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missiles.cpp
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/**
* @file missiles.cpp
*
* Implementation of missile functionality.
*/
#include "missiles.h"
#include <climits>
#include <cmath>
#include <cstdint>
#include "control.h"
#include "controls/plrctrls.h"
#include "cursor.h"
#include "dead.h"
#ifdef _DEBUG
#include "debug.h"
#endif
#include "engine/backbuffer_state.hpp"
#include "engine/load_file.hpp"
#include "engine/points_in_rectangle_range.hpp"
#include "engine/random.hpp"
#include "init.h"
#include "inv.h"
#include "levels/trigs.h"
#include "lighting.h"
#include "monster.h"
#include "spells.h"
#include "utils/str_cat.hpp"
namespace devilution {
std::list<Missile> Missiles;
bool MissilePreFlag;
namespace {
int AddClassHealingBonus(int hp, HeroClass heroClass)
{
switch (heroClass) {
case HeroClass::Warrior:
case HeroClass::Monk:
case HeroClass::Barbarian:
return hp * 2;
case HeroClass::Rogue:
case HeroClass::Bard:
return hp + hp / 2;
default:
return hp;
}
}
int ScaleSpellEffect(int base, int spellLevel)
{
for (int i = 0; i < spellLevel; i++) {
base += base / 8;
}
return base;
}
int GenerateRndSum(int range, int iterations)
{
int value = 0;
for (int i = 0; i < iterations; i++) {
value += GenerateRnd(range);
}
return value;
}
bool CheckBlock(Point from, Point to)
{
while (from != to) {
from += GetDirection(from, to);
if (TileHasAny(dPiece[from.x][from.y], TileProperties::Solid))
return true;
}
return false;
}
Monster *FindClosest(Point source, int rad)
{
std::optional<Point> monsterPosition = FindClosestValidPosition(
[&source](Point target) {
// search for a monster with clear line of sight
return InDungeonBounds(target) && dMonster[target.x][target.y] > 0 && !CheckBlock(source, target);
},
source, 1, rad);
if (monsterPosition) {
int mid = dMonster[monsterPosition->x][monsterPosition->y];
return &Monsters[mid - 1];
}
return nullptr;
}
constexpr Direction16 Direction16Flip(Direction16 x, Direction16 pivot)
{
std::underlying_type_t<Direction16> ret = (2 * static_cast<std::underlying_type_t<Direction16>>(pivot) + 16 - static_cast<std::underlying_type_t<Direction16>>(x)) % 16;
return static_cast<Direction16>(ret);
}
void UpdateMissileVelocity(Missile &missile, WorldTilePosition destination, int velocityInPixels)
{
missile.position.velocity = { 0, 0 };
if (missile.position.tile == destination)
return;
// Get the normalized vector in isometric projection
Displacement fixed16NormalVector = (Point { missile.position.tile } - Point { destination }).worldToNormalScreen();
// Multiplying by the target velocity gives us a scaled velocity vector.
missile.position.velocity = fixed16NormalVector * velocityInPixels;
}
/**
* @brief Add the missile to the lookup tables
* @param missile The missile to add
*/
void PutMissile(Missile &missile)
{
Point position = missile.position.tile;
if (!InDungeonBounds(position))
missile._miDelFlag = true;
if (missile._miDelFlag) {
return;
}
DungeonFlag &flags = dFlags[position.x][position.y];
flags |= DungeonFlag::Missile;
if (missile._mitype == MissileID::FireWall)
flags |= DungeonFlag::MissileFireWall;
if (missile._mitype == MissileID::LightningWall)
flags |= DungeonFlag::MissileLightningWall;
if (missile._miPreFlag)
MissilePreFlag = true;
}
void UpdateMissilePos(Missile &missile)
{
Displacement pixelsTravelled = missile.position.traveled >> 16;
Displacement tileOffset = pixelsTravelled.screenToMissile();
missile.position.tile = missile.position.start + tileOffset;
missile.position.offset = pixelsTravelled + tileOffset.worldToScreen();
Displacement absoluteLightOffset = pixelsTravelled.screenToLight();
ChangeLightOffset(missile._mlid, absoluteLightOffset - tileOffset * 8);
}
/**
* @brief Dodgy hack used to correct the position for charging monsters.
*
* If the monster represented by this missile is *not* facing north in some way it gets shifted to the south.
* This appears to compensate for some visual oddity or invalid calculation earlier in the ProcessRhino logic.
* @param missile MissileStruct representing a charging monster.
*/
void MoveMissilePos(Missile &missile)
{
Direction moveDirection;
switch (static_cast<Direction>(missile._mimfnum)) {
case Direction::East:
moveDirection = Direction::SouthEast;
break;
case Direction::West:
moveDirection = Direction::SouthWest;
break;
case Direction::South:
case Direction::SouthWest:
case Direction::SouthEast:
moveDirection = Direction::South;
break;
default:
return;
}
auto target = missile.position.tile + moveDirection;
if (IsTileAvailable(*missile.sourceMonster(), target)) {
missile.position.tile = target;
missile.position.offset += Displacement(moveDirection).worldToScreen();
}
}
int ProjectileMonsterDamage(Missile &missile)
{
const Monster &monster = *missile.sourceMonster();
return monster.minDamage + GenerateRnd(monster.maxDamage - monster.minDamage + 1);
}
int ProjectileTrapDamage(Missile &missile)
{
return currlevel + GenerateRnd(2 * currlevel);
}
bool MonsterMHit(const Player &player, int monsterId, int mindam, int maxdam, int dist, MissileID t, DamageType damageType, bool shift)
{
auto &monster = Monsters[monsterId];
if (!monster.isPossibleToHit() || monster.isImmune(t, damageType))
return false;
int hit = RandomIntLessThan(100);
int hper = 0;
const MissileData &missileData = GetMissileData(t);
if (missileData.isArrow()) {
hper = player.GetRangedPiercingToHit();
hper -= player.CalculateArmorPierce(monster.armorClass, false);
hper -= (dist * dist) / 2;
} else {
hper = player.GetMagicToHit() - (monster.level(sgGameInitInfo.nDifficulty) * 2) - dist;
}
hper = std::clamp(hper, 5, 95);
if (monster.mode == MonsterMode::Petrified)
hit = 0;
if (monster.tryLiftGargoyle())
return true;
if (hit >= hper) {
#ifdef _DEBUG
if (!DebugGodMode)
#endif
return false;
}
int dam;
if (t == MissileID::BoneSpirit) {
dam = monster.hitPoints / 3 >> 6;
} else {
dam = mindam + GenerateRnd(maxdam - mindam + 1);
}
if (missileData.isArrow() && damageType == DamageType::Physical) {
dam = player._pIBonusDamMod + dam * player._pIBonusDam / 100 + dam;
if (player._pClass == HeroClass::Rogue)
dam += player._pDamageMod;
else
dam += player._pDamageMod / 2;
if (monster.data().monsterClass == MonsterClass::Demon && HasAnyOf(player._pIFlags, ItemSpecialEffect::TripleDemonDamage))
dam *= 3;
}
bool resist = monster.isResistant(t, damageType);
if (!shift)
dam <<= 6;
if (resist)
dam >>= 2;
if (&player == MyPlayer)
ApplyMonsterDamage(damageType, monster, dam);
if (monster.hitPoints >> 6 <= 0) {
M_StartKill(monster, player);
} else if (resist) {
monster.tag(player);
PlayEffect(monster, MonsterSound::Hit);
} else {
if (monster.mode != MonsterMode::Petrified && missileData.isArrow() && HasAnyOf(player._pIFlags, ItemSpecialEffect::Knockback))
M_GetKnockback(monster);
if (monster.type().type != MT_GOLEM)
M_StartHit(monster, player, dam);
}
if (monster.activeForTicks == 0) {
monster.activeForTicks = UINT8_MAX;
monster.position.last = player.position.tile;
}
return true;
}
bool Plr2PlrMHit(const Player &player, Player &target, int mindam, int maxdam, int dist, MissileID mtype, DamageType damageType, bool shift, bool *blocked)
{
if (sgGameInitInfo.bFriendlyFire == 0 && player.friendlyMode)
return false;
*blocked = false;
if (target.isOnArenaLevel() && target._pmode == PM_WALK_SIDEWAYS)
return false;
if (target._pInvincible) {
return false;
}
if (mtype == MissileID::HolyBolt) {
return false;
}
const MissileData &missileData = GetMissileData(mtype);
if (HasAnyOf(target._pSpellFlags, SpellFlag::Etherealize) && missileData.isArrow()) {
return false;
}
int8_t resper;
switch (damageType) {
case DamageType::Fire:
resper = target._pFireResist;
break;
case DamageType::Lightning:
resper = target._pLghtResist;
break;
case DamageType::Magic:
case DamageType::Acid:
resper = target._pMagResist;
break;
default:
resper = 0;
break;
}
int hper = GenerateRnd(100);
int hit;
if (missileData.isArrow()) {
hit = player.GetRangedToHit()
- (dist * dist / 2)
- target.GetArmor();
} else {
hit = player.GetMagicToHit()
- (target.getCharacterLevel() * 2)
- dist;
}
hit = std::clamp(hit, 5, 95);
if (hper >= hit) {
return false;
}
int blkper = 100;
if (!shift && (target._pmode == PM_STAND || target._pmode == PM_ATTACK) && target._pBlockFlag) {
blkper = GenerateRnd(100);
}
int blk = target.GetBlockChance() - (player.getCharacterLevel() * 2);
blk = std::clamp(blk, 0, 100);
int dam;
if (mtype == MissileID::BoneSpirit) {
dam = target._pHitPoints / 3;
} else {
dam = mindam + GenerateRnd(maxdam - mindam + 1);
if (missileData.isArrow() && damageType == DamageType::Physical)
dam += player._pIBonusDamMod + player._pDamageMod + dam * player._pIBonusDam / 100;
if (!shift)
dam <<= 6;
}
if (!missileData.isArrow())
dam /= 2;
if (resper > 0) {
dam -= (dam * resper) / 100;
if (&player == MyPlayer)
NetSendCmdDamage(true, target, dam, damageType);
target.Say(HeroSpeech::ArghClang);
return true;
}
if (blkper < blk) {
StartPlrBlock(target, GetDirection(target.position.tile, player.position.tile));
*blocked = true;
} else {
if (&player == MyPlayer)
NetSendCmdDamage(true, target, dam, damageType);
StartPlrHit(target, dam, false);
}
return true;
}
void RotateBlockedMissile(Missile &missile)
{
int rotation = PickRandomlyAmong({ -1, 1 });
if (missile._miAnimType == MissileGraphicID::Arrow) {
int dir = missile._miAnimFrame + rotation;
missile._miAnimFrame = (dir + 15) % 16 + 1;
return;
}
int dir = missile._mimfnum + rotation;
int mAnimFAmt = GetMissileSpriteData(missile._miAnimType).animFAmt;
if (dir < 0)
dir = mAnimFAmt - 1;
else if (dir >= mAnimFAmt)
dir = 0;
SetMissDir(missile, dir);
}
void CheckMissileCol(Missile &missile, DamageType damageType, int minDamage, int maxDamage, bool isDamageShifted, Point position, bool dontDeleteOnCollision)
{
if (!InDungeonBounds(position))
return;
int mx = position.x;
int my = position.y;
bool isMonsterHit = false;
int mid = dMonster[mx][my];
if (mid > 0 || (mid != 0 && Monsters[std::abs(mid) - 1].mode == MonsterMode::Petrified)) {
mid = std::abs(mid) - 1;
if (missile.IsTrap()
|| (missile._micaster == TARGET_PLAYERS && ( // or was fired by a monster and
Monsters[mid].isPlayerMinion() != Monsters[missile._misource].isPlayerMinion() // the monsters are on opposing factions
|| (Monsters[missile._misource].flags & MFLAG_BERSERK) != 0 // or the attacker is berserked
|| (Monsters[mid].flags & MFLAG_BERSERK) != 0 // or the target is berserked
))) {
// then the missile can potentially hit this target
isMonsterHit = MonsterTrapHit(mid, minDamage, maxDamage, missile._midist, missile._mitype, damageType, isDamageShifted);
} else if (IsAnyOf(missile._micaster, TARGET_BOTH, TARGET_MONSTERS)) {
isMonsterHit = MonsterMHit(*missile.sourcePlayer(), mid, minDamage, maxDamage, missile._midist, missile._mitype, damageType, isDamageShifted);
}
}
if (isMonsterHit) {
if (!dontDeleteOnCollision)
missile._mirange = 0;
missile._miHitFlag = true;
}
bool isPlayerHit = false;
bool blocked = false;
Player *player = PlayerAtPosition({ mx, my }, true);
if (player != nullptr) {
if (missile._micaster != TARGET_BOTH && !missile.IsTrap()) {
if (missile._micaster == TARGET_MONSTERS) {
if (player->getId() != missile._misource)
isPlayerHit = Plr2PlrMHit(Players[missile._misource], *player, minDamage, maxDamage, missile._midist, missile._mitype, damageType, isDamageShifted, &blocked);
} else {
Monster &monster = Monsters[missile._misource];
isPlayerHit = PlayerMHit(*player, &monster, missile._midist, minDamage, maxDamage, missile._mitype, damageType, isDamageShifted, DeathReason::MonsterOrTrap, &blocked);
}
} else {
DeathReason deathReason = (!missile.IsTrap() && (missile._miAnimType == MissileGraphicID::FireWall || missile._miAnimType == MissileGraphicID::Lightning)) ? DeathReason::Player : DeathReason::MonsterOrTrap;
isPlayerHit = PlayerMHit(*player, nullptr, missile._midist, minDamage, maxDamage, missile._mitype, damageType, isDamageShifted, deathReason, &blocked);
}
}
if (isPlayerHit) {
if (gbIsHellfire && blocked) {
RotateBlockedMissile(missile);
} else if (!dontDeleteOnCollision) {
missile._mirange = 0;
}
missile._miHitFlag = true;
}
if (IsMissileBlockedByTile({ mx, my })) {
Object *object = FindObjectAtPosition({ mx, my });
if (object != nullptr && object->IsBreakable()) {
BreakObjectMissile(missile.sourcePlayer(), *object);
}
if (!dontDeleteOnCollision)
missile._mirange = 0;
missile._miHitFlag = false;
}
const MissileData &missileData = GetMissileData(missile._mitype);
if (missile._mirange == 0 && missileData.miSFX != SfxID::None)
PlaySfxLoc(missileData.miSFX, missile.position.tile);
}
bool MoveMissile(Missile &missile, tl::function_ref<bool(Point)> checkTile, bool ifCheckTileFailsDontMoveToTile = false)
{
Point prevTile = missile.position.tile;
missile.position.traveled += missile.position.velocity;
UpdateMissilePos(missile);
int possibleVisitTiles;
if (missile.position.velocity.deltaX == 0 || missile.position.velocity.deltaY == 0)
possibleVisitTiles = prevTile.WalkingDistance(missile.position.tile);
else
possibleVisitTiles = prevTile.ManhattanDistance(missile.position.tile);
if (possibleVisitTiles == 0)
return false;
// Did the missile skip a tile?
if (possibleVisitTiles > 1) {
auto speed = abs(missile.position.velocity);
const auto denominator = static_cast<float>((2 * speed.deltaY >= speed.deltaX) ? 2 * speed.deltaY : speed.deltaX);
auto incVelocity = missile.position.velocity * ((32 << 16) / denominator);
auto traveled = missile.position.traveled - missile.position.velocity;
// Adjust the traveled vector to start on the next smallest multiple of incVelocity
if (incVelocity.deltaY != 0)
traveled.deltaY = (traveled.deltaY / incVelocity.deltaY) * incVelocity.deltaY;
if (incVelocity.deltaX != 0)
traveled.deltaX = (traveled.deltaX / incVelocity.deltaX) * incVelocity.deltaX;
do {
auto initialDiff = missile.position.traveled - traveled;
traveled += incVelocity;
auto incDiff = missile.position.traveled - traveled;
// we are at the original calculated position => resume with normal logic
if ((initialDiff.deltaX < 0) != (incDiff.deltaX < 0))
break;
if ((initialDiff.deltaY < 0) != (incDiff.deltaY < 0))
break;
// calculate in-between tile
Displacement pixelsTraveled = traveled >> 16;
Displacement tileOffset = pixelsTraveled.screenToMissile();
Point tile = missile.position.start + tileOffset;
// we haven't quite reached the missile's current position,
// but we can break early to avoid checking collisions in this tile twice
if (tile == missile.position.tile)
break;
// skip collision logic if the missile is on a corner between tiles
if (pixelsTraveled.deltaY % 16 == 0
&& pixelsTraveled.deltaX % 32 == 0
&& std::abs(pixelsTraveled.deltaY / 16) % 2 != std::abs(pixelsTraveled.deltaX / 32) % 2) {
continue;
}
// don't call checkTile more than once for a tile
if (prevTile == tile)
continue;
prevTile = tile;
if (!checkTile(tile)) {
missile.position.traveled = traveled;
if (ifCheckTileFailsDontMoveToTile) {
missile.position.traveled -= incVelocity;
UpdateMissilePos(missile);
missile.position.StopMissile();
} else {
UpdateMissilePos(missile);
}
return true;
}
} while (true);
}
if (!checkTile(missile.position.tile) && ifCheckTileFailsDontMoveToTile) {
missile.position.traveled -= missile.position.velocity;
UpdateMissilePos(missile);
missile.position.StopMissile();
}
return true;
}
void MoveMissileAndCheckMissileCol(Missile &missile, DamageType damageType, int mindam, int maxdam, bool ignoreStart, bool ifCollidesDontMoveToHitTile)
{
auto checkTile = [&](Point tile) {
if (ignoreStart && missile.position.start == tile)
return true;
CheckMissileCol(missile, damageType, mindam, maxdam, false, tile, false);
// Did missile hit anything?
if (missile._mirange != 0)
return true;
if (missile._miHitFlag && GetMissileData(missile._mitype).movementDistribution == MissileMovementDistribution::Blockable)
return false;
return !IsMissileBlockedByTile(tile);
};
bool tileChanged = MoveMissile(missile, checkTile, ifCollidesDontMoveToHitTile);
int16_t tileTargetHash = dMonster[missile.position.tile.x][missile.position.tile.y] ^ dPlayer[missile.position.tile.x][missile.position.tile.y];
// missile didn't change the tile... check that we perform CheckMissileCol only once for any monster/player to avoid multiple hits for slow missiles
if (!tileChanged && missile.lastCollisionTargetHash != tileTargetHash) {
CheckMissileCol(missile, damageType, mindam, maxdam, false, missile.position.tile, false);
}
// remember what target CheckMissileCol was checked against
missile.lastCollisionTargetHash = tileTargetHash;
}
void SetMissAnim(Missile &missile, MissileGraphicID animtype)
{
const int dir = missile._mimfnum;
if (animtype >= MissileGraphicID::None) {
missile._miAnimType = MissileGraphicID::None;
missile._miAnimData = std::nullopt;
missile._miAnimWidth = 0;
missile._miAnimWidth2 = 0;
missile._miAnimFlags = MissileGraphicsFlags::None;
missile._miAnimDelay = 0;
missile._miAnimLen = 0;
missile._miAnimCnt = 0;
missile._miAnimFrame = 1;
return;
}
const MissileFileData &missileData = GetMissileSpriteData(animtype);
missile._miAnimType = animtype;
missile._miAnimFlags = missileData.flags;
if (!HeadlessMode) {
missile._miAnimData = missileData.spritesForDirection(static_cast<size_t>(dir));
}
missile._miAnimDelay = missileData.animDelay(dir);
missile._miAnimLen = missileData.animLen(dir);
missile._miAnimWidth = missileData.animWidth;
missile._miAnimWidth2 = missileData.animWidth2;
missile._miAnimCnt = 0;
missile._miAnimFrame = 1;
}
void AddRune(Missile &missile, Point dst, MissileID missileID)
{
if (LineClearMissile(missile.position.start, dst)) {
std::optional<Point> runePosition = FindClosestValidPosition(
[](Point target) {
if (!InDungeonBounds(target)) {
return false;
}
if (IsObjectAtPosition(target)) {
return false;
}
if (TileContainsMissile(target)) {
return false;
}
if (TileHasAny(dPiece[target.x][target.y], TileProperties::Solid)) {
return false;
}
return true;
},
dst, 0, 9);
if (runePosition) {
missile.position.tile = *runePosition;
missile.var1 = static_cast<int8_t>(missileID);
missile._mlid = AddLight(missile.position.tile, 8);
return;
}
}
missile._miDelFlag = true;
}
bool CheckIfTrig(Point position)
{
for (int i = 0; i < numtrigs; i++) {
if (trigs[i].position.WalkingDistance(position) < 2)
return true;
}
return false;
}
bool GuardianTryFireAt(Missile &missile, Point target)
{
Point position = missile.position.tile;
if (!LineClearMissile(position, target))
return false;
int mid = dMonster[target.x][target.y] - 1;
if (mid < 0)
return false;
const Monster &monster = Monsters[mid];
if (monster.isPlayerMinion())
return false;
if (monster.hitPoints >> 6 <= 0)
return false;
Player &player = Players[missile._misource];
int dmg = GenerateRnd(10) + (player.getCharacterLevel() / 2) + 1;
dmg = ScaleSpellEffect(dmg, missile._mispllvl);
Direction dir = GetDirection(position, target);
AddMissile(position, target, dir, MissileID::Firebolt, TARGET_MONSTERS, missile._misource, missile._midam, missile.sourcePlayer()->GetSpellLevel(SpellID::Guardian), &missile);
SetMissDir(missile, 2);
missile.var2 = 3;
return true;
}
bool GrowWall(int id, Point position, Point target, MissileID type, int spellLevel, int damage)
{
int dp = dPiece[position.x][position.y];
assert(dp <= MAXTILES && dp >= 0);
if (TileHasAny(dp, TileProperties::BlockMissile) || !InDungeonBounds(target)) {
return false;
}
AddMissile(position, position, Direction::South, type, TARGET_BOTH, id, damage, spellLevel);
return true;
}
/** @brief Sync missile position with parent missile */
void SyncPositionWithParent(Missile &missile, const AddMissileParameter ¶meter)
{
const Missile *parent = parameter.pParent;
if (parent == nullptr)
return;
missile.position.offset = parent->position.offset;
missile.position.traveled = parent->position.traveled;
}
void SpawnLightning(Missile &missile, int dam)
{
missile._mirange--;
MoveMissile(
missile, [&](Point tile) {
assert(InDungeonBounds(tile));
int pn = dPiece[tile.x][tile.y];
assert(pn >= 0 && pn <= MAXTILES);
if (!missile.IsTrap() || tile != missile.position.start) {
if (TileHasAny(pn, TileProperties::BlockMissile)) {
missile._mirange = 0;
return false;
}
}
return true;
});
auto position = missile.position.tile;
int pn = dPiece[position.x][position.y];
if (!TileHasAny(pn, TileProperties::BlockMissile)) {
if (position != Point { missile.var1, missile.var2 } && InDungeonBounds(position)) {
MissileID type = MissileID::Lightning;
if (missile.sourceType() == MissileSource::Monster
&& IsAnyOf(missile.sourceMonster()->type().type, MT_STORM, MT_RSTORM, MT_STORML, MT_MAEL)) {
type = MissileID::ThinLightning;
}
AddMissile(
position,
missile.position.start,
Direction::South,
type,
missile._micaster,
missile._misource,
dam,
missile._mispllvl,
&missile);
missile.var1 = position.x;
missile.var2 = position.y;
}
}
if (missile._mirange == 0) {
missile._miDelFlag = true;
}
}
} // namespace
#ifdef BUILD_TESTING
void TestRotateBlockedMissile(Missile &missile)
{
RotateBlockedMissile(missile);
}
#endif
bool IsMissileBlockedByTile(Point tile)
{
if (!InDungeonBounds(tile)) {
return true;
}
if (TileHasAny(dPiece[tile.x][tile.y], TileProperties::BlockMissile)) {
return true;
}
Object *object = FindObjectAtPosition(tile);
// _oMissFlag is true if the object allows missiles to pass through so we need to invert the check here...
return object != nullptr && !object->_oMissFlag;
}
DamageRange GetDamageAmt(SpellID spell, int spellLevel)
{
assert(MyPlayer != nullptr);
assert(spell >= SpellID::FIRST && spell <= SpellID::LAST);
Player &myPlayer = *MyPlayer;
switch (spell) {
case SpellID::Firebolt: {
const int min = (myPlayer._pMagic / 8) + spellLevel + 1;
return { min, min + 9 };
}
case SpellID::Healing:
case SpellID::HealOther:
/// BUGFIX: healing calculation is unused
return {
AddClassHealingBonus(myPlayer.getCharacterLevel() + spellLevel + 1, myPlayer._pClass) - 1,
AddClassHealingBonus((4 * myPlayer.getCharacterLevel()) + (6 * spellLevel) + 10, myPlayer._pClass) - 1
};
case SpellID::RuneOfLight:
case SpellID::Lightning:
return { 2, 2 + myPlayer.getCharacterLevel() };
case SpellID::Flash: {
int min = ScaleSpellEffect(myPlayer.getCharacterLevel(), spellLevel);
min += min / 2;
return { min, min * 2 };
};
case SpellID::Identify:
case SpellID::TownPortal:
case SpellID::StoneCurse:
case SpellID::Infravision:
case SpellID::Phasing:
case SpellID::ManaShield:
case SpellID::DoomSerpents:
case SpellID::BloodRitual:
case SpellID::Invisibility:
case SpellID::Rage:
case SpellID::Teleport:
case SpellID::Etherealize:
case SpellID::ItemRepair:
case SpellID::StaffRecharge:
case SpellID::TrapDisarm:
case SpellID::Resurrect:
case SpellID::Telekinesis:
case SpellID::BoneSpirit:
case SpellID::Warp:
case SpellID::Reflect:
case SpellID::Berserk:
case SpellID::Search:
case SpellID::RuneOfStone:
return { -1, -1 };
case SpellID::FireWall:
case SpellID::LightningWall:
case SpellID::RingOfFire: {
const int min = 2 * myPlayer.getCharacterLevel() + 4;
return { min, min + 36 };
}
case SpellID::Fireball:
case SpellID::RuneOfFire: {
const int base = (2 * myPlayer.getCharacterLevel()) + 4;
return {
ScaleSpellEffect(base, spellLevel),
ScaleSpellEffect(base + 36, spellLevel)
};
} break;
case SpellID::Guardian: {
const int base = (myPlayer.getCharacterLevel() / 2) + 1;
return {
ScaleSpellEffect(base, spellLevel),
ScaleSpellEffect(base + 9, spellLevel)
};
} break;
case SpellID::ChainLightning:
return { 4, 4 + (2 * myPlayer.getCharacterLevel()) };
case SpellID::FlameWave: {
const int min = 6 * (myPlayer.getCharacterLevel() + 1);
return { min, min + 54 };
}
case SpellID::Nova:
case SpellID::Immolation:
case SpellID::RuneOfImmolation:
case SpellID::RuneOfNova:
return {
ScaleSpellEffect((myPlayer.getCharacterLevel() + 5) / 2, spellLevel) * 5,
ScaleSpellEffect((myPlayer.getCharacterLevel() + 30) / 2, spellLevel) * 5
};
case SpellID::Inferno: {
int max = myPlayer.getCharacterLevel() + 4;
max += max / 2;
return { 3, max };
}
case SpellID::Golem:
return { 11, 17 };
case SpellID::Apocalypse:
return { myPlayer.getCharacterLevel(), myPlayer.getCharacterLevel() * 6 };
case SpellID::Elemental:
/// BUGFIX: Divide min and max by 2
return {
ScaleSpellEffect(2 * myPlayer.getCharacterLevel() + 4, spellLevel),
ScaleSpellEffect(2 * myPlayer.getCharacterLevel() + 40, spellLevel)
};
case SpellID::ChargedBolt:
return { 1, 1 + (myPlayer._pMagic / 4) };
case SpellID::HolyBolt:
return { myPlayer.getCharacterLevel() + 9, myPlayer.getCharacterLevel() + 18 };
case SpellID::BloodStar: {
const int min = (myPlayer._pMagic / 2) + 3 * spellLevel - (myPlayer._pMagic / 8);
return { min, min };
}
default:
return { -1, -1 };
}
}
Direction16 GetDirection16(Point p1, Point p2)
{
Displacement offset = p2 - p1;
Displacement absolute = abs(offset);
bool flipY = offset.deltaX != absolute.deltaX;
bool flipX = offset.deltaY != absolute.deltaY;
bool flipMedian = false;
if (absolute.deltaX > absolute.deltaY) {
std::swap(absolute.deltaX, absolute.deltaY);
flipMedian = true;
}
Direction16 ret = Direction16::South;
if (3 * absolute.deltaX <= (absolute.deltaY * 2)) { // mx/my <= 2/3, approximation of tan(33.75)
if (5 * absolute.deltaX < absolute.deltaY) // mx/my < 0.2, approximation of tan(11.25)
ret = Direction16::SouthWest;
else
ret = Direction16::South_SouthWest;
}
Direction16 medianPivot = Direction16::South;
if (flipY) {
ret = Direction16Flip(ret, Direction16::SouthWest);
medianPivot = Direction16Flip(medianPivot, Direction16::SouthWest);
}
if (flipX) {
ret = Direction16Flip(ret, Direction16::SouthEast);
medianPivot = Direction16Flip(medianPivot, Direction16::SouthEast);
}
if (flipMedian)
ret = Direction16Flip(ret, medianPivot);
return ret;
}
bool MonsterTrapHit(int monsterId, int mindam, int maxdam, int dist, MissileID t, DamageType damageType, bool shift)
{
auto &monster = Monsters[monsterId];
if (!monster.isPossibleToHit() || monster.isImmune(t, damageType))
return false;
int hit = GenerateRnd(100);
int hper = 90 - monster.armorClass - dist;
hper = std::clamp(hper, 5, 95);
if (monster.tryLiftGargoyle())
return true;
if (hit >= hper && monster.mode != MonsterMode::Petrified) {
#ifdef _DEBUG
if (!DebugGodMode)
#endif
return false;
}
bool resist = monster.isResistant(t, damageType);
int dam = mindam + GenerateRnd(maxdam - mindam + 1);
if (!shift)
dam <<= 6;
if (resist)
dam /= 4;
ApplyMonsterDamage(damageType, monster, dam);
#ifdef _DEBUG
if (DebugGodMode)
monster.hitPoints = 0;
#endif
if (monster.hitPoints >> 6 <= 0) {
MonsterDeath(monster, monster.direction, true);
} else if (resist) {
PlayEffect(monster, MonsterSound::Hit);
} else if (monster.type().type != MT_GOLEM) {
M_StartHit(monster, dam);
}
return true;
}
bool PlayerMHit(Player &player, Monster *monster, int dist, int mind, int maxd, MissileID mtype, DamageType damageType, bool shift, DeathReason deathReason, bool *blocked)
{
*blocked = false;
if (player._pHitPoints >> 6 <= 0) {
return false;
}
if (player._pInvincible) {
return false;
}
const MissileData &missileData = GetMissileData(mtype);
if (HasAnyOf(player._pSpellFlags, SpellFlag::Etherealize) && missileData.isArrow()) {
return false;
}
int hit = GenerateRnd(100);
#ifdef _DEBUG
if (DebugGodMode)
hit = 1000;
#endif