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/* File: mislead.cc
* Summary: Handling of Mara's Mislead spell and stats, plus fakes.
*/
#include "AppHdr.h"
#include "mislead.h"
#include "enum.h"
#include "env.h"
#include "message.h"
#include "monster.h"
#include "mon-iter.h"
#include "mon-util.h"
#include "view.h"
#include "random.h"
#include "tutorial.h"
#include "xom.h"
bool unsuitable_misled_monster(monster_type mons)
{
return (mons_is_unique(mons) || mons_is_mimic(mons)
|| mons_class_is_stationary(mons) || mons_genus(mons) == MONS_DRACONIAN
|| mons == MONS_DANCING_WEAPON || mons == MONS_UGLY_THING
|| mons == MONS_VERY_UGLY_THING || mons == MONS_ZOMBIE_SMALL
|| mons == MONS_ZOMBIE_LARGE || mons == MONS_SKELETON_SMALL
|| mons == MONS_SKELETON_LARGE || mons == MONS_SIMULACRUM_SMALL
|| mons == MONS_SIMULACRUM_LARGE || mons == MONS_SPECTRAL_THING
|| mons == MONS_SLIME_CREATURE || mons == MONS_BALLISTOMYCETE
|| mons == MONS_HYDRA || mons == MONS_PLAYER_GHOST
|| mons == MONS_SHAPESHIFTER || mons == MONS_PANDEMONIUM_DEMON
|| mons == MONS_KILLER_KLOWN || mons == MONS_KRAKEN
|| mons == MONS_KRAKEN_TENTACLE
|| mons == MONS_GLOWING_SHAPESHIFTER
|| mons == MONS_GIANT_BAT);
}
monster_type get_misled_monster (monsters *monster)
{
monster_type mons = random_monster_at_grid(monster->pos());
if (unsuitable_misled_monster(mons))
mons = random_monster_at_grid(monster->pos());
if (unsuitable_misled_monster(mons))
return (MONS_GIANT_BAT);
return mons;
}
bool update_mislead_monster(monsters* monster)
{
// Don't affect uniques, named monsters, and monsters with special tiles.
if (mons_is_unique(monster->type) || !monster->mname.empty()
|| monster->props.exists("monster_tile")
|| monster->props.exists("mislead_as"))
{
return (false);
}
short misled_as = get_misled_monster(monster);
monster->props["mislead_as"] = misled_as;
if (misled_as == MONS_GIANT_BAT)
return (false);
return (true);
}
int update_mislead_monsters(monsters* caster)
{
int count = 0;
for (monster_iterator mi; mi; ++mi)
if (*mi != caster && update_mislead_monster(*mi))
count++;
return count;
}
void mons_cast_mislead(monsters *monster)
{
// This really only affects the player; it causes confusion when cast on
// non-player foes, but that is dealt with inside ye-great-Switch-of-Doom.
if (monster->foe != MHITYOU)
return;
// We deal with pointless misleads in the right place now.
if (wearing_amulet(AMU_CLARITY))
{
mpr("Your vision blurs momentarily.");
return;
}
update_mislead_monsters(monster);
const int old_value = you.duration[DUR_MISLED];
you.increase_duration(DUR_MISLED, monster->hit_dice * 12 / 3, 50);
if (you.duration[DUR_MISLED] > old_value)
{
you.check_awaken(500);
if (old_value <= 0)
{
mpr("But for a moment, strange images dance in front of your eyes.", MSGCH_WARN);
#ifdef USE_TILE
tiles.add_overlay(you.pos(), tileidx_zap(MAGENTA));
update_screen();
#else
flash_view(MAGENTA);
#endif
more();
}
else
mpr("You are even more misled!", MSGCH_WARN);
learned_something_new(TUT_YOU_ENCHANTED);
xom_is_stimulated((you.duration[DUR_MISLED] - old_value)
/ BASELINE_DELAY);
}
return;
}
int count_mara_fakes()
{
int count = 0;
for (monster_iterator mi; mi; ++mi)
{
if (mi->type == MONS_MARA_FAKE)
count++;
}
return count;
}
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