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author | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 18:34:37 +0000 |
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committer | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-10 18:34:37 +0000 |
commit | 567cf0316aef7e75f8d7f9306b897f12c5b9f4e7 (patch) | |
tree | 8da51ac6b259cf093a547a915f359f3445569717 /crawl-ref/source/spells2.cc | |
parent | b3c42dfc728a757d6d9aff1f0df86e4152141da1 (diff) | |
download | crawl-ref-567cf0316aef7e75f8d7f9306b897f12c5b9f4e7.tar.gz crawl-ref-567cf0316aef7e75f8d7f9306b897f12c5b9f4e7.zip |
Reorganize again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5707 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r-- | crawl-ref/source/spells2.cc | 267 |
1 files changed, 133 insertions, 134 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc index 68da716c12..f8dc1f4af4 100644 --- a/crawl-ref/source/spells2.cc +++ b/crawl-ref/source/spells2.cc @@ -1634,140 +1634,6 @@ bool cast_summon_dragon(int pow, bool god_gift) return (success); } -bool cast_conjure_ball_lightning(int pow, bool god_gift) -{ - bool success = false; - - // Restricted so that the situation doesn't get too gross. Each of - // these will explode for 3d20 damage. -- bwr - const int how_many = std::min(8, 3 + random2(2 + pow / 50)); - - for (int i = 0; i < how_many; ++i) - { - int tx = -1, ty = -1; - - for (int j = 0; j < 10; ++j) - { - if (!random_near_space(you.x_pos, you.y_pos, tx, ty, true, true) - && distance(you.x_pos, you.y_pos, tx, ty) <= 5) - { - break; - } - } - - // If we fail, we'll try the ol' summon next to player trick. - if (tx == -1 || ty == -1) - { - tx = you.x_pos; - ty = you.y_pos; - } - - int monster = - mons_place( - mgen_data(MONS_BALL_LIGHTNING, BEH_FRIENDLY, 0, - coord_def(tx, ty), MHITNOT, - god_gift ? MG_GOD_GIFT : 0)); - - if (monster != -1) - { - success = true; - - menv[monster].add_ench(ENCH_SHORT_LIVED); - } - } - - if (success) - mpr("You create some ball lightning!"); - else - canned_msg(MSG_NOTHING_HAPPENS); - - return (success); -} - -bool cast_tukimas_dance(int pow, bool god_gift, - bool force_hostile, bool quiet_failure) -{ - bool success = true; - - const int dur = std::min(2 + (random2(pow) / 5), 6); - - const int wpn = you.equip[EQ_WEAPON]; - - // See if wielded item is appropriate. - if (wpn == -1 - || you.inv[wpn].base_type != OBJ_WEAPONS - || is_range_weapon(you.inv[wpn]) - || is_fixed_artefact(you.inv[wpn])) - { - success = false; - } - - // See if we can get an mitm for the dancing weapon. - const int i = get_item_slot(); - - if (i == NON_ITEM) - success = false; - - int monster; - - if (success) - { - // Cursed weapons become hostile. - const bool friendly = (!force_hostile && !item_cursed(you.inv[wpn])); - - monster = - create_monster( - mgen_data(MONS_DANCING_WEAPON, - friendly ? BEH_FRIENDLY : BEH_HOSTILE, - dur, you.pos(), - friendly ? you.pet_target : MHITYOU, - god_gift ? MG_GOD_GIFT : 0)); - - if (monster == -1) - success = false; - } - - if (!success) - { - destroy_item(i); - - if (!quiet_failure) - { - if (wpn != -1) - mpr("Your weapon vibrates crazily for a second."); - else - msg::stream << "Your " << your_hand(true) << " twitch." - << std::endl; - } - - return (false); - } - - // We are successful. Unwield the weapon, removing any wield effects. - unwield_item(); - - // Copy the unwielded item. - mitm[i] = you.inv[wpn]; - mitm[i].quantity = 1; - mitm[i].x = 0; - mitm[i].y = 0; - mitm[i].link = NON_ITEM; - - // Mark the weapon as thrown, so that we'll autograb it when the - // tango's done. - mitm[i].flags |= ISFLAG_THROWN; - - mprf("%s dances into the air!", you.inv[wpn].name(DESC_CAP_YOUR).c_str()); - - you.inv[wpn].quantity = 0; - - menv[monster].inv[MSLOT_WEAPON] = i; - menv[monster].colour = mitm[i].colour; - burden_change(); - - return (true); -} - // Trog sends a fighting buddy (or enemy) for a follower. bool summon_berserker(int pow, bool god_gift, bool force_hostile) { @@ -1891,3 +1757,136 @@ bool summon_daeva(int pow, bool god_gift, bool quiet) { return _summon_holy_being_wrapper(pow, god_gift, MONS_DAEVA, quiet); } + +bool cast_tukimas_dance(int pow, bool god_gift, + bool force_hostile, bool quiet_failure) +{ + bool success = true; + + const int dur = std::min(2 + (random2(pow) / 5), 6); + + const int wpn = you.equip[EQ_WEAPON]; + + // See if wielded item is appropriate. + if (wpn == -1 + || you.inv[wpn].base_type != OBJ_WEAPONS + || is_range_weapon(you.inv[wpn]) + || is_fixed_artefact(you.inv[wpn])) + { + success = false; + } + + // See if we can get an mitm for the dancing weapon. + const int i = get_item_slot(); + + if (i == NON_ITEM) + success = false; + + int monster; + + if (success) + { + // Cursed weapons become hostile. + const bool friendly = (!force_hostile && !item_cursed(you.inv[wpn])); + + monster = + create_monster( + mgen_data(MONS_DANCING_WEAPON, + friendly ? BEH_FRIENDLY : BEH_HOSTILE, + dur, you.pos(), + friendly ? you.pet_target : MHITYOU, + god_gift ? MG_GOD_GIFT : 0)); + + if (monster == -1) + success = false; + } + + if (!success) + { + destroy_item(i); + + if (!quiet_failure) + { + if (wpn != -1) + mpr("Your weapon vibrates crazily for a second."); + else + msg::stream << "Your " << your_hand(true) << " twitch." + << std::endl; + } + + return (false); + } + + // We are successful. Unwield the weapon, removing any wield effects. + unwield_item(); + + // Copy the unwielded item. + mitm[i] = you.inv[wpn]; + mitm[i].quantity = 1; + mitm[i].x = 0; + mitm[i].y = 0; + mitm[i].link = NON_ITEM; + + // Mark the weapon as thrown, so that we'll autograb it when the + // tango's done. + mitm[i].flags |= ISFLAG_THROWN; + + mprf("%s dances into the air!", you.inv[wpn].name(DESC_CAP_YOUR).c_str()); + + you.inv[wpn].quantity = 0; + + menv[monster].inv[MSLOT_WEAPON] = i; + menv[monster].colour = mitm[i].colour; + burden_change(); + + return (true); +} + +bool cast_conjure_ball_lightning(int pow) +{ + bool success = false; + + // Restricted so that the situation doesn't get too gross. Each of + // these will explode for 3d20 damage. -- bwr + const int how_many = std::min(8, 3 + random2(2 + pow / 50)); + + for (int i = 0; i < how_many; ++i) + { + int tx = -1, ty = -1; + + for (int j = 0; j < 10; ++j) + { + if (!random_near_space(you.x_pos, you.y_pos, tx, ty, true, true) + && distance(you.x_pos, you.y_pos, tx, ty) <= 5) + { + break; + } + } + + // If we fail, we'll try the ol' summon next to player trick. + if (tx == -1 || ty == -1) + { + tx = you.x_pos; + ty = you.y_pos; + } + + int monster = + mons_place( + mgen_data(MONS_BALL_LIGHTNING, BEH_FRIENDLY, 0, + coord_def(tx, ty), MHITNOT)); + + if (monster != -1) + { + success = true; + + menv[monster].add_ench(ENCH_SHORT_LIVED); + } + } + + if (success) + mpr("You create some ball lightning!"); + else + canned_msg(MSG_NOTHING_HAPPENS); + + return (success); +} |