Files
devilution/Source/missiles.cpp
2020-03-02 02:29:28 +01:00

4121 lines
112 KiB
C++

/**
* @file missiles.cpp
*
* Implementation of missile functionality.
*/
#include "all.h"
int missileactive[MAXMISSILES];
int missileavail[MAXMISSILES];
MissileStruct missile[MAXMISSILES];
int nummissiles;
BOOL ManashieldFlag;
ChainStruct chain[MAXMISSILES];
BOOL MissilePreFlag;
int numchains;
/** Maps from direction to X-offset. */
int XDirAdd[8] = { 1, 0, -1, -1, -1, 0, 1, 1 };
/** Maps from direction to Y-offset. */
int YDirAdd[8] = { 1, 1, 1, 0, -1, -1, -1, 0 };
void GetDamageAmt(int i, int *mind, int *maxd)
{
int k, sl;
/// ASSERT: assert((DWORD)myplr < MAX_PLRS);
/// ASSERT: assert((DWORD)i < 64);
sl = plr[myplr]._pSplLvl[i] + plr[myplr]._pISplLvlAdd;
switch (i) {
case SPL_FIREBOLT:
*mind = (plr[myplr]._pMagic >> 3) + sl + 1;
*maxd = (plr[myplr]._pMagic >> 3) + sl + 10;
break;
case SPL_HEAL: /// BUGFIX: healing calculation is unused
*mind = plr[myplr]._pLevel + sl + 1;
if (plr[myplr]._pClass == PC_WARRIOR) {
*mind <<= 1;
}
if (plr[myplr]._pClass == PC_ROGUE) {
*mind += *mind >> 1;
}
*maxd = 10;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*maxd += 4;
}
for (k = 0; k < sl; k++) {
*maxd += 6;
}
if (plr[myplr]._pClass == PC_WARRIOR) {
*maxd <<= 1;
}
if (plr[myplr]._pClass == PC_ROGUE) {
*maxd += *maxd >> 1;
}
*mind = -1;
*maxd = -1;
break;
case SPL_LIGHTNING:
*mind = 2;
*maxd = plr[myplr]._pLevel + 2;
break;
case SPL_FLASH:
*mind = plr[myplr]._pLevel;
for (k = 0; k < sl; k++) {
*mind += *mind >> 3;
}
*mind += *mind >> 1;
*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:
*mind = -1;
*maxd = -1;
break;
case SPL_FIREWALL:
*mind = (4 * plr[myplr]._pLevel + 8) >> 1;
*maxd = (4 * plr[myplr]._pLevel + 80) >> 1;
break;
case SPL_FIREBALL:
*mind = 2 * plr[myplr]._pLevel + 4;
for (k = 0; k < sl; k++) {
*mind += *mind >> 3;
}
*maxd = 2 * plr[myplr]._pLevel + 40;
for (k = 0; k < sl; k++) {
*maxd += *maxd >> 3;
}
break;
case SPL_GUARDIAN:
*mind = (plr[myplr]._pLevel >> 1) + 1;
for (k = 0; k < sl; k++) {
*mind += *mind >> 3;
}
*maxd = (plr[myplr]._pLevel >> 1) + 10;
for (k = 0; k < sl; k++) {
*maxd += *maxd >> 3;
}
break;
case SPL_CHAIN:
*mind = 4;
*maxd = 2 * plr[myplr]._pLevel + 4;
break;
case SPL_WAVE:
*mind = 6 * (plr[myplr]._pLevel + 1);
*maxd = 6 * (plr[myplr]._pLevel + 10);
break;
case SPL_NOVA:
*mind = (plr[myplr]._pLevel + 5) >> 1;
for (k = 0; k < sl; k++) {
*mind += *mind >> 3;
}
*mind *= 5;
*maxd = (plr[myplr]._pLevel + 30) >> 1;
for (k = 0; k < sl; k++) {
*maxd += *maxd >> 3;
}
*maxd *= 5;
break;
case SPL_FLAME:
*mind = 3;
*maxd = plr[myplr]._pLevel + 4;
*maxd += *maxd >> 1;
break;
case SPL_GOLEM:
*mind = 11;
*maxd = 17;
break;
case SPL_APOCA:
*mind = 0;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*mind += 1;
}
*maxd = 0;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*maxd += 6;
}
break;
case SPL_ELEMENT:
*mind = 2 * plr[myplr]._pLevel + 4;
for (k = 0; k < sl; k++) {
*mind += *mind >> 3;
}
/// BUGFIX: add here '*mind >>= 1;'
*maxd = 2 * plr[myplr]._pLevel + 40;
for (k = 0; k < sl; k++) {
*maxd += *maxd >> 3;
}
/// BUGFIX: add here '*maxd >>= 1;'
break;
case SPL_CBOLT:
*mind = 1;
*maxd = (plr[myplr]._pMagic >> 2) + 1;
break;
case SPL_HBOLT:
*mind = plr[myplr]._pLevel + 9;
*maxd = plr[myplr]._pLevel + 18;
break;
case SPL_HEALOTHER: /// BUGFIX: healing calculation is unused
*mind = plr[myplr]._pLevel + sl + 1;
if (plr[myplr]._pClass == PC_WARRIOR) {
*mind <<= 1;
}
if (plr[myplr]._pClass == PC_ROGUE) {
*mind += *mind >> 1;
}
*maxd = 10;
for (k = 0; k < plr[myplr]._pLevel; k++) {
*maxd += 4;
}
for (k = 0; k < sl; k++) {
*maxd += 6;
}
if (plr[myplr]._pClass == PC_WARRIOR) {
*maxd <<= 1;
}
if (plr[myplr]._pClass == PC_ROGUE) {
*maxd += *maxd >> 1;
}
*mind = -1;
*maxd = -1;
break;
case SPL_FLARE:
*mind = (plr[myplr]._pMagic >> 1) + 3 * sl - (plr[myplr]._pMagic >> 3);
*maxd = *mind;
break;
}
}
BOOL CheckBlock(int fx, int fy, int tx, int ty)
{
int pn;
BOOL coll;
coll = FALSE;
while (fx != tx || fy != ty) {
pn = GetDirection(fx, fy, tx, ty);
fx += XDirAdd[pn];
fy += YDirAdd[pn];
if (nSolidTable[dPiece[fx][fy]])
coll = TRUE;
}
return coll;
}
int FindClosest(int sx, int sy, int rad)
{
int j, i, mid, tx, ty, cr;
int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 };
if (rad > 19)
rad = 19;
for (i = 1; i < rad; i++) {
cr = CrawlNum[i] + 2;
for (j = (BYTE)CrawlTable[CrawlNum[i]]; j > 0; j--) {
tx = sx + CrawlTable[cr - 1];
ty = sy + CrawlTable[cr];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
mid = dMonster[tx][ty];
if (mid > 0 && !CheckBlock(sx, sy, tx, ty))
return mid - 1;
}
cr += 2;
}
}
return -1;
}
int GetSpellLevel(int id, int sn)
{
int result;
if (id == myplr)
result = plr[id]._pISplLvlAdd + plr[id]._pSplLvl[sn];
else
result = 1;
if (result < 0)
result = 0;
return result;
}
int GetDirection8(int x1, int y1, int x2, int y2)
{
BYTE Dirs[16][16] = {
{ 99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 },
{ 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0 },
{ 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
};
int mx, my, md;
ALIGN_BY_1 BYTE urtoll[] = { 3, 4, 5 },
ultolr[] = { 3, 2, 1 },
lrtoul[] = { 7, 6, 5 },
lltour[] = { 7, 0, 1 };
mx = abs(x2 - x1);
if (mx > 15)
mx = 15;
my = abs(y2 - y1);
if (my > 15)
my = 15;
md = Dirs[my][mx];
if (x1 > x2) {
if (y1 > y2)
md = urtoll[md];
else
md = ultolr[md];
} else if (y1 > y2)
md = lrtoul[md];
else
md = lltour[md];
return md;
}
int GetDirection16(int x1, int y1, int x2, int y2)
{
BYTE Dirs[16][16] = {
{ 99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 4, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 4, 3, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 4, 3, 3, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 },
{ 4, 4, 3, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 4, 4, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1 },
{ 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1 },
{ 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1 },
{ 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1 },
{ 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1 },
{ 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1 },
{ 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 },
{ 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 },
{ 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2 },
{ 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2 }
};
BYTE urtoll[5] = { 6, 7, 8, 9, 10 };
BYTE ultolr[5] = { 6, 5, 4, 3, 2 };
BYTE lltour[5] = { 14, 13, 12, 11, 10 };
BYTE lrtoul[5] = { 14, 15, 0, 1, 2 };
int mx, my, md;
mx = abs(x2 - x1);
if (mx > 15)
mx = 15;
my = abs(y2 - y1);
if (my > 15)
my = 15;
md = Dirs[my][mx];
if (x1 > x2) {
if (y1 > y2)
md = urtoll[md];
else
md = ultolr[md];
} else if (y1 > y2) {
md = lltour[md];
} else {
md = lrtoul[md];
}
return md;
}
void DeleteMissile(int mi, int i)
{
int src;
if (missile[mi]._mitype == MIS_MANASHIELD) {
src = missile[mi]._misource;
if (src == myplr)
NetSendCmd(TRUE, CMD_REMSHIELD);
plr[src].pManaShield = FALSE;
}
missileavail[MAXMISSILES - nummissiles] = mi;
nummissiles--;
if (nummissiles > 0 && i != nummissiles)
missileactive[i] = missileactive[nummissiles];
}
void GetMissileVel(int i, int sx, int sy, int dx, int dy, int v)
{
double dxp, dyp, dr;
if (dx != sx || dy != sy) {
dxp = (dx + sy - sx - dy) << 21;
dyp = (dy + dx - sx - sy) << 21;
dr = sqrt(dxp * dxp + dyp * dyp);
missile[i]._mixvel = (dxp * (v << 16)) / dr;
missile[i]._miyvel = (dyp * (v << 15)) / dr;
} else {
missile[i]._mixvel = 0;
missile[i]._miyvel = 0;
}
}
void PutMissile(int i)
{
int x, y;
x = missile[i]._mix;
y = missile[i]._miy;
if (x <= 0 || y <= 0 || x >= MAXDUNX || y >= MAXDUNY)
missile[i]._miDelFlag = TRUE;
if (!missile[i]._miDelFlag) {
dFlags[x][y] |= BFLAG_MISSILE;
if (dMissile[x][y] == 0)
dMissile[x][y] = i + 1;
else
dMissile[x][y] = -1;
if (missile[i]._miPreFlag)
MissilePreFlag = TRUE;
}
}
void GetMissilePos(int i)
{
int mx, my, dx, dy, lx, ly;
mx = missile[i]._mitxoff >> 16;
my = missile[i]._mityoff >> 16;
dx = mx + 2 * my;
dy = 2 * my - mx;
if (dx < 0) {
lx = -(-dx >> 3);
dx = -(-dx >> 6);
} else {
lx = dx >> 3;
dx = dx >> 6;
}
if (dy < 0) {
ly = -(-dy >> 3);
dy = -(-dy >> 6);
} else {
ly = dy >> 3;
dy = dy >> 6;
}
missile[i]._mix = dx + missile[i]._misx;
missile[i]._miy = dy + missile[i]._misy;
missile[i]._mixoff = mx + (dy << 5) - (dx << 5);
missile[i]._miyoff = my - (dx << 4) - (dy << 4);
ChangeLightOff(missile[i]._mlid, lx - (dx << 3), ly - (dy << 3));
}
void MoveMissilePos(int i)
{
int dx, dy, x, y;
switch (missile[i]._mimfnum) {
case DIR_S:
dx = 1;
dy = 1;
break;
case DIR_SW:
dx = 1;
dy = 1;
break;
case DIR_W:
dx = 0;
dy = 1;
break;
case DIR_NW:
dx = 0;
dy = 0;
break;
case DIR_N:
dx = 0;
dy = 0;
break;
case DIR_NE:
dx = 0;
dy = 0;
break;
case DIR_E:
dx = 1;
dy = 0;
break;
case DIR_SE:
dx = 1;
dy = 1;
break;
}
x = missile[i]._mix + dx;
y = missile[i]._miy + dy;
if (PosOkMonst(missile[i]._misource, x, y)) {
missile[i]._mix += dx;
missile[i]._miy += dy;
missile[i]._mixoff += (dy << 5) - (dx << 5);
missile[i]._miyoff -= (dy << 4) + (dx << 4);
}
}
BOOL MonsterTrapHit(int m, int mindam, int maxdam, int dist, int t, BOOLEAN shift)
{
int hit, hper, dam, mor, mir;
BOOL resist, ret;
resist = FALSE;
if (monster[m].mtalkmsg) {
return FALSE;
}
if (monster[m]._mhitpoints >> 6 <= 0) {
return FALSE;
}
if (monster[m].MType->mtype == MT_ILLWEAV && monster[m]._mgoal == MGOAL_RETREAT)
return FALSE;
if (monster[m]._mmode == MM_CHARGE)
return FALSE;
mir = missiledata[t].mResist;
mor = monster[m].mMagicRes;
if (mor & IMUNE_MAGIC && mir == MISR_MAGIC
|| mor & IMUNE_FIRE && mir == MISR_FIRE
|| mor & IMUNE_LIGHTNING && mir == MISR_LIGHTNING) {
return FALSE;
}
if ((mor & RESIST_MAGIC && mir == MISR_MAGIC)
|| (mor & RESIST_FIRE && mir == MISR_FIRE)
|| (mor & RESIST_LIGHTNING && mir == MISR_LIGHTNING)) {
resist = TRUE;
}
hit = random_(68, 100);
hper = 90 - (BYTE)monster[m].mArmorClass - dist;
if (hper < 5)
hper = 5;
if (hper > 95)
hper = 95;
if (CheckMonsterHit(m, ret)) {
return ret;
}
#ifdef _DEBUG
else if (hit < hper || debug_mode_dollar_sign || debug_mode_key_inverted_v || monster[m]._mmode == MM_STONE) {
#else
else if (hit < hper || monster[m]._mmode == MM_STONE) {
#endif
dam = mindam + random_(68, maxdam - mindam + 1);
if (!shift)
dam <<= 6;
if (resist)
monster[m]._mhitpoints -= dam >> 2;
else
monster[m]._mhitpoints -= dam;
#ifdef _DEBUG
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
monster[m]._mhitpoints = 0;
#endif
if (monster[m]._mhitpoints >> 6 <= 0) {
if (monster[m]._mmode == MM_STONE) {
M_StartKill(m, -1);
monster[m]._mmode = MM_STONE;
} else {
M_StartKill(m, -1);
}
} else {
if (resist) {
PlayEffect(m, 1);
} else if (monster[m]._mmode == MM_STONE) {
if (m > 3)
M_StartHit(m, -1, dam);
monster[m]._mmode = MM_STONE;
} else {
if (m > 3)
M_StartHit(m, -1, dam);
}
}
return TRUE;
} else {
return FALSE;
}
}
BOOL MonsterMHit(int pnum, int m, int mindam, int maxdam, int dist, int t, BOOLEAN shift)
{
int hit, hper, dam, mor, mir;
BOOL resist, ret;
resist = FALSE;
if (monster[m].mtalkmsg
|| monster[m]._mhitpoints >> 6 <= 0
|| t == MIS_HBOLT && monster[m].MType->mtype != MT_DIABLO && monster[m].MData->mMonstClass) {
return FALSE;
}
if (monster[m].MType->mtype == MT_ILLWEAV && monster[m]._mgoal == MGOAL_RETREAT)
return FALSE;
if (monster[m]._mmode == MM_CHARGE)
return FALSE;
mor = monster[m].mMagicRes;
mir = missiledata[t].mResist;
if (mor & IMUNE_MAGIC && mir == MISR_MAGIC
|| mor & IMUNE_FIRE && mir == MISR_FIRE
|| mor & IMUNE_LIGHTNING && mir == MISR_LIGHTNING
|| (mor & IMUNE_ACID) && mir == MISR_ACID)
return FALSE;
if (mor & RESIST_MAGIC && mir == MISR_MAGIC
|| mor & RESIST_FIRE && mir == MISR_FIRE
|| mor & RESIST_LIGHTNING && mir == MISR_LIGHTNING)
resist = TRUE;
hit = random_(69, 100);
if (!missiledata[t].mType) {
hper = plr[pnum]._pDexterity
+ plr[pnum]._pIBonusToHit
+ plr[pnum]._pLevel
- monster[m].mArmorClass
- (dist * dist >> 1)
+ plr[pnum]._pIEnAc
+ 50;
if (plr[pnum]._pClass == PC_ROGUE)
hper += 20;
if (plr[pnum]._pClass == PC_WARRIOR)
hper += 10;
} else {
hper = plr[pnum]._pMagic - (monster[m].mLevel << 1) - dist + 50;
if (plr[pnum]._pClass == PC_SORCERER)
hper += 20;
}
if (hper < 5)
hper = 5;
if (hper > 95)
hper = 95;
if (monster[m]._mmode == MM_STONE)
hit = 0;
if (CheckMonsterHit(m, ret))
return ret;
#ifdef _DEBUG
if (hit >= hper && !debug_mode_key_inverted_v && !debug_mode_dollar_sign)
return FALSE;
#else
if (hit >= hper)
return FALSE;
#endif
if (t == MIS_BONESPIRIT) {
dam = monster[m]._mhitpoints / 3 >> 6;
} else {
dam = mindam + random_(70, maxdam - mindam + 1);
}
if (!missiledata[t].mType) {
dam = plr[pnum]._pIBonusDamMod + dam * plr[pnum]._pIBonusDam / 100 + dam;
if (plr[pnum]._pClass == PC_ROGUE)
dam += plr[pnum]._pDamageMod;
else
dam += (plr[pnum]._pDamageMod >> 1);
}
if (!shift)
dam <<= 6;
if (resist)
dam >>= 2;
if (pnum == myplr)
monster[m]._mhitpoints -= dam;
if (plr[pnum]._pIFlags & ISPL_FIRE_ARROWS)
monster[m]._mFlags |= MFLAG_NOHEAL;
if (monster[m]._mhitpoints >> 6 <= 0) {
if (monster[m]._mmode == MM_STONE) {
M_StartKill(m, pnum);
monster[m]._mmode = MM_STONE;
} else {
M_StartKill(m, pnum);
}
} else {
if (resist) {
PlayEffect(m, 1);
} else if (monster[m]._mmode == MM_STONE) {
if (m > 3)
M_StartHit(m, pnum, dam);
monster[m]._mmode = MM_STONE;
} else {
if (!missiledata[t].mType && plr[pnum]._pIFlags & ISPL_KNOCKBACK) {
M_GetKnockback(m);
}
if (m > 3)
M_StartHit(m, pnum, dam);
}
}
if (!monster[m]._msquelch) {
monster[m]._msquelch = UCHAR_MAX;
monster[m]._lastx = plr[pnum].WorldX;
monster[m]._lasty = plr[pnum].WorldY;
}
return TRUE;
}
BOOL PlayerMHit(int pnum, int m, int dist, int mind, int maxd, int mtype, BOOLEAN shift, int earflag)
{
int hit, hper, tac, dam, blk, blkper, resper;
if (plr[pnum]._pHitPoints >> 6 <= 0) {
return FALSE;
}
if (plr[pnum]._pInvincible) {
return FALSE;
}
if (plr[pnum]._pSpellFlags & 1 && !missiledata[mtype].mType) {
return FALSE;
}
hit = random_(72, 100);
#ifdef _DEBUG
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
hit = 1000;
#endif
if (!missiledata[mtype].mType) {
tac = plr[pnum]._pIAC + plr[pnum]._pIBonusAC + plr[pnum]._pDexterity / 5;
if (m != -1) {
hper = monster[m].mHit
+ ((monster[m].mLevel - plr[pnum]._pLevel) << 1)
+ 30
- (dist << 1) - tac;
} else {
hper = 100 - (tac >> 1) - (dist << 1);
}
} else {
if (m != -1) {
hper = +40 - (plr[pnum]._pLevel << 1) - (dist << 1) + (monster[m].mLevel << 1);
} else {
hper = 40;
}
}
if (hper < 10)
hper = 10;
if (currlevel == 14 && hper < 20) {
hper = 20;
}
if (currlevel == 15 && hper < 25) {
hper = 25;
}
if (currlevel == 16 && hper < 30) {
hper = 30;
}
if ((plr[pnum]._pmode == PM_STAND || plr[pnum]._pmode == PM_ATTACK) && plr[pnum]._pBlockFlag) {
blk = random_(73, 100);
} else {
blk = 100;
}
if (shift == TRUE)
blk = 100;
if (mtype == MIS_ACIDPUD)
blk = 100;
if (m != -1)
blkper = plr[pnum]._pBaseToBlk + (plr[pnum]._pLevel << 1) - (monster[m].mLevel << 1) + plr[pnum]._pDexterity;
else
blkper = plr[pnum]._pBaseToBlk + plr[pnum]._pDexterity;
if (blkper < 0)
blkper = 0;
if (blkper > 100)
blkper = 100;
switch (missiledata[mtype].mResist) {
case MISR_FIRE:
resper = plr[pnum]._pFireResist;
break;
case MISR_LIGHTNING:
resper = plr[pnum]._pLghtResist;
break;
case MISR_MAGIC:
case MISR_ACID:
resper = plr[pnum]._pMagResist;
break;
default:
resper = 0;
break;
}
if (hit < hper) {
if (mtype == MIS_BONESPIRIT) {
dam = plr[pnum]._pHitPoints / 3;
} else {
if (shift == FALSE) {
dam = (mind << 6) + random_(75, (maxd - mind + 1) << 6);
if (m == -1 && plr[pnum]._pIFlags & ISPL_ABSHALFTRAP)
dam >>= 1;
dam += (plr[pnum]._pIGetHit << 6);
} else {
dam = mind + random_(75, maxd - mind + 1);
if (m == -1 && plr[pnum]._pIFlags & ISPL_ABSHALFTRAP)
dam >>= 1;
dam += plr[pnum]._pIGetHit;
}
if (dam < 64)
dam = 64;
}
if (resper > 0) {
dam = dam - dam * resper / 100;
if (pnum == myplr) {
plr[pnum]._pHitPoints -= dam;
plr[pnum]._pHPBase -= dam;
}
if (plr[pnum]._pHitPoints > plr[pnum]._pMaxHP) {
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
}
if (plr[pnum]._pHitPoints >> 6 <= 0) {
SyncPlrKill(pnum, earflag);
} else {
if (plr[pnum]._pClass == PC_WARRIOR) {
PlaySfxLoc(PS_WARR69, plr[pnum].WorldX, plr[pnum].WorldY);
#ifndef SPAWN
} else if (plr[pnum]._pClass == PC_ROGUE) {
PlaySfxLoc(PS_ROGUE69, plr[pnum].WorldX, plr[pnum].WorldY);
} else if (plr[pnum]._pClass == PC_SORCERER) {
PlaySfxLoc(PS_MAGE69, plr[pnum].WorldX, plr[pnum].WorldY);
#endif
}
drawhpflag = TRUE;
}
} else {
if (blk < blkper) {
if (m != -1) {
tac = GetDirection(plr[pnum].WorldX, plr[pnum].WorldY, monster[m]._mx, monster[m]._my);
} else {
tac = plr[pnum]._pdir;
}
StartPlrBlock(pnum, tac);
} else {
if (pnum == myplr) {
plr[pnum]._pHitPoints -= dam;
plr[pnum]._pHPBase -= dam;
}
if (plr[pnum]._pHitPoints > plr[pnum]._pMaxHP) {
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
}
if (plr[pnum]._pHitPoints >> 6 <= 0) {
SyncPlrKill(pnum, earflag);
} else {
StartPlrHit(pnum, dam, FALSE);
}
}
}
return TRUE;
}
return FALSE;
}
BOOL Plr2PlrMHit(int pnum, int p, int mindam, int maxdam, int dist, int mtype, BOOLEAN shift)
{
int tac, resper, dam, blk, blkper, hper, hit;
if (plr[p]._pInvincible) {
return FALSE;
}
if (mtype == MIS_HBOLT) {
return FALSE;
}
if (plr[p]._pSpellFlags & 1 && !missiledata[mtype].mType) {
return FALSE;
}
switch (missiledata[mtype].mResist) {
case MISR_FIRE:
resper = plr[p]._pFireResist;
break;
case MISR_LIGHTNING:
resper = plr[p]._pLghtResist;
break;
case MISR_MAGIC:
case MISR_ACID:
resper = plr[p]._pMagResist;
break;
default:
resper = 0;
break;
}
hper = random_(69, 100);
if (!missiledata[mtype].mType) {
hit = plr[pnum]._pIBonusToHit
+ plr[pnum]._pLevel
- (dist * dist >> 1)
- plr[p]._pDexterity / 5
- plr[p]._pIBonusAC
- plr[p]._pIAC
+ plr[pnum]._pDexterity + 50;
if (plr[pnum]._pClass == PC_ROGUE)
hit += 20;
if (plr[pnum]._pClass == PC_WARRIOR)
hit += 10;
} else {
hit = plr[pnum]._pMagic
- (plr[p]._pLevel << 1)
- dist
+ 50;
if (plr[pnum]._pClass == PC_SORCERER)
hit += 20;
}
if (hit < 5)
hit = 5;
if (hit > 95)
hit = 95;
if (hper < hit) {
if ((plr[p]._pmode == PM_STAND || plr[p]._pmode == PM_ATTACK) && plr[p]._pBlockFlag) {
blkper = random_(73, 100);
} else {
blkper = 100;
}
if (shift == TRUE)
blkper = 100;
blk = plr[p]._pDexterity + plr[p]._pBaseToBlk + (plr[p]._pLevel << 1) - (plr[pnum]._pLevel << 1);
if (blk < 0) {
blk = 0;
}
if (blk > 100) {
blk = 100;
}
if (mtype == MIS_BONESPIRIT) {
dam = plr[p]._pHitPoints / 3;
} else {
dam = mindam + random_(70, maxdam - mindam + 1);
if (!missiledata[mtype].mType)
dam += plr[pnum]._pIBonusDamMod + plr[pnum]._pDamageMod + dam * plr[pnum]._pIBonusDam / 100;
if (!shift)
dam <<= 6;
}
if (missiledata[mtype].mType)
dam >>= 1;
if (resper > 0) {
if (pnum == myplr)
NetSendCmdDamage(TRUE, p, dam - resper * dam / 100);
if (plr[pnum]._pClass == PC_WARRIOR) {
tac = PS_WARR69;
#ifndef SPAWN
} else if (plr[pnum]._pClass == PC_ROGUE) {
tac = PS_ROGUE69;
} else if (plr[pnum]._pClass == PC_SORCERER) {
tac = PS_MAGE69;
#endif
} else {
return TRUE;
}
PlaySfxLoc(tac, plr[pnum].WorldX, plr[pnum].WorldY);
} else {
if (blkper < blk) {
StartPlrBlock(p, GetDirection(plr[p].WorldX, plr[p].WorldY, plr[pnum].WorldX, plr[pnum].WorldY));
} else {
if (pnum == myplr)
NetSendCmdDamage(TRUE, p, dam);
StartPlrHit(p, dam, FALSE);
}
}
return TRUE;
}
return FALSE;
}
void CheckMissileCol(int i, int mindam, int maxdam, BOOL shift, int mx, int my, BOOLEAN nodel)
{
int oi;
if (missile[i]._miAnimType != MFILE_FIREWAL && missile[i]._misource != -1) {
if (!missile[i]._micaster) {
if (dMonster[mx][my] > 0) {
if (MonsterMHit(
missile[i]._misource,
dMonster[mx][my] - 1,
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
} else {
if (dMonster[mx][my] < 0
&& monster[-(dMonster[mx][my] + 1)]._mmode == MM_STONE
&& MonsterMHit(
missile[i]._misource,
-(dMonster[mx][my] + 1),
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
}
if (dPlayer[mx][my] > 0
&& dPlayer[mx][my] - 1 != missile[i]._misource
&& Plr2PlrMHit(
missile[i]._misource,
dPlayer[mx][my] - 1,
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
} else {
if (monster[missile[i]._misource]._mFlags & MFLAG_TARGETS_MONSTER
&& dMonster[mx][my] > 0
&& monster[dMonster[mx][my] - 1]._mFlags & MFLAG_GOLEM
&& MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, missile[i]._midist, missile[i]._mitype, shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
if (dPlayer[mx][my] > 0
&& PlayerMHit(
dPlayer[mx][my] - 1,
missile[i]._misource,
missile[i]._midist,
mindam,
maxdam,
missile[i]._mitype,
shift,
0)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
}
} else {
if (dMonster[mx][my] > 0) {
if (missile[i]._miAnimType == MFILE_FIREWAL) {
if (MonsterMHit(
missile[i]._misource,
dMonster[mx][my] - 1,
mindam,
maxdam,
missile[i]._midist,
missile[i]._mitype,
shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
} else if (MonsterTrapHit(dMonster[mx][my] - 1, mindam, maxdam, missile[i]._midist, missile[i]._mitype, shift)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
}
if (dPlayer[mx][my] > 0
&& PlayerMHit(dPlayer[mx][my] - 1, -1, missile[i]._midist, mindam, maxdam, missile[i]._mitype, shift, missile[i]._miAnimType == MFILE_FIREWAL)) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = TRUE;
}
}
if (dObject[mx][my]) {
oi = dObject[mx][my] > 0 ? dObject[mx][my] - 1 : -(dObject[mx][my] + 1);
if (!object[oi]._oMissFlag) {
if (object[oi]._oBreak == 1)
BreakObject(-1, oi);
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = FALSE;
}
}
if (nMissileTable[dPiece[mx][my]]) {
if (!nodel)
missile[i]._mirange = 0;
missile[i]._miHitFlag = FALSE;
}
if (!missile[i]._mirange && missiledata[missile[i]._mitype].miSFX != -1)
PlaySfxLoc(missiledata[missile[i]._mitype].miSFX, missile[i]._mix, missile[i]._miy);
}
void SetMissAnim(int mi, int animtype)
{
int dir = missile[mi]._mimfnum;
missile[mi]._miAnimType = animtype;
missile[mi]._miAnimFlags = misfiledata[animtype].mFlags;
missile[mi]._miAnimData = misfiledata[animtype].mAnimData[dir];
missile[mi]._miAnimDelay = misfiledata[animtype].mAnimDelay[dir];
missile[mi]._miAnimLen = misfiledata[animtype].mAnimLen[dir];
missile[mi]._miAnimWidth = misfiledata[animtype].mAnimWidth[dir];
missile[mi]._miAnimWidth2 = misfiledata[animtype].mAnimWidth2[dir];
missile[mi]._miAnimCnt = 0;
missile[mi]._miAnimFrame = 1;
}
void SetMissDir(int mi, int dir)
{
missile[mi]._mimfnum = dir;
SetMissAnim(mi, missile[mi]._miAnimType);
}
void LoadMissileGFX(BYTE mi)
{
char pszName[256];
int i;
BYTE *file;
MisFileData *mfd;
mfd = &misfiledata[mi];
if (mfd->mFlags & MFLAG_ALLOW_SPECIAL) {
sprintf(pszName, "Missiles\\%s.CL2", mfd->mName);
file = LoadFileInMem(pszName, NULL);
for (i = 0; i < mfd->mAnimFAmt; i++)
mfd->mAnimData[i] = &file[((int *)file)[i]];
} else if (mfd->mAnimFAmt == 1) {
sprintf(pszName, "Missiles\\%s.CL2", mfd->mName);
if (!mfd->mAnimData[0])
mfd->mAnimData[0] = LoadFileInMem(pszName, NULL);
} else {
for (i = 0; i < mfd->mAnimFAmt; i++) {
sprintf(pszName, "Missiles\\%s%i.CL2", mfd->mName, i + 1);
if (!mfd->mAnimData[i]) {
file = LoadFileInMem(pszName, NULL);
mfd->mAnimData[i] = file;
}
}
}
}
void InitMissileGFX()
{
int mi;
for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) {
if (!(misfiledata[mi].mFlags & MFLAG_HIDDEN))
LoadMissileGFX(mi);
}
}
void FreeMissileGFX(int mi)
{
int i;
DWORD *p;
if (misfiledata[mi].mFlags & MFLAG_ALLOW_SPECIAL) {
if (misfiledata[mi].mAnimData[0]) {
p = (DWORD *)misfiledata[mi].mAnimData[0];
p -= misfiledata[mi].mAnimFAmt;
MemFreeDbg(p);
misfiledata[mi].mAnimData[0] = NULL;
}
return;
}
for (i = 0; i < misfiledata[mi].mAnimFAmt; i++) {
if (misfiledata[mi].mAnimData[i]) {
MemFreeDbg(misfiledata[mi].mAnimData[i]);
}
}
}
void FreeMissiles()
{
int mi;
for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) {
if (!(misfiledata[mi].mFlags & MFLAG_HIDDEN))
FreeMissileGFX(mi);
}
}
void FreeMissiles2()
{
int mi;
for (mi = 0; misfiledata[mi].mAnimFAmt; mi++) {
if (misfiledata[mi].mFlags & MFLAG_HIDDEN)
FreeMissileGFX(mi);
}
}
void InitMissiles()
{
int mi, src, i, j;
plr[myplr]._pSpellFlags &= ~0x1;
if (plr[myplr]._pInfraFlag == TRUE) {
for (i = 0; i < nummissiles; ++i) {
mi = missileactive[i];
if (missile[mi]._mitype == MIS_INFRA) {
src = missile[mi]._misource;
if (src == myplr)
CalcPlrItemVals(src, TRUE);
}
}
}
nummissiles = 0;
for (i = 0; i < MAXMISSILES; i++) {
missileavail[i] = i;
missileactive[i] = 0;
}
numchains = 0;
for (i = 0; i < MAXMISSILES; i++) {
chain[i].idx = -1;
chain[i]._mitype = 0;
chain[i]._mirange = 0;
}
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++) {
dFlags[i][j] &= ~BFLAG_MISSILE;
}
}
}
void AddLArrow(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (!mienemy) {
if (plr[id]._pClass == PC_ROGUE)
GetMissileVel(mi, sx, sy, dx, dy, (plr[id]._pLevel >> 2) + 31);
else if (plr[id]._pClass == PC_WARRIOR)
GetMissileVel(mi, sx, sy, dx, dy, (plr[id]._pLevel >> 3) + 31);
else
GetMissileVel(mi, sx, sy, dx, dy, 32);
} else
GetMissileVel(mi, sx, sy, dx, dy, 32);
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._mlid = AddLight(sx, sy, 5);
}
void AddArrow(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int av;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (!mienemy) {
av = 32;
if (plr[id]._pIFlags & ISPL_RNDARROWVEL) {
av = random_(64, 32) + 16;
}
if (plr[id]._pClass == PC_ROGUE)
av += (plr[id]._pLevel - 1) >> 2;
if (plr[id]._pClass == PC_WARRIOR)
av += (plr[id]._pLevel - 1) >> 3;
GetMissileVel(mi, sx, sy, dx, dy, av);
} else {
GetMissileVel(mi, sx, sy, dx, dy, 32);
}
missile[mi]._miAnimFrame = GetDirection16(sx, sy, dx, dy) + 1;
missile[mi]._mirange = 256;
}
void GetVileMissPos(int mi, int dx, int dy)
{
int xx, yy, k, j, i;
for (k = 1; k < 50; k++) {
for (j = -k; j <= k; j++) {
yy = j + dy;
for (i = -k; i <= k; i++) {
xx = i + dx;
if (PosOkPlayer(myplr, xx, yy)) {
missile[mi]._mix = xx;
missile[mi]._miy = yy;
return;
}
}
}
}
missile[mi]._mix = dx;
missile[mi]._miy = dy;
}
void AddRndTeleport(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int pn, r1, r2, nTries;
nTries = 0;
do {
nTries++;
if (nTries > 500) {
r1 = 0;
r2 = 0;
break;
}
r1 = random_(58, 3) + 4;
r2 = random_(58, 3) + 4;
if (random_(58, 2) == 1)
r1 = -r1;
if (random_(58, 2) == 1)
r2 = -r2;
pn = dPiece[r1 + sx][sy + r2];
} while (nSolidTable[pn] || dObject[r1 + sx][sy + r2] || dMonster[r1 + sx][sy + r2]);
missile[mi]._mirange = 2;
missile[mi]._miVar1 = 0;
if (!setlevel || setlvlnum != SL_VILEBETRAYER) {
missile[mi]._mix = sx + r1;
missile[mi]._miy = sy + r2;
if (!mienemy)
UseMana(id, SPL_RNDTELEPORT);
} else {
pn = dObject[dx][dy] - 1;
if (object[pn]._otype == OBJ_MCIRCLE1 || object[pn]._otype == OBJ_MCIRCLE2) {
missile[mi]._mix = dx;
missile[mi]._miy = dy;
if (!PosOkPlayer(myplr, dx, dy))
GetVileMissPos(mi, dx, dy);
}
}
}
void AddFirebolt(int mi, int sx, int sy, int dx, int dy, int midir, char micaster, int id, int dam)
{
int i, mx, sp;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (!micaster) {
for (i = 0; i < nummissiles; i++) {
mx = missileactive[i];
if (missile[mx]._mitype == MIS_GUARDIAN && missile[mx]._misource == id && missile[mx]._miVar3 == mi)
break;
}
if (i == nummissiles)
UseMana(id, SPL_FIREBOLT);
if (id != -1) {
sp = 2 * missile[mi]._mispllvl + 16;
if (sp >= 63)
sp = 63;
} else {
sp = 16;
}
} else {
sp = 26;
}
GetMissileVel(mi, sx, sy, dx, dy, sp);
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._mlid = AddLight(sx, sy, 8);
}
void AddMagmaball(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._mitxoff += 3 * missile[mi]._mixvel;
missile[mi]._mityoff += 3 * missile[mi]._miyvel;
GetMissilePos(mi);
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._mlid = AddLight(sx, sy, 8);
}
void miss_null_33(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
PutMissile(mi);
}
void AddTeleport(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i, pn, k, j, tx, ty;
int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 };
missile[mi]._miDelFlag = TRUE;
for (i = 0; i < 6; i++) {
k = CrawlNum[i];
pn = k + 2;
for (j = (BYTE)CrawlTable[k]; j > 0; j--) {
tx = dx + CrawlTable[pn - 1];
ty = dy + CrawlTable[pn];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
if (!(nSolidTable[dPiece[tx][ty]] | dMonster[tx][ty] | dObject[tx][ty] | dPlayer[tx][ty])) {
missile[mi]._mix = tx;
missile[mi]._miy = ty;
missile[mi]._misx = tx;
missile[mi]._misy = ty;
missile[mi]._miDelFlag = FALSE;
i = 6;
break;
}
}
pn += 2;
}
}
if (!missile[mi]._miDelFlag) {
UseMana(id, SPL_TELEPORT);
missile[mi]._mirange = 2;
}
}
void AddLightball(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._midam = dam;
missile[mi]._miAnimFrame = random_(63, 8) + 1;
missile[mi]._mirange = 255;
if (id < 0) {
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
} else {
missile[mi]._miVar1 = plr[id].WorldX;
missile[mi]._miVar2 = plr[id].WorldY;
}
}
void AddFirewall(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
missile[mi]._midam = 16 * (random_(53, 10) + random_(53, 10) + plr[id]._pLevel + 2) >> 1;
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._mirange = 10;
i = missile[mi]._mispllvl;
if (i > 0)
missile[mi]._mirange = 10 * (i + 1);
missile[mi]._mirange = ((missile[mi]._mirange * plr[id]._pISplDur >> 3) & 0xFFFFFFF0) + 16 * missile[mi]._mirange;
missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
}
void AddFireball(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (!mienemy) {
missile[mi]._midam = 2 * (plr[id]._pLevel + random_(60, 10) + random_(60, 10)) + 4;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam >> 3;
}
i = 2 * missile[mi]._mispllvl + 16;
if (i > 50)
i = 50;
UseMana(id, SPL_FIREBALL);
} else {
i = 16;
}
GetMissileVel(mi, sx, sy, dx, dy, i);
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miVar3 = 0;
missile[mi]._miVar4 = sx;
missile[mi]._miVar5 = sy;
missile[mi]._mlid = AddLight(sx, sy, 8);
}
void AddLightctrl(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (!dam && !mienemy)
UseMana(id, SPL_LIGHTNING);
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
GetMissileVel(mi, sx, sy, dx, dy, 32);
missile[mi]._miAnimFrame = random_(52, 8) + 1;
missile[mi]._mirange = 256;
}
void AddLightning(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._misx = dx;
missile[mi]._misy = dy;
if (midir >= 0) {
missile[mi]._mixoff = missile[midir]._mixoff;
missile[mi]._miyoff = missile[midir]._miyoff;
missile[mi]._mitxoff = missile[midir]._mitxoff;
missile[mi]._mityoff = missile[midir]._mityoff;
}
missile[mi]._miAnimFrame = random_(52, 8) + 1;
if (midir < 0 || mienemy == 1 || id == -1) {
if (midir < 0 || id == -1)
missile[mi]._mirange = 8;
else
missile[mi]._mirange = 10;
} else {
missile[mi]._mirange = (missile[mi]._mispllvl >> 1) + 6;
}
missile[mi]._mlid = AddLight(missile[mi]._mix, missile[mi]._miy, 4);
}
void AddMisexp(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
CMonster *mon;
if (mienemy && id > 0) {
mon = monster[id].MType;
if (mon->mtype == MT_SUCCUBUS)
SetMissAnim(mi, MFILE_FLAREEXP);
if (mon->mtype == MT_SNOWWICH)
SetMissAnim(mi, MFILE_SCBSEXPB);
if (mon->mtype == MT_HLSPWN)
SetMissAnim(mi, MFILE_SCBSEXPD);
if (mon->mtype == MT_SOLBRNR)
SetMissAnim(mi, MFILE_SCBSEXPC);
}
missile[mi]._mix = missile[dx]._mix;
missile[mi]._miy = missile[dx]._miy;
missile[mi]._misx = missile[dx]._misx;
missile[mi]._misy = missile[dx]._misy;
missile[mi]._mixoff = missile[dx]._mixoff;
missile[mi]._miyoff = missile[dx]._miyoff;
missile[mi]._mitxoff = missile[dx]._mitxoff;
missile[mi]._mityoff = missile[dx]._mityoff;
missile[mi]._mixvel = 0;
missile[mi]._miyvel = 0;
missile[mi]._mirange = missile[mi]._miAnimLen;
missile[mi]._miVar1 = 0;
}
void AddWeapexp(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._mix = sx;
missile[mi]._miy = sy;
missile[mi]._misx = sx;
missile[mi]._misy = sy;
missile[mi]._mixvel = 0;
missile[mi]._miyvel = 0;
missile[mi]._miVar1 = 0;
missile[mi]._miVar2 = dx;
missile[mi]._mimfnum = 0;
if (dx == 1)
SetMissAnim(mi, MFILE_MAGBLOS);
else
SetMissAnim(mi, MFILE_MINILTNG);
missile[mi]._mirange = missile[mi]._miAnimLen - 1;
}
BOOL CheckIfTrig(int x, int y)
{
int i;
for (i = 0; i < numtrigs; i++) {
if ((x == trigs[i]._tx && y == trigs[i]._ty) || (abs(trigs[i]._tx - x) < 2 && abs(trigs[i]._ty - y) < 2))
return TRUE;
}
return FALSE;
}
void AddTown(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i, j, k, mx, tx, ty, dp;
int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 };
if (currlevel) {
missile[mi]._miDelFlag = TRUE;
for (j = 0; j < 6; j++) {
k = CrawlNum[j] + 2;
for (i = (BYTE)CrawlTable[CrawlNum[j]]; i > 0; i--) {
tx = dx + CrawlTable[k - 1];
ty = dy + CrawlTable[k];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (!(dMissile[tx][ty] | nSolidTable[dp] | nMissileTable[dp] | dObject[tx][ty] | dPlayer[tx][ty])) {
if (!CheckIfTrig(tx, ty)) {
missile[mi]._mix = tx;
missile[mi]._miy = ty;
missile[mi]._misx = tx;
missile[mi]._misy = ty;
missile[mi]._miDelFlag = FALSE;
j = 6;
break;
}
}
}
k += 2;
}
}
} else {
tx = dx;
ty = dy;
missile[mi]._mix = tx;
missile[mi]._miy = ty;
missile[mi]._misx = tx;
missile[mi]._misy = ty;
missile[mi]._miDelFlag = FALSE;
}
missile[mi]._mirange = 100;
missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
for (i = 0; i < nummissiles; i++) {
mx = missileactive[i];
if (missile[mx]._mitype == MIS_TOWN && mx != mi && missile[mx]._misource == id)
missile[mx]._mirange = 0;
}
PutMissile(mi);
if (id == myplr && !missile[mi]._miDelFlag && currlevel) {
if (!setlevel) {
NetSendCmdLocParam3(TRUE, CMD_ACTIVATEPORTAL, tx, ty, currlevel, leveltype, 0);
} else {
NetSendCmdLocParam3(TRUE, CMD_ACTIVATEPORTAL, tx, ty, setlvlnum, leveltype, 1);
}
}
}
void AddFlash(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
if (!mienemy) {
if (id != -1) {
missile[mi]._midam = 0;
for (i = 0; i <= plr[id]._pLevel; i++) {
missile[mi]._midam += random_(55, 20) + 1;
}
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam >> 3;
}
missile[mi]._midam += missile[mi]._midam >> 1;
UseMana(id, SPL_FLASH);
} else {
missile[mi]._midam = currlevel >> 1;
}
} else {
missile[mi]._midam = monster[id].mLevel << 1;
}
missile[mi]._mirange = 19;
}
void AddFlash2(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
if (!mienemy) {
if (id != -1) {
missile[mi]._midam = 0;
for (i = 0; i <= plr[id]._pLevel; i++) {
missile[mi]._midam += random_(56, 2) + 1;
}
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam >> 3;
}
missile[mi]._midam += missile[mi]._midam >> 1;
} else {
missile[mi]._midam = currlevel >> 1;
}
}
missile[mi]._miPreFlag = TRUE;
missile[mi]._mirange = 19;
}
void AddManashield(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._mirange = 48 * plr[id]._pLevel;
missile[mi]._miVar1 = plr[id]._pHitPoints;
missile[mi]._miVar2 = plr[id]._pHPBase;
missile[mi]._miVar8 = -1;
if (!mienemy)
UseMana(id, SPL_MANASHIELD);
if (id == myplr)
NetSendCmd(TRUE, CMD_SETSHIELD);
plr[id].pManaShield = TRUE;
}
void AddFiremove(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._midam = random_(59, 10) + plr[id]._pLevel + 1;
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._mirange = 255;
missile[mi]._miVar1 = 0;
missile[mi]._miVar2 = 0;
missile[mi]._mix++;
missile[mi]._miy++;
missile[mi]._miyoff -= 32;
}
void AddGuardian(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i, pn, k, j, tx, ty;
int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 };
missile[mi]._midam = random_(62, 10) + (plr[id]._pLevel >> 1) + 1;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam >> 3;
}
missile[mi]._miDelFlag = TRUE;
for (i = 0; i < 6; i++) {
pn = CrawlNum[i];
k = pn + 2;
for (j = (BYTE)CrawlTable[pn]; j > 0; j--) {
tx = dx + CrawlTable[k - 1];
ty = dy + CrawlTable[k];
pn = dPiece[tx][ty];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
if (LineClear(sx, sy, tx, ty)) {
if (!(dMonster[tx][ty] | nSolidTable[pn] | nMissileTable[pn] | dObject[tx][ty] | dMissile[tx][ty])) {
missile[mi]._mix = tx;
missile[mi]._miy = ty;
missile[mi]._misx = tx;
missile[mi]._misy = ty;
missile[mi]._miDelFlag = FALSE;
UseMana(id, SPL_GUARDIAN);
i = 6;
break;
}
}
}
k += 2;
}
}
if (missile[mi]._miDelFlag != TRUE) {
missile[mi]._misource = id;
missile[mi]._mlid = AddLight(missile[mi]._mix, missile[mi]._miy, 1);
missile[mi]._mirange = missile[mi]._mispllvl + (plr[id]._pLevel >> 1);
missile[mi]._mirange += (missile[mi]._mirange * plr[id]._pISplDur) >> 7;
if (missile[mi]._mirange > 30)
missile[mi]._mirange = 30;
missile[mi]._mirange <<= 4;
if (missile[mi]._mirange < 30)
missile[mi]._mirange = 30;
missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
missile[mi]._miVar3 = 1;
}
}
void AddChain(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miVar1 = dx;
missile[mi]._miVar2 = dy;
missile[mi]._mirange = 1;
UseMana(id, SPL_CHAIN);
}
void miss_null_11(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
SetMissDir(mi, dx);
missile[mi]._midam = 0;
missile[mi]._miLightFlag = TRUE;
missile[mi]._mirange = 250;
}
void miss_null_12(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (dx > 3)
dx = 2;
SetMissDir(mi, dx);
missile[mi]._midam = 0;
missile[mi]._miLightFlag = TRUE;
missile[mi]._mirange = 250;
}
void miss_null_13(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (dx > 3)
dx = 2;
SetMissDir(mi, dx);
missile[mi]._midam = 0;
missile[mi]._miLightFlag = TRUE;
missile[mi]._mirange = missile[mi]._miAnimLen;
}
void AddRhino(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
AnimStruct *anim;
if (monster[id].MType->mtype < MT_HORNED || monster[id].MType->mtype > MT_OBLORD) {
if (monster[id].MType->mtype < MT_NSNAKE || monster[id].MType->mtype > MT_GSNAKE) {
anim = &monster[id].MType->Anims[MA_WALK];
} else {
anim = &monster[id].MType->Anims[MA_ATTACK];
}
} else {
anim = &monster[id].MType->Anims[MA_SPECIAL];
}
GetMissileVel(mi, sx, sy, dx, dy, 18);
missile[mi]._mimfnum = midir;
missile[mi]._miAnimFlags = 0;
missile[mi]._miAnimData = anim->Data[midir];
missile[mi]._miAnimDelay = anim->Rate;
missile[mi]._miAnimLen = anim->Frames;
missile[mi]._miAnimWidth = monster[id].MType->width;
missile[mi]._miAnimWidth2 = monster[id].MType->width2;
missile[mi]._miAnimAdd = 1;
if (monster[id].MType->mtype >= MT_NSNAKE && monster[id].MType->mtype <= MT_GSNAKE)
missile[mi]._miAnimFrame = 7;
missile[mi]._miVar1 = 0;
missile[mi]._miVar2 = 0;
missile[mi]._miLightFlag = TRUE;
if (monster[id]._uniqtype != 0) {
missile[mi]._miUniqTrans = monster[id]._uniqtrans + 1;
missile[mi]._mlid = monster[id].mlid;
}
missile[mi]._mirange = 256;
PutMissile(mi);
}
void miss_null_32(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
AnimStruct *anim;
MonsterStruct *mon;
anim = &monster[id].MType->Anims[MA_WALK];
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._mimfnum = midir;
missile[mi]._miAnimFlags = 0;
missile[mi]._miAnimData = anim->Data[midir];
missile[mi]._miAnimDelay = anim->Rate;
missile[mi]._miAnimLen = anim->Frames;
missile[mi]._miAnimWidth = monster[id].MType->width;
missile[mi]._miAnimWidth2 = monster[id].MType->width2;
missile[mi]._miAnimAdd = 1;
missile[mi]._miVar1 = 0;
missile[mi]._miVar2 = 0;
missile[mi]._miLightFlag = TRUE;
if (monster[id]._uniqtype != 0)
missile[mi]._miUniqTrans = monster[id]._uniqtrans + 1;
mon = &monster[id];
dMonster[mon->_mx][mon->_my] = 0;
missile[mi]._mirange = 256;
PutMissile(mi);
}
void AddFlare(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
GetMissileVel(mi, sx, sy, dx, dy, 16);
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._mlid = AddLight(sx, sy, 8);
if (!mienemy) {
UseMana(id, SPL_FLARE);
plr[id]._pHitPoints -= 320;
plr[id]._pHPBase -= 320;
drawhpflag = TRUE;
if (plr[id]._pHitPoints <= 0)
SyncPlrKill(id, 0);
} else {
if (id > 0) {
if (monster[id].MType->mtype == MT_SUCCUBUS)
SetMissAnim(mi, MFILE_FLARE);
if (monster[id].MType->mtype == MT_SNOWWICH)
SetMissAnim(mi, MFILE_SCUBMISB);
if (monster[id].MType->mtype == MT_HLSPWN)
SetMissAnim(mi, MFILE_SCUBMISD);
if (monster[id].MType->mtype == MT_SOLBRNR)
SetMissAnim(mi, MFILE_SCUBMISC);
}
}
}
void AddAcid(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
GetMissileVel(mi, sx, sy, dx, dy, 16);
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
missile[mi]._mirange = 5 * (monster[id]._mint + 4);
missile[mi]._mlid = -1;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
PutMissile(mi);
}
void miss_null_1D(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._midam = dam;
missile[mi]._mixvel = 0;
missile[mi]._miyvel = 0;
missile[mi]._mirange = 50;
missile[mi]._miVar1 = missile[mi]._mirange - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
}
void AddAcidpud(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int monst;
missile[mi]._mixvel = 0;
missile[mi]._miyvel = 0;
missile[mi]._mixoff = 0;
missile[mi]._miyoff = 0;
missile[mi]._miLightFlag = TRUE;
monst = missile[mi]._misource;
missile[mi]._mirange = random_(50, 15) + 40 * (monster[monst]._mint + 1);
missile[mi]._miPreFlag = TRUE;
}
void AddStone(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i, j, k, l, tx, ty, mid;
int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 };
missile[mi]._misource = id;
for (i = 0; i < 6; i++) {
k = CrawlNum[i];
l = k + 2;
for (j = (BYTE)CrawlTable[k]; j > 0; j--) {
tx = dx + CrawlTable[l - 1];
ty = dy + CrawlTable[l];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
mid = dMonster[tx][ty];
mid = mid > 0 ? mid - 1 : -1 - mid;
if (mid > 3 && monster[mid]._mAi != AI_DIABLO) {
if (monster[mid]._mmode != MM_FADEIN && monster[mid]._mmode != MM_FADEOUT && monster[mid]._mmode != MM_CHARGE) {
j = -99;
i = 6;
missile[mi]._miVar1 = monster[mid]._mmode;
missile[mi]._miVar2 = mid;
monster[mid]._mmode = MM_STONE;
break;
}
}
}
l += 2;
}
}
if (j != -99) {
missile[mi]._miDelFlag = TRUE;
} else {
missile[mi]._mix = tx;
missile[mi]._miy = ty;
missile[mi]._misx = missile[mi]._mix;
missile[mi]._misy = missile[mi]._miy;
missile[mi]._mirange = missile[mi]._mispllvl + 6;
missile[mi]._mirange += (missile[mi]._mirange * plr[id]._pISplDur) >> 7;
if (missile[mi]._mirange > 15)
missile[mi]._mirange = 15;
missile[mi]._mirange <<= 4;
UseMana(id, SPL_STONE);
}
}
void AddGolem(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
int mx;
missile[mi]._miDelFlag = FALSE;
for (i = 0; i < nummissiles; i++) {
mx = missileactive[i];
if (missile[mx]._mitype == MIS_GOLEM) {
if (mx != mi && missile[mx]._misource == id) {
missile[mi]._miDelFlag = TRUE;
return;
}
}
}
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miVar4 = dx;
missile[mi]._miVar5 = dy;
if ((monster[id]._mx != 1 || monster[id]._my) && id == myplr)
M_StartKill(id, id);
UseMana(id, SPL_GOLEM);
}
void AddEtherealize(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
missile[mi]._mirange = 16 * plr[id]._pLevel >> 1;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._mirange += missile[mi]._mirange >> 3;
}
missile[mi]._mirange += missile[mi]._mirange * plr[id]._pISplDur >> 7;
missile[mi]._miVar1 = plr[id]._pHitPoints;
missile[mi]._miVar2 = plr[id]._pHPBase;
if (!mienemy)
UseMana(id, SPL_ETHEREALIZE);
}
void miss_null_1F(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
}
void miss_null_23(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._midam = dam;
missile[mi]._mix = sx;
missile[mi]._miy = sy;
missile[mi]._misx = sx;
missile[mi]._misy = sy;
missile[mi]._misource = id;
if (dam == 1)
SetMissDir(mi, 0);
else
SetMissDir(mi, 1);
missile[mi]._miLightFlag = TRUE;
missile[mi]._mirange = missile[mi]._miAnimLen;
}
void AddBoom(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._mix = dx;
missile[mi]._miy = dy;
missile[mi]._misx = dx;
missile[mi]._misy = dy;
missile[mi]._mixvel = 0;
missile[mi]._miyvel = 0;
missile[mi]._midam = dam;
missile[mi]._mirange = missile[mi]._miAnimLen;
missile[mi]._miVar1 = 0;
}
void AddHeal(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
int HealAmount;
HealAmount = (random_(57, 10) + 1) << 6;
for (i = 0; i < plr[id]._pLevel; i++) {
HealAmount += (random_(57, 4) + 1) << 6;
}
for (i = 0; i < missile[mi]._mispllvl; i++) {
HealAmount += (random_(57, 6) + 1) << 6;
}
if (plr[id]._pClass == PC_WARRIOR)
HealAmount <<= 1;
if (plr[id]._pClass == PC_ROGUE)
HealAmount += HealAmount >> 1;
plr[id]._pHitPoints += HealAmount;
if (plr[id]._pHitPoints > plr[id]._pMaxHP)
plr[id]._pHitPoints = plr[id]._pMaxHP;
plr[id]._pHPBase += HealAmount;
if (plr[id]._pHPBase > plr[id]._pMaxHPBase)
plr[id]._pHPBase = plr[id]._pMaxHPBase;
UseMana(id, SPL_HEAL);
missile[mi]._miDelFlag = TRUE;
drawhpflag = TRUE;
}
void AddHealOther(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
UseMana(id, SPL_HEALOTHER);
if (id == myplr)
SetCursor_(CURSOR_HEALOTHER);
}
void AddElement(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
missile[mi]._midam = 2 * (plr[id]._pLevel + random_(60, 10) + random_(60, 10)) + 4;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._midam += missile[mi]._midam >> 3;
}
missile[mi]._midam >>= 1;
GetMissileVel(mi, sx, sy, dx, dy, 16);
SetMissDir(mi, GetDirection8(sx, sy, dx, dy));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miVar3 = 0;
missile[mi]._miVar4 = dx;
missile[mi]._miVar5 = dy;
missile[mi]._mlid = AddLight(sx, sy, 8);
UseMana(id, SPL_ELEMENT);
}
void AddIdentify(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
UseMana(id, SPL_IDENTIFY);
if (id == myplr) {
if (sbookflag)
sbookflag = FALSE;
if (!invflag)
invflag = TRUE;
SetCursor_(CURSOR_IDENTIFY);
}
}
void AddFirewallC(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i, j, k, tx, ty, pn;
int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 };
missile[mi]._miDelFlag = TRUE;
for (i = 0; i < 6; i++) {
k = CrawlNum[i];
pn = k + 2;
for (j = (BYTE)CrawlTable[k]; j > 0; j--) {
tx = dx + CrawlTable[pn - 1];
ty = dy + CrawlTable[pn];
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
k = dPiece[tx][ty];
if (LineClear(sx, sy, tx, ty)) {
if ((sx != tx || sy != ty) && !(nSolidTable[k] | dObject[tx][ty])) {
missile[mi]._miVar1 = tx;
missile[mi]._miVar2 = ty;
missile[mi]._miVar5 = tx;
missile[mi]._miVar6 = ty;
missile[mi]._miDelFlag = FALSE;
i = 6;
break;
}
}
}
pn += 2;
}
}
if (missile[mi]._miDelFlag != TRUE) {
missile[mi]._miVar7 = 0;
missile[mi]._miVar8 = 0;
missile[mi]._miVar3 = (midir - 2) & 7;
missile[mi]._miVar4 = (midir + 2) & 7;
missile[mi]._mirange = 7;
UseMana(id, SPL_FIREWALL);
}
}
void AddInfra(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
missile[mi]._mirange = 1584;
for (i = missile[mi]._mispllvl; i > 0; i--) {
missile[mi]._mirange += missile[mi]._mirange >> 3;
}
missile[mi]._mirange += missile[mi]._mirange * plr[id]._pISplDur >> 7;
if (!mienemy)
UseMana(id, SPL_INFRA);
}
void AddWave(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miVar1 = dx;
missile[mi]._miVar2 = dy;
missile[mi]._miVar3 = 0;
missile[mi]._miVar4 = 0;
missile[mi]._mirange = 1;
missile[mi]._miAnimFrame = 4;
UseMana(id, SPL_WAVE);
}
void AddNova(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int k;
missile[mi]._miVar1 = dx;
missile[mi]._miVar2 = dy;
if (id != -1) {
missile[mi]._midam = (random_(66, 6) + random_(66, 6) + random_(66, 6) + random_(66, 6) + random_(66, 6));
missile[mi]._midam += plr[id]._pLevel + 5;
missile[mi]._midam >>= 1;
for (k = missile[mi]._mispllvl; k > 0; k--) {
missile[mi]._midam += missile[mi]._midam >> 3;
}
if (!mienemy)
UseMana(id, SPL_NOVA);
} else {
missile[mi]._midam = ((DWORD)currlevel >> 1) + random_(66, 3) + random_(66, 3) + random_(66, 3);
}
missile[mi]._mirange = 1;
}
void AddBlodboil(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = 1;
}
void AddRepair(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
UseMana(id, SPL_REPAIR);
if (id == myplr) {
if (sbookflag)
sbookflag = FALSE;
if (!invflag)
invflag = TRUE;
SetCursor_(CURSOR_REPAIR);
}
}
void AddRecharge(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
UseMana(id, SPL_RECHARGE);
if (id == myplr) {
if (sbookflag)
sbookflag = FALSE;
if (!invflag)
invflag = TRUE;
SetCursor_(CURSOR_RECHARGE);
}
}
void AddDisarm(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
UseMana(id, SPL_DISARM);
if (id == myplr)
SetCursor_(CURSOR_DISARM);
}
void AddApoca(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
missile[mi]._miVar1 = 8;
missile[mi]._miVar2 = sy - missile[mi]._miVar1;
missile[mi]._miVar3 = missile[mi]._miVar1 + sy;
missile[mi]._miVar4 = sx - missile[mi]._miVar1;
missile[mi]._miVar5 = missile[mi]._miVar1 + sx;
missile[mi]._miVar6 = missile[mi]._miVar4;
if (missile[mi]._miVar2 <= 0)
missile[mi]._miVar2 = 1;
if (missile[mi]._miVar3 >= MAXDUNY)
missile[mi]._miVar3 = MAXDUNY - 1;
if (missile[mi]._miVar4 <= 0)
missile[mi]._miVar4 = 1;
if (missile[mi]._miVar5 >= MAXDUNX)
missile[mi]._miVar5 = MAXDUNX - 1;
for (i = 0; i < plr[id]._pLevel; i++) {
missile[mi]._midam += random_(67, 6) + 1;
}
missile[mi]._mirange = 255;
missile[mi]._miDelFlag = FALSE;
UseMana(id, SPL_APOCA);
}
void AddFlame(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int i;
missile[mi]._miVar2 = 0;
for (i = dam; i > 0; i--) {
missile[mi]._miVar2 += 5;
}
missile[mi]._misx = dx;
missile[mi]._misy = dy;
missile[mi]._mixoff = missile[midir]._mixoff;
missile[mi]._miyoff = missile[midir]._miyoff;
missile[mi]._mitxoff = missile[midir]._mitxoff;
missile[mi]._mityoff = missile[midir]._mityoff;
missile[mi]._mirange = missile[mi]._miVar2 + 20;
missile[mi]._mlid = AddLight(sx, sy, 1);
if (!mienemy) {
i = random_(79, plr[id]._pLevel) + random_(79, 2);
missile[mi]._midam = 8 * i + 16 + ((8 * i + 16) >> 1);
} else {
missile[mi]._midam = monster[id].mMinDamage + random_(77, monster[id].mMaxDamage - monster[id].mMinDamage + 1);
}
}
void AddFlamec(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
GetMissileVel(mi, sx, sy, dx, dy, 32);
if (!mienemy)
UseMana(id, SPL_FLAME);
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miVar3 = 0;
missile[mi]._mirange = 256;
}
void AddCbolt(int mi, int sx, int sy, int dx, int dy, int midir, char micaster, int id, int dam)
{
/// ASSERT: assert((DWORD)mi < MAXMISSILES);
if (micaster == 0) {
if (id == myplr) {
missile[mi]._mirnd = random_(63, 15) + 1;
missile[mi]._midam = random_(68, plr[id]._pMagic >> 2) + 1;
} else {
missile[mi]._mirnd = random_(63, 15) + 1;
missile[mi]._midam = random_(68, plr[id]._pMagic >> 2) + 1;
}
} else {
missile[mi]._mirnd = random_(63, 15) + 1;
missile[mi]._midam = 15;
}
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
missile[mi]._miAnimFrame = random_(63, 8) + 1;
missile[mi]._mlid = AddLight(sx, sy, 5);
GetMissileVel(mi, sx, sy, dx, dy, 8);
missile[mi]._miVar1 = 5;
missile[mi]._miVar2 = midir;
missile[mi]._miVar3 = 0;
missile[mi]._mirange = 256;
}
void AddHbolt(int mi, int sx, int sy, int dx, int dy, int midir, char micaster, int id, int dam)
{
int sp;
if (sx == dx && sy == dy) {
dx += XDirAdd[midir];
dy += YDirAdd[midir];
}
if (id != -1) {
sp = 2 * missile[mi]._mispllvl + 16;
if (sp >= 63) {
sp = 63;
}
} else {
sp = 16;
}
GetMissileVel(mi, sx, sy, dx, dy, sp);
SetMissDir(mi, GetDirection16(sx, sy, dx, dy));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._mlid = AddLight(sx, sy, 8);
missile[mi]._midam = random_(69, 10) + plr[id]._pLevel + 9;
UseMana(id, SPL_HBOLT);
}
void AddResurrect(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
UseMana(id, SPL_RESURRECT);
if (id == myplr)
SetCursor_(CURSOR_RESURRECT);
missile[mi]._miDelFlag = TRUE;
}
void AddResurrectBeam(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._mix = dx;
missile[mi]._miy = dy;
missile[mi]._misx = missile[mi]._mix;
missile[mi]._misy = missile[mi]._miy;
missile[mi]._mixvel = 0;
missile[mi]._miyvel = 0;
missile[mi]._mirange = misfiledata[36].mAnimLen[0];
}
void AddTelekinesis(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._miDelFlag = TRUE;
UseMana(id, SPL_TELEKINESIS);
if (id == myplr)
SetCursor_(CURSOR_TELEKINESIS);
}
void AddBoneSpirit(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
if (sx == dx && sy == dy) {
dx = XDirAdd[midir] + dx;
dy = YDirAdd[midir] + dy;
}
missile[mi]._midam = 0;
GetMissileVel(mi, sx, sy, dx, dy, 16);
SetMissDir(mi, GetDirection8(sx, sy, dx, dy));
missile[mi]._mirange = 256;
missile[mi]._miVar1 = sx;
missile[mi]._miVar2 = sy;
missile[mi]._miVar3 = 0;
missile[mi]._miVar4 = dx;
missile[mi]._miVar5 = dy;
missile[mi]._mlid = AddLight(sx, sy, 8);
if (!mienemy) {
UseMana(id, SPL_BONESPIRIT);
plr[id]._pHitPoints -= 384;
plr[id]._pHPBase -= 384;
drawhpflag = TRUE;
if (plr[id]._pHitPoints <= 0)
SyncPlrKill(id, 0);
}
}
void AddRportal(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
missile[mi]._mix = sx;
missile[mi]._miy = sy;
missile[mi]._misx = sx;
missile[mi]._misy = sy;
missile[mi]._mirange = 100;
missile[mi]._miVar1 = 100 - missile[mi]._miAnimLen;
missile[mi]._miVar2 = 0;
PutMissile(mi);
}
void AddDiabApoca(int mi, int sx, int sy, int dx, int dy, int midir, char mienemy, int id, int dam)
{
int pnum;
for (pnum = 0; pnum < gbMaxPlayers; pnum++) {
if (plr[pnum].plractive) {
if (LineClear(sx, sy, plr[pnum]._px, plr[pnum]._py)) {
AddMissile(0, 0, plr[pnum]._px, plr[pnum]._py, 0, MIS_BOOM2, mienemy, id, dam, 0);
}
}
}
missile[mi]._miDelFlag = TRUE;
}
int AddMissile(int sx, int sy, int dx, int dy, int midir, int mitype, char micaster, int id, int midam, int spllvl)
{
int i, mi;
if (nummissiles >= MAXMISSILES)
return -1;
if (mitype == MIS_MANASHIELD && plr[id].pManaShield == TRUE) {
if (currlevel != plr[id].plrlevel)
return -1;
for (i = 0; i < nummissiles; i++) {
mi = missileactive[i];
if (missile[mi]._mitype == MIS_MANASHIELD && missile[mi]._misource == id)
return -1;
}
}
mi = missileavail[0];
missileavail[0] = missileavail[MAXMISSILES - nummissiles - 1];
missileactive[nummissiles] = mi;
nummissiles++;
missile[mi]._mitype = mitype;
missile[mi]._micaster = micaster;
missile[mi]._misource = id;
missile[mi]._miAnimType = missiledata[mitype].mFileNum;
missile[mi]._miDrawFlag = missiledata[mitype].mDraw;
missile[mi]._mispllvl = spllvl;
missile[mi]._mimfnum = midir;
if (missile[mi]._miAnimType == MFILE_NONE || misfiledata[missile[mi]._miAnimType].mAnimFAmt < 8)
SetMissDir(mi, 0);
else
SetMissDir(mi, midir);
missile[mi]._mix = sx;
missile[mi]._miy = sy;
missile[mi]._mixoff = 0;
missile[mi]._miyoff = 0;
missile[mi]._misx = sx;
missile[mi]._misy = sy;
missile[mi]._mitxoff = 0;
missile[mi]._mityoff = 0;
missile[mi]._miDelFlag = FALSE;
missile[mi]._miAnimAdd = 1;
missile[mi]._miLightFlag = FALSE;
missile[mi]._miPreFlag = FALSE;
missile[mi]._miUniqTrans = 0;
missile[mi]._midam = midam;
missile[mi]._miHitFlag = FALSE;
missile[mi]._midist = 0;
missile[mi]._mlid = -1;
missile[mi]._mirnd = 0;
if (missiledata[mitype].mlSFX != -1) {
PlaySfxLoc(missiledata[mitype].mlSFX, missile[mi]._misx, missile[mi]._misy);
}
missiledata[mitype].mAddProc(mi, sx, sy, dx, dy, midir, micaster, id, midam);
return mi;
}
int Sentfire(int i, int sx, int sy)
{
int ex, dir;
ex = 0;
if (LineClear(missile[i]._mix, missile[i]._miy, sx, sy)) {
if (dMonster[sx][sy] > 0 && monster[dMonster[sx][sy] - 1]._mhitpoints >> 6 > 0 && dMonster[sx][sy] - 1 > 3) {
dir = GetDirection(missile[i]._mix, missile[i]._miy, sx, sy);
missile[i]._miVar3 = missileavail[0];
AddMissile(missile[i]._mix, missile[i]._miy, sx, sy, dir, MIS_FIREBOLT, 0, missile[i]._misource, missile[i]._midam, GetSpellLevel(missile[i]._misource, SPL_FIREBOLT));
ex = -1;
}
}
if (ex == -1) {
SetMissDir(i, 2);
missile[i]._miVar2 = 3;
}
return ex;
}
void MI_Dummy(int i)
{
return;
}
void MI_Golem(int i)
{
int CrawlNum[6] = { 0, 3, 12, 45, 94, 159 };
int tx, ty, dp, l, m, src, k, tid;
char *ct;
src = missile[i]._misource;
if (monster[src]._mx == 1 && !monster[src]._my) {
for (l = 0; l < 6; l++) {
k = CrawlNum[l];
tid = k + 2;
for (m = (BYTE)CrawlTable[k]; m > 0; m--) {
ct = &CrawlTable[tid];
tx = missile[i]._miVar4 + *(ct - 1);
ty = missile[i]._miVar5 + *ct;
if (0 < tx && tx < MAXDUNX && 0 < ty && ty < MAXDUNY) {
dp = dPiece[tx][ty];
if (LineClear(missile[i]._miVar1, missile[i]._miVar2, tx, ty)) {
if (!(dMonster[tx][ty] | nSolidTable[dp] | dObject[tx][ty])) {
l = 6;
SpawnGolum(src, tx, ty, i);
break;
}
}
}
tid += 2;
}
}
}
missile[i]._miDelFlag = TRUE;
}
void MI_SetManashield(int i)
{
ManashieldFlag = TRUE;
}
void MI_LArrow(int i)
{
int p, mind, maxd, rst;
missile[i]._mirange--;
p = missile[i]._misource;
if (missile[i]._miAnimType == MFILE_MINILTNG || missile[i]._miAnimType == MFILE_MAGBLOS) {
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miAnimFrame + 5);
rst = missiledata[missile[i]._mitype].mResist;
if (missile[i]._mitype == MIS_LARROW) {
if (p != -1) {
mind = plr[p]._pILMinDam;
maxd = plr[p]._pILMaxDam;
} else {
mind = random_(68, 10) + 1 + currlevel;
maxd = random_(68, 10) + 1 + currlevel * 2;
}
missiledata[MIS_LARROW].mResist = MISR_LIGHTNING;
CheckMissileCol(i, mind, maxd, FALSE, missile[i]._mix, missile[i]._miy, TRUE);
}
if (missile[i]._mitype == MIS_FARROW) {
if (p != -1) {
mind = plr[p]._pIFMinDam;
maxd = plr[p]._pIFMaxDam;
} else {
mind = random_(68, 10) + 1 + currlevel;
maxd = random_(68, 10) + 1 + currlevel * 2;
}
missiledata[MIS_FARROW].mResist = MISR_FIRE;
CheckMissileCol(i, mind, maxd, FALSE, missile[i]._mix, missile[i]._miy, TRUE);
}
missiledata[missile[i]._mitype].mResist = rst;
} else {
missile[i]._midist++;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
if (p != -1) {
if (!missile[i]._micaster) {
mind = plr[p]._pIMinDam;
maxd = plr[p]._pIMaxDam;
} else {
mind = monster[p].mMinDamage;
maxd = monster[p].mMaxDamage;
}
} else {
mind = random_(68, 10) + 1 + currlevel;
maxd = random_(68, 10) + 1 + currlevel * 2;
}
if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) {
rst = missiledata[missile[i]._mitype].mResist;
missiledata[missile[i]._mitype].mResist = 0;
CheckMissileCol(i, mind, maxd, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
missiledata[missile[i]._mitype].mResist = rst;
}
if (!missile[i]._mirange) {
missile[i]._mimfnum = 0;
missile[i]._mitxoff -= missile[i]._mixvel;
missile[i]._mityoff -= missile[i]._miyvel;
GetMissilePos(i);
if (missile[i]._mitype == MIS_LARROW)
SetMissAnim(i, MFILE_MINILTNG);
else
SetMissAnim(i, MFILE_MAGBLOS);
missile[i]._mirange = missile[i]._miAnimLen - 1;
} else {
if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i]._mix;
missile[i]._miVar2 = missile[i]._miy;
ChangeLight(missile[i]._mlid, missile[i]._miVar1, missile[i]._miVar2, 5);
}
}
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Arrow(int i)
{
int p, mind, maxd;
missile[i]._mirange--;
missile[i]._midist++;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
p = missile[i]._misource;
if (p != -1) {
if (!missile[i]._micaster) {
mind = plr[p]._pIMinDam;
maxd = plr[p]._pIMaxDam;
} else {
mind = monster[p].mMinDamage;
maxd = monster[p].mMaxDamage;
}
} else {
mind = currlevel;
maxd = 2 * currlevel;
}
if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy)
CheckMissileCol(i, mind, maxd, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (!missile[i]._mirange)
missile[i]._miDelFlag = TRUE;
PutMissile(i);
}
void MI_Firebolt(int i)
{
int omx, omy;
int d, p;
missile[i]._mirange--;
if (missile[i]._mitype != MIS_BONESPIRIT || missile[i]._mimfnum != 8) {
omx = missile[i]._mitxoff;
omy = missile[i]._mityoff;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
p = missile[i]._misource;
if (p != -1) {
if (!missile[i]._micaster) {
switch (missile[i]._mitype) {
case MIS_FIREBOLT:
d = random_(75, 10) + (plr[p]._pMagic >> 3) + missile[i]._mispllvl + 1;
break;
case MIS_FLARE:
d = 3 * missile[i]._mispllvl - (plr[p]._pMagic >> 3) + (plr[p]._pMagic >> 1);
break;
case MIS_BONESPIRIT:
d = 0;
break;
}
} else {
d = monster[p].mMinDamage + random_(77, monster[p].mMaxDamage - monster[p].mMinDamage + 1);
}
} else {
d = currlevel + random_(78, 2 * currlevel);
}
if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) {
CheckMissileCol(i, d, d, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
missile[i]._mitxoff = omx;
missile[i]._mityoff = omy;
GetMissilePos(i);
switch (missile[i]._mitype) {
case MIS_FIREBOLT:
case MIS_MAGMABALL:
AddMissile(missile[i]._mix, missile[i]._miy, i, 0, missile[i]._mimfnum, MIS_MISEXP, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_FLARE:
AddMissile(missile[i]._mix, missile[i]._miy, i, 0, missile[i]._mimfnum, MIS_MISEXP2, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_ACID:
AddMissile(missile[i]._mix, missile[i]._miy, i, 0, missile[i]._mimfnum, MIS_MISEXP3, missile[i]._micaster, missile[i]._misource, 0, 0);
break;
case MIS_BONESPIRIT:
SetMissDir(i, 8);
missile[i]._mirange = 7;
missile[i]._miDelFlag = FALSE;
PutMissile(i);
return;
}
if (missile[i]._mlid >= 0)
AddUnLight(missile[i]._mlid);
PutMissile(i);
} else {
if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i]._mix;
missile[i]._miVar2 = missile[i]._miy;
if (missile[i]._mlid >= 0)
ChangeLight(missile[i]._mlid, missile[i]._miVar1, missile[i]._miVar2, 8);
}
PutMissile(i);
}
} else if (!missile[i]._mirange) {
if (missile[i]._mlid >= 0)
AddUnLight(missile[i]._mlid);
missile[i]._miDelFlag = TRUE;
PlaySfxLoc(LS_BSIMPCT, missile[i]._mix, missile[i]._miy);
PutMissile(i);
} else
PutMissile(i);
}
void MI_Lightball(int i)
{
int tx, ty, j, oi;
char obj;
tx = missile[i]._miVar1;
ty = missile[i]._miVar2;
missile[i]._mirange--;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
j = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (missile[i]._miHitFlag == TRUE)
missile[i]._mirange = j;
obj = dObject[tx][ty];
if (obj && tx == missile[i]._mix && ty == missile[i]._miy) {
if (obj > 0) {
oi = obj - 1;
} else {
oi = -1 - obj;
}
if (object[oi]._otype == OBJ_SHRINEL || object[oi]._otype == OBJ_SHRINER)
missile[i]._mirange = j;
}
if (!missile[i]._mirange)
missile[i]._miDelFlag = TRUE;
PutMissile(i);
}
void mi_null_33(int i)
{
missile[i]._mirange--;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (!missile[i]._mirange)
missile[i]._miDelFlag = TRUE;
PutMissile(i);
}
void MI_Acidpud(int i)
{
int range;
missile[i]._mirange--;
range = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy, FALSE);
missile[i]._mirange = range;
if (!range) {
if (missile[i]._mimfnum) {
missile[i]._miDelFlag = TRUE;
} else {
SetMissDir(i, 1);
missile[i]._mirange = missile[i]._miAnimLen;
}
}
PutMissile(i);
}
void MI_Firewall(int i)
{
int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 };
missile[i]._mirange--;
if (missile[i]._mirange == missile[i]._miVar1) {
SetMissDir(i, 1);
missile[i]._miAnimFrame = random_(83, 11) + 1;
}
if (missile[i]._mirange == missile[i]._miAnimLen - 1) {
SetMissDir(i, 0);
missile[i]._miAnimFrame = 13;
missile[i]._miAnimAdd = -1;
}
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy, TRUE);
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
if (missile[i]._mimfnum && missile[i]._mirange && missile[i]._miAnimAdd != -1 && missile[i]._miVar2 < 12) {
if (!missile[i]._miVar2)
missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, ExpLight[0]);
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
PutMissile(i);
}
void MI_Fireball(int i)
{
int dam, id, px, py, mx, my;
id = missile[i]._misource;
dam = missile[i]._midam;
missile[i]._mirange--;
if (missile[i]._micaster == 0) {
px = plr[id].WorldX;
py = plr[id].WorldY;
} else {
px = monster[id]._mx;
py = monster[id]._my;
}
if (missile[i]._miAnimType == MFILE_BIGEXP) {
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
} else {
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy)
CheckMissileCol(i, dam, dam, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (!missile[i]._mirange) {
mx = missile[i]._mix;
my = missile[i]._miy;
ChangeLight(missile[i]._mlid, missile[i]._mix, my, missile[i]._miAnimFrame);
if (!CheckBlock(px, py, mx, my))
CheckMissileCol(i, dam, dam, FALSE, mx, my, TRUE);
if (!CheckBlock(px, py, mx, my + 1))
CheckMissileCol(i, dam, dam, FALSE, mx, my + 1, TRUE);
if (!CheckBlock(px, py, mx, my - 1))
CheckMissileCol(i, dam, dam, FALSE, mx, my - 1, TRUE);
if (!CheckBlock(px, py, mx + 1, my))
CheckMissileCol(i, dam, dam, FALSE, mx + 1, my, TRUE);
if (!CheckBlock(px, py, mx + 1, my - 1))
CheckMissileCol(i, dam, dam, FALSE, mx + 1, my - 1, TRUE);
if (!CheckBlock(px, py, mx + 1, my + 1))
CheckMissileCol(i, dam, dam, FALSE, mx + 1, my + 1, TRUE);
if (!CheckBlock(px, py, mx - 1, my))
CheckMissileCol(i, dam, dam, FALSE, mx - 1, my, TRUE);
if (!CheckBlock(px, py, mx - 1, my + 1))
CheckMissileCol(i, dam, dam, FALSE, mx - 1, my + 1, TRUE);
if (!CheckBlock(px, py, mx - 1, my - 1))
CheckMissileCol(i, dam, dam, FALSE, mx - 1, my - 1, TRUE);
if (!TransList[dTransVal[mx][my]]
|| (missile[i]._mixvel < 0 && ((TransList[dTransVal[mx][my + 1]] && nSolidTable[dPiece[mx][my + 1]]) || (TransList[dTransVal[mx][my - 1]] && nSolidTable[dPiece[mx][my - 1]])))) {
missile[i]._mix++;
missile[i]._miy++;
missile[i]._miyoff -= 32;
}
if (missile[i]._miyvel > 0
&& (TransList[dTransVal[mx + 1][my]] && nSolidTable[dPiece[mx + 1][my]]
|| TransList[dTransVal[mx - 1][my]] && nSolidTable[dPiece[mx - 1][my]])) {
missile[i]._miyoff -= 32;
}
if (missile[i]._mixvel > 0
&& (TransList[dTransVal[mx][my + 1]] && nSolidTable[dPiece[mx][my + 1]]
|| TransList[dTransVal[mx][my - 1]] && nSolidTable[dPiece[mx][my - 1]])) {
missile[i]._mixoff -= 32;
}
missile[i]._mimfnum = 0;
SetMissAnim(i, MFILE_BIGEXP);
missile[i]._mirange = missile[i]._miAnimLen - 1;
} else if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i]._mix;
missile[i]._miVar2 = missile[i]._miy;
ChangeLight(missile[i]._mlid, missile[i]._miVar1, missile[i]._miVar2, 8);
}
}
PutMissile(i);
}
void MI_Lightctrl(int i)
{
int pn, dam, p, mx, my;
/// ASSERT: assert((DWORD)i < MAXMISSILES);
missile[i]._mirange--;
p = missile[i]._misource;
if (p != -1) {
if (missile[i]._micaster == 0) {
dam = (random_(79, 2) + random_(79, plr[p]._pLevel) + 2) << 6;
} else {
dam = 2 * (monster[p].mMinDamage + random_(80, monster[p].mMaxDamage - monster[p].mMinDamage + 1));
}
} else {
dam = random_(81, currlevel) + 2 * currlevel;
}
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
mx = missile[i]._mix;
my = missile[i]._miy;
/// ASSERT: assert((DWORD)mx < MAXDUNX);
/// ASSERT: assert((DWORD)my < MAXDUNY);
pn = dPiece[mx][my];
/// ASSERT: assert((DWORD)pn <= MAXTILES);
if (missile[i]._misource == -1) {
if ((mx != missile[i]._misx || my != missile[i]._misy) && nMissileTable[pn]) {
missile[i]._mirange = 0;
}
} else if (nMissileTable[pn]) {
missile[i]._mirange = 0;
}
if (!nMissileTable[pn]) {
if ((mx != missile[i]._miVar1 || my != missile[i]._miVar2) && mx > 0 && my > 0 && mx < MAXDUNX && my < MAXDUNY) {
if (missile[i]._misource != -1) {
if (missile[i]._micaster == 1
&& monster[missile[i]._misource].MType->mtype >= MT_STORM
&& monster[missile[i]._misource].MType->mtype <= MT_MAEL) {
AddMissile(
mx,
my,
missile[i]._misx,
missile[i]._misy,
i,
MIS_LIGHTNING2,
missile[i]._micaster,
missile[i]._misource,
dam,
missile[i]._mispllvl);
} else {
AddMissile(
mx,
my,
missile[i]._misx,
missile[i]._misy,
i,
MIS_LIGHTNING,
missile[i]._micaster,
missile[i]._misource,
dam,
missile[i]._mispllvl);
}
} else {
AddMissile(
mx,
my,
missile[i]._misx,
missile[i]._misy,
i,
MIS_LIGHTNING,
missile[i]._micaster,
missile[i]._misource,
dam,
missile[i]._mispllvl);
}
missile[i]._miVar1 = missile[i]._mix;
missile[i]._miVar2 = missile[i]._miy;
}
}
if (missile[i]._mirange == 0 || mx <= 0 || my <= 0 || mx >= MAXDUNX || my > MAXDUNY) {
missile[i]._miDelFlag = TRUE;
}
}
void MI_Lightning(int i)
{
int j;
missile[i]._mirange--;
j = missile[i]._mirange;
if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy)
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy, FALSE);
if (missile[i]._miHitFlag == TRUE)
missile[i]._mirange = j;
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Town(int i)
{
int ExpLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 };
int p;
if (missile[i]._mirange > 1)
missile[i]._mirange--;
if (missile[i]._mirange == missile[i]._miVar1)
SetMissDir(i, 1);
if (currlevel && missile[i]._mimfnum != 1 && missile[i]._mirange) {
if (!missile[i]._miVar2)
missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 1);
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
for (p = 0; p < MAX_PLRS; p++) {
if (plr[p].plractive && currlevel == plr[p].plrlevel && !plr[p]._pLvlChanging && plr[p]._pmode == PM_STAND && plr[p].WorldX == missile[i]._mix && plr[p].WorldY == missile[i]._miy) {
ClrPlrPath(p);
if (p == myplr) {
NetSendCmdParam1(TRUE, CMD_WARP, missile[i]._misource);
plr[p]._pmode = PM_NEWLVL;
}
}
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Flash(int i)
{
if (!missile[i]._micaster) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = TRUE;
}
missile[i]._mirange--;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix - 1, missile[i]._miy, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix + 1, missile[i]._miy, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix - 1, missile[i]._miy + 1, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy + 1, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix + 1, missile[i]._miy + 1, TRUE);
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
if (missile[i]._micaster == 0) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = FALSE;
}
}
PutMissile(i);
}
void MI_Flash2(int i)
{
if (!missile[i]._micaster) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = TRUE;
}
missile[i]._mirange--;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix - 1, missile[i]._miy - 1, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy - 1, TRUE);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix + 1, missile[i]._miy - 1, TRUE);
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
if (missile[i]._micaster == 0) {
if (missile[i]._misource != -1)
plr[missile[i]._misource]._pInvincible = FALSE;
}
}
PutMissile(i);
}
void MI_Manashield(int i)
{
int id, diff;
id = missile[i]._misource;
missile[i]._mix = plr[id].WorldX;
missile[i]._miy = plr[id].WorldY;
missile[i]._mitxoff = plr[id]._pxoff << 16;
missile[i]._mityoff = plr[id]._pyoff << 16;
if (plr[id]._pmode == PM_WALK3) {
missile[i]._misx = plr[id]._px;
missile[i]._misy = plr[id]._py;
} else {
missile[i]._misx = plr[id].WorldX;
missile[i]._misy = plr[id].WorldY;
}
GetMissilePos(i);
if (plr[id]._pmode == PM_WALK3) {
if (plr[id]._pdir == DIR_W)
missile[i]._mix++;
else
missile[i]._miy++;
}
if (id != myplr) {
if (currlevel != plr[id].plrlevel)
missile[i]._miDelFlag = TRUE;
} else {
if (plr[id]._pMana <= 0 || !plr[id].plractive)
missile[i]._mirange = 0;
if (plr[id]._pHitPoints < missile[i]._miVar1) {
diff = missile[i]._miVar1 - plr[id]._pHitPoints;
if (missile[i]._mispllvl > 0) {
diff += diff / -3;
}
if (diff < 0)
diff = 0;
drawmanaflag = TRUE;
drawhpflag = TRUE;
if (plr[id]._pMana >= diff) {
plr[id]._pHitPoints = missile[i]._miVar1;
plr[id]._pHPBase = missile[i]._miVar2;
plr[id]._pMana -= diff;
plr[id]._pManaBase -= diff;
} else {
plr[id]._pHitPoints = plr[id]._pMana + missile[i]._miVar1 - diff;
plr[id]._pHPBase = plr[id]._pMana + missile[i]._miVar2 - diff;
plr[id]._pMana = 0;
plr[id]._pManaBase = plr[id]._pMaxManaBase - plr[id]._pMaxMana;
missile[i]._mirange = 0;
missile[i]._miDelFlag = TRUE;
if (plr[id]._pHitPoints < 0)
SetPlayerHitPoints(id, 0);
if (!(plr[id]._pHitPoints >> 6) && id == myplr) {
SyncPlrKill(id, missile[i]._miVar8);
}
}
}
if (id == myplr && !plr[id]._pHitPoints && !missile[i]._miVar1 && plr[id]._pmode != PM_DEATH) {
missile[i]._mirange = 0;
missile[i]._miDelFlag = TRUE;
SyncPlrKill(id, -1);
}
missile[i]._miVar1 = plr[id]._pHitPoints;
missile[i]._miVar2 = plr[id]._pHPBase;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = TRUE;
NetSendCmd(TRUE, CMD_ENDSHIELD);
}
}
PutMissile(i);
}
void MI_Etherealize(int i)
{
int src;
missile[i]._mirange--;
src = missile[i]._misource;
missile[i]._mix = plr[src].WorldX;
missile[i]._miy = plr[src].WorldY;
missile[i]._mitxoff = plr[src]._pxoff << 16;
missile[i]._mityoff = plr[src]._pyoff << 16;
if (plr[src]._pmode == PM_WALK3) {
missile[i]._misx = plr[src]._px;
missile[i]._misy = plr[src]._py;
} else {
missile[i]._misx = plr[src].WorldX;
missile[i]._misy = plr[src].WorldY;
}
GetMissilePos(i);
if (plr[src]._pmode == PM_WALK3) {
if (plr[src]._pdir == DIR_W)
missile[i]._mix++;
else
missile[i]._miy++;
}
plr[src]._pSpellFlags |= 1;
if (!missile[i]._mirange || plr[src]._pHitPoints <= 0) {
missile[i]._miDelFlag = TRUE;
plr[src]._pSpellFlags &= ~0x1;
}
PutMissile(i);
}
void MI_Firemove(int i)
{
int j;
int ExpLight[14] = { 2, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 12 };
missile[i]._mix--;
missile[i]._miy--;
missile[i]._miyoff += 32;
missile[i]._miVar1++;
if (missile[i]._miVar1 == missile[i]._miAnimLen) {
SetMissDir(i, 1);
missile[i]._miAnimFrame = random_(82, 11) + 1;
}
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
j = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (missile[i]._miHitFlag == TRUE)
missile[i]._mirange = j;
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
if (missile[i]._mimfnum || !missile[i]._mirange) {
if (missile[i]._mix != missile[i]._miVar3 || missile[i]._miy != missile[i]._miVar4) {
missile[i]._miVar3 = missile[i]._mix;
missile[i]._miVar4 = missile[i]._miy;
ChangeLight(missile[i]._mlid, missile[i]._miVar3, missile[i]._miVar4, 8);
}
} else {
if (!missile[i]._miVar2)
missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, ExpLight[0]);
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
missile[i]._mix++;
missile[i]._miy++;
missile[i]._miyoff -= 32;
PutMissile(i);
}
void MI_Guardian(int i)
{
int j, k, sx, sy, sx1, sy1, ex;
/// ASSERT: assert((DWORD)i < MAXMISSILES);
sx1 = 0;
sy1 = 0;
missile[i]._mirange--;
if (missile[i]._miVar2 > 0) {
missile[i]._miVar2--;
}
if (missile[i]._mirange == missile[i]._miVar1 || missile[i]._mimfnum == MFILE_GUARD && missile[i]._miVar2 == 0) {
SetMissDir(i, 1);
}
if (!(missile[i]._mirange % 16)) {
ex = 0;
for (j = 0; j < 23 && ex != -1; j++) {
for (k = 10; k >= 0 && ex != -1 && (vCrawlTable[j][k] != 0 || vCrawlTable[j][k + 1] != 0); k -= 2) {
if (sx1 == vCrawlTable[j][k] && sy1 == vCrawlTable[j][k + 1]) {
continue;
}
sx = missile[i]._mix + vCrawlTable[j][k];
sy = missile[i]._miy + vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx = missile[i]._mix - vCrawlTable[j][k];
sy = missile[i]._miy - vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx = missile[i]._mix + vCrawlTable[j][k];
sy = missile[i]._miy - vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx = missile[i]._mix - vCrawlTable[j][k];
sy = missile[i]._miy + vCrawlTable[j][k + 1];
ex = Sentfire(i, sx, sy);
if (ex == -1) {
break;
}
sx1 = vCrawlTable[j][k];
sy1 = vCrawlTable[j][k + 1];
}
}
}
if (missile[i]._mirange == 14) {
SetMissDir(i, 0);
missile[i]._miAnimFrame = 15;
missile[i]._miAnimAdd = -1;
}
missile[i]._miVar3 += missile[i]._miAnimAdd;
if (missile[i]._miVar3 > 15) {
missile[i]._miVar3 = 15;
} else if (missile[i]._miVar3 > 0) {
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miVar3);
}
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Chain(int i)
{
int sx, sy, id, l, n, m, k, rad, tx, ty, dir;
int CrawlNum[19] = { 0, 3, 12, 45, 94, 159, 240, 337, 450, 579, 724, 885, 1062, 1255, 1464, 1689, 1930, 2187, 2460 };
id = missile[i]._misource;
sx = missile[i]._mix;
sy = missile[i]._miy;
dir = GetDirection(sx, sy, missile[i]._miVar1, missile[i]._miVar2);
AddMissile(sx, sy, missile[i]._miVar1, missile[i]._miVar2, dir, MIS_LIGHTCTRL, 0, id, 1, missile[i]._mispllvl);
rad = missile[i]._mispllvl + 3;
if (rad > 19)
rad = 19;
for (m = 1; m < rad; m++) {
k = CrawlNum[m];
l = k + 2;
for (n = (BYTE)CrawlTable[k]; n > 0; n--) {
tx = sx + CrawlTable[l - 1];
ty = sy + CrawlTable[l];
if (tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY && dMonster[tx][ty] > 0) {
dir = GetDirection(sx, sy, tx, ty);
AddMissile(sx, sy, tx, ty, dir, MIS_LIGHTCTRL, 0, id, 1, missile[i]._mispllvl);
}
l += 2;
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = TRUE;
}
void mi_null_11(int i)
{
missile[i]._mirange--;
if (!missile[i]._mirange)
missile[i]._miDelFlag = TRUE;
if (missile[i]._miAnimFrame == missile[i]._miAnimLen)
missile[i]._miPreFlag = TRUE;
PutMissile(i);
}
void MI_Weapexp(int i)
{
int id, mind, maxd;
int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 };
missile[i]._mirange--;
id = missile[i]._misource;
if (missile[i]._miVar2 == 1) {
mind = plr[id]._pIFMinDam;
maxd = plr[id]._pIFMaxDam;
missiledata[missile[i]._mitype].mResist = MISR_FIRE;
} else {
mind = plr[id]._pILMinDam;
maxd = plr[id]._pILMaxDam;
missiledata[missile[i]._mitype].mResist = MISR_LIGHTNING;
}
CheckMissileCol(i, mind, maxd, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (!missile[i]._miVar1) {
missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 9);
} else {
if (missile[i]._mirange)
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar1]);
}
missile[i]._miVar1++;
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
} else {
PutMissile(i);
}
}
void MI_Misexp(int i)
{
int ExpLight[10] = { 9, 10, 11, 12, 11, 10, 8, 6, 4, 2 };
missile[i]._mirange--;
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
} else {
if (!missile[i]._miVar1)
missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 9);
else
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar1]);
missile[i]._miVar1++;
PutMissile(i);
}
}
void MI_Acidsplat(int i)
{
int monst, dam;
if (missile[i]._mirange == missile[i]._miAnimLen) {
missile[i]._mix++;
missile[i]._miy++;
missile[i]._miyoff -= 32;
}
missile[i]._mirange--;
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
monst = missile[i]._misource;
dam = missile[i]._mispllvl;
AddMissile(missile[i]._mix, missile[i]._miy, i, 0, missile[i]._mimfnum, MIS_ACIDPUD, 1, monst, (monster[monst].MData->mLevel >= 2) + 1, dam);
} else {
PutMissile(i);
}
}
void MI_Teleport(int i)
{
int id;
id = missile[i]._misource;
missile[i]._mirange--;
if (missile[i]._mirange <= 0) {
missile[i]._miDelFlag = TRUE;
} else {
dPlayer[plr[id].WorldX][plr[id].WorldY] = 0;
PlrClrTrans(plr[id].WorldX, plr[id].WorldY);
plr[id].WorldX = missile[i]._mix;
plr[id].WorldY = missile[i]._miy;
plr[id]._px = plr[id].WorldX;
plr[id]._py = plr[id].WorldY;
plr[id]._poldx = plr[id].WorldX;
plr[id]._poldy = plr[id].WorldY;
PlrDoTrans(plr[id].WorldX, plr[id].WorldY);
missile[i]._miVar1 = 1;
dPlayer[plr[id].WorldX][plr[id].WorldY] = id + 1;
if (leveltype != DTYPE_TOWN) {
ChangeLightXY(plr[id]._plid, plr[id].WorldX, plr[id].WorldY);
ChangeVisionXY(plr[id]._pvid, plr[id].WorldX, plr[id].WorldY);
}
if (id == myplr) {
ViewX = plr[id].WorldX - ScrollInfo._sdx;
ViewY = plr[id].WorldY - ScrollInfo._sdy;
}
}
}
void MI_Stone(int i)
{
int m;
missile[i]._mirange--;
m = missile[i]._miVar2;
if (!monster[m]._mhitpoints && missile[i]._miAnimType != MFILE_SHATTER1) {
missile[i]._mimfnum = 0;
missile[i]._miDrawFlag = TRUE;
SetMissAnim(i, MFILE_SHATTER1);
missile[i]._mirange = 11;
}
if (monster[m]._mmode != MM_STONE) {
missile[i]._miDelFlag = TRUE;
return;
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
if (monster[m]._mhitpoints > 0)
monster[m]._mmode = missile[i]._miVar1;
else
AddDead(monster[m]._mx, monster[m]._my, stonendx, (direction)monster[m]._mdir);
}
if (missile[i]._miAnimType == MFILE_SHATTER1)
PutMissile(i);
}
void MI_Boom(int i)
{
missile[i]._mirange--;
if (!missile[i]._miVar1)
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, FALSE, missile[i]._mix, missile[i]._miy, TRUE);
if (missile[i]._miHitFlag == TRUE)
missile[i]._miVar1 = 1;
if (!missile[i]._mirange)
missile[i]._miDelFlag = TRUE;
PutMissile(i);
}
void MI_Rhino(int i)
{
int mix, miy, mix2, miy2, omx, omy, monst;
monst = missile[i]._misource;
if (monster[monst]._mmode != MM_CHARGE) {
missile[i]._miDelFlag = TRUE;
return;
}
GetMissilePos(i);
mix = missile[i]._mix;
miy = missile[i]._miy;
dMonster[mix][miy] = 0;
if (monster[monst]._mAi == AI_SNAKE) {
missile[i]._mitxoff += 2 * missile[i]._mixvel;
missile[i]._mityoff += 2 * missile[i]._miyvel;
GetMissilePos(i);
mix2 = missile[i]._mix;
miy2 = missile[i]._miy;
missile[i]._mitxoff -= missile[i]._mixvel;
missile[i]._mityoff -= missile[i]._miyvel;
} else {
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
}
GetMissilePos(i);
omx = missile[i]._mix;
omy = missile[i]._miy;
if (!PosOkMonst(monst, missile[i]._mix, missile[i]._miy) || (monster[monst]._mAi == AI_SNAKE && !PosOkMonst(monst, mix2, miy2))) {
MissToMonst(i, mix, miy);
missile[i]._miDelFlag = TRUE;
return;
}
monster[monst]._mfutx = omx;
monster[monst]._moldx = omx;
dMonster[omx][omy] = -1 - monst;
monster[monst]._mx = omx;
monster[monst]._mfuty = omy;
monster[monst]._moldy = omy;
monster[monst]._my = omy;
if (monster[monst]._uniqtype != 0)
ChangeLightXY(missile[i]._mlid, omx, omy);
MoveMissilePos(i);
PutMissile(i);
}
void mi_null_32(int i)
{
int src, enemy, ax, ay, bx, by, cx, cy, j;
GetMissilePos(i);
ax = missile[i]._mix;
ay = missile[i]._miy;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
src = missile[i]._misource;
bx = missile[i]._mix;
by = missile[i]._miy;
enemy = monster[src]._menemy;
if (!(monster[src]._mFlags & MFLAG_TARGETS_MONSTER)) {
cx = plr[enemy].WorldX;
cy = plr[enemy].WorldY;
} else {
cx = monster[enemy]._mx;
cy = monster[enemy]._my;
}
if ((bx != ax || by != ay) && (missile[i]._miVar1 & 1 && (abs(ax - cx) >= 4 || abs(ay - cy) >= 4) || missile[i]._miVar2 > 1) && PosOkMonst(missile[i]._misource, ax, ay)) {
MissToMonst(i, ax, ay);
missile[i]._miDelFlag = TRUE;
} else if (!(monster[src]._mFlags & MFLAG_TARGETS_MONSTER)) {
j = dPlayer[bx][by];
} else {
j = dMonster[bx][by];
}
if (!PosOkMissile(bx, by) || j > 0 && !(missile[i]._miVar1 & 1)) {
missile[i]._mixvel *= -1;
missile[i]._miyvel *= -1;
missile[i]._mimfnum = opposite[missile[i]._mimfnum];
missile[i]._miAnimData = monster[src].MType->Anims[MA_WALK].Data[missile[i]._mimfnum];
missile[i]._miVar2++;
if (j > 0)
missile[i]._miVar1 |= 1;
}
MoveMissilePos(i);
PutMissile(i);
}
void MI_FirewallC(int i)
{
int tx, ty, id;
id = missile[i]._misource;
missile[i]._mirange--;
if (missile[i]._mirange == 0) {
missile[i]._miDelFlag = TRUE;
} else {
tx = missile[i]._miVar1 + XDirAdd[missile[i]._miVar3];
ty = missile[i]._miVar2 + YDirAdd[missile[i]._miVar3];
if (!nMissileTable[dPiece[missile[i]._miVar1][missile[i]._miVar2]] && !missile[i]._miVar8 && tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
AddMissile(missile[i]._miVar1, missile[i]._miVar2, missile[i]._miVar1, missile[i]._miVar2, plr[id]._pdir, MIS_FIREWALL, 0, id, 0, missile[i]._mispllvl);
missile[i]._miVar1 = tx;
missile[i]._miVar2 = ty;
} else {
missile[i]._miVar8 = 1;
}
tx = missile[i]._miVar5 + XDirAdd[missile[i]._miVar4];
ty = missile[i]._miVar6 + YDirAdd[missile[i]._miVar4];
if (!nMissileTable[dPiece[missile[i]._miVar5][missile[i]._miVar6]] && !missile[i]._miVar7 && tx > 0 && tx < MAXDUNX && ty > 0 && ty < MAXDUNY) {
AddMissile(missile[i]._miVar5, missile[i]._miVar6, missile[i]._miVar5, missile[i]._miVar6, plr[id]._pdir, MIS_FIREWALL, 0, id, 0, missile[i]._mispllvl);
missile[i]._miVar5 = tx;
missile[i]._miVar6 = ty;
} else {
missile[i]._miVar7 = 1;
}
}
}
void MI_Infra(int i)
{
missile[i]._mirange--;
plr[missile[i]._misource]._pInfraFlag = TRUE;
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
CalcPlrItemVals(missile[i]._misource, TRUE);
}
}
void MI_Apoca(int i)
{
int j, k, id;
BOOL exit;
id = missile[i]._misource;
exit = FALSE;
for (j = missile[i]._miVar2; j < missile[i]._miVar3 && !exit; j++) {
for (k = missile[i]._miVar4; k < missile[i]._miVar5 && !exit; k++) {
if (dMonster[k][j] > 3 && !nSolidTable[dPiece[k][j]]) {
AddMissile(k, j, k, j, plr[id]._pdir, MIS_BOOM, 0, id, missile[i]._midam, 0);
exit = TRUE;
}
}
if (!exit) {
missile[i]._miVar4 = missile[i]._miVar6;
}
}
if (exit == TRUE) {
missile[i]._miVar2 = j - 1;
missile[i]._miVar4 = k;
} else {
missile[i]._miDelFlag = TRUE;
}
}
void MI_Wave(int i)
{
int sx, sy, sd, nxa, nxb, nya, nyb, dira, dirb;
int j, id, pn;
BOOL f1, f2;
int v1, v2;
f1 = FALSE;
f2 = FALSE;
/// ASSERT: assert((DWORD)i < MAXMISSILES);
id = missile[i]._misource;
sx = missile[i]._mix;
sy = missile[i]._miy;
v1 = missile[i]._miVar1;
v2 = missile[i]._miVar2;
sd = GetDirection(sx, sy, v1, v2);
dira = (sd - 2) & 7;
dirb = (sd + 2) & 7;
nxa = sx + XDirAdd[sd];
nya = sy + YDirAdd[sd];
pn = dPiece[nxa][nya];
/// ASSERT: assert((DWORD)pn <= MAXTILES);
if (!nMissileTable[pn]) {
AddMissile(nxa, nya, nxa + XDirAdd[sd], nya + YDirAdd[sd], plr[id]._pdir, MIS_FIREMOVE, 0, id, 0, missile[i]._mispllvl);
nxa += XDirAdd[dira];
nya += YDirAdd[dira];
nxb = sx + XDirAdd[sd] + XDirAdd[dirb];
nyb = sy + YDirAdd[sd] + YDirAdd[dirb];
for (j = 0; j < (missile[i]._mispllvl >> 1) + 2; j++) {
pn = dPiece[nxa][nya]; // BUGFIX: dPiece is accessed before check against dungeon size and 0
/// ASSERT: assert((DWORD)pn <= MAXTILES);
if (nMissileTable[pn] || f1 || nxa <= 0 || nxa >= MAXDUNX || nya <= 0 || nya >= MAXDUNY) {
f1 = TRUE;
} else {
AddMissile(nxa, nya, nxa + XDirAdd[sd], nya + YDirAdd[sd], plr[id]._pdir, MIS_FIREMOVE, 0, id, 0, missile[i]._mispllvl);
nxa += XDirAdd[dira];
nya += YDirAdd[dira];
}
pn = dPiece[nxb][nyb]; // BUGFIX: dPiece is accessed before check against dungeon size and 0
/// ASSERT: assert((DWORD)pn <= MAXTILES);
if (nMissileTable[pn] || f2 || nxb <= 0 || nxb >= MAXDUNX || nyb <= 0 || nyb >= MAXDUNY) {
f2 = TRUE;
} else {
AddMissile(nxb, nyb, nxb + XDirAdd[sd], nyb + YDirAdd[sd], plr[id]._pdir, MIS_FIREMOVE, 0, id, 0, missile[i]._mispllvl);
nxb += XDirAdd[dirb];
nyb += YDirAdd[dirb];
}
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = TRUE;
}
void MI_Nova(int i)
{
int k, id, sx, sy, dir, en, sx1, sy1, dam;
sx1 = 0;
sy1 = 0;
id = missile[i]._misource;
dam = missile[i]._midam;
sx = missile[i]._mix;
sy = missile[i]._miy;
if (id != -1) {
en = 0;
dir = plr[id]._pdir;
} else {
dir = 0;
en = 1;
}
for (k = 0; k < 23; k++) {
if (sx1 != vCrawlTable[k][6] || sy1 != vCrawlTable[k][7]) {
AddMissile(sx, sy, sx + vCrawlTable[k][6], sy + vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx - vCrawlTable[k][6], sy - vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx - vCrawlTable[k][6], sy + vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
AddMissile(sx, sy, sx + vCrawlTable[k][6], sy - vCrawlTable[k][7], dir, MIS_LIGHTBALL, en, id, dam, missile[i]._mispllvl);
sx1 = vCrawlTable[k][6];
sy1 = vCrawlTable[k][7];
}
}
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = TRUE;
}
void MI_Blodboil(int i)
{
missile[i]._miDelFlag = TRUE;
}
void MI_Flame(int i)
{
int k;
missile[i]._mirange--;
missile[i]._miVar2--;
k = missile[i]._mirange;
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, TRUE, missile[i]._mix, missile[i]._miy, FALSE);
if (missile[i]._mirange == 0 && missile[i]._miHitFlag == TRUE)
missile[i]._mirange = k;
if (!missile[i]._miVar2)
missile[i]._miAnimFrame = 20;
if (missile[i]._miVar2 <= 0) {
k = missile[i]._miAnimFrame;
if (k > 11)
k = 24 - k;
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, k);
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
if (missile[i]._miVar2 <= 0)
PutMissile(i);
}
void MI_Flamec(int i)
{
int id, src;
missile[i]._mirange--;
src = missile[i]._misource;
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) {
id = dPiece[missile[i]._mix][missile[i]._miy];
if (!nMissileTable[id]) {
AddMissile(
missile[i]._mix,
missile[i]._miy,
missile[i]._misx,
missile[i]._misy,
i,
MIS_FLAME,
missile[i]._micaster,
src,
missile[i]._miVar3,
missile[i]._mispllvl);
} else {
missile[i]._mirange = 0;
}
missile[i]._miVar1 = missile[i]._mix;
missile[i]._miVar2 = missile[i]._miy;
missile[i]._miVar3++;
}
if (!missile[i]._mirange || missile[i]._miVar3 == 3)
missile[i]._miDelFlag = TRUE;
}
void MI_Cbolt(int i)
{
int md;
int bpath[16] = { -1, 0, 1, -1, 0, 1, -1, -1, 0, 0, 1, 1, 0, 1, -1, 0 };
missile[i]._mirange--;
if (missile[i]._miAnimType != MFILE_LGHNING) {
if (!missile[i]._miVar3) {
md = (missile[i]._miVar2 + bpath[missile[i]._mirnd]) & 7;
missile[i]._mirnd = (missile[i]._mirnd + 1) & 0xF;
GetMissileVel(i, missile[i]._mix, missile[i]._miy, missile[i]._mix + XDirAdd[md], missile[i]._miy + YDirAdd[md], 8);
missile[i]._miVar3 = 16;
} else {
missile[i]._miVar3--;
}
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
CheckMissileCol(i, missile[i]._midam, missile[i]._midam, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
if (missile[i]._miHitFlag == TRUE) {
missile[i]._miVar1 = 8;
missile[i]._mimfnum = 0;
missile[i]._mixoff = 0;
missile[i]._miyoff = 0;
SetMissAnim(i, MFILE_LGHNING);
missile[i]._mirange = missile[i]._miAnimLen;
GetMissilePos(i);
}
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miVar1);
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void MI_Hbolt(int i)
{
int dam;
missile[i]._mirange--;
if (missile[i]._miAnimType != MFILE_HOLYEXPL) {
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
dam = missile[i]._midam;
if (missile[i]._mix != missile[i]._misx || missile[i]._miy != missile[i]._misy) {
CheckMissileCol(i, dam, dam, FALSE, missile[i]._mix, missile[i]._miy, FALSE);
}
if (!missile[i]._mirange) {
missile[i]._mitxoff -= missile[i]._mixvel;
missile[i]._mityoff -= missile[i]._miyvel;
GetMissilePos(i);
missile[i]._mimfnum = 0;
SetMissAnim(i, MFILE_HOLYEXPL);
missile[i]._mirange = missile[i]._miAnimLen - 1;
} else {
if (missile[i]._mix != missile[i]._miVar1 || missile[i]._miy != missile[i]._miVar2) {
missile[i]._miVar1 = missile[i]._mix;
missile[i]._miVar2 = missile[i]._miy;
ChangeLight(missile[i]._mlid, missile[i]._miVar1, missile[i]._miVar2, 8);
}
}
} else {
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miAnimFrame + 7);
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
}
PutMissile(i);
}
void MI_Element(int i)
{
int mid, sd, dam, cx, cy, px, py, id;
missile[i]._mirange--;
dam = missile[i]._midam;
id = missile[i]._misource;
if (missile[i]._miAnimType == MFILE_BIGEXP) {
cx = missile[i]._mix;
cy = missile[i]._miy;
px = plr[id].WorldX;
py = plr[id].WorldY;
ChangeLight(missile[i]._mlid, cx, cy, missile[i]._miAnimFrame);
if (!CheckBlock(px, py, cx, cy))
CheckMissileCol(i, dam, dam, TRUE, cx, cy, TRUE);
if (!CheckBlock(px, py, cx, cy + 1))
CheckMissileCol(i, dam, dam, TRUE, cx, cy + 1, TRUE);
if (!CheckBlock(px, py, cx, cy - 1))
CheckMissileCol(i, dam, dam, TRUE, cx, cy - 1, TRUE);
if (!CheckBlock(px, py, cx + 1, cy))
CheckMissileCol(i, dam, dam, TRUE, cx + 1, cy, TRUE); /* check x/y */
if (!CheckBlock(px, py, cx + 1, cy - 1))
CheckMissileCol(i, dam, dam, TRUE, cx + 1, cy - 1, TRUE);
if (!CheckBlock(px, py, cx + 1, cy + 1))
CheckMissileCol(i, dam, dam, TRUE, cx + 1, cy + 1, TRUE);
if (!CheckBlock(px, py, cx - 1, cy))
CheckMissileCol(i, dam, dam, TRUE, cx - 1, cy, TRUE);
if (!CheckBlock(px, py, cx - 1, cy + 1))
CheckMissileCol(i, dam, dam, TRUE, cx - 1, cy + 1, TRUE);
if (!CheckBlock(px, py, cx - 1, cy - 1))
CheckMissileCol(i, dam, dam, TRUE, cx - 1, cy - 1, TRUE);
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
} else {
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
cx = missile[i]._mix;
cy = missile[i]._miy;
CheckMissileCol(i, dam, dam, FALSE, cx, cy, FALSE);
if (!missile[i]._miVar3 && cx == missile[i]._miVar4 && cy == missile[i]._miVar5)
missile[i]._miVar3 = 1;
if (missile[i]._miVar3 == 1) {
missile[i]._miVar3 = 2;
missile[i]._mirange = 255;
mid = FindClosest(cx, cy, 19);
if (mid > 0) {
sd = GetDirection8(cx, cy, monster[mid]._mx, monster[mid]._my);
SetMissDir(i, sd);
GetMissileVel(i, cx, cy, monster[mid]._mx, monster[mid]._my, 16);
} else {
sd = plr[id]._pdir;
SetMissDir(i, sd);
GetMissileVel(i, cx, cy, cx + XDirAdd[sd], cy + YDirAdd[sd], 16);
}
}
if (cx != missile[i]._miVar1 || cy != missile[i]._miVar2) {
missile[i]._miVar1 = cx;
missile[i]._miVar2 = cy;
ChangeLight(missile[i]._mlid, cx, cy, 8);
}
if (!missile[i]._mirange) {
missile[i]._mimfnum = 0;
SetMissAnim(i, MFILE_BIGEXP);
missile[i]._mirange = missile[i]._miAnimLen - 1;
}
}
PutMissile(i);
}
void MI_Bonespirit(int i)
{
int id, mid, sd, dam;
int cx, cy;
missile[i]._mirange--;
dam = missile[i]._midam;
id = missile[i]._misource;
if (missile[i]._mimfnum == 8) {
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, missile[i]._miAnimFrame);
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
} else {
missile[i]._mitxoff += missile[i]._mixvel;
missile[i]._mityoff += missile[i]._miyvel;
GetMissilePos(i);
cx = missile[i]._mix;
cy = missile[i]._miy;
CheckMissileCol(i, dam, dam, FALSE, cx, cy, FALSE);
if (missile[i]._miVar3 == 0 && cx == missile[i]._miVar4 && cy == missile[i]._miVar5)
missile[i]._miVar3 = 1;
if (missile[i]._miVar3 == 1) {
missile[i]._miVar3 = 2;
missile[i]._mirange = 255;
mid = FindClosest(cx, cy, 19);
if (mid > 0) {
missile[i]._midam = monster[mid]._mhitpoints >> 7;
SetMissDir(i, GetDirection8(cx, cy, monster[mid]._mx, monster[mid]._my));
GetMissileVel(i, cx, cy, monster[mid]._mx, monster[mid]._my, 16);
} else {
sd = plr[id]._pdir;
SetMissDir(i, sd);
GetMissileVel(i, cx, cy, cx + XDirAdd[sd], cy + YDirAdd[sd], 16);
}
}
if (cx != missile[i]._miVar1 || cy != missile[i]._miVar2) {
missile[i]._miVar1 = cx;
missile[i]._miVar2 = cy;
ChangeLight(missile[i]._mlid, cx, cy, 8);
}
if (!missile[i]._mirange) {
SetMissDir(i, DIR_OMNI);
missile[i]._mirange = 7;
}
PutMissile(i);
}
}
void MI_ResurrectBeam(int i)
{
missile[i]._mirange--;
if (missile[i]._mirange == 0)
missile[i]._miDelFlag = TRUE;
PutMissile(i);
}
void MI_Rportal(int i)
{
int ExpLight[17] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 15 };
if (missile[i]._mirange > 1)
missile[i]._mirange--;
if (missile[i]._mirange == missile[i]._miVar1)
SetMissDir(i, 1);
if (currlevel && missile[i]._mimfnum != 1 && missile[i]._mirange != 0) {
if (!missile[i]._miVar2)
missile[i]._mlid = AddLight(missile[i]._mix, missile[i]._miy, 1);
ChangeLight(missile[i]._mlid, missile[i]._mix, missile[i]._miy, ExpLight[missile[i]._miVar2]);
missile[i]._miVar2++;
}
if (!missile[i]._mirange) {
missile[i]._miDelFlag = TRUE;
AddUnLight(missile[i]._mlid);
}
PutMissile(i);
}
void ProcessMissiles()
{
int i, mi;
for (i = 0; i < nummissiles; i++) {
dFlags[missile[missileactive[i]]._mix][missile[missileactive[i]]._miy] &= ~BFLAG_MISSILE;
dMissile[missile[missileactive[i]]._mix][missile[missileactive[i]]._miy] = 0;
}
i = 0;
while (i < nummissiles) {
if (missile[missileactive[i]]._miDelFlag) {
DeleteMissile(missileactive[i], i);
i = 0;
} else {
i++;
}
}
MissilePreFlag = FALSE;
ManashieldFlag = FALSE;
for (i = 0; i < nummissiles; i++) {
mi = missileactive[i];
missiledata[missile[mi]._mitype].mProc(missileactive[i]);
if (!(missile[mi]._miAnimFlags & MFLAG_LOCK_ANIMATION)) {
missile[mi]._miAnimCnt++;
if (missile[mi]._miAnimCnt >= missile[mi]._miAnimDelay) {
missile[mi]._miAnimCnt = 0;
missile[mi]._miAnimFrame += missile[mi]._miAnimAdd;
if (missile[mi]._miAnimFrame > missile[mi]._miAnimLen)
missile[mi]._miAnimFrame = 1;
if (missile[mi]._miAnimFrame < 1)
missile[mi]._miAnimFrame = missile[mi]._miAnimLen;
}
}
}
if (ManashieldFlag) {
for (i = 0; i < nummissiles; i++) {
if (missile[missileactive[i]]._mitype == MIS_MANASHIELD) {
MI_Manashield(missileactive[i]);
}
}
}
i = 0;
while (i < nummissiles) {
if (missile[missileactive[i]]._miDelFlag) {
DeleteMissile(missileactive[i], i);
i = 0;
} else {
i++;
}
}
}
void missiles_process_charge()
{
CMonster *mon;
AnimStruct *anim;
MissileStruct *mis;
int i, mi;
for (i = 0; i < nummissiles; i++) {
mi = missileactive[i];
mis = &missile[mi];
mis->_miAnimData = misfiledata[mis->_miAnimType].mAnimData[mis->_mimfnum];
if (mis->_mitype == MIS_RHINO) {
mon = monster[mis->_misource].MType;
if (mon->mtype >= MT_HORNED && mon->mtype <= MT_OBLORD) {
anim = &mon->Anims[MA_SPECIAL];
} else {
if (mon->mtype >= MT_NSNAKE && mon->mtype <= MT_GSNAKE)
anim = &mon->Anims[MA_ATTACK];
else
anim = &mon->Anims[MA_WALK];
}
missile[mi]._miAnimData = anim->Data[mis->_mimfnum];
}
}
}
void ClearMissileSpot(int mi)
{
dFlags[missile[mi]._mix][missile[mi]._miy] &= ~BFLAG_MISSILE;
dMissile[missile[mi]._mix][missile[mi]._miy] = 0;
}