@ -427,7 +427,7 @@ void GetMissilePos(int i)
missile [ i ] . position . tile . y = dy + missile [ i ] . position . start . y ;
missile [ i ] . position . offset . x = mx + ( dy * 32 ) - ( dx * 32 ) ;
missile [ i ] . position . offset . y = my - ( dx * 16 ) - ( dy * 16 ) ;
ChangeLightOff ( missile [ i ] . _mlid , lx - ( dx * 8 ) , ly - ( dy * 8 ) ) ;
ChangeLightOff ( missile [ i ] . _mlid , { lx - ( dx * 8 ) , ly - ( dy * 8 ) } ) ;
}
void MoveMissilePos ( int i )
@ -1309,7 +1309,7 @@ void AddFireRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t miene
if ( missiles_found_target ( mi , & dx , & dy , 10 ) ) {
missile [ mi ] . _miVar1 = MIS_HIVEEXP ;
missile [ mi ] . _miDelFlag = false ;
missile [ mi ] . _mlid = AddLight ( dx , dy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { dx , dy } , 8 ) ;
} else {
missile [ mi ] . _miDelFlag = true ;
}
@ -1326,7 +1326,7 @@ void AddLightningRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t
if ( missiles_found_target ( mi , & dx , & dy , 10 ) ) {
missile [ mi ] . _miVar1 = MIS_LIGHTBALL ;
missile [ mi ] . _miDelFlag = false ;
missile [ mi ] . _mlid = AddLight ( dx , dy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { dx , dy } , 8 ) ;
} else {
missile [ mi ] . _miDelFlag = true ;
}
@ -1343,7 +1343,7 @@ void AddGreatLightningRune(int mi, int sx, int sy, int dx, int dy, int midir, in
if ( missiles_found_target ( mi , & dx , & dy , 10 ) ) {
missile [ mi ] . _miVar1 = MIS_NOVA ;
missile [ mi ] . _miDelFlag = false ;
missile [ mi ] . _mlid = AddLight ( dx , dy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { dx , dy } , 8 ) ;
} else {
missile [ mi ] . _miDelFlag = true ;
}
@ -1360,7 +1360,7 @@ void AddImmolationRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t
if ( missiles_found_target ( mi , & dx , & dy , 10 ) ) {
missile [ mi ] . _miVar1 = MIS_IMMOLATION ;
missile [ mi ] . _miDelFlag = false ;
missile [ mi ] . _mlid = AddLight ( dx , dy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { dx , dy } , 8 ) ;
} else {
missile [ mi ] . _miDelFlag = true ;
}
@ -1377,7 +1377,7 @@ void AddStoneRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mien
if ( missiles_found_target ( mi , & dx , & dy , 10 ) ) {
missile [ mi ] . _miVar1 = MIS_STONE ;
missile [ mi ] . _miDelFlag = false ;
missile [ mi ] . _mlid = AddLight ( dx , dy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { dx , dy } , 8 ) ;
} else {
missile [ mi ] . _miDelFlag = true ;
}
@ -1432,7 +1432,7 @@ void AddBerserk(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienem
r = 3 ;
else
r = 9 ;
monster [ dm ] . mlid = AddLight ( monster [ dm ] . position . tile . x , monster [ dm ] . position . tile . y , r ) ;
monster [ dm ] . mlid = AddLight ( monster [ dm ] . position . tile , r ) ;
UseMana ( id , SPL_BERSERK ) ;
break ;
}
@ -1709,7 +1709,7 @@ void AddRuneExplosion(int mi, int sx, int sy, int dx, int dy, int midir, int8_t
CheckMissileCol ( mi , dmg , dmg , false , missile [ mi ] . position . tile . x , missile [ mi ] . position . tile . y + 1 , true ) ;
CheckMissileCol ( mi , dmg , dmg , false , missile [ mi ] . position . tile . x + 1 , missile [ mi ] . position . tile . y + 1 , true ) ;
}
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
SetMissDir ( mi , 0 ) ;
missile [ mi ] . _miDelFlag = false ;
missile [ mi ] . _mirange = missile [ mi ] . _miAnimLen - 1 ;
@ -1745,7 +1745,7 @@ void AddImmolation(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mie
missile [ mi ] . _miVar5 = sy ;
missile [ mi ] . _miVar6 = 2 ;
missile [ mi ] . _miVar7 = 2 ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
}
void AddFireNova ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -1772,7 +1772,7 @@ void AddFireNova(int mi, int sx, int sy, int dx, int dy, int midir, int8_t miene
missile [ mi ] . _miVar3 = 0 ;
missile [ mi ] . _miVar4 = sx ;
missile [ mi ] . _miVar5 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
}
void AddLightningArrow ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -1901,7 +1901,7 @@ void AddCboltArrow(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mie
dy + = YDirAdd [ midir ] ;
}
missile [ mi ] . _miAnimFrame = GenerateRnd ( 8 ) + 1 ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 5 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 5 ) ;
GetMissileVel ( mi , sx , sy , dx , dy , 8 ) ;
missile [ mi ] . _miVar1 = 5 ;
missile [ mi ] . _miVar2 = midir ;
@ -1945,7 +1945,7 @@ void AddLArrow(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy
missile [ mi ] . _mirange = 256 ;
missile [ mi ] . _miVar1 = sx ;
missile [ mi ] . _miVar2 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 5 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 5 ) ;
}
void AddArrow ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -2076,7 +2076,7 @@ void AddFirebolt(int mi, int sx, int sy, int dx, int dy, int midir, int8_t micas
missile [ mi ] . _mirange = 256 ;
missile [ mi ] . _miVar1 = sx ;
missile [ mi ] . _miVar2 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
}
void AddMagmaball ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -2091,7 +2091,7 @@ void AddMagmaball(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mien
missile [ mi ] . _mirange = 1 ;
missile [ mi ] . _miVar1 = sx ;
missile [ mi ] . _miVar2 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
}
void AddKrull ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -2197,7 +2197,7 @@ void AddFireball(int mi, int sx, int sy, int dx, int dy, int midir, int8_t miene
missile [ mi ] . _miVar3 = 0 ;
missile [ mi ] . _miVar4 = sx ;
missile [ mi ] . _miVar5 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
}
void AddLightctrl ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -2228,7 +2228,7 @@ void AddLightning(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mien
} else {
missile [ mi ] . _mirange = ( missile [ mi ] . _mispllvl / 2 ) + 6 ;
}
missile [ mi ] . _mlid = AddLight ( missile [ mi ] . position . tile . x , missile [ mi ] . position . tile . y , 4 ) ;
missile [ mi ] . _mlid = AddLight ( missile [ mi ] . position . tile , 4 ) ;
}
void AddMisexp ( int mi , int sx , int sy , int dx , int dy , int midir , int8_t mienemy , int id , int dam )
@ -2441,7 +2441,7 @@ void AddGuardian(int mi, int sx, int sy, int dx, int dy, int midir, int8_t miene
if ( ! missile [ mi ] . _miDelFlag ) {
missile [ mi ] . _misource = id ;
missile [ mi ] . _mlid = AddLight ( missile [ mi ] . position . tile . x , missile [ mi ] . position . tile . y , 1 ) ;
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 ;
@ -2564,7 +2564,7 @@ void AddFlare(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy,
missile [ mi ] . _mirange = 256 ;
missile [ mi ] . _miVar1 = sx ;
missile [ mi ] . _miVar2 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
if ( mienemy = = TARGET_MONSTERS ) {
UseMana ( id , SPL_FLARE ) ;
ApplyPlrDamage ( id , 5 ) ;
@ -2796,7 +2796,7 @@ void AddElement(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienem
missile [ mi ] . _miVar3 = 0 ;
missile [ mi ] . _miVar4 = dx ;
missile [ mi ] . _miVar5 = dy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
UseMana ( id , SPL_ELEMENT ) ;
}
@ -3008,7 +3008,7 @@ void AddFlame(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy,
missile [ mi ] . position . offset = missile [ midir ] . position . offset ;
missile [ mi ] . position . traveled = missile [ midir ] . position . traveled ;
missile [ mi ] . _mirange = missile [ mi ] . _miVar2 + 20 ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 1 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 1 ) ;
if ( mienemy = = TARGET_MONSTERS ) {
i = GenerateRnd ( plr [ id ] . _pLevel ) + GenerateRnd ( 2 ) ;
missile [ mi ] . _midam = 8 * i + 16 + ( ( 8 * i + 16 ) / 2 ) ;
@ -3055,7 +3055,7 @@ void AddCbolt(int mi, int sx, int sy, int dx, int dy, int midir, int8_t micaster
}
missile [ mi ] . _miAnimFrame = GenerateRnd ( 8 ) + 1 ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 5 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 5 ) ;
GetMissileVel ( mi , sx , sy , dx , dy , 8 ) ;
missile [ mi ] . _miVar1 = 5 ;
@ -3085,7 +3085,7 @@ void AddHbolt(int mi, int sx, int sy, int dx, int dy, int midir, int8_t micaster
missile [ mi ] . _mirange = 256 ;
missile [ mi ] . _miVar1 = sx ;
missile [ mi ] . _miVar2 = sy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
missile [ mi ] . _midam = GenerateRnd ( 10 ) + plr [ id ] . _pLevel + 9 ;
UseMana ( id , SPL_HBOLT ) ;
}
@ -3132,7 +3132,7 @@ void AddBoneSpirit(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mie
missile [ mi ] . _miVar3 = 0 ;
missile [ mi ] . _miVar4 = dx ;
missile [ mi ] . _miVar5 = dy ;
missile [ mi ] . _mlid = AddLight ( sx , sy , 8 ) ;
missile [ mi ] . _mlid = AddLight ( { sx , sy } , 8 ) ;
if ( mienemy = = TARGET_MONSTERS ) {
UseMana ( id , SPL_BONESPIRIT ) ;
ApplyPlrDamage ( id , 6 ) ;
@ -3289,7 +3289,7 @@ void MI_LArrow(int i)
missile [ i ] . _mirange - - ;
p = missile [ i ] . _misource ;
if ( missile [ i ] . _miAnimType = = MFILE_MINILTNG | | missile [ i ] . _miAnimType = = MFILE_MAGBLOS ) {
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , missile [ i ] . _miAnimFrame + 5 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miAnimFrame + 5 ) ;
missile_resistance rst = missiledata [ missile [ i ] . _mitype ] . mResist ;
if ( missile [ i ] . _mitype = = MIS_LARROW ) {
if ( p ! = - 1 ) {
@ -3352,7 +3352,7 @@ void MI_LArrow(int i)
if ( missile [ i ] . position . tile . x ! = missile [ i ] . _miVar1 | | missile [ i ] . position . tile . y ! = missile [ i ] . _miVar2 ) {
missile [ i ] . _miVar1 = missile [ i ] . position . tile . x ;
missile [ i ] . _miVar2 = missile [ i ] . position . tile . y ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . _miVar1 , missile [ i ] . _miVar2 , 5 ) ;
ChangeLight ( missile [ i ] . _mlid , { missile [ i ] . _miVar1 , missile [ i ] . _miVar2 } , 5 ) ;
}
}
}
@ -3470,7 +3470,7 @@ void MI_Firebolt(int i)
missile [ i ] . _miVar1 = missile [ i ] . position . tile . x ;
missile [ i ] . _miVar2 = missile [ i ] . position . tile . y ;
if ( missile [ i ] . _mlid ! = NO_LIGHT )
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . _miVar1 , missile [ i ] . _miVar2 , 8 ) ;
ChangeLight ( missile [ i ] . _mlid , { missile [ i ] . _miVar1 , missile [ i ] . _miVar2 } , 8 ) ;
}
PutMissile ( i ) ;
}
@ -3564,8 +3564,8 @@ void MI_Firewall(int i)
}
if ( missile [ i ] . _mimfnum ! = 0 & & missile [ i ] . _mirange ! = 0 & & missile [ i ] . _miAnimAdd ! = - 1 & & missile [ i ] . _miVar2 < 12 ) {
if ( missile [ i ] . _miVar2 = = 0 )
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ 0 ] ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile , ExpLight [ 0 ] ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _miVar2 + + ;
}
PutMissile ( i ) ;
@ -3600,7 +3600,7 @@ void FireballUpdate(int i, int xof, int yof, bool alwaysDelete)
if ( missile [ i ] . _mirange = = 0 ) {
int mx = missile [ i ] . position . tile . x ;
int my = missile [ i ] . position . tile . y ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , my , missile [ i ] . _miAnimFrame ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miAnimFrame ) ;
if ( ! CheckBlock ( px , py , mx , my ) )
CheckMissileCol ( i , dam , dam , false , mx , my , true ) ;
if ( ! CheckBlock ( px , py , mx , my + 1 ) )
@ -3641,7 +3641,7 @@ void FireballUpdate(int i, int xof, int yof, bool alwaysDelete)
} else if ( missile [ i ] . position . tile . x ! = missile [ i ] . _miVar1 | | missile [ i ] . position . tile . y ! = missile [ i ] . _miVar2 ) {
missile [ i ] . _miVar1 = missile [ i ] . position . tile . x ;
missile [ i ] . _miVar2 = missile [ i ] . position . tile . y ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . _miVar1 , missile [ i ] . _miVar2 , 8 ) ;
ChangeLight ( missile [ i ] . _mlid , { missile [ i ] . _miVar1 , missile [ i ] . _miVar2 } , 8 ) ;
}
if ( alwaysDelete )
missile [ i ] . _miDelFlag = true ;
@ -4186,8 +4186,8 @@ void MI_Town(int i)
SetMissDir ( i , 1 ) ;
if ( currlevel ! = 0 & & missile [ i ] . _mimfnum ! = 1 & & missile [ i ] . _mirange ! = 0 ) {
if ( missile [ i ] . _miVar2 = = 0 )
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , 1 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile , 1 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _miVar2 + + ;
}
@ -4325,12 +4325,12 @@ void MI_Firemove(int i)
if ( missile [ i ] . position . tile . x ! = missile [ i ] . _miVar3 | | missile [ i ] . position . tile . y ! = missile [ i ] . _miVar4 ) {
missile [ i ] . _miVar3 = missile [ i ] . position . tile . x ;
missile [ i ] . _miVar4 = missile [ i ] . position . tile . y ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . _miVar3 , missile [ i ] . _miVar4 , 8 ) ;
ChangeLight ( missile [ i ] . _mlid , { missile [ i ] . _miVar3 , missile [ i ] . _miVar4 } , 8 ) ;
}
} else {
if ( missile [ i ] . _miVar2 = = 0 )
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ 0 ] ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile , ExpLight [ 0 ] ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _miVar2 + + ;
}
missile [ i ] . position . tile . x + + ;
@ -4404,7 +4404,7 @@ void MI_Guardian(int i)
if ( missile [ i ] . _miVar3 > 15 ) {
missile [ i ] . _miVar3 = 15 ;
} else if ( missile [ i ] . _miVar3 > 0 ) {
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , missile [ i ] . _miVar3 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miVar3 ) ;
}
if ( missile [ i ] . _mirange = = 0 ) {
@ -4473,10 +4473,10 @@ void MI_Weapexp(int i)
}
CheckMissileCol ( i , mind , maxd , false , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , false ) ;
if ( missile [ i ] . _miVar1 = = 0 ) {
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , 9 ) ;
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile , 9 ) ;
} else {
if ( missile [ i ] . _mirange ! = 0 )
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ missile [ i ] . _miVar1 ] ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , ExpLight [ missile [ i ] . _miVar1 ] ) ;
}
missile [ i ] . _miVar1 + + ;
if ( missile [ i ] . _mirange = = 0 ) {
@ -4497,9 +4497,9 @@ void MI_Misexp(int i)
AddUnLight ( missile [ i ] . _mlid ) ;
} else {
if ( missile [ i ] . _miVar1 = = 0 )
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , 9 ) ;
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile , 9 ) ;
else
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ missile [ i ] . _miVar1 ] ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , ExpLight [ missile [ i ] . _miVar1 ] ) ;
missile [ i ] . _miVar1 + + ;
PutMissile ( i ) ;
}
@ -4535,16 +4535,16 @@ void MI_Teleport(int i)
missile [ i ] . _miDelFlag = true ;
} else {
dPlayer [ plr [ id ] . position . tile . x ] [ plr [ id ] . position . tile . y ] = 0 ;
PlrClrTrans ( plr [ id ] . position . tile . x , plr [ id ] . position . tile . y ) ;
PlrClrTrans ( plr [ id ] . position . tile ) ;
plr [ id ] . position . tile = { missile [ i ] . position . tile . x , missile [ i ] . position . tile . y } ;
plr [ id ] . position . future = plr [ id ] . position . tile ;
plr [ id ] . position . old = plr [ id ] . position . tile ;
PlrDoTrans ( plr [ id ] . position . tile . x , plr [ id ] . position . tile . y ) ;
PlrDoTrans ( plr [ id ] . position . tile ) ;
missile [ i ] . _miVar1 = 1 ;
dPlayer [ plr [ id ] . position . tile . x ] [ plr [ id ] . position . tile . y ] = id + 1 ;
if ( leveltype ! = DTYPE_TOWN ) {
ChangeLightXY ( plr [ id ] . _plid , plr [ id ] . position . tile . x , plr [ id ] . position . tile . y ) ;
ChangeVisionXY ( plr [ id ] . _pvid , plr [ id ] . position . tile . x , plr [ id ] . position . tile . y ) ;
ChangeLightXY ( plr [ id ] . _plid , plr [ id ] . position . tile ) ;
ChangeVisionXY ( plr [ id ] . _pvid , plr [ id ] . position . tile ) ;
}
if ( id = = myplr ) {
ViewX = plr [ id ] . position . tile . x - ScrollInfo . tile . x ;
@ -4630,7 +4630,7 @@ void MI_Rhino(int i)
monster [ monst ] . position . tile = { omx , omy } ;
dMonster [ omx ] [ omy ] = - ( monst + 1 ) ;
if ( monster [ monst ] . _uniqtype ! = 0 )
ChangeLightXY ( missile [ i ] . _mlid , omx , omy ) ;
ChangeLightXY ( missile [ i ] . _mlid , { omx , omy } ) ;
MoveMissilePos ( i ) ;
PutMissile ( i ) ;
}
@ -4877,7 +4877,7 @@ void MI_Flame(int i)
k = missile [ i ] . _miAnimFrame ;
if ( k > 11 )
k = 24 - k ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , k ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , k ) ;
}
if ( missile [ i ] . _mirange = = 0 ) {
missile [ i ] . _miDelFlag = true ;
@ -4946,7 +4946,7 @@ void MI_Cbolt(int i)
missile [ i ] . _mirange = missile [ i ] . _miAnimLen ;
GetMissilePos ( i ) ;
}
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , missile [ i ] . _miVar1 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miVar1 ) ;
}
if ( missile [ i ] . _mirange = = 0 ) {
missile [ i ] . _miDelFlag = true ;
@ -4978,11 +4978,11 @@ void MI_Hbolt(int i)
if ( missile [ i ] . position . tile . x ! = missile [ i ] . _miVar1 | | missile [ i ] . position . tile . y ! = missile [ i ] . _miVar2 ) {
missile [ i ] . _miVar1 = missile [ i ] . position . tile . x ;
missile [ i ] . _miVar2 = missile [ i ] . position . tile . y ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . _miVar1 , missile [ i ] . _miVar2 , 8 ) ;
ChangeLight ( missile [ i ] . _mlid , { missile [ i ] . _miVar1 , missile [ i ] . _miVar2 } , 8 ) ;
}
}
} else {
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , missile [ i ] . _miAnimFrame + 7 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miAnimFrame + 7 ) ;
if ( missile [ i ] . _mirange = = 0 ) {
missile [ i ] . _miDelFlag = true ;
AddUnLight ( missile [ i ] . _mlid ) ;
@ -5003,7 +5003,7 @@ void MI_Element(int i)
cy = missile [ i ] . position . tile . y ;
px = plr [ id ] . position . tile . x ;
py = plr [ id ] . position . tile . y ;
ChangeLight ( missile [ i ] . _mlid , cx , cy , missile [ i ] . _miAnimFrame ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miAnimFrame ) ;
if ( ! CheckBlock ( px , py , cx , cy ) )
CheckMissileCol ( i , dam , dam , true , cx , cy , true ) ;
if ( ! CheckBlock ( px , py , cx , cy + 1 ) )
@ -5051,7 +5051,7 @@ void MI_Element(int i)
if ( cx ! = missile [ i ] . _miVar1 | | cy ! = missile [ i ] . _miVar2 ) {
missile [ i ] . _miVar1 = cx ;
missile [ i ] . _miVar2 = cy ;
ChangeLight ( missile [ i ] . _mlid , cx , cy , 8 ) ;
ChangeLight ( missile [ i ] . _mlid , { cx , cy } , 8 ) ;
}
if ( missile [ i ] . _mirange = = 0 ) {
missile [ i ] . _mimfnum = 0 ;
@ -5071,7 +5071,7 @@ void MI_Bonespirit(int i)
dam = missile [ i ] . _midam ;
id = missile [ i ] . _misource ;
if ( missile [ i ] . _mimfnum = = DIR_OMNI ) {
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , missile [ i ] . _miAnimFrame ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , missile [ i ] . _miAnimFrame ) ;
if ( missile [ i ] . _mirange = = 0 ) {
missile [ i ] . _miDelFlag = true ;
AddUnLight ( missile [ i ] . _mlid ) ;
@ -5102,7 +5102,7 @@ void MI_Bonespirit(int i)
if ( cx ! = missile [ i ] . _miVar1 | | cy ! = missile [ i ] . _miVar2 ) {
missile [ i ] . _miVar1 = cx ;
missile [ i ] . _miVar2 = cy ;
ChangeLight ( missile [ i ] . _mlid , cx , cy , 8 ) ;
ChangeLight ( missile [ i ] . _mlid , { cx , cy } , 8 ) ;
}
if ( missile [ i ] . _mirange = = 0 ) {
SetMissDir ( i , DIR_OMNI ) ;
@ -5131,8 +5131,8 @@ void MI_Rportal(int i)
if ( currlevel ! = 0 & & missile [ i ] . _mimfnum ! = 1 & & missile [ i ] . _mirange ! = 0 ) {
if ( missile [ i ] . _miVar2 = = 0 )
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , 1 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile . x , missile [ i ] . position . tile . y , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _mlid = AddLight ( missile [ i ] . position . tile , 1 ) ;
ChangeLight ( missile [ i ] . _mlid , missile [ i ] . position . tile , ExpLight [ missile [ i ] . _miVar2 ] ) ;
missile [ i ] . _miVar2 + + ;
}
if ( missile [ i ] . _mirange = = 0 ) {