//HEADER_GOES_HERE #include "../types.h" int missileactive[MAXMISSILES]; int missileavail[MAXMISSILES]; MissileStruct missile[MAXMISSILES]; int nummissiles; // idb int ManashieldFlag; ChainStruct chain[MAXMISSILES]; int MissilePreFlag; // weak int numchains; // weak MissileData missiledata[68] = { // clang-format off // mName, mAddProc, mProc, mDraw, mType, mResist, mFileNum, miSFX, mlSFX; { MIS_ARROW, &AddArrow, &MI_Arrow, TRUE, 0, 0, MFILE_ARROWS, -1, -1 }, { MIS_FIREBOLT, &AddFirebolt, &MI_Firebolt, TRUE, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2 }, { MIS_GUARDIAN, &AddGuardian, &MI_Guardian, TRUE, 1, 0, MFILE_GUARD, LS_GUARD, LS_GUARDLAN }, { MIS_RNDTELEPORT, &AddRndTeleport, &MI_Teleport, FALSE, 1, 0, MFILE_NONE, LS_TELEPORT, -1 }, { MIS_LIGHTBALL, &AddLightball, &MI_Lightball, TRUE, 1, MISR_LIGHTNING, MFILE_LGHNING, -1, -1 }, { MIS_FIREWALL, &AddFirewall, &MI_Firewall, TRUE, 1, MISR_FIRE, MFILE_FIREWAL, LS_WALLLOOP, LS_FIRIMP2 }, { MIS_FIREBALL, &AddFireball, &MI_Fireball, TRUE, 1, MISR_FIRE, MFILE_FIREBA, LS_FBOLT1, LS_FIRIMP2 }, { MIS_LIGHTCTRL, &AddLightctrl, &MI_Lightctrl, FALSE, 1, MISR_LIGHTNING, MFILE_LGHNING, -1, -1 }, { MIS_LIGHTNING, &AddLightning, &MI_Lightning, TRUE, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LNING1, LS_ELECIMP1 }, { MIS_MISEXP, &AddMisexp, &MI_Misexp, TRUE, 2, 0, MFILE_MAGBLOS, -1, -1 }, { MIS_TOWN, &AddTown, &MI_Town, TRUE, 1, MISR_MAGIC, MFILE_PORTAL, LS_SENTINEL, LS_ELEMENTL }, { MIS_FLASH, &AddFlash, &MI_Flash, TRUE, 1, MISR_MAGIC, MFILE_BLUEXFR, LS_NOVA, LS_ELECIMP1 }, { MIS_FLASH2, &AddFlash2, &MI_Flash2, TRUE, 1, MISR_MAGIC, MFILE_BLUEXBK, -1, -1 }, { MIS_MANASHIELD, &AddManashield, &MI_SetManashield, FALSE, 1, MISR_MAGIC, MFILE_MANASHLD, LS_MSHIELD, -1 }, { MIS_FIREMOVE, &AddFiremove, &MI_Firemove, TRUE, 1, MISR_FIRE, MFILE_FIREWAL, -1, -1 }, { MIS_CHAIN, &AddChain, &MI_Chain, TRUE, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_LNING1, LS_ELECIMP1 }, { MIS_SENTINAL, NULL, NULL, TRUE, 1, MISR_LIGHTNING, MFILE_LGHNING, -1, -1 }, { MIS_BLODSTAR, &miss_null_11, &mi_null_11, TRUE, 2, 0, MFILE_BLOOD, LS_BLODSTAR, LS_BLSIMPT }, { MIS_BONE, &miss_null_12, &mi_null_11, TRUE, 2, 0, MFILE_BONE, -1, -1 }, { MIS_METLHIT, &miss_null_13, &mi_null_11, TRUE, 2, 0, MFILE_METLHIT, -1, -1 }, { MIS_RHINO, &AddRhino, &MI_Rhino, TRUE, 2, 0, MFILE_NONE, -1, -1 }, { MIS_MAGMABALL, &AddMagmaball, &MI_Firebolt, TRUE, 1, MISR_FIRE, MFILE_MAGBALL, -1, -1 }, { MIS_LIGHTCTRL2, &AddLightctrl, &MI_Lightctrl, FALSE, 1, MISR_LIGHTNING, MFILE_THINLGHT, -1, -1 }, { MIS_LIGHTNING2, &AddLightning, &MI_Lightning, TRUE, 1, MISR_LIGHTNING, MFILE_THINLGHT, -1, -1 }, { MIS_FLARE, &AddFlare, &MI_Firebolt, TRUE, 1, MISR_MAGIC, MFILE_FLARE, -1, -1 }, { MIS_MISEXP2, &AddMisexp, &MI_Misexp, TRUE, 2, MISR_MAGIC, MFILE_FLAREEXP, -1, -1 }, { MIS_TELEPORT, &AddTeleport, &MI_Teleport, FALSE, 1, 0, MFILE_NONE, LS_ELEMENTL, -1 }, { MIS_FARROW, &AddLArrow, &MI_LArrow, TRUE, 0, MISR_FIRE, MFILE_FARROW, -1, -1 }, { MIS_DOOMSERP, NULL, NULL, FALSE, 1, MISR_MAGIC, MFILE_DOOM, LS_DSERP, -1 }, { MIS_FIREWALLA, &miss_null_1D, &MI_Firewall, TRUE, 2, MISR_FIRE, MFILE_FIREWAL, -1, -1 }, { MIS_STONE, &AddStone, &MI_Stone, FALSE, 1, MISR_MAGIC, MFILE_NONE, LS_SCURIMP, -1 }, { MIS_NULL_1F, &miss_null_1F, &MI_Dummy, TRUE, 1, 0, MFILE_NONE, -1, -1 }, { MIS_INVISIBL, NULL, NULL, FALSE, 1, 0, MFILE_NONE, LS_INVISIBL, -1 }, { MIS_GOLEM, &AddGolem, &MI_Golem, FALSE, 1, 0, MFILE_NONE, LS_GOLUM, -1 }, { MIS_ETHEREALIZE, &AddEtherealize, &MI_Etherealize, TRUE, 1, 0, MFILE_ETHRSHLD, LS_ETHEREAL, -1 }, { MIS_BLODBUR, &miss_null_23, &mi_null_11, TRUE, 2, 0, MFILE_BLODBUR, -1, -1 }, { MIS_BOOM, &AddBoom, &MI_Boom, TRUE, 2, 0, MFILE_NEWEXP, -1, -1 }, { MIS_HEAL, &AddHeal, &MI_Dummy, FALSE, 1, 0, MFILE_NONE, -1, -1 }, { MIS_FIREWALLC, &AddFirewallC, &MI_FirewallC, FALSE, 1, MISR_FIRE, MFILE_FIREWAL, -1, -1 }, { MIS_INFRA, &AddInfra, &MI_Infra, FALSE, 1, 0, MFILE_NONE, LS_INFRAVIS, -1 }, { MIS_IDENTIFY, &AddIdentify, &MI_Dummy, FALSE, 1, 0, MFILE_NONE, -1, -1 }, { MIS_WAVE, &AddWave, &MI_Wave, TRUE, 1, MISR_FIRE, MFILE_FIREWAL, LS_FLAMWAVE, -1 }, { MIS_NOVA, &AddNova, &MI_Nova, TRUE, 1, MISR_LIGHTNING, MFILE_LGHNING, LS_NOVA, -1 }, { MIS_BLODBOIL, &miss_null_1F, &MI_Blodboil, TRUE, 1, 0, MFILE_NONE, -1, LS_BLODBOIL }, { MIS_APOCA, &AddApoca, &MI_Apoca, TRUE, 1, MISR_MAGIC, MFILE_NEWEXP, LS_APOC, -1 }, { MIS_REPAIR, &AddRepair, &MI_Dummy, FALSE, 2, 0, MFILE_NONE, -1, -1 }, { MIS_RECHARGE, &AddRecharge, &MI_Dummy, FALSE, 2, 0, MFILE_NONE, -1, -1 }, { MIS_DISARM, &AddDisarm, &MI_Dummy, FALSE, 2, 0, MFILE_NONE, LS_TRAPDIS, -1 }, { MIS_FLAME, &AddFlame, &MI_Flame, TRUE, 1, MISR_FIRE, MFILE_INFERNO, LS_SPOUTSTR, -1 }, { MIS_FLAMEC, &AddFlamec, &MI_Flamec, FALSE, 1, MISR_FIRE, MFILE_NONE, -1, -1 }, { MIS_FIREMAN, &miss_null_32, &mi_null_32, TRUE, 2, 0, MFILE_NONE, -1, -1 }, { MIS_KRULL, &miss_null_33, &mi_null_33, TRUE, 0, MISR_FIRE, MFILE_KRULL, -1, -1 }, { MIS_CBOLT, &AddCbolt, &MI_Cbolt, TRUE, 1, MISR_LIGHTNING, MFILE_MINILTNG, LS_CBOLT, -1 }, { MIS_HBOLT, &AddHbolt, &MI_Hbolt, TRUE, 1, 0, MFILE_HOLY, LS_HOLYBOLT, LS_ELECIMP1 }, { MIS_RESURRECT, &AddResurrect, &MI_Dummy, FALSE, 1, MISR_MAGIC, MFILE_NONE, -1, LS_RESUR }, { MIS_TELEKINESIS, &AddTelekinesis, &MI_Dummy, FALSE, 1, 0, MFILE_NONE, LS_ETHEREAL, -1 }, { MIS_LARROW, &AddLArrow, &MI_LArrow, TRUE, 0, MISR_LIGHTNING, MFILE_LARROW, -1, -1 }, { MIS_ACID, &AddAcid, &MI_Firebolt, TRUE, 1, MISR_ACID, MFILE_ACIDBF, LS_ACID, -1 }, { MIS_MISEXP3, &AddMisexp, &MI_Acidsplat, TRUE, 2, MISR_ACID, MFILE_ACIDSPLA, -1, -1 }, { MIS_ACIDPUD, &AddAcidpud, &MI_Acidpud, TRUE, 2, MISR_ACID, MFILE_ACIDPUD, LS_PUDDLE, -1 }, { MIS_HEALOTHER, &AddHealOther, &MI_Dummy, FALSE, 1, 0, MFILE_NONE, -1, -1 }, { MIS_ELEMENT, &AddElement, &MI_Element, TRUE, 1, MISR_FIRE, MFILE_FIRERUN, LS_ELEMENTL, -1 }, { MIS_RESURRECTBEAM, &AddResurrectBeam, &MI_ResurrectBeam, TRUE, 1, 0, MFILE_RESSUR1, -1, -1 }, { MIS_BONESPIRIT, &AddBoneSpirit, &MI_Bonespirit, TRUE, 1, MISR_MAGIC, MFILE_SKLBALL, LS_BONESP, LS_BSIMPCT }, { MIS_WEAPEXP, &AddWeapexp, &MI_Weapexp, TRUE, 2, 0, MFILE_NONE, -1, -1 }, { MIS_RPORTAL, &AddRportal, &MI_Rportal, TRUE, 2, 0, MFILE_RPORTAL, LS_SENTINEL, LS_ELEMENTL }, { MIS_BOOM2, &AddBoom, &MI_Boom, TRUE, 2, 0, MFILE_FIREPLAR, -1, -1 }, { MIS_DIABAPOCA, &AddDiabApoca, &MI_Dummy, FALSE, 2, 0, MFILE_NONE, -1, -1 } // clang-format on }; MisFileData misfiledata[47] = { // clang-format off // mAnimName, mAnimFAmt, mName, mFlags, mAnimData[16], mAnimDelay[16], mAnimLen[16], mAnimWidth[16], mAnimWidth2[16] { MFILE_ARROWS, 1, "Arrows", 2, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FIREBA, 16, "Fireba", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, { MFILE_GUARD, 3, "Guard", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 15, 14, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_LGHNING, 1, "Lghning", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FIREWAL, 2, "Firewal", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 13, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_MAGBLOS, 1, "MagBlos", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_PORTAL, 2, "Portal", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_BLUEXFR, 1, "Bluexfr", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_BLUEXBK, 1, "Bluexbk", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 19, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_MANASHLD, 1, "Manashld", 2, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_BLOOD, 4, "Blood", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 15, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 128, 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 32, 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_BONE, 3, "Bone", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_METLHIT, 3, "Metlhit", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 10, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FARROW, 16, "Farrow", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, { MFILE_DOOM, 9, "Doom", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, { 15, 15, 15, 15, 15, 15, 15, 15, 15, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_0F, 1, " ", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_BLODBUR, 2, "Blodbur", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_NEWEXP, 1, "Newexp", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SHATTER1, 1, "Shatter1", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_BIGEXP, 1, "Bigexp", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_INFERNO, 1, "Inferno", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_THINLGHT, 1, "Thinlght", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FLARE, 1, "Flare", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FLAREEXP, 1, "Flareexp", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_MAGBALL, 8, "Magball", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 128, 128, 128, 128, 128, 128, 128, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 32, 32, 32, 32, 32, 32, 32, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_KRULL, 1, "Krull", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_MINILTNG, 1, "Miniltng", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_HOLY, 16, "Holy", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, { MFILE_HOLYEXPL, 1, "Holyexpl", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_LARROW, 16, "Larrow", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, { MFILE_FIRARWEX, 1, "Firarwex", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_ACIDBF, 16, "Acidbf", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96, 96 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 } }, { MFILE_ACIDSPLA, 1, "Acidspla", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_ACIDPUD, 2, "Acidpud", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 9, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_ETHRSHLD, 1, "Ethrshld", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FIRERUN, 8, "Firerun", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 12, 12, 12, 12, 12, 12, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 96, 96, 96, 96, 96, 96, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_RESSUR1, 1, "Ressur1", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SKLBALL, 9, "Sklball", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 16, 16, 16, 16, 16, 8, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 96, 96, 96, 96, 96, 96, 96, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 16, 16, 16, 16, 16, 16, 16, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_RPORTAL, 2, "Rportal", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_FIREPLAR, 1, "Fireplar", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SCUBMISB, 1, "Scubmisb", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SCBSEXPB, 1, "Scbsexpb", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SCUBMISC, 1, "Scubmisc", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SCBSEXPC, 1, "Scbsexpc", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SCUBMISD, 1, "Scubmisd", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_SCBSEXPD, 1, "Scbsexpd", 1, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }, { MFILE_NONE, 0, "", 0, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } } // clang-format on }; int XDirAdd[8] = { 1, 0, -1, -1, -1, 0, 1, 1 }; int YDirAdd[8] = { 1, 1, 1, 0, -1, -1, -1, 0 }; void GetDamageAmt(int i, int *mind, int *maxd) { int v3; // eax int v4; // esi int v5; // eax int v6; // ecx int v7; // eax int *v8; // eax signed int v9; // ecx int v10; // eax int v11; // ecx int v12; // eax int v13; // eax int v14; // eax int v15; // ecx int *v16; // ecx int v17; // eax int v18; // ecx int v19; // eax int v20; // ecx int v21; // eax signed int v22; // eax signed int v23; // ecx int v24; // eax int v25; // ecx int v26; // ecx int v27; // eax signed int v28; // ecx v3 = myplr; v4 = plr[myplr]._pISplLvlAdd + plr[myplr]._pSplLvl[i]; switch (i) { case SPL_FIREBOLT: *mind = (plr[v3]._pMagic >> 3) + v4 + 1; v5 = (plr[myplr]._pMagic >> 3) + v4 + 10; goto LABEL_73; case SPL_HEAL: v6 = plr[v3]._pLevel + v4 + 1; *mind = v6; v7 = myplr; if (plr[myplr]._pClass == PC_WARRIOR) { *mind = 2 * v6; v7 = myplr; } if (plr[v7]._pClass == PC_ROGUE) *mind += *mind >> 1; v8 = maxd; v9 = 0; *maxd = 10; if (plr[myplr]._pLevel > 0) { do { *maxd += 4; ++v9; } while (v9 < plr[myplr]._pLevel); } goto LABEL_65; case SPL_LIGHTNING: v10 = 2; *mind = 2; v11 = plr[myplr]._pLevel; goto LABEL_43; case SPL_FLASH: v12 = plr[v3]._pLevel; *mind = v12; if (v4 > 0) { do { v12 += v12 >> 3; --v4; } while (v4); *mind = v12; } v13 = (*mind >> 1) + *mind; *mind = v13; goto LABEL_33; case SPL_IDENTIFY: case SPL_TOWN: case SPL_STONE: case SPL_INFRA: case SPL_RNDTELEPORT: case SPL_MANASHIELD: case SPL_DOOMSERP: case SPL_BLODRIT: case SPL_INVISIBIL: case SPL_BLODBOIL: case SPL_TELEPORT: case SPL_ETHEREALIZE: case SPL_REPAIR: case SPL_RECHARGE: case SPL_DISARM: case SPL_RESURRECT: case SPL_TELEKINESIS: case SPL_BONESPIRIT: v8 = maxd; goto LABEL_71; case SPL_FIREWALL: *mind = (4 * plr[v3]._pLevel + 8) >> 1; v5 = (4 * plr[myplr]._pLevel + 80) >> 1; goto LABEL_73; case SPL_FIREBALL: v14 = 2 * plr[v3]._pLevel + 4; *mind = v14; if (v4 > 0) { v15 = v4; do { v14 += v14 >> 3; --v15; } while (v15); *mind = v14; } v16 = maxd; v5 = 2 * plr[myplr]._pLevel + 40; /// BUGFIX: set to `2 * (plr[myplr]._pLevel + 20) + 4` *maxd = v5; if (v4 <= 0) return; do { v5 += v5 >> 3; --v4; } while (v4); goto LABEL_74; case SPL_GUARDIAN: v17 = (plr[v3]._pLevel >> 1) + 1; *mind = v17; if (v4 > 0) { v18 = v4; do { v17 += v17 >> 3; --v18; } while (v18); *mind = v17; } v16 = maxd; v5 = (plr[myplr]._pLevel >> 1) + 10; *maxd = v5; if (v4 <= 0) return; do { v5 += v5 >> 3; --v4; } while (v4); goto LABEL_74; case SPL_CHAIN: *mind = 4; v5 = 2 * plr[myplr]._pLevel + 4; goto LABEL_73; case SPL_WAVE: *mind = 6 * (plr[v3]._pLevel + 1); v13 = 3 * (plr[myplr]._pLevel + 10); LABEL_33: v5 = 2 * v13; goto LABEL_73; case SPL_NOVA: v19 = (plr[v3]._pLevel + 5) >> 1; *mind = v19; if (v4 > 0) { v20 = v4; do { v19 += v19 >> 3; --v20; } while (v20); *mind = v19; } v16 = maxd; *mind *= 5; v21 = (plr[myplr]._pLevel + 30) >> 1; *maxd = v21; if (v4 > 0) { do { v21 += v21 >> 3; --v4; } while (v4); *maxd = v21; } v5 = 5 * *maxd; goto LABEL_74; case SPL_FLAME: *mind = 3; v10 = plr[myplr]._pLevel + 4; v11 = v10 >> 1; LABEL_43: *maxd = v10 + v11; return; case SPL_GOLEM: *mind = 11; *maxd = 17; return; case SPL_APOCA: *mind = 0; v22 = 0; if (plr[myplr]._pLevel > 0) { do { ++*mind; ++v22; } while (v22 < plr[myplr]._pLevel); } v23 = 0; *maxd = 0; if (plr[myplr]._pLevel > 0) { do { *maxd += 6; ++v23; } while (v23 < plr[myplr]._pLevel); } return; case SPL_ELEMENT: v24 = 2 * plr[v3]._pLevel + 4; *mind = v24; if (v4 > 0) { v25 = v4; do { v24 += v24 >> 3; --v25; } while (v25); *mind = v24; } v16 = maxd; v5 = 2 * plr[myplr]._pLevel + 40; /// BUGFIX: set to `2 * (plr[myplr]._pLevel + 20) + 4` *maxd = v5; if (v4 <= 0) return; do { v5 += v5 >> 3; --v4; } while (v4); goto LABEL_74; case SPL_CBOLT: *mind = 1; v5 = (plr[myplr]._pMagic >> 2) + 1; goto LABEL_73; case SPL_HBOLT: *mind = plr[v3]._pLevel + 9; v5 = plr[myplr]._pLevel + 18; goto LABEL_73; case SPL_HEALOTHER: v26 = plr[v3]._pLevel + v4 + 1; *mind = v26; v27 = myplr; if (plr[myplr]._pClass == PC_WARRIOR) { *mind = 2 * v26; v27 = myplr; } if (plr[v27]._pClass == PC_ROGUE) *mind += *mind >> 1; v8 = maxd; v28 = 0; *maxd = 10; if (plr[myplr]._pLevel > 0) { do { *maxd += 4; ++v28; } while (v28 < plr[myplr]._pLevel); } LABEL_65: if (v4 > 0) *v8 += 6 * v4; if (plr[myplr]._pClass == PC_WARRIOR) *v8 *= 2; if (plr[myplr]._pClass == PC_ROGUE) *v8 += *v8 >> 1; LABEL_71: *mind = -1; *v8 = -1; break; case SPL_FLARE: v5 = 3 * v4 + (plr[v3]._pMagic >> 1) - (plr[v3]._pMagic >> 3); *mind = v5; LABEL_73: v16 = maxd; LABEL_74: *v16 = v5; break; } } BOOL CheckBlock(int fx, int fy, int tx, int ty) { int pn; BOOL coll; coll = FALSE; while (fx != tx || fy != ty) { pn = GetDirection(fx, fy, tx, ty); fx += XDirAdd[pn]; fy += YDirAdd[pn]; if (nSolidTable[dPiece[fx][fy]]) coll = TRUE; } return coll; } int FindClosest(int sx, int sy, int rad) { int j, i, mid, tx, ty, cr; int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 }; if (rad > 19) rad = 19; for (i = 1; i < rad; i++) { cr = CrawlNum[i] + 2; for (j = (unsigned char)CrawlTable[CrawlNum[i]]; j > 0; j--) { tx = sx + CrawlTable[cr - 1]; ty = sy + CrawlTable[cr]; if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) { mid = dMonster[tx][ty]; if (mid > 0 && !CheckBlock(sx, sy, tx, ty)) return mid - 1; } cr += 2; } } return -1; } int GetSpellLevel(int id, int sn) { int result; if (id == myplr) result = plr[id]._pISplLvlAdd + plr[id]._pSplLvl[sn]; else result = 1; if (result < 0) result = 0; return result; } int GetDirection8(int x1, int y1, int x2, int y2) { unsigned char Dirs[16][16] = { { 99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, { 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 }, { 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 }, { 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } }; unsigned char trans[4][3] = { { 3, 4, 5 }, { 3, 2, 1 }, { 7, 0, 1 }, { 7, 6, 5 } }; int mx, my, md; mx = abs(x2 - x1); if (mx > 15) mx = 15; my = abs(y2 - y1); if (my > 15) my = 15; md = Dirs[my][mx]; if (x1 > x2) { if (y1 > y2) md = trans[0][md]; else md = trans[1][md]; } else if (y1 > y2) md = trans[3][md]; else md = trans[2][md]; return md; } int GetDirection16(int x1, int y1, int x2, int y2) { BYTE Dirs[16][16] = { { 99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 4, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 4, 3, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 4, 3, 3, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 }, { 4, 4, 3, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 4, 4, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1 }, { 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1 }, { 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 }, { 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1 }, { 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1 }, { 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1 }, { 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 }, { 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 }, { 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2 }, { 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2 } }; BYTE urtoll[5] = { 6, 7, 8, 9, 10 }; BYTE ultolr[5] = { 6, 5, 4, 3, 2 }; BYTE lltour[5] = { 14, 13, 12, 11, 10 }; BYTE lrtoul[5] = { 14, 15, 0, 1, 2 }; int mx, my, md; mx = abs(x2 - x1); if (mx > 15) mx = 15; my = abs(y2 - y1); if (my > 15) my = 15; md = Dirs[my][mx]; if (x1 > x2) { if (y1 > y2) md = urtoll[md]; else md = ultolr[md]; } else if (y1 > y2) { md = lltour[md]; } else { md = lrtoul[md]; } return md; } void DeleteMissile(int mi, int i) { int src; if (missile[mi]._mitype == MIS_MANASHIELD) { src = missile[mi]._misource; if (src == myplr) NetSendCmd(TRUE, CMD_REMSHIELD); plr[src].pManaShield = FALSE; } missileavail[MAXMISSILES - nummissiles] = mi; nummissiles--; if (nummissiles > 0 && i != nummissiles) missileactive[i] = missileactive[nummissiles]; } void GetMissileVel(int i, int sx, int sy, int dx, int dy, int v) { double dxp, dyp, dr; if (dx != sx || dy != sy) { dxp = (dx + sy - sx - dy) << 21; dyp = (dy + dx - sx - sy) << 21; dr = sqrt(dxp * dxp + dyp * dyp); missile[i]._mixvel = (dxp * (v << 16)) / dr; missile[i]._miyvel = (dyp * (v << 15)) / dr; } else { missile[i]._mixvel = 0; missile[i]._miyvel = 0; } } void PutMissile(int i) { int x, y; x = missile[i]._mix; y = missile[i]._miy; if (x <= 0 || y <= 0 || x >= MAXDUNX || y >= MAXDUNY) missile[i]._miDelFlag = TRUE; if (!missile[i]._miDelFlag) { dFlags[x][y] |= DFLAG_MISSILE; if (dMissile[x][y] == 0) dMissile[x][y] = i + 1; else dMissile[x][y] = -1; if (missile[i]._miPreFlag) MissilePreFlag = 1; } } // 64CCD4: using guessed type int MissilePreFlag; void GetMissilePos(int i) { int mx, my, dx, dy, lx, ly; mx = missile[i]._mitxoff >> 16; my = missile[i]._mityoff >> 16; dx = mx + 2 * my; dy = 2 * my - mx; if (dx < 0) { lx = -(-dx >> 3); dx = -(-dx >> 6); } else { lx = dx >> 3; dx = dx >> 6; } if (dy < 0) { ly = -(-dy >> 3); dy = -(-dy >> 6); } else { ly = dy >> 3; dy = dy >> 6; } missile[i]._mix = dx + missile[i]._misx; missile[i]._miy = dy + missile[i]._misy; missile[i]._mixoff = mx + (dy << 5) - (dx << 5); missile[i]._miyoff = my - (dx << 4) - (dy << 4); ChangeLightOff(missile[i]._mlid, lx - (dx << 3), ly - (dy << 3)); } void MoveMissilePos(int i) { int dx, dy; switch (missile[i]._mimfnum) { case DIR_S: dx = 1; dy = 1; break; case DIR_SW: dx = 1; dy = 1; break; case DIR_W: dx = 0; dy = 1; break; case DIR_NW: dx = 0; dy = 0; break; case DIR_N: dx = 0; dy = 0; break; case DIR_NE: dx = 0; dy = 0; break; case DIR_E: dx = 1; dy = 0; break; case DIR_SE: dx = 1; dy = 1; break; } if (PosOkMonst(missile[i]._misource, missile[i]._mix + dx, missile[i]._miy + dy)) { missile[i]._mix += dx; missile[i]._miy += dy; missile[i]._mixoff += (dy << 5) - (dx << 5); missile[i]._miyoff -= (dy << 4) + (dx << 4); } } BOOL MonsterTrapHit(int m, int mindam, int maxdam, int dist, int t, int shift) { int v6; // esi int v8; // ecx int v9; // eax int v10; // edi //int v11; // eax int v13; // eax int v14; // [esp+Ch] [ebp-10h] int v15; // [esp+10h] [ebp-Ch] signed int v16; // [esp+14h] [ebp-8h] signed int arglist; // [esp+18h] [ebp-4h] BOOL ret; v16 = 0; arglist = m; v6 = m; v15 = mindam; if (monster[m].mtalkmsg || monster[v6]._mhitpoints >> 6 <= 0 || monster[v6].MType->mtype == MT_ILLWEAV && _LOBYTE(monster[v6]._mgoal) == MGOAL_RETREAT) { return 0; } if (monster[v6]._mmode == MM_CHARGE) return 0; v8 = _LOWORD(monster[v6].mMagicRes); v9 = missiledata[t].mResist; if (v8 & IMUNE_MAGIC) { if (v9 == MISR_MAGIC) return 0; } if (v8 & IMUNE_FIRE && v9 == MISR_FIRE || v8 & IMUNE_LIGHTNING && v9 == MISR_LIGHTNING) return 0; if (v8 & RESIST_MAGIC && v9 == MISR_MAGIC || v8 & 2 && v9 == MISR_FIRE || v8 & RESIST_LIGHTNING && v9 == MISR_LIGHTNING) v16 = 1; v14 = random(68, 100); v10 = 90 - (unsigned char)monster[v6].mArmorClass - dist; if (v10 < 5) v10 = 5; if (v10 > 95) v10 = 95; //_LOBYTE(v11) = CheckMonsterHit(arglist, (unsigned char *)&t); if (CheckMonsterHit(arglist, &ret)) return ret; #ifdef _DEBUG if (v14 >= v10 && !debug_mode_dollar_sign && !debug_mode_key_inverted_v && monster[v6]._mmode != MM_STONE) return 0; #else if (v14 >= v10 && monster[v6]._mmode != MM_STONE) return 0; #endif v13 = v15 + random(68, maxdam - v15 + 1); if (!(_BYTE)shift) v13 <<= 6; if (v16) monster[v6]._mhitpoints -= v13 >> 2; else monster[v6]._mhitpoints -= v13; #ifdef _DEBUG if (debug_mode_dollar_sign || debug_mode_key_inverted_v) monster[v6]._mhitpoints = 0; #endif if (monster[v6]._mhitpoints >> 6 > 0) { if (v16) { PlayEffect(arglist, 1); return 1; } if (monster[v6]._mmode != MM_STONE) { if (arglist > 3) M_StartHit(arglist, -1, v13); return 1; } if (arglist > 3) M_StartHit(arglist, -1, v13); } else { if (monster[v6]._mmode != MM_STONE) { M_StartKill(arglist, -1); return 1; } M_StartKill(arglist, -1); } monster[v6]._mmode = MM_STONE; return 1; } BOOLEAN MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, int shift) { int v7; // edi BOOLEAN v8; // zf short v9; // ax int v10; // ecx int v11; // eax int v12; // esi int v13; // ebx int v15; // eax //int v16; // eax int v19; // ebx int v20; // ebx int v21; // edx int v22; // eax int v23; // [esp+Ch] [ebp-18h] BOOL ret; // [esp+10h] [ebp-14h] int v25; // [esp+14h] [ebp-10h] int v26; // [esp+18h] [ebp-Ch] int pnuma; // [esp+1Ch] [ebp-8h] int arglist; // [esp+20h] [ebp-4h] unsigned char dist_3; // [esp+37h] [ebp+13h] arglist = m; v7 = m; v26 = 0; v8 = monster[m].mtalkmsg == 0; pnuma = pnum; if (!v8 || monster[v7]._mhitpoints >> 6 <= 0 || t == MIS_HBOLT && monster[v7].MType->mtype != MT_DIABLO && monster[v7].MData->mMonstClass) { return 0; } if (monster[v7].MType->mtype == MT_ILLWEAV && _LOBYTE(monster[v7]._mgoal) == MGOAL_RETREAT) return 0; if (monster[v7]._mmode == MM_CHARGE) return 0; v9 = monster[v7].mMagicRes; v10 = missiledata[t].mResist; v23 = t; if (v9 & IMUNE_MAGIC) { if (v10 == MISR_MAGIC) return 0; } if (v9 & IMUNE_FIRE && v10 == MISR_FIRE || v9 & IMUNE_LIGHTNING && v10 == MISR_LIGHTNING || (v9 & IMUNE_ACID) != 0 && v10 == MISR_ACID) return 0; if (v9 & RESIST_MAGIC && v10 == MISR_MAGIC || v9 & RESIST_FIRE && v10 == MISR_FIRE || v9 & RESIST_LIGHTNING && v10 == MISR_LIGHTNING) v26 = 1; v11 = random(69, 100); v8 = missiledata[t].mType == 0; v25 = v11; if (v8) { v12 = pnuma; v13 = plr[v12]._pDexterity + plr[v12]._pIBonusToHit + plr[v12]._pLevel - (unsigned char)monster[v7].mArmorClass - (dist * dist >> 1) + plr[pnuma]._pIEnAc + 50; if (plr[pnuma]._pClass == PC_ROGUE) v13 = plr[v12]._pDexterity + plr[v12]._pIBonusToHit + plr[v12]._pLevel - (unsigned char)monster[v7].mArmorClass - (dist * dist >> 1) + plr[pnuma]._pIEnAc + 70; if (plr[pnuma]._pClass == PC_WARRIOR) v13 += 10; } else { v12 = pnuma; v15 = 2 * SLOBYTE(monster[v7].mLevel); v13 = plr[pnuma]._pMagic - v15 - dist + 50; if (plr[pnuma]._pClass == PC_SORCERER) v13 = plr[v12]._pMagic - v15 - dist + 70; } if (v13 < 5) v13 = 5; if (v13 > 95) v13 = 95; if (monster[v7]._mmode == MM_STONE) v25 = 0; if (CheckMonsterHit(arglist, &ret)) return ret; #ifdef _DEBUG if (v25 >= v13 && !debug_mode_key_inverted_v && !debug_mode_dollar_sign) return 0; #else if (v25 >= v13) return 0; #endif if (t == MIS_BONESPIRIT) { v19 = monster[v7]._mhitpoints / 3 >> 6; } else { v19 = mindam + random(70, maxdam - mindam + 1); } dist_3 = missiledata[v23].mType; if (!missiledata[v23].mType) { v20 = plr[v12]._pIBonusDamMod + v19 * plr[v12]._pIBonusDam / 100 + v19; if (plr[v12]._pClass == PC_ROGUE) v19 = plr[v12]._pDamageMod + v20; else v19 = (plr[v12]._pDamageMod >> 1) + v20; } if (!(_BYTE)shift) v19 <<= 6; if (v26) v19 >>= 2; v21 = pnuma; if (pnuma == myplr) monster[v7]._mhitpoints -= v19; v22 = plr[v12]._pIFlags; if (v22 & 8) monster[v7]._mFlags |= MFLAG_NOHEAL; if (monster[v7]._mhitpoints >> 6 > 0) { if (v26) { PlayEffect(arglist, 1); } else if (monster[v7]._mmode == MM_STONE) { if (arglist > 3) M_StartHit(arglist, v21, v19); monster[v7]._mmode = MM_STONE; } else { if (!dist_3 && v22 & 0x800) { M_GetKnockback(arglist); v21 = pnuma; } if (arglist > 3) M_StartHit(arglist, v21, v19); } } else if (monster[v7]._mmode == MM_STONE) { M_StartKill(arglist, v21); monster[v7]._mmode = MM_STONE; } else { M_StartKill(arglist, v21); } if (!monster[v7]._msquelch) { monster[v7]._msquelch = -1; monster[v7]._lastx = plr[v12].WorldX; monster[v7]._lasty = plr[v12].WorldY; } return 1; } BOOLEAN PlayerMHit(int pnum, int m, int dist, int mind, int maxd, int mtype, int shift, int earflag) { int v8; // ebx int v9; // esi int v10; // edi int v11; // ecx int v12; // eax int v13; // edi int v14; // edi int v15; // eax int v16; // eax int v17; // ebx int v18; // ebx unsigned char v19; // al int v20; // eax int v21; // ecx int v22; // ecx int v23; // ecx int v24; // edi int v25; // ecx int v26; // eax int v29; // eax int v30; // eax int v32; // [esp+Ch] [ebp-14h] int arglist; // [esp+14h] [ebp-Ch] int v34; // [esp+18h] [ebp-8h] int v35; // [esp+1Ch] [ebp-4h] int dista; // [esp+28h] [ebp+8h] v8 = m; arglist = pnum; v9 = pnum; v34 = m; if (plr[pnum]._pHitPoints >> 6 <= 0 || plr[v9]._pInvincible || plr[v9]._pSpellFlags & 1 && !missiledata[mtype].mType) { return 0; } v10 = 100; v32 = random(72, 100); #ifdef _DEBUG if (debug_mode_dollar_sign || debug_mode_key_inverted_v) v32 = 1000; #endif if (!missiledata[mtype].mType) { v11 = 5; v12 = plr[v9]._pIAC + plr[v9]._pIBonusAC + plr[v9]._pDexterity / 5; if (v8 != -1) { v11 = 2 * dist; v13 = (unsigned char)monster[v8].mHit + 2 * (SLOBYTE(monster[v8].mLevel) - plr[v9]._pLevel) + 30 - 2 * dist; LABEL_8: v14 = v13 - v12; goto LABEL_14; } v15 = v12 >> 1; LABEL_12: v13 = v10 - v15; v12 = 2 * dist; goto LABEL_8; } if (v8 != -1) { v10 = 2 * SLOBYTE(monster[v8].mLevel) + 40; v15 = 2 * plr[v9]._pLevel; goto LABEL_12; } v14 = 40; LABEL_14: if (v14 < 10) v14 = 10; if (currlevel == 14) { if (v14 >= 20) goto LABEL_25; v14 = 20; } if (currlevel == 15) { if (v14 >= 25) goto LABEL_25; v14 = 25; } if (currlevel == 16 && v14 < 30) v14 = 30; LABEL_25: v16 = plr[v9]._pmode; if (v16 && v16 != 4 || !plr[v9]._pBlockFlag) { v35 = 100; } else { v35 = random(73, 100); } if ((_BYTE)shift == 1) v35 = 100; if (mtype == MIS_ACIDPUD) v35 = 100; if (v8 == -1) v17 = plr[v9]._pBaseToBlk; else v17 = plr[v9]._pBaseToBlk + 2 * plr[v9]._pLevel - 2 * SLOBYTE(monster[v8].mLevel); v18 = plr[v9]._pDexterity + v17; if (v18 < 0) v18 = 0; if (v18 > 100) v18 = 100; v19 = missiledata[mtype].mResist; if (v19 == MISR_FIRE) { v20 = plr[v9]._pFireResist; } else if (v19 == MISR_LIGHTNING) { v20 = plr[v9]._pLghtResist; } else { if (v19 <= MISR_LIGHTNING || v19 > MISR_ACID) { dista = 0; goto LABEL_50; } v20 = plr[v9]._pMagResist; } dista = v20; LABEL_50: if (v32 < v14) { if (mtype == MIS_BONESPIRIT) { v21 = plr[v9]._pHitPoints / 3; } else { if ((_BYTE)shift) { v23 = mind + random(75, maxd - mind + 1); if (v34 == -1 && plr[v9]._pIFlags & ISPL_ABSHALFTRAP) v23 >>= 1; v21 = plr[v9]._pIGetHit + v23; } else { v22 = (mind << 6) + random(75, (maxd - mind + 1) << 6); if (v34 == -1 && plr[v9]._pIFlags & ISPL_ABSHALFTRAP) v22 >>= 1; v21 = (plr[v9]._pIGetHit << 6) + v22; } if (v21 < 64) v21 = 64; } if (dista <= 0) { if (v35 < v18) { if (v34 == -1) v29 = plr[v9]._pdir; else v29 = GetDirection(plr[v9].WorldX, plr[v9].WorldY, monster[v34]._mx, monster[v34]._my); StartPlrBlock(arglist, v29); return 1; } v24 = arglist; if (arglist == myplr) { plr[v9]._pHitPoints -= v21; plr[v9]._pHPBase -= v21; } v30 = plr[v9]._pMaxHP; if (plr[v9]._pHitPoints > v30) { plr[v9]._pHitPoints = v30; plr[v9]._pHPBase = plr[v9]._pMaxHPBase; } if (plr[v9]._pHitPoints >> 6 > 0) { StartPlrHit(arglist, v21, 0); return 1; } goto LABEL_70; } v24 = arglist; v25 = dista * v21 / -100 + v21; if (arglist == myplr) { plr[v9]._pHitPoints -= v25; plr[v9]._pHPBase -= v25; } v26 = plr[v9]._pMaxHP; if (plr[v9]._pHitPoints > v26) { plr[v9]._pHitPoints = v26; plr[v9]._pHPBase = plr[v9]._pMaxHPBase; } if (plr[v9]._pHitPoints >> 6 <= 0) { LABEL_70: SyncPlrKill(v24, earflag); return 1; } if (plr[v9]._pClass == PC_WARRIOR) { PlaySfxLoc(PS_WARR69, plr[v9].WorldX, plr[v9].WorldY); } else if (plr[v9]._pClass == PC_ROGUE) { PlaySfxLoc(PS_ROGUE69, plr[v9].WorldX, plr[v9].WorldY); } else if (plr[v9]._pClass == PC_SORCERER) { PlaySfxLoc(PS_MAGE69, plr[v9].WorldX, plr[v9].WorldY); } drawhpflag = TRUE; return 1; } return 0; } BOOLEAN Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, int shift) { int v7; // edi unsigned char v8; // al int v9; // eax int v10; // esi int v11; // eax int v12; // ecx int v13; // eax int v14; // ecx BOOLEAN v15; // sf int v16; // ecx int v17; // ebx int v20; // eax int v22; // [esp+Ch] [ebp-14h] int v23; // [esp+10h] [ebp-10h] int v24; // [esp+10h] [ebp-10h] int arglist; // [esp+14h] [ebp-Ch] int v26; // [esp+18h] [ebp-8h] int v27; // [esp+1Ch] [ebp-4h] int dista; // [esp+30h] [ebp+10h] arglist = p; v7 = p; v26 = pnum; if (plr[p]._pInvincible || mtype == MIS_HBOLT || plr[v7]._pSpellFlags & 1 && !missiledata[mtype].mType) return 0; v22 = mtype; v8 = missiledata[mtype].mResist; if (v8 == MISR_FIRE) { v9 = plr[v7]._pFireResist; } else if (v8 == MISR_LIGHTNING) { v9 = plr[v7]._pLghtResist; } else { if (v8 <= MISR_LIGHTNING || v8 > MISR_ACID) { v27 = 0; goto LABEL_14; } v9 = plr[v7]._pMagResist; } v27 = v9; LABEL_14: v23 = random(69, 100); if (missiledata[mtype].mType) { v10 = v26; v12 = 2 * plr[v7]._pLevel; v11 = plr[v26]._pMagic - v12 - dist + 50; if (plr[v26]._pClass == PC_SORCERER) v11 = plr[v10]._pMagic - v12 - dist + 70; } else { v10 = v26; v12 = plr[v10]._pIBonusToHit + plr[v10]._pLevel - (dist * dist >> 1) - plr[v7]._pDexterity / 5 - plr[v7]._pIBonusAC - plr[v7]._pIAC; v11 = v12 + plr[v26]._pDexterity + 50; if (plr[v26]._pClass == PC_ROGUE) v11 += 20; if (plr[v26]._pClass == PC_WARRIOR) v11 += 10; } if (v11 < 5) v11 = 5; if (v11 > 95) v11 = 95; if (v23 < v11) { v13 = plr[v7]._pmode; if (v13 && v13 != 4 || !plr[v7]._pBlockFlag) { v24 = 100; } else { v24 = random(73, 100); } if ((_BYTE)shift == 1) v24 = 100; v14 = plr[v7]._pBaseToBlk + 2 * plr[v7]._pLevel - 2 * plr[v10]._pLevel; v15 = plr[v7]._pDexterity + v14 < 0; v16 = plr[v7]._pDexterity + v14; dista = v16; if (v15) { dista = 0; v16 = 0; } if (v16 > 100) { dista = 100; v16 = 100; } if (mtype == MIS_BONESPIRIT) { v17 = plr[v7]._pHitPoints / 3; } else { v17 = mindam + random(70, maxdam - mindam + 1); if (!missiledata[v22].mType) v17 += plr[v10]._pIBonusDamMod + plr[v10]._pDamageMod + v17 * plr[v10]._pIBonusDam / 100; v16 = dista; if (!(_BYTE)shift) v17 <<= 6; } if (missiledata[v22].mType) v17 >>= 1; if (v27 <= 0) { if (v24 >= v16) { if (v26 == myplr) NetSendCmdDamage(TRUE, arglist, v17); StartPlrHit(arglist, v17, 0); } else { v20 = GetDirection(plr[v7].WorldX, plr[v7].WorldY, plr[v10].WorldX, plr[v10].WorldY); StartPlrBlock(arglist, v20); } return 1; } if (v26 == myplr) NetSendCmdDamage(TRUE, arglist, v17 - v27 * v17 / 100); if (plr[v10]._pClass == PC_WARRIOR) { PlaySfxLoc(PS_WARR69, plr[v10].WorldX, plr[v10].WorldY); } else if (plr[v10]._pClass == PC_ROGUE) { PlaySfxLoc(PS_ROGUE69, plr[v10].WorldX, plr[v10].WorldY); } else if (plr[v10]._pClass == PC_SORCERER) { PlaySfxLoc(PS_MAGE69, plr[v10].WorldX, plr[v10].WorldY); } return 1; } return 0; } void CheckMissileCol(int i, int mindam, int maxdam, BOOLEAN shift, int mx, int my, int nodel) { int v7; // ebx int v8; // esi char v9; // dl int v10; // ecx int v11; // edi int v12; // eax BOOLEAN v13; // eax char v14; // al int v15; // ecx int v16; // edx BOOLEAN v17; // eax int v18; // eax BOOLEAN v19; // eax char v20; // al int v21; // eax int v22; // eax char v23; // al char v24; // al int v25; // edx int v26; // ecx int v27; // [esp-Ch] [ebp-1Ch] int v28; // [esp-8h] [ebp-18h] int mindama; // [esp+Ch] [ebp-4h] v7 = mindam; v8 = i; mindama = mindam; v9 = missile[i]._miAnimType; if (v9 == 4 || (v10 = missile[v8]._misource, v10 == -1)) { v11 = 112 * mx + my; v21 = dMonster[0][v11]; if (v21 > 0) { v28 = missile[v8]._mitype; v27 = missile[v8]._midist; v22 = v9 == 4 ? MonsterMHit(missile[v8]._misource, v21 - 1, v7, maxdam, v27, v28, shift) : MonsterTrapHit(v21 - 1, v7, maxdam, v27, v28, shift); if (v22) { if (!(_BYTE)nodel) missile[v8]._mirange = 0; missile[v8]._miHitFlag = TRUE; } } v23 = dPlayer[0][v11]; if (v23 > 0) { v17 = PlayerMHit( v23 - 1, -1, missile[v8]._midist, v7, maxdam, missile[v8]._mitype, shift, _LOBYTE(missile[v8]._miAnimType) == MFILE_FIREWAL); LABEL_35: if (v17) { if (!(_BYTE)nodel) missile[v8]._mirange = 0; missile[v8]._miHitFlag = TRUE; } goto LABEL_39; } } else { if (!missile[v8]._micaster) { v11 = 112 * mx + my; v12 = dMonster[0][v11]; if (v12 <= 0) { if (v12 >= 0 || monster[-(v12 + 1)]._mmode != MM_STONE) { LABEL_13: v14 = dPlayer[0][v11]; if (v14 <= 0) goto LABEL_39; v15 = missile[v8]._misource; v16 = v14 - 1; if (v16 == v15) goto LABEL_39; v17 = Plr2PlrMHit( v15, v16, mindama, maxdam, missile[v8]._midist, missile[v8]._mitype, shift); goto LABEL_35; } v13 = MonsterMHit( v10, -1 - v12, mindama, maxdam, missile[v8]._midist, missile[v8]._mitype, shift); } else { v13 = MonsterMHit(v10, v12 - 1, v7, maxdam, missile[v8]._midist, missile[v8]._mitype, shift); } if (v13) { if (!(_BYTE)nodel) missile[v8]._mirange = 0; missile[v8]._miHitFlag = TRUE; } goto LABEL_13; } if (monster[v10]._mFlags & MFLAG_TARGETS_MONSTER) { v18 = dMonster[mx][my]; if (v18 > 0) { if (monster[v18 - 1]._mFlags & MFLAG_GOLEM) /* fix */ { v19 = MonsterTrapHit( v18 - 1, mindama, maxdam, missile[v8]._midist, missile[v8]._mitype, shift); if (v19) { if (!(_BYTE)nodel) missile[v8]._mirange = 0; missile[v8]._miHitFlag = TRUE; } } } } v11 = my + 112 * mx; v20 = dPlayer[0][v11]; if (v20 > 0) { v17 = PlayerMHit( v20 - 1, missile[v8]._misource, missile[v8]._midist, mindama, maxdam, missile[v8]._mitype, shift, 0); goto LABEL_35; } } LABEL_39: v24 = dObject[0][v11]; if (v24) { v25 = v24 <= 0 ? -1 - v24 : v24 - 1; if (!object[v25]._oMissFlag) { if (object[v25]._oBreak == 1) BreakObject(-1, v25); if (!(_BYTE)nodel) missile[v8]._mirange = 0; missile[v8]._miHitFlag = FALSE; } } if (nMissileTable[dPiece[0][v11]]) { if (!(_BYTE)nodel) missile[v8]._mirange = 0; missile[v8]._miHitFlag = FALSE; } if (!missile[v8]._mirange) { v26 = missiledata[missile[v8]._mitype].miSFX; if (v26 != -1) PlaySfxLoc(v26, missile[v8]._mix, missile[v8]._miy); } } void SetMissAnim(int mi, int animtype) { int dir = missile[mi]._mimfnum; missile[mi]._miAnimType = animtype; missile[mi]._miAnimFlags = misfiledata[animtype].mFlags; missile[mi]._miAnimData = misfiledata[animtype].mAnimData[dir]; missile[mi]._miAnimDelay = misfiledata[animtype].mAnimDelay[dir]; missile[mi]._miAnimLen = misfiledata[animtype].mAnimLen[dir]; missile[mi]._miAnimWidth = misfiledata[animtype].mAnimWidth[dir]; missile[mi]._miAnimWidth2 = misfiledata[animtype].mAnimWidth2[dir]; missile[mi]._miAnimCnt = 0; missile[mi]._miAnimFrame = 1; } void SetMissDir(int mi, int dir) { missile[mi]._mimfnum = dir; SetMissAnim(mi, missile[mi]._miAnimType); } void LoadMissileGFX(BYTE mi) { char pszName[256]; int i; BYTE *file; MisFileData *mfd; mfd = &misfiledata[mi]; if (mfd->mFlags & MFLAG_ALLOW_SPECIAL) { sprintf(pszName, "Missiles\\%s.CL2", mfd->mName); file = LoadFileInMem(pszName, 0); for (i = 0; i < mfd->mAnimFAmt; i++) mfd->mAnimData[i] = &file[((int *)file)[i]]; } else if (mfd->mAnimFAmt == 1) { sprintf(pszName, "Missiles\\%s.CL2", mfd->mName); if (!mfd->mAnimData[0]) mfd->mAnimData[0] = LoadFileInMem(pszName, 0); } else { for (i = 0; i < mfd->mAnimFAmt; i++) { sprintf(pszName, "Missiles\\%s%i.CL2", mfd->mName, i + 1); if (!mfd->mAnimData[i]) { file = LoadFileInMem(pszName, 0); mfd->mAnimData[i] = file; } } } } void InitMissileGFX() { int mi; for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) { if (!(misfiledata[mi].mFlags & MFLAG_HIDDEN)) LoadMissileGFX(mi); } } void FreeMissileGFX(int mi) { int i; DWORD *pFrameTable; if (misfiledata[mi].mFlags & MFLAG_ALLOW_SPECIAL) { if (misfiledata[mi].mAnimData[0]) { pFrameTable = (DWORD *)misfiledata[mi].mAnimData[0]; mem_free_dbg(&pFrameTable[-misfiledata[mi].mAnimFAmt]); // TODO find a cleaner way to access the offeset misfiledata[mi].mAnimData[0] = NULL; } return; } for (i = 0; i < misfiledata[mi].mAnimFAmt; i++) { if (misfiledata[mi].mAnimData[i]) { pFrameTable = (DWORD *)misfiledata[mi].mAnimData[i]; misfiledata[mi].mAnimData[i] = NULL; mem_free_dbg(pFrameTable); } } } void FreeMissiles() { int mi; for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) { if (!(misfiledata[mi].mFlags & MFLAG_HIDDEN)) FreeMissileGFX(mi); } } void FreeMissiles2() { int mi; for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) { if (misfiledata[mi].mFlags & MFLAG_HIDDEN) FreeMissileGFX(mi); } } void InitMissiles() { int mi, src, i, j; plr[myplr]._pSpellFlags &= ~0x1; if (plr[myplr]._pInfraFlag == TRUE) { for (i = 0; i < nummissiles; ++i) { mi = missileactive[i]; if (missile[mi]._mitype == MIS_INFRA) { src = missile[mi]._misource; if (src == myplr) CalcPlrItemVals(src, 1); } } } nummissiles = 0; for (i = 0; i < MAXMISSILES; i++) { missileavail[i] = i; missileactive[i] = 0; } numchains = 0; for (i = 0; i < MAXMISSILES; i++) { chain[i].idx = -1; chain[i]._mitype = 0; chain[i]._mirange = 0; } for (j = 0; j < MAXDUNY; j++) { for (i = 0; i < MAXDUNX; i++) { dFlags[i][j] &= ~DFLAG_MISSILE; } } } // 64CCD8: using guessed type int numchains; void AddLArrow(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } if (!mienemy) { if (plr[id]._pClass == PC_ROGUE) GetMissileVel(mi, sx, sy, dx, dy, (plr[id]._pLevel >> 2) + 31); else if (plr[id]._pClass == PC_WARRIOR) GetMissileVel(mi, sx, sy, dx, dy, (plr[id]._pLevel >> 3) + 31); else GetMissileVel(mi, sx, sy, dx, dy, 32); } else GetMissileVel(mi, sx, sy, dx, dy, 32); SetMissDir(mi, GetDirection16(sx, sy, dx, dy)); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._mlid = AddLight(sx, sy, 5); } void AddArrow(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int av; if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } if (!mienemy) { av = 32; if (plr[id]._pIFlags & 4) { av = random(64, 32) + 16; } if (plr[id]._pClass == PC_ROGUE) av += (plr[id]._pLevel - 1) >> 2; if (plr[id]._pClass == PC_WARRIOR) av += (plr[id]._pLevel - 1) >> 3; GetMissileVel(mi, sx, sy, dx, dy, av); } else { GetMissileVel(mi, sx, sy, dx, dy, 32); } missile[mi]._miAnimFrame = GetDirection16(sx, sy, dx, dy) + 1; missile[mi]._mirange = 256; } void GetVileMissPos(int mi, int dx, int dy) { int xx, yy, k, j, i; for (k = 1; k < 50; k++) { for (j = -k; j <= k; j++) { yy = j + dy; for (i = -k; i <= k; i++) { xx = i + dx; if (PosOkPlayer(myplr, xx, yy)) { missile[mi]._mix = xx; missile[mi]._miy = yy; return; } } } } missile[mi]._mix = dx; missile[mi]._miy = dy; } void AddRndTeleport(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int pn, r1, r2, nTries; nTries = 0; do { nTries++; if (nTries > 500) { r1 = 0; r2 = 0; break; } r1 = random(58, 3) + 4; r2 = random(58, 3) + 4; if (random(58, 2) == 1) r1 = -r1; if (random(58, 2) == 1) r2 = -r2; } while (nSolidTable[dPiece[r1 + sx][sy + r2]] || dObject[r1 + sx][sy + r2] || dMonster[r1 + sx][sy + r2]); missile[mi]._miVar1 = 0; missile[mi]._mirange = 2; if (setlevel == 0 || setlvlnum != SL_VILEBETRAYER) { missile[mi]._mix = sx + r1; missile[mi]._miy = sy + r2; if (!mienemy) UseMana(id, 10); } else { pn = dObject[dx][dy] - 1; if (object[pn]._otype == OBJ_MCIRCLE1 || object[pn]._otype == OBJ_MCIRCLE2) { missile[mi]._mix = dx; missile[mi]._miy = dy; if (!PosOkPlayer(myplr, dx, dy)) GetVileMissPos(mi, dx, dy); } } } // 5CF31D: using guessed type char setlevel; void AddFirebolt(int mi, int sx, int sy, int dx, int dy, int midir, char micaster, int id, int dam) { int i, mx, sp; if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } if (!micaster) { for (i = 0; i < nummissiles; i++) { mx = missileactive[i]; if (missile[mx]._mitype == MIS_GUARDIAN && missile[mx]._misource == id && missile[mx]._miVar3 == mi) break; } if (i == nummissiles) UseMana(id, 1); if (id != -1) { sp = 2 * missile[mi]._mispllvl + 16; if (sp >= 63) sp = 63; } else { sp = 16; } } else { sp = 26; } GetMissileVel(mi, sx, sy, dx, dy, sp); SetMissDir(mi, GetDirection16(sx, sy, dx, dy)); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._mlid = AddLight(sx, sy, 8); } void AddMagmaball(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._mitxoff += 3 * missile[mi]._mixvel; missile[mi]._mityoff += 3 * missile[mi]._miyvel; GetMissilePos(mi); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._mlid = AddLight(sx, sy, 8); } void miss_null_33(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; PutMissile(mi); } void AddTeleport(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i, pn, k, j, tx, ty; int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 }; missile[mi]._miDelFlag = TRUE; for (i = 0; i < 6; i++) { k = CrawlNum[i]; pn = k + 2; for (j = (unsigned char)CrawlTable[k]; j > 0; j--) { tx = dx + CrawlTable[pn - 1]; ty = dy + CrawlTable[pn]; if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) { if (!(dMonster[tx][ty] | dObject[tx][ty] | dPlayer[tx][ty] | nSolidTable[dPiece[tx][ty]])) { missile[mi]._miDelFlag = FALSE; missile[mi]._mix = tx; missile[mi]._miy = ty; missile[mi]._misx = tx; missile[mi]._misy = ty; i = 6; break; } } pn += 2; } } if (!missile[mi]._miDelFlag) { UseMana(id, 23); missile[mi]._mirange = 2; } } void AddLightball(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._midam = dam; missile[mi]._miAnimFrame = random(63, 8) + 1; missile[mi]._mirange = 255; if (id < 0) { missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; } else { missile[mi]._miVar1 = plr[id].WorldX; missile[mi]._miVar2 = plr[id].WorldY; } } void AddFirewall(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; missile[mi]._midam = 16 * (random(53, 10) + random(53, 10) + plr[id]._pLevel + 2) >> 1; GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._mirange = 10; i = missile[mi]._mispllvl; if (i > 0) missile[mi]._mirange = 10 * (i + 1); missile[mi]._mirange = ((missile[mi]._mirange * plr[id]._pISplDur >> 3) & 0xFFFFFFF0) + 16 * missile[mi]._mirange; missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen; missile[mi]._miVar2 = 0; } void AddFireball(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } if (!mienemy) { missile[mi]._midam = 2 * (plr[id]._pLevel + random(60, 10) + random(60, 10)) + 4; for (i = 0; i < missile[mi]._mispllvl; i++) { missile[mi]._midam += missile[mi]._midam >> 3; } i = 2 * missile[mi]._mispllvl + 16; if (i > 50) i = 50; UseMana(id, 12); } else { i = 16; } GetMissileVel(mi, sx, sy, dx, dy, i); SetMissDir(mi, GetDirection16(sx, sy, dx, dy)); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._miVar3 = 0; missile[mi]._miVar4 = sx; missile[mi]._miVar5 = sy; missile[mi]._mlid = AddLight(sx, sy, 8); } void AddLightctrl(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (!dam && !mienemy) UseMana(id, 3); missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; GetMissileVel(mi, sx, sy, dx, dy, 32); missile[mi]._miAnimFrame = random(52, 8) + 1; missile[mi]._mirange = 256; } void AddLightning(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._misx = dx; missile[mi]._misy = dy; if (midir >= 0) { missile[mi]._mixoff = missile[midir]._mixoff; missile[mi]._miyoff = missile[midir]._miyoff; missile[mi]._mitxoff = missile[midir]._mitxoff; missile[mi]._mityoff = missile[midir]._mityoff; } missile[mi]._miAnimFrame = random(52, 8) + 1; if (midir < 0 || mienemy == 1 || id == -1) { if (midir < 0 || id == -1) missile[mi]._mirange = 8; else missile[mi]._mirange = 10; } else { missile[mi]._mirange = (missile[mi]._mispllvl >> 1) + 6; } missile[mi]._mlid = AddLight(missile[mi]._mix, missile[mi]._miy, 4); } void AddMisexp(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { CMonster *mon; if (mienemy && id > 0) { mon = monster[id].MType; if (mon->mtype == MT_SUCCUBUS) SetMissAnim(mi, MFILE_FLAREEXP); if (mon->mtype == MT_SNOWWICH) SetMissAnim(mi, MFILE_SCBSEXPB); if (mon->mtype == MT_HLSPWN) SetMissAnim(mi, MFILE_SCBSEXPD); if (mon->mtype == MT_SOLBRNR) SetMissAnim(mi, MFILE_SCBSEXPC); } missile[mi]._mix = missile[dx]._mix; missile[mi]._miy = missile[dx]._miy; missile[mi]._misx = missile[dx]._misx; missile[mi]._misy = missile[dx]._misy; missile[mi]._mixoff = missile[dx]._mixoff; missile[mi]._miyoff = missile[dx]._miyoff; missile[mi]._mitxoff = missile[dx]._mitxoff; missile[mi]._mityoff = missile[dx]._mityoff; missile[mi]._mixvel = 0; missile[mi]._miyvel = 0; missile[mi]._mirange = missile[mi]._miAnimLen; missile[mi]._miVar1 = 0; } void AddWeapexp(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._mix = sx; missile[mi]._miy = sy; missile[mi]._misx = sx; missile[mi]._misy = sy; missile[mi]._mixvel = 0; missile[mi]._miyvel = 0; missile[mi]._miVar1 = 0; missile[mi]._miVar2 = dx; missile[mi]._mimfnum = 0; if (dx == 1) SetMissAnim(mi, MFILE_MAGBLOS); else SetMissAnim(mi, MFILE_MINILTNG); missile[mi]._mirange = missile[mi]._miAnimLen - 1; } BOOL CheckIfTrig(int x, int y) { int i; for (i = 0; i < trigflag_4; i++) { if ((x == trigs[i]._tx && y == trigs[i]._ty) || (abs(trigs[i]._tx - x) < 2 && abs(trigs[i]._ty - y) < 2)) return TRUE; } return FALSE; } void AddTown(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i, j, k, mx, tx, ty; int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 }; tx = dx; if (currlevel) { missile[mi]._miDelFlag = TRUE; for (j = 0; j < 6; j++) { k = CrawlNum[j] + 2; for (i = (unsigned char)CrawlTable[CrawlNum[j]]; i > 0; i--) { tx = dx + CrawlTable[k - 1]; ty = dy + CrawlTable[k]; if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) { if (!(dObject[tx][ty] | dPlayer[tx][ty] | dMissile[tx][ty] | nSolidTable[dPiece[tx][ty]] | (unsigned char)nMissileTable[dPiece[tx][ty]])) { if (!CheckIfTrig(tx, ty)) { missile[mi]._miDelFlag = FALSE; missile[mi]._mix = tx; missile[mi]._miy = ty; missile[mi]._misx = tx; missile[mi]._misy = ty; j = 6; break; } } } k += 2; } } } else { ty = dy; missile[mi]._mix = tx; missile[mi]._miy = ty; missile[mi]._misx = tx; missile[mi]._misy = ty; missile[mi]._miDelFlag = FALSE; } missile[mi]._mirange = 100; missile[mi]._miVar1 = 100 - missile[mi]._miAnimLen; missile[mi]._miVar2 = 0; for (i = 0; i < nummissiles; i++) { mx = missileactive[i]; if (missile[mx]._mitype == MIS_TOWN && mx != mi && missile[mx]._misource == id) missile[mx]._mirange = 0; } PutMissile(mi); if (id == myplr && !missile[mi]._miDelFlag && currlevel) { if (!setlevel) { NetSendCmdLocParam3(TRUE, CMD_ACTIVATEPORTAL, tx, ty, currlevel, leveltype, 0); } else { NetSendCmdLocParam3(TRUE, CMD_ACTIVATEPORTAL, tx, ty, setlvlnum, leveltype, 1); } } } // 5CF31D: using guessed type char setlevel; void AddFlash(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; if (!mienemy && id != -1) { missile[mi]._midam = 0; for (i = 0; i <= plr[id]._pLevel; i++) { missile[mi]._midam += random(55, 20) + 1; } for (i = 0; i < missile[mi]._mispllvl; i++) { missile[mi]._midam += missile[mi]._midam >> 3; } missile[mi]._midam += missile[mi]._midam >> 1; UseMana(id, 4); } else { if (!mienemy) { missile[mi]._midam = currlevel >> 1; } else { missile[mi]._midam = monster[id].mLevel << 1; } } missile[mi]._mirange = 19; } void AddFlash2(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; if (!mienemy) { if (id != -1) { missile[mi]._midam = 0; for (i = 0; i <= plr[id]._pLevel; i++) { missile[mi]._midam += random(56, 2) + 1; } for (i = 0; i < missile[mi]._mispllvl; i++) { missile[mi]._midam += missile[mi]._midam >> 3; } missile[mi]._midam += missile[mi]._midam >> 1; } else { missile[mi]._midam = currlevel >> 1; } } missile[mi]._miPreFlag = TRUE; missile[mi]._mirange = 19; } void AddManashield(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._mirange = 48 * plr[id]._pLevel; missile[mi]._miVar1 = plr[id]._pHitPoints; missile[mi]._miVar2 = plr[id]._pHPBase; missile[mi]._miVar8 = -1; if (!mienemy) UseMana(id, 11); if (id == myplr) NetSendCmd(TRUE, CMD_SETSHIELD); plr[id].pManaShield = TRUE; } void AddFiremove(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._midam = random(59, 10) + plr[id]._pLevel + 1; GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._mirange = 255; missile[mi]._miVar1 = 0; missile[mi]._miVar2 = 0; missile[mi]._mix++; missile[mi]._miy++; missile[mi]._miyoff -= 32; } void AddGuardian(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i, pn, k, j, tx, ty; int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 }; missile[mi]._midam = random(62, 10) + (plr[id]._pLevel >> 1) + 1; for (i = missile[mi]._mispllvl; i > 0; i--) { missile[mi]._midam += missile[mi]._midam >> 3; } missile[mi]._miDelFlag = TRUE; for (i = 0; i < 6; i++) { pn = CrawlNum[i]; k = pn + 2; for (j = (unsigned char)CrawlTable[pn]; j > 0; j--) { tx = dx + CrawlTable[k - 1]; ty = dy + CrawlTable[k]; pn = dPiece[tx][ty]; if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) { if (LineClear(sx, sy, tx, ty)) { if (!(dMonster[tx][ty] | dObject[tx][ty] | dMissile[tx][ty] | nSolidTable[pn] | (unsigned char)nMissileTable[pn])) { missile[mi]._miDelFlag = FALSE; missile[mi]._mix = tx; missile[mi]._miy = ty; missile[mi]._misx = tx; missile[mi]._misy = ty; UseMana(id, 13); i = 6; break; } } } k += 2; } } if (missile[mi]._miDelFlag != TRUE) { missile[mi]._misource = id; missile[mi]._mlid = AddLight(missile[mi]._mix, missile[mi]._miy, 1); missile[mi]._mirange = plr[id]._pLevel >> 1; missile[mi]._mirange += missile[mi]._mispllvl; missile[mi]._mirange += (missile[mi]._mirange * plr[id]._pISplDur) >> 7; if (missile[mi]._mirange > 30) missile[mi]._mirange = 30; missile[mi]._mirange <<= 4; if (missile[mi]._mirange < 30) missile[mi]._mirange = 30; missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen; missile[mi]._miVar3 = 1; missile[mi]._miVar2 = 0; } } void AddChain(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miVar1 = dx; missile[mi]._miVar2 = dy; missile[mi]._mirange = 1; UseMana(id, 14); } void miss_null_11(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { SetMissDir(mi, dx); missile[mi]._midam = 0; missile[mi]._miLightFlag = TRUE; missile[mi]._mirange = 250; } void miss_null_12(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (dx > 3) dx = 2; SetMissDir(mi, dx); missile[mi]._midam = 0; missile[mi]._miLightFlag = TRUE; missile[mi]._mirange = 250; } void miss_null_13(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (dx > 3) dx = 2; SetMissDir(mi, dx); missile[mi]._midam = 0; missile[mi]._miLightFlag = TRUE; missile[mi]._mirange = missile[mi]._miAnimLen; } void AddRhino(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { AnimStruct *anim; if (monster[id].MType->mtype < MT_HORNED || monster[id].MType->mtype > MT_OBLORD) { if (monster[id].MType->mtype < MT_NSNAKE || monster[id].MType->mtype > MT_GSNAKE) { anim = &monster[id].MType->Anims[MA_WALK]; } else { anim = &monster[id].MType->Anims[MA_ATTACK]; } } else { anim = &monster[id].MType->Anims[MA_SPECIAL]; } GetMissileVel(mi, sx, sy, dx, dy, 18); missile[mi]._miAnimFlags = 0; missile[mi]._mimfnum = midir; missile[mi]._miAnimData = anim->Data[midir]; missile[mi]._miAnimDelay = anim->Rate; missile[mi]._miAnimLen = anim->Frames; missile[mi]._miAnimWidth = monster[id].MType->width; missile[mi]._miAnimWidth2 = monster[id].MType->width2; missile[mi]._miAnimAdd = 1; if (monster[id].MType->mtype >= MT_NSNAKE && monster[id].MType->mtype <= MT_GSNAKE) missile[mi]._miAnimFrame = 7; missile[mi]._miVar1 = 0; missile[mi]._miVar2 = 0; missile[mi]._miLightFlag = TRUE; if (monster[id]._uniqtype != 0) { missile[mi]._miUniqTrans = monster[id]._uniqtrans + 1; missile[mi]._mlid = monster[id].mlid; } missile[mi]._mirange = 256; PutMissile(mi); } void miss_null_32(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { AnimStruct *anim; anim = &monster[id].MType->Anims[MA_WALK]; GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._mimfnum = midir; missile[mi]._miAnimFlags = 0; missile[mi]._miAnimData = anim->Data[midir]; missile[mi]._miAnimDelay = anim->Rate; missile[mi]._miAnimLen = anim->Frames; missile[mi]._miAnimWidth = monster[id].MType->width; missile[mi]._miAnimWidth2 = monster[id].MType->width2; missile[mi]._miAnimAdd = 1; missile[mi]._miVar1 = 0; missile[mi]._miVar2 = 0; missile[mi]._miLightFlag = TRUE; if (monster[id]._uniqtype != 0) missile[mi]._miUniqTrans = monster[id]._uniqtrans + 1; dMonster[monster[id]._mx][monster[id]._my] = 0; missile[mi]._mirange = 256; PutMissile(mi); } void AddFlare(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } GetMissileVel(mi, sx, sy, dx, dy, 16); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._mlid = AddLight(sx, sy, 8); if (!mienemy) { UseMana(id, 35); drawhpflag = TRUE; plr[id]._pHitPoints -= 320; plr[id]._pHPBase -= 320; if (plr[id]._pHitPoints <= 0) SyncPlrKill(id, 0); } else { if (id > 0) { if (monster[id].MType->mtype == MT_SUCCUBUS) SetMissAnim(mi, MFILE_FLARE); if (monster[id].MType->mtype == MT_SNOWWICH) SetMissAnim(mi, MFILE_SCUBMISB); if (monster[id].MType->mtype == MT_HLSPWN) SetMissAnim(mi, MFILE_SCUBMISD); if (monster[id].MType->mtype == MT_SOLBRNR) SetMissAnim(mi, MFILE_SCUBMISC); } } } void AddAcid(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { GetMissileVel(mi, sx, sy, dx, dy, 16); SetMissDir(mi, GetDirection16(sx, sy, dx, dy)); missile[mi]._mlid = -1; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._mirange = 5 * (monster[id]._mint + 4); PutMissile(mi); } void miss_null_1D(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._midam = dam; missile[mi]._mirange = 50; missile[mi]._mixvel = 0; missile[mi]._miyvel = 0; missile[mi]._miVar1 = 50 - missile[mi]._miAnimLen; missile[mi]._miVar2 = 0; } void AddAcidpud(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int monst; monst = missile[mi]._misource; missile[mi]._mixvel = 0; missile[mi]._miyvel = 0; missile[mi]._mixoff = 0; missile[mi]._miyoff = 0; missile[mi]._miLightFlag = TRUE; missile[mi]._mirange = random(50, 15) + 40 * (monster[monst]._mint + 1); missile[mi]._miPreFlag = TRUE; } void AddStone(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i, j, k, l, tx, ty, mid; int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 }; missile[mi]._misource = id; for (i = 0; i < 6; i++) { k = CrawlNum[i]; l = k + 2; for (j = (unsigned char)CrawlTable[k]; j > 0; j--) { tx = dx + CrawlTable[l - 1]; ty = dy + CrawlTable[l]; if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) { mid = dMonster[tx][ty]; mid = mid > 0 ? mid - 1 : -1 - mid; if (mid > 3 && monster[mid]._mAi != AI_DIABLO) { if (monster[mid]._mmode != MM_FADEIN && monster[mid]._mmode != MM_FADEOUT && monster[mid]._mmode != MM_CHARGE) { j = -99; i = 6; missile[mi]._miVar1 = monster[mid]._mmode; missile[mi]._miVar2 = mid; monster[mid]._mmode = MM_STONE; break; } } } l += 2; } } if (j != -99) { missile[mi]._miDelFlag = TRUE; } else { missile[mi]._mix = tx; missile[mi]._miy = ty; missile[mi]._misx = tx; missile[mi]._misy = ty; missile[mi]._mirange = 6; missile[mi]._mirange += missile[mi]._mispllvl; missile[mi]._mirange += (missile[mi]._mirange * plr[id]._pISplDur) >> 7; if (missile[mi]._mirange > 15) missile[mi]._mirange = 15; missile[mi]._mirange <<= 4; UseMana(id, 8); } } void AddGolem(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; int mx; missile[mi]._miDelFlag = FALSE; for (i = 0; i < nummissiles; i++) { mx = missileactive[i]; if (missile[mx]._mitype == MIS_GOLEM) { if (mx != mi && missile[mx]._misource == id) { missile[mi]._miDelFlag = TRUE; return; } } } missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._miVar4 = dx; missile[mi]._miVar5 = dy; if ((monster[id]._mx != 1 || monster[id]._my) && id == myplr) M_StartKill(id, id); UseMana(id, 21); } void AddEtherealize(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; missile[mi]._mirange = 16 * plr[id]._pLevel >> 1; for (i = 0; i < missile[mi]._mispllvl; i++) { missile[mi]._mirange += missile[mi]._mirange >> 3; } missile[mi]._mirange += missile[mi]._mirange * plr[id]._pISplDur >> 7; missile[mi]._miVar1 = plr[id]._pHitPoints; missile[mi]._miVar2 = plr[id]._pHPBase; if (!mienemy) UseMana(id, 25); } void miss_null_1F(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; } void miss_null_23(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._midam = dam; missile[mi]._mix = sx; missile[mi]._miy = sy; missile[mi]._misx = sx; missile[mi]._misy = sy; missile[mi]._misource = id; if (dam == 1) SetMissDir(mi, 0); else SetMissDir(mi, 1); missile[mi]._miLightFlag = TRUE; missile[mi]._mirange = missile[mi]._miAnimLen; } void AddBoom(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._mix = dx; missile[mi]._miy = dy; missile[mi]._misx = dx; missile[mi]._misy = dy; missile[mi]._mixvel = 0; missile[mi]._miyvel = 0; missile[mi]._midam = dam; missile[mi]._mirange = missile[mi]._miAnimLen; missile[mi]._miVar1 = 0; } void AddHeal(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; int HealAmount; HealAmount = (random(57, 10) + 1) << 6; for (i = 0; i < plr[id]._pLevel; i++) { HealAmount += (random(57, 4) + 1) << 6; } for (i = 0; i < missile[mi]._mispllvl; i++) { HealAmount += (random(57, 6) + 1) << 6; } if (plr[id]._pClass == PC_WARRIOR) HealAmount += HealAmount; if (plr[id]._pClass == PC_ROGUE) HealAmount += HealAmount >> 1; plr[id]._pHitPoints += HealAmount; if (plr[id]._pHitPoints > plr[id]._pMaxHP) plr[id]._pHitPoints = plr[id]._pMaxHP; plr[id]._pHPBase += HealAmount; if (plr[id]._pHPBase > plr[id]._pMaxHPBase) plr[id]._pHPBase = plr[id]._pMaxHPBase; UseMana(id, 2); missile[mi]._miDelFlag = TRUE; drawhpflag = TRUE; } void AddHealOther(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; UseMana(id, 34); if (id == myplr) SetCursor_(CURSOR_HEALOTHER); } void AddElement(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } missile[mi]._midam = 2 * (plr[id]._pLevel + random(60, 10) + random(60, 10)) + 4; for (i = 0; i < missile[mi]._mispllvl; i++) { missile[mi]._midam += missile[mi]._midam >> 3; } missile[mi]._midam >>= 1; GetMissileVel(mi, sx, sy, dx, dy, 16); SetMissDir(mi, GetDirection8(sx, sy, dx, dy)); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._miVar3 = 0; missile[mi]._miVar4 = dx; missile[mi]._miVar5 = dy; missile[mi]._mlid = AddLight(sx, sy, 8); UseMana(id, 29); } void AddIdentify(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; UseMana(id, 5); if (id == myplr) { if (sbookflag) sbookflag = 0; if (!invflag) invflag = 1; SetCursor_(CURSOR_IDENTIFY); } } // 4B8968: using guessed type int sbookflag; void AddFirewallC(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i, j, k, tx, ty, pn; int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 }; missile[mi]._miDelFlag = TRUE; for (i = 0; i < 6; i++) { k = CrawlNum[i]; pn = k + 2; for (j = (unsigned char)CrawlTable[k]; j > 0; j--) { tx = dx + CrawlTable[pn - 1]; ty = dy + CrawlTable[pn]; if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) { k = dPiece[tx][ty]; if (LineClear(sx, sy, tx, ty)) { if ((sx != tx || sy != ty) && !(nSolidTable[k] | dObject[tx][ty])) { missile[mi]._miDelFlag = FALSE; missile[mi]._miVar1 = tx; missile[mi]._miVar2 = ty; missile[mi]._miVar5 = tx; missile[mi]._miVar6 = ty; i = 6; break; } } } pn += 2; } } if (missile[mi]._miDelFlag != TRUE) { missile[mi]._miVar7 = 0; missile[mi]._miVar8 = 0; missile[mi]._miVar3 = (midir - 2) & 7; missile[mi]._miVar4 = (midir + 2) & 7; missile[mi]._mirange = 7; UseMana(id, 6); } } void AddInfra(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; missile[mi]._mirange = 1584; for (i = 0; i < missile[mi]._mispllvl; i++) { missile[mi]._mirange += missile[mi]._mirange >> 3; } missile[mi]._mirange += missile[mi]._mirange * plr[id]._pISplDur >> 7; if (!mienemy) UseMana(id, 9); } void AddWave(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miVar1 = dx; missile[mi]._miVar2 = dy; missile[mi]._miVar3 = 0; missile[mi]._miVar4 = 0; missile[mi]._mirange = 1; missile[mi]._miAnimFrame = 4; UseMana(id, 15); } void AddNova(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int k; missile[mi]._miVar1 = dx; missile[mi]._miVar2 = dy; if (id != -1) { missile[mi]._midam = (random(66, 6) + random(66, 6) + random(66, 6) + random(66, 6) + random(66, 6) + plr[id]._pLevel + 5) >> 1; for (k = 0; k < missile[mi]._mispllvl; k++) { missile[mi]._midam += missile[mi]._midam >> 3; } if (!mienemy) UseMana(id, 18); } else { missile[mi]._midam = ((DWORD)currlevel >> 1) + random(66, 3) + random(66, 3) + random(66, 3); } missile[mi]._mirange = 1; } void AddRepair(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; UseMana(id, 26); if (id == myplr) { if (sbookflag) sbookflag = 0; if (!invflag) invflag = 1; SetCursor_(CURSOR_REPAIR); } } // 4B8968: using guessed type int sbookflag; void AddRecharge(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; UseMana(id, 27); if (id == myplr) { if (sbookflag) sbookflag = 0; if (!invflag) invflag = 1; SetCursor_(CURSOR_RECHARGE); } } // 4B8968: using guessed type int sbookflag; void AddDisarm(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; UseMana(id, 28); if (id == myplr) SetCursor_(CURSOR_DISARM); } void AddApoca(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; missile[mi]._miVar1 = 8; missile[mi]._miVar2 = sy - 8; missile[mi]._miVar3 = sy + 8; missile[mi]._miVar4 = sx - 8; missile[mi]._miVar5 = sx + 8; missile[mi]._miVar6 = sx - 8; if (sy - 8 <= 0) missile[mi]._miVar2 = 1; if (sy + 8 >= MAXDUNY) missile[mi]._miVar3 = MAXDUNY - 1; if (sx - 8 <= 0) missile[mi]._miVar4 = 1; if (sx + 8 >= MAXDUNX) missile[mi]._miVar5 = MAXDUNX - 1; for (i = 0; i < plr[id]._pLevel; i++) { missile[mi]._midam += random(67, 6) + 1; } missile[mi]._miDelFlag = FALSE; missile[mi]._mirange = 255; UseMana(id, 24); } void AddFlame(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int i; missile[mi]._miVar2 = 0; if (dam > 0) missile[mi]._miVar2 = 5 * dam; missile[mi]._misx = dx; missile[mi]._misy = dy; missile[mi]._mixoff = missile[midir]._mixoff; missile[mi]._miyoff = missile[midir]._miyoff; missile[mi]._mitxoff = missile[midir]._mitxoff; missile[mi]._mityoff = missile[midir]._mityoff; missile[mi]._mirange = missile[mi]._miVar2 + 20; missile[mi]._mlid = AddLight(sx, sy, 1); if (!mienemy) { i = random(79, plr[id]._pLevel) + random(79, 2); missile[mi]._midam = 8 * i + 16 + ((8 * i + 16) >> 1); } else { missile[mi]._midam = monster[id].mMinDamage + random(77, monster[id].mMaxDamage - monster[id].mMinDamage + 1); } } void AddFlamec(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } GetMissileVel(mi, sx, sy, dx, dy, 32); if (!mienemy) UseMana(id, 20); missile[mi]._miVar3 = 0; missile[mi]._miVar2 = sy; missile[mi]._miVar1 = sx; missile[mi]._mirange = 256; } void AddCbolt(int mi, int sx, int sy, int dx, int dy, int midir, char micaster, int id, int dam) { int v9; // esi int v10; // eax int v12; // edx int v13; // eax int v14; // ecx int i; // [esp+Ch] [ebp-8h] int x; // [esp+10h] [ebp-4h] i = mi; v9 = mi; x = sx; if ((_BYTE)micaster) { v13 = random(63, 15); missile[v9]._midam = 15; missile[v9]._mirnd = v13 + 1; } else { v10 = random(63, 15); v12 = plr[id]._pMagic; missile[v9]._mirnd = v10 + 1; missile[v9]._midam = random(68, v12 >> 2) + 1; } v14 = dx; if (x == dx && sy == dy) { v14 = XDirAdd[midir] + dx; dx += XDirAdd[midir]; dy += YDirAdd[midir]; } missile[v9]._miAnimFrame = random(63, 8) + 1; missile[v9]._mlid = AddLight(x, sy, 5); GetMissileVel(i, x, sy, dx, dy, 8); missile[v9]._miVar3 = 0; missile[v9]._miVar1 = 5; missile[v9]._miVar2 = midir; missile[v9]._mirange = 256; } void AddHbolt(int mi, int sx, int sy, int dx, int dy, int midir, char micaster, int id, int dam) { int sp; if (sx == dx && sy == dy) { dx += XDirAdd[midir]; dy += YDirAdd[midir]; } if (id != -1) { sp = 2 * missile[mi]._mispllvl + 16; if (sp >= 63) { sp = 63; } } else { sp = 16; } GetMissileVel(mi, sx, sy, dx, dy, sp); SetMissDir(mi, GetDirection16(sx, sy, dx, dy)); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._mlid = AddLight(sx, sy, 8); missile[mi]._midam = random(69, 10) + plr[id]._pLevel + 9; UseMana(id, 31); } void AddResurrect(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { UseMana(id, 32); if (id == myplr) SetCursor_(CURSOR_RESURRECT); missile[mi]._miDelFlag = TRUE; } void AddResurrectBeam(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._mix = dx; missile[mi]._miy = dy; missile[mi]._misx = dx; missile[mi]._misy = dy; missile[mi]._mixvel = 0; missile[mi]._miyvel = 0; missile[mi]._mirange = misfiledata[36].mAnimLen[0]; } void AddTelekinesis(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._miDelFlag = TRUE; UseMana(id, 33); if (id == myplr) SetCursor_(CURSOR_TELEKINESIS); } void AddBoneSpirit(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { if (sx == dx && sy == dy) { dx = XDirAdd[midir] + dx; dy = YDirAdd[midir] + dy; } missile[mi]._midam = 0; GetMissileVel(mi, sx, sy, dx, dy, 16); SetMissDir(mi, GetDirection8(sx, sy, dx, dy)); missile[mi]._mirange = 256; missile[mi]._miVar1 = sx; missile[mi]._miVar2 = sy; missile[mi]._miVar3 = 0; missile[mi]._miVar4 = dx; missile[mi]._miVar5 = dy; missile[mi]._mlid = AddLight(sx, sy, 8); if (!mienemy) { UseMana(id, 36); drawhpflag = TRUE; plr[id]._pHitPoints -= 384; plr[id]._pHPBase -= 384; if (plr[id]._pHitPoints <= 0) SyncPlrKill(id, 0); } } void AddRportal(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { missile[mi]._mix = sx; missile[mi]._miy = sy; missile[mi]._misx = sx; missile[mi]._misy = sy; missile[mi]._miVar1 = 100 - missile[mi]._miAnimLen; missile[mi]._miVar2 = 0; missile[mi]._mirange = 100; PutMissile(mi); } void AddDiabApoca(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam) { int pnum; for (pnum = 0; pnum < gbMaxPlayers; pnum++) { if (plr[pnum].plractive) { if (LineClear(sx, sy, plr[pnum]._px, plr[pnum]._py)) { AddMissile(0, 0, plr[pnum]._px, plr[pnum]._py, 0, MIS_BOOM2, mienemy, id, dam, 0); } } } missile[mi]._miDelFlag = TRUE; } // 679660: using guessed type char gbMaxPlayers; int AddMissile(int sx, int sy, int dx, int dy, int midir, int mitype, char micaster, int id, int midam, int spllvl) { int i, mi; if (nummissiles >= MAXMISSILES) return -1; if (mitype == MIS_MANASHIELD && plr[id].pManaShield == TRUE) { if (currlevel != plr[id].plrlevel) return -1; for (i = 0; i < nummissiles; i++) { mi = missileactive[i]; if (missile[mi]._mitype == MIS_MANASHIELD && missile[mi]._misource == id) return -1; } } mi = missileavail[0]; missileavail[0] = missileavail[MAXMISSILES - nummissiles - 1]; missileactive[nummissiles] = mi; nummissiles++; missile[mi]._mitype = mitype; missile[mi]._micaster = micaster; missile[mi]._misource = id; missile[mi]._miAnimType = missiledata[mitype].mFileNum; missile[mi]._miDrawFlag = missiledata[mitype].mDraw; missile[mi]._mimfnum = midir; missile[mi]._mispllvl = spllvl; if (missile[mi]._miAnimType == 255 || misfiledata[missile[mi]._miAnimType].mAnimFAmt < 8) SetMissDir(mi, 0); else SetMissDir(mi, midir); missile[mi]._mix = sx; missile[mi]._miy = sy; missile[mi]._mixoff = 0; missile[mi]._miyoff = 0; missile[mi]._misx = sx; missile[mi]._misy = sy; missile[mi]._mitxoff = 0; missile[mi]._mityoff = 0; missile[mi]._miDelFlag = FALSE; missile[mi]._miAnimAdd = 1; missile[mi]._miLightFlag = FALSE; missile[mi]._miPreFlag = FALSE; missile[mi]._miUniqTrans = 0; missile[mi]._midam = midam; missile[mi]._miHitFlag = FALSE; missile[mi]._midist = 0; missile[mi]._mlid = -1; missile[mi]._mirnd = 0; if (missiledata[mitype].mlSFX != -1) { PlaySfxLoc(missiledata[mitype].mlSFX, sx, sy); } missiledata[mitype].mAddProc(mi, sx, sy, dx, dy, midir, micaster, id, midam); return mi; } int Sentfire(int i, int sx, int sy) { int ex, dir; ex = 0; if (LineClear(missile[i]._mix, missile[i]._miy, sx, sy)) { if (dMonster[sx][sy] > 0 && monster[dMonster[sx][sy] - 1]._mhitpoints >> 6 > 0 && dMonster[sx][sy] - 1 > 3) { dir = GetDirection(missile[i]._mix, missile[i]._miy, sx, sy); missile[i]._miVar3 = missileavail[0]; AddMissile(missile[i]._mix, missile[i]._miy, sx, sy, dir, MIS_FIREBOLT, 0, missile[i]._misource, missile[i]._midam, GetSpellLevel(missile[i]._misource, 1)); ex = -1; SetMissDir(i, 2); missile[i]._miVar2 = 3; } } return ex; } void MI_Dummy(int i) { return; } void MI_Golem(int i) { int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 }; int tx, ty, dp, l, m, src, k, tid; src = missile[i]._misource; if (monster[src]._mx == 1 && !monster[src]._my) { for (l = 0; l < 6; l++) { k = CrawlNum[l]; tid = k + 2; for (m = (unsigned char)CrawlTable[k]; m > 0; m--) { tx = missile[i]._miVar4 + CrawlTable[tid - 1]; ty = missile[i]._miVar5 + CrawlTable[tid]; if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) { dp = dPiece[tx][ty]; if (LineClear(missile[i]._miVar1, missile[i]._miVar2, tx, ty)) { if (!(dMonster[tx][ty] | nSolidTable[dp] | dObject[tx][ty])) { l = 6; SpawnGolum(src, tx, ty, i); break; } } } tid += 2; } } } missile[i]._miDelFlag = TRUE; } void MI_SetManashield(int i) { ManashieldFlag = 1; } void MI_LArrow(int i) { int p, mind, maxd, rst; missile[i]._mirange--; p = missile[i]._misource; if (missile[i]._miAnimType == MFILE_MINILTNG || missile[i]._miAnimType == MFILE_MAGBLOS) { ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miAnimFrame + 5); rst = missiledata[missile[i]._mitype].mResist; if (missile[i]._mitype == MIS_LARROW) { if (p != -1) { mind = plr[p]._pILMinDam; maxd = plr[p]._pILMaxDam; } else { mind = random(68, 10) + 1 + currlevel; maxd = random(68, 10) + 1 + currlevel * 2; } missiledata[MIS_LARROW].mResist = MISR_LIGHTNING; CheckMissileCol(i, mind, maxd, 0, missile[i]._mix, missile[i]._miy, 1); } if (missile[i]._mitype == MIS_FARROW) { if (p != -1) { mind = plr[p]._pIFMinDam; maxd = plr[p]._pIFMaxDam; } else { mind = random(68, 10) + 1 + currlevel; maxd = random(68, 10) + 1 + currlevel * 2; } missiledata[MIS_FARROW].mResist = MISR_FIRE; CheckMissileCol(i, mind, maxd, 0, missile[i]._mix, missile[i]._miy, 1); } missiledata[missile[i]._mitype].mResist = rst; } else { missile[i]._midist++; missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); if (p != -1) { if (!missile[i]._micaster) { mind = plr[p]._pIMinDam; maxd = plr[p]._pIMaxDam; } else { mind = monster[p].mMinDamage; maxd = monster[p].mMaxDamage; } } else { mind = random(68, 10) + 1 + currlevel; maxd = random(68, 10) + 1 + currlevel * 2; } if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) { rst = missiledata[missile[i]._mitype].mResist; missiledata[missile[i]._mitype].mResist = 0; CheckMissileCol(i, mind, maxd, 0, missile[i]._mix, missile[i]._miy, 0); missiledata[missile[i]._mitype].mResist = rst; } if (!missile[i]._mirange) { missile[i]._mimfnum = 0; missile[i]._mitxoff -= missile[i]._mixvel; missile[i]._mityoff -= missile[i]._miyvel; GetMissilePos(i); if (missile[i]._mitype == MIS_LARROW) SetMissAnim(i, MFILE_MINILTNG); else SetMissAnim(i, MFILE_MAGBLOS); missile[i]._mirange = missile[i]._miAnimLen - 1; } else { if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) { missile[i]._miVar1 = missile[i]._mix; missile[i]._miVar2 = missile[i]._miy; ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, 5); } } } if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } void MI_Arrow(int i) { int p, mind, maxd; missile[i]._mirange--; missile[i]._midist++; missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); p = missile[i]._misource; if (p != -1) { if (!missile[i]._micaster) { mind = plr[p]._pIMinDam; maxd = plr[p]._pIMaxDam; } else { mind = monster[p].mMinDamage; maxd = monster[p].mMaxDamage; } } else { mind = currlevel; maxd = 2 * currlevel; } if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) CheckMissileCol(i, mind, maxd, 0, missile[i]._mix, missile[i]._miy, 0); if (!missile[i]._mirange) missile[i]._miDelFlag = TRUE; PutMissile(i); } void MI_Firebolt(int i) { int v1; // edi int v2; // esi int v3; // ecx int v4; // ST1C_4 int v5; // edx int v6; // ecx int v7; // eax int v9; // edi int v10; // eax int v11; // edi int v12; // eax int v13; // ecx int v14; // ecx int v15; // eax int v16; // esi int v17; // edx int v18; // eax int v19; // esi int v21; // [esp+Ch] [ebp-Ch] int v22; // [esp+10h] [ebp-8h] int ia; // [esp+14h] [ebp-4h] v1 = i; ia = i; v2 = i; --missile[v2]._mirange; if (missile[i]._mitype == MIS_BONESPIRIT && missile[v2]._mimfnum == 8) { if (!missile[i]._mirange) { v3 = missile[v2]._mlid; if (v3 >= 0) AddUnLight(v3); v4 = missile[v2]._miy; v5 = missile[v2]._mix; missile[v2]._miDelFlag = TRUE; PlaySfxLoc(LS_BSIMPCT, v5, v4); } goto LABEL_39; } v6 = missile[v2]._mityoff; v22 = missile[v2]._mitxoff; v21 = v6; v7 = v6 + missile[v2]._miyvel; missile[v2]._mitxoff = v22 + missile[v2]._mixvel; missile[v2]._mityoff = v7; GetMissilePos(v1); v9 = missile[v2]._misource; if (v9 == -1) { v12 = random(78, 2 * currlevel); v13 = currlevel; goto LABEL_17; } if (missile[v2]._micaster) { v11 = v9; v12 = random(77, (unsigned char)monster[v11].mMaxDamage - (unsigned char)monster[v11].mMinDamage + 1); v13 = (unsigned char)monster[v11].mMinDamage; LABEL_17: v10 = v13 + v12; goto LABEL_19; } switch (missile[v2]._mitype) { case 1: v10 = (plr[v9]._pMagic >> 3) + random(75, 10) + missile[v2]._mispllvl + 1; break; case 0x18: v10 = (plr[v9]._pMagic >> 1) + 3 * missile[v2]._mispllvl - (plr[v9]._pMagic >> 3); break; case 0x3F: v10 = 0; break; default: v10 = v21; break; } LABEL_19: v14 = missile[v2]._mix; if (v14 == missile[v2]._misx && missile[v2]._miy == missile[v2]._misy) { v1 = ia; } else { v1 = ia; CheckMissileCol(ia, v10, v10, 0, v14, missile[v2]._miy, 0); } if (missile[v2]._mirange) { v17 = missile[v2]._mix; if (v17 != missile[v2]._miVar1 || missile[v2]._miy != missile[v2]._miVar2) { missile[v2]._miVar1 = v17; v18 = missile[v2]._miy; missile[v2]._miVar2 = v18; v19 = missile[v2]._mlid; if (v19 >= 0) ChangeLight(v19, v17, v18, 8); } } else { missile[v2]._mitxoff = v22; missile[v2]._miDelFlag = TRUE; missile[v2]._mityoff = v21; GetMissilePos(v1); v15 = missile[v2]._mitype - 1; if (missile[v2]._mitype == MIS_FIREBOLT || (v15 = missile[v2]._mitype - 21, missile[v2]._mitype == MIS_MAGMABALL)) { _LOBYTE(v15) = missile[v2]._micaster; AddMissile( missile[v2]._mix, missile[v2]._miy, v1, 0, missile[v2]._mimfnum, MIS_MISEXP, v15, missile[v2]._misource, 0, 0); } else { switch (missile[v2]._mitype) { case MIS_FLARE: AddMissile( missile[v2]._mix, missile[v2]._miy, v1, 0, missile[v2]._mimfnum, MIS_MISEXP2, _LOBYTE(missile[v2]._micaster), missile[v2]._misource, 0, 0); break; case MIS_ACID: AddMissile( missile[v2]._mix, missile[v2]._miy, v1, 0, missile[v2]._mimfnum, MIS_MISEXP3, _LOBYTE(missile[v2]._micaster), missile[v2]._misource, 0, 0); break; case MIS_BONESPIRIT: SetMissDir(v1, 8); missile[v2]._mirange = 7; missile[v2]._miDelFlag = FALSE; goto LABEL_39; } } v16 = missile[v2]._mlid; if (v16 >= 0) AddUnLight(v16); } LABEL_39: PutMissile(v1); } void MI_Lightball(int i) { int tx, ty, j, oi; char obj; tx = missile[i]._miVar1; missile[i]._mitxoff += missile[i]._mixvel; ty = missile[i]._miVar2; missile[i]._mirange--; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); j = missile[i]._mirange; CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 0, missile[i]._mix, missile[i]._miy, 0); if (missile[i]._miHitFlag == TRUE) missile[i]._mirange = j; obj = dObject[tx][ty]; if (obj && tx == missile[i]._mix && ty == missile[i]._miy) { if (obj > 0) { oi = obj - 1; } else { oi = -1 - obj; } if (object[oi]._otype == OBJ_SHRINEL || object[oi]._otype == OBJ_SHRINER) missile[i]._mirange = j; } if (!missile[i]._mirange) missile[i]._miDelFlag = TRUE; PutMissile(i); } void mi_null_33(int i) { missile[i]._mirange--; missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 0, missile[i]._mix, missile[i]._miy, 0); if (!missile[i]._mirange) missile[i]._miDelFlag = TRUE; PutMissile(i); } void MI_Acidpud(int i) { int range; missile[i]._mirange--; range = missile[i]._mirange; CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy, 0); missile[i]._mirange = range; if (!range) { if (missile[i]._mimfnum) { missile[i]._miDelFlag = TRUE; } else { SetMissDir(i, 1); missile[i]._mirange = missile[i]._miAnimLen; } } PutMissile(i); } void MI_Firewall(int i) { int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 }; missile[i]._mirange--; if (missile[i]._mirange == missile[i]._miVar1) { SetMissDir(i, 1); missile[i]._miAnimFrame = random(83, 11) + 1; } if (missile[i]._mirange == missile[i]._miAnimLen - 1) { SetMissDir(i, 0); missile[i]._miAnimAdd = -1; missile[i]._miAnimFrame = 13; } CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy, 1); if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } if (missile[i]._mimfnum && missile[i]._mirange && missile[i]._miAnimAdd != -1 && missile[i]._miVar2 < 12) { if (!missile[i]._miVar2) missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, ExpLight[0]); ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]); missile[i]._miVar2++; } PutMissile(i); } void MI_Fireball(int i) { int dam, id, px, py, mx, my; dam = missile[i]._midam; id = missile[i]._misource; missile[i]._mirange--; if (missile[i]._micaster == 0) { px = plr[id].WorldX; py = plr[id].WorldY; } else { px = monster[id]._mx; py = monster[id]._my; } if (missile[i]._miAnimType == MFILE_BIGEXP) { if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } } else { missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) CheckMissileCol(i, dam, dam, 0, missile[i]._mix, missile[i]._miy, 0); if (!missile[i]._mirange) { mx = missile[i]._mix; my = missile[i]._miy; ChangeLight(missile[i]._mlid, missile[i]._mix, my, missile[i]._miAnimFrame); if (!CheckBlock(px, py, mx, my)) CheckMissileCol(i, dam, dam, 0, mx, my, 1); if (!CheckBlock(px, py, mx, my + 1)) CheckMissileCol(i, dam, dam, 0, mx, my + 1, 1); if (!CheckBlock(px, py, mx, my - 1)) CheckMissileCol(i, dam, dam, 0, mx, my - 1, 1); if (!CheckBlock(px, py, mx + 1, my)) CheckMissileCol(i, dam, dam, 0, mx + 1, my, 1); if (!CheckBlock(px, py, mx + 1, my - 1)) CheckMissileCol(i, dam, dam, 0, mx + 1, my - 1, 1); if (!CheckBlock(px, py, mx + 1, my + 1)) CheckMissileCol(i, dam, dam, 0, mx + 1, my + 1, 1); if (!CheckBlock(px, py, mx - 1, my)) CheckMissileCol(i, dam, dam, 0, mx - 1, my, 1); if (!CheckBlock(px, py, mx - 1, my + 1)) CheckMissileCol(i, dam, dam, 0, mx - 1, my + 1, 1); if (!CheckBlock(px, py, mx - 1, my - 1)) CheckMissileCol(i, dam, dam, 0, mx - 1, my - 1, 1); if (!TransList[dTransVal[mx][my]] || (missile[i]._mixvel < 0 && ((TransList[dTransVal[mx][my + 1]] && nSolidTable[dPiece[mx][my + 1]]) || (TransList[dTransVal[mx][my - 1]] && nSolidTable[dPiece[mx][my - 1]])))) { missile[i]._mix++; missile[i]._miy++; missile[i]._miyoff -= 32; } if (missile[i]._miyvel > 0 && (TransList[dTransVal[mx + 1][my]] && nSolidTable[dPiece[mx + 1][my]] || TransList[dTransVal[mx - 1][my]] && nSolidTable[dPiece[mx - 1][my]])) { missile[i]._miyoff -= 32; } if (missile[i]._mixvel > 0 && (TransList[dTransVal[mx][my + 1]] && nSolidTable[dPiece[mx][my + 1]] || TransList[dTransVal[mx][my - 1]] && nSolidTable[dPiece[mx][my - 1]])) { missile[i]._mixoff -= 32; } missile[i]._mimfnum = 0; SetMissAnim(i, MFILE_BIGEXP); missile[i]._mirange = missile[i]._miAnimLen - 1; } else if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) { missile[i]._miVar1 = missile[i]._mix; missile[i]._miVar2 = missile[i]._miy; ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, 8); } } PutMissile(i); } void MI_Lightctrl(int i) { int v1; // esi int v2; // eax int v3; // eax int v5; // edi signed int v6; // ebx signed int v7; // edx int v8; // ecx int v9; // eax int v10; // [esp-10h] [ebp-24h] int v11; // [esp-Ch] [ebp-20h] int v12; // [esp-8h] [ebp-1Ch] int v13; // [esp+Ch] [ebp-8h] int ia; // [esp+10h] [ebp-4h] ia = i; v1 = i; v2 = missile[i]._misource; --missile[v1]._mirange; if (v2 == -1) { v5 = random(81, currlevel) + 2 * currlevel; } else if (missile[v1]._micaster) { v5 = 2 * ((unsigned char)monster[v2].mMinDamage + random(80, (unsigned char)monster[v2].mMaxDamage - (unsigned char)monster[v2].mMinDamage + 1)); } else { v3 = random(79, plr[v2]._pLevel); v5 = (v3 + random(79, 2) + 2) << 6; } missile[v1]._mitxoff += missile[v1]._mixvel; missile[v1]._mityoff += missile[v1]._miyvel; GetMissilePos(ia); v6 = missile[v1]._mix; v7 = missile[v1]._miy; v8 = missile[v1]._misource; v13 = missile[v1]._miy; v9 = dPiece[missile[v1]._mix][v7]; if (v8 != -1 || v6 != missile[v1]._misx || v7 != missile[v1]._misy) { if (!nMissileTable[v9]) goto LABEL_12; missile[v1]._mirange = 0; } if (!nMissileTable[v9]) { LABEL_12: if (v6 == missile[v1]._miVar1 && v7 == missile[v1]._miVar2 || v6 <= 0 || v7 <= 0 || v6 >= MAXDUNX || v7 >= MAXDUNY) goto LABEL_27; if (v8 == -1) { v12 = missile[v1]._mispllvl; v11 = v5; v10 = -1; } else { if (missile[v1]._micaster == 1) { v9 = (int)monster[v8].MType; _LOBYTE(v9) = *(_BYTE *)v9; if ((unsigned char)v9 >= MT_STORM && (unsigned char)v9 <= MT_MAEL) { _LOBYTE(v9) = missile[v1]._micaster; AddMissile(v6, v7, missile[v1]._misx, missile[v1]._misy, ia, MIS_LIGHTNING2, v9, v8, v5, missile[v1]._mispllvl); LABEL_26: v7 = v13; missile[v1]._miVar1 = missile[v1]._mix; missile[v1]._miVar2 = missile[v1]._miy; goto LABEL_27; } } v12 = missile[v1]._mispllvl; v11 = v5; v10 = v8; } _LOBYTE(v9) = missile[v1]._micaster; AddMissile(v6, v7, missile[v1]._misx, missile[v1]._misy, ia, MIS_LIGHTNING, v9, v10, v11, v12); goto LABEL_26; } LABEL_27: if (!missile[v1]._mirange || v6 <= 0 || v7 <= 0 || v6 >= MAXDUNX || v7 > MAXDUNY) missile[v1]._miDelFlag = TRUE; } void MI_Lightning(int i) { int j; missile[i]._mirange--; j = missile[i]._mirange; if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy, 0); if (missile[i]._miHitFlag == TRUE) missile[i]._mirange = j; if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } void MI_Town(int i) { int ExpLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 }; int p; if (missile[i]._mirange > 1) missile[i]._mirange--; if (missile[i]._mirange == missile[i]._miVar1) SetMissDir(i, 1); if (currlevel && missile[i]._mimfnum != 1 && missile[i]._mirange) { if (!missile[i]._miVar2) missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 1); ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]); missile[i]._miVar2++; } for (p = 0; p < 4; p++) { if (plr[p].plractive && currlevel == plr[p].plrlevel && !plr[p]._pLvlChanging && !plr[p]._pmode && plr[p].WorldX == missile[i]._mix && plr[p].WorldY == missile[i]._miy) { ClrPlrPath(p); if (p == myplr) { NetSendCmdParam1(TRUE, CMD_WARP, missile[i]._misource); plr[p]._pmode = 10; } } } if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } void MI_Flash(int i) { if (!missile[i]._micaster) { if (missile[i]._misource != -1) plr[missile[i]._misource]._pInvincible = TRUE; } missile[i]._mirange--; CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix - 1, missile[i]._miy, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix + 1, missile[i]._miy, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix - 1, missile[i]._miy + 1, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy + 1, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix + 1, missile[i]._miy + 1, 1); if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; if (missile[i]._micaster == 0) { if (missile[i]._misource != -1) plr[missile[i]._misource]._pInvincible = FALSE; } } PutMissile(i); } void MI_Flash2(int i) { if (!missile[i]._micaster) { if (missile[i]._misource != -1) plr[missile[i]._misource]._pInvincible = TRUE; } missile[i]._mirange--; CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix - 1, missile[i]._miy - 1, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy - 1, 1); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix + 1, missile[i]._miy - 1, 1); if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; if (missile[i]._micaster == 0) { if (missile[i]._misource != -1) plr[missile[i]._misource]._pInvincible = FALSE; } } PutMissile(i); } void MI_Manashield(int i) { int id, diff; id = missile[i]._misource; missile[i]._mix = plr[id].WorldX; missile[i]._miy = plr[id].WorldY; missile[i]._mitxoff = plr[id]._pxoff << 16; missile[i]._mityoff = plr[id]._pyoff << 16; if (plr[id]._pmode == PM_WALK3) { missile[i]._misx = plr[id]._px; missile[i]._misy = plr[id]._py; } else { missile[i]._misx = plr[id].WorldX; missile[i]._misy = plr[id].WorldY; } GetMissilePos(i); if (plr[id]._pmode == PM_WALK3) { if (plr[id]._pdir == DIR_W) missile[i]._mix++; else missile[i]._miy++; } if (id != myplr) { if (currlevel != plr[id].plrlevel) missile[i]._miDelFlag = TRUE; } else { if (plr[id]._pMana <= 0 || !plr[id].plractive) missile[i]._mirange = 0; if (plr[id]._pHitPoints < missile[i]._miVar1) { diff = missile[i]._miVar1 - plr[id]._pHitPoints; if (missile[i]._mispllvl > 0) { diff += diff / -3; } if (diff < 0) diff = 0; drawmanaflag = TRUE; drawhpflag = TRUE; if (plr[id]._pMana >= diff) { plr[id]._pHitPoints = missile[i]._miVar1; plr[id]._pHPBase = missile[i]._miVar2; plr[id]._pMana -= diff; plr[id]._pManaBase -= diff; } else { missile[i]._miDelFlag = TRUE; plr[id]._pHitPoints = plr[id]._pMana + missile[i]._miVar1 - diff; plr[id]._pHPBase = plr[id]._pMana + missile[i]._miVar2 - diff; plr[id]._pMana = 0; plr[id]._pManaBase = plr[id]._pMaxManaBase - plr[id]._pMaxMana; missile[i]._mirange = 0; if (plr[id]._pHitPoints < 0) SetPlayerHitPoints(id, 0); if (!(plr[id]._pHitPoints >> 6) && id == myplr) { SyncPlrKill(id, missile[i]._miVar8); } } } if (id == myplr && !plr[id]._pHitPoints && !missile[i]._miVar1 && plr[id]._pmode != PM_DEATH) { missile[i]._mirange = 0; missile[i]._miDelFlag = TRUE; SyncPlrKill(id, -1); } missile[i]._miVar1 = plr[id]._pHitPoints; missile[i]._miVar2 = plr[id]._pHPBase; if (missile[i]._mirange == 0) { missile[i]._miDelFlag = TRUE; NetSendCmd(TRUE, CMD_ENDSHIELD); } } PutMissile(i); } void MI_Etherealize(int i) { int src; src = missile[i]._misource; missile[i]._mirange--; missile[i]._mix = plr[src].WorldX; missile[i]._miy = plr[src].WorldY; missile[i]._mitxoff = plr[src]._pxoff << 16; missile[i]._mityoff = plr[src]._pyoff << 16; if (plr[src]._pmode == PM_WALK3) { missile[i]._misx = plr[src]._px; missile[i]._misy = plr[src]._py; } else { missile[i]._misx = missile[i]._mix; missile[i]._misy = missile[i]._miy; } GetMissilePos(i); if (plr[src]._pmode == PM_WALK3) { if (plr[src]._pdir == 2) missile[i]._mix++; else missile[i]._miy++; } plr[src]._pSpellFlags |= 1; if (!missile[i]._mirange || plr[src]._pHitPoints <= 0) { missile[i]._miDelFlag = TRUE; plr[src]._pSpellFlags &= ~0x1; } PutMissile(i); } void MI_Firemove(int i) { int j; int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 }; missile[i]._mix--; missile[i]._miy--; missile[i]._miyoff += 32; missile[i]._miVar1++; if (missile[i]._miVar1 == missile[i]._miAnimLen) { SetMissDir(i, 1); missile[i]._miAnimFrame = random(82, 11) + 1; } missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); j = missile[i]._mirange; CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 0, missile[i]._mix, missile[i]._miy, 0); if (missile[i]._miHitFlag == TRUE) missile[i]._mirange = j; if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } if (missile[i]._mimfnum || !missile[i]._mirange) { if (missile[i]._mix != missile[i]._miVar3 || missile[i]._miy != missile[i]._miVar4) { missile[i]._miVar3 = missile[i]._mix; missile[i]._miVar4 = missile[i]._miy; ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, 8); } } else { if (!missile[i]._miVar2) missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, ExpLight[0]); ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]); missile[i]._miVar2++; } missile[i]._mix++; missile[i]._miy++; missile[i]._miyoff -= 32; PutMissile(i); } void MI_Guardian(int i) { int j, k, sx, sy, sx1, sy1, ex; /// ASSERT: assert((DWORD)i < MAXMISSILES); sx1 = 0; sy1 = 0; missile[i]._mirange--; if(missile[i]._miVar2 > 0) { missile[i]._miVar2--; } if(missile[i]._mirange == missile[i]._miVar1 || missile[i]._mimfnum == MFILE_GUARD && missile[i]._miVar2 == 0) { SetMissDir(i, 1); } if(!(missile[i]._mirange % 16)) { ex = 0; for(j = 0; j < 23 && ex != -1; j++) { for(k = 10; k >= 0 && ex != -1 && (vCrawlTable[j][k] != 0 || vCrawlTable[j][k + 1] != 0); k -= 2) { if(sx1 == vCrawlTable[j][k] && sy1 == vCrawlTable[j][k + 1]) { continue; } sx = missile[i]._mix + vCrawlTable[j][k]; sy = missile[i]._miy + vCrawlTable[j][k + 1]; ex = Sentfire(i, sx, sy); if(ex == -1) { break; } sx = missile[i]._mix - vCrawlTable[j][k]; sy = missile[i]._miy - vCrawlTable[j][k + 1]; ex = Sentfire(i, sx, sy); if(ex == -1) { break; } sx = missile[i]._mix + vCrawlTable[j][k]; sy = missile[i]._miy - vCrawlTable[j][k + 1]; ex = Sentfire(i, sx, sy); if(ex == -1) { break; } sx = missile[i]._mix - vCrawlTable[j][k]; sy = missile[i]._miy + vCrawlTable[j][k + 1]; ex = Sentfire(i, sx, sy); if(ex == -1) { break; } sx1 = vCrawlTable[j][k]; sy1 = vCrawlTable[j][k + 1]; } } } if(missile[i]._mirange == 14) { SetMissDir(i, 0); missile[i]._miAnimFrame = 15; missile[i]._miAnimAdd = -1; } missile[i]._miVar3 += missile[i]._miAnimAdd; if(missile[i]._miVar3 > 15) { missile[i]._miVar3 = 15; } else if(missile[i]._miVar3 > 0) { ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miVar3); } if(missile[i]._mirange == 0) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } void MI_Chain(int i) { int sx, sy, id, l, n, m, k, rad, tx, ty, dir; int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 }; id = missile[i]._misource; sx = missile[i]._mix; sy = missile[i]._miy; dir = GetDirection(sx, sy, missile[i]._miVar1, missile[i]._miVar2); AddMissile(sx, sy, missile[i]._miVar1, missile[i]._miVar2, dir, MIS_LIGHTCTRL, 0, id, 1, missile[i]._mispllvl); rad = missile[i]._mispllvl + 3; if (rad > 19) rad = 19; for (m = 1; m < rad; m++) { k = CrawlNum[m]; l = k + 2; for (n = (unsigned char)CrawlTable[k]; n > 0; n--) { tx = sx + CrawlTable[l - 1]; ty = sy + CrawlTable[l]; if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY && dMonster[tx][ty] > 0) { dir = GetDirection(sx, sy, tx, ty); AddMissile(sx, sy, tx, ty, dir, MIS_LIGHTCTRL, 0, id, 1, missile[i]._mispllvl); } l += 2; } } missile[i]._mirange--; if (missile[i]._mirange == 0) missile[i]._miDelFlag = TRUE; } void mi_null_11(int i) { missile[i]._mirange--; if (!missile[i]._mirange) missile[i]._miDelFlag = TRUE; if (missile[i]._miAnimFrame == missile[i]._miAnimLen) missile[i]._miPreFlag = TRUE; PutMissile(i); } void MI_Weapexp(int i) { int id, mind, maxd; int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 }; missile[i]._mirange--; id = missile[i]._misource; if (missile[i]._miVar2 == 1) { mind = plr[id]._pIFMinDam; maxd = plr[id]._pIFMaxDam; missiledata[missile[i]._mitype].mResist = MISR_FIRE; } else { mind = plr[id]._pILMinDam; maxd = plr[id]._pILMaxDam; missiledata[missile[i]._mitype].mResist = MISR_LIGHTNING; } CheckMissileCol(i, mind, maxd, 0, missile[i]._mix, missile[i]._miy, 0); if (!missile[i]._miVar1) { missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 9); } else { if (missile[i]._mirange) ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar1]); } missile[i]._miVar1++; if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } else { PutMissile(i); } } void MI_Misexp(int i) { int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 }; missile[i]._mirange--; if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } else { if (!missile[i]._miVar1) missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 9); else ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar1]); missile[i]._miVar1++; PutMissile(i); } } void MI_Acidsplat(int i) { int monst, dam; if (missile[i]._mirange == missile[i]._miAnimLen) { missile[i]._mix++; missile[i]._miy++; missile[i]._miyoff -= 32; } missile[i]._mirange--; if (!missile[i]._mirange) { monst = missile[i]._misource; dam = missile[i]._mispllvl; missile[i]._miDelFlag = TRUE; AddMissile(missile[i]._mix, missile[i]._miy, i, 0, missile[i]._mimfnum, MIS_ACIDPUD, 1, monst, (monster[monst].MData->mLevel >= 2) + 1, dam); } else { PutMissile(i); } } void MI_Teleport(int i) { int id; id = missile[i]._misource; missile[i]._mirange--; if (missile[i]._mirange <= 0) { missile[i]._miDelFlag = TRUE; } else { dPlayer[plr[id].WorldX][plr[id].WorldY] = 0; PlrClrTrans(plr[id].WorldX, plr[id].WorldY); plr[id].WorldX = missile[i]._mix; plr[id].WorldY = missile[i]._miy; plr[id]._px = missile[i]._mix; plr[id]._py = missile[i]._miy; plr[id]._poldx = missile[i]._mix; plr[id]._poldy = missile[i]._miy; PlrDoTrans(missile[i]._mix, missile[i]._miy); missile[i]._miVar1 = 1; dPlayer[plr[id].WorldX][plr[id].WorldY] = id + 1; if (leveltype != DTYPE_TOWN) { ChangeLightXY(plr[id]._plid, plr[id].WorldX, plr[id].WorldY); ChangeVisionXY(plr[id]._pvid, plr[id].WorldX, plr[id].WorldY); } if (id == myplr) { ViewX = plr[id].WorldX - ScrollInfo._sdx; ViewY = plr[id].WorldY - ScrollInfo._sdy; } } } void MI_Stone(int i) { int m; missile[i]._mirange--; m = missile[i]._miVar2; if (!monster[m]._mhitpoints && missile[i]._miAnimType != MFILE_SHATTER1) { missile[i]._mimfnum = 0; missile[i]._miDrawFlag = TRUE; SetMissAnim(i, MFILE_SHATTER1); missile[i]._mirange = 11; } if (monster[m]._mmode != MM_STONE) { missile[i]._miDelFlag = TRUE; } else { if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; if (monster[m]._mhitpoints > 0) monster[m]._mmode = missile[i]._miVar1; else AddDead(monster[m]._mx, monster[m]._my, stonendx, (direction)monster[m]._mdir); } if (missile[i]._miAnimType == MFILE_SHATTER1) PutMissile(i); } } void MI_Boom(int i) { missile[i]._mirange--; if (!missile[i]._miVar1) CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 0, missile[i]._mix, missile[i]._miy, 1); if (missile[i]._miHitFlag == TRUE) missile[i]._miVar1 = 1; if (!missile[i]._mirange) missile[i]._miDelFlag = TRUE; PutMissile(i); } void MI_Rhino(int i) { int mix, miy, mix2, miy2, omx, omy, monst; monst = missile[i]._misource; if (monster[monst]._mmode != MM_CHARGE) { missile[i]._miDelFlag = TRUE; return; } GetMissilePos(i); mix = missile[i]._mix; miy = missile[i]._miy; dMonster[mix][miy] = 0; if (monster[monst]._mAi == AI_SNAKE) { missile[i]._mitxoff += 2 * missile[i]._mixvel; missile[i]._mityoff += 2 * missile[i]._miyvel; GetMissilePos(i); mix2 = missile[i]._mix; miy2 = missile[i]._miy; missile[i]._mitxoff -= missile[i]._mixvel; missile[i]._mityoff -= missile[i]._miyvel; } else { missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; } GetMissilePos(i); omx = missile[i]._mix; omy = missile[i]._miy; if (!PosOkMonst(monst, missile[i]._mix, missile[i]._miy) || (monster[monst]._mAi == AI_SNAKE && !PosOkMonst(monst, mix2, miy2))) { MissToMonst(i, mix, miy); missile[i]._miDelFlag = TRUE; return; } monster[monst]._mfutx = omx; monster[monst]._moldx = omx; dMonster[omx][omy] = -1 - monst; monster[monst]._mx = omx; monster[monst]._mfuty = omy; monster[monst]._moldy = omy; monster[monst]._my = omy; if (monster[monst]._uniqtype != 0) ChangeLightXY(missile[i]._mlid, omx, omy); MoveMissilePos(i); PutMissile(i); } void mi_null_32(int i) { int src, enemy, ax, ay, bx, by, cx, cy, j; GetMissilePos(i); ax = missile[i]._mix; ay = missile[i]._miy; missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); src = missile[i]._misource; bx = missile[i]._mix; by = missile[i]._miy; enemy = monster[src]._menemy; if (!(monster[src]._mFlags & MFLAG_TARGETS_MONSTER)) { cx = plr[enemy].WorldX; cy = plr[enemy].WorldY; } else { cx = monster[enemy]._mx; cy = monster[enemy]._my; } if ((bx != ax || by != ay) && (missile[i]._miVar1 & 1 && (abs(ax - cx) >= 4 || abs(ay - cy) >= 4) || missile[i]._miVar2 > 1) && PosOkMonst(missile[i]._misource, ax, ay)) { MissToMonst(i, ax, ay); missile[i]._miDelFlag = TRUE; } else if (!(monster[src]._mFlags & MFLAG_TARGETS_MONSTER)) { j = dPlayer[bx][by]; } else { j = dMonster[bx][by]; } if (!PosOkMissile(bx, by) || j > 0 && !(missile[i]._miVar1 & 1)) { missile[i]._mixvel *= -1; missile[i]._miyvel *= -1; missile[i]._mimfnum = opposite[missile[i]._mimfnum]; missile[i]._miAnimData = monster[src].MType->Anims[MA_WALK].Data[missile[i]._mimfnum]; missile[i]._miVar2++; if (j > 0) missile[i]._miVar1 |= 1; } MoveMissilePos(i); PutMissile(i); } void MI_FirewallC(int i) { int tx, ty, id; id = missile[i]._misource; missile[i]._mirange--; if (missile[i]._mirange == 0) { missile[i]._miDelFlag = TRUE; } else { tx = missile[i]._miVar1 + XDirAdd[missile[i]._miVar3]; ty = missile[i]._miVar2 + YDirAdd[missile[i]._miVar3]; if (!nMissileTable[dPiece[missile[i]._miVar1][missile[i]._miVar2]] && !missile[i]._miVar8 && tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) { AddMissile(missile[i]._miVar1, missile[i]._miVar2, missile[i]._miVar1, missile[i]._miVar2, plr[id]._pdir, MIS_FIREWALL, 0, id, 0, missile[i]._mispllvl); missile[i]._miVar1 = tx; missile[i]._miVar2 = ty; } else { missile[i]._miVar8 = 1; } tx = missile[i]._miVar5 + XDirAdd[missile[i]._miVar4]; ty = missile[i]._miVar6 + YDirAdd[missile[i]._miVar4]; if (!nMissileTable[dPiece[missile[i]._miVar5][missile[i]._miVar6]] && !missile[i]._miVar7 && tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) { AddMissile(missile[i]._miVar5, missile[i]._miVar6, missile[i]._miVar5, missile[i]._miVar6, plr[id]._pdir, MIS_FIREWALL, 0, id, 0, missile[i]._mispllvl); missile[i]._miVar5 = tx; missile[i]._miVar6 = ty; } else { missile[i]._miVar7 = 1; } } } void MI_Infra(int i) { missile[i]._mirange--; plr[missile[i]._misource]._pInfraFlag = TRUE; if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; CalcPlrItemVals(missile[i]._misource, TRUE); } } void MI_Apoca(int i) { int j, k, id; BOOL exit; id = missile[i]._misource; exit = FALSE; for (j = missile[i]._miVar2; j < missile[i]._miVar3 && !exit; j++) { for (k = missile[i]._miVar4; k < missile[i]._miVar5 && !exit; k++) { if (dMonster[k][j] > 3 && !nSolidTable[dPiece[k][j]]) { AddMissile(k, j, k, j, plr[id]._pdir, MIS_BOOM, 0, id, missile[i]._midam, 0); exit = TRUE; } } if (!exit) { missile[i]._miVar4 = missile[i]._miVar6; } } if (exit == TRUE) { missile[i]._miVar2 = j - 1; missile[i]._miVar4 = k; } else { missile[i]._miDelFlag = TRUE; } } void MI_Wave(int i) { int v1; // esi int v2; // ebx int v3; // eax int v4; // edi int v5; // ecx int v6; // eax int v7; // ebx int v8; // eax int v9; // ebx int v10; // eax int v11; // ebx BOOLEAN v12; // zf int v13; // [esp+Ch] [ebp-2Ch] int v14; // [esp+10h] [ebp-28h] int v15; // [esp+14h] [ebp-24h] int v16; // [esp+14h] [ebp-24h] signed int v17; // [esp+18h] [ebp-20h] int *v18; // [esp+1Ch] [ebp-1Ch] signed int v19; // [esp+20h] [ebp-18h] int v20; // [esp+24h] [ebp-14h] int v21; // [esp+24h] [ebp-14h] int v22; // [esp+28h] [ebp-10h] int j; // [esp+28h] [ebp-10h] int id; // [esp+2Ch] [ebp-Ch] int sx; // [esp+30h] [ebp-8h] int sy; // [esp+34h] [ebp-4h] int sya; // [esp+34h] [ebp-4h] v19 = 0; v1 = i; v17 = 0; v2 = missile[i]._mix; id = missile[i]._misource; v14 = v2; v20 = missile[i]._miy; v3 = GetDirection(v2, v20, missile[i]._miVar1, missile[i]._miVar2); v22 = ((_BYTE)v3 - 2) & 7; v4 = v3; v15 = ((_BYTE)v3 + 2) & 7; v5 = YDirAdd[v3]; v6 = XDirAdd[v3]; v7 = v6 + v2; sy = v5 + v20; if (!nMissileTable[dPiece[v7][v5 + v20]]) { v18 = &plr[id]._pdir; AddMissile(v7, sy, v7 + v6, sy + v5, *v18, MIS_FIREMOVE, 0, id, 0, missile[v1]._mispllvl); v13 = v22; sya = YDirAdd[v22] + sy; v8 = v15; sx = XDirAdd[v22] + v7; v16 = v8 * 4; v9 = XDirAdd[v8]; v10 = v20 + YDirAdd[v4] + YDirAdd[v8]; v11 = v14 + XDirAdd[v4] + v9; v21 = 0; for (j = v10; v21 < (missile[v1]._mispllvl >> 1) + 2; ++v21) { if (nMissileTable[dPiece[sx][sya]] || v19 || sx <= 0 || sx >= MAXDUNX || sya <= 0 || sya >= MAXDUNY) { v19 = 1; } else { AddMissile(sx, sya, sx + XDirAdd[v4], sya + YDirAdd[v4], *v18, MIS_FIREMOVE, 0, id, 0, missile[v1]._mispllvl); sx += XDirAdd[v13]; sya += YDirAdd[v13]; v10 = j; } if (nMissileTable[dPiece[v11][v10]] || v17 || v11 <= 0 || v11 >= MAXDUNX || v10 <= 0 || v10 >= MAXDUNY) { v17 = 1; } else { AddMissile(v11, v10, v11 + XDirAdd[v4], v10 + YDirAdd[v4], *v18, MIS_FIREMOVE, 0, id, 0, missile[v1]._mispllvl); v11 += *(int *)((char *)XDirAdd + v16); j += *(int *)((char *)YDirAdd + v16); v10 = j; } } } v12 = missile[v1]._mirange-- == 1; if (v12) missile[v1]._miDelFlag = TRUE; } void MI_Nova(int i) { int k, id, sx, sy, dir, en, sx1, sy1, dam; sx1 = 0; sy1 = 0; id = missile[i]._misource; dam = missile[i]._midam; sx = missile[i]._mix; sy = missile[i]._miy; if (id != -1) { en = 0; dir = plr[id]._pdir; } else { dir = 0; en = 1; } for (k = 0; k < 23; k++) { if (sx1 != vCrawlTable[k][6] || sy1 != vCrawlTable[k][7]) { AddMissile(sx, sy, sx + vCrawlTable[k][6], sy + vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl); AddMissile(sx, sy, sx - vCrawlTable[k][6], sy - vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl); AddMissile(sx, sy, sx - vCrawlTable[k][6], sy + vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl); AddMissile(sx, sy, sx + vCrawlTable[k][6], sy - vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl); sx1 = vCrawlTable[k][6]; sy1 = vCrawlTable[k][7]; } } missile[i]._mirange--; if (missile[i]._mirange == 0) missile[i]._miDelFlag = TRUE; } void MI_Blodboil(int i) { missile[i]._miDelFlag = TRUE; } void MI_Flame(int i) { int k; missile[i]._mirange--; k = missile[i]._mirange; missile[i]._miVar2--; CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 1, missile[i]._mix, missile[i]._miy, 0); if (missile[i]._mirange == 0 && missile[i]._miHitFlag == TRUE) missile[i]._mirange = k; if (!missile[i]._miVar2) missile[i]._miAnimFrame = 20; if (missile[i]._miVar2 <= 0) { k = missile[i]._miAnimFrame; if (k > 11) k = 24 - k; ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, k); } if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } if (missile[i]._miVar2 <= 0) PutMissile(i); } void MI_Flamec(int i) { int id, src; missile[i]._mirange--; missile[i]._mitxoff += missile[i]._mixvel; src = missile[i]._misource; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) { id = dPiece[missile[i]._mix][missile[i]._miy]; if (!nMissileTable[id]) { AddMissile( missile[i]._mix, missile[i]._miy, missile[i]._misx, missile[i]._misy, i, MIS_FLAME, missile[i]._micaster, src, missile[i]._miVar3, missile[i]._mispllvl); } else { missile[i]._mirange = 0; } missile[i]._miVar1 = missile[i]._mix; missile[i]._miVar2 = missile[i]._miy; missile[i]._miVar3++; } if (!missile[i]._mirange || missile[i]._miVar3 == 3) missile[i]._miDelFlag = TRUE; } void MI_Cbolt(int i) { int md; int bpath[16] = { -1, 0, 1, -1, 0, 1, -1, -1, 0, 0, 1, 1, 0, 1, -1, 0 }; missile[i]._mirange--; if (missile[i]._miAnimType != MFILE_LGHNING) { if (!missile[i]._miVar3) { md = (missile[i]._miVar2 + bpath[missile[i]._mirnd]) & 7; missile[i]._mirnd = (missile[i]._mirnd + 1) & 0xF; GetMissileVel(i, missile[i]._mix, missile[i]._miy, missile[i]._mix + XDirAdd[md], missile[i]._miy + YDirAdd[md], 8); missile[i]._miVar3 = 16; } else { missile[i]._miVar3--; } missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); CheckMissileCol(i, missile[i]._midam, missile[i]._midam, 0, missile[i]._mix, missile[i]._miy, 0); if (missile[i]._miHitFlag == TRUE) { missile[i]._miVar1 = 8; missile[i]._mimfnum = 0; missile[i]._mixoff = 0; missile[i]._miyoff = 0; SetMissAnim(i, MFILE_LGHNING); missile[i]._mirange = missile[i]._miAnimLen; GetMissilePos(i); } ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miVar1); } if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } void MI_Hbolt(int i) { int dam; missile[i]._mirange--; if (missile[i]._miAnimType != MFILE_HOLYEXPL) { missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); dam = missile[i]._midam; if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) { CheckMissileCol(i, dam, dam, 0, missile[i]._mix, missile[i]._miy, 0); } if (!missile[i]._mirange) { missile[i]._mitxoff -= missile[i]._mixvel; missile[i]._mityoff -= missile[i]._miyvel; GetMissilePos(i); missile[i]._mimfnum = 0; SetMissAnim(i, MFILE_HOLYEXPL); missile[i]._mirange = missile[i]._miAnimLen - 1; } else { if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) { missile[i]._miVar1 = missile[i]._mix; missile[i]._miVar2 = missile[i]._miy; ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, 8); } } } else { ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miAnimFrame + 7); if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } } PutMissile(i); } void MI_Element(int i) { int mid, sd, dam, cx, cy, px, py, id; missile[i]._mirange--; dam = missile[i]._midam; id = missile[i]._misource; if (missile[i]._miAnimType == MFILE_BIGEXP) { cx = missile[i]._mix; cy = missile[i]._miy; px = plr[id].WorldX; py = plr[id].WorldY; ChangeLight(missile[i]._mlid, cx, cy, missile[i]._miAnimFrame); if (!CheckBlock(px, py, cx, cy)) CheckMissileCol(i, dam, dam, 1, cx, cy, 1); if (!CheckBlock(px, py, cx, cy + 1)) CheckMissileCol(i, dam, dam, 1, cx, cy + 1, 1); if (!CheckBlock(px, py, cx, cy - 1)) CheckMissileCol(i, dam, dam, 1, cx, cy - 1, 1); if (!CheckBlock(px, py, cx + 1, cy)) CheckMissileCol(i, dam, dam, 1, cx + 1, cy, 1); /* check x/y */ if (!CheckBlock(px, py, cx + 1, cy - 1)) CheckMissileCol(i, dam, dam, 1, cx + 1, cy - 1, 1); if (!CheckBlock(px, py, cx + 1, cy + 1)) CheckMissileCol(i, dam, dam, 1, cx + 1, cy + 1, 1); if (!CheckBlock(px, py, cx - 1, cy)) CheckMissileCol(i, dam, dam, 1, cx - 1, cy, 1); if (!CheckBlock(px, py, cx - 1, cy + 1)) CheckMissileCol(i, dam, dam, 1, cx - 1, cy + 1, 1); if (!CheckBlock(px, py, cx - 1, cy - 1)) CheckMissileCol(i, dam, dam, 1, cx - 1, cy - 1, 1); if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } } else { missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); cx = missile[i]._mix; cy = missile[i]._miy; CheckMissileCol(i, dam, dam, 0, cx, cy, 0); if (!missile[i]._miVar3 && cx == missile[i]._miVar4 && cy == missile[i]._miVar5) missile[i]._miVar3 = 1; if (missile[i]._miVar3 == 1) { missile[i]._miVar3 = 2; missile[i]._mirange = 255; mid = FindClosest(cx, cy, 19); if (mid > 0) { SetMissDir(i, GetDirection8(cx, cy, monster[mid]._mx, monster[mid]._my)); GetMissileVel(i, cx, cy, monster[mid]._mx, monster[mid]._my, 16); } else { sd = plr[id]._pdir; SetMissDir(i, sd); GetMissileVel(i, cx, cy, cx + XDirAdd[sd], cy + YDirAdd[sd], 16); } } if (cx != missile[i]._miVar1 || cy != missile[i]._miVar2) { missile[i]._miVar1 = cx; missile[i]._miVar2 = cy; ChangeLight(missile[i]._mlid, cx, cy, 8); } if (!missile[i]._mirange) { missile[i]._mimfnum = 0; SetMissAnim(i, MFILE_BIGEXP); missile[i]._mirange = missile[i]._miAnimLen - 1; } } PutMissile(i); } void MI_Bonespirit(int i) { int id, mid, sd, dam; int cx, cy; missile[i]._mirange--; dam = missile[i]._midam; id = missile[i]._misource; if (missile[i]._mimfnum == 8) { ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miAnimFrame); if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } else { missile[i]._mitxoff += missile[i]._mixvel; missile[i]._mityoff += missile[i]._miyvel; GetMissilePos(i); cx = missile[i]._mix; cy = missile[i]._miy; CheckMissileCol(i, dam, dam, FALSE, cx, cy, 0); if (missile[i]._miVar3 == 0 && cx == missile[i]._miVar4 && cy == missile[i]._miVar5) missile[i]._miVar3 = 1; if (missile[i]._miVar3 == 1) { missile[i]._miVar3 = 2; missile[i]._mirange = 255; mid = FindClosest(cx, cy, 19); if (mid > 0) { missile[i]._midam = monster[mid]._mhitpoints >> 7; SetMissDir(i, GetDirection8(cx, cy, monster[mid]._mx, monster[mid]._my)); GetMissileVel(i, cx, cy, monster[mid]._mx, monster[mid]._my, 16); } else { sd = plr[id]._pdir; SetMissDir(i, sd); GetMissileVel(i, cx, cy, cx + XDirAdd[sd], cy + YDirAdd[sd], 16); } } if (cx != missile[i]._miVar1 || cy != missile[i]._miVar2) { missile[i]._miVar1 = cx; missile[i]._miVar2 = cy; ChangeLight(missile[i]._mlid, cx, cy, 8); } if (!missile[i]._mirange) { SetMissDir(i, DIR_OMNI); missile[i]._mirange = 7; } PutMissile(i); } } void MI_ResurrectBeam(int i) { missile[i]._mirange--; if (missile[i]._mirange == 0) missile[i]._miDelFlag = TRUE; PutMissile(i); } void MI_Rportal(int i) { int ExpLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 }; if (missile[i]._mirange > 1) missile[i]._mirange--; if (missile[i]._mirange == missile[i]._miVar1) SetMissDir(i, 1); if (currlevel && missile[i]._mimfnum != 1 && missile[i]._mirange != 0) { if (!missile[i]._miVar2) missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 1); ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]); missile[i]._miVar2++; } if (!missile[i]._mirange) { missile[i]._miDelFlag = TRUE; AddUnLight(missile[i]._mlid); } PutMissile(i); } void ProcessMissiles() { int i, mi; for (i = 0; i < nummissiles; i++) { dFlags[missile[missileactive[i]]._mix][missile[missileactive[i]]._miy] &= ~DFLAG_MISSILE; dMissile[missile[missileactive[i]]._mix][missile[missileactive[i]]._miy] = 0; } i = 0; while (i < nummissiles) { if (missile[missileactive[i]]._miDelFlag) { DeleteMissile(missileactive[i], i); i = 0; } else { i++; } } MissilePreFlag = 0; ManashieldFlag = 0; for (i = 0; i < nummissiles; i++) { mi = missileactive[i]; missiledata[missile[mi]._mitype].mProc(missileactive[i]); if (!(missile[mi]._miAnimFlags & MFLAG_LOCK_ANIMATION)) { missile[mi]._miAnimCnt++; if (missile[mi]._miAnimCnt >= missile[mi]._miAnimDelay) { missile[mi]._miAnimCnt = 0; missile[mi]._miAnimFrame += missile[mi]._miAnimAdd; if (missile[mi]._miAnimFrame > missile[mi]._miAnimLen) missile[mi]._miAnimFrame = 1; if (missile[mi]._miAnimFrame < 1) missile[mi]._miAnimFrame = missile[mi]._miAnimLen; } } } if (ManashieldFlag) { for (i = 0; i < nummissiles; i++) { if (missile[missileactive[i]]._mitype == MIS_MANASHIELD) { MI_Manashield(missileactive[i]); } } } i = 0; while (i < nummissiles) { if (missile[missileactive[i]]._miDelFlag) { DeleteMissile(missileactive[i], i); i = 0; } else { i++; } } } // 64CCD4: using guessed type int MissilePreFlag; void missiles_process_charge() { CMonster *mon; AnimStruct *anim; MissileStruct *mis; int i, mi; for (i = 0; i < nummissiles; i++) { mi = missileactive[i]; mis = &missile[mi]; mis->_miAnimData = misfiledata[mis->_miAnimType].mAnimData[mis->_mimfnum]; if (mis->_mitype == MIS_RHINO) { mon = monster[mis->_misource].MType; if (mon->mtype >= MT_HORNED && mon->mtype <= MT_OBLORD) { anim = &mon->Anims[MA_SPECIAL]; } else { if (mon->mtype >= MT_NSNAKE && mon->mtype <= MT_GSNAKE) anim = &mon->Anims[MA_ATTACK]; else anim = &mon->Anims[MA_WALK]; } missile[mi]._miAnimData = anim->Data[mis->_mimfnum]; } } } void ClearMissileSpot(int mi) { dFlags[missile[mi]._mix][missile[mi]._miy] &= ~DFLAG_MISSILE; dMissile[missile[mi]._mix][missile[mi]._miy] = 0; }