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//HEADER_GOES_HERE
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#include "../types.h"
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SpellData spelldata[37] =
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{
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{ 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, { 0, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_FIREBOLT, 6, STYPE_FIRE, "Firebolt", "Firebolt", 1, 1, 1, 0, 15, IS_CAST2, { MIS_FIREBOLT, 0, 0 }, 1, 3, 40, 80, 1000, 50 },
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{ SPL_HEAL, 5, STYPE_MAGIC, "Healing", NULL, 1, 1, 0, 1, 17, IS_CAST8, { MIS_HEAL, 0, 0 }, 3, 1, 20, 40, 1000, 50 },
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{ SPL_LIGHTNING, 10, STYPE_LIGHTNING, "Lightning", NULL, 4, 3, 1, 0, 20, IS_CAST4, { MIS_LIGHTCTRL, 0, 0 }, 1, 6, 20, 60, 3000, 150 },
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{ SPL_FLASH, 30, STYPE_LIGHTNING, "Flash", NULL, 5, 4, 0, 0, 33, IS_CAST4, { MIS_FLASH, MIS_FLASH2, 0 }, 2, 16, 20, 40, 7500, 500 },
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{ SPL_IDENTIFY, 13, STYPE_MAGIC, "Identify", "Identify", -1, -1, 0, 1, 23, IS_CAST6, { MIS_IDENTIFY, 0, 0 }, 2, 1, 8, 12, 0, 100 },
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{ SPL_FIREWALL, 28, STYPE_FIRE, "Fire Wall", NULL, 3, 2, 1, 0, 27, IS_CAST2, { MIS_FIREWALLC, 0, 0 }, 2, 16, 8, 16, 6000, 400 },
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{ SPL_TOWN, 35, STYPE_MAGIC, "Town Portal", NULL, 3, 3, 1, 0, 20, IS_CAST6, { MIS_TOWN, 0, 0 }, 3, 18, 8, 12, 3000, 200 },
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{ SPL_STONE, 60, STYPE_MAGIC, "Stone Curse", NULL, 6, 5, 1, 0, 51, IS_CAST2, { MIS_STONE, 0, 0 }, 3, 40, 8, 16, 12000, 800 },
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{ SPL_INFRA, 40, STYPE_MAGIC, "Infravision", NULL, -1, -1, 0, 0, 36, IS_CAST8, { MIS_INFRA, 0, 0 }, 5, 20, 0, 0, 0, 600 },
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{ SPL_RNDTELEPORT, 12, STYPE_MAGIC, "Phasing", NULL, 7, 6, 0, 0, 39, IS_CAST2, { MIS_RNDTELEPORT, 0, 0 }, 2, 4, 40, 80, 3500, 200 },
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{ SPL_MANASHIELD, 33, STYPE_MAGIC, "Mana Shield", NULL, 6, 5, 0, 0, 25, IS_CAST2, { MIS_MANASHIELD, 0, 0 }, 0, 33, 4, 10, 16000, 1200 },
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{ SPL_FIREBALL, 16, STYPE_FIRE, "Fireball", NULL, 8, 7, 1, 0, 48, IS_CAST2, { MIS_FIREBALL, 0, 0 }, 1, 10, 40, 80, 8000, 300 },
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{ SPL_GUARDIAN, 50, STYPE_FIRE, "Guardian", NULL, 9, 8, 1, 0, 61, IS_CAST2, { MIS_GUARDIAN, 0, 0 }, 2, 30, 16, 32, 14000, 950 },
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{ SPL_CHAIN, 30, STYPE_LIGHTNING, "Chain Lightning", NULL, 8, 7, 0, 0, 54, IS_CAST2, { MIS_CHAIN, 0, 0 }, 1, 18, 20, 60, 11000, 750 },
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{ SPL_WAVE, 35, STYPE_FIRE, "Flame Wave", NULL, 9, 8, 1, 0, 54, IS_CAST2, { MIS_WAVE, 0, 0 }, 3, 20, 20, 40, 10000, 650 },
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{ SPL_DOOMSERP, 0, STYPE_LIGHTNING, "Doom Serpents", NULL, -1, -1, 0, 0, 0, IS_CAST2, { 0, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_BLODRIT, 0, STYPE_MAGIC, "Blood Ritual", NULL, -1, -1, 0, 0, 0, IS_CAST2, { 0, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_NOVA, 60, STYPE_MAGIC, "Nova", NULL, -1, 10, 0, 0, 87, IS_CAST4, { MIS_NOVA, 0, 0 }, 3, 35, 16, 32, 21000, 1300 },
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{ SPL_INVISIBIL, 0, STYPE_MAGIC, "Invisibility", NULL, -1, -1, 0, 0, 0, IS_CAST2, { 0, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_FLAME, 11, STYPE_FIRE, "Inferno", NULL, 3, 2, 1, 0, 20, IS_CAST2, { MIS_FLAMEC, 0, 0 }, 1, 6, 20, 40, 2000, 100 },
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{ SPL_GOLEM, 100, STYPE_FIRE, "Golem", NULL, 11, 9, 0, 0, 81, IS_CAST2, { MIS_GOLEM, 0, 0 }, 6, 60, 16, 32, 18000, 1100 },
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{ SPL_BLODBOIL, 0, STYPE_LIGHTNING, "Blood Boil", NULL, -1, -1, 1, 0, 0, IS_CAST8, { 0, 0, 0 }, 0, 0, 0, 0, 0, 0 },
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{ SPL_TELEPORT, 35, STYPE_MAGIC, "Teleport", NULL, 14, 12, 1, 0, 105, IS_CAST6, { MIS_TELEPORT, 0, 0 }, 3, 15, 16, 32, 20000, 1250 },
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{ SPL_APOCA, 150, STYPE_FIRE, "Apocalypse", NULL, -1, 15, 0, 0, 149, IS_CAST2, { MIS_APOCA, 0, 0 }, 6, 90, 8, 12, 30000, 2000 },
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{ SPL_ETHEREALIZE, 100, STYPE_MAGIC, "Etherealize", NULL, -1, -1, 0, 0, 93, IS_CAST2, { MIS_ETHEREALIZE, 0, 0 }, 0, 100, 2, 6, 26000, 1600 },
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{ SPL_REPAIR, 0, STYPE_MAGIC, "Item Repair", "Item Repair", -1, -1, 0, 1, -1, IS_CAST6, { MIS_REPAIR, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_RECHARGE, 0, STYPE_MAGIC, "Staff Recharge", "Staff Recharge", -1, -1, 0, 1, -1, IS_CAST6, { MIS_RECHARGE, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_DISARM, 0, STYPE_MAGIC, "Trap Disarm", "Trap Disarm", -1, -1, 0, 0, -1, IS_CAST6, { MIS_DISARM, 0, 0 }, 0, 0, 40, 80, 0, 0 },
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{ SPL_ELEMENT, 35, STYPE_FIRE, "Elemental", NULL, 8, 6, 0, 0, 68, IS_CAST2, { MIS_ELEMENT, 0, 0 }, 2, 20, 20, 60, 10500, 700 },
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{ SPL_CBOLT, 6, STYPE_LIGHTNING, "Charged Bolt", NULL, 1, 1, 1, 0, 25, IS_CAST2, { MIS_CBOLT, 0, 0 }, 1, 6, 40, 80, 1000, 50 },
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{ SPL_HBOLT, 7, STYPE_MAGIC, "Holy Bolt", NULL, 1, 1, 1, 0, 20, IS_CAST2, { MIS_HBOLT, 0, 0 }, 1, 3, 40, 80, 1000, 50 },
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{ SPL_RESURRECT, 20, STYPE_MAGIC, "Resurrect", NULL, -1, 5, 0, 1, 30, IS_CAST8, { MIS_RESURRECT, 0, 0 }, 0, 20, 4, 10, 4000, 250 },
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{ SPL_TELEKINESIS, 15, STYPE_MAGIC, "Telekinesis", NULL, 2, 2, 0, 0, 33, IS_CAST2, { MIS_TELEKINESIS, 0, 0 }, 2, 8, 20, 40, 2500, 200 },
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{ SPL_HEALOTHER, 5, STYPE_MAGIC, "Heal Other", NULL, 1, 1, 0, 1, 17, IS_CAST8, { MIS_HEALOTHER, 0, 0 }, 3, 1, 20, 40, 1000, 50 },
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{ SPL_FLARE, 25, STYPE_MAGIC, "Blood Star", NULL, 14, 13, 0, 0, 70, IS_CAST2, { MIS_FLARE, 0, 0 }, 2, 14, 20, 60, 27500, 1800 },
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{ SPL_BONESPIRIT, 24, STYPE_MAGIC, "Bone Spirit", NULL, 9, 7, 0, 0, 34, IS_CAST2, { MIS_BONESPIRIT, 0, 0 }, 1, 12, 20, 60, 11500, 800 }
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};
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// int __fastcall GetManaAmount(int id, spell_id sn)
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int __fastcall GetManaAmount(int id, int sn)
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{
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int adj; // mana adjust
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int sl; // spell level
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int i; // "raw" mana cost
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int ma; // mana amount
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adj = 0;
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sl = plr[id]._pSplLvl[sn] + plr[id]._pISplLvlAdd - 1;
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if ( sl < 0 )
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sl = 0;
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if ( sl > 0 )
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adj = sl * spelldata[sn].sManaAdj;
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if ( sn == SPL_FIREBOLT )
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adj >>= 1;
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if ( sn == SPL_RESURRECT && sl > 0 )
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adj = sl * (spelldata[SPL_RESURRECT].sManaCost / 8);
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if ( spelldata[sn].sManaCost == 255 ) /* check sign */
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i = plr[id]._pMaxManaBase;
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else
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i = spelldata[sn].sManaCost;
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ma = (i - adj) << 6;
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if ( sn == SPL_HEAL )
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ma = (spelldata[SPL_HEAL].sManaCost + 2 * plr[id]._pLevel - adj) << 6;
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if ( sn == SPL_HEALOTHER )
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ma = (spelldata[SPL_HEAL].sManaCost + 2 * plr[id]._pLevel - adj) << 6;
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if ( plr[id]._pClass == 1 )
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ma -= ma >> 2;
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if ( spelldata[sn].sMinMana > ma >> 6 )
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ma = spelldata[sn].sMinMana << 6;
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return ma * (100 - plr[id]._pISplCost) / 100;
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}
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// void __fastcall UseMana(int id, spell_id sn)
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void __fastcall UseMana(int id, int sn)
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{
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int ma; // mana cost
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if ( id == myplr )
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{
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switch ( plr[id]._pSplType )
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{
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case RSPLTYPE_SPELL:
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#ifdef _DEBUG
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if ( !debug_mode_key_inverted_v )
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{
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#endif
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ma = GetManaAmount(id, sn);
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plr[id]._pMana -= ma;
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plr[id]._pManaBase -= ma;
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drawmanaflag = 1;
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#ifdef _DEBUG
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}
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#endif
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break;
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case RSPLTYPE_SCROLL:
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RemoveScroll(id);
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break;
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case RSPLTYPE_CHARGES:
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// TODO: this should be inlined
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UseStaffCharge(id);
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break;
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}
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}
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}
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// BOOL __fastcall CheckSpell(int id, spell_id sn, spell_type st, BOOL manaonly)
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BOOL __fastcall CheckSpell(int id, int sn, int st, BOOL manaonly)
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{
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#ifdef _DEBUG
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if ( debug_mode_key_inverted_v )
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return true;
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#endif
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// TODO: the first few instructions are encoded differently.
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// It seems that the original compiler liked using EAX more.
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BOOL result = true;
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if ( !manaonly && pcurs != 1 )
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{
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result = false;
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}
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else
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{
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// TODO: switch the type of st to spell_type, which would probably allow to remove the (_BYTE)
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if ( (_BYTE)st != RSPLTYPE_SKILL )
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{
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if ( GetSpellLevel(id, sn) <= 0 )
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{
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return false;
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}
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else
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{
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return plr[id]._pMana >= GetManaAmount(id, sn);
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}
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}
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}
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return result;
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}
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// void __fastcall CastSpell(int id, spell_id spl, int sx, int sy, int dx, int dy, BOOL caster, int spllvl)
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void __fastcall CastSpell(int id, int spl, int sx, int sy, int dx, int dy, int caster, int spllvl)
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{
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int dir; // missile direction
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if ( caster )
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{
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if ( caster == 1 )
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dir = monster[id]._mdir;
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// note: dir is uninitialized when caster != 0 && caster != 1.
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// in older patches there was a
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// else
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// dir = caster;
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// here it seems, but it's completely gone in 1.09
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// (traced the assembly manually to make sure IDA didn't miss something)
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}
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else
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{
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// see notes below.
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// caster = 0;
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dir = plr[id]._pdir;
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if ( spl == SPL_FIREWALL )
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dir = plr[id]._pVar3;
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// note: logically, this line seems to make no sense, since caster has to be 0 to
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// get into this branch, but every version back to the beta has this statement.
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// note: based on the code generation and the position in the beta version, this has to be here,
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// since only with the line here ebx is used as zero register in the whole function.
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// e.g. the zero in AddMissile is a `push ebx` instead of `push 0`. Saves a single byte per change.
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// Code flow wise it happens before the first statement in this else block.
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// TODO: investigate after more functions have been cleaned up to see if some optimization changes cause this
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caster = 0;
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}
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int i;
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for ( i = 0; spelldata[spl].sMissiles[i] && i < 3; ++i )
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{
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AddMissile(sx, sy, dx, dy, dir, spelldata[spl].sMissiles[i], caster, id, 0, spllvl);
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}
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if ( *spelldata[spl].sMissiles == MIS_TOWN )
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UseMana(id, SPL_TOWN);
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if ( *spelldata[spl].sMissiles == MIS_CBOLT )
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{
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UseMana(id, SPL_CBOLT);
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if ( (spllvl >> 1) + 3 > 0 )
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{
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for ( i = (spllvl >> 1) + 3; i > 0; --i )
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{
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AddMissile(sx, sy, dx, dy, dir, MIS_CBOLT, caster, id, 0, spllvl);
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}
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}
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}
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}
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// pnum: player index
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// rid: target player index
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void __fastcall DoResurrect(int pnum, int rid)
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{
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if ( (_BYTE)rid != LOBYTE(-1) )
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AddMissile(plr[rid].WorldX, plr[rid].WorldY, plr[rid].WorldX, plr[rid].WorldY, 0, MIS_RESURRECTBEAM, 0, pnum, 0, 0);
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if ( pnum == myplr )
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NewCursor(CURSOR_HAND);
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if ( (_BYTE)rid != LOBYTE(-1) && plr[rid]._pHitPoints == 0 )
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{
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if ( rid == myplr )
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{
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deathflag = 0;
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gamemenu_off();
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drawhpflag = 1;
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drawmanaflag = 1;
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}
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ClrPlrPath(rid);
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plr[rid].destAction = -1;
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plr[rid]._pInvincible = 0;
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PlacePlayer(rid);
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if ( plr[rid]._pMaxHPBase < 640 )
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SetPlayerHitPoints(rid, plr[rid]._pMaxHPBase);
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else
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SetPlayerHitPoints(rid, 640);
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plr[rid]._pMana = 0;
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plr[rid]._pHPBase = plr[rid]._pHitPoints + (plr[rid]._pMaxHPBase - plr[rid]._pMaxHP);
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plr[rid]._pManaBase = plr[rid]._pMaxManaBase - plr[rid]._pMaxMana;
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CalcPlrInv(rid, TRUE);
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if ( plr[rid].plrlevel == currlevel )
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StartStand(rid, plr[rid]._pdir);
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else
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plr[rid]._pmode = 0;
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}
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}
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void __fastcall PlacePlayer(int pnum)
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|
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|
{
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int nx;
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|
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int ny;
|
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|
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if ( plr[pnum].plrlevel == currlevel )
|
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|
|
|
{
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|
|
|
for ( unsigned int i = 0; i < 8; ++i )
|
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|
|
|
{
|
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|
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nx = plr[pnum].WorldX + plrxoff2[i];
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|
|
|
ny = plr[pnum].WorldY + plryoff2[i];
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|
|
|
|
|
if ( PosOkPlayer(pnum, nx, ny) )
|
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|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( !PosOkPlayer(pnum, nx, ny) )
|
|
|
|
|
{
|
|
|
|
|
BOOL done = FALSE;
|
|
|
|
|
|
|
|
|
|
for ( int max = 1, min = -1; !done && min > -50; ++max, --min )
|
|
|
|
|
{
|
|
|
|
|
for ( int y = min; y <= max && !done; ++y )
|
|
|
|
|
{
|
|
|
|
|
ny = y + plr[pnum].WorldY;
|
|
|
|
|
|
|
|
|
|
for ( int x = min; x <= max && !done; ++x )
|
|
|
|
|
{
|
|
|
|
|
nx = x + plr[pnum].WorldX;
|
|
|
|
|
|
|
|
|
|
if ( PosOkPlayer(pnum, nx, ny) )
|
|
|
|
|
done = TRUE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
plr[pnum].WorldX = nx;
|
|
|
|
|
plr[pnum].WorldY = ny;
|
|
|
|
|
|
|
|
|
|
dPlayer[nx][ny] = pnum + 1;
|
|
|
|
|
|
|
|
|
|
if ( pnum == myplr )
|
|
|
|
|
{
|
|
|
|
|
ViewX = nx;
|
|
|
|
|
ViewY = ny;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void __fastcall DoHealOther(int pnum, int rid)
|
|
|
|
|
{
|
|
|
|
|
int i;
|
|
|
|
|
int j;
|
|
|
|
|
|
|
|
|
|
if ( pnum == myplr )
|
|
|
|
|
NewCursor(CURSOR_HAND);
|
|
|
|
|
|
|
|
|
|
if ( (_BYTE)rid != LOBYTE(-1) && (plr[rid]._pHitPoints >> 6) > 0 )
|
|
|
|
|
{
|
|
|
|
|
i = 0;
|
|
|
|
|
for ( j = (random(57, 10) + 1) << 6; i < plr[pnum]._pLevel; ++i )
|
|
|
|
|
{
|
|
|
|
|
j += (random(57, 4) + 1) << 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for ( i = 0; i < GetSpellLevel(pnum, SPL_HEALOTHER); ++i )
|
|
|
|
|
{
|
|
|
|
|
j += (random(57, 6) + 1) << 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( plr[pnum]._pClass == UI_WARRIOR )
|
|
|
|
|
j *= 2;
|
|
|
|
|
|
|
|
|
|
if ( plr[pnum]._pClass == UI_ROGUE )
|
|
|
|
|
j += j >> 1;
|
|
|
|
|
|
|
|
|
|
plr[rid]._pHitPoints += j;
|
|
|
|
|
|
|
|
|
|
if ( plr[rid]._pHitPoints > plr[rid]._pMaxHP )
|
|
|
|
|
plr[rid]._pHitPoints = plr[rid]._pMaxHP;
|
|
|
|
|
|
|
|
|
|
plr[rid]._pHPBase += j;
|
|
|
|
|
|
|
|
|
|
if ( plr[rid]._pHPBase > plr[rid]._pMaxHPBase )
|
|
|
|
|
plr[rid]._pHPBase = plr[rid]._pMaxHPBase;
|
|
|
|
|
|
|
|
|
|
drawhpflag = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|