diff --git a/Source/misdat.cpp b/Source/misdat.cpp index 27e6bcd53..8318bcfd7 100644 --- a/Source/misdat.cpp +++ b/Source/misdat.cpp @@ -12,115 +12,115 @@ namespace devilution { /** Data related to each missile ID. */ MissileData missiledata[] = { // clang-format off - // mAddProc, mProc, mName, mDraw, mType, mResist, mFileNum, miSFX, mlSFX; - { &AddArrow, &MI_Arrow, MIS_ARROW, true, 0, MISR_NONE, MFILE_ARROWS, SFX_NONE, SFX_NONE }, - { &AddFirebolt, &MI_Firebolt, MIS_FIREBOLT, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2 }, - { &AddGuardian, &MI_Guardian, MIS_GUARDIAN, true, 1, MISR_NONE, MFILE_GUARD, LS_GUARD, LS_GUARDLAN }, - { &AddRndTeleport, &MI_Teleport, MIS_RNDTELEPORT, false, 1, MISR_NONE, MFILE_NONE, LS_TELEPORT, SFX_NONE }, - { &AddLightball, &MI_Lightball, MIS_LIGHTBALL, true, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE }, - { &AddFirewall, &MI_Firewall, MIS_FIREWALL, true, 1, MISR_FIRE, MFILE_FIREWAL, LS_WALLLOOP, LS_FIRIMP2 }, - { &AddFireball, &MI_Fireball, MIS_FIREBALL, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2 }, - { &AddLightctrl, &MI_Lightctrl, MIS_LIGHTCTRL, false, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE }, - { &AddLightning, &MI_Lightning, MIS_LIGHTNING, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LNING1, LS_ELECIMP1 }, - { &AddMisexp, &MI_Misexp, MIS_MISEXP, true, 2, MISR_NONE, MFILE_MAGBLOS, SFX_NONE, SFX_NONE }, - { &AddTown, &MI_Town, MIS_TOWN, true, 1, MISR_MAGIC, MFILE_PORTAL, LS_SENTINEL, LS_ELEMENTL }, - { &AddFlash, &MI_Flash, MIS_FLASH, true, 1, MISR_MAGIC, MFILE_BLUEXFR, LS_NOVA, LS_ELECIMP1 }, - { &AddFlash2, &MI_Flash2, MIS_FLASH2, true, 1, MISR_MAGIC, MFILE_BLUEXBK, SFX_NONE, SFX_NONE }, - { &AddManashield, &MI_Manashield, MIS_MANASHIELD, false, 1, MISR_MAGIC, MFILE_MANASHLD, LS_MSHIELD, SFX_NONE }, - { &AddFiremove, &MI_Firemove, MIS_FIREMOVE, true, 1, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE }, - { &AddChain, &MI_Chain, MIS_CHAIN, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LNING1, LS_ELECIMP1 }, - { nullptr, nullptr, MIS_SENTINAL, true, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE }, - { &AddBloodStar, &MI_Blood, MIS_BLODSTAR, true, 2, MISR_NONE, MFILE_BLOOD, LS_BLODSTAR, LS_BLSIMPT }, - { &AddBone, &MI_Blood, MIS_BONE, true, 2, MISR_NONE, MFILE_BONE, SFX_NONE, SFX_NONE }, - { &AddMetlHit, &MI_Blood, MIS_METLHIT, true, 2, MISR_NONE, MFILE_METLHIT, SFX_NONE, SFX_NONE }, - { &AddRhino, &MI_Rhino, MIS_RHINO, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddMagmaball, &MI_Firebolt, MIS_MAGMABALL, true, 1, MISR_FIRE, MFILE_MAGBALL, SFX_NONE, SFX_NONE }, - { &AddLightctrl, &MI_Lightctrl, MIS_LIGHTCTRL2, false, 1, MISR_LIGHTNING, MFILE_THINLGHT, SFX_NONE, SFX_NONE }, - { &AddLightning, &MI_Lightning, MIS_LIGHTNING2, true, 1, MISR_LIGHTNING, MFILE_THINLGHT, SFX_NONE, SFX_NONE }, - { &AddFlare, &MI_Firebolt, MIS_FLARE, true, 1, MISR_MAGIC, MFILE_FLARE, SFX_NONE, SFX_NONE }, - { &AddMisexp, &MI_Misexp, MIS_MISEXP2, true, 2, MISR_MAGIC, MFILE_FLAREEXP, SFX_NONE, SFX_NONE }, - { &AddTeleport, &MI_Teleport, MIS_TELEPORT, false, 1, MISR_NONE, MFILE_NONE, LS_ELEMENTL, SFX_NONE }, - { &AddLArrow, &MI_LArrow, MIS_FARROW, true, 0, MISR_FIRE, MFILE_FARROW, SFX_NONE, SFX_NONE }, - { nullptr, nullptr, MIS_DOOMSERP, false, 1, MISR_MAGIC, MFILE_DOOM, LS_DSERP, SFX_NONE }, - { &AddFireWallA, &MI_Firewall, MIS_FIREWALLA, true, 2, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE }, - { &AddStone, &MI_Stone, MIS_STONE, false, 1, MISR_MAGIC, MFILE_NONE, LS_SCURIMP, SFX_NONE }, - { &AddDummy, &MI_Dummy, MIS_NULL_1F, true, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { nullptr, nullptr, MIS_INVISIBL, false, 1, MISR_NONE, MFILE_NONE, LS_INVISIBL, SFX_NONE }, - { &AddGolem, &MI_Golem, MIS_GOLEM, false, 1, MISR_NONE, MFILE_NONE, LS_GOLUM, SFX_NONE }, - { &AddEtherealize, &MI_Etherealize, MIS_ETHEREALIZE, true, 1, MISR_NONE, MFILE_ETHRSHLD, LS_ETHEREAL, SFX_NONE }, - { &AddBlodbur, &MI_Blood, MIS_BLODBUR, true, 2, MISR_NONE, MFILE_BLODBUR, SFX_NONE, SFX_NONE }, - { &AddBoom, &MI_Boom, MIS_BOOM, true, 2, MISR_NONE, MFILE_NEWEXP, SFX_NONE, SFX_NONE }, - { &AddHeal, &MI_Dummy, MIS_HEAL, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddFirewallC, &MI_FirewallC, MIS_FIREWALLC, false, 1, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE }, - { &AddInfra, &MI_Infra, MIS_INFRA, false, 1, MISR_NONE, MFILE_NONE, LS_INFRAVIS, SFX_NONE }, - { &AddIdentify, &MI_Dummy, MIS_IDENTIFY, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddWave, &MI_Wave, MIS_WAVE, true, 1, MISR_FIRE, MFILE_FIREWAL, LS_FLAMWAVE, SFX_NONE }, - { &AddNova, &MI_Nova, MIS_NOVA, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_NOVA, SFX_NONE }, - { &AddBlodboil, &MI_Blodboil, MIS_BLODBOIL, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddApoca, &MI_Apoca, MIS_APOCA, true, 1, MISR_MAGIC, MFILE_NEWEXP, LS_APOC, SFX_NONE }, - { &AddRepair, &MI_Dummy, MIS_REPAIR, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddRecharge, &MI_Dummy, MIS_RECHARGE, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddDisarm, &MI_Dummy, MIS_DISARM, false, 2, MISR_NONE, MFILE_NONE, LS_TRAPDIS, SFX_NONE }, - { &AddFlame, &MI_Flame, MIS_FLAME, true, 1, MISR_FIRE, MFILE_INFERNO, LS_SPOUTSTR, SFX_NONE }, - { &AddFlamec, &MI_Flamec, MIS_FLAMEC, false, 1, MISR_FIRE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddFireman, &MI_Fireman, MIS_FIREMAN, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddKrull, &MI_Krull, MIS_KRULL, true, 0, MISR_FIRE, MFILE_KRULL, SFX_NONE, SFX_NONE }, - { &AddCbolt, &MI_Cbolt, MIS_CBOLT, true, 1, MISR_LIGHTNING, MFILE_MINILTNG, LS_CBOLT, SFX_NONE }, - { &AddHbolt, &MI_Hbolt, MIS_HBOLT, true, 1, MISR_NONE, MFILE_HOLY, LS_HOLYBOLT, LS_ELECIMP1 }, - { &AddResurrect, &MI_Dummy, MIS_RESURRECT, false, 1, MISR_MAGIC, MFILE_NONE, SFX_NONE, LS_RESUR }, - { &AddTelekinesis, &MI_Dummy, MIS_TELEKINESIS, false, 1, MISR_NONE, MFILE_NONE, LS_ETHEREAL, SFX_NONE }, - { &AddLArrow, &MI_LArrow, MIS_LARROW, true, 0, MISR_LIGHTNING, MFILE_LARROW, SFX_NONE, SFX_NONE }, - { &AddAcid, &MI_Firebolt, MIS_ACID, true, 1, MISR_ACID, MFILE_ACIDBF, LS_ACID, SFX_NONE }, - { &AddMisexp, &MI_Acidsplat, MIS_MISEXP3, true, 2, MISR_ACID, MFILE_ACIDSPLA, SFX_NONE, SFX_NONE }, - { &AddAcidpud, &MI_Acidpud, MIS_ACIDPUD, true, 2, MISR_ACID, MFILE_ACIDPUD, LS_PUDDLE, SFX_NONE }, - { &AddHealOther, &MI_Dummy, MIS_HEALOTHER, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddElement, &MI_Element, MIS_ELEMENT, true, 1, MISR_FIRE, MFILE_FIRERUN, LS_ELEMENTL, SFX_NONE }, - { &AddResurrectBeam, &MI_ResurrectBeam, MIS_RESURRECTBEAM, true, 1, MISR_NONE, MFILE_RESSUR1, SFX_NONE, SFX_NONE }, - { &AddBoneSpirit, &MI_Bonespirit, MIS_BONESPIRIT, true, 1, MISR_MAGIC, MFILE_SKLBALL, LS_BONESP, LS_BSIMPCT }, - { &AddWeapexp, &MI_Weapexp, MIS_WEAPEXP, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddRportal, &MI_Rportal, MIS_RPORTAL, true, 2, MISR_NONE, MFILE_RPORTAL, LS_SENTINEL, LS_ELEMENTL }, - { &AddBoom, &MI_Boom, MIS_BOOM2, true, 2, MISR_NONE, MFILE_FIREPLAR, SFX_NONE, SFX_NONE }, - { &AddDiabApoca, &MI_Dummy, MIS_DIABAPOCA, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddMana, &MI_Dummy, MIS_MANA, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddMagi, &MI_Dummy, MIS_MAGI, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddLightningWall, &MI_LightningWall, MIS_LIGHTWALL, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LMAG, LS_ELECIMP1 }, - { &AddFirewallC, &MI_LightningWallC, MIS_LIGHTNINGWALL, false, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE }, - { &AddNova, &MI_FireNova, MIS_IMMOLATION, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2 }, - { &AddSpecArrow, &MI_SpecArrow, MIS_SPECARROW, true, 0, MISR_NONE, MFILE_ARROWS, SFX_NONE, SFX_NONE }, - { &AddFireNova, &MI_Fireball, MIS_FIRENOVA, true, 1, MISR_FIRE, MFILE_FIREBA, IS_FBALLBOW, LS_FIRIMP2 }, - { &AddLightningArrow, &MI_LightningArrow, MIS_LIGHTARROW, false, 1, MISR_LIGHTNING, MFILE_LGHNING, IS_FBALLBOW, SFX_NONE }, - { &AddCboltArrow, &MI_Cbolt, MIS_CBOLTARROW, true, 1, MISR_LIGHTNING, MFILE_MINILTNG, LS_CBOLT, SFX_NONE }, - { &AddHbolt, &MI_Hbolt, MIS_HBOLTARROW, true, 1, MISR_NONE, MFILE_HOLY, LS_HOLYBOLT, LS_ELECIMP1 }, - { &AddWarp, &MI_Teleport, MIS_WARP, false, 1, MISR_NONE, MFILE_NONE, LS_ETHEREAL, SFX_NONE }, - { &AddReflection, &MI_Reflect, MIS_REFLECT, false, 1, MISR_NONE, MFILE_REFLECT, LS_MSHIELD, SFX_NONE }, - { &AddBerserk, &MI_Dummy, MIS_BERSERK, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddRing, &MI_FireRing, MIS_FIRERING, false, 1, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE }, - { &AddStealPotions, &MI_Dummy, MIS_STEALPOTS, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddManaTrap, &MI_Dummy, MIS_MANATRAP, false, 1, MISR_NONE, MFILE_NONE, IS_CAST7, SFX_NONE }, - { &AddRing, &MI_LightningRing, MIS_LIGHTRING, false, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE }, - { &AddSearch, &MI_Search, MIS_SEARCH, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { nullptr, nullptr, MIS_FLASHFR, false, 1, MISR_MAGIC, MFILE_BLUEXFR, SFX_NONE, LS_ELECIMP1 }, - { nullptr, nullptr, MIS_FLASHBK, false, 1, MISR_MAGIC, MFILE_BLUEXBK, SFX_NONE, SFX_NONE }, - { &AddImmolation, &MI_Immolation, MIS_IMMOLATION2, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2 }, - { &AddFireRune, &MI_Rune, MIS_RUNEFIRE, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE }, - { &AddLightningRune, &MI_Rune, MIS_RUNELIGHT, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE }, - { &AddGreatLightningRune, &MI_Rune, MIS_RUNENOVA, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE }, - { &AddImmolationRune, &MI_Rune, MIS_RUNEIMMOLAT, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE }, - { &AddStoneRune, &MI_Rune, MIS_RUNESTONE, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE }, - { &AddRuneExplosion, &MI_HiveExplode, MIS_HIVEEXP, true, 1, MISR_FIRE, MFILE_BIGEXP, LS_NESTXPLD, LS_NESTXPLD }, - { &AddHorkSpawn, &MI_HorkSpawn, MIS_HORKDMN, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddJester, &MI_Dummy, MIS_JESTER, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddHiveExplosion, &MI_Dummy, MIS_HIVEEXP2, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE }, - { &AddFlare, &MI_Firebolt, MIS_LICH, true, 1, MISR_MAGIC, MFILE_LICH, SFX_NONE, SFX_NONE }, - { &AddFlare, &MI_Firebolt, MIS_PSYCHORB, true, 1, MISR_MAGIC, MFILE_BONEDEMON, SFX_NONE, SFX_NONE }, - { &AddFlare, &MI_Firebolt, MIS_NECROMORB, true, 1, MISR_MAGIC, MFILE_NECROMORB, SFX_NONE, SFX_NONE }, - { &AddFlare, &MI_Firebolt, MIS_ARCHLICH, true, 1, MISR_MAGIC, MFILE_ARCHLICH, SFX_NONE, SFX_NONE }, - { &AddFlare, &MI_Firebolt, MIS_BONEDEMON, true, 1, MISR_MAGIC, MFILE_BONEDEMON, SFX_NONE, SFX_NONE }, - { &AddMisexp, &MI_Misexp, MIS_EXYEL2, true, 2, MISR_NONE, MFILE_EXYEL2, LS_FIRIMP2, SFX_NONE }, - { &AddMisexp, &MI_Misexp, MIS_EXRED3, true, 2, MISR_NONE, MFILE_EXRED3, LS_FIRIMP2, SFX_NONE }, - { &AddMisexp, &MI_Misexp, MIS_EXBL2, true, 2, MISR_NONE, MFILE_EXBL2, LS_FIRIMP2, SFX_NONE }, - { &AddMisexp, &MI_Misexp, MIS_EXBL3, true, 2, MISR_NONE, MFILE_EXBL3, LS_FIRIMP2, SFX_NONE }, - { &AddMisexp, &MI_Misexp, MIS_EXORA1, true, 2, MISR_NONE, MFILE_EXORA1, LS_FIRIMP2, SFX_NONE }, + // mAddProc, mProc, mName, mDraw, mType, mResist, mFileNum, miSFX, mlSFX, MovementDistribution; + { &AddArrow, &MI_Arrow, MIS_ARROW, true, 0, MISR_NONE, MFILE_ARROWS, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddFirebolt, &MI_Firebolt, MIS_FIREBOLT, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2, MissileMovementDistrubution::Blockable }, + { &AddGuardian, &MI_Guardian, MIS_GUARDIAN, true, 1, MISR_NONE, MFILE_GUARD, LS_GUARD, LS_GUARDLAN, MissileMovementDistrubution::Disabled }, + { &AddRndTeleport, &MI_Teleport, MIS_RNDTELEPORT, false, 1, MISR_NONE, MFILE_NONE, LS_TELEPORT, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLightball, &MI_Lightball, MIS_LIGHTBALL, true, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Unblockable }, + { &AddFirewall, &MI_Firewall, MIS_FIREWALL, true, 1, MISR_FIRE, MFILE_FIREWAL, LS_WALLLOOP, LS_FIRIMP2, MissileMovementDistrubution::Disabled }, + { &AddFireball, &MI_Fireball, MIS_FIREBALL, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2, MissileMovementDistrubution::Blockable }, + { &AddLightctrl, &MI_Lightctrl, MIS_LIGHTCTRL, false, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLightning, &MI_Lightning, MIS_LIGHTNING, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LNING1, LS_ELECIMP1, MissileMovementDistrubution::Disabled }, + { &AddMisexp, &MI_Misexp, MIS_MISEXP, true, 2, MISR_NONE, MFILE_MAGBLOS, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddTown, &MI_Town, MIS_TOWN, true, 1, MISR_MAGIC, MFILE_PORTAL, LS_SENTINEL, LS_ELEMENTL, MissileMovementDistrubution::Disabled }, + { &AddFlash, &MI_Flash, MIS_FLASH, true, 1, MISR_MAGIC, MFILE_BLUEXFR, LS_NOVA, LS_ELECIMP1, MissileMovementDistrubution::Disabled }, + { &AddFlash2, &MI_Flash2, MIS_FLASH2, true, 1, MISR_MAGIC, MFILE_BLUEXBK, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddManashield, &MI_Manashield, MIS_MANASHIELD, false, 1, MISR_MAGIC, MFILE_MANASHLD, LS_MSHIELD, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFiremove, &MI_Firemove, MIS_FIREMOVE, true, 1, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Unblockable }, + { &AddChain, &MI_Chain, MIS_CHAIN, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LNING1, LS_ELECIMP1, MissileMovementDistrubution::Disabled }, + { nullptr, nullptr, MIS_SENTINAL, true, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddBloodStar, &MI_Blood, MIS_BLODSTAR, true, 2, MISR_NONE, MFILE_BLOOD, LS_BLODSTAR, LS_BLSIMPT, MissileMovementDistrubution::Disabled }, + { &AddBone, &MI_Blood, MIS_BONE, true, 2, MISR_NONE, MFILE_BONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMetlHit, &MI_Blood, MIS_METLHIT, true, 2, MISR_NONE, MFILE_METLHIT, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRhino, &MI_Rhino, MIS_RHINO, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddMagmaball, &MI_Firebolt, MIS_MAGMABALL, true, 1, MISR_FIRE, MFILE_MAGBALL, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddLightctrl, &MI_Lightctrl, MIS_LIGHTCTRL2, false, 1, MISR_LIGHTNING, MFILE_THINLGHT, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLightning, &MI_Lightning, MIS_LIGHTNING2, true, 1, MISR_LIGHTNING, MFILE_THINLGHT, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFlare, &MI_Firebolt, MIS_FLARE, true, 1, MISR_MAGIC, MFILE_FLARE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddMisexp, &MI_Misexp, MIS_MISEXP2, true, 2, MISR_MAGIC, MFILE_FLAREEXP, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddTeleport, &MI_Teleport, MIS_TELEPORT, false, 1, MISR_NONE, MFILE_NONE, LS_ELEMENTL, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLArrow, &MI_LArrow, MIS_FARROW, true, 0, MISR_FIRE, MFILE_FARROW, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { nullptr, nullptr, MIS_DOOMSERP, false, 1, MISR_MAGIC, MFILE_DOOM, LS_DSERP, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFireWallA, &MI_Firewall, MIS_FIREWALLA, true, 2, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddStone, &MI_Stone, MIS_STONE, false, 1, MISR_MAGIC, MFILE_NONE, LS_SCURIMP, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddDummy, &MI_Dummy, MIS_NULL_1F, true, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { nullptr, nullptr, MIS_INVISIBL, false, 1, MISR_NONE, MFILE_NONE, LS_INVISIBL, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddGolem, &MI_Golem, MIS_GOLEM, false, 1, MISR_NONE, MFILE_NONE, LS_GOLUM, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddEtherealize, &MI_Etherealize, MIS_ETHEREALIZE, true, 1, MISR_NONE, MFILE_ETHRSHLD, LS_ETHEREAL, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddBlodbur, &MI_Blood, MIS_BLODBUR, true, 2, MISR_NONE, MFILE_BLODBUR, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddBoom, &MI_Boom, MIS_BOOM, true, 2, MISR_NONE, MFILE_NEWEXP, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddHeal, &MI_Dummy, MIS_HEAL, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFirewallC, &MI_FirewallC, MIS_FIREWALLC, false, 1, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddInfra, &MI_Infra, MIS_INFRA, false, 1, MISR_NONE, MFILE_NONE, LS_INFRAVIS, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddIdentify, &MI_Dummy, MIS_IDENTIFY, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddWave, &MI_Wave, MIS_WAVE, true, 1, MISR_FIRE, MFILE_FIREWAL, LS_FLAMWAVE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddNova, &MI_Nova, MIS_NOVA, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_NOVA, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddBlodboil, &MI_Blodboil, MIS_BLODBOIL, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddApoca, &MI_Apoca, MIS_APOCA, true, 1, MISR_MAGIC, MFILE_NEWEXP, LS_APOC, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRepair, &MI_Dummy, MIS_REPAIR, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRecharge, &MI_Dummy, MIS_RECHARGE, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddDisarm, &MI_Dummy, MIS_DISARM, false, 2, MISR_NONE, MFILE_NONE, LS_TRAPDIS, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFlame, &MI_Flame, MIS_FLAME, true, 1, MISR_FIRE, MFILE_INFERNO, LS_SPOUTSTR, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFlamec, &MI_Flamec, MIS_FLAMEC, false, 1, MISR_FIRE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFireman, &MI_Fireman, MIS_FIREMAN, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddKrull, &MI_Krull, MIS_KRULL, true, 0, MISR_FIRE, MFILE_KRULL, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddCbolt, &MI_Cbolt, MIS_CBOLT, true, 1, MISR_LIGHTNING, MFILE_MINILTNG, LS_CBOLT, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddHbolt, &MI_Hbolt, MIS_HBOLT, true, 1, MISR_NONE, MFILE_HOLY, LS_HOLYBOLT, LS_ELECIMP1, MissileMovementDistrubution::Blockable }, + { &AddResurrect, &MI_Dummy, MIS_RESURRECT, false, 1, MISR_MAGIC, MFILE_NONE, SFX_NONE, LS_RESUR, MissileMovementDistrubution::Disabled }, + { &AddTelekinesis, &MI_Dummy, MIS_TELEKINESIS, false, 1, MISR_NONE, MFILE_NONE, LS_ETHEREAL, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLArrow, &MI_LArrow, MIS_LARROW, true, 0, MISR_LIGHTNING, MFILE_LARROW, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddAcid, &MI_Firebolt, MIS_ACID, true, 1, MISR_ACID, MFILE_ACIDBF, LS_ACID, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddMisexp, &MI_Acidsplat, MIS_MISEXP3, true, 2, MISR_ACID, MFILE_ACIDSPLA, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddAcidpud, &MI_Acidpud, MIS_ACIDPUD, true, 2, MISR_ACID, MFILE_ACIDPUD, LS_PUDDLE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddHealOther, &MI_Dummy, MIS_HEALOTHER, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddElement, &MI_Element, MIS_ELEMENT, true, 1, MISR_FIRE, MFILE_FIRERUN, LS_ELEMENTL, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddResurrectBeam, &MI_ResurrectBeam, MIS_RESURRECTBEAM, true, 1, MISR_NONE, MFILE_RESSUR1, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddBoneSpirit, &MI_Bonespirit, MIS_BONESPIRIT, true, 1, MISR_MAGIC, MFILE_SKLBALL, LS_BONESP, LS_BSIMPCT, MissileMovementDistrubution::Blockable }, + { &AddWeapexp, &MI_Weapexp, MIS_WEAPEXP, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRportal, &MI_Rportal, MIS_RPORTAL, true, 2, MISR_NONE, MFILE_RPORTAL, LS_SENTINEL, LS_ELEMENTL, MissileMovementDistrubution::Disabled }, + { &AddBoom, &MI_Boom, MIS_BOOM2, true, 2, MISR_NONE, MFILE_FIREPLAR, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddDiabApoca, &MI_Dummy, MIS_DIABAPOCA, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMana, &MI_Dummy, MIS_MANA, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMagi, &MI_Dummy, MIS_MAGI, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLightningWall, &MI_LightningWall, MIS_LIGHTWALL, true, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LMAG, LS_ELECIMP1, MissileMovementDistrubution::Disabled }, + { &AddFirewallC, &MI_LightningWallC, MIS_LIGHTNINGWALL, false, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddNova, &MI_FireNova, MIS_IMMOLATION, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2, MissileMovementDistrubution::Disabled }, + { &AddSpecArrow, &MI_SpecArrow, MIS_SPECARROW, true, 0, MISR_NONE, MFILE_ARROWS, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFireNova, &MI_Fireball, MIS_FIRENOVA, true, 1, MISR_FIRE, MFILE_FIREBA, IS_FBALLBOW, LS_FIRIMP2, MissileMovementDistrubution::Blockable }, + { &AddLightningArrow, &MI_LightningArrow, MIS_LIGHTARROW, false, 1, MISR_LIGHTNING, MFILE_LGHNING, IS_FBALLBOW, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddCboltArrow, &MI_Cbolt, MIS_CBOLTARROW, true, 1, MISR_LIGHTNING, MFILE_MINILTNG, LS_CBOLT, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddHbolt, &MI_Hbolt, MIS_HBOLTARROW, true, 1, MISR_NONE, MFILE_HOLY, LS_HOLYBOLT, LS_ELECIMP1, MissileMovementDistrubution::Blockable }, + { &AddWarp, &MI_Teleport, MIS_WARP, false, 1, MISR_NONE, MFILE_NONE, LS_ETHEREAL, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddReflection, &MI_Reflect, MIS_REFLECT, false, 1, MISR_NONE, MFILE_REFLECT, LS_MSHIELD, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddBerserk, &MI_Dummy, MIS_BERSERK, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRing, &MI_FireRing, MIS_FIRERING, false, 1, MISR_FIRE, MFILE_FIREWAL, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddStealPotions, &MI_Dummy, MIS_STEALPOTS, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddManaTrap, &MI_Dummy, MIS_MANATRAP, false, 1, MISR_NONE, MFILE_NONE, IS_CAST7, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRing, &MI_LightningRing, MIS_LIGHTRING, false, 1, MISR_LIGHTNING, MFILE_LGHNING, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddSearch, &MI_Search, MIS_SEARCH, false, 1, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { nullptr, nullptr, MIS_FLASHFR, false, 1, MISR_MAGIC, MFILE_BLUEXFR, SFX_NONE, LS_ELECIMP1, MissileMovementDistrubution::Disabled }, + { nullptr, nullptr, MIS_FLASHBK, false, 1, MISR_MAGIC, MFILE_BLUEXBK, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddImmolation, &MI_Immolation, MIS_IMMOLATION2, true, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2, MissileMovementDistrubution::Disabled }, + { &AddFireRune, &MI_Rune, MIS_RUNEFIRE, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddLightningRune, &MI_Rune, MIS_RUNELIGHT, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddGreatLightningRune, &MI_Rune, MIS_RUNENOVA, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddImmolationRune, &MI_Rune, MIS_RUNEIMMOLAT, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddStoneRune, &MI_Rune, MIS_RUNESTONE, true, 1, MISR_NONE, MFILE_RUNE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddRuneExplosion, &MI_HiveExplode, MIS_HIVEEXP, true, 1, MISR_FIRE, MFILE_BIGEXP, LS_NESTXPLD, LS_NESTXPLD, MissileMovementDistrubution::Disabled }, + { &AddHorkSpawn, &MI_HorkSpawn, MIS_HORKDMN, true, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddJester, &MI_Dummy, MIS_JESTER, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddHiveExplosion, &MI_Dummy, MIS_HIVEEXP2, false, 2, MISR_NONE, MFILE_NONE, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddFlare, &MI_Firebolt, MIS_LICH, true, 1, MISR_MAGIC, MFILE_LICH, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddFlare, &MI_Firebolt, MIS_PSYCHORB, true, 1, MISR_MAGIC, MFILE_BONEDEMON, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddFlare, &MI_Firebolt, MIS_NECROMORB, true, 1, MISR_MAGIC, MFILE_NECROMORB, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddFlare, &MI_Firebolt, MIS_ARCHLICH, true, 1, MISR_MAGIC, MFILE_ARCHLICH, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddFlare, &MI_Firebolt, MIS_BONEDEMON, true, 1, MISR_MAGIC, MFILE_BONEDEMON, SFX_NONE, SFX_NONE, MissileMovementDistrubution::Blockable }, + { &AddMisexp, &MI_Misexp, MIS_EXYEL2, true, 2, MISR_NONE, MFILE_EXYEL2, LS_FIRIMP2, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMisexp, &MI_Misexp, MIS_EXRED3, true, 2, MISR_NONE, MFILE_EXRED3, LS_FIRIMP2, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMisexp, &MI_Misexp, MIS_EXBL2, true, 2, MISR_NONE, MFILE_EXBL2, LS_FIRIMP2, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMisexp, &MI_Misexp, MIS_EXBL3, true, 2, MISR_NONE, MFILE_EXBL3, LS_FIRIMP2, SFX_NONE, MissileMovementDistrubution::Disabled }, + { &AddMisexp, &MI_Misexp, MIS_EXORA1, true, 2, MISR_NONE, MFILE_EXORA1, LS_FIRIMP2, SFX_NONE, MissileMovementDistrubution::Disabled }, // clang-format on }; diff --git a/Source/misdat.h b/Source/misdat.h index ac9e960dc..a21c8fc82 100644 --- a/Source/misdat.h +++ b/Source/misdat.h @@ -90,6 +90,24 @@ typedef enum missile_graphic_id : uint8_t { MFILE_NONE, // BUGFIX: should be `MFILE_NONE = MFILE_SCBSEXPD+1`, i.e. MFILE_NULL, since there would otherwise be an out-of-bounds in SetMissAnim when accessing misfiledata for any of the missiles that have MFILE_NONE as mFileNum in missiledata. (fixed) } missile_graphic_id; +/** + * @brief Specifies what if and how movement distribution is applied + */ +enum class MissileMovementDistrubution { + /** + * @brief No movement distribution is calculated. Normally this means the missile doesn't move at all. + */ + Disabled, + /** + * @brief The missile moves and if it hits a enemey it stops (for example firebolt) + */ + Blockable, + /** + * @brief The missile moves and even it hits a enemy it keeps moving (for example flame wave) + */ + Unblockable, +}; + typedef struct MissileData { void (*mAddProc)(int, Point, Point, int, int8_t, int, int); void (*mProc)(int); @@ -100,6 +118,7 @@ typedef struct MissileData { uint8_t mFileNum; _sfx_id mlSFX; _sfx_id miSFX; + MissileMovementDistrubution MovementDistribution; } MissileData; typedef struct MisFileData { diff --git a/Source/missiles.cpp b/Source/missiles.cpp index 30d44ecd0..7bfe12e2e 100644 --- a/Source/missiles.cpp +++ b/Source/missiles.cpp @@ -2103,6 +2103,9 @@ void AddMisexp(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, missile[mi].position.offset = missile[dst.x].position.offset; missile[mi].position.traveled = missile[dst.x].position.traveled; missile[mi].position.velocity = { 0, 0 }; + missile[mi].position.renderingIsFixed = true; + missile[mi].position.tileForRendering = missile[dst.x].position.tileForRendering; + missile[mi].position.offsetForRendering = missile[dst.x].position.offsetForRendering; missile[mi]._mirange = missile[mi]._miAnimLen; missile[mi]._miVar1 = 0; } @@ -3203,6 +3206,7 @@ void MI_Firebolt(int i) break; case MIS_BONESPIRIT: SetMissDir(i, DIR_OMNI); + missile[i].position.velocity = {}; missile[i]._mirange = 7; missile[i]._miDelFlag = false; PutMissile(i); @@ -4732,6 +4736,7 @@ void MI_Bonespirit(int i) } if (missile[i]._mirange == 0) { SetMissDir(i, DIR_OMNI); + missile[i].position.velocity = {}; missile[i]._mirange = 7; } PutMissile(i); diff --git a/Source/missiles.h b/Source/missiles.h index 0fac77af9..c78fdae3b 100644 --- a/Source/missiles.h +++ b/Source/missiles.h @@ -33,6 +33,19 @@ struct MissilePosition { Point start; /** Start position */ Displacement traveled; + + /** + * @brief Specifies the location (tile) while rendering + */ + Point tileForRendering; + /** + * @brief Specifies the location (offset) while rendering + */ + Displacement offsetForRendering; + /** + * @brief tileForRendering and offsetForRendering shouldn't be updated while rendering. This is needed for explosion. + */ + bool renderingIsFixed; }; /* diff --git a/Source/scrollrt.cpp b/Source/scrollrt.cpp index 71365991f..70f9da157 100644 --- a/Source/scrollrt.cpp +++ b/Source/scrollrt.cpp @@ -38,6 +38,130 @@ namespace devilution { +namespace { +/** + * @brief Hash algorithm for point + */ +struct PointHash { + std::size_t operator()(Point const &s) const noexcept + { + return s.x ^ (s.y << 1); + } +}; + +/** + * @brief Contains all Missile at rendering position + */ +std::unordered_multimap MissilesAtRenderingTile; + +/** + * @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random). + */ +bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster) +{ + if (tile.x >= MAXDUNX || tile.x < 0) + return true; + if (tile.y >= MAXDUNY || tile.y < 0) + return true; + if (checkPlayerAndMonster) { + if (dMonster[tile.x][tile.y] > 0) + return true; + if (dPlayer[tile.x][tile.y] > 0) + return true; + } + int oid = dObject[tile.x][tile.y]; + if (oid != 0) { + oid = oid > 0 ? oid - 1 : -(oid + 1); + if (!object[oid]._oMissFlag) + return true; + } + if (nMissileTable[dPiece[tile.x][tile.y]]) + return true; + return false; +} + +void UpdateMissileRendererData(MissileStruct &m) +{ + if (m.position.renderingIsFixed) + return; + + m.position.tileForRendering = m.position.tile; + m.position.offsetForRendering = m.position.offset; + + const MissileMovementDistrubution missileMovement = missiledata[m._mitype].MovementDistribution; + // don't calculate missile position if they don't move + if (missileMovement == MissileMovementDistrubution::Disabled) + return; + + // when some missiles hit, they change there animation to a explosion and the explosion shouldn't move (for example fireball) + if (missiledata[m._mitype].mFileNum != m._miAnimType) + return; + + float fProgress = gfProgressToNextGameTick; + Displacement velocity = m.position.velocity * fProgress; + Displacement traveled = m.position.traveled + velocity; + + int mx = traveled.deltaX >> 16; + int my = traveled.deltaY >> 16; + int dx = (mx + 2 * my) / 64; + int dy = (2 * my - mx) / 64; + + // calculcate the future missile position + m.position.tileForRendering = m.position.start + Displacement { dx, dy }; + m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) }; + + // In some cases this calculcated position is invalid. + // For example a missile shouldn't move inside a wall. + // In this case the game logic don't advance the missile position and removes the missile or shows an explosion animation at the old position. + // For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, cause this could be a invalid position. + + // If we are still at the current tile, this tile was already checked and is a valid tile + if (m.position.tileForRendering == m.position.tile) + return; + + // If no collision can happen at the new tile we can advance + if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistrubution::Blockable)) + return; + + // The new tile could be invalid, so don't advance to it. + // We search the last offset that is in the old (valid) tile. + // Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it. + while (m.position.tile != m.position.tileForRendering) { + fProgress -= 0.01f; + + if (fProgress <= 0.0f) { + m.position.tileForRendering = m.position.tile; + m.position.offsetForRendering = m.position.offset; + return; + } + + velocity = m.position.velocity * fProgress; + traveled = m.position.traveled + velocity; + + mx = traveled.deltaX >> 16; + my = traveled.deltaY >> 16; + dx = (mx + 2 * my) / 64; + dy = (2 * my - mx) / 64; + + m.position.tileForRendering = m.position.start + Displacement { dx, dy }; + m.position.offsetForRendering = { mx + (dy * 32) - (dx * 32), my - (dx * 16) - (dy * 16) }; + } +} + +void UpdateMissilesRendererData() +{ + MissilesAtRenderingTile.clear(); + + for (int i = 0; i < nummissiles; i++) { + assert(missileactive[i] < MAXMISSILES); + MissileStruct &m = missile[missileactive[i]]; + UpdateMissileRendererData(m); + MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m)); + } +} + +} + /** * Specifies the current light entry. */ @@ -240,7 +364,7 @@ static void DrawCursor(const Surface &out) * @param sy Output buffer coordinate * @param pre Is the sprite in the background */ -void DrawMissilePrivate(const Surface &out, MissileStruct *m, int sx, int sy, bool pre) +void DrawMissilePrivate(const Surface&out, const MissileStruct *m, int sx, int sy, bool pre) { if (m->_miPreFlag != pre || !m->_miDrawFlag) return; @@ -256,8 +380,8 @@ void DrawMissilePrivate(const Surface &out, MissileStruct *m, int sx, int sy, bo Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, m->_mitype); return; } - int mx = sx + m->position.offset.deltaX - m->_miAnimWidth2; - int my = sy + m->position.offset.deltaY; + int mx = sx + m->position.offsetForRendering.deltaX - m->_miAnimWidth2; + int my = sy + m->position.offsetForRendering.deltaY; CelSprite cel { m->_miAnimData, m->_miAnimWidth }; if (m->_miUniqTrans != 0) Cl2DrawLightTbl(out, mx, my, cel, m->_miAnimFrame, m->_miUniqTrans + 3); @@ -278,24 +402,9 @@ void DrawMissilePrivate(const Surface &out, MissileStruct *m, int sx, int sy, bo */ void DrawMissile(const Surface &out, int x, int y, int sx, int sy, bool pre) { - int i; - MissileStruct *m; - - if ((dFlags[x][y] & BFLAG_MISSILE) == 0) - return; - - if (dMissile[x][y] > 0) { - m = &missile[dMissile[x][y] - 1]; - DrawMissilePrivate(out, m, sx, sy, pre); - return; - } - - for (i = 0; i < nummissiles; i++) { - assert(missileactive[i] < MAXMISSILES); - m = &missile[missileactive[i]]; - if (m->position.tile.x != x || m->position.tile.y != y) - continue; - DrawMissilePrivate(out, m, sx, sy, pre); + const auto range = MissilesAtRenderingTile.equal_range(Point { x, y }); + for (auto it = range.first; it != range.second; ++it) { + DrawMissilePrivate(out, it->second, sx, sy, pre); } } @@ -1201,6 +1310,8 @@ static void DrawGame(const Surface &fullOut, int x, int y) } } + UpdateMissilesRendererData(); + // Draw areas moving in and out of the screen switch (ScrollInfo._sdir) { case SDIR_N: