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443 lines
15 KiB
443 lines
15 KiB
/** |
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* @file missiles.h |
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* |
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* Interface of missile functionality. |
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*/ |
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#pragma once |
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#include <cstdint> |
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#include <list> |
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#include "engine.h" |
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#include "engine/point.hpp" |
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#include "misdat.h" |
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#include "monster.h" |
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#include "player.h" |
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#include "spelldat.h" |
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namespace devilution { |
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constexpr WorldTilePosition GolemHoldingCell = Point { 1, 0 }; |
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struct MissilePosition { |
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Point tile; |
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/** Sprite's pixel offset from tile. */ |
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Displacement offset; |
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/** Pixel velocity while moving */ |
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Displacement velocity; |
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/** Start position */ |
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Point start; |
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/** Start position */ |
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Displacement traveled; |
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/** |
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* @brief Specifies the location (tile) while rendering |
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*/ |
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Point tileForRendering; |
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/** |
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* @brief Specifies the location (offset) while rendering |
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*/ |
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Displacement offsetForRendering; |
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/** |
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* @brief Stops the missile (set velocity to zero and set offset to last renderer location; shouldn't matter cause the missile don't move anymore) |
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*/ |
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void StopMissile() |
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{ |
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velocity = {}; |
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if (tileForRendering == tile) |
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offset = offsetForRendering; |
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} |
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}; |
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/** |
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* Represent a more fine-grained direction than the 8 value Direction enum. |
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* |
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* This is used when rendering projectiles like arrows which have additional sprites for "half-winds" on a 16-point compass. |
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* The sprite sheets are typically 0-indexed and use the following layout (relative to the screen projection) |
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* |
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* W WSW SW SSW S |
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* ^ |
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* WNW | SSE |
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* | |
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* NW -------+------> SE |
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* | |
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* NNW | ESE |
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* | |
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* N NNE NE ENE E |
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*/ |
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enum class Direction16 : uint8_t { |
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South, |
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South_SouthWest, |
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SouthWest, |
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West_SouthWest, |
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West, |
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West_NorthWest, |
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NorthWest, |
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North_NorthWest, |
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North, |
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North_NorthEast, |
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NorthEast, |
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East_NorthEast, |
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East, |
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East_SouthEast, |
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SouthEast, |
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South_SouthEast, |
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}; |
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enum class MissileSource : uint8_t { |
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Player, |
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Monster, |
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Trap, |
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}; |
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struct Missile { |
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/** Type of projectile */ |
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MissileID _mitype; |
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MissilePosition position; |
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int _mimfnum; // The direction of the missile (direction enum) |
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int _mispllvl; |
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bool _miDelFlag; // Indicate whether the missile should be deleted |
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MissileGraphicID _miAnimType; |
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MissileDataFlags _miAnimFlags; |
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OptionalClxSpriteList _miAnimData; |
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int _miAnimDelay; // Tick length of each frame in the current animation |
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int _miAnimLen; // Number of frames in current animation |
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// TODO: This field is no longer used and is always equal to |
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// (*_miAnimData)[0].width() |
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uint16_t _miAnimWidth; |
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int16_t _miAnimWidth2; |
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int _miAnimCnt; // Increases by one each game tick, counting how close we are to _pAnimDelay |
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int _miAnimAdd; |
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int _miAnimFrame; // Current frame of animation + 1. |
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bool _miDrawFlag; |
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bool _miLightFlag; |
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bool _miPreFlag; |
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uint32_t _miUniqTrans; |
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int _mirange; // Time to live for the missile in game ticks, oncs 0 the missile will be marked for deletion via _miDelFlag |
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int _misource; |
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mienemy_type _micaster; |
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int _midam; |
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bool _miHitFlag; |
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int _midist; // Used for arrows to measure distance travelled (increases by 1 each game tick). Higher value is a penalty for accuracy calculation when hitting enemy |
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int _mlid; |
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int _mirnd; |
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int var1; |
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int var2; |
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int var3; |
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int var4; |
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int var5; |
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int var6; |
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int var7; |
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bool limitReached; |
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/** |
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* @brief For moving missiles lastCollisionTargetHash contains the last entity (player or monster) that was checked in CheckMissileCol (needed to avoid multiple hits for a entity at the same tile). |
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*/ |
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int16_t lastCollisionTargetHash; |
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/** @brief Was the missile generated by a trap? */ |
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[[nodiscard]] bool IsTrap() const |
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{ |
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return _misource == -1; |
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} |
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[[nodiscard]] Player *sourcePlayer() |
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{ |
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if (IsNoneOf(_micaster, TARGET_BOTH, TARGET_MONSTERS) || _misource == -1) |
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return nullptr; |
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return &Players[_misource]; |
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} |
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[[nodiscard]] Monster *sourceMonster() |
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{ |
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if (_micaster != TARGET_PLAYERS || _misource == -1) |
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return nullptr; |
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return &Monsters[_misource]; |
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} |
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[[nodiscard]] bool isSameSource(Missile &missile) |
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{ |
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return sourceType() == missile.sourceType() && _misource == missile._misource; |
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} |
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MissileSource sourceType() |
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{ |
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if (_misource == -1) |
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return MissileSource::Trap; |
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if (_micaster == TARGET_PLAYERS) |
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return MissileSource::Monster; |
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return MissileSource::Player; |
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} |
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}; |
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extern std::list<Missile> Missiles; |
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extern bool MissilePreFlag; |
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void GetDamageAmt(spell_id i, int *mind, int *maxd); |
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/** |
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* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to. |
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* |
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* @code{.unparsed} |
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* W sW SW Sw S |
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* ^ |
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* nW | Se |
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* | |
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* NW ------+-----> SE |
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* | |
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* Nw | sE |
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* | |
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* N Ne NE nE E |
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* @endcode |
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* |
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* @param p1 The point from which the vector starts. |
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* @param p2 The point from which the vector ends. |
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* @return the direction of the p1->p2 vector |
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*/ |
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Direction16 GetDirection16(Point p1, Point p2); |
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bool MonsterTrapHit(int monsterId, int mindam, int maxdam, int dist, MissileID t, bool shift); |
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bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, MissileID mtype, bool shift, int earflag, bool *blocked); |
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/** |
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* @brief Could the missile collide with solid objects? (like walls or closed doors) |
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*/ |
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bool IsMissileBlockedByTile(Point position); |
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/** |
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* @brief Sets the missile sprite to the given sheet frame |
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* @param missile this object |
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* @param dir Sprite frame, typically representing a direction but there are some exceptions (arrows being 1 indexed, directionless spells) |
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*/ |
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void SetMissDir(Missile &missile, int dir); |
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/** |
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* @brief Sets the sprite for this missile so it matches the given Direction |
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* @param missile this object |
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* @param dir Desired facing |
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*/ |
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inline void SetMissDir(Missile &missile, Direction dir) |
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{ |
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SetMissDir(missile, static_cast<int>(dir)); |
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} |
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/** |
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* @brief Sets the sprite for this missile so it matches the given Direction16 |
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* @param missile this object |
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* @param dir Desired facing at a 22.8125 degree resolution |
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*/ |
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inline void SetMissDir(Missile &missile, Direction16 dir) |
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{ |
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SetMissDir(missile, static_cast<int>(dir)); |
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} |
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void InitMissiles(); |
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struct AddMissileParameter { |
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Point dst; |
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Direction midir; |
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Missile *pParent; |
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bool spellFizzled; |
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}; |
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void AddOpenNest(Missile &missile, AddMissileParameter ¶meter); |
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void AddRuneOfFire(Missile &missile, AddMissileParameter ¶meter); |
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void AddRuneOfLight(Missile &missile, AddMissileParameter ¶meter); |
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void AddRuneOfNova(Missile &missile, AddMissileParameter ¶meter); |
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void AddRuneOfImmolation(Missile &missile, AddMissileParameter ¶meter); |
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void AddRuneOfStone(Missile &missile, AddMissileParameter ¶meter); |
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void AddReflect(Missile &missile, AddMissileParameter ¶meter); |
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void AddBerserk(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: Direction to place the spawn |
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*/ |
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void AddHorkSpawn(Missile &missile, AddMissileParameter ¶meter); |
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void AddJester(Missile &missile, AddMissileParameter ¶meter); |
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void AddStealPotions(Missile &missile, AddMissileParameter ¶meter); |
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void AddStealMana(Missile &missile, AddMissileParameter ¶meter); |
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void AddSpectralArrow(Missile &missile, AddMissileParameter ¶meter); |
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void AddWarp(Missile &missile, AddMissileParameter ¶meter); |
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void AddLightningWall(Missile &missile, AddMissileParameter ¶meter); |
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void AddBigExplosion(Missile &missile, AddMissileParameter ¶meter); |
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void AddImmolation(Missile &missile, AddMissileParameter ¶meter); |
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void AddLightningBow(Missile &missile, AddMissileParameter ¶meter); |
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void AddMana(Missile &missile, AddMissileParameter ¶meter); |
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void AddMagi(Missile &missile, AddMissileParameter ¶meter); |
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void AddRingOfFire(Missile &missile, AddMissileParameter ¶meter); |
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void AddSearch(Missile &missile, AddMissileParameter ¶meter); |
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void AddChargedBoltBow(Missile &missile, AddMissileParameter ¶meter); |
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void AddElementalArrow(Missile &missile, AddMissileParameter ¶meter); |
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void AddArrow(Missile &missile, AddMissileParameter ¶meter); |
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void AddPhasing(Missile &missile, AddMissileParameter ¶meter); |
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void AddFirebolt(Missile &missile, AddMissileParameter ¶meter); |
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void AddMagmaBall(Missile &missile, AddMissileParameter ¶meter); |
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void AddTeleport(Missile &missile, AddMissileParameter ¶meter); |
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void AddNovaBall(Missile &missile, AddMissileParameter ¶meter); |
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void AddFireWall(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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* var4: X coordinate of the missile-light |
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* var5: Y coordinate of the missile-light |
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*/ |
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void AddFireball(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the missile |
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* var2: Y coordinate of the missile |
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*/ |
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void AddLightningControl(Missile &missile, AddMissileParameter ¶meter); |
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void AddLightning(Missile &missile, AddMissileParameter ¶meter); |
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void AddMissileExplosion(Missile &missile, AddMissileParameter ¶meter); |
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void AddWeaponExplosion(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: Animation |
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*/ |
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void AddTownPortal(Missile &missile, AddMissileParameter ¶meter); |
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void AddFlashBottom(Missile &missile, AddMissileParameter ¶meter); |
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void AddFlashTop(Missile &missile, AddMissileParameter ¶meter); |
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void AddManaShield(Missile &missile, AddMissileParameter ¶meter); |
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void AddFlameWave(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: Animation |
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* var3: Light strength |
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*/ |
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void AddGuardian(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the destination |
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* var2: Y coordinate of the destination |
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*/ |
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void AddChainLightning(Missile &missile, AddMissileParameter ¶meter); |
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void AddRhino(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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*/ |
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void AddGenericMagicMissile(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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*/ |
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void AddAcid(Missile &missile, AddMissileParameter ¶meter); |
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void AddAcidPuddle(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: mmode of the monster |
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* var2: mnum of the monster |
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*/ |
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void AddStoneCurse(Missile &missile, AddMissileParameter ¶meter); |
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void AddGolem(Missile &missile, AddMissileParameter ¶meter); |
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void AddApocalypseBoom(Missile &missile, AddMissileParameter ¶meter); |
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void AddHealing(Missile &missile, AddMissileParameter ¶meter); |
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void AddHealOther(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the missile-light |
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* var2: Y coordinate of the missile-light |
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* var4: X coordinate of the destination |
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* var5: Y coordinate of the destination |
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*/ |
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void AddElemental(Missile &missile, AddMissileParameter ¶meter); |
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void AddIdentify(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the first wave |
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* var2: Y coordinate of the first wave |
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* var3: Direction of the first wave |
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* var4: Direction of the second wave |
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* var5: X coordinate of the second wave |
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* var6: Y coordinate of the second wave |
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*/ |
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void AddFireWallControl(Missile &missile, AddMissileParameter ¶meter); |
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void AddInfravision(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: X coordinate of the destination |
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* var2: Y coordinate of the destination |
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*/ |
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void AddFlameWaveControl(Missile &missile, AddMissileParameter ¶meter); |
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void AddNova(Missile &missile, AddMissileParameter ¶meter); |
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void AddRage(Missile &missile, AddMissileParameter ¶meter); |
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void AddItemRepair(Missile &missile, AddMissileParameter ¶meter); |
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void AddStaffRecharge(Missile &missile, AddMissileParameter ¶meter); |
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void AddTrapDisarm(Missile &missile, AddMissileParameter ¶meter); |
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void AddApocalypse(Missile &missile, AddMissileParameter ¶meter); |
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void AddInferno(Missile &missile, AddMissileParameter ¶meter); |
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void AddInfernoControl(Missile &missile, AddMissileParameter ¶meter); |
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/** |
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* var1: Light strength |
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* var2: Base direction |
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*/ |
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void AddChargedBolt(Missile &missile, AddMissileParameter ¶meter); |
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void AddHolyBolt(Missile &missile, AddMissileParameter ¶meter); |
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void AddResurrect(Missile &missile, AddMissileParameter ¶meter); |
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void AddResurrectBeam(Missile &missile, AddMissileParameter ¶meter); |
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void AddTelekinesis(Missile &missile, AddMissileParameter ¶meter); |
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void AddBoneSpirit(Missile &missile, AddMissileParameter ¶meter); |
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void AddRedPortal(Missile &missile, AddMissileParameter ¶meter); |
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void AddDiabloApocalypse(Missile &missile, AddMissileParameter ¶meter); |
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Missile *AddMissile(Point src, Point dst, Direction midir, MissileID mitype, mienemy_type micaster, int id, int midam, int spllvl, Missile *pParent = nullptr); |
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void ProcessElementalArrow(Missile &missile); |
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void ProcessArrow(Missile &missile); |
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void ProcessGenericProjectile(Missile &missile); |
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void ProcessNovaBall(Missile &missilei); |
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void ProcessAcidPuddle(Missile &missile); |
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void ProcessFireWall(Missile &missile); |
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void ProcessFireball(Missile &missile); |
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void ProcessHorkSpawn(Missile &missile); |
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void ProcessRune(Missile &missile); |
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void ProcessLightningWall(Missile &missile); |
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void ProcessBigExplosion(Missile &missile); |
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void ProcessLightningBow(Missile &missile); |
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void ProcessRingOfFire(Missile &missile); |
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void ProcessSearch(Missile &missile); |
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void ProcessLightningWallControl(Missile &missile); |
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void ProcessImmolation(Missile &missile); |
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void ProcessSpectralArrow(Missile &missile); |
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void ProcessLightningControl(Missile &missile); |
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void ProcessLightning(Missile &missile); |
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void ProcessTownPortal(Missile &missile); |
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void ProcessFlashBottom(Missile &missile); |
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void ProcessFlashTop(Missile &missile); |
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void ProcessFlameWave(Missile &missile); |
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void ProcessGuardian(Missile &missile); |
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void ProcessChainLightning(Missile &missile); |
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void ProcessWeaponExplosion(Missile &missile); |
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void ProcessMissileExplosion(Missile &missile); |
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void ProcessAcidSplate(Missile &missile); |
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void ProcessTeleport(Missile &missile); |
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void ProcessStoneCurse(Missile &missile); |
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void ProcessApocalypseBoom(Missile &missile); |
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void ProcessRhino(Missile &missile); |
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void ProcessFireWallControl(Missile &missile); |
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void ProcessInfravision(Missile &missile); |
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void ProcessApocalypse(Missile &missile); |
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void ProcessFlameWaveControl(Missile &missile); |
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void ProcessNova(Missile &missile); |
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void ProcessRage(Missile &missile); |
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void ProcessInferno(Missile &missile); |
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void ProcessInfernoControl(Missile &missile); |
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void ProcessChargedBolt(Missile &missile); |
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void ProcessHolyBolt(Missile &missile); |
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void ProcessElemental(Missile &missile); |
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void ProcessBoneSpirit(Missile &missile); |
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void ProcessResurrectBeam(Missile &missile); |
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void ProcessRedPortal(Missile &missile); |
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void ProcessMissiles(); |
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void missiles_process_charge(); |
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void RedoMissileFlags(); |
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#ifdef BUILD_TESTING |
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void TestRotateBlockedMissile(Missile &missile); |
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#endif |
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} // namespace devilution
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