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4832 lines
138 KiB
4832 lines
138 KiB
/** |
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* @file missiles.cpp |
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* |
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* Implementation of missile functionality. |
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*/ |
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#include "missiles.h" |
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|
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#include <climits> |
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#include "control.h" |
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#include "cursor.h" |
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#include "dead.h" |
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#include "engine/cel_header.hpp" |
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#include "engine/load_file.hpp" |
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#include "engine/random.hpp" |
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#include "init.h" |
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#include "inv.h" |
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#include "lighting.h" |
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#include "monster.h" |
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#include "spells.h" |
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#include "trigs.h" |
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namespace devilution { |
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int ActiveMissiles[MAXMISSILES]; |
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int AvailableMissiles[MAXMISSILES]; |
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MissileStruct Missiles[MAXMISSILES]; |
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int ActiveMissileCount; |
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bool MissilePreFlag; |
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namespace { |
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ChainStruct chain[MAXMISSILES]; |
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int numchains; |
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const int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 }; |
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int AddClassHealingBonus(int hp, HeroClass heroClass) |
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{ |
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switch (heroClass) { |
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case HeroClass::Warrior: |
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case HeroClass::Monk: |
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case HeroClass::Barbarian: |
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return hp * 2; |
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case HeroClass::Rogue: |
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case HeroClass::Bard: |
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return hp + hp / 2; |
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default: |
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return hp; |
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} |
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} |
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int ScaleSpellEffect(int base, int spellLevel) |
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{ |
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for (int i = 0; i < spellLevel; i++) { |
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base += base / 8; |
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} |
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return base; |
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} |
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int GenerateRndSum(int range, int iterations) |
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{ |
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int value = 0; |
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for (int i = 0; i < iterations; i++) { |
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value += GenerateRnd(range); |
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} |
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return value; |
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} |
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bool CheckBlock(Point from, Point to) |
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{ |
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while (from != to) { |
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from += GetDirection(from, to); |
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if (nSolidTable[dPiece[from.x][from.y]]) |
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return true; |
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} |
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return false; |
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} |
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inline bool InDungeonBounds(Point position) |
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{ |
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return position.x > 0 && position.x < MAXDUNX && position.y > 0 && position.y < MAXDUNY; |
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} |
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MonsterStruct *FindClosest(Point source, int rad) |
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{ |
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if (rad > 19) |
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rad = 19; |
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for (int i = 1; i < rad; i++) { |
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int k = CrawlNum[i]; |
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int ck = k + 2; |
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for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
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int tx = source.x + CrawlTable[ck - 1]; |
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int ty = source.y + CrawlTable[ck]; |
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if (!InDungeonBounds({ tx, ty })) |
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continue; |
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int mid = dMonster[tx][ty]; |
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if (mid > 0 && !CheckBlock(source, { tx, ty })) |
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return &Monsters[mid - 1]; |
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} |
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} |
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return nullptr; |
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} |
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constexpr Direction16 Direction16Flip(Direction16 x, Direction16 pivot) |
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{ |
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unsigned ret = (2 * pivot + 16 - x) % 16; |
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return static_cast<Direction16>(ret); |
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} |
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void UpdateMissileVelocity(int i, Point source, Point destination, int v) |
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{ |
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Missiles[i].position.velocity = { 0, 0 }; |
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if (source == destination) |
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return; |
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double dxp = (destination.x + source.y - source.x - destination.y) * (1 << 21); |
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double dyp = (destination.y + destination.x - source.x - source.y) * (1 << 21); |
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double dr = sqrt(dxp * dxp + dyp * dyp); |
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Missiles[i].position.velocity.deltaX = static_cast<int>((dxp * (v << 16)) / dr); |
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Missiles[i].position.velocity.deltaY = static_cast<int>((dyp * (v << 15)) / dr); |
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} |
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/** |
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* @brief Add the missile to the lookup tables |
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* @param i Missiles index |
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*/ |
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void PutMissile(int8_t i) |
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{ |
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Point position = Missiles[i].position.tile; |
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if (!InDungeonBounds(position)) |
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Missiles[i]._miDelFlag = true; |
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if (Missiles[i]._miDelFlag) { |
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return; |
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} |
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dFlags[position.x][position.y] |= BFLAG_MISSILE; |
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if (dMissile[position.x][position.y] == 0) |
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dMissile[position.x][position.y] = i + 1; |
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else |
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dMissile[position.x][position.y] = -1; |
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if (Missiles[i]._miPreFlag) |
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MissilePreFlag = true; |
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} |
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void UpdateMissilePos(int i) |
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{ |
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int mx = Missiles[i].position.traveled.deltaX >> 16; |
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int my = Missiles[i].position.traveled.deltaY >> 16; |
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int dx = mx + 2 * my; |
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int dy = 2 * my - mx; |
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int lx = dx / 8; |
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dx = dx / 64; |
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int ly = dy / 8; |
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dy = dy / 64; |
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Missiles[i].position.tile = Missiles[i].position.start + Displacement { dx, dy }; |
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Missiles[i].position.offset.deltaX = mx + (dy * 32) - (dx * 32); |
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Missiles[i].position.offset.deltaY = my - (dx * 16) - (dy * 16); |
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ChangeLightOffset(Missiles[i]._mlid, { lx - (dx * 8), ly - (dy * 8) }); |
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} |
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void MoveMissilePos(int i) |
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{ |
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int dx; |
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int dy; |
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switch (Missiles[i]._mimfnum) { |
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case DIR_NW: |
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case DIR_N: |
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case DIR_NE: |
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dx = 0; |
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dy = 0; |
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break; |
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case DIR_E: |
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dx = 1; |
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dy = 0; |
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break; |
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case DIR_W: |
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dx = 0; |
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dy = 1; |
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break; |
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case DIR_S: |
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case DIR_SW: |
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case DIR_SE: |
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dx = 1; |
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dy = 1; |
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break; |
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} |
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int x = Missiles[i].position.tile.x + dx; |
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int y = Missiles[i].position.tile.y + dy; |
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if (IsTileAvailable(Monsters[Missiles[i]._misource], { x, y })) { |
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Missiles[i].position.tile.x += dx; |
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Missiles[i].position.tile.y += dy; |
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Missiles[i].position.offset.deltaX += (dy * 32) - (dx * 32); |
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Missiles[i].position.offset.deltaY -= (dy * 16) + (dx * 16); |
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} |
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} |
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bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, bool shift) |
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{ |
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auto &monster = Monsters[m]; |
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bool resist = false; |
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if (monster.mtalkmsg != TEXT_NONE |
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|| monster._mhitpoints >> 6 <= 0 |
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|| (t == MIS_HBOLT && monster.MType->mtype != MT_DIABLO && monster.MData->mMonstClass != MC_UNDEAD)) { |
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return false; |
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} |
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if (monster.MType->mtype == MT_ILLWEAV && monster._mgoal == MGOAL_RETREAT) |
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return false; |
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if (monster._mmode == MM_CHARGE) |
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return false; |
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uint8_t mor = monster.mMagicRes; |
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missile_resistance mir = MissileData[t].mResist; |
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if (((mor & IMMUNE_MAGIC) != 0 && mir == MISR_MAGIC) |
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|| ((mor & IMMUNE_FIRE) != 0 && mir == MISR_FIRE) |
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|| ((mor & IMMUNE_LIGHTNING) != 0 && mir == MISR_LIGHTNING) |
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|| ((mor & IMMUNE_ACID) != 0 && mir == MISR_ACID)) |
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return false; |
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if (((mor & RESIST_MAGIC) != 0 && mir == MISR_MAGIC) |
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|| ((mor & RESIST_FIRE) != 0 && mir == MISR_FIRE) |
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|| ((mor & RESIST_LIGHTNING) != 0 && mir == MISR_LIGHTNING)) |
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resist = true; |
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if (gbIsHellfire && t == MIS_HBOLT && (monster.MType->mtype == MT_DIABLO || monster.MType->mtype == MT_BONEDEMN)) |
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resist = true; |
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int hit = GenerateRnd(100); |
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int hper = 0; |
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if (pnum != -1) { |
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const auto &player = Players[pnum]; |
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if (MissileData[t].mType == 0) { |
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hper = player.GetRangedToHit(); |
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hper -= monster.mArmorClass; |
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hper -= (dist * dist) / 2; |
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hper += player._pIEnAc; |
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} else { |
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hper = player.GetMagicToHit() - (monster.mLevel * 2) - dist; |
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} |
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} else { |
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hper = GenerateRnd(75) - monster.mLevel * 2; |
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} |
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hper = clamp(hper, 5, 95); |
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if (monster._mmode == MM_STONE) |
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hit = 0; |
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bool ret = false; |
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if (CheckMonsterHit(monster, &ret)) |
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return ret; |
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#ifdef _DEBUG |
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if (hit >= hper && !debug_mode_key_inverted_v && !debug_mode_dollar_sign) |
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return false; |
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#else |
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if (hit >= hper) |
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return false; |
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#endif |
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int dam; |
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if (t == MIS_BONESPIRIT) { |
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dam = monster._mhitpoints / 3 >> 6; |
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} else { |
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dam = mindam + GenerateRnd(maxdam - mindam + 1); |
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} |
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const auto &player = Players[pnum]; |
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if (MissileData[t].mType == 0) { |
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dam = player._pIBonusDamMod + dam * player._pIBonusDam / 100 + dam; |
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if (player._pClass == HeroClass::Rogue) |
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dam += player._pDamageMod; |
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else |
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dam += player._pDamageMod / 2; |
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} |
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if (!shift) |
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dam <<= 6; |
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if (resist) |
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dam >>= 2; |
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if (pnum == MyPlayerId) |
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monster._mhitpoints -= dam; |
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if ((gbIsHellfire && (player._pIFlags & ISPL_NOHEALMON) != 0) || (!gbIsHellfire && (player._pIFlags & ISPL_FIRE_ARROWS) != 0)) |
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monster._mFlags |= MFLAG_NOHEAL; |
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if (monster._mhitpoints >> 6 <= 0) { |
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if (monster._mmode == MM_STONE) { |
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M_StartKill(m, pnum); |
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monster.Petrify(); |
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} else { |
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M_StartKill(m, pnum); |
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} |
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} else { |
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if (resist) { |
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PlayEffect(monster, 1); |
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} else if (monster._mmode == MM_STONE) { |
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if (m > MAX_PLRS - 1) |
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M_StartHit(m, pnum, dam); |
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monster.Petrify(); |
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} else { |
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if (MissileData[t].mType == 0 && (player._pIFlags & ISPL_KNOCKBACK) != 0) { |
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M_GetKnockback(m); |
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} |
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if (m > MAX_PLRS - 1) |
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M_StartHit(m, pnum, dam); |
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} |
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} |
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if (monster._msquelch == 0) { |
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monster._msquelch = UINT8_MAX; |
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monster.position.last = player.position.tile; |
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} |
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return true; |
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} |
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bool Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, bool shift, bool *blocked) |
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{ |
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if (sgGameInitInfo.bFriendlyFire == 0 && gbFriendlyMode) |
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return false; |
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*blocked = false; |
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auto &player = Players[pnum]; |
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auto &target = Players[p]; |
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|
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if (target._pInvincible) { |
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return false; |
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} |
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if (mtype == MIS_HBOLT) { |
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return false; |
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} |
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if ((target._pSpellFlags & 1) != 0 && MissileData[mtype].mType == 0) { |
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return false; |
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} |
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int8_t resper; |
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switch (MissileData[mtype].mResist) { |
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case MISR_FIRE: |
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resper = target._pFireResist; |
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break; |
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case MISR_LIGHTNING: |
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resper = target._pLghtResist; |
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break; |
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case MISR_MAGIC: |
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case MISR_ACID: |
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resper = target._pMagResist; |
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break; |
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default: |
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resper = 0; |
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break; |
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} |
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|
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int hper = GenerateRnd(100); |
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|
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int hit; |
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if (MissileData[mtype].mType == 0) { |
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hit = player.GetRangedToHit() |
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- (dist * dist / 2) |
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- target.GetArmor(); |
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} else { |
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hit = player.GetMagicToHit() |
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- (target._pLevel * 2) |
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- dist; |
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} |
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|
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hit = clamp(hit, 5, 95); |
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|
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if (hper >= hit) { |
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return false; |
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} |
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|
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int blkper = 100; |
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if (!shift && (target._pmode == PM_STAND || target._pmode == PM_ATTACK) && target._pBlockFlag) { |
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blkper = GenerateRnd(100); |
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} |
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|
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int blk = target.GetBlockChance() - (player._pLevel * 2); |
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blk = clamp(blk, 0, 100); |
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|
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int dam; |
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if (mtype == MIS_BONESPIRIT) { |
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dam = target._pHitPoints / 3; |
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} else { |
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dam = mindam + GenerateRnd(maxdam - mindam + 1); |
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if (MissileData[mtype].mType == 0) |
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dam += player._pIBonusDamMod + player._pDamageMod + dam * player._pIBonusDam / 100; |
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if (!shift) |
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dam <<= 6; |
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} |
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if (MissileData[mtype].mType != 0) |
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dam /= 2; |
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if (resper > 0) { |
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dam -= (dam * resper) / 100; |
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if (pnum == MyPlayerId) |
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NetSendCmdDamage(true, p, dam); |
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player.Say(HeroSpeech::ArghClang); |
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return true; |
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} |
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|
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if (blkper < blk) { |
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StartPlrBlock(p, GetDirection(target.position.tile, player.position.tile)); |
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*blocked = true; |
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} else { |
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if (pnum == MyPlayerId) |
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NetSendCmdDamage(true, p, dam); |
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StartPlrHit(p, dam, false); |
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} |
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|
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return true; |
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} |
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|
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void CheckMissileCol(int i, int mindam, int maxdam, bool shift, Point position, bool nodel) |
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{ |
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bool blocked; |
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|
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int mx = position.x; |
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int my = position.y; |
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|
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if (i >= MAXMISSILES || i < 0) |
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return; |
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if (mx >= MAXDUNX || mx < 0) |
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return; |
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if (my >= MAXDUNY || my < 0) |
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return; |
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if (Missiles[i]._micaster != TARGET_BOTH && Missiles[i]._misource != -1) { |
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if (Missiles[i]._micaster == TARGET_MONSTERS) { |
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int mid = dMonster[mx][my]; |
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if (mid > 0) { |
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mid -= 1; |
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if (MonsterMHit( |
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Missiles[i]._misource, |
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mid, |
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mindam, |
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maxdam, |
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Missiles[i]._midist, |
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Missiles[i]._mitype, |
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shift)) { |
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if (!nodel) |
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Missiles[i]._mirange = 0; |
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Missiles[i]._miHitFlag = true; |
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} |
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} else if (mid < 0) { |
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mid = -(mid + 1); |
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if (Monsters[mid]._mmode == MM_STONE |
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&& MonsterMHit( |
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Missiles[i]._misource, |
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mid, |
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mindam, |
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maxdam, |
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Missiles[i]._midist, |
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Missiles[i]._mitype, |
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shift)) { |
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if (!nodel) |
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Missiles[i]._mirange = 0; |
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Missiles[i]._miHitFlag = true; |
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} |
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} |
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if (dPlayer[mx][my] > 0 |
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&& dPlayer[mx][my] - 1 != Missiles[i]._misource |
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&& Plr2PlrMHit( |
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Missiles[i]._misource, |
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dPlayer[mx][my] - 1, |
|
mindam, |
|
maxdam, |
|
Missiles[i]._midist, |
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Missiles[i]._mitype, |
|
shift, |
|
&blocked)) { |
|
if (gbIsHellfire && blocked) { |
|
int dir = Missiles[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1); |
|
int mAnimFAmt = MissileSpriteData[Missiles[i]._miAnimType].mAnimFAmt; |
|
if (dir < 0) |
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dir = mAnimFAmt - 1; |
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else if (dir > mAnimFAmt) |
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dir = 0; |
|
|
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SetMissDir(i, dir); |
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} else if (!nodel) { |
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Missiles[i]._mirange = 0; |
|
} |
|
Missiles[i]._miHitFlag = true; |
|
} |
|
} else { |
|
auto &monster = Monsters[Missiles[i]._misource]; |
|
if ((monster._mFlags & MFLAG_TARGETS_MONSTER) != 0 |
|
&& dMonster[mx][my] > 0 |
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&& (Monsters[dMonster[mx][my] - 1]._mFlags & MFLAG_GOLEM) != 0 |
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&& MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, Missiles[i]._midist, Missiles[i]._mitype, shift)) { |
|
if (!nodel) |
|
Missiles[i]._mirange = 0; |
|
Missiles[i]._miHitFlag = true; |
|
} |
|
if (dPlayer[mx][my] > 0 |
|
&& PlayerMHit( |
|
dPlayer[mx][my] - 1, |
|
&monster, |
|
Missiles[i]._midist, |
|
mindam, |
|
maxdam, |
|
Missiles[i]._mitype, |
|
shift, |
|
0, |
|
&blocked)) { |
|
if (gbIsHellfire && blocked) { |
|
int dir = Missiles[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1); |
|
int mAnimFAmt = MissileSpriteData[Missiles[i]._miAnimType].mAnimFAmt; |
|
if (dir < 0) |
|
dir = mAnimFAmt - 1; |
|
else if (dir > mAnimFAmt) |
|
dir = 0; |
|
|
|
SetMissDir(i, dir); |
|
} else if (!nodel) { |
|
Missiles[i]._mirange = 0; |
|
} |
|
Missiles[i]._miHitFlag = true; |
|
} |
|
} |
|
} else { |
|
int mid = dMonster[mx][my]; |
|
if (mid > 0) { |
|
mid -= 1; |
|
if (Missiles[i]._micaster == TARGET_BOTH) { |
|
if (MonsterMHit( |
|
Missiles[i]._misource, |
|
mid, |
|
mindam, |
|
maxdam, |
|
Missiles[i]._midist, |
|
Missiles[i]._mitype, |
|
shift)) { |
|
if (!nodel) |
|
Missiles[i]._mirange = 0; |
|
Missiles[i]._miHitFlag = true; |
|
} |
|
} else if (MonsterTrapHit(mid, mindam, maxdam, Missiles[i]._midist, Missiles[i]._mitype, shift)) { |
|
if (!nodel) |
|
Missiles[i]._mirange = 0; |
|
Missiles[i]._miHitFlag = true; |
|
} |
|
} |
|
if (dPlayer[mx][my] > 0) { |
|
if (PlayerMHit( |
|
dPlayer[mx][my] - 1, |
|
nullptr, |
|
Missiles[i]._midist, |
|
mindam, |
|
maxdam, |
|
Missiles[i]._mitype, |
|
shift, |
|
(Missiles[i]._miAnimType == MFILE_FIREWAL || Missiles[i]._miAnimType == MFILE_LGHNING) ? 1 : 0, |
|
&blocked)) { |
|
if (gbIsHellfire && blocked) { |
|
int dir = Missiles[i]._mimfnum + (GenerateRnd(2) != 0 ? 1 : -1); |
|
int mAnimFAmt = MissileSpriteData[Missiles[i]._miAnimType].mAnimFAmt; |
|
if (dir < 0) |
|
dir = mAnimFAmt - 1; |
|
else if (dir > mAnimFAmt) |
|
dir = 0; |
|
|
|
SetMissDir(i, dir); |
|
} else if (!nodel) { |
|
Missiles[i]._mirange = 0; |
|
} |
|
Missiles[i]._miHitFlag = true; |
|
} |
|
} |
|
} |
|
if (dObject[mx][my] != 0) { |
|
int oi = dObject[mx][my] > 0 ? dObject[mx][my] - 1 : -(dObject[mx][my] + 1); |
|
if (!Objects[oi]._oMissFlag) { |
|
if (Objects[oi]._oBreak == 1) |
|
BreakObject(-1, oi); |
|
if (!nodel) |
|
Missiles[i]._mirange = 0; |
|
Missiles[i]._miHitFlag = false; |
|
} |
|
} |
|
if (nMissileTable[dPiece[mx][my]]) { |
|
if (!nodel) |
|
Missiles[i]._mirange = 0; |
|
Missiles[i]._miHitFlag = false; |
|
} |
|
if (Missiles[i]._mirange == 0 && MissileData[Missiles[i]._mitype].miSFX != -1) |
|
PlaySfxLoc(MissileData[Missiles[i]._mitype].miSFX, Missiles[i].position.tile); |
|
} |
|
|
|
void SetMissAnim(int mi, int animtype) |
|
{ |
|
int dir = Missiles[mi]._mimfnum; |
|
|
|
if (animtype > MFILE_NONE) { |
|
animtype = MFILE_NONE; |
|
} |
|
|
|
Missiles[mi]._miAnimType = animtype; |
|
Missiles[mi]._miAnimFlags = MissileSpriteData[animtype].mFlags; |
|
Missiles[mi]._miAnimData = MissileSpriteData[animtype].mAnimData[dir]; |
|
Missiles[mi]._miAnimDelay = MissileSpriteData[animtype].mAnimDelay[dir]; |
|
Missiles[mi]._miAnimLen = MissileSpriteData[animtype].mAnimLen[dir]; |
|
Missiles[mi]._miAnimWidth = MissileSpriteData[animtype].mAnimWidth[dir]; |
|
Missiles[mi]._miAnimWidth2 = MissileSpriteData[animtype].mAnimWidth2[dir]; |
|
Missiles[mi]._miAnimCnt = 0; |
|
Missiles[mi]._miAnimFrame = 1; |
|
} |
|
|
|
void FreeMissileGFX(int mi) |
|
{ |
|
if ((MissileSpriteData[mi].mFlags & MFLAG_ALLOW_SPECIAL) != 0) { |
|
if (MissileSpriteData[mi].mAnimData[0] != nullptr) { |
|
auto *p = (DWORD *)MissileSpriteData[mi].mAnimData[0]; |
|
p -= MissileSpriteData[mi].mAnimFAmt; |
|
delete[] p; |
|
MissileSpriteData[mi].mAnimData[0] = nullptr; |
|
} |
|
return; |
|
} |
|
|
|
for (int i = 0; i < MissileSpriteData[mi].mAnimFAmt; i++) { |
|
if (MissileSpriteData[mi].mAnimData[i] != nullptr) { |
|
delete[] MissileSpriteData[mi].mAnimData[i]; |
|
MissileSpriteData[mi].mAnimData[i] = nullptr; |
|
} |
|
} |
|
} |
|
|
|
bool MissilesFoundTarget(int mi, Point *position, int rad) |
|
{ |
|
rad = std::min(rad, 19); |
|
|
|
for (int i = 0; i < rad; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = position->x + CrawlTable[ck - 1]; |
|
int ty = position->y + CrawlTable[ck]; |
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
|
|
int dp = dPiece[tx][ty]; |
|
if (nSolidTable[dp] || dObject[tx][ty] != 0 || dMissile[tx][ty] != 0) |
|
continue; |
|
|
|
Missiles[mi].position.tile = { tx, ty }; |
|
*position = { tx, ty }; |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
bool CheckIfTrig(Point position) |
|
{ |
|
for (int i = 0; i < numtrigs; i++) { |
|
if (trigs[i].position.WalkingDistance(position) < 2) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool GuardianTryFireAt(int i, Point target) |
|
{ |
|
auto &missile = Missiles[i]; |
|
Point position = missile.position.tile; |
|
|
|
if (!LineClearMissile(position, target)) |
|
return false; |
|
int mi = dMonster[target.x][target.y] - 1; |
|
if (mi < MAX_PLRS) |
|
return false; |
|
if (Monsters[mi]._mhitpoints >> 6 <= 0) |
|
return false; |
|
|
|
Direction dir = GetDirection(position, target); |
|
missile._miVar3 = AvailableMissiles[0]; |
|
AddMissile(position, target, dir, MIS_FIREBOLT, TARGET_MONSTERS, missile._misource, missile._midam, GetSpellLevel(missile._misource, SPL_FIREBOLT)); |
|
SetMissDir(i, 2); |
|
missile._miVar2 = 3; |
|
|
|
return true; |
|
} |
|
|
|
void FireballUpdate(int i, Displacement offset, bool alwaysDelete) |
|
{ |
|
Missiles[i]._mirange--; |
|
|
|
int id = Missiles[i]._misource; |
|
Point p = (Missiles[i]._micaster == TARGET_MONSTERS) ? Players[id].position.tile : Monsters[id].position.tile; |
|
|
|
if (Missiles[i]._miAnimType == MFILE_BIGEXP) { |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
} else { |
|
int dam = Missiles[i]._midam; |
|
Missiles[i].position.traveled += offset; |
|
UpdateMissilePos(i); |
|
if (Missiles[i].position.tile != Missiles[i].position.start) |
|
CheckMissileCol(i, dam, dam, false, Missiles[i].position.tile, false); |
|
if (Missiles[i]._mirange == 0) { |
|
Point m = Missiles[i].position.tile; |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame); |
|
|
|
constexpr Displacement Pattern[] = { { 0, 0 }, { 0, 1 }, { 0, -1 }, { 1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 0 }, { -1, 1 }, { -1, -1 } }; |
|
for (auto shift : Pattern) { |
|
if (!CheckBlock(p, m + shift)) |
|
CheckMissileCol(i, dam, dam, false, m + shift, true); |
|
} |
|
|
|
if (!TransList[dTransVal[m.x][m.y]] |
|
|| (Missiles[i].position.velocity.deltaX < 0 && ((TransList[dTransVal[m.x][m.y + 1]] && nSolidTable[dPiece[m.x][m.y + 1]]) || (TransList[dTransVal[m.x][m.y - 1]] && nSolidTable[dPiece[m.x][m.y - 1]])))) { |
|
Missiles[i].position.tile.x++; |
|
Missiles[i].position.tile.y++; |
|
Missiles[i].position.offset.deltaY -= 32; |
|
} |
|
if (Missiles[i].position.velocity.deltaY > 0 |
|
&& ((TransList[dTransVal[m.x + 1][m.y]] && nSolidTable[dPiece[m.x + 1][m.y]]) |
|
|| (TransList[dTransVal[m.x - 1][m.y]] && nSolidTable[dPiece[m.x - 1][m.y]]))) { |
|
Missiles[i].position.offset.deltaY -= 32; |
|
} |
|
if (Missiles[i].position.velocity.deltaX > 0 |
|
&& ((TransList[dTransVal[m.x][m.y + 1]] && nSolidTable[dPiece[m.x][m.y + 1]]) |
|
|| (TransList[dTransVal[m.x][m.y - 1]] && nSolidTable[dPiece[m.x][m.y - 1]]))) { |
|
Missiles[i].position.offset.deltaX -= 32; |
|
} |
|
Missiles[i]._mimfnum = 0; |
|
SetMissAnim(i, MFILE_BIGEXP); |
|
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1; |
|
Missiles[i].position.velocity = {}; |
|
} else if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) { |
|
Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, 8); |
|
} |
|
if (alwaysDelete) |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
|
|
PutMissile(i); |
|
} |
|
|
|
void MissileRing(int i, int type) |
|
{ |
|
Missiles[i]._miDelFlag = true; |
|
int8_t src = Missiles[i]._micaster; |
|
uint8_t lvl = src > 0 ? Players[src]._pLevel : currlevel; |
|
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2) / 2; |
|
|
|
int k = CrawlNum[3]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = Missiles[i]._miVar1 + CrawlTable[ck - 1]; |
|
int ty = Missiles[i]._miVar2 + CrawlTable[ck]; |
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
int dp = dPiece[tx][ty]; |
|
if (nSolidTable[dp]) |
|
continue; |
|
if (dObject[tx][ty] != 0) |
|
continue; |
|
if (!LineClearMissile(Missiles[i].position.tile, { tx, ty })) |
|
continue; |
|
if (nMissileTable[dp] || Missiles[i].limitReached) { |
|
Missiles[i].limitReached = true; |
|
continue; |
|
} |
|
|
|
AddMissile({ tx, ty }, { tx, ty }, 0, type, TARGET_BOTH, src, dmg, Missiles[i]._mispllvl); |
|
} |
|
} |
|
|
|
bool GrowWall(int playerId, Point position, Point target, missile_id type, int spellLevel, int damage) |
|
{ |
|
int dp = dPiece[position.x][position.y]; |
|
assert(dp <= MAXTILES && dp >= 0); |
|
|
|
if (nMissileTable[dp] || !InDungeonBounds(target)) { |
|
return false; |
|
} |
|
|
|
AddMissile(position, position, Players[playerId]._pdir, type, TARGET_BOTH, playerId, damage, spellLevel); |
|
return true; |
|
} |
|
|
|
} // namespace |
|
|
|
void GetDamageAmt(int i, int *mind, int *maxd) |
|
{ |
|
assert(MyPlayerId >= 0 && MyPlayerId < MAX_PLRS); |
|
assert(i >= 0 && i < 64); |
|
|
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
int sl = myPlayer._pSplLvl[i] + myPlayer._pISplLvlAdd; |
|
|
|
switch (i) { |
|
case SPL_FIREBOLT: |
|
*mind = (myPlayer._pMagic / 8) + sl + 1; |
|
*maxd = *mind + 9; |
|
break; |
|
case SPL_HEAL: |
|
case SPL_HEALOTHER: |
|
/// BUGFIX: healing calculation is unused |
|
*mind = AddClassHealingBonus(myPlayer._pLevel + sl + 1, myPlayer._pClass) - 1; |
|
*maxd = AddClassHealingBonus((4 * myPlayer._pLevel) + (6 * sl) + 10, myPlayer._pClass) - 1; |
|
break; |
|
case SPL_LIGHTNING: |
|
case SPL_RUNELIGHT: |
|
*mind = 2; |
|
*maxd = 2 + myPlayer._pLevel; |
|
break; |
|
case SPL_FLASH: |
|
*mind = ScaleSpellEffect(myPlayer._pLevel, sl); |
|
*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 * myPlayer._pLevel + 4; |
|
*maxd = *mind + 36; |
|
break; |
|
case SPL_FIREBALL: |
|
case SPL_RUNEFIRE: { |
|
int base = (2 * myPlayer._pLevel) + 4; |
|
*mind = ScaleSpellEffect(base, sl); |
|
*maxd = ScaleSpellEffect(base + 36, sl); |
|
} break; |
|
case SPL_GUARDIAN: { |
|
int base = (myPlayer._pLevel / 2) + 1; |
|
*mind = ScaleSpellEffect(base, sl); |
|
*maxd = ScaleSpellEffect(base + 9, sl); |
|
} break; |
|
case SPL_CHAIN: |
|
*mind = 4; |
|
*maxd = 4 + (2 * myPlayer._pLevel); |
|
break; |
|
case SPL_WAVE: |
|
*mind = 6 * (myPlayer._pLevel + 1); |
|
*maxd = *mind + 54; |
|
break; |
|
case SPL_NOVA: |
|
case SPL_IMMOLAT: |
|
case SPL_RUNEIMMOLAT: |
|
case SPL_RUNENOVA: |
|
*mind = ScaleSpellEffect((myPlayer._pLevel + 5) / 2, sl) * 5; |
|
*maxd = ScaleSpellEffect((myPlayer._pLevel + 30) / 2, sl) * 5; |
|
break; |
|
case SPL_FLAME: |
|
*mind = 3; |
|
*maxd = myPlayer._pLevel + 4; |
|
*maxd += *maxd / 2; |
|
break; |
|
case SPL_GOLEM: |
|
*mind = 11; |
|
*maxd = 17; |
|
break; |
|
case SPL_APOCA: |
|
*mind = myPlayer._pLevel; |
|
*maxd = *mind * 6; |
|
break; |
|
case SPL_ELEMENT: |
|
*mind = ScaleSpellEffect(2 * myPlayer._pLevel + 4, sl); |
|
/// BUGFIX: add here '*mind /= 2;' |
|
*maxd = ScaleSpellEffect(2 * myPlayer._pLevel + 40, sl); |
|
/// BUGFIX: add here '*maxd /= 2;' |
|
break; |
|
case SPL_CBOLT: |
|
*mind = 1; |
|
*maxd = *mind + (myPlayer._pMagic / 4); |
|
break; |
|
case SPL_HBOLT: |
|
*mind = myPlayer._pLevel + 9; |
|
*maxd = *mind + 9; |
|
break; |
|
case SPL_FLARE: |
|
*mind = (myPlayer._pMagic / 2) + 3 * sl - (myPlayer._pMagic / 8); |
|
*maxd = *mind; |
|
break; |
|
} |
|
} |
|
|
|
int GetSpellLevel(int playerId, spell_id sn) |
|
{ |
|
auto &player = Players[playerId]; |
|
|
|
if (playerId != MyPlayerId) |
|
return 1; // BUGFIX spell level will be wrong in multiplayer |
|
|
|
return std::max(player._pISplLvlAdd + player._pSplLvl[sn], 0); |
|
} |
|
|
|
/** |
|
* @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 |
|
*/ |
|
Direction16 GetDirection16(Point p1, Point p2) |
|
{ |
|
Displacement offset = p2 - p1; |
|
Displacement absolute = abs(offset); |
|
|
|
bool flipY = offset.deltaX != absolute.deltaX; |
|
bool flipX = offset.deltaY != absolute.deltaY; |
|
|
|
bool flipMedian = false; |
|
if (absolute.deltaX > absolute.deltaY) { |
|
std::swap(absolute.deltaX, absolute.deltaY); |
|
flipMedian = true; |
|
} |
|
|
|
Direction16 ret = DIR16_S; |
|
if (3 * absolute.deltaX <= (absolute.deltaY * 2)) { // mx/my <= 2/3, approximation of tan(33.75) |
|
if (5 * absolute.deltaX < absolute.deltaY) // mx/my < 0.2, approximation of tan(11.25) |
|
ret = DIR16_SW; |
|
else |
|
ret = DIR16_Sw; |
|
} |
|
|
|
Direction16 medianPivot = DIR16_S; |
|
if (flipY) { |
|
ret = Direction16Flip(ret, DIR16_SW); |
|
medianPivot = Direction16Flip(medianPivot, DIR16_SW); |
|
} |
|
if (flipX) { |
|
ret = Direction16Flip(ret, DIR16_SE); |
|
medianPivot = Direction16Flip(medianPivot, DIR16_SE); |
|
} |
|
if (flipMedian) |
|
ret = Direction16Flip(ret, medianPivot); |
|
return ret; |
|
} |
|
|
|
void DeleteMissile(int mi, int i) |
|
{ |
|
if (Missiles[mi]._mitype == MIS_MANASHIELD) { |
|
int src = Missiles[mi]._misource; |
|
if (src == MyPlayerId) |
|
NetSendCmd(true, CMD_REMSHIELD); |
|
Players[src].pManaShield = false; |
|
} |
|
|
|
AvailableMissiles[MAXMISSILES - ActiveMissileCount] = mi; |
|
ActiveMissileCount--; |
|
if (ActiveMissileCount > 0 && i != ActiveMissileCount) |
|
ActiveMissiles[i] = ActiveMissiles[ActiveMissileCount]; |
|
} |
|
|
|
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, int t, bool shift) |
|
{ |
|
auto &monster = Monsters[m]; |
|
|
|
bool resist = false; |
|
if (monster.mtalkmsg != TEXT_NONE) { |
|
return false; |
|
} |
|
if (monster._mhitpoints >> 6 <= 0) { |
|
return false; |
|
} |
|
if (monster.MType->mtype == MT_ILLWEAV && monster._mgoal == MGOAL_RETREAT) |
|
return false; |
|
if (monster._mmode == MM_CHARGE) |
|
return false; |
|
|
|
missile_resistance mir = MissileData[t].mResist; |
|
int mor = monster.mMagicRes; |
|
if (((mor & IMMUNE_MAGIC) != 0 && mir == MISR_MAGIC) |
|
|| ((mor & IMMUNE_FIRE) != 0 && mir == MISR_FIRE) |
|
|| ((mor & IMMUNE_LIGHTNING) != 0 && mir == MISR_LIGHTNING)) { |
|
return false; |
|
} |
|
|
|
if (((mor & RESIST_MAGIC) != 0 && mir == MISR_MAGIC) |
|
|| ((mor & RESIST_FIRE) != 0 && mir == MISR_FIRE) |
|
|| ((mor & RESIST_LIGHTNING) != 0 && mir == MISR_LIGHTNING)) { |
|
resist = true; |
|
} |
|
|
|
int hit = GenerateRnd(100); |
|
int hper = 90 - (BYTE)monster.mArmorClass - dist; |
|
hper = clamp(hper, 5, 95); |
|
bool ret; |
|
if (CheckMonsterHit(monster, &ret)) { |
|
return ret; |
|
} |
|
#ifdef _DEBUG |
|
if (hit < hper || debug_mode_dollar_sign || debug_mode_key_inverted_v || monster._mmode == MM_STONE) { |
|
#else |
|
if (hit < hper || monster._mmode == MM_STONE) { |
|
#endif |
|
int dam = mindam + GenerateRnd(maxdam - mindam + 1); |
|
if (!shift) |
|
dam <<= 6; |
|
if (resist) |
|
monster._mhitpoints -= dam / 4; |
|
else |
|
monster._mhitpoints -= dam; |
|
#ifdef _DEBUG |
|
if (debug_mode_dollar_sign || debug_mode_key_inverted_v) |
|
monster._mhitpoints = 0; |
|
#endif |
|
if (monster._mhitpoints >> 6 <= 0) { |
|
if (monster._mmode == MM_STONE) { |
|
M_StartKill(m, -1); |
|
monster.Petrify(); |
|
} else { |
|
M_StartKill(m, -1); |
|
} |
|
} else { |
|
if (resist) { |
|
PlayEffect(monster, 1); |
|
} else if (monster._mmode == MM_STONE) { |
|
if (m > MAX_PLRS - 1) |
|
M_StartHit(m, -1, dam); |
|
monster.Petrify(); |
|
} else { |
|
if (m > MAX_PLRS - 1) |
|
M_StartHit(m, -1, dam); |
|
} |
|
} |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool PlayerMHit(int pnum, MonsterStruct *monster, int dist, int mind, int maxd, int mtype, bool shift, int earflag, bool *blocked) |
|
{ |
|
*blocked = false; |
|
|
|
auto &player = Players[pnum]; |
|
|
|
if (player._pHitPoints >> 6 <= 0) { |
|
return false; |
|
} |
|
|
|
if (player._pInvincible) { |
|
return false; |
|
} |
|
|
|
if ((player._pSpellFlags & 1) != 0 && MissileData[mtype].mType == 0) { |
|
return false; |
|
} |
|
|
|
int hit = GenerateRnd(100); |
|
#ifdef _DEBUG |
|
if (debug_mode_dollar_sign || debug_mode_key_inverted_v) |
|
hit = 1000; |
|
#endif |
|
int hper = 40; |
|
if (MissileData[mtype].mType == 0) { |
|
int tac = player.GetArmor(); |
|
if (monster != nullptr) { |
|
hper = monster->mHit |
|
+ ((monster->mLevel - player._pLevel) * 2) |
|
+ 30 |
|
- (dist * 2) - tac; |
|
} else { |
|
hper = 100 - (tac / 2) - (dist * 2); |
|
} |
|
} else if (monster != nullptr) { |
|
hper += (monster->mLevel * 2) - (player._pLevel * 2) - (dist * 2); |
|
} |
|
|
|
int minhit = 10; |
|
if (currlevel == 14) |
|
minhit = 20; |
|
if (currlevel == 15) |
|
minhit = 25; |
|
if (currlevel == 16) |
|
minhit = 30; |
|
hper = std::max(hper, minhit); |
|
|
|
int blk = 100; |
|
if ((player._pmode == PM_STAND || player._pmode == PM_ATTACK) && player._pBlockFlag) { |
|
blk = GenerateRnd(100); |
|
} |
|
|
|
if (shift) |
|
blk = 100; |
|
if (mtype == MIS_ACIDPUD) |
|
blk = 100; |
|
|
|
int blkper = player.GetBlockChance(false); |
|
if (monster != nullptr) |
|
blkper -= (monster->mLevel - player._pLevel) * 2; |
|
blkper = clamp(blkper, 0, 100); |
|
|
|
int8_t resper; |
|
switch (MissileData[mtype].mResist) { |
|
case MISR_FIRE: |
|
resper = player._pFireResist; |
|
break; |
|
case MISR_LIGHTNING: |
|
resper = player._pLghtResist; |
|
break; |
|
case MISR_MAGIC: |
|
case MISR_ACID: |
|
resper = player._pMagResist; |
|
break; |
|
default: |
|
resper = 0; |
|
break; |
|
} |
|
|
|
if (hit >= hper) { |
|
return false; |
|
} |
|
|
|
int dam; |
|
if (mtype == MIS_BONESPIRIT) { |
|
dam = player._pHitPoints / 3; |
|
} else { |
|
if (!shift) { |
|
dam = (mind << 6) + GenerateRnd((maxd - mind + 1) << 6); |
|
if (monster == nullptr) |
|
if ((player._pIFlags & ISPL_ABSHALFTRAP) != 0) |
|
dam /= 2; |
|
dam += player._pIGetHit * 64; |
|
} else { |
|
dam = mind + GenerateRnd(maxd - mind + 1); |
|
if (monster == nullptr) |
|
if ((player._pIFlags & ISPL_ABSHALFTRAP) != 0) |
|
dam /= 2; |
|
dam += player._pIGetHit; |
|
} |
|
|
|
dam = std::max(dam, 64); |
|
} |
|
|
|
if ((resper <= 0 || gbIsHellfire) && blk < blkper) { |
|
Direction dir = player._pdir; |
|
if (monster != nullptr) { |
|
dir = GetDirection(player.position.tile, monster->position.tile); |
|
} |
|
*blocked = true; |
|
StartPlrBlock(pnum, dir); |
|
return true; |
|
} |
|
|
|
if (resper > 0) { |
|
dam -= dam * resper / 100; |
|
if (pnum == MyPlayerId) { |
|
ApplyPlrDamage(pnum, 0, 0, dam, earflag); |
|
} |
|
|
|
if (player._pHitPoints >> 6 > 0) { |
|
player.Say(HeroSpeech::ArghClang); |
|
} |
|
return true; |
|
} |
|
|
|
if (pnum == MyPlayerId) { |
|
ApplyPlrDamage(pnum, 0, 0, dam, earflag); |
|
} |
|
|
|
if (player._pHitPoints >> 6 > 0) { |
|
StartPlrHit(pnum, dam, false); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void SetMissDir(int mi, int dir) |
|
{ |
|
Missiles[mi]._mimfnum = dir; |
|
SetMissAnim(mi, Missiles[mi]._miAnimType); |
|
} |
|
|
|
void LoadMissileGFX(BYTE mi) |
|
{ |
|
MisFileData *mfd = &MissileSpriteData[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 (int i = 0; i < mfd->mAnimFAmt; i++) |
|
mfd->mAnimData[i] = CelGetFrame(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() |
|
{ |
|
for (int mi = 0; MissileSpriteData[mi].mAnimFAmt != 0; mi++) { |
|
if (!gbIsHellfire && mi > MFILE_SCBSEXPD) |
|
break; |
|
if ((MissileSpriteData[mi].mFlags & MFLAG_HIDDEN) == 0) |
|
LoadMissileGFX(mi); |
|
} |
|
} |
|
|
|
void FreeMissiles() |
|
{ |
|
for (int mi = 0; MissileSpriteData[mi].mAnimFAmt != 0; mi++) { |
|
if ((MissileSpriteData[mi].mFlags & MFLAG_HIDDEN) == 0) |
|
FreeMissileGFX(mi); |
|
} |
|
} |
|
|
|
void FreeMissiles2() |
|
{ |
|
for (int mi = 0; MissileSpriteData[mi].mAnimFAmt != 0; mi++) { |
|
if ((MissileSpriteData[mi].mFlags & MFLAG_HIDDEN) != 0) |
|
FreeMissileGFX(mi); |
|
} |
|
} |
|
|
|
void InitMissiles() |
|
{ |
|
auto &myPlayer = Players[MyPlayerId]; |
|
|
|
AutoMapShowItems = false; |
|
myPlayer._pSpellFlags &= ~0x1; |
|
if (myPlayer._pInfraFlag) { |
|
for (int i = 0; i < ActiveMissileCount; ++i) { |
|
int mi = ActiveMissiles[i]; |
|
if (Missiles[mi]._mitype == MIS_INFRA) { |
|
int src = Missiles[mi]._misource; |
|
if (src == MyPlayerId) |
|
CalcPlrItemVals(MyPlayerId, true); |
|
} |
|
} |
|
} |
|
|
|
if ((myPlayer._pSpellFlags & 2) == 2 || (myPlayer._pSpellFlags & 4) == 4) { |
|
myPlayer._pSpellFlags &= ~0x2; |
|
myPlayer._pSpellFlags &= ~0x4; |
|
for (int i = 0; i < ActiveMissileCount; ++i) { |
|
int mi = ActiveMissiles[i]; |
|
if (Missiles[mi]._mitype == MIS_BLODBOIL) { |
|
if (Missiles[mi]._misource == MyPlayerId) { |
|
int missingHP = myPlayer._pMaxHP - myPlayer._pHitPoints; |
|
CalcPlrItemVals(MyPlayerId, true); |
|
ApplyPlrDamage(MyPlayerId, 0, 1, missingHP + Missiles[mi]._miVar2); |
|
} |
|
} |
|
} |
|
} |
|
|
|
ActiveMissileCount = 0; |
|
for (int i = 0; i < MAXMISSILES; i++) { |
|
AvailableMissiles[i] = i; |
|
ActiveMissiles[i] = 0; |
|
} |
|
numchains = 0; |
|
for (auto &link : chain) { |
|
link.idx = -1; |
|
link._mitype = 0; |
|
link._mirange = 0; |
|
} |
|
for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { // NOLINT(modernize-loop-convert) |
|
dFlags[i][j] &= ~BFLAG_MISSILE; |
|
} |
|
} |
|
myPlayer.wReflections = 0; |
|
} |
|
|
|
void AddHiveExplosion(int mi, Point /*src*/, Point /*dst*/, int midir, int8_t mienemy, int id, int dam) |
|
{ |
|
for (int x : { 80, 81 }) { |
|
for (int y : { 62, 63 }) { |
|
AddMissile({ x, y }, { 80, 62 }, midir, MIS_HIVEEXP, mienemy, id, dam, 0); |
|
} |
|
} |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void AddRune(int mi, Point src, Point dst, int id, spell_id spellID, missile_id missileID) |
|
{ |
|
if (LineClearMissile(src, dst)) { |
|
if (id >= 0) |
|
UseMana(id, spellID); |
|
if (MissilesFoundTarget(mi, &dst, 10)) { |
|
Missiles[mi]._miVar1 = missileID; |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._mlid = AddLight(dst, 8); |
|
} else { |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
} else { |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
} |
|
|
|
void AddFireRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
AddRune(mi, src, dst, id, SPL_RUNEFIRE, MIS_HIVEEXP); |
|
} |
|
|
|
void AddLightningRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
AddRune(mi, src, dst, id, SPL_RUNELIGHT, MIS_LIGHTBALL); |
|
} |
|
|
|
void AddGreatLightningRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
AddRune(mi, src, dst, id, SPL_RUNENOVA, MIS_NOVA); |
|
} |
|
|
|
void AddImmolationRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
if (LineClearMissile(src, dst)) { |
|
if (id >= 0) |
|
UseMana(id, SPL_RUNEIMMOLAT); |
|
if (MissilesFoundTarget(mi, &dst, 10)) { |
|
Missiles[mi]._miVar1 = MIS_IMMOLATION; |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._mlid = AddLight(dst, 8); |
|
} else { |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
} else { |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
} |
|
|
|
void AddStoneRune(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
if (LineClearMissile(src, dst)) { |
|
if (id >= 0) |
|
UseMana(id, SPL_RUNESTONE); |
|
if (MissilesFoundTarget(mi, &dst, 10)) { |
|
Missiles[mi]._miVar1 = MIS_STONE; |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._mlid = AddLight(dst, 8); |
|
} else { |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
} else { |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
} |
|
|
|
void AddReflection(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
if (id >= 0) { |
|
int lvl = 2; |
|
if (Missiles[mi]._mispllvl != 0) |
|
lvl = Missiles[mi]._mispllvl; |
|
|
|
auto &player = Players[id]; |
|
player.wReflections += lvl * player._pLevel; |
|
|
|
UseMana(id, SPL_REFLECT); |
|
} |
|
|
|
Missiles[mi]._mirange = 0; |
|
Missiles[mi]._miDelFlag = false; |
|
} |
|
|
|
void AddBerserk(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._mirange = 0; |
|
Missiles[mi]._miDelFlag = true; |
|
|
|
if (id < 0) |
|
return; |
|
|
|
Missiles[mi]._misource = id; |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = dst.x + CrawlTable[ck - 1]; |
|
int ty = dst.y + CrawlTable[ck]; |
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
|
|
int dm = dMonster[tx][ty]; |
|
dm = dm > 0 ? dm - 1 : -(dm + 1); |
|
if (dm < MAX_PLRS) |
|
continue; |
|
auto &monster = Monsters[dm]; |
|
|
|
if (monster._uniqtype != 0 || monster._mAi == AI_DIABLO) |
|
continue; |
|
if (monster._mmode == MM_FADEIN || monster._mmode == MM_FADEOUT) |
|
continue; |
|
if ((monster.mMagicRes & IMMUNE_MAGIC) != 0) |
|
continue; |
|
if ((monster.mMagicRes & RESIST_MAGIC) != 0 && ((monster.mMagicRes & RESIST_MAGIC) != 1 || GenerateRnd(2) != 0)) |
|
continue; |
|
if (monster._mmode == MM_CHARGE) |
|
continue; |
|
|
|
i = 6; |
|
auto slvl = GetSpellLevel(id, SPL_BERSERK); |
|
monster._mFlags |= MFLAG_BERSERK | MFLAG_GOLEM; |
|
monster.mMinDamage = (GenerateRnd(10) + 120) * monster.mMinDamage / 100 + slvl; |
|
monster.mMaxDamage = (GenerateRnd(10) + 120) * monster.mMaxDamage / 100 + slvl; |
|
monster.mMinDamage2 = (GenerateRnd(10) + 120) * monster.mMinDamage2 / 100 + slvl; |
|
monster.mMaxDamage2 = (GenerateRnd(10) + 120) * monster.mMaxDamage2 / 100 + slvl; |
|
int r = (currlevel < 17 || currlevel > 20) ? 3 : 9; |
|
monster.mlid = AddLight(monster.position.tile, r); |
|
UseMana(id, SPL_BERSERK); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
void AddHorkSpawn(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
UpdateMissileVelocity(mi, src, dst, 8); |
|
Missiles[mi]._mirange = 9; |
|
Missiles[mi]._miVar1 = midir; |
|
PutMissile(mi); |
|
} |
|
|
|
void AddJester(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
int 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(src, dst, midir, spell, Missiles[mi]._micaster, Missiles[mi]._misource, 0, Missiles[mi]._mispllvl); |
|
Missiles[mi]._miDelFlag = true; |
|
Missiles[mi]._mirange = 0; |
|
} |
|
|
|
void AddStealPotions(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._misource = id; |
|
for (int i = 0; i < 3; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = src.x + CrawlTable[ck - 1]; |
|
int ty = src.y + CrawlTable[ck]; |
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
int8_t pnum = dPlayer[tx][ty]; |
|
if (pnum == 0) |
|
continue; |
|
auto &player = Players[abs(pnum) - 1]; |
|
|
|
bool hasPlayedSFX = false; |
|
for (int si = 0; si < MAXBELTITEMS; si++) { |
|
int ii = -1; |
|
if (player.SpdList[si]._itype == ITYPE_MISC) { |
|
if (GenerateRnd(2) == 0) |
|
continue; |
|
switch (player.SpdList[si]._iMiscId) { |
|
case IMISC_FULLHEAL: |
|
ii = ItemMiscIdIdx(IMISC_HEAL); |
|
break; |
|
case IMISC_HEAL: |
|
case IMISC_MANA: |
|
player.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(&player.HoldItem, ii); |
|
GetPlrHandSeed(&player.HoldItem); |
|
player.HoldItem._iStatFlag = true; |
|
player.SpdList[si] = player.HoldItem; |
|
} |
|
if (!hasPlayedSFX) { |
|
PlaySfxLoc(IS_POPPOP2, { tx, ty }); |
|
hasPlayedSFX = true; |
|
} |
|
} |
|
force_redraw = 255; |
|
} |
|
} |
|
Missiles[mi]._mirange = 0; |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void AddManaTrap(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._misource = id; |
|
for (int i = 0; i < 3; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = src.x + CrawlTable[ck - 1]; |
|
int ty = src.y + CrawlTable[ck]; |
|
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) { |
|
int8_t pid = dPlayer[tx][ty]; |
|
if (pid != 0) { |
|
auto &player = Players[abs(pid) - 1]; |
|
|
|
player._pMana = 0; |
|
player._pManaBase = player._pMana + player._pMaxManaBase - player._pMaxMana; |
|
CalcPlrInv(pid, false); |
|
drawmanaflag = true; |
|
PlaySfxLoc(TSFX_COW7, { tx, ty }); |
|
} |
|
} |
|
} |
|
} |
|
Missiles[mi]._mirange = 0; |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void AddSpecArrow(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
int av = 0; |
|
|
|
if (mienemy == TARGET_MONSTERS) { |
|
auto &player = Players[id]; |
|
|
|
if (player._pClass == HeroClass::Rogue) |
|
av += (player._pLevel - 1) / 4; |
|
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard) |
|
av += (player._pLevel - 1) / 8; |
|
|
|
if ((player._pIFlags & ISPL_QUICKATTACK) != 0) |
|
av++; |
|
if ((player._pIFlags & ISPL_FASTATTACK) != 0) |
|
av += 2; |
|
if ((player._pIFlags & ISPL_FASTERATTACK) != 0) |
|
av += 4; |
|
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0) |
|
av += 8; |
|
} |
|
|
|
Missiles[mi]._mirange = 1; |
|
Missiles[mi]._miVar1 = dst.x; |
|
Missiles[mi]._miVar2 = dst.y; |
|
Missiles[mi]._miVar3 = av; |
|
} |
|
|
|
void AddWarp(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
int minDistanceSq = std::numeric_limits<int>::max(); |
|
if (id >= 0) { |
|
src = Players[id].position.tile; |
|
} |
|
Point tile = src; |
|
|
|
for (int i = 0; i < numtrigs && i < MAXTRIGGERS; i++) { |
|
TriggerStruct *trg = &trigs[i]; |
|
if (trg->_tmsg == WM_DIABTWARPUP || trg->_tmsg == WM_DIABPREVLVL || trg->_tmsg == WM_DIABNEXTLVL || trg->_tmsg == WM_DIABRTNLVL) { |
|
Point candidate = trg->position; |
|
if ((leveltype == DTYPE_CATHEDRAL || leveltype == DTYPE_CATACOMBS) && (trg->_tmsg == WM_DIABNEXTLVL || trg->_tmsg == WM_DIABPREVLVL || trg->_tmsg == WM_DIABRTNLVL)) { |
|
candidate += Displacement { 0, 1 }; |
|
} else { |
|
candidate += Displacement { 1, 0 }; |
|
} |
|
Displacement off = src - candidate; |
|
int distanceSq = off.deltaY * off.deltaY + off.deltaX * off.deltaX; |
|
if (distanceSq < minDistanceSq) { |
|
minDistanceSq = distanceSq; |
|
tile = candidate; |
|
} |
|
} |
|
} |
|
Missiles[mi]._mirange = 2; |
|
Missiles[mi]._miVar1 = 0; |
|
Missiles[mi].position.tile = tile; |
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_WARP); |
|
} |
|
|
|
void AddLightningWall(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int dam) |
|
{ |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
Missiles[mi]._midam = dam; |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
Missiles[mi]._mirange = 255 * (Missiles[mi]._mispllvl + 1); |
|
if (id < 0) { |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
} else { |
|
Missiles[mi]._miVar1 = Players[id].position.tile.x; |
|
Missiles[mi]._miVar2 = Players[id].position.tile.y; |
|
} |
|
} |
|
|
|
void AddRuneExplosion(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (mienemy == TARGET_MONSTERS || mienemy == TARGET_BOTH) { |
|
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
dmg = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl); |
|
|
|
Missiles[mi]._midam = dmg; |
|
|
|
constexpr Displacement Offsets[] = { { -1, -1 }, { 0, -1 }, { 1, -1 }, { -1, 0 }, { 0, 0 }, { 1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 } }; |
|
for (Displacement offset : Offsets) |
|
CheckMissileCol(mi, dmg, dmg, false, Missiles[mi].position.tile + offset, true); |
|
} |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
SetMissDir(mi, 0); |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._mirange = Missiles[mi]._miAnimLen - 1; |
|
} |
|
|
|
void AddImmolation(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
int sp = 16; |
|
if (mienemy == TARGET_MONSTERS) { |
|
sp += std::min(Missiles[mi]._mispllvl * 2, 34); |
|
|
|
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl); |
|
|
|
UseMana(id, SPL_FIREBALL); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, sp); |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = src.x; |
|
Missiles[mi]._miVar5 = src.y; |
|
Missiles[mi]._miVar6 = 2; |
|
Missiles[mi]._miVar7 = 2; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
} |
|
|
|
void AddFireNova(int mi, Point src, Point dst, int midir, int8_t mienemy, int /*id*/, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
int sp = 16; |
|
if (mienemy == TARGET_MONSTERS) { |
|
sp += std::min(Missiles[mi]._mispllvl, 34); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, sp); |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = src.x; |
|
Missiles[mi]._miVar5 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
} |
|
|
|
void AddLightningArrow(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, 32); |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
Missiles[mi]._mirange = 255; |
|
if (id < 0) { |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
} else { |
|
Missiles[mi]._miVar1 = Players[id].position.tile.x; |
|
Missiles[mi]._miVar2 = Players[id].position.tile.y; |
|
} |
|
Missiles[mi]._midam <<= 6; |
|
} |
|
|
|
void AddMana(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
|
|
int manaAmount = (GenerateRnd(10) + 1) << 6; |
|
for (int i = 0; i < player._pLevel; i++) { |
|
manaAmount += (GenerateRnd(4) + 1) << 6; |
|
} |
|
for (int i = 0; i < Missiles[mi]._mispllvl; i++) { |
|
manaAmount += (GenerateRnd(6) + 1) << 6; |
|
} |
|
if (player._pClass == HeroClass::Sorcerer) |
|
manaAmount *= 2; |
|
if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Bard) |
|
manaAmount += manaAmount / 2; |
|
player._pMana += manaAmount; |
|
if (player._pMana > player._pMaxMana) |
|
player._pMana = player._pMaxMana; |
|
player._pManaBase += manaAmount; |
|
if (player._pManaBase > player._pMaxManaBase) |
|
player._pManaBase = player._pMaxManaBase; |
|
UseMana(id, SPL_MANA); |
|
Missiles[mi]._miDelFlag = true; |
|
drawmanaflag = true; |
|
} |
|
|
|
void AddMagi(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
|
|
player._pMana = player._pMaxMana; |
|
player._pManaBase = player._pMaxManaBase; |
|
UseMana(id, SPL_MAGI); |
|
Missiles[mi]._miDelFlag = true; |
|
drawmanaflag = true; |
|
} |
|
|
|
void AddRing(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_FIRERING); |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = 0; |
|
Missiles[mi]._miVar5 = 0; |
|
Missiles[mi]._miVar6 = 0; |
|
Missiles[mi]._miVar7 = 0; |
|
Missiles[mi].limitReached = false; |
|
Missiles[mi]._mirange = 7; |
|
} |
|
|
|
void AddSearch(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._miVar1 = id; |
|
Missiles[mi]._miVar2 = 0; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = 0; |
|
Missiles[mi]._miVar5 = 0; |
|
Missiles[mi]._miVar6 = 0; |
|
Missiles[mi]._miVar7 = 0; |
|
Missiles[mi].limitReached = false; |
|
AutoMapShowItems = true; |
|
int lvl = 2; |
|
if (id > -1) |
|
lvl = Players[id]._pLevel * 2; |
|
Missiles[mi]._mirange = lvl + 10 * Missiles[mi]._mispllvl + 245; |
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_SEARCH); |
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
if (mx != mi) { |
|
MissileStruct *mis = &Missiles[mx]; |
|
if (mis->_miVar1 == id && mis->_mitype == 85) { |
|
int r1 = Missiles[mi]._mirange; |
|
int r2 = mis->_mirange; |
|
if (r2 < INT_MAX - r1) |
|
mis->_mirange = r1 + r2; |
|
Missiles[mi]._miDelFlag = true; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void AddCboltArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int /*id*/, int /*dam*/) |
|
{ |
|
Missiles[mi]._mirnd = GenerateRnd(15) + 1; |
|
if (mienemy != TARGET_MONSTERS) { |
|
Missiles[mi]._midam = 15; |
|
} |
|
|
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
Missiles[mi]._mlid = AddLight(src, 5); |
|
UpdateMissileVelocity(mi, src, dst, 8); |
|
Missiles[mi]._miVar1 = 5; |
|
Missiles[mi]._miVar2 = midir; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._mirange = 256; |
|
} |
|
|
|
void AddLArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
int av = 32; |
|
if (mienemy == TARGET_MONSTERS) { |
|
auto &player = Players[id]; |
|
if (player._pClass == HeroClass::Rogue) |
|
av += (player._pLevel) / 4; |
|
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard) |
|
av += (player._pLevel) / 8; |
|
|
|
if (gbIsHellfire) { |
|
if ((player._pIFlags & ISPL_QUICKATTACK) != 0) |
|
av++; |
|
if ((player._pIFlags & ISPL_FASTATTACK) != 0) |
|
av += 2; |
|
if ((player._pIFlags & ISPL_FASTERATTACK) != 0) |
|
av += 4; |
|
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0) |
|
av += 8; |
|
} else { |
|
if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard) |
|
av -= 1; |
|
} |
|
} |
|
UpdateMissileVelocity(mi, src, dst, av); |
|
|
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 5); |
|
} |
|
|
|
void AddArrow(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
int av = 32; |
|
if (mienemy == TARGET_MONSTERS) { |
|
auto &player = Players[id]; |
|
|
|
if ((player._pIFlags & ISPL_RNDARROWVEL) != 0) { |
|
av = GenerateRnd(32) + 16; |
|
} |
|
if (player._pClass == HeroClass::Rogue) |
|
av += (player._pLevel - 1) / 4; |
|
else if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Bard) |
|
av += (player._pLevel - 1) / 8; |
|
|
|
if (gbIsHellfire) { |
|
if ((player._pIFlags & ISPL_QUICKATTACK) != 0) |
|
av++; |
|
if ((player._pIFlags & ISPL_FASTATTACK) != 0) |
|
av += 2; |
|
if ((player._pIFlags & ISPL_FASTERATTACK) != 0) |
|
av += 4; |
|
if ((player._pIFlags & ISPL_FASTESTATTACK) != 0) |
|
av += 8; |
|
} |
|
} |
|
UpdateMissileVelocity(mi, src, dst, av); |
|
Missiles[mi]._miAnimFrame = GetDirection16(src, dst) + 1; |
|
Missiles[mi]._mirange = 256; |
|
} |
|
|
|
void UpdateVileMissPos(int mi, Point dst) |
|
{ |
|
for (int k = 1; k < 50; k++) { |
|
for (int j = -k; j <= k; j++) { |
|
int yy = j + dst.y; |
|
for (int i = -k; i <= k; i++) { |
|
int xx = i + dst.x; |
|
if (PosOkPlayer(Players[MyPlayerId], { xx, yy })) { |
|
Missiles[mi].position.tile = { xx, yy }; |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
Missiles[mi].position.tile = dst; |
|
} |
|
|
|
void AddRndTeleport(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
int pn; |
|
int r1; |
|
int r2; |
|
|
|
int 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 += src.x; |
|
r2 += src.y; |
|
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); |
|
|
|
Missiles[mi]._mirange = 2; |
|
Missiles[mi]._miVar1 = 0; |
|
if (!setlevel || setlvlnum != SL_VILEBETRAYER) { |
|
Missiles[mi].position.tile = { r1, r2 }; |
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_RNDTELEPORT); |
|
} else { |
|
int oi = dObject[dst.x][dst.y] - 1; |
|
// BUGFIX: should only run magic circle check if dObject[dx][dy] is non-zero. |
|
if (Objects[oi]._otype == OBJ_MCIRCLE1 || Objects[oi]._otype == OBJ_MCIRCLE2) { |
|
Missiles[mi].position.tile = dst; |
|
if (!PosOkPlayer(Players[MyPlayerId], dst)) |
|
UpdateVileMissPos(mi, dst); |
|
} |
|
} |
|
} |
|
|
|
void AddFirebolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
int sp = 26; |
|
if (micaster == 0) { |
|
sp = 16; |
|
if (id != -1) { |
|
sp += std::min(Missiles[mi]._mispllvl * 2, 47); |
|
} |
|
|
|
int i; |
|
for (i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
if (Missiles[mx]._mitype == MIS_GUARDIAN && Missiles[mx]._misource == id && Missiles[mx]._miVar3 == mi) |
|
break; |
|
} |
|
if (i == ActiveMissileCount) |
|
UseMana(id, SPL_FIREBOLT); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, sp); |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
} |
|
|
|
void AddMagmaball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
Missiles[mi].position.traveled.deltaX += 3 * Missiles[mi].position.velocity.deltaX; |
|
Missiles[mi].position.traveled.deltaY += 3 * Missiles[mi].position.velocity.deltaY; |
|
UpdateMissilePos(mi); |
|
if (!gbIsHellfire || (Missiles[mi].position.velocity.deltaX & 0xFFFF0000) != 0 || (Missiles[mi].position.velocity.deltaY & 0xFFFF0000) != 0) |
|
Missiles[mi]._mirange = 256; |
|
else |
|
Missiles[mi]._mirange = 1; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
} |
|
|
|
void AddKrull(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
PutMissile(mi); |
|
} |
|
|
|
void AddTeleport(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = dst.x + CrawlTable[ck - 1]; |
|
int ty = dst.y + CrawlTable[ck]; |
|
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) { |
|
if (IsTileNotSolid({ tx, ty }) && dMonster[tx][ty] == 0 && dObject[tx][ty] == 0 && dPlayer[tx][ty] == 0) { |
|
Missiles[mi].position.tile = { tx, ty }; |
|
Missiles[mi].position.start = { tx, ty }; |
|
Missiles[mi]._miDelFlag = false; |
|
i = 6; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (!Missiles[mi]._miDelFlag) { |
|
UseMana(id, SPL_TELEPORT); |
|
Missiles[mi]._mirange = 2; |
|
} |
|
} |
|
|
|
void AddLightball(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int dam) |
|
{ |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
Missiles[mi]._midam = dam; |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
Missiles[mi]._mirange = 255; |
|
if (id < 0) { |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
} else { |
|
Missiles[mi]._miVar1 = Players[id].position.tile.x; |
|
Missiles[mi]._miVar2 = Players[id].position.tile.y; |
|
} |
|
} |
|
|
|
void AddFirewall(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._midam = GenerateRndSum(10, 2) + 2; |
|
Missiles[mi]._midam += id >= 0 ? Players[id]._pLevel : currlevel; // BUGFIX: missing parenthesis around ternary (fixed) |
|
Missiles[mi]._midam <<= 3; |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
int i = Missiles[mi]._mispllvl; |
|
Missiles[mi]._mirange = 10; |
|
if (i > 0) |
|
Missiles[mi]._mirange *= i + 1; |
|
if (mienemy == TARGET_PLAYERS || id < 0) |
|
Missiles[mi]._mirange += currlevel; |
|
else |
|
Missiles[mi]._mirange += (Players[id]._pISplDur * Missiles[mi]._mirange) / 128; |
|
Missiles[mi]._mirange *= 16; |
|
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar2 = 0; |
|
} |
|
|
|
void AddFireball(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
int sp = 16; |
|
if (mienemy == TARGET_MONSTERS) { |
|
sp += std::min(Missiles[mi]._mispllvl * 2, 34); |
|
|
|
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl); |
|
|
|
UseMana(id, SPL_FIREBALL); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, sp); |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = src.x; |
|
Missiles[mi]._miVar5 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
} |
|
|
|
void AddLightctrl(int mi, Point src, Point dst, int /*midir*/, int8_t mienemy, int id, int dam) |
|
{ |
|
if (dam == 0 && mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_LIGHTNING); |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
UpdateMissileVelocity(mi, src, dst, 32); |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
Missiles[mi]._mirange = 256; |
|
} |
|
|
|
void AddLightning(int mi, Point /*src*/, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
Missiles[mi].position.start = dst; |
|
if (midir >= 0) { |
|
Missiles[mi].position.offset = Missiles[midir].position.offset; |
|
Missiles[mi].position.traveled = Missiles[midir].position.traveled; |
|
} |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
|
|
if (midir < 0 || mienemy == TARGET_PLAYERS || id == -1) { |
|
if (midir < 0 || id == -1) |
|
Missiles[mi]._mirange = 8; |
|
else |
|
Missiles[mi]._mirange = 10; |
|
} else { |
|
Missiles[mi]._mirange = (Missiles[mi]._mispllvl / 2) + 6; |
|
} |
|
Missiles[mi]._mlid = AddLight(Missiles[mi].position.tile, 4); |
|
} |
|
|
|
void AddMisexp(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (mienemy != 0 && id >= 0) { |
|
switch (Monsters[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; |
|
} |
|
} |
|
|
|
Missiles[mi].position.tile = Missiles[dst.x].position.tile; |
|
Missiles[mi].position.start = Missiles[dst.x].position.start; |
|
Missiles[mi].position.offset = Missiles[dst.x].position.offset; |
|
Missiles[mi].position.traveled = Missiles[dst.x].position.traveled; |
|
Missiles[mi].position.velocity = { 0, 0 }; |
|
Missiles[mi]._mirange = Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar1 = 0; |
|
} |
|
|
|
void AddWeapexp(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
Missiles[mi].position.tile = src; |
|
Missiles[mi].position.start = src; |
|
Missiles[mi].position.velocity = { 0, 0 }; |
|
Missiles[mi]._miVar1 = 0; |
|
Missiles[mi]._miVar2 = dst.x; |
|
Missiles[mi]._mimfnum = 0; |
|
if (dst.x == 1) |
|
SetMissAnim(mi, MFILE_MAGBLOS); |
|
else |
|
SetMissAnim(mi, MFILE_MINILTNG); |
|
Missiles[mi]._mirange = Missiles[mi]._miAnimLen - 1; |
|
} |
|
|
|
void AddTown(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
int tx = dst.x; |
|
int ty = dst.y; |
|
if (currlevel != 0) { |
|
Missiles[mi]._miDelFlag = true; |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
tx = dst.x + CrawlTable[ck - 1]; |
|
ty = dst.y + CrawlTable[ck]; |
|
if (InDungeonBounds({ tx, ty })) { |
|
int dp = dPiece[tx][ty]; |
|
if (dMissile[tx][ty] == 0 && !nSolidTable[dp] && !nMissileTable[dp] && dObject[tx][ty] == 0 && dPlayer[tx][ty] == 0) { |
|
if (!CheckIfTrig({ tx, ty })) { |
|
Missiles[mi].position.tile = { tx, ty }; |
|
Missiles[mi].position.start = { tx, ty }; |
|
Missiles[mi]._miDelFlag = false; |
|
i = 6; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} else { |
|
Missiles[mi].position.tile = { tx, ty }; |
|
Missiles[mi].position.start = { tx, ty }; |
|
Missiles[mi]._miDelFlag = false; |
|
} |
|
Missiles[mi]._mirange = 100; |
|
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar2 = 0; |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
if (Missiles[mx]._mitype == MIS_TOWN && mx != mi && Missiles[mx]._misource == id) |
|
Missiles[mx]._mirange = 0; |
|
} |
|
PutMissile(mi); |
|
if (id == MyPlayerId && !Missiles[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, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (id != -1) { |
|
if (mienemy == TARGET_MONSTERS) { |
|
int dmg = GenerateRndSum(20, Players[id]._pLevel + 1) + Players[id]._pLevel + 1; |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl); |
|
Missiles[mi]._midam += Missiles[mi]._midam / 2; |
|
UseMana(id, SPL_FLASH); |
|
} else { |
|
Missiles[mi]._midam = Monsters[id].mLevel * 2; |
|
} |
|
} else { |
|
Missiles[mi]._midam = currlevel / 2; |
|
} |
|
Missiles[mi]._mirange = 19; |
|
} |
|
|
|
void AddFlash2(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (mienemy == TARGET_MONSTERS) { |
|
if (id != -1) { |
|
int dmg = Players[id]._pLevel + 1; |
|
dmg += GenerateRndSum(20, dmg); |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl); |
|
Missiles[mi]._midam += Missiles[mi]._midam / 2; |
|
} else { |
|
Missiles[mi]._midam = currlevel / 2; |
|
} |
|
} |
|
Missiles[mi]._miPreFlag = true; |
|
Missiles[mi]._mirange = 19; |
|
} |
|
|
|
void AddManashield(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
Missiles[mi]._mirange = 48 * player._pLevel; |
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_MANASHIELD); |
|
if (id == MyPlayerId) |
|
NetSendCmd(true, CMD_SETSHIELD); |
|
player.pManaShield = true; |
|
} |
|
|
|
void AddFiremove(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._midam = GenerateRnd(10) + Players[id]._pLevel + 1; |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
Missiles[mi]._mirange = 255; |
|
Missiles[mi]._miVar1 = 0; |
|
Missiles[mi]._miVar2 = 0; |
|
Missiles[mi].position.tile.x++; |
|
Missiles[mi].position.tile.y++; |
|
Missiles[mi].position.offset.deltaY -= 32; |
|
} |
|
|
|
void AddGuardian(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
|
|
int dmg = GenerateRnd(10) + (player._pLevel / 2) + 1; |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl); |
|
|
|
Missiles[mi]._miDelFlag = true; |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = dst.x + CrawlTable[ck - 1]; |
|
int ty = dst.y + CrawlTable[ck]; |
|
k = dPiece[tx][ty]; |
|
if (InDungeonBounds({ tx, ty })) { |
|
if (LineClearMissile(src, { tx, ty })) { |
|
if (dMonster[tx][ty] == 0 && !nSolidTable[k] && !nMissileTable[k] && dObject[tx][ty] == 0 && dMissile[tx][ty] == 0) { |
|
Missiles[mi].position.tile = { tx, ty }; |
|
Missiles[mi].position.start = { tx, ty }; |
|
Missiles[mi]._miDelFlag = false; |
|
UseMana(id, SPL_GUARDIAN); |
|
i = 6; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (!Missiles[mi]._miDelFlag) { |
|
Missiles[mi]._misource = id; |
|
Missiles[mi]._mlid = AddLight(Missiles[mi].position.tile, 1); |
|
Missiles[mi]._mirange = Missiles[mi]._mispllvl + (player._pLevel / 2); |
|
Missiles[mi]._mirange += (Missiles[mi]._mirange * player._pISplDur) / 128; |
|
|
|
if (Missiles[mi]._mirange > 30) |
|
Missiles[mi]._mirange = 30; |
|
Missiles[mi]._mirange <<= 4; |
|
if (Missiles[mi]._mirange < 30) |
|
Missiles[mi]._mirange = 30; |
|
|
|
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar2 = 0; |
|
Missiles[mi]._miVar3 = 1; |
|
} |
|
} |
|
|
|
void AddChain(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miVar1 = dst.x; |
|
Missiles[mi]._miVar2 = dst.y; |
|
Missiles[mi]._mirange = 1; |
|
UseMana(id, SPL_CHAIN); |
|
} |
|
|
|
void AddBloodStar(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
SetMissDir(mi, dst.x); |
|
Missiles[mi]._midam = 0; |
|
Missiles[mi]._miLightFlag = true; |
|
Missiles[mi]._mirange = 250; |
|
} |
|
|
|
void AddBone(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
if (dst.x > 3) |
|
dst.x = 2; |
|
SetMissDir(mi, dst.x); |
|
Missiles[mi]._midam = 0; |
|
Missiles[mi]._miLightFlag = true; |
|
Missiles[mi]._mirange = 250; |
|
} |
|
|
|
void AddMetlHit(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
if (dst.x > 3) |
|
dst.x = 2; |
|
SetMissDir(mi, dst.x); |
|
Missiles[mi]._midam = 0; |
|
Missiles[mi]._miLightFlag = true; |
|
Missiles[mi]._mirange = Missiles[mi]._miAnimLen; |
|
} |
|
|
|
namespace { |
|
void InitMissileAnimationFromMonster(MissileStruct &mis, int midir, const MonsterStruct &mon, MonsterGraphic graphic) |
|
{ |
|
const AnimStruct &anim = mon.MType->GetAnimData(graphic); |
|
mis._mimfnum = midir; |
|
mis._miAnimFlags = 0; |
|
const 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; |
|
} |
|
} // namespace |
|
|
|
void AddRhino(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &monster = Monsters[id]; |
|
|
|
MonsterGraphic graphic = MonsterGraphic::Special; |
|
if (monster.MType->mtype < MT_HORNED || monster.MType->mtype > MT_OBLORD) { |
|
if (monster.MType->mtype < MT_NSNAKE || monster.MType->mtype > MT_GSNAKE) { |
|
graphic = MonsterGraphic::Walk; |
|
} else { |
|
graphic = MonsterGraphic::Attack; |
|
} |
|
} |
|
UpdateMissileVelocity(mi, src, dst, 18); |
|
InitMissileAnimationFromMonster(Missiles[mi], midir, monster, graphic); |
|
if (monster.MType->mtype >= MT_NSNAKE && monster.MType->mtype <= MT_GSNAKE) |
|
Missiles[mi]._miAnimFrame = 7; |
|
if (monster._uniqtype != 0) { |
|
Missiles[mi]._miUniqTrans = monster._uniqtrans + 1; |
|
Missiles[mi]._mlid = monster.mlid; |
|
} |
|
PutMissile(mi); |
|
} |
|
|
|
void AddFireman(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &monster = Monsters[id]; |
|
|
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
InitMissileAnimationFromMonster(Missiles[mi], midir, monster, MonsterGraphic::Walk); |
|
if (monster._uniqtype != 0) |
|
Missiles[mi]._miUniqTrans = monster._uniqtrans + 1; |
|
dMonster[monster.position.tile.x][monster.position.tile.y] = 0; |
|
PutMissile(mi); |
|
} |
|
|
|
void AddFlare(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
if (mienemy == TARGET_MONSTERS) { |
|
UseMana(id, SPL_FLARE); |
|
ApplyPlrDamage(id, 5); |
|
} else if (id > 0) { |
|
auto &monster = Monsters[id]; |
|
if (monster.MType->mtype == MT_SUCCUBUS) |
|
SetMissAnim(mi, MFILE_FLARE); |
|
if (monster.MType->mtype == MT_SNOWWICH) |
|
SetMissAnim(mi, MFILE_SCUBMISB); |
|
if (monster.MType->mtype == MT_HLSPWN) |
|
SetMissAnim(mi, MFILE_SCUBMISD); |
|
if (monster.MType->mtype == MT_SOLBRNR) |
|
SetMissAnim(mi, MFILE_SCUBMISC); |
|
} |
|
|
|
if (MissileSpriteData[Missiles[mi]._miAnimType].mAnimFAmt == 16) { |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
} |
|
} |
|
|
|
void AddAcid(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
if ((!gbIsHellfire && (Missiles[mi].position.velocity.deltaX & 0xFFFF0000) != 0) || (Missiles[mi].position.velocity.deltaY & 0xFFFF0000) != 0) |
|
Missiles[mi]._mirange = 5 * (Monsters[id]._mint + 4); |
|
else |
|
Missiles[mi]._mirange = 1; |
|
Missiles[mi]._mlid = NO_LIGHT; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
PutMissile(mi); |
|
} |
|
|
|
void AddFireWallA(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int dam) |
|
{ |
|
Missiles[mi]._midam = dam; |
|
Missiles[mi].position.velocity = { 0, 0 }; |
|
Missiles[mi]._mirange = 50; |
|
Missiles[mi]._miVar1 = Missiles[mi]._mirange - Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar2 = 0; |
|
} |
|
|
|
void AddAcidpud(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
Missiles[mi].position.velocity = { 0, 0 }; |
|
Missiles[mi].position.offset = { 0, 0 }; |
|
Missiles[mi]._miLightFlag = true; |
|
int monst = Missiles[mi]._misource; |
|
Missiles[mi]._mirange = GenerateRnd(15) + 40 * (Monsters[monst]._mint + 1); |
|
Missiles[mi]._miPreFlag = true; |
|
} |
|
|
|
void AddStone(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
int tx; |
|
int ty; |
|
|
|
bool found = false; |
|
Missiles[mi]._misource = id; |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
tx = dst.x + CrawlTable[ck - 1]; |
|
ty = dst.y + CrawlTable[ck]; |
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
|
|
int mid = dMonster[tx][ty]; |
|
if (mid == 0) |
|
continue; |
|
mid = abs(mid) - 1; |
|
auto &monster = Monsters[mid]; |
|
|
|
if (IsAnyOf(monster.MType->mtype, MT_GOLEM, MT_DIABLO, MT_NAKRUL)) |
|
continue; |
|
|
|
if (IsAnyOf(monster._mmode, MM_FADEIN, MM_FADEOUT, MM_CHARGE)) |
|
continue; |
|
|
|
found = true; |
|
Missiles[mi]._miVar1 = monster._mmode; |
|
Missiles[mi]._miVar2 = mid; |
|
monster.Petrify(); |
|
i = 6; |
|
break; |
|
} |
|
} |
|
|
|
if (!found) { |
|
Missiles[mi]._miDelFlag = true; |
|
return; |
|
} |
|
|
|
Missiles[mi].position.tile = { tx, ty }; |
|
Missiles[mi].position.start = Missiles[mi].position.tile; |
|
Missiles[mi]._mirange = Missiles[mi]._mispllvl + 6; |
|
Missiles[mi]._mirange += (Missiles[mi]._mirange * Players[id]._pISplDur) / 128; |
|
|
|
if (Missiles[mi]._mirange > 15) |
|
Missiles[mi]._mirange = 15; |
|
Missiles[mi]._mirange <<= 4; |
|
UseMana(id, SPL_STONE); |
|
} |
|
|
|
void AddGolem(int mi, Point src, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = false; |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
if (Missiles[mx]._mitype == MIS_GOLEM) { |
|
if (mx != mi && Missiles[mx]._misource == id) { |
|
Missiles[mi]._miDelFlag = true; |
|
return; |
|
} |
|
} |
|
} |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar4 = dst.x; |
|
Missiles[mi]._miVar5 = dst.y; |
|
if (Monsters[id].position.tile != GolemHoldingCell && id == MyPlayerId) |
|
M_StartKill(id, id); |
|
UseMana(id, SPL_GOLEM); |
|
} |
|
|
|
void AddEtherealize(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
|
|
int range = 8 * player._pLevel; |
|
Missiles[mi]._mirange = ScaleSpellEffect(range, Missiles[mi]._mispllvl); |
|
|
|
Missiles[mi]._mirange += Missiles[mi]._mirange * player._pISplDur / 128; |
|
Missiles[mi]._miVar1 = player._pHitPoints; |
|
Missiles[mi]._miVar2 = player._pHPBase; |
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_ETHEREALIZE); |
|
} |
|
|
|
void AddDummy(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void AddBlodbur(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int dam) |
|
{ |
|
Missiles[mi]._midam = dam; |
|
Missiles[mi].position.tile = src; |
|
Missiles[mi].position.start = src; |
|
Missiles[mi]._misource = id; |
|
if (dam == 1) |
|
SetMissDir(mi, 0); |
|
else |
|
SetMissDir(mi, 1); |
|
Missiles[mi]._miLightFlag = true; |
|
Missiles[mi]._mirange = Missiles[mi]._miAnimLen; |
|
} |
|
|
|
void AddBoom(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int dam) |
|
{ |
|
Missiles[mi].position.tile = dst; |
|
Missiles[mi].position.start = dst; |
|
Missiles[mi].position.velocity = { 0, 0 }; |
|
Missiles[mi]._midam = dam; |
|
Missiles[mi]._mirange = Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar1 = 0; |
|
} |
|
|
|
void AddHeal(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
|
|
int hp = (GenerateRnd(10) + 1) << 6; |
|
for (int i = 0; i < player._pLevel; i++) { |
|
hp += (GenerateRnd(4) + 1) << 6; |
|
} |
|
for (int i = 0; i < Missiles[mi]._mispllvl; i++) { |
|
hp += (GenerateRnd(6) + 1) << 6; |
|
} |
|
|
|
if (player._pClass == HeroClass::Warrior || player._pClass == HeroClass::Barbarian || player._pClass == HeroClass::Monk) { |
|
hp *= 2; |
|
} else if (player._pClass == HeroClass::Rogue || player._pClass == HeroClass::Bard) { |
|
hp += hp / 2; |
|
} |
|
|
|
player._pHitPoints = std::min(player._pHitPoints + hp, player._pMaxHP); |
|
player._pHPBase = std::min(player._pHPBase + hp, player._pMaxHPBase); |
|
|
|
UseMana(id, SPL_HEAL); |
|
Missiles[mi]._miDelFlag = true; |
|
drawhpflag = true; |
|
} |
|
|
|
void AddHealOther(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
UseMana(id, SPL_HEALOTHER); |
|
if (id == MyPlayerId) { |
|
NewCursor(CURSOR_HEALOTHER); |
|
if (sgbControllerActive) |
|
TryIconCurs(); |
|
} |
|
} |
|
|
|
void AddElement(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
|
|
int dmg = 2 * (Players[id]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg, Missiles[mi]._mispllvl) / 2; |
|
|
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
SetMissDir(mi, GetDirection(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = dst.x; |
|
Missiles[mi]._miVar5 = dst.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
UseMana(id, SPL_ELEMENT); |
|
} |
|
|
|
extern void FocusOnInventory(); |
|
|
|
void AddIdentify(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
UseMana(id, SPL_IDENTIFY); |
|
if (id == MyPlayerId) { |
|
if (sbookflag) |
|
sbookflag = false; |
|
if (!invflag) { |
|
invflag = true; |
|
if (sgbControllerActive) |
|
FocusOnInventory(); |
|
} |
|
NewCursor(CURSOR_IDENTIFY); |
|
} |
|
} |
|
|
|
void AddFirewallC(int mi, Point src, Point dst, int midir, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = dst.x + CrawlTable[ck - 1]; |
|
int ty = dst.y + CrawlTable[ck]; |
|
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) { |
|
k = dPiece[tx][ty]; |
|
if (LineClearMissile(src, { tx, ty })) { |
|
if (src != Point { tx, ty } && !nSolidTable[k] && dObject[tx][ty] == 0) { |
|
Missiles[mi]._miVar1 = tx; |
|
Missiles[mi]._miVar2 = ty; |
|
Missiles[mi]._miVar5 = tx; |
|
Missiles[mi]._miVar6 = ty; |
|
Missiles[mi]._miDelFlag = false; |
|
i = 6; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (!Missiles[mi]._miDelFlag) { |
|
Missiles[mi]._miVar7 = 0; |
|
Missiles[mi].limitReached = false; |
|
Missiles[mi]._miVar3 = left[left[midir]]; |
|
Missiles[mi]._miVar4 = right[right[midir]]; |
|
Missiles[mi]._mirange = 7; |
|
UseMana(id, SPL_FIREWALL); |
|
} |
|
} |
|
|
|
void AddInfra(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._mirange = ScaleSpellEffect(1584, Missiles[mi]._mispllvl); |
|
Missiles[mi]._mirange += Missiles[mi]._mirange * Players[id]._pISplDur / 128; |
|
|
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_INFRA); |
|
} |
|
|
|
void AddWave(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miVar1 = dst.x; |
|
Missiles[mi]._miVar2 = dst.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = 0; |
|
Missiles[mi]._mirange = 1; |
|
Missiles[mi]._miAnimFrame = 4; |
|
UseMana(id, SPL_WAVE); |
|
} |
|
|
|
void AddNova(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miVar1 = dst.x; |
|
Missiles[mi]._miVar2 = dst.y; |
|
|
|
if (id != -1) { |
|
int dmg = GenerateRndSum(6, 5) + Players[id]._pLevel + 5; |
|
Missiles[mi]._midam = ScaleSpellEffect(dmg / 2, Missiles[mi]._mispllvl); |
|
|
|
if (mienemy == TARGET_MONSTERS) |
|
UseMana(id, SPL_NOVA); |
|
} else { |
|
Missiles[mi]._midam = (currlevel / 2) + GenerateRndSum(3, 3); |
|
} |
|
|
|
Missiles[mi]._mirange = 1; |
|
} |
|
|
|
void AddBlodboil(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
auto &player = Players[id]; |
|
|
|
if ((player._pSpellFlags & 6) != 0 || player._pHitPoints <= player._pLevel << 6) { |
|
Missiles[mi]._miDelFlag = true; |
|
return; |
|
} |
|
|
|
UseMana(id, SPL_BLODBOIL); |
|
Missiles[mi]._miVar1 = id; |
|
int tmp = 3 * player._pLevel; |
|
tmp <<= 7; |
|
player._pSpellFlags |= 2; |
|
Missiles[mi]._miVar2 = tmp; |
|
int lvl = player._pLevel * 2; |
|
Missiles[mi]._mirange = lvl + 10 * Missiles[mi]._mispllvl + 245; |
|
CalcPlrItemVals(id, true); |
|
force_redraw = 255; |
|
player.Say(HeroSpeech::Aaaaargh); |
|
} |
|
|
|
void AddRepair(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
UseMana(id, SPL_REPAIR); |
|
if (id == MyPlayerId) { |
|
if (sbookflag) |
|
sbookflag = false; |
|
if (!invflag) { |
|
invflag = true; |
|
if (sgbControllerActive) |
|
FocusOnInventory(); |
|
} |
|
NewCursor(CURSOR_REPAIR); |
|
} |
|
} |
|
|
|
void AddRecharge(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
UseMana(id, SPL_RECHARGE); |
|
if (id == MyPlayerId) { |
|
if (sbookflag) |
|
sbookflag = false; |
|
if (!invflag) { |
|
invflag = true; |
|
if (sgbControllerActive) |
|
FocusOnInventory(); |
|
} |
|
NewCursor(CURSOR_RECHARGE); |
|
} |
|
} |
|
|
|
void AddDisarm(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
UseMana(id, SPL_DISARM); |
|
if (id == MyPlayerId) { |
|
NewCursor(CURSOR_DISARM); |
|
if (sgbControllerActive) { |
|
if (pcursobj != -1) |
|
NetSendCmdLocParam1(true, CMD_DISARMXY, { cursmx, cursmy }, pcursobj); |
|
else |
|
NewCursor(CURSOR_HAND); |
|
} |
|
} |
|
} |
|
|
|
void AddApoca(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miVar1 = 8; |
|
Missiles[mi]._miVar2 = src.y - Missiles[mi]._miVar1; |
|
Missiles[mi]._miVar3 = Missiles[mi]._miVar1 + src.y; |
|
Missiles[mi]._miVar4 = src.x - Missiles[mi]._miVar1; |
|
Missiles[mi]._miVar5 = Missiles[mi]._miVar1 + src.x; |
|
Missiles[mi]._miVar6 = Missiles[mi]._miVar4; |
|
if (Missiles[mi]._miVar2 <= 0) |
|
Missiles[mi]._miVar2 = 1; |
|
if (Missiles[mi]._miVar3 >= MAXDUNY) |
|
Missiles[mi]._miVar3 = MAXDUNY - 1; |
|
if (Missiles[mi]._miVar4 <= 0) |
|
Missiles[mi]._miVar4 = 1; |
|
if (Missiles[mi]._miVar5 >= MAXDUNX) |
|
Missiles[mi]._miVar5 = MAXDUNX - 1; |
|
int playerLevel = Players[id]._pLevel; |
|
Missiles[mi]._midam = GenerateRndSum(6, playerLevel) + playerLevel; |
|
Missiles[mi]._mirange = 255; |
|
Missiles[mi]._miDelFlag = false; |
|
UseMana(id, SPL_APOCA); |
|
} |
|
|
|
void AddFlame(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int dam) |
|
{ |
|
Missiles[mi]._miVar2 = 5 * dam; |
|
Missiles[mi].position.start = dst; |
|
Missiles[mi].position.offset = Missiles[midir].position.offset; |
|
Missiles[mi].position.traveled = Missiles[midir].position.traveled; |
|
Missiles[mi]._mirange = Missiles[mi]._miVar2 + 20; |
|
Missiles[mi]._mlid = AddLight(src, 1); |
|
if (mienemy == TARGET_MONSTERS) { |
|
int i = GenerateRnd(Players[id]._pLevel) + GenerateRnd(2); |
|
Missiles[mi]._midam = 8 * i + 16 + ((8 * i + 16) / 2); |
|
} else { |
|
auto &monster = Monsters[id]; |
|
Missiles[mi]._midam = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1); |
|
} |
|
} |
|
|
|
void AddFlamec(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
UpdateMissileVelocity(mi, src, dst, 32); |
|
if (mienemy == TARGET_MONSTERS) { |
|
UseMana(id, SPL_FLAME); |
|
} |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._mirange = 256; |
|
} |
|
|
|
void AddCbolt(int mi, Point src, Point dst, int midir, int8_t micaster, int id, int /*dam*/) |
|
{ |
|
assert(mi >= 0 && mi < MAXMISSILES); |
|
|
|
Missiles[mi]._mirnd = GenerateRnd(15) + 1; |
|
Missiles[mi]._midam = (micaster == 0) ? (GenerateRnd(Players[id]._pMagic / 4) + 1) : 15; |
|
|
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
Missiles[mi]._miAnimFrame = GenerateRnd(8) + 1; |
|
Missiles[mi]._mlid = AddLight(src, 5); |
|
|
|
UpdateMissileVelocity(mi, src, dst, 8); |
|
Missiles[mi]._miVar1 = 5; |
|
Missiles[mi]._miVar2 = midir; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._mirange = 256; |
|
} |
|
|
|
void AddHbolt(int mi, Point src, Point dst, int midir, int8_t /*micaster*/, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
|
|
int sp = 16; |
|
if (id != -1) { |
|
sp += std::min(Missiles[mi]._mispllvl * 2, 47); |
|
} |
|
|
|
UpdateMissileVelocity(mi, src, dst, sp); |
|
SetMissDir(mi, GetDirection16(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
Missiles[mi]._midam = GenerateRnd(10) + Players[id]._pLevel + 9; |
|
UseMana(id, SPL_HBOLT); |
|
} |
|
|
|
void AddResurrect(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
UseMana(id, SPL_RESURRECT); |
|
if (id == MyPlayerId) { |
|
NewCursor(CURSOR_RESURRECT); |
|
if (sgbControllerActive) |
|
TryIconCurs(); |
|
} |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void AddResurrectBeam(int mi, Point /*src*/, Point dst, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
Missiles[mi].position.tile = dst; |
|
Missiles[mi].position.start = Missiles[mi].position.tile; |
|
Missiles[mi].position.velocity = { 0, 0 }; |
|
Missiles[mi]._mirange = MissileSpriteData[MFILE_RESSUR1].mAnimLen[0]; |
|
} |
|
|
|
void AddTelekinesis(int mi, Point /*src*/, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int id, int /*dam*/) |
|
{ |
|
Missiles[mi]._miDelFlag = true; |
|
UseMana(id, SPL_TELEKINESIS); |
|
if (id == MyPlayerId) |
|
NewCursor(CURSOR_TELEKINESIS); |
|
} |
|
|
|
void AddBoneSpirit(int mi, Point src, Point dst, int midir, int8_t mienemy, int id, int /*dam*/) |
|
{ |
|
if (src == dst) { |
|
dst += static_cast<Direction>(midir); |
|
} |
|
Missiles[mi]._midam = 0; |
|
UpdateMissileVelocity(mi, src, dst, 16); |
|
SetMissDir(mi, GetDirection(src, dst)); |
|
Missiles[mi]._mirange = 256; |
|
Missiles[mi]._miVar1 = src.x; |
|
Missiles[mi]._miVar2 = src.y; |
|
Missiles[mi]._miVar3 = 0; |
|
Missiles[mi]._miVar4 = dst.x; |
|
Missiles[mi]._miVar5 = dst.y; |
|
Missiles[mi]._mlid = AddLight(src, 8); |
|
if (mienemy == TARGET_MONSTERS) { |
|
UseMana(id, SPL_BONESPIRIT); |
|
ApplyPlrDamage(id, 6); |
|
} |
|
} |
|
|
|
void AddRportal(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t /*mienemy*/, int /*id*/, int /*dam*/) |
|
{ |
|
Missiles[mi].position.tile = src; |
|
Missiles[mi].position.start = src; |
|
Missiles[mi]._mirange = 100; |
|
Missiles[mi]._miVar1 = 100 - Missiles[mi]._miAnimLen; |
|
Missiles[mi]._miVar2 = 0; |
|
PutMissile(mi); |
|
} |
|
|
|
void AddDiabApoca(int mi, Point src, Point /*dst*/, int /*midir*/, int8_t mienemy, int id, int dam) |
|
{ |
|
int players = gbIsMultiplayer ? MAX_PLRS : 1; |
|
for (int pnum = 0; pnum < players; pnum++) { |
|
auto &player = Players[pnum]; |
|
if (!player.plractive) |
|
continue; |
|
if (!LineClearMissile(src, player.position.future)) |
|
continue; |
|
|
|
AddMissile({ 0, 0 }, player.position.future, 0, MIS_BOOM2, mienemy, id, dam, 0); |
|
} |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
int AddMissile(Point src, Point dst, int midir, int mitype, int8_t micaster, int id, int midam, int spllvl) |
|
{ |
|
if (ActiveMissileCount >= MAXMISSILES - 1) |
|
return -1; |
|
|
|
if (mitype == MIS_MANASHIELD) { |
|
auto &player = Players[id]; |
|
if (player.pManaShield) { |
|
if (currlevel != player.plrlevel) |
|
return -1; |
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mi = ActiveMissiles[i]; |
|
if (Missiles[mi]._mitype == MIS_MANASHIELD && Missiles[mi]._misource == id) |
|
return -1; |
|
} |
|
} |
|
} |
|
|
|
int mi = AvailableMissiles[0]; |
|
|
|
AvailableMissiles[0] = AvailableMissiles[MAXMISSILES - ActiveMissileCount - 1]; |
|
ActiveMissiles[ActiveMissileCount] = mi; |
|
ActiveMissileCount++; |
|
|
|
memset(&Missiles[mi], 0, sizeof(*Missiles)); |
|
|
|
Missiles[mi]._mitype = mitype; |
|
Missiles[mi]._micaster = micaster; |
|
Missiles[mi]._misource = id; |
|
Missiles[mi]._miAnimType = MissileData[mitype].mFileNum; |
|
Missiles[mi]._miDrawFlag = MissileData[mitype].mDraw; |
|
Missiles[mi]._mispllvl = spllvl; |
|
Missiles[mi]._mimfnum = midir; |
|
|
|
if (Missiles[mi]._miAnimType == MFILE_NONE || MissileSpriteData[Missiles[mi]._miAnimType].mAnimFAmt < 8) |
|
SetMissDir(mi, 0); |
|
else |
|
SetMissDir(mi, midir); |
|
|
|
Missiles[mi].position.tile = src; |
|
Missiles[mi].position.offset = { 0, 0 }; |
|
Missiles[mi].position.start = src; |
|
Missiles[mi].position.traveled = { 0, 0 }; |
|
Missiles[mi]._miDelFlag = false; |
|
Missiles[mi]._miAnimAdd = 1; |
|
Missiles[mi]._miLightFlag = false; |
|
Missiles[mi]._miPreFlag = false; |
|
Missiles[mi]._miUniqTrans = 0; |
|
Missiles[mi]._midam = midam; |
|
Missiles[mi]._miHitFlag = false; |
|
Missiles[mi]._midist = 0; |
|
Missiles[mi]._mlid = NO_LIGHT; |
|
Missiles[mi]._mirnd = 0; |
|
|
|
if (MissileData[mitype].mlSFX != -1) { |
|
PlaySfxLoc(MissileData[mitype].mlSFX, Missiles[mi].position.start); |
|
} |
|
|
|
MissileData[mitype].mAddProc(mi, src, dst, midir, micaster, id, midam); |
|
|
|
return mi; |
|
} |
|
|
|
void MI_Dummy(int i) |
|
{ |
|
} |
|
|
|
void MI_Golem(int mi) |
|
{ |
|
int src = Missiles[mi]._misource; |
|
if (Monsters[src].position.tile == GolemHoldingCell) { |
|
for (int i = 0; i < 6; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
const int8_t *ct = &CrawlTable[ck]; |
|
int tx = Missiles[mi]._miVar4 + *(ct - 1); |
|
int ty = Missiles[mi]._miVar5 + *ct; |
|
|
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
|
|
if (!LineClearMissile({ Missiles[mi]._miVar1, Missiles[mi]._miVar2 }, { tx, ty })) |
|
continue; |
|
|
|
if (dMonster[tx][ty] != 0 || nSolidTable[dPiece[tx][ty]] || dObject[tx][ty] != 0) |
|
continue; |
|
|
|
SpawnGolum(src, { tx, ty }, mi); |
|
i = 6; |
|
break; |
|
} |
|
} |
|
} |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void MI_LArrow(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
int p = Missiles[i]._misource; |
|
if (Missiles[i]._miAnimType == MFILE_MINILTNG || Missiles[i]._miAnimType == MFILE_MAGBLOS) { |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame + 5); |
|
missile_resistance rst = MissileData[Missiles[i]._mitype].mResist; |
|
if (Missiles[i]._mitype == MIS_LARROW) { |
|
int mind; |
|
int maxd; |
|
if (p != -1) { |
|
mind = Players[p]._pILMinDam; |
|
maxd = Players[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, Missiles[i].position.tile, true); |
|
} |
|
if (Missiles[i]._mitype == MIS_FARROW) { |
|
int mind; |
|
int maxd; |
|
if (p != -1) { |
|
mind = Players[p]._pIFMinDam; |
|
maxd = Players[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, Missiles[i].position.tile, true); |
|
} |
|
MissileData[Missiles[i]._mitype].mResist = rst; |
|
} else { |
|
Missiles[i]._midist++; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
|
|
int mind; |
|
int maxd; |
|
if (p != -1) { |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
mind = Players[p]._pIMinDam; |
|
maxd = Players[p]._pIMaxDam; |
|
} else { |
|
mind = Monsters[p].mMinDamage; |
|
maxd = Monsters[p].mMaxDamage; |
|
} |
|
} else { |
|
mind = GenerateRnd(10) + 1 + currlevel; |
|
maxd = GenerateRnd(10) + 1 + currlevel * 2; |
|
} |
|
|
|
if (Missiles[i].position.tile != Missiles[i].position.start) { |
|
missile_resistance rst = MissileData[Missiles[i]._mitype].mResist; |
|
MissileData[Missiles[i]._mitype].mResist = MISR_NONE; |
|
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, false); |
|
MissileData[Missiles[i]._mitype].mResist = rst; |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._mimfnum = 0; |
|
Missiles[i].position.traveled -= Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
if (Missiles[i]._mitype == MIS_LARROW) |
|
SetMissAnim(i, MFILE_MINILTNG); |
|
else |
|
SetMissAnim(i, MFILE_MAGBLOS); |
|
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1; |
|
Missiles[i].position.StopMissile(); |
|
} else { |
|
if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) { |
|
Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
|
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar1, Missiles[i]._miVar2 }, 5); |
|
} |
|
} |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Arrow(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
Missiles[i]._midist++; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
int p = Missiles[i]._misource; |
|
|
|
int mind; |
|
int maxd; |
|
if (p != -1) { |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
mind = Players[p]._pIMinDam; |
|
maxd = Players[p]._pIMaxDam; |
|
} else { |
|
mind = Monsters[p].mMinDamage; |
|
maxd = Monsters[p].mMaxDamage; |
|
} |
|
} else { |
|
mind = currlevel; |
|
maxd = 2 * currlevel; |
|
} |
|
if (Missiles[i].position.tile != Missiles[i].position.start) |
|
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, false); |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Firebolt(int i) |
|
{ |
|
int d; |
|
|
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mitype != MIS_BONESPIRIT || Missiles[i]._mimfnum != 8) { |
|
int omx = Missiles[i].position.traveled.deltaX; |
|
int omy = Missiles[i].position.traveled.deltaY; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
int p = Missiles[i]._misource; |
|
if (p != -1) { |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
auto &player = Players[p]; |
|
switch (Missiles[i]._mitype) { |
|
case MIS_FIREBOLT: |
|
d = GenerateRnd(10) + (player._pMagic / 8) + Missiles[i]._mispllvl + 1; |
|
break; |
|
case MIS_FLARE: |
|
d = 3 * Missiles[i]._mispllvl - (player._pMagic / 8) + (player._pMagic / 2); |
|
break; |
|
case MIS_BONESPIRIT: |
|
d = 0; |
|
break; |
|
} |
|
} else { |
|
auto &monster = Monsters[p]; |
|
d = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1); |
|
} |
|
} else { |
|
d = currlevel + GenerateRnd(2 * currlevel); |
|
} |
|
if (Missiles[i].position.tile != Missiles[i].position.start) { |
|
CheckMissileCol(i, d, d, false, Missiles[i].position.tile, false); |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
Missiles[i].position.traveled = { omx, omy }; |
|
UpdateMissilePos(i); |
|
Missiles[i].position.StopMissile(); |
|
switch (Missiles[i]._mitype) { |
|
case MIS_FIREBOLT: |
|
case MIS_MAGMABALL: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_MISEXP, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_FLARE: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_MISEXP2, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_ACID: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_MISEXP3, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_BONESPIRIT: |
|
SetMissDir(i, DIR_OMNI); |
|
Missiles[i]._mirange = 7; |
|
Missiles[i]._miDelFlag = false; |
|
PutMissile(i); |
|
return; |
|
case MIS_LICH: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXORA1, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_PSYCHORB: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXBL2, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_NECROMORB: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXRED3, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_ARCHLICH: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXYEL2, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
case MIS_BONEDEMON: |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_EXBL3, Missiles[i]._micaster, Missiles[i]._misource, 0, 0); |
|
break; |
|
} |
|
if (Missiles[i]._mlid != NO_LIGHT) |
|
AddUnLight(Missiles[i]._mlid); |
|
PutMissile(i); |
|
} else { |
|
if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) { |
|
Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
|
if (Missiles[i]._mlid != NO_LIGHT) |
|
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar1, Missiles[i]._miVar2 }, 8); |
|
} |
|
PutMissile(i); |
|
} |
|
} else if (Missiles[i]._mirange == 0) { |
|
if (Missiles[i]._mlid != NO_LIGHT) |
|
AddUnLight(Missiles[i]._mlid); |
|
Missiles[i]._miDelFlag = true; |
|
PlaySfxLoc(LS_BSIMPCT, Missiles[i].position.tile); |
|
PutMissile(i); |
|
} else |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Lightball(int i) |
|
{ |
|
int tx = Missiles[i]._miVar1; |
|
int ty = Missiles[i]._miVar2; |
|
Missiles[i]._mirange--; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
int j = Missiles[i]._mirange; |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false); |
|
if (Missiles[i]._miHitFlag) |
|
Missiles[i]._mirange = j; |
|
int8_t obj = dObject[tx][ty]; |
|
if (obj != 0 && tx == Missiles[i].position.tile.x && ty == Missiles[i].position.tile.y) { |
|
int oi = (obj > 0) ? (obj - 1) : -(obj + 1); |
|
if (Objects[oi]._otype == OBJ_SHRINEL || Objects[oi]._otype == OBJ_SHRINER) |
|
Missiles[i]._mirange = j; |
|
} |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Krull(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false); |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Acidpud(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
int range = Missiles[i]._mirange; |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false); |
|
Missiles[i]._mirange = range; |
|
if (range == 0) { |
|
if (Missiles[i]._mimfnum != 0) { |
|
Missiles[i]._miDelFlag = true; |
|
} else { |
|
SetMissDir(i, 1); |
|
Missiles[i]._mirange = Missiles[i]._miAnimLen; |
|
} |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Firewall(int i) |
|
{ |
|
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 }; |
|
|
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == Missiles[i]._miVar1) { |
|
SetMissDir(i, 1); |
|
Missiles[i]._miAnimFrame = GenerateRnd(11) + 1; |
|
} |
|
if (Missiles[i]._mirange == Missiles[i]._miAnimLen - 1) { |
|
SetMissDir(i, 0); |
|
Missiles[i]._miAnimFrame = 13; |
|
Missiles[i]._miAnimAdd = -1; |
|
} |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, true); |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
if (Missiles[i]._mimfnum != 0 && Missiles[i]._mirange != 0 && Missiles[i]._miAnimAdd != -1 && Missiles[i]._miVar2 < 12) { |
|
if (Missiles[i]._miVar2 == 0) |
|
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, ExpLight[0]); |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar2]); |
|
Missiles[i]._miVar2++; |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Fireball(int i) |
|
{ |
|
FireballUpdate(i, Missiles[i].position.velocity, false); |
|
} |
|
|
|
void MI_HorkSpawn(int mi) |
|
{ |
|
Missiles[mi]._mirange--; |
|
CheckMissileCol(mi, 0, 0, false, Missiles[mi].position.tile, false); |
|
if (Missiles[mi]._mirange <= 0) { |
|
Missiles[mi]._miDelFlag = true; |
|
for (int i = 0; i < 2; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
int tx = Missiles[mi].position.tile.x + CrawlTable[ck - 1]; |
|
int ty = Missiles[mi].position.tile.y + CrawlTable[ck]; |
|
if (!InDungeonBounds({ tx, ty })) |
|
continue; |
|
|
|
int dp = dPiece[tx][ty]; |
|
if (nSolidTable[dp] || dMonster[tx][ty] != 0 || dPlayer[tx][ty] != 0 || dObject[tx][ty] != 0) |
|
continue; |
|
|
|
auto md = static_cast<Direction>(Missiles[mi]._miVar1); |
|
int monsterId = AddMonster({ tx, ty }, md, 1, true); |
|
if (monsterId != -1) |
|
M_StartStand(Monsters[monsterId], md); |
|
|
|
i = 6; |
|
break; |
|
} |
|
} |
|
} else { |
|
Missiles[mi]._midist++; |
|
Missiles[mi].position.traveled += Missiles[mi].position.velocity; |
|
UpdateMissilePos(mi); |
|
} |
|
PutMissile(mi); |
|
} |
|
|
|
void MI_Rune(int i) |
|
{ |
|
int mx = Missiles[i].position.tile.x; |
|
int my = Missiles[i].position.tile.y; |
|
int mid = dMonster[mx][my]; |
|
int8_t pid = dPlayer[mx][my]; |
|
if (mid != 0 || pid != 0) { |
|
Direction dir; |
|
if (mid != 0) { |
|
mid = (mid > 0) ? (mid - 1) : -(mid + 1); |
|
dir = GetDirection(Missiles[i].position.tile, Monsters[mid].position.tile); |
|
} else { |
|
pid = (pid > 0) ? (pid - 1) : -(pid + 1); |
|
dir = GetDirection(Missiles[i].position.tile, Players[pid].position.tile); |
|
} |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
AddMissile({ mx, my }, { mx, my }, dir, Missiles[i]._miVar1, TARGET_BOTH, Missiles[i]._misource, Missiles[i]._midam, Missiles[i]._mispllvl); |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_LightningWall(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
int range = Missiles[i]._mirange; |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false); |
|
if (Missiles[i]._miHitFlag) |
|
Missiles[i]._mirange = range; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_HiveExplode(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange <= 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Immolation(int i) |
|
{ |
|
if (Missiles[i]._miVar7 < 0) { |
|
int v = 2 * Missiles[i]._miVar6; |
|
Missiles[i]._miVar6 = v; |
|
Missiles[i]._miVar7 = v; |
|
Missiles[i]._mimfnum = left[Missiles[i]._mimfnum]; |
|
} else { |
|
Missiles[i]._miVar7--; |
|
} |
|
|
|
Displacement offset = Missiles[i].position.velocity; |
|
|
|
switch (Missiles[i]._mimfnum) { |
|
case DIR_S: |
|
case DIR_N: |
|
offset.deltaY = 0; |
|
break; |
|
case DIR_W: |
|
case DIR_E: |
|
offset.deltaX = 0; |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
FireballUpdate(i, offset, true); |
|
} |
|
|
|
void MI_LightningArrow(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
|
|
int mx = Missiles[i].position.tile.x; |
|
int my = Missiles[i].position.tile.y; |
|
assert(mx >= 0 && mx < MAXDUNX); |
|
assert(my >= 0 && my < MAXDUNY); |
|
int pn = dPiece[mx][my]; |
|
assert(pn >= 0 && pn <= MAXTILES); |
|
|
|
if (Missiles[i]._misource == -1) { |
|
if ((mx != Missiles[i].position.start.x || my != Missiles[i].position.start.y) && nMissileTable[pn]) { |
|
Missiles[i]._mirange = 0; |
|
} |
|
} else if (nMissileTable[pn]) { |
|
Missiles[i]._mirange = 0; |
|
} |
|
|
|
if (!nMissileTable[pn]) { |
|
if ((mx != Missiles[i]._miVar1 || my != Missiles[i]._miVar2) && mx > 0 && my > 0 && mx < MAXDUNX && my < MAXDUNY) { |
|
if (Missiles[i]._misource != -1) { |
|
if (Missiles[i]._micaster == TARGET_PLAYERS |
|
&& IsAnyOf(Monsters[Missiles[i]._misource].MType->mtype, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_LIGHTNING2, |
|
Missiles[i]._micaster, |
|
Missiles[i]._misource, |
|
Missiles[i]._midam, |
|
Missiles[i]._mispllvl); |
|
} else { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_LIGHTNING, |
|
Missiles[i]._micaster, |
|
Missiles[i]._misource, |
|
Missiles[i]._midam, |
|
Missiles[i]._mispllvl); |
|
} |
|
} else { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_LIGHTNING, |
|
Missiles[i]._micaster, |
|
Missiles[i]._misource, |
|
Missiles[i]._midam, |
|
Missiles[i]._mispllvl); |
|
} |
|
Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
|
} |
|
} |
|
|
|
if (Missiles[i]._mirange == 0 || mx <= 0 || my <= 0 || mx >= MAXDUNX || my > MAXDUNY) { // BUGFIX my >= MAXDUNY |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
} |
|
|
|
void MI_Reflect(int i) |
|
{ |
|
int src = Missiles[i]._misource; |
|
auto &player = Players[src]; |
|
|
|
if (src != MyPlayerId && currlevel != player.plrlevel) |
|
Missiles[i]._miDelFlag = true; |
|
if (player.wReflections <= 0) { |
|
Missiles[i]._miDelFlag = true; |
|
NetSendCmd(true, CMD_REFLECT); |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_FireRing(int i) |
|
{ |
|
MissileRing(i, MIS_FIREWALL); |
|
} |
|
|
|
void MI_LightningRing(int i) |
|
{ |
|
MissileRing(i, MIS_LIGHTWALL); |
|
} |
|
|
|
void MI_Search(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange != 0) |
|
return; |
|
|
|
Missiles[i]._miDelFlag = true; |
|
PlaySfxLoc(IS_CAST7, Players[Missiles[i]._miVar1].position.tile); |
|
AutoMapShowItems = false; |
|
} |
|
|
|
void MI_LightningWallC(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
return; |
|
} |
|
|
|
int id = Missiles[i]._misource; |
|
int lvl = (id > -1) ? Players[id]._pLevel : 0; |
|
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2); |
|
|
|
{ |
|
Point position = { Missiles[i]._miVar1, Missiles[i]._miVar2 }; |
|
Point target = position + static_cast<Direction>(Missiles[i]._miVar3); |
|
|
|
if (!Missiles[i].limitReached && GrowWall(id, position, target, MIS_LIGHTWALL, Missiles[i]._mispllvl, dmg)) { |
|
Missiles[i]._miVar1 = target.x; |
|
Missiles[i]._miVar2 = target.y; |
|
} else { |
|
Missiles[i].limitReached = true; |
|
} |
|
} |
|
|
|
{ |
|
Point position = { Missiles[i]._miVar5, Missiles[i]._miVar6 }; |
|
Point target = position + static_cast<Direction>(Missiles[i]._miVar4); |
|
|
|
if (Missiles[i]._miVar7 == 0 && GrowWall(id, position, target, MIS_LIGHTWALL, Missiles[i]._mispllvl, dmg)) { |
|
Missiles[i]._miVar5 = target.x; |
|
Missiles[i]._miVar6 = target.y; |
|
} else { |
|
Missiles[i]._miVar7 = 1; |
|
} |
|
} |
|
} |
|
|
|
void MI_FireNova(int i) |
|
{ |
|
int sx1 = 0; |
|
int sy1 = 0; |
|
int id = Missiles[i]._misource; |
|
int dam = Missiles[i]._midam; |
|
Point src = Missiles[i].position.tile; |
|
Direction dir = DIR_S; |
|
mienemy_type en = TARGET_PLAYERS; |
|
if (id != -1) { |
|
dir = Players[id]._pdir; |
|
en = TARGET_MONSTERS; |
|
} |
|
for (const auto &k : VisionCrawlTable) { |
|
if (sx1 != k[6] || sy1 != k[7]) { |
|
Displacement offsets[] = { { k[6], k[7] }, { -k[6], -k[7] }, { -k[6], +k[7] }, { +k[6], -k[7] } }; |
|
for (Displacement offset : offsets) |
|
AddMissile(src, src + offset, dir, MIS_FIRENOVA, en, id, dam, Missiles[i]._mispllvl); |
|
sx1 = k[6]; |
|
sy1 = k[7]; |
|
} |
|
} |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
|
|
void MI_SpecArrow(int i) |
|
{ |
|
int id = Missiles[i]._misource; |
|
int dam = Missiles[i]._midam; |
|
Point src = Missiles[i].position.tile; |
|
Point dst = { Missiles[i]._miVar1, Missiles[i]._miVar2 }; |
|
int spllvl = Missiles[i]._miVar3; |
|
int mitype = 0; |
|
Direction dir = DIR_S; |
|
mienemy_type micaster = TARGET_PLAYERS; |
|
if (id != -1) { |
|
auto &player = Players[id]; |
|
dir = player._pdir; |
|
micaster = TARGET_MONSTERS; |
|
|
|
switch (player._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(src, dst, dir, mitype, micaster, id, dam, spllvl); |
|
if (mitype == MIS_CBOLTARROW) { |
|
AddMissile(src, dst, dir, mitype, micaster, id, dam, spllvl); |
|
AddMissile(src, dst, dir, mitype, micaster, id, dam, spllvl); |
|
} |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
|
|
void MI_Lightctrl(int i) |
|
{ |
|
assert(i >= 0 && i < MAXMISSILES); |
|
Missiles[i]._mirange--; |
|
|
|
int dam; |
|
int id = Missiles[i]._misource; |
|
if (id != -1) { |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
dam = (GenerateRnd(2) + GenerateRnd(Players[id]._pLevel) + 2) << 6; |
|
} else { |
|
auto &monster = Monsters[id]; |
|
dam = 2 * (monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1)); |
|
} |
|
} else { |
|
dam = GenerateRnd(currlevel) + 2 * currlevel; |
|
} |
|
|
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
|
|
int mx = Missiles[i].position.tile.x; |
|
int my = Missiles[i].position.tile.y; |
|
assert(mx >= 0 && mx < MAXDUNX); |
|
assert(my >= 0 && my < MAXDUNY); |
|
int pn = dPiece[mx][my]; |
|
assert(pn >= 0 && pn <= MAXTILES); |
|
|
|
if (id != -1 || Point { mx, my } != Missiles[i].position.start) { |
|
if (nMissileTable[pn]) { |
|
Missiles[i]._mirange = 0; |
|
} |
|
} |
|
if (!nMissileTable[pn] |
|
&& Point { mx, my } != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 } |
|
&& InDungeonBounds({ mx, my })) { |
|
if (id != -1) { |
|
if (Missiles[i]._micaster == TARGET_PLAYERS |
|
&& IsAnyOf(Monsters[id].MType->mtype, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_LIGHTNING2, |
|
Missiles[i]._micaster, |
|
id, |
|
dam, |
|
Missiles[i]._mispllvl); |
|
} else { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_LIGHTNING, |
|
Missiles[i]._micaster, |
|
id, |
|
dam, |
|
Missiles[i]._mispllvl); |
|
} |
|
} else { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_LIGHTNING, |
|
Missiles[i]._micaster, |
|
id, |
|
dam, |
|
Missiles[i]._mispllvl); |
|
} |
|
Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
|
} |
|
assert(mx != 0 && my != 0); |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
} |
|
|
|
void MI_Lightning(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
int j = Missiles[i]._mirange; |
|
if (Missiles[i].position.tile != Missiles[i].position.start) |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false); |
|
if (Missiles[i]._miHitFlag) |
|
Missiles[i]._mirange = j; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[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 }; |
|
|
|
if (Missiles[i]._mirange > 1) |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == Missiles[i]._miVar1) |
|
SetMissDir(i, 1); |
|
if (currlevel != 0 && Missiles[i]._mimfnum != 1 && Missiles[i]._mirange != 0) { |
|
if (Missiles[i]._miVar2 == 0) |
|
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 1); |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, expLight[Missiles[i]._miVar2]); |
|
Missiles[i]._miVar2++; |
|
} |
|
|
|
for (int p = 0; p < MAX_PLRS; p++) { |
|
auto &player = Players[p]; |
|
if (player.plractive && currlevel == player.plrlevel && !player._pLvlChanging && player._pmode == PM_STAND && player.position.tile == Missiles[i].position.tile) { |
|
ClrPlrPath(player); |
|
if (p == MyPlayerId) { |
|
NetSendCmdParam1(true, CMD_WARP, Missiles[i]._misource); |
|
player._pmode = PM_NEWLVL; |
|
} |
|
} |
|
} |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Flash(int i) |
|
{ |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
if (Missiles[i]._misource != -1) |
|
Players[Missiles[i]._misource]._pInvincible = true; |
|
} |
|
Missiles[i]._mirange--; |
|
|
|
constexpr Displacement Offsets[] = { { -1, 0 }, { 0, 0 }, { 1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 } }; |
|
for (Displacement offset : Offsets) |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile + offset, true); |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
if (Missiles[i]._misource != -1) |
|
Players[Missiles[i]._misource]._pInvincible = false; |
|
} |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Flash2(int i) |
|
{ |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
if (Missiles[i]._misource != -1) |
|
Players[Missiles[i]._misource]._pInvincible = true; |
|
} |
|
Missiles[i]._mirange--; |
|
|
|
constexpr Displacement Offsets[] = { { -1, -1 }, { 0, -1 }, { 1, -1 } }; |
|
for (Displacement offset : Offsets) |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile + offset, true); |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
if (Missiles[i]._micaster == TARGET_MONSTERS) { |
|
if (Missiles[i]._misource != -1) |
|
Players[Missiles[i]._misource]._pInvincible = false; |
|
} |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Manashield(int i) |
|
{ |
|
int id = Missiles[i]._misource; |
|
if (id != MyPlayerId) { |
|
if (currlevel != Players[id].plrlevel) |
|
Missiles[i]._miDelFlag = true; |
|
} else { |
|
if (Players[id]._pMana <= 0 || !Players[id].plractive) |
|
Missiles[i]._mirange = 0; |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
NetSendCmd(true, CMD_ENDSHIELD); |
|
} |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Etherealize(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
|
|
auto &player = Players[Missiles[i]._misource]; |
|
|
|
Missiles[i].position.tile = player.position.tile; |
|
Missiles[i].position.traveled.deltaX = player.position.offset.deltaX << 16; |
|
Missiles[i].position.traveled.deltaY = player.position.offset.deltaY << 16; |
|
if (player._pmode == PM_WALK3) { |
|
Missiles[i].position.start = player.position.future; |
|
} else { |
|
Missiles[i].position.start = player.position.tile; |
|
} |
|
UpdateMissilePos(i); |
|
if (player._pmode == PM_WALK3) { |
|
if (player._pdir == DIR_W) |
|
Missiles[i].position.tile.x++; |
|
else |
|
Missiles[i].position.tile.y++; |
|
} |
|
player._pSpellFlags |= 1; |
|
if (Missiles[i]._mirange == 0 || player._pHitPoints <= 0) { |
|
Missiles[i]._miDelFlag = true; |
|
player._pSpellFlags &= ~0x1; |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Firemove(int i) |
|
{ |
|
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 }; |
|
|
|
Missiles[i].position.tile.x--; |
|
Missiles[i].position.tile.y--; |
|
Missiles[i].position.offset.deltaY += 32; |
|
Missiles[i]._miVar1++; |
|
if (Missiles[i]._miVar1 == Missiles[i]._miAnimLen) { |
|
SetMissDir(i, 1); |
|
Missiles[i]._miAnimFrame = GenerateRnd(11) + 1; |
|
} |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
int j = Missiles[i]._mirange; |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false); |
|
if (Missiles[i]._miHitFlag) |
|
Missiles[i]._mirange = j; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
if (Missiles[i]._mimfnum != 0 || Missiles[i]._mirange == 0) { |
|
if (Missiles[i].position.tile.x != Missiles[i]._miVar3 || Missiles[i].position.tile.y != Missiles[i]._miVar4) { |
|
Missiles[i]._miVar3 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar4 = Missiles[i].position.tile.y; |
|
ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar3, Missiles[i]._miVar4 }, 8); |
|
} |
|
} else { |
|
if (Missiles[i]._miVar2 == 0) |
|
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, ExpLight[0]); |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar2]); |
|
Missiles[i]._miVar2++; |
|
} |
|
Missiles[i].position.tile.x++; |
|
Missiles[i].position.tile.y++; |
|
Missiles[i].position.offset.deltaY -= 32; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Guardian(int i) |
|
{ |
|
assert(i >= 0 && i < MAXMISSILES); |
|
|
|
Missiles[i]._mirange--; |
|
|
|
if (Missiles[i]._miVar2 > 0) { |
|
Missiles[i]._miVar2--; |
|
} |
|
if (Missiles[i]._mirange == Missiles[i]._miVar1 || (Missiles[i]._mimfnum == MFILE_GUARD && Missiles[i]._miVar2 == 0)) { |
|
SetMissDir(i, 1); |
|
} |
|
|
|
Point position = Missiles[i].position.tile; |
|
|
|
if ((Missiles[i]._mirange % 16) == 0) { |
|
Displacement previous = { 0, 0 }; |
|
|
|
bool found = false; |
|
for (int j = 0; j < 23 && !found; j++) { |
|
for (int k = 10; k >= 0 && !found; k -= 2) { |
|
const Displacement offset { VisionCrawlTable[j][k], VisionCrawlTable[j][k + 1] }; |
|
if (offset == Displacement { 0, 0 }) { |
|
break; |
|
} |
|
if (previous == offset) { |
|
continue; |
|
} |
|
found = GuardianTryFireAt(i, { position.x + offset.deltaX, position.y + offset.deltaY }) |
|
|| GuardianTryFireAt(i, { position.x - offset.deltaX, position.y - offset.deltaY }) |
|
|| GuardianTryFireAt(i, { position.x + offset.deltaX, position.y - offset.deltaY }) |
|
|| GuardianTryFireAt(i, { position.x - offset.deltaX, position.y + offset.deltaY }); |
|
if (!found) { |
|
previous = offset; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (Missiles[i]._mirange == 14) { |
|
SetMissDir(i, 0); |
|
Missiles[i]._miAnimFrame = 15; |
|
Missiles[i]._miAnimAdd = -1; |
|
} |
|
|
|
Missiles[i]._miVar3 += Missiles[i]._miAnimAdd; |
|
|
|
if (Missiles[i]._miVar3 > 15) { |
|
Missiles[i]._miVar3 = 15; |
|
} else if (Missiles[i]._miVar3 > 0) { |
|
ChangeLight(Missiles[i]._mlid, position, Missiles[i]._miVar3); |
|
} |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
|
|
PutMissile(i); |
|
} |
|
|
|
void MI_Chain(int mi) |
|
{ |
|
int id = Missiles[mi]._misource; |
|
Point position = Missiles[mi].position.tile; |
|
Direction dir = GetDirection(position, { Missiles[mi]._miVar1, Missiles[mi]._miVar2 }); |
|
AddMissile(position, { Missiles[mi]._miVar1, Missiles[mi]._miVar2 }, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, id, 1, Missiles[mi]._mispllvl); |
|
int rad = Missiles[mi]._mispllvl + 3; |
|
if (rad > 19) |
|
rad = 19; |
|
for (int i = 1; i < rad; i++) { |
|
int k = CrawlNum[i]; |
|
int ck = k + 2; |
|
for (auto j = static_cast<uint8_t>(CrawlTable[k]); j > 0; j--, ck += 2) { |
|
Point target = position + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (InDungeonBounds(target) && dMonster[target.x][target.y] > 0) { |
|
dir = GetDirection(position, target); |
|
AddMissile(position, target, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, id, 1, Missiles[mi]._mispllvl); |
|
} |
|
} |
|
} |
|
Missiles[mi]._mirange--; |
|
if (Missiles[mi]._mirange == 0) |
|
Missiles[mi]._miDelFlag = true; |
|
} |
|
|
|
void MI_Blood(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
if (Missiles[i]._miAnimFrame == Missiles[i]._miAnimLen) |
|
Missiles[i]._miPreFlag = true; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Weapexp(int i) |
|
{ |
|
constexpr int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 }; |
|
|
|
Missiles[i]._mirange--; |
|
int id = Missiles[i]._misource; |
|
int mind; |
|
int maxd; |
|
if (Missiles[i]._miVar2 == 1) { |
|
mind = Players[id]._pIFMinDam; |
|
maxd = Players[id]._pIFMaxDam; |
|
MissileData[Missiles[i]._mitype].mResist = MISR_FIRE; |
|
} else { |
|
mind = Players[id]._pILMinDam; |
|
maxd = Players[id]._pILMaxDam; |
|
MissileData[Missiles[i]._mitype].mResist = MISR_LIGHTNING; |
|
} |
|
CheckMissileCol(i, mind, maxd, false, Missiles[i].position.tile, false); |
|
if (Missiles[i]._miVar1 == 0) { |
|
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 9); |
|
} else { |
|
if (Missiles[i]._mirange != 0) |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar1]); |
|
} |
|
Missiles[i]._miVar1++; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} else { |
|
PutMissile(i); |
|
} |
|
} |
|
|
|
void MI_Misexp(int i) |
|
{ |
|
constexpr int ExpLight[] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2, 1, 0, 0, 0, 0 }; |
|
|
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} else { |
|
if (Missiles[i]._miVar1 == 0) |
|
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 9); |
|
else |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, ExpLight[Missiles[i]._miVar1]); |
|
Missiles[i]._miVar1++; |
|
PutMissile(i); |
|
} |
|
} |
|
|
|
void MI_Acidsplat(int i) |
|
{ |
|
if (Missiles[i]._mirange == Missiles[i]._miAnimLen) { |
|
Missiles[i].position.tile.x++; |
|
Missiles[i].position.tile.y++; |
|
Missiles[i].position.offset.deltaY -= 32; |
|
} |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
int monst = Missiles[i]._misource; |
|
int dam = (Monsters[monst].MData->mLevel >= 2 ? 2 : 1); |
|
AddMissile(Missiles[i].position.tile, { i, 0 }, Missiles[i]._mimfnum, MIS_ACIDPUD, TARGET_PLAYERS, monst, dam, Missiles[i]._mispllvl); |
|
} else { |
|
PutMissile(i); |
|
} |
|
} |
|
|
|
void MI_Teleport(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange <= 0) { |
|
Missiles[i]._miDelFlag = true; |
|
return; |
|
} |
|
|
|
int id = Missiles[i]._misource; |
|
auto &player = Players[id]; |
|
|
|
dPlayer[player.position.tile.x][player.position.tile.y] = 0; |
|
PlrClrTrans(player.position.tile); |
|
player.position.tile = { Missiles[i].position.tile.x, Missiles[i].position.tile.y }; |
|
player.position.future = player.position.tile; |
|
player.position.old = player.position.tile; |
|
PlrDoTrans(player.position.tile); |
|
Missiles[i]._miVar1 = 1; |
|
dPlayer[player.position.tile.x][player.position.tile.y] = id + 1; |
|
if (leveltype != DTYPE_TOWN) { |
|
ChangeLightXY(player._plid, player.position.tile); |
|
ChangeVisionXY(player._pvid, player.position.tile); |
|
} |
|
if (id == MyPlayerId) { |
|
ViewX = player.position.tile.x - ScrollInfo.tile.x; |
|
ViewY = player.position.tile.y - ScrollInfo.tile.y; |
|
} |
|
} |
|
|
|
void MI_Stone(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
auto &monster = Monsters[Missiles[i]._miVar2]; |
|
if (monster._mhitpoints == 0 && Missiles[i]._miAnimType != MFILE_SHATTER1) { |
|
Missiles[i]._mimfnum = 0; |
|
Missiles[i]._miDrawFlag = true; |
|
SetMissAnim(i, MFILE_SHATTER1); |
|
Missiles[i]._mirange = 11; |
|
} |
|
if (monster._mmode != MM_STONE) { |
|
Missiles[i]._miDelFlag = true; |
|
return; |
|
} |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
if (monster._mhitpoints > 0) { |
|
monster._mmode = (MON_MODE)Missiles[i]._miVar1; |
|
monster.AnimInfo.IsPetrified = false; |
|
} else { |
|
AddDead(monster.position.tile, stonendx, monster._mdir); |
|
} |
|
} |
|
if (Missiles[i]._miAnimType == MFILE_SHATTER1) |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Boom(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._miVar1 == 0) |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, true); |
|
if (Missiles[i]._miHitFlag) |
|
Missiles[i]._miVar1 = 1; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Rhino(int i) |
|
{ |
|
int monst = Missiles[i]._misource; |
|
auto &monster = Monsters[monst]; |
|
if (monster._mmode != MM_CHARGE) { |
|
Missiles[i]._miDelFlag = true; |
|
return; |
|
} |
|
UpdateMissilePos(i); |
|
Point prevPos = Missiles[i].position.tile; |
|
Point newPosSnake; |
|
dMonster[prevPos.x][prevPos.y] = 0; |
|
if (monster._mAi == AI_SNAKE) { |
|
Missiles[i].position.traveled += Missiles[i].position.velocity * 2; |
|
UpdateMissilePos(i); |
|
newPosSnake = Missiles[i].position.tile; |
|
Missiles[i].position.traveled -= Missiles[i].position.velocity; |
|
} else { |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
} |
|
UpdateMissilePos(i); |
|
Point newPos = Missiles[i].position.tile; |
|
if (!IsTileAvailable(monster, newPos) || (monster._mAi == AI_SNAKE && !IsTileAvailable(monster, newPosSnake))) { |
|
MissToMonst(i, prevPos); |
|
Missiles[i]._miDelFlag = true; |
|
return; |
|
} |
|
monster.position.future = newPos; |
|
monster.position.old = newPos; |
|
monster.position.tile = newPos; |
|
dMonster[newPos.x][newPos.y] = -(monst + 1); |
|
if (monster._uniqtype != 0) |
|
ChangeLightXY(Missiles[i]._mlid, newPos); |
|
MoveMissilePos(i); |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Fireman(int i) |
|
{ |
|
UpdateMissilePos(i); |
|
Point a = Missiles[i].position.tile; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
auto &monster = Monsters[Missiles[i]._misource]; |
|
Point b = Missiles[i].position.tile; |
|
int enemy = monster._menemy; |
|
Point c = (monster._mFlags & MFLAG_TARGETS_MONSTER) == 0 ? Players[enemy].position.tile : Monsters[enemy].position.tile; |
|
|
|
int j = 0; |
|
if (b != a && (((Missiles[i]._miVar1 & 1) != 0 && a.WalkingDistance(c) >= 4) || Missiles[i]._miVar2 > 1) && IsTileAvailable(monster, a)) { |
|
MissToMonst(i, a); |
|
Missiles[i]._miDelFlag = true; |
|
} else if ((monster._mFlags & MFLAG_TARGETS_MONSTER) == 0) { |
|
j = dPlayer[b.x][b.y]; |
|
} else { |
|
j = dMonster[b.x][b.y]; |
|
} |
|
if (!PosOkMissile(b) || (j > 0 && (Missiles[i]._miVar1 & 1) == 0)) { |
|
Missiles[i].position.velocity *= -1; |
|
Missiles[i]._mimfnum = opposite[Missiles[i]._mimfnum]; |
|
Missiles[i]._miAnimData = monster.MType->GetAnimData(MonsterGraphic::Walk).CelSpritesForDirections[Missiles[i]._mimfnum]->Data(); |
|
Missiles[i]._miVar2++; |
|
if (j > 0) |
|
Missiles[i]._miVar1 |= 1; |
|
} |
|
MoveMissilePos(i); |
|
PutMissile(i); |
|
} |
|
|
|
void MI_FirewallC(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
return; |
|
} |
|
|
|
int id = Missiles[i]._misource; |
|
|
|
{ |
|
Point position = { Missiles[i]._miVar1, Missiles[i]._miVar2 }; |
|
Point target = position + static_cast<Direction>(Missiles[i]._miVar3); |
|
|
|
if (!Missiles[i].limitReached && GrowWall(id, position, target, MIS_FIREWALL, Missiles[i]._mispllvl, 0)) { |
|
Missiles[i]._miVar1 = target.x; |
|
Missiles[i]._miVar2 = target.y; |
|
} else { |
|
Missiles[i].limitReached = true; |
|
} |
|
} |
|
|
|
{ |
|
Point position = { Missiles[i]._miVar5, Missiles[i]._miVar6 }; |
|
Point target = position + static_cast<Direction>(Missiles[i]._miVar4); |
|
|
|
if (Missiles[i]._miVar7 == 0 && GrowWall(id, position, target, MIS_FIREWALL, Missiles[i]._mispllvl, 0)) { |
|
Missiles[i]._miVar5 = target.x; |
|
Missiles[i]._miVar6 = target.y; |
|
} else { |
|
Missiles[i]._miVar7 = 1; |
|
} |
|
} |
|
} |
|
|
|
void MI_Infra(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
Players[Missiles[i]._misource]._pInfraFlag = true; |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
CalcPlrItemVals(Missiles[i]._misource, true); |
|
} |
|
} |
|
|
|
void MI_Apoca(int i) |
|
{ |
|
int id = Missiles[i]._misource; |
|
bool exit = false; |
|
int j; |
|
int k; |
|
for (j = Missiles[i]._miVar2; j < Missiles[i]._miVar3 && !exit; j++) { |
|
for (k = Missiles[i]._miVar4; k < Missiles[i]._miVar5 && !exit; k++) { |
|
if (dMonster[k][j] < MAX_PLRS) |
|
continue; |
|
if (nSolidTable[dPiece[k][j]]) |
|
continue; |
|
if (gbIsHellfire && !LineClearMissile(Missiles[i].position.tile, { k, j })) |
|
continue; |
|
AddMissile({ k, j }, { k, j }, Players[id]._pdir, MIS_BOOM, TARGET_MONSTERS, id, Missiles[i]._midam, 0); |
|
exit = true; |
|
} |
|
if (!exit) { |
|
Missiles[i]._miVar4 = Missiles[i]._miVar6; |
|
} |
|
} |
|
|
|
if (exit) { |
|
Missiles[i]._miVar2 = j - 1; |
|
Missiles[i]._miVar4 = k; |
|
} else { |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
} |
|
|
|
void MI_Wave(int i) |
|
{ |
|
bool f1 = false; |
|
bool f2 = false; |
|
assert(i >= 0 && i < MAXMISSILES); |
|
|
|
int id = Missiles[i]._misource; |
|
Point src = Missiles[i].position.tile; |
|
Direction sd = GetDirection(src, { Missiles[i]._miVar1, Missiles[i]._miVar2 }); |
|
Direction dira = left[left[sd]]; |
|
Direction dirb = right[right[sd]]; |
|
Point na = src + sd; |
|
int pn = dPiece[na.x][na.y]; |
|
assert(pn >= 0 && pn <= MAXTILES); |
|
if (!nMissileTable[pn]) { |
|
Direction pdir = Players[id]._pdir; |
|
AddMissile(na, na + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, Missiles[i]._mispllvl); |
|
na += dira; |
|
Point nb = src + sd + dirb; |
|
for (int j = 0; j < (Missiles[i]._mispllvl / 2) + 2; j++) { |
|
pn = dPiece[na.x][na.y]; // BUGFIX: dPiece is accessed before check against dungeon size and 0 |
|
assert(pn >= 0 && pn <= MAXTILES); |
|
if (nMissileTable[pn] || f1 || !InDungeonBounds(na)) { |
|
f1 = true; |
|
} else { |
|
AddMissile(na, na + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, Missiles[i]._mispllvl); |
|
na += dira; |
|
} |
|
pn = dPiece[nb.x][nb.y]; // BUGFIX: dPiece is accessed before check against dungeon size and 0 |
|
assert(pn >= 0 && pn <= MAXTILES); |
|
if (nMissileTable[pn] || f2 || !InDungeonBounds(nb)) { |
|
f2 = true; |
|
} else { |
|
AddMissile(nb, nb + sd, pdir, MIS_FIREMOVE, TARGET_MONSTERS, id, 0, Missiles[i]._mispllvl); |
|
nb += dirb; |
|
} |
|
} |
|
} |
|
|
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
|
|
void MI_Nova(int i) |
|
{ |
|
int sx1 = 0; |
|
int sy1 = 0; |
|
int id = Missiles[i]._misource; |
|
int dam = Missiles[i]._midam; |
|
Point src = Missiles[i].position.tile; |
|
Direction dir = DIR_S; |
|
mienemy_type en = TARGET_PLAYERS; |
|
if (id != -1) { |
|
dir = Players[id]._pdir; |
|
en = TARGET_MONSTERS; |
|
} |
|
for (const auto &k : VisionCrawlTable) { |
|
if (sx1 != k[6] || sy1 != k[7]) { |
|
AddMissile(src, src + Displacement { k[6], k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl); |
|
AddMissile(src, src + Displacement { -k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl); |
|
AddMissile(src, src + Displacement { -k[6], k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl); |
|
AddMissile(src, src + Displacement { k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, Missiles[i]._mispllvl); |
|
sx1 = k[6]; |
|
sy1 = k[7]; |
|
} |
|
} |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
|
|
void MI_Blodboil(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
|
|
if (Missiles[i]._mirange != 0) { |
|
return; |
|
} |
|
|
|
int id = Missiles[i]._miVar1; |
|
auto &player = Players[id]; |
|
|
|
int hpdif = player._pMaxHP - player._pHitPoints; |
|
|
|
if ((player._pSpellFlags & 2) != 0) { |
|
player._pSpellFlags &= ~0x2; |
|
player._pSpellFlags |= 4; |
|
int lvl = player._pLevel * 2; |
|
Missiles[i]._mirange = lvl + 10 * Missiles[i]._mispllvl + 245; |
|
} else { |
|
player._pSpellFlags &= ~0x4; |
|
Missiles[i]._miDelFlag = true; |
|
hpdif += Missiles[i]._miVar2; |
|
} |
|
|
|
CalcPlrItemVals(id, true); |
|
ApplyPlrDamage(id, 0, 1, hpdif); |
|
force_redraw = 255; |
|
player.Say(HeroSpeech::HeavyBreathing); |
|
} |
|
|
|
void MI_Flame(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
Missiles[i]._miVar2--; |
|
int k = Missiles[i]._mirange; |
|
CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, true, Missiles[i].position.tile, false); |
|
if (Missiles[i]._mirange == 0 && Missiles[i]._miHitFlag) |
|
Missiles[i]._mirange = k; |
|
if (Missiles[i]._miVar2 == 0) |
|
Missiles[i]._miAnimFrame = 20; |
|
if (Missiles[i]._miVar2 <= 0) { |
|
k = Missiles[i]._miAnimFrame; |
|
if (k > 11) |
|
k = 24 - k; |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, k); |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
if (Missiles[i]._miVar2 <= 0) |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Flamec(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
int src = Missiles[i]._misource; |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
if (Missiles[i].position.tile.x != Missiles[i]._miVar1 || Missiles[i].position.tile.y != Missiles[i]._miVar2) { |
|
int id = dPiece[Missiles[i].position.tile.x][Missiles[i].position.tile.y]; |
|
if (!nMissileTable[id]) { |
|
AddMissile( |
|
Missiles[i].position.tile, |
|
Missiles[i].position.start, |
|
i, |
|
MIS_FLAME, |
|
Missiles[i]._micaster, |
|
src, |
|
Missiles[i]._miVar3, |
|
Missiles[i]._mispllvl); |
|
} else { |
|
Missiles[i]._mirange = 0; |
|
} |
|
Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
|
Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
|
Missiles[i]._miVar3++; |
|
} |
|
if (Missiles[i]._mirange == 0 || Missiles[i]._miVar3 == 3) |
|
Missiles[i]._miDelFlag = true; |
|
} |
|
|
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void MI_Cbolt(int i) |
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{ |
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Missiles[i]._mirange--; |
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if (Missiles[i]._miAnimType != MFILE_LGHNING) { |
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if (Missiles[i]._miVar3 == 0) { |
|
constexpr int BPath[16] = { -1, 0, 1, -1, 0, 1, -1, -1, 0, 0, 1, 1, 0, 1, -1, 0 }; |
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|
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auto md = static_cast<Direction>(Missiles[i]._miVar2); |
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switch (BPath[Missiles[i]._mirnd]) { |
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case -1: |
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md = left[md]; |
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break; |
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case 1: |
|
md = right[md]; |
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break; |
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} |
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|
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Missiles[i]._mirnd = (Missiles[i]._mirnd + 1) & 0xF; |
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UpdateMissileVelocity(i, Missiles[i].position.tile, Missiles[i].position.tile + md, 8); |
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Missiles[i]._miVar3 = 16; |
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} else { |
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Missiles[i]._miVar3--; |
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} |
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Missiles[i].position.traveled += Missiles[i].position.velocity; |
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UpdateMissilePos(i); |
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CheckMissileCol(i, Missiles[i]._midam, Missiles[i]._midam, false, Missiles[i].position.tile, false); |
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if (Missiles[i]._miHitFlag) { |
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Missiles[i]._miVar1 = 8; |
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Missiles[i]._mimfnum = 0; |
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Missiles[i].position.offset = { 0, 0 }; |
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Missiles[i].position.velocity = {}; |
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SetMissAnim(i, MFILE_LGHNING); |
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Missiles[i]._mirange = Missiles[i]._miAnimLen; |
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UpdateMissilePos(i); |
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} |
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ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miVar1); |
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} |
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if (Missiles[i]._mirange == 0) { |
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Missiles[i]._miDelFlag = true; |
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AddUnLight(Missiles[i]._mlid); |
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} |
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PutMissile(i); |
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} |
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|
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void MI_Hbolt(int i) |
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{ |
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Missiles[i]._mirange--; |
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if (Missiles[i]._miAnimType != MFILE_HOLYEXPL) { |
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Missiles[i].position.traveled += Missiles[i].position.velocity; |
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UpdateMissilePos(i); |
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int dam = Missiles[i]._midam; |
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if (Missiles[i].position.tile != Missiles[i].position.start) { |
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CheckMissileCol(i, dam, dam, false, Missiles[i].position.tile, false); |
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} |
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if (Missiles[i]._mirange == 0) { |
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Missiles[i].position.traveled -= Missiles[i].position.velocity; |
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UpdateMissilePos(i); |
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Missiles[i]._mimfnum = 0; |
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SetMissAnim(i, MFILE_HOLYEXPL); |
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Missiles[i]._mirange = Missiles[i]._miAnimLen - 1; |
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Missiles[i].position.StopMissile(); |
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} else { |
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if (Missiles[i].position.tile != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }) { |
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Missiles[i]._miVar1 = Missiles[i].position.tile.x; |
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Missiles[i]._miVar2 = Missiles[i].position.tile.y; |
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ChangeLight(Missiles[i]._mlid, { Missiles[i]._miVar1, Missiles[i]._miVar2 }, 8); |
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} |
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} |
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} else { |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame + 7); |
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if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
} |
|
PutMissile(i); |
|
} |
|
|
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void MI_Element(int i) |
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{ |
|
Missiles[i]._mirange--; |
|
int dam = Missiles[i]._midam; |
|
int id = Missiles[i]._misource; |
|
if (Missiles[i]._miAnimType == MFILE_BIGEXP) { |
|
Point c = Missiles[i].position.tile; |
|
Point p = Players[id].position.tile; |
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ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame); |
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if (!CheckBlock(p, c)) |
|
CheckMissileCol(i, dam, dam, true, c, true); |
|
|
|
constexpr Displacement Offsets[] = { { 0, 1 }, { 0, -1 }, { 1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 0 }, { -1, 1 }, { -1, -1 } }; |
|
for (Displacement offset : Offsets) { |
|
if (!CheckBlock(p, c + offset)) |
|
CheckMissileCol(i, dam, dam, true, c + offset, true); |
|
} |
|
|
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
} else { |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
Point c = Missiles[i].position.tile; |
|
CheckMissileCol(i, dam, dam, false, c, false); |
|
if (Missiles[i]._miVar3 == 0 && c == Point { Missiles[i]._miVar4, Missiles[i]._miVar5 }) |
|
Missiles[i]._miVar3 = 1; |
|
if (Missiles[i]._miVar3 == 1) { |
|
Missiles[i]._miVar3 = 2; |
|
Missiles[i]._mirange = 255; |
|
auto *monster = FindClosest(c, 19); |
|
if (monster != nullptr) { |
|
Direction sd = GetDirection(c, monster->position.tile); |
|
SetMissDir(i, sd); |
|
UpdateMissileVelocity(i, c, monster->position.tile, 16); |
|
} else { |
|
Direction sd = Players[id]._pdir; |
|
SetMissDir(i, sd); |
|
UpdateMissileVelocity(i, c, c + sd, 16); |
|
} |
|
} |
|
if (c != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }) { |
|
Missiles[i]._miVar1 = c.x; |
|
Missiles[i]._miVar2 = c.y; |
|
ChangeLight(Missiles[i]._mlid, c, 8); |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._mimfnum = 0; |
|
SetMissAnim(i, MFILE_BIGEXP); |
|
Missiles[i]._mirange = Missiles[i]._miAnimLen - 1; |
|
Missiles[i].position.StopMissile(); |
|
} |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
void MI_Bonespirit(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
int dam = Missiles[i]._midam; |
|
int id = Missiles[i]._misource; |
|
if (Missiles[i]._mimfnum == DIR_OMNI) { |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, Missiles[i]._miAnimFrame); |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
PutMissile(i); |
|
} else { |
|
Missiles[i].position.traveled += Missiles[i].position.velocity; |
|
UpdateMissilePos(i); |
|
Point c = Missiles[i].position.tile; |
|
CheckMissileCol(i, dam, dam, false, c, false); |
|
if (Missiles[i]._miVar3 == 0 && c == Point { Missiles[i]._miVar4, Missiles[i]._miVar5 }) |
|
Missiles[i]._miVar3 = 1; |
|
if (Missiles[i]._miVar3 == 1) { |
|
Missiles[i]._miVar3 = 2; |
|
Missiles[i]._mirange = 255; |
|
auto *monster = FindClosest(c, 19); |
|
if (monster != nullptr) { |
|
Missiles[i]._midam = monster->_mhitpoints >> 7; |
|
SetMissDir(i, GetDirection(c, monster->position.tile)); |
|
UpdateMissileVelocity(i, c, monster->position.tile, 16); |
|
} else { |
|
Direction sd = Players[id]._pdir; |
|
SetMissDir(i, sd); |
|
UpdateMissileVelocity(i, c, c + sd, 16); |
|
} |
|
} |
|
if (c != Point { Missiles[i]._miVar1, Missiles[i]._miVar2 }) { |
|
Missiles[i]._miVar1 = c.x; |
|
Missiles[i]._miVar2 = c.y; |
|
ChangeLight(Missiles[i]._mlid, c, 8); |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
SetMissDir(i, DIR_OMNI); |
|
Missiles[i].position.velocity = {}; |
|
Missiles[i]._mirange = 7; |
|
} |
|
PutMissile(i); |
|
} |
|
} |
|
|
|
void MI_ResurrectBeam(int i) |
|
{ |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == 0) |
|
Missiles[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 (Missiles[i]._mirange > 1) |
|
Missiles[i]._mirange--; |
|
if (Missiles[i]._mirange == Missiles[i]._miVar1) |
|
SetMissDir(i, 1); |
|
|
|
if (currlevel != 0 && Missiles[i]._mimfnum != 1 && Missiles[i]._mirange != 0) { |
|
if (Missiles[i]._miVar2 == 0) |
|
Missiles[i]._mlid = AddLight(Missiles[i].position.tile, 1); |
|
ChangeLight(Missiles[i]._mlid, Missiles[i].position.tile, expLight[Missiles[i]._miVar2]); |
|
Missiles[i]._miVar2++; |
|
} |
|
if (Missiles[i]._mirange == 0) { |
|
Missiles[i]._miDelFlag = true; |
|
AddUnLight(Missiles[i]._mlid); |
|
} |
|
PutMissile(i); |
|
} |
|
|
|
static void DeleteMissiles() |
|
{ |
|
for (int i = 0; i < ActiveMissileCount;) { |
|
if (Missiles[ActiveMissiles[i]]._miDelFlag) { |
|
DeleteMissile(ActiveMissiles[i], i); |
|
} else { |
|
i++; |
|
} |
|
} |
|
} |
|
|
|
void ProcessMissiles() |
|
{ |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
auto &missile = Missiles[ActiveMissiles[i]]; |
|
const auto &position = missile.position.tile; |
|
dFlags[position.x][position.y] &= ~BFLAG_MISSILE; |
|
dMissile[position.x][position.y] = 0; |
|
if (!InDungeonBounds(position)) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
DeleteMissiles(); |
|
|
|
MissilePreFlag = false; |
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
auto &missile = Missiles[ActiveMissiles[i]]; |
|
MissileData[missile._mitype].mProc(ActiveMissiles[i]); |
|
if ((missile._miAnimFlags & MFLAG_LOCK_ANIMATION) != 0) |
|
continue; |
|
|
|
missile._miAnimCnt++; |
|
if (missile._miAnimCnt < missile._miAnimDelay) |
|
continue; |
|
|
|
missile._miAnimCnt = 0; |
|
missile._miAnimFrame += missile._miAnimAdd; |
|
if (missile._miAnimFrame > missile._miAnimLen) |
|
missile._miAnimFrame = 1; |
|
else if (missile._miAnimFrame < 1) |
|
missile._miAnimFrame = missile._miAnimLen; |
|
} |
|
|
|
DeleteMissiles(); |
|
} |
|
|
|
void missiles_process_charge() |
|
{ |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mi = ActiveMissiles[i]; |
|
MissileStruct *mis = &Missiles[mi]; |
|
|
|
mis->_miAnimData = MissileSpriteData[mis->_miAnimType].mAnimData[mis->_mimfnum]; |
|
if (mis->_mitype != MIS_RHINO) |
|
continue; |
|
|
|
CMonster *mon = Monsters[mis->_misource].MType; |
|
|
|
MonsterGraphic graphic; |
|
if (mon->mtype >= MT_HORNED && mon->mtype <= MT_OBLORD) { |
|
graphic = MonsterGraphic::Special; |
|
} else if (mon->mtype >= MT_NSNAKE && mon->mtype <= MT_GSNAKE) { |
|
graphic = MonsterGraphic::Attack; |
|
} else { |
|
graphic = MonsterGraphic::Walk; |
|
} |
|
Missiles[mi]._miAnimData = mon->GetAnimData(graphic).CelSpritesForDirections[mis->_mimfnum]->Data(); |
|
} |
|
} |
|
|
|
void ClearMissileSpot(int mi) |
|
{ |
|
dFlags[Missiles[mi].position.tile.x][Missiles[mi].position.tile.y] &= ~BFLAG_MISSILE; |
|
dMissile[Missiles[mi].position.tile.x][Missiles[mi].position.tile.y] = 0; |
|
} |
|
|
|
} // namespace devilution
|
|
|