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4286 lines
119 KiB
4286 lines
119 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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#ifdef _DEBUG |
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#include "debug.h" |
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#endif |
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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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Missile 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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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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Monster *FindClosest(Point source, int rad) |
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{ |
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std::optional<Point> monsterPosition = FindClosestValidPosition( |
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[&source](Point target) { |
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// search for a monster with clear line of sight |
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return InDungeonBounds(target) && dMonster[target.x][target.y] > 0 && !CheckBlock(source, target); |
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}, |
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source, 1, rad); |
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if (monsterPosition) { |
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int mid = dMonster[monsterPosition->x][monsterPosition->y]; |
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return &Monsters[mid - 1]; |
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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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std::underlying_type_t<Direction16> ret = (2 * static_cast<std::underlying_type_t<Direction16>>(pivot) + 16 - static_cast<std::underlying_type_t<Direction16>>(x)) % 16; |
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return static_cast<Direction16>(ret); |
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} |
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void UpdateMissileVelocity(Missile &missile, Point destination, int v) |
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{ |
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missile.position.velocity = { 0, 0 }; |
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if (missile.position.tile == destination) |
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return; |
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double dxp = (destination.x + missile.position.tile.y - missile.position.tile.x - destination.y) * (1 << 21); |
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double dyp = (destination.y + destination.x - missile.position.tile.x - missile.position.tile.y) * (1 << 21); |
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double dr = sqrt(dxp * dxp + dyp * dyp); |
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missile.position.velocity.deltaX = static_cast<int>((dxp * (v << 16)) / dr); |
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missile.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(Missile &missile) |
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{ |
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Point position = missile.position.tile; |
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if (!InDungeonBounds(position)) |
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missile._miDelFlag = true; |
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if (missile._miDelFlag) { |
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return; |
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} |
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dFlags[position.x][position.y] |= DungeonFlag::Missile; |
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if (missile._miPreFlag) |
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MissilePreFlag = true; |
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} |
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void UpdateMissilePos(Missile &missile) |
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{ |
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int mx = missile.position.traveled.deltaX >> 16; |
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int my = missile.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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missile.position.tile = missile.position.start + Displacement { dx, dy }; |
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missile.position.offset.deltaX = mx + (dy * 32) - (dx * 32); |
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missile.position.offset.deltaY = my - (dx * 16) - (dy * 16); |
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ChangeLightOffset(missile._mlid, { lx - (dx * 8), ly - (dy * 8) }); |
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} |
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/** |
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* @brief Dodgy hack used to correct the position for charging monsters. |
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* |
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* If the monster represented by this missile is *not* facing north in some way it gets shifted to the south. |
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* This appears to compensate for some visual oddity or invalid calculation earlier in the MI_Rhino logic. |
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* @param missile MissileStruct representing a charging monster. |
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*/ |
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void MoveMissilePos(Missile &missile) |
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{ |
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Direction moveDirection; |
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switch (static_cast<Direction>(missile._mimfnum)) { |
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case Direction::East: |
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moveDirection = Direction::SouthEast; |
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break; |
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case Direction::West: |
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moveDirection = Direction::SouthWest; |
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break; |
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case Direction::South: |
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case Direction::SouthWest: |
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case Direction::SouthEast: |
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moveDirection = Direction::South; |
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break; |
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default: |
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return; |
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} |
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auto target = missile.position.tile + moveDirection; |
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if (IsTileAvailable(Monsters[missile._misource], target)) { |
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missile.position.tile = target; |
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missile.position.offset += Displacement(moveDirection).WorldToScreen(); |
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} |
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} |
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bool MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, missile_id 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 != MonsterClass::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 == MonsterMode::Charge) |
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return false; |
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uint8_t mor = monster.mMagicRes; |
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missile_resistance mir = MissilesData[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 (MissilesData[t].mType == 0) { |
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hper = player.GetRangedPiercingToHit(); |
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hper -= player.CalculateArmorPierce(monster.mArmorClass, false); |
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hper -= (dist * dist) / 2; |
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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 == MonsterMode::Petrified) |
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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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if (hit >= hper) { |
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#ifdef _DEBUG |
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if (!DebugGodMode) |
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#endif |
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return false; |
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} |
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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 (MissilesData[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 == MonsterMode::Petrified) { |
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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 == MonsterMode::Petrified) { |
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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 (MissilesData[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, missile_id 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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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 && MissilesData[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 (MissilesData[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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int hper = GenerateRnd(100); |
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int hit; |
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if (MissilesData[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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hit = clamp(hit, 5, 95); |
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if (hper >= hit) { |
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return false; |
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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 (MissilesData[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 (MissilesData[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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target.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 RotateBlockedMissile(Missile &missile) |
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{ |
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int rotation = GenerateRnd(2) != 0 ? 1 : -1; |
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|
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if (missile._miAnimType == MFILE_ARROWS) { |
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int dir = missile._miAnimFrame + rotation; |
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missile._miAnimFrame = (dir + 15) % 16 + 1; |
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return; |
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} |
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|
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int dir = missile._mimfnum + rotation; |
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int mAnimFAmt = MissileSpriteData[missile._miAnimType].animFAmt; |
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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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|
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SetMissDir(missile, dir); |
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} |
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|
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void CheckMissileCol(Missile &missile, int mindam, int maxdam, bool shift, Point position, bool nodel) |
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{ |
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if (!InDungeonBounds(position)) |
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return; |
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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 (missile._micaster != TARGET_BOTH && missile._misource != -1) { |
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if (missile._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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missile._misource, |
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mid, |
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mindam, |
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maxdam, |
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missile._midist, |
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missile._mitype, |
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shift)) { |
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if (!nodel) |
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missile._mirange = 0; |
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missile._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 == MonsterMode::Petrified |
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&& MonsterMHit( |
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missile._misource, |
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mid, |
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mindam, |
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maxdam, |
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missile._midist, |
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missile._mitype, |
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shift)) { |
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if (!nodel) |
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missile._mirange = 0; |
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missile._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 != missile._misource |
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&& Plr2PlrMHit( |
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missile._misource, |
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dPlayer[mx][my] - 1, |
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mindam, |
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maxdam, |
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missile._midist, |
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missile._mitype, |
|
shift, |
|
&blocked)) { |
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if (gbIsHellfire && blocked) { |
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RotateBlockedMissile(missile); |
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} else if (!nodel) { |
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missile._mirange = 0; |
|
} |
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missile._miHitFlag = true; |
|
} |
|
} else { |
|
auto &monster = Monsters[missile._misource]; |
|
if ((monster._mFlags & MFLAG_TARGETS_MONSTER) != 0 |
|
&& dMonster[mx][my] > 0 |
|
&& (Monsters[dMonster[mx][my] - 1]._mFlags & MFLAG_GOLEM) != 0 |
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&& MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, missile._midist, missile._mitype, shift)) { |
|
if (!nodel) |
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missile._mirange = 0; |
|
missile._miHitFlag = true; |
|
} |
|
if (dPlayer[mx][my] > 0 |
|
&& PlayerMHit( |
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dPlayer[mx][my] - 1, |
|
&monster, |
|
missile._midist, |
|
mindam, |
|
maxdam, |
|
missile._mitype, |
|
shift, |
|
0, |
|
&blocked)) { |
|
if (gbIsHellfire && blocked) { |
|
RotateBlockedMissile(missile); |
|
} else if (!nodel) { |
|
missile._mirange = 0; |
|
} |
|
missile._miHitFlag = true; |
|
} |
|
} |
|
} else { |
|
int mid = dMonster[mx][my]; |
|
if (mid > 0) { |
|
mid -= 1; |
|
if (missile._micaster == TARGET_BOTH) { |
|
if (MonsterMHit( |
|
missile._misource, |
|
mid, |
|
mindam, |
|
maxdam, |
|
missile._midist, |
|
missile._mitype, |
|
shift)) { |
|
if (!nodel) |
|
missile._mirange = 0; |
|
missile._miHitFlag = true; |
|
} |
|
} else if (MonsterTrapHit(mid, mindam, maxdam, missile._midist, missile._mitype, shift)) { |
|
if (!nodel) |
|
missile._mirange = 0; |
|
missile._miHitFlag = true; |
|
} |
|
} |
|
if (dPlayer[mx][my] > 0) { |
|
if (PlayerMHit( |
|
dPlayer[mx][my] - 1, |
|
nullptr, |
|
missile._midist, |
|
mindam, |
|
maxdam, |
|
missile._mitype, |
|
shift, |
|
(missile._miAnimType == MFILE_FIREWAL || missile._miAnimType == MFILE_LGHNING) ? 1 : 0, |
|
&blocked)) { |
|
if (gbIsHellfire && blocked) { |
|
RotateBlockedMissile(missile); |
|
} else if (!nodel) { |
|
missile._mirange = 0; |
|
} |
|
missile._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) |
|
missile._mirange = 0; |
|
missile._miHitFlag = false; |
|
} |
|
} |
|
if (nMissileTable[dPiece[mx][my]]) { |
|
if (!nodel) |
|
missile._mirange = 0; |
|
missile._miHitFlag = false; |
|
} |
|
if (missile._mirange == 0 && MissilesData[missile._mitype].miSFX != -1) |
|
PlaySfxLoc(MissilesData[missile._mitype].miSFX, missile.position.tile); |
|
} |
|
|
|
/** |
|
* @brief Could the missile collide with solid objects? (like walls or closed doors) |
|
*/ |
|
bool CouldMissileCollideWithSolidObject(Point tile) |
|
{ |
|
int oid = dObject[tile.x][tile.y]; |
|
if (oid != 0) { |
|
oid = abs(oid) - 1; |
|
if (!Objects[oid]._oMissFlag) |
|
return true; |
|
} |
|
return nMissileTable[dPiece[tile.x][tile.y]]; |
|
} |
|
|
|
void MoveMissileAndCheckMissileCol(Missile &missile, int mindam, int maxdam, bool ignoreStart, bool ifCollidesDontMoveToHitTile) |
|
{ |
|
Point prevTile = missile.position.tile; |
|
missile.position.traveled += missile.position.velocity; |
|
UpdateMissilePos(missile); |
|
|
|
int possibleVisitTiles; |
|
if (missile.position.velocity.deltaX == 0 || missile.position.velocity.deltaY == 0) |
|
possibleVisitTiles = prevTile.WalkingDistance(missile.position.tile); |
|
else |
|
possibleVisitTiles = prevTile.ManhattanDistance(missile.position.tile); |
|
|
|
int16_t tileTargetHash = dMonster[missile.position.tile.x][missile.position.tile.y] ^ dPlayer[missile.position.tile.x][missile.position.tile.y]; |
|
|
|
if (possibleVisitTiles == 0) { |
|
// missile didn't change the tile... check that we perform CheckMissileCol only once for any monster/player to avoid multiple hits for slow missiles |
|
if (missile.lastCollisionTargetHash == tileTargetHash) |
|
return; |
|
} |
|
// remember what target CheckMissileCol was checked against |
|
missile.lastCollisionTargetHash = tileTargetHash; |
|
// Did the missile skipped a tile? |
|
if (possibleVisitTiles > 1) { |
|
// Implementation note: If someone knows the correct math to calculate this without this step for step increase loop, I would really appreciate it. |
|
auto incVelocity = missile.position.velocity * (0.01f / (float)(possibleVisitTiles - 1)); |
|
auto traveled = missile.position.traveled - missile.position.velocity; |
|
do { |
|
traveled += incVelocity; |
|
|
|
// calculate in-between tile |
|
int mx = traveled.deltaX >> 16; |
|
int my = traveled.deltaY >> 16; |
|
int dx = (mx + 2 * my) / 64; |
|
int dy = (2 * my - mx) / 64; |
|
|
|
auto tile = missile.position.start + Displacement { dx, dy }; |
|
|
|
// we are at the orginal calculated position => resume with normal logic |
|
if (tile == missile.position.tile) |
|
break; |
|
|
|
// don't call CheckMissileCol more than once for a tile |
|
if (prevTile == tile) |
|
continue; |
|
prevTile = tile; |
|
|
|
CheckMissileCol(missile, mindam, maxdam, false, tile, false); |
|
|
|
// Did missile hit anything? |
|
if (missile._mirange != 0) |
|
continue; |
|
|
|
if ((missile._miHitFlag && MissilesData[missile._mitype].MovementDistribution == MissileMovementDistrubution::Blockable) || CouldMissileCollideWithSolidObject(tile)) { |
|
missile.position.traveled = traveled; |
|
if (ifCollidesDontMoveToHitTile && missile._mirange == 0) { |
|
missile.position.traveled -= incVelocity; |
|
UpdateMissilePos(missile); |
|
missile.position.StopMissile(); |
|
} else { |
|
UpdateMissilePos(missile); |
|
} |
|
return; |
|
} |
|
} while (true); |
|
} |
|
if (ignoreStart && missile.position.start == missile.position.tile) |
|
return; |
|
CheckMissileCol(missile, mindam, maxdam, false, missile.position.tile, false); |
|
if (ifCollidesDontMoveToHitTile && missile._mirange == 0) { |
|
missile.position.traveled -= missile.position.velocity; |
|
UpdateMissilePos(missile); |
|
missile.position.StopMissile(); |
|
} |
|
} |
|
|
|
void SetMissAnim(Missile &missile, int animtype) |
|
{ |
|
int dir = missile._mimfnum; |
|
|
|
if (animtype > MFILE_NONE) { |
|
animtype = MFILE_NONE; |
|
} |
|
|
|
missile._miAnimType = animtype; |
|
missile._miAnimFlags = MissileSpriteData[animtype].flags; |
|
missile._miAnimData = MissileSpriteData[animtype].animData[dir].get(); |
|
missile._miAnimDelay = MissileSpriteData[animtype].animDelay[dir]; |
|
missile._miAnimLen = MissileSpriteData[animtype].animLen[dir]; |
|
missile._miAnimWidth = MissileSpriteData[animtype].animWidth; |
|
missile._miAnimWidth2 = MissileSpriteData[animtype].animWidth2; |
|
missile._miAnimCnt = 0; |
|
missile._miAnimFrame = 1; |
|
} |
|
|
|
void AddRune(Missile &missile, Point dst, missile_id missileID) |
|
{ |
|
if (LineClearMissile(missile.position.start, dst)) { |
|
for (int i = 0; i < 10; 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 = dst + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (!InDungeonBounds(target)) |
|
continue; |
|
|
|
int dp = dPiece[target.x][target.y]; |
|
if (nSolidTable[dp] || dObject[target.x][target.y] != 0 || TileContainsMissile(target)) |
|
continue; |
|
|
|
missile.position.tile = target; |
|
missile.var1 = missileID; |
|
missile._mlid = AddLight(target, 8); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
missile._miDelFlag = true; |
|
} |
|
|
|
bool CheckIfTrig(Point position) |
|
{ |
|
for (int i = 0; i < numtrigs; i++) { |
|
if (trigs[i].position.WalkingDistance(position) < 2) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
bool GuardianTryFireAt(Missile &missile, Point target) |
|
{ |
|
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.var4 = -(AvailableMissiles[0] + 1); |
|
AddMissile(position, target, dir, MIS_FIREBOLT, TARGET_MONSTERS, missile._misource, missile._midam, GetSpellLevel(missile._misource, SPL_FIREBOLT)); |
|
missile.var4 = 0; |
|
SetMissDir(missile, 2); |
|
missile.var2 = 3; |
|
|
|
return true; |
|
} |
|
|
|
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; |
|
} |
|
|
|
/** |
|
* @brief Find parent missile (uses var4) |
|
* |
|
* @return id of parent missile or -1 |
|
*/ |
|
int FindParent(Missile &missile) |
|
{ |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
auto &parent = Missiles[mx]; |
|
if (parent._misource != missile._misource) |
|
continue; |
|
int childId = -(parent.var4 + 1); |
|
if (childId < 0 || childId >= MAXMISSILES) |
|
continue; |
|
if (&Missiles[childId] != &missile) |
|
continue; |
|
|
|
return mx; |
|
} |
|
|
|
return -1; |
|
} |
|
|
|
/** |
|
* @brief Sync missile position with parent missile, by searching for self reference in all mssiles |
|
* |
|
* @todo It's unclear if this is actually neede is mostly dead code |
|
*/ |
|
void SyncPositionWithParent(Missile &missile) |
|
{ |
|
int mx = FindParent(missile); |
|
if (mx == -1) |
|
return; |
|
|
|
auto &parent = Missiles[mx]; |
|
|
|
missile.position.offset = parent.position.offset; |
|
missile.position.traveled = parent.position.traveled; |
|
} |
|
|
|
void SpawnLightning(Missile &missile, int dam) |
|
{ |
|
missile._mirange--; |
|
missile.position.traveled += missile.position.velocity; |
|
UpdateMissilePos(missile); |
|
|
|
Point position = missile.position.tile; |
|
assert(InDungeonBounds(position)); |
|
int pn = dPiece[position.x][position.y]; |
|
assert(pn >= 0 && pn <= MAXTILES); |
|
|
|
if (missile._misource != -1 || position != missile.position.start) { |
|
if (nMissileTable[pn]) { |
|
missile._mirange = 0; |
|
} |
|
} |
|
|
|
if (!nMissileTable[pn]) { |
|
if (position != Point { missile.var1, missile.var2 } && InDungeonBounds(position)) { |
|
missile.var4 = -(AvailableMissiles[0] + 1); |
|
missile_id type = MIS_LIGHTNING; |
|
if (missile._misource != -1 && missile._micaster == TARGET_PLAYERS |
|
&& IsAnyOf(Monsters[missile._misource].MType->mtype, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) { |
|
type = MIS_LIGHTNING2; |
|
} |
|
AddMissile( |
|
position, |
|
missile.position.start, |
|
Direction::South, |
|
type, |
|
missile._micaster, |
|
missile._misource, |
|
dam, |
|
missile._mispllvl); |
|
missile.var4 = 0; |
|
missile.var1 = position.x; |
|
missile.var2 = position.y; |
|
} |
|
} |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = 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); |
|
} |
|
|
|
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 = Direction16::South; |
|
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 = Direction16::SouthWest; |
|
else |
|
ret = Direction16::South_SouthWest; |
|
} |
|
|
|
Direction16 medianPivot = Direction16::South; |
|
if (flipY) { |
|
ret = Direction16Flip(ret, Direction16::SouthWest); |
|
medianPivot = Direction16Flip(medianPivot, Direction16::SouthWest); |
|
} |
|
if (flipX) { |
|
ret = Direction16Flip(ret, Direction16::SouthEast); |
|
medianPivot = Direction16Flip(medianPivot, Direction16::SouthEast); |
|
} |
|
if (flipMedian) |
|
ret = Direction16Flip(ret, medianPivot); |
|
return ret; |
|
} |
|
|
|
void DeleteMissile(int i) |
|
{ |
|
AvailableMissiles[MAXMISSILES - ActiveMissileCount] = ActiveMissiles[i]; |
|
ActiveMissileCount--; |
|
if (ActiveMissileCount > 0 && i != ActiveMissileCount) |
|
ActiveMissiles[i] = ActiveMissiles[ActiveMissileCount]; |
|
} |
|
|
|
bool MonsterTrapHit(int m, int mindam, int maxdam, int dist, missile_id 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 == MonsterMode::Charge) |
|
return false; |
|
|
|
missile_resistance mir = MissilesData[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; |
|
} |
|
if (hit >= hper && monster._mmode != MonsterMode::Petrified) { |
|
#ifdef _DEBUG |
|
if (!DebugGodMode) |
|
#endif |
|
return false; |
|
} |
|
|
|
int dam = mindam + GenerateRnd(maxdam - mindam + 1); |
|
if (!shift) |
|
dam <<= 6; |
|
if (resist) |
|
monster._mhitpoints -= dam / 4; |
|
else |
|
monster._mhitpoints -= dam; |
|
#ifdef _DEBUG |
|
if (DebugGodMode) |
|
monster._mhitpoints = 0; |
|
#endif |
|
if (monster._mhitpoints >> 6 <= 0) { |
|
if (monster._mmode == MonsterMode::Petrified) { |
|
M_StartKill(m, -1); |
|
monster.Petrify(); |
|
} else { |
|
M_StartKill(m, -1); |
|
} |
|
} else { |
|
if (resist) { |
|
PlayEffect(monster, 1); |
|
} else if (monster._mmode == MonsterMode::Petrified) { |
|
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; |
|
} |
|
|
|
bool PlayerMHit(int pnum, Monster *monster, int dist, int mind, int maxd, missile_id 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 && MissilesData[mtype].mType == 0) { |
|
return false; |
|
} |
|
|
|
int hit = GenerateRnd(100); |
|
#ifdef _DEBUG |
|
if (DebugGodMode) |
|
hit = 1000; |
|
#endif |
|
int hper = 40; |
|
if (MissilesData[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 (MissilesData[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(Missile &missile, int dir) |
|
{ |
|
missile._mimfnum = dir; |
|
SetMissAnim(missile, missile._miAnimType); |
|
} |
|
|
|
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]; |
|
auto &missile = Missiles[mi]; |
|
if (missile._mitype == MIS_INFRA) { |
|
int src = missile._misource; |
|
if (src == MyPlayerId) |
|
CalcPlrItemVals(myPlayer, 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]; |
|
auto &missile = Missiles[mi]; |
|
if (missile._mitype == MIS_BLODBOIL) { |
|
if (missile._misource == MyPlayerId) { |
|
int missingHP = myPlayer._pMaxHP - myPlayer._pHitPoints; |
|
CalcPlrItemVals(myPlayer, true); |
|
ApplyPlrDamage(MyPlayerId, 0, 1, missingHP + missile.var2); |
|
} |
|
} |
|
} |
|
} |
|
|
|
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 = MIS_ARROW; |
|
link._mirange = 0; |
|
} |
|
for (int j = 0; j < MAXDUNY; j++) { |
|
for (int i = 0; i < MAXDUNX; i++) { // NOLINT(modernize-loop-convert) |
|
dFlags[i][j] &= ~DungeonFlag::Missile; |
|
} |
|
} |
|
} |
|
|
|
void AddHiveExplosion(Missile &missile, Point /*dst*/, Direction midir) |
|
{ |
|
for (int x : { 80, 81 }) { |
|
for (int y : { 62, 63 }) { |
|
AddMissile({ x, y }, { 80, 62 }, midir, MIS_HIVEEXP, missile._micaster, missile._misource, missile._midam, 0); |
|
} |
|
} |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void AddFireRune(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
AddRune(missile, dst, MIS_HIVEEXP); |
|
} |
|
|
|
void AddLightningRune(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
int id = missile._misource; |
|
int lvl = (id > -1) ? Players[id]._pLevel : 0; |
|
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2); |
|
missile._midam = dmg; |
|
AddRune(missile, dst, MIS_LIGHTWALL); |
|
} |
|
|
|
void AddGreatLightningRune(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
AddRune(missile, dst, MIS_NOVA); |
|
} |
|
|
|
void AddImmolationRune(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
AddRune(missile, dst, MIS_IMMOLATION); |
|
} |
|
|
|
void AddStoneRune(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
AddRune(missile, dst, MIS_STONE); |
|
} |
|
|
|
void AddReflection(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
|
|
if (missile._misource < 0) |
|
return; |
|
|
|
auto &player = Players[missile._misource]; |
|
|
|
int add = (missile._mispllvl != 0 ? missile._mispllvl : 2) * player._pLevel; |
|
if (player.wReflections + add >= std::numeric_limits<uint16_t>::max()) |
|
add = 0; |
|
player.wReflections += add; |
|
if (missile._misource == MyPlayerId) |
|
NetSendCmdParam1(true, CMD_SETREFLECT, player.wReflections); |
|
|
|
UseMana(missile._misource, SPL_REFLECT); |
|
} |
|
|
|
void AddBerserk(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
|
|
if (missile._misource < 0) |
|
return; |
|
|
|
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) { |
|
Point target = dst + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (!InDungeonBounds(target)) |
|
continue; |
|
|
|
int dm = dMonster[target.x][target.y]; |
|
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 (IsAnyOf(monster._mmode, MonsterMode::FadeIn, MonsterMode::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 == MonsterMode::Charge) |
|
continue; |
|
if ((monster._mFlags & MFLAG_BERSERK) != 0) |
|
continue; |
|
|
|
i = 6; |
|
auto slvl = GetSpellLevel(missile._misource, 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 lightRadius = (currlevel < 17 || currlevel > 20) ? 3 : 9; |
|
monster.mlid = AddLight(monster.position.tile, lightRadius); |
|
UseMana(missile._misource, SPL_BERSERK); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
void AddHorkSpawn(Missile &missile, Point dst, Direction midir) |
|
{ |
|
UpdateMissileVelocity(missile, dst, 8); |
|
missile._mirange = 9; |
|
missile.var1 = static_cast<int32_t>(midir); |
|
PutMissile(missile); |
|
} |
|
|
|
void AddJester(Missile &missile, Point dst, Direction midir) |
|
{ |
|
missile_id 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(missile._misource, SPL_TOWN); |
|
break; |
|
case 7: |
|
spell = MIS_TELEPORT; |
|
break; |
|
case 8: |
|
spell = MIS_APOCA; |
|
break; |
|
case 9: |
|
spell = MIS_STONE; |
|
break; |
|
} |
|
AddMissile(missile.position.start, dst, midir, spell, missile._micaster, missile._misource, 0, missile._mispllvl); |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void AddStealPotions(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
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) { |
|
Point target = missile.position.start + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (!InDungeonBounds(target)) |
|
continue; |
|
int8_t pnum = dPlayer[target.x][target.y]; |
|
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 == ItemType::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, target); |
|
hasPlayedSFX = true; |
|
} |
|
} |
|
force_redraw = 255; |
|
} |
|
} |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void AddManaTrap(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
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) { |
|
Point target = missile.position.start + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (!InDungeonBounds(target)) |
|
continue; |
|
|
|
int8_t pid = dPlayer[target.x][target.y]; |
|
if (pid == 0) |
|
continue; |
|
|
|
auto &player = Players[abs(pid) - 1]; |
|
|
|
player._pMana = 0; |
|
player._pManaBase = player._pMana + player._pMaxManaBase - player._pMaxMana; |
|
CalcPlrInv(player, false); |
|
drawmanaflag = true; |
|
PlaySfxLoc(TSFX_COW7, target); |
|
} |
|
} |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void AddSpecArrow(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
int av = 0; |
|
|
|
if (missile._micaster == TARGET_MONSTERS) { |
|
auto &player = Players[missile._misource]; |
|
|
|
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; |
|
} |
|
|
|
missile._mirange = 1; |
|
missile.var1 = dst.x; |
|
missile.var2 = dst.y; |
|
missile.var3 = av; |
|
} |
|
|
|
void AddWarp(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
int minDistanceSq = std::numeric_limits<int>::max(); |
|
Point src = missile.position.start; |
|
Point tile = src; |
|
if (missile._misource >= 0) { |
|
tile = Players[missile._misource].position.tile; |
|
} |
|
|
|
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; |
|
} |
|
} |
|
} |
|
missile._mirange = 2; |
|
missile.position.tile = tile; |
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_WARP); |
|
} |
|
|
|
void AddLightningWall(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
UpdateMissileVelocity(missile, dst, 16); |
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
missile._mirange = 255 * (missile._mispllvl + 1); |
|
if (missile._misource < 0) { |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
} else { |
|
missile.var1 = Players[missile._misource].position.tile.x; |
|
missile.var2 = Players[missile._misource].position.tile.y; |
|
} |
|
} |
|
|
|
void AddRuneExplosion(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
if (IsAnyOf(missile._micaster, TARGET_MONSTERS, TARGET_BOTH)) { |
|
int dmg = 2 * (Players[missile._misource]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
dmg = ScaleSpellEffect(dmg, missile._mispllvl); |
|
|
|
missile._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(missile, dmg, dmg, false, missile.position.tile + offset, true); |
|
} |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
SetMissDir(missile, 0); |
|
missile._mirange = missile._miAnimLen - 1; |
|
} |
|
|
|
void AddFireNova(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
int sp = 16; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
sp += std::min(missile._mispllvl, 34); |
|
} |
|
UpdateMissileVelocity(missile, dst, sp); |
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
} |
|
|
|
void AddLightningArrow(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
UpdateMissileVelocity(missile, dst, 32); |
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
missile._mirange = 255; |
|
if (missile._misource < 0) { |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
} else { |
|
missile.var1 = Players[missile._misource].position.tile.x; |
|
missile.var2 = Players[missile._misource].position.tile.y; |
|
} |
|
missile._midam <<= 6; |
|
} |
|
|
|
void AddMana(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
auto &player = Players[missile._misource]; |
|
|
|
int manaAmount = (GenerateRnd(10) + 1) << 6; |
|
for (int i = 0; i < player._pLevel; i++) { |
|
manaAmount += (GenerateRnd(4) + 1) << 6; |
|
} |
|
for (int i = 0; i < missile._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(missile._misource, SPL_MANA); |
|
missile._miDelFlag = true; |
|
drawmanaflag = true; |
|
} |
|
|
|
void AddMagi(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
auto &player = Players[missile._misource]; |
|
|
|
player._pMana = player._pMaxMana; |
|
player._pManaBase = player._pMaxManaBase; |
|
UseMana(missile._misource, SPL_MAGI); |
|
missile._miDelFlag = true; |
|
drawmanaflag = true; |
|
} |
|
|
|
void AddRing(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_FIRERING); |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mirange = 7; |
|
} |
|
|
|
void AddSearch(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
if (missile._misource == MyPlayerId) |
|
AutoMapShowItems = true; |
|
int lvl = 2; |
|
if (missile._misource >= 0) |
|
lvl = Players[missile._misource]._pLevel * 2; |
|
missile._mirange = lvl + 10 * missile._mispllvl + 245; |
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_SEARCH); |
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
if (&Missiles[mx] != &missile) { |
|
auto &other = Missiles[mx]; |
|
if (other._misource == missile._misource && other._mitype == MIS_SEARCH) { |
|
int r1 = missile._mirange; |
|
int r2 = other._mirange; |
|
if (r2 < INT_MAX - r1) |
|
other._mirange = r1 + r2; |
|
missile._miDelFlag = true; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void AddCboltArrow(Missile &missile, Point dst, Direction midir) |
|
{ |
|
missile._mirnd = GenerateRnd(15) + 1; |
|
if (missile._micaster != TARGET_MONSTERS) { |
|
missile._midam = 15; |
|
} |
|
|
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
missile._mlid = AddLight(missile.position.start, 5); |
|
UpdateMissileVelocity(missile, dst, 8); |
|
missile.var1 = 5; |
|
missile.var2 = static_cast<int32_t>(midir); |
|
missile._mirange = 256; |
|
} |
|
|
|
void AddLArrow(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
int av = 32; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
auto &player = Players[missile._misource]; |
|
if (player._pClass == HeroClass::Rogue) |
|
av += (player._pLevel) / 4; |
|
else if (IsAnyOf(player._pClass, HeroClass::Warrior, 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 (IsAnyOf(player._pClass, HeroClass::Rogue, HeroClass::Warrior, HeroClass::Bard)) |
|
av -= 1; |
|
} |
|
} |
|
UpdateMissileVelocity(missile, dst, av); |
|
|
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mlid = AddLight(missile.position.start, 5); |
|
} |
|
|
|
void AddArrow(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
int av = 32; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
auto &player = Players[missile._misource]; |
|
|
|
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(missile, dst, av); |
|
missile._miAnimFrame = static_cast<int>(GetDirection16(missile.position.start, dst)) + 1; |
|
missile._mirange = 256; |
|
} |
|
|
|
void UpdateVileMissPos(Missile &missile, 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 })) { |
|
missile.position.tile = { xx, yy }; |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void AddRndTeleport(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile._mirange = 2; |
|
|
|
auto &player = Players[missile._misource]; |
|
|
|
if (missile._micaster == TARGET_BOTH) { |
|
missile.position.tile = dst; |
|
if (!PosOkPlayer(player, dst)) |
|
UpdateVileMissPos(missile, dst); |
|
return; |
|
} |
|
|
|
std::array<Point, 4 * 9> targets; |
|
|
|
int count = 0; |
|
for (int y = -6; y <= 6; y++) { |
|
for (int x = -6; x <= 6; x++) { |
|
if ((x >= -3 && x <= 3) || (y >= -3 && y <= 3)) |
|
continue; // Skip center |
|
|
|
Point target = missile.position.start + Displacement { x, y }; |
|
if (!PosOkPlayer(player, target)) |
|
continue; |
|
|
|
targets[count] = target; |
|
count++; |
|
} |
|
} |
|
|
|
if (count == 0) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
missile.position.tile = targets[std::max<int32_t>(GenerateRnd(count), 0)]; |
|
|
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_RNDTELEPORT); |
|
} |
|
|
|
void AddFirebolt(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
int sp = 26; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
sp = 16; |
|
if (missile._misource != -1) { |
|
sp += std::min(missile._mispllvl * 2, 47); |
|
} |
|
|
|
int mx = FindParent(missile); |
|
if (mx == -1 || Missiles[mx]._mitype != MIS_GUARDIAN) |
|
UseMana(missile._misource, SPL_FIREBOLT); |
|
} |
|
UpdateMissileVelocity(missile, dst, sp); |
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
} |
|
|
|
void AddMagmaball(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
UpdateMissileVelocity(missile, dst, 16); |
|
missile.position.traveled.deltaX += 3 * missile.position.velocity.deltaX; |
|
missile.position.traveled.deltaY += 3 * missile.position.velocity.deltaY; |
|
UpdateMissilePos(missile); |
|
if (!gbIsHellfire || (missile.position.velocity.deltaX & 0xFFFF0000) != 0 || (missile.position.velocity.deltaY & 0xFFFF0000) != 0) |
|
missile._mirange = 256; |
|
else |
|
missile._mirange = 1; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
} |
|
|
|
void AddTeleport(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
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) { |
|
Point target = dst + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (!PosOkPlayer(Players[missile._misource], target)) |
|
continue; |
|
|
|
missile.position.tile = target; |
|
missile.position.start = target; |
|
UseMana(missile._misource, SPL_TELEPORT); |
|
missile._mirange = 2; |
|
return; |
|
} |
|
} |
|
|
|
missile._miDelFlag = true; |
|
} |
|
|
|
void AddLightball(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
UpdateMissileVelocity(missile, dst, 16); |
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
missile._mirange = 255; |
|
const Point position { missile._misource < 0 ? missile.position.start : Players[missile._misource].position.tile }; |
|
missile.var1 = position.x; |
|
missile.var2 = position.y; |
|
} |
|
|
|
void AddFirewall(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile._midam = GenerateRndSum(10, 2) + 2; |
|
missile._midam += missile._misource >= 0 ? Players[missile._misource]._pLevel : currlevel; // BUGFIX: missing parenthesis around ternary (fixed) |
|
missile._midam <<= 3; |
|
UpdateMissileVelocity(missile, dst, 16); |
|
int i = missile._mispllvl; |
|
missile._mirange = 10; |
|
if (i > 0) |
|
missile._mirange *= i + 1; |
|
if (missile._micaster == TARGET_PLAYERS || missile._misource < 0) |
|
missile._mirange += currlevel; |
|
else |
|
missile._mirange += (Players[missile._misource]._pISplDur * missile._mirange) / 128; |
|
missile._mirange *= 16; |
|
missile.var1 = missile._mirange - missile._miAnimLen; |
|
} |
|
|
|
void AddFireball(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
int sp = 16; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
sp += std::min(missile._mispllvl * 2, 34); |
|
|
|
int dmg = 2 * (Players[missile._misource]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl); |
|
|
|
UseMana(missile._misource, SPL_FIREBALL); |
|
} |
|
UpdateMissileVelocity(missile, dst, sp); |
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
} |
|
|
|
void AddLightctrl(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
if (missile._midam == 0 && missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_LIGHTNING); |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
UpdateMissileVelocity(missile, dst, 32); |
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
missile._mirange = 256; |
|
} |
|
|
|
void AddLightning(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.position.start = dst; |
|
|
|
SyncPositionWithParent(missile); |
|
|
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
|
|
if (missile._micaster == TARGET_PLAYERS || missile._misource == -1) { |
|
if (missile._misource == -1 || Monsters[missile._misource].MType->mtype == MT_FAMILIAR) |
|
missile._mirange = 8; |
|
else |
|
missile._mirange = 10; |
|
} else { |
|
missile._mirange = (missile._mispllvl / 2) + 6; |
|
} |
|
missile._mlid = AddLight(missile.position.tile, 4); |
|
} |
|
|
|
void AddMisexp(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
if (missile._micaster != TARGET_MONSTERS && missile._misource >= 0) { |
|
switch (Monsters[missile._misource].MType->mtype) { |
|
case MT_SUCCUBUS: |
|
SetMissAnim(missile, MFILE_FLAREEXP); |
|
break; |
|
case MT_SNOWWICH: |
|
SetMissAnim(missile, MFILE_SCBSEXPB); |
|
break; |
|
case MT_HLSPWN: |
|
SetMissAnim(missile, MFILE_SCBSEXPD); |
|
break; |
|
case MT_SOLBRNR: |
|
SetMissAnim(missile, MFILE_SCBSEXPC); |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
int mx = FindParent(missile); |
|
assert(mx != -1); // AddMisexp will always be called with a parent associated to the missile. |
|
auto &parent = Missiles[mx]; |
|
missile.position.tile = parent.position.tile; |
|
missile.position.start = parent.position.start; |
|
missile.position.offset = parent.position.offset; |
|
missile.position.traveled = parent.position.traveled; |
|
missile._mirange = missile._miAnimLen; |
|
} |
|
|
|
void AddWeapexp(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.var2 = dst.x; |
|
if (dst.x == 1) |
|
SetMissAnim(missile, MFILE_MAGBLOS); |
|
else |
|
SetMissAnim(missile, MFILE_MINILTNG); |
|
missile._mirange = missile._miAnimLen - 1; |
|
} |
|
|
|
void AddTown(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
Point target = dst; |
|
if (currlevel != 0) { |
|
missile._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) { |
|
target = dst + Displacement { CrawlTable[ck - 1], CrawlTable[ck] }; |
|
if (!InDungeonBounds(target)) |
|
continue; |
|
|
|
int dp = dPiece[target.x][target.y]; |
|
if (!TileContainsMissile(target) && !nSolidTable[dp] && !nMissileTable[dp] && dObject[target.x][target.y] == 0 && dPlayer[target.x][target.y] == 0) { |
|
if (!CheckIfTrig(target)) { |
|
missile.position.tile = target; |
|
missile.position.start = target; |
|
missile._miDelFlag = false; |
|
i = 6; |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} else { |
|
missile.position.tile = target; |
|
missile.position.start = target; |
|
} |
|
|
|
missile._mirange = 100; |
|
missile.var1 = missile._mirange - missile._miAnimLen; |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
auto &other = Missiles[mx]; |
|
if (other._mitype == MIS_TOWN && &other != &missile && other._misource == missile._misource) |
|
other._mirange = 0; |
|
} |
|
PutMissile(missile); |
|
if (missile._misource == MyPlayerId && !missile._miDelFlag && currlevel != 0) { |
|
if (!setlevel) { |
|
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, target, currlevel, leveltype, 0); |
|
} else { |
|
NetSendCmdLocParam3(true, CMD_ACTIVATEPORTAL, target, setlvlnum, leveltype, 1); |
|
} |
|
} |
|
} |
|
|
|
void AddFlash(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
if (missile._misource != -1) { |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
int dmg = GenerateRndSum(20, Players[missile._misource]._pLevel + 1) + Players[missile._misource]._pLevel + 1; |
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl); |
|
missile._midam += missile._midam / 2; |
|
UseMana(missile._misource, SPL_FLASH); |
|
} else { |
|
missile._midam = Monsters[missile._misource].mLevel * 2; |
|
} |
|
} else { |
|
missile._midam = currlevel / 2; |
|
} |
|
missile._mirange = 19; |
|
} |
|
|
|
void AddFlash2(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
if (missile._misource != -1) { |
|
int dmg = Players[missile._misource]._pLevel + 1; |
|
dmg += GenerateRndSum(20, dmg); |
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl); |
|
missile._midam += missile._midam / 2; |
|
} else { |
|
missile._midam = currlevel / 2; |
|
} |
|
} |
|
missile._miPreFlag = true; |
|
missile._mirange = 19; |
|
} |
|
|
|
void AddManashield(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
|
|
if (missile._misource < 0) |
|
return; |
|
|
|
auto &player = Players[missile._misource]; |
|
|
|
if (player.pManaShield) |
|
return; |
|
|
|
player.pManaShield = true; |
|
if (missile._misource == MyPlayerId) |
|
NetSendCmd(true, CMD_SETSHIELD); |
|
|
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_MANASHIELD); |
|
} |
|
|
|
void AddFiremove(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile._midam = GenerateRnd(10) + Players[missile._misource]._pLevel + 1; |
|
UpdateMissileVelocity(missile, dst, 16); |
|
missile._mirange = 255; |
|
missile.position.tile += Displacement { 1, 1 }; |
|
missile.position.offset.deltaY -= 32; |
|
} |
|
|
|
void AddGuardian(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
auto &player = Players[missile._misource]; |
|
|
|
int dmg = GenerateRnd(10) + (player._pLevel / 2) + 1; |
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl); |
|
|
|
std::optional<Point> spawnPosition = FindClosestValidPosition( |
|
[start = missile.position.start](Point target) { |
|
if (!InDungeonBounds(target)) { |
|
return false; |
|
} |
|
if (dMonster[target.x][target.y] != 0) { |
|
return false; |
|
} |
|
if (dObject[target.x][target.y] != 0) { |
|
return false; |
|
} |
|
if (TileContainsMissile(target)) { |
|
return false; |
|
} |
|
|
|
int dp = dPiece[target.x][target.y]; |
|
if (nSolidTable[dp] || nMissileTable[dp]) { |
|
return false; |
|
} |
|
|
|
return LineClearMissile(start, target); |
|
}, |
|
dst, 0, 5); |
|
|
|
if (!spawnPosition) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
missile._miDelFlag = false; |
|
missile.position.tile = *spawnPosition; |
|
missile.position.start = *spawnPosition; |
|
UseMana(missile._misource, SPL_GUARDIAN); |
|
|
|
missile._mlid = AddLight(missile.position.tile, 1); |
|
missile._mirange = missile._mispllvl + (player._pLevel / 2); |
|
missile._mirange += (missile._mirange * player._pISplDur) / 128; |
|
|
|
if (missile._mirange > 30) |
|
missile._mirange = 30; |
|
missile._mirange <<= 4; |
|
if (missile._mirange < 30) |
|
missile._mirange = 30; |
|
|
|
missile.var1 = missile._mirange - missile._miAnimLen; |
|
missile.var3 = 1; |
|
} |
|
|
|
void AddChain(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.var1 = dst.x; |
|
missile.var2 = dst.y; |
|
missile._mirange = 1; |
|
UseMana(missile._misource, SPL_CHAIN); |
|
} |
|
|
|
namespace { |
|
void InitMissileAnimationFromMonster(Missile &mis, Direction midir, const Monster &mon, MonsterGraphic graphic) |
|
{ |
|
const AnimStruct &anim = mon.MType->GetAnimData(graphic); |
|
mis._mimfnum = static_cast<int32_t>(midir); |
|
mis._miAnimFlags = MissileDataFlags::None; |
|
const auto &celSprite = *anim.CelSpritesForDirections[mis._mimfnum]; |
|
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.var1 = 0; |
|
mis.var2 = 0; |
|
mis._miLightFlag = true; |
|
mis._mirange = 256; |
|
} |
|
} // namespace |
|
|
|
void AddRhino(Missile &missile, Point dst, Direction midir) |
|
{ |
|
auto &monster = Monsters[missile._misource]; |
|
|
|
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(missile, dst, 18); |
|
InitMissileAnimationFromMonster(missile, midir, monster, graphic); |
|
if (monster.MType->mtype >= MT_NSNAKE && monster.MType->mtype <= MT_GSNAKE) |
|
missile._miAnimFrame = 7; |
|
if (monster._uniqtype != 0) { |
|
missile._miUniqTrans = monster._uniqtrans + 1; |
|
missile._mlid = monster.mlid; |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void AddFlare(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
UpdateMissileVelocity(missile, dst, 16); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
UseMana(missile._misource, SPL_FLARE); |
|
ApplyPlrDamage(missile._misource, 5); |
|
} else if (missile._misource > 0) { |
|
auto &monster = Monsters[missile._misource]; |
|
if (monster.MType->mtype == MT_SUCCUBUS) |
|
SetMissAnim(missile, MFILE_FLARE); |
|
if (monster.MType->mtype == MT_SNOWWICH) |
|
SetMissAnim(missile, MFILE_SCUBMISB); |
|
if (monster.MType->mtype == MT_HLSPWN) |
|
SetMissAnim(missile, MFILE_SCUBMISD); |
|
if (monster.MType->mtype == MT_SOLBRNR) |
|
SetMissAnim(missile, MFILE_SCUBMISC); |
|
} |
|
|
|
if (MissileSpriteData[missile._miAnimType].animFAmt == 16) { |
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
} |
|
} |
|
|
|
void AddAcid(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
UpdateMissileVelocity(missile, dst, 16); |
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
if (!gbIsHellfire || (missile.position.velocity.deltaX & 0xFFFF0000) != 0 || (missile.position.velocity.deltaY & 0xFFFF0000) != 0) |
|
missile._mirange = 5 * (Monsters[missile._misource]._mint + 4); |
|
else |
|
missile._mirange = 1; |
|
missile._mlid = NO_LIGHT; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
PutMissile(missile); |
|
} |
|
|
|
void AddAcidpud(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miLightFlag = true; |
|
int monst = missile._misource; |
|
missile._mirange = GenerateRnd(15) + 40 * (Monsters[monst]._mint + 1); |
|
missile._miPreFlag = true; |
|
} |
|
|
|
void AddStone(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
std::optional<Point> targetMonsterPosition = FindClosestValidPosition( |
|
[](Point target) { |
|
if (!InDungeonBounds(target)) { |
|
return false; |
|
} |
|
|
|
int monsterId = abs(dMonster[target.x][target.y]) - 1; |
|
if (monsterId < 0) { |
|
return false; |
|
} |
|
|
|
auto &monster = Monsters[monsterId]; |
|
|
|
if (IsAnyOf(monster.MType->mtype, MT_GOLEM, MT_DIABLO, MT_NAKRUL)) { |
|
return false; |
|
} |
|
if (IsAnyOf(monster._mmode, MonsterMode::FadeIn, MonsterMode::FadeOut, MonsterMode::Charge)) { |
|
return false; |
|
} |
|
|
|
return true; |
|
}, |
|
dst, 0, 5); |
|
|
|
if (!targetMonsterPosition) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
// Petrify the targeted monster |
|
int monsterId = abs(dMonster[targetMonsterPosition->x][targetMonsterPosition->y]) - 1; |
|
auto &monster = Monsters[monsterId]; |
|
missile.var1 = static_cast<int>(monster._mmode); |
|
missile.var2 = monsterId; |
|
monster.Petrify(); |
|
|
|
// And set up the missile to unpetrify it in the future |
|
missile.position.tile = *targetMonsterPosition; |
|
missile.position.start = missile.position.tile; |
|
missile._mirange = missile._mispllvl + 6; |
|
missile._mirange += (missile._mirange * Players[missile._misource]._pISplDur) / 128; |
|
|
|
if (missile._mirange > 15) |
|
missile._mirange = 15; |
|
missile._mirange <<= 4; |
|
UseMana(missile._misource, SPL_STONE); |
|
} |
|
|
|
void AddGolem(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
|
|
int playerId = missile._misource; |
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mx = ActiveMissiles[i]; |
|
auto &other = Missiles[mx]; |
|
if (other._mitype == MIS_GOLEM && &other != &missile && other._misource == playerId) { |
|
return; |
|
} |
|
} |
|
if (Monsters[playerId].position.tile != GolemHoldingCell && playerId == MyPlayerId) |
|
M_StartKill(playerId, playerId); |
|
|
|
UseMana(playerId, SPL_GOLEM); |
|
|
|
if (Monsters[playerId].position.tile == GolemHoldingCell) { |
|
std::optional<Point> spawnPosition = FindClosestValidPosition( |
|
[start = missile.position.start](Point target) { |
|
return !IsTileOccupied(target) && LineClearMissile(start, target); |
|
}, |
|
dst, 0, 5); |
|
|
|
if (spawnPosition) { |
|
SpawnGolem(playerId, *spawnPosition, missile); |
|
} |
|
} |
|
} |
|
|
|
void AddBoom(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.position.tile = dst; |
|
missile.position.start = dst; |
|
missile._mirange = missile._miAnimLen; |
|
} |
|
|
|
void AddHeal(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
auto &player = Players[missile._misource]; |
|
|
|
int hp = (GenerateRnd(10) + 1) << 6; |
|
for (int i = 0; i < player._pLevel; i++) { |
|
hp += (GenerateRnd(4) + 1) << 6; |
|
} |
|
for (int i = 0; i < missile._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(missile._misource, SPL_HEAL); |
|
missile._miDelFlag = true; |
|
drawhpflag = true; |
|
} |
|
|
|
void AddHealOther(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
UseMana(missile._misource, SPL_HEALOTHER); |
|
if (missile._misource == MyPlayerId) { |
|
NewCursor(CURSOR_HEALOTHER); |
|
if (sgbControllerActive) |
|
TryIconCurs(); |
|
} |
|
} |
|
|
|
void AddElement(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
|
|
int dmg = 2 * (Players[missile._misource]._pLevel + GenerateRndSum(10, 2)) + 4; |
|
missile._midam = ScaleSpellEffect(dmg, missile._mispllvl) / 2; |
|
|
|
UpdateMissileVelocity(missile, dst, 16); |
|
SetMissDir(missile, GetDirection(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile.var4 = dst.x; |
|
missile.var5 = dst.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
UseMana(missile._misource, SPL_ELEMENT); |
|
} |
|
|
|
extern void FocusOnInventory(); |
|
|
|
void AddIdentify(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
UseMana(missile._misource, SPL_IDENTIFY); |
|
if (missile._misource == MyPlayerId) { |
|
if (sbookflag) |
|
sbookflag = false; |
|
if (!invflag) { |
|
invflag = true; |
|
if (sgbControllerActive) |
|
FocusOnInventory(); |
|
} |
|
NewCursor(CURSOR_IDENTIFY); |
|
} |
|
} |
|
|
|
void AddFirewallC(Missile &missile, Point dst, Direction midir) |
|
{ |
|
std::optional<Point> spreadPosition = FindClosestValidPosition( |
|
[start = missile.position.start](Point target) { |
|
return start != target && IsTileNotSolid(target) && InDungeonBounds(target) && dObject[target.x][target.y] == 0 && LineClearMissile(start, target); |
|
}, |
|
dst, 0, 5); |
|
|
|
if (!spreadPosition) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
missile._miDelFlag = false; |
|
missile.var1 = spreadPosition->x; |
|
missile.var2 = spreadPosition->y; |
|
missile.var5 = spreadPosition->x; |
|
missile.var6 = spreadPosition->y; |
|
missile.var3 = static_cast<int>(Left(Left(midir))); |
|
missile.var4 = static_cast<int>(Right(Right(midir))); |
|
missile._mirange = 7; |
|
UseMana(missile._misource, SPL_FIREWALL); |
|
} |
|
|
|
void AddInfra(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._mirange = ScaleSpellEffect(1584, missile._mispllvl); |
|
missile._mirange += missile._mirange * Players[missile._misource]._pISplDur / 128; |
|
|
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_INFRA); |
|
} |
|
|
|
void AddWave(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.var1 = dst.x; |
|
missile.var2 = dst.y; |
|
missile._mirange = 1; |
|
missile._miAnimFrame = 4; |
|
UseMana(missile._misource, SPL_WAVE); |
|
} |
|
|
|
void AddNova(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.var1 = dst.x; |
|
missile.var2 = dst.y; |
|
|
|
if (missile._misource != -1) { |
|
int dmg = GenerateRndSum(6, 5) + Players[missile._misource]._pLevel + 5; |
|
missile._midam = ScaleSpellEffect(dmg / 2, missile._mispllvl); |
|
|
|
if (missile._micaster == TARGET_MONSTERS) |
|
UseMana(missile._misource, SPL_NOVA); |
|
} else { |
|
missile._midam = (currlevel / 2) + GenerateRndSum(3, 3); |
|
} |
|
|
|
missile._mirange = 1; |
|
} |
|
|
|
void AddBlodboil(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
auto &player = Players[missile._misource]; |
|
|
|
if ((player._pSpellFlags & 6) != 0 || player._pHitPoints <= player._pLevel << 6) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
UseMana(missile._misource, SPL_BLODBOIL); |
|
int tmp = 3 * player._pLevel; |
|
tmp <<= 7; |
|
player._pSpellFlags |= 2; |
|
missile.var2 = tmp; |
|
int lvl = player._pLevel * 2; |
|
missile._mirange = lvl + 10 * missile._mispllvl + 245; |
|
CalcPlrItemVals(player, true); |
|
force_redraw = 255; |
|
player.Say(HeroSpeech::Aaaaargh); |
|
} |
|
|
|
void AddRepair(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
UseMana(missile._misource, SPL_REPAIR); |
|
if (missile._misource == MyPlayerId) { |
|
if (sbookflag) |
|
sbookflag = false; |
|
if (!invflag) { |
|
invflag = true; |
|
if (sgbControllerActive) |
|
FocusOnInventory(); |
|
} |
|
NewCursor(CURSOR_REPAIR); |
|
} |
|
} |
|
|
|
void AddRecharge(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
UseMana(missile._misource, SPL_RECHARGE); |
|
if (missile._misource == MyPlayerId) { |
|
if (sbookflag) |
|
sbookflag = false; |
|
if (!invflag) { |
|
invflag = true; |
|
if (sgbControllerActive) |
|
FocusOnInventory(); |
|
} |
|
NewCursor(CURSOR_RECHARGE); |
|
} |
|
} |
|
|
|
void AddDisarm(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
UseMana(missile._misource, SPL_DISARM); |
|
if (missile._misource == MyPlayerId) { |
|
NewCursor(CURSOR_DISARM); |
|
if (sgbControllerActive) { |
|
if (pcursobj != -1) |
|
NetSendCmdLocParam1(true, CMD_DISARMXY, cursPosition, pcursobj); |
|
else |
|
NewCursor(CURSOR_HAND); |
|
} |
|
} |
|
} |
|
|
|
void AddApoca(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile.var1 = 8; |
|
missile.var2 = std::max(missile.position.start.y - 8, 1); |
|
missile.var3 = std::min(missile.position.start.y + 8, MAXDUNY - 1); |
|
missile.var4 = std::max(missile.position.start.x - 8, 1); |
|
missile.var5 = std::min(missile.position.start.x + 8, MAXDUNX - 1); |
|
missile.var6 = missile.var4; |
|
int playerLevel = Players[missile._misource]._pLevel; |
|
missile._midam = GenerateRndSum(6, playerLevel) + playerLevel; |
|
missile._mirange = 255; |
|
UseMana(missile._misource, SPL_APOCA); |
|
} |
|
|
|
void AddFlame(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.var2 = 5 * missile._midam; |
|
missile.position.start = dst; |
|
|
|
SyncPositionWithParent(missile); |
|
|
|
missile._mirange = missile.var2 + 20; |
|
missile._mlid = AddLight(missile.position.start, 1); |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
int i = GenerateRnd(Players[missile._misource]._pLevel) + GenerateRnd(2); |
|
missile._midam = 8 * i + 16 + ((8 * i + 16) / 2); |
|
} else { |
|
auto &monster = Monsters[missile._misource]; |
|
missile._midam = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1); |
|
} |
|
} |
|
|
|
void AddFlamec(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
UpdateMissileVelocity(missile, dst, 32); |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
UseMana(missile._misource, SPL_FLAME); |
|
} |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mirange = 256; |
|
} |
|
|
|
void AddCbolt(Missile &missile, Point dst, Direction midir) |
|
{ |
|
missile._mirnd = GenerateRnd(15) + 1; |
|
missile._midam = (missile._micaster == TARGET_MONSTERS) ? (GenerateRnd(Players[missile._misource]._pMagic / 4) + 1) : 15; |
|
|
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
missile._miAnimFrame = GenerateRnd(8) + 1; |
|
missile._mlid = AddLight(missile.position.start, 5); |
|
|
|
UpdateMissileVelocity(missile, dst, 8); |
|
missile.var1 = 5; |
|
missile.var2 = static_cast<int>(midir); |
|
missile._mirange = 256; |
|
} |
|
|
|
void AddHbolt(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
int sp = 16; |
|
if (missile._misource != -1) { |
|
sp += std::min(missile._mispllvl * 2, 47); |
|
} |
|
|
|
UpdateMissileVelocity(missile, dst, sp); |
|
SetMissDir(missile, GetDirection16(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
missile._midam = GenerateRnd(10) + Players[missile._misource]._pLevel + 9; |
|
UseMana(missile._misource, SPL_HBOLT); |
|
} |
|
|
|
void AddResurrect(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
UseMana(missile._misource, SPL_RESURRECT); |
|
if (missile._misource == MyPlayerId) { |
|
NewCursor(CURSOR_RESURRECT); |
|
if (sgbControllerActive) |
|
TryIconCurs(); |
|
} |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void AddResurrectBeam(Missile &missile, Point dst, Direction /*midir*/) |
|
{ |
|
missile.position.tile = dst; |
|
missile.position.start = dst; |
|
missile._mirange = MissileSpriteData[MFILE_RESSUR1].animLen[0]; |
|
} |
|
|
|
void AddTelekinesis(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._miDelFlag = true; |
|
UseMana(missile._misource, SPL_TELEKINESIS); |
|
if (missile._misource == MyPlayerId) |
|
NewCursor(CURSOR_TELEKINESIS); |
|
} |
|
|
|
void AddBoneSpirit(Missile &missile, Point dst, Direction midir) |
|
{ |
|
if (missile.position.start == dst) { |
|
dst += midir; |
|
} |
|
UpdateMissileVelocity(missile, dst, 16); |
|
SetMissDir(missile, GetDirection(missile.position.start, dst)); |
|
missile._mirange = 256; |
|
missile.var1 = missile.position.start.x; |
|
missile.var2 = missile.position.start.y; |
|
missile.var4 = dst.x; |
|
missile.var5 = dst.y; |
|
missile._mlid = AddLight(missile.position.start, 8); |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
UseMana(missile._misource, SPL_BONESPIRIT); |
|
ApplyPlrDamage(missile._misource, 6); |
|
} |
|
} |
|
|
|
void AddRportal(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
missile._mirange = 100; |
|
missile.var1 = 100 - missile._miAnimLen; |
|
PutMissile(missile); |
|
} |
|
|
|
void AddDiabApoca(Missile &missile, Point /*dst*/, Direction /*midir*/) |
|
{ |
|
int players = gbIsMultiplayer ? MAX_PLRS : 1; |
|
for (int pnum = 0; pnum < players; pnum++) { |
|
auto &player = Players[pnum]; |
|
if (!player.plractive) |
|
continue; |
|
if (!LineClearMissile(missile.position.start, player.position.future)) |
|
continue; |
|
|
|
AddMissile({ 0, 0 }, player.position.future, Direction::South, MIS_BOOM2, missile._micaster, missile._misource, missile._midam, 0); |
|
} |
|
missile._miDelFlag = true; |
|
} |
|
|
|
int AddMissile(Point src, Point dst, Direction midir, missile_id mitype, mienemy_type micaster, int id, int midam, int spllvl) |
|
{ |
|
if (ActiveMissileCount >= MAXMISSILES - 1) |
|
return -1; |
|
|
|
int mi = AvailableMissiles[0]; |
|
auto &missile = Missiles[mi]; |
|
|
|
AvailableMissiles[0] = AvailableMissiles[MAXMISSILES - ActiveMissileCount - 1]; |
|
ActiveMissiles[ActiveMissileCount] = mi; |
|
ActiveMissileCount++; |
|
|
|
memset(&missile, 0, sizeof(missile)); |
|
|
|
auto &missileData = MissilesData[mitype]; |
|
|
|
missile._mitype = mitype; |
|
missile._micaster = micaster; |
|
missile._misource = id; |
|
missile._midam = midam; |
|
missile._mispllvl = spllvl; |
|
missile.position.tile = src; |
|
missile.position.start = src; |
|
missile._miAnimAdd = 1; |
|
missile._miAnimType = missileData.mFileNum; |
|
missile._miDrawFlag = missileData.mDraw; |
|
missile._mlid = NO_LIGHT; |
|
missile.lastCollisionTargetHash = 0; |
|
|
|
if (missile._miAnimType == MFILE_NONE || MissileSpriteData[missile._miAnimType].animFAmt < 8) |
|
SetMissDir(missile, 0); |
|
else |
|
SetMissDir(missile, midir); |
|
|
|
if (missileData.mlSFX != SFX_NONE) { |
|
PlaySfxLoc(missileData.mlSFX, missile.position.start); |
|
} |
|
|
|
missileData.mAddProc(missile, dst, midir); |
|
|
|
return mi; |
|
} |
|
|
|
void MI_LArrow(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int p = missile._misource; |
|
if (missile._miAnimType == MFILE_MINILTNG || missile._miAnimType == MFILE_MAGBLOS) { |
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame + 5); |
|
missile_resistance rst = MissilesData[missile._mitype].mResist; |
|
if (missile._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; |
|
} |
|
MissilesData[MIS_LARROW].mResist = MISR_LIGHTNING; |
|
CheckMissileCol(missile, mind, maxd, false, missile.position.tile, true); |
|
} |
|
if (missile._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; |
|
} |
|
MissilesData[MIS_FARROW].mResist = MISR_FIRE; |
|
CheckMissileCol(missile, mind, maxd, false, missile.position.tile, true); |
|
} |
|
MissilesData[missile._mitype].mResist = rst; |
|
} else { |
|
missile._midist++; |
|
|
|
int mind; |
|
int maxd; |
|
if (p != -1) { |
|
if (missile._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; |
|
} |
|
|
|
missile_resistance rst = MissilesData[missile._mitype].mResist; |
|
MissilesData[missile._mitype].mResist = MISR_NONE; |
|
MoveMissileAndCheckMissileCol(missile, mind, maxd, true, true); |
|
MissilesData[missile._mitype].mResist = rst; |
|
|
|
if (missile._mirange == 0) { |
|
missile._mimfnum = 0; |
|
if (missile._mitype == MIS_LARROW) |
|
SetMissAnim(missile, MFILE_MINILTNG); |
|
else |
|
SetMissAnim(missile, MFILE_MAGBLOS); |
|
missile._mirange = missile._miAnimLen - 1; |
|
missile.position.StopMissile(); |
|
} else { |
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) { |
|
missile.var1 = missile.position.tile.x; |
|
missile.var2 = missile.position.tile.y; |
|
ChangeLight(missile._mlid, missile.position.tile, 5); |
|
} |
|
} |
|
} |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Arrow(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
missile._midist++; |
|
int p = missile._misource; |
|
|
|
int mind; |
|
int maxd; |
|
if (p != -1) { |
|
if (missile._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; |
|
} |
|
MoveMissileAndCheckMissileCol(missile, mind, maxd, true, false); |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Firebolt(Missile &missile) |
|
{ |
|
int d = 0; |
|
|
|
missile._mirange--; |
|
if (missile._mitype != MIS_BONESPIRIT || missile._mimfnum != 8) { |
|
int p = missile._misource; |
|
if (p != -1) { |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
auto &player = Players[p]; |
|
switch (missile._mitype) { |
|
case MIS_FIREBOLT: |
|
d = GenerateRnd(10) + (player._pMagic / 8) + missile._mispllvl + 1; |
|
break; |
|
case MIS_FLARE: |
|
d = 3 * missile._mispllvl - (player._pMagic / 8) + (player._pMagic / 2); |
|
break; |
|
case MIS_BONESPIRIT: |
|
d = 0; |
|
break; |
|
default: |
|
break; |
|
} |
|
} else { |
|
auto &monster = Monsters[p]; |
|
d = monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1); |
|
} |
|
} else { |
|
d = currlevel + GenerateRnd(2 * currlevel); |
|
} |
|
MoveMissileAndCheckMissileCol(missile, d, d, true, true); |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
missile.var4 = -(AvailableMissiles[0] + 1); |
|
Point dst = { 0, 0 }; |
|
auto dir = static_cast<Direction>(missile._mimfnum); |
|
switch (missile._mitype) { |
|
case MIS_FIREBOLT: |
|
case MIS_MAGMABALL: |
|
AddMissile(missile.position.tile, dst, dir, MIS_MISEXP, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_FLARE: |
|
AddMissile(missile.position.tile, dst, dir, MIS_MISEXP2, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_ACID: |
|
AddMissile(missile.position.tile, dst, dir, MIS_MISEXP3, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_BONESPIRIT: |
|
SetMissDir(missile, 8); |
|
missile._mirange = 7; |
|
missile._miDelFlag = false; |
|
PutMissile(missile); |
|
return; |
|
case MIS_LICH: |
|
AddMissile(missile.position.tile, dst, dir, MIS_EXORA1, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_PSYCHORB: |
|
AddMissile(missile.position.tile, dst, dir, MIS_EXBL2, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_NECROMORB: |
|
AddMissile(missile.position.tile, dst, dir, MIS_EXRED3, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_ARCHLICH: |
|
AddMissile(missile.position.tile, dst, dir, MIS_EXYEL2, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
case MIS_BONEDEMON: |
|
AddMissile(missile.position.tile, dst, dir, MIS_EXBL3, missile._micaster, missile._misource, 0, 0); |
|
break; |
|
default: |
|
break; |
|
} |
|
missile.var4 = 0; |
|
if (missile._mlid != NO_LIGHT) |
|
AddUnLight(missile._mlid); |
|
PutMissile(missile); |
|
} else { |
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) { |
|
missile.var1 = missile.position.tile.x; |
|
missile.var2 = missile.position.tile.y; |
|
if (missile._mlid != NO_LIGHT) |
|
ChangeLight(missile._mlid, missile.position.tile, 8); |
|
} |
|
PutMissile(missile); |
|
} |
|
} else if (missile._mirange == 0) { |
|
if (missile._mlid != NO_LIGHT) |
|
AddUnLight(missile._mlid); |
|
missile._miDelFlag = true; |
|
PlaySfxLoc(LS_BSIMPCT, missile.position.tile); |
|
PutMissile(missile); |
|
} else |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Lightball(Missile &missile) |
|
{ |
|
int tx = missile.var1; |
|
int ty = missile.var2; |
|
missile._mirange--; |
|
int j = missile._mirange; |
|
MoveMissileAndCheckMissileCol(missile, missile._midam, missile._midam, false, false); |
|
if (missile._miHitFlag) |
|
missile._mirange = j; |
|
if (missile.position.tile == Point { tx, ty }) { |
|
int8_t oi = abs(dObject[tx][ty]) - 1; |
|
if (oi >= 0 && Objects[oi].IsShrine()) { |
|
missile._mirange = j; |
|
} |
|
} |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Acidpud(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int range = missile._mirange; |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false); |
|
missile._mirange = range; |
|
if (range == 0) { |
|
if (missile._mimfnum != 0) { |
|
missile._miDelFlag = true; |
|
} else { |
|
SetMissDir(missile, 1); |
|
missile._mirange = missile._miAnimLen; |
|
} |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Firewall(Missile &missile) |
|
{ |
|
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 }; |
|
|
|
missile._mirange--; |
|
if (missile._mirange == missile.var1) { |
|
SetMissDir(missile, 1); |
|
missile._miAnimFrame = GenerateRnd(11) + 1; |
|
} |
|
if (missile._mirange == missile._miAnimLen - 1) { |
|
SetMissDir(missile, 0); |
|
missile._miAnimFrame = 13; |
|
missile._miAnimAdd = -1; |
|
} |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, true); |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
if (missile._mimfnum != 0 && missile._mirange != 0 && missile._miAnimAdd != -1 && missile.var2 < 12) { |
|
if (missile.var2 == 0) |
|
missile._mlid = AddLight(missile.position.tile, ExpLight[0]); |
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var2]); |
|
missile.var2++; |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Fireball(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
|
|
int id = missile._misource; |
|
Point p = (missile._micaster == TARGET_MONSTERS) ? Players[id].position.tile : Monsters[id].position.tile; |
|
|
|
if (missile._miAnimType == MFILE_BIGEXP) { |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
} else { |
|
int dam = missile._midam; |
|
MoveMissileAndCheckMissileCol(missile, dam, dam, true, false); |
|
if (missile._mirange == 0) { |
|
Point m = missile.position.tile; |
|
ChangeLight(missile._mlid, missile.position.tile, missile._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(missile, dam, dam, false, m + shift, true); |
|
} |
|
|
|
if (!TransList[dTransVal[m.x][m.y]] |
|
|| (missile.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]])))) { |
|
missile.position.tile += Displacement { 1, 1 }; |
|
missile.position.offset.deltaY -= 32; |
|
} |
|
if (missile.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]]))) { |
|
missile.position.offset.deltaY -= 32; |
|
} |
|
if (missile.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]]))) { |
|
missile.position.offset.deltaX -= 32; |
|
} |
|
missile._mimfnum = 0; |
|
SetMissAnim(missile, MFILE_BIGEXP); |
|
missile._mirange = missile._miAnimLen - 1; |
|
missile.position.velocity = {}; |
|
} else if (missile.position.tile != Point { missile.var1, missile.var2 }) { |
|
missile.var1 = missile.position.tile.x; |
|
missile.var2 = missile.position.tile.y; |
|
ChangeLight(missile._mlid, missile.position.tile, 8); |
|
} |
|
} |
|
|
|
PutMissile(missile); |
|
} |
|
|
|
void MI_HorkSpawn(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
CheckMissileCol(missile, 0, 0, false, missile.position.tile, false); |
|
if (missile._mirange <= 0) { |
|
missile._miDelFlag = true; |
|
|
|
std::optional<Point> spawnPosition = FindClosestValidPosition( |
|
[](Point target) { |
|
return !IsTileOccupied(target); |
|
}, |
|
missile.position.tile, 0, 1); |
|
|
|
if (spawnPosition) { |
|
auto facing = static_cast<Direction>(missile.var1); |
|
int monsterId = AddMonster(*spawnPosition, facing, 1, true); |
|
if (monsterId != -1) { |
|
M_StartStand(Monsters[monsterId], facing); |
|
} |
|
} |
|
} else { |
|
missile._midist++; |
|
missile.position.traveled += missile.position.velocity; |
|
UpdateMissilePos(missile); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Rune(Missile &missile) |
|
{ |
|
Point position = missile.position.tile; |
|
int mid = dMonster[position.x][position.y]; |
|
int8_t pid = dPlayer[position.x][position.y]; |
|
if (mid != 0 || pid != 0) { |
|
Direction dir; |
|
if (mid != 0) { |
|
mid = (mid > 0) ? (mid - 1) : -(mid + 1); |
|
dir = GetDirection(position, Monsters[mid].position.tile); |
|
} else { |
|
pid = (pid > 0) ? (pid - 1) : -(pid + 1); |
|
dir = GetDirection(position, Players[pid].position.tile); |
|
} |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
AddMissile(position, position, dir, static_cast<missile_id>(missile.var1), TARGET_BOTH, missile._misource, missile._midam, missile._mispllvl); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_LightningWall(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int range = missile._mirange; |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false); |
|
if (missile._miHitFlag) |
|
missile._mirange = range; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_HiveExplode(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._mirange <= 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_LightningArrow(Missile &missile) |
|
{ |
|
SpawnLightning(missile, missile._midam); |
|
} |
|
|
|
void MI_FireRing(Missile &missile) |
|
{ |
|
missile._miDelFlag = true; |
|
int8_t src = missile._misource; |
|
uint8_t lvl = missile._micaster == TARGET_MONSTERS ? 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) { |
|
Point target { missile.var1 + CrawlTable[ck - 1], missile.var2 + CrawlTable[ck] }; |
|
if (!InDungeonBounds(target)) |
|
continue; |
|
int dp = dPiece[target.x][target.y]; |
|
if (nSolidTable[dp]) |
|
continue; |
|
if (dObject[target.x][target.y] != 0) |
|
continue; |
|
if (!LineClearMissile(missile.position.tile, target)) |
|
continue; |
|
if (nMissileTable[dp] || missile.limitReached) { |
|
missile.limitReached = true; |
|
continue; |
|
} |
|
|
|
AddMissile(target, target, Direction::South, MIS_FIREWALL, TARGET_BOTH, src, dmg, missile._mispllvl); |
|
} |
|
} |
|
|
|
void MI_Search(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._mirange != 0) |
|
return; |
|
|
|
missile._miDelFlag = true; |
|
PlaySfxLoc(IS_CAST7, Players[missile._misource].position.tile); |
|
if (missile._misource == MyPlayerId) |
|
AutoMapShowItems = false; |
|
} |
|
|
|
void MI_LightningWallC(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
int id = missile._misource; |
|
int lvl = (id > -1) ? Players[id]._pLevel : 0; |
|
int dmg = 16 * (GenerateRndSum(10, 2) + lvl + 2); |
|
|
|
{ |
|
Point position = { missile.var1, missile.var2 }; |
|
Point target = position + static_cast<Direction>(missile.var3); |
|
|
|
if (!missile.limitReached && GrowWall(id, position, target, MIS_LIGHTWALL, missile._mispllvl, dmg)) { |
|
missile.var1 = target.x; |
|
missile.var2 = target.y; |
|
} else { |
|
missile.limitReached = true; |
|
} |
|
} |
|
|
|
{ |
|
Point position = { missile.var5, missile.var6 }; |
|
Point target = position + static_cast<Direction>(missile.var4); |
|
|
|
if (missile.var7 == 0 && GrowWall(id, position, target, MIS_LIGHTWALL, missile._mispllvl, dmg)) { |
|
missile.var5 = target.x; |
|
missile.var6 = target.y; |
|
} else { |
|
missile.var7 = 1; |
|
} |
|
} |
|
} |
|
|
|
void MI_FireNova(Missile &missile) |
|
{ |
|
int sx1 = 0; |
|
int sy1 = 0; |
|
int id = missile._misource; |
|
int dam = missile._midam; |
|
Point src = missile.position.tile; |
|
Direction dir = Direction::South; |
|
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, missile._mispllvl); |
|
sx1 = k[6]; |
|
sy1 = k[7]; |
|
} |
|
} |
|
missile._mirange--; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void MI_SpecArrow(Missile &missile) |
|
{ |
|
int id = missile._misource; |
|
int dam = missile._midam; |
|
Point src = missile.position.tile; |
|
Point dst = { missile.var1, missile.var2 }; |
|
int spllvl = missile.var3; |
|
missile_id mitype = MIS_ARROW; |
|
Direction dir = Direction::South; |
|
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); |
|
} |
|
missile._mirange--; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void MI_Lightctrl(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
|
|
int dam; |
|
if (missile._misource == -1) { |
|
dam = GenerateRnd(currlevel) + 2 * currlevel; |
|
} else if (missile._micaster == TARGET_MONSTERS) { |
|
dam = (GenerateRnd(2) + GenerateRnd(Players[missile._misource]._pLevel) + 2) << 6; |
|
} else { |
|
auto &monster = Monsters[missile._misource]; |
|
dam = 2 * (monster.mMinDamage + GenerateRnd(monster.mMaxDamage - monster.mMinDamage + 1)); |
|
} |
|
|
|
SpawnLightning(missile, dam); |
|
} |
|
|
|
void MI_Lightning(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int j = missile._mirange; |
|
if (missile.position.tile != missile.position.start) |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false); |
|
if (missile._miHitFlag) |
|
missile._mirange = j; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Town(Missile &missile) |
|
{ |
|
int expLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 }; |
|
|
|
if (missile._mirange > 1) |
|
missile._mirange--; |
|
if (missile._mirange == missile.var1) |
|
SetMissDir(missile, 1); |
|
if (currlevel != 0 && missile._mimfnum != 1 && missile._mirange != 0) { |
|
if (missile.var2 == 0) |
|
missile._mlid = AddLight(missile.position.tile, 1); |
|
ChangeLight(missile._mlid, missile.position.tile, expLight[missile.var2]); |
|
missile.var2++; |
|
} |
|
|
|
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 == missile.position.tile) { |
|
ClrPlrPath(player); |
|
if (p == MyPlayerId) { |
|
NetSendCmdParam1(true, CMD_WARP, missile._misource); |
|
player._pmode = PM_NEWLVL; |
|
} |
|
} |
|
} |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Flash(Missile &missile) |
|
{ |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
if (missile._misource != -1) |
|
Players[missile._misource]._pInvincible = true; |
|
} |
|
missile._mirange--; |
|
|
|
constexpr Displacement Offsets[] = { { -1, 0 }, { 0, 0 }, { 1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 } }; |
|
for (Displacement offset : Offsets) |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile + offset, true); |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
if (missile._misource != -1) |
|
Players[missile._misource]._pInvincible = false; |
|
} |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Flash2(Missile &missile) |
|
{ |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
if (missile._misource != -1) |
|
Players[missile._misource]._pInvincible = true; |
|
} |
|
missile._mirange--; |
|
|
|
constexpr Displacement Offsets[] = { { -1, -1 }, { 0, -1 }, { 1, -1 } }; |
|
for (Displacement offset : Offsets) |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile + offset, true); |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
if (missile._micaster == TARGET_MONSTERS) { |
|
if (missile._misource != -1) |
|
Players[missile._misource]._pInvincible = false; |
|
} |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Firemove(Missile &missile) |
|
{ |
|
constexpr int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 }; |
|
|
|
missile.var1++; |
|
if (missile.var1 == missile._miAnimLen) { |
|
SetMissDir(missile, 1); |
|
missile._miAnimFrame = GenerateRnd(11) + 1; |
|
} |
|
int j = missile._mirange; |
|
MoveMissileAndCheckMissileCol(missile, missile._midam, missile._midam, false, false); |
|
if (missile._miHitFlag) |
|
missile._mirange = j; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
if (missile._mimfnum != 0 || missile._mirange == 0) { |
|
if (missile.position.tile != Point { missile.var3, missile.var4 }) { |
|
missile.var3 = missile.position.tile.x; |
|
missile.var4 = missile.position.tile.y; |
|
ChangeLight(missile._mlid, missile.position.tile, 8); |
|
} |
|
} else { |
|
if (missile.var2 == 0) |
|
missile._mlid = AddLight(missile.position.tile, ExpLight[0]); |
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var2]); |
|
missile.var2++; |
|
} |
|
missile.position.tile += Direction::South; |
|
missile.position.offset.deltaY -= 32; |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Guardian(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
|
|
if (missile.var2 > 0) { |
|
missile.var2--; |
|
} |
|
if (missile._mirange == missile.var1 || (missile._mimfnum == MFILE_GUARD && missile.var2 == 0)) { |
|
SetMissDir(missile, 1); |
|
} |
|
|
|
Point position = missile.position.tile; |
|
|
|
if ((missile._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(missile, { position.x + offset.deltaX, position.y + offset.deltaY }) |
|
|| GuardianTryFireAt(missile, { position.x - offset.deltaX, position.y - offset.deltaY }) |
|
|| GuardianTryFireAt(missile, { position.x + offset.deltaX, position.y - offset.deltaY }) |
|
|| GuardianTryFireAt(missile, { position.x - offset.deltaX, position.y + offset.deltaY }); |
|
if (!found) { |
|
previous = offset; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if (missile._mirange == 14) { |
|
SetMissDir(missile, 0); |
|
missile._miAnimFrame = 15; |
|
missile._miAnimAdd = -1; |
|
} |
|
|
|
missile.var3 += missile._miAnimAdd; |
|
|
|
if (missile.var3 > 15) { |
|
missile.var3 = 15; |
|
} else if (missile.var3 > 0) { |
|
ChangeLight(missile._mlid, position, missile.var3); |
|
} |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
|
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Chain(Missile &missile) |
|
{ |
|
int id = missile._misource; |
|
Point position = missile.position.tile; |
|
Point dst { missile.var1, missile.var2 }; |
|
Direction dir = GetDirection(position, dst); |
|
AddMissile(position, dst, dir, MIS_LIGHTCTRL, TARGET_MONSTERS, id, 1, missile._mispllvl); |
|
int rad = missile._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, missile._mispllvl); |
|
} |
|
} |
|
} |
|
missile._mirange--; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void MI_Weapexp(Missile &missile) |
|
{ |
|
constexpr int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 }; |
|
|
|
missile._mirange--; |
|
int id = missile._misource; |
|
int mind; |
|
int maxd; |
|
if (missile.var2 == 1) { |
|
mind = Players[id]._pIFMinDam; |
|
maxd = Players[id]._pIFMaxDam; |
|
MissilesData[missile._mitype].mResist = MISR_FIRE; |
|
} else { |
|
mind = Players[id]._pILMinDam; |
|
maxd = Players[id]._pILMaxDam; |
|
MissilesData[missile._mitype].mResist = MISR_LIGHTNING; |
|
} |
|
CheckMissileCol(missile, mind, maxd, false, missile.position.tile, false); |
|
if (missile.var1 == 0) { |
|
missile._mlid = AddLight(missile.position.tile, 9); |
|
} else { |
|
if (missile._mirange != 0) |
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var1]); |
|
} |
|
missile.var1++; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} else { |
|
PutMissile(missile); |
|
} |
|
} |
|
|
|
void MI_Misexp(Missile &missile) |
|
{ |
|
constexpr int ExpLight[] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2, 1, 0, 0, 0, 0 }; |
|
|
|
missile._mirange--; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} else { |
|
if (missile.var1 == 0) |
|
missile._mlid = AddLight(missile.position.tile, 9); |
|
else |
|
ChangeLight(missile._mlid, missile.position.tile, ExpLight[missile.var1]); |
|
missile.var1++; |
|
PutMissile(missile); |
|
} |
|
} |
|
|
|
void MI_Acidsplat(Missile &missile) |
|
{ |
|
if (missile._mirange == missile._miAnimLen) { |
|
missile.position.tile += Displacement { 1, 1 }; |
|
missile.position.offset.deltaY -= 32; |
|
} |
|
missile._mirange--; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
int monst = missile._misource; |
|
int dam = (Monsters[monst].MData->mLevel >= 2 ? 2 : 1); |
|
AddMissile(missile.position.tile, { 0, 0 }, Direction::South, MIS_ACIDPUD, TARGET_PLAYERS, monst, dam, missile._mispllvl); |
|
} else { |
|
PutMissile(missile); |
|
} |
|
} |
|
|
|
void MI_Teleport(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._mirange <= 0) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
int id = missile._misource; |
|
auto &player = Players[id]; |
|
|
|
dPlayer[player.position.tile.x][player.position.tile.y] = 0; |
|
PlrClrTrans(player.position.tile); |
|
player.position.tile = missile.position.tile; |
|
player.position.future = player.position.tile; |
|
player.position.old = player.position.tile; |
|
PlrDoTrans(player.position.tile); |
|
missile.var1 = 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) { |
|
ViewPosition = Point { 0, 0 } + (player.position.tile - ScrollInfo.tile); |
|
} |
|
} |
|
|
|
void MI_Stone(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
auto &monster = Monsters[missile.var2]; |
|
if (monster._mhitpoints == 0 && missile._miAnimType != MFILE_SHATTER1) { |
|
missile._mimfnum = 0; |
|
missile._miDrawFlag = true; |
|
SetMissAnim(missile, MFILE_SHATTER1); |
|
missile._mirange = 11; |
|
} |
|
if (monster._mmode != MonsterMode::Petrified) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
if (monster._mhitpoints > 0) { |
|
monster._mmode = static_cast<MonsterMode>(missile.var1); |
|
monster.AnimInfo.IsPetrified = false; |
|
} else { |
|
AddCorpse(monster.position.tile, stonendx, monster._mdir); |
|
} |
|
} |
|
if (missile._miAnimType == MFILE_SHATTER1) |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Boom(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile.var1 == 0) |
|
CheckMissileCol(missile, missile._midam, missile._midam, false, missile.position.tile, true); |
|
if (missile._miHitFlag) |
|
missile.var1 = 1; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Rhino(Missile &missile) |
|
{ |
|
int monst = missile._misource; |
|
auto &monster = Monsters[monst]; |
|
if (monster._mmode != MonsterMode::Charge) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
UpdateMissilePos(missile); |
|
Point prevPos = missile.position.tile; |
|
Point newPosSnake; |
|
dMonster[prevPos.x][prevPos.y] = 0; |
|
if (monster._mAi == AI_SNAKE) { |
|
missile.position.traveled += missile.position.velocity * 2; |
|
UpdateMissilePos(missile); |
|
newPosSnake = missile.position.tile; |
|
missile.position.traveled -= missile.position.velocity; |
|
} else { |
|
missile.position.traveled += missile.position.velocity; |
|
} |
|
UpdateMissilePos(missile); |
|
Point newPos = missile.position.tile; |
|
if (!IsTileAvailable(monster, newPos) || (monster._mAi == AI_SNAKE && !IsTileAvailable(monster, newPosSnake))) { |
|
MissToMonst(missile, prevPos); |
|
missile._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(missile._mlid, newPos); |
|
MoveMissilePos(missile); |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_FirewallC(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
return; |
|
} |
|
|
|
int id = missile._misource; |
|
|
|
{ |
|
Point position = { missile.var1, missile.var2 }; |
|
Point target = position + static_cast<Direction>(missile.var3); |
|
|
|
if (!missile.limitReached && GrowWall(id, position, target, MIS_FIREWALL, missile._mispllvl, 0)) { |
|
missile.var1 = target.x; |
|
missile.var2 = target.y; |
|
} else { |
|
missile.limitReached = true; |
|
} |
|
} |
|
|
|
{ |
|
Point position = { missile.var5, missile.var6 }; |
|
Point target = position + static_cast<Direction>(missile.var4); |
|
|
|
if (missile.var7 == 0 && GrowWall(id, position, target, MIS_FIREWALL, missile._mispllvl, 0)) { |
|
missile.var5 = target.x; |
|
missile.var6 = target.y; |
|
} else { |
|
missile.var7 = 1; |
|
} |
|
} |
|
} |
|
|
|
void MI_Infra(Missile &missile) |
|
{ |
|
auto &player = Players[missile._misource]; |
|
missile._mirange--; |
|
player._pInfraFlag = true; |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
CalcPlrItemVals(player, true); |
|
} |
|
} |
|
|
|
void MI_Apoca(Missile &missile) |
|
{ |
|
int id = missile._misource; |
|
bool exit = false; |
|
int j; |
|
int k; |
|
for (j = missile.var2; j < missile.var3 && !exit; j++) { |
|
for (k = missile.var4; k < missile.var5 && !exit; k++) { |
|
if (dMonster[k][j] < MAX_PLRS) |
|
continue; |
|
if (nSolidTable[dPiece[k][j]]) |
|
continue; |
|
if (gbIsHellfire && !LineClearMissile(missile.position.tile, { k, j })) |
|
continue; |
|
AddMissile({ k, j }, { k, j }, Players[id]._pdir, MIS_BOOM, TARGET_MONSTERS, id, missile._midam, 0); |
|
exit = true; |
|
} |
|
if (!exit) { |
|
missile.var4 = missile.var6; |
|
} |
|
} |
|
|
|
if (exit) { |
|
missile.var2 = j - 1; |
|
missile.var4 = k; |
|
} else { |
|
missile._miDelFlag = true; |
|
} |
|
} |
|
|
|
void MI_Wave(Missile &missile) |
|
{ |
|
bool f1 = false; |
|
bool f2 = false; |
|
|
|
int id = missile._misource; |
|
Point src = missile.position.tile; |
|
Direction sd = GetDirection(src, { missile.var1, missile.var2 }); |
|
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, missile._mispllvl); |
|
na += dira; |
|
Point nb = src + sd + dirb; |
|
for (int j = 0; j < (missile._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, missile._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, missile._mispllvl); |
|
nb += dirb; |
|
} |
|
} |
|
} |
|
|
|
missile._mirange--; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void MI_Nova(Missile &missile) |
|
{ |
|
int sx1 = 0; |
|
int sy1 = 0; |
|
int id = missile._misource; |
|
int dam = missile._midam; |
|
Point src = missile.position.tile; |
|
Direction dir = Direction::South; |
|
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, missile._mispllvl); |
|
AddMissile(src, src + Displacement { -k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, missile._mispllvl); |
|
AddMissile(src, src + Displacement { -k[6], k[7] }, dir, MIS_LIGHTBALL, en, id, dam, missile._mispllvl); |
|
AddMissile(src, src + Displacement { k[6], -k[7] }, dir, MIS_LIGHTBALL, en, id, dam, missile._mispllvl); |
|
sx1 = k[6]; |
|
sy1 = k[7]; |
|
} |
|
} |
|
missile._mirange--; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void MI_Blodboil(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
|
|
if (missile._mirange != 0) { |
|
return; |
|
} |
|
|
|
int id = missile._misource; |
|
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; |
|
missile._mirange = lvl + 10 * missile._mispllvl + 245; |
|
} else { |
|
player._pSpellFlags &= ~0x4; |
|
missile._miDelFlag = true; |
|
hpdif += missile.var2; |
|
} |
|
|
|
CalcPlrItemVals(player, true); |
|
ApplyPlrDamage(id, 0, 1, hpdif); |
|
force_redraw = 255; |
|
player.Say(HeroSpeech::HeavyBreathing); |
|
} |
|
|
|
void MI_Flame(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
missile.var2--; |
|
int k = missile._mirange; |
|
CheckMissileCol(missile, missile._midam, missile._midam, true, missile.position.tile, false); |
|
if (missile._mirange == 0 && missile._miHitFlag) |
|
missile._mirange = k; |
|
if (missile.var2 == 0) |
|
missile._miAnimFrame = 20; |
|
if (missile.var2 <= 0) { |
|
k = missile._miAnimFrame; |
|
if (k > 11) |
|
k = 24 - k; |
|
ChangeLight(missile._mlid, missile.position.tile, k); |
|
} |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
if (missile.var2 <= 0) |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Flamec(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int src = missile._misource; |
|
missile.position.traveled += missile.position.velocity; |
|
UpdateMissilePos(missile); |
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) { |
|
int id = dPiece[missile.position.tile.x][missile.position.tile.y]; |
|
if (!nMissileTable[id]) { |
|
missile.var4 = -(AvailableMissiles[0] + 1); |
|
AddMissile( |
|
missile.position.tile, |
|
missile.position.start, |
|
Direction::South, |
|
MIS_FLAME, |
|
missile._micaster, |
|
src, |
|
missile.var3, |
|
missile._mispllvl); |
|
missile.var4 = 0; |
|
} else { |
|
missile._mirange = 0; |
|
} |
|
missile.var1 = missile.position.tile.x; |
|
missile.var2 = missile.position.tile.y; |
|
missile.var3++; |
|
} |
|
if (missile._mirange == 0 || missile.var3 == 3) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
void MI_Cbolt(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._miAnimType != MFILE_LGHNING) { |
|
if (missile.var3 == 0) { |
|
constexpr int BPath[16] = { -1, 0, 1, -1, 0, 1, -1, -1, 0, 0, 1, 1, 0, 1, -1, 0 }; |
|
|
|
auto md = static_cast<Direction>(missile.var2); |
|
switch (BPath[missile._mirnd]) { |
|
case -1: |
|
md = Left(md); |
|
break; |
|
case 1: |
|
md = Right(md); |
|
break; |
|
} |
|
|
|
missile._mirnd = (missile._mirnd + 1) & 0xF; |
|
UpdateMissileVelocity(missile, missile.position.tile + md, 8); |
|
missile.var3 = 16; |
|
} else { |
|
missile.var3--; |
|
} |
|
MoveMissileAndCheckMissileCol(missile, missile._midam, missile._midam, false, false); |
|
if (missile._miHitFlag) { |
|
missile.var1 = 8; |
|
missile._mimfnum = 0; |
|
missile.position.offset = { 0, 0 }; |
|
missile.position.velocity = {}; |
|
SetMissAnim(missile, MFILE_LGHNING); |
|
missile._mirange = missile._miAnimLen; |
|
} |
|
ChangeLight(missile._mlid, missile.position.tile, missile.var1); |
|
} |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Hbolt(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._miAnimType != MFILE_HOLYEXPL) { |
|
int dam = missile._midam; |
|
MoveMissileAndCheckMissileCol(missile, dam, dam, true, true); |
|
if (missile._mirange == 0) { |
|
missile._mimfnum = 0; |
|
SetMissAnim(missile, MFILE_HOLYEXPL); |
|
missile._mirange = missile._miAnimLen - 1; |
|
missile.position.StopMissile(); |
|
} else { |
|
if (missile.position.tile != Point { missile.var1, missile.var2 }) { |
|
missile.var1 = missile.position.tile.x; |
|
missile.var2 = missile.position.tile.y; |
|
ChangeLight(missile._mlid, missile.position.tile, 8); |
|
} |
|
} |
|
} else { |
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame + 7); |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Element(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int dam = missile._midam; |
|
int id = missile._misource; |
|
if (missile._miAnimType == MFILE_BIGEXP) { |
|
Point c = missile.position.tile; |
|
Point p = Players[id].position.tile; |
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame); |
|
if (!CheckBlock(p, c)) |
|
CheckMissileCol(missile, 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(missile, dam, dam, true, c + offset, true); |
|
} |
|
|
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
} else { |
|
MoveMissileAndCheckMissileCol(missile, dam, dam, false, false); |
|
Point c = missile.position.tile; |
|
if (missile.var3 == 0 && c == Point { missile.var4, missile.var5 }) |
|
missile.var3 = 1; |
|
if (missile.var3 == 1) { |
|
missile.var3 = 2; |
|
missile._mirange = 255; |
|
auto *monster = FindClosest(c, 19); |
|
if (monster != nullptr) { |
|
Direction sd = GetDirection(c, monster->position.tile); |
|
SetMissDir(missile, sd); |
|
UpdateMissileVelocity(missile, monster->position.tile, 16); |
|
} else { |
|
Direction sd = Players[id]._pdir; |
|
SetMissDir(missile, sd); |
|
UpdateMissileVelocity(missile, c + sd, 16); |
|
} |
|
} |
|
if (c != Point { missile.var1, missile.var2 }) { |
|
missile.var1 = c.x; |
|
missile.var2 = c.y; |
|
ChangeLight(missile._mlid, c, 8); |
|
} |
|
if (missile._mirange == 0) { |
|
missile._mimfnum = 0; |
|
SetMissAnim(missile, MFILE_BIGEXP); |
|
missile._mirange = missile._miAnimLen - 1; |
|
missile.position.StopMissile(); |
|
} |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Bonespirit(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
int dam = missile._midam; |
|
int id = missile._misource; |
|
if (missile._mimfnum == 8) { |
|
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame); |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} else { |
|
MoveMissileAndCheckMissileCol(missile, dam, dam, false, false); |
|
Point c = missile.position.tile; |
|
if (missile.var3 == 0 && c == Point { missile.var4, missile.var5 }) |
|
missile.var3 = 1; |
|
if (missile.var3 == 1) { |
|
missile.var3 = 2; |
|
missile._mirange = 255; |
|
auto *monster = FindClosest(c, 19); |
|
if (monster != nullptr) { |
|
missile._midam = monster->_mhitpoints >> 7; |
|
SetMissDir(missile, GetDirection(c, monster->position.tile)); |
|
UpdateMissileVelocity(missile, monster->position.tile, 16); |
|
} else { |
|
Direction sd = Players[id]._pdir; |
|
SetMissDir(missile, sd); |
|
UpdateMissileVelocity(missile, c + sd, 16); |
|
} |
|
} |
|
if (c != Point { missile.var1, missile.var2 }) { |
|
missile.var1 = c.x; |
|
missile.var2 = c.y; |
|
ChangeLight(missile._mlid, c, 8); |
|
} |
|
if (missile._mirange == 0) { |
|
SetMissDir(missile, 8); |
|
missile.position.velocity = {}; |
|
missile._mirange = 7; |
|
} |
|
PutMissile(missile); |
|
} |
|
} |
|
|
|
void MI_ResurrectBeam(Missile &missile) |
|
{ |
|
missile._mirange--; |
|
if (missile._mirange == 0) |
|
missile._miDelFlag = true; |
|
PutMissile(missile); |
|
} |
|
|
|
void MI_Rportal(Missile &missile) |
|
{ |
|
int expLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 }; |
|
|
|
if (missile._mirange > 1) |
|
missile._mirange--; |
|
if (missile._mirange == missile.var1) |
|
SetMissDir(missile, 1); |
|
|
|
if (currlevel != 0 && missile._mimfnum != 1 && missile._mirange != 0) { |
|
if (missile.var2 == 0) |
|
missile._mlid = AddLight(missile.position.tile, 1); |
|
ChangeLight(missile._mlid, missile.position.tile, expLight[missile.var2]); |
|
missile.var2++; |
|
} |
|
if (missile._mirange == 0) { |
|
missile._miDelFlag = true; |
|
AddUnLight(missile._mlid); |
|
} |
|
PutMissile(missile); |
|
} |
|
|
|
static void DeleteMissiles() |
|
{ |
|
for (int i = 0; i < ActiveMissileCount;) { |
|
if (Missiles[ActiveMissiles[i]]._miDelFlag) { |
|
DeleteMissile(i); |
|
} else { |
|
i++; |
|
} |
|
} |
|
} |
|
|
|
void ProcessManaShield() |
|
{ |
|
auto &myPlayer = Players[MyPlayerId]; |
|
if (myPlayer.pManaShield && myPlayer._pMana <= 0) { |
|
myPlayer.pManaShield = false; |
|
NetSendCmd(true, CMD_REMSHIELD); |
|
} |
|
} |
|
|
|
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] &= ~DungeonFlag::Missile; |
|
if (!InDungeonBounds(position)) |
|
missile._miDelFlag = true; |
|
} |
|
|
|
DeleteMissiles(); |
|
|
|
MissilePreFlag = false; |
|
|
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
auto &missile = Missiles[ActiveMissiles[i]]; |
|
if (MissilesData[missile._mitype].mProc != nullptr) |
|
MissilesData[missile._mitype].mProc(missile); |
|
if (missile._miAnimFlags == MissileDataFlags::NotAnimated) |
|
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; |
|
} |
|
|
|
ProcessManaShield(); |
|
DeleteMissiles(); |
|
} |
|
|
|
void missiles_process_charge() |
|
{ |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
int mi = ActiveMissiles[i]; |
|
auto &missile = Missiles[mi]; |
|
|
|
missile._miAnimData = MissileSpriteData[missile._miAnimType].animData[missile._mimfnum].get(); |
|
if (missile._mitype != MIS_RHINO) |
|
continue; |
|
|
|
CMonster *mon = Monsters[missile._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; |
|
} |
|
missile._miAnimData = mon->GetAnimData(graphic).CelSpritesForDirections[missile._mimfnum]->Data(); |
|
} |
|
} |
|
|
|
void RedoMissileFlags() |
|
{ |
|
for (int i = 0; i < ActiveMissileCount; i++) { |
|
auto &missile = Missiles[ActiveMissiles[i]]; |
|
PutMissile(missile); |
|
} |
|
} |
|
|
|
} // namespace devilution
|
|
|