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@ -143,6 +143,26 @@ extern bool MissilePreFlag;
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void GetDamageAmt(int i, int *mind, int *maxd); |
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int GetSpellLevel(int playerId, spell_id sn); |
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/**
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* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to. |
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* |
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* W sW SW Sw S |
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* ^ |
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* nW | Se |
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* | |
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* NW ------+-----> SE |
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* | |
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* Nw | sE |
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* | |
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* N Ne NE nE E |
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* |
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* @param x1 the x coordinate of p1 |
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* @param y1 the y coordinate of p1 |
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* @param x2 the x coordinate of p2 |
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* @param y2 the y coordinate of p2 |
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* @return the direction of the p1->p2 vector |
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*/ |
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Direction16 GetDirection16(Point p1, Point p2); |
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void DeleteMissile(int i); |
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bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id t, bool shift); |
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@ -184,6 +204,10 @@ void AddImmolationRune(Missile &missile, Point dst, Direction midir);
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void AddStoneRune(Missile &missile, Point dst, Direction midir); |
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void AddReflection(Missile &missile, Point dst, Direction midir); |
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void AddBerserk(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: Direction to place the spawn |
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*/ |
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void AddHorkSpawn(Missile &missile, Point dst, Direction midir); |
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void AddJester(Missile &missile, Point dst, Direction midir); |
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void AddStealPotions(Missile &missile, Point dst, Direction midir); |
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@ -207,31 +231,93 @@ void AddMagmaball(Missile &missile, Point dst, Direction midir);
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void AddTeleport(Missile &missile, Point dst, Direction midir); |
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void AddLightball(Missile &missile, Point dst, Direction midir); |
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void AddFirewall(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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* var4: X coordinate of the missile-light |
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* var5: Y coordinate of the missile-light |
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*/ |
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void AddFireball(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the missile |
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* var2: Y coordinate of the missile |
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*/ |
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void AddLightctrl(Missile &missile, Point dst, Direction midir); |
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void AddLightning(Missile &missile, Point dst, Direction midir); |
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void AddMisexp(Missile &missile, Point dst, Direction midir); |
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void AddWeapexp(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: Animation |
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*/ |
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void AddTown(Missile &missile, Point dst, Direction midir); |
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void AddFlash(Missile &missile, Point dst, Direction midir); |
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void AddFlash2(Missile &missile, Point dst, Direction midir); |
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void AddManashield(Missile &missile, Point dst, Direction midir); |
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void AddFiremove(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: Animation |
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* var3: Light strength |
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*/ |
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void AddGuardian(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the destination |
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* var2: Y coordinate of the destination |
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*/ |
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void AddChain(Missile &missile, Point dst, Direction midir); |
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void AddRhino(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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*/ |
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void AddFlare(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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*/ |
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void AddAcid(Missile &missile, Point dst, Direction midir); |
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void AddAcidpud(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: mmode of the monster |
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* var2: mnum of the monster |
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*/ |
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void AddStone(Missile &missile, Point dst, Direction midir); |
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void AddGolem(Missile &missile, Point dst, Direction midir); |
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void AddBoom(Missile &missile, Point dst, Direction midir); |
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void AddHeal(Missile &missile, Point dst, Direction midir); |
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void AddHealOther(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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* var4: X coordinate of the destination |
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* var5: Y coordinate of the destination |
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*/ |
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void AddElement(Missile &missile, Point dst, Direction midir); |
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void AddIdentify(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the first wave |
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* var2: Y coordinate of the first wave |
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* var3: Direction of the first wave |
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* var4: Direction of the second wave |
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* var5: X coordinate of the second wave |
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* var6: Y coordinate of the second wave |
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*/ |
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void AddFirewallC(Missile &missile, Point dst, Direction midir); |
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void AddInfra(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: X coordinate of the destination |
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* var2: Y coordinate of the destination |
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*/ |
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void AddWave(Missile &missile, Point dst, Direction midir); |
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void AddNova(Missile &missile, Point dst, Direction midir); |
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void AddBlodboil(Missile &missile, Point dst, Direction midir); |
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@ -241,6 +327,11 @@ void AddDisarm(Missile &missile, Point dst, Direction midir);
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void AddApoca(Missile &missile, Point dst, Direction midir); |
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void AddFlame(Missile &missile, Point dst, Direction midir); |
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void AddFlamec(Missile &missile, Point dst, Direction midir); |
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/**
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* var1: Light strength |
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* var2: Base direction |
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*/ |
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void AddCbolt(Missile &missile, Point dst, Direction midir); |
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void AddHbolt(Missile &missile, Point dst, Direction midir); |
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void AddResurrect(Missile &missile, Point dst, Direction midir); |
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