;
dMissile[position.x][position.y] = 0;
if (!InDungeonBounds(position))
missile._miDelFlag = true;
}
DeleteMissiles();
MissilePreFlag = false;
for (int i = 0; i < ActiveMissileCount; i++) {
auto &missile = Missiles[ActiveMissiles[i]];
MissileData[missile._mitype].mProc(ActiveMissiles[i]);
if ((missile._miAnimFlags & MFLAG_LOCK_ANIMATION) != 0)
continue;
missile._miAnimCnt++;
if (missile._miAnimCnt < missile._miAnimDelay)
continue;
missile._miAnimCnt = 0;
missile._miAnimFrame += missile._miAnimAdd;
if (missile._miAnimFrame > missile._miAnimLen)
missile._miAnimFrame = 1;
else if (missile._miAnimFrame < 1)
missile._miAnimFrame = missile._miAnimLen;
}
DeleteMissiles();
}
void missiles_process_charge()
{
for (int i = 0; i < ActiveMissileCount; i++) {
int mi = ActiveMissiles[i];
MissileStruct *mis = &Missiles[mi];
mis->_miAnimData = MissileSpriteData[mis->_miAnimType].mAnimData[mis->_mimfnum];
if (mis->_mitype != MIS_RHINO)
continue;
CMonster *mon = Monsters[mis->_misource].MType;
MonsterGraphic graphic;
if (mon->mtype >= MT_HORNED && mon->mtype <= MT_OBLORD) {
graphic = MonsterGraphic::Special;
} else if (mon->mtype >= MT_NSNAKE && mon->mtype <= MT_GSNAKE) {
graphic = MonsterGraphic::Attack;
} else {
graphic = MonsterGraphic::Walk;
}
Missiles[mi]._miAnimData = mon->GetAnimData(graphic).CelSpritesForDirections[mis->_mimfnum]->Data();
}
}
void ClearMissileSpot(int mi)
{
dFlags[Missiles[mi].position.tile.x][Missiles[mi].position.tile.y] &= ~BFLAG_MISSILE;
dMissile[Missiles[mi].position.tile.x][Missiles[mi].position.tile.y] = 0;
}
} // namespace devilution