@ -67,10 +67,10 @@ int GenerateRndSum(int range, int iterations)
void GetDamageAmt ( int i , int * mind , int * maxd )
{
assert ( myplr > = 0 & & myplr < MAX_PLRS ) ;
assert ( MyPlayerId > = 0 & & MyPlayerId < MAX_PLRS ) ;
assert ( i > = 0 & & i < 64 ) ;
auto & myPlayer = plr [ myplr ] ;
auto & myPlayer = Players [ MyPlayerId ] ;
int sl = myPlayer . _pSplLvl [ i ] + myPlayer . _pISplLvlAdd ;
@ -226,9 +226,9 @@ static int FindClosest(Point source, int rad)
int GetSpellLevel ( int playerId , spell_id sn )
{
auto & player = plr [ playerId ] ;
auto & player = Players [ playerId ] ;
if ( playerId ! = myplr )
if ( playerId ! = MyPlayerId )
return 1 ; // BUGFIX spell level will be wrong in multiplayer
return std : : max ( player . _pISplLvlAdd + player . _pSplLvl [ sn ] , 0 ) ;
@ -300,9 +300,9 @@ void DeleteMissile(int mi, int i)
{
if ( missile [ mi ] . _mitype = = MIS_MANASHIELD ) {
int src = missile [ mi ] . _misource ;
if ( src = = myplr )
if ( src = = MyPlayerId )
NetSendCmd ( true , CMD_REMSHIELD ) ;
plr [ src ] . pManaShield = false ;
Players [ src ] . pManaShield = false ;
}
missileavail [ MAXMISSILES - nummissiles ] = mi ;
@ -506,7 +506,7 @@ bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool
int hit = GenerateRnd ( 100 ) ;
int hper = 0 ;
if ( pnum ! = - 1 ) {
const auto & player = plr [ pnum ] ;
const auto & player = Players [ pnum ] ;
if ( missiledata [ t ] . mType = = 0 ) {
hper = player . _pDexterity ;
hper + = player . _pIBonusToHit ;
@ -555,7 +555,7 @@ bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool
}
if ( missiledata [ t ] . mType = = 0 ) {
const auto & player = plr [ pnum ] ;
const auto & player = Players [ pnum ] ;
dam = player . _pIBonusDamMod + dam * player . _pIBonusDam / 100 + dam ;
if ( player . _pClass = = HeroClass : : Rogue )
dam + = player . _pDamageMod ;
@ -568,10 +568,10 @@ bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool
if ( resist )
dam > > = 2 ;
if ( pnum = = myplr )
if ( pnum = = MyPlayerId )
Monsters [ m ] . _mhitpoints - = dam ;
if ( ( gbIsHellfire & & ( plr [ pnum ] . _pIFlags & ISPL_NOHEALMON ) ! = 0 ) | | ( ! gbIsHellfire & & ( plr [ pnum ] . _pIFlags & ISPL_FIRE_ARROWS ) ! = 0 ) )
if ( ( gbIsHellfire & & ( Players [ pnum ] . _pIFlags & ISPL_NOHEALMON ) ! = 0 ) | | ( ! gbIsHellfire & & ( Players [ pnum ] . _pIFlags & ISPL_FIRE_ARROWS ) ! = 0 ) )
Monsters [ m ] . _mFlags | = MFLAG_NOHEAL ;
if ( Monsters [ m ] . _mhitpoints > > 6 < = 0 ) {
@ -589,7 +589,7 @@ bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool
M_StartHit ( m , pnum , dam ) ;
Monsters [ m ] . Petrify ( ) ;
} else {
if ( missiledata [ t ] . mType = = 0 & & ( plr [ pnum ] . _pIFlags & ISPL_KNOCKBACK ) ! = 0 ) {
if ( missiledata [ t ] . mType = = 0 & & ( Players [ pnum ] . _pIFlags & ISPL_KNOCKBACK ) ! = 0 ) {
M_GetKnockback ( m ) ;
}
if ( m > MAX_PLRS - 1 )
@ -599,7 +599,7 @@ bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool
if ( Monsters [ m ] . _msquelch = = 0 ) {
Monsters [ m ] . _msquelch = UINT8_MAX ;
Monsters [ m ] . position . last = plr [ pnum ] . position . tile ;
Monsters [ m ] . position . last = Players [ pnum ] . position . tile ;
}
return true ;
@ -609,7 +609,7 @@ bool PlayerMHit(int pnum, int m, int dist, int mind, int maxd, int mtype, bool s
{
* blocked = false ;
auto & player = plr [ pnum ] ;
auto & player = Players [ pnum ] ;
if ( player . _pHitPoints > > 6 < = 0 ) {
return false ;
@ -728,7 +728,7 @@ bool PlayerMHit(int pnum, int m, int dist, int mind, int maxd, int mtype, bool s
if ( resper > 0 ) {
dam - = dam * resper / 100 ;
if ( pnum = = myplr ) {
if ( pnum = = MyPlayerId ) {
ApplyPlrDamage ( pnum , 0 , 0 , dam , earflag ) ;
}
@ -738,7 +738,7 @@ bool PlayerMHit(int pnum, int m, int dist, int mind, int maxd, int mtype, bool s
return true ;
}
if ( pnum = = myplr ) {
if ( pnum = = MyPlayerId ) {
ApplyPlrDamage ( pnum , 0 , 0 , dam , earflag ) ;
}
@ -756,8 +756,8 @@ bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, b
* blocked = false ;
auto & player = plr [ pnum ] ;
auto & target = plr [ p ] ;
auto & player = Players [ pnum ] ;
auto & target = Players [ p ] ;
if ( target . _pInvincible ) {
return false ;
@ -842,7 +842,7 @@ bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, b
dam / = 2 ;
if ( resper > 0 ) {
dam - = ( dam * resper ) / 100 ;
if ( pnum = = myplr )
if ( pnum = = MyPlayerId )
NetSendCmdDamage ( true , p , dam ) ;
player . Say ( HeroSpeech : : ArghClang ) ;
return true ;
@ -852,7 +852,7 @@ bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, b
StartPlrBlock ( p , GetDirection ( target . position . tile , player . position . tile ) ) ;
* blocked = true ;
} else {
if ( pnum = = myplr )
if ( pnum = = MyPlayerId )
NetSendCmdDamage ( true , p , dam ) ;
StartPlrHit ( p , dam , false ) ;
}
@ -1127,7 +1127,7 @@ void FreeMissiles2()
void InitMissiles ( )
{
auto & myPlayer = plr [ myplr ] ;
auto & myPlayer = Players [ MyPlayerId ] ;
AutoMapShowItems = false ;
myPlayer . _pSpellFlags & = ~ 0x1 ;
@ -1136,8 +1136,8 @@ void InitMissiles()
int mi = missileactive [ i ] ;
if ( missile [ mi ] . _mitype = = MIS_INFRA ) {
int src = missile [ mi ] . _misource ;
if ( src = = myplr )
CalcPlrItemVals ( myplr , true ) ;
if ( src = = MyPlayerId )
CalcPlrItemVals ( MyPlayerId , true ) ;
}
}
}
@ -1148,10 +1148,10 @@ void InitMissiles()
for ( int i = 0 ; i < nummissiles ; + + i ) {
int mi = missileactive [ i ] ;
if ( missile [ mi ] . _mitype = = MIS_BLODBOIL ) {
if ( missile [ mi ] . _misource = = myplr ) {
if ( missile [ mi ] . _misource = = MyPlayerId ) {
int missingHP = myPlayer . _pMaxHP - myPlayer . _pHitPoints ;
CalcPlrItemVals ( myplr , true ) ;
ApplyPlrDamage ( myplr , 0 , 1 , missingHP + missile [ mi ] . _miVar2 ) ;
CalcPlrItemVals ( MyPlayerId , true ) ;
ApplyPlrDamage ( MyPlayerId , 0 , 1 , missingHP + missile [ mi ] . _miVar2 ) ;
}
}
}
@ -1303,7 +1303,7 @@ void AddReflection(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /
if ( missile [ mi ] . _mispllvl ! = 0 )
lvl = missile [ mi ] . _mispllvl ;
plr [ id ] . wReflections + = lvl * plr [ id ] . _pLevel ;
Players [ id ] . wReflections + = lvl * Players [ id ] . _pLevel ;
UseMana ( id , SPL_REFLECT ) ;
}
@ -1422,7 +1422,7 @@ void AddStealPotions(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*m
int8_t pnum = dPlayer [ tx ] [ ty ] ;
if ( pnum = = 0 )
continue ;
auto & player = plr [ pnum > 0 ? pnum - 1 : - ( pnum + 1 ) ] ;
auto & player = Players [ pnum > 0 ? pnum - 1 : - ( pnum + 1 ) ] ;
bool hasPlayedSFX = false ;
for ( int si = 0 ; si < MAXBELTITEMS ; si + + ) {
@ -1495,7 +1495,7 @@ void AddManaTrap(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*miene
if ( 0 < tx & & tx < MAXDUNX & & 0 < ty & & ty < MAXDUNY ) {
int8_t pid = dPlayer [ tx ] [ ty ] ;
if ( pid ! = 0 ) {
auto & player = plr [ ( pid > 0 ) ? pid - 1 : - ( pid + 1 ) ] ;
auto & player = Players [ ( pid > 0 ) ? pid - 1 : - ( pid + 1 ) ] ;
player . _pMana = 0 ;
player . _pManaBase = player . _pMana + player . _pMaxManaBase - player . _pMaxMana ;
@ -1515,7 +1515,7 @@ void AddSpecArrow(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienem
int av = 0 ;
if ( mienemy = = TARGET_MONSTERS ) {
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
if ( player . _pClass = = HeroClass : : Rogue )
av + = ( player . _pLevel - 1 ) / 4 ;
@ -1542,7 +1542,7 @@ void AddWarp(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, in
{
int minDistanceSq = std : : numeric_limits < int > : : max ( ) ;
if ( id > = 0 ) {
src = plr [ id ] . position . tile ;
src = Players [ id ] . position . tile ;
}
Point tile = src ;
@ -1580,15 +1580,15 @@ void AddLightningWall(int mi, Point src, Point dst, int /*midir*/, int8_t /*mien
missile [ mi ] . _miVar1 = src . x ;
missile [ mi ] . _miVar2 = src . y ;
} else {
missile [ mi ] . _miVar1 = plr [ id ] . position . tile . x ;
missile [ mi ] . _miVar2 = plr [ id ] . position . tile . y ;
missile [ mi ] . _miVar1 = Players [ id ] . position . tile . x ;
missile [ mi ] . _miVar2 = Players [ id ] . position . tile . y ;
}
}
void AddRuneExplosion ( int mi , Point src , Point /*dst*/ , int /*midir*/ , int8_t mienemy , int id , int /*dam*/ )
{
if ( mienemy = = TARGET_MONSTERS | | mienemy = = TARGET_BOTH ) {
int dmg = 2 * ( plr [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
int dmg = 2 * ( Players [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
dmg = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) ;
missile [ mi ] . _midam = dmg ;
@ -1612,7 +1612,7 @@ void AddImmolation(int mi, Point src, Point dst, int midir, int8_t mienemy, int
if ( mienemy = = TARGET_MONSTERS ) {
sp + = std : : min ( missile [ mi ] . _mispllvl * 2 , 34 ) ;
int dmg = 2 * ( plr [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
int dmg = 2 * ( Players [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) ;
UseMana ( id , SPL_FIREBALL ) ;
@ -1662,15 +1662,15 @@ void AddLightningArrow(int mi, Point src, Point dst, int midir, int8_t /*mienemy
missile [ mi ] . _miVar1 = src . x ;
missile [ mi ] . _miVar2 = src . y ;
} else {
missile [ mi ] . _miVar1 = plr [ id ] . position . tile . x ;
missile [ mi ] . _miVar2 = plr [ id ] . position . tile . y ;
missile [ mi ] . _miVar1 = Players [ id ] . position . tile . x ;
missile [ mi ] . _miVar2 = Players [ id ] . position . tile . y ;
}
missile [ mi ] . _midam < < = 6 ;
}
void AddMana ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
int manaAmount = ( GenerateRnd ( 10 ) + 1 ) < < 6 ;
for ( int i = 0 ; i < player . _pLevel ; i + + ) {
@ -1696,7 +1696,7 @@ void AddMana(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*miene
void AddMagi ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
player . _pMana = player . _pMaxMana ;
player . _pManaBase = player . _pMaxManaBase ;
@ -1736,7 +1736,7 @@ void AddSearch(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t miene
AutoMapShowItems = true ;
int lvl = 2 ;
if ( id > - 1 )
lvl = plr [ id ] . _pLevel * 2 ;
lvl = Players [ id ] . _pLevel * 2 ;
missile [ mi ] . _mirange = lvl + 10 * missile [ mi ] . _mispllvl + 245 ;
if ( mienemy = = TARGET_MONSTERS )
UseMana ( id , SPL_SEARCH ) ;
@ -1783,7 +1783,7 @@ void AddLArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id,
}
int av = 32 ;
if ( mienemy = = TARGET_MONSTERS ) {
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
if ( player . _pClass = = HeroClass : : Rogue )
av + = ( player . _pLevel ) / 4 ;
else if ( player . _pClass = = HeroClass : : Warrior | | player . _pClass = = HeroClass : : Bard )
@ -1819,7 +1819,7 @@ void AddArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, i
}
int av = 32 ;
if ( mienemy = = TARGET_MONSTERS ) {
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
if ( ( player . _pIFlags & ISPL_RNDARROWVEL ) ! = 0 ) {
av = GenerateRnd ( 32 ) + 16 ;
@ -1852,7 +1852,7 @@ void UpdateVileMissPos(int mi, Point dst)
int yy = j + dst . y ;
for ( int i = - k ; i < = k ; i + + ) {
int xx = i + dst . x ;
if ( PosOkPlayer ( myplr , { xx , yy } ) ) {
if ( PosOkPlayer ( MyPlayerId , { xx , yy } ) ) {
missile [ mi ] . position . tile = { xx , yy } ;
return ;
}
@ -1901,7 +1901,7 @@ void AddRndTeleport(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy,
// BUGFIX: should only run magic circle check if dObject[dx][dy] is non-zero.
if ( object [ oi ] . _otype = = OBJ_MCIRCLE1 | | object [ oi ] . _otype = = OBJ_MCIRCLE2 ) {
missile [ mi ] . position . tile = dst ;
if ( ! PosOkPlayer ( myplr , dst ) )
if ( ! PosOkPlayer ( MyPlayerId , dst ) )
UpdateVileMissPos ( mi , dst ) ;
}
}
@ -1997,15 +1997,15 @@ void AddLightball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*
missile [ mi ] . _miVar1 = src . x ;
missile [ mi ] . _miVar2 = src . y ;
} else {
missile [ mi ] . _miVar1 = plr [ id ] . position . tile . x ;
missile [ mi ] . _miVar2 = plr [ id ] . position . tile . y ;
missile [ mi ] . _miVar1 = Players [ id ] . position . tile . x ;
missile [ mi ] . _miVar2 = Players [ id ] . position . tile . y ;
}
}
void AddFirewall ( int mi , Point src , Point dst , int /*midir*/ , int8_t mienemy , int id , int /*dam*/ )
{
missile [ mi ] . _midam = GenerateRndSum ( 10 , 2 ) + 2 ;
missile [ mi ] . _midam + = id > = 0 ? plr [ id ] . _pLevel : currlevel ; // BUGFIX: missing parenthesis around ternary (fixed)
missile [ mi ] . _midam + = id > = 0 ? Players [ id ] . _pLevel : currlevel ; // BUGFIX: missing parenthesis around ternary (fixed)
missile [ mi ] . _midam < < = 3 ;
UpdateMissileVel ( mi , src , dst , 16 ) ;
int i = missile [ mi ] . _mispllvl ;
@ -2015,7 +2015,7 @@ void AddFirewall(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, in
if ( mienemy = = TARGET_PLAYERS | | id < 0 )
missile [ mi ] . _mirange + = currlevel ;
else
missile [ mi ] . _mirange + = ( plr [ id ] . _pISplDur * missile [ mi ] . _mirange ) / 128 ;
missile [ mi ] . _mirange + = ( Players [ id ] . _pISplDur * missile [ mi ] . _mirange ) / 128 ;
missile [ mi ] . _mirange * = 16 ;
missile [ mi ] . _miVar1 = missile [ mi ] . _mirange - missile [ mi ] . _miAnimLen ;
missile [ mi ] . _miVar2 = 0 ;
@ -2030,7 +2030,7 @@ void AddFireball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id
if ( mienemy = = TARGET_MONSTERS ) {
sp + = std : : min ( missile [ mi ] . _mispllvl * 2 , 34 ) ;
int dmg = 2 * ( plr [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
int dmg = 2 * ( Players [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) ;
UseMana ( id , SPL_FIREBALL ) ;
@ -2174,7 +2174,7 @@ void AddTown(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/
missile [ mx ] . _mirange = 0 ;
}
PutMissile ( mi ) ;
if ( id = = myplr & & ! missile [ mi ] . _miDelFlag & & currlevel ! = 0 ) {
if ( id = = MyPlayerId & & ! missile [ mi ] . _miDelFlag & & currlevel ! = 0 ) {
if ( ! setlevel ) {
NetSendCmdLocParam3 ( true , CMD_ACTIVATEPORTAL , { tx , ty } , currlevel , leveltype , 0 ) ;
} else {
@ -2187,7 +2187,7 @@ void AddFlash(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienem
{
if ( id ! = - 1 ) {
if ( mienemy = = TARGET_MONSTERS ) {
int dmg = GenerateRndSum ( 20 , plr [ id ] . _pLevel + 1 ) + plr [ id ] . _pLevel + 1 ;
int dmg = GenerateRndSum ( 20 , Players [ id ] . _pLevel + 1 ) + Players [ id ] . _pLevel + 1 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) ;
missile [ mi ] . _midam + = missile [ mi ] . _midam / 2 ;
UseMana ( id , SPL_FLASH ) ;
@ -2204,7 +2204,7 @@ void AddFlash2(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t miene
{
if ( mienemy = = TARGET_MONSTERS ) {
if ( id ! = - 1 ) {
int dmg = GenerateRndSum ( 20 , plr [ id ] . _pLevel + 1 ) + plr [ id ] . _pLevel + 1 ;
int dmg = GenerateRndSum ( 20 , Players [ id ] . _pLevel + 1 ) + Players [ id ] . _pLevel + 1 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) ;
missile [ mi ] . _midam + = missile [ mi ] . _midam / 2 ;
} else {
@ -2217,17 +2217,17 @@ void AddFlash2(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t miene
void AddManashield ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t mienemy , int id , int /*dam*/ )
{
missile [ mi ] . _mirange = 48 * plr [ id ] . _pLevel ;
missile [ mi ] . _mirange = 48 * Players [ id ] . _pLevel ;
if ( mienemy = = TARGET_MONSTERS )
UseMana ( id , SPL_MANASHIELD ) ;
if ( id = = myplr )
if ( id = = MyPlayerId )
NetSendCmd ( true , CMD_SETSHIELD ) ;
plr [ id ] . pManaShield = true ;
Players [ id ] . pManaShield = true ;
}
void AddFiremove ( int mi , Point src , Point dst , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
missile [ mi ] . _midam = GenerateRnd ( 10 ) + plr [ id ] . _pLevel + 1 ;
missile [ mi ] . _midam = GenerateRnd ( 10 ) + Players [ id ] . _pLevel + 1 ;
UpdateMissileVel ( mi , src , dst , 16 ) ;
missile [ mi ] . _mirange = 255 ;
missile [ mi ] . _miVar1 = 0 ;
@ -2239,7 +2239,7 @@ void AddFiremove(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/
void AddGuardian ( int mi , Point src , Point dst , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
int dmg = GenerateRnd ( 10 ) + ( plr [ id ] . _pLevel / 2 ) + 1 ;
int dmg = GenerateRnd ( 10 ) + ( Players [ id ] . _pLevel / 2 ) + 1 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) ;
missile [ mi ] . _miDelFlag = true ;
@ -2268,8 +2268,8 @@ void AddGuardian(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/
if ( ! missile [ mi ] . _miDelFlag ) {
missile [ mi ] . _misource = id ;
missile [ mi ] . _mlid = AddLight ( missile [ mi ] . position . tile , 1 ) ;
missile [ mi ] . _mirange = missile [ mi ] . _mispllvl + ( plr [ id ] . _pLevel / 2 ) ;
missile [ mi ] . _mirange + = ( missile [ mi ] . _mirange * plr [ id ] . _pISplDur ) / 128 ;
missile [ mi ] . _mirange = missile [ mi ] . _mispllvl + ( Players [ id ] . _pLevel / 2 ) ;
missile [ mi ] . _mirange + = ( missile [ mi ] . _mirange * Players [ id ] . _pISplDur ) / 128 ;
if ( missile [ mi ] . _mirange > 30 )
missile [ mi ] . _mirange = 30 ;
@ -2473,7 +2473,7 @@ void AddStone(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*
missile [ mi ] . position . tile = { tx , ty } ;
missile [ mi ] . position . start = missile [ mi ] . position . tile ;
missile [ mi ] . _mirange = missile [ mi ] . _mispllvl + 6 ;
missile [ mi ] . _mirange + = ( missile [ mi ] . _mirange * plr [ id ] . _pISplDur ) / 128 ;
missile [ mi ] . _mirange + = ( missile [ mi ] . _mirange * Players [ id ] . _pISplDur ) / 128 ;
if ( missile [ mi ] . _mirange > 15 )
missile [ mi ] . _mirange = 15 ;
@ -2497,14 +2497,14 @@ void AddGolem(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, i
missile [ mi ] . _miVar2 = src . y ;
missile [ mi ] . _miVar4 = dst . x ;
missile [ mi ] . _miVar5 = dst . y ;
if ( ( Monsters [ id ] . position . tile . x ! = 1 | | Monsters [ id ] . position . tile . y ! = 0 ) & & id = = myplr )
if ( ( Monsters [ id ] . position . tile . x ! = 1 | | Monsters [ id ] . position . tile . y ! = 0 ) & & id = = MyPlayerId )
M_StartKill ( id , id ) ;
UseMana ( id , SPL_GOLEM ) ;
}
void AddEtherealize ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t mienemy , int id , int /*dam*/ )
{
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
int range = 8 * player . _pLevel ;
missile [ mi ] . _mirange = ScaleSpellEffect ( range , missile [ mi ] . _mispllvl ) ;
@ -2547,7 +2547,7 @@ void AddBoom(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/
void AddHeal ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
int hp = ( GenerateRnd ( 10 ) + 1 ) < < 6 ;
for ( int i = 0 ; i < player . _pLevel ; i + + ) {
@ -2575,7 +2575,7 @@ void AddHealOther(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*
{
missile [ mi ] . _miDelFlag = true ;
UseMana ( id , SPL_HEALOTHER ) ;
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
NewCursor ( CURSOR_HEALOTHER ) ;
if ( sgbControllerActive )
TryIconCurs ( ) ;
@ -2588,7 +2588,7 @@ void AddElement(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int
dst + = static_cast < Direction > ( midir ) ;
}
int dmg = 2 * ( plr [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
int dmg = 2 * ( Players [ id ] . _pLevel + GenerateRndSum ( 10 , 2 ) ) + 4 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg , missile [ mi ] . _mispllvl ) / 2 ;
UpdateMissileVel ( mi , src , dst , 16 ) ;
@ -2609,7 +2609,7 @@ void AddIdentify(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*m
{
missile [ mi ] . _miDelFlag = true ;
UseMana ( id , SPL_IDENTIFY ) ;
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
if ( sbookflag )
sbookflag = false ;
if ( ! invflag ) {
@ -2660,7 +2660,7 @@ void AddFirewallC(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, i
void AddInfra ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t mienemy , int id , int /*dam*/ )
{
missile [ mi ] . _mirange = ScaleSpellEffect ( 1584 , missile [ mi ] . _mispllvl ) ;
missile [ mi ] . _mirange + = missile [ mi ] . _mirange * plr [ id ] . _pISplDur / 128 ;
missile [ mi ] . _mirange + = missile [ mi ] . _mirange * Players [ id ] . _pISplDur / 128 ;
if ( mienemy = = TARGET_MONSTERS )
UseMana ( id , SPL_INFRA ) ;
@ -2683,7 +2683,7 @@ void AddNova(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, in
missile [ mi ] . _miVar2 = dst . y ;
if ( id ! = - 1 ) {
int dmg = GenerateRndSum ( 6 , 5 ) + plr [ id ] . _pLevel + 5 ;
int dmg = GenerateRndSum ( 6 , 5 ) + Players [ id ] . _pLevel + 5 ;
missile [ mi ] . _midam = ScaleSpellEffect ( dmg / 2 , missile [ mi ] . _mispllvl ) ;
if ( mienemy = = TARGET_MONSTERS )
@ -2697,7 +2697,7 @@ void AddNova(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, in
void AddBlodboil ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
if ( ( player . _pSpellFlags & 6 ) ! = 0 | | player . _pHitPoints < = player . _pLevel < < 6 ) {
missile [ mi ] . _miDelFlag = true ;
@ -2721,7 +2721,7 @@ void AddRepair(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mie
{
missile [ mi ] . _miDelFlag = true ;
UseMana ( id , SPL_REPAIR ) ;
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
if ( sbookflag )
sbookflag = false ;
if ( ! invflag ) {
@ -2737,7 +2737,7 @@ void AddRecharge(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*m
{
missile [ mi ] . _miDelFlag = true ;
UseMana ( id , SPL_RECHARGE ) ;
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
if ( sbookflag )
sbookflag = false ;
if ( ! invflag ) {
@ -2753,7 +2753,7 @@ void AddDisarm(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mie
{
missile [ mi ] . _miDelFlag = true ;
UseMana ( id , SPL_DISARM ) ;
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
NewCursor ( CURSOR_DISARM ) ;
if ( sgbControllerActive ) {
if ( pcursobj ! = - 1 )
@ -2780,7 +2780,7 @@ void AddApoca(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*
missile [ mi ] . _miVar4 = 1 ;
if ( missile [ mi ] . _miVar5 > = MAXDUNX )
missile [ mi ] . _miVar5 = MAXDUNX - 1 ;
missile [ mi ] . _midam = GenerateRndSum ( 6 , plr [ id ] . _pLevel ) + plr [ id ] . _pLevel ;
missile [ mi ] . _midam = GenerateRndSum ( 6 , Players [ id ] . _pLevel ) + Players [ id ] . _pLevel ;
missile [ mi ] . _mirange = 255 ;
missile [ mi ] . _miDelFlag = false ;
UseMana ( id , SPL_APOCA ) ;
@ -2795,7 +2795,7 @@ void AddFlame(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, i
missile [ mi ] . _mirange = missile [ mi ] . _miVar2 + 20 ;
missile [ mi ] . _mlid = AddLight ( src , 1 ) ;
if ( mienemy = = TARGET_MONSTERS ) {
int i = GenerateRnd ( plr [ id ] . _pLevel ) + GenerateRnd ( 2 ) ;
int i = GenerateRnd ( Players [ id ] . _pLevel ) + GenerateRnd ( 2 ) ;
missile [ mi ] . _midam = 8 * i + 16 + ( ( 8 * i + 16 ) / 2 ) ;
} else {
missile [ mi ] . _midam = Monsters [ id ] . mMinDamage + GenerateRnd ( Monsters [ id ] . mMaxDamage - Monsters [ id ] . mMinDamage + 1 ) ;
@ -2822,7 +2822,7 @@ void AddCbolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id,
assert ( ( DWORD ) mi < MAXMISSILES ) ;
missile [ mi ] . _mirnd = GenerateRnd ( 15 ) + 1 ;
missile [ mi ] . _midam = ( micaster = = 0 ) ? ( GenerateRnd ( plr [ id ] . _pMagic / 4 ) + 1 ) : 15 ;
missile [ mi ] . _midam = ( micaster = = 0 ) ? ( GenerateRnd ( Players [ id ] . _pMagic / 4 ) + 1 ) : 15 ;
if ( src = = dst ) {
dst + = static_cast < Direction > ( midir ) ;
@ -2854,14 +2854,14 @@ void AddHbolt(int mi, Point src, Point dst, int midir, int8_t /*micaster*/, int
missile [ mi ] . _miVar1 = src . x ;
missile [ mi ] . _miVar2 = src . y ;
missile [ mi ] . _mlid = AddLight ( src , 8 ) ;
missile [ mi ] . _midam = GenerateRnd ( 10 ) + plr [ id ] . _pLevel + 9 ;
missile [ mi ] . _midam = GenerateRnd ( 10 ) + Players [ id ] . _pLevel + 9 ;
UseMana ( id , SPL_HBOLT ) ;
}
void AddResurrect ( int mi , Point /*src*/ , Point /*dst*/ , int /*midir*/ , int8_t /*mienemy*/ , int id , int /*dam*/ )
{
UseMana ( id , SPL_RESURRECT ) ;
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
NewCursor ( CURSOR_RESURRECT ) ;
if ( sgbControllerActive )
TryIconCurs ( ) ;
@ -2881,7 +2881,7 @@ void AddTelekinesis(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t
{
missile [ mi ] . _miDelFlag = true ;
UseMana ( id , SPL_TELEKINESIS ) ;
if ( id = = myplr )
if ( id = = MyPlayerId )
NewCursor ( CURSOR_TELEKINESIS ) ;
}
@ -2920,7 +2920,7 @@ void AddDiabApoca(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienem
{
int players = gbIsMultiplayer ? MAX_PLRS : 1 ;
for ( int pnum = 0 ; pnum < players ; pnum + + ) {
auto & player = plr [ pnum ] ;
auto & player = Players [ pnum ] ;
if ( ! player . plractive )
continue ;
if ( ! LineClearMissile ( src , player . position . future ) )
@ -2936,8 +2936,8 @@ int AddMissile(Point src, Point dst, int midir, int mitype, int8_t micaster, int
if ( nummissiles > = MAXMISSILES - 1 )
return - 1 ;
if ( mitype = = MIS_MANASHIELD & & plr [ id ] . pManaShield ) {
if ( currlevel ! = plr [ id ] . plrlevel )
if ( mitype = = MIS_MANASHIELD & & Players [ id ] . pManaShield ) {
if ( currlevel ! = Players [ id ] . plrlevel )
return - 1 ;
for ( int i = 0 ; i < nummissiles ; i + + ) {
@ -3053,8 +3053,8 @@ void MI_LArrow(int i)
int mind ;
int maxd ;
if ( p ! = - 1 ) {
mind = plr [ p ] . _pILMinDam ;
maxd = plr [ p ] . _pILMaxDam ;
mind = Players [ p ] . _pILMinDam ;
maxd = Players [ p ] . _pILMaxDam ;
} else {
mind = GenerateRnd ( 10 ) + 1 + currlevel ;
maxd = GenerateRnd ( 10 ) + 1 + currlevel * 2 ;
@ -3066,8 +3066,8 @@ void MI_LArrow(int i)
int mind ;
int maxd ;
if ( p ! = - 1 ) {
mind = plr [ p ] . _pIFMinDam ;
maxd = plr [ p ] . _pIFMaxDam ;
mind = Players [ p ] . _pIFMinDam ;
maxd = Players [ p ] . _pIFMaxDam ;
} else {
mind = GenerateRnd ( 10 ) + 1 + currlevel ;
maxd = GenerateRnd ( 10 ) + 1 + currlevel * 2 ;
@ -3085,8 +3085,8 @@ void MI_LArrow(int i)
int maxd ;
if ( p ! = - 1 ) {
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
mind = plr [ p ] . _pIMinDam ;
maxd = plr [ p ] . _pIMaxDam ;
mind = Players [ p ] . _pIMinDam ;
maxd = Players [ p ] . _pIMaxDam ;
} else {
mind = Monsters [ p ] . mMinDamage ;
maxd = Monsters [ p ] . mMaxDamage ;
@ -3139,8 +3139,8 @@ void MI_Arrow(int i)
int maxd ;
if ( p ! = - 1 ) {
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
mind = plr [ p ] . _pIMinDam ;
maxd = plr [ p ] . _pIMaxDam ;
mind = Players [ p ] . _pIMinDam ;
maxd = Players [ p ] . _pIMaxDam ;
} else {
mind = Monsters [ p ] . mMinDamage ;
maxd = Monsters [ p ] . mMaxDamage ;
@ -3171,10 +3171,10 @@ void MI_Firebolt(int i)
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
switch ( missile [ i ] . _mitype ) {
case MIS_FIREBOLT :
d = GenerateRnd ( 10 ) + ( plr [ p ] . _pMagic / 8 ) + missile [ i ] . _mispllvl + 1 ;
d = GenerateRnd ( 10 ) + ( Players [ p ] . _pMagic / 8 ) + missile [ i ] . _mispllvl + 1 ;
break ;
case MIS_FLARE :
d = 3 * missile [ i ] . _mispllvl - ( plr [ p ] . _pMagic / 8 ) + ( plr [ p ] . _pMagic / 2 ) ;
d = 3 * missile [ i ] . _mispllvl - ( Players [ p ] . _pMagic / 8 ) + ( Players [ p ] . _pMagic / 2 ) ;
break ;
case MIS_BONESPIRIT :
d = 0 ;
@ -3332,7 +3332,7 @@ static void FireballUpdate(int i, Displacement offset, bool alwaysDelete)
missile [ i ] . _mirange - - ;
int id = missile [ i ] . _misource ;
Point p = ( missile [ i ] . _micaster = = TARGET_MONSTERS ) ? plr [ id ] . position . tile : Monsters [ id ] . position . tile ;
Point p = ( missile [ i ] . _micaster = = TARGET_MONSTERS ) ? Players [ id ] . position . tile : Monsters [ id ] . position . tile ;
if ( missile [ i ] . _miAnimType = = MFILE_BIGEXP ) {
if ( missile [ i ] . _mirange = = 0 ) {
@ -3436,7 +3436,7 @@ void MI_Rune(int i)
dir = GetDirection ( missile [ i ] . position . tile , Monsters [ mid ] . position . tile ) ;
} else {
pid = ( pid > 0 ) ? ( pid - 1 ) : - ( pid + 1 ) ;
dir = GetDirection ( missile [ i ] . position . tile , plr [ pid ] . position . tile ) ;
dir = GetDirection ( missile [ i ] . position . tile , Players [ pid ] . position . tile ) ;
}
missile [ i ] . _miDelFlag = true ;
AddUnLight ( missile [ i ] . _mlid ) ;
@ -3568,9 +3568,9 @@ void MI_FlashFront(int i)
{
int src = missile [ i ] . _misource ;
if ( missile [ i ] . _micaster = = TARGET_MONSTERS & & src ! = - 1 ) {
missile [ i ] . position . tile = plr [ src ] . position . tile ;
missile [ i ] . position . traveled . deltaX = plr [ src ] . position . offset . deltaX < < 16 ;
missile [ i ] . position . traveled . deltaY = plr [ src ] . position . offset . deltaY < < 16 ;
missile [ i ] . position . tile = Players [ src ] . position . tile ;
missile [ i ] . position . traveled . deltaX = Players [ src ] . position . offset . deltaX < < 16 ;
missile [ i ] . position . traveled . deltaY = Players [ src ] . position . offset . deltaY < < 16 ;
}
missile [ i ] . _mirange - - ;
if ( missile [ i ] . _mirange = = 0 ) {
@ -3578,7 +3578,7 @@ void MI_FlashFront(int i)
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
src = missile [ i ] . _misource ;
if ( src ! = - 1 )
plr [ src ] . _pBaseToBlk - = 50 ;
Players [ src ] . _pBaseToBlk - = 50 ;
}
}
PutMissile ( i ) ;
@ -3587,9 +3587,9 @@ void MI_FlashFront(int i)
void MI_Reflect ( int i )
{
int src = missile [ i ] . _misource ;
if ( src ! = myplr & & currlevel ! = plr [ src ] . plrlevel )
if ( src ! = MyPlayerId & & currlevel ! = Players [ src ] . plrlevel )
missile [ i ] . _miDelFlag = true ;
if ( plr [ src ] . wReflections < = 0 ) {
if ( Players [ src ] . wReflections < = 0 ) {
missile [ i ] . _miDelFlag = true ;
NetSendCmd ( true , CMD_REFLECT ) ;
}
@ -3600,7 +3600,7 @@ static void MissileRing(int i, int type)
{
missile [ i ] . _miDelFlag = true ;
int8_t src = missile [ i ] . _micaster ;
uint8_t lvl = src > 0 ? plr [ src ] . _pLevel : currlevel ;
uint8_t lvl = src > 0 ? Players [ src ] . _pLevel : currlevel ;
int dmg = 16 * ( GenerateRndSum ( 10 , 2 ) + lvl + 2 ) / 2 ;
int k = CrawlNum [ 3 ] ;
@ -3643,7 +3643,7 @@ void MI_Search(int i)
return ;
missile [ i ] . _miDelFlag = true ;
PlaySfxLoc ( IS_CAST7 , plr [ missile [ i ] . _miVar1 ] . position . tile ) ;
PlaySfxLoc ( IS_CAST7 , Players [ missile [ i ] . _miVar1 ] . position . tile ) ;
AutoMapShowItems = false ;
}
@ -3656,7 +3656,7 @@ bool GrowWall(int playerId, Point position, Point target, missile_id type, int s
return false ;
}
AddMissile ( position , position , plr [ playerId ] . _pdir , type , TARGET_BOTH , playerId , damage , spellLevel ) ;
AddMissile ( position , position , Players [ playerId ] . _pdir , type , TARGET_BOTH , playerId , damage , spellLevel ) ;
return true ;
}
@ -3669,7 +3669,7 @@ void MI_LightningWallC(int i)
}
int id = missile [ i ] . _misource ;
int lvl = ( id > - 1 ) ? plr [ id ] . _pLevel : 0 ;
int lvl = ( id > - 1 ) ? Players [ id ] . _pLevel : 0 ;
int dmg = 16 * ( GenerateRndSum ( 10 , 2 ) + lvl + 2 ) ;
{
@ -3707,7 +3707,7 @@ void MI_FireNova(int i)
Direction dir = DIR_S ;
mienemy_type en = TARGET_PLAYERS ;
if ( id ! = - 1 ) {
dir = plr [ id ] . _pdir ;
dir = Players [ id ] . _pdir ;
en = TARGET_MONSTERS ;
}
for ( const auto & k : VisionCrawlTable ) {
@ -3735,10 +3735,10 @@ void MI_SpecArrow(int i)
Direction dir = DIR_S ;
mienemy_type micaster = TARGET_PLAYERS ;
if ( id ! = - 1 ) {
dir = plr [ id ] . _pdir ;
dir = Players [ id ] . _pdir ;
micaster = TARGET_MONSTERS ;
switch ( plr [ id ] . _pILMinDam ) {
switch ( Players [ id ] . _pILMinDam ) {
case 0 :
mitype = MIS_FIRENOVA ;
break ;
@ -3772,7 +3772,7 @@ void MI_Lightctrl(int i)
int id = missile [ i ] . _misource ;
if ( id ! = - 1 ) {
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
dam = ( GenerateRnd ( 2 ) + GenerateRnd ( plr [ id ] . _pLevel ) + 2 ) < < 6 ;
dam = ( GenerateRnd ( 2 ) + GenerateRnd ( Players [ id ] . _pLevel ) + 2 ) < < 6 ;
} else {
dam = 2 * ( Monsters [ id ] . mMinDamage + GenerateRnd ( Monsters [ id ] . mMaxDamage - Monsters [ id ] . mMinDamage + 1 ) ) ;
}
@ -3873,10 +3873,10 @@ void MI_Town(int i)
}
for ( int p = 0 ; p < MAX_PLRS ; p + + ) {
auto & player = plr [ p ] ;
auto & player = Players [ p ] ;
if ( player . plractive & & currlevel = = player . plrlevel & & ! player . _pLvlChanging & & player . _pmode = = PM_STAND & & player . position . tile = = missile [ i ] . position . tile ) {
ClrPlrPath ( player ) ;
if ( p = = myplr ) {
if ( p = = MyPlayerId ) {
NetSendCmdParam1 ( true , CMD_WARP , missile [ i ] . _misource ) ;
player . _pmode = PM_NEWLVL ;
}
@ -3894,7 +3894,7 @@ void MI_Flash(int i)
{
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
if ( missile [ i ] . _misource ! = - 1 )
plr [ missile [ i ] . _misource ] . _pInvincible = true ;
Players [ missile [ i ] . _misource ] . _pInvincible = true ;
}
missile [ i ] . _mirange - - ;
@ -3906,7 +3906,7 @@ void MI_Flash(int i)
missile [ i ] . _miDelFlag = true ;
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
if ( missile [ i ] . _misource ! = - 1 )
plr [ missile [ i ] . _misource ] . _pInvincible = false ;
Players [ missile [ i ] . _misource ] . _pInvincible = false ;
}
}
PutMissile ( i ) ;
@ -3916,7 +3916,7 @@ void MI_Flash2(int i)
{
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
if ( missile [ i ] . _misource ! = - 1 )
plr [ missile [ i ] . _misource ] . _pInvincible = true ;
Players [ missile [ i ] . _misource ] . _pInvincible = true ;
}
missile [ i ] . _mirange - - ;
@ -3928,7 +3928,7 @@ void MI_Flash2(int i)
missile [ i ] . _miDelFlag = true ;
if ( missile [ i ] . _micaster = = TARGET_MONSTERS ) {
if ( missile [ i ] . _misource ! = - 1 )
plr [ missile [ i ] . _misource ] . _pInvincible = false ;
Players [ missile [ i ] . _misource ] . _pInvincible = false ;
}
}
PutMissile ( i ) ;
@ -3937,11 +3937,11 @@ void MI_Flash2(int i)
void MI_Manashield ( int i )
{
int id = missile [ i ] . _misource ;
if ( id ! = myplr ) {
if ( currlevel ! = plr [ id ] . plrlevel )
if ( id ! = MyPlayerId ) {
if ( currlevel ! = Players [ id ] . plrlevel )
missile [ i ] . _miDelFlag = true ;
} else {
if ( plr [ id ] . _pMana < = 0 | | ! plr [ id ] . plractive )
if ( Players [ id ] . _pMana < = 0 | | ! Players [ id ] . plractive )
missile [ i ] . _mirange = 0 ;
if ( missile [ i ] . _mirange = = 0 ) {
@ -3956,7 +3956,7 @@ void MI_Etherealize(int i)
{
missile [ i ] . _mirange - - ;
auto & player = plr [ missile [ i ] . _misource ] ;
auto & player = Players [ missile [ i ] . _misource ] ;
missile [ i ] . position . tile = player . position . tile ;
missile [ i ] . position . traveled . deltaX = player . position . offset . deltaX < < 16 ;
@ -4136,12 +4136,12 @@ void MI_Weapexp(int i)
int mind ;
int maxd ;
if ( missile [ i ] . _miVar2 = = 1 ) {
mind = plr [ id ] . _pIFMinDam ;
maxd = plr [ id ] . _pIFMaxDam ;
mind = Players [ id ] . _pIFMinDam ;
maxd = Players [ id ] . _pIFMaxDam ;
missiledata [ missile [ i ] . _mitype ] . mResist = MISR_FIRE ;
} else {
mind = plr [ id ] . _pILMinDam ;
maxd = plr [ id ] . _pILMaxDam ;
mind = Players [ id ] . _pILMinDam ;
maxd = Players [ id ] . _pILMaxDam ;
missiledata [ missile [ i ] . _mitype ] . mResist = MISR_LIGHTNING ;
}
CheckMissileCol ( i , mind , maxd , false , missile [ i ] . position . tile , false ) ;
@ -4205,7 +4205,7 @@ void MI_Teleport(int i)
}
int id = missile [ i ] . _misource ;
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
dPlayer [ player . position . tile . x ] [ player . position . tile . y ] = 0 ;
PlrClrTrans ( player . position . tile ) ;
@ -4219,7 +4219,7 @@ void MI_Teleport(int i)
ChangeLightXY ( player . _plid , player . position . tile ) ;
ChangeVisionXY ( player . _pvid , player . position . tile ) ;
}
if ( id = = myplr ) {
if ( id = = MyPlayerId ) {
ViewX = player . position . tile . x - ScrollInfo . tile . x ;
ViewY = player . position . tile . y - ScrollInfo . tile . y ;
}
@ -4310,7 +4310,7 @@ void MI_Fireman(int i)
int src = missile [ i ] . _misource ;
Point b = missile [ i ] . position . tile ;
int enemy = Monsters [ src ] . _menemy ;
Point c = ( Monsters [ src ] . _mFlags & MFLAG_TARGETS_MONSTER ) = = 0 ? plr [ enemy ] . position . tile : Monsters [ enemy ] . position . tile ;
Point c = ( Monsters [ src ] . _mFlags & MFLAG_TARGETS_MONSTER ) = = 0 ? Players [ enemy ] . position . tile : Monsters [ enemy ] . position . tile ;
int j = 0 ;
if ( b ! = a & & ( ( ( missile [ i ] . _miVar1 & 1 ) ! = 0 & & a . WalkingDistance ( c ) > = 4 ) | | missile [ i ] . _miVar2 > 1 ) & & PosOkMonst ( missile [ i ] . _misource , a ) ) {
@ -4371,7 +4371,7 @@ void MI_FirewallC(int i)
void MI_Infra ( int i )
{
missile [ i ] . _mirange - - ;
plr [ missile [ i ] . _misource ] . _pInfraFlag = true ;
Players [ missile [ i ] . _misource ] . _pInfraFlag = true ;
if ( missile [ i ] . _mirange = = 0 ) {
missile [ i ] . _miDelFlag = true ;
CalcPlrItemVals ( missile [ i ] . _misource , true ) ;
@ -4392,7 +4392,7 @@ void MI_Apoca(int i)
continue ;
if ( gbIsHellfire & & ! LineClearMissile ( missile [ i ] . position . tile , { k , j } ) )
continue ;
AddMissile ( { k , j } , { k , j } , plr [ id ] . _pdir , MIS_BOOM , TARGET_MONSTERS , id , missile [ i ] . _midam , 0 ) ;
AddMissile ( { k , j } , { k , j } , Players [ id ] . _pdir , MIS_BOOM , TARGET_MONSTERS , id , missile [ i ] . _midam , 0 ) ;
exit = true ;
}
if ( ! exit ) {
@ -4423,7 +4423,7 @@ void MI_Wave(int i)
int pn = dPiece [ na . x ] [ na . y ] ;
assert ( ( DWORD ) pn < = MAXTILES ) ;
if ( ! nMissileTable [ pn ] ) {
Direction pdir = plr [ id ] . _pdir ;
Direction pdir = Players [ id ] . _pdir ;
AddMissile ( na , na + sd , pdir , MIS_FIREMOVE , TARGET_MONSTERS , id , 0 , missile [ i ] . _mispllvl ) ;
na + = dira ;
Point nb = src + sd + dirb ;
@ -4462,7 +4462,7 @@ void MI_Nova(int i)
Direction dir = DIR_S ;
mienemy_type en = TARGET_PLAYERS ;
if ( id ! = - 1 ) {
dir = plr [ id ] . _pdir ;
dir = Players [ id ] . _pdir ;
en = TARGET_MONSTERS ;
}
for ( const auto & k : VisionCrawlTable ) {
@ -4489,7 +4489,7 @@ void MI_Blodboil(int i)
}
int id = missile [ i ] . _miVar1 ;
auto & player = plr [ id ] ;
auto & player = Players [ id ] ;
int hpdif = player . _pMaxHP - player . _pHitPoints ;
@ -4646,7 +4646,7 @@ void MI_Element(int i)
int id = missile [ i ] . _misource ;
if ( missile [ i ] . _miAnimType = = MFILE_BIGEXP ) {
Point c = missile [ i ] . position . tile ;
Point p = plr [ id ] . position . tile ;
Point p = Players [ id ] . position . tile ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miAnimFrame ) ;
if ( ! CheckBlock ( p , c ) )
CheckMissileCol ( i , dam , dam , true , c , true ) ;
@ -4677,7 +4677,7 @@ void MI_Element(int i)
SetMissDir ( i , sd ) ;
UpdateMissileVel ( i , c , Monsters [ mid ] . position . tile , 16 ) ;
} else {
Direction sd = plr [ id ] . _pdir ;
Direction sd = Players [ id ] . _pdir ;
SetMissDir ( i , sd ) ;
UpdateMissileVel ( i , c , c + sd , 16 ) ;
}
@ -4724,7 +4724,7 @@ void MI_Bonespirit(int i)
SetMissDir ( i , GetDirection ( c , Monsters [ mid ] . position . tile ) ) ;
UpdateMissileVel ( i , c , Monsters [ mid ] . position . tile , 16 ) ;
} else {
Direction sd = plr [ id ] . _pdir ;
Direction sd = Players [ id ] . _pdir ;
SetMissDir ( i , sd ) ;
UpdateMissileVel ( i , c , c + sd , 16 ) ;
}