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/**
* @file missiles.cpp
*
* Implementation of missile functionality.
*/
#include "missiles.h"
#include <climits>
#include "control.h"
#include "cursor.h"
#include "dead.h"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "spells.h"
#include "trigs.h"
namespace devilution {
int missileactive[MAXMISSILES];
int missileavail[MAXMISSILES];
MissileStruct missile[MAXMISSILES];
int nummissiles;
ChainStruct chain[MAXMISSILES];
bool MissilePreFlag;
int numchains;
/** Maps from direction to X-offset. */
const int XDirAdd[8] = { 1, 0, -1, -1, -1, 0, 1, 1 };
/** Maps from direction to Y-offset. */
const int YDirAdd[8] = { 1, 1, 1, 0, -1, -1, -1, 0 };
const int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 };
void GetDamageAmt(int i, int *mind, int *maxd)
{
int k, sl;
assert(myplr >= 0 && myplr < MAX_PLRS);
assert(i >= 0 && i < 64);
sl = plr[myplr]._pSplLvl[i] + plr[myplr]._pISplLvlAdd;
switch (i) {
case SPL_FIREBOLT:
*mind = (plr[myplr]._pMagic / 8) + sl + 1;
*maxd = (plr[myplr]._pMagic / 8) + sl + 10;
break;
case SPL_HEAL: /// BUGFIX: healing calculation is unused
*mind = plr[myplr]._pLevel + sl + 1;
if (plr[myplr]._pClass == HeroClass::Warrior || plr[myplr]._pClass == HeroClass::Monk || plr[myplr]._pClass == HeroClass::Barbarian) {
*mind *= 2;
} else if (plr[myplr]._pClass == HeroClass::Rogue || plr[myplr]._pClass == HeroClass::Bard) {
*mind += *mind / 2;
}
*maxd = 10;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*maxd += 4;
}
for (k = 0; k < sl; k++) {
*maxd += 6;
}
if (plr[myplr]._pClass == HeroClass::Warrior || plr[myplr]._pClass == HeroClass::Monk || plr[myplr]._pClass == HeroClass::Barbarian) {
*maxd *= 2;
} else if (plr[myplr]._pClass == HeroClass::Rogue || plr[myplr]._pClass == HeroClass::Bard) {
*maxd += *maxd / 2;
}
*mind = -1;
*maxd = -1;
break;
case SPL_LIGHTNING:
case SPL_RUNELIGHT:
*mind = 2;
*maxd = plr[myplr]._pLevel + 2;
break;
case SPL_FLASH:
*mind = plr[myplr]._pLevel;
for (k = 0; k < sl; k++) {
*mind += *mind / 8;
}
*mind += *mind / 2;
*maxd = *mind * 2;
break;
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:
case SPL_WARP:
case SPL_REFLECT:
case SPL_BERSERK:
case SPL_SEARCH:
case SPL_RUNESTONE:
*mind = -1;
*maxd = -1;
break;
case SPL_FIREWALL:
case SPL_LIGHTWALL:
case SPL_FIRERING:
*mind = 2 * plr[myplr]._pLevel + 4;
*maxd = 2 * plr[myplr]._pLevel + 40;
break;
case SPL_FIREBALL:
case SPL_RUNEFIRE:
*mind = 2 * plr[myplr]._pLevel + 4;
for (k = 0; k < sl; k++) {
*mind += *mind / 8;
}
*maxd = 2 * plr[myplr]._pLevel + 40;
for (k = 0; k < sl; k++) {
*maxd += *maxd / 8;
}
break;
case SPL_GUARDIAN:
*mind = (plr[myplr]._pLevel / 2) + 1;
for (k = 0; k < sl; k++) {
*mind += *mind / 8;
}
*maxd = (plr[myplr]._pLevel / 2) + 10;
for (k = 0; k < sl; k++) {
*maxd += *maxd / 8;
}
break;
case SPL_CHAIN:
*mind = 4;
*maxd = 2 * plr[myplr]._pLevel + 4;
break;
case SPL_WAVE:
*mind = 6 * (plr[myplr]._pLevel + 1);
*maxd = 6 * (plr[myplr]._pLevel + 10);
break;
case SPL_NOVA:
case SPL_IMMOLAT:
case SPL_RUNEIMMOLAT:
case SPL_RUNENOVA:
*mind = (plr[myplr]._pLevel + 5) / 2;
for (k = 0; k < sl; k++) {
*mind += *mind / 8;
}
*mind *= 5;
*maxd = (plr[myplr]._pLevel + 30) / 2;
for (k = 0; k < sl; k++) {
*maxd += *maxd / 8;
}
*maxd *= 5;
break;
case SPL_FLAME:
*mind = 3;
*maxd = plr[myplr]._pLevel + 4;
*maxd += *maxd / 2;
break;
case SPL_GOLEM:
*mind = 11;
*maxd = 17;
break;
case SPL_APOCA:
*mind = 0;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*mind += 1;
}
*maxd = 0;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*maxd += 6;
}
break;
case SPL_ELEMENT:
*mind = 2 * plr[myplr]._pLevel + 4;
for (k = 0; k < sl; k++) {
*mind += *mind / 8;
}
/// BUGFIX: add here '*mind /= 2;'
*maxd = 2 * plr[myplr]._pLevel + 40;
for (k = 0; k < sl; k++) {
*maxd += *maxd / 8;
}
/// BUGFIX: add here '*maxd /= 2;'
break;
case SPL_CBOLT:
*mind = 1;
*maxd = (plr[myplr]._pMagic / 4) + 1;
break;
case SPL_HBOLT:
*mind = plr[myplr]._pLevel + 9;
*maxd = plr[myplr]._pLevel + 18;
break;
case SPL_HEALOTHER: /// BUGFIX: healing calculation is unused
*mind = plr[myplr]._pLevel + sl + 1;
if (plr[myplr]._pClass == HeroClass::Warrior || plr[myplr]._pClass == HeroClass::Monk || plr[myplr]._pClass == HeroClass::Barbarian) {
*mind *= 2;
}
if (plr[myplr]._pClass == HeroClass::Rogue || plr[myplr]._pClass == HeroClass::Bard) {
*mind += *mind / 2;
}
*maxd = 10;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*maxd += 4;
}
for (k = 0; k < sl; k++) {
*maxd += 6;
}
if (plr[myplr]._pClass == HeroClass::Warrior || plr[myplr]._pClass == HeroClass::Monk || plr[myplr]._pClass == HeroClass::Barbarian) {
*maxd *= 2;
}
if (plr[myplr]._pClass == HeroClass::Rogue || plr[myplr]._pClass == HeroClass::Bard) {
*maxd += *maxd / 2;
}
*mind = -1;
*maxd = -1;
break;
case SPL_FLARE:
*mind = (plr[myplr]._pMagic / 2) + 3 * sl - (plr[myplr]._pMagic / 8);
*maxd = *mind;
break;
}
}
bool CheckBlock(int fx, int fy, int tx, int ty)
{
while (fx != tx || fy != ty) {
Direction pn = GetDirection({ fx, fy }, { tx, ty });
fx += XDirAdd[pn];
fy += YDirAdd[pn];
if (nSolidTable[dPiece[fx][fy]])
return true;
}
return false;
}
int FindClosest(int sx, int sy, int rad)
{
int j, i, mid, tx, ty, cr;
if (rad > 19)
rad = 19;
for (i = 1; i < rad; i++) {
cr = CrawlNum[i] + 2;
for (j = (BYTE)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, spell_id sn)
{
int result;
if (id == myplr)
result = plr[id]._pISplLvlAdd + plr[id]._pSplLvl[sn];
else
result = 1;
if (result < 0)
result = 0;
return result;
}
/**
* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to.
*
* W sW SW Sw S
* ^
* nW | Se
* |
* NW ------+-----> SE
* |
* Nw | sE
* |
* N Ne NE nE E
*
* @param x1 the x coordinate of p1
* @param y1 the y coordinate of p1
* @param x2 the x coordinate of p2
* @param y2 the y coordinate of p2
* @return the direction of the p1->p2 vector
*/
int GetDirection16(int x1, int y1, int x2, int y2)
{
int mx, my, md;
mx = x2 - x1;
my = y2 - y1;
if (mx >= 0) {
if (my >= 0) {
if (3 * mx <= (my * 2)) { // mx/my <= 2/3, approximation of tan(33.75)
if (5 * mx < my) // mx/my < 0.2, approximation of tan(11.25)
return 2; // DIR_SW;
return 1; // DIR_Sw;
}
md = 0; // DIR_S;
} else {
my = -my;
if (3 * mx <= (my * 2)) {
if (5 * mx < my)
return 10; // DIR_NE;
return 11; // DIR_nE;
}
md = 12; // DIR_E;
}
if (3 * my <= (mx * 2)) { // my/mx <= 2/3
if (5 * my < mx) // my/mx < 0.2
return 14; // DIR_SE;
return md == 0 ? 15 : 13; // DIR_S ? DIR_Se : DIR_sE;
}
} else {
mx = -mx;
if (my >= 0) {
if (3 * mx <= (my * 2)) {
if (5 * mx < my)
return 2; // DIR_SW;
return 3; // DIR_sW;
}
md = 4; // DIR_W;
} else {
my = -my;
if (3 * mx <= (my * 2)) {
if (5 * mx < my)
return 10; // DIR_NE;
return 9; // DIR_Ne;
}
md = 8; // DIR_N;
}
if (3 * my <= (mx * 2)) {
if (5 * my < mx)
return 6; // DIR_NW;
return md == 4 ? 5 : 7; // DIR_W ? DIR_nW : DIR_Nw;
}
}
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)
{
missile[i].position.velocity = { 0, 0 };
if (dx == sx && dy == sy)
return;
double dxp = (dx + sy - sx - dy) * (1 << 21);
double dyp = (dy + dx - sx - sy) * (1 << 21);
double dr = sqrt(dxp * dxp + dyp * dyp);
missile[i].position.velocity.x = (dxp * (v << 16)) / dr;
missile[i].position.velocity.y = (dyp * (v << 15)) / dr;
}
void PutMissile(int i)
{
int x, y;
x = missile[i].position.tile.x;
y = missile[i].position.tile.y;
if (x <= 0 || y <= 0 || x >= MAXDUNX || y >= MAXDUNY)
missile[i]._miDelFlag = true;
if (!missile[i]._miDelFlag) {
dFlags[x][y] |= BFLAG_MISSILE;
if (dMissile[x][y] == 0)
dMissile[x][y] = i + 1;
else
dMissile[x][y] = -1;
if (missile[i]._miPreFlag)
MissilePreFlag = true;
}
}
void GetMissilePos(int i)
{
int mx, my, dx, dy, lx, ly;
mx = missile[i].position.traveled.x >> 16;
my = missile[i].position.traveled.y >> 16;
dx = mx + 2 * my;
dy = 2 * my - mx;
if (dx < 0) {
lx = -(-dx / 8);
dx = -(-dx / 64);
} else {
lx = dx / 8;
dx = dx / 64;
}
if (dy < 0) {
ly = -(-dy / 8);
dy = -(-dy / 64);
} else {
ly = dy / 8;
dy = dy / 64;
}
missile[i].position.tile.x = dx + missile[i].position.start.x;
missile[i].position.tile.y = dy + missile[i].position.start.y;
missile[i].position.offset.x = mx + (dy * 32) - (dx * 32);
missile[i].position.offset.y = my - (dx * 16) - (dy * 16);
ChangeLightOff(missile[i]._mlid, { lx - (dx * 8), ly - (dy * 8) });
}
void MoveMissilePos(int i)
{
int dx, dy, x, y;
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;
}
x = missile[i].position.tile.x + dx;
y = missile[i].position.tile.y + dy;
if (PosOkMonst(missile[i]._misource, { x, y })) {
missile[i].position.tile.x += dx;
missile[i].position.tile.y += dy;
missile[i].position.offset.x += (dy * 32) - (dx * 32);
missile[i].position.offset.y -= (dy * 16) + (dx * 16);
}
}
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, int t, bool shift)
{
int hit, hper, dam, mor;
bool resist, ret;
resist = false;
if (monster[m].mtalkmsg != TEXT_NONE) {
return false;
}
if (monster[m]._mhitpoints >> 6 <= 0) {
return false;
}
if (monster[m].MType->mtype == MT_ILLWEAV && monster[m]._mgoal == MGOAL_RETREAT)
return false;
if (monster[m]._mmode == MM_CHARGE)
return false;
missile_resistance mir = missiledata[t].mResist;
mor = monster[m].mMagicRes;
if ((mor & IMMUNE_MAGIC && mir == MISR_MAGIC)
|| (mor & IMMUNE_FIRE && mir == MISR_FIRE)
|| (mor & IMMUNE_LIGHTNING && mir == MISR_LIGHTNING)) {
return false;
}
if ((mor & RESIST_MAGIC && mir == MISR_MAGIC)
|| (mor & RESIST_FIRE && mir == MISR_FIRE)
|| (mor & RESIST_LIGHTNING && mir == MISR_LIGHTNING)) {
resist = true;
}
hit = GenerateRnd(100);
hper = 90 - (BYTE)monster[m].mArmorClass - dist;
if (hper < 5)
hper = 5;
if (hper > 95)
hper = 95;
if (CheckMonsterHit(m, &ret)) {
return ret;
}
#ifdef _DEBUG
if (hit < hper || debug_mode_dollar_sign || debug_mode_key_inverted_v || monster[m]._mmode == MM_STONE) {
#else
else if (hit < hper || monster[m]._mmode == MM_STONE) {
#endif
dam = mindam + GenerateRnd(maxdam - mindam + 1);
if (!shift)
dam <<= 6;
if (resist)
monster[m]._mhitpoints -= dam / 4;
else
monster[m]._mhitpoints -= dam;
#ifdef _DEBUG
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
monster[m]._mhitpoints = 0;
#endif
if (monster[m]._mhitpoints >> 6 <= 0) {
if (monster[m]._mmode == MM_STONE) {
M_StartKill(m, -1);
monster[m]._mmode = MM_STONE;
} else {
M_StartKill(m, -1);
}
} else {
if (resist) {
PlayEffect(m, 1);
} else if (monster[m]._mmode == MM_STONE) {
if (m > MAX_PLRS - 1)
M_StartHit(m, -1, dam);
monster[m]._mmode = MM_STONE;
} else {
if (m > MAX_PLRS - 1)
M_StartHit(m, -1, dam);
}
}
return true;
} else {
return false;
}
}
bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool shift)
{
int hit, hper, dam, mor;
bool resist, ret;
resist = false;
if (monster[m].mtalkmsg != TEXT_NONE
|| monster[m]._mhitpoints >> 6 <= 0
|| (t == MIS_HBOLT && monster[m].MType->mtype != MT_DIABLO && monster[m].MData->mMonstClass != MC_UNDEAD)) {
return false;
}
if (monster[m].MType->mtype == MT_ILLWEAV && monster[m]._mgoal == MGOAL_RETREAT)
return false;
if (monster[m]._mmode == MM_CHARGE)
return false;
mor = monster[m].mMagicRes;
missile_resistance mir = missiledata[t].mResist;
if ((mor & IMMUNE_MAGIC && mir == MISR_MAGIC)
|| (mor & IMMUNE_FIRE && mir == MISR_FIRE)
|| (mor & IMMUNE_LIGHTNING && mir == MISR_LIGHTNING)
|| (mor & IMMUNE_ACID && mir == MISR_ACID))
return false;
if ((mor & RESIST_MAGIC && mir == MISR_MAGIC)
|| (mor & RESIST_FIRE && mir == MISR_FIRE)
|| (mor & RESIST_LIGHTNING && mir == MISR_LIGHTNING))
resist = true;
if (gbIsHellfire && t == MIS_HBOLT && (monster[m].MType->mtype == MT_DIABLO || monster[m].MType->mtype == MT_BONEDEMN))
resist = true;
hit = GenerateRnd(100);
if (pnum != -1) {
if (missiledata[t].mType == 0) {
hper = plr[pnum]._pDexterity;
hper += plr[pnum]._pIBonusToHit;
hper += plr[pnum]._pLevel;
hper -= monster[m].mArmorClass;
hper -= (dist * dist) / 2;
hper += plr[pnum]._pIEnAc;
hper += 50;
if (plr[pnum]._pClass == HeroClass::Rogue)
hper += 20;
if (plr[pnum]._pClass == HeroClass::Warrior || plr[pnum]._pClass == HeroClass::Bard)
hper += 10;
} else {
hper = plr[pnum]._pMagic - (monster[m].mLevel * 2) - dist + 50;
if (plr[pnum]._pClass == HeroClass::Sorcerer)
hper += 20;
else if (plr[pnum]._pClass == HeroClass::Bard)
hper += 10;
}
} else {
hper = GenerateRnd(75) - monster[m].mLevel * 2;
}
if (hper < 5)
hper = 5;
if (hper > 95)
hper = 95;
if (monster[m]._mmode == MM_STONE)
hit = 0;
if (CheckMonsterHit(m, &ret))
return ret;
#ifdef _DEBUG
if (hit < hper || debug_mode_key_inverted_v || debug_mode_dollar_sign) {
#else
if (hit < hper) {
#endif
if (t == MIS_BONESPIRIT) {
dam = monster[m]._mhitpoints / 3 >> 6;
} else {
dam = mindam + GenerateRnd(maxdam - mindam + 1);
}
if (missiledata[t].mType == 0) {
dam = plr[pnum]._pIBonusDamMod + dam * plr[pnum]._pIBonusDam / 100 + dam;
if (plr[pnum]._pClass == HeroClass::Rogue)
dam += plr[pnum]._pDamageMod;
else
dam += (plr[pnum]._pDamageMod / 2);
}
if (!shift)
dam <<= 6;
if (resist)
dam >>= 2;
if (pnum == myplr)
monster[m]._mhitpoints -= dam;
if ((gbIsHellfire && plr[pnum]._pIFlags & ISPL_NOHEALMON) || (!gbIsHellfire && plr[pnum]._pIFlags & ISPL_FIRE_ARROWS))
monster[m]._mFlags |= MFLAG_NOHEAL;
if (monster[m]._mhitpoints >> 6 <= 0) {
if (monster[m]._mmode == MM_STONE) {
M_StartKill(m, pnum);
monster[m]._mmode = MM_STONE;
} else {
M_StartKill(m, pnum);
}
} else {
if (resist) {
PlayEffect(m, 1);
} else if (monster[m]._mmode == MM_STONE) {
if (m > MAX_PLRS - 1)
M_StartHit(m, pnum, dam);
monster[m]._mmode = MM_STONE;
} else {
if (missiledata[t].mType == 0 && plr[pnum]._pIFlags & ISPL_KNOCKBACK) {
M_GetKnockback(m);
}
if (m > MAX_PLRS - 1)
M_StartHit(m, pnum, dam);
}
}
if (monster[m]._msquelch == 0) {
monster[m]._msquelch = UINT8_MAX;
monster[m].position.last = plr[pnum].position.tile;
}
return true;
}
return false;
}
bool PlayerMHit(int pnum, int m, int dist, int mind, int maxd, int mtype, bool shift, int earflag, bool *blocked)
{
int hit, hper, tac, dam, blk, blkper, resper;
*blocked = false;
if (plr[pnum]._pHitPoints >> 6 <= 0) {
return false;
}
if (plr[pnum]._pInvincible) {
return false;
}
if (plr[pnum]._pSpellFlags & 1 && missiledata[mtype].mType == 0) {
return false;
}
hit = GenerateRnd(100);
#ifdef _DEBUG
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
hit = 1000;
#endif
if (missiledata[mtype].mType == 0) {
tac = plr[pnum]._pIAC + plr[pnum]._pIBonusAC + plr[pnum]._pDexterity / 5;
if (m != -1) {
hper = monster[m].mHit
+ ((monster[m].mLevel - plr[pnum]._pLevel) * 2)
+ 30
- (dist * 2) - tac;
} else {
hper = 100 - (tac / 2) - (dist * 2);
}
} else {
if (m != -1) {
hper = +40 - (plr[pnum]._pLevel * 2) - (dist * 2) + (monster[m].mLevel * 2);
} else {
hper = 40;
}
}
if (hper < 10)
hper = 10;
if (currlevel == 14 && hper < 20) {
hper = 20;
}
if (currlevel == 15 && hper < 25) {
hper = 25;
}
if (currlevel == 16 && hper < 30) {
hper = 30;
}
if ((plr[pnum]._pmode == PM_STAND || plr[pnum]._pmode == PM_ATTACK) && plr[pnum]._pBlockFlag) {
blk = GenerateRnd(100);
} else {
blk = 100;
}
if (shift)
blk = 100;
if (mtype == MIS_ACIDPUD)
blk = 100;
if (m != -1)
blkper = plr[pnum]._pBaseToBlk + plr[pnum]._pDexterity - ((monster[m].mLevel - plr[pnum]._pLevel) * 2);
else
blkper = plr[pnum]._pBaseToBlk + plr[pnum]._pDexterity;
if (blkper < 0)
blkper = 0;
if (blkper > 100)
blkper = 100;
switch (missiledata[mtype].mResist) {
case MISR_FIRE:
resper = plr[pnum]._pFireResist;
break;
case MISR_LIGHTNING:
resper = plr[pnum]._pLghtResist;
break;
case MISR_MAGIC:
case MISR_ACID:
resper = plr[pnum]._pMagResist;
break;
default:
resper = 0;
break;
}
if (hit < hper) {
if (mtype == MIS_BONESPIRIT) {
dam = plr[pnum]._pHitPoints / 3;
} else {
if (!shift) {
dam = (mind << 6) + GenerateRnd((maxd - mind + 1) << 6);
if (m == -1)
if ((plr[pnum]._pIFlags & ISPL_ABSHALFTRAP) != 0)
dam /= 2;
dam += (plr[pnum]._pIGetHit << 6);
} else {
dam = mind + GenerateRnd(maxd - mind + 1);
if (m == -1)
if ((plr[pnum]._pIFlags & ISPL_ABSHALFTRAP) != 0)
dam /= 2;
dam += plr[pnum]._pIGetHit;
}
if (dam < 64)
dam = 64;
}
if ((resper <= 0 || gbIsHellfire) && blk < blkper) {
Direction dir = plr[pnum]._pdir;
if (m != -1) {
dir = GetDirection(plr[pnum].position.tile, monster[m].position.tile);
}
*blocked = true;
StartPlrBlock(pnum, dir);
return true;
}
if (resper > 0) {
dam = dam - dam * resper / 100;
if (pnum == myplr) {
ApplyPlrDamage(pnum, 0, 0, dam, earflag);
}
if (plr[pnum]._pHitPoints >> 6 > 0) {
plr[pnum].Say(HeroSpeech::ArghClang);
}
return true;
}
if (pnum == myplr) {
ApplyPlrDamage(pnum, 0, 0, dam, earflag);
}
if (plr[pnum]._pHitPoints >> 6 > 0) {
StartPlrHit(pnum, dam, false);
}
return true;
}
return false;
}
bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, bool shift, bool *blocked)
{
int dam, blk, blkper, hper, hit, resper;
if (!sgGameInitInfo.bFriendlyFire && gbFriendlyMode)
return false;
*blocked = false;
if (plr[p]._pInvincible) {
return false;
}
if (mtype == MIS_HBOLT) {
return false;
}
if (plr[p]._pSpellFlags & 1 && missiledata[mtype].mType == 0) {
return false;
}
switch (missiledata[mtype].mResist) {
case MISR_FIRE:
resper = plr[p]._pFireResist;
break;
case MISR_LIGHTNING:
resper = plr[p]._pLghtResist;
break;
case MISR_MAGIC:
case MISR_ACID:
resper = plr[p]._pMagResist;
break;
default:
resper = 0;
break;
}
hper = GenerateRnd(100);
if (missiledata[mtype].mType == 0) {
hit = plr[pnum]._pIBonusToHit
+ plr[pnum]._pLevel
- (dist * dist / 2)
- plr[p]._pDexterity / 5
- plr[p]._pIBonusAC
- plr[p]._pIAC
+ plr[pnum]._pDexterity + 50;
if (plr[pnum]._pClass == HeroClass::Rogue)
hit += 20;
if (plr[pnum]._pClass == HeroClass::Warrior || plr[pnum]._pClass == HeroClass::Bard)
hit += 10;
} else {
hit = plr[pnum]._pMagic
- (plr[p]._pLevel * 2)
- dist
+ 50;
if (plr[pnum]._pClass == HeroClass::Sorcerer)
hit += 20;
else if (plr[pnum]._pClass == HeroClass::Bard)
hit += 10;
}
if (hit < 5)
hit = 5;
if (hit > 95)
hit = 95;
if (hper < hit) {
if ((plr[p]._pmode == PM_STAND || plr[p]._pmode == PM_ATTACK) && plr[p]._pBlockFlag) {
blkper = GenerateRnd(100);
} else {
blkper = 100;
}
if (shift)
blkper = 100;
blk = plr[p]._pDexterity + plr[p]._pBaseToBlk + (plr[p]._pLevel * 2) - (plr[pnum]._pLevel * 2);
if (blk < 0) {
blk = 0;
}
if (blk > 100) {
blk = 100;
}
if (mtype == MIS_BONESPIRIT) {
dam = plr[p]._pHitPoints / 3;
} else {
dam = mindam + GenerateRnd(maxdam - mindam + 1);
if (missiledata[mtype].mType == 0)
dam += plr[pnum]._pIBonusDamMod + plr[pnum]._pDamageMod + dam * plr[pnum]._pIBonusDam / 100;
if (!shift)
dam <<= 6;
}
if (missiledata[mtype].mType != 0)
dam /= 2;
if (resper > 0) {
dam -= (dam * resper) / 100;
if (pnum == myplr)
NetSendCmdDamage(true, p, dam);
plr[p].Say(HeroSpeech::ArghClang);
return true;
}
if (blkper < blk) {
StartPlrBlock(p, GetDirection(plr[p].position.tile, plr[pnum].position.tile));
*blocked = true;
} else {
if (pnum == myplr)
NetSendCmdDamage(true, p, dam);
StartPlrHit(p, dam, false);
}
return true;
}
return false;
}
void CheckMissileCol(int i, int mindam, int maxdam, bool shift, int mx, int my, bool nodel)
{
int oi;
bool blocked;
int dir, mAnimFAmt;
if (i >= MAXMISSILES || i < 0)
return;
if (mx >= MAXDUNX || mx < 0)
return;
if (my >= MAXDUNY || my < 0)
return;
if (missile[i]._micaster != TARGET_BOTH && missile[i]._misource != -1) {
if (missile[i]._micaster == TARGET_MONSTERS) {
if (dMonster[mx][my] > 0) {
if (MonsterMHit(
missile[i]._misource,
dMonster[mx][my] - 1,
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = true;
}
} else {
if (dMonster[mx][my] < 0
&& monster[-(dMonster[mx][my] + 1)]._mmode == MM_STONE
&& MonsterMHit(
missile[i]._misource,
-(dMonster[mx][my] + 1),
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = true;
}
}
if (dPlayer[mx][my] > 0
&& dPlayer[mx][my] - 1 != missile[i]._misource
&& Plr2PlrMHit(
missile[i]._misource,
dPlayer[mx][my] - 1,
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift,
&blocked)) {
if (gbIsHellfire && blocked) {
dir = missile[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1);
mAnimFAmt = misfiledata[missile[i]._miAnimType].mAnimFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir > mAnimFAmt)
dir = 0;
SetMissDir(i, dir);
} else if (!nodel) {
missile[i]._mirange = 0;
}
missile[i]._miHitFlag = true;
}
} else {
if (monster[missile[i]._misource]._mFlags & MFLAG_TARGETS_MONSTER
&& dMonster[mx][my] > 0
&& monster[dMonster[mx][my] - 1]._mFlags & MFLAG_GOLEM
&& MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, missile[i]._midist, missile[i]._mitype, shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = true;
}
if (dPlayer[mx][my] > 0
&& PlayerMHit(
dPlayer[mx][my] - 1,
missile[i]._misource,
missile[i]._midist,
mindam,
maxdam,
missile[i]._mitype,
shift,
0,
&blocked)) {
if (gbIsHellfire && blocked) {
dir = missile[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1);
mAnimFAmt = misfiledata[missile[i]._miAnimType].mAnimFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir > mAnimFAmt)
dir = 0;
SetMissDir(i, dir);
} else if (!nodel) {
missile[i]._mirange = 0;
}
missile[i]._miHitFlag = true;
}
}
} else {
if (dMonster[mx][my] > 0) {
if (missile[i]._micaster == TARGET_BOTH) {
if (MonsterMHit(
missile[i]._misource,
dMonster[mx][my] - 1,
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = true;
}
} else if (MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, missile[i]._midist, missile[i]._mitype, shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = true;
}
}
if (dPlayer[mx][my] > 0) {
if (PlayerMHit(
dPlayer[mx][my] - 1,
-1,
missile[i]._midist,
mindam,
maxdam,
missile[i]._mitype,
shift,
missile[i]._miAnimType == MFILE_FIREWAL || missile[i]._miAnimType == MFILE_LGHNING,
&blocked)) {
if (gbIsHellfire && blocked) {
dir = missile[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1);
mAnimFAmt = misfiledata[missile[i]._miAnimType].mAnimFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir > mAnimFAmt)
dir = 0;
SetMissDir(i, dir);
} else if (!nodel) {
missile[i]._mirange = 0;
}
missile[i]._miHitFlag = true;
}
}
}
if (dObject[mx][my] != 0) {
oi = dObject[mx][my] > 0 ? dObject[mx][my] - 1 : -(dObject[mx][my] + 1);
if (!object[oi]._oMissFlag) {
if (object[oi]._oBreak == 1)
BreakObject(-1, oi);
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = false;
}
}
if (nMissileTable[dPiece[mx][my]]) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = false;
}
if (missile[i]._mirange == 0 && missiledata[missile[i]._mitype].miSFX != -1)
PlaySfxLoc(missiledata[missile[i]._mitype].miSFX, missile[i].position.tile.x, missile[i].position.tile.y);
}
void SetMissAnim(int mi, int animtype)
{
int dir = missile[mi]._mimfnum;
if (animtype > MFILE_NONE) {
animtype = MFILE_NONE;
}
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)
{
MisFileData *mfd = &misfiledata[mi];
if (mfd->mAnimData[0] != nullptr)
return;
char pszName[256];
if ((mfd->mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
sprintf(pszName, "Missiles\\%s.CL2", mfd->mName);
byte *file = LoadFileInMem(pszName).release();
for (unsigned i = 0; i < mfd->mAnimFAmt; i++)
mfd->mAnimData[i] = CelGetFrameStart(file, i);
} else if (mfd->mAnimFAmt == 1) {
sprintf(pszName, "Missiles\\%s.CL2", mfd->mName);
mfd->mAnimData[0] = LoadFileInMem(pszName).release();
} else {
for (unsigned i = 0; i < mfd->mAnimFAmt; i++) {
sprintf(pszName, "Missiles\\%s%u.CL2", mfd->mName, i + 1);
mfd->mAnimData[i] = LoadFileInMem(pszName).release();
}
}
}
void InitMissileGFX()
{
int mi;
for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) {
if (!gbIsHellfire && mi > MFILE_SCBSEXPD)
break;
if ((misfiledata[mi].mFlags & MFLAG_HIDDEN) == 0)
LoadMissileGFX(mi);
}
}
void FreeMissileGFX(int mi)
{
int i;
DWORD *p;
if (misfiledata[mi].mFlags & MFLAG_ALLOW_SPECIAL) {
if (misfiledata[mi].mAnimData[0]) {
p = (DWORD *)misfiledata[mi].mAnimData[0];
p -= misfiledata[mi].mAnimFAmt;
delete[] p;
misfiledata[mi].mAnimData[0] = nullptr;
}
return;
}
for (i = 0; i < misfiledata[mi].mAnimFAmt; i++) {
if (misfiledata[mi].mAnimData[i] != nullptr) {
delete[] misfiledata[mi].mAnimData[i];
misfiledata[mi].mAnimData[i] = nullptr;
}
}
}
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;
AutoMapShowItems = false;
plr[myplr]._pSpellFlags &= ~0x1;
if (plr[myplr]._pInfraFlag) {
for (i = 0; i < nummissiles; ++i) {
mi = missileactive[i];
if (missile[mi]._mitype == MIS_INFRA) {
src = missile[mi]._misource;
if (src == myplr)
CalcPlrItemVals(src, true);
}
}
}
if ((plr[myplr]._pSpellFlags & 2) == 2 || (plr[myplr]._pSpellFlags & 4) == 4) {
plr[myplr]._pSpellFlags &= ~0x2;
plr[myplr]._pSpellFlags &= ~0x4;
for (i = 0; i < nummissiles; ++i) {
mi = missileactive[i];
if (missile[mi]._mitype == MIS_BLODBOIL) {
if (missile[mi]._misource == myplr) {
int missingHP = plr[myplr]._pMaxHP - plr[myplr]._pHitPoints;
CalcPlrItemVals(myplr, true);
ApplyPlrDamage(myplr, 0, 1, missingHP + missile[mi]._miVar2);
}
}
}
}
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] &= ~BFLAG_MISSILE;
}
}
plr[myplr].wReflections = 0;
}
void AddHiveExplosion(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
AddMissile(80, 62, 80, 62, midir, MIS_HIVEEXP, mienemy, id, dam, 0);
AddMissile(80, 63, 80, 62, midir, MIS_HIVEEXP, mienemy, id, dam, 0);
AddMissile(81, 62, 80, 62, midir, MIS_HIVEEXP, mienemy, id, dam, 0);
AddMissile(81, 63, 80, 62, midir, MIS_HIVEEXP, mienemy, id, dam, 0);
missile[mi]._miDelFlag = true;
}
static bool missiles_found_target(int mi, int *x, int *y, int rad)
{
int i, j, k, tx, ty, dp;
bool found = false;
if (rad > 19)
rad = 19;
for (j = 0; j < rad; j++) {
if (found) {
break;
}
k = CrawlNum[j] + 2;
for (i = CrawlTable[CrawlNum[j]]; i > 0; i--, k += 2) {
tx = *x + CrawlTable[k - 1];
ty = *y + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (!nSolidTable[dp] && dObject[tx][ty] == 0 && dMissile[tx][ty] == 0) {
missile[mi].position.tile = { tx, ty };
*x = tx;
*y = ty;
found = true;
break;
}
}
}
}
return found;
}
void AddFireRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (LineClearMissile({ sx, sy }, { dx, dy })) {
if (id >= 0)
UseMana(id, SPL_RUNEFIRE);
if (missiles_found_target(mi, &dx, &dy, 10)) {
missile[mi]._miVar1 = MIS_HIVEEXP;
missile[mi]._miDelFlag = false;
missile[mi]._mlid = AddLight({ dx, dy }, 8);
} else {
missile[mi]._miDelFlag = true;
}
} else {
missile[mi]._miDelFlag = true;
}
}
void AddLightningRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (LineClearMissile({ sx, sy }, { dx, dy })) {
if (id >= 0)
UseMana(id, SPL_RUNELIGHT);
if (missiles_found_target(mi, &dx, &dy, 10)) {
missile[mi]._miVar1 = MIS_LIGHTBALL;
missile[mi]._miDelFlag = false;
missile[mi]._mlid = AddLight({ dx, dy }, 8);
} else {
missile[mi]._miDelFlag = true;
}
} else {
missile[mi]._miDelFlag = true;
}
}
void AddGreatLightningRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (LineClearMissile({ sx, sy }, { dx, dy })) {
if (id >= 0)
UseMana(id, SPL_RUNENOVA);
if (missiles_found_target(mi, &dx, &dy, 10)) {
missile[mi]._miVar1 = MIS_NOVA;
missile[mi]._miDelFlag = false;
missile[mi]._mlid = AddLight({ dx, dy }, 8);
} else {
missile[mi]._miDelFlag = true;
}
} else {
missile[mi]._miDelFlag = true;
}
}
void AddImmolationRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (LineClearMissile({ sx, sy }, { dx, dy })) {
if (id >= 0)
UseMana(id, SPL_RUNEIMMOLAT);
if (missiles_found_target(mi, &dx, &dy, 10)) {
missile[mi]._miVar1 = MIS_IMMOLATION;
missile[mi]._miDelFlag = false;
missile[mi]._mlid = AddLight({ dx, dy }, 8);
} else {
missile[mi]._miDelFlag = true;
}
} else {
missile[mi]._miDelFlag = true;
}
}
void AddStoneRune(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (LineClearMissile({ sx, sy }, { dx, dy })) {
if (id >= 0)
UseMana(id, SPL_RUNESTONE);
if (missiles_found_target(mi, &dx, &dy, 10)) {
missile[mi]._miVar1 = MIS_STONE;
missile[mi]._miDelFlag = false;
missile[mi]._mlid = AddLight({ dx, dy }, 8);
} else {
missile[mi]._miDelFlag = true;
}
} else {
missile[mi]._miDelFlag = true;
}
}
void AddReflection(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int lvl;
if (id >= 0) {
if (missile[mi]._mispllvl)
lvl = missile[mi]._mispllvl;
else
lvl = 2;
plr[id].wReflections += lvl * plr[id]._pLevel;
UseMana(id, SPL_REFLECT);
}
missile[mi]._mirange = 0;
missile[mi]._miDelFlag = false;
}
void AddBerserk(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, j, k, tx, ty, dm, r;
if (id >= 0) {
missile[mi]._misource = id;
for (j = 0; j < 6; j++) {
k = CrawlNum[j] + 2;
for (i = CrawlTable[CrawlNum[j]]; i > 0; i--, k += 2) {
tx = dx + CrawlTable[k - 1];
ty = dy + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dm = dMonster[tx][ty];
dm = dm > 0 ? dm - 1 : -(dm + 1);
if (dm > 3) {
if (monster[dm]._uniqtype == 0 && monster[dm]._mAi != AI_DIABLO) {
if (monster[dm]._mmode != MM_FADEIN && monster[dm]._mmode != MM_FADEOUT) {
if (!(monster[dm].mMagicRes & IMMUNE_MAGIC)) {
if ((!(monster[dm].mMagicRes & RESIST_MAGIC) || ((monster[dm].mMagicRes & RESIST_MAGIC) == 1 && !GenerateRnd(2))) && monster[dm]._mmode != MM_CHARGE) {
j = 6;
auto slvl = static_cast<double>(GetSpellLevel(id, SPL_BERSERK));
monster[dm]._mFlags |= MFLAG_BERSERK | MFLAG_GOLEM;
monster[dm].mMinDamage = ((double)(GenerateRnd(10) + 20) / 100 + 1) * (double)monster[dm].mMinDamage + slvl;
monster[dm].mMaxDamage = ((double)(GenerateRnd(10) + 20) / 100 + 1) * (double)monster[dm].mMaxDamage + slvl;
monster[dm].mMinDamage2 = ((double)(GenerateRnd(10) + 20) / 100 + 1) * (double)monster[dm].mMinDamage2 + slvl;
monster[dm].mMaxDamage2 = ((double)(GenerateRnd(10) + 20) / 100 + 1) * (double)monster[dm].mMaxDamage2 + slvl;
if (currlevel < 17 || currlevel > 20)
r = 3;
else
r = 9;
monster[dm].mlid = AddLight(monster[dm].position.tile, r);
UseMana(id, SPL_BERSERK);
break;
}
}
}
}
}
}
}
}
}
missile[mi]._mirange = 0;
missile[mi]._miDelFlag = true;
}
void AddHorkSpawn(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 8);
missile[mi]._mirange = 9;
missile[mi]._miVar1 = midir;
PutMissile(mi);
}
void AddJester(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int spell;
spell = MIS_FIREBOLT;
switch (GenerateRnd(10)) {
case 0:
case 1:
spell = MIS_FIREBOLT;
break;
case 2:
spell = MIS_FIREBALL;
break;
case 3:
spell = MIS_FIREWALLC;
break;
case 4:
spell = MIS_GUARDIAN;
break;
case 5:
spell = MIS_CHAIN;
break;
case 6:
spell = MIS_TOWN;
UseMana(id, SPL_TOWN);
break;
case 7:
spell = MIS_TELEPORT;
break;
case 8:
spell = MIS_APOCA;
break;
case 9:
spell = MIS_STONE;
break;
}
AddMissile(sx, sy, dx, dy, midir, spell, missile[mi]._micaster, missile[mi]._misource, 0, missile[mi]._mispllvl);
missile[mi]._miDelFlag = true;
missile[mi]._mirange = 0;
}
void AddStealPotions(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, l, k, j, tx, ty, si, ii, pnum;
bool hasPlayedSFX;
missile[mi]._misource = id;
for (i = 0; i < 3; i++) {
k = CrawlNum[i];
l = k + 2;
for (j = CrawlTable[k]; j > 0; j--, l += 2) {
tx = sx + CrawlTable[l - 1];
ty = sy + CrawlTable[l];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
pnum = dPlayer[tx][ty];
if (pnum != 0) {
pnum = pnum > 0 ? pnum - 1 : -(pnum + 1);
hasPlayedSFX = false;
for (si = 0; si < MAXBELTITEMS; si++) {
ii = -1;
if (plr[pnum].SpdList[si]._itype == ITYPE_MISC) {
if (GenerateRnd(2) == 0)
continue;
switch (plr[pnum].SpdList[si]._iMiscId) {
case IMISC_FULLHEAL:
ii = ItemMiscIdIdx(IMISC_HEAL);
break;
case IMISC_HEAL:
case IMISC_MANA:
plr[pnum].RemoveSpdBarItem(si);
break;
case IMISC_FULLMANA:
ii = ItemMiscIdIdx(IMISC_MANA);
break;
case IMISC_REJUV:
if (GenerateRnd(2) != 0) {
ii = ItemMiscIdIdx(IMISC_MANA);
} else {
ii = ItemMiscIdIdx(IMISC_HEAL);
}
break;
case IMISC_FULLREJUV:
switch (GenerateRnd(3)) {
case 0:
ii = ItemMiscIdIdx(IMISC_FULLMANA);
break;
case 1:
ii = ItemMiscIdIdx(IMISC_FULLHEAL);
break;
default:
ii = ItemMiscIdIdx(IMISC_REJUV);
break;
}
break;
default:
continue;
}
}
if (ii != -1) {
SetPlrHandItem(&plr[pnum].HoldItem, ii);
GetPlrHandSeed(&plr[pnum].HoldItem);
plr[pnum].HoldItem._iStatFlag = true;
plr[pnum].SpdList[si] = plr[pnum].HoldItem;
}
if (!hasPlayedSFX) {
PlaySfxLoc(IS_POPPOP2, tx, ty);
hasPlayedSFX = true;
}
}
force_redraw = 255;
}
}
}
}
missile[mi]._mirange = 0;
missile[mi]._miDelFlag = true;
}
void AddManaTrap(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, pn, k, j, tx, ty, pid;
missile[mi]._misource = id;
for (i = 0; i < 3; i++) {
k = CrawlNum[i];
pn = k + 2;
for (j = CrawlTable[k]; j > 0; j--) {
tx = sx + CrawlTable[pn - 1];
ty = sy + CrawlTable[pn];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
pid = dPlayer[tx][ty];
if (pid != 0) {
if (pid > 0)
pid = pid - 1;
else
pid = -(pid + 1);
plr[pid]._pMana = 0;
plr[pid]._pManaBase = plr[pid]._pMana + plr[pid]._pMaxManaBase - plr[pid]._pMaxMana;
CalcPlrInv(pid, false);
drawmanaflag = true;
PlaySfxLoc(TSFX_COW7, tx, ty);
}
}
pn += 2;
}
}
missile[mi]._mirange = 0;
missile[mi]._miDelFlag = true;
}
void AddSpecArrow(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int av;
av = 0;
if (mienemy == TARGET_MONSTERS) {
if (plr[id]._pClass == HeroClass::Rogue)
av += (plr[id]._pLevel - 1) / 4;
else if (plr[id]._pClass == HeroClass::Warrior || plr[id]._pClass == HeroClass::Bard)
av += (plr[id]._pLevel - 1) / 8;
if ((plr[id]._pIFlags & ISPL_QUICKATTACK) != 0)
av++;
if ((plr[id]._pIFlags & ISPL_FASTATTACK) != 0)
av += 2;
if ((plr[id]._pIFlags & ISPL_FASTERATTACK) != 0)
av += 4;
if ((plr[id]._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
}
missile[mi]._mirange = 1;
missile[mi]._miVar1 = dx;
missile[mi]._miVar2 = dy;
missile[mi]._miVar3 = av;
}
void AddWarp(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int tx, ty, fx, fy, i, dist;
TriggerStruct *trg;
dist = INT_MAX;
if (id >= 0) {
sx = plr[id].position.tile.x;
sy = plr[id].position.tile.y;
}
tx = sx;
ty = sy;
for (i = 0; i < numtrigs && i < MAXTRIGGERS; i++) {
trg = &trigs[i];
if (trg->_tmsg == 1032 || trg->_tmsg == 1027 || trg->_tmsg == 1026 || trg->_tmsg == 1028) {
if ((leveltype == 1 || leveltype == 2) && (trg->_tmsg == 1026 || trg->_tmsg == 1027 || trg->_tmsg == 1028)) {
fx = trg->position.x;
fy = trg->position.y + 1;
} else {
fx = trg->position.x + 1;
fy = trg->position.y;
}
int dify = (sy - fy);
int difx = (sx - fx);
int dif = dify * dify + difx * difx;
if (dif < dist) {
dist = dif;
tx = fx;
ty = fy;
}
}
}
missile[mi]._mirange = 2;
missile[mi]._miVar1 = 0;
missile[mi].position.tile = { tx, ty };
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_WARP);
}
void AddLightningWall(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._midam = dam;
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 255 * (missile[mi]._mispllvl + 1);
if (id < 0) {
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
} else {
missile[mi]._miVar1 = plr[id].position.tile.x;
missile[mi]._miVar2 = plr[id].position.tile.y;
}
}
void AddRuneExplosion(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, dmg;
if (mienemy == TARGET_MONSTERS || mienemy == TARGET_BOTH) {
missile[mi]._midam = 2 * (plr[id]._pLevel + GenerateRnd(10) + GenerateRnd(10)) + 4;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
dmg = missile[mi]._midam;
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x - 1, missile[mi].position.tile.y - 1, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x, missile[mi].position.tile.y - 1, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x + 1, missile[mi].position.tile.y - 1, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x - 1, missile[mi].position.tile.y, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x, missile[mi].position.tile.y, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x + 1, missile[mi].position.tile.y, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x - 1, missile[mi].position.tile.y + 1, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x, missile[mi].position.tile.y + 1, true);
CheckMissileCol(mi, dmg, dmg, false, missile[mi].position.tile.x + 1, missile[mi].position.tile.y + 1, true);
}
missile[mi]._mlid = AddLight({ sx, sy }, 8);
SetMissDir(mi, 0);
missile[mi]._miDelFlag = false;
missile[mi]._mirange = missile[mi]._miAnimLen - 1;
}
void AddImmolation(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (mienemy == TARGET_MONSTERS) {
missile[mi]._midam = 2 * (plr[id]._pLevel + GenerateRnd(10) + GenerateRnd(10)) + 4;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
i = 2 * missile[mi]._mispllvl + 16;
if (i > 50)
i = 50;
UseMana(id, SPL_FIREBALL);
} 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]._miVar6 = 2;
missile[mi]._miVar7 = 2;
missile[mi]._mlid = AddLight({ sx, sy }, 8);
}
void AddFireNova(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (mienemy == TARGET_MONSTERS) {
i = missile[mi]._mispllvl + 16;
if (i > 50) {
i = 50;
}
} 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 AddLightningArrow(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
GetMissileVel(mi, sx, sy, dx, dy, 32);
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 255;
if (id < 0) {
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
} else {
missile[mi]._miVar1 = plr[id].position.tile.x;
missile[mi]._miVar2 = plr[id].position.tile.y;
}
missile[mi]._midam <<= 6;
}
void AddMana(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, ManaAmount;
ManaAmount = (GenerateRnd(10) + 1) << 6;
for (i = 0; i < plr[id]._pLevel; i++) {
ManaAmount += (GenerateRnd(4) + 1) << 6;
}
for (i = 0; i < missile[mi]._mispllvl; i++) {
ManaAmount += (GenerateRnd(6) + 1) << 6;
}
if (plr[id]._pClass == HeroClass::Sorcerer)
ManaAmount *= 2;
if (plr[id]._pClass == HeroClass::Rogue || plr[id]._pClass == HeroClass::Bard)
ManaAmount += ManaAmount / 2;
plr[id]._pMana += ManaAmount;
if (plr[id]._pMana > plr[id]._pMaxMana)
plr[id]._pMana = plr[id]._pMaxMana;
plr[id]._pManaBase += ManaAmount;
if (plr[id]._pManaBase > plr[id]._pMaxManaBase)
plr[id]._pManaBase = plr[id]._pMaxManaBase;
UseMana(id, SPL_MANA);
missile[mi]._miDelFlag = true;
drawmanaflag = true;
}
void AddMagi(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
plr[id]._pMana = plr[id]._pMaxMana;
plr[id]._pManaBase = plr[id]._pMaxManaBase;
UseMana(id, SPL_MAGI);
missile[mi]._miDelFlag = true;
drawmanaflag = true;
}
void AddRing(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_FIRERING);
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miDelFlag = false;
missile[mi]._miVar3 = 0;
missile[mi]._miVar4 = 0;
missile[mi]._miVar5 = 0;
missile[mi]._miVar6 = 0;
missile[mi]._miVar7 = 0;
missile[mi]._miVar8 = 0;
missile[mi]._mirange = 7;
}
void AddSearch(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, mx, r1, r2;
MissileStruct *mis;
missile[mi]._miDelFlag = false;
missile[mi]._miVar1 = id;
missile[mi]._miVar2 = 0;
missile[mi]._miVar3 = 0;
missile[mi]._miVar4 = 0;
missile[mi]._miVar5 = 0;
missile[mi]._miVar6 = 0;
missile[mi]._miVar7 = 0;
missile[mi]._miVar8 = 0;
AutoMapShowItems = true;
int lvl = 2;
if (id > -1)
lvl = plr[id]._pLevel * 2;
missile[mi]._mirange = lvl + 10 * missile[mi]._mispllvl + 245;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_SEARCH);
for (i = 0; i < nummissiles; i++) {
mx = missileactive[i];
if (mx != mi) {
mis = &missile[mx];
if (mis->_miVar1 == id && mis->_mitype == 85) {
r1 = missile[mi]._mirange;
r2 = mis->_mirange;
if (r2 < INT_MAX - r1)
mis->_mirange = r1 + r2;
missile[mi]._miDelFlag = true;
break;
}
}
}
}
void AddCboltArrow(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (mienemy == TARGET_MONSTERS) {
if (id == myplr) {
missile[mi]._mirnd = GenerateRnd(15) + 1;
} else {
missile[mi]._mirnd = GenerateRnd(15) + 1;
}
} else {
missile[mi]._mirnd = GenerateRnd(15) + 1;
missile[mi]._midam = 15;
}
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mlid = AddLight({ sx, sy }, 5);
GetMissileVel(mi, sx, sy, dx, dy, 8);
missile[mi]._miVar1 = 5;
missile[mi]._miVar2 = midir;
missile[mi]._miVar3 = 0;
missile[mi]._mirange = 256;
}
void AddLArrow(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (mienemy == TARGET_MONSTERS) {
int av = 32;
if (plr[id]._pClass == HeroClass::Rogue)
av += (plr[id]._pLevel) / 4;
else if (plr[id]._pClass == HeroClass::Warrior || plr[id]._pClass == HeroClass::Bard)
av += (plr[id]._pLevel) / 8;
if (gbIsHellfire) {
if ((plr[id]._pIFlags & ISPL_QUICKATTACK) != 0)
av++;
if ((plr[id]._pIFlags & ISPL_FASTATTACK) != 0)
av += 2;
if ((plr[id]._pIFlags & ISPL_FASTERATTACK) != 0)
av += 4;
if ((plr[id]._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
} else {
if (plr[id]._pClass == HeroClass::Rogue || plr[id]._pClass == HeroClass::Warrior || plr[id]._pClass == HeroClass::Bard)
av -= 1;
}
GetMissileVel(mi, sx, sy, dx, dy, av);
} 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, int8_t mienemy, int id, int dam)
{
int av;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (mienemy == TARGET_MONSTERS) {
av = 32;
if ((plr[id]._pIFlags & ISPL_RNDARROWVEL) != 0) {
av = GenerateRnd(32) + 16;
}
if (plr[id]._pClass == HeroClass::Rogue)
av += (plr[id]._pLevel - 1) / 4;
else if (plr[id]._pClass == HeroClass::Warrior || plr[id]._pClass == HeroClass::Bard)
av += (plr[id]._pLevel - 1) / 8;
if (gbIsHellfire) {
if ((plr[id]._pIFlags & ISPL_QUICKATTACK) != 0)
av++;
if ((plr[id]._pIFlags & ISPL_FASTATTACK) != 0)
av += 2;
if ((plr[id]._pIFlags & ISPL_FASTERATTACK) != 0)
av += 4;
if ((plr[id]._pIFlags & ISPL_FASTESTATTACK) != 0)
av += 8;
}
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].position.tile = { xx, yy };
return;
}
}
}
}
missile[mi].position.tile = { dx, dy };
}
void AddRndTeleport(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int pn, r1, r2, nTries;
nTries = 0;
do {
nTries++;
if (nTries > 500) {
r1 = 0;
r2 = 0;
break; //BUGFIX: warps player to 0/0 in hellfire, change to return or use 1.09's version of the code
}
r1 = GenerateRnd(3) + 4;
r2 = GenerateRnd(3) + 4;
if (GenerateRnd(2) == 1)
r1 = -r1;
if (GenerateRnd(2) == 1)
r2 = -r2;
r1 += sx;
r2 += sy;
if (r1 < MAXDUNX && r1 >= 0 && r2 < MAXDUNY && r2 >= 0) { ///BUGFIX: < MAXDUNX / < MAXDUNY (fixed)
pn = dPiece[r1][r2];
}
} while (nSolidTable[pn] || dObject[r1][r2] != 0 || dMonster[r1][r2] != 0);
missile[mi]._mirange = 2;
missile[mi]._miVar1 = 0;
if (!setlevel || setlvlnum != SL_VILEBETRAYER) {
missile[mi].position.tile = { r1, r2 };
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_RNDTELEPORT);
} else {
pn = dObject[dx][dy] - 1;
// BUGFIX: should only run magic circle check if dObject[dx][dy] is non-zero.
if (object[pn]._otype == OBJ_MCIRCLE1 || object[pn]._otype == OBJ_MCIRCLE2) {
missile[mi].position.tile = { dx, dy };
if (!PosOkPlayer(myplr, { dx, dy }))
GetVileMissPos(mi, dx, dy);
}
}
}
void AddFirebolt(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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, SPL_FIREBOLT);
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, int8_t mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi].position.traveled.x += 3 * missile[mi].position.velocity.x;
missile[mi].position.traveled.y += 3 * missile[mi].position.velocity.y;
GetMissilePos(mi);
if (!gbIsHellfire || missile[mi].position.velocity.x & 0xFFFF0000 || missile[mi].position.velocity.y & 0xFFFF0000)
missile[mi]._mirange = 256;
else
missile[mi]._mirange = 1;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._mlid = AddLight({ sx, sy }, 8);
}
void AddKrull(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
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, int8_t mienemy, int id, int dam)
{
int i, pn, k, j, tx, ty;
missile[mi]._miDelFlag = true;
for (i = 0; i < 6; i++) {
k = CrawlNum[i];
pn = k + 2;
for (j = (BYTE)CrawlTable[k]; j > 0; j--) {
tx = dx + CrawlTable[pn - 1];
ty = dy + CrawlTable[pn];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
if ((nSolidTable[dPiece[tx][ty]] | dMonster[tx][ty] | dObject[tx][ty] | dPlayer[tx][ty]) == 0) {
missile[mi].position.tile = { tx, ty };
missile[mi].position.start = { tx, ty };
missile[mi]._miDelFlag = false;
i = 6;
break;
}
}
pn += 2;
}
}
if (!missile[mi]._miDelFlag) {
UseMana(id, SPL_TELEPORT);
missile[mi]._mirange = 2;
}
}
void AddLightball(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._midam = dam;
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 255;
if (id < 0) {
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
} else {
missile[mi]._miVar1 = plr[id].position.tile.x;
missile[mi]._miVar2 = plr[id].position.tile.y;
}
}
void AddFirewall(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
missile[mi]._midam = GenerateRnd(10) + GenerateRnd(10) + 2;
missile[mi]._midam += id >= 0 ? plr[id]._pLevel : currlevel; // BUGFIX: missing parenthesis around ternary (fixed)
missile[mi]._midam <<= 3;
GetMissileVel(mi, sx, sy, dx, dy, 16);
i = missile[mi]._mispllvl;
missile[mi]._mirange = 10;
if (i > 0)
missile[mi]._mirange *= i + 1;
if (mienemy == TARGET_PLAYERS || id < 0)
missile[mi]._mirange += currlevel;
else
missile[mi]._mirange += (plr[id]._pISplDur * missile[mi]._mirange) / 128;
missile[mi]._mirange *= 16;
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, int8_t mienemy, int id, int dam)
{
int i;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (mienemy == TARGET_MONSTERS) {
missile[mi]._midam = 2 * (plr[id]._pLevel + GenerateRnd(10) + GenerateRnd(10)) + 4;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
i = 2 * missile[mi]._mispllvl + 16;
if (i > 50)
i = 50;
UseMana(id, SPL_FIREBALL);
} 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, int8_t mienemy, int id, int dam)
{
if (!dam && mienemy == TARGET_MONSTERS)
UseMana(id, SPL_LIGHTNING);
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
GetMissileVel(mi, sx, sy, dx, dy, 32);
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mirange = 256;
}
void AddLightning(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi].position.start = { dx, dy };
if (midir >= 0) {
missile[mi].position.offset = missile[midir].position.offset;
missile[mi].position.traveled = missile[midir].position.traveled;
}
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
if (midir < 0 || mienemy == TARGET_PLAYERS || id == -1) {
if (midir < 0 || id == -1)
missile[mi]._mirange = 8;
else
missile[mi]._mirange = 10;
} else {
missile[mi]._mirange = (missile[mi]._mispllvl / 2) + 6;
}
missile[mi]._mlid = AddLight(missile[mi].position.tile, 4);
}
void AddMisexp(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (mienemy && id > 0) {
switch (monster[id].MType->mtype) {
case MT_SUCCUBUS:
SetMissAnim(mi, MFILE_FLAREEXP);
break;
case MT_SNOWWICH:
SetMissAnim(mi, MFILE_SCBSEXPB);
break;
case MT_HLSPWN:
SetMissAnim(mi, MFILE_SCBSEXPD);
break;
case MT_SOLBRNR:
SetMissAnim(mi, MFILE_SCBSEXPC);
break;
default:
break;
}
}
missile[mi].position.tile = missile[dx].position.tile;
missile[mi].position.start = missile[dx].position.start;
missile[mi].position.offset = missile[dx].position.offset;
missile[mi].position.traveled = missile[dx].position.traveled;
missile[mi].position.velocity = { 0, 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, int8_t mienemy, int id, int dam)
{
missile[mi].position.tile = { sx, sy };
missile[mi].position.start = { sx, sy };
missile[mi].position.velocity = { 0, 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(Point position)
{
for (int i = 0; i < numtrigs; i++) {
if (trigs[i].position.WalkingDistance(position) < 2)
return true;
}
return false;
}
void AddTown(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, j, k, mx, tx, ty, dp;
if (currlevel != 0) {
missile[mi]._miDelFlag = true;
for (j = 0; j < 6; j++) {
k = CrawlNum[j] + 2;
for (i = (BYTE)CrawlTable[CrawlNum[j]]; i > 0; i--) {
tx = dx + CrawlTable[k - 1];
ty = dy + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if ((dMissile[tx][ty] | nSolidTable[dp] | nMissileTable[dp] | dObject[tx][ty] | dPlayer[tx][ty]) == 0) {
if (!CheckIfTrig({ tx, ty })) {
missile[mi].position.tile = { tx, ty };
missile[mi].position.start = { tx, ty };
missile[mi]._miDelFlag = false;
j = 6;
break;
}
}
}
k += 2;
}
}
} else {
tx = dx;
ty = dy;
missile[mi].position.tile = { tx, ty };
missile[mi].position.start = { tx, ty };
missile[mi]._miDelFlag = false;
}
missile[mi]._mirange = 100;
missile[mi]._miVar1 = missile[mi]._mirange - 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 != 0) {
if (!setlevel) {
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, { tx, ty }, currlevel, leveltype, 0);
} else {
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, { tx, ty }, setlvlnum, leveltype, 1);
}
}
}
void AddFlash(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
if (id != -1) {
if (mienemy == TARGET_MONSTERS) {
missile[mi]._midam = 0;
for (i = 0; i <= plr[id]._pLevel; i++) {
missile[mi]._midam += GenerateRnd(20) + 1;
}
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
missile[mi]._midam += missile[mi]._midam / 2;
UseMana(id, SPL_FLASH);
} else {
missile[mi]._midam = monster[id].mLevel * 2;
}
} else {
missile[mi]._midam = currlevel / 2;
}
missile[mi]._mirange = 19;
}
void AddFlash2(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
if (mienemy == TARGET_MONSTERS) {
if (id != -1) {
missile[mi]._midam = 0;
for (i = 0; i <= plr[id]._pLevel; i++) {
missile[mi]._midam += GenerateRnd(20) + 1;
}
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
missile[mi]._midam += missile[mi]._midam / 2;
} else {
missile[mi]._midam = currlevel / 2;
}
}
missile[mi]._miPreFlag = true;
missile[mi]._mirange = 19;
}
void AddManashield(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._mirange = 48 * plr[id]._pLevel;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_MANASHIELD);
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, int8_t mienemy, int id, int dam)
{
missile[mi]._midam = GenerateRnd(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].position.tile.x++;
missile[mi].position.tile.y++;
missile[mi].position.offset.y -= 32;
}
void AddGuardian(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, pn, k, j, tx, ty;
missile[mi]._midam = GenerateRnd(10) + (plr[id]._pLevel / 2) + 1;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
missile[mi]._miDelFlag = true;
for (i = 0; i < 6; i++) {
pn = CrawlNum[i];
k = pn + 2;
for (j = (BYTE)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 (LineClearMissile({ sx, sy }, { tx, ty })) {
if ((dMonster[tx][ty] | nSolidTable[pn] | nMissileTable[pn] | dObject[tx][ty] | dMissile[tx][ty]) == 0) {
missile[mi].position.tile = { tx, ty };
missile[mi].position.start = { tx, ty };
missile[mi]._miDelFlag = false;
UseMana(id, SPL_GUARDIAN);
i = 6;
break;
}
}
}
k += 2;
}
}
if (!missile[mi]._miDelFlag) {
missile[mi]._misource = id;
missile[mi]._mlid = AddLight(missile[mi].position.tile, 1);
missile[mi]._mirange = missile[mi]._mispllvl + (plr[id]._pLevel / 2);
missile[mi]._mirange += (missile[mi]._mirange * plr[id]._pISplDur) / 128;
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]._miVar2 = 0;
missile[mi]._miVar3 = 1;
}
}
void AddChain(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miVar1 = dx;
missile[mi]._miVar2 = dy;
missile[mi]._mirange = 1;
UseMana(id, SPL_CHAIN);
}
void AddBloodStar(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
SetMissDir(mi, dx);
missile[mi]._midam = 0;
missile[mi]._miLightFlag = true;
missile[mi]._mirange = 250;
}
void AddBone(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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 AddMetlHit(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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;
}
namespace {
void InitMissileAnimationFromMonster(MissileStruct &mis, int midir, const MonsterStruct &mon, int graphic)
{
const AnimStruct &anim = mon.MType->Anims[graphic];
mis._mimfnum = midir;
mis._miAnimFlags = 0;
auto& celSprite = *anim.CelSpritesForDirections[midir];
mis._miAnimData = celSprite.Data();
mis._miAnimDelay = anim.Rate;
mis._miAnimLen = anim.Frames;
mis._miAnimWidth = celSprite.Width();
mis._miAnimWidth2 = CalculateWidth2(celSprite.Width());
mis._miAnimAdd = 1;
mis._miVar1 = 0;
mis._miVar2 = 0;
mis._miLightFlag = true;
mis._mirange = 256;
}
}
void AddRhino(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int graphic = MA_SPECIAL;
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) {
graphic = MA_WALK;
} else {
graphic = MA_ATTACK;
}
}
GetMissileVel(mi, sx, sy, dx, dy, 18);
InitMissileAnimationFromMonster(missile[mi], midir, monster[id], graphic);
if (monster[id].MType->mtype >= MT_NSNAKE && monster[id].MType->mtype <= MT_GSNAKE)
missile[mi]._miAnimFrame = 7;
if (monster[id]._uniqtype != 0) {
missile[mi]._miUniqTrans = monster[id]._uniqtrans + 1;
missile[mi]._mlid = monster[id].mlid;
}
PutMissile(mi);
}
void AddFireman(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
auto &mon = monster[id];
InitMissileAnimationFromMonster(missile[mi], midir, mon, MA_WALK);
if (mon._uniqtype != 0)
missile[mi]._miUniqTrans = mon._uniqtrans + 1;
dMonster[mon.position.tile.x][mon.position.tile.y] = 0;
PutMissile(mi);
}
void AddFlare(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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 == TARGET_MONSTERS) {
UseMana(id, SPL_FLARE);
ApplyPlrDamage(id, 5);
} 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);
}
}
if (misfiledata[missile[mi]._miAnimType].mAnimFAmt == 16) {
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
}
}
void AddAcid(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
if ((!gbIsHellfire && missile[mi].position.velocity.x & 0xFFFF0000) || missile[mi].position.velocity.y & 0xFFFF0000)
missile[mi]._mirange = 5 * (monster[id]._mint + 4);
else
missile[mi]._mirange = 1;
missile[mi]._mlid = NO_LIGHT;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
PutMissile(mi);
}
void AddFireWallA(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._midam = dam;
missile[mi].position.velocity = { 0, 0 };
missile[mi]._mirange = 50;
missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
}
void AddAcidpud(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int monst;
missile[mi].position.velocity = { 0, 0 };
missile[mi].position.offset = { 0, 0 };
missile[mi]._miLightFlag = true;
monst = missile[mi]._misource;
missile[mi]._mirange = GenerateRnd(15) + 40 * (monster[monst]._mint + 1);
missile[mi]._miPreFlag = true;
}
void AddStone(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, j, k, l, tx, ty, mid;
missile[mi]._misource = id;
for (i = 0; i < 6; i++) {
k = CrawlNum[i];
l = k + 2;
for (j = (BYTE)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 : -(mid + 1);
if (mid > MAX_PLRS - 1 && monster[mid]._mAi != AI_DIABLO && monster[mid].MType->mtype != MT_NAKRUL) {
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].position.tile = { tx, ty };
missile[mi].position.start = missile[mi].position.tile;
missile[mi]._mirange = missile[mi]._mispllvl + 6;
missile[mi]._mirange += (missile[mi]._mirange * plr[id]._pISplDur) / 128;
if (missile[mi]._mirange > 15)
missile[mi]._mirange = 15;
missile[mi]._mirange <<= 4;
UseMana(id, SPL_STONE);
}
}
void AddGolem(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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].position.tile.x != 1 || monster[id].position.tile.y != 0) && id == myplr)
M_StartKill(id, id);
UseMana(id, SPL_GOLEM);
}
void AddEtherealize(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
missile[mi]._mirange = 16 * plr[id]._pLevel / 2;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._mirange += missile[mi]._mirange / 8;
}
missile[mi]._mirange += missile[mi]._mirange * plr[id]._pISplDur / 128;
missile[mi]._miVar1 = plr[id]._pHitPoints;
missile[mi]._miVar2 = plr[id]._pHPBase;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_ETHEREALIZE);
}
void AddDummy(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
}
void AddBlodbur(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._midam = dam;
missile[mi].position.tile = { sx, sy };
missile[mi].position.start = { sx, 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, int8_t mienemy, int id, int dam)
{
missile[mi].position.tile = { dx, dy };
missile[mi].position.start = { dx, dy };
missile[mi].position.velocity = { 0, 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, int8_t mienemy, int id, int dam)
{
int i;
int HealAmount;
HealAmount = (GenerateRnd(10) + 1) << 6;
for (i = 0; i < plr[id]._pLevel; i++) {
HealAmount += (GenerateRnd(4) + 1) << 6;
}
for (i = 0; i < missile[mi]._mispllvl; i++) {
HealAmount += (GenerateRnd(6) + 1) << 6;
}
if (plr[id]._pClass == HeroClass::Warrior || plr[id]._pClass == HeroClass::Barbarian || plr[id]._pClass == HeroClass::Monk)
HealAmount *= 2;
else if (plr[id]._pClass == HeroClass::Rogue || plr[id]._pClass == HeroClass::Bard)
HealAmount += HealAmount / 2;
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, SPL_HEAL);
missile[mi]._miDelFlag = true;
drawhpflag = true;
}
void AddHealOther(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
UseMana(id, SPL_HEALOTHER);
if (id == myplr) {
NewCursor(CURSOR_HEALOTHER);
if (sgbControllerActive)
TryIconCurs();
}
}
void AddElement(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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 + GenerateRnd(10) + GenerateRnd(10)) + 4;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
missile[mi]._midam /= 2;
GetMissileVel(mi, sx, sy, dx, dy, 16);
SetMissDir(mi, GetDirection({ 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, SPL_ELEMENT);
}
extern void FocusOnInventory();
void AddIdentify(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
UseMana(id, SPL_IDENTIFY);
if (id == myplr) {
if (sbookflag)
sbookflag = false;
if (!invflag) {
invflag = true;
if (sgbControllerActive)
FocusOnInventory();
}
NewCursor(CURSOR_IDENTIFY);
}
}
void AddFirewallC(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i, j, k, tx, ty, pn;
missile[mi]._miDelFlag = true;
for (i = 0; i < 6; i++) {
k = CrawlNum[i];
pn = k + 2;
for (j = (BYTE)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 (LineClearMissile({ sx, sy }, { tx, ty })) {
if ((sx != tx || sy != ty) && (nSolidTable[k] | dObject[tx][ty]) == 0) {
missile[mi]._miVar1 = tx;
missile[mi]._miVar2 = ty;
missile[mi]._miVar5 = tx;
missile[mi]._miVar6 = ty;
missile[mi]._miDelFlag = false;
i = 6;
break;
}
}
}
pn += 2;
}
}
if (!missile[mi]._miDelFlag) {
missile[mi]._miVar7 = 0;
missile[mi]._miVar8 = 0;
missile[mi]._miVar3 = left[left[midir]];
missile[mi]._miVar4 = right[right[midir]];
missile[mi]._mirange = 7;
UseMana(id, SPL_FIREWALL);
}
}
void AddInfra(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
missile[mi]._mirange = 1584;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._mirange += missile[mi]._mirange / 8;
}
missile[mi]._mirange += missile[mi]._mirange * plr[id]._pISplDur / 128;
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_INFRA);
}
void AddWave(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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, SPL_WAVE);
}
void AddNova(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int k;
missile[mi]._miVar1 = dx;
missile[mi]._miVar2 = dy;
if (id != -1) {
missile[mi]._midam = (GenerateRnd(6) + GenerateRnd(6) + GenerateRnd(6) + GenerateRnd(6) + GenerateRnd(6));
missile[mi]._midam += plr[id]._pLevel + 5;
missile[mi]._midam /= 2;
for (k = missile[mi]._mispllvl; k > 0; k--) {
missile[mi]._midam += missile[mi]._midam / 8;
}
if (mienemy == TARGET_MONSTERS)
UseMana(id, SPL_NOVA);
} else {
missile[mi]._midam = ((DWORD)currlevel / 2) + GenerateRnd(3) + GenerateRnd(3) + GenerateRnd(3);
}
missile[mi]._mirange = 1;
}
void AddBlodboil(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
if (id == -1 || plr[id]._pSpellFlags & 6 || plr[id]._pHitPoints <= plr[id]._pLevel << 6) {
missile[mi]._miDelFlag = true;
} else {
UseMana(id, SPL_BLODBOIL);
missile[mi]._miVar1 = id;
int tmp = 3 * plr[id]._pLevel;
tmp <<= 7;
plr[id]._pSpellFlags |= 2u;
missile[mi]._miVar2 = tmp;
int lvl = 2;
if (id > -1)
lvl = plr[id]._pLevel * 2;
missile[mi]._mirange = lvl + 10 * missile[mi]._mispllvl + 245;
CalcPlrItemVals(id, true);
force_redraw = 255;
plr[id].Say(HeroSpeech::Aaaaargh);
}
}
void AddRepair(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
UseMana(id, SPL_REPAIR);
if (id == myplr) {
if (sbookflag)
sbookflag = false;
if (!invflag) {
invflag = true;
if (sgbControllerActive)
FocusOnInventory();
}
NewCursor(CURSOR_REPAIR);
}
}
void AddRecharge(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
UseMana(id, SPL_RECHARGE);
if (id == myplr) {
if (sbookflag)
sbookflag = false;
if (!invflag) {
invflag = true;
if (sgbControllerActive)
FocusOnInventory();
}
NewCursor(CURSOR_RECHARGE);
}
}
void AddDisarm(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
UseMana(id, SPL_DISARM);
if (id == myplr) {
NewCursor(CURSOR_DISARM);
if (sgbControllerActive) {
if (pcursobj != -1)
NetSendCmdLocParam1(true, CMD_DISARMXY, { cursmx, cursmy }, pcursobj);
else
NewCursor(CURSOR_HAND);
}
}
}
void AddApoca(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
missile[mi]._miVar1 = 8;
missile[mi]._miVar2 = sy - missile[mi]._miVar1;
missile[mi]._miVar3 = missile[mi]._miVar1 + sy;
missile[mi]._miVar4 = sx - missile[mi]._miVar1;
missile[mi]._miVar5 = missile[mi]._miVar1 + sx;
missile[mi]._miVar6 = missile[mi]._miVar4;
if (missile[mi]._miVar2 <= 0)
missile[mi]._miVar2 = 1;
if (missile[mi]._miVar3 >= MAXDUNY)
missile[mi]._miVar3 = MAXDUNY - 1;
if (missile[mi]._miVar4 <= 0)
missile[mi]._miVar4 = 1;
if (missile[mi]._miVar5 >= MAXDUNX)
missile[mi]._miVar5 = MAXDUNX - 1;
for (i = 0; i < plr[id]._pLevel; i++) {
missile[mi]._midam += GenerateRnd(6) + 1;
}
missile[mi]._mirange = 255;
missile[mi]._miDelFlag = false;
UseMana(id, SPL_APOCA);
}
void AddFlame(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int i;
missile[mi]._miVar2 = 0;
for (i = dam; i > 0; i--) {
missile[mi]._miVar2 += 5;
}
missile[mi].position.start = { dx, dy };
missile[mi].position.offset = missile[midir].position.offset;
missile[mi].position.traveled = missile[midir].position.traveled;
missile[mi]._mirange = missile[mi]._miVar2 + 20;
missile[mi]._mlid = AddLight({ sx, sy }, 1);
if (mienemy == TARGET_MONSTERS) {
i = GenerateRnd(plr[id]._pLevel) + GenerateRnd(2);
missile[mi]._midam = 8 * i + 16 + ((8 * i + 16) / 2);
} else {
missile[mi]._midam = monster[id].mMinDamage + GenerateRnd(monster[id].mMaxDamage - monster[id].mMinDamage + 1);
}
}
void AddFlamec(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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 == TARGET_MONSTERS)
UseMana(id, SPL_FLAME);
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miVar3 = 0;
missile[mi]._mirange = 256;
}
void AddCbolt(int mi, int sx, int sy, int dx, int dy, int midir, int8_t micaster, int id, int dam)
{
assert((DWORD)mi < MAXMISSILES);
if (micaster == 0) {
if (id == myplr) {
missile[mi]._mirnd = GenerateRnd(15) + 1;
missile[mi]._midam = GenerateRnd(plr[id]._pMagic / 4) + 1;
} else {
missile[mi]._mirnd = GenerateRnd(15) + 1;
missile[mi]._midam = GenerateRnd(plr[id]._pMagic / 4) + 1;
}
} else {
missile[mi]._mirnd = GenerateRnd(15) + 1;
missile[mi]._midam = 15;
}
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
missile[mi]._miAnimFrame = GenerateRnd(8) + 1;
missile[mi]._mlid = AddLight({ sx, sy }, 5);
GetMissileVel(mi, sx, sy, dx, dy, 8);
missile[mi]._miVar1 = 5;
missile[mi]._miVar2 = midir;
missile[mi]._miVar3 = 0;
missile[mi]._mirange = 256;
}
void AddHbolt(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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 = GenerateRnd(10) + plr[id]._pLevel + 9;
UseMana(id, SPL_HBOLT);
}
void AddResurrect(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
UseMana(id, SPL_RESURRECT);
if (id == myplr) {
NewCursor(CURSOR_RESURRECT);
if (sgbControllerActive)
TryIconCurs();
}
missile[mi]._miDelFlag = true;
}
void AddResurrectBeam(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi].position.tile = { dx, dy };
missile[mi].position.start = missile[mi].position.tile;
missile[mi].position.velocity = { 0, 0 };
missile[mi]._mirange = misfiledata[MFILE_RESSUR1].mAnimLen[0];
}
void AddTelekinesis(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi]._miDelFlag = true;
UseMana(id, SPL_TELEKINESIS);
if (id == myplr)
NewCursor(CURSOR_TELEKINESIS);
}
void AddBoneSpirit(int mi, int sx, int sy, int dx, int dy, int midir, int8_t 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, GetDirection({ 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 == TARGET_MONSTERS) {
UseMana(id, SPL_BONESPIRIT);
ApplyPlrDamage(id, 6);
}
}
void AddRportal(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
missile[mi].position.tile = { sx, sy };
missile[mi].position.start = { sx, sy };
missile[mi]._mirange = 100;
missile[mi]._miVar1 = 100 - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
PutMissile(mi);
}
void AddDiabApoca(int mi, int sx, int sy, int dx, int dy, int midir, int8_t mienemy, int id, int dam)
{
int pnum;
int players = gbIsMultiplayer ? MAX_PLRS : 1;
for (pnum = 0; pnum < players; pnum++) {
if (plr[pnum].plractive) {
if (LineClearMissile({ sx, sy }, plr[pnum].position.future)) {
AddMissile(0, 0, plr[pnum].position.future.x, plr[pnum].position.future.y, 0, MIS_BOOM2, mienemy, id, dam, 0);
}
}
}
missile[mi]._miDelFlag = true;
}
int AddMissile(int sx, int sy, int dx, int dy, int midir, int mitype, int8_t micaster, int id, int midam, int spllvl)
{
int i, mi;
if (nummissiles >= MAXMISSILES - 1)
return -1;
if (mitype == MIS_MANASHIELD && plr[id].pManaShield) {
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++;
memset(&missile[mi], 0, sizeof(*missile));
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]._mispllvl = spllvl;
missile[mi]._mimfnum = midir;
if (missile[mi]._miAnimType == MFILE_NONE || misfiledata[missile[mi]._miAnimType].mAnimFAmt < 8)
SetMissDir(mi, 0);
else
SetMissDir(mi, midir);
missile[mi].position.tile = { sx, sy };
missile[mi].position.offset = { 0, 0 };
missile[mi].position.start = { sx, sy };
missile[mi].position.traveled = { 0, 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 = NO_LIGHT;
missile[mi]._mirnd = 0;
if (missiledata[mitype].mlSFX != -1) {
PlaySfxLoc(missiledata[mitype].mlSFX, missile[mi].position.start.x, missile[mi].position.start.y);
}
missiledata[mitype].mAddProc(mi, sx, sy, dx, dy, midir, micaster, id, midam);
return mi;
}
int Sentfire(int i, int sx, int sy)
{
int ex = 0;
if (LineClearMissile(missile[i].position.tile, { sx, sy })) {
if (dMonster[sx][sy] > 0 && monster[dMonster[sx][sy] - 1]._mhitpoints >> 6 > 0 && dMonster[sx][sy] - 1 > MAX_PLRS - 1) {
Direction dir = GetDirection(missile[i].position.tile, { sx, sy });
missile[i]._miVar3 = missileavail[0];
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, sx, sy, dir, MIS_FIREBOLT, TARGET_MONSTERS, missile[i]._misource, missile[i]._midam, GetSpellLevel(missile[i]._misource, SPL_FIREBOLT));
ex = -1;
}
}
if (ex == -1) {
SetMissDir(i, 2);
missile[i]._miVar2 = 3;
}
return ex;
}
void MI_Dummy(int i)
{
return;
}
void MI_Golem(int i)
{
int tx, ty, dp, l, m, src, k, tid;
const char *ct;
src = missile[i]._misource;
if (monster[src].position.tile.x == 1 && monster[src].position.tile.y == 0) {
for (l = 0; l < 6; l++) {
k = CrawlNum[l];
tid = k + 2;
for (m = (BYTE)CrawlTable[k]; m > 0; m--) {
ct = &CrawlTable[tid];
tx = missile[i]._miVar4 + *(ct - 1);
ty = missile[i]._miVar5 + *ct;
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (LineClearMissile({ missile[i]._miVar1, missile[i]._miVar2 }, { tx, ty })) {
if ((dMonster[tx][ty] | nSolidTable[dp] | dObject[tx][ty]) == 0) {
l = 6;
SpawnGolum(src, { tx, ty }, i);
break;
}
}
}
tid += 2;
}
}
}
missile[i]._miDelFlag = true;
}
void MI_LArrow(int i)
{
int p, mind, maxd;
missile[i]._mirange--;
p = missile[i]._misource;
if (missile[i]._miAnimType == MFILE_MINILTNG || missile[i]._miAnimType == MFILE_MAGBLOS) {
ChangeLight(missile[i]._mlid, missile[i].position.tile, missile[i]._miAnimFrame + 5);
missile_resistance 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 = GenerateRnd(10) + 1 + currlevel;
maxd = GenerateRnd(10) + 1 + currlevel * 2;
}
missiledata[MIS_LARROW].mResist = MISR_LIGHTNING;
CheckMissileCol(i, mind, maxd, false, missile[i].position.tile.x, missile[i].position.tile.y, true);
}
if (missile[i]._mitype == MIS_FARROW) {
if (p != -1) {
mind = plr[p]._pIFMinDam;
maxd = plr[p]._pIFMaxDam;
} else {
mind = GenerateRnd(10) + 1 + currlevel;
maxd = GenerateRnd(10) + 1 + currlevel * 2;
}
missiledata[MIS_FARROW].mResist = MISR_FIRE;
CheckMissileCol(i, mind, maxd, false, missile[i].position.tile.x, missile[i].position.tile.y, true);
}
missiledata[missile[i]._mitype].mResist = rst;
} else {
missile[i]._midist++;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
if (p != -1) {
if (missile[i]._micaster == TARGET_MONSTERS) {
mind = plr[p]._pIMinDam;
maxd = plr[p]._pIMaxDam;
} else {
mind = monster[p].mMinDamage;
maxd = monster[p].mMaxDamage;
}
} else {
mind = GenerateRnd(10) + 1 + currlevel;
maxd = GenerateRnd(10) + 1 + currlevel * 2;
}
if (missile[i].position.tile != missile[i].position.start) {
missile_resistance rst = missiledata[missile[i]._mitype].mResist;
missiledata[missile[i]._mitype].mResist = MISR_NONE;
CheckMissileCol(i, mind, maxd, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
missiledata[missile[i]._mitype].mResist = rst;
}
if (missile[i]._mirange == 0) {
missile[i]._mimfnum = 0;
missile[i].position.traveled.x -= missile[i].position.velocity.x;
missile[i].position.traveled.y -= missile[i].position.velocity.y;
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].position.tile.x != missile[i]._miVar1 || missile[i].position.tile.y != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
ChangeLight(missile[i]._mlid, { missile[i]._miVar1, missile[i]._miVar2 }, 5);
}
}
}
if (missile[i]._mirange == 0) {
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].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
p = missile[i]._misource;
if (p != -1) {
if (missile[i]._micaster == TARGET_MONSTERS) {
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].position.tile != missile[i].position.start)
CheckMissileCol(i, mind, maxd, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Firebolt(int i)
{
int omx, omy;
int d, p;
missile[i]._mirange--;
if (missile[i]._mitype != MIS_BONESPIRIT || missile[i]._mimfnum != 8) {
omx = missile[i].position.traveled.x;
omy = missile[i].position.traveled.y;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
p = missile[i]._misource;
if (p != -1) {
if (missile[i]._micaster == TARGET_MONSTERS) {
switch (missile[i]._mitype) {
case MIS_FIREBOLT:
d = GenerateRnd(10) + (plr[p]._pMagic / 8) + missile[i]._mispllvl + 1;
break;
case MIS_FLARE:
d = 3 * missile[i]._mispllvl - (plr[p]._pMagic / 8) + (plr[p]._pMagic / 2);
break;
case MIS_BONESPIRIT:
d = 0;
break;
}
} else {
d = monster[p].mMinDamage + GenerateRnd(monster[p].mMaxDamage - monster[p].mMinDamage + 1);
}
} else {
d = currlevel + GenerateRnd(2 * currlevel);
}
if (missile[i].position.tile != missile[i].position.start) {
CheckMissileCol(i, d, d, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
}
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
missile[i].position.traveled = { omx, omy };
GetMissilePos(i);
switch (missile[i]._mitype) {
case MIS_FIREBOLT:
case MIS_MAGMABALL:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_MISEXP, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_FLARE:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_MISEXP2, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_ACID:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_MISEXP3, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_BONESPIRIT:
SetMissDir(i, DIR_OMNI);
missile[i]._mirange = 7;
missile[i]._miDelFlag = false;
PutMissile(i);
return;
case MIS_LICH:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_EXORA1, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_PSYCHORB:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_EXBL2, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_NECROMORB:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_EXRED3, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_ARCHLICH:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_EXYEL2, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_BONEDEMON:
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_EXBL3, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
}
if (missile[i]._mlid != NO_LIGHT)
AddUnLight(missile[i]._mlid);
PutMissile(i);
} else {
if (missile[i].position.tile.x != missile[i]._miVar1 || missile[i].position.tile.y != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
if (missile[i]._mlid != NO_LIGHT)
ChangeLight(missile[i]._mlid, { missile[i]._miVar1, missile[i]._miVar2 }, 8);
}
PutMissile(i);
}
} else if (missile[i]._mirange == 0) {
if (missile[i]._mlid != NO_LIGHT)
AddUnLight(missile[i]._mlid);
missile[i]._miDelFlag = true;
PlaySfxLoc(LS_BSIMPCT, missile[i].position.tile.x, missile[i].position.tile.y);
PutMissile(i);
} else
PutMissile(i);
}
void MI_Lightball(int i)
{
int tx, ty, j, oi;
char obj;
tx = missile[i]._miVar1;
ty = missile[i]._miVar2;
missile[i]._mirange--;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
j = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miHitFlag)
missile[i]._mirange = j;
obj = dObject[tx][ty];
if (obj && tx == missile[i].position.tile.x && ty == missile[i].position.tile.y) {
if (obj > 0) {
oi = obj - 1;
} else {
oi = -(obj + 1);
}
if (object[oi]._otype == OBJ_SHRINEL || object[oi]._otype == OBJ_SHRINER)
missile[i]._mirange = j;
}
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Krull(int i)
{
missile[i]._mirange--;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._mirange == 0)
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, true, missile[i].position.tile.x, missile[i].position.tile.y, false);
missile[i]._mirange = range;
if (range == 0) {
if (missile[i]._mimfnum != 0) {
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 = GenerateRnd(11) + 1;
}
if (missile[i]._mirange == missile[i]._miAnimLen - 1) {
SetMissDir(i, 0);
missile[i]._miAnimFrame = 13;
missile[i]._miAnimAdd = -1;
}
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y, true);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
if (missile[i]._mimfnum != 0 && missile[i]._mirange != 0 && missile[i]._miAnimAdd != -1 && missile[i]._miVar2 < 12) {
if (missile[i]._miVar2 == 0)
missile[i]._mlid = AddLight(missile[i].position.tile, ExpLight[0]);
ChangeLight(missile[i]._mlid, missile[i].position.tile, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
PutMissile(i);
}
void FireballUpdate(int i, int xof, int yof, bool alwaysDelete)
{
missile[i]._mirange--;
int px, py;
int id = missile[i]._misource;
if (missile[i]._micaster == TARGET_MONSTERS) {
px = plr[id].position.tile.x;
py = plr[id].position.tile.y;
} else {
px = monster[id].position.tile.x;
py = monster[id].position.tile.y;
}
if (missile[i]._miAnimType == MFILE_BIGEXP) {
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
} else {
int dam = missile[i]._midam;
missile[i].position.traveled.x += xof;
missile[i].position.traveled.y += yof;
GetMissilePos(i);
if (missile[i].position.tile != missile[i].position.start)
CheckMissileCol(i, dam, dam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._mirange == 0) {
int mx = missile[i].position.tile.x;
int my = missile[i].position.tile.y;
ChangeLight(missile[i]._mlid, missile[i].position.tile, missile[i]._miAnimFrame);
if (!CheckBlock(px, py, mx, my))
CheckMissileCol(i, dam, dam, false, mx, my, true);
if (!CheckBlock(px, py, mx, my + 1))
CheckMissileCol(i, dam, dam, false, mx, my + 1, true);
if (!CheckBlock(px, py, mx, my - 1))
CheckMissileCol(i, dam, dam, false, mx, my - 1, true);
if (!CheckBlock(px, py, mx + 1, my))
CheckMissileCol(i, dam, dam, false, mx + 1, my, true);
if (!CheckBlock(px, py, mx + 1, my - 1))
CheckMissileCol(i, dam, dam, false, mx + 1, my - 1, true);
if (!CheckBlock(px, py, mx + 1, my + 1))
CheckMissileCol(i, dam, dam, false, mx + 1, my + 1, true);
if (!CheckBlock(px, py, mx - 1, my))
CheckMissileCol(i, dam, dam, false, mx - 1, my, true);
if (!CheckBlock(px, py, mx - 1, my + 1))
CheckMissileCol(i, dam, dam, false, mx - 1, my + 1, true);
if (!CheckBlock(px, py, mx - 1, my - 1))
CheckMissileCol(i, dam, dam, false, mx - 1, my - 1, true);
if (!TransList[dTransVal[mx][my]]
|| (missile[i].position.velocity.x < 0 && ((TransList[dTransVal[mx][my + 1]] && nSolidTable[dPiece[mx][my + 1]]) || (TransList[dTransVal[mx][my - 1]] && nSolidTable[dPiece[mx][my - 1]])))) {
missile[i].position.tile.x++;
missile[i].position.tile.y++;
missile[i].position.offset.y -= 32;
}
if (missile[i].position.velocity.y > 0
&& ((TransList[dTransVal[mx + 1][my]] && nSolidTable[dPiece[mx + 1][my]])
|| (TransList[dTransVal[mx - 1][my]] && nSolidTable[dPiece[mx - 1][my]]))) {
missile[i].position.offset.y -= 32;
}
if (missile[i].position.velocity.x > 0
&& ((TransList[dTransVal[mx][my + 1]] && nSolidTable[dPiece[mx][my + 1]])
|| (TransList[dTransVal[mx][my - 1]] && nSolidTable[dPiece[mx][my - 1]]))) {
missile[i].position.offset.x -= 32;
}
missile[i]._mimfnum = 0;
SetMissAnim(i, MFILE_BIGEXP);
missile[i]._mirange = missile[i]._miAnimLen - 1;
} else if (missile[i].position.tile.x != missile[i]._miVar1 || missile[i].position.tile.y != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
ChangeLight(missile[i]._mlid, { missile[i]._miVar1, missile[i]._miVar2 }, 8);
}
if (alwaysDelete)
missile[i]._miDelFlag = true;
}
PutMissile(i);
}
void MI_Fireball(int i)
{
FireballUpdate(i, missile[i].position.velocity.x, missile[i].position.velocity.y, false);
}
void MI_HorkSpawn(int i)
{
int t, j, k, tx, ty, dp;
missile[i]._mirange--;
CheckMissileCol(i, 0, 0, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._mirange <= 0) {
missile[i]._miDelFlag = true;
for (j = 0; j < 2; j++) {
k = CrawlNum[j] + 2;
for (t = CrawlTable[CrawlNum[j]]; t > 0; t--, k += 2) {
tx = missile[i].position.tile.x + CrawlTable[k - 1];
ty = missile[i].position.tile.y + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (!nSolidTable[dp] && dMonster[tx][ty] == 0 && dPlayer[tx][ty] == 0 && dObject[tx][ty] == 0) {
j = 6;
auto md = static_cast<Direction>(missile[i]._miVar1);
int mon = AddMonster({ tx, ty }, md, 1, true);
M_StartStand(mon, md);
break;
}
}
}
}
} else {
missile[i]._midist++;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
}
PutMissile(i);
}
void MI_Rune(int i)
{
int mid, pid, mx, my;
Direction dir;
mx = missile[i].position.tile.x;
my = missile[i].position.tile.y;
mid = dMonster[mx][my];
pid = dPlayer[mx][my];
if (mid != 0 || pid != 0) {
if (mid != 0) {
if (mid > 0)
mid = mid - 1;
else
mid = -(mid + 1);
dir = GetDirection(missile[i].position.tile, monster[mid].position.tile);
} else {
if (pid > 0)
pid = pid - 1;
else
pid = -(pid + 1);
dir = GetDirection(missile[i].position.tile, plr[pid].position.tile);
}
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
AddMissile(mx, my, mx, my, dir, missile[i]._miVar1, TARGET_BOTH, missile[i]._misource, missile[i]._midam, missile[i]._mispllvl);
}
PutMissile(i);
}
void MI_LightningWall(int i)
{
int range;
missile[i]._mirange--;
range = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miHitFlag)
missile[i]._mirange = range;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
PutMissile(i);
}
void MI_HiveExplode(int i)
{
missile[i]._mirange--;
if (missile[i]._mirange <= 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Immolation(int i)
{
if (missile[i]._miVar7 < 0) {
int v = 2 * missile[i]._miVar6;
missile[i]._miVar6 = v;
missile[i]._miVar7 = v;
missile[i]._mimfnum = left[missile[i]._mimfnum];
} else {
missile[i]._miVar7--;
}
int xof = missile[i].position.velocity.x;
int yof = missile[i].position.velocity.y;
switch (missile[i]._mimfnum) {
case DIR_S:
case DIR_N:
yof = 0;
break;
case DIR_W:
case DIR_E:
xof = 0;
break;
default:
break;
}
FireballUpdate(i, xof, yof, true);
}
void MI_LightningArrow(int i)
{
int pn, mx, my;
missile[i]._mirange--;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
mx = missile[i].position.tile.x;
my = missile[i].position.tile.y;
assert((DWORD)mx < MAXDUNX);
assert((DWORD)my < MAXDUNY);
pn = dPiece[mx][my];
assert((DWORD)pn <= MAXTILES);
if (missile[i]._misource == -1) {
if ((mx != missile[i].position.start.x || my != missile[i].position.start.y) && nMissileTable[pn]) {
missile[i]._mirange = 0;
}
} else if (nMissileTable[pn]) {
missile[i]._mirange = 0;
}
if (!nMissileTable[pn]) {
if ((mx != missile[i]._miVar1 || my != missile[i]._miVar2) && mx > 0 && my > 0 && mx < MAXDUNX && my < MAXDUNY) {
if (missile[i]._misource != -1) {
if (missile[i]._micaster == TARGET_PLAYERS
&& monster[missile[i]._misource].MType->mtype >= MT_STORM
&& monster[missile[i]._misource].MType->mtype <= MT_MAEL) {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_LIGHTNING2,
missile[i]._micaster,
missile[i]._misource,
missile[i]._midam,
missile[i]._mispllvl);
} else {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_LIGHTNING,
missile[i]._micaster,
missile[i]._misource,
missile[i]._midam,
missile[i]._mispllvl);
}
} else {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_LIGHTNING,
missile[i]._micaster,
missile[i]._misource,
missile[i]._midam,
missile[i]._mispllvl);
}
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
}
}
if (missile[i]._mirange == 0 || mx <= 0 || my <= 0 || mx >= MAXDUNX || my > MAXDUNY) { // BUGFIX my >= MAXDUNY
missile[i]._miDelFlag = true;
}
}
void MI_FlashFront(int i)
{
int src = missile[i]._misource;
if (missile[i]._micaster == TARGET_MONSTERS && src != -1) {
missile[i].position.tile = plr[src].position.tile;
missile[i].position.traveled.x = plr[src].position.offset.x << 16;
missile[i].position.traveled.y = plr[src].position.offset.y << 16;
}
missile[i]._mirange--;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
if (missile[i]._micaster == TARGET_MONSTERS) {
src = missile[i]._misource;
if (src != -1)
plr[src]._pBaseToBlk -= 50;
}
}
PutMissile(i);
}
void MI_FlashBack(int i)
{
if (missile[i]._micaster == TARGET_MONSTERS) {
if (missile[i]._misource != -1) {
missile[i].position.tile = plr[missile[i]._misource].position.future;
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
PutMissile(i);
}
void MI_Reflect(int i)
{
int src = missile[i]._misource;
if (src != myplr && currlevel != plr[src].plrlevel)
missile[i]._miDelFlag = true;
if (plr[src].wReflections <= 0) {
missile[i]._miDelFlag = true;
NetSendCmd(true, CMD_REFLECT);
}
PutMissile(i);
}
void MI_FireRing(int i)
{
int src, tx, ty, dmg, k, j, dp, b;
BYTE lvl;
b = CrawlNum[3];
missile[i]._miDelFlag = true;
src = missile[i]._micaster;
k = CrawlNum[3] + 1;
if (src > 0)
lvl = plr[src]._pLevel;
else
lvl = currlevel;
dmg = 16 * (GenerateRnd(10) + GenerateRnd(10) + lvl + 2) / 2;
for (j = CrawlTable[b]; j > 0; j--, k += 2) {
tx = missile[i]._miVar1 + CrawlTable[k - 1];
ty = missile[i]._miVar2 + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (!nSolidTable[dp] && dObject[tx][ty] == 0) {
if (LineClearMissile(missile[i].position.tile, { tx, ty })) {
if (nMissileTable[dp] || missile[i]._miVar8)
missile[i]._miVar8 = 1;
else
AddMissile(tx, ty, tx, ty, 0, MIS_FIREWALL, TARGET_BOTH, src, dmg, missile[i]._mispllvl);
}
}
}
}
}
void MI_LightningRing(int i)
{
int src, tx, ty, dmg, k, j, dp, b;
BYTE lvl;
b = CrawlNum[3];
missile[i]._miDelFlag = true;
src = missile[i]._micaster;
k = CrawlNum[3] + 1;
if (src > 0)
lvl = plr[src]._pLevel;
else
lvl = currlevel;
dmg = 16 * (GenerateRnd(10) + GenerateRnd(10) + lvl + 2) / 2;
for (j = CrawlTable[b]; j > 0; j--, k += 2) {
tx = missile[i]._miVar1 + CrawlTable[k - 1];
ty = missile[i]._miVar2 + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (!nSolidTable[dp] && dObject[tx][ty] == 0) {
if (LineClearMissile(missile[i].position.tile, { tx, ty })) {
if (nMissileTable[dp] || missile[i]._miVar8)
missile[i]._miVar8 = 1;
else
AddMissile(tx, ty, tx, ty, 0, MIS_LIGHTWALL, TARGET_BOTH, src, dmg, missile[i]._mispllvl);
}
}
}
}
}
void MI_Search(int i)
{
missile[i]._mirange--;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
PlaySfxLoc(IS_CAST7, plr[missile[i]._miVar1].position.tile.x, plr[missile[i]._miVar1].position.tile.y);
AutoMapShowItems = false;
}
}
void MI_LightningWallC(int i)
{
missile[i]._mirange--;
int id = missile[i]._misource;
int lvl = 0;
if (id > -1)
lvl = plr[id]._pLevel;
int dmg = 16 * (GenerateRnd(10) + GenerateRnd(10) + lvl + 2);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
} else {
int dp = dPiece[missile[i]._miVar1][missile[i]._miVar2];
assert(dp <= MAXTILES && dp >= 0);
int tx = missile[i]._miVar1 + XDirAdd[missile[i]._miVar3];
int ty = missile[i]._miVar2 + YDirAdd[missile[i]._miVar3];
if (!nMissileTable[dp] && missile[i]._miVar8 == 0 && 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_LIGHTWALL, TARGET_BOTH, id, dmg, missile[i]._mispllvl);
missile[i]._miVar1 = tx;
missile[i]._miVar2 = ty;
} else {
missile[i]._miVar8 = 1;
}
dp = dPiece[missile[i]._miVar5][missile[i]._miVar6];
assert(dp <= MAXTILES && dp >= 0);
tx = missile[i]._miVar5 + XDirAdd[missile[i]._miVar4];
ty = missile[i]._miVar6 + YDirAdd[missile[i]._miVar4];
if (!nMissileTable[dp] && missile[i]._miVar7 == 0 && 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_LIGHTWALL, TARGET_BOTH, id, dmg, missile[i]._mispllvl);
missile[i]._miVar5 = tx;
missile[i]._miVar6 = ty;
} else {
missile[i]._miVar7 = 1;
}
}
}
void MI_FireNova(int i)
{
int sx1 = 0;
int sy1 = 0;
int id = missile[i]._misource;
int dam = missile[i]._midam;
int sx = missile[i].position.tile.x;
int sy = missile[i].position.tile.y;
Direction dir = DIR_S;
mienemy_type en = TARGET_PLAYERS;
if (id != -1) {
dir = plr[id]._pdir;
en = TARGET_MONSTERS;
}
for (const auto &k : vCrawlTable) {
if (sx1 != k[6] || sy1 != k[7]) {
AddMissile(sx, sy, sx + k[6], sy + k[7], dir, MIS_FIRENOVA, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx - k[6], sy - k[7], dir, MIS_FIRENOVA, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx - k[6], sy + k[7], dir, MIS_FIRENOVA, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx + k[6], sy - k[7], dir, MIS_FIRENOVA, en, id, dam, missile[i]._mispllvl);
sx1 = k[6];
sy1 = k[7];
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
}
void MI_SpecArrow(int i)
{
int src = missile[i]._misource;
int dam = missile[i]._midam;
int sx = missile[i].position.tile.x;
int sy = missile[i].position.tile.y;
int dx = missile[i]._miVar1;
int dy = missile[i]._miVar2;
int spllvl = missile[i]._miVar3;
int mitype = 0;
Direction dir = DIR_S;
mienemy_type micaster = TARGET_PLAYERS;
if (src != -1) {
dir = plr[src]._pdir;
micaster = TARGET_MONSTERS;
switch (plr[src]._pILMinDam) {
case 0:
mitype = MIS_FIRENOVA;
break;
case 1:
mitype = MIS_LIGHTARROW;
break;
case 2:
mitype = MIS_CBOLTARROW;
break;
case 3:
mitype = MIS_HBOLTARROW;
break;
}
}
AddMissile(sx, sy, dx, dy, dir, mitype, micaster, src, dam, spllvl);
if (mitype == MIS_CBOLTARROW) {
AddMissile(sx, sy, dx, dy, dir, mitype, micaster, src, dam, spllvl);
AddMissile(sx, sy, dx, dy, dir, mitype, micaster, src, dam, spllvl);
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
}
void MI_Lightctrl(int i)
{
int pn, dam, p, mx, my;
assert((DWORD)i < MAXMISSILES);
missile[i]._mirange--;
p = missile[i]._misource;
if (p != -1) {
if (missile[i]._micaster == TARGET_MONSTERS) {
dam = (GenerateRnd(2) + GenerateRnd(plr[p]._pLevel) + 2) << 6;
} else {
dam = 2 * (monster[p].mMinDamage + GenerateRnd(monster[p].mMaxDamage - monster[p].mMinDamage + 1));
}
} else {
dam = GenerateRnd(currlevel) + 2 * currlevel;
}
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
mx = missile[i].position.tile.x;
my = missile[i].position.tile.y;
assert((DWORD)mx < MAXDUNX);
assert((DWORD)my < MAXDUNY);
pn = dPiece[mx][my];
assert((DWORD)pn <= MAXTILES);
if (missile[i]._misource == -1) {
if ((mx != missile[i].position.start.x || my != missile[i].position.start.y) && nMissileTable[pn]) {
missile[i]._mirange = 0;
}
} else if (nMissileTable[pn]) {
missile[i]._mirange = 0;
}
if (!nMissileTable[pn]) {
if ((mx != missile[i]._miVar1 || my != missile[i]._miVar2) && mx > 0 && my > 0 && mx < MAXDUNX && my < MAXDUNY) {
if (missile[i]._misource != -1) {
if (missile[i]._micaster == TARGET_PLAYERS
&& monster[missile[i]._misource].MType->mtype >= MT_STORM
&& monster[missile[i]._misource].MType->mtype <= MT_MAEL) {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_LIGHTNING2,
missile[i]._micaster,
missile[i]._misource,
dam,
missile[i]._mispllvl);
} else {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_LIGHTNING,
missile[i]._micaster,
missile[i]._misource,
dam,
missile[i]._mispllvl);
}
} else {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_LIGHTNING,
missile[i]._micaster,
missile[i]._misource,
dam,
missile[i]._mispllvl);
}
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
}
}
if (missile[i]._mirange == 0 || mx <= 0 || my <= 0 || mx >= MAXDUNX || my > MAXDUNY) {
missile[i]._miDelFlag = true;
}
}
void MI_Lightning(int i)
{
int j;
missile[i]._mirange--;
j = missile[i]._mirange;
if (missile[i].position.tile != missile[i].position.start)
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miHitFlag)
missile[i]._mirange = j;
if (missile[i]._mirange == 0) {
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 != 0 && missile[i]._mimfnum != 1 && missile[i]._mirange != 0) {
if (missile[i]._miVar2 == 0)
missile[i]._mlid = AddLight(missile[i].position.tile, 1);
ChangeLight(missile[i]._mlid, missile[i].position.tile, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
for (p = 0; p < MAX_PLRS; p++) {
if (plr[p].plractive && currlevel == plr[p].plrlevel && !plr[p]._pLvlChanging && plr[p]._pmode == PM_STAND && plr[p].position.tile == missile[i].position.tile) {
ClrPlrPath(plr[p]);
if (p == myplr) {
NetSendCmdParam1(true, CMD_WARP, missile[i]._misource);
plr[p]._pmode = PM_NEWLVL;
}
}
}
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Flash(int i)
{
if (missile[i]._micaster == TARGET_MONSTERS) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = true;
}
missile[i]._mirange--;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x - 1, missile[i].position.tile.y, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x + 1, missile[i].position.tile.y, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x - 1, missile[i].position.tile.y + 1, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y + 1, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x + 1, missile[i].position.tile.y + 1, true);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
if (missile[i]._micaster == TARGET_MONSTERS) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = false;
}
}
PutMissile(i);
}
void MI_Flash2(int i)
{
if (missile[i]._micaster == TARGET_MONSTERS) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = true;
}
missile[i]._mirange--;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x - 1, missile[i].position.tile.y - 1, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y - 1, true);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x + 1, missile[i].position.tile.y - 1, true);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
if (missile[i]._micaster == TARGET_MONSTERS) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = false;
}
}
PutMissile(i);
}
void MI_Manashield(int i)
{
int id = missile[i]._misource;
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 (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
NetSendCmd(true, CMD_ENDSHIELD);
}
}
PutMissile(i);
}
void MI_Etherealize(int i)
{
int src;
missile[i]._mirange--;
src = missile[i]._misource;
missile[i].position.tile = plr[src].position.tile;
missile[i].position.traveled.x = plr[src].position.offset.x << 16;
missile[i].position.traveled.y = plr[src].position.offset.y << 16;
if (plr[src]._pmode == PM_WALK3) {
missile[i].position.start = plr[src].position.future;
} else {
missile[i].position.start = plr[src].position.tile;
}
GetMissilePos(i);
if (plr[src]._pmode == PM_WALK3) {
if (plr[src]._pdir == DIR_W)
missile[i].position.tile.x++;
else
missile[i].position.tile.y++;
}
plr[src]._pSpellFlags |= 1;
if (missile[i]._mirange == 0 || 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].position.tile.x--;
missile[i].position.tile.y--;
missile[i].position.offset.y += 32;
missile[i]._miVar1++;
if (missile[i]._miVar1 == missile[i]._miAnimLen) {
SetMissDir(i, 1);
missile[i]._miAnimFrame = GenerateRnd(11) + 1;
}
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
j = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miHitFlag)
missile[i]._mirange = j;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
if (missile[i]._mimfnum != 0 || missile[i]._mirange == 0) {
if (missile[i].position.tile.x != missile[i]._miVar3 || missile[i].position.tile.y != missile[i]._miVar4) {
missile[i]._miVar3 = missile[i].position.tile.x;
missile[i]._miVar4 = missile[i].position.tile.y;
ChangeLight(missile[i]._mlid, { missile[i]._miVar3, missile[i]._miVar4 }, 8);
}
} else {
if (missile[i]._miVar2 == 0)
missile[i]._mlid = AddLight(missile[i].position.tile, ExpLight[0]);
ChangeLight(missile[i]._mlid, missile[i].position.tile, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
missile[i].position.tile.x++;
missile[i].position.tile.y++;
missile[i].position.offset.y -= 32;
PutMissile(i);
}
void MI_Guardian(int i)
{
int j, k, sx, sy, sx1, sy1, ex;
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) == 0) {
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].position.tile.x + vCrawlTable[j][k];
sy = missile[i].position.tile.y + vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx = missile[i].position.tile.x - vCrawlTable[j][k];
sy = missile[i].position.tile.y - vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx = missile[i].position.tile.x + vCrawlTable[j][k];
sy = missile[i].position.tile.y - vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx = missile[i].position.tile.x - vCrawlTable[j][k];
sy = missile[i].position.tile.y + 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].position.tile, 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;
id = missile[i]._misource;
sx = missile[i].position.tile.x;
sy = missile[i].position.tile.y;
Direction dir = GetDirection({ sx, sy }, { missile[i]._miVar1, missile[i]._miVar2 });
AddMissile(sx, sy, missile[i]._miVar1, missile[i]._miVar2, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, 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 = (BYTE)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, TARGET_MONSTERS, id, 1, missile[i]._mispllvl);
}
l += 2;
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
}
void MI_Blood(int i)
{
missile[i]._mirange--;
if (missile[i]._mirange == 0)
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, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miVar1 == 0) {
missile[i]._mlid = AddLight(missile[i].position.tile, 9);
} else {
if (missile[i]._mirange != 0)
ChangeLight(missile[i]._mlid, missile[i].position.tile, ExpLight[missile[i]._miVar1]);
}
missile[i]._miVar1++;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
} else {
PutMissile(i);
}
}
void MI_Misexp(int i)
{
int ExpLight[] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2, 1, 0, 0, 0, 0 };
missile[i]._mirange--;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
} else {
if (missile[i]._miVar1 == 0)
missile[i]._mlid = AddLight(missile[i].position.tile, 9);
else
ChangeLight(missile[i]._mlid, missile[i].position.tile, 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].position.tile.x++;
missile[i].position.tile.y++;
missile[i].position.offset.y -= 32;
}
missile[i]._mirange--;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
monst = missile[i]._misource;
dam = (monster[monst].MData->mLevel >= 2 ? 2 : 1);
AddMissile(missile[i].position.tile.x, missile[i].position.tile.y, i, 0, missile[i]._mimfnum, MIS_ACIDPUD, TARGET_PLAYERS, monst, dam, missile[i]._mispllvl);
} 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].position.tile.x][plr[id].position.tile.y] = 0;
PlrClrTrans(plr[id].position.tile);
plr[id].position.tile = { missile[i].position.tile.x, missile[i].position.tile.y };
plr[id].position.future = plr[id].position.tile;
plr[id].position.old = plr[id].position.tile;
PlrDoTrans(plr[id].position.tile);
missile[i]._miVar1 = 1;
dPlayer[plr[id].position.tile.x][plr[id].position.tile.y] = id + 1;
if (leveltype != DTYPE_TOWN) {
ChangeLightXY(plr[id]._plid, plr[id].position.tile);
ChangeVisionXY(plr[id]._pvid, plr[id].position.tile);
}
if (id == myplr) {
ViewX = plr[id].position.tile.x - ScrollInfo.tile.x;
ViewY = plr[id].position.tile.y - ScrollInfo.tile.y;
}
}
}
void MI_Stone(int i)
{
int m;
missile[i]._mirange--;
m = missile[i]._miVar2;
if (monster[m]._mhitpoints == 0 && 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;
return;
}
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
if (monster[m]._mhitpoints > 0)
monster[m]._mmode = (MON_MODE)missile[i]._miVar1;
else
AddDead(monster[m].position.tile, stonendx, monster[m]._mdir);
}
if (missile[i]._miAnimType == MFILE_SHATTER1)
PutMissile(i);
}
void MI_Boom(int i)
{
missile[i]._mirange--;
if (missile[i]._miVar1 == 0)
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, true);
if (missile[i]._miHitFlag)
missile[i]._miVar1 = 1;
if (missile[i]._mirange == 0)
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].position.tile.x;
miy = missile[i].position.tile.y;
dMonster[mix][miy] = 0;
if (monster[monst]._mAi == AI_SNAKE) {
missile[i].position.traveled.x += 2 * missile[i].position.velocity.x;
missile[i].position.traveled.y += 2 * missile[i].position.velocity.y;
GetMissilePos(i);
mix2 = missile[i].position.tile.x;
miy2 = missile[i].position.tile.y;
missile[i].position.traveled.x -= missile[i].position.velocity.x;
missile[i].position.traveled.y -= missile[i].position.velocity.y;
} else {
missile[i].position.traveled += missile[i].position.velocity;
}
GetMissilePos(i);
omx = missile[i].position.tile.x;
omy = missile[i].position.tile.y;
if (!PosOkMonst(monst, missile[i].position.tile) || (monster[monst]._mAi == AI_SNAKE && !PosOkMonst(monst, { mix2, miy2 }))) {
MissToMonst(i, { mix, miy });
missile[i]._miDelFlag = true;
return;
}
monster[monst].position.future = { omx, omy };
monster[monst].position.old = { omx, omy };
monster[monst].position.tile = { omx, omy };
dMonster[omx][omy] = -(monst + 1);
if (monster[monst]._uniqtype != 0)
ChangeLightXY(missile[i]._mlid, { omx, omy });
MoveMissilePos(i);
PutMissile(i);
}
void MI_Fireman(int i)
{
int j;
GetMissilePos(i);
Point a = missile[i].position.tile;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
int src = missile[i]._misource;
Point b = missile[i].position.tile;
int enemy = monster[src]._menemy;
Point c = (monster[src]._mFlags & MFLAG_TARGETS_MONSTER) == 0 ? plr[enemy].position.tile : monster[enemy].position.tile;
if (b != a && ((missile[i]._miVar1 & 1 && a.WalkingDistance(c) >= 4) || missile[i]._miVar2 > 1) && PosOkMonst(missile[i]._misource, a)) {
MissToMonst(i, a);
missile[i]._miDelFlag = true;
} else if ((monster[src]._mFlags & MFLAG_TARGETS_MONSTER) == 0) {
j = dPlayer[b.x][b.y];
} else {
j = dMonster[b.x][b.y];
}
if (!PosOkMissile(0, b) || (j > 0 && !(missile[i]._miVar1 & 1))) {
missile[i].position.velocity *= -1;
missile[i]._mimfnum = opposite[missile[i]._mimfnum];
missile[i]._miAnimData = monster[src].MType->Anims[MA_WALK].CelSpritesForDirections[missile[i]._mimfnum]->Data();
missile[i]._miVar2++;
if (j > 0)
missile[i]._miVar1 |= 1;
}
MoveMissilePos(i);
PutMissile(i);
}
void MI_FirewallC(int i)
{
missile[i]._mirange--;
int id = missile[i]._misource;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
} else {
int dp = dPiece[missile[i]._miVar1][missile[i]._miVar2];
assert(dp <= MAXTILES && dp >= 0);
int tx = missile[i]._miVar1 + XDirAdd[missile[i]._miVar3];
int ty = missile[i]._miVar2 + YDirAdd[missile[i]._miVar3];
if (!nMissileTable[dp] && missile[i]._miVar8 == 0 && 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, TARGET_BOTH, id, 0, missile[i]._mispllvl);
missile[i]._miVar1 = tx;
missile[i]._miVar2 = ty;
} else {
missile[i]._miVar8 = 1;
}
dp = dPiece[missile[i]._miVar5][missile[i]._miVar6];
assert(dp <= MAXTILES && dp >= 0);
tx = missile[i]._miVar5 + XDirAdd[missile[i]._miVar4];
ty = missile[i]._miVar6 + YDirAdd[missile[i]._miVar4];
if (!nMissileTable[dp] && missile[i]._miVar7 == 0 && 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, TARGET_BOTH, 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 == 0) {
missile[i]._miDelFlag = true;
CalcPlrItemVals(missile[i]._misource, true);
}
}
void MI_Apoca(int i)
{
int j, k;
int id = missile[i]._misource;
bool 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] > MAX_PLRS - 1 && !nSolidTable[dPiece[k][j]]) {
if (!gbIsHellfire || LineClearMissile(missile[i].position.tile, { k, j })) {
AddMissile(k, j, k, j, plr[id]._pdir, MIS_BOOM, TARGET_MONSTERS, id, missile[i]._midam, 0);
exit = true;
}
}
}
if (!exit) {
missile[i]._miVar4 = missile[i]._miVar6;
}
}
if (exit) {
missile[i]._miVar2 = j - 1;
missile[i]._miVar4 = k;
} else {
missile[i]._miDelFlag = true;
}
}
void MI_Wave(int i)
{
int sx, sy, nxa, nxb, nya, nyb;
int j, id, pn;
bool f1, f2;
int v1, v2;
f1 = false;
f2 = false;
assert((DWORD)i < MAXMISSILES);
id = missile[i]._misource;
sx = missile[i].position.tile.x;
sy = missile[i].position.tile.y;
v1 = missile[i]._miVar1;
v2 = missile[i]._miVar2;
Direction sd = GetDirection({ sx, sy }, { v1, v2 });
Direction dira = left[left[sd]];
Direction dirb = right[right[sd]];
nxa = sx + XDirAdd[sd];
nya = sy + YDirAdd[sd];
pn = dPiece[nxa][nya];
assert((DWORD)pn <= MAXTILES);
if (!nMissileTable[pn]) {
AddMissile(nxa, nya, nxa + XDirAdd[sd], nya + YDirAdd[sd], plr[id]._pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, missile[i]._mispllvl);
nxa += XDirAdd[dira];
nya += YDirAdd[dira];
nxb = sx + XDirAdd[sd] + XDirAdd[dirb];
nyb = sy + YDirAdd[sd] + YDirAdd[dirb];
for (j = 0; j < (missile[i]._mispllvl / 2) + 2; j++) {
pn = dPiece[nxa][nya]; // BUGFIX: dPiece is accessed before check against dungeon size and 0
assert((DWORD)pn <= MAXTILES);
if (nMissileTable[pn] || f1 || nxa <= 0 || nxa >= MAXDUNX || nya <= 0 || nya >= MAXDUNY) {
f1 = true;
} else {
AddMissile(nxa, nya, nxa + XDirAdd[sd], nya + YDirAdd[sd], plr[id]._pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, missile[i]._mispllvl);
nxa += XDirAdd[dira];
nya += YDirAdd[dira];
}
pn = dPiece[nxb][nyb]; // BUGFIX: dPiece is accessed before check against dungeon size and 0
assert((DWORD)pn <= MAXTILES);
if (nMissileTable[pn] || f2 || nxb <= 0 || nxb >= MAXDUNX || nyb <= 0 || nyb >= MAXDUNY) {
f2 = true;
} else {
AddMissile(nxb, nyb, nxb + XDirAdd[sd], nyb + YDirAdd[sd], plr[id]._pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, missile[i]._mispllvl);
nxb += XDirAdd[dirb];
nyb += YDirAdd[dirb];
}
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
}
void MI_Nova(int i)
{
int sx1 = 0;
int sy1 = 0;
int id = missile[i]._misource;
int dam = missile[i]._midam;
int sx = missile[i].position.tile.x;
int sy = missile[i].position.tile.y;
Direction dir = DIR_S;
mienemy_type en = TARGET_PLAYERS;
if (id != -1) {
dir = plr[id]._pdir;
en = TARGET_MONSTERS;
}
for (const auto &k : vCrawlTable) {
if (sx1 != k[6] || sy1 != k[7]) {
AddMissile(sx, sy, sx + k[6], sy + k[7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx - k[6], sy - k[7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx - k[6], sy + k[7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx + k[6], sy - k[7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
sx1 = k[6];
sy1 = k[7];
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = true;
}
void MI_Blodboil(int i)
{
int id, hpdif;
missile[i]._mirange--;
if (missile[i]._mirange == 0) {
id = missile[i]._miVar1;
if ((plr[id]._pSpellFlags & 2) == 2) {
plr[id]._pSpellFlags &= ~0x2;
plr[id]._pSpellFlags |= 4;
int lvl = 2;
if (id > -1)
lvl = plr[id]._pLevel * 2;
missile[i]._mirange = lvl + 10 * missile[i]._mispllvl + 245;
hpdif = plr[id]._pMaxHP - plr[id]._pHitPoints;
CalcPlrItemVals(id, true);
ApplyPlrDamage(id, 0, 1, hpdif);
force_redraw = 255;
plr[id].Say(HeroSpeech::HeavyBreathing);
} else {
missile[i]._miDelFlag = true;
plr[id]._pSpellFlags &= ~0x4;
hpdif = plr[id]._pMaxHP - plr[id]._pHitPoints;
CalcPlrItemVals(id, true);
ApplyPlrDamage(id, 0, 1, hpdif + missile[i]._miVar2);
force_redraw = 255;
plr[id].Say(HeroSpeech::HeavyBreathing);
}
}
}
void MI_Flame(int i)
{
int k;
missile[i]._mirange--;
missile[i]._miVar2--;
k = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, true, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._mirange == 0 && missile[i]._miHitFlag)
missile[i]._mirange = k;
if (missile[i]._miVar2 == 0)
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].position.tile, k);
}
if (missile[i]._mirange == 0) {
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--;
src = missile[i]._misource;
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
if (missile[i].position.tile.x != missile[i]._miVar1 || missile[i].position.tile.y != missile[i]._miVar2) {
id = dPiece[missile[i].position.tile.x][missile[i].position.tile.y];
if (!nMissileTable[id]) {
AddMissile(
missile[i].position.tile.x,
missile[i].position.tile.y,
missile[i].position.start.x,
missile[i].position.start.y,
i,
MIS_FLAME,
missile[i]._micaster,
src,
missile[i]._miVar3,
missile[i]._mispllvl);
} else {
missile[i]._mirange = 0;
}
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
missile[i]._miVar3++;
}
if (missile[i]._mirange == 0 || 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 == 0) {
md = (missile[i]._miVar2 + bpath[missile[i]._mirnd]) & 7;
missile[i]._mirnd = (missile[i]._mirnd + 1) & 0xF;
GetMissileVel(i, missile[i].position.tile.x, missile[i].position.tile.y, missile[i].position.tile.x + XDirAdd[md], missile[i].position.tile.y + YDirAdd[md], 8);
missile[i]._miVar3 = 16;
} else {
missile[i]._miVar3--;
}
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
if (missile[i]._miHitFlag) {
missile[i]._miVar1 = 8;
missile[i]._mimfnum = 0;
missile[i].position.offset = { 0, 0 };
SetMissAnim(i, MFILE_LGHNING);
missile[i]._mirange = missile[i]._miAnimLen;
GetMissilePos(i);
}
ChangeLight(missile[i]._mlid, missile[i].position.tile, missile[i]._miVar1);
}
if (missile[i]._mirange == 0) {
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].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
dam = missile[i]._midam;
if (missile[i].position.tile != missile[i].position.start) {
CheckMissileCol(i, dam, dam, false, missile[i].position.tile.x, missile[i].position.tile.y, false);
}
if (missile[i]._mirange == 0) {
missile[i].position.traveled.x -= missile[i].position.velocity.x;
missile[i].position.traveled.y -= missile[i].position.velocity.y;
GetMissilePos(i);
missile[i]._mimfnum = 0;
SetMissAnim(i, MFILE_HOLYEXPL);
missile[i]._mirange = missile[i]._miAnimLen - 1;
} else {
if (missile[i].position.tile.x != missile[i]._miVar1 || missile[i].position.tile.y != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i].position.tile.x;
missile[i]._miVar2 = missile[i].position.tile.y;
ChangeLight(missile[i]._mlid, { missile[i]._miVar1, missile[i]._miVar2 }, 8);
}
}
} else {
ChangeLight(missile[i]._mlid, missile[i].position.tile, missile[i]._miAnimFrame + 7);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
}
PutMissile(i);
}
void MI_Element(int i)
{
int mid, 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].position.tile.x;
cy = missile[i].position.tile.y;
px = plr[id].position.tile.x;
py = plr[id].position.tile.y;
ChangeLight(missile[i]._mlid, missile[i].position.tile, missile[i]._miAnimFrame);
if (!CheckBlock(px, py, cx, cy))
CheckMissileCol(i, dam, dam, true, cx, cy, true);
if (!CheckBlock(px, py, cx, cy + 1))
CheckMissileCol(i, dam, dam, true, cx, cy + 1, true);
if (!CheckBlock(px, py, cx, cy - 1))
CheckMissileCol(i, dam, dam, true, cx, cy - 1, true);
if (!CheckBlock(px, py, cx + 1, cy))
CheckMissileCol(i, dam, dam, true, cx + 1, cy, true); /* check x/y */
if (!CheckBlock(px, py, cx + 1, cy - 1))
CheckMissileCol(i, dam, dam, true, cx + 1, cy - 1, true);
if (!CheckBlock(px, py, cx + 1, cy + 1))
CheckMissileCol(i, dam, dam, true, cx + 1, cy + 1, true);
if (!CheckBlock(px, py, cx - 1, cy))
CheckMissileCol(i, dam, dam, true, cx - 1, cy, true);
if (!CheckBlock(px, py, cx - 1, cy + 1))
CheckMissileCol(i, dam, dam, true, cx - 1, cy + 1, true);
if (!CheckBlock(px, py, cx - 1, cy - 1))
CheckMissileCol(i, dam, dam, true, cx - 1, cy - 1, true);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
} else {
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
cx = missile[i].position.tile.x;
cy = missile[i].position.tile.y;
CheckMissileCol(i, dam, dam, false, cx, cy, false);
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) {
Direction sd = GetDirection({ cx, cy }, monster[mid].position.tile);
SetMissDir(i, sd);
GetMissileVel(i, cx, cy, monster[mid].position.tile.x, monster[mid].position.tile.y, 16);
} else {
Direction 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 == 0) {
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, dam;
int cx, cy;
missile[i]._mirange--;
dam = missile[i]._midam;
id = missile[i]._misource;
if (missile[i]._mimfnum == DIR_OMNI) {
ChangeLight(missile[i]._mlid, missile[i].position.tile, missile[i]._miAnimFrame);
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = true;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
} else {
missile[i].position.traveled += missile[i].position.velocity;
GetMissilePos(i);
cx = missile[i].position.tile.x;
cy = missile[i].position.tile.y;
CheckMissileCol(i, dam, dam, false, cx, cy, false);
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, GetDirection({ cx, cy }, monster[mid].position.tile));
GetMissileVel(i, cx, cy, monster[mid].position.tile.x, monster[mid].position.tile.y, 16);
} else {
Direction 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 == 0) {
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 != 0 && missile[i]._mimfnum != 1 && missile[i]._mirange != 0) {
if (missile[i]._miVar2 == 0)
missile[i]._mlid = AddLight(missile[i].position.tile, 1);
ChangeLight(missile[i]._mlid, missile[i].position.tile, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
if (missile[i]._mirange == 0) {
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]].position.tile.x][missile[missileactive[i]].position.tile.y] &= ~BFLAG_MISSILE;
dMissile[missile[missileactive[i]].position.tile.x][missile[missileactive[i]].position.tile.y] = 0;
if (missile[missileactive[i]].position.tile.x < 0 || missile[missileactive[i]].position.tile.x >= MAXDUNX - 1 || missile[missileactive[i]].position.tile.y < 0 || missile[missileactive[i]].position.tile.y >= MAXDUNY - 1)
missile[missileactive[i]]._miDelFlag = true;
}
i = 0;
while (i < nummissiles) {
if (missile[missileactive[i]]._miDelFlag) {
DeleteMissile(missileactive[i], i);
i = 0;
} else {
i++;
}
}
MissilePreFlag = false;
for (i = 0; i < nummissiles; i++) {
mi = missileactive[i];
missiledata[missile[mi]._mitype].mProc(missileactive[i]);
if ((missile[mi]._miAnimFlags & MFLAG_LOCK_ANIMATION) == 0) {
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;
}
}
}
i = 0;
while (i < nummissiles) {
if (missile[missileactive[i]]._miDelFlag) {
DeleteMissile(missileactive[i], i);
i = 0;
} else {
i++;
}
}
}
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->CelSpritesForDirections[mis->_mimfnum]->Data();
}
}
}
void ClearMissileSpot(int mi)
{
dFlags[missile[mi].position.tile.x][missile[mi].position.tile.y] &= ~BFLAG_MISSILE;
dMissile[missile[mi].position.tile.x][missile[mi].position.tile.y] = 0;
}
} // namespace devilution