From e547d7f8d9b7dc26589af1e1290fa5df850722f0 Mon Sep 17 00:00:00 2001 From: zelgadis Date: Thu, 22 Jan 2009 05:08:10 +0000 Subject: 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 --- crawl-ref/source/spl-cast.cc | 2682 ------------------------------------------ 1 file changed, 2682 deletions(-) (limited to 'crawl-ref/source/spl-cast.cc') diff --git a/crawl-ref/source/spl-cast.cc b/crawl-ref/source/spl-cast.cc index 56e5243a17..f26f102fbf 100644 --- a/crawl-ref/source/spl-cast.cc +++ b/crawl-ref/source/spl-cast.cc @@ -17,7 +17,6 @@ REVISION("$Rev$"); #include "externs.h" #include "beam.h" -#include "cloud.h" #include "describe.h" #include "effects.h" #include "fight.h" @@ -29,12 +28,9 @@ REVISION("$Rev$"); #include "item_use.h" #include "itemname.h" #include "itemprop.h" -#include "Kills.h" #include "macro.h" #include "menu.h" #include "message.h" -#include "misc.h" -#include "monplace.h" #include "monstuff.h" #include "mstuff2.h" #include "mutation.h" @@ -56,17 +52,11 @@ REVISION("$Rev$"); #include "transfor.h" #include "tutorial.h" #include "view.h" -#include "xom.h" #ifdef DOS #include #endif -// 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 - static bool _surge_identify_boosters(spell_type spell) { const unsigned int typeflags = get_spell_disciplines(spell); @@ -2239,2678 +2229,6 @@ void exercise_spell( spell_type spell, bool spc, bool success ) did_god_conduct( DID_SPELL_PRACTISE, exer_norm ); } -#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), mon_target(NULL), mon_source(NULL), - 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), mon_target(NULL), mon_source(NULL), - 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), mon_target(NULL), mon_source(NULL), - 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; - - mon_target = mon_source = NULL; - act_source = NULL; - - const bool death_curse = (cause.find("death curse") != std::string::npos); - - if (target->atype() == ACT_MONSTER) - { - mon_target = dynamic_cast(target); - 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) - { - mon_source = dynamic_cast(target); - 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)) - { - mon_source = &menv[kill_source]; - act_source = mon_source; - ASSERT(mon_source->type != -1); - - if (death_curse && target->atype() == ACT_MONSTER - && mon_target->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 - && mon_target->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(mon_source != NULL); - ASSERT(mon_source == mon_target); - - if (you.can_see(mon_source)) - { - return apostrophise(mon_source->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 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 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(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 (mon_target != NULL && !mons_near(mon_target)) - 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, mon_target, 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) - { - 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(-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 = mon_source ? you.can_see(mon_source) : false; - 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 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(pot_eff), pot_pow, false); - return; - } - - 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) - { - 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: - mon_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."; - mon_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)) - mon_target->forget_random_spell(); - mon_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 - mon_target->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 - { - 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; - } -} - const char* failure_rate_to_string( int fail ) { return -- cgit v1.2.3-54-g00ecf