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Cleanup for weapon explosions #7573

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25 changes: 8 additions & 17 deletions Source/missiles.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1973,8 +1973,14 @@ void AddMissileExplosion(Missile &missile, AddMissileParameter &parameter)

void AddWeaponExplosion(Missile &missile, AddMissileParameter &parameter)
{
missile.var2 = parameter.dst.x;
if (parameter.dst.x == 1)
bool isFireExplosion = parameter.dst.x == 1;

if (missile._midam > 0) {
DamageType damageType = isFireExplosion ? DamageType::Fire : DamageType::Lightning;
CheckMissileCol(missile, damageType, missile._midam, missile._midam, false, missile.position.tile, true);
}

if (isFireExplosion)
SetMissAnim(missile, MissileGraphicID::MagmaBallExplosion);
else
SetMissAnim(missile, MissileGraphicID::ChargedBolt);
Expand Down Expand Up @@ -3510,21 +3516,6 @@ void ProcessWeaponExplosion(Missile &missile)

missile.duration--;
const Player &player = Players[missile._misource];
int mind;
int maxd;
DamageType damageType;
if (missile.var2 == 1) {
// BUGFIX: damage of missile should be encoded in missile struct; player can be dead/have left the game before missile arrives.
mind = player._pIFMinDam;
maxd = player._pIFMaxDam;
damageType = DamageType::Fire;
} else {
// BUGFIX: damage of missile should be encoded in missile struct; player can be dead/have left the game before missile arrives.
mind = player._pILMinDam;
maxd = player._pILMaxDam;
damageType = DamageType::Lightning;
}
CheckMissileCol(missile, damageType, mind, maxd, false, missile.position.tile, false);
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if (missile.var1 == 0) {
missile._mlid = AddLight(missile.position.tile, 9);
} else {
Expand Down
21 changes: 12 additions & 9 deletions Source/player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -779,15 +779,6 @@ bool DoAttack(Player &player)
}
}

if (!gbIsHellfire || !HasAllOf(player._pIFlags, ItemSpecialEffect::FireDamage | ItemSpecialEffect::LightningDamage)) {
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FireDamage)) {
AddMissile(position, { 1, 0 }, Direction::South, MissileID::WeaponExplosion, TARGET_MONSTERS, player, 0, 0);
}
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::LightningDamage)) {
AddMissile(position, { 2, 0 }, Direction::South, MissileID::WeaponExplosion, TARGET_MONSTERS, player, 0, 0);
}
}

if (monster != nullptr) {
didhit = PlrHitMonst(player, *monster);
} else if (PlayerAtPosition(position) != nullptr && !player.friendlyMode) {
Expand All @@ -798,6 +789,18 @@ bool DoAttack(Player &player)
didhit = PlrHitObj(player, *object);
}
}

if (!gbIsHellfire || !HasAllOf(player._pIFlags, ItemSpecialEffect::FireDamage | ItemSpecialEffect::LightningDamage)) {
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::FireDamage)) {
int elementalDamage = didhit ? RandomIntBetween(player._pIFMinDam, player._pIFMaxDam) : 0;
AddMissile(position, { 1, 0 }, Direction::South, MissileID::WeaponExplosion, TARGET_MONSTERS, player, elementalDamage, 0);
Comment on lines +795 to +796
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didhit is calculated by PlrHitMonst / PlrHitPlr and this calculates if the hit can fail. This check is used to calculate the damage (0 if the hit failed).
In AddWeaponExplosion we call CheckMissileCol and this calls Plr2PlrMHit / MonsterMHit. These functions also calculate if the missile hits or not.
Does the weapon explosion now have to pass two hit checks instead of one? 🤔

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Yes, I did this on purpose to match the behavior of elemental arrows. For arrows, the elemental explosion can't even spawn unless the arrow connects with a target so we can't really fix that behavior without refactoring the collision logic or adding yet another parameter.

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I looked at the arrow logic and I'm with you.
It just showed me that we are changing / nerfing the elemental damage. But I'm fine with aligning it with the way elemental arrows are handled.

}
if (HasAnyOf(player._pIFlags, ItemSpecialEffect::LightningDamage)) {
int elementalDamage = didhit ? RandomIntBetween(player._pILMinDam, player._pILMaxDam) : 0;
AddMissile(position, { 2, 0 }, Direction::South, MissileID::WeaponExplosion, TARGET_MONSTERS, player, elementalDamage, 0);
}
}

if (player.CanCleave()) {
// playing as a class/weapon with cleave
position = player.position.tile + Right(player._pdir);
Expand Down
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