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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-12-08 06:11:34 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2008-12-08 06:11:34 +0000
commit0a035731a014657ed31f567eb854033a1a62f0e4 (patch)
treea11451152c40e2f48966b6b1d3ea1114b2773321 /crawl-ref/source/spells1.cc
parent5dc8d3bb786e86a7c4460f29277ef50468e3c9f8 (diff)
downloadcrawl-ref-0a035731a014657ed31f567eb854033a1a62f0e4.tar.gz
crawl-ref-0a035731a014657ed31f567eb854033a1a62f0e4.zip
Added BEAM_CHAOS and changed chaos launchers/ammo to use that. Currently only
chooses a different, random beam flavour (which undoudtedly needs to have their relative weights changed after playtesting) for each square it passes through, but in the future it might do things like bounce off walls at weird angles or animate weapons left laying on the ground. Added CLOUD_CHAOS, though it doesn't do anything yet. Monsters which are marked summoned or otherwise given ENCH_ABJ can also be marked with the type of summoning that happened, which is stored in the until-now-unused ENCH_SUMMON. This is useful for figuring out if a monster has ENCH_ABJ but isn't really summoned (like fire vortices created by Fire Storm or dancing weapons created by Tukima's Dance) so that they won't be affected by abjuration. It's also currently used to do a different "dissapears in a puff of smoke" messages for summoned monsters based on the summoning type, so that monsters summoned by Shadow Creature "dissolve into shadows" and don't leave behind any clouds, and temporary god gift monsters from good gods "dissolve into sparkling lights". In the future it might be used to do temporarily animated corpses, which turn back into a corpse when killed or when the animation runs out. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7778 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells1.cc')
-rw-r--r--crawl-ref/source/spells1.cc16
1 files changed, 10 insertions, 6 deletions
diff --git a/crawl-ref/source/spells1.cc b/crawl-ref/source/spells1.cc
index dd1e0b7497..7353430c9a 100644
--- a/crawl-ref/source/spells1.cc
+++ b/crawl-ref/source/spells1.cc
@@ -1086,36 +1086,40 @@ void abjuration(int pow)
if (mons_wont_attack(monster))
continue;
- mon_enchant abj = monster->get_ench(ENCH_ABJ);
- if (abj.ench != ENCH_NONE)
+ int duration;
+ if (monster->is_summoned(&duration))
{
int sockage = std::max(fuzz_value(abjdur, 60, 30), 40);
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "%s abj: dur: %d, abj: %d",
- monster->name(DESC_PLAIN).c_str(), abj.duration, sockage);
+ monster->name(DESC_PLAIN).c_str(), duration, sockage);
#endif
+ bool shielded = false;
// TSO and Trog's abjuration protection.
if (mons_is_god_gift(monster, GOD_SHINING_ONE))
{
sockage = sockage * (30 - monster->hit_dice) / 45;
- if (sockage < abj.duration)
+ if (sockage < duration)
{
simple_god_message(" protects a fellow warrior from your evil magic!",
GOD_SHINING_ONE);
+ shielded = true;
}
}
else if (mons_is_god_gift(monster, GOD_TROG))
{
sockage = sockage * 8 / 15;
- if (sockage < abj.duration)
+ if (sockage < duration)
{
simple_god_message(" shields an ally from your puny magic!",
GOD_TROG);
+ shielded = true;
}
}
- if (!monster->lose_ench_duration(abj, sockage))
+ mon_enchant abj = monster->get_ench(ENCH_ABJ);
+ if (!monster->lose_ench_duration(abj, sockage) && !shielded)
simple_monster_message(monster, " shudders.");
}
}