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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-22 05:08:10 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-22 05:08:10 +0000
commite547d7f8d9b7dc26589af1e1290fa5df850722f0 (patch)
tree393fdaa9676d3e8eb7b50187d78bcb9cc8a3980a /crawl-ref/source/spl-mis.cc
parentad4c63dc3204adfb26e5596761389cbb639836e6 (diff)
downloadcrawl-ref-e547d7f8d9b7dc26589af1e1290fa5df850722f0.tar.gz
crawl-ref-e547d7f8d9b7dc26589af1e1290fa5df850722f0.zip
Split miscast code off from spl-cast.cc into spl-mis.cc
Get rid of members mon_target and mon_source from MiscastEffect class, replace with methods target_as_monster() and source_as_monster(). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8674 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spl-mis.cc')
-rw-r--r--crawl-ref/source/spl-mis.cc2712
1 files changed, 2712 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-mis.cc b/crawl-ref/source/spl-mis.cc
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+++ b/crawl-ref/source/spl-mis.cc
@@ -0,0 +1,2712 @@
+/*
+ * File: spl-mis.cc
+ * Summary: Spell miscast class.
+ * Written by: Matthew Cline
+ *
+ * Modified for Crawl Reference by $Author$ on $Date: 2008-06-28 22:
+16:39 -0700 (Sat, 28 Jun 2008) $
+ */
+
+#include "AppHdr.h"
+REVISION("$Rev$");
+
+#include "spl-mis.h"
+
+#include "externs.h"
+
+#include <sstream>
+
+#include "cloud.h"
+#include "effects.h"
+#include "it_use2.h"
+#include "Kills.h"
+#include "misc.h"
+#include "monplace.h"
+#include "monstuff.h"
+#include "mon-util.h"
+#include "mutation.h"
+#include "player.h"
+#include "religion.h"
+#include "spells1.h"
+#include "state.h"
+#include "stuff.h"
+#include "terrain.h"
+#include "transfor.h"
+#include "view.h"
+#include "xom.h"
+
+// This determines how likely it is that more powerful wild magic
+// effects will occur. Set to 100 for the old probabilities (although
+// the individual effects have been made much nastier since then).
+#define WILD_MAGIC_NASTINESS 150
+
+#define MAX_RECURSE 100
+
+MiscastEffect::MiscastEffect(actor* _target, int _source, spell_type _spell,
+ int _pow, int _fail, std::string _cause,
+ nothing_happens_when_type _nothing_happens,
+ int _lethality_margin, std::string _hand_str,
+ bool _can_plural) :
+ target(_target), source(_source), cause(_cause), spell(_spell),
+ school(SPTYP_NONE), pow(_pow), fail(_fail), level(-1), kc(KC_NCATEGORIES),
+ kt(KILL_NONE), nothing_happens_when(_nothing_happens),
+ lethality_margin(_lethality_margin), hand_str(_hand_str),
+ can_plural_hand(_can_plural)
+{
+ ASSERT(is_valid_spell(_spell));
+ unsigned int schools = get_spell_disciplines(_spell);
+ ASSERT(schools != SPTYP_NONE);
+ ASSERT(!(schools & SPTYP_HOLY));
+ UNUSED(schools);
+
+ init();
+ do_miscast();
+}
+
+MiscastEffect::MiscastEffect(actor* _target, int _source,
+ spschool_flag_type _school, int _level,
+ std::string _cause,
+ nothing_happens_when_type _nothing_happens,
+ int _lethality_margin, std::string _hand_str,
+ bool _can_plural) :
+ target(_target), source(_source), cause(_cause), spell(SPELL_NO_SPELL),
+ school(_school), pow(-1), fail(-1), level(_level), kc(KC_NCATEGORIES),
+ kt(KILL_NONE), nothing_happens_when(_nothing_happens),
+ lethality_margin(_lethality_margin), hand_str(_hand_str),
+ can_plural_hand(_can_plural)
+{
+ ASSERT(!_cause.empty());
+ ASSERT(count_bits(_school) == 1);
+ ASSERT(_school < SPTYP_HOLY || _school == SPTYP_RANDOM);
+ ASSERT(level >= 0 && level <= 3);
+
+ init();
+ do_miscast();
+}
+
+MiscastEffect::MiscastEffect(actor* _target, int _source,
+ spschool_flag_type _school, int _pow, int _fail,
+ std::string _cause,
+ nothing_happens_when_type _nothing_happens,
+ int _lethality_margin, std::string _hand_str,
+ bool _can_plural) :
+ target(_target), source(_source), cause(_cause), spell(SPELL_NO_SPELL),
+ school(_school), pow(_pow), fail(_fail), level(-1), kc(KC_NCATEGORIES),
+ kt(KILL_NONE), nothing_happens_when(_nothing_happens),
+ lethality_margin(_lethality_margin), hand_str(_hand_str),
+ can_plural_hand(_can_plural)
+{
+ ASSERT(!_cause.empty());
+ ASSERT(count_bits(_school) == 1);
+ ASSERT(_school < SPTYP_HOLY || _school == SPTYP_RANDOM);
+
+ init();
+ do_miscast();
+}
+
+MiscastEffect::~MiscastEffect()
+{
+ ASSERT(recursion_depth == 0);
+}
+
+void MiscastEffect::init()
+{
+ ASSERT(spell != SPELL_NO_SPELL && school == SPTYP_NONE
+ || spell == SPELL_NO_SPELL && school != SPTYP_NONE);
+ ASSERT(pow != -1 && fail != -1 && level == -1
+ || pow == -1 && fail == -1 && level >= 0 && level <= 3);
+
+ ASSERT(target != NULL);
+ ASSERT(target->alive());
+
+ ASSERT(lethality_margin == 0 || target->atype() == ACT_PLAYER);
+
+ recursion_depth = 0;
+
+ source_known = target_known = false;
+
+ act_source = NULL;
+
+ const bool death_curse = (cause.find("death curse") != std::string::npos);
+
+ if (target->atype() == ACT_MONSTER)
+ target_known = you.can_see(target);
+ else
+ target_known = true;
+
+ kill_source = source;
+ if (source == WIELD_MISCAST || source == MELEE_MISCAST)
+ {
+ if (target->atype() == ACT_MONSTER)
+ kill_source = target->mindex();
+ else
+ kill_source = NON_MONSTER;
+ }
+
+ if (kill_source == NON_MONSTER)
+ {
+ kc = KC_YOU;
+ kt = KILL_YOU_MISSILE;
+ act_source = &you;
+ source_known = true;
+ }
+ else if (!invalid_monster_index(kill_source))
+ {
+ monsters* mon_source = &menv[kill_source];
+ ASSERT(mon_source->type != -1);
+
+ act_source = mon_source;
+
+ if (death_curse && target->atype() == ACT_MONSTER
+ && target_as_monster()->confused_by_you())
+ {
+ kt = KILL_YOU_CONF;
+ }
+ else if (!death_curse && mon_source->confused_by_you()
+ && !mons_friendly(mon_source))
+ {
+ kt = KILL_YOU_CONF;
+ }
+ else
+ kt = KILL_MON_MISSILE;
+
+ if (mons_friendly(mon_source))
+ kc = KC_FRIENDLY;
+ else
+ kc = KC_OTHER;
+
+ source_known = you.can_see(mon_source);
+
+ if (target_known && death_curse)
+ source_known = true;
+ }
+ else
+ {
+ ASSERT(source == ZOT_TRAP_MISCAST
+ || source == MISC_KNOWN_MISCAST
+ || source == MISC_UNKNOWN_MISCAST
+ || (source < 0 && -source < NUM_GODS));
+
+ act_source = target;
+
+ kc = KC_OTHER;
+ kt = KILL_MISC;
+
+ if (source == ZOT_TRAP_MISCAST)
+ {
+ source_known = target_known;
+
+ if (target->atype() == ACT_MONSTER
+ && target_as_monster()->confused_by_you())
+ {
+ kt = KILL_YOU_CONF;
+ }
+ }
+ else if (source == MISC_KNOWN_MISCAST)
+ source_known = true;
+ else if (source == MISC_UNKNOWN_MISCAST)
+ source_known = false;
+ else
+ source_known = true;
+ }
+
+ ASSERT(kc != KC_NCATEGORIES && kt != KILL_NONE);
+
+ if (death_curse && !invalid_monster_index(kill_source))
+ {
+ if (starts_with(cause, "a "))
+ cause.replace(cause.begin(), cause.begin() + 1, "an indirect");
+ else if (starts_with(cause, "an "))
+ cause.replace(cause.begin(), cause.begin() + 2, "an indirect");
+ else
+ cause = replace_all(cause, "death curse", "indirect death curse");
+ }
+
+ // source_known = false for MELEE_MISCAST so that melee miscasts
+ // won't give a "nothing happens" message.
+ if (source == MELEE_MISCAST)
+ source_known = false;
+
+ if (hand_str.empty())
+ target->hand_name(true, &can_plural_hand);
+
+ // Explosion stuff.
+ beam.is_explosion = true;
+
+ if (cause.empty())
+ cause = get_default_cause();
+ beam.aux_source = cause;
+ beam.beam_source = kill_source;
+ beam.thrower = kt;
+}
+
+std::string MiscastEffect::get_default_cause()
+{
+ // This is only for true miscasts, which means both a spell and that
+ // the source of the miscast is the same as the target of the miscast.
+ ASSERT(source >= 0 && source <= NON_MONSTER);
+ ASSERT(spell != SPELL_NO_SPELL);
+ ASSERT(school == SPTYP_NONE);
+
+ if (source == NON_MONSTER)
+ {
+ ASSERT(target->atype() == ACT_PLAYER);
+ std::string str = "your miscasting ";
+ str += spell_title(spell);
+ return str;
+ }
+
+ ASSERT(act_source->atype() == ACT_MONSTER);
+ ASSERT(act_source == target);
+
+ if (you.can_see(act_source))
+ {
+ return apostrophise(source_as_monster()->base_name(DESC_PLAIN))
+ + " spell miscasting";
+ }
+ else
+ return "something's spell miscasting";
+}
+
+bool MiscastEffect::neither_end_silenced()
+{
+ return (!silenced(you.pos()) && !silenced(target->pos()));
+}
+
+void MiscastEffect::do_miscast()
+{
+ ASSERT(recursion_depth >= 0 && recursion_depth < MAX_RECURSE);
+
+ if (recursion_depth == 0)
+ did_msg = false;
+
+ unwind_var<int> unwind_depth(recursion_depth);
+ recursion_depth++;
+
+ // Repeated calls to do_miscast() on a single object instance have
+ // killed a target which was alive when the object was created.
+ if (!target->alive())
+ {
+#ifdef DEBUG_DIAGNOSTICS
+ mprf(MSGCH_DIAGNOSTICS, "Miscast target '%s' already dead",
+ target->name(DESC_PLAIN, true).c_str());
+#endif
+ return;
+ }
+
+ spschool_flag_type sp_type;
+ int severity;
+
+ if (spell != SPELL_NO_SPELL)
+ {
+ std::vector<int> school_list;
+ for (int i = 0; i < SPTYP_LAST_EXPONENT; i++)
+ if (spell_typematch(spell, 1 << i))
+ school_list.push_back(i);
+
+ unsigned int _school = school_list[random2(school_list.size())];
+ sp_type = static_cast<spschool_flag_type>(1 << _school);
+ }
+ else
+ {
+ sp_type = school;
+ if (sp_type == SPTYP_RANDOM)
+ {
+ int exp = (random2(SPTYP_LAST_EXPONENT));
+ sp_type = (spschool_flag_type) (1 << exp);
+ }
+ }
+
+ if (level != -1)
+ severity = level;
+ else
+ {
+ severity = (pow * fail * (10 + pow) / 7 * WILD_MAGIC_NASTINESS) / 100;
+
+#if DEBUG_DIAGNOSTICS || DEBUG_MISCAST
+ mprf(MSGCH_DIAGNOSTICS, "'%s' miscast power: %d",
+ spell != SPELL_NO_SPELL ? spell_title(spell)
+ : spelltype_short_name(sp_type),
+ severity);
+#endif
+
+ if (random2(40) > severity && random2(40) > severity)
+ {
+ if (target->atype() == ACT_PLAYER)
+ canned_msg(MSG_NOTHING_HAPPENS);
+ return;
+ }
+
+ severity /= 100;
+ severity = random2(severity);
+ if (severity > 3)
+ severity = 3;
+ else if (severity < 0)
+ severity = 0;
+ }
+
+#if DEBUG_DIAGNOSTICS || DEBUG_MISCAST
+ mprf(MSGCH_DIAGNOSTICS, "Sptype: %s, severity: %d",
+ spelltype_short_name(sp_type), severity );
+#endif
+
+ beam.ex_size = 1;
+ beam.name = "";
+ beam.damage = dice_def(0, 0);
+ beam.flavour = BEAM_NONE;
+ beam.msg_generated = false;
+ beam.in_explosion_phase = false;
+
+ // Do this here since multiple miscasts (wizmode testing) might move
+ // the target around.
+ beam.source = target->pos();
+ beam.target = target->pos();
+ beam.use_target_as_pos = true;
+
+ all_msg = you_msg = mon_msg = mon_msg_seen = mon_msg_unseen = "";
+ msg_ch = MSGCH_PLAIN;
+
+ switch (sp_type)
+ {
+ case SPTYP_CONJURATION: _conjuration(severity); break;
+ case SPTYP_ENCHANTMENT: _enchantment(severity); break;
+ case SPTYP_TRANSLOCATION: _translocation(severity); break;
+ case SPTYP_SUMMONING: _summoning(severity); break;
+ case SPTYP_NECROMANCY: _necromancy(severity); break;
+ case SPTYP_TRANSMUTATION: _transmutation(severity); break;
+ case SPTYP_FIRE: _fire(severity); break;
+ case SPTYP_ICE: _ice(severity); break;
+ case SPTYP_EARTH: _earth(severity); break;
+ case SPTYP_AIR: _air(severity); break;
+ case SPTYP_POISON: _poison(severity); break;
+ case SPTYP_DIVINATION:
+ // Divination miscasts have nothing in common between the player
+ // and monsters.
+ if (target->atype() == ACT_PLAYER)
+ _divination_you(severity);
+ else
+ _divination_mon(severity);
+ break;
+
+ default:
+ DEBUGSTR("Invalid miscast spell discipline.");
+ }
+
+ if (target->atype() == ACT_PLAYER)
+ xom_is_stimulated(severity * 50);
+}
+
+void MiscastEffect::do_msg(bool suppress_nothing_happnes)
+{
+ ASSERT(!did_msg);
+
+ if (target->atype() == ACT_MONSTER && !mons_near(target_as_monster()))
+ return;
+
+ did_msg = true;
+
+ std::string msg;
+
+ if (!all_msg.empty())
+ msg = all_msg;
+ else if (target->atype() == ACT_PLAYER)
+ msg = you_msg;
+ else if (!mon_msg.empty())
+ {
+ msg = mon_msg;
+ // Monster might be unseen with hands that can't be seen.
+ ASSERT(msg.find("@hand") == std::string::npos);
+ }
+ else
+ {
+ if (you.can_see(target))
+ msg = mon_msg_seen;
+ else
+ {
+ msg = mon_msg_unseen;
+ // Can't see the hands of invisible monsters.
+ ASSERT(msg.find("@hand") == std::string::npos);
+ }
+ }
+
+ if (msg.empty())
+ {
+ if (!suppress_nothing_happnes
+ && (nothing_happens_when == NH_ALWAYS
+ || (nothing_happens_when == NH_DEFAULT && source_known
+ && target_known)))
+ {
+ canned_msg(MSG_NOTHING_HAPPENS);
+ }
+
+ return;
+ }
+
+ bool plural;
+
+ if (hand_str.empty())
+ {
+ msg = replace_all(msg, "@hand@", target->hand_name(false, &plural));
+ msg = replace_all(msg, "@hands@", target->hand_name(true));
+ }
+ else
+ {
+ plural = can_plural_hand;
+ msg = replace_all(msg, "@hand@", hand_str);
+ if (can_plural_hand)
+ msg = replace_all(msg, "@hands@", pluralise(hand_str));
+ else
+ msg = replace_all(msg, "@hands@", hand_str);
+ }
+
+ if (plural)
+ msg = replace_all(msg, "@hand_conj@", "");
+ else
+ msg = replace_all(msg, "@hand_conj@", "s");
+
+ if (target->atype() == ACT_MONSTER)
+ msg = do_mon_str_replacements(msg, target_as_monster(), S_SILENT);
+
+ mpr(msg.c_str(), msg_ch);
+}
+
+bool MiscastEffect::_ouch(int dam, beam_type flavour)
+{
+ // Delay do_msg() until after avoid_lethal().
+ if (target->atype() == ACT_MONSTER)
+ {
+ monsters* mon_target = target_as_monster();
+
+ do_msg(true);
+
+ bolt beem;
+
+ beem.flavour = flavour;
+ dam = mons_adjust_flavoured(mon_target, beem, dam, true);
+ mon_target->hurt(NULL, dam, BEAM_MISSILE, false);
+
+ if (!mon_target->alive())
+ monster_die(mon_target, kt, kill_source);
+ }
+ else
+ {
+ dam = check_your_resists(dam, flavour);
+
+ if (avoid_lethal(dam))
+ return (false);
+
+ do_msg(true);
+
+ kill_method_type method;
+
+ if (source == NON_MONSTER && spell != SPELL_NO_SPELL)
+ method = KILLED_BY_WILD_MAGIC;
+ else if (source == ZOT_TRAP_MISCAST)
+ method = KILLED_BY_TRAP;
+ else if (source < 0 && -source < NUM_GODS)
+ {
+ god_type god = static_cast<god_type>(-source);
+
+ if (god == GOD_XOM && you.penance[GOD_XOM] == 0)
+ method = KILLED_BY_XOM;
+ else
+ method = KILLED_BY_DIVINE_WRATH;
+ }
+ else if (!invalid_monster_index(source))
+ method = KILLED_BY_MONSTER;
+ else
+ method = KILLED_BY_SOMETHING;
+
+ bool see_source = act_source && you.can_see(act_source);
+ ouch(dam, kill_source, method, cause.c_str(), see_source);
+ }
+
+ return (true);
+}
+
+bool MiscastEffect::_explosion()
+{
+ ASSERT(!beam.name.empty());
+ ASSERT(beam.damage.num != 0 && beam.damage.size != 0);
+ ASSERT(beam.flavour != BEAM_NONE);
+
+ int max_dam = beam.damage.num * beam.damage.size;
+ max_dam = check_your_resists(max_dam, beam.flavour);
+ if (avoid_lethal(max_dam))
+ return (false);
+
+ do_msg(true);
+ beam.explode();
+
+ return (true);
+}
+
+bool MiscastEffect::_lose_stat(unsigned char which_stat,
+ unsigned char stat_loss)
+{
+ if (lethality_margin <= 0)
+ return lose_stat(which_stat, stat_loss, false, cause);
+
+ if (which_stat == STAT_RANDOM)
+ {
+ const int might = you.duration[DUR_MIGHT] ? 5 : 0;
+
+ std::vector<unsigned char> stat_types;
+ if ((you.strength - might - stat_loss) > 0)
+ stat_types.push_back(STAT_STRENGTH);
+ if ((you.intel - stat_loss) > 0)
+ stat_types.push_back(STAT_INTELLIGENCE);
+ if ((you.dex - stat_loss) > 0)
+ stat_types.push_back(STAT_DEXTERITY);
+
+ if (stat_types.size() == 0)
+ {
+ if (avoid_lethal(you.hp))
+ return (false);
+ else
+ return lose_stat(which_stat, stat_loss, false, cause);
+ }
+
+ which_stat = stat_types[random2(stat_types.size())];
+ }
+
+ int val;
+
+ switch(which_stat)
+ {
+ case STAT_STRENGTH: val = you.strength; break;
+ case STAT_INTELLIGENCE: val = you.intel; break;
+ case STAT_DEXTERITY: val = you.dex; break;
+
+ default: DEBUGSTR("Invalid stat type."); return (false);
+ }
+
+ if ((val - stat_loss) <= 0)
+ {
+ if (avoid_lethal(you.hp))
+ return (false);
+ }
+
+ return lose_stat(which_stat, stat_loss, false, cause);
+}
+
+void MiscastEffect::_potion_effect(int pot_eff, int pot_pow)
+{
+ if (target->atype() == ACT_PLAYER)
+ {
+ potion_effect(static_cast<potion_type>(pot_eff), pot_pow, false);
+ return;
+ }
+
+ monsters* mon_target = target_as_monster();
+
+ switch (pot_eff)
+ {
+ case POT_LEVITATION:
+ // There's no levitation enchantment for monsters, and,
+ // anyway, it's not nearly as inconvenient for monsters as
+ // for the player, so backlight them instead.
+ mon_target->add_ench(mon_enchant(ENCH_BACKLIGHT, pot_pow, kc));
+ break;
+ case POT_BERSERK_RAGE:
+ if (target->can_go_berserk())
+ {
+ target->go_berserk(false);
+ break;
+ }
+ // Intentional fallthrough if that didn't work.
+ case POT_SLOWING:
+ target->slow_down(act_source, pot_pow);
+ break;
+ case POT_PARALYSIS:
+ target->paralyse(act_source, pot_pow);
+ break;
+ case POT_CONFUSION:
+ target->confuse(act_source, pot_pow);
+ break;
+
+ default:
+ ASSERT(false);
+ }
+}
+
+void MiscastEffect::send_abyss()
+{
+ if (you.level_type == LEVEL_ABYSS)
+ {
+ you_msg = "The world appears momentarily distorted.";
+ mon_msg_seen = "@The_monster@ wobbles for a moment.";
+ mon_msg_unseen = "An empty piece of space momentarily distorts.";
+ do_msg();
+ return;
+ }
+
+ target->banish(cause);
+}
+
+bool MiscastEffect::avoid_lethal(int dam)
+{
+ if (lethality_margin <= 0 || (you.hp - dam) > lethality_margin)
+ return (false);
+
+ if (recursion_depth == MAX_RECURSE)
+ {
+#if DEBUG_DIAGNOSTICS || DEBUG_MISCAST
+ mpr("Couldn't avoid lethal miscast: too much recursion.",
+ MSGCH_ERROR);
+#endif
+ return (false);
+ }
+
+ if (did_msg)
+ {
+#if DEBUG_DIAGNOSTICS || DEBUG_MISCAST
+ mpr("Couldn't avoid lethal miscast: already printed message for this "
+ "miscast.", MSGCH_ERROR);
+#endif
+ return (false);
+ }
+
+#if DEBUG_DIAGNOSTICS || DEBUG_MISCAST
+ mpr("Avoided lethal miscast.", MSGCH_DIAGNOSTICS);
+#endif
+
+ do_miscast();
+
+ return (true);
+}
+
+bool MiscastEffect::_create_monster(monster_type what, int abj_deg,
+ bool alert)
+{
+ const god_type god =
+ (crawl_state.is_god_acting()) ? crawl_state.which_god_acting()
+ : GOD_NO_GOD;
+
+ mgen_data data = mgen_data::hostile_at(what, target->pos(),
+ abj_deg, 0, alert, god);
+
+ // hostile_at() assumes the monster is hostile to the player,
+ // but should be hostile to the target monster unless the miscast
+ // is a result of either divine wrath or a Zot trap.
+ if (target->atype() == ACT_MONSTER && you.penance[god] == 0
+ && source != ZOT_TRAP_MISCAST)
+ {
+ monsters* mon_target = target_as_monster();
+
+ switch (mon_target->temp_attitude())
+ {
+ case ATT_FRIENDLY: data.behaviour = BEH_HOSTILE; break;
+ case ATT_HOSTILE: data.behaviour = BEH_FRIENDLY; break;
+ case ATT_GOOD_NEUTRAL:
+ case ATT_NEUTRAL:
+ data.behaviour = BEH_NEUTRAL;
+ break;
+ }
+
+ if (alert)
+ data.foe = monster_index(mon_target);
+
+ // No permanent allies from miscasts.
+ if (data.behaviour == BEH_FRIENDLY && abj_deg == 0)
+ data.abjuration_duration = 6;
+ }
+
+ // If data.abjuration_duration == 0, then data.summon_type will
+ // simply be ignored.
+ if (data.abjuration_duration != 0)
+ {
+ if (you.penance[god] > 0)
+ data.summon_type = MON_SUMM_WRATH;
+ else if (source == ZOT_TRAP_MISCAST)
+ data.summon_type = MON_SUMM_ZOT;
+ else
+ data.summon_type = MON_SUMM_MISCAST;
+ }
+
+ return (create_monster(data) != -1);
+}
+
+static bool _has_hair(actor* target)
+{
+ // Don't bother for monsters.
+ if (target->atype() == ACT_MONSTER)
+ return (false);
+
+ return (!transform_changed_physiology() && you.species != SP_GHOUL
+ && you.species != SP_KENKU && !player_genus(GENPC_DRACONIAN));
+}
+
+static std::string _hair_str(actor* target, bool &plural)
+{
+ ASSERT(target->atype() == ACT_PLAYER);
+
+ if (you.species == SP_MUMMY)
+ {
+ plural = true;
+ return "bandages";
+ }
+ else
+ {
+ plural = false;
+ return "hair";
+ }
+}
+
+void MiscastEffect::_conjuration(int severity)
+{
+ int num;
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ num = 10 + (_has_hair(target) ? 1 : 0);
+ switch (random2(num))
+ {
+ case 0:
+ you_msg = "Sparks fly from your @hands@!";
+ mon_msg_seen = "Sparks fly from @the_monster@'s @hands@!";
+ break;
+ case 1:
+ you_msg = "The air around you crackles with energy!";
+ mon_msg_seen = "The air around @the_monster@ crackles "
+ "with energy!";
+ break;
+ case 2:
+ you_msg = "Wisps of smoke drift from your @hands@.";
+ mon_msg_seen = "Wisps of smoke drift from @the_monster@'s "
+ "@hands@.";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "You are momentarily dazzled by a flash of light!";
+ mon_msg_seen = "@The_monster@ emits a flash of light!";
+ break;
+ case 5:
+ you_msg = "Strange energies run through your body.";
+ mon_msg_seen = "@The_monster@ glows " + weird_glowing_colour() +
+ " for a moment.";
+ break;
+ case 6:
+ you_msg = "Your skin tingles.";
+ mon_msg_seen = "@The_monster@ twitches.";
+ break;
+ case 7:
+ you_msg = "Your skin glows momentarily.";
+ mon_msg_seen = "@The_monster@ glows momentarily.";
+ // A small glow isn't going to make it past invisibility.
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (player_can_smell())
+ all_msg = "You smell something strange.";
+ else if (you.species == SP_MUMMY)
+ you_msg = "Your bandages flutter.";
+ break;
+ case 10:
+ {
+ // Player only (for now).
+ bool plural;
+ std::string hair = _hair_str(target, plural);
+ you_msg = make_stringf("Your %s stand%s on end.", hair.c_str(),
+ plural ? "" : "s");
+ }
+ }
+ do_msg();
+ break;
+
+ case 1: // a bit less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "Smoke pours from your @hands@!";
+ mon_msg_seen = "Smoke pours from @the_monster@'s @hands@!";
+ mon_msg_unseen = "Smoke appears from out of nowhere!";
+
+ do_msg();
+ big_cloud(CLOUD_GREY_SMOKE, kc, kt, target->pos(), 20,
+ 7 + random2(7));
+ break;
+ case 1:
+ you_msg = "A wave of violent energy washes through your body!";
+ mon_msg_seen = "@The_monster@ lurches violently!";
+ _ouch(6 + random2avg(7, 2));
+ break;
+ }
+ break;
+
+ case 2: // rather less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "Energy rips through your body!";
+ mon_msg_seen = "@The_monster@ jerks violently!";
+ _ouch(9 + random2avg(17, 2));
+ break;
+ case 1:
+ you_msg = "You are caught in a violent explosion!";
+ mon_msg_seen = "@The_monster@ is caught in a violent explosion!";
+ mon_msg_unseen = "A violent explosion happens from out of thin "
+ "air!";
+
+ beam.flavour = BEAM_MISSILE;
+ beam.damage = dice_def(3, 12);
+ beam.name = "explosion";
+ beam.colour = random_colour();
+
+ _explosion();
+ break;
+ }
+ break;
+
+ case 3: // considerably less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "You are blasted with magical energy!";
+ mon_msg_seen = "@The_monster@ is blasted with magical energy!";
+ // No message for invis monsters?
+ _ouch(12 + random2avg(29, 2));
+ break;
+ case 1:
+ all_msg = "There is a sudden explosion of magical energy!";
+
+ beam.flavour = BEAM_MISSILE;
+ beam.type = dchar_glyph(DCHAR_FIRED_BURST);
+ beam.damage = dice_def(3, 20);
+ beam.name = "explosion";
+ beam.colour = random_colour();
+ beam.ex_size = coinflip() ? 1 : 2;
+
+ _explosion();
+ break;
+ }
+ }
+}
+
+static void _your_hands_glow(actor* target, std::string& you_msg,
+ std::string& mon_msg_seen, bool pluralize)
+{
+ you_msg = "Your @hands@ ";
+ mon_msg_seen = "@The_monster@'s @hands@ ";
+ // No message for invisible monsters.
+
+ if (pluralize)
+ {
+ you_msg += "glow";
+ mon_msg_seen += "glow";
+ }
+ else
+ {
+ you_msg += "glows";
+ mon_msg_seen += "glows";
+ }
+ you_msg += " momentarily.";
+ mon_msg_seen += " momentarily.";
+}
+
+void MiscastEffect::_enchantment(int severity)
+{
+ switch (severity)
+ {
+ case 0: // harmless messages only
+ switch (random2(10))
+ {
+ case 0:
+ _your_hands_glow(target, you_msg, mon_msg_seen, can_plural_hand);
+ break;
+ case 1:
+ you_msg = "The air around you crackles with energy!";
+ mon_msg_seen = "The air around @the_monster@ crackles with"
+ " energy!";
+ break;
+ case 2:
+ you_msg = "Multicoloured lights dance before your eyes!";
+ mon_msg_seen = "Multicoloured lights dance around @the_monster@!";
+ mon_msg_unseen = "Multicoloured lights dance in the air!";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "Waves of light ripple over your body.";
+ mon_msg_seen = "Waves of light ripple over @the_monster@'s body.";
+ break;
+ case 5:
+ you_msg = "Strange energies run through your body.";
+ mon_msg_seen = "@The_monster@ glows " + weird_glowing_colour() +
+ " for a moment.";
+ break;
+ case 6:
+ you_msg = "Your skin tingles.";
+ mon_msg_seen = "@The_monster@ twitches.";
+ break;
+ case 7:
+ you_msg = "Your skin glows momentarily.";
+ mon_msg_seen = "@The_monster@'s body glows momentarily.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (neither_end_silenced())
+ {
+ // XXX: Should use noisy().
+ all_msg = "You hear something strange.";
+ msg_ch = MSGCH_SOUND;
+ return;
+ }
+ else if (target->atype() == ACT_PLAYER
+ && you.attribute[ATTR_TRANSFORMATION] != TRAN_AIR)
+ {
+ you_msg = "Your skull vibrates slightly.";
+ }
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // slightly annoying
+ switch (random2(crawl_state.arena ? 1 : 2))
+ {
+ case 0:
+ _potion_effect(POT_LEVITATION, 20);
+ break;
+ case 1:
+ // XXX: Something else for monsters?
+ random_uselessness();
+ break;
+ }
+ break;
+
+ case 2: // much more annoying
+ switch (random2(7))
+ {
+ case 0:
+ case 1:
+ case 2:
+ if (target->atype() == ACT_PLAYER)
+ {
+ mpr("You sense a malignant aura.");
+ curse_an_item(false);
+ break;
+ }
+ // Intentional fall-through for monsters.
+ case 3:
+ case 4:
+ case 5:
+ _potion_effect(POT_SLOWING, 10);
+ break;
+ case 6:
+ _potion_effect(POT_BERSERK_RAGE, 10);
+ break;
+ }
+ break;
+
+ case 3: // potentially lethal
+ // Only use first two cases for monsters.
+ switch (random2(target->atype() == ACT_PLAYER ? 4 : 2))
+ {
+ case 0:
+ _potion_effect(POT_PARALYSIS, 10);
+ break;
+ case 1:
+ _potion_effect(POT_CONFUSION, 10);
+ break;
+ case 2:
+ mpr("You feel saturated with unharnessed energies!");
+ you.magic_contamination += random2avg(19, 3);
+ break;
+ case 3:
+ do
+ curse_an_item(false);
+ while (!one_chance_in(3));
+ mpr("You sense an overwhelmingly malignant aura!");
+ break;
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_translocation(int severity)
+{
+ switch (severity)
+ {
+ case 0: // harmless messages only
+ switch (random2(10))
+ {
+ case 0:
+ you_msg = "Space warps around you.";
+ mon_msg_seen = "Space warps around @the_monster@.";
+ break;
+ case 1:
+ you_msg = "The air around you crackles with energy!";
+ mon_msg_seen = "The air around @the_monster@ crackles with "
+ "energy!";
+ break;
+ case 2:
+ you_msg = "You feel a wrenching sensation.";
+ mon_msg_seen = "@The monster@ jerks violently for a moment.";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "You spin around.";
+ mon_msg_seen = "@The_monster@ spins around.";
+ break;
+ case 5:
+ you_msg = "Strange energies run through your body.";
+ mon_msg_seen = "@The_monster@ glows " + weird_glowing_colour() +
+ " for a moment.";
+ break;
+ case 6:
+ you_msg = "Your skin tingles.";
+ mon_msg_seen = "@The_monster@ twitches.";
+ break;
+ case 7:
+ you_msg = "The world appears momentarily distorted!";
+ mon_msg_seen = "@The_monster@ appears momentarily distorted!";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ you_msg = "You feel uncomfortable.";
+ mon_msg_seen = "@The_monster@ grimaces.";
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // mostly harmless
+ switch (random2(6))
+ {
+ case 0:
+ case 1:
+ case 2:
+ you_msg = "You are caught in a localised field of spatial "
+ "distortion.";
+ mon_msg_seen = "@The_monster@ is caught in a localised field of "
+ "spatial distortion.";
+ mon_msg_unseen = "A piece of empty space twists and distorts.";
+ _ouch(4 + random2avg(9, 2));
+ break;
+ case 3:
+ case 4:
+ you_msg = "Space bends around you!";
+ mon_msg_seen = "Space bends around @the_monster@!";
+ mon_msg_unseen = "A piece of empty space twists and distorts.";
+ if (_ouch(4 + random2avg(7, 2)) && target->alive())
+ target->blink(false);
+ break;
+ case 5:
+ if (_create_monster(MONS_SPATIAL_VORTEX, 3))
+ all_msg = "Space twists in upon itself!";
+ do_msg();
+ break;
+ }
+ break;
+
+ case 2: // less harmless
+ switch (random2(7))
+ {
+ case 0:
+ case 1:
+ case 2:
+ you_msg = "You are caught in a strong localised spatial "
+ "distortion.";
+ mon_msg_seen = "@The_monster@ is caught in a strong localised "
+ "spatial distortion.";
+ mon_msg_unseen = "A piece of empty space twists and writhes.";
+ _ouch(9 + random2avg(23, 2));
+ break;
+ case 3:
+ case 4:
+ you_msg = "Space warps around you!";
+ mon_msg_seen = "Space warps around @the_monster!";
+ mon_msg_unseen = "A piece of empty space twists and writhes.";
+ if (_ouch(5 + random2avg(9, 2)) && target->alive())
+ {
+ if (one_chance_in(3))
+ target->teleport(true);
+ else
+ target->blink(false);
+ _potion_effect(POT_CONFUSION, 40);
+ }
+ break;
+ case 5:
+ {
+ bool success = false;
+
+ for (int i = 1 + random2(3); i >= 0; --i)
+ {
+ if (_create_monster(MONS_SPATIAL_VORTEX, 3))
+ success = true;
+ }
+
+ if (success)
+ all_msg = "Space twists in upon itself!";
+ break;
+ }
+ case 6:
+ send_abyss();
+ break;
+ }
+ break;
+
+ case 3: // much less harmless
+ // Don't use the last case for monsters.
+ switch (random2(target->atype() == ACT_PLAYER ? 4 : 3))
+ {
+ case 0:
+ you_msg = "You are caught in an extremely strong localised "
+ "spatial distortion!";
+ mon_msg_seen = "@The_monster@ is caught in an extremely strong "
+ "localised spatial distortion!";
+ mon_msg_unseen = "A rift temporarily opens in the fabric of space!";
+ _ouch(15 + random2avg(29, 2));
+ break;
+ case 1:
+ you_msg = "Space warps crazily around you!";
+ mon_msg_seen = "Space warps crazily around @the_monster@!";
+ mon_msg_unseen = "A rift temporarily opens in the fabric of space!";
+ if (_ouch(9 + random2avg(17, 2)) && target->alive())
+ {
+ target->teleport(true);
+ _potion_effect(POT_CONFUSION, 60);
+ }
+ break;
+ case 2:
+ send_abyss();
+ break;
+ case 3:
+ mpr("You feel saturated with unharnessed energies!");
+ you.magic_contamination += random2avg(19, 3);
+ break;
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_summoning(int severity)
+{
+ switch (severity)
+ {
+ case 0: // harmless messages only
+ switch (random2(10))
+ {
+ case 0:
+ you_msg = "Shadowy shapes form in the air around you, "
+ "then vanish.";
+ mon_msg_seen = "Shadowy shapes form in the air around "
+ "@the_monster@, then vanish.";
+ break;
+ case 1:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear strange voices.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (target->atype() == ACT_PLAYER)
+ you_msg = "You feel momentarily dizzy.";
+ break;
+ case 2:
+ you_msg = "Your head hurts.";
+ // Monster messages needed.
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "Your brain hurts!";
+ // Monster messages needed.
+ break;
+ case 5:
+ you_msg = "Strange energies run through your body.";
+ mon_msg_seen = "@The_monster@ glows " + weird_glowing_colour() +
+ " for a moment.";
+ break;
+ case 6:
+ you_msg = "The world appears momentarily distorted.";
+ mon_msg_seen = "@The_monster@ appears momentarily distorted.";
+ break;
+ case 7:
+ you_msg = "Space warps around you.";
+ mon_msg_seen = "Space warps around @the_monster@.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (neither_end_silenced())
+ {
+ you_msg = "Distant voices call out to you!";
+ mon_msg_seen = "Distant voices call out to @the_monster@!";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (target->atype() == ACT_PLAYER)
+ you_msg = "You feel watched.";
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // a little bad
+ switch (random2(6))
+ {
+ case 0: // identical to translocation
+ case 1:
+ case 2:
+ you_msg = "You are caught in a localised spatial "
+ "distortion.";
+ mon_msg_seen = "@The_monster@ is caught in a localised spatial "
+ "distortion.";
+ mon_msg_unseen = "An empty piece of space distorts and twists.";
+ _ouch(5 + random2avg(9, 2));
+ break;
+ case 3:
+ if (_create_monster(MONS_SPATIAL_VORTEX, 3))
+ all_msg = "Space twists in upon itself!";
+ do_msg();
+ break;
+ case 4:
+ case 5:
+ if (_create_monster(summon_any_demon(DEMON_LESSER), 5, true))
+ all_msg = "Something appears in a flash of light!";
+ do_msg();
+ break;
+ }
+ break;
+
+ case 2: // more bad
+ switch (random2(6))
+ {
+ case 0:
+ {
+ bool success = false;
+
+ for (int i = 1 + random2(3); i >= 0; --i)
+ {
+ if (_create_monster(MONS_SPATIAL_VORTEX, 3))
+ success = true;
+ }
+
+ if (success)
+ all_msg = "Space twists in upon itself!";
+ do_msg();
+ break;
+ }
+
+ case 1:
+ case 2:
+ if (_create_monster(summon_any_demon(DEMON_COMMON), 5, true))
+ all_msg = "Something forms from out of thin air!";
+ do_msg();
+ break;
+
+ case 3:
+ case 4:
+ case 5:
+ {
+ bool success = false;
+
+ for (int i = 1 + random2(2); i >= 0; --i)
+ {
+ if (_create_monster(summon_any_demon(DEMON_LESSER), 5, true))
+ success = true;
+ }
+
+ if (success && neither_end_silenced())
+ {
+ you_msg = "A chorus of chattering voices calls out to you!";
+ mon_msg = "A chorus of chattering voices calls out!";
+ msg_ch = MSGCH_SOUND;
+ }
+ do_msg();
+ break;
+ }
+ }
+ break;
+
+ case 3: // more bad
+ switch (random2(4))
+ {
+ case 0:
+ if (_create_monster(MONS_ABOMINATION_SMALL, 0, true))
+ all_msg = "Something forms from out of thin air.";
+ do_msg();
+ break;
+
+ case 1:
+ if (_create_monster(summon_any_demon(DEMON_GREATER), 0, true))
+ all_msg = "You sense a hostile presence.";
+ do_msg();
+ break;
+
+ case 2:
+ {
+ bool success = false;
+
+ for (int i = 1 + random2(2); i >= 0; --i)
+ {
+ if (_create_monster(summon_any_demon(DEMON_COMMON), 3, true))
+ success = true;
+ }
+
+ if (success)
+ {
+ you_msg = "Something turns its malign attention towards "
+ "you...";
+ mon_msg = "You sense a malign presence.";
+ }
+ do_msg();
+ break;
+ }
+
+ case 3:
+ send_abyss();
+ break;
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_divination_you(int severity)
+{
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ switch (random2(10))
+ {
+ case 0:
+ mpr("Weird images run through your mind.");
+ break;
+ case 1:
+ if (!silenced(you.pos()))
+ mpr("You hear strange voices.", MSGCH_SOUND);
+ else
+ mpr("Your nose twitches.");
+ break;
+ case 2:
+ mpr("Your head hurts.");
+ break;
+ case 3:
+ mpr("You feel a strange surge of energy!");
+ break;
+ case 4:
+ mpr("Your brain hurts!");
+ break;
+ case 5:
+ mpr("Strange energies run through your body.");
+ break;
+ case 6:
+ mpr("Everything looks hazy for a moment.");
+ break;
+ case 7:
+ mpr("You seem to have forgotten something, but you can't remember what it was!");
+ break;
+ case 8:
+ canned_msg(MSG_NOTHING_HAPPENS);
+ break;
+ case 9:
+ mpr("You feel uncomfortable.");
+ break;
+ }
+ break;
+
+ case 1: // more annoying things
+ switch (random2(2))
+ {
+ case 0:
+ mpr("You feel slightly disoriented.");
+ forget_map(10 + random2(10));
+ break;
+ case 1:
+ potion_effect(POT_CONFUSION, 10);
+ break;
+ }
+ break;
+
+ case 2: // even more annoying things
+ switch (random2(2))
+ {
+ case 0:
+ if (you.is_undead)
+ mpr("You suddenly recall your previous life!");
+ else if (_lose_stat(STAT_INTELLIGENCE, 1 + random2(3)))
+ {
+ mpr("You have damaged your brain!");
+ }
+ else if (!did_msg)
+ mpr("You have a terrible headache.");
+ break;
+ case 1:
+ mpr("You feel lost.");
+ forget_map(40 + random2(40));
+ break;
+ }
+
+ potion_effect(POT_CONFUSION, 1); // common to all cases here {dlb}
+ break;
+
+ case 3: // nasty
+ switch (random2(3))
+ {
+ case 0:
+ mpr(forget_spell() ? "You have forgotten a spell!"
+ : "You get a splitting headache.");
+ break;
+ case 1:
+ mpr("You feel completely lost.");
+ forget_map(100);
+ break;
+ case 2:
+ if (you.is_undead)
+ mpr("You suddenly recall your previous life.");
+ else if (_lose_stat(STAT_INTELLIGENCE, 3 + random2(3)))
+ {
+ mpr("You have damaged your brain!");
+ }
+ else if (!did_msg)
+ mpr("You have a terrible headache.");
+ break;
+ }
+
+ potion_effect(POT_CONFUSION, 1); // common to all cases here {dlb}
+ break;
+ }
+}
+
+// XXX: Monster divination miscasts.
+void MiscastEffect::_divination_mon(int severity)
+{
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ mon_msg_seen = "@The_monster@ looks momentarily confused.";
+ break;
+
+ case 1: // more annoying things
+ switch (random2(2))
+ {
+ case 0:
+ mon_msg_seen = "@The_monster@ looks slightly disoriented.";
+ break;
+ case 1:
+ target->confuse(
+ act_source,
+ 1 + random2(3 + act_source->get_experience_level()));
+ break;
+ }
+ break;
+
+ case 2: // even more annoying things
+ mon_msg_seen = "@The_monster@ shudders.";
+ target->confuse(
+ act_source,
+ 5 + random2(3 + act_source->get_experience_level()));
+ break;
+
+ case 3: // nasty
+ mon_msg_seen = "@The_monster@ reels.";
+ if (one_chance_in(7))
+ target_as_monster()->forget_random_spell();
+ target->confuse(
+ act_source,
+ 8 + random2(3 + act_source->get_experience_level()));
+ break;
+ }
+}
+
+void MiscastEffect::_necromancy(int severity)
+{
+ if (target->atype() == ACT_PLAYER && you.religion == GOD_KIKUBAAQUDGHA
+ && !player_under_penance() && you.piety >= piety_breakpoint(1)
+ && x_chance_in_y(you.piety, 150))
+ {
+ canned_msg(MSG_NOTHING_HAPPENS);
+ return;
+ }
+
+ switch (severity)
+ {
+ case 0:
+ switch (random2(10))
+ {
+ case 0:
+ if (player_can_smell())
+ all_msg = "You smell decay.";
+ else if (you.species == SP_MUMMY)
+ you_msg = "Your bandages flutter.";
+ break;
+ case 1:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear strange and distant voices.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (target->atype() == ACT_PLAYER)
+ you_msg = "You feel homesick.";
+ break;
+ case 2:
+ you_msg = "Pain shoots through your body.";
+ // Monster messages needed.
+ break;
+ case 3:
+ you_msg = "Your bones ache.";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "The world around you seems to dim momentarily.";
+ mon_msg_seen = "@The_monster@ seems to dim momentarily.";
+ break;
+ case 5:
+ you_msg = "Strange energies run through your body.";
+ mon_msg_seen = "@The_monster@ glows " + weird_glowing_colour() +
+ " for a moment.";
+ break;
+ case 6:
+ you_msg = "You shiver with cold.";
+ mon_msg_seen = "@The_monster@ shivers with cold.";
+ break;
+ case 7:
+ you_msg = "You sense a malignant aura.";
+ // Monster messages needed.
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ you_msg = "You feel very uncomfortable.";
+ mon_msg_seen = "@The_monster@ grimaces horribly.";
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // a bit nasty
+ switch (random2(3))
+ {
+ case 0:
+ if (target->res_torment())
+ {
+ you_msg = "You feel weird for a moment.";
+ mon_msg_seen = "@The_monster@ has an odd expression for a "
+ "moment.";
+ }
+ else
+ {
+ you_msg = "Pain shoots through your body!";
+ mon_msg_seen = "@The_monster@ convulses with pain!";
+ _ouch(5 + random2avg(15, 2));
+ }
+ break;
+ case 1:
+ you_msg = "You feel horribly lethargic.";
+ mon_msg_seen = "@The_monster@ looks incredibly listless.";
+ _potion_effect(POT_SLOWING, 15);
+ break;
+ case 2:
+ if (target->res_rotting() == 0)
+ {
+ if (player_can_smell())
+ {
+ // identical to a harmless message
+ all_msg = "You smell decay.";
+ }
+
+ if (target->atype() == ACT_PLAYER)
+ you.rotting++;
+ else
+ target_as_monster()->add_ench(mon_enchant(ENCH_ROT, 1,
+ kc));
+ }
+ else if (you.species == SP_MUMMY)
+ {
+ // Monster messages needed.
+ you_msg = "Your bandages flutter.";
+ }
+ break;
+ }
+ if (!did_msg)
+ do_msg();
+ break;
+
+ case 2: // much nastier
+ switch (random2(3))
+ {
+ case 0:
+ {
+ bool success = false;
+
+ for (int i = random2(3); i >= 0; --i)
+ {
+ if (_create_monster(MONS_SHADOW, 2, true))
+ success = true;
+ }
+
+ if (success)
+ {
+ you_msg = "Flickering shadows surround you.";
+ mon_msg_seen = "Flickering shadows surround @the_monster@.";
+ mon_msg_unseen = "Shadows flicker in the thin air.";
+ }
+ do_msg();
+ break;
+ }
+
+ case 1:
+ you_msg = "You are engulfed in negative energy!";
+ mon_msg_seen = "@The_monster@ is engulfed in negative energy!";
+ do_msg();
+
+ if (lethality_margin == 0 || you.experience > 0
+ || !avoid_lethal(you.hp))
+ {
+ if (one_chance_in(3))
+ {
+ target->drain_exp(act_source);
+ break;
+ }
+ }
+
+ // If draining failed, just flow through...
+
+ case 2:
+ if (target->res_torment())
+ {
+ you_msg = "You feel weird for a moment.";
+ mon_msg_seen = "@The_monster@ has an odd expression for a "
+ "moment.";
+ }
+ else
+ {
+ you_msg = "You convulse helplessly as pain tears through "
+ "your body!";
+ mon_msg_seen = "@The_monster@ convulses helplessly with pain!";
+ _ouch(15 + random2avg(23, 2));
+ }
+ do_msg();
+ break;
+ }
+ break;
+
+ case 3: // even nastier
+ // Don't use last case for monsters.
+ switch (random2(target->atype() == ACT_PLAYER ? 6 : 5))
+ {
+ case 0:
+ if (target->holiness() == MH_UNDEAD)
+ {
+ you_msg = "Something just walked over your grave. No, "
+ "really!";
+ mon_msg_seen = "@The_monster@ seems frightened for a moment.";
+ do_msg();
+ }
+ else
+ torment_monsters(target->pos(), 0, TORMENT_GENERIC);
+ break;
+
+ case 1:
+ target->rot(act_source, random2avg(7, 2) + 1);
+ break;
+
+ case 2:
+ if (_create_monster(MONS_SOUL_EATER, 4, true))
+ {
+ you_msg = "Something reaches out for you...";
+ mon_msg_seen = "Something reaches out for @the_monster@...";
+ mon_msg_unseen = "Something reaches out from thin air...";
+ }
+ do_msg();
+ break;
+
+ case 3:
+ if (_create_monster(MONS_REAPER, 4, true))
+ {
+ you_msg = "Death has come for you...";
+ mon_msg_seen = "Death has come for @the_monster@...";
+ mon_msg_unseen = "Death appears from thin air...";
+ }
+ do_msg();
+ break;
+
+ case 4:
+ you_msg = "You are engulfed in negative energy!";
+ mon_msg_seen = "@The_monster@ is engulfed in negative energy!";
+ do_msg();
+
+ if (lethality_margin == 0 || you.experience > 0
+ || !avoid_lethal(you.hp))
+ {
+ target->drain_exp(act_source);
+ break;
+ }
+
+ // If draining failed, just flow through if it's the player...
+ if (target->atype() == ACT_MONSTER)
+ break;
+
+ case 5:
+ _lose_stat(STAT_RANDOM, 1 + random2avg(7, 2));
+ break;
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_transmutation(int severity)
+{
+ int num;
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ num = 10 + (_has_hair(target) ? 1 : 0);
+ switch (random2(num))
+ {
+ case 0:
+ _your_hands_glow(target, you_msg, mon_msg_seen, can_plural_hand);
+ break;
+ case 1:
+ you_msg = "The air around you crackles with energy!";
+ mon_msg_seen = "The air around @the_monster@ crackles with "
+ "energy!";
+ mon_msg_unseen = "The thin air crackles with energy!";
+ break;
+ case 2:
+ you_msg = "Multicoloured lights dance before your eyes!";
+ mon_msg_seen = "Multicoloured lights dance around @the_monster@!";
+ mon_msg_unseen = "Multicoloured lights dance in the air!";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "Waves of light ripple over your body.";
+ mon_msg_seen = "Waves of light ripple over @the_monster@'s body.";
+ mon_msg_unseen = "Waves of light ripple in the air.";
+ break;
+ case 5:
+ you_msg = "Strange energies run through your body.";
+ mon_msg_seen = "@The_monster@ glows " + weird_glowing_colour() +
+ " for a moment.";
+ break;
+ case 6:
+ you_msg = "Your skin tingles.";
+ mon_msg_seen = "@The_monster@ twitches.";
+ break;
+ case 7:
+ you_msg = "Your skin glows momentarily.";
+ mon_msg_seen = "@The_monster@'s body glows momentarily.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (player_can_smell())
+ all_msg = "You smell something strange.";
+ else if (you.species == SP_MUMMY)
+ you_msg = "Your bandages flutter.";
+ break;
+ case 10:
+ {
+ // Player only (for now).
+ bool plural;
+ std::string hair = _hair_str(target, plural);
+ you_msg = make_stringf("Your %s momentarily turn%s into snakes!",
+ hair.c_str(), plural ? "" : "s");
+ }
+ }
+ do_msg();
+ break;
+
+ case 1: // slightly annoying
+ switch (random2(crawl_state.arena ? 1 : 2))
+ {
+ case 0:
+ you_msg = "Your body is twisted painfully.";
+ mon_msg_seen = "@The_monster@'s body twists unnaturally.";
+ _ouch(1 + random2avg(11, 2));
+ break;
+ case 1:
+ random_uselessness();
+ break;
+ }
+ break;
+
+ case 2: // much more annoying
+ // Last case for players only.
+ switch (random2(target->atype() == ACT_PLAYER ? 4 : 3))
+ {
+ case 0:
+ you_msg = "Your body is twisted very painfully!";
+ mon_msg_seen = "@The_monster@'s body twists and writhes.";
+ _ouch(3 + random2avg(23, 2));
+ break;
+ case 1:
+ _potion_effect(POT_PARALYSIS, 10);
+ break;
+ case 2:
+ _potion_effect(POT_CONFUSION, 10);
+ break;
+ case 3:
+ mpr("You feel saturated with unharnessed energies!");
+ you.magic_contamination += random2avg(19, 3);
+ break;
+ }
+ break;
+
+ case 3: // even nastier
+ if (target->atype() == ACT_MONSTER)
+ target->mutate(); // Polymorph the monster, if possible.
+
+ switch (random2(3))
+ {
+ case 0:
+ you_msg = "Your body is flooded with distortional energies!";
+ mon_msg = "@The_monster@'s body is flooded with distortional "
+ "energies!";
+ if (_ouch(3 + random2avg(18, 2)) && target->alive())
+ {
+ if (target->atype() == ACT_PLAYER)
+ you.magic_contamination += random2avg(35, 3);
+ }
+ break;
+
+ case 1:
+ // HACK: Avoid lethality before deleting mutation, since
+ // afterwards a message would already have been given.
+ if (lethality_margin > 0
+ && (you.hp - lethality_margin) <= 27
+ && avoid_lethal(you.hp))
+ {
+ return;
+ }
+
+ if (target->atype() == ACT_PLAYER)
+ {
+ you_msg = "You feel very strange.";
+ delete_mutation(RANDOM_MUTATION, true, false,
+ lethality_margin > 0);
+ }
+ _ouch(5 + random2avg(23, 2));
+ break;
+
+ case 2:
+ // HACK: Avoid lethality before giving mutation, since
+ // afterwards a message would already have been given.
+ if (lethality_margin > 0
+ && (you.hp - lethality_margin) <= 27
+ && avoid_lethal(you.hp))
+ {
+ return;
+ }
+
+ if (target->atype() == ACT_PLAYER)
+ {
+ you_msg = "Your body is distorted in a weirdly horrible way!";
+ const bool failMsg = !give_bad_mutation(true, false,
+ lethality_margin > 0);
+ if (coinflip())
+ give_bad_mutation(failMsg, false, lethality_margin > 0);
+ }
+ _ouch(5 + random2avg(23, 2));
+ break;
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_fire(int severity)
+{
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ switch (random2(10))
+ {
+ case 0:
+ you_msg = "Sparks fly from your @hands@!";
+ mon_msg_seen = "Sparks fly from @the_monster@'s @hands@!";
+ break;
+ case 1:
+ you_msg = "The air around you burns with energy!";
+ mon_msg_seen = "The air around @the_monster@ burns with energy!";
+ break;
+ case 2:
+ you_msg = "Wisps of smoke drift from your @hands@.";
+ mon_msg_seen = "Wisps of smoke drift from @the_monster@'s @hands@.";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ if (player_can_smell())
+ all_msg = "You smell smoke.";
+ else if (you.species == SP_MUMMY)
+ you_msg = "Your bandages flutter.";
+ break;
+ case 5:
+ you_msg = "Heat runs through your body.";
+ // Monster messages needed.
+ break;
+ case 6:
+ you_msg = "You feel uncomfortably hot.";
+ // Monster messages needed.
+ break;
+ case 7:
+ you_msg = "Lukewarm flames ripple over your body.";
+ mon_msg_seen = "Dim flames ripple over @the_monster@'s body.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear a sizzling sound.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (target->atype() == ACT_PLAYER)
+ you_msg = "You feel like you have heartburn.";
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // a bit less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "Smoke pours from your @hands@!";
+ mon_msg_seen = "Smoke pours from @the_monster@'s @hands@!";
+ mon_msg_unseen = "Smoke appears out of nowhere!";
+
+ do_msg();
+ big_cloud(random_smoke_type(), kc, kt, target->pos(), 20,
+ 7 + random2(7));
+ break;
+
+ case 1:
+ you_msg = "Flames sear your flesh.";
+ mon_msg_seen = "Flames sear @the_monster@.";
+ if (target->res_fire() < 0)
+ {
+ if (!_ouch(2 + random2avg(13, 2)))
+ return;
+ }
+ else
+ do_msg();
+ if (target->alive())
+ target->expose_to_element(BEAM_FIRE, 3);
+ break;
+ }
+ break;
+
+ case 2: // rather less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "You are blasted with fire.";
+ mon_msg_seen = "@The_monster@ is blasted with fire.";
+ mon_msg_unseen = "A flame briefly burns in thin air.";
+ if (_ouch(5 + random2avg(29, 2), BEAM_FIRE) && target->alive())
+ target->expose_to_element(BEAM_FIRE, 5);
+ break;
+
+ case 1:
+ you_msg = "You are caught in a fiery explosion!";
+ mon_msg_seen = "@The_monster@ is caught in a fiery explosion!";
+ mon_msg_unseen = "Fire explodes from out of thin air!";
+
+ beam.flavour = BEAM_FIRE;
+ beam.type = dchar_glyph(DCHAR_FIRED_BURST);
+ beam.damage = dice_def(3, 14);
+ beam.name = "explosion";
+ beam.colour = RED;
+
+ _explosion();
+ break;
+ }
+ break;
+
+ case 3: // considerably less harmless stuff
+ switch (random2(3))
+ {
+ case 0:
+ you_msg = "You are blasted with searing flames!";
+ mon_msg_seen = "@The_monster@ is blasted with searing flames!";
+ mon_msg_unseen = "A large flame burns hotly for a moment in the "
+ "thin air.";
+ if (_ouch(9 + random2avg(33, 2), BEAM_FIRE) && target->alive())
+ target->expose_to_element(BEAM_FIRE, 10);
+ break;
+ case 1:
+ all_msg = "There is a sudden and violent explosion of flames!";
+
+ beam.flavour = BEAM_FIRE;
+ beam.type = dchar_glyph(DCHAR_FIRED_BURST);
+ beam.damage = dice_def(3, 20);
+ beam.name = "fireball";
+ beam.colour = RED;
+ beam.ex_size = coinflip() ? 1 : 2;
+
+ _explosion();
+ break;
+
+ case 2:
+ {
+ you_msg = "You are covered in liquid flames!";
+ mon_msg_seen = "@The_monster@ is covered in liquid flames!";
+ do_msg();
+
+ if (target->atype() == ACT_PLAYER)
+ you.duration[DUR_LIQUID_FLAMES] += random2avg(7, 3) + 1;
+ else
+ {
+ monsters* mon_target = target_as_monster();
+ mon_target->add_ench(mon_enchant(ENCH_STICKY_FLAME,
+ std::min(4, 1 + random2(mon_target->hit_dice) / 2), kc));
+ }
+ break;
+ }
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_ice(int severity)
+{
+ const dungeon_feature_type feat = grd(target->pos());
+
+ const bool frostable_feat =
+ (feat == DNGN_FLOOR || grid_altar_god(feat) != GOD_NO_GOD
+ || grid_is_staircase(feat) || grid_is_water(feat));
+
+ const std::string feat_name = (feat == DNGN_FLOOR ? "the " : "") +
+ feature_description(target->pos(), false, DESC_NOCAP_THE);
+
+ int num;
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ num = 10 + (frostable_feat ? 1 : 0);
+ switch (random2(num))
+ {
+ case 0:
+ you_msg = "You shiver with cold.";
+ mon_msg_seen = "@The_monster@ shivers with cold.";
+ break;
+ case 1:
+ you_msg = "A chill runs through your body.";
+ // Monster messages needed.
+ break;
+ case 2:
+ you_msg = "Wisps of condensation drift from your @hands@.";
+ mon_msg_seen = "Wisps of condensation drift from @the_monster@'s "
+ "@hands@.";
+ mon_msg_unseen = "Wisps of condensation drift in the air.";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "Your @hands@ feel@hand_conj@ numb with cold.";
+ // Monster messages needed.
+ break;
+ case 5:
+ you_msg = "A chill runs through your body.";
+ // Monster messages needed.
+ break;
+ case 6:
+ you_msg = "You feel uncomfortably cold.";
+ // Monster messages needed.
+ break;
+ case 7:
+ you_msg = "Frost covers your body.";
+ mon_msg_seen = "Frost covers @the_monster@'s body.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear a crackling sound.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (target->atype() == ACT_PLAYER)
+ you_msg = "A snowflake lands on your nose.";
+ break;
+ case 10:
+ if (grid_is_water(feat))
+ all_msg = "A thin layer of ice forms on " + feat_name;
+ else
+ all_msg = "Frost spreads across " + feat_name;
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // a bit less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ mpr("You feel extremely cold.");
+ // Monster messages needed.
+ break;
+ case 1:
+ you_msg = "You are covered in a thin layer of ice.";
+ mon_msg_seen = "@The_monster@ is covered in a thin layer of ice.";
+ if (target->res_cold() < 0)
+ {
+ if (!_ouch(4 + random2avg(5, 2)))
+ return;
+ }
+ else
+ do_msg();
+ if (target->alive())
+ target->expose_to_element(BEAM_COLD, 2);
+ break;
+ }
+ break;
+
+ case 2: // rather less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "Heat is drained from your body.";
+ // Monster messages needed.
+ if (_ouch(5 + random2(6) + random2(7), BEAM_COLD) && target->alive())
+ target->expose_to_element(BEAM_COLD, 4);
+ break;
+
+ case 1:
+ you_msg = "You are caught in an explosion of ice and frost!";
+ mon_msg_seen = "@The_monster@ is caught in an explosion of "
+ "ice and frost!";
+ mon_msg_unseen = "Ice and frost explode from out of thin air!";
+
+ beam.flavour = BEAM_COLD;
+ beam.type = dchar_glyph(DCHAR_FIRED_BURST);
+ beam.damage = dice_def(3, 11);
+ beam.name = "explosion";
+ beam.colour = WHITE;
+
+ _explosion();
+ break;
+ }
+ break;
+
+ case 3: // less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "You are blasted with ice!";
+ mon_msg_seen = "@The_monster@ is blasted with ice!";
+ if (_ouch(9 + random2avg(23, 2), BEAM_ICE) && target->alive())
+ target->expose_to_element(BEAM_COLD, 9);
+ break;
+ case 1:
+ you_msg = "Freezing gasses pour from your @hands@!";
+ mon_msg_seen = "Freezing gasses pour from @the_monster@'s "
+ "@hands@!";
+
+ do_msg();
+ big_cloud(CLOUD_COLD, kc, kt, target->pos(), 20, 8 + random2(4));
+ break;
+ }
+ break;
+ }
+}
+
+static bool _on_floor(actor* target)
+{
+ return (!target->airborne() && grd(target->pos()) == DNGN_FLOOR);
+}
+
+void MiscastEffect::_earth(int severity)
+{
+ int num;
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ case 1:
+ num = 11 + (_on_floor(target) ? 2 : 0);
+ switch (random2(num))
+ {
+ case 0:
+ you_msg = "You feel earthy.";
+ // Monster messages needed.
+ break;
+ case 1:
+ you_msg = "You are showered with tiny particles of grit.";
+ mon_msg_seen = "@The_monster@ is showered with tiny particles "
+ "of grit.";
+ mon_msg_unseen = "Tiny particles of grit hang in the air for a "
+ "moment.";
+ break;
+ case 2:
+ you_msg = "Sand pours from your @hands@.";
+ mon_msg_seen = "Sand pours from @the_monster@'s @hands@.";
+ mon_msg_unseen = "Sand pours from out of thin air.";
+ break;
+ case 3:
+ you_msg = "You feel a surge of energy from the ground.";
+ // Monster messages needed.
+ break;
+ case 4:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear a distant rumble.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (target->atype() == ACT_PLAYER)
+ you_msg = "You sympathise with the stones.";
+ break;
+ case 5:
+ you_msg = "You feel gritty.";
+ // Monster messages needed.
+ break;
+ case 6:
+ you_msg = "You feel momentarily lethargic.";
+ mon_msg_seen = "@The_monster@ looks momentarily listless.";
+ break;
+ case 7:
+ you_msg = "Motes of dust swirl before your eyes.";
+ mon_msg_seen = "Motes of dust swirl around @the_monster@.";
+ mon_msg_unseen = "Motes of dust swirl around in the air.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ {
+ bool pluralized = true;
+ std::string feet = you.foot_name(true, &pluralized);
+ std::ostringstream str;
+
+ str << "Your " << feet << (pluralized ? " feel" : " feels")
+ << " warm.";
+
+ you_msg = str.str();
+ // Monster messages needed.
+ break;
+ }
+ case 10:
+ if (target->cannot_move())
+ {
+ you_msg = "You briefly vibrate.";
+ mon_msg_seen = "@The_monster@ briefly vibrates.";
+ }
+ else
+ {
+ you_msg = "You momentarily stiffen.";
+ mon_msg_seen = "@The_monster@ momentarily stiffens.";
+ }
+ break;
+ case 11:
+ all_msg = "The floor vibrates.";
+ break;
+ case 12:
+ all_msg = "The floor shifts beneath you alarmingly!";
+ break;
+ }
+ do_msg();
+ break;
+
+ case 2: // slightly less harmless stuff
+ switch (random2(1))
+ {
+ case 0:
+ switch (random2(3))
+ {
+ case 0:
+ you_msg = "You are hit by flying rocks!";
+ mon_msg_seen = "@The_monster@ is hit by flying rocks!";
+ mon_msg_unseen = "Flying rocks appear out of thin air!";
+ break;
+ case 1:
+ you_msg = "You are blasted with sand!";
+ mon_msg_seen = "@The_monster@ is blasted with sand!";
+ mon_msg_unseen = "A miniature sandstorm briefly appears!";
+ break;
+ case 2:
+ you_msg = "Rocks fall onto you out of nowhere!";
+ mon_msg_seen = "Rocks fall onto @the_monster@ out of "
+ "nowhere!";
+ mon_msg_unseen = "Rocks fall out of nowhere!";
+ break;
+ }
+ _ouch(random2avg(13, 2) + 10 - random2(1 + target->armour_class()));
+ break;
+ }
+ break;
+
+ case 3: // less harmless stuff
+ switch (random2(1))
+ {
+ case 0:
+ you_msg = "You are caught in an explosion of flying "
+ "shrapnel!";
+ mon_msg_seen = "@The_monster@ is caught in an explosion of "
+ "flying shrapnel!";
+ mon_msg_unseen = "Flying shrapnel explodes from thin air!";
+
+ beam.flavour = BEAM_FRAG;
+ beam.type = dchar_glyph(DCHAR_FIRED_BURST);
+ beam.damage = dice_def(3, 15);
+ beam.name = "explosion";
+ beam.colour = CYAN;
+
+ if (one_chance_in(5))
+ beam.colour = BROWN;
+ if (one_chance_in(5))
+ beam.colour = LIGHTCYAN;
+
+ _explosion();
+ break;
+ }
+ break;
+ }
+}
+
+void MiscastEffect::_air(int severity)
+{
+ int num;
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ num = 10 + (_has_hair(target) ? 1 : 0);
+ switch (random2(num))
+ {
+ case 0:
+ you_msg = "Ouch! You gave yourself an electric shock.";
+ mon_msg = "Ouch! You gave yourself an electric shock.";
+ break;
+ case 1:
+ you_msg = "You feel momentarily weightless.";
+ mon_msg_seen = "@The_monster@ bobs in the air for a moment.";
+ break;
+ case 2:
+ you_msg = "Wisps of vapour drift from your @hands@.";
+ mon_msg_seen = "Wisps of vapour drift from @the_monster@'s "
+ "@hands@.";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "You feel electric!";
+ // Monster messages needed.
+ break;
+ case 5:
+ {
+ bool pluralized = true;
+ if (!hand_str.empty())
+ pluralized = can_plural_hand;
+ else
+ target->hand_name(true, &pluralized);
+
+ if (pluralized)
+ {
+ you_msg = "Sparks of electricity dance between your "
+ "@hands@.";
+ mon_msg_seen = "Sparks of electricity dance between "
+ "@the_monster@'s @hands@.";
+ }
+ else
+ {
+ you_msg = "Sparks of electricity dance over your "
+ "@hand@.";
+ mon_msg_seen = "Sparks of electricity dance over "
+ "@the_monster@'s @hand@.";
+ }
+ break;
+ }
+ case 6:
+ you_msg = "You are blasted with air!";
+ mon_msg_seen = "@The_monster@ is blasted with air!";
+ break;
+ case 7:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear a whooshing sound.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (player_can_smell())
+ all_msg = "You smell ozone.";
+ else if (you.species == SP_MUMMY)
+ you_msg = "Your bandages flutter.";
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear a crackling sound.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (player_can_smell())
+ all_msg = "You smell something musty.";
+ else if (you.species == SP_MUMMY)
+ you_msg = "Your bandages flutter.";
+ break;
+ case 10:
+ {
+ // Player only (for now).
+ bool plural;
+ std::string hair = _hair_str(target, plural);
+ you_msg = make_stringf("Your %s stand%s on end.", hair.c_str(),
+ plural ? "" : "s");
+ break;
+ }
+ }
+ do_msg();
+ break;
+ case 1: // a bit less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "There is a short, sharp shower of sparks.";
+ mon_msg_seen = "@The_monster@ is briefly showered in sparks.";
+ break;
+ case 1:
+ if (silenced(you.pos()))
+ {
+ you_msg = "The wind whips around you!";
+ mon_msg_seen = "The wind whips around @the_monster@!";
+ mon_msg_unseen = "The wind whips!";
+ }
+ else
+ {
+ you_msg = "The wind howls around you!";
+ mon_msg_seen = "The wind howls around @the_monster@!";
+ mon_msg_unseen = "The wind howls!";
+ }
+ break;
+ }
+ do_msg();
+ break;
+
+ case 2: // rather less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "Electricity courses through your body.";
+ // Monster messages needed.
+ _ouch(4 + random2avg(9, 2), BEAM_ELECTRICITY);
+ break;
+ case 1:
+ you_msg = "Noxious gasses pour from your @hands@!";
+ mon_msg_seen = "Noxious gasses pour from @the_monster@'s "
+ "@hands@!";
+ mon_msg_unseen = "Noxious gasses appear from out of thin air!";
+
+ do_msg();
+ big_cloud(CLOUD_STINK, kc, kt, target->pos(), 20, 9 + random2(4));
+ break;
+ }
+ break;
+
+ case 3: // musch less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ you_msg = "You are caught in an explosion of electrical "
+ "discharges!";
+ mon_msg_seen = "@The_monster@ is caught in an explosion of "
+ "electrical discharges!";
+ mon_msg_unseen = "Electrical discharges explode from out of "
+ "thin air!";
+
+ beam.flavour = BEAM_ELECTRICITY;
+ beam.type = dchar_glyph(DCHAR_FIRED_BURST);
+ beam.damage = dice_def(3, 8);
+ beam.name = "explosion";
+ beam.colour = LIGHTBLUE;
+ beam.ex_size = one_chance_in(4) ? 1 : 2;
+
+ _explosion();
+ break;
+ case 1:
+ you_msg = "Venomous gasses pour from your @hands@!";
+ mon_msg_seen = "Venomous gasses pour from @the_monster@'s "
+ "@hands@!";
+ mon_msg_unseen = "Venomous gasses pour forth from the thin air!";
+
+ do_msg();
+ big_cloud(CLOUD_POISON, kc, kt, target->pos(), 20, 8 + random2(5));
+ break;
+ }
+ }
+}
+
+// XXX MATT
+void MiscastEffect::_poison(int severity)
+{
+ switch (severity)
+ {
+ case 0: // just a harmless message
+ switch (random2(10))
+ {
+ case 0:
+ you_msg = "You feel mildly nauseous.";
+ // Monster messages needed.
+ break;
+ case 1:
+ you_msg = "You feel slightly ill.";
+ // Monster messages needed.
+ break;
+ case 2:
+ you_msg = "Wisps of poison gas drift from your @hands@.";
+ mon_msg_seen = "Wisps of poison gas drift from @the_monster@'s "
+ "@hands@.";
+ break;
+ case 3:
+ you_msg = "You feel a strange surge of energy!";
+ // Monster messages needed.
+ break;
+ case 4:
+ you_msg = "You feel faint for a moment.";
+ // Monster messages needed.
+ break;
+ case 5:
+ you_msg = "You feel sick.";
+ // Monster messages needed.
+ break;
+ case 6:
+ you_msg = "You feel odd.";
+ // Monster messages needed.
+ break;
+ case 7:
+ you_msg = "You feel weak for a moment.";
+ // Monster messages needed.
+ break;
+ case 8:
+ // Set nothing; canned_msg(MSG_NOTHING_HAPPENS) will be taken
+ // care of elsewhere.
+ break;
+ case 9:
+ if (neither_end_silenced())
+ {
+ all_msg = "You hear a slurping sound.";
+ msg_ch = MSGCH_SOUND;
+ }
+ else if (you.species != SP_MUMMY)
+ you_msg = "You taste almonds.";
+ break;
+ }
+ do_msg();
+ break;
+
+ case 1: // a bit less harmless stuff
+ switch (random2(2))
+ {
+ case 0:
+ if (target->res_poison() <= 0)
+ {
+ you_msg = "You feel sick.";
+ // Monster messages needed.
+ target->poison(act_source, 2 + random2(3));
+ }
+ do_msg();
+ break;
+
+ case 1:
+ you_msg = "Noxious gasses pour from your @hands@!";
+ mon_msg_seen = "Noxious gasses pour from @the_monster@'s "
+ "@hands@!";
+ mon_msg_unseen = "Noxious gasses pour forth from the thin air!";
+ place_cloud(CLOUD_STINK, target->pos(), 2 + random2(4), kc, kt );
+ break;
+ }
+ break;
+
+ case 2: // rather less harmless stuff
+ // Don't use last case for monsters.
+ switch (random2(target->atype() == ACT_PLAYER ? 3 : 2))
+ {
+ case 0:
+ if (target->res_poison() <= 0)
+ {
+ you_msg = "You feel very sick.";
+ // Monster messages needed.
+ target->poison(act_source, 3 + random2avg(9, 2));
+ }
+ do_msg();
+ break;
+
+ case 1:
+ you_msg = "Noxious gasses pour from your @hands@!";
+ mon_msg_seen = "Noxious gasses pour from @the_monster@'s "
+ "@hands@!";
+ mon_msg_unseen = "Noxious gasses pour forth from the thin air!";
+
+ do_msg();
+ big_cloud(CLOUD_STINK, kc, kt, target->pos(), 20, 8 + random2(5));
+ break;
+
+ case 2:
+ if (player_res_poison())
+ canned_msg(MSG_NOTHING_HAPPENS);
+ else
+ _lose_stat(STAT_RANDOM, 1);
+ break;
+ }
+ break;
+
+ case 3: // less harmless stuff
+ // Don't use last case for monsters.
+ switch (random2(target->atype() == ACT_PLAYER ? 3 : 2))
+ {
+ case 0:
+ if (target->res_poison() <= 0)
+ {
+ you_msg = "You feel incredibly sick.";
+ // Monster messages needed.
+ target->poison(act_source, 10 + random2avg(19, 2));
+ }
+ do_msg();
+ break;
+ case 1:
+ you_msg = "Venomous gasses pour from your @hands@!";
+ mon_msg_seen = "Venomous gasses pour from @the_monster@'s "
+ "@hands@!";
+ mon_msg_unseen = "Venomous gasses pour forth from the thin air!";
+
+ do_msg();
+ big_cloud(CLOUD_POISON, kc, kt, target->pos(), 20, 7 + random2(7));
+ break;
+ case 2:
+ if (player_res_poison())
+ canned_msg(MSG_NOTHING_HAPPENS);
+ else
+ _lose_stat(STAT_RANDOM, 1 + random2avg(5, 2));
+ break;
+ }
+ break;
+ }
+}