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/**
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* @file missiles.cpp
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*
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* Implementation of missile functionality.
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*/
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#include "missiles.h"
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#include <climits>
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#include "control.h"
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#include "controls/plrctrls.h"
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#include "cursor.h"
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#include "dead.h"
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#ifdef _DEBUG
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#include "debug.h"
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#endif
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#include "engine/cel_header.hpp"
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#include "engine/load_file.hpp"
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#include "engine/random.hpp"
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#include "init.h"
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#include "inv.h"
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#include "lighting.h"
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#include "monster.h"
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#include "spells.h"
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#include "trigs.h"
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namespace devilution {
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int ActiveMissiles[MAXMISSILES];
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int AvailableMissiles[MAXMISSILES];
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Missile Missiles[MAXMISSILES];
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int ActiveMissileCount;
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bool MissilePreFlag;
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namespace {
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ChainStruct chain[MAXMISSILES];
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int numchains;
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int AddClassHealingBonus(int hp, HeroClass heroClass)
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{
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switch (heroClass) {
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case HeroClass::Warrior:
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case HeroClass::Monk:
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case HeroClass::Barbarian:
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return hp * 2;
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case HeroClass::Rogue:
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case HeroClass::Bard:
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return hp + hp / 2;
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default:
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return hp;
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}
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}
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int ScaleSpellEffect(int base, int spellLevel)
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{
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for (int i = 0; i < spellLevel; i++) {
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base += base / 8;
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}
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return base;
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}
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int GenerateRndSum(int range, int iterations)
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{
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int value = 0;
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for (int i = 0; i < iterations; i++) {
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value += GenerateRnd(range);
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}
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return value;
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}
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bool CheckBlock(Point from, Point to)
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{
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while (from != to) {
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from += GetDirection(from, to);
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if (nSolidTable[dPiece[from.x][from.y]])
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return true;
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}
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return false;
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}
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Monster *FindClosest(Point source, int rad)
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{
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std::optional<Point> monsterPosition = FindClosestValidPosition(
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[&source](Point target) {
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// search for a monster with clear line of sight
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return InDungeonBounds(target) && dMonster[target.x][target.y] > 0 && !CheckBlock(source, target);
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},
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source, 1, rad);
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if (monsterPosition) {
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int mid = dMonster[monsterPosition->x][monsterPosition->y];
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return &Monsters[mid - 1];
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}
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return nullptr;
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}
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constexpr Direction16 Direction16Flip(Direction16 x, Direction16 pivot)
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{
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std::underlying_type_t<Direction16> ret = (2 * static_cast<std::underlying_type_t<Direction16>>(pivot) + 16 - static_cast<std::underlying_type_t<Direction16>>(x)) % 16;
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return static_cast<Direction16>(ret);
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}
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void UpdateMissileVelocity(Missile &missile, Point destination, int v)
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{
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missile.position.velocity = { 0, 0 };
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if (missile.position.tile == destination)
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return;
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double dxp = (destination.x + missile.position.tile.y - missile.position.tile.x - destination.y) * (1 << 21);
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double dyp = (destination.y + destination.x - missile.position.tile.x - missile.position.tile.y) * (1 << 21);
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double dr = sqrt(dxp * dxp + dyp * dyp);
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missile.position.velocity.deltaX = static_cast<int>((dxp * (v << 16)) / dr);
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missile.position.velocity.deltaY = static_cast<int>((dyp * (v << 15)) / dr);
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}
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/**
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* @brief Add the missile to the lookup tables
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* @param i Missiles index
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*/
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void PutMissile(Missile &missile)
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{
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Point position = missile.position.tile;
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if (!InDungeonBounds(position))
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missile._miDelFlag = true;
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if (missile._miDelFlag) {
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return;
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}
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dFlags[position.x][position.y] |= DungeonFlag::Missile;
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if (missile._miPreFlag)
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MissilePreFlag = true;
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}
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void UpdateMissilePos(Missile &missile)
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{
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int mx = missile.position.traveled.deltaX >> 16;
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int my = missile.position.traveled.deltaY >> 16;
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int dx = mx + 2 * my;
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int dy = 2 * my - mx;
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int lx = dx / 8;
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dx = dx / 64;
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int ly = dy / 8;
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dy = dy / 64;
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missile.position.tile = missile.position.start + Displacement { dx, dy };
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missile.position.offset.deltaX = mx + (dy * 32) - (dx * 32);
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missile.position.offset.deltaY = my - (dx * 16) - (dy * 16);
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ChangeLightOffset(missile._mlid, { lx - (dx * 8), ly - (dy * 8) });
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}
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/**
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* @brief Dodgy hack used to correct the position for charging monsters.
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*
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* If the monster represented by this missile is *not* facing north in some way it gets shifted to the south.
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* This appears to compensate for some visual oddity or invalid calculation earlier in the MI_Rhino logic.
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* @param missile MissileStruct representing a charging monster.
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*/
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void MoveMissilePos(Missile &missile)
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{
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Direction moveDirection;
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switch (static_cast<Direction>(missile._mimfnum)) {
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case Direction::East:
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moveDirection = Direction::SouthEast;
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break;
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case Direction::West:
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moveDirection = Direction::SouthWest;
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break;
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case Direction::South:
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case Direction::SouthWest:
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case Direction::SouthEast:
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moveDirection = Direction::South;
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break;
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default:
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return;
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}
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auto target = missile.position.tile + moveDirection;
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if (IsTileAvailable(Monsters[missile._misource], target)) {
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missile.position.tile = target;
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missile.position.offset += Displacement(moveDirection).WorldToScreen();
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}
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}
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bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, missile_id t, bool shift)
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{
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auto &monster = Monsters[m];
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bool resist = false;
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if (monster.mtalkmsg != TEXT_NONE
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|| monster._mhitpoints >> 6 <= 0
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|| (t == MIS_HBOLT && monster.MType->mtype != MT_DIABLO && monster.MData->mMonstClass != MonsterClass::Undead)) {
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return false;
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}
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if (monster.MType->mtype == MT_ILLWEAV && monster._mgoal == MGOAL_RETREAT)
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return false;
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if (monster._mmode == MonsterMode::Charge)
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return false;
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uint8_t mor = monster.mMagicRes;
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missile_resistance mir = MissilesData[t].mResist;
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if (((mor & IMMUNE_MAGIC) != 0 && mir == MISR_MAGIC)
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|| ((mor & IMMUNE_FIRE) != 0 && mir == MISR_FIRE)
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|| ((mor & IMMUNE_LIGHTNING) != 0 && mir == MISR_LIGHTNING)
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|| ((mor & IMMUNE_ACID) != 0 && mir == MISR_ACID))
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return false;
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if (((mor & RESIST_MAGIC) != 0 && mir == MISR_MAGIC)
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|| ((mor & RESIST_FIRE) != 0 && mir == MISR_FIRE)
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|| ((mor & RESIST_LIGHTNING) != 0 && mir == MISR_LIGHTNING))
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resist = true;
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if (gbIsHellfire && t == MIS_HBOLT && (monster.MType->mtype == MT_DIABLO || monster.MType->mtype == MT_BONEDEMN))
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resist = true;
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int hit = GenerateRnd(100);
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int hper = 0;
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if (pnum != -1) {
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const auto &player = Players[pnum];
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if (MissilesData[t].mType == 0) {
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hper = player.GetRangedPiercingToHit();
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hper -= player.CalculateArmorPierce(monster.mArmorClass, false);
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hper -= (dist * dist) / 2;
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} else {
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hper = player.GetMagicToHit() - (monster.mLevel * 2) - dist;
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}
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} else {
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hper = GenerateRnd(75) - monster.mLevel * 2;
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}
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hper = clamp(hper, 5, 95);
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if (monster._mmode == MonsterMode::Petrified)
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hit = 0;
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bool ret = false;
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if (CheckMonsterHit(monster, &ret))
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return ret;
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if (hit >= hper) {
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#ifdef _DEBUG
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if (!DebugGodMode)
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#endif
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return false;
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}
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int dam;
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if (t == MIS_BONESPIRIT) {
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dam = monster._mhitpoints / 3 >> 6;
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} else {
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dam = mindam + GenerateRnd(maxdam - mindam + 1);
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}
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const auto &player = Players[pnum];
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if (MissilesData[t].mType == 0) {
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dam = player._pIBonusDamMod + dam * player._pIBonusDam / 100 + dam;
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if (player._pClass == HeroClass::Rogue)
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dam += player._pDamageMod;
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else
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dam += player._pDamageMod / 2;
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}
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if (!shift)
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dam <<= 6;
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if (resist)
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dam >>= 2;
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if (pnum == MyPlayerId)
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monster._mhitpoints -= dam;
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if ((gbIsHellfire && (player._pIFlags & ISPL_NOHEALMON) != 0) || (!gbIsHellfire && (player._pIFlags & ISPL_FIRE_ARROWS) != 0))
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monster._mFlags |= MFLAG_NOHEAL;
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if (monster._mhitpoints >> 6 <= 0) {
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if (monster._mmode == MonsterMode::Petrified) {
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M_StartKill(m, pnum);
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monster.Petrify();
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} else {
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M_StartKill(m, pnum);
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}
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} else {
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if (resist) {
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PlayEffect(monster, 1);
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} else if (monster._mmode == MonsterMode::Petrified) {
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if (m > MAX_PLRS - 1)
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M_StartHit(m, pnum, dam);
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monster.Petrify();
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} else {
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if (MissilesData[t].mType == 0 && (player._pIFlags & ISPL_KNOCKBACK) != 0) {
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M_GetKnockback(m);
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}
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if (m > MAX_PLRS - 1)
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M_StartHit(m, pnum, dam);
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}
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}
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if (monster._msquelch == 0) {
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monster._msquelch = UINT8_MAX;
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monster.position.last = player.position.tile;
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}
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return true;
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}
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bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, missile_id mtype, bool shift, bool *blocked)
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{
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if (sgGameInitInfo.bFriendlyFire == 0 && gbFriendlyMode)
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return false;
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*blocked = false;
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auto &player = Players[pnum];
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auto &target = Players[p];
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if (target._pInvincible) {
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return false;
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}
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if (mtype == MIS_HBOLT) {
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return false;
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}
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if ((target._pSpellFlags & 1) != 0 && MissilesData[mtype].mType == 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int8_t resper;
|
|
|
|
|
switch (MissilesData[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 (MissilesData[mtype].mType == 0) {
|
|
|
|
|
hit = player.GetRangedToHit()
|
|
|
|
|
- (dist * dist / 2)
|
|
|
|
|
- target.GetArmor();
|
|
|
|
|
} else {
|
|
|
|
|
hit = player.GetMagicToHit()
|
|
|
|
|
- (target._pLevel * 2)
|
|
|
|
|
- dist;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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.GetBlockChance() - (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 (MissilesData[mtype].mType == 0)
|
|
|
|
|
dam += player._pIBonusDamMod + player._pDamageMod + dam * player._pIBonusDam / 100;
|
|
|
|
|
if (!shift)
|
|
|
|
|
dam <<= 6;
|
|
|
|
|
}
|
|
|
|
|
if (MissilesData[mtype].mType != 0)
|
|
|
|
|
dam /= 2;
|
|
|
|
|
if (resper > 0) {
|
|
|
|
|
dam -= (dam * resper) / 100;
|
|
|
|
|
if (pnum == MyPlayerId)
|
|
|
|
|
NetSendCmdDamage(true, p, dam);
|
|
|
|
|
target.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 RotateBlockedMissile(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int rotation = GenerateRnd(2) != 0 ? 1 : -1;
|
|
|
|
|
|
|
|
|
|
if (missile._miAnimType == MFILE_ARROWS) {
|
|
|
|
|
int dir = missile._miAnimFrame + rotation;
|
|
|
|
|
missile._miAnimFrame = (dir + 15) % 16 + 1;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dir = missile._mimfnum + rotation;
|
|
|
|
|
int mAnimFAmt = MissileSpriteData[missile._miAnimType].animFAmt;
|
|
|
|
|
if (dir < 0)
|
|
|
|
|
dir = mAnimFAmt - 1;
|
|
|
|
|
else if (dir >= mAnimFAmt)
|
|
|
|
|
dir = 0;
|
|
|
|
|
|
|
|
|
|
SetMissDir(missile, dir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckMissileCol(Missile &missile, int mindam, int maxdam, bool shift, Point position, bool nodel)
|
|
|
|
|
{
|
|
|
|
|
if (!InDungeonBounds(position))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
bool blocked;
|
|
|
|
|
|
|
|
|
|
int mx = position.x;
|
|
|
|
|
int my = position.y;
|
|
|
|
|
|
|
|
|
|
if (missile._micaster != TARGET_BOTH && missile._misource != -1) {
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
int mid = dMonster[mx][my];
|
|
|
|
|
if (mid != 0 && (mid > 0 || Monsters[abs(mid) - 1]._mmode == MonsterMode::Petrified)) {
|
|
|
|
|
if (MonsterMHit(
|
|
|
|
|
missile._misource,
|
|
|
|
|
abs(mid) - 1,
|
|
|
|
|
mindam,
|
|
|
|
|
maxdam,
|
|
|
|
|
missile._midist,
|
|
|
|
|
missile._mitype,
|
|
|
|
|
shift)) {
|
|
|
|
|
if (!nodel)
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dPlayer[mx][my] > 0
|
|
|
|
|
&& dPlayer[mx][my] - 1 != missile._misource
|
|
|
|
|
&& Plr2PlrMHit(
|
|
|
|
|
missile._misource,
|
|
|
|
|
dPlayer[mx][my] - 1,
|
|
|
|
|
mindam,
|
|
|
|
|
maxdam,
|
|
|
|
|
missile._midist,
|
|
|
|
|
missile._mitype,
|
|
|
|
|
shift,
|
|
|
|
|
&blocked)) {
|
|
|
|
|
if (gbIsHellfire && blocked) {
|
|
|
|
|
RotateBlockedMissile(missile);
|
|
|
|
|
} else if (!nodel) {
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
auto &monster = Monsters[missile._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, missile._midist, missile._mitype, shift)) {
|
|
|
|
|
if (!nodel)
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
if (dPlayer[mx][my] > 0
|
|
|
|
|
&& PlayerMHit(
|
|
|
|
|
dPlayer[mx][my] - 1,
|
|
|
|
|
&monster,
|
|
|
|
|
missile._midist,
|
|
|
|
|
mindam,
|
|
|
|
|
maxdam,
|
|
|
|
|
missile._mitype,
|
|
|
|
|
shift,
|
|
|
|
|
0,
|
|
|
|
|
&blocked)) {
|
|
|
|
|
if (gbIsHellfire && blocked) {
|
|
|
|
|
RotateBlockedMissile(missile);
|
|
|
|
|
} else if (!nodel) {
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
int mid = dMonster[mx][my];
|
|
|
|
|
if (mid > 0) {
|
|
|
|
|
mid -= 1;
|
|
|
|
|
if (missile._micaster == TARGET_BOTH) {
|
|
|
|
|
if (MonsterMHit(
|
|
|
|
|
missile._misource,
|
|
|
|
|
mid,
|
|
|
|
|
mindam,
|
|
|
|
|
maxdam,
|
|
|
|
|
missile._midist,
|
|
|
|
|
missile._mitype,
|
|
|
|
|
shift)) {
|
|
|
|
|
if (!nodel)
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
} else if (MonsterTrapHit(mid, mindam, maxdam, missile._midist, missile._mitype, shift)) {
|
|
|
|
|
if (!nodel)
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dPlayer[mx][my] > 0) {
|
|
|
|
|
if (PlayerMHit(
|
|
|
|
|
dPlayer[mx][my] - 1,
|
|
|
|
|
nullptr,
|
|
|
|
|
missile._midist,
|
|
|
|
|
mindam,
|
|
|
|
|
maxdam,
|
|
|
|
|
missile._mitype,
|
|
|
|
|
shift,
|
|
|
|
|
(missile._miAnimType == MFILE_FIREWAL || missile._miAnimType == MFILE_LGHNING) ? 1 : 0,
|
|
|
|
|
&blocked)) {
|
|
|
|
|
if (gbIsHellfire && blocked) {
|
|
|
|
|
RotateBlockedMissile(missile);
|
|
|
|
|
} else if (!nodel) {
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
missile._miHitFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (IsMissileBlockedByTile({ mx, my })) {
|
|
|
|
|
Object *object = ObjectAtPosition({ mx, my });
|
|
|
|
|
if (object != nullptr && object->IsBreakable()) {
|
|
|
|
|
BreakObject(-1, *object);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!nodel)
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
missile._miHitFlag = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0 && MissilesData[missile._mitype].miSFX != -1)
|
|
|
|
|
PlaySfxLoc(MissilesData[missile._mitype].miSFX, missile.position.tile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MoveMissileAndCheckMissileCol(Missile &missile, int mindam, int maxdam, bool ignoreStart, bool ifCollidesDontMoveToHitTile)
|
|
|
|
|
{
|
|
|
|
|
Point prevTile = missile.position.tile;
|
|
|
|
|
missile.position.traveled += missile.position.velocity;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
|
|
|
|
|
int possibleVisitTiles;
|
|
|
|
|
if (missile.position.velocity.deltaX == 0 || missile.position.velocity.deltaY == 0)
|
|
|
|
|
possibleVisitTiles = prevTile.WalkingDistance(missile.position.tile);
|
|
|
|
|
else
|
|
|
|
|
possibleVisitTiles = prevTile.ManhattanDistance(missile.position.tile);
|
|
|
|
|
|
|
|
|
|
int16_t tileTargetHash = dMonster[missile.position.tile.x][missile.position.tile.y] ^ dPlayer[missile.position.tile.x][missile.position.tile.y];
|
|
|
|
|
|
|
|
|
|
if (possibleVisitTiles == 0) {
|
|
|
|
|
// missile didn't change the tile... check that we perform CheckMissileCol only once for any monster/player to avoid multiple hits for slow missiles
|
|
|
|
|
if (missile.lastCollisionTargetHash == tileTargetHash)
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// remember what target CheckMissileCol was checked against
|
|
|
|
|
missile.lastCollisionTargetHash = tileTargetHash;
|
|
|
|
|
// Did the missile skipped a tile?
|
|
|
|
|
if (possibleVisitTiles > 1) {
|
|
|
|
|
// Implementation note: If someone knows the correct math to calculate this without this step for step increase loop, I would really appreciate it.
|
|
|
|
|
auto incVelocity = missile.position.velocity * (0.01f / (float)(possibleVisitTiles - 1));
|
|
|
|
|
auto traveled = missile.position.traveled - missile.position.velocity;
|
|
|
|
|
do {
|
|
|
|
|
traveled += incVelocity;
|
|
|
|
|
|
|
|
|
|
// calculate in-between tile
|
|
|
|
|
int mx = traveled.deltaX >> 16;
|
|
|
|
|
int my = traveled.deltaY >> 16;
|
|
|
|
|
int dx = (mx + 2 * my) / 64;
|
|
|
|
|
int dy = (2 * my - mx) / 64;
|
|
|
|
|
|
|
|
|
|
auto tile = missile.position.start + Displacement { dx, dy };
|
|
|
|
|
|
|
|
|
|
// we are at the orginal calculated position => resume with normal logic
|
|
|
|
|
if (tile == missile.position.tile)
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// don't call CheckMissileCol more than once for a tile
|
|
|
|
|
if (prevTile == tile)
|
|
|
|
|
continue;
|
|
|
|
|
prevTile = tile;
|
|
|
|
|
|
|
|
|
|
CheckMissileCol(missile, mindam, maxdam, false, tile, false);
|
|
|
|
|
|
|
|
|
|
// Did missile hit anything?
|
|
|
|
|
if (missile._mirange != 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if ((missile._miHitFlag && MissilesData[missile._mitype].MovementDistribution == MissileMovementDistrubution::Blockable) || IsMissileBlockedByTile(tile)) {
|
|
|
|
|
missile.position.traveled = traveled;
|
|
|
|
|
if (ifCollidesDontMoveToHitTile && missile._mirange == 0) {
|
|
|
|
|
missile.position.traveled -= incVelocity;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
missile.position.StopMissile();
|
|
|
|
|
} else {
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
} while (true);
|
|
|
|
|
}
|
|
|
|
|
if (ignoreStart && missile.position.start == missile.position.tile)
|
|
|
|
|
return;
|
|
|
|
|
CheckMissileCol(missile, mindam, maxdam, false, missile.position.tile, false);
|
|
|
|
|
if (ifCollidesDontMoveToHitTile && missile._mirange == 0) {
|
|
|
|
|
missile.position.traveled -= missile.position.velocity;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
missile.position.StopMissile();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SetMissAnim(Missile &missile, int animtype)
|
|
|
|
|
{
|
|
|
|
|
int dir = missile._mimfnum;
|
|
|
|
|
|
|
|
|
|
if (animtype > MFILE_NONE) {
|
|
|
|
|
animtype = MFILE_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._miAnimType = animtype;
|
|
|
|
|
missile._miAnimFlags = MissileSpriteData[animtype].flags;
|
|
|
|
|
missile._miAnimData = MissileSpriteData[animtype].animData[dir].get();
|
|
|
|
|
missile._miAnimDelay = MissileSpriteData[animtype].animDelay[dir];
|
|
|
|
|
missile._miAnimLen = MissileSpriteData[animtype].animLen[dir];
|
|
|
|
|
missile._miAnimWidth = MissileSpriteData[animtype].animWidth;
|
|
|
|
|
missile._miAnimWidth2 = MissileSpriteData[animtype].animWidth2;
|
|
|
|
|
missile._miAnimCnt = 0;
|
|
|
|
|
missile._miAnimFrame = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRune(Missile &missile, Point dst, missile_id missileID)
|
|
|
|
|
{
|
|
|
|
|
if (LineClearMissile(missile.position.start, dst)) {
|
|
|
|
|
std::optional<Point> runePosition = FindClosestValidPosition(
|
|
|
|
|
[](Point target) {
|
|
|
|
|
if (!InDungeonBounds(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (IsObjectAtPosition(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (TileContainsMissile(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (nSolidTable[dPiece[target.x][target.y]]) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 9);
|
|
|
|
|
|
|
|
|
|
if (runePosition) {
|
|
|
|
|
missile.position.tile = *runePosition;
|
|
|
|
|
missile.var1 = missileID;
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 8);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CheckIfTrig(Point position)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < numtrigs; i++) {
|
|
|
|
|
if (trigs[i].position.WalkingDistance(position) < 2)
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool GuardianTryFireAt(Missile &missile, Point target)
|
|
|
|
|
{
|
|
|
|
|
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.var4 = -(AvailableMissiles[0] + 1);
|
|
|
|
|
AddMissile(position, target, dir, MIS_FIREBOLT, TARGET_MONSTERS, missile._misource, missile._midam, GetSpellLevel(missile._misource, SPL_FIREBOLT));
|
|
|
|
|
missile.var4 = 0;
|
|
|
|
|
SetMissDir(missile, 2);
|
|
|
|
|
missile.var2 = 3;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Find parent missile (uses var4)
|
|
|
|
|
*
|
|
|
|
|
* @return id of parent missile or -1
|
|
|
|
|
*/
|
|
|
|
|
int FindParent(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
int mx = ActiveMissiles[i];
|
|
|
|
|
auto &parent = Missiles[mx];
|
|
|
|
|
if (parent._misource != missile._misource)
|
|
|
|
|
continue;
|
|
|
|
|
int childId = -(parent.var4 + 1);
|
|
|
|
|
if (childId < 0 || childId >= MAXMISSILES)
|
|
|
|
|
continue;
|
|
|
|
|
if (&Missiles[childId] != &missile)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
return mx;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Sync missile position with parent missile, by searching for self reference in all mssiles
|
|
|
|
|
*
|
|
|
|
|
* @todo It's unclear if this is actually neede is mostly dead code
|
|
|
|
|
*/
|
|
|
|
|
void SyncPositionWithParent(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int mx = FindParent(missile);
|
|
|
|
|
if (mx == -1)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
auto &parent = Missiles[mx];
|
|
|
|
|
|
|
|
|
|
missile.position.offset = parent.position.offset;
|
|
|
|
|
missile.position.traveled = parent.position.traveled;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SpawnLightning(Missile &missile, int dam)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
missile.position.traveled += missile.position.velocity;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
|
|
|
|
|
Point position = missile.position.tile;
|
|
|
|
|
assert(InDungeonBounds(position));
|
|
|
|
|
int pn = dPiece[position.x][position.y];
|
|
|
|
|
assert(pn >= 0 && pn <= MAXTILES);
|
|
|
|
|
|
|
|
|
|
if (missile._misource != -1 || position != missile.position.start) {
|
|
|
|
|
if (nMissileTable[pn]) {
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!nMissileTable[pn]) {
|
|
|
|
|
if (position != Point { missile.var1, missile.var2 } && InDungeonBounds(position)) {
|
|
|
|
|
missile.var4 = -(AvailableMissiles[0] + 1);
|
|
|
|
|
missile_id type = MIS_LIGHTNING;
|
|
|
|
|
if (missile._misource != -1 && missile._micaster == TARGET_PLAYERS
|
|
|
|
|
&& IsAnyOf(Monsters[missile._misource].MType->mtype, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) {
|
|
|
|
|
type = MIS_LIGHTNING2;
|
|
|
|
|
}
|
|
|
|
|
AddMissile(
|
|
|
|
|
position,
|
|
|
|
|
missile.position.start,
|
|
|
|
|
Direction::South,
|
|
|
|
|
type,
|
|
|
|
|
missile._micaster,
|
|
|
|
|
missile._misource,
|
|
|
|
|
dam,
|
|
|
|
|
missile._mispllvl);
|
|
|
|
|
missile.var4 = 0;
|
|
|
|
|
missile.var1 = position.x;
|
|
|
|
|
missile.var2 = position.y;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
bool IsMissileBlockedByTile(Point tile)
|
|
|
|
|
{
|
|
|
|
|
if (!InDungeonBounds(tile)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (nMissileTable[dPiece[tile.x][tile.y]]) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Object *object = ObjectAtPosition(tile);
|
|
|
|
|
// _oMissFlag is true if the object allows missiles to pass through so we need to invert the check here...
|
|
|
|
|
return object != nullptr && !object->_oMissFlag;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 = Direction16::South;
|
|
|
|
|
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 = Direction16::SouthWest;
|
|
|
|
|
else
|
|
|
|
|
ret = Direction16::South_SouthWest;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Direction16 medianPivot = Direction16::South;
|
|
|
|
|
if (flipY) {
|
|
|
|
|
ret = Direction16Flip(ret, Direction16::SouthWest);
|
|
|
|
|
medianPivot = Direction16Flip(medianPivot, Direction16::SouthWest);
|
|
|
|
|
}
|
|
|
|
|
if (flipX) {
|
|
|
|
|
ret = Direction16Flip(ret, Direction16::SouthEast);
|
|
|
|
|
medianPivot = Direction16Flip(medianPivot, Direction16::SouthEast);
|
|
|
|
|
}
|
|
|
|
|
if (flipMedian)
|
|
|
|
|
ret = Direction16Flip(ret, medianPivot);
|
|
|
|
|
return ret;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DeleteMissile(int i)
|
|
|
|
|
{
|
|
|
|
|
AvailableMissiles[MAXMISSILES - ActiveMissileCount] = ActiveMissiles[i];
|
|
|
|
|
ActiveMissileCount--;
|
|
|
|
|
if (ActiveMissileCount > 0 && i != ActiveMissileCount)
|
|
|
|
|
ActiveMissiles[i] = ActiveMissiles[ActiveMissileCount];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id 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 == MonsterMode::Charge)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
missile_resistance mir = MissilesData[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;
|
|
|
|
|
hper = clamp(hper, 5, 95);
|
|
|
|
|
bool ret;
|
|
|
|
|
if (CheckMonsterHit(monster, &ret)) {
|
|
|
|
|
return ret;
|
|
|
|
|
}
|
|
|
|
|
if (hit >= hper && monster._mmode != MonsterMode::Petrified) {
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (!DebugGodMode)
|
|
|
|
|
#endif
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dam = mindam + GenerateRnd(maxdam - mindam + 1);
|
|
|
|
|
if (!shift)
|
|
|
|
|
dam <<= 6;
|
|
|
|
|
if (resist)
|
|
|
|
|
monster._mhitpoints -= dam / 4;
|
|
|
|
|
else
|
|
|
|
|
monster._mhitpoints -= dam;
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (DebugGodMode)
|
|
|
|
|
monster._mhitpoints = 0;
|
|
|
|
|
#endif
|
|
|
|
|
if (monster._mhitpoints >> 6 <= 0) {
|
|
|
|
|
if (monster._mmode == MonsterMode::Petrified) {
|
|
|
|
|
M_StartKill(m, -1);
|
|
|
|
|
monster.Petrify();
|
|
|
|
|
} else {
|
|
|
|
|
M_StartKill(m, -1);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (resist) {
|
|
|
|
|
PlayEffect(monster, 1);
|
|
|
|
|
} else if (monster._mmode == MonsterMode::Petrified) {
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, missile_id 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 && MissilesData[mtype].mType == 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int hit = GenerateRnd(100);
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (DebugGodMode)
|
|
|
|
|
hit = 1000;
|
|
|
|
|
#endif
|
|
|
|
|
int hper = 40;
|
|
|
|
|
if (MissilesData[mtype].mType == 0) {
|
|
|
|
|
int tac = player.GetArmor();
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int minhit = 10;
|
|
|
|
|
if (currlevel == 14)
|
|
|
|
|
minhit = 20;
|
|
|
|
|
if (currlevel == 15)
|
|
|
|
|
minhit = 25;
|
|
|
|
|
if (currlevel == 16)
|
|
|
|
|
minhit = 30;
|
|
|
|
|
hper = std::max(hper, minhit);
|
|
|
|
|
|
|
|
|
|
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.GetBlockChance(false);
|
|
|
|
|
if (monster != nullptr)
|
|
|
|
|
blkper -= (monster->mLevel - player._pLevel) * 2;
|
|
|
|
|
blkper = clamp(blkper, 0, 100);
|
|
|
|
|
|
|
|
|
|
int8_t resper;
|
|
|
|
|
switch (MissilesData[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(Missile &missile, int dir)
|
|
|
|
|
{
|
|
|
|
|
missile._mimfnum = dir;
|
|
|
|
|
SetMissAnim(missile, missile._miAnimType);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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];
|
|
|
|
|
auto &missile = Missiles[mi];
|
|
|
|
|
if (missile._mitype == MIS_INFRA) {
|
|
|
|
|
int src = missile._misource;
|
|
|
|
|
if (src == MyPlayerId)
|
|
|
|
|
CalcPlrItemVals(myPlayer, 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];
|
|
|
|
|
auto &missile = Missiles[mi];
|
|
|
|
|
if (missile._mitype == MIS_BLODBOIL) {
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
int missingHP = myPlayer._pMaxHP - myPlayer._pHitPoints;
|
|
|
|
|
CalcPlrItemVals(myPlayer, true);
|
|
|
|
|
ApplyPlrDamage(MyPlayerId, 0, 1, missingHP + missile.var2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 = MIS_ARROW;
|
|
|
|
|
link._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
for (int j = 0; j < MAXDUNY; j++) {
|
|
|
|
|
for (int i = 0; i < MAXDUNX; i++) { // NOLINT(modernize-loop-convert)
|
|
|
|
|
dFlags[i][j] &= ~DungeonFlag::Missile;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddHiveExplosion(Missile &missile, Point /*dst*/, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
for (int x : { 80, 81 }) {
|
|
|
|
|
for (int y : { 62, 63 }) {
|
|
|
|
|
AddMissile({ x, y }, { 80, 62 }, midir, MIS_HIVEEXP, missile._micaster, missile._misource, missile._midam, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFireRune(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
AddRune(missile, dst, MIS_HIVEEXP);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLightningRune(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
int lvl = (id > -1) ? Players[id]._pLevel : 0;
|
|
|
|
|
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2);
|
|
|
|
|
missile._midam = dmg;
|
|
|
|
|
AddRune(missile, dst, MIS_LIGHTWALL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddGreatLightningRune(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
AddRune(missile, dst, MIS_NOVA);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddImmolationRune(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
AddRune(missile, dst, MIS_IMMOLATION);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddStoneRune(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
AddRune(missile, dst, MIS_STONE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddReflection(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
|
|
|
|
|
if (missile._misource < 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
int add = (missile._mispllvl != 0 ? missile._mispllvl : 2) * player._pLevel;
|
|
|
|
|
if (player.wReflections + add >= std::numeric_limits<uint16_t>::max())
|
|
|
|
|
add = 0;
|
|
|
|
|
player.wReflections += add;
|
|
|
|
|
if (missile._misource == MyPlayerId)
|
|
|
|
|
NetSendCmdParam1(true, CMD_SETREFLECT, player.wReflections);
|
|
|
|
|
|
|
|
|
|
UseMana(missile._misource, SPL_REFLECT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddBerserk(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
|
|
|
|
|
if (missile._misource < 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
std::optional<Point> targetMonsterPosition = FindClosestValidPosition(
|
|
|
|
|
[](Point target) {
|
|
|
|
|
if (!InDungeonBounds(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int monsterId = abs(dMonster[target.x][target.y]) - 1;
|
|
|
|
|
if (monsterId < MAX_PLRS) { // exclude player golems (and tiles which contain no monsters)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const auto &monster = Monsters[monsterId];
|
|
|
|
|
if ((monster._mFlags & MFLAG_BERSERK) != 0)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (monster._uniqtype != 0 || monster._mAi == AI_DIABLO)
|
|
|
|
|
return false;
|
|
|
|
|
if (IsAnyOf(monster._mmode, MonsterMode::FadeIn, MonsterMode::FadeOut, MonsterMode::Charge))
|
|
|
|
|
return false;
|
|
|
|
|
if ((monster.mMagicRes & IMMUNE_MAGIC) != 0)
|
|
|
|
|
return false;
|
|
|
|
|
if ((monster.mMagicRes & RESIST_MAGIC) != 0 && ((monster.mMagicRes & RESIST_MAGIC) != 1 || GenerateRnd(2) != 0))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (targetMonsterPosition) {
|
|
|
|
|
auto &monster = Monsters[abs(dMonster[targetMonsterPosition->x][targetMonsterPosition->y]) - 1];
|
|
|
|
|
int slvl = GetSpellLevel(missile._misource, 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 lightRadius = (currlevel < 17 || currlevel > 20) ? 3 : 9;
|
|
|
|
|
monster.mlid = AddLight(monster.position.tile, lightRadius);
|
|
|
|
|
UseMana(missile._misource, SPL_BERSERK);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddHorkSpawn(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 8);
|
|
|
|
|
missile._mirange = 9;
|
|
|
|
|
missile.var1 = static_cast<int32_t>(midir);
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddJester(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
missile_id 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(missile._misource, SPL_TOWN);
|
|
|
|
|
break;
|
|
|
|
|
case 7:
|
|
|
|
|
spell = MIS_TELEPORT;
|
|
|
|
|
break;
|
|
|
|
|
case 8:
|
|
|
|
|
spell = MIS_APOCA;
|
|
|
|
|
break;
|
|
|
|
|
case 9:
|
|
|
|
|
spell = MIS_STONE;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
AddMissile(missile.position.start, dst, midir, spell, missile._micaster, missile._misource, 0, missile._mispllvl);
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddStealPotions(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
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) {
|
|
|
|
|
Point target = missile.position.start + Displacement { CrawlTable[ck - 1], CrawlTable[ck] };
|
|
|
|
|
if (!InDungeonBounds(target))
|
|
|
|
|
continue;
|
|
|
|
|
int8_t pnum = dPlayer[target.x][target.y];
|
|
|
|
|
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 == ItemType::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, target);
|
|
|
|
|
hasPlayedSFX = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
force_redraw = 255;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddManaTrap(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
std::optional<Point> trappedPlayerPosition = FindClosestValidPosition(
|
|
|
|
|
[](Point target) {
|
|
|
|
|
return InDungeonBounds(target) && dPlayer[target.x][target.y] != 0;
|
|
|
|
|
},
|
|
|
|
|
missile.position.start, 0, 2);
|
|
|
|
|
|
|
|
|
|
if (trappedPlayerPosition) {
|
|
|
|
|
auto &player = Players[abs(dPlayer[trappedPlayerPosition->x][trappedPlayerPosition->y]) - 1];
|
|
|
|
|
|
|
|
|
|
player._pMana = 0;
|
|
|
|
|
player._pManaBase = player._pMana + player._pMaxManaBase - player._pMaxMana;
|
|
|
|
|
CalcPlrInv(player, false);
|
|
|
|
|
drawmanaflag = true;
|
|
|
|
|
PlaySfxLoc(TSFX_COW7, *trappedPlayerPosition);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddSpecArrow(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
int av = 0;
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._mirange = 1;
|
|
|
|
|
missile.var1 = dst.x;
|
|
|
|
|
missile.var2 = dst.y;
|
|
|
|
|
missile.var3 = av;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddWarp(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
int minDistanceSq = std::numeric_limits<int>::max();
|
|
|
|
|
Point src = missile.position.start;
|
|
|
|
|
Point tile = src;
|
|
|
|
|
if (missile._misource >= 0) {
|
|
|
|
|
tile = Players[missile._misource].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < numtrigs && i < MAXTRIGGERS; i++) {
|
|
|
|
|
TriggerStruct *trg = &trigs[i];
|
|
|
|
|
if (trg->_tmsg == WM_DIABTWARPUP || trg->_tmsg == WM_DIABPREVLVL || trg->_tmsg == WM_DIABNEXTLVL || trg->_tmsg == WM_DIABRTNLVL) {
|
|
|
|
|
Point candidate = trg->position;
|
|
|
|
|
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;
|
|
|
|
|
if (distanceSq < minDistanceSq) {
|
|
|
|
|
minDistanceSq = distanceSq;
|
|
|
|
|
tile = candidate;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._mirange = 2;
|
|
|
|
|
missile.position.tile = tile;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_WARP);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLightningWall(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
missile._mirange = 255 * (missile._mispllvl + 1);
|
|
|
|
|
if (missile._misource < 0) {
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
} else {
|
|
|
|
|
missile.var1 = Players[missile._misource].position.tile.x;
|
|
|
|
|
missile.var2 = Players[missile._misource].position.tile.y;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRuneExplosion(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (IsAnyOf(missile._micaster, TARGET_MONSTERS, TARGET_BOTH)) {
|
|
|
|
|
int dmg = 2 * (Players[missile._misource]._pLevel + GenerateRndSum(10, 2)) + 4;
|
|
|
|
|
dmg = ScaleSpellEffect(dmg, missile._mispllvl);
|
|
|
|
|
|
|
|
|
|
missile._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(missile, dmg, dmg, false, missile.position.tile + offset, true);
|
|
|
|
|
}
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
SetMissDir(missile, 0);
|
|
|
|
|
missile._mirange = missile._miAnimLen - 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFireNova(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
int sp = 16;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
sp += std::min(missile._mispllvl, 34);
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, sp);
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLightningArrow(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 32);
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
missile._mirange = 255;
|
|
|
|
|
if (missile._misource < 0) {
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
} else {
|
|
|
|
|
missile.var1 = Players[missile._misource].position.tile.x;
|
|
|
|
|
missile.var2 = Players[missile._misource].position.tile.y;
|
|
|
|
|
}
|
|
|
|
|
missile._midam <<= 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddMana(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
int manaAmount = (GenerateRnd(10) + 1) << 6;
|
|
|
|
|
for (int i = 0; i < player._pLevel; i++) {
|
|
|
|
|
manaAmount += (GenerateRnd(4) + 1) << 6;
|
|
|
|
|
}
|
|
|
|
|
for (int i = 0; i < missile._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(missile._misource, SPL_MANA);
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
drawmanaflag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddMagi(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
player._pMana = player._pMaxMana;
|
|
|
|
|
player._pManaBase = player._pMaxManaBase;
|
|
|
|
|
UseMana(missile._misource, SPL_MAGI);
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
drawmanaflag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRing(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_FIRERING);
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mirange = 7;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddSearch(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (missile._misource == MyPlayerId)
|
|
|
|
|
AutoMapShowItems = true;
|
|
|
|
|
int lvl = 2;
|
|
|
|
|
if (missile._misource >= 0)
|
|
|
|
|
lvl = Players[missile._misource]._pLevel * 2;
|
|
|
|
|
missile._mirange = lvl + 10 * missile._mispllvl + 245;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_SEARCH);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
int mx = ActiveMissiles[i];
|
|
|
|
|
if (&Missiles[mx] != &missile) {
|
|
|
|
|
auto &other = Missiles[mx];
|
|
|
|
|
if (other._misource == missile._misource && other._mitype == MIS_SEARCH) {
|
|
|
|
|
int r1 = missile._mirange;
|
|
|
|
|
int r2 = other._mirange;
|
|
|
|
|
if (r2 < INT_MAX - r1)
|
|
|
|
|
other._mirange = r1 + r2;
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddCboltArrow(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
missile._mirnd = GenerateRnd(15) + 1;
|
|
|
|
|
if (missile._micaster != TARGET_MONSTERS) {
|
|
|
|
|
missile._midam = 15;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 5);
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 8);
|
|
|
|
|
missile.var1 = 5;
|
|
|
|
|
missile.var2 = static_cast<int32_t>(midir);
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLArrow(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
int av = 32;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
if (player._pClass == HeroClass::Rogue)
|
|
|
|
|
av += (player._pLevel) / 4;
|
|
|
|
|
else if (IsAnyOf(player._pClass, HeroClass::Warrior, 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 (IsAnyOf(player._pClass, HeroClass::Rogue, HeroClass::Warrior, HeroClass::Bard))
|
|
|
|
|
av -= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, av);
|
|
|
|
|
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 5);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddArrow(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
int av = 32;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
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(missile, dst, av);
|
|
|
|
|
missile._miAnimFrame = static_cast<int>(GetDirection16(missile.position.start, dst)) + 1;
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UpdateVileMissPos(Missile &missile, 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 })) {
|
|
|
|
|
missile.position.tile = { xx, yy };
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRndTeleport(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange = 2;
|
|
|
|
|
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_BOTH) {
|
|
|
|
|
missile.position.tile = dst;
|
|
|
|
|
if (!PosOkPlayer(player, dst))
|
|
|
|
|
UpdateVileMissPos(missile, dst);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::array<Point, 4 * 9> targets;
|
|
|
|
|
|
|
|
|
|
int count = 0;
|
|
|
|
|
for (int y = -6; y <= 6; y++) {
|
|
|
|
|
for (int x = -6; x <= 6; x++) {
|
|
|
|
|
if ((x >= -3 && x <= 3) || (y >= -3 && y <= 3))
|
|
|
|
|
continue; // Skip center
|
|
|
|
|
|
|
|
|
|
Point target = missile.position.start + Displacement { x, y };
|
|
|
|
|
if (!PosOkPlayer(player, target))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
targets[count] = target;
|
|
|
|
|
count++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (count == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile.position.tile = targets[std::max<int32_t>(GenerateRnd(count), 0)];
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_RNDTELEPORT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFirebolt(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
int sp = 26;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
sp = 16;
|
|
|
|
|
if (missile._misource != -1) {
|
|
|
|
|
sp += std::min(missile._mispllvl * 2, 47);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = FindParent(missile);
|
|
|
|
|
if (mx == -1 || Missiles[mx]._mitype != MIS_GUARDIAN)
|
|
|
|
|
UseMana(missile._misource, SPL_FIREBOLT);
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, sp);
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddMagmaball(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
missile.position.traveled.deltaX += 3 * missile.position.velocity.deltaX;
|
|
|
|
|
missile.position.traveled.deltaY += 3 * missile.position.velocity.deltaY;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
if (!gbIsHellfire || (missile.position.velocity.deltaX & 0xFFFF0000) != 0 || (missile.position.velocity.deltaY & 0xFFFF0000) != 0)
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
else
|
|
|
|
|
missile._mirange = 1;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddTeleport(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
std::optional<Point> teleportDestination = FindClosestValidPosition(
|
|
|
|
|
[&player = Players[missile._misource]](Point target) {
|
|
|
|
|
return PosOkPlayer(player, target);
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (teleportDestination) {
|
|
|
|
|
missile.position.tile = *teleportDestination;
|
|
|
|
|
missile.position.start = *teleportDestination;
|
|
|
|
|
UseMana(missile._misource, SPL_TELEPORT);
|
|
|
|
|
missile._mirange = 2;
|
|
|
|
|
} else {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLightball(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
missile._mirange = 255;
|
|
|
|
|
const Point position { missile._misource < 0 ? missile.position.start : Players[missile._misource].position.tile };
|
|
|
|
|
missile.var1 = position.x;
|
|
|
|
|
missile.var2 = position.y;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFirewall(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._midam = GenerateRndSum(10, 2) + 2;
|
|
|
|
|
missile._midam += missile._misource >= 0 ? Players[missile._misource]._pLevel : currlevel; // BUGFIX: missing parenthesis around ternary (fixed)
|
|
|
|
|
missile._midam <<= 3;
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
int i = missile._mispllvl;
|
|
|
|
|
missile._mirange = 10;
|
|
|
|
|
if (i > 0)
|
|
|
|
|
missile._mirange *= i + 1;
|
|
|
|
|
if (missile._micaster == TARGET_PLAYERS || missile._misource < 0)
|
|
|
|
|
missile._mirange += currlevel;
|
|
|
|
|
else
|
|
|
|
|
missile._mirange += (Players[missile._misource]._pISplDur * missile._mirange) / 128;
|
|
|
|
|
missile._mirange *= 16;
|
|
|
|
|
missile.var1 = missile._mirange - missile._miAnimLen;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFireball(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
int sp = 16;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
sp += std::min(missile._mispllvl * 2, 34);
|
|
|
|
|
|
|
|
|
|
int dmg = 2 * (Players[missile._misource]._pLevel + GenerateRndSum(10, 2)) + 4;
|
|
|
|
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl);
|
|
|
|
|
|
|
|
|
|
UseMana(missile._misource, SPL_FIREBALL);
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, sp);
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLightctrl(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (missile._midam == 0 && missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_LIGHTNING);
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 32);
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddLightning(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.position.start = dst;
|
|
|
|
|
|
|
|
|
|
SyncPositionWithParent(missile);
|
|
|
|
|
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_PLAYERS || missile._misource == -1) {
|
|
|
|
|
if (missile._misource == -1 || Monsters[missile._misource].MType->mtype == MT_FAMILIAR)
|
|
|
|
|
missile._mirange = 8;
|
|
|
|
|
else
|
|
|
|
|
missile._mirange = 10;
|
|
|
|
|
} else {
|
|
|
|
|
missile._mirange = (missile._mispllvl / 2) + 6;
|
|
|
|
|
}
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 4);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddMisexp(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (missile._micaster != TARGET_MONSTERS && missile._misource >= 0) {
|
|
|
|
|
switch (Monsters[missile._misource].MType->mtype) {
|
|
|
|
|
case MT_SUCCUBUS:
|
|
|
|
|
SetMissAnim(missile, MFILE_FLAREEXP);
|
|
|
|
|
break;
|
|
|
|
|
case MT_SNOWWICH:
|
|
|
|
|
SetMissAnim(missile, MFILE_SCBSEXPB);
|
|
|
|
|
break;
|
|
|
|
|
case MT_HLSPWN:
|
|
|
|
|
SetMissAnim(missile, MFILE_SCBSEXPD);
|
|
|
|
|
break;
|
|
|
|
|
case MT_SOLBRNR:
|
|
|
|
|
SetMissAnim(missile, MFILE_SCBSEXPC);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = FindParent(missile);
|
|
|
|
|
assert(mx != -1); // AddMisexp will always be called with a parent associated to the missile.
|
|
|
|
|
auto &parent = Missiles[mx];
|
|
|
|
|
missile.position.tile = parent.position.tile;
|
|
|
|
|
missile.position.start = parent.position.start;
|
|
|
|
|
missile.position.offset = parent.position.offset;
|
|
|
|
|
missile.position.traveled = parent.position.traveled;
|
|
|
|
|
missile._mirange = missile._miAnimLen;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddWeapexp(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.var2 = dst.x;
|
|
|
|
|
if (dst.x == 1)
|
|
|
|
|
SetMissAnim(missile, MFILE_MAGBLOS);
|
|
|
|
|
else
|
|
|
|
|
SetMissAnim(missile, MFILE_MINILTNG);
|
|
|
|
|
missile._mirange = missile._miAnimLen - 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddTown(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (currlevel == 0) {
|
|
|
|
|
missile.position.tile = dst;
|
|
|
|
|
missile.position.start = dst;
|
|
|
|
|
} else {
|
|
|
|
|
std::optional<Point> targetPosition = FindClosestValidPosition(
|
|
|
|
|
[](Point target) {
|
|
|
|
|
if (!InDungeonBounds(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (IsObjectAtPosition(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (dPlayer[target.x][target.y] != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (TileContainsMissile(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dp = dPiece[target.x][target.y];
|
|
|
|
|
if (nSolidTable[dp] || nMissileTable[dp]) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return !CheckIfTrig(target);
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (targetPosition) {
|
|
|
|
|
missile.position.tile = *targetPosition;
|
|
|
|
|
missile.position.start = *targetPosition;
|
|
|
|
|
missile._miDelFlag = false;
|
|
|
|
|
} else {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._mirange = 100;
|
|
|
|
|
missile.var1 = missile._mirange - missile._miAnimLen;
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
int mx = ActiveMissiles[i];
|
|
|
|
|
auto &other = Missiles[mx];
|
|
|
|
|
if (other._mitype == MIS_TOWN && &other != &missile && other._misource == missile._misource)
|
|
|
|
|
other._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
if (missile._misource == MyPlayerId && !missile._miDelFlag && currlevel != 0) {
|
|
|
|
|
if (!setlevel) {
|
|
|
|
|
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, missile.position.tile, currlevel, leveltype, 0);
|
|
|
|
|
} else {
|
|
|
|
|
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, missile.position.tile, setlvlnum, leveltype, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFlash(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (missile._misource != -1) {
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
int dmg = GenerateRndSum(20, Players[missile._misource]._pLevel + 1) + Players[missile._misource]._pLevel + 1;
|
|
|
|
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl);
|
|
|
|
|
missile._midam += missile._midam / 2;
|
|
|
|
|
UseMana(missile._misource, SPL_FLASH);
|
|
|
|
|
} else {
|
|
|
|
|
missile._midam = Monsters[missile._misource].mLevel * 2;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
missile._midam = currlevel / 2;
|
|
|
|
|
}
|
|
|
|
|
missile._mirange = 19;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFlash2(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
if (missile._misource != -1) {
|
|
|
|
|
int dmg = Players[missile._misource]._pLevel + 1;
|
|
|
|
|
dmg += GenerateRndSum(20, dmg);
|
|
|
|
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl);
|
|
|
|
|
missile._midam += missile._midam / 2;
|
|
|
|
|
} else {
|
|
|
|
|
missile._midam = currlevel / 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._miPreFlag = true;
|
|
|
|
|
missile._mirange = 19;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddManashield(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
|
|
|
|
|
if (missile._misource < 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
if (player.pManaShield)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
player.pManaShield = true;
|
|
|
|
|
if (missile._misource == MyPlayerId)
|
|
|
|
|
NetSendCmd(true, CMD_SETSHIELD);
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_MANASHIELD);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFiremove(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._midam = GenerateRnd(10) + Players[missile._misource]._pLevel + 1;
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
missile._mirange = 255;
|
|
|
|
|
missile.position.tile += Displacement { 1, 1 };
|
|
|
|
|
missile.position.offset.deltaY -= 32;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddGuardian(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
int dmg = GenerateRnd(10) + (player._pLevel / 2) + 1;
|
|
|
|
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl);
|
|
|
|
|
|
|
|
|
|
std::optional<Point> spawnPosition = FindClosestValidPosition(
|
|
|
|
|
[start = missile.position.start](Point target) {
|
|
|
|
|
if (!InDungeonBounds(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (dMonster[target.x][target.y] != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (IsObjectAtPosition(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (TileContainsMissile(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dp = dPiece[target.x][target.y];
|
|
|
|
|
if (nSolidTable[dp] || nMissileTable[dp]) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return LineClearMissile(start, target);
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (!spawnPosition) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._miDelFlag = false;
|
|
|
|
|
missile.position.tile = *spawnPosition;
|
|
|
|
|
missile.position.start = *spawnPosition;
|
|
|
|
|
UseMana(missile._misource, SPL_GUARDIAN);
|
|
|
|
|
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 1);
|
|
|
|
|
missile._mirange = missile._mispllvl + (player._pLevel / 2);
|
|
|
|
|
missile._mirange += (missile._mirange * player._pISplDur) / 128;
|
|
|
|
|
|
|
|
|
|
if (missile._mirange > 30)
|
|
|
|
|
missile._mirange = 30;
|
|
|
|
|
missile._mirange <<= 4;
|
|
|
|
|
if (missile._mirange < 30)
|
|
|
|
|
missile._mirange = 30;
|
|
|
|
|
|
|
|
|
|
missile.var1 = missile._mirange - missile._miAnimLen;
|
|
|
|
|
missile.var3 = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddChain(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.var1 = dst.x;
|
|
|
|
|
missile.var2 = dst.y;
|
|
|
|
|
missile._mirange = 1;
|
|
|
|
|
UseMana(missile._misource, SPL_CHAIN);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
void InitMissileAnimationFromMonster(Missile &mis, Direction midir, const Monster &mon, MonsterGraphic graphic)
|
|
|
|
|
{
|
|
|
|
|
const AnimStruct &anim = mon.MType->GetAnimData(graphic);
|
|
|
|
|
mis._mimfnum = static_cast<int32_t>(midir);
|
|
|
|
|
mis._miAnimFlags = MissileDataFlags::None;
|
|
|
|
|
const auto &celSprite = *anim.CelSpritesForDirections[mis._mimfnum];
|
|
|
|
|
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.var1 = 0;
|
|
|
|
|
mis.var2 = 0;
|
|
|
|
|
mis._miLightFlag = true;
|
|
|
|
|
mis._mirange = 256;
|
|
|
|
|
}
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void AddRhino(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
auto &monster = Monsters[missile._misource];
|
|
|
|
|
|
|
|
|
|
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(missile, dst, 18);
|
|
|
|
|
InitMissileAnimationFromMonster(missile, midir, monster, graphic);
|
|
|
|
|
if (monster.MType->mtype >= MT_NSNAKE && monster.MType->mtype <= MT_GSNAKE)
|
|
|
|
|
missile._miAnimFrame = 7;
|
|
|
|
|
if (monster._uniqtype != 0) {
|
|
|
|
|
missile._miUniqTrans = monster._uniqtrans + 1;
|
|
|
|
|
missile._mlid = monster.mlid;
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFlare(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
UseMana(missile._misource, SPL_FLARE);
|
|
|
|
|
ApplyPlrDamage(missile._misource, 5);
|
|
|
|
|
} else if (missile._misource > 0) {
|
|
|
|
|
auto &monster = Monsters[missile._misource];
|
|
|
|
|
if (monster.MType->mtype == MT_SUCCUBUS)
|
|
|
|
|
SetMissAnim(missile, MFILE_FLARE);
|
|
|
|
|
if (monster.MType->mtype == MT_SNOWWICH)
|
|
|
|
|
SetMissAnim(missile, MFILE_SCUBMISB);
|
|
|
|
|
if (monster.MType->mtype == MT_HLSPWN)
|
|
|
|
|
SetMissAnim(missile, MFILE_SCUBMISD);
|
|
|
|
|
if (monster.MType->mtype == MT_SOLBRNR)
|
|
|
|
|
SetMissAnim(missile, MFILE_SCUBMISC);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (MissileSpriteData[missile._miAnimType].animFAmt == 16) {
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddAcid(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
if (!gbIsHellfire || (missile.position.velocity.deltaX & 0xFFFF0000) != 0 || (missile.position.velocity.deltaY & 0xFFFF0000) != 0)
|
|
|
|
|
missile._mirange = 5 * (Monsters[missile._misource]._mint + 4);
|
|
|
|
|
else
|
|
|
|
|
missile._mirange = 1;
|
|
|
|
|
missile._mlid = NO_LIGHT;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddAcidpud(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miLightFlag = true;
|
|
|
|
|
int monst = missile._misource;
|
|
|
|
|
missile._mirange = GenerateRnd(15) + 40 * (Monsters[monst]._mint + 1);
|
|
|
|
|
missile._miPreFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddStone(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
std::optional<Point> targetMonsterPosition = FindClosestValidPosition(
|
|
|
|
|
[](Point target) {
|
|
|
|
|
if (!InDungeonBounds(target)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int monsterId = abs(dMonster[target.x][target.y]) - 1;
|
|
|
|
|
if (monsterId < 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto &monster = Monsters[monsterId];
|
|
|
|
|
|
|
|
|
|
if (IsAnyOf(monster.MType->mtype, MT_GOLEM, MT_DIABLO, MT_NAKRUL)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
if (IsAnyOf(monster._mmode, MonsterMode::FadeIn, MonsterMode::FadeOut, MonsterMode::Charge)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (!targetMonsterPosition) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Petrify the targeted monster
|
|
|
|
|
int monsterId = abs(dMonster[targetMonsterPosition->x][targetMonsterPosition->y]) - 1;
|
|
|
|
|
auto &monster = Monsters[monsterId];
|
|
|
|
|
missile.var1 = static_cast<int>(monster._mmode);
|
|
|
|
|
missile.var2 = monsterId;
|
|
|
|
|
monster.Petrify();
|
|
|
|
|
|
|
|
|
|
// And set up the missile to unpetrify it in the future
|
|
|
|
|
missile.position.tile = *targetMonsterPosition;
|
|
|
|
|
missile.position.start = missile.position.tile;
|
|
|
|
|
missile._mirange = missile._mispllvl + 6;
|
|
|
|
|
missile._mirange += (missile._mirange * Players[missile._misource]._pISplDur) / 128;
|
|
|
|
|
|
|
|
|
|
if (missile._mirange > 15)
|
|
|
|
|
missile._mirange = 15;
|
|
|
|
|
missile._mirange <<= 4;
|
|
|
|
|
UseMana(missile._misource, SPL_STONE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddGolem(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
|
|
|
|
|
int playerId = missile._misource;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
int mx = ActiveMissiles[i];
|
|
|
|
|
auto &other = Missiles[mx];
|
|
|
|
|
if (other._mitype == MIS_GOLEM && &other != &missile && other._misource == playerId) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[playerId].position.tile != GolemHoldingCell && playerId == MyPlayerId)
|
|
|
|
|
M_StartKill(playerId, playerId);
|
|
|
|
|
|
|
|
|
|
UseMana(playerId, SPL_GOLEM);
|
|
|
|
|
|
|
|
|
|
if (Monsters[playerId].position.tile == GolemHoldingCell) {
|
|
|
|
|
std::optional<Point> spawnPosition = FindClosestValidPosition(
|
|
|
|
|
[start = missile.position.start](Point target) {
|
|
|
|
|
return !IsTileOccupied(target) && LineClearMissile(start, target);
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (spawnPosition) {
|
|
|
|
|
SpawnGolem(playerId, *spawnPosition, missile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddBoom(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.position.tile = dst;
|
|
|
|
|
missile.position.start = dst;
|
|
|
|
|
missile._mirange = missile._miAnimLen;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddHeal(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
int hp = (GenerateRnd(10) + 1) << 6;
|
|
|
|
|
for (int i = 0; i < player._pLevel; i++) {
|
|
|
|
|
hp += (GenerateRnd(4) + 1) << 6;
|
|
|
|
|
}
|
|
|
|
|
for (int i = 0; i < missile._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(missile._misource, SPL_HEAL);
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
drawhpflag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddHealOther(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
UseMana(missile._misource, SPL_HEALOTHER);
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
NewCursor(CURSOR_HEALOTHER);
|
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse)
|
|
|
|
|
TryIconCurs();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddElement(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dmg = 2 * (Players[missile._misource]._pLevel + GenerateRndSum(10, 2)) + 4;
|
|
|
|
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl) / 2;
|
|
|
|
|
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
SetMissDir(missile, GetDirection(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile.var4 = dst.x;
|
|
|
|
|
missile.var5 = dst.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
UseMana(missile._misource, SPL_ELEMENT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extern void FocusOnInventory();
|
|
|
|
|
|
|
|
|
|
void AddIdentify(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
UseMana(missile._misource, SPL_IDENTIFY);
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
if (sbookflag)
|
|
|
|
|
sbookflag = false;
|
|
|
|
|
if (!invflag) {
|
|
|
|
|
invflag = true;
|
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse)
|
|
|
|
|
FocusOnInventory();
|
|
|
|
|
}
|
|
|
|
|
NewCursor(CURSOR_IDENTIFY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFirewallC(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
std::optional<Point> spreadPosition = FindClosestValidPosition(
|
|
|
|
|
[start = missile.position.start](Point target) {
|
|
|
|
|
return start != target && IsTileNotSolid(target) && !IsObjectAtPosition(target) && LineClearMissile(start, target);
|
|
|
|
|
},
|
|
|
|
|
dst, 0, 5);
|
|
|
|
|
|
|
|
|
|
if (!spreadPosition) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._miDelFlag = false;
|
|
|
|
|
missile.var1 = spreadPosition->x;
|
|
|
|
|
missile.var2 = spreadPosition->y;
|
|
|
|
|
missile.var5 = spreadPosition->x;
|
|
|
|
|
missile.var6 = spreadPosition->y;
|
|
|
|
|
missile.var3 = static_cast<int>(Left(Left(midir)));
|
|
|
|
|
missile.var4 = static_cast<int>(Right(Right(midir)));
|
|
|
|
|
missile._mirange = 7;
|
|
|
|
|
UseMana(missile._misource, SPL_FIREWALL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddInfra(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange = ScaleSpellEffect(1584, missile._mispllvl);
|
|
|
|
|
missile._mirange += missile._mirange * Players[missile._misource]._pISplDur / 128;
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_INFRA);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddWave(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.var1 = dst.x;
|
|
|
|
|
missile.var2 = dst.y;
|
|
|
|
|
missile._mirange = 1;
|
|
|
|
|
missile._miAnimFrame = 4;
|
|
|
|
|
UseMana(missile._misource, SPL_WAVE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddNova(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.var1 = dst.x;
|
|
|
|
|
missile.var2 = dst.y;
|
|
|
|
|
|
|
|
|
|
if (missile._misource != -1) {
|
|
|
|
|
int dmg = GenerateRndSum(6, 5) + Players[missile._misource]._pLevel + 5;
|
|
|
|
|
missile._midam = ScaleSpellEffect(dmg / 2, missile._mispllvl);
|
|
|
|
|
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS)
|
|
|
|
|
UseMana(missile._misource, SPL_NOVA);
|
|
|
|
|
} else {
|
|
|
|
|
missile._midam = (currlevel / 2) + GenerateRndSum(3, 3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._mirange = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddBlodboil(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
|
|
|
|
|
if ((player._pSpellFlags & 6) != 0 || player._pHitPoints <= player._pLevel << 6) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UseMana(missile._misource, SPL_BLODBOIL);
|
|
|
|
|
int tmp = 3 * player._pLevel;
|
|
|
|
|
tmp <<= 7;
|
|
|
|
|
player._pSpellFlags |= 2;
|
|
|
|
|
missile.var2 = tmp;
|
|
|
|
|
int lvl = player._pLevel * 2;
|
|
|
|
|
missile._mirange = lvl + 10 * missile._mispllvl + 245;
|
|
|
|
|
CalcPlrItemVals(player, true);
|
|
|
|
|
force_redraw = 255;
|
|
|
|
|
player.Say(HeroSpeech::Aaaaargh);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRepair(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
UseMana(missile._misource, SPL_REPAIR);
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
if (sbookflag)
|
|
|
|
|
sbookflag = false;
|
|
|
|
|
if (!invflag) {
|
|
|
|
|
invflag = true;
|
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse)
|
|
|
|
|
FocusOnInventory();
|
|
|
|
|
}
|
|
|
|
|
NewCursor(CURSOR_REPAIR);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRecharge(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
UseMana(missile._misource, SPL_RECHARGE);
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
if (sbookflag)
|
|
|
|
|
sbookflag = false;
|
|
|
|
|
if (!invflag) {
|
|
|
|
|
invflag = true;
|
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse)
|
|
|
|
|
FocusOnInventory();
|
|
|
|
|
}
|
|
|
|
|
NewCursor(CURSOR_RECHARGE);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddDisarm(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
UseMana(missile._misource, SPL_DISARM);
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
NewCursor(CURSOR_DISARM);
|
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse) {
|
|
|
|
|
if (pcursobj != -1)
|
|
|
|
|
NetSendCmdLocParam1(true, CMD_DISARMXY, cursPosition, pcursobj);
|
|
|
|
|
else
|
|
|
|
|
NewCursor(CURSOR_HAND);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddApoca(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.var1 = 8;
|
|
|
|
|
missile.var2 = std::max(missile.position.start.y - 8, 1);
|
|
|
|
|
missile.var3 = std::min(missile.position.start.y + 8, MAXDUNY - 1);
|
|
|
|
|
missile.var4 = std::max(missile.position.start.x - 8, 1);
|
|
|
|
|
missile.var5 = std::min(missile.position.start.x + 8, MAXDUNX - 1);
|
|
|
|
|
missile.var6 = missile.var4;
|
|
|
|
|
int playerLevel = Players[missile._misource]._pLevel;
|
|
|
|
|
missile._midam = GenerateRndSum(6, playerLevel) + playerLevel;
|
|
|
|
|
missile._mirange = 255;
|
|
|
|
|
UseMana(missile._misource, SPL_APOCA);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFlame(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.var2 = 5 * missile._midam;
|
|
|
|
|
missile.position.start = dst;
|
|
|
|
|
|
|
|
|
|
SyncPositionWithParent(missile);
|
|
|
|
|
|
|
|
|
|
missile._mirange = missile.var2 + 20;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 1);
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
int i = GenerateRnd(Players[missile._misource]._pLevel) + GenerateRnd(2);
|
|
|
|
|
missile._midam = 8 * i + 16 + ((8 * i + 16) / 2);
|
|
|
|
|
} else {
|
|
|
|
|
auto &monster = Monsters[missile._misource];
|
|
|
|
|
missile._midam = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddFlamec(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 32);
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
UseMana(missile._misource, SPL_FLAME);
|
|
|
|
|
}
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddCbolt(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
missile._mirnd = GenerateRnd(15) + 1;
|
|
|
|
|
missile._midam = (missile._micaster == TARGET_MONSTERS) ? (GenerateRnd(Players[missile._misource]._pMagic / 4) + 1) : 15;
|
|
|
|
|
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 5);
|
|
|
|
|
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 8);
|
|
|
|
|
missile.var1 = 5;
|
|
|
|
|
missile.var2 = static_cast<int>(midir);
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddHbolt(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
int sp = 16;
|
|
|
|
|
if (missile._misource != -1) {
|
|
|
|
|
sp += std::min(missile._mispllvl * 2, 47);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateMissileVelocity(missile, dst, sp);
|
|
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
missile._midam = GenerateRnd(10) + Players[missile._misource]._pLevel + 9;
|
|
|
|
|
UseMana(missile._misource, SPL_HBOLT);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddResurrect(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
UseMana(missile._misource, SPL_RESURRECT);
|
|
|
|
|
if (missile._misource == MyPlayerId) {
|
|
|
|
|
NewCursor(CURSOR_RESURRECT);
|
|
|
|
|
if (ControlMode != ControlTypes::KeyboardAndMouse)
|
|
|
|
|
TryIconCurs();
|
|
|
|
|
}
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddResurrectBeam(Missile &missile, Point dst, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile.position.tile = dst;
|
|
|
|
|
missile.position.start = dst;
|
|
|
|
|
missile._mirange = MissileSpriteData[MFILE_RESSUR1].animLen[0];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddTelekinesis(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
UseMana(missile._misource, SPL_TELEKINESIS);
|
|
|
|
|
if (missile._misource == MyPlayerId)
|
|
|
|
|
NewCursor(CURSOR_TELEKINESIS);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddBoneSpirit(Missile &missile, Point dst, Direction midir)
|
|
|
|
|
{
|
|
|
|
|
if (missile.position.start == dst) {
|
|
|
|
|
dst += midir;
|
|
|
|
|
}
|
|
|
|
|
UpdateMissileVelocity(missile, dst, 16);
|
|
|
|
|
SetMissDir(missile, GetDirection(missile.position.start, dst));
|
|
|
|
|
missile._mirange = 256;
|
|
|
|
|
missile.var1 = missile.position.start.x;
|
|
|
|
|
missile.var2 = missile.position.start.y;
|
|
|
|
|
missile.var4 = dst.x;
|
|
|
|
|
missile.var5 = dst.y;
|
|
|
|
|
missile._mlid = AddLight(missile.position.start, 8);
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
UseMana(missile._misource, SPL_BONESPIRIT);
|
|
|
|
|
ApplyPlrDamage(missile._misource, 6);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRportal(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange = 100;
|
|
|
|
|
missile.var1 = 100 - missile._miAnimLen;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddDiabApoca(Missile &missile, Point /*dst*/, Direction /*midir*/)
|
|
|
|
|
{
|
|
|
|
|
int players = gbIsMultiplayer ? MAX_PLRS : 1;
|
|
|
|
|
for (int pnum = 0; pnum < players; pnum++) {
|
|
|
|
|
auto &player = Players[pnum];
|
|
|
|
|
if (!player.plractive)
|
|
|
|
|
continue;
|
|
|
|
|
if (!LineClearMissile(missile.position.start, player.position.future))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
AddMissile({ 0, 0 }, player.position.future, Direction::South, MIS_BOOM2, missile._micaster, missile._misource, missile._midam, 0);
|
|
|
|
|
}
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int AddMissile(Point src, Point dst, Direction midir, missile_id mitype, mienemy_type micaster, int id, int midam, int spllvl)
|
|
|
|
|
{
|
|
|
|
|
if (ActiveMissileCount >= MAXMISSILES - 1)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
int mi = AvailableMissiles[0];
|
|
|
|
|
auto &missile = Missiles[mi];
|
|
|
|
|
|
|
|
|
|
AvailableMissiles[0] = AvailableMissiles[MAXMISSILES - ActiveMissileCount - 1];
|
|
|
|
|
ActiveMissiles[ActiveMissileCount] = mi;
|
|
|
|
|
ActiveMissileCount++;
|
|
|
|
|
|
|
|
|
|
memset(&missile, 0, sizeof(missile));
|
|
|
|
|
|
|
|
|
|
auto &missileData = MissilesData[mitype];
|
|
|
|
|
|
|
|
|
|
missile._mitype = mitype;
|
|
|
|
|
missile._micaster = micaster;
|
|
|
|
|
missile._misource = id;
|
|
|
|
|
missile._midam = midam;
|
|
|
|
|
missile._mispllvl = spllvl;
|
|
|
|
|
missile.position.tile = src;
|
|
|
|
|
missile.position.start = src;
|
|
|
|
|
missile._miAnimAdd = 1;
|
|
|
|
|
missile._miAnimType = missileData.mFileNum;
|
|
|
|
|
missile._miDrawFlag = missileData.mDraw;
|
|
|
|
|
missile._mlid = NO_LIGHT;
|
|
|
|
|
missile.lastCollisionTargetHash = 0;
|
|
|
|
|
|
|
|
|
|
if (missile._miAnimType == MFILE_NONE || MissileSpriteData[missile._miAnimType].animFAmt < 8)
|
|
|
|
|
SetMissDir(missile, 0);
|
|
|
|
|
else
|
|
|
|
|
SetMissDir(missile, midir);
|
|
|
|
|
|
|
|
|
|
if (missileData.mlSFX != SFX_NONE) {
|
|
|
|
|
PlaySfxLoc(missileData.mlSFX, missile.position.start);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missileData.mAddProc(missile, dst, midir);
|
|
|
|
|
|
|
|
|
|
return mi;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_LArrow(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int p = missile._misource;
|
|
|
|
|
if (missile._miAnimType == MFILE_MINILTNG || missile._miAnimType == MFILE_MAGBLOS) {
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame + 5);
|
|
|
|
|
missile_resistance rst = MissilesData[missile._mitype].mResist;
|
|
|
|
|
if (missile._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;
|
|
|
|
|
}
|
|
|
|
|
MissilesData[MIS_LARROW].mResist = MISR_LIGHTNING;
|
|
|
|
|
CheckMissileCol(missile, mind, maxd, false, missile.position.tile, true);
|
|
|
|
|
}
|
|
|
|
|
if (missile._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;
|
|
|
|
|
}
|
|
|
|
|
MissilesData[MIS_FARROW].mResist = MISR_FIRE;
|
|
|
|
|
CheckMissileCol(missile, mind, maxd, false, missile.position.tile, true);
|
|
|
|
|
}
|
|
|
|
|
MissilesData[missile._mitype].mResist = rst;
|
|
|
|
|
} else {
|
|
|
|
|
missile._midist++;
|
|
|
|
|
|
|
|
|
|
int mind;
|
|
|
|
|
int maxd;
|
|
|
|
|
if (p != -1) {
|
|
|
|
|
if (missile._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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile_resistance rst = MissilesData[missile._mitype].mResist;
|
|
|
|
|
MissilesData[missile._mitype].mResist = MISR_NONE;
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, mind, maxd, true, true);
|
|
|
|
|
MissilesData[missile._mitype].mResist = rst;
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._mimfnum = 0;
|
|
|
|
|
if (missile._mitype == MIS_LARROW)
|
|
|
|
|
SetMissAnim(missile, MFILE_MINILTNG);
|
|
|
|
|
else
|
|
|
|
|
SetMissAnim(missile, MFILE_MAGBLOS);
|
|
|
|
|
missile._mirange = missile._miAnimLen - 1;
|
|
|
|
|
missile.position.StopMissile();
|
|
|
|
|
} else {
|
|
|
|
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) {
|
|
|
|
|
missile.var1 = missile.position.tile.x;
|
|
|
|
|
missile.var2 = missile.position.tile.y;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, 5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Arrow(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
missile._midist++;
|
|
|
|
|
int p = missile._misource;
|
|
|
|
|
|
|
|
|
|
int mind;
|
|
|
|
|
int maxd;
|
|
|
|
|
if (p != -1) {
|
|
|
|
|
if (missile._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;
|
|
|
|
|
}
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, mind, maxd, true, false);
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Firebolt(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int d = 0;
|
|
|
|
|
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mitype != MIS_BONESPIRIT || missile._mimfnum != 8) {
|
|
|
|
|
int p = missile._misource;
|
|
|
|
|
if (p != -1) {
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
auto &player = Players[p];
|
|
|
|
|
switch (missile._mitype) {
|
|
|
|
|
case MIS_FIREBOLT:
|
|
|
|
|
d = GenerateRnd(10) + (player._pMagic / 8) + missile._mispllvl + 1;
|
|
|
|
|
break;
|
|
|
|
|
case MIS_FLARE:
|
|
|
|
|
d = 3 * missile._mispllvl - (player._pMagic / 8) + (player._pMagic / 2);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_BONESPIRIT:
|
|
|
|
|
d = 0;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
auto &monster = Monsters[p];
|
|
|
|
|
d = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
d = currlevel + GenerateRnd(2 * currlevel);
|
|
|
|
|
}
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, d, d, true, true);
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
missile.var4 = -(AvailableMissiles[0] + 1);
|
|
|
|
|
Point dst = { 0, 0 };
|
|
|
|
|
auto dir = static_cast<Direction>(missile._mimfnum);
|
|
|
|
|
switch (missile._mitype) {
|
|
|
|
|
case MIS_FIREBOLT:
|
|
|
|
|
case MIS_MAGMABALL:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_MISEXP, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_FLARE:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_MISEXP2, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_ACID:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_MISEXP3, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_BONESPIRIT:
|
|
|
|
|
SetMissDir(missile, 8);
|
|
|
|
|
missile._mirange = 7;
|
|
|
|
|
missile._miDelFlag = false;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
return;
|
|
|
|
|
case MIS_LICH:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_EXORA1, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_PSYCHORB:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_EXBL2, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_NECROMORB:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_EXRED3, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_ARCHLICH:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_EXYEL2, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
case MIS_BONEDEMON:
|
|
|
|
|
AddMissile(missile.position.tile, dst, dir, MIS_EXBL3, missile._micaster, missile._misource, 0, 0);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
missile.var4 = 0;
|
|
|
|
|
if (missile._mlid != NO_LIGHT)
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
} else {
|
|
|
|
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) {
|
|
|
|
|
missile.var1 = missile.position.tile.x;
|
|
|
|
|
missile.var2 = missile.position.tile.y;
|
|
|
|
|
if (missile._mlid != NO_LIGHT)
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, 8);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
} else if (missile._mirange == 0) {
|
|
|
|
|
if (missile._mlid != NO_LIGHT)
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
PlaySfxLoc(LS_BSIMPCT, missile.position.tile);
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
} else
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Lightball(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
Point targetPosition = { missile.var1, missile.var2 };
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int j = missile._mirange;
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, missile._midam, missile._midam, false, false);
|
|
|
|
|
if (missile._miHitFlag)
|
|
|
|
|
missile._mirange = j;
|
|
|
|
|
|
|
|
|
|
if (missile.position.tile == targetPosition) {
|
|
|
|
|
Object *object = ObjectAtPosition(targetPosition);
|
|
|
|
|
if (object != nullptr && object->IsShrine()) {
|
|
|
|
|
missile._mirange = j;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Acidpud(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int range = missile._mirange;
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false);
|
|
|
|
|
missile._mirange = range;
|
|
|
|
|
if (range == 0) {
|
|
|
|
|
if (missile._mimfnum != 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
} else {
|
|
|
|
|
SetMissDir(missile, 1);
|
|
|
|
|
missile._mirange = missile._miAnimLen;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Firewall(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 };
|
|
|
|
|
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == missile.var1) {
|
|
|
|
|
SetMissDir(missile, 1);
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(11) + 1;
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == missile._miAnimLen - 1) {
|
|
|
|
|
SetMissDir(missile, 0);
|
|
|
|
|
missile._miAnimFrame = 13;
|
|
|
|
|
missile._miAnimAdd = -1;
|
|
|
|
|
}
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, true);
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
if (missile._mimfnum != 0 && missile._mirange != 0 && missile._miAnimAdd != -1 && missile.var2 < 12) {
|
|
|
|
|
if (missile.var2 == 0)
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, ExpLight[0]);
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var2]);
|
|
|
|
|
missile.var2++;
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Fireball(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
Point p = (missile._micaster == TARGET_MONSTERS) ? Players[id].position.tile : Monsters[id].position.tile;
|
|
|
|
|
|
|
|
|
|
if (missile._miAnimType == MFILE_BIGEXP) {
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, dam, dam, true, false);
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
Point m = missile.position.tile;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, missile._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(missile, dam, dam, false, m + shift, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!TransList[dTransVal[m.x][m.y]]
|
|
|
|
|
|| (missile.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]])))) {
|
|
|
|
|
missile.position.tile += Displacement { 1, 1 };
|
|
|
|
|
missile.position.offset.deltaY -= 32;
|
|
|
|
|
}
|
|
|
|
|
if (missile.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]]))) {
|
|
|
|
|
missile.position.offset.deltaY -= 32;
|
|
|
|
|
}
|
|
|
|
|
if (missile.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]]))) {
|
|
|
|
|
missile.position.offset.deltaX -= 32;
|
|
|
|
|
}
|
|
|
|
|
missile._mimfnum = 0;
|
|
|
|
|
SetMissAnim(missile, MFILE_BIGEXP);
|
|
|
|
|
missile._mirange = missile._miAnimLen - 1;
|
|
|
|
|
missile.position.velocity = {};
|
|
|
|
|
} else if (missile.position.tile != Point { missile.var1, missile.var2 }) {
|
|
|
|
|
missile.var1 = missile.position.tile.x;
|
|
|
|
|
missile.var2 = missile.position.tile.y;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, 8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_HorkSpawn(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
CheckMissileCol(missile, 0, 0, false, missile.position.tile, false);
|
|
|
|
|
if (missile._mirange <= 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
|
|
|
|
|
std::optional<Point> spawnPosition = FindClosestValidPosition(
|
|
|
|
|
[](Point target) {
|
|
|
|
|
return !IsTileOccupied(target);
|
|
|
|
|
},
|
|
|
|
|
missile.position.tile, 0, 1);
|
|
|
|
|
|
|
|
|
|
if (spawnPosition) {
|
|
|
|
|
auto facing = static_cast<Direction>(missile.var1);
|
|
|
|
|
int monsterId = AddMonster(*spawnPosition, facing, 1, true);
|
|
|
|
|
if (monsterId != -1) {
|
|
|
|
|
M_StartStand(Monsters[monsterId], facing);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
missile._midist++;
|
|
|
|
|
missile.position.traveled += missile.position.velocity;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Rune(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
Point position = missile.position.tile;
|
|
|
|
|
int mid = dMonster[position.x][position.y];
|
|
|
|
|
int pid = dPlayer[position.x][position.y];
|
|
|
|
|
if (mid != 0 || pid != 0) {
|
|
|
|
|
Point targetPosition = mid != 0 ? Monsters[abs(mid) - 1].position.tile : Players[abs(pid) - 1].position.tile;
|
|
|
|
|
Direction dir = GetDirection(position, targetPosition);
|
|
|
|
|
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
|
|
|
|
|
AddMissile(position, position, dir, static_cast<missile_id>(missile.var1), TARGET_BOTH, missile._misource, missile._midam, missile._mispllvl);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_LightningWall(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int range = missile._mirange;
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false);
|
|
|
|
|
if (missile._miHitFlag)
|
|
|
|
|
missile._mirange = range;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_HiveExplode(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange <= 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_LightningArrow(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
SpawnLightning(missile, missile._midam);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_FireRing(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
int8_t src = missile._misource;
|
|
|
|
|
uint8_t lvl = missile._micaster == TARGET_MONSTERS ? 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) {
|
|
|
|
|
Point target { missile.var1 + CrawlTable[ck - 1], missile.var2 + CrawlTable[ck] };
|
|
|
|
|
if (!InDungeonBounds(target))
|
|
|
|
|
continue;
|
|
|
|
|
int dp = dPiece[target.x][target.y];
|
|
|
|
|
if (nSolidTable[dp])
|
|
|
|
|
continue;
|
|
|
|
|
if (IsObjectAtPosition(target))
|
|
|
|
|
continue;
|
|
|
|
|
if (!LineClearMissile(missile.position.tile, target))
|
|
|
|
|
continue;
|
|
|
|
|
if (nMissileTable[dp] || missile.limitReached) {
|
|
|
|
|
missile.limitReached = true;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AddMissile(target, target, Direction::South, MIS_FIREWALL, TARGET_BOTH, src, dmg, missile._mispllvl);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Search(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange != 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
PlaySfxLoc(IS_CAST7, Players[missile._misource].position.tile);
|
|
|
|
|
if (missile._misource == MyPlayerId)
|
|
|
|
|
AutoMapShowItems = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_LightningWallC(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
int lvl = (id > -1) ? Players[id]._pLevel : 0;
|
|
|
|
|
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2);
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
Point position = { missile.var1, missile.var2 };
|
|
|
|
|
Point target = position + static_cast<Direction>(missile.var3);
|
|
|
|
|
|
|
|
|
|
if (!missile.limitReached && GrowWall(id, position, target, MIS_LIGHTWALL, missile._mispllvl, dmg)) {
|
|
|
|
|
missile.var1 = target.x;
|
|
|
|
|
missile.var2 = target.y;
|
|
|
|
|
} else {
|
|
|
|
|
missile.limitReached = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
Point position = { missile.var5, missile.var6 };
|
|
|
|
|
Point target = position + static_cast<Direction>(missile.var4);
|
|
|
|
|
|
|
|
|
|
if (missile.var7 == 0 && GrowWall(id, position, target, MIS_LIGHTWALL, missile._mispllvl, dmg)) {
|
|
|
|
|
missile.var5 = target.x;
|
|
|
|
|
missile.var6 = target.y;
|
|
|
|
|
} else {
|
|
|
|
|
missile.var7 = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_FireNova(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int sx1 = 0;
|
|
|
|
|
int sy1 = 0;
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
Point src = missile.position.tile;
|
|
|
|
|
Direction dir = Direction::South;
|
|
|
|
|
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, missile._mispllvl);
|
|
|
|
|
sx1 = k[6];
|
|
|
|
|
sy1 = k[7];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_SpecArrow(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
Point src = missile.position.tile;
|
|
|
|
|
Point dst = { missile.var1, missile.var2 };
|
|
|
|
|
int spllvl = missile.var3;
|
|
|
|
|
missile_id mitype = MIS_ARROW;
|
|
|
|
|
Direction dir = Direction::South;
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Lightctrl(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
|
|
|
|
|
int dam;
|
|
|
|
|
if (missile._misource == -1) {
|
|
|
|
|
dam = GenerateRnd(currlevel) + 2 * currlevel;
|
|
|
|
|
} else if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
dam = (GenerateRnd(2) + GenerateRnd(Players[missile._misource]._pLevel) + 2) << 6;
|
|
|
|
|
} else {
|
|
|
|
|
auto &monster = Monsters[missile._misource];
|
|
|
|
|
dam = 2 * (monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SpawnLightning(missile, dam);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Lightning(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int j = missile._mirange;
|
|
|
|
|
if (missile.position.tile != missile.position.start)
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false);
|
|
|
|
|
if (missile._miHitFlag)
|
|
|
|
|
missile._mirange = j;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Town(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int expLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 };
|
|
|
|
|
|
|
|
|
|
if (missile._mirange > 1)
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == missile.var1)
|
|
|
|
|
SetMissDir(missile, 1);
|
|
|
|
|
if (currlevel != 0 && missile._mimfnum != 1 && missile._mirange != 0) {
|
|
|
|
|
if (missile.var2 == 0)
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 1);
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, expLight[missile.var2]);
|
|
|
|
|
missile.var2++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 == missile.position.tile) {
|
|
|
|
|
ClrPlrPath(player);
|
|
|
|
|
if (p == MyPlayerId) {
|
|
|
|
|
NetSendCmdParam1(true, CMD_WARP, missile._misource);
|
|
|
|
|
player._pmode = PM_NEWLVL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Flash(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
if (missile._misource != -1)
|
|
|
|
|
Players[missile._misource]._pInvincible = true;
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
|
|
|
|
|
constexpr Displacement Offsets[] = { { -1, 0 }, { 0, 0 }, { 1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 } };
|
|
|
|
|
for (Displacement offset : Offsets)
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile + offset, true);
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
if (missile._misource != -1)
|
|
|
|
|
Players[missile._misource]._pInvincible = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Flash2(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
if (missile._misource != -1)
|
|
|
|
|
Players[missile._misource]._pInvincible = true;
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
|
|
|
|
|
constexpr Displacement Offsets[] = { { -1, -1 }, { 0, -1 }, { 1, -1 } };
|
|
|
|
|
for (Displacement offset : Offsets)
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile + offset, true);
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
if (missile._micaster == TARGET_MONSTERS) {
|
|
|
|
|
if (missile._misource != -1)
|
|
|
|
|
Players[missile._misource]._pInvincible = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Firemove(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 };
|
|
|
|
|
|
|
|
|
|
missile.var1++;
|
|
|
|
|
if (missile.var1 == missile._miAnimLen) {
|
|
|
|
|
SetMissDir(missile, 1);
|
|
|
|
|
missile._miAnimFrame = GenerateRnd(11) + 1;
|
|
|
|
|
}
|
|
|
|
|
int j = missile._mirange;
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, missile._midam, missile._midam, false, false);
|
|
|
|
|
if (missile._miHitFlag)
|
|
|
|
|
missile._mirange = j;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
if (missile._mimfnum != 0 || missile._mirange == 0) {
|
|
|
|
|
if (missile.position.tile != Point { missile.var3, missile.var4 }) {
|
|
|
|
|
missile.var3 = missile.position.tile.x;
|
|
|
|
|
missile.var4 = missile.position.tile.y;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, 8);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (missile.var2 == 0)
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, ExpLight[0]);
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var2]);
|
|
|
|
|
missile.var2++;
|
|
|
|
|
}
|
|
|
|
|
missile.position.tile += Direction::South;
|
|
|
|
|
missile.position.offset.deltaY -= 32;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Guardian(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
|
|
|
|
|
if (missile.var2 > 0) {
|
|
|
|
|
missile.var2--;
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == missile.var1 || (missile._mimfnum == MFILE_GUARD && missile.var2 == 0)) {
|
|
|
|
|
SetMissDir(missile, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Point position = missile.position.tile;
|
|
|
|
|
|
|
|
|
|
if ((missile._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) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
found = GuardianTryFireAt(missile, { position.x + offset.deltaX, position.y + offset.deltaY })
|
|
|
|
|
|| GuardianTryFireAt(missile, { position.x - offset.deltaX, position.y - offset.deltaY })
|
|
|
|
|
|| GuardianTryFireAt(missile, { position.x + offset.deltaX, position.y - offset.deltaY })
|
|
|
|
|
|| GuardianTryFireAt(missile, { position.x - offset.deltaX, position.y + offset.deltaY });
|
|
|
|
|
if (!found) {
|
|
|
|
|
previous = offset;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 14) {
|
|
|
|
|
SetMissDir(missile, 0);
|
|
|
|
|
missile._miAnimFrame = 15;
|
|
|
|
|
missile._miAnimAdd = -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile.var3 += missile._miAnimAdd;
|
|
|
|
|
|
|
|
|
|
if (missile.var3 > 15) {
|
|
|
|
|
missile.var3 = 15;
|
|
|
|
|
} else if (missile.var3 > 0) {
|
|
|
|
|
ChangeLight(missile._mlid, position, missile.var3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Chain(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
Point position = missile.position.tile;
|
|
|
|
|
Point dst { missile.var1, missile.var2 };
|
|
|
|
|
Direction dir = GetDirection(position, dst);
|
|
|
|
|
AddMissile(position, dst, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, id, 1, missile._mispllvl);
|
|
|
|
|
int rad = missile._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, missile._mispllvl);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Weapexp(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
constexpr int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 };
|
|
|
|
|
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
int mind;
|
|
|
|
|
int maxd;
|
|
|
|
|
if (missile.var2 == 1) {
|
|
|
|
|
mind = Players[id]._pIFMinDam;
|
|
|
|
|
maxd = Players[id]._pIFMaxDam;
|
|
|
|
|
MissilesData[missile._mitype].mResist = MISR_FIRE;
|
|
|
|
|
} else {
|
|
|
|
|
mind = Players[id]._pILMinDam;
|
|
|
|
|
maxd = Players[id]._pILMaxDam;
|
|
|
|
|
MissilesData[missile._mitype].mResist = MISR_LIGHTNING;
|
|
|
|
|
}
|
|
|
|
|
CheckMissileCol(missile, mind, maxd, false, missile.position.tile, false);
|
|
|
|
|
if (missile.var1 == 0) {
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 9);
|
|
|
|
|
} else {
|
|
|
|
|
if (missile._mirange != 0)
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var1]);
|
|
|
|
|
}
|
|
|
|
|
missile.var1++;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
} else {
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Misexp(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
constexpr int ExpLight[] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2, 1, 0, 0, 0, 0 };
|
|
|
|
|
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
} else {
|
|
|
|
|
if (missile.var1 == 0)
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 9);
|
|
|
|
|
else
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var1]);
|
|
|
|
|
missile.var1++;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Acidsplat(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
if (missile._mirange == missile._miAnimLen) {
|
|
|
|
|
missile.position.tile += Displacement { 1, 1 };
|
|
|
|
|
missile.position.offset.deltaY -= 32;
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
int monst = missile._misource;
|
|
|
|
|
int dam = (Monsters[monst].MData->mLevel >= 2 ? 2 : 1);
|
|
|
|
|
AddMissile(missile.position.tile, { 0, 0 }, Direction::South, MIS_ACIDPUD, TARGET_PLAYERS, monst, dam, missile._mispllvl);
|
|
|
|
|
} else {
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Teleport(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange <= 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
auto &player = Players[id];
|
|
|
|
|
|
|
|
|
|
dPlayer[player.position.tile.x][player.position.tile.y] = 0;
|
|
|
|
|
PlrClrTrans(player.position.tile);
|
|
|
|
|
player.position.tile = missile.position.tile;
|
|
|
|
|
player.position.future = player.position.tile;
|
|
|
|
|
player.position.old = player.position.tile;
|
|
|
|
|
PlrDoTrans(player.position.tile);
|
|
|
|
|
missile.var1 = 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) {
|
|
|
|
|
ViewPosition = Point { 0, 0 } + (player.position.tile - ScrollInfo.tile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Stone(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
auto &monster = Monsters[missile.var2];
|
|
|
|
|
if (monster._mhitpoints == 0 && missile._miAnimType != MFILE_SHATTER1) {
|
|
|
|
|
missile._mimfnum = 0;
|
|
|
|
|
missile._miDrawFlag = true;
|
|
|
|
|
SetMissAnim(missile, MFILE_SHATTER1);
|
|
|
|
|
missile._mirange = 11;
|
|
|
|
|
}
|
|
|
|
|
if (monster._mmode != MonsterMode::Petrified) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
if (monster._mhitpoints > 0) {
|
|
|
|
|
monster._mmode = static_cast<MonsterMode>(missile.var1);
|
|
|
|
|
monster.AnimInfo.IsPetrified = false;
|
|
|
|
|
} else {
|
|
|
|
|
AddCorpse(monster.position.tile, stonendx, monster._mdir);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (missile._miAnimType == MFILE_SHATTER1)
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Boom(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile.var1 == 0)
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, false, missile.position.tile, true);
|
|
|
|
|
if (missile._miHitFlag)
|
|
|
|
|
missile.var1 = 1;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Rhino(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int monst = missile._misource;
|
|
|
|
|
auto &monster = Monsters[monst];
|
|
|
|
|
if (monster._mmode != MonsterMode::Charge) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
Point prevPos = missile.position.tile;
|
|
|
|
|
Point newPosSnake;
|
|
|
|
|
dMonster[prevPos.x][prevPos.y] = 0;
|
|
|
|
|
if (monster._mAi == AI_SNAKE) {
|
|
|
|
|
missile.position.traveled += missile.position.velocity * 2;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
newPosSnake = missile.position.tile;
|
|
|
|
|
missile.position.traveled -= missile.position.velocity;
|
|
|
|
|
} else {
|
|
|
|
|
missile.position.traveled += missile.position.velocity;
|
|
|
|
|
}
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
Point newPos = missile.position.tile;
|
|
|
|
|
if (!IsTileAvailable(monster, newPos) || (monster._mAi == AI_SNAKE && !IsTileAvailable(monster, newPosSnake))) {
|
|
|
|
|
MissToMonst(missile, prevPos);
|
|
|
|
|
missile._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(missile._mlid, newPos);
|
|
|
|
|
MoveMissilePos(missile);
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_FirewallC(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
Point position = { missile.var1, missile.var2 };
|
|
|
|
|
Point target = position + static_cast<Direction>(missile.var3);
|
|
|
|
|
|
|
|
|
|
if (!missile.limitReached && GrowWall(id, position, target, MIS_FIREWALL, missile._mispllvl, 0)) {
|
|
|
|
|
missile.var1 = target.x;
|
|
|
|
|
missile.var2 = target.y;
|
|
|
|
|
} else {
|
|
|
|
|
missile.limitReached = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
Point position = { missile.var5, missile.var6 };
|
|
|
|
|
Point target = position + static_cast<Direction>(missile.var4);
|
|
|
|
|
|
|
|
|
|
if (missile.var7 == 0 && GrowWall(id, position, target, MIS_FIREWALL, missile._mispllvl, 0)) {
|
|
|
|
|
missile.var5 = target.x;
|
|
|
|
|
missile.var6 = target.y;
|
|
|
|
|
} else {
|
|
|
|
|
missile.var7 = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Infra(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
auto &player = Players[missile._misource];
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
player._pInfraFlag = true;
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
CalcPlrItemVals(player, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Apoca(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
bool exit = false;
|
|
|
|
|
int j;
|
|
|
|
|
int k;
|
|
|
|
|
for (j = missile.var2; j < missile.var3 && !exit; j++) {
|
|
|
|
|
for (k = missile.var4; k < missile.var5 && !exit; k++) {
|
|
|
|
|
if (dMonster[k][j] < MAX_PLRS)
|
|
|
|
|
continue;
|
|
|
|
|
if (nSolidTable[dPiece[k][j]])
|
|
|
|
|
continue;
|
|
|
|
|
if (gbIsHellfire && !LineClearMissile(missile.position.tile, { k, j }))
|
|
|
|
|
continue;
|
|
|
|
|
AddMissile({ k, j }, { k, j }, Players[id]._pdir, MIS_BOOM, TARGET_MONSTERS, id, missile._midam, 0);
|
|
|
|
|
exit = true;
|
|
|
|
|
}
|
|
|
|
|
if (!exit) {
|
|
|
|
|
missile.var4 = missile.var6;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (exit) {
|
|
|
|
|
missile.var2 = j - 1;
|
|
|
|
|
missile.var4 = k;
|
|
|
|
|
} else {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Wave(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
bool f1 = false;
|
|
|
|
|
bool f2 = false;
|
|
|
|
|
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
Point src = missile.position.tile;
|
|
|
|
|
Direction sd = GetDirection(src, { missile.var1, missile.var2 });
|
|
|
|
|
Direction dira = Left(Left(sd));
|
|
|
|
|
Direction dirb = Right(Right(sd));
|
|
|
|
|
Point na = src + sd;
|
|
|
|
|
int pn = dPiece[na.x][na.y];
|
|
|
|
|
assert(pn >= 0 && pn <= MAXTILES);
|
|
|
|
|
if (!nMissileTable[pn]) {
|
|
|
|
|
Direction pdir = Players[id]._pdir;
|
|
|
|
|
AddMissile(na, na + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, missile._mispllvl);
|
|
|
|
|
na += dira;
|
|
|
|
|
Point nb = src + sd + dirb;
|
|
|
|
|
for (int j = 0; j < (missile._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, missile._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, missile._mispllvl);
|
|
|
|
|
nb += dirb;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Nova(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
int sx1 = 0;
|
|
|
|
|
int sy1 = 0;
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
Point src = missile.position.tile;
|
|
|
|
|
Direction dir = Direction::South;
|
|
|
|
|
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, missile._mispllvl);
|
|
|
|
|
AddMissile(src, src + Displacement { -k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, missile._mispllvl);
|
|
|
|
|
AddMissile(src, src + Displacement { -k[6], k[7] }, dir, MIS_LIGHTBALL, en, id, dam, missile._mispllvl);
|
|
|
|
|
AddMissile(src, src + Displacement { k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, missile._mispllvl);
|
|
|
|
|
sx1 = k[6];
|
|
|
|
|
sy1 = k[7];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == 0)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Blodboil(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
|
|
|
|
|
if (missile._mirange != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
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;
|
|
|
|
|
missile._mirange = lvl + 10 * missile._mispllvl + 245;
|
|
|
|
|
} else {
|
|
|
|
|
player._pSpellFlags &= ~0x4;
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
hpdif += missile.var2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CalcPlrItemVals(player, true);
|
|
|
|
|
ApplyPlrDamage(id, 0, 1, hpdif);
|
|
|
|
|
force_redraw = 255;
|
|
|
|
|
player.Say(HeroSpeech::HeavyBreathing);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Flame(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
missile.var2--;
|
|
|
|
|
int k = missile._mirange;
|
|
|
|
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false);
|
|
|
|
|
if (missile._mirange == 0 && missile._miHitFlag)
|
|
|
|
|
missile._mirange = k;
|
|
|
|
|
if (missile.var2 == 0)
|
|
|
|
|
missile._miAnimFrame = 20;
|
|
|
|
|
if (missile.var2 <= 0) {
|
|
|
|
|
k = missile._miAnimFrame;
|
|
|
|
|
if (k > 11)
|
|
|
|
|
k = 24 - k;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, k);
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
if (missile.var2 <= 0)
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Flamec(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int src = missile._misource;
|
|
|
|
|
missile.position.traveled += missile.position.velocity;
|
|
|
|
|
UpdateMissilePos(missile);
|
|
|
|
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) {
|
|
|
|
|
int id = dPiece[missile.position.tile.x][missile.position.tile.y];
|
|
|
|
|
if (!nMissileTable[id]) {
|
|
|
|
|
missile.var4 = -(AvailableMissiles[0] + 1);
|
|
|
|
|
AddMissile(
|
|
|
|
|
missile.position.tile,
|
|
|
|
|
missile.position.start,
|
|
|
|
|
Direction::South,
|
|
|
|
|
MIS_FLAME,
|
|
|
|
|
missile._micaster,
|
|
|
|
|
src,
|
|
|
|
|
missile.var3,
|
|
|
|
|
missile._mispllvl);
|
|
|
|
|
missile.var4 = 0;
|
|
|
|
|
} else {
|
|
|
|
|
missile._mirange = 0;
|
|
|
|
|
}
|
|
|
|
|
missile.var1 = missile.position.tile.x;
|
|
|
|
|
missile.var2 = missile.position.tile.y;
|
|
|
|
|
missile.var3++;
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0 || missile.var3 == 3)
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Cbolt(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._miAnimType != MFILE_LGHNING) {
|
|
|
|
|
if (missile.var3 == 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>(missile.var2);
|
|
|
|
|
switch (BPath[missile._mirnd]) {
|
|
|
|
|
case -1:
|
|
|
|
|
md = Left(md);
|
|
|
|
|
break;
|
|
|
|
|
case 1:
|
|
|
|
|
md = Right(md);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
missile._mirnd = (missile._mirnd + 1) & 0xF;
|
|
|
|
|
UpdateMissileVelocity(missile, missile.position.tile + md, 8);
|
|
|
|
|
missile.var3 = 16;
|
|
|
|
|
} else {
|
|
|
|
|
missile.var3--;
|
|
|
|
|
}
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, missile._midam, missile._midam, false, false);
|
|
|
|
|
if (missile._miHitFlag) {
|
|
|
|
|
missile.var1 = 8;
|
|
|
|
|
missile._mimfnum = 0;
|
|
|
|
|
missile.position.offset = { 0, 0 };
|
|
|
|
|
missile.position.velocity = {};
|
|
|
|
|
SetMissAnim(missile, MFILE_LGHNING);
|
|
|
|
|
missile._mirange = missile._miAnimLen;
|
|
|
|
|
}
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, missile.var1);
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Hbolt(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._miAnimType != MFILE_HOLYEXPL) {
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, dam, dam, true, true);
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._mimfnum = 0;
|
|
|
|
|
SetMissAnim(missile, MFILE_HOLYEXPL);
|
|
|
|
|
missile._mirange = missile._miAnimLen - 1;
|
|
|
|
|
missile.position.StopMissile();
|
|
|
|
|
} else {
|
|
|
|
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) {
|
|
|
|
|
missile.var1 = missile.position.tile.x;
|
|
|
|
|
missile.var2 = missile.position.tile.y;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, 8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame + 7);
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Element(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
if (missile._miAnimType == MFILE_BIGEXP) {
|
|
|
|
|
Point c = missile.position.tile;
|
|
|
|
|
Point p = Players[id].position.tile;
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame);
|
|
|
|
|
if (!CheckBlock(p, c))
|
|
|
|
|
CheckMissileCol(missile, 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(missile, dam, dam, true, c + offset, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, dam, dam, false, false);
|
|
|
|
|
Point c = missile.position.tile;
|
|
|
|
|
if (missile.var3 == 0 && c == Point { missile.var4, missile.var5 })
|
|
|
|
|
missile.var3 = 1;
|
|
|
|
|
if (missile.var3 == 1) {
|
|
|
|
|
missile.var3 = 2;
|
|
|
|
|
missile._mirange = 255;
|
|
|
|
|
auto *monster = FindClosest(c, 19);
|
|
|
|
|
if (monster != nullptr) {
|
|
|
|
|
Direction sd = GetDirection(c, monster->position.tile);
|
|
|
|
|
SetMissDir(missile, sd);
|
|
|
|
|
UpdateMissileVelocity(missile, monster->position.tile, 16);
|
|
|
|
|
} else {
|
|
|
|
|
Direction sd = Players[id]._pdir;
|
|
|
|
|
SetMissDir(missile, sd);
|
|
|
|
|
UpdateMissileVelocity(missile, c + sd, 16);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (c != Point { missile.var1, missile.var2 }) {
|
|
|
|
|
missile.var1 = c.x;
|
|
|
|
|
missile.var2 = c.y;
|
|
|
|
|
ChangeLight(missile._mlid, c, 8);
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._mimfnum = 0;
|
|
|
|
|
SetMissAnim(missile, MFILE_BIGEXP);
|
|
|
|
|
missile._mirange = missile._miAnimLen - 1;
|
|
|
|
|
missile.position.StopMissile();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MI_Bonespirit(Missile &missile)
|
|
|
|
|
{
|
|
|
|
|
missile._mirange--;
|
|
|
|
|
int dam = missile._midam;
|
|
|
|
|
int id = missile._misource;
|
|
|
|
|
if (missile._mimfnum == 8) {
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame);
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
} else {
|
|
|
|
|
MoveMissileAndCheckMissileCol(missile, dam, dam, false, false);
|
|
|
|
|
Point c = missile.position.tile;
|
|
|
|
|
if (missile.var3 == 0 && c == Point { missile.var4, missile.var5 })
|
|
|
|
|
missile.var3 = 1;
|
|
|
|
|
if (missile.var3 == 1) {
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missile.var3 = 2;
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missile._mirange = 255;
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auto *monster = FindClosest(c, 19);
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if (monster != nullptr) {
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missile._midam = monster->_mhitpoints >> 7;
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SetMissDir(missile, GetDirection(c, monster->position.tile));
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UpdateMissileVelocity(missile, monster->position.tile, 16);
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} else {
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Direction sd = Players[id]._pdir;
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SetMissDir(missile, sd);
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UpdateMissileVelocity(missile, c + sd, 16);
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}
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}
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if (c != Point { missile.var1, missile.var2 }) {
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missile.var1 = c.x;
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missile.var2 = c.y;
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ChangeLight(missile._mlid, c, 8);
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}
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if (missile._mirange == 0) {
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SetMissDir(missile, 8);
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|
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missile.position.velocity = {};
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missile._mirange = 7;
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}
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PutMissile(missile);
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}
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}
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void MI_ResurrectBeam(Missile &missile)
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|
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{
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|
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missile._mirange--;
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if (missile._mirange == 0)
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|
|
missile._miDelFlag = true;
|
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|
|
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PutMissile(missile);
|
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|
|
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}
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|
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void MI_Rportal(Missile &missile)
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|
|
|
|
{
|
|
|
|
|
int expLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 };
|
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|
|
|
|
|
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|
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if (missile._mirange > 1)
|
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|
|
|
missile._mirange--;
|
|
|
|
|
if (missile._mirange == missile.var1)
|
|
|
|
|
SetMissDir(missile, 1);
|
|
|
|
|
|
|
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|
|
if (currlevel != 0 && missile._mimfnum != 1 && missile._mirange != 0) {
|
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|
|
if (missile.var2 == 0)
|
|
|
|
|
missile._mlid = AddLight(missile.position.tile, 1);
|
|
|
|
|
ChangeLight(missile._mlid, missile.position.tile, expLight[missile.var2]);
|
|
|
|
|
missile.var2++;
|
|
|
|
|
}
|
|
|
|
|
if (missile._mirange == 0) {
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
AddUnLight(missile._mlid);
|
|
|
|
|
}
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void DeleteMissiles()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount;) {
|
|
|
|
|
if (Missiles[ActiveMissiles[i]]._miDelFlag) {
|
|
|
|
|
DeleteMissile(i);
|
|
|
|
|
} else {
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProcessManaShield()
|
|
|
|
|
{
|
|
|
|
|
auto &myPlayer = Players[MyPlayerId];
|
|
|
|
|
if (myPlayer.pManaShield && myPlayer._pMana <= 0) {
|
|
|
|
|
myPlayer.pManaShield = false;
|
|
|
|
|
NetSendCmd(true, CMD_REMSHIELD);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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] &= ~DungeonFlag::Missile;
|
|
|
|
|
if (!InDungeonBounds(position))
|
|
|
|
|
missile._miDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DeleteMissiles();
|
|
|
|
|
|
|
|
|
|
MissilePreFlag = false;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
auto &missile = Missiles[ActiveMissiles[i]];
|
|
|
|
|
if (MissilesData[missile._mitype].mProc != nullptr)
|
|
|
|
|
MissilesData[missile._mitype].mProc(missile);
|
|
|
|
|
if (missile._miAnimFlags == MissileDataFlags::NotAnimated)
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ProcessManaShield();
|
|
|
|
|
DeleteMissiles();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void missiles_process_charge()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
int mi = ActiveMissiles[i];
|
|
|
|
|
auto &missile = Missiles[mi];
|
|
|
|
|
|
|
|
|
|
missile._miAnimData = MissileSpriteData[missile._miAnimType].animData[missile._mimfnum].get();
|
|
|
|
|
if (missile._mitype != MIS_RHINO)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
CMonster *mon = Monsters[missile._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;
|
|
|
|
|
}
|
|
|
|
|
missile._miAnimData = mon->GetAnimData(graphic).CelSpritesForDirections[missile._mimfnum]->Data();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RedoMissileFlags()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) {
|
|
|
|
|
auto &missile = Missiles[ActiveMissiles[i]];
|
|
|
|
|
PutMissile(missile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|